ACTERS, SKILLS AND:tFOLEGRAFT
CHARACTERS, SKILLS AND COMBATTHE. GANE, parse] a
Jett Organization of ‘the Syston,
4:2: This Book,
123: Things You
42 Things to Know.
CHARACTER CREATION. «- sess
2.1 The Character Concept.
2121 Primary Characteristics.
213: Secondary Characteristics.
SKELLS & TRAINING. vee
‘Selt Native & Learned Skdiis:..1.:8
3.28 The Learning Process. 6
3.3: Sill Levels,
Siar Skil] Benefits,
3:52 Skill Contribution.
Skill Distribution.
Using Skills.«.
17
218
ADVANCEMENT. +
Set Adventure & Experianc
5221 Experience Ranke.
DEEDS & MORALITY. see
Living Expenses...
Equipment & Costs.
YSGARTH SKILL SENEFITS.,
EQUIPMENT LISTS: 7
SANPLE CHARACTER,
BLANK CHARACTER SHEET.
INDEX & TERNS. 00s
COMBAT EXAMPLES:
SYSTEM DESIGN
David Nalle
GRAPHICS & LAYOUT
David Nalle
BRAINSTORNERS
‘ah aghays Low Sryaon,_ Rick Busker» Janes Coppeshal,
David Feastery CLIFT HELL, fon Honsey Mark KiLtough,
ric’ Olson
PLAYTESTERS
Howard Alt, Michael Baenen, John Bashay, Robert
Bellinger, Teddy Bellinger, John Boyer, John Broun,
Brandon Siylouski, Brett Brylauski, Leu Bryson, aii)
Budding, Rick Busker, Mary Kay Carter, Tom Cheney,
ages Conpeshal, Davi Conroy, Ton Curtin, Honey Dovey
Stuard Ounnan, David Farnell, Oavid Feaster, Steve
Finkel, Shaun Flaherty, John Gardner, Ton Gregory, Gob
Gryce, CLiFF Hall, Tan Hense, Seatt Hernan, Dan
Holgreitie, Nick Hopiins, Doug Jansen, Mark Killough,
Nick Kniseley, Robert 'Layrence, Phil Malin, Ken
Mckinney, Karen McTigue, Greg McRae, Wayne Mitten, Eric
Olson, Audi Peal, Angel Posey, Lae’ Anne Poynter,’ Pan
Priest, Linda’Range, Dan Raspler, Rick Shay, Sam
Shirley, Charles Speeole, Kevin Sullivan, Alan’ Sutter,
Herald fanreuther, Sven thesen, Janes ilalshaar, David
luillis, Jeff” Young
eOTCATION
Jn designing this syten ue ove a debt of gratitude
to all the great gane designs unich’ have “god sefors
ape to ali the designers. and ganenasters who have given
SS neu perspectives and inopisation
This book is dedicated to the inhabitants of the
yorlds of Yegerth, Uttgert and Hypesboriey, especially
to all uasriors of great ranoun’"or at’ leest great
spirits Puyll the One Eyed, Gilsod the ‘Fractured ‘Losd
gf Uttgert, Aloy, Shargsltn the. Cightning Handoes
Centurl Kas, Tottenjager the Undyings “K'iwainosh,
Teplotius, “the incomprehensible, Anar’Len, “Artront
Shigure, 'L' Gragonsiayer, fethylia, Thane Osnsony “Oss
Theneson, Ollazren the Storyteller, Thenin, Duma, Lir
af the Thousand ata aap Greideul, skaluth
Kingsiayery So Nordik, Rakentine, Skodelus and
the hundreds of others uho have taken up’ etme, gainct
the “unknown, saking’ s0. many adventures’ moncrabios
Never have sch heights or “depths ef edventure’ ‘best
quelled.
‘This is the first of three books hich form the
complete Ysqasth systen. “Tt will open your door to the
aechanies, the nystery and the world chich are Yaserthe
le play in the "realms ‘of imaginations, o0° lt’ your
Greens be your guides
ALL Contents
Copyright. 1865
David Pe Nalle
‘RAGNAROK ENTERPRISES
1402 21st ST. Nu
Washington, 0¢"20036
send SASE for a free catalog
of other Ysqerth products
GG]4: THE GAME
Ysgarth is a ane of the inagination, Tt allous
you to create a fully developed character uho lives in
another world, a world of fantasy and adventure. Gane
nechanics provide a franguork far the world and your
actions in ity so that your character can interact,
believably with his envitonment. hen played at its
best Ysgarth should “provide tools for” play without
hindering your imaginative vision af the world and
characters. A rule systen should not be static or
Festrictive, and is made Yor, ‘you to adapt to "your
reads. Ysgarth is an integrated systen which provides
Guiding “systere “ror "social structure, chasactsr
Psychology, background, religion, moral” philosophy,
religion, education and’econonics.” All of ‘these can
‘mean much more than the mechanics’ for conbaty skills
‘and magic, uhich are also provided. It is up to you to
take this’ framework and make it Live so that you can be
more than a player or gamonaster, creating an
‘experience uhere you will be able to ‘become part of,
another world.
