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The Shadow of Yesterday A fantasy role-playing game written by Clinton R. Nixon, Layouting and incorporation of errata by H. Belitz Revised edition, Version 1.2, July, 9th, 2006

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Page 1: The Shadow of Yesterday - Darkondownloads.darkon.info/pdf/tsoy.pdf · Chapter 2 Introduction Welcome to The Shadow of Yesterday! This is a fantasy role-playing game set in a world

The Shadow of Yesterday

A fantasy role-playing game

written by Clinton R. Nixon,Layouting and incorporation of errata by H. Belitz

Revised edition, Version 1.2, July, 9th, 2006

Page 2: The Shadow of Yesterday - Darkondownloads.darkon.info/pdf/tsoy.pdf · Chapter 2 Introduction Welcome to The Shadow of Yesterday! This is a fantasy role-playing game set in a world

Contents

1 Copyright Notice 4

2 Introduction 52.1 The world of Near . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52.2 What do we do? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52.3 Credits, thanks, and influences . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6

2.3.1 RPGs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62.3.2 Books and authors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6

3 Characters 73.1 Pools . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73.2 Pool refreshment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73.3 Abilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83.4 Secrets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83.5 Keys . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8

4 Creating a beginning character 104.1 Concept . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104.2 Species . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104.3 Culture . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114.4 Pools . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114.5 Abilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114.6 Secrets and Keys . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114.7 Further Advances . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114.8 Character advancement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11

5 Resolution 125.1 The ability check . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 125.2 Bonus and penalty dice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 125.3 The Gift of Dice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 135.4 Expanding the ability check . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 135.5 Ability check range . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 135.6 Intention, Initiation, Execution, and Effect . . . . . . . . . . . . . . . . . . . . . . . . . . . 135.7 Types of ability checks and how they work . . . . . . . . . . . . . . . . . . . . . . . . . . . 145.8 Using abilities together . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 155.9 Bringing Down the Pain . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 165.10 Using more than one ability . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 175.11 Surprise . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17

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CONTENTS 3

5.12 Harm and defeat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 175.13 An example of Bringing Down the Pain and harm . . . . . . . . . . . . . . . . . . . . . . 185.14 When to Bring Down the Pain . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 205.15 Multiple characters in a conflict . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 205.16 Weapons and armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 215.17 Character Transcendence . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22

6 Crunchy Bits 236.1 Abilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23

6.1.1 Innate Abilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 236.1.2 Other Abilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 236.1.3 Artistic Abilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 236.1.4 Craftsman Abilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 246.1.5 Warrior Abilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 246.1.6 Illicit Abilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 246.1.7 Outdoor Abilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 246.1.8 Priestly Abilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 256.1.9 Social Abilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 256.1.10 Ability breadth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25

6.2 Secrets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 256.3 Keys . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27

7 The Story Guide 307.1 Designing an adventure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30

7.1.1 Know your characters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 307.1.2 Know your players . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 307.1.3 Know thyself . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 307.1.4 Key Scenes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30

7.2 Designing SGCs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 317.2.1 Beasts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 317.2.2 Punks, pogues, and peeps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31

7.3 Running an adventure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 327.4 Giving out experience points . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 327.5 The Standard Advance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32

8 Tips and Tricks 338.1 For the player . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 338.2 For the Story Guide . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33

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Chapter 1

Copyright Notice

The Shadow of Yesterday is copyright 2005Clinton R. Nixon. This version of the textis known as ”The Shadow of Yesterday 2005.”This work is licensed under a Creative Com-mons Attribution-NonCommercial-ShareAlike 2.5License. To view a copy of this license,visit: http://creativecommons.org/licenses/by-nc-sa/2.5/.

No reference to copyrighted works in this text ismeant to challenge the owner of that copyright.

This layouted version was generated usingLATEXby Hendrik Belitz in July 2006. This text in-cluded the Errata found at http://random.average-bear.com/TSOY/Errata.

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Chapter 2

Introduction

Welcome to The Shadow of Yesterday ! This is afantasy role-playing game set in a world broken andreborn, a world that you, the players, get to shape.

If you’re not familiar with role-playing games,they’re a form of play where you and your friendsmake up stories. The rules of the game are there togive the story structure. You could call it a storyconstruction kit.

Stories with this game will be set in a world calledNear. Before we learn how to use the kit, let’s learnabout the world and the type of stories that takeplace in it.

2.1 The world of Near

One hundred years ago, Near had a terriblecalamity, an event its occupants call the Sky Fire.This was most likely a giant asteroid that struck theworld. At this time, a large part of Near was unitedin an empire called Maldor. They spoke one lan-guage and had a big multi-cultural society. Whenthe Sky Fire struck, it shattered the world. A por-tion of the planet opposite from Maldor broke awayand became a moon, something the people of Nearhad never seen before. Between the winter thatcame from all the dust that clouded the sky andthe superstitions aggrevated from this new celestialbody, the empire of Maldor fell and the world wasdepopulated from hunger and cold. Near only hasten percent of the population it once did. Theiruniversal language, a magical tongue that allowedanyone who heard it to speak it, was lost.

This game is set one hundred years after the SkyFire. Society is just beginning to re-form, and yourstories will be set in this rebuilding.

The rules of this game are meant to enable a type

of fantasy where things don’t necessarily make com-mon sense, but are always full of style, a bit creepy,a bit comedic, a bit dark and violent, and definitelyromantic. You’ll notice there’s quite a few rules inhere that have to do with love and sex. The game’ssetting is intentionally a sketch. It is there for youto fill in with your players and, hopefully, this gamegives you a good set of tools to do so. The funda-mental tenets of Near can be summed up as:

• No gods.

• No monsters.

• Just people.

2.2 What do we do?

You’ll make up characters and explore this crazyworld. Together you’ll fill in the setting with ideasthat jazz you and make up stories that’ll make youlaugh and maybe, I don’t know, move you a little.

Most of you will make up one character and playthe role of that character until his or her story isdone. One of you will have to be the Story Guide,who plays everyone else in the fictional world. Thestory will be heavily tilted toward the main char-acters (player characters or PCs), so you should allhave about the same power to affect the story. TheStory Guide’s job is to just keep that story on track,using all the other characters in the world (StoryGuide characters or SGCs) to press on the sides ofthat hot story iron and mold it.

Your player characters in this game will beheroes, most likely heroes with problems. Like theworld of Near, your character will be full of possibil-ity, both for good and bad. You’ll explore the world,

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6 CHAPTER 2. INTRODUCTION

meet interesting people, and either solve their prob-lems or give them new ones.

2.3 Credits, thanks, and influ-ences

All the contributors to the The Shadow of Yesterdaywiki influenced me with this revision. Fred Hicks ofEvil Hat Productions inspired me incredibly withhis melding of the original version of this game’sBringing Down the Pain with his own game Fate,which I can’t say enough nice things about. JamesNostack and Brennan Taylor both contributed Keysfrom the wiki.

A big and hearty thanks to my personalplaytesters: Mischa Krilov and Judson Lester.

Andy Kitkowski is a very good man. He workedthis text like a ball of sourdough. Keith Senkowskiand Ben Lehman also provided invaluable feedback.

Vincent Baker, creator of awesome games likeDogs in the Vineyard, helped more than he knowswith his excellent weblog/discussion website calledanyway.

Lastly, as always, the good souls at The Forgeoutdid themselves with helpful suggestions and in-sight.

This game was influenced by many media, someof which you’ll see below.

2.3.1 RPGs

The Riddle of Steel by Jake Norwood (DriftwoodPublishing) and Sorcerer by Ron Edwards (AdeptPress). Two of the best role-playing games outthere, they came at the idea that the players setthe goals they are rewarded for from different an-gles. Keys in this game are their progeny.

Fudge by Steffan O’Sullivan (Grey Ghost Press).Like you couldn’t tell.

Over the Edge by Jonathan Tweet with RobinLaws (Atlas Games): The bonus and penalty dicemechanic.

Dying Earth by Robin Laws (Pelgrane Press) andShadowrun by FanPro: Attributes as resource pools(from both) and refreshment of these pools (DyingEarth).

Schism by Jared Sorensen (Memento-Mori The-atricks): The idea of character ”transcendence.”

2.3.2 Books and authors

I was sort of a late-comer to weird fantasy, but onceI started, I couldn’t put it down. The two writerswho most influenced this game are Fritz Leiber andRobert E. Howard. Both of these authors took a dif-ferent direction from the high fantasy written beforethem: dark, gritty fantasy where people, not gods,made a difference. In addition, they were much lessderivative of European myth than their predeces-sors. Leiber especially gets recognition: the way hepainted the world of Lankhmar was amazing andhas informed every session of this game that I’verun. The decline of civilizations, great empty walledcities, and black forests of Near are all Howard.”Red Nails” and ”Beyond the Black River” werethe two stories that had the most direct influenceover this game. An article in the February 2003Discover magazine, ”How Was the Moon Formed?”was also a huge inspiration.

To see photographs of the World of Near, I rec-ommend a book called Secret Corners of the World,produced by the National Geographic Society. Theimages of places and people in this book were in-strumental in painting a picture of Near.

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Chapter 3

Characters

Characters represent all sentient beings in yourgame. While not every stranger met by the players’characters may be fully fleshed out in terms of me-chanics, all characters that could be created in thegame should be able to be created with these rules.In order to define who a character is and what thatcharacter can do, there are four mechanical pieces:Pools, Abilities, Secrets, and Keys.

3.1 Pools

Pools are resources the player can spend during thegame in order for their character to push harder, domore, and perform amazing feats. There are threepools: Vigor, Instinct, and Reason.

Vigor represents the character’s reserves of physi-cal power, wherewithal, and mental toughness.Characters with high Vigor are often knownfor bulging muscles, scarred faces, callousedhands, the ”thousand-yard stare,” and crush-ing strength.

Instinct represents the character’s reserves ofanimal-like reactions, both physical and social.This ranges from cat-like reflexes in combatto pheromone-like sexual attraction. Charac-ters with high Instinct are often known fortheir graceful motion, penetrating eyes, amaz-ing hearing, stunning appearance, or sexualprowess.

Reason represents the character’s intelligence andmental power. This could range from bookknowledge to an uneducated, but highly prac-tical mind. Characters with high Reason areoften known for their vocabulary, ability to

identify plants and animals, skill at games ofchance, or power over others.

Pools are measured in points, and each poolranges from one to infinite points, although a poolof more than 10 points is highly unusual. Duringthe game, these points are spent to do better thannormal or perform unusual feats, but are not per-manently gone. Think of each one as a containerof reserves: these reserves can be spent, but youcan refill the container. The scores on each player’scharacter sheet represent the maximum points ineach pool - the size of the container - and playerswill get a chance to refresh their characters’ poolsto their maximum.

3.2 Pool refreshment

Whenever a pool is not at its full level, it can be re-freshed, restoring it to its full level by the characterperforming an in-game action.

Vigor is refreshed whenever your character en-gages in an act of physical exertion (including phys-ical abuse, such as drugs, drinking, staying out allnight) with another character, specifically for theintent of enjoying yourself.

