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CHAPTER O5

THE SKILLS
SNEAK (BODY) You need a certain Item.
The ability to hide, sneak or steal. You need to successfully CALCULATE.
You need to successfully COMPREHEND.
BONUS EFFECTS: You need to successfully PROGRAM something.
Give a success to another Kid. You need a lot of time.
You find something unexpected, or more of what You need new tools.
you were looking for.
When you have what you need, you roll to overcome
the Trouble of actually making the thing. If the roll is
FORCE (BODY) successful, you write down the object as an Item with
The ability to lift heavy things, fight, and endure phys- a bonus of +1.
ically stressful situations.
BONUS EFFECTS:

BONUS EFFECTS: The thing is more durable than expected. Add +1


Give a success to another Kid. to the bonus (up to +3).
Impress, frighten or humiliate. The thing can do more than expected. Add +1 to
Pin your opponent. the bonus (up to +3).
Take something from your opponent. The thing is more discreet than expected. Add +1
Your opponent is knocked unconscious. to the bonus (up to +3).
You don’t need to roll to overcome the exact same
Trouble in the future.
You avoid any collateral damage.
AVOIDING ATTACKS
Sometimes, an NPC tries to hurt or
MOVE (BODY) manipulate you. In such a situation,
describe how you try to avoid the
The ability to climb high, balance, run fast, and chase
Trouble, and roll for the relevant
someone or get away. skill. If it’s a physical attack,
like a punch to the face, MOVE is
BONUS EFFECTS: most often used. If the NPC is doing
Give a success to another Kid. something relational like seducing
Impress someone. you or telling you lies, use CHARM.
No one notices you. In situations where you need to rely
on wits to understand something in
time to avoid it, roll COMPREHEND,
TINKER (TECH) and in situations where a sharp eye
is required, like when you are walking
The ability to build and manipulate machines and oth-
into an ambush, roll INVESTIGATE.
er mechanical items.
If you aren’t aware of what is
about to happen, like when some-
BUILD one has put a sleeping pill in your
The Gamemaster will tell you what it takes to build breakfast cornflakes, the Game-
something. Some examples of what might be needed: master can decide that you don’t get
to roll to avoid it or that it is
Extremely Difficult or even Almost
Impossible.

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TROUBLE
MANIPULATE globes. Sometimes you have to use CALCULATE first to
The TINKER skill can also be used to break, use or ju- figure out how to do it.
ry-rig mechanical things, to pick locks, and drive mo-
tor vehicles. Sometimes you have to use CALCULATE first BONUS EFFECTS:

to figure out how to do it. Give a success to another Kid.


You don’t need to roll to overcome the exact same
BONUS EFFECTS: Trouble in the future.
Give a success to another Kid. You do it quickly.
You don’t need to roll to overcome the exact same You get new or unexpected information.
Trouble in the future. You show off.
You do it quickly.
You do it quietly.
You show off. CALCULATE (TECH)
The ability to know how technical objects work and
how to use them. It could be robots, machines, magne-
PROGRAM (TECH) trine ships, cyborgs, or an alarm clock. If you succeed,
The ability to create and manipulate computer programs you get to ask two questions:
and electronic devices. This is a sister skill to TINKER, but What is its purpose?
used for electronic things rather than mechanical. How does it work?
How can I use it?
CREATE Who built it?
The Gamemaster will tell you what it takes to create What problems could it cause?
something. Some examples of what might be needed: Is it illegal?
You need a certain Item.
You need to successfully CALCULATE. BONUS EFFECT:

You need to successfully COMPREHEND. Ask one additional question and take +1 die on one
You need to successfully TINKER first. roll when you use the information (up to +3).
You need a lot of time.
You need new tools.
CONTACT (HEART)
When you have what you need, you roll to overcome the The ability to know the right person and can get a hold of
Trouble of actually creating the thing. If the roll is success- her. You tell the Gamemaster who the person is, and roll to
ful, write down the object as an Item with a bonus of +1. overcome the Trouble of finding her. If you succeed, you
find her, or she finds the Kids ready and able to help. If you
BONUS EFFECTS: fail, the person doesn’t want to help you or maybe she even
The thing is more effective than expected. Add +1 wants to hurt, humiliate or make life difficult for you, and
to the bonus (up to +3). will come looking for you.
The thing can do more than expected. Add +1 to
the bonus (up to +3). BONUS EFFECTS:

The contact has all the right tools with her.


MANIPULATE The contact may heal one of your Conditions.
The PROGRAM skill can also be used to manipulate The contact brings more people, also ready to help.
electronic items. Examples include infecting a com- You don’t have to roll to get a hold of the contact
puter with a virus, disabling an alarm or electronic again during this Mystery.
lock, confusing or controlling robots, and operating The contact knows something important.
strange objects like time machines or transformation You may use the contact once as an Item with bo-
nus +1 (up to +3).

