|
Halfling Thief
- Hired Sword
Based on
the original by tuff_git
The Halflings
of the Empire have a well-deserved reputation for
two things: their culinary skill and their skill
at acquiring other peoples property. The
plucky Halfling Thieves are not so much
avaricious as they are curious. They put their
finely honed skills to good use, hiring
themselves out to any warband who will give them
enough food (well, almost).
Hire:
20GC to hire + 10GC upkeep
Experience:
Halfling Thieves start with no experience.
Skills:
Halfling Thieves may choose skills from Shoting,
Speed and Thief tables.
May
be Hired: Only Good warbands
(Human, High/Wood Elf and Dwarf) may hire a
Halfling Thief.
Rating:
A Halfling Thief increases the warband Rating by
10 + 1 point for each experience point he has.
| Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
LD |
Thief
|
4
|
2
|
4
|
2
|
2
|
1
|
4
|
1
|
8
|
Equipment:
Knife and Sling.
Special Rules
Starting Skill: The Halfling
Thief starts with Eagle Eye or Quick Shot plus a
single Thief skill chosen from the table below.
Small: Halflings are short
and not very strong; consequently many weapons
are unusable by them. Halflings may not use
two-handed weapons, bows other than short bows,
or any black-powder weapons.
Thief Skills
Thieving. At the end
of a game, if he did not go OOA, a Halfling Thief
may elect to try to steal a single item that is
normally useable by him. Roll 2D6. For non-rare
items, the theft is successful on a roll of 4+ on
2D6. For rare items, the warrior must roll over
(not equal to) the rarity of the item they want
to steal; a 12 is always a success. Failure
means that the warrior has been Sold to the Pits
(65 on the Heroes Serious Injury Chart).
Pick
Pocket. Instead of attacking, a Halfling
Thief with this skill may attempt to remove an
item from an enemy warrior who is in base contact
at the beginning of a round of combat. This item
may be anything up to the size of a single-handed
weapon, but it cannot be an item worn or carried
in the enemys hands (use common sense
here). If the Pick Pocket is trying to retrieve
money, henchmen will have 5% of the
warbands total wealth, heroes will have
10%, up to the maximum the warband has. Any
remainder will be stashed somewhere in the
immediate locale (and thus out of the reach of
the Pick Pocket).
A
Halfling Thief with this skill who is within
2 of an enemy who has been disarmed may
immediately pick up the weapon without making an
Initiative test, but still may do nothing else
this turn.
To
pick a pocket, a Halfling Thief with this skill
must declare what he is trying to steal and make
a successful initiative test (6 is always a
failure). If he succeeds, the pick pocket may not
attack this round, but may use the item from the
beginning of the next turn (even if its the
enemys turn), where appropriate. Failure
means that the Halfling Thief has left himself
vulnerable to attack; all hits against him strike
on a 3+ and he goes last in this round of combat.
This lasts for one round of combat only.
Trap
Expert. The Halfling Thief is able to detect
traps with relative ease. A Halfling Thief who
possesses this skill will never set off traps
himself (but may be subject to their effects if
he is too close to one if it goes off). He can
attempt to disarm any traps he comes upon. He
must stop at the trap on his Movement, and may do
nothing else that turn. If disarming a Simple
trap, he must roll a 6+ on 2D6, or he is
unsuccessful. If disarming a Complex trap, he
must roll an 8+, or he will be unsuccessful. If
unsuccessful, he must roll against his own
Initiative. A failed test means he has
inadvertently set off the trap himself!
He
is also able to restore Dud traps or previously
de-activated traps back into active traps. To
determine what a Dud trap becomes, roll a D6:
1-4: Simple, 5-6: Complex. Obviously a previously
disarmed trap will revert back to what it was. If
restoring a Simple trap, he must roll a 6+ on
2D6, or he is unsuccessful. If restoring a
Complex trap, he must roll an 8+, A failure will
mean that the trap has failed to activate a
success means that it will work.
Hide In Shadows. This is the
same as the Shadow Warrior skill in TC10.
Through years of practice, Halfling
Thieves have learnt how to freeze in place and
remain undetected even from the steely gaze of
Law Enforcement officers. An enemy warrior
attempting to detect this Halfling Thief when he
is hidden must halve his Initiative before
measuring the distance.
Backstabbing.
If a Halfling Thief remains undetected by an
enemy who is within the Halflings normal
movement range (4) the Thief may charge him
in his turn. If the Thief has the Sprint skill,
this range increases to 6. When he
charges, the Thief may add +1 to his strength and
in the confusion, his enemy loses one attack..
These bonuses apply to the first round of combat
only. Note the enemy must be within the
Thiefs normal movement range not his charge
range, as the enemy warrior would be able to spot
the charging thief if he was further away, thus
the thief would lose the element of surprise.
|