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Yags Core

Yags is Another Game System designed for tabletop roleplaying, emphasizing cinematic realism and low fantasy, where skill is prioritized over luck. The system is free to use and modify under GPL version 2, allowing players to adapt the rules to their preferences. It includes core rules, character creation, combat mechanics, and various attributes to define character abilities across different genres.

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0% found this document useful (0 votes)
52 views16 pages

Yags Core

Yags is Another Game System designed for tabletop roleplaying, emphasizing cinematic realism and low fantasy, where skill is prioritized over luck. The system is free to use and modify under GPL version 2, allowing players to adapt the rules to their preferences. It includes core rules, character creation, combat mechanics, and various attributes to define character abilities across different genres.

Uploaded by

playerbob
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Core 1

Yags is based on the concept of Cinematic Realism, where


What is Yags? characters can be heroic and perform great deeds, but are
always at the risk of death and dismemberment. At its core,
Yags is Another Game System, one that is meant to provide it aims for low fantasy realism, but puts skill above luck,
a free, generic and modular set of rules for table top allowing experienced characters to become heroic. A bullet
roleplaying. These rules do not describe what a role playing can kill anyone, but a true hero will make sure that they're
game is, or how to play one - it is assumed that you not standing in front of the gun.
have played other RPGs before, and are either looking for
something different, or simply want to flick through looking Freedoms
for rules to borrow for your own games.
Yags is Free content. This does not mean that you do not
need to pay to download it (though you don't), but that you
are free to do what you want with the rules under the terms of
the GPL version 2 (just like the free operating system Linux
for example). This means that you have:
Yags is split into a number of articles, of which this - Core
- is the first. Each article provides detail on a different facet 1. The freedom to read, perform, display or run the work for
of the game, and two others - Character and Combat are any purpose.
recommended reading before running a game. Other articles
are optional, and generally provide more detailed rules for 2. The freedom to study how the work was created, and adapt
a given setting, environment or situation. The main subject it to your needs. Access to the work in the preferred form for
areas are: modification is a precondition for this.

Core Rules (orange): Basic rules, from simple task 3. The freedom to redistribute copies so you can help your
resolution to expanded coverage of skills and environments. neighbour.
Most will be setting neutral.
4. The freedom to improve the work, and release your
Character (green): Includes character generation and improvements to the public, so that the whole community
advancement, skills, advantages and disadvantages and benefits. Access to the preferred form for modification is a
anything else to do with defining a character. precondition for this.

Conflict (red): Mostly covers combat and other forms of This does mean you may republish (or even sell) these
conflict. rules yourself, even if you have modified them. The only
limitation is that all published versions of these rules
Catalogue (black): Any article which is just a description (including modifications) must also be published under the
of items, such as an equipment list or a bestiary. GPL version 2, and that editable, electronic versions must be
provided as source.
Supernatural (blue): Anything magical or divine is
covered under the Supernatural category. These will nearly De s ig ne r's No te s
always be setting specific. Why Free Content?
This then, is the core of the Core Rules, on which everything A rules system that is Free to modify and distribute can be
else is based. However, you don't need to read this first tailored for use by a group to match their own playing styles.
- if you just want to generate a character, then start with Gamers do this anyway, but Yags is designed to make this
Characters, which gives a quick overview of the basics easy. If you disagree with the stats for a particular weapon,
before showing you how to create a new character. This or how a skill works, you can modify the original document
article is mostly of use to Game Masters who need a good and print your own version of the rules - no more need
understanding of how the rules work, and how they relate to for scribbled notes in rule books, or pages of extra sheets
things in the real world. noting the changes and hoping everybody remembers what
has been changed.
All these rules are available for download from the Yags
website [http://yags.glendale.org.uk/] . Yags uses the GPL, which means all of the content is free,
and cannot be mixed with non-free content. This is different
Genre and style from licenses like the Open Gaming License which allows
closed content to be mixed with open content, making it
Yags is designed to be generic, which means it's not really impossible to redistribute a complete set of modified rules.
aimed at any single setting or type of game. At one point
or another it has been used for fantasy, science fiction and
modern horror gaming. However, the game rules do to some
extent encourage a certain style of game, and Yags is no
exception.

Yags (Core 0.7.6) Samuel Penn (c) 2011


2 Core
attribute (for example, a Health check to remain conscious)
The Core Mechanics where no skill is involved.

Yags has a relatively simple set of basic rules which form To make a skill check, you roll Attribute x Skill +
the core of the rest of the system. This article provides a 1d20, and if it equals or exceeds the target difficulty
detailed description of these core rules for those interested then you succeed.
in the basic mechanics or GMs wanting to extend Yags.
For character generation, skill lists and the like see the To make a pure attribute check, then you roll
Character article. Attribute x 4 + 1d20, and if it equals or exceeds the
target difficulty then you succeed.
Terminology If the d20 rolls a natural '1', then you automatically
fail. This is the 'fumble chance', and is normally 1. In
The following terminology is used throughout the Yags
some situations, the fumble chance might be higher.
rules. Where these terms are used, the specific definitions
given here are what is meant. If it is important how well you succeed, then every 10
points by which you beat the target is considered an extra
Ability: A creature's ability to achieve success in a task
level of success. Simply beating the target is considered
is equal to an attribute multiplied by a skill, or an attribute
a moderate success, beating it by 10 or more is a good
multiplied by 4 for a raw attribute check. An average ability
success (2 levels), by 20 or more is excellent and 30+ is
is considered to be 12.
superb.
Attribute: One of the eight basic numbers which define
Sometimes, a skill contest is called for between two or
any creature in Yags. A typical adult human has a score of
more characters. In this case, instead of trying to beat a
3 in all their attributes. Attributes are combined with a skill
set target number, you try to beat your opponent's ability
to determine a creature's ability at a task.
check.
Die: A single twenty sided die, a d20.
If you are competing against another character, then
Difficulty: A number which represents how difficult a task you both make an ability check, and the highest roll
is. You must roll your ability + d20 and equal or exceed wins. On a tie, the person with the highest skill score
the difficulty of the task to succeed. A moderate (average) wins.
task has a difficulty of 20.
In a skill contest, if one of you rolls a natural '20' then
Score: The raw numerical value of any characteristic, you automatically win as long as your skill score is
unmodified by anything else. A skill score would be a higher than your opponents.
creature's rating in a skill, before it is multiplied by an
attribute. Skilled Professionals
If you have a score of 4 or higher in a skill, then you
Skill: A skill defines a creature's training and experience
are considered to be a professional and have a couple of
in a narrow field. Skills are combined with attributes to
options available to you.
determine a creature's ability at a task. A competent level
of skill is 4 or more. In any non-opposed situation which is predictable,
you may assume a roll of '0'. This negates the chance
Task: An activity that requires an ability check. To make a
of a fumble.
check, roll 1d20 and add your ability to the number rolled.
If such a situation is non-stressful, in that there is not
Task Resolution an immediate risk of harm and you can take your time,
then you can assume a roll of '10'. This removes the
When you (as a character) perform a simple action in Yags,
risk of fumbling, but takes twice as long as normal.
such as walking or opening a door, you will not normally
be expected to make a die roll. If the action is difficult or If the fumble chance is greater than 1, then the task
dangerous however, an ability check may be required. The is automatically considered non-predictable so these
check is used to determine both whether you succeed and options can't be taken.
also how well you succeed.
Whether a task is predictable or stressful is ultimately up
The GM should determine the most suitable attribute and to the GM to decide.
skill combination to use, and set a target level for the task.
Very easy tasks have a target of 10, moderate tasks have
a target of 20 and difficult tasks have a target of 30. In
some cases you may need to make a check just against an

