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  A FANTASY ROLE-PLAYING GAME FOR KIDS AGED 4 TO 10 
   
  BY 
   
  JUSTIN HALLIDAY 
   
  
   
   
   
   
  Hero Kids 
   
  Hero KidsTM copyright 2018 Justin Halliday 
  herokidsrpg.blogspot.com 
   
  Credits 
   
  Designed and written by Justin Halliday 
   
  Hero and monster art by Eric Quigley (www.ericquigley.com) 
   
  Printing Authorization: 
  This PDF document may be printed for personal use. 
   
  Version: 2.1 (Build 105) 
   
  Changelog: 
  • Updated Monster cards from Monster Compendium 
  • Added Role-Playing section. 
  • Added more monsters (new redesigned pirates). 
  • Updated layout of Hero and Monster cards and stand-ups. 
  • Renamed adventuring ‘obstacles’ to ‘obstructions’. 
  • Added Knocked Down to glossary. 
  • Added Advanced Combat section. 
  • Updated Skills section to add dark vision. 
  • Updated Ability Test Examples for clarity. 
  • Added Equipment and Items section. 
  • 
   
   
  
   
  Hero Kids – Fantasy RPG 
  Justin Halliday 
  Page 3 
  TABLE OF CONTENTS 
  Introduction 
  5 
  Pint-Sized Heroes 
  6 
  Big-Sized Problems 
  6 
  Heroes of Shapes and Sizes 
  6 
  The Brecken Vale 
  7 
  Materials 
  8 
  Included Stuff 
  8 
  Stuff You Need to Find 
  8 
  Awesome Stuff 
  8 
  Downloadable Extras 
  8 
  Playing the Game 
  9 
  Skirmish 
  9 
  Delve 
  9 
  Exploration 
  9 
  Role-Playing 
  9 
  Rolling For Stuff 
  10 
  Attacking and Defending 
  10 
  Special Attacks and Abilities 
  10 
  Examples, Exschamples… 
  10 
  Hero Cards 
  11 
  Melee Dice Pool (Strength) 
  11 
  Ranged Dice Pool (Dexterity) 
  11 
  Magic Dice Pool (Intelligence) 
  11 
  Armor Dice Pool 
  11 
  Health Boxes 
  11 
  Normal Attack 
  12 
  Special Action 
  12 
  Bonus Ability 
  12 
  Inventory 
  12 
  Skills 
  13 
  Equipment and Items 
  13 
  Equipment 
  13 
  Items and Boons 
  13 
  Health and Damage 
  14 
  Health 
  14 
  Damage 
  14 
  Knocked Out 
  14 
  Healing 
  15 
  Magic 
  15 
  Potions 
  15 
  Resting 
  15 
  Encounter Setup 
  16 
  Encounter Intro 
  16 
  Role-Playing 
  16 
  Map 
  16 
  Encounter Features 
  16 
  Ability Tests 
  16 
  Monsters 
  16 
  Tactics 
  16 
  Conclusion 
  16 
  Running Encounters 
  17 
  Preparation 
  17 
  Initiative 
  17 
  Rounds 
  17 
  Turns 
  17 
  Actions 
  17 
  Movement 
  17 
  Resolution 
  17 
  Rewards 
  17 
  Adventuring 
  18 
  Ability Tests 
  18 
  Inventory and Skills 
  19 
  Ability Test Difficulties 
  19 
  Ability Test Examples 
  19 
  Exploration 
  20 
  Choices 
  20 
  Secrets 
  20 
  Gates 
  20 
  
   
  Hero Kids – Fantasy RPG 
  Justin Halliday 
  Page 4 
  Obstructions 
  20 
  Puzzles 
  20 
  Hazards 
  20 
  Traps 
  20 
  Role-Playing 
  21 
  Playing a Hero 
  21 
  Harnessing Imaginations 
  21 
  Guiding the Story 
  21 
  Coaxing Their Voice 
  21 
  Advanced Combat 
  22 
  Additional Attack Effects 
  22 
  Alternate Attack Effects 
  22 
  Attacking Engaged Targets 
  22 
  Combining Effects 
  22 
  Improvising Actions 
  23 
  Knocked Down, Prone, Get Up 
  23 
  Line of Sight and Cover 
  23 
  Moving Around 
  23 
  Ongoing Effects and Conditions 
  24 
  Pushing and Pulling 
  24 
  Splitting Attacks 
  24 
  Creating Heroes 
  25 
  What Sort of Hero? 
  25 
  Allocating Dice 
  25 
  Normal Attacks 
  25 
  Special Action 
  25 
  Bonus Ability 
  25 
  Inventory and Skills 
  25 
  Considerations 
  26 
  Hints and Tips 
  27 
  Glossary 
  28 
  Heroes! 
  31 
  Monsters! 
  39 
   
   
  
   
  Hero Kids – Fantasy RPG 
  Justin Halliday 
  Page 5 
  INTRODUCTION 
  From their earliest years, the kids of Rivenshore are 
  trained to survive in a wild and dangerous world. 
   
  While the warriors and sword-maidens of their clan are 
  away from the Brecken Vale, protecting it from distant 
  threats, it's up to the kids to deal with any emergencies 
  that arise in the vale. 
   
  Each of the kids specializes in a different area, training 
  and practicing, so they are prepared for the regular 
  calamities that plague the inhabitants of the town.  
   
  Whether they’re exploring the foreboding Darkenwold 
  Woods, rescuing lost miners from the abandoned Mines 
  of Martek, saving a friend from the lair of giant rats, or 
  venturing into a fearsome minotaur’s maze, the kids of 
  Rivenshore are always ready for action and first to 
  volunteer to help a friend in trouble. 
   
  These are Hero Kids! 
   
   
  The Hero Kids fantasy role-playing game contains 
  everything you need to play a fun and interesting 
  game with your kids, including: 
  • Heroes 
  • Monsters 
  • Rules 
  • Adventure ideas 
  Hero Kids comes bundled with an introductory 
  adventure that is a great starting point for your kids.  
  Further adventures and expansions are available, 
  probably from wherever you got this core game. 
   
   
   
  Role-playing games are a unique and fun way of 
  teaching our kids a huge number of skills, such as: 
  • Counting 
  • Math 
  • Probabilities 
  • Teamwork 
  • Problem solving 
  • Imagination 
  • Acting 
  • History 
  Younger kids can start with counting and as they 
  grow up they can work their way through the more 
  complicated skills that RPGs develop. 
  And while the kids are doing all this learning, you can 
  spend time together playing a fun game that offers 
  endless opportunities for excitement and adventure. 
  
