Horsemanship:general what available to player

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Mouser13
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Horsemanship:general what available to player

Unread post by Mouser13 »

Hey I got a player that playing a battle magus. Well I didn't realized they have no pilot skills. So thinking about either going something crazy to grant him some pilot skills. First I want to really know what options are available to him other then just a normal horse. I looked a bit found making a cyber horse article, but not much else. Any suggestions would be great.
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Re: Horsemanship:general what available to player

Unread post by HarleeKnight »

Since RUE came out after Federation, you could just say that he has to or can use the Secondary Skills list from RUE. RUE Secondary Skills list includes several Pilot Skills.
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Re: Horsemanship:general what available to player

Unread post by Mouser13 »

HarleeKnight wrote:Since RUE came out after Federation, you could just say that he has to or can use the Secondary Skills list from RUE. RUE Secondary Skills list includes several Pilot Skills.


Is their something in RUE not aware of that overrides secondary skills. THe Battle magus says it can't pick ones for none even for secondary?
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Re: Horsemanship:general what available to player

Unread post by Giant2005 »

Mouser13 wrote:
HarleeKnight wrote:Since RUE came out after Federation, you could just say that he has to or can use the Secondary Skills list from RUE. RUE Secondary Skills list includes several Pilot Skills.


Is their something in RUE not aware of that overrides secondary skills. THe Battle magus says it can't pick ones for none even for secondary?

The RUE changes that.
With the RUE, there is a specific list of skills that can be taken as Secondary Skills that applies to all classes, instead of using the Related Skills list of the class. You can find it on page 300 of the RUE.
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Re: Horsemanship:general what available to player

Unread post by ShadowLogan »

Giant2005 wrote:
Mouser13 wrote:
HarleeKnight wrote:Since RUE came out after Federation, you could just say that he has to or can use the Secondary Skills list from RUE. RUE Secondary Skills list includes several Pilot Skills.


Is their something in RUE not aware of that overrides secondary skills. THe Battle magus says it can't pick ones for none even for secondary?

The RUE changes that.
With the RUE, there is a specific list of skills that can be taken as Secondary Skills that applies to all classes, instead of using the Related Skills list of the class. You can find it on page 300 of the RUE.

When FoM was released it was written under the old Rifts Main Book rules and not RUE. Under RMB Secondary Skills selection was based on Other/Related Skills available to the OCC/RCC/PCC. When Rifts was updated under Ultimate Edition rules the Secondary Skills all pulled from the same list.

Check with your GM to see which version of the Secondary Skills list you should use (per RMB/FoM class based list or RUE's uniform list).

Mouser13 wrote:First I want to really know what options are available to him other then just a normal horse.

Well you can get MDC barding for the horse (magical/TW, or tech). As far as mounts that fall under that skill, that is could also be subject to the GM (technically they can also use Exotic animals, just at a skill penalty per RUE description).
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Re: Horsemanship:general what available to player

Unread post by Mouser13 »

Sorry guess that great option. Back to what I was thinking sorry looking for what animals could he ride. I see the megasteeds from warloads of russian doesn't really say can ride with just horsemanship general? Wondering how people play that I guess. And if their any other options animals that could be useful?
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ShadowLogan
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Re: Horsemanship:general what available to player

Unread post by ShadowLogan »

Mount Options:
-Dragon Cat (WB12) or Blood Lizard (SA2) or Psi-Ponies (WB14) but these have human-like intelligence
-Furry Beetle (WB20/RMB)
-Glittermount TW Horse (WB14)
-Tri-Tops Dinosaur (WB14, value notes it is used as a mount)
-Silonar (WB14, CB1r)
-Ostrosaurs (SB1o, WB14)
-Demonrunner (WB21, take penalty even if have exotic)
-Dragondactly (CB1r)
-Gryphon (CB1r)

An option might be to use a regular horse and outfit it with Bio-Borg implants (this would be GM's approval). It should also be noted that some race/class options can pull from a larger list because specific creatures call them out as being able to ride them.
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Re: Horsemanship:general what available to player

Unread post by Mack »

There's also a few potential mounts in Madhaven.
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Re: Horsemanship:general what available to player

Unread post by drewkitty ~..~ »

Mouser13 wrote:Hey I got a player that playing a battle magus. Well I didn't realized they have no pilot skills. So thinking about either going something crazy to grant him some pilot skills. First I want to really know what options are available to him other then just a normal horse. I looked a bit found making a cyber horse article, but not much else. Any suggestions would be great.

Horsemanship(gen) is a piloting skill as per the rules the battle magus was written with.

There is the Phantom Horse spell.
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Re: Horsemanship:general what available to player

Unread post by The Beast »

ShadowLogan wrote:Mount Options:
-Dragon Cat (WB12) or Blood Lizard (SA2) or Psi-Ponies (WB14) but these have human-like intelligence
-Furry Beetle (WB20/RMB)
-Glittermount TW Horse (WB14)
-Tri-Tops Dinosaur (WB14, value notes it is used as a mount)
-Silonar (WB14, CB1r)
-Ostrosaurs (SB1o, WB14)
-Demonrunner (WB21, take penalty even if have exotic)
-Dragondactly (CB1r)
-Gryphon (CB1r)

An option might be to use a regular horse and outfit it with Bio-Borg implants (this would be GM's approval). It should also be noted that some race/class options can pull from a larger list because specific creatures call them out as being able to ride them.


I think a few of those would require the Exotic skill, not the General.
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Re: Horsemanship:general what available to player

Unread post by Curbludgeon »

Horsemanship:Exotic talks about applying a penalty when using other skills for exotic mounts.
As for the Battle Magus, I'd be cool with either Horsemanship:Exotic as an OCC Related Choice, using the RUE Secondary Skill list where it's an option, or swapping out an Espionage/Military/Physical/WP skill to upgrade Horsemanship:General (+10%) to Horsemanship:Exotic (+20%) (which works out the same in terms of riding horses).
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ShadowLogan
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Re: Horsemanship:general what available to player

Unread post by ShadowLogan »

The Beast wrote:
ShadowLogan wrote:Mount Options:
-Dragon Cat (WB12) or Blood Lizard (SA2) or Psi-Ponies (WB14) but these have human-like intelligence
-Furry Beetle (WB20/RMB)
-Glittermount TW Horse (WB14)
-Tri-Tops Dinosaur (WB14, value notes it is used as a mount)
-Silonar (WB14, CB1r)
-Ostrosaurs (SB1o, WB14)
-Demonrunner (WB21, take penalty even if have exotic)
-Dragondactly (CB1r)
-Gryphon (CB1r)

An option might be to use a regular horse and outfit it with Bio-Borg implants (this would be GM's approval). It should also be noted that some race/class options can pull from a larger list because specific creatures call them out as being able to ride them.


I think a few of those would require the Exotic skill, not the General.

Technically yes they nearly all would require Exotic due to wording in the HS: General skill description. But the description of the Skill for HS: Exotic does allow for the general skill to be in place of exotic at a penalty (this description is in PF2E pg53, RUE pg311-2, the skill is not in RMB-era but when it appears in WBs like WB14 NW pg74or WB5 pg155 with the same note).
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