Yags (Core 0.7.6) Samuel Penn (c) 2011


Core 3
Score Attribute
Characteristics 6 Exceptional. You are truly exceptional, and have trained
hard to develop your attribute this high. Most people will find
it very hard to compete against you.
As with many game systems, Yags measures the ability of a 7 Incredible. You are one of a small number of people in your
character in the game using numerical stats, normally either country.
attributes or skills. These numbers don't relate directly to 8 Legendary. The normal maximum for humans. There may
be a handful of people with an attribute this high in the
anything in the real world - they are simply a convenient way
modern day.
to compare one thing to another. 9+ Superhuman. Beyond what is naturally possible.

Since Yags is a game about human comparable characters, Non-humans will of course have different averages and
the statistics are designed to be easy to use when describing ranges. Wild beasts will tend to have a Perception of 5+, and
such characters. It is not so simple if used to compare the large animals may well have strengths of 10+.
very small (rodents and insects), or the very large (giant
mecha or world ships). These things aren't outside the scope Primary Attributes
of the game, but their involvement requires some special
rules. For the former, see the Bestiary, for the latter see High Strength: Strength measures a character's ability to hurt,
Tech or SciFi. break and lift things. Some effects are based on the square
of your strength (e.g. how much can be carried).
Attributes
Health: Health is a measure of endurance and fitness.
There's no gene for fate. Checks to remain alive after being injured, resisting poison
-- Vincent, Gattaca and avoiding fatigue are all based on health.

Attributes are the basic characteristics of all creatures in Agility: Quickness and acrobatic ability are measured by
Yags, and are a broad measure of natural talent and potential. agility. It is also used for brawling, but not melee or missile
There are eight primary attributes - strength, health, agility, weapons. Athletes, cat burglars and martial artists require a
dexterity, perception, intelligence, empathy and will - and good agility.
two secondary attributes - size and move.
Dexterity: The dexterity of a character defines their hand-
These attributes are consistent across all settings and genres, eye coordination, sleight-of-hand, and skill with melee
and always work in the same way. The distribution of values weapons, pistols, thrown weapons and driving. Thieves,
may vary. A fantasy setting with a rigid caste system will warriors and race car drivers need a good dexterity.
have few examples of high attributes simply because of the
small numbers of people, the lack of formalised training and Perception: Perception is a measure of general alertness and
inability for gifted people to take up a role befitting their sensory ability. High perception characters have good senses
ability. A science fiction setting with a population in the (vision, hearing) and observational ability. Use of rifles and
trillions, where people are free to take the job they are best bows comes under Perception.
suited for, will have more examples of gifted individuals
which the PCs will meet. Intelligence: Intelligence is a measure of wit, cunning,
memory and intuition. Intelligence is used to know and
Attribute Levels remember things, to study and for logic. Sages, researchers
and scientists will use intelligence a lot.
For humans, attributes tend to range between two and five.
Higher values are possible, but rare. The following chart Empathy: Empathy is the ability to understand other
describes the different levels from the point of view of an people. A high empathy does not necessarily make you
adult human. Non-human creatures may work on different charismatic, but a charismatic person will need a high
scales, especially for strength which tends to be much higher empathy in order to be able to react to and manipulate
for large animals. another's emotions.

Score Attribute Will: Strength of will is used to overcome base instincts,


0 None. You have no rateable ability in this attribute, and may such as fear and lust. If you have a high will, you are
not attempt skills which use it. more resistant to magic, are less gullible and tend to be a
1 Crippled. You are crippled, being either very dumb, good liar, making it useful for con artists and supernatural
seriously ill or socially inept.
2 Poor. You are noticeably below average, being in the bottom investigators.
5% of the population. This is normally the minimum level of
attribute it is possible to have. Though all of these are useful in some settings, some may be
3 Average. You are average, among the middle 90% of the more useful in certain settings than others. Strength may be
population.
more useful in a Fantasy setting than it is in a Science Fiction
4 High. You are noticeably above average in ability.
5 Very high. You are highly adept at tasks related to this setting for example.
attribute. This is about the highest that people will have
naturally, without training.

Yags (Core 0.7.6) Samuel Penn (c) 2011


4 Core
Secondary Attributes High levels of skill allow you to purchase Techniques,
which are specialisations which enable you to perform
Secondary attributes aren't part of the standard set of eight tasks which are difficult or impossible to do with just the
attributes, and do not tend to fall within the normal 2-5 basic skill.
range.
Casual (1)
Size: Size defaults to five for adult humans, with most
adults ranging from four to six. Size governs how much A skill of one represents very basic familiarity with a skill.
damage a creature can soak up. A blue whale is about size Maybe you took a single skiing lesson, or you spent a
21. It cannot be raised with experience. couple of weeks in Paris picking up a bit of French.

