The Rules
This is a trimmed-down, subminiature version of Primary Fantasy SRD rules (see license for more info) that has been designed to be quick and easy to play and run.
The goal was to a create a simpler game based on Microlite20 Purest Essence and the gist of the math those rules are based upon.
Stats¶
There are 3 stats: Strength (STR), Dexterity (DEX), and Mind (MIND).
Roll 4d6, drop the lowest result. Total the remaining 3 dice and allocate to one of the stats. Repeat for remaining stats.
To calculate each stat's bonus = (STAT - 10) / 2, rounded down.
Backgrounds¶
The 9 backgrounds are Bounty Hunter, Brute, Explorer, Hustler, Icon, Mercenary, Outlaw, Pilot, Scholar. Characters begin at Level 1.
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Bounty Hunter
- Strength + 2
-
Brute
- Strength + 4Dexterity − 1Mind − 1
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Explorer
- Mind + 2
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Mercenary
- Strength + 4Mind − 2
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Hustler
- Strength − 2Dexterity + 4
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Icon
- Strength − 2Mind + 4
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Outlaw
- Strength − 1Dexterity + 4Mind − 1
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Pilot
- Dexterity + 2
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Scholar
- Strength − 1Dexterity − 1Mind + 4
Classes¶
The 5 classes are Envoy, Mechanic, Operative, Soldier, Technician.
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Envoy
-
Starts with 120 credits at Level 1.You can wear Light Armour.You can wear Medium Armour.You can wield a Shield.You can wield 2 Light Weapons at once with a - 2 penalty to Attack.Acrobatics + 1Computers + 1Culture + 1Deception + 1Insight + 1Perception + 1Piloting + 1Sleight of Hand + 1Stealth + 1
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Mechanic
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Starts with 100 credits at Level 1.You can wear Light Armour.You can wear Medium Armour.Computers + 2Investigation + 1Medicine + 1Physical Science + 2Piloting + 2
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Operative
-
Starts with 150 credits at Level 1.You can wear Light Armour.You can wear Medium Armour.You can wear Heavy Armour.You can wield 2 Light Weapons at once with a - 2 penalty to Attack.Athletics + 1Computers + 1Culture + 1Deception + 1Insight + 1Investigation + 1Perception + 1Persuasion + 1Stealth + 1
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Soldier
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Starts with 100 credits at Level 1.You can wear Light Armour.You can wear Medium Armour.You can wear Heavy Armour.You can wield a Shield.You can wield 2 Light Weapons at once with a - 1 penalty to Attack.Acrobatics + 1Athletics + 2Intimidation + 1Life Science + 1Medicine + 1Perception + 1Piloting + 1Survival + 1
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Technician
-
Starts with 200 credits at Level 1.You can wear Light Armour.Computers + 2Insight + 1Investigation + 1Medicine + 1Physical Science + 2
Skills¶
The 18 skills are: Acrobatics, Athletics, Computers, Culture, Deception, Engineering, Insight, Intimidation, Investigation, Life Science, Medicine, Perception, Persuasion, Physical Science, Piloting, Sleight of Hand, Stealth, Survival, each based on STR, DEX, or MIND, and are given bonuses by your level, background, class, and equipment. Roll higher than or equal to a given Difficulty Class to succeed.
Skill roll = d20 + Skill rank + situation modifiers
For example, Climbing would use Athletics, Dodging a falling rock would use Acrobatics. Finding a trap is Investigation, disabling a trap is Sleight of Hand. If in doubt, defer to your GM to decide what skill to use for what you want to accomplish!
Saving Throws are simplified greatly in this game; depending on the situation at hand, use STR, DEX, or MIND combined with half your level (rounded down).
Combat¶
Everyone can take one action each turn in addition to moving up to your movement speed.
Hit points = STR + 1d6/Level. If HP reaches 0, you become unconscious and near death. From there, roll standard death saves to stabilise.
Armour class = 10 + DEX + Armour bonus + Shield bonus
Initiative = d20 + DEX
Melee attack bonus = STR + Level
Ranged attack bonus = DEX + Level
Add appropriate attack bonus to d20 roll. If you roll higher than or equal to your opponent's Armour Class (AC), it hits. Natural 20 is automatically a critical doing maximum damage; Natural 1 always misses.
Mechanics and Technicians can use DEX + Level as Melee attack bonus instead if wielding a Light weapon.
If the total attack bonus is + 6 or more, a second attack can be made with a − 5 penalty to the attack roll. If the total bonus is + 11 or more a third attack can be made with a − 10 penalty to the attack roll. For example, if the total attack bonus is + 12, three attacks can be made with the following attack bonuses: + 12 / + 7 / + 2.
Add STR modifier to Melee damage, × 2 for Two-Handed weapons.
Hazards¶
- Falling
- 1d6 damage per 10 feet, half damage on DEX Saving Throw, DC = depth fallen in feet
- Spikes
- add + 1 point to falling damage per 10 feet fallen, max + 10
- Poison
- STR Saving Throw to avoid or for half, depending on poison. Effect varies with poison type.
