Scars of War

An Indie RPG by Gareth Fouche

Skills

 

Active Skills come in 5 types, Combat, Subterfuge, Social, Magic and General. Note, not all Active Skills are represented below, some can only be gained through gameplay/training.

 


Combat Skills


Melee Combat - Determines base Attack Rating for all melee weapons.

Ranged Combat - Determines base Attack Rating for all ranged weapons.

Block - Chance to block attacks with a shield or parry them with a weapon.

Dodge - Chance to reduce or negate damage from attacks.

Armor Training (Light/Medium/Heavy) - Training in how to most effectively use a certain armor type. Decreases armor penalties and increases benefits.

Weapon Mastery (Weapon Type) - Training in how to make most effective use of a certain weapon type's strengths and weaknesses. Increases Attack Rating with that weapon type as well as increasing the effectiveness of that weapon type's special properties. Weapon Mastery also increases your ability to defend against opponents wielding that type of weapon.

 

 


Social Skills


Persuasion - Skill at convincing people to see your point of view using convincing arguments and honeyed words.

Intimidation - Determines your ability to convince others using threats and physical intimidation. Receives a bonus from high Strength.

Bluff - Your ability to hide your motives and to conceal the truth.

Sense Motive - Skill at reading people, their body language, tone and expression. This skill provides a defense against attempts to Persuade, Intimidate or Bluff you.

Barter - Your ability to get a good deal, to buy at bargain prices and sell for a profit.

 

 


Subterfuge Skills


Sneak - Your skill at hiding and moving silently.

Pick Pocket - Skill at stealing from the pockets of unsuspecting NPCs.

Lock Picking - Determines your ability to bypass locks.

Trap Mastery - Grants you the ability to set deadly traps.

Forgery - Skill at replicating documents.

 

 


Magic Skills


Spellcraft - Spellcraft determines a mages ability to control complex magical energies, to shape them to his or her will. Every spell has a complexity rating, this rating is checked against a mages control in order to determine whether the spell casts successfully or goes awry. Casting a spell far beyond your capabilities is a very dangerous tactic.

Channelling - Your ability to channel mana without getting tired. A mage who is more capable at channelling can cast more spells for longer.

Sensing - Your mystic senses, how "in tune" you are with the flows of Mana and Quan. Higher sensing allows you divine the nature of magical items and to detect magic in your vicinity. Higher levels of this skill even allow a mage to probe another's aura, to learn more about them.

 

 


General Skills


Investigation - This skill enhances your ability to notice sensory details. It is the trained aspect of Perception, the art of the detective. Also highly useful for Trackers.

Athletics - Determines your abilty to run and swim.

Acrobatics - Determines your ability to jump and tumble as well as reducing the damage you take from falls.

Concentration - Your ability to maintain focus on the task at hand in spite of distraction. Many actions can be disrupted by other actions, such as being attacked. Concentration decreases your chance to be interrupted.