In body, not in mind. Personally, if I was playing a kid with 14+ mental stats, I would play him at any mental age I want, becuase he/she could be as mature as you want him to be.
Setting summary:
The character's, being notoriusly destructive or well known for attracting destruction have been transfered to a school (they will start as 8th graders) where they can monitered (contained) for the rest of their high school career. Detchitoyo Highschool is located in Sanzaku City, 3 hours north east of Tokyo, Japan. The city is large, but the population shrinks by 1% every year, due to families attempting to escape the regular mishaps that happen there on a regular basis, so there is room for more. The poplulation is about 3 million, and the city is up to date on most technologies and fads due to it's close proximy to tokyo and internet access. Other items are also accessable, as extraplanar entities make regular visits to the city, and many have set up shop there aswell selling oddities, magic items, souls, etc.
Detchitoyo Highschool is a very large high school, covering several acres (and that is the complex alone, not including the sports areas). It is one of a couple high schools in the city, being the most populated and located in one of the more populated areas of Sanzuku. There are 2 other highschools, and their populations are almost as high. The principle is Ken Thazad. Students: 6k freshmen, 4k sophmore, 3k juniors, 2k seniors, 1k Illustrate'
The student poplulation is quite large, about 16,000. The population is seperated into 2 groups, the average students, and the 'talented' students. The talented students are unique, in that they have training in one or more professions (character classes). These students also oftentimes join Clubs that share similar interests. They are Sponsered by teachers, who also share these interests. Almost all clubs are snooty and tend to pay little attention to those outside their circles unless the student has shown great strength or aptitude, or defeated a stronger member of the club. Clubs recognize each other, but most of this is with hate or spite. Few clubs actually get along, usually because of a minor difference in technique, code, or belief. Fights happen regularly between the clubs, and the teahers tend to ignore them.
Races: human, elf, artificial construct, Aasimar, Teifling. The human and elf races have been changed some, but not too significantly. The artificial construct remains unchanged. Aasimar and teifling are more like half-celestials and half-fiends.
Human Point Cost
Base movement 0
+1 Feat at 1st Level 2
+4 Skill Points at 1st Level .5
+1 Skill Point each Level .5
Total Value 3
Final Cost -3 (3 character points are returned)
Elf Point Cost
Base movement 0
+2 Dexterity 1
-2 Constitution -1
Immunity to magical sleep spells 1
+1 Feat at 1st level 2
Total Value 3
Final Cost -3 (3 character points are returned)
Artificial Construct Point Cost
Base movement 0
No Constitution 0
Immune to poison, sleep, paralysis, stun 4
Immune to disease, death, necromantic effects 3
Cannot heal (must be repaired) -4
Not subject to critical hits or subdual damage 2
Not subject to Ability damage, Ability drain, or energy drain 2
Automatic Fortitude saves unless effect can target objects 3
Total Value 10
Final Cost 4
Tiefling: the character has some demonic traits because she is of demonic decent, and has a set of horns, bat wings, and a tail. They oftentimes also have slitted or monocolored eyes, or unusual skin colorations and possibly scales. Despite their heritage, Tieflings aren't always evil if raised in a normal (as normal as it could be) home.
Ability Point cost
Bse Movement 0
+2 charisma 1
+2 dexterity 1
+2 inteligence 1
Flight (normal) rank 2 6
Telekinesis: Fire only rank 3 6
Bane lvl 1 (crucifix) -1
Bane lvl 3 (hollowed ground (churches, graveyards, etc)) -3
Detectable (telekinesis: fire) lvl 3 -3
Marked lvl 2 -2
Total Value 6
Final Cost: 0
Aasimar: The character has some angelic heritage. This is shown by the characters wings, and often time glowing skin and odd colored eyes (by odd, they can have white yellow, or rainbow huyed pupils, or monocolored eyes). Aasimar are usually good natured, and try to help others when they can.
Ability Point Cost
Base Movement 0
+2 charisma 1
+2 wisdom 1
+2 constitution 1
Flight (normal) rank 2 6
Healing rank 1 4
Detectable (lay on hands) rank 3 -3
Marked lvl 2 -2
Total Value 8
Final cost: 2
My argument for the humans reduced bonus skill point cost: spending 1 point to increase your intel modifier by 1 does the same thing as the +4 skill points at first level and +1 extra skill point per level. So, I cut the costs in half.
Oh, and if you guys want to play another race, just ask. I have a neko (cat person) and 2 zeonian (evolved humans bred to kill) in another game.
Well, lets see here, now for the drug addiction defect. If you have suggestions on any changes, go ahead and mention them.
Drug Addiction
The character is addicted to a drug, and feels (physically or mentally) that he/she must have access to and must take that drug constantly. This addiction can range from needing it to relax or concentrate, or needing it to maintain his existance. Addicts are usually in denail, proclaiming that they aren't addicted and could stop whenever they want.
3 BP The character is constantly destracted, constantly thinking of the said addicted to drug(s), incurring a -1 check to all skill checks and defence rolls
6 BP The character, in addition to the earlier level, must make hourly concentration checks (DC 20) or the penalty to checks and defence increases to -2. The character suffers from withdrawl if the drug hasn't been taken in 3 days, the character must make a fortitude save DC 16, or suffer a constant -3 to all checks and defence rolls (this replaces the normal -1 to all checks) from constant headaches, nausea, stomach cramps, and halucinations.
9 BP The character, in addition to the earlier two levels, the drug is, once the character is addicted to it (though the character could just need it, never have been addicted to it), the drug is essential to the character staying alive, either becuase the drug has so warped (irreversibly) the characters body chemisty that it is required to maintain some sort of equilibrium in the characters body, or the drug is the only thing staving off the affects of a poison, disease, curse or nanoprobes programed to be inactive while the drug is detected in the characters system. -OR- The character is so addicted to the drug that the distraction penalty to skill chekcs and defence rolls is -2, and the Character hourly concentration DC is 25. If the character fails the concentration check, the penalty increases to -3. Also, the character enters withdrawl within 24 hours of taking the drug, unless the character makes a fortitude save DC 25, and the effects of the withdrawl are increased to -4.
This can be taken multiple times, showing that you are hooked on more than one drug.