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Tertiary Education


Banakles
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I was looking at Tertiary Education and have come up with the beginnings of a prefab for HD, I picked the first one in the list Diploma of Health Sciences and then went to the weblink for the course details. Using the course details I came up with this: Stage 1 is for a year 11 school leaver and is meant to bring them up to speed for Stage 2 which is aimed at someone who has completed secondary school (each stage takes 1 year of study time).

In theory someone who has completed secondary school and had planned to do this type of diploma course would already have the stage 1 skills. Which gets me to thinking: what skills does secondary school give a character.

Secondary school should provide the everyman skill set correct?

 

SKILLS

Cost      Name                                                                              
              Diploma of Health Sciences (Stage 1)

3            1) KS: The Academic World 11-

3            2) Academic Communication Skills : Oratory 11-

2            3) PS: Academic Research and Writing 11-

3            4) Information Media Technologies : Systems Operation 11-

3            5) Business Studies : Bureaucratics 11-

2            6) SS: Chemistry 11-

2            7) Human Body : SS: Anatomy and Physiology 11-

2            8) Mathematics 1 : SS: Mathematics 11-      

20 Skills Cost

 

              Diploma of Health Sciences (Stage 2)

5            1) Academic Communication Skills : Oratory 12-

3            2) PS: Academic Research and Writing 12-

2            3) KS: Health Practice and Behaviour 11-

2            4) Indigenous Culture and Health : CuK: Aboriginal Culture 11-

2            5) Biomedical Science : SS: Microbiology 11-

2            6) Biomedical Science : SS: Immunology 11-

2            7) Biomedical Science : SS: Histopathology 11-

2            8) Biomedical Science : SS: Haemotology 11-

2            9) Biomedical Science : SS: Biochemistry 11-

2           10) Biomedical Science : SS: Molecular Genetics 11-

2           11) Integrated Systems : SS: Anatomy and Physiology 11-

2           12) SS: Biological Chemistry 11-

3           13) SS: Chemistry 12-

31 Skills Cost

 

51 Total Skills Cost

 

 

What do you guys think?

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Ok that didn't print the way I wanted it. Here's the prefab.
 
Fixed the first post and also looked at career options for after the diploma (PS's) 


 

2           PS: Health Administration Officer 11-
2           PS: Research Officer 11-
2           PS: Health Promotion Officer 11-
2           PS: Project Officer 11-
2           PS: Insurance Officer 11-

 What these occupations actually do I have no idea :)


 

Tertiary Education.hdp

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Usually if someone has more than one kind of a umbrella science (i.e. your list of 5 Biological Sciences), I recommend they buy the umbrella by itself, but on a higher roll. i.e. instead of 

2            5) Biomedical Science : SS: Microbiology 11- 

2            6) Biomedical Science : SS: Immunology 11- 

2            7) Biomedical Science : SS: Histopathology 11- 

2            8) Biomedical Science : SS: Haemotology 11- 

2            9) Biomedical Science : SS: Biochemistry 11- 

2           10) Biomedical Science : SS: Molecular Genetics 11- 

 

I recommend that a PC just buy Biomedicine 14-  It's cleaner on the character sheet, also the average GM isn't going to ask for an "immunology" roll. Summing the whole thing up as Biomed Science is just easier (and cheaper). This is a style thing. I used to break out backgrounds skills that way. As I have gotten older, I realize it's not worth the points or the pain of doing it that way. Keep It Simple!

 

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I know this runs counter to the increasingly granular point-buy bean-counterism that has taken hold as Hero has aged, but I usually assume characters have "Stuff My Background Implies 10-" and restrict actual skill purchases to things that 1) have a direct impact on structured play, 2) are potentially opposed rolls, or 3) areas of expertise beyond "flavor text."

