02.09.2019 Views

Lights Out - The Roleplaying Game (demo)

No school. No parents. No rules. The children of Applewood woke one morning and discovered that all the adults have disappeared and better yet, they all have superpowers! With no one to tell them to comb their hair or brush their teeth, the kids could do whatever they wanted. All was great until that same night when the electricity shut off and monsters started stalking the streets. Now the children must band together in order to survive the night. Grab your friends, built a clubhouse, thwart bullies and defeat the horrors that go bump in the dark. Do you think you have what it takes to survive in a world without grown-ups? Find out in “Lights Out – The Roleplaying Game” which is based upon the “Lights Out” children chapter series. This game is recommended for kids ages 7 and up with assistance from an adult storyteller, or for ages 10+ without an adult. Build a legacy of gaming with your children. This book contains everything you need in order for you to create endless adventures. It uses 2d6 and a single deck of playing cards for players to share. This book is compatible with "Spooks! Welcome to the Great Beyond" and "Mortal Intrusion"! This game is printed in the OpenDyslexic font for easy reading. This demo includes the Players' Guide (135 pages) of the game. To gain a higher resolution version and all the other pages, you may buy it at nathanreesemaher.com.

No school. No parents. No rules.

The children of Applewood woke one morning and discovered that all the adults have disappeared and better yet, they all have superpowers! With no one to tell them to comb their hair or brush their teeth, the kids could do whatever they wanted. All was great until that same night when the electricity shut off and monsters started stalking the streets. Now the children must band together in order to survive the night.
Grab your friends, built a clubhouse, thwart bullies and defeat the horrors that go bump in the dark. Do you think you have what it takes to survive in a world without grown-ups? Find out in “Lights Out – The Roleplaying Game” which is based upon the “Lights Out” children chapter series.

This game is recommended for kids ages 7 and up with assistance from an adult storyteller, or for ages 10+ without an adult. Build a legacy of gaming with your children. This book contains everything you need in order for you to create endless adventures. It uses 2d6 and a single deck of playing cards for players to share.
This book is compatible with "Spooks! Welcome to the Great Beyond" and "Mortal Intrusion"!

This game is printed in the OpenDyslexic font for easy reading. This demo includes the Players' Guide (135 pages) of the game. To gain a higher resolution version and all the other pages, you may buy it at nathanreesemaher.com.

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Written by Nathan Reese Maher under publication of Nightingale Publishing; an<br />

independently owned game company. No portion of this book, except for brief quotation,<br />

may be reproduced in any form without permission from the author.<br />

First Printing: June 2017<br />

Hardcover ISBN: 978-0-9903201-4-2<br />

Product Number: NPLO0003<br />

Initial Credits<br />

Written by: Nathan Reese Maher<br />

Artwork & Layout by: Tobias Benjamin White<br />

Editors: Sarah Strege<br />

LIGHTS OUT and the Nightingale Publishing logo are protected under the copyright<br />

laws of the United States of America. Any reproductions or unauthorized use of the<br />

contents herein including, but not limited to, artwork and text is prohibited without<br />

written permission from Nathan Reese Maher or Nightingale Publishing. In the event, and<br />

most likely scenario, where this product will be pirated or illegally distributed, please<br />

link to our website or product page for means of donation or review. We’re a small<br />

independent press and every little bit helps. This book is a work of fiction and any<br />

similarity to actual people, organizations, places or events is purely coincidental.


This book is inspired by music from:<br />

<strong>The</strong> Birthday Massacre<br />

This book is based on the:<br />

“<strong>Lights</strong> <strong>Out</strong>” Children’s Chapter Book Series<br />

This game was made possible due to the generous donations of our backers on<br />

Kickstarter. Thank you for making this a reality and for all your words of encouragement.<br />

Kickstarter Backers<br />

A. Hindelang<br />

Fishdinner<br />

Kirbyshade<br />

“FinSemi” Hallikas<br />

Achim Kaiser<br />

Frédéri “Volk Kommissar<br />

Kora Rucker<br />

Sebastian Stein<br />

Adam & Bryan Brown<br />

Friedrich” POCHARD<br />

Kye Moran<br />

Shannon Orth-Lawler<br />

Adam Blanks<br />

George White<br />

Lester Ward<br />

Shannon Roznoski<br />

Adam, Marella &<br />

Sterling Alderman<br />

Alan Bartholet<br />

Aly Williams<br />

Andrew Hauptman<br />

Andrew Peregrine<br />

Anestis Kozakis<br />

Annie Spencer<br />

Ben McArdle<br />

Bert Isla<br />

Brent Litster<br />

Brian P. Kurtz<br />

Bryan Ray<br />

Bryson Taylor<br />

Buster Zlug Mølborg<br />

Erlingsøn<br />

Charles Summerhill<br />

Chris Huddleston<br />

CJ Kremer<br />

Cody Templeton<br />

Cyrus Lendvay<br />

Daniel Shepherd<br />

David Olson<br />

Derek Mayne<br />

Dr. Donald A. Turner<br />

Edward Leron Culbreath<br />

Eitetsu Baumgardner<br />

Eleanor Hingley<br />

Ellen Power<br />

Eric Konecne, Esq.<br />

Ethan and Avery<br />

Erickson<br />

Gideon Kalve Jarvis<br />

Greg “Father of Logan”<br />

Hardy<br />

Gusty737<br />

Hannah Rose Sheehan<br />

Heather R McDonald<br />

Herman Duyker<br />

Hilary Harris Moldovan<br />

Hsieh, Wei-Hua<br />

Ian Nordlund<br />

Ignatius Montenegro<br />

Incandescent Dragon<br />

Creations<br />

Jack Gulick<br />

Jan Schattling<br />

Jason Italiano<br />

Jeff Zitomer<br />

Jennie Shen<br />

Jesper Cockx<br />

Jessica Heerema Minnihan<br />

Jim Krawarik-Graham<br />

John Desmarais<br />

John Doyle<br />

John Thompson<br />

Johnny Kingyon & Judy<br />

Kingyon<br />

Jonathan Millington<br />

Jonathan Zimmerman<br />

Joshua T. Hart<br />

Justin ‘misterjustin’ McCoy<br />

KimB<br />

Kimberly<br />

Lindsey Tomsu<br />

Lochlan & Glenna<br />

Wheeler<br />

Lord Reginald von<br />

Schnuffles<br />

Luis O M Dantas<br />

Luke N. Davison<br />

Magically a name<br />

appears Jevin<br />

Pierson<br />

Marc-André Perreault<br />

Mark Edwards<br />

Mark R. Lesniewski<br />

Matthew McFarland<br />

Matthew Swetnam<br />

Mattias<br />

Michael Feldhusen<br />

Morgan Weeks<br />

Nat “woodelf”<br />

Barmore<br />

Natalie Abinante<br />

Nathan Rowe<br />

Neal Tanner<br />

Patrice Mermoud<br />

Pete<br />

Peter<br />

Peter Barlow<br />

Peter W<br />

Rachel Gerlach<br />

Rod Holdsworth<br />

Ryan Campbell<br />

Sami-Pekka<br />

Shari Hartstein<br />

Shawn Carman<br />

Sherman Jett<br />

Shiloh Strawn<br />

Sian Lloyd-Wiggins<br />

Signe Rasmussen<br />

Simon* jf. Hunt<br />

Sin<br />

Sirrob01<br />

Star Eagle<br />

Stephanie Collins<br />

Steve Lord<br />

Steven Noll<br />

Stormshot<br />

Svend Andersen<br />

Tammy Grell<br />

Tara, Morrigan,<br />

Genevieve & Leathan<br />

Tim Chung<br />

Tim Rudzianski<br />

Tom Ladegard<br />

Trapdoor Technologies<br />

Trip Space-Parasite<br />

Underwood Family<br />

Warren P Nelson<br />

Will Collett<br />

Wouter<br />

Xarcht<br />

Zack Ronan McGinnis<br />

Lin Liren


Table of Contents<br />

PLAYERS’ GUIDE<br />

Introduction<br />

Welcome to <strong>Lights</strong> <strong>Out</strong><br />

Roles<br />

Character Creation<br />

Advancement<br />

Role-Playing<br />

Example of Role-Playing<br />

Chapter 1 - Character Statistics<br />

Ability Scores<br />

Attributes<br />

Character Shield<br />

Defenses<br />

Status Bar<br />

Pg. 8<br />

Pg. 9<br />

Pg. 10<br />

Pg. 12<br />

Pg. 13<br />

Pg. 17<br />

Pg. 17<br />

Pg. 21<br />

Pg. 24<br />

Pg. 24<br />

Pg. 28<br />

Pg. 34<br />

Pg. 35<br />

Pg. 37<br />

Building Friendship<br />

Applewood<br />

Notable Kids<br />

STORYTELLER’S GUIDE<br />

Chapter 7 - Telling a Story<br />

Coming of Age<br />

Character Goals<br />

Developing a Story Plot<br />

Storytelling Aides<br />

NPCs<br />

Example of How to Build a Story<br />

Revealing Locations<br />

Rewards<br />

Storyteller Tips<br />

Pg. 144<br />

Pg. 146<br />

Pg. 154<br />

Pg. 173<br />

Pg. 174<br />

Pg. 175<br />

Pg. 176<br />

Pg. 180<br />

Pg. 182<br />

Pg. 186<br />

Pg. 190<br />

Pg. 192<br />

Pg. 193<br />

Chapter 2 - Kit Types & Circles<br />

Kid Types<br />

Circles<br />

Circle Types<br />

Pg. 40<br />

Pg. 41<br />

Pg. 50<br />

Pg. 52<br />

Chapter 8 - Playing the <strong>Game</strong><br />

Challenges<br />

Aiding Others<br />

Hazards<br />

Pg. 194<br />

Pg. 194<br />

Pg. 201<br />

Pg. 201<br />

Chapter 3 - Skills<br />

Skill List<br />

Skill Descriptions<br />

Chapter 4 - Patches<br />

What is the SOK Market?<br />

It Feels Heavy...<br />

Gaining Patches<br />

<strong>The</strong> Power Roll<br />

Patch Descriptions<br />

Chapter 5 - Items<br />

What are Items?<br />

Item Exchange<br />

Chapter 6 - Setting<br />

A Post-Parentless World<br />

Surviving<br />

Kids and Age<br />

Pg. 57<br />

Pg. 58<br />

Pg. 60<br />

Pg. 70<br />

Pg. 70<br />

Pg. 80<br />

Pg. 83<br />

Pg. 84<br />

Pg. 85<br />

Pg. 113<br />

Pg. 113<br />

Pg. 117<br />

Pg. 135<br />

Pg. 136<br />

Pg. 137<br />

Pg. 139<br />

Chapter 9 - Combat<br />

<strong>The</strong> Reaction Roll<br />

Actions<br />

Defending<br />

Dealing Damage<br />

Tactics<br />

Chapter 10 - Dark Side of Applewood<br />

<strong>The</strong> Disappearance<br />

<strong>The</strong> Boogeyman’s Agenda<br />

Notable Bullies<br />

<strong>The</strong> Shadow Self<br />

Dimensions<br />

Chapter 11 - Clubhouse<br />

Statistics<br />

Resources<br />

Character Bonuses<br />

Clubhouse Membership<br />

Pg. 212<br />

Pg. 212<br />

Pg. 213<br />

Pg. 217<br />

Pg. 219<br />

Pg. 223<br />

Pg. 225<br />

Pg. 225<br />

Pg. 226<br />

Pg. 228<br />

Pg. 238<br />

Pg. 239<br />

Pg. 244<br />

Pg. 245<br />

Pg. 255<br />

Pg. 257<br />

Pg. 258


Clubhouse Maintenance<br />

Missions<br />

Starting a Clubhouse<br />

Chapter 12 - Magic Items<br />

Identifying Magical Items<br />

When to Give <strong>Out</strong> Magical Items<br />

Bad Luck<br />

What Bonuses Should be Given?<br />

Magical Items<br />

Chapter 13 - Creatures<br />

Creature Types<br />

Items of Note<br />

Talents<br />

Optional: Affinity/Weakness<br />

How to Quickly Generate a Creature<br />

Animals<br />

Faeries<br />

Monsters<br />

Spooks<br />

Pg. 259<br />

Pg. 264<br />

Pg. 266<br />

Pg. 278<br />

Pg. 279<br />

Pg. 279<br />

Pg. 279<br />

Pg. 279<br />

Pg. 280<br />

Pg. 299<br />

Pg. 300<br />

Pg. 304<br />

Pg. 304<br />

Pg. 315<br />

Pg. 315<br />

Pg. 317<br />

Pg. 325<br />

Pg. 353<br />

Pg. 385<br />

APPENDIX<br />

Character Sheet<br />

Clubhouse Sheet<br />

Creature Sheet<br />

INDEX<br />

TABLES<br />

TABLE I.1: - AVERAGE HEIGHT AND WEIGHT BY AGE AND GENDER<br />

TABLE 1.1 - ADVANCEMENT<br />

TABLE 1.2 – AVERAGE CHARACTER LEVEL BY AGE<br />

TABLE 1.3 - BRAVERY BONUS FROM KID TYPES<br />

TABLE 2.1 - POPULAR KID TRAITS<br />

TABLE 2.2 - FRINGE KID TRAITS<br />

TABLE 2.3 - ATHLETIC KID TRAITS<br />

TABLE 2.4 - NERD/GEEK KID TRAITS<br />

TABLE 2.5 - LONER KID TRAITS<br />

TABLE 3.1 - SKILL POINTS GAINED<br />

TABLE 3.2 – SKILL LIST<br />

TABLE 4.1 – COMMONLY KNOWN PATCHES<br />

TABLE 5.1 - VALUE OF CANDY<br />

Pg. 15<br />

Pg. 29<br />

Pg. 32<br />

Pg. 34<br />

Pg. 52<br />

Pg. 53<br />

Pg. 54<br />

Pg. 55<br />

Pg. 56<br />

Pg. 57<br />

Pg. 58<br />

Pg. 81<br />

Pg. 116


TABLE 5.2 - WEAPONS<br />

TABLE 5.3 - COST OF WEAPON BONUSES<br />

TABLE 5.4 - CLOTHES<br />

TABLE 5.5 - COST OF PROTECTION BONUSES FOR CLOTHES<br />

TABLE 5.6 - RESOURCES<br />

TABLE 5.7 - MISCELLANEOUS ITEMS<br />

TABLE 5.8 – TRANSPORTATION<br />

TABLE 5.9 - BADGES<br />

TABLE 5.10 - BADGE MODIFIERS<br />

TABLE 7.1 - ITEM REWARDS<br />

TABLE 7.2 - ITEM TYPE<br />

TABLE 8.1 - MATERIAL STRENGTHS<br />

TABLE 8.2 - MOOD CHART<br />

TABLE 8.3 – CHALLENGE LEVELS<br />

TABLE 8.4 – ADVANCED CHALLENGE LEVELS<br />

TABLE 8.5 - BULLY & MONSTER CHALLENGE LEVEL<br />

TABLE 8.6 – LIGHT CONCEALMENT & AWARE SKILL PENALTIES<br />

TABLE 8.7 - LIGHT PROTECTION<br />

TABLE 8.8 - SCARY THINGS<br />

TABLE 8.9 – SUGGESTED WEATHER HAZARDS<br />

TABLE 8.10 – TRAVELING SPEED<br />

TABLE 9.1 – ACTION SUMMARY<br />

TABLE 9.2 – CONCEALMENT CHART<br />

TABLE 9.3 - TACTICS SUMMARY<br />

TABLE 10.1 - RESEARCH POINTS EXAMPLES<br />

TABLE 10.2 - EDUCATION BONUSES<br />

TABLE 10.3 - LUCK BONUSES<br />

TABLE 10.4 – THINGS THAT CAUSE UNHAPPINESS<br />

TABLE 10.5 - HAPPINESS BONUSES<br />

TABLE 10.6 - HEALTH BONUSES<br />

TABLE 10.7 - SECURITY BONUSES<br />

TABLE 10.8 - ABILITY SCORE BONUSES<br />

TABLE 10.9 - LIGHT BONUSES<br />

TABLE 10.10 - PROTECTION BONUSES<br />

TABLE 10.11 - RESOURCE PRODUCTION BONUS PER DAY<br />

TABLE 10.12 - BRAVERY BONUS<br />

TABLE 10.13 - CULTURE BONUS<br />

TABLE 10.14 - ORGANIZATION BONUSES<br />

TABLE 10.15 - CLUBHOUSE ENCOUNTER TABLE<br />

TABLE 10.16 - MISSION SUMMARIES<br />

TABLE 10.17 - IMPROVEMENT SUMMARY<br />

TABLE 10.18 - TECHNOLOGY SUMMARY<br />

TABLE 12.1 - CREATURE TALENTS<br />

TABLE 12.2 - SIZE ADJUSTMENTS (BIG/SMALL)<br />

TABLE 12.3 - SIZE ADJUSTMENTS (GAUNT/GIRTH)<br />

Pg. 117<br />

Pg. 118<br />

Pg. 118<br />

Pg. 120<br />

Pg. 121<br />

Pg. 122<br />

Pg. 132<br />

Pg. 132<br />

Pg. 132<br />

Pg. 192<br />

Pg. 192<br />

Pg. 195<br />

Pg. 198<br />

Pg. 199<br />

Pg. 199<br />

Pg. 200<br />

Pg. 205<br />

Pg. 205<br />

Pg. 208<br />

Pg. 210<br />

Pg. 211<br />

Pg. 213<br />

Pg. 219<br />

Pg. 220<br />

Pg. 245<br />

Pg. 246<br />

Pg. 246<br />

Pg. 247<br />

Pg. 248<br />

Pg. 248<br />

Pg. 249<br />

Pg. 251<br />

Pg. 252<br />

Pg. 253<br />

Pg. 256<br />

Pg. 257<br />

Pg. 258<br />

Pg. 259<br />

Pg. 261<br />

Pg. 264<br />

Pg. 270<br />

Pg. 277<br />

Pg. 305<br />

Pg. 311<br />

Pg. 312


PLAYERS’ GUIDE


Introduction<br />

“Hi! I’m Shelly Wynn. Things have gotten pretty<br />

out of control around here. Before ‘<strong>Lights</strong> <strong>Out</strong>’, I was a<br />

normal 13-year old girl. I had a perfect relationship with<br />

my parents, especially my mom. She supported me in<br />

everything I did. In school I was great at math and science.<br />

I was also the best runner on the 8 th -grade track team. My<br />

dad said it was because of my Wynn attitude and my long<br />

legs. I think it was a little more than that. You won’t<br />

believe how hard I’ve practiced! My schedule was loaded with gymnastics and ballet.<br />

In my spare time, I loved to hula-hoop. <strong>The</strong> day before it happened, I was challenged<br />

by Lydia Gaines – my arch nemesis – to a race the next day. Everyone was psyched<br />

about it, even my best friend. When tomorrow came… all the adults disappeared,<br />

including my parents.<br />

Without grown-ups, there wasn’t any school. It was so eerie because the radio<br />

went quiet, no one was on TV, and the streets were empty. Once night time hit,<br />

electricity shut off. No one knew how to fix it! I didn’t realize how much I relied upon<br />

adults for things. I had to find my own food, cook my own meals, do my own laundry<br />

– do you know how hard it is to do laundry when the washing machine doesn’t work?!<br />

But that was the least of my problems. Kids did whatever they wanted which meant<br />

that bullies got even meaner. If you thought that losing your lunch money was bad,<br />

imagine when someone takes all your food that you just found and you’ve haven’t had<br />

anything to eat since the day before.<br />

One good thing that has come out of this, is we all have powers now! Some of<br />

us can fly, others can control animals, cause things to float in the air like balloons<br />

or even hopscotch to other worlds. And wow… do we need them. <strong>The</strong>re are now<br />

monsters in my hometown! <strong>The</strong>y hunt us at night and, if we don’t keep the lights on<br />

then we are in deep trouble! But as long as we have each other, things are going to<br />

be okay.<br />

It’s scary out there. We can’t lose ourselves to the darkness. We have to<br />

fight. Don’t worry, I have your back. It may be ‘<strong>Lights</strong> <strong>Out</strong>’, there may be something<br />

scratching at the door, but you know what – we got this. Take my hand and together<br />

we’ll have an adventure that you’ll never forget.”<br />

In this tabletop role-playing game you are a child who wakes up in a world<br />

without grown-ups. It’s a world without rules, school or a bedtime. You’re now on<br />

your own and have to fend for yourself. On top of all your new-found freedom, you<br />

also have some pretty neat superpowers. How cool is that?<br />

Not everything is as great as it sounds, though. Without parents the electricity<br />

has shut off, there’s no one to fix dinner, and there’s no one to stop you from getting<br />

sick on too much candy. Weird things keep happening, the bullies are out of control<br />

and there are monsters that come out at night.<br />

9


Introduction<br />

In “<strong>Lights</strong> <strong>Out</strong>”, you can decide the type of kid you want to be. Are you going to<br />

protect those younger than you? Are you going to build a clubhouse and let only your<br />

friends join? Are you going to investigate the disappearances? Will you face down<br />

the scary creatures that howl from the dark? Everything is up to you. It’s time to<br />

roll up your sleeves, put your best foot forward and show the city what you’re made<br />

of.<br />

WHAT IS A ROLE-PLAYING GAME?<br />

Imagine reading your favorite book, but instead of turning the pages to see what<br />

comes next you get to say what the hero is going to do. A storyteller, much like an<br />

author, narrates what happens around your choices. Every person who plays is called<br />

a player, with a typical gathering of about 4-5 players, and those individuals make a<br />

character from the rules inside this book. You roll dice to determine how great your<br />

character is at doing the things they want to do.<br />

Role-playing is also about pretending to be someone different. You can speak in<br />

a different accent, be nerdy or really into sports, make jokes or be incredibly serious.<br />

You decide who you are and you base decisions on how your character would react.<br />

You are an actress without ever having to step foot on a stage or memorize any lines.<br />

Everything is spur of the moment and nothing you say or do, in the spirit of your<br />

character, is wrong.<br />

As you play, your character gains in levels and abilities that allows them to do<br />

more amazing things. <strong>The</strong> point is to have fun with your imagination and run wild with<br />

endless possibilities.<br />

Lexicon<br />

<strong>The</strong>re are a lot of words that are used throughout this book. This section will help<br />

you understand what they mean and how to use them.<br />

10<br />

• Adventure – A period of time that can span between a single or multiple game<br />

sessions, where upon its completion a level of experience is gained.<br />

• Badge – Smaller than a patch, it provides bonuses to anyone who wears it.<br />

• Clique/Circle – Is the social group that the child belongs to.<br />

• d6 – An abbreviation for a six-sided dice. This is often written with a number to<br />

represent the number of dice to roll, i.e. 1d6, 2d6, 3d6 and so on.<br />

• <strong>Game</strong> Session – A single sit down with friends with intent to play the game.<br />

• In-<strong>Game</strong> – Something that happens in the game but not in the real world.


Introduction<br />

• Metagaming – Using information you acquired outside of game, for benefit inside<br />

the game, where otherwise your character would not have known.<br />

• Non-Player Character – Abbreviated to NPC, is a character in the game that the<br />

storyteller runs. NPCs have their own personality, sometimes statistic scores, and<br />

agendas.<br />

• <strong>Out</strong>-of-<strong>Game</strong> – Something that happens in the real world but not in the game.<br />

• Patch – A magical patch that gives superpowers when attached to someone’s soul.<br />

• Player – A person in real life who has a character represented in the game.<br />

• Player Character – Abbreviated to PC. <strong>The</strong> character that is played by a player.<br />

• Power – <strong>The</strong> effects of a patch.<br />

• Role-Playing – Is when you take on the role of someone or something else and<br />

act as if that individual or thing, which may also involve making decisions as that<br />

individual or thing, and responding to others as that individual or thing would.<br />

• Storyteller – <strong>The</strong> one who creates and tells the story, runs NPCs, and awards<br />

levels at the end of the adventure.<br />

• Tabletop – A word to describe a roleplaying game (RP game)<br />

like this one.<br />

• <strong>The</strong> Standard Roll – Roll 2d6.<br />

What you’ll need to play<br />

<strong>The</strong>re are several things you’ll need<br />

in order to play this game.<br />

1. This book.<br />

2. A printed or digital copy of “<strong>Lights</strong><br />

<strong>Out</strong>” character sheet for each<br />

person who is playing.<br />

3. A printed or digital copy of<br />

“<strong>Lights</strong> <strong>Out</strong>” clubhouse sheet<br />

and clubhouse management<br />

sheet.<br />

4. A pencil with an eraser<br />

to write on the character<br />

sheets with.<br />

5. Two six-sided dice for each player<br />

and a few extra, just in case.<br />

6. Drinks and snacks are highly encouraged.<br />

11


Introduction<br />

7. One deck of playing cards or the Synergy Deck, which may be purchased from the<br />

online store.<br />

In order to play the game, you’ll also need to have some friends to play with you.<br />

One person will need to take on the role of the storyteller, and 1-5 individuals to be<br />

the players. While a maximum of six people is suggested, games can get bigger.<br />

ROLES<br />

<strong>The</strong>re are only two different types of roles while<br />

playing this game. <strong>The</strong>re are the players and there is<br />

the storyteller.<br />

Players<br />

Players are all friends or mutual acquaintances<br />

that create one or, with storyteller’s permission, more<br />

than one character that they role-play in the<br />

city of Applewood. As the storyteller reveals<br />

the story, players have the opportunity to<br />

react to what is going on. <strong>The</strong>ir characters<br />

are able to take actions such as talking to<br />

a hurt child, facing off against a bully that<br />

pushed him down, or protect them all when a<br />

monster unexpectedly shows up. Oftentimes,<br />

players are met with hard decisions where there<br />

are consequences in-game.<br />

Unlike the storyteller, the player has very little to do in preparation for the game.<br />

Players should keep in mind that a storyteller spends a lot of their time preparing the<br />

adventure. It’s considered rude if a player attempts to disregard all of the storyteller’s<br />

hard work by doing everything they can to avoid following the story. This is a type of<br />

metagaming, where the player knows what the storyteller has prepared and decides to<br />

work in opposition. It’s like peaking while everyone is trying to hide in a game of hide<br />

and go seek. Other things you can do to show sincere appreciation to the storyteller<br />

are: offer to bring them drinks or something to eat, be ready during combat with your<br />

next action so that things can move quickly, save rule disputes for after the game so<br />

that it doesn’t interrupt play, and also say thank you for all their hard work.<br />

Storyteller<br />

<strong>The</strong> storyteller’s job is the hardest, yet very rewarding. Whoever is the most<br />

creative often becomes the storyteller. Storytellers create the adventure by writing<br />

down their ideas and form them into a story. <strong>The</strong>y set the scene by describing everything<br />

the player characters experience through their senses and who they encounter. <strong>The</strong>y<br />

play both non-player characters and creatures, both heroes and villains, in an attempt<br />

to create an immersive experience.<br />

Storytellers may spend several hours designing adventures or they may have a<br />

basic outline of one. While they may control an entire world and an endless number of<br />

12


Introduction<br />

NPCs, they cannot always be held accountable for maintaining the attention of the table.<br />

It is recommended that a player be granted the position of taskmaster to ensure that<br />

the non-game related conversations are kept to a minimal. Having fun is part of the<br />

game, but it’s not much of a game if everyone is distracted doing other things.<br />

When it comes to rules, the storyteller acts as the final judge. If a player disagrees<br />

with what the storyteller states, even if there is a clear interpretation in the book, then<br />

they can discuss it further at the end of the game session. Overall, no matter what,<br />

the storyteller has final say.<br />

CHARACTER CREATION<br />

A lot of the statistics show what your character can and cannot do in the game,<br />

but it doesn’t always gift you with the ability to know exactly who that character is<br />

and what makes them different than everyone else. Personality is what drives a good<br />

character, as well as how they will react to certain circumstances in the game. Some<br />

come prepared during character creation with a concept already in mind, while others<br />

may reserve the personality to come out more during the game and then build on it<br />

from there. <strong>The</strong>re is no right or wrong way to play a character as they are yours to<br />

define as you see fit – though consistency is important.<br />

Follow the steps below to create a character at a starting level of 7:<br />

Step 1 – Print out a Character Sheet<br />

<strong>The</strong>re are character sheets listed in the back of the book that’ll help organize<br />

your character’s information. Print out a sheet, pick up a pencil and prepare to start<br />

designing!<br />

Step 2 – Assign Ability Scores<br />

At the bottom of the character sheet there is a section for your ability scores.<br />

Place 5 points in each of the six scores. Once those are assigned, you have 5 free<br />

additional points to distribute among the six scores as you see fit.<br />

Additional information on Ability Scores can be found in Chapter 1.<br />

Step 3 – Choose a Kid Type<br />

Once a child type is selected, write in the kid type: 1 section at the top-right<br />

of the character sheet the child type you have chosen. Afterwards, in the middle of<br />

the 1 st page of the character sheet, write in the kid type’s talents. Once a kid type is<br />

chosen, you cannot change it (without pleading to the storyteller) so be sure that you<br />

are positive this is the child type that you wish to play.<br />

Additional information on Kid Types can be found in Chapter 2.<br />

Step 4 – Select a Circle<br />

Circles are found near the bottom of the 1 st page of the character sheet right<br />

above Ability Scores. <strong>The</strong>re are five different circles to choose from.<br />

13


Once the circle is chosen, roll 1d6 twice on the circle list of traits. <strong>The</strong>se traits<br />

are then placed to the right of the circle.<br />

Additional information on Circles can be found in Chapter 2.<br />

Step 5 – Purchase Skill Bonuses<br />

All ability scores begin the game with 5s already, which in turn rewards 1 skill<br />

point to invest beneath each ability score’s related skills. On the character sheet,<br />

related skills are straight across from each ability score. For example, the ability score<br />

Strength has the skills Brawl, Climb, Muscles and Sports are across from it. You may<br />

choose to place 1 point in one of those skills. In Step 4, if any of your ability scores<br />

reflect a 10 (which is both a fives and tens position), you gain 2 additional skill points to<br />

distribute between the ability score’s related skills.<br />

14<br />

Additional information on Skills can be found in Chapter 3.<br />

Step 6 – Choose a Skill Focus<br />

Skill focuses are beneath the Ability Score and Skill section at the very bottom<br />

of the character sheet. <strong>The</strong>re are six skills that the character may choose a focus in.<br />

<strong>The</strong>se skills are Sports (Strength), Athletics (Body), Rope (Agility), School (Intellect),<br />

Arts (Spirit) and Leadership (Heart).<br />

Whenever a skill focus is chosen, the skill bonus applies to that focus only and<br />

does not apply to other focuses. When called upon to make a general skill roll that<br />

utilizes one of the skill focuses, you may use the highest focus. Write down the focus<br />

beneath the related skill, as well as the skill points invested in it.<br />

Additional information on Skill Focuses can be found in Chapter 3.<br />

Step 7 – Fill in Attributes<br />

<strong>The</strong>re are four items underneath the attribute section at the top of the character<br />

sheet. More detailed information on Attributes may be found in Chapter 1 – Statistic<br />

Scores. <strong>The</strong>se items include: Aura, Level, Luck and Speed.<br />

• Aura – This begins the game with a score that ranges from a negative or a positive<br />

10. A negative aura represents that the character has done some bad things in<br />

their life and a positive aura means that the character has done some good things.<br />

Most children start off with a positive aura. Kids with negative auras are not<br />

necessarily bad characters; they just may have had a tough life so far that has<br />

forced them to make some poor decisions.<br />

• Level – Unless otherwise stated by the storyteller, your character’s level begins<br />

at 7.<br />

• Luck – This begins the game with a score of 11.<br />

• Speed – This is based upon the character’s Agility Score. Take the character’s<br />

Agility score and divide it by 5 (rounded down). Whatever the result is, add it to


a base of 2. This is now your character’s speed.<br />

Introduction<br />

Additional information on Attributes can be found in chapter 1.<br />

Step 8 – Roll for your Status Bar<br />

<strong>The</strong>re are four items that make up the status bar which is located at the top<br />

of the character sheet beneath attributes: Hit Points, Synergy Points, Hand-Size and<br />

Wounds.<br />

• Hit Points – Roll 2d6 and add it to your character’s Body score. This number is<br />

then placed in the maximum box of character’s hit point total. <strong>The</strong> character’s<br />

current hit points (unless advised otherwise) are the same as the character’s<br />

maximum hit point total since the character has not sustained any damage.<br />

• Synergy Points – Roll 2d6 and add it to your character’s Spirit score. This number is<br />

then placed in the maximum box of the character’s hit point total. <strong>The</strong> character’s<br />

current synergy points (unless advised otherwise) are the same as the character’s<br />

maximum synergy point total since the character has not used any synergy.<br />

• Hand-Size – At level 7, this always starts at 2.<br />

• Wounds – This always starts at 0, or the box can be left blank. This will adjust<br />

during the game if the character sustains a lot of damage.<br />

Additional information on the Status Bar can be found in Chapter 1.<br />

Step 9 – Fortify your Defenses<br />

<strong>The</strong> Defenses section of the character sheet is located in the center of the paper<br />

just above the section you filled in previously labeled Kid Type Talents. <strong>The</strong>re are three<br />

types of defenses: Evade, Resist and Willpower.<br />

At level 7, characters begin the game at a base score of 5. <strong>The</strong> player may<br />

distribute 3 additional points, dividing them however they wish, between the three<br />

scores.<br />

Step 10 – Choose a Patch<br />

TABLE I-1: AVERAGE HEIGHT AND WEIGHT BY AGE AND GENDER<br />

Male Female Other<br />

Age Height Weight Height Weight Height Weight<br />

6 3’10” 48 lbs. 3’10” 47 lbs. 3’10” 48 lbs.<br />

7 4’ 54 lbs. 4’ 52 lbs. 4’ 53 lbs.<br />

8 4’3” 60 lbs. 4’2” 59 lbs. 4’3” 60 lbs.<br />

9 4’5” 68 lbs. 4’5” 67 lbs. 4’5” 68 lbs.<br />

15


Introduction<br />

TABLE I-1: AVERAGE HEIGHT AND WEIGHT BY AGE AND GENDER<br />

Male Female Other<br />

Age Height Weight Height Weight Height Weight<br />

10 4’7” 77 lbs. 4’7” 76 lbs. 4’7” 77 lbs.<br />

11 4’9” 86 lbs. 4’10” 87 lbs. 4’10” 87 lbs.<br />

12 5’0” 99 lbs. 5’ 98 lbs. 5” 99 lbs.<br />

13 5’3” 110 lbs. 5’1” 106 lbs. 5’2” 108 lbs.<br />

14 5’5” 122 lbs. 5’2” 112 lbs. 5’4” 117 lbs.<br />

15 5’6” 133 lbs. 5’2” 116 lbs. 5’4” 125 lbs.<br />

16 5.7” 137 lbs. 5’2” 118 lbs. 5’5” 127 lbs.<br />

17 5.7” 141 lbs. 5’2” 118 lbs. 5’5” 129 lbs.<br />

Characters have 1 patch to begin the game with. Each Kid Type provides a bonus when<br />

using certain patches. It is recommended to review those patches first before looking<br />

at any of the other ones. Just because the character is better at using certain patches<br />

at the beginning of the game does not always mean that they need to start with those.<br />

