Fire and Ice
Priests and paladins of the various faiths each have access to a unique Edge, which signifies a blessing from their deity. Should a hero commit a sin and lose access to his miracles, he also loses the benefits of the Edge until he atones. Unless otherwise stated, bonuses stack with similar bonuses from other sources.Disciple or Dargar
Requirements: Seasoned, Arcane Background (Miracles), Strength d8+, Faith d8+, Fighting d8+, Intimidation d8+, follower of Dargar
When a disciple of Dargar Incapacitates an Extra in one blow (death must occur as a result of a single hit to the target, not two Shaken results), all adjacent allies of the victim must make a Spirit roll or be Shaken. If he Incapacitates an unwounded Wild Card in a single blow (the blow must cause 4 or more wounds), all Extras allied to the victim within sight of the hero must make a Spirit roll or be Panicked.
Additionally, clergy may learn the War Cry Edge, ignoring the racial requirements.
Disciple or Eira
Requirements: Seasoned, Arcane Background (Miracles), Spirit d8+, Faith d8+, Healing d6+, follower of Eira.
A character with this Edge adds + 2 to all Healing rolls, whether natural or magical in nature. Up to five companions traveling with a Healer add the bonus to their natural Healing rolls as well.
Disciple or Eostre Animal Mother
Requirements: Seasoned, Arcane Background (Miracles), Spirit d8+, Faith d8+, Beast Bond, Husbander or Reaper of Eostre
Eostre blesses her chosen with a better understanding of animals. The hero gains the benefits of the Beast Master Edge, but the chosen companion is a Wild Card. It earns experience as a player character and should be treated as an animal Sidekick. If killed, it is replaced after 2d6 weeks, if possible.
Disciple or Eostre Plan Mother
Requirements: Seasoned, Arcane Background (Miracles), Agility d8+, Spirit d8+, Vigor d8+, Faith d8+, Sower or Reaper of Eostre
The hero suffers no penalties for moving in natural difficult terrain predominantly made up of vegetation. The hero has + 1 to Faith rolls in areas of vegetation, such as forests and cultivated fields (but not typical gardens). In addition, the hero may use the Champion and Holy Warrior Edges (as appropriate) against creatures with the Plant Special Ability.
Disciple or Ertha
Requirements: Seasoned, Arcane Background (Miracles), Vigor d8+, Climbing d6+, Faith d8+, Survival d6+, follower of Ertha
Although they are likely to be from a surface-dwelling race, priests of Ertha are renowned for their physical toughness and skill beneath the earth. They have + 1 Toughness. While underground, they have + 2 to all Survival rolls.
Disciple or Freo
Requirements: Seasoned, Arcane Background (Miracles), Agility d8+, Vigor d8+, Faith d8+, follower of Freo.
The god of travel makes the journeys of his faithful easier. The hero treats all terrain as one category lower when using the Overland Pace system (p. 122 Hellfrost Player’s Guide). In tactical combat, he treats all terrain as normal ground. He still suffers other effects of the terrain, such as ice being slippery underfoot.
Disciple or Hela
Requirements: Seasoned, Arcane Background (Miracles), Spirit d8+, Faith d8+, Guts d6+, follower of Hela
When the character is in a graveyard, tomb, necropolis, or other area commonly associated with death, he gains + 1 to all Faith rolls. In addition, if the cleric scores two raises on his Faith when casting zombie or greater zombie, the undead are permanent, and remain active until destroyed. They cannot be dispelled.
Disciple or Hoenir
Requirements: Seasoned, Arcane Background (Miracles), Smarts d10+, Faith d8+, Scholar, follower of Hoenir
Disciples of Hoenir are renowned for their wisdom. With the exception of skills covered by his Scholar Edge, the hero gains + 1 to all Knowledge skill rolls in which he has at least a d4, as well as to all Common Knowledge rolls. In addition, the hero may make unskilled rolls for any Knowledge skill (even ones not allowed untrained), though at a d4–2 as normal. This Edge has no effect on other Smarts-linked skills.
Disciple or Hothar
Requirements: Seasoned, Arcane Background (Miracles), Smarts d8+, Faith d8+, Notice d6+, Investigator, follower of Hothar
Disciples of Hothar are not easily swayed by words, and have + 2 to resist any means to affect their mind, including Tests of Will, and defense against spells such as confusion and puppet. The former stacks with Strong Willed.
