[UM20 variant] Tiny Quest. (Needs a better name, I know)
This is a variant of UltraMicrolite 20, or rather of EdOWars's hack of it. I added in... well, a lot. Just look.
Three ability scores: Strength (STR), Dexterity (DEX) and Mind. Divide 5 points between the three stats; max. starting score is 4. You may lower one stat to -1 to add +1 to another stat.
There are six skills:
Combat – Making melee and ranged attacks
Communication – Social interaction
Knowledge – Lore and book learning
Physical – Climbing, swimming, etc.
Subterfuge – Sneaking, guile and trickery
Survival – Tracking, hunting, navigation, etc.
Select two skills to be your "Class" skills. Your Class skills start at +4. All other skills start at +1.
New characters are assumed to start with a novice adventurer’s pack plus a primary melee weapon, back-up melee weapon (such as a dagger) and a ranged weapon. If desired, either the back-up weapon or the ranged weapon can be exchanged for a shield.
For each melee weapon, you need to decide if it relies on Grace or Force:
Grace weapon: +2 to hit, 1 damage.
Force weapon: -2 to hit, 2 damage.
The backup weapon suffers an extra -1 to hit.
Finally, select either light or heavy armor for your character:
No armor = +0 AC; full DEX for AC; move 6 (fast)
Light armor = +3 AC; half DEX (round down) for AC; move 5 (moderate)
Heavy armor = +6 AC; no DEX for AC; move 4 (slow)
Shield = +1 AC; off-hand
A starting PC has powers that they can use. Select 2 powers, each of which you can use 1/day. You can select the some power twice, which lets you use it 2/day. The powers are:
A-Ranged attack, +3 to hit, 1 damage
B-Melee attack, +1 to hit, 2 damage
C-Melee attack, +5 to hit, 1 damage
D-DC 10 Know+MIND, Heal 2
E-DC 10 Know+MIND, +1 to hit for 1 min
F-DC 10 Know+MIND, +2 AC for 1 min
G-DC 15 Know+MIND, Unseen for 1 min
H-DC 15 Know+MIND, Counter/Dispel Power
I-DC 20 Know+MIND, Charm for 2 min
You roll d20 + relevant stat + skill ≥ DC (set by GM) for success. Not all actions require a check for success; the GM should only call for a check when the consequences of failure are significant, when time is a consideration or when it’s important to determine the degree of success.
Roll d20 + DEX to determine initiative.
For melee attacks, roll d20 + STR + Combat = target AC to hit
For ranged attacks, roll d20 + DEX + Combat = target AC to hit
For Power attacks, roll d20 + MIND + Combat = target AC to hit
Monsters and NPCs use d20 + Hit Dice
AC = 10 + Armor bonus + DEX (modified by Armor worn, monsters default to HD)
A starting PC has 3 Endurance. Any PC taking more damage than their Endurance is unconscious for the next 10 minutes; immediately make a DC 15 Phys+STR check to survive. Most monsters take only 2 or 4 damage to kill, though particularly large or tough monsters can take damage equal to twice their Hit Dice to kill. Most monsters deal 1 damage per attack, but some powerful monsters deal 2 damage per hit. Some intelligent monsters have one or more Powers they can use (how often is listed on the monster).
An attack roll that exceeds the target’s AC by 10 or more points is a grievous injury, inflicting double hits on the target.
Special Combat Actions/Modifiers:
Combatants that have been attacked in melee this round lose -2 to hit with ranged attacks.
You get +2 to hit if your target has been attacked by an ally this round.
You can choose to take a -4 to hit in exchange for +2 AC for 1 round.
At the beginning of their turn, a character may make two attacks (melee or ranged) against the same target, or against different targets within range. Both attacks suffer -4 to hit.
Healing after battle:
By spending 5 minutes, you can try to heal wounds outside of battle. Surv+MIND DC 20 heals 1 damage, and is rolled every 5 minutes.
6 hours sleep heals 3 damage.
Each time a character survives a battle they gain 1 XP. If the GM determines that a battle was particularly long or tough 2 XP may be awarded. Likewise, the GM may group multiple easy battles together and count them as only a single battle for awarding XP. At the GM’s discretion, additional XP may be awarded for accomplishing objectives or performing heroic deeds.
It costs 10 XP to level up. When you level up, do the following:
1 -Every skill improves by +1.
