Listed below are complete descriptions of all of the skills that will be used in the game.
Combat:
The combat skill is very self explanatory. It's used whenever a character finds themselves in a combat situation. Whether that situation is against a monster, NPC, or even another character, the combat skill is utilized. In a hostile place such as silent hill, this skill is very useful to have as anything could be around the corner. See Game Mechanics: Weapons and Combat for more details.
Scavenging:
There are many useful tools and weapons scattered about the ruins of Silent Hill, one just simply needs to know where to look. The Scavenging skill assists in your character's effectiveness in searching/looting areas for useful items. Those with a high scavenging skill are much more likely to get higher rolls, which results in finding better items and gear as opposed to the lower rolls. See Game Mechanics: Scavenging for more details.
Stealth:
The best approach isn't always to go in guns blazing. Sometimes it's better to wait in the shadows, and avoid conflict all together. The Stealth skill is extremely useful in a dimly lit place such as Silent Hill. With stealth one can remain undetected from both enemies and allies, and avoid many nasty situations. Stealth and can also be utilized to steal items, and to flee combat. Characters who are skilled in stealth will have much more success at rolling for hiding, stealing, and fleeing than those who are not as skilled.
Investigative:
Silent Hill is a mysterious place, filled with many mysteries and riddles. The investigative skill helps make sense of these. With investigation, characters can do things like examine old documents, question characters, find enemy weak points, solve puzzles/riddles, examine corpses, and much more. While this skill is the most broad of the skill tree, it is very useful.
First Aid:
Characters will acquire many scrapes and bruises over their visit at Silent Hill. First Aid determines how effective one is at treating and healing these wounds. Those with a high first aid skill will be able to heal themselves and others much more effective than others, and use much less resources to do so.
Speech:
Violence isn't the only solution. Sometimes the best solution is the verbal one. The Speech skill assists with characters and how effective they are at persuasion. In general, speech can be used to assist with persuasion, lying, negotiation, or distraction. Silent Hill isn't filled with just monsters, there are other people, like cultists and wanderers in their streets. All of these, including some monsters can have the speech skill used against them.
Physical Fortitude:
Some take damage better than others, whether it be through thicker skin or better technique. Physical Fortitude effects a character's resistance to physical damage. When an enemy hits a player, they must roll to resist the damage as much as possible. Those with high physical fortitude will be able to lose less HP than those with a low amount. See Game Mechanics: HP for more details.
Mental Fortitude:
Silent Hill tortures not only the body, but the mind. Some enemies in Silent Hill will try to harm you mentally rather than physically. This is most often done through fear and intimidation, though some will have other means as well. Mental Fortitude helps a character resist damage to their sanity, and keep a stable mind.
Various weapons can be found scattered throughout the town of Silent Hill. Weapons can range from basic melee weapons like a wooden board to advanced firearms such as an assault rifle. These weapons are generally acquired by scavenging, though there are other means. Each weapon has a given amount of damage it can deliver upon contact. Characters in Silent Hill are only allowed to carry two weapons at a time.
Melee weapons are by far the most common weapon type found in Silent Hill. These can range from a basic board to something more complex like a chainsaw. Reliable and useful, most melee weapons (The exception being the chainsaw) require no ammunition of any sort and will always be there when you need them. The only trade off is that characters must be close to enemies to attack with them, putting themselves directly in the line of danger.
Guns can be found in Silent Hill, but are more rare and well hidden. Many weapon types can be found, varying from a pistol to an assault rifle. Firearms are a powerful tool that can be used at a distance from your enemy, but they require ammunition to function. Ammunition type varies per weapon, and certain ammo types are more common than others.
Combat:
Combat is run on a d100 dice system. To describe combat simply, it is two opponents rolling against each other.
Players will roll their d100 dice to determine if they hit or not. In general, any roll that is out of their skill range will miss, and anything within will hitwill hit. To elaborate further, let's say your combat skill is 50. You roll a 48, that's a successful hit because it's not larger than 50. However, let's say your next roll is 60. That would miss because it's over the skill level. 00 is a critical attack, doubling damage output.
Certain enemies will be able to roll to determine how much they can resist damage much like characters can. Some enemies will also be able to counter certain attacks if they are below a 10.
Upon taking damage, a specified amount will be deducted from the character's HP. Every character starts at 100 HP. Enemies like monster will have varying amounts of HP.
When damage is accumulated, players (and some enemies) can roll to try and resist damage. Any roll within skill range will successfully resist, and half the damage. Low enough rolls can resist even more damage than this. This applies to both physical and mental damage.
Combat order is simply determined by a roll. Whoever gets the highest roll goes first, 2nd highest goes 2nd, and so on.
Enemies have different methods of targeting players. Most will simply attack whoever is closest, however some may attack at random.
Physical Health represents how healthy your character's body is. HP (Health Points) represents this. All characters start out at 100 HP, and will gain or lose HP based on things like combat, items, etc. Your character can function normally from 40-100 HP. Once HP drops below 40, penalties will strike your character that reduce their skills. From 30-40 these will be minor, 20-30 will be medium, and 10-20 will be major. Anything 10 and under will incapacitate your character and you will be unable to perform any actions with them. You can still post, but you cannot move or attack.
Upon taking damage, a specified amount will be deducted from the character's HP. Every character starts at 100 HP. Enemies like monster will have varying amounts of HP. HP can be gained back through use of first aid.
When damage is accumulated, players (and some enemies) can roll to try and resist damage. Any roll within skill range will successfully resist, and half the damage. Low enough rolls can resist even more damage than this. This applies to both physical and mental damage.
When incapacitated your character is at their most vulnerable, and must be saved by your allies. Once your HP drops below 0 and falls into the negatives, enemies will have an easier time scoring critical hits. A critical hit on an incapacitated character will kill them.
Mental Health
Mental Health is a representation of your character's sanity. SP (Sanity Points) represents this. All characters start at 100 SP. Characters lose sanity in a few different ways. One way is when an enemy tries to instill fear into you, other times things like corpses can disturb your character. Characters are considered sane from 100-50. Players become disturbed after dropping below 50, and from 50-40 will temporarily be unable to use 1 random skill until it is brought back up, meaning they can no longer use bonuses from their skill points. SP from 40-30 will prevent 2 random skills from being utilized, and you will now have to roll every turn in combat to prevent your character from fleeing in fear.
When SP falls between 30-20, 3 random skills will be prevented from use. After a character's sanity drops between 20-10, they have fallen to the brink of insanity and will flee combat, and 4 skills can no longer be used.
When SP drops down to 10-0, the character will become incapacitated with fear and mental derangement. No actions can be performed, and they must be rescued. A critical sanity attack on a character on this state will drive them insane and the player will no longer have control of their character.
Sanity can be restored in a couple of ways. Someone with a high speech skill can ease the nerves, and give back SP. Staying out of combat, and in well lit places also can restore sanity.