Soak: Soak is a measure of how well you can resist Student (2-3)
damage. It defaults to 12 for adult humans, and rarely
changes. If you have studied a skill in school or have had a
reasonable amount of practical experience, then you will
Move: Your move determines how quickly you can run, have a score of two or three. You can succeed at easy tasks
both in combat and over long distance. It is equal to size without much difficulty, but you would struggle if you had
+ strength + agility + 1. to use the skill in a professional job.

Attributes in the Game World Professional (4-7)

The vast majority of humans will have an average attribute, Most professionals will have a skill of 4 or 5 in a skill.
with a score of 3. A simple randomisation is that an NPC Many will never go beyond this, since their skills will never
has an attribute of 3, unless a 1 or a 20 is rolled on a d20. be stretched, however a few seasoned veterans will have
On a 1, the attribute is a 2, whilst on a 20, it is a 4. This obtained a level of 6 or 7. Levels beyond this require a real
means the average score accounts for about 90% of the dedicated attempt to further your ability, rather than just
population. simple experience.

People such as Newton or Feynman would probably have Master (8-11)


an intelligence score of eight. The best Olympic athletes
in the modern world would probably have similar scores A master level of skill reflects a true understanding of the
for physical attributes. For humans, scores above five are skill, and many years of dedicated study and training. Elite
gained through lots of training and experience - they are soldiers, leading research scientists and renowned experts
not gained due to a chance of birth alone. in a field would have a Master level of skill.

Skills Skill levels above 9 should be limited to named characters.


A generic squad of elite soldiers for example should be
The most powerful drive in the ascent of man limited to skills of 9 or less.
is his pleasure in his own skill. He loves to do
what he does well and, having done it well, he Legendary (12-15)
loves to do it better.
-- Jacob Bronowski This level is about the highest that will be found in most
worlds, and such a score will only be had by the leaders in
A skill is something which can be learnt and improved a field. Generally, such people will have a good reputation,
through experience and training. Except for a few basic and will have many decades of training and experience
skills, they always default to zero unless specifically learnt. under their belt.
If a skill is zero, then it either can't be used (in the case of
many knowledge or science skills), can default to another Mythical (16+)
skill, or is rolled as a straight d20 halved (round down).
Generally this will be the province of super heroes and
In some settings, it may be possible to learn skills almost other supernatural creatures.
immediately, through cyborg implants or because the
world is some sort of simulation. It is highly suggested that Types of Skills
skills above four are very difficult to obtain in such a way.
Talents
Skill Levels
The skills available to characters will vary from genre to
Once a skill is learnt, it's level ranges from one upwards. genre, but Yags has eight core skills, called talents, which
There is no theoretical limit to how high your skill can all humans know to a limited extent. Normally, all starting
be, though a practical limit is in the range of 10-15. Skills characters will have a score of 2 in each talent.
higher than 15 are considered to be mythical - in the realm
of supernatural or transcended beings. The eight talents are athletics; awareness; brawl; charm;
guile; sleight; stealth and throw. Since they are core to

Yags (Core 0.7.6) Samuel Penn (c) 2011


Core 5
Yags, they are described in the next section, Core Skills. Knowledge of a language may automatically include the
They represent basic skills which everyone picks up in ability to read and write it as well. In some settings however
childhood, and many other skills will default to a talent if (e.g. a medieval society) this will not be the case.
they are not known.
Standard skills
Knowledges
Standard skills are a mixture of knowledge, experience,
Knowledges are skills which represent theoretical physical aptitude and common sense. If you have no score
knowledge which must be learnt. You can only make a check in a standard skill, then it can still be used, however the roll
with a Knowledge skill if you already have a score in it. You (just a straight d20) is halved, and a natural roll of 1 or 2 is
can not normally learn or practise knowledges unless you considered a fumble.
have a source to study from.
Skill Difficulties
The following guide gives an indication of what different
skill levels represent. Comparisons with the real world are When making an ability check, there are some common
difficult to do, and high levels of knowledge are often best difficulty levels, which are described in the following table.
represented by specialisations by using Techniques. The descriptions assume an average level of attribute - those
with an above average attribute will be able to get by with
1: You've seen a TV program on the subject, or listened to less skill.
some stories.
Most tasks will be against a fixed target number. If you are
2-3: You have a layman's interest in the subject, or studied competing against another character, then they get a skill
it at school. You will know the common stuff, but have gaps check with a modifier. The modifier is given in parenthesis
and lack depth and full understanding. below, and adds to the other person's check.

4-5: You have a graduate's level of knowledge, and have a Type of Task Target
well rounded view of the subject. This is sufficient for most Very easy. Such a task can be achieved by a person 10 (-10)
with little or no skill with a good chance of success. A
people who use it regularly.
professional will always succeed.
Easy. Anyone with a small amount of skill will be able to 15 (-5)
6-7: You have a level of knowledge equivalent to that of a achieve this with a good chance of success, though it will
Master's Degree. be difficult for someone without any training at all.
Moderate. Such tasks can be achieved without difficulty 20 (+0)
8+: If you have had a formal education, you probably have by a professional in ideal conditions. Those without proper
training can find it difficult however.
a Doctorate given your level of knowledge. Challenging. People with less than professional level of 25 (+5)
skill will find it hard to succeed, and it is out of league of
Languages someone with only basic familiarity.
Difficult. Such tasks require a highly skilled person. 30 (+10)
Language skills are treated on a scale from one to four, and Anyone with less than professional competence will
are not normally 'rolled' like other skills. Instead, the level of always fail, and even professionals will be hard pressed.
Very difficult. A master of the skill can achieve such tasks 40 (+20)
skill gives a guide to how much of a conversation a character with confidence, others will fail. About the highest level
can understand. of difficulty under normal circumstances.
Extreme. A very difficult task under poor conditions. 50 (+30)
1: You can recognise the language and know a few words, Heroic. Truly heroic. 60 (+40)
but cannot put sentences together. Sheer folly. Someone with superhuman level of skill will 75 (+55)
be hard pressed to achieve this difficulty.
Absurd. Well beyond what most people could achieve. 100 (+80)
2: You can understand and form basic sentences, and can Above average attributes are required to have even a
get by in a market or an inn, where the conversation is chance of success.
straightforward, and you can point at things.
Tasks above Very difficult will be very rare, and often
3: You have a good grasp of the language and can because of less than perfect conditions, rather than the nature
hold a decent conversation. It is obviously not your first of the task itself.
language however. You probably have an accent, and many
uncommon words will be beyond your understanding. Absurd tasks should be reserved for when a player tries
something totally heroic, which is at the very edge of
4: You are fluent in the language. You will still have possibility.
something of an accent if you are a foreigner, but will not
have problems communicating. This is the default for a Degree of Success
native speaker.
If the skill check meets the target number, then a normal
5+: You can speak fluently without any accent, plus you success is assumed. If the roll was significantly above the
have detailed knowledge of various dialects and really target number, then the success was particularly good. The
obscure words. exact result depends on the GM's interpretation but the
following can be used as a guide.