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Usually if someone has more than one kind of a umbrella science (i.e. your list of 5 Biological Sciences), I recommend they buy the umbrella by itself, but on a higher roll. i.e. instead of 

2            5) Biomedical Science : SS: Microbiology 11- 

2            6) Biomedical Science : SS: Immunology 11- 

2            7) Biomedical Science : SS: Histopathology 11- 

2            8) Biomedical Science : SS: Haemotology 11- 

2            9) Biomedical Science : SS: Biochemistry 11- 

2           10) Biomedical Science : SS: Molecular Genetics 11- 

 

I recommend that a PC just buy Biomedicine 14-  It's cleaner on the character sheet, also the average GM isn't going to ask for an "immunology" roll. Summing the whole thing up as Biomed Science is just easier (and cheaper). This is a style thing. I used to break out backgrounds skills that way. As I have gotten older, I realize it's not worth the points or the pain of doing it that way. Keep It Simple!

 

 

 

I hadn't thought of that, thanks.

 

I know this runs counter to the increasingly granular point-buy bean-counterism that has taken hold as Hero has aged, but I usually assume characters have "Stuff My Background Implies 10-" and restrict actual skill purchases to things that 1) have a direct impact on structured play, 2) are potentially opposed rolls, or 3) areas of expertise beyond "flavor text."

I've read something in the rules along these lines, I might work try and work with both .

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One of the challenges the system poses to GMs and Players is how granular you should make the system. Highly granulular purchases have been encouraged since at least 4th edition. I am starting to back away from making players do stuff like spend a ton of points on a bajillion environments for Survival or all of the different specific things that System Operations have. I guess there are potentially genres that high granularity should have (ie Emergency Room Hero where everyone is a doctor with specific specialities, or a game with a highly specialized team of scientists) Usually though it's better to go as general as possible.

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One of the challenges the system poses to GMs and Players is how granular you should make the system. Highly granulular purchases have been encouraged since at least 4th edition. I am starting to back away from making players do stuff like spend a ton of points on a bajillion environments for Survival or all of the different specific things that System Operations have. I guess there are potentially genres that high granularity should have (ie Emergency Room Hero where everyone is a doctor with specific specialities, or a game with a highly specialized team of scientists) Usually though it's better to go as general as possible.

 

Ok heres the list of study areas for the Diploma of Health Sciences

 

Food Science and Technology,

Health Promotion,

Health Sciences,

Human Biology Preclinical,

Laboratory Medicine,

Molecular Genetics and Biotechnology,

Nursing,

Nutrition,

Psychology

 

and as skills in game, less granular than the first effort and probably costing a bit less as well

 

Diploma of Health Sciences

2  1) SS: Food Science and Technology 11-

2  2) SS: Human Biology 11-

2  3) SS: Laboratory Medicine 11-

2  4) SS: Molecular Genetics and Biotechnology 11-

2  5) SS: Psychology 11-

2  6) PS: Choose one Health Administration Officer, Research Officer, Health Promotion Officer, Project Officer, Insurance Officer 11-

2  8) KS: Health Sciences and Nutrition 11-

 

14 Total Points

 

 

 

I'm not sure yet if this degree is offered as a higher degree, but if it was I'd probably have each higher degree increase the skill level by 1.

I'm not advocating that players must stick by this, however it gives them a framework to use when creating characters that have some sort of tertiary education.

I'm not sure which should be KS, PS and/or SS this is my best guess.

Also updated the prefab to match this, will continue to work on it in my limited spare time.

 

 

Comments please

Tertiary Education.hdp

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Bachelor of Justice Studies

 

Justice Studies,

Criminology,

government,

law,

management and communication,

psychology,

sociology

 

and as skills in game:

 

Bachelor of Justice Studies

3  1) KS: Politics and the Legal World 12-

3  2) KS: Law Enforcement World 12-

3  3) KS: Management and Communication 12-

3  4) SS: Criminology 12-

3  5) SS: Psychology 12-

3  6) SS: Sociology 12-

3  7) PS: Choose one from: Court Officer, Law Enforcer (Police, Federal Police, ASIO, etc.), Security Officer, Corrective Services (Prison Guard), Criminologist, 12-

 

 

21 Total Points

 