Instinct is refreshed whenever your character en-gages in an act of social pleasure (examples: a date,going to a party, playing a game of chance) with an-other character.

Reason is refreshed whenever your character en-gages in an act of intellectual stimulation (exam-ples: a night at the opera, a philosophical debate,playing a game of skill) with another another.

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8 CHAPTER 3. CHARACTERS

3.3 Abilities

Abilities are representations of a character’s skillsboth learned and innate. Some examples of abilitiesare Sailing, Tracking, Sword-fighting, and Oratory.

Abilities are always associated with a pool. Thisis shown by writing the name of the pool - or an ab-breviation - after the ability name, like this: Stealth(Instinct) or just Stealth (I). This pool is the re-source from which characters draw their strengthwith that ability. This pool can be used to increaseone’s chances with an ability. Some game effects ap-ply to all abilities that are associated with a specificpool.

There are three abilities common to every char-acter. These are called innate abilities. They arepurely reactive, and cannot be used to initiate ac-tion. They are only used to protect your character.They are:

Endure (Vigor) This is your character’s abilityto push on and persevere though pain and fa-tigue. It is used to test the limits of a charac-ter’s physicality and fitness.

React (Instinct) This measures the quickness ofa character’s body and mind. It is as muchhow quick the character notices something ashow quick the character moves.

Resist (Reason) Resist is the strength of a char-acter’s will, and is used to prevent compulsionof a natural or supernatural type. This in-cludes physical compulsion: ”Resist” would beused for a character to keep her cool under tor-ture, for example, while Endure would be usedto see how long she could stay conscious underthe same torture.

All other abilities are chosen and are activelyused by characters. Most abilities will be consid-ered open abilities, which means any character canuse them, even with no skill. Some, however, willbe closed abilities, which depend on a prerequisite.This prerequisite is usually the species a characteris or a culture the character has been exposed to.

Abilities are ranked with adjectives. An abilitycan have the following ranks: Unskilled, Competent,Adept, Master, and Grand Master. These adjec-tives do match up with a number, which is used inresolution.

The resolution system will be explained in furtherdetail later, but here’s what you need to know:

Being Unskilled in an ability, you can try to per-form tasks that fall under that ability, but you’llusually fail. You’ll succeed at about two out of ev-ery five tries.

When you get to be Competent, you’re now readyto really use your skills. You’ll succeed over half thetime; in fact, you’ll succeed at more than three outof every five tries.

As an Adept, you’ll almost always succeed - 85percent of the time, at least.

As a Master, it takes a freak chance for you tofail.

Grand Masters literally cannot ever fail.It’s important to note, though, that even someone

with no ability can beat a Grand Master. The oddsare far against them, but they could give it a try.

3.4 Secrets

Secrets are special abilities a character can learnthat augment abilities. These are often preternat-ural, sometimes magical, and always better thannormal. In order to use Secrets, points from a poolare normally spent, meaning that Secrets can beused a limited number of times before that pool isrefreshed.

Secrets can be better explained with an example:

Secret of the Hidden Pocket This character isadept at hiding objects on her person. Nomatter how carefully searched the characterhas been, she may pull an inexpensive, small(hand-sized) item off her person with a suc-cessful Stealth ability check. There is no needfor the player to have written this item on thecharacter sheet previously. Cost: 1 Instinct.

Like with abilities, there are open Secrets andclosed Secrets.

3.5 Keys

Keys are the primary method of increasing a char-acter’s abilities. These are goals, emotional ties, orvows a character has. By bringing these into thestory, the player gains experience points (XP) she

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3.5. KEYS 9

can use to advance the character, increasing poolsand abilities, or learning new Secrets and Keys.

Again, an example will illustrate this better:

Key of Conscience Your character has a softspot for those weaker than their opponents.Gain 1 XP every time your character helpssomeone who cannot help themselves. Gain 2XP every time your character defends someonewith might who is in danger and cannot savethemselves. Gain 5 XP every time your charac-ter takes someone in an unfortunate situationand changes their life to where they can helpthemselves. Buyoff: Ignore a request for help.

The buyoff shown above is a special bit aboutKeys. Whenever a player has a character performthe action shown in one of the buyoffs, the playercan (this is not mandatory) erase the Key and gain10 XP. Once bought off, a character can never havethe same Key again.

Unlike abilities and Secrets, the number of Keysa character can have is limited. A character canhave no more than five Keys at one time.

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Chapter 4

Creating a beginning character

Making your character is the one of the most im-portant parts of playing a role-playing game. Indoing so, you not only define the person you wantto play, but you determine what that play will beabout. Through a combination of character con-cepts, species, cultures, and Keys, every player getsto contribute to the content of the story.

4.1 Concept

In order to start creating a character, a conceptneeds to be built. The character concept cannot begenerated in a vacuum, however; characters must fittogether with a certain zest that makes them click,little motors ready to feed off each other. This isn’tto say that all characters need to be alike, of thesame species and culture, or even from the sameplace.

There’s not a set process for how concept gener-ation works, but it should be done as a group, in arelaxed atmosphere, preferably with whatever getsyour imagination flowing, whether that be coffee,beer, music, or whatever else. Talk amongst eachother, and don’t think of your idea as sacrosanct:take suggestions from other players and give themback. Remember that in creating these characters,you create the landscape in which you will play.

At the end of generating character concepts, youshould have a few things:

• An idea of where your character is from andwhat species she is.

• A few sentences about who your character isand what she cares about.

• A description of your character’s appearance,also short.

• A name. This is totally not optional. Pick aname before you go any farther.

Many role-playing game texts will tell you to havea nearly complete idea of who your character is be-fore play. I don’t think that’s necessary, though.You and your friends will get to know your char-acter during play. What that character did before-hand is of some interest, but even those details willemerge during play easier than before play. If youwere reading a book, would the author expect youto know the main character before-hand?

What you do need to know is this: what speciesthis character is, where she’s from, what she’s goodat, and what might be important to her.

4.2 Species

There are four sentient species in the world of Near.(That is, according to the published setting. Maybeyou have more in your game.) In choosing a speciesfor your character, you have the following questionsto ask yourself:

• What nifty abilities and Secrets can I get be-cause of this species?

• How does this species fit into the culture we’replaying in?

• How does this species interact with the othercharacters’ species?

• What does this species represent to me? Whywould I want to play this sort of character?

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4.6. SECRETS AND KEYS 11

The species to choose from, like all character de-tails, are found in the setting section of this rule-book.

4.3 Culture

You will have to decide on a culture that your char-acter is from. You and your friends have probablydecided on an area in which the game will start be-fore play, and your characters will likely come fromthat area and its surrounding cultures. Playing astranger to the culture you begin play in can be fun,too. Your group will have a lot more informationwith your setting.

4.4 Pools

Once past the heavy-thought areas of concept,species, and culture, the fun number action begins.First up is your character’s pools.

Divide 11 points among your character’s pools,with a minimum of 1 and a maximum of 7 in each.(Note: this maximum is just for character creation;your character may end up with a pool later muchhigher than 7.)

4.5 Abilities

All characters start with the three innate abilities.Set one at Adept level, one at Competent, and oneat Unskilled.

Then, choose from your setting material moreabilities that are available to your character. Youshould choose one at Adept level and three at Com-petent. This is just for a starting character, freshout in the world. If you are playing more experi-enced characters, you’ll get the chance to add moreabilities or increase the ones you have later.

Note that you can use any open abilities or anyclosed abilities from your home culture at Unskilled.You can feel free to write down ones you expect touse. You cannot use abilities from other culturesunless trained in them by someone else.

4.6 Secrets and Keys

Before play, players can choose one Secret and oneKey for their characters.

4.7 Further Advances

Lastly, players start with a number of advances(chances to improve) for their characters. This isdetermined by the group before play, depending onhow powerful characters are to be at the beginningof the game. The standard number is five. To figureout how to spend them, read below.

4.8 Character advancement

During the game, each player character will get ex-perience points (XP) for meeting the player’s goalsfor that character’s story and the Story Guide’sgoals for the overall story. These experience pointsare converted to advances, usually at a rate of fiveXP to one advance. Each advance that you get canbe banked toward improving your character’s pools,abilities, Secrets, and Keys. The costs are found inthe table below.

Increase an ability to:Competent

1 advance

Adept 2 advancesMaster 3 advancesGrand Master 4 advances(These are cumulative costs - it costs 3to go from Unskilled to Adept, for ex-ample.)Increase a pool by one pointAdd a Secret 1 advanceAdd a Key 1 advance

Table 4.1: Advancement table

You can never increase the same thing twice in arow. That is, you cannot increase the same abilityor pool twice in a row. You need to increase some-thing else in between. In addition, you cannot buytwo Secrets or two Keys in a row.

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Chapter 5

Resolution

In role-playing games, when a player wants theircharacter to perform an action with an uncertainoutcome, we have to resolve that action. In TheShadow of Yesterday, almost all resolution is whatwe call conflict resolution. It’s a bit of a confusingterm: don’t all role-playing games have rules forresolving conflicts?

That’s true, but many resolve conflicts piece bylittle piece. If your character’s fighting someone,for example, each hit might be a separate task thatgets resolved in some games. Using this game, theentire fight is resolved at once, and then we describehow it went down. Those ups and downs may stillbe described, but the outcome of the entire conflictis what the system determines.

5.1 The ability check

The way we determine outcomes is called an abil-ity check. When performing an uncertain action,the player needs to state her basic intention for thecharacter and the ability they are using. (Theydon’t have to have this ability on their charactersheet, but, as you’ll see, it helps.) This is not afull description of the action, as the dice provide arandomizer that let the player know how well thisaction happened. After stating the character’s in-tention, deciding on stakes, and choosing the rele-vant ability, the ability check is made.

The ability check involves a dice roll. This rolluses special dice you can find at hobby stores oronline called Fudge dice. They were originally in-vented for a neat little role-playing game calledFudge. They are six-sided dice; two sides of themhave plus signs on them, two sides are blank, andtwo sides have minus signs. If you don’t have any,

you can make your own really easily. Get a redand a green marker and some white dice. Colortwo sides red and two sides green, and you’ve gotFudge dice. The plus sides are +1, the blank sidesare 0, and the minus sides are -1, in case you didn’tknow. An even better way to make your own Fudgedice from ordinary six-sided dice can be found inJonathan Walton’s article Baby’s First Fudge Dicein the online magazine Fudge Factor.

After you’ve got weird dice, the process is prettysimple: roll three dice and add them to your charac-ter’s rank in the ability being used. As you probablyremember, each ability rank has a number associ-ated with it. That’s what you use here.

So, a character who is a Competent (1) in Scrap-ping that rolls two pluses and a minus on the dicehas a total of 2. That’s your success level (SL).There’s only one trick to this: you can’t get lowerthan zero. It’s a hard bottom number, and if youend up with -1 or something, it’s just zero.

Just like every ability rank has an associatednumber, each success level has an associated name.

