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Hobbit

The document outlines the characteristics and abilities of a Halfling Thief in a role-playing game, detailing their attributes, weapons, armor, and special skills. It includes rules for actions such as dodging, backstabbing, and finding traps, as well as unique features like treasure acquisition and interactions in settlements. Additionally, it provides advanced rules for leveling up the character and various outcomes for actions like pickpocketing and punishments for being caught.

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William Brand
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0% found this document useful (0 votes)
11 views6 pages

Hobbit

The document outlines the characteristics and abilities of a Halfling Thief in a role-playing game, detailing their attributes, weapons, armor, and special skills. It includes rules for actions such as dodging, backstabbing, and finding traps, as well as unique features like treasure acquisition and interactions in settlements. Additionally, it provides advanced rules for leveling up the character and various outcomes for actions like pickpocketing and punishments for being caught.

Uploaded by

William Brand
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as DOC, PDF, TXT or read online on Scribd
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STARTING AS A HALFLING THIEF

Instead of a Warrior from the starting game, the player may start as a Halfling Thief.

Wounds 1d6+5
Move 4
Weapon Skill 3
Ballistic Skill 4+
Strength 2
Toughness 3
Initiative 5
Attacks 1
Pinning Roll A*

* The Halfling thief never needs to roll for pinning unless he is trying to escape pinning from a monster he’s
size (goblins, squigs, and such) or smaller (snotlings, rats, etc) in which case he escapes on a 4+. However,
the Halfling Thief may not use his bow if he is in a situation where other Warriors would be pinned.

WEAPONS
The Halfling Thief carries a pair of daggers, which inflict 1d6+1 wounds, and a bow that inflicts 1d6+2. If the
Halfling uses the daggers for an attack, he may use both daggers at once which in gives him two attacks this
turn.

ARMOR
The Halfling thief does not have any armor and therefore has an overall toughness of 3.

EQUIPMENT
The Halfling thief begins with a Cream Pie and his trusty thief kit.

CREAM PIE
The Halfling thief always brings his favorite food to an adventure. To Halflings a Cream Pie can mean life
or death. When eaten by the Halfling it restores 1d6+1 wounds. If a natural 1 or 2 is rolled it has been
eaten to the last slice and may not be used again. If a 3+ was rolled the Pie hasn’t been eaten all and so
can be used again.

THIEF KIT
The thief kit helps the Halfling thief in his work. It consists of several tools such as lock picks, pick
pocketing devices etc. With this handy kit the Halfling is able to disarm any traps discovered (see below).
It also allows him to pick locks, opening a door that is locked in place of the key, but will not open the
portcullis. The thief must spend a turn attempting to pick the lock and roll 1d6. On a 4, 5, or 6, the lock is
successfully picked. On a 2 or 3 nothing happens, and the thief may try again next turn. On a natural 1,
the tools snap off in the lock and are useless.

HALFLINGS AND TRAPS


Halfling thieves have uncanny abilities that let them sense a trap or find one. The Halfling thief may search
for a trap by rolling a 4 or better on a D6. This action takes a full turn and may only be attempted once per
tile.

DODGE
The Halfling thief may dodge incoming blows on a roll of a 6+ but may not dodge spells.

BACKSTAB
If the Halfling thief happens to attack a monster facing another direction or attacking another, he may make
a backstab action. When doing this action the thief adds 1 wound to the damage done. This backstab attack
cannot result in a deathblow, and can only be done with hand to hand weapons. Once the creature has
been thus attacked, the Halfling may not make another backstab attack this turn. However, regardless of
whether he hits or not, if the monster is still living during the monster phase it will attempt to attack the thief
rather than its original target.

IGNORE
Because the Halfling thief is so small and fragile, most races do not look upon them as a major threat.
Monsters sometimes tend to ignore the Halfling until they dispose of the larger and stronger warriors. To
represent this behavior, roll for every monster attacking the Halfling thief warrior. On a roll of a 6 the monster
ignores the thief to attack a more imposing warrior, draw a warrior counter to see who it is.

HALFLING THIEVES AND TREASURE


The Halfling thief may use any item normally allowed to the Elf. He may use any type of treasure item except
weapons such as spears, swords, hammers, or armor. He also may not use magical scrolls.

