Wednesday Warriors: Tiefling Crusader

I talked last week about the difficulty in emulating the healing abilities of clerics and paladins from Dungeons & Dragon style fantasy games in Fate. This week’s character was made long before the half elf cleric, and instead of dealing the issue, I just sidestepped it. Which is why, despite being a paladin, the tiefling crusader has no healing abilities. Instead, the character is more like a holy knight, rather like the avenger class from Dungeons & Dragons 4e, with their divine power being channeled into offensive stunts.

One of the character’s aspects, My Horns And My Heritage Mean Nothing, came about due to my confusion regarding tieflings in D&D. Every D&D book I’ve read that includes tieflings as a playable race says they are mistrusted and feared because of their infernal heritage. Yet tieflings get a bonus to their Charisma. That has never made sense to me. If Charisma is the stat which matters for social interaction skills like Bluff, Diplomacy,  and Persuade, won’t people be less likely to be swayed by someone from a group that is described as being “universally mistrusted and reviled”? I’ve never been able to square that in my mind. So the My Horns And My Heritage Mean Nothing aspect is the character telling themselves their infernal ancestry doesn’t matter for the profession they’ve chosen. Their other aspects are fairly straightforward. One that forces them to seek out evil; one about the divine power they’ve been called to serve; and one about their consecrated armor, their most notable piece of equipment.

The crusader’s stunts were fairly easy to come up with as well. Once I knew I was focusing on the offensive powers, a “smite” type stunt seemed obvious. Doing extra damage against supernatural opponents is a classic paladin ability, and in Fate the foe’s type would be determined by an appropriate aspect. (It’s worth pointing out that a player technically can create an advantage to attach an aspect like Infernal or Undead onto an opponent, allowing the crusader to use their Holy Smite stunt on something they normally shouldn’t. This is a case of “follow the fiction” though, meaning the player needs a very good reasons as to why their character can do something like this. A necromancer or some kind of transmuting-based magician might be able to do it with a spell, but generally speaking, characters shouldn’t be able to turn some hapless villager into a demon with a snap of their fingers.)

The stunt Face Me Cur! came right out of the Fate Core book, and was too appropriate not to use. I imagine the crusader getting in opponent’s faces, drawing their attention away from other characters as a way to protect them. A stunt making it harder for an opponent to affect the mental state of the crusader seemed like a good choice, and was a nice defensive stunt to balance the other two.


Tiefling Crusader

High Concept: Domineering Tiefling Crusader
Motivation: I Must Cleanse The World of Corruption
Aspect: My Horns And My Heritage Mean Nothing
Aspect: Bahamut’s Most Fanatical Zealot
Aspect: Consecrated Heavy Plate Armor and Shield

Approaches:

  • Careful: Fair (+2)
  • Clever: Average (+1)
  • Flashy: Average (+1)
  • Forceful: Good (+3)
  • Quick: Fair (+2)
  • Sneaky: Mediocre (+0)

Stunts:

  • Face Me, Cur!: Because I know how to provoke my foes, after I issue a challenge by Flashily creating an advantage on my opponent, I may use a free invoke to become the target of that character’s next relevant action, drawing their attention away from another target.
  • Holy Smite: Because I can channel divine energy through my weapon, I get +2 to Forcefully attack a supernatural opponent, represented by an aspect such as Corrupted, Demonic, Infernal, or Undead.
  • Unshakable Faith: Because I can recite the Liturgies of Faith, whenever an opponent attempts to create an advantage affecting my mental state, such as Afraid, Confused, or Charmed, I get +2 to Carefully oppose their action.

Stress: ▢ ▢ ▢
Consequences:

  • Mild (2):
  • Moderate (4):
  • Severe (6):

You can download the Domineering Tiefling Crusader as an A4-sized PDF or a letter-sized PDF.

Domineering_Tiefling_Crusader_A4

The character illustration is the free paper mini made by Printable Heroes. The free versions are backless, but if you support the Patreon at just $1 a month you get minis with backs. For $2 a month you get access to “reskins”, and for $3 a month you get multiple color options. That’s a fantastic deal.

