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Hellfrost Player's Guide Errata

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0% found this document useful (0 votes)
79 views3 pages

Hellfrost Player's Guide Errata

Uploaded by

Jeff Ruiz
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Hellfrost errata

Despite our best intentions a small number of minor Gear


errors crept into the Hellfrost books while our atten-
tion was diverted by the gorgeous artwork and exciting Errata: The description of plate mail mentions
setting material. This document will be upgraded as an “grieves,” which is obviously a typo. It should actually say
when errata is collected and made known to us. “bracers,” as leggings are mentioned soon after.
The latest errata will always be highlighted in red text Errata: Alchemical devices cost 100/Rank.
for ease of spotting it.
Last updated April 2012. Hedge Magic
Errata: Page 58, last paragraph, second sentence
Player’s Guide should end “...some have side-effects if multiple doses
are taken.”

Edges Magic
Errata: Wizard appears in the lists for both banned Errata: Page 53, Elemental Spells section. Change
and altered Edges. It should be in the banned list only. elemental protection to elemental manipulation.
Clarification: Since there are no Power Points in Clarification: The Battle-rune grants boost/lower
Hellfrost, the Soul Drain Edge is of no use. It should be Battle. This refers to the Knowledge (Battle) skill only.
added to the banned list just to clarify its exclusion.
Errata: The Focus Edge should have a requirement Deities & Miracles
of Arcane Background (Any).
Errata: Looks like the Gravetouched Edge got cut but Errata: Add teleport to Freo’s available spells.
is still referenced in the Bestiary. The full text appears Errata: Remove decipher from Nauthiz’s spell list.
below for those who want to use it.
Mages in Mass Battles
Gravetouched (Background Edge) Errata: Change the sentence beginning “The Energy
Requirements: Spirit d8+, Vigor d6+ Fatigue and Magic Shock results…” to read “The Tempo-
The hero has survived a deadly assault by an undead. rary Glitch and Slight Drain results...”
In doing so, he has gained limited resistance to necro-
mantic powers. After character generation, the hero Spells
must survive being Incapacitated by an undead attack
using spells or supernatural special abilities before he Errata: Replace any references to wall of might with
can take this Edge. sphere of might.
The hero has +2 to resist spells with a necromantic Errata: We missed out the changes to the barrier
trapping or special abilities of undead creatures which spell. Due to there being no Power Points, the barrier
require a die roll to resist. It provides no bonus against spell works differently.
natural weapons (such as claws) or forged weapons A basic casting creates a 1” wide section of barrier.
wielded by undead (even magical ones). Additional sections can be created during a single cast-


HELLFROST: PLAYER’S GUIDE
ing, though it is harder to do so. For every two additional
1” sections or part thereof, the caster suffers a cumulative Gazetteer
–1 penalty to his arcane skill roll. Each separate casting
counts as a single spell for the purposes of Maintaining
the power, regardless of the number of sections cre- Errata: There are 15 major houses in the Magocracy,
ated. not 14 as the text insinuates.
For instance, Dave’s hero wants to completely sur- Errata: The demographics of the Crystalflow Con-
round a foe with a barrier. This requires five sections in federacy should be “(59% Anari, 33% Saxa, 5% engro, 3%
total (four walls and a roof) and thus incurs a –2 penalty. frostborn).”
He Maintains this as a single spell. If he casts two barrier Errata: The demographics of the Barony of Cul
spells, say one of three sections and another of two, he should be “(65% frostborn, 20% Anari, 13% Saxa, 2%
must Maintain two separate spells, even if the sections engro).”
from the two spells are touching. Errata: During the initial creation of the map the
Clarification: The bodyguard power must be Main- Brokentail Mountains moved northward. Due to an
tained. The spell ends when the caster ceases concentra- oversight, this was not reflected throughout the text. As
tion or the bodyguard is destroyed. a result, some small sections of text need to change. The
Errata: Detect/conceal mentions “template” in the following errata applies:
second paragraph. This should be replaced with “area * Page 22: All references to the Brokentail Mountains
of effect.” in the Blackstone Barony entry (about four) should refer
Errata: The detect power now has an Instant dura- to the Dragonspine Mountains.
tion. This is not technically errata but a revision of how * Page 41, Karad Dahn: Replace the first paragraph
the spell functions. of the Karad Dahn entry with:
Errata: Fly works differently in Hellfrost. A raise on “Known to most dwarves these days as Karad Dreng
the casting roll allows a spellcaster to move at double his (the dwarven word for “doom”), the city lies in a rend
normal Pace. torn through the Dragonspine Mountains. The larger
Errata: Because there are no Power Points in Hell- part of the ruined city lies on the northern side of the
frost, zombie works slightly differently. Each casting ac- gap Mountains, with a much smaller part on the south-
tivates one corpse by default. Each additional corpse the ern side.”
caster wishes to raise with the same spell gives the caster * Page 80: Remove the reference to the Brokentail
a cumulative –1 penalty. Mountains in the geography section.
This spell does not need to be Maintained—the * Page 80: The main Brokentail Mountains entry
normal rules for the spell’s duration apply equally in should be ignored. The Blood Falls entry now belongs
Hellfrost. with Karad Dahn’s entry.
Clarification: The viper weapon spell transforms a Errata: Add the following entry to the Veermark ge-
weapon into a grass adder. ography section:

