Shadowrun

Shadowrun Play => Gamemasters' Lounge => Topic started by: Major Doom on <12-13-10/1248:02>

Title: Child Antagonists
Post by: Major Doom on <12-13-10/1248:02>
Drawing some creative inspiration from the book "They Fight Like Soldiers, They Die Like Children (http://www.randomhouse.ca/catalog/display.pperl?isbn=9780307355775)", I thought it would be great to portray how children are exploited for use as cheap combatants.  With Shadowrun spotlighting a dystopian future, having PCs encounter Ork or Troll kids that have been abandoned, facing them down in an alley or the Barrens, is an opportunity not be left unused.

So since the books never specifically gave stats on child versions of NPCs, has anyone created or have ideas on what their stats (Attributes and Skills) would look like?  Also would it be extra creepy and exploitative to have them augmented too?  What about making them uncontrollable Awakened, similar to Drew Barrymore in Firestarter (http://www.imdb.com/title/tt0087262/)?
Title: Re: Child Antagonists
Post by: The_Gun_Nut on <12-13-10/1256:28>
Basically, virtually any street gang you run into will be filled with young to older teens.  Essentially still children, just not the wee anklebiters kind.
Title: Re: Child Antagonists
Post by: Kot on <12-13-10/1328:59>
This is hard stuff. And i'd approach it carefully. Motives like that tend to take their emotional toil on players. But if you play with people who want something more than fun and profit, and expect you to include morality and difficult situations in your games, this is it. I bet most gangs and organizations use kids. And there can be a child gang, that'd be even more cruel and ruthless than those 'adult' ones. As with Lord of Flies, things like that tend to be really grim.
But it's a great theme for a whole storyline. Like:
The team is slowly getting more experienced, wealthy and famous in the shadows, as 'those new talents'. Life seems to be great, when... Well, runners always have enemies. And those enemies find their homes and start harassing them, even launching attacks and setting ambushes. It quickly becomes obvious it's time for a change of scenery, at least in favor of one they could easily defend, and/or hide. One of their fixers offers them a great place - some kind of mainly underground abandoned governmental complex. The only problem with it - as he says - is in the gang, that has residence in that part of the Barrens zone, which has to be coaxed into accepting their presence. As they probably won't take it as a difficult task, and because the place is really great for a shadowrunner base, they accept.
Only to find that the gang is composed of kids, up to the age of fifteen (the older kids are cast away, and join other gangs; and metahuman ages are respectively adjusted - they're kids; kids are smart). Now they have to deal with almost two hundred kids, ages from four to fourteen, with a few toddlers. Now what? How will they react, when they notice those kid-gangers sport tatoos, scars, knives, guns, and even occasional second-hand cyberware? And that they steal, kill, peddle, and prostitute themselves, and other kids to get by. Will they just accept the fact, buy the kids off, and focus on their Secret Lair? Or will they do everything they can to change something, even if just a little?
Off course, they will have to deal with lots of problems. Like the gang's leader, a troll with human cyberarms that start to fail as she grows up (and make her scared and cranky). Or the conflict between two of the gang's magic users - a shaman, who's influenced by his mentor (a member of another gang), and a hermetic, who follows the advice of his 'imaginary friend'. What will they do, if they find both magicians fighting over a prospective student? And what if that horribly shy dwarf girl is problem is being a technomancer in a mosty dead zone? And maybe there are worse things to deal with, like their 'mom' - a twelve year old elf girl, who takes care of the youngest... because she's a but, that found a great new place for a hive. And to get rid of the players she simply orders some of the younger kids to kill them? What will they do when they face seven year old 'assassins' aiming at their heads?

Heh. I think i went overboard a bit there. Well, that should give a slight idea what can be done with the theme. Responsively. It's as much of a difficult theme as child prostitution, and slave labor. So, yes. It's doable. But only if you're sure your players can stomach it. And even then, be ready for difficulties.