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Wednesday Warriors: Tiefling Crusader

Monday Monsters: Fire Giants & Hellhounds

The fire giants and hellhounds made by Printable Heroes are some of my favorite paper minis. Despite running a poll on Twitter to see what monster I should do next (Kobolds won by the way) I felt compelled to do these giant monsters first. They’re just so awesome and imposing.

Both the greatsword wielding fire giant soldier and the twin tower shield carrying fire giant juggernaut are definitely threats. One of the enemy types detailed in the Fate Adversary Toolkit, threats are opposing characters that the characters have to focus their attention on. Unlike hitters, threats can absorb a lot of damage and hang around longer than their glass cannon counterparts. Threats have big stress tracks, multiple consequence slots, and stunts that emphasize their durability.

For the fire giant juggernaut, that was relatively easy. The monster wields two giant tower shields like a bulldozer, so its stunts are all about pushing opponents around, being really hard to damage, and providing cover for allies. Characters are going to want to focus on the juggernaut and take it down quickly, because other enemies in the same zone are going to survive longer and become more of a nuisance.

Known for dragging chained captives back to their flaming fortresses, the fire giant soldier has a stunt that increases the opposition by +2 whenever someone tries to break free of their manacles. The monster still has to get the restraints onto a character with a create an advantage action, applying an appropriate aspect on the victim. I considered a stunt that increased the monster’s defense roll while it had a chained captive (representing the giant pushing the victim in the way of potential attackers), but decided against it. The fire giant juggernaut already had a stunt that increased its defense, and I didn’t want them to be too similar.

The giants are also huge with a weight of 4. Against a single character, a giant outweighs a hero by 4 to 1, allowing it to change two of its dice to [+] after rolling. Even when facing two characters at once, a giant weighs more than double the opposition. That’s a big advantage.

The hellhounds are just fair filler enemies. They’re meant to be grouped up in packs that the characters can wade through to feel awesome, but unlike the human bandits from last week, I did give the hellhounds a once per conflict stunt.


Fire Giant Soldier

High Concept: Huge Fire-Resistant Jötunn
Motivation: I Must Bring Captives to Muspelheim
Aspect: Ruthless Militaristic Brute
Aspect: Searing Heavy Plate Armor

Approaches:

  • Careful: Fair (+2)
  • Clever: Good (+3)
  • Flashy: Good (+3)
  • Forceful: Great (+4)
  • Quick: Fair (+2)
  • Sneaky: Average (+2)

Stunts:

  • Ensnaring Chains: Because the neck irons chained to my belt are made from fire giant-forged steel, whenever a character tries to break free of these manacles, such as when overcoming a Chained, Manacled, or Trapped aspect, the opposition increases by +2.
  • Giant Greatsword: Because I swing my huge blade in great sweeping arcs, before making a Forceful attack with my sword, I may reduce my roll by two shifts to attack everyone in my zone. (I make a single roll against everyone else in my zone.)

Weight: 4 (Huge)
Role: Enemy: Fair Threat
Stress: ▢ ▢ ▢
Consequences:

  • Mild (2):
  • Mild (2):

Fire Giant Juggernaut

High Concept: Huge Fire-Resistant Jötunn
Motivation: I Must Block the Path to Muspelheim
Aspect: Ruthless Militaristic Brute
Aspect: Searing Heavy Plate Armor and Shields

Approaches:

  • Careful: Good (+3)
  • Clever: Good (+3)
  • Flashy: Fair (+2)
  • Forceful: Great (+4)
  • Quick: Fair (+2)
  • Sneaky: Average (+2)

Stunts:

  • Living Bulldozer: Because I strike with tremendous force, when I succeed with a Forceful attack with my tower shields, I may push the defender into an adjacent zone. I may then follow the defender or stay in my zone.
  • Unassailable: Because I present no opening for my opponents’ weapons, I gain a boost when I Carefully defend against a melee attack with my tower shields. If I succeed with style, I may spend a Fate point to attach an On Fire! aspect with two free invokes on my attacker.
  • Wall of Steel: Because my flaming tower shields grant protection to those
    nearby, any allies in my zone suffer one less stress from physical attacks.