Updated prefab attached

Tertiary Education 1.0.hdp

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Bachelor of Government and Public Policy

 

Government,

Public Management,

Management,

Public Policy

 

and as skills in game:

 

Bachelor of Justice Studies

3  1) KS: Politics and Government 12-

3  2) KS: Business 12-

3  3) KS: Public Policy 12-

3  4) SS: Accounting 12-

3  5) SS: Economics 12-

3  6) PS: Choose one from: Assistant Policy Analyst, Assistant Policy Officer (Graduate), Campaign and Administration/Helpdesk Assistant, Client Service Representative, Communications & Campaigns Assistant, Communications Officer, Community Development Officer, Corporate Support Officer, Economist, Electorate Assistant/Officer, Event Manager, Government House Officer, Graduate Administrative Assistant, Graduate Policy Officer, Higher Education Officer, Hospital Administrator, Human Resources Consultant,  Journalist, Ministerial Advisor, Planning Support Officer, Policy Advisor, Policy and Media Officer, Policy Project Officer, Policy Research Officer, Political Risk Analyst, Political Scientist, Program Administration Officer, Project Officer, Research Assistant/Officer, Social Policy Researcher, Trade Union Official, Urban Analyst, Youth Policy Officer 12-

 

 

18 Total Points

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Question: Should the different levels of degrees, i.e. Diploma, Bachelors, Masters, Doctorate etc., be represented by differing levels of skill?

 

Using the Australian Qualifications Framework as an example, yields a 10 level scheme as follows:

 

Qualification           Skill level        Time To Acquire          Qualification Title

Level 1                         0                    weeks                       Certificate I

Level 2                         1                    weeks                       Certificate II

Level 3                         2                    6 mths                      Certificate III

Level 4                         3                   1 year                        Certificate IV

Level 5                         4                1 to 2 years                  Diploma

Level 6                         5                1.5 to 2 years               Associate Diploma or Advanced Diploma

Level 7                         6                 3 to 4 years                 Bachelor's Degree

Level 8                         7                 1 to 2 years                 Graduate Diploma

                                                        6 mths to 1 yr              Graduate Certificate

                                                        1 year                          Bachelor's Honours Degree

Level 9                         8                 3 to 4 years                  Master's Degree (Extended)

                                                       1 to 2 years                  Master's Degree (Course work)

                                                       1 to 2 years                  Master's Degree (Research)

Level 10                       9                 3 to 4 years                 Doctoral Degree

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This is a "style" thing, but I'd have an academic take Scholar, and/ or Expert. That saves several points, that could apply to levels for a better qualified worker.

 

I normally treat degrees as perqs. It might just be me, but I've met plenty of folks with a piece of paper who were not competent, and others who know plenty without. :)

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I think first you need to figure out what kind of game you want to run. Then you need to tailor package deals to that.

 

Lucius Alexander

 

The palindromedary argues that the only difference between a bachelor, a master, and a doctor, is a difference of degree.

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Question: Should the different levels of degrees, i.e. Diploma, Bachelors, Masters, Doctorate etc., be represented by differing levels of skill?

 

Using the Australian Qualifications Framework as an example, yields a 10 level scheme as follows:

 

Qualification           Skill level        Time To Acquire          Qualification Title

Level 1                         0                    weeks                       Certificate I

Level 2                         1                    weeks                       Certificate II

Level 3                         2                    6 mths                      Certificate III

Level 4                         3                   1 year                        Certificate IV

Level 5                         4                1 to 2 years                  Diploma

Level 6                         5                1.5 to 2 years               Associate Diploma or Advanced Diploma

Level 7                         6                 3 to 4 years                 Bachelor's Degree

Level 8                         7                 1 to 2 years                 Graduate Diploma

                                                        6 mths to 1 yr              Graduate Certificate

                                                        1 year                          Bachelor's Honours Degree

Level 9                         8                 3 to 4 years                  Master's Degree (Extended)

                                                       1 to 2 years                  Master's Degree (Course work)

                                                       1 to 2 years                  Master's Degree (Research)

Level 10                       9                 3 to 4 years                 Doctoral Degree

 

There is a suggested competency to skill roll chart in the rulebook.

