Halfling Adventurer

(Tony Lashmar)

This article outlines optional Dragon Warriors* rules for the character Profession: The Halfling Adventurer.

Basic Information

While most Halflings* would never consider an adventuring life, occasionally a Halfling* gets a longing to adventure forth from their burrows and seek adventure out in the world. (This is believed to be a genetic defect passed on by the more troublemaking Halflings* of certain villages). Halflings* are not very good at fighting and are unable to wield magic of any kind. They cannot forge or create special weapons (although I have heard that thy create some of the finest tobacco, wine and tea-cakes you could ever find). Halflings* however, due to their size, can often avoid attention from the larger races and have several skills that adventuring parties may find quite useful.

Halflings* are well practiced at using slings and are capable of providing Missile Combat support to a party.

Halflings* can move quietly and are able to pick the pockets of unsuspecting passers by. They also have enhanced hearing and vision and can never be surprised. Halflings* are also excellent trackers and you will find that Halflings* have an amazing memory.

CHARACTER CREATION SUMMARY - Halfling Adventurer

A. Strength, Reflexes, Intelligence, Psychic Talent and Looks: Roll 3d6 for each. (Strength must be no more than 12 , Reflexes must be at least 12 and Intelligence must be at least 9 for the character to qualify as a Halfling Adventurer.)
B. Health Points: roll 1d6+4
C. Basic ATTACK 11, DEFENCE 5
D. Basic MAGICAL DEFENCE 3
E. Basic EVASION 5
F. Basic STEALTH 18, PERCEPTION 8
G. Initially equipped with………………….

Special Abilities of a Halfling Adventurer


WeaponsDue to their small size, Halfling Adventurers are only allowed to use the following weapons: Sling, Dagger, Shortsword, Cudgel, Staff

Sling SpecialistHalflings* almost exclusively use slings as their preferred weapon. To reflect this, Halfling Adventurers get +2 points to ATTACK when using a sling.

Combat Penalties for Wearing ArmorHalflings* are small and cannot carry large loads and find heavy armor restricts their movement too much. They suffer the following penalties when wearing heavier armor. Ringmail -2 from both ATTACK and DEFENCE Chainmail -3 from both ATTACK and DEFENCE Plate -5 from both ATTACK and DEFENCE, -1 EVASION

SurpriseHalfling Adventurers are able to move through woods quietly and will surprise enemies on a roll of 1-2 on a d6 when in the woods. Halflings* can never be surprised.

Enhanced VisionAll Halflings* have Elfsight* (Bk4. p.39)

PilferDue to their small size and small nimble fingers, Halfling Adventurers are experts at pickpocketing and 'lifting' small items from a person while next to him. Halflings* would never 'steal' anything intentionally but they have been known to 'borrow' things from time to time. The attampt to pilfer is made on a normal STEALTH vs PERCEPTION roll with a handicap of -2 from the Halfling's STEALTH SCORE. If the roll fails, the Halfling fails to get the item - and the GM checks to see if his would-be victim noticed the attempt (indicated by a roll of PERCEPTION or less on a d20)

PicklockHalfling Adventurers can pick locks the same way that Assassins* can. See Book 4, Pp.21-22

TrackHalfling Adventurers can track the same way that Assassins* can (See Book 4, Pp.23-24) with the exception that if in woods, Halfling Adventurers maysubtract 2 from the d20 dice roll.

MemorizeHalflings* never forget a thing, especially such things as people's faces and maps. They acquire the Assassin* ability Memorize* at 3rd rank.

Small StatureDue to their small size, Large creature find it harder to hit small and nimble creatures such as Halflings*. Any monster larger than human size receives a -2 ATTACK penalty when trying to attack a Halfling Adventurer in either close combat or with missile weapons. This does not apply to breath weapons.

