Halflings

By Vaeron, in WFRP House Rules

Proposed, possible Halfling characteristics and career selections... Any thoughts? Adjustments and balance recommendations welcome (thx Bertolac and NeoSamurai). They'd probably fall somewhere between 1 and 2 hammers during rolls for race selection.

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Strength: 2

Toughness: 2

Agility: 3

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Intelligence: 2

Willpower: 2

Fellowship: 3

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Wounds: 7 + toughness

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A halfling begins play with 20 character points.

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Child of the Moot: During character creation, a halfling may receive free training in one of the following skills: Charm, Coordination, Guile or Stealth

Inconspicuous: A halfling gains a fortune die to all Stealth or Skullduggery checks in urban areas where inattentive big folks, big items, and obscuring architecture may be about.

Natural Trickster: A halfling character spends 1 less advance on career changes with the Rogue keyword. (an alternative to this is under discussion)

Night Vision: Two fewer misfortune dice are added to a halfling's dice pool for any effects from darkness or lack of sufficient light.

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Halfling Careers: (a recommended alternative here is just to allow halflings access to all careers that are open to humans and at least 1 other race)

Agitator

Barber-Surgeon

Bounty Hunter

Burgher

Commoner

Dilletante

Gambler

Hunter

Mercenary

Messenger

Rat Catcher

Scout

Smuggler

Soldier

Student

Thief

Watchman

Will be starting a game up within the next few days, so any ideas that would help make this playable by then would be awesome. I will update the main post with any consensus recommendations.

Thoughts on a Possible Racial breakdown?

0 hammers: Reiklander

1 hammer: Reiklander or Dwarf

2 hammers: Dwarf or Halfling

3 hammers+: Halfling or Elf

How about for careers:

Halflings can enter any career that is available to Humans, as long as is not ONLY available to Humans.

With this rule you don't have to consult a list of available careers and certaily don't have to keep updating that list.

This means that Human careers that Halflings cannot enter from the Core Set are: Acolyte, Apprentice Wizard, Commoner, Disciple, Flagellant, Initiate, Roadwarden, Witch Hunter and Zealot.

Admittedly, Commoner is suitable for Halflings but it's best to keep things neat as I think the others on that list are all those that you'd restrict anyway.

Vaeron said:

Child of the Moot: During character creation, a halfling may receive free training in one of the following skills: Ballistic Skill, Coordination, Skullduggery or Stealth

Inconspicuous: A halfling gains a fortune die to all Stealth or Skullduggery checks in urban areas where inattentive big folks, big items, and obscuring architecture may be about.

Natural Trickster: A halfling character spends 1 less advance on career changes with the Rogue keyword.

Night Vision: Two fewer misfortune dice are added to a halfling's dice pool for any effects from darkness or lack of sufficient light.

These characteristics are a bit too confining towards a rogue predisposition imo. I'd remove Natural Trickster and place some type of magic or Chaos resistance (something like Resistant to Chaos: Chaos magic effects targeting a halfling gain 1 Challenge die). For Child of the Moot, I'd remove Ballistic skill and Skullduggery to add Tradecraft and Guile or Charm. This touches on both the holistic lifestyle of the halflings while adding to the perception that they aren't exactly trustworthy without giving them thief capabilities. Giving them something like Resistant to Chaos adds to the logic on how they might be able to hold the Moot from being taken by Sylvaniaof course that might have to do more with the vampires not wanting pint sized undead other than human children, but still...

anywho, I do like the attempt to avoiding a list of accessible careers, but I do dislike the limiting it to keying off human only careers. that means the halfling character cannot be many things they are perfect for (commoner, ratcatcher, messenger, gambler, barber-surgeon, agent, student, dilletante, etc.). perhaps allowing them to go into careers that key on just human only or human and dwarf only.

NeoSamurai said:

bit too confining towards a rogue predisposition imo.

I agree with this, and originally had it as any career with the Rogue or Social keyword. Then I realized almost all the careers I'd listed had the social component, and the remaining pretty much all had the rogue component (exceptions were things like bounty hunter, soldier, etc) so it was virtually the same as just giving them an all-around 1 less advance bonus.

I agree that Chaos Resistance is a good alternative, but haven't been able to figure out how to implement it. Perhaps represented by a resistance to Fear/Terror or Insanities counting as 1 less severity? What are your thoughts?

