Stout Halflings
A variety of Halfling that seems to be more closely related to Dwarves, Stouts combine many of the advantages of Dwarves and Halflings and make an excellent Player Character race. However, they may not exist in all settings. Stouts tend to act like a cross between Dwarves and Halflings might be expected to act, basically prosaic stay at home types, but also durable and stalwart on the defense and often are skilled spelunkers.
You may need GM permission to play a Stout Halfling as they may not exist within the setting.
Cost Ability
3 Deft: +1 DEX
10 Quick: +1 SPD
2 Durable: +1 CON
2 Sturdy: +1 BODY
2 Stubborn +1 EGO
5 Doughty: Power Defense: 5
5 Small & Dodgy: +1 DCV
5 Sneaky: Stealth +1
3 Accurate: Range Skill Levels: +1 All Attacks (Only to offset the Range Penalty)
3 Alert: +1 PER All Senses
5 Unafraid: +10 PRE, Defensive Only (-1)
8 Poison Resistance: Immunity to Poisons, Activation 15- (-1/4)
5 Infravision: Infrared Perception
1 Longevity: LS: 100 Years
Value Disadvantages
-20 Normal Characteristic Maxima
-5 Distinctive Feature: Stout Halfling (Concealable w/ Magic, Noticed, Not Distinctive in Some Cultures)
-5 Physical Limitation: Small  (3 ft - 5 ft; 80 to 185 lbs)
-2 Slow: -1" Running
-1 Small: -1 STR
-1 Rough-hewn: -2 COM


Total Cost of Package

Race Package Deal
Halfling Options
With the GM's permission you may upgrade any of the Halfling Package Deals listed above with options selected from the list below, where appropriate at Character Creation. You may not later add any of these abilities to the existing Package Deal, though you may buy them seperately. The GM must approve all additional Disadvantages take for a given package; simply loading up on extra Racial Emnitites and similar should only be allowed if valid for the character's background.
Cost Ability
6* Halfing Accuracy Training: +2 All Attacks (Only to offset the Range Penalty)
5* Halfling Resistance: +5 Power Defense
5* Halfling Luck: 1d6 Luck
10* Lucky Outcome: +2 Overall Levels; Requires A Luck Roll (-1)
10* Lucky Shot: +4 Ranged; Requires A Luck Roll (-1)
19 Hide in Shadows: Invisibility to Sight Group, Normal Hearing, Reduced Endurance 0 END (+1/2) (34 Active Points); In Poor Lighting Only (-1/2), Requires A Stealth Skill Roll vs PER (No Active Point penalty to Skill Roll, RSR Skill is subject to Skill vs. Skill contests -1/4)
9 Overlook: +3 with Stealth, Concealment, Sleight of Hand
8 Halfling Accuracy -- Thrown Stones: Combat Stone Skipping (+5 OCV with  Thrown Stones, Only to Prevent Hitting Non-Enemies When Firing Into Melees (-2))
8 Halfling Accuracy -- Slings: Combat Slinging (+5 OCV with  Slings, Only to Prevent Hitting Non-Enemies When Firing Into Melees (-2))
8 Halfling Accuracy -- Knives: Combat Knife Tossing (+5 OCV with Thrown Knives, Only to Prevent Hitting Non-Enemies When Firing Into Melees (-2))
2 Halfling Weapons Group: WF: Thrown Knives, Knives, Stones, Slings, Darts, "Short Swords"
4 Find the Path: Detect Way Out, Discriminatory, Underground Only (-1)
1 Walk the Path: Bump of Direction, Underground Only (-1)
6 Stoneworker: KS: Stonework; PS: Mason
8 Stone-eyes: Detect Concealed Stone\Rock Features, Discriminatory
4 Underground Senses: Detect Depth & Slope Information, Discriminatory, Underground Only (-1)
15 Blindfighting: Combat Sense 11-
* May take Multiple Times
Value Disadvantages
-2 Frail: -2 STR
-4 Fragile: -2 CON
-1 Poor Jumper: -1" Leap
-2 Poor Swimmer: -2" Swim
-10 Psychological Limitation: Lazy (Uncommon, Strong)
-15 Psychological Limitation: Pathological Liar  (Uncommon, Total)
-10 Psychological Limitation: Kleptomaniac (Common, Strong)
-15 Psychological Limitation: Obsessed with Food (Common, Strong)