Halflings are happiest when relaxing in their tidy homes or sitting in the village pub, laughing with their friends over mugs of Belinda’s Finest Stout.
The wider world seems large and dangerous, filled with people of low character and evil intent. Yet halflings do find their way into the most unexpected places, and when faced with peril, they overcome their misgivings and do what needs to be done. The reason? Luck. Halflings have all the luck in the world.
Creating A Halfling
Starting Attribute Scores Strength 9, Agility 11, Intellect 10, Will 11.
Perception equals your Intellect score
Defense equals your Agility score
Health equals your Strength score
Healing Rate equals one-quarter of your Health, round down
Size 1/2 Speed 8 Power 0 Insanity 0 Corruption 0
Languages and Professions You speak the Common Tongue.
Good Fortune Whenever a creature within short range rolls a 1 on any die, you can use a triggered action to discard the roll and let the creature roll the die again.
Uncommon Courage When you become frightened, you can use a triggered action to make a Will challenge roll. On a success, you remove the affliction.
Level 4 Expert Halfling
Characteristics Health +4
You learn one spell or choose one of the talents below.
Cunning Escape If you make an attack roll with at least 1 boon, you can choose to reduce the number of boons by 1. After the attack, you can move up to half your Speed without triggering a free attack.
Expert Thrower When you attack with a thrown weapon or a sling, you make the attack roll with 1 boon. Rising Fortunes Whenever you roll a 6 on the die for a boon, you make all succeeding attack rolls and challenge rolls with 1 boon for 1 round.
Shake Off The Pain When you would use Uncommon Courage and you get a success on the challenge roll, you can choose to remove one of the following afflictions: fatigued, impaired, or frightened.
Halfling Age
3d6 | Age |
---|---|
3 | You are a teen, 16 years old |
4-7 | You are an adolescent, 17 years old |
8-12 | You are a young adult, 18 to 35 years old |
13-15 | You are a middle-aged adult, 36 to 55 years old |
16-17 | You are an older adult, 56 to 75 years old |
18 | You are a venerable adult, 76 years or older |
Halfling Build
3d6 | Build |
---|---|
3 | You are quite small for a halfling, standing just 2 feet tall and weighing 40 pounds. |
4 | You grew horizontally instead of vertically. You have a rounded body and short, stubby limbs. |
5-6 | You are short for a halfling. |
7-8 | You are skinny no matter how much you eat. |
9-12 | You are normal height and weight for a halfling. |
13-14 | Good living has rewarded you with considerable bulk. |
15-16 | You are tall by halfling standards and can pass for a short human. |
17 | You are tall and slender, with a willowy body. Your family claims you have faerie blood. |
18 | You are enormous for a halfling, standing 5 feet tall and weighing close to 200 pounds. Increase your Size to 1. |
Halfling Appearance
3d6 | Appearance |
---|---|
3 | Luck saved your life, but you did not escape death unscathed. You bear horrific scars, your appearance a mess that evokes revulsion in anyone who lays eyes on you. |
4 | You are downright ugly. Your features look like they wandered around your head and settled in where they felt comfortable. |
5-6 | You have an unattractive quality that ruins your otherwise plain appearance. |
7-8 | You have no distinctive physical qualities. People sometimes forget you are there. |
9-12 | You are perfectly average and unremarkable. |
13-14 | Other halflings find you attractive, likely due to your winning personality. |
15-16 | You are attractive. |
17 | You are striking, catching the eye of halflings and humans alike. |
18 | You are a great beauty, an individual perfect by the standards of your people and others. When you enter a room, people notice. |
Halfling Background
d20 | Background |
---|---|
1 | Your curiosity led you to a very dark place, where you witnessed something that unhinged your mind. You start the game with 1d3 + 1 Insanity. |
2 | You discovered a terrible secret. To keep your family safe, you decided to disappear. |
3 | Hard times forced you to make ends meet by committing crimes. Gain one criminal profession. |
4 | You stole something of great importance. Someone else took the blame and was executed for the crime. |
5 | A nasty plague wiped out your community. You were the sole survivor. |
6 | An orc captured you and kept you as a prisoner for 1d6 years. The orc believed you were a lucky charm. |
7 | You went spelunking and became lost until a group of gnomes rescued you. |
8 | You have terrible wanderlust. You can’t stay put for more than a few weeks at a time. Add one language to the list of the languages you can speak. |
9 | You worked a series of terrible jobs in a large city. |
10 | You earned a living working in your profession. |
11 | A human fell in love with you, but you rejected the relationship. |
12 | You have a large immediate family with 2d6 + 3 members. |
13 | You befriended a powerful witch or wizard who came to visit your community. |
14 | You received an education. You know how to read the Common Tongue. |
15 | When your town came under attack, you led your people to safety. |
16 | One time, an ogre swallowed you whole. Somehow, you survived and came out the other end, filthy but intact. |
17 | You were abducted by faeries, but you managed to escape. |
18 | You went on a long journey with a band of dwarfs. You plan to write about your experiences one day. |
19 | You found an odd treasure in a cave. You start the game with one enchanted object of the GM’s choice. |
20 | You came into money and start the game with 3d6 copper pennies. |