TEXT: The Halfling
  You start with these moves:
  The Little Folk
  When you take advantage of the fact that no one is paying attention to you to discreetly do 
  something, roll+Dex. On a hit, no one will notice what you did until you're no longer around. 
  On a 10+, they won’t even think to blame you unless you personally tell them you did it.
  Friendly Face
  As long as you show a friendly face, anyone not already actively hostile to you will treat you 
  as a friend until proven otherwise.
  Mean With a Sling
  When you Volley with a sling or other appropriate halfling weapon, on a 7-9, choose from 
  the following instead of the usual Volley options:
  • You take several shots, reducing your ammo by one
  • You have to take what you can get: -1d4 damage
  • The missile deals no damage, but it does distract your target
  Size Matters Not
  As long as someone underestimates you because of your size, take +1 against them.
  ⃞Good
  Stick by your friends or your word when it would put you in danger.
  ⃞Chaotic
  Act to shake things up when people ignore or underestimate you.
  ⃞Evil
  Use your status and stature to make others do what you want.
  ⃞Rook
  When your people suffer a setback, you don't let it get you down. 
  When you Defy Danger, on a 7-9, take +1 forward.
  ⃞Stoutkin
  Your people have had the most contact with a hostile world, and 
  know how to defend themselves. When you attack with a ranged 
  weapon, deal +2 damage.
  ⃞Tallfellow
  Your people love to collect stories from afar. When you Spout Lore 
  concerning adventures, treasures or foreign lands, take +1.
  Fill in the name of one of your companions in at least one:
  _______________ dragged me from my home and on the road 
  to adventure!
  _______________ really enjoys the finer things in life.
  I was caught with my hand down _______________'s pocket.
  _______________ overlooks my stature and treats me as an equal.
  Alignment
  Damage
  Armor
  HP
  Current
  MAX
  Your Max HP is 
  8+Constitution
  Strength
  STR
  -1
  WEAK
  Dexterity
  DEX
  -1
  SHAKY
  Constitution
  CON
  -1
  SICK
  Intelligence
  INT
  -1
  STUNNED
  Wisdom
  WIS
  -1
  CONFUSED
  Charisma
  CHA
  -1
  SCARRED
  Twinkling Eyes, Child-Like Eyes, or Piercing Eyes
  Bowl Cut, Luscious Curls, or Hooded Face
  Sensible Clothes, Travel Clothes, or Sunday Best
  Rotund Body, Wiry Body, or Hairy Body
  Names: Aldrim, Adamanta, Bungo, Deagol, Donnamira, Drogo, Estella, Gilly, Hamfast, Lidda, 
  Michael, Pounder, Robin, Robard, Rose, Reuel, Schuyler, Tanner
  Surnames: Bracegirdle, Brannigan, Bullroarer, Goldworthy, Hornblower, Muddyfoot, Neville, 
  Nibs, Pip, Proudneck, Roper, Shea, Sylvester, Tackleford, Trotter
  Starting Moves
  Assign these scores to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1)
  Level
  XP
  Name
  Look
  Race
  Bonds
  Choose which race of halflings you belong to:
  Choose an alignment:
  d10
  d6
  
  Your Load is 7+Str. You start with a dagger (hand, 1 weight), padded leathers 
  (1 armor, worn, 1 weight), a sling (near, 1 weight) and pouchful of bullets (3 
  ammo, 0 weight), and most importantly, a halfling packed lunch (ration, 1 use, 
  2 weight). Choose one:
   
  ⃞ Two more halfling packed lunches (ration, 1 use, 2 weight) and two pouches 
  of halfling pipeleaf (6 uses, 0 weight)
   
  ⃞ Poultices and herbs (2 uses, slow, 1 weight), bandages (3 uses, slow, 0 weight) 
  and two antitoxins (1 use, 0 weight)
   
