The rules are basically the same as 7th Edition Call of Cthulhu (see here for the quick start rules) with some minor exceptions. I'll allow Luck spends and you can Push rolls. The main difference is in the skills, they've been simplified and kid-ified:
Be a Pal:
This is supporting and helping someone else emotionally (and functions similarly to Psychoanalysis in traditional 7th edition Call of Cthulhu rules.) If one of your friends is frightened or upset because of something that they’ve seen or experienced, you can use this skill to help them recover more quickly; success in this skill negates a temporary insanity and/or restores 1D4 points of Sanity (but not higher than POW). The base for this skill is 10%.
Be Bossy:
This skill is used when you are trying to get other people to do what you want to do. The base for this skill is 10%. (This skill combines Intimidate and Persuade.)
Be Sneaky:
Do something without being noticed by others. (This skill combines Sleight of Hand and Stealth.) The base for this skill is 20%.
Dodge:
This skill lets you avoid being hit by something, usually an attack in combat. The base for this skill is ½ of your DEX. (This skill is the same as Dodge in normal Call of Cthulhu rules.)
Fighting:
Punching, kicking, biting, swinging a stick, or stabbing with something sharp. The base for this skill is 25%.
First Aid:
If someone gets hurt, you can help them out and, in a limited way, heal the wounds. With a successful roll, you can heal 1 point of damage. This skill cannot be used during combat as it takes time and care. Likewise, the Keeper may rule that some injuries cannot be healed. This is either due to lack of materials (such as a broken leg if there are no available splints) or the wound is too severe for a child to manage (such as a lost limb or severed artery). The Keeper may allow one roll per individual injury if they desire. The base for this skill is 30%.
Fix Stuff:
This skill covers any sort of repair; Mechanical or Electrical, (and if the Keeper permits, possibly at a penalty, picking a lock). The base for this skill is 10%.
Gym Class:
Anything involving physical activity, running, jumping, climbing, swimming, throwing, etc. The base for this skill is 20%. (This skill combines several skills related to physical activity, including Climb, Jump, and Throw but excluding Dodge.)
Nature:
All the stuff you might learn in Boy Scouts or Girl Scouts—things about animals and plants, how to find North, tracking, that sort of thing. The base for this skill is 10%. (This skill combines Navigate, Natural World, Survival, and Track).
Notice Stuff:
Can you see or hear (or smell) something that others might not? This is that skill. The base for this skill is 25%. (This skill combines the
observational skills of Listen and Spot Hidden.)
Play with Matches: This skill covers a host of things children are not supposed to do; start fires, make traps, and otherwise cause bodily harm. This skill is used when trying to start a fire, misusing household chemicals, and otherwise making mischief (or worse) with everyday things. It is also used when attacking with firecrackers. The base for this skill is 0% because you are all a bunch of goodie-two-shoes who never have any fun.
Reading, Writing, and Arithmetic:
This covers most academic skills, such as Accounting, Language (Own), and Library Use. The base is 20%.
Science Class:
This covers any scientific skill, from astronomy to zoology. The base is 10%.
Spooky Stuff:
This is knowledge about creepy, weird things, like in Arthur C. Clark’s Mysterious World, Scholastic’s Book of Ghosts, U.F.O.s or Monsters, or on In Search Of… (In other words, the Occult skill for children). The base skill is 5%.
Taunt:
This skill is used to annoy or distract an opponent, assuming they understand what you are saying or doing. You can provoke someone to attack you, either causing them to initiate combat or distracting them from someone else. Anyone affected by this skill can only attack the successful taunter until they make a successful attack on their tormentor unless they make an INT roll; this prevents them from dodging or using skills other than Fighting. The base for this skill is 0%.
Sanity
Call of Cthulhu is a horror game. Sometimes you might see something so horrible it causes damage to your mind. When this happens, the Keeper will ask you to make a Sanity roll. If you roll equal to or under your current Sanity, you suffer no loss (or in the case of really awful stuff, a lesser amount of damage). If you roll over your current Sanity, you lose 1 or more points of Sanity (your Keeper will tell you what die to roll).
If you lose 5 or more points of Sanity from a single roll, you must roll over your INT (yes, we said over. Ignorance can be bliss); otherwise, you will Freak Out (they call this a Temporary Insanity in the regular game). The Keeper will describe your immediate actions—run, attacking the nearest person, etc. Someone who is Freaking Out may only attack or run away and try to hide. A Freak Out lasts for 1D10 minutes; you can be calmed by someone who succeeds in a Be a Pal roll. Your Keeper can assign you a Phobia after your Freak Out ends, depending on what caused you to Freak Out. For example, if you saw a crocodile pop up out of the river and eat someone (and understandably Freaked Out), the Keeper could say you have a Phobia of water and must make a successful INT roll to come close to the water the next time you see it. Luckily, there are no crocodiles in this scenario, so
everything will be fine. Yep.
(If somehow you lost 20% or more of your current Sanity from a single roll, you would Totally Lose It (a.k.a. suffer an Indefinite Insanity), and the Keeper would tell you what this meant for your poor kid. Don’t worry though. There can’t be anything that scary in this spooky old theme park. Nope.)
Call of Kid-thulhu Rules
Halloween Night, 1987. A year since the events at the Old Barnaker House. Memories have faded. Things seem, fuzzier somehow. Did that, could that have even happened?
And here you are again, on Halloween Night. On the outskirts of an old amusement park. On Halloween Night. Didn't want to be called a chicken again...
And here you are. Something tugs at the back of your mind. A forgotten memory. This isn't right. You shouldn't be here. There's a metal arch over the front gate, topped by large, rusted metal letters. The remaining letters spell out 'UNLAND.'
And here you are again, on Halloween Night. On the outskirts of an old amusement park. On Halloween Night. Didn't want to be called a chicken again...
And here you are. Something tugs at the back of your mind. A forgotten memory. This isn't right. You shouldn't be here. There's a metal arch over the front gate, topped by large, rusted metal letters. The remaining letters spell out 'UNLAND.'
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