- Extreme Conditions
- If not wearing suitable protection from weather or other climatic events, STR Saving Throw once every 10 minutes (DC 15, + 1 per previous check), taking 1d6 damage on each failed save
Level Advancement¶
Encounter level = Hit Dice of defeated monsters, or the given EL for the trap/situation/etc. Add + 1 for each doubling the number of foes. e.g. 1 kobold = EL1. 2 kobolds = EL2. 4 kobolds = EL3. etc.
Add up the Encounter Levels (ELs) of every encounter you take part in. When the total = 10 × your current level, you've advanced to the next level. Reset the total to 0 after advancing.
Each level adds:
- 1d6 to Hit points
- + 1 to all saving throws
- + 1 to all attack rolls
- + 1 to all skills
If your new level divides evenly into three (e.g. 3, 6, 9, 12, 16, 18) add 1 point to Strength, Dexterity, or Mind.
Money and Wealth¶
A gross majority of the known galaxies use standard credits as their form of currency.
Weapons¶
| Type | Range | Damage | Credits | |
|---|---|---|---|---|
| Unarmed Strike | — | — | 1d4 | — |
| Baton (tactical) | Light | — | 1d4 | 20 |
| Mantis Claws † | Light | 10/20 | 1d4 | 50 |
| Duelling Blade | Light | — | 1d6 | 95 |
| Vibroblade † | Light | 10/20 | 1d6 | 150 |
| Energon Gloves | Light | — | 1d8 | 275 |
| Pulse Incapacitator | One-Handed | — | 1d6 | 85 |
| Hook-Blade † | One-Handed | 10/20 | 1d6 | 135 |
| Energon Battleaxe | One-Handed | — | 1d8 | 240 |
| Velstrac Whip | One-Handed | 10 | 1d8 | 320 |
| Needler Blade † | One-Handed | 30/60 | 1d8 | 395 |
| Vibrosword | One-Handed | — | 1d10 | 550 |
| Skitterstaff | Two-Handed | — | 1d8 | 145 |
| Crystal Spear | Two-Handed | 10 | 1d8 | 280 |
| Double-Bladed Vibrosword | Two-Handed | — | 1d10 | 420 |
| Interference Spear | Two-Handed | 10 | 1d10 | 565 |
| Singing Spear † | Two-Handed | 10/20 | 1d10 | 900 |
| Voidhammer | Two-Handed | — | 1d12 | 1450 |
| Ultrasonic Dragonglaive † | Two-Handed | 10/20 | 1d12 | 2100 |
| Needler Pistol | Ranged | 20/40 | 1d4 | 50 |
| Needler Rifle | Ranged | 40/80 | 1d4 | 120 |
| Nightarch Needler | Ranged | 20/40 | 1d6 | 150 |
| Venomcaster | Ranged | 40/80 | 1d6 | 200 |
| Pulse Carbine | Ranged | 20/40 | 1d8 | 280 |
| Nanite Thrower | Ranged | 40/80 | 1d8 | 350 |
| Gravity Cannon † | 2H Ranged | 10/20 | 1d10 | 600 |
| Wraith-Sting Rifle † | 2H Ranged | 80/160 | 1d12 | 1200 |
Armour¶
| Type | Bonus | Credits | ||
|---|---|---|---|---|
| Padded Shirt | Light | + 1 | 2 | |
| Leather Shirt | Light | + 2 | 10 | |
| Heavy Leather Shirt | Light | + 3 | 25 | |
| Abysium Shirt | Light | + 4 | 100 | |
| Abysium Plate | Medium | + 3 | 15 | |
| Inubrix Shirt | Medium | + 4 | 50 | |
| Inubrix Plate | Medium | + 5 | 150 | |
| Khefak Plate | Medium | + 6 | 200 | |
| Noqual Shirt | Heavy | + 5 | 200 | |
| Noqual Plate | Heavy | + 6 | 250 | |
| Voidglass Shirt | Heavy | + 7 | 600 | |
| Voidglass Plate | Heavy | + 8 | 1500 |
Shields¶
| Bonus | Credits | |
|---|---|---|
| Dampening Field | + 1 | 10 |
| Riot Shield | + 2 | 50 |
| Gravity Shield | + 3 | 120 |
| Heavy Riot Shield | + 4 | 300 |
| Elite Gravity Shield | + 5 | 500 |
Augmentations¶
| System | Bonuses | Features | Credits | |
|---|---|---|---|---|
| Prosthetic Limb (standard) | Limb |
Dexterity + 1
|
100 | |
| Vocal Modulator | Lungs |
Deception + 1
|
125 | |
| Hideaway Limb | Limb |
Dexterity + 1
Sleight of Hand + 1
|
150 | |
| Respiration Compounder | Lungs |
Doubles time able to hold one's breath.
|
250 | |
| Lightvision Shades | Eyes |
Perception + 1
|
500 | |
| Datajack | Brain |
Mind + 2
|
650 | |
| Retinal Reflectors | Eyes |
Perception + 2
|
1350 |