Forever Young.pdf

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FOREVER YOUNG
FOR FIFTH EDITION
C R E AT E D B Y
Tribality Publishing
ALTON BAILEY & RALPH CLARK
“I’ll hold my breath and close my eyes if the bad things come.
I may not be strong but I am smart and watch how fast I run.
The most important thing to know is how to not get dead.
Don’t start fights that you can’t win or let your feet hang off the bed!”
Children. Every race has them, everyone was at one point one of them. We all have
fond memories of some and bad memories of others. Children are plot movers and
not much else in most games of Dungeons and Dragons. They don’t often make good
adventurers in the normal sense of the word but they DO make for fun roleplaying
experiences when used in the right way.
A TEMPLATE FOR YOUNG AND ADOLESCENT CHARACTERS
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P L AY I N G C H I L D R E N
When you decide to play children you’re deciding right
then and there that you want to be inexperienced,
very young and very weak. There’s not a lot of getting
around it, children are protected by their parents for a
reason. A 30 year old dwarf just growing his first braid
worthy beard strands is just another brash adolescent
to those who know him. A 75 year old elven prodigy
still attends to the wishes of parents, elders and sages
as she readies to see the world. The infant cloud giant
is more powerful and physically large than a grown
human but compared to its mother and father it’s a
very insignificant threat indeed!
Even in an adventuring game like Dungeons and
Dragons children do have their place. Normally
as adventure hooks when they go missing or are
kidnapped, perhaps as emotional ties to characters
to build their back story upon like a younger sibling…
and at the worst of times the loss of a child’s life is a
twisting knife used to drive home the danger that a
threat exhibits. Wherever and whenever they come
into play children can be a powerful driving force for
adventurers.
Players taking on the role of children can look at the
situation from several different angles. Being young
and dumb makes them susceptible to coercion but
it opens their mind to the possibilities of life, nothing
is out of reach. Being small and weak makes them
poor combatants but it forces them to think in terms
of survival through other means than brute force.
Having no knowledge makes it almost impossible not
to ask “stupid questions” the first time they open their
mouth but it also provides a sense of wonder
and excitement that is lost on most
adults. One thing is true about
playing children no matter
what angle you see it
from… it’s exciting by the
very nature of it being
dangerous!
Although not recommended for long term play due
to the very nature of the limited abilities of children,
using them in short scenarios, one shot adventures and
during certain tense sequences can be very satisfying.
Sneaking through the dark corridors of an abandoned
building is more frightening when you only have a
sharp stick at your side. The clawing nails of the Pastry
Lady scrape across the wall, raising the hair on your
neck as she approaches the wardrobe you hide in. The
rats, spiders and dogs are all deadly and dangerous
when you’re only 2 feet tall!
Excitement, terror and pure adrenaline are what
you’re looking for when you’re playing a child. To
see the world from a new angle and have the world
see you in a new light, to have adults circle around in
awe at the things you’ve survived. The things you’ve
accomplished. To hear them whisper that you’ll be a
proper adventurer one day. But when will that one day
come?
“A long time from now! GO TO BED!”
“Yes mother!”
A G E A N D M AT U R I T Y
Although Humans become frail with age faster than
any other race, they all mature at about the same
rate for the first 20 years of their lives. Past that point
Humans take on responsibility and assume adulthood
along with Halflings, but this is just another phase
of childhood for both Dwarves and Elves as further
outlined in the official rules. Since we’re talking
specifically about children we’ll be going into more
detail to expand the rules during this age range. A 13
year old human is generally the same as a more lanky
13 year old elf. An 8 year old dwarf may be a bit taller
and thicker than an 8 year old Halfling but they’re
essentially the same physically when it comes to
developing features, thought process, and behavior.
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Age ranges are as follows for all races.
Infant
Young Child
Adolescent
0 to 5
6 to 11
13 to 16
Anything 17 or higher can arguably fall into the Adult
category unless you wish to extend the age range of
Adolescent to 18.
If you prefer to use the random table generators
for either a quick child NPC or for help in character
creation we’ve provided the following table for your
use.
C H I L D C R E AT I O N O U T L I N E
STEP ONE
Decide which age category you want to play as a child.
There are three categories of “children” as we’ll outline
below, we will go into further detail for two of these
categories, the first being infant will be left out for
obvious reasons.
• Infant
• Young Child
• Adolescent
STEP TWO
Generate your stats. We recommend using a point
buy system or the provided stats, make sure to lower
the points used to purchase abilities to match a child’s
development level. Don’t allow a child character to
have a stat above 12 from points spent, this can be
raised only by racial modifiers.
