HERO System (5th ed.)
Franklin's List of Background Skills ("A" through "B")
All original work herein is copyright © by Franklin W. Cain. All rights reserved. (Last updated: 27 January 2007)
---(A)--- Accounting (Profession)Adjutant (Profession; see Aide/Adjutant) Aerobatics (see below)
If the character in question can fly under his own power, whether through an inate power or by virtue of a Focus, then just use Acrobatics. Furthermore, if this character uses Acrobatics exclusively for flying (i.e.: he's not acrobatic when on the ground), then he may apply the appropriate Limitation to Acrobatics. On the other hand, if the character in question is using a flying vehicle, then he should use Combat Piloting, just as usual (instead of creating a brand new Aptitude Skill that does exactly the same thing). Aeronautical Engineering (Science)
This type of Vehicular Engineering deals with aircraft. In order to have a skill roll with this Science better than
"11-", it is required that the character must have the Science Mechanical Engineering. Furthermore, the skill roll in this Science cannot exceed the skill roll in Mechanical Engineering by more than six points (e.g., a character with a mere Familiarity with Mechanical Engineering cannot have a skill roll in this Science better than"14-"). Aerospace Vehicles (Group of Transport Familiarities; see Common Aerospace Vehicles) Agriculture (see below)If you're looking for the Profession of agriculture, see Farmer. If you're looking for the Science involved in agriculture, see Agronomy. Agronomy (Science)
This is the Science of agriculture. If you're looking for the Profession of agriculture, see Farmer. AI Systems (Science; see Artificial Intelligence) Aide/Adjutant, aka Yeoman (Profession)
This Profession covers all junior-grade officers working in staff positions, especially those serving as an assistant to a commanding officer (frequently, this commanding officer is a "flag" officer). Air Vehicles (Group of Transport Familiarities; see Common Air Vehicles) Airship (Transport Familiarity)
This is a guided (motorized) lighter-than-air vessel. For a lighter-than-air vessel that goes wherever the wind takes it (i.e., one which cannot be guided or propelled by its occupants), see Balloon. Alchemy (Knowledge or Science; see below)
In a mundane, realistic setting, this is a Knowledge Skill (of dubious or trivial value). On the other hand, in a fantasy setting, this is a Science (that works...). Alien/Aliens (see below)
If you want the study of aliens (i.e., extra-terrestrials) in general, try Xenology. Otherwise, try one of the other
Xenosciences. [Alien] Biology (Science; look under Biology) [Alien] Medicine (Science; look under Medicine) [Alien] Psychology (Science; see Xenopsychology) [Alien] Technology (Science; see Xenotechnology) Analyze Style (see elsewhere) Anatomy/Physiology (Science)The "default" for this Science is assumed to be Human Anatomy and Physiology. In a sci-fi campaign, this assumption may not be valid, and you will need to specify which race/species this Science covers. Animals (see below)
For knowledge on all animals in general, please use Zoology (or Bestiary). For knowledge on specific types of animals, what types are you interested in? Birds? Common beasts of burden? Or more uncommon (categories of) beasts of burden, such as camels, elephants, or various flying beasts? Anthropology (Science; see
Archeology/ Anthropology) Anti-Spacecraft Missile (Weapon Familiarity)This Weapon Familiarity covers missiles having the necessary range and speed to attack spacecraft. (For missiles to be used against relatively stationary targets in orbit, use Ballistic/Orbital Missile instead.) Antigrav (Transport Familiarity)
This category of
air- andspacecraft is usually available only in a superhero or futuristic setting. Apothecary (Knowledge)This is a fantasy/historical version of Pharmacology. Appraisal (Professional Skill)
For some inexplicable reason, this Professional Skill is frequently bought as
"Appraisal/ Fencing".;-) Arcane and Occult Lore (Knowledge)Archaic Cannon (Weapon Familiarity)
This category of archaic firearm covers the use of any black-powder gun that is too large to be carried (let alone, fired) by a person. Archaic Firearms (Group of Weapon Familiarities)
This group contains the Weapon Familiarities Archaic Pistol, Musket, and Archaic Cannon. Archaic Pistol (Weapon Familiarity)
This category of archaic firearm covers the use of any black-powder handgun that can be operated with just one hand. Archeology/Anthropology (Science)
To make things easier for the players, I permit these two related sciences to be combined into one Science, so long as the skill roll of this combined skill is no better than
"11-". Otherwise, purchase these skills separately. Specializing on the archeology or anthropology of one particular historical culture (e.g., Classical Egyptian Archeology [aka "Egyptology"], Aztec Archeology, Polynesian Aborigine Anthropology, Pre-Stellar Lunar Archeology, Belter Anthropology) is a Knowledge (instead of a Science), and can be used as a Complementary Skilll to this Science. Architect (Profession)Architecture (Science; see Civil Engineering) Arctic Terrain (Area Knowledge)
This type of Terrain Knowledge deals with all arctic and subarctic terrain types. It also includes whatever "transport familiarity" is needed for Snowshoes. Armorer, aka Armory (see below)