P.S. I might sound a bit oversensitive there, but that's because i have a few bad experiences with really difficult topics. Take it as a bif of advice from a GM who did three months worth of research to play a game of Call of Cthulhu taking place in the Auschwitz-Birkenau concentration camp. And which ended after a little over an hour. With one player killing his character on purpose, and leaving the table with tears in his eyes. That game was one ow my worst ideas. It took me some time to recover from it.
Title: Re: Child Antagonists
Post by: Major Doom on <12-13-10/1445:04>
Thanks for ideas, but I was actually looking for any stat adjustments for child NPCs.  I mean I can cook something up myself, but I figured I'd ask and see if anyone else used such resource in their games.
Title: Re: Child Antagonists
Post by: Dead Monky on <12-13-10/1607:06>
I've never used child enemies in ShadowRun, but I have attacked the players with child zombies (D&D) and cadaver men (EarthDawn.)  As Kot said, you have to be careful because it gets nasty, grim, and unpleasant pretty quickly, but it can be a great tool for shocking the players and driving home just how messed up evil or flat out desperate the adversary is.
Title: Re: Child Antagonists
Post by: Kot on <12-13-10/1829:20>
As for the stats, you have a good overview on how much is a skill score worth in the rulebook. As for stats, 3 is an average for a human. So, children get 2 on most (besides Intuition, which is their strong point - kids are very perceptive and insightful, even if they don't have the knowledge, or pure intellect to match an adult. Cut the BP in half. And use only Professional Rating up to 2 for 'big kids' and individuals like kid mages.
Just use pure logic. That usually works. :D

P.S. Monky, one of my creepiest ED ideas was a group of cadavermen children singing in a single-minded blasphemous choir praises to the sweet, sweet agony their master brings, and not much beside that - no physical combat or spells, just pure CoC-like sanity loss. They were to be the final enemy for the in-Kaer campaign prologue. I just never managed to get players devoted enough to start playing the game.
Title: Re: Child Antagonists
Post by: Fizzygoo on <12-13-10/1831:55>
As a quick and dirty young'n stats. If the average Attribute rating for humans is 3, then average for around puberty (12 years old +/1 2 years) would be 2, and prepubescent is 1. If I remember correctly human physical maturity is reached around 20 years of age (younger for women, older for men, averages to ~20). Though doing a quick search on the subject there doesn't seem to be a consensus on this and the only thing that's certain is when puberty is reached and that depends largely on environment, diet, society as well as some genetics and add to that women start puberty earlier than men...on average.

So my ad hoc average human attributes by age would be

Ages
Attribute<77-1415-2021+
Body1233
Agility1233
Reaction1233
Strength1233
Charisma1233
Intuition1233
Logic1233
Willpower1233


(I did the table because I thought, hey, I bet there's some mental attributes that could be adjusted differently, or even like agility or reaction reaching 3 earlier than others, but then looking at them, and realizing that these are inherent averages (and to keep tracking these things to a minimum) the 1, 2, 3 progression works just fine even though saying a 15 year old has the same developmental level as a 25 year old, physically and mentally, doesn't sit quite right with me. And the differences between a 7 year old and a 14 year old are quite huge. So maybe doing it as <11, 12 - 15, 16+ as the 1,2,3 would fit better for actual game play.)

Then, after adjusting for sub-species ages (orks and trolls maturing hitting puberty early than humans etc.) I'd use those same categories and for the <7 range give the species-bonuses to attributes at 1/2 or even 1/3 maybe, then 7-14 at full or 1/2, and full attribute bonuses after 15.

And of course a whole range of negative qualities could be / should be layered on as "inherent" for the various ranges. Like <7 would be uneducated (don't have my book here so I can't go through them, but I know there's more that would fit an average 5 year old, hehe, like Uncouth - saying what's on his or her mind with no social control, picking noses, throwing tantrums, etc.). And so on.

Otherwise...yes, including children in the game, especially as enemies, brings a level of dark to an already mostly-dark game (NERPS!). For a fantasy game I was going to run I did my own age categories for the various species and included average stats for them (stats based on age category and species). I showed it to a fellow gamer and he just asked "why? Why include this. I mean, having the stats for a 1 or 4 or 8 year old is just extra work you don't need to do, because really who's going to want to play in a situation/encounter where you have to worry about the stats of a kid, or an infant even. I mean, if it comes down to it and we have to try and save the kid but the monster gets there first...the kids dead." This hadn't even occurred to me...I just like statistics and seeing how to make a world somewhat internally consistent within the rules.

On the otherside, I did start a campaign where the PCs were just post-pubescent, living on the edge of the barrens, and having to find their way in the world. I did the campaign with two different sets of players. One didn't take to it. The other did. The one that took got into it, the mage used a pokemon deck as a source for inspiration for his character's abilities, the other a technoshaman playing games, etc. Then slowly introduce elements to pull them into the shadows. A ghoul that wants to bring the kids into his organlegging gang, another "standard" street gang, a P.I. that would use the kids to keep an eye on targets, the Lone Star cop that used them to get info on anything going down, etc. It didn't last long, but that was mostly because of other events. My plan had been to "have them grow up" into 400 BP equivalent adults over the course of about 4 - 8 missions.

