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Microlite20

Comprehensive Edition
Core and Selected Optional Rules for Microlite20
Condensed Type No Art Version
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Microlite20 Comprehensive Edition


Condensed Type No Art Version
Compiled by Randall Stukey
All art is in the public domain.
Version 1.00 (August 9, 2018)

Copyright © 2018 Randall S Stukey.

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Table of Contents 5th-Level Divine Spells......................................... 10
6th-Level Divine Spells......................................... 10
7th-Level Divine Spells......................................... 10
8th-Level Divine Spells......................................... 11
Introduction......................................................................1 9th-Level Divine Spells......................................... 11
Basic Rules .....................................................................1 Arcane (Illusionist) Spells ......................................... 11
Stats............................................................................1 0-Level Illusionist Spells ....................................... 11
Races..........................................................................1 1st-Level Illusionist Spells .................................... 11
Classes .......................................................................1 2nd-Level Illusionist Spells ................................... 11
Skills............................................................................1 4th-Level Illusionist Spells .................................... 11
Magic ..........................................................................2 5th-Level Illusionist Spells .................................... 11
Combat .......................................................................2 6th-Level Illusionist Spells .................................... 11
Other Hazards ............................................................2 7th-Level Illusionist Spells .................................... 12
Level Advancement ....................................................2 Divine (Druid) Spells................................................. 12
Basic Rules Examples ....................................................3 0-Level Druid Spells ............................................. 12
Character Creation Example ......................................3 1st-Level Druid Spells .......................................... 12
Combat Examples ......................................................3 2nd-Level Druid Spells ......................................... 12
Simple one-on-one example...................................3 3rd-Level Druid Spells .......................................... 12
Four against an Ogre..............................................3 4th-Level Druid Spells .......................................... 12
Expert Rules....................................................................4 5th-Level Druid Spells .......................................... 12
Expert Races ..............................................................4 6th-Level Druid Spells .......................................... 12
Expert Classes............................................................4 7th-Level Druid Spells .......................................... 12
Expert Skills ................................................................5 Monster List .................................................................. 13
Metamagic ..................................................................5 Animal....................................................................... 13
Ritual Magic ................................................................5 Creatures.................................................................. 13
Magical Devices..........................................................5 Dinosaur ................................................................... 14
Heroism.......................................................................6 Dire Animal ............................................................... 14
Monster Reactions ......................................................6 Dragon...................................................................... 14
Equipment .......................................................................6 Vermin ...................................................................... 14
Starting Wealth ...........................................................6 Game Master’s Guide ................................................... 15
Weapons.....................................................................6 Disease..................................................................... 15
Light Weapons........................................................6 Extreme Heat & Cold................................................ 15
One-Handed Weapons...........................................7 Falling Damage ........................................................ 15
Two-Handed Weapons...........................................7 Poison....................................................................... 15
Ranged Weapons ...................................................7 Traps ........................................................................ 16
Armor & Shields ..........................................................7 EL1 Traps............................................................. 16
Armor ......................................................................7 EL2 Traps............................................................. 16
Shields ....................................................................7 EL3 Traps............................................................. 17
Adventuring Equipment ..............................................7 EL4 Traps............................................................. 17
Adventuring Gear ...................................................7 EL5 Traps............................................................. 17
Clothing...................................................................8 EL6 Traps............................................................. 17
Mounts and Related Gear ......................................8 EL7 Traps............................................................. 17
Fast Equipment Packs............................................8 EL8 Traps............................................................. 17
Spell Lists ........................................................................9 EL9 Traps............................................................. 17
Arcane (Magi) Spells ..................................................9 EL10 Traps........................................................... 17
0-Level Arcane Spells: Cantrips .............................9 When in Doubt... Remember.................................... 17
1st-Level Arcane Spells..........................................9 Designer’s Notes........................................................... 18
2nd-Level Arcane Spells.........................................9 Everything you need to know about the Microlite20
3rd-Level Arcane Spells .........................................9 Skill System.... .......................................................... 18
4th-Level Arcane Spells..........................................9 How It Works ........................................................ 18
5th-Level Arcane Spells..........................................9 Setting the DC ...................................................... 18
6th-Level Arcane Spells..........................................9 Modifiers and More............................................... 19
7th-Level Arcane Spells..........................................9 The Four Skills ..................................................... 19
8th-Level Arcane Spells..........................................9 Why is Subterfuge So Important? ........................ 19
9th-Level Arcane Spells........................................10 Fewer Skills Means More Choice......................... 19
Divine (Cleric) Spells ................................................10 Using Existing Monsters....................................... 19
0-Level Divine Spells: Orisons..............................10 Let's Recap........................................................... 20
1st-Level Divine Spells .........................................10 Microlite20 Monster Building .................................... 20
2nd-Level Divine Spells ........................................10 The Microlite Campaign ........................................... 20
3rd-Level Divine Spells.........................................10 The Lazy Gamer's Guide to World Building ......... 20
4th-Level Divine Spells .........................................10 Six Sided Gaming: Hex Magic ............................. 21
Example................................................................21 Blast ..................................................................... 35
Other Genres ........................................................21 Cure...................................................................... 35
Appendix A: Minor Rules Expansions & Variants .........22 Glamour................................................................ 35
Special Moves ..........................................................22 Hex ....................................................................... 36
Fatiguing Damage ....................................................22 Summonings ........................................................ 36
Criticals .....................................................................22 Ward..................................................................... 36
Combat Bonus ..........................................................22 The Runecaster Class .............................................. 36
Cleave.......................................................................22 Appendix E: Microlite20 Mass Combat......................... 37
Sanity Checks...........................................................23 Basic Mass Combat ................................................. 37
Alternate Skill System...............................................23 Science Fiction Combat and More ........................... 37
Adding Charisma ......................................................23 Calculating EL/Experience ....................................... 37
Multiclassing .............................................................23 Mass Combat Examples .......................................... 37
Monks .......................................................................24 Orcs vs Elves ....................................................... 37
Druids........................................................................24 Knights vs Red Dragon ........................................ 38
Base Attack Bonus ...................................................24 Knights vs Gnolls.................................................. 38
Halfbreeds.................................................................24 Fighters vs Starship.................................................. 38
Turn Undead Alternatives .........................................24 Appendix F: Microlite20 Mecha and Starships ............. 39
The Undead Turning.............................................24 Mecha....................................................................... 39
Turning as Damage ..............................................25 Power Core .......................................................... 39
Open Ended Magic System ......................................25 Stats ..................................................................... 39
Four By Five Magic System......................................25 Configuration and Systems .................................. 39
Kami Magic ...............................................................26 Mecha Size........................................................... 39
Magic Points .............................................................27 Equipment ............................................................ 40
Magic Item Creation..................................................27 Weapons / damage / power point cost / slots ...... 40
Special Magic Items..................................................27 Transformable Mecha .......................................... 41
Appendix B: Microlite20 Martial Arts .............................28 Starships................................................................... 41
Classes .....................................................................28 Stats and Systems ............................................... 41
Martial Arts Styles .....................................................29 Classes................................................................. 41
Chi.............................................................................29 Weapons .............................................................. 41
Martial Arts Weapons ...............................................29 Defensive Systems............................................... 42
Appendix C: Microlite20 Psionics..................................30 Other Systems...................................................... 42
Races........................................................................30 Combat................................................................. 42
Classes .....................................................................30 Appendix G: Microlite20 Old School Style .................... 43
Skills..........................................................................30 Rules Changes ......................................................... 43
Starting Wealth .........................................................30 Backgrounds ........................................................ 43
Powers ......................................................................30 Skills ..................................................................... 43
Psion Power List .......................................................30 Combat: Surprise, Initiative, Combat Casting ...... 44
1st Level Psion Powers ........................................30 Level Advancement.............................................. 44
2nd Level Psion Powers .......................................31 Notes on “Old School” Play ...................................... 45
3rd Level Psion Powers ........................................31 What is “Old School” Play? .................................. 45
4th Level Psion Powers ........................................31 Styles of “Old School” Play .................................. 46
5th Level Psion Powers ........................................31 Advice for the New Old School Gamemaster ...... 47
6th Level Psion Powers ........................................31 OPEN GAME LICENSE Version 1.0a .......................... 49
7th Level Psion Powers ........................................31 Other RetroRoleplaying Games.................................... 50
8th Level Psion Powers ........................................31
9th Level Psion Powers ........................................32
Psychic Warrior Power List.......................................32
1st Level Psychic Warrior Powers ........................32
2nd Level Psychic Warrior Powers.......................32
3rd Level Psychic Warrior Powers .......................32
4th Level Psychic Warrior Powers........................32
5th Level Psychic Warrior Powers........................32
6th Level Psychic Warrior Powers........................32
Psionic Spell Lists .....................................................33
6th Level Arcane Spell..........................................33
8th Level Divine Spell ...........................................33
Psionic Items ............................................................33
Psionic Monsters ......................................................33
Appendix D: Rune Magic ..............................................34
Process .....................................................................34
Runes........................................................................35
DC is the current Hit Points of the Undead. If the DC is

INTRODUCTION exceeded by 10 it is destroyed. This can be used (2 +


Level + MIND Bonus) times per day.

This is a trimmed-down, subminiature version of the Skills


Primary Fantasy SRD rules (see license for more info)
that has been designed to be quick and easy to play. There are just 4 skills: Physical, Subterfuge, Knowledge
The goal was to create a simpler game, but one where and Communication. Roll higher than the given Difficulty
all of the resources of Primary Fantasy SRD (monsters, Class to succeed.
spells, adventures and equipment) could be used
without conversion. Skill rank = your level + any bonus due to your class or
race.
This comprehensive edition includes the basic rules for
Microlite20 as well as a number of expansions and Skill roll = d20 + skill rank + whatever stat bonus is most
additional material that the editor considers useful and/or applicable to the use + situation modifiers
interesting.
For example, Climbing would use Physical + STR
bonus. Dodging a falling rock is Physical + DEX bonus.

BASIC RULES
Finding a trap is Subterfuge + MIND bonus. Disabling a
trap is Subterfuge + DEX bonus. Here are the skills from
the d20 SRD and their Microlite20 equivalents:

Stats Appraise - com+MIND


Balance - phys+DEX
There are 3 stats : Strength (STR), Dexterity (DEX) and
Bluff - com+MIND
Mind (MIND).
Climb - phys+DEX or STR, whichever is highest
Concentration - doesn’t apply. GM’s fiat applies.
Roll 4d6, drop lowest dice. Total remaining 3 dice and
Craft - know+DEX
allocate to one of the stats. Repeat for remaining stats.
Decipher Script - know+MIND or com+MIND
Diplomacy - com+MIND
Stat bonus = (STAT-10)/2, round down.
Disable Device - sub+MIND or sub+DEX
Disguise - sub+MIND
Races Escape Artist - sub+DEX or sub+STR, depending on
what you’re escaping out of
Humans get +1 to all skill rolls Forgery - com+DEX
Elves get +2 MIND Gather Information - com+MIND
Dwarves get +2 STR Handle Animal - com+MIND or com+STR if the animal
Halflings get +2 DEX is bigger than you
Heal - know+MIND
Classes Hide - sub+DEX
Intimidate - could be phys+STR, or sub+MIND or
The classes are Fighter, Magic-User, and Cleric. com+STR depending on the situation
Characters begin at Level 1. Jump - phys+STR (long jump) or phys+DEX (high jump)
Knowledge - know+MIND
Fighters wear any kind of armor and use shields. They Listen - sub+MIND
have a +3 bonus to Physical and add +1 to all attack and Move Silently - sub+DEX
damage rolls. This increases by +1 at 5th level and Open Lock - sub+DEX
every five levels on. Perform - com+MIND, though it could be DEX if you’re
juggling, or STR if you’re a weightlifter
Rogues can use light armor. They have a +3 bonus to Profession - com+MIND, usually
Subterfuge. If they successfully Sneak (usually Ride - com+DEX
sub+DEX, but depends on situation) up on a foe they Search - sub+MIND
can add their Subterfuge skill rank to the damage of their Sense Motive - com+MIND
first attack. Sleight of Hand - sub+DEX
Speak Language - You either know the language or you
Magi wear no armor. They can cast arcane spells, and don’t. com+MIND to express/understand subtle
gain a +3 bonus to Knowledge. nuances.
Spellcraft - MIND only
Clerics can wear light or medium armor. They cast Spot - sub+MIND
divine spells and gain +3 bonus to Communication. A Survival - phys+STR to survive, or sub+DEX or STR to
Cleric can Turn Undead with a successful Magic Attack. hunt stuff.
Microlite20 Comprehensive Edition -1-
Swim - phys+STR Add attack bonus to d20 roll. If higher than your
Tumble - phys+DEX opponent's Armor Class (AC), it’s a hit. Natural 20 is
Use Magic Device - you can either use it, or you can’t. automatically a critical doing maximum damage.
GM fiat.
Use Rope - phys+DEX (better yet, ignore this skill and Fighters and Rogues can use DEX bonus + Level as
assume success). Melee attack bonus instead if wielding a light weapon.
Fighters and Rogues can wield 2 light weapons and
Note that there are no “saving throws” in this game; use attack with both in a round if they take a -2 penalty on all
Physical + STR or DEX bonus for Fortitude and Reflex attack rolls that round. Rapiers count as light weapons,
saves. Saving against magic (Will save) is usually MIND but you cannot wield two rapiers at the same time.
bonus + your level.
If the total bonus is +6 or more a second attack can be
made with a -5 penalty. If the total bonus is +11 or more
Magic a third attack can be made at -10. For example, if the
Magi can cast any arcane spell, and Clerics any divine total bonus is +12, three attacks can be made at
spell, with a spell level equal or below 1/2 their class +12/+7/+2.
level, rounded up. Recommended Option: Spell casters
only have access to the spells listed in their class spell Add STR bonus to Melee damage, x2 for 2-handed
list in this book. They can learn other spells available to weapons. Armor Class (AC) = 10 + DEX bonus + Armor
their class from the SRD or other spell lists the GM bonus.
allows in the campaign if the character acquires the spell
during play in the game. Other Hazards
Casting a spell of any kind costs Hit Points. The cost is 1 Falling: 1d6 damage per 10', half damage on
+ double the level of the spell being cast: Phys+DEX save. DC=depth fallen in feet

Spell Level 0 1 2 3 4 5 6 7 8 9 Spikes: add +1 point to falling damage per 10' fallen,
HP Cost 1 3 5 7 9 11 13 15 17 19 max +10

This loss cannot be healed normally (e,g. by spells, Poison: Phys+STR save to avoid or for half, depending
magic items, etc.) but is recovered after 8 hours rest. on poison. Effect varies with poison type.

There is no need to memorize spells in advance. Just Extreme Heat & Cold: If not wearing suitable protection,
because a character can cast any spell, doesn’t mean Phys+STR save once every 10 minutes (DC 15, +1 per
that they should. Choose spells that suit the character. previous check), taking 1d6 damage on each failed
Select one ‘signature’ spell per spell level from 1st save.
upward that they prefer to use over any other. These
spells are easier to cast due to familiarity, costing 1 less Optional expanded material for these hazards is found in
HP to use. the Game Master’s Guide section.

The Difficulty Class (DC) for all spells is


10 + Caster Level + Caster's MIND bonus
Level Advancement
Encounter Level = Hit Dice of defeated monsters, or the
given EL for the trap, situation, etc. Add +1 for each
Combat doubling of the number of foes. eg: 1 kobold = EL1. 2
Hit Points = STR Stat + 1d6/Level. If HP reach zero, kobolds = EL2. 4 kobolds = EL3, etc.
unconscious and near death. Further damage directly
reduces STR. If that reaches zero, death. Add up the Encounter Levels (ELs) of every encounter
you take part in. When the total = 10 x your current level,
Roll d20 + DEX bonus for initiative order. Everyone can you’ve advanced to the next level. Reset the total to 0
do one thing each turn; move, attack, cast a spell, etc. after advancing.
Optional: Each round, a character may do 2 things:
attack once and move 30 feet. A character who forgoes Each level adds:
attacking may move 120 feet or cast a spell instead. +1d6 to Hit Points
Characters may also do something minor (like draw a +1 to all attack rolls
weapon) for free each round. +1 to all skills

Melee attack bonus = STR bonus + Level If the level divides by three (i.e. level 3,6,9,etc.) add 1
Missile attack bonus = DEX bonus + Level point to STR, DEX or MIND.
Magic attack bonus = MIND bonus + Level

-2- Microlite20 Comprehensive Edition


Fighters gain +1 to their attack and damage rolls at Combat Examples
levels 5,10,15,etc.

Clerics and Magi gain access to new spell levels at


Simple one-on-one example
Here’s our thief Alex (HP 19, Melee +4 for 1d10+3, AC
levels 3,5,7,9,etc.
15) sneaking up on an Orc wearing studded leather and
wielding a falchion (HP 1d8+1=3, Melee +1 for 2d4+4,
Example: The 1st level adventurers have just completed
AC 13).
a dungeon adventure, and defeated 5 EL1 encounters,
an EL2 trap and the EL3 leader. That’s a total of EL10,
Alex tries to sneak up to the Orc: Roll 1d20+sub+DEX.
so they all advance to level 2. They need to defeat
1+5+2 = 8. Not good. The Orc has to beat only 8 to spot
another 20 Encounter Levels to reach Level 3.
him. He rolls 1d20+sub+MIND (1 from his 1 HD, 0 for
MIND bonus) for 11+1 = 12, easily noticing Alex’s

BASIC RULES
attempt to be a shadow.

But what do you expect when you roll a natural 1…

EXAMPLES The Orc hits Alex: 1d20 (19) + 1 = 20 which is bigger


than AC 15. Damage is 2d4 (3) + 4 = 7. Alex is now
down to 12 HP.
Character Creation Example
Let’s create a thief! Name: Alex. Class: Rogue. Race: Time for initiative rolls! Alex has 1d20 (10) + 2 = 12, the
Human. Level: 1. That was easy. orc has 1d20 (5).

Roll 4d6: 5, 5, 2, 4. Drop 2 for a total of 14. Assuming Alex is first and attacks with 1d20 (9) + 4 = 14 which is
this is above average, let’s assign this to DEX. higher than 13. He hits for 1d10 (7) + 3 = 10 points of
damage. This kills the orc.
Roll another 4d6: 5, 2, 5, 6. Drop 2 for a total of 16.
Damn! Should have used this for DEX. Doesn’t matter, Four against an Ogre
however. We’ll use it for STR. This is going to be a Ok, while eating breakfast this morning I tried the
master assassin! following Ogre fight against my players. These are real
player characters, except for Yasu Odong, because I
Roll the last 4d6: 5, 5, 3, 3. Drop 3 for a total of 13. This don’t have his character sheet here, and I had to
must be my lucky day. Use it for MIND. advance Yonkyu and Yasu Odong from 2nd level to 3rd.

This gives us STR 16, DEX 14, MIND 13. STR bonus is  Kyoshi, Fighter-3, 29hp, STR 16, DEX 12, MIND
+3, DEX bonus is +2, MIND bonus is +1 since we have 8, AC 16, Masterwork Katana+8/+3 (1d10+7)
to round down.  Myung, Rogue-3, 21hp, STR 12, DEX 18, MIND
9, AC 14, Wakizashi+7/+2 (1d6+1)
Skills are Level + 1 because we’re human. And Sub is +  Yonkyu, Cleric-3, 23hp, STR 9, DEX 18, MIND
3 because we’re a rogue. Thus: Phys 2, Sub 5, Know 2, 11, AC 14, Takujo+3 (1d6), Kyuu+7/+2 (1d8),
Comm 2. Magic+3 (“The Archer”)
 Yasu Odong, Mage-3, 18hp, STR 5, DEX 11,
There’s no magic to worry about. As for combat, we’ll be MIND 14, Tanto+1 (1d4-2), Magic+5
wearing studded leather and a large weapon because versus
we’re so strong: A katana, which we could use as a two-  Ogre, 29hp, AC 16, club+8 (2d8+7).
handed weapon, if necessary!
We’re assuming no surprise, no ranged combat, no
Hit points is STR + 1d6 (3) = 19. Not bad for a rogue… ambush, and thus I rule that attacks go in order of attack
bonus. Since both the ogre and Kyoshi have +8, I rule
Armor Class is 10 + DEX bonus (+2) + armor bonus (+3 that the Ogre goes first, then the exact order of players
for studded leather) = 15. doesn’t matter for the rest of the round.

Melee attack bonus is Level + STR bonus = +4. Ogre rolls 10+8, does 12 damage to Kyoshi – down to
Missile attack bonus is Level + DEX bonus = +3. 17.

Let’s consider the katana like a bastard sword. Damage Kyoshi rolls 17+8, does 10 damage to Ogre – down to
is thus 1d10 + STR bonus = 1d10+3. 19.

Kyoshi rolls 2+3, misses.

Microlite20 Comprehensive Edition -3-


Myung tries to hide, rolls 4 + sub (7) + DEX bonus (4) =
15
EXPERT RULES
Ogre tries to spot, rolls 3 + HD (4) = 7, fails.
These optional rules allows for introducing a few more
Yonkyu casts Bull’s Strength on Kyoshi (giving him STR options to your Microlite20 game, without necessarily
20), uses 5hp – down to 18. increasing its complexity. Included are: a new skill, new
races, new classes, and some other (hopefully) good
Yasu Odong casts Sleep on Ogre, rolls 10 + Magic stuff. It is not necessary to use these Expert Rules in its
Attack Bonus (5) = 15, uses 3hp – down to 15 entirety; DMs are encouraged to “cherry pick” those
specific items applicable to their own campaign.
Ogre tries to resist, rolls 15 + HD (4) = 19, succeeds.

Ogre rolls 8+8, does 17 damage to Kyoshi – down to 0! Expert Races


Myung attacks from the shadows, rolls 12+7, does 5+7 Gnomes get +1 to DEX, +1 to MIND
damage – down to 7. Half-orcs get +4 to STR, -2 to MIND
Half-elves get +1 to DEX, and +1 to any 2 Skills
(In an alternate universe the sneak failed and he rolled Lizardmen get +2 to STR, +2 to Dex, -2 to MIND
12 and 15, doing 5 and 6 damage, bringing the ogre
down to 8.) Expert Classes
Yonkyu sees that the ogre is badly hurt and rolls 18, Paladins wear any kind of armor and use shields. They
does 3 damage – down to 4. have a +1 bonus to Physical and a +2 bonus to
Communication. They are immune to diseases and
Yasu Odong casts Sleep on Ogre, rolls 9 + Magic Attack apply a +1 bonus to all saving throws (this increases by
Bonus (5) = 14, uses 3hp – down to 12 +1 at 5th level and every 5 levels on). Paladins can
detect evil within 60’ at will and can heal up to 2hp per
Ogre tries to resist, rolls 6 + HD (4) = 10, fails, and will level per day by laying on hands. A character must be of
fall asleep next round! Lawful Good alignment to be a Paladin.

Ogre rolls 15+8, does 20 damage to Myung – down to 1! Rangers can use light or medium armor and can use
shields. They are +1 to hit and damage with ranged
Myung rolls 9+7, does 5 damage to ogre – killing it weapons and only incur a -1 to hit penalty when fighting
before sleep takes effect. with 2 weapons. They have a +3 bonus to Survival.