Thanks guys.

Vaeron

I'd think adding an extra challenge die to the targeting character's roll would work for Chaos resistance.

How about:

Chaos Resistant: Halflings add a fortune die to Discipline checks resisting Fear or Terror, as well as to their attempts to overcome insanities with the Chaos keyword.

Vaeron said:

Will be starting a game up within the next few days, so any ideas that would help make this playable by then would be awesome. I will update the main post with any consensus recommendations.

Thoughts on a Possible Racial breakdown?

0 hammers: Reiklander

1 hammer: Reiklander or Dwarf

2 hammers: Dwarf or Halfling

3 hammers+: Halfling or Elf

0 Hammers - Reiklander

1 Hammer - Reiklander or Halfling

2 Hammers - Reiklander, Halfling or Dwarf

3 Hammers - Reiklander, Halfling, Dwarf, or Wood Elf

4 Hammers - Reiklander, Halfling, Dwarf, Wood Elf, or High Elf

Careers, everything except...

The unique Elf and Dwarf classes

The religious or magical classes - Zealot, Witchhunter, Flagellant, Initiate, Disciple, Acolyte, Apprentice Wizard

The heavy combat classes - Pit Fighter, (Soldier and Mercenary are probably ok).

Other then those, everything goes.

Vaeron said:

How about:

Chaos Resistant: Halflings add a fortune die to Discipline checks resisting Fear or Terror, as well as to their attempts to overcome insanities with the Chaos keyword.

That's more Fear Resistant, imo. Maybe Halflings can "add +1 Difficulty (the Black Dice) to any Chaos action targeting them".

Lord Kruge said:

Vaeron said:

The heavy combat classes - Pit Fighter, (Soldier and Mercenary are probably ok).

Other then those, everything goes.

In some cases, I could see a Halfling pitfighter being very successful. Although to make heavy combat careers more inappropriate, I'd lower a halfling's starting strength to 1. With a lot of melee option careers giving the potential for a Stength bonus, halfling melee monsters would be more prevalent than setting suggests. Though the character type can exist (for soldier, watchman, mercenary, etc.) it becomes a heavier investment. Essentially, lower strength starting out makes eliminating Pit Fighter from a halfling's career options more appropriate for the setting.

I hate to say it, but I'd start halflings out at STR 1.

jh

Emirikol said:

I hate to say it, but I'd start halflings out at STR 1.

jh

Yeah, probably. I was still thinking about that one, but it makes sense.

Here is my take on the Halfling Race Traits

Strength - 1

Toughness - 2

Agility - 3

Intelligence - 2

Willpower - 2

Fellowship - 3

Starting Wounds 7+Toughness

Creation points 20

Lucky Littile Fellows: A Halfling is not more lucky than any other race in the old world, but to be a true hero this halfling do need more luck than other races! He therefore have 4 fortune points instead of 3.

Resistance to chaos: A Halfling Player can ignore one chaos star roll on any dice roll. He may never join any Career that uses Power or Favour Dice Pools. Any enemy targeting a Halfling with a Curse or Spell most ad 2 misfortune dice to his dicepool.

Moot Folks: A halfling start with one of the following skills Trained: Balistic skill, Charm or Coordination!

Little Ones: When an enemy targets a Hafling with a ranged weapon/attack he ads a range extra! Ex. Ugfic da Orc Archer aims his bow on Hugo Grossberg(The Halfling Hero) and he is within Medium range but since he is an Halfling he counts as being in long range - Ugfic needs a good aim to hit the little fellow. Halfling cannot use weapons from the great Weapon group(Note that Spears and Staffs are not in the Great weapon group). Halflings are the size of smal children and therefore is it up to the GM and the player(s) to remember the Pros and Cons about being so small.

When it comes to Careers I think the rule of Human+1 other race Careers works okay ! But i don´t have the Adven. Tool kit, and I don´t know those careers

Our group did it like this

Halflings

3 in agility and fellowship, 2 in the rest.

Nightvision (as with dwarfs)

Starts with folklore stealth or balistic skill

Starts with specialisation in slings, hide or mootland lore

Magic resistance (add two misfortune to spells cast against them)

Wounds 7+ Toughness, they can use the human careers but can't be wizards.