HERO System (5th ed.)
Franklin's List of Background Skills ("M" through "N")
All original work herein is copyright © by Franklin W. Cain. All rights reserved. (Last updated: 27 January 2007)
---(M)--- Maces (see below)From a purely functional point-of-view, maces are much more closely related to clubs than to axes and picks. To put it bluntly --(sorry for the pun)-- a mace is just a stick with a heavy knob at the business end (spiky bits optional). It doesn't matter if the handle twists in your grip when you swing it, you're still going to strike your target "properly" (as opposed to an axe or a pick, which would strike merely a glancing blow if the handle twisted). However, since the Weapon Familiarity will also be used as a Complementary Skill for Weaponsmith (since Weapon Familiarities have skill rolls in my campaign), and because it's a long established precendent within the HERO System rules that axes and maces are covered by the same Weapon Familiarity, I'm not going to change this arrangement. (I just wanted to set the record straight...) Machinist (Profession) [DEX]
This Profession can be based on Dexterity (instead of Intellligence). Magical Theory, aka Thaumatology (Science)
(This is usually restricted to a Fantasy HERO setting.) This Science covers the basic principles of magic. Specializing in a specific college or school of magical theory (e.g., Illusions and Phantasms, Elemental Magics, Divinations, Battle Magics, and so on) is a Knowledge (instead of a Science), and can be used as a Complementary Skilll to this Science. In another popular RPG, this skill is called Thaumatology. Maid, aka Lady-in-Waiting (Profession)
This is the female equivalent of Butler. This is not the same as Housekeeper. Manager (see below)
Depending on the character's personality and background, handle this with a combination of Bureaucratics, Business Administration, Leadership, and/or Logistics. Maps
The profession of making maps is Cartography. The large-scale area knowledge covered by a specific map would be Geography (or Astrography, in an interstellar campaign). And, of course, using maps is governed by Navigation. Marbles/Caltrops (Weapon Familiarity)
Marine Biology (Science)
[Martial Art Style] (Weapon Familiarity)
This skill covers one particular martial art or style of fighting, such as Tae Kwon Do, Wrestling, Fencing, or Kickboxing (as opposed to covering all such styles and arts). Note that this skill is required as part of the relevant Martial Arts package (this replaces the Knowledge Skill usually required...). Martial Arts Weapons (Group of Weapon Familiarities; see Common Oriental Melee Weapons) Martial Arts World (Culture Knowledge; see Martial Arts Sub-Culture) Mathematics (Science)
Maul (Weapon Familiarity; see Axe/Mace/Pick) Mecha (see below)
If you're looking for ground-based legged mecha (regardless of form; i.e., whether it's anthropomorphic or not), see Walker. If you're looking for flying anthropomorphic mecha, see Jetpack/Flying Battlesuit. Mechanical Engineering (Science)
Medical Technician (Profession)
Medicine (Science)
Doctors who are general practicioners will want a high skill roll with this Science.
[Specialized Field of Medicine] (Science)Meditation (see below)This is for any of the numerous specializations in the field of medicine, such as Immunology, Cardiology, Neurology,
Obstetrics/ Gynecology, Gerontology, Pathology, Endocrinology, (etc.). As such, this Science requires that the character have first acquired the Science Medicine, and the skill roll with this Science cannot exceed the skill roll in Medicine by more than six points (e.g., a character with a mere Familiarity with Medicine cannot have a skill roll in Cardiology better than"14-"). [Alien] Medicine (Science)This specialized field of medicine focuses on the life sciences for the lifeforms native to a particular world (other than one's own; that other is always considered to be "generic" Medicine); e.g.: Ewok Medicine, Klingon Medicine, Narn Medicine, etc. (as opposed to the truly general overview granted by Xenomedicine). This Science may be used as a Complementary Skilll in the appropriate circumstances.
