War Horse

Horse, Beast; Minor; White Soul (100)

Stats

CharacteristicValueAttributeValueSkillValue
Strength60Hit Points30Combat50
Endurance40Wound Thr.15Magic-
Agility40Magicka15Evade40
Intelligence15Stamina4Observe45
Willpower30Initiative+7Stealth20
Perception25Action Pts.3Knowledge-
Personality10Speed13mSocial-
Morale50SizeLargePhysical80

Weapons & Armor

  • • Trample: 1d8; Crushing; Reach 1m
  • Sk
  • • Natural Toughness (2)
  • • (Optional) Horse Armor: AR 3; Light, Partial Lo

Special Abilities

  • • Charge (1 AP + 1 SP): The horse can lower its head and
  • trample foes as an attack. It may move up to 3x its movement
  • speed, and when it does, any characters it moves within 1m •
  • of must test Evade or take 1d6 Crushing damage and be
  • knocked Prone.
  • • Gallop (1 SP): Used in place of the Sprint ability to move
  • 5x the horse’s movement speed instead of the usual 3.

Traits

  • • Stubborn: Can re-roll failed Panic tests. •
  • • Quadruped
  • Imp
  • Imps are small, winged humanoids who are slightly intelligent and
  • can cast a variety of spells.

Encountering War Horse

ncountering War Horses rses are large, quadrupedal beasts that can be found both in e wild and raised and bred in captivity by the various cultures Tamriel. Wild horses spook easily, and are very fast. Fighting ld horses is a rare occurrence due to their preference to flee, t an angry horse is no laughing matter. combat, a horse will trample its foes with its large, powerful oves, or by charging and headbutting its foes before stomping them when they are underfoot. A horse that is wrangled will ck and kick violently, and its not unheard of for errant ablehands to be brutally killed by their charges. r this reason, particularly angry or poorly tempered destriers e the preferred war horses of the peoples of Tamriel, though e horses themselves are as varied as man and mer alike. For ample, the sleek horses of Hammerfell as thin and fast, their de hooves ideal for travel on sand, and the hardy horses of yrim are large, shaggy coated, and muscular. ot On a +30 Survival test, a character can remove the horse’s hide, worth 40 drakes, over the course of a Long Rest. Failing this test spoils the hide and halves its worth. On a +20 Survival test, a character can, over the course of a Long Rest, turn a horse hide into one piece of Full Horse Hide armour. Alternatively, creating a Full Horse Hide chest piece requires two horse hides. Horse Hide armor is exactly the same as regular Hide.Failing this test spoils the hide, halving its worth and rendering it useless. On a +30 Simple Survival test, a character can harvest meat from a horse over a Long Rest. The character harvest DoS*3 days’ rations of meat, which will spoil if not preserved. On a +0 Alchemy test, a character can remove and prepare the horse’s hooves over a Short Rest. Horse hooves are a Common Alteration ingredient. The character can retrieve two doses, and if they score more than 1 DoS, they retrieve four. Spells • Fire Bolt 3: 8 MP; 1d8 Fire; Ranged (100m), Attack, Over- load • Shock Bolt 3: 8 MP; 1d8 Shock; Ranged (100m), Attack, Overload