HERO System (5th ed.)
Franklin's List of Background Skills ("E" through "G")
All original work herein is copyright © by Franklin W. Cain. All rights reserved. (Last updated: 16 October 2006)
---(E)--- Early Seacraft, aka Common Pre-Industrial Seacraft (Group of Transport Familiarities)This group contains the Transport Familiarities Rowboat, Sailboat, and Heavy Sailing Vessel. Ecology (see below)
If this is to be the study of habitable worlds, then use the Science Planetology. If this is to be the study of the lifeforms in general, then use the Science Biology. (On the other hand, if this is to be the pseudo-science supported by the "Earth First" nut-cases, then use KS: Ecology Pseudo-Science/Propaganda.
;-) Economics (Knowledge)Egyptology (Knowledge)
This specialization of
Archeology/ Anthropology was considered almost fashionable in the late 19th and early 20th Centuries. Electrical Engineering (Science)Elephant (Transport Familiarity)
Endocrinology (Science; see Specialized Field of Medicine) Energy Cannon (Weapon Familiarity)
This Weapon Familiarity covers the use of various sci-fi energy-based heavy weapons, ranging in power level from a grav-tank's plasma cannon to a spaceship's laser turrets, from planet-defending meson cannons (from Traveller) to planet-busting laser arrays. Depending on the size of the actual weapon and/or on the operating range of the weapon, the character may have to use Systems Operation, instead of the usual OCV-vs-DCV combat roll. Basically, if the weapon requires a team to operate, or else fires at well beyond the range of (normal) human sight , then the weapon requires the character to use Systems Operation. Energy Weapons (see elsewhere) Engineering (Science)
This Science covers the practical application of the principles of physical laws (mass, momentum, inertia, friction, thermodynamics, and so on). This Science grants the character a general understanding in these areas. If the character wishes to specialize in a particular area of engineering (e.g., civil engineering, mechanical engineering, etc.), then the character must acquire the appropriate other Science. In order to have a skill roll with this Science better than
"11-", it is required that the character must have either the Science Mathematics or the Science Physics. Furthermore, the skill roll with Engineering cannot exceed, by more than six points, whichever of these two skill rolls (Mathematics or Physics) is the greater. (For example, if a character has a mere Familiarity with either Mathematics or Physics, than his skill roll in Engineering cannot exceed"14-".) Engraving/Etching (Profession) [DEX]This Hobby is not necessarily the same as Carving. Engraving implies the cutting is just the surface, whereas Carving implies a certain depth to the cutting (possibly the entire object). This Profession can be based on Dexterity (instead of Intellligence). Environment Suit (Professional Skill; see Vac Suit) [DEX] Environmental Systems (Science; see Life Support Systems) EOD (Profession; see Explosive Ordnance Disposal) Epidemiology (Science)
This covers the scientific study of infectious diseases. It is very similar to Immunology. Equine (Transport Familiarity; see Horse/Equine) Ergonomics, aka Human Engineering (Science)
This is the science of designing or engineering things (that are to be used by people) in such a way as to make them more efficient, comfortable, or safe for the people using the things. As such, this Science is a Complementary Skilll for whatever other skill is used for the designing and building of the things in question. Escrima Stick (Weapon Familiarity; see Club) Esperanto (Language)
Etching (Profession; see Engraving/Etching) EVA Suit (Professional Skill; see Vac Suit) [DEX] Excavation (Knowledge; see Mining) Exobiology (Science; see Xenobiology) Exoskeleton (Transport Familiarity; see Walker) Explosive Ordnance Disposal, aka EOD (Profession)
This is an excellent Complementary Skill for Demolitions. Extraterrestrials (see Aliens) ---(F)--- Falconry (Profession)
This animal-related skill deals with raptors (eagles, falcons, hawks). This was often considered a sport of the (medieval) nobility. Farmer (Profession)
If you're looking for the Science involved in agriculture, see Agronomy. Fighting Styles (Knowledge)
This gives a general overview of all of the more common styles of melee combat and martial arts (not just one such style). Firearms (see below)
Are you wanting modern weaponry? Or do you want archaic (i.e., black powder) guns? First Aid (see Paramedic) Fist-Load (Weapon Familiarity)
Flamethrower (Weapon Familiarity)
In a superhero campaign, this category of (common) heavy weaponry will also cover the use of certain exotic weaponry (such as the glue gun used by the supervillain Binder), weapons which are aimed and fired in a manner similar to a flamethrower. Flail (Weapon Familiarity)
Fletcher (Profession; see Bowyer/Fletcher) Flight/Comm Protocols (Knowledge)
This Knowledge covers the routine procedures to be used by the command crew of an airplane or spacecraft, and by the (usually ground-based) traffic control officers (TCOs). Examples of such procedures include: how, when, and why to contact Traffic Control; how, when, and why to contact another vessel; what to do when another vessel is in the vicinity (and what constitutes "the vicinity"); and so on. For larger spacecraft, the responsibilities for these duties are usually split between the pilot/navigator and the communications officer. In such cases, a pilot/navigator could be allowed to specialize in just Flight Protocols, and a communications officer could be allowed to specialize in just Comm Protocols, but such specialization should not be required. Flying Battlesuit (Transport Familiarity; see Jetpack/Flying Battlesuit) Flying Carpet (Transport Familiarity)
[Flying Mount] (Transport Familiarity)
This is actually several different Transport Familiarities, each for a distinct species group, such as: Dracoforms (dragons and wyverns); Giant Raptors (huge eagles); Gryphons & Hippogriffs; Pegasi (flying horses); Sphinxes & Manticores; and so on. Football, aka American Football (Profession)
