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MOUNTAIN
TERRORS
Terrors Beast-Haunted
This product is a bestiary for the Chronicle System, divided Domains
into four sections, focusing on some of the creatures one
might find living in and around mountainous areas. Because of the scale the Chronicle System operates on, the
The Animals section expands the game stats for nor- terrors in this book might not just threaten individual
mal animals, with an emphasis on mountain-dwelling characters that encounter them, but also entire domains
creatures. These animals are perfectly suited for the Ani- unfortunate enough to be near or even within the high-
lands that the creatures call home.
With the Narrators permission, players may purchase
Chronicle System the following Domain Drawbacks. Purchasing a Domain
Drawback grants a small pool of points that may be di-
If you enjoy this product, we invite you to check rectly added as bonus points to other Resources at do-
out our other Chronicle System supplements, avail- main generation. These points may not be added to any
able on PDF and Print-on-Demand at greenronin. Resources that are penalized by the Drawbacks, however.
com.
Woodland Creatures, the precursor to the Beast-Infested 2 points
Chronicle Creatures series, featuring Beasts, Hor-
rors, and Legends of the woodlands and forests. The mountain domain of choice is infested with a beast of
Out of Strife, Prosperity, a sourcebook that pres- some kind, chosen from the Beasts chapter of this or other
ents a vast selection of new Wealth Holdings for
Chronicle Creatures bestiaries. Attacks against individu-
your House.
als traveling through the mountains are common, and even
Chronicle of Sorcery, a sourcebook that lays the
groundwork for the addition of sorcery and magic travel in groups is no guarantee of safety.
for characters use in the Chronicle System. Gain a -1 to House Fortune rolls. Population Resource
decreases due to a House Fortunes roll are increased by 1.
Horror-Prowled (4 points)
Attacking
Something unwholesome and hungry haunts your peaks Small Targets
and vales, chosen from the Horrors chapter of this or other
Chronicle Creature bestiaries. You lose smallfolk to it all As a reminder, any target in combat that is signifi-
the time, and occasionally patrolling soldiers run afoul of cantly smaller than its attacker gains a +2 to Combat
the horror as well. Defense due to the discrepancy in size. A solid ma-
Gain a -1 to House Fortune rolls. Population and Power jority of the creatures in the Animals section qualify
Resource decreases due to a House Fortunes roll are in- for this bonus if they are attacked by an opponent of
creased by 1. adult human size.
Likewise, any target that is significantly greater in
size than its attacker receives a -2 penalty to Combat
Legend-Haunted (6 points)
Defense due to its great size. This generally includes
creatures of horse-size or larger against an opponent
Tales are told of your gloomy mountains, and the mystical,
of adult human size.
accursed thing therein, chosen from the Legends chapter Throughout this work, we have included the
of this or other Chronicle Creature bestiaries. Your people modified Combat Defense for creatures fighting
have generations of tales about it, and probably a handful adult human-sized opponents in parentheses. Thus,
of superstitious protections supposed to protect against it. a badger has a Combat Defense of 7 (9), reflecting
So fearful are those tales, and widely spoken of, that many the +2 Combat Defense bonus it gains against larger
merchants refuse to enter your domain. opponents.
Gain a -2 to House Fortunes rolls. Population, Power
and Wealth Resources decreases due to a House Fortunes
roll are increased by 1. many nights in both early spring and late autumn. There
are even some mountains so high that they remain snow-
capped and frozen year-round.
Other Dangers of
the Mountains Precipitation
slight obstacle to travel. In contrast, an Intensity 5 avalanche Shelter action, above. This can reduce the damage to noth-
likely buries those caught under them in tens of feet of snow ing, as a character finds shelter between an outcropping
and ice, trapping those it doesnt kill outright, and a mudslide and the oncoming impact, for example.
of Intensity 5 carries with it tons of rock and other debris. If the amount of damage inflicted is equal to or greater
than a given characters passive Endurance, that charac-
Avalanche ter is also rendered unconscious by the strike. This uncon-
sciousness lasts for one minute at one degree of success,
There are four main concerns to deal with when dealing plus one minute for each degree of success scored above
with avalanches: detecting the avalanche, seeking shel- the characters passive Endurance.
ter, the moment of impact, and being buried. Generally
speaking, the center of the avalanche has four degrees of Being Buried
success, and is a number of yards across equal to double
the Intensity. For each step of equal area away from the Characters buried in the snow are in real danger. Narra-
avalanches center, reduce the degrees of success in the tors should use the Suffocation & Drowning mechanics
avalanches attack by one. So, an Intensity 4 avalanche is in Chapter 11: The Narrator of the SIFRP core book. Only
8 yards across at its center. For each 8 yards in either di- conscious characters may hold their breaths per those
rection away from its center, reduce its innate degrees of rules. Characters whove been buried by an avalanche
success by one: 3 degrees at the 8 yard point, 2 degrees at must also make an immediate check against Extreme
the 16 yard point, 1 degree at the 24 yard mark, and then Cold, in the same chapter. Even those dressed warmly
a lot of loose but relatively harmless powder cloud for a are in danger of cold shock from sudden submersion in
distance out from that. piles of snow.
