
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.
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
Determine Primary Characteristics
Determine Secondary Characteristics
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
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 FAC Aptitude
Abyssian Langs (B) 3 -
Uvezije
Aegeran Langs (B) 8 SOC
Seseta
Animal Affinity (B) 4 CHA
Avian
Bovine
Canine
Equine
Feline
Insect
Lupine
Piscine
Rodent
Saurian
Simian
Ursine
Animal Handling (B) 4 CHA
Animal Training
Dog
Falcon
Horse
Herding
Shearing
Curriery
Anradic Langs (B) 5 SOC
Aescan
Saesan
Vaen
Voelviga
Aquatic (B) 4 AGI
Diving
Hold Breath
Swimming
Arcane Lore (B) 3 JUD
Alchemy
Demonology
Magic Research
Articulated Missiles (A) 1 DEX
Bola
Sling
Spear Sling
Articulated Weapons (A) 2 STR
Flail
Garrote
Lariat
Morningstar
Net
Whip
Artistry (B) 3 TAL
Drawing
Illumination
Painting
Sculpting
Axe Weapons (A) 2 STR
Battle Axe
Double Axe
Halberd
Hand Axe
Batrag Langs (B) 5 --
Batraksch
Battle Lore (A) 3 VAR
Backstrike AGI
Berserkergang WIL
Combat Reflexes DEX
Combat Tactics AGI
Damage Strike STR
Vital Strike DEX
Bow Weapons (A) 2 DEX
Crossbow
Longbow
Shortbow
Brewing (B) 5 INT
Malt Brewing
Distilling
Viticulture
Burglary (B) 4 DEX
Lockpick
Open Silently
Set/Disarm Traps
Caludic Langs (B) 5 SOC
Caludic
Kaelic
Combrian
Cant Langs (B) 6 INT
Berlag
Gamman
Hantyrka
Jennisch
Kennik
Chitare Langs (B) 3 -None
Chitare
Clerical (B) 4 JUD
Calligraphy
Cartography
Forgery
Clothworking (B) 4 DEX
Clothmaking
Dying
Felting
Knitting
Papermaking
Quilting
Spinning
Weaving
Tailoring
Fashion
Embroidery
Sewing
Club Weapons (A) 2 STR
Battle Mace
Cudgel
Hammer
Mace
Staff
Deceit (B) 4 CHA
Disguise
Infiltration
Demonic Langs (B) 3 --
Daevic
Goetic
Nefilim
Sheolic
Divination (B) 4 JUD
Card Reading
Cast Reading
Palmistry
Trance Prophecy
Dowsing
Dothian Langs (B) 4 INT
Dothian
Khuzda
Koblang
Tylweidar
Edge Weapons (A) 2 DEX
Bastard Sword
Attack
Parry
Disarm
Broadsword
Dagger
Falchion
Glaive
Greatsword
Rapier
Scimitar
Short Sword
Equestrian (B) 4 AGI
Driving
Riding
Etralan Langs (B) 5 SOC
Aetruvian
Ascian
Evarian
Old Etralan
Farming (B) 5 JUD
Harvesting
Irrigation
Planting
Fishing (B) 5 JUD
Clamming
Find Fish
Find Fish
Knot Tying
Line Fishing
Net Fishing
Net Weaving
Spear Fishing
Gaming (B) 4 JUD
Boardgaming
Card Playing
Cheating
Dicing
Wagering
Glaziery (B) 5 INT
Brickmaking
Enameling
Glass Staining
Glassmaking
Mosaic
Pottery
Tilemaking
Government (B) 5 SOC
Bureaucracy
Diplomacy
Etiquette
Intrigue
Legal
Politics
Hieromancy (A) 3 ZEA
Divine Aid
Prayer
Hunting (B) 4 INT
Tracking
Trapping
Trail Finding
Ingaric Langs (B) 5 SOC
Fersian
Gottian
Redana
Jewelsmith (B) 5 DEX
Etching
Goldsmithing
Jewelery
Silversmithing
Kyvenic Langs (B) 5 SOC
Kernioc
Kyvenic
Ocmeic
Lance Weapons (A) 2 STR
Light Lance
Heavy Lance
Leadership (B) 4 CHA
Commanding
Intimidation
Leathercraft (B) 5 JUD
Bookbinding
Cobblery
Pelting
Saddlery
Tanning
Tooling
Literary Arts (B) 4 TAL
Criticism
Poetry
Research
Writing
Lore Skills (B) 4 JUD
Folklore
Geography
History
Racial Lore
Regional Lore
