Yags is Another Game System, one that is meant to be free, generic and modular. There are a number of different articles which describe the different aspects of rules. Articles are mostly independent, though all rely on the core rules given here which detail how to define a character's skills and abilities, and how to perform task resolution. Combat, character generation, magic and other topics are described elsewhere.
Yags is meant for table top, pen and paper, roleplaying. Though a computer game based on these rules is in development, it is not a computer game itself. These rules do not explain what a table top RPG is, or how to play one - it is assumed that you already know all this, and are simply interested in how Yags differs from other game systems.
All these rules are available for download from the Glendale website. .
Yags is designed to be generic, which means it's not really 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.
The system is grounded in realistic low fantasy. Bullets and swords can kill a hero as easily as they can kill a shopkeeper. The random element of skills is relatively small compared to the range of ability available, so an inexperienced character can't rely on luck to beat an experience character at a contest of skills. Similarly, a gifted novice won't beat a more average professional - raw talent doesn't make up for lack of experience, but it sure does help you once you get that experience.
Combat is always dangerous, and pesky kids will rarely overcome old veterans. However, the low randomness does mean that highly skilled individuals can be very, very good, and it is possible to build truly heroic individuals (such as a vengeful bride or blind swordmaster) who can survive against silly odds as long as they are careful.
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:
This does mean you may republish (or even sell) these rules yourself, even if you have modified them. The only limitation is that all published versions of these rules (including modifications) must also be published under the GPL version 2, and that editable, electronic versions must be provided as source.
A rules system that is Free to modify and distribute can be tailored for use by a group to match their own playing styles. Gamers do this anyway, but Yags is designed to make this easy. If you disagree with the stats for a particular weapon, or how a skill works, you can modify the original document and print your own version of the rules - no more need for scribbled notes in rule books, or pages of extra sheets noting the changes and hoping everybody remembers what has been changed.
Yags uses the GPL, which means all of the content is free, and cannot be mixed with non-free content. This is different from licenses like the Open Gaming License which allows closed content to be mixed with open content, making it impossible to redistribute a complete set of modified rules.
Yags had a number of design goals when design of it started over 10 years ago. Some of these have changed over the years, but they have mostly remained the same.
The core mechanics should be consistently and universally used throughout the rules. Yags uses a single d20 for all die rolls, and skill checks are performed as attribute x skill + 1d20.
Try and keep things simple, but not to the extent of losing important details. This applies to both mechanics and also choices. For example, the list of skills is kept as short as possible, without loosing sense of realism.
The author has an aversion to teenage PCs who start at 16 and end up being the best in their field before their 17th birthday. High levels of skills should take lots of time to achieve.
A single high statistics should not allow a character to be automatically good at lots of skills. The multiplication system ensures that both attribute and skill need to be raised for a character to be good.
This section gives a brief tour of the Yags system, explaining terminology, and giving a description of the basic conventions used.
The following terminology is used throughout the Yags rules. Where these terms are used, the specific definitions given here are what is meant.
Most activities performed by characters in Yags can be performed automatically without any form of die roll. Walking along the street or climbing a short ladder are examples. Stressful situations however may require an ability check to see how successful the character was. Walking along a narrow ledge or climbing a ladder whilst someone tries to wrestle the character are examples.
Stressful tasks have a difficulty target assigned to them. Very easy tasks have a target of 10, moderate tasks (which a competent person will succeed more often than not) are 20, difficult tasks are 30.
The player rolls their ability + 1d20, and if they equal or exceed the target, then the attempt is considered successful.
A character's ability score is either equal to their attribute x 4 for a pure attribute check, or attribute x skill when a skill check is required. An attribute of 3 is considered human average, and a skill of 4 is taken to be professional level.
Multiplication of stats is rare in roleplaying games, but it has its advantages. Multiplication ensures that both the attribute and the skill are important. A single high attribute will not allow you to be automatically better than everyone else at related skills.
Sometimes, a skill contest is called for between two or more characters. In this case, each character makes a roll as above, and whoever gets highest wins. If the result is a tie, then the character with the highest skill wins.
Under a stressful situation, then a roll of '1' on the die represents automatic failure or a fumble. In some situations, the chance of a fumble may be higher than this (e.g., a roll of 1-3 might be a fumble).
