Halfling Busybody
Cost Ability
10 Hairfoot Halfling
55 Bookworm
55 Rapscallion
3 Hale: +3 STR
2 Sharp: +2 INT


Total Cost of Template

Race Package Deal
Hairfoot Halfling
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


Total Cost of Package

Race Package Deal
Halfling Options
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)

Basic Package Deals
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)

Package Deals
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)