Glory “Brokentail Mountains


Errata: Page 101, Character Roll. Replace the sen- According to one legend, the Dragonspine Mountains
tence “However, the modifier only applies if the number and Thunor Range are the bones of a colossal dragon.
of enemy tokens was less than or equal to your army’s At some point in antiquity, Tiw did battle with a mighty
tokens at the time...” with “However, the modifier only dragon and hacked off its tail. Although the name of the
applies if the number of enemy tokens was greater than northern stretch of the mountains was changed from the
or equal to your army’s tokens at the time...” Dragontail Range to Thunor’s Range after the Saxa rebel-
lion, the Brokentail Mountains kept their name.”

Bestiary Questions & Answers


Errata: The reference to Devotee of Thrym on page
54 should be replaced with Disciple of Thrym. This section looks at common queries and topics
Clarification: The entries listed below War Drum for which may be open to interpretation.
the orc drummer (page 92) are invoked only through
drumming. Gear
Clarification: The rainbow viper doesn’t have a Poi-
son ability. We know viper means a venomous snake, but • Does a pound of firewood really provide heat in a
the name is one given it by the inhabitants of Rassilon, Large Burst Template for two hours? That’s just burning
not by us or by snake experts. If that bothers you, change a single log!
the name to rainbow serpent. Yes, that’s how it works in the game. Realistically, the


Post Apocalyptic Handbook
characters would need a lot more wood to create a fire As implied in the wording, the detect spell does work
with that effect. through solid objects. The caster learns only that the
Weight allowance is a precious commodity in Savage object is within the spell’s area of effect. No distance or
Worlds, so we went for an option that allows the party direction information is gleaned. Objects within line of
some hope of survival and yet doesn’t completely cripple sight typically register to the caster in some manner, such
them by forcing them to drag around trees. In many situ- as by glowing.
ations there is going to be wood readily available anyway,
and the firewood would serve as kindling rather than as • Can the detect spell really detect anything?
the entire campfire. Almost. The GM has the right to ban castings of detect
That said, the game is about heroes. Yes, they have murderer in GM’s investigative adventure, detect any-
to survive some deadly temperatures, but we’re focusing one trying to ambush me, and other such spells.
on basic sensible precautions rather than realism. If you We hope common sense will rule, but it’s worth men-
need more realism in your fantasy game, just increase tioning this in writing so you can quote it to troublesome
the weight to 10 pounds. players. Detect is powerful, but it doesn’t grant omnipo-
tence.
Spellcasting • How does greater healing work with no Power
• How do spells from SWEX that aren’t listed in Hell- Points?
frost work? Greater healing works exactly as per the core Savage
Spells with a Duration just become Maintained. All Worlds rules. Just ignore any reference to Power Points.
other changes are either in the Hellfrost Player’s Guide
or in this document. • Does the Power Surge Edge still require a Joker in
order to activate?
• Does Maintaining a spell still incur the –1 penalty, Yes. The game mechanics have changed, not the
as per SWEX? method of activation.
Yes. Although Maintaining spells works slightly dif-
ferently in Hellfrost, the –1 penalty to arcane skill rolls • Is it okay if I change aspects of the world (maybe
for Maintaining multiple spells still applies. So you can moving locations around or adding new races) to suit
have armor active all day, but it’s going to cramp your my group’s needs?
spellcasting abilities. Of course! You’ve invested in the setting and it’s yours
to do with as you please. There isn’t a right or wrong
• Clerics don’t suffer from the Siphoning and their way to run Hellfrost, just your way. Just remember that
backlash isn’t exactly debilitating. Does this mean cler- any changes you make won’t be reflected in any official
ics are more powerful than mages? products.
It is true that clerics don’t suffer the Siphoning, which
is a major spellcasting benefit over mages. However, as © 2012 Triple Ace Games
mentioned in the text, the sins for each deity should
be strictly enforced. Mages only suffer through cast-
ing—clerics can lose access to their spells through any
action (or inaction).

Religion
• Can evil gods really have paladins?
Yes. The association with paladins being good comes
from another game, but through constant exposure has
become ingrained in many players’ minds. We use it in
its dictionary definition of “a champion.” In Hellfrost, it
simply means “champion of the faith,” and even evil can
have champions.

• Does a deity’s signature spell count toward a


cleric’s starting spells?
Yes. The cleric starts with the signature spell and one
other, not the signature spell and two others.

Spells
• Does the detect spell work through solid objects?

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