Hellfrost - Rassilon Expansion.pdf

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PAUL “WIGGY” WADE-WILLIAMS
•RASSILON EXPANSION•
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HELLFROST
RaSSiLOn ExpanSiOn
by Paul “Wiggy” Wade-Williams & snoWy
editing: scott alan Woodard
cover, graPhic design & tyPesetting: robin elliott
art: chris Kuhlmann
dedication: chris Kuhlman and Justin russell, Whose artWorK
has given the setting true life.
WWW.triPleacegames.com
©2010 triple ace games. hellfrost rassilon expansion and all related marks and logos are trademarks of
triple ace games. all rights reserved.
Produced under license by cubicle 7 ltd. the cubicle 7 logo is a trademark of
cubicle 7 ltd. ©2010. 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.
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cOnTEnTS
introduction........................... 2
Justice....................................... 18
Kinship & fealty ....................... 20
libraries ................................... 21
Player’s section
new hindrances......................... 3
new edges.................................. 4
hedge magic .............................. 8
magical arcane backgrounds ... 10
bestiary .................................... 25
resource management
new hindrances, edges & skills .. 92
creating a resource................. 93
improvements........................ 101
annual events ........................ 105
annual income roll ............... 110
resource management sheet.. 111
setting rules
boasting ................................... 11
burials ...................................... 13
dedication................................ 13
divination................................. 15
favors ....................................... 17
index ....................................... 112
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pLayER’S SEcTiOn
OuTLaw (MajOR)
this section contains new rules for players, including
a small number of hindrances and edges, hedge magic,
and a magical arcane background. these rules are core
expansions to the Hellfrost setting and, as such, may be
referred to in other oficial products. the contents of
several free downloads are included in this book, thus
reafirming their status as core expansions and making
them available to all fans.
the hero has been outlawed from his society. he
may have committed a serious crime or been the victim
of a miscarriage of justice. outlaws discovered in their
former community may legally be killed without their
former kin being able to claim weregild.
cut off from his kin, he cannot use the Kinship &
fealty rules. the hero has –20 glory. outlaws may not
take any edges or hindrances relating to family or social
status, including noble.
nEw HindRancES
SEa FEaR (MinOR/MajOR)
rassilon is a large continent, with many areas far from
any major bodies of water. for some of those born far
inland, the sight of seemingly endless expanses of open
water causes intense terror.
When the character comes upon a lake, a river whose
opposite bank he cannot see, or the open sea, he must
make a guts roll or suffer the effects of fear until the
character is on dry land and the body of water is out of
sight. covering one’s eyes does not constitute as being
out of sight of the water! if on a long voyage across water,
the poor adventurer must make a guts roll each morn-
ing to overcome his fear.
Whether this hindrance ranks as minor or major depends
on the nature of the gm’s campaign. in a game where water
travel will be rare, it is a minor hindrance. in games where
ship travel is to be frequent it counts as a major hindrance.
BLOOd FEud (MinOR/MajOR)
your family has a feud with another family who lives
nearby.
a minor blood feud involves cattle raids and bitter
arguments, but has not yet resulted in bloodshed. you
receive –2 charisma when dealing with members of the
rival family and should not expect them to obey the laws
of hospitality. a major blood feud means the families
are at war, and members attack each other on sight—the
charisma penalty increases to –4.
all sibling characters must take this hindrance. the
gm should create details of the other family. stopping a
blood feud requires dedicated effort.
ciTy dwELLER (MinOR)
the character was born and raised in a large town or
city. he has little understanding of the great outdoors.
While in the wilderness or a subterranean environment,
the hero has –2 to common Knowledge involving coun-
try life, stealth, and survival rolls.
each time the character gains an advance, he may
make a smarts roll. With success, he may remove the
common Knowledge, stealth, or survival penalty.
once all three penalties are gone, the hindrance is
removed.
SHORT-LivEd Magic (MinOR/MajOR)
Whether due to his inability to concentrate or correct-
ly focus magic, a law in his training, or an ancient curse,
the hero is unable to maintain spells for long periods.
With the minor version, the character’s maintained
spells automatically end after one hour (if not ended
sooner by other means). alchemical devices he creates
containing maintained spells end after 30 minutes.
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