Characters also gain 1 patch point plus 1 additional patch point per their level<br />

to distribute among their patches. Because players start with only 1 patch, they may<br />

only invest a total of patch points in a single patch equal to their level. <strong>The</strong>refore,<br />

if the player has the patch “<strong>The</strong> Moon” they may only place 7 patch points in that<br />

patch if they’re level 7, even though they have 8 points. If player character finds<br />

another patch and has it stitched to her soul, then they may invest the remaining<br />

point in that one.<br />

Step 11 – Character Details<br />

Characters need names, sex and gender which is located at the top of the 1 st page<br />

of the character sheet. Also, they need age, height and weight which is located on the<br />

2 nd page of character sheet by the character portrait. <strong>The</strong>se can be whatever you want<br />

them to be. <strong>The</strong>re is nothing wrong with being different. <strong>The</strong> averages are given more<br />

as a guideline to help you decide what size your character will be.<br />

Step 12 – Gear Up<br />

Every child has a few items they’ve grown up with that could help them in the<br />

game. <strong>The</strong>se can be everyday things such as jump ropes, roller skates, stuffed<br />

animals, blankets and fl ashlights. Each child may roll 2d6 to determine how much, in<br />

candy pieces (cp) and 1d6 candy bars (cb), they have to spend on initial items. Once<br />

your character has all the things they can carry, you are ready to begin playing.<br />

16


ADVANCEMENT<br />

Introduction<br />

As characters progress through adventures, they gain levels to indicate improvement.<br />

Characters gain a level at the end of every gaming session (4 hours or more of playing),<br />

with two levels gained for every 8 hours of playing. When a character gains a level, there<br />

are several steps that must be followed to ensure that the character sheet accurately<br />

reflects where they should be:<br />

1. Increase the level on the character sheet by 1 point.<br />

2. Distribute 5 points among the character’s ability scores in any way the player chooses.<br />

a. If points were placed in Body, adjust hit points by the same amount.<br />

b. If points were placed in Spirit, adjust synergy points by the same amount.<br />

3. After distributing points to ability scores, if any of the scores reached a fives position<br />

(such as 5, 10, 15, 20 and so on) the player receives 1 skill point to invest in a single skill<br />

belonging to that ability score. For example, if prior to leveling up the character has a<br />

Body score of 13 and then places 2 ability score points into Body to make it 15, then the<br />

player character receives 1 skill point to invest in a single Body skill. If any of the ability<br />

scores reaches a tens position (such as 10, 20, 30, 40 and so on), then the player gains an<br />

additional skill point, for a total of 2 skill points. For example, the player invests enough<br />

ability score points into Spirit to raise it to 20, because this is both in a fives and a tens<br />

position, the character receives 2 skill points to invest in Spirit related skills.<br />

4. If the new level is an even level (such as 2, 4, 6, 8 and so on) the player receives 1<br />

Defense point to spend on any of the three Defense scores (such as Evade, Resist and<br />

Willpower).<br />

5. If the new level reached a tens position (such as Level 10, 20, 30, 40 and so on), the<br />

character’s hand-size increases by 1.<br />

6. If the new level reached is level 20, the player may select a secondary kid type. If the<br />

new level reached is level 40, the player may select a tertiary kid type. Upon selecting<br />

another kid type, the player character gains all the benefits of the new kid type on top<br />

of their previous kid type.<br />

7. Gain 1 power point to invest in a single patch. <strong>The</strong> character gains 1 additional power<br />

point to invest in a single patch every 5 th level as well. For example, if a character<br />

reaches 15 th level, the player receives 2 power points.<br />

ROLE-PLAYING<br />

<strong>The</strong>re are tons of articles on the internet and books, that suggest how to go<br />

about role-playing. <strong>The</strong> simple explanation of it is much like how an actress does in<br />

a movie or in a play. <strong>The</strong>y take on a role of someone else, channeling that character<br />

into their own actions, speech and decisions that take place in the game. This is an<br />

opportunity for you to step outside of your comfort zone, all in the spirit of playing<br />

someone who could be completely opposite of yourself. It may feel awkward at<br />

first, especially if you are new to role-playing but the more you do it, the more you’ll<br />

inspire the same from other people at the gaming table. If you enjoy it, role-playing<br />

will become second nature to you, and your character’s personality will bring so much<br />

more to the playing experience.<br />

17


Introduction<br />

<strong>The</strong> Concept<br />

When making a character, many players already have the<br />

type of character in mind that they wish to play. This can be as<br />

easy as choosing to be hot-headed, someone who is infatuated<br />

with riddles, or a character that enjoys baking and sharing treats<br />

with everyone. From these initial concepts, the character may<br />

grow into something else, just based upon what ability scores<br />

and skills are selected. Perhaps the character is all three of the<br />

previously mentioned thing – a kid who enjoys riddles and baking<br />

but is extremely hot-headed. On top of these things, they could<br />

have a lot of points in Heart – meaning that they are passionate<br />

about a lot of things, including friends, and they are easily angered<br />

when anyone attempts to hurt those they care about. <strong>The</strong>y could<br />

also have a couple skills like Martial Arts, where their parents<br />

encouraged them to attend in order to help them let off steam,<br />

as well as some points in Sway. Because of their skill points in<br />

Sway, they may have been part of the school’s debate team.<br />

Already the character is coming together. Whatever direction<br />

you decide to go with, your character is up to you.<br />

Personality<br />

A strong character is not about the right distribution of<br />

ability or skill points, or how well they can swing a baseball bat<br />

and it’s definitely not about what type of powers they have.<br />

What makes a strong character is their personality and what<br />

they bring to the table when it comes to conversation and<br />

in-game decisions. A character can be bold, funny, nice, shy,<br />

serious, easily excitable, dull or monotone. <strong>The</strong>re are no wrong<br />

traits to have, even if some could be seen as flaws. <strong>The</strong> more<br />

flaws a character has, the more relatable the character is.<br />

Everyone wants to be perfect and incredible in every moment<br />

of their life, but in reality, a lot of people suffer from a lack<br />

of confidence, self-image issues and doubts. A character<br />

could be addicted to candy so much, that she’s willing to<br />

take from others or not share whenever a box of candy<br />

bars is found. <strong>The</strong>se are the traits that define characters<br />

and provide incredible role-playing opportunities when<br />

other player characters witness them.<br />

Likes and Dislikes<br />

<strong>The</strong>re are so many interests out there and every<br />

one of them makes the person feel happy whenever they are around them. <strong>The</strong>re is<br />

nothing wrong with being interested in something, as long as it doesn’t hurt anyone<br />

else; even if those things aren’t that popular. Boys can like playing with dolls. Girls can<br />

like playing as a soldier. Girls can wear boys’ clothes and boys can wear girls’ clothes.<br />

Likes and dislikes may take some getting used to; in fact some player characters<br />

18


Introduction<br />

may wait until something happens in-game and then decide at that moment that their<br />

character has always held an aversion to that sort of thing, or that they have always<br />

enjoyed collecting whatever it was that was encountered. Likes and dislikes can be<br />

bizarre too, such as getting the shivers whenever a bottle cap is lifted off a pop bottle,<br />

or feeling calm and peaceful whenever walking through a graveyard – even at night.<br />

Having likes and dislikes makes your character feel more real, especially with<br />

those around you. And who is to say, maybe if you play to your character’s likes and<br />

dislikes, the other players will start playing to them as well. Something your character<br />

has longed for may suddenly appear in a present on her birthday, or maybe someone<br />

might pull a prank with argyle socks that your character absolutely despises – allowing<br />

hilarity to ensue.<br />

Loves and Fears<br />

Kids may experience strong passions towards subjects, locations, objects or even<br />

other people. A love is far more powerful than a like, as it can create a<br />

feeling of nirvana. A child may like going to the park because she loves<br />

swinging on the swing set – and they could be there for hours and not<br />

realize how quickly time has slipped away. While someone may like<br />

playing baseball, someone who loves it may do whatever they can to<br />

keep the baseball field clean, or even collect baseball equipment in<br />

case a group of kids one day decides to put a team together. Having<br />

a love for something or someone is a powerful connection that can<br />

cause your character to step outside of their normal routine and<br />

protect that which makes them happy.<br />

On the other end of the spectrum, fears can be crippling. Whether<br />

it is a fear of monsters, spiders, public bathrooms or even the dark, it’s something<br />

that causes an intense emotional reaction that can turn even the bravest<br />

of children into a teary-eyed mess. Natural fears such as being afraid of<br />

a swarm of angry hornets, or being afraid of jumping off a bridge, are<br />

normal and aren’t really a major fear, but being afraid of mailboxes,<br />

small dogs or ladders are outside the norm and at the same time<br />

devastating. Fears the player character choose do not have any<br />

in-game mechanic behind them, as the player is choosing to give<br />

their character a disadvantage as a method of role-playing. <strong>The</strong><br />

storyteller may mention that there is something in the room that<br />

could trigger one of the character’s fears; it is then up to the player<br />

to decide exactly how her character would react to it.<br />

Family<br />

All children have family, even if they were orphaned or adopted. <strong>The</strong> people<br />

who care for them the most can be considered family. Not everyone in the child’s life<br />

was whisked away when all the parents disappeared. <strong>The</strong>y may still have brothers,<br />

sisters, cousins or other distant relatives who are below the age of 18 and may still be<br />

met in the world. It’s up to the player character to decide whether or not the character<br />

has any family at all, as opposed to being the only child to a dying family line.<br />

19


Introduction<br />

Having family means that there are role-playing opportunities in the future for the<br />

character to interact with those members. This could mean that the family member<br />

has turned into a bully, is in another clubhouse, could be on their own, or is trapped by<br />

a monster and needs help from the player. <strong>The</strong>re are so many different situations as to<br />

what the family member could be doing, as well as how the family member views the<br />

player character. Perhaps the gang of bullies headed by a sister decides that they’ll<br />

leave the player character’s clubhouse alone – they are family after all. <strong>The</strong>n again,<br />

perhaps the sister will do whatever it takes to get the player character to leave the<br />

clubhouse and join her gang. <strong>The</strong> stories are endless.<br />

Goals<br />

Everyone has goals. Sometimes the goals are short term, such as trying to get<br />

up on time in the morning, acing a history exam, or learn how to do a backflip. <strong>The</strong>re<br />

are long term goals as well, most of these are several take several months, if not<br />

many years to achieve, such as going to a theme park as a family vacation, earning a<br />

scholarship or becoming a writer. Once all the adults disappeared, a lot of those goals<br />

are put on hold. A lot of short term goals turned into finding something to eat, avoiding<br />

bullies, and not get eaten by monsters. Long term goals have changed too. <strong>The</strong>se<br />

could be about making better relationships with a neighboring clubhouse, getting power<br />

to keep the lights on at night, or finding where the character’s parents have gone.<br />

Goals can change from adventure to adventure, but it is good that the storyteller<br />

keep these personal goals in mind so that player characters have the opportunity to<br />

achieve them. It’s also okay if a goal seems too ambitious or no longer is important to<br />

the character; they can easily be abandoned and new goals can be picked. Characters<br />

may have as many goals as they want. Achieving goals does not grant any special<br />

rewards outside of providing the storyteller a “wish list” of things she would like to<br />

accomplish over the course of the campaign setting.<br />

Example of Role-Playing<br />

Jennifer is playing a Sweetheart child named, Sean. Sean is 11 years old, is highly<br />

energetic and has always wanted to join the cheerleading squad for the Ferocious Kits.<br />

He’s never made the try-outs because he was always told he, “… just doesn’t have what<br />

it takes.”<br />

Rachel is playing a Leader child named, Alissa is 10 years old, is reserved, patient<br />

and has just recently found that many children look up to her for guidance. It’s strange<br />

to her, especially since she’s been an outsider, but is slowing coming into her new role.<br />

Brad is playing a Warrior child named, Candice. Candice is 12 years old, is boisterous<br />

and self-absorbed. He believes she is the best at everything and others need to work<br />

harder to get what they want. Candice was on the Cheerleading Squad before all the<br />

adults disappeared.<br />

Jamal is playing an Eternal child name, Tonya. Tonya is 10 years old, is easily<br />

distracted and overly positive. He plays her as always trying to get people to get along<br />

and to “turn every frown upside down”.<br />

20


Introduction<br />

Jennifer (Sean): “Come on, Candice. I’ve always wanted to join the cheerleading squad.<br />

I did try outs and everything.”<br />

Brad (Candice): “You can’t just join the cheerleading squad. You have to earn your right<br />

to cheer. Just because all the adults disappeared doesn’t mean you get to just join.”<br />

Jennifer (Sean): “But you said there isn’t anyone else wanting to join right now. I’m<br />

volunteering! I can cheer just as well as any other kid.”<br />

Jamal (Tonya): “Did someone say, “cheer”? I’ve been trying to think of ways to spread<br />

a little cheer among everyone. Maybe if we wrapped up some gifts and gave them to<br />

random people…”<br />

Rachel (Alissa): “I don’t think that’s the type of cheer they are talking about, Tonya.”<br />

Brad (Candice): “If you could have cheered ‘just as good’ then you would have been<br />

picked to join when you tried out. I don’t think you can do it. I’m not going to just let<br />

you join because you’re the only one who wants to right now.”<br />

Jennifer (Sean): “Alissa – it’s not fair! Candice won’t let me be a cheerleader. I’ve<br />

wanted this my entire life and she won’t even give me a chance.”<br />

Rachel (Alissa): “I don’t know what the big deal is Candice. Why won’t you let him join?”<br />

Jamal (Tonya): “It’s always good to include others. I bet Sean would make a fantastic…<br />

um… whatever we are talking about!”<br />

Brad (Candice): “I worked my tail off to become a cheerleader and so did everyone else<br />

on the team. If I let him in, then that would insult everyone who made the team.”<br />

Rachel (Alissa): “What about working with Sonya? Would you be willing to train him to<br />

get up to standards and then consider him joining?”<br />

Jamal (Tonya): “You should also try having fun with Sean too! All hard work and no play<br />

never did anyone any good.”<br />

Brad (Candice): “Cheering is fun Tonya, but it is work. And Alissa, I never had someone<br />

train me personally. I don’t think it would be fair if I worked with him alone. I did go<br />

to cheerleading camps though. If we had more people, I’d help train everyone including<br />

Sean.”<br />

Rachel (Alissa): “What if I joined? Would that give you enough people to train for<br />

cheerleading?”<br />

Jamal (Tonya): “Oh! Me too! Camping is a lot of fun.”<br />

Jennifer (Sean): “You both would do that for me?”<br />

Brad (Candice): “Three people sound like the decent beginnings to a cheerleading camp.<br />

I’d be willing to teach you. Don’t think I’m going to go easy on you though.”<br />

Jennifer (Sean): “Oh – thank you, so much! I won’t disappoint you. I’m going to work<br />

really hard and you’ll see exactly how great cheer material I really am!”<br />

21


Introduction<br />

Brad (Candice): “Yeah-Yeah. If you really want to make yourself cheer material, then<br />

go out and get other kids to sign up. First training camp, then try outs! <strong>The</strong> more<br />

competition, the better!”<br />

Jamal (Tonya): “I’ll go pack the tent! I’m so excited!”<br />

Just from this interaction the storyteller is already aware that the players want to<br />

put together a cheerleader training camp adventure. <strong>The</strong> adventure would likely require<br />

a lot of skill rolls and ability score rolls to see if Sean, Alissa or Tonya have what it<br />

takes to make the cut. <strong>The</strong>re’s also the possibility that something goes awfully awry,<br />

such as monsters attack, bullies attend or maybe even the weather goes berserk. <strong>The</strong><br />

more the players role-play their characters, the more control they have over what the<br />

next adventure could possible contain.<br />

SPOOKS! AND THE MORTAL INTRUSION<br />

“Spooks! Welcome to the Great Beyond” and “Mortal Intrusion” books can be utilized<br />

when playing in “<strong>Lights</strong> <strong>Out</strong>”. Skills such as Evade, Resist and Willpower are added to<br />

already generated characters, which will free up any skill points to be redistributed. For<br />

purposes of the “Mortal Intrusion”, all children are considered Common Folk, and may<br />

benefit from a different archetype. Players who choose to play a spook do not start<br />

with a patch, but may gain one as they adventure.<br />

22


23


Chapter 1<br />

Character Statistics<br />

<strong>The</strong> introduction gave a brief overview of the five different Statistic Score<br />

categories: Ability Scores, Attributes, Character Shield, Defenses and the Status Bar.<br />

<strong>The</strong>se will be covered in greater detail in this chapter.<br />

ABILITY SCORES<br />

<strong>The</strong>re are 6 ability scores: Strength, Body, Agility, Intellect, Spirit and Heart. Each<br />

score plays an important role in the game - they represent what your character is<br />

capable of. Ability scores are determined at character creation, beginning the game with<br />

a base of 5 in each score. <strong>The</strong> player must then distribute 5 points however she wishes<br />

among those scores. Every time the character gains a level, providing an additional 5<br />

ability score points that the player may decide on how to distribute them.<br />

Sometimes unique items or even patches may improve these scores. Improved<br />

scores may be tracked on the 2 nd page under the character portrait.<br />

24


Strength<br />

Character Statistics - Ch.1<br />

Abbreviation: STR<br />

Description: Lifting objects over your character’s head, pushing,<br />

pulling, dealing damage with melee weapons and any other brawny<br />

feats are all things governed by the Strength ability score.<br />

• Carrying Capacity – A character may carry their Strength<br />

score in pounds without penalty. If ever the character<br />

attempts to carry more than their total carrying capacity she<br />

suffers a temporary -5 penalty to her Agility Score for each<br />

instance their total Strength Score is exceeded again. For<br />

example, if a character a Strength score of 10 and is carrying<br />

30 pounds worth of weight, they will suffer a -10 to Agility.<br />

Item size determines if they’re able to be carried. Carrying<br />

capacity would only be used when trying to carry objects that<br />

fit outside of pockets and backpacks, or when carrying things<br />

that are obviously really heavy.<br />

Body<br />

• Lift – A character may lift a total amount of weight equal to her<br />

Strength score multiplied by 5. For instance, a character with a<br />

Strength of 12 may lift 60 lbs. over their head.<br />

• Throwing – A character may throw an object equal to their carrying<br />

capacity. For every 10 lbs., the object has +1 damage. <strong>The</strong> object<br />

may only be thrown a number of squares equal to the Muscle skill<br />

(See Chapter 3 – Skills) roll divided by 5 (rounded down). For every<br />

10 lbs. above the character’s carrying capacity, the range of the throw<br />

is penalized by 1 square. <strong>The</strong> weight of each object is estimated by the<br />

storyteller.<br />

• Push/Pull – A character may push or pull an object that weighs no more<br />

than 5 times heavier than their lift. So if a character can lift 60 lbs. that<br />

means she may pull or push up to 300 lbs. Each time the weight of the<br />

object being pushed or pulled is divisible by by the character’s max carrying<br />

capacity, the character loses 1 Speed while pushing it or pulling it to a<br />

minimum of 1 square. Objects that are pushed or pulled are considered to<br />

weight 1/5 th as much when considering carrying capacity.<br />

Abbreviation: BOD<br />

Description: Body represents the physical fitness of the character. A strong Body<br />

means that the character has a good endurance. Those with a higher Body score can<br />

take more damage and can heal faster.<br />

• Hit Points – <strong>The</strong> Body score adds to the character’s starting hit points (See Status<br />

Bar – Hit Points).<br />

25


Ch.1 - Character Statistics<br />

• Natural Healing – A character heals a number of hit points equal to her Body<br />

score divided by 5 (rounded down) per hour and a number of wounds equal to her<br />

Body score divided by 10 (rounded down) + 1 per in-game week.<br />

• Physical Form – Ghosts, wraiths or even some types of faeries have Essence scores<br />

as opposed to Body scores. A character with a Body score are half as effective<br />

against creatures or objects who have an Essence score. This means that objects<br />

weigh half as much, they deal half as much damage and they require a lot of<br />

concentration to use. When interacting with an object of Essence, the character<br />

must make a successful Body + 2d6 roll against its material strength multiplied by<br />

10, to use it each round. <strong>The</strong>refore, if the material strength is 5 then the difficulty<br />

to beat would be 50. If the roll is not successful, the character of Body will pass<br />

harmlessly through it. Characters may choose to automatically fail this roll as<br />

well. When being attacked by beings and weapons of Essence, the character with<br />

a Body score suffers only half damage except against powers, magic or magic-like<br />

attacks. Likewise, a creature of Essence suffers only ½ damage from creatures<br />

or weapons of Body.<br />

Agility<br />

Abbreviation: AGL<br />

Description: Agility determines how quick, flexible, balanced or how great a character’s<br />

reactions can be. Whenever a roll requires dexterity, agility is the score to use.<br />

• Speed – A character may move a number of 5 ft. by<br />

5 ft. squares equal to her Agility score divided by 5<br />

(rounded down) per action.<br />

• Run – Sometimes the best option is to run. Running<br />

is determined by rolling the Athletics skill as part<br />

of a move action. <strong>The</strong> result of the skill roll is then<br />

divided by 5 (rounded down) to see how many more<br />

squares the character may move that round.<br />

• Reaction – When determining who goes first in a<br />

combat round or when trying to see if a character<br />

can react to something quick enough, the player may<br />

make a Reaction skill roll. <strong>The</strong> highest roll always<br />

gets to act first.<br />

Intellect<br />

Abbreviation: INT<br />

Description: Intellect represents a character’s ability to learn, reason and think critically.<br />

Kids who have a high intellect may have skipped a few grades or privately tutored to<br />

better cater to their advanced learning level.<br />

• Deduction – Sometimes not all the information is present to make a conclusion<br />

26


Character Statistics - Ch.1<br />

and it’s best just to make a deduction. Making a deduction is based off all the<br />

information that the character has learned thus far and choosing the most likely<br />

outcome. When making a deduction, roll the Schooling skill at ½ its highest Skill<br />

Focus. If the roll is successful, they deduce the answer.<br />

• Memory – If a player can’t remember certain details, an intelligent character<br />

might. <strong>The</strong> player may roll an Intellect ability roll against a challenge rating<br />

assigned by the storyteller. If the challenge roll is met, the character remembers<br />

and the storyteller must remind the player what their character knows.<br />

Spirit<br />

Abbreviation: SPR<br />

Description: Creativity, wits, perception and synergy is all based upon a character’s<br />

Spirit score. While intellect measures how well a character can learn, and make guesses.<br />

<strong>The</strong> Spirit score measures an individual’s well-roundedness and common sense.<br />

• Gut Feeling – Whether you call it a danger sense or butterflies, there<br />

are often things that cannot be perceived but characters know that<br />

something is very wrong. This is a sixthsense<br />

of sorts, otherwise known as a gutfeeling<br />

that can help them identify the bad<br />

things. When there is something outside<br />

the character’s perception but could harm<br />

them, or has harmed others in the past,<br />

roll the Awareness skill against an Average<br />

difficulty to identify that something bad<br />

lingers there or is about to happen.<br />

• Synergy Points – <strong>The</strong> Spirit score<br />

adds to the character’s starting hit points<br />

(See Status Bar – Synergy Points).<br />

• Recover Energy – A character<br />

recovers a number of synergy<br />

points equal to her Spirit score<br />

divided by 5 (rounded down) per<br />

hour.<br />

Heart<br />

Abbreviation: HRT<br />

Description: Personality, warmth, friendliness, sensitivity and compassion are all<br />

measured by a character’s Heart. Some are born with a natural ability to sway others,<br />

can feel and understand other’s emotions, or are strong leaders. Heart also influences a<br />

character’s patch powers and keeps their Heaviness at bay.<br />

• Patches – When using powers listed beneath their patch, characters use add their<br />

Heart scores to the roll: 2d6 + Heart + Patch Power Level.<br />

27


Ch.1 - Character Statistics<br />

• Heavy Hearted – Patches weigh on a child’s soul, causing them to lose sight of<br />

the important things, forcing them into their shadow selves where there is nothing<br />

but pain, torment and despair. A higher Heart score remedies the shadow self and<br />

allows the child to wear more patches. As long as the Heavy score from all the<br />

character’s combined patches do not exceed her Heart score the child will not fall<br />

prey to her shadow self.<br />

ATTRIBUTES<br />

<strong>The</strong>re are four different attributes: Aura, Level, Luck and Speed. Each has their<br />

own unique aspect of the character to measure. Attributes may only be modified by<br />

things that the character does in-game or through modifiers from other talents, traits<br />

or items.<br />

Aura<br />

Everyone has an aura. It’s an invisible field that surrounds the character that<br />

brightens, dims, changes color, and swirls with their personal energy. Most people go<br />

through their entire lives without ever even seeing their Aura. Aura accumulates the<br />

character’s good and bad deeds, marking them as having a positive impact or a negative<br />

impact on others. Having a positive aura doesn’t mean the character is a good person,<br />

just as having a negative aura doesn’t mean they are a bad person. People try to be<br />

good, but can make bad decisions without realizing it. It’s usually not until afterwards<br />

that they realize their mistakes. What makes a good person is, when they are made<br />

aware of the damage they are doing to others, that person makes every effort to<br />

correct it and make amends. What makes a bad person is when being made aware of<br />

the damage they do, they decide not to do anything about it or worse – keep doing it.<br />

Forgiveness is earned by our willingness to do better.<br />

Aura is awarded in both positive and negative numbers. <strong>The</strong>refore, it is possible<br />

that helping a cat out of a tree provides a +1 Aura, but then accidentally breaking a<br />

window, can impose a -1 Aura. If the same character turns around and helps repair<br />

the window, then they would gain a +1 Aura. Aura is awarded throughout game for the<br />

actions the character performs. Aura is important, as there are items that require a<br />

certain level of Aura to use it. <strong>The</strong>re are NPCs who can naturally see Auras or Patches<br />

that allow others to view the character’s Aura, which can change how they treat that<br />

character. <strong>The</strong>re are also locked doors or chests that may only be opened based upon<br />

a certain level of positive or negative Auras.<br />

When the storyteller awards Aura or takes it away, it is not a reward or punishment<br />

but simply a means to gauge the character’s development throughout the game.<br />

Level<br />

All characters start at level 7. Levels show how much the character has learned,<br />

how they have advanced and as the players complete adventures, it measures what all<br />

the character has been through. In some tabletop role-playing games, levels increase<br />

based on the amount of experience the character has earned. For simplicity, 1 level is<br />

28


Character Statistics - Ch.1<br />

gained at the end of every 4-6 hour gaming session, or two levels for an 8 hour session.<br />

<strong>The</strong>re are no level limits on how high the character may advance. It’s up to everyone<br />

at the game to decide exactly how long they wish to play their characters.<br />

If a character advances a level in the middle of an adventure, then she gains all<br />

the benefits of that level including additional hit points and synergy points.<br />

How to Advance your Character<br />

Whenever a character gains a level, the player must follow the steps below to<br />

ensure she advances properly:<br />

• STEP 1 – Adjust the Level: Increase the level on the character sheet by 1 point.<br />

• STEP 2 – Update Ability Scores: Distribute 5 points among the character’s ability scores<br />

in any way.<br />

o Example: Jodi distributes 2 points to Strength, 1 point to Intellect and 2 points to<br />

Heart.<br />

• STEP 3 – Increase Hit Points: If points were placed in Body, adjust hit points by the same<br />

amount.<br />

o Example: If 3 points were placed in Body, the max hit point total also increases by<br />

3 points.<br />

• STEP 4 – Increase Synergy Points: If points were placed in Spirit, adjust synergy points<br />

by the same amount.<br />

o Example: If 2 points were placed in Spirit, the max synergy point total also increases<br />

by 2 points.<br />

• STEP 5 – Distribute Skill Points: If any of the ability scores reached a 5s position (such as<br />

5, 10, 15, 20), then the player receives 1 skill point to distribute among the ability score’s<br />

relative skills. Also, if any ability score has reached a 10s position (10, 20, 30, 40), then<br />

the player receives 1 additional skill point to distribute among the ability score’s relative<br />

skills.<br />

o Example: Agility is increased from 7 to 10. This grants 2 skill points to distribute<br />

between Aim, Gymnastics, Reaction and Rope. Karen decides to place 1 skill point<br />

in Reaction.<br />

TABLE 1.1 – ADVANCEMENT<br />

Level<br />

Ability<br />

Points<br />

Gained<br />

Ability<br />

Point Total<br />

Defense<br />

Points<br />

Hand Size<br />

Patch<br />

Points<br />

1 +5 5 - 2 1<br />

2 +5 10 +1 2 2<br />

3 +5 15 - 2 3<br />

29


Ch.1 - Character Statistics<br />

TABLE 1.1 – ADVANCEMENT<br />

Level<br />

Ability<br />

Points<br />

Gained<br />

Ability<br />

Point Total<br />

Defense<br />

Points<br />

Hand Size<br />

Patch<br />

Points<br />

4 +5 20 +1 2 4<br />

5 +5 25 - 2 6<br />

6 +5 30 +1 2 7<br />

7 +5 35 - 2 8<br />

8 +5 40 +1 2 9<br />

9 +5 45 - 2 10<br />

10 +5 50 +1 3 12<br />

11 +5 55 - 3 13<br />

12 +5 60 +1 3 14<br />

13 +5 65 - 3 15<br />

14 +5 70 +1 3 16<br />

15 +5 75 - 3 18<br />

16 +5 80 +1 3 19<br />

17 +5 85 - 3 20<br />

18 +5 90 +1 3 21<br />

19 +5 95 - 3 22<br />

20 +5 100 +1 4 24<br />

21 +5 105 - 4 25<br />

22 +5 110 +1 4 26<br />

23 +5 115 - 4 27<br />

24 +5 120 +1 4 28<br />

25 +5 125 - 4 30<br />

26 +5 130 +1 4 31<br />

27 +5 135 - 4 32<br />

30<br />

28 +5 140 +1 4 33


Character Statistics - Ch.1<br />

TABLE 1.1 – ADVANCEMENT<br />

Level<br />

Ability<br />

Points<br />

Gained<br />

Ability<br />

Point Total<br />

Defense<br />

Points<br />

Hand Size<br />

Patch<br />

Points<br />

29 +5 145 - 4 34<br />

30 +5 150 +1 5 36<br />

31 +5 155 - 5 37<br />

32 +5 160 +1 5 38<br />

33 +5 165 - 5 39<br />

34 +5 170 +1 5 40<br />

35 +5 175 - 5 42<br />

36 +5 180 +1 5 43<br />

37 +5 185 - 5 44<br />

38 +5 190 +1 5 45<br />

39 +5 195 - 5 46<br />

40 +5 200 +1 6 48<br />

• STEP 6 – Increase Defenses: If the new level is an even level, the player receives 1<br />

Defense point to spend on any of the three defenses.<br />

o<br />

Example: Victor reaches level 8; because the level is even he gains 1 Defense point<br />

to spend. He decides to place it in Resist.<br />

• STEP 7 – Up the Hand-Size: If the new level reached a 10s position, the character gains<br />

a +1 increase to their hand-size.<br />

o<br />

Example: Elise’s hand-size is 3 and she just reached level 20. She now increases<br />

her character’s hand-size to 4.<br />

• STEP 8 – Add a New Kid Type: If the new level reached is 20 th -level or 40 th -level; the<br />

player may select a secondary or a tertiary kid type respectively – gaining all bonuses.<br />

o<br />

Example: Rufus reaches level 20 and he is already a Nature kid. He decides that<br />

for his secondary kid type he’s going to choose Firebrand. He treats the Firebrand<br />

kid type as if it was level 1, gaining all the bonuses that would apply to that level.<br />

Once he reaches level 21, the Firebrand kid type will be considered level 2.<br />

• STEP 9 – Increase Patch Power Levels: Gain 1 power point to distribute among patches.<br />

<strong>The</strong> character gains 1 additional power point to distribute every 5 th level as well.<br />

o Example: Henry reaches level 15; he gains 2 power points to distribute.<br />

• STEP 10 – Reallocate Power Points: Patches that have been removed leave power points<br />

that may be reallocated at a rate of 2 power points per level. Redistribute any unallocated<br />

power points.<br />

31


Ch.1 - Character Statistics<br />

o Example: Celeste has 5 power points that are unallocated from removing a patch<br />

last adventure. She distributes her normal 1 power point from gaining a level and<br />

then places 2 points from her unallocated power points in another power, leaving<br />

her with 3 unallocated power points.<br />

Average Character Level by Age<br />

Storytellers may decide to give additional levels to older children at the start<br />

of their game as opposed to keeping everyone at the same level. This may create a<br />

feeling of unfairness among players, as it rewards those for playing older characters<br />

or penalizes those for playing younger characters. A way to balance out older and<br />

younger characters is to note how full a character’s life experiences have been thus<br />

far. Younger characters who have been through a lot of life changes and growth may<br />

have higher levels, while characters who rarely have seen the light of day may be lower<br />

level than those equal to her age. Also, storytellers may wish to start characters<br />

off after the “<strong>Lights</strong> <strong>Out</strong>” event has occurred, which can also influence the amount of<br />

experience that she has to start the game with. <strong>The</strong> below chart gives suggestions to<br />

the storyteller when deciding the type of age and level allowance she wishes to make<br />

available to her players.<br />

TABLE 1.2 – AVERAGE CHARACTER LEVEL BY AGE<br />

How Eventful has the Character’s Life been so far?<br />

Age<br />

Uneventful<br />

Life<br />

Average<br />

Life<br />

Eventful<br />

Life<br />

Post-<strong>Lights</strong><br />

<strong>Out</strong> Event<br />

Late <strong>Lights</strong><br />

<strong>Out</strong> Event<br />

Starting Level<br />

6 3 6 9 -- --<br />

7 3 7 10.5 21 --<br />

8 4 8 12 24 40<br />

9 4 9 13.5 27 45<br />

10 5 10 15 30 50<br />

11 5 11 16.5 33 55<br />

12 6 12 18 36 60<br />

13 6 13 19.5 39 65<br />

14 7 14 21 41 70<br />

15 7 15 22.5 44 75<br />

16 8 16 24 47 80<br />

17 8 17 25.5 50 85<br />

18 9 18 27 53 90<br />

32


Luck<br />

Character Statistics - Ch.1<br />

Once per scene, a player may try their luck to see if there is something available<br />

that normally wouldn’t be there or wasn’t described. For example, if the storyteller<br />

describes a park but fails to mention a swing set and the player really wants to have<br />

her character play on the swings, then she can attempt a Luck roll. If the Luck roll is<br />

successful by rolling her Luck or above on 2d6 then the swings are there. Luck cannot<br />

be used to acquire bigger or better items such as, “Are you sure that Hockey stick isn’t<br />

stronger?” or “Only 2 candy bars, can I go for 10?” Luck is only reserved for those<br />

instances where additional description can be added to the game.<br />

<strong>The</strong>re are other instances where the Storyteller will ask the players to make a<br />

