Ysgarth Minirules
Version 6. 7- Playtest Version

What is Ysgarth?
	Ysgarth is a fantasy roleplaying system and a campaign setting designed
to place emphasis on character development and world background.
Roleplaying takes place in the imagination, so our mechanics are simple,
flexible and non-intrusive.  They support and assist you in expressing your
creativity, rather than providing artificial limitations.
	These are not the complete rules to Ysgarth.  The Minirules are the
most basic version of the rules, with enough information to actually play a
limited game, but without many of the details and refinements. Complete
mechanics can be found in the full version of the forthcoming 7th edition
rules.
	We encourage you to create a character using these rules, or get
together with friends and create several characters to get a feel for the
variety which is possible.  Use them to play around with the system some.
While we have not provided all the races, professions, skills and spells you
might want, there ought to be enough here to get you started. We hope that
some experience with these Minirules will encourage you to find out more
about Ysgarth.

Four Steps to Describing the Character

Background Development
	Develop background and personality
	Pick race, profession and nationality
Determine Primary Characteristics
	Assign points to 12 basic characteristics
Determine Secondary Characteristics
	Simple calculation of secondary characteristics  Learn Skills
	Spend skill points to purchase skills
	Use racial and professional background as guide

Background Development
	The most important parts of making a character are creating his
personality and developing his background.  Most of this work is done in the
players imagination.  The mechanics of character creation exist so that you
can describe your ideas in game terms to make it more practical to determine
the outcome of things the character does. If you start out with some
familiarity with the world and a clear conception of who your character is,
the system will take that information and guide you in expressing the
character accurately and effectively.  Because your choices in character
background influence play in significant, concrete ways, be sure that you
think your character through as a person before putting anything on paper.

Quick Character Creation
	Use this method if you want to start playing very quickly once players
have the basic concept of their character roughed out.

Primary Characteristics
	Divide 150 points between 12 basic characteristics
	No characteristic may have more than 24 or less than 1 point.
	Each of the three groups of 4 characteristics must have between 36 and
72 points assigned to it.

Secondary Characteristics
	Size is 13 for males, 12 for females.  You may raise or lower this as
you choose.
	Calculate Action Points - AP = ((INT + JUD)/2) + DEX + AGI - SIZ.
	Calculate Health Points - HP=10+2CON+SIZ.
	Calculate Fatigue Points - FP = 3CON + WIL.

Learning Skills
	Pick a Nationality and Profession
	Pick at least 3 skills from each list and several additional skills of your choice from
the skill list.
	Assign 50 Basic Skill Points and 50 Advanced Skill Points to appropriate skills.
	Assign points equal to those assigned to each primary skill to secondary skills
underneath it.  No secondary skill may have more than half of those points assigned to
it.
	Determine Skill Ratings with each skill.  Facility x Skill Levels.

Determining Basic Characteristics
	The fuction of numerical characteristics is to describe your character
in game terms to make it easier to determine the results of his interraction
with other characters and the world around him.   Determining these
characteristics is a descriptive process where you decide what your
character is like as a person in abstract and then assign points to specific
characteristic to represent that character conception within the limits of
the laws of nature and world in which he lives.
	You start with 160 points to distribute to Basic Characteristics, but
the gamemaster can assign more or fewer points to represent the level of
experience he wants characters in his campaign to have.  These initial
points are divided between twelve characteristics.
	The 12 basic characteristics are divided into the Social (APPearance,
CHArisma, ZEAl & SOCial Standing), Mental (INTelligence, JUDgment, WILl &
TALent) and Physical (CONstitution, STRength, DEXterity & AGIlity) groups.
You must assign at least 36 points in each group and may put no more than 72
points in any group.  For normal humans no characteristic should be lower
than 1 or higher than 24.

Characteristics Compared

Range	General	Appearance	Charisma	Zeal	Social Stat 
1-3		Awful	Hideous		Repulsive	Antitheist	Slave
4-6		Very Poor	Ugly			Hateful	Atheist	Serf
7-10		Poor	Unattractive		Annoying	Agnostic	Peasant
11-14	Average	Plain		Innocuous	Indifferent	Commoner 
15-18	Good		Attractive		Pleasant	Faithful	Bourgeois
19-21	Very Good	Beautiful		Charming	Zealous	Aristocrat 
22-24	Exceptional		Breathtaking	Mesmerizing	Saintly	Royalty

Range	General	Intelligence	Judgment	Will	Talent
1-3		Awful	Mindless	Redeless	Vegetative	Powerless 
4-6		Very Poor	Idiotic	Foolish	Docile	V. Weak 
7-10		Poor	Slow Witted	Unwise	Weak	Weak
11-14	Average	Normal	Average	Average	Mediocre 
15-18	Good	Clever	Sound	Strong	Above Av. 
19-21	Very Good	Insightful	Wise	Obstinate	Strong 
22-24	Exceptional	Brilliant	Venerable	Steel Will	Overwhelming

Range	General	Constitution	Strength	Dexterity	Agility
1-3		Awful	Dying	Feeble	Spastic	Crippled 
4-6		Very Poor	Sickly	Puny	Palsied	Lame 
7-10		Poor		Unhealthy	Weak	Inept	Clumsy 
11-14	Average	Moderate	Unremarkable	Average	Average 
15-18	Good		Healthy	Strong	Adept	Agile 
19-21	Very 	Good		Robust	Powerful	Dexterous	Speedy
22-24	Exceptional	Glowing	Herculean	Nimble	Blindingly Fast