If you want the Skill for the historical Profession of armor-making, use Armourer. If you want the Skill for the modern Profession of gunsmithing, see Gunsmith. Armourer (Profession)
This specialization of Blacksmith is the historical Profession of making armor and shields. This is not to be confused with "Armoury" (Gunsmith). Artificial Intelligence, aka AI Systems (Science)
This specialization of Computer Science deals with expert systems/applications that simulate or replicate intelligence and/or personality (or, ultimately, sentience). Artillery (Weapon Familiarity; see Cannon/Howitzer) Asian Medicine (Knowledge; see Yin-Yang Medicine) Astrogation (Profession)
This Profession is the required Complementary Skill to enable someone to use Navigation to calculate one's position and movement in outer space (i.e., not on a planetary surface, and not within an atmosphere). This Profession is different from Hyperspace Navigation in that this Profession deals with "normal" space (and not with hyperspace). In order to have a skill roll with this Profession better than
"11-", the character is required to have at least one of these prerequisite Sciences:Astronomy/ Astrophysics; Mathematics; or, Physics. Furthermore, the skill roll with this Profession cannot exceed, by more than six points, whichever of these prerequisite skill rolls is the highest. [Astrography] (Area Knowledge)This type of Area Knowledge is generally available only in a futuristic sci-fi setting. This skill represents a general knowledge of the stars and star systems in a particular region of space. It includes knowledge of the constellations as seen from these systems (very useful if lost while planet-bound and trying to find you way back to the starport). Examples include Near-Sol (i.e., Terran) Astrography, Astrography of the Trans-Coal Sack Sector, Babylon-5 Astrography, and so on. (This skill can be thought of as Geography for outer space.) Astrology (Knowledge or Science; see below)
In a mundane, realistic setting, this is a Knowledge Skill (of dubious or trivial value). On the other hand, in a fantasy setting, this is a Science (that works...). Astronaut, aka Cosmonaut (Profession)
This Profession is the preliminary (i.e., early spaceflight) version of Spacer. Astronautical Engineering (Science)
This type of Vehicular Engineering deals with spacecraft, whether mobile (i.e., spaceships) or (relatively) immobile (i.e., space habitats). When combined with Hyperspace Engineering, this effectively becomes "starship engineering." In order to have a skill roll with this Science better than
"11-", it is required that the character must have the Science Mechanical Engineering. Furthermore, the skill roll in this Science cannot exceed the skill roll in Mechanical Engineering by more than six points (e.g., a character with a mere Familiarity with Mechanical Engineering cannot have a skill roll in this Science better than"14-"). Useful Complementary Skills for this Science would include Nuclear Engineering (for the power plant) and Life Support Systems. Astronomy, aka Astronomy/Astrophysics (Science)For a campaign setting that is too primitive to cover Nuclear Physics, this Science is just Astronomy. For a futuristic or (post)-modern setting campaign, this Science is
Astronomy/ Astrophysics. Astrophysics (see below)This Background Skill is available only as
Astronomy/ Astrophysics. (In my opinion, this field of study, by its very nature, must include the knowledge covered by the Science Astronomy. As such, Astrophysics is not available just by itself.) Athletics as Transport Familiarity? (see below)On page 52 of HSR5, several athletic activities are listed as Transport Familiarities. In my opinion, the only purpose of the Transport Familiarity skills is to work with one of the "vehicle" skills (Combat Driving, Combat Pilot, or Riding). Since none of these athletic activities lend themselves to the afore-mentioned skills, I've decided that these athletic abilities will instead be Sports. Audio/Video Editing (Professional Skill)
(Several of my friends are anime otaku who enjoy creating their own music videos using video clips from their favorite anime.) Author (Profession; see Writing) Automobile (Transport Familiarity; see Car) Axe/Mace/Pick (Weapon Familiarity)
This category of common melee weapons covers the use of axes, maces, picks, and (war)hammers. ---(B)--- Bacteriology (Science)
This covers the scientific study of bacteria. It can be combined with Virology to become Immunology. Baker (Profession; see Cooking) Ballistic/Orbital Missile (Weapon Familiarity)
This Weapon Familiarity covers surface-launched missiles (whether from an underground silo or an undersea submarine) that are fired against major targets on a planetary surface, such as a hardened underground bunker, an intersection of two interstate highways, or the capital city of an enemy nation-state. This skill also covers space superiority missiles (whether surface-to-space or space-to-space) fired against relatively stationary targets in space, such as an orbiting satellite or space station. (For missiles to be used against relatively agile targets in space, use Anti-Spacecraft Missile instead.) Balloon (Transport Familiarity)
This is a lighter-than-air vessel that goes wherever the wind takes it. For a guided (motorized) lighter-than-air vessel (i.e., one whose movement can be directed by its occupants), see Airship. Bar Hopping (Professional Skill; use Carousing) Barber (Profession)
Hey, don't laugh! This is an excellent source of unofficial, off-the-record information....
