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Skills

Unless otherwise specifically altered or contradicted in these house rule pages, the rules found in the 5th Edition Hero System apply at all times.

General Rules:

  • All characters must spend at least 15 points on Background Skills.  By "background skills" we are talking about Knowledge Skills, Professional Skills, Science Skills, and other skills that represent a fleshed out background.  For the purpose of this rule, points spent on Packages count only as the points spent, and not as the total points gained by the package.

  • Skills may not be purchased within a Power Framework.

  • Skill rolls made "on the fly" at the request of the GM rarely take a half-phase.  Such actions are generally considered to be 0-phase actions.
  • If a character has spent at least 3 points on a Skill that is either a specialization of another skill, or is obviously closely related to another skill, the character effectively has an 8 or less roll with the Skill of which the first Skill is a specialization or close relation.  For example: Idmaer Longbeard has spent 3 points on Knowledge Skill: History of the Taoric Empire.  Since the Skill is a specialization of Knowledge Skill: History, Idmaer effectively also has an 8 or less roll in Knowledge Skill: History.  These free familiarities are just like an Everyman Skill in that if the character wants to improve them, he has to pay the full price for the skill.
  • While constructing their characters, players should remember that this is a role playing game, and all characters should have a well-rounded background.  Thus, it wouldn't be out of line for a character to have skills which would prove totally useless in combat situations.
  • All skills, whether background skills or not, maybe purchased at an 8 or less roll for 1 point, or an 11 or less roll for 2 points.
  • Maximum skill levels, including any Overall Levels but not including the base Characteristic value, is +8. This also applies to OCV and/or DCV.

Forbidden Skills: The following skills may not be taken:  Autofire Skills, Combat Piloting, Computer Programming, Electronics, Systems Operation.

Acrobatics: Acrobatics may be used to get up after a fall without making a half-move.

Analyze: The skill Analyze Magic may only be taken by characters who possess Knowledge Skill: Spellcraft.

Armorsmith: Armorsmith is a Dexterity-based skill that allows a character to manufacture, modifiy, or repair primarily metal armors such as brigandine, chainmail, or plate armors.  (Manufacture, modification, and repair of non-metallic armor requires the appropriate Knowledge or Artistic skills).  The GM determines the time and cost for each project.  As with all Dexterity-based skills, Armorsmith costs 1 point for an 8 or less roll, 2 points for an 11 or less, and 3 points for a Dexterity-based roll.  A +1 to the roll costs 2 points.

Artist (3 Points): This Skill Enhancer lowers the cost of all Artistic Skills by 1.  Note that in general, a character with this enhancer would most likely be a specialist in one type of art.  For example, a character may be able to play several different musical instruments well, or be able to both sing and dance artistically, or be able to sculpt in a variety of materials.  You rarely find artists who can cross wide artistic lines, such as a poet who is also a talented sculptor.

Artistic Skill: A character with this skill has a talent in a singular artistic area, and can create works of art, literature, dance, or music that are more than just amateur attempts.  Each artistic skill costs 1 point for an 8 or less roll, 2 points for an 11 or less, and may be based on either Presence, Intelligence, or Dexterity (as appropriate) for 3 points.  A +1 to the roll costs 2 points.

Bugging: The Bugging skill may be used as Eavesdropping, which allows the character to find the best places from which to spy on and overhear other people.  Eavesdropping acts as a complementary skill to the character's Perception roll.  Eavesdropping can also act as a complementary skill with Shadowing in some cases.

Camouflage: This Intelligence-based skill represents the ability to blend in with the natural surroundings. It is usable on oneself as well as larger objects such as vehicles or campsites. Many modifiers are possible for this skill; for instance it is much easier to remain unseen in a forest where a lot of underbrush exists than in the middle of the Sahara desert. Use of this skill generally means that the person or object is stationary but when moving it could be a complimentary skill to Stealth. This skill does not pertain to hiding small items; for that, use the Concealment skill.

Combat Driving: This skill has two possible interpretations in the Young Kingdoms.  Otherwise, the skill operates as normal.

  • Teamster: This skill allows the character to drive wagons and manage the teams of animals that pull them.

  • Combat Sailing: This skill allows the character to ships and boats in combat with other ships and boats.

