A variety of
Halfling that seems to be more closely related to Dwarves, Stouts combine
many of the advantages of Dwarves and Halflings and make an excellent Player
Character race. However, they may not exist in all settings. Stouts tend to
act like a cross between Dwarves and Halflings might be
expected to act, basically prosaic
stay at home types, but also durable and stalwart on the defense
and often are skilled spelunkers. |
You may
need GM permission to play a Stout Halfling as they may not exist
within the setting. |
Cost |
Ability |
3 |
Deft: +1 DEX |
10 |
Quick: +1 SPD |
2 |
Durable: +1 CON |
2 |
Sturdy: +1 BODY |
2 |
Stubborn +1 EGO |
5 |
Doughty: Power Defense: 5 |
5 |
Small & Dodgy: +1 DCV |
5 |
Sneaky: Stealth +1 |
3 |
Accurate: Range Skill
Levels: +1 All Attacks (Only to offset the Range Penalty) |
3 |
Alert: +1 PER All
Senses |
5 |
Unafraid: +10 PRE,
Defensive Only (-1) |
8 |
Poison Resistance: Immunity
to Poisons, Activation 15- (-1/4) |
5 |
Infravision: Infrared
Perception |
1 |
Longevity: LS: 100 Years |
Value |
Disadvantages |
-20 |
Normal Characteristic Maxima |
-5 |
Distinctive Feature: Stout
Halfling
(Concealable w/ Magic, Noticed, Not Distinctive in Some Cultures) |
-5 |
Physical Limitation: Small (3 ft -
5 ft; 80 to 185 lbs) |
-2 |
Slow: -1" Running |
-1 |
Small: -1 STR |
-1 |
Rough-hewn: -2 COM |
+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) |
The Dominine Magic System is detailed
here.
|
This Package Deal is for Domini using the Prepared Model
|
The Devoted aren't usually the most cerebral of people; in some cases they hail
from the backwoods and can barely even read, but they don't need booksmarts to know
how they feel about their chosen Patron. The Devoted puts all of their energy and
vigor into forwarding the interests of their religion and spreading the word to
those who need to hear it. More erudite or cereberal Priests might look askance
at them, but nonetheless the Devoted's Patron often seems to favor them with Divine
protection.
|
A Devoted can be fun to play for players that like holy-roller "biblos-thumping"
type characters, out to spread the word of their faith and take on any challenges
that arise in the process.
|
Cost
|
Ability
|
18
|
Prepared VPP (15 Pool)
|
5
|
Power Skill: Faith (EGO) +1
|
1
|
Literacy w/ Native Language
|
10
|
Divine Favor: Combat Luck 6 PD/6 ED; Only Usable While In Good Standing With Faith
(can't be removed; -1/4)
|
3
|
Unshakeable: Mental Defense +5; Only Usable While In Good Standing With Faith (can't
be removed; -1/4); Activation 15- (-1/4)
|
3
|
Unassailable: Power Defense +5; Only Usable While In Good Standing With Faith (can't
be removed; -1/4); Activation 15- (-1/4)
|
10
|
Divine Resistance: Magic Damage Reduction, Resistant, 25% (15 Active Points);
Only When Serving The God's Purposes (-1/2)
|
1
|
Reputation: Blessed by their Patron; within their religion, 11-
|
Value
|
Disadvantages
|
0
|
None
|
+55
|
Total Cost of Package
|
Cost
|
Options
|
*19
|
Higher Spell Level Pool: +15 Pool
|
6
|
Unshakeable: +10 Mental Defense; Requires a Faith Roll (-1/2), Only Usable While
In Good Standing With Faith (can't be removed; -1/4)
|
10
|
Resolute: +5 EGO
|
20
|
Willfull: +10 EGO
|
5
|
Battle Trained: AF: Medium Armor, AF: Shield, Penalty Skill Levels: +1 to Offset
DEX and DCV Penalties of Armor
|
2
|
WF: Priest Group (Mace, Hammer, Morning Star)
|
-5
|
Social Limitation: Religion at Odds with Governement (Hassled by local officials,
gaurdsmen, patriots, etc) (Frequently; Minor; Not Limiting In Some Cultures)
|
-10
|
Rivalry with other Priests (More Powerful, Group, Professional, Unaware, Outdo)
|