That name is just there to help you describe theoutcome. It doesn’t have a mechanical effect. AMarginal success is all that is needed to succeed atany task in the game.

5.2 Bonus and penalty dice

While a ability score determines the range of yourcharacter’s ability, bonus and penalty dice are a me-chanic to skew your results toward one end of thatrange. When making a ability check, bonus diceadd to the number of dice rolled, as do penalty dice.Roll three Fudge dice, plus a number of Fudge diceequal to all your bonus and penalty dice. Whenever

12

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5.4. EXPANDING THE ABILITY CHECK 13

Description Success LevelFailure 0Good 1Great 2Superb 3Amazing 4Legendary 5Penultimate 6Transcendent 7

Table 5.1: Success level table

possible, bonus and penalty dice cancel each otherout, so if you have two bonus dice and a penalty diebefore your roll, you end up with only one bonus die.

After you roll, remove a number of your dice equalto your penalty dice, starting with pluses. If yourun out of pluses, remove blanks, and then minuses.Bonus dice work the opposite way: you remove mi-nuses first, then blanks, then pluses. More simply,penalty dice take away your highest rolls. Bonusdice take away your lowest rolls.

Players can always spend one point from the abil-ity’s associated pool to get one bonus die on a abil-ity check. This is limited to one bonus die per abil-ity check.

5.3 The Gift of Dice

At the beginning of each session of the game, everyplayer including the Story Guide receives a numberof gift dice equal to the number of players at thetable. At any point during the game, any of thesedice can be given to another player to be addedas bonus dice to that player’s current ability check.This is most often used when a player’s character isattempting something especially dangerous, or theplayer describes her character’s intention in a coolway.

These gift dice are an important part of play andshould not be forgotten. They encourage coopera-tion among the players as much as among the char-acters.

5.4 Expanding the abilitycheck

The ability check is the core of this system and allother mechanics derive from it, this injection of for-tune, that serves as resolution for both instant ac-tions and entire scenes. Here we break down theways the mechanics grow from the ability check.

5.5 Ability check range

Every ability check in this game can be describedin terms of range. The term range refers to all thepossible outcomes of an ability check. As the playerrolls three Fudge dice, results from -3 to +3 plus acharacter’s pertinent ability are always the range ofa check. Note that a unskilled character (0) has arange with no result better than Great (3), and acharacter with a Grand Master (4) ability cannotfail. Related to this is the idea of an average out-come, the outcome most expected with any level ofability. Since zero is the most likely outcome on anyroll of three Fudge dice, unskilled characters can beexpected to fail the majority of the time. Char-acters do not succeed on average until the have aCompetent ability (1).

Range seems like a simple concept, and it is. It’salso very important, though: notice that a characterwith even no ability always has a chance of beat-ing a character with a Grand Master, albeit small.This is entirely on purpose: with this system, yourcharacter has a limit to how good she might do ata task, but it always might be good enough to beatthe other guy.

5.6 Intention, Initiation, Exe-cution, and Effect

Although the ability check seems very simple,there’s more involved than it seems at first glance.Every time your character takes an action, thereare four steps involved: Intention, Initiation, Exe-cution, and Effect. Here’s how these break down:

Intention The player announces the intended ac-tion for the character. No movement or actionhas happened yet, though. The intention andits consequences may be discussed among the

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14 CHAPTER 5. RESOLUTION

Story Guide and players and changed. Stakesmust be stated for the check: what stands tobe lost and gained?

Initiation The player has committed her characterto the task, and no changes can be made now.The dice hit the table.

Execution The character completes her action.The player adds the dice to the character’s abil-ity to figure out the success level.

Effect The players and Story Guide decide whatthe effect of the task is, whether successfullycompleted or not.

Now, that sounds like a lot to go through ev-ery time you roll the dice. Normally, this all hap-pens without thinking too much about it, makingit quick. A player states, ”My character’s going todo something,” she rolls dice, everyone looks to seehow the character did, and a decision about whathappened occurs.

The reason I bring up the four steps is because ifyou never think about them, you can cause tensionamong the players and Story Guide.

Imagine a player, Joe, stating, ”Jack, my char-acter, hits the priest right in the chest with a swordblow.” Now, following the four steps, you realize thishas not happened in the game, but is just Joe statingher intention. (While his statement was technicallyincorrect, in that she stated it happened, and it wasan intention, this is a common way of stating in-tention in role-playing games.)

Carrying on with this example, though, what ifthe Story Guide is confused about the four steps?She may take this as initiation, for example, andwhen she says, ”The priest grabs her black mace,”Joe might want her character Jack to back off. Ifthe Story Guide thinks the above statement was ini-tiation, though, Joe can’t do this, and may get angryat the Story Guide for withholding the informationthat the priest had this mace.

And in the end, what if the group is confusedabout effect? If Joe’s roll is successful, a confusedgroup might think that Joe’s stated intention forJack is exactly what happens. This is not neces-sarily so: the outcome of the dice and disposition ofthe players might determine a different effect.

The point is this: take your time to make sureeveryone is on the same page when it comes to a

character performing a task. While the first gameor two might run a bit slower than normal becausesteps are being heavily delineated, the speed willpick up as everyone gets used to following them.

5.7 Types of ability checks andhow they work

While the ability check is the core mechanic thatties this entire game together, it actually comes inseveral forms, each of which add on a layer of com-plexity.

The first and most simple type is the unopposedability check. This is used when a player wants hercharacter to try a task in which no other character isattempting any action which would stop her. Thereare three steps to the unopposed ability check, andall other types of ability checks.

First, the player states the character’s intentionand the Story Guide sets the stakes.

This should be easy: ”Pieter is going to try toclimb that boulder” is a good example. The StoryGuide could reply ”If you succeed, Pieter’s over therock,” but that’s pretty implicit.

Usually, the results of success are easily takenfrom the what the player said. The results of failureare determined by the Story Guide and players.

In this case, failure could mean Pieter’s not overthe rock or it could mean something worse. TheStory Guide has free reign here to say, ”That’s agiant boulder. If you fail, Pieter falls and will breaka bone.”

What’s important is that these stakes are statedup front.

The second step is determining circumstances.This is where bonus and penalty dice come intoplay. Characters may often have either bonus orpenalty dice because of Secrets activated, poolsspent, harm taken, or The Gift of Dice, as shownbelow. In addition to any bonus or penalty dice out-lined elsewhere in these rules, the Story Guide mayassign one or two penalty dice to any ability check.One penalty die may be assigned if circumstancesrender a task especially difficult or if the characteris ill-equipped.

If trying to climb a wall, a character would not beassigned a penalty die if it were drizzling, or dark,or a bit chilly, but one could be assigned if there was

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5.8. USING ABILITIES TOGETHER 15

an icy wind and hard rain coming down at night. Ifthe climber was trying to go up a cliff face, whichnormally required some pitons and crampons andthe like, and she didn’t have any, she could receivea penalty die.

Two penalty dice can be assigned in the veryworst of circumstances. A good measure of whetherto assign two penalty dice is if the description of thecircumstances elicits a stream of profanity from aplayer. We’re talking about seriously nasty condi-tions here - hail coming down in the midst of an icyrain while gale-force winds tear at our poor climberin the pitch dark.

The third and final step is actually rolling thedice. The Story Guide and players should use thesuccess level to describe how the character per-formed at the stated intention.

The next type of ability check is the competitiveability check. This occurs when two or more charac-ters are attempting the same task, but each wantsto do it better or faster. All rules for the stan-dard ability check apply, and in addition, the con-ditions of victory are set before the ability check:if the check is over a foot-race, the victor went thefastest; if it’s composing a song, the victor madea better piece of work. This should be fairly ob-vious, but the Story Guide and players can decidetogether what the conditions of victory are if there’sany question.

All players with competing characters make abil-ity checks. After ability checks are made, any char-acter who succeeded actually completed the taskwith some proficiency and the player can use thesuccess level to compute any relevant outcomes.The character of the player with the highest totalscore, however, completed the task better or faster,and the other characters are ranked in the order oftheir players’ rolls. In the case of a tie, the charac-ters’ feats are so close in speed and quality that awinner cannot be determined between them. Theycan either tie, or if the players and Story Guidewant to, those players can roll again to see which isthe victor.

The last type of ability check is the resisted abil-ity check. This check, most common in role-playinggames, occurs when two characters attempt tasksthat would cancel out each other. Examples in-clude:

• One character swinging a sword at anothercharacter dodging.

• One character trying to get information bytwisting another character’s arm, who is at-tempting to suffer through the pain and keepquiet.

• One character sneaking up on a character whois keeping watch.

• One character offering a romp in bed to a char-acter who is trying to deny the pleasures of theflesh.

All normal ability check rules apply to resistedchecks. The two players involved make their abilitychecks and then compare their scores. The higherof the two wins: in the case of a tie, the instigatorof the action loses.

When narrating a resisted ability check, bothplayers’ success levels come into account. For pur-poses of computing results, the winner’s successlevel is used, but the loser’s efforts are still signifi-cant. An example:

The character Violet, played by Kim, is attempt-ing to drive the character Lore, played by Wilhelm,to his knees with a savage sword attack. Uponrolling, Kim ends up with an Amazing (4) successlevel, and Wilhelm ends up with a Great (3) successlevel. Kim’s roll wins, but Lore still made a greatblock. The action is narrated as, ”Violet brings upher sword and makes a vicious stroke down, aim-ing for the lower leg. Lore, anticipating the swing,throws his shield in the way, but the sword crashesdown it, the force driving the shield itself back intoLore’s shins as he falls.”

The losing player must abide by the winner’sstated intention for the ability check, even if itwas ”I kill that sorry character.” That’s not en-tirely true, though: what sort of game would thisbe if your character could die from one roll of thedice? To see how to extract your character from anysticky situation you don’t like, see Bringing Downthe Pain below.

5.8 Using abilities together

If you want your character to perform a complexaction that uses two abilities together, decide withthe Story Guide which ability is most appropriate to

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16 CHAPTER 5. RESOLUTION

the action and which is secondary. The secondaryability is used first and the success levels are used asbonus dice on the second ability check. The StoryGuide and player will have to decide what happensif the first ability check is failed: in some situations,the second ability check can still be attempted with-out harm; in others, the ability check can be at-tempted with a penalty die; and in others still, thesecond ability check cannot be attempted.

A character is trying to cut a thong from aguard’s belt and snatch his keys, using Bladeworkto chop the thong, and Stealth to grab the keyswithout being seen. While she is using Bladeworkto actually get the keys free, the Stealth part ofthe action is most important. The player makes aBladework ability check. If successful, the successlevels are converted to bonus dice on the Stealthability check. If unsuccessful, however, the keys arestill on the guard’s belt, so the Stealth ability checkcannot be attempted.

Another character wants to approach a wild bearwithout getting attacked using Animal Ken. In or-der to help with this, she’s going to attempt to re-member what bears like to eat and see if she canfind some, using Woodscraft. The Woodscraft abil-ity check is secondary, and if successful, will addbonus dice to the Animal Ken ability check. If un-successful, there is no complication; the characterjust must approach the bear with no food gift.

