Professional Documents
Culture Documents
Each Shadows of the Past ability has a resource associated with it, which
can be used to purchase bonus dice for ability checks. The resource is
marked in parentheses after the name of the ability.
The following is a list of abilities that may interest characters in a
typical pulp fantasy. In addition, we discuss in more detail the talents
characteristic of the different cultures of Lähistö. These lists are by no
means meant to be exhaustive, but players and gamemasters are
encouraged to create their own talents.
An ability is any skill or characteristic of a character that is innate or
can be learned. The abilities are typically quite broad, closer to an entire
profession than a single trick. An exception is made for cultural abilities
and other rarities, which may be narrower in scope than general abilities.
Abilities may very well overlap with other abilities. Two different
abilities can even apply to exactly the same problems, but solve them
differently, as is often the case with combat-related abilities.
If the player wants familiar "features" from other games, i.e. abilities
that broadly describe the character's essence, that is also possible. A trait,
such as intelligence, can be used in a wide variety of situations, but never
replaces actual ability. Such a general ability is used in almost all
situations only as an auxiliary ability, and even though it applies in almost
every situation, the actual ability check must be made with another ability.
Dueling (pure)
This skill is used in honorable duels. Almost every culture has a ritual
where problems are solved physically, usually by swordplay.
Durability (pure)
This is the character's ability to keep going despite pain and fatigue. It
tests the limits of the character's body and condition. Endurance can be
used for a defensive function (page 34) in an in-depth skirmish.
Prayer (pure)
Prayer is used for speaking to the gods, for blessings, and for religious
rituals. It involves the character's belief that he is connected to something
better than himself.
Fighting (pure)
This ability is all about untrained brawling. Fists, feet, daggers, kitchen
knives, table legs and all kinds of mallets are familiar tools for brawlers.
Aiming (pure)
Aiming involves shooting with bows and crossbows and using throwing
weapons.
Sports (pure)
Various ball games and tests of endurance and strength are part of the
religious practices and traditional customs of most cultures. A skilled
athlete can also earn a living with his skills in larger cities.
Powerlifting (pure)
This describes the character's physicality and fitness. The ability is used
for running, jumping, swimming, climbing, and other strength-based tasks
that do not have a separate ability.
Sneaking (Instinct)
Sneaking Surprises people, hides and hides objects on different parts of
the body.
Design (instinct)
Design is used in painting, sculpture and other arts where a tangible object
is produced.
Music (Instinct)
Music is used to sing and play instruments. It represents musical talent,
not lyrical talent. Music and storytelling are often used together to create
an effective song.
reaction (instinct)
This is used to measure the cleverness of the character's body and
thoughts. It's about avoiding a rock slide as well as a quick response to an
insult. The reaction can be used for a defensive function (page 34) in an
in-depth skirmish.
Winging (instinct)
By winging it, you get free meals and a roof over your head. The character
can't get rich by winging it, but it can be used to survive even with empty
pockets, which isn't crazy.
Persuasion (instinct)
With the help of consultation, individuals are influenced by
talking. Unlike talking, this works best between two people and the
character being persuaded may not even realize the persuader's intentions.
Bargaining (instinct)
By haggling, the aim is to get the best possible price for the goods. There
isn't really any money in the immediate world. With this skill, you can
ensure that you can make good deals in bartering. In other words, it can
also be used to evaluate the quality and value of goods.
Theft (Instinct)
Theft involves emptying pockets, cutting purses, opening locks, breaking
into houses unnoticed and breaking into safes. It is used to perform all
operations related to theft.
Charm (Instinct)
Charm is used to behave attractively, dance, attract a kiss from a woman
and persuade another character into the same bed.
Craft (sense)
Handicraft is a general name for the small manual skills needed by a farm
or collecting community. The character can make utensils and everyday
objects in different ways, such as from clay, plants, wood, stone or animal
parts.
Guidance (sense)
Counseling helps someone find peace of mind through a private
conversation similar to psychiatric counseling. It can be used to heal
emotional harm, but healing takes time.
