Hellfrost Ice and Death CharacterWintergreen
Contents
Wintergreen
Race: Taiga Elf
Rank: Novice
Attributes
Agility d8
Smarts d6
Spirit d8
Strength d8
Vigor d6
Derived Traits
Charisma: -2
Glory: 0
Pace: 6
Parry: 4
Toughness: 6 (1)
Languages
Frosttongue, Taiga Elven, Trader
Funds
25 silver shields, 51 gold shields
Skills
Fighting d4
Intimidate d4
Notice d6
Riding d8
Shooting d8
Stealth d6
Survival d6
Tracking d4
Racial Properties
Agile: Taiga elves are graceful and agile. They start with a d6 in Agility instead of a d4. Through advances and Edges, they can have a maximum Agility of d12+3.
All Thumbs: Taiga elves have an inbred dislike of mechanical objects (including crossbows). They have the All Thumbs Hindrance.
Forest-Born: Taiga elves suffer no penalties for difficult ground in forests. When using the Overland Pace system, they treat such terrain as one category lower.
Heat Lethargy: Taiga elves become lethargic at temperatures of 53 degrees or higher. They have –1 to all trait rolls in such temperatures.
Insular: Taiga elves rarely dabble in the affairs of other races. They have –2 Charisma when dealing with all races except taiga elves.
Low Light Vision: Like their temperate kin, taiga elves have cat-like eyes and so can ignore lighting penalties for all but Pitch Black conditions.
Natural Realms: Taiga elves who become druids treat Elfhomes as wilds, not urban areas.
Winter Soul: Taiga elves have +2 to Vigor saves to resist the effects of cold weather, and +2 Armor to resist the affects of cold, coldfi re, or ice attacks.
Edges
Beast Master
Steady Hands
Hindrances
Bloodthirsty
Cautious
Stubborn
Equipment
Arrow, Armor-Piercing (6): AP 2, may be recovered (4,5, or 6 outdoors, 5 or 6 indoors)
Arrow, Flesh-Ripper (6): +2 damage, double protection vs. any Armor, may be recovered (4,5, or 6 outdoors, 5 or 6 indoors)
Arrow, Standard (14): May be recovered (4,5, or 6 outdoors, 5 or 6 indoors)
Bow, Long: 2d6 damage, Range 15/30/60, minimum STR d8
Dagger: STR+d4 damage, minimum STR d4
Leather Suit: +1 Armor, covers T, A, L
Gear
Backpack
Bedroll
Blanket
Clothing, Winter
Flint and Steel
Goggles: Goggles double the time period before the hero has to make rolls to avoid snow blindness. Notice rolls involving sight are made at –2 because of the heavy tint.
Quiver (2)
Rope, 5'
Saddle, War: War saddles are custom made for the user. They grant a +1 bonus to Riding rolls to stay in the saddle.
Waterskin
Health
0 of 3 Wounds
0 of 2 Fatigue Levels
0 of 3 Bennies (Soak Wounds, remove Shaken, reroll a Trait roll)
Advances
5 XP: Beast Master
10 XP: Steady Hands