Fire and Ice
Characters who take a Professional Edge marked “*” during character generation automatically gain the Connections Edge with respect to the specific organization to which they belong. This represents access to the organization’s infrastructure, as well as friends and colleagues. This does not count toward starting Edge limits.
In return, the hero also gains the Orders Hindrance with regard to the organization. This does not count toward his starting Hindrance limits, nor does he earn any points during character generation for it. Answering to more than one master can lead to conflicts of interest, which are left to the GM to devise.
Heroes who join an organization marked “*” after play begins must earn their Connections (by taking the Edge with an advancement). They gain the Order Hindrance immediately, however.Bladedancer
Bladedancers are elite elven warriors, normally assigned to guard important nobles or priests. This Edge is their trademark combat maneuver. Despite the name, they may use any weapons.
When used, an elf spins and dances about, attacking every opponent in his path like a deadly cyclone. On the tabletop, the character makes a running roll and must move that many inches. He may not double back. Every target adjacent to the fighter’s path, starting with his initial position, is attacked at –2.
One small downside to this Edge is that every adjacent target must be attacked—whether friend or foe. Individual targets may only be attacked once while using this Edge.
Requirements: Novice, Engro, Spirit d8+, Strength d6+, Intimidation d6+, Shooting d8+
Bludgeoners are engro militia and make great use of slings, a cheap yet efficient weapon.
Bludgeoners increase the range of a sling by their character Rank (Novice being 1, Seasoned 2, and so on). So at Seasoned, for instance, the bludgeoner’s sling has a range of 6/12/24. In addition, their slings infl ict Str+d6 damage at Short range.
Because of their reputation as a community police force, they also receive + 1 to Charisma when dealing with other engros.
Gray Legionaries “*”
Requirements: Novice, Spirit d8+, Fighting d8+, Shooting or Throwing d6+, cannot have any family or responsibilities outside the Legion
The Gray Legion mercenary company (p. 116 The Hellfrost Player’s Guide) is the last refuge for those who have nothing to look forward to but death. Although not suicidal, they happily lay down their lives for a noble cause, knowing their deaths will make a difference. Gray Legionaries do not fear death and are immune to Intimidation and Fear.
While a Gray legionary may have other Connections, but only to represent contacts. He may never join another organization. Likewise, the only Orders Hindrance he may take is the one he gains for this Edge. He may be beholden to no one person, whether with or without the Edge (so he can’t accept a noble title as a reward if that title forces him to maintain a village, for instance).
Guild Thief “*”
Requirements: Novice, Thief, must know Fingerspeak
The various thieves’ guilds range from informal groups with a handful of members to strict hierarchical societies with hundreds of thieves. In return for a cut of their profits, typically 10%, the thief has access to a safehouse, fence, and training facilities.
A Guild Thief gets + 2 to Streetwise rolls within his home country, which he must specify when he takes this Edge. Extensive training and frequent practice gives the thief a d8 Wild Die with Climbing, Lockpicking, or Stealth (the latter in an urban environment only). The hero picks one skill when he takes this Edge and cannot change it later.
Hearth Knight “*”
Requirements: Novice, Spirit d8+, Vigor d8+, Fighting d6+, Riding d6+, Survival d8+
The Hearth Knights (p. 116 The Hellfrost Player’s Guide) are a knightly order sworn to keep the Hearthlands as safe as possible for travelers and to guard the realms from Hellfrost beasts. The Knights comprise three sub-orders, known as the Shield, Sword, and Lance. All characters begin as Shield Knights, common members of the order.
Knights are trained to fight the Hellfrost inhabitants and have + 1 Parry and + 2 to attack rolls when making Called Shots when fighting monsters with Immunity (Cold) or Resistance (Cold). They also have + 2 to Survival when the temperature is below freezing.