A character is buried beneath a number of feet of snow
Detecting the Avalanche equal to the Intensity of the avalanche multiplied by the
number of degrees of the avalanches force after the char-
The faint rumblings of an avalanche can often be detected acters Seeking Shelter degrees of success are factored in.
beforehand by those who are paying attention and know Thus, a character struck by an Intensity 4 avalanche with
what to look for. This is a Survival test, with bonus dice from 3 degrees of success would be buried beneath 12 feet of
the Notice specialty of Awareness applying to the roll. This snow, ice and stonepotentially quite deadly. Gaining
is a Formidable (12) test for Intensity 1 avalanches, Chal- even 1 degree of success on the Seeking Shelter roll previ-
lenging (9) for Intensity 2 and 3 avalanches, Routine (6) for ous would reduce this to 8 feet of burial.
Intensity 4 avalanches, and Easy (3) for Intensity 5. If a character is conscious, he may dig himself out with a
Routine (6) test using either Athletics (Strength) or Sur-
Seeking Shelter
vival (Strength from Athletics applies). Such a test takes 1
minute of work, and for each degree of success, the char-
Those who become aware of the avalanche before it hap-
acter extricates himself from 1 foot of snow and ice. A
pens may run to seek cover. This is a Survival test, with
character that is not buried may make similar rolls to dig
a Routine (6) difficulty for those who detected the ava-
another character out of the snow, but must know where to
lanche themselves, rising to a Challenging (9) difficulty
dig in order to lend a hand.
for those who are warned by those who actually noticed it.
Finding a character is an Awareness (Notice) or Sur-
Moment of Impact vival (Notice from Awareness applies) test. The difficulty
is Routine (6) if the character in question is moving, and
The Narrator must decide how many degrees of success under 5 feet or less of snow. It becomes Challenging (9)
the avalanche has at the point where characters are located. if the character is buried under more than5 feet of snow
An avalanche inflicts Damage equal to its Intensity multi- but still moving, and Formidable (12) if the character is
plied by the degrees of success in that spot. So, being in the unmoving. Each roll requires a minute of searching to
3-degree zone of an Intensity 3 avalanche inflicts 9 dam- find someone, and if successful locates someone in the area
age. These degrees of success are reduced by the number of whose situation meets the Difficulty of the searchers test
degrees of success rolled by the character in the Seeking result.
To find a specific person, the searcher must have an idea Mountain Terrain
of where they were when the avalanche struck, and make a
Cunning (Logic) test, at a Difficulty of Routine (6) for In-
Qualities
tensity 1 and 2 avalanches, Challenging (9) for Intensity
The following Battlefield Qualities might easily apply to
3 and 4 avalanches, and Formidable (12) for Intensity 5.
any encounter in the mountains. Each one is noted if it
Mudslides applies to Combat Battlefields, Warfare Battlefields, or In-
trigues.
Mudslides happen when excess rain or spring melt satu-
rates the soil atop the bedrock of a mountain, causing it Treacherous Terrain Combat
to slide downslope in a torrent of mud and rock. These
debris slides can bury people in multiple feet of mud, po- The kinds of treacherous terrain discovered in the moun-
tentially suffocating them. For all intents and purposes, the tains usually involves mud flats from a recent mudslide or
mechanics of a mudslide are identical to those of an ava- hard raid; fields of scree, tiny rocks and pebbles that make
lanche, save for the following differences: footing unsure; and areas where snow has piled up to in-
hibit movement.
BB Extreme Cold mechanics are not used.