In addition to the gold the Halfling Thief earns from monsters, at the end of the adventure the ends up with
even more Gold than he found on monsters and in treasure. This extra gold results from uncovering
treasure and not telling the others, taking valuables off the walls of the dungeons and even sometimes pick
pocketing his fellow comrades. To represent his tendency and skill to scrounge up extra gold the Halfling
gains 1d6x25 gold after every dungeon.

ADVANCED RULES
This section of the warrior pack gives you the rules for advancing your Halfling thief to battle-level 10

ARMOUR
The Halfling thief can have up to 1 point of armor but anything heavier would impede his thief abilities.

WEAPONS
While using the daggers, the Halfling Thief has 1 additional attack, plus any others that his Battle-Level or
magical effects might grant him. The Halfling thief may not use swords, axes, maces flails and so forth. He
may use only rather small weapons such as daggers, knifes, throwing stars, knuckle-dusters and bows.

THIEF KIT
This kit allows the Halfling Thief to conduct his business with greater skill, adding +1 to all appropriate tests
such as pick pocketing and opening locks.

BACKSTAB
When a Halfling Thief successfully performs a Backstab, he inflicts 1D6 wounds, plus an amount equal to his
Battle-Level.

FINDING TRAPS
The chance to find a trap is an Initiative Test of 9+ but can be modified by the GM for more difficult traps.

HALFLING THIEVES AND TREASURE


As the Halfling Thief progresses into more dangerous, and lucrative, deeps, he finds more treasure. The
amount gathered increases by the level of the dungeon, 25 gold per level, times 1D6. Thus, the Halfling
Thief survives a 6th level dungeon, and at the end has garnered an additional 1D6x150 gold (25x6).
In addition, should a dispute arise to whom the treasure should go to, draw a Warrior token after the treasure
has been allotted. If the Halfling Thief is chosen, he has decided that in the interests of party unity and
cohesion, he should keep an eye on the device and is the one who ended up with it instead.

HALFLING THIEVES AND SETTLEMENTS

When in settlements the Halfling thief acts a little differently from the other warriors. Unlike the other warriors
the Halfling eats like a pig and must spend 5 gold per day on living costs instead of the normal rate. He also
must always visit Harry and Jobbo’s Halfling inn.
The Halfling thief may visit the General Store, the Fletcher, the Weaponsmith, Gambling Den, Temple,
animal trader, Alchemist, and the Alehouse (ignoring a result of 2 or 12 on the 2D6 roll – that was an
uneventful stay). He may also visit Harry and Jobbo’s.
When purchasing items, the Halfling Thief always has the opportunity to borrow the item for a while, instead
of paying. This requires a successful Initiative Test at –1 for each 5 stock number (so a stock number 8 item
is at –2). The item cannot be larger than the Thief, and should he fail by half or less, the Thief has been
caught and must consult the Punishment table, below.

UNEVENTFUL DAYS

If the Halfling thief rolls an uneventful day on the settlement event table, roll a d6 on the following table.

ROLL EVENT
1 An irate merchant recognizes you and you spend D6x20 gold in a donation to the “Why Cant We
All Just Get Along” foundation or roll on the Punishment table below.
2 The local Halflings have organized and expect you to join. If you do, it costs you 100 gold, but all
pick pocketing at this settlement gains +2 to the die roll of gold value gained due to assistance from
the locals.
3 The local baker has created a stunning confection that you can’t help but sample, roll a D6 when it
is eaten: on a 1-4, it simply tastes wonderful, reward enough in its self. On a 5 or 6, it heals D6
wounds. However, each day spent in the settlement after this the Halfling Thief may be recognized
by the angry baker, who feels your sampling should have been less than his entire stock. If you roll
on the punishment table, subtract 1 from the result, as the baker dropped by for a chat.
4 Your Halfling is taken in by a local merchant who wishes to acquire something from a rival, if you
decline, the merchant hires men to watch you, all pick pocketing is at -2 on the table roll. Should
you accept his offer, make an Initiative check at –1 and roll twice on the settlement events table
this day. If you are successful, the Merchant rewards you richly, D6x75 gold. If you fail, he never
knew you.
5 You find a treasure map of almost certain authenticity revealing fabulous treasure. Pick an
Objective Room card, and write it down. If this is the objective room used in the dungeon, the
Halfling discovers double the normal amount of gold he normally would receive from this dungeon,
but has to share this extra amount equally with the party.
6 The local law is a good friend of yours from the past, and you may re-roll any event or roll that
results in your punishment while in this settlement, but must take the second roll. Once during this
stay, the Halfling Thief may choose to take his punishment on the Punishment table at a +2 roll.