Yags (Core 0.7.6) Samuel Penn (c) 2011


6 Core
A good success is 10 points or more above the target. The Techniques
task is performed with style, completeness or speed.
A Technique is a specialisation of a skill, and may provide
An excellent success is 20 points or more above the target. bonuses or allow some particular special action to be
It was probably performed with two of style, completeness attempted. A skill may have several techniques associated
or speed. with it, and some techniques can be used with more than
one skill. In the latter case, the technique only needs to be
A superb success is 30 points or more above the required purchased once - it can then be used with any skill which
target, and was achieved with style, completeness and uses it, as long as the skill is of sufficient level.
speed. Anything better than this probably won't be noticed
by an untrained witness. A technique has a cost associated with it, which is the
number of experience points which need to be spent to buy
A fantastic success is 40 points or more beyond the target. it. A level 6 technique costs 6 points to buy. The cost of
the technique is also the minimum skill level that must be
Anything which is 50 points or more above the target achieved before the technique can be purchased. If you do
number is amazing, and represent as close to perfection as not have the required skill at a sufficient level, then the
is possible to achieve. technique can't be bought.
Skill Defaults Finally, a technique may have a prerequisite. These are the
techniques which must be known before this technique can
Some skills have a default - this will often be a Talent, but
be learnt.
may be a more generic skill or one which covers a similar
or related subject. You may choose to use a default skill Some techniques will be based on a skill group rather than
instead of the real skill at any time. a skill. In this case the technique can be purchased when
any skill in that group reaches the technique's level, but it
Your total result (after the die roll) is halved.
can only be used with those skills of sufficient level.
Your fumble chance is doubled, or raised to one
whichever is worse. Size
You are unable to make use of any techniques that Start with the part where Jayne gets knocked
out by a 90-pound girl, 'cause... I don't think
you know.
that's ever getting old.
-- Wash, Serenity
Sometimes, using a default may also limit how you can
use a skill. Using Sleight to diffuse a bomb instead of How large a creature is can be measured in a number of
a Demolitions skill is possible, but you couldn't use it ways - height, length and mass being the common criteria.
to know the type of bomb since that requires specialist In Yags, the Size attribute is a measure of the creature's
knowledge only granted by actually having the skill. capacity to absorb damage, and how easy it is to hit. In
general, the Size of a creature will increase logarithmically
Skill Pre-requisites with its mass - every +5 increase in Size represents a ten
If a skill has a pre-requisite, then before the skill can be fold increase in mass.
purchased to level one, all pre-requisites must be met. Pre-
Adult humans range in Size from 4 (a small, slim woman)
requisites are always another skill at the specified level.
to 6 (a heavyweight boxer or stereotypical Norse warrior).
Before you buy a skill at level one, you must purchase Anything other than the default of 5 represents the extreme
all pre-requisite skills to the specified level. edge of human variation. The biggest effect it has is to
provide a little bit more (or less) capacity to resist damage.
A skill can never be more than double the level of any The default character generation rules also put upper and
of its pre-requisite skills. lower limits on Strength for noticeably large or small
characters.
You cannot put points into a skill if the next level of
skill is not allowed by your current pre-requisites. De s ig ne r's No te s
Exponential scales
Limited Skills
By using an exponential scale, the numbers are kept
If a skill is limited by another skill, then it cannot be more relatively small for both Size and Strength for even the
than half the level of the skill it is limited by. Limited largest of creatures. If Size wasn't exponential, a blue
skills are rare, and generally only present in settings where whale would need a Size of around 1000.
certain knowledges are either very difficult, or in their
infancy. The scale is based around an average of a 70kg human
male. A Size 10 creature would be 700kg, a Size 15 creature

Yags (Core 0.7.6) Samuel Penn (c) 2011


Core 7
7 tonnes, and a Size 20 creature 70 tonnes. Some examples The ability to absorb damage is also slightly different for
are as follows. vehicles, in that weapons designed to harm people are far
less effective against vehicles, but again this is described
Size Mass and examples elsewhere.
0 7kg. A large house cat.
1 11kg. 1 year old child, a small dog (e.g., a beagle).
2 18kg. 5 year old child.
Tiny Creatures
3 28kg. 10 year old child, a medium dog (e.g., a boxer).
4 44kg. Small adult, lightweight woman, a wolf. Though Yags bottoms out at Size zero, there are plenty of
5 70kg. Typical adult. This size constitutes most of the adult creatures smaller than this (actually, the majority of creatures
human population. Anyone outside of this average is very are significantly smaller).
noticeably large or small.
6 111kg. Heavyweight boxer, stereotypical barbarian warrior.
7 176kg. Donkey, black bear.
A Tiny creature is one tenth the mass of a Size 0 creature.
8 279kg. Lion. Each extra level of Tiny reduces the mass a further tenfold.
9 442kg. Riding horse, grizzly bear. Tiny creatures are automatically killed if successfully hit by
10 700kg. War horse, prehistoric cave bear. Also, a family car. a creature of larger Size.
11 1.1t. Rhino.
12 1.8t. Great white shark, anything up to about 2 tonnes in
mass.
Every level of Tiny adds +5 to the difficulty to hit the target in
13 2.8t. melee. For missile combat, take the worst of +5 or doubling
14 4.4t. Triceratops. Also, a large tank. the range penalty per level.
15 7t. Elephant.
16 11t.
17 17t.
Movement
18 28t. Apatosaurus. The largest land animals known.
19 44t. Have far and fast you (or any creature in Yags) can
20 70t. move depends on your attributes, skill and how much you
21 110t. Blue whale.
are carrying. There are two types of movement - combat
movement which covers short distances over a period of a
Each point of Size allows a creature (including PCs) to take
few seconds, and overland movement which covers walking,
one wound before dying. A warhorse can take about twice
hiking or running for minutes or hours at a time.
as much damage as a man, an elephant about 3 times. The
details are a bit more complex (small weapons have less Your Move score is equal to your Size + Strength + Agility +
effect on large targets) however, and a full description of 1, which is 12 for a typical adult human.
how wounds and damage works is left for the Combat
article. Combat Move
Vehicles and other constructs are actually treated a little A character can move a distance in metres equal to half their
differently from creatures, in that their Size is actually based Move score (round down) each round of combat without any
on the volume of the vehicle, rather than its mass. Obtaining penalty. For an average person, this is 6m/round. This is
real-world figures for the mass of animals is quite simple, but normally considered a free action.
volumes are rarely given. Finding the volume of a vehicle or
building is relatively straightforward, but finding a sensible Running
value for its mass can be hard (especially when a vehicle's
mass can change drastically depending on whether it is A character can run at their full move each round. For an
empty or loaded). However, creatures and vehicles should average human, this is 12m/round. This is effectively a light
approximate to the same Size for any given size. A Size 5 jog, and can be kept up over long distance. Moving this far
vehicle is assumed to be one cubic metre, again increasing in combat counts as an action, and restricts what else the
by a factor of 10 for each +5. character can do - see the combat article for full details.

