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OODLAND
W
CREATURES
A COMPENDIUM OF CREATURES FOR THE CHRONICLE SYSTEM
Bryce Hubbard (order #5277131)
OODLAND
W
CREATURES
A COMPENDIUM OF CREATURES FOR THE CHRONICLE SYSTEM
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OODLAND
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REATURES
© 2013 G
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INTRODUCTION
Welcome to the first of our
Chronicle System
releases,
Woodland Creatures.
The
Chronicle System
is the name we’ve given to the me-
chanics engine that runs
A Song of Ice and Fire Roleplaying.
While the rules of this system were designed specifically
for George R.R. Martin’s Westeros, they will work just as
well for any other setting.
In order to facilitate such game play, we are develop-
ing a series of modules under the
Chronicle System
name,
providing new elements and ideas for use with the system
that might not always fit into the established world of
A
Song of Ice and Fire.
We feel this will give Narrators more
choices and plenty of flexibility to make their games truly
their own, whether they are adapting the system to a set-
ting of their own, or simply providing their players with
a Westeros that diverges in some way from the accepted
canon. Please keep an eye out for new
Chronicle System
products!
Woodland
Creatures
This product is a bestiary for the
Chronicle System,
divided
into four sections, focusing on some of the creatures one
might find living in and around woodland areas.
The
Animals
section expands the game stats for normal
animals, with an emphasis on forest-dwelling creatures.
These animals are perfectly suited for the Animal Cohort
Benefit, as well as those instances where they might be
encountered, such as on hunting trips. This section also ex-
pands on the rules for training animals.
The
Beasts
section focuses on creatures of roughly animal
intelligence and capability, although they are not found in
our modern real world. Creatures of dire size, strange (but
plausible) physiology, and weird niches in their environ-
ment all fall into this category.
Bryce Hubbard (order #5277131)
Woodland Creatures
1
Introduction
Attacking Small Targets
As a reminder, any target in combat that is significantly smaller than its attacker gains a +2 to Combat Defense
due to the discrepancy in size. A solid majority of the creatures in the Animals section qualify for this bonus if they
are attacked by an opponent of adult human size.
Likewise, any target that is significantly greater in size than its attacker receives a -2 penalty to Combat Defense
due to its great size. This generally includes creatures of horse-size or larger against an opponent of adult human
size.
Throughout this work, we have included the modified Combat Defense for creatures fighting adult human-
sized opponents in parentheses. Thus, an eagle has a Combat Defense of 10 (12), reflecting the +2 Combat De-
fense bonus it gains against larger opponents.
The
Horrors,
on the other hand, are explicitly fantastic
and quite monstrous. Many of these things have the faint-
est touch of magic to them, or are otherwise far more intel-
ligent that one might expect such creatures to be. Horrors
are usually quite rare in low-magic, gritty fantasy settings,
but more common in high-magic tales.
Finally, the
Legends.
These creatures are overtly magi-
cal or otherwise fantastic. In low-magic, gritty fantasy set-
tings, they are the subjects of legends and stories, often
fearful ones. Whole bodies of superstition and myth may
crop up around them, and they may have been more com-
mon at some point in the past.
Beast-Infested
2 points
The woodland domain of choice is infested with a beast
of some kind, chosen from the Beasts chapter of this or
other Chronicle System Bestiary works. Attacks against
individuals traveling through the forest are common, and
even travel in groups is no guarantee of safety.
Gain a -1 to House Fortune rolls. Population Resource
decreases due to a House Fortunes roll are increased by 1.
Horror-Prowled
4 points
Beast-Haunted
Domains
Because of the scale the Chronicle System operates on,
the terrors in this book might not just threaten individual
characters that encounter them, but also entire domains
unfortunate enough to be near or even within the wood-
lands that the creatures call home.
With the Narrator’s permission, players may purchase
the following Domain Drawbacks.
Something unwholesome and hungry haunts your woods,
chosen from the Horrors chapter of this or other Chron-
icle System Bestiary works. You lose smallfolk to it all the
time, and occasionally patrolling soldiers run afoul of the
horror as well.
Gain a -1 to House Fortune rolls. Population and Power
Resource decreases due to a House Fortunes roll are in-
creased by 1.
Legend-Haunted
6 points
Woodland Domain
Drawbacks
Purchasing a Domain Drawback grants a small pool of
points that may be directly added as bonus points to other
Resources at domain generation. These points may not be
added to any Resources that are penalized by the Draw-
backs, however.
Tales are told of your woodlands, and the mystical, ac-
cursed thing therein, chosen from the Legends chapter
of this or other Chronicle System Bestiary works. Your
smallfolk have generations of tales about it, and probably
a handful of superstitious protections supposed to protect
against it. So fearful are those tales, and widely spoken of,
that many merchants refuse to enter your domain.
Gain a -2 to House Fortunes rolls. Population, Power
and Wealth Resources decreases due to a House Fortunes
roll are increased by 1.
