Page name: WoW - Skills [Logged in view] [RSS]
2014-01-24 03:01:54
Last author: Duredhel
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Basic vs Advanced

Winter of Wolves is a Rule-based RP, but that doesn't mean we want players to have to crunch numbers and learn the whole system to play. Pretty much all of the game can be played with basic rules, for which you only need to know the information written out here. Sometimes, there will be advanced rules which can be handled back stage by the GM, whenever you see text Written like this, these are advanced rules and you can feel free to ignore them if you don't want to get into the mechanics of the RP.

What can your character do?

Skills are the main way a character interacts with the world around them and they are an echo of their characteristics. Basically, the better the characteristic in question, the better the character will be at the skills related to it. A character with high strength will be more skilled at throwing or pushing objects around than one with low strength. Skills, however, can also advance independently from characteristics by spending experience on them, through traits, backgrounds or proficiency.

Strength Skills

The strike skill is mostly used in hand to hand combat to hit the opponent with sheer strength. Characters to like to deal massive damage or wield large, powerful weapons would do well to focus on this skill.

The forge skill is used primarily for the creation of components that require strength and control rather than fine detail, such as tempering steel or hammering a blade into a perfect edge.

The throw skill, much like the strike skill, is used by characters who want to fight at a distance while putting as much power as possible behind their attacks. Throwing over sized weapons such as axes or explosives such as grenades ensure maximum damage with little need for careful aiming.

The jump skill focuses on covering as large a distance as possible with a single, powerful leap. Characters who plan on exploring dangerous, unexplored sections in the tunnels surrounding the Royal City or traverse the rooftops of the slums, jump is an important skill.

The push and pull skills determine how much strength a character can put towards pushing an object away from her or pulling one towards her. The skill can also be used on other characters to grapple with them.

Breaking objects can be a skill when honed and used carefully. It relates to not only how much strength a character applies, but to how and where it is applied. The skill may even be used in combat to render someone's weapons and armor useless.

Endurance Skills

Blocking represents one of the two main ways characters may attempt to overcome incoming damage or attacks. Basically, the character stands their grounds and attempts to stop the attack with their own resiliency. Obviously the skill has little chance of working against attacks which are not physical.

Fortitude is used for two things, the first, to determine the character's ability to take on punishment. The second is to determine how well their body copes with things such as toxins, poison, extreme cold and other taxing things.

The recovery skill is rather straightforward. Though it can be used in several ways, the main one is to determine how easily and quickly the character will recover from injuries and wounds sustained, as well as the effects of any other harmful things that may happen to her.

Stamina determines a character's ability to sustain continued physical activity. When a character is attempting a long distance run, holding on to a ledge or fighting waves of enemies, Stamina is an extremely important skill.

Much like it's name says, the Swim skill is used to keep afloat and swim in both calm and dangerous waters. Though few people can even find a place to swim anymore, now that seas, rivers and lakes have been frozen solid. Still, many a times a digging crew has stumbled upon an underground river or lake and have been spared death only for their ability to swim.

The resist skill deals with the character's ability to withstand outside forces, from strange pressure and forces of magic to the push and pull of an enemy character. A character firmly rooted on the ground will be able to resist both magic and force.

Dexterity Skills

While some prefer to hit with strength and might, others would rather use speed and dexterity. The finesse skill is used for sleight of hand moves and may also be used to hit enemies in close combat instead of the strength skill.

Aim represents the ability to target enemies at a distance with missile weapons. It is mostly used for bows, guns and other ranged weaponry but it can also be used with thrown weapons when one wants to focus on precision rather than strength.

The tumble skill covers any kind of quick, acrobatic movement, as well as retain one's balance. It can be used to dodge and get out of the way of harm, both in combat and otherwise.

The climb skill is pretty self explanatory, it is used to grab hold of difficult surfaces and pull oneself up. It, however, takes a lot of stamina out of the character to it is better used in conjunction with high endurance.

The sneak skill is used to move without alerting others of your presence. A character's sneak skill goes up against an opposing character's listen skill when they try to sneak about. It can also be used against a character's notice skill in order to pick someone's pockets.

The craft skill is used to create jewelry, accessories, magical focuses and clothing with the right time and materials. It can also be used to repair such items.


