[Visit The Quartermain Website]______
Quartermain Additional Skills
These are either new skills, designed specifically for the setting, or special "Group" skills (As per the
Group Skill Level Table on Page 49 of the Hero v5 rulebook) that give an overall +1/Level for all skills
in that group).
Biological Sciences (GROUP 5 pts/+1)
This covers Botany, Zoology, Ecology, Biology, Marine Biology, Microbiology, Molecular Biology, Xenobilogy, etc.
Interdisciplinary Sciences (GROUP 5 pts/+1)
This Includes Biochemistry, Biophysics, Biomathematics, Bioengineering, etc.
Medical Sciences (GROUP 5 pts/+1)
This covers Anatomy, Forensic Medicine, Paramedics, Genetics, Embryology, Medicine, Surgery, Dentistry, Paragenetics, XenoMedicine, Veternary Medicine,
Bacteriology, Pharmacology, Psychology, etc.
The medical science of genetic manipulation to enhance sensitivity and/or introduce xeno-dna coding
into human proto-offspring to produce Esper abilities such as Telepathy, Telekinesis, etc. It doesn't
deal with the physics (that's Paraphysics), but simply the medical related activity that produces the
desired results. Humans are the major race for the study of paragenetics and paraphysics, as most other
races consider such medical procedures as unethical, dangerous or (in the case of those who already naturally
have manifested Esper abilities) unnecessary. Delta Sapient Espers are considered by some to be the
ultimate mongrels in the Galazy, and may be subject to some suspicion, hostility or persecution by
pure humans and other races.
The understanding of the physics and technologies associated with mental powers
as manifested by various Deltas and Alien races. (This includes Telepathy, Telekinesis,
and other abilities).
Physical Sciences (GROUP 5 pts/+1)
Special GM Note
Accounting, despite the listing on page 48 in the Hero Rules,
is not and should not be categorized as a 'Science Skill'.
Accounting should be bought as a Professional Skill, or Knowledge
Skill instead (based on INT).
If skills appear in more than one Group category of skills, then
they are subject to bonus from all the groups involved.
If you need a skill not listed here, please let
your GM know and she/he will determine exactly which category and cost
framework it should fall into, and if it is influenced
by a GROUP set or a Skill Enhancer (as per Page 53.)
This Covers Chemistry, Astronomy, Geology, Hydrology, Inorganic Chemistry, Mathematics, Metallurgy, Cosmology, Physics, ParaPhysics, Nuclear Physics, Robotics, Sub-Atomic Physics, etc.
Police Sciences & Skills (GROUP 5 pts/+1)
This includes Criminology, Counterfeiting, Forensics, Law, Deduction, Conversation, Shadowing, Streetwise etc.
Social Sciences (GROUP 5 pts/+1)
This includes Anthropology, Archaeology, Sociology, Comparative Theology, Xenology, Xenotheology, XenoArchaeology, etc.
The presentation, techniques, tools, theories and application of science, technology, misdirection and capabilities of technomagic. Only someone trained by and sworn to the honor code of the technomages may acquire this skill as it is one of their closely guarded secrets. To breach the code and teach someone who does not swear to protect the secrets is to face certain death at the hands of other technomages in the long term. Technomagic involves a lot of cross-disciplinary knowledge, including that associated with nanotechnology, biotronic circuitry and nanovirius design.
The overall knowledge of alien races/species, including basic info about their appearance, physical needs, basic abilities, physical limits, general culture(s) and psychology. Although useful, it won't give you extreme details, for that you need things like Knowledge Skill: Specific Culture, Knowledge Skill: Specific World's History, etc.
The overall knowledge and ability to compare differences between various religions
other than one's own, especially those of other species. Like Xenology this is a general
skill, and does not give absolute detail (like quoting scripture or knowing every symbol or ritual detail - for that you would need Knowledge Skill : Theology Specific Religion).
Guardians of Quartermain is an outline of an unofficial science fiction setting for DOJ, Inc.ís Hero Systemô 5th Edition (ISBN 1-58366-000-3). It requires the use of the Hero Systemô 5th Edition rule book. It is not in any way authorized by DOJ, Inc. nor is it intended to in any way infringe on their copyrights or trademarks. Contents are Copyright 2002 by Joseph Teller & Kiralee McCauley. Permission is granted for all non-commercial usage and duplication, in part or in full. All other usage requires written permission by the authors.