Professional Documents
Culture Documents
Mountain Man
Mountain Man
Mountain Man
Native Relations
Mountain Men stood on good terms with certain
tribes across the Frontier. Trading with the tribes was
essential while waiting for the next Rendevouz. Some
Mountain Men took Indian wives or were even members of
a tribe themselves. In some rare cases they would be
handed a Plains Indian War Shirt which was a sign of great
respect and honor.
Learn from It
Learn from It represents the most important survival
skill of the Mountain Man. The ability to be highly
adaptable and to think and act fast was the difference
between life and death.
Leveling Up a Mountainman
Whenever you go up to a new Hero Level, roll 2D6
on the following chart for your free Upgrade Bonus. You
may also choose one new Ability from the Mountainman
Upgrade Chart.
The quintessential Frontiersman adaptable and comfortable with
2D6 Roll Upgrade Bonus
whatever nature throws his way. A master of guiding without
leading, the Mountainman specializes in being a curmudgeon who 2 Increased Demand - Choose an Enemy Type
grits his teeth and imparts survival advice even if he is convinced (Void, Beast or Demon). From now on, any time
all the poor fools will be dead by the morning. Merging nature you collect a payout for Skins from that Enemy
lore and instinct he is unstoppable and unflappable but often Type, collect an extra $1 per XP gained.
marked enough by his unforgiving conduct of life. 3 +1 Combat
Playing a Mountainman 4 +1 Move
The Mountainman is a Tank, with his high Health 5 +1 Strength or +1 Agility. Also, gain +D6
and low Defense. He tends to march into battles and Health / Sanity (any mix)
overcome enemies with a combination of hand to hand and
ranged combat. Whether they live by the axe or the rifle, 6 +1 Cunning or +1 Spirit. Also, gain +D6
their innate understanding of the environment and its Health / Sanity (any mix)
inhabitants enable them to directly and indirectly overcome 7 +D6 Health and +D6 Sanity
their enemies.
8 +1 Lore or +1 Luck. Also, gain +D6 Health /
Starting Upgrade Choices Sanity (any mix)
Mountain Man Starting Upgrades focus on the 9 +1 Side Bag Token Capacity. Also, gain +D6
variety of axes and knives at his disposal, native relations by Health / Sanity (any mix)
blood or deed and recovering Grit by learning from his
adventures.. 10 +1 Max Grit
11 +1 Combat
Armed to the Teeth
This allows you to be a one man band with your 12 Dark Stone Resistance - You can now hold 2
Axes, Hatchets, Knives and your trusty Rifle. You will have a more Corruption Points before getting a
Mutation.
ready supply of Hatchets and can carry a wide array of
blades without hindrance.
MOUNTAINMAN UPGRADE CHART
TRAPPING ROUGHIN' IT FRONTIER GUIDE FRONTIERSMAN
5 4
4 4 16 10
Prize Prize
Quarry Quarry
MOUNTAIN WOMAN 2 1 3
4 3 2 4
Traps: You start each adventure with 5 Trap Tokens.
When not in a fight you may spend 2 Grit to recover D3 Trap Tokens.
Fur Trader: Anytime you defeat an enemy with the keyword Beast, Demon or
Void, you receive $1 per XP gained ($5 per base XP if XP is variable).
Prize Quarry: Once per fight when resolving a Threat Card, spend 1 Grit to make a Beast,
Demon or Void Enemy a Prize Quarry. That enemy is +1 Defense, +1 Damage and has +5
Health/posse Level. XP gained and $ per XP are doubled. When you defeat a Prize Quarry, instead
of gaining $ you may choose to draw a Trapper's Upgrade card from the appropriate deck instead.
Wildlife Scars: You start the game with an Injury. Roll D6+3 on the injury chart to determine
the type of this injury.
FRONTIER Trapping Tools Mountain Knife Hunting Rifle
5 4
4 4 16 10
Prize Prize
Quarry Quarry
MOUNTAIN MAN MOUNTAIN MAN
LEARN FROM IT ARMED TO THE TEETH
When not in Combat, you may
Any time you successfully spend 2 Grit to gain
Scavenge or pass a Skill Check D3 Throwing Hatchet Tokens.
while traveling or on adventure,
you may recover Grit on a Knives, Hatchets and Axes
D6 roll of 4, 5 or 6. count as having 1 icon less.
MOUNTAIN MAN
NATIVE RELATIONS
Once per turn, you may
re-roll a single Ranged
to-hit roll.
MOUNTAIN MAN
OTHERWORLDLY PLASMA CRYSTALLINE AETHER PHASING SKINS AETHER HIDE
Springing a Trap There are three separate Upgrade decks for Void,
Demon and Beast enemies respectively. When drawing a
When an enemy enters a space with a Trap Token, Trapper's Upgrade card, the Mountain Man chooses one of
this Trap is sprung: Remove the Trap Token from the Board the Prize Quarry's keywords (Beast, Demon or Void) and
and roll 2D6. If you roll higher than this enemy's current draws from the appropriate Upgrade Deck.
Health, its turn immediately ends: The enemy may not move
any further or perform its attack. Each Upgrade Deck contains two Upgrades which
are essentially powerful and may only be acquired if the
Enemies which suffer the Snared effect do this 2D6 Prize Quarry had variable XP (like 10 + 5 XP). If the enemy
roll at the start of each subsequent activation. If the roll is had a fixed XP value the drawn upgrade is returned to the
ever less than or equal to the Enemy's current Health the deck and no payout or upgrade is gained.
Snared effect immediately ends.
Trapper's Upgrades are attached to an item like any
Recovering Traps other upgrade. Unfortunately these impromptu craftings
cannot last forever: Discard them at the end of an adventure
At the end of a fight, a Mountain Man recovers all or if they are removed from the item before.
Trap Token not sprung and thus still on the board.
When you attach a Trapper's Upgrade permanently
When not in a fight, a Mountain Man may to an item via the Wilderness Craftsman skill, make note of
spend 2 Grit to recieve D3 Trap Token up to the upgrade and return the according card to its Upgrade
deck. You can collect this Upgrade card again.
his Trap Maximum (usually 5).