Super Steed

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Super Steed (Major) by Senator Cybus

A stylish if unusual form of personal transportation, this is the ability to summon up a super-powered riding animal. The term “steed” is misleading: it will typically be a horse, but other more exotic beasts can be chosen. The only limitation is that the chosen Steed must be a real creature that is large enough to support the weight of a rider; so bears, bulls or tigers are possible choices, but griffins, manticores or giant hamsters are not.
To calculate the attributes and abilities of the Steed, consult the Creating Mutant Animals section of the HU2 rule book (page 162). The player creates the animal of his choice, just as if he were making a player character, but with the following modifications:

Do not roll for the eight attributes: P.S. is automatically set at 25 and is considered Extraordinary. M.E., P.E. and P.P. are set at 20. P.B. and M.A. are set at 16. I.Q. is set at 8. Speed is twice that listed for the animal type on page 254 of the HU2 rule book, under Animal Metamorphosis, and top speed can be maintained for twice as long, e.g., a Super Steed horse could run at 80 m.p.h. for up to two hours.
Determine Hit Points as normal. Each time the super being attains a new experience level, roll 1D6 and add the result to the Steed’s existing Hit Points.
S.D.C. is twice that listed for the animal’s Size Level under the Physical Size Chart on page 166 of the HU2 rule book, e.g. a Buffalo, at size level 19, would have an S.D.C. of 150.
Do not select a Cause of Mutation or Education. The Steed has no BIO-E points, cannot select human features or animal psionics and has no equipment.
Select animal type, as per the limitations listed above. Add in any Attribute Bonuses granted by the selection.
The Steed automatically gains all Natural Weapons and Powers listed for its type. If there is a choice of similar weapons, the Steed always has the most damaging, e.g. a bear would have the Predator Bite (2D6 damage) rather than the Scavenger Bite (1D6 damage).
Finally, choose one of the following minor superpowers for the Steed and adjust attributes accordingly:
Adrenaline Surge
Awe or Horror Factor
Danger Sense
Enhanced Leaping
Extraordinary Intelligence (Note: if this power is chosen, the animal gains full human speech, in addition to full consciousness, creativity and logical reasoning.)
Extraordinary Speed
Healing Factor
Heavyweight
Note: If Danger Sense is selected, the super being gains all the bonuses of this power due to the psychic bond he shares with his animal (see below), as long as he is within 10 feet (3m) of the Steed.

Summoning or dismissing the Steed takes one full melee round. The Steed can only be dismissed/dissolved if it is within 100 feet (30.5 m) of the character who summoned it. Other super beings with this power cannot summon or dismiss it.

The super being has a natural Horsemanship skill of 98% when riding the Super Steed, as well as a lesser ability to handle any riding animal: base Horsemanship skill of 35% +2% per level of experience. If he already possesses this skill, add a one-time bonus of 15%. See page 57 of the HU2 rule book for combat bonuses when charging.

Psychic Bond. The super being and his Steed have a rudimentary telepathic link that allows them to sense each others location, regardless of distance. Additionally, each can sense if the other is injured, their emotional state and whether or not they are engaged in combat. If separated, the super being can telepathically order his animal to stay where it is, come to him or meet him at any familiar location.

Passengers and Cargo. The Steed can carry one additional person. However, it will only accept riders permitted by the super being who summoned it: any attempt to ride the Steed without the permission of its master will be violently resisted (a Steed with Extraordinary Intelligence may be convinced to make an exception in certain circumstances). It will quite happily carry any cargo the super being wishes, up to the limits of its strength.

Combat. While primarily meant to serve as transport, the Steed will fight to the best of its ability to protect itself or its master. The Steed has four attacks/actions per melee round, plus any gained through super powers. It is limited to striking with its natural weapons or dodging: parrying, entangling and other advanced combat moves are beyond its simple intellect. Equally, the Steed cannot use man-made weapons of any kind. Combat bonuses are determined by attribute scores and choice of super power.
If injured, the Steed will recover 6 S.D.C./Hit Points per hour. Alternatively, the super being can dismiss it: if not called upon for 24 hours, the Steed will return fully healed.

Death. If the Steed is killed, the super being immediately loses 2D6 Hit Points, because of the psychic connection they share. It cannot be called upon again for 24 hours, at which time it will be fully healed.

Range: Self. The summoned animal appears next to the hero.
Duration: Indefinite. The super being can keep his animal around for as long as he likes, but as it is a flesh and blood creature, it will eventually require suitable food and shelter.
Damage: As per the Steed’s natural weapons.
Bonuses: The super being is +2 to initiative and has a bonus of 10% to Detect Ambush, but only when riding his Steed.