This Sport is not to be confused with Soccer. This Sport also includes familiarity with throwing (and catching) a football. (A football is sufficiently distinct that it is not covered by Thrown
Rock/ Ball/ Grenade.) Force Field Physics (Science)(This is usually restricted to a Champions setting, or possibly a very-high-tech or far-future setting.) This Science covers that specialization of Physics covering the creation and manipulation of force fields and force beams. In order to have a skill roll with this Science better than
"11-", it is required that the character must have the Science Physics. Furthermore, the skill roll in this Science cannot exceed the skill roll in Physics by more than six points (e.g., a character with a mere Familiarity with Physics cannot have a skill roll in Force Field Physics better than"14-"). Forensics (Science)In my opinion, the Intellect Skill Forensic Medicine is not justified in being an Intellect Skill. It is neither sufficiently generic (i.e., broad-based or multi-purpose) nor sufficiently important to be an Aptitude Skill. Therefore, I've downgraded it to a mere Background Skill (specifically, a Science)... This medical specialty replaces Forensic Medicine, and otherwise functions exactly as per the rulebook's description for that skill. Free Fall (Professional Skill; see Zero-G Operations) ---(G)--- Games (see below)
There are many different types of games, such as card games, board games (such as checkers or chess), puzzles, riddles, or sports. Gardening (Profession)
Garrote (Weapon Familiarity)
Gemcutter (Profession; see Jeweller/Gemcutter) General Knowledge (Knowledge)
This is a generic know-it-all skill, primarily for Computers and AIs, to document the background general knowledge known by the artificial sentient. General Science (Science)
This is a generic know-it-all skill, primarily for Computers and AIs, to document the background scientific knowledge known by the artificial sentient. In a pre-modern setting, this Science is called Natural Philosophy (and is available to scholars and scientists). Genetic Engineering (Profession)
This Profession covers the practical application of the principles of genetics, usually for the design and creation of an altered lifeform. As such, it requires that the character have first acquired the Science Genetics, and the skill roll with this Profession cannot exceed the skill roll in Genetics by more than six points (e.g., a character having a mere Familiarity with Genetics cannot have a skill roll in Genetic Engineering better than
"14-"). Genetics (Science)Geochemistry (Science)
This Science covers a specialized intersection of Geology and Chemistry. In order to have a skill roll with this Science better than
"11-", it is required that the character must have either the Science Geology or the Science Chemistry. Furthermore, the skill roll with Geochemistry cannot exceed, by more than six points, whichever of these two skill rolls (Geology or Chemistry) is the greater. (For example, if a character has a mere Familiarity with either Geology or Chemistry, than his skill roll in Geochemistry cannot exceed"14-".) Geography (Area Knowledge)This is usually assumed to mean "World Geography" (i.e., the geography of the Earth). In a futuristic setting, this must be specified for each separate world, e.g., Terran (i.e., Earth) Geography, Lunar Geography,
Geography/ Mars,Geography/ Europa,Geography/ Ganymede, (etc.). Note that, in this case, it will be sufficient to list the world's name for the Area Knowledge; the term "Geography" is assumed. If you are looking for "generic" (non-specific) geography, try cartography. Geology (Science)Geophysics (Science; see Seismology) Gerontology (Science)
This medical specialty deals with the health of older people and the afflictions common to them. Gestures (Language; see Hand Gestures/Signals) Glassblowing (Professional Skill) [DEX]
This is usually encountered only in a historical or fantasy setting, but it is not prohibited in other settings. This Professional Skill can be based on Dexterity (instead of Intellligence). Glazier (Profession)
This is the historical profession for glass-making, with a specific emphasis on window-making. Glider/Light Plane (Transport Familiarity)
This category of common aircraft deals with all forms of unpowered aircraft as well as low-powered (i.e., propellor-driven, non-jet) aircraft. Grav-Car (Transport Familiarity; see Antigrav) Grav-Tank (Transport Familiarity; see Antigrav) Gravitics (Science)
This Science covers that specialization of Physics dealing with the (artificial) creation and manipulation of gravity. In order to have a skill roll with this Science better than
"11-", it is required that the character must have the Science Physics. However, the skill roll in this Science is limited by the highest skill roll among these three Skills: Physics; Quantum Mechanics; and, Theoretical Physics. The skill roll in Gravitics cannot exceed the highest skill roll among these three Skills by more than six points (e.g., a character with a mere Familiarity with Physics, and not having either of the other two Sciences listed above, cannot have a skill roll in Gravitics better than"14-"). Great Axe (Weapon Familiarity; see Axe/Mace/Pick) Greatsword (Weapon Familiarity; see Sword/Knife) Grenade (Weapon Familiarity; see Thrown Rock/Ball/Grenade) Grenade Launcher/Mortar (Weapon Familiarity)This is a category of (common) heavy weaponry. Groundcar (Transport Familiarity; see Car) Guard (Profession; see below)
Please use Bodyguard, Security Guard, Soldier, or Warrior, as appropriate. Guns (see Firearms) Gunsmith, aka Armoury (Professional Skill)
This Professional Skill is a Complementary Skill to Weaponsmith, working with the appropriate Weapon Familiarities (e.g., Small Arms, Grenade Launcher, Mecha Weaponry, etc.). This is not to be confused with Armourer.
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All original work herein is copyright © by Franklin W. Cain. All rights reserved. (Last updated: 16 October 2006)