Normally, a roll of 20 on the die is nothing special. If a character rolls a 20 when making a contested skill check against another character, and their skill level (i.e., not their skill x attribute) is higher than the second character's, then they automatically win.
When a character achieves a skill of four, then a couple of options become open to them. First, in any non-opposed situation which is predictable, and where their ability is equal or higher than the target difficulty, then they can take an automatic success assuming a roll of '0'.
A narrow ledge above a pool of larva would count as long as there was no wind and the ledge was stable. If there was a high wind, then it becomes unpredictable and a roll is required (though the character still only fumbles on a '1').
Alternatively, if the situation is non-stressful (a narrow ledge above a pool of larva is always considered stressful), and there is time to think about the task beforehand, then the die roll can be considered to be an automatic '10'. Picking a lock or making a sword are examples of non-stressful situations. Picking a lock whilst people are fighting around you would be stressful however. This option does not require the character's ability to be higher than the difficulty.
All characters are described by a set of characteristics which consist of attributes and skills.
Attributes are the basic characteristics of all creatures in Yags. There are eight primary attributes - strength, health, agility, dexterity, perception, intelligence, empathy and will - and two secondary attributes - size and move.
Attributes measure broad natural talent for a character or creature. Attributes are not fixed, and can develop with time (especially during childhood and adolescence). A character who uses dexterity based skills a lot will probably develop their dexterity as well as the skills they are using.
Primary attributes have an average value of three for an adult human, and will generally range between two and four. The minimum value is always one. Values above five are exceptional, though not unheard of.
An attribute of zero indicates that a creature has no ability in that area, and cannot even attempt tasks which would require it. No creature will ever have an attribute below zero, and humans never have attributes below one.
For humans, attributes tend to range between two and five. Higher values are possible, but rare. The following chart describes the different levels from the point of view of an adult human. Non-human creatures may work on different scales, especially for strength which tends to be much higher for large animals.
| Score | Attribute |
|---|---|
| 0 | None. Character has no or minimal rateable ability in that attribute. |
| 1 | Cripple. Character is considered to be crippled in that attribute. They are either very dumb, sickly weak or sociophobic for instance. They will be in the bottom 0.174f the population. |
| 2 | Poor. Character is noticeably below average in their ability. They are in the bottom 574f the population for that attribute. This is the starting minimum for player characters. |
| 3 | Average. Character is considered to be average. 9074f the population will fit into this category for any given attribute. |
| 4 | High. Character is considered to be of well above average ability in the attribute, in the top 5% of the population. They will be noticeably better than average people. |
| 5 | Very high. Such characters are well above average, being in the top 0.1% of the population. This is the starting maximum for player characters in many campaigns, and is normally the natural maximum for people who haven't had an opportunity to develop the attribute. |
| 6 | Exceptional. One in a hundred thousand people would have an ability this high. They are truly exceptional. Only those who have had an opportunity to develop and use their talent will generally have a score this high. |
| 7 | Incredible. One in a ten million people have an attribute at this level. They have generally worked hard at developing their abilities to this level, it is not obtained naturally. |
| 8 | Legendary. One in a billion people have such an ability. |
| 9+ | Divine. The realm of gods. |
Secondary attributes aren't part of the standard set of eight attributes, and do not tend to fall within the normal 2-5 range.
The vast majority of humans will have an average attribute, with a score of 3. A simple randomisation is that an NPC has an attribute of 3, unless a 1 or a 20 is rolled on a d20. On a 1, the attribute is a 2, whilst on a 20, it is a 4. This means the average score accounts for about 90% of the population.
People such as Newton or Feynman would probably have an intelligence score of eight. The best Olympic athletes in the modern world would probably have similar scores for physical attributes. For humans, scores above five are gained through lots of training and experience - they are not gained due to a chance of birth.
A skill is something which can be learnt and improved through experience and training. Except for a few basic skills, they always default to zero unless specifically learnt.
