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Skills

  • Acrobatics - Leaping, tumbling climbing, and all that sort of stuff.
  • Acting - This skill covers the concealment and alteration of the character's personality.
  • Animal Handling - Familiarity with the control and care of animals.
  • Art - The ability to produce, create and evaluate works of art in a specific medium (such as painting, writing, photography, sculpture, etc.). The player must specify the type of art when this skill is chosen.
  • Athletics - This ability covers the familiarity with various sports skills (such as baseball, football, soccer, and running) and allows the character to participate in and know something about the athletic skill in question. The player may have to specify a specific Athletic ability for the character at the Conductor's discretion.
  • Carousing - Skill with less-than-wholesome forms of entertainment: drinking, gambling, etc. Includes the ability to locate establishments that provide such services.
  • Concealment - The ability to hide an object or yourself. Someone looking for you must beat the number of heads you rolled.
  • Contacts (Area) - A contact is a person with whom you have previously had dealing, who is allied with you, and will provide you with assistance. The skill is used as an abstraction of your ability to find any one of a number of your contacts at any given time. You must specify the area where those contacts are found. This skill can be taken multiple times for multiple areas.
  • Cooking - The preparing of meals from available materials.
  • Criminal - Catch-all skill governing knowledge and familiarity with the procedures of the criminal world.
  • Demolitions - The ability to set and detonate explosives.
  • Disguise - The complement of Acting, this covers the concealment and lateration of the character's features.
  • Empathy - The ability to connect with people on an emotional level. This skill allows you to get a basic read of a person’s emotions or to successfully communicate your emotions to them.
  • Engineering - The design and construction of emplacements or structures.
  • Fighting - A skill representing the character's close combat ability.
  • First Aid - Emergency medical treatment. In play, used for the healing of wounds.
  • Fooling - The ability to misdirect, distract, or otherwise pull the wool over another person's eyes. This skill could range from prestidigitation and sleight-of-hand to outright lying, and may include con artistry, cheating, and other forms of deceitful behaviour.
  • Gambling - Skill with games that involve chance, but not ones that require more skill than luck; includes the ability to set and calculate odds. This skill complements the games skill, which is used for games where luck is not the predominant factor.
  • Games - Aptitude and ability with games of skill and/or recreation.
  • Interrogation - How to obtain or extract information from people by force or cajoling. The skill also includes the ability to spot lies, and to resist questioning. Gain an extra coin if you're willing to use Torture.
  • Invention - Design, construction and repairing of devices, machines, weapons or other implements.
  • Knowledge (subject) - Knowledge of a specific area, region, place, or subject. Must be specified. Must be taken separately for each subject, area, or region.
  • Language - This skill covers the reading and/or writing of languages. Unlike other skills, this stacks - every coin in a Language skill defines one of the following 3 things: (a) reading a language, (b) speaking a language, or (c) being able to read and write a ‘pidgin’ language. Every character can autoamtically speak and read one language, except Tritons and Beasts, who can speak one language other than the language native to their species.
  • Lore - General knowledge of legends, myths and rumors of the Triangle.
  • Negotiation - Persuasion of a supporting character through verbal interaction.
  • Observation - An abstraction of the character’s ability to perceive, notice and interpret details.
  • Research - Scholarly or scientific investigation, study or inquiry.
  • Savvy - Knowledge of the situational status quo in your area of the Triangle, as well as any current events.
  • Sciences (specific) - Knowledge in any UpWorld science. Must be specified. Can be taken multiple times.
  • Scrounging - The ability to find needed items (food, supplies) through foraging or salvage.
  • Seduction - The ability to manipulate the emotions and/or attitudes of others through making oneself more attractive to other people by speaking and acting in a particular manner. This skill tends to be used for the purposes of seducing a partner into bed, but is also used to manipulate attitudes and emotions as well.
  • Stealth - The ability to move in a covert manner; the complement of Concealment.
  • Storytelling - The ability to compose and tell tales and parables. The skill may be used to sway or influence an audience, or merely to educate and/or entertain.
  • Survival - The skills necessary to thrive in the Triangle outside of the civilization of the States.
  • Swimming - Moving in the water.
  • Targeting - An abstract skill representing the use of firearms and other ranged weapons.
  • Tracking - The ability to follow the path taken by your target, and to locate them.
