Size Modifier: -2
ST 8 [HP: 8]
DX 12 [Will: 10]
IQ 11 [MP: 20]
HT 10 [FP: 10]
Perception: 11
Speed: 5.5
Move: 4
Base Lift: 13
Language:
Advantages:
High Manual Dexterity 2
Luck
Perks:
Hospitable
Disadvantages:
Pacifism (Reluctant Killer)
Quirks:
Careful
Congenial
Skills:
Throwing (DX/A) +2
ST -2 [-20], DX +2 [+40], IQ +1 [+20],
Will -1 [-5], MP -1 [-2], FP -1 [-3], Move -1 [-5], Size Modifier -2 [0]
High Manual Dexterity 2 [+10], Luck [+30], Hospitable [+1],
Pacifism (Reluctant Killer) [-5], Careful [-1], Congenial [-1].
Skill Throwing +2 ranks [+2].
High Manual Dexterity 2
Halfling hands are smaller and more dexterous than those of the larger races, as a result they have remarkably fine motor skills. This gives halflings +2 to DX for tasks that require a delicate touch. This includes all DX-based rolls against Artist, Jeweler, Knot-Tying, Leatherworking, Lockpicking, Pickpocket, Sewing, Sleight of Hand, and Surgery, as well as DX-based rolls to do fine work with Machinist or Mechanic (e.g., on clock- work). This bonus doesn’t apply to IQ-based tasks or large-scale DX-based tasks, nor does it apply to combat-related die rolls of any kind.
Luck
You were born lucky!
Once per hour of play, you may reroll a single bad die roll twice and take the best of the three rolls!
You must declare that you are using your Luck immediately after you roll the dice. Once you or anyone else has made another die roll, it is too late to use Luck. If the GM is rolling in secret (e.g., to see if you notice something), you may tell him you are using your Luck ahead of time, and he must roll three times and give you the best result.
Your Luck only applies to your own success, damage, or reaction rolls, or on outside events that affect you or your whole party, or when you are being attacked (in which case you may make the attacker roll three times and take the worst roll!). You cannot share Luck.
If Strong Sam is trying to kick open a door, Lucky Lou can’t stand behind him and transfer his Luck. He’ll have to kick that door himself.
Once you use Luck, you must wait an hour of real time before using it again.
You cannot use Luck at 11:58, then again at 12:01, and you can't save up Luck, playing for hours without using Luck and then use it several times in a row.
Hospitable
Halflings are a welcoming people that believe in being friendly and generous to guests, visitors, and friend. They tend to work toward making whatever space they occupy a place that offers a pleasant and supportive environment.
Pacifism (Reluctant Killer)
Halflings, as a rule, are opposed to violence. Their communities tend to have almost none and they don't play violent sports or games growing up. As a result most Halflings leaving their homeland are psychologically unprepared to kill people.
Whenever you make a deadly attack (e.g., with a knife or a gun) against an obvious person whose face is visible to you, you are at -4 to hit and may not Aim. If you cannot see the foe’s face (due to a mask, darkness, or distance, or because you attacked from behind), the penalty is only -2, save in close combat.
You have no penalty to attack a vehicle (even an occupied one), an opponent you do not believe is a person (including things with Horrific or Monstrous appearance), or a target you can’t actually see.
If you kill a recognizable person, you immediately suffer a nervous breakdown. Roll 3d and be totally morose and useless (roleplay it!) for that many days. During this time, you must make a Will roll to offer any sort of violence toward anyone, for any reason.
You have no problem with your allies killing; you may even supply ammo, loaded weapons, and encouragement! You just can’t do the killing yourself.
Careful
Halflings are the smallest of the humanoid races, as a result they tend to be mindful of their environment when outside of the home lands. This is a quirk-level version of Cowardice. You are naturally cautious, always on the lookout for danger. You dedicate extra time and money to preparations before venturing into a dangerous situation.
Congenial
Halflings are a community minded people, used to working together to accomplish their goals. This is a milder version of Chummy. You like company and you work well with others. You always choose group action over individual action.
Halflings have a Winged variant called Aziri, named after the goddess of air that blessed them with wings originally. The blessing traded the blessing of wings for the natural luck the halflings enjoy. Aziri have keen eyes and are known to have a playful nature.
Cost: 5 points
Stats: FP +1 [+3], Speed (Flight) +1 [+5]
Additions: Light* [-2 points], Flight (Cannot hover, Winged) [+24 points], Acute Sense (Vision) 2 [+4 points], Temperature Tolerance 1 (Cold) [1 point]
Deduction: Luck [-30]
Light
Light creatures weight 2/3 the weight their ST would normally apply for their size. This gives them an additional -2 to their ST when figuring out Knock Back resistance.
Light can be taken with Skinny, The Disadvantages are additive.
Flight
Winged: You use large wings to fly. Wingspan is at least twice your height. In order to take off, land, or maneuver, you must have an open area with a radius equal to your wingspan in all directions. If your wings are bound, or if a wing is crippled (more than 1/3 of your wings, if you have more than two), you cannot fly. Treat wings as arms for the purpose of targeting and crippling. If you wish to strike blows or manipulate objects with your wings, you must pay for them as Strikers or Extra Arms in addition to the cost of Flight.
Cannot Hover: You must always move at least 1/4 your top airspeed (round up) when flying.
Acute Sense (Vision) 2
Your vision is much sharper than that of a human. You gain +2 on all sense rolls involving your vision.
Temperature Tolerance 1
Every character has a temperature “comfort zone” within which he suffers no ill effects (such as FP or HP loss) due to heat or cold. For ordinary humans, this zone is 55° wide and falls between 35° and 90°. For the Aziri this zone is expanded, lowing the cold end of the spectrum by HT. Temperature Tolerance confers no special resistance to attacks by fire or ice unless the only damage is a result of a rise or fall in the ambient temperature. In particular, it cannot help you if your body temperature is being manipulated.
3D Spatial Sense (Air Only)
Aziri don't just see the world; they understand the geometry of the sky. They can calculate dive angles and intercept vectors instinctively. +1 to Aerobatics, Navigation (Air), and Flight rolls. It also negates penalties for fighting while inverted or "looping."