If acquired as a vocation or hobby, this is a Professional Skill that is based on Ego (instead of Intelligence). However, in a Fantasy HERO setting, this can be defined as a "Magic" Skill (i.e., "Power" Skill) that is based on Constitution (instead of Intelligence). Melee Weapons (Group of Weapon Familiarities; see Common Melee Weapons) Mercenary (see below)
If the character is from a modern-era setting, use
Soldier/ Mercenary. If the character is from afantasy/ historical setting, useWarrior/ Mercenary. Mercenary/Terrorist World (Culture Knowledge; see Mercenary/Terrorist Sub-Culture) Messenger Birds (Profession; see Pigeons/Messenger Birds) Metallurgy (Science)Meteorology (Science)
Microbiology (Science)
This is the study of microscopic lifeforms. Military History (Knowledge)
This is obviously a specialization of History. Military World (Culture Knowledge; see Military Sub-Culture) Mining/Excavation (Knowledge)
Missile Launcher (Weapon Familiarity)
This category of (common) heavy weaponry covers the use of bazookas, rocket launchers, and missile launchers that are designed to be held and fired by a single soldier (with, maybe, the help of a loader). This Weapon Familiarity also covers larger missiles, such as air-to-air missiles or surface-to-air missiles, which are fired from a vehicle or an emplaced mount. This skill does not covers missiles used against targets in space. For missiles to be used against relatively stationary targets in orbit, use Ballistic/Orbital Missile. For missiles to be used against relatively agile targets in space, use Anti-Spacecraft Missile. Missile Weapons (Group of Weapon Familiarities; see Common Missile Weapons) Molecular Biology (Science)
Molecular Engineering (Science; see Nanotechnology) Morse Code (Literacy)
Anyone wanting this signalling language must must actually purchase it (i.e., must actually spend a point), regardless of whether or not the campaign assumes literacy to be the norm... Mortar (Weapon Familiarity; see Grenade
Launcher/ Mortar) Motorboat (Transport Familiarity)This common form of seacraft handles very much like most other surface vehicles. Motorcycle (Transport Familiarity) [DEX]
This uncommon type of land transport deals with motorized two-wheeled vehicles, i.e., motorcycles and mopeds. This skill can be based on Dexterity (instead of Intellligence). Motorized Seacraft (Group of Transport Familiarities; see Common Motorized Seacraft) [Musical Instrument] (Professional Skill) [DEX or CON]
This is the generic format for a Professional Skill which conveys proficiency with a musical instrument, such as
Flute/ Recorder, Harmonica, [Electric] Guitar,Lute/ Mandolin,Piano/ Organ, (etc.). This Professional Skill can be based on Dexterity (instead of Intellligence). Depending on the exact type of instrument chosen, the player may base this on Constitution instead. Musical Notation (Literacy)The ability to read (and write) musical notes is assumed to be automatically included with Composer and Musical Instrument(s), as well as with any other Professional Skill directly related to producing music (with the GM's approval), provided that the campaign's setting assumes literacy to be the norm. Otherwise, this is a Literacy available for one point. Musket (Weapon Familiarity)
This category of archaic firearm covers the use of any black-powder handgun that must be operated using both hands, whether smoothbore or rifled. Mythology, aka Myths and Legends (Knowledge)
Use "Mythology" for a scholastic hero studying the beliefs of one or more ancient societies. Use "Myths and Legends" for a hero studying the beliefs of one of more not-so-ancient societies... This Knowledge can often serve as a precursor to history. ---(N)--- Nanotechnology, aka Molecular Engineering (Science)
Natural Philosophy (Knowledge)
This Knowledge is the version of General Science known in a pre-modern setting, such as a steampunk setting. Naval Architecture/Engineering (Science)
This type of Vehicular Engineering deals with (industrial-era) oceanic vessels. (For pre-industrial oceanic vessels, use Shipwright instead; for spaceships, use Astronautical Engineering instead.) 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-"). Neuroelectronics (Science)This Science is the specialized intersection of Cybernetics and Neurophysics (i.e., this is the skill that covers cyberpunk genre's
computer-brain interfacing technology). As such, this skill belongs very much in a sci-fi campaign. Designing this type of equipment uses this skill, while implanting such equipment requires a different specialty. Neurology (Science)This medical specialty covers the nervous system in general, frequently specializing with the brain. Neurophysics (Science)
Neurosurgery (Science)
This medical specialty is brain surgery. As such, it is the intersection of Neurology and Surgeon.
Ninja WeaponsIn my opinion, the weapons listed in this "category" do not share functional similarity. (In other words, they're related by culture, and not by function.) Therefore, I do not permit this as a category for Weapon Familiarity. Instead, you may separately acquire the Weapon Familiarities for these weapons... Non-Weapon Weapon (Weapon Familiarity; use Impromptu Weapon) Nuclear Engineering (Profession)
This Profession covers the practical application of the principles of nuclear physics. As such, it requires that the character have first acquired the Science Nuclear Physics, and the skill roll with this Profession cannot exceed the skill roll in Nuclear Physics by more than six points (e.g., a character with a mere Familiarity with Nuclear Physics cannot have a skill roll in Nuclear Engineering better than
"14-"). Nuclear Physics (Science)This Science covers that specialization of Physics dealing with subatomic particles and their interactions. 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 Nuclear Physics better than"14-"). Nunchaku (Weapon Familiarity)This common Oriental melee weapon is an Okinawan flail. Nurse, aka Orderly (Profession)
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All original work herein is copyright © by Franklin W. Cain. All rights reserved. (Last updated: 27 January 2007)