Bryce Hubbard (order #5277131)
2
Woodland Creatures
ANImALS
Of ThE
WOODLANDS
Even in a setting that might be called “high magic,” the
woodlands are usually populated mostly by normal ani-
mals. Though they are usually quite shy of the people who
tromp through their forest home, it is not uncommon to
encounter these creatures, whether as chance encounters,
as the prey of a noble’s (or poacher’s) hunt, or even serving
at the side of those with the skill to train them.
This chapter presents a set of expanded training rules for
domesticating and teaching animals of a variety of tricks
and roles, including a set of Benefits for those characters
who specialize in that task. It also includes a set of stats for
normal animals that might be found in a woodland setting,
adding to the animals found in
C
hapter
11
of the
A Song
of Ice and Fire Roleplaying
(SIFRP)
core book.
Some animals may find themselves in situations where
they may try and throw off the training in order to re-
act according to their instincts, e.g., a dog wanting to bark
at something when he’s been ordered to be silent, a horse
wishing to flee from fire when it has been ordered to stay
and the like. When the master is present, it is a simple
Animal Handling test against the animal’s passive Will; if
the master is not present, it is the animal’s Will test against
the master’s passive Animal Handling.
Agility Tests
Dogs, Horses
Expanded
Training Rules
Training an animal to perform a single task or role requires
an Animal Handling (Train) Extended test, requiring a
number of successful tests equal to the animal’s Will mi-
nus Cunning (minimum 1). Each test assumes a week of
regular training, working with the animal for several hours
every day. The Difficulty of this roll is based on the animal’s
Will rating:
Animal Training Difficulties
The animal is trained to perform a variety of leaping and
agility tricks. For dogs this is usually leaping through
hoops, and for lighter animals, tumbling and flipping. For
horses this is often course navigation, leaping fences and
the like.
Attack
Dogs, Horses, Ravens
With this command, the animal will attack any individual
that is currently menacing its master. Horses trained to
this will lash out with hooves, which is rarely a natural
inclination. A rider giving this command from horseback
may use the Ride Specialty.
Bear a Rider
Dogs, Horses
Will 1
Will 2
Will 3
Will 4
Will 5
Formidable (12)
Very Hard (18)
Hard (15)
Challenging (9)
Routine (6)
The animal is trained to bear a rider, with or without sad-
dle. The rider must be of a size and weight that the animal
could reasonably bear. No roll is necessary to have the ani-
mal perform this function, although all commands given
while in the saddle use the Ride Specialty.
Bear a Burden
Dogs, Horses, Ravens
An animal may learn a number of tricks equal to its
Cunning. After that, training each additional trick increas-
es the Difficulty of the task by +3, cumulative.
Tricks
These individual Tricks can often be learned by a variety of
animals, each performing them somewhat differently from
one another. Commanding an animal to use one of these
Tricks is an Animal Handling test, with the Charm Spe-
cialty, unless otherwise noted in the Trick.
The animal is trained to bear burdens on their backs or
pull wayns and sleighs as appropriate for their size. Ravens
trained to this will carry messages tied to their legs without
trying to rid themselves of it. All commands given with
this skill use the Drive Specialty.
Charm
Dogs, Horses
The animal will perform any number of trained actions that
most people find entertaining or endearing: bows, counting
tricks, eliciting sympathy by drooping ears and sighing and
the like. The animal can also perform basic dance steps to
Bryce Hubbard (order #5277131)
Woodland Creatures
3
ANIMALS of the WOODLANDS
music, and animals with both this trick and the Agility Tests
Trick can perform quite advanced dances.
Come
Dogs, Horses, Raptors, Ravens
by the master placing that person’s hand on the animal’s
flank while giving the command. An animal with this
training issues a vocal warning to those getting too near
to it.
Harry
Dogs, Raptors
The animal is trained to come when called. Dogs, horses,
and ravens will answer to their names or a whistle; raptors
usually are trained to a bell or whistle.
Fetch
Dogs, Ravens
The animal is trained to fetch either something that is
thrown by the master, or retrieve a specific kind of item,
such as food, shiny things, pieces of paper and the like. An
animal may be trained to this Trick multiple times, each
time adding another kind of item it will fetch.
Guard
Dogs, Horses
Some animals can be trained to harry an opponent, dis-
tracting them from their tasks. Hounds will bark and snap,
sometimes even grabbing onto limbs and pulling, while
raptors flap in a target’s face with wings and talons. An op-
ponent who is harried is -1D on all tests until the animal
is recalled or stopped.
Heel & Stay
Dogs, Horses, Raptors, Ravens
This command causes the animal to either remain in one
spot and guard it against everyone it is not familiar with,
or to remain with and protect an individual, designated
With this command, the animal remains calmly beside the
master, remaining with him when either walking or stand-
ing still. The animal can also be commanded to remain in
one place. Raptors and ravens will follow a master from the
air, but cannot be commanded to stay in one place.
Bryce Hubbard (order #5277131)
4
Woodland Creatures
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