Luck roll. Luck rolls requested by the storyteller do not count against the player’s<br />

scene limit. <strong>The</strong>se types of rolls may be used to determine who encounters something<br />

by chance, or if a character starts saying bad things about someone and the storyteller<br />

wants to know if they will come around the corner and hear it. <strong>The</strong> Luck roll controls<br />

fate; the better the player character’s Luck roll the better off they will be throughout<br />

the game.<br />

Speed<br />

Speed determines how many 5 ft. by 5 ft. squares that the character may travel<br />

on foot per action. Speed is calculated by taking the character’s Agility score and<br />

dividing it by 5 (rounded down) + 2. At level 7, most characters have a speed of 3. If<br />

the character is higher level and has an Agility score of 42, then the character has a<br />

Speed of 9.<br />

A character may move faster by using the Athletics (Run) skill as part of a move<br />

action. Whatever the results of the Athletics (Run) skill roll divided by 5 (rounded down)<br />

will add as a Speed bonus for that round even if the player decides to use two actions<br />

to move. <strong>The</strong>refore, if the Athletics (Run) roll comes out to be 21 with an Agility score<br />

of 15, the character has a Speed of 9 until the end of the round, with 16 total squares<br />

that could be moved.<br />

Speed also represents a character’s Swim Speed. If the character<br />

is great at swimming, they may roll their Athletics (Swim) skill<br />

divided by 5 (rounded down) and that will add as a bonus to<br />

their Speed until the end of the round, much like Run did.<br />

Certain patches may also allow the character to fly. If<br />

this is the case, the character’s Speed is often based on<br />

2d6 + Heart + Patch Power Level divided by 5 (rounded<br />

down) to determine the bonus to Speed. Each patch<br />

will have information regarding how flying works.<br />

33


Ch.1 - Character Statistics<br />

CHARACTER SHIELD<br />

<strong>The</strong> Character Shield represents the different ways characters have to protect<br />

themselves. <strong>The</strong>re are three different types of statistics listed beneath the Character<br />

Shield: Bravery, Protection and Resistance.<br />

Bravery<br />

<strong>The</strong>re are a lot of frightening things in the world, especially at night, that can<br />

really shake one’s resolve. It’s okay to be afraid sometimes, but when friends are in<br />

trouble, one must rely on Bravery to escape one’s instincts to run and hide. <strong>The</strong>re are<br />

places, objects, NPCs or monsters that are scary. <strong>The</strong>se things have a Scary score<br />

with a number assigned to it. Bravery acts like Protection against Scary damage.<br />

Unlike physical damage, Scary damage is assigned against a character’s synergy points.<br />

<strong>The</strong>refore, if the characters enter an old abandoned house with a Scary score of 1, then<br />

the characters must have a Bravery of 1 or greater to ward off the damage, otherwise<br />

their synergy points will sustain damage equal to the difference per round.<br />

Once a character’s synergy points have dropped below 0 and they take Scary<br />

damage, they immediately suffer a -1d6 to their rolls (only rolling 1 die for the standard<br />

roll instead of 2) and must run away as fast as they can. If the character cannot run,<br />

then they will attempt to hide. Only when the character is no longer hit with Scary<br />

damage will they be able to act normally and start recovering synergy points as normal.<br />

Characters gain Bravery based upon their Kid Types and other modifiers.<br />

TABLE 1.3 - BRAVERY BONUS FROM KID TYPES<br />

Levels<br />

Primary<br />

Kid Type<br />

Secondary<br />

Kid Type<br />

Tertiary<br />

Kid Type<br />

Scary Damage<br />

34<br />

7 +1 --<br />

10 +2 --<br />

20 +3 +1 -<br />

30 +4 +2 -<br />

40 +5 +3 +1<br />

50 +6 +4 +2<br />

60+ +7 +5 +3<br />

Scary damage is consistent. It’s like walking into hot lava; it’s going to just keep<br />

hurting the character every step of the way. Most of the time, the scariness of an<br />

area or object is small enough where the character isn’t negatively affected – but this<br />

doesn’t make it any less frightening. Scary damage compiles as a single source even<br />

though there are multiple things happening that are scary. <strong>The</strong>re’s more information on<br />

Scary damage in Chapter 8 – Playing the <strong>Game</strong>.


Protection<br />

Character Statistics - Ch.1<br />

Whenever damage is assigned against a character, Protection is a combined total<br />

of all the different talents, abilities and clothing that serve to reduce that damage<br />

before it depletes the character’s hit points. Protection only reduces physical damage;<br />

it does not protect the character from any other source. If the character’s Protection<br />

is higher than the damage, then the character takes no damage. If the character’s<br />

Protection is lower than the damage, then the damage is reduced by the Protection<br />

level and whatever remains is subtracted from the character’s current hit points.<br />

Protection levels stack. If the character wears a jacket that provides +2 Protection<br />

and a thick leather cloak that has a Protection of +1, then the character has a total of<br />

+3 Protection. Characters are limited by weight and cannot gain bonuses from items<br />

with the same name such as two cloaks, five hoodies, nine pairs of socks, and so on.<br />

Resistances<br />

Due to either natural, power-based or magical sources, player characters may<br />

take damage from sources such as Fire, Frost, Acid, Spark or Eternity. This damage<br />

cannot be reduced by a character’s Protection score. Much like Protection, however,<br />

the character’s resistance to an element will reduce the total damage received by that<br />

source. For instance, if the character takes 15 points of Spark damage and the character<br />

has a Spark Resistance of 7, then the character only takes 8 points of damage instead<br />

of 15.<br />

Resistances come from special items that are worn like clothing, badges or from<br />

patches.<br />

DEFENSES<br />

<strong>The</strong>re are three different types of defenses that every character and monster has<br />

available to them, those are: Evade, Resist and Willpower. Each of these defenses is<br />

rolled automatically and without the use of an action in order to avoid a negative effect.<br />

Defenses start off at a 5 (at level 7) and players receive 3 free points to distribute<br />

between the three scores.<br />

When rolling for defense against an attack or effect, the roll is as follows:<br />

Evade<br />

Defense + 2d6 = Results<br />

Dodging out of the way of a moving vehicle, running away from a falling powerline,<br />

ducking for cover from whirring saw blades, ducking beneath a super-heated hula hoop;<br />

all of these are instances a character will need to escape from. Evade is rolled whenever<br />

the character needs to move quickly enough to get out of harm’s way. This does not<br />

grant the player character the ability to see something coming at them, but it does give<br />

them those crucial seconds they need to escape with everything intact.<br />

To roll Evade it is 2d6 + Evade. When sustaining damage from an attack, the<br />

Evade skill acts to reduce the amount of damage the character would normally take.<br />

For example, if the character rolled an Evade skill of 20 and the attack was 22, then the<br />

35


Ch.1 - Character Statistics<br />

player character is still considered hit, but with only a difference of 2 which is added to<br />

the damage of the opponent’s weapon.<br />

If a character uses the Athletics (Run) skill on a move action the character gains a<br />

+1 bonus to her Defense (Evade) rolls but suffers a -1 die when attacking until the end<br />

of that round.<br />

Resist<br />

Whenever the character is knocked to the ground, poisoned,<br />

gets stick or is forced to transform into something they don’t<br />

want to be, they use their Resist roll to escape it. To resist<br />

an effect, roll 2d6 + Resist.<br />

Holding Your Breath – If a child can take in a large breath<br />

of air and then hold it, she can do so for a number of seconds<br />

equal to her Resist defense roll. If she was unable to take<br />

a large breath of air, then she can only hold her breath for<br />

a number of seconds equal to ½ the roll (rounded down).<br />

Once the child runs out of breath, she suffers 1 point of<br />

damage per round. If ever the child’s hit points are<br />

reduced to 0 then she falls unconscious. If she<br />

is still unable to breathe, she continues to<br />

sustain damage until she dies. <strong>The</strong> damage<br />

caused by holding one’s breath can only be<br />

healed after the child has received air.<br />

Willpower<br />

Riding a bicycle up a steep hill, not<br />

eating that candy bar before delivering it<br />

to a friend, pushing to complete all chores<br />

before rushing out to play with friends<br />

are all ways a character’s Willpower can<br />

help. Willpower is rolled in much the<br />

same way as Evade or Resist, rolling<br />

2d6 + Willpower in order to escape from<br />

whatever negative effects would happen<br />

had the rolled failed.<br />

STATUS BAR<br />

<strong>The</strong> status bar measures a character’s ability to<br />

sustain damage, boost their rolls and determine how large the character’s hand<br />

size is.<br />

Hit Points<br />

Hit points are a measure of how much damage the character can take before she<br />

faints. Damage can be anything from a bloody nose, a black eye, or even electrocution.<br />

36


Character Statistics - Ch.1<br />

Hit points can return naturally or they can heal through other means such as through<br />

the First Aid skill or a Patch.<br />

Synergy Points<br />

• Starting Hit Points – Whenever a character is created, roll 2d6 and add the<br />

character’s Body score to the result. <strong>The</strong> number becomes the character’s<br />

maximum total hit points.<br />

• Gaining Hit Points – If ever the character’s Body score increases, either through<br />

gaining a level, a badge, patch, power or item, the character’s maximum hit<br />

points increase by the same amount. Any loses to a character’s Body score<br />

will also reduce the character’s total maximum hit points, meaning that<br />

additional hit points will be lost.<br />

• Fainting – When a character’s hit points are reduced to 0 or below, the<br />

character has fainted.<br />

• Recovery - Hit points are recovered at a rate of 1 + the character’s Body<br />

score divided by 10 (rounded down) per hour.<br />

<strong>The</strong>se are a measure of a character’s personal energy, her adrenaline and ability<br />

to push herself to the limit. Synergy points are lost whenever she boosts a die roll, due<br />

to a power, or if she doesn’t have enough Bravery to defend against a Scary attack.<br />

Hand-Size<br />

• Starting Synergy Points - Whenever a character is created, roll 2d6 and<br />

add the character’s Spirit score to the result. <strong>The</strong> number becomes the<br />

character’s maximum total synergy points.<br />

• Gaining Synergy Points – If ever the character’s Spirit score increases the<br />

character’s maximum synergy points increase by the same amount. Any loss<br />

to a character’s Spirit score will also reduce the character’s total maximum<br />

hit points.<br />

• Recovery - Synergy points are recovered at a rate of 1 + the character’s<br />

Spirit score divided by 10 (rounded down) per hour.<br />

This is the number of cards that a player may hold for her character. At level 7,<br />

players receive 2 cards they may draw from the Synergy Deck. Whenever the character<br />

boosts, the cards used are discarded and a new card is drawn. If ever the character has<br />

a wound, she draws that many cards less than she would normally have in a hand-size.<br />

• Draw a Hand – At the beginning of every adventure the players draw a<br />

number of synergy cards equal to their hand-size minus the number of<br />

wounds they have. If ever there are not enough cards to draw, shuffle the<br />

discard deck and draw from the new deck.<br />

• Boosting a Roll – <strong>The</strong> player may choose a card or cards in their hand to<br />

boost any time they make a die roll. <strong>The</strong> points (or its symbol) featured on<br />

the card are subtracted from the character’s current synergy points total,<br />

37


Ch.1 - Character Statistics<br />

Wounds<br />

then the card is discarded. <strong>The</strong> character’s roll results are then increased by<br />

the same number of points on the card for that roll only as a bonus. On the<br />

beginning of the character’s next turn, a new card is drawn to replace the<br />

number of cards used, up to the character’s hand-size, minus the number of<br />

wounds she has.<br />

• Taking Wounds – A character that is reduced to 0 hit points or less may<br />

discard a synergy card to heal a number of hit points equal to the number<br />

on the card. By doing this, the character gains 1 wound. When drawing cards<br />

from the synergy deck, a player may only have a number of synergy cards<br />

equal to her hand-size minus wounds.<br />

Wounds are serious injuries that the character has sustained. Wounds heal slower<br />

than hit points do. If ever a character is reduced to 0 hit points, she may discard a<br />

card from her hand and heal that many hit points and then take 1 wound for every card<br />

used in this way. If a character sustains more damage than she has in cards, then she<br />

immediately faints. For every wound a character has, it subtracts off the total number<br />

of synergy cards she may draw, i.e. if Jasmine has a hand-size of 3, but she sustained 2<br />

wounds, she may only have 1 synergy card in her hand. Wounds heal naturally, can heal<br />

faster with first aid or may be restored with a power.<br />

• Recovery – Wounds are recovered at a rate of 1 + the character’s Body score<br />

divided by 10 (rounded down) per week.<br />

38


39


Chapter 2<br />

Kid Types & Circles<br />

“<strong>Lights</strong> <strong>Out</strong>” gives you the opportunity to play one of 14 different types of<br />

children, each with their own talents and personality. <strong>The</strong> type of kid that you choose<br />

helps define your character and as they advance in level, they grow and learn more<br />

about themselves. <strong>The</strong>re is no wrong choice in what child you decide to play. Most kids<br />

are between the ages of 8 and 12. You may ask your storyteller if it is okay for you to<br />

play younger or older characters, but be warned, once the child reaches the age of 18<br />

they lose their innocence and become the very monsters that other children work so<br />

hard to defeat.<br />

<strong>The</strong> 14 child types are as follows: Bookworm, Caregiver, Creator, Dreamer, Eternal,<br />

Explorer, Firebrand, Leader, Nerd, Nature, Orphaned, Sweetheart, Warrior and Wounded.<br />

Once the kid type is chosen it cannot be changed. At level 20 and level 40, the character<br />

learns more about herself and may choose a 2 nd and later on a 3 rd child type, gaining all<br />

talents and bonuses.<br />

40


How to Read<br />

Kid Types & Circles - Ch.2<br />

Each kid type will have a description, talents and recommended skills.<br />

• Description - Tells you a little about what makes the child different than all the<br />

other children. This is not to say that there aren’t other things about your child<br />

that make them unique, but it is up to you to add your own flair to your character<br />

by expanding on things like personality.<br />

• Talents – <strong>The</strong>se are abilities that the child receives.<br />

• Recommended Skill – <strong>The</strong>se are skills<br />

that the kid type prefers.<br />

KID TYPES<br />

Bookworm<br />

Description: Bookworms are children who prefer<br />

reading over sports or socializing with friends.<br />

<strong>The</strong>y seek to understand the world by absorbing<br />

the words of others. Enjoyment is easily found<br />

by getting lost in a story. A finely crafted tale<br />

with engaging characters is music to their soul.<br />

It’s obvious that a bookworm has several books in<br />

their collection and it is rare they do not have one<br />

on their person. <strong>The</strong>y believe that most answers<br />

can be found in a book; it’s just a matter of finding<br />

the right one. Bookworms derive happiness from<br />

being around books, reading and listening to stories,<br />

or just thumbing through the pages. <strong>The</strong> smell of fresh<br />

ink and quality paper is better than any freshly baked<br />

cookies. One of their fears is using false information<br />

that causes her humiliation or worse, potentially harms<br />

others.<br />

Talents:<br />

• If a bookworm has dedicated an hour of reading in-game within the past 24<br />

hours, they gain a +1 bonus to Bravery. Every 10 th level, this bonus increases by<br />

an additional +1.<br />

• Patches that are classified as imaginative powers all gain a +2 bonus to its Power<br />

roll when used by the child.<br />

• Provides +1 Education to the Clubhouse.<br />

Recommended Skill: Schooling (Literature)<br />

41


Ch.2 - Kid Types & Circles<br />

Caregiver<br />

Description: Caregiver children tend to the needs of others. When the lights go out,<br />

they are the fi rst kids others turn to in order to protect them from the dark. <strong>The</strong>y<br />

assist others with chores, bandages up injuries and comforts the ill. What drives<br />

caregivers are the personal rewards from helping others. <strong>The</strong>y are nurturers, both<br />

physically and mentally, as well as strong promoters of the community. With no one<br />

to tend to, caregivers feel out of place and may get fidgety. One of their fears is<br />

taking too many moments for themselves or doing something could be perceived as<br />

being selfish.<br />

Talents<br />

• Any time the child is caring for someone else, or someone is wounded and needs<br />

to be cared for, they gain a +1 bonus to Bravery for 24 in-game hours. Every 10 th<br />

level, this bonus increases by an additional +1.<br />

• Patches that are classified as support powers<br />

all gain a +2 bonus to its power rolls when used<br />

by the child.<br />

• Provides +1 Health to the Clubhouse.<br />

Recommended Skill: First Aid<br />

Creator<br />

Description: <strong>The</strong>se children seek to<br />

enrich the world by bringing their<br />

creativity to life. <strong>The</strong>y can be<br />

artists, dancers, musicians, singers<br />

or maybe even poets. Whatever<br />

it is that they create, it is a<br />

genuine reflection of their<br />

soul and helps define who<br />

they are as a person.<br />

It is not unusual for<br />

creator children to trade<br />

away any excess items<br />

for supplies to further<br />

their craft. Yet, the<br />

value of the items<br />

they trade away is<br />

nothing in comparison<br />

to the value of what<br />

they create. Those<br />

who are lucky enough<br />

to receive one of these<br />

creations are inspired<br />

by feelings of beauty<br />

and awe. Creating brings<br />

42


Kid Types & Circles - Ch.2<br />

happiness, and it serves as an outlet to work out their emotions. What causes the most<br />

fear is being untrue to themselves; this can include being peer pressured into accepting<br />

an idea that they don’t agree with, or having their art dictated by someone else.<br />

Talents:<br />

• If the child has worked on something artistic in the past 24 in-game hours, they<br />

gain a +1 bonus to Bravery. Every 10 th level, this bonus increases by an additional<br />

+1.<br />

• Patches that are classified as creation powers all gain a +2 bonus to its power rolls<br />

when used by the<br />

child.<br />

• Provides +1 Culture<br />

to the Clubhouse.<br />

Recommended Skill: Art<br />

Dreamer<br />

Description: Dreamer children<br />

have a strong imagination and<br />

believe that anything is possible,<br />

so long as kids put their mind to it.<br />

<strong>The</strong>y are spontaneous, optimistic,<br />

trusting and hopeful. <strong>The</strong>y also can<br />

be very dependent on others for safety<br />

and security. Some may describe them<br />

as naïve and oblivious but their flaws are<br />

far outweighed by their constant reminder of<br />

faith. All people are inherently good and it’s up to them<br />

to help others see it. Bringing happiness out of others<br />

cause them to be happy.<br />

Talents<br />

• Dreamer children gain a +1 bonus to their Bravery as<br />

long as they are with a friend. Every 10 th level, this<br />

bonus increases by an additional +1.<br />

• Patches that are classified as imagination powers,<br />

all gain a +2 bonus to its power rolls when used by<br />

the child.<br />

• Provides +1 Happiness to the Clubhouse.<br />

Recommended Skill: Empathy<br />

43


Ch.2 - Kid Types & Circles<br />

Talents<br />

44<br />

Eternal<br />

• <strong>The</strong>y gain a +1 bonus to their Bravery for having played a game in the last 24 in-game<br />

hours. Every 10 th level, this bonus increases by an additional +1.<br />

• Patches that are classified as energy powers all gain a +2 bonus to its power rolls when<br />

used by the child.<br />

• Provides +1 Happiness to the Clubhouse.<br />

Recommended Skill: <strong>Game</strong>s<br />

Explorer<br />

Description: Explorer children are those who chase<br />

adventure. <strong>The</strong>y seek to discover the unknown;<br />

braving loneliness and isolation for the sake of the<br />

new. <strong>The</strong>y help others by encouraging them to<br />

understand their calling. Explorers are independent,<br />

love to learn, ambitious and are very supportive<br />

of themselves. Explorers are uncomfortable when<br />

they aren’t able to discover the unknown – they<br />

fear falling into a daily routine and losing that<br />

feeling of wonder.<br />

Talents<br />

• <strong>The</strong>y gain a +1 bonus to their Bravery for<br />

exploring someplace new or making a<br />

discovery. Every 10 th level, this bonus<br />

increases by an additional +1.<br />

• Patches that are classified as travel<br />

powers all gain a +2 bonus to its power<br />

rolls when used by the child.<br />

Description: Eternal children are those who<br />

are truly in-tune with what it is to be a kid.<br />

<strong>The</strong>y do their best to avoid everything that<br />

can be attributed to being an adult. <strong>The</strong>y<br />

often place dependency on those who take<br />

charge or offer them safety. <strong>The</strong>y enjoy<br />

life to the fullest, with a constant positive<br />

attitude that paints them as fun loving and<br />

humorous. Due to their nature, they often<br />

ignore her chores or may convince others to<br />

do it for them – as if it were a game. <strong>The</strong>y will<br />

do everything they can to encourage others to<br />

“just be kids and have fun”. <strong>The</strong>y are truly<br />

in their element when they are playing games<br />

with others. What nudges at the back of their<br />

mind, is the thought that one day they will<br />

grow up and the fun will have to be set aside<br />

for more serious things.


• Provides +1 Health to the Clubhouse.<br />

Recommended Skills: Scouting<br />

Firebrand<br />

Talents<br />

• <strong>The</strong>y gain a +1 bonus to their Bravery for having attempted a<br />

Sway skill roll in the past 24 in-game hours. Every 10 th level, this<br />

bonus increases by an additional +1.<br />

• Patches that are classified as control powers all gain a +2 bonus<br />

to its power rolls when used by the child.<br />

• Provides +1 Organization to the Clubhouse.<br />

Recommended Skill: Sway<br />

Leader<br />

Description: Leaders try to inspire responsibility in other children.<br />

<strong>The</strong>y strive for a strong community, where kids work together to<br />

utilize their gifts for the betterment of everyone. Leaders seek<br />

order in a chaotic world. <strong>The</strong>y also look at problems as opportunities<br />

to improve. Ultimately, the leader wants to ensure that everyone is<br />

happy and is safe against those that seek to harm them. Leaders<br />

are fearful of leading others to disaster. If such instances occur,<br />

they often blame themselves for the failing of the team, even if<br />

they only played a minor role.<br />

Talents<br />

Kid Types & Circles - Ch.2<br />

Description: Firebrands are children who have latched onto an idea (or<br />

a series of ideas) that they believe in, and constantly seek the support<br />

of others. <strong>The</strong>y can be ruthless when trying to push change to meet<br />

those ideals, which often paints them as bullies. Those they call<br />

friends are under her protection and they’ll ensure that no one harms<br />

t ttr t t pr t<br />

iittipriittr irr<br />

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it p tr i r tri t t tir<br />

i i tt tr r tt rti t<br />

rrrtitiritr<br />

• <strong>The</strong>y gain a +1 bonus to their Bravery for acting as a leader by inspiring others, taking initiative,<br />

being decisive or using the Leadership skill roll within 24 in-game hours. Every 10 th level, this<br />

bonus increases by an additional +1.<br />

• Patches that are classified as control powers all gain a +2 bonus to its power rolls when used<br />

by the child.<br />

• Provides +1 Organization to the Clubhouse.<br />

Recommended Skill: Leadership<br />

45


Ch.2 - Kid Types & Circles<br />

Nerd<br />

Description: Nerds are kids who enjoy learning<br />

specializing in a single topic of interest like<br />

math, science and the supernatural. <strong>The</strong>y look<br />

for ways to change life, and try to influence<br />

others in order to help them turn their<br />

ideas into reality. <strong>The</strong>y want to transform<br />

themselves, or to make other things into<br />

something better. <strong>The</strong>y are true innovators.<br />

Nerds are constantly looking forward, seeking<br />

out a path to a better tomorrow. <strong>The</strong>y<br />

also enjoy uncovering mysteries to lifelong<br />

secrets. With all the nerd’s good intentions,<br />

if any of the changes in themselves, others<br />

or through invention causes harm, they worry<br />

it would undo everything they’ve ever stood<br />

for.<br />

Talents<br />

• <strong>The</strong>y gain a +1 bonus to her Bravery for<br />

investigating, experimenting or tinkering<br />

with something nerdy in nature within the<br />

past 24 in-game hours. Every 10 th level,<br />

this bonus increases by an additional +1.<br />

• Patches that are classified as<br />

transformative powers all gain a +2 bonus<br />

to its power rolls when used by the child.<br />

• Provides +1 Education to the Clubhouse.<br />

Recommended Skills: Schooling (Any<br />

Single Topic)<br />

Nature<br />

Description: Nature kids are one with the<br />

outdoors. <strong>The</strong>y both inspire and develop<br />

strong relationships with animals. <strong>The</strong>y<br />

are meek, tender people with strong<br />

emotions that others find appealing.<br />

Despite the soft side of Mother Nature,<br />

the nature kid understands the harsh<br />

aspects of life and doesn’t fault them<br />

for it. <strong>The</strong>y are tough and know how to<br />

survive in the wild. Nature children are<br />

afraid of being cooped up for too long<br />

46


Kid Types & Circles - Ch.2<br />

inside. <strong>The</strong>y need to feel close with all that nature provides them; when restricted,<br />

they start to feel empty.<br />

Talents<br />

• <strong>The</strong>y gain a +1 bonus to their Bravery for 24 in-game<br />

hours if their character has spent at least 4 hours<br />

outside. Every 10 th level, this bonus increases by an<br />

additional +1.<br />

• Patches that are classified as creation powers<br />

all gain a +2 bonus to its power rolls<br />

when used by the child.<br />

• Provides +1 Food to the Clubhouse.<br />

Recommended Skill: Scouting<br />

Orphaned<br />

Description: <strong>The</strong> orphaned kid has felt the<br />

harsh sting of loneliness. Whether actually<br />

an orphan or just feeling like the social<br />

outcast of the family, the orphaned child<br />

believes whole-heartedly that everyone<br />

matters, even the “throwaways”. <strong>The</strong>y<br />

are down to earth and humble. <strong>The</strong>y teach<br />

empathy, encourage others to see reality as<br />

it is, and some even have street smarts.<br />

<strong>The</strong>y are independent and very resilient.<br />

Despite having grown up in a world of<br />

loneliness, they fear being abandoned by<br />

those who they are the closest too.<br />

Talents<br />

• <strong>The</strong>y gain a +1 bonus to their Bravery<br />

for 24 in-game hours for taking time<br />

by themselves for at least 1 hour.<br />

Every 10 th level, this bonus increases<br />

by an additional +1.<br />

• Patches that are classified as travel<br />

powers all gain a +2 bonus to its<br />

power rolls when used by the child.<br />

• Provides +1 Food to the<br />

Clubhouse.<br />

Recommended Skill: Scavenging<br />

47


Ch.2 - Kid Types & Circles<br />

Talents<br />

Sweetheart<br />

Description: <strong>The</strong> sweetheart is the child who<br />

strives to make everyone their friend, as well<br />

as find new parental figures they can look up to.<br />

Family is important to the sweetheart; now that<br />

her real parents are gone, they desperately seek<br />

to rebuild their lost sense of family. <strong>The</strong>y can<br />

be romantics, by bringing both positive energy<br />

and dedication to those who return her love.<br />

Sweethearts will throw parties, dress well, give<br />

gifts and do whatever they can to win other kids<br />

over. Rejection is what some sweethearts worry<br />

about the most; in most situations, they feel<br />

they can overcome most people’s objections, but<br />

if they’re refused company time and time again,<br />

they start to look inward for what they did wrong.<br />

• <strong>The</strong>y gain a +1 bonus to their Bravery for spending time<br />

improving a relationship in the last 24 in-game hours. Every<br />

10 th level, this bonus increases by an additional +1.<br />

• Patches that are classified as support<br />

powers all gain a +2 bonus to its power rolls<br />

when used by the child.<br />

• Provides +1 Culture to the Clubhouse.<br />

Recommended Skill: Sway<br />

Warrior<br />

riptitritritritpt<br />

tirrpttitirr<br />

prittprttrtt<br />

prrrittttppt<br />

iriiitrririr<br />

titrirpiitpprt<br />

tttirpiiitiptiti<br />

pittipitii<br />

tirtrriririitirr<br />

irtt<br />

prttt<br />

ippittr trt<br />

ippitt<br />

48


Talents<br />

Kid Types & Circles - Ch.2<br />

• <strong>The</strong>y gain a +1 bonus to their Bravery for spending time pushing themselves<br />

physically to the limit in the last 24 in-game hours. Every 10 th level, this bonus<br />

increases by an additional +1.<br />

• Patches that are classified as energy powers all gain +2 bonus to its power rolls<br />

when used by the child.<br />

• Provides +1 Security to the Clubhouse.<br />

Recommended Skill: Athletics<br />

Wounded<br />

Description: Is a child who holds<br />

onto memories of neglect, abuse<br />

or other forms of trauma. <strong>The</strong>y<br />

constantly feel misunderstood,<br />

have trouble letting go of hurt<br />

feelings, and is prone to sadness,<br />

pain and suffering. <strong>The</strong> wounded<br />

child sees a little of themselves<br />

in the suffering of others. <strong>The</strong>y<br />

are very forgiving, especially if<br />

they were the only ones who were<br />

wronged. <strong>The</strong>y are empathetic<br />

and have a firm understanding<br />

of what misery is like. <strong>The</strong>y’ll do whatever<br />

they can to make others feel happy. Wounded<br />

children fear falling victim to others because of<br />

how often it has happened in the past. This can<br />

cause them not to trust other kids right away,<br />

instead appearing cold or distant.<br />

Talents<br />

• <strong>The</strong>y gain a +1 bonus to their Bravery for 24<br />

in-game hours having a deep conversation,<br />

witnessing the suffering of others, and<br />

being sympathetic towards others’ plights.<br />

Every 10 th level, this bonus increases by<br />

an additional +1.<br />

• Patches that are classified as transformative<br />

powers all gain +2 bonus to its power rolls<br />

when used by the child.<br />

• Provides +1 Security to the Clubhouse.<br />

Recommended Skill: Athletics<br />

49


Ch.2 - Kid Types & Circles<br />

CIRCLES<br />

In grade school, everyone is trying to figure out exactly who they are and where<br />

they belong. Children form circles with those they hang out with. Some children<br />

may even have multiple friend circles, but these are often the children who are very<br />

good at fitting in. Beyond being good friends, there are groups of children who share<br />

common characteristics with others of similar interests. <strong>The</strong>se groups are considered<br />

“circles” or cliques.<br />

What is a Circle?<br />

Everyone, children included, naturally organize themselves into groups in order to<br />

create a social hierarchy. In grade school, kids will join these groups based upon where<br />

they feel they belong. Once part of the circle, the child will quickly discover where<br />

they are in order of ranking and importance to the group. Depending upon the head<br />

child, known as the Princess or Prince, such expectations could require the child to act<br />

a certain way, dress a certain way or even, and in more extreme circles, refuse to allow<br />

the child to hang out with anyone outside the circle.<br />

<strong>The</strong>re are three roles inside a circle: Princess/Prince, Page and Jester. Anyone not<br />

in these roles are considered “in-between” and are<br />

still valued friends.<br />

Princesses and Princes<br />

Princesses and Princes are the<br />

kids that everyone looks up to. <strong>The</strong>se<br />

individuals display higher self-esteem<br />

and confidence than other kids. <strong>The</strong>y<br />

may be pretty, talented, rich or have<br />

some other sort of privilege, such<br />

as being the principal’s kid. While<br />

some Princesses and Princes are<br />

exceedingly friendly, occasionally they<br />

can be aggressive, strong-willed or<br />

even manipulative.<br />

Whatever the princesses or prince<br />

says goes; this is in regards to clothing<br />

choice, what games they’ll play, whose<br />

house the circle will hang out at, and how to treat others outside<br />

of the circle. This is not to say that the princesses or prince are tyrants; just that the<br />

other kids in circle give them the ability to make those choices either due to respect,<br />

the inability to make decisions for themselves, or fear out of being singled out by the<br />

rest of the circle.<br />

When Princesses and Princes graduate from grade school and move into high<br />

school, as long as they maintain their title and importance to the circle, they are<br />

called Queens and Kings.<br />

50


Page<br />

Kid Types & Circles - Ch.2<br />

A Page is a title given to<br />

the next-in-line or second<br />

in command beneath<br />

a Princess or Prince.<br />

<strong>The</strong>se individuals are<br />

considered the best<br />

friend of the top kid and<br />

the page supports them as<br />

much as possible. When kids<br />

in the circle have an issue<br />

that may be circle related,<br />

most go directly to the<br />

Page in order to determine<br />

if it’s worth bothering the<br />

Princess or Prince about, or if they<br />

are afraid that asking would result in<br />

being viewed negatively.<br />

Sometimes the Page role could<br />

be given to multiple kids, which can be<br />

childhood friends or those who closest<br />

to the Princess/Prince.<br />

Jesters<br />

Much like there are children at the top of the circle,<br />

there are also kids or a single kid, at the bottom. <strong>The</strong>se<br />

individuals are looked down on by the other children,<br />

often being the subject of jokes or ridicule.<br />

<strong>The</strong>y are perhaps the ones who cannot live<br />

up to the expectations of the Prince or<br />

Princesses, aren’t very confident or may<br />

be from a poorer family. Despite their<br />

status, Jesters try to encourage the<br />

other children in the circle to laugh<br />

and be happy.<br />

Circle Types<br />

<strong>The</strong>re are five circle types: Popular<br />

Kids, Fringe Kids, Athletic Kids, Nerds/<br />

Geeks and Loner Kids. At character<br />

creation, the player may choose one circle<br />

that they belong to. All kids who share the same circle gain<br />

a +2 bonus when using the Sway and Empathy skill with<br />

others in the circle, even if they have never met one another. Once a circle is chosen,<br />

the player must roll 1d6 twice to determine what additional traits their character<br />

receives for being part of the circle. If the same trait is rolled twice, roll again.<br />