Determining Secondary Characteristics
	Secondary characteristics are derived from the 12 basic characteristics
and define certain specific values used in the game.
	Size: Physical size of the character.  Humans start at 12 for females
and 13 for males.  Other races may be higher or lower. SIZ can be increased
or decreased freely at the choice of the player.  SIZ may not be lowered to
less than half normal or raised to more than one and a half times normal for
the character's race.  Keep in mind that there are both physical and social
difficulties associated with extremes of size.
	Health Points: Ability to withstand physical damage and other
adversity.  When a character is wounded the severity of the wound is
compared to this value to determine the results of the wound.  Average: 50.
HP=10+2CON+SIZ.
	Action Points: How much a character can do in a six second round.  All
actions have a cost in AP.  For example, a Short Sword Attack costs 10AP,
Dodging a blow is 12AP.  Average: 30.  AP = ((INT + JUD)/2) + DEX + AGI -
SIZ.
	Fatigue: How quickly a character gets tired.  Most actions have a cost
in FP.  For example, in combat you lose 1FP per 30AP spent. Average: 50.  FP
= 3CON + WIL.
	Mana: Used to cast spells.  A typical spell costs 6 to 10 MP. Mage
Average: 125  Priest Average: 40.  Mage MP = TAL x 10.  Priest MP = ZEA x 3.
Mage regeneration is TAL per day.  Priest regeneration is ZEA/3 per hour of
prayer.
	Skill Points: There are two types of Skill Points, Basic Skill Points
and Advanced Skill Points.  ASP may be spent on any skills of the player's
choice.  BSP may only be spent on specified skills (generally non-combat,
non-magic skills).  A starting character has 40 Basic Skill Points and 40
Advanced Skill Points.  As play progresses a character will gain additional
skill points of both types, assigned by the gamemaster.

Learning Skills
	After determining basic characteristics each character should pick a
profession and a cultural background.  These determine which skills he can
spend his Skill Points on prior to play.  A starting character may only
spend Skill Points on skills from the lists for his Culture and Profession.
Basic Skill Points may never be spent on combat or magic related skills.
Advanced Skill Points may be spent on any skills available to the character.
	Cultural Background Skills:  At least half of a new character's initial
Skill Points of both types must be spent on skills appropriate to his
cultural background (see racial descriptions).  He must spend points on at
least 3 skills from his race's list and may not spend more than half of
these starting points on any one skill.

Cultural Skill Groups
	When a skill listed is a secondary or tertiary skill the character
learns its primary skill, and must spend more contribution points on the
listed skill than on any other skill at its level in the hierarchy.
	Aescian: Navigation, Hurley, Helm/Pilot, Riding, Net Fishing, Herding,
Trap Fishing, Tanning, Battle Axe, Light Lance
	Aetruvian: Teaching, Legal, Pilum, Research, History, Politics, Short
Sword, Writing, Mechanical, Mathematics, any 1 Language
	Auscian: Conning, Viticulture, Merchant, Crossbow, Buckler, Chariot,
Any 2 Craft or Mercantile Skills
	Caludae: Riding, Herding, Farming, Round Shield, Great Sword, Heavy
Lance, ,Bastard Sword, Golf, Brewing, Hurley.
	Combrian: Longbow, Great Sword, Spear, Chevron Shield, Riding, Herding,
Diplomacy, Curriery, Mining, Broadsword.
	Evarian: Farming, Herding, Vintining, Cooking, Brewing, Merchant, Short
Bow, Running, Fishing, Short Sword.
	Fersian: Light Lance, Heavy Lance, Short Bow, Riding, Broadsword,
Hunting, Surgery, Farming, Embroidery, Soccer
	Gottian: Armory, Cart/Wheelwright, Bladesmithing, Herding, Ironsmithing
or Tailor, Short Sword, Halberd, Pike, Round Shield
	Icheni: Longbow, Hunting, Wilderness Survival, Fishing, Bowyery,
Tanning, Broadsword, Round Shield
	Inisian: Sailing, Navigation, Rowing, Fishing, Bastard Sword, 1
Aeromancer Spell, Spear, Round Shield, Berserkergang, Swimming.
	Kernic: Climbing, Courtly Love, Bowling, Net Fishing, Pick, Whip,
Tinsmithing, Mining, Disguise, Braziery
	Koulo/Houkosi. Sleight of Hand, Pick Pocket, Silent Movement,
Concealment, Somatic, Dagger, Conning or Seduction, Sexual Technique, One
Conjurer Spell.
	Kyvenians: Folklore, Poetry, Broadsword, Voice/Singing, Writing,
Strategy
	Macharian: Hunting, Mountaineering, Dagger, Short Bow, 1 Covert Skill,
1 Craft Skill, 1 Agricultural Skill, Trailing, Garrote
	Marmarian: Logistics, Cartography, Geography, Dowsing, Leeching,
Dancing, Trident, Scimitar, Net, Round Shield
	Metzian: Navigation, Cartography, Wagering, Oracle, Trident, Mace,
Javelin, Round Shield
	Orvadian: Merchant, Cartography, Oracle, Dowsing, Surgery, Dancing,
Spear, Mace, Whip, Round Shield.
	Rakosian: Hunting, Planting, Dagger, Epee, Any 1 Craft Skill,
Viticulture, Backstrike, Leeching or Dancing
	Saesian: Geography, Generalship, Tactics or Strategy, Short Sword,
Masonry/Engineering, Javelin, Pilum, Legion Shield, Net.
	Schilding: Light Lance, Leadership, Riding, Folklore, Round Shield,
Herding, Spear, Leathersmithing, Mountaineering, Storytelling
	Sribinian: Hunting, Trapping, Geography, Dowsing, Backstrike, Garrote,
Pilum, Discus, Scimitar, Round Shield
	Tolemeian: Street Sense, Merchant, One Craft, One Thieving Skill, One
Language or Dagger, One Magical or Priestly Skill
	Ukralan: Herding, Torture, Glassmaking, Intrigue, Sled Driving, Whip,
Crossbow, Carving/Woodworking, Spear, Skiing
	Uztarian: Set Traps, Tracking, Dagger, Crossbow, 1 Survival Skill, 1
Agricultural Skill, Cartwright, Garrote
	Vaen: Light Lance, Leadership, Riding, Leathersmithing, Herding,
Storytelling, Broadsword, Folklore
	Varian: Bowyery, Net Weaving, Shortbow, Merchant, Flail, Trident,
Street Sense, Net Fishing

Professional Background Skills: Half of a new character's initial Skill
Points of both types must be spent on skills from the list for his
profession (see profession descriptions).  He must spend points on at least
3 of these skills and may not spend more than half of these starting points
on any one skill.