Requirements: Novice, Smarts d8+, Knowledge (Alchemy) d6+, Survival d6+
The study, preparation, and use of herbal remedies dates back to long before the Blizzard War. The hero knows how to identify specific plants and brew them into herbal remedies(p. 45 The Hellfrost Player’s Guide) for more details.
Requirements: Novice, Arcane Background (Miracles), Spirit d8+, Faith d6+
Priests (but not paladins) are frequently tasked with battling the forces of evil in the mortal world. This Edge gives them a slight advantage against such foes.
By taking no other actions in a round, including movement, a priest may call upon his chosen deity to repulse supernaturally evil creatures, such as the undead, demons, and the like. It also works on evil characters with the Arcane Background (Miracles) Edge. Most natural beasts, which includes griffins and the like, aren’t evil or supernatural in Rassilon.
Repulsing evil has a range of the character’s Spirit in inches. The hero picks one creature within that range, which must make a Spirit roll opposed by the character’s Faith. Those that fail are Shaken. Those who roll a 1 are destroyed. If they are Wild Cards, they suffer an automatic Wound instead. The hero may affect all such creatures in range by taking a –2 penalty to his Faith roll.
If the hero fails on the Faith die, regardless of the Wild Die, he is Shaken. Should the hero ever roll a 1 on his Faith die, regardless of his Wild Die, he suffers a level of Fatigue, as well. This can lead to Incapacitation, but never Death. Fatigue recovers at the rate of one level per 30 minutes.
A character may also be an Unholy Warrior working for the forces of evil. In this case, he repulses good creatures, such as heralds, paladins, or priests.
Iron Guild Mercenary “*”
Requirements: Novice, Strength d8+, Spirit d6+, Fighting d6+
The character is in the employ of the Iron Guild, a large mercenary outfit specializing in protecting merchant caravans. Members are trained to work with others in close combat, ensuring any fight in which they partake is over with quickly and efficiently, thus limiting the risk of damage to the caravans they protect.
The hero gains an extra + 1 bonus when Ganging Up, increasing the maximum bonus to + 5 for the character only. The hero must be eligible for a Gang Up bonus to claim this benefit.
The hero also begins play with a chain shirt, long sword, and medium shield, paid for by the Guild. These must be returned if the hero ever leaves the organization. If a hero loses an item, he must pay for a replacement from his own funds.
Knight Hrafn “*”
Requirements: Novice, Smarts d6+, Spirit d6+, Knowledge (Battle) d8+, Command, one other Leadership Edge
The Knights Hrafn (p. 118 The Hellfrost Player’s Guide) is a small order of tacticians and strategists. They care little for chivalry or honor, dedicating themselves instead to excellence in leadership and military victories. The Order does not maintain its own army, and members are forbidden from being served by more than five men under their personal, permanent command. Instead, they hire themselves as mercenaries to nobles.
The character gains + 1” to his “command radius” per character Rank, starting at Novice. He has + 1 to all Knowledge (Battle) rolls. In addition, he may ignore the Rank requirements when taking Leadership Edges.
Requirements: Novice, Smarts d8+, Investigation d6+, cannot be Illiterate
Lorekeepers (p. 118 The Hellforst Player’s Guide) are dedicated to finding and preserving knowledge of times before the Blizzard War.
Having learned not to put all their eggs in one basket, individual Lorekeepers are given custody of a small scroll collection, which they must protect. These scrolls weigh 5 pounds and come with waterproof cases. All benefits of this Edge are lost if the scrolls are destroyed or otherwise inaccessible. Lost scrolls can be replaced for free at any center of learning.
If the Lorekeeper spends an entire round checking his scrolls (no other actions allowed, including movement), any roll for an unskilled Smarts-based skill (except arcane skills) he makes in the next round is made at a d4 instead of the usual d4–2. Knowledge skills, which cannot be used unskilled, may be attempted by an adventurer with this Edge, but the character rolls a d4–2 as normal (and has to spend a round reading his scrolls).
