Primary & Speciality Hero Kids Skill System

July 18, 2017 | Author: Adam Bragg | Category: Magic (Paranormal), Herbalism, Dice, Leisure
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Descripción: An alternate advanced skills system to plug into the Hero Kids RPG, expanding the options beyond the standa...

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Primary & Speciality Hero Kids™ Skill System 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.

Pairing Attributes and Skills Skills can be used with any of the three Attributes, providing the usage is appropriate. Pairing a Skill with Strength signifies a forceful use of the skill, pairing it with Dexterity implies a more precise use of the skill, while pairing it with Intelligence indicates a thoughtful or studied use of the skill. For example, a Strength (Athletics/Climbing) Ability Test may represent exerting yourself to climb a physically demanding surface, while a Dexterity (Athletics/Climbing) Ability Test may refer to a technically challenging climb requiring a lot of agility, and an Intelligence (Athletics/Climbing) Ability Test may be confirming your ability to recognise the best method or equipment to use in performing a climb so as to avoid a particular hazard.

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Alternate Primary / Speciality Hero Kids™ Skill System

Expanded Skills List This is the “expanded” listing, not the “comprehensive” or “complete” skill list. It can and should be edited and reworked to suit your personal tastes. Want a “Jumping” Speciality Skill within Athletics? Feel Herbalism should be a Primary Skill separate from Medicine? Want to add “Healing” as a Speciality of Medicine? Want to remove the “Barter” Speciality? Need a “Programming” Speciality of Technology? Want to add the Primary Skill “Courage”? Any of these and more are valid for YOUR game. This is my proposed starting point. Adjust to taste, and please share the results with me. Athletics: ​ (Primary) This is for anyone who excels at movement

Currency: ​ (Primary) Appreciation of and experience with the handling

Running, Swimming, Throwing.

Trading.

focused physical actions. ​ Speciality Skills: Acrobatics, Climbing, Acrobatics: ​ (Speciality) This covers gymnastic actions such as

tumbling, jumping flipping, hanging upside down, tightrope walking, etc.

and value of money and trade. ​ Speciality Skills: Bartering, Bribery, Bartering: ​ (Speciality) When to trade goods and how to turn a

profit doing it.

Bribery: ​ (Speciality) When it’s 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

profit in all of this.

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.

object accurately at an intended target.

Trading: (Speciality) How to recognise what goods will sell for resell elsewhere, where best to sell gained goods, and how to turn a

weapons, tanks, castle artillery, siege weapons, etc. where the weapon’s use emphasises accurate operation of the device rather than the precise body mechanics of a sling or a bow. ​ Speciality Skills:​ none at present.

© 2015, Adam Bragg, Spiralbound Studios, ​ www.spiralboundstudios.blogspot.ca

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Alternate Primary / Speciality Hero Kids™ Skill System

Knowledge: ​ (Primary) This represents being learned about things of

Repair: ​ (Speciality) You have the training and practice in

the world around them. ​ Speciality Skills: Animals, History, Lore,

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.

world. Their lifecycles, strengths, and weaknesses.

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,

or simply cease to function. ensnare, imprison, entomb, mangle, or otherwise impede people who are going where they’re not wanted. Making, finding, and disabling all manner of traps is your speciality. Medicine: ​ (Primary) You’ve learned about the illnesses and injuries one can suffer, and have become skilled in treating them as best you can.

practitioners, and capabilities. This does NOT confer any ability to

This covers everything from first aid, to surgery, to prescribing

perform magic, this comes from having dice in one’s Magic Die Pool

medicinal substances, to making your own cures, to even using magical

and having magical Attacks, Actions, and Abilities.

restoratives such as potions. This skill does NOT confer the ability to

Nature: ​ (Speciality) Knowing details of life and the ecosystems

cast healing magics, or to craft magical potions. ​ Speciality Skills:

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.

identifying and gathering medicinal plants, where they can be found, the crafting of herbal remedies with specific effects, and when to apply

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

magical and non-magical potions, ascertain their effects, and determine Build: ​ (Speciality) This skill focuses on creating a new object,

when or if to use given potions.

sometimes from blueprints and custom parts, sometimes cobbled together from random materials on hand.