Combat Skill Levels:

  • The default place for all Combat Skill Levels is in DCV; if the player does not indicate otherwise, your GM will put them all there. The player can then change them at the beginning of his next Phase.
  • Skill levels need not be permanently dedicated to OCV or DCV. Those that are permanently dedicated are purchased with a -¼ Limitation.
  • In order to clarify when to use what Combat Skill Levels:
    • Two point Combat Skill Levels apply to a single attack, such as a Offensive Strike. They can only be applied to a character's OCV.
    • Three point Combat Skill Levels apply to any three related maneuvers or attacks, such as three separate martial arts maneuvers.
    • Five point Combat Skill Levels apply to all Hand-to-Hand Combat, or all Ranged Combat. In addition, they apply to entire Multipowers and Elemental Controls.
    • Eight point Combat Skill Levels apply to all types of combat. In addition, they apply to entire Variable Point Power Pools.
  • Two offensive Combat Skill Levels in any one of the above categories can be used to add +3 Stun to a Normal Damage Attack, or +1 Body to a Killing Attack, as long as the Combat Skill Levels apply to those attacks.
  • A character with an Autofire attack may purchase combat skill levels to offset the penalties normally accrued from firing at multiple targets or multiple hits on the same target.

Everyman Skills: All characters may be assumed to have the appropriate set of Everyman Skills at at 8 or less (unless otherwise specified) for no cost. These skills cannot be improved (in other words, a character wishing to have a higher deduction roll than the one given above must purchase the skill again).

Imperial Characters:

  • Acting
  • Area Knowledge: Character's Home Area
  • Climbing
  • Concealment
  • Conversation
  • Deduction
  • Language Skill: Native Language - Idiomatic (No Literacy Assumed)
  • Paramedic (Healing)
  • Persuasion
  • Professional Skill: One Profession of the Player's Choice
  • Shadowing
  • Stealth

Chayk Characters:

  • Area Knowledge: Character's Home Area
  • Climbing
  • Concealment
  • Deduction
  • Language Skill: Either Chaykik or Ice Island Chaykik - Idiomatic (No Literacy Assumed)
  • Paramedic (Healing)
  • Professional Skill: One Profession of the Player's Choice
  • Professional Skill: Sailor
  • Shadowing
  • Stealth
  • Survival (Arctic Coasts)
  • Transport Familiarity: Longboats

Khazak Dwarf Characters:

  • Area Knowledge: Character's Home Area
  • Climbing
  • Concealment
  • Conversation
  • Deduction
  • Knowledge Skill: Khazak Customs
  • Language Skill: Khazak - Idiomatic (No Literacy Assumed)
  • Paramedic (Healing)
  • Professional Skill: Appraiser
  • Professional Skill: Metalsmith or Professional Skill: Stonecraft (Player's Choice)
  • Stealth
  • Survival (Mountains)

Kuzko Characters:

  • Acting
  • Area Knowledge: Character's Home Area
  • Climbing
  • Conversation
  • Deduction
  • Knowledge Skill: Kuzko Oral Histories
  • Language Skill: Kuzko - Idiomatic (No Literacy Assumed)
  • Paramedic (Healing)
  • Persuasion
  • Professional Skill: One Profession of the Player's Choice
  • Stealth
  • Survival (Mountains)

Nerulk Halfling Characters:

  • Area Knowledge: Character's Home Area
  • Concealment
  • Conversation
  • Deduction
  • Knowledge Skill: Wolves
  • Language Skill: Nerulki - Idiomatic (No Literacy Assumed)
  • Paramedic (Healing)
  • Persuasion
  • Professional Skill: One Profession of the Player's Choice
  • Riding (Wolves)
  • Shadowing
  • Survival (Arctic Tundra)

Rostok Characters:

  • Area Knowledge: Character's Home Area
  • Concealment
  • Conversation
  • Deduction
  • Knowledge Skill: Horses
  • Language Skill: Silde - Idiomatic (No Literacy Assumed)
  • Paramedic (Healing)
  • Persuasion
  • Professional Skill: One Profession of the Player's Choice
  • Riding (Horses)
  • Shadowing
  • Survival (Temperate Plains)

Knowledge Skills:

  • Knowledge Skill: Arcane and Occult Lore: This skill represents a broad knowledge of magical lore, and can be used to identify famous magical objects, remember the names of famous wizards who live in various cities, and so on.
  • Knowledge Skill: Flora and Fauna:  This skill gives the character a general knowledge of plants and animals.  He knows their behavior, their properties, whether they are edible (and if so, the proper methods of cooking them) and so on.
  • Knowledge Skill: Heraldry: This Knowledge Skill allows the character to identify the more prominent coats of arms in a given area, as well as grants him knowledge of the meaning behind various heraldic symbols, and so forth.
  • Knowledge Skill: Herbalism and Healing-Lore: This skill grants the character a knowledge of healing practices and the properties of medicinal herbs.  It does not substitute for Healing, but can act as Complementary to it.
  • Knowledge Skill: Legends and Lore: This skill represents a broad knowledge of the common legends, folk tales, songs, stories, history, and myths.  The character knows names from myth and folklore, and can tell the stories that made them famous.  He knows a lot of old wives tales and can even discern the wisdom in them.
  • Knowledge Skill: Spellcraft: This skill gives the character a general knowledge of magic.  It does not yield the same depth of knowledge on a given subject than a Knowledge Skill focusing on a type of magic would.

