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The following describes the characteristics for this race. See “Structured Information” below for info regarding stats, points, and other required items to play this race. See “Culture & History” at the end of the page for a brief depiction of what this race in an NPC form is like (so you can compare) and how it affects the game world.

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Structured Info      Skills


The world of love is complicated, and from this confusion comes those born of mixed blood. Society now deems them 'Halflings' since they are not seen as a proper race. Much discrimination occurs toward Halflings since most races pride themselves for their bloodlines, and find it a disgrace to mate outside their own kind. This ignorant and arrogant way of thinking robs the world of great treasures however; especially since most Halflings do not live past infancy. The blending of two races does not mean that the child is 'less' than anyone else, in fact, it can often be the opposite because having the abilities and knowledge of two races gives someone more advantages. Their ability to master their skills isn't as strong, but their determination usually can't be rivaled when it comes to overcoming the odds stacked against them. If they can get past the racism and self-doubt, they have much potential.

How they interact with the world varies greatly with each Halfling. All are unique, with different backgrounds, and are most likely to pick and choose from the cultures they are raised in to determine how they grow up. Most often when they get a choice, they'll stick with the parent or culture that is more accepting of them.

Common nicknames: Half bloods, the diluted, the impure, and the disgraced. When one particular type of halfling becomes numerous, they'll also sometimes refer to their group as "Half ____" picking one of the two races and placing 'half' behind it, such as the 'Half Elves' for example.

Choices below are selected by race/race for newly unassociated characters OR if you are the result of two already existing characters, you'd choose between parent/parent. The terms are interchangeable below.

Structured Section

This section provides the rules, stats, and general requirements for playing this race.
Everything in this section IS required for your character when you register.

Unique Quirks

Half from one parent, half from the other. Must be an even split when there is more than one quirk.

Most Common Halflings:
Human/Elf, Giant Fae/Elf, Demon/Human, Shapeshifter/Any Humanoid


All languages from both parents.

Age Ratio

Determined by whichever parent/race lives longer.


To Procreate, Partner Must Be:
Partner must be similar in anatomy, such as humanoid. Age of maturity is determined by parent that lives longer.

On a d100 roll (pregnancy):
Determined by more fertile parent.

Gender (d2 roll):
1 = Female
2 = Male

Child’s race:
If one or both parents are a half-race, the GM will have each parent roll d2 to determine which half from each parent they’ll be.


  • Races that can't be Halflings: Fae (small version), Centaur, and Non-starter Races (Blueblood Vampire, Mitochon, Quietus).
    *Drow and Sun Elves have cultural laws regarding breeding you should read before considering using them as a Halfling, but it IS allowed.

  • In any instance of creating a Halfling, you will be splitting things in half. Either between two races, two parents, or skill strengths. Different areas of this page will guide you on this, but if you have questions feel free to ask.



Specialty: Pick from one parent/race.
Only one specialty allowed, so if there are more, pick the one you want.

Weakness: Pick from other parent/race.
You must take ALL weaknesses from the chosen race/parent.

Uniqueness: In any instances where there is a full-blooded race weakening effect (other than the "Strengths/Weaknesses" section here) it will not effect Halflings.

For example, if a blade does double damage against an ogre, and the halfling is part ogre, they are immune to the effect. Or if the full-blooded race took damage from sunlight, the halfling version either wont, or will only take partial damage. GM Discretion.
When there is a bonus toward a full-blooded race, it will effect the Halfing if they have part of that race in them. Bonuses refer to special rules, not to "Specialty" effects.

Physical Qualities

(Required. SP can be invested to improve the qualities similar to stats: 3 SP will increase a Quality by 1. For more idea of what each Quality does, see this Chart.)

0=Disabled, 1=Below Average, 2=Average
3=Above Average, 4=Exceptional, 5=Godly


Running: -

Flying: -

Swimming: -


Smell: -

Hearing: -

Sight: -


Intimidation: -

Charisma: -

Timidity: -
Add up the total of both race's qualities (Smell and Smell for example) then cut the total in half. This will be the number for your Qualities. It is always rounded down. If a total is more than 5, then the Quality will simply be 5 (the max.) In the case of 0, it will remain 0. In the case of flying, if you gain points in flying but have no wings for your character, you will gain magic wings that can be brought out or hidden at will. Their appearance is your choice.

Race Skills

As you level, you will gain skill points (sp) to spend on various things, including skills.
Invest your SP accordingly below if you desire to raise or acquire something listed.

Improve a Quality

To improve one of the qualities above, spend 3 SP, and increase the chosen quality by 1.

Improve an Attribute

To improve one of the attributes below, spend 5 SP, and increase the chosen stat by 1.



Additional Senses

Costs 1 SP to unlock an extra sense and requires a minimum of 4 points in a Physical Quality above to unlock any the following:

Chosen from parents or race.

General Skills

Choose one skill from each parent/race to have at full strength. All other skills acquired will be at half strength/effectiveness.