5.9 Bringing Down the Pain

Simple ability checks are well and good, and makeresolution a quick and painless matter. Sometimes,though, for that dramatic punch, you need some-thing a bit more gritty and focused. In this game,that is an expanded resolution system called Bring-ing Down the Pain. Bringing Down the Pain isa unique option for players to allow them to notonly get out of sticky situations, but focus the storywhere they want it.

Any player involved in a conflict can Bring Downthe Pain after a resisted ability check. Normally,a player has to abide by the results of this check.However, when a character belonging to a player- a player that is not the Story Guide - loses ata resisted ability check, that player does not haveto accept the outcome. Instead, she can ask thatthe Pain be Brought Down. On the flip side, a

player can demand this even when she succeeds ata resisted ability check. This not only allows her tozoom in the imagined camera on this conflict, butis the only way to permanently injure or get rid ofa major named character controlled by the StoryGuide.

The Story Guide cannot Bring Down the Pain.She can request it, but another player involved inthe conflict must actually declare it.

When a player declares they are Bringing Downthe Pain, action breaks down into a blow-by-blow,gritty basis instead of overall conflict resolution.This can be called task resolution. Both sides ofthe conflict must make certain their intention - theirgoal - is clarified and well-stated, for it is very im-portant here. This intention must be clear, but canallow room for differing actions to achieve the goal:”drive away these opponents in battle,” ”embarrassthe noble in front of his peers,” or ”out-perform thisguy on the guitar” are all fine intentions.

After intentions are stated, everyone who has acharacter involved in the conflict should state whattheir one action for this volley will be. Actionscan be changed during this stage, where everything,even actions hidden to the characters, is discussed inthe open. (In Ron Edwards’ Trollbabe, this is calledthe free-and-clear stage and I’ll use that term here.)Whose actions affect who is important to establishhere. Actions can be visualized as perpendicular orparallel actions. What I mean this is:

Perpendicular actions get in the way of eachother. If Violet’s action is to stab Lore with a spearand Lore’s action is to kick out Violet’s legs fromunder her, these actions are perpendicular. They’refighting each other, and part of that is keeping ad-vantage.

Parallel actions do not necessarily get in the wayof each other. Let’s say Violet is trying to convinceLore to join her ragtag group of misfits. Lore wouldrather her shut up and is cooking her dinner, hop-ing the smell of his righteous cooking distracts her.Both of these people can do this at the same time,and the winner will definitely have an effect on theloser, but as far as actions go, they don’t get in theway of each other.

There is one other type of action, the defensiveaction. You can use a relevant innate ability (En-dure, React, Resist) to resist what’s happening toyour character. You cannot deal harm this way, butotherwise it counts as a perpendicular action.

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5.10. USING MORE THAN ONE ABILITY 17

It is highly important to distinguish whether ac-tions are perpendicular or parallel ahead of timeand be very clear about it. The first time youuse Bringing Down the Pain, it could be confus-ing. You see, with a normal ability check, you re-ally can resist someone attacking your character bytalking them out of it. That’s because the entireconflict is at stake. In Bringing Down the Pain, theonly things that can resist someone attacking yourcharacter are attacking them back or blocking theirblow. That’s because that roll’s stakes are that onetask.

If the two sides of a conflict cannot decide on ac-tions - if one keeps changing theirs depending on theother - it is up to the Story Guide to resolve this.Hopefully, it can be resolved through player nego-tiation. If not, the side who wants a perpendicularaction must take a defensive action.

After the free-and-clear stage, everyone rolls abil-ity checks for their action. If this is the first actionin Bringing Down the Pain, the winner at the rollthat initiated Bringing Down the Pain gets bonusdice to her first action equal to the difference be-tween her and her opponent’s success levels. If twocharacters are taking action against each other (per-pendicular actions), the check is a resisted abilitycheck. The loser at this check takes harm equal tothe difference between the success levels, possiblymodified by Secrets and weapons. If the actionsare parallel, both sides take harm equal to their at-tacker’s success level. If one action is defensive, andthat player wins, she gets bonus dice to her nextaction equal to the difference between the successlevels.

When all rolls are resolved, another free-and-clearstage begins. This continues until one side of theconflict gives up, at which time the winners’ inten-tions happen. The trick to Bringing Down the Painlies in this rule: in any free-and-clear stage, a playercan announce that she is changing his character’s in-tention completely. This could change from ”sneakup on my enemy” to ”kill my enemy,” ”best thequeen in a war of words” to ”seduce the queen,”or even ”out-play this guy on the guitar” to ”mag-ically put this guy to sleep.” She does not have tostate the new intention until the next free-and-clearstage. During this volley of rolls, she may only makea defensive action.

There is one exception to the idea that it takesa round to change your intention. If you and an

opponent find yourself at a stalemate - you haveperpendicular actions and roll the same success level- you can both immediately change intentions.

5.10 Using more than oneability

Each use of an ability in Bringing Down the Pain isan action. To use one to get bonus dice for another,it cannot deal any harm or absorb any harm; it is aperpendicular action with no effect. This is exceed-ingly dangerous to try unless you have someone tocover your back.

This in no way supersedes using a defensive ac-tion to get bonus dice for your next action.

5.11 Surprise

Surprise is not part of the Bringing Down the Painsystem. Instead, it takes place before-hand. If acharacter acts against another, and the latter has noclue what’s going on, the player will not be able tomake an ability check to resist. This still counts as aresisted ability check, and the player can announcethat he’d like to Bring Down the Pain.

As stated before, the winner at the check thatinitiated Bringing Down the Pain gets bonus diceto her first action equal to the difference betweenher and her opponent’s success levels. This is anindicator of her opening advantage.

5.12 Harm and defeat

Harm in this game does not necessarily refer tophysical, blood-and-guts rending of flesh and bone.Instead, it is a quality of both the character in thecontext of the game world and the character in con-text of the real world. Harm is a count-down ofwhen a player loses control over his character, andcan be expressed as any of these things in-game:

• Cuts and bruises

• Fatigue and weariness

• Embarrassment and crushed esteem

• Loss of concentration and will

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18 CHAPTER 5. RESOLUTION

Whenever a successful ability check is madeagainst a character while Bringing Down the Pain,that character takes harm. The base harm dependson whether the actions were opposed or parallel. Ifopposed, base harm is the difference in success lev-els. If parallel, base harm equals the success level.Again, the type of action being done against thecharacter does not matter - you can take harm fromseduction as easily as you can from a sword.

Take that success level and check off the corre-sponding box on the harm tracker on your charactersheet. If that checkbox is already filled, check thenext highest unchecked one. Write down beside thecheckbox either ”Vigor,” ”Instinct,” or ”Reason,”depending on the type of harm you took. This isusually determined by the associated pool from theability used to harm you, but might be different ifeveryone involved agrees.

You’ll see that one to three harm is bruised. Thismeans on your very next ability check, you’ll have apenalty die. These add up - if you get bruised twicein a round of Bringing Down the Pain, you’ll havetwo penalty dice.

Level four and five harm means your character isbloodied. All your abilities that are associated withthe pool that you took the harm from now take apenalty die. If you are bloodied twice in the samepool, you still only take one penalty die. These donot stack.

Level six harm means your character is broken. Ifbroken, in order for your character to perform anyaction, even defense, you must spend a point fromthe ability’s associated pool, and you still receiveone penalty die to this action.

Harm past broken results in the attacker’s inten-tion immediately happening.

At any point during Bringing Down the Pain, aplayer may decide that the harm taken is enoughfor this conflict and give up. Before a free-and-clear stage, the player gives up the conflict, and hisopponent’s intention occurs. It is often a good ideato give up before your opponent changes to a moredeadly intention.

After Bringing Down the Pain, harm shakes out.That means that all damage collapses into the lowend of the harm tracker. As an example, if you hadchecks at 2, 3, and 6 on the harm tracker, they’dcollapse to 1, 2, and 3 after Bringing Down thePain. This applies even to harm from before Bring-ing Down the Pain, so feel free to get in a nasty

scrape if you’re hurt.Healing works exactly opposite of harm: if some-

one rolls an ability check to get rid of your harm(First Aid and Counsel could do this, for example),it removes the harm you have corresponding to theirsuccess level, or the highest harm you have if theirsuccess level is higher. If all your harm is of a higherlevel than their success level, nothing is healed. Theharm does not shake out afterwards and one char-acter can only attempt to heal your character oncein a scene.

There is another method to heal your charac-ter: self-healing. By spending a number of poolpoints equal to the level of a harm your characterhas taken, you can remove that harm from the char-acter. The points must be spent from the pool asso-ciated with that particular harm. If the harm levelis higher than your maximum pool, you can spendsome points, refresh your pool, and then spend morelater.

5.13 An example of BringingDown the Pain and harm

In this example, there are two players, Matt andEmily. The pertinent parts of their two charactersare:

Emily’s character: Tela, a Zaru assassin. Herpools are currently at Vigor 2, Instinct 3, and Rea-son 1. Her pertinent abilities are React: Mas-ter, Sneak: Master, Deceit: Competent, and KnifeFighting: Adept.

Matt’s character: Gael, a noble from Ammeni.His pools are currently at Vigor 5, Instinct 2,and Reason 3. His pertinent abilities are React:Adept, Sense Danger: Adept, Dash: Competent,and Viper-Blade: Grand Master.

Gael is traveling down an alley-way when Telasights him, and slides into the shadows to followhim. Emily states, ”I want Tela to sneak up on thisguy.” She makes a resisted ability check of Sneakversus Gael’s Sense Danger and rolls a -1 versus his0, for a total of SL 2 versus SL 2. ”Screw that,” shesays, and spends a point of Instinct to roll a bonusdie. Matt has the same opportunity, but wants toconserve his Instinct pool, since it’s low. She endsup with a roll of 0, for a total of SL 3 - a Greatsuccess!

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5.13. AN EXAMPLE OF BRINGING DOWN THE PAIN AND HARM 19

Up until this point, the action has been taken careof by a simple ability check. According to the check,Emily wins, and Tela will sneak up on Gael, givingEmily three bonus dice to perform an action thatuses that advantage. Matt’s not having it, though:he wants his character out of here, and away fromTela. He says, ”No way. I’m not accepting that out-come. It’s time to Bring Down the Pain. My goalis for Gael to notice Tela, and get away from her.”Emily decides to keep her intention of sneaking upon Gael.

During the free-and-clear phase, Matt says, ”Ok,Gael stops for a moment and scans the area as thehair on the back of his neck stands up.” Notice thatGael knows something’s wrong: that’s because Mattrefused the outcome of the simple ability check. Alsonotice that Matt can narrate whatever he wants forGael’s action, as long as it stays within his over-all intention. Emily, confident in her character’sabilities, says ”I’m going to creep along the wallslowly towards him, staying in the shadows.” An-other roll is made of Gael’s Sense Danger versusTela’s Sneak, and Matt wins this check, with SL 3(Great) versus SL 2 (Good). Tela takes a harm atlevel 1 - she’s bruised.