1-12 ORGANIZATION OF THE SYSTEM
The Tule mechanics are divided into a nonber of
sections, mostly contained in this and the next book.
For practical purposes ue have done our best to divorce
Pure mechanics from the background structure of the
world of Ysgarth itself, though the integrated ‘nature
of the system means that examples fron Ysgarth will be
used for the social and situational elements uhich
provide sone of the most important guidelines.
The First book contains all of the hard rules for
character creation, conbat and skill usa. The second
book goes into detail on magic and teligion with
‘spells, pouers and mechanical systems. The third book
goes into detail on background design and applications
of the rules in the society of the world “of Yegarth
From unich the gane takes its name. You" may find
yourself referred from one book to another from tine to
Eine If sone elenent of society or culture might
influence the mechanics, One other aspect of the
systen to keop in mind is that in many cases rules may
be soneuhat variable. In such cases ue vill provide 3
standard rule which we have found most practical, but
vue may also offer ‘alternate’ versions of the sane rule
hich may be simpler or more complex, and perhaps
better suited to your style of play. Yegarth mechanics,
are not meant to be rigid, and depending on your
interests one way of running’a particular rule may work
better than another, and all styles of play are equally
valid if you enjoy then, Standard” and” Alternate
Versions of rules will be ‘kept conpatible with the
general rule syste so that they can be used with equal
effectivengss. This means that there ate no’ rules
uuhich are "right", so don't necessarily ‘play by. the
book, play by what feels best for you.
1424 THIS. 800K
This book contains most of the necessary rules of
Yeqarth, with the exception of “rules “governing” tho
Specifics of magic and religion, with ests: ‘boc
can create characters, carry out conbat and use skills:
Tt should be noted that” sone aspects of magic, and
religion are covered. here, mainly” those “iovelving
Skilfs""ond' characteristics. “They’ may seen “bie
aystifying, but there is no feed to” worty “sbout® then
and they Bécore Clear when applied in book tos
Also note. that there ares fair. ‘ninber of
abbreviations in this books They should be kept, track
of carefully, and are fully explained the’ first. Cine
that they afe useds
1.38 THINGS YOU NEED
alge fron the rules, the gain thing you, need to
play Ysgarth is 2 healthy imagination, Paper’ and
berets ull? heip dn recording eniagse, Bice might alse
be helpful. 10 sided dice are essential, and other
varieties night also be helpful in sone casess All of
the math involved in creating a character is sinple,
but a calculator could speed things up a bit. Keep” in
mind that almost all the math you need to’ do takes
place uhen a character is created, and after that point
things becone much sinpler.
1.4 THINGS TO KNOW
‘There are several constant practices which should
bbe pointed out before you start. On all charts, tables
and formulae, if you have a fraction or ate between tuo
unerical steps you should always roundup. If 3
Sermile gives a nunber and a characteristio(for exarple
2cHA), that means the characteristic should be
multiplied by that number, -'D' is used as a standard
abbreviation for ‘die. o if you see the term 1010 it
means 1°10 sided dies2:CHARACTER CREATION
‘The character is the heart of role-playing. He is
a person uno exists in the gape world, as real there as
You are in this world. For play,te be fulfilling, =
Maracter ‘should have depth of mind and enotion, with a
Strong, distinctive personality. A good player can
becone his character, seeing and feeling what the
Character sees and feels and guiding the character's
actions as if he were an actual living person. How you
Greate your character and how you develop hin’ in play
fan determine uhether or not you enjoy playing Yegarth.
2s14 THE CHARACTER CONCEPT
‘Various attributes are used to represent the
concrete abilities uhich accompany the personality
\iilch (the player, creates for |e character., | These
Characteristics are mere nunbers to represent the inage
af the character, the player creates in his sind. | They
should not dictate the character's personality or be
‘Alloved to restrict imagination. They are intended as
practical data used to determine the results of
Character actions. At the sane time, the numbers
should fit the image which the player has of his
character. To this endy ¥: is set-up to allow you
to fit the numbers to the character which you have
already created in your mind.
‘then you start out to create 2 character, the first
step is to get a poverful image of who he is. Think of
him as a teal person before anything is set "on paper.