Party wins! Barbarians can wear light or medium armor and use
shields. They have a +3 bonus to Physical and may
Yonkyu casts Cure Light Wounds twice on Kyoshi & expend HP to go into a rage, suffering -2 AC. For every
Myung, costing him 12 hp total, healing 2d8+6 for each: 2 HP expended, gain +1 to melee attack rolls, melee
15 for Kyoshi and 14 for Myung. damage rolls, and ignore 1 point each time damage is
taken. A Rage may expend a maximum of (Level +1) HP
Status: per encounter. Barbarians may also use their uncanny
Kyoshi @ 15/29hp senses to add +1 to any roll once per day. This
Myung @ 15/21hp increases by +1 at 5th Level and every five levels on.
Yonkyu @ 11/23hp
Yasu Odong @ 12/18hp Illusionists wear no armor. They can cast Illusionist
58% of max. spells and gain a +2 bonus to Communication and a +1
bonus to Subterfuge. Characters must have a minimum
Conclusion: DEX score of 13 to be Illusionists.
1. Not a point landing with the party ending at 58%
instead of 75%. Druids wear any non-metal armor or shield. They cast
2. Combat was interesting I think. Druid spells and gain +2 to Knowledge and +2 to
3. The ogre having the initiative did not decide the fight. Survival. Druids are immune to the spell-like effects of
woodland fey. At 3rd level a Druid can pass without trace
at will. At 7th level a Druid can assume the form of any
small or medium sized animal up to 3 times per day. A
Druid heals 2hp per level when changing back into his
human form.

-4- Microlite20 Comprehensive Edition


Bards wear light armor and can use bucklers. They gain better intelligence may be sacrificed during ritual magic.
a +2 bonus to Communication, Subterfuge, and Each sacrifice made adds 10 minutes to the ritual and
Knowledge. A Bard can counter sound-based effects provides 10 plus the being’s level or hit dice in HP to
within a 30’ radius. A Bard can use his song to charm power the ritual. This amount is tripled if the being is
person or remove fear up to 3 times (total) per day. truly a willing sacrifice. Such sacrifices are normally
Beginning at 6th level, a Bard casts spells as either a against the law in civilized societies.
Druid or Illusionist (player’s choice) of 5 levels lower.
Magical Devices
Expert Skills
A Magi can opt (when created) to have the ability to
Survival: Survival is used for things like tracking, create magical devices instead of the ability to cast
foraging, setting or spotting snares, hunting, finding arcane magic spells, such a Magi is often called an
water or rare herbs, determining direction, and the like. Artificer. Artificers can create items with spell-like effects
Only Rangers and Druids are specialized with this skill. through his study of magic. This allows the artificer to
create devices that combine the effects of one or more
spells. Any number of spells can be combined into a
Metamagic single device.
Here are three ways for spell casters to add a little more
variety to their repertoire. Each modifies a spell in a Magical devices must be invented in advance, however -
given way, and each doubles the casting time of the - they cannot be created on the fly. The time to create
spell so modified (most spells become full round actions such devices is 4 hours per spell level used and
instead of standard actions, for example). Also, each artificers must have a written copy of each spell they use
requires an additional expenditure of hit points, added to in a magical device to create the device. Creating a
the standard cost of the spell at the time it is cast. magical device costs the level of the spell cubed times
10 gp (for each spell included). As such, an artificer
Extending makes a spell last twice as long as it usually has a fixed collection of regularly-carried
normally would. An Extended spell costs an additional devices.
2hp.
Magical devices are not normal magic items. Unlike
Empowering makes a spell do 50% more damage than normal magic items, they are temporary, unreliable, and
it normally would. An Empowered spell costs an can only be easily used by their creator. A magical
additional 4hp. device may used reliably up to 1+1d4 times per day.
(GM rolls each day but does not tell the number of safe
Widening makes a spell’s area of effect twice as big as uses.) A magical device may be used by anyone -- but if
it would normally be. A Widened spell costs an additional used by someone other than the magic-user who built it,
6hp. it requires a MIND roll at DC 15 to activate (a failed roll
indicates that the device fails to activate for that user,
and a roll of 1 means that the device breaks down for
Ritual Magic good).
A Magi or Cleric can perform ritual magic to cast spells
If the device is used more times than allowed (by
of any level (and other special rituals that might be found
anyone), it requires a MIND roll with a DC equal starting
in old books or scrolls) provided the caster has a written
at 20 and rising by 3 every additional time the device is
copy of the spell or ritual, any needed materials (mainly
used. A failed roll means that the device breaks down
required by special rituals), and the time and space
and may not be used again (the artificer will have to
needed to perform the ritual.
build another).
Ritual casting of a spell of a level the caster is able to
Combining multiple magical effects into a single device
cast directly (levels 1 to 3) takes 10 minutes and costs 1
means that both effects function simultaneously upon
HP per level of the spell being ritually cast. Ritual casting
activation (effectively casting two or more spells at once)
of a spell of a level the caster is able to cast directly
-- but such devices are even more unstable than usual:
takes 10 minutes per level of the spell and costs as
The MIND roll for extra activations starts at DC 23 + the
much in hit points as it would to cast directly. Ritual
number of effects used, and goes up for each additional
casting of a special ritual takes as long and costs as
usage by 2 plus the number of effects used.
many HP as the ritual states (that is, the GM assigns
these as needed when he creates the special ritual).
The size of a magic device depends on the total level of
Multiple casters of the same general type (arcane or
all the spells within it. A magic device has one point of
divine) may participate in a casting a special ritual with
Encumbrance for every three levels of spells (or part
the HP cost of casting divided among them.
thereof) worked into its effects. The Encumbrance of a
device may be reduced by 50% (round down to a
Optional Sacrifices - One or more beings with human or
minimum of 1) by tripling the cost.
Microlite20 Comprehensive Edition -5-
Heroism
While Microlite20 certainly simplifies your game by EQUIPMENT
declining the use of the endless array of “Feats”
available in the SRD, this can sometimes decrease
Microlite20’s intended compatibility with some d20 Starting Wealth
adventures, with respects to power level. Heroism is The most common coin is the gold piece (gp). A gold
intended to relieve some of that disparity. piece is worth 10 silver pieces. Each silver piece is worth
10 copper pieces (cp). In addition to copper, silver, and
Heroism is a bonus equal to 1 times the characters level gold coins there are also platinum pieces (pp), which are
(1 at 1st, 2 at 2nd, etc) and may be applied to up to three each worth 10 gp.
of the following once per day:
Exchange cp sp gp pp
1. Attack Bonus Copper piece 1 1/10 1/100 1/1,000
2. Damage Silver piece 10 1 1/10 1/100
3. Saving Throw Gold piece 100 10 1 1/10
4. Skill Check Platinum piece 1,000 100 10 1
5. Spell DC
You begin with a certain amount of acquired wealth,
Monster Reactions determined by your character class.

Some monsters (like skeletons guarding a tomb) may Class Amount


always attack. In cases where the reaction of the Fighter 150 gp
monsters to the party is not obvious, the GM may opt to Rogue 125 gp
make a reaction roll for the monsters by rolling 2d6 and Mage 75 gp
adding the MIND bonus (and any other appropriate Cleric 120 gp
modifiers) to the roll and consulting this table.

Adjusted Reaction Roll Result Weapons


2 or less Very Unfavorable Here is the format for weapon entries (given as column
3-6 Unfavorable headings on the table below).
7 Neutral/Uncertain
8-11 Favorable Cost: This value is the price for purchasing the weapon.
12 or more Very Favorable The cost includes miscellaneous gear that goes with the
weapon.
Interpretation of the results is left to the GM, however,
these general principles may prove helpful. Very Damage: The damage column gives the damage dealt
Unfavorable means the monsters will most likely attack by the weapon on a successful hit.
unless the odds are overwhelmingly against them. They
will not help the characters. Unfavorable means the Range Increment: Any attack at less than this distance
monsters are hostile and might attack unless they are is not penalized for range. However, each full range
given a good reason not to. They will not help the increment imposes a cumulative -2 penalty on the attack
characters. Neutral means the monsters are unsure of roll. A thrown weapon has a maximum range of five
the party. They are not likely to attack immediately, but range increments. A projectile weapon can shoot out to
are not friendly or helpful. Favorable means the ten range increments.
monsters are willing to listen and are open to
negotiation. They might be willing to be slightly helpful.
Light Weapons
Very Favorable means the monsters like the characters
Weapon Cost Damage Range
and are willing to be somewhat helpful and are open to
Unarmed Strike — 1d3 —
working with the party to mutual advantage.
Axe, throwing 8gp 1d6 10ft.
Dagger 2gp 1d4 10 ft.
Hammer, light 1gp 1d6 20ft.
Handaxe 6gp 1d4 —
Mace, light 5gp 1d6 —
Pick, light 4gp 1d4 —
Sap 1gp 1d6 —
Sickle 6gp 1d6 —
Sword, short 10gp 1d6 —

-6- Microlite20 Comprehensive Edition


One-Handed Weapons Armor
Weapon Cost Damage Range Armor Cost Bonus
Battleaxe 10gp 1d8 — Padded 2gp +1
Club — 1d6 10ft. Leather 10gp +2
Flail 8gp 1d8 — Studded Leather 25gp +3
Longsword 15gp 1d8 — Chain Shirt 100gp +4
Mace, heavy 12gp 1d8 — Hide 15gp +3
Morningstar 8gp 1d8 — Scale Mail 50gp +4
Pick, heavy 8gp 1d6 — Chainmail 150gp +5
Rapier 20gp 1d6 — Breastplate 200gp +5
Scimitar 15gp 1d6 — Splint Mail 200gp +6
Shortspear 1gp 1d6 20ft. Banded Mail 250gp +6
Sword, bastard 35gp 1d10 — Half-plate 600gp +7
Trident 15gp 1d8 10ft. Full Plate 1,500gp +8
Waraxe, dwarven 30gp 1d10 —
Warhammer 12gp 1d8 —
Whip 1gp 1d3 — Shields
Armor Cost Bonus
Buckler 15gp +1
Two-Handed Weapons Shield, light wooden 3gp +1
Weapon Cost Damage Range Shield, light steel 9gp +1
Chain, spiked 25gp 2d4 — Shield, heavy wooden 7gp +2
Falchion 75gp 1d6 — Shield, heavy steel 20gp +2
Flail, heavy 15gp 1d8 — Shield, tower 30gp +4
Glaive 8gp 1d8 —
Greataxe 20gp 1d10 —
Greatclub 5gp 1d8 — Adventuring Equipment
Greatsword 50gp 2d6 — Characters may purchase equipment from the following
Guisarme 9gp 2d4 — lists with their starting money or select one of the
Halberd 10gp 1d10 — standard adventuring “fast packs”.
Lance 10gp 1d8 —
Longspear 5gp 1d8 — Adventuring Gear
Quarterstaff — 1d6 — Goods Cost
Scythe 18gp 2d4 — Acid (flask) 10gp
Spear 2gp 1d8 20ft. Antitoxin (vial) 50gp
Artisan’s Tools 5gp
Backpack (empy) 2gp
Ranged Weapons Barrel (empty) 2gp
Weapon Cost Damage Range Basket (empty) 4sp
Crossbow, hand 100gp 1d4 30ft. Bedroll 1sp
Crossbow, heavy 50gp 1d10 120ft. Bell 1gp
Crossbow, light 35gp 1d8 80ft. Blanket, winter 5sp
Dart 5sp 1d4 20ft. Block and Tackle 5gp
Javelin 1gp 1d6 30ft. Bottle, wine, glass (empty) 2gp
Longbow 75gp 1d8 100ft. Bucket (empty) 5sp
Net 20gp — 10ft. Caltrops 1gp
Shortbow 30gp 1d6 60ft. Candle 1cp
Sling — 1d4 50ft. Canvas (sq. yd.) 1sp
Case, map or scroll 1gp
Armor & Shields Chain (10 ft.) 30gp
Chalk, 1 piece 1cp
Here is the format for armor entries (given as column Chest (empty) 2gp
headings on the table below). Craftsman’s Tools 5gp
Crowbar 2gp
Cost: This value is the price for purchasing the armor. Disguise Kit 50gp
Firewood (per day) 1cp
AC Bonus: The column gives the Armor Class bonus Fishhook 1sp
provided by the armor. Fishing net (25 sq.ft.) 4gp
Flask (empty) 3cp

Microlite20 Comprehensive Edition -7-


Flint and Steel 1gp Explorer’s Outfit 10gp
Grappling Hook 1gp Monk’s Outfit 5gp
Hammer 5sp Noble’s Outfit 75gp
Healer’s Kit 50gp Peasant’s Outfit 1sp
Holy Symbol, wooden 1gp Royal Outfit 200gp
Holy Symbol, silver 25gp Scholar’s Outfit 5gp
Holy Water (flask) 25gp Traveller’s Outfit 1gp
Hourglass 25gp
Ink (1 oz. Vial) 8gp Mounts and Related Gear
Inkpen 1sp Goods Cost
Jug, clay 3cp Barding, medium creature armor price x2
Ladder, 10 ft. 5cp Barding, large creature armor price x4
Lamp, common 1sp Bit and Bridle 2gp
Lantern, bullseye 12gp Dog, guard 25gp
Lantern, hooded 7gp Dog, war 75gp
Lock, simple 20gp Donkey or Mule 8gp
Lock, average 40gp Feed (per day) 5cp
Lock, good 80gp Horse, heavy 200gp
Magnifying Glass 100gp Horse, light 75gp
Manacles 15gp Pony 30gp
Mirror, small steel 10gp Saddle, military 20gp
Mug/Tankard, clay 2cp Saddle, pack 5gp
Musical Instrument 5gp Saddle, riding 10gp
Oil, pint flask 1sp Saddlebags 4gp
Paper (sheet) 4sp Stabling (per day) 5sp
Parchment (sheet) 2sp Warhorse, heavy 400gp
Pick, miner’s 3gp Warhorse, light 150gp
Pitcher, clay 2cp War pony 100gp
Piton 1sp
Pole, 10 ft. 2sp
Pot, iron 5sp Fast Equipment Packs
Pouch, belt (empty) 1gp Suggested starting packs for new characters (each pack
Ram, portable 10gp uses 50 gp of a character’s starting money.
Rations, trail (per day) 5sp
Rope, hempen (50 ft.) 1gp Pack A Pack B Pack C
Rope, silk (50 ft.) 10gp backpack backpack backpack
Sack (empty) 1sp belt pouch belt pouch belt pouch
Sealing Wax 1gp bedroll bedroll bedroll
Sewing Needle 5sp hooded lantern 10 torches tent
Signal Whistle 8sp 10 oil flasks 10 oil flasks 10 torches
Signet Ring 5gp flint & steel flint & steel flint & steel
Sledge 1gp shovel chalk hammer
Soap (per lb.) 5sp 2 sets of caltrops 10 ft. pole 10 iron spikes
Spade or Shovel 2gp signal whistle mirror grappling hook
Spell Component Pouch 5gp pen & paper crowbar 50 ft. rope
Spellbook, wizard’s (blank) 15gp water skin water skin water skin
Spyglass 1,000gp iron rations (4 iron rations (4 iron rations (4
Tent 10gp days) days) days)
Thieves’ Tools 30gp
Torch 1cp Finally, add the following, based on your Class:
Vial, ink or potion 1gp
Waterskin 1gp Cleric: Silver Holy symbol, 5 Gold Pieces
Whetstone 2cp Fighter: Vial of Holy Water, 5 Gold Pieces
Mage: Spellbook, 2 Spell Pouches, 5 Gold Pieces
Clothing Rogue: Thieves Tools
Goods Cost
Artisan’s Outfit 1gp
Cleric’s Vestments 5gp
Cold Weather Outfit 8gp
Courtier’s Outfit 30gp
Entertainer’s Outfit 3gp
-8- Microlite20 Comprehensive Edition
Fly: Subject flies at speed of 60 ft. for 1 min./level.

SPELL LISTS Lightning Bolt: Electricity deals 1d6/level damage.


Vampiric Touch: Touch deals 1d6/two levels damage;
caster gains damage as hp which last for 1 hour.
While any spells in the SRD can be available to spell
casters, the following spells are suggested for those
automatically available as casters advance in level and 4th-Level Arcane Spells
become able to use higher level spells. With this system, Animate Dead: Creates level X2 HD of undead
additional spells in the SRD but not on this list must be skeletons or zombies.
discovered in the game (researched, found in treasure, Arcane Eye: Invisible floating eye moves 30 ft./round
etc.). for 1 min./level.
Black Tentacles: Tentacles grapple all within 20 ft.
spread for 1 round/level.
Arcane (Magi) Spells Dimension Door: Teleports you short distance.
Polymorph: Gives one willing subject a new form for 1
0-Level Arcane Spells: Cantrips min./level.
Arcane Mark: Inscribes a permanent personal rune Stoneskin: Ignore 10 points of damage per attack.
(visible or invisible). Lasts for 10 min./level or until discharged.
Detect Magic: Detects spells and magic items within 60
ft. for up to 1 min./level or until concentration ends. 5th-Level Arcane Spells
Ghost Sound: Figment sounds for 1 round/level. Cloudkill: Kills 3 HD or less; 4-6 HD save or die, 6+ HD
Light: Object shines like a torch for 10 min./level. take STR damage. Lasts for 1 min./level.
Mage Hand: 5-pound telekinesis. Lasts until Contact Other Plane: Lets you ask one question of
concentration ends. extraplanar entity. Lasts until concentration ends.
Prestidigitation: Performs minor tricks for 1 hour. Feeblemind: Subject’s MIND score drops to 1.
Read Magic: Read scrolls and spellbooks for 10 Passwall: Creates passage through wood or stone wall
min./level. for 1 hour/level.
Permanency: Makes certain spells permanent.
1st-Level Arcane Spells Teleport: Instantly transports you as far as 100
Feather Fall: Objects or creatures fall slowly for 1 miles/level.
round/level or until landing.
Floating Disk: Creates 3-ft.-diameter horizontal disk 6th-Level Arcane Spells
that holds 100 lb./level. Lasts for 1 hour/level. Antimagic Field: Negates magic within 10 ft. for 10
Mage Armor: Gives subject +4 armor bonus for 1 min./level.
hour/level. Chain Lightning: 1d6/level damage; 1 secondary
Magic Missile: 1d4+1 damage; +1 missile per two bolt/level each deals half damage.
levels above 1st (max 5). Contingency: Sets trigger condition for another spell.
Sleep: Puts 4 HD of creatures into magical slumber for Lasts for 1 day/level or until discharged.
1 min./level. Disintegrate: Destroys one creature or object.
Shocking Grasp: Touch delivers 1d6/ level electricity Geas: Commands any creature, binding it to a specific
damage (max 5d6). task. Lasts for 1 day/level or until discharged.
True Seeing: Lets you see all things as they really are
2nd-Level Arcane Spells for 1 min./level.
Acid Arrow: Ranged touch attack; 2d4 damage for 1
round +1 round/three levels. 7th-Level Arcane Spells
Flaming Sphere: Creates rolling ball of fire, 2d6 Delayed Blast Fireball: 1d6/level fire damage; you can
damage, lasts 1 round/level. postpone blast for 5 rounds.
Invisibility: Subject is invisible for 1 min./ level or until it Ethereal Jaunt: You become ethereal for 1 round/level.
attacks. Finger of Death: Kills one subject.
Knock: Opens locked or magically sealed door. Plane Shift: As many as eight subjects travel to another
Levitate: Subject moves up and down at your direction plane.
for 1 min./level. Power Word Blind: Blinds creature with 200 hp or less
Spider Climb: Grants ability to walk on walls and for 1d4+1 minutes (permanent if creature has less than
ceilings for 10 min./level. 50 hp).
Spell Turning: Reflect 1d4+6 spell levels back at caster
3rd-Level Arcane Spells for 10 min./level or until expended.
Clairaudience/Clairvoyance: Hear or see at a distance
for 1 min./level. 8th-Level Arcane Spells
Dispel Magic: Cancels magical spells and effects. Clone: Duplicate awakens when original dies.
Fireball: 1d6 damage per level, 20-ft. radius. Horrid Wilting: Deals 1d6/level damage within 30 ft.

Microlite20 Comprehensive Edition -9-


Incendiary Cloud: Cloud deals 4d6 fire damage/round 3rd-Level Divine Spells
for 1 round/level. Create Food and Water: Feeds three humans (or one
Irresistible Dance: Forces subject to dance for 1d4+1 horse)/level.
rounds. Cure Serious Wounds: Cures 3d8 damage +1/level
Power Word Stun: Stuns creature with 150 hp or less (max +15).
for 2d4 rounds. Prayer: Allies get a +1 bonus on most rolls, enemies
Trap the Soul: Imprisons subject within gem. take a –1 penalty for 1 round/level.
Remove Disease: Cures all diseases affecting subject.
9th-Level Arcane Spells Searing Light: Ray deals 1d8/two levels damage, or
Astral Projection: Projects you and companions onto 1d8/level against undead.
Astral Plane. Speak with Dead: Corpse answers one question/two
Etherealness: Travel to Ethereal Plane with levels. Lasts for 1 min./level.
companions for 1 min./level.
Gate: Connects two planes for travel or summoning. 4th-Level Divine Spells
Open for 1 round/level. Cure Critical Wounds: Cures 4d8 damage +1/level
Meteor Swarm: Four exploding spheres each deal 6d6 (max +20).
fire damage. Discern Lies: Reveals deliberate falsehoods for 1
Power Word Kill: Kills one creature with 100 hp or less. round/level or until concentration ends.
Soul Bind: Traps newly dead soul to prevent Freedom of Movement: Subject moves normally
resurrection. despite impediments for 10 min./level.
Neutralize Poison: Immunizes subject against poison
Divine (Cleric) Spells for 10 min./level, detoxifies venom in or on subject.

Restoration: Restores level and ability score drains.


0-Level Divine Spells: Orisons Tongues: Speak any language for 10 min./level.
Create Water: Creates 2 gallons/level of pure water.
Guidance: +1 on one attack roll, saving throw, or skill 5th-Level Divine Spells
check. Lasts for 1 min. or until discharged. Atonement: Removes burden of misdeeds from
Light: Object shines like a torch for 10 min./level.
subject.
Purify Food and Drink: Purifies 1 cu. ft./level of food or
Commune: Deity answers one yes-or-no question/level.
water.
Lasts for 1 round/level
Resistance: Subject gains +1 on saving throws for 1
Cure Light Wounds, Mass: Cures 1d8 damage
minute. +1/level for many creatures.
Virtue: Subject gains 1 temporary hp for 1 minute. Flame Strike: Smite foes with divine fire (1d6/level
damage).
1st-Level Divine Spells Raise Dead: Restores life to subject who died as long
Bless: Allies gain +1 on attack rolls and communication as one day/level ago.
+ MIND checks against fear for 1 min./level. True Seeing: Lets you see all things as they really are
Bless Water: Makes holy water. Cure Light Wounds: for 1 min./level.
Cures 1d8 damage +1/level (max +5).
Divine Favor: You gain +1 per three levels on attack 6th-Level Divine Spells
and damage rolls for 1 minute. Banishment: Banishes 2 HD/level of extraplanar
Magic Stone: Three stones gain +1 on attack, deal 1d6
creatures.
+1 damage. Lasts for 30 minutes or until discharged. Cure Moderate Wounds, Mass: Cures 2d8 damage
Shield of Faith: Aura grants +2 or higher AC bonus for
+1/level for many creatures.
1 min./level. Harm: Deals 10 points/level damage to target.
Heal: Cures 10 points/level of damage, all diseases and
2nd-Level Divine Spells mental conditions.
Aid: +1 on attack rolls and saves against fear, 1d8 Heroes’ Feast: Food for one creature/level cures
temporary hp +1/level (max +10). disease and grants +1 combat bonus for 12 hours. Lasts
Cure Moderate Wounds: Cures 2d8 damage +1/level for 1 hour.
(max +10). Quest: Commands any creature, binding it to a specific
Delay Poison: Stops poison from harming subject for 1 task. Lasts for 1 day/level or until discharged.
Gentle Repose: Preserves one corpse.
Remove Paralysis: Frees one or more creatures from 7th-Level Divine Spells
paralysis or slow effect. Cure Serious Wounds, Mass: Cures 3d8 damage
Restoration, Lesser: Dispels magical ability penalty or
+1/level for many creatures.
repairs 1d4 ability damage. Destruction: Kills subject and destroys remains.
Ethereal Jaunt: You become ethereal for 1 round/level.