To get an idea of how large vehicles and objects scale, the If running for a long time, the character will gain one point
following examples may help. of fatigue every Health x athletics minutes. A character with
a health of 3 and an athletics of 2, will gain one point of
Size Vehicle examples fatigue every 6 minutes.
5 Motorbike.
10 Family car. Sprinting
16 Train carriage.
17 F-16 fighter.
22 Free Trader (Traveller). A character can sprint at a speed equal to twice their Move
26 Boeing 747. score plus their athletics score each round. For a typical adult
28 Bismark. with a move of 12 and an athletics score of 2, this would be
32 USS Enterprise CVN-65. 26m/round. Basically, a person could run the 100m in just
44 Star Destroyer (Star Wars).
80 Death Star (Star Wars). under 20s.
94 Skylark of Valeron (EE 'Doc' Smith).
110 Earth A modern Olympic athlete, with an agility of 8 and a strength
of 4 has a move of 18. Assuming an athletics of 15, they

Yags (Core 0.7.6) Samuel Penn (c) 2011


8 Core
can sprint at 51m/round, which is pretty close to the current when wearing the armour. It will often be lower due to
world record. being designed to be worn comfortably.

A sprinting character gains a point of fatigue every


round. All fatigue, wound and stun penalties reduce total
movement when sprinting.

Overland Movement
If you don't know where you are going, any
road will get you there.
-- Lewis Carroll

Overland movement is where round to round movement


isn't important, but distance travelled over the course of an
entire day is. A day is divided into six watches of 4 hours
each.

In good conditions over average terrain, a character can be


expected to travel a distance in kilometres equal to their
move score each watch. This equates to about 3km/h. A
character will gain one fatigue each watch when moving
at this speed.

Modifiers to this (weather, type of terrain etc) are possible,


but aren't described here. See the wilderness article for full
details.

Encumbrance
The amount that a character can carry increases according
to the square of their strength, and the load they are
carrying is measured in kilogrammes. Any rule that
requires a character to be Unencumbered must be carrying
less than their Strength in load.

Load Effects
Str Unencumbered. A character carrying up to
their Strength is considered to be completely
unencumbered, and never suffers penalties.
S^2 Lightly (0). A character carrying more than their
Strength, is lightly encumbered. They are only at
penalties in certain weight critical situations (such
as swimming).
2 x S^2 Moderately (1). A character carrying up to twice
the square of their Strength is at -1 to Agility. They
are also unable to sprint.
4 x S^2 Heavily (2). The character has a -2 penalty to
Agility, -1 to Dexterity, and cannot run or sprint.
Their base movement is halved.
8 x S^2 Greatly (3). A greatly encumbered character suffers
a -4 penalty to Agility and -2 to Dexterity, and
cannot run or sprint. Their base movement is halved.
+ Over encumbered. Character cannot move, all
agility checks are automatically zero and -2 to
dexterity.

Each level of encumbrance gives a character a -5 penalty to


all rolls to resist fatigue. A character always has a minimum
move of 1, until they become over encumbered. Agility and
dexterity can never be reduced below zero. If reduced to
zero, then a character can still make agility and dexterity
checks, just at zero ability.

Armour and other clothing may have a load which is


different to its weight. In which case, use the load value

Yags (Core 0.7.6) Samuel Penn (c) 2011


Core 9
Obstruction Target
Core Skills Moderate obstruction. A busy street, a warehouse 10
full of crates, across rubble or through dense woods.
Heavy obstruction. A busy market, or through 20
There are eight core skills in Yags, which are called Talents. thick foliage.
These are known by virtually all characters (at least, human Unstable. Unstable footing, such as rubble, +5/+10
ones), since they represent basic ability. These skills are crumbling rock or swaying rigging.
Narrow. Narrow or uneven footing, such as a +5/+10
described in the general skill lists, but what follows is a very
narrow ledge or ground with many holes or cracks.
detailed look at how these skills can be used. Slippery. Additionally to the other modifiers, if the +5/+10
surface is icy, oil covered or otherwise lacking in
It should be noted that the following is rules heavy, and in grip.
some cases may be best use as guidelines rather than hard Windy. If any of the other modifiers apply, and it is +5
windy, add a further +5.
and fast rules (even more so than normal). A lot of what is
described are core activities - such as running, fast talking, Racing across rooftops might count as light obstruction (5)
spotting things and the like. to avoid chimneys and aerials, with +5 for unstable (roof tiles
will likely break) and +5 for uneven footing, for a total of 15.
When looking at skill difficulties, it should be remembered
This goes up to 30 if you run, 45 if you sprint. If you need
that for these skills, the majority of people will have an
to jump gaps between roof tops, then this counts as extra
ability of 6 (3 x 2) - an average roll of 17. A skill check of
obstructions.
moderate difficulty will be failed 65% of the time.
If you fail, you make no progress that round. If falling
Athletics could be dangerous, make a second check at the same
difficulty - failure again means that you fall and suffer the
We call ourselves runners. We exist on the edge
between the gloss and the reality. The mirror's
consequences. You can choose to succeed either failed check
edge. by gaining a point of Fatigue, as long as success was possible
-- Faith, Mirror's Edge in the first place.

