TEXT: At the second flaw, the storyteller gains the narrative 
  power of the action and the character is at the mer-
  cy of the narrative, and can be considered dead, 
  unconscious, captured or any result that the story-
  teller finds appropriate.
  Death: In this game, death is not real. Whenever 
  the characters are found to be dead, they are actu-
  ally missing or detained by some supernatural enti-
  ty — or maybe unconscious, lost in the domains of 
  dreams / nightmares, in dire need of rescue by 
  their friends.
  Rabbit Hole: A portal to the World of Myth, usually 
  located somewhere of easy access to the children 
  and of little interest to the adults, like the treehouse 
  at the schoolyard ou the highest branches of the old 
  park tree.
  STORYTELLER
  In Meddling Kids, the storyteller does not roll dice, 
  leaving this only for the player characters, who 
  must overcome the tests using their creativity, 
  cleverness and luck with the dice rolls of their attri-
  butes.
  ADVENTURE GENERATOR
  The adventure generator is a table that helps to 
  design a quick adventure for the storyteller, some-
  thing very common in RPGs. Roll a d20 in each 
  column to quickly build your Meddling Kids adven-
  ture.
  Dedicated to my meddling kids: 
  Mari and Theo
  TEXT
  Raphael Lima
  EDITING, REVISING
  TRANSLATING AND LAYOUT
  Petras Furtado
  ILLUSTRATIONS
  Leander Moura
  SEE MORE AT
  mundoscolidem.com.br
  facebook.com/mundoscolidem
  This game is under a CC BY-NC-SA 3.0 license.
  creativecommons.org/licenses/by-nc-sa/3.0/u
  EDIÇÕES
  RAPHAEL LIMA
  GAMES
  MEDDLING KIDS
  MEDDLING KIDS
   
   
  Place 
  Fact 
  Adversary
   
  1-4 
  Backyard 
  Missing toy 
  Children
   
  5-8 
  School 
  Weird noises 
  Adults
   9-12 
  Park 
  Missing object 
  Boogie man
   13-16 
  Abandoned building 
  Missing children 
  Rat King
   17-20 
  Sewers 
  Ghost 
  Local myth
  
  Meddling Kids is a children's investigation game that 
  tries to simulate scenarios inspired by works like Stran-
  ger Things, Scooby-doo and Luke Pearson’s Hilda.
  It deals with the weird things that happen everyday, 
  though invisible to the unbelieving eyes of the adults, 
  they can’t escape the insightful eyes of the children, left 
  to investigate this magical and hidden reality that adults 
  cannot fathom and protect their own world of bizarre 
  and mischievous creatures born from myth and night-
  mare, that only children can see.
  CHARACTER
  To create your character, fill in the fields below accor-
  ding to your choices and what you want for the charac-
  ter.
  Name: Choose a name.
  Archetypes: Jock, Nerd, Leader and Brat. 
  Jock: the sports addict, an overactive child that 
  loves to be on the move. The Jock gets advantage 
  at all Body tests. 
  Nerd: the team genius, the know-it-all, he gets 
  advantage at all Mind tests. 
  Leader: the oldest membes of the team and the 
  decision maker. Usually, there’s only one in each 
  team. The Leader gets advantage at all Carisma 
  tests.
  Brat: the team’s youngest, be it because of the 
  age or for being the last in the gang. The Brat 
  gets advantage at all Curiosity tests. 
  Attributes: The character has the Body, Mind, Charisma, 
  Survival and Curiosity attributes, each with a value ran-
  ging from one to fifteen. During character creation, 
  distribute twenty-five points among the attributes.
  The Body, Mind and Charisma attributes relate to the cha-
  racter’s primary characteristics being used to overcome 
  physical, intelectual and social challenges.
  The Survival attribute reflects the player's ability to 
  change the story. Each Survival point spent during the 
  game allows you to redo a dice roll or insert a narrative 
  element into the story. Survival points are renewed in 
  the next game session.
  The Curiosity attribute reflects the player’s ability to 
  resist following clues, no matter what. When something 
  weird is going on, the player can opt for the character to 
  resist the urge to investigate, making a roll equal or 
  below its Curiosity score. Each success recovers a lost 
  Survival point.
  RULES
  What do I need to play?
  A copy of this booklet, a pencil, eraser, and a few sheets 
  of paper for the character sheet notes, plus two twenty-
  -sided dice.
  Dice Rolls
  Whenever you make a dice roll, the first thing to check is 
  whether the action is a common action or a knowledge 
  action.
  A common action is one that most people do 
  (get prone, walk without calling attention or 
  push down someone) and have no prerequisites.
  A knowledge action (using a computer to search 
  for unusual facts, shoot with a sling or make a 
  trap) requires the character to have a suitable 
  profession (Nerd, Jock or Leader).
  If the action is very simple or the character has the 
  appropriate concept to a knowledge action, you can roll 
  the dice to test the action. To do this, check which attri-
  bute is most appropriate for the action and roll a twen-
  ty-sided dice. If the result of the dice plus the attribute is 
  equal to or above 15, the character was successful. Othe-
  rwise, the attempt has failed.
  Advantage/Disadvantage: when the chances are in 
  favor of the character, it is called an advantage. When 
  they are against the character, it’s called a disadvantage. 
  Whenever rolling a test with advantage or disadvanta-
  ge, the player must roll two dice. If it’s an advantage, the 
  player keeps the highest-value dice. Otherwise, when in 
  disadvantage, the player keeps the lowest-value dice. 
  Health
  Character wounds are determined in two situations: 
  during the first flaw in a health test — linked to the attri-
  bute attached to the action — the character must choose 
  a cost or consequence for the failure, seen as rolling with 
  disadvantage.
  Meddling:
  to interest oneself 
  in what is not one's 
  concern; interfere 
  without right or 
  propriety to do so; 
  to act in an 
  annoying manner.
  
SOURCE: textdata/thevault/Collections/Kid Friendly/3. Rules Lite Collection/Meddling Kids/Meddling Kids - Rules.pdf