Think ebout background, personality, where he cones
From, uhat he has done, what he "has. suffered and
enjoyed, Catalog his’ likes, dislikes, quirks,
‘obsessions, fears and beliefs. You should think about
his childhood, his relationships, religion and his
Place in the world and society. You should also think
Of uhat he looks like, how he walks, talks and acts,
uen hoy others react’ to Nine, Th any of this is
cult, ask your ster for background,
{ogee of examples. fry to make your cherecter a unique
individual ho can be a working part of the world he
inhabits, If necessary, you should urite all of this
out for’ your oun reference, with a history or
Gescription, but it is most, important. to get a mental
Image to guide you through the mechanics of jcter
creation. This system is ‘to let you create
the character you want, so you vill be able to fit the
hard nunbers to the image you have formed.
2.28 PRINARY CHARACTERISTICS
‘These twelve characteristics define the basic
natural ability a character is born with, For normal.
Characters they are ona scale fron 1 to 24 points.
Most characters will average around 11. | They are
divided into three groupings of four characteristics
each. These are the Social, Mental and Physical
groups. Tt is not necessary for a character to have
‘high scores in all areas and a variety of values keeps
a character interesting and vell-rounded. fs described
below, some characteristics are particularly useful for
certain functions, but all have their value and none
should be discounted.
‘The player determines the values of _ these
characteristics by allocating points. Each player gets
@ fund of points to spend as he chooses within certain
Linitations. “This fund is equal to 120s3010.. The
player must spend at least 36 points in ‘each of the
Entree groups and no ore than 72 points in any single
group of Four characteristics, No characteristic may
be less than 1 or nore than 24, but beyond that there
ate no restrictions on the distribution of points.
Social Characteristics
SOc ESTES S ToosEly formed group, representing how
the character is perceived by and interacts with his
society. Sone of the characteristics are subject to
Change’ and adjustment, with tine and character actions.
(APB): How the character Looks, including
both physical attractiveness and such elenents as dress
‘grooms
Character (neation. 4
Charisna(CHA): The force of a
personality and ability to influence others,
Bhaegs petfonal magnetsm and
Tea
character's
‘nclusi
jtentiel as, leader.
ZEA): The intenaity of a character's beliefs,
his Geuotion to his god or noral. principles.
Social Status(S0¢): The standing of a character in
is “SSeletye nation ‘and. cultural group, including
Bspects of educational opportunity and other advantages
of breeding
ical Characteristics
can do and endure. They
Anportant for conbat and survival under physical
duress. They shou the limits, durability, speed and
power of
f the body.
Gonstitution(G0w): Health and endurance, a key
factor ppmining resistence to danage, fatigue and
‘Strength(STR): Physical strength, ability to lift,
cart; bond; push and exert manual force, The amount &
character can lift without strain is STR" Ibs.
Dexterity(DEX)+ Manual manipulative ability,
covering all areas of fine hand movement.
Agility(AGI): Speed and gross body movement in
ing, Teaping and dodging.
Mental Characteristics
‘mental ability and intellectual power,
sneayding faelilty for magis and aks
Hotel igence(fvi)s Gesic intellect natured nontat
sotto rt ee facility of reaction to situations and the
oe gas (U0): Rational and decision making
fing the ideas of wisdom, prudence and
PeretT ipoone( WIL): Obst of
x(WEL)s Oostinacy, strength of _ will,
resistors any geselutensss, 3 weil as” resistence tO
Change and stability of chatecters
flent(TAL)s Peychic. and magical ebility
strength ineloding fuck and potential to” man
ERS"chutfonnent wlth the power" of the mind.
2.3: SECONDARY CHARACTERISTICS
‘These values are determined fron the prinary
characteristics and used in various specialized
They are explained here with
lee hich are needed to find their
fate
Size Class(SC)
S represents the gross physical size of the
character. Hunan average is 12. Formlae for non
hunan racas can be found in book’ three. For fenale
characters SC should be reduced by 1. For normal hunan
tnales SC is (7O+STR+CON+S0C+2020)/10.
Height (HET)
iis is determined fron SC. Average _hunan_ ales
are about 67in. Females average about Ouin. HEI is in
Inches. HEL 15 ((Sx3)+25+106in.
Weight (ET)
is 13 also found fron SC.
‘about 135lbs, ayerage females
Ibs. Weight 15 Sc*-S0iobs.
Average human males
will wei will weigh
about 11
(AGE)
‘The player should have the option to choose his
age, but there are advantages and disadvantages to any
‘age. Generally characters should start at no younger
than 15 and no older than 45, except in special cases
uaith GM approval. Age increases ‘sone characteristics
while decreasing others. All Physical Characteristics
and APP decrease by 1 point per 10 years of ‘over
78(i.e. at 25, 35, 45, etc). S0C, WIL and JUO increase
By,1 patnt atthe’ sand rate, Othir benefits are “noted
(Computing 14) A. Aguilera, D. Ayala (Auth.), Professor Dr. Guido Brunnett, Dr. Hanspeter Bieri, Professor Dr. Gerald Farin (Eds.) - Geometric Modelling-Springer-Verlag Wien (2001)