TEXT: MountBurner
  by Luke Crane and Richard Soto
  the
  Burning Wheel
  BETA 01.27.04
  
  Horse Market.............................................................56
  Availability and Quality of Stock.....................................56
  The Price of Horses .........................................................57
  Breeding ..........................................................................58
  Horse Height and Coat....................................................60
  Reading Traits in Animals ...............................................60
  Appendix:.....................................................................62
  Horse Speed Charts .........................................................62
  Special Breeds .................................................................62
  Horse Paces Moved per Exchange (ppe)..........................62
  Horse Paces Moved per Volley (ppv) ...............................62
  Factoring Weight .............................................................63
  Appendix: Of Men and Horses..........................63
  New Lifepaths .................................................................63
  New Skills .......................................................................64
  Travel Distances and Rates for Men, Elves and Orcs .......64
  Men, Elf and Orc Travel Rates.........................................64
  Designer’s Notes........................................................65
  © 2003 Luke Crane
  Contents
  The Book of Mounts ..................................................4
  Horses ...............................................................................5
  Wolves of the Black Legion..............................................15
  Spider Servants of the Dark Blood...................................18
  The Horse Burner......................................................21
  Determine Stock (Born…) ...............................................21
  Rearing (Lifepaths) .........................................................22
  Horse Stat Pools by Age ..................................................23
  Born… Horse Traits.........................................................24
  Horse Lifepath Traits ......................................................25
  Choosing Horse Special Traits .........................................27
  Horse Special Traits.........................................................29
  Horse Common Traits......................................................31
  Horse Skills .....................................................................32
  Horse Steel ......................................................................33
  Riding, Travel and Fatigue .....................................34
  Riding .............................................................................34
  Maneuver ........................................................................35
  Botched Speed Tests ........................................................35
  Pursuit ............................................................................36
  Workhorse .......................................................................36
  Fatigue ............................................................................38
  Getting There ..................................................................41
  Horse Travel Rates ..........................................................41
  Fatigue Example .............................................................43
  Feed ................................................................................45
  Mounted Combat......................................................47
  Untrained Fighting From Horseback...............................47
  Mounted Combat Rules ...................................................47
  Commanding Your Mount ...............................................50
  Riding and Steel ..............................................................51
  Mount Gear .....................................................................52
  
  Horses
  Described below are a number of types of horses. While not
  breeds per se, these creatures offer the distinction between the
  various roles a horse can play in society—and as such these animals
  were bred for their respective tasks. As always, look to the lifepaths,
  skills and traits of the creatures to gain an understanding of their
  function.
  Courser
  Lifepaths/Age: 
  Born Courser, War Training, Campaign/ 6 years old
  Stats:
  Pe: B3(4) Wi: B2
  Ag: B4
  Sp: B6
  Po: B7
  Fo:B7
  PPV: walk: 3p, jog: 6p, sprint: 10p
  Attributes: 
  He: B5
  St: B7
  Re: B4
  MW: B13
  Hesitation: 5 (Fearless and Determined)
  PTGS
  Su: B4
  Li: B8
  Mi:B10
  Se: B11 Tr: B12 MW: B13
  IMS:
  Hooves: I: B5
  M: B9
  S:B13
  VA —
  Add 2
  Skills:
  Rider Training, Mounted Combat Training, Armor Training,
  Formation Fighting Training, Intimidation B2, Brawling B3,
  Foraging B2
  Traits:
  Level-Headed, Loyal, Determined, Fearless, Aggressive plus
  Long-Limbed, Keen Hearing, Hooved, Ungulate.
  Beliefs:
  I am loyal to my master. 
  Instincts:
  Obey master’s commands. Smite master’s foes. Mount mares as
  soon as master isn’t looking.
  5
  The Horse Burner
  4
  The Book of Mounts
  To the modern reader, horses tend not to hold much weight or
  fascination. They seem to be something of a relic and almost an
  inconvenience when one considers the animal’s necessities and
  requirements of food, companionship and space.
  However, in the period in which we choose to reenact much of
  our fantastic adventure—indeed up to just over 100 years prior to
  our own time—horses were a fixture in daily life and largely still a
  necessity of those modern times.
  As the car is to us today, so was the horse for perhaps three
  thousand years. The horse was the foundation of civilized society—
  it was the vehicle of rapid transportation of body, force and idea.
  It’s introduction and embracement by successive ancient civilizations
  irrevocably changed their cultures, as much as the car has changed
  ours.
  In ancient Byzantine, for example, the empire was spread and
  kept by her horses. Huge herds were maintained for breeding, and
  these animals decided not only victory in battle, but they brought
  news of the outcome of conflict as well. Along her old post roads,
  a Byzantine courier could travel a hundred miles in a day using a
  supply of fresh horses kept at intervals along the mail routes for
  just such transmission of information.
  As herds flourished and prospered, so did civilization. Gradually,
  the horse supplanted the ox as the all-purpose farm implement.
  New harness technology allowed fields to be plowed faster and more
  efficiently—allowing greater crop yields and contributing to
  population boom and eventually the growth of cities.
  And what seem to us inconveniences of feed, shelter and care
  were facts of life for many. Tending to and keeping a horse was
  simply part of life. Indeed, for a knight in medieval Europe, the
  horse was his most valuable possession! 
  This chapter attempts to mechanically illustrate the use and role
  of horses in Burning Wheel—in war, in travel, in trade and in work.
  
  Gelding
  Lifepaths/Age: 
  Born to be Cut, Riding Animal/ 5 years old
  Stats:
  Pe: B3(4) Wi: B2
  Ag: B2
  Sp: B6
  Po: B6
  Fo:B6
  PPV: walk: 3p, jog: 6p, sprint: 10p
  Attributes: 
  He: B4
  St: B3
  Re: B4
  MW: B12
  Hesitation: 8
  PTGS
  Su: B4
  Li: B8
  Mi:B9
  Se: B10 Tr: B11 MW: B12
  IMS:
  Hooves: I: B4
  M: B7
  S:B10
  VA —
  Add 2
  Skills:
  Rider Training, Foraging B2
  Traits:
  Castrati, Docile, Obedient, and Proud plus Long-Limbed, Keen
  Hearing, Hooved, Ungulate.
  Beliefs:
  Born to be ridden. 
  Instincts:
  Obey.
  7
  The Horse Burner
  Destrier
  Lifepaths/Age: 
  Born Courser, War Training, Campaign/ 6 years old
  Stats:
  Pe: B3(4) Wi: B2
  Ag: B4
  Sp: B5
  Po: B8
  Fo:B8
  PPV: walk: 2p, jog: 5p, sprint: 8p
  Attributes: 
  He: B5
  St: B7
  Re: B4
  MW: B14
  Hesitation: 5 (Fearless and Determined)
  PTGS
  Su: B5
  Li: B9
  Mi:B11
  Se: B12 Tr: B13 MW: B14
  IMS:
  Hooves: I: B5
  M: B10
  S:B15
  VA —
  Add 2
  Skills:
  Rider Training, Mounted Combat Training, Armor Training,
  Formation Fighting Training, Intimidation B2, Brawling B3,
  Foraging B2
  Traits:
  Muscular, Aggressive x2, Loyal, Determined, Fearless, plus
  Long-Limbed, Keen Hearing, Hooved, Ungulate.
  Beliefs:
  Crush, Kill, Destroy!. 
  Instincts:
  Wait for master to mount up, then Crush, Kill, Destroy.
  6
  
  Jennet
  Lifepaths/Age: 
  Born Jennet, Riding Animal/5 years
  Stats:
  Pe: B3(4) Wi: B2
  Ag: B4
  Sp: B5
  Po: B5
  Fo:B5
  PPV: walk: 2p, jog: 5p, sprint: 8p
  Attributes: 
  He: B3
  St: B3
  Re: B4
  MW: B11
  Hesitation: 8
  PTGS
  Su: B3
  Li: B5
  Mi:B7
  Se: B9
  Tr: B10 MW: B11
  IMS:
  Hooves: I: B3
  M: B6
  S:B9
  VA —
  Add 2
  Skills:
  Rider Training, Foraging B2
  Traits:
  Obedient, and Gentle plus Long-Limbed, Keen Hearing, Hooved,
  Ungulate.
  Beliefs:
  Born to be ridden. 
  Instincts:
  Obey. Run from danger.
  9
  The Horse Burner
  Hackney
  Lifepaths/Age: 
  Born to be Cut, Riding Animal, Beast of Burden/ 8 years old
  Stats:
  Pe: B3(4) Wi: B2
  Ag: B2
  Sp: B5
  Po: B7
  Fo:B7
  PPV: walk: 2p, jog: 5p, sprint: 8p
  Attributes: 
  He: B4
  St: B3
  Re: B3
  MW: B13
  Hesitation: 8
  PTGS
  Su: B4
  Li: B8
  Mi:B9
  Se: B10 Tr: B11 MW: B13
  IMS:
  Hooves: I: B4
  M: B8
  S:B12
  VA —
  Add 2
  Skills:
  Hauling B3, Cart Training, Rider Training, Foraging B2
  Traits:
  Obedient, Sleek, Beast of Burden, and Apple Eater plus Long-
  Limbed, Keen Hearing, Hooved, Ungulate.
  Beliefs:
  Born to be pull. 
  Instincts:
  Obey.
  8
  
  Palfrey
  Lifepaths/Age: 
  Born Palfrey, War Training, Riding Animal/6 years old
  Stats:
  Pe: B3(4) Wi: B2
  Ag: B4
  Sp: B6
  Po: B6
  Fo:B6
  PPV: walk: 3p, jog: 6p, sprint: 10p
  Attributes: 
  He: B5
  St: B3
  Re: B3
  MW: B12
  Hesitation: 7 (Determined)
  PTGS
  Su: B4
  Li: B7
  Mi:B9
  Se: B10 Tr: B11 MW: B12
  IMS:
  Hooves: I: B4
  M: B7
  S:B11
  VA —
  Add 2
  Skills:
  Mounted Combat Training, Rider Training, Intimidation B3,
  Foraging B4
  Traits:
  Obedient, Sleek, Loyal and Determined plus Long-Limbed, Keen
  Hearing, Hooved, Ungulate.
  Beliefs:
  I do what is necessary. 
  Instincts:
  I do as master commands. Bear him steadily. Defer to the Destrier.
  11
  The Horse Burner
  Mule
  Lifepaths/Age: 
  Born Mule, Beast of Burden/6 years old
  Stats:
  Pe: B3(4) Wi: B2
  Ag: B3
  Sp: B4
  Po: B7
  Fo:B6
  PPV: walk: 2p, jog: 4p, sprint: 6p
  Attributes: 
  He: B5
  St: B3
  Re: B3
  MW: B12
  Hesitation: 8
  PTGS
  Su: B4
  Li: B7
  Mi:B9
  Se: B10 Tr: B11 MW: B12
  IMS:
  Hooves: I: B4
  M: B8
  S:B12
  VA —
  Add 2
  Skills:
  Rider Training, Foraging B2
  Traits:
  Stubborn, Stunted, Flea-Bitten, and Ornery plus Long-Limbed,
  Keen Hearing, Hooved, Ungulate.
  Beliefs:
  I hate them. I won’t do it. 
  Instincts:
  Run from danger. Bite the bastards.
  10
  