Weight: 4 (Huge)
Role: Enemy: Fair Threat
Stress: ▢ ▢ ▢
Consequences:

  • Mild (2):
  • Mild (2):

Hellhound

High Concept: Medium Infernal Canine

Approaches:

  • Quick: Fair (+2)
  • Others: Mediocre (+0)

Stunts:

  • Flame Breath: Because I can exhale a cone of fire, I can Flashily attack opponents up to a zone away and can never become Unarmed. The first time in a scene I attack this way, I add +2 to the attack.

Weight: 1 (Medium)
Role: Enemy: Fair Filler
Stress: ▢ ▢


You can download the Fire Giants & Hellhounds as an A4-sized PDF or a letter-sized PDF.

FireGiants_A4

The NPC illustrations are the free paper minis made by Paper Forge. The free versions are backless, but if you support the Patreon at just $1 a month you get minis with backs and B&W versions, and for $2 a month you get access to multiple color options. That’s well worth checking out.

Monday Monsters: Fire Giants & Hellhounds

Wednesday Warriors: Half Elf Cleric

Towards the beginning of the month I got a request on Twitter to make a cleric. Along with the fighter, the thief, and the wizard (and perhaps the bard), the cleric is a classic Dungeons & Dragons fantasy archetype. But I was somewhat hesitant to make one. Part of that reluctance was because I’d already made a Dwarven runepriest, which I rather envision being like a cleric. I also have a Tiefling crusader that will be posted in the coming weeks. But a bigger part of my reluctance was due to how Fate handles damage and injury.

In Fate, damage and injury, whether physical, mental, or something else, is represented by stress. Stress is temporary damage; fatigue, bruising, embarrassment, or something else, depending on the source of the attack. Characters have stress boxes, and mark off a box or equal or greater value to the stress they suffer. Regardless of how much stress a character takes though, it all goes away after they’ve had a chance to catch their breath and relax, usually at the end of the scene. If a character is dealt stress but the player can’t mark any of their stress boxes to absorb the, they get taken out of the scene. That means their opponent gets to decide what happens to them, and in a Fate fantasy game that’s inspired by D&D and Pathfinder, getting taken out probably means the character is killed. Or at the very least captured.

Characters also have a number of consequence slots. A player can mark a consequence slot to absorb a number of points of stress; 2 for a mild, 4 for a moderate, or 6 points of stress for a severe consequence. Unlike stress boxes though, consequence slots don’t clear so quickly. Mild consequences clear after a whole scene, moderate after a whole session, and severe after a whole scenario. On top of that, consequences are aspects that can be invoked and compelled like any other. But as consequences are aspects, a player will earn a Fate point when an opponent invokes them, or someone compels them. They are part of the Fate point economy, and allowing players to clear Consequences too quickly deprives them of those Fate points.

I’m discussing all this because one of the most common abilities of D&D style fantasy clerics is the power to heal injury. Emulating that in Fate was causing me problems given how stress and consequences work, so I just avoided making a cleric. But I’m never one to turn down a (reasonable) request, and I think I found a decent solution.

The Lay On Hands stunt allows the cleric an attempt to overcome the target’s consequence. If successful, rather than being completely removed, the severity of the consequence decrease by one level. Severe to moderate, moderate, to mild, and mild to gone. The difficulty to reduce the consequence increases with the level of the consequence being healed, and the stunt costs a Fate point to use. With a Fair Careful approach , the cleric will more than likely succeed at clearing a mild consequence, will need to invoke an aspect to reduce a moderate consequence, and will need to invoke several aspects or have help to reduce a severe consequence.

It’s an expensive stunt to use, but I feel that’s necessary to prevent the cleric from being able to completely heal people multiple times a session. Players choose when to take consequences, and like anything in Fate, aspects chosen by the player are things they think are interesting. They should hang around for a bit so players get to make those choices matter.