HARRY AND JOBBO’S HALFLING INN

The Halfling thief must visit Harry and Jobbo’s at least once per settlement if he manages to find it. Harry
and Jobbo’s is the most popular place for Halflings to go. It sells popular Halfling foods and several different
items and because of many reasons it only harbors Halflings. Every time the Halfling thief visits he must
forfeit 10 gold to his overwhelming hunger. He also must roll on the following table. The following items may
be purchased while in Harry and Jobbo’s inn.

EQUIPMENT STOCK COST SELL NOTES


Cream Pies 6 55 -- 1D6 available, see above for effect
Pastries 1 10 -- Must purchase at least one, 3D6 available*
Leather Vest 8 450 70 +1 toughness
Halfling Bow 8 200 50 Does 1D6+STR damage
Cloak 9 500 100 -1 to be hit by monsters
Flash Powder 8 50 -- +1 attack to all warriors who have not attacked yet
Thief Kit 4 200 -- See above
Halfling Dagger 6 150 30 Does 1D6+1 damage
*the Halfling Thief must purchase pastries (they are his favorite food!) If he does not have enough or
declines to buy, or cannot find the shop, he only gains half the bonus gold after the dungeon.

PICK POCKETING
The Halfling thief may try to make an honest day’s living while inside a settlement in the form of pick
pocketing. Pick pocketing takes a full day, roll a 2d6 and consult this chart:

ROLL RESULT
2 Caught and punished, roll on the Punishment table below.
3-4 The day was fruitless, you gained nothing
5-6 After a hard days work you barely earned 10 gold
7-9 At the end of a long day you earn D6x20 gold, and retire to a nice full meal
10-11 After working the unsuspecting community, you make an outstanding D6x50 gold
12 Although the pickings were slim, you found a dandy piece of Treasure to keep

PUNISHMENT
Should the Halfling Thief be caught stealing or otherwise captured in a settlement, roll on the table below for the result.
ROLL RESULT
2 Chop off his hand! You may seek a healer to regenerate the missing hand, and on 4+ you find one
who charges 2d6 x100 gold. Otherwise he must leave the settlement with –1D6 wounds until the
hand is healed or a month has passed. A thief with no hands fights at –1 WS and cannot use a
bow nor any thieving skills
3-5 Imprisoned! You spend 1D6 days in jail, but on the bright side you don’t have to pay for living
expenses nor generate any events.
6-7 Evicted! Your Thief has been tossed out on his pointy little ear.
8-9 Fined! Pay 1D6x50 gold or roll again at –4 on this table
10-11 Detained! The same as Imprisoned, but for only a single day
12 Slap on the Wrist! You are sent on your way with a stern warning.

RETURNING TO THE SETTLEMENT


Throwing a Hobbit Thief out of town is a temporary thing at best. You may return to the settlement and
continue your business, but this takes 1D6 days, and any punishment rolls on the chart are at –1 to the roll
for each time you have been thrown out and returned.

RETURNING STOLEN GOODS


The Halfling Thief may attempt to locate goods stolen from himself or his companions. On a roll of 4+, he
has found it, and can repurchase it at 25% of its value. If the warriors leave the settlement and find their
mule or horse stolen, the thief can immediately relocate it and buy it back, again at 25% its value.

TRAINING
The Halfling thief trains exactly the way as normal warriors do, by saving up gold to pay for training. The
Halfling thief may train for a week when he has enough gold.

As the Halfling trains, he may learn a skill or two from local fellows, adding to his abilities as he increases in
Battle-Levels. Unlike most Warriors, he does not automatically gain skills with going up levels, as the Thief
has no formal training facility or reliable contacts. When training to a new Battle-Level, the Halfling Thief
rolls a D6 and adds his Initiative. If this results in 9 or more, he can learn a new skill. For each new Battle-
Level previously learned without a new skill, the Halfling Thief may add 1 to this roll.

