|
Post by Sci-Fi on Apr 16, 2014 19:48:27 GMT
Been thinking about this a bit lately. The education tables in HU pretty much assume that the superheros are normal people for 100% of their education. They either went to high school and that's it. Or did a year, two or three in college (Where apparently you can major in thieving and or other atypical college courses), OR.... You were in the military.
How ever... if you open comics, many heroes aren't just normal joes off the street. Many have been trained in "Super heroing" or at least "Being super" for years if not decades. I'm a comic collector so I knew this already. I've got many "Comic encyclopedias".
I recently picked up the Updated Marvel Encyclopedia. "Expanded and revised! lol". Which has.. small entrys for many of Marvel's heroes. Most get a paragraph or two with biggies like Iron man or Thor getting two or three pages. Just the highlights and stuff, but it hit me as I flipped through this huge book (and it -is- huge. You could use it as a melee weapon), but it struck me... dozens and dozens of the heroes in there are trained by SHIELD. Or "Trained in Combat by none other than Captain America!!!!" Which is a big big deal in Marvel (and apparently he trains A BUNCH of people). Another thing that hit me was... well my fave team, The XMen. They go to, or are housed and based out of "Xavier's School for Gifted Youngsters" or later... a few other places and later still "The Massachusetts Academy" and later still the Jean Gray School for Gifted Youngsters. Where in the mutants are taken in. Given schooling, but also purposefully and directly trained in the usage of their powers. Both individually and as a team. Not just "hey this is super hero high" ( New Mutants, Generation X, Young Xmen, etc) But it's also dedicated training and amplification of their super powers. The 'staff' used to be students and train the younger ones and cross train with each other, and in the Danger Room. Now pause and realize there's been over --300-- Xmen.. yes.. over THREE HUNDRED XMen. lol
There is even an Avengers Academy now.
So my point to all of this is... these are not covered in HU's rather... extremely limited Education tables. If one just looks at the Xmen there's over 300 heroes that at least in part went to superhero school and were taught by experts in how to use their powers and could fight full out, balls to the wall full power in the danger room so even their training didn't have to be 'sparing' or half power.
How would we represent.. the Xavier School for Gifted Youngsters, or the Massachusetts Academy, or Jean Gray's School for Gifted Youngsters, or the Hellfire Academy, or Avengers Academy, etc?
They get formal education, from anything to super super advanced biology and engineering (Beast, Forge, etc) to down right mundane. ( Bobby Drake. AKA Iceman, is ....... a certified Accountant.), but more importantly they are trained specifically in how to use their powers to the fullest, martial arts. (Be it Captain America teaching you, or Wolverine or Gambit. (People might laugh, but Nick Fury himself said that he'd only seen two or three people on earth that were better, Hand to hand than Gambit, and he IS a teacher at the new school), they're trained in stealth, and tactics, teamwork and what not.
If we're playing HU, and either including the Marvel (or DC but I know more about Marvel so I'm using it as an example)universe.. how do we represent such things as the X Schools, Hellfire Academy, Avengers Academy, etc?
What would your Educational table look like with these? How many skill programs? (Because if iceman can be an accountant, you get more than JUSt combat training. Beast is a world class hyper science biologist and inventor. etc) What sort of automatic skills?
Would you have a tier system? I think I would.
If you're 10-16 You get the first tier. Equivalent of High school with added training in there. Basic martial arts, secondary skills and what not.
if you stay on at the school you get additional stuff and upgrades. 17-22 might give you the equivalent of 'college' at one of these Super Schools. Another skill program or two, upgraded martial arts representing 6+ years working and training under the other super heroes, more dedicated 'super hero-y' skills.
If you stay longer, a third tier. Representing 23-whatever. Be it "Doctorate in Super Hero Arts" or "Teacher level" whatever you want to call it, where you top out at the training in the school and become a post grad/doctorate/staff level in your training. Your last skill programs and 'trained' skills for the elite of the super hero schooling/training world.
How would you guys represent the purposeful training in the super powers? Most of HU's powers are pretty static or grow at the same rate for the guy living in an alley or a guy 'working out' with his super powers 12 hours a day every day. Would training at these super schools give bonus? I have to think they would. +1D6 per whatever? added range? I mean they ARE training, purposefully with experts.
You gotta look at it, like, some one in the Bronx might be a good swimmer, might be a great swimmer, but he or she can only get so far training on their own. You take that great swimmer and you give them a literal Olympic swim coach and they can explode beyond their previous limits. The 'teachers' at these schools are just that. Olympic caliber coaches in the super hero arts.
So.. How do you guys handle these sorts of things? Or do you just ignore it and use the rather shitty education tables in the book?
|
|
|
Post by writersblock on May 15, 2014 20:55:39 GMT
Honestly, I modified the education charts, and the rules for learning new skills, ages ago. They got changed more when I redid them for Hardware, and my group now uses my Hardware education system for a lot of our games.
I usually address this "Super School" sort of stuff with new education programs written specifically for the school (I ran a long term campaign where the PCs were the latest crop of New Mutants) as well as skills and bonuses related to the programs (say to PE, SDC, save versus psi, etc).
In addition, I often create new skills that you cannot get anywhere but these super institutions, such as Resist Psionics (All X Men are taught that) and the like.
In some cases (say, trained by Batman) this can lead to creating new fighting styles, weapon skills (handle a shield exactly like Cap taught you), etc.
Don't forget the education bonus is partially about the quality of education. I often alter it, and provide additional per skill bonuses on top of it (say, add an extra level to hand to hand) based on the type of Super School and its training focus.
Also keep in mind that the types of skills available to the student go a long way to representing this super training too. Not a lot of kids go to private school getting essentially a high school education and learn things like Demolitions, Hd-Hd, HALO, and Pilot Hover Cycle.
|
|
|
Post by Sci-Fi on May 16, 2014 9:10:53 GMT
Can you post your educational charts and what not? I'd love to see how someone else has altered them.
|
|
|
Post by writersblock on May 19, 2014 23:16:34 GMT
I'll see if I can find the latest version. Doing a organize and back up of computer right now so I don't know right off where it is.
|
|
|
Post by writersblock on Aug 14, 2014 21:59:25 GMT
Well, here is an earlier version of some of the stuff I did for education. Keep in mind this was pre HU2. I present it here as an example of the stuff I did for Hardware Unlimited. Some of this is existing rules (obviously), some is clarification, some is compilation from other PB sources, some is all new. I also challenge you to look at how much of this has entered into PB since I sent it to them...