51


Ch.2 - Kid Types & Circles<br />

Popular Kids<br />

Everyone wants to be popular. It always seems that the<br />

popular kids get the most breaks, have the most fun, get<br />

invited to all the parties and no one makes fun of them. While<br />

most of those perceptions are true, the popular kids aren’t<br />

always free of troubles. Everyone admires them, which is a<br />

good thing, but staying at the top isn’t a cakewalk. <strong>The</strong>re are<br />

always other kids who are willing to take their place, especially<br />

fringe kids, so the popular kids have to do whatever they can<br />

to keep being popular.<br />

Popular kids are more confident than<br />

everyone else, they appear more successful,<br />

are highly appreciated and envied.<br />

TABLE 2.1 - POPULAR KID TRAITS<br />

1d6 Results<br />

1<br />

2<br />

3<br />

4<br />

5<br />

6<br />

Trait Description<br />

it rrtrtriipt<br />

riittittrtttr rrtri <br />

trr<br />

ipti rrtrtptit<br />

ppittp i it<br />

iii<br />

Charismatic – Your character is very personable. Kids naturally like her.<br />

She gains a +2 bonus when using the Sway skill.<br />

rtt irtirtrrrtrr<br />

rrtrpiit<br />

<br />

rii r rtr t r t tr i<br />

tr it i prt i t t prit ttr r<br />

tti irir i<br />

t r rtr prt t trt t<br />

it titrtpritr<br />

Sirttrtrir<br />

rrtrprt<br />

52


Fringe Kids<br />

Kid Types & Circles - Ch.2<br />

Fringe kids are<br />

those who wish to be like<br />

the popular kids but are<br />

always on the outside of<br />

their circle. Fringe kids<br />

enjoy being able to freely<br />

move between the other<br />

circles without fear of<br />

retribution. <strong>The</strong>se kids are<br />

accepted wherever they<br />

go, but are more like secondary members<br />

and don’t stick around as frequently as<br />

primary members. Fringe kids are next in<br />

line if something were to happen with the<br />

popular kids, or, and in rare cases, fringe<br />

kids may form an opposing circle to the<br />

popular kids if circumstances were right.<br />

Fringe kids are adaptive, are in-tune<br />

with the other circles, are generally liked<br />

and can often be mistaken as a popular kid.<br />

TABLE 2.2 - FRINGE KID TRAITS<br />

1d6 Results<br />

1<br />

2<br />

3<br />

4<br />

5<br />

6<br />

Trait Description<br />

Adaptive – Other circles treat you as if they were an unofficial member.<br />

You gain a +2 Sway skill bonus when interacting with other circles.<br />

In-Tune – You know who is who in each of the circles, what they have<br />

been up to and know all the rumors. It’s a gift. Gain +2 skill bonus to<br />

Aware rolls when needing information on other kids.<br />

Ambitious – You have plans. Big plans! You have a strong will that<br />

motivates you. You gain a +1 bonus to Willpower.<br />

Mimic – You are able to latch onto other individuals (typically the princess<br />

or prince of the popular kids) and mimics one of their traits. Choose one of<br />

the popular kid traits: Confident, Manipulative, Charismatic or Pretty.<br />

Gofer – You will try anything to impress others even get them things they<br />

need. Once per day, you gain a bonus 1d6 to a single Skill roll when trying<br />

to get things for others.<br />

Pleaser – You have spent a lot of time pleasing other people. Once per<br />

adventure, you may convert one resource into another resource by luck,<br />

negotiation or from favors.<br />

53


Ch.2 - Kid Types & Circles<br />

Athletic Kids<br />

<strong>The</strong>se are kids who have found<br />

friends in fellow students who share the<br />

same passion as they do. Athletic kids may<br />

include sports, running, swimming, dance or<br />

any other physical activity. <strong>The</strong>se kids strive<br />

for the admiration of their teachers and<br />

fellow students by performing well in<br />

front of crowds of parents at local<br />

and regional competitions. Athletic<br />

kids are often invited to be part of<br />

the popular kids, simply because<br />

of their talent and prestige alone.<br />

Athletic kids are looked up<br />

to for their talents and skills. <strong>The</strong>y<br />

are respected, as well as encouraged,<br />

by their fellow kids to be better than<br />

they already are.<br />

TABLE 2.3 - ATHLETIC KID TRAITS<br />

1d6 Results<br />

1<br />

Trait Description<br />

Competitive – You love to win and refuses to call it quits. When in direct<br />

competition with someone else, once per day, you may add a bonus 1d6 to<br />

a single skill roll.<br />

2 Long Legged – Born with longer legs, you gain a +1 bonus to Speed.<br />

3<br />

Powerful – You are able to push yourself farther than most. You gain 3<br />

additional synergy points.<br />

4 Resilient – You can take a beating. You gain 3 additional hit points.<br />

5<br />

6<br />

Healer – You are no stranger to injuries. You gain a +2 bonus when using<br />

First Aid skill.<br />

Best Equipped – You always find the best stuff regarding your favored<br />

sport or athletic activity. Whenever making a Scavenge roll, add your skill<br />

bonus from any one of the Strength, Body or Agility skills when looking<br />

for a specific item used by that skill. <strong>The</strong>refore, if you have a +2 in Sports<br />

(Hockey), you gain a +2 bonus to your Scavenge roll when looking for<br />

Hockey items.<br />

54


Nerds/Geeks<br />

Kid Types & Circles - Ch.2<br />

<strong>The</strong>se are kids who are intellectual, those<br />

who obsess over less popular things such as<br />

musical instruments, chess, photography, web<br />

design or even role-playing games. Nerds and<br />

Geeks do not follow the trends that are set<br />

by the popular kids. <strong>The</strong>y are usually<br />

shy or introverted; so much that it<br />

can create awkward situations when<br />

kids outside their circles try to speak<br />

with them. <strong>The</strong>y are branded as too<br />

different or too boring and can be the<br />

target of humiliation by the other circles<br />

– especially the popular kids.<br />

Nerds and Geeks are practiced at<br />

dodging bullies or just people in general<br />

due to their shy nature. <strong>The</strong>y enjoy games<br />

and can often use their social awkwardness<br />

to their advantage.<br />

TABLE 2.4 - NERD/GEEK KID TRAITS<br />

1d6 Results<br />

1<br />

2<br />

3<br />

4<br />

5<br />

6<br />

Trait Description<br />

Awkward – You can make others feel really uncomfortable, so much that<br />

they want to leave. You may choose to influence NPC moods by adding 1<br />

to the 1d6 NPC mood roll just by speaking. If the mood is a 5 or higher,<br />

the NPC will get uncomfortable and attempt to leave first before wanting<br />

to fight.<br />

Specialist – Choose a skill beneath Intellect or Spirit, you become specialized<br />

in that skill gaining a +2 bonus whenever the skill is rolled.<br />

Dodgy – You have been dodging people and bullies for years. She gains a<br />

+1 bonus to Evade.<br />

<strong>Game</strong>r – You enjoy playing games of all types. You gain a +2 bonus to the<br />

<strong>Game</strong>s skill.<br />

Wall Flower – You can hide in plain sight and are often overlooked by<br />

others. You gain a +2 bonus to Hide skill rolls.<br />

Educator – When given a chance, you may use your knowledge to inspire<br />

others. You provide a +1 bonus to Education at the Clubhouse.<br />

55


Ch.2 - Kid Types & Circles<br />

Loners<br />

Loners are kids who don’t feel like they fit in<br />

anywhere and have very few friends. <strong>The</strong>y could<br />

be geniuses, troubled, outcasts or maybe they just<br />

don’t like people. Loners tend to like obscure music,<br />

follow weird fashion trends, and set their own path.<br />

<strong>The</strong>y don’t care about the popular kids, and may even<br />

dislike them. <strong>The</strong>y are ridiculed for their interests,<br />

which the loner will either ignore or fight against.<br />

Loner kids are independent, deep thinkers,<br />

artistic, creative, complicated and rebellious.<br />

TABLE 2.5 - LONER KID TRAITS<br />

1d6 Results<br />

1<br />

2<br />

3<br />

4<br />

5<br />

6<br />

Trait Description<br />

Tough – You have a rough past where the only person you could rely on<br />

was yourself. You gain a +1 bonus to Resist rolls.<br />

Soulful – <strong>The</strong>re is a powerful depth to your soul. You may have 2 Heavy<br />

higher than your Heart score before becoming your Shadow Self.<br />

Gloomy – You are dark and gloomy. You might even dress that way too.<br />

Creature’s moods are improved by 1 on the NPC Mood roll when encountering<br />

you, and may even be up for talking if you’re alone.<br />

Scary – Once per day, you can become Scary (like a monster) with a score<br />

equal to your Bravery. This affects only children.<br />

Empathic – Being a loner makes you more sensitive to other’s emotions.<br />

You gain a +2 bonus on Empathy skill rolls.<br />

Independent – You’ve been taking care of yourself for a while now. You<br />

gain 1 free resource at the end of every adventure for the Clubhouse, or<br />

this may be used for your secret clubhouse that no one knows about.<br />

56


Chapter 3<br />

Skills<br />

As a character learns and grows, she will pick up some skills along the way<br />

that helps identify her interests, hobbies, as well as her preferred areas of study. Skills<br />

help kids make attacks, sway others to their way of thinking, run and hide from danger,<br />

or scavenge for resources.<br />

Every skill has a relative ability score that it is tied to. Whenever a character<br />

increases their ability score to a 5s position, they gain 1 skill point to place in a single<br />

skill belonging to that ability score. Also, whenever a character increases their ability<br />

score to a 10s position, they also get an additional 1 skill point to invest in skills that<br />

belong to that ability score.<br />

TABLE 3.1 - SKILL POINTS GAINED<br />

Ability Score 5 10 15 20 25 30 35 40<br />

Skill Pts. Earned 1 2 1 2 1 2 1 2<br />

Total Skill<br />

Points<br />

1 3 4 6 7 9 10 12<br />

Whenever a character is called upon to make a skill roll, she will need to roll as follows:<br />

2d6 + Ability Score + Skill Bonus = Result<br />

57


Ch.3 - Skills<br />

Even if a character does not have any skill points in a skill, she is still allowed to<br />

make a skill roll if the situation calls for one. It is just that some characters are better<br />

at certain skills than others.<br />

Each ability score has a total of four skills that are beneath it. Of those four skills,<br />

there is one skill where the player will need to select a skill focus in. Skill focuses<br />

are like sub-skills; they act like individual skills but are all beneath the parent skill.<br />

Whenever skill points are placed in a skill focus, those skill points only count when using<br />

that particular focus. <strong>The</strong> skills that have skill focuses in them are: Sports, Athletics,<br />

Rope, Schooling, Arts and Leadership.<br />

SKILL LIST<br />

TABLE 3.2 – SKILL LIST<br />

Ability Score<br />

Description<br />

STRENGTH<br />

Brawling<br />

Climb<br />

Muscles<br />

Sports<br />

Kicking, punching, biting, pushing and shoving are all things covered<br />

by the brawling skill.<br />

Able to move over objects, up trees, over ladders and many other<br />

obstacles without suffering penalties.<br />

<strong>The</strong> ability to push, pull and lift things that are heavy. <strong>The</strong> higher<br />

the roll, the stronger the kid. Can also be used to throw heavy<br />

things!<br />

When a skill point is placed here the player must choose a type of<br />

Sport (baseball, cricket, golf, lacrosse, hockey, rugby, badminton,<br />

tennis, racquetball, fencing, soccer, volleyball, basketball, football<br />

and more) <strong>The</strong> character is experienced in playing the sport as<br />

well as using the equipment.<br />

BODY<br />

58<br />

Athletics<br />

Chores<br />

Martial Arts<br />

Sneaking<br />

When a skill point is placed here, the player must choose<br />

a type of Athletic (running, jumping, swimming, horseback<br />

riding, rollerskating/blading, bicycling, ect.) <strong>The</strong> character is<br />

experienced in the type of athletic as well as any equipment<br />

that is used.<br />

Picking up after yourself or others, cleaning things, maintaining<br />

equipment, washing dishes, doing laundry in the most efficient<br />

way possible. This can be used to improve the happiness of<br />

others, or do chores in exchange for candy or other items.<br />

Taekwondo, karate, kendo, judo, hapkido or other types of<br />

Eastern fighting styles.<br />

Ability to move quietly so as not to be detected. Movement is ½<br />

speed. Also, allows one to lift objects of others without being<br />

noticed.


Skills - Ch.3<br />

TABLE 3.2 – SKILL LIST<br />

Ability Score<br />

Description<br />

AGILITY<br />

Aim<br />

Gymnastics<br />

Reaction<br />

Ropes<br />

When using a bow, slingshot, blowgun, dart, or tossing anything<br />

through the air with precision, good aim is needed.<br />

Being able to perform somersaults, backflips, cartwheels, as well<br />

as using the balance beam, pommel horse, parallel bars or similar<br />

equipment.<br />

Ability to go first in a combat round, or being quick enough to<br />

prevent something from happening. It’s also the ability to catch<br />

things in mid-air.<br />

When a skill point is placed here, the player must choose a type<br />

of rope use (jump rope, lasso, knots and whips). <strong>The</strong> character is<br />

then experienced in that type of ropes and any equipment that<br />

is used.<br />

INTELLECT<br />

First Aid<br />

<strong>Game</strong>s<br />

Schooling<br />

Scouting<br />

<strong>The</strong> ability to treat minor injuries, scrapes, and aid in the longterm<br />

care of wounds.<br />

Ability to play video games, board games, card games, or even<br />

outdoor games well. Can be used to improve happiness.<br />

When a skill point is placed here, the player must choose a favorite<br />

subject they like to learn (math, science, art, music, history,<br />

English, a foreign language, or something else). <strong>The</strong> character<br />

excels in their subject of choice, and has advance knowledge of<br />

it. Schooling may also be used to research different subjects to<br />

gain understanding of how certain things work.<br />

<strong>The</strong> child has some experience surviving off the land. <strong>The</strong>y can<br />

find and follow tracks, know which plants are safe to eat and which<br />

are poisonous. <strong>The</strong>y also have knowledge of the local wildlife.<br />

SPIRIT<br />

Arts<br />

Aware<br />

Hide<br />

Scavenge<br />

When a skill point is placed here, the player must choose a favorite<br />

art subject they excel at: dancing, painting, drawing, pottery, a<br />

musical instrument, acting, singing, and more. This gives them<br />

knowledge of the art they chose and any equipment involved to<br />

engage in it.<br />

<strong>The</strong> ability to notice their surroundings and see if things are out<br />

of place or hidden.<br />

<strong>The</strong> ability to hide oneself from others.<br />

<strong>The</strong> ability to find useful resources in most places. Does not<br />

reveal hidden things.<br />

59


Ch.3 - Skills<br />

TABLE 3.2 – SKILL LIST<br />

Ability Score<br />

Description<br />

HEART<br />

Empathy<br />

Fibbing<br />

Leadership<br />

Sway<br />

<strong>The</strong> ability to notice and understand what others are feeling. It<br />

also helps to determine when someone is fibbing, and can give<br />

clues as to what the individual’s next actions are.<br />

A unique ability to stretch the truth or outright lie in a believable<br />

way.<br />

<strong>The</strong> ability to get multiple kids to do what the character says<br />

during times of crisis and every day happenings. When this skill<br />

is chosen, they must pick a focus such as Cheer, Organize, Inspire<br />

or Supervise Others.<br />

<strong>The</strong> ability to encourage others to do think, believe or otherwise<br />

do something that the swaying character desires.<br />

SKILL DESCRIPTIONS<br />

<strong>The</strong> skills are listed in alphabetical order. Read the “How to Read” section in order<br />

to understand what the headings mean under each entry.<br />

How to Read<br />

• Name – This is the name of the skill.<br />

• Ability Score – This is the ability score such as Strength, Body, Agility, Intellect,<br />

Spirit or Heart that adds to the die roll.<br />

• Action Type – Some skills require the use of an action in order to perform them.<br />

This will be explained by 1 action, as part of a move action, multiple actions or<br />

no action is needed.<br />

• Skill Focus – This is labeled as yes or no, on whether or not there are skill focuses<br />

available for this skill. Once a bonus has been added to a skill focus, it cannot<br />

be changed. If there are multiple listings of what the skill can do, but it does not<br />

have a skill focus, then all the aspects of the skill may be used by the character<br />

and still receive the full bonus. <strong>The</strong> availability of the skill focus will be denoted<br />

by either a yes or no.<br />

• Description –<strong>The</strong> description will help you understand how the skill works.<br />

60


Skills - Ch.3<br />

Aim<br />

Ability Score: Agility<br />

Skill Focus: No<br />

Action Type: 1 Action<br />

Description: Aim is used whenever the character needs to either throw a small object<br />

like a rock, a dart, or a marble at tiny target. If the character is using something<br />

like a bow and arrow, a slingshot, a blow gun or anything else that seems like having<br />

a good aim would be beneficial. Aim is used during<br />

attack rolls.<br />

Arts<br />

Ability Score: Spirit<br />

Skill Focus: Yes<br />

Action Type: Multiple<br />

Description: Creativity is in your character’s<br />

soul and she enjoys expressing herself in<br />

one or more ways. Players who chose<br />

this skill must select a skill focus. This<br />

could be drawing, painting, sculpting, pottery,<br />

photography, writing, poetry, acting, singing,<br />

playing an instrument, dancing, baking or several<br />

others. As long as the character has a full hour<br />

in-game to perform the art, they can max out their<br />

dice roll for a more consistent level of quality in<br />

their work. Characters that do not have a skill point<br />

in the skill focus cannot max out their die rolls, even<br />

with one full hour of attention.<br />

Inspire Happiness – Art skills of the<br />

performance variety can provide a bonus to a<br />

Clubhouse’s Happiness ability score equal to the<br />

skill roll divided by 5 (rounded down). This bonus<br />

remains until the end of the gaming session. It<br />

takes a full hour of performance to gain this<br />

bonus.<br />

Provide Culture – Artistic skills that result in a<br />

physical product can provide a bonus to a Clubhouse’s Culture<br />

ability score equal to the skill roll divided by 5 (rounded down).<br />

This bonus remains until the end of the gaming session.<br />

61


Ch.3 - Skills<br />

Sometimes an art skill can be used outside of its intended purpose. Drawing a<br />

picture of a monster the character saw could help others to identify and its weaknesses<br />

based upon how accurate the picture is. Another instance could be the character<br />

performing for a group of hostile kids who demand her to perform for them or get beat<br />

up instead. <strong>The</strong> limits of the skill are up to the storyteller.<br />

Athletics<br />

Ability Score: Body<br />

Skill Focus: Yes<br />

Action Type: Move Action<br />

Description: Athletics is a<br />

broad skill set that describes<br />

the character’s ability to<br />

ride an animal, run, swim and<br />

jumping & leaping. Characters<br />

who are athletic have more<br />

energy and may often have<br />

friendly competitions with<br />

other kids just so they can<br />

test themselves. A few skill<br />

focuses are as follows:<br />

Jumping & Leaping – A character can<br />

jump from standing a number of squares equal to<br />

her Athletics skill roll divided by 10 (rounded down).<br />

When calculating a standing jump, it’s good to include<br />

the character’s height and an additional 30% for the<br />

length of the character’s arms to reach a higher<br />

ledge. When leaping forward, the number of squares<br />

a character can leap is her Athletics skill roll divided<br />

by 5 (rounded down). For every 2 squares (10 feet) the<br />

character travels while running, she adds 1 additional<br />

square of distance while leaping.<br />

Ride – Can be used to break an animal that would<br />

allow a character to ride it. Wild animals don’t like people to<br />

ride on them and so they may react violently. <strong>The</strong> character<br />

would need to make an Athletics skill roll against the animal’s<br />

Willpower defense roll. In order to break the animal so that it would n o<br />

longer fight and allow the character to ride it, 3 skill rolls must be made in<br />

consecutive order. Rolling all 1s and failing the roll will result in the character<br />

being thrown off the animal.<br />

It may take several in-game months of feeding, grooming and riding to get<br />

the animal to accept the character as a friend. Each month, the player character<br />

62


Skills - Ch.3<br />

must make an Athletics skill roll against the animal’s Willpower defense roll, if<br />

this is also accomplished the animal’s mood reduces by 1 on the d6 for NPC Moods.<br />

<strong>The</strong> ride skill may be used much like run is used to increase the number of squares<br />

traveled except that it applies to the beast’s speed while the character rides<br />

it. Further, the child can attempt to perform tricks in the saddle, much like Arts<br />

(Inspire Happiness) to impress others.<br />

Run – As part of a move-related action, the player character may roll Athletics and<br />

divided the result by 5 (rounded down). <strong>The</strong> result adds as a bonus to the character’s<br />

Speed while moving on land or in the air if the character has the means to fly. This<br />

bonus lasts for only that round. If the player decides to use two actions to move, the<br />

player does not need to make a second Run skill roll; the bonus from the previous<br />

action just carries over. For example, if the Run roll is 16, then the character gains +3<br />

bonus to Speed. This means for each action, the character gains a +3 bonus to her<br />

base Speed. While running, that character suffers a 1 die penalty on all attack rolls,<br />

but gains a 1 die bonus on all Defense (Evade) rolls until the end of that round.<br />

Swim – <strong>The</strong> character’s base Swim Speed is equal to their normal<br />

Speed. A player may choose to have their character increase their swim<br />

speed using the same rules as running.<br />

Aware<br />

Ability Score: Spirit<br />

Skill Focus: No<br />

Action Type: No Action<br />

Description: Everyone can use their normal senses to<br />

get a feel for the world around them; this skill allows<br />

for more. Those who invest points in Aware are able to<br />

find hidden things or track something that is invisible<br />

better than others. Hidden things can be like a secret<br />

passageway or even a light trail of cookie crumbs.<br />

Whenever there is a hint, a clue, or a small detail<br />

that may help the character, they must roll high on an<br />

Aware skill roll in order to notice it. A character with<br />

a high Aware skill would do well as a night guard to<br />

watch for monsters while the other kids sleep. Aware<br />

may even be used when there is no physical sense that<br />

can detect it, yet there is a chill to the air, or a feeling<br />

of wrongness. This is the character’s gut feeling and<br />

they could be warned ahead of time when something<br />

just doesn’t feel right.<br />

<strong>The</strong> storyteller will set the difficulty of the<br />

object, NPC or detail that can be identified through<br />

an Aware skill roll, or the difficulty can be based off<br />

a character’s Hide or Sneaking roll. If the Aware skill<br />

wins over the difficulty score, then the character is<br />

able to notice it.<br />

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Ch.3 - Skills<br />

Brawling<br />

Ability Score: Strength<br />

Skill Focus: No<br />

Action Type: Attack Action<br />

Description: Brawling is whenever a<br />

character decides to harm someone<br />

else using only their body as a weapon.<br />

Most children follow rules that their<br />

parents taught them – fighting isn’t<br />

okay unless okay unless absolutely needed.<br />

<strong>The</strong>y also generally don’t do much for<br />

brawling outside of punches and kicks as<br />

most have been taught not to bite, scratch<br />

or pull hair. Not everyone follows those<br />

rules, though, and sometimes when in the<br />

middle of a battle, a child just doesn’t think<br />

about those types of things and a child will<br />

do anything in order to escape or win against<br />

their attacker. It’s a tough world out there!<br />

Brawling is rolled whenever the player<br />

character makes an unarmed attack. <strong>The</strong>y<br />

gain a +1 to her damage for every skill point<br />

placed in Brawling; this bonus also applies as<br />

normal to the skill roll when making an attack<br />

using Brawling. For example, the child decides<br />

to kick a monster and rolls her Brawling skill,<br />

resulting in an 18. <strong>The</strong> monster’s Evade is<br />

only 13, leaving 5 points as additional damage for a wellplaced<br />

blow, on top of +2 damage for having two points in<br />

Brawling (total of 7 damage).<br />

Chores<br />

Ability Score: Body<br />

Skill Focus: No<br />

Action Type: Multiple<br />

Description: Even though all the adults are gone, it does not mean that chores disappeared<br />

too. With the electricity out, chores are even harder. Cleaning, dusting, doing laundry,<br />

washing the dishes – all those things are hard work. Most of the time it isn’t about how<br />

difficult the chore is, but how quickly a child can get through it. Depending upon the<br />

number of kids in the clubhouse, the storyteller will produce a number that represents<br />

how many chores need to be completed. Whatever the player rolls their Chores skill,<br />

the result subtracts off that number. A single Chores skill roll represents 1 hour of<br />

work. If chores aren’t completed each day, it can cause Happiness to go down. Any<br />

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Skills - Ch.3<br />

remaining chores carry over to the next day. Not all chores must be done every day,<br />

yet for game purposes there is an average number of chores that need to be completed<br />

daily (See Chapter 11 – Clubhouse for more information).<br />

Certain construction projects or clubhouse add-ons can require a number of chores<br />

that need completed before it is built. <strong>The</strong>se chores are separate from the daily chore<br />

amount. Once the number is met on a project, the project is considered complete.<br />

Climb<br />

Ability Score: Body<br />

Skill Focus: No<br />

Action Type: Move Action<br />

Description: Kids love to climb, and, when one is super charged<br />

and battling monsters, climbing becomes a necessity. Obstacles<br />

no more than 5 ft. tall cost 2 squares in order to move around,<br />

under or over them. If the character needs to climb a wall, a cliff,<br />

a ledge or something similar, she would roll a Climb skill every<br />

move action to determine whether she is able to make progress.<br />

If the roll is successful, the character is able to move 1 square, +1<br />

additional square per every 5 points the character defeated the<br />

difficulty skill by. For example, if the challenge was a difficulty<br />

of 12 and the player rolled a 22, then she would be able to move<br />

3 squares vertically or horizontally. <strong>The</strong> more challenging the<br />

surface, the more difficult the challenge becomes. If the roll is<br />

not met, then the character cannot move. If all 1s are rolled on<br />

the dice, and the difficulty is not met, then the character falls.<br />

Empathy<br />

Ability Score: Heart<br />

Skill Focus: No<br />

Action Type: No Action/Multiple<br />

Description: Not everyone says what they are feeling and they<br />

may pretend nothing is bothering them even though they are<br />

really hurting inside. Empathy is a way to notice when someone<br />

is acting outside of her usual self. When someone is trying<br />

to hide her true feelings or if they are trying to lie, a player<br />

character may roll their Empathy skill against the opponent’s<br />

Fibbing skill. If the Empathy roll succeeds, the character has an<br />

idea of what the other individual is feeling and whether or not<br />

what they are saying is matching up to it.<br />

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Ch.3 - Skills<br />

Comfort Others - Empathy can also be used to determine when someone has<br />

delved into their shadow self. If the character influenced by their shadow self an<br />

Empathy skill roll divided by 10 (rounded down) can provide a compassion bonus to<br />

their Heart score when calculating Heaviness from patches. This bonus may come from<br />

multiple kids in the form of hugs and other caring gestures to the troubled individual.<br />

<strong>The</strong> bonus lasts for 24 in-game hours. For example, Mary has fallen into her shadow self.<br />

Robert and Melissa both notice the change and roll their Empathy skill. Robert rolled a<br />

20 and Melissa rolled an 11. Robert adds +2 while Melissa adds +1, granting a +3 bonus<br />

to Mary’s Heart bonus, which makes it just enough for her to pull out of her shadow<br />

self for the rest of the day. Characters may not comfort others while<br />

engaged in combat. Comforting someone requires multiple actions<br />

to perform, which can generally take up to 10 minutes on average.<br />

Fibbing<br />

Ability Score: Heart<br />

Skill Focus: No<br />

Action Type: No Action<br />

Description: No one likes a liar, but sometimes it’s<br />

best to hide the truth. Whenever the character<br />

needs to lie, or hide her feelings, she will need to<br />

roll her Fibbing skill. <strong>The</strong> result of the roll acts as<br />

the difficulty score an opponent will need to beat<br />

with her Empathy skill to determine if the player<br />

character is not telling the truth. When a character<br />

successfully lies, the other person has no other choice<br />

but to believe her.<br />

First Aid<br />

Ability Score: Intellect<br />

Skill Focus: No<br />

Action Type: One Action/Multiple<br />

Description: Getting hurt can happen while playing,<br />

and it certainly happens more often now that everyone<br />

has superpowers. While there are powers that can<br />

heal injuries, not everyone has access to those, so it’s<br />

good to know first aid and how to care for children<br />

who are trying to recover from major wounds.<br />

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Skills - Ch.3<br />

Bandage – As long as the character has access to bandages, or she makes some,<br />

she may restore a number of hit points equal to the First Aid skill roll divided by 5<br />

(rounded down). A kid cannot receive the full benefits of First Aid from being bandaged<br />

multiple times. <strong>The</strong>y may only receive the benefits from the highest First Aid roll no<br />

matter how many others attempt to bandage them. If the character was bandaged<br />

and then someone else rolled a higher First Aid skill, the injured would benefit from<br />

the difference of the two. For example, if one restored 3 hit points and another was<br />

able to restore 5, then the injured child would benefit from the original 3 but only gain<br />

2 more from the second time. If ever the child is injured again, even if it was only<br />

for 1 hit point, the injured child could be bandaged a second time and receive the full<br />

benefits of First Aid.<br />

Wound Recovery – Without aid from a superpower, wounds heal at a slower rate<br />

of 1, plus 1 additional per a character’s Body score divided by 10 (rounded down) per<br />

in-game week. Under long-term care, which requires at least 1 hour devoted to that<br />

child per day for a week, the child recovers 1 additional wound per the First Aid skill<br />

divided by 10 (rounded down) in that in-game week time. If the child has less than the<br />

number of wounds that would heal, take the number of wounds that can be healed and<br />

divide it by 7 days. Once the right number of days per wound<br />

passes, the child has made a full recovery. For example,<br />

Hans sustained 2 wounds and will naturally recover those<br />

wounds in 1 full week. Janice tends to him and rolls<br />

her First Aid skill and rolls a 22. With Hans’ natural<br />

healing, in one full week, Hans will heal 4 wounds.<br />

Because Hans only had 2 wounds, he will heal in ½<br />

the time which is 3.5 days.<br />

<strong>Game</strong>s<br />

Ability Score: Intellect<br />

Skill Focus: No<br />

Action Type: Multiple<br />

Description: Card games, board games, role-playing<br />

games, hide and seek, kick the can, capture the<br />

flag, freeze tag, hopscotch, red rover, video games<br />

and many others are all covered under this skill.<br />

Children can play games during the day to boost<br />

their Bravery, or as a form of competition. When<br />

in competition, the <strong>Game</strong>s skill roll versus the<br />

opponent’s <strong>Game</strong>s skill roll is used to determine<br />

who wins. In games of chance, a Luck roll may be<br />

better suited.<br />

Bravery Boost – <strong>The</strong> child who is leading the game is the one<br />

who rolls their <strong>Game</strong>s skill. All those who participated gain a +1<br />

Bravery bonus per the <strong>Game</strong> skill roll divided by 10 (rounded down)<br />

for 24 in-game hours. Most games take about 1 hour to complete.<br />

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Ch.3 - Skills<br />

Gymnastics<br />

Ability Score: Agility<br />

Skill Focus: No<br />

Action Type: Move Action<br />

Description: Walking along a<br />

narrow ledge or tight wire,<br />

doing somersaults, backflips,<br />

tumbling, vaulting and other<br />

feats of amazing strength<br />

and agility can be performed<br />

by a gymnast.<br />

Balance - Gymnastics helps with keeping one’s balance. While trying to move<br />

across a thin surface, the character must make a Gymnastics skill roll against the<br />

challenge suggested in the table below. If the difficulty is met, then the character is<br />

able to move a number of squares equal to 1/4 th her current speed with a minimum of<br />

1 square per action. If the Gymnastic roll fails, then the character cannot move that<br />

action. If the Gymnastic roll fails and all 1s are rolled, then the character falls.<br />

Depending on how much room the character has to walk can influence how<br />

difficult the balance roll could be. Also, there are several modifiers that can make<br />

balancing easier or harder.<br />

Balance Difficulty Levels<br />

Situation<br />

4 inch wide surface, similar to a balance<br />

beam<br />

2 inch wide surface, similar to a wooden<br />

beam<br />

Challenge Level<br />

CL 15<br />

CL 20<br />

1 inch wide surface, a truss or pipe CL 25<br />

Tight wire CL 30<br />

Modifiers<br />

68<br />

High Winds<br />

Hard to See/Too Dark<br />

Surface is wet<br />

Moving Quickly (1/2 Speed)<br />

Jumping or Evading<br />

+5 to +15 CL<br />

+5 CL<br />

+5 CL<br />

+10 CL<br />

+10 CL


Skills - Ch.3<br />

Acrobatics - Impressive to watch, Gymnastics allows the character to perform<br />

marvelous flips, slides and other acrobatic feats. When in combat, characters may use<br />

their Gymnastic skill to move a number of squares over obstacles and opponents as<br />

long as there is room. <strong>The</strong>y may move a number of squares equal to the Gymnastic<br />

roll divided by 10 (rounded down) that normally would be impossible to move through,<br />

as long as the character ends their movement in an open square. This does not grant<br />

additional movement. Example: Asha needs to get past a monster but she can’t go<br />

around. She rolls her Gymnastics and gets a 25. She’s able to move 2 squares, 1 over<br />

the monster, and ends 1 square behind it. This is part of her move action, so she suffers<br />

no penalties doing so.<br />

Hide<br />

Ability Score: Spirit<br />

Skill Focus: No<br />

Action Type: Action<br />

Description: <strong>The</strong>re are times when hiding is fun. It can<br />

even be a crucial part of playing the game. Keeping safe<br />

from monsters or other opponents requires a strong<br />

Hide skill. <strong>The</strong> Hide skill is rolled any time that the<br />

character is unobserved by those she wishes to hide<br />

from. For example, if the character is running from<br />

a bully and ducks down an alleyway, they now have<br />

an opportunity to hide. <strong>The</strong> result of the roll acts<br />

as the difficulty level for the seeking opponent,<br />

as they will need to roll their Aware skill to<br />

find the character. If the opponent is unable<br />

to defeat the Hide skill roll, they are unable<br />

to find the character. <strong>The</strong> opponent may<br />

attempt to keep looking, or may give up<br />

and move elsewhere. Regardless of what<br />

the opponent does, the opponent will not<br />

be able to directly find where she is. If the<br />

opponent rolls over the Hide skill results,<br />

then the character is found.<br />

Leadership<br />

Ability Score: Heart<br />

Skill Focus: Yes<br />

Action Type: Action<br />

Description: <strong>The</strong>re are so many things that go into<br />

being a great leader. While there are many things that<br />

leaders may focus on, for purposes of game, they<br />

are: cheering, connecting, inspiring and supervising.<br />

A leader is not always “the boss”, or someone who<br />

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Ch.3 - Skills<br />

believes they are better than others. A leader can be a caring individual who just<br />

wants to use their talents to help others. When a player invests skill points in<br />

Leadership, she must choose which of the following she would like to place her<br />

points into as a skill focus:<br />

Cheer – Everyone holds a little of themselves back from all the things they do.<br />

This is usually out of self-doubt or feeling overwhelmed. Kids cheer for each other,<br />

especially at sporting events, which helps kids to give their all. Once per scene, a<br />

character may cheer by rolling her Leadership (Cheering) skill. <strong>The</strong> targeted child is<br />

restored 1 synergy point per the result divided by 5 (rounded down). <strong>The</strong> leader may<br />

affect a number of children equal to the number of skill points invested in this skill<br />

focus. <strong>The</strong> targeted child must be engaged in some activity where cheering would help<br />

boost their spirits. All instances where cheering would be useful is up to the storyteller.<br />

Connecting – This skill allows the character to be someone others look up to. For<br />

every skill point invested in Connecting will grant +1 to a clubhouse’s Organization. In<br />

addition, a Leadership skill roll can be made once per gaming session against a difficulty<br />

level set by the storyteller to see if there are any problems or gossip going around the<br />

clubhouse. This same skill may be used with kids who are outside the clubhouse to get<br />

information about other clubhouses or news about other kids.<br />

Leadership (Connecting) Information Rolls<br />

Information Type<br />

Basic Information (How well are things running? Any<br />

suggestions how to live better?)<br />

Difficult Information (What is scaring everyone? What are<br />

people saying about me or others?)<br />

Challenging Information (Which one of your friends is<br />

stealing from the clubhouse? Who here is bullying you?)<br />

Challenge Level<br />

CL 15<br />

CL 25<br />

CL 30<br />

70<br />

Impossible Information (Tell me everyone’s secrets) CL 35+<br />

Inspire – Leaders inspire not just through words but also through actions. As long<br />

as the leader is in sight, she provides a +1 Bravery bonus per the Leadership (Inspire)<br />

roll divided by 10 (rounded down) to all allies. This affects only 1 child, plus 1 additional<br />

child per skill point invested in this skill focus. This benefit is lost if somehow the leader<br />

faints, disappears or otherwise is unable to be seen. Multiple leaders cannot inspire the<br />

same kid. If there are two leaders, the kid being inspired chooses who she listens to and<br />

gets the bonus from.<br />

Supervise – When a group of people—especially kids—get together to work on a<br />

project, someone needs to ensure everyone is doing things in the most organized way<br />

possible. Each child gains a +1 bonus to their skill roll per the Leadership (Supervise)<br />

roll divided by 5 (rounded down). A leader is able to give this bonus to 5 children per<br />

skill point invested in this skill focus. This bonus only applies to all the kids working<br />

on the same project. Examples of use would be everyone working together to lift<br />

a heavy object, to build something for the clubhouse, or using the same patches to<br />

create a more powerful effect.


