Halflings (RQ)

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Characteristics (Average) Attributes 1d20 Location AP/HP
STR: 2d6 (7) Action Points 3 1-3 Right Leg 0/4
CON: 3d6 (11) Damage Modifier -1d4 4-6 Left Leg 0/4
SIZ: 1d4+2 (4) Magic Points 11 7-9 Abdomen 0/5
DEX: 3d6+3 (14) Movement 4m 10-12 Chest 0/6
INT: 2d6+6 (13) Strike Rank 14 13-15 Right Arm 0/3
POW: 3d6 (11) Armor None 16-18 Left Arm 0/3
CHA: 3d6 (11) Abilities Shadow Sense 55%, Shadow Walk 55% 19-20 Head 0/4
Magic None
Skills: Athletics 41%, Brawn 35%, Craft (Any) 57%, Customs 66%, Deceit 46%, Endurance 62%, Evade 68%, Insight 54%, Locale 66%, Lore (Agriculture) 56%, Perception 64%, Sleight 55%, Stealth 67%, Unarmed 41%, Willpower 52%
Combat Style: Halfling Constable (Buckler, Shortsword, Sling) 51%
Weapons Size/Force Reach/Range Damage AP/HP
Shortsword (Halfling Sized) S S 1d4+1-1d4 6/8
Buckler M S 1d3-1d4 6/9
Sling L 10/150/300 1d8-1d4 1/2





Shadow Sense: (POW*5) Halflings possess the ability to attune their vision to the shadow world. This provides them with a limited ability to sense undead, necromantic magic, powerful evil, and areas where the veil between Aebrynis and the Shadow World is thin. These abilities function just like the spells Detect Undead, Detect Evil and Detect Magic (necromancy only) and are usable at will.

Shadow Walk: (POW*5) Halflings may also note places where the barriers between worlds are thin, and they may use their innate powers to move between them. Both of these effects require an ability roll and MP expenditure. The difficulty and MP cost will vary depending on the strength of the veil in the area.