BB The Difficulty to dig oneself out is increased by +3. Boulder Field Combat
BB The Difficulty to find someone buried in mud is in-
A wide area filled with large, rocky protrusions. It is easy
creased by +3.
enough to find cover in such an environment, and there
are plenty of places to hide behind as well. This area quali-
Rockslides
fies as Treacherous Terrain (see Terrain, under Step One:
Battlefield, in Chapter 9: Combat of the SIFRP core book),
Rockslides occur when something shifts in the mountains
costing 2 yards of Movement for each single yard of dis-
core, such as during an earthquake, or when accumulations
tance. It is also littered with Obstacles (in the same section),
of fallen boulders and scree give way, tumbling downslope.
requiring a Lesser Action to move around or through large
Those caught in their path are in tremendous danger from
boulders or rock piles, and providing cover of +5 for us-
the crushing wave of stone. Fortunately, rockslides tend to
ing a boulder, or a full +10 by hiding behind an outcrop-
be the rarest of these forms of debris slides. For all intents
ping and taking no other action. Those inclined to do so
and purposes, the mechanics of a rockslide are identical to
are considered to be in a situation that allows the use of
those of an avalanche, save for the following differences:
a Stealth (Sneak) test the entire time they are within this
BB The Difficulty to Seeking Shelter is increased by +3. area.
BB In the Moment of Impact, rockslides inflict double Destiny Point: By spending a Destiny Point, you can
damage; thus, a three-degree Intensity 2 rockslide still gain any of the following benefits:
inflicts 12 damage. Additionally, anyone who takes BB Move over or through the boulders as part of your nor-
more damage than their passive Endurance is consid- mal movement and without need to take a Lesser Ac-
ered to have the Maimed Drawback until they have tion to get through the obstacles.
received medical attention and at least one week of rest BB Increase the bonus you gain from cover by an addi-
per degree of success the damage is over their passive tional +5.
Endurance.
BB On a successful attack, you may spend a point of Des-
BB As part of Being Buried, rockslide victims are in dan- tiny to also cause your target to trip, falling prone, or
ger of suffocation only if they end up buried beneath even over a cliff.
four feet or more of stone and dirt.
BB Use the terrain to hide without using a Lesser Action
BB Digging oneself (or someone else) out of a rockslide is to do so; it is considered part of your normal Move-
extremely hard work, increasing the Difficulties to do ment.
so by +6.
Fantasy is rich with animal companions, often trained to a degree that is actually impossible with such animals
in the real world. The Tricks and Roles described in this section include mention of those animals most often
trained to such tasks.
The Narrator, of course, has the option of adding animals to the lists for any of these tasks to reflect the realities
of her setting. Additionally, if a character wishes to train an animal in a task not normally available to an animal
of that type, the Narrator who wishes to allow it (but not make it standard) might increase the animals effective
Will by +1 or +2 for the purpose of that training.
Generally speaking, insects and reptiles (with some exceptions) cannot be trained.
Attack Dogs, Horses, Ravens The animal is trained to come when called. Dogs, horses,
and ravens will answer to their names or a whistle; raptors
With this command, the animal will attack any individual usually are trained to a bell or whistle.
that is currently menacing its master. Horses trained to
Fetch Dogs, Ravens
this will lash out with hooves, which is rarely a natural
inclination. A rider giving this command from horseback
The animal is trained to fetch either something that is
may use the Ride Specialty.
thrown by the master, or retrieve a specific kind of item,
Bear a Rider Dogs, Horses such as food, shiny things, pieces of paper and the like. An
animal may be trained to this Trick multiple times, each
The animal is trained to bear a rider, with or without sad- time adding another kind of item it will fetch.
dle. The rider must be of a size and weight that the animal
Heel & Stay Dogs, Horses, Raptors, Ravens Terrain Traveling Horses
With this command, the animal remains calmly beside With this training, a horse is trained to navigate through
the master, remaining with him when either walking or terrain that it would normally find difficult, such as wet-
lands or mountains. When in that terrain, the horses ter, watching carefully for any game birds or small game
movement is calculated as though it were in one category like rabbits that they can strike. These animals are assumed
of terrain better (Deserts, Hills and Light Woods become to know the Attack, Fetch, and Heel & Stay Tricks.
as Plains, and Mountains, Wetlands and Dense Woods
are treated as though they were Deserts, Hills, and Light Farmer (+0 Difficulty) Horses
Woods). There are no rolls involved in the use of this kind
of training, which becomes second nature to the mount. The animal is trained as a farm animal, for the myriad pur-
poses to which horses are put on the farm. The animal is as-
Track Dogs sumed to know the Bear a Rider and Bear a Burden Tricks.
When given a strong scent to follow, the dog can follow Guard (+6 Difficulty) Dogs
the trail left by that scent with a Survival test. Each mile
of trail requires an additional test. Situations that might Trained as guardians, these dogs are often used as house-
throw off or confuse the scent, such as moving into a heav- hold defense, and are ssumed to have the Attack, Come,
ily populated area, a body of water or stronger scents like Guard, and Heel & Stay Tricks.
fire or blood can all force re-tests as well, often at higher
Herder (+3 Difficulty) Dogs
Difficulties.
