Monday, December 16, 2013

Horses, Dogs, and Falcons


Inspired by Tower of the Archmage's post on dog breeds, and designed to run with my basic system for combat and overland movement. I wanted to set up a system for animal ownership that reflected the same ideas of simplified accuracy, and gave each animal breed a bit of personality.

Animals

A variety of domesticated animals are available to assist the intrepid adventurer, merchant, or soldier. Mainstays are equines, dogs, and falcons. Animal prices are expressed in silvers per HP – healthier and tougher animals, of course, being worth more. Most animals consume animal rations, which weigh 1 stone and cost 1 silver piece, but dogs and falcons can both eat human iron rations.
All animals gain a +2 morale bonus when their master is present. A new master must be designated by spending a full month with the animal. Additionally, animals have their own reaction rolls toward NPCs, and must pass a Morale check to avoid attacking or fleeing on a 2, or in order to attack on a 12. They gain XP as normal and level up with the noted effects. Leveling also doubles their value. Animals must pass a Morale check to do anything other than fight or move with their master, with a -1 penalty applied for each word after the first.
Animal base saves are all 16 by default, though their base Might save increases by 1 for every 10 hit points they have. They cannot normally improve their saves.
Most animals have marching speeds equal to humans, but begin Forced Marches on their second march, rather than their third. Horses have marching speeds of 24/18/8 miles per Watch. Animals can be pastured for a full Watch, which in favorable environments fills 1/3 of their upkeep needs.

Equines
Horses are usually sold at 4 years, and begin aging at 20 years, penalized every two years. Mules and donkeys begin aging at 30 years, penalized every three years. Failed saves reduce HP by 2, encumbrance by 1, and running/sprinting speed by 2’. Horses can jump 4’ obstacles with a Will save, -1 per 6” of extra height. Failure means a 50/50 chance of shying away (with the rider passing a STR check or falling off) or crashing into the obstacle, inflicting 1d10 damage on both horse and rider. 
DRAFT HORSE
Phlegmatic, thickset horses for plowing or milling.

Price (per HP): 20sp
HP: 5d6
Encumbrance: 8/16/32 stone
Attack: 1@1d8
Defense: 8, Large Size
Morale: 6
March Speed: 4/8/12
Run Speed: 60’
Special: -
Upkeep: 3 animal rations, 15 water rations
ROUNCEY
A basic light riding horse or warhorse.

Price (per HP): 20sp
HP: 5d6
Encumbrance: 7/13/26 stone
Attack: 1@1d8
Defense: 10, Large Size
Morale: 7
March Speed: 8/16/24
Run Speed: 70’
Special: -
Upkeep: 2 animal rations, 15 water rations
PALFREY
Comfortable, easy-to-control riding horses.

Price (per HP): 20sp
HP: 5d6
Encumbrance: 7/13/26 stone
Attack: 1@1d6
Defense: 8, Large Size
Morale: 4
March Speed: 7/13/26
Run Speed: 60’
Special: All mastering & training only takes 1 month
Upkeep: 2 animal rations, 15 water rations
CHARGER
Fast cavalry horses, the most common type in war.

Price (per HP): 30sp
HP: 5d6
Encumbrance: 8/16/32 stone
Attack: 1@1d10
Defense: 14, Large Size
Morale: 8
March Speed: 8/16/24
Run Speed: 70’
Special: -
Upkeep: 3 animal rations, 20 water rations
JENNET
A small, quick desert horse, with low upkeep.

Price (per HP): 30sp
HP: 5d6
Encumbrance: 7/13/26 stone
Attack: 1@1d6
Defense: 14, Large Size
Morale: 8
March Speed: 8/16/32
Run Speed: 80’
Special: -
Upkeep: 2 animal rations, 12 water rations
DESTRIER
Heavy, highly prized battle horses.

Price (per HP): 90sp
HP: 6d6
Encumbrance: 8/16/32 stone
Attack: 1@1d10, 1@1d6
Defense: 14, Large Size
Morale: 8
March Speed: 4/8/12
Run Speed: 70’
Special: -
Upkeep: 3 animal rations, 20 water rations
MULE
A mix between a horse and a donkey.

