4436Re: Batting around a campaign idea: young heroes
- Sep 5, 2012See Timothy Zahn's novel "A Coming of Age" for just this concept: children with telekinetic powers that fade with the onset of adolescence until they're gone by adulthood. Some concepts that might apply to the "super-teen" setting include:• Adult "Fagans" who organize and run gangs (or cults) of young, impressionable supers.• Special schools (ala Xavier's or Sky High) for training and containing young supers.• "Upperclassmen" charged with keeping younger super-peers in-line and teaching them discipline.• Unscrupulous governments, corporations, and individuals recruiting and exploiting young supers, along with many seeking political asylum from homelands where they face exploitation or persecution.• A spike in depression and related problems for young supers in transition. College-age can be hard enough without going from super-powered celebrity to relatively powerless has-been.• Legal issues surrounding the fact that 99% of supers are minors. Is letting them fight crime or handle disaster relief child endangerment? Should super-criminals be tried as adults? The very fact that they're not legal adults might be why supers wear masks and conceal their identities.• Kids being kids: dealing with school-age drama, personal relationships, etc. Everything is magnified for an adolescent, so much more so when they have powers!Game system and character creation wise you can play around with a random age-category roll (for early-, mid-, and late-development, say ages 11-13, 14-16, and 17-19, or just roll d6+12 for random age). Aspects may include interpersonal relationships and related teen Challenges.Lots of fun possibilities and potential!
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