A variety of Halflings that seems more similar to Elvenkind than to Humankind, Tallfellows
may not exist in all settings. They are typically similar to Hairfeet, but taller
and more refined in appearance. They are also apparently longer lived than Hairfeet,
and are a little more adroit, but also less hardy.
|
You may need GM permission to play a Tallfellow Halfling as they may not exist within
the setting.
|
Cost
|
Ability
|
9
|
Deft: +3 DEX
|
10
|
Quick: +1 SPD
|
5
|
Doughty: Power Defense: 5
|
10
|
Small & Dodgy: +2 DCV
|
9
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Sneaky: Stealth +3
|
5
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Hidey: Concealment +1
|
6
|
Accurate: Range Skill Levels: +2 All Attacks (Only to offset the Range Penalty)
|
6
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Alert: +2 PER All Senses
|
5
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Unafraid: +10 PRE, Defensive Only (-1)
|
5
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Starlight Vision: Nightvision
|
1
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Longevity: LS: 200 Years
|
Value
|
Disadvantages
|
-20
|
Normal Characteristic Maxima
|
-5
|
Distinctive Feature: Tallfellow Halfling (Concealable w/ Magic, Noticed, Not Distinctive
in Some Cultures)
|
-5
|
Physical Limitation: Small (3 ft - 5 ft; 70 to 145 lbs)
|
-3
|
Weedy: -3 STR
|
-6
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Weedy: -3 CON
|
-6
|
Weedy: -3 BODY
|
-1
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Unimpressive: -1 PRE
|
+15
|
Total Cost of Package
|
With the
GM's permission you may upgrade any of the Halfling
Package Deals listed above with
options selected from the list below, where appropriate at Character
Creation. You may not later add any of these abilities to the existing
Package Deal, though you may buy them seperately. The GM must approve all
additional Disadvantages take for a given package; simply loading up on
extra Racial Emnitites and similar should only be allowed if valid for the
character's background. |
Cost |
Ability |
6* |
Halfing Accuracy Training:
+2 All Attacks (Only to offset the Range Penalty) |
5* |
Halfling Resistance: +5
Power Defense |
5* |
Halfling Luck: 1d6 Luck |
10* |
Lucky Outcome: +2 Overall
Levels; Requires A Luck Roll (-1) |
10* |
Lucky Shot: +4 Ranged;
Requires A Luck Roll (-1) |
19 |
Hide in Shadows:
Invisibility to Sight Group, Normal Hearing, Reduced Endurance 0 END (+1/2)
(34 Active Points); In Poor Lighting Only (-1/2), Requires A Stealth Skill Roll
vs PER (No Active Point penalty to Skill Roll, RSR Skill is subject to Skill
vs. Skill contests -1/4) |
9 |
Overlook: +3 with Stealth,
Concealment, Sleight of Hand |
8 |
Halfling Accuracy -- Thrown
Stones: Combat Stone Skipping (+5 OCV with Thrown Stones, Only to Prevent
Hitting Non-Enemies When Firing Into Melees (-2)) |
8 |
Halfling Accuracy --
Slings: Combat Slinging (+5 OCV with Slings, Only to Prevent Hitting
Non-Enemies When Firing Into Melees (-2)) |
8 |
Halfling Accuracy --
Knives: Combat Knife Tossing (+5 OCV with Thrown Knives, Only to Prevent Hitting
Non-Enemies When Firing Into Melees (-2)) |
2 |
Halfling Weapons Group: WF:
Thrown Knives, Knives, Stones, Slings, Darts, "Short Swords" |
4 |
Find the Path: Detect Way
Out, Discriminatory, Underground Only (-1) |
1 |
Walk the Path: Bump of
Direction, Underground Only (-1) |
6 |
Stoneworker: KS: Stonework;
PS: Mason |
8 |
Stone-eyes: Detect Concealed
Stone\Rock Features, Discriminatory |
4 |
Underground Senses: Detect
Depth & Slope Information, Discriminatory, Underground Only (-1) |
15 |
Blindfighting: Combat
Sense 11- |
* May take
Multiple Times |
Value |
Disadvantages |
-2 |
Frail: -2 STR |
-4 |
Fragile: -2 CON |
-1 |
Poor Jumper: -1" Leap |
-2 |
Poor Swimmer: -2" Swim |
-10 |
Psychological Limitation:
Lazy (Uncommon, Strong) |
-15 |
Psychological Limitation:
Pathological Liar (Uncommon, Total) |
-10 |
Psychological Limitation:
Kleptomaniac (Common, Strong) |
-15 |
Psychological Limitation:
Obsessed with Food (Common, Strong) |
As the name would indicate Light Foot typically fight on foot. They generally wear
lighter armor and wield lighter weapons.