-10- Microlite20 Comprehensive Edition


Regenerate: Subject’s severed limbs grow back, cures 2nd-Level Illusionist Spells
4d8 damage +1/level (max +35). Blur: Caster gains +4 to AC, cannot be Sneak Attacked
Restoration, Greater: As restoration, plus restores all for 1 minute per level.
levels and ability scores. Hideous Laughter: Subject loses actions for 1
Resurrection: Fully restores a dead subject from a round/level.
small portion of the corpse. Hypnotic Pattern: Fascinates 2d4+level HD of
creatures for concentration plus 2 rounds.
8th-Level Divine Spells Invisibility: Subject is invisible for 1 minute/level or until
Antimagic Field: Negates magic within 10 ft. for 10 it attacks.
min./ level. Minor Image: As Silent Image plus some sound.
Cure Critical Wounds, Mass: Cures 4d8 damage Mirror Image: Creates 1d4+1 decoys of caster for 1
+1/level for many creatures. minute per level.
Dimensional Lock: Teleportation and interplanar travel 3rd-Level Illusionist Spells
blocked for 1 day/level. Daylight: 60’ radius of daylight for 10 minute/level.
Discern Location: Reveals exact location of creature Deep Slumber: Puts 10HD of creatures to sleep for 1
or object. minute per level.
Fire Storm: Deals 1d6/level fire damage. Displacement: Attacks against the subject miss 50% of
Holy Aura: +4 to AC, +4 resistance, and SR 25 against the time for 1 round/level.
evil spells for 1 round/level. Invisibility Sphere: Makes everyone within 10’ invisible.
Major Image: As minor image, plus sound, smell, and
9th-Level Divine Spells thermal effects.
Astral Projection: Projects you and companions onto Suggestion: Compels subject to follow stated course of
Astral Plane. action for 1 hour/level or until completed.
Etherealness: Travel to Ethereal Plane with
companions for 1 min./level. 4th-Level Illusionist Spells
Gate: Connects two planes for travel or summoning. Charm Monster: Make one monster believe it is your
Open for 1 round/level. ally for 1 day/level.
Heal, Mass: As heal, but with several subjects. Confusion: Subjects behave oddly for 1 round/level.
Implosion: Kills one creature/round for 4 rounds or until Invisibility, Greater: As invisibility, but subject can
concentration ends. attack and stay invisible.
Soul Bind: Traps newly dead soul to prevent Minor Creation: Create one cloth or wood object.
resurrection. Phantasmal Killer: Fearsome illusion kills subject or
deals 3d6 damage.
Arcane (Illusionist) Spells Rainbow Pattern: Lights Fascinate 24HD of creatures
for concentration plus 1rnd/level.
0-Level Illusionist Spells
Arcane Mark: Inscribes a permanent personal rune 5th-Level Illusionist Spells
(visible or invisible). Break Enchantment: Frees subjects from enchant-
Dancing Lights: Creates torches or other lights for 1 ments, alterations, curses, and petrification.
minute. Dominate Person: Controls subject telepathically for 1
Detect Illusion: Detects Illusions in a 60’ radius for 1 day/level.
minute per level. Major Creation: As minor creation, plus stone or metal.
Ghost Sound: Figment sounds for 1 round/level. Persistent Image: As major image, but no concentration
Prestidigitation: Performs minor tricks for 1 hour. required; 1 minute/level.
Read Magic: Read Scrolls and Spellbooks for 10/min Seeming: Changes appearance of 1 person per 2 levels
per level. for 12 hours.
Sending: Delivers short message anywhere, instantly.
1st-Level Illusionist Spells
Charm Person: Makes one person your friend for 1 6th-Level Illusionist Spells
hour per level. Mislead: Turns you invisible and creates illusory double.
Color Spray: Incapacitates creatures within a 15’ cone. Permanent Image: Permanent illusion with sight, sound,
Disguise Self: Changes your appearance for 10 and smell controlled by concentration.
minutes per level. Programmed Image: As major image, triggered by
Hypnotism: Fascinates 2d4 HD of creatures for 2d4 specific event.
rounds. Shadow Walk: Step into shadow and travel rapidly;
Silent Image: Creates minor illusion of your design. 50mph for 1 hour/level.
Ventriloquism: Throws voice for 1 minute per level. Suggestion, Mass: As suggestion, plus one subject per
level.
True Seeing: Lets you see things as they truly are.

Microlite20 Comprehensive Edition -11-


7th-Level Illusionist Spells Water Breathing: Subjects can breathe under water for
Invisibility, Mass: As invisibility, but affects all in range. 2 hours/level divided by number of subjects.
Phase Door: Creates invisible passage through wood
and stone. 4th-Level Druid Spells
Power Word: Blind: Blinds creature with 200hp or less. Air Walk: Subject treads on air for 10min/level
Prismatic Spray: 60’ Cone-shaped burst of rays for Anti-Plant Shell: Keeps animated plants at bay for
variety of effects: 10min/level, 10’ radius.
Project Image: Illusory double can talk and cast spells Ice Storm: Hail does 5d6 damage in cylinder 40’ across
at medium range for 1 round/level. Reincarnate: Brings dead subject back in random
Weird: As phantasmal killer, but affects all within 30’. body.
Repel Vermin: Insects, spiders, and other vermin stay
10’ away for 10min/level.
Divine (Druid) Spells Spike Stones: Creatures in area take 1d8 damage, may
be slowed.
0-Level Druid Spells
Create Water: Creates 2 gallons/level of pure water. 5th-Level Druid Spells
Detect Magic: Detects spells and magic items within Awaken: Animal or Tree gains human intellect.
60’ for 1 minute per level. Baleful Polymorph: Transforms subject into harmless
Detect Poison: Detects poison in one creature or animal.
object. Call Lightning Storm: As call lightning, but does 5d6
Mending: Makes minor repairs on an object. per bolt.
Read Magic: Read scrolls and spellbooks. Insect Plague: Up to 6 Locust Swarms attack creatures
Resistance: Subject gains +1 on saving throws for 1 for 1min/level.
minute. Transmute Rock to Mud: Transforms 2 10’ cubes per
level.
1st-Level Druid Spells Wall of Fire: Deals 2d4 fire damage out to 10 ft. and
Entangle: Plants entangle everyone in 40’ radius for 1 1d4 out to 20 ft. Passing through wall deals 2d6 damage
minute/ level. +1/level.
Faerie Fire: Outlines subjects with light for 1
minute/level, cancels blur, invisibility, etc. 6th-Level Druid Spells
Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 Fire Seeds: Creates Acorn Grenades (1d6 fire dmg/lvl
hours). divided among up to 4 seeds) that explode in a 10’
Obscuring Mist: Fog surrounds you, provides radius and ignite combustibles.
concealment for 1 minute/level LiveOak: Oak becomes treant guardian.
Produce Flame: 1d6 damage +1/level, touch or thrown. Move Earth: Digs trenches and builds hills, in an area
Speak with Animals: You can communicate with up to 750’ square and 10’ deep.
animals for 1min/level. Stone Tell: Talk to natural or worked stone for 1min/lvl.
Transport via Plants: Move instantly from one plant to
2nd-Level Druid Spells another of its type anywhere.
Barkskin: Grants +2 or higher bonus to AC for for Wall of Stone: Creates a wall of stone that can be
10min/level. shaped.
Gust of Wind: Blows away or knocks down smaller
creatures. 7th-Level Druid Spells
Heat Metal: Makes metal so hot it damages those who Changestaff: Your staff becomes a treant on
touch it command.
Summon Swarm: Summons swarm of bats, rats, or Control Weather: Changes weather in local area.
spiders for concentration plus 2 rounds Earthquake: Intense tremor shakes 80’ radius,
Tree Shape: You look exactly like a tree for 1hour/level. collapsing ceilings, opening fissures, etc.
Warp Wood: Bends wood within 20’ radius. Finger of Death: Kills one subject.
Fire Storm: Does 1d6/lvl fire damage to 2 10’ cubes per
3rd-Level Druid Spells level.
Call Lightning: Calls down 3d6-damage lightning bolts Wind Walk: You and your allies turn vaporous and
from the sky once per round for 1min/level. travel at up to 60mph for 1 hour/level.
Protection from Energy: Absorb 12 points/level of
damage from one kind of energy for 10min/level.
Speak with Plants: You can talk to normal plants and
plant creatures for 1min/level.
Spike Growth: For 1hr/level, creatures in area take d4
damage per 5’ movement, may be slowed.
Stone Shape: Sculpts stone into any shape.

-12- Microlite20 Comprehensive Edition


Boar: HD 3d8+12 (25 hp), AC 16, Gore +4 (1d8+3)

MONSTER LIST Cat: HD ½d8 (2 hp), AC 14, Claw +4 (1d2–4)


Crocodile: HD 3d8+9 (22 hp), AC 16, Bite +6 (1d8+6)
or tail slap +6 (1d12+6)
Any monster from the SRD may be used. The following Dog: HD 1d8+2 (6 hp), AC 15, Bite +2 (1d4+1)
rules will help simplify SRD monsters for easy use with Donkey: HD 2d8+2 (11 hp), AC 13, Bite +1 (1d2)
Microlite20. Eagle: HD 1d8+1 (5 hp), AC 14, Talons +3 (1d4)
Giant Crocodile: HD 7d8+28 (59 hp), AC 16, Bite +11
Skills: All creatures have a bonus to all skills (Physical, (2d8+12) or tail slap +11 (1d12+12)
Subterfuge, Knowledge and Communication) equal to Horse (heavy): HD 3d8+6 (19 hp), AC 13, Hoof –1
their number of Hit Dice. If the creature is intelligent, add (1d6+1)
+3 to one skill. Add stat bonuses to suit and as logic Mule: HD 3d8+9 (22 hp), AC 13, Hoof +4 (1d4+3)
dictates. This is intentionally kept open – if you need a Pony: HD 3d8+6 (19 hp), AC 13, Hoof –1 (1d6+1)
sneaky bugbear, assign the +3 bonus to Subterfuge; if a Snake (constrictor): HD 3d8+6 (19 hp), AC 15, Bite +5
warrior, give +3 to Physical; for a spell-caster assign the (1d3+4), constrict (1d3+4)
+3 to Knowledge or Communication and give levels of Snake (giant constrictor): HD 11d8+14 (63 hp), AC
Mage or Cleric (see below). 15, Bite +13 (1d8+10), constrict (1d8+10)
Snake (small viper): HD 1d8 (4 hp), AC 17, Bite +4
Monster Advancement: To make a tougher monster, (1d2–2 plus poison)
add more Hit Dice; each additional HD adds one to their Snake (large viper): HD 3d8+6 (19 hp), AC 15, Bite +4
skill and combat bonuses. For each doubling of the Hit (1d4 plus poison)
Dice, increase the dice size for attacks (ie, d4- >d6, d6- Snake (huge viper): HD 6d8+6 (33 hp), AC 15, Bite +6
>d8, etc). Alternatively, add class levels to intelligent (1d6+4 plus poison)
monsters. Start with the base Hit Dice and add levels of War Dog: HD 2d8+4 (13 hp), AC 16, Bite +3 (1d6+3)
Fighter, Rogue, Mage or Cleric as required. Warhorse (heavy): HD 4d8+12 (30 hp), AC 14, Hoof
+6 (1d6+4)
Create your own: Assign Hit Dice (d8 for most things, Warhorse (light): HD 3d8+9 (22 hp), AC 14, Hoof +4
d12 for Dragons and Undead). Attack bonus and skill (1d4+3)
level = number of Hit Dice. If it’s an intelligent critter, add Warpony: HD 2d8+4 (13 hp), AC 13, Hoof +3 (1d3+2)
a +3 bonus to one skill. Add stat bonuses to suit. Wolf: HD 2d8+4 (13 hp), AC 14, Bite +3 (1d6+1)

Morale: While a few monsters, such as mindless Creatures


creatures, are fearless and will fight to the death, most
monsters have a strong desire to survive and will not Ankheg: HD 3d10+12 (28hp), AC 18, Bite +7 (2d6+7
continue to fight when the battle is going against them. plus 1d4 acid)
They will instead seek to retreat, to flee, or even to Assassin Vine: HD 4d8+12 (30 hp), AC 15, Slam +7
surrender. The GM decides when monsters abandon the (1d6+7), constrict (1d6+7)
battle and retreat, based on the situation and the Bugbear: HD 3d8+3 (16 hp), AC 17, Morningstar +5
monster’s intelligence. (1d8+2) or javelin +3 (1d6+2)
Choker: HD 3d8+3 (16 hp), AC 17, Tentacle +6
Mooks (optional): Sometimes a GM may want to use a (1d3+3)
large number of monsters but not want to carefully track Cockatrice: HD 5d10 (27 hp), AC 14, Bite +9 (1d4-2
each one. Mooks are “cannon fodder” monsters that plus petrification, DC 12 phys+STR to negate)
have 1 hit point per hit die, never make a saving throw, Dwarf: HD 1d8+2 (6 hp), AC 16, Waraxe +3 (1d10+1)
and always run away or surrender if the battle is or shortbow +1 (1d6)
obviously going against them. Any hit from a Fighting Earth Elemental (large): HD 8d8+32 (68 hp), AC 18,
Class character will likely kill a mook. Mooks cannot be Slam +12 (2d8+7)
told at a glance from non-mook monsters. Mooks make Elf: HD 1d8 (4 hp), AC 15, Longsword +2 (1d8+1) or
excellent minions for powerful leaders as they are very longbow +3 (1d8)
effective against normal people even if they cannot Gargoyle: HD 4d8+19 (37 hp), AC 16, Claw +6 (1d4+2)
stand long against PCs and NPCs with class levels. Gelatinous Cube: HD 4d10+32 (54 hp), AC 3, Slam +1
(1d6 +1d6 acid) plus engulf (paralysis + 1d6 acid/round,
DC 13 phys+DEX to negate)
Animal Ghoul: HD 2d12 (13 hp), AC 14, Bite +2 (1d6+1 plus
Badger: HD 1d8+2 (6 hp), AC 15, Claw +4 (1d2–1) paralysis) or claws +0 (1d3 plus paralysis)
Black Bear: HD 3d8+6 (19 hp), AC 13, Claw +6 Gnoll: HD 2d8+2 (11 hp), AC 15, Battleaxe +3 (1d8+2)
(1d4+4) or bite +1 (1d6+2) or shortbow +1 (1d6)
Brown Bear: HD 6d8+24 (51 hp), AC 15, Claw +11 Goblin: HD 1d8+1 (5 hp), AC 15, Morningstar +2 (1d6)
(1d8+8) or bite +6 (2d6+4) or javelin +3 (1d4)
Griffon: HD 7d10+21 (59 hp), AC 17, Bite +11 (2d6+4)

Microlite20 Comprehensive Edition -13-


Halfling: HD 1d8+1 (5 hp), AC 16, Shortsword +3 (1d6) Dinosaur
or light crossbow +3 (1d6)
Hellhound: HD 4d8+4 (22 hp), AC 16, Bite +5 (1d8+1 Deinonychus: HD 4d8+16 (34 hp), AC 16, Talons +6
plus 1d6 fire) (2d6+4) or bite +1 (2d4+2)
Hill Giant: HD 12d8+48 (102 hp), AC 20, Greatclub +16 Megaraptor: HD 8d8+43 (79 hp), AC 16, Talons +9
(2d8+10) or rock +8 (2d6+7) (2d8+5) or bite +4 (2d6+2)
Hobgoblin: HD 1d8+2 (6 hp), AC 15, Longsword +2 Triceratops: HD 16d8+124 (196 hp), AC 18, Gore +20
(1d8+1) or javelin +2 (1d6+1) (2d8+15)
Human Commoner: HD 1d8+1 (5 hp), AC 12, Dagger Tyrannosaurus: HD 18d8+99 (180 hp), AC 14, Bite
+1 (1d6+1) or sling +1 (1d4) +20 (3d6+13)
Kobold: HD 1d8 (4 hp), AC 15, Spear +1 (1d6-1) or
sling +3 (1d3)
Lizardfolk: HD 2d8+2 (11 hp), AC 15, Claw +2 (1d4+1)
Dire Animal
or club +2 (1d6+1) or javelin +1 (1d6+1) Dire Bear: HD 12d8+51 (105 hp), AC 17, Claw +19
Nymph: HD 6d6+6 (27 hp), AC 17, Dagger +6 (1d4) or (2d4+10) and bite +13 (2d8+5)
stunning glance (unable to act for 2d4 rounds, DC 17 Dire Rat: HD 1d8+1 (5 hp), AC 15, Bite +4 (1d4 plus
phys+STR to negate) disease)
Ogre: HD 4d8+11 (29 hp), AC 16, Greatclub +8 (2d8+7) Dire Wolf: HD 6d8+18 (45 hp), AC 14, Bite +11
or javelin +1 (1d8+5) (1d8+10)
Orc: HD 1d8+1 (5 hp), AC 13, Falchion +4 (2d4+4) or
javelin +1 (1d6+3)
Otyugh: HD 6d8+9 (36 hp), AC 17, Tentacle +4 (1d6 Dragon
plus disease) Young Red: HD 13d12+39 (123 hp), AC 21, Bite +20
Owlbear: HD 5d10+25 (52 hp), AC 15, Claw +9 (2d6+7) or Breath 10d10 DC24 phys+DEX to dodge for
(1d6+5) half
Rust Monster: HD 5d8+5 (27 hp), AC 18, Antennae Very Old Red: HD 31d12+248 (449 hp), AC 36, Bite
touch +3 (rust) +40 (4d6+13) or breath 18d10 fire, DC 33 phys+DEX to
Shadow: HD 3d12 (19 hp), AC 13, Incorporeal touch +3 dodge for half
(1d6 Str) Adult Gold: HD 23d12+115 (264 hp), AC 30, Bite +32
Shambling Mound: HD 8d8+24 (60 hp), AC 20, Slam (2d8+11) or breath 12d10 fire, DC 26 phys+DEX to
+11 (2d6+5), constrict (2d6+7) dodge for half
Skeleton Warrior: HD 1d12 (6 hp), AC 15, Scimitar +1 Young Adult Silver: HD 19d12+79 (202 hp), AC 28,
(1d6+1) or claw +1 melee (1d4+1) Bite +24 (2d6+6) or breath 10d8 cold, DC 23 phys+DEX
Stirge: HD 1d10 (5 hp), AC 16, Touch +7 (attach) to dodge for half
Stone Golem: HD 14d10+30 (107 hp), AC 26, Slam
+18 (2d10+9)
Treant: HD 7d8+35 (66 hp), AC 20, Slam +12 (2d6+9) Vermin
Troll: HD 6d8+36 (63 hp), AC 16, Claw +9 (1d6+6)
Werewolf Human Form: HD 3d8+7 (20 hp), AC 17, Monstrous Scorpion (tiny): HD ½d8+2 (4 hp), AC 14,
Longsword +3 (1d8+1) or light crossbow +2 (1d8) Claw+2 (1d2–4) or sting –3 (1d2–4 plus poison)
Werewolf, Wolf Form: HD 3d8+7 (20 hp), AC 16, Bite Monstrous Scorpion (small): HD 1d8+2 (6 hp), AC 14,
+5 (1d6+3) Claw+1 (1d3–1) or sting –4 (1d3–1 plus poison)
Werewolf, Hybrid Form: HD 3d8+7 (20 hp), AC 16, Monstrous Scorpion (large): HD 5d8+10 (32 hp), AC
Claw +4 (1d4+2) 16, Claw+6 (1d6+4) or sting +1 (1d6+2 plus poison)
Wight: HD 4d12 (26 hp), AC 15, Slam +3 (1d4+1 plus Monstrous Scorpion (huge): HD 10d8+30 (75 hp), AC
energy drain) 20, Claw+11 (1d8+6) or sting +6 (2d4+3 plus poison)
Wraith: HD 5d12 (32 hp), AC 15, Incorporeal touch +5 Monstrous Spider (small): HD 1d8 (4 hp), AC 14, Bite
(1d4 plus –1d6 STR, DC 14 phys+STR to negate) +4 (1d4–2 plus poison)
Wyvern: HD 7d12+14 (59 hp), AC 18, Sting +10 (1d6+4 Monstrous Spider (large): HD 4d8+4 (22 hp), AC 14,
plus poison) or Talon +10 (2d6+4) or Bite +10 (2d8+4) Bite +4 (1d8+3 plus poison)
Zombie: HD 2d12+3 (16 hp), AC 11, Slam +2 (1d6+1) Monstrous Spider (huge): HD 8d8+16 (52 hp), AC 16,
or club +2 melee (1d6+1) Bite +9 (2d6+6 plus poison)
Vampire: HD 4d12+3 (29 hp), AC 15, Slam +5 (1d6+4
plus energy drain –1 level, DC 14 phys+STR to negate)
or blood drain (-1d4 STR)

-14- Microlite20 Comprehensive Edition


Donate to the
RetroRoleplaying
GAME MASTER’S
Cancer Fund GUIDE
and Get Some PDF Goodies
Disease
Many Microlite20/74/81 gamers know that Randall Stukey,
the author of Microlite74, Microlite81, and other M20- Diseases have various symptoms and are spread
based old school games is trying to raise funds to pay the through a number of ways. Several typical diseases are
bills from his wife’s oral cancer treatments and that he summarized below.
worked on the original Microlite74 as way to cope during
her recovery from 6 weeks of radiation treatment in 2008. The entries for diseases include the following
Randall and Donna are some of the 40 to 50 million people
in the US who do not have health insurance nor did they
information:
qualify for government aid as they live in Texas and have
no children. Donna (successful so far) cancer treatments  Name of the disease: Type, DC, incubation,
have cost over $110,000. While some of this has been damage.
absorbed by hospital foundations and the like, they still
owe a lot of it. You can donate to the Retroroleplaying
Cancer Fund (via PayPal) and help them pay their bills.
 Type lists the disease’s method of delivery
(contact, inhaled, or injury).
Can You Help Pay the Cancer Bills?
Everyone who donates any amount at all get a password giving  DC lists the phys+STR check DC needed to
them access to a number of special downloads. Some of the prevent infection.
currently available downloads include:
 Incubation lists the time before damage begins.
 Pdf copies of the two issues of The Grimoire
Randall published in the late 1970s (which  Damage lists the ability damage the character
Randall blogged about here: The Grimoire #1 ( takes after incubation and each day afterward.
http://blog.retroroleplaying.com/2009/05/grimoir
e-1-spring-1978-d-fanzine.html ) and The
Grimoire #2 Cackle Fever: Inhaled, DC 16, 1 day, –1d6 MIND.
(http://blog.retroroleplaying.com/2009/05/grimoi Filth Fever: Injury, DC 12, 1d3 days, –1d3 DEX and 1d3
re-2-summer-1979-d-fanzine.html ) STR.
 Pdf copy of The Second Grimoire of Pharesm the Mindfire: Inhaled, DC 12, 1 day, –1d4 MIND.
Bright-Eyed, a set of house rules for a BECMI Red Ache: Injury, DC 15, 1d3 days, –1d6 STR.
campaign Randall ran at a game shop in the mid- Shakes: Contact, DC 13, 1 day, –1d8 DEX.
1980s.
 Microlite74 3.0 Special Edition -- 3 PDFs designed
to be printed in booklet format from Adobe Extreme Heat & Cold
Acrobat. Artwork is by Håkan Ackegård.
If not wearing suitable protection, a character must make
To get access to these downloads and access to a private a Phys+STR check once every 10 minutes (DC 15, +1
donor forum where you can get advance information on per previous check), taking 1d6 damage on each failed
upcoming Microlite74 releases, help Randall pay the save.
cancer bills by sending a donation in any amount -- small
or large -- to the RetroRoleplaying Cancer Fund via Paypal
at this link:
Falling Damage
http://www.retroroleplaying.com/node/153 A falling character takes 1d6 hp of damage per 10 feet
fallen. If the character makes a successful Phys+DEX
roll, he takes only half damage. The DC for the
Support Microlite20: phys+DEX roll is equal to the depth fallen in feet.
Please donate if you can! In the event that the fall ends in an area laden with
spikes or jagged rocks, add +1 hp of damage to falling
damage per 10’ fallen (with a maximum of +10 hp).