EDUCATION AND SKILLS REVISION
NOTE: The following section is a modified version of the character education system presented in Revised Heroes Unlimited. This revision is meant to elaborate on the actual skills and knowledge of the characters without creating the tedium of spending hours on selecting skills. It is an attempt to cut a little bit finer of an edge between the skills one can acquire in the real world and the need to get the character creation over quickly. Although basically the same as the system in Heroes, it has four principal alterations:
1. The character will have, in general, a greater number of skills and a greater selection of skills to choose from than in Revised Heroes Unlimited.
2. The skill “packages” determined by percentile roll will reflect a less definitive and more worldly body of study by giving more choice in skill selection and a wider range of selections to choose from.
3. The skills themselves have been more fully defined and spread out in their categories to reflect diversity of study without creating complication in character creation.
4. The programs are more balanced in number of skills across the program types, meaning that each character receives a more balanced and equal number of skills, character to character.
A FEW MORE NOTES ABOUT SKILLS
In all the time I’ve played and G.M.-ed Palladium the most frequent thing I’ve had to defend, debate, re-examine, and rule on is the Skills Section. It seems some people have trouble finding some of the skill rulings in the (old edition) book and still others simply don’t agree with them. Well, everyone has the right to disagree and there is no way to make everybody happy. There will always be the one player who feels, based on what they know, that a listing or description should be different. It can be argued around in circles for ages without solution. Better still, let’s go through the Skills Section step by step and see if there is a common ground to be found.
Some of the most common arguments about the Skills Section relate to interpreting the percentile system. Here is a quick and simple way to break it all down.
1) “per level of experience” refers to the bonus the skill has added to it each and every time the character goes up a level. This bonus gets added at SECOND level and each level beyond.
2) The percentile amount listed for the skill (i.e.: 20% + 2% per level.) is designed to reflect a number of factors. The assigned numbers are not entirely arbitrary and are set by the following standards.
a) They reflect the difficulty of the skill. The lower the percentage starts at, the harder the skill likely is. Therefore, if your character is exceptional (after bonuses for I.Q. and such) at a skill with a very low starting percentage, they are to be considered quite talented in that area.
b) The percentage is also a reflection of how much about the overall topic the character knows.
For example, let’s say everything there is to know (not just what humans know) about Physics is equal to 100%, or all the knowledge of Physics there is in the universe. If your character has a 50% skill, the character knows HALF of everything there is to know about Physics. That is a lot of info!
This explanation is also the reason for no skill rising above 98%. Under most circumstances no skill can reach 100%. The 98% means there is always a chance for error when a skill is applied. At the same time, it also reflects there are always some aspects of any skill still waiting to be improved upon or discovered.
OPTIONAL PERCENTILES RULE
In many gaming sessions there are the characters who, with a combination of phenomenal I.Q. scores and an excellent educational bonus, start the game with 98% in a skill. For them, going up levels in that skill loses some interest. Even worse, some I.Q. and education combinations are more that enough to exceed the 98% rating. Take a + 35 % Education bonus, add it to a + 10 % I.Q bonus, and apply this + 45 % to Math: Advanced for example. This means 64 + 45 = 109 %. Therefore, this genius with an excellent education WASTED 11 %. It also means that two characters, one with an average I.Q. and education, the other with a genius I.Q. and incredible education, both reach 98 % and cease learning anything new. Then, posed with the same problem (creating, for example, a -40 % to skill checks) they both have the same difficulty and chance of success. Realistically, the more intelligent person would be the one invited to Physics conferences. Who is sent to chess matches; the average guy in the park or the savant who has beaten every system out there? The problem in the role play side of things with a 98 % limitation is clear.
An alternative to just living with this dilemma is to allow skill percentages to go above 98 %, in a way. In this option, the character can accumulate bonuses and levels that drive their percentage above 98%. These accumulated bonuses are then applied against penalties assigned to the skill checks. Under ALL circumstances, regardless of the accumulated percentage, a skill roll of 99 - 00 on the dice is STILL a failure. The character’s intelligence, experience, or education, do not eliminate the chance for failure. These bonuses just reduce the number of things the character cannot do while limiting the difficulty of tasks others would find impossible.
For Example: Assume we have two characters with the skill Mathematics Advanced.
Character One has a Ph.D. in Mathematics (+ 35 %), an I.Q. of 24 (+ 10 %) and is Level One. Character Two has a High School Education (+ 5 %), an I.Q. of 20 (+ 6 %) and is Level Nine.
Character One is at a skill of 109 % + 4 % per level. (64% base + 45 % for bonuses) Character Two is at a skill of 106 % + 4 % per level. (64% base + 11 % for bonuses + 32 % for levels)
Both are given a difficult problem of -20 %. Character One would roll versus their 89 % (109 - 20) while Character Two rolls versus 86 % (106 - 20). Either of the two will fail on a roll of 99 - 00.
Another area of debate and confusion over skills is cumulative Physical skill bonuses. Usually the characters will have some physical attribute that is important to either their image, profession or heroic exploits. This is almost always the stat the player wants the highest bonuses in. All Physical Attributes, S.D.C., and combat bonuses such as those to Strike, Parry, and Dodge can be improved by the selection of skills supplying bonuses to the thing the player wants to raise. All bonuses and pluses acquired through the selection of skills are added to the original attribute or bonus.
For Example: After rolling their attribute dice a player ends up with a character whose P.S. is 12. They had decided they wanted the character to be physically intimidating and feel that P.S. 12, while athletic, just won’t cut it. They decide to take the Boxing skill, Body Building, and Wrestling. Boxing adds 1D4 P.S. and a 2 is rolled. Another + 2 for Body Building and + 2 for Wrestling makes for a total of + 6. This brings the total P.S. of the character to 18. Still not satisfied with this professional body builder physique, the player adds gymnastics for another + 2 and a grand total of P.S. 20! Now that is a powerhouse. Also note that the above listed skills also provide bonuses to other attributes, S.D.C., and such. These areas would also see their own dramatic improvements.
