OldWarrior
Registered: 04-2006
Location: USA, Western hemisphere, earth
Posts: 5730
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Turkish Pipe'wo, Halfling Fieldwarden (Hobbit) (played by Shaggykorean)
Turkish Pipe'wo
Halfling Fieldwarden
Played by Shaggykorean
Battle Level 1 (Novice)
Biography:Turk has heard the summons of Gandalf and not knowing if he can even help rightly, he's packed some freshly smoked pipeweed to take to the meeting. It's been getting a little crowded on the farm; good timing for his departure though he hopes things aren't too bad off whatever's in the work of things. With a kiss from mum, and a hug from paps, he heads down to the main road.
Wounds 12/12
Move 4
Weapon Skill 3
Ballistic Skill 3+
Strength 2 (2 or 4 with Sling, see below)
Damage Dice 1
Toughness 3 (see Heavy Wool Sweater below)
Initiative 4
Attacks 1 (1 or 2 with Sling, see below)
Luck 0/0
Willpower 3
Escape Pinning 3+
Gold 30
Experience 0
Standing Order for Chef's Meals: A (always partake when at less than full Wounds, even if I risk dying from food poisoning)
Remember that you can change your standing order at any time. The change will apply to the current turn only if the Chef's meal hasn't yet been fully prepared (no one yet knows the results).
Skills:
Scouting Skill: Fieldwardens are skilled at moving silently and swiftly, abilities that can be at a premium in a dungeon. They also have, as a requirement of the job, excellent hearing and sight. A Fieldwarden may use this to Explore, just as if he had the Lantern. The Fieldwarden only has to be within 2 board sections of the Lantern to avoid being lost in the dark, rather than 1 board section.
Furthermore, every time the Halfling's exploration shows a Dungeon Room, roll a dice. On a roll of a 6 turn over the next Event card to see what is in the room. You do not have to resolve the Event until you enter the room. Place the card on the board as a reminder.
Duck: Halflings are not known for being able to take mighty blows and remain standing. It’s just not in their nature. It’s no surprise, then, that Halflings used to combat have learnt that the best way of dealing with blows is not to be there when they fall. A Fieldwarden may attempt to Duck any blow that hits, by rolling a 6 on 1D6. If he succeeds he takes no damage.
Equipment:
Lunch Box Once per turn the Halfling Fieldwarden may delve into his lunch box to see if he finds a suitable morsel. Roll 1D6, on 4+ he regains 1 wound, even if he was on Zero Wounds while reaching into his lunch box.
Heavy Wool Sweater - in melee combat and for each non-piercing missile taken on a 1D6 roll of 5+ for each attack it will absorb 1 wound. However, for every blow that does 10 or more total damage (before deductions), if the roll to absorb is a 1 or 2, then the sweater has been partially rent and will no longer provide as much protection. From then on, it requires a 6+ to absorb a wound. If it is ever rent a second time it is totally destroyed.
Shire Brew (1x) (just like Beer) - -1 to Weapon Skill; -1 Initiative, +1 Strength (Dwarf +2 Strength); +1 on Fear rolls: effects lasts 1 turn; if Wizard drinks he can't cast spells for 2 turns.
Weapons:
Short Sword Str 2 (DD+2)
Sling (Two attacks at DD+2 or one attack at DD+4) a weapon favoured by many Halflings. Fieldwardens practice with it constantly, and have done so since childhood. Because of this, they may choose either to use it twice in one turn, in which case it has Strength 2, or to use it once, in which case it has Strength 4. Taking longer allows the Fieldwarden to gain more momentum, and to target it more carefully at potential weak spots on his enemy.
Treasures:
CANNOT USE:
Notes:
Halflings and Food Whenever you want to heal another Warrior with provisions from your store you must first roll 1D6. If the total is under the number of provisions you have left you may heal the other Warrior as normal.
If the result is equal to or more than the number of Provisions you have left the Halfling hides his food and claims he has only a 'few crumbs' left. Once the Halfling has decided he is down to the minimum he may not give up any provisions for the rest of the adventure.
A Halfling Fieldwarden may always eat; it is an instinctive reaction that sets his hand reaching into his bag to grab some food. This means a Halfling may attempt to heal himself with any kind of food, even if he is at zero Wounds. He must still roll a 4+ to be successful in his attempt, just as if another Warrior was trying to heal him.
Treasure: Fieldwardens do not, on the whole, wear armour. They are skirmishers, and so rely on speed and agility rather than the ability to take heavy blows. However, he may wear robes, furs and cloaks on the understanding that they might trail a bit on the floor if not tailored to his size. Fieldwardens might also carry a shield, but nothing heavier. At most their toughness can be increased by a maximum of +2 points by items of this nature.
Apart from the above exceptions, the Fieldwarden has the same item restrictions as the Halfling Thief.
Handy Game Links
Turn Text
Game Chat & Orders
Adventure and Combat Stats
The One Ring
The Story as it Unfolds (updated from time to time)
Old Warrior Rules:
OW Gamer Reference (Access Restricted)
Email for dice rolls: [email protected]
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Last edited by OldWarrior, 18/May/2008, 10:59 am
--- Old Warrior
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God bless you, everyone!
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7/Mar/2008, 12:45 am
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OldWarrior
Registered: 04-2006
Location: USA, Western hemisphere, earth
Posts: 5730
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Re: Turkish Pipe'wo, Halfling Fieldwarden (Hobbit) (played by Shaggykorean)
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--- Old Warrior
Check out Bible Notes
It is one of my favorite places on the Internet.
God bless you, everyone!
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18/Mar/2008, 3:46 pm
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