:)
Title: Re: Child Antagonists
Post by: Kot on <12-13-10/1835:13>
Heh. And you can always check out the nWoD Innocents for guidelines. It's basically World of Darkness in which you play kids.
Title: Re: Child Antagonists
Post by: Dead Monky on <12-13-10/1838:14>
Quote
P.S. Monky, one of my creepiest ED ideas was a group of cadavermen children singing in a single-minded blasphemous choir praises to the sweet, sweet agony their master brings, and not much beside that - no physical combat or spells, just pure CoC-like sanity loss. They were to be the final enemy for the in-Kaer campaign prologue. I just never managed to get players devoted enough to start playing the game.
Damn.  I like.
Title: Re: Child Antagonists
Post by: etherial on <12-13-10/2159:04>
As for the stats, you have a good overview on how much is a skill score worth in the rulebook. As for stats, 3 is an average for a human. So, children get 2 on most (besides Intuition, which is their strong point - kids are very perceptive and insightful, even if they don't have the knowledge, or pure intellect to match an adult. Cut the BP in half. And use only Professional Rating up to 2 for 'big kids' and individuals like kid mages.
Just use pure logic. That usually works. :D

P.S. Monky, one of my creepiest ED ideas was a group of cadavermen children singing in a single-minded blasphemous choir praises to the sweet, sweet agony their master brings, and not much beside that - no physical combat or spells, just pure CoC-like sanity loss. They were to be the final enemy for the in-Kaer campaign prologue. I just never managed to get players devoted enough to start playing the game.

+1. Less BP/Karma is totally the way to go.

All things dull and ugly,
All creatures short and squat,
All things rude and nasty,
The Lord God made the lot.

Each little snake that poisons,
Each little wasp that stings,
He made their brutish venom;
He made their horrid wings.

All things sick and cancerous,
All evil great and small,
All things foul and dangerous,
The Lord God made them all.

Each nasty little hornet,
Each beastly little squid,
Who made the spikey urchin?
Who made the sharks? He did.

All things scabbed and ulcerous,
All pox both great and small,
Putrid, foul, and gangrenous,
The Lord God made them all.

Amen.
Title: Re: Child Antagonists
Post by: Major Doom on <12-14-10/0940:28>
I've never used child enemies in ShadowRun, but I have attacked the players with child zombies (D&D) and cadaver men (EarthDawn.)  As Kot said, you have to be careful because it gets nasty, grim, and unpleasant pretty quickly, but it can be a great tool for shocking the players and driving home just how messed up evil or flat out desperate the adversary is.
It's basically the effect I'm going for, to set players off-balance with unexpected adversaries.

As for the stats, you have a good overview on how much is a skill score worth in the rulebook. As for stats, 3 is an average for a human. So, children get 2 on most (besides Intuition, which is their strong point - kids are very perceptive and insightful, even if they don't have the knowledge, or pure intellect to match an adult. Cut the BP in half. And use only Professional Rating up to 2 for 'big kids' and individuals like kid mages.
Just use pure logic. That usually works. :D

As a quick and dirty young'n stats. If the average Attribute rating for humans is 3, then average for around puberty (12 years old +/1 2 years) would be 2, and prepubescent is 1. If I remember correctly human physical maturity is reached around 20 years of age (younger for women, older for men, averages to ~20). Though doing a quick search on the subject there doesn't seem to be a consensus on this and the only thing that's certain is when puberty is reached and that depends largely on environment, diet, society as well as some genetics and add to that women start puberty earlier than men...on average.

...

Thanks for the ad hoc stats.  I was figuring that some of the Physical Attributes would be around 2, with Ork and Troll kids being stronger, but some Mental Attributes can be between 3 and 5, since some are quite intuitive and naturally charismatic (cute/adorable factor).


Heh. And you can always check out the nWoD Innocents for guidelines. It's basically World of Darkness in which you play kids.