Speaking (sense)
Speaking is influencing opinions through speech or argument. It is usually
used to influence the opinions of crowds.
Cooking (sense)
Different professional skills can each be treated as their own ability,
usually rational. Cooking is an example of this. Although it may not seem
useful, even a mundane ability can be valuable with the right secrets. The
subject of the story can specifically be the importance of this profession in
the world.
Battle (Sense)
Combat represents the basic skills and tactics known to every warlord. It is
used to give orders in battle and plan attacks, including ambushes.
Storytelling (sense)
Storytelling is used to create or tell stories, including ballads.
Resistance (Sense)
This is about the character's willpower, which withstands both social,
physical and magical threats without wavering from its
purpose. Resistance can be used for a defensive function (page 34) in an
in-depth skirmish.
Fraud (reason)
Cheats are used to trick other characters. It can be used to pretend to be
someone else, forge a document or simply lie believably.
Sports abilities
Species abilities are innate abilities typical of various creatures of the Near
East, which representatives of other species cannot hope to learn. A
character who does not meet the requirements for these abilities cannot
attempt to use them, even at the unskilled level.
Animality (pure)
This is the rat's ability to behave animalistically and take advantage of his
animalistic traits. It can be used as an auxiliary ability in situations where
a rat tries to act animalistically, such as in a furious battle or hiding from
predators. Condition: the character is a rat.
Awakening (Blood)
Vampires are half-dead creatures that do not live and move
naturally. Awakening is the character's ability to break the laws of nature
in this fundamental relationship. A sleeping vampire needs a successful
ability check to wake up. If unsuccessful, the vampire can try again the
next night. Damage, a stick through the heart and similar conditions can
cause a fine. Prerequisite: The character is a vampire.
Hypnosis (Blood)
Vampire hypnosis is magical in nature, but requires a peaceful social
situation to work without penalty. Normally there is resistance with
resistance. Prerequisite: The character is a vampire.
Flying (Blood)
Vampires can fly, but only at night. Prerequisite: The character is a
vampire.
Adaptability (pure)
With adaptability, the player can change the hide's appearance as its living
conditions change. Actually, this ability is useful with the art of
adaptability. Condition: the character is hisi.
Architecture (reason)
The skill of arches and more advanced construction techniques. This
ability is needed for both castles and cathedrals, and can be used against
them as well.
Grooming (instinct)
Although most Maldorians are very poor, the land is covered in the riches
of the past. With this ability, you can find items and materials that can be
useful.
History (Sense)
Maldor lives in a shadow of its former greatness. With the History ability,
the character can read old writings, testify to the authority of princes from
material sources, or use the often superior science of the ancients.
Begging (instinct)
Beggars are almost a profession in the dirty cities of Maldor. This ability
covers appropriate behavior, faking injuries, choosing a location, assessing
the target, as well as the begging attempt itself. Begging doesn't make you
rich, but as long as the city is doing well, you can live on it.
Infantry (pure)
This ability covers the use of large swords and axes, as well as the use of
metal armor and being part of a warband in the field.
Nobility (instinct)
This is a pattern of behavior created by the upbringing and historical
weight of the princes of Maldor. It can be used as a social ability with
Maldorian princes and as a speech aid when addressing the Maldorian
masses. In addition, nobility can be an auxiliary ability for resistance when
a character is tempted to act dishonorably.
Explosives (sense)
Maldor's revolutionaries have relearned how to make explosives, although
they have not yet invented firearms. With this ability, you can create and
detonate these spacers of destruction, hopefully without losing your hands.
Sciences (sense)
Astronomy, chemistry, mechanics and other ancient sciences have
disappeared as separate disciplines, but they are being revived in
Maldor. A character can use this ability to understand and develop natural
sciences.
Meditation (Instinct)
Meditation is like prayer, but it is a passive expression of will instead of
outward. If the character has time to prepare, it can be used to support
other abilities such as resistance.