 


Half Elf Cleric

High Concept: Resolute Half Elf Celric
Motivation: I Must Succor Those in Need
Aspect: Born Amid the Boughs of Brambleholme
Aspect: Trained at the Temple of Nitria
Aspect: Steel-shod Holy Staff of St. Pachomius

Approaches:

  • Careful: Fair (+2)
  • Clever: Mediocre (+0)
  • Flashy: Fair (+2)
  • Forceful: Good (+3)
  • Quick: Average (+1)
  • Sneaky: Average (+1)

Stunts:

  • Front-line Faith: Because I am a capable melee combatant, whenever I Forcefully defend against a physical attack, I suffer one less stress.
  • Lay On Hands: Because I magically knit the flesh of my allies with a touch, I can spend a Fate point to Carefully overcome a Consequence representing physical injury on another character. The opposition is equal to the level of the Consequence (2, 4, or 6), and if successful, the Consequence’s severity is reduced by one level, or cleared if Mild.
  • Turn Undead: Because I can channel divine light, I can Flashily create an advantage on every Undead character in my zone, giving a Disrupted, Panicked, or Weakened aspect to each defender I succeed against.

Stress: ▢ ▢ ▢
Consequences:

  • Mild (2):
  • Moderate (4):
  • Severe (6):

You can download the Resolute Half Elf Cleric as an A4-sized PDF or a letter-sized PDF.

Resolute_HalfElf_Cleric_A4

The character illustration is the free paper mini made by Printable Heroes. The free versions are backless, but if you support the Patreon at just $1 a month you get minis with backs. For $2 a month you get access to “reskins”, and for $3 a month you get multiple color options. That’s a fantastic deal.

Wednesday Warriors: Half Elf Cleric

Monday Monsters: Human Bandits

Apart from the ghoul, ghast, and gray ooze, all of the Monday Monsters I’ve made so far have been large, solo creatures. While you can certainly include multiple big monsters in a scene, and should for climactic battles, sometimes you want to include hordes of enemies the player characters can wade through relatively easily to feel like badasses.

That’s where filler NPCs come in. Fillers are one of the new enemy types introduced in the Fate Adversary Toolkit along with threats, hitters, and bosses. Fillers have only a few aspects, a few skills, no stunts, and a fairly small number of stress boxes. They’re not meant to put up a fight, even in large groups. In fact, they’re called fillers because you can fill a scene with them and still not overwhelm the player characters.

As I haven’t done low-level mooks before, I was looking for a chance to make some, and the Bandits Pack of paper minis by Paper Forge seemed like a good opportunity to do so. I seriously considered giving these bandits a stunt (maybe a bonus to avoid being disarmed due to their two weapons), or making the bandit arbalester a hitter rather than a filler, but decided not to. Not every monster or NPC can be important enough to warrant the extra mechanics, as fun as they are to make.

 


Bandit Thug

High Concept: Desperate Human Rogue
Motivation: I Must Not Be Caught Again

Approaches:

  • Quick: Average (+1)
  • Others: Mediocre (+0)

Weight: 1 (Medium)
Role: Enemy: Average Filler
Stress:


Bandit Arbalester

High Concept: Wary Human Rogue
Motivation: I Must Eliminate Threats Quickly

Approaches:

  • Careful: Fair (+2)
  • Others: Mediocre (+0)

Weight: 1 (Medium)
Role: Enemy: Fair Filler
Stress: ▢ ▢


You can download the Bandits as an A4-sized PDF or a letter-sized PDF.

Bandits_A4

The NPC illustrations are the free paper minis made by Paper Forge. The free versions are backless, but if you support the Patreon at just $1 a month you get minis with backs and B&W versions, and for $2 a month you get access to multiple color options. That’s well worth checking out.