I never got a chance to fully read it through it when I ran nWoD, but at the time my chronicle was focused on the adult perspective anyway.
Title: Re: Child Antagonists
Post by: Kot on <12-14-10/0945:00>
I never got a chance to fully read it through it when I ran nWoD, but at the time my chronicle was focused on the adult perspective anyway.
It's a totally different game. And there's a lot of talk about differences between children and adults, both physical and mental.
Title: Re: Child Antagonists
Post by: Critias on <12-14-10/2104:43>
Before you knock their physical stats down too low, keep in mind that (a) Orks and Trolls mature physically pretty young, and (b) most street docs don't have shit for scruples, or they wouldn't be street docs.  If these kids can mob up and form a gang, they can save up for some hideous looking chrome to be implanted into 'em. 
Title: Re: Child Antagonists
Post by: Fizzygoo on <12-15-10/1430:56>
I was figuring that some of the Physical Attributes would be around 2, with Ork and Troll kids being stronger, but some Mental Attributes can be between 3 and 5, since some are quite intuitive and naturally charismatic (cute/adorable factor).

As for stats, 3 is an average for a human. So, children get 2 on most (besides Intuition, which is their strong point - kids are very perceptive and insightful, even if they don't have the knowledge, or pure intellect to match an adult.

Here's my argument (nice polite discussion-argument of course, no blood boiling grrr-argument here :) ) against the idea of higher Mental Attributes for kids (and I'm talking 'averages for a sub species' not individual cases). Kids can seem highly intuitive but...two words...Santa Claus. Kids often believe what ever you tell them or, on the flip side, they won't trust anything you say no matter what. Also, my success rate for sneak up on children and adults and scaring the crap out of them are about equal (much to my wife and daughter's dismay). As for Charisma...depends a lot on the other person's view of kids. Some think kids are cute, others don't care, and still others see them as snot-nosed virus bombs waiting to infect the city with the next strain of bird flu. In game terms, is an average kid going to have the force of personality to convince or con a runner better than an adult? I'd rather give out situational modifiers to negotiations or what not than to increase the base stat of the kid.

Essentially what I'm saying is that for any case where one can make a claim that kids will have a higher mental attribute because of X, there's probably a good counter to it...so it all averages out in the end. Though if anyone knows of any good psych-studies done that show that kids are actually more intuitive/charismatic, or equally intuitive/charismatic as adults then, well, I'd be more wronger than righter :)

Now if you still want kids to be 'stronger' in intuition then I would say have them reach the adult-average rating faster (human-3). So from 0-7 years old they have a 2 intuition and then 8 to adulthood they're at 3. But I still prefer the streamline 1,2,3 progression and then just throw in situational modifiers as needed.

Individuals, of course, are completely different. Some will have higher stats, some even lower. The smarter kids, the faster kids, the dumber kids, the slower kids, etc.
Title: Re: Child Antagonists
Post by: Kot on <12-15-10/1501:23>
My counter-arguments, i'm going to assume RL=SR, for the sake of discussion:
Kids can seem highly intuitive but...two words...Santa Claus. Kids often believe what ever you tell them or, on the flip side, they won't trust anything you say no matter what.
Judge Intentions: SR4A, page 139 Int+Cha
Kids believe that not because they have no Intuition, but because they trust adults, especially their relatives. And they are fed with stories like that most of their lives. If they take talking, clothed animals as normal, they take fictional mythological/pop-culture figures also.

Also, my success rate for sneak up on children and adults and scaring the crap out of them are about equal (much to my wife and daughter's dismay).
That depends more on your sneakiness, and their Perception(skill - and they don't have much in the way of skills), and:
Composure (Wil+Cha), Page 138. That's the scare factor. Both attributes would be 1-2 in this case. That's a pool of 4 dice. 1 success. As for the Cha+Intimidation, that's at least 6 if we assume an regular adult guy.
I could also take into account that kids get distracted easily (low Wil and Log), and tend to have poor concentration (cookies!).

I'm using real life as a basis, because i have two younger siblings - a six years old sister, and an eleven years old brother. And i can't tell which one of them tells the truth. Yeah, they're that good at lying (Con, maybe a Lies specialization). And they tend to drive both a hard bargain, and a good common sense when it comes to a change of place.

Meh. I think this whole discussion is pointless, as it would be best to assume small kids (up to 7 years) have attribute scores of 1, and older kids (up to age of 12) have an attribute score of 12. And that's the general approach. It will depend on the kid's personality and the environment (people and places) they grow in. I've seen kids who tinker with electronics at the age of nine, and those who didn't read a single book till the age of ten. Hell, if you dig hard enough you can use those scraps of memories from your own childhood. I could, probably because my childhood sucked big time. :P
Title: Re: Child Antagonists
Post by: Fizzygoo on <12-15-10/2210:02>
Meh. I think this whole discussion is pointless...

