Savage Worlds - Hellfrost - Players Guide.pdf

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PAUL “WIGGY” WADE-WILLIAMS
•PLAYER’S GUIDE•
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•PLAYER’S GUIDE•
EPIC FANTASY ROLEPLAYING
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PLAYER’S GUIDE
BY PAUL “WIGGY” WADE-WILLIAMS & SNOWY
CONTRIBUTIONS: CLINT BLACK
EDITING & PROOFREADING: RON BLESSING & DAVE BLEWER
GRAPHIC DESIGN & TYPESETTING: ROBIN ELLIOTT
COVER & INTERIOR ART: CHRIS KUHLMANN
COVER DESIGN: ROBIN ELLIOTT
WWW.TRIPLEACEGAMES.COM
PERMISSION IS GRANTED TO PRINT THIS EBOOK FOR PERSONAL USE ONLY.
NO SITE LICENSE IS GIVEN. EACH PLAYER MUST OWN THEIR OWN COPY.
WIGGY’S DEDICATION: MAGGIE (FOR BEING THERE) & SNOWY (WHO CAN’T ACTUALLY TYPE)
ROBIN’S DEDICATION: THANKS TO MY FAMILY AND THEIR CONSTANT SUPPORT
©2009 Triple Ace Games. Hellfrost Player’s Guide and all related marks and logos are trademarks of
Triple Ace Games. All Rights Reserved.
THIS GAME REFERENCES THE SAVAGE WORLDS GAME SYSTEM, AVAILABLE FROM PINNACLE ENTERTAINMENT GROUP AT WWW.PEGINC.COM.
SAVAGE WORLDS AND ALL ASSOCIATED LOGOS AND TRADEMARKS ARE COPYRIGHTS OF PINNACLE ENTERTAINMENT GROUP. USED WITH PERMISSION.
PINNACLE MAKES NO REPRESENTATION OR WARRANTY AS TO THE QUALITY, VIABILITY, OR SUITABILITY FOR PURPOSE OF THIS PRODUCT.
HELLFROST
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CONTENTS
HELLFROST ................................ 3
The Land ................................. 3
Where to Start ......................... 4
CHARACTERS ............................. 5
Making Characters .................. 7
Engro ..................................... 10
Frost Dwarf............................ 10
Frostborn............................... 11
Hearth Elf .............................. 12
Human .................................. 12
Taiga Elf ................................. 14
Edges & Hindrances.............. 15
New Edges............................. 16
GEAR ........................................ 31
Gear Notes ............................ 33
Vehicles ................................. 38
Fortifi cations ......................... 40
HEDGE MAGIC ........................ 45
Herbalism .............................. 45
MAGIC ...................................... 49
Changes to the Normal Rules .. 49
Magic & the Moon................. 50
The Siphoning....................... 50
The Hellfrost Effect ............... 51
The Elemental Realms........... 51
Magic Arcane Backgrounds... 52
Activating Magic Items .......... 58
RELIGION ................................. 59
Patron Deities........................ 60
The Gods of Rassilon ............ 61
SPELLS ...................................... 79
Trappings .............................. 79
New & Altered Spells ............ 80
GLORY ...................................... 99
Gaining Glory........................ 99
Glory Benefi ts ..................... 102
Losing Glory........................ 104
LIFE IN RASSILON.................. 105
Calendar .............................. 105
Daily Life ............................. 107
The Land ............................. 113
ORGANISATIONS ................... 115
Bludgeoners ........................ 115
The Convocation................. 115
The Gray Legion.................. 116
Hearth Knights .................... 116
Iron Guild ........................... 118
Knights Hrafn ...................... 118
Lorekeepers ........................ 118
Reliquary ............................. 119
Roadwardens....................... 119
Sisterhood of Mercy ............ 119
Thieves Guild ...................... 120
The Thirteen Warriors......... 120
Wood Wardens .................... 120
GENERIC SETTING RULES .... 121
Temperature ........................ 121
Terrain & Movement ........... 122
Other Rules ......................... 124
Devine Aid........................... 125
Weregild .............................. 125
The Weather ........................ 126
Hellfrost Character Sheet.... 127
Index ................................... 128
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HELLFROST
Welcome to the Hellfrost Player’s Guide , your in-
troduction to a new fantasy setting for Savage Worlds .
Within these pages, you will fi nd everything you need to
create a heroic character, whether that be a Hearth Knight
fi ghting the terrors of the frozen north, an elementalist
capable of controlling all four elements, a cunning tomb
raider venturing into musty crypts, a slayer of undead
braving the fog-shrouded tomb lands, a cleric of one of
the many gods holding true to his faith in the face of
adversity, a mercenary fi ghting in one of the numerous
wars, or whatever else you can imagine.
in perpetual winter. Hardy souls struggle to survive against
the elements, frost giant raiders, orc tribes, and frostreav-
ers, men driven mad by the Hellfrost wind, which howls
across the plains and through the taiga forests.
Surrounding the outer reaches of the Hellfrost is the
Icewall, a mile high barrier of solid ice. Many expedi-
tions have been launched over the Icewall, but few have
returned. Those who survived reported seeing only end-
less tracts of snow and ice.
Next are the High Winterlands, a wild and dangerous
realm where the temperature rarely rises near freezing
point. As one travels south, so the snow and ice grow less,
and one enters the Low Winterlands. Here life is hard, but
bearable, though the temperature remains bitterly cold.
The southernmost region is called the Hearthlands. The
mountains, swamps, forests, and plains have succumbed to
the eternal cold, yet there is still hope. These are the most
settled lands, though food grows scarcer each year and con-
stant attacks by fell beasts drain valuable resources.
LANGUAGE
Some of the terms used in this book take the form of
Old English, Norse, and Germanic words, and are used as
the basis of the dominant human language in the region.
In general, words are pronounced as written, though a
“g” is usually pronounced as a “y” and diphthongs use
a drawn out fi rst vowel sound. Thus daeg (day) is pro-
nounced as “daay.”
THE BLIZZARD WAR
A little over fi ve hundred years ago, a vast army swept
down from the frozen reaches, which were then much
further north. Distant empires, their names now forgot-
ten, were obliterated by large numbers of frost giants,
Hellfrost dragons, and other frigid abominations.
The northern central and eastern regions of Rassilon
were cleansed of civilization, only the dwarves, taiga
elves, and Finnar humans surviving in any numbers—the
dwarves by sealing themselves away in their mountains,
the elves through ancient magic, and the latter lacking
any cities to attract the invaders.
In the east, the armies of Aspiria and Chalcis rallied to
hold the fl anks, while below the Icebarrier the Anari and
Saxa were pushed back almost to the coast before rally-
ing and driving back the invaders. Long winters and con-
stant attacks devastated the land, but after several years,
the attackers were forced back. As they retreated north, a
gigantic wall of ice rose, and the Hellfrost formed.
THE LAND
The land in which the characters’ adventures take
place is known as Rassilon. Other lands were once known
to exist, but these have been unreachable for centuries.
Rassilon is loosely divided into fi ve main geographic
regions. Far to the north is the Hellfrost, a vast expanse of
ice and snow, wherein dwell towering frost giants whose
skin radiates intense cold, Hellfrost dragons, whose
breathe is coldfi re, a fi re that burns icy cold yet can melt
metal, frost vampires, victims of the intense cold who feed
on the warmth of the living, and Hellfrost mammoths,
whose breath can freeze a man’s blood in his veins. The
permanent ice and snow radiates, so legends say, from a
colossal spike of blue ice at the Hellfrost’s center.
Surrounding this is the outer Hellfrost, a realm caught
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