Professional Skill Groups
	When a skill listed is a secondary or tertiary skill the character
learns its primary skill, and must spend more contribution points on the
listed skill than on any other skill at its level in the hierarchy.
	Apothecary: 1 Physician Skill, 1 Chirurgical Skill, 1 Clerical Skill, 3
Herbology Skills, 1 Mercantile Skill, 1 Floromancy Charm, Alchemy
	Assassin: 2 Combat Skills, 1 Movement Skill, 1 Perception Skill, 2
Deception Skills, 1 Mercantile Skill, 1 Political Skill, 1 Military Skill
	Athlete: 2 Sport Skills, 2 Combat Skills, Gaming, 1 Perception Skill, 2
Movement Skills
	Burglar: 1 Manual Skill, 1 Combat Skill, 1 Movement Skill, 1 Perception
Skill, Climbing, Concealment, Silent Movement, Pick Locks
	Chirurgeon: 3 Chirurgical Skills, 1 Medical Skill, 1 Herbology Skill, 1
Persuasion Skill, 1 Clerical Skill, 1 Mercantile Skill, 1 Physician Charm.
	Clerk: Mathematics, Clerical, Merchant, Politics, Any 1 Language,
Research, Any 1 Diviner Charm
	Cook: Cooking, Baking, Greengrocery, 2 Artistry Skills, 1 Medical
Skill, Aesthetics, 1 Victuelry Skill
	Cozener: Conning, 1 Manual Skill, 1 Craft Skill, Oratory, 1 Combat
Skill, Storytelling, 1 Political Skill, Research, 1 Magical Charm
	Drayman: Driving, Animal Tending, Wheelwright, Durability, Endurance, 1
Combat Skill, Street Sense, 1 Mercantile Skill, 1 Language Skill
	Elemental Mage (Aeromancer, Hydromancer, Pyromancer, Geomancer): Any 1
Casting Skill, Any 1 Empowering Skill, 2 Spells within a Guild, 1 Technical
Skill, 1 Nautical Skill, 1 Craft Skill.
	Gladiator: 3 Combat Skills, Durability, Endurance, Combat Reflexes,
Combat Tactics, 2 Movement Skills
	High Mage (Necromancer, Sorcerer, Enchanter, Wizard, etc.): Any 1
Casting Skill, Any 1 Empowering Skill, Mana Shield, Will Enhancement, 2
Spells within a Guild, Lost Scripts, Writing, Magical Research.
	Knight: 2 Attack Skills, 1 Shield Skill, Riding, Law, Leadership, 1
Military Skill, Endurance, Durability.
	Laborer: Endurance, 1 Craft Skill, Falchion, Spear, Begging, 1 Combat
Skill, Durability, Survival
	Lawyer: Law, Politics, Conning, 1 Deceit Skill, 1 Perception Skill, 1
Clerical Skill, Oratory, 1 Lore Skill, 1 Mercantile Skill
	Low Mage (Physician, Herbalist, Diviner, Beastmaster, etc.): Any 1
Casting Skill, Any 1 Empowering Skill, 2 Spells within a Specific Guild, 1
Craft Skill, Business, Writing.
	Merchant: Merchant, Any 1 Language, Assess Person, Assess Value,
Accounting Any 1 Craft Skill,  Persuasion, Any 1 Weapon Skill, Nautical
	Noble: 2 Political Skills, 1 Combat Skill, 1 Persuasion Skill, 1 Gaming
Skill, 1 Lore Skill, 1 Musical Skill, 1 Deceit Skill, 1 Hunting Skill
	Peasant: 2 Agricultural Skills, 2 Craft Skill, 1 Woodland Skill, 1
Artistry Skill, 1 Musical Skill
	Physician: 2 Physician Skills, 1 Chirurgical Skills, 2 Herbology
Skills, 1 Persuasion Skill, 1 Clerical Skill, 1 Mercantile Skill, 1
Physician Charm.
	Priest: Empowering, Casting, Medical, Priest, Persuasion, 2 Priest
Spells or 2 Appropriate Mage Spells, Writing, Preaching.
	Sailor: 2 Nautical Skills, Swimming, 1 Combat skill, 1 Woodworking
Skill, 1 Leathersmithing Skill, 1 Fishing Skill, 1 Clothworking skill.
	Scribe: Calligraphy, Any 2 Languages, Illumination, Writing, Literary
Criticism, Business.
	Shaman: Empowering, Medical, Persuasion, Any 2 Shaman Spells, Will
Enhancement, Mana Shield.
	Soldier: Any 2 Weapon Skills, Dodge Defense, Endurance, Durability,
Bind Wounds, Survival.
	Thief: 1 Gaming Skill, 1 Combat Skill, 1 Deceit Skill, 2 Movement
Skill, 2 Perception Skills, 2 Manual Skills
	Thug: Intimidation, 1 Movement Skill, 1 Combat Skill, 1 Perception
Skill, Durability, Street Sense, Ambush, Damage Strike
	Tradesman: 1 Craft Skills, 1 Business Skill, Street Sense, 1 Combat
Skill, any 2 Secondary Craft Skills.
	Witch: Spell Empowering Skill, 1 Spell Casting Skill, 1 Divinatory
Skill, 1 Persuasion Skill, 2 Medical Skills, 1 Perception Skill, 2 Shaman
Spells

