Difference between revisions of "Horse Handling II (sage ability)"

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As with [[Horse Handling I (sage ability)|Horse Handling I]], this ability allows the character to handle a horse to change from one gait to another or to direct the horse, but more easily and with less cost of movement (and conversely more naturally and with less concentration). This includes riding and mastery of some complex gaits or moves.
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[[File:Horse Handling II (sage ability).jpg|right|525px|thumb]]
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'''Horse handling II''' is an [[Knowledge Points|authority]]-status [[Sage Ability|sage ability]] within the [[Sage Study|study]] of [[Horseback Riding (sage study)|Horseback Riding]], signifying a rider’s advanced ability to manage and direct a [[Horse (domestic)|horse]] with efficiency and precision. This level of expertise allows the rider to seamlessly transition between [[Horse Gaits|gaits]], maintaining control over the animal with minimal effort.
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The character is capable of executing complex maneuvers fluidly, using subtle shifts in posture, balance, and leg pressure rather than relying solely on reins. A horse under such a rider’s command responds quickly to cues, requiring less movement adjustment and affording the rider greater freedom to engage in other actions. With this skill, the character expends fewer [[Action Points|action points]] (AP) and experiences reduced movement penalties, improving both mobility and combat effectiveness when mounted.
  
== Horse Riding ==
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== Riding ==
To start the horse moving, or to move from one gait to another, the character will need to expend only 1 [[Action Points|action point]] (AP), needing less time than an amateur rider to manage the animal. Note that for an authority, it will require only 4 AP to take a horse from a standing position to a gallop (less than one round).
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A character with this ability can initiate movement from a standstill or shift between gaits with remarkable efficiency. While an untrained or novice rider may struggle to guide their horse without careful concentration, an authority in horse handling requires only 1 AP to alter speed, whether from a walk to a trot, a trot to a canter, or a canter to a gallop. This allows a horse to reach full speed in just 4 AP, meaning that in less than one round, a stationary horse can be urged into a full gallop.
  
Trotting is limited to three hours for a warhorse and four hours for a riding horse for characters of this knowledge, after which the horse must be walked for an hour, else the horse will stiffen up and be subject to potential injury, becoming ineffective for a period of 24 hours.
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Prolonged trotting places strain on the horse, and an experienced rider understands the importance of pacing to avoid exhaustion. A [[Warhorse|warhorse]] can sustain a trotting gait for up to three hours, while a riding horse may continue for four. Beyond these limits, the animal requires at least an hour of walking to prevent muscle stiffness and potential trauma. Ignoring this necessary recovery period may result in the horse becoming unresponsive, reducing its effectiveness for a full day. A knowledgeable rider monitors these endurance thresholds carefully, ensuring that their horse remains in peak condition over long distances.
  
With superior skill, rider with authority-level training will have less trouble handling a horse, making the animal much more flexible from moment to moment when employed in combat. These are the adjusted penalty action point costs for changing the direction of a horse, over and above the cost for moving the horse into the next hex (which always has a cost):
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A superior level of horsemanship not only enhances movement but also grants greater control during combat or high-stakes riding. Riders with authority-level training can adjust their horse’s direction more easily, reducing the AP costs associated with maneuvering. These adjusted movement costs reflect the rider’s ability to subtly shift the horse’s momentum and balance without excessive correction or interference:
:*'''From a standing position''': The rider can move the horse in any direction, directly forward, 60º or 120º to the left or right, without an AP cost. However, turning a horse upon its hindquarters, 180º, will cost 1 AP.
 
:*'''From a walking gait''': The rider can move directly forward or 60º to the left or right without an AP cost. A 120º turn will cost 1 AP. Turning the horse upon its hindquarters will cost 2 AP.
 
:*'''From a trotting gait''': The rider can move directly forward or 60º to the left or right without an AP cost. A 120º turn will cost 1 AP. The rider cannot turn the horse upon its hindquarters without slowing or stopping.
 
:*'''From a cantering gait''': Like moving at a trotting gait, except that a 60º turn will cost 1 AP, while a 120º turn will cost 2 AP.
 
:*'''From a galloping gait''': Like moving at a cantering gait, except that a 120º turn cannot be made.
 
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When trotting upon a horse with an encumbrance of better than 50%, riders should reduce the endurance of a horse by 1 hour.
 
  
== Complex Gaits ==
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:* '''From a standing position''': The rider may direct the horse forward, 60° or 120° to the left or right, at no additional AP cost. Executing a full 180° pivot upon the horse’s hindquarters requires only 1 AP.
The character can ride upon a horse moving at a slow pace and has expertise in driving a horse at a face pace, if the horse is pulling a carriage. As well, the character has good knowledge of ambling gaits, both fast and slow (see [[Horse Gaits|horse gaits]]).
 