Monday Monsters: Human Bandits

Wednesday Warriors: Human Ranger

Another classic fantasy RPG character type I had to make is the bow-wielding ranger. While the idea for the stunts were fairly easy to come up with (a ranger’s areas of expertise are usually things like ranged combat, woodcraft and survival skills, and excellent vision), coming up with the wording for a few of them proved difficult. Not difficult because Fate couldn’t handle them, mind you. Difficult because I wanted to get them “perfect”, and perfect is the enemy of done.

I’ve mentioned before about how I like using “at the start of a conflict” stunts with monsters to help establish the feeling of being in the creature’s lair or home turf. But using it for character is a neat way to represent an effect that is “always on”, like with the High Elf Minstrel’s reputation. It can also represent the character doing something incredibly quickly, like with the ranger’s Already in My Sights stunt. If the player rolls well enough, the character can stack two free invokes on their first attack roll of the conflict, potentially ending things before they even really start.

The Expert Woodcraft stunt is kind of like two stunts in one. It comes into play when overcoming an obstacle and creating an advantage as long as the action is related to hunting and tracking. As it affects two different action types, I felt reducing the bonus to +1, instead of the usual +2, was a way to balance it against what other characters got. Eyes of a Hawk is a pretty standard stunt. It grants a +2 bonus to a specific approach when used in a certain narrow situation. I normally don’t like to double up on approaches or action types for a character’s stunts, but I’ve done both of those here: two of the stunts are about overcoming obstacles and two stunts rely on Quick.

None of the other approaches seemed to make sense for the Eyes of a Hawk stunt though.  Sometimes the best way to decide on the appropriate approach for an action (whether writing up stunts or adjudicating things while playing) is to decide which approaches don’t work. Flashy and Forceful don’t make any sense when the character is observing something. Sneaky doesn’t either, unless the stunt was about watching things while remaining hidden. Which it isn’t. Clever or Careful could have worked, but that would have implied spending time observing the character’s surroundings, which the stunt isn’t about either. That leaves only Quick. Which is fine. Hawks spot things quickly after all, right?

 


Human Ranger

High Concept: Swift Human Ranger
Motivation: I Must Enforce the Natural Order
Aspect: Raised by Wood Elf Druids
Aspect: Disciple of the Devourer Wurm
Aspect: Chameleon-Drake Scale Cloak

Approaches:

  • Careful: Fair (+2)
  • Clever: Average (+1)
  • Flashy: Mediocre (+0)
  • Forceful: Average (+1)
  • Quick: Good (+3)
  • Sneaky: Fair (+2)

Stunts:

  • Already in My Sights: Because I can draw and aim my bow in the blink of an eye, at the start of a conflict, before anyone else acts, I may attempt to Quickly create an In My Sights advantage on one of my opponents.
  • Expert Woodcraft: Because I am skilled in woodcraft, I get +1 to Carefully overcome obstacles and create advantages related to hunting or tracking.
  • Eyes of a Hawk: Because I have the eyesight of a hawk, I get +2 to Quickly overcome aspects representing impairments to vision, such as long distances, fog or smoke, and dim lighting. (But not total darkness.)

Stress: ▢ ▢ ▢
Consequences:

  • Mild (2):
  • Moderate (4):
  • Severe (6):

You can download the Swift Human Ranger as an A4-sized PDF or a letter-sized PDF.

Swift_Human_Ranger_A4

The character illustration is the free paper mini made by Printable Heroes. The free versions are backless, but if you support the Patreon at just $1 a month you get minis with backs. For $2 a month you get access to “reskins”, and for $3 a month you get multiple color options. That’s a fantastic deal.

Wednesday Warriors: Human Ranger

Monday Monsters: Cloaker

The final monster from the poll I ran on Twitter and Google Plus was the Cloaker. I wasn’t expecting the flying manta ray to be first (and was very surprised when that honor went to the Black Pudding), but I wasn’t expecting it to be last either.