Serving (Instinct)
Serving is about anticipating the master's needs, handling awkward topics
submissively, and remaining invisible until the servant is needed. With this
ability, all the things that belong to the servant's task are taken care of.
Conspiracies (sense)
This is the art of quiet secrecy. More specifically, the ability is about
creating and maintaining secret networks and communicating with them. It
is used to create and break secret languages and codes, organize and keep
secret meetings, and engage in all sorts of other long-term covert
activities.
Uptenbo (pure)
Uptenbo is the martial art of the Zaru resistance. Since the Zaru are
traditionally non-violent, uptenbo is a pure defensive skill. The sport
consists of locks, throws and sweeps that use the enemy's strength against
himself.
Boating (instinct)
This ability is used to build and use small boats that can hold one to ten
people. These vessels are mainly used in inland waters. Using them at sea
is difficult, but not impossible.
Zu (reason)
Zu is the language of Zaru. This skill represents the character's skill in
using language. Note that when Zuta is used for a magical purpose, it can
also be instinctual or pure.
Anatomy (Sense)
The Ammenites know the workings of the human body best of all the
peoples of the Middle East. This ability can be used for all sorts of
purposes, such as dismembering the severely injured (bonus dice to heal
checks), brutal torture and keeping the victim alive, or bizarre piercing and
transplant surgeries.
Evaluation (sense)
Appraisal can be used to determine the value of a work of art and its value
to a certain person. The ability can also be used to determine when and
where the artwork was made.
Smuggling (sense)
Smuggling involves hiding illegal or prohibited items in regular luggage
and finding a buyer in a foreign country.
Assassination (Instinct)
The doctrine of quick and often mysterious death falls under this ability. It
can only kill an individual who does not know that the character is trying
to kill him. It is used in all ingenious methods of killing, such as spraying
the extract on the victim's mucous membranes.
Moonlighting (sense)
This ability is used to shape moon metal by projecting psychic power onto
it. Forging an item requires fire and a successful ability check. When
moonmetal is struck by wood, it tends to lose its shape: this skill forces the
metal to retain its shape (level of ability check against attack).
Camouflage (Instinct)
With this ability, one hides in the wilderness with the help of natural
patterns, by covering one's body with mud or leaves, or by otherwise
blending into the forest terrain.
Pedigree (sense)
A Khalean bard must definitely know his own family tree. If it turns out
that a character shares a common ancestor with a stranger, the stranger
automatically becomes a relative, and the ability can turn an enemy into a
stranger. This information is used to recall this type of information and
greet guests, chiefs and inhabitants of the green world correctly.
Kayaking (instinct)
With this ability, you can use the popular one-person kayaks on the coast
of Qek without smashing your head into the cruel shoals or drowning in
the sudden rushes of the Hammasmere.
Collecting (pure)
Knowing and finding edible and otherwise useful plants in qek's jungles
and collecting them efficiently. The character can live in jungles and other
lush terrains with this ability, and support others as well.
Hunting (pure)
This powerful assistance ability of range skills and panther style covers
finding and bringing down prey (including big fish in a kayak). The
character can manage without this ability with the help of the
aforementioned, but hunting can replace either of them in everyday
hunting activities, or act as an auxiliary ability.
Diplomacy (Instinct)
The question of Orania's fate has always been to mediate the disputes
between the hostile tribes surrounding the city of Calderon. Diplomacy as
a formal political doctrine is inherited from the imperialist era, but the
primitive customs of the tribes have of course left their mark on the
actions of city officials as well.
Mining (pure)
Today, the world's deepest ore mines are in Goren, whose inhabitants are
skilled at finding and mining mountain ores. This is also a religious skill
for the goren, as hell is believed to be located underground.
Riding (pure)
After the shadow year, horses are rare in the majority of the Near East. In
Orania, however, riding is an important skill even among the rural
nomads, from whom the Calders have also learned it. The skill covers
assessment, care and riding of riding horses.