Yags Core
Yags Core
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 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
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.
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.
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.
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.
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
Overland Movement
If you don't know where you are going, any
road will get you there.
-- Lewis Carroll
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.
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.
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.
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.
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.
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.
6: Mechanical (1900-1945)
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