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This alternate Skill System is designed to be used with the Hero Kids RPG and is intended to replace the skills and skill usage rules of the core
system. This is not a stand-alone system and requires the full Hero Kids RPG in order to function. Under this alternate skill system, Heroes have
two kinds of skills to draw from to perform various tasks during the roleplaying adventure, Primary and Speciality Skills.
A
Primary Skill covers a broad range of actions and add one extra die to Ability Tests involving that skill. Thus, if performing a Dexterity (Stealth)
Ability Text, a Hero would roll their Dexterity die pool, plus one die for the Ability Test, and one die for the relevant Primary Skill.
A
Speciality Skill covers a more specific focus of actions relating to the associated Primary Skill, and reduce the difficulty of a test by one. Thus, a
Hero performing a Dexterity (Stealth/Traps) Ability Test at difficulty 6 would roll their Dexterity die pool, adding one die for the Ability Test,
one die for the Primary Skill, and at a reduced difficulty of 5 from having the Traps Speciality Skill.
Currency:
(Primary) Appreciation of and experience with the handling
Trading.
Bribery:
(Speciality) When its safe or appropriate to pay off
Climbing:
(Speciality) This is used when climbing a tree, cliff,
someone and how to recognise WHO to pay and how much to pay.
Running:
(Speciality) The art of moving your legs as fast as
best in one place or to one customer, and which goods are best to buy
Swimming:
(Speciality) Moving gracefully and quickly in water
Throwing:
(Speciality) This covers throwing
(and catching) an
Gunnery:
(Primary) Skill in the use of heavy weapons such as spaceship
wall, or rope.
you can.
without drowning.
weapons, tanks, castle artillery, siege weapons, etc. where the weapons
use emphasises accurate operation of the device rather than the precise
body mechanics of a sling or a bow.
Speciality Skills:
none at present.
Knowledge:
(Primary) This represents being learned about things of
Repair:
(Speciality) You have the training and practice in
restoring proper form and function to things which have been broken
Animals:
(Speciality) Knowing details about the animals of the
Traps:
(Speciality) You know all the dirty tricks used to
Magic, Nature.
History:
(Speciality) The scholarly study of past events based
on archival recordings.
Lore:
(Speciality) The accumulation of socially shared
knowledge.
Magic:
(Speciality) The study of magic; its history,
perform magic, this comes from having dice in ones Magic Die Pool
restoratives such as potions. This skill does NOT confer the ability to
Nature:
(Speciality) Knowing details of life and the ecosystems
of the world. Recognising specific plants and animals, and their abilities
Herbalism:
(Speciality) This covers an in depth ability in
of the world, how all plants and animals contribute to the functioning
and uses.
Herbalism, Potions.
Mechanic:
(Primary) Being skilled at working with your hands and
using tools to perform specialized tasks.
Speciality Skills: Build, Repair,
Traps.
which remedy.
Potions:
(Speciality) You can recognise different types of
Negotiation:
(Primary) You know what to say, how to say it, and who
Pilot:
(Primary) This is everything pertaining to controlling methods of
solution for all involved in a dispute. Sometimes a Hero will use this
Bluff:
(Speciality) This is the art of convincing someone to go
along with what you are saying or doing as though it is valid, when it
may not necessarily be so.
getting from place to place via some form of conveyance more involved
Driving:
(Speciality) This focuses on vehicles such as horse
carts, automobiles, and other surface vehicles where one must manually
steer.
Riding:
(Speciality) This is applied towards any creature one
Intimidation:
(Speciality) This is the art of imposing your will
then you have the Perception skill. It represents ones ability and
training in picking up on the details that others often overlook.
Speciality Skills:
Search, Tracking, Navigation.
Stealth:
(Primary) This is the art of sneaking around, concealing
Search:
(Speciality) If it can be found, then youre the one to
Speciality Skills:
Disguise, Hiding, Traps.
Tracking:
(Speciality) Everything that moves leaves a trail, and
like another. For example, making yourself look older, or making a trap
Navigation:
(Speciality) Knowing how to determine where you
Hiding:
(Speciality) This skill focuses on making something or
Disguise:
(Speciality) This is the ability to make one thing look
are, and how to get to a specific other location is the foundation of this
Stealth
(cont.)
Hacking:
(Speciality) Everything that has a function has a
Traps:
(Speciality) You know all the dirty tricks used to
method to its function, every method has rules and you know how to
are going where theyre not wanted. Making, finding, and disabling all
Technology:
(Primary) The word technology usually connotates such
things as computers, rayguns, robots, and spaceships. However, the
workings of a crossbow, drawbridge, trebuchet, or a pressure-plate
triggered pit trap equally involve the development and application of
technological skill. This skill grant familiarity and skill in identifying and
Skill Advancement
The easiest way to add new Primary and Speciality Skills is to simply award
Skill Points to each Hero when the players successfully completes an
adventure. How many Skill Points to award is a matter of personal taste, but I recommend 1 or 2 per adventure. If youd rather link Skill Points to
an external measure, then award 1 Skill Point for Easy or Moderate adventures, and 2 Skill Points for Hard adventures.
Another way would be to award a Skill Point for every 5 or 6 encounters, this will result in Heroes sometimes not getting a new Skill Point at the
end of an adventure, and other times getting one part way through an adventure. You will need to track your number of encounters leading up to
the next Skill Point. These are all minor concerns, but have your preferred method settled upon before introducing this system to your own little
Heroes.
Once they have some Skill Points, they can redeem them for new Primary Skills at a cost of two Skill Points, and new Speciality Skills for one Skill
Point. Dont allow Heroes to gain new skills in the middle of an adventure though, Heroes need the time between adventures to learn new things,
2015, Adam Bragg, Spiralbound Studios,
www.spiralboundstudios.blogspot.ca
attend their training, and practice new skills. Your players may grumble the first time they are told they can only gain new skills after the adventure
is done, but if youre consistent from the beginning, theyll just accept it as the new normal.
Female Warrior:
The Negotiation Primary Skill and Intimidation Speciality Skill.
Female Hunter:
The Knowledge Primary Skill and Lore Speciality Skill.
Male Hunter:
The Perception Primary Skill and Tracking Speciality Skill.
Female Healer:
The Medicine Primary Skill and Herbalism Speciality.
The additional Heroes featured in the Expansion series can easily be translated using the same guideline of granting them one Primary Skill and one
Speciality Skill. There is one Hero from the Fantasy Expansion
Hero Cards III
I will include here, the
Dwarven Knight
(he has Hammer Strike as
his Melee Attack) as he has no actual skill listed, just two healing potions, some money, and the Darkvision ability. I recommend giving him the
either the Perception Primary Skill and the Search Speciality Skill, or the Currency Primary Skill and the Trading Speciality Skill.
and any new Inventory they acquire from their adventures. If you're strict about the use of inventory cards, then you can simply use the Inventory
section as a place to put them instead.
Hero Kids is a trademark of Justin Halliday and is used with permission. No challenge is intended.
Official Hero Kids rpg website:
http://herokidsrpg.blogspot.ca/
Contact
Spiralbound Studios
for all product support and more Hero Kids material.
Email:
spiralbound@gmail.com
Web:
http://spiralboundstudios.blogspot.ca
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