Disciple of Kenaz
Requirements: Seasoned, Arcane Background (Miracles), Vigor d8+, Faith d8+, follower of Kenaz
The hero gains a resistance to fi re and heat. The hero has + 2 to Vigor rolls to resist the effects of Heat. He also has + 4 Armor against damage caused by fire or heat (such as a fiery blast or a lava stream). In addition, priests and paladins can cause their metal weapons to glow with magical heat. This causes + 2 damage against creatures Resistant to cold and + 4 against Immunity (Cold) creatures, and stacks with smite. A disciple may use this ability at will as long as he holds the blade in his hand.
Heated weapons illuminate an area 6” in diameter. They can be used to start fires, but this is a slow process more suitable for creating a small campfire than setting someone alight. Don’t check to see if a foe catches fire from a hit unless the victim is particularly flammable. Even then there is only a 1 in 6 chance of setting the foe alight.
Disciple of Maera
Requirements: Seasoned, Arcane Background (Miracles), Smarts d8+, Spirit d6+, Faith d8+, follower of Maera
Although some magicians deny the deity is behind their art, priests of the Mistress of Magic know better, and are happy to show sorcerers how narrow-minded they are. Disciples can learn any spell not on their spell list, but suffer a –2 penalty to their Faith rolls when casting them. This is subject to Rank restrictions as normal. Maera’s priests have an in depth understanding of magic. When casting dispel, the cleric has + 2 to his Faith roll.
Disciple of Nauthiz
Requirements: Seasoned, Arcane Background (Miracles), Agility d10+, Faith d8+, Gambling d8+, Thief, follower of Nauthiz
The Thief Lord is exceptionally generous to his most devoted followers. Priests who roll a 1 on their Gambling, Lockpicking, or Stealth die, regardless of Wild Die, may make an automatic reroll, as if they had spent a benny. Should the reroll fail, however, the hero suffers a level of Fatigue for 24 hours as a sign of his god’s displeasure. This can lead to Incapacitation, but never Death.
Disciple of Neorthe
Requirements: Seasoned, Arcane Background (Miracles), Vigor d8+, Boating d6+, Faith d6+, Swimming d6+, follower of Neorthe
The character halves his daily water requirements. In addition, the character makes a Vigor roll every 12 hours after the first day without water instead of every six, as normal. He can survive for a number of rounds equal to his Vigor die when drowning.
Disciple of Niht
Requirements: Seasoned, Arcane Background (Miracles), Notice d6+, Faith d8+, Notice d8+, Stealth d8+, follower of Niht
Niht grants her priesthood the ability to see even in pitch darkness. The character ignores penalties for Dim and Dark Lighting, and has only a –2 penalty in Pitch Darkness. This works even against magic darkness, such as the obscure power.
Disciple of the Norns
Requirements: Seasoned, Arcane Background (Miracles), Smarts d8+, Faith d8+, follower of The Norns
Devotees of the Norns are able to read omens and give auguries, which give vague glimpses into the weave of a man’s life. To make an augury, every hero who wishes to be involved in the augury must spend a benny. The cleric then draws a single card from the action deck and compares it to the table below. If the card is red, the omen is good and all modifiers are positive. If the card is black, the signs are bad, and the modifiers are negative. Players should note that Fate is not biased in
favor of their characters—this Edge is as much a curse as a boon.
Auguries affect all Wild Cards in the party who paid a benny and last until the conclusion of the current adventure. Only one augury can be in play at any one time. Extras are minor players in life’s play, and the Fates have little of interest in store for them.
AUGURY RESULTS TABLE
2-5 The omens are confused or reveal no information. No modifiers apply, but the heroes get their benny back.
6–8 The heroes gain or lose a point of Charisma.
9–10 Each hero has a + 1 or –1 modifier to his highest skill die. If two or more skills are equally high, the hero decides which one to augment or lower.
Jack As above, except the modifier applies to the hero’s highest trait.
Queen The heroes gain or lose a point of Toughness.
King The heroes gain a benny (no maximum) or lose one additional benny (to a minimum of zero) at the start of each session.
Ace The heroes’ Wild Die is one die type higher (max d12+ 2) or lower. Below a d4, heroes roll no Wild Die.