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Light Foot concentrate on speed, manueverability, skill, and technique over brute
force and strength. Reflexes and adroitness are their bread and butter, and they
often make use of easily carried thrown weapons which they can hurl at an opponent.
|
Adept skirmishers, Light Foot are much more dangerous than their lightly armored
fast moving nature would suggest, and what they lack in striking power they make
up for with accuracy and finesse.
|
Cost
|
Ability
|
6
|
Quick: +2 DEX
|
10
|
Nimble: +1 SPD
|
4
|
Fleet: +2" Run
|
10
|
Precision: Find Weakness 11-: One Attack (choose)
|
2
|
AF: Light Armor Proficiency
|
5
|
WF: Common Melee, Common Missile, Slings
|
10
|
Choose One:
|
|
- Combat Skill Levels: +1 All Combat and
+1 OCV with Weapon of Choice
- Combat Skill Levels: +1 HtH and
+1 DCV
- Combat Skill Levels: +1 Ranged and
+1 DCV
- Combat Skill Levels: +5 OCV with Weapon of Choice
- Skill Levels: +1 Overall Level
- Penalty Skill Levels: +4 vs. Range Modifier and
+2 OCV with Weapon of Choice
- Penalty Skill Levels: +2 vs. Range Modifier and
+2 OCV with a Tight Group of Attacks
- Penalty Skill Levels: +2 vs. Range Modifier with All Attacks and
Telescopic Sight: +4 with Normal Sight only to Offset Range Penalties and
Enhanced Perception: +2 PER with Normal Sight
|
1
|
FAM: Acrobatics
|
3
|
Breakfall
|
3
|
Fast Draw
|
1
|
Warrior Elite: Right to Bear Arms or Equivalent For Culture
|
Value
|
Disadvantages
|
0
|
None
|
+55
|
Total Cost of Package
|
Cost
|
Options
|
4
|
Archer's Strength: +10 STR No Figured (-1/2), Only to Offset Strength Minima
of Bows (-1)
|
10
|
Lethal: Deadly Blow: +1d6 Killing, any circumstance, any weapon
|
7.5
|
Light Lethality: Deadly Blow: +1d6 Killing, any circumstance, any light weapon
|
+10
|
More Precise: Increase Find Weakness to Tight Group
|
+20
|
Incredibly Precise: Increase Find Weakness to All Attacks
|
+10
|
Reliably Precise: Increase Find Weakness to 13-
|
+40
|
Always Precise: Increase Find Weakness to 17-
|
6
|
Shifty: Combat Luck (3 PD/3 ED)
|
4
|
Dodgy: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Not Wearing
Armor (-1/2)
|
4
|
Second Skin: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Wearing
Light Armor (-1/2)
|
5
|
Passive Blocking: +3 DCV; OAF: Weapon of Choice (-1), vs HtH Only (-1)
|
-5
|
Physical Limitation: Old Injury (Infrequently, Slightly Impairing)
|
-5
|
Psychological Limitation: Warriors Code (Uncommon, Moderate)
|
-10
|
Psychological Limitation: Swashbuckler Mentality (Common, Moderate)
|
-10
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Rivalry with other Warriors (More Powerful, Group, Professional, Unaware, Outdo)
|
Larcenists are Rogues that use their wits and skills to basically steal, nick, and
make off with a wide variety of loot. They often concentrate on fast hands and faster
feet, as a caught thief is likely a dead thief. One step ahead of the pack, or one
step behind lurking in the shadows as they will, the Larcenist excels at living
outside of the rules and boundaries of social propriety and legal entanglements.
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Compared to other professions, the Larcenist never worries about an empty pocket,
because wherever there are people, there are funds to be fleeced.