Wear Barding Dogs, Horses The animal is trained to assist with corralling a herd animal
of some kind, patrolling their edges to keep them together
The animal is trained to bear armor that is sized and fit- and defend against predators. The animal is assumed to
ted for its shape. There are no rolls involved in the use of know the Come, Guard, and Heel & Stay Tricks.
this kind of training, which becomes second nature to
House (+0 Difficulty) Dogs
the animal.
The animal is trained to live indoors, well-socialized, quiet
Roles and tending to its wastes outdoors rather than inside. The
animal is assumed to know the Heel & Stay and Silence
Unlike other Tricks, these are a specific function for the
Tricks.
animal, rather than an individual limited command. These
are jobs, as it were, training the animal to the numerous Hunter (+6 Difficulty) Dogs
commands and situations necessary to function in this ca-
pacity. Each role is considered a single Trick, and each roll Dogs with this training are taught to be hunting compan-
to teach a Role counts as two weeks. No animal may be ions, remaining near the master until they are given word
trained to more than one Role. to flush out the prey. They range outward, barking to drive
larger prey back towards the hunting party. The animal is
Entertainer (+3 Difficulty) Dogs, Horses assumed to have the Attack, Fetch, Heel & Stay, and Track
Tricks.
The animal is trained to perform in one of many ways: as
a show animal of some kind, or performing alongside an Warrior (+6 Difficulty) Dogs, Horses
entertainer. The animal is assumed to know the Agility
Tests and Charm Tricks, and either the Fetch or Speak The animal with this training has been accustomed to the
Trick. chaos, blood, and pain of battle, and will not spook in such
situations. Such animals are considered to have the Attack,
Falconry-Trained (+3 Difficulty) Raptors, Ravens Guard, Heel & Stay, and Wear Barding Tricks for dogs, or
the Attack, Bear Rider, Guard, and Wear Barding Tricks
Birds trained thusly can be used for hunting. Hawks and
for horses. These animals qualify as war-trained for the
ravens are launched from the fist to fly out and attack game
purpose of those rules that require it in the SIFRP core
birds flushed from the surrounding wilds, while falcons
system.
and eagles are launched from an aerie and follow the mas-
Badger
Animal Trainer
Badgers can be aggressively territorial, and are equal adept
Benefits at scavenging and killing their own prey.
BOBCAT, LYNX
Mouuntain Animals
Agility 3 (Balance 2B, Dodge 1B, Quickness 1B),
Athletics 3 (Climb 2B, Jump 2B, Run 2B, Swim 1B),
Awareness 4 (Notice 2B), Cunning 1, Endurance 3, In addition to the animals detailed in this chapter,
Fighting 3, Stealth 5 (Sneak 2B), Survival 3 (Hunt 2B) the normal animals detailed in these sourcebooks
can readily be found in mountain environments.
Combat Defense: 10 (12) Health: 9
Natural Armor: AR 0 Movement: 8 yards SIFRP: Bear, Eagle, Hound (wild packs), Raven, Wolf
Woodland Creatures: Badger, Bobcat, Catamount,
Bite 3D 2 Damage Vicious
Deer, Elk, Falcon, Fox, Hawk, Owl, Snake (Ven-
Claws 3D 3 Damage Fast emous), Vulture, Weasel, Wildcat, Wolverine
Attack from above: Bobcats use positional height to give them
an advantage that their small size might other prohibit. A bobcat
attacking from surprise will leap out of a tree to attack larger prey, BADGER
allowing it to use both its claws and bite on the first round of Agility 3 (Contortions 1B, Dodge 1B), Athletics 2
combat. (Climb 1B, Swim 1B), Cunning 1, Endurance 2 (Resilience 1B),
Fighting 3, Survival 3 (Forage 1B, Hunt 1B), Will 3
COYOTE
Combat Defense: 7 (9) Health: 6
Agility 4 (Balance 1B, Dodge 2B, Quickness 2B), Athletics 2 Natural Armor: AR 0 Movement: 4 yards
( Jump 1B, Run 2B), Awareness 3 (Notice 2B), Cunning 1,
Fighting 3, Stealth 4 (Sneak 3B), Survival 3 (Forage 2B) Bite 3D 2 Damage
Combat Defense: 9 Health: 6 Tremendous Digger: Badgers can dig with great speed. A badger
can dig through normal soil at a rate of 3 yards a minute.