When using a skill, it is multiplied with an attribute to give an ability level. This is added to a d20 roll to give a final result for a skill check.
| Cost | Skill |
|---|---|
| 0 | 0 (Unfamiliar). No ability in the skill. Most skills can still be used (though are zero) except for knowledges, which cannot even be attempted. |
| 1 | 1 (Minimal). Minimal knowledge of the skill, but it is still dwarfed by blind luck. |
| 3 | 2 (Basic). A basic understanding of the core principles of the skill, and should be able to manage easy tasks. |
| 6 | 3 (Competent). Not quite up to professional quality, but can handle anything within normal bounds. |
| 10 | 4 (Professional). Professionals will have at least this level, and can make a career of it. Many professionals will not exceed this level, especially if their job is not at all taxing. |
| 15 | 5 (Professional). |
| 21 | 6 (Seasoned). Extensive experience with the skill, both in theory and practise. Skills above this level will be rare. |
| 28 | 7 (Seasoned). |
| 36 | 8 (Exceptional). This level of skill is rare, and normally denotes those of 'elite' calibre, or those pushed to the edge of their craft. |
| 45 | 9 (Exceptional). Unnamed NPCs will not have skills higher than this. |
| 55 | 10 (Master). This level of skill is had by someone who has spent much time and effort to master their craft (as opposed to those who merely have much experience). They are rare, and not randomly encountered. |
| 66 | 11 (Master). |
| 78 | 12 (Master). |
| 91 | 13 (Legendary). Extreme dedication, and much practise and real world experience, is needed to achieve this level of skill. Only a few people ever attain this level, and they will generally be famous within their craft. |
| 105 | 14 (Legendary). |
| 120 | 15 (Legendary). |
| 136 | 16 (Mythical). This is about the limit of human achievement. Those with this ability will be rare across all of history. |
The skills available to characters will vary from genre to genre, but Yags has eight core skills, called talents, which all characters know to a limited extent. Normally, all starting characters will have a score of 2 in each talent.
The eight talents are athletics; awareness; brawl; charm; guile; sleight; stealth and throw. The skills article describes them in full detail. They represent basic skills which everyone picks up in childhood.
Knowledges are skills which represent theoretical knowledge which must be learnt. You can only make a check with a Knowledge skill if you already have a score in it. You can not normally learn or practise knowledges unless you have a source to study from.
The following guide gives an indication of what different skill levels represent.
You've seen a TV program on the subject. You have a layman's interest in the subject, or studied it at school. You will know the common stuff, but have gaps and lack depth and full understanding. You have a graduate's level of knowledge, and have a well rounded view of the subject.Language skills are treated on a scale from one to four, and are not normally 'rolled' like other skills. Instead, the level of skill gives a guide to how much of a conversation a character can understand.
The character can recognise the language and knows a few words, but cannot put sentences together. The character can understand and form basic sentences. The character can probably get by in the market or in an inn. The character has a good grasp of the language and can hold a decent conversation. They will obviously still be a foreigner however, and many unusual words will be beyond their understanding. The character is fluent in the language. If they are a foreigner, then they may still have an accent, but they will not have any problems communicating. If the character is a non-native speaker, then they can speak without an accent. This level and beyond gives detailed knowledge of different dialects and really obscure words, but is not of use in everyday conversation.Knowledge of a language may automatically include the ability to read and write it as well. In some settings however (e.g. a medieval society) this will not be the case.
Standard skills are a mixture of knowledge, experience, physical aptitude and common sense. If you have no score in a standard skill, then it can still be used, however the roll (just a straight d20) is halved, and a natural roll of 1 or 2 is considered a fumble.
When making an ability check, there are some common difficulty levels, which are described in the following table. The descriptions assume an average level of attribute - those with an above average attribute will be able to get by with less skill.
Most tasks will be against a fixed target number. If you are competing against another character, then they get a skill check with a modifier. The modifier is given in parenthesis below, and adds to the other person's check.
| Type of Task | Target |
|---|---|
| Very easy. Such a task can be achieved by a person with little or no skill with a good chance of success. A professional will always succeed. | 10 (-10) |
| Easy. Anyone with a small amount of skill will be able to achieve this with a good chance of success, though it will be difficult for someone without any training at all. | 15 (-5) |
| Moderate. Such tasks can be achieved without difficulty by a professional in ideal conditions. Those without proper training can find it difficult however. | 20 (+0) |
| Challenging. People with less than professional level of skill will find it hard to succeed, and it is out of league of someone with only basic familiarity. | 25 (+5) |
| Difficult. Such tasks require a highly skilled person. Anyone with less than professional competence will always fail, and even professionals will be hard pressed. | 30 (+10) |
| Very difficult. A master of the skill can achieve such tasks with confidence, others will fail. About the highest level of difficulty under normal circumstances. | 40 (+20) |
| Extreme. A very difficult task under poor conditions. | 50 (+30) |
| Heroic. Truly heroic. | 60 (+40) |
| Sheer folly. Someone with superhuman level of skill will be hard pressed to achieve this difficulty. | 75 (+55) |
| Absurd. Well beyond what most people could achieve. Above average attributes are required to have even a chance of success. | 100 (+80) |
Tasks above Very difficult will be very rare, and often because of less than perfect conditions, rather than the nature of the task itself.
