Branding: The techniques and methods for
tethering, controlling and marking, or "branding," animals. A brand
is a mark burned on the skin to identify and show ownership of an
animal - typically used on horses and cattle, sometimes on humans and
D-bee slaves. This skill also includes a basic knowledge of common
and notable insignias and emblems. Base Skill: 50% + 5% per
level of experience.
Breaking/Taming a Wild Horse: To
"break a horse, first the trainer must get the horse used to being
around people, then used to having a saddle on its back (this takes
3D4 days), and then you "bit" train it (get's used to having a bit in
its mouth and reins). Finally, the trainer must get the horse used to
having a rider on its back. Depending on the horse, this can take a
couple weeks (making an attempt every day) or several weeks with
moderate success. It takes a lot of skill to stay on a wild horse
when he wants you off. Some horses are never completely tame, and
some will allow certain people to ride it, while bucking and throwing
other riders. During this initial training period the rider must hang
on for dear life while the horse does everything it its power to
throw him. This battle of wills can last hours and take up to 12
weeks. Base Skill: 20% + 5% per level of experience.
Also includes riding wild bulls (cannot be broken), wild
broncos, and other wild animals, as well as steer wrestling,
but all at -15%.
Herding Cattle: The techniques and methods of leading, directing and controlling cattle in a contained and orderly herd. Also includes keeping animals calm, basic care and feeding, how to tend cattle, recognize disease and illness, give birth to young, how to survive and regain control of a stampede, gather strays, how best to pen and corral livestock, mend fences, etc. Base Skill: 30% + 5% per level of experience.
Horsemanship: Cowboy: Base Skill:
66%/50% + 3% per level of experience. Not available to most
O.C.C.'s.
Combat: All bonuses are in addition to other
combat skills, weapon proficiencies, or attribute bonuses. Applies to
the rider, not the horse. he rider gains a combat advantage from the
height and speed of being mounted.
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+1 on initiative when on horseback at levels 2, 5, 10 & 15. |
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+1 to roll with fall or impact when knocked from a horse. |
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+2 to parry or dodge while on horseback. |
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Inflicts +1D4 S.D.C. or M.D. when on horseback, depending on the weapon (M.D. weapons like Vibro-Blades get the M.D. bonus; not applicable to ranged weapons like rifles and blasters). |
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Charge Attack (running horse) with a pole-arm or spear: +2D6 S.D.C. damage. The attacker must roll under the second percentile number to avoid being dismounted. Charge attacks count as two melee actions/attacks. |
Horsemanship: Exotic: Basically the
same as the general horsemanship skill, except that the
character is experienced in riding "tame" animals other than the
horse. This can include elephants, camels, lamas, pegasus, gryphons,
dinosaurs, giant insects, and other monstrous beasts trained (or
willing) to be riding animals. Wild, untamed creatures cannot be
ridden, except by Simvan and others with special animal skills or
powers. Base Skill: 30%/20% + 5% per level of experience.
Note: Characters with the traditional
"horsemanship" skill for riding horses and other very horse-like
animals can quickly figure out how to ride exotic animals and alien
riding beasts, but at a skill penalty of -12% to ride ground/running
animals and -16% to ride flying or tree climbing and leaping animals.
Similarly, beings from other dimensions not familiar with riding the
fast and sleek Earth horse are -10% to ride them.
Lore - Cattle/Animals: This is a general knowledge about cattle, horses, livestock, and other notable animals of the West. This knowledge includes what they eat, where they live in the wild, means of defense, the value of their meat, fur, hides and horns, and their natural predators, as well as the most notable tales about supernatural animals, spirits, gods and magic attributed to or involving animals (including some Indian spirit and totem lore). Base Skill: 30% + 5% per level of experience.
Lore - Indians: Characters with this skill can recognize the different tribes and nations, warriors and shamans, totems, fetishes and warnings, identify the people by their housing, clothing and weapons, and has a fundamental understanding about the Native Americans' society, beliefs, customs and laws - at least the most notable. They also know about Indian gods, spirits, and magic. Base Skill: 25% + 5% per level of experience.
Roping: The rope is the cowboy's most
important and famous tool. Characters with the roping skill can
expertly throw a rope to snare/lasso a cow's horns, a horses neck, or
the hoofs of either, to enable a 140 pound man to capture and subdue
a half ton animal! Hitched around the saddle horn, a lariat can be
used to pull a mired animal out of a bog, mud or river, as well as
keep a hobbled horse or other animal from straying away in the night
or rain, and the rope can even be used to create an instant, make
-shift corral, when stretched taut by several men, to contain and
hold a herd of animals - and even for quick justice at the end of a
hangman's noose.
The roping skill includes knowledge and training in how
to use a lariat, lasso, tie knots, expertly handle roped animals
after they are snared, bring them to a stop by taking quick turns of
the lariat around the saddle horn (known as "dally" or "da la
vuelta"), tethering animals, and how to "hog-tie" animals (after the
animal has been lassoed, the horse backs up to make the rope taut
while the cowboy "tips" over the animal and ties three legs with a
half shank; used in separating stubborn animals from the herd,
capturing wild animals, and branding). The rope/lariat can be used
for the roping and tying of animals, including cattle, horses,
similar alien animals, and even small dinosaurs and people. This
skill with a lariat can be executed standing on the ground, but is
designed and intended to be done from horseback (or hovercycle).
A failed roll to tie a knot means that it is loose,
sloppy and easy to untie, slip out of, or likely to unravel or snap
when strained. A failed roll to lasso an animal or stationary target,
means it misses its mark or slips off.
Against human and intelligent opponents, roll to lasso as
if it were a combat attack to strike and ensnare. The intended victim
can try to dodge; parry is not applicable. A successful strike means
the character is caught in the lasso. Ensnaring a foot, leg or hand
means the victim can be tripped, knocked down and pulled/dragged by
hand or horse. Ensnaring the upper body means one arm is pinned
(useless). Two or more lassoes around the upper body means both arms
are pinned and attacks requiring the use of one's hands are
impossible, and the lassoed individual can be pulled off his feet and
dragged. Multiple lassoes can also be used to snare each limb and
"spread-eagle" the character. It takes 1D4 melee actions to cut
through a lasso, but it is impossible to draw a weapons and cut
oneself loose if both arms are pinned or while being dragged. In this
combat usage, the roping character is +1 to strike for every 20
points of skill, so a skill of 65% means a +3 to strike/ensnare.
Base Skill: 20% + 5% per level of experience.
Trick Riding: Riding bareback,
standing on the animal's back, hanging from the side, or under its
belly (usually for rodeo tricks or to hide from enemies), side
saddle, as well as quick mounts and dismounts, mounting a horse by
leaping down from above or with a running start, leaping from the
back of a horse onto another horse or wagon, and similar. Skill
Requirement: Must know one of the horsemanship skills, or trick
riding cannot be selected. Base Skill (Special): The trick
riding character can attempt all tricks and stunts without penalty;
roll on the first/greater of the horsemanship skill percentages for
success.
Note: Characters without this skill can try
any of these tricks, but must roll on the second percentage number of
their horsemanship skill after reducing it by half. Roll for each
attempt. Likewise, these stunts can be tried while riding mounts
other than a horse, but reduce the skill by half, unless the
character also has the skill Horsemanship: Exotic Animals.
Next section Cultural Skills.
Cowboy.html -- Revised: 91127
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