	Purchasing Skills: You learn skills by spending Skill Points.  Each
Skill Point spent on a skill becomes one Skill Level.  The higher the Skill
Level the more effective the character is with that skill.  Basic and
Advanced Skill Points are spent when the character is first created.  Points
from later experience can be applied to any skills which the character
already has or which he has had an opportunity to learn or observe
instructively in the course of play.  Once points are spent they are all
treated in exactly the same way, regardless of the source.
	Skill Hierarchies: Skills are classified in three levels based on how
specific they are.  Each Primary skill has a number of Secondary skills
beneath it in the hierarchy.  Each Secondary skill may have Tertiary skills
under it, though not all do.   Secondary skills are usually more specific
sub-fields of knowledge or skill.  Tertiary skills are usually very
specialized applications of skill.  When using a Secondary or Tertiary skill
the character is more effective if he knows levels of the skills above it in
the hierarchy, because ability with more general skills applies to the more
specific skills under them.  See the accompanying example of hierarchies in
action.  Skill Points are only spent on Primary skills, but they are passed
on to Secondary and Tertiary skills through contribution  In many cases the
skill list does not provide all the possible secondary skills and it usually
offers very few tertiary skills.  Players should feel free to add skills
they need to the list in a logical manner with the approval of their
gamemaster.
	Skill Contribution: After learning levels of a Primary skill you get an
equal number of Contribution Points to divide between Secondary skills below
it in the hierarchy.  You must divide these points between at least 3 skills
and may put no more than half of them in any one skill.  When using that
specific secondary skill these levels add in to the character's total Skill
Level.  Similar contribution is done from Secondary skills to Tertiary
skills.  If a secondary or tertiary skill falls under more than one primary
skill, distributed levels may accumulate to greater than half of the points
available from either of the primary skills.  For example, if a character
had 10 levels of Lore he would have 10 additional points to contribute to
secondary skills under it.  He might have 5 levels of History, and 3 Levels
of Evarian Regional History.  So his total effective Skill Level with
Evarian Regional History would actually be 18.
	Facility: Listed with each skill is a small formula for determining
Facility.  This is a value by which the character's levels of that skill are
multiplied to determine his Skill Rating, or percentage chance of success.
A higher Facility means a skill is easier to use.  Facilities generally
range form 1 to 8.
	Default Aptitude: Every character has a basic natural aptitude with any
skill, based on his Facility.  This acts as a percentage chance of success
with the skill which is used if the character has not learned sufficient
levels of the skill to have a higher rating with it.  Don't go to the
lengths of figuring out Aptitude for any skills in advance.  Aptitudes can
be determined quickly as needed in the course of play.  Only Primary skills
have Aptitude.  Aptitude for any skill is equal to Facility x 5.
	The General Skill List: Skills cover all the things a character might
want to do, from common crafts, to languages to arcane knowledge.   Basic
Skills are listed with a (B) and Advanced Skills are listed with an (A).

