Monsters of the Midway

HERO System Campaign

Skills

These are the skills relevant to the time period.  The KS and PS skill list is not comprehensive.

  • Acrobatics
  • Acting
  • Animal Handler
  • Breakfall
  • Bribery
  • Bureaucratics
  • Climbing
  • Driving (Instead of Combat Driving)
  • Combat Skill Levels
  • Concealment
  • Contortionist
  • Conversation
  • Conversation
  • Cramming
  • Criminology
  • Cryptography
  • Deduction
  • Demolitions
  • Disguise
  • Electrician (Rather than "Electronics")
  • Forgery
  • High Society

    Knowledge Skills

    • Circuses
    • Circus Lore
    • Highways
    • Classical Mythology
    • Voodoo

    Professional Skills

    • Roustabout
    • Carney Barker
    • Acrobat
    • Dancer
    • Fortune Teller
    • Accountant
    • Magician
    • Electrician
    • Farmer

    Science Skills

    • Botany
    • Zoology
    • Chemistry
    • Geology
    • Biology
    • Anthropology
  • Interrogation
  • Inventor
  • Knowledge Skill (examples in sidebar)
  • Languages
  • Lip Reading
  • Lockpicking
  • Mechanics
  • Mimicry
  • Navigation
  • Oratory
  • Parachuting
  • Paramedics
  • Persuasion
  • Professional Skill (examples in sidebar)
  • Riding
  • Science (examples in sidebar)
  • Seduction
  • Shadowing
  • Sleight of Hand
  • Spell (The "Wielder" talent gives this at 8- for free)
  • Stealth
  • Streetwise
  • Survival
  • Tracking
  • Trading
  • Ventriloquism
  • Weapon Familiarity
  • Weaponeer (The "Forger" talent gives this at 8- for free)

Everyman Skills

The following skills are free of charge to the player but must be bought in order to raise them.

  • Climbing (8-)
  • Concealment (8-)
  • Deduction (8-)
  • Paramedics (8-)
  • Persuasion (8-)
  • Shadowing (8-)
  • Stealth (8-)
  • Native Language (4pt)
  • Literacy

Literacy may be sold back for a 1pt gain.  See GM to substitute other skills for cultural reasons.