   
  Hero Kids – Fantasy RPG 
  Justin Halliday 
  Page 6 
  PINT-SIZED HEROES 
  Hero Kids isn’t your average role-playing game.  In 
  fact, it’s about two feet shorter than your average 
  role-playing game because in this game, the kids are 
  the heroes. 
  Big-Sized Problems 
  Hero Kids is set in the sort of world where grown-ups 
  are constantly getting themselves into trouble, and 
  where the kids are the ones who sort it out. 
  • When several greedy miners get lost in the old 
  mine, it’s the kids who rescue them. 
  • When a horde of goblins raid the village festival 
  and steal the prize pig, the kids are there to fight 
  them off. 
  • When rustlers steal their favorite horses and 
  ponies, the kids set out to get them back. 
  • When the tavern basement is overrun by unusually 
  large and ferocious rats (again!), the kids drive 
  them back out. 
  • When a rare unicorn is seen in the woods, the kids 
  save it from mean goblins. 
  • When an urgent message must be sent to a 
  reclusive mage, the kids set out to deliver it. 
  • When ghost pirates attack the village and capture 
  everyone, the kids have to rescue themselves! 
  Heroes of Shapes and Sizes 
  The hero kids include these scamps (and more): 
  Warrior 
  Hunter 
   
   
  • Double melee attack 
  • Animal tracking 
  • Split shot attack 
  • Versatile equipment 
   
   
  Healer 
  Warlock 
   
   
  • Searing magic attack 
  • Healing abilities 
  • Flame burst attack 
  • History and lore expert 
  
   
  Hero Kids – Fantasy RPG 
  Justin Halliday 
  Page 7 
  THE BRECKEN VALE 
  Hero Kids adventures take place in the 
  Brecken Vale, an isolated valley that lies in 
  the cold north of an ancient and dangerous 
  medieval world. 
   
  You live in a small village, Rivenshore, 
  which is nestled in a tight valley beneath a 
  range of towering mountains. 
  Rivenshore would be a beautiful place to 
  live, if it weren’t beset by an endless series of 
  calamities.  
  The village is on the eastern shore of the 
  Camarva River.  The river runs fast and 
  crooked from the mountains, down through 
  the valley, the Brecken Vale, and out into a 
  small bay.  To the east of the village are the 
  dark and wild Darkenwold Woods, which 
  have claimed many foolish travelers. 
  The Brecken Vale is bounded by the 
  Druinhowe Mountains, their snow-covered 
  peaks cloaked in cloud. 
  The vale should be a haven for its civilized 
  inhabitants, but instead it keeps them in 
  close proximity to no end of threats that offer 
  boundless opportunities for adventure. 
   
   
  
   
  Hero Kids – Fantasy RPG 
  Justin Halliday 
  Page 8 
  MATERIALS 
  Hero Kids requires some materials to play; most are 
  included, some you’ll need to find, and there’s some 
  extras you can add to make the game awesome. 
  Included Stuff 
  • Heroes:  Warriors, hunters, and more are included 
  here.  There’s a hero card for the player and a 
  stand-up mini for the map.  Cut and fold them. 
  • Monsters:  Monster cards and stand-up minis are 
  included in this pack.  Cut out these minis too. 
  • Adventure:  The included adventure – Basement 
  O Rats - has instructions for play. 
  • Maps:  Grid maps are used for combat; these are 
  included with all Hero Kids adventures. 
  Stuff You Need to Find 
  • GM:  If you’re reading this, then we can assume 
  that you are the game master (GM). 
  • Players:  You’ll need one or more of these. 
  • Printer:  To print the cards, maps and stand-ups. 
  • Dice:  You’ll need at least one six-sided die (d6). 
  • Pencils:  To mark off damage and healing potions. 
  • Erasers:  You’ll also need to remove the damage 
  and recover used healing potions. 
  • Scissors:  For cutting out the hero cards and stand-
  up minis, of course.  Watch out for little fingers! 
  Awesome Stuff 
  • More Maps:  Apart from the included maps, you 
  can use your own dungeon tiles, poster maps like 
  the ones from recent D&D adventures, or even the 
  large flip-map from the Pathfinder Beginner Box.  
  For the more adventurous, you can even use Duplo 
  blocks or Lego Heroica sets. 
  • More Dice:  Three d6s is good, but six or more is 
  better for the opposed rolls.  Go raid your kids’ 
  Yahtzee set for a bunch of them, preferably in 
  different colors. 
  • Candy:  One fun way of tracking the health of the 
  heroes and the monsters is to use candy to fill the 
  damage boxes.  When a hero damages a monster, 
  that hero’s player can eat the candy.  But when a 
  monster damages a hero, the GM gets the treat! 
   
   
   
  Downloadable Extras 
  • Extras:  You can expand your Hero Kids 
  experience 
  with 
  additional 
  adventures 
  and 
  supplements from DriveThruRPG: 
  http://www.drivethrurpg.com/ 
  
   
  Hero Kids – Fantasy RPG 
  Justin Halliday 
  Page 9 
  PLAYING THE GAME 
  Hero Kids can be played as a quick and simple single-
  encounter skirmish game, a multi-encounter delve, an 
  adventure with combat, exploration, and role-playing 
  or even as a proper campaign with persistent heroes, a 
  plot, and a wider world to explore. 
  Skirmish 
  The simplest way to play Hero Kids is as a single-
  encounter skirmish, where a handful of heroes tackle 
  a group of monsters in a pure tactical challenge.  
  These skirmishes can be quick battles against minions, 
  or more challenging battles against tougher monsters 
  that require good teamwork, strategy, and resource 
  management to overcome. 
  Delve 
  Delves are short combat-oriented adventures that 
  string together a handful of encounters as a quick 
  adventure.  Delves are often structured like this: 
  • Adventure hook 
  • Introductory encounter 
  • Middle encounter 
  • Boss encounter 
  There’s infinite variation in any format or style of 
  adventure, so this structure is not carved in stone and 
  the GM is empowered to color outside the lines. 
  Exploration 
  When the players are ready to branch out beyond just 
  combat encounters, you can progressively introduce 
  the following exploration elements to the game: 
  • Choices 
  • Secrets 
  • Gates 
  • Obstructions 
  • Puzzles 
  • Hazards 
  • Traps 
  The players need to use their brains and their heroes’ 
  capabilities, skills, and possessions to overcome these 
  challenges. 
  You can find more details about these exploration 
  elements in the Exploration section on page 20. 
  Role-Playing 
  The final ingredient for the complete experience of 
  role-playing games is actual role-playing.  The 
  incorporation of role-playing into Hero Kids can take 
  a number of forms: 
  • Players using their heroes’ appearance and 
  characteristics to determine how they act or speak. 
  • A simple conversation between our heroes and the 
  quest-giver at the start of an adventure to tease out 
  important information. 
  • A climactic conversation with the adventure’s 
  baddie before, during, or after the final battle! 
  