Matt says, ”A-ha! Gael sees a glimmer in theshadows behind him, and starts to move quicklyaway from it.” Emily asks the Story Guide, ”IfI throw some rocks to make noise ahead of Gael,can I count them as a weapon, +1 harm to deceivehim about my location?” The Guide agrees that theidea’s sound, and Emily says, ”Tela scoops up somepebbles and throws them ahead of Gael, trying toconfuse him as to her location.” Her Deceit’s prettylow, so she spends her one point of Reason for abonus die, canceling out her penalty die from beingbruised, and nails it, beating Matt’s Sense Dangerability check, scoring SL 4 (Amazing) versus his SL2 (Good). With the +1 weapon, that’s harm level 3to Gael.

Matt’s in trouble now. He says, ”As Gael takesoff forward, a sound rattles him, and he spins, look-ing confused, but shakes it off.” Emily says gleefully,”Seeing the Ammenite’s confusion, Tela dives androlls across the alley to get behind him.” Matt’s wor-ried, but thinks the dice have got to go his way. Hesays, ”Gael spins around, scanning the area for theunseen intruder.” Just to be careful, he spends apoint from his Instinct pool for a bonus die. Theyroll, and he gets a SL 3 (Good). Unfortunately, the

dice are hot for Emily, and she rolls +3; she’s gota grand total of SL 6 - an Ultimate success! That’sharm level 3 for Gael, but he’s already taken harmlevel 3, so that’s level 4. Gael is now bloodied in In-stinct, and has a penalty die to all actions that useit, including Sense Danger. ”Crap,” he mutters.”I’m changing my intention. Gael’s just going tohigh-tail it, trying to avoid danger.”

Using Dash is an error. In a round inwhich a character is changing intentions, heis only allowed to use a Defensive Action.

Emily’s grinning from ear to ear. ”As Gael runs,Tela’s going to flit from shadow to shadow, stay-ing right behind him.” They roll, his Dash now ver-sus her Sneak. Dash uses Vigor for its pool, soMatt doesn’t have a penalty die from being blood-ied in Instinct. Again, Emily wins: her roll comesup as a Good success versus his Marginal and Gaeltakes harm level 1. Emily narrates, ”Tela movesso quickly, she gets in front of Gael before he cannotice. As he runs, he comes face to face with theassassin.”

It’s Matt’s turn, but Gael’s got a penalty die. Ifhe gives up, though, Tela will have cornered him,which he doesn’t want, especially not this damaged.He glowers, ”Gael’s running as fast as he can.”Emily smiles, ”I’m changing intention if he’s goingto run.” Matt figures that he can beat her in a foot-race, so he goes ahead and rolls Dash, with a penaltydie, versus Tela’s React: she could not sneak, butonly defend this turn. With a low roll from Emily,he wins, scoring a mere Good success level versusher Marginal. She takes harm level 1, but that’salready happened, so harm level 2 - a bruise.

In the next free-and-clear phase, Emily says,”Screw this. Want to know my intention? I’mkilling this Ammenite.”

Matt’s in a real sticky situation now. He’s gota plan, though: he can change his intention, andspend his last point of Instinct to defend when Telaattacks Gael this turn, which he knows she will. HisViper-Blade is awesome, and his weapon’s +2 ver-sus Zaru. It’s risky, but if he gives up this turn,Gael’s dead, and he thinks he can scare Emily bydealing some serious damage next turn. He says,”Gael falls back, baffled and frightened by the sud-den raise of a dagger. I’m changing intention.”Emily says, ”I spend a Vigor point. Tela bringsthe dagger in, stabbing at Gael.” The roll is tense,SL 5 to SL 1, with Matt losing. That would be harm

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20 CHAPTER 5. RESOLUTION

level 4, but that’s already taken, so harm level 5 toGael. He’s now bloodied in both Instinct and Vigor,and is going to have a hard time getting out of thisone.

Short of breath, Matt says, ”My intention: teacha slave girl her place.” Emily and the Story Guidelook at each other as if to say, ”What’s up with allthe repression?” Matt says, ”What? What’s Telaup to?” Emily grins, ”Time to die.” Matt’s out ofInstinct points and that’s what he needs for Viper-Blade. He hopes against hope and they throw downthe dice. Even with a penalty die for being bloodied,Matt rolls +2 for a total of Ultimate (6). Emilyrolls a 0 and gets a Good (2) success. That wouldbe harm level 4, but Matt’s weapon is +2 versusZaru: harm level 6, and Tela’s broken.

Without hesitation, Emily says, ”I give. I’drather have this jerk teach me a lesson rather thandie.”

5.14 When to Bring Down thePain

Every time something doesn’t go your way, youmight be tempted to Bring Down the Pain. It’snot necessarily a good idea to do so. You reallyhave to examine the conflict and your strategy forit.

If someone beat you in an ability check eventhough the odds were against them, then go for it.Over many rolls, their luck will run out. The samething applies if they got in a good roll because ofseveral bonus dice: they won’t have those dice inBringing Down the Pain.

If someone beat you by using an ability very dif-ferent from yours, Bringing Down the Pain mightbe a good idea. If they keep that up in BringingDown the Pain, it’ll be a parallel action, and you’llboth take damage. If you can deal it out faster thanthey can, Bringing Down the Pain’s a good idea.

Taking on someone in Bringing Down the Painthat’s just plain better than you in the ability youplan to use is a bad idea. A Master in Sway willcrush a Adept in Sway in an argument drawn outinto Bringing Down the Pain.

If it appears that you have the advantage inBringing Down the Pain, go for perpendicular ac-tions. You’ll hurt your opponent and stay un-

harmed yourself. Likewise, if it’s unclear, parallelactions guarantee that your opponent will suffer andperhaps give.

And while we’re on this topic, if you get intoBringing Down the Pain and it’s obvious you’ll loseover the long run, quit. Give up. Some playerswant to keep going until their character’s taken allthe harm they can, but you set yourself up to bequite weakened in the next scene, where you’ll wantyour character to get her revenge or make her greatescape. Don’t fall into this trap.

5.15 Multiple characters in aconflict

For simple ability checks, having multiple charac-ters involved is easy to handle. If the charactersare using varying abilities, each building to helpanother one, it’s handled like one character usingabilities together. Decide the order the checks haveto be performed in, and have each player roll, withsuccess levels being added as bonus dice to thenext player’s roll. As with one character, failureat an ability check may mean that the overall ac-tion cannot continue, that the next player must rolla penalty die on her ability check, or that the checksmay continue, with no penalty dice.

If multiple characters are using the same, or fairlyequivalent, abilities to perform a task together, usethe method above, with the following caveats:

Failure always means the next player adds apenalty die to her roll.

Always roll from the character with the highestability to the character with the least ability.

If a penalty die is given from the Story Guidebecause of difficulty, it applies to all rolls.

This does mean that having a character helpingwho is weak with the ability may hinder the task.

Mike, Wil, and Susan are going to have theircharacters Miska, Wolf-Snarl, and Skala try to opena stuck door together. All of them are using Athlet-ics to do this, pushing against the door with theirshoulders. Their scores are Wolf-Snarl, Adept;Skala, Competent; Miska, Unskilled.

Wil rolls success level 2. With two bonus dice,Susan rolls success level 3. Finally, with three bonusdice, Mike rolls a 0, with a 0 for Miska’s lack ofAthletics, for success level 0 - a Failure.

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5.16. WEAPONS AND ARMOR 21

Wil has Wolf-Snarl growl, ”Out of my way, weak-ling,” and grab the door alone. Even with a roll of-1, Wolf-Snarl scores success level 1 and yanks thedoor open.

If Bringing Down the Pain is the ultimate way totest two differing wills, how do you manage it whenmore people want to get in on the fun? The stan-dard way is easy: whenever one player declares thatshe wants to Bring Down the Pain, any characteraround can get involved. Part of the declarationof intention is who you’re planning to affect: yourcharacter can only harm that character until youchange intention. The Bringing Down of the Paindoes not end until only one character is left stand-ing, or all the other players have given up.

The gestalt method of group Pain-Bringing maybe an easier and more fun way to arbitrate thesesituations. If everyone on one side of a conflict hasa similar intention towards the other side, you canuse the above rules for a group ability check wheneveryone is using similar abilities. In the gestaltmode, anyone can spend from their pools to helpanyone else,. Harm taken is distributed by the win-ning side to one or more of the losers. (A singu-lar harm can be split up; for example, level 4 harmcould be level 2 to one loser and level 1 to two otherlosers.) Whenever a character is broken, her playerfalls out of the group Pain-Bringing.

5.16 Weapons and armor

Ah, weapons and armor - the love of any player,and an oft-fetishized part of any role-playing game.In this game, harm is, as shown above, an erosionof a character’s ability to get her way, instead ofalways being physical pain and suffering. Therefore,weapons aren’t just swords, knifes, clubs, and thelike, and armor isn’t just padding a character wearson her body. Anything can be a weapon - but onlyin certain situations.

When using a weapon, if your character is suc-cessful in an action, you can add the weapon’s rat-ing to your success level. If you are unsuccessful,the weapon does nothing. Your success level can-not go above Ultimate (6) because of a weapon.Armor subtracts from the success level of actionstaken against you. Armor cannot lower a successlevel past Marginal (1). In both cases, the itemscan have +1, +2, or +3 ratings. The level of the

rating is determined by the specificity of the harmor protection.

Weapons and armor with a +1 rating work inspecific situations determined by action taken, andoften ability used. Examples include:

• A sword that gives +1 harm in combat.

• A royal crest that provides +1 protection wheninvolved in diplomacy.

• A lute that deals +1 harm in attempts to wina crowd while playing it.

Weapons and armor with a +2 rating work in sit-uations with a specific type of people, environment,or other restrictions. Examples include:

• A mace that gives +2 harm against ”hard” ar-mors, like plate or chain.

• The Seal of Maldor, which provides +2 protec-tion against the law in Maldor.

• A set of snowshoes, which deal +2 harm inattempts to race across snowy areas.

Weapons and armor with a +3 rating work in raresituations or against particular persons. Examplesinclude:

• A dagger forged to kill the Potenate of Am-meni, which deals +3 harm in attempts to killher.

• A writ of birthday immunity, which gives +3protection against any attempt to prosecute aperson for crimes committed on their birthday.

• A set of goggles which give +3 harm while try-ing to see motion during an eclipse.

An item can have more than one rating - it canhave up to three +1, two +2, and one +3 ratings.

Weapons and armor can occur in the game in twoways. The Story Guide can declare any item in thegame to give +1 harm or protection in a particularsituation. For example, someone using a sword tofight an unarmed person could be given +1 harmto all her attacks, or someone with a sack of goldcould be given +1 harm to influence someone else.Alternatively, any player can declare her character’sequipment to have a bonus with the Secret of Im-buement. This purchase is subject to Story Guideapproval.

