Skill List
This is the complete list of 40 skills available in Sentius: Last Enclave. Since this is a skill-based game, what your character knows defines their capabilities. While most skills are available to any character, some—like Magic, Psychic Powers, and Totem Aspects—require specific traits before they can be learned.
Characters start with 12 skill points to allocate as they see fit. Certain skills will carry more weight depending on the story the Game Master wants to tell, but having a balanced selection is always useful.
Skill List
Core Skills
- Animal Handling
- Athletics
- Combat: Bow
- Combat: Firearms
- Combat: Gunnery
- Combat: Melee
- Deception
- Demolitions
- Disguise
- Drive
- Gambling
- Hacking
- History
- Intimidation
- Leadership
- Locks & Traps
- Medicine
- Navigation
- Networking
- Perception
- Performance
- Persuasion
- Repair
- Resistance: Biological
- Resistance: Discipline
- Resistance: Magic
- Resistance: Physical
- Scavenging
- Sleight of Hand
- Stealth
- Survival
- Technical: Biological
- Technical: Cybernetics
- Technical: Electronic
- Technical: Mechanical
- Technical: Mystical Powers
- Technical: Software
Restricted Skills (Require a Trait)
- Magic Words †
- Psychic Power †
- Totem Aspect †
† Restricted Skills: These skills require a specific trait before they can be learned.
Skill Descriptions and Associated Abilities
Below are detailed descriptions of each skill, including the Primary Abilities that contribute to them.
Animal Handling (Intuition, Presence)
The ability to tame, train, and command animals, whether domestic or wild.
Athletics (Agility, Strength)
Covers climbing, jumping, swimming, and physical endurance—also used for sports.
Combat: Bow (Agility, Intuition)
Proficiency with bows, crossbows, and other primitive ranged weapons.
Combat: Firearms (Agility, Intuition)
Covers all personal firearms, from slug throwers to plasma rifles.
Combat: Gunnery (Agility, Reasoning)
The skill to operate mounted and vehicle-based weapon systems.
Combat: Melee (Agility, Strength)
Proficiency in hand-to-hand combat, including knives, swords, and martial arts.
Deception (Intuition, Presence)
The art of lying, bluffing, and misleading others.
Demolitions (Agility, Intuition)
The ability to handle and deploy explosives, including grenades and charges.
Disguise (Agility, Presence)
The ability to alter appearance using costumes and makeup.
(Note: Acting is covered under Performance.)
Drive (Intuition, Quickness)
Covers operation of land, air, sea vehicles, including power armor and animal riding.
Gambling (Intuition, Presence)
Covers playing and winning at games of chance, as well as detecting cheating.
Hacking (Reasoning, Intuition)
Using computers for security bypassing, data retrieval, and cyber warfare.
(Bonus from Technical: Software.)
History (Reasoning, Willpower)
Knowledge of past events, cultures, and significant locations.
Intimidation (Presence, Strength)
The ability to coerce, threaten, or terrify others into compliance.
Leadership (Intuition, Presence)
Used to command allies, boost morale, and direct groups effectively.
Locks & Traps (Intuition, Reasoning)
The skill to bypass mechanical and electronic locks and disarm traps.
Magic Words † (Intuition, Reasoning)
(Restricted - Requires Trait: Magic User)
The ability to manipulate reality through spoken incantations.
(Each Magic Word must be learned separately.)
Medicine (Agility, Intuition)
Covers first aid, surgery, and cybernetic procedures.
Navigation (Intuition, Reasoning)
Used to read maps, chart paths, and navigate over long distances.
Networking (Intuition, Presence)
Maintaining a web of contacts who can provide services and information.
Perception (Intuition, Willpower)
Measures awareness and ability to notice details in the environment.
Performance (Intuition, Presence)
Covers acting, singing, dancing, and artistic creation.
Persuasion (Intuition, Presence)
The ability to convince others through reasoning, negotiation, or charm.
Psychic Power † (Intuition, Presence)
(Restricted - Requires Trait: Psychic Gift)
The ability to harness latent mental abilities for telekinesis, mind-reading, etc.
(Each Psychic Power must be learned separately.)
Repair (Intuition, Reasoning)
Fixing electronics, mechanical devices, and cybernetics.
Resistance: Biological (Endurance, Willpower)
Resisting poisons, toxins, and diseases.
Resistance: Discipline (Intuition, Willpower)
Fighting off mental control and coercion.
Resistance: Magic (Reasoning, Willpower)
Defending against magical attacks and spells.
Resistance: Physical (Agility, Endurance)
Resisting knockbacks, traps, and environmental hazards.
Scavenging (Intuition, Reasoning)
Finding salvageable materials and useful items in ruins.
Sleight of Hand (Intuition, Quickness)
The ability to steal, hide objects, and perform hand tricks.
Stealth (Agility, Intuition)
The ability to move unnoticed and hide effectively.
Survival (Intuition, Reasoning)
Essential for living off the land, tracking, hunting, and foraging.
Technical Skills (Intuition, Reasoning)
- Technical: Biological – Understanding biological systems.
- Technical: Cybernetics – Knowledge of cybernetic systems.
- Technical: Electronic – Electronics engineering and design.
- Technical: Mechanical – Mechanical design and function.
- Technical: Mystical Powers – Understanding of magic, psychic, totem theories.
- Technical: Software – Programming and software development.
Totem Aspect † (Intuition, Willpower)
(Restricted - Requires Trait: Totem Aspect User)
The ability to cast spells from a totem-based magic system.
Languages
Each character starts with the languages of their ancestry. Additional languages can be learned by spending a skill point.
Common Languages:
- Dwarven – Harsh, structured, efficient.
- Elven – Flowing, poetic, refined.
- English – The language of the Enclave.
- Gnomish – Rapid, technical, expressive.
- Gobbic – Guttural, slang-heavy.
- Orcish – Short, direct, forceful.
- Trollish – Slow, deliberate.