Martial Arts<br />

Skills - Ch.3<br />

Ability Score: Body<br />

Skill Focus: No<br />

Action Type: Attack Action<br />

Description: Children train as young as 6 years old<br />

in a variety of different Eastern martial arts styles<br />

including, but not limited to, Judo, Karate, Chun<br />

Kuk Do, Gouging, Jujutsu, Aikido, Kendo, Ninjutsu<br />

and Sumo. Martial arts teaches discipline and<br />

self-confidence, on top of being ready to defend<br />

oneself or others when necessary. Whenever the<br />

character makes an attack, she may roll 2d6 +<br />

Body + Martial Arts in order to strike an opponent.<br />

Some weapons even require martial arts training<br />

for the character to use that weapon. If using her<br />

natural attacks such as fists, head or feet, then<br />

the character gains +1 damage per her Body score<br />

divided by 10 (rounded down).<br />

Muscles<br />

Ability Score:<br />

Strength<br />

Skill Focus: No<br />

Action Type: Action<br />

Description: Muscles represents a higher<br />

development in one’s physical strength, often<br />

through regular exercise and weight lifting. When<br />

needing to lift something, push/pull something,<br />

holding a door shut or even have an arm wrestling<br />

contest, the character must roll their Muscles skill to<br />

see how well they perform. <strong>The</strong> muscle skill works<br />

for one-time actions, as the endurance required to<br />

use those muscles all the time would be exhausting.<br />

<strong>The</strong> result of the skill roll is treated as the new<br />

temporary Strength score regarding those feats.<br />

This does not influence attack rolls. Also, for every<br />

skill point in Muscles, the character is allowed to<br />

carry 1 additional Large Object without penalty.<br />

Throwing – A character may throw an object<br />

equal to her carrying capacity. For every 10 lbs., the<br />

object is treated as having +1 damage. <strong>The</strong> object<br />

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Ch.3 - Skills<br />

may only be thrown a number of squares equal to the Muscle skill roll divided by 5<br />

(rounded down). For every 10 lbs. above the character’s carrying capacity, the range of<br />

the throw is penalized by 1 square.<br />

Reaction<br />

Ability Score: Strength<br />

Skill Focus: No<br />

Action Type: None<br />

Description: Whenever something suddenly happens, like a<br />

vase falls from off the table, a close-by friend slips off the<br />

edge of a cliff, or combat begins, the Reaction skill measures<br />

how quickly your character can react. When combat begins,<br />

roll the Reaction skill, with the highest roll always going<br />

first in turn order.<br />

Midair Snatch – If something is thrown at the character,<br />

she may make an attempt to catch it. <strong>The</strong>se objects can<br />

be dangerous weapons, thrown cars (depending on strength)<br />

and other projectiles. As long as the character can lift<br />

the object, she may make a Reaction skill roll against the<br />

opposing attack roll. If the character succeeds, she is<br />

able to grab the object midair. If she fails, then she treats<br />

her Reaction skill as if it were a defense skill, taking the<br />

difference in the roll as additional damage on top of the<br />

weapon damage. This also applies in situations where the<br />

character needs to catch someone who is falling.<br />

Rope<br />

Ability Score: Agility<br />

Skill Focus: Yes<br />

Action Type: Action<br />

Description: Rope can be used in a variety of ways such<br />

as tying knots, lassoing (or roping) an animal or person,<br />

attaching it to a high place to allow for a climb or using it<br />

like a whip. When a player invests skill points in Rope, she<br />

must choose which of the following she would like to place<br />

her points into as a skill focus:<br />

Knots – <strong>The</strong>re are many different knots and purposes<br />

for each. Your character is fully aware of the different<br />

types and is skilled at tying them. <strong>The</strong>re is no need for<br />

your character to roll when tying down objects. She must,<br />

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Skills - Ch.3<br />

however, roll her Rope (Knots) skill when someone is trying to untie or escape from her<br />

knots, as the result is treated as the challenge level for those who are trying to untie<br />

it or escape from them by rolling their own Rope (Knots) skill. If the opponent’s roll<br />

is successful by exceeding the character’s original roll, they are able to untie the knot.<br />

Lassoing – Known to cowhands as roping, these ropes can be tied, swung and<br />

tossed overhead to snare objects, animals, people or even monsters. A Rope skill roll is<br />

required to lasso a target from afar. <strong>The</strong> rope can be from 28 feet to 70 feet in length.<br />

If the skill roll is successful, the target is lassoed and can be either tied off to a nearby<br />

object, or controlled by the lassoer by pulling in the target with an opposed Muscle skill<br />

roll. As long as the lasso is controlled by the lassoer, the rope will keep taut and will<br />

not allow the individual who as lassoed to escape it. <strong>The</strong> only way to escape it is to<br />

somehow loosen the slack, cut it, burn it, or otherwise destroy the rope.<br />

Lassoing may also be used for trick roping, which is a<br />

performance style that uses the rope to perform tricks. If<br />

used in this way, see the Art skill when inspiring happiness.<br />

Whips – Whips may be about 3 to 20 feet from the handle<br />

in length, that may be used to attack in combat, or they may<br />

be used to grab distant objects within 10-15 feet by wrapping<br />

the end around it and yanking it to the wielder. Whips may<br />

also be used to wrap around higher objects. <strong>The</strong>y also allow<br />

the character to swing from one ledge to the other, which<br />

is based upon the length of the whip. When trying to grab a<br />

distant object, the player character must make a Whips skill<br />

roll against the target’s Evade score. If no Evade score is<br />

present, use the Evade score of the individual holding it, or a<br />

difficulty level of 10, whichever is higher.<br />

Scavenge<br />

Ability Score: Spirit<br />

Skill Focus: No<br />

Action Type: Multiple<br />

Description: In a world without parents, children have to do<br />

their best to go out and find as many resources as possible<br />

each day. Resources include food, batteries, drinks, materials,<br />

medicine and toys.<br />

Searching - Every building or area is given a challenge<br />

level assigned by the storyteller, based on how picked over<br />

the area is. <strong>The</strong> higher the challenge level, the less likely it is<br />

that, there is much left in the area for the characters to find.<br />

However, there is always the chance a few things have been<br />

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Ch.3 - Skills<br />

missed by previous children. Player characters may roll their Scavenge skill roll with<br />

the result put against the storyteller’s challenge level. If the roll is successful, then the<br />

character finds something. For every 5 points the roll defeats the challenge level by,<br />

it grants 1 additional resource. It takes 10 minutes to fully search an area. For every<br />

resource that the character finds, roll 1d6 to determine which kind.<br />

Resources Gained<br />

Roll 2d6 Results<br />

Type of Resource Gained<br />

1-2 Materials<br />

3-4 Medicine<br />

5-6 Food<br />

7-8 Drinks<br />

9-10 Batteries<br />

11-12 Toys<br />

More information on resources may be found in Chapter 6 – Clubhouse.<br />

Open Locks – Scavengers learn to get into locked doors, cabinets, trunks<br />

and other areas by utilizing things such as bobby pins, knives, old keys, forks or<br />

even pens to pick the locks. <strong>The</strong> challenge level of the lock is determined by the<br />

storyteller. If the Scavenge skill roll is successful, the lock opens. It costs 2 actions<br />

to lock pick something.<br />

Schooling<br />

Ability Score: Intellect<br />

Skill Focus: Yes<br />

Action Type: Action<br />

Description: All kids are required to attend school.<br />

This skill focuses on specific subjects that the<br />

child has greatly excelled in: science, mathematics,<br />

meteorology, geology, chemistry, physiology, literature,<br />

history, politics, writing, speaking, theater, foreign languages,<br />

musical theory, art history, and much more. When selecting<br />

this skill, the player must choose a favorite subject. Beyond<br />

being knowledgeable in the topics, the character may perform<br />

the following actions:<br />

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Skills - Ch.3<br />

Educated Guess - A character can make an educated guess regarding other<br />

subjects, gaining ½ their highest School skill point bonus. Often subjects cross with the<br />

character’s favorite topic and it may something they can apply to the current situation.<br />

Foreign Language – If the child specializes in a foreign language (which may be<br />

any language, including English) they are able to speak and write it at a basic level using<br />

small words and elementary sentence structure, for 1 skill point. For 2 skill points, the<br />

character has achieved an intermediate level, being able to keep a conversation going<br />

and being able to write letters; the character’s grammar and sentence structure still<br />

needs improvement. For 3 skill points, the character has achieved an advanced level is<br />

able to speak the foreign language as if it were her native one. Skill points in a foreign<br />

language also provide information regarding the language speakers’ culture. Starting<br />

characters are all able to speak/read/write English. If they are from another country or<br />

different culture, they may speak/read/write that language as well for free. If the game<br />

is played in a country where English isn’t the first language, the rules are reversed,<br />

with the primary language of that country as the native language and characters from<br />

another country knowing your language plus their own.<br />

Scouting<br />

Ability Score: Spirit<br />

Skill Focus: No<br />

Action Type: Action<br />

Description: Many kids have joined scouting<br />

organizations, were taught by friends or<br />

family, or could have even learned on their<br />

own an abundance of life, survival and nature<br />

skills. Scouting can help identify tracks,<br />

plants, animals, birds and fish. Characters<br />

with this skill have some knowledge<br />

regarding rafting, camping and backpacking.<br />

While this does not cover everything that<br />

a scout does, this skill may be called upon<br />

to acquire information regarding several<br />

outdoor activities and things in nature. Scouting may<br />

be used in lieu of Scavenging when looking for some<br />

resources in the wild. It’s up to the storyteller to<br />

decide what resources can and cannot be found in the<br />

wild. If restricted resources are rolled, the player<br />

character may roll again. This skill may also assist<br />

in building a fire and keeping it lit enough to provide<br />

a light bonus to keep monsters away. When needing<br />

to build a big fire, the child can add a +1 light bonus<br />

per the skill roll divided by 10 (rounded down). A roll<br />

of all 1s could cause the fire to become uncontrolled.<br />

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Ch.3 - Skills<br />

Sneaking<br />

Ability Score: Body<br />

Skill Focus: No<br />

Action Type: Move Action<br />

Description: Sneaking allows the character<br />

to move silently so as not to alert someone<br />

else of their presence. <strong>The</strong> character makes<br />

a Sneaking skill roll and is able to move a<br />

number of squares equal to 1 plus 1 additional<br />

square per the skill roll divided by 10 (rounded<br />

down) up to a maximum of their Speed score.<br />

<strong>The</strong> Sneaking skill roll acts as the opposing<br />

difficulty level an opponent needs to meet<br />

against an opponent’s Aware skill roll in order<br />

to detect them moving. Sneaking does not<br />

render the character invisible, but it may be<br />

used together with the Hide skill. Sneaking<br />

can also be used to steal an object from<br />

someone without being seen.<br />

Pickpocket – When not in combat, a<br />

character may attempt to take an object<br />

off another person. A Sneaking skill roll is<br />

made against the target’s opposing Aware<br />

skill roll. If the Sneaking roll is successful,<br />

the character is able to take 1 pocketable<br />

item from that individual. If the roll fails, the<br />

target becomes aware of the character trying<br />

to take something from them.<br />

Sports<br />

Ability Score: Strength<br />

Skill Focus: Yes<br />

Action Type: Attack Action/Multiple<br />

Description: Badminton, baseball, basketball,<br />

cricket, dodgeball, football, hockey, softball,<br />

tennis, volleyball and several other sports are<br />

encompassed in this skill. Players who invest<br />

a skill point in this must choose what sport<br />

they are going to focus in. Skill focuses grant<br />

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Skills - Ch.3<br />

knowledge on how the sport is played, as well as how to use any of the equipment<br />

involved with it. Most children use their knowledge of sports to help them learn how to<br />

use a weapon. For example, if a character has invested 2 skill points in Sports (Baseball)<br />

the character knows how to throw baseballs and how to use a bat to attack with. When<br />

making an attack with equipment related to the sport, the player rolls their Sports skill<br />

roll. Playing the actual sport can take several hours, while attacking costs a single<br />

attack action.<br />

Sway<br />

Ability Score: Heart<br />

Skill Focus: No<br />

Action Type: None<br />

Description: Coaxing a child out of hiding, asking<br />

for more candy in trade for some batteries,<br />

persuading a kid to come away from the edge<br />

of the building, encouraging everyone to eat ice<br />

cream instead of brownies; or – all of these<br />

things require use of the Sway skill. Whenever<br />

the character wants to convince someone of<br />

something, or ask them to do something they<br />

don’t w ant to do, they can roll their Sway skill<br />

against their Willpower. If the opponent fails<br />

her Willpower defense roll, then the opponent<br />

becomes convinced.<br />

Not every conversation can be solved with a simple Sway skill roll; there could<br />

be multiple points that need to be addressed before an opponent gives in. This may<br />

be represented by multiple Sway skill rolls. Sway is different than fibbing because it<br />

relies upon belief and truth as opposed to lies and deceit. If the character fails to<br />

convince someone with their Sway skill roll, the Sway skill cannot be rolled again for<br />

that same line of reasoning as the individual has declined it, but there is always room<br />

for negotiation and therefore the character may attempt to approach the subject from<br />

a different angle. For example, if Xia is trying to trade 3 candy bars to Helena for her<br />

comic books, and Helena rolls her Willpower and defeats Xia’s roll, then the deal is a no<br />

go. Xia decides to add 1 additional candy bar to the deal and she may roll again.<br />

<strong>The</strong>re are bonuses that may be added by the storyteller when an opponent is<br />

rolling her Willpower against the character’s Sway roll, especially if the request involves<br />

putting her in harm’s way or the request is too outlandish.<br />

77


78


Chapter 4<br />

Patches<br />

Every child woke with a patch stitched onto their souls. Those who wished<br />

to trade in, remove, or add a new patch, the children who worked at the SOK Market<br />

were more than happy to help. Who would have thought that a child’s soul lies in their<br />

feet? (See Chapter 10 – <strong>The</strong> Dark Side of Applewood).<br />

Patches are imbued with magical properties that give children their unique abilities.<br />

<strong>The</strong>se powers vary depending upon the nature of the patch. Each patch falls within<br />

at least one of seven categories: Control, Creation, Energy, Imaginative, Support,<br />

Transformative and Travel. Patches may be traded, exchanged, added and removed<br />

at the SOK Market. Most patches are approximately 3-4 inches in diameter. Patches<br />

cannot be destroyed, no matter how powerful the attack or circumstances.<br />

WHAT IS THE SOK MARKET?<br />

<strong>The</strong> SOK Market is run by a pair of children. <strong>The</strong> child who monitors the front<br />

desk, has an Analyzer patch – they greet those who come inside and offer information<br />

on patches. <strong>The</strong> other child has a Seamstress patch – they wait in the back and is the<br />

one who adds or removes patches from other children. Many areas of the house are off<br />

limits to visitors, but none more so than the upper floors. <strong>The</strong>re are creatures who work<br />

upstairs, lever-pullers that control the six spider-like legs from beneath the foundation<br />

of the house so it may scurry about at night. <strong>The</strong> market can be heard from quite a<br />

distance, as its mechanisms and legs clank about. First impressions one receives from<br />

the lobby is that the house is well taken care of, however, outside the visitors’ area the<br />

house is in disrepair and in some cases falling apart.<br />

PATCHES FOR TRADE<br />

<strong>The</strong> SOK Market has at least four different patches for trade at any time. <strong>The</strong>se<br />

can be determined by drawing randomly from the synergy deck or the storyteller<br />

chooses. Patches cannot be bought or sold – at least not here – but they can be traded.<br />

Patches that are traded are a one-to-one basis: in order to pick one patch, the child<br />

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Ch.4 - Patches<br />

must give a patch in return. Having them removed or added onto a child’s soul is always<br />

free. Children who find patches outside of the SOK Market may bring them here to have<br />

them attached.<br />

<strong>The</strong> SOK Market just has two rules:<br />

1) <strong>The</strong>y won’t remove or add a patch without a child’s consent.<br />

2) Every child must have at least 1 patch. <strong>The</strong> SOK Market will refuse to remove<br />

it or else “bad things” will happen. This means that whenever removing a patch<br />

they add one first before removing the previous one.<br />

How is it done?<br />

Patches may be added to a character’s soul by someone who has a Seamstress<br />

Patch. <strong>The</strong> seamstress takes a silver needle and sticks it into the foot of another<br />

character, which then draws the soul out like an elastic band. Often, the soul is held<br />

down by a clamp on an opposing wall or by someone really strong so that the seamstress<br />

can find a “hole” to patch up. Holes are created by severe moments of loss or pain.<br />

Once a patch is stitched on, the soul is released and it returns inside the child’s body.<br />

<strong>The</strong> child, during this time, may feel some discomfort, vulnerable and a little pain. <strong>The</strong>y<br />

are unable to move, however as a body without a soul, it becomes paralyzed and cold<br />

to the touch.<br />

IT FEELS HEAVY…<br />

When a new patch is added, the character no longer feels the pain from that loss<br />

anymore. However, when a child has too many patches, they feel all their pain at once<br />

and descend into their shadow selves. Most children don’t know how much a patch will<br />

weigh on them, and if the SOK Market knows, they certainly haven’t given any warnings.<br />

While patches offer significant advantages in surviving the parentless world, they<br />

also have their drawbacks. Kids can feel the weight on their heart. This weight makes<br />

it difficult for them to feel sympathy for others, as they can become too preoccupied<br />

with how they are feeling. This leaves children extremely hesitant to pick up any new<br />

ones while others do so simply to escape the pain or have an edge against monsters.<br />

Patches are also known to relieve a broken heart, especially when it comes to missing<br />

one’s parents or perhaps a friend who was lost to the night. So it can also be beneficial,<br />

if used carefully.<br />

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Patches - Ch.4<br />

COMMONLY KNOWN PATCHES<br />

TABLE 4.1 – COMMONLY KNOWN PATCHES<br />

CONTROL PATCHES<br />

Power Name Summary Heaviness Playing Card<br />

Animal Ears Controls Animals. 5 2s<br />

Earth Splits the ground. 8 3s<br />

Flashlight Make light cause damage. 5 4s<br />

Heart Warmer Makes friends with a touch. 5 5s<br />

Moon<br />

Makes items weightless and may<br />

stop objects in the air.<br />

6 6s<br />

Push Move objects with mind. 6 7s<br />

Whistler Turn sound into a weapon. 6 8s<br />

Youth** Stop aging. 10 9s<br />

CREATION PATCHES<br />

Bubbler<br />

Chemist<br />

Creates bubble duplicates of people<br />

and objects. Can make forcefields.<br />

Creates acidic chemicals that melt<br />

whatever they touch.<br />

6 10s<br />

5 Jack s<br />

Clover Generates Luck. 7 King s<br />

Energizer Generates electricity. 5 Queen s<br />

Hair Strider May use hair like hands and feet. 5 Ace s<br />

Light Maker Creates physical shapes out of light. 8 2C<br />

World Tree Plant control. 6 3C<br />

ENERGY PATCHES<br />

Glitterbomb<br />

Life Drain<br />

Rainbows<br />

Rocketeer<br />

Causes objects to explode like<br />

fireworks.<br />

Drains life from one and gives it to<br />

another.<br />

May call down rainbows and channel<br />

rainbow ribbons.<br />

May strike an object to create<br />

an explosion to deal damage or<br />

increase their speed.<br />

6 4C<br />

5 5C<br />

6 6C<br />

7 7C<br />

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Ch.4 - Patches<br />

TABLE 4.1 – COMMONLY KNOWN PATCHES<br />

ENERGY PATCHES<br />

Sandbox Creates heat and sand. 8 8C<br />

Snowflake Freeze others. 7 9C<br />

Sun<br />

Increases running speed and imbues<br />

items with heat and flame. Needs to<br />

be charged up.<br />

IMAGINATIVE PATCHES<br />

6 10C<br />

Drawing Creates drawings that become real. 7 Jack C<br />

Lullaby Singing causes sleep. 6 King C<br />

Memory Keeper<br />

Mind Light<br />

Oracle<br />

Puppeteer<br />

Spirit Whisperer<br />

Disintegrates objects and places in<br />

memory, may be kept forever in her<br />

mind or reintegrate at a later date.<br />

May speak telepathically and place<br />

images in kids’ heads.<br />

Able to see past, present and<br />

possible future. Sense monsters.<br />

May make dolls, stuffed animals and<br />

similar objects come to life with<br />

personality they choose. <strong>The</strong>y obey<br />

the character.<br />

Summon and commune with spirits.<br />

Able to raise the dead.<br />

6 Queen C<br />

7 Ace C<br />

8 21<br />

5 31<br />

4 41<br />

Vanish Able to turn invisible. 6 51<br />

SUPPORT PATCHES<br />

Analyzer*<br />

Chain Link<br />

Ability to know powers, skills, ability<br />

scores and weaknesses.<br />

Transfers highest ability scores and<br />

powers to everyone in the link.<br />

4 61<br />

4 71<br />

Clapping Handclap to boost ability scores. 5 81<br />

Infinity May heal self and others; never dies. 8 91<br />

Night Eyes Manipulate Auras/See Auras. 4 101<br />

Royal Touch<br />

Grant knightly armor to whoever<br />

you touch.<br />

5 Jack 1<br />

Stopwatch Able to pause time. 9 King 1<br />

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Patches - Ch.4<br />

TABLE 4.1 – COMMONLY KNOWN PATCHES<br />

TRANSFORMATIVE PATCHES<br />

Alchemy Changes one material into another. 7 Queen 1<br />

Animalism Gains animal Traits. 6 Ace 1<br />

Angel Wings** Transform into an Angel. 10 22<br />

Copycat<br />

Take others’ forms, abilities, skills<br />

and powers.<br />

6 32<br />

Eat me/Drink me Shrink and Grow. 7 42<br />

Seamstress*<br />

Allows to add, remove patches as<br />

well as temporarily make them<br />

heavier.<br />

9 52<br />

<strong>The</strong> Devourer** You become what you eat. 8 62<br />

Wave Transforms into a watery body. 7 72<br />

TRAVEL PATCHES<br />

Dimensional Hop Hopscotch to new dimensions. 4 82<br />

Fly Ability to fly, and walk on wind. 6 92<br />

Ghost Able to pass through walls. 5 102<br />

Portal Key<br />

Rebound<br />

May connect one door to another to<br />

travel between distances, may bring<br />

others along.<br />

Able to Leap to great heights and<br />

bounce.<br />

6 Jack 2<br />

5 King 2<br />

Stick Can climb walls and stick to things. 4 Queen 2<br />

World Walker<br />

Ability to step anywhere on the<br />

world.<br />

6 Ace 2<br />

*Patches marked with a (*) are reserved for children under employment with the SOK Market.<br />

** Designates a very rare patch. When drawn randomly, draw again; if the new card is of the same suit,<br />

then the patch may be acquired. If not, draw for a new patch.<br />

GAINING PATCHES<br />

No one knows exactly how many patches are out there. It seems like new ones are<br />

created every day. Some of these are owned by monsters, while others are specific to<br />

new children who wake or travel to Applewood. Patches can be found in hard to reach<br />

areas, often protected by traps and monsters, while other patches – including badges<br />

– can be found by defeating certain monsters. If a child dies, then all their patches are<br />

released by their soul.<br />

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Ch.4 - Patches<br />

Starting Characters<br />

All children start off with at least one patch. <strong>The</strong> patch may be drawn at random<br />

by shuffling the Synergy Deck and drawing one of the cards from anywhere in the deck,<br />

or players may choose whichever power best appeals to them. A player character may<br />

not start the game with a patch with a heavy score that is higher than the character’s<br />

Heart score.<br />

Defeating a Monster<br />

All major monsters carry patches<br />

on them. Children who have reached the<br />

age of 18 also have patches and can use<br />

them in battle. After the monster or 18<br />

year old is defeated, their bodies dissolve<br />

into tiny strips of paper that burn up into<br />

ash, leaving behind a glowing patch (or<br />

multiple patches) which floats in the air,<br />

just waiting to be claimed. Picking up<br />

the patch does not, in any way, allow<br />

one to use it.<br />

THE POWER ROLL<br />

Power level [PL] is the character’s total number of assigned Power Points in a<br />

given patch. Whenever a player is called upon to make a Power roll, the player uses the<br />

following formula:<br />

2d6 + Heart + Power Level = Result<br />

<strong>The</strong> player’s Power Level is the number of points she has invested into that<br />

particular patch.<br />

How to Improve Power Level<br />

Characters gain 1 Power Point to distribute among their patches every<br />

level, as well as 1 additional Power Point every 5th level. Depending on the kid<br />

type, as well as being influenced by other powers or badges, the character’s<br />

Power Level could be improved further. <strong>The</strong> child may never invest more than<br />

their level in power points in a single patch.<br />

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PATCH DESCRIPTIONS<br />

Patches - Ch.4<br />

Light and Visuals<br />

When using a patch, it gives off some form of light, though most do not<br />

generate any lighter than what a candle can produce. Powers that can produce<br />

more light are listed with a light radius in feet and how much light it can produce.<br />

Each patch reacts differently for each child, so how the light manifests is up to the<br />

player and the storyteller.<br />

How to Read<br />

Name – Is the name the children have given to the patches.<br />

Type – Indicates what category the patch falls into such as: Control, Creation,<br />

Energy, Imaginative, Support, Transformative and Travel. This is important to know<br />

as each child has a type of patch that they can use better than others. This does not<br />

mean that the player is restricted to that type.<br />

Heavy – This advises of how much a patch weighs on a character. If ever a<br />

character’s total heavy score is higher than their Heart score, the character will descend<br />

into her shadow self until such a time that the patch is removed or the character’s<br />

Heart score increases over the Heavy amount.<br />

Description: This section details what the patch does and how it enhances<br />

the character.<br />

PATCH LIST<br />

Alchemy<br />

Type: Transformative Heavy: 7<br />

Description: Alchemy allows a character to turn one material<br />

into another material by touch. This could mean that a character<br />

may transform a wooden sword into a golden one, or transform<br />

cloth into steel. <strong>The</strong> character may only transform a number<br />

of things equal to 1 plus her PL divided by 5 (rounded down) at<br />

any given time. <strong>The</strong> transformation lasts until the character<br />

wills it to return to its normal material.<br />

This also means that a character may transform another<br />

opponent’s skin into stone or something else. Any time this power is used on a living<br />

being, the victim is able to roll their Resist defense against the power roll. If the<br />

roll fails, the living being is transformed. When changing the material strength of<br />

something, the material strength may change equal to the power roll divided by 10<br />

(rounded down) either up or below its present material strength. For example, if a 23<br />

is rolled, because it is divided by 10, it may change the material by 2 material strength<br />

either positive or negative. <strong>The</strong>refore, if something is stone, which has a material<br />

strength of 5, it can be changed to a 3, 4, 6 or 7 material strength. When changing the<br />

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Ch.4 - Patches<br />

material strength, it may make it easier to destroy, shape or even mold. It may also<br />

make materials harder to destroy and offer greater protection.<br />

If an opponent is turned into a different material she cannot perform any actions<br />

while made out of the new material. Anything that is alive and is transformed into<br />

a new material may make a Resist defense roll against the original roll every turn in<br />

order to change back. More information regarding material strengths is present in the<br />

Storyteller’s Section, Chapter 8 – Playing the <strong>Game</strong>.<br />

Analyzer<br />

Type: Support Heavy: 4<br />

Description: <strong>The</strong> character may glimpse another character’s or<br />

monster’s strengths and weaknesses. <strong>The</strong> power roll divided<br />

by 5 (rounded down) reveals 1 detail about an opponent such<br />

as: specific ability scores, speed, defenses, protection level,<br />

patches, badges and strongest skills. If the character rolls<br />

a 15, only 3 details would be revealed for that action. <strong>The</strong><br />

character may attempt several other actions to learn more<br />

about the character. By touch, the Analyzer may also reveal<br />

the description of any item, patch or badge may do.<br />

<strong>The</strong> analyzer may also see things that are invisible or<br />

hidden by making a power roll against the power level of the invisibility or the Hide skill<br />

roll. <strong>The</strong> character does not need to roll her Aware skill to notice these things; they<br />

are immediately outlined for the character if the roll is successful.<br />

86<br />

Angel Wings<br />

Type: Transformative Heavy: 10*<br />

Description: A character must have a positive Aura at the time<br />

this patch is added. At a cost of one action, the character may<br />

transform into a full angel that glows with a light radius equal<br />

to the PL of the patch in feet. <strong>The</strong> angel patch provides a<br />

+1 bonus to all Ability Scores, Defenses and Character Shield<br />

equal to the Power roll divided by 5 (rounded down). <strong>The</strong><br />

character may also fly at the same rate as their normal Speed<br />

due to having angelic wings that extend from their back. While<br />

transformed, the character has golden eyes. <strong>The</strong> character<br />

may also see Auras, even when not transformed.<br />

If ever there is an instance where the character may do<br />

bad, the Angel Wings will attempt to take over the character by rolling 2d6 + Heavy<br />

Score versus the character’s Willpower defense. If the defense fails, then the angel<br />

takes control and will transform. <strong>The</strong> character will not remember anything while the<br />

Angel Wings patch takes over.