Now let’s specifically discuss Acrobatics and Gymnastics. Both of these skills provide similar bonuses and abilities. If both of these skills are selected, the bonuses and pluses from BOTH are added to your character just as explained above. However, the percentile skills and bonuses, such as Backflip and Sense of Balance, are NOT cumulative. These percentiles, as with other skills (Air-to-Air and Vehicle Combat being examples of exceptions) are neither added together nor mixed and matched for the best base skill and percentage per level combination.
The better of the two sets of percentiles (By “set” I mean the percentile AND the bonus per level TOGETHER) are selected by the player then any educational or I.Q. bonus is added ONCE to that selection.
Also not cumulative are the bonuses applied to Climbing and Prowl if those skills are alternatively taken. One or the other bonus, not that of both the skills, are given to the Prowl and Climbing skills.
RUSHING
Any time a skill is used some amount of time will be required to actually perform the required task. Inevitably, characters will run into circumstances where they need to get things done in less than the time needed. This could mean getting a vehicle repaired ahead of schedule or preparing a special gizmo for the night’s fight against evil. It can also mean trying to get a bomb defused under the clock or getting a lock picked before the patrol comes by again. Whatever the reason, here is a recommendation on how to handle such eventualities. Skills checks are divided, essentially, into three different types of performances:
1) Extended. These are actions such as construction or repair that simply require a set amount of time to accomplish. The also include evaluating a person’s injuries (as under Paramedic) and cutting time required using Research. Such actions can be rushed only to a limited extent, but generally the penalty and application of rushing these sorts of activities is as addressed under the Hardware Construction Penalties.
Apply a penalty of -25% to the applicable skill check. The work/repair then takes half the time normally required, but the device may have a few problems. The first time the device is used or activated roll the applicable skill again at the -25% penalty. If this check fails, the device doesn’t operate and requires an average of 2D4 hours to repair with a penalty of -30% to skill check. In the case of evaluations or cutting things like research, the diagnosis or research has an unforeseen flaw should the check be failed.
2) Pressured. This applies to non-combat skills when there is a set amount of time required to perform a task but taking that time will cause some sort of failure, detection, or other complication. A classic example of this is trying to pick a lock before a guard/patrol returns. 1D6 Melee is the required time for an attempt, but what if you know he’ll be back in one minute/four melees and roll “6” on the D6? Another example is getting a security system cracked before the camera pans back in your direction. These types of actions can be rushed to varying degrees depending on the requirements and skill of the character performing the skill.
Apply a penalty of - 10 % to the skill check for every One Melee (15 Seconds) the character wishes to shave off the required time to perform. Any task will take a minimum of one melee to perform and no reductions below one melee should be possible except at G.M. call. This penalty is cumulative with every melee they wish to reduce and with any other penalties for complexity of system and such.
3) Combat. This is the category specifically for combat skills or other skills whose application will have an instantaneous and direct effect on combat the character is engaged in. These include moving at above Speed Attribute of 4 (1.3 yards, or 4 Feet, Per Second) while Prowling or pulling out and using a weapon in the same action. Such performances can be modified either by the number of actions required or the time taken to do an activity.
Note: Examples of the sorts of things that CANNOT be rushed in combat include: the number of actions taken to parry/dodge/strike, the number of actions required to use a weapon, the number of actions needed to execute difficult physical or martial arts maneuvers, the number of actions required to change a weapon’s magazine, and the time required to close to combat range. The G.M. should carefully judge what actions they will allow rushed on a case by case basis.
Actions: In cases where the character wishes to perform fewer actions to accomplish a task, such as drawing a gun and firing it (normally two actions) as one action, a penalty of - 2 to Strike/Parry/Dodge or a skill penalty of - 20 % is applied to the performance for each action the requirement is reduced by.
Melee: In cases where the character wishes to reduce the number of melee a task will require, as in the case of defusing a bomb when the timer reads less time than defusing normally needs, disarming traps or mines under enemy fire, and readying weapons like artillery for firing. In these cases apply a penalty of - 15 % or - 1 to Strike/Parry/Dodge against the applicable skill check per melee the requirement is reduced by.
SPECIALIZATIONS
Specializations in a skill are acquired when the player selects a skill and decides the character, for one reason or another, is superior in an area of the skill rather than the skill as a whole. Most of the skills except for Hand to Hand skills and Weapon Proficiencies will have examples of possible specializations listed.
These examples are not all the possible specializations for that skill and players are encouraged to think up new ones. Other skills list “none possible” under specializations. These skills are already too specialized for the character to be focused on a specific area of the field.
The net effect of specialization in a skill is that the skill percentile in the specialized area becomes + 10 %. This reflects that the character is very good in a specific area of the overall skill. As would logically follow, this also means the character is not as good at the skill in general and therefore all applications of the skill not covered under the specialization are at - 10 %.
There are two overall advantages to specializing in a skill. First off, the bonus of +10% can go a long way against penalties in harsh conditions, complicated procedures, and such. This is especially true if the character is going to be regularly using a skill in the same area and not as much in others. For example, brain surgery is more complicated than general medical treatment so if a character wants to be a professional brain surgeon then the benefit is clear. Second, the G.M. may rule that certain types of activities can only be done by specialists. The above example of a brain surgeon is again a good one. General practitioners cannot, as a rule, perform brain surgery.
Applying Specializations
Character acquires Wilderness Survival (base skill 40 % + 5 % per level) as a skill. The player decides the character is from the Middle East, and received more training in desert conditions than elsewhere. The player changes the skill to Wilderness Survival: Desert. The skill then becomes 50 % + 5 % per level when applied to the desert (40 % + 10 % = 50 %) and 30 % + 5 % per level outside the desert (40 % - 10 % = 30 %). Each skill can have only one specialization. Obviously, the character can have only one area of expertise in a particular field. G.M.s can feel free to alter that as they see fit. No specialization can overlap to become the equivalent of an existing skill. For example, a player cannot select a Medical Doctor specialization in Cybernetics because the M.D.: Cybernetics/Bionics Skill already exists. Any bonuses for spending additional skills on one skill are applied to the percentage of both the specialization and the base skill. The following system assumes the optional section on multiple applications of an individual skill (see “Skill Programs”, following) is being used. Otherwise, additional skills cannot be spent on improving any skill.
For Example: Wilderness Survival: Desert at 50 % + 5 % per level, all else 30 % + 5 % per level.
