Primary and Speciality Hero Kids Skill System
Primary and Speciality Hero Kids Skill System
Primary and 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.
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.
1
Alternate Primary / Speciality Hero Kids™ Skill System
(Primary) You know what to say, how to say it, and who
Negotiation: (Primary) This is everything pertaining to controlling methods of
Pilot:
to say it to so as to get what you want, or to reach an agreeable getting from place to place via some form of conveyance more involved
solution for all involved in a dispute. Sometimes a Hero will use this than your own feet.
Speciality Skills:
Driving, Riding, and Sailing.
skill for virtuous purposes, sometimes for nefarious ones.
Speciality (Speciality) This focuses on vehicles such as horse
Driving:
Skills:
Bluff, Intimidation. carts, automobiles, and other surface vehicles where one must manually
(Speciality) This is the art of convincing someone to go
Bluff: steer.
along with what you are saying or doing as though it is valid, when it (Speciality) This is applied towards any creature one
Riding:
may not necessarily be so. guides to have them carry you elsewhere, whether the creature be a
(Speciality) This is the art of imposing your will
Intimidation: horse, dolphin, dinosaur, or dragon.
upon someone else to do or agree with what you want. (Speciality) This covers all the specialized skills relating
Sailing:
to controlling a sailed watercraft.
(Primary) Did you notice that? If the answer is usually yes,
Perception:
then you have the Perception skill. It represents one’s ability and (Primary) This is the art of sneaking around, concealing
Stealth:
training in picking up on the details that others often overlook. oneself, and otherwise using such things as your surroundings, your
Speciality Skills:
Search, Tracking, Navigation. attire, and other methods to evade detection of yourself or an object.
(Speciality) If it can be found, then you’re the one to
Search: Speciality Skills:
Disguise, Hiding, Traps.
look for it. (Speciality) This is the ability to make one thing look
Disguise:
(Speciality) Everything that moves leaves a trail, and
Tracking: like another. For example, making yourself look older, or making a trap
you can find and follow it. look like an ordinary section of the floor.
(Speciality) Knowing how to determine where you
Navigation: (Speciality) This skill focuses on making something or
Hiding:
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.
Stealth
(cont.) (Speciality) Everything that has a function has a
Hacking:
(Speciality) You know all the dirty tricks used to
Traps: 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
beyond their intended or normal usage.
(Primary) The word “technology” usually connotates such
Technology:
(Speciality) You know all the dirty tricks used to
Traps:
things as computers, rayguns, robots, and spaceships. However, the
ensnare, imprison, entomb, mangle, or otherwise impede people who
workings of a crossbow, drawbridge, trebuchet, or a pressure-plate
are going where they’re not wanted. Making, finding, and disabling all
triggered pit trap equally involve the development and application of
manner of traps is your speciality.
technological skill. This skill grant familiarity and skill in identifying and
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,
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”.
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 (he has “Hammer Strike” as
Dwarven Knight
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/
Printing Authorization: This PDF document may be printed and copied for personal use.