Hellfrost Cold and Gear

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Hellfrost is a fantasy setting in which the pro-

tagonists fi ght monsters and bad guys and become
famous heroes. Like all Savage Worlds settings, it’s
about the action, not bookkeeping.

While the Player’s Guide details the effects of

cold on characters, it makes no mention of what
happens to equipment when subjected to arctic
temperatures. This was a deliberate exclusion.

For those who want such details, these optional

rules can be used.

Note that an environmental protection (cold)

spell protects the wearer and his gear from the rav-
ages of freezing temperatures. Hrimwisards, who
are under the effects of a permanent version of
that spells, suffer as normal; their special power is
not exactly the same as the spell, despite it having
similar effects.

The Cold-Blooded Hindrances and Warm-Blood-

ed Edge (and their racial equivalents) do nothing
to help protect gear.

Warming herbal brews can be distilled into oils

and applied to metal items, or added to liquids to
prevent them freezing.

METAL

Biting cold temperatures affect metal, causing it

to be brittle and prone to breaking. Exposed metal
items suffer a penalty to their Toughness equal to
the Vigor roll modifi er on the Temperature Table
minus two after one hour of exposure.

For instance, in the High Winterlands in winter

the Vigor penalty is -3. Thus, the sword’s Tough-
ness would be lowered by 1 (-3 minus 2).

Any item whose Toughness drops to zero shat-

ters immediately.

Exposed to a rapid rise in temperature, such

as through a spell with a fi re or heating trapping,
the object’s Toughness is treated as half its current

value, rounded down. Our sword, for example, has
been reduced from Toughness 10 to Toughness 9.
If the holder is caught in a fi ery blast spell, the
sword’s Toughness is treated as being just 4.

Protected items, such as swords kept in a scab-

bard or metal fl asks in a backpack, last 4 hours be-
fore they start to become brittle.

LIQUIDS

Still water generally begins to freeze when the

temperature reaches freezing (32 F or 0 C). Small
quantities of regular water, such as those in water-
skins, freeze solid after one hour of continuous
exposure. At the GM’s option, alchemical potions
suffer a similar effect.

Generally, a frozen potion must be thawed be-

fore it can be imbibed. However, since these are
optional rules the GM can equally rule that a char-
acter can eat a frozen potion.

Another option is to rule that a potion has resis-

tance to cold equal to the Rank of the spell, where
Novice equates to +1, Seasoned is +2, and so on.
The potion is thus treated as a character.

For instance, a potion of healing is a Novice de-

vice and has +1 to resist the cold. It remains liquid
in temperatures as low as 13 F (-10 C) because it’s
modifi er cancels the -1 Vigor penalty. However,
exposed to lower temperatures it sets solid in an
hour. A regenerate potion, on the other hand, is
much more resilient, having a modifi er of +4 (He-
roic spell). It can withstand temperatures as low as
-47 F (-44 C) before it freezes.

As with metal items, liquids not directly exposed

to the cold, such those tucked inside a backpack,
double the time before they set. If insulated, they
remain liquid indefi nitely.

© 2009 Triple Ace Games

THE COLD & GEAR

OPTIONAL RULES

1


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