Reliquary (Arcanologist) “*”
Requirements: Novice, Smarts d8+, Knowledge (Arcana) d8+, Notice d6+
Members of the Reliquary (p. 119 The Hellfrost Player’s Guide), arcanologists are scholars dedicated to searching out the hiding places of relics. Often their work means long months, even years, of painstaking research, but a few are allowed to travel Rassilon in search of clues.
They have neither interest in alchemical works (so called “finite items” in Reliquary terms because they are one-shot devices), nor in the staves of heahwisards, which they view as an extension of the mage rather than unique “magic items.”
Members learn the secrets of how to analyze the magical energy fields radiating from relics. With a successful Knowledge (Arcana) roll made while touching a relic, the hero learns its powers without having to attune himself. On a failure, he cannot try to identify that item for 24 hours. In addition, they have + 2 to Common Knowledge and Knowledge rolls regarding relics (such as Folklore or History).
Reliquary (Reliqus) “*”
Requirements: Novice, Agility d8+, Lockpicking d6+, Notice d6+
The Reliquae (p. 119 The Hellfrost Player’s Guide) are charged with retrieving relics, and information pertaining to relics. While sometimes this means breaking into a noble’s castle, more often than not it means an expedition into a long-forgotten, trap-filled tomb.
The hero gains + 2 to Notice when searching for traps
(and hidden doors) and + 2 to rolls to disarm them. A character with this Edge is never Surprised by a trap, though he can still be surprised by ambushes and such like. Whenever the character activates a trap (not his comrades), he may make an Agility roll at –2 as a free action to avoid the effect. The trap may not interrupt unless the Agility roll is failed.
Requirements: Novice, Vigor d6+, Fighting d8+, Riding d6+, Survival d6+, Tracking d6+
The hero is a member of the Roadwardens (p. 119 The Hellfrost Player’s Guide), an organization dedicated to ensuring the highways and trails of the Hearthlands are free of bandits, protecting innocents, and maintaining the travel tower network.
A Roadwarden gets + 2 to all Survival and Tracking rolls. In addition, he gets + 2 to Notice rolls to detect ambushes, traps, concealed weapons, and such like. He gains no bonus to detect traps in an urban environment (including temples, dungeons, ruins, and the like).
Sister of Mercy “*”
Requirements: Novice, Healing d8+, must be female, must have a Pacifist Hindrance
The Sisterhood (p. 119 The Hellfrost Player’s Guide) is dedicated to helping the sick and injured of the civilized races. The Sisters never charge for their services (except for healing potions which are to be used at a later date), but patients are required to perform a favor for the Sisterhood in return.
Sisters gain + 2 to Healing rolls and + 1 Charisma. The Sister may take the Sidekick Edge (with an advance as normal) on reaching Veteran. This represents a member of the Swords of Necessity, warriors healed by the Sisters and now devoted to protecting them on their travels.
A Sister who earns enough Glory to acquire a Sidekick may pick a Sword of Necessity, but is not required to do so. She could just as easily take a Novice Sister under her wing.
Wood Warden “*”
Requirements: Novice, Shooting d8+, Arcane Background (Druidism) or Woodsman Edge
Wood Wardens (p. 120 The Hellfrost Player’s Guide) are an organization loyal to the Shining King, lord of the hearth elves, and dedicated to protecting the deep forests.
Members are taught ancient elven magic, and can talk with mundane beasts (like bears, birds, and rabbits). Such beasts are typically used as spies and messengers, though they are not automatically friendly to the user (roll on the Reaction Table as normal).
In addition, they are taught the beast friend power. Non-druids use their Smarts die as their arcane skill, even if they have an Arcane Background which allows this spell. Spellcasters of other types may use their regular arcane skill only if they learn beast friend separately through the New Power Edge.
Druids learn the spell as if they had taken the New Power Edge, and receive a + 2 bonus to their Druidism rolls when invoking the spell.