EXPANDED SKILL LIST

SKILLS	Facility
Abyssian Langs (B)	INT/3
	Uvezije
Aegeran Langs (B)		(SOC+INT)/4
	Seseta
Animal Affinity (B)	CHA/3
	Avian
	Bovine
	Canine
	Equine
	Feline
	Insect
	Lupine
	Piscine
	Rodent
	Saurian
	Simian
	Ursine
Animal Handling (B)	(INT+CHA)/7
	Animal Training
		Dog
		Falcon
		Horse
	Herding
	Shearing
	Curriery
Anradic Langs (B)		(SOC+INT)/5
	Aescan
	Saesan
	Vaen
	Voelviga
Aquatic (B)		(DEX+AGI)/6
	Diving
	Hold Breath
	Swimming
Arcane Lore (B)		(INT+JUD)/10
	Alchemy
	Demonology
	Magic Research
Articulated Missiles (A)	1
	Bola
	Sling
	Spear Sling
Articulated  Weapons (A)	2
	Flail
	Garrote
	Lariat
	Morningstar
	Net
	Whip
Artistry (B)	3
	Drawing
	Illumination
	Painting
	Sculpting
Axe Weapons (A)	2
	Battle Axe
	Double Axe
	Halberd
	Hand Axe
Batrag Langs (B)	(SOC+INT)/5
	Batraksch
Battle Lore (A)	3
	Backstrike
	Berserkergang
	Combat Reflexes
	Combat Tactics
	Damage Strike
	Vital Strike
Bow Weapons (A)	2
	Crossbow 
	Longbow 
	Shortbow 
Brewing (B)	(INT+DEX)/5
	Malt Brewing
	Distilling
	Viticulture
Burglary (B)	DEX/5
	Lockpick
	Open Silently
	Set/Disarm Traps
Caludic Langs (B)	(SOC+INT)/5
	Caludic
	Kaelic
	Combrian
Cant Langs (B)	INT/3
	Berlag
	Gamman
	Hantyrka
	Jennisch
	Kennik
Chitare Langs (B)	3
	Chitare
Clerical (B)	(DEX+JUD)/7
	Calligraphy
	Cartography
	Forgery
Clothworking (B)	(DEX+JUD)/8
	Clothmaking
	Dying
	Felting
	Knitting
	Papermaking
	Quilting
	Spinning
	Weaving
	Tailoring
	Fashion
	Embroidery
	Sewing
Club Weapons (A)	2
	Battle Mace
	Cudgel
	Hammer
	Mace
	Staff
Deceit (B)	(INT+CHA)/9
	Disguise
	Infiltration
Demonic Langs (B)	INT/5
	Daevic
	Goetic
	Nefilim
	Sheolic
Divination (B)	(TAL+JUD)/8
	Card Reading
	Cast Reading
	Palmistry
	Trance Prophecy
	Dowsing
Dodge Defense (A)	1
	Dodge Blow
	Dodge Missile
	Dodge Hazard
Dothian Langs (B)	INT/4
	Dothian
	Khuzda
	Koblang
	Tylweidar
Edge Weapons (A)	2
	Bastard Sword
		Attack
		Parry
		Disarm
	Broadsword
	Dagger
	Falchion
	Glaive
	Greatsword
	Rapier
	Scimitar
	Short Sword
Equestrian (B)	(DEX+AGI)/8
	Driving
	Riding
Etralan Langs (B)	(SOC+INT)/5
	Aetruvian
	Ascian
	Evarian
	Old Etralan
Farming (B)	(INT+DEX)/6
	Harvesting
	Irrigation
	Planting
Fishing (B)	(DEX+INT)/6
	Clamming
	Find Fish
	Find Fish
	Knot Tying
	Line Fishing
	Net Fishing
	Net Weaving
	Spear Fishing
Gaming (B)	JUD/4
	Boardgaming
	Card Playing
	Cheating
	Dicing
	Wagering
Glaziery (B)	(DEX+INT)/9
	Brickmaking
	Enameling
	Glass Staining
	Glassmaking
	Mosaic
	Pottery
	Tilemaking
Government (B)	(SOC+CHA)/9
	Bureaucracy
	Diplomacy
	Etiquette
	Intrigue
	Legal
	Politics
Hieromancy (A)	ZEA/5
	Divine Aid
	Prayer
Hunting (B)	(INT+DEX)/6
	Tracking
	Trapping
	Trail Finding
Ingaric Langs (B)	(SOC+INT)/5
	Fersian
	Gottian
	Redana
Jewelsmith (B)	(DEX+JUD)/9
	Etching
	Goldsmithing
	Jewelery
	Silversmithing
Kyvenic Langs (B)	(SOC+INT)/5
	Kernioc
	Kyvenic
	Ocmeic
Lance Weapons (A)	2
	Light Lance
	Heavy Lance
Leadership (B)	(INT+CHA)/6
	Commanding
	Intimidation
Leathercraft (B)	(DEX+JUD)/6
	Bookbinding
	Cobblery
	Pelting
	Saddlery
	Tanning
	Tooling
Literary Arts (B)	(INT+TAL)/7
	Criticism
	Poetry
	Research
	Writing
Lore Skills (B)	JUD/4
	Folklore
	Geography
	History
	Racial Lore
	Regional Lore
Magical Aiming (A)	2
	Device
	Hand
	Visual
Mana Use (A)	2
	Mana Gathering
	Mana Shield
	Mana Sight
Manual Skill (B)	DEX/4
	Juggling
	Palming
	Sleight of Hand
Mathematics  (B)	JUD/5
	Arithmetic
	Accounting
	Astronomy
	Time Keeping
Mechanical (B)	(DEX+INT)/9
	Machinery
	Clockwork
	Milling
	Siege Engineering
Medicine (B)	(DEX+JUD)/9
	Chirurgeon
		Anatomy
		Bind Wounds
		Embalming
		Set Bones
		Surgery
		Torture
	Physician
		Arrest Poison
		Barbering
		Leeching
		Midwifery
		Treat Disease
	Herbology
		Find Herbs
		Herbal Curing
		Herbal Healing
		Poisoning
Mental Enhancement (A)	2
	Enhance Will
	Memorization
Merchant (B)	(INT+CHA)/7
	Assess Value
	Greengrocery
	Hostelry
	Sales
	Tapstery
Military (B)	(INT+JUD)/7
	Ambush
	Generalship
	Logistics
	Strategy
	Tactics
Movement (B)	AGI/4
	Cat Fall
	Climbing
	Jumping
	Running
Music (B)	(INT+TAL)/9
	Singing
	Vocal Styles
	Instrument
	Wind
	String
	Percussion
	Composition
Nautical (B)	(INT+JUD)/6
	Helmsman
	Pilot
	Naval Combat
	Navigation
	Rivercraft
	Rowing
	Sail Tending
Orzalian Langs (B)	(SOC+INT)/5
	Houkosi
	Machari
	Marmari
	Ukral
Perception (B)	(JUD+INT)/7
	Assess Person
	Awareness
	Lip Reading
	Observation
	Street Sense
	Surveillance
	Trailing
Performance (B)	(INT+CHA)/8
	Acting
	Memorization
	Mimicry
	Miming
	Oratory
	Preaching
	Storytelling
	Teaching
Persuasion (B)	(INT+CHA)/8
	Begging
	Bribery
	Conning
	Flattery
Philology (B)	(INT+JUD)/9
	Linguistics
	Lost Scripts
Philosophy (B)	(INT+JUD)/9
	Aesthetics
	Natural Philosophy
	Philos. Schools
	Rhetoric
	Theology
Physical Enhancement (A)	3
	Durability
	Endurance
Prelacy (B)	(INT+JUD)/7
	Counseling
	Holy Mysteries
	Liturgy
	Preaching
	Rituals
Robbery (B)	(JUD+DEX)/7
	Cut Purse
	Pick Pocket
Romance (B)	(INT+CHA)/6
	Cosmetics
	Courtly Love
	Dancing
	Seduction
	Sexual Technique
Search (B)	(DEX+INT)/7
	Conceal Item
	Search Area
	Search Object
	Search Person
Shield Defense (A)	2
	Buckler
	Chevron Shield
	Legion Shield
	Round Shield
Sign Language (B)	(DEX+INT)/6
	Hand Speech
Smith (B)	(DEX+JUD)/7
	Braziery
	Farriery
	Foundry
	Ironsmithing
	Tinker
Spell Casting (A)	2
	Incantation
	Meditation
	Ritual
	Singing
	Somatic
	Symbolic
Spell Effects (A)	2
	Information
	Analyze
	Command
	Communicate
	Detect
	Protect
	Manipulation
	Bind
	Create
	Heal
	Transform
	Movement
	Destroy
	Restore
	Summoning
	Transport
Spell Elements (A)	3
	Air
	Earth
	Fire
	Flesh
	Mind
	Spirit
	Water
Spell Empowering (A)	2
	Component
	Contagion
	Elemental
	Playing
	Relative
Sports (B)	AGI/4
	Bowling
	Golf
	Hurley
	Soccer
Stealth (B)	AGI/4
	Concealment
	Silence
Stoneworking (B)	(DEX+INT)/7
	Masonry
	Mining
Survival (B)	INT/3
	Arctic
	Bivouac
	Desert
	Forage
	Mountain
	Wilderness
Thrown Weapons (B)	2
	Axe
	Dart
	Disc
	Hammer
	Javelin
	Knife
	Pilum
Thrust Weapons (A)	2
	Pike
	Spear
	Trident
Trade Langs (B)	(SOC+INT)/3
	Cansa
	Sapra
	Tafir
Trozard Langs (B)	(SOC+INT)/6
	Trozard
	Asachae
Unarmed Combat (A)	2
	Bite
	Grapple
	Hand
	Head Butt
	Kick
	Throw
	Trip
Victuelry (B)	(INT+DEX)/6
	Baking
	Butchery
	Cooking
	Curing
Weaponsmith (B)	(DEX+JUD)/8
	Armory
	Bladesmith
	Hiltyery
Woodworking (B)	(DEX+JUD)/8
	Bowyery
	Carving
	Carpentry
	Coopery
	Joining
	Building
	Shipwright
	Thatching
	Wainwright
	Lumbering
	Wicker Working


Skill Competence Benchmarks
# of SL 	Guild Rank	Church Rank	Description
1-4	Untrained	Supplicant		Familiar with skill, not competent
5-12	Apprentice	Novice		Minimally competent
13-24	Journeyman	Acolyte		Competent, but not professional
25-40	Master	Priest		Competent, professional, flexible
41+	Adept	Savant		Beyond mere skill to artistry

(Note: actual ranking in church or a guild will almost always require having several skills at a given level of competence.)