Language Skills:

  •  The following language skills may be taken by the player characters:

    • Aatenic:  Aatenic is the native languages of the Aateni Islands.  It has no written component, as prior to Imperial conquest the Aateni had a purely oral tradition for songs, stories, and history.  Tribal skelds trained for years memorizing the histories.  Today, it is mostly spoken in the out-of-the-way parts of the island chain.

    • Auld Taoric: The language of the Empire, Auld Taoric is used in modern Taranche as the language of international trade and learning (much as Latin was during the Middle Ages).  Nearly everyone in the Young Kingdoms, and not a few of the barbarian races, learn this language in childhood.

    • Barindian: The language of the Barind was once the same as that of the Aateni, but as the Barinds became a separate people, so did the language separate through time and linguistic drift.  Barindian is still spoken up and down the EasterSea Coast, and is the native language of Calafia, Kellervan, and Soravia.  Barindian shares 2 points of similarity with Auld Taoric and Taoric; a native speaker of Barindian may learn either Auld Taoric or Taoric at -1 to the cost.

    • Chaykik: Chaykik is the language of the mainland Chayk barbarians.  It is similar to Ice Island Chaykik in the same manner that Spanish and Italian are similar.  It has a written component, but only a very few Chayk, and almost no non-Chayk, have ever learned to write it.

    • Choy:  The language of the Choyen is fluid and lyrical, and is sometimes difficult for non-Choyen to learn.  Choy makes use of inflection and context to indicate such things as the definition of a noun and the subject of a sentence (for example, the Choy word "taxspe" can mean both "healer" and "stewpot", depending on the inflection and context).  The Choyen keep their original iconographic writing alive through decoration and ceremony, but use the Taoric alphabet for most commonplace communication.

    • City Thieves Cant: Almost every thieves guild in the Young Kingdoms has a secret language all its own, made up of innocuous words used in innocuous ways (for example, a "breadloaf" to a member of the Hidden Hand guild of Povero is a dead body wrapped in cloth for easy disposal, while "pebbles" are the coins taken by a cutpurse).  The language is different for every city, and is only taught to members of that particular guild.

    • Goblin Tribal Languages: The languages of the various goblin tribes are many and varied.  Usually, the tribal tongues of a particular tribe will resemble the languages of nearby tribes, but this is by no means guaranteed.  Each tribal tongue must be learned separately.

    • Ice Island Chaykik: Ice Island Chaykik is spoken by those Chayk barbarians living in the small towns of the Ice Islands.  The language is incredibly similar to the original tongue (so much so that mainland Chayk and Ice Island Chayk never have much trouble communicating).  Writing is much more common in the Ice Island communities.

    • High Jarisian/Low Jarisian/Middle Jarisian:  Jarisian is a language in three parts.  Its a lyrical tongue, with a multi-level vocabulary in which a word and its variations all mean the same thing (for example, "alhrid", "lahird", and "hilaid" all mean "truthful" or "honest"), and which word you use depends on who you are speaking to and in what circumstance.  Generally, High Jarisian is only used during religious rituals.  Middle Jarisian is used when addressing a member of the nobility or a priest outside of a religious ceremony, and Low Jarisian is used when addressing a commoner.  Characters must learn each variation as if it were a separate tongue.  It is considered the height of discourtesy to use the wrong level when talking to a Jaris.

    • Khazak: The ancient language of the dwarves is marked by three traits:  its lack of any use of euphamism, simile, or metaphor, its dependence on only a handful of consanants and vowels, and the fact that non-dwarves cannot seem to not spit when speaking it.  Other than that, its one of the easier languages to learn, though there are some distinctions that seem to be missing whenever a non-dwarf speaks it.  For example, a non-dwarf only ever seems to learn one word for "stone", when Khazak has over seventy, including words that mean "stone that is wet", "stone that has been heated in a fire", "stone that has been included with some non-stone material in a finished product" and "stone that has been cut into blocks" as opposed to the generic word for "stone" that most non-dwarves learn.  Both the Durindan and Khazak dwarves speak this language.

    • Kuzko: The Kuzko language is seldom encountered away from the mountain valleys which are home to the Kuzko people.  The language itself is similar to Aateni, but is different enough to prevent easy translation without fluency.