Poison
Characters can possibly take damage from a weapon
that has been poisoned, be attacked by a creature
whose natural attacks feature poison, consume poison

Microlite20 Comprehensive Edition -15-


hidden in food or drink, or be poisoned in some other Snake (medium viper): Injury, DC 11, -1d6 STR/-1d6
way. STR, 120 gp.
Snake (large viper): Injury, DC 11, -1d6 STR/-1d6
Several typical poisons are summarized below. The STR, 120 gp.
entries for poisons include the following information: Snake (huge viper): Injury, DC 14, -1d6 STR/-1d6
Name of the poison, Type, DC, damage, price. STR, 250 gp.
Wyvern: Injury, DC 17, -2d6 STR/-2d6 STR, 3,000 gp.
Type lists the poison’s method of delivery (contact,
ingested, inhaled, or injury).
Traps
DC lists the phys+STR check DC needed to avoid the Whether inside a dungeon or a nobleman’s manor
poison’s damage. house, adventurers can often be hurt, or even killed,
without ever encountering a monster of any kind, as
Damage is expressed as “xdx/xdx.” The first number is many dungeons are filled with debilitating or lethal traps
the initial damage, taken immediately upon failing the set to keep wayward hands off of fantastic treasures.
phys+STR check against the poison. The second Several typical traps of varying Encounter Levels are
number is the secondary damage, taken one minute summarized below.
after exposure to the poison if a second phys+STR
check is failed. Ability damage is temporary unless The entries for traps include the following information:
marked with an asterisk(*), in which case the loss is
permanent. Unconsciousness lasts 1d3 hours. Type of trap: Attack (damage), Save DC, Search DC,
Disable DC.
Price lists the cost for one dose of the poison. It can
usually only be obtained through less-than-reputable Type lists the trap used and the effect it has.
sources, as the possession of poisons are commonly
illegal. Attack shows the traps attack bonus or type of
effect.
Arsenic: Ingested, DC 13, -1 STR/-1d8 STR, 120 gp.
Blue Whinnis: Injury, DC 14, -1 STR/ Damage shows the amount and type of damage
unconsciousness, 120 gp. the trap deals.
Burnt Othur Fumes: Inhaled, DC 18, -1 STR*/-3d6
STR, 2,100 gp. Save DC lists the phys+DEX check DC needed
Deathblade: Injury, DC 20, -1d6 STR/-2d6 STR, 1,800 to either avoid the trap entirely, or to take only ½
gp. the listed damage (if this is possible).
Insanity Mist: Inhaled, DC 15, -1d4 MIND/-2d6 MIND,
1,500 gp. Search DC lists the DC for the know+MIND
Nitharit: Contact, DC 13, 0/-3d6 STR, 650 gp. Oil of check necessary to find the trap without
Taggit: Ingested, DC 15, 0/unconsciousness, 90 gp. triggering it.
Malys Root Paste: Contact, DC 16, -1 DEX/-2d4 DEX,
500 gp. Disable DC lists the DC for the sub+DEX check
Monstrous Scorpion (tiny): Injury, DC 12, -1 STR/-1 necessary to disarm the trap safely.
STR, 50 gp.
Monstrous Scorpion (small): Injury, DC 12, -1d2 EL1 Traps
STR/- 1d2 STR, 100 gp. Basic Arrow Trap: Atk +10 (1d6, arrow); Search
Monstrous Scorpion (large): Injury, DC 14, -1d4 know+MIND DC 20, Disable sub+DEX DC 20.
STR/- 1d4 STR, 200 gp. Camouflaged Pit Trap: 10 ft. deep (1d6, fall); Save DC
Monstrous Scorpion (huge): Injury, DC 18, -1d6 15 to avoid; Search DC 24, Disable DC 20.
STR/- 1d6 STR, 400 gp. Poison Dart Trap: Atk +8 (1d4 plus poison, dart);
Monstrous Spider (tiny): Injury, DC 10, -1d2 STR/-1d2 Search DC 20, Disable DC 18.
STR, 85 gp.
Monstrous Spider (small): Injury, DC 10, -1d3 STR/-
1d3 STR, 125 gp.
EL2 Traps
Burning Hands Trap: spell effect (1d4, fire); Save DC
Monstrous Spider (large): Injury, DC 13, -1d6 STR/-
11 for ½ damage; Search DC 26, Disable DC 26.
1d6 STR, 250 gp.
Large Net Trap: Atk +5 (—); Save DC 14 to avoid;
Monstrous Spider (huge): Injury, DC 16, -1d8 STR/-
Search DC 20, Disable DC 25.
1d8 STR, 500 gp.
Pit Trap: 40 ft. deep (4d6, fall); Save DC 20 to avoid;
Sassone Leaf Residue: Contact, DC 16, -2d12 hp/-1d8
Search DC 20, Disable DC 20.
STR, 300 gp.
Sleep Poison: Injury, DC 13, unconsciousness/
unconsciousness for 2d4 hours, 75 gp.

-16- Microlite20 Comprehensive Edition


EL3 Traps Disable DC 33.
Fire Trap: spell effect (1d4+3, fire); Save DC 13 for ½ Wide-mouthed Spiked Pit with Poisoned Spikes: 70
damage; Search DC 27, Disable DC 27. ft. deep (7d6, fall), Atk +10 (1d4+5 plus poison each, 1d4
Pit Trap: 60 ft. deep (6d6, fall); Save DC 20 to avoid; spikes); Save DC 20 to avoid; Search DC 20, Disable
Search DC 20, Disable DC 20. DC 20.
Poisoned Arrow Trap: Atk +12 (1d8 plus poison,
arrow); Search DC 19, Disable DC 15. EL10 Traps
Crushing Room: walls move together (16d6, crush);
EL4 Traps Search DC 22, Disable DC 20.
Lightning Bolt Trap: spell effect (5d6, electricity); Save Crushing Wall Trap: Atk automatic (18d6, crush);
DC 14 for ½ damage; Search DC 28, Disable DC 28. Search DC 20, Disable DC 25.
Spiked Pit Trap: 60 ft. deep (6d6, fall), Atk +10 (1d4 Energy Drain Trap: Atk +8 (2d4 negative levels for 24
each, 1d4 spikes); Save DC 20 to avoid; Search DC 20, hours); Save DC 23 to avoid; Search DC 34, Disable DC
Disable DC 20. 34.
Wall Scythe Trap: Atk +20 (2d4+8, scythe); Search DC When in Doubt... Remember
21, Disable DC 18.
Whenever the players want to try something that goes
EL5 Traps around, through, or above and beyond the rules as
Falling Block Trap: Atk +15 (6d6, slam); Search DC 25, written, you can always use the “GM’s Friend”...the 50%
Disable DC 17. chance.
Fireball Trap: spell effect (1d4+7, fire); Save DC 16 for
½ damage; Search DC 29, Disable DC 29. Have them roll whatever check seems most appropriate.
Poisoned Wall Spikes: Atk +16 (1d8+4 plus poison, A roll of 1-10 is a failure, a roll of 11-20 is a success. If
spikes); Search DC 17, Disable DC 21. you feel that the situation warrants that you favor them,
assign a +2 bonus to their roll. If the situation determines
EL6 Traps that they be hindered, then assign a –2 penalty.
Compacting Room Trap: walls move together (12d6,
crush); Search DC 20, Disable DC 22.
Lightning Bolt Trap: spell effect (10d6, electricity);
Save DC 14 for ½ damage; Search DC 28, Disable DC
28.
Spiked Pit Trap: 100 ft. deep (10d6, fall), Atk +10
(1d4+5 each, 1d4 spikes); Save DC 20 to avoid; Search
DC 20, Disable DC 20.

EL7 Traps
Black Tentacles Trap: spell effect (tentacles) Atk +7
(1d6+4 each, 1d4+7 tentacles); Search DC 29, Disable
DC 29.
Chain Lightning Trap: spell effect (11d6 to nearest
target +5d6 each to up to 11 secondary targets,
electricity); Save DC 19 for ½ damage; Search DC 31,
Disable DC 31.
Well-camouflaged Pit Trap: 70 ft. deep (7d6, fall); Save
DC 25 to avoid; Search DC 27, Disable DC 18.

EL8 Traps
Destruction Trap: spell effect (death); Save DC 20
(phys+STR) for 10d6 damage; Search DC 32, Disable
DC 32.
Power Word Stun Trap: spell effect (stun 2d4 rounds);
Search DC 32, Disable DC 32.
Well-camouflaged Pit Trap: 100 ft. deep (10d6, fall);
Save DC 20 to avoid; Search DC 27, Disable DC 18.

EL9 Traps
Dropping Ceiling: ceiling moves down (12d6, crush);
Search DC 20, Disable DC 16.
Incendiary Cloud Trap: spell effect (4d6/round for 15
rounds, fire); Save DC 22 for ½ damage; Search DC 33,
Microlite20 Comprehensive Edition -17-
One thing that is important to emphasize is that the

DESIGNER’S NOTES attribute modifier can be different for different characters,


even if they're doing the same task.

For example, depending on the situation, Physical could


Everything you need to know about be modified by the character's STR, DEX or MIND.
the Microlite20 Skill System.... When presented with a dungeon door that's barred from
the inside, the rough-and-tough Fighter could try to
...but were afraid to ask.
charge it. That's a Phys+STR check against the
toughness of the door (DC 15, say). The Rogue could try
For all its lack of size, Microlite20 does an admirable job
to slide his sword through a crack in the door to push the
of allowing GMs to run pretty much any published d20
bar out of the way. That would be a Phys+DEX check at
adventure on the fly without having to resort to hefty
DC 10, and probably the best solution. On the other
conversion tables and the like. It uses the familiar d20
hand, a wily Mage would try to use leverage to lift the
mechanic and terms which mirror those of standard
door from its hinges - a Phys+MIND check at DC 20 - a
game. Hit points, attack rolls and damage are the same,
difficult check, but far from impossible.
whichever game you're playing.
Each character has used the Physical skill to achieve the
But there are a few notable differences. Some systems
same end result, but approaching the task differently
were completely altered, with Skills list having the largest
merits a different attribute modifier. In general, that
revision. I'm going to give you an insight into the hows
means each character would benefit most from playing
and whys of the Microlite20 Skill system, and show you
to their own strengths - a character with a high MIND
why I think it's The Best Skill System Ever.
stat would benefit most from using cleverness to solve a
problem, whereas a high STR Fighter's best muscle is…
How It Works well, his muscle :)
But first, a quick recap of the Microlite20 Skills rules.
Here they are in their entirety:
Setting the DC
As in the example above, the Difficulty Class can vary
There are just 4 skills: Physical, Subterfuge,
depending on how the player approaches the task.
Knowledge and Communication. Roll higher
than the given Difficulty Class to succeed.
When setting the DC, I think in terms of "What would
Bob do?" - Bob being my imaginary 1st level commoner
Skill rank = your level + any bonus due to your
with no modifiers. Bob has straight 10s for all stats and
class or race.
no skill bonuses. He's the unheroic man on the street,
and the benchmark by which heroes are measured.
Skill roll = d20 + skill rank + whatever stat bonus
is most applicable to the use + situation
In general, I recommend using only four DCs, especially
modifiers
at low levels:
For example, Climbing would use Physical +
DC Level
STR bonus. Dodging a falling rock is Physical +
10 Easy - 50/50 chance of Bob succeeding 1st time
DEX bonus. Finding a trap is Subterfuge + MIND
15 Moderate - would succeed after several
bonus. Disabling a trap is Subterfuge + DEX
attempts
bonus.
20 Difficult - would succeed only with luck on his
side
Note that there are no “saving throws” in this
25 Very Difficult - Bob needs some hefty modifiers
game; use Physical + STR or DEX bonus for
and the Gods watching over him
Fortitude and Reflex saves. Saving against
magic (Will save) is usually MIND bonus + your
I never use DC 5 - if it's that easy and out of combat,
level.
keep the game flowing by having the players succeed
automatically. Anything that would be DC5 is
One of the key differences between the d20 skill system
automatically at least DC10 in combat anyhow. For
and Microlite20 is that the attribute modifier can change.
example, crossing a crowded tavern without spilling your
That's an important distinction; it makes the Microlite20
drink would be a DC 5 Phys+DEX check. No roll
system much more powerful and flexible. It means that
needed. Crossing the same room during a bar fight
just four skills can cover the entire d20 skillset, and
would be DC 15, at least!
more. The basic rules have a handy list of the d20 skills,
converted into Microlite20 terms. I had originally shied
It helps if there's always an easy way to solve a problem
away from putting together such a list as I felt it stifled
as in the example of the barred door above. While each
Microlite20 in the same way that the d20 skill system
character can find at least one solution to a problem and
stifled player creativity. More on that later.
gain the benefit of their highest attribute, there's usually
-18- Microlite20 Comprehensive Edition
a path of least resistance to be found. All the players If your games are revolve around Urban Adventuring or
have to do is discover it! involve a lot of stealth, Subterfuge will see a lot of use.
On the other hand, games involving a lot of dynamic
At higher levels, encourage the players to come up with action will more likely demand more Physical checks,
ever more heroic (and excessive!) solutions to problems. and ones with lots of social interaction will require
While a barred door might be a pause for thought to 1st Communication. That's more of a matter of playstyle
level characters, by 10th level it's an excuse for light than anything.
relief. Your 10th level Fighter would have a +13 Phys
and most likely automatically succeed at any DC15 For my money, I'd put Knowledge as a critical skill; a
Phys+STR checks - so encourage them to aim for failed Know check at a critical moment could result in a
DC20, at least: "I push the door down with my index TPK. Imagine failing a Know+MIND check and bringing
finger and a grunt." the wrong magic weapons to bear against a Demon
Lord.
Modifiers and More
Modifiers are the GM's Best Friend. Even a plus or Fewer Skills Means More Choice
minus 2 can make a world of difference, especially at Back in the days of Classic D&D, the players could do
lower levels. If your Halfling Rogue is trying to persuade anything. With no straight-jacketed skill system to limit
the City Guard to let them enter the Merchant's Quarter their choices, the players invented cool and clever
after dark (Comm+MIND, DC15), grant them a +2 solutions to problems. When faced with a 30' high statue
because the guard recently won at dice and is in a good with rubies for eyes they erected pulleys to lift and swing
mood. Alternatively, give them a minus 2 because he the rogue into place far above their heads. Try doing that
lost but drop hints as to the guard's weakness. in 3rd Edition and the GM will be left scratching their
head working out how to call for skill checks for that. The
Modifiers can make all the difference between success d20 skill system has become a list of what the
and failure. If the characters need to find a path through characters can do, silently eliminating all other
the Lizardmen Swamps (Know+MIND, DC20) then possibilities, and that's not a Good Thing.
finding an old trail map (a +4 modifier!) might just save
them from becoming Hooman Stew. Microlite20 is the best of both worlds; rather than provide
a skills list, it provides a skills framework. This give the
Encourage the players to work for those modifiers, and players room to think of solutions rather than looking
reward them for clever, creative thinking. It's what the down a long list of skills to see what's most applicable to
game is all about, after all. the task in hand.

The Four Skills Here's another example: Climbing. In the d20 system,
Microlite20's four skills - Physical, Subterfuge, that's a skill modified by STR. That's good if you're a
Knowledge and Communication - can be used to Fighter, but not so good if you're a Wizard. In
adjudicate pretty much any situation the game demands. Microlite20, the character could use Phys+STR ("I pull
When creating Microlite20 I toyed with more skills, and myself up"), Phys+DEX ("I nimbly climb the cliff face"),
less (even zero) but these four hit the sweet spot for Phys+MIND ("I take my time, working out the best route
general play. Of course, if you want more, or want to and carefully testing each handhold") or even Sub+STR
chance these four, feel free! ("I climb, quietly"). That adds much more flavor to the
game and encourages each player to find their own,
Skills are also used to replace two of the three saving unique, solution.
throws, with Phys+STR and Phys+DEX replacing Fort
and Reflex Saves respectively. This gives Fighters their Using Existing Monsters
built-in boost to saves against Poison, etc, and Rogues But what happens when you're running a published
(with their higher DEX) their improved Reflexes. It also adventure, or using a Monster from the Monster Manual
means that the Phys skill is important to all players, or SRD?
regardless of class. Which leads us to…
Simple; use them as is. It doesn't matter that the Orc
Why is Subterfuge So Important? makes a Listen check to see if it detects the PCs, or if
This is a common question that's regularly repeated on the NPC fails a Spot check. The mechanics are the
the ENWorld threads, and the short answer is: it same (roll d20+modifiers against a DC), and the
depends on your style of play. emphasis should always be on simplicity and speed of
play. There's no need to convert any monsters or NPCs
It's true that the Subterfuge Skill covers a whole range of to Microlite20 before you use them. Just roll, and have
d20 skills, including Hide, Move Silently, Listen, Open fun!
Lock, Search and Spot. It's THE skill for Rogues, and
will get regular use from all classes. That's because all
of the Adventuring classes are a nasty, sneaky lot, and
not to be trusted :)
Microlite20 Comprehensive Edition -19-
Let's Recap Quick tip: to speed monster creation further, multiply
The Microlite20 Skill System is your friend. It's flexible, the Hit Dice by 5 for hit points; multiply Hit Dice by 7 for
and encourages imaginative play like no other. And it's Dragons and Undead.
mostly d20 compliant too.
Remember that unlike Player Characters, Monsters and
What's not to love? other NPCs don't add their STR total to their hit points.
This is a special bonus for Real Heroes only. If you want
a tougher Monster, increase their STR so they get an
Microlite20 Monster Building increase (equal to their STR bonus) to their hp per Hit
Dice.
If there's one thing that fills DMs with preparation dread,
it's realizing you're going to have to Create The Monster.
That gives the Ninja Monkeys 1HD, 5hp, +1 to hit with
You've trawled through your Monster Manuals, searched
their Katana and +1 with all skills. As these are
the various RPG forums and cracked open your Tome of
intelligent Ninjas (are there any other kind?), we'll
Horrors, and nothing quite matches your monster
allocate their +3 to Subterfuge. Let's give them STR 6,
concept.
DEX 14 and MIND 12, allow them to use DEX (rather
than STR) for their attack roll with their miniature
In 3rd Edition, monster building is notoriously time-
Katanas, which do d6 damage. Factoring that in with the
consuming, and even the shortcut solution of taking an
Hit Dice, we get:
existing monster and adapting it or adding class levels
can easily take anything from 10 minutes to a full hour -
Ninja Monkey, 1HD (3hp), AC12, +3 Katana (1d6-2)
per monster.
Sub+4, all others @ +1 STR 6, DEX 14, MIND 12
In comparison, Monster Building under Microlite20 is so
And… we're done. If the Ninja Monkeys have any
fast, it's possible to do it on the fly, right at the game
special abilities or equipment, note them down but don't
table - and I'm going to show you how, using our friend
bother with setting uses/day, etc; if it's Dramatically
the Ninja Monkey above as an example.
Appropriate for a monster to use its abilities then use
them. No Rules Needed! That's the Microlite20 way :)
Let's face it - Ninja Monkeys rock. Imagine hordes of
Katana wielding tiny monkeys, and you're right into Cool
So, to recap:
Critter territory. Perhaps there's a secret Monkey Ninja
training school in the hills and they assassinate people
 Set the Hit Dice to get the hit points, chance to
for peanuts or serve a Gorilla Samurai Lord. Whatever
hit and skill levels
their origin, I guarantee your gameworld will be better off
with Ninja Monkeys in there, somewhere. But first, we  If it's intelligent, add +3 to one skill
have to build them.  Pick stats and adjust AC, hit points and damage
 Note and special abilities and equipment
In 3.x, one possible way to create your Ninja Monkeys
would be to take the normal Monkey stats, Awaken it by If you want a more powerful Ninja Monkey (and who
applying the Awakened template then adding Ninja class wouldn’t?), just add Hit Dice, which increases hp, attack
levels. Even for an experienced DM, that's at least 20 bonus and skills. Adjust Stats if it's logical to do so.
minutes work, and most GMs will struggle to complete Here's a 3HD Ninja Monkey:
that task in under an hour. It's not for the fainthearted. Ninja Monkey, 3HD (12hp), AC12, +5 Katana (1d6-1)
Those 20 minutes could have been spent creating an Sub+6, all others @ +3
entire Microlite20 scenario, including monsters, but that's STR 8, DEX 14, MIND 12
a blogpost for another day.
Simple. See?
Here's the entire Monster-creation text for Microlite20:
The Microlite Campaign
To create new monsters, assign Hit Dice (d8 for
most things, d12 for Dragons and Undead).
Attack bonus and skill level = number of Hit The Lazy Gamer's Guide to World
Dice. If it’s an intelligent critter, +3 bonus to one Building
skill. Assign stats to suit. Equip and add abilities Microlite20 is all about simplifying gaming to the point
as required. where the rules don't get in the way of the role-playing,
while at the same time retaining usability from d20
Let's start by setting the Hit Dice for our Ninja Monkeys. adventures, supplements, etc.
As these are tiny little monkeys, and (in my imaginary
scenario) going to come up against 1st level PCs, let's From a campaign point of view, the simplest way to do
give them 1HD. this is to evolve the world as the game progresses. Plan
ahead, but only as far as the next few steps - then stop.

-20- Microlite20 Comprehensive Edition


Six Sided Gaming: Hex Magic  Funeral Procession (Dungeon 135) - Saltmarsh.
One way to do this is Ideal for the (current) base of operations, and a
to use a simple blank likely scene of many adventures
hex grid. Set the scale  Salvage Operation (Dungeon 123) - Need
small - say, one hex = coastline
3 miles - and put one  Within the Circle (Dungeon 130) - Thistle village,
adventure inside the depot.
center hex. Populate it  Home Under the Range (Dungeon 134) -
according to the Vultania Gorge (Dwarf town), mountains
needs of that  The Walking Dead - An adventure of my own
adventure, and then making. Zombie hordes wipe out a town and
move on. Work march toward Saltmarsh. Khorvalen town,
around that one hex forest.
adding other  Wingclipper’s Revenge (Dungeon 132) - Turvin
adventures, all around village
roughly the same
power level. Think about the kind of adventures you (as The finished layout
GM) enjoy playing, and the feel you want to impart. looks something like
this, perfect for a
By the end of this, you've got seven adventure settings starting campaign and
and a solid core for the game world. It's likely you'll want rife for further
to change something because of events in the first adventure. Extra
adventure, but that's fine. Perhaps the gamers enjoyed a elements can be added
section set in a forest, so you want to change one of the and changed as
adjacent hexes to expand that locale. That's cool, as it required, but there's
means that the players are involved in the game world enough groundwork in
itself. place to begin with.
It's likely you will see links between adventures. Perhaps
the Evil Bad Guy in one adventure is similar enough to As the adventures
one in another that the same villain could make a develop, there's room to fill in the political blanks;
reprise. Interweave plot threads to make the players feel factions and enemies will rise from the adventures
like they are a part of a larger story, and leave some themselves rather than premeditation. With such a clean
hexes blank for future use. Some places – particularly slate, it's possible to turn the game in any direction with
cities and towns - will be reusable. Expand them as minimal effort.
needed.
Other Genres
Finally, add in roads, rivers and other details. It's a simple matter to change the grid scale to suit the
genre. For a world-hopping sci-fi game, each hex could
As you progress, new ideas and a backstory will develop represent a star system in the best Traveller style. For
of its own accord. The goblin raiders in one adventure gritty urban fantasy or a modern game, each hex could
will become scouts from a distant Goblin Empire; an be a single district in just one city.
NPC might come from a nearby city state, and the
Wight's Barrow will be a lost reminder of a long forgotten
battle.