  ⃞ A pony (Load 8)
  Advanced Moves
  Gear
  When you gain a level from 2-5, choose from these moves:
  ⃞Adventurous Spirit
  When you enter an exciting new location or one that has changed a lot since 
  the last time you saw it, you may ask the GM to tell you one thing that the big 
  folk have overlooked and which you can use to your advantage.
  ⃞A Little Taste of Home
  When you Make Camp and cook dinner, everyone heals 1d8 hit points or 
  removes a debility, their choice. When you Undertake a Perilous Journey and 
  act as the quartermaster, take +1.
  ⃞Bourgeois Burglar
  Choose one move of your level or lower from the Thief class list.
  ⃞Half-Pint Bravery
  When you let out your battle cry and charge into combat, everyone who joins 
  in takes +1 forward and deals +1d4 damage forward.
  ⃞Homeground Advantage
  When you join a fight in familiar terrain, roll+Dex. On a 10+, hold 3. On a 
  7-9, hold 1. Spend hold 1 for 1 on the following options:
  • An enemy is distracted by one of your surprises, letting you slip past them safely
  • You use your surroundings to block or redirect an enemy attack, reducing 
  its damage to 0
  • You retrieve ammunition you had previously stashed, letting you or one of 
  your allies regain 1 ammo
  ⃞Long-Lost Relatives
  When you enter a steading where there are halflings, spend a little time figuring 
  out how they're related to you, then roll+Cha. On a hit, name a local NPC and 
  ask the GM one question from this list. On a 10+, ask two instead:
  • What shady business are they involved in?
  • What do they covet most?
  • What can I do to get their servants on my side?
  • Who is their greatest enemy?
  ⃞Loquacious Invective
  When you hurl insults at a foe, roll+Cha. On a 10+, the enemy is distracted 
  and leaves themselves briefly open to attacks from others. On a 7-9, they leave 
  themselves briefly open, but your shouting draws attention to yourself, putting 
  you in a spot.
  ⃞Soldier On
  As long as you have less than your maximum HP, take +1 armor. If you have 
  a debility as well, take +2 armor instead.
  ⃞Sting Like a Bee
  When you attack a surprised or defenseless creature in melee, choose one:
  • They stumble and are knocked flat on their face
  • You steal something small from them in the confusion
  • They don’t immediately notice you
  When you gain a level from 6-10, choose from these moves or from the level 
  2-5 moves:
  ⃞A Really Large Bee
  Requires: Sting Like a Bee
  When you attack a surprised or defenseless creature, deal +1d4 damage.
  ⃞Halfling Master Chef
  Requires: A Little Taste of Home
  When you Make Camp and cook dinner, everyone heals an additional 1d6 hit 
  points. You can cook up a feast from even the most meagre ingredients—when a 
  move tells anyone in the party to mark off a ration, they can ignore it as long as 
  they don’t mind eating rock stew (made from actual rocks) or something similar.
  ⃞Luckwearer
  When you roll a miss while in a dangerous situation and make an appropriate 
  witty quip or pithy saying (GM’s discretion), you can reroll one of the d6 
  involved. You must take the result of the reroll, even if it’s worse than the original 
  roll.
  ⃞Pint-Sized Prowler
  Choose one move of your level or lower from the Thief or Ranger class lists.
  ⃞Sheriff Material
  Halflings you meet always treat you with respect, and may come to you seeking 
  help with dangerous or troubling matters. Halfling hirelings in your service 
  have +2 loyalty.
  ⃞Slippery Wrists
  You can automatically escape from any bonds (chains, ropes, etc.) restraining 
  you at any time you wish, without needing to roll to do so.
  ⃞Small Target
  When you Defy Danger by getting out of the way, on a hit, you also escape 
  everyone else's notice.
  ⃞Smoke Ring Tricks
  When you Parley with someone who has recently experienced your hospitality, 
  on a hit, they do what you ask if you promise to do what they ask of you, without 
  needing any concrete assurance.
  ⃞There and Back Again
  When you return from an adventure and tell people of your exploits, you 
  become famous and respected locally. When you meet someone from a place 
  where you’re known or another halfling, and you tell them who you are, they 
  will hesitate in taking action against you, giving you an opening to parley or attack.
  ⃞Well-to-Do
  You can freely obtain mundane goods or services worth up to ten times your 
  Charisma in coins without paying anything. You can also call on contacts and 
  distant allies to acquire rare, unusual or particularly noteworthy items that would 
  not normally be for sale, given enough time; the GM will tell you how much you 
  need to pay for anything you want to obtain this way.
  What other thing fell into your pockets on the way out of your door? Choose 
  one; all are 0 weight:
   
  ⃞ A handful of strange foreign coins, left to you by a close relative
   
  ⃞ An adventuring contract
   
  ⃞ An address book, containing the names and addresses of family friends 
  in every major settlement
  
SOURCE: textdata/thevault/Dungeon World (PbtA) [multi]/Playbooks/The Halfling.pdf