Digging through the pile of shame of "I started to paint this but never finished" I found a halfling (how much longer before the Lord Of The Rings becomes public domain, and we can go back to calling them Hobbits?). The Fantasy Trip has the traditional Halfling character type: well-liked by everyone as they are not particularly scary or a danger to anything other than breakfast. Breakfasts.
They start with a ST 4, DX 12 and IQ 8 with 6 extra points. They also start with the Thrown Weapons skill at no cost. They are at -2 against large creatures, but large creatures are at an equal -2 against them. They also get a +1 on all reaction rolls, and as TFT this is a d6 roll (1 = Hostile, 6 = Great Friendliness) this is a pretty significant adjustment.
Looking over the weapons chart, other than throwing rocks and the sling, a ST 4 can't use anything. A rapier requires ST9, so that would take up 5 of the 6 points to spread around! However, there are some unusual weapons, and there are blowguns and a few things like that. This is definitely not a solo character with high expectations of survival. Assuming we start at the beginning. Which for TFT I generally do.
With some unusual weapon skills, and a friendly demeanor, I suddenly see an assassin style of character! Who would ever suspect that Halfling eating his 4th helping of pie was an assassin? He just looks so friendly!
We'll boost the ST by 2, DX by 3 so he can hit what he aims at, and IQ by 1. Giving us ST 6, DX 15, IQ 9 for a 30-point character. Most starting characters are 32 points, so he is definitely at a disadvantage.
Having 9 points for skills, we'll take Carousing (giving him a +2 for reaction rolls in an evening of revelry), Thrown Weapons at no cost, Literacy (I do prefer characters who can read), Gardener (a mundane talent but I can see him pottering in a garden when not out killing someone. You need to pay for that mulch somehow!), Quickdraw (blowgun), Blowgun, Alertness, Charisma (so another +1: everyone likes him when he turns on the charm), and Dagger.
The rules around the charisma skill I'll have to try & use sometime. This guy though can really turn on the charm, so I think it makes for a striking contrast against his chosen profession. In an evening of barhopping, he can get a +3, which means at a minimum neutral but very likely to get great friendliness more than half the time. This a bit of min/maxing, but I can live with that!
Under his short cape, Hending has soft leather armor, and carries several knives, a couple of blowguns, and a couple packets of darts, ranging from quick knockout to deadly poison. A few slings and a handful of rocks for when he can't find any rounds out his weapons. He always has a mischievous smile and is often carrying food. He prefers taverns and inns that have a garden and will often trade some gardening for staying or meals. He has traveled with some of the great caravans along the Ocean Trade Route and gets along well with everyone. Part of a secretive guild, he is really just starting out as an assassin yet shows a marked ability to get close to his target before the target even knows that the friendly little Halfling has a stiletto across his throat.
entering For Covenant. Does he have a target, or is just getting breakfast? |
Day 1: Classic Traveller Scientist Day 2: OSE Gnome Illusionist
Day 3: Mongoose 2e Navy Commander Day 4: The Fantasy Trip Spy
Day 5: Aslan Outcast Day 6: Traveller Army Commando
Day 7: OSE 4th Level Cleric Day 8: Mongoose Traveller Journalist
Day 9: Delve Goblin Day 10: Space Gits Military Intelligence
Day 11: Traveller 5.10 ex-student Day 12: Traveller Assassin Aslan
Day 13: TFT Elf Mage Day 14: Classic Traveller Pirate
Day 15: OSE Mycelian Day 16: The Gravedigger
Day 17: Delve Witch Day 18: OSE Fighter
Day 19: Traveller Belter Day 20: TFT Halfling
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