Absurd tasks should be reserved for when a player tries something totally heroic, which is at the very edge of possibility.
If the skill check meets the target number, then a normal success is assumed. If the roll was significantly above the target number, then the success was particularly good. The exact result depends on the GM's interpretation but the following can be used as a guide.
A good success is 10 points or more above the target. The task is performed with style, completeness or speed.
An excellent success is 20 points or more above the target. It was probably performed with two of style, completeness or speed.
A superb success is 30 points or more above the required target, and was achieved with style, completeness and speed. Anything better than this probably won't be noticed by an untrained witness.
A fantastic success is 40 points or more beyond the target.
Anything which is 50 points or more above the target number is amazing, and represent as close to perfection as is possible to achieve.
Personality Traits represent the most important parts of a character's personality - the strongest emotions which drive them. All traits default to a value of zero, and their kind and number is flexible (much like skills). Each trait can range in value from zero to ten - where ten is almost guaranteed to be considered anti-social, whatever the trait.
Specific rules for Traits are not given here - they are best described by the various campaign settings. Example traits would be Greed, Loyalty, Duty, Insanity etc.
How large a creature is can be measured in a number of ways - height, length and mass being the common criteria. In Yags, the Size attribute is a measure of the creature's capacity to absorb damage, and how easy it is to hit. In general, the Size of a creature will increase logarithmically with its mass - every +5 increase in Size represents a ten fold mass increase.
By using an exponential scale, the numbers are kept relatively small for both Size and Strength for even the largest of creatures. If Size wasn't exponential, a blue whale would need a Size of around 1000.
The scale is based around an average of a 70kg human male. A Size 10 creature would be 700kg, a Size 15 creature 7 tonnes, and a Size 20 creature 70 tonnes. Some examples are as follows.
| Size | Mass and examples |
|---|---|
| 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. |
| 3 | 28kg. 10 year old child, a medium dog (e.g., a boxer). |
| 4 | 44kg. Small adult, a wolf. |
| 5 | 70kg. Typical adult. This size constitutes most of the adult human population. Anyone outside of this average is very noticeably large or small. |
| 6 | 111kg. Large adult. |
| 7 | 176kg. Donkey, black bear. |
| 8 | 279kg. Lion. |
| 9 | 442kg. Riding horse, grizzly bear. |
| 10 | 700kg. War horse, prehistoric cave bear. Also, a family car. |
| 11 | 1.1t. Rhino. |
| 12 | 1.8t. Great white shark. |
| 13 | 2.8t. |
| 14 | 4.4t. Triceratops. Also, a large tank. |
| 15 | 7t. Elephant. |
| 16 | 11t. |
| 17 | 17t. |
| 18 | 28t. Apatosaurus. The largest land animals known. |
| 19 | 44t. |
| 20 | 70t. |
| 21 | 110t. Blue whale. |
| 30 | 7,000t A large battleship. |
How far a character can move depends on how fast they are, and how much they are carrying. There are two types of movement - combat movement, and overland movement. The former represents short distance, fast movement within a combat situation. The latter is normally many kilometres over a period of several hours.
A character can move a distance in metres equal to half their Move score (round down) each round of combat without any penalty. For an average person, this is 6m/round. This is normally considered a free action.
A character can run at their full move each round. For an average human, this is 12m/round. This is effectively a light jog, and can kept up over long distance. Moving this far in combat counts as an action, and restricts what else the character can do - see the combat article for full details.
If running for a long time, the character will gain one point of fatigue every health x athletics minutes. A character with a health of 3 and an athletics of 2, will gain one point of fatigue every 6 minutes.