© 2015, Adam Bragg, Spiralbound Studios, ​ www.spiralboundstudios.blogspot.ca

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Alternate Primary / Speciality Hero Kids™ Skill System

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

than your own feet. ​ Speciality Skills:​ Driving, Riding, and Sailing.

to say it to so as to get what you want, or to reach an agreeable

skill for virtuous purposes, sometimes for nefarious ones. ​ Speciality Skills:​ Bluff, Intimidation.

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

guides to have them carry you elsewhere, whether the creature be a

Intimidation: ​ (Speciality) This is the art of imposing your will

upon someone else to do or agree with what you want.

horse, dolphin, dinosaur, or dragon. Sailing: ​ (Speciality) This covers all the specialized skills relating

to controlling a sailed watercraft. Perception: ​ (Primary) Did you notice that? If the answer is usually yes,

then you have the Perception skill. It represents one’s 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

oneself, and otherwise using such things as your surroundings, your attire, and other methods to evade detection of yourself or an object.

Search: ​ (Speciality) If it can be found, then you’re 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

look for it.

you can find and follow it.

Disguise: ​ (Speciality) This is the ability to make one thing look

look like an ordinary section of the floor.

are, and how to get to a specific other location is the foundation of this

someone go unnoticed. Effectively using the shadows, or knowing just

Speciality. Whether used by woodsmen, sailors, or ship captains, the

how to best hide behind a group of trees comes under this.

methods of “reading” and plotting a course through one’s chosen terrain are much the same.

© 2015, Adam Bragg, Spiralbound Studios, ​ www.spiralboundstudios.blogspot.ca

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Alternate Primary / Speciality Hero Kids™ Skill System

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

ensnare, imprison, entomb, mangle, or otherwise impede people who

circumvent them to gain unauthorized access. This covers everything

are going where they’re not wanted. Making, finding, and disabling all

from lock picking, to breaking into computer systems, to circumventing

manner of traps is your speciality.

security systems, to accessing functions in machinery or electronics

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

beyond their intended or normal usage. Traps: ​ (Speciality) You know all the dirty tricks used to

ensnare, imprison, entomb, mangle, or otherwise impede people who are going where they’re not wanted. Making, finding, and disabling all manner of traps is your speciality.

using the technology of your time, whether it be satellites or water wheels. ​ Speciality Skills:​ Hacking, Traps.

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 you’d 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. Don’t 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

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Alternate Primary / Speciality Hero Kids™ Skill System

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 you’re consistent from the beginning, they’ll just accept it as the “new normal”.

Hero Translation Guide Great! We have all these shiny new skills, now how to represent them on our existing and future Heroes. Also, what are the new starting skills for all the canon Heroes? Have no fear, here are the conversions for the Heroes included in the core rules: ● Male Warrior: ​ The Perception Primary Skill and Tracking Speciality Skill.

● 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.

● Male “fire” Warlock: ​ The Knowledge Primary Skill and Magic Speciality Skill.

● Female “water” Warlock: ​ The Knowledge Primary Skill and Magic Speciality Skill.

● Male “Hammer” Brute: ​ The Negotiation Primary Skill and Intimidation Speciality Skill. ● Male Rogue: ​ The Stealth Primary Skill and Hiding Speciality Skill.

● Female Healer: ​ The Medicine Primary Skill and Herbalism Speciality.

● Male “Kitchen” Knight: ​ The Negotiation Primary Skill and Intimidation Speciality Skill

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.

Using This System At The Game Table To show these new skills on your Hero Card, you could just write them on the back of the card, although you then may need to keep flipping your Hero Card to make sure you don't forget what skills your Hero does or doesn't have. Alternately, you can download and print the one-page ​ Hero Card Extension ​ I’ve made and attach the Hero Card to the top of the sheet. This gives you a convenient place to write down both their new Skills © 2015, Adam Bragg, Spiralbound Studios, ​ www.spiralboundstudios.blogspot.ca

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Alternate Primary / Speciality Hero Kids™ Skill System

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/ ​ The contents of this document are © 2015 ​ Spiralbound Studios​ and Adam Bragg.

Contact ​ Spiralbound Studios​ for all product support and more Hero Kids™ material.

Email: ​ [email protected]

Web:​ http://spiralboundstudios.blogspot.ca

Printing Authorization: This PDF document may be printed and copied for personal use.

© 2015, Adam Bragg, Spiralbound Studios, ​ www.spiralboundstudios.blogspot.ca

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