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Ancient Animals & Vehicles (TEC 1)

Trained Animals & Mounts

Throughout the ages, various animals have been domesticated and trained to be companions and workers. The following lists some examples of these animals and how they operate as actors within a game.

Mounts are animals which have been trained to obey commands of an actor. As animals, they are themselves biological actors, and have both attributes and Action Dice, and may obey or refuse commands, depending on their capabilities and training. Typically, a player character's animal mount will be controlled by the GM, according to the player character's commands and the context.

Core attributes listed here represent an average animal. Individual animals may vary by up to two core dice (either less or more), representing variations in animal health, capability, and intelligence.

Dog

Biological
2
2
2
3
3 + PRW
10 + SOC
TUF × 3
TUF × 5
10m/AD
SMR × 2

illustration of a dog

Attacks

Attack Test HP/SM Notes
Bite PRW + 1AD → 1S C 1(p) While continued, targeted limb is Immobilized

A typical dog has 1 die allocated to Desperate Rally in addition to the following ability:

Scent Tracking (4 dice): All dice are added to any attempts to track or distinguish objects by scent.

 

Horse

Biological
2
2
3
2
3 + PRW
3 + SOC
TUF × 4
TUF × 50
14m/AD
SMR × 1

illustration of a horse

Attacks

Attack Test HP/SM Notes
Bite PRW + 1AD → 1S 1(c)
Kick PRW + TUF + 3AD → 2S 3(c) May only be directed at targets behind
Requires War Mount training
Trample PRW + TUF + 2AD → 1S 5(c) Move 3m towards target before attack

The value of a horse is typically determined by its core attributes and its training. As with all actors, a horse's core attributes may vary.

Horse Value by Core Dice & Training

Training -2 Core Dice -1 Core Dice Average +1 Core Dice +2 Core Dice
Labor Animal 100 200 300 350
Rider's Mount 300 600 800 1,000 1,500
War Mount* 1,000 1,200 1,400 2,000

A typical horse has 2 dice allocated to Physical Conditioning.

Animal Training

Mounts are animal actors which are trained to accept a rider. The following skills may be allocated for animal mounts through various training mechanisms typically involving repetition and reinforcement. Mounts are most likely to be acquired with training already in place, but the Animal Training » * skill may be used to train mounts to additional skills.


Labor Animal

2 Attribute TUF

The animal is trained to work as a pack animal or to pull vehicles or tools (such as a cart or plow), and to take commands from an actor. An animal trained in this skill may pull a vehicle with a total laden weight up to two times its Max Carry weight without incurring a PRW penalty. Animals trained in this skill also are able to work in teams without distraction.

The commanding actor uses SOC and spends 1AD to issue each command to the animal. These commands can generally be considered to be obeyed without resorting to tests, unless the command is to attempt an action which is especially difficult or dangerous. When necessary, the animal's allocated dice for this skill are added to the commanding actor's dice pool for any tests involving the actor's control of the animal's actions.

If attempting to command the animal to a difficult task (for the animal), the actor must succeed at the following test, which the animal may contest with its own Smarts:

SOC + Animal's Trained Skill → [Task Difficulty]S

If attempting to command the animal to a task which the mount perceives as dangerous, the rider must succeed at the following test, which the animal will contest with its own Smarts and Toughness:

SOC + Animal's Trained Skill → Animal's SMR + TUF

Rider's Mount

2 Attribute PRW

The animal is trained to accept a rider and obey commands given by their rider. This skill does not include combat maneuvers.

The riding actor uses the Riding » * skill specialized in this animal type, and spends 1AD to issue each command to the mount. These commands can generally be considered to be obeyed without resorting to tests, unless the Riding » * skill is unallocated or the command is to attempt an action which is especially difficult or dangerous. When necessary, the animal's allocated dice for this skill are added to the rider's skill dice for any tests involving the rider's control of the animal's actions.

If attempting to command the animal to a difficult task (for the mount), the rider must succeed at the following test, which the animal may contest with its own Smarts:

Rider's Skill + Animal's Trained Skill → [Task Difficulty]S

If attempting to command the animal to a task which the mount perceives as dangerous such as moving towards threads or the Dodge action, the rider must succeed at the following test, which the animal will contest with its own Smarts and Toughness:

Rider's Skill + Animal's Trained Skill → Animal's SMR + TUF

Tracker

2 Ability Scent Tracking

Animals capable of tracking by scent can be trained to do so on command. The animal needs direct access to an object or other source for the scent they are to follow. The GM will determine the difficulty of the tracking test and its continuation based on environmental conditions and the age of the scent trail. The initial success target represents the difficulty of finding the trail, with the continuation difficulty representing the challenge of tracking the trail.


War Mount

4 Skill Rider's Mount

The animal is trained to operate under combat conditions, including offensive and defensive maneuvers. War Mount trained animals are also able to pull a two-wheeled cart such as a chariot up to two times their Max Carry weight without incurring a PRW penalty. Animals trained in this skill are also able to work in teams and in close-quarters to frightening or dangerous conditions without distraction.

The riding actor uses the Riding » * skill as with the Rider's Mount skill. Difficult and dangerous tasks are not contested by mounts trained in this skill.

Skill dice are used for any attacks and added to any Dodge actions the mount is directed to perform.

Vehicles

Though exceptions may be made within individual expansions, from the perspective of these core rules, vehicles in the Ancient (TEC 1) era are exclusively animal-powered. The following list of vehicles (as with all item lists) are to be taken as examples and suggestions. GMs and expansions may limit, override, or expand these as necessary.

All vehicles within this list are operated by using the Driving » * skill specialized with the stated vehicle type. Although these listings specify a speed (in kilometers per hour) and Movement (in meters per action die), animal-drawn vehicles are always limited by the Movement derived attribute of the animals pulling them, as well as the net weight they are carrying.


Cart

Cart
10km/h
3m/AD
1m3
100kg
200

A simple two-wheeled vehicle pulled by an animal and designed for hauling cargo. A typical cart has room for one driver and one passenger, as well as cargo.


Chariot

Cart
65km/h
18m/AD
3
(s,p,r)⇉c
150kg
800

An armored war cart designed to be driven at high speed while standing. The chariot provides partial protective cover for one driver and one passenger.


Coach

Carriage
10km/h
3m/AD
2m3
700kg
3,000

A large four-wheeled carriage with a fixed roof for storage and room for several passengers to travel in comfort. A coach can carry up to six passengers in comfort, and up to nine in cramped quarters (with one riding beside the driver).


Four-Wheeled Carriage

Carriage
12km/h
4m/AD
0.25m3
400kg
1,000

A four-wheeled carriage with an awning-type roof and room for up to four passengers to travel in comfort, and up to seven in cramped quarters (with one riding beside the driver).


Two-Wheeled Carriage

Cart
16km/h
5m/AD
0.25m3
300kg
800

A small carriage with a collapsible awning-type roof and cushioned seats for up to two passengers to ride in comfort or three in cramped quarters.


Wagon

Carriage
10km/h
3m/AD
4m3
500kg
600

A four-wheeled vehicle designed for hauling a large amount of cargo. A typical cart has room for one driver and one passenger, although more passengers can ride in the box in relative safety, if not in comfort.