Roll 2D6 to determine the new skill learned, if a skill results that has been learned previously, roll again.

2 Nimble Hands
Whenever rolling for lock picking or trap disarming, you may reroll the result, however, the second
roll must be kept no matter what the score.
3 Cut Throat
When rolling to back stab, roll an additional 1D6 of additional wounds.

4 Skulk
Once per turn, the Halfling Thief may attempt to hide from his attackers in the depths of the
shadows. Roll 1d6, on a 2 or greater the Halfling Thief slinks into the darkness; he may not move
from this position, but he also may not be attacked during the monster phase. On a roll of 1, the
monsters notice his attempt and the Halfling Thief simply loses his attack this turn. If successful,
monsters are not pinned by him, and to maintain his hidden status he can do no more than drink
potions and the like. Once the Halfling Thief attacks, he loses this cover, but he automatically may
try a backstab on any creature he can reach this turn in a single move. He may not attempt to hide
again this battle. Once hidden, he may stay hidden as long as he likes, but most roll to see if he is
discovered.

5 Con Man
When in a settlement, the Halfling Thief not only avoids all events that indicate the Halfling Thief was
swindled or sold useless equipment; he might be able to con the swindler. On a roll of 4, 5, or 6 on
1d6 he has pulled a con of his own gaining 1d6 x 10 x his battle level in gold.

6 Trapper
The Halfling Thief is an expert trapper. When rolling to disarm traps, he is successful on a roll of 3+,
and takes no additional damage if he fails. On a roll of 5 or 6, the Halfling Thief rigs the trap to his
benefit, causing it to go off if a monster event occurs target a random monster if applicable.

7 Keen Eye
In any board section the Halfling Thief may attempt to find a secret passage. He must spend one
turn doing this and nothing else. On a roll of 4+ he has found a passage in the wall next to him,
place a door there. If the Warriors travel through the door, play dungeon cards from any deck
available. If the Warriors return to a door later and there are no more dungeon cards to play, they
have discovered a cave in has sealed that passage off.

8 Climb
This skill enables the Halfling Thief to climb almost any surface. Should he fall into a pit, he can
climb out without a rope, should he cross the FireChasm, he adds +1 to his roll due to his agility.
The exact results of this vary by event, but should reflect the Halfling’s ability to climb and move on
any surface.

9 Evade
Whenever an opponent hits the Halfling Thief, he may attempt to sidestep the blow. On a roll of 6
he deftly avoid the blow, moving one space away from his original location. This skill is cumulative
with the Dodge skill, in that one roll is made to avoid blows, a 6 indicating a successful dodge, and a
5 indicating an evade.

10 Nimble Dodge
The Halfling Thief may use his Dodge ability to avoid any attack, be it from a spell, item, trap, arrow,
or simply an attack by a monster.

11 Master Thief
When rolling pocketing (see settlement section), the Halfling Thief rolls 2d6 instead of 1d6.

12 Escape Artist
If the Halfling Thief is caught pocketing (see settlement section) he may roll 1d6 to attempt to
escape. On a roll of 4, 5, or 6 he vanishes from his cell in the middle of the night. He must now wait
outside the settlement for his friends return.
HALFLING THIEF BATTLE-LEVEL TABLE

BL Gold Title Move WS BS STR Dmg Wnds Init Att Luck WP


1 0 Novice 4 3 4+ 2 1D6 1D6+5 5 1 0 3
2 2,000 Cutpurse 4 4 4+ 2 1D6 1D6+5 5 2 1 3
3 4,000 Cutpurse 4 4 4+ 2 1D6 2D6+5 5 2 2 3
4 8,000 Cutpurse 4 4 4+ 2 1D6 2D6+5 6 2 2 3
5 12,000 Thief 4 4 3+ 3 1D6 2D6+5 6 2 3 3
6 18,000 Thief 4 4 3+ 3 1D6 3D6+5 6 2 3 3
7 24,000 Thief 4 4 3+ 3 1D6 3D6+5 6 2 4 4
8 32,000 Thief 4 4 3+ 3 1D6 4D6+5 6 2 4 4
9 45,000 Master Thief 4 5 3+ 3 2D6 4D6+5 7 2 5 4
10 50,000 Master Thief 4 5 3+ 3 2D6 5D6+5 7 2 5 4

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