The engineering skill is used for everything relating to machinery, from constructing, to operating and even understanding the labor of other engineers.

Decipher/Identify is used in conjunction with other skills to figure out the purpose of items, decipher strange texts and obtain general information from objects. It can also be used to estimate the value of objects.

Memory is used to recall things you think your character might know or might have experienced at some point. It is your go to skill to get tips, hints or pieces of information about the setting from the GM.

The heal skill is used to cure injuries, from quick first aid in the battlefield to keep someone from dying to long, grueling surgeries to heal grievous wounds. Even when healed, though, characters will have to rest quite a bit to be in top condition if badly wounded.

The search skill is used to rummage through objects and locations in search for valuable or important things. Search is used when trying to detect objects up close that might be hidden or among other things.

The learn skill is used when obtaining information or new skills from teachers, books or simple observation. Learning increases in difficulty by the order in which things were listed.


The notice skill is used to pick up information on something from afar, notice someone hiding or sneaking, or being able to tell if someone is lying to you.

The listen skill is used to pick up information through hearing from places or things your character might not be able to see. It's main use is to tell if someone is trying to sneak up on your character.

The magic skill is used for all things magical, be it casting spells, being able to read books with words of power in them or identify magical objects.

The willpower skill is mostly a passive skill, but one of the most important ones. It is used to resist attempts to persuade or charm your character, the effects of magical control, extreme pain or even fear.

The orientation skill represents your character's ability to find their bearings in different scenarios. It can be used to obtain information about your character's current location or where he needs to go next.

The Empathy skill is used mainly to deal with animals and those who would not understand one's language. It also helps characters put themselves in the position of others and getting their feelings across to someone else without words.


The Bluff skill is used to distort the truth or completely ignore it in communications. A character skilled in bluffing can turn the tables in their favor even if things look grim. Bluffing is countered by the Notice or Empathy skills.

Persuasion or diplomacy are skills used when you want to get other characters to agree with your point of view in a situation where either one could be valid. It is best used in negotiation or when trying to convince others of something your character believes to be true (as opposed to bluffing). Persuasion is resisted with the Willpower skill.

Blend In
Whereas sneaking is moving unheard, blending in is standing about unseen. It can cover anything from hiding to appearing inconspicuous in front of a crowd. Blending In goes up against other character's notice skill.

Charm is used to improve the disposition of others towards one's character. Whereas persuasion tries to get other characters to agree with yours through logic and diplomacy, charm relies on flaunting attractiveness and making an emotional connection. The Charm skill is resisted with the opponent's Willpower skill.

Barter is used to obtain better prices when trading objects when dealing with merchants. Normally and without the use of the barter skill, Merchants will only offer between 25% and 50% of the actual value of an item in guerrmarks and will charge between 125 and 150% depending on their disposition towards your character and other conditions.

The intimidation skill focuses on getting things from others by means of threats and the promise of some sort of aggression, physical or otherwise. Intimidation is resisted by other characters using their Willpower.

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2013-08-21 [Ms. Steel]: Is 'Memory' just used as a general information recall?

2013-08-21 [Duredhel]: Yush! As in, there's something you think your char might know about and you want the GM to tell you 8>
I need to finish this >>

2013-08-22 [Ms. Steel]: Cool! Thamks.

2013-08-24 [Ms. Steel]: How do things like... well... most of the Charisma skills work with Thad's mutism? It's plausible for him to still attempt them? With puppy dog eyes?

2013-08-24 [Duredhel]: He can attempt them, with body language and the sort :>, some might be more difficult for him, but others will be the same.

2013-08-24 [Ms. Steel]: Okie dokie.

2014-01-06 [Ms. Steel]: If Thad were to initially going to see what is wrong, if anything, with the train, would it be better to notice first, or to ... identify? To be honest, I can't remember if anything is noticeably wrong with it, or if only Dakai experienced it. I went back and glossed through the previous pages, but didn't see anything that stood-out, and I didn't want to be called on godmoding.

2014-01-06 [Duredhel]: Either notice or engineering will do fine to diagnose what's wrong with the train :>

2014-01-06 [Ms. Steel]: ohh, maybe I'll try something new. Thanks!

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