   
  Hero Kids – Fantasy RPG 
  Justin Halliday 
  Page 10 
  ROLLING FOR STUFF 
  The main thing you’ll roll dice for in Hero Kids is 
  combat.  When in combat, there are three types of 
  attacks (melee, ranged, and magic) and armor: 
   
   
   
   
   
   
  Heroes (and monsters) can only use an attack in 
  which they have at least one die in their pool. 
  Each hero and monster’s strengths and weaknesses 
  are represented by the ‘pool’ of six-sided dice they 
  have in each area, such as these examples: 
     
   
   
   
  Awesome 
     
   
   
  Good 
     
   
  None 
     
   
  Mediocre 
  The example hero card on page 11 shows how all this 
  looks for a real character. 
  Attacking and Defending 
  When attacking, the attacker rolls the dice pool for 
  their chosen attack (melee, ranged, or magic) and the 
  defender rolls their armor dice pool. 
  If the attacker’s highest die equals or exceeds the 
  defender’s highest die then the attack hits. 
  Special Attacks and Abilities 
  The number of dice rolled by the attacker and the 
  defender can be modified by their special actions or 
  bonus abilities, such as warriors who gain extra dice to 
  attack an enemy that an ally has recently attacked. 
   
   
   
  Examples, Exschamples… 
  Let’s check out some examples of attack rolls: 
  Attacker 
   
  Defender 
   
   
   
   
  vs. 
   
   
   
  Attack hits! 
   
   
   
   
   
   
  vs. 
   
   
  Attack hits! 
   
   
   
   
   
   
  vs. 
   
  Attack misses! 
   
   
   
   
   
  vs. 
   
  Attack hits! 
   
   
   
   
   
   
   
  vs. 
   
  Attack misses! 
  
   
  Hero Kids – Fantasy RPG 
  Justin Halliday 
  Page 11 
  HERO CARDS 
  The heroes and monsters are neatly contained on hero 
  cards, which have all the information you need to play 
  that character: 
   
  Heroes have the following characteristics: 
  • Melee Dice Pool 
  • Ranged Dice Pool 
  • Magic Dice Pool 
  • Armor Dice Pool 
  • Health Boxes 
  • Normal Attack(s) 
  • Special Action 
  • Bonus Ability 
  • Inventory 
  • Skills 
  Melee Dice Pool (Strength) 
   
  The melee dice pool (melee pool) shows the 
  number of dice the hero or monster uses for 
  melee actions and Strength ability tests. 
  Ranged Dice Pool (Dexterity) 
   
  The ranged dice pool (ranged pool) shows the 
  number of dice the hero or monster uses for 
  ranged actions and Dexterity ability tests. 
  Magic Dice Pool (Intelligence) 
   
  The magic dice pool (magic pool) shows the 
  number of dice the hero or monster uses for 
  magic actions and Intelligence ability tests. 
  Armor Dice Pool 
   
  The armor dice pool (armor pool) shows the 
  number of dice the hero or monster uses to 
  defend against attacks. 
  Health Boxes 
   
  These boxes represent how much damage the 
  heroes and monsters can take. 
  You can find more details about the heroes’ health in 
  the Health and Damage section on page 14. 
  
   
  Hero Kids – Fantasy RPG 
  Justin Halliday 
  Page 12 
  Normal Attack 
  All heroes and monsters have a normal attack action, 
  which is their melee, ranged, or magic attack.  Some 
  characters may have more than one normal attack.  
  These normal attacks deal 1 damage. 
  • Melee Attack: Melee attacks target adjacent 
  characters.  Melee attacks against prone targets 
  gain 1 extra die. 
  • Ranged Attack:  Ranged attacks target characters 
  up to 6 squares away (including diagonally) and 
  must have line of sight.  Ranged attacks against 
  adjacent targets roll 1 fewer dice. 
  • Magic Attack: Magic attacks target characters up 
  to 4 squares away (including diagonally) and must 
  have line of sight. 
  Special Action 
  In addition to their normal attack, heroes and 
  monsters have a unique special attack or action. 
  These 
  special 
  attacks 
  and 
  actions 
  are 
  more 
  complicated than the normal attacks, so the younger 
  players might need help. 
  Bonus Ability 
  Each character’s bonus ability is a passive ability that 
  reflects their special training, abilities, and nature.  
  These bonus abilities might offer extra dice for 
  attacks or armor, or grant the character a special 
  benefit in specific circumstances. 
  Inventory  
  Heroes can hold a number of items in their 
  inventories, which they can use as an action.  Healing 
  potions are useful in combat, but the other items are 
  useful in exploration and role-playing encounters: 
   
  Healing potions heal heroes to full health and 
  can also be used on a damaged or KO’d ally. 
   
  It’s a rope.  It’s very versatile and useful for 
  overcoming terrain obstructions. 
   
  Food is also very handy, especially for 
  distracting monsters. 
   
  Gold is useful for persuading intelligent 
  enemies or game characters. 
   Herbs are used to make healing potions. 
  
   
  Hero Kids – Fantasy RPG 
  Justin Halliday 
  Page 13 
  Skills 
  Heroes have skills to use in exploration, adventuring, 
  and role-playing, such as these: 
   
  The hero is learned and knows about history 
  and lore. 
   
  The hero knows how to use disguises and to 
  sneak around. 
   
  The hero can track people or animals. 
   
  The hero is good at talking and can win over 
  hostile characters. 
   The hero can fly over obstacles and enemies. 
   