Add One Skill: Desert at 60 % + 5 % per level (50 % + 10 %), all else 40 % + 5 %
Add Two Skills: Desert at 65 % + 5 % per level (60 % + 5 %), all else 45 % + 5 %
Add Three Skills: Desert at 70 % + 5 % per level (65 % + 5 %), all else still 50 % + 5 %
And So On…
DETERMINING LEVEL OF EDUCATION
Education is one of the trickiest and most time consuming parts of character creation for players. As time goes on and a familiarity with the system grows, it becomes less tricky and hopefully takes less time, but the selection, combining, and accounting of a character’s skills can be difficult for some. It is hoped that this revised Education System will make the choices clearer and easier, eliminate some of the frustration found in skill accessibility, and generally make this part of character creation better for everyone.
The education level of the character not only reflects the amount of time they have spent in school but also reflects their life skills and on the job training. Their intensity of study has been directly translated, on the following chart, into both a number of skills for the player to select from and a percentile bonus (educational bonus) to be added to their character’s scholastic skills. Additionally, this intensity of study has set for the character the types of skills they have had access to and thus could learn, develop, and acquire over the years.
Special Note: If you are interested in a very eye-opening exercise, here is a little thing you can do some time for interest’s sake. After you are familiar with the Education System, sit down and think very critically about what skills you as a player have. Then, being very honest with your assessments, try to think of the percentage you probably have them to and the means by which your skills were acquired. You may (or may not) be surprised by the results, but you will probably look at the education chart differently after doing this. A couple members of my gaming group did this on a lark and then I did it as an experiment to see how well the numbers fit my education to a rolled level…very telling.
Scholastic Skills are those learned through formal education at school, college, university, a tour in the military, or on the job in a professional setting with strict supervision. The educational bonus is added to the base percentage on these skills only. Scholastic skills are found in Programs that are a collection of related and complimentary skills. A scholastic skill is grants a higher degree of actual knowledge than a secondary and therefore reflects a professional or expert level of proficiency. Even if a secondary skill is of higher percentage, meaning simply that experience has compensated somewhat for a lack of formal training, scholastic skills are always of a higher calibre of education.
Secondary Skills are ones developed through self education, observation, or generally untutored practice. While some skills are available in both scholastic programs and as secondary skills, and the skill is basically the same, the educational bonus achieved for the level of education is applied only to scholastic versions of the skills. The only bonus that a secondary skill ever gets would be the application of a high I.Q. bonus should the character’s stat grant one. Secondary skills reflect a competent knowledge of the skill and possibly even great talent at it but there is a lack of the commercial, professional levels of expertise.
EDUCATIONAL LEVEL Roll Percentile Dice
01-09 High School Graduate. Bonus + 5%; select 2 Skill Programs and 10 Secondary Skills. 10-18 Military Basic Training. Bonus + 10%; Receive One Military Program of choice, plus select 1 other Skill Program and 10 Secondary Skills. If character is not/would not be military, the player may roll again or replace the Military Program with another Available Program. 19-27 Trade School / On the Job. Bonus + 10%; select 2 Skill Programs and 10 Secondary Skills. 28-36 One Year College. Bonus + 15%; select 2 Skill Programs and 10 Secondary Skills. 37-45 Two Years College. Bonus + 15%; select 2 Skill Programs and 12 Secondary Skills. 46-54 Three Years College. Bonus + 15%; select 3 Skill Programs and 12 Secondary Skills. 55-63 Four Years College. Bonus + 20%; select 3 Skill Programs and 12 Secondary Skills. 64-72 Military Specialist/College Under Graduate’s Degree. Bonus + 20%; From the two following skill options chose either: 1. 1 Military Program, 1 Espionage Program, 1 other Program, 4 Weapon Proficiencies, and 8 Secondary Skills. OR 2. 3 Programs and 12 Secondary Skills (Non Military Background). 73-81 College Bachelor’s Degree. Bonus + 25%; select 3 Skill Programs and 14 Secondary Skills. 82-90 College Master’s Degree. Bonus + 30%; select 4 Skill Programs and 14 Secondary Skills. 91-00 College Doctorate / Ph.D. Bonus + 35%; select 4 Skill Programs and 15 Secondary Skills.
Still Unsatisfied with your Number of Skills? If you are unhappy with the number of skills you received, take heart and look at the Future Skill Development Section at the end of the Skills Section.
|
|
|
Post by writersblock on Aug 14, 2014 22:07:30 GMT
EDUCATION LEVEL CLARIFICATIONS
1. Be aware that these skill revisions are not meant to be exclusive to any particular class. At G.M. discretion they are to be used by all of the modern Palladium systems and classes.
2. Note that the educational level designations listed above, such as “Four Years of College”, are meant to suggest a path the character used to achieve such a number of skills. It does not force the character to this specific history. The characters are free to designate the actual source of their education with approval of the G.M. For example, they could have been raised by scientist parents and thus received an informal but exceptional education.
3. Characters who are of the Special and Physical Training categories of character do NOT roll on the Educational Levels chart. They receive the education dictated under their particular class sections in Revised Heroes Unlimited.
SPECIAL RESTRICTIONS
Please Take Note of these restrictions BEFORE the selection of the character’s skills.
1. HIGH SCHOOL EDUCATION. This category can only select from the following skill programs: Business, Computer, Domestic, Physical, Piloting: Basic, Language, Rogue, Technical, Wilderness, and W.P. Ancient or Modern.
2. ESPIONAGE SKILLS. These skills are restricted to the Military, Military Specialist and Trade School educational levels plus both the Special and Physical Training Categories, plus the Hardware: Electrical, Hardware: Mechanical and Hardware: Weapons classes from Revised Heroes Unlimited.
3. MILITARY SKILLS. The Military skill program and Military Weapon Proficiencies are restricted to the Military, Military Specialist, Trade School, Hardware: Mechanical and Hardware: Weapons, Hardware: Robot Pilot, and both the One and Two Years of College levels of education. The Military Programs are meant to reflect Basic Training and not service in specialized branches. To reflect a branch of service, select programs and secondaries that approximate the desired area of expertise.
4. ADVANCED PILOTING SKILLS. The Advanced Piloting programs are limited to the Military, Military Specialist, Trade School, Bachelors, Ph.D. or Doctorate levels of education, and the Revised Heroes Unlimited categories of Special Training, Hardware: Mechanical and Hardware: Robot Pilot.
