Kids' Programs - Kids' Rules Overview

A simplified rules system is in place for the Kids Event, as described below.  Please forward any questions to crossroadsgm@gmail.com for clarification.  Please note that many questions regarding character creation can be answered on-site by our team during the Character Creation process.

 

Important Rules

-The "Hold" Rule: When any person calls "HOLD", all participants will immediately stop what they are doing and drop to one knee.  A HOLD will usually be called for safety reasons, so it is very important to remember this rule.
-Kids ONLY hit, and are ONLY hit by, grown-ups.  No one under 18 may engage in combat with another participant under 18.
-Only "bad guy" adults bear weapons during the Kids Event portion of the day.
-Players engaging in combat may take up to three swings on any one target/opponent, and will then step back and either move to a new target, or count out three steps before re-engaging.  This rule keeps combat from getting too fast or unsafe for any participants.
-All Kids start with a total of 5 body points, with each weapon swing doing one point of damage.  Damage calls are not required for a hit to count.
-Certain skills must be reset for repeat use by taking a one minute "meditation" period.  Kids must roleplay either studying (for scholars) or streching (for rogues/fighters) for one minute to reset those limited skills.  Skills may be reset as many times as this meditation is roleplayed by the participant.
-If a participant isn't having fun with their race/class, it can be changed during the event (we want our young adventurers to have a fun time!).  In order to change race/class, the adventurer must go on a quest (determined by staff at the time) in order to switch.  The point isn't to switch many times during an event, but to allow those participants that need it an opportunity to swtich if they are just not having fun.
 

Races

Children may choose between the following races and racial benefits in creating their characters (skill descriptions follow below).  These skills will either stack with their class skills (classes described below) or will provide the player with a fourth skill:

  • High Orc, High Ogre, Sarr: 1 slay
  • Hobling: 1 dodge
  • Mystic Wood Elf, Biata, Dryad: 5 healing hands
  • Dwarf: 1 extra body point
  • Elf, Stone Elf, Dark Elf: 5 magic blasts
  • Gypsy: 5 fears
  • Barbarian: 1 extra body
  • Human: No racial benefits
  • Wylderkin: Choice of 1 racial ability that best fits with type of scavenger being played (Example: a chipmunk wylderkin might get 1 dodge as their racial ability).


Classes

Pre-made class cards will be available to young adventurers at the event.  Older children (above 10) who wish to adjust their skills may do so.  All players will have three skills (with the possible addition of a racial skill).

Fighter:
  • 1 "Slay"
  • 1 "Parry"
  • "Weapon Master/Style Master"
Rogue:
  • 1 "Dodge"
  • Unlimited "Waylay"
  • "One Handed Weapon Master"
Templar:
  • "One Handed Weapon Master/Style Master"
  • Two spell selections from the following list:
    • 5 "Healing Hands"
    • 5 "Fear"
    • 5 "Magic Blast"
    • 5 "Glue"
    • 5 "Fortress"
Battle Mage:
  • Unlimited "Glue"
  • Unlimited "Fortress"
  • 10 "Magic Blasts"
Healer Mage:
  • Unlimited "Healing Hands"
  • Unlimited "Fortress"
  • One of the spell slots listed below:
    • 10 "Glue"
    • 10 "Fear"

 

Skills

Healing Hands:
  • Healing spell that provides 1 point of healing per incant.
  • Incant: “I call upon the earth to heal your body.” 
  • Thrown or touch recipient with packet.
Magic Blast:
  • Deals 1 point of damage to target per incant/packet thrown. Caster has 10 packets per reset of skill.
  • Incant: “I call forth a magic blast.”
Fear:
  • Acts as a fear; recipient must run away and be afraid of caster.
  • Fear effect lasts as long as caster is appropriately role-playing a big, scary monster.
  • Incant: “Magic fear.”
Glue:
  • Binding spell that causes the recipients feet to be stuck to the ground.
  • Recipient of spell can rip out of their binding on a three-count.
  • Incant “Magic Glue”
Fortress:
  • In order to enter a fortress, player must plant feet and raise their hands above their head.
  • Incant:  “Magic Fortress”.
  • Player may stay in fortress indefinitely.  Requirements to do so are the feet must not move, hands must stay raised above their heads, and player role plays being in a fortress, or being safe from monsters.
  • Cannot be a target of a weapon or spell attack. 
Slay:
  • Delivers 5 points of damage to recipient.
  • Call for slay is: “I slay you.”
  • Player has 1 slay per reset of skill.  Player may have an additional slay due to racial abilities.
Parry:
  • Negates one weapon attack of choice.
  • To use Parry, player calls “Parry” in response to a weapon attack.
  • Player has 1 parry per reset of skill. 
Dodge:
  • Negates one weapon or spell attack of choice.
  • To use dodge, player calls “dodge” in response to any one weapon or packet attack.
  • Player has 1 dodge per reset of skill.  Player may have an additional dodge due to racial abilities.
Waylay:
  • Skills allows player to render a target unconscious (0 body points).
  • Player must land a normal weapon strike on the back shoulder blades of target, calling “waylay.”