Kidlings Core Rule Book

Animated boy with large green eyes between two robots, under a colorful digital display with words like "intelligence," "martial arts," and "strength."

Aptitudes and Traits

Aptitudes and Traits form the dual-core of every Kidling’s capabilities. Aptitudes—such as Muscles, Smarts, and Mischief—represent broad, innate areas of strength that every child possesses to some degree, while Traits—like Karate, Curious, or Cry Baby—reflect more specific skills, quirks, or vulnerabilities acquired through experience or personality. When making an action roll, players combine one Aptitude with one Trait, roll that many d10s, and count successes against a difficulty target.

This separation encourages clear, rapid character definition without overwhelming complexity. By distinguishing “what you’re naturally good at” (Aptitudes) from “how you apply it” (Traits), the system lets players lean into archetypes or unexpected combinations (e.g. a Smarts + Bully B Trait roll). It also streamlines advancement: Aptitude increases cost more XP than Traits, guiding players to deepen specialties gradually while still tinkering with new quirks.

A cartoon child with large eyes stands confidently on a colorful platform in a futuristic lab. Various gadgetry surrounds them, with beams of colorful light radiating from their head. Labels indicating traits like 'intelligence' and 'wit' point to the child and elements in the scene. A cartoon dog stands on a platform labeled for its attributes.

Trouble

Trouble replaces traditional hit points with a narrative meter of consequences—scolding, extra chores, or time‑outs—whenever Kidlings get caught or misbehave. Each infraction carries a Base Trouble value; players mitigate it by rolling Aptitude + Trait and subtracting successes from the trouble total. Unresolved Trouble can lead to punishments that themselves reduce the meter, reinforcing the idea that every mistake has a lesson.

By framing “damage” as social or emotional consequence rather than bodily harm, Trouble keeps the tone light and age‑appropriate, emphasizing creativity and diplomacy over violence. It also turns setbacks into story moments: a failed mitigation roll doesn’t knock you unconscious, it gives the GM tools to drive character growth. And because players can choose between accepting Trouble or spending resources to avoid it, they constantly weigh risk versus reward in a meaningful, kid‑focused way.

Four animated children in autumn park, holding bags, with colorful leaves on the ground and trees in the background.
Cartoon children reacting in shock as a baseball breaks a window, surrounded by colorful houses on a sunny day.

Brownie Points

Brownie Points function as a flexible currency of goodwill and daring. Spending a point adds an extra die to a roll and makes one success count double, or can be used preemptively to “buy” permission for risky actions. Brownie Points also power special Hero Type abilities, letting characters pull off thematic stunts—like calming a wild animal or hacking a gadget—at the cost of a few points.

This mechanic reinforces player agency and heroic flair. Rather than being punished for every mishap, Kidlings earn Brownie Points by taking calculated risks (e.g. using a bad Trait) and then redeem them to shape the story proactively. It keeps tension high—players are torn between hoarding points for big moments or spending them early to avoid minor trouble—while ensuring everyone gets moments of cinematic success.

Animated illustration of happy children playing in a sunny street, with one boy on a skateboard, another on a tricycle, and more kids running and riding bikes in the background; a dog joins them.
Animated children smiling and holding star-shaped awards in a classroom setting.

Hero Types

Hero Types are thematic templates—like Musical Prodigy, Science Whiz, or Rebel Leader—that bundle a narrative description with three distinct abilities. These abilities, fueled by Brownie Points, give players clear, character‑flavored options in and out of combat: singing to distract foes, rigging a makeshift gadget, or rallying allies with a defiant shout.

By offering ready‑made archetypes, Hero Types help players jump into roleplay with a strong sense of identity and purpose. They also foster party diversity—each Kidling brings unique tools to the table—while keeping mechanics light. The tiered nature of minor/moderate/major abilities ensures that every Hero Type scales meaningfully, rewarding investment in both character concept and resource management.

Animated girl with black hair in a workshop setting, surrounded by tools and robots, under a glowing lamp with various papers and drawings in the background.
Cartoon girl with pigtails lighting a teddy bear on fire with a match, while a shocked boy in pajamas watches, in a colorful room.

Meanies and Monsters

Meanies and Monsters—detailed in the Foe Folio—range from territorial Barktooth Squirrels to playground bullies like Brett. Each entry includes a quirky description, a Guts (Owies) rating, and simple Attack/Defense traits, allowing GMs to match threats to player levels and narrative tone, from spooky Buzzwraiths to mischievous Echo Elves.

This curated bestiary ensures that antagonists feel alive and varied without extra prep: GMs can flip to the page for a creature or foe whose motivations tie into the kids’ world. The blend of benign pranksters, dangerous wildlife, and human “meanies” keeps encounters fresh, fosters roleplay (e.g. negotiating with a sorry bully), and reinforces the lighthearted, kid‑centric ethos of Kidlings.

Adventure Hooks

Adventure Hooks (often formatted as Hook / Line / Sinker) provide bite‑sized scenario seeds that GMs can drop into any session: from sneaking into a cookie jar at midnight to rescuing a trapped pet. Each hook sets the tone, outlines the core challenge, and suggests stakes (and potential Trouble), making it easy to spin a five‑minute premise into a full‑blown quest.

This design choice drastically lowers the barrier for improvisation and one‑shots. GMs don’t need to spend hours plotting: they pick a hook that matches their group’s mood, tweak a few details, and off they go. The consistent Hook/Line/Sinker format also helps players understand what’s at stake—and how to earn or lose Brownie Points—right away, keeping the game flowing smoothly.

Illustration of two cartoon boys in a forest, gazing at a glowing blue campfire. One boy wears a red jacket, the other a yellow sweater. Trees and foliage surround them.
Children playing and drawing under a tree with art supplies and colorful kites.
A cartoon child bandaging the wing of a large, concerned-looking bird in a sunlit forest.
Cartoon kids reacting with surprise to a large spider hanging from above.
A whimsical scene showing children in a wooden treehouse with ladders, surrounded by colorful, friendly monsters in a lush, green environment with a bright blue sky and fluffy clouds.

Kid Treasures

Kid Treasures are whimsical gear and tools—like a Swiss‑Army Crayon Multitool or Rollerblades of Zoom—that Kidlings can discover, buy, or invent. Each item grants a simple mechanical bonus (e.g. +1 to Cleverness tasks) and invites imaginative use, whether building a birdhouse carrier or mounting a daring escape on a backyard raft.

By focusing on everyday objects with a twist, Kid Treasures spark player creativity and reinforce the “kids solving big problems with small bits.” They also serve as a lightweight loot system: finding a new gadget feels exciting without unbalancing the game. Because each treasure has a clear, narrow bonus, it never overshadows core Aptitudes and Traits but adds flavor and fun to every session.

Three animated children playing joyfully with colorful building blocks and toys in a sunlit room.