 

I don't think skill rolls should be tied to pieces of paper.

 

Rather, skills represent actual ability. Education is only a part of that equation.

 

I tend to assume an average, competent professional has an 11- roll.

 

A skilled, talented individual with advanced training would have +1-2 over that.

 

A 13- should represent "expertise" and the "ability to instruct."

 

Anything beyond that should be notable.

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Consider using 8- rolls, especially for things outside the core of the course.

 

I wouldn't go above 11- rolls for undergraduate degree courses, let alone diplomas.

 

Exceptional students may vary, of course, but that's the point of "exceptional".

 

There are good reasons for limiting things. First of all, new graduates usually have lots of theoretical knowledge, but little practical experience. That's a real issue. A degree is only the starting point for learning how to do a job. (My experience is with computer programmers).

 

Second, if you use a low baseline for beginners, you don't need to inflate the skill levels of more experienced/skilled people.

 

Aside from this, I'm not a fan of massively granular character builds. This is both as a general matter, and also as a practical one. If you are on a strict point total, the last thing you need is to flush away large chunks of your points on trivial stuff you will never use.

 

Make sure your character can fight, shoot, drive, investigate etc, then allocate any remaining points to this kind of stuff.

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Consider using 8- rolls, especially for things outside the core of the course.

 

I wouldn't go above 11- rolls for undergraduate degree courses, let alone diplomas.

 

Exceptional students may vary, of course, but that's the point of "exceptional".

 

There are good reasons for limiting things. First of all, new graduates usually have lots of theoretical knowledge, but little practical experience. That's a real issue. A degree is only the starting point for learning how to do a job. (My experience is with computer programmers).

 

Second, if you use a low baseline for beginners, you don't need to inflate the skill levels of more experienced/skilled people.

 

Aside from this, I'm not a fan of massively granular character builds. This is both as a general matter, and also as a practical one. If you are on a strict point total, the last thing you need is to flush away large chunks of your points on trivial stuff you will never use.

 

Make sure your character can fight, shoot, drive, investigate etc, then allocate any remaining points to this kind of stuff.

If I combine this idea with Pinecone's idea

 

This is a "style" thing, but I'd have an academic take Scholar, and/ or Expert. That saves several points, that could apply to levels for a better qualified worker.

 

I normally treat degrees as perqs. It might just be me, but I've met plenty of folks with a piece of paper who were not competent, and others who know plenty without. :)

The various programs will be represented by a list of skill familiarities at 8-, with one or two core skills listed at 11-.

Players can choose Scholar, Scientist or Expert to represent greater knowledge or ability.

Players can take a perk to represent the degree, diploma or certificate.

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Was just tinkering with Hero Designer, and discovered the proficiency option for skill 10-.

And while I was looking through the subject list in one program, discovered a lot of introductory courses.

It got me to thinking that an introductory course should be listed as familiarity 8-, courses beyond introductory possibly those described as foundation courses, should be listed as proficiency 10- and perhaps any advanced or specialist course would provide base skill 11-, higher levels of skill would be available to gifted students or characters with actual experience in the field (player spends further points on skill levels and/or skill enhancers).

Any ideas on how "Skill Levels Only" would apply within this arrangement?

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Remember that while a roll of 8- may seem low, especially when looking at combat related things, it is considered skilled enough for an entry level job in that field or an avid hobbyist. Things like taking extra time, using good equipment (if applicable), researching the topic (again, if applicable), and complimentary skill rolls all make succeeding much more likely and simple tasks don't even require a roll unless the character is under some stress beyond whatever the skill normally entails (short on time, in combat, et cetera).

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I am not sure if you are a DnD player or even if this is still in the current set of rules, but there used to be an optional "take a 20" rule. This reflected that while in combat the chances of you succeeding at something was low, the chances of you doing a good job while under no stress and expending adequate time (2 minutes or more for that rule) were significantly higher. Sure, you could fail even doing (that 20 was not a 'critical roll'), but it was just understood that you had the best of all chances. 

