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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

SNARE LIVER EATER TRY SOME OF THIS


All heroes on your
TAOS WHISKEY
In addition to ending
its move, an enemy
At the end of a map tile may re-roll Whenever you use a
which is affected by fight, you may take once per use for each Whiskey token on
your Trap recieves a 1 corruption Hit to Whiskey, Tequila, yourself, recover a
Snared Token: -1 Def, recover 1 Grit. Bandage, Exotic grit on a roll of 4+.
-1 Combat, -2 Ini
+1 MAX GRIT Herb or Healing
+1 MAX GRIT
+1 CUNNING Herb.

COME AND GET ME! SAFE PLACE TO STAY


DEAD ON TARGET
SURPRISE TRAP You may forfeit all Defense You may forfeit a Catch
Rolls against against an your Breath roll to heal Once per Turn
Once per Turn as a enemy's attack. During your D3 Wounds / Sanity (any you may re-roll a
free Attack, you may next activation, your Combat combination) from each
spend 1 Grit and place Hits against this enemy are
other Hero on your Map
single die in a
a remaining Trap
critical on a 5 or 6 and these
Tile. damage roll.
critical Hits are +1 Damage.
within Range 3. (Gain 5 XP for each heal)
+1 STRENGTH +1 Spirit
+1 AGILITY

BRUTAL TRAPS "EH... WHAT ALL THE RIGHT TRUSTY BLADES


Your Traps roll 3D6 in TROUBLE?" PLACES You may re-roll one
Successful Scavenge to-Hit roll for each
order to beat the enemie's Whenever you take hits
Health when sprung. Rolls for all Heroes Knife, Axe, Hatchet or
from a source and are not
allowed to roll Defense or result in 1 Darkstone Tomahawk that you
When an enemy is
affected by your Trap it Willpower against these per Success in addition attacked with this
takes D6 wounds ignoring hits, you may spend 1 Grit to all other scavenge round.
to allow you these rolls.
Defense. results. +1 COMBAT

WILDERNESS WEATHERED THRILL OF LEGEND OF


CRAFTSMAN THE HUNT THE MOUNTAINS
While you have at
Pay 10 Dark Stone to least 2 Injuries Anytime a Prize
You may now roll
make a Trapper's and/or Madnesses Quarry is killed, all
Upgrade bonus your Hits are +1
a D8 for to Hit
other posse members
permanent. Once Damage and you have recover up to 2 Grit. with any Rifle
(Critical Hits on a
attached to an item it
may not be removed. Armor 5+ +1 MAX GRIT 6, 7 or 8.)
MOUNTAIN MAN 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

Trap Trap Trap Trap

Trap Trap Trap Trap

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

Snared Snared Snared Snared


-2 Initiative -2 Initiative -2 Initiative -2 Initiative
-1 Combat -1 Combat -1 Combat -1 Combat
-1 Defense -1 Defense -1 Defense -1 Defense

Snared Snared Snared Snared


-2 Initiative -2 Initiative -2 Initiative -2 Initiative
-1 Combat -1 Combat -1 Combat -1 Combat
-1 Defense -1 Defense -1 Defense -1 Defense

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.

EXTRA STARTING GEAR


Weapon Belt
(with 1 Throwing Hatchet token)

MOUNTAIN MAN
NATIVE RELATIONS
Once per turn, you may
re-roll a single Ranged
to-hit roll.

Gain the Keyword Tribal.

EXTRA STARTING GEAR


Warshirt
MOUNTAIN MAN MOUNTAIN MAN

MOUNTAIN MAN
OTHERWORLDLY PLASMA CRYSTALLINE AETHER PHASING SKINS AETHER HIDE

Discard immediately if gained


Attach to any from an enemy with fixed XP value
Attach to any Attach to any Attach to any
Clothing Item. Clothing Item. Clothing Item.
Clothing Item.
Once per Turn you may
+2 Move +2 Sanity re-roll an Escape-Test. +1 Initiative
Discard at the end Discard at the end Discard at the end Discard at the end
of an Adventure. of an Adventure. of an Adventure. of an Adventure.

HELL-GLAND ESSENCE SULPHUR CRYSTALS DEMON BONES ACIDIC SKINS

Discard immediately if gained


from an enemy with fixed XP value
Attach to any Attach to any Attach to any Attach to any
Clothing Item. Clothing Item. Clothing Item. Clothing Item.

+4 Sanity +2 Health Armor 6+ Your Melee Hits are


+1 Damage
Discard at the end Discard at the end Discard at the end
of an Adventure. of an Adventure. of an Adventure. Discard at the end
of an Adventure.

BEAST'S BLOOD CARBUNCLE SMOOTH MEMBRANE CHITIN PLATES

Discard immediately if gained


from an enemy with fixed XP value
Attach to any Attach to any Attach to any Attach to any
Clothing Item. Clothing Item. Clothing Item. Clothing Item.

