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Gaming the Horse

WFRP Mods for Garry & Susan Stahl's Gaming the Horse

Explanation of Traits

Agile: The horse can stop and/or change directions very quickly and take jumps at speed. +5% to the horse's Agility Score.

Alert: This horse notices things at once. He see and hears the environment ready, but does not panic. He notices and responses to the slightest cues. A handler that is in tune with the horse adds 10% to his own Perception checks. Any rider has a 10% plus to his Ride rolls on this horse. An Alert horse makes you look good.

Ambler: A horse that can amble has an extra gait other than the usual walk, trot, canter, and gallop. It is a gait that is extremely comfortable for both horse and rider. An ambling horse can cover a great deal of ground at a rapid rate (12 miles per hour) without tiring. The gait is smooth enough that the rider can balance a full glass of wine on their head without spilling a drop. An Ambling horse can travel at trot speeds with walk fatigue levels.

Balker: The horse will refuse when asked to perform ordinary tasks within its ability. The horse may simply stand rooted to the ground, back up, or even sit down. Such an animal can usually be persuaded to do the job, but it will be a battle of wills and strength between the animal & handler. A balker requires Ride checks at any new task and at a 10% penalty.

Biter: The horse will unpredictably bite whoever is within reach for no reason even though the person being bitten may be doing nothing more than feeding the animal.

Clumsy: The horse seems to have four left legs. They will back into things, stand on handlers' feet, or trip over thin air when walking. They tend to have many scrapes, scratches, and patches of missing hair. This horse subject the rider to a -10% penalty on Ride checks for any activity other than straight and level riding.

Courageous: The horse displays great boldness and determination. Such a horse will go into dangerous situations without fear. When faced with a potential enemy, the horse will prepare to fight rather than flee. Providing the horse doesn't sense danger, unusual sights, smells, or sounds are things to be investigated. As with the willing horse, the courageous one will tax itself to the point of utter exhaustion, and beyond if the handler does not control it. It will show no signs of fatigue, but will gallop on until it drops dead or will continue to try to perform despite wounds or broken limbs, and will actually fight the handler's efforts to restrain it. A courageous horse has the Stout-Hearted Talent.

Cribber: This is a vice usually brought on by boredom. The horse chews the top of its stall wall or fence & swallows air. It is a difficult vice to cure, but the behavior can be curbed with the use of a muzzle or cribbing collar. Not only do they damage their surroundings, cribbers are prone to colic and bloat due to the air they swallow. Cribbers will suffer a 20% penalty in disease checks when stabled for any length of time (over 3 days).

Dullard: This horse is lights on, no one home. His mind, if he has one, is on something else. Once you get his attention he is willing enough, but that loose mind keeps wandering. A Dullard takes 20% more time and effort to train. They impose a 10% penalty on Ride checks. A Dullard is not a safe animal, as they are usually the first ones the predator gets. They give the rider no clues to the environment. The horse has a -5% to Int

Easy Keeper: The horse has no trouble staying at a good weight and glossy coat with minimal feed and care. A handler must be careful not to overfeed as an easy keeper is prone to fat. An easy keeper requires 10% less time and money to maintain.

Fleet: If the horse is a saddle horse it will be an exceptionally fast runner. If the horse is a carriage horse it will be an exceptionally fast trotter. Fleet horses have the Fleet Footed Talent (+1 M)

Hard Mouth: The horse's mouth has been made insensitive by misuse of the bit and reins. Such animals are difficult to steer or stop without the use of a very severe bit. Ride checks on this horse are made at a 10% penalty. It isn't unwilling, it can't feel the cue.

Hardy: This horse is tough. Circumstance that would break another animal are to him a challenge to over come. He has bones of ivory and muscles of steel cord. A hardy horse has the Very Resilient Talent (+5% T)

Intelligent: This could be a blessing or a curse, depending on your point of view. An intelligent horse has a strong sense of self-preservation. If they feel a shoe loosen they will refuse to go any further until the shoe has been fixed. If they detect danger they will not willingly proceed into the situation. Novice handlers may mistake this for stubbornness, while experienced handlers will recognize it as good common sense. It is difficult to force such a horse to move toward the danger. However, a well-loved and trusted handler can often convince the animal to go on despite the horse's natural instincts. Intelligent horses make poor war horses. (Go THERE? Things are getting KILLED in there boss.) Intelligent horses tend to get bored easily. If they are confined for too long without sufficient work to do, they will INVENT things to amuse themselves (digging a hole in the stall, grabbing objects within reach and flinging them about, etc.) Such boredom can be avoided by giving the horse plenty of work to do and/or providing a toy for the animal to play with. The horse has a +5% to Int. These horses can be taught 2-8 tricks. if not taught tricks they can develop them on their own. Be careful what you teach them.