5. MEDICAL DOCTOR SKILL. This skill reflects years of study, internships and practice. The skill can only be acquired through the Medical Skill Program and even then the skill is only available to the Master’s (years of study but never became a legal, practising physician) and the Ph.D. or Doctorate (full fledged, legal, doctor) levels of education. Characters who wish to take the Medical program without one of these two education levels must settle for the Paramedic skill as their highest level of medical training.
6. LAW SKILL. This skill reflects years of study and practice. The skill can only be gained through the Law Program. Even then the skill is only available at the Bachelor’s (put in several years of study and possibly became a practising attorney), the Master’s, and the Ph.D. or Doctorate (full fledged lawyer probably with some practice and experience) levels of education. Characters who wish to take the Law program without one of these two education levels must settle for having the Law Skill with a - 20% penalty.
7. HAND TO HAND SKILLS. Only ONE form of Hand to Hand may be chosen per character. In cases where multiple styles are available, the character should choose only one and disregard all others. When selecting Hand to Hand skills as scholastic or secondary selections, Expert costs TWO skill selections and Martial Arts and Assassin use THREE unless a program specifically indicates receiving a specific Hand to Hand style. Any such program determined styles are acquired as is. Hand to Hand Assassin is only available under G.M. permission, as it requires a background allowing access to such unusual training.
8. ADVANCED WEAPON SKILLS. The Advanced Weapons Program and skills are limited to the Military, Military Specialist, Trade School, Ph.D. or Doctorate levels of education, and the Revised Heroes Unlimited categories of Special Training, plus Hardware: Cybernetics, Hardware: Mechanical, Hardware: Robotics, Hardware: Weapons, and Mad Scientist.
9. ROBOT SKILLS. All Robot skills are rare and very difficult to learn; therefore they come with a price. All Robot skills are start at a -40% penalty unless the character is any Hardware Specialist class or the Revised Heroes Unlimited category of Robotics. These skills are available only to the Hardware Specialist classes and the Revised Heroes Unlimited category of Robotics, plus the Master’s and the Ph.D. or Doctorate levels of education (though these two still apply the –40%).
10. CYBERNETICS/BIONICS SKILLS. The Cybernetics and Bionics Engineering, M.D. in Cybernetics/Bionics and other cybernetics and bionics related skills are very difficult to learn because of the exclusive accessibility to training in these fields. For this reason, these skills start at a -40% penalty unless the character is Hardware: Cybernetics, Hardware: Electronics, Mad Scientist, or the Revised Heroes Unlimited class of Bionics. These skills are also only available to these classes plus the Master’s and the Ph.D. or Doctorate levels of education (though these two still apply the –40%).
11. CROSSOVER AND DUPLICATED SKILLS. In some circumstances, the character may choose programs that give the same skill under more than one program listing. There is no benefit in having the same skill twice unless the G.M. approved the +10% bonus option. Any such duplicated skills should be exchanged either for another related skill available to the character in that category (G.M. discretion) or totally disregarded. Such skills cannot be used to increase the base skill in any way unless the G.M. rules they can be used as in the optional skill increase example that follows in this text.
12. AUTOMATIC SKILLS. Automatic skills are skills that everyone in the “civilized” Western world has. Although it is not true that even all of North America receives equal and quality education all over, it is assumed the characters have had the benefit of a good basic education. All characters get the following skills FREE regardless of education level rolled: Mathematics: Basic 98% Native Language 98% (Read/Write and Speak)
NOTE: In the Special Restrictions 9 and 10 previous, the possibility exists for the character to start, due to the -40% penalty, with a 0% or lower starting skill. First, the character can start with a skill in the negatives and this would reflect that they did receive training in the area, but the training was less than adequate. This skill will rise as the character goes up levels, but the percentile per level must first be counted toward getting the character into the positive percentiles before any improvement will occur.
For example, let’s say a character wants the Cybernetics Engineering skill but the -40% penalty applies to them. Suppose the character in this example has an I.Q. bonus of +10%. This would mean that after adding their I.Q. bonus, they would still have a -30% in the skill. 22% - 30% = -8% and therefore can never be succeeded at. Now let’s say the skill they want rises at + 5% per level of experience. That would mean that at Second level the character’s skill would be -3%, at third + 2% and so on. It is recommended that characters that want these skills have high I.Q. or consider taking a class without the penalties.
NOTE: Skill program restrictions listed above do not apply to categories of skills. They apply only to the type of skills available at any given level of education. Although a particular level of education may be barred from taking a type of program, any and all skills available as secondary skills are available to anyone.
SKILL PROGRAMS (Scholastic Skills)
A skill program is a group of skills developed through the dedicated study, training, and pursuit of specific areas of relatively formal education. All the skills found under a program heading are known to the character because of their relationship to education in that field. These skills are usually related to each other in some complimentary way. The educational bonus from the chart previous is to be applied to all skills gained in all programs. Any skill program can only be taken once unless otherwise stated or ruled on by the G.M. On approval of the G.M. any individual skill may be taken more than once for some benefit. Using this option, the first time any additional skill is applied to a skill already known, the existing skill receives a bonus of + 10%. This reflects extra and determined effort in this one area. Any skill applied after that point grants the skill the equivalent of one additional level of expertise.
Additional Skill Application (Optional)
Example:
Scholastic Skill: Cooking
Scholastic Bonus: +15%
Cooking Skill: (50% + 6% / level) + 15% = 65% at Level One with no I.Q. Bonus. Add One additional Skill: 65% +10% = 75% This is the sort of cook that is a natural then went to school and really learned some things. Add a Second Skill: 75% + 6% (an additional level equivalent in the skill) = 81% This is a natural, well educated, and seasoned with some experience. The same process can be applied to secondary skills and Weapon Proficiencies but always remember that the G.M. is the final say in how many skills can be applied and to what they may be.
Modern W.P. One additional Skill Adds 10% to Care and Training Skill supplied by W.P. and + 1 to Strike
Second additional Skill grants an additional level Bonus and from there on the skill proceeds at one level higher than the character. (When they reach second level, the skill goes to third, and so on.)
Ancient W.P. Each additional skill adds one effective level to proficiency in the weapon.
W.P Sharpshooting. Each additional skill spent gains the character another variety of trick shot and + 1 Bonus to one of the skill bonuses (Initiative, Called Shot, Aimed Shot).