+4 Health +1 max Grit +1 Move Armor 5+


Discard at the end Discard at the end Discard at the end Discard at the end
of an Adventure. of an Adventure. of an Adventure. of an Adventure.
Trapper's Trapper's Trapper's Trapper's

Void Void Void Void


Upgrade Upgrade Upgrade Upgrade

Trapper's Trapper's Trapper's Trapper's

Demon Demon Demon Demon


Upgrade Upgrade Upgrade Upgrade

Trapper's Trapper's Trapper's Trapper's

Beast Beast Beast Beast


Upgrade Upgrade Upgrade Upgrade
VOID ESSENCE AETHER POCKET PHASING PATH MYSTIC VEIL

Discard immediately if gained


Attach to any from an enemy with fixed XP value
Attach to any Attach to any Clothing Item. Attach to any
Clothing Item. Clothing Item. Clothing Item.
Once per Adventure
+1 Agility +1 Cunning place yourself next Once per Adventure you
to any other hero. may cancel an Ambush.
Discard at the end Discard at the end
of an Adventure. of an Adventure. Discard at the end Discard at the end
of an Adventure. of an Adventure.

ETERNAL WHISPERS SOUL WARD BRIMSTONE BURST WARDING CIRCLET

Discard immediately if gained


Attach to any from an enemy with fixed XP value
Attach to any Attach to any Hand Weapon. Attach to any
Clothing Item. Clothing Item. Clothing Item.
Once per Adventure add
Once per Adventure you
+1 Lore +1 Spirit D6 damage to a Hit with
gain Spirit Armor 2+
this weapon.
Discard at the end Discard at the end until end of turn.
of an Adventure. of an Adventure. Discard at the end Discard at the end
of an Adventure. of an Adventure.

PREDATOR'S PHEROMONES INSTINCTIVE LEATHER REGENERATING SKINS HEART OF THE HUNTER

Discard immediately if gained


from an enemy with fixed XP value
Attach to any Attach to any Attach to any Attach to any
Clothing Item. Clothing Item. Clothing Item. Clothing Item.
Once per Adventure you
+1 Strength +1 Luck may heal 2D6 Wounds.
Once per Adventure you
are restored to max Grit.
Discard at the end Discard at the end Discard at the end
of an Adventure. of an Adventure. Discard at the end
of an Adventure. of an Adventure.
Trapper's Trapper's Trapper's Trapper's

Void Void Void Void


Upgrade Upgrade Upgrade Upgrade

Trapper's Trapper's Trapper's Trapper's

Demon Demon Demon Demon


Upgrade Upgrade Upgrade Upgrade

Trapper's Trapper's Trapper's Trapper's

Beast Beast Beast Beast


Upgrade Upgrade Upgrade Upgrade
You start each adventure with 5 Trap Tokens.
If there are no enemies on your map tile, when
resolving a non-ambush threat card, you may place any
+1 Combat
number of Traps within Range 3. When an enemy would
enter the space of a trap, remove the Trap token and You may spend 1 Grit to equip this item
roll 2D6. If you rolled higher than this enemy's current until the end of the turn
Health, this enemy's turn immediately ends. At the end
without needing a hand.
of a fight, re-collect all Trap tokens still on the board.
When not in a fight, you may spend 2 Grit to
recieve D3 Trap tokens (up to 5 maximum).

Holds up to 4 Throwing +2 Sanity


Hatchet Tokens.
MOUNTAIN MAN SPECIAL RULES
The Mountain Men represent the old remnants of the fur
trade industry. As the demand for traditional Furs waned,
Fur Trader
Mountain Men took up work as guides helping Settlers travel West The Mountain Man traditionally makes his living
or made a meager living as independent trappers. In these collecting, preserving and selling Furs and Skins.
Brimstone days, these trappers are coming back into their own Whenever a Mountain Man kills an Void, Beast or
with new demand of unique and exotic skins from worlds far, far Demon enemy, he immediately recieves a payout of $1 per
away. XP gained from this enemy to represent the Skins or Furs
collected. When this enemy has a variable XP value (for
Traps instance 10 +5), the Mountain Man recieves $5 per base
Experience Point.
Mountain Men have perfected the
art of setting and maintaining traps. And
with quarries far larger than beavers,
Prize Quarry
traditional Traps have evolved as well. The Mountain Men has an uncanny knack for finding
Prize Quarries. Unfortunately these beings tend to be tougher
The Trapping Tools starting Item allows a Mountain than normal and are quite attached to their prize Furs.
Man to place Traps when equipped with it. A Mountain
Man starts each adventure with a maximum of 5 Trap Token Once per Turn, after placing new enemies on the
which can be used to hinder or even damage enemies. The board, a Mountain Man may pay 1 Grit to make a Beast,
backside of each Trap Token is a Snared Token (-2 Demon or Void enemy a Prize Quarry. Place a
Initiative, -1 Combat, -1 Defense). When a monster is snared corresponding Token next to this enemy. This enemy has
(through the Snare skill), use the Trap just sprung as a +1 Defense, +1 Damage and 5 x posse level additional
Snare token. health. Experience Points and the payout for this enemy are
doubled.
When resolving an Attack (not an Ambush!), after
revealing a Threat Card, a Mountain Man with equipped Trapper's Upgrades
Trapping Tools may place any number of remaining Trap When a Mountain Man kills a Prize Quarry he may
Token on free spaces within Range 3, maximum one per forfeit the payout and draw a Trapper's Upgrade card
space. Trap Token do not block their space. instead.

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).

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