Now, while there is no such rule in HERO that I am aware of, there is the option to take time to accomplish any goal. So, while it may be physically possible to write a program for the NSA's new spy satellite's data collection in 1 hour, most people don't do that. Why? Because we intrinsically recognize that taking time to think and double check is more valuable than pure speed. We "take time" to accomplish a set goal. So, if we move that programming challenge down to a few weeks we are going from a 8- to an 11- or 12-. That alone means we are succeeding more than half the time. If we have expert assistance, we can gain another plus one or two, thus sitting at a 12- or 14-. So on an so forth. And that assume we started out with the most basic of skill levels (8 or less). Add in some personal expertise and we can see why most professions only require an 11- in the skill to be truly and completely competent. Going up the skill chart is more about being able to remove your aids (other experts, time, etc) and do things quickly and on your own with a good level of success. 

Soar. 

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Was just tinkering with Hero Designer, and discovered the proficiency option for skill 10-.

And while I was looking through the subject list in one program, discovered a lot of introductory courses.

It got me to thinking that an introductory course should be listed as familiarity 8-, courses beyond introductory possibly those described as foundation courses, should be listed as proficiency 10- and perhaps any advanced or specialist course would provide base skill 11-, higher levels of skill would be available to gifted students or characters with actual experience in the field (player spends further points on skill levels and/or skill enhancers).

Any ideas on how "Skill Levels Only" would apply within this arrangement?

I think you're on your own. This is certainly one way to use Hero System but I don't know anyone else who thinks like you do.

 

Lucius Alexander

 

Power Skill: palindromedary

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I think you're on your own. This is certainly one way to use Hero System but I don't know anyone else who thinks like you do.

 

Lucius Alexander

 

Power Skill: palindromedary

Ok, I am just thinking out loud, while I work on a guideline for tertiary education to help my players design and create their characters. They are only guidelines meant to give them ideas for skill choices, a rough estimate of how old their character should be given the level of training or experience he/she has (course duration), possible day jobs (professional skill choices) and some ties to the setting (course providers). They are in my view simply package deals, which the players are free to choose from or not. Yes, having that many package deals with only slight variations is being rather pedantic and probably too granular for some, and I agree the whole idea is probably too much detail for many players and GM's. I am however a Traveller GM and player with a penchant for gearheading, so this sort of thing is normal for me and I just want to share my work, even if it doesn't get used :)

Here's a sample:

 

 

Tertiary Education Programs for Hero System

 

Early Adulthood

The Tertiary Education programs listed below are simply guidelines to what sort of skills and at what level the average individual should have attained if they had completed the program of study. Characters' skill and knowledge will vary based upon any number of factors, including but not limited to: skill enhancers such as scholar, scientist and expert, skills as powers and/or personal preference.

 

What follows is a list of available tertiary education programs in the campaign “Something Wicked This Way Will Come”. Each program is described by name, course provider, course type, course duration and areas of study (skills learned).

The skills listed under areas of study will include one or two core areas of study, these will be learned to proficiency 10- (for NPC's) or base skill level 11- (for Player Characters) , while the rest will be learned to familiarity level 8-.

Players can choose to use the skill enhancers scholar, scientist or expert with extra skill levels to represent gifted students, further education or actual experience gained after education.

Characters can take a perk to represent the actual certificate, diploma, degree, etc.

 

Possible course providers include New Bribane City State University, New Brisbane City University, New Brisbane City College, Freetown Community College (for those of you using “Hudson City, The Urban Abyss” as is, simply replace “New Brisbane City” with “Hudson City”. Also you may want to alter the programs to match up with their American equivalents).

 

Diploma of Health Services:

Course Providers: Avavilable at all four major educational institutions in New Brisbane.

Course Type: Undergraduate Diploma

Course Duration: 1 year equivalent

Notes: The course has various streams aimed at various professional careers. (Choose a stream from the list below).