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5.17 Character Transcendence

Transcendence is the result of a Transcendent (7)success level on an ability check. It signals theend of a character’s story, and is a special occa-sion for that character’s player. With this result,the player should feel free to narrate the outcomeof her roll herself, with any help she likes from theother players and Story Guide. If the roll comesduring Bringing Down the Pain, that ends immedi-ately. If the scene is taking place during the day,the sun is eclipsed by the moon within the hour; ifduring the night, the moon is eclipsed by the sun.

The story should immediately focus upon thetranscendent character. She has just accomplisheda feat that will be spoke of by her companions for-ever, and the day is her. Within 24 game-hoursof the moment she became transcendent, her storywill be over. The character may die; she may retirefor a quiet life; she may disappear over the hills; orshe may become something else entirely. Her storywill end and she will be retired from play.

This does not mean the campaign is over. Theplayer may bring a new character into play after hercurrent character leaves. This character may wellbe established during the day of transcendence, andcarry on the legends of a character who has just hadher most glorious moment.

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Chapter 6

Crunchy Bits

6.1 Abilities

Each ability in The Shadow of Yesterday has anassociated pool, a pool which can be drawn on inorder to give a bonus die to use of the ability. This isnoted when naming abilities like this: Ability Name(Pool).

6.1.1 Innate Abilities

Every character in this game has three innate abil-ities: natural reactions and quantifications of thecharacter’s physical and mental stability.

Endure (Vigor) This is your character’s abilityto push on and persevere though pain and fa-tigue. It is used to test the limits of a charac-ter’s physicality and fitness.

React (Instinct) This measures the quickness ofa character’s body and mind. It is as much”how quick the character notices something”as ”how quick the character moves.”

Resist (Reason) Resist is the strength of a char-acter’s will, and is used to prevent compulsionof a natural or supernatural type. This in-cludes physical compulsion: Resist would beused for a character to keep her cool under tor-ture, for example, while Endure would be usedto see how long she could stay conscious underthe same torture.

6.1.2 Other Abilities

While The Shadow of Yesterday has a full setting,and plenty of pre-made abilities and rules that gowith that, you should never forget that it’s your

setting. Story Guides and players are encouragedto make up their own abilities, Secrets, and Keys.

Open abilities follow a few guidelines:They are either innate abilities to a person (Ath-

letics) or things that can be easily learned. Usually,they’re both, as in the aforementioned case of Ath-letics, or Scrapping.

They are rather wide in scope, encompassing afield of actions, without being overly broad. Move-ment is too broad; Climbing Fences is too narrow.Fighting is too broad; Broad-sword Usage is toonarrow.

They are not specialized knowledge that appliesonly to a certain people or culture. These arethe Species and Cultural Abilities, which are muchmore narrow in scope.

They often overlap with other abilities, which isgreat. Two abilities may describe different styles ofperforming similar tasks.

The pre-made open abilities are below. Examinethem to get ideas for your own. They’ve been orga-nized by category. Any character can take abilitiesfrom any category, but it may be easier to choose acategory or two that define your character and takemost of the abilities from them.

6.1.3 Artistic Abilities

Freeload (Instinct) Freeload is used to get freemeals and shelter. Your character can’t reallyget wealthy using Freeload, but you can man-age to survive even if broke, which isn’t bad.

Create (Instinct) Create is used for painting,sculpting, and other arts where a concrete itemis created.

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24 CHAPTER 6. CRUNCHY BITS

Story-tell (Reason) Story-tell is used for creat-ing or telling stories, including ballads.

Music (Instinct) Music is used for singing andplaying instruments, and represents musicaltalent, not lyrical talent. Music and Story-tellare often used together to make an effectivesong.

6.1.4 Craftsman Abilities

Haggling (Instinct) Haggling is used to get thebest price for goods. In the world of Near,coinage doesn’t really exist, and this is used tomake sure you get a fair trade in barter, whichmeans it can be used to evaluate the qualityand worth of goods as well.

Fine Crafts (Reason) Fine Crafts is used forleatherworking, woodworking, and other craftsthat require fine manipulation.

Rough Crafts (Vigor) Rough Crafts is used forstonecutting, forging, and other crafts that re-quire a great deal of strength.

Complex Crafts (Reason) Complex Crafts isused for any task that requires a great deal ofsteps or mixing of different materials, rangingfrom building clocks and locks to cooking.

6.1.5 Warrior Abilities

First Aid (Reason) First Aid is simple medicine:bandaging cuts, binding broken bones, andwashing out wounds. If someone’s been physi-cally hurt, this can be used to heal them.

Scrapping (Vigor) Untrained fighting is the cen-ter of this ability. Fists, feet, daggers, kitchenknifes, table legs, and all sorts of clubbery areusually used in Scrapping.

Sense Danger (Instinct) This ability is used toperceive anything that might physically harmyour character. It is not a ”sixth sense”: thedanger must be somehow perceivable, if onlybarely. Here’s where you get those cat-like re-flexes.

Battle (Reason) Battle is the basic skills and tac-tics known by any military commander. It is

used for giving orders in combat and planningattacks, including ambushes.

6.1.6 Illicit Abilities

Stealth (Instinct) Stealth is used to sneak up onpeople, hide from other characters, and concealobjects on your character’s body.

Theft (Instinct) Theft is used for picking pock-ets, cutting purses, lockpicking, breaking andentering without being noticed, and safecrack-ing, as well as any other theft-related activity.

Deceit (Reason) Deceit is used to fool othercharacters, including pretending to be some-one else, forge a document, or straight-out liewell.

Streetwise (Reason) Streetwise is used to knowinformation about the illegal underground, in-cluding where to buy illegal things, sell stolengoods, or know who controls organized crime.

6.1.7 Outdoor Abilities

Athletics (Vigor) This is a measure of raw phys-icality and fitness. It is used for running,jumping, swimming, climbing, or any otherstrength-based task not listed as a separateability.

Aim (Vigor) Aim is used for shooting bows andcrossbows and throwing objects.

Woodscraft (Reason) Woodscraft is used totrack people or animals, know what sorts ofplants and animals are present in an area andtheir properties, as well as set traps.

Animal Ken (Instinct) Animal Ken is the socialskill for dealing with animals, and is used todeal with domesticated animals or wild ones.Domesticated animals are much easier to con-trol, of course, and this may be used to givethem commands. For wild animals, on theother hand, this works about as far as scaringthem off, or convincing them not to eat you.

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6.2. SECRETS 25

6.1.8 Priestly Abilities

Pray (Vigor) Pray is used for meditation, bless-ing actions, and performing religious rituals. Itinvolves the character’s belief that she is con-nected to something better than her.

Counsel (Reason) Counsel is used to bring peaceto someone via private conversation, not unlikemental health counseling. It is the spiritualequivalent of First Aid.

Discern Truth (Instinct) Discern Truth is usedto tell if someone is being honest, or read aperson’s intentions.

Orate (Reason) Orate is used to sway opinionwith speech or demagoguery, and is generallyused with crowds.

6.1.9 Social Abilities

Sway (Instinct) Sway is used to affect individu-als through conversation. Unlike Orate, thisworks better one-on-one, and the character be-ing swayed may not even realize your charac-ter’s intentions.

Savoir-Faire (Instinct) Savoir-Faire is used toact smooth, dance, get a kiss from a lady,and get another character into your character’sbedchambers.

Etiquette (Reason) Etiquette is used to knowyour way around a society, including knowingwho is important and where to get favors. It isthe non-illegal society equivalent of Streetwise.

Dueling (Vigor) Dueling is the art of honorableone-on-one battle. Almost every culture has itsrituals for physically solving problems, whichusually involve a sword.

6.1.10 Ability breadth

If you’ve ever played another RPG, you might lookat Complex Crafts and think, ”Why can my masterchef character fix clocks?” It’s a good question, butthe answer is simple: ”She can’t unless you decideshe can.” You decide what your character is goodat with craft and artistic skills, and if she pickssomething up later, that’s great. You don’t have to

quantify this: you don’t have to write down ”cook-ing” when you take Complex Crafts. Just play yourcharacter as you envision her, and if it’s themat-ically interesting for your chef character to fix aclock, go for it.

6.2 Secrets

Secrets are special qualities your character has thatlet her do extraordinary things. They generallywork in the following ways:

• Permanently get a bonus die to a specific useof an ability.

• Permanently get +1 damage or protection withan ability.

• Permanently get a minor unusual ability. Thisability may require a skill use.

• Spend one die from a pool to use an ability inan unusual way.

• Spend two or three dice from a pool to use anability in a supernatural or powerful unusualway.

• Spend as many dice from a pool for a scalableeffect. If this effect is especially powerful orunusual, it may carry a cost of extra dice.

Most of the Secrets pre-made for The Shadow ofYesterday follow the above guidelines, but not all.Look at the ones below, and examine them for ideasfor your own.

Secret of Animal Speech Your character canspeak to an animal and understand its signals.In order to get the animal to cooperate or nottry to eat you, you might need a successful An-imal Ken ability check. Even if you fail thischeck, you’ll understand that it wants to eatyou loud and clear. Cost: 2 Instinct.

Secret of Blessing With a successful Pray abilitycheck, your character may bless the actions ofa group. You must state a specific goal forthem to accomplish. Your success level withthis ability check is a pool of bonus dice anymember of this group can use in accomplishingthis task. Cost: 1 Vigor.

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Secret of the Bodhisavatta You must have atleast one ability ranked at Grand Master totake this Secret. When you roll a Transcen-dent success level, you do not have to have yourcharacter transcend. Your character can denyherself of perfection and will stay chained tothis life. Roll a penalty die immediately. Youcan keep rolling penalty dice until you are nolonger Transcendent. Cost: Take a level oneharm associated with the ability per penalty die.

Secret of Contacts Your character knows allsorts of people in all sorts of places. You canuse this Secret for your character to automat-ically have a past relationship with any StoryGuide character in the adventure. You may de-scribe the relationship in a short phrase, suchas ”old enemy,” ”wartime buddy,” ”ex-lover,”but the Story Guide gets to decide the his-tory and current disposition of the relationship.Cost: 3 points from a pool determined by theStory Guide. Vigor would fit for a wartimebuddy, Instinct for an ex-lover, and Reason fora former colleague in your character’s field ofstudy.

Secret of Disarm Your character can disarm anopponent, without changing intentions, witha successful ability check using a weapon inBringing Down the Pain. Because weapons canbe all sorts of things in this game, ”disarm”just means that the weapon’s been renderedineffective for the duration of Bringing Downthe Pain. Cost: 1 Vigor.

Secret of Enhancement (Ability) You mustselect an ability when you take this Secret.You may spend as many points out of theassociated pool to give bonus dice to theability as you like.

Secret of Evaluate Your character’s battle expe-rience has given her the ability to read an oppo-nent well. Evaluate your character’s opponentnot in descriptive terms, but in game mechan-ics, on a successful Battle ability check. Youcan ask for any of the following information,one bit per success level: Vigor score, Instinctscore, best combat ability and score, specificability score. Cost: 1 Reason.

Secret of Flying Leap Your character can makeamazing leaps. Using this Secret, she can jumpmuch further or higher than normal. For eachVigor point you spend, up to three, you canjump another multiple of normal human abilityfor one leap.