Hehe, I do too. But I'm enjoying it, so please don't take my continued wall-of-text as anything hostile, just a further narrowing down; which is fun for me (though it annoys the hell out of my wife, hehe).

Judge Intentions. Okay, the Santa Claus verse Intuition was wrong. Should have been Santa vs. Logic (what do I know vs. what I'm being told) and we're all agreeing (I think) that Logic goes 1,2,3 for the young age categories.

In reading up on Intuition (SR4A, pg 67), "A character with little Intuition may be unobservant, may rarely think things fully through, or could simply be 'slow.'" Other than the unobservant, that sounds like the average kid....especially the rarely think things through and less so on the unobservant. So I'm still liking the average youngin' Intuition to progress at 1,2,3.

Yeah, I'm assuming I'm average for sneakiness (though I like to think I'm the shadow of your nightmare's shadow! hehe), but Perception's liked attribute is still Intuition and I tend to sneak on kids better than adults.

What's funny is I was assuming that the "no, no, no" attitude of little kids would speak to a higher Charisma, but SR4A, pg 67. "A whiny demeanor, a me-first attitude...are just a few traits that can give a character a low Charisma." Hehe, everyone hates the kid the store yelling, "BUT I WANT IT!!!"

What's nice about the 1,2,3 approach is that by bumping one or two mental attributes to +1 of the average that really speaks to their personality.

Now giving kids Con skill with Lying Specialization...perfect. :) Especially for the middle kids, they have to learn to manipulate the adults to get attention because the youngest are the newest and the oldest have the established order.
Title: Re: Child Antagonists
Post by: Kot on <12-16-10/0240:58>
Judge Intentions. Okay, the Santa Claus verse Intuition was wrong. Should have been Santa vs. Logic (what do I know vs. what I'm being told) and we're all agreeing (I think) that Logic goes 1,2,3 for the young age categories.
Hell no. You're lying to them. Judge intentions, or just social conflict with Con on your side.

Now giving kids Con skill with Lying Specialization...perfect. :) Especially for the middle kids, they have to learn to manipulate the adults to get attention because the youngest are the newest and the oldest have the established order.
Yeah, that pretty much sums it up.

And as for RL features, i just had to dress and take my little sister to school. She lost her homework picture somewhere yesterday and refused to do anything about it, throwing a silent tantrum. Meh. I'm not really a good parent substitute. =='
Title: Re: Child Antagonists
Post by: Mystic on <12-16-10/0423:41>
Wait until they are actually YOURS, Kot. It changes the game entirely.
Title: Re: Child Antagonists
Post by: Kot on <12-16-10/0459:51>
Not going to happen, as far as i'm concerned.
Title: Re: Child Antagonists
Post by: Mystic on <12-16-10/0542:41>
Fair enough, but....that's what I said too.

Title: Re: Child Antagonists
Post by: Fizzygoo on <12-17-10/1554:17>
Judge Intentions. Okay, the Santa Claus verse Intuition was wrong. Should have been Santa vs. Logic (what do I know vs. what I'm being told) and we're all agreeing (I think) that Logic goes 1,2,3 for the young age categories.
Hell no. You're lying to them. Judge intentions, or just social conflict with Con on your side.

Yeah but the section on Judge Intentions (SR4A, book at home) specifically states that it's emotive and not fact-detecting and something along the lines of "cannot be used as a lie detector." So a kid using Judge Intentions on being told about Santa Claus would, generally, get the feeling that the adult thinks its a good thing, where parent's have a fun time gearing up for the gift delivery, surprise, etc. The kids logic might (or might not) say, "wait a minute, flying reindeer, chimney diving, elves...well, elves exist, sure, but those others...?" But the Judge Intentions would be "mom and dad are in a good mood telling me about this guy that's going to sneak into the house later on." :)
Title: Re: Child Antagonists
Post by: Ultra Violet on <12-17-10/1603:34>
I play a 8 year old technomancer girl (see avatar), we used existing rules as base for our house-rules.

Quote
Child
The character is a child. Gamemasters may modify certain Social test in both a positive or negative manner depending how an NPC will interact with the child. Since children are often underestimated due to their assumed naivety that may give a character an advantage. Due to their lack of development however, children have a basic Physical Condition Monitor of only 6 + (Body/2, round up). Physical and Mental attributes and Active skills are capped at Rating 5.
Child's Movement rate is reduced by 20% (round down).