  Sumpter
  Lifepaths/Age: 
  Born Sumpter, Beast of Burden/6 years old
  Stats:
  Pe: B3(4) Wi: B2
  Ag: B3
  Sp: B4
  Po: B7
  Fo:B7
  PPV: walk: 2p, jog: 4p, sprint: 6p
  Attributes: 
  He: B5
  St: B3
  Re: B3
  MW: B13
  Hesitation: 8
  PTGS
  Su: B4
  Li: B7
  Mi:B9
  Se: B11 Tr: B12 MW: B13
  IMS:
  Hooves: I: B4
  M: B8
  S:B12
  VA —
  Add 2
  Skills:
  Hauling, Cart Training
  Traits:
  Sturdy, Beast of Burden, and Broken plus Long-Limbed, Keen
  Hearing, Hooved, Ungulate.
  Beliefs:
  I don’t wanna beeee your beast of burden. 
  Instincts:
  Pull. Pull Harder. Wait.
  13
  The Horse Burner
  Rouncey
  Lifepaths/Age: 
  Born Rouncey, Parade Animal, Riding Animal/7 years old
  Stats:
  Pe: B3(4) Wi: B2
  Ag: B4
  Sp: B5
  Po: B5
  Fo:B6
  PPV: walk: 2p, jog: 5p, sprint: 8p
  Attributes: 
  He: B4
  St: B3
  Re: B4
  MW: B11
  Hesitation: 8 
  PTGS
  Su: B4
  Li: B7
  Mi:B9
  Se: B10 Tr: B11 MW: B12
  IMS:
  Hooves: I: B4
  M: B7
  S:B11
  VA —
  Add 2
  Skills:
  Parade Ground Trotting B3, Rider Training, Foraging B3
  Traits:
  Arrogant, Proud, Obedient and Sleek plus Long-Limbed, Keen
  Hearing, Hooved, Ungulate.
  Beliefs:
  I do what is necessary. 
  Instincts:
  I do as master commands. Bear him steadily. Defer to the Destrier.
  12
  
  Wolves of the Black Legion
  Howling Beast
  Stock/Rank: 
  Slave wolf/Howling Beast
  Lifepaths: 
  Born to the Legion, Caged and Beaten, Shadow-Chaser, and
  Howling Beast
  Stats:
  Pe: B4(6) Wi: B3
  Ag: B3
  Sp: B5
  Po: B5
  Fo:B5
  PPV: walk: 1p, jog: 4p, sprint: 7p
  Attributes: 
  He: B4
  St: B6
  Re: B4
  MW: B11
  Hesitation: 7
  PTGS
  Su: B3
  Li: B6
  Mi:B7
  Se: B9
  Tr: B10 MW: B11
  IMS:
  Crushing Jaws:
  I: B4
  M: B8
  S:B12
  VA 2
  Add 2
  Skills:
  Howling B1, Pack Etiquette B1, Stealthy B5, Tracking B4(6),
  Intimidation B2, Begging B2, Savage Attack B4, Rider Training,
  Mounted Combat Training.
  Traits:
  Crushing Jaws, Deep Fur, Great Lupine Form, Lupine Intellect,
  Long-Legged, Wolf’s Eyes, Wolf’s Snout, Woodland Ear, plus Vile
  Language, Demented, Submissive, Tasting the Lash, Deranged,
  Howl of Doom, Graceful, Pariah and Overbite.
  Beliefs:
  I am a good, loyal wolf to my master. All the other wolves hate me. 
  Instincts:
  Go for the throat. Avoid when surprised. Listen to master.
  15
  The Horse Burner
  Turcoman
  Lifepaths/Age: 
  Born Turcoman, War Training, Riding Animal/6 years old
  Stats:
  Pe: B3(4) Wi: B2
  Ag: B3
  Sp: B8
  Po: B5
  Fo:B6
  PPV: walk: 42p, jog: 8p, sprint: 13p
  Attributes: 
  He: B5
  St: B3
  Re: B3
  MW: B12 (Tough)
  Hesitation: 7 (Determined)
  PTGS
  Su: B4
  Li: B6
  Mi:B8
  Se: B9
  Tr: B11 MW: B12
  IMS:
  Hooves: I: B3
  M: B6
  S:B9
  VA —
  Add 2
  Skills:
  Mounted Combat Training, Rider Training, Intimidation B3,
  Foraging B4
  Traits:
  Good Bone, Fleet of Hoof, Obedient, Loyal, Tough and Determined
  plus Long-Limbed, Keen Hearing, Hooved, Ungulate.
  Beliefs:
  I am the fastest of all!
  Instincts:
  Avoid the blow. Keep a steady even gait so master may shoot true!
  14
  
  Ebon Tyrant
  Stock/Rank: 
  Slave wolf/Ebon Tyrant
  Lifepaths: 
  Born to the Legion, Caged and Beaten, Shadow-Chaser, Howling
  Beast, Black Destroyer, and Ebon Tyrant.
  Stats:
  Pe: B5(7) Wi: B4
  Ag: B4
  Sp: B5
  Po: B6
  Fo:B5
  PPV: walk: 1p, jog: 4p, sprint: 7p
  Attributes: 
  He: B5
  St: B8
  Ref: B5
  MW: B11
  Hesitation: 4/3 vs Pain and Gore
  PTGS
  Su: B3
  Li: B6
  Mi:B7
  Se: B9
  Tr: B10 MW: B11
  IMS:
  Crushing Jaws:
  I: B5
  M: B9
  S:B13
  VA 2
  Add 2
  Skills:
  Howling B2, Pack Etiquette B3, Stealthy B5, Tracking B4(6),
  Intimidation B5, Begging B1, Savage Attack B5, Conspicuous B4,
  Command B2, Rider Training, Mounted Combat Training.
  Traits:
  Crushing Jaws, Deep Fur, Great Lupine Form, Lupine Intellect,
  Long-Legged, Wolf’s Eyes, Wolf’s Snout, Woodland Ear, plus Vile
  Language, Demented, Submissive, Tasting the Lash, Deranged,
  Howl of Doom, Fearless, Cold-Blooded, Brutal, Dominant, Great
  Cunning, Intense Hatred, Fearsome Beast, and Fey Blood: Lynx-
  Eyed, Like Burning Coals.
  Beliefs:
  I am loyal to my master.  I rule the pack. 
  Instincts:
  Stand alongside master. Intimidate/Command those who master
  Intimidates/Commands (help him). Avoid then Strike.
  17
  The Horse Burner
  Black Destroyer
  Stock/Rank: 
  Slave wolf/Black Destroyer
  Lifepaths: 
  Born to the Legion, Caged and Beaten, Shadow-Chaser, Howling
  Beast, and Black Destroyer
  Stats:
  Pe: B5(7) Wi: B3
  Ag: B4
  Sp: B6
  Po: B5
  Fo:B5
  PPV: walk: 1p, jog: 4p, sprint: 7p
  Attributes: 
  He: B4
  St: B7
  Ref: B5
  MW: B11
  Hesitation: 5/4 vs Pain and Gore
  PTGS
  Su: B3
  Li: B6
  Mi:B7
  Se: B9
  Tr: B10 MW: B11
  IMS:
  Crushing Jaws:
  I: B4
  M: B8
  S:B12
  VA 2
  Add 2
  Skills:
  Howling B2, Pack Etiquette B3, Stealthy B6, Tracking B4(6),
  Intimidation B3, Begging B2, Savage Attack B5, Rider Training,
  Mounted Combat Training.
  Traits:
  Crushing Jaws, Deep Fur, Great Lupine Form, Lupine Intellect,
  Long-Legged, Wolf’s Eyes, Wolf’s Snout, Woodland Ear,  plus Vile
  Language, Demented, Submissive, Tasting the Lash, Deranged,
  Howl of Doom, Fearless, Cold-Blooded, Brutal, Dominant, Great
  Cunning, Intense Hatred, and Wolverine.
  Beliefs:
  I am loyal to my master. 
  Instincts:
  Wait for master to mount up. Obey master. Charge/Tackle then go
  for  the throat.
  16
  
  Beliefs:
  I am one alien freak of nature. Fear the rituals. Destroy the enemies!
  Instincts:
  Drop dragline every 10 paces (or when otherwise precariously
  perched). Wait for master to mount.
  Arachnarch
  Stock/Rank: 
  UnderNest Spider/Arachnarch
  Lifepaths: 
  Broodling, Wall-Crawler, Infested, Blood Drinker, Arachnarch
  Stats:
  Pe: B4(6) Wi: B4
  Ag: B4
  Sp: B6
  Po: B5
  Fo:B5
  PPV: walk: 2p, jog: 6p, sprint: 8p
  Attributes: 
  He: B5
  St: B8
  Ref: B5
  MW: B11
  Hesitation: 4 (Fearless)
  PTGS
  Su: B3
  Li: B6
  Mi:B7
  Se: B9
  Tr: B10 MW: B11
  IMS:
  Fangs:
  I: B3
  M: B6
  S:B9
  VA —
  Add 2
  Must be Inside to use fangs.
  Chitinous Armor:
  6D of DN 5 armor. 
  Skills:
  Climbing B5(7)†, Cave-Wise B2, Brawling B4, Intimidation B4,
  Great Spider-wise B2, Interrogation B4, Falsehood B2,
  Ugly Truth B4 and Rider Training.
  19
  The Horse Burner
  Spider Servants of
  the Dark Blood
  Blood Drinker
  Stock/Rank: 
  UnderNest Spider/Blood Drinker
  Lifepaths: 
  Broodling, Wall-Crawler, Devourer, Blood Drinker
  Stats:
  Pe: B4(6) Wi: B3
  Ag: B4
  Sp: B6
  Po: B6
  Fo:B4
  PPV: walk: 2p, jog: 6p, sprint: 8p
  Attributes: 
  He: B3
  St: B7
  Ref: B5
  MW: B11
  Hesitation: 7
  PTGS
  Su: B3
  Li: B6
  Mi:B7
  Se: B9
  Tr: B10 MW: B11
  IMS:
  Fangs:
  I: B4
  M: B7
  S:B10
  VA —
  Add 2
  Must be Inside to use fangs.
  Spiked Tarsus:
  I: B4
  M: B7
  S:B10
  VA 1
  Add 2
  Chitinous Armor:
  6D of DN 5 armor. 
  Skills:
  Climbing B5(7)†, Cave-Wise B2, Stealthy B5, Brawling B4,
  Intimidation B2, and Rider Training.
  Traits:
  Alien, Arachnid Body, Eight-Eyed, Eight-Legged*, Exoskeleton,
  Fangs, Keen Sense of Balance, Silk Spinner, Spider Sense, Virulent
  Venom and Wall Crawler†; Vile Language, Midling Stature,
  Chitinous, Dark Sense, Strand Runner, Orb Walker; Silent and
  Spiked Tarsus.
  *+2D to Get Inside, +1D to Lock.
  18
  