Magical Aiming (A) 2 DEX
Device
Hand
Visual
Mana Use (A) 2 TAL
Mana Gathering
Mana Shield
Mana Sight
Manual Skill (B) 4 DEX
Juggling
Palming
Sleight of Hand
Mathematics (B) 3 INT
Arithmetic
Accounting
Astronomy
Time Keeping
Mechanical (B) 3 JUD
Machinery
Clockwork
Milling
Siege Engineering
Medicine (B) 3 JUD
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 WIL
Enhance Will
Memorization
Merchant (B) 4 INT
Assess Value
Greengrocery
Hostelry
Sales
Tapstery
Military (B) 4 JUD
Ambush
Generalship
Logistics
Strategy
Tactics
Movement (B) 4 AGI
Cat Fall
Climbing
Jumping
Running
Music (B) 3 TAL
Singing
Vocal Styles
Instrument
Wind
String
Percussion
Composition
Nautical (B) 4 INT
Helmsman
Pilot
Naval Combat
Navigation
Rivercraft
Rowing
Sail Tending
Orzalian Langs (B) 5 SOC
Houkosi
Machari
Marmari
Ukral
Perception (B) 4 INT
Assess Person
Awareness
Lip Reading
Observation
Street Sense
Surveillance
Trailing
Performance (B) 4 CHA
Acting
Memorization
Mimicry
Miming
Oratory
Preaching
Storytelling
Teaching
Persuasion (B) 4 CHA
Begging
Bribery
Conning
Flattery
Philology (B) 3 JUD
Linguistics
Lost Scripts
Philosophy (B) 3 JUD
Aesthetics
Natural Philosophy
Philos. Schools
Rhetoric
Theology
Physical Enhance (A) 3 CON
Durability
Endurance
Prelacy (B) 4 JUD
Counseling
Holy Mysteries
Liturgy
Preaching
Rituals
Robbery (B) 4 DEX
Cut Purse
Pick Pocket
Romance (B) 5 CHA
Cosmetics
Courtly Love
Dancing
Seduction
Sexual Technique
Search (B) 4 DEX
Conceal Item
Search Area
Search Object
Search Person
Shield Defense (A) 2 STR
Buckler
Chevron Shield
Legion Shield
Round Shield
Sign Language (B) 5 DEX
Hand Speech
Smith (B) 4 JUD
Braziery
Farriery
Foundry
Ironsmithing
Tinker
Spell Casting (A) 2 TAL
Incantation
Meditation
Ritual
Singing
Somatic
Symbolic
Spell Effects (A) 2 INT
Information
Analyze
Command
Communicate
Detect
Protect
Manipulation
Bind
Create
Heal
Transform
Movement
Destroy
Restore
Summoning
Transport
Spell Elements (A) 3 CHA
Air
Earth
Fire
Flesh
Mind
Spirit
Water
Spell Empowering (A) 2 INT
Component
Contagion
Elemental
Playing
Relative
Sports (B) 4 AGI
Bowling
Golf
Hurley
Soccer
Stealth (B) 4 AGI
Concealment
Silence
Stoneworking (B) 4 INT
Masonry
Mining
Survival (B) 5 JUD
Arctic
Bivouac
Desert
Forage
Mountain
Wilderness
Thrown Weapons (B) 2 DEX
Axe
Dart
Disc
Hammer
Javelin
Knife
Pilum
Thrust Weapons (A) 2 DEX
Pike
Spear
Trident
Trade Langs (B) 7 SOC
Cansa
Sapra
Tafir
Trozard Langs (B) 4 None--
Trozard
Asachae
Unarmed Combat (A) 1 AGI
Dodge Defense
Dodge Blow
Dodge Missile
Dodge Hazard
Bite
Grapple
Hand
Head Butt
Kick
Throw
Trip
Victuelry (B) 5 INT
Baking
Butchery
Cooking
Curing
Weaponsmith (B) 4 JUD
Armory
Bladesmith
Hiltyery
Woodworking (B) 4 JUD
Bowyery
Carving
Carpentry
Coopery
Joining
Building
Shipwright
Thatching
Wainwright
Lumbering
Wicker Working
Using Skills
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.
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 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.
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.
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