Jumper: The horse can jump higher and further than other horses. The jumper gains a +10% to all Jumping and Leaping tests.

Kicker: The horse will kick anyone within range given half a chance.

Loyal: The horse will obey only one master. It will do everything within its power to return to that master if stolen or sold. Should the master fall, the horse will stay by the master's side & protect him/her. The horse will actively attack anyone or anything threatening its master. Such an animal will obey no other person unless that person is known by the animal to be important to its master. The horse's loyalty can be transferred to another master, but it will be several weeks or months work on the part of both people.

Nervous: The horse sees enemies around every corner and in every bush. It is very much of the opinion that everything is guilty until proven innocent. It is also of the opinion that everything is out to get it. A leaf that suddenly skitters across the horse's path is sufficient cause to jump sideways or backward. Unusual sounds or smells will cause the animal to sweat and tremble with fear. The animal may bolt in panic or stand fearfully depending on its relationship with the handler. A trusted handler will be able to get the horse to move past its fear with patience. Ride checks are required at any new incident.

Poor Doer: Opposite of easy keeper. The horse always seems to be underweight & have a poor coat despite adequate feed and care. They can be improved with feed supplements and diligent grooming. The condition can be caused by internal parasites and/or bad teeth. This horse will cost 10% more time and money than a normal animal to keep in good condition.

Rears: The horse will attempt to avoid work by rearing. A handler on the ground will usually be threatened by waving front hooves. A rider may find themselves in the dirt if they are not ready for the behavior. In some extreme cases, the horse will deliberately throw itself over backward with a rider on its back. Ride tests are required to ride this animal.

Restricted: This horse, through flaws in conformation or due to old injury, cannot move as easily as other horses. He suffers a -1 penalty to Move and -5% to Agility.

Rough gaited: The horse rides like it had five legs, or like you are sitting on a jackhammer. The rider will becomes overly fatigued on this horse and really nothing can be done about it. Break him to harness. A variation is the horse that is rough gaited in only one gait, such as the trot, but easy to ride at the walk, canter, or gallop.

Runaway: The horse will attempt to avoid work by bolting at top speed. Such an animal must be kept on a tight rein to avoid the behavior. They will be difficult to stop once they get going and a novice handler is likely to find themselves sitting in the dirt.

Smooth Gaited: The horse has only the normal gaits, but is more comfortable than usual to ride. The rider suffers less fatigue from riding this horse.

Steady: This horse take unusual sight, sounds, and smell with utter equanimity. You could run a marching band and full fireworks display past him and he yawns and wonders what's for dinner. (grain… my favorite…) This horse will take his cues from his handler or rider. If the “herd leader” is fine, he is fine. This horse ignores “horsey” fear checks in the presence of a human he trusts, and will only “fail” other checks if his rider/handler does. The horse can use the WP of it's handler or rider instead of it's own.

Stayer: The horse has exceptional stamina. It will go a third longer than a normal horse before requiring fatigue checks.

Strong: All horses are strong, but some are stronger than most. A horse with this trait can haul a lot of weight for its size. A strong horse has a +5% Strength.

Sullen: The horse has a bad attitude. It must be forced to perform and then the performance will be lackluster with pinned ears & clamped tail. What work is done will be done with the least amount of effort the horse can get away with. Every command to the horse requires a Ride check.

Sure-footed: This horse can keep it's feet in difficult circumstances such a mud, ice, or loose ground that would cause other horses to stumble. Sure-footed horses have a 5% bonus to Agility.

Unsound: This horse has a tendency to go lame with any hard work. Any effort that requires a Toughness check requires an additional check to see if the horse goes lame. A lame horse cannot be ridden or draw a load without risking a total breakdown that will effectively destroy the animal. Each episode of lameness will require 1d4 weeks of rest and care to correct. The horse must be maintained as if working to simulate the vet visits and treatments.

Weak: A weak horse is still strong, but for physical reasons cannot carry the load an average horse can. A Weak horse can carry or pull 10% less for their size than an average horse.

Willing: The horse will do its very best to obey its handler's commands, even if it doesn't quite understand what's being asked of it. The handler of such an animal must be careful what they ask their horse to do. If being asked to gallop for an extended period of time, the horse will slow as it becomes fatigued, but it will continue to gallop if the rider insists. If asked to jump a fence too tall for it, the horse will show reluctance to do so, but will make its best attempt at the rider's insistence. Such a horse will tax itself to the point of utter exhaustion to try to fulfill its handler's wishes. A willing horse requires no horsemanship tests even for the most difficult tasks, except to determine if the rider stays in the saddle.

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