;-) This is similar, but not identical, to Hairdresser. Barnstorming (see Aerobatics) Bartender (Profession)Hey, don't laugh! This is an excellent source of unofficial, off-the-record information....
;-) Basketball (Profession)This Sport also includes familiarity with throwing (and catching) a basketball. (A basketball is sufficiently distinct that it is not covered by Thrown
Rock/ Ball/ Grenade.) Baton (Weapon Familiarity; see Club) Battleaxe (Weapon Familiarity; see Axe/Mace/Pick) Battlesuit, aka Powered Armor (see below)If you're looking for just a protective suit, see Vac Suit. If you're looking for such a suit with enhanced strength, see either Vac Suit (as above) or Walker, depending on the size of the suit in question. If you're looking for such a suit that is capable of flight (regardless of whether or not it also has enhanced strength), see Jetpack/Flying Battlesuit. Bazooka (Weapon Familiarity; see Missile Launcher) Beasts of Burden (see Animals) Bestiary (Knowledge)
This Knowledge is the
fantasy/ historical version of Zoology. Bicycle (Transport Familiarity) [DEX or CON]This Transport Familiarity is also a Sport, and can be based on Dexterity (instead of Intellligence). If the player wants, he may have his character base this on Constitution instead. Biochemistry (Science)
Biology (Science)
This Science grants general knowledge about most of the various life sciences (botany, zoology, microbiology, biochemistry, genetics, marine biology, etc.). For a more in-depth coverage of a specific area of knowledge, the character must acquire the relevant Science.
[Alien] Biology (Science)Biophysics (Science)This Science grants an overall general understanding and familiarity with the processes, forms, and inter-relationships of the lifeforms native to a particular world; e.g.: Terran Biology, Europan Biology, Klingon Biology, Vorlon Biology, etc. (as opposed to the truly general overview granted by Xenobiology). This Science may be used as a Complementary Skill in the appropriate circumstances.
This Science covers that specialized intersection of Biology and Physics covering the energies created and manipulated by living organisms. In order to have a skill roll with this Science better than
"11-", it is required that the character must have either the Science Biology or the Science Physics. Furthermore, the skill roll with Biophysics cannot exceed, by more than six points, whichever of these two skill rolls (Biology or Physics) is the greater. (For example, if a character has a mere Familiarity with either Biology or Physics, than his skill roll in Biophysics cannot exceed"14-".) BirdsWhat type of birds are you interested in? Falcons and other raptors? Or pigeons and other messenger birds? Black-Powder Weapons (Group of Weapon Familiarities; see Archaic Firearms) Blackjack (see below)
If you're thinking of a weapon, use Sap/Blackjack. If you're instead thinking of a card game, see below... Blackjack/21 (Knowledge)
This card game is very popular with professional gamblers. Blacksmith (Profession)
Blade (Weapon Familiarity; see Sword/Knife) Blademaster (Profession; see Sensei) Blaster (see Energy Weapons) Blimp (Transport Familiarity; see Airship) Blowgun (Weapon Familiarity)
Bo Staff (Weapon Familiarity; see Staff) Bodyguard (Profession)
This is similar to, but not identical to, Soldier and Warrior. Bonecarving (Profession; see Carving) Bookbinding (Professional Skill)
This is of great potential use to a wizard in a fantasy setting, and is also available to other characters in other settings. Botany (Science)
This Science covers the study of plants. (A fantasy/historical version of this would be Herbalism.) Bow (Weapon Familiarity)
This category of common missile weapon covers the use of bows (other than crossbows). Bowyer/Fletcher (Profession)
Brain Surgeon (Science; see Neurosurgery) Brawling (see below)
If you're looking for a street-level "martial art," then use Dirty Infighting. If you're looking for weapons of opportunity, then use Impromptu Weapon. Brewing/Winemaking (Profession)
Bus/Heavy Truck (Transport Familiarity)
This specific category of common land vehicles covers most over-sized (wheeled) land vehicles, such as buses and stretch limos, "big rigs" (semi-trucks; tractor-trailers), and (wheeled) construction vehicles (dump trucks; cement mixers). Business Administration/Management (Knowledge)
This Knowledge is absolutely essential for any Manager who wishes to be an effective businessman. (If he's just interested in playing politics, then Bureaucratics may be all that he needs.) Business/Contract Law (Knowledge)
This is obviously a specialization of Law. Butcher (Profession)
Butler, aka Valet (Profession)
(For women, see Maid.) This is not necessarily the same as Housekeeper.
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All original work herein is copyright © by Franklin W. Cain. All rights reserved. (Last updated: 27 January 2007)