Rank20: Ultralite
You have 3 stats: STR, DEX and INT. Stats range from 1-6.
You have a Rank. Characters start with a Rank of 4, and have three Rank modifiers:
Class (=Rank): This modifier is used when the action you take is something your class is good at.
Cross-Class (=Rank/2): This modifier is used when the action is outside your class but still something your character can do.
Prestige Class (=Rank+2): This modifier is used if you have specialized in something. Not for starting characters.
Choose a Class: Warrior, Expert, or Adept.
Warriors attack and defend with weapons and armor.
Experts use light armor and light weapons, and use skills.
Adepts use magic.
When you make an action, you add a stat and one of your Rank modifiers, roll a d20, and try to beat a Target number set by the GM. GMs treat NPCs like PCs that always roll 10.
In combat, every turn you can make 1 roll and move. If you take as many hits as your STR, you fall unconscious. See the Tactical Tables to get some ideas for what you can do in combat.
If your character learns from his experiences and improves his abilities, your Rank can increase. If your character learns things outside of his class, the GM may let him change that class (eg. from Warrior to Gladiator). If your character really wants to specialize in something, talk to your GM about a Prestige Class. Usually you have to skip gaining Rank to gain a Prestige Class, and a Prestige Class is more specific than a Class.
Magic
Only Adepts can use magic, although others can learn specific kinds of magic later on (GM's discretion). Usually other characters only learn how to use magic cross-classed.
A caster can cast a spell a number of times per day equal to the Rank modifier they use for casting. So a Rank 4 Adept can cast 4 spells per day. To cast a spell, the caster rolls d20 + INT + Rank Modifier. The basic spell does 1 hit to a target that is close by. More powerful spells are harder to cast - see the Tactical Tables for ideas for other things you can do with magic.
Rank20: Ultralite Tactical Tables
The following modifiers can be used in a variety of situations:
Code:
Deal an extra hit -4
[U]Attacking with Gear[/U]
Simple +2
Martial +4
Light -1
Masterwork +2
Magical +2
Code:
[U]Defending with Gear[/U]
Shield +1
Light Armor +1
Heavy Armor +3
Masterwork +2
Magical +2
Code:
[U]Situations[/U]
Surprise +4
Higher Ground +1
Charging mount +2
Better footing +1
Code:
[U]Disorganized opponents[/U]
# of opponents Penalty to you
2 -2
5 -4
10 -6
25 -8
50 -10
Code:
[U]Organized Opponents[/U]
# of opponents Penalty to you
2 -2
3 -3
4 -4
5 -5
7 -7
10 -10
Code:
[U]Range[/U]
Range Penalty
Past 30 feet -2
Past 60 feet -4
Past 90 feet -6
Past 120 feet -8
Past 150 feet -10
Code:
[U]Magic-Specific[/U]
Do not deal a hit +2
Raise/lower a stat by 1* -2
Per 2 rounds of duration -5
Heal a hit -4
Per 30 ft of line area of effect -2
Per 5 ft of radius area of effect -2
Per 15 ft of cone area of effect -2
*Spell must have a duration
If the GM determines a spell must have a duration (i.e. a buff spell), the duration modifier is -2 instead of -5.
Optional Rule 1: Reserve
There is a 4th Stat called WIL.
You have a Reserve equal to your Rank plus WIL. You spend it as below.
Code:
Action Cost
Add 1d6 to a check 1
Add 2d6 to a check 2
Remove 1 hit 1
Take an extra action on your turn 2
Cast a spell 1
If you use Reserve, spells are limited by use of Reserve, not Rank.