Racing down an ally, leaping from roof top to roof top, Climbing
climbing rapidly up walls or swinging across chasms on
ropes - these are all tasks for which the Athletics skill is vital. Whenever you must climb a complex obstacle, an Agility x
It covers a wide range of athletic, acrobatic and gymnastic Athletics check is required. Unless you are trying to perform
feats, including running, swimming, jumping and climbing. the feat quickly, climbing a ladder or flight of stairs will
It can provide bonuses in combat, but only if you specialise rarely require a skill check.
in certain acrobatic styles of fighting.
During combat, a simple climb manoeuvre can be performed
Running as part of a move action by making an Agility x Athletics
check.
Generally, if you want to run then you don't need to make a
skill check. However, sometimes life has a habit of throwing Target Obstruction
10 Very easy. Get onto or over a chair or bench.
obstacles in your path which can end up testing your skill to Getting under a table or similar shelter is also very
the limit. How fast you can run is based on your Move score, easy.
and is recapped below. 15 Easy. Get onto a table or object of similar height.
Climbing under and through a table, assuming there
Action Distance/round are no chairs in the way.
Careful (x1/2) 1/2 MOVE 20 Moderate. Climb/jump over a table or object of
Standard MOVE similar size. Also, climbing over a fence no higher
Running (x2) MOVE x 2 than you are.
Sprinting (x3) MOVE x 2 + Athletics
On success, all of these can be performed as a standard
Racing across clear terrain with nothing in your way is movement action at no penalty during combat. Failure
considered trivial, and you don't need to make a skill check to results in no or partial movement, and loss of further attacks
succeed. On the other hand, trying to dodge through crowds and defences that round.
of people on a broken and icy footpath can require a lot
of skill and luck. If the path is not clear and easy, then an To perform these actions as a full round action, halve the
Agility x athletics check is needed each round. The difficulty difficulties.
is modified by how fast you are moving - halved if moving
Long climbs
carefully, doubled if running and tripled if sprinting.
When climbing things which require more than a round to
Obstruction Target
Clear path. No obstructions, a completely clear 0 complete, the difficulty is more based on the complexity of
path. the task than the time it takes to complete.
Light obstruction. A typical lightly crowded street, 5
or through a wood. Running is easy, unless you
fumble and trip up.

Yags (Core 0.7.6) Samuel Penn (c) 2011


10 Core
Normally, you can speed climb a distance equal to quarter To spot something, make a Perception x Awareness check
your Move each round. Make a Strength x Athletics check according to the table below.
each round, failure means no distance is climbed, and make
an Agility x Athletics check at the same difficulty or fall. Situation Modifier
Alternatively, the second check can be ignored if you take Spot a standing person. Base difficulty to see a +0
person who is standing in the open, making no
a level of Fatigue. attempt to hide themselves.
Distance 50m - 100m. If the target is over 50m +5
Optionally, you can move ten times this distance every away, then increase the difficulty by +5.
minute, making a check each minute. This is slower, but Distance over 100m. If the target is 100m away +10
or more, then increase the difficulty by +10. Each
reduces the number of rolls and hence the chance of
doubling (200m, 400m) adds a further +10.
fumbling. Size above 5. Each point of size of the target above -5/pt
5, reduce the difficulty by 5. If they are smaller, then
For longer climbs, a roll every 15 minutes can be made, increase the difficulty by 5 per point.
at Move x 50. Again, speed is traded for reliability. Over Half cover. If the target is hidden in half cover. +10
90% cover. If the target is almost entirely hidden. +20
these distances, a failure can be ignored by gaining a level
of Exhaustion.
Brawl
Target Surface being climbed
10 Very easy. Ladders, very easy slope or tree. This is the default skill for all forms of melee combat,
15 Easy. Trees with plenty of branches, cliff with but is mostly concerned with combat involving either no
lots of ledges and handholds, scaffolding or similar weapons, or small or improvised weapons such as knives,
structure.
20 Moderate. Typical cliff, on to the roof of a modern
bottles, chairs and clubs.
detached house (via garage, drain pipes etc).
30 Difficult. Smooth cliff or brick wall of a modern Brawl includes punching, kicking, dodging, wrestling,
house. biting, grapples and throws. By default, there are no
40 Very difficult. About the hardest most cliffs will be 'martial art' skills in Yags - instead particular fighting styles
in general, though they may have sections which are
harder than this.
are modelled as techniques (based on brawl) which grant
50 Severe. special abilities or bonuses.
60 Very severe.
70 Extremely severe. About the hardest naturally Brawling is covered in detail in the combat article, so is
occurring climbs. not described in depth here.
If you want to climb carefully, halve speed, and on failure
half the difficulty of the second check (the first check is
Charm
still the same however). Charm is a way of getting the answer yes
without asking a clear question.
Awareness -- Albert Camus

To begin with, our perception of the world is Charm is your ability to make friends and influence people,
deformed, incomplete. Then our memory is and includes such things as small talk, flirting, telling
selective. Finally, writing transforms. jokes or simply being nice. Charm is generally based on
-- Claude Simon Empathy. It does not have to be sincere, but is generally
about getting another person to like you.
If your Perception is your ability to see or hear things, then
Awareness is your ability to notice that you have. A person
If you wish to impress someone, make a Empathy x charm
with a high Awareness doesn't have better eyesight, but check, and your result will determine what they think of
they are better at taking note of their surroundings. As such, you. Charm's big advantage is that it isn't resisted
it may be combined with Intelligence to remember what
you previously may have seen or heard. Target Reaction
0 Dislike (-1). You manage to annoy or upset the
Often, it will be used for noticing things that are in person such that they dislike you. They are unlikely
plain site, such as searching a scene for clues or noticing to help you, and may hinder you depending on their
something out of the ordinary. In these cases, make a personality.
10 Neutral. You haven't upset them, but you haven't
Perception x Awareness check at one of the following impressed them either. Whether they help or hinder
difficulties. you will depend on their personality.
20 Like (+1). You made a good impression, and the
Target Example person has had their opinion of you improved. They
10 Obvious. Notice something obvious, such as a knife will probably be willing to help you, or spend time
laying next to a dead body. in your company, as long as it doesn't cost them too
20 Tricky. Something in plain sight, but not much.
immediately obvious. A torn note on a desk, a wet 30 Impressed (+2). You have really impressed them,
pair of shoes on someone who hasn't been outside. and they will make an effort to aid you, or to keep
30 Subtle. you happy.