Please Note: This system will allow for the characters to start with a superior level of skill and to be more customized as per player’s concepts (i.e.: the talented gunslinger, the gifted artist, the extraordinary musician, etc.). It also reduces the overall number of skills the character will inevitably have should the player decide to use any of them for skill improvements as described above.
|
|
|
Post by writersblock on Aug 14, 2014 22:08:28 GMT
AVAILABLE PROGRAMS
The player may select as many skill programs as allotted to them by the roll on the Educational Level chart. Usually this will mean the character will get two or three programs. Remember that all program skills are scholastic so the educational bonus is then applied. Also, if multiple Hardware classifications were taken the number of skills rolled on the chart may have to be reduced. Note: When a program indicates “Select ___”, this is to say that the program allows the player to select the indicated number of skills from the category to fill out the character’s own, unique training in the area.
Art Program Select Four.
Business Program Administration Select Three
Communications Program Radio: Basic Radio: Satellite Read Sensory Instruments Select Three
Computer Program Computer Operation Computer Programming Select One
Cultural Program Select Four
Domestic Program Select Four
Electrical Program Computer Repair Electrical Engineer Select Two
*Espionage Program Select Six
Journalism/Investigation Program Computer Operation Intelligence Journalism One of: Streetwise, Criminal Science/Forensics or Photography
Languages Program Select Four
Law Enforcement Program Criminology Hand to Hand: Basic Law Sociology
Law Program Law Sociology Writing (Legal Style) Select One
Mechanical Program Automotive Mechanics Mechanical Engineer Select Two
Medical Program Biology One of: Medical Doctor (see Special Restrictions) Or Paramedic. Pathology Select one Medical or Science Skill
*Military Program: Armor Basic Mechanics Hand to Hand: Basic Pilot: APC or Tank Read Sensory Instruments Navigation: Sea, Air, Land Select One Modern W.P.
*Military Program: Infantry General Athletics Hand to Hand: Basic Land Navigation W.P. Assault Rifle W.P. Knife Select One Military
Physical Program Select Four
Piloting Program Navigation: Sea, Air, Land Radio: Basic Read Sensory Instruments Select Two from Pilot: Basic
Pilot Advanced Program Navigation: Sea, Air, Land Radio: Basic Read Sensory Instruments
Pilot Related Program Select Three Select One from Communications
Rogue Program Select Five
Science Program Computer Operation Select Four
Technical Program Select Four, Excluding Languages
Wilderness Program Land Navigation Wilderness Survival Select Three
Ancient Weapons Program Select Four
*Advanced Weapons Program Select Three
Modern Weapons Program Select Four Select One from Pilot: Basic
* Availability is Restricted as per the previous Special Restrictions section.
|
|
NMI
New Member
Posts: 19
|
Post by NMI on Aug 28, 2014 1:09:18 GMT
Interesting take on the skills and skill related rules. Consider this copied to a word document for further review.
Couple of questions if you don't mind.
What is the difference between "Advanced Weapons" and "Modern Weapons"? I'm taking a guess that "Advanced" is akin to Energy Weapons, Railguns, Prototype Futurist Weapons and "Modern" is your typical pistol, rifles, machineguns, etc...
Did you redo the actual skill lists and redefine what skills fall under what category?
|
|
|
Post by writersblock on Aug 29, 2014 23:50:42 GMT
Yes I did redo the skills, program lists, etc. I added a bunch of new skills (and still am adding them as in most of our games we use this skill rules) and stuff too.
You are correct in your understanding of the difference between Advanced and Modern.
I called it "Advanced" rather than something like "Energy Weapons" so that non energy weapons such as Rail Guns and other future/futuristic stuff would fit better under it.
I'll put the program and skills list up if there is interest in such.
|
|
NMI
New Member
Posts: 19
|
Post by NMI on Aug 30, 2014 2:08:00 GMT
There is interest. I am always interesting in checking out ideas to expand my own HU games.
|
|
|
Post by writersblock on Aug 31, 2014 3:32:07 GMT
Well, maybe if I find time this weekend I will post more....
|
|
NMI
New Member
Posts: 19
|
Post by NMI on Aug 31, 2014 14:55:09 GMT
Well, maybe if I find time this weekend I will post more.... Excellent Smithers... Excellent.....
|
|
|
Post by writersblock on Sept 2, 2014 2:03:41 GMT
SECONDARY SKILL LIST
NOTE: Secondary skills are chosen in addition to the scholastic skills. Remember NOT to add the educational bonus to any of these skills you take.
ARTS Acting Art Basic Crafts Dancing Photography Play Musical Instrument Singing
COMMUNICATIONS Radio: Basic
COMPUTER Computer Operation Computer Programming
CULTURAL Gardening Poetry Strategic Board Games
DOMESTIC Basic Crafts Cooking Dancing Play Musical Instrument Sewing Singing
ELECTRICAL Basic Electronics
ESPIONAGE Contacts Escape Artist Lip Reading Palming Pick Locks Pick Pockets
MECHANICAL Automotive Mechanics Basic Mechanics Carpentry Mining
MEDICAL First Aid Holistic Medicine
PHYSICAL Archery Body Building Body Sculpting Boxing Climbing General Athletics Hand to Hand: Basic Hand to Hand: Expert Hand to Hand: Martial Arts Prowl Running Swimming Wrestling
PILOT: BASIC Airplane; single or twin engine Automobile Canoeing/Kayaking Horsemanship Motor Boat Motorcycle Sail Boat Truck
PILOT RELATED Navigation: Sea, Air, Land Parachuting Read Sensory Instruments
ROGUE Bartering Contacts Escape Artist Juggling Lip Reading. Palming Pick Locks Pick Pockets Prowl Streetwise
SCIENCE Mathematics: Advanced Research
TECHNICAL Art Journalism Jury Rig Language: Modern Lip Reading
WEAPON PROFICIENCIES (W.P.) Blunt Bow Chain Knife Slingshot Staff Revolver Rifle/Shotgun Semi-Automatic Pistol
WILDERNESS Carpentry Fishing Horsemanship Hunting Land Navigation Preserve Food Wilderness Survival Research
SKILLS LISTED BY CATEGORY
NOTE: Much as in the real world the same skill can be learned from several different sources. In many cases the following lists will supply the same skill under more than one category. This is not a mistake and the skill is not to be taken multiple times just because of multiple appearances. A skill appears in multiple categories only if it reasonably can be gained through more than one type or area of study.
