Why choose this survivor? Choose the Kid if you want daring escapes, creative hiding, curiosity-driven roleplay and a loyal canine friend.
Experiences
- What Does This Button Do?+2
- recovering from trouble caused by curiosity.
- Feet, Don’t Fail Me Now!+2
- escaping pursuit and negotiating hazards while fleeing.
Signature features
- Gone3 Hope
- after breaking line of sight, find a plausible small hiding place and become Hidden; active searches require Instinct DC 16.
- Don’t Hurt Meonce per session
- make a thinking, empathetic attacker fail one attack against the Kid, or hesitate for a spotlight; does not work on walkers.
Personal Issue
- Nobody’s Looking Out for Me
- trust is difficult. Rolls attempting to persuade the Kid to accept protection or depend on another person face an increased Difficulty of +2 to +4, as the GM judges.
Starting gear & weapons
Knife: 1d4+1 Physical. Football protective gear/helmet, bag of fruit (two rations), and Erasmus (“E”), the dog. E is a living companion, not an expendable item; detailed companion rules belong in the selected character’s Alchemy sheet.
Why they join the rescue
The Kid pretends to need nobody, but wants the security of people who really will come back for one another.
This profile is safe to browse before choosing a character. Complete personal histories and any private connections are intentionally omitted. Final play uses the selected Alchemy character sheet.