Patches - Ch.4<br />

If every character is reduced to 0 hit points or below while transformed, the<br />

character will revert back to her normal form and will have 0 hit points, no matter how<br />

much damage they previously sustained.<br />

If ever the character’s Heavy score exceeds their Heart score, they do not descend<br />

into their shadow self. Instead, the Angel Wings patch acquires a persona of its own<br />

and is no longer controlled by the character. <strong>The</strong> Angel Wings patch will revert to doing<br />

good deeds, protecting those who the character cares about, and will selflessly throw<br />

itself into danger. <strong>The</strong> character is still under the control of the player, however, at<br />

times the storyteller may call for a Willpower roll against the character’s Heavy roll to<br />

resist the Angel Wings patch taking over. If ever the character sustains damage, the<br />

character must roll their Willpower defense roll against the character’s Heavy roll plus<br />

the damage sustained to escape the Angel Wings patch taking over. Once the character<br />

is able to reduce their Heavy score below their Heart score, the Angel Wings patch is<br />

fully under their control.<br />

Animalism<br />

Type: Transformation Heavy: 6<br />

Description: <strong>The</strong> character must choose one animal and at<br />

a cost of 1 action is able to transform into an animal-human<br />

hybrid. Once the animal is chosen, it cannot be changed. If<br />

ever the patch is removed and then replaced, the original animal<br />

chosen still remains with the character. Multiple Animalism<br />

patches may be worn for multiple forms. <strong>The</strong> character gains<br />

all talents belonging to that animal type as well as a few<br />

cosmetic features as well. <strong>The</strong> way the character looks is<br />

up to the player. For example, if the character chooses a horse as their animal, they<br />

may appear centaur-like and gain the talents of: Speed (Quadruped), Natural Attack<br />

(Hooves), Natural Protection (Hide). <strong>The</strong> bonuses provided by these talents are equal<br />

to the Power roll divided by 5 (rounded down). Rolls required of certain talents use the<br />

power roll instead. It costs a single action to revert back.<br />

All animals that the character can transform into are treated as having 1<br />

mood higher.<br />

Animal Ears<br />

Type: Control Heavy: 5<br />

Description: A character with the Animal Ears patch is able<br />

to speak with animals and understand them. Anyone who<br />

attempts to listen in will only hear the character speaking<br />

and will not be able to hear what the animals are saying<br />

back outside of the normal noises those animals make. Each<br />

animal has its own personality, just like any NPC, but will<br />

always treat the character favorably at first.<br />

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Ch.4 - Patches<br />

<strong>The</strong> character may also attempt to control an animal to perform a task for her,<br />

such as serve as a protector or deliver a message. <strong>The</strong> character may make a power<br />

roll against the animal’s Willpower; if the roll succeeds, the character has complete<br />

control over the animal for the rest of the scene. <strong>The</strong> character can only control a<br />

number of animals equal to their PL.<br />

Bubbler<br />

Type: Support Heavy: 6<br />

Description: This patch grants the ability to create bubbles<br />

of various sizes. At a cost of 1 action, the character<br />

could create a bubble shield large enough to place around<br />

themselves. This offers a Protection level equal to the<br />

power roll divided by 5 (rounded down) this also protects the<br />

character from Fire, Frost, Acid, Spark and Eternity damage<br />

sources. If the damage is less than the Protection provided<br />

by the bubble, no damage is sustained. If the damage is<br />

more than the Protection provided, the bubble bursts but no<br />

damage is taken. A new bubble would need to be created on<br />

the character’s next action.<br />

<strong>The</strong> character can replicate objects by touching an object and creating tiny little<br />

bubbles that form into the same shape that mimic the object’s look and appearance.<br />

<strong>The</strong> bubble object cannot take on special traits, but it can function as if it were a similar<br />

object. <strong>The</strong>refore, if the character replicates a flaming sword, it will create a sword but<br />

not one that is flaming. <strong>The</strong> skill bonus or the attack and damage bonus is equal to the<br />

Power Level divided by 5 (rounded down) and 10 (rounded down) for attack bonus. <strong>The</strong><br />

character may also create replicas of themselves and others, but the replicas are not<br />

alive and copy whatever pose the individual was doing at the time the power was used.<br />

Any damage sustained by the bubble object causes it to burst.<br />

<strong>The</strong> character may only have a number of bubble shields or objects equal to the<br />

PL of the patch. <strong>The</strong> character must be able to touch those they wish to replicate or<br />

place a bubble shield around. It is possible to place a bigger bubble, such as one over<br />

a house, but the maximum size for a bubble can only be equal to the power roll in feet<br />

in diameter. Those who walk out of the bubble shield would cause it to pop.<br />

Chain Link<br />

Type: Support Heavy: 4<br />

88<br />

Description: <strong>The</strong> chain link patch grants the character the<br />

ability to mimic the powers belonging to others by holding<br />

their hand. <strong>The</strong>refore, by holding hands with a character who<br />

has Bubbler as a patch, characters would be able to use the<br />

Bubbler patch. Once the character with the chain link patch<br />

lets go of the other character’s hand, they lose the ability to<br />

use that character’s power. While holding hands, it must be<br />

skin to skin contact or the power won’t work.


Patches - Ch.4<br />

This character may use every one of the other character’s powers as if it were<br />

their own. <strong>The</strong>y may also hold two people’s hands and acquire all their powers (provided<br />

they wouldn’t need a hand to use them). If multiple characters with the chain link patch<br />

held hands, it is possible to link several characters together to have a large number of<br />

powers concentrated into multiple individuals.<br />

<strong>The</strong> PL of the powers mimicked are equal to the character’s chain-link power level<br />

even if the powers being mimicked are higher or lower in power level.<br />

Chemist<br />

Type: Creation Heavy: 5<br />

Description: This patch allows for the character to secrete<br />

a fluid from their skin that will eat through nearly anything<br />

it touches. <strong>The</strong> character controls where the fluid will<br />

secret and how much is produced. <strong>The</strong> fluid will bubble and<br />

dissolve things immediately on contact, dealing the power<br />

roll divided by 5 (rounded down) in Acid damage per turn.<br />

<strong>The</strong> acid will reduce the material strength of an object equal<br />

to the power roll divided by 10 (rounded down) which also<br />

includes protective clothing. Depending on the object, it<br />

may not be repairable. Opponents harmed in this way may<br />

heal at their usual rates.<br />

Clapping<br />

Type: Support Heavy: 5<br />

Description: Characters with the clapping patch have the<br />

ability to provide high-fives, or engage in a game of clapping,<br />

to boost another character’s ability scores. At a cost of 1<br />

action, the character may boost a single Ability Score for<br />

the length of the scene equal to their power roll divided by<br />

5 (rounded down). This benefit does not confer onto the<br />

character who has the clapping patch, but gives it to the<br />

receiving character. If two characters have the clapping<br />

patch, they may both increase each other’s ability scores.<br />

<strong>The</strong> character may continue to spend actions until each<br />

Ability Score is granted the ability boost. <strong>The</strong> character must<br />

be able make skin to skin contact for this power to work. Once the scene is over, the<br />

benefits from the boost are lost, but may be re-added at another time.<br />

Benefits from this power may not stack but will benefit from the highest bonus<br />

provided by a Clapping patch. Bonuses to ability scores granted from other sources do<br />

stack with Clapping, just not with itself.<br />

89


Ch.4 - Patches<br />

Clover<br />

Type: Creation Heavy: 7<br />

Description: Clover is a lucky patch. Once per scene, the<br />

character may re-roll a failed roll and use the power roll<br />

instead. Also, whenever a character with a Clover patch<br />

wants to make a Luck roll, they gain a -1 bonus equal to their<br />

power roll divided by 10 (rounded down). This patch may<br />

give good or bad luck to others simply by touching them.<br />

When providing good luck, the character gives 1 lucky die<br />

six (1d6), by their power roll divided by 5 (rounded down).<br />

<strong>The</strong>se lucky dice may be used all at once, or individually, on<br />

that character’s next roll(s). <strong>The</strong>se dice, once used, cannot<br />

be used again.<br />

When providing bad luck, the character gives 1 unlucky die six (1d6), per their<br />

power roll divided by 5 (rounded down) to that opponent. Any time an unlucky character<br />

is required to make a roll, the number of unlucky dice is first subtracted from that<br />

amount. Once subtracted, the unlucky dice go away. For example, if the opponent has<br />

4 unlucky dice and they are required to make a roll that involves 2d6 then 2 unlucky<br />

dice is subtracted and the opponent is left with no dice to roll, and has 2 unlucky dice<br />

remaining. Once all the unlucky dice are gone, then the opponent may roll dice as<br />

normal again.<br />

Lucky and unlucky dice remain forever until used. Lucky and unlucky dice cannot<br />

stack from multiple uses of this power.<br />

90<br />

Copycat<br />

Type: Transformative Heavy: 6<br />

Description: Allows the character to transform into different<br />

objects or people. As an object, the character remains<br />

stationary as it has no means of movement. <strong>The</strong> character<br />

will acquire the material strength of the object as their new<br />

Protection level. <strong>The</strong> character may also transform into<br />

other people, copying their ability scores, defenses, character<br />

shield, skills and powers up to the PL of Copycat. While<br />

transformed, the character looks exactly like the individual<br />

they are trying to copy. In order for an opponent to realize<br />

there is something amiss, they must make an Aware skill roll<br />

against the Copycat power roll.<br />

<strong>The</strong> character may still use their own powers and skills while transformed. <strong>The</strong>y<br />

cannot replicate items that their opponent is holding, which includes clothing and badges.<br />

It costs 1 action to take on a new form.


Patches - Ch.4<br />

Devourer<br />

Type: Transformative Heavy: 8<br />

Description: On a whim, anything that the character eats<br />

they can transform into. Statistical adjustments for the<br />

form such as increased ability scores, attributes and natural<br />

abilities cannot exceed the power level of the patch. Since<br />

each transformation is different, it is recommended to have<br />

a pre-made list of favorite transformations so not to slow<br />

down gameplay. This patch also allows the individual to open<br />

their mouth wide enough to swallow whatever it is they are<br />

determined to eat.<br />

If the devourer eats a person, then the devourer gains the highest ability scores,<br />

skills, hit points, power points and powers. Some transformation may require a<br />

collaborative design between both the player and the storyteller. <strong>The</strong> patch holder may<br />

cancel the transformation at any time and anything devoured is vomited up. Whatever<br />

is swallowed is placed in a temporary suspended state where they cannot move or<br />

perform actions, but they are able to sense what the devourer is doing.<br />

Only one object or person may be devoured equal to the character’s PL, however<br />

each patch devoured in this way – regardless if they are attached to someone else’s<br />

soul or not – the devourer’s Heaviness increases. If ever the character’s Heaviness is<br />

higher than their Heart due to devouring another patch, the character doesn’t descend<br />

into her shadow self, but instead temporarily becomes a monster – gaining all talents<br />

and traits of a monster and falls under the control of the storyteller. Characters lost<br />

to this patch will attack other people and attempt to devour them as well. If the<br />

character is reduced to zero hit points, they vomit up everything they devoured.<br />

EXAMPLES OF TRANSFORMATIONS<br />

Thing Devoured<br />

Car<br />

Battery + Wires<br />

Stuffed Animal<br />

(Octopus)<br />

Statue<br />

Spider<br />

Tree/Plant<br />

Weapons<br />

Benefits Gained<br />

Speed, Protection, Body, Strength, Agility<br />

Electrical Attack (Body divided by 5 rounded down in Spark<br />

Damage), Elongate, Entangle.<br />

Additional Limbs (8 tentacles)<br />

Strength, Body, Protection<br />

Wall Crawling, Two Additional Pairs of Arms (x2 Actions), Agility<br />

Protection, Absorb (Sunlight), Entangle, Regeneration<br />

Natural Attack, Protection, Energy Sheath (Physical)<br />

91


Ch.4 - Patches<br />

Dimensional Hop<br />

Type: Travel Heavy: 4<br />

Description: This power requires the character to use a<br />

previously made hopscotch grid or to draw their own using<br />

chalk. <strong>The</strong> character has the ability to transport themselves<br />

and others into parallel worlds or different dimensions through<br />

a game of hopscotch.<br />

<strong>The</strong> hopscotch grid is drawn on the ground, numbered<br />

from 1 – 9, with the last square as the portal square. <strong>The</strong><br />

character then tosses a stone, or similar item, onto the square<br />

(or dimension) they wish to travel to and then hop on one foot<br />

in each square, except for the one where the stone was thrown which is skipped over.<br />

Side by side squares require both feet to be hopped into. Once the character reaches<br />

the end, having successfully traversed the hopscotch, a portal opens, allowing the<br />

character, plus 1 additional character per the power roll divided by 5 (rounded down), to<br />

take them through the dimensions.<br />

HOPSCOTCH DIMENSIONS<br />

Square<br />

Dimension<br />

1 Parallel Dimension<br />

2 Dream Veil<br />

3 Necropolis<br />

4 Spirit Realm<br />

5 Hellfire Lands<br />

6 <strong>The</strong> Salts<br />

7 <strong>The</strong> Nether<br />

8 Faelands<br />

9 Pan<strong>demo</strong>nium<br />

In order to return from a different dimension, the character will need to draw a<br />

square with the same number inside it equal to where the stone landed. <strong>The</strong> character<br />

must then touch the square and it’ll transport everyone back to the hopscotch portal<br />

square. <strong>The</strong> character may only remain in the other dimension for a number of hours<br />

equal to the power roll before being yanked back to their home dimension where the<br />

hopscotch square was located.<br />

92


Patches - Ch.4<br />

<strong>The</strong> Dream Veil, Necropolis, Spirit Realm, Hellfire Lands, <strong>The</strong> Salts and <strong>The</strong> Nether<br />

are detailed in “Spooks! Welcome to the Great Beyond” core-rule book; <strong>The</strong> Faelands are<br />

detailed in “<strong>The</strong> Invisible World”; Pan<strong>demo</strong>nium is detailed in “Mortal Intrusion”. A brief<br />

description of each dimension is located in Chapter 10 – <strong>The</strong> Dark Side of Applewood.<br />

Drawing<br />

Type: Imaginative Heavy: 7<br />

Description: This patch gives the character the ability to<br />

bring their drawings into being such as objects, creatures or<br />

create entire landscapes. If the character draws an object,<br />

the object becomes real and has a skill bonus or weapon<br />

damage bonus equal to the power roll divided by 5 (rounded<br />

down) as well as an attack bonus equal to the power roll<br />

divided by 10 (rounded down).<br />

It can also create creatures that have abilities similar to<br />

how they were drawn. If the creature has multiple arms, it can take multiple actions; if<br />

the creature has wings, it can fly; if it is drawn breathing fire, it can breathe fire. <strong>The</strong>se<br />

creatures are always 2 levels lower than the character creating them and are always<br />

under the control of the character who summoned them.<br />

Entire environments may also be created. <strong>The</strong>se environments require a huge<br />

mural and may be entered by anyone after it is completed by the character. Anything<br />

depicted in the mural is depicted in the environment. It acts similar to adventuring in<br />

the Dream Veil. While exploring an art mural, items found inside act normally and may<br />

be brought back into the real world. In the real world, they are only half as effective;<br />

therefore, a Sling Shot +6 to damage would only be +3 in the real world.<br />

Objects and creatures take a full minute to sketch, while murals may take hours<br />

or even days to complete. Objects and creatures only last for a scene and the character<br />

may only create a number of objects or creatures equal to her PL and only 1 environment<br />

may be accessible at any time. <strong>The</strong> character must be able to touch the drawing that<br />

they made in order for it to come to life. Some character’s keep a book with them filled<br />

with drawings so that they may use them at any time. Once a drawing is used, it glows<br />

until either the object or creature is destroyed, the drawing is destroyed, or the scene<br />

ends. Environments may last indefinitely.<br />

Everything brought into being appears exactly as it does in the drawing, even so<br />

much as it looking like paper and potentially having lines across it if lined notebook<br />

paper was used.<br />

93


Ch.4 - Patches<br />

Earth<br />

Type: Control Heavy: 8<br />

Description: Characters with this patch can be extremely<br />

dangerous. <strong>The</strong>y hold the power of splitting the earth<br />

apart, up to the power level in feet wide by the power roll<br />

in feet long. It takes 1 action for the character to split<br />

the earth, requiring the character to touch the ground with<br />

either their hands or feet. <strong>The</strong>y may also pull the earth<br />

back together if they so choose.<br />

Additionally, the character has the ability to raise<br />

and lower the earth in a diameter of the power level in feet and a number of feet<br />

vertically by their power roll in feet. <strong>The</strong>refore, if the character has a 12 Earth PL and<br />

rolls a 32, the character may affect a diameter equal to 12 feet and may raise or lower<br />

it by 32 feet. It takes 1 action to raise or lower the earth.<br />

Eat Me/Drink Me<br />

Type: Transformative Heavy: 7<br />

Description: Much like Alice in Lewis Carrol’s tale, the<br />

character has acquired the ability to change their size.<br />

In order for the power to work, the character must be<br />

willing to change size and then eat something or drink<br />

something. Eating something causes the character to<br />

increase in size. <strong>The</strong> character may only grow up to their<br />

PL in feet. <strong>The</strong> character gains all appropriate advantages<br />

and disadvantages to the new size. Drinking something<br />

reduces the character’s size by a number of feet equal to<br />

their PL. If ever their PL were to bring them within 1 foot<br />

tall, each addition PL takes off inches instead of feet. For example, if the character had<br />

a PL of 9 and was 4 feet tall, then 3 PL would bring her to 1 ft. tall and the additional 6<br />

would strike it off as inches, leaving the character at 6 inches tall. <strong>The</strong> character may<br />

never be smaller than 1 inch. If a character’s Strength or Body score is reduced below<br />

1, the score remains 1. (See Chapter 13 – Creatures for the Size Adjustment table).<br />

<strong>The</strong> character may also cause others to increase or shrink by providing them<br />

something to eat or drink respectively. Anyone who is unwilling to change sizes must<br />

make a Resist roll against the character’s power roll. If the roll fails, the opponent<br />

changes size. If the roll is successful nothing happens. <strong>The</strong> change in size will until the<br />

end of the scene.<br />

94


Patches - Ch.4<br />

Energizer<br />

Type: Creation Heavy: 5<br />

Description: At will, the character may produce an invisible<br />

electrical field that produces electricity that can power most<br />

hand-held devices, lights or appliances up to their PL in a<br />

foot radius.<br />

<strong>The</strong> character may also create “discharges” that<br />

requires them to shuffle their feet or rub their hands together<br />

to build up a charge. For each action they do this, it builds a<br />

+1 Shock damage that can be released by touching someone<br />

or by touching something that is conductive to electricity such as water, silver, copper,<br />

gold aluminum, zinc, nickel, brass, bronze, iron, platinum, carbon steel, lead and stainless<br />

steel. Discharges that travel through the conductive material may move a number of<br />

squares equal to the power roll divided by 5 (rounded down). Anyone touching the<br />

conductive material will suffer the damage as if they were touched. <strong>The</strong> character<br />

wearing the Energizer patch cannot be harmed by their own power.<br />

Flashlight<br />

Type: Control Heavy: 5<br />

Description: <strong>The</strong> character has the ability to control the<br />

intensity of close by light sources. Any light source that the<br />

character can touch, they may cause it to strength to deal<br />

Fire damage. Light sources can include light created from<br />

other characters’ powers, candles, light bulbs, flashlights<br />

and more.<br />

At a cost of 1 action, the character may have the light<br />

deal 1 point of Fire Damage to those caught in its beam equal<br />

to the power roll divided by 5 (rounded down). <strong>The</strong> character may use the power roll<br />

as the attack roll when trying to tag an opponent such as a monster with a flashlight<br />

or similar directional light source. <strong>The</strong> light will also push the target 1 square away<br />

equal to the difference of the opponent’s defense roll, minus the power roll, divided by<br />

5 (rounded down). For example, if the character rolls a 25 and the opponent rolls a 12,<br />

the opponent is pushed 2 squares away from the searing light.<br />

<strong>The</strong> character may, at a cost of 1 action, increase the radius of any given light<br />

source by their PL in feet, as well as increase the length of a flashlight up to twice their<br />

PL in feet. Any single light source can be increased in lumens a number equal to 25<br />

times their PL. <strong>The</strong>refore, with a PL of 10 the character may increase a candle by 250<br />

lumens which would add a temporary +2 light protection. <strong>The</strong> light increase lasts as<br />

long as the character concentrates on it. For every 100 lumens the light source is, it<br />

provides a +1 light protection.<br />

95


Ch.4 - Patches<br />

Fly<br />

Type: Travel Heavy: 6<br />

Description: <strong>The</strong> character is able to fly at their normal speed<br />

and then “run” using their power roll divided by 5 (rounded<br />

down) for +1 additional Speed per action. While flying, the<br />

character has full control over their movement and may stop<br />

and go much as they would if they were walking/running on<br />

the ground. If they hold the hand of another character (skin<br />

to skin), they are able to extend their ability to fly to that<br />

individual as well. If the character ever loses hold of their<br />

friend’s hand, the friend will no longer be able to fly.<br />

Ghost<br />

Type: Travel Heavy: 5<br />

Description: <strong>The</strong> character is able to float like a ghost. While<br />

this does not allow the character to fly, it does allow the<br />

character to step off a ledge at any height and continue to<br />

glide across the air as if there was an invisible bridge. This<br />

allows the character to move between buildings, or across<br />

large gaps without fear of falling.<br />

For a cost of 1 action, the character may turn ghostlike,<br />

making it so that objects pass right through them. While<br />

ghost-like, any damage sustained from physical sources deal<br />

only ½ damage. <strong>The</strong> character may also attempt to walk through walls or other<br />

materials as if they weren’t even there; this is limited on the power roll divided by 5<br />

(rounded down) in material strength that is trying to be passed through. For example,<br />

if the power roll is 17 then the character has the ability to pass through skin, clay, hide,<br />

bone, leather, wood, copper, silver and gold. It costs 1 action to revert back to being<br />

physical. While, the character is ghost like, they may pick up objects of Essence and<br />

deal damage to creatures of Essence without having to halve the damage. For more<br />

information on material strengths, see Chapter 8 – Playing the <strong>Game</strong>.<br />

Glitterbomb<br />

Type: Energy Heavy: 6<br />

Description: This patch allows the character to touch an<br />

object and supercharge it with prismatic glowing energy that<br />

explodes like a firework. <strong>The</strong> object explodes in a radius equal<br />

to the PL in feet, dealing the power roll divided by 5 (rounded<br />

down) in fire damage.<br />

96<br />

<strong>The</strong> character may choose to make proximity bombs that<br />

won’t go off unless someone (or something) walks within 1<br />

square of them. Proximity bombs remain indefinitely or until


Patches - Ch.4<br />

the character dismisses them. <strong>The</strong> character may choose to delay the objects from<br />

exploding by setting a timer such as, in 3 rounds, or in 5 minutes. If an opponent is<br />

within the radius when the object explodes, they may make an Evade roll against the<br />

character’s power roll to avoid taking damage.<br />

It costs 1 action to supercharge a single object. A character may not supercharge<br />

objects that are larger than their PL in inches diameter. <strong>The</strong> supercharged object<br />

sustains damage from the explosion. <strong>The</strong> character is immune to her own power and<br />

therefore will not sustain damage if caught within an explosion. <strong>The</strong> character may<br />

only have a number of supercharged objects equal to their PL at any given time.<br />

<strong>The</strong> character may charge an object with prismatic colors to produce a light<br />

radius equal to their power level in feet and creates 1 temporary Light Protection per<br />

the Power roll divided by 10 (rounded down). Object created to produce light do not<br />

explode, but do count towards the total number of supercharged objects the character<br />

may have.<br />

Hair Strider<br />

Type: Creation Heavy: 5<br />

Description: <strong>The</strong> character’s hair is now under their control.<br />

It can grow and then revert back to its normal length up<br />

to the PL in feet. <strong>The</strong> character gains 1 additional action<br />

per round using their hair on top of their normal 2 actions.<br />

At a cost of 1 action, the hair may be used to pick up<br />

objects, grab onto things, and even attack with weapons<br />

or just act as a weapon itself. <strong>The</strong> hair deals 1 point of<br />

damage per the PL divided by 5 (rounded down) when used<br />

as an attack. When attacking with their hair, the character<br />

rolls their power roll. <strong>The</strong> power roll acts as a Strength +<br />

Muscle roll when performing physical feats as well.<br />

As part of a move action, the hair moves at a Speed equal to 2 + the PL divided<br />

by 5 (rounded down).<br />

Heart Warmer<br />

Type: Control Heavy: 5<br />

Description: By touch, a character may immediately<br />

improve the mood of others by 1 per the power roll divided<br />

by 5 (rounded down). <strong>The</strong> opponent may make a Willpower<br />

roll against the power roll in order to avoid these effects.<br />

Those who fail their roll become kinder towards the<br />

character as per the improved mood and may look upon<br />

them as a friend. This does not in any way control the NPC<br />

or player, but it does make them more likely to help the<br />

character (as they would a normal friend).<br />

97


Ch.4 - Patches<br />

<strong>The</strong> effects of this power last for a scene and those affected don’t always know<br />

that they were being influenced by the character. <strong>The</strong> character may influence a number<br />

of targets equal to their PL at any given time. <strong>The</strong>y must be able to speak and their<br />

targets must be able to hear them in order for the power to work.<br />

98<br />

Infinity<br />

Type: Support Heavy: 8<br />

Description: With a free action, the character’s hands create<br />

light in a radius equal to the power level in feet. <strong>The</strong> light<br />

produces a number of lumens equal to the PL x 10. For every<br />

100 lumens the character produces, the light radius provides a<br />

+1 Light Protection.<br />

With 1 action, the character may make the light from<br />

their hands flood the light radius with intense light; anyone<br />

who can see are blinded for 1 full round and must make a Resist<br />

roll against the power roll of the patch. If the roll fails, they are dazed for 1 round, plus<br />

1 additional round per the difference of the rolls divided by 5 (rounded down). While<br />

dazed, the individual suffers -1 die on all rolls.<br />

At a cost of 1 action, the character may cure non-magical disease, cure non-magical<br />

poison, and restore a number of hit points equal to the roll divided by 5 (rounded down)<br />

on another target including herself by skin to skin touch.<br />

At a cost of 1 action, the character may restore a number of wounds equal to the<br />

power level roll divided by 10 (rounded down).<br />

If ever the patch holder is “killed”, the patch restores the character completely to<br />

life at the previous place they had slept. <strong>The</strong>y are restored with full hit points, synergy<br />

points and all patches and items are intact.<br />

Life Drain<br />

Type: Energy Heavy: 5<br />

Description: With a touch, the character has the ability to take<br />

the hit points from one person and transfer them to another.<br />

Using a single action, the character may drain a number of hit<br />

points equal to the power roll divided by 5 (rounded down)<br />

in Eternity damage after a successful attack action. <strong>The</strong> hit<br />

points are stored inside the character, up to their PL, and only<br />

vanish if they transfer them to someone else.<br />

At any time, they may restore their own hit points instead<br />

of giving them away. In order to transfer the hit points to someone else, the character<br />

must touch skin to skin with the intended person. <strong>The</strong> character cannot restore wounds<br />

with this power, only hit points. <strong>The</strong> stored hit points are not actual hit points unless<br />

used to heal previously lost hit points. <strong>The</strong> character’s healed hit points cannot exceed<br />

her maximum hit points. This ability may be used even if the character is dropped<br />

below 0 hit points.


Light Maker<br />

Patches - Ch.4<br />

Type: Creation Heavy: 8<br />

Description: <strong>The</strong> character is able to shape light into different<br />

physical objects or things. If there is no light in the area, the<br />

character cannot make any objects. <strong>The</strong>se objects give off<br />

a light radius equal to the PL in feet and have lumens equal<br />

to the PL multiplied by 5. For every 100 lumens the object<br />

produces, they provide a +1 Light Protection.<br />

<strong>The</strong>se objects can be anything the character can think<br />

of such as a car, a train, a sword, a house or even a ladder. At a cost of 1 action, the<br />

light is shaped into what the character desires and then it “hardens” to become physical<br />

in front of them. <strong>The</strong> light object is able to do everything that a normal object could<br />

do. If the character makes weapons, clothing, walls or an object that may assist with<br />

a skill then consult the table below.<br />

<strong>The</strong> character may only have a number of light objects in existence equal to<br />

her PL at any time with a size no bigger than the walls entry under light objects. <strong>The</strong><br />

objects last forever or until they are destroyed or dismissed. A character may dismiss<br />

a light object at any time.<br />

LIGHT OBJECTS<br />

Creation<br />

Weapons<br />

Clothing<br />

Objects<br />

Walls<br />

Skill Bonus<br />

Summary<br />

+1 Damage per the power roll divided by 5 (rounded down); +1 Attack<br />

per the power roll divided by 10 (rounded down).<br />

+1 Protection per the power roll divided by 10 (rounded down).<br />

+1 Skill bonus per the power roll divided by 10 (rounded down).<br />

1 square (5 ft. x 5 ft. x 5 ft.) per the power roll divided by 5 (rounded<br />

down), with a Protection per the power roll divided by 10 and hit points<br />

equal to the power roll.<br />

+1 skill bonus per the power roll divided by 10 (rounded down).<br />

Lullaby<br />

Type: Imaginative Heavy: 6<br />

Description: When the character sings, they can cause others<br />

to fall asleep. <strong>The</strong> opponent must be within a number of<br />

squares equal to their PL in order to be affected. Using 1<br />

action, the character may make a power roll and the opponent<br />

will need to make a Willpower defense roll against it. If the<br />

opponent fails, the opponent falls asleep and cannot perform<br />

any actions until woken up by taking damage or being shaken.<br />

Noises will not wake the opponent. <strong>The</strong> opponent will wake up<br />

99


Ch.4 - Patches<br />

after a scene if they do not wake up before then. Those who succeed against the roll<br />

will feel dazed, suffering a -1 die penalty to all rolls until their next turn.<br />

By touch, the character can enter the dreams of another individual. <strong>The</strong>y may<br />

also bring up to 1 additional person with them up to their PL. When entering the dreams<br />

of another, the character with this patch and those who voluntarily go with them,<br />

fall asleep and their consciousness enters the target’s mind. <strong>The</strong> character with this<br />

patch can pull everyone else out of the dream, but may be opposed by another Lullaby<br />

patch or a creature with dream powers. Opposing rolls are made with the power roll<br />

versus the opponent’s. If the character wins, then they are able to pull themselves and<br />

everyone else out of the dream. If not, then they and everyone else, is trapped until<br />

the opponent is defeated.<br />

100<br />

Memory Keeper<br />

Type: Imaginative Heavy: 6<br />

Description: <strong>The</strong> character simply points to an object within<br />

the power roll in feet and it disintegrates into ash. <strong>The</strong> ash<br />

swirls about and is sucked into the character ears where it is<br />

stored as a memory. <strong>The</strong> object cannot be larger than the PL<br />

in squares (5’ x 5’ x 5’ each). <strong>The</strong> object will remain stored in<br />

the character’s head until they decide to release it. Once it is<br />

released, the object swirls back out of their ears and may be<br />

placed where ever they choose within the power roll in feet. <strong>The</strong>y cannot affect people<br />

in this way.<br />

If an opponent is holding an object that the character wishes to store in their<br />

head, the opponent may attempt a Resist defense roll against the character’s power<br />

roll to prevent the object from being taken away.<br />

<strong>The</strong> character is able to store a number of objects in their memory equal to their PL.<br />

Mind Light<br />

Type: Imaginative Heavy: 7<br />

Description: <strong>The</strong> character is able to communicate simply<br />

by thinking what they want to say and someone else the<br />

character chooses is able to receive their thoughts. This type<br />

of communication is called telepathy, a means to both read the<br />

thoughts of others as well as speak inside their mind so that<br />

no one else may hear. <strong>The</strong> range on this telepathy is within<br />

a number of blocks (660 feet) equal to the PL. <strong>The</strong> character<br />

may only speak with one individual at a time. It does not take<br />

any actions for the character to use telepathy.<br />

If people are willing, the character with the Mind Light patch may link together to<br />

be able to communicate telepathically with everyone who is included in the link. It takes


Patches - Ch.4<br />

1 action for the link to be established per person added. While this allows for everyone<br />

to hear what each other is thinking it does leave everyone vulnerable to attacks that<br />

affect the mind. If ever anyone in the link is required to make a Willpower defense roll<br />

that affects their mind, then everyone in the link must also make a Willpower defense<br />

to not be affected as well.<br />

<strong>The</strong> character may create images in opponents’ minds that appear life-like in the<br />

real world. This could be where the ground falls away to lava, or that bushes become<br />

several feet tall. Whatever happens is up to the character and the more detailed the<br />

description the better. If the opponent suspects that what they see isn’t real, they<br />

may make a Willpower roll against the character’s power roll to disbelieve it. If the<br />

Willpower roll is successful, the image is dismissed. An opponent cannot be injured by<br />

these images but may feel like they are. <strong>The</strong>refore, a character who believes they fell<br />

into a vat of hot water would feel like they are being burned, but would not take any<br />

hit point loss. <strong>The</strong> number of opponents a character may affect in this way is equal to<br />

their PL and they must all be within line of sight.<br />

Moon<br />

Type: Control Heavy: 6<br />

Description: By touch, the character may choose to have<br />

an object to no longer be affected by gravity. <strong>The</strong>se objects<br />

may be pushed, pulled or carried as if they had no weight.<br />

Because they are no longer affected by gravity, these objects<br />

may float in the air at the slightest touch. Whatever affects<br />

the object, such as if it is thrown by someone, the object<br />

never loses momentum and continues to move at that speed<br />

until it hits something. When throwing an object, roll the character’s Muscle skill roll.<br />

<strong>The</strong> object deals damage equal to its material strength. <strong>The</strong> object is only able to deal<br />

damage after it regains gravity moments before it strikes something.<br />

<strong>The</strong> character may also command the object to stop, preventing it from moving<br />

as if it was permanently glued in place, even if it is in the air. When attempting to<br />

move an object that has been “stopped”, they must roll their Muscle skill roll against<br />

the character’s power roll to budge it. If the Muscle roll is successful, they can move<br />

the object 1 square plus 1 additional square per the difference in the roll divided by 5<br />

(rounded down).<br />

<strong>The</strong> character may only affect a number of objects equal to their PL and the<br />

object itself cannot be bigger than 1 square per their PL. <strong>The</strong> patch holder may restore<br />

gravity at will. This patch cannot affect living beings.<br />

101


Ch.4 - Patches<br />

Night Eyes<br />

Type: Support Heavy: 4<br />

Description: Everyone has an aura, yet very few have ever<br />

seen one. <strong>The</strong> character with the Night Eyes patch can see<br />

everyone’s Aura, including those who are invisible, hiding or<br />

in the dark. Those with positive Auras are a variety of bright<br />

colors that have a glow based upon how high the Aura is in<br />

numbers. Those with negative Auras have a multitude of darker<br />

colors that also glow based upon how low their Aura is as well.<br />

<strong>The</strong> character may also alter their own Aura to either<br />

increase or decrease it by their power roll as well as swap their Aura to appear as being<br />

positive or negative. This allows the character to use items that have a specific Aura<br />

requirement. This last for a scene.<br />

If the character wishes to, they may hide their Aura – as well as the Aura of others<br />