Yags (Core 0.7.6) Samuel Penn (c) 2011


Core 11
Target Reaction of reflexes, control and distraction, so though it is Dexterity
40 Loved (+3). They are taken with you, and will go based, it may be aided with the use of Empathy.
out of their way to try and help you, even if it
involves effort on their part.
Pick Pocket
The above results affect first impressions, which may change
If trying to steal an item from a person without them noticing,
according to what happens next. If you have any modifiers
then a Dexterity x Sleight check is required, against the
for good (or bad) appearance, status or reputation then they
target's Perception x Awareness. Modifiers depend on the
may modify your Empathy for this role.
type of situation.
The better the impression you make, the more likely the other
Bonus Situation
person is to like you, however even a Love result won't cause +10 Jostling crowd. A busy and crowded environment,
them to give you all their wealth (at least, not immediately). such as the tube during rush hour or around a busy
market stand.
Guile +5 Crowded. A crowded street, full of distractions but
where physical contact between people is fleeting.
-5 Empty street.
If one is to be called a liar, one may as well make -10 Obvious.
an effort to deserve the name.
-- A A Milne Legerdemain
The purpose of Guile is to deceive others, whether it is by If you wish to perform simple conjuring tricks then use
direct lying or misdirection. Guile is also used to determine Dexterity x Sleight. Your check is against a static target
if others are lying. It uses a wide variety of attributes, number to pull the trick off with success - 20 for a simple
depending on what you are attempting to do. coin palming trick, 30 for something more complex.
Simple lies A Perception x Awareness check by an observer against your
skill roll will enable them to see how you did the trick. If you
Simple lying requires a Will x guile check against the are simply trying to entertain, then this doesn't necessarily
opponent's Empathy x guile. It basically entails keeping mean you failed.
calm, not saying more than you should and not showing your
true emotions.
Stealth
This assumes that you are trying to keep things simple, and
Hey pal. If you're goin' to make that much noise,
restricting the information you are providing. why don't you just come on out?
-- Unnamed guard, Thief: The Dark Project
Obviously, if you wish to tell if someone is lying, then you
make the Empathy check, and they make the Will check. If Moving silently past guards, hiding in the shadows or
you exceed their roll, then you know if they are lying or otherwise trying to avoid being seen all comes under Stealth.
telling the truth. If you fail, then you will randomly think they
are being truthful or liars. If the target's roll was positive, you To find a place to hide, you use Perception. To move quietly,
think they are truthful, otherwise you think they are lying. you use Agility. If in doubt and both are required, make a
Neither party knows whether they succeeded or not. single check with Agility.

On a good success, you are certain whether the other person A Stealth check opposes the Perception x Awareness of the
is lying or not. However, if the liar gets a good success, person you are trying to avoid, and the observer's roll is
then you are certain they are telling the truth so this doesn't modified according to distance and situation.
necessarily help.
Throw
Interrogation
Don't throw those bloody spears at me.
Interrogation is more about trying to catch the other person -- Never said by Lieutenant Bromhead, Zulu
out with logic and evidence, and countering it requires
quick thinking. In this case, both sides make a contest of Hurling a spear into your enemy, chucking a grenade through
Intelligence x guile. a doorway, catching a ball or juggling several all come under
the Throw skill.
Sleight
Throw is generally based on Dexterity. If throwing at
No performer should attempt to bite off red-hot someone, then it's considered an attack and they may get a
iron unless he has a good set of teeth. dodge plus the difficulty will be modified by range (+1 per
-- Harry Houdini metre for typical objects). A doorway is about difficulty 10 to
throw something through, a window 15, a car window about
Whether you are performing card tricks, picking pockets 20.
or entertaining people with your amazing juggling skills,
sleight of hand can be a useful skill to have. It is a mixture
Yags (Core 0.7.6) Samuel Penn (c) 2011
12 Core
Catching something like a ball, which was thrown to you, is
about 10, modified by +1 for each point the thrower missed
you by on their attempt to throw.

Yags (Core 0.7.6) Samuel Penn (c) 2011


Core 13
This is the start of the Modern age, with mass
Genres and Settings production beginning to take over from manual labour, the
mechanisation of warfare and ultimately a full understanding
Technology of the power of the atom.

Some things are limited by the type of technology available. The generic character generation rules for Yags work from
Limits affect both equipment that can be purchased, and also TL 6 onwards. Before this, many of the academic and
what skills can be learnt. In some cases, a skill may exist in scientific skills require re-working.
different time periods, but be used quite differently.
7: Nuclear (1945-1980)
Tech Levels
Many TL 7 inventions actually came about at the end of TL
The level of technology of a culture is roughly determined 6, with the jet engine, nuclear bomb and computers. In TL 7
by its Tech Level, which ranges from TL 0 (the stone age) these things become mainstream. Electronics and medicine
through to TL 8 (modern day) and beyond. This is a crude really start to revolutionise society, and the beginnings of
method of determining a culture's technological capability, space exploration. It wasn't until TL 7 (1972 to be precise)
but is meant to be quick and simple. that anyone knew what the Earth looked like.

0: Stone Age 8: Information (1980-2020)

Pre-technological civilisation with the barest minimum of At the time of writing, this is the present day.
sticks and stones, as well as knowledge of fire. Culture,
language and possibly religion will arise at some point 9+: The Future (2020+)
during TL 0. TL 9 and beyond represent science fiction, so exactly
what technology is available will depend greatly on the
1: Bronze Age
background being modelled.
The ability to work metals. The civilisations of the
By default, TL 9 is assumed to be relatively hard SF.
'Ancients', covering several thousand years. Includes the
Miniaturisation of computers, greater capability of phones,
Greeks, Celts, Egyptians and other cultures.
human cloning and genetic screening and more compact
2: Iron Age power sources are probably the main areas of improvement.