Another house-rule isn't used because of the story of my PC but you could use it if you like.
Quote
Family Status
The family of the character covers her lifestyle expenses with a little pocket money. Neither lifestyle can be converted to money; payment is made directly by her parents or legal guardian.
To benefit from this quality, the character must also be a child. Additionally, should the character be caught breaking the law, the legal guardian has to manage with it (at the gamemaster’s discretion).
Pocket Money per month is (CHA + 1)% of the Lifestyle cost per month.

There are 2 ways to determine the family status lifestyle. But both aren't compatible with each other.
Quote
1. Quality buying Method

Street: Homeless family living in the streets.
Cost: Free

Squatter: The family of the child lives in one squatter area in the sprawl
Cost: 5 BP

Low: Her family is one of the many
Cost: 10 BP

Middle: Welcome to the Middle-class
Cost: 15 BP

High: One of the lucky ones
Cost: 20 BP

Luxus: Filthy rich, money isn't a problem
Cost: 25 BP
Quote
2. Edge test Method
The player or the GM makes a Edge test and the hits tell you where she come from.

Glitch = Street
No hits = Squatter
1-2 hits = Low
3 hits = Middle
4 hits = High
5+ hits = Luxus
The 2nd method is made for quick NPC, or player who loves to have a random background.
Title: Re: Child Antagonists
Post by: savaze on <12-18-10/0007:25>
It's been a few years since I took psychology and physiology or studied these topics, so if anyone has more current or accurate info, but from what I remember... Major developmental stage are reached at ages 6, 8, and puberty (11-13 as mentioned before).  At 6 identity is clearly established.  At 8 right and wrong is understood.  At puberty physical development is pushed into overdrive, with physical peak being between around 22; hormonal development peaks at 26 in men, with women having a lot of hormonal stages throughout life.  Shrinks argue about peak intellectual development: some say that raw "mental attributes" are always present just realized through exposure to life; others say mental development is in constant flux throughout life; etc etc.  In our society children are largely dismissed as not being able to perform on the same levels as adults.  

What's that mean in game terms???  Whatever you want to interpret it as.  Some kids develop physically/mentally quicker than others, only to quit/slow their developing later on.  Others just have seemingly perfect genes and develop superbly throughout life (the mobs vs protagonist rule).  I know an 11 year old that plays soccer at a national level that can perform better than most college players.  When I was in the 9th grade I knew a guy who could have practically been "Doogie Howser", he was in 12 grade at 12 years old.  There is a guy I know at church who went to High School with a kid who while one year he was taking geometry with and the next year he was studying the theorems the kid came up with that were published in his trigonometry books.  *I'll have to ask what theorems they were as math doesn't seem to be my strong suite past Algebra*

Kids can also develop at different stages based on circumstances and culture.  I've seen a three year old foraging for food and raising several younger kids, while later in life stealing became an unconscious act and their sense of right and wrong was severely differing from social norms.  

In game terms it means whatever you want, Shadowrun has it's own cultural norms.  Maybe the kids are rapidly developing due to chemicals and waste products that they live in or their rapid maturating comes with psychological penalties.  An adjusted surprise penalty could constitute assuming children are lamers, possibly bringing the kids into the same arena or above the runners, until they wake up to the situation they're in.  The GM is god in SR... the possibilities!

The Santa Claus argument could fall into the tradition/religion debate, if you wanted to take it that way.

In SR it could probably be explained with the Magic attribute, since all little kids have some magic in their hearts and lose it as they get older!?
Title: Re: Child Antagonists
Post by: Ultra Violet on <12-18-10/0229:09>
@gifted children:

There are some rule changes, too.
If you want to play or have in your play a gifted child in some way. You can go different paths.
- Extraordinary Attribute, will raise the Attribute limit for this child from 5 to 6 (for a human), so she in one Attribute as child on the level of an adult, but if she grows up her limit will grow to 7.
- Extra talent, is given to some qualities and isn't capped anyhow. So a girl with the Inspired quality is the born artist, and even many adults will never get at her level. Or a boy with Analytical Mind would be a good programmer despite his age.
But if you choose to give the gifted child Aptitude it gives the character the opportunity to improve this skill up to rating 6, a level were the child will be better than most adult would be. And like Extraordinary Attribute, if the child grows up this skill get another level of awesome to fill out.
- Education Qualities, usually they are bound to the character generation, but not for children. In the case of a child character you can buy that kind of Quality after you started to play, additional to buying it at character generation.