 

 

Diploma of Health Sciences (Exercise, Sports & Rehabilitation)

2 KS: Health Practice 11-

2 SS: Human Anatomy 11-

1 CuK: Indigenous Culture 8-

1 SS: Exercise Science 8-

1 SS: Psychology 8-

1 PS: Choose one from: Exercise/Sports Scientist, Coach, Personal Trainer or Gym Instructor 8-

8 Points Total

 

Diploma of Health Sciences (Health Sciences Stream)

2 KS: Health Practice 11-

1 SS: Human Anatomy 8-

1 CuK: Indigenous Culture and Health 8-

2 SS: Psychology 11-

1 SS: Food and Nutrition 8-

1 SS: Chemistry 8-

1 PS: Choose one from: Health Administration Officer, Research Officer, Health Promotion Officer, Project Officer, Insurance Officer 8-

9 Points Total

 

Diploma of Health Sciences (Human Biology Preclinical)

2 KS: Health Practice 11-

2 SS: Human Anatomy 11-

1 CuK: Indigenous Culture 8-

2 SS: Biomedicine 11-

1 PS: Choose one from: Research Officer, Laboratory technician, Science teacher (upon successful completion of a Diploma of Education) 8-

8 Points Total

 

Diploma of Health Sciences (Laboratory Medicine)

2 KS: Health Practice 11-

2 SS: Human Anatomy 11-

1 CuK: Indigenous Culture 8-

1 SS: Biomedicine 8-

2 SS: Chemistry 11-

1 PS: Choose one from: Pathologist, Biotechnologist, Forensic Scientist, Veterinary Pathologist, Biomedical Scientist 8-

9 Points Total

 

Diploma of Health Sciences (Molecular Genetics and Biotechnology)

2 KS: Health Practice 11-

2 SS: Human Anatomy 11-

1 CuK: Indigenous Culture 8-

2 SS: Genetics 11-

1 SS: Chemistry 8-

1 PS: Choose one from: Medical Professional, Scientist, Healthcare Professional, Plant Biologist/Pathologist, Clinical Molecular Geneticist, Clinical Biochemist, Research and Development 8-

9 Points Total

 

Diploma of Health Sciences (Nursing)

2 KS: Health Practice 11-

2 SS: Human Anatomy 11-

1 CuK: Indigenous Culture 8-

2 KS: Nursing 11-

1 KS: Psychology 8-

1 PS: Choose from: Clinical Nurse, Mental Health Nurse, Aged Care Nurse, Healthcare Specialist, Community Nurse, Defence Nurse 8-

9 Points Total

 

Diploma of Health Sciences (Nutrition)

2 KS: Health Practice 11-

1 SS: Human Anatomy 8-

1 CuK: Indigenous Culture 8-

1 SS: Biomedicine 8-

1 KS: Food and Nutrition 8-

2 SS: Chemistry 11-

1 PS: Choose one from: Nutritionist, Food Scientist, Dietician (on completion of postgraduate studies in dietetics) 8-

9 Points Total

 

Diploma of Health Sciences (Occupational Therapy)

2 KS: Health Practice 11-

2 SS: Human Anatomy 11-

1 CuK: Indigenous Culture 8-

2 KS: Occupational Therapy 11-

1 SS: Psychology 8-

1 PS: Choose one from: Occupational Therapist, Disability Services Instructor, Occupational Health and Safety Officer, Rehabilitation Counsellor 8-

9 Points Total

 

Diploma of Health Sciences (Pharmacy)

2 KS: Health Practice 11-

1 SS: Human Anatomy 8-

1 CuK: Indigenous Culture and Health 8-

1 SS: Psychology 8-

2 SS: Pharmaceutical Chemistry 11-

1 PS: Choose one from: Pharmacist, Clinical Research Associate, Quality Assurance, Pharmaceutical Regulator, Pharmacologist, Toxicologist 8-

8 Points Total

 

Diploma of Health Sciences (Physiotherapy)