    • Lemenarian: The language of the Lemenar Archipelago is commonly heard up and down the EasterSea coast and along the sea of horses.  It is the language of sea-borne trade, and is often used as such even when the crew of the merchant ship in question isn't Lemenari. 

    • Nerulki: Like Kuzko, Nerulki is a "hidden" language, not heard often outside of the culture that spawned it.  Surprisingly, it is almost completely dissimilar to Ostrali, despite being another halfling tongue.  Non-Nerulk rarely learn this language.

    • Ormuz: Ormuz, the language of the Imperial orcs, is a polyglot tongue made up of the original tribal tongue and Auld Taoric.  The orcs borrowed freely from their conquerors when it came to new words, and as the cultural horizons of the Ormuz expanded, new words came as swiftly as rainfall.  Ormuz uses the Taoric alphabet.

    • Ostrali:  Ostrali is a much more complicated language than non-halflings expect; it has six specific indicatory tenses as well as six levels of conjugation.  Despite this, its one of the more commonly learned languages in the Young Kingdoms.  Ostrali is used by the halflings in the same way that a Chinese or Hispanic community in a large American city uses it: amongst each other.  For public purposes, and when dealing with a non-halfling, the Ostrali almost prefer to use some other language.

    • Silde: Silde is spoken by both the people of the same name and by their Rostok cousins.  Its a harsh-sounding language, much more so than even Khazak.  People who aren't fluent have trouble even detecting the spaces between words when listening to this language being spoken.

    • Taoric: Taoric is the modern descendant of the ancient Imperial tongue.  While some Taor-supremacists insist that the language hasn't changed since the fall of the Empire, anyone with any intelligence can tell otherwise.  Taoric is spoken primarily along the Lost Coast, Dentraver, Gallesgne, and in the Broken Kingdom.

    • Vostan: The native language of the wandering Vos folk, Vostan is very rarely learned by outsiders.  Its a lyrical language, and is spoken in a sing-song manner by its natives.  Both the land-born and river-born branches of the Vos speak Vostan.

  • Language Similarity: Characters purchasing language skills should consult the following regarding language similiarity:

    • Native speakers of Aatenic pay -1 points to learn Kuzko. They pay +1 point to learn any non-human language or Jarisian.

    • Native speakers of Barindian pay -1 points to learn Auld Taoric or Taoric.  They pay +1 point to learn any non-human language or Jarisian.

    • Native speakers of Chaykik pay -2 points to learn Ice Island Chaykik.  They pay +1 point to learn any non-human language or Jarisian.

    • Native speakers of Choy pay -1 points to learn Silde.  They pay +1 point to learn any non-human language or Jarisian.

    • Native speakers of any Goblin tribal language pay -1 points to learn Ormuz or any other Goblin tribal language.  They pay +1 point to learn any other language.

    • Native speakers of Ice Island Chaykik pay -2 points to learn Chaykik.  They pay +1 point to learn any non-human language or Jarisian.

    • Native speakers of Jarisian pay +1 points to learn any other human language, and +2 points to learn any non-human language.

    • Native speakers of Khazak pay +1 points to learn any non-dwarven language.

    • Native speakers of Kuzko pay -1 points to learn Aatenic. They pay +1 point to learn any non-human language or Jarisian.

    • Native speakers of Lemenarian pay -1 point to learn Auld Taoric or Taoric.  They pay +1 to learn any non-human language or Jarisian.

    • Native speakers of Nerulki pay +1 point to learn any other language.

    • Native speakers of Silde pay -1 points to learn Choy.  They pay +1 point to learn any non-human language or Jarisian.

    • Native speakers of Taoric pay -1 points to learn Auld Taoric, Barindian, or Lemenari.  They pay +1 point to learn any non-human language or Jarisian.

    • Native speakers of Ormuz, Ostrali, or Vostan gain no bonus or penalty for buying languages.

    • There aren't any native speakers of Auld Taoric, any City Thieves Cant.

  • Literacy: Literacy in a language is never assumed.  The character must spend the +1 point to become literate in any language which they speak that possesses a written component.

Oratory: Although you may make a Presence attack or soliloquy as a zero phase action, it takes a half phase to use Oratory when completing a Presence attack.

