So i've been trying to come up with a playbook for a child who has recently discovered that he has magic abilities.
I don't want to write a magic system for AW. I don't want a list of spells. I don't want any kind of Harry Potter thing going on either.
What I want is a playbook who can manipulate reality on some fundamental levels. The more drastic, powerful, and obvious the manipulation, the greater chance there is for chaos to occur. The kid isn't really in control of his abilities; it's way too early in his 'awakening' for that. He's wielding dangerous forces that he doesn't really understand and isn't mature enough to handle.
I'd like to get some opinions and thoughts on this, please.
Introducing
The Kid Wizard
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You don't remember the Great Cataclysm; the apocalypse that left the world broken and ruined You can't fathom the sense of loss the adults feel. You haven't lost anything; you never had anything. But you've got something they don't: weird powers than are connected to the bright lines of blue energy that stream from the fabric of reality. The world you know is made of imagination and dreams. You don't even see the bleakness of the landscape. How could you?
All of the grown-ups are scared: scared of the weather, scared of the monsters, scared of each other, and some are scared of you. But you're not scared of anything. Especially not any stupid old people.Creating a Kid Wizard To create your Kid Wizard, choose your status with NEMA, looks, stats, moves, gear, and Hx.
NEMA NEMA will not recruit a child directly, but the kid wizard will be a source of curiosity, consternation, and possibly fear among its members. You are connected to the Blue Zones in a way no adult can be, and you have a primal, intuitive understanding of the unholy creatures running around the wasteland. Some will ask you for deliverance, some will want to study you, and others will want to end you, even if you are just a kid.
Look Boy or girl
Scrounge wear, children's wear, stuffy winter clothes
Young face
Undeveloped body, barely pubescent body, awkward body
StatsChoose one set:
Cool +1, Hard -1, Hot -1, Sharp +1, Weird +2
Cool +0, Hard -1, Hot, +2 Sharp +1, Weird +2
Cool +1, Hard -2, Hot +0, Sharp +2, Weird +2
Cool +2, Hard -1, Hot +1, Sharp -1, Weird +2
Basic MovesYou get all the basic moves.
Kid Wizard MovesYou get this one:
Chaos Magic: You can use the psychic maelstrom to alter reality to suit your liking. Choose however many from the list below that you want and roll+weird. 10+, 3 of your choices happen the way you intended. 7-9, 2 happen the way you intended, but 2 more don't. On a miss, the MC determines which choices happen in what way.
the effect is subtle +quiet
the effect is loud and attention-getting +loud +messy
the effect does 2-harm
the effect does 2 s-harm
the effect is energy-based +energy
the effect calls upon dark forces +evil
the effect does ap harm
the effect remains indefinitely
the effect produces a physical object
the effect heals 1 harm
the effect gives someone a +1forward for a specific taskAnd then choose 1: I don't need you!: In battle, you can ignore all attempts to help or interfere with you. You can ignore all of them or just whichever ones you want.
Kids these days: You get +1 weird (+3 weird)
No one can find me here: If you need to escape from a bad situation, roll+cool and you find an exit that no adult could fit through. 10+ you get through and escape with no problem. 7-9, you get in, but you're stuck for a while.
Why do they tell kids there's no monsters?: When you spend a few minutes observing a paranormal or supernatural event, creature, or phenomenon, you can understand what it is and what it's all about. Roll+sharp. 10+, you get to ask three of the questions below and the MC has to answer you truthfully. 7-9, ask 1.
has this ever been recorded before in history?
what does it want right now?
is it injured, mutated, or different somehow?
is it aware of me/us?
what are its specific vulnerabilities?
what does it mean that it is here?
They're so cute at that age: If you go aggro on an NPC or character and are younger than them by a substantial amount, roll+hot instead of +hard.
Grandmaster Kid Wizard: When you use Chaos Magic and roll a 10+, 1 more of your choices happen the way you intended. When you roll a 7-9, only 1 choice happens the way you didn't intend.
GearYou get:
A backpack, lunchbox, or messenger bag with toys, books, and other personal items.
HX Everyone introduces their characters by name, look, and outlook. Take your turn.
List the other characters' names.
Go around again for Hx. On your turn:
One of them has been taking care of you, at least more than anyone else ever has. Tell that player Hx+2
One of them thinks you might be in with the demons or something. Tell that player Hx-1
Tell everyone else Hx+1. Your abilities are wonderful, and you make sure everyone knows it. Plus, you know, you're a kid, and kids love attention.
On the others' turns:
You make snap decisions on whether or not you like a person. Whatever number another player gives you, either add or subtract 1. This can be for any reason at all.
Kid Wizard Special You shouldn't be having sex with anyone. You're a child. You can, however, still share an intimate moment where you share your fears and the other character sings you a lullaby or something nice like that. Roll+Hx. On a 10+, you get 3 hold over that character. On a 7-9, you get 1 hold. You can spend 1 hold to have that character appear from nowhere to rescue you, but only when you are completely helpless. On a miss, they mess it up and you think grown-ups don't understand you, which means Hx-1.
Kid Wizard Improvement Whenever you roll a highlighted stat, and whenever you reset your Hx with someone, mark an experience circle. When you mark the 5th, improve and erase.
Each time you improve, choose one of the following. Check it off; you can't choose it again.
+1 cool (+2 cool)
+1 hard (+2 hard)
+1 sharp (+3 sharp)
add another choice on a 10+ when you use Chaos Magic
add another choice on a 10+ when you use Chaos Magic
get another kid wizard move
get another kid wizard move
get followers (detail) and fortunes
get a move from another playbook
get a move from another playbook
Barter If you can find someone willing to trust a small child, 1-barter is the going rate for one session of talking in detail about your powers, serving as an adviser when dealing with monsters, one interaction with the maelstrom at a Blue Zone, or one use of Chaos Magic.
1-barter will buy you food, clothes, a warm bed, or some toys that aren't broken.