  The Horse Burner
  Players may build a horse as they would any other character—
  choose a born lifepath, follow leads and determine the rest of the
  animal’s lifepaths, total years, determine stats and skills, etc. There
  are a few differences for horses, though. First, a horse’s Born path
  indicates their breeding—who the sire and mare were—and what
  role this horse was bred for. Secondly, leads in the Horse Burner
  connect directly to other lifepaths, rather than giving access to other
  settings.
  Quick Breeding:
  • Determining Born… lifepath. This determines breed and
  general purpose.
  • Choose a lead to a Rearing Lifepath, not to a setting.
  • Follow leads to additional lifepaths.
  • Total time, stat bonuses, skill points and trait points.
  • First skill and first trait in each lifepath are required, each costs
  one point respectively. Additional skills or traits cost 1 point to
  open.
  • Total age, determine stat pools, add in stat bonuses.
  • Factor skill roots.
  • Determine Steel.
  • Purchase a roll on Special trait list with 1, 2 or 3 trait points.
  • Choose trait(s) from list indicated by roll.
  Determine Stock (Born…)
  Most Born lifepaths grant a handful of traits, these are free and
  obligatory.
  Born…
  Time Stats Leads
  Courser
  2 yrs
  +3 P
  War, Abused, Feral
  Traits: Level-Headed
  Destrier
  2 yrs
  +4 P
  War, Abused, Feral
  Traits: Muscular, Aggressive
  Gelding
  3 yrs
  +1 P
  Riding, Abused
  Traits: Castrati, Docile
  21
  The Horse Burner
  Traits:
  Alien, Arachnid Body, Eight-Eyed, Eight-Legged*, Exoskeleton,
  Fangs, Keen Sense of Balance, Silk Spinner, Spider Sense, Virulent
  Venom and Wall Crawler†; Vile Language, Midling Stature,
  Chitinous, Dark Sense, Strand Runner, Orb Walker, Parasite
  Infested, Pariah; Mark of Fear, Fearless, and Intoxicating Venom.
  *+2D to Get Inside, +1D to Lock.
  Beliefs:
  Fear is the mind-killer, I shall use it to destroy them! Cleverness
  wins the day over brute strength.
  Instincts:
  Drop Dragline. Allow only powerful Orc Servant’s to ride. Intimidate
  them with a bit of the Ugly Truth— “What can you hope to do
  against me?”
  20
  
  Pet
  4 yrs
  —
  Parade, Abused, Riding, Beast
  Skills: 2 pts: Begging
  Traits: 2 pts: Docile, Dependent, Arrogant, Spoiled, Well-Groomed, Cribber
  War Training
  2 yrs
  +2 P
  Campaign, Abused, Riding, Stud, Beast
  Skills: 10 pts: Rider Training, Mounted Combat Training, Formation Fighting,
  Brawling, Intimidation, Armor Training.
  Traits: 2 pts: Loyal, Tough, Determined
  Campaign
  2 yrs
  +1 P
  Feral, Abused, Riding, Beast
  Skills: 3 pts: Brawling, Foraging
  Traits: 2 pts: Aggressive, Fearless, Biter, Lame
  Parade Animal
  3 yrs
  —
  Pet, Riding, Abused
  Skills: 2 pts: Parade Ground Trotting
  Traits: 2 pts: Arrogant, Proud, Impeccably Groomed, Sleek, Weaver
  Abused
  2 yrs
  +1 M
  Beast of Burden, Feral, War Training
  Skills: 2 pts: Inconspicuous, Begging 
  Traits: 3 pts: Unpredictable, Angry, Hateful, Broken, Starved
  Stud
  1 yr
  +1 M
  Abused, Campaign, Riding, Parade
  Skills: 3 pts: Mating, Brawling 
  Traits: 3 pts: Aggressive, Willful
  Mare
  3 yrs
  +1 M
  Beast of Burden, Feral, War Training
  Skills: 4 pts: Rearing, Herd Etiquette, Stallion-wise 
  Traits: 2 pts: Maternal
  Horse Stat Pools by Age
  Age
  Mental
  Physical
  1-2 years
  3
  13
  3-4 years
  4
  16
  5-7 years
  5
  18
  8-9 years
  5
  17
  10-15 years
  4
  13
  23
  The Horse Burner
  Hackney
  2 yrs
  +2 P
  Riding, Beast, Abused
  Traits: —
  Jennet
  3 yrs
  +1 P
  Riding, Parade, Pet
  Traits: Gentle
  Mule
  2 yrs
  —
  Beast, Riding, Abused
  Traits: Stubborn, Stunted, Flea-bitten
  Palfrey
  3 yrs
  +2 P
  Riding, War, Beast, Parade, Abused
  Traits: —
  Rouncey
  2 yrs
  +2 P
  Riding, Beast of Burden, Pet
  Traits: —
  Sumpter
  2 yrs
  +2 P
  Beast, Riding, Feral, Abused
  Traits: Sturdy
  Turcoman
  2 yrs
  +2 P
  Riding, War, Wild, Abused
  Traits: Good Bone, Fleet of Hoof
  Rearing (Lifepaths)
  Horse lifepath traits are not gained in the same way as standard
  LP traits. Read the Lifepath traits section for the exact mechanics.
  Name
  Time
  Stat
  Leads
  Wild
  2 yrs
  +1 M/P
  Beast of Burden, Riding, Pet, War
  Skills: 5 pts: Foraging, Herd Etiquette, Brawling, Intimidation, Wilderness-wise
  Traits: 1 pt: Napper, plus choose Willful (male) or Protective (female)
  Feral
  3 yrs
  +1 M/P
  Beast, Abused, War
  Skills: 5 pts: Foraging, Herd Etiquette, Wilderness-wise
  Traits: 2 pts: Feral, Distrustful, Independent 
  Beast of Burden
  4 yrs
  +1 P
  Riding, Pet, Abused, Feral
  Skills: 2 pts: Cart/Carriage Training
  Traits: 2 pts: Beast of Burden, Stubborn, Worn Out, Broken Down, Sway Backed
  Riding Animal
  2 yrs
  —
  Pet, Abused, Beast of Burden, Parade
  Skills: 3 pts: Rider Training, Foraging
  Traits: 2 pts: Obedient, Sway Backed, Proud, Sleek
  22
  
  Aggressive
  When an Aggressive horse fails a Steel test he may
  charge forward or rear up instead of standing and
  drooling or running away. While charging or
  rearing, he is still considered “hesitating” and is
  not under the control of the rider.
  Level-Headed
  While being ridden, the horse uses his master’s
  Steel test results.
  Horse Lifepath Traits
  Choosing lifepath traits is done exactly like spending skill points.
  All lifepath traits cost 1 pt. The first trait is required, additional
  points may be spent on traits in the lifepath, saved for other lifepath
  traits or saved to buy special traits.
  Willful
  When around other horses—especially females—
  this horse attempts to take command. +1 Ob to
  all riding tests when in these conditions. Reduce
  Hesitation by one as well. This trait is negated
  by Broken, Docile, and Dependent.
  Protective
  This horse is protective of the weak and young.
  Reduce Hesitation by two when around said
  charges, increase all Riding obstacles by one.
  Feral
  This once domesticated horse has been abandoned
  to the wild and now runs without a master. Feral
  horses recaptured will attempt to escape at the
  earliest opportunity and are +1 Ob to all Riding
  tests unless Broken, Obedient or Worn Out.
  Distrustful
  Having once been in captivity, this horse mistrusts
  the overtures of two-leggers. +1 Ob to all Animal
  Husbandry tests dealing with this horse.
  Independent
  This horse likes to do things his own way. So long
  as he is given rein, there is no problem. As soon
  as his rider contradicts a desire, all Riding obstacles
  are increased by one.
  25
  The Horse Burner
  Born… Horse Traits
  Good Bone
  Turcoman bred horses are renowned for their
  strong bones—this quality allows them to carry
  more weight for their size and helps prevent their
  going lame. When determining the horse’s load
  points, add two (+2) to the Power and Forte total.
  Also, this trait may be used to buy off the Lame
  trait. Should the horse ever go lame, the player
  may trade Good Bone in order to ignore the Lame
  trait. All the benefits of Good Bone are lost after
  said trade.
  Fleet of Hoof
  Call-On for Speed.
  Sturdy
  This horse is bred for the long and boring work of
  hauling plow and cart. Sumpters tend to be of solid
  build and temperate disposition. Add +1D to the
  Hauling skill and Steel tests when in traces.
  Stubborn
  Increase all Riding test obstacles by one.
  Stunted
  Mules have a maximum Speed of 6.
  Flea-bitten
  Fleas everywhere!
  Gentle
  Obstacles for Riding tests are reduced by one,
  however Hesitation is increased by two.
  Castrati
  This horse has been castrated. He is docile and
  easy to ride.
  Docile
  This horse is calm and obedient, the furthest
  extreme from aggressive. +1 Ob to all Brawling
  attacks. Also, the animal will not Rear when
  Hesitating.
  Muscular
  Destriers are born and bred strong and athletic,
  this trait reflects their breeding and the +4 physical
  points in their Born lifepath.
  24
  