• Young Child 7 points
• Adolescent 14 points
OR use this set
• Young Child 8,8,9,10,10,10
• Adolescent 8,10,10,10,12,12
STEP THREE
Realize that you don’t have a class because you’re
a child and fret! Wait, don’t fret. Just insert these
recommended scores for the following:
4 hit points,
add your CON and/or racial modifier.
10 armor class,
add your DEX modifier.
Your initiative box is 0+
DEX modifier.
Your savings throws are 0+
the related ability/
racial modifiers.
Human and Elf characters have 20’ speed (you
have short legs!) and Dwarf characters have 15’
(insert ‘shorter legs’ joke).
• 0 proficiency modifier,
you’re not proficient with a
wash cloth yet much less a sword or bow.
Describe your character with a few short sentences
in the “Personality Traits” box. Is he happy and
hyperactive? Quite and inquisitive? Pick a few words
that stand out to you and run with the idea! Remember
that children will have simple goals and exaggerated
flaws. Maybe they cry easily? All the time? Please stop
crying? Or maybe they have a mean streak and poor
social skills, opting to push a little girl into the mud
puddle instead of telling her she’s pretty.
We’re assuming that as children your characters will
have no pertinent skills/proficiency other than those
granted racially (because they aren’t old enough to
have learned them), no feats (they haven’t developed
them) and no magical abilities (although adolescents
may be experiencing strange happenings around them
from time to time they are unable to control or affect
them at will yet).
Setting up your children characters this way gives the
players the ability to do or attempt anything that
strikes their fancy as the opportunity arises
during play. Any small melee weapons
can be used normally, normal melee
weapons are two handed for children
and anything that requires two hands
for melee is at a disadvantage. When
it comes to ranged weapons children
can use all of them normally without
proficiency but gain disadvantage
when using Longbows and Heavy
Crossbows (and other big items like
this) due to their size.
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Children can attempt to be any class, do anything, and go anywhere that their little legs can carry them! Use this
open ended playing experience to allow your players to be nice one second and then crazy the next, just like real
life children they are building their personality and don’t have a set alignment. Just have fun.
ADJUSTED HEIGHT AND WEIGHT BY RACE AND AGE CATEGORY
Race
Dragonborn
Dwarf
Elf
Gnome
Halfling
Half-elf
Half-orc
Human
Tiefling
Young Child
1d8
1d4
1d8
1d4
1d4
1d8
1d10
1d10
1d8
Adolescent
2d8
2d4
2d8
2d4
2d4
2d8
2d10
2d10
2d8
Height
4’2” + Mod
2’4” + Mod
3’4” + Mod
2’2” + Mod
1’8” + Mod
3’6” + Mod
4’0” + Mod
3’8” + Mod
3’8” + Mod
Weight
115 lb. + (Mod x 2d6 lb.)
55 lb. + (Mod x 2d4 lb.)
40 + (Mod x 1 1d4 lb.)
24 lb. + (Mod x 1 lb.)
22 lb. + (Mod x 1 lb.)
60 lb. + (Mod x 1d4 lb.)
105 lb. + (Mod x 2d4 lb.)
65 lb. + (Mod x 1d6 lb.)
65 lb. + (Mod x 1d6 lb.)
A B I L I T Y A N D S TAT A D J U S T M E N T S
Children are all going to have their stats and abilities
based on the equivalent racial features as marked in
the Players Hand Book, they have all been adjusted
below and in the charts on the following pages. The
list below gives you the proper adjustments to be
made to all children of any age, just take the standard
for that race and modify it accordingly.
Example:
All races have had their base speed adjusted
down by 10ft. When determining the speed of a
young child dwarf you will take the 25ft base speed of
the dwarf race and modify it by subtracting 10 feet as
shown below giving you a speed of 15ft. This speed
will remain the same for adolescent children as well.
Each race won’t reach their full speed potential until
their body has fully matured and become coordinated.
The speed of a human young child will be 20ft, thus
allowing the races to remain in their speed “bracket”.
Any able bodied mature adult should be able to still
outrun them barring any physical ailments/disabilities
except for exceptionally fast races, Wood Elves being
the main example in this case.
UNIVERSAL ADJUSTMENTS, CHILD
Speed:
10ft
Darkvision:
Young Child, Half normal distance
Adolescent, Full normal distance
Languages:
Young Child, Read/Write Racial language
Adolescent, Read/Write secondary language
Weapon/Skill Proficiencies:
None unless noted in the chart
Resistance/Resilience:
Same as adult of race unless noted below.
Proficiency Bonus:
Young Child, No proficiency Bonus
Adolescent, +1 Proficiency Bonus
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