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The Adolescent

Stat

+1 to Fawn
or
+1 to Freeze

-
-1 to Fox

or

-1 to Fuck

-

+1 to Fate

Shifts

Inspired by: the Fool (tarot), the Innocent (Jung), Bards, Druids, and Clerics. 

Genuinely trusting and overly naive, the adolescent is exuberant and enthusiastic - often to their own detriment. While not always chronologically young, they possess a childlike wonder that often has them trying to see the best in everyone around them while struggling to assume malice. When they are hurt, whether through betrayal or being lied to, they struggle to understand why someone would do so and whether they deserved it or not. 

Often, the adolescent comes from some sort of sheltered or enclosed environment, free of worldly trouble and the darkness others may have experienced. Whether this is a distant realm, an isolationist culture, or a religious order that lives off the grid is entirely up to you. 

Moves

Childlike Wonder

Innate

When attempting to Make a Plan, you can choose to add your fate bonus to your roll. 

Contagious Enthusiasm

Earned

When in a rough spot, you can roll Fawn to encourage another player. On a success, they get +1 to their next roll. 

Band-Aids to Spare

Earned

When you or another player is physically harmed, roll fawn to present them with a piece of first aid to heal 1 physical harm. 

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Note: This has 2 uses per session.

 

Savage Honesty

Earned

Like most kids, the adolescent lacks the emotional regulation to abide by social graces. To inflict mental damage to another character, roll fight! 

pINKY pROMISE

Earned

When another character makes a promise with you, utilizing the words 'I promise/I swear', make note of this. At any point, if they either break or uphold the promise, work with the gm to decide the result. 

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Note, when a promise is broken, the other player can roll to appease or fight. 

Courtesy of a bunch of gremlins. 

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