Secret of Herbal Health Your character can al-ways find an herb that is an effective heal-ing agent with a successful Woodscraft abilitycheck in the outdoors. The herb lets you useyour Woodscraft Ability to act like First Aidand heal others. Cost: 1 Reason.

Secret of the Hidden Pocket Your character isadept at hiding objects on her person. Nomatter how carefully searched the characterhas been, she may pull an inexpensive, small(hand-sized) item off her person with a suc-cessful Stealth ability check. Cost: 2 Instinct.

Secret of Imbuement Turn an item into aweapon or armor, using the rules found in theResolution chapter. You can add one weaponor armor rating to the item each time you takethis Secret. In addition, you can use this Secretto imbue the item with the power of anotherSecret. That Secret will have its costs loweredby one pool point. The item can be taken awayfrom you, but you must be given a chance toget it back, or you can roll your advances spenton this Secret into a new item. You can takeaway someone else’s Imbued item, but you’llhave to pay the original cost to keep it.

Secret of Inner Meaning Your character’s artcarries a meaning beyond the surface. Useany non-physical Instinct-based ability at a dis-tance via a piece of your character’s art. Cost:2 Reason.

Secret of Knock-back Your character’s blowssend people flying. Knock back a stricken char-acter one yard per success level. This immedi-ately ends Bringing Down the Pain if you’reinvolved in that, with no resolution as to in-tentions. Cost: 2 Vigor.

Secret of Languages (Specific language)Your character knows a language outside herhomeland’s.

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Secret of Mighty Blow Your character canstrike with extreme might. Spend as manydice of Vigor as you like to increase the harmof a successful blow in combat.

Secret of Quality Construction (Craft Ability)You must choose a specific Craft Ability whenyou take this Secret. Your character can craftitems of excellent quality. Any item yourcharacter creates using this Secret gives onebonus die to a particular ability when usingthe item, permanently. Cost: 5 Reason.

Secret of Scribing Your character can read andwrite any language she knows.

Secret of Shattering The weight of your weaponcan be used to destroy other weapons andarmor in combat. With a successful attack,your success level (not including any damagebonuses) is removed from the damage bonusesof weapons or damage reductions of armor. Ifreduced to 0, the item is destroyed. Cost: 2Vigor. (Note: if used against player characters’weapons or armor bought with the Secret ofImbuement, they may repair the item or haveit become something new after the scene.)

Secret of the Signature Weapon Your charac-ter has one weapon with which she is bonded.You gain a bonus die to any action taken withthat weapon and any other character else at-tempting to use the weapon receives a penaltydie. (Note: to change this weapon, this Secretmust be taken again.)

Secret of Speciality (Skill) You must select anability when you take this Secret. Choose aspeciality your character has within that abil-ity - for example, cooking pastries for the Com-plex Crafts skill. You always have a bonus diewhen your character attempts an action thatfalls within that speciality.

Secret of Synergy You can chain multiple abili-ties together in Bringing Down the Pain as youwould in a normal ability check; that is, youcan roll multiple ability checks in one actionto add bonus dice to the final check. Cost: 1associated pool point for each extra ability youroll.

Secret of the Sudden Knife Your character is amaster of the assassin’s art. In a surprise at-tack, the victim automatically takes harm level4 (bloodied) if your character successfully hits.She should make an Endure ability check re-sisting your roll. If she fails, she automaticallytakes harm level 6. This is irrespective of beingin a Bringing Down the Pain situation. Cost:3 points from whatever pool is associated withthe ability you’re using, plus 1 from each otherthe other pools.

Secret of Throwing Anything is a dangerousmissile in your character’s hands. She canthrow anything fist-sized to greatsword-sizedas an attack, using the Aim ability, and theobject counts as a +1 weapon. Cost: 1 Vigor.

Secret of the Unwalked Path Your character’sfootfalls leave little trace for others to follow.You can use your character’s Woodscraft abil-ity in resistance to anyone trying to track her.Cost: 1 Instinct.

6.3 Keys

Keys are the motivations, problems, connections,duties, and loyalties that pull on your character. Tothe player, they’re highly important because theygenerate experience points. Creating new Keys maybe easier than new Abilities or Secrets - they followvery simple rules.

A Key must involve a motivation, problem, con-nection, duty, or loyalty.

Keys come in two types:

• Motivations. When the motivation is fulfilledin play, gain an experience point. When themotivation is fulfilled against good odds, gainthree experience points.

• Everything else. When the Key comes up inplay, gain an experience point. (You can usethis three times per session. This applies to allKeys below.) When the Key presents a minorproblem, gain two experience points. When itpresents a major problem, gain five experiencepoints.

All Keys have a Buyoff, which is a reversal fromthe Key by the character. All Buyoffs give the char-acter 10 experience points. This Buyoff occurs only

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28 CHAPTER 6. CRUNCHY BITS

when you, the player, wants it to happen: you canlose a battle with the Secret of Bloodlust and stillkeep the Secret. If you want your character to un-dergo a change in her personality, though, addingto the story, you can take this Buyoff by fulfillingit. If you do take the Buyoff, you can never takethis Key again.

As always, see the pre-made Keys to get a feel forcreating your own.

Key of Bloodlust Your character enjoys over-powering others in combat. Gain 1 XP everytime your character defeats someone in battle.Gain 3 XP for defeating someone equal to ormore powerful than your character (equal orhigher combat skill.) Buyoff: Be defeated inbattle.

Key of Conscience Your character has a softspot for those weaker than their opponents.Gain 1 XP every time your character helpssomeone who cannot help themselves. Gain 2XP every time your character defends someonewith might who is in danger and cannot savethemselves. Gain 5 XP every time your charac-ter takes someone in an unfortunate situationand changes their life to where they can helpthemselves. Buyoff: Ignore a request for help.

Key of the Coward Your character avoids com-bat like the plague. Gain 1 XP every time yourcharacter avoids a potentially dangerous situ-ation. Gain 3 XP every time your characterstops a combat using other means besides vio-lence. Buyoff: Leap into combat with no hesi-tation.

Key of Faith Your character has a strong reli-gious belief that guides her. Gain 1 XP everytime she defends her faith to others. Gain 2XP whenever this character converts someoneto her faith. Gain 5 XP whenever this char-acter defends her faith even though it bringsher great harm. Buyoff: Your character re-nounces her beliefs.

Key of Fraternity Your character has someoneshe is sworn to, a friend who is more impor-tant than anyone else. Gain 1 XP every timethis character is present in a scene with yourcharacter (maximum 3 per adventure). Gain

2 XP whenever your character has to make adecision that is influenced by them. Gain 5XP every time your character defends them byputting herself at risk. Buyoff: Sever the re-lationship with this person.

Key of Glittering Gold Your character loveswealth. Gain 1 XP every time you make a dealthat favors you in wealth. Gain 3 XP everytime you double your wealth. Buyoff: Giveaway everything you own except what you cancarry lightly.

Key of the Guardian Your character has award, someone who depends on her for secu-rity and protection. Gain 1 XP every timethis character is present in a scene with yourcharacter. Gain 2 XP whenever your characterhas to make a decision that is influenced bythem. Gain 5 XP every time your characterrescues them from harm. Buyoff: Sever therelationship with this person.

Key of the Impostor Sometimes your entire lifeis a lie. You gain 1 XP whenever you passyourself off as someone/something you’re not.You gain 2 XP whenever you convince othersin spite of serious skepticism. You gain 5 XPwhenever your story survives a deliberate, fo-cused, ”Hey everybody, look!” attempt to re-veal your identity. Buyoff: Confess your im-posture to those duped.

Key of the Masochist Your character thrives onpersonal pain and suffering. Gain 1 XP everytime she is bloodied and 3 XP every time sheis broken. Buyoff: Flee a source of physical orpsychic damage.

Key of the Mission Your character has a per-sonal mission that she must complete. Gain1 XP every time she takes action to completethis mission (2 XP if this action is successful.)Gain 5 XP every time she takes action thatcompletes a major part of this mission. Buy-off: Abandon this mission.

Key of the Outcast Your character has lost fel-lowship or membership in an organization -which could just be a culture, or a specificcross-cultural group. This separation definesyour character as much as membership in the

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6.3. KEYS 29

organization defines its members. Gain 1 XPevery time her status with this organizationcomes up. Gain 2 XP every time her disassoci-ation brings her harm. Gain 5 XP every timethe separation brings your character great painand suffering. Buyoff: Regain membership inthe organization.

Key of Renown ”You must be the worst assas-sin I’ve ever heard of.” ”But you have heardof me.” You gain 1 XP whenever you see toit that your name and deeds are known, bybragging about them or making sure there arewitnesses. You gain 2 XP whenever you putyourself at risk to do something unnecessary orfoolish that will add to your reputation. Yougain 5 XP whenever you risk your life to takecredit for your actions (bragging that you werethe one who killed the Duke’s son, for exam-ple.). Buyoff: Give someone else credit for anaction that would increase your renown.

Key of Power You don’t even care what you dowith it, you just want it. You gain 1 XP when-ever you earn a boon from someone important,earn a slight gain in prestige, or make a rivallook bad. You gain 3 XP whenever you ruin,kill, or otherwise eliminate a rival, and improveyour own position because of it. Buyoff: Re-linquish your power and position.

Key of Vengeance Your character has a hatredfor a particular organization, person, or evenspecies or culture. Gain 1 XP every time yourcharacter hurts a member of that group or alackey of that person. Gain 2 XP every timeyour character strikes a minor blow at thatgroup or person (killing a member of the or-ganization or one of the person’s lackeys, dis-rupting their life, destroying their property).Gain 5 XP every time your character strikes amajor blow at that group or person. Buyoff:Let your enemy go.

Key of the Vow Your character has a vow of per-sonal behavior that she has sworn not to break.This could be a dietary restriction, a require-ment to pray at sunbreak every morning, orsomething else like that. Gain 1 XP for ev-ery adventure in which your character doesnot break this vow. Gain 2 XP every time

your character does not break this vow eventhough it causes her minor harm or inconve-nience. Gain 5 XP every time your characterdoes not break this vow even though it causesher great harm. Buyoff: Break this vow.

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Chapter 7

The Story Guide

7.1 Designing an adventure

Adventure design is not a hard process. No oneshould ever be afraid of being the Story Guide. Youare not responsible for telling the entire story oranything, so don’t worry about that. Imagine beingthe Story Guide, and designing an adventure likethis. You meet up with your players and get toknow their characters. You find out what they’reall about and what makes them tick. Then you sitdown and say, ”I’d like to see an adventure aboutthese people and their issues, and I’d like to seea few things in it: an evil sorcerer, a misguidedmaiden, and a knife fight under a waterfall. Go!”

7.1.1 Know your characters

The most important part of adventure design isknowing the characters. The adventure will, ofcourse, be about them. Keys, Secrets, and abili-ties are chosen by the players so they can find theircharacters in scenes where these things are useful.Read the character sheets. Better yet, keep a copyof them so you can use them during game prepa-ration. Organize the characters somehow. I takeout a sheet of paper and write down the charac-ter’s names on it, each in a separate corner. I writedown all their Keys around them, and the Secretsthey use the most and their best abilities.