  Biter
  This horse likes to bite and will nip whenever ever
  he gets the chance.
  Impeccably Gro. A horse beyond compare!
  Unpredictable
  The GM may take control over this horse for one
  volley in the exchange or for one exchange out of
  every three.
  Angry
  This animal is angry at the world! Increase Riding
  obstacles by one when doing anything this horse
  doesn’t want to.
  Hateful
  Resentful of its training and breaking, this creature
  will buck, rear and kick at the most inopportune
  times.
  Starved
  Increase all Fatigue obstacles by one.
  Maternal
  Reduce hesitation around young horses by three.
  Also, this horse will attempt to shelter and care
  for any younger or weaker horse. In turn, she will
  shun Willful, Wild, Aggressive and Angry males.
  Choosing Horse Special Traits
  When a player creates his mount he may purchase traits for it like
  any other character. However, mechanics for said purchase are
  slightly different that those described in the Character Burner. 
  For horses, the Traits listing in the lifepaths acts similarly to the
  Skills listing. Players get a pool of points and traits to choose from
  via the lifepaths they choose. Points may be carried over from path
  to path. Each lifepath trait costs 1 pt. The first trait on each path
  is required.
  In addition, players may reserve trait points earned on the
  lifepaths and use them to attempt to gain even greater and more
  powerful abilities for the mount. However, doing this runs the risk
  of infecting the mount with “bad blood.”
  27
  The Horse Burner
  Beast of Burden Add +1D to Power when determining how many
  load points the animal can carry or pull. Add +1D
  to Health when taking fatigue tests against
  carrying or hauling.
  Worn Out
  Increase all Fatigue test obstacles by one.
  Broken Down
  Decrease Forte by one.
  Sway Backed
  Increase Fatigue obstacles by one for any test
  relating to Riding or a rider.
  Obedient
  This horse has been trained to accept riders. This
  trait counteracts Willful and Feral.
  Proud
  Head held high, this horse carries itself in an
  imposing manner.
  Sleek
  A glossy coat.
  Docile
  Reduce all Riding test obstacles by one.
  Dependent
  Horse cannot fend for itself. Reduce all Animal
  Husbandry tests by one. Increase all Foraging and
  Herd Etiquette tests by two.
  Arrogant
  This horse must always be at the van, and will
  always seek to position himself thusly. No ill effects
  unless his master contradicts his desire, thereafter
  all Riding tests are at +1 Ob.
  Spoiled
  Accustomed to getting what he wants, this horse
  is well-behaved until denied. If he is denied his
  wishes, then all Riding and Animal Husbandry
  tests are at +1 Ob.
  Well-Groomed
  The horsey equivalent of Sharp Dresser.
  Loyal
  Beloved is this horse’s master.
  Tough
  Round up when factoring Mortal Wound.
  Determined
  Reduce Hesitation by one.
  Fearless
  Reduce Hesitation by two.
  26
  
  Horse Special Traits
  Legendary Traits
  All-Weather
  This horse ignores penalties due to weather.
  Beast
  +1D Power
  Brutal Brawler
  Horse has access to all martial maneuvers rather
  than just those restricted to Brawling.
  Camel
  The horse can survive on little water and food. He
  may ignore the Inadequate Food and Water
  penalty for the course of a single journey.
  Ford Finder
  This horse can always find a way across a river.
  Demonbane
  Can help Faith (+1D), also counts as Strength 2
  Spirit Ward.
  High Speech
  He can talk to his rider!
  Intuitive
  This horse will help its master with any and all skill
  tests it can—Riding, Intimidation, Conspicuous,
  and Brawling.
  Long Strider
  +1D Speed
  Man-Killer
  +2 Power to all Brawling attacks
  Night Rider
  Suffers no vision penalties at night.
  Unflinching
  Hesitation reduced by 4.
  Notable Traits
  Broad-hooved
  Reduces penalties for difficult ground by one step.
  Brute
  The horse ignores lost mental dice due to wounds
  for purposes of incapacitation.
  Easy Rider
  Horse actually helps his rider with all Riding tests.
  Use the horse’s Speed as his skill for these
  purposes.
  Fleet of Hoof
  Call-On for Speed
  Grass Eater
  This horse can subsist and stay healthy on grass
  alone. No penalty suffered for the absence of oats
  in the diet.
  29
  The Horse Burner
  A player may spend one, two or three traits points in an attempt
  to gain special traits for his mount. One point earns a roll on the
  1 pt table, two points on the 2 pt, and three trait points earns a roll
  on the 3 pt table. After rolling the Die of Fate, the player may then
  choose from the indicated list or lists.
  1 pt DOF Roll
  1-2
  Choose two traits from the My Little Pony list.
  3
  Nothing Special. May spend trait point in Lifepaths, and
  may not choose to spend more points on Special traits.
  4-5
  Choose a trait from Notable and My Little Pony lists.
  6
  Choose a trait from Legendary and My Little Pony lists.
  2 pt DOF Roll
  1
  Choose a trait from the My Little Pony list.
  2
  Choose a trait from the Notable and My Little Pony lists.
  3-5
  Choose a trait from the Notable list.
  6
  Choose a trait from Legendary and My Little Pony lists.
  3 pt DOF Roll
  1-2
  Choose from the Notable and My Little Pony lists.
  3
  Choose one trait from the Notable list.
  4
  Choose two traits from the Notable list.
  5
  Choose a trait from the Legendary list.
  6
  Choose a trait from Legendary and Notable lists.
  Multiple Similar Traits
  A horse may begin his life as a character with multiple versions
  of the same trait. Destrier’s for example can earn Aggressive twice.
  This indicates a very strong tendency in the character and said
  phenomena is up to the player to roleplay. In a competition or
  contest, multiple traits always trump another character’s single
  trait. Lastly, multiple traits effect breeding. See the Breeding section
  for more on that.
  28
  
  31
  The Horse Burner
  Herculean
  +1D Power when hauling
  Leaper
  When leaping, double the distances listed in the
  maneuver obstacle section.
  Sharp
  This horse understands spoken commands.
  Smooth-Backed Reduces rider’s obstacle penalties by one when
  acting/attacking from horseback.
  Strong Back
  This horse was bred for hauling. +1D to Health
  tests vs Fatigue for pulling or hauling.
  Sure-Footed
  This horse has  +1D to all Speed tests on broken
  or uneven ground.
  Swift Kicker
  +1D Brawling for all kicking attacks
  Taunton
  This horse ignores fatigue penalties due to cold
  and snow.
  Thug
  With an intuitive understanding of aggressiveness
  and violence, this horse will help its master in
  Intimidation and Brawling tests.
  Wolf Teeth
  +1 Power to all Bite attacks
  My Little Pony Traits
  Apple Eater
  Must be fed apples on a regular basis, otherwise
  the animal suffers the Inadequate Food penalty
  when taking Health tests for Fatigue.
  Clumsy
  On a failed Speed test or high obstacle Riding test,
  this horse falls over on the rider—roll on the MERP
  movement and maneuver chart for failed riding
  tests.
  Cowardly
  This horse must make a Steel test whenever
  rushing into danger. Failure means the horse will
  sprint away!
  Cribber
  This horse gets bored, likes to bite inanimate
  objects, suck air and fart.
  Difficult
  +1 Ob to all Riding and Hauling tests.
  30
  Gentle
  Obstacles for Riding tests are reduced by one,
  however Hesitation is increased by two.
  Lame
  The horse may not sprint.
  Loner
  This horse prefers to run alone and will always
  break away from the pack and head in his own
  direction. Increase Hesitation by one when running
  with other horses. Decrease Hesitation by one when
  when running alone.
  Napper
  Nappers stick close to the herd. When with a group
  of horses, reduce Hesitation by one. When alone
  increase Hesitation by one.
  Ornery
  This horse has a bad temper and will randomly
  bite.
  Stupid
  You order, “Charge!” and the horse sits down.
  Weaver
  Sways out of boredom both in and out of his stall,
  the GM may determine when and if the horse starts
  weaving. Once he does, all riding tests are made at
  +1 Ob.
  Wormed
  Infected by worms, all Health tests at +1 Ob
  Horse Common Traits
  Long Limbed
  Horses typically have long, slender legs placing their bodies well
  off the ground. Due to their long limbs, horses can clear small
  obstacles like stones, hedges and shallow water with ease.
  However, their limbs are also relatively fragile and their joints
  have a tendency to break or sprain. 
  The Speed multiplier for horses is: Walk x1.5, Trot x3, Gallop x5.
  Speed charts are presented in the appendix.
  Hooved
  Horses’ hooves give +1 Power to all kicking attacks. 
  
  Horse Steel
  Horses have Steel just like any other character, however being
  animals they use different questions to determine their starting
  rating. Steel starts at B3, add or subtract as indicated.
  —Add one if the horse has had War Training
  —Add one if the horse has been on Campaign
  —Add one if the horse has given birth
  —Add one if Power is 7 or greater
  —Add one if Forte is 7 or greater
  —If the horse’s Will is 3 or greater and the horse has been seriously
  wounded in the past, add one.
  33
  The Horse Burner
  32
  Keen Hearing
  Horses typically have keen hearing—a trait held over from their
  days in the wild dodging wolves and cats. +1D to all auditory
  Perception tests (counts toward Reflexes), also grants Observation
  training for detecting Stealthy and Inconspicuous characters.
  Ungulate
  This trait describes the horse’s basic shape—long skull, short jaw,
  dark round eyes mounted to the side of the head, mane and fur,
  long barrel-like body, four long legs ending in hooves and a short,
  hairy tail.
  Horses have a maximum Perception and Will of 6, a maximum
  Agility of 4, Speed of 8 and Power of Forte of 9.
  Horse Skills
  Herd Etiquette
  ROOT: Perception/Will
  In the wild, and on the large horse farms, mares, foals colts and
  fillies form into herds. These herds have a particular and peculiar
  hierarchy. Stallions must know this hierarchy in order to enter a
  herd and be accepted as its head. After the stallion has done his job,
  he is ousted from the herd by the mares (who then foster foals).
  Rider Training
  ROOT: Will
  A horse must be broken and trained to accept a saddle, bit and
  bridle. He must be taught to accept a rider and his commands as
  well. A horse without this training is a double obstacle penalty for
  all Riding tests. He may also freely attempt to buck his rider!
  Begging
  ROOT: Will
  Pets learn the art of looking cute and pleading for more food and
  attention. Consider Begging a form of horse Persuasion.
  Parade Ground Trotting
  ROOT: Will
  Horses can be taught to hold their head high, and to trot in
  spectacular and imposing manners. Though usually used on the
  parade ground, these manners can also be of use in the field.
  Consider this skill as Conspicuous.
  