  • Trade (profession) - Skill in the core abilities of a craft or trade (woodworking, etc.) The trade in question must be specified when the skill is taken, and the skill must be taken multiple times to represent multiple professions.
  • Transport - Catch-all skill representing the operation and maintenance of any form of transportation.
  • Trivia - Catch-all skill representing a wide variety of non-specific skills and knowledge.

Defining Traits

  • Agile - The character receives a bonus coin when performing actions where physical dexterity is important. (negative: Clumsy)
  • Apt - The character receives a bonus coin for any one specific area of expertise (for example, Lore, Transport, etc.). (negative: Inept)
  • Artistic - The character gains an extra coin when attempting to perform any artistic task (negative: Untalented)
  • Benevolent - The character receives a bonus coin when doing actions with a sense of compassion or doing things in a benevolent manner. (negative: Cruel)
  • Blessed - The character receives a bonus coin when performing actions where his or her strong religious faith is called into play (negative: Apostasic)
  • Bold - The character receives a bonus coin for rushing in (where angels fear to tread), applied to Initiative, when others falter. (negative: Timid)
  • Calm - The character receives a bonus coin to resist the effects of fear (negative: Panicky)
  • Castaway - A Castaway is an anachronism, lost in space and time and somehow flung into the Triangle. They are uniformly from the past, which the Oracles say is a sign that the future has not yet been written. A Castaway’s Radiation Level is increased by 1, and has the Special Ability to manipulate time in his favor; see the magic Appendix for more details. (no negative version; not available to Breeds with a Radiance Level of 2).
  • Cautious - The character receives a bonus coin when acting in a prudent fashion. This can involve extra time for the task (but no bonus coin is received for taking the extra time itself), or any other reason the character can state for how she is being cautious. (negative: Impulsive)
  • Charming - The character gains an extra coin for use in persuasion attempts (negative: Annoying)
  • Clever - The character gains an extra coin for use in mental feats (negative: Dim)
  • Commanding - The character gains an extra coin for use when attempting to lead groups (negative: Uninspiring)
  • Cunning - The character gains a bonus coin in any situation where trickery is called into play. Note that these situations can include when the character is attempting the trickery, or is attempting to discover other’s attempts (negative: Thick)
  • Cute - The character gains a bonus coin in persuasion attempts based upon their appearance (negative: Ugly)
  • Deductive - The character gains an extra coin for actions involving the solving of puzzles or riddles, or the interpretation of clues (negative: Oblivious)
  • Diplomatic - The character gets an extra coin for persuasion attempts based upon negotiation (negative: Undiplomatic)
  • Driven - The character gains an extra coin in situations where their life-long goals are of supreme importance to the outcome (for example: an Oracle trying to stop a horrible future from happening). (negative: Lax)
  • Energetic - The character gains an extra coin where exhaustion comes into play (negative: Feeble)
  • Fast - The character gains an extra coin for initiative (negative: Slow)
  • Fast Talker - The character gains an extra coin for persuasion attempts based upon glibness and guile (negative: Blunt)
  • Feral - The character gains an extra die for actions involving a close connection to nature (negative: Tame)
  • Fierce - The character gets an extra coin in combat (negative: Passive)
  • Friendly - The character gets a bonus coin in any situation where their personality comes into play. (negative: Unfriendly)
  • Healer - The character gains a bonus coin to all First Aid actions, whether on himself or on others. Reapers get an extra coin for resurrection; Shapers get an extra coin for all wound removal attempts. (negative: Grim)
  • Honorable - The character gains a bonus coin in any situation where righteous and upright behavior is called for (negative: Dishonorable)
  • Intelligent - The character gains an extra coin in situations involving mental acuity. (negative: Blonde)
  • Intuitive - The character gains an extra coin when they do not have the appropriate skill for the task at hand, but have a related skill. (negative: Rigid)
  • Inventive - The character gains an extra coin for use in invention (negative: Uninspired)
  • Jack of All Trades - The character may flip over any one coin, changing the result into one success, in any situation where they do not have the skill required for a task. (no negative version)
  • Knowledgeable - The character gains an extra coin in actions involving the recall of information (negative: Uneducated)
  • Large - The character gains an extra coin in situations where size is an asset (negative: Lumbering - not the opposite but the negative connotation of Large)
  • Library - The character is a collector of information, and has a Library with a rating of one coin. This Library may be of any form that the player desires, with Conductor approval, but must be something that can be destroyed or stolen. This is similar to the memory of the Skjalds, only takes an external form. The memory of a Skjald and this are separate, but both may be consulted. (no negative version)