ARTS Acting Art Basic Crafts Calligraphy Dancing Folk Dancing Photography Play Musical Instrument Poetry Professional Dance Singing
BUSINESS Accounting Administration Appraisal Bartering Economics Investment
COMMUNICATIONS Cryptography ECM/ECCM Laser Lip Reading Microwave Optic Systems Radio: Basic Radio: Satellite Radio: Scramblers Silent Signalling Surveillance Systems Telephone Networks TV/Video
COMPUTER Artificial Intelligence Computer Networks Computer Operation Computer Programming Super Computers
CULTURAL Bonsai Calligraphy Floral Arrangement Folk Dancing Gardening Philosophy Poetry Strategic Board Games DOMESTIC Acting Basic Crafts Cooking Dancing Folk Dancing Play Musical Instrument Sewing Singing
ELECTRICAL Basic Electronics Bionics Engineering Computer Repair Circuit Board Microelectronics Cybernetics Engineering Electrical Engineering Robot Electronics
ESPIONAGE Camouflage Concealment Contacts Detect Ambush Detect Concealment Disguise Escape Artist Forgery Guerrilla Warfare Impersonation Intelligence Interrogation Lip Reading Microfiche/film/dot Technology Palming Pick Locks Pick Pockets Resist Interrogation Sniper Tracking
LAW STUDIES Criminal Psychology Criminal Science/Forensics Criminology Law Sociology
MECHANICAL Automotive Mechanics Aircraft Armor and Weaponry Aircraft Mechanics Armorer Basic Mechanics Carpentry Environmental Systems Helicopter Mechanics Industrial Demolitions Industrial Demolitions: Underwater Jet Aircraft Mechanics Locksmithing Mechanical Engineering Mining Recycling Robotics Engineering Robot Mechanics Submersible Mechanics Undersea Construction Undersea Salvaging Weapons Engineering
MEDICAL Acupuncture/Acupressure Criminal Science/Forensics Dentistry Field Surgery First Aid Holistic Medicine Medical Doctor Medical Doctor: Cybernetics/Bionics Paramedic Pathology Plastic Surgery Toxicology
MILITARY Armorer Basic Airborne Camouflage Defence Systems Demolitions Demolitions Disposal Forward Observer Guerrilla Warfare Military Etiquette Military Intelligence Military Parachuting NBC Warfare Trap and Mine Detection Trap and Mine Laying Pilot: APC Pilot: Tank Resist Interrogation Sniper Underwater Demolitions Underwater Knife Fighting Weapons Engineering
PHYSICAL Hand to Hand Assassin Hand to Hand Basic Hand to Hand Expert Hand to Hand Martial Arts
Acrobatics Archery Body Building Body Sculpting Boxing Climbing Deep Sea Diving Fasting General Athletics Gymnastics Mountaineering Professional Dance Prowl Running Spelunking Sport Parachuting Sports Surfing/Wind Surfing Swimming Swimming: Advanced Swimming: SCUBA Wrestling
PILOT: ADVANCED Basic Helicopter Combat Helicopter EVA Maneuvers Jet: Civilian Jet: Combat Jet/Rocket Packs Movement: Zero Gravity Robots and Power Armor Robot Combat: Basic Robot Combat: Elite Space Shuttle Submersible Transport/Cargo Plane Transport/Cargo Ship Vacuum Survival Zero Gravity Combat: Basic Zero Gravity Combat: Elite
PILOT: BASIC Airplane (single/twin engine) Automobile Canoeing/Kayaking Commercial Vehicle Exotic Beast Heavy Machinery Horsemanship Hovercraft/Hydrofoil Motor Boat Motorcycle Race Car Sail Boat Tank or APC Teamster/Wagoneer Truck Water Scooter
PILOT RELATED Air to Air Combat ECM/ECCM Instrument Rating Naval Maneuvers Navigation: Interplanetary Navigation: Orbital Navigation: Sea, Air, Land Navigation: Underwater Offensive Driving Parachuting Read Sensory Instruments Spacial Combat Weapon Systems Wilderness Survival
ROGUE Appraisal Bartering Concealment Contacts Contortionist Detect Concealment Disguise Escape Artist Forgery Impersonation Juggling Lip Reading. Palming Pick Locks Pick Pockets Prowl Resist Interrogation Safecracking Streetwise Tracking
SCIENCE Anthropology Archaeology Astronomy Biology Biology: Advanced Botany Chemistry Chemistry: Analytical Chemistry: Pharmaceutical Geology Mathematics: Advanced Mathematics: Basic Ocean Geographic Survey Oceanography Palaeontology Physics Physics: Advanced Psychology Psychotherapy Recycling Research Toxicology Undersea Farming TECHNICAL Advanced Fishing Antiquarian Archaic Crafts Art History Journalism Jury Rig Language: Ancient Languages: Modern Lip Reading. Lore Photography Research Writing
WILDERNESS Boat Building Carpentry Cooking Fasting Fishing Holistic Medicine Horsemanship Hunting Identify Plants & Fruits Land Navigation Preserve Food Skin/Prepare Hides Track Animals Trap Detection Trapping Wilderness Survival
WEAPON PROFICIENCIES (W.P.)
Sniper W.P. Paired W.P. Sharpshooting W.P. Targeting
ANCIENT Axe Polearm Blunt Shield Bow Slingshot Chain Spear Crossbow Sword Fencing Staff Forked Thrown Garrotte Whip Knife
MODERN Assault Rifle Black Powder Heavy Weapons Revolver Rifle/Shotgun Semi-Automatic Pistol Speargun Submachine Gun MODERN:MILITARY Artillery Flame Thrower Grenade Launcher Garrotte Heavy Weapons Infantry Missiles
ADVANCED Energy Pistol Energy Rifle Heavy Energy Weapon Mortar Vehicle Mounted
|
|
|
Post by writersblock on Sept 2, 2014 2:04:49 GMT
SKILL DESCRIPTIONS
This skill listing is a culmination of all the skills listed in the Revised Heroes Unlimited, Ninjas & Superspies, Robotech, Advanced Recon, Beyond the Supernatural and even skills from the Teenage Mutant Ninja Turtles and Rifts settings (at least as of the time I wrote this). Also included are a large number of new skills and revisions to existing ones. This list is meant to be a comprehensive listing of all the skills appropriate to a Heroes Unlimited or similar modern or near modern world setting.