  Maneuver
  After the Riding test is all said and done, the actual work is up
  to the animal—its he who has to do the leaping and bounding and
  turning! Any maneuver checks are made against the creature’s
  Speed.
  Speed Test Obstacles for Maneuver
  Sharp Turns
  Ob 1
  Walking
  —
  Jogging
  +1 Ob
  Sprinting
  +2 Ob
  Clearing low obstacle
  Ob 1
  1 pace high leap
  Ob 2
  2 pace high leap
  Ob 4
  3p sprinting broad leap
  Ob 2
  Maneuver Obstacle Modifiers for Terrain
  Broken ground
  +2 Ob 
  Forest or city Streets
  +1 Ob 
  Snow and sand
  +2 Ob
  Deep snow and mud
  +4 Ob
  Ice
  +3 Ob
  Botched Speed Tests
  Failing a Speed test for maneuver usually indicates that the horse
  simply stumbles, weaves or even balks. However, with a rider on
  its back, such maneuvers become all the more complicated.
  A horse who gets no successes on a difficult or challenging level
  Speed test will either stumble and roll or collide with whatever
  it’s trying to get around.
  Rolling
  It is an Ob 4 Riding test to stay mounted after a roll. If a horse
  rolls on soft ground, the rider is in little danger. To determine if
  any damage is done to the rider, use the Thrown Against the Wall
  rules on page 176 of The Burning Wheel. Use the horse’s Power
  and the ground of the fall for the weapon. For these purposes: Soft
  earth and mud has -3 Strength, plush grass has a -1 Strength, dirt
  roads have a 0 Strength, Rocks and pavement have a 4 Strength.
  35
  The Horse Burner
  Riding, Travel and
  Fatigue
  Riding
  Riding Skill vs Will
  Riding is a contest of the rider’s skill vs the beast’s Will. The
  commands are conveyed through the use of the Riding skill, the
  obstacle of this test is equal to the Will of the beast being
  commanded. Changes of direction and/or speed are basic Riding
  tests.
  Riding Training
  There is one major stipulation to the simple Riding test: In order
  to be ridden and commanded thusly, a beast must have Rider
  Training. Beast’s without this training skill give their rider a double
  obstacle penalty for all commands and will attempt to dislodge this
  freeloader at the earliest opportunity.
  Difficult Maneuvers
  Substantially difficult or dangerous maneuvers increase the
  obstacle of riding tests. Jumping a high fence, bolting through a
  crowd, whisking through a narrow crevice are all examples of these
  conditions. Essentially, any condition that under normal conditions
  the horse would shy away from or take at a different pace increases
  the rider’s obstacle by one or two.
  Riding Gear
  Bits, bridles, saddles and stirrups all modify Riding tests to a
  degree. By and large, these devices add bonus dice (equipment
  dice) to the Rider’s skill for purposes of tests. The exact bonuses
  are discussed under the individual bits of equipment in Mount Gear.
  34
  
  • Plated chain counts as three points. 
  • Additional gear, including weapons and harness adds at least
  another point. 
  • Ten days of food ration counts as one point.
  • Four days of water ration equals one point.
  • Cloth or leather horse armor equals one point.
  • Chain horse armor is two points.
  • Plated horse armor is worth three points of load. 
  A knight with a Power B5 and Forte B6 wearing plated
  chainmail armor and carrying his arsenal weighs 15 “points”
  toward a horse’s carrying capacity. He would need a Horse with
  a Power B7 and a Forte of B8 to carry him comfortably in
  harness!
  Horses may exceed their recommended carrying capacity. Doing
  so increases the horse’s chances of fatigue. This is discussed in the
  following section.
  Maximum Capacity
  A horse may carry a maximum weight equal to twice its total
  Power and Forte points.
  A horse with a Power B6 and Forte B7 may actually carry 26
  “points” of load. That’s equivalent to 260 man days of food, two
  knights with a Power and Forte of B5 in chainmail with
  weapons, or three men with Power and Forte of B4. (Or about
  500 lbs on its poor back!) Of course, this will damn near kill the
  animal.
  Pulling the Weight of the World
  A horse may pull a weight load up to 10 times its Power exponent
  (in load points). 
  For horse teams, combine the Power of the animals and factor
  load, fatigue and travel obstacles from that.
  37
  The Horse Burner
  Collision
  Use the Thrown Against the Wall rules for this as well, except
  use the horse’s Speed as the Power of the attack, the material
  collided with is the weapon. When colliding with other horses or
  animals use a 0 Material Strength for these purposes.
  Pursuit
  When tailing, chasing or pursuing another ridden beast make a
  versus test between the pursuer’s and prey’s Riding skills. Modify
  the skills as listed below:
  Modifiers to Pursuit Test
  +1D to the animal with the higher Sprint multiplier
  +1D if the rider has Affinity for Animals or Low Speech
  +1D to the rider with higher Reflexes
  In urban and sub-urban situations:
  +1D if the mount has Stealth or Inconspicuous
  +1D if the rider has Stealth or Inconspicuous skills
  +1D for beast with higher Speed.
  +1D for the beast with smaller body size
  In rural and highway situations:
  +1D to the mount with the highest Forte
  +1D per point of Speed higher than opponent
  +1D to the animal with the higher Sprint multiplier
  Workhorse
  In Burning Wheel the weight of a rider is measured abstractly
  in terms of his Power and Forte. A horse may carry one point of
  Power or Forte for each point of his own Power or Forte. 
  A horse with a B6 Power and B7 Forte can carry a rider with
  13 points in Power and Forte.
  Armor and gear add to the rider’s weight: 
  • Padded or leather armor doesn’t add to the total. 
  • Plated leather counts as one point. 
  • Chain counts as two points. 
  36
  
  39
  The Horse Burner
  Fatigue
  In order to represent one of the most primary functions of a
  mount—that of using an animal to do all the work for you—fatigue
  rules need to be discussed.
  Health vs Fatigue
  All fatigue operates against and is resisted by the mount’s Health
  attribute (which is a combination of Will and Forte). Animals make
  Health tests vs the fatigue obstacle, margin of failure is temporarily
  subtracted from Health.
  Fatigue Tests
  A character must make a Health test against fatigue based on
  the kind of activity he is performing over a certain period of time.
  There are three types of activity, light, moderate and heavy. Each
  activity level shortens the interval between Health tests.
  How Long Can I Go For?
  Light activity requires an Ob 1 Health test after hours of
  activity equal to two times the character’s Forte. Moderate activity
  requires an Ob 2 Health test in hours equal to the character’s
  Forte. Heavy activity requires an Ob 4 Health test in hours equal
  to half the character’s Forte. (Gray Forte doubles these times,
  White triples it.)
  Test Health after the character has been active for the indicated
  time. These rules aren’t designed to prevent activity, they are
  designed to show the effects of prolonged activity.
  Light Activity: Ob 1, Hours = 2 x Forte
  Walking, reading, working a desk job, riding, etc.
  Moderate Activity: Ob 2, Hours = Forte
  Research, cooking, house cleaning, jogging, hunting, yard
  work, craftsmanship, mending, animal husbandry, etc.
  Heavy Activity: Ob 4, Hours = 1/2 Forte (round down)
  Excavation, sprinting, tree-cutting, climbing, mining, hauling,
  etc.
  38
  Special Circumstance: Ob 3, Fighting and Casting
  Spell-casting or being engaged in any violent conflict
  whatsoever immediately requires an Ob 3 Health test vs fatigue
  after the situation has resolved itself. 
  Fatigue Obstacle Modifiers
  Humidity
  +1 Ob
  Mild Heat
  +1 Ob
  Extreme Heat
  +2 Ob
  Cool, Mild Weather
  —
  Extreme Cold
  +1 Ob
  Carrying a light load (less than Pow + For)*
  +1 Ob
  Carrying a moderate load (=Power and Forte)*
  +2 Ob
  Carrying a heavy load (<Power and Forte)*
  +3 Ob
  Carrying maximum load (2x Power and Forte)*
  +4 Ob
  Pulling light load (1-3x Power)
  ——
  Pulling moderate load (4-6x Power)
  +1 Ob
  Pulling heavy load (7-10x Power)
  +3 Ob
  Pulling extreme load  (11x Power)
  +5 Ob
  Fighting in light harness (leather, plated leather)
  +1 Ob
  Fighting in heavy harness (chain, plated)
  +2 Ob
  Fighting in a close-faced chanfron/helmet
  +1 Ob
  Extremely stressful conditions
  +1 Ob
  Inadequate food
  +1 Ob
  Inadequate water
  +2 Ob
  Uneven ground
  +1 Ob
  Uphill or downhill
  +1 Ob
  Steep inclines
  +2 Ob
  * Load rules are described in the Workhorse section.
  Obviously these mechanics can stand for anything with a Health
  attribute.
  If, for example, a character rode his horse (Forte 6) at a walk all
  day. At the end of the day, the horse would have to make an Ob
  2 Health test (Light Activity + Light Load). 
  A character with a Power and Forte of 5 riding a Horse with a
  Power and Forte of 5 is a moderate load for the animal. A day of
  walking about (light activity) for this animal would require an
  
  Permanent Injury
  Forcing Health below zero also causes permanent injury. As soon
  as this happens the player must choose an appropriate trait: Lame
  (may not sprint), Blown (-1D to Health), Worn Out (+1 Ob to all
  Fatigue tests), Sickly (+2 Ob to all Health tests for illness/poison)
  or Shot (increase Hesitation by two). 
  Recovering from Fatigue
  Health dice lost may be recovered 1 per day of rest. However,
  fatigued Health may not be recovered while the character is healing
  from a wound, recovering from poison, illness or recovering from
  the sickness of Tax. When resting, Tax is recovered, then wounds,
  then Health.
  The one exception to this is if Health dropped to zero or below.
  One point of Health may be recovered, and then standard recovery
  begins (at Health exponent 1!).
  Getting There
  A horse can easily cover 20 miles of open ground or road in a day’s
  travel, 30 miles can be covered if the mount is urged on, and 40
  or 50 miles can be covered if the mount is pushed hard and
  conditions are favorable.
  Horse Travel Rates
  Speed Walking
  Trotting
  Galloping
  B1
  1 mi/h
  3 mi/h
  4 mi/h
  B2
  2 mi/h
  4 mi/h
  7 mi/h
  B3
  3 mi/h
  6 mi/h
  9 mi/h
  B4
  4 mi/h
  8 mi/h
  14 mi/h
  B5
  5 mi/h
  10 mi/h
  16 mi/h
  B6
  6 mi/h
  12 mi/h
  20 mi/h
  B7
  7 mi/h
  14 mi/h
  24 mi/h
  B8
  8 mi/h
  16 mi/h
  27 mi/h
  B9
  9 mi/h
  18 mi/h
  31 mi/h
  41
  The Horse Burner
  Ob 3 Health test at the end of the day (Ob 1 for Light Activity, plus
  +2 Ob for moderate load).
  Carrying it’s maximum load of 200 days worth of food (Hauling
  is a Heavy Activity), this horse would have to take an Ob 5 Health
  test every two and a half hours.
  Too Much to Start
  Also, if ever the Health test obstacle exceeds the beast’s current
  Forte, he must make a Health test immediately to see if he can
  withstand the strain and work at all under these conditions.
  Failure means the animal stumbles and collapses and may not
  undertake the task at this time.
  Gettin Woozy
  An animal suffers +1 Ob to all tests if his Health drops to half
  its maximum rating.
  Zero Health
  When a mount’s Health reaches zero he is at great risk! He may
  not recover from wounds or Tax (he has no dice to roll!). He may
  only rest to recover from Fatigue. Once his Health rises above zero
  (to 1!) he must then make any outstanding Health tests for Tax or
  wounds.
  Negative Health
  If a player continues to force his mount on (or be forced on)
  and the beast’s Health drops below zero, and is forced to make
  another Fatigue test, he must make the test against his Forte stat
  at a double obstacle penalty. Margin of failure is subtracted from
  Power and Forte. If Power or Forte reaches zero, then the mount
  dies.
  Forte and Power dice are recovered at 10 minus Forte in days
  per die. 
  40
  