A character can sprint at a speed equal to twice their Move score plus their athletics score each round. For a typical adult with a move of 12 and an athletics score of 2, this would be 26m/round. Basically, a person could run the 100m in just under 20s.
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 can sprint at 51m/round, which is pretty close to the current world record.
A sprinting character gains a point of fatigue every round. All fatigue, wound and stun penalties reduce total movement when sprinting.
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.
The amount a character can lift or carry is based on the square of their strength. A character can carry a number of kilogrammes up to this value without penalty.
| Encumbrance | Level |
|---|---|
| Unencumbered (x1). A character can carry up to the square of their strength without being encumbered. | 0 |
| Light (x2). A character who carries more than the square of their strength (but no more than twice this) is lightly encumbered, and has a -1 penalty to agility. | 1 |
| Moderately (x3). Character has a -1 penalty to both agility and dexterity. | 2 |
| Heavily (x6). Character has a -2 penalty to agility and a -1 penalty to dexterity. | 3 |
| Greatly (x10). A greatly burdened character has a -2 penalty to both agility and dexterity. You cannot run or sprint. | 4 |
| Over encumbered. Character cannot move, all agility checks are automatically zero and -2 to dexterity. | 5 |
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.
There are eight core skills in Yags, which are called Talents. These are known by virtually all characters (at least, human ones), since they represent basic ability. These skills are described in the general skill lists, but what follows is a very detailed look at how these skills can be used.
It should be noted that the following is rules heavy, and in some cases may be best use as guidelines rather than hard and fast rules (even more so than normal). A lot of what is described are core activities - such as running, fast talking, spotting things and the like.
Athletics represents a mixture of gymnastics, acrobatics, running, climbing, swimming and other general physical activities.
In order to walk or run, you do not normally need to make a skill check. How far you can move in a round is based on your Move (as described previously), and is unaffected by skill unless you are Sprinting, in which case you add your base Athletics skill to how far you can move each round. In this case, Athletics is not multiplied by any attribute.
The four modes of movement (in order of speed) are as follows (distance moved is in metres):
| Action | Distance/round |
|---|---|
| Careful | 1/2 MOVE |
| Standard | MOVE |
| Running | MOVE x 2 |
| Sprinting | MOVE x 2 + Athletics |
The above chart pretty much assumes a clear path and running in a straight line.
If the path is obstructed, then an agility x Athletics check is required against a difficulty that depends on the level of obstruction. A moderate success allows standard movement, a good success or better allows running. Failure means half movement only.
| Obstruction | Target |
|---|---|
| Light obstruction. A typical lightly crowded street, or through a wood. Running is easy, unless you fumble and trip up. | 0 |
| Moderate obstruction. A busy street, a warehouse full of crates, across rubble or through dense woods. | 10 |
| Heavy obstruction. A busy market, or through thick foliage. | 20 |
A fumbled check results in a trip and fall which results in no movement this round and doubled difficulty the following round. Alternatively, you can opt to receive one level of fatigue instead of tripping.
If the obstructions consist of crowds, then you may try to barge through. A strength x Brawl check is made at the same difficulty each round, and success drops the Athletics check difficulty by one level. Failure results in you being held up for a round. In either case, it will result in a lot of angry people behind you.
The above assumes that the path, though obstructed, is relatively safe and that the worst that is likely to occur from a trip is a bruised nose or upset pedestrians. In some cases, you may need to run across ground which is actually dangerous, where the footing is precarious, narrow or simply trapped.
The difficulty for moving past obstructions is modified according to the level of danger.
| Severity | Target |
|---|---|
| Unsafe. Unstable footing, pits or narrow walkways. Rubble, tangled roots or swamp. | +10 |
| Dangerous. Running across loose planks, avoiding traps, moving machinary or frequent gaps. Rooftops or amongst factory robots. | +20 |
| Deadly. Seriously dangerous conditions, such as in rigging, along cranes or in similar situations where stable footing is the exception rather than the norm. | +30 |
| Slippery. Additionally to the other modifiers, if the surface is icy, oil covered or otherwise lacking in grip, add a further +10. | +5 |
| Windy. If it is windy, add a further +5. | +5 |
For example, roof tops are generally clear of obstructions (light obstructions), but tend to involve narrow ledges, sloping surfaces and jumping between buildings (dangerous) leading to a target difficulty of 10 + 20 = 30.