Using Skills
	During the course of play characters will find themselves in situations
where their knowledge and training will help them.  That knowledge or
training is represented in the skills which they have learned, and how
competent they are with those skills determines the outcome of situations
where those skills can be applied..
	Skill Rating: Your chance of success with a skill is determined by your
Skill Rating.  The higher it is, the better you are with the skill.  It can
be thought of as your percentage chance of success with simple tasks to
which that skill applies, except when it is opposed or modified for more
difficult circumstances.  Skill Rating is equal to Skill Level times
Facility.  When using a Secondary or Tertiary skill your total Skill Rating
is based on the total of your Skill Levels with it and all the skills
directly above it in the hierarchy.  So if you had a 10 SL of a Primary
skill, 5 SL with a Secondary skill under it and a 3 SL with a Tertiary skill
under that, your total SL with the Tertiary skill would be 18, and your
Skill Rating with that skill would be 18 times the Facility of that skill.
	Skill Outcome: To determine success with a skill you roll 1D100 and try
to roll as low as possible.  Until you learn the pattern of results you can
check this value against the following table:

Skill Resolution
1D100	Result 
Over Skill Rating	Failure
Under Skill Rating	Marginal Success
Under Skill Rating/2	Superior Success
Under Skill Rating /5	Exceptional Success
Under Skill Rating/10	Critical Success

	Failure means the skill just doesn't work.  Marginal Success means
minimum adequate results are produced.  The skill works, but not well.
Superior Success means the skill does what it is supposed to do.
Exceptional Success means that the skill meets the users highest
expectations.  Critical Success indicates a superlative result, better than
one could ever hope for.
	Adjusted Rolls: Skill rolls may be adjusted for any special difficulty
of the situation under which the skill is used.  This usually takes the form
of the gamemaster requiring a higher level of success for the skill to
actually work, though it might also take the form of a numerical reduction
of the character's Skill Rating.
	Comparative Skills: When the skill of one player is competing against
the skill of another both players roll and the result is based on the
relative qualities of their rolls.  If both achieve the same skill result
(on the table above) they neutralize each other.  If one achieves 1 step
better than the other he gets a Marginal Success result.  If he achieves two
steps better than his opponent he gets a Superior Success result.  If he
beats his opponent by 3 steps he gets a critical Success.  Thus, a Superior
Success rolled against a Marginal Success would become a Marginal Success
instead.

Skill Hierarchy Example
Primary/Secy/Terty	FAC	SL	Total SR
Blade Weapons		2	20	40
	Broadsword		10	60
		Attack  		5	70
		Parry		3	66
		Disarm  		2	64
	Greatsword		5	50
		Attack		2	54
		Parry		2	54
		Disarm		1	52
	Shortsword		5	50
		Attack		2	54
		Parry		2	54
		Disarm		1	52

Using Action Points
	Everything you do takes time.  In game terms how long it takes to do
something is represented as a cost in Action Points.  Each character has a
set number of AP and they regenerate every round.  Every action has a cost
in AP.  When that cost is paid the action is completed.  A character who has
a large number of AP can complete a given action faster than a character
with fewer AP.
	There are three general types of actions, Continuous, Extended and
Immediate.  Continuous actions cost a certain set number of AP each round
during which they are being executed and these points are spent as long as
the action continues.  Extended actions take place over a large period of
time and have an AP cost which may be spent over any length of time at a
variable rate determined by the character.  Immediate actions have a single
total AP cost and when it is paid the action has been completed, even if it
takes more than 1 round to meet that cost,   For example, walking is an
continuous action, casting many spells would be an extended action and
swinging a sword is an immediate action.
	A character can take more time and try harder to make himself more
effective with an action.  This is represented by spending additional Action
Points.  If more AP are spent the character's Skill Rating or the magnitude
of effectiveness goes up, but at a decreasing rate as indicated below.

AP Spent	Result
1 x Cost	1 x Skill Rating
3 x Cost	2 x Skill Rating
6 x Cost	3 x Skill Rating
10 x Cost	4 x Skill Rating

	With continuous actions increased AP spending must be carried out
within each round that increased results are desired.  Immediate actions can
be carried over from one round to another, but no more than one round worth
of AP can be spent on an immediate action from the point at which it is
initiated, and it cannot be paid for incrementally.  Multiple actions can be
carried on at the same time if the AP are available.

Sample Action	AP Cost
Broadsword Attack	11
Create Mist Spell	150
Dodging	12
Longbow Attack	20
Picking a Lock	50
Riding	15
Walking	10
Wearing Chainmail	8

Combat
	Combat uses the same basic skill system.  Characters purchase attack
and defense skills with specific weapons or techniques, and the SRs with
these skills are compared to determine the results of attacks.
	Combat Skills: Characteristically combat skills are broken down to the
level of Tertiary skills more often than other skills.  The Primary skills
for combat are generally broad weapon groups (Blade Weapons, Bow Weapons,
etc.).  The Secondary skills beneath those are specific weapons (Shortsword,
Broadsword, etc.).  The Tertiary skills under each weapon are Attack, Parry
and Disarm (plus possibly Entangle and Unbalance, depending on the weapon).
	Action Points in Combat:  All attack and defense skills are considered
to be immediate actions, except for Dodge which is treated as a continuous
action.  Each time the AP cost of a combat action is spent that action may
be repeated until the character runs out of AP for that round.  In addition
to being able to increase SR with a combat skill, additional AP spending can
also be used to increase the damage of an attack skill.  Paying the AP cost
of an attack counts towards both SR and damage, but from that point they
must be spent on separately if the character wishes to increase them.