  • Loyal - The character gains an extra coin in situations where their allegiance to others is called into play (negative: Disloyal)
  • Lucky - The character flips an extra coin in all tests, and removes the worst flip. (negative: Unlucky - one can have both traits)
  • Mischievous - The character gains an extra coin when attempting humorous actions (negative: Humorless)
  • Mundane - The character gains a bonus coin in situations where the facets of UpWorld society are called into play (no negative version)
  • Odd - The character receives an extra coin in situations where they are dealing with the strange and bizarre (negative: Traditional)
  • Perceptive - The character gains an extra coin for feats of observation or perception (negative: Inattentive)
  • Precise - The character gains a bonus con for actions where precision is required (negative: Imprecise)
  • Radiant - The character gains an extra coin for all actions involving the use of Radiance (negative: Blocked)
  • Reputable - The character gets an extra coin involving situations where his reputation would be an asset. (negative: Infamous - not the opposite, but the negative connotation of Reputable)
  • Resilient - The character gains an extra coin during feats involving the recovery of wounds (negative: Frail)
  • Resistant - The character gains a bonus coin to resist the effects of magic (negative: Susceptible)
  • Risen - Experimental! You have died once already, but your soul has been reunited with your body by a Reaper, and your body reanimated; see the Magic section for details on how this affects your character. (negative: Skeletal - you have died, and your soul is now bound to your corpse - you get a coin penalty to all interactions with others and cannot heal damage naturally, but others get a coin penalty when trying to hit you in combat, and as long as your bones exist, you can rise again) Due to their relationship with death, this Trait is unavailable to Shades or Lethetics.
  • Seaworthy - The character gets an extra coin on any action involving the ocean. (negative: Landlubber)
  • Shrewd - The character gains an extra coin in the detection of guile and deception. (negative: Gullible)
  • Small - The character receives a bonus coin in any situation where small stature is an asset (negative: Tiny - not the opposite, but the negative connotation of Small)
  • Stealthy - The character gains an extra coin for actions involving concealment/obfuscation. (negative: Obvious)
  • Streetwise - The character gains an extra coin in situation where familiarity with the criminal underworld is called into play (negative: Clueless)
  • Strong - The character gains an extra coin for feats involving physical strength (negative: Weak)
  • Strong Willed - The character gains a bonus coin for any feats involving willpower (negative: Weak Willed)
  • Studious - The character gains an extra coin in any situation involving research or study (negative: Uninformed)
  • Tinker - You are a budding artificer with a Stage One madness; you have the ability to build Salvage Tech. The floor of the Triangle is a vast place, and though the pollution from the ships that ply its surface is substantial, the amount of UpWorld material is small compared to the area; as such, Tinkers have yet to organize into a Guild on more than a local scale. They are also hampered for another reason: Tinkers who are members of other Guilds don’t necessarily want to give up what they’re doing. Tinkers are common in both the Corsairs and Harbormen, and there are many Guildless who make a comfortable living Tinkering as well. (negative Mad - you have a Stage One madness, but cannot make Salvage Tech).
  • Tireless - The character gains an extra coin to resist the effects of exhaustion (negative: Tired)
  • Tough - The character gets an extra coin to resist damage (negative: Fragile)
  • Vessel - The character has a small craft, or a stake in a larger craft. Corsairs may use this to increase their stake in a communal ship, or to get a smaller ship in addition to their main craft. The character also gets an extra coin when dealing with the vessel of this Trait. (neg. Grounded – only available to Corsairs; it means that the character has no stake in a ship and is stuck on the docks).
  • Veteran - The character gets an extra coin in situations where their past experience may be called upon (negative: Rookie)
  • Vicious - The character gains an extra coin in combat, but only when showing no restraint at all (negative: Bloodthirsty - in this case the character’s viciousness is so extreme, he or she must successfully make a Head Count to avoid attacking allies as well as foes)
  • Wealthy - The character gains an extra coin whenever the action involves the use of riches (negative: Poor)
  • Wild - The character gains an extra coin in combat, but only if they fight with no weapons (no negative version)
  • Zealous - The character receives a bonus coin for any action in which her strong beliefs come into play (such as religious, environmental, etc.). (negative: Faithless)

Last modified: Sunday May 09 2004 18:13:32, by Alexander Cherry
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