CONTENTS

WHAT IS YSGARTH?
BACKGROUND DEVELOPMENT
BASIC CHARACTERISTICS
SECONDARY CHARACTERISTICS
LEARNING SKILLS
USING SKILLS
USING ACTION POINTS
COMBAT
MAGIC
Appendix A: Skill List
Appendix C: Sample Adventure

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. These 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.

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 Skilla
  • Spend skill points to purchase skills
  • Use racial and professional background as guide

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.

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.

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.

Skill Aptitude: A character's Aptitude is a bonus added to his Skill Rating based on an aptitude cahracteristic specified for that skill. It is normally added directly to his Skill Rating. This Aptitude value can be used as a default chance of success with skills the character has no training in.

As an alternative for more experienced players, Aptitude can be used as a modifier to Facility. If you use this option, players should be given the choice whether to use Aptitude as a Skill Rating bonus or as a Facility modifier. If you choose to use Aptitude as a modifier, it increases Facility before multiplying by Skill Level to determine Skill Rating. Use the table below to determine the amount of the bonus, based on the default Facility for the skill and the character's value in the Aptitude characteristic.


Facility Aptitude Bonus

               Facility
Characteristic   1-2    3     4     5     6     7     8 
1-6               0     0     0     0     0     0     0
7                 0     0     0     0     0     0     1
8                 0     0     0     0     0     1     1
9-10              0     0     0     0     1     1     1
11-12             0     0     0     1     1     1     1
13-14             0     0     1     1     1     1     2
15-16             0     0     1     1     1     2     2
17-20             0     1     1     1     2     2     2
21-24             0     1     1     2     2     2     2

Using Skills

Each skill has a Facility and an Aptitude. Facility indicates how easy that skill is to perform. Aptitude is a basic characteristic or combination of characteristics which indicate natural ability with that skill.

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. 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 /4	Exceptional Success
Under Skill Rating/8	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.

Using Action Points
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

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.

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 and 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.


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 by Target
Superior	On Target Large Area/Redirected Small Area
Exceptional	On Target Any Area
Critical	Attacker's Choice of Any Area

Redirected means the target of the blow relocates it to any area adjacent to the target area chosen by the attacker. On Target means the attacker hits the area he aimed for. Choice of Areas means the attacker can choose to locate the blow in any area adjacent to the one he aimed for if he wishes. Small areas are Head, Hands and Feet. All other target areas are large areas.


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.

Hit Point Distribution
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


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.

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.

Magical Disciplines

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.

Basic Spell List

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

POB 140333, Austin, TX 78714

Voice #: 512/472-6535 Data #: 512/472-6905 Fax #: 512/472-6220

Internet: graball@ccsi.com AOL: RagnarokGC CIS: 76307,3054

All contents copyright 1999, David F. Nalle Limited permission granted to reproduce for non-commercial promotional and informational purposes. Ragnarok, To Challenge Tomorrow, Ysgarth and Ysgarth Minirules are trademarks of Ragnarok Enterprises. To get a complete copy of Ysgarth or to find out about other products, ask your local game store or contact us directly.