The Cloaker is a pretty weird monster. A flying manta ray that looks like a leathery black cloak while at rest, hence it’s name. It’s probably one of those monsters created in the early days of Dungeons & Dragons where the DM was expected to take on a more antagonistic role. “There’s what appears to be a black cloak on the floor of this room.” the DM would say, rubbing their hands gleefully behind the DM’s screen as the PCs went to go pick it up. It feels like a “gotcha” monster, like the treasure chest mimicking Mimic, or the metal destroying Rust Monster.

Anyway, the main features of the Cloaker differ between the different editions of Dungeons & Dragons and Pathfinder. In some editions its sonic attack sickens people, in others it disorients them, and in others it causes fear. Sometimes it’s able to magically manipulate shadows, and other times it can create multiple illusions of itself. Things that stay the same though are its “cloaking ability” (sorry for the pun), and a tendency to suffocate characters with its wings.

With a number of abilities to choose from, I turned the ones that seemed most interesting into stunts. As usual, I tried to spread the stunts around with regards to the types of actions they modified and the approaches they used. I’ve found that I can suggest tactics and a certain play style for these monsters by referencing elements that aren’t actually included in the stunt. For example, the Engulf stunt grants the Cloaker a +2 bonus when it Forcefully attacks a character who has the Ensnared aspect attached to it. But the stunt doesn’t create the aspect; that’s something the GM has to do separately. The stunt encourages the GM to take a certain action with the monster, or to ensure certain things are true, to set up the stunt. I rather like that. It also means I don’t have to turn every notable thing about the monster into a stunt. I can suggest additional abilities by referencing them in the stunts I do include.

I made the Cloaker a Hitter; an enemy that has some trick or ability to dish out a lot of damage, but goes down quickly when the PCs are finally able to do damage in return. With the Engulf stunt, a Cloaker who’s wrapped itself around a PC’s head (represented by an aspect) will Forcefully attack at +4. The attack increases to +6 if it invokes the aspect on the roll. As the characters I made only have a lead approach of +3, the Cloaker is more than likely succeeding with style on an attack this way. With the Phantasm stunt, the monster will Cleverly defend at +5, or +7 if it invokes an aspect, meaning it’ll be really hard to deal with unless the characters find a way to get rid of the illusion aspects.


Cloaker

High Concept: Large Flying Manta-like Aberration
Motivation: I Must Eliminate Mortals from This Plane
Aspect: Xenophobic Subterranean Lurker
Aspect: Razor-Sharp Tail Spike

Approaches:

  • Careful: Average (+1)
  • Clever: Fair (+2)
  • Flashy: Good (+3)
  • Forceful: Great (+4)
  • Quick: Good (+3)
  • Sneaky: Fair (+2)

Stunts:

  • Phantasms: Because I can magically create mirror images of myself,  I get +2 to Cleverly defend against attacks while an aspect such as Mirror Images, Illusory Duplicates, or Dancing Images is present.
  • Engulf: Because my wings hold victims in place while I bite them, I get +2 to Forcefully attack someone whom I’ve trapped this way, represented by an aspect such as Ensnared, Suffocating!, or Wrapped Up.
  • Subsonic Moan: Because I can emit a nauseating moan, I can spend a Fate point to Sneakily create an advantage on every other character in my zone, giving an Unsettled aspect to each defender I succeed against.

Weight: 2 (Large)
Role: Enemy: Fair Hitter
Stress: ▢ ▢ ▢
Consequences:

  • Mild (2):

You can download the Cloaker as an A4-sized PDF or a letter-sized PDF.

Cloaker_A4

The monster illustration is the free paper mini made by Printable Heroes. The free versions are backless, but if you support the Patreon at just $1 a month you get minis with backs. For $2 a month you get access to “reskins”, and for $3 a month you get multiple color options. That’s a fantastic deal.

Monday Monsters: Cloaker

Wednesday Warriors: Halfling Thief

Just like the “intelligence-based” wizard from last week, the halfling thief is such a classic fantasy RPG character type I had to make one. (Thank you Bilbo Baggins.) But the character took longer to write up than some of the others I’ve done so far. I’ve mentioned before that I try to spread a character’s stunts around, both in regards to the action and and the approach the stunt modifies. But some fantasy character types seem very focused on a fairly narrow area of expertise. The fighter is one, and the thief is another.