  
Using a singlefoot or fox trot, which are ambling gaits, is limited to 2 hours for the singlefoot and 1 hour for the fox trot. If the character ambles the horse for half the maximum period or less, the horse need only be walked and cooled down for ½ hour. Any longer, and the horse must be walked afterwards for a full hour (in the case of the latter, on relatively even ground.
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:* '''From a walking gait''': The horse may continue forward or turn 60° left or right freely. A 120° turn costs 1 AP, while a full pivot on the hindquarters requires 2 AP.
  
A slow pace is, like trotting, limited to three hours for a warhorse and four hours for a riding horse. However, there is no penalty for encumbrance when moving at a slow pace. A "trotter" moving with a slow pace is limited to one hour, however, regardless of horse. A "pacer" moving with a trot is adjusted down only one hour from the above: two hours for a warhorse and three hours for a riding horse.
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:* '''From a trotting gait''': The rider may proceed forward or turn 60° left or right without cost. A 120° turn requires 1 AP. However, executing a full pivot at this speed is impossible without slowing or stopping first.
  
A fast pace can be sustained for about 30 minutes on even ground. It cannot be kept up for any time on uneven ground without likely [[Injury|injuring]] the horse.
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:* '''From a cantering gait''': Similar to trotting, but with a 60° turn costing 1 AP and a 120º turn costing 2 AP.
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:*'''From a galloping gait''': Turns at 60° cost 1 AP, while 120º turns cannot be executed at this speed.
See Also,<br>
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[[Charge while Mounted |Charge while Mounted]]<br>
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In situations where the horse is encumbered beyond 50% of its carrying capacity, endurance is affected. When trotting under such weight, the time limit before the horse must rest is reduced by one hour. This adjustment accounts for the additional strain placed on the animal, requiring a more careful balance of speed, load and recovery to maintain peak performance.
[[Horseback Riding (sage study)|Horseback Riding]]
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[[Category:Placeholder]]
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== Employing Complex Gaits ==
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The character possesses a refined understanding of horse movement, allowing for expert control over both slow and fast-paced riding. This includes proficiency in managing a horse pulling a [[Carriage|carriage]] at speed and an adept familiarity with various ambling gaits, which provide a smoother, less jarring ride than traditional movement patterns. With this expertise, the rider is able to shift seamlessly between different gaits based on terrain, the horse’s condition, and the need for either endurance or speed.
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Ambling gaits such as the '''singlefoot''' and the '''fox trot''' offer alternative methods of travel that provide comfort and efficiency over long distances.  A horse can maintain a singlefoot gait for up to two hours before requiring rest, while the fox trot — being more taxing — can only be sustained for one hour.  If the rider employs these gaits for half their maximum duration or less, the horse need only be walked and cooled down for 30 minutes before continuing.  However, if ridden for the full duration, the horse must be walked for a complete hour before it can safely be urged into another gait. This cooldown period must take place on relatively even ground to ensure the horse recovers properly.
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A '''slow pace''', distinct from trotting, allows the horse to cover ground efficiently while expending less energy. Like trotting, a warhorse can maintain a slow pace for up to three hours, while a riding horse can sustain it for four. Unlike trotting, however, a slow pace does not incur endurance penalties due to [[Encumbrance|encumbrance]], making it an ideal movement method when carrying heavy loads or riders in full armor. Horses specifically trained as "trotters," however, are limited to a single hour at this pace before requiring rest. Conversely, a "pacer" moving at a trot experiences only a slight reduction in endurance, with the duration limited to two hours for a warhorse and three hours for a riding horse.
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A '''fast pace''', designed for bursts of speed, can be maintained for approximately 30 minutes when traveling over flat, even ground. However, attempting to sustain this gait on rough or uneven terrain puts the horse at significant risk of [[Injury|injury]], making it inadvisable except in the direst circumstances. The rider must carefully gauge when and where to use a fast pace, as overexertion may lead to long-term consequences for both the horse’s health and the journey ahead.
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See also,<br>
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[[Animal Training (sage field)]]<br>
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[[Charging]]<br>
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[[Horse Handling I (sage ability)]]
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[[Category: Sage Abilities]][[Category: Reviewed]]

Revision as of 04:53, 3 March 2025

Horse Handling II (sage ability).jpg

Horse handling II is an authority-status sage ability within the study of Horseback Riding, signifying a rider’s advanced ability to manage and direct a horse with efficiency and precision. This level of expertise allows the rider to seamlessly transition between gaits, maintaining control over the animal with minimal effort.