  Hilly
  +2 Ob 
  Forest
  +3 Ob 
  Snow and sand
  +2 Ob
  Deep snow and mud
  +4 Ob
  Ice
  +3 Ob
  Travel Obstacle modifiers to Fatigue Test Notes
  1: +1 Ob to Fatigue test
  2: +2 Ob to Fatigue test
  3: +1 Ob to Fatigue test
  4: +3 Ob to Fatigue test
  5: +2 Ob of Terrain = +1 Ob Fatigue
  Let’s use this palfrey for example: Pe: B3, Wi: B2, Ag: B2, Sp:
  B5, Po: B6, Fo: B6; Health: B4. His Rider’s skill is B5.
  This horse can walk (light activity) for 12 hours, covering an
  optimal 5 miles per hour, for a total of 60 miles. Let’s say the
  horse is travelling down typical roads (+1 Ob) with average
  traffic (+2 Ob) and stopping to eat drink and rest when
  necessary (+2 Ob). Travelling at optimal speed is an Ob 5 Riding
  test. The player rolls 3 successes, a two-success margin of failure.
  So in this case, he travels as if his horse’s Speed were B3—
  3 mi/h. All said and done he still covers 36 miles over the course
  of the day.
  He can trot (moderate activity) for 6 hours, optimally covering
  60 miles as well. Using the same obstacles and same results, he
  would travel  36 miles in a half the time. However, his fatigue
  obstacles will be much higher and the horse might not be able to
  sustain such a pace for more than a day or two.
  Fatigue Example
  This example includes fatigue, load and travel rules.
  A horse is carrying a rider with Power and Forte of 4 (8 pts).
  The rider is lightly armored (+1 pt), carrying sundry traveling
  gear and weapons (+1 pt), in addition to a supply of food and
  43
  The Horse Burner
  The numbers described in the above table are for optimal
  conditions and a steady pace over time. But with fatigue, road
  conditions, weather and traffic it is nearly impossible to maintain
  these optimal rates.
  When a character wishes to travel on his mount, he tests his
  Riding skill. Margin of failure reduces the animal’s Speed by one
  for each missed success. Use this new relative Speed to determine
  the actual rate of travel on the chart. 
  The base obstacle for the travel test is Ob 1. Pile on modifiers
  as appropriate.
  Travel Obstacles
  Roads and Traffic
  Perfect pristine roads
  —
  Typical roads
  +1 Ob
  Light traffic
  +1 Ob
  Average traffic
  +2 Ob
  Heavy traffic
  +3 Ob
  Weather
  Perfect weather
  —
  Rain or Snow1
  +2 Ob
  Fog1
  +2 Ob
  Heavy Weather2
  +4 Ob
  Rest and Sustenance
  Stopping to drink and eat
  +2 Ob
  Minimal eating and drinking3
  +1 Ob
  Forced March4
  —
  Carriage
  Carrying a light load (less than Pow + For)
  —
  Carrying a moderate load (=Power and Forte) +1 Ob
  Carrying a heavy load (<Power and Forte)
  +2 Ob
  Carrying maximum load (2x Power and Forte) +3 Ob
  Pulling light load (1-3x Power)
  +1 Ob
  Pulling moderate load (4-6x Power)
  +2 Ob
  Pulling heavy load (7-10x Power)
  +3 Ob
  Pulling extreme load  (11x Power)
  +4 Ob
  Terrain5
  Fields
  +2 Ob
  Broken ground
  +3 Ob
  Mountainous
  +3 Ob
  42
  
  Feed
  Horses
  Horses, by their nature, can and will graze on grass for feed.
  Theoretically, this ability makes them very low maintainence.
  However, while grass will fill their collective belly, it isn’t that
  nutritive. In order to stay healthy, a horse requires a mix of grass,
  alfalfa and oats. 
  A horses needs 2 lbs (~1 kg) of feed per Power and Forte
  exponent point. A Horse with a Power 5 and Forte of 5 (10 points
  total) needs 20 lbs (~10 kg) of feed across a whole day. One fifth
  of that (4 lbs/~2 kg) must be protein—oats, alfalfa or another
  suitable grain.
  A warhorse with a Power 8 and Forte of 8 requires 32 lbs of
  feed per day minimum—six and a half pounds of that feed must
  be grain.
  Should a horse fail to get enough grass or hay feed, or enough
  oats, he suffers from the Inadequate Food penalty when taking
  Fatigue tests.
  Wolves
  A great wolf can eat consume up to 20% of its body weight in
  one sitting. This suits the wolf’s feast or famine lifestyle, as it often
  must subsist on little more than one decent meal in a week! 
  A great wolf must consume 6 lbs (2.75 kg) of meat per point of
  Power and Forte per week. 
  Thus a wolf with a Power and Forte of 5 (10 total physical points)
  must consume 60 lbs of meat a week. Roughly 8.5 lbs of meat a
  day! 
  Consuming less than this minimum causes the wolf to suffer from
  the Inadequate Food penalty when taking Health tests. In times of
  great paucity a wolf will eat nearly anything to keep its strength—
  mice, bugs, even grass!
  45
  The Horse Burner
  water (+2 pts). That’s 12 points of load, a moderate load for this
  horse and +2 Ob to all Health tests for Fatigue. 
  After a day of walking, the horse must pass an Ob 3 Health test
  vs fatigue (Light activity plus Moderate Load). Rolling the dice,
  the horse’s player comes up with two successes. The horse’s Health
  drops by one. Tomorrow, he’ll take his Health test with only three
  dice.
  The same horse may carry the same load and at a trot for 6 hours,
  after which a he must make an Ob 4 Health test (Moderate
  Activity plus Moderate Load). If he gets two successes, that’s two
  dice off of Health that can only be recovered by rest.
  44
  
  Mounted Combat
  Untrained Fighting
  From Horseback
  Fighting while mounted is difficult, awkward and requires special
  training to master. Characters without Mounted Combat are +1 Ob
  to all melee maneuvers while mounted. In addition, a mount must
  have Mounted Combat training. If the mount is untrained, then he
  must make Steel tests every exchange while in combat.
  Avoiding while mounted is +2 Obstacle. If a character does not
  want to further suffer this penalty, she is free to dismount as she
  Avoids.
  Obstacle Penalties While the Beast Moves:
  • The rider is at an additional +1 Ob if the beast is walking
  • The rider suffers an additional +2 Ob if the beast is trotting
  • The rider suffers an additional +4 Ob if beast is sprinting
  Mounted Combat Rules
  The rules listed in The Burning Wheel, pages 167-170, still apply
  to Mounted Combat training. They have been reprinted throughout
  this section in order to offer a complete text on the subject of mounts
  and mounted combat. Slight revisions have been made to better
  accommodate cavalry sabers and the use of spears from the saddle.
  In addition, these rules discuss equipment rules for mounts. In all
  cases, refer to these rules for your mounted combat needs.
  Mounted Combat: Knight
  • Ignore the +1 Ob penalty for fighting from horseback. Still
  penalized for Avoiding (+2 Ob).
  • Ignore the obstacle penalty for the mount walking or trotting.
  • Trained riders only have a +1 Ob penalty when their mount
  is sprinting.
  47
  The Horse Burner
  Spiders
  Great Spiders have an even more efficient metabolism than Great
  Wolves. They may feed as little as twice a month and still maintain
  their strength. Of course, these feedings need be substantial!
  A midling stature spider must consume one living prey creature
  that weighs equal to the spider’s Power and Forte multiplied by
  15 lbs every two weeks.
  Thus an Orb-Weaver with a Power and Forte of B4 (8 x 15) must
  consume a 120 lb animal (a large dog or wolf) every two weeks
  in order to survive.
  For diminutive statured spiders, the multiplier is 10 lbs. For
  massive statured creatures, the multiplier is 20 lbs.
  46
  
  If a character is pushed by two or more paces while in the saddle,
  he is unhorsed and hits the ground. The ground hit also counts as
  a Throw for purposes of damage. Use the lance successes as the
  successes of the Throw (use Riding or Power as Natural Defenses),
  and the Speed of the lancer’s horse is the Power of the attack. See
  Thrown Against the Wall on page 176 for more about damage from
  throws. 
  Mounted Combat: Bowman
  Being trained in mounted archery reduces the penalties for firing
  from horseback by one step:
  • Shooting while the beastie is standing or walking: 
  ——
  • Shooting while the beastie is trotting: 
  +1 Ob
  • Shooting while the beastie is sprinting: 
  +2 Ob
  • Mounted bowman ignore the +1 Ob penalty for fighting from
  horseback. 
  • Mounted bowman benefit from the first level of the Superior
  Position obstacle modifier when shooting at targets on foot.
  Saddles and Stirrups
  In order for the rider to engage in Mounted Combat, his beast
  must be equipped with a saddle and stirrups.
  The Curved Blade
  Swords built with a curving blades were meant to maximize
  the height and full swing advantage that being mounted grants.
  Characters wielding a sabers, scimitars or katana gain a +2D bonus
  to their weapon skill while mounted.
  The Weight of the Straight Blade
  All other downward stroke hacking, slashing and crushing
  weapons gain due +1D bonus due to the extra momentum and
  follow-through capable while mounted.
  Spears
  Spears are held over the shoulder and thrust into the target as
  the mount passes by at speed. Doing so while the mount is jogging
  gains a +1D to skill, +1 Power, +1 VA bonus. However, spears used
  49
  The Horse Burner
  • The mounted knight also knows the mechanics
  of the lanced charge. A lance is a specially
  constructed spear that is held couched under
  the shoulder and against the torso while
  charging. It is a Power 4, VA 2, Unwieldy
  weapon. In order to effect a lance charge, the
  rider must be seated in a war saddle, harness
  and stirrups.
  • When charging another mounted
  fighter while using a lance, successes
  to hit count as a Push attack in
  addition to the Strike damage.The
  Push attack is defended against with
  the Riding skill or Power, not
  Speed. If a character is pushed
  one pace in the saddle, then he
  is partially dislodged and
  must spend an action to
  reseat himself. If he does
  not, he suffers +1 Ob to
  all tests. 
  48
  
