Friday, December 7, 2012

Adventure World: the Halfling

Introducing THE HALFLING
Standing about 3 feet tall, halflings prefer simple lives, comfortable homes, and practical clothes. They prefer actual comfort to displays of wealth. Halflings only adventure when they are pressed into it by others, or when some form of deep curiosity must be sated. Sometimes both.

NAME
Berilac, Fosco, Hob, Longo, Mertram, Nob, Popo, Samwise, Togo
Bella, Blossom, Esmerelda, Honeysuckle, Marlyn, Pansy, Pepwin, Polly, Rose

STATS
Choose one set:
• Valor+2 Power-1 Moxie=0 Alert+1 Magic+1
• Valor+2 Power=0 Moxie+1 Alert+1 Magic-1
• Valor+2 Power-2 Moxie-1 Alert+2 Magic+1
• Valor+2 Power-1 Moxie+1 Alert+1 Magic=0

HALFLING MOVES
You get 1:

Small: halfings are small and almost unnoticeable. A number of things are different about you because of this:
• armor needs to be specially crafted for you and thus paid for.
• your smaller size means you are less useful in combat. Opponents effectively have +1armor.
• you can fit into places where most others can’t, attempting to hide or escape is +1ongiong for you.
• when you take payment or split treasure, you don’t need as much and take less but somehow it ends up being worth just as much. (If an NPC pays you 1-gold, you receive 2-gold. If your share of the treasure is 2-gold it’s actually worth 3-gold.)

Then, choose 2:

Entourage: you travel with 3 to 5 other halflings. By default, they are rowdy and naïve with makeshift or scavenged weapons and no discipline (2-damage gang Halfling loud 1-armor). Then, choose 2:
• there are actually a lot of them following you, 12 to 18 of them. +1armor.
• they’ve lived outside of a Halfling village for some time now. +1damage.
• they know how dangerous the world is. Drop loud.
• they are self-sufficient and able to provide for themselves. +rich.
• they are strong individuals with their own ideas. +insight.
And choose 1:
• they don’t take care of themselves and they need constant attention. Vulnerable: reckless.
• they are picky and always hungry. Vulnerable: slow.
• they aren’t that loyal, coming and going as they choose. Vulnerable: desertion.
• they, and you, are in significant debt to someone powerful. Vulnerable: obligation.
• they are filthy and unwell. Vulnerable: disease.

Extraordinary Resilience: you always suffer -1damage. This is not armor, this is applied to damage after armor has reduced it.

Full of Surprises: when you take damage, make this move instead of making the normal damage move. Roll+damage taken. On a 10+, choose 2. On a 7–9, choose 1:
• It’s not so bad. Take -1damage.
• Someone present drops 1-gold (doesn’t increase to 2-gold with small).
• Take +1forward against your attacker.
Treat a miss on this move as a 7–9 hit on the normal harm move.

Incredibly Capable: when you lay siege, roll+alert instead of roll+power.

Never Abandoned: when another character rolls+Hx to help you, they mark experience.

Stout Heart: when fighting unarmed, you inflict your +valor in damage.

“What have I got in my pocket?”: when you search your pockets and saddlebags for something, roll+valor. It has to be something small enough to fit. On a 10+, you happen to have just the thing, or close enough. On a 7–9, you happen to have something pretty close, unless what you’re looking for is valuable or rare, in which case no dice. On a miss, you used to have just the thing, but it turns out that somebody stole it from you.

GEAR
You get:
• 1 sentimental weapon
• oddments worth 2-gold
• fashion suitable to your look, including at your option a piece worth 1-armor (you detail)

Sentimental weapon (choose 1):
• dagger (1-damage ap melee/thrown)
• gauntlet (1-damage melee)
• hammer (2-damage melee)
• handaxe (2-damage melee messy)
• pick (1-damage ap melee)
• sap (2-damage ko melee)
• short sword (2-damage melee)
• shortbow (2-damage ranged)
• sling (1-damage ranged)
• throwing Knives (2-damage thrown infinite)

HX
Everyone introduces their characters by name, look and outlook.
Take your turn.
List the other characters’ names.
Go around again for Hx. On your turn:
• Who was the first non-halfling you met outside of your home? Tell that person Hx+2.
• Tell everyone else Hx+1.
On the others’ turns:
• Whatever number everyone tells you, give it -1 and write it next to their character’s name. You don’t really understand these tall folk sometimes.
At the end, find the character with the highest Hx on your sheet. Ask that player which of your stats is most interesting, and highlight it. The MC will have you highlight a second stat too.

HALFLING SPECIAL
If you cook for another character and they eat the whole meal, you take +1Hx with them and they take +1forward.
Whenever you have a chance to rest, eat well, smoke a pipe, and get drunk, mark an experience circle.

2 comments:

  1. I really like this. I was skeptical about race as class, but this has a very unique feel to it. I might add another move to two, to make sure the race playbooks have more versatility than the class playbooks, but this is pretty cool.

    ReplyDelete
    Replies
    1. Currently, the Halfling has more versatility than the Ranger and the Priest. Each playbook starts with a move and a choice of 2 more, in the Ranger's case it's a very powerful move (Animal Companion) so he only gets 1 choice. But then the Halfling has 7 choices, the Priest has 6, the Ranger has 5, the Thief has 8, the Wizard has 9, and the Warrior is the only one who doesn't start with an automatic move but chooses 3 from a set of 9. I'm actually at a loss for what else the Halfling could use.

      And now that I've looked at those numbers, I feel like I need to add at least one more move to the Ranger and keep working on the Priest.

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