GENERIC ROLE-PLAYING GAME CHARACTERS

THIEF (HALFLING)

Val	Char	Cost	Roll	Notes
10	STR	0	11-	Lift 100 kg; 2d6 HTH [1]
20	DEX	30	13-	OCV:  7/DCV:  13*
15	CON	10	12-
14	BODY	8	12-
13	INT	3	12-	PER Roll:  14- (16- )
14	EGO	8	12-	ECV:  5
18	PRE	8	13-	PRE Attack:  3½d6
12	COM	1	11-
4	PD	1		Total:  15 PD (11 rPD)
4	ED	1		Total:  15 ED (11 rED)
4	SPD	10		Phases:  3, 6, 9, 12
6	REC
30	END
30	STUN	0		Total Characteristic Cost:  80

Movement:	Running:	3”/6”/12”
		Leaping:	2”/3”/6”
		Swimming:	1”/2”/4”

Cost    Powers & Skills
	Racial
8	Halfling Size:  +2 DCV* plus +2 with Concealment* plus +2 Stealth*
4	Keen Hearing:  +2 Hearing
4	Save Versus Fear:  +10 PRE; Only for Defense (-1), Only for Fear-Based Attacks (-¼)

	Equipment
25	+2 Dagger:  HKA 1d6+1 (2d6 with STR), Penetrating (+½), Reduced Endurance (½ END, +¼), Can Be 
	Thrown (+¼); OAF (-1) plus +2 OCV; OAF (-1)
12	Venom:  HKA ½d6, Increased STUN Multiplier (1d6+3, +1), No Normal Defense (LS; Poison; +1), Does 
	BODY (+1), Continuous (+1); OAF (-1), Linked to HKA (-½), Dagger Must Do BODY or Maximum Damage (-½), 
	Extra Time (full phase to prepare/apply, -¼), 3 Charges lasting 1 Turn (-¾)
11	+2 Short Bow:  RKA 1d6+1; OAF (-1), 16 Charges (12 standard and 4 silvered, -0), Costs END (-½), 
	Two-Handed (-½) plus +2 OCV; OAF (-1), 16 Charges 
	(-0), Two-Handed Weapon (-½), END 2,[16]
8	+3 Leather Armor:  Armor (5 PD/5 ED); OIF (-½)
8	Ring of Protection:  +2 DCV*; IIF (-¼)
15	Cloak of Invisibility:  Invisibility (Sight Group), Reduced Endurance (0 END, +½); IAF (-½), Only 
	When Not Attacking (-½)
2	Masterwork Lockpicks:  +2 to Lockpicking; OAF (-1)

	Feats
6	Alertness:  +2 PER
24	Evasion:  Damage Reduction 50%, Physical and Energy, Resistant; STUN Only (-½), Only versus Area 
	Of Effect and Explosion Attacks (-1)
12	Dodge:  Combat Luck (6 PD/ 6 ED)
6	Improved Initiative:  Lightning Reflexes +4 with All Actions
10	Lightning Reflexes:  +2 with all DEX Rolls*
4	Point Blank Shot:  Maneuver (+1 OCV, +0 DCV, +0 RMod, +½d6K)
3	Far Shot:  Maneuver (+0 OCV, -1 DCV, +4 RMod, Weapon Damage)
3	Shot on the Run:  Maneuver (+0 OCV, +0 DCV, +0 RMod, FMove)
5	Rapid Shot:  Rapid Fire (Ranged)
18	Sneak Attack:  Find Weakness 13- with Melee Attacks; Weakness is Not Persistent (-1), Target Must 
	Be Unaware of Attack, Flanked, Attacked from Behind, or otherwise at ½ DCV (-½), Negated by Defense 
	Maneuver (-¼)
5	Uncanny Dodge:  Defense Maneuver II (can’t be flanked)
5	Uncanny Dodge:  +2 DCV*; Must Be Aware of Attack (-¼)

	Skills
3	Acrobatics 15-
3	Acting 13-
3	Breakfall 15-
3	Climbing 15-
3	Concealment 14-
3	Contortionist 15-
3	Disguise 13-
3	Fast Draw (Dagger) 15-
2	Language:  Thieves Cant (Common is Native)
3	Lockpicking 17-
3	Persuasion 13-
3	Riding 15-
3	Security Systems 15-
3	Shadowing 12-
3	Sleight Of Hand 15-
3	Stealth 17-
3	Streetwise 13-
3	Teamwork 15-
3	Tracking 12-
4	WF: Common Melee Weapons, Common Missile Weapons

Total Powers & Skill Cost:  270
Total Cost:  350

250+   Disadvantages
10	Distinctive Features:  Evil (Not Concealable, Detectable with Unusual Sense)
15	Distinctive Features:  Short, 3 foot 4 inches (Not Concealable)
15	Physical Limitation:  Short, 3 foot 4 inches, takes +3” of Knockback (Frequently, Greatly)
10	Psychological Limitation:  Distrustful (Common, Moderate)
10	Psychological Limitation:  Greedy and Self-Serving (Common, Moderate)
25	Psychological Limitation:  Neutral Evil (Very Common, Total)
15	Vulnerability:  1½x STUN from Critical Hits (Very Common, To-Hit Rolls of 3 or 4)

Total Disadvantage Points:  350

Thief (he prefers “Rogue”) is a halfling that happens to be skilled at manual dexterity. Can he help it that other people are so careless with their possessions?

Personality/Motivation: hief looks out for number one. But in order to do that, he understands that it’s best to look out for the rest of his party, too, so that they’ll in turn look out for him. It’s a dangerous world out there, and you can’t trust anyone. So a little guy like himself (not that there’s anything wrong with that) is best served by surrounding himself with “friends” to keep him safe, in exchange for which he does the same… when someone is watching.

Powers/Tactics: Thief has a magical dagger, and a few applications of poison that he can smear on it for lethal damage if the dagger penetrates the skin. His primary offense, though, is a good defense. By sticking to the shadows, and dodging from spot to spot, he can sneak up on an opponent and really let them have it when their back is turned.

His other primary safeguard is distance. By using his archery, he can keep himself out of harm’s way, and rack up a good number of kills, or at least assists, for the team.


Blaster | Brick | Cleric (Human) | Dragon | Elder Worm | Fighter (Dwarf) | Giant Ape | Martial Artist | Mentalist | Mummy | Robot | Thief (Halfling) | Vampire | Werewolf | Wizard (Elf) | Wraith

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