Price (per HP): 15sp
HP: 4d6
Encumbrance: 8/15/30 stone
Attack: 1@1d6
Defense: 10, Large Size
Morale: 7
March Speed: 4/8/12
Run Speed: 60’
Upkeep: 1 animal ration, 12 water rations
DONKEY
Light, clever pack animals.

Price (per HP): 10sp
HP: 4d6
Encumbrance: 4/8/16 stone
Attack: 1@1d6
Defense: D10
Morale: 5
March Speed: 4/8/12
Run Speed: 70’
Upkeep: ½ animal ration, 8 water rations

Birds

Birds are sold at 2 years, and begin aging at 10 years. Failed saves reduce HP and Attack Bonus by 1. Birds fly and soar instead of sprinting and running, respectively, and must fly before soaring. They all have encumbrance of 1. Leveled birds increase their defenses and attack bonus by 1, and their fly speed by 4’.

FALCON
Price (per HP): 10sp
HP: 1d6
Attack: 1@1d6
Defense: D15, Ranged 18
Morale: 6
Fly Speed: 150’
Upkeep: 1 meat ration, 1 water ration
Special: +4 attack bonus while diving
RAVEN
Price (per HP): 10sp
HP: 1d4
Attack: 1@1d4
Defense: D15, Ranged 22
Morale: 6
Fly Speed: 150’
Upkeep: -
Special: Small size, +2 Will & Wile saves
Dogs
Dogs Run and Sprint at 50’ rather than 40’, and have Swimming at 30’.  All have upkeep of 1 meat and 1 water ration, and encumbrance of 3 stone (though objects weigh triple for them). Dogs with 2d6 HP weigh 8 stone, and with 2d4 HP, 4 stone. Dogs are usually purchased at 2 years old, and must begin making Will saves against the effects of aging at 10 years, penalized each passing year. Failed saves reduce HP by 1, and running/sprinting speed by 2’.

GUARD DOG
Mastiffs, Rottweilers, Dobermans, German Shepards, & Bulldogs.
Big, strong, relatively intelligent.

Price (per HP): 4sp
HP: 2d6
Attack: 1@1d8, +1 bonus
Defense: 12
Morale: 7
Special: +1 encumbrance
Leveling: +1 HP, Might, AB, & Melee Defense

SHEEPDOG
Collies, Shepards, even Corgis and Dalmatians. Smaller, faster, smarter. Independent.

Price (per HP): 3sp
HP: 2d4
Attack: 1@1d6
Defense: 12, Missile 13
Morale: 7
Special: Wile save vs. Surprise
Leveling: +1 HP, Run speed, Wile

BIRD DOG
Setters, pointers, retrievers, even early poodles. Loyal, energetic, but disciplined.

Price (per HP): 4sp
HP: 2d4
Attack: 1@1d6
Defense: 13
Morale: 7
Special: Swimming 60’
Leveling: +30’ Swimming, +1 HP, Morale


HOUND
Hunting and tracking dog, for flushing out game. Best sense of smell.

Price (per HP): 4sp
HP: 2d6
Attack: 1@1d6
Defense: 12
Morale: 7
Special: Examination, per the skill
Leveling: +1 HP, AB, Examination

GREYHOUND
Includes Whippets and other racing/sight hunting dogs.

Price (per HP): 5sp
HP: 2d6
Attack: 1@1d6
Defense: 13
Morale: 7
Special: Run/Sprint 60’
Leveling: +1 HP, AB, & +2’ Run Speed

TERRIER
Small but stubborn. Vermin hunters.

Price (per HP): 3sp
HP: 2d4
Attack: 1@1d6
Defense: 12, Missile 13, Light Armor
Morale: 7
Leveling: +1 HP, Melee Defense, Attack Bonus

LAPDOG
Luxury, toy dogs for rich people.

Price (per HP): 5gp
HP: 1d4
Attack: 1@1
Defense: 12
Morale: 7
Special: Very fancy, weigh 1 stone
Leveling: +1 HP & triple value