If the movement check is failed, then half movement is achieved as before, plus a second check must be immediately made at the same difficulty. On a failure, then you fall or are hit by some moving machinery, and take damage as appropriate.
You may opt to move safely, in which case your movement is limited to half, but on failure the difficulty of the second check is halved.
The simple way to run a chase is for all participants to total up the distance moved each round. If the hunters catch up with the prey, then they can try to tackle them to the ground. Tackling a person is covered in the combat article.
A common feature of chases is the prey pulling over obstacles to try and slow up their pursuers. To do this, make a dexterity x Athletics against a target of 20, 30 or 40. Success adds half the difficulty to the pursuer's check, failure results in you being halted for a round.
Whenever you must climb a complex obstacle, an agility x Athletics check is required. Unless you are trying to perform the feat quickly, climbing a ladder or flight of stairs will rarely require a skill check.
During combat, a simple climb manouevre can be performed as part of a move action by making an agility x Athletics check.
| Target | Obstruction |
|---|---|
| 10 | Very easy. Get onto or over a chair or bench. Getting under a table or similar shelter is also very easy. |
| 15 | Easy. Get onto a table or object of similar height. Climbing under and through a table, assuming there are no chairs in the way. |
| 20 | Moderate. Climb/jump over a table or object of similar size. Also, climbing over a fence no higher than you are. |
On success, all of these can be performed as a standard movement action at no penalty during combat. Failure results in no or partial movement, and loss of further attacks and defences that round.
To perform these actions as a full round action, halve the difficulties.
When climbing things which require more than a round to complete, the difficulty is more based on the complexity of the task than the time it takes to complete.
Normally, you can speed climb a distance equal to quarter your Move each round. Make a strength x Athletics check each round, failure means no distance is climbed, and make an agility x Athletics check at the same difficulty or fall. Alternatively, the second check can be ignored if you take a level of Fatigue.
Optionally, you can move ten times this distance every minute, making a check each minute. This is slower, but reduces the number of rolls and hence the chance of fumbling.
For longer climbs, a roll every 15 minutes can be made, at Move x 50. Again, speed is traded for reliability. Over these distances, a failure can be ignored by gaining a level of Exhaustion.
| Target | Surface being climbed |
|---|---|
| 10 | Very easy. Ladders, very easy slope or tree. |
| 15 | Easy. Trees with plenty of branches, cliff with lots of ledges and handholds, scaffolding or similar structure. |
| 20 | Moderate. Typical cliff, on to the roof of a modern detached house (via garage, drain pipes etc). |
| 30 | Difficult. Smooth cliff or brick wall of a modern house. |
| 40 | Very difficult. About the hardest most cliffs will be in general, though they may have sections which are harder than this. |
| 50 | Severe. |
| 60 | Very severe. |
| 70 | Extremely severe. About the hardest naturally occuring climbs. |
If you want to climb carefully, halve speed, and on failure half the difficulty of the second check (the first check is still the same however).
The Awareness skill is used to spot objects, here noises and generally be aware of your environment.
To spot something, make a perception x Awareness check according to the table below.
| Situation | Modifier |
|---|---|
| Spot a standing person. Base difficulty to see a person who is standing in the open, making no attempt to hide themselves. | +0 |
| Distance 50m - 100m. If the target is over 50m away, then increase the difficulty by +5. | +5 |
| Distance over 100m. If the target is 100m away or more, then increase the difficulty by +10. Each doubling (200m, 400m) adds a further +10. | +10 |
| Size above 5. Each point of size of the target above 5, reduce the difficulty by 5. If they are smaller, then increase the difficulty by 5 per point. | -5/pt |
| Half cover. If the target is hidden in half cover. | +10 |
| 90% cover. If the target is almost entirely hidden. | +20 |
Except where otherwise noted, the following standards can be assumed to be used throughout these rules.
All fractions are rounded to the nearest whole number, and halves round up (away from zero).
The metric system is used throughout these rules, with metres and kilogrammes being the standard units of distance and weight.