– so that others cannot see them. <strong>The</strong> opponent would have to make an Aware roll<br />

against the character’s power roll, if the opponent fails their roll, they cannot see the<br />

character’s Aura. This lasts for a scene.<br />

102<br />

Oracle<br />

Type: Imaginative Heavy: 8<br />

Description: With this patch, the character may look into<br />

the past or into the future. When looking into the past, the<br />

character must have an object to focus on, a person, or be<br />

in a specific room in order to get an impression from it. <strong>The</strong><br />

character must have something in mind that they are looking<br />

for such as, “Who last owned this handkerchief?” or, “What<br />

caused this vase to break?” in order for them to hone in on the<br />

specific timeframe. <strong>The</strong> event will play out in the character’s<br />

mind. <strong>The</strong>se events may not always be clear, but it will often<br />

provide hints to help the character acquire an answer to their<br />

questions. <strong>The</strong> character may go back a number of days in the<br />

past equal to their power roll.<br />

A character may also look to the future, asking questions such as “Will Claudia be<br />

upset if I borrow her bear?” or “Where should I look for more food?” Much like looking<br />

into the past, the character may look a number of days into the future equal to their<br />

power roll.<br />

Once per scene, the character may re-roll one of their own rolls using their power<br />

roll instead and take the better of the two. This represents occasional visions that the<br />

character receives that provides insight on how to get around certain challenges.<br />

<strong>The</strong> storyteller may also rely upon the character with this patch to be the party’s


Patches - Ch.4<br />

saving grace. If something horrific happens to all the player characters, the whole<br />

event could turn out to be a vision and only the character with the Oracle patch knows<br />

about the frightening fate that will befall them. <strong>The</strong> player character may then decide<br />

how best to warn everyone in order to avoid the even from happening.<br />

This patch does not allow the character to discover what had happened to the<br />

adults in Applewood or how they received their powers. <strong>The</strong>re is always a thick haze<br />

surrounding those particular events. Spending too long looking into them always results<br />

in a headache.<br />

Portal Key<br />

Type: Travel Heavy: 6<br />

Description: Doors can lead anywhere and with this patch the<br />

character now controls where they go. Whenever the character<br />

opens a door, they may choose to have that door lead to another<br />

door somewhere else. <strong>The</strong> door must be within a number of<br />

blocks (660 feet) equal to the PL that the character wishes<br />

to transport to. For instance, a character may open the door<br />

to their closet and have it lead to the entrance of the public<br />

library. Any number of other characters and objects may pass<br />

through the door. Once the door is shut, the portal closes. <strong>The</strong><br />

character must know what door to make a portal to.<br />

If the character isn’t familiar with a door they are trying to create a portal to,<br />

they may attempt to reach out blindly by making a power roll. Consult the table to<br />

determine how close the portal is to the target location.<br />

Power Roll Results<br />

Distance to Target Area<br />

5 5 blocks away<br />

10 4 blocks away<br />

15 3 blocks away<br />

20 2 blocks away<br />

25 1 block away<br />

30 1d6 houses/buildings away<br />

35 House/building next door<br />

40 Right building, wrong floor<br />

45 Right floor, wrong door<br />

50 Right on Target<br />

103


Ch.4 - Patches<br />

This power may be used as part of a move action. <strong>The</strong> door must also be shut<br />

on the opposite end, that is, if a door is open on another side it cannot have a portal<br />

attached to it. <strong>The</strong> character may only have a number of doors opened like this at any<br />

time up to her PL. Once the door is shut the power ends.<br />

Puppeteer<br />

Type: Imaginative Heavy: 5<br />

Description: Any action figure, stuffed animal, puppet or similar<br />

toy touched by the character may be brought to life. <strong>The</strong> toy<br />

is considered 2 levels less than the PL of the patch. <strong>The</strong> toy<br />

is given a personality as imagined by the character at the time<br />

it is given life. A toy is treated as if it is a normal character<br />

(using the character creation rules). It is extremely loyal to<br />

whoever made it and whoever originally owned the toy. <strong>The</strong><br />

character may only have 1 toy per their PL in service to them.<br />

A character may also wish the toy to stop being alive and it<br />

will revert back to its previous state. Certain toys may have specific characteristics<br />

unique to their form at the discretion of the storyteller.<br />

<strong>The</strong> character may also compel the toy to do whatever they say. If the toy<br />

refuses, or they are under the influence of someone else, they must make a Willpower<br />

defense roll against the character’s power roll. If the toy succeeds, they are able to do<br />

as they wish. <strong>The</strong> character may only compel the toy once per the same request once<br />

per scene. <strong>The</strong>refore, if the character wishes the toy to flee from a monster they may<br />

not ask that again in the same scene, but they may ask something similar such as don’t<br />

fight the monster.<br />

104<br />

Push<br />

Type: Control Heavy: 6<br />

Description: With but a thought, the character has the ability to<br />

move objects and people with their mind. When lifting, pushing<br />

or pulling objects the power roll is as if the character made<br />

a Muscle skill roll. <strong>The</strong> object or individual must be within a<br />

number of squares equal to the PL in order for it to be affected.<br />

<strong>The</strong> character may also throw objects at others using this power<br />

as long as the object is within 1 square per the PL, using the<br />

power roll for the Muscle skill roll.<br />

A push may also be performed on an opponent, requiring a Resist defense roll to<br />

avoid being knocked over. If the push is successful, the opponent is pushed that many<br />

squares based on the difference of the power roll minus the opponent’s Resist defense<br />

roll divided by 5 (rounded down) plus 1. For example, if the character rolled a 19 and<br />

the opponent rolled a 5, the difference is 14, divided by 5 (rounded down) results in a 2,<br />

plus 1 results in a total of 3 squares.


Rainbows<br />

Patches - Ch.4<br />

Type: Energy Heavy: 6<br />

Description: This patch grants the ability to command the<br />

power of rainbows. By supercharging an object with rainbow<br />

power, it may be used as a weapon in a ranged attack, which<br />

causes a rainbow trail behind it. Whatever it strikes, it’ll cause<br />

a rainbow explosion that deals physical damage equal to the<br />

power roll divided by 10 (rounded down) to everyone in a<br />

radius equal to the patch PL in feet. Opponents caught within<br />

the blast may make an Evade roll against the power roll to<br />

avoid the damage. <strong>The</strong> attack may also be focused against a single opponent dealing<br />

physical damage that is equal to the power roll divided by 5 (rounded down).<br />

<strong>Out</strong>side of combat, the character may create rainbow streets and bridges. <strong>The</strong><br />

lengths of these are equal to the power roll in feet and no wider than the PL in feet. <strong>The</strong><br />

sizes can be adjusted by the character if they want it to be smaller. <strong>The</strong> character must<br />

touch the ground where they would like the rainbow, and the street or bridge sprouts<br />

from where they touch to its desired length. Anyone who steps on a rainbow street or<br />

bridge, as part of a move action, can move on it freely without spending a square. Thus<br />

a character with a Speed of 3 can move on 5 squares of the rainbow street and also 3<br />

squares off the rainbow road. It costs 1 action to make a rainbow street or bridge and it<br />

costs 1 action to dismiss one. <strong>The</strong> character may have up to the PL in rainbow bridges<br />

or streets. Both streets and bridges are physical and can stretch across gaps to allow<br />

one to cross.<br />

Objects supercharged with rainbows, rainbow roads and bridges produced by the<br />

character have a light radius equal the PL in feet and produce 10 lumens per PL in<br />

brightness. For every 100 lumens the rainbow offers +1 Light Protection.<br />

Rebound<br />

Type: Travel Heavy: 5<br />

Description: This patch allows a character to leap to extreme<br />

heights, gaining the power roll divided by 5 (rounded down) in<br />

bonus squares when using an Athletics (Jumping & Leaping) skill<br />

roll. This bonus is on top of the skill roll itself for the long<br />

jump and standing jump.<br />

<strong>The</strong> character does not take any damage from falling and<br />

instead “bounces” a number of squares equal to the squares<br />

they fell +1. For example, if the character fell 15 squares, they will bounce upwards 16<br />

squares. If the character bounces from a long jump, the number of squares traveled<br />

will be divided by 2 (rounded down) until such a time the squares run out. For example,<br />

if the character jumps 10 squares, then bounces off the ground from a long jump, they<br />

will then travel 5 additional squares, then 2 squares, then finally 1 square.<br />

105


Ch.4 - Patches<br />

106<br />

Rocketeer<br />

Type: Energy Heavy: 7<br />

Description: <strong>The</strong> character may supercharge their power into<br />

objects that, when struck, creates a small explosion of kinetic<br />

energy. If channeled into a weapon, the weapon deals 1 point<br />

of additional physical damage per the power roll divided by 5<br />

(rounded down). <strong>The</strong> opponent must then roll their Resist against<br />

the power roll, if the roll fails, the opponent is pushed a number<br />

of squares backwards equal to the difference between their<br />

Resist roll and the character’s power roll divided by 5 (rounded<br />

down) plus 1. For example, if the Resist roll was 24, and the<br />

power roll was 38, the difference is 14. In this instance, the opponent would be pushed<br />

back 3 squares. If the opponent is pushed more than 1 square, then she is knocked over<br />

and is considered prone.<br />

This power may also be used to propel the character forward, gaining a +1 bonus to<br />

their Speed per the power roll divided by 5 (rounded down) during a move action. This is<br />

often accomplished by kicking off a surface to be rocket propelled into the air, wearing<br />

roller skates or rollerblades, by striking surfaces to help push the character along. <strong>The</strong><br />

supercharged object, as well as the character herself, are immune to being harmed by<br />

the power – this does not mean that the character is immune to falling or accidentally<br />

slamming themselves into a wall. If used during a jump as part of an Athletics (Jumping<br />

& Leaping) skill roll, the Speed bonus is added to the distance traveled.<br />

When used, this power creates a loud boom sound that, if not suspecting it, may<br />

startle the opponent. <strong>The</strong> opponent must roll a Willpower defense roll against the<br />

character’s power roll in order to avoid being startled. If the roll fails, the opponent is<br />

startled and misses their next turn. This may only be used once per scene.<br />

Royal Touch<br />

Type: Support Heavy: 5<br />

Description: Knightly armor encases anyone the character<br />

chooses including themselves. <strong>The</strong> armor is weightless and<br />

feels like it is made out of cloth. Despite how light it feels, it<br />

provides protection much as plate mail would. <strong>The</strong> protection<br />

provided is 1 per the power roll divided by 5 (rounded down).<br />

<strong>The</strong> character may affect a number of individuals, including<br />

herself, equal to her PL. <strong>The</strong> character must touch those who<br />

are receiving the armor.<br />

<strong>The</strong> armor is made of steel, is highly polished, and is specifically tailored to fit<br />

whoever it is given to. <strong>The</strong> armor lasts as long as the character wishes it to. Those<br />

who wear it can take it off like a shirt and then it just vanishes.<br />

Anyone who encounters someone wearing armor created by the Royal Touch must<br />

make a Willpower defense roll against the character’s power roll. If the opponent fails,<br />

their mood is increased by 1 when dealing with that character until the end of the scene.


Seamstress<br />

Patches - Ch.4<br />

Type: Transformative Heavy: 9<br />

Description: With a silver needle (see magic items), a<br />

seamstress can pull an individual’s soul from out of their foot.<br />

<strong>The</strong> soul is a stretchy prismatic band of light that constantly<br />

struggles to return to that individual’s body. Character’s with<br />

the seamstress patch often attach the soul to a clamp, tie it<br />

down, or have someone else hold it so that they may add or<br />

remove patches by stitching it on with a needle and thread.<br />

While the soul is outside of the individual’s body, the person<br />

is paralyzed. Those who do not wish to have their souls removed, must roll their Resist<br />

defense against the character’s power roll. If the roll is successful, the character is<br />

unable to remove the soul.<br />

A character with this patch also has some limited control over the souls of others.<br />

<strong>The</strong>y may increase the weight of the patches carried by other people. At the cost<br />

of 1 action, the character may increase an opponent’s heaviness an amount equal to<br />

the power roll divided by 5 (rounded down). <strong>The</strong> character must touch the intended<br />

opponent for this to occur. If this causes the opponent to fall into their shadow selves,<br />

the opponent falls to the ground in despair and is unable to perform any actions. This<br />

lasts until the end of the scene.<br />

Sandbox<br />

Type: Energy Heavy: 8<br />

Description: At the cost of 1 attack action, the character<br />

may create concentrated blasts of heat that deal the power<br />

roll in Fire damage divided by 5 (rounded down). <strong>The</strong> range is<br />

equal to the PL in squares.<br />

If an opponent is not wearing any eye protection, at the<br />

cost of 1 attack action, the character may throw sand in<br />

an opponent’s face at a range equal to their PL in squares.<br />

<strong>The</strong> sand does not deal any damage, but it does cause the<br />

individual to be blinded for 1 turn (granting a concealment of 5 to all targets) if the<br />

opponent fails a Resist defense roll against the character’s power roll.<br />

<strong>The</strong> character may also create illusions of places, or people, that may only be<br />

seen with the eye by manipulating heat. <strong>The</strong>se illusions can be a number of feet equal<br />

to the power roll in diameter. <strong>The</strong> character may only control a number of these<br />

illusions equal to their power roll divided by 10 (rounded down) and only last for as<br />

long as they are concentrating (dedicating 1 action every round) on them. <strong>The</strong> illusions<br />

are not physical and anything touching them passes right through. <strong>The</strong>se illusions are<br />

completely harmless.<br />

107


Ch.4 - Patches<br />

By touch, the character has control over sand. <strong>The</strong> sand can create different<br />

shapes equal in size to the PL in feet. Each object has a Protection of 1 and a number<br />

of hit points equal to the PL x 5. Sand objects may last until destroyed or the character<br />

dismisses them. <strong>The</strong>se objects do not gain any special properties and can easily be<br />

destroyed as per their material strength and hit points based upon thickness. <strong>The</strong><br />

character may only create a number of sand objects equal to their PL at any given time.<br />

Snowflake<br />

Type: Energy Heavy: 7<br />

Description: <strong>The</strong> character controls the forces of winter.<br />

At a touch, they may freeze any liquid at a rate of the<br />

power roll in a foot diameter per action; this means that<br />

the character may continue to touch a lake and it would<br />

continue to freeze beyond the initial touch. For example, if<br />

a power roll is 32 then the 1 st action 32 feet would freeze,<br />

2 nd action 64 feet will freeze, 3 rd action 96 feet will freeze<br />

and so on.<br />

<strong>The</strong> character may also create ice objects. Some objects may provide a +1 bonus<br />

to skill rolls equal to the power roll divided by 5 (rounded down); they may create ice<br />

weapons that deal 1 physical damage per the power roll divided by 5 (rounded down)<br />

and would have an attack bonus equal to the power roll divided by 10 (rounded down).<br />

A character may even freeze an individual by dealing 1 point of frost damage per<br />

the power roll divided by 5 (rounded down) per touch. See Chapter 8 – Playing the<br />

<strong>Game</strong> for additional information on frost damage.<br />

Spirit Whisperer<br />

Type: Imaginative Heavy: 4<br />

Description: <strong>The</strong> Spirit Realm borders the real-world<br />

(otherwise known as the Land of the Living). Ghosts and<br />

other specters travel through the ether and may find<br />

buildings or other places to haunt. <strong>The</strong> character is able<br />

to see into the Spirit Realm, allowing them to interact<br />

with these individuals. Not every spirit will be friendly,<br />

but the character may communicate with these spirits as<br />

if they existed in the Land of the Living. <strong>The</strong> type of<br />

information that the character gains varies. Depending<br />

upon the relationship the character establishes with these<br />

spirits, they may be able to ask them for favors.<br />

108


Patches - Ch.4<br />

Once per scene, the character may compel a spirit to answer a number of questions<br />

equal to their PL. <strong>The</strong> spirit may make a Willpower defense roll in order to avoid<br />

answering each question. <strong>The</strong> spirit will realize that the character is compelling them<br />

somehow to answer and it may cause the spirit to become angry with the character.<br />

If ever a spirit attempts to attack the character, the spirit must make a Willpower<br />

roll against the character’s power roll; if the spirit fails, they cannot do any harm to<br />

the character.<br />

Stick<br />

Type: Travel Heavy: 4<br />

Description: With but a touch the character is able to<br />

stick to a wall, floor or ceiling; this power allows them to<br />

do so even while wearing clothes. This means that the<br />

character may walk, run, climb or crawl along walls and<br />

ceilings without any difficulty. <strong>The</strong>y also are not affected<br />

by any disorientation while being upside down or sideways.<br />

If anyone attempts to pull the character off a surface,<br />

or to knock them over, the opponent must roll a Muscle<br />

skill roll against the character’s power roll in order to do<br />

so. This power functions as part of a move action and does not require an action to<br />

activate. <strong>The</strong> character may, at any time, release themselves from the surface at will.<br />

Stopwatch<br />

Type: Support Heavy: 9<br />

Description: Time slows down, enough where the character<br />

is able to perform additional actions in a round when using<br />

this patch. <strong>The</strong> character gains 1 additional action per<br />

turn equal to the power roll divided by 10 (rounded down).<br />

A character may only use this power a number of times<br />

equal to the PL in a given day before needing to rest for<br />

at least 4 hours due to how taxing the power can be. A<br />

character may use this power over their PL limit but it will<br />

cost them 1 Wound in order to do it. <strong>The</strong>se Wounds can<br />

only heal naturally (through time) and are not affected by<br />

powers aimed at restoring Wounds.<br />

A character with this patch always knows what time<br />

it is, including the date.<br />

109


Ch.4 - Patches<br />

Sun<br />

Type: Energy Heavy: 6<br />

Description: Any object touched by the character can<br />

be supercharged with the power of the sun. It takes one<br />

action to charge up a +1 bonus. For every action spent<br />

charging up the object, it gains an additional +1 bonus,<br />

up to a total bonus equal to twice the PL. <strong>The</strong> charge<br />

lasts until the object is no longer in motion. <strong>The</strong> bonus<br />

can take the form of a Fire damage bonus (in the case of<br />

swinging a rope or a hula hoop) or a speed bonus, such as<br />

when using a bicycle or running in shoes. <strong>The</strong> object and<br />

the patch holder are immune to the effects of the power.<br />

Object’s supercharged with energy give off a light<br />

radius equal to 1 ft. per bonus charged up at a rate of 25 lumens per +1 charge. For<br />

every 100 lumens, the light radius provides a +1 Light Protection.<br />

Vanish<br />

Type: Imaginative Heavy: 6<br />

Description: <strong>The</strong> character is able to turn themselves<br />

completely invisible. By spending 1 action, the character<br />

disappears, gaining a concealment of 5 until they choose<br />

to become visible again. Those who are alerted to the<br />

character’s presence, may attempt to find them by using<br />

making an Aware skill roll against the character’s power<br />

roll. If the roll is successful, the opponent is able to identify<br />

the general area where the character is, reducing their<br />

concealment down to 3. If the character spends an entire<br />

round without being attacked or performing any actions<br />

outside of evading detection, they regain their concealment of 5. If the character ever<br />

attacks an opponent, the opponent (and those witnessing it) will automatically succeed<br />

on their Aware skill roll and again, the character’s concealment will reduce down to 3.<br />

Wave<br />

Type: Transformative Heavy: 7<br />

Description: <strong>The</strong> character is able to transform their entire<br />

body into water. Physical attacks do not cause them any<br />

damage as they just pass harmlessly through them. <strong>The</strong>y<br />

are also able to squeeze through areas that would normally<br />

allow water to pass through.<br />

110<br />

This power also allows the character to breathe<br />

underwater as long as they are transformed. It takes 1<br />

action to shift into their water form or to revert back to<br />

their normal form.


Patches - Ch.4<br />

<strong>The</strong> character may also spray a jet of water that deals 1 physical damage per<br />

the power roll divided by 5 (rounded down) a number of squares equal to their PL. <strong>The</strong><br />

character uses the power roll to attack.<br />

While in their water form, the character is vulnerable to fire and frost attacks,<br />

taking 1 point of damage plus 1 additional point for every 5 points (rounded down)<br />

that they sustain. For example, if the character takes 10 Frost damage, the character<br />

sustains 13 instead.<br />

Whistler<br />

Type: Control Heavy: 6<br />

Description: This patch confers the ability to create highpitched<br />

whistles that damage ear drums and even physical<br />

objects. <strong>The</strong> character can perform a quick-sharp whistle<br />

that deals the power roll divided by 5 (rounded down) in<br />

physical damage to a single target no more than the PL<br />

away in squares; the character uses their Power skill in<br />

order to make the attack.<br />

<strong>The</strong> character may also whistle so that everyone<br />

within a radius equal to the character’s PL in squares sustains damage equal to 1 physical<br />

damage per round spent building the whistle. For example, if the character whistles for<br />

5 straight actions, everyone and everything within their PL radius in squares sustains 1<br />

point the 1 st action, 2 points the 2 nd action, 3 points the 3 rd action, 4 points the 4 th action<br />

and finally 5 points the 5 th action. This is up to a maximum of their PL x2. Those who<br />

cannot hear suffer only ½ damage.<br />

World Tree<br />

Type: Creative Heavy: 6<br />

Description: <strong>The</strong> character is able to control plants. <strong>The</strong>y<br />

may cause plants and trees to rapidly grow a number of<br />

feet equal to their PL per action. Plants can grow up to a<br />

maximum of twice their normal heights.<br />

At a cost of 1 action, the character may cause a plant<br />

to snare an opponent, preventing them from performing<br />

additional actions. <strong>The</strong> Strength of the plant is equal to<br />

the power roll, with a Protection equal to the power roll<br />

divided by 10 (rounded down) as well as Hit Points equal<br />

to the PL. <strong>The</strong> opponent must make a Muscle skill roll in<br />

order to escape the hold of the plants. If the roll fails, the<br />

opponent cannot perform any further actions except to try and escape the plants. Each<br />

action the opponent may make another attempt to free themselves from the snare by<br />

making a Muscle skill roll against the character’s power roll.<br />

111


Ch.4 - Patches<br />

<strong>The</strong> character may also control plants by having them move branches, extend<br />

roots and even pick up things if able. It costs 1 action to cause a plant to perform an<br />

action that would be within its bounds. When in doubt, ask the storyteller if it would<br />

be possible to perform an action. As part of an action, the character can also cause a<br />

plant to uproot and move their PL in squares away.<br />

World Walker<br />

Type: Travel Heavy: 6<br />

Description: <strong>The</strong> character has the ability to travel a<br />

number of squares equal to their PL instantly as part of a<br />

move action in lieu of their normal Speed. Everything that<br />

the character is carrying, including other characters, come<br />

with them as long as the character is able to move at<br />

least 1 square in regards to carrying capacity or lift. <strong>The</strong><br />

character needs a direct line of sight in order to teleport<br />

from one square to another, or at least a means to be able<br />

to “walk” the distance. <strong>The</strong> character cannot use this<br />

ability to travel over obstacles they would not normally<br />

be able to walk over such as ravines or walls. <strong>The</strong> power<br />

works as if the world is turning beneath the character’s<br />

feet to allow them to reach their destination quicker.<br />

<strong>The</strong> character may “run” by making a power roll; gaining a +1 to their World<br />

Walker Speed equal to the result divided by 5 (rounded down) for that move action.<br />

<strong>The</strong> character may use squares, as provided by this power, as part of an Athletics<br />

(Climb) skill roll.<br />

Youth<br />

Type: Control Heavy: 10<br />

Description: <strong>The</strong> character stops aging the moment the<br />

patch is stitched onto their soul. Staying young allows<br />

the character to avoid turning 18 and becoming a monster.<br />

This is an extremely rare patch and is highly sought after,<br />

especially by those in their remaining few days.<br />

By touch, the character may cause others to reduce<br />

in age temporarily or increase in age a number of years<br />

equal to the power roll divided by 10 (rounded down). This<br />

effect lasts until the end of the scene. Characters who<br />

are aged into their 18<br />

th year temporarily become monsters<br />

under the control of the storyteller. This patch may also<br />

reduce the age of an 18-year-old who has already become<br />

a monster.<br />

112


Chapter 5<br />

Items<br />

In a world without parents you’re going to need to pick up a few things to help you along<br />

the way. <strong>The</strong>re’s a bunch of stuff you can find that ranges from common to completely<br />

rare and mystifying! This chapter details the different types of items that are out<br />

there, how to manage character inventory and what are badges.<br />

WHAT ARE ITEMS?<br />

Items are things that you find or possess; these can be clothes, supplies, toys,<br />

flashlights and much more. You only have so much room in your pockets or your<br />

backpack, so you can’t lug everything around with you. That’s what a clubhouse is for!<br />

You can keep some of your important items at home but remember you’re going to need<br />

to protect them somehow from other kids and creatures.<br />

Types of Items<br />

Each item is valuable or can be useful in some way. Remember, not all items have<br />

to be for your character. If you find something out in the world that you know someone<br />

else would enjoy, why not brighten their day and bring it to them? Maybe they’ll do the<br />

same for you one day.<br />

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Ch.5 - Items<br />

Clothes<br />

Clothes are clothes,<br />

right? Before all the parents<br />

disappeared, the primary<br />

function of clothes was to<br />

keep warm – and to some –<br />

be popular. Now, pockets are<br />

REALLY important! You don’t<br />

realize how much you need<br />

pockets until you’re scrounging<br />

around looking for things to eat.<br />

Clothes need to protect you from<br />

cuts, scrapes and bruises because you’re<br />

going to get hurt out there, especially when<br />

you have to face down a bully, or worse, a monster.<br />

Depending on the clothes, your character may gain bonuses to your Character<br />

Shield to things like Protection, Resistances and Bravery.<br />

Each clothing item is designed to be worn on different parts of the body such<br />

as on the head, shoulders, arms, hands, torso, hips, legs and feet. One can layer, but<br />

remember you can overheat pretty quick if you’re not careful so be reasonable. No<br />

matter how many layers you wear, you can’t stack multiple like-bonuses in the same<br />

location. That is, if you wear a t-shirt that gives +1 Protection and then a Sweater that<br />

gives +3, the most you may benefit from is the +3 bonus. This does not mean you can’t<br />

find a higher bonus, it just means that if you wore two clothing items on your shoulders<br />

you only get the highest bonus from that body location.<br />

Here are some basic ideas on what you can wear for each location.<br />

• Head – Hats, helmets, scarves, bandanas, jewelry, headbands, bows, earphones,<br />

tiaras, circlets and crowns.<br />

• Shoulders – Cloaks, coats, capes, scarves, body chains, a shawl, shoulder pads,<br />

mantles and pauldrons.<br />

• Arms – Bracelets, elbow guards, watches, gauntlets and bracers.<br />

• Hands – Rings, gloves, mittens and finger claws.<br />

• Torso – Shirts, jackets, dresses, sweaters, bras, pullovers and hoodies.<br />

• Hips – Pants, skirts, tutus, underwear and belts.<br />

• Legs – Knee-high socks, thigh-high socks, knee pads, shin guards and leg warmers.<br />

• Feet – Tennis shoes, running shoes, sandals, sneakers, boots, pointe shoes, heels,<br />

roller skates and rollerblades.<br />

114


Pocketables<br />

<strong>The</strong>se are small items that can fit in your<br />

pocket: they could be candy, matches, a pocket knife,<br />

a two-way radio, a folding saw, marbles or other<br />

similar items. A character may pull anything out<br />

of their pockets during a move action without<br />

expending any squares. <strong>The</strong> character may<br />

only carry 4 items in their pockets unless they<br />

wear special clothes that provide additional<br />

room. Pocketable items typically weight<br />

less than 1 pound.<br />

Items - Ch.5<br />

Backpack<br />

Large items that can’t fit in your<br />

pockets can fit in your backpack. A<br />

backpack has many pockets and enough<br />

room to fit about 6 items inside it. Most<br />

items are like supplies, tools, flashlights,<br />

books, comics, stuffed animals or other<br />

important things that you’ll want to<br />

carry back to the clubhouse. A large item<br />

often doesn’t weight more than 10 pounds.<br />

Anything larger than 10 pounds may require a different means to transport it.<br />

Badges<br />

<strong>The</strong>re are smaller things, similar to patches except in size, that can improve<br />

a character’s Ability Scores, Speed, Luck, Aura, and Defenses; these are<br />

called badges. Badges do not need to be stitched onto the soul like patches<br />

do, but may be sewn onto clothes or other items to gain their effects.<br />

Each badge adds only 1 point to the character’s Heavy score no matter<br />

the bonus on the patch. A character may only benefit from the highest<br />

bonus provided by a badge, such as: if a badge gave +5 to Strength,<br />

they cannot also benefit from a badge that gives +3 to Strength.<br />

On the character sheet, there are six spots to write down a<br />

badge, but the character can wear as many badges as they like.<br />

Weapons<br />

Weapons are varied and require certain skills in order<br />

to use them well. <strong>The</strong>re are two different types of weapons:<br />

those that can be used close up, called melee weapons;<br />

and those that can be thrown or used at a distance,<br />

called ranged weapons. Melee weapons can attack<br />

an opponent within 1 or 2 squares of the character,<br />

while ranged weapons may attack opponents that are<br />

farther than 2 squares.<br />

115


Ch.5 - Items<br />

Weapons have two separate bonuses: Attack or to<br />

Damage. Damage bonuses are applied after the attack is<br />

successful. Attack bonuses are added during the attack.<br />

Weapons can never have an attack bonus that is more than<br />

½ the current damage bonus on the weapon. <strong>The</strong>refore,<br />

if a weapon has a Damage of +6, it can only have a<br />

maximum of +3 as an Attack bonus.<br />

TRADING FOR ITEMS<br />

When the parents vanished, they<br />

took their money with them. Sure there<br />

is money lying around but, what’s the<br />

value in those little pieces of paper<br />

anyway? You can’t eat them and<br />

they aren’t really good at keeping the<br />

fire going, so what purpose do they<br />

serve? Most kids trade for things. One<br />

kid may want a teddy bear you found,<br />

while you may want their pair of roller skates.<br />

<strong>The</strong> kid may think that the teddy bear is worth only 1 skate so what do you do? <strong>The</strong><br />

answer – Candy!<br />

Candy is the new currency. Candy is separated into pieces, bars, bags and boxes.<br />

As long as the other individual is willing, candy can help sweeten the deal.<br />

TABLE 5.1 - VALUE OF CANDY<br />

10 Pieces of Candy equal… 1 Candy Bar<br />

50 Pieces of Candy or 5 Candy Bars equal… 1 Bag of Candy<br />

500 Pieces of Candy, 50 Candy Bars or 10 Bags of Candy equal… 1 Box of Candy<br />

Bars<br />

6,000 Pieces of Candy, 600 Candy Bars, 120 Bags of Candy or 12<br />

Boxes of Candy Bars equals…<br />

162,000 Pieces of Candy, 16,200 Candy Bars, 3,240 Bags of Candy,<br />

324 Boxes of Candy Bars or 27 Crates of Candy Bars equals…<br />

1 Crate of Candy<br />

Bars<br />

1 Pallet of Candy<br />

Bars<br />

Candy is abbreviated as follows: 1 Piece = 1 p.; 1 Candy Bar = 1 cb.; 1 Bag of<br />

Candy = 1 bg.; 1 Box of Candy = 1 bx.; 1 Crate of Candy Bars = 1 ct. and 1 Pallet<br />

of Candy Bars = 1 pl.<br />

Starting Candy<br />

Player characters begin the game with 2d6 candy bars. If you roll very low<br />

some storyteller’s may be nice and allow you to roll again. Starting candy may be<br />

used to purchase items from the Item Exchange portion in this chapter. Candy that<br />

is not spent may be kept on the character’s record sheet or at the clubhouse.<br />

116


ITEM EXCHANGE<br />

Items - Ch.5<br />

All items, outside of weapons and clothing, have a value that they can be traded<br />

for provided that another person has that item to trade. A trade may happen if the<br />

player character encounters another child who is willing to trade or in a situation where<br />

different clubhouses are able to trade between one another.<br />

Weapons and Clothes<br />

Many weapons and clothes used by children are from things they have found in<br />

the world. Most children prefer to use weapons only on monsters, but fights between<br />

kids can happen. Weapons are often items that the kids are familiar with such as from<br />

a sport or other physical activity. <strong>The</strong> value of a weapon is based upon the attack and<br />

damage bonuses, while clothing is based on the protection bonuses. When judging a<br />

weapon or clothing value, calculate their worth based upon the value of the bonuses.<br />