  51
  The Horse Burner
  in this manner to achieve this bonus are “dropped” after the strike.
  They should rightly be lodged in your opponent’s chest as you ride
  past!
  It’s Good to be King!
  Attacks from horseback are directed at the head, shoulders, upper
  chest and arms of opponents on the ground. When testing armor
  against strikes from mounted soldiers, do not use the dice granted
  from leg protection.
  Striking the Horseman
  Attacks against a horseman are directed at the legs, torso and
  arms. Only if the attacker has a particularly long weapon may he
  attack the head of a horseman.
  Beating a Horse
  Characters attacking the mount are limited in their target
  selection to what facing of the creature they find themselves on.
  Characters facing the creature square may only strike for the head,
  neck and legs. Facing the flank, they may strike for the body, neck,
  head and legs. Facing the rear, they may only strike for the body
  and legs.
  Shooting at the Mount or the Rider
  It is up to the shooter to decide if he is targeting the rider or the
  mount. 
  Commanding Your Mount
  One action is required to order a mount during a scripted
  exchange. If a character does not have the Riding skill, this
  requirement is doubled—it takes two actions for the unskilled.
  Urging the Mount to Move
  Mounts ordered to move do so on their next available action,
  not immediately on the action they are ordered. You must think
  ahead while riding.
  Scripting for Mounts
  Mounts will follow the last order given until their last order is
  changed, one of their Beliefs, Instincts or Traits is triggered or they
  are forced to make a Steel test.
  50
  Most mounts will set conditional actions and wait for orders while
  moving ahead, this allows them to respond quickly to their master’s
  commands. Mounts who have already set a script and are ordered
  to do otherwise, must Forfeit like any other character.
  Wolves and Spiders
  Great Wolves and Great Spiders tend be a bit more independent
  minded than horses when dealing with violent conflict and their
  master’s commands. Often, the rider of a willful wolf will find
  himself at the mercy of his mount rather than being in charge of
  the conflict!
  These creatures are intelligent and script like any other.
  However, since most are trained for maximum benefit in mounted
  combat, they will often script defensive actions while listening to
  their master’s orders to move.
  Riding and Steel
  When a mount fails his Steel test he is free to react as any other
  character—flee, fall or stand and drool. However, the rider does
  have some say in the matter. A successful Riding test vs the beast’s
  Will allows the rider to choose the Steel test result. It takes one
  action to make this Riding test.
  Bolting, Shying, Rolling and Rearing
  More appropriate descriptions of failed Steel tests for mounts
  would be: Bolting, shying, rearing, and rolling. Bolting is “run
  screaming”, shying and rearing are “stand and drool”, rolling is a
  “fall prone” action and mounts will often do this if wounded.
  If a mount rears or bucks, the rider must make an Ob 2 Riding
  test to not be thrown. If the mount rolls see the Botched Speed Test
  rules on page 34.
  
  53
  The Horse Burner
  Mount Gear
  Various accouterments enhance the rider’s ability to control his
  mount. Other items protect the mount or grant it greater offensive
  capability.
  Horseshoes
  Horses do not necessarily need to be shoed. If running with light
  loads on soft ground, then the natural qualities of their hooves suit
  them. If running with heavier loads or on harder ground, the wear
  and tear on the hooves can be painful and ultimately fatal for the
  animal.
  • Running unshoed on rock, shale or ice is a +1 Ob to fatigue.
  • Carrying moderate or heavy loads unshoed is a +1 Ob to fatigue
  tests.
  Shoeing the animal negates both of these penalties.
  Saddles
  All mounts, regardless of type or breed, require a saddle in order
  to be properly ridden. Riding without a saddle is a +1 Ob penalty
  to Riding tests and Fatigue tests for both rider and mount.
  Bit and Bridle
  Fitting the mount with a bit and bridle assembly grants the rider
  +1D to all Riding tests. Spiders may be fitted with a bridle, but not
  a bit. Therefore spider riders do not gain the +1D bonus.
  Barding
  Horses and wolves can be fitted with body armor in order to
  protect them from blows in combat. The types of barding available
  are exactly the same as the armor types available in the Burning
  Wheel (quilted, plated leather, chain and plated chain). The
  locations and dice are somewhat different:
  52
  *A horse may wear a caparison of chain or quilting that covers
  all four locations—head, neck, body and legs—or he may wear a
  combination of plate and chain covering the body in the form of
  the peytral, flanchards, crinet and crupper. 
  †Grieves and cuissarts may be worn with any combination of
  armor, but do not count toward overall armor protection. They only
  count toward called shots against the legs.
  A horse wearing a cloth caparison has 1D covering the head,  1D
  on the neck, 2D on the body and 1D on the legs for a total of 5D
  of DN 6 armor.
  A horse wearing a plate chanfron has 1D of  DN 3 armor covering
  the head.
  A horse wearing full plated barding has 5D of DN 3 armor.
  Wolf Barding
  Locations
  Dice
  Chanfron
  Head/Face
  1D
  Collar
  Neck
  1D
  Torso
  Breast, Body, Rump
  2D
  Grieves and Cuissarts†
  Fore or Hind Legs
  1D
  Horse Barding
  Locations
  Dice
  Chanfron
  Head/Face
  1D
  Crinet
  Neck
  1D
  Peytral, Flanchards, Crupper* Breast, Body, Rump
  2D
  Caparison*
  Breast, Body Rump
  2D
  Caparisoned Legs*
  Fore and Hind legs
  1D
  Grieves and Cuissarts†
  Fore or Hind Legs
  1D
  
  Blades and Claws
  Hooves and paws may be fitted with special steel blades to
  enable the creature to slash and cut with its limbs. Hoof blades
  grant a horse +1 Power to its kicking attacks. In the case of
  wolves, it allows them to attack with their paws while on the
  Inside at a +1 Power bonus.
  Blades and Claws give a +1 Ob penalty to all Speed and/or
  Riding tests.
  The Cost of Protection
  A suit of horse or wolf armor costs 2x the RP cost listed for the
  armor type in the Character Burner.
  55
  The Horse Burner
  Clumsy Weight
  Not So Defensive Weapons
  Horse and wolf armor may be fitted to make an impact on the
  offensive end of combat. Barding may be spiked and studded, blades
  may be worn on the hoof or claw, and of course wolf collars must
  be spiked!
  Spiked Collars
  Any character striking with his barehands (or mouth or claws)
  for the neck of a wolf wearing a spiked collar takes damage equal
  to their own Power—an Incidental hit if the attacker exceeded
  his obstacle, a Mark result if he merely met his obstacle and a
  Superb result if he called a shot to the neck and failed to meet
  his obstacle altogether! 
  In addition, a spiked collar raises all obstacles to Lock said
  wolf by one. The neck, being the most vulnerable point for
  locking, is well-protected and making holds all the more difficult.
  Spiked and Studded Armor
  Horse and wolf barding may be fitted with spikes and studs
  in order to increase the impact of the creature’s charge. When
  performing a Charge while wearing such armor, the beast does
  damage in addition to knock down. Factor IMS for Charge using
  the bare-fisted damage for the creature. 
  Spikes and studs make great handholds, too. Anyone
  attempting to Get Inside of a beast so adorned gains a +1D
  advantage.
  Armor Type
  Penalty
  Cloth Armor
  +1 Ob to Fatigue tests
  Metal Armor
  +2 Ob to Fatigue tests
  Blades and Claws
  +1 Ob Speed tests.
  Chanfrons
  +1 Ob Perception
  Caparison
  -1D Speed
  Grieves and Cuissart -1D Speed
  54
  
  Rolling success equal to a listed obstacle indicates that the player
  must choose one trait from the category listed, and one trait from
  the next category down (lifepath traits excluded) for his mount. If
  six successes are rolled, the player may choose two Legendary traits.
  The Price of Horses
  The following prices are given in multiple forms in order to help
  fit them to individual campaigns. The first cost is in resource points
  so that these beasts may be bought during character generation.
  The second is the Resources ability obstacle for acquiring one in
  game. The third is a relative scale of how many months pay for the
  average working man such an animal would cost. Then number of
  month’s wages for a knight-ranked character. Lastly is a real world
  cost (where available).
  Real World Money and Wages
  In order to create a scale, I’ve provided the currency from 14th-
  15th century England and France. Following that are the average
  wages for various occupations from the period. Monetary units
  from 14-15th century England and France: 1 livre = 20 sous. 1 sous
  = 240 dernier. Or 1 pound = 5 sous.
  Wages per month: Shepherd, swineherd: 100 dernier/month.
  Laborer, carter, reaper, groom, guard: 60 dernier/month. Carpenter:
  90 dernier/month. Stonecutter, mason: 615 dernier/month or 2 sous
  per month.
  Horse Rps
  Res Ob
  Laborer Wages
  Knight Wages
  RW Cost
  Courser
  12
  Ob 5
  ~233 years
  ~1-6 months
  10-60 livre
  Destrier
  20
  Ob 6
  ~433 years
  ~3-10 months
  30-100 livre
  Gelding
  5
  Ob 3
  ~3 years
  ~1 week
  —
  Hackney
  5
  Ob 3
  ~3 years
  ~1 week
  6-12 sous
  Jennet
  5
  Ob 3
  ~10 years
  ~6 days
  20-40 sous
  Mule
  4 
  Ob 2
  ~1 year
  ~1 day
  —
  Palfrey
  7
  Ob 4
  ~8 years
  ~10 days
  20-30 sous
  Rouncy
  6
  Ob 4
  ~130 years
  ~1-3 months
  5-34 livre
  Sumpter
  5
  Ob 3
  ~ 3 years
  ~1 week
  6-12 sous
  Turcoman14
  Ob 5
  ~200 years
  ~3-6 months
  —
  57
  The Horse Burner
  Horse Market
  Availability and Quality
  of Stock
  The Horse Burner is technically for use by players starting a new
  character with accompanying mount. When a player wishes his
  character to purchase a horse in game, he must go to “market”
  and talk to various breeders about the type of horse he needs. In
  a situation such as this, the neither player nor character will have
  complete control over the abilities of the horse.
  However this is an rpg that believes strongly in player-driven
  determination, so of course the player may burn up his desired
  horse, but he must stop short at assigning trait points. The GM and
  the horse market determine if there are just a bunch of ponies in
  the paddock, or perhaps a horse of legendary quality!
  The first step is to determine the type of horse breeder being
  purchased from. This decides the type of traits available in this
  stock. Each breeder is listed with an Animal Husbandry skill: 
  Breeder Husbandry Exponents
  Flea-bitten circus 
  B3
  Inbred farm 
  B4
  Country market 
  B5
  Dilitante breeder 
  B6
  Renowned breeder 
  B7
  Upscale stable 
  B8
  Make an open test using this skill against the obstacles listed
  below. 
  Breeding Obstacles
  Ob 1: Lifepath only traits (may spend trait points on LP traits.)
  Ob 2: My Little Pony
  Ob 4: Notable
  Ob 5: Legendary
  56
  