  The hero can see in the dark and low light 
  conditions. 
  EQUIPMENT AND ITEMS 
  Equipment 
  Equipment 
  includes 
  armor, 
  weapons, and unique magic items 
  that the heroes can wear or wield. 
  A hero can only use one piece of 
  equipment at a time.  Heroes can 
  own 
  multiple 
  pieces 
  of 
  equipment, but can only switch 
  between them when not in 
  combat. 
  Items and Boons 
  Items are consumables that have 
  a one-off effect.  Heroes can 
  hold any number of items, but 
  they are discarded when used. 
  Items are used on the hero’s turn 
  as an action.  This means that a 
  hero can move in the same turn 
  that they use an item, but they 
  cannot use their normal attack or 
  special action. 
  Boons are special favors that the heroes earn in their 
  adventures.  Unlike normal items, boons can be used 
  at any time, even during an enemy’s turn. 
  
   
  Hero Kids – Fantasy RPG 
  Justin Halliday 
  Page 14 
  HEALTH AND DAMAGE 
  In the course of their adventures the heroes deal 
  damage, take damage, and recover health. 
  Health 
  All heroes have three health boxes, which means that 
  they can take two hits without penalty, but the third 
  hit knocks them out: 
  Hero health boxes: 
   
  Weaker monsters have less health, while tougher 
  monsters have more health than the heroes: 
  Boss monster: 
   
  Tough monster: 
   
  Normal monster: 
   
  Weak monster: 
   
  Damage 
  Generally speaking, all melee, ranged, and magic 
  attacks deal 1 damage when they hit.  In certain cases 
  the damage can be increased (or even negated), such 
  as through a hero or a monster’s special action or 
  their bonus ability. 
  Each time a hero or a monster takes damage, their 
  controller marks off one (or more) health boxes, 
  starting with Bruised, then Hurt, then KO.   
  Some heroes and monsters have special abilities that 
  only trigger when they take damage or when they are 
  at a specific health level, such as Hurt. 
  When you mark off the final box, KO, the character is 
  knocked out and out of the fight. 
  Knocked Out 
  When a hero is knocked out (KO’d), he or she has no 
  actions until they are healed by an ally or their allies 
  win the encounter (giving them a chance to rest and 
  remove some damage). 
  OK 
  KO 
   
   
  
   
  Hero Kids – Fantasy RPG 
  Justin Halliday 
  Page 15 
  HEALING 
  The heroes have various methods of healing 
  themselves and their allies during their adventures. 
  Magic 
  Certain heroes – such as Healers – have the ability to 
  magically heal themselves or their allies. 
   
  In combat, this ability is a special action, which means 
  that the character can either heal someone or attack 
  an enemy. 
  Outside of combat, magic healing can return all allies 
  to full health (if this makes sense in the adventure). 
  Potions 
  Heroes start each adventure with potions that are 
  shown on their hero cards, like this: 
   
  Using a potion is an action. 
  It can be taken by the hero who is using it or 
  administered to an adjacent ally, and it returns the 
  hero to full health. 
  The potion is the GM’s best friend (not literally, ‘cos 
  that would be weird).  With potions you can regulate 
  the amount of healing that heroes have available to 
  them.  So if the heroes are having trouble, you can 
  throw them extra potions as treasure after encounters. 
  Resting 
  The final method of healing is for our heroes to take a 
  short rest after an encounter where they’ve been 
  damaged (again, assuming this makes sense in the 
  adventure). 
  When heroes rest they remove 1 damage, KO’d 
  heroes recover to hurt, hurt heroes become bruised, 
  and bruised heroes fully recover. 
  
   
  Hero Kids – Fantasy RPG 
  Justin Halliday 
  Page 16 
  ENCOUNTER SETUP 
  Encounters are described with the same details. 
  Encounter Intro 
  Each encounter has a short introduction that you 
  should read out to the players.  It’s in a box like this: 
  You slowly enter the ruins, wary of the ghosts that 
  inhabit them. 
  Role-Playing 
  Many encounters are purely role-playing, others open 
  with role-playing before degenerating into combat. 
  Map 
  Each combat encounter has a grid map that is used to 
  stage the encounter.  This map shows the terrain and 
  starting positions for the heroes and monsters. 
  Heroes: 
   
  Monsters: 
   
   
   
   
   
   
   
   
  Encounter Features 
  Some encounter areas have unique elements, such as 
  furniture or obstacles, which are described here. 
  Ability Tests 
  Ability tests and skills that the heroes can use are 
  detailed here.  Read about Ability Tests on page 18. 
  Monsters 
  This section lists the number and types of monsters in 
  the encounter based on how many heroes there are: 
  1 Hero: 
  1 x King Rat 
  1 x Giant Rat 
   
   
  4 Heroes: 1 x King Rat 
  4 x Giant Rats 
   
   
   
   
   
  The numbers are their starting position on the map.  
  Unique monsters have a monster card and stand-up 
  included on the final pages of the adventure: 
   
  Tactics 
  The monsters’ tactics and goals are detailed here. 
  Conclusion 
  What happens when the heroes have defeated their 
  enemies or overcome the encounter’s challenges. 
  
   
  Hero Kids – Fantasy RPG 
  Justin Halliday 
  Page 17 
  RUNNING ENCOUNTERS 
  Combat encounters have multiple parts: 
  • Preparation 
  • Initiative 
  • Rounds 
  • Turns 
  • Actions 
  • Movement 
  • Resolution 
  • Rewards 
  Preparation 
  First set up the map and hero and monster stand-ups. 
  Initiative 
  Once the map is set up, have one of the players roll a 
  d6 for initiative and then you roll a d6 for the 
  monsters.  The side (heroes or monsters) with the 
  highest roll wins and heroes win on a tie. 
  Rounds 
  Combat encounters are divided into rounds, during 
  which each hero and each monster has a turn. 
  Either the monsters or the heroes will have initiative, 
  so run through each group until everyone’s had a turn 
  then switch to the other side.  Keep looping through 
  until one of the groups is entirely knocked out. 
  Turns 
  On each hero and each monster’s turn they can take 
  an action and their movement, in any order. 
  Actions 
  Actions include the hero’s normal attack, their special 
  action, and using items.  The player can also use their 
  hero’s action to double their movement distance. 
  The possible actions include: 
  • Normal attack (melee, ranged, magic) 
  • Special action (defined on the hero’s card) 
  • Use item (such as a healing potion) 
  Movement 
  Characters can move up to 4 squares each turn 
  (including diagonally).  Characters can move through 
  their allies, but not through enemies.  Walls and solid 
  objects block movement entirely.  Obstacles require 1 
  extra square of movement for each square the heroes 
  enter and can grant cover.  If a character is knocked 
  prone, it costs 2 squares of movement to stand up. 
  Resolution 
  Combat is over when all of the members of a side are 
  knocked out (hopefully this is the monsters).  
  If the players are defeated, then you’ll need to 
  improvise to get the story back on track. 
  Rewards 
  If you’re running a longer adventure then you might 
  reward the heroes with some gold or extra potions 
  and allow them to rest and recover some health. 
  