Note: Several of the listings include a notification of “Requirements”. These listings inform the player of the other skills that MUST also be selected if the character is to have that skill. Under most listings the requirement will list the lowest version of the skill so selecting a superior skill also counts as fulfilling the requirement. If the player does not have enough skills to acquire the requirement and the skill they desire the skill with requirements CANNOT be taken. For example: a skill listing “Requirements: Basic Electronics” means that Basic Electronics must also be taken to have the particular skill with the requirement. Taking Electrical Engineering will also fulfil the requirement.
Also, several of the listings include a notification of “Specializations”. Please note that these are just suggested specializations for these skills and are not the only ones available. Players are advised to come up with both alternatives to and variations on the ones listed, as well as entirely new specializations of their own.
|
|
|
Post by writersblock on Sept 2, 2014 2:06:15 GMT
So, I am NOT going to list ALL the skills and such, but I will list a section just to give you an idea of how I did/redid the skill entries themselves.
|
|
|
Post by writersblock on Sept 2, 2014 2:07:29 GMT
ARTS
Acting: The formal and artistic performance of roles for the stage. The character had acting lessons, knows how to portray other people, and how to entertain a critical audience. Bonuses: Characters with this skill receive a one time + 5 % to Disguise and Impersonation if those skills are taken. Specializations: Shakespeare, Fight Choreography, Stunt Person, Cross Gender. Base Skill: 35 % + 6 % per level of experience.
Art: This is the skill in pursuing some form of artistic expression. Taken as a Scholastic skill it reflects professional quality. If the character wants to be capable of a number of types of art, they must take the skill more than once. For example, to draw, paint, and sculpt requires THREE separate Art skills. Specializations: Specific Type of Art (i.e.: instead of Painting, Oil Painting.), Specific Era/Style of Art (i.e.: Early Renaissance), Imitating a Specific Artist in their Style. Base Skill: 40 % + 4% per level of experience.
Basic Crafts: The ability to perform some basic craft. Each time this skill is taken, the character has training in one special skill of manual dexterity such as weaving, knitting, whittling, basket making, pottery, or the like. For example: to weave, knit, and make pottery a character would need to have this skill THREE separate times. Specializations: Regional/Ethnic Types, Specific Era (such as Stone Age). Base Skill: 35 % + 5 % per level of experience. Calligraphy: The ability to produce artistic and beautiful letters. Must be taken separately for Western and Eastern styles of writing. The Western style allows the character to produce the sort of “Old English” style of script on certificates and formal announcements. The Eastern style allows the character to form the flowing painted ideograms of an Oriental/Eastern/Middle Eastern language of their choice. This is a very artistic skill and is considered in many parts of the world to be a true sign of cultural refinement. Base Skill: 35% + 5 % per level of experience.
Dancing: The character has a practiced skill in the art of dancing. Usually this is the sort of dance that one uses in clubs, but it can also be used to reflect childhood lessons in ballet, jazz or other styles as desired. For the level of skill rare professionals (the Kirov Ballet, American Ballet Theater, Broadway dance companies, etc.) obtain, see the later Skill Professional Dance. Specializations: Specific Style, Specific Move. Base Skill: 40 % + 6 % per level of experience.
Folk Dancing: Similar to the Dance Skill, but this one gives the character knowledge and ability in a particular racial or cultural form of dance. For professional performance caliber/technique, see the later Skill Professional Dance. Specializations: Specific Geographic Region, Specific Move, Specific Era. Base Skill: 35 % + 5 % per level of experience.
Photography: Skill in taking black and white, color, still, and moving pictures. Taken Scholastically character is of professional caliber. Can also maintain equipment, load and develop film, make slides, enlarge negatives, and use special filters, lenses, and film types. Specializations: Specific Type of Photography (i.e.: Stills, Video, etc.), Specific Style of Photography (i.e.: Surveillance, Wildlife, Journalistic, etc.) Base Skill: 50% + 5 % per level of experience.
Play Musical Instrument: Characters with this skill have learned to play a particular musical instrument with some level of skill. The sound is generally pleasant unless a bad roll is made. Each specific instrument the character is to play requires selecting this skill. For example: to play violin, piano, and guitar a character would need to have this skill THREE separate times. Specializations: Specific Composer, Improvisation, Orchestral Play. Base Skill: 35 % + 5 % per level of experience.
Poetry: Creating good quality, stylistically correct, and some times inspiring or emotional poems. Writing, memorizing, reciting and judging verse are all covered under this skill. The skill should be taken separately for Western, European, Middle Eastern and other Eastern styles. Base Skill: 50% + 5 % per level of experience.
Professional Dance: This skill is an advancement over any of the normal dance skills. NOTE: It is only available as a Scholastic skill. Having this skill reflects a quality of dance skill that reflects the dedication of years and years. Dance at this level is a lifestyle. Dancers like those at the Kirov, Bolshoi, and other such large school/companies who stay there from the time of a young child to that of an adult have this skill. This skill is available in three different styles: Modern, Ballet, and Folk. Specializations: As other Dance skills. Base Skill: 50% + 4% per level of experience.
Modern: + 1 to P.S. + 2 to P.P. + 1 to P.E. Natural Sense of Timing (+ 1 Initiative). Contacts: Club Scene (in your city) Recognize Modern Dance Tunes/Artists: 40% + 6 % per level.
Ballet: + 2 to P.P. + 2 to P.E. Natural Sense of Timing (+ 1 Initiative). Recognize Classic Ballet Music: 45% + 4 % per level. Recognize Famous Ballet Performers: 55% + 6% per level. Add + 2 foot to horizontal and vertical leap distances.
Folk: + 1 to P.S. + 1 to P.P. + 2 to P.E. Natural Sense of Timing (+ 1 Initiative). Recognize Traditional Folk Tunes: 38% + 5 % per level. Identify Significance of Racial Costume/Dress: 35 % + 3 % per level One Language (ethnicity of the style of dance).
Singing: Training in the ability to read music and carry a pleasing tune are both covered in this skill. If taken as a scholastic skill the character’s singing ability can be considered professionally trained. Specializations: Specific Type (i.e.: Rock or Opera), Choir, Specific Note (i.e.: High or Long). Base Skill: 40 % + 5 % per level of experience.
|
|