Natural Armor: AR 0 Movement: 8 yards
Bite 3D 2 Damage CATAMOUNT, PUMA
Agility 4 (Balance 2B, Dodge 2B, Quickness 2B), Athletics 4
DEER
(Climb 2B, Jump 2B, Run 2B, Strength 2B), Awareness 5
Agility 4 (Dodge 2B, Quickness 2B), Athletics 4 ( Jump 2B, (Notice 2B), Cunning 1, Endurance 3, Stamina 1B, Fighting 4,
Run 3B), Awareness 3 (Notice 2B), Cunning 1, Will 3 Stealth 5 (Sneak 1B), Survival 4 (Hunt 2B)
GOAT, MOUNTAIN
Goat, Mountain
Agility 4 (Balance 3B, Dodge 1B, Quickness 1B),
Athletics 3 (Climb 3B, Jump 2B, Run 1B), Awareness 3, A large hoofed beast with the beard, shot tail and long
Cunning 1, Endurance 3, Fighting 3, Will 3
black horns of other goats, mountain goats are known for
Combat Defense: 10 Health: 9
their feats of phenomenal climbing and balance. Males
Natural Armor: AR 0 Movement: 8 yards
(called billies) can stand as much as three-and-a-half feet
Horns 3D 3 Damage at the shoulder, and can weigh as much as 300 lbs. Moun-
Charge: The thick skull of a mountain goat makes its head a fairly tain goat hooves are cloven and can be spread wide for
efficient bludgeoning weapon. When a mountain goat charges, it support, have inner pads that provide traction, and the tips
gains an additional +1 to its horns damage.
of their feet have sharp dewclawsthese all combine to al-
Knockdown: When a mountain goat gets at least 2 degrees of low mountain goats to achieve footing in seemingly sheer
success on a Fighting test with its Charge, it can forego the bonus
damage from the Charge to instead knock the target prone. This can
be especially dangerous to foes in the mountainous terrain that is SNAKE, VENOMOUS
the home of these creatures. Agility 2 (Quickness 2B), Awareness 3 (Notice 1B),
Cunning 1, Stealth 2 (Blend-in 1B)
HAWK
Combat Defense: 9 (11) Health: 6
Agility 3 (Quickness 2B), Athletics 2 (Strength 1B), Natural Armor: AR 0 Movement: 3 yards
Awareness 4 (Notice 2B), Cunning 1, Survival 3 (Hunt 2B)
Bite 2D 2 Damage Venomous
Combat Defense: 9 (11) Health: 6
Venomous: Snake venoms act in a variety of fashions, but can be
Natural Armor: AR 0 Movement: 1 yard / Fly 6 yards represented generically with the following toxin:
Beak 2D 2 Damage
Snake Venom Injected
Talons 2D 2 Damage
Retrieve: Because of their size and hunting style, hawks can be Virulence: 3 (normal) 4 (deadly) Frequency: 1/hour
easily trained to retrieve certain objects, whether its prey or a key Toxicity: 2 (small snake) 3 (large snake) Diagnosis: Routine (6)
ring. Hawks can carry an item of up to 5 pounds without difficulty.
Snake venoms affect the blood and central nervous system of the
Larger prey and items (up to 10 pounds) can be borne for a round,
victim, causing bleeding and in the most deadly cases, respiratory
but not longer.
paralysis. On a successful attack, the victim takes 1 Wound as the
toxin spreads and cripples the victim.
VULTURE
Recovery: Wounds can be recovered normally, once the toxin has
Awareness 4 (Notice 2B), Cunning 1, Endurance 3, run its course.
Fighting 1, Survival 3 (Forage 2B)
Combat Defense: 8 (10) Health: 9 OWL
Natural Armor: AR 0 Movement: 1 yard / Fly 5 yards Agility 3, Awareness 5 (Notice 3B), Cunning 1,
Stealth 4 (Sneak 2B), Survival 3 (Hunt 2B)
Beak 1D 2 Damage
Combat Defense: 10 (12) Health: 6
WILD DOG Natural Armor: AR 0 Movement: 1 yard / Fly 4 yards
Agility 3 (Dodge 1B, Quickness 1B), Athletics 3 Beak 2D 2 Damage
( Jump 1B, Run 1B, Strength 1B, Swim 1B), Awareness 3
Talons 2D 3 Damage
(Notice 1B), Cunning 1, Endurance 3 (Stamina 1B),
Fighting 3, Stealth 4 (Sneak 1B),
Survival 4 (Forage 1B, Hunt 1B, Track 1B) WEASEL