  direction—even is clockwise, odd is counterclockwise. The second
  die represents variance—the result is the number of steps moved
  in the direction indicated.
  Go through the lists, rolling once for each trait. The result on the
  wheel indicates which trait is actually passed on. Each time a trait
  is rolled for check it off, its chance to be passed on directly is over.
  Even if it comes up as a result in a later roll, a trait that has been
  checked off is lost in this progeny. A trait may only be acquired
  once, no matter how many times it comes up on the chart. 
  “Any Character Trait” Result
  The player may choose any one of the indicated parent’s
  character traits. Even character traits that were earned on lifepaths.
  Wild/Unique Traits
  If this result is rolled, the player may choose any trait from the
  list indicated by the result on the trait ring: Character, Pony, Notable
  or Legendary. Even if neither sire nor mare nor grandparents
  possessed said trait.
  Multiple Similar Traits and Breeding
  If a horse enters this process with a double trait, like Aggressive,
  then this modifies the roll on the wheel. For each repeat of a trait,
  subtract one from the steps varied.
  The Breeding Wheel
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  59
  The Horse Burner
  Duke: 360 sous/month. Knight: 210 sous/month. Squire: 30
  sous/month. Sergeant: 15 sous/month. Archer: 90 dernier/month.
  Foot Soldier: 60 dernier/month.
  Traits and Price
  The presence of a Legendary trait can easily raise the cost of a
  mount from to 5-10 times market value. Notable traits double
  the price. Pony traits drop the price by -25%. 
  Stats and Price
  Use the low end of the ranges listed for old or poor qualities.
  Use the high end of the price ranges for “high statted” creatures.
  Breeding
  Enterprising players may wish to have their characters engage in
  the practice of breeding animals. Such a process, in Burning Wheel,
  allows traits to be passed on from parent to child.
  These rules discuss breeding in terms of horses, but they can
  easily be adapted to breeding any type of creature. (So long as they
  are able to mate, of course).
  These creatures must still be burned up according to the standard
  rules. The Breeding Wheel merely indicates what traits are passed
  on from parent to offspring. 
  The Breeding Wheel
  First make two separate lists of the father and mother’s traits.
  Make a list of the grandfather and grandmother’s traits as well
  (even if you have to burn them up on the spot using the Horse
  Market rules). Set aside lifepath traits. Common traits are passed
  down automatically and don’t need to be listed (or rolled for). The
  remaining traits—purchased in character generation, acquired by
  birth or breed, or even manifested through play—are all available
  to be passed down to the progeny.
  To begin the process, choose a trait from either sire or mare
  and find its two corresponding categories in the wheel below. Once
  the starting point is found, roll two d6. The first die represents
  58
  
  other traits require a successful Ob 4 Husbandry test. Unless the
  trait is explicitly obvious, a few months of working with the animal
  is needed to gain this information.
  Of course, there are other means. Characters with Low Speech,
  or an appropriate Affinity can suss out character traits fairly easily.
  And may make a Will test when working with the animal to suss
  out the general type of traits an animal possesses.
  Lastly, traits are the stock and trade of the sorcerous. Using the
  Sense or Celestial Sight, and the Aura Reading skill a sorcerer (or
  Named spirit) can see much that is hidden. An Ob 2 skill test will
  reveal character traits, an Ob 3 test will reveal other traits.
  61
  The Horse Burner
  If a destrier has Aggressive x2, then he would subtract one from
  the variance die (on both rings) when rolling to see if this trait
  is passed on.
  Crossbreeding
  When breeding two different types of horse, average their Born…
  stat bonus and round down. This is the Born… stat bonus for the
  new breed.
  Horse Height and Coat
  Horse height is measured in “hands”. Measurement is done from
  the “withers”, on the shoulders at the base of the neck, to the
  ground. A horse will typically be between 15 to 18hh (hands high).
  Ponies, which are biologically no different than horses, are less
  than 15hh, typically about 14hh.
  A hand is 4 inches.
  Bred horses will be the average of their mare and sire’s height.
  Horse Coats
  Horse coats range in color from white to black encompassing the
  range of earth tones in between. Typically colors include: chestnut
  (reddish brown), black, and bay (blue gray). Patterns emerge in
  color combination as well, typically in the form of spotting and
  large swaths of coloration.
  Bred horses will take on the mean color of their parents or a
  pattern combining both colors.
  Reading Traits in Animals
  In general, it is not possible for a character to discern exactly
  what traits an animal has. Certain traits will exhibit themselves
  naturally, like character traits, but others will remain hidden, like
  Tough or Fearless.
  Horse breeders may use their Animal Husbandry skill to
  determine what type of traits a horse possesses. Character traits
  are Ob 1 and require only a day of working with the animal. All
  60
  
  Factoring Weight
  Horses weigh 100 lbs for each point of Power and Forte, ± 20% at
  the player’s discretion. 
  Thus a Horse with a Power and Forte of 7 (14 points x 100 lbs)
  can weigh from 980 to 1820 lbs.
  Great Wolves weigh 40 lbs per point of Power and Forte, ±20%
  at the player’s discretion. 
  A wolf with a Power and Forte of 5 (10 points  x 40), weighs
  320 to 480 lbs.
  Diminutive stature Great Spiders weigh 10 lbs per point of Power
  and Forte, ±20%. Midling stature spiders weigh 15 lbs per point
  of Power and Forte. Massive stature spiders weigh 20 lbs per point
  of Power and Forte.
  A spider with a Power and Forte of B4 weighs 96-144 lbs.
  Appendix: Of Men
  and Horses
  New Lifepaths
  Noble Court
  Name
  Time
  Stat
  Res Leads
  Horse Warden
  7 yrs
  +1 M/P
  25 rps City, Soldier
  Skills: 6 pts: Horse-wise, Animal Husbandry, Saddlery, Accounting
  Traits: 2 pts: Horse-sense, Imperious, Red-Neck, Bow-Legged
  63
  The Horse Burner
  Appendix:
  Horse Speed Charts
  Special Breeds
  For Elven horses use Turcoman breeds, but are all born with the
  Sharp trait. For “Black Rider” type horses, use Destriers, and
  include the Brutal Brawler, Thug, and Sharp traits.
  Horse Paces Moved per Exchange (ppe)
  Speed Walking
  Jogging
  Sprinting
  B1
  1.5p
  3p
  5p
  B2
  3p
  6p
  10p
  B3
  4.5p
  9p
  15p
  B4
  6p
  12p
  20p
  B5
  7.5p
  15p
  25p
  B6
  9p
  18p
  30p
  B7
  10.5p
  21p
  35p
  B8
  12p
  24p
  40p
  B9
  13.5p
  27p
  45p
  Horse Paces Moved per Volley (ppv)
  Speed
  Walking
  Jogging
  Sprinting
  B1
  1p*
  1p
  1p
  B2
  1p
  2p
  3p
  B3
  1p
  3p
  5p
  B4
  2p
  4p
  6p
  B5
  2p
  5p
  8p
  B6
  3p
  6p
  10p
  B7
  3p
  7p
  11p
  B8
  4p
  8p
  13p
  B9
  4p
  9p
  15p
  *Slowpokes with a B1 Speed only walk-move in two volleys out of the
  exchange (player’s choice).
  62
  
  Designer’s Notes
  Why, oh why, did I spend a month of my life researching and
  writing about horse mechanics for my game? Shouldn’t I have been
  working on something cool like Enchanting or the Monster Burner?
  Yes, of course. But, my friend Rich turned in a rough sketch of
  a horse burner a couple of months ago. I was bored in October and
  I started looking it over. It was a good idea, but it wasn’t suitable
  for general release, his material varied a bit too far from
  conventional Burning Wheel. Rich had been asking me about it at
  the time—he’s got a big ol’knight in our game and he loves to talk
  about his horses—so I figured, “What the hell, Rich’ll like this.”
  And I took a crack at revising his rough draft.
  Well, I started off just tweaking his mechanics. That was fine
  and easy, but there were just too many holes and I didn’t know
  enough about horses to really fill in all of them. I didn’t know how
  big horses are, what they eat, how old they get, or what they’re like
  as animals at all. So I did some research. A dangerous path! Each
  step of research led me to another, “Oh. Oh. Oh!” as I started to
  see a bigger picture of what horses were, both in and of themselves
  and to culture at large.
  So I took a step back and decided I’d write a Mount Burner—
  encompassing a bit about wolves and spiders as well as horses—
  and to include some practical rules for riding, caring for and
  breeding horses in game. 
  Well, it sure wasn’t easy. Each answer lead to new questions, and
  even now I am unsure of what kind of picture I have painted.  But
  I hope—perhaps in vain—that this chapter will better help engross
  and involve players in the period. That players will look upon their
  mount, not as a piece of gear, but as an animal who can contribute
  to play and add drama to all manner of situations. I admit, the
  thought of riding to the capital to bring word of the orc invasion
  and having your horse die under you from exhaustion is very
  dramatic to me. Would you do it? Would you ride your legendary
  horse to death just to bring word? Or would you preserve your
  friend and mount and allow the borders to be overrun?
  65
  The Horse Burner
  Village and City Dweller
  Name
  Time
  Stat
  Res Leads
  Saddler
  4 yrs
  +1 P
  15 rps City, Soldier, Noble Court
  Skills: 6 pts: Saddlery, Tanning, Riding, Hide-wise
  Traits: 1 pt
  New Skills
  Driver
  ROOT: Will/Agility
  This skill is necessary to drive a team of horses hauling a cart or
  carriage. 
  This skill is available to Haulers, Carters, Grooms and similar
  lifepaths.
  FoRKs: Animal Husbandry, Riding.
  Saddler
  ROOT: Perception/Agility
  Saddling is the fine art of creating horse furniture from suitable
  hides. Saddlers work closely with local tanners to create saddles,
  bits, bridles and stirrups.
  FoRKs: Tanner, Armorer
  Travel Distances and Rates for
  Men, Elves and Orcs
  Men, Elf and Orc Travel Rates
  Speed
  Walking
  Jogging
  Sprinting
  B1
  .75 mi/h
  1 mi/h
  2 mi/h
  B2
  1.5 mi/h
  2.75 mi/h
  4.75 mi/h
  B3
  2.25 mi/h
  4 mi/h
  7 mi/h
  B4
  3 mi/h
  5.5 mi/h
  9.5 mi/h
  B5
  3.5 mi/h
  7 mi/h
  12 mi/h
  B6
  4.25 mi/h
  8.5 mi/h
  14 mi/h
  B7
  5 mi/h
  10 mi/h
  16.75 mi/h
  B8
  5.75 mi/h
  12 mi/h
  19 mi/h
  B9
  6.5 mi/h
  13 mi/h
  21.5 mi/h
  64
  
  A Note on Breeds 
  One thing that Rich and I chose not to focus on was the minute
  variations between the various breeds of horses. We chose rather
  to focus on the function that horses played and only highlight those
  functions with splashes of real world breeds. I hope this doesn’t
  disappoint the one horse enthusiast out there who plays Burning
  Wheel. But please forgive us, it was a matter of writing about horses
  for this game or writing a game about horses.
  Of course, I did give mechanics for breeding horses. Players could
  conceivably use these rules for creating their own breeds unique to
  their campaigns. I know I plan on doing it.
  Good Luck, and Enjoy!
  -Luke, December 2003, NYC
  66
  
SOURCE: textdata/thevault/Burning Wheel/Burning Wheel - Mount Burner .pdf