Earthdawn Revisited - Cavalry

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Cavalry:

 * Pre-requisites: Riding D8 and Animal Handling D6
 * Benefits:
 * Arcane Background: Cavalry
 * Mount - You start with a loyal steed for free. This is a mundane animal and an extra (Not a wild card). If your mount is ever killed or dismissed you can find another one within 1d4 days. Cavalry Adept edges can improve your steed.
 * You begin with 2 cavalry adept edges:

Cavalry Adept Edges:


 * Call Mount: You can summon your mount to your side the next turn, although it can not be used to carry anybody else to you. Your mount must be nearby (within about a mile or so) and it can only travel to somewhere that a mount can fit.
 * When you charge a specific individual you can make an intimidate roll at +2, if they fail then they must flee on their next action regardless if they were injured or not.
 * Steady in the Saddle. No penalties for any activity whilst in the saddle.
 * Devastating mount: Bolster your steed with +2 to attacks and damage.
 * Tame Mount: You can train exotic mounts that can not normally be tamed like hippogriffs or other magical beasts (This does not work against anything that has human levels of intelligence or anything which has more than one supernatural ability)
 * Armour Mount: Your mount becomes tougher and gains 2 points of magical armour.
 * Trample: Your mount gains an extra attack.
 * Heal Mount: You can magically heal a wound to your mount once per day for 1 wound.
 * Named Mount - Your mount becomes a wildcard (it gains 3 wounds and rolls a 1d6 wild die with all checks the mount makes)
 * Potent Mount - Give your mount some supernatural ability such as limited flight, enormous size or similar.
 * Trick riding: Ignore up to 4 points of penalties for a non-combat ride check and gain a subsequent +2 to social rolls against anybody who witnessed it.

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