Hoarfrost

 

Species Name: Hoarfrost, Iceman, Snowman

The Hoarfrost were created by the crude and violent deities of the winterlands to dwell in their frozen domains. They are a primitive folk who have never seen the need to become more civilized, usually living in caves or abandoned ruins and hunting the surrounding regions with great skill.

Type: Humanoid Ice

Physical Traits: Hoarfrost are tall and stout, with females a bit smaller than males. Their skin is ice and may be toned toward light blue or white tones. They can alter their hands into large ice claw like appendages which do 2D4 of slash damage.

Height: 6 ft

Weight: 200 lbs

Abilities: Hoarfrost suffer no harm from being in a cold environment or from cold damage. They can shoot a 3 metre cone of frigid air shoots from his fingertips. Any creature in the area takes D4 points of cold damage per Hoarfrost  level. Alternately they can shoot projectile ice shards. These shards do 2D4 each of piercing damage. They can fire one dart plus one additional dart every 3rd level. Range of 30 metres +5 per level.

Mobility: Legs

Sensory Organs: Visual

Communication: Vocal

Reproduction: During the coldest days in winter Hoarfrosts reach their natural point of fertility. This time lasts for a few days, so they travel around the tundra, select a mate and then disappear when they have conceived. The children are then born the following winter after a full year of labour for the Hoarfrost mother.

INT: 3D6, WIS: 3D6, STR: 5D6, DEX: 3D6, CON: 4D6, CHA: 2D6, MR: 3D6, HPs: CON +D20, AC: 5

Orbit/Climate: See Earth

Feeding Habits: Omnivore

Lifespan: 900 years

Technology: 2

Culture: Standard. Diversified mix of kind and evil people. Most Hoarfrost are analytical, calculating and patient. They may seem slow to act, simply because they coldly judge any course of action before following through. With very little exposure to other cultures, Hoarfrost are typically prejudiced and fearful. Hoarfrost are savage and brutal, reflections of the feral deities who created them. They react with suspicion or open hostility toward unknown developments since they learn early on in childhood that the unknown is something to fear. If you understand the enemy, you have nothing to fear, for you know what needs to be done to overcome him. Yet among friends, Hoarfrost are much more relaxed and sociable, and enjoy dancing, singing, tale-telling, feasting, and other pastimes involving large numbers of people.

Few other races give them the time of day after having been so simplistically assessed, so their trading abilities are limited to races that can ignore their kneejerk judgments. Hoarfrost occasionally establish trade with other races, but typically keep to themselves. They find less-intelligent races grating and irritating to deal with (or rely upon) in the long term.

Hoarfrost have traditionally had poor relations with other races. Yet they cannot look to the civilized societies for aid, for such societies often displace Hoarfrost from their homelands in their relentless pursuit to colonize and settle new lands. The Hoarfrost never give up their homelands gently, and the history of Hoarfrost and civilization is a long, bloody tale of warfare and slaughter. Those few societies that understand and honour the Hoarfrost traditions and hunting grounds are still regarded with suspicion; the Hoarfrost have been tricked and deluded far too many times for them to openly accept offers of friendship and trade.

Government: Tribal

Population: 890,000

 

 

Creating a Hoarfrost character

Step 1: Age
Determine your character's age. If older than 100 you need to determine which years you have been present in.
01-20 10 xD10 years
21-40 10 xD12 years
41-60 10 xD20 years
61-80 20 xD20 years
81-00 30 xD20 years
Next decide what you have been doing. Were you involved in any famous historical incidents? In the present day where does your character live or is he a wanderer, moving around continuously?
Step 2: Attributes
Roll attributes as normal but STR is 5D6 and CON is 4D6, while CHS is only 2D6. Mana = INT + WIS x2. Mana is recovered at a rate of 10 per hour if remain active (but not using magic) and 20 per hour if asleep. Mana can however be permanently traded for HPs at a rate of 1 for 1. Hit points = CON +20, +20 per level. AC 5.
Step 3: Skills

Choose skills in the normal manner according to the character's class. Then for every 100 years alive select 1 additional skill.

Step 4: Abilities

All Hoarfrost gain all the following free;

Cold Resistance - The character is completely immune to cold damage and cold effects, and can exist comfortably in conditions down to –88°C without having to make a CON save. Further in a cold environment he heals at phenomenal rates. He must concentrate for 1 minute uninterrupted to perform the following healing; restore 1 HP per INT, +1 per level per 10 minutes; reduce the damage and duration of drugs, toxins and poisons by 4% per INT, +1% per level and gives +1 to save per 4 INT; negate all pain for 1 minute per INT, +1 minute per level; or stabilize his condition (stops bleeding, binds wounds, etc.) for 15 minutes per level. He heals an additional 100% of his normal rate for every 5 degrees below 0 centigrade.

Frost Breath - Hoarfrost can shoot a 3 metre cone of frigid air from his mouth. Any creature in the area takes D4 points of cold damage per Hoarfrost  level.

Additionally Dwarves start with 30 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities.

Ability Cost Notes
Ice Shards 5 Hoarfrosts can shoot projectile ice shards. These shards do 2D4 each of piercing damage. They can fire one dart plus one additional dart every 3rd level. Range of 30 metres +5 per level.
Increased AC 5 +1 AC
Increased Thac0 5 +1 Thac0 in hand to hand at levels 1, 3, 5, 7, 9, 11, 13, 15, 17 and 19.
Intimidating 10 This character has greater presence, +1 CHA
Natural Chameleon 5 Using this ability the Hoarfrost can blend into and render himself nearly invisible in any tundra or snow terrain. When hiding he can conceal himself from attackers and eavesdrop on his enemies. He can hide near a well travelled road and secretly observe passersby, or conceal himself near an enemy campsite waiting for an opportune moment to steal their supplies. 
Nature Survival 5 Due to a Hoarfrost's extensive experience and training in the tundra he gains +1 to any physical, combat and survival rolls made while within that environment. This increases by +1 for every 5 degrees below 0 centigrade.
Resist Sleep and Charm 5 Hoarfrosts can resist these forms of influence with a +1 save per 2 WIS.
Sense Hidden 5 Hoarfrosts gain a +2 racial bonus on Search checks to notice unusual construction or
hazards in ice and snow. This includes traps of ice or snow, and natural or supernatural hazards such as thin ice or blood snow. Amy who merely comes within 10 feet of unusual ice construction or hazards can make a Search check as if he were actively searching, and he can use Search to find ice or snow traps as a rogue can.
Willpower 5 +1 Willpower save at levels 1, 4, 8, 12, 14, 16 and 20.
Witch Sight 5 The character can see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility. This also includes the ability to detect whether it is magical, and whether it is harmful or helpful.
Step 5: Classes
Any but  Mage classes are generally shunned (except for Artificers, Alchemists, Runesmith, Priests and Shaman) due to their distrust of magic.

 

 

Races