When the time is right, add more hexes and adventures.


Re-visit and re-work previous locales. Perhaps that first
dungeon the adventurers cleared out is now home to
something more sinister, or the Elves in the Twisting
Forest in hex 3 send out a call for help. Let the campaign
setting evolve with the players to create a setting that
feels alive

Example
Grabbing a bunch of old Dungeon magazines and the
hex grid above, it's time to create a new world. The
game is going to start at first level, so I pull out the
following adventures and drop them into the numbered
hexes, making notes about the locales as I go:

Microlite20 Comprehensive Edition -21-


Criticals
APPENDIX A: MINOR The Core Rules say: “Natural 20 is automatically a
critical doing maximum damage.”
RULES EXPANSIONS & But: Players love fantastic stuff to happen when they roll

VARIANTS a natural 20 in combat. Various variants suggest


themselves. This is what I like to do:

Print the Critical Hit Tables from the HARP Lite manual
Special Moves (get it from the HARP site in the free download section)
around page 56. When players roll a natural 20, roll
Roll an attack at -8 to hit against d20+your opponent’s
1d100 on the appropriate critical hits table. Add 5xSTR
to-hit bonus. If you roll higher, you succeed. If not,
combat continues. If you’re using a weapon designed for bonus (or DEX bonus if using a light weapon and
preferring DEX) to the result.
the purpose (a sai to disarm, chain to trip, etc.) then roll
attack -4 instead.
Example: A thief with DEX 16 using his knife and rolling
a natural 20 gets a 1d100+15 on the puncture critical
Fatiguing Damage table. (I suggest you don’t use this table against
players…)
This rule adds a bit of consequence to taking damage
(either via combat or spell casting). Last session, the level 1 priest decided to walk out into
the forest in the middle of the night, trying to talk to the
trees. A Kappa (4 HD) surprises him. He flees back to
 When a character is reduced to 3/4 of their the village. The kappa follows. The priest draws his bow,
maximum Hit Points (rounded up) he/she is takes aim, and rolls a natural 20. I roll 1d100+15
Fatigued. because the priest has DEX 16. The result is an
 *When a character is reduce to 1/2 or fewer of awesome 92+15=107!
their maximum Hit Points (rounded up) he/she is
Exhausted. “You impale foe in the lung—he’ll die in 12 gurgling
rounds. Foe takes 29 Hits, is stunned 12 rounds, bleeds
Unlike normal Fatigued and Exhausted conditions, these 3 per round, and is at -20.”
conditions are only removed when the character is
healed above the applicable Hit Point threshold. Normal I’m sure my players will remember this event for a while
rules for stacking Fatigue apply. to come!

Example Alternative: Let them roll a second attack. Repeat as


A character reduced to “Fatigued” by damage who later long as a natural 20 comes up. This is simpler, but lacks
suffers another level of Fatigue through physical exertion the gory details.
is thus Exhausted. The Exhausted condition is removed
with normal rest, however the Fatigued condition
remains until the character is healed above 3/4 of his/her Combat Bonus
maximum Hit Points.
In this variant a character’s Base Attack Bonus provides
a bonus to their Armor Class as well as to their Attacks.
Effects are the same as the d20 SRD:
This variant works well with the Base Attack Bonus by
class variant. If you use this variant consider counting an
Fatigued: A fatigued character can neither run nor
armor’s Armor Class bonus as Damage Reduction
charge and takes a -2 penalty to Strength and Dexterity.
instead.
Doing anything that would normally cause fatigue
causes the fatigued character to become exhausted.
After 8 hours of complete rest, fatigued characters are Cleave
no longer fatigued.
To speed up combat, replace the ability to make multiple
Exhausted: An exhausted character moves at half attacks if your attack bonus is +6 or more with the
speed and takes a -6 penalty to Strength and Dexterity. following:
After 1 hour of complete rest, an exhausted character
becomes fatigued. A fatigued character becomes If the melee attack bonus is +6 and the attacker drops or
exhausted by doing something else that would normally slays a foe, he is granted one additional attack against
cause fatigue. another opponent in melee weapon striking distance that
round. As long as the combatant is dropping foes, he
can continue attacking others until one does not fall to
the might of his weapon.
-22- Microlite20 Comprehensive Edition
 Magi are at (Level + 3 + Mind Modifier) for
Knowledge, and (Half-Level + Ability Modifier)
Sanity Checks for all other skills. The GM may rule that a Magi
SAN checks are a popular element in the Call of Cthulhu uses (Level + MIND) for Communication when
role-playing game. dealing with other spell casters.

To implement them in Microlite20 use MINDx5 as your  Rogues are at (Level + 3 + Dexterity Modifier)
starting SAN, then run SAN checks as per the Call of for Subterfuge and (Half-Level + Ability Modifier)
Cthulhu rules. for all other skills. The GM may rule that a
Rogue uses (Level + MIND) for Knowledge
This would work as a substitute: when applicable to all things rogue-like.

If the character encounters something that is likely to When determining a skill that is at “half-level” always
threaten their sanity (a rotting corpse, a vampire, a round down.
dragon, Great Cthulhu, etc), the player rolls d100. If the
result exceeds their current SAN, they roll another dice
(usually a d6, though more - many more! - for particularly
Adding Charisma
frightening sights) and deduct that amount from their Adding CHA as a stat is as simple as writing it onto your
SAN. character sheet and making an extra 4d6 roll during
character generation.
I suggest that if they lose 1/10th of their current SAN in
one go they gain a temporary insanity, such as short The skill bonus can then be used in place of your MIND
term catatonia, nightmares or a phobia. When their SAN bonus for any interactions with intelligent creatures.
reaches 0, they're hopelessly lost. SAN can be regained
through therapy, rest and weak tea. Examples
 Bluffing past a guard - sub+CHA
For example: Matt Warren, Occult P.I. has a MIND of 16,  Intimidating the barbarian leader with a show of
so his SAN is 80 at the start of the campaign. His first might - phys+CHA
case involves a series of bodies that have been  Convincing the elven court that you mean no
discovered with their lips and eyelids sewn shut with red harm to their forest - com+CHA
thread. He's in the morgue and on his first sight of the  Haggling down a merchant - com+CHA
bodies makes a SAN check, getting a 92 for the result.
He rolls a d6 and gets a 4, meaning his SAN is now 76. Alternative: You can still simulate charismatic leaders
by having non-magi with a high MIND stat.
And thus begins the slow descent into madness....

Multiclassing
Alternate Skill System
To Multiclass in Microlite20 simply take an additional
Higher level characters in Microlite20 tend to be very class at your next level break, subject to GM permission.
skilled even at things outside of their area of expertise. It is not recommended for Games Masters to allow more
A+3 bonus to one skill at level 1 is a significant than two class combinations however as this can lead to
advantage. However, by level 20 (and beyond), that Powergaming Munchkinitis, a dreadful disease that
bonus is marginal. afflicts some role-players.
To signify the different specialties of each class you can Optionally, only allow a class change every third level
use the following system. (3,6,9,etc).
 Clerics are at (Level + 3 + Mind Modifier) for Certain class combinations can be used to simulate
Communication, and (Half-Level + Ability other base d20 classes:
Modifier) for all other skills. The GM may rule
that a Cleric uses (Level + MIND) for Knowledge Fighter + Cleric = Paladin
when used for all things related to dogma- Rogue + Cleric = Bard
related. etc.
As an additional option, characters do not get the +3
 Fighters are at (Level + 3 + Strength Modifier) bonus to the specialty skill of that class, only the first
for Physical, and (Half-Level + Ability Modifier) class a character takes receives this bonus. This should
for all other skills. The GM may rule that a cut down on min/maxing and allow characters to branch
Fighter uses (Level + MIND) for Knowledge into multiple classes freely.
when applicable to martial areas.

Microlite20 Comprehensive Edition -23-


Monks
Monks use no armor. They have a +3 bonus to Physical Base Attack Bonus
and can fight unarmed (kicks, punches, etc) doing d6
This variant makes certain classes better at fighting than
damage (STR bonus to damage still applies). Their
others.
unarmed damage increases every four levels starting at
the fourth level as shown in the following table:
 Clerics have a Base Attack Bonus equal to 1/2
of their level (rounded up).
Level 1-3 4-7 8-11 12-15 16-19 20
 Fighters have a Base Attack Bonus equal to
Damage 1d6 1d8 1d10 2d6 2d8 2d10
their level.
Their attacks count as magical after 3rd level.  Rogues have a Base Attack Bonus equal to 3/4
of their level (rounded up).
They gain an AC bonus equal to half their level (rounded  Magi have a Base Attack Bonus equal to 1/2 of
up) provided they are wearing no more than loose fitting their level (rounded up).
clothes. 
Halfbreeds
Level 1-2 3-4 5-6 7-8 9-10 Halfbreed races are a common staple of fantasy.
AC Bonus +1 +2 +3 +4 +5 Half-Orc: +3STR, -1MIND
Half-Elf: +1MIND, +1 comm
Ninjas are the same as Monks, but gain +3 to Sub Mul (Half-Dwarf): +1STR, +1 phys
instead of the +3 to Phys. Quarterling (Half-Halfling): +1DEX, +1 sub
Half-Fiend: +3MIND, -1STR or -1DEX
Monks can use DEX bonus + level instead of STR bonus Half-Stone Elemental: +3STR, -1DEX
+ level as melee attack bonus if unarmed. Half-Air Elemental: +3MIND, -1STR
Half-Water Elemental: +3DEX, -1MIND
Additionally, the following may be applicable for some Half-Fire Elemental: +3MIND, -1DEX
campaigns: Monks make multiple attacks per round by
taking -2 on the first attack, -4 on the second attack, and
so on, as long as their melee attack bonus is positive. Turn Undead Alternatives
As an alternative to the rules for Turning Undead
Examples presented in the Core Rules, consider the following two
Mu Ehr is a 5th level monk with STR 12/+1 and DEX variants:
18/+4. He uses DEX based Gong Fu to fight and thus
has a melee bonus +9 for a single attack. When using a The Undead Turning
Flurry of Blows, he has four attacks at +7/+5/+3/+1. He (From Deimodius) Level Check variant has the cleric
deals 1d8+1 points of damage when he hits. His AC is make a level check against each undead up to a certain
17. HD limit, and within the 60’ range. The cleric’s level
check (like a Wizards level check) is 1d20 + Cleric level
His older brother Chen Dong is a 5th level monk with + Cha mod. The DC to beat is 10 + Monster HD + Turn
STR 17/+3 and DEX 15/+2. He uses STR based Iron Resistance (if any) + Cha mod. A cleric can affect a
Fist moves and has a melee bonus of +8. When using a number of HD worth of creatures = to Effective Cleric
Flurry of Blows, he has three attacks at +6/+4/+2 (there level x 3. Any affected creatures are “frozen in place for
is no +0 attack). He deals 1d8+3 points of damage when 1 round as if paralyzed” (even creatures with immunity to
he hits. His AC is 15. paralysis). The cleric can concentrate each round to
prolong the effect up to 10 rounds. If the creature is
Druids attacked or takes damage, the effect is broken and the
creature can act normally on its next turn. UA also
A Druid is a Cleric who worships Nature and Nature suggests that if you use this variant, undead with turn
spirits. Generate as a Cleric but use the Druid spell lists resistance of +4 or higher should get a turn resistance
from the SRD. Druids avoid using metal where possible, increase of an extra +2.
preferring living or once-living materials (leather, wood,
etc). Beating the DC by 5 or more means the cleric can
choose to turn or rebuke (if evil) the undead normally
From third level a Druid can Wild Shape into any small (rather than just freezing them). If the creature’s HD is =
animal (eg a fox or badger) once a day. Every three to 1/2 the Cleric’s lvl or lower, no check is needed (it
levels the number of uses increases by one (2/day at automatically succeeds), the undead is destroyed, and it
6th, 3/day at 9th, etc). A Druid can use up 2 uses by still counts towards total HD worth that can be affected.
Wild Shaping into a medium-sized animal (eg, a wolf), or
3 uses by Wild Shaping into a large animal (eg, a bear). For M20, I would see it working something like this:
-24- Microlite20 Comprehensive Edition
Spell Default Each point allocated
Turn Check = 1d20 + Cleric level + MIND mod Attribute adds....
DC = 10 + creature HD + Turn Resistance + MIND mod Damage 0 1d6*
Range Touch 30’
In the interests of speeding play, the PC makes only 1 Area of effect 0 10’ radius
turn check roll and it is applied to all undead within range Duration Instant 1 round
from lowest to highest HD in order until all HD that cleric
can affect are used. So a level 1 cleric can affect a total “Damage” could be positive energy to make it a healing
of 3 HD worth of undead with that one check. spell instead recovering 1d6 damage per point.

As above, undead with HD equal to or less than 1/2 the Transformation spells must exceed the hp of the target
cleric’s level are automatically affected and are to be successful. Turning a 6hp commoner into a frog for
destroyed. HD of these undead are still part of total HD a few rounds is simple; doing the same to a dragon is
that can be affected. considerably more difficult, and will likely take several
rounds and a lot of courage!
The cost to use this ability is a loss of HP equal to the
total HD the cleric affects (or chooses to affect). A spell lasts as long as the caster concentrates
(performing no other action) or as long as it’s stated
Turning as Damage duration.
(from Darrell) Use an M20 version of the ‘Positive
Energy Burst’, when the cleric says he’s going to attempt Examples
a turn, every undead critter within 30 feet must make a
“Will save” (Knowledge + MIND). If the critter fails the Norris the Elder is a 5th Level Mage with MIND 16. His
check, he takes 1d6 points of damage per the cleric’s Magical Attack is (5+3) +8. Norris has been captured by
level. Gnolls and wishes to teach the leader a lesson. From
within his wooden cage he throws a fireball into the
center of the gnoll gathering, targeting the campfire
Open Ended Magic System (DC10) 20’ away. He rolls 18+8 = 26. That’s 4 points to
A spellcaster does not use a spell list, but manipulates to put in to the fireball, so one goes into Range, two into
raw magic to create any required effect. Because of the damage and one into Area of Effect. All Gnolls within 10’
flexibility of the system however, it is recommended that of the campfire take 2d6 damage and start patting out
the player note a few pre-prepared examples in advance singed fur, howling in pain. Norris chuckles.
to keep the game moving quickly.
Norris is beaten badly for this stunt and is back in the
To cast any spell the caster rolls his Magic Attack. The cage, down to just 3hp. He casts Heal on himself (DC0,
DC depends on the type of spell. +2 as it’s his second spell that day). He rolls 10+8 = 18
which exceeds DC2 by 16 points. He allocates all four
Spell Type DC points to “damage” and heals 4d6hp. He’s back to full
Directly damaging Target’s AC health.
Mind affecting, unwilling 10+opponent’s MIND
target bonus Deciding it’s time to make a break for freedom, Norris
Willing target/Self 0 tries to use magical force to break the back of the cage.
Inanimate object 10* The bars are strong wood (DC10+4 as this is his third
spell today). Norris rolls a natural 20, then a 12 for a total
*Special materials and locations may be more or less of (20+12+8) 40. That gives him 5 points to play with.
susceptible to magical manipulation. Wanting to do it slowly so as not to attract attention, he
puts one point into damage (1d6), 3 into rounds and the
Each spell cast (failed or otherwise) that day increases GM ok’s 1 point being spent to keep everything silent. By
the DC by +2. the time the Gnolls notice the hole in the bars, Norris is
long gone.
If a d20 rolls a natural twenty, add and roll again. If
further natural twenties are rolled, continue adding and
rolling. Four By Five Magic System
For every 5 points (or part thereof) above the DC the Magic is nothing more than the speaking of two (or
caster may add 1 point to damage, range, area of effect more) Words of Power in the Divine Tongue. These
or duration. If they are unstated, then the defaults are words take a lifetime to master all their subtle inflections
used. and are far beyond the capabilities of most mere
mortals; magic is the sole purlieu of the Magi.
Multiclassing to, or from, the Magi class is impossible.
Either you have the Gift and follow it to the end, or it is
Microlite20 Comprehensive Edition -25-
gone forever. To have the Gift is to be a Mage; to be a transformation; to turn one thing into another the total
Mage is to possess the Gift. effect rolled must equal the difference between the two
hit point totals. That’s why it’s so easy to turn
Magi begin play at 1st level knowing three Words of commoners into toads, but Magi turn into dragons.
Power - either Two Actions and One Realm, or Two
Realms and One Action. They learn one new Word of Examples
Power every three levels (3, 6, 9, etc). Maximus Verlinius, a Magi-1 knows the Words augeo,
defero and navitas. his stats are STR 10, DEX 12 and
The Four Actions MIND 16. His Magical Attack is 1 + 3 = +4. He suspects
 Enhance (augeo): Strengthen, Heal, Enlarge, Todmore Fellhaven, his enemy, is in the next room, so
Repair, Sharpen, etc. he casts defero navitas to detect any energy sources in
 Diminish (infirmo): Weaken, Damage, Injure, the area. He rolls a 16, just reaching DC of 20. He
Reduce, Break, Dull, Deteriorate, etc. senses the burning torch held by his enemy.
 Communicate with (defero): Sense, Read,
Seek, Inform, Determine, Understand, etc. Maximus bursts into the room, shouting “Augeo
 Control (tempero): Shape, Hold, Command, navitas!”, pointing at the torch. He rolls a natural 20,
Form, Direct, Dictate, etc. Control is difficult to getting
learn, and you may not learn Control spells until 24. The DC of the torch 22 (there?s a +2 because it’s his
you have learned all of the other Actions. second spell today), so it explodes for maximum
damage (a critical). Todmore takes 8 points of damage,
The Five Realms staring in surprise at his opponent’s sudden arrival.
 Body (corpus): Living body of sentient beings,
animals, plants. Maximus’ mentor is Creol Festerburn, a Magi-10 of great
 Mind (mentis): That which normally inhabits and power. His stats are STR 12, DEX 10, MIND 18. His
animates a body Magic Attack is 10 + 4 = +14. He knows the all of the
 Spirit (animus): The essence or soul. Spirit is Words of Action, plus navitas, specializing in fire-based
difficult to learn, and you may not learn Spirit magic.
spells until you have learned at least three other
Realms and three Actions Clutching a small coal in a brazier, Creol approaches the
giant’s lair. His apprentice stumbles over a tree branch,
 Energy (navitas): Fire, water, air, magic,
and the giant roars, appearing from the cave mouth.
[electricity, etc.] - and, if the GM is willing, time.
Creol utters a curse, then blows on the coal, whispering
 Matter (materia): Solid material with no mind -
“Augeo navitas”. He rolls a 15 for a total of 29. That’s 9
stone, metal, wood, leather, paper, [plastic, etc.]
above the DC, so the flame from the coal erupts into a
man-sized sheet of flame (2d8 of effect, total 5). Creol
Spells are cast by combining a Word with an Action and
then shouts “Tempero Navitas!” and elemental eyes of
successfully making a Magical Attack (Level+MIND)
coal appear in the flickering form. He rolled 18 for a total
check.
or 32, easily beating the DC of 22. 2d8 of effect rolls 12,
higher than the previous 5, so the fire is under Creol’s
The DC for the check is dependent on the target of the
complete control.
spell.
The giant’s roar stops mid-stream as the fire elemental
Target DC
approaches to do battle.
Self 10
Willing 15
Inanimate organic 20 Kami Magic
Unwilling 25
Inanimate inorganic 35 This is an optional magic system that can co-exist with
other magic systems. This is a system for clerics, since it
Each spell cast that day increases the DC by +2. involves intercession with the spiritual world and
constrains the kind of magic that can be worked.
Spells that affect inanimate objects are generally
permanent; an enlarged pebble will stay large, a broken Kami are spirits; virtually everything has a spirit, from the
belt will stay mended. Magically created fires, etc, will table to plants to bugs. To effect simple spell, all the
die down naturally. cleric has to do is reach into the spirit world and pull a
kami’s essence into the real world. Pulling a firefly kami
Living creatures will eventually revert back to their into the real world might effect a light spell, for example.
normal form, though any healed damage stays healed.
Design considerations:
Every 5 (or part) points of success is equal to 1d8 effect. Strength: Great flexibility for players.
This can take the form of damage, healing or Balancing Forces: The kami present and thus the spells
available are determined by the current environment. No
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long distance magic unless delivered by a weapon. Magic Points
Powerful spells can require negotiation and the doing of
favors. As an alternative to using hit points (hp) to fuel spells,
Similarities: Rune Magic, but dependent on the give magi and clerics a magic point (mp) pool equal to
environment instead of on the known runes. their maximum hit point total. Use these to cast spells.
Magic points regenerate after eight hours of rest.
The dependence on the local spirits “available” to a
would-be magic user is essential. No fireflies in a hall full Example: Max is a mage-1. He has STR 10, 16hp and
of dancing drunkards. No exploding sulfur kami out in 16 magic points. He casts 5 magic missiles spell. This is
the woodlands without a burning torch or campfire a level 1 spell costing 2x1+1=3 points each, for a total of
nearby. In a way, it could work like controlling the fire 15 magic points, leaving him with one magic point.
spirit in the movie Howl’s Moving Castle (2004).
In an emergency, a mage or cleric can convert hit-points
For more interesting applications, the essence of a kami to magic-points at a rate of 2:1. The hit-points thus
can be bound to physical objects such as doors, converted will regenerate after eight hours of rest, just
animals, or weapons. Pulling a spider kami into the real like magic points. They cannot be healed any other way.
world, binding it to an arrow, and hitting a target with it
will do damage as normal and effect a fear spell Example: Having cast 5 magic missiles, Max casts
involving webs and bugs and many spiders crawling out another one in desperation; he needs three magic points
of the wound, into the victim’s face, and so on. but has only one. He can invest four hit points to make
up for the lacking two magic points. He’s down to 12hp
More powerful spells require more powerful spirits, which and 0mp. Best of luck, Max.
might request the doing of a favor before effecting spells.
Evil effects might require evil kami which may be
interested in cheating the cleric unless successfully
Magic Item Creation
threatened by even bigger bullies. This is why evil kami Clerics and Wizards gain the ability to make magic items
magic usually involves something akin to selling your at certain class levels. This translates to being able to
soul to evil demons… Enlisting the help of well-meaning buy these items, but at half their usual purchase price.
kami, on the other hand, might entail some questing This represents the raw materials required to make the
on their behalf. item. Making items requires equipment (a forge, etc), the
right skills and time as per the existing item creation
If high-powered magic is controlled via such rules in the SRD. Making magic items does not cost XP.
negotiations, it should not be necessary to take
alignment into account. Any kami will serve, if either Here’s when Wizards and Clerics can make stuff:
forced (if weak) or convinced (if strong).
Magi Level Item
The effect of kami magic is usually one HD affected per 1 Scroll
spell level, one die of damage done per spell level, or 3 Potion and Wondrous Item
similar. In dire need, it should be possible to invoke 5 Wand, Arms and Armor
stronger spells, by negotiating with stronger kami, if the 9 Rod
current environment is appropriate. 12 Staff, Ring

Clerics should prepare a list of commonly used kami & (Basically the same as the SRD item creation feat
their effect when used (including their signature spells!) prerequisites.)
and refer to this list for quick reference during game
play. Special Magic Items
Here are two magic items designed for the Microlite20
Clerics with very high DEX might want to play a Kami rules:
Archer. Almost all spells will be effected by binding kami
to arrows and firing them at enemies. Any spell effected Enchanted Holy Symbol: A Cleric wielding an
by binding a kami to an arrow and shooting the arrow at enchanted holy symbol of his faith gains a +4 bonus on
a target would be considered a signature spell. The checks to Turn Undead. A non-cleric of the same faith as
binding to the arrow itself takes a single round for simple the enchanted holy symbol can attempt to Turn Undead
spells, and lasts for ten rounds, unless a separate using the enchanted holy symbol. They make a single
binding spell is used. Thus, up to nine arrows can be Magic Attack with a DC equal to the current Hit Points of
prepared with simple spells and unleashed starting in the the undead, though do not gain the +4 bonus.
tenth round. Kamis can also be used to increase the
range of arrows, fly around curves, etc. Spellstaves
A spell staff can look like any common staff, varying in
size and style from a stout walking stick up to an ornate
creation higher than the wielder’s head. It’s form is no
Microlite20 Comprehensive Edition -27-
measure of power, however, for the plainest staff often
holds the most power. Spell staves come in two types -
Magestaffs, and Mitres. As the name implies, a APPENDIX B:
MICROLITE20
Magestaff is useful only to a Mage (it is a plain, non-
magic staff in anyone else’s hands), and a Mitre to a
Cleric. In all other respects, their powers and method of
creation are the same.
MARTIAL ARTS
Spellstaves hold Hit Points that are usable for casting
spells. These can be used in place of the caster’s own
Martial Artists hone their minds and bodies into well-
Hit Points to power any spell, up to the limit of its own
crafted weapons. They are just as effective in combat
resources. The caster can choose at the point of casting
whether armed or not. They can even focus their Chi, or
whether to fuel the spell using her own Hit Points, or
life energy, to amazing effect.
those contained in the staff.
Their unarmed strikes can be just as effective as crafted
Spellstaves are infused with power in a special
weapons, and advances as follows: 1d4 1st-3rd level,
ceremony involving at least three spellcasters of the
1d6 4th-7th, 1d8 8th-11th, 1d10 12th-15th, 2d6 16th-
same type (Magi or Clerics) whose total level is equal to
19th, and 2d8 at 20th level, +Str bonus.
the number of Hit Points to be implanted in the staff. For
example, three 5th Level Magi could implant a total of 15 Martial artists can choose between lethal and non-lethal
HP into a staff in one ceremony. All participants must be
damage. While class and style bonuses may appear to
willing. The loss of Hit Points is shared evenly between
be lower than other M20 rule sets, it can be assumed
the participants, and recovered after 8 hours rest, as per
that players can choose from any of the previously
the rules for spellcasting.
covered M20 races and therefore gain their appropriate
bonuses as well. All martial artists can use Dex bonus +
Spellstaves can be recharged at any time, and there is
Level as their Melee attack bonus instead if wielding a
no known limit to the amount of Hit Points a spellstave
light weapon, and can wield 2 light weapons and attack
can store. In legend, the Godking of Rhul was said to
with both in a round if they take a -2 penalty on all attack
hold a Mitre donated by a grateful populace which held
rolls that round. If the total bonus is +6 or more, a
over a 10,000 Hit Points of power.
second attack can be made with a -5 penalty. If the total
bonus is +11 or more a third attack can be made at -10.
If a spellstave is broken it unleashes the stored magical
For example, if the total bonus is +12, three attacks can
energy in a single powerful blast. It does 1d6 damage
be made at +12/+7/+2. Add Str bonus to melee damage,
per 5 Hit Points stored to a range of 10’ per 5 HP. It is
x2 for 2 handed weapons.
said that Rhul was once a green and verdant land,
completely unlike the blasted desert it is today. One can AC = 10 + Dex bonus + armor bonus
only theorize what became of the Godking’s Mitre.

