Awesome, then you can get started on the next steps of character creation.
[ +- ] Age
In this game, your character is between 10 and 15 years old. Choose your age freely. Your age affects your attribute score and the amount of Luck Points you have, but also how you picture the Kid in your mind and how you play the character.
[ +- ] Attributes
Your Kid is defined by four attributes that tell you what you are good at and how you can cope with Trouble. The attributes are: body, tech, heart and mind. The attribute scores range from 1 to 5, and correspond to the number of dice that you roll when you try to overcome Trouble.
■ BODY is the ability to jump high, run fast, fight, sneak, and climb.
■ TECH is the ability to understand machines and robots, program technological things, open locked doors, and build things.
■ HEART is the ability to make friends, lie, know the right people, create a good atmosphere, and persuade others.
■ MIND is the ability to find weak points, understand people, situations and creatures, solve riddles, understand clues, and have the right knowledge at the right time.
STARTING SCORES: Distribute points equal to your age in the four attributes. Your starting score can be no higher than 5 in any attribute. You need to take at least 1 in each attribute.
[ +- ] Luck Points
The so-called Luck Points are something you can use to overcome Trouble more easily – they give you the chance to re-roll dice.
In this game, younger Kids are luckier than older ones. You start the game with a number of Luck Points equal to 15 minus your age. Your Luck Points are replenished at the beginning of every session. You cannot save Luck Points from one session to another and you can never go above your starting number.
[ +- ] Skills
Each attribute has three connected skills. These are areas where the Kid can be well trained. The level of a skill varies between 0 and 5, and corresponds to how many dice you can add to the dice roll when you try to overcome Trouble, in addition to the dice from your attribute. At the start of the game, you distribute 10 points among your skills. You may take up to level 3 in the three key skills of your Type. For other skills, a starting skill level of 1 is the maximum.
BODY
■ SNEAK is the ability to hide and sneak.
■ FORCE is the ability to lift heavy things, fight, and endure in physically stressful situations.
■ MOVE is the ability to climb high, balance, and run fast.
TECH
■ TINKER is the ability to build and manipulate machines and other mechanical items.
■ PROGRAM is the ability to create and manipulate computer programs and electronic devices.
■ CALCULATE is the ability to understand machines and other technical systems.
HEART
■ CONTACT is the ability to know the right person.
■ CHARM is the ability to charm, lie, befriend, and manipulate.
■ LEAD is the ability to make others work well together, and to help them when they are scared, sad or confused.
MIND
■ INVESTIGATE is the ability to find hidden objects and understand clues.
■ COMPREHEND is the ability to have the right piece of information or to be able to find it at the library.
■ EMPATHIZE is the ability to understand what makes a person, an animal or any kind of conscious thing tick, and how to find its weak spot.
For your Types, the Key Skills are:
Bookworm: calculate, investigate, comprehend
Computer Geek: calculate, program, comprehend
Jock: force, move, contact
Rocker: move, charm, empathize
Weirdo: sneak, investigate, empathize