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.
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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
|
Unafraid: +10 PRE, Defensive Only (-1)
|
5
|
Starlight Vision: Nightvision
|
1
|
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
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Weedy: -3 STR
|
-6
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Weedy: -3 CON
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-6
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Weedy: -3 BODY
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-1
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Unimpressive: -1 PRE
|
+15
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Total Cost of Package
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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) |
Masters of
derring do, a true Swashbuckler knows that its not what you do -- its how
you do it that counts. Most typically a melange of Fighter-Rogues,
Swashbucklers favor wit, panache, personal style, and savoir faire in all
their dealings, and try to never take anything to seriously, except for
their reputations and challenges to their person. |
Swashbucklers are competitive to a fault and tend to like making other less
individualistic warriors out to be clods. Swashbucklers are one of the most
fun archetypes to play, as they have a certain zest for life and
devil-may-care attitude that can be very enjoyable to portray. |
See also:
Swashbuckler-Bon Vivant |
Cost |
Ability |
51 |
Light Foot Package Deal (Remove
Acrobatics & Breakfall, -4) |
24 |
Acrobatics Skills Package Deal |
27 |
Buckle-swashing
Weapon Art (Weapon Based): |
5 |
- Riposte Slash: 1/2 Phase, +1 OCV, +3 DCV, Weapon Strike
|
4 |
- Parry: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
|
4 |
- Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll
|
4 |
- Blade Bind: 1/2 Phase, +1 OCV, +0 DCV, Bind, +10 STR
|
4 |
- Escape Bind: var Phase, +0 OCV, +0 DCV, +15 STR to escape Bind
|
4 |
- Ward off: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
|
0 |
- Weapon Element: Weapon of Choice
|
2 |
|
102 |
Total Cost of Abilities |
Value |
Disadvantages |
-10 |
Rivalry with
other Warriors (More Powerful, Group, Professional, Unaware, Outdo) |
-10 |
Psychological Limitation:
Swashbuckler Mentality (Common, Moderate) |
+82 |
Total Cost of Package |
As the name would indicate Light Foot typically fight on foot. They generally wear
lighter armor and wield lighter weapons.
|
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)
|