The character is capable of executing complex maneuvers fluidly, using subtle shifts in posture, balance, and leg pressure rather than relying solely on reins. A horse under such a rider’s command responds quickly to cues, requiring less movement adjustment and affording the rider greater freedom to engage in other actions. With this skill, the character expends fewer action points (AP) and experiences reduced movement penalties, improving both mobility and combat effectiveness when mounted.

Riding

A character with this ability can initiate movement from a standstill or shift between gaits with remarkable efficiency. While an untrained or novice rider may struggle to guide their horse without careful concentration, an authority in horse handling requires only 1 AP to alter speed, whether from a walk to a trot, a trot to a canter, or a canter to a gallop. This allows a horse to reach full speed in just 4 AP, meaning that in less than one round, a stationary horse can be urged into a full gallop.

Prolonged trotting places strain on the horse, and an experienced rider understands the importance of pacing to avoid exhaustion. A warhorse can sustain a trotting gait for up to three hours, while a riding horse may continue for four. Beyond these limits, the animal requires at least an hour of walking to prevent muscle stiffness and potential trauma. Ignoring this necessary recovery period may result in the horse becoming unresponsive, reducing its effectiveness for a full day. A knowledgeable rider monitors these endurance thresholds carefully, ensuring that their horse remains in peak condition over long distances.

A superior level of horsemanship not only enhances movement but also grants greater control during combat or high-stakes riding. Riders with authority-level training can adjust their horse’s direction more easily, reducing the AP costs associated with maneuvering. These adjusted movement costs reflect the rider’s ability to subtly shift the horse’s momentum and balance without excessive correction or interference:

  • From a standing position: The rider may direct the horse forward, 60° or 120° to the left or right, at no additional AP cost. Executing a full 180° pivot upon the horse’s hindquarters requires only 1 AP.
  • From a walking gait: The horse may continue forward or turn 60° left or right freely. A 120° turn costs 1 AP, while a full pivot on the hindquarters requires 2 AP.
  • From a trotting gait: The rider may proceed forward or turn 60° left or right without cost. A 120° turn requires 1 AP. However, executing a full pivot at this speed is impossible without slowing or stopping first.
  • From a cantering gait: Similar to trotting, but with a 60° turn costing 1 AP and a 120º turn costing 2 AP.
  • From a galloping gait: Turns at 60° cost 1 AP, while 120º turns cannot be executed at this speed.

In situations where the horse is encumbered beyond 50% of its carrying capacity, endurance is affected. When trotting under such weight, the time limit before the horse must rest is reduced by one hour. This adjustment accounts for the additional strain placed on the animal, requiring a more careful balance of speed, load and recovery to maintain peak performance.

Employing Complex Gaits

The character possesses a refined understanding of horse movement, allowing for expert control over both slow and fast-paced riding. This includes proficiency in managing a horse pulling a carriage at speed and an adept familiarity with various ambling gaits, which provide a smoother, less jarring ride than traditional movement patterns. With this expertise, the rider is able to shift seamlessly between different gaits based on terrain, the horse’s condition, and the need for either endurance or speed.

Ambling gaits such as the singlefoot and the fox trot offer alternative methods of travel that provide comfort and efficiency over long distances. A horse can maintain a singlefoot gait for up to two hours before requiring rest, while the fox trot — being more taxing — can only be sustained for one hour. If the rider employs these gaits for half their maximum duration or less, the horse need only be walked and cooled down for 30 minutes before continuing. However, if ridden for the full duration, the horse must be walked for a complete hour before it can safely be urged into another gait. This cooldown period must take place on relatively even ground to ensure the horse recovers properly.

A slow pace, distinct from trotting, allows the horse to cover ground efficiently while expending less energy. Like trotting, a warhorse can maintain a slow pace for up to three hours, while a riding horse can sustain it for four. Unlike trotting, however, a slow pace does not incur endurance penalties due to encumbrance, making it an ideal movement method when carrying heavy loads or riders in full armor. Horses specifically trained as "trotters," however, are limited to a single hour at this pace before requiring rest. Conversely, a "pacer" moving at a trot experiences only a slight reduction in endurance, with the duration limited to two hours for a warhorse and three hours for a riding horse.

A fast pace, designed for bursts of speed, can be maintained for approximately 30 minutes when traveling over flat, even ground. However, attempting to sustain this gait on rough or uneven terrain puts the horse at significant risk of injury, making it inadvisable except in the direst circumstances. The rider must carefully gauge when and where to use a fast pace, as overexertion may lead to long-term consequences for both the horse’s health and the journey ahead.


See also,
Animal Training (sage field)
Charging
Horse Handling I (sage ability)