The ability to work iron and stone. Many iron age cultures Nano-technology will be used in material construction and
were also seafarers. The early Roman period and the post- medicine but not much beyond that, and there may be
Roman (Dark Ages) period. more space based development. TL 9 will go on to at least
2050, maybe 2100 depending on the pace of development.
3: Medieval (1000-1450) Technology beyond that is impossible to predict.

Steel, heavy cavalry and early experimentation with Future History


gunpowder mark TL 3. In Europe, TL 3 was the age of castles
and knights, monasteries and books, as well as the rise of Technology levels of 9+ will be very campaign dependant.
the feudal system and early glimmerings of science. The Generally, 9 - 10 can be viewed as Cyberpunk style of
Romans were pretty much at TL 3 as well. science fiction, with limited space travel and most stories
happening on Earth.
4: Renaissance (1450-1750)
From 10 to 12 might cover early interstellar travel,
The Age of Reason and the Enlightenment mark the dawn depending on how difficult it is in the setting. Human
of science, though it doesn't really reach full bloom until TL societies in SF like Babylon 5, Blakes 7 or the Honor
5. Gunpowder, sailing ships, astronomy and mathematics all Harrington series would be of this level.
make their mark on the world.
TL 13 - 15 starts to see super-science based societies,
5: Steam (1750-1900) with massive orbital structures and weapons capable of
devastating planetary civilisations.
In this period the secrets of the universe begin to unravel,
with the Industrial Revolution transforming society and
science transforming the way we try to understand the world.
What are to become the basic foundations of chemistry (the
periodic table), biology (evolution) and physics (electricity,
magnetism and atomic theory) are worked out during TL 5.

6: Mechanical (1900-1945)

Yags (Core 0.7.6) Samuel Penn (c) 2011


14 Core
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Core 15
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Subsection b above.)
indirectly through you, then the only way you could satisfy

Yags (Core 0.7.6) Samuel Penn (c) 2011


16 Core
both it and this License would be to refrain entirely from 11. BECAUSE THE PROGRAM IS LICENSED FREE
distribution of the Program. OF CHARGE, THERE IS NO WARRANTY FOR
THE PROGRAM, TO THE EXTENT PERMITTED BY
If any portion of this section is held invalid or APPLICABLE LAW. EXCEPT WHEN OTHERWISE
unenforceable under any particular circumstance, the STATED IN WRITING THE COPYRIGHT HOLDERS
balance of the section is intended to apply and the section AND/OR OTHER PARTIES PROVIDE THE
as a whole is intended to apply in other circumstances. PROGRAM "AS IS" WITHOUT WARRANTY OF
ANY KIND, EITHER EXPRESSED OR IMPLIED,
It is not the purpose of this section to induce you to INCLUDING, BUT NOT LIMITED TO, THE
infringe any patents or other property right claims or IMPLIED WARRANTIES OF MERCHANTABILITY
to contest validity of any such claims; this section has AND FITNESS FOR A PARTICULAR PURPOSE.
the sole purpose of protecting the integrity of the free THE ENTIRE RISK AS TO THE QUALITY AND
software distribution system, which is implemented by PERFORMANCE OF THE PROGRAM IS WITH YOU.
public license practices. Many people have made generous SHOULD THE PROGRAM PROVE DEFECTIVE,
contributions to the wide range of software distributed YOU ASSUME THE COST OF ALL NECESSARY
through that system in reliance on consistent application SERVICING, REPAIR OR CORRECTION.
of that system; it is up to the author/donor to decide if he
or she is willing to distribute software through any other 12. IN NO EVENT UNLESS REQUIRED BY
system and a licensee cannot impose that choice. APPLICABLE LAW OR AGREED TO IN
WRITING WILL ANY COPYRIGHT HOLDER,
This section is intended to make thoroughly clear what is OR ANY OTHER PARTY WHO MAY MODIFY
believed to be a consequence of the rest of this License. AND/OR REDISTRIBUTE THE PROGRAM AS
PERMITTED ABOVE, BE LIABLE TO YOU FOR
8. If the distribution and/or use of the Program is
DAMAGES, INCLUDING ANY GENERAL, SPECIAL,
restricted in certain countries either by patents or by
INCIDENTAL OR CONSEQUENTIAL DAMAGES
copyrighted interfaces, the original copyright holder who
ARISING OUT OF THE USE OR INABILITY TO USE
places the Program under this License may add an
THE PROGRAM (INCLUDING BUT NOT LIMITED
explicit geographical distribution limitation excluding
TO LOSS OF DATA OR DATA BEING RENDERED
those countries, so that distribution is permitted only in
INACCURATE OR LOSSES SUSTAINED BY YOU OR
or among countries not thus excluded. In such case, this
THIRD PARTIES OR A FAILURE OF THE PROGRAM
License incorporates the limitation as if written in the body
TO OPERATE WITH ANY OTHER PROGRAMS),
of this License.
EVEN IF SUCH HOLDER OR OTHER PARTY HAS
9. The Free Software Foundation may publish revised and/ BEEN ADVISED OF THE POSSIBILITY OF SUCH
or new versions of the General Public License from time DAMAGES.
to time. Such new versions will be similar in spirit to the
END OF TERMS AND CONDITIONS
present version, but may differ in detail to address new
problems or concerns.

Each version is given a distinguishing version number. If


the Program specifies a version number of this License
which applies to it and "any later version", you have
the option of following the terms and conditions either
of that version or of any later version published by the
Free Software Foundation. If the Program does not specify
a version number of this License, you may choose any
version ever published by the Free Software Foundation.

10. If you wish to incorporate parts of the Program


into other free programs whose distribution conditions
are different, write to the author to ask for permission.
For software which is copyrighted by the Free Software
Foundation, write to the Free Software Foundation; we
sometimes make exceptions for this. Our decision will be
guided by the two goals of preserving the free status of
all derivatives of our free software and of promoting the
sharing and reuse of software generally.

NO WARRANTY

Yags (Core 0.7.6) Samuel Penn (c) 2011

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