One little thing to skill ratings:
If you look at p. 119 (SR4A), you see that rating 4 takes 4 or more years of experience. This example list should be considered, if you create your child character. Because sometimes the lifetime is to short to get at that level. But the GM decides anyway...


Title: Re: Child Antagonists
Post by: Kot on <12-18-10/0705:14>
And don't forget that a kid's SIN(if he has one) is as much of a pain in the back as a Criminal SIN.
Title: Re: Child Antagonists
Post by: Ultra Violet on <12-18-10/0800:51>
I played in SR2 and SR3 a otaku boy. He was 10 years as he started to run in the shadows, but it was a real School of Hard Knocks, because on the Streets it is though but for a 10 year old otaku boy it is more than that. The SIN wasn't the problem at that time every Runner was a SINless one, but try to get into a Bar or Nightclub or even Strip-club, where the Meeting with the J was, as child, that is an Adventure in itself, and if you get in the easy part is done. Now try to convince a Mr. J. that this little fine-boned boy is the right one for the job he offers usually though street veterans.
Another general problem is (and maybe Kot meant that) that being a child does come with many many taboos, even stuff an adult runner can by in a Stuffer Shake, the child has to go to illegal channels, or bribe somebody to buy it for him.
Children are society protected beings, and so every person of the law will raise an eyebrow, if he sees a child on the street after bedtime. So children have in that way an integrated distinctive style.

In SR4 it is a little bit easier to be a child running the shadows, because there are PC-types which look like children, but aren't. Gnomes, Vampires or even Changelings, all can look like children but their SINs will tell the checking officer that they aren't one. And that is a good way to get a false SIN for a child as Runner.
"Okay you look as if you are 8, Little Misses. But your checked out SIN said you are a 23 year old gnome girl, have fun in our Nightclub!" ;D
Title: Re: Child Antagonists
Post by: Nomad Zophiel on <12-18-10/0845:59>
I used to have a roomate who was 18 and 4'9". Everyone assumed she was 12 or so. Her ID got extra scrutiny but once it got checked, she got whatever. We used to send her to buy cigarettes.  ;D

Net effect, give a die or two for suspicion when a kid with an adult ID is getting the once over. If it passes, the person checking believes the ID instead of his eyes.
Title: Re: Child Antagonists
Post by: Mystic on <12-23-10/0133:22>
I used to have a roomate who was 18 and 4'9". Everyone assumed she was 12 or so. Her ID got extra scrutiny but once it got checked, she got whatever. We used to send her to buy cigarettes.  ;D

Net effect, give a die or two for suspicion when a kid with an adult ID is getting the once over. If it passes, the person checking believes the ID instead of his eyes.

A concept a player tried to sell to me at character creation was a girl who was of all things a weasel shapeshifter. Her human form was about 4'8 and she looked perpetually 10. Her goal was to create an underworld network/gang to go after all those who abused kids (ie prostitution, modern slavery, etc). As a GM, I nixed it, so she went to the other SR GM in our group (and BF, funny how that works) and sold him on the idea.

Was a bit creepy watching someone who looked 10 gnaw off the fingers of a subject during an interrogation and use the Troll in the group like MasterBlaster from Mad Max (although that was sometimes funny). Thankfully, that game ended because it was becoming all about getting what she wanted. And before you go there, it was not JUST because the player and GM were hooked up, she was good at hijacking stories with her over-the-top antics and forceful personality.
Title: Re: Child Antagonists
Post by: Kot on <12-23-10/0629:23>
Well, one of the players dominating the whole game is always bad. And if that player is a woman... Well, i'll just quote - "Hell hath no fury..."
Title: Re: Child Antagonists
Post by: Mystic on <12-23-10/0759:31>
Well, one of the players dominating the whole game is always bad. And if that player is a woman... Well, i'll just quote - "Hell hath no fury..."

Or like Mr Miagi says: Best block, no be there. I took the hint eventually and got out. Problem solved.
Title: Re: Child Antagonists
Post by: Kot on <12-23-10/0802:46>
Now, i've red the DS fanzine, and loved the short story with an dwarf street kid, and the shadowrunner team. I'll probably use it in-game if i ever manage to GM Shadowrun.