I like what you've done for the Kid Edges & Hindrances. I'll have
to print these off & save them.
I assume Kids are size 5 automatically, and become size 6 once they buy
off the hindrance. I've also developed a few edges and hindrances exclusivly
for Kids I don't have prices worked out yet.
Not an edge, but still on the size note; I havn't had this
situation yet, but I normally would'nt allow a character to become "Brawny"
after character creation, but I'd allow Kids to by it up to a year after
buying off the Kid hindrance
hmmmm... that brings up another thought... once the Kid has grown up, he
doesn't have the cap on his strength and knowledge anymore. But presumably the
traits are at what they were as a kid. so that say this person was fully
develpoed as a kid. Should a grown up kid get a one time discount on
increasing strength and knowledge?
Edges:
Faith of a Child:
Allows a Kid character to
take the following faith related and personally spiritual Arcane
Backgrounds such as Anahuac, Blessed, Doomsayer, Elightened, Junker (bit of
faith is technology is needed, even if there is no aptitude), Shaman,
Voodooist, but not Templar. Not Simon or even Jo would let a kid be a full
Templar before they grow up. It also gives the little squirt +2 to all Spirit
related Aptitudes.
Boy Genius:
Despite the name, girls
can take this too. Allows a Kid character to take the Arcane Backgrounds that
involve study and arcane powers such as Huckster, Mad Scientist,
Junker, and Witch. The caps on the kids Strength and Knowledge traits
are reversed (maximum Strength
is a d8 and maximum Knowledge is a d10).
Tom
Boy:
This is only available to
girls with the Kid hindrance. All Nimbleness related skills a get +2, as well
as a +2 to all Stun and Recovery checks.
Bully:
Kids with the Bully edge
get +2 to overawe and +2 to fightin’: brawlin’
Growth
Spurt:
This is like brawny for
Kids. They are size 6 while they have the Kid hindrance and have no cap on
Stregnth. This is canceled out once the character is no longer kid.
Wild
Imagination:
Only
Kids can have this edge. They get +2 to guts and smarts checks. On the down
side, they are a little more gullible. They get a –2 when trying to scrutinize
against someone’s bluff or tale-tellin
Hindrances:
Run Away
Imagination:
Only
Kids can have this hindrance. They are a little gullible. They get a –4 when
trying to scrutinize against someone’s bluff or tale-tellin’ as well as –2 to
guts in from of an abnormal creature (Maze Dragon, Walkin’ Dead, Werewolf,
Mojave Rattler, etc.)
Technophobe:
The
kid has grown up in a post apocolyptic would. The understand very little about
technology and are very afraid of it. Any mechanical abomination (Automtatons,
Tin Men, Texas Razor, etc) affect the savage as if the Terror score was one
step higher. The effective fear level for a savage is one step higher in the
presense of technology she isn't used to. Cars may make her nervous for a
while but she will eventuall get over it with experience, however technology
she hasn't seen before still frightens her. Good luck getting her to
Junkyard.