Weapon Damage Modifier & AP Cost
Weapons 		WDM AP Cost
Battle Axe	5	11
Broad Sword	6	10
Dagger		8	8
Glaive		4	12
Halberd	3	13
Javelin		6	10
Longbow	6	15
Short Sword	7	9
Spear		6	10

	Attack: At the start of an attack the attacker declares which part of
the defenders body he is aiming at (Head, Chest, Abdomen, Arm, Leg, Hand,
Foot).  Just as with any other comparative skill the Attacker rolls against
his attack skill, modified for the body area he is aiming at and the
Defender rolls against his defensive skill (if any).  The results are
compared.  The effectiveness of the Attack is modified appropriately for the
effectiveness of the defense as outlined in the general skill system.

Attack Target Modifiers
Target	Modifier
Hands	-30
Feet, Head	-20
Legs, Arms	-10
Chest, Abdomen	0

	Possible results for different levels of success with an attack are
listed here.  In all cases when there is a choice to be made (between two
possible results or choice of location) it is made by the defending player.
This is a mechanism to simulate general strategy, not a conscious decision
by the defending character to redirect damage.

Combat Results
Skill Result	Attack Effect
Failure		Miss
Marginal		Redirected
Superior		On Target
Exceptional		On Target, Bypass Armor
Critical		Choice of Targets, Bypass Armor

Redirected means the target of the blow relocates it to an area adjacent to
the target area chosen by the attacker.  On Target means the attacker hits
the area he aimed for.  Choice of Targets means the attacker can choose to
locate the blow in any area adjacent to the one he aimed for if he wishes.
Bypass Armor means that if the defender rolls a defensive roll within his
Armor Value the automatic damage negation effect of the armor is ignored.
	Defense: Once an attack has been declared the target may roll against
it to defend himself.  If he uses the skill Dodge he pays 12 AP to use it
for that entire round and may roll against any attacks which come his way,
but the Facility of Dodge is very low.  If he has the skill to Parry with
his weapon or a shield he may use that as well, rolling against individual
attacks, but every time he rolls he pays the AP cost for that Weapon and
those AP are no longer available to spend on other actions that round.  So
if a character had 32 AP and a weapon which costs 10 AP to Parry and was
being attacked 3 times, he might attempt to parry all three blows, but would
have no points left over for any other actions.  Or if he also had Dodge he
might use Dodge against all three blows, Parry the one which he thought
would be most deadly, and have 10 points left over to make an attack.
	Doing Damage:  Once a part of the body is hit, damage is determined.
Each character has a damage value for the weapon he is using.  To determine
the weapon's damage value when a particular character is wielding it, add
together the character's STR and SIZ and divide by the Weapon Damage
Modifier for the weapon - (STR+SIZ)/WDM.  To determine damage done, roll
2D10, take the lower of the two numbers and multiply that by weapon damage.
The average base damage with a broadsword in the hands of an average
character is 5, so with an average die roll he would do 15 or 20 points of
damage.
	Damage is done to the character's Health Points.  Each body area has a
specific number of Health Points assigned to it, and if it takes damage
equal to that value the character suffers negative results.  Health points
by area are determined from the basic Health Point value.  When an area
takes 1, 2 or 3 times as much damage as it has Health Poits assigned to it
various results are produced as indicated on the chart below.  An average
character would have 13 Health Poits assigned to his arm, so an average blow
with a broadsword would incapacitate the limb.

Area	Area HP	1x	2x	3x
Head	HP/5	U	#	D
Hands	HP/5	I	B	S
Arms	HP/4	I	B	S
Feet	HP/4	I	B	S
Legs	HP/3	I	B	S
Abdomen	HP/3	U	#	D
Chest	HP/2	U	#	D

U=Unconsiousness for # of Combat Rounds equal to total damage.  #=Death (in
CON-Damage Rounds).  I=Incapacitated (must roll within (WILx3)-Damage on
1D100 to use). B=Broken or Bleeding.  S=Severed (Unconscious in CON-Damage
Rounds if not treated).  D=Immediate Death.  Under normal circumstances a
Wound heals in Damage/HP days.
	Armor:  Armor reduces damage directly.  It has a value between 1 and 7
and that amount is subtracted from any damage done to the area covered by
the armor.  Armor is bulky and has a cost in AP which reduces the available
AP of the character wearing it every round.

Armor Type		Value	AP Cost
Leather			1	3
Studded Leather	2	4
Boiled Leather		3	5
Ringmail		4	6
Chainmail		5	7
Scale/Light Plate	6	8
Heavy Plate		7	9

Magic
	Magic is part of the world background in Ysgarth.  Magic is employed by
in many different ways and is present in many creatures and enduring powers
in the world.
	Types of Magic: There are several different ways to do magic in
Ysgarth.  The two most important division is between Theurgy and Goesy.
Theurgy is magic which is performed through the use of power drawn from an
outside agency (a god, demon or spirit).  Goesy is magic performed solely
though the use of the mage's internal reservoir of Mana.  The other
important division is between Formal and Informal magic.  Formal magic is
performed through the use of specific pre-designed spells and formulae.
Informal magic is performed solely through the skill of the mage in
manipulating Mana with no pre-determined pattern or model.  Formal magic is
generally more powerful while Informal magic tends to be more flexible.
	Magical Power:  All spell casting is powered through the use of Mana
Points.  These can originate in the natural magical ability of the spell
caster as defined by his Talent, or can be acquired in a number of other
ways from a variety of sources.  Priests get Mana Points from their deity,
for example.
	Learning Spells:  When studying formal magic a mage will enter a guild
or college specializing in a particular sort of magic, or enter an
apprenticeship under a mage and study the style or type of magic which that
mage practices.  Each special discipline of magic is a primary skill and the
spells appropriate to that discipline are secondary skills under that
primary skill.  A mage will pick one of these specializations, allocate
points to it and distribute them to the spells he wishes to learn.  The more
points he devotes to a particular spell the more skillful he will be with
it.  In addition to his specialization, all mages are allowed to purchase
levels in General Magic which can be assigned to its secondary skills which
are a selection of common spells available to every mage.  In most cases
mages may not study more than one primary discipline because of societal
restrictions on who can study what kind of magic and what a mage has to go
through in order to qualify to practice his chosen profession.  Unlike other
skills these magical disciplines have no natural Aptitude and in addition
their Facility applies only to general knowledge of the area and does not
apply to specific spells which are handled somewhat differently.