Some things are limited by the type of technology available. Limits affect both equipment that can be purchased, and also what skills can be learnt. In some cases, a skill may exist in different time periods, but be used quite differently.
| TL | Historical period |
|---|---|
| 0 | Stone age |
| 1 | Bronze age |
| 2 | Iron age |
| 3 | Medieval |
| 4 | Renaissance |
| 5 | Steam |
| 6 | Mechanical |
| 7 | Nuclear |
| 8 | Information |
| 9+ | The Future |
Levels beyond 9 are not detailed in the core rules, and will depend on the campaign in question.
Version 2, June 1991
Copyright (C) 1989, 1991 Free Software Foundation, Inc. 675 Mass Ave, Cambridge, MA 02139, USA
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When we speak of free software, we are referring to freedom, not price. Our General Public Licenses are designed to make sure that you have the freedom to distribute copies of free software (and charge for this service if you wish), that you receive source code or can get it if you want it, that you can change the software or use pieces of it in new free programs; and that you know you can do these things.
To protect your rights, we need to make restrictions that forbid anyone to deny you these rights or to ask you to surrender the rights. These restrictions translate to certain responsibilities for you if you distribute copies of the software, or if you modify it.
For example, if you distribute copies of such a program, whether gratis or for a fee, you must give the recipients all the rights that you have. You must make sure that they, too, receive or can get the source code. And you must show them these terms so they know their rights.
We protect your rights with two steps: (1) copyright the software, and (2) offer you this license which gives you legal permission to copy, distribute and/or modify the software.
Also, for each author's protection and ours, we want to make certain that everyone understands that there is no warranty for this free software. If the software is modified by someone else and passed on, we want its recipients to know that what they have is not the original, so that any problems introduced by others will not reflect on the original authors' reputations.
Finally, any free program is threatened constantly by software patents. We wish to avoid the danger that redistributors of a free program will individually obtain patent licenses, in effect making the program proprietary. To prevent this, we have made it clear that any patent must be licensed for everyone's free use or not licensed at all.
The precise terms and conditions for copying, distribution and modification follow.
0. This License applies to any program or other work which contains a notice placed by the copyright holder saying it may be distributed under the terms of this General Public License. The "Program", below, refers to any such program or work, and a "work based on the Program" means either the Program or any derivative work under copyright law: that is to say, a work containing the Program or a portion of it, either verbatim or with modifications and/or translated into another language. (Hereinafter, translation is included without limitation in the term "modification".) Each licensee is addressed as "you".
Activities other than copying, distribution and modification are not covered by this License; they are outside its scope. The act of running the Program is not restricted, and the output from the Program is covered only if its contents constitute a work based on the Program (independent of having been made by running the Program). Whether that is true depends on what the Program does.
1. You may copy and distribute verbatim copies of the Program's source code as you receive it, in any medium, provided that you conspicuously and appropriately publish on each copy an appropriate copyright notice and disclaimer of warranty; keep intact all the notices that refer to this License and to the absence of any warranty; and give any other recipients of the Program a copy of this License along with the Program.
You may charge a fee for the physical act of transferring a copy, and you may at your option offer warranty protection in exchange for a fee.
2. You may modify your copy or copies of the Program or any portion of it, thus forming a work based on the Program, and copy and distribute such modifications or work under the terms of Section 1 above, provided that you also meet all of these conditions:
a) You must cause the modified files to carry prominent notices stating that you changed the files and the date of any change.
b) You must cause any work that you distribute or publish, that in whole or in part contains or is derived from the Program or any part thereof, to be licensed as a whole at no charge to all third parties under the terms of this License.
c) If the modified program normally reads commands interactively when run, you must cause it, when started running for such interactive use in the most ordinary way, to print or display an announcement including an appropriate copyright notice and a notice that there is no warranty (or else, saying that you provide a warranty) and that users may redistribute the program under these conditions, and telling the user how to view a copy of this License. (Exception: if the Program itself is interactive but does not normally print such an announcement, your work based on the Program is not required to print an announcement.)
These requirements apply to the modified work as a whole. If identifiable sections of that work are not derived from the Program, and can be reasonably considered independent and separate works in themselves, then this License, and its terms, do not apply to those sections when you distribute them as separate works. But when you distribute the same sections as part of a whole which is a work based on the Program, the distribution of the whole must be on the terms of this License, whose permissions for other licensees extend to the entire whole, and thus to each and every part regardless of who wrote it.