Stats for an Average Halfling Adventurer

Rank Scores
  • 1st ATTACK 11 MAGICAL DEFENCE 3 STEALTH 18 DEFENCE 5 EVASION 5 PERCEPTION 8 Health Points 8
  • 2nd ATTACK 12 MAGICAL DEFENCE 4 STEALTH 19 DEFENCE 6 EVASION 5 PERCEPTION 9 Health Points 9
  • 3rd ATTACK 13 MAGICAL DEFENCE 5 STEALTH 20 DEFENCE 7 EVASION 5 PERCEPTION 10 Health Points 10
  • 4th ATTACK 14 MAGICAL DEFENCE 6 STEALTH 21 DEFENCE 8 EVASION 5 PERCEPTION 11 Health Points 11
  • 5th ATTACK 15 MAGICAL DEFENCE 7 STEALTH 22 DEFENCE 9 EVASION 6 PERCEPTION 12 Health Points 12
  • 6th ATTACK 15 MAGICAL DEFENCE 8 STEALTH 23 DEFENCE 9 EVASION 6 PERCEPTION 13 Health Points 13
  • 7th ATTACK 15 MAGICAL DEFENCE 9 STEALTH 24 DEFENCE 10 EVASION 6 PERCEPTION 14 Health Points 14
  • 8th ATTACK 15 MAGICAL DEFENCE 10 STEALTH 25 DEFENCE 10 EVASION 6 PERCEPTION 15 Health Points 15
  • 9th ATTACK 15 MAGICAL DEFENCE 11 STEALTH 26 DEFENCE 11 EVASION 7 PERCEPTION 16 Health Points 16
  • 10th ATTACK 15 MAGICAL DEFENCE 12 STEALTH 27 DEFENCE 11 EVASION 7 PERCEPTION 17 Health Points 17
  • 11th ATTACK 15 MAGICAL DEFENCE 13 STEALTH 28 DEFENCE 12 EVASION 7 PERCEPTION 18 Health Points 18
  • 12th ATTACK 15 MAGICAL DEFENCE 14 STEALTH 29 DEFENCE 12 EVASION 7 PERCEPTION 19 Health Points 19

As the table shows, all of a Halfling Adventurer's ability scores except ATTACK, DEFENCE and EVASION increase each time he/she goes up in rank. As Halflings* do not make good fighters and prefer to avoid combat, their ATTACK score can never exceeds 15. With experience however, Halflings may learn to better defend themselves. They may increase their DEFENCE score by 1 point each rank up to 5th rank. After 5th rank, Halfling Adventurers gain +1 DEFENCE every 2 levels. EVASION increases in the normal way +1 at 5th rank and another +1 at 9th rank.

Notes

One thing that I have found lacking in the standard DW rules is that Halflings* are not included as potential race choices for PCs. There are many instances in Fantasy literature where Halflings* play pivotal roles within adventuring parties. Bilbo Baggins (The Hobbit, LOTR), Frodo Baggins (LOTR), Tasselhoff Burfoot the Kender (Dragon Lance) and Willow (Willow) are just a few. Dave Morris, Author of DW states that Halflings* can be treated as Knights* but cannot ever rise above 3rd rank. I thought long and hard about this and decided that this restriction is fine for Halflings* who wish to be Knights*, fighters or guards protecting their villages but what about if we wanted Halfling heroes like the ones mentioned above? I have devised a set of rules that allows Halfling* characters to be played as PCs while hopefully maintaining the spirit of the original DW rules. The Halfling Adventurer is a mix between the Halfling* entry in Book 1 (Pp.98-99) and the Assassin* class in DW Book 4 (Pp.9-30). Halfling Adventurers still cannot fight better than a 3rd rank Knight*, although they may learn to defend themselves better with limited success. Halflings* do not get the more violent traits and abilities of the Assassin* class but do however get several skills that may prove to be invaluable to an adventuring party. Thanks Tony Lashmar. This document copyright Ó Tony Lashmar 2003 DW text references and excerpts copyright Ó Dave Morris 1985, 1986 This document is created as an optional extension to the Dragon Warriors* rules written by Dave Morris and Oliver Johnson. These rules were devised in the spirit of DW and make no attempt to replace or modify existing rules in the DW texts. These rules may be copied for private gaming and play-testing purposes. First published in the DragWars file archive.

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