Discipline	FAC
Aeromancer	4
Beastmaster	4
Diviner	4
Enchanter	3
General Magic	5
Geomancer	4
Herbalist	4
Hydromancer	4
Necromancer	3
Mystic	4
Pyromancer	4
Sorcerer	3
Wizard	3

	Spell Casting Skills: Each mage learns a Casting skill and an
Empowering skill.  They may learn more than one of each.  Casting skills
(Somatic, Symbolic, Ritual, etc.) represent the methods by which spells are
cast.  They add to Action Points and help determine the spell casting Skill
Rating of the character.  The Facility of all Casting skills is 1, but they
are based on different Aptitude characteristics, add varying numbers of AP,
and not all work with all kinds of spells. Empowering skills (Relative,
Contagion, Sympathy, etc.) are the methods by which Mana are directed into
spells  They reduce Mana Point cost and can provide valuable situational
modifiers if the right components or conditions are present.
	Casting the Spell:  Like any skill, casting a spell requires a
successful skill roll.  To determine Skill Rating with a spell you take the
character's Skill Rating with his Casting skill, multiply it by the number
of skill levels he has with that specific spell and divide that total by the
Difficulty of the spell.  Spells have Difficulty instead of Facility, unlike
other skills.  Possible results of a spell casting are as follows:

Spell Casting Results
Skill Result	Attack Effect
Failure		No result.  All costs are still paid.
Marginal		Spell Works as Stated
Superior		+1 Step to Damage, Range, Duration or other Effect
Exceptional		+2 Steps to Damage, Range, Duration or other Effect
Critical		-3 Steps to Damage, Range, Duration or other Effect

In addition, when casting a spell a Critical Failure is possible if the
mage's roll is greater than 95.
	Variable Spell Casting: When casting a spell you can increase the power
of the spell by casting it at additional Casting Levels.  Each CL can
increase one characteristic of a spell by one increment of effectiveness
(Range, Damage, Duration, etc.).  Each additional Casting Level increases
the Difficulty of the spell by its original value.  Each additional CL also
increases Mana Point Cost by its original value.
	Spell Costs: When a spell is cast, even if it fails it uses Action
Points and Mana.  Mana Point cost is set, but can be adjusted by to your
Empowering skill., or increased because of higher Casting Levels Activity
Point cost is also set, but additional AP can be paid to increase Skill
Rating, as with other skills.  This is often necessary to compensate for
increased Casting Level.  In addition, there is a Fatigue Point cost for
spells equal to the AP cost divided by 30.

SPELL	DF	MP	AP	RAN	DUR	RES	DAM
Anaesthesis	3	7	59	T	10Mi	CON	0
Animal Affinity	6	9	219	T	W	WIL	0
Attract Beast	7	14	196	10K	1H	WIL	0
Aware Air	8		47	100	1M	NA	0
Call Wind	6	9	59	30	10M	AGI	5
Cement	7	18	729	T	X	NA	NA
Circle of Protection	9	9	59	1	1M	MAG	10
Create Air	8	10	135	1	X	NA	0
Create Food	10	16	576	T	X	NA	0
Create Light	2	4	15	T	10M	NA	0
Create Mist	12	12	156	10	1M	AGI	50AP
Create Water	6	10	180	1	X	NA	0
Dissent	6	10	144	10R	10M	JUD	0
Eliminate Mana	3	3	25	3	I	MAG	S
Empathic Cure	7	7	111	T	X	NA	15
Eyes of the Serpent	6	9	219	10	1M	DEX	0
False Fire	4	4	35	T	10Mi	NA	0
Farhearing	8	9	117	100	10Mi		
Farsight	7	8	70	S/30K	1M	NA	0
Flamepoint	2	3	9	T	I	MIS	5
Flash of Light	9	9	59	10R	1M	DEX	0
Knots of Pain	7	14	343	10	1Mi	WIL	80
Mending	3	6	99	T	X	NA	50HR
Microvision	5	6	39	T	10Mi	NA	0
Mirror	5	4	12	1	1Mi	NA	0
Need Suspension	4	10	45	S	3Da	NA	0
Nightvision	4	5	45	S/10	10Mi	NA	0
Odor Alteration	5	7	103	10M	1Ho	JUD	0
Pacify	6	9	98	10	1M	WIL	0
Palm of Light	3	3	5	T	10M	NA	0a
Preservation	3	9	81	T	1W	NA	0
Repel Water	3	6	29	S	10M	NA	0
Scrying	5	11	109	T/X	10M	NA	0
Sealing	4	10	225	T	10Mi	NA	80R
Shattering	4	11	212	T	I	NA	S
Sincerity	3	6	33	S	10Mi	INT	0
Sleep	2	9	61	3	10M	WIL	0
Sobriety	5	10	60	T	1Da	CON	0
Spatial Awareness	5	6	52	3	10M	NA	0
Steal Sight	3	14	177	10	1Ho	TAL	0
Stealth	4	5	45	S	1M	INT	0
Stoneflesh	4	4	28	S	1M	NA	+1AV
Striking Stones	3	7	10	10	I	MIS	10CL
Summon Water	3	7	108	T	1Da	NA	0
True Sight	5	6	39	S	10Mi	NA	0
Voice of the Wind	8	6	98	1K	I	NA	0
Wakefulness	4	10	54	S	3Da	NA	0
Word of Command	5	7	71	10	1Mi	WIL	0
Word of Warding	5	10	100	10	1Mi	TAL	10CO

RAGNAROK
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Internet: graball@ccsi.com  AOL: RagnarokGC  CIS: 76307,3054
All contents copyright 1998, David F. Nalle Limited permission granted to
reproduce for non-commercial promotional and informational purposes.
Ragnarok, To Challenge Tomorrow, Ysgarth and Ysgarth Minirules are
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