Thus, it is not the intent of this section to claim rights or contest your rights to work written entirely by you; rather, the intent is to exercise the right to control the distribution of derivative or collective works based on the Program.
In addition, mere aggregation of another work not based on the Program with the Program (or with a work based on the Program) on a volume of a storage or distribution medium does not bring the other work under the scope of this License.
3. You may copy and distribute the Program (or a work based on it, under Section 2) in object code or executable form under the terms of Sections 1 and 2 above provided that you also do one of the following:
a) Accompany it with the complete corresponding machine-readable source code, which must be distributed under the terms of Sections 1 and 2 above on a medium customarily used for software interchange; or,
b) Accompany it with a written offer, valid for at least three years, to give any third party, for a charge no more than your cost of physically performing source distribution, a complete machine-readable copy of the corresponding source code, to be distributed under the terms of Sections 1 and 2 above on a medium customarily used for software interchange; or,
c) Accompany it with the information you received as to the offer to distribute corresponding source code. (This alternative is allowed only for noncommercial distribution and only if you received the program in object code or executable form with such an offer, in accord with Subsection b above.)
The source code for a work means the preferred form of the work for making modifications to it. For an executable work, complete source code means all the source code for all modules it contains, plus any associated interface definition files, plus the scripts used to control compilation and installation of the executable. However, as a special exception, the source code distributed need not include anything that is normally distributed (in either source or binary form) with the major components (compiler, kernel, and so on) of the operating system on which the executable runs, unless that component itself accompanies the executable.
If distribution of executable or object code is made by offering access to copy from a designated place, then offering equivalent access to copy the source code from the same place counts as distribution of the source code, even though third parties are not compelled to copy the source along with the object code.
4. You may not copy, modify, sublicense, or distribute the Program except as expressly provided under this License. Any attempt otherwise to copy, modify, sublicense or distribute the Program is void, and will automatically terminate your rights under this License. However, parties who have received copies, or rights, from you under this License will not have their licenses terminated so long as such parties remain in full compliance.
5. You are not required to accept this License, since you have not signed it. However, nothing else grants you permission to modify or distribute the Program or its derivative works. These actions are prohibited by law if you do not accept this License. Therefore, by modifying or distributing the Program (or any work based on the Program), you indicate your acceptance of this License to do so, and all its terms and conditions for copying, distributing or modifying the Program or works based on it.
6. Each time you redistribute the Program (or any work based on the Program), the recipient automatically receives a license from the original licensor to copy, distribute or modify the Program subject to these terms and conditions. You may not impose any further restrictions on the recipients' exercise of the rights granted herein. You are not responsible for enforcing compliance by third parties to this License.
7. If, as a consequence of a court judgement or allegation of patent infringement or for any other reason (not limited to patent issues), conditions are imposed on you (whether by court order, agreement or otherwise) that contradict the conditions of this License, they do not excuse you from the conditions of this License. If you cannot distribute so as to satisfy simultaneously your obligations under this License and any other pertinent obligations, then as a consequence you may not distribute the Program at all. For example, if a patent license would not permit royalty-free redistribution of the Program by all those who receive copies directly or indirectly through you, then the only way you could satisfy both it and this License would be to refrain entirely from distribution of the Program.
If any portion of this section is held invalid or unenforceable under any particular circumstance, the balance of the section is intended to apply and the section as a whole is intended to apply in other circumstances.
It is not the purpose of this section to induce you to infringe any patents or other property right claims or to contest validity of any such claims; this section has the sole purpose of protecting the integrity of the free software distribution system, which is implemented by public license practices. Many people have made generous contributions to the wide range of software distributed through that system in reliance on consistent application of that system; it is up to the author/donor to decide if he or she is willing to distribute software through any other system and a licensee cannot impose that choice.
This section is intended to make thoroughly clear what is believed to be a consequence of the rest of this License.
8. If the distribution and/or use of the Program is restricted in certain countries either by patents or by copyrighted interfaces, the original copyright holder who places the Program under this License may add an explicit geographical distribution limitation excluding those countries, so that distribution is permitted only in or among countries not thus excluded. In such case, this License incorporates the limitation as if written in the body of this License.
9. The Free Software Foundation may publish revised and/or new versions of the General Public License from time to time. Such new versions will be similar in spirit to the 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
11. BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
12. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
END OF TERMS AND CONDITIONS