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) |
A servant of a more organized Church, the
Patriarchal Priest is the product of a structured
environment, probably from a larger urban
area with many competing Churches. If he
survives into late middle age, the Patriarchal
Priest will be "somebody" in their
religion, perhaps even eventually ascending
to the head of their order. In the meantime
they forward their religion at every opportunity
and do what they are told to do by their
Church elders. This occasionally requires
the Patriarchal Priest to get involved with
things that they'd rather not, but it's
all for the greater good of the Church.
|
Patriarchal Priests are fun to play because
they lend a different perspective
to the typical "priest in plate mail"
trope of the genre; they are not martial
in the least, and their abilities lend themselves
better to urban and political campaigns
than dungeon romps. |
Cost |
Ability |
55 |
Ecclesiastic
Package |
20 |
Knowledge
Domain Package |
20 |
Law Domain Package |
5 |
Divine Investiture
Package |
100 |
Total Cost of Abilities |
Value |
Disadvantages |
-5 |
Social Limitation: Duty to Specific Church
(Infrequently, Impairing) |
+95 |
Total Cost of Package |
The Dominine Magic System is
detailed
here. |
This Package Deal is for Domini using
the Prepared Model |
Ecclesiastics tend to be a type-A personalities, forward and authoritative.
They tend to focus on their church or organization and the intricacies of
their religion's dogma. The antithesis of the Meditative, Ecclesiastics
present their religion to the masses via well worded tenants and easy to
remember catechisms more than actual spirtual understanding. To the
Ecclesiastic it is enough that they understand; they will explain it to the
masses. Other Priests sometimes question the Ecclesiastic's methods, but
their encyclopedic knowledge of the letter of their religion's dogma usually
allows them to turn the tables on their challengers and come out ahead for
it. |
Ecclesiastics can be fun to play since they represent the almost
stereotypical proselytizing, sermonizing priest. |
Cost |
Ability |
37 |
Prepared VPP (30 Pool) |
7 |
Power Skill:
Faith (EGO) +2 |
1 |
Literacy w/
Native Language |
2 |
Learned: KS: General
Religion (General) |
3 |
Powerful Speaker: Oratory |
3 |
Well Spoken: Persuasion |
2 |
Forceful: +2 PRE |
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) |
5 |
Bright: +5 INT |
10 |
Resolute: +5
EGO |
20 |
Willfull: +10
EGO |
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) |
-15 |
Psychological Limitation:
Inability to see the bigger picture (Common,
Strong) |
-10 |
Rivalry with other Priests (More
Powerful, Group, Professional, Unaware, Outdo) |