2 -Every even numbered level, you gain 1 Endurance.
3 -Every third level (3, 6, 9, etc.), increase your class skills by +1
4 -Every forth level (4, 8, 12, etc.), increase any one ability score by +1
5 -Every level that didn't trigger rules 2-4 (5, 7, 11, etc.), increase 1 Power by 1/day, or gain a new Power at 1/day.
When the player finds a good amount of treasure, they gain 1-2 Loot. Large amounts of treasure might give 3-4 Loot instead. You can spend Loot to get items, as shown here:
Weapons (Force/Grace has no impact on cost):
Lesser melee weapon (-1 to hit): 1 Loot
Main melee weapon (Normal): 2 Loot
Expert melee weapon (+1 to hit): 4 Loot
Magic melee weapon (+2 to hit): 8 Loot
Main ranged weapon (Normal): 2 Loot
Power ranged weapon (+1 to hit): 4 Loot
Armor (Light/Heavy has no impact on cost):
Normal armor: 3 Loot
Fine armor (+1 to AC): 6 Loot
Enchanted armor (+2 to AC): 10 Loot
Shield: 1 Loot
Novice adventurer's pack (backpack with rope, crowbar, torches, flint and steel, bedroll, rations and waterskin): 2 Loot
Advanced adventurer's pack (backpack with flasks of acid, grappling hook, drill, magnet, twine, rubber balls, and everything in the novice pack): 4 Loot
Power Scroll (use 1 Power, 1 use only, decide upon buying): 1 Loot
Ring of Ability (+1 to one ability score decided upon buying, use only 1 at a time): 5 Loot
Falling: 1 damage per 10', half damage on Phys+DEX save. DC=depth fallen in feet
Spikes: add +1/2 point to falling damage per 10' fallen, max +2
Poison: Phys+STR save to avoid, depending on poison. Effect varies with poison.
Extreme Heat & Cold: If not protected, Phys+STR save once every 10 minutes (DC 15, +1 per check), taking 1 damage on each failure.
All listed as Hit Dice, AC, Endurance, Damage, Power, if any
Orc Grunt: HD 1, AC 11, END 2, Da 1
Orc Leader: HD 2, AC 13, END 4, Da 1
Goblin Striker: HD 1, AC 10, END 1, Da 2
Goblin Warlock: HD 2, AC 11, END 2, Da 1R, Pow A 1/day
Human Wizard: HD 1, AC 10, END 1, Da 1, Pow C 1/day H 1/day
Dragon: HD 4, AC 13, END 8, Da 1
Troll: HD 3, AC 11, END 4, Da 2
Dwarf Cleric: HD 1, AC 14, END 2, Da 1, Pow D 2/day
Halfling Thief: HD 2, AC 14, END 2, Da 1, Pow G 1/day
Barbarian: HD 4, AC 12, END 4, Da 1, Pow E 1/day
Basic Arrow Trap: Atk +10 (1, arrow); Search DC 20, Disable DC 20.
Camouflaged Pit Trap: 10 ft. deep (1, fall); Save DC 15 to avoid; Search DC 24, Disable DC 20.
Pit Trap: 40 ft. deep (2, fall); Save DC 20 to avoid; Search DC 20, Disable DC 20.
Fire Trap: spell effect (2, fire); Save DC 13 for 1/2 damage; Search DC 27, Disable DC 27.
Poisoned Arrow Trap: Atk +12 (1 plus poison, arrow); Search DC 19, Disable DC 15.
Deathblade: Injury, DC 20, -1 STR
Malys Root Paste: Contact, DC 16, -1 DEX
Insanity Mist: Inhaled, DC 15, -1 MIND
Drow Poison: Injury, DC 18, knockout 1 hour
My main goal with a good chunk of this was to allow most types of characters to be played while leaving them well balanced, which I did by putting everyone one the same level. The fighter with his special tricks (Powers) is just as good as the wizard slinging spells (Powers). The fighter's platemail (Heavy armor) and longsword (Force weapon) are just as good as the wizard's force-field (Fluffed heavy armor) and fire blast (Fluffed force weapon). The rogue blending into shadow (power G) is the same as the bard putting up illusions to hide their passage (also power G). The well trained medic's skill (power D) works as well as the cleric calling upon his gods to heal his ally (still power D). I think you get it, so I'll stop.
"The only difference between homebrew and third-party content is a price tag." -Me, just now.