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        <title>Yet Another Game System - rules</title>
        <description></description>
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       <dc:date>2026-04-21T05:50:18+00:00</dc:date>
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        <title>Yet Another Game System</title>
        <link>https://yags-rpg.net/</link>
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        <dc:date>2015-02-04T22:40:54+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Experience</title>
        <link>https://yags-rpg.net/rules/experience?rev=1423089654&amp;do=diff</link>
        <description>Experience

In most RPG rules, characters have the option of developing their skills and abilities after character generation. Often, this is done with experience points which are either used to directly buy up skills and abilities, or which go towards some form of level advancement.</description>
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        <dc:date>2019-08-11T20:42:14+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Firearms</title>
        <link>https://yags-rpg.net/rules/firearms?rev=1565556134&amp;do=diff</link>
        <description>Firearms



Modern firearms can be difficult to do well in an RPG system, and many rule systems fail dismally when it comes to trying to replicate them. Things aren&#039;t helped by the fact that most people (thankfully, including those who have contributed to</description>
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        <dc:date>2019-08-29T17:50:37+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Initiative</title>
        <link>https://yags-rpg.net/rules/initiative?rev=1567101037&amp;do=diff</link>
        <description>Initiative

Initiative in YAGS is quite an important part of how the combat system works. A lot of the time, initiative defines the order in which everyone acts within a round. At the end of the round, things begin again in the same order. After the first round or two, who went first no longer really matters, since going first just means you&#039;re going after the person who went last.</description>
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        <dc:date>2015-02-04T22:40:54+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Virtues (Personality Traits)</title>
        <link>https://yags-rpg.net/rules/personality_traits?rev=1423089654&amp;do=diff</link>
        <description>Virtues (Personality Traits)

Virtues is the new term for what were Personality Traits (and prior to that, Passions).

Personality traits are a way to mechanise a character&#039;s personality. Ultimately, this should be roleplayed, but there are situations where it is useful to check whether a character can resist their base impulses. Providing a personality trait for characters means that players who want to play a character in a particular way can get more control over how their character behaves.</description>
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        <dc:date>2015-02-04T22:40:54+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Poisons and Venoms</title>
        <link>https://yags-rpg.net/rules/poisons?rev=1423089654&amp;do=diff</link>
        <description>Poisons and Venoms

New rules are being added to the bestiary on venomous creatures. Such creatures don&#039;t need to be able to cause stuns or wounds to be able to harm their target. The target of a venomous attack makes a soak roll of zero plus any bonuses for armour or thick skin - they do</description>
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        <dc:date>2020-03-08T13:13:51+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Skills</title>
        <link>https://yags-rpg.net/rules/skills?rev=1583673231&amp;do=diff</link>
        <description>Skills

Skill Checks

Characters in YAGS will normally have a skill in the range of 0 to 10. Talents are common skills which everybody has at least some ability in - they are things like Athletics, Charm and Stealth. All characters start with a skill of</description>
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        <dc:date>2019-08-29T18:11:54+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Space Combat</title>
        <link>https://yags-rpg.net/rules/space?rev=1567102314&amp;do=diff</link>
        <description>Space Combat



YAGS SciFi is a genre specifically designed to allow for space combat, in a way that is interesting for players and suitable for games modelled on science fiction TV, books and films. It is probably slightly harder than the sort of space combat often portrayed by Hollywood, but would be suitable for series such as</description>
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        <dc:date>2015-02-04T22:40:54+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Travel</title>
        <link>https://yags-rpg.net/rules/travel?rev=1423089654&amp;do=diff</link>
        <description>Travel

How far can someone travel in a day? How quickly do people get fatigued?

Low Tech

Normally, travel by horse is no quicker than travel by foot, but it is much easier and you can carry a lot more.

Current rules state that you can travel a distance in kilometres equal to your move score every four hours (a watch). That&#039;s 24km/day for eight hours of travel, or 3km/h.</description>
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        <dc:date>2015-02-04T22:40:54+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Versions</title>
        <link>https://yags-rpg.net/rules/versions?rev=1423089654&amp;do=diff</link>
        <description>Versions

Yags was first conceived during my final year at university, sometime towards the end of 1994 and beginning of &#039;95. At that time, I was using my Myths system to run campaigns, but my tastes had changed and I decided I wanted to start afresh. Myths was getting too complex to extend (character packages in particular meant there was a lot of work involved in adding a new setting), and I wanted something simpler. And so Yags was born.</description>
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