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Chapter Three
HORSES OF WAR: COMBAT, MERITS & FLAWS
“The unicorn fights with the mouth and with the heels, the mouth biting like a lion and with the heels
kicking like a horse”
- Edward Topsell, 1608.
Combat: The Ashringa were created to rebuild Gaia not to combat the Wyrm, however the time of The
Great Purification is at hand and sometimes the return to a better world can only be gained through the
purgative powers of destruction. As a diseased limb must sometimes be amputated to save a life so
sometimes a spirit or creature must die to prevent the further corruption of the Earth.
The Combat maneuvers for the various forms using Dexterity + Brawl
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Ashringa can do the following Special Maneuvers: Evasive Action (all forms), Hamstring
(Monoceros - Equine), Jaw Lock (Chalico - Equine), Leaping Rake (Chalico), and Taunt (all forms). They
also have the following exclusive maneuvers:
Brush Off: This maneuver is used to get an attacker off of an Ashringa’s back. The werehorse scrapes his
sides along fences, walls or trees (or runs under low branches) to dislodge a foe. He can also fall onto his
back to crush an opponent.
System: Roll Wits + Athletics (Difficulty = the rider’s Dexterity + Animal-kin). On a success the rider is
knocked off and takes damage equal to the Ashringa’s successes. On a failure the rider stays on. On a
Botch, the rider knows enough about horses that he can stay aboard like a trick rider and this maneuver
automatically fails if used again.
Used By: Centaurus - Equine. Actions: 1
Bucking: This is the classic rodeo art of leaping, rearing, bucking and thrashing about to throw a rider or
predator off your back.
System: The Ashringa has a contested Dexterity + Athletics roll (Difficulty = the rider’s Animal-ken + 3
for the Ashringa and the werehorse’s Brawl + 3 for the rider.) The winner of the contest gets to add one
dice to her next roll while the loser loses one dice from his pool. The following occurs if a roll botches or a
dice pool is reduced to 0. If the rider botches he is thrown off. If the Ashringa botches the horse is too
exhausted to fight back any longer.
Used By: Centaurus - Equine Actions: 1
Capriole: This feat is used to drive away foes when one is surrounded. The Ashringa leaps into the air and
kicks his legs out behind him as if he is going to fly away like Pegasus.
System: On a successful Dexterity + Athletics roll (Difficulty 3+ the number of opponents) the Ashringa
clears a path behind him as the attackers dodge out of the way of his flying hooves. The Ashringa then
pirouettes about and gallops away out of the now cleared path. If an opponent spends a willpower point to
keep from dodging than that opponent takes the Ashringa’s Strength + 4 in normal damage and is knocked
down for one turn. If the Ashringa fails than the opponents were able to dodge his flying heels and
resuround him before he could flee. On a botch the Ashringa falls for one turn.
Charge: The Ashringa runs at full speed at a target and rams him with his horn for Strength +3 unshakable
aggravated damage as the horn impales its victim.
System: Dexterity + Brawl, Difficulty 8.
Courbette: The Ashringa rears upright upon his hind legs than leaps forward while still standing upright in
a series of short hops. This is a maneuver used to help a rider. Any rider on a courbetting steed may use a
sword, lasso, spear or other melee weapon (but not firearms) at normal difficulty.
System: The Ashringa rolls Dexterity + Athletics (Difficulty 6) to perform this action and each success is
the number of yards hopped. The rider can attack once per hop at normal difficulty as long as he is using a
hand held weapon. On a Botch the rider slips and must roll Dexterity + Animal-ken roll at a Difficulty of 8
or fall off.
Levade: Like the courbette this is an old warhorse trick to assist a rider in combat. The Ashringa rears
upward and crouches on his hind legs with his hocks almost touching the ground. Like a statue he holds
this position while the rider while the rider uses a handheld weapon (even weapons requiring two hands or
firearms) at normal difficulty.
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System: The Ashringa rolls Stamina + Athletics (Difficulty 8) and each success is the number of turns the
werehorse can maintain the levade before he must return to all fours.
Mule Kick: The Ashringa stands on his fore hooves and kicks back with both hind feet for strength + 4
normal damage.
System: Roll Dexterity + Brawl, Difficulty 7.
Slamming Hooves: The Ashringa rears upon his hind legs and slams both fore hooves (or claws in Chalico
form) into a target for strength +2 damage. In addition the victim must roll Dexterity + Athletics (Difficulty
= the Ashringa’s successes) or fall down. A fallen victim can take no action for one turn (three turns if he
botches) and may be trampled or otherwise attacked by the werehorse at -1 difficulty.
