Kasumi/SolarRide
Just a quick rehash of the Solar Ride tree for my games. I wouldn't reccomend them for other games, but I don't emphasise Ride much, so it deserves some oomph to be worthwhile:
Authority of the Horselord
Cost: 3 motes Duration: One Scene Type: Reflexive Minimum Ride: 1 Minimum Essence: 1 Prerequisite Charms: None
For the remainder of the scene, the Solar adds their Permanent Essence in automatic successes to all Ride rolls.
Spirit Steadying Assurance
Unchanged, but also affects the horses of any troops or companions of the Solar - this is most relevant in Mail&Steel, where it effects their entire unit.
Prerequisite changed to Authority of the Horselord.
Flawless Partnership Exercise
Cost: 5 motes Duration: One Scene Type: Reflexive Minimum Ride: 5 Minimum Essence: 3 Prerequisite Charms: Spirit Steading Assurance
On activation of this charm, the Solar's favoured steed will come to them across any distance up to the Solar's Permanent Essence in miles, making a heroic effort to cross any obstacles in the way. Additionally, for the remainder of the scene, while mounted on any rideable beast, the Solar may reflexively redirect any attack on the steed to themselves or vice versa. The Solar cannot be dismounted against her will.
Phantom Steed
Unchanged, but prerequisite is now Flawless Partnership Meditation
Flashing Thunderbolt Steed
Cost: 5 motes Duration: One Scene Type: Simple Minimum Ride: 3 Minimum Essence: 2 Prerequisite Charms: Authority of the Horselord
For the remainder of the scene, the Solar's mount doubles its speed and leaping distance.
Steed Sustaining Method
Cost: 6motes + 1 wp Duration: One Day Type: Simple Minimume Ride: 4 Minimum Essence: 3 Prerequisite Charms: Flashing Thunderbolt Steed
The Solar's mount, and those of his companions and troops (with a maximum Magnitude equal to the Solar's Ride score) are immune to the rigours of travel, and do not tire, throw shoes, or suffer any other misadventure normally attendent on driving horses too hard.\\