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.

Bounty Hunter

Strength + 2

Brute

Strength + 4
Dexterity − 1
Mind − 1

Explorer

Mind + 2

Mercenary

Strength + 4
Mind − 2

Hustler

Strength − 2
Dexterity + 4

Icon

Strength − 2
Mind + 4

Outlaw

Strength − 1
Dexterity + 4
Mind − 1

Pilot

Dexterity + 2

Scholar

Strength − 1
Dexterity − 1
Mind + 4

Classes

The 5 classes are Envoy, Mechanic, Operative, Soldier, Technician.

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 + 1
Computers + 1
Culture + 1
Deception + 1
Insight + 1
Perception + 1
Piloting + 1
Sleight of Hand + 1
Stealth + 1

Mechanic

Starts with 100 credits at Level 1.
You can wear Light Armour.
You can wear Medium Armour.
Computers + 2
Investigation + 1
Medicine + 1
Physical Science + 2
Piloting + 2

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 + 1
Computers + 1
Culture + 1
Deception + 1
Insight + 1
Investigation + 1
Perception + 1
Persuasion + 1
Stealth + 1

Soldier

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 + 1
Athletics + 2
Intimidation + 1
Life Science + 1
Medicine + 1
Perception + 1
Piloting + 1
Survival + 1

Technician

Starts with 200 credits at Level 1.
You can wear Light Armour.
Computers + 2
Insight + 1
Investigation + 1
Medicine + 1
Physical 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