Power Skills:

  • Power Skill: Cantrip: This Power Skill allows a character who is either already capable of casting spells or potentially able to cast spells to create minor magical effects.  Such effects are always temporary and are would be built on no more than 3 to 5 active points were they to be written up (which they usually shouldn't be).  The GM always has discretion regarding what constitutes a true Cantrip, and may veto any use of this skill that he sees as excessively powerful.
  • Power Skill: Faith: This skill represents the priest's ability to channel the power of his god into magical effects.
  • Power Skill: Magical Type: Magic is broken down into several different types, including Alchemy, Battle Magic, Body Magic, Divination, Enchantments, Illusions, Mind Magic, Name Magic, Necromancy, Protection Magics, Rune Magic, Summonings, and Transmutations.  In order to cast that type of magic, a wizard must possess the appropriate Power Skill (and is subsequently required to have at least one spell of that type on their spell list).  When casting a spell a Power Skill roll is made for the appropriate magical type.

Professional Skills: A character with a Professional Skill is required to also possess other skills which are appropriate for that profession.  For example, a character with Professional Skill: Swordsmith should also possess the Knowledge Skill: Metalworking skill to at least some degree, as well as other appropriate skills, such as Knowledge Skill: Sword Design, and so on.

Ranged Skill Levels: Ranged skill levels, in and of themselves, have been subsumed under Combat Skill Levels.  Please see the rules concerning Combat Skill Levels above.

Science Skills: Science skills will be accepted on a case by case basis.

  • Forbidden Science Skills: The following Science Skills are forbidden as they do not fit in with the background gameworld:  Anthropology, Archeology, any Physics skill other than basic, plain old Physics (i.e. Quantum Physics, Nuclear Physics, and so on), Psychiatry, Psychology, and Sociology.  This list should not be considered all inclusive and may be added to at any time.
  • Alchemy: Science Skill: Alchemy takes the place of any modern Science Skill dealing with Chemistry.
  • Astrology:  In the Young Kingdoms, Astrology is a Science Skill used for fortune telling.  Unfortunately, by itself has no real value when it comes to foretelling the future.  It is more of a performance or presentation skill, and is thus based on Presence.  If you wish to have your character be able to actually use Astrology to tell the future, buy Precognitive Clairsentience with the Focus, Gestures, and Extra Time limitations.
  • Natural Philosophy: This Science Skill takes the place of any modern Science Skill dealing with plants, animals, or living monsters.  (The skill does not cover the undead or magical constructs).

Security Systems:  This is the skill used to detect and disarm mechanical traps.

Skill Levels:

  • In order to clarify when to use what Skill Levels:
    • Two point Skill Levels apply to a single Skill Roll or Characteristic roll.
    • Three point Skill Levels apply to any three related skills, such as Knowledge Skill: The Goblin Races, Knowledge Skill: Goblin War Tactics, and Knowledge Skill: Orc Chants of Battle or Knowledge Skill: Romantic Poetry, Knowledge Skill: Flowers, and Seductive Music.
    • Five point Skill Levels apply to any group of similar skills, such as all Dexterity-based skills.
    • Eight point Skill Levels apply to any non-combat Skill or Characteristic roll.
    • Ten point Skill Levels may be applied to any Combat Roll or Noncombat Skill or Characteristic Roll.
  • Skill levels cannot be applied to Talents.

Skill Enhancers: Skill enhancers must be purchased during character construction or not at all.  In addition, the possession of a skill enhancer must be explained in the character's background.

Transport Familiarity:

  • Riding animals are not considered forms of transportation for the purposes of this skill.

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The Young Kingdoms PBEM Universe and the World of Taranche are copyrighted to Jack and Rebecca Butler, and is their solely owned property.  The Young Kingdoms PBEM Universe and the World of Taranche, and all of the campaigns therein, are works of collaborative fiction.  All the characters and events portrayed here are either products of the authors' imagination or are used fictitiously.  Except where otherwise specifically noted, the Young Kingdoms PBEM Universe and the World of Taranche, all Young Kingdoms characters, and all stories included therein are Copyright 1999, 2000, 2001, and 2002 by Jack and Rebecca Butler with all rights reserved under International Copyright Convention.  Submitting material (such as but not limited to character submissions, background information, and artwork) for inclusion in the Young Kingdoms PBEM Universe and the World of Taranche grants Jack and Rebecca Butler the right to use that material as they wish, in perpetuity, within the confines of the Young Kingdoms PBEM Universe and the World of Taranche. The submitter does not give up the right to use the material in ways unconnected to the Young Kingdoms PBEM Universe and the World of Taranche.  This website was designed by Jack Butler, and is maintained by Jack Butler. Unless otherwise and specifically noted and with the exception of player characters which are the creations of their respective players, all material on this site is the creation of Jack and Rebecca Butler.  No material on this site may be posted or published elsewhere without the express written permission of Jack and Rebecca Butler.  Fantasy Hero and the Hero System are registered trademarks of and are copyrighted by Hero Games, Inc.  No challenge to any trademark or copyright is made or implied by this site.