2 KS: Health Practice 11-

2 SS: Human Anatomy 11-

1 CuK: Indigenous Culture 8-

2 SS: Physiotherapy 11-

1 PS: Choose one from: Physiotherapist 8-

9 Points Total

 

Diploma of Health Sciences (Psychology)

2 KS: Health Practice 11-

1 SS: Human Anatomy 8-

1 CuK: Indigenous Culture 8-

2 SS: Psychology 11-

1 PS: Choose one from: Psychologist, Drug & Alcohol Counsellor, Counselling Psychologist*, Clinical Psychologist* (*following completion of relevant postgraduate studies) 8-

7 Points Total

 

I figured since a 10- and 11- are equal in points cost, I may as well change the 10- to an 11-, at least for Player characters, NPC's would have the 10- unless it is one of their primary skills in which case they will have the 11-.

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I also did this as a way to make everyman skills a little less everyman:

 

 

Variable Everyman Skills for Hero System

 

Childhood

Almost every character was a child at some point, however not every childhood is equal, so here are some sample childhood backgrounds with appropriate skill lists. These skills count as everyman skills and do not cost character points. This allows players to have similar everyman skills, but allows for some variation to account for the character's upbringing. These were taken from Demonground Fanzine for GDW's Dark Conspiracy game and modified to fit into Hero System. Most of these skills will be at 8-, a few will be at 11-, but if players chooses a skill from the Elective Skills list that is already a Core Skill, then that skill is raised to Proficient 10-. This represents the childhood development of the character between ages 9 and 17. If a core skill is listed in the elective list, it may be taken chosen again, in this case increase it to a 10-.

 

Silverspoon

You were born to privilege. Your parents wanted for nothing, and saw to it that you had every opportunity possible. You received the best education and spent much of your free time pursuing leisure activities. Due to your sheltered upbringing, you are naïve about the ways of the real world.

 

Core Skills

0 Acting 8-

0 Language: (Native) Idiomatic 11-

0 Persuasion 8-

0 PS: Computer Operation 8-

 

Elective Skills (all are everyman skills 8-, unless otherwise stated)

0 Choose 11 of the following: Acrobatics, Acting, AK: Home Country or Region, Bureaucratics, Computer Operation (Choose Mac, Linux or Windows), Conversation, Deduction, High Society, KS: Player's Choice 11-, KS: Player's Choice, Paramedic, Riding, Language (foreign), Navigation, Persuasion, PS: (choose one to represent the characters job, hobby or the like) 11-, TF:Small Motorised Ground Vehicles, TF: Sailing or other leisure craft, WF: Archery, WF: Small Arms, Contact: Business or High Society (1 point).

 

Suburban Brat

You grew up in the suburbs of a major metropolitan area and spent much of your life in the relative shelter of your community. Although you haven't seen much of the world, you've heard a great many things about what goes on out there (mostly urban myths). This tends to make you a little over-confident about how much you really know. Your education was slightly above average.

 

Core Skills

0 Concealment 8-

0 Language: (Native) Idiomatic 11-

0 Persuasion 8-

0 PS: Computer Operation 8-

0 Shadowing 8-

0 Stealth 8-

 

Elective Skills (all are everyman skills 8-, unless otherwise stated)

0 Choose 9 of the following: Acrobatics, Acting, AK: Home Country or Region, Climbing, Computer Operation (Choose Mac, Linux or Windows), Conversation, Deduction, KS: Player's Choice 11-, KS: Player's Choice, Paramedic, Riding, Language (foreign), Persuasion, PS: (choose one to represent the characters job, hobby or the like) 11-, Stealth, TF:Small Motorised Ground Vehicles, WF: Small Arms, Contact: Business, Drug Dealer, Street or other (1 point).

 

Underprivileged

You grew up in the housing projects and your parents had nothing to call their own. Your education ended when you were very young; government funding dried up too soon for you to really benefit. Most of your life lessons were learned from others in the projects, or people on the street. You have heard just about every hard-luck story from anyone that has ever tried and lost. Somehow, you hope that you won't share the fate of those around you.