   
  Hero Kids – Fantasy RPG 
  Justin Halliday 
  Page 18 
  ADVENTURING 
  Children’s abilities explode between 4 and 10, so 
  there’s a large gap between the capabilities of the 
  younger and older players of Hero Kids. 
  If you’ve got older players (or well-practiced younger 
  players) and want to challenge them a bit more, you 
  can integrate some adventuring mechanics. 
  Adventuring has a number of elements, which you 
  can pick and choose whether to include: 
  • Ability tests 
  • Inventory and Skills 
   
   
  Ability Tests 
  Once you’ve started integrating exploration (see 
  Exploration on page 20) into your Hero Kids game, 
  you can use ability tests to test whether the heroes’ 
  actions are successful.  Ability tests allow the player 
  to roll dice to determine the outcome of their action. 
  For an ability test, the players roll 1 base die, plus the 
  dice pool from their hero’s relevant characteristics, 
  plus they gain 1 extra die if they have a relevant skill 
  or item.  If their highest die roll is equal or higher 
  than the difficulty, then they succeed at the test. 
  The hero’s three main characteristics are used as 
  strength, dexterity, and intelligence, like this: 
   
  • Bash a locked door 
  • Jump a crevasse 
  • Lift something heavy 
   
  • Climb a wall or tree 
  • Hide from or sneak past a monster 
  • Pick a lock 
   
  • Decode a message 
  • Break a magic lock 
  • Know about a location or group 
  While exploration challenges may have an obvious 
  solution (such as using force to open a locked door), 
  alternate solutions are encouraged, including those 
  that utilize one of a hero’s other characteristics or the 
  clever use of an inventory item or a skill. 
  
   
  Hero Kids – Fantasy RPG 
  Justin Halliday 
  Page 19 
  Inventory and Skills 
  While ability tests rely on the hero’s fundamental 
  characteristics 
  (their 
  strength, 
  dexterity, 
  and 
  intelligence), more advanced players are encouraged 
  to look to their hero’s inventory and skills to see if 
  they have anything in those areas to assist with their 
  tasks.  These areas are more important in exploration 
  or full role-playing adventures where the players need 
  to overcome obstacles, puzzles, hazards, and traps. 
  More ideas for integrating these advanced challenges 
  into your games are included in the Exploration 
  section on page 20. 
  When the players identify an inventory item or a skill 
  that can assist them in an ability test, allow them to 
  add an extra die to their pool. 
  Ability Test Difficulties 
  These difficulty numbers can be used for ability tests: 
  Difficulty: 
  Target: 
  Easy 
  4 
  Normal 
  5 
  Hard 
  6 
  Keep in mind that each hero usually takes the ability 
  test separately, so there’s more chance of at least one 
  of them making the test when there are more heroes. 
  Ability Test Examples 
  First, tracking an animal, which is an Intelligence test 
  (Tracking).  This character has no dice in their magic 
  dice pool (which is used for Intelligence tests), but 
  they gain 1 extra die for their Tracking skill, giving a 
  total of 2 dice for this ability test: 
  Base Die + 
  Characteristic 
  + Inventory/Skills 
   
   
   
    
   
   
    
   
   
  Alternatively, crossing a broken bridge is a Strength 
  or Dexterity test (Rope).  Here the character has 1 
  base die, 2 dice from their ranged dice pool (they 
  could use their melee dice pool here instead, if it was 
  better), plus 1 extra die from their rope, giving a total 
  of 4 dice: 
  Base Die + 
  Characteristic 
  + Inventory/Skills 
   
   
   
   or 
    
   
    
    
   
   
  Finally, intimidating a game character is a Strength 
  test (Talking).  This character uses the 1 base die plus 
  2 dice from their melee dice pool (used for Strength 
  tests), and they have no inventory or skills to help, 
  leaving them with a total of 3 dice: 
  Base Die + 
  Characteristic 
  + Inventory/Skills 
   
   
   
    
   
   
   
    
   
  
   
  Hero Kids – Fantasy RPG 
  Justin Halliday 
  Page 20 
  EXPLORATION 
  When your players are ready to tackle adventuring 
  and exploration challenges, try some of these. 
  Choices 
  Choices are the simplest form of exploration and 
  allow players true interaction and agency: 
  • A simple t-intersection 
  • A room with multiple doors 
  • Several cave openings in a rocky cliff 
  • A choice of overland routes 
  Secrets 
  Secrets are bonuses that astute players can discover if 
  they’re paying attention.  As the players won’t know 
  what to look for, they may need to be presented with 
  something unusual or given a hint: 
  • A dead end corridor with a faint breeze 
  • An empty chest with a hidden compartment 
  • A different colored or textured section of wall 
  Gates 
  Gates are blockages that cannot be passed until the 
  players have performed a specific action: 
  • An otherwise impassable locked door 
  • A drawbridge over a chasm with a hidden lever 
  • A character who withholds a vital clue 
  Obstructions 
  Obstructions are physical blockages that can be 
  overcome with simple actions: 
  • A doorway or cave entrance high up on a wall 
  • A river with a broken bridge 
  • An open pit in a corridor 
  Puzzles 
  Puzzles are blockages that the players must solve: 
  • Shaped objects that must be matched to slots 
  • Levers that must be set to a specific pattern 
  • Tiles where only one color/icon can be stepped on 
  Hazards 
  Hazards are obstacles that involve physical danger, 
  but the danger is apparent before it is tackled: 
  • A deep pit trap filled with venomous snakes! 
  • A wobbly rope bridge over a deep ravine 
  • A room filling with poisonous gas 
  Traps 
  Traps are the most dangerous exploration challenge 
  because they can trigger a hazard or can even damage 
  the heroes without warning: 
  • A hidden pit trap that is lined with sharp spikes 
  • A chest that shoots a poisoned dart when opened 
  • Treasure that triggers a rolling boulder when taken 
  