It would have been very easy to make Sneaky the thief’s lead approach. Because of how Fate Accelerated approaches work, creeping along in the shadows, backstabbing an unaware target, picking pockets, and even picking locks could be handled with the Sneaky approach. Stunts that grant bonuses to these “thief-y” actions would also have been really appropriate. But that also would have been rather boring.

One result of Fate Accelerated‘s approaches caring about how a character does something instead of what they are doing, is that the same approach can cover many different situations. This can lead to players “spamming an approach” – meaning the player intentionally tries to finagle things so they get to roll with their character’s highest approach as often as possible. Players and GMs are meant to use the approach that makes the most sense based on the fictional situation at hand, but there is nothing forcing the player to use different approaches.

Having stunts that use different approaches is a way to encourage players to branch out and use more than a one approach all the time. (Not that I necessarily expect people to do that.) But much like the fighter, making stunts that were tied to different approaches and actions yet still evoked the flavor of a fantasy thief was rather hard to do. I didn’t really need a stunt to emulate lock picking, as the equipment aspect of Expertly Crafted Set Of Thieves Tools could cover that. Instead I went with a stunt that grants a bonus when overcoming physical barriers. I always try to have a stunt that reinforces the adjective in the character’s high concept, and moving around during a fight seemed to fit nicely here. Moving into an adjacent zone for free doesn’t feel like it equals two shifts on the ladder (which is generally what a stunt’s effect is worth) so it works on success with style for two actions; attack and defense. Lastly, because the character is a thief and a halfling, I went with a stunt that granted a bonus to avoid notice.

As I’m using the Weight rules from War of Ashes: Fate of Agaptus for the fantasy monsters I’ve made, I could have given the character a Weight 0.5 (Small). But that would have meant any medium-sized opponent got to change one of their dice to a “+” when opposing the character. That doesn’t feel very heroic. Plus, the aspect Nimble Halfling Thief can be compelled when the “halfling” part would cause interesting problems because of the character’s size. It could also be invoked by an opponent for the same reason. That seems more fair, as it will only come up at interesting times, and the player gets a Fate point for having some trouble thrown at them.


Halfling Thief

High Concept: Nimble Halfling Thief
Motivation: I Must Steal A Legendary Treasure
Aspect: Raised On The Deck Of A Pirate Galley
Aspect: More Luck Than I Know What To Do With
Aspect: Expertly Crafted Set Of Thieves Tools

Approaches:

  • Careful: Average (+1)
  • Clever: Fair (+2)
  • Flashy: Average (+1)
  • Forceful: Mediocre (+0)
  • Quick: Good (+3)
  • Sneaky: Fair (+2)

Stunts:

  • Acrobatic Fighter: Because I constantly move during a fight, whenever I Quickly attack or defend and succeed with style, I may immediately move one zone instead of gaining a boost.
  • Escape Artist: Because I can always find a way out, I get +2 to Cleverly overcome obstacles and aspects representing physical bonds or impediments to escape, such as Behind Bars, Tied Up, or Superior Locks.
  • Low Profile: Because I am small and unassuming, I get +2 to Sneakily create an advantage such as Beneath Notice, Inconspicuous, or Totally Not Important, representing people overlooking, ignoring, or not paying attention to me due to my size.

Stress: ▢ ▢ ▢
Consequences:

  • Mild (2):
  • Moderate (4):
  • Severe (6):

You can download the Nimble Halfling Thief as an A4-sized PDF or a letter-sized PDF.

Nimble_Halfling_Thief_A4

The character illustration is the free paper mini made by Printable Heroes. The free versions are backless, but if you support the Patreon at just $1 a month you get minis with backs. For $2 a month you get access to “reskins”, and for $3 a month you get multiple color options. That’s a fantastic deal.

Wednesday Warriors: Halfling Thief