Classes
There a 4 classes of Martial Artist:

Samurai: (+1 Str) Knights, soldiers, and defenders of


the weak. Samurai can wear armor, use shields, and are
proficient in all weapons and armor.

Ninja: (+1 Dex) Spies, assassins, and thieves, quick and


deadly are their trademarks. Taking out an opponent
quickly and quietly, and the ends always justify the
means to the Ninja. They use light weapons and armor.

Sifu: (+1 Mind) Teachers, wizened sages, simple


beggars, or the unassuming drunkard that have vast
knowledge and skills that are carefully guarded. They
generally display their skills veiled as “accidents” or
“clumsiness”. What they lack for in physical power and
agility, the make up for with their knowledge of critical
spots, pressure points, and mastery of their Chi. Sifus
rarely use traditional weapons or armor and typically
improvise weapons from whatever objects are available.

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Monk: (+1 All Skills) Those who hone their bodies and knocks back people and objects 10 meters/Chi point
minds to seek peace and enlightenment enter the used.
monasteries. Monks will usually seek a peaceful
resolution to conflicts first, but when it becomes clear Chi Jump: By using Chi, the martial artist can move
that it isn’t an option, they are quite capable of defending faster than can be seen. 10 meters/Chi point.
themselves and those who can’t. A monk will rarely kill if
they can help it, so when a monk renders an opponent to Chi Strike: A martial artist can use Chi to add to a
0 HP, they are considered incapacitated, but not dead. standard attack. +1 damage/Chi point
Monks do not wear armor, and while able to use any
weapon, they prefer simple weapons such as staffs or Fade: A tightly focused sheath of Chi bends light around
go unarmed. the martial artist, allowing them to blend with shadows
and even become invisible. +1 Sub when trying to
hide/Chi point
Martial Arts Styles
There are 4 Martial Arts Styles: Pressure Points: Understanding the way Chi flows
through the body allows a martial artist to be able to alter
Way of the Dragon: (+1 Phys) Ferocious and powerful, that flow in others by striking key points on the body. On
Dragon style fighters are very tough but also hold a high a Critical Hit, the martial artist may choose to temporarily
regard for honor. They relish a good fight and the smell paralyze the target until the end of the scene, or for 10
of battle, yet to challenge a clearly weaker opponent minutes. On the other hand, the martial artist may
lacks any honor. They seek to challenge themselves and manipulate Chi through pressure points to heal,
continually push their skills. transferring their Chi to another and healing for however
many HP/Chi used.
Way of the Serpent: (+1 Sub) Serpent fighters rely
upon stealth and deception and have little problem using Martial Arts Weapons
trickery or poisons to defeat their opponents. Striking
from shadows or catching enemies unaware are Acupuncture Needles: -1 Dex, every successful hit with
perfectly acceptable forms of fighting for them. a needle reduces the targets Dex by -1. When the
target’s Dex score reaches 0, they are paralyzed and
Way of the Tiger: (+1 Know) Wisdom and cunning are immobile, and even of the needles are removed, the
the Tigers way, as they know the Mind is the most effects last for 1 hour after removal.
deadly of weapons. Tiger style fighters will study an Axe: 1d6
opponent, even toy with them, until it’s the proper time to Bo Staff: 1d6
strike. Bow, Short: 1d6
Bow, Long: 1d8
Way of the Mantis: (+1 Com) Mantis style fighters are Chakram: 1d4
patient. They often give opponents the opportunity to Kama: 1d6
walk away, using negotiation or intimidation, but when Katana: 1d8
they refuse, the Mantis fighter is quick to strike and Katar(punch dagger): 1d4
deadly in efficiency. Naginata: 1d10
Nunchaku: 1d6
Sai: 1d4
Chi Shuriken: 1
A martial artist can draw upon their focused life energy, Siangham: 1d6
Hit Points, to boost their abilities. They can spend a max
number of HP as Chi equal to their Mind bonus + level.
1HP = 1Chi. For example, a 1st level Ninja with a Mind
bonus of +1 can use up to 2 points of Chi at any given
time. So if the Ninja is using Chi Armor at a cost of 2 Chi,
those points cannot be used elsewhere unless he
releases the armor and frees up his Chi. However, the
points may be split as long as the total is within the
martial artist’s threshold.

Chi Techniques
Chi Armor: Increase AC by +4 for 1 hour, 2 Chi

Chi Blast: The martial artist can release pure Chi


energy as a directed bolt that does their current unarmed
strike dice level/Chi points used, or as an area effect that

Microlite20 Comprehensive Edition -29-


Fast Packs

APPENDIX C: Both the Psion and Psychic Warrior use the Fighter’s
fast pack entry.

MICROLITE20 Powers
Psionic characters can manifest any of their powers, so
PSIONICS long as the power level is equal or below ½ their class
level, rounded down (unlike spellcasters, who round-up).

Psionics are powers of the mind – made manifest Manifesting Powers: Manifesting a power costs Hit
through intense concentration. This rule-set introduces Points. The base cost is:
new races, classes, a new skill, and, of course, psionic Power Level 1 2 3 4 5 6 7 8 9
powers as well as psionic monsters and items. Base HP Cost 1 3 5 7 9 11 13 15 17

Unlike spells, all aspects of a power do not automatically


Races scale with level. Instead, they are augmented with
additional
Dromites are insect-like humanoids and get a +3 natural
armor bonus to AC. Hit Points (HP). The augmenting HP cost is noted under
each power’s entry in the SRD.
Druegars are dwarves of the deep and get a +2 to STR.
The combined hit point cost for manifesting and
augmented a power cannot exceed the character’s
Elans, humanoid aberrations, get a +1 bonus to all
saves. psionic class level. Thus, a 3rd level psychic could
manifest a level one power by spending 1 hit point, and
augment it by spending 2 additional hit points for a total
Half-Giants get a +4 STR and –2 DEX.
hit point cost of 3.
Classes
The hit points lost through manifesting and augmenting
Psion: Masters of the mind, they wear no armor. They powers cannot be healed normally. They are recovered
can manifest Psion powers and gain a +2 to Knowledge after 8 hours of rest.
and +2 to Concentration.
Temporary hit points cannot be used to manifest powers.
Psychic Warrior: Disciples of the body and mind, they
wear any kind of armor and use shields. They can Power Difficulty Class: The Difficulty Class (DC) for all
manifest Psychic Warrior powers and gain a +2 to powers is:
Physical and +2 to Concentration. 10 + Psionic Level + Psionic’s MIND bonus

Skills Psionic vs. Magical Effects: Powers interact with spells


and spells interact with powers in the same way a spell
Concentration: Concentration is a new skill used for or normal spell-like ability interacts with another spell or
things like focusing on a task, ignoring distractions and spell-like ability. For example, detect magic detects
pain, making Will saves (Concentration + MIND), etc. psionics and dispel psionics dispels magic.
Only Psions and Psychic Warriors are specialized in this
skill.
Psion Power List
Focus: By meditating for a full round and making a
successful 1st Level Psion Powers
Concentration + MIND check vs. DC 20, a psionic Charm, Psionic: Makes one person a friend. Duration: 1
character can gain focus. This focus remains until it is hour/lvl. Augment: 4 extra HP raises duration to 1
expended. The focus can be expended to add 1d6 to a day/lvl.
single roll. Control Object: Telekinetically animate a small object.
Duration: Concentration, up to 1 rd/lvl. Augment: None.
Detect Psionics: Detect the presence of psionics.
Starting Wealth Duration:
You begin with a certain amount of wealth depending Concentration, up to 1 min/lvl. Augment: None.
upon your psionic character class. Mindlink: Forge a limited mental bond with another
creature. Duration: 10 min/lvl. Augment: Each extra HP
Class Amount links another creature.
Psion 75 gp Mind Thrust: Deal 1d10 damage. Duration: Instant.
Psychic Warrior 125 gp Augment: Each extra HP adds 1d10 to damage.

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Precognition: Gain +2 insight bonus to one roll. 5th Level Psion Powers
Duration: 10 min/lvl. Augment: None. Mind Probe: You discover the subject’s secret thoughts.
Duration: 1 rd/lvl. Augment: None.
2nd Level Psion Powers Psychic Crush: Crush subject’s mind, reducing subject
Clairvoyant Sense: See and hear a distant location. to -1 hit points. Duration: Instant. Augment: Every two
Duration: 1 min/lvl. Augment: None. extra hit points increases save damage by 1d6 (base
Cloud Mind: You erase knowledge of your presence 3d6).
from target’s mind. Duration: 1 min/lvl. Augment: None. Second Chance: Gain a reroll. Duration: 1 rd/lvl, until
Ego Whip: Deal 1d4 MIND damage and daze for 1 rd. discharged. Augment: None.
Duration: Instant. Augment: Every 4 extra HP increases Shatter Mind Blank: Cancels target’s mind blank.
damage by 1d4 points and save DC by 2. Duration: Instant. Augment: None.
Identify, Psionic: Learn the properties of a psionic item. Teleport, Psionic: Instantly teleport up to 100 miles/lvl.
Duration: Instant. Augment: None. Duration: Instant. Augment: None.
Read Thoughts: Detect the thoughts of creatures in True Seeing, Psionic: See all things as they really are.
range. Duration: Concentration, up to 1 min/lvl. Duration: 1 min/lvl. Augment: None.
Augment: None.
Sensitivity to Psychic Impressions: Find out about an 6th Level Psion Powers
area’s past. Duration: Concentration, up to 10 min/lvl. Cloud Mind, Mass: Erase knowledge of your presence
Augment: None. from the minds of one creature/lvl. Duration: 1 min/lvl.
Augment: None.
3rd Level Psion Powers Co-opt Concentration: Take control of foe’s power.
Body Adjustment: You heal 1d12 damage. Duration: Duration: Concentration, up to 1 rd/lvl. Augment: None.
Instant. Augment: Every 2 extra HP heals an extra 1d12. Crystallize: Turn subject permanently to crystal.
Dispel Psionics: Cancel psionic powers and effects. Duration: Permanent. Augment: None.
Duration: Instant. Augment: Each extra HP raises dispel Null Psionics Field: Create a field where psionic power
check by 2. does not function. Duration: 10 min/lvl. Augment: None.
False Sensory Input: Subject sees what isn’t there. Restoration, Psionic: Restores level and stats from
Duration: Concentration, up to 1 min/lvl. Augment: Every drains. Duration: Permanent. Augment: None.
2 extra HP affects another target. Temporal Acceleration: Your time frame accelerates
Fate Link: Link the fates of two targets. Duration: 10 for 1 rd. Duration: 1 rd. (apparent time). Augment: Every
min/lvl. Augment: Every 2 extra HP raises DC by 1. 4 extra HP raises duration by 1 rd.
Psionic Blast: Stun creatures in 30-ft. cone for 1 rd.
Duration: Instant. Augment: Every 2 extra HP raises 7th Level Psion Powers
duration by 1 rd. Ethereal Jaunt, Psionic: Become ethereal for 1 rd/lvl.
Telekinetic Force: Move an object (up to 250 lbs.) with Duration: 1 rd/lvl. Augment: None.
your mind. Duration: Concentration, up to 1 rd/lvl. Fission: You briefly duplicate yourself. Duration: 1 rd/lvl.
Augment: Each extra HP raises weight limit by 25 lbs. Augment: None.
Insanity: Subject is permanently confused. Duration:
4th Level Psion Powers Instant. Augment: Every 2 extra HP raises save DC by 1
Control Body: Take rudimentary control of foe’s limbs. and affects another creature.
Duration: Concentration, up to 1 min/lvl. Augment: Every Moment of Prescience, Psionic: You gain an insight
2 extra HP affects a target one size larger. bonus equal to your psionic character level on a single
Death Urge: Target tries to kill itself. Duration: 1 rd. attack roll, check, or save. Duration: 1 rd/lvl, until
Augment: Every 4 extra HP raises save DC by 2 and discharged. Augment: None.
duration by 1 rd. Reddopsi: Powers targeting you rebound back.
Dimension Door, Psionic: Teleport short distance. Duration:
Duration: Instant. Augment: 6 extra HP to manifest as a 10 min/lvl. Augment: None.
bonus action.
Mindwipe: Wipe a part of target’s mind to reduce 8th Level Psion Powers
target’s current level by 2. Duration: 1 hr. Augment: Astral Seed: You plant the seed of your rebirth from the
Every 2 extra HP raises DC by 2. Every 3 extra HP Astral Plane. You return from death (even disintegration)
reduces an extra level. after 10 days. Duration: Instant. Augment: None.
Schism: Split your mind into two independent entities. Hypercognition: You can deduce almost anything.
Duration: 1 rd/lvl. Augment: None. Duration: Instant. Augment: None.
Telekinetic Maneuver: Telekinetically bull rush, disarm, Mind Blank, Psionic: Subject is immune to
grapple, or trip your target. Duration: Concentration, up mental/emotional effects, scrying, and remote viewing.
to 1 rd/lvl. Augment: Every 2 extra HP grants a +1 bonus Duration: 1 day. Augment: None.
to maneuver checks. Time Hop, Mass: Willing subjects hop forward in time.
Duration: 1 hr/lvl. Augment: 6 extra HP to instantly
manifest the power (even when it’s not your turn).

Microlite20 Comprehensive Edition -31-


9th Level Psion Powers Evade Burst: Instantly take no damage on a successful
Assimilate: Inflict 20d6 damage and incorporate Reflex save. Duration: Instant. Augment: 4 extra HP to
creature (fully or partially) into your own body. Duration: only take half damage even on a failed save.
Instant or 1 hr. Augment: None. Graft Weapon: Gain +1 competence bonus to attack
Etherealness, Psionic: You and 1 creature/3 levels and damage with weapon and cannot be disarmed.
become ethereal. Duration: 1 min/lvl. Augment: None. Duration: 24 hrs. Augment: None.
Microcosm: One creature (100 hp or less) or group of Mental Barrier: Instantly gain +4 deflection bonus to AC
creatures (each 30 hp or less, totaling to 300 hp (even when it’s not your turn). Duration: 1 rd. Augment:
maximum) is trapped forevermore in world of own Each extra HP raises the duration by 1 rd. Every 4 extra
imagination (no saving throw). Duration: Instant. HP raises the AC bonus by 1.
Augment: Each extra HP raises the hit point limit of Ubiquitous Vision: You have all-around vision.
target by 10. Duration: 10 min/lvl. Augment: None.
Timeless Body: Ignore all harmful, and helpful, effects
for 1 rd. Duration: 1 rd. Augment: None. 4th Level Psychic Warrior Powers
Energy Adaptation: Gain resistance 10 (20 at 9th level
and 30 at 13th level). All energy attack damage is
Psychic Warrior Power List reduced by that amount. Duration: 10 min/lvl. Augment:
4 extra HP to manifest power as a bonus action.
1st Level Psychic Warrior Powers Freedom of Movement, Psionic: You cannot be held or
Call Weaponry: Call a weapon “from thin air” into your rendered immobile. Duration: 10 min/lvl. Augment: None.
hand Duration: 1 min/lvl. Augment: Every 4 extra HP Immovability: You are almost impossible to move (+20
grants a +1 enhancement bonus to the weapon. to STR checks) and gain damage resistance 15. All
Catfall: Instantly save yourself from a fall (as if fall was physical attack damage is reduced by that amount.
10 ft. shorter). Duration: Until landing or 1 rd/lvl. Duration: Concentration. Augment: 8 extra HP to
Augment: Each extra HP makes the fall a further 10 ft. manifest power instantly (even when it’s not your turn).
shorter. Steadfast Perception: Gain immunity to illusory effects
Detect Psionics: You detect the presence of psionics. and a +6 bonus on skill checks to find or notice anything.
Duration: Concentration, up to 1 min/lvl. Augment: None. Duration: 10 min/lvl. Augment: None.
Prescience, Offensive: Gain +2 insight bonus on your Weapon of Energy: Deal an extra 1d6 damage of
damage rolls. Duration: 1 min/lvl. Augment: Every 3 specific energy type (plus 1d10 on critical hit). Duration:
extra HP raises damage bonus by +1. 6 extra HP to 1 rd/lvl. Augment: None.
manifest power as a bonus action.
Synesthete: You receive one kind of sense when 5th Level Psychic Warrior Powers
another sense is stimulated. Duration: 10 min/lvl. Adapt Body: Your body automatically adapts to hostile
Augment: None. environments. Duration: 1 hr/lvl. Augment: None.
Vigor: Gain 5 temporary hit points. Duration: 1 min/lvl. Catapsi: Characters must make a Will save or pay an
Augment: Each extra HP gives 5 extra hit points. extra 4 hit points to manifest a power, and psi-like
abilities require a full round to use. You are not affected.
2nd Level Psychic Warrior Powers Duration: 1 rd/lvl. Augment: Every 4 extra HP raises
Animal Affinity: Gain +4 to one stat. Duration: 1 min/lvl. range and radius by 5 ft. (base 30 ft.)
Augment: Every 5 extra HP enhances another stat. Metaconcert: Link with up to 9 participants to manifest
Body Adjustment: Heal 1d12 damage. Duration: powers from their hit points. Each link boosts DC of
Instant. Augment: Every 2 extra HP heals an extra 1d12. manifested powers by 1. Everyone linked gains a +1
Detect Hostile Intent: Detect hostile creatures within 30 bonus to save vs. powers. Duration: 1 min/lvl. Augment:
ft. Duration: 10 min/lvl. Augment: None. Each extra HP raises duration by 1 min.
Hustle: Instantly gain a move action. Duration: Current Psychofeedback: Boost STR or DEX score by an
round. Augment: None. amount up to your psionic class level, but lower MIND by
Sustenance: You can go without food and water for one a respective amount. Duration: 1 rd/lvl. Augment: None.
day. Duration: Instant. Augment: None.
Wall Walker: You can walk on walls and ceilings. 6th Level Psychic Warrior Powers
Duration: 1 min/lvl. Augment: None. Breath of the Black Dragon: Breathe a cone of acid for
11d6 damage. Duration: Instant. Augment: Each extra
3rd Level Psychic Warrior Powers HP increases damage by 1d6.
Dimension Slide: Teleport within line of sight. Duration: Dispelling Buffer: The DC to dispel your power is
Instant. Augment: 4 extra HP to manifest power as a increased by +5. Duration: 1 hr/level. Augment: None.
bonus action. Mind Blank, Personal: You are immune to scrying and
Empathic Feedback: When hit in melee, your attacker mental effects. Duration: 1 day. Augment: None.
takes equal damage or 5 points of damage (whichever is Suspend Life: Go into suspended animation (1 day
less). Duration: 10 min/lvl. Augment: Each extra HP passes for each year). Duration: Permanent unless
raises the damage potential by 1. ended or dismissed. Augment: None.

-32- Microlite20 Comprehensive Edition


Psionic Spell Lists Folugub (medium aberration): HD 4d8+12 (30 hp); AC
18; tongue touch +6 (liquefy crystal) or bite +1 (2d4);
scent.
6th Level Arcane Spell
Probe Thoughts: Read subject’s memories, one
Intellect Devourer (small aberration): HD 6d8+15 (42
question/rd.
hp); AC 21 (DR 10/adamantine, electricity resistance 14,
immune to fire, PR 23, vulnerable to protection from
8th Level Divine Spell evil); claw +6 (1d3+1); cloud mind, detect psionics, ego
Brain Spider: Hear thoughts of up to eight other whip, body adjustment; blindsight, body thief.
creatures. Neothelid (gargantuan aberration): HD 25d8+200 (312
hp); AC 28 (DR 5, PR 25); tentacle rake+24 (2d6+10) or
Psionic Items acid breath (14d10) or swallow whole (2d8+14 plus 2d6
acid); telekinetic force, telekinetic maneuver, psionic
Cognizance Crystals: Cognizance crystals can store hit teleport, mind thrust; blindsight.
points that psionic characters can use to manifest Udoroot (huge plant): HD 6d8+18 (45 hp); AC 11
powers. It can store an odd number of hit points between (cold/fire resistance 10, immune to electricity); false
1 and 17. Once the hit points are used, the crystal can sensory input, mind thrust, telekinetic force, body
be recharged on a 1-to-1 basis. adjustment, mental barrier; double manifest, blindsight.
Unbodied (medium incorporeal humanoid): HD 4d8+4
Crystal Weapons: As a free action, crystal weapons (22 hp); AC 13; incorporeal touch +5 (1d6); psion
can be charged with 2 HP to deal 2d6 extra damage. powers; fly.
The weapon will keep the charge for 1 minute or until it
scores a hit. Monster Notes:
Damage resistance (DR) is subtracted from
Power Stones: A power stone stores a power, which physical attack
can be used only once. To manifest the power, a check damage.
must be made
(Concentration + MIND vs. DC 15 + power level of the Resistance (acid, cold, electricity, fire, or sonic) is
stored power). The power must be on the user’s power subtracted
list.
from energy attack damage.
The stored power is always manifested at minimum level
required to manifest the power.
Power resistance (PR) is the DC that a manifester
Psicrystals: A psicrystal contains a fragment of a must beat
psyche’s personality. A psionic character can bond with to affect the target (d20 + psionic character level
a psicrystal and gain a minor benefit related to its vs. PR).
personality.
Blindsight is the ability to ‘see’ without vision.
Personality Benefit
Bully +3 on Physical checks Body thief is the ability to physical take over a
Heroic +2 on Fortitude saves body.
Poised +2 on Reflex saves
Resolved +2 on Will saves Double manifest is the ability to manifest 2
Sneaky +3 on Subterfuge checks powers at once.
Stubborn +3 on Concentration checks
Psionic Monsters Touch attacks ignore AC from armor and shields.

