TEXT: Hellfrost is a fantasy setting in which the pro-
  tagonists ﬁ ght monsters and bad guys and become 
  famous heroes. Like all Savage Worlds settings, it’s 
  about the action, not bookkeeping.
  While the Player’s Guide details the effects of 
  cold on characters, it makes no mention of what 
  happens to equipment when subjected to arctic 
  temperatures. This was a deliberate exclusion.
  For those who want such details, these optional 
  rules can be used.
  Note that an environmental protection (cold) 
  spell protects the wearer and his gear from the rav-
  ages of freezing temperatures. Hrimwisards, who 
  are under the effects of a permanent version of 
  that spells, suffer as normal; their special power is 
  not exactly the same as the spell, despite it having 
  similar effects.
  The Cold-Blooded Hindrances and Warm-Blood-
  ed Edge (and their racial equivalents) do nothing 
  to help protect gear.
  Warming herbal brews can be distilled into oils 
  and applied to metal items, or added to liquids to 
  prevent them freezing.
  METAL
  Biting cold temperatures affect metal, causing it 
  to be brittle and prone to breaking. Exposed metal 
  items suffer a penalty to their Toughness equal to 
  the Vigor roll modiﬁ er on the Temperature Table 
  minus two after one hour of exposure.
  For instance, in the High Winterlands in winter 
  the Vigor penalty is -3. Thus, the sword’s Tough-
  ness would be lowered by 1 (-3 minus 2).
  Any item whose Toughness drops to zero shat-
  ters immediately.
  Exposed to a rapid rise in temperature, such 
  as through a spell with a ﬁ re or heating trapping, 
  the object’s Toughness is treated as half its current 
  value, rounded down. Our sword, for example, has 
  been reduced from Toughness 10 to Toughness 9. 
  If the holder is caught in a ﬁ ery blast spell, the 
  sword’s Toughness is treated as being just 4.
  Protected items, such as swords kept in a scab-
  bard or metal ﬂ asks in a backpack, last 4 hours be-
  fore they start to become brittle.
  LIQUIDS
  Still water generally begins to freeze when the 
  temperature reaches freezing (32 F or 0 C). Small 
  quantities of regular water, such as those in water-
  skins, freeze solid after one hour of continuous 
  exposure. At the GM’s option, alchemical potions 
  suffer a similar effect.
  Generally, a frozen potion must be thawed be-
  fore it can be imbibed. However, since these are 
  optional rules the GM can equally rule that a char-
  acter can eat a frozen potion.
  Another option is to rule that a potion has resis-
  tance to cold equal to the Rank of the spell, where 
  Novice equates to +1, Seasoned is +2, and so on. 
  The potion is thus treated as a character.
  For instance, a potion of healing is a Novice de-
  vice and has +1 to resist the cold. It remains liquid  
  in temperatures as low as 13 F (-10 C) because it’s 
  modiﬁ er cancels the -1 Vigor penalty. However, 
  exposed to lower temperatures it sets solid in an 
  hour. A regenerate potion, on the other hand, is 
  much more resilient, having a modiﬁ er of +4 (He-
  roic spell). It can withstand temperatures as low as 
  -47 F (-44 C) before it freezes.
  As with metal items, liquids not directly exposed 
  to the cold, such those tucked inside a backpack, 
  double the time before they set. If insulated, they 
  remain liquid indeﬁ nitely.
  © 2009 Triple Ace Games
  THE COLD & GEAR
  OPTIONAL RULES
  1
  
SOURCE: textdata/thevault/Triple Ace Games/Hellfrost/Savage Worlds - Hellfrost - Cold and Gear.pdf