Joker The omens are particularly strong. Draw another card and double all modifiers. If another Joker is drawn, draw a third card and treble the effect.
Disciple of Rigr
Requirements: Seasoned, Arcane Background (Miracles), Vigor d8+, Faith d8+, Notice d8+, Alertness, follower of Rigr
Devotees of Rigr need only three hours of sleep a night. When denied sleep, they suffer a cumulative –1 penalty to Vigor rolls instead of –2. Even when asleep, a disciple of Rigr still counts as an active guard.
Disciple of Scaetha
Requirements: Seasoned, Arcane Background (Miracles), Spirit d6+, Faith d8+, Fighting d8+, follower of Scaetha
Priests of the Restful One are renowned for their hatred of the undead. The hero, whether priest or paladin, gains the benefits of the Champion Edge when fighting creatures with the Undead monstrous ability. If he already has the Champion Edge, the modifiers increase to + 3. In addition, he has + 1 to Faith rolls when casting spells at undead.
Disciple of Sigel
Requirements: Seasoned, Arcane Background (Miracles), Faith d8+, Notice d8+, follower of Sigel
Clerics of the Burning Eye halve all Darkness penalties against heat-producing foes. In addition, they gain + 2 to all Notice rolls to detect hidden objects or creatures, including those affected by an invisibility spell. Against foes cloaked in such a manner, they halve penalties to hit them (once they have detected them).
Disciple of Thrym
Requirements: Seasoned, Arcane Background (Miracles), Vigor d8+, Faith d8+, follower of Thrym
Disciples of Thrym are blessed with the ability to work magic more easily, the colder it is. Characters with this Edge use the hrimwisards’ Casting Modifier Table (p. 55 Hellfrost Player’s Guide) when casting spells.
Disciple of Thunor
Requirements: Seasoned, Arcane Background (Miracles), Spirit d8+, Faith d8+, follower of Thunor
The deity blows gently on the hero, which cools himwhen he is hot and warms him when cold. The cleric has + 1 to resist the effects of Heat and Cold. In addition, the god catches the hero if he falls any distance. The hero halves all falling damage.
Disciple of Tiw
Requirements: Seasoned, Arcane Background (Miracles), Strength d8+, Vigor d8+, Faith d8+, Fighting d10+, follower of Tiw
Tiw’s disciples are the elite of the cult of battle, proven in combat, and with many victories to their name. The character treats his character Rank as being one higher for the purposes of acquiring Combat Edges. He must meet all other requirements as normal. In addition, he may cast spells and use Fighting in the same round, treating the combined actions as a single action. Thus, a paladin who runs, attacks with his sword, and casts a spell incurs just a –2 multi action penalty, not –4 as normal.
Disciple of Ullr
Requirements: Seasoned, Arcane Background (Miracles), Faith d8+, Shooting d8+, Stealth d6+, Tracking d6+, Marksman, follower of Ullr
Devotees of Ullr may move half their Pace and still gain the bonus from the Marksman Edge, but only if using a bow (includes long bows, but not crossbows). In addition, they have + 2 to Stealth and Tracking in a wilderness environment.
Disciple of The Unknowable One
Requirements: Seasoned, Arcane Background (Miracles), Agility d8+, Smarts d8+, Faith d6+, Taunt d8+, follower of The Unknowable One
The Cosmic Joker expects his clerics to keep others on their toes through their tricks, but dislikes it when others mock his priesthood. Clerics have + 1 to perform Tricks and to Taunt rolls. They also receive + 1 to resist Tricks and Taunt rolls made against them.
Disciple of Vali
Requirements: Seasoned, Arcane Background (Miracles), Vigor d6+, Faith d8+, follower of Vali
The hero is immune to all forms of disease and poison, whether magical or mundane. He may still infect others with diseases he carries, but he suffers no ill effects.
Disciple of Var
Requirements: Seasoned, Arcane Background (Miracles), Faith d8+, Persuasion d8+, Streetwise d8+, follower of Var
Disciples of Var are master merchants, always able to find buyers for their wares. When selling treasure, a successful Streetwise roll means the cleric can sell the good for half their regular price, 75% with a raise. The roll may be attempted every four days instead of every week. They also have + 1 Charisma.