Did you read the "Monsterparts" post on the Games With Others blog yesterday? It's a one-two punch of stripped-down D&D and a creepy-cool setting that makes the tangle of neurons that fixate on Edward Gorey, Neil Gaiman's Coraline, the Gloom card game, and Lemony Snickett's A Series of Unfortunate Events fire-up like the Fourth of July.
If you didn't read it, right-click-open-in-new-tab the link above and do it; I'll be waiting here when you get back.
Great stuff, isn't it?
Then I got thinking about how I would pull this off in Savage Worlds. As it turns out, the "Young" hindrance already has a built-in variant of the character generation rules. Here are some characters I came up with while exited about Monsterparts:
Amy Blessington (the studious one)
Agility d4, Smarts d8, Spirit d6, Strength d4, Vigor d4
Skills – Investigation d6, Knowledge (History) d6, Knowledge (Science) d6; Notice d6, Persuasion d6, Repair d6, Stealth d4, Swimming d4
Charisma 0; Pace 6; Parry 2; Toughness 2
Hindrances – Young (major), Big Mouth (minor), Quirk—chews on hair (minor)
Edges – Alertness
James Quince (the truant one)
Agility d6, Smarts d6, Spirit d4, Strength d4, Vigor d6
Skills – Climbing d4, Fighting d4, Lockpicking d6, Notice d4, Repair d4, Stealth d6, Streetwise d4, Taunt d4, Throwing d6
Charisma 0; Pace 6; Parry 4; Toughness 5
Hindrances – Young (major), Anemic (minor), Quirk—picks scabs (minor)
Edges – Danger Sense, Luck
Prue Marks (the tough one)
Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills – Climbing d6, Fighting d6, Intimidation d4, Survival d4, Swimming d4, Tracking d4, Throwing d6
Charisma 0; Pace 8; Parry 5; Toughness 6
Hindrances – Young (major), Loyal (minor), All Thumbs (minor)
Edges – Brawny, Fleet-Footed