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'''Skills:''' 20 points chosen from Filch or Stealth, both (A) DX [2]; Area Knowledge (any) or Current Affairs (any), both (E) IQ+1 [2]; Holdout, Interrogation, Photography, Public Speaking, Propaganda, Research, Shadowing, Smuggling, or Writing, all (A) IQ [2];  Intelligence Analysis, or Psychology, all (H) IQ-1 [2]; Observation or Search, both (A) Per [2]; 2 more points in any lens skill to raise it by one level; or 6 more points to raise it by two.
'''Skills:''' 20 points chosen from Filch or Stealth, both (A) DX [2]; Area Knowledge (any) or Current Affairs (any), both (E) IQ+1 [2]; Holdout, Interrogation, Photography, Public Speaking, Propaganda, Research, Shadowing, Smuggling, or Writing, all (A) IQ [2];  Intelligence Analysis, or Psychology, all (H) IQ-1 [2]; Observation or Search, both (A) Per [2]; 2 more points in any lens skill to raise it by one level; or 6 more points to raise it by two.
=Kid [20]=
You’re a hero for a slightly goofier sort of action movie – or perhaps a really dark and gritty one, such as a post-catastrophe story in which everyone has to develop exceptional skills or die. You’re very young, and hence not as physically impressive as most heroes. You make up for that with youthful courage and quickness, unexpected cleverness, a double dose of luck, and possibly disarming cuteness. In a historical game, you may come from a frontier region or marginal subculture where even the youngsters can and often have to pick up a bunch of skills.
Your abilities are unrealistic for a typical kid. Of course, you’re an action-movie child.
Add this lens to a template from Furious Fists for a quintessential “scrappy kid,” or to the hacker or wire rat for a cinematic “kid that we have to have along because he has natural talents that no adult can match.” A kid-assassin or kid-shooter usually comes out more than a little creepy – kids can learn how to shoot, certainly, but killing people with any enthusiasm makes them rather scary. However, a kid-investigator can have a classic “young detective” image.
'''Attributes:''' ST-3 [-30]; DX+1 [20].
'''Advantages:''' One of Daredevil [15], Enhanced Dodge [15], Intuition [15], Serendipity [15], or change your template’s Luck [15] to Extraordinary Luck [30]. • Spend 15 more points on any of +1 ST [10], Allies (usually in the form of parents, “the gang,” etc.) [Varies], Pitiable [5], Social Chameleon [5], or any Talent that features in your template.
'''Disadvantages:''' Add Social Stigma (Minor) [-5]. • Add any one of Gullibility (15) [-5], Impulsiveness (15) [-5], Oblivious [-5], Odious Personal Habit (Talks too much) [-5], Sense of Duty (Close Family) [-5], or Skinny [-5]. • Younger children may have SM -1 as a feature.
'''Skills:''' Area Knowledge (home neighborhood) (E) IQ+1 [2]; Throwing (A) DX [2]. • Another 6 points chosen from Bicycling or Knot-Tying, both (E) DX+1 [2]; Boating (Sailboat or Unpowered) or Filch, both (A) DX [2]; Blowpipe (H) DX-1 [2]; Computer Operation or Current Affairs (Popular Culture or Sports), both (E) IQ+1 [2]; Fast-Talk (A) IQ [2]; or +1 to any lens skill [2].
'''Social Traits:''' Kids can shift some points from template social advantages to buy more or better Allies (see above). Few kids have significant levels of Wealth (even if their families are rich, they may not have access to those funds), and Rank is highly unlikely, even if all the adults in the party have it.


=Law Enforcement [20]=
=Law Enforcement [20]=

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