The most
common type of Halfling by far in most settings, Hairfeet are essentially
Hobbits in all particulars. They are small, often like to eat a lot, and
ill-suited to lives of adventure. The one area where they particularly excel
is stealth. Still, some Hairfeet lead adventuring lives. |
Cost |
Ability |
6 |
Deft: +2 DEX |
10 |
Quick: +1 SPD |
5 |
Doughty: Power Defense: 5 |
10 |
Small & Dodgy: +2 DCV |
7 |
Sneaky: Stealth +2 |
5 |
Hidey: Concealment +1 |
6 |
Accurate: Range Skill
Levels: +2 All Attacks (Only to offset the Range Penalty) |
3 |
Alert: +1 PER All
Senses |
5 |
Unafraid: +10 PRE,
Defensive Only (-1) |
1 |
Longevity: LS: 100 Years |
Value |
Disadvantages |
-20 |
Normal Characteristic Maxima |
-5 |
Distinctive Feature:
Hairfoot Halfling
(Concealable w/ Magic, Noticed, Not Distinctive in Some Cultures) |
-5 |
Physical Limitation: Small (2.5 ft -
4 ft; 50 to 110 lbs) |
-2 |
Short Legs: -1" Running |
-5 |
Weak: -5 STR |
-4 |
Weak: -2 BODY |
-2 |
Simple: -2 INT |
-5 |
Unimpressive: -5 PRE |
+10 |
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) |
The Wizardry Magic System is
detailed
here. |
Bookworms
take to the scholarly aspect of Magic more so than the means-to-power aspect.
They tend to get distracted by the initial rush of cantrips they are taught, and often have a shockingly broad array of minor Spells at their
disposal. Lacking the ambition of more aggressive Wizards they are just as
happy studying another new cantrip as another Wizard would be to to ascend
to a higher order of magnitude in their casting capacity. |
In addition to their scholastic
mastery of Wizardry, Bookworms tend to be multi-literate as well. In their
pursuit of obscure facts and details, some Bookworms come into contact with tomes
and other works written in a variety of languages. The Bookworm often dutifully
puzzles out languages as they come across them. Some other Bookworms are focused on an aspect of Magic
practiced by a particular Race or culture that annotated their Spells in a
specific language and will become masters of that language pursuant to their
studies. Still other
Bookworms are content to just be able to make out the gist of a lot of
diverse languages. |
As they
progress, Bookworms often continue the same pattern of quantity over
quality, having a capacity to cast a lot of Spells at each Spell Level, but
not able to cast as high a level of Spells as other Spellcasters that are
more focused in their pursuits. Bookworms also tend to pick up a number of
KS: Lore skills in their studies, and are often sought out by less scholarly
wizards for their specialized and deep knowledge of various subjects. In
middle and old age, many Bookworms become Sages, or find work as instructors
for Apprentices teaching the lower level Spells which they have mastered so
well, making their living by their knowledge rather than their Wizardly
Arts. |
Cost |
Ability |
17 |
Wizard
VPP (15 Pool) |
3 |
Scholar |
16 |
All Wizardly Spell Schools
(KS: Abjuration, KS: Conjuration, KS: Divination, KS: Enchantment,
KS: Evocation, KS: Illusion, KS: Necromancy, and KS: Transmutation) |
2 |
Esoterica: +2 with any one Wizard School
Skills or +1 with any two Wizard School Skills |
1 |
Literacy w/ Native Language |
3 |
Linguist |
8 |
Languages (8
points) |
Value |
Disadvantages |
0 |
None |
+55 |
Total Cost of Package |
Cost |
Options |
*17 |
Higher Spell Level Pool:
+15 Pool |
5 |
Bright: +5 INT |
10 |
Brilliant: +10 INT |
5 |
+1 with All Int
Based Rolls |
2 |
WF: Wizard Group (Dagger,
Darts, Staff) |
-15 |
Psychological Limitation:
Easily distracted by new facts/information (Common,
Strong) |
-15 |
Psychological Limitation:
Inability to see the bigger picture (Common,
Strong) |
-10 |
Rivalry with
other Wizards (More Powerful, Group, Professional, Unaware, Outdo) |
Rapscallions
are those who are off the straight and narrow either in fact or in spirit.
Alert to opportunity, quick witted and cagey, Rapscallions have a solid core
of potential allowing them to adapt to whatever course fate presents them. |
They represent both the best and worst of Rogues, for they are naturally
talented but often choose to put that talent to primarily selfish ends |
Cost |
Ability |
6 |
Quick: +2
DEX |
2 |
Fleet: +1" Run |
3 |
Quick Witted:
+3 INT |
3 |
Glib: +3 PRE |
4 |
Determined: +2
EGO |
3 |
Alert: +1 All
PER |
1 |
Hard Bargainer:
+1 to Resist Bargaining |
1 |
Blas: +1 to
Resist Oratory |
1 |
Immovable: +1
to Resist Persuasion |
1 |
Tight-lipped:
+1 to Resist Conversation |
1 |
Resistance: +1
to Resist Interrogation/Questioning |
10 |
Puissant: +1
Overall Level |
3 |
Bribery |
3 |
Conversation |
3 |
Persuasion |
3 |
Streetwise |
2 |
Survival: Urban |
3 |
Trading |
1 |
WF: Short
Blades |
Value |
Disadvantages |
0 |
None |
+55 |
Total Cost of Package |
Cost |
Options |
1 |
Literacy w/ Native Language |
3 |
Well Connected |
var |
Contacts |
var |
Favors |
var |
Successful: Money |
var |
Street Credibility:
Reputation Perk |
var |
Established: Base(s) |
var |
Established: Followers |
2 |
Thieves' Cant: (Language;
basic conversation; literate) |
-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) |