Blue (small goblinoid): HD 1d4+2 plus 4 (8 hp); AC 16;


quarterstaff +0 (1d4-2) or light crossbow (1d6); mind
thrust.
Brain Mole (tiny magical beast): HD 1d10-2 (3 hp); AC
14; bite +5 (1d3-4); detect psionics, mind thrust; burrow.
Cerebrilith (large outsider): HD 9d8+63 (103 hp); AC 25
(DR 10/good, acid/fire/cold resistance 10, immune to
electricity, PR 20); bite +14 (1d8+6); detect psionics,
telepathy, ego whip; summon cerebrilith (35%).
Crysmal (small elemental): HD 6d8+6 (33 hp); AC 21
(DR 5/bludgeoning, electricity resistance 15, immune to
fire and cold); sting +7 (1d3+3); control object, detect
psionics, mind thrust, psionic dimension door; burrow.

Microlite20 Comprehensive Edition -33-


Building a spell requires taking enough runes from

APPENDIX D: RUNE each category to create the effect desired. For example,
if you want to blast an enemy with fire, you might use the

MAGIC
Fire, Blast and Lesser runes. If you replaced Fire with
Ice, you'd do an ice attack.

Effect, Duration and Area of Effect Runes are always


Runes are the written form of the language of the gods. listed from lesser to greater--to know a higher level
Effect Rune, you must know the lower level ones as
No mortal can speak them aloud -- the sound would well. When counting runes to determine effects, you
shatter their bones and blast their sanity. They were always count the lower level Effect Runes as well. For
first carved into the bark of the World Tree, Yggdrasil, at example, Major Wood Blast would be 2 for Wood and
the dawn of time. Everything that exists is represented Blast, plus 2 for Major (Lesser + Major), for a total of 4
by its own rune -- rune magic is the grammar of reality. runes used.

Before a spell can be cast, you must learn the You can combine any runes you know in any way, as
appropriate runes, which are then inscribed on an long as it makes sense to do so. For example, if you
object. Runecasters will often inscribe runes on small have Blast, Fire, Snake, Ice and Lesser to begin with,
tiles, usually made of ivory or stone, but any durable but learn Hex later on, you can do a Lesser Ice Hex.
material will do. Lesser Snake Blast wouldn't really make sense, though,
unless your GM likes the idea of using snakes as
Casting spells requires arranging the runes in the projectile weapons.
proper order.
Runes can also be carved permanently into an
Preparing a spell with rune tiles requires drawing forth object, such as a wall, armor, a weapon, even trees or
the ruins in the proper order and holding them in your human skin--such runes take longer, anywhere from an
fist, a process that takes 1 round per rune used in the hour to several days per rune, depending on the
spell + or – your Dex bonus (minimum 1). complexity of the spell and hardness of the object. Such
spells are frequently inscribed with the Eternal rune. If
Casting a prepared spell is a normal action. You can they aren't, the runes fade away after the spell duration
prepare a pouch which holds nothing but the runes in the runs out, sometimes taking the object with them.
proper order--in this case, it takes one round to grab the
runes from the pouch and the next to cast it. This can, however, change the context of the Action
Runes. Blast might become Imbue and would grant a
Once you cast a spell, you either need to have spare bonus or penalty based on the Object Rune, for
runes to recast or you need to pick them back up. example. The section on Action Runes has more detail.

Creating a rune tile requires knowledge of the rune in Duration Runes determine how long a spell will endure.
question and one day of craftsmanship, ritual and A spell with no duration rune lasts for an instant. Brief
meditation. spells last a combat round for every level of the
character + plus their Mind bonus. Extended spells last
Typically, spells require an Object Rune and an Action an hour for every level of the caster + plus their Mind
Rune, modified by Effect and other Runes. bonus. Eternal spells last until the caster decides to end
them or they are dispelled (with an appropriate Hex, no
Examples: duration required, with an Effect equal to or larger than
Object Runes: Fire, Ice, Trees, Man, Wolf, Dragon, the spell being dispelled).
Wood.
Unique runes only affect one being and are very
Action Runes: Blast, Summon, Hex, Glamour. powerful and difficult to find. A being's true name is
never the name they go by on a daily basis. In fact,
Effect Runes: Lesser, Major, Greater. most of the time they aren't even aware of it themselves.
If a Unique rune is used and has any quantifiable effect,
Duration Runes: Brief, Extended, Eternal. double it if appropriate -- damage, save DC, bonuses,
whatever.
Area of Effect Runes: Broad, Wide, Vast

Typical spells would look like this: Process


Step 1: Choose Runes
Major Summon Troll Extended
Lesser Vast Ice Blast Step 2: Cast Spell
Lesser Hex Wood

-34- Microlite20 Comprehensive Edition


Some spells may require a Dex-based to-hit roll to Alternatively, an effect rune may cause a useful effect in
target. This is pretty much up to the GM and the specific combat not quantifiable in damage, such as inflicting a
spell. Otherwise, assume the spell is automatically cast. penalty to hit or knocking an opponent down.

A save is allowed when: Area of Effect: Broad (a few people), Wide (a field),
Vast (a forest)
 a spell causes damage without requiring a to-hit
roll. A save in this case cuts the damage to half. Duration: Adding a duration rune will cause the object
of the spell to remain for the duration. For example, fire
 the spell causes unwanted change in a target. A may continue to burn in the area affected for the
save in this case negates the change. duration. Blocks of ice may stay around and be useful
for cover instead of melting immediately, and so on.
If the target is a living creature, choose the most
appropriate stat bonus + the most appropriate skill Inscribed: Becomes "Imbue". Examples: Greater Fire
(usually Phys or Know). Resistance DC is equal the Imbue Undead Eternal inscribed on a weapon will light
caster's level + Mind bonus +3. on fire any undead who come in contact with the
weapon.
Range is mostly touch to throwing distance, depending
on the effect of the rune. Mostly just go with what's The weapon will remain enchanted forever. Lesser Pain
visually appropriate. Imbue Brief means the weapon will cause additional
damage, but the effect will disappear after a few minutes
Step 3: Fatigue of combat and the weapon will go back to being
unenchanted.
Spell points are treated similarly to Microlite20. When
casting a spell, roll 1d6 + 1 for each rune used. For Appropriate bonuses for an Imbued item would be +1 for
runes that require knowledge of previous Runes, count Lesser, +3 major, +6 Greater.
those previous runes as well ( e.g. Greater effect would
count as 3 runes total, not one). For every maxed out In some cases, an Inscribed Blast can act like a normal
effect (e.g. Greater, Eternal and Vast) rune, add another Blast, such as when setting a trap.
1d6 damage.

Cure
Runes Cure Can't be used by itself. It requires an object. With
Note: There are many, many runes. If a player wants a no Effect rune, it only cures 1 point of damage.
specific effect and none of the runes below seem to
cover it, feel free to create more. For example: Njal Sample Runes: Man, Beast, Plague, Poison
wants to stitch a pattern in his money pouch to prevent
thieves from taking his coin. He wants the pouch to Effect Runes: Lesser (1d6 + 1pt/level damage), Major
shock anyone who touches it and doesn't not want the ((1/2 Level)d6 damage), Greater (1d6/level damage)
duration to ever wear out. Lightning, Blast(Imbue),
Lesser and Eternal are appropriate runes. However, this Duration is always permanent.
doesn't cover everything--something is still needed to
trigger the effect. The GM invents a Guard rune which Inscribed: Becomes a form of Ward that wards off
signifies a trigger--if anybody but the owner touches the plagues, poisons or aids in recovery rate.
pouch, they get blasted.

Blast Glamour
Blast can't be used by itself--it requires an object to Glamour creates illusions.
determine the type of damage. With no Effect rune, it
only does 1 point of damage. Build another spell that performs the effect you're trying
but substitute Glamor for the spell rune. For example
You can optionally add an additional Object rune to limit Glamour (Blast) Fire Lesser Wide on a building would
damage to one type of target—in that case, add another duplicate an illusory house fire. You don't necessarily
die of damage. Other types of targets are unaffected. have to have the spell rune to be able to imitate it.

Sample Runes: Fire, Ice, Stone, Lightning, Pain Building an illusory house would be Glamour (Summon)
Wood Major Wide
Effect Runes: Lesser (1d6 + 1pt/level damage), Major
((1/2 Level)d6 damage), Greater (1d6/level damage) Effect Runes: Lesser (ghostly), Major (looks real, but
insubstantial), Greater (full tactile illusions, doesn't do
Microlite20 Comprehensive Edition -35-
any damage or actually move anything, but otherwise might summon a fire drake the size of a dog. The same
very, very real). spell cast at level 20 might bring in a wyrm the size of a
house.
Inscribed: Effect unchanged.
Ward
Ward offers protection from something. Usually provides
Hex either an AC bonus (+1 Lesser, +3 Major, +6 Greater)
Hex changes some part of your environment, including or creates a barrier. Can be inscribed or cast.
creatures.
Runes: Specific to what you're warding against or
Runes: Specific to the element of what you're trying to creating the ward from. Air Ward, for example could be
affect: Metal, Magic, Wood, Stone, Fire, Ice. Type of against air elementals or creating a barrier from air.
creatures: dragons, beasts, humans, insects, lizards.
Effect Runes: Lesser (equal to strength to a wooden
Effect Runes: Lesser (superficial change), Major shield), Major (equal in strength to a metal shield),
(significant change), Greater (fundamental change) Greater (a fortified wall)

Duration Runes: Brief (a few minutes), Extended (a few


hours), Eternal (lasts until dispelled) The Runecaster Class
Starts with 2+Mind bonus runes, of which at least 1 must
Example: Lesser Hex Wood Brief on a door- warps the be an Action and 1 must be an Object rune.
door so it jams shut. After a few moments it unjams. Runecasters gain 1 additional rune per level.
Major Hex Wood Extended on a door - the door swings
open and stays that way, despite all efforts to close it. Every level evenly divisible by 3, runecasters may
The door goes back to normal after a few hours. choose one of their known runes and make it a favored
Greater Hex Wood Eternal- the door disappears as if it rune. Favored runes are never counted when
has never existed and never comes back. calculating fatigue. Effect runes can't be chosen as
favored runes.
Major Hex Air Water Man Extended might allow a human
to breathe underwater. Add Vast to that spell, and you Runecasters' favored skill is Knowledge and they can
can gift an entire village with water breathing. Lesser use medium armor and any weapon.
Hex Man Wolf Eternal would permanently give a human
minor wolf characteristics, such as pointed ears and a Great Sacrifice: Sacrifice is at the core of the
fur coat. runecaster's religion and represents the lengths at which
they will go for the quest for knowledge. This has three
major ramifications:
Summonings
Summons and dispels various creatures and objects. Every time they gain a rune from leveling up, they gain
You must know the Rune of anything you summon. To one scar. Scars have no game effects. Just keep a
summon someone specific, you must know their unique running tally for flavor.
rune. A creature that has been summoned will arrive as
fast as it can--attempting to Summon a camel, for A runecaster can deliberately inflict HP damage to
example, while you're at the north pole is a fruitless themselves to increase the effect of their magic. If they
endeavor. have more than 10 HP after successfully casting a spell,
they can injure themselves in a dramatic and bloody
Requires Summon Rune, Type Rune, Effect and way. Doing so immediately takes them down to 1 HP,
Duration Rune. but the spell's effects are doubled. They also gain one
scar (as above), if they pass a DC 15 saving throw. If
This can also dispel summoned creatures (but not they fail the saving throw, they take a lasting injury (as
naturally occurring ones). below).

Type Runes: Type of creatures: dragons, beasts, Knowledge: A runecaster can undertake a week long
humans, undead, insects, lizards, etc. ritual for knowledge. At the end of which they either gain
5 normal runes or 1 unique rune. One of these runes is
Effect Runes: The general rule of thumb for Effect is automatically a favored rune.
Lesser = minor benefit in combat. Major = considerable
benefit in combat. Greater = extreme benefit in In exchange for this, at the end of the week long spirit
combat—this is calling in the cavalry. journey, they will have only 1 hit point left and will be
scarred in a game-impacting way, whether it be a
Note that these effects are relative to your own power missing eye, loss of a hand or foot, 2 points taken from
level: A Summon Lesser Dragon Extended at level 1 Strength or Dex, whatever.
-36- Microlite20 Comprehensive Edition
Science Fiction Combat and More
APPENDIX E: The same system can be used to implement large scale
science fiction battles where Combat Scale is used to
MICROLITE20 MASS reflect the widely different scale between starships.

COMBAT Ship Type

One-man
Combat
Scale
x5
Example

Tie Fighter, X-Wing


Fighter
Basic Mass Combat Starship x10 Moya, Serenity
Cruiser x20 Enterprise, Mecha
Most combat is carried out one-on-one, with each set of
Dropship
stats (HP, AC, combat bonuses, etc) applying to a single
character or creature. Destroyer x40 Imperial Star
Destroyer
Etc
It can be extended by adding in Combat Scale. This
For multiple ships, add the Combat Scale for the size of
takes the basic combat mechanics and uses them to
the ship to the CS from the number of Units. For
apply to anything from Tactical Units to Destroyer-Class
example, 100 Fighters will be CSx13 (x5 + x8).
starships.
It’s possible to use existing monster stats to create
Combat Scale is a multiplier that shows the size of the
Fighters, Starships and even Destroyer-class behemoths
unit relative to the norm. It is only applied to damage in
with little difficulty. Simply select an appropriate creature
combat between units of different size. Hit Points, AC
from the Monster List and give it a type. Replace its
and all other stats remain the same.
ranged weapon with a suitably sci-fi sounding name and
For example, a unit of 20 Goblin warriors will have CSx5 you’re done.
as per the table below. The combat stats are still
Ship Examples
HD1d8+1 (5hp), AC15, Morningstar +2 (1d6) or Javelin
+3 (1d4). Against anything with the same Combat Scale  Goblin-class Fighter: HD1d8+1 (5hp), AC15, +1
(for example, a unit of 15 Elves), combat is resolved Pulse Canon (1d6), CSx5
normally as if it was one goblin against one elf.  Troll-class Cruiser: HD6d8+36 (63hp), AC16, +9
Disruptor Beam Torpedo (1d6+6), CSx20
Number in Unit Combat Scale (includes Fast Auto-Repair system)
2-5 x3  Goblin-class Starship: HD1d8+1 (5hp), AC15,
6-10 x4 +1 Meson Canon (1d6), CSx10
11-20 x5
21-40 x6 Calculating EL/Experience
41-80 x7
81-160 x8 Experience is gained from taking part in a battle equal to
161-320 x9 the HD of the opponent, +1 for each CS higher than your
321-640 x10 own. For example, a member of the 20-strong Grey
Etc Company (CSx5) will earn 3EL in a battle against 35
Gnolls (a 2HD creature, CSx6).
Combat Scale comes into play when battling against
forces of a different size. It acts as a multiplier for
damage taken, and also divides any damage given. Mass Combat Examples

If the battle started between units of different CS, reduce Orcs vs Elves
the size of the Combat Scale as Hit Points as lost. For Twenty orcs enter a forest glade where they are beset
example, if the twenty Goblins above are reduced to upon by 15 elven archers. As their CS is the same, it’s
2hp, they have lost over half their unit, so are now CSx4. treated as a straight single combat. The elven archers
When down to just 1hp, they are CSx3 with just 5 fire their longbows (+3, 1d8), hitting for 3 points of
goblins remaining. damage. The Orcish unit is down to 2hp. As the combat
started with both opponents having the same Combat
If the Combat Scale becomes the same for all Scale, there’s no change to CS and combat continues.
opponents, resolve combat normally; the playing field is The Orcs rally and snarl, preparing to flush out the Elves
now level. with their barbed falchions. They charge into the bushes.

The elves calmly fire another volley, hitting for more 4


more hp - more than the Orcish unit can take. Silence
falls in the clearing as orcish blood soaks into the grass.
Microlite20 Comprehensive Edition -37-
Knights vs Red Dragon The next round, the Knights hit hard (roll 14+7+2 (from
The 500-strong Order of the Purple Flame stand ready the charge) = 23, easily beating AC15) for 9hp,
against the Red Dragon. They are CSx10, while the multiplied by 10/9th for 10hp. This leaves the Gnolls with
Dragon - a single critter - is just CSx1, though just 2hp. Just 54 Gnolls remain standing (300x11/2). The
formidable. Gnolls route and the Knights are victorious!
Fighters vs Starship
 500 Knights: HD2d8+4 (14hp), AC18, Lance +7
(1d10+4) or Longsword +6 (1d8+2), CSx10 A lone Griffon-class Starship, the Verdant Princess is
 Red Dragon: HD13x12+39 (123hp), AC21, Bite plying the spacelanes when it is attacked by pirates.
+20 (2d6+7) or Breath 10d10 DC24 They ambush from around an asteroid, 10 Stirge-class
Fighters. The captain of the Starship, an Half-elven
The Dragon flies high above and breathes flame across Merchant by the name of Kithillien Mahadrascapore has
their phalanx for 46hp damage. The knights dive for little choice but to turn and fight.
cover beneath their shields (phys+DEX to dodge DC24.
They roll 25, barely making it). They take ½ damage -  Griffon-class Starship: HD7d10+21 (59hp),
23hp, divided by CSx10 for 2hp. The Knights are down AC17, +11 Beam Laser (2d6+4), CSx10
to 12hp.  10 Stirge-class Fighters, HD1d10 (5hp), AC16,
+7 Breach and lock-on, CSx9
They ready their horses to charge as the Dragon lands,
the thunder of 2,000 hooves causing the young Red to Kith instructs her 5 crewmembers to prepare for
pause. They hit (rolled 18+7 = 25 vs. AC21), scoring 11 boarders. Stirge-class Fighters attack by attaching to the
damage, CSx10 for a massive 110hp damage. The Red hull of their opponent, using cutting gear to inflict a point
Dragon is down to 13hp against the small army, bleeding of damage each round. When 5hp of damage is done,
from the impact of many lances. It roars and lunges in there’s a hole large enough to allow the pirates to board.
anger, biting savagely. It hits easily (rolled 6+20 = 26 vs.
AC18) for 17 damage, divided by 10 = 2hp. The Knights The Striges strike first, rolling poorly (4+7=11 vs AC17)
are down to 10hp. If they fall below 7hp they will be at and Kith’s maneuvering has avoided them. She replies
half their numbers and down to CSx9. by cutting across them with her Beam Laser, easily
catching them all in the blast (12+11=32 vs AC16) for
They draw their Longswords and surround the downed 11hp x 10/9 = 12hp damage. All that remains of the tiny
Dragon, though their weapons to little more than scratch Fighters is space-dust and Kith breathes a sigh of
the drake’s hide (6 + 8 = 14, a miss). The Dragon turns relief…
to bite again, and rolls a Natural 20. It’s a critical, so the
Knights take 19hp damage, CSx10 so 2hp lost. They are …which stops mid-gasp as a Hellhound-class Starship
down to 8hp after watching a few more of their number comes around the asteroid, it’s markings clearly showing
be gobbled up. it belongs to Caleb Duo’nith, famed Drow Pirate - and
her half-brother.
Their longswords bit true (18 +6 = 24 vs. AC21), for 6hp
damage, CSx10 for a total of 60hp against the drake. It’s
down, finally, though the Knights have lost 143
(500x4/14) of their number in the battle. They commend
their souls in valor.

Knights vs Gnolls
The Knights of the Purple Flame, bolstered by their
successes and reinforcements decide to tackle the Gnoll
threat to the South. They ride out at full strength against
the 300 Gnolls of Ghakak Khan.

 500 Knights: HD2d8+4 (14hp), AC18, Lance +7


(1d10+4) or Longsword +6 (1d8+2), CSx10
 300 Gnolls: HD2d8+2 (11hp), AC15, Battleaxe
+3 (1d8+2) or shortbow +1 (1d6), CSx9

The Knights charge the Gnolls as the Gnolls fire


shortbows into their midst. The Gnolls roll well (18+1 =
19) for 5 damage. 9/10th of it applies, which still rounds
up to 5hp. The Knights are at 9hp as riders fall from their
mounts.

-38- Microlite20 Comprehensive Edition


Configuration and Systems
APPENDIX F: Mecha come in 4 basic configurations: Assault,
Industrial, Infiltrator, and Support:

MICROLITE20 MECHA Assault: the standard combat model, +3 Armaments


Industrial: the standard construction model, +3
AND STARSHIPS Engineering
Infiltrator: the standard reconnaissance model, +3
Sensors
Mecha Support: the standard service and repair model, +3
Interface

Mecha are giant walking vehicles used in combat or Mecha have 4 basic Systems: Armaments, Sensors,
heavy industrial work. Each basic mecha has a cockpit Engineering, and Interface. System ratings are
for the pilot, a basic sensor system, is of a vague determined the same way as Skills in the M20 core
humanoid shape, and is powered by one or more Power rules.
Cores as determined by the size of the vehicle. Keep in Armaments: the offensive & defensive capabilities of
mind that Mecha stats do not directly relate to character the mecha
stats, and should it be necessary, such as strafing a Sensors: how well the mecha can process the
battlefield of infantry troops or rebels taking down an information of its surrounding environment, as well as
Imperial Walker, just roll for the mecha and multiply the how to
result by 10. avoid other sensor systems
Engineering: how well maintained the mecha is kept by
its mechanic and/or pit crew. A well-engineered and
Power Core maintained mecha can often push beyond its initial
Every mecha draws energy from its Power Core which design performance.
enables its weapons and other systems. Every mecha Interface: how well a mechas on board computers can
must have at least 1 Power Core, and each Core interact with outside systems
supplies 50 power points for its systems. Power pulled
from the Core for system use drains points from the
power pool, and are not regenerated until after a scene Mecha Size
ends, or 1 point per minute to recharge. When a mechas Mecha come in 4 basic sizes: Large, Huge, Gargantuan,
Power Core reaches zero points, it is immobile and and Colossal:
inoperable. There is a 10% chance (1 on a D10) that
Core containment is lost and a Core Breach occurs, Large: these size mecha are common as industrial
which means a Core Explosion is immanent. The Pilot or loaders, urban infantry, starship boarding actions, and
any crew will have 1d4 rounds to escape via Escape for civic police. Not much larger than a standard human,
Pod or some other means. Backup Systems can allow a they are commonly referred to as power armor. They run
reroll of a Core Breach, or add an additional 1d6 rounds on a single Power Core and have 6 slots for weapons
to escape. A Core Explosion completely destroys a ship and equipment. +2 Pilot
and does 1d100 damage for a 100 meter radius per
Power Core. Additional Cores can be installed beyond Huge: Designed as the standard battlefield infantry
the mecha size standard, take up 2 slots, however model, they are a good balance between production cost
mecha with multiple Cores cannot function properly and effectiveness in the various theaters of war. They
without the full complement, and thus cannot sacrifice a have 10 slots for weapons and equipment and run on 2
Power Core for additional slots. Power Cores. +2 Handling

Gargantuan: These massive machines of war are seen


Stats sparingly on the battlefield, typically used as mobile
Mecha have 3 Stats: Chassis, Handling, and Pilot. Stats artillery. They are more commonly used in space combat
are rolled as per the M20 core rules campaigns against starships or other mecha. They have
15 slots for weapons and equipment and are powered by
Chassis = the strength of the mechas structural design 3 Power Cores. +2 Chassis, -1 Handling
and its hydraulics systems
Handling = how well the mechas servos and hydraulics Colossal: These mecha are rare. Used planetside as
perform under various conditions primarily mobile weapon platforms and planetary
Pilot = the skill of the individual controlling the mecha, defense against starships. Mecha of this size often have
(Mind), this stat can vary depending on who?s driving, crews, with gunners and engineers aboard to free the
and the conditions required of the scene. pilot to focus on maneuvering such a massive vehicle.
They have 20 slots for weapons and equipment and are
powered by 4 Power Cores. +1 all systems, -2 Handling
Microlite20 Comprehensive Edition -39-
Equipment Space Worthy: 1 slot, a series of stabilizers and small
Additional Cockpit: 2 slots, can be used as a separate maneuvering thrusters that enable a mecha to function
gunners control, engineering station, or for a passenger. in space.