<strong>The</strong> type of the weapon or clothing does not matter unless the item has a special<br />

description.<br />

Not every weapon is listed. If there is a weapon that a player wants for their<br />

character, discuss it with the storyteller and see if it is a good fit for the game. If the<br />

weapon is acceptable, the player and storyteller can make it together.<br />

TABLE 5.2 - WEAPONS<br />

Name Skill Type Range<br />

Baseball Sports (Baseball) or Aim Ranged Skill roll in squares<br />

Baseball Bat Sports (Baseball) Melee 1 square<br />

Basketball Sports (Basketball) or Aim Ran ged Skill roll in squares<br />

Bow Aim Ranged Skill roll in squares<br />

Bludgeon<br />

Arrows<br />

Aim Ranged Per Bow<br />

Bowling Ball Sports (Bowling) or Aim Ranged 2 squares/skill roll<br />

in squares rolling on<br />

ground<br />

Boxing Gloves Brawling Melee 1 square<br />

Flying Disc Sports (Flying Disc) or Aim Ranged Skill roll in squares<br />

Fencing Foil Sports (Fencing) Melee 1 square<br />

Football Sports (Football) or Aim Ranged Skill roll in squares<br />

Golf Club Sports (Golf) Melee 1 square<br />

Golf Balls Sports (Golf) Ranged Skill roll in squares<br />

Hockey Stick Sports (Hockey) Melee Skill roll in squares<br />

117


Ch.5 - Items<br />

TABLE 5.2 - WEAPONS<br />

Name Skill Type Range<br />

Hockey Puck/<br />

Ball<br />

Sports (Hockey) Ranged Skill roll in squares<br />

Hula Hoop Athletics or Aim Melee/<br />

Ranged<br />

Skill roll in squares<br />

Jump Rope Rope Melee 2 squares<br />

Lacrosse Stick Sports (Lacrosse) Melee 1 square<br />

Lacrosse Ball Sports (Lacrosse) Ranged Skill roll in squares<br />

Paddle Sports (T. Tennis) Melee 1 square<br />

Table Tennis<br />

Balls<br />

Sports (T. Tennis) Ranged 1 square<br />

Racquet Sports (Tennis) Melee 1 square<br />

Tennis Balls Sports (Tennis) Ranged Skill roll in squares<br />

Rugby Ball Sports (Rugby) or Aim Ranged Skill roll in squares<br />

Slingshot Aim Ranged Skill roll in squares<br />

Soccer Ball Sports (Soccer) Ranged Skill roll in squares<br />

Softball Sports (Softball) Ranged Skill roll in squares<br />

Staff Martial Arts Melee 2 squares<br />

Volleyball Sports (Volleyball) Ranged Skill roll in squares<br />

Wooden Sword Sports (Fencing) or Martial Arts Melee 1 square<br />

TABLE 5.3 - COST OF WEAPON BONUSES<br />

For each +1 Attack Bonus*<br />

1 Bag of Candy<br />

For each +1 Damage Bonus<br />

3 Candy Bars<br />

*Requires +2 Damage per every +1 Attack<br />

TABLE 5.4 - CLOTHES<br />

Name Location Additional<br />

Value<br />

Special Description<br />

Belt Hips -- --<br />

Boots Feet -- --<br />

Bra Torso -- --<br />

118


Items - Ch.5<br />

TABLE 5.4 - CLOTHES<br />

Name Location Additional<br />

Value<br />

Special Description<br />

Bracers Hands -- --<br />

Cape Shoulders -- --<br />

Cloak, Hooded Shoulders -- --<br />

Coat<br />

Shoulders<br />

2 Candy Bars<br />

per +1 Frost<br />

Resistance<br />

Keeps character warm during the<br />

winter.<br />

Designer Clothing Any --<br />

Adds Bravery based upon the<br />

popularity of the brand.<br />

Dress Torso -- --<br />

Elbow Guards Arms -- --<br />

Glove, Power Hands -- --<br />

Gloves Hands -- --<br />

Gloves, Fingerless Hands -- --<br />

Gauntlets Hands -- --<br />

Helmet Head -- --<br />

Helmet, Face<br />

Guard<br />

Head -- --<br />

Hoodie Torso -- --<br />

Ice Skates<br />

Feet<br />

5 Pieces of<br />

Candy<br />

Reduces Speed to 1 if no Ice to move<br />

on.<br />

Jeans Hips -- --<br />

Knee Pads Legs -- --<br />

Leather Jacket Shoulders -- --<br />

Leotard Torso -- --<br />

Pants Hips -- --<br />

Pants, Cargo<br />

Hips<br />

5 Pieces of<br />

Candy<br />

+2 Extra Pockets.<br />

Pointe Shoes Feet -- --<br />

Roller Blades<br />

Feet<br />

2 Candy Bars<br />

per +1 Speed<br />

Grants extra speed on hard surfaces<br />

but characters only have ½ Speed on<br />

soft surfaces like grass or mud.<br />

119


Ch.5 - Items<br />

TABLE 5.4 - CLOTHES<br />

Name Location Additional<br />

Value<br />

Special Description<br />

Roller Skates<br />

Feet<br />

2 Candy Bars<br />

per +1 Speed<br />

Grants extra speed on hard surfaces<br />

but characters only have ½ Speed on<br />

soft surfaces like grass or mud.<br />

Shin Guards Legs -- --<br />

Shoulder Pads Shoulders --<br />

+2 bonus on Resist rolls when rolling<br />

to prevent being knocked over from a<br />

push.<br />

Skirt Hips -- --<br />

Slippers Feet -- --<br />

Slippers, Ballet Feet -- --<br />

Tennis Shoes Feet -- --<br />

Tights Legs -- --<br />

T-Shirt Torso -- --<br />

Underwear Hips -- --<br />

Wrist Guards Arms -- --<br />

Winter Clothes Any 1 Candy Bar<br />

+1 bonus to Frost Resistance, can be<br />

layered.<br />

TABLE 5.5 - COST OF PROTECTION BONUSES FOR CLOTHES<br />

Bonus<br />

Cost<br />

+1 Protection 3 Candy Bars<br />

+1 Bravery 1 Bag of Candy<br />

+1 Fire, Frost, Acid, Spark or Eternity Resistance 1 Bag of Candy<br />

Clothes can be found, traded for or upgraded with special improvements at the<br />

clubhouse. When trading for clothes, check the chart above for any special benefits and<br />

for its starting costs and review table 5.5 to add any additional bonuses to the clothing<br />

piece. <strong>The</strong>re is no store where these things can be bought or sold, so most the time<br />

the items have to be found or traded for. At character creation, player characters may<br />

custom design their outfits however they choose as long as they can afford it.<br />

120


Resources<br />

Items - Ch.5<br />

Resources are items needed in order to maintain the necessities of everyday life<br />

and being able to survive day by day. Each resource can be traded on a 1 per 1 basis,<br />

that is, one resource for another. <strong>The</strong>re are very few children who are willing to trade<br />

a resource away for something as mundane as candy, especially when starving or their<br />

flashlights are starting to go out. <strong>The</strong> trade value can be as high as an entire box of<br />

candy bars for a single resource, as long as you are able to find someone willing to make<br />

that trade.<br />

When scavenging for resources, a player may roll 1d6 to see what type of<br />

resource was found.<br />

TABLE 5.6 - RESOURCES<br />

Name Random Roll Size Weight<br />

Batteries 1 Pocketable 1 lbs.<br />

Drinks 2 Large 5 lbs.<br />

Food 3 Large 5 lbs.<br />

Materials 4 Large 10 lbs.<br />

Medicine 5 Pocketable 1 lbs.<br />

Toys 6 Large 2 lbs.<br />

Batteries – Batteries are used to power video games and other<br />

hand-held devices, but most importantly they are used to run<br />

battery-operated lamps and flashlights. Children will learn quickly<br />

that stockpiling batteries is essential, especially if they want to<br />

keep monsters away. Batteries have a shelf life of about two<br />

years, and last about 24 hours of continuous use. Batteries weight<br />

approximately 1 lb.<br />

Food – You can’t survive off candy despite what some children<br />

want to believe. Canned foods, preserves, nuts, meat jerky among<br />

several other non-perishable foods are what can be considered a<br />

food resource. Each resource counts as a single day’s worth of food<br />

for a single child and it weighs about 5 lbs.<br />

Drinks – For the first two weeks, water will be available directly<br />

from the facet, but afterwards because there is no electricity<br />

running to the water tower, the tower will empty quickly. Water will<br />

eventually need to be scavenged for, including bottled water, drums<br />

of water, soda, or other long lasting drinks. Each resource provides<br />

one child a full day’s worth of water and weighs approximately 5<br />

lbs. It is recommended that people drink at least 1 ounce of water<br />

per pound of their body weight a day.<br />

121


Ch.5 - Items<br />

Materials – <strong>The</strong>se are supplies such as wood, metal, screws,<br />

nails, wire and several other pieces that are needed in order<br />

to build additions to a clubhouse. While some supplies require<br />

multiple children to carry, the type of materials that<br />

can be scavenged are about 10 lbs. in weight.<br />

Medicine – Pain killers with aspirin and<br />

acetaminophen, cold & sinus, cough<br />

syrup, penicillin are all included in the<br />

medicine resource. Medicine is needed<br />

when children get sick or injured.<br />

Medicine covers a single treatment<br />

(until the child is well) and weighs about<br />

1 lb.<br />

Toys – Fiction books, comic books,<br />

chewing gum and video games are items that children<br />

just love to get their hands on. <strong>The</strong>se items help<br />

improve happiness at the clubhouse, especially when the clubhouse amasses a large<br />

collection. For every 5 toys the clubhouse gains +1 Happiness. Toys can vary in weight<br />

but are approximately 2 lbs. each.<br />

Miscellaneous Items<br />

<strong>The</strong>se are basic items needed to survive in the world. Items that are small are<br />

able to be placed either in the child’s pockets or backpack, while objects that are large<br />

may only be placed in the child’s backpack. Most items are valued by their convenience<br />

and usefulness as opposed to what it would be worth in the real world. Any thing that<br />

can be purchased in the world outside of “<strong>Lights</strong> <strong>Out</strong>” can be found and potentially<br />

traded for in the game world.<br />

TABLE 5.7 - MISCELLANEOUS ITEMS<br />

Name Short Description Value Size Weight<br />

2-way Radio<br />

A hand-held radio that can speak to other<br />

2-way radios.<br />

5 cb. Small 1 lb.<br />

30 ft. of Rope Nylon rope that is 30 feet long. 2 cb. Large 19 lbs.<br />

Art Supplies<br />

Materials to help create Culture at the<br />

clubhouse.<br />

5 p. 5 lbs.<br />

Binoculars Adds bonus to Aware skill rolls. 1 bg. Large 1 lb.<br />

Blanket, Comfort Adds +1 Bravery when wrapped in it. 10 cb. Large 3 lbs.<br />

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Items - Ch.5<br />

TABLE 5.7 - MISCELLANEOUS ITEMS<br />

Name Short Description Value Size Weight<br />

Blanket, Heavy +1 Frost Resistance when wrapped in it. 5 cb. Large 10 lbs.<br />

Books, Reference<br />

A book that provides +1 Education to a<br />

clubhouse and bonus to Schooling skill.<br />

1 cb. Large 3 lbs.<br />

Camera, Digital Battery powered camera. 1 bx. Large 2 lbs.<br />

Camera, Film Camera uses film with long lasting battery. 5 cb. Large 2 lbs.<br />

Candles Wax candles that may be lit for light. 1 p. Large 1 lb.<br />

Cooking Gear A skillet, pot, pans and other utensils. 1 bg. Large 10 lbs.<br />

Crowbar<br />

Useful when opening jammed things or<br />

prying things off the ground.<br />

3 cb. Large 5 lbs.<br />

Duct Tape Good for sticking things together. 2 p. Large 1 lb.<br />

First Aid Kit Provides bonus to First Aid skill rolls. 5 cb. Large 2 lbs.<br />

Fishing Pole Used with Sports (Fishing) to catch food. 5 cb. Large 2 lbs.<br />

Flashlight,<br />

Battery Operated<br />

Flashlight, Hand<br />

Crank<br />

Aids with keeping watch for monsters or<br />

investigating dark places.<br />

Can provide small amounts of light<br />

without batteries.<br />

1 bg. Large 2 lbs.<br />

5 cb. Small 1 lb.<br />

Glow Sticks One time light stick that glows for hours. 3 p. Small --<br />

Glue<br />

Used for crafts and sticking things<br />

together.<br />

1 p. Small 1 lb.<br />

Grappling Hook Means to secure rope to a higher point. 1 cb. Large 2 lbs.<br />

Knife<br />

Used to get into boxes, cut ropes or even<br />

for eating.<br />

1 cb. Small 1 lb.<br />

Lamp, Battery<br />

Operated<br />

Provides long lasting light using a battery. 2 bg. Large 2 lbs.<br />

Lighter Oil fed lighter that produces fire. 1 cb. Small --<br />

Makeup Kit<br />

Provides an assortment of useful items<br />

and increases Sway skill rolls.<br />

5 cb. Large 3 lbs.<br />

Matchbook 15 match sticks to help light fires. 1 p. Small --<br />

Mirror<br />

MP3 Player +<br />

Headphones<br />

A small plastic mirror to help signal, check<br />

for blemishes or look around corners.<br />

Battery operated MP3 player with<br />

preloaded songs.<br />

5 p. Small 1 lb.<br />

1 bx. Small 1 lb.<br />

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Ch.5 - Items<br />

TABLE 5.7 - MISCELLANEOUS ITEMS<br />

Name Short Description Value Size Weight<br />

Pet food 1 week worth of pet food. 2 cb. Large 8 lb.<br />

Poncho Protects the wearer from the rain. 5 p. Large 1 lb.<br />

Sewing Kit<br />

Able to make small repairs, tailor clothes<br />

and attach badges.<br />

1 cb. Large 5 lbs.<br />

Spade Great for digging holes. 1 cb. Large 3 lbs.<br />

Skill Kit<br />

Sleeping Bag<br />

Provides +1 bonus or higher to specific<br />

skills.<br />

Small bed for outside use. +2 Frost<br />

resistance when cuddled within.<br />

5 cb. Large 5 lbs.<br />

1 bg. Large 3 lbs.<br />

Snacks Regain 1 Synergy Point if eaten. 1 p. Small --<br />

Stuffed Animal +1 Bravery when kept close. 1 bg. Large 1 -2 lbs.<br />

Swiss Army Knife A pocket knife with many attachments. 5 cb. Small --<br />

Tackle Box<br />

A small box containing bait and lures for<br />

fishing.<br />

1 bg. Large 2 lbs.<br />

Tent 4 person tent. 1 bx. Large 10 lbs.<br />

Watch, Battery<br />

Powered<br />

Watch, Self-Wind<br />

Tells the time for 2 years on battery<br />

power.<br />

Tells the time for 24 hours before needing<br />

to be rewound.<br />

1 bx. Small --<br />

1 bg. Small --<br />

Water Bottle Holds 25 ounces of water. 5 p. Large 1 lb.<br />

Whistle Creates a loud sound when blown. 1 p. Small --<br />

2-way Radio – This hand-held device can send and receive<br />

messages on low frequency channels that can be picked up<br />

by other radio devices including other 2-way radios. <strong>The</strong><br />

maximum range is up to 25 miles depending on the height<br />

of the antenna. This device runs off battery power that can<br />

last up to 24 hours of continuous use. <strong>The</strong> battery can be<br />

recharged.<br />

30 ft. of Rope – It is 30 feet worth of 1/2 inch nylon rope<br />

that can hold up to 5,670 lbs. before breaking.<br />

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Items - Ch.5<br />

Art Supplies – Art supplies contains construction paper, stickers, glitter, chalk, paint,<br />

brushes, crayons, paper and several other art related supplies. <strong>The</strong>se are used whenever<br />

the child attempts to create artwork from the Arts skill.<br />

Binoculars – <strong>The</strong>se dual pair of lenses make objects appear six times closer than what<br />

they presently are. This provides a +6 bonus to Awareness rolls. It has a lanyard that<br />

allows it to be worn around the neck.<br />

Blanket, Comfort – This blanket is approximately 60 inches wide by 80 inches long<br />

and is made of extremely soft materials. It is very heavy and provides children a +1<br />

Bravery bonus while wrapped up inside it.<br />

Blanket, Heavy – This blanket is approximately<br />

60 x 80 inches long and is made of wool. It<br />

provides a +1 Frost resistance when wrapped<br />

up in it.<br />

Books, Reference – <strong>The</strong> subject matter<br />

may vary, but having one stored at<br />

the clubhouse provides +1 Education<br />

per book. If the subject matter is<br />

specific, it provides a +1 bonus for<br />

every 5 Candy Bars in value on skill<br />

rolls regarding specific Schooling or<br />

Sports. For example, the child finds<br />

a Reference Book on Fishing or Herbs<br />

that provides a +3 bonus and is valued<br />

at 15 Candy Bars.<br />

Camera, Digital – Is a camera that has a built-in<br />

screen to view photos after they are taken. It stores up to 380 photos. It has a flash<br />

as well. <strong>The</strong> battery lasts for 4-5 hours of continuous use and it can be recharged.<br />

Camera, Film – This camera has a manual focus and uses film instead of providing digital<br />

pictures. <strong>The</strong> film has to be taken to a dark room in order to be developed. While the<br />

process of developing film can often be a chore, because the battery rarely needs to<br />

be changed, it allows for a near limitless number of pictures to be taken. Most rolls of<br />

film allow 24 pictures.<br />

Candles – Wicks surrounded by beeswax that produce 13 lumens, which is a 2.5 ft. radius<br />

of strong light and 5 ft. of weaker light beyond strong light radius. <strong>The</strong> candle will burn<br />

for 100 hours. Eight candles may produce +1 temporary Light bonus to a Clubhouse if<br />

placed within each other’s light radius.<br />

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Ch.5 - Items<br />

Cooking Gear – Pots, pans, a skillet, tin cans, a measuring cup, measuring spoons and<br />

several other essential items all needed to cook either in the clubhouse or out camping<br />

somewhere. All these items come in an easy-to-carry bag.<br />

Crowbar – A metal bar with a fissure at the end of it that helps with removing nails.<br />

This is used as a lever to force things apart like stuck doors, locks or other impossible<br />

barriers to get into containers. It provides a +10 bonus to Muscle skill rolls when trying<br />

to pry something open or up.<br />

Duct Tape – This roll can come in multiple colors and has about 60 feet of strong tape.<br />

It can be torn by hand or cut with a knife or scissors. A single strand of duct tape can<br />

hold up to 60 lbs. of weight.<br />

First Aid Kit – <strong>The</strong> kit is filled with gauze, medical tape, bandages, antibiotic ointment, a<br />

pair of medical scissors and several other needed items to take care of an injury. <strong>The</strong><br />

value of the First Aid Kit is equal to 5 Candy Bars for every +1 skill bonus it provides to<br />

First Aid skill rolls. Various First Aid Kits can be found ranging from +1 to +10 or more.<br />

<strong>The</strong> higher the bonus the rarer it becomes.<br />

Fishing Pole – A rod and reel used to cast a baited hook or lure out into the water in<br />

order to attract a fish. This uses the Sports (Fishing) skill for success in catching a<br />

fish. Fish can provide resources, as if rolling the Scavenge skill roll but for food only.<br />

An opposed skill check would be used if wanting to “fight” the fish. <strong>The</strong> Fishing Pole<br />

provides a +1 skill bonus to Sports (Fishing) but may be higher. Its<br />

value is equal 5 Candy Bars per every +1 bonus.<br />

Flashlight, Battery Operated – This flashlight creates a spotlight<br />

that is 60 lumens in strength and is 120 feet long. <strong>The</strong> flashlight<br />

operates for a total period of 5 hours before needing new batteries.<br />

Flashlight, Hand Crank – This flashlight creates a spotlight that is<br />

60 lumens in strength and is 120 feet long. <strong>The</strong> flashlight requires<br />

1 full minute of manual cranking and then the flashlight is powered<br />

for a period of 30 minutes before it would need to be cranked again.<br />

Glow Sticks – Small sticks that, once cracked, glow for 10 hours and<br />

produces approximately 1 lumens. This produces a very small light<br />

radius, which is just enough to read by. Once the glow stick is used<br />

it is done. Heating the glow stick will cause it to produce more light<br />

while keeping it chilled will have it last longer.<br />

126


Items - Ch.5<br />

Glue – A weak adhesive used to put pieces of paper together. Commercial adhesives<br />

can glue stronger things together such as when pranking others by gluing people’s hands<br />

to their heads. To pry something apart that is glued together, it requires a Muscle skill<br />

roll against the strength of the glue. For most craft projects, the difficulty is 5, while<br />

industrial glues can reach difficulties in the 50s. It costs 1 piece of candy for the initial<br />

5 difficulty, but every point after that is an additional piece of candy. <strong>The</strong>refore, a<br />

difficulty of 50 costs 46 pieces of candy.<br />

Grappling Hook – Is a four prong hook that may be attached to a rope. If thrown, it can<br />

snag a higher surface, allowing for the character to climb up the rope. When trying to<br />

attach the hook, a Rope skill roll is needed to secure it.<br />

Knife – Is a sharp single-sided blade, or two sides if wanting a dagger, that can cut<br />

through rope, boxes and several other things.<br />

Lamp, Battery Operated – Produces 700 lumens worth of strong light in a 105 feet<br />

radius and a soft light in 210 feet radius beyond that. <strong>The</strong> lantern lasts for 48 hours<br />

of continuous use before the batteries need to be replaced. It has a handle so that it<br />

can be carried easily. A single lamp provides a temporary +7 Light Protection bonus to<br />

clubhouses if left on during the night.<br />

Lighter – Is an oil-fed lighter that can produce a flame even in windy conditions. <strong>The</strong><br />

lighter is brass and can be closed in order to douse the flame. It can be refilled with<br />

additional oil. <strong>The</strong> oil lasts about 2 weeks with occasional use. <strong>The</strong> flame produces the<br />

same light radius as a candle.<br />

Makeup Kit – Contains tweezers, cotton balls, cotton tips, a compact with mirror,<br />

foundation, lipstick, mascara, powder, concealer, blush, bronzer, brushes, lip gloss, lip<br />

balm, eye shadow and several others. For every 5 candy bars worth in value, the kit<br />

may be used to beautify an individual, which provides a +1 Sway Bonus until the makeup<br />

is smudged or removed.<br />

Matchbook – This small book contains 20 matches that can be used to start a fire or<br />

temporarily produce 10 seconds worth of light equal to a candle.<br />

Mirror – A plastic handheld mirror that can be used to create light signals, see around<br />

corners, or checking one’s appearance.<br />

MP3 Player + Headphones – An MP3 player that is pre-loaded with songs. Additional<br />

songs can be added by visiting several solar powered MP3 stations that are hiding<br />

throughout the city. <strong>The</strong> MP3 player can last for up to 1 week worth of straight listening<br />

before it needs new batteries. While stored at the clubhouse, it can provide a +1<br />

Happiness bonus as it plays music for everyone to hear. While listening to it, it provides<br />

127


Ch.5 - Items<br />

a +1 bonus to Bravery. When the music is turned up loud enough, it can protect the<br />

child from sound-based attacks or from others reading their thoughts. Be careful not<br />

to turn it up too loud else one can damage their ears.<br />

Pet food – This is a large bag that will provide 1 pet a full week’s worth of food.<br />

Poncho – This helps keep the child from getting wet while it rains. <strong>The</strong> poncho is made<br />

of plastic and can easily be rolled up and stashed away when not needed.<br />

Sewing Kit – Includes several different threads, needles, a thimble, a pin cushion, scissors,<br />

shears and several other items. A sewing kit is used to attach badges to pieces of<br />

clothing or to size clothing items so that they fit the child<br />

better. Having a sewing kit will allow new clothes found to<br />

be automatically the character’s size without having to take<br />

“down time” to adjust them.<br />

Spade – A small folding shovel that can be used to help dig<br />

through dirt, gravel or other loose sediment.<br />

Skill Kit – Tools needed in order to perform a skill with more<br />

efficiency. <strong>The</strong> better equipped the child is, the easier a task<br />

can be completed. For every 5 candy bars in value, this kit<br />

provides a +1 bonus to 1 specific Skill. Once the kit has been<br />

identified with what skill it enhances, it cannot be used for<br />

other skills. Not all skills can be enhanced by a skill kit.<br />

Sleeping Bag – A rolled up bed that allows up to two children<br />

to zip up inside and receive a +1 Frost Resistance bonus.<br />

<strong>The</strong> sleeping bag also allows the child to sleep soundly and<br />

benefit from a full night’s rest.<br />

Snacks – Small packages of food such as nuts, dried fruits,<br />

pre-packaged pastries or similar items that can give the<br />

character a small boost in energy. This is a one-time use<br />

item that is consumed upon use. It requires 1 minute to eat a<br />

snack. A snack restores 1 Synergy Point.<br />

128


Stuffed Animal – A bear, a lizard, a rabbit or even a wolf,<br />

whatever the type of stuffed animal, children find<br />

them intimately comforting. Having one nearby<br />

helps individuals cope with their fears and<br />

anxieties. A stuffed animal provides a<br />

+1 bonus to Bravery. While the value<br />

is set at 1 bag of candy, sometimes,<br />

depending how long the child<br />

has had the stuffed animal, it<br />

could become priceless to<br />

them. Losing a cherished<br />

stuffed animal can be as<br />

heartbreaking as losing a<br />

friend.<br />

Items - Ch.5<br />

Swiss Army Knife – Contains<br />

a large blade, a small<br />

blade, a can opener with<br />

a small screwdriver,<br />

a bottle opener with a large<br />

screwdriver and a wire stripper, scissors,<br />

magnifying glass, reamer with sewing eye, corkscrew, hook, toothpick, tweezers<br />

and a key ring.<br />

Tackle Box – A beginner’s storage box that contains fishing gear including: a stringer,<br />

line, line clippers, bells, swivels, hooks, singers, bobbers, and a few different lures. A<br />

tackle box is necessary in order to use the Sports (Fishing) skill.<br />

Tent – This is a dome shaped tent that is rainproof. It comes with stakes to secure it<br />

to the ground as well as collapsible poles. It can be put together in 15 minutes. It can<br />

house up to 8 children.<br />

Watch, Battery Powered – A digital watch with alarm, stop watch and a less than 1<br />

lumen light to read the face at night. It is battery powered and lasts up to 2 years<br />

before the battery will need to be replaced.<br />

Watch, Self-Wind – A mechanical watch that requires the wearer to wind it up every 24<br />

hours otherwise it ceases to function. It does not require batteries.<br />

Water Bottle – A plastic container that holds up to 16 ounces of water, which can help<br />

a child stay hydrated when out in the city considering that all water facets stop working<br />

after 2 weeks.<br />

Whistle – A small metal device that when blown it can produce a high-pitch whistle that<br />

can be heard up to 1/4 th of a mile away.<br />

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Ch.5 - Items<br />

Transportation<br />

Children use plenty of different ways to get around. While roller skates and<br />

rollerblades are worn, and fit in a backpack when not in use, there are other methods<br />

of transportation that are far larger than a child’s ability to carry outside of their<br />

pockets or backpack. It’s up to the storyteller, but most children have a mountain<br />

bike by the time they are 7, so it would not be unreasonable for the player characters<br />

to start with one.<br />

TABLE 5.8 – TRANSPORTATION<br />

Name Short Description Value Speed Terrain<br />

Bicycle, Mountain An all-terrain bicycle. 5 bx. +8 All<br />

Bicycle, Road<br />

Racing<br />

Bicycle built for speed on roads. 4 bx. +10 Hard Top<br />

Bicycle Accessories -- -- -- --<br />

Front Basket<br />

Back Basket<br />

Able to hold 4 Small or 1 Large<br />

object(s).<br />

Able to hold 4 Small or 1 Large<br />

object (s).<br />

2 cb. -- --<br />

2 cb. -- --<br />

Bicycle Lock Chain with padlock. 1 cb. -- --<br />

Cargo Trailer Capable of holding 10 large objects. 2 bg. -2 Hard Top<br />

Wedge Saddle Bags Able to hold 4 Small objects. 1 cb. -- --<br />

Front Light Pedal powered Flashlight. 1 bg. -- --<br />

Pannier Bag<br />

Able to hold 4 Small or 1 Large<br />

object(s).<br />

1 cb. -- --<br />

130<br />

Scooter Hybrid of skateboard and bicycle. 3 bx. +6 Hard Top<br />

Skateboard Board attached to 4 wheels 1 bx. +5 Hard Top<br />

Bicycle, Mountain – Mountain bikes have larger tires with tread designed to allow the<br />

bike to traverse most terrains. As long as the character has the ability to pedal, the<br />

bicycle can usually make it through – although some loose terrains like sand can make<br />

it harder for the character to pedal. <strong>The</strong> bicycle provides a +8 Speed bonus to the<br />

child’s current speed. Additionally, a character may use Athletics (Run) in order to gain<br />

additional speed.<br />

Bicycle, Road Racing – Road racing bicycles are lighter and have thinner tires than<br />

mountain bikes. <strong>The</strong>y can only be used on hard surfaces in order to gain the Speed<br />

bonus. <strong>The</strong> bonus applies to the character’s current Speed and can be increased by an<br />

Athletics (Run) skill roll. It provides a +10 Speed bonus.<br />

Bicycle Accessories - Bicycles have plenty of options for customization, which include<br />

additional storage or even a flashlight. <strong>The</strong>se accessories are easy to install and don’t<br />

require heavy tools.


Items - Ch.5<br />

• Front Basket – This is a wire basket that is open at the top. It is capable of holding<br />

4 small objects or 1 large object. It is attached to the front of the handle bars.<br />

• Back Basket – This is a wire basket that is open at the top. It is capable of holding<br />

4 small objects or 1 large object. It is attached to the back of the bike.<br />

• Bicycle Lock – A chain or metal beam that fits into a mechanism can attach the<br />

frame of the bike to a bicycle rack or similar area to ensure that it isn’t stolen.<br />

Some locks come in combinations or require a key to unlock. <strong>The</strong> difficulty level<br />

for trying to pick the lock or guess the combination is 40.<br />

• Cargo Trailer – This is a two-wheel trailer that attaches to the back of the bicycle<br />

frame. It holds a plastic container that can fit up to 10 large objects or 40 small<br />

objects, or a combination of each (4 small objects equal 1 large object). <strong>The</strong><br />

container has a lock on it and requires a key to get into it. <strong>The</strong> difficulty level for<br />

trying to open the lock is 40.<br />

• Wedge Saddle Bags – This bag is placed between the seat and the handle bars and<br />

is able to hold up to 4 small objects or 1 large object.<br />

• Front Light – This light is installed at the front of the bicycle on the handle bars.<br />

<strong>The</strong>re is a wire that runs from the light all the way to the back tire where a small<br />

electrical motor is powered by pedaling. As long as the character pedals the light<br />

remains on. <strong>The</strong> light produces up to 60 lumens and creates a spotlight of about<br />

120 ft.<br />

• Pannier Bag – Is a small bag that can fit beneath the seat facing the back of the<br />

bike. This bag may hold up to 4 small items or 1 large object.<br />

Scooter – This is a hybrid between a bicycle and a skateboard. Like the skateboard,<br />

it is propelled by the child kicking off the ground. <strong>The</strong>re are two wheels, one in the<br />

front and back, that are attached to a board where the character stands. <strong>The</strong>re is a rod<br />

that comes up from the front where handle bars allow for the individual to steer. <strong>The</strong><br />

scooter provides a +6 Speed bonus to the child’s normal movement rate and may also<br />

increase in speed depending upon the Athletics (Run) skill roll.<br />

Skateboard – Is a board fixed to a pair of wheels in the front and back.<br />

Skateboards can be used for a variety of tricks. Skateboards are not<br />

as easy to learn as a scooter, but with practice a skateboard can<br />

provide a character with a +5 Speed bonus. <strong>The</strong> child’s speed<br />

can still increase by using the Athletics (Run) skill roll. <strong>The</strong><br />

skateboard is propelled by kicking off the ground. <strong>The</strong><br />

Gymnastics skill may be used while using a skateboard.<br />

Real World Items<br />

Any item that is presently sold in stores<br />

or online in real life can be encountered in<br />

the game world. It is up to the storyteller on<br />

whether to include them and what their values<br />

would be. Some may be incredibly common while<br />

others may be rare.<br />

131


Ch.5 - Items<br />

Badges<br />

Badges are similar to patches, except they do not need to be stitched to someone’s<br />

soul in order for the character to benefit from them. Any number of badges can be<br />

worn at any time, but similar bonuses do not stack, meaning only the highest bonus is<br />

used. All one needs to do in order to benefit from a badge is to have it on their person.<br />

<strong>The</strong>se can be easily lost if not attached to anything, so most stitch the badges onto<br />

their clothes, and those who are sneaky about their badges will often hide them.<br />

Badges are approximately 1 inch in diameter and add 1 Heavy per badge regardless<br />

of the bonus it provides. Badges may also have Aura requirements to use them. If<br />

a child does not equal or exceed the Aura amount then the badge does not function.<br />

Badges cannot be created, but are found by defeating monsters, in hidden locations<br />

around Applewood, or may even be gifts from the Boogeyman.<br />

Below is a list of the most commonly known badges:<br />

TABLE 5.9 - BADGES<br />

Name<br />

Ability Boost<br />

Defense Boost<br />

Elemental<br />

Protection Shield<br />

Resistance Boost<br />

Skill Boost<br />

Speed Boost<br />

Description<br />

Provides a bonus to one Ability score.<br />

Provides a bonus to Evade, Resist or Willpower.<br />

Weapons used deal bonus Fire, Frost, Acid, Spark or Eternity<br />

damage.<br />

Provides a bonus to Protection.<br />

Provides a resistance bonus to Fire, Frost, Acid, Spark or Eternity.<br />

Provides a bonus to 1 Skill.<br />

Provides a Speed bonus.<br />

TABLE 5.10 - BADGE MODIFIERS<br />

Bonus<br />

Per +1 Bonus<br />

Value<br />

1 Box of Candy Bars<br />

Ability Boost – <strong>The</strong>se badges provide a temporary bonus to one of the character’s<br />

ability scores. <strong>The</strong> badge is specific to Strength, Body, Agility, Intellect, Spirit or Heart<br />

and will only provide its bonus to that specific ability score. Enhancements to ability<br />

scores do not count towards the acquisition of new skill points. Ability score badges are<br />

often called by the name of the ability they increase, i.e. Strength badge, Body badge,<br />

Agility badge, Intellect badge, Spirit badge and Heart badge.<br />

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Items - Ch.5<br />

Defense Boost – <strong>The</strong>se badges add a temporary bonus to one of the character’s defense<br />

scores such as Evade, Resist or Willpower. Defense badges are called by the name of<br />

the defense they improve, such as Evade Badge, Resist Badge, or Willpower Badge.<br />

Elemental – <strong>The</strong>se badges add a temporary bonus to any weapon the child is wielding.<br />

<strong>The</strong> badge is dedicated to a specific elemental type such as Fire, Frost, Acid, Spark or<br />

Eternity where the bonus is dealt that specific type in damage. Elemental badges are<br />

often called by the name of the ability they increase, i.e. Fire badge, Frost badge, Acid<br />

badge, Spark badge and Eternity badge.<br />

Protection Shield – This provides an invisible layer of protection on the character. <strong>The</strong><br />

badge adds on top of the character’s present Protection score despite what article of<br />

clothing the badge is stitched to.<br />

Resistance Boost– <strong>The</strong>se badges improve the character’s Shield, reducing damage<br />

sustained from sources such as Fire, Frost, Acid, Spark or Eternity. <strong>The</strong>se badges are<br />

often named Fire Resistance, Frost Resistance, Acid Resistance, Spark Resistance or<br />

Eternity Resistance badges and only provide bonuses to one specific element type.<br />

Skill Boost – <strong>The</strong>se badges are named after the skill that they influence and each<br />

badge only influences one specific skill. <strong>The</strong> bonus that is provided adds to the Skill<br />

roll results for that specific skill. An example would be Aware badge, Sports (Fishing)<br />

badge or Sway badge.<br />

Speed Boost – <strong>The</strong>se badges provide a bonus to the number of squares that a character<br />

may travel in a single move action.<br />

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Ch.6 - Settings<br />

134

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