|
Cost
|
Ability
|
9
|
Quick: +3 DEX
|
15
|
Advanced Move Silently & Hide in Shadows: Invisibility to Sight Group, Normal
Hearing, Reduced Endurance 0 END (+1/2) (34 Active Points); Only When Not Attacking
(-1/2), Only in Shadows or Darkness (-1/2), Requires A Stealth or Concealment Skill
Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4)
|
7
|
Deadly Blow (Sneak Attack): 1d6 KA Only With Blows Struck From Behind or Against
Surprised Targets; Real Cost: 7 points (per d6)
|
4
|
Evasive: Combat Luck (3 PD/3 ED) (6 Active Points); Not While Wearing Armor (-1/2)
|
1
|
WF: Short Blades
|
3
|
Concealment
|
3
|
Sleight of Hand
|
3
|
Stealth
|
3
|
Streetwise
|
1
|
FAM: Survival (Urban)
|
Value
|
Disadvantages
|
0
|
None
|
+55
|
Total Cost of Package
|
Cost
|
Options
|
1
|
Literacy w/ Native Language
|
15
|
Adroitness: DEX only for DEX Rolls: +10 DEX (30 Active Points); Only For DEX Rolls
(-1)
|
15
|
Adept: +3 with DEX Based Skills
|
16
|
Well Rounded: +2 with All Non-Combat Skills
|
20
|
Puissant: +2 with Overall
|
10
|
Lightning Reflexes: +10 with One Action
|
15
|
Improved Lightning Reflexes: +10 with All Actions
|
15
|
Open Lock: Lock picking (DEX based) + 6
|
10
|
Evasion: (Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove)
Snatch n Run (Flying Grab: 1/2 Phase, -2 OCV, -1 DCV, Grab Two Limbs, +10 STR for
holding on; FMove)
|
30
|
Sublime Lock picker: Suppress vs. Unusual Locks: 16d6, Variable Effect One Power
At A Time (Any 1 Power construct "Lock"; +1/4), Delayed Return Rate (points
return at the rate of 5 per 5 Minutes) (+1/2), Reduced Endurance 0 END (+1/2) (180
Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Character May Take
No Other Actions (-1/4), Limited Special Effect Uncommon SFX (-1), Lock Completely
reset after 5 Minutes (-1), Required Hands Two-Handed (-1/2), No Range (-1/2), Concentration
1/2 DCV (-1/4), Requires A Lock picking Skill Roll (No Active Point penalty to Skill
Roll, RSR Skill is subject to Lock picking Skill vs. Magic Skill of Locking Caster
-1/4)
|
25
|
Detect Traps: Detect A Class Of Things 14- [Separate Sense], Analyze, Discriminatory,
Increased Arc of Perception: 240-Degree, Range
|
2
|
*Sense Traps: Add Sense to above: +2 points
|
13
|
Trap Mastery: Security Systems +5
|
23
|
Sublime Remove Traps: Dispel Traps 20d6, Expanded Effect One At A Time (+1/4), Reduced
Endurance 0 END (+1/2) (105 Active Points); Extra Time 1 Turn (Post-Segment 12)
(-1 1/4), Character May Take No Other Actions (-1/4), Required Hands Two-Handed
(-1/2), Concentration 1/2 DCV, Must Concentrate throughout use of Constant Power
(-1/2), No Range (-1/2), Requires A DEX Roll (No Active Point penalty to Skill Roll
-1/2)
|
10
|
Move Silently & Hide in Shadows: Stealth +1, Concealment +1
|
25
|
Advanced Move Silently & Hide in Shadows: Stealth +1, Concealment +1 (Real Cost:
10) plus Invisibility to Sight Group, Normal Hearing, Reduced Endurance 0 END (+1/2)
(34 Active Points); Only When Not Attacking (-1/2), Only in Shadows or Darkness
(-1/2), Requires A Stealth or Concealment Skill Roll (Active Point penalty to Skill
Roll is -1 per 20 Active Points -1/4) (Real Cost: 15)
|
5
|
Detect Noise: +5 PER Normal Hearing
|
15
|
Advanced Detect Noise: +5 PER Normal Hearing (Real Cost: 5) plus Targeting Sense
(Normal Hearing) (Real Cost: 10)
|
11
|
Climb Walls: Climbing +4
|
26
|
Advanced Climb Walls: Climbing +4 (Real Cost: 11) plus Clinging (+15 STR) (15 Active
Points); Cannot Resist Knockback (-1/4), Requires a Climbing Skill Roll (-1/4)
|
15
|
Read Languages: Universal Translator 22- (31 Active Points); Written Only (-1)
|
7*
|
Deadly Blow (Sneak Attack): 1d6 KA Only With Blows Struck From Behind or
Against Surprised Targets; Real Cost: 7 points (per d6)
|
15
|
Scroll Use: Scroll Comprehension +5
|
15
|
Better Lucky than Good: 3d6 Luck
|
2
|
Thieves' Cant: (Language; basic conversation; literate)
|
-10
|
Psychological Limitation: Swashbuckler Mentality (Common, Moderate)
|
-15
|
Psychological Limitation: Self Centered (Common, Strong)
|
-5
|
Social Limitation: Prior Conviction (Got caught at some point in the past and has
done some time incarcerated or otherwise detained by the Law; known to local Law
Enforcement) (Frequently; Minor; Not Limiting In Some Cultures)
|
-10
|
Rivalry with other Rogues (More Powerful, Group, Professional, Unaware, Outdo)
|