Then take these notes and think of how this bitso’ character can work into an adventure. You don’thave to hit everything, but hit at least one Keyand one other thing per character. Make up somenon-player characters that hit these things. Youradventure is pretty much written at this point.

7.1.2 Know your players

These people are probably your friends. If not,you’re in trouble.

What do your friends like? Does one of themprefer stories with bloody combat, guts a-sprayin’everywhere? Maybe you should throw some of thatin. Does one like reversing gender roles? Put in aprince in distress.

Here’s something I like to do, but it’s touchy.Think about what your friends are currently goingthrough. People dig stories they can identify with.Is one of them going through a break-up? Havethe status of her character’s love interest change, orif she doesn’t have one, introduce one. It doesn’tmatter whether the change is for good or bad - he’llgrab on and take care of that. Does another haveissues with her boss? Introduce an authoritativenon-player character. That player will take care ofhow her character reacts. In all these reflections ofreal life, do not plan a resolution. That is totallyand completely not the job of the Story Guide. Theplayers will find a resolution. Your job is to insertconflict that they can identify with.

7.1.3 Know thyself

What do you like in a story? Put some in. You’rethe Story Guide, after all.

7.1.4 Key Scenes

Now you get to apply all that work above to thegame. Take your big list of ideas, and turn theminto Key Scenes.

The main experience engines in The Shadow ofYesterday are Keys, allowing players to decide ex-

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7.2. DESIGNING SGCS 31

actly what sort of experiences in play they are mostinterested in. The Story Guide is just as much ofa player, though, and so she controls a secondaryexperience engine: Key Scenes. Key Scenes aresimilar to some fantasy RPG experience systems inthat they are particular junctures in the play ses-sion that the Story Guide has decided beforehandare worth experience to the characters: Warham-mer Fantasy Roleplay is one game that uses this.These are not particular outcomes, though. ”Sav-ing the princess,” ”killing or thwarting the evil over-lord,” and ”taming the wild beast” are not good ex-amples of Key Scenes. Key Scenes should be tense,have multiple outcomes, and force players to makea decision for their characters. (In this, they arelike Bangs from Ron Edwards’ Sorcerer.)

”Discovering the princess is trapped in a hightower,” ”meeting the overlord,” and ”confrontingthe wild beast” are good Key Scenes, as each canresult in multiple outcomes and do not put restric-tions on what the player decision is for her charac-ter. Key Scenes do not have to tie into any particu-lar overarching plot or story-line; they can be lightand humorous, or grim and serious.

Whenever a character is present in a Key Scene,she earns one to three experience points, as deter-mined beforehand by the Story Guide. These expe-rience points are given as soon as the scene is over.

7.2 Designing SGCs

Interesting Story Guide characters (SGCs) are thecornerstone of a good adventure. In their interac-tions with the players’ characters, they provide amirror to reflect action and values. Before figuringout their mechanics, you should figure out their mo-tivations and general reactions. This is easier thanyou might think: depending on the importance oftheir character to the story, you should be able tosum this up in one to three sentences.

Of extreme importance is a name for the char-acter: first impressions are, as it’s said, lasting. Irecommend making a list of common and uncom-mon names for the culture that your game is cur-rently set in and having that by your side as a StoryGuide. Pick names for your most important SGCsahead of time; throwaway SGCs can have a namepicked on the fly from the list.

7.2.1 Beasts

Beasts are the easiest SGCs of all to write up. In-stead of having the normal gamut of abilities, theyshould have just these few.

Power (Vigor) This is the animal’s strength andferocity. Even animals, such as a tame buffalo,that do not normally attack people may have ahigh Prowess, as they’d whip some tail if pro-voked. This is used to attack other charactersand smash things.

Prowess (Instinct) This is the animal’s quick-ness and control. It is used to dodge blows,run away, and be fast like a rabbit.

Senses (Instinct) This is self-explanatory: it isthe animal’s ability to notice its surroundings.

Brain (Reason) This is a measure of the animal’sintelligence and will, and is used like Reason.While it may be a hinderance to domestica-tion, it is also used for a domesticated animalto understand commands.

Beasts should have few, if any, points in theirpools. One or two points in Instinct makes them amuch more formidable foe, and one or two points inVigor makes them devastating. No points should bein Reason unless the animal has very special prop-erties. An animal may have one or two Secrets torepresent special abilities that it has, such as goringhorns, or a prehensile tail. You can remove the costfrom these Secrets if the ability is built in to theanimal.

7.2.2 Punks, pogues, and peeps

With people, abilities can be built as you needthem. If this SGC has any real importance to thestory, you’ll need a name. After that, just assignabilities as you need them. With a small scale, itshould be easy to decide if someone’s a Unskilled ora Master or anything in between. Write down theability and rank and make sure to keep that consis-tent. If you’re making up someone on the fly, theyhave no pools. If you decide to give them a Secret,they can only use it once in a scene.

If you have a major SGC that you’re buildingbefore play, design that character as normal. How-ever, their pools should be halved, as they do not

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32 CHAPTER 7. THE STORY GUIDE

have the chances to spend them that the players’characters do.

7.3 Running an adventure

Running an adventure in The Shadow of Yesterdayis, more than anything, about timing. Your firstadventure with a group of characters will be a lot ofyou injecting content: you’ll definitely have to startthe first scene. Do like I said above: take a lookat these characters, especially their Keys. Wherewould they be? Make up a few options and givethem to the player: ”So, where do you think Mr.Senkowski would be on an average morning? At thebar, or maybe a cathouse?”

Once the ball’s rolling, you need to sit back andwatch. Wait for pauses in the game, moments wherethe players don’t really know where to take things.Then make something exciting happen to one oftheir characters. They’ll react, and you can sit backagain.

If the players take stuff in a direction you didn’texpect, be agile. Rewrite your concepts on the flyto fit in the direction the game’s moving. Remem-ber this: nothing in the game exists until a playercharacter interacts with it. It’s easy to fall into thetrap that you’ve made up this great location and,by gum, it’s part of the game. Don’t do that: theonly things that exist in the game are the ones thatcome up in play. Until then, everything and every-one else is in a state of possibility.

7.4 Giving out experiencepoints

As a Story Guide, you are responsible for bindingthe game together into an enjoyable narrative. Youmay be considered responsible by the players fortheir experience points and advancement. Theyare, of course, as wrong as they can be. Whenyou see a player have her character act in a waythat should earn her experience from a Key, feelfree to announce that out loud. Feel just as free notto: that character is that player’s creation, and sheshould well be playing attention to what’s going on,and be invested in her character’s advancement.

With the exception of Key Scenes, which you areresponsible for, an ideal flow of experience point

giving should go like this:Jack, a player: My character, Willis, leaps for-

ward, his ratkin legs kicking to land in front of thesword-blow coming down on Jeph. (rolls) Success!Hey, that hits one of my Keys. 2 experience, right?

Jennifer, the Story Guide: A-yup.

7.5 The Standard Advance

Before a campaign begins, the Story Guide andplayers need to decide how long they want the gameto be, and how fast they want characters to advance.Each group, and each story, can work differently inthese respects, and so The Shadow of Yesterday canbe easily changed to accommodate this.

The standard advance, how many experiencepoints it costs to buy an advance for a character,is normally set at 5 XP. This will accommodate astyle of play where your character will gain one tothree advances at every session, normally, which ispretty quick compared to most RPGs. If this is toofast for you, I suggest moving this standard advanceup in increments of 5 XP to change play speed. Setat 10 XP, characters will earn an advance every ses-sion or two; set at 15 XP, characters will earn, onaverage, an advance over two to three sessions; andset at 20 XP, characters will earn an advance everythree or four sessions. It is not recommended to setthe standard advance higher than 20 XP.

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Chapter 8

Tips and Tricks

8.1 For the player

Using two abilities is usually better than using one.If both of them are Competent or better, you’ll getbonus dice and really shine.

When Bringing Down the Pain, give up. Do it of-ten. In other games, each combat you were in mighthave been to the death. That’s been my experience,at least. If you try that here, it will drag out. Ev-ery round, you should think ”is losing so bad? CanI deal with a broken arm, or sullied reputation, orwhatever ?” Chances are, if you’re losing, that you’lllose a lot more by staying in.

When you’re physically tore up, get in an argu-ment and Bring Down the Pain. If you’ve beensocially massacred, get in a fight and Bring Downthe Pain. Harm shakes out afterwards. A tussle’sgood for the soul.

Don’t forget about gift dice. Use them and askothers for them.

Bring up your Keys whenever you use them.Picking two Keys that are at odds with each other

(the classic example is the Key of Conscience andthe Key of Bloodlust) means you can get experiencepoints for whatever decision you make in an appli-cable conflict. And it makes your character moreinteresting.

If you’re losing in Bringing Down the Pain, youcan spend advances to raise the ability you’re usingright then and right there. Don’t forget that.

When you’re in real trouble, buy off a Key. Sure,it changes your character permanently, but that canbe a lot of fun.

Use pool refreshment like a rock star. You aremore than allowed to refresh more than one pool atonce. Get a sexy man or lady to pour wine down

your throat, oil you down and get with the friction,and then make with the bedtime reading. You’ll beall refreshed and have a great scene.

8.2 For the Story Guide

This game doesn’t have a lot of perception-basedabilities. Sense Danger’s the only one and it’s usedfor active physical danger. That’s on purpose. Ifit is interesting for a character to see or hear some-thing, like a clue, they do. The exception is whenone character actively tries to fool another. Whenthat happens, a player can roll React - or Resist, ifmore applicable - in a resisted ability check againstwhatever the other character is using.

Hey, Story Guide! Don’t hold back. Seriously.It’s no fun. To be more explicit, you might in someother role-playing game had this whole campaignwhere you were trying to find clues leading to some-thing big. Don’t do that in this game. If, for exam-ple, one of the most powerful people in the world,who gains her feral strength and near-immortalitythrough drinking foul poisons and eating humanflesh is going to be part of your campaign, haveher show up early. One of your players might dosomething crazy like say, ”Ooh! I take the Key ofUnrequited Love with her right now.” That is fun.

Don’t you dare play your SGCs like complete fa-talists. You need to give up Bringing Down thePain, too.

Feel free to set nasty stakes for crazy attemptsyour players will want to make. There’s nothingwrong with saying ”If you lose this ability checkwriting a song for the duke, you’ll take level 5 harmin Instinct, and be banned from the kingdom.”

If your players don’t Bring Down the Pain against

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one of your SGCs, and wipe them out with a regularability check, bring that bad guy back in two orthree sessions. Recurring enemies are awesome.

Use pool refreshment like a rock star. Your bestchance to introduce some new characters in thegame is by making player characters meet them inorder to refresh a pool. If a player says, ”I need torefresh Reason,” and doesn’t say how, she’s beggingto be clubbed with your imagination. Seriously, thishappened to me and I got to play a dead guy witha theremin.