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+ HALFLING THIEF SKILLS - When the Halfling advances he performs burglaries. He gains a number of skill rolls according to his chart and rolls D66 on the table below If you roll a profile increase for something already maxed (ie. 1+ Ballistics) you may select a different stat to increase but may not choose Damage Dice. If you choose Wounds you add 1D6. After training roll 106. Ona 1 you have been caught and must roll on the Being Caught table. Roll D6 41 Cling Tightly Give up all attacks and jumps on an adjacent Monster bigger than the Halfiing. Each Monsier Phase roll 1D6, 1-2 He is thrown off, prone for one turn, takes 1D6 no mods. 3+ He stays on and the Monster may not act, 12-1.Gan Fly! An adjacent Warrior throws you Str squares or less. Must be empty. Neither moves this turn but may stil attack. 43-Profle Gain +1 Weaponskil 14- Roll With The Blow Reduce damage from a blow by 1D6+(Battle-level), May reduce damage by 206+(Battle-level) but gets placed prone for a whole turn, 15=Cower and Hide When Monsters are placed on the board move up to full movement away, Not pinned and may move through occupied squares, Not used in conjuction with another skil, 16- Profile Improve Ballistic skill by +1 21+ Sneaky Swipe May reroll the dice once for a single item when attempting to shoplift 22 Avoid Trap Ifa trap from an Event would affect the Halfng rol 1D. 3+ ignore the efects, 23-Plucky May reroll any failed Fear or Terror test once. 24-Profile +1 to any characteristic except Damage Dice. Wounds would be increased by 1D6. 25- Opportunist May only be used with Nimble Feet. Whenever you use Nimble Feet to move under a Monster you may attack it as you go through its legs. Gain + free attack al +1 to hit Deals 1D6 Wounds, no modifiers 26- Treasure Hunter This is in addition to the innate find treasure ability. When the group gets a Dungeon Room or Objective Room treasure roll/draw you roll 1D6 and check the chart. Succeed and get an extra Dungeon Room treasure. Novice NA Hero 5+ Champion 6 Lord 4+ ‘31-Profle Gain +1 Attack 32+ Sharp Ears Once per adventure. The Warriors may ignore an Ambush. This may be gained muttiple times, 33- Who's Is This? Once per combat. Must stert the turn next to the target. May steal and throw away a magic item or magic weaoon from a Monster but must replace itwith an item he is carrying. 34-Can | Borrow That? Once per adventure, May steal a piece of treasure from another Warrior for himself. Once they find out what the treasure is and divy it out the Halfling may instead keep it for himself, Itdoes not count against the Halflings share of the treasure but stil counts against the Warrior that it was initially given to. 36-Profile Gain +1 Weaponskill 36-Goldmaster When the Warriors find treasure you find 2D6x10 gold. If either die is a 1 he finds nothing, 41- Hide Evidence When taken to court he hides what he has stolen. He does not lose the stolen items. 42- Destiny Each adventure gain +106 Luck. Roll seperately each dungeon, They are lost at the end of the dungeon, 43- Nimble Feet Allows ducking between legs. May move through occupied squares at half movement. May nat end his tur in an occupied square. May not move through Models that aren't bigger than him (ie goblins and such),

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