   
  Hero Kids – Fantasy RPG 
  Justin Halliday 
  Page 21 
  ROLE-PLAYING 
  Children are natural and enthusiastic role-players, 
  they crackle with unbounded imagination. 
  Playing a Hero 
  The heroes in Hero Kids offer children a large variety 
  of character archetypes to play.  These archetypes 
  include the warriors, rogues, and mages present in 
  most fantasy role-playing games. However, young 
  players’ understanding of these archetypes is more 
  likely to come from movies or television.  They’ll 
  know Hiccup, Rapunzel, Merida, or Aang. 
  Hero Kids gives children the opportunity to be an 
  active participant in these characters’ stories, not just 
  a consumer of the stories. 
  Harnessing Imaginations 
  Children’s ideas for their heroes are liable to spin into 
  wild imaginings.  Heroes spontaneously develop new 
  abilities, the world you describe is malleable, and the 
  constraints of time and distance are ignored. 
  The game master’s job is to translate each player’s 
  ideas into the rules of the game.  The key is to balance 
  their imagination with the game system.  It’s 
  important to encourage improvisation and creative 
  play, while also developing the players’ understanding 
  of the rules of structured play as well as the limits of 
  their agency and authorial ability. 
  Guiding the Story 
  As the game master for a Hero Kids adventure; your 
  primary tool is the simple question: 
  “What do you do?” 
  Whenever the players reach a decision point, pause 
  and then ask them ‘What do you do?’ 
  Sometimes even this open question can prove too 
  much for some players, so your fallback is to provide 
  several simple options tailored for the situation: 
  “Do you want to investigate the sparkling pool or head 
  back along the tunnel to the north?” 
  Coaxing Their Voice 
  Aside from encouraging the players to make decisions 
  that guide the story, the other challenge of role-
  playing with kids is to get them to speak in their 
  character’s voice. 
  When presented with a role-playing scene, such as an 
  interaction with a character in the story, young 
  players may freeze.  It may take a while before they’re 
  comfortable speaking in character, so start easy by 
  guiding them with some options: 
  “Do you want to tell the sheriff about the giant spiders?” 
  Over time the players will build their confidence to 
  make decisions and speak as their characters. 
  
   
  Hero Kids – Fantasy RPG 
  Justin Halliday 
  Page 22 
  ADVANCED COMBAT 
  Once you and your players have conquered a few 
  encounters, you’ll likely be ready to explore the 
  characters’ special actions and the further scope of 
  Hero Kids’ combat system.  The depth of the system 
  is encompassed in the unique actions and abilities of 
  the heroes and monsters.  These allow the characters 
  to interact with each other and their environment, 
  shaping combat and creating advantageous situations. 
  Additional Attack Effects 
  Some attacks have additional effects that trigger 
  regardless of the success of the attack, indicated with 
  ‘also’ in the attack description.  In this example, the 
  swashbuckler’s attack moves the target back and the 
  character moves into their square: 
  Melee attack at an adjacent target using 1 fewer dice; the 
  target is also pushed back and you move into its square. 
  Alternate Attack Effects 
  While additional attack effects happen in addition to 
  damage (remember, all attacks deal 1 damage), some 
  attacks effects instead of dealing damage.  For 
  example, the mancer can attack with 1 extra die, but 
  the target is moved without taking damage: 
  Magic attack at a target up to 4 squares away with 1 
  extra die; if the attack his it deals no damage but you can 
  push or pull the target up to 4 squares. 
  Attacking Engaged Targets 
  To encourage players to coordinate their characters’ 
  actions, many characters gain benefits when their 
  targets are engaged.  Engaged targets have an enemy 
  adjacent to them, or have been the target of any 
  attack since the attackers last turn.  Some characters 
  have special attacks only usable against engaged 
  targets while others, such as warriors, automatically 
  gain benefits through their Teamwork bonus ability: 
  When a target is engaged, your attacks against that target 
  gain 1 extra die. 
  Combining Effects 
  Combining multiple attack effects is a great way to 
  maximize the effectiveness of characters, especially in 
  the face of difficult enemies.  This involves finding 
  synergies in actions and bonuses.   
  For example, a warrior with two adjacent enemies 
  could split their melee dice to attack both: 
  Split your melee dice to make melee attacks at multiple 
  adjacent targets. 
  However, if both of those targets are engaged, then 
  each of those attacks gains 1 extra die: 
  When a target is engaged, your attacks against that target 
  gain 1 extra die. 
  As you can see, combining these actions and abilities 
  effectively doubles the attack strength of the warrior. 
  
   
  Hero Kids – Fantasy RPG 
  Justin Halliday 
  Page 23 
  Improvising Actions 
  Players often come up with unexpected ways of 
  dealing with enemies and obstacles, whether it’s 
  swinging through the rigging of a ghostly pirate ship, 
  distracting an enemy with a well thrown chicken 
  drumstick, or fashioning a tripwire with a length of 
  rope.  This creative improvisation by players should 
  be encouraged and rewarded. 
  Knocked Down, Prone, Get Up 
  When characters are knocked out (KO’d) or get 
  knocked down, they become prone, which means 
  they are lying on the ground.   
  While prone, the character’s actions all have 1 fewer 
  dice, melee attacks against them gain 1 extra die, and 
  characters gain 1 armor die when their attacker is not 
  adjacent to them.  To stand up, prone characters need 
  to get up, which costs 2 squares of their movement. 
  Line of Sight and Cover 
  Ranged attacks require line of sight to the target, 
  which means that there cannot be any solid walls 
  between the attacker and the target.  However, targets 
  can gain cover from objects or obstacles that partially 
  block line of sight.  For example, low crates or walls 
  can provide cover without totally blocking line of 
  sight.  When a target has cover from their attacker, 
  that target gains 1 extra armor die. 
  Moving Around 
  Moving 
  around 
  during 
  combat 
  is 
  relatively 
  straightforward, but there are a few areas for 
  clarification.  Characters: 
  • can move up to 4 squares (and they may have 
  abilities or actions that affect their movement) 
  • can move diagonally 
  • can move through their allies 
  • cannot move through enemies 
  • must end their movement in an empty square 
  • cannot move diagonally around corners 
  • require extra movement squares to pass obstacles 
   
  
   