System: Dexterity + Brawl (Difficulty 8).
Slashing Bite: Wild stallions use this maneuver to rip out the throat, cripple the limbs, or even to castrate
rival males. The werehorse holds his head low to the ground and then whips his head out like a striking
snake to bite his opponent in a particularly vulnerable area. The bite inflicts aggravated damage and even
worse the target must roll on the battle scars chart while adding one to the chart for each point of damage
he was unable to soak. These scars do not give Ashringa who bear them automatic Glory as they prove his
weakness in combat. It is considered unseemly for females to learn this maneuver.
System: This maneuver takes up two Brawl slots instead of one and is performed by rolling Dexterity +
Brawl at Difficulty 8. The damage is strength +1 aggravated.
Trample: The Ashringa actually runs over an opponent. Damage is taken from all four hooves if the victim
fails to dodge away in time.
System: The Ashringa rolls Dexterity + Brawl (Difficulty 6) and the damage is strength +4.
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wed the sun stallion. Their child was the Unicorn who gave birth to Rishyashringa. The Ashringa are thus
the children of both the sun and the moon, the wind given physical shape, so it is the metal of the sky (iron)
that inflicts unshakable aggravated damage upon them. All the rules used for silver in werewolves apply to
Ashringa but replace silver with iron. Iron is a very common metal but luckily for the Ashringa only pure
iron is deadly to them. Steel and other alloys only cause normal aggravated damage and do not cause gnosis
loss. In addition Ashringa in Homid or Equine form are not harmed by sky metal.
Rage
Ashringa find it much harder to Rage than do werewolves. After all they were created to heal not
harm. Follow the normal rules but at the following difficulties:
The Delirium
Humans were never preyed upon by horses but both the Chalico and Monoceros form cause a
form of delirium. Racal memories of the chalicotherium with its wicked claws causes true delirium effects
(as in W: tA) while the Monoceros form causes the wonderment derived from seeing the awesome power
of the unicorn. Like most changing breeds, the Ashringa are not as innately frightening as the Garou and all
delirium rolls (wits + occult)are at difficulty 5 (instead of 7 as in werewolves) or add 2 dice to willpower
instead. Note that unless the viewer has an unmodified willpower of 8 or higher than he will remember the
Monoceros only as a beautiful horse (“must have been an Arab”) and will try to rationalize the Chalico (“a
bear, it had to have been a bear”), whenever possible. A good example of this is in the movie The Last
Unicorn when the unicorn flicks a farmers lasso away with her horn the man thinks that he must have
slipped when trying to catch the Arabian horse.
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5 Terror: Will run but will look for a place to hide Fascinated: Will just stand and stare, “It’s a unicorn,
and will stop once he seems to be safe. holy smoke it’s a unicorn!”
6 Conciliatory: Will stay calm and try anything not Possessive: Wishes to capture the Monoceros, “what
to get hurt. a beautiful horse!”
7 Controlled Fear: May be scared but will remain Protective: Will want to help or touch the Monoceros
rational. at all costs.
8 Curiosity: More fascinated than frightened. Will Curiosity: Will be absolutely fascinated and will
run if it seems appropriate. probably follow or ask questions of the Monoceros.
9 Anger: “Ain’t no man afraid of no hoss!” Hunter: Will be filled with desire for the Monoceros’
horn and will want to capture the Ashringa.
10 No special reaction. No special reaction.
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Horse of a Different Color (1 point merit)
Your Monoceros form is colored in a way never found in nature. Sky blue, green, purple, flame
red etc. In some Ashringa the mane and tail may be rainbow colored or even resemble the tail of a peacock.
Ashringa whose equine form is spotted or striped may even be multi colored (an orange zebra with lime
green stripes or a pink with purple polka-dot appaloosa, for example). Ashringa with this merit cause the
Delirium at difficulty 7 when in Monoceros form.
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Uneven Feet (2 point flaw)
Your front feet do not match your hind feet. You may have webbed rear feet like a duck in all
forms or perhaps you have the feet of an elephant in the front when in animal shape or even horse’s hooves
on the forefeet and goat’s feet behind. In all cases you get no dexterity bonus to movement due to your
uneven gait and you are so odd looking you are -2 to all appearance rolls. Métis characters may take this as
their deformity.