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CHAPTER O5
WHEN TO KNOW WHAT
There are four skills to get infor-
mation: COMPREHEND, INVESTIGATE, CALCU-
LATE and EMPATHIZE. In some cases, they
will overlap. The Gamemaster and the
CHARM (HEART)
The ability to charm, lie, befriend, and make people
players should decide together which
do what you want. As always, the Gamemaster decides
skill is appropriate in any given
situation, and in some cases you may what can plausibly be achieved.
choose the better of two skills. The
Gamemaster has final say. BONUS EFFECTS:

COMPREHEND is the broadest skill. She keeps believing you.


It is used to know things that can be You have formed a lasting relationship.
learned in school, to crack riddles, She will take risks to help you.
and to find information in libraries. She will try to persuade others to believe you.
INVESTIGATE is only used to look for
She’s frightened, confused or impressed.
things, finding a hidden door, or to
She’s infatuated.
examine a corpse or a crime scene.
CALCULATE is used when you examine,
study or want to figure things out.
Maybe you want to know how to destroy LEAD (HEART)
an alarm, or you want to know what the The ability to make your friends work together, to
strange device on the roof is. EMPA- help them focus on the task at hand in difficult sit-
THIZE is used to figure out things about uations, and to soothe them when they are scared
conscious creatures, what they are or confused.
feeling, planning to do, how to make If you have time with the other Kids, you may in-
them do something or what they like spire and prepare them for a difficult situation. You
or dislike. The skill applies whether
roll to overcome Trouble, and your successes become
they are human, animals or robots, as
a dice pool (see the table below). You may, in the up-
long as they are conscious.
coming scenes, distribute bonus dice to the other Kids
when they roll to overcome Troubles – but only if they
do as you say. You cannot give these dice to yourself.
If you fail to LEAD, you must check a Condition,
and ask the other Kids how the relationship has
been hurt. There may only be one dice pool active
EXAMPLE at a time – the group cannot have more than one
Player 1 (Olle): Do I know anybody who leader.
could help us get to the body?
The Gamemaster: Do you? LEADING OTHER KIDS
Player 1: Eh… yes, my dad’s friend is a cop. Successes Dice Pool
He likes to play with me when he visits.
1 success 2 dice
The Gamemaster: What is his name?
Player 1: He is called Salmon because he loves 2 successes 4 dice
to fish, but his real name is Oskar. 3 successes 6 dice
The Gamemaster: Roll CONTACT.
Player1: Miss!
The Gamemaster: Suddenly a police car parks If you spend time privately with another Kid, giving
outside the school. All the kids go to the her advice and comfort, you may heal one of her Con-
windows to look. You can see that it’s Salmon, ditions. You roll to overcome Trouble, and if you suc-
and he walks right towards your classroom ceed, the Condition is healed. If you fail, you suffer the
and he looks mad. Maybe he heard what you same Condition. You cannot heal Broken Kids using
did at the robot factory? this skill.

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TROUBLE
BONUS EFFECTS:

Heal an additional Condition.


Heal one of your own Conditions.

INVESTIGATE (MIND)
The ability to find hidden objects, understand clues,
break puzzles or survey a place or a situation. You get
to ask two of these questions:
What is hidden here and where is it?
What does it mean?
What has happened here?
How can I get into/out of/past something?
What threats can I perceive here?
Where is it?
If the roll fails, you have misunderstood something,
someone has found out something about you, or you
suffer a Condition. The Gamemaster decides. What does she want?
What will she do?
BONUS EFFECT: Is she lying?
Ask one additional question and get +1 die on one
roll when you use the information (up to +3). If the roll fails, the Gamemaster either gives you bad news
or the wrong information (the Gamemaster doesn’t tell
which it is) or makes something bad happen.
COMPREHEND (MIND)
The ability to have the right piece of information or to be BONUS EFFECT:

able to find it at the school library or a similar location. Ask one additional question and take +1 die on one
The Gamemaster will give you the information, or ask roll when you use the information (up to +3).
you to come up with something on your own. If you fail
the roll, the Gamemaster gives you bad news or the wrong
information (the Gamemaster doesn’t say which it is). EXAMPLE
Player 2 (Anita): I want to know what he is
BONUS EFFECT: thinking, so I roll EMPATHIZE, with four dice.
You get additional information and +1 bonus die to The Gamemaster: Wait, wait, wait! You have
one roll when you use the information (up to +3). to study him or talk to him before you can
understand him.
Player 2: Okay, I do that. I talk to him.
EMPATHIZE (MIND) The Gamemaster: What do you say?
The ability to study what makes a person, an animal Player 2: I walk up to him in the schoolyard,
or a conscious robot or cyborg tick, and how to find and ask him what he was doing on Adelsö
its weakness. You need time to study or talk to the yesterday.
creature or person to be able to roll for the skill. If you The Gamemaster: He looks at you for a long
succeed, you get to ask two questions. time. “I wasn’t there.”
What is her weak spot? Player 2: “Strange, I’m sure I saw you there.”
How can I make her do something? The Gamemaster: “You’re mistaken.” He
What does she feel? looks confused or scared. Roll the dice.

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