  Hero Kids – Fantasy RPG 
  Justin Halliday 
  Page 24 
  Ongoing Effects and Conditions 
  In addition to simply damaging or moving their 
  targets, many characters (especially those capable of 
  magic) can alter the battlefield, or hamper their 
  enemies.  The warlock’s Freezing Strike bonus ability 
  locks her enemies in place: 
  When you roll a 6 on an attack die, your target cannot 
  move during their next turn. 
  While the stonemaster’s Wall of Stone action allows 
  him to raise stone walls that block enemies or provide 
  cover to the stonemaster and his allies: 
  Create an obstacle or impassable wall for each die in 
  your magic pool on empty squares up to 4 squares away. 
  Pushing and Pulling 
  Some attacks have alternate or additional effects that 
  allow the attacker to move the target by pushing them 
  further away or pulling them closer.  When pushing 
  or pulling, the target must move in a straight line, 
  cannot move through characters, can move through 
  obstacles if they can pay the extra movement costs, 
  and must end up in an unoccupied space: 
  Ranged attack at a target up to 6 squares away (but not 
  adjacent); if the attack hits the target takes no damage 
  but is pulled to an empty square closer to you. 
  Splitting Attacks 
  Some characters can split their attack dice, which lets 
  them attack multiple separate targets with one action, 
  such as warriors with their Whirlwind Attack: 
  Split your melee dice to make melee attacks at multiple 
  adjacent targets. 
  When splitting attacks, each attack must target a 
  different character, characters cannot split their dice 
  to attack the same character. 
  Warriors normally have 2 dice for their melee attacks, 
  allowing them to attack one target with 2 dice, or to 
  use their Whirlwind Attack to strike two targets with 
  1 die each.  However, if a warrior gained 1 extra melee 
  die, such as through a piece of equipment or an item, 
  then they could attack two or three adjacent enemies 
  (1 die each against three enemies or 2 dice against one 
  target and 1 die against another). 
  
   
  Hero Kids – Fantasy RPG 
  Justin Halliday 
  Page 25 
  CREATING HEROES 
  In addition to the pre-made heroes that are included 
  with Hero Kids, your kids can make up heroes of their 
  own using a blank hero card, like this: 
   
  Blank cards are included with the pre-made heroes. 
  What Sort of Hero? 
  The first thing to consider is what sort of character 
  they want; a melee fighter, a skillful archer or knife 
  thrower, a well-armored warrior, a powerful warlock, 
  or even a versatile hero who can use multiple attacks. 
  Allocating Dice 
  Each of the pre-made heroes in Hero Kids is built 
  with a four dice method. 
  When using this method, the heroes are built by 
  allocating the four dice amongst the character’s four 
  abilities; 
  Melee, 
  Ranged, 
  Magic, 
  and 
  Armor.  
  However, the first die allocated to the Ranged and 
  Magic abilities costs two dice, instead of one die. 
  Normal Attacks 
  All heroes have normal attacks for each of their 
  Melee, Ranged, and Magic abilities where they have at 
  least one die: 
  • Melee attack against an adjacent target 
  • Ranged attack against a target up to 6 squares away 
  (1 fewer dice against adjacent targets) 
  • Magic attack against a target up to 4 squares away 
  Special Action 
  Each hero’s special action is a unique attack or 
  alternate action that reflects the hero’s specialization. 
  Bonus Ability 
  The hero’s bonus ability is something that happens 
  automatically, such as added dice to attacks or armor 
  during combat in specific circumstances. 
  Inventory and Skills 
  The last element of the heroes is their inventory and 
  skills.  Again, look to the character’s specialization to 
  think of appropriate items and skills in this area. 
  
   
  Hero Kids – Fantasy RPG 
  Justin Halliday 
  Page 26 
  CONSIDERATIONS 
  When playing Hero Kids you need to carefully 
  consider the sorts of game events that we take for 
  granted with more mature players. 
  Other People’s Children! 
  First, when playing with other people’s children, 
  make sure their parents approve of any content that 
  will be in the game. 
  Violence 
  One of the core gameplay elements of Hero Kids is 
  combat, but this can be presented with more or less 
  described violence, so adjust this for the age of the 
  players.  For example, when playing with younger 
  players have the defeated enemies scamper away at the 
  end of combat. 
   
  Language 
  As with violence, make sure the language you’re using 
  is appropriate for the age of your players. 
  Religion 
  Role-playing games often take place in ancient worlds 
  with polytheistic or pagan religions.  This may be a 
  sensitive area for the parents of some kids. 
  Morality 
  Adult players often explore more grey moral areas in 
  role-playing games, but this game is for heroic kids 
  who fight only for the good of their friends and 
  community. 
  
   
  Hero Kids – Fantasy RPG 
  Justin Halliday 
  Page 27 
  HINTS AND TIPS 
  Here are some hints for playing Hero Kids with real 
  life kids: 
  • Your players are young, so be patient and help 
  them when they’re making decisions. 
  • Get into the fun with funny voices for the 
  monsters, especially the bosses. 
  • Get the kids involved in coming up with scenarios 
  and stories for their heroes’ adventures. 
  • Encourage improvisation so the players can use 
  their actions, movement, and the obstacles and 
  terrain of the encounter in interesting ways. 
  • Make sure all the players get their share of the 
  action and attention. 
  • You might be used to playing 3 or 4-hour sessions 
  with adult players, but keep the kids’ sessions 
  shorter (up to an hour). 
  • The heroes can take their action and move in any 
  order, so the kids may want to make an attack and 
  then move away from a monster. 
  • Remind the kids about their hero’s special action, 
  bonus ability, and healing potions (except for 
  younger players, where you can just ignore their 
  hero’s special action and bonus ability). 
   
  • The players probably don’t know all the clichés 
  and tropes of fantasy role-playing games yet, so 
  feel free to use them! 
  • Add or remove monsters from the encounters to 
  tune them for your players. 
  • Keep the monsters moving so the fights don’t turn 
  into toe-to-toe slugfests. 
  • Bend the rules if they’re getting in the way of the 
  players’ fun. 
  • Don’t be afraid to skip, add, or change encounters 
  if the game’s running short or long. 
  • The kids are little, so play nice and don’t try too 
  hard to defeat their heroes. 
   