 

Core Skills

0 Breakfall 8-

0 Concealment 8-

0 Language: (Native) Idiomatic 11-

0 Shadowing 8-

0 Stealth 8-

0 Streetwise 8-

 

Elective Skills (all are everyman skills 8-, unless otherwise stated)

0 Choose 9 of the following: Acting, AK: Home Country or Region, Concealment, Conversation, Deduction, Disguise, KS: Player's Choice 11-, KS: Player's Choice, Paramedic, Persuasion, PS: (choose one to represent the characters job, hobby or the like) 11-, Shadowing, Sleight of Hand, Stealth, Streetwise, TF:Small Motorised Ground Vehicles, Trading, WF: Thrown Weapons, Contact: underworld or street (1 point).

 

Street Urchin

You don't remember your parents; your earliest memories are of running with a “pack” of other homeless children. Few of them survived the hazards of street life, but somehow you did. Maybe you were just smarter, or quicker, or just luckier than the others.

 

Core Skills

0 Concealment 8-

0 Language: (Native) Idiomatic 11-

0 Shadowing 8-

0 Sleight of Hand 8-

0 Stealth 8-

0 Streetwise 8-

 

Elective Skills (all are everyman skills 8-, unless otherwise stated)

0 Choose 9 of the following: Acting, AK: Home Country or Region, Concealment, Conversation, Deduction, Disguise, Forgery, KS: Player's Choice 11-, KS: Player's Choice, Lockpicking, Paramedic, Persuasion, PS: (choose one to represent the characters job, hobby or the like) 11-, Shadowing, Sleight of Hand, Stealth, Streetwise, Tracking, Trading, Contact: underworld or street (1 point).

 

Hayseed

The countryside has been your home for as long as you can remember. You've never seen a city, but have always wondered what they would be like. You grown up with animals of all kinds, whether that was in terms of caring for them, or hunting them.

 

Core Skills

0 Animal Handler 8-

0 Concealment 8-

0 Language: (Native) Idiomatic 11-

0 Riding 8-

0 Shadowing 8-

0 Stealth 8-

0 Tracking 8-

 

Elective Skills (all are everyman skills 8-, unless otherwise stated)

0 Choose 8 of the following: Animal Handling, AK: Home Country or Region, Biology, Concealment, Conversation, Deduction, KS: Player's Choice 11-, KS: Player's Choice, Mechanics, Paramedic, Persuasion, PS: (choose one to represent the characters job, hobby or the like) 11-, Riding, Shadowing, Stealth, Survival, TF: Ground Vehicle, Tracking, Trading, WF: Archery, WF: Small Arms, Contact: survivalist, hunter or similar (1 point).

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For the silver spoon, I suggest TF: Sailing, and navigation. Bumpkins might have tracking, and or survival from hunting, maybe even a +1 with rifle...?

 

Street rats might take some contact from "the hood" as a everyman..." If I can get a hold of him Manny would know"

 

Suburban kids might know about commonly abused drugs...

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For the silver spoon, I suggest TF: Sailing, and navigation. Bumpkins might have tracking, and or survival from hunting, maybe even a +1 with rifle...?

 

Street rats might take some contact from "the hood" as a everyman..." If I can get a hold of him Manny would know"

 

Suburban kids might know about commonly abused drugs...

Cool,

For Silver Spoon, changed the second TF  to TF:Sailing or other recreational craft, navigation was already in the list.

Added survival to the Hayseed, tracking was already there, I'll leave the +1 with a Rifle to players or GM choice.

Suburban Brat can choose a KS: commonly abused drugs if they wish.

I like the Contacts idea, but perhaps all of them should have the option to buy a contact or two or three, Silver Spoon could have a business or high society contact, Underprivileged and Street Rat could both have an underworld or street Contact, while the Hayseed could have maybe a survivalist Contact or something similar. The Suburban Brat may have Business, Drug Dealer, Street or other type of Contact. Should they be a 1 point contact, granted a 1 point contact is not super useful, but it is a foot in the door, which the player can expand on later with CP.

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