  
   
  Hero Kids – Fantasy RPG 
  Justin Halliday 
  Page 28 
  GLOSSARY 
  Action:  Actions include normal attacks, special 
  actions, using items (e.g. potions), and ability tests. 
  Adjacent:  Characters are adjacent when they occupy 
  squares that touch on an edge or a corner. 
  Adventure:  A series of encounters that are linked 
  together into a continuous story. 
  Ally:  Anyone fighting alongside the character. 
  Attack:  An action that uses one of the character’s 
  three attack characteristics to damage a target. 
  Bonus Ability:  Each character has a bonus ability 
  that automatically gives them an advantage or 
  disadvantage and reflects their unique nature. 
  Boss:  A strong monster with extra health. 
  Bruised:  The first health box for most characters. 
  Character:  Any hero, monster, or game character. 
  Characteristics:  The character’s details, including 
  their dice pools for melee, ranged, magic, and armor. 
  Combat Encounter:  A single combat engagement. 
  Cover:  A target has cover if there is an obstacle 
  between them and their attacker but line of sight is 
  not totally obstructed (such as by a solid wall).  
  Cover grants 1 extra die to the target’s armor pool. 
  Damage:  Attacks that hit enemies deal 1 damage, but 
  abilities or special actions can adjust this. 
  Dice:  All rolls are done with d6s (six-sided dice). 
  Dice, Extra:  To add dice to the pool. 
  Dice, Fewer:  To remove dice from the pool. 
  Encounter:  A single combat, exploration, or role-
  playing scene. 
  Enemy:  Anyone fighting against the character. 
  Engaged:  A character is engaged if they have been 
  the target of an attack since their last turn or if they 
  are adjacent to an enemy other than the attacker and 
  that enemy can take actions. 
  Empty Square:  Squares without obstacles/characters. 
  Equipment:  Equipment is gear that grants extra 
  abilities or extra advantages in specific situations.  
  Only one piece of equipment can be used at a time. 
  Game Character:  A character controlled by the GM. 
  Game Master:  The Game Master (GM) is you. 
  Get Up:  To stand up from prone position.  This 
  costs 2 squares of a character’s normal movement. 
  Grazed:  An additional health box for bosses. 
  
   
  Hero Kids – Fantasy RPG 
  Justin Halliday 
  Page 29 
  Hero:  A character that is controlled by a player. 
  Hero Card:  These cards have all of the hero’s 
  characteristics, actions, abilities, inventory, and skills. 
  Health:  The amount of damage that a character can 
  take, expressed in one or more health boxes: KO, 
  Hurt, Bruised, and Grazed. 
  Healing:  Special actions, potions, and rest can 
  remove some or all damage that a character has taken. 
  Hit:  Attacks hit when the highest rolled attack pool 
  die equals or beats the highest rolled armor pool die. 
  Hurt:  The final health box before getting KO’d. 
  Inventory:  The items that the heroes carry. 
  Items:  Items are consumables that heroes hold (such 
  as potions) and can use on their turn as an action. 
  Knocked Out (KO’d):  A character is knocked out 
  (KO’d) when they take damage that fills their final 
  health box.  KO’d characters are prone and cannot 
  take actions or move, but can be healed by other 
  characters (through magic or using a potion). 
  Knocked Down:  When a character is knocked down 
  by an attack or effect, they become prone. 
  Line of Sight:  Ranged and magic attacks require the 
  attacker to be able to see their target.  If the target is 
  partially obstructed, they may have cover. 
  Map:  Combat encounters take place on game maps, 
  either one that is supplied or one you make yourself. 
  Magic Attack:  Magic attacks target characters up to 
  4 squares away (including diagonally) and must have 
  line of sight. 
  Melee Attack:  Melee attacks target adjacent 
  characters. 
  Minion:  A weak monster. 
  Miss:  When the highest rolled attack pool die is 
  lower than the highest rolled armor pool die. 
  Monster:  Baddies with bad breath and bad attitudes. 
  Movement:  Characters can move up to 4 squares 
  (including diagonally). 
  Normal Attack:  Each hero and monster has one or 
  more normal attacks, which are standard attacks using 
  one of their characteristics and dealing 1 damage. 
  Obstacle:  Obstacles require 1 extra square of 
  movement for each square the heroes enter and may 
  provide cover. 
  
   
  Hero Kids – Fantasy RPG 
  Justin Halliday 
  Page 30 
  Player(s):  The real-life people who control the 
  heroes in the game. 
  Pool:  One or more dice are rolled as a ‘dice pool’. 
  Potions:  Potions are items that characters can use an 
  action to administer to themselves or an adjacent 
  target to heal the target to full health. 
  Prone:  The character is lying on the ground, such as 
  when they are KO’d or otherwise downed.  While 
  prone, characters’ actions have 1 fewer dice.  Prone 
  characters gain 1 armor die when their attacker is not 
  adjacent to them.  Melee attacks against prone targets 
  gain 1 extra die. 
  Pull:  Pulling a target moves that target closer to the 
  hero or monster that performed the action. 
  Push:  Pushing a target moves it further from the 
  hero or monster that performed the action. 
  Ranged Attack:  Ranged attacks target characters up 
  to 6 squares away (including diagonally) and must 
  have line of sight.  Ranged attacks against adjacent 
  targets roll 1 fewer dice. 
  Rest:  Resting after encounters removes 1 damage if 
  the character was damaged during the encounter. 
  Round:  Combat encounters are divided into rounds, 
  during which each character has a turn.Skills:  The 
  things that characters are good at are skills, and are 
  listed on the hero card. 
  Special Action:  Characters can use their alternate 
  special action instead of their normal attack action.  
  Some special actions require specific conditions. 
  Split:  Some characters can split their attack dice, 
  allowing them to divide their dice to make attacks 
  against multiple separate targets.  Each attack must 
  have at least 1 die, which can then be modified by the 
  character’s bonus ability or other conditions. 
  Stand-Up:  These printable representations of the 
  heroes and monsters are used on the map. 
  Square:  Maps are divided into squares, each of which 
  is about an inch square. 
  Target(s):  Targets are the characters at which attacks 
  are directed. 
  Turn:  A character’s opportunity to act, during which 
  they can take an action and use their movement. 
   
  
   
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   Justin Halliday 
  Page 39 
   
   
   
   
   
   
   
   
   
   
   
  MONSTERS! 
   
   
   
   
  
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Hero Kids/Hero Kids - Fantasy RPG 2018 Edition.pdf