Additional Power Core: +50 power points, 2 slots Stealth Suite: 3 slots, +10 Sensors (to avoid detection)
Large and Huge sizes only, the mecha has been refitted
Advanced Comm System: 1 slot, +3 Interface, used in to have a very low detectable profile.
tactical relays, secure communiques, and jamming the
enemies communication systems. 1 power point/round Structural Enhancement: +10HP/slot
while in use
Tactical Shield: +4 AC, 1 slot-attached to arm,
Advanced Diagnostics: 1 slot, restores 1d10 points of retractable
damage/hour, during which time the mecha cannot move
or be in combat. +3 Interface Thermoptic Camouflage: 1 slot, +3 Sensors (to avoid
detection), allows a mecha to blend in with its
Advanced Sensor Array: +1 Sensors, 1 power surroundings, 1 power point/round while in use
point/round while in use
Thrusters: 4 slots, allows the mecha to fly 150m/round,
Afterburner: 1 slot, doubles the range of a Jump Pack 3 power points to launch, +1 power point/round of
and speed of Thrusters, but costs 2x power points of the maintained flight
equipment used.
Wings: 2 slots, +1 Handling while a mecha is in flight
Armor, Duraplastic: +3 AC, 2 slots

Armor, Reactive Gel: +8 AC, 4 slots Weapons / damage / power point


cost / slots
Armor, Megatanium: +12 AC, -2 Handling, 8 slots Chain Guns: 1d6, 1 pt/shot, 2 slots

Back Up Systems: help prevent a Core Breach, 1 slot Combat Claws: (Large 1d6, Huge 1d8, Gargantuan
2d6, Colossal 2d10), no power cost, 1 slot ea.
Crane: +2 Chassis, +2 Handling, 4 slots, special lifting
arm equipped with a cable and wench system Laser Cannon: 2d10, 2 points/shot, 2 slots

Energy Shield Generator: 2 slots, 2pts to activate, Mass Cannon: 2d12, 4 points/shot, 2 slots
absorbs damage at 1 power point for every point of
damage inflicted. Microwave Beam: 1d6, 1 point/shot, 1 slot

Escape Pod: 1 slot/cockpit, the mechas cockpit is fitted Missile Pods: 1d20, 4pts/launch, 2 slots ea. Fires a
as an escape pod, if the mecha has multiple cockpits, barrage of 20 1-point of damage small missiles, die roll
they must be purchased separately. indicates how many hit their mark.

Jump Pack: 2 slots, allows the mecha to make short Plasma Cannon: 1d20+2, 4 points/shot, 3 slots
rocket assisted jumps of up to 1 km, 2 power points per
use, Large and Huge sizes only. Shockwave Pulse Emitter: 2d8+2, 4 points/shot, 2
slots, fires an electromagnetic pulse that fries electrical
Life Support System: 1 slot, required use for aquatic or systems, sparks flammable materials, and sends living
space bound mecha creatures flying an additional 10 meters per point of
damage taken.
Lifters: +2 Chassis, special lifting arms, 2 slots ea.
Recoilless Rifle: 2d6, 2 points/shot, 2 slots
Nanorepair Unit: 1 slot, repairs 5HP damage/round, 1
power point/round Rocket Launcher: 1d8, 2 points/shot, 2 slots

Neural Link: 1 slot, +2 Pilot, a direct link to the Pilots Mecha Melee Weapons: Any of the core M20 melee
brain increases reaction time. weapons can be used “mecha-sized” and can be
sheathed internally taking up 1 slot for 1 handed
Reserve Power Supply: holds 20 points of reserve weapons, and 2 slots for 2 handed weapons, or by not
power, 1 slot, can only be recharged once all Power using any slots with the weapon holding to the outside of
Cores are fully charged. the mecha magnetically, however only a maximum of 4
slots can be used this way. Should the players/GM wish
to make the melee weapons energy based, 1 handed
-40- Microlite20 Comprehensive Edition
weapons should burn 1 power point per round while Ravens are capable of maneuvering through an
active, and 2 handed weapons should burn 2 power atmosphere and landing planetside. Ravens gain +2
points per round while active. Thrust, 6 slots, 1 Power Core standard.

Falcon: 3-10 person crew, examples are: assault craft,


Transformable Mecha cargo smuggler, supply shuttle, diplomatic transport.
Should the GM wish to have mecha or giant robots that Falcons are capable of maneuvering through an
transform into vehicles, just do it. However, if you feel atmosphere and landing planetside. Falcons gain +2
the need, include on the Equipment list the Veriform Hull, 10 slots, 2 Power Cores standard.
Matrix: 1 slot, 2 power points per use, allows a mecha to
engage a physical transformation changing it into a Albatross: 10-20 person crew, examples are: battleship,
vehicle form or back. +2 Sub freighter, research vessel, refugee transport, passenger
liner. An Albatross is capable of maneuvering through an
atmosphere and landing planetside. Albatross gains +2
Starships Network, 20 slots, 3 Power Cores standard
These are ship creation rules based around Microlite20
character creation rules. Ship stats do not directly Phoenix: up to 50+ crew compliment, examples are:
translate to character stats. Should it be needed, such Capital ships, carriers, heavy freighters, deep space
as strafing a battlefield of infantry troops, or an orbital exploratory vessels. A Phoenix is a space only craft and
bombardment, roll the effects as normal, then multiply by requires a shuttle or other means of transport planetside.
10. Phoenix gains +1 all Systems, 50 slots, 4 Power Cores
standard

Space Stations: take the stats for a Phoenix class ship


Stats and Systems and double/triple/or quadruple as appropriate.
A ship has 3 stats and 4 systems. Systems are used
somewhat like skills are used for characters;

Stats: Weapons
Hull: the strength of a ships structural integrity Weapon Mount: 2 slots
Thrust: the ships speed and maneuverability
performance Lasers: low power beams of coherent light 1d4 damage,
Network: the efficiency of the various systems to keep a 1pt/shot
ship running
Rail Guns: magnetically accelerated slugs 1d6 damage,
Systems: 2pts/shot
Computer: the information resource on board as well as
the processing power in investigating new Torpedo Bay: 3 slots, 3pts/shot
phenomenon.
Torpedoes: low yield, but very maneuverable rockets
Sensors: the means the ship uses to examine the area that can track a target 1d8 damage, +2 Armaments on
around it as well as being able to avoid other sensory attack
systems.
Photonic Torpedoes: high yield rockets that can track a
Armaments: a ships offensive and defensive target 2d8 damage, +1 Armaments on attack
capabilities.
Missile Launcher: 4 slots, 3pts/launch
Command: the efficiency of a ship’s captain and crew to
maintain a ship’s systems as well as its ability to Missiles: high yield rockets that can be outfitted with
communicate with other representatives beyond the various warheads 2d10
ship’s crew.
Heavy Weapon Mounts: 4 slots, 4pts/shot

Particle Beams: pulsed beams of sub-atomic particles,


Classes 3d6 damage
Ships come in 4 basic classes and are outfitted to meet
whatever configuration they need to fill. Each ship has a
Disruptors: energy beams that disrupt energy shields
number of slots per ship type to allocate special systems
and power to systems for 1d4 rounds
such as Weapons, Defensive Systems, etc.
Lances: high power energy beams, 1d20+5 damage, 5
Raven: small 1-2 person craft, examples are: stunt
slots, 5pts/shot
fighter, spy ship, advanced recon, personal transport.

Microlite20 Comprehensive Edition -41-


Defensive Systems Shuttle: Larger craft may hold smaller craft within their
Armor: adds bonus to AC, 1 slot = +1 AC cargo bays, Ravens taking 4 slots and Falcons taking 8
slots, or they can attach to the mother ship on the
Cloaking Device: avoids Sensor detection, (+20 outside for ½ their cost.
Sensors) 1pt/round while active.
Storage Unit: 2 slots, 1 ton of cargo/slot
Energy Shields: absorbs damage, Shield Generator 2
slots, 2pts to activate, absorbs damage at 1 power point Tractor Beam: 3 slots, a projected EM field that can
for every point of damage inflicted. hold or move an object in space. 3 points to activate

Escape Pods: allows up to 4 people per pod to escape


a doomed ship. 2 slots Combat
Hit Points = Hull Stat + ship class, Raven= 10,
Evasive Maneuvers: pushing a ships maneuverability to Falcon= 20, Albatross= 30, Phoenix= 40
its limit, +1 Thrust/per point
If HP reaches zero, the ship is destroyed and a
Core Explosion occurs, see mecha rules above.
Other Systems
Additional Power Core: +50 power points, 2 slots Roll d20 + Thrust bonus for initiative order

Advanced Sensor Array: intense active multi-spectrum Each ship can do one thing each turn; move,
scan and analysis, adds +10 Sensors, 1 slot, 1 attack, beam down the away team...etc.
point/round while in use.
Diplomacy bonus = Network bonus + Command
Back Up Systems: help prevent a Core Breach, 1 slot
Cargo Bay- 4 slots, 1 ton of cargo/slot
Weapon attack bonus = Network bonus +
Hyperdrive: allows interstellar travel, 2 slots, spinning Armaments
up the hyperdrive requires ½ the standard power supply
for a ship of its size, Raven 25points, Falcon 50 points,
Albatross 75 points, Phoenix 100 points

Matter Transporter: teleports people or cargo ship to


ship or to and from planetside, 3 slots, 1point/100lbs
transported.

Rec Room: 3 slots, be it a lounge, mess hall, or


holodeck, a rested crew functions better, +1 Command

Research Lab: +5 Computer, 3 slots

Reserve Power Supply: holds 20 points of reserve


power, 1 slot, can only be recharged once all Power
Cores are fully charged.

Probes: automatic or remote guided sensor arrays that


can be sent into hostile or unknown areas with little risk
to the crew, +5 Sensors, may be used in place of Missile
or Photonic Torpedo warheads, 1 slot

Robot: a non-sentient construct that can perform tasks


and duties too dangerous for the crew, 1 slot, (A robotic
PC may take this spot as part of the crew, freeing up the
slot)

Robotic Arm – Cargo: 1 slots, used for moving cargo,


debris, or docking with other ships

Robotic Arm – Combat: 2 slots, can be equipped with


ranged or melee style weapons for ship to ship combat

-42- Microlite20 Comprehensive Edition


attempting something directly related to their
APPENDIX G: class or background.

MICROLITE20 OLD
Secondary Skill Roll: 1D20 + Skill Bonus + Stat
Bonus + (Class Level/2, round up) if the
character is attempting something only loosely
SCHOOL STYLE related to their class or background.

Minor Skill Roll: 1d20 + Skill Bonus + Stat Bonus


Only a few rules changes are needed to play a + (Class Level/3, round down) if the character is
game of Microlite20 “old school style” as “old attempting something not really related to their
school style” is more about the way the game is class or background.
played (e.g. a focus on the setting/”fiction”
instead of on the rules) than the rules used. When the GM calls for a skill roll, he will declare
the type of skill roll, which skill and stat the roll
will use, and any situational modifiers and the
Rules Changes player will make a skill roll.

Backgrounds For example, Climbing would use Physical + STR


Characters may select, with the approval of the bonus. Dodging a falling rock is Physical + DEX
GM, a one or two-word background that bonus. Finding a trap is Subterfuge + MIND
represents a broad base of skills and knowledge, bonus. Disabling a trap is Subterfuge + DEX
e.g. Farmer, Merchant, Desert Nomad, Noble, bonus.
Shaman, Templar, Thyatian Mercenary, Ritualist,
etc. Backgrounds need not be related to the PCs Roll higher than the GM assigned Difficulty Class
class, e.g. a player who creates a deeply religious to succeed. Unless the GM rules otherwise, a
fighter skilled in the arts of vision interpretation, natural roll of 20 always succeeds for a Primary
divination and oration might pick 'Prophet' as a Skill Roll. Suggested Difficulty Classes with Easy
background. Backgrounds may not duplicate a defined as a 50/50 chance of an average person
class. succeeding on the first try: Easy - 10, Moderate -
15, Difficult - 20, Extremely Difficult - 25,
The GM will consider the character's background Legendary – 30, Improbable - 35, Unbelievable -
just as he would the character's class when 40.
deciding if a character will succeed with an
action. For example, a character with an Note that there are no “saving throws” in this
“Engineer” background should have a much game; use level + STR or DEX bonus for
better chance of damming a creek or building a Fortitude and Reflex saves. Saving against magic
bridge over it than a character with a “Courtier” (Will save) is usually MIND bonus + your level.
background.
Basic Adventuring Skills: Unless a player
Skills specifies otherwise about a character at character
There are four general skills in Microlite20 OSS: creation, all characters are assumed to have
Physical, Subterfuge, Knowledge, and basic practical adventuring skills such as
Communication. Each skill has a skill bonus maintaining weapons and armor, riding a horse,
(starting at +0). These skills are not used directly setting up a camp, swimming, climbing, cooking,
by the players in most cases. Instead players are first aid, etc., and have a rough idea of the value
expected to think like adventurers, tell the GM of common coins, trade goods, gems, and jewels.
what they are doing and the GM decides if it will Success should simply be assumed unless there
succeed in the situation, taking into account the are unusual conditions.
character’s class and background. If the GM
decides a random success chance is truly needed, Languages: All character races speak common.
he may resolve the situation with a roll of his Other intelligent beings speak their own
choice or he may call for one of the following languages (20% chance of also speaking
skill-based rolls: common). Beings with a MIND over 10 may
speak one additional language per point of MIND
Primary Skill Roll: 1D20 + Skill Bonus + Stat over 10 (these are in addition to any languages
Bonus + Class Level if the character is known by race).

Microlite20 Comprehensive Edition -43-


Talents (Optional): At level 2 (and every 2 have dangerous special abilities. Characters who
levels thereafter), characters may select one do not participate in the encounter in some way
narrow area of skill where they are better than do not get XP for it.
average: something they are “Good at.” This
talent should be either something directly related Characters also earn a GM-assigned amount of
to their class or background -- or something they experience points for defeating traps, solving
have spent game time and/or money learning. If puzzles, excellent roleplaying, and the like. The
the player wishes (and the GM approves), instead GM should assign XP depending on the situation
of selecting a new talent a talent the character is (usually from 1 to 5 XP). Characters can also
already “Good at” be improved to “Expert at” at a
later even-numbered level and a talent the lose up to 5 XP for generally ignoring their
character is “Expert at” may be improved a final alignment or other very poor roleplaying.
time to “Master at” at yet a later even-numbered
level. The GM will consider the character's talents Individual characters can also earn experience
just as he would the character's class and points from spending money found in treasures
background when deciding if a character will (or taken from monsters) in totally frivolous ways
succeed with an action. Numerical benefits for (e.g. wine, women, song, donations to a temple
talents will only be needed when the GM decides without getting anything in return, generic
a skill success roll is required, +2 per level is a “training,” etc.). A character earns 1 XP for each
good place to start for most talents (i.e. Good at 100gp so spent.
+2, Expert at +4, Master at: +6).
Add up the Experience Points (XP) of every
successful encounter you take part in plus any
Combat: Surprise, Initiative, Combat earned from GM specials and treasure spent.
Casting When the total is equal to 25 x your next level,
Surprise: At the beginning of an encounter, roll you've advanced to the next level. Reset the total
1d6 for each side. On a roll of 1-2 a side is XP to 0 after advancing.
surprised and may not act at all in the first
round. Each level adds:
+1d6 to Hit Points
Initiative: Each round, each character makes a DEX +1 to all attack rolls
Roll vs a DC equal to the 10 + (2 x opponent’s HD). +1 to a single skill bonus (player choice)
Fighters may add their level to the roll. Characters
making the roll act before the monsters. Characters If the level divides by three (i.e. level 3,6,9,etc.)
failing the roll act after the monsters. Everyone can do add 1 point to STR, DEX or MIND.
one thing each turn; move, attack, cast a spell, etc. The
GM may choose to allow some combined actions, like a If the level divides by two (i.e. level 2, 4, 6, 8,
charge attack, to be one thing. Spell casters casting a etc.) select a new Talent – if using the Talent
spell must declare the spell being cast and its target rules.
before initiative is rolled.
Fighters gain +1 to their attack and damage rolls
Combat Casting: In combat, if a spell caster is at levels 5, 10, 15, etc.
hit and takes damage (or other effect that could Clerics and Magi gain access to new spell levels
interfere with spell casting like paralysis) before at levels 3,5,7,9,etc.
casting a spell, the spell fizzles. This costs the
caster 1 HP per level of the spell he was Example: Four newly minted second level
attempting to cast and the caster loses his action adventurers have just completed a dungeon
for the round. adventure. They each have 36 XP and need 75
XP to reach third level. Their expedition was
Level Advancement extremely successful. They defeated 22 XP worth
Characters get Experience Points (XP) when their of monsters and earned 7 XP from traps and
party defeats monsters. (Note that monsters can other GM specials for a total of 29 XP each. The
be defeated without being killed.) Experience party’s cleric earned 4 XP for great roleplaying
Points (XP) = Hit Dice of defeated monsters. Add while risking her life to save the party from an
+1 for each doubling of the number of foes. e.g.: angry spirit. The party also found and recovered
1 kobold (a 1 hit die monster) = 1 XP. 2 kobolds 2900gp in treasure from the dungeon. That’s
= 2 XP. 4 kobolds = 3 XP, 8 kobolds = 4 XP etc. 725gp each. The cleric decides to donate the
Add +1 or +2 XP (GM’s discretion) if the foes entire sum to her temple, and earn 7 more XP.
-44- Microlite20 Comprehensive Edition
This gives her 40 XP for a total of 76 XP. She and feats on your character sheet, you can try
advances to 3rd level and resets her XP to 0. anything your character should be capable of
The other party members earned 29 XP each for trying. You might not succeed, but the rules
a total of 65 XP each. They remain 2nd level. generally will not stop you from trying.

No Assumption of “Game Balance”: Old style


Notes on “Old School” Play game sessions aren’t about carefully balanced
While Microlite20 OSS is designed using tried and characters (who are all able to shine equally at all
true “D20” systems filtered through the times) who only run into situations carefully
Microlite20 rules, it is designed for a completely designed by the GM to be beatable by the
different style of play than many players who characters presently in the party and to provide
started to play in the last 20 years or so may be treasure that fits their current level. Instead, part
used to. This section will give a brief overview of of player skill is learning to evaluate situations so
“old school” play. situations well over the party’s current abilities or
which will waste the party’s resources for little
What is “Old School” Play? gain can be avoided. Don’t assume that you can
There are two major styles of roleplaying games. beat every monster that you encounter, running
The first (and older) style says “Here is the away from monsters too tough to handle can
situation. Pretend you are there as your mean the difference between character survival
character, what do you want to do?” This style and character death. You can also get creative in
has been superseded over the years with a style how you defeat monsters. Perhaps those goblins
that says “Here is the situation. Based on your you bypassed could be talked into (or tricked
character's stats, abilities, skills, etc. as listed on into) attacking that giant you know you can’t
his character sheet and your knowledge of the beat, perhaps killing it for you or at least
many detailed rules of the game, what is the best softening it up so your party has a chance of
course of action to solve the situation?” Old defeating it and living to tell the tale. Also
school play strongly favors the first style and remember that treasure can be turned into XP,
frowns on too much of the second. even if you can’t kill the monsters, perhaps you
can still acquire some of their treasure. Part of
Here are some major points where old school the skill of playing “old school” style is coming up
play is different: with creative solutions when a direct attack is
likely to fail.
Skills Rolls Downplayed: Unlike most modern
RPGs, skill rolls are downplayed in Microlite20 It’s Not All About Combat: Many modern
OSS. While the streamlined five skills of fantasy RPGs have made combat the star of the
Microlite20 are used, players only make skill rolls system, combats in these systems are time-
when the GM determines that a random result is consuming and very crunchy with rules for
needed. Instead, players are intended to have everything. Microlite20 avoids this by having a
their characters act like adventurers, just telling fast-playing abstract combat system. Microlite20
the GM what they are trying to do. The GM will OSS takes this one step further, combat isn’t
decide (based on the character’s class, intended to be the main source of fun in the
background, skills, talents and the players game. The game is as much about exploration
description of what the character is trying to do) and treasuring finding as it is about combat.
if the attempt succeeds or fails. The GM may ask Sure, you are going to have to fight things to
for a particular skill roll if he thinks a random explore and find treasure, but always remember
result is needed. So don’t search your character that combat may not be the best or safest way to
sheet or the rules for the perfect solution in handle every situation. Think before you rush
Microlite20 OSS. Instead, you just tell the GM into combat. After all, it’s not the only way to
what your character is trying to do. If you need earn a good pile of experience – and monsters
to keep a door open or shut, you might tell the don’t have to be killed to be defeated (and get XP
GM your character is using a spike to keep the for them).
door open or closed. A ten foot pole is your friend
for checking for traps. Searching a room means Reality/Common Sense Trumps Rules: Old-
looking in and under objects, not rolling a skill school games use loose and simple rules that
check. While this may seem strange at first, you cover average cases and the GM and players are
will quickly learn to appreciate the freedom it supposed to apply common sense and their
gives you. No longer are you limited to the skills knowledge of how reality works to cover the
unusual and edge cases. “Reality/Common
Microlite20 Comprehensive Edition -45-
Sense” as interpreted by the GM always trumps the rules do not mention it.
the written rules if they conflict. For example, a
character has a magic weapon and the rules for Styles of “Old School” Play
that weapon say it always causes its target to fall If you read some “old school” blogs, forums, and
prone if hit. The character hits a gelatinous cube web sites, you might get the impression that
moving down the corridor toward them with the there is only one “old school’” style of play: a
weapon. The rules say that the target should fall style with expendable player characters who
and be in a prone position. Reality, however, spend all their time in dungeons designed in the
says otherwise. Gelatinous cubes don’t have a style of the old “Tomb of Horrors” module where
top and bottom (so prone penalties make no an adventuring party is only one slipup away
sense) and a 10 foot cube can’t fall when it is from death. This style of play is often shown in
moving through a 10 foot corridor. In some early modules.
modern games, the rules would be applied
anyway and the cube would suffer the effects of What most people forget is that these early
falling prone no matter how little sense that modules were designed for tournament play
makes. In an old school game, the GM ignores where the party that lasted longest and make it
the rule because it makes no sense in the specific deepest into the dungeon was the winner. While
situation. a few gaming groups did run their regular
campaigns like this and enjoy it, most people did
Forget “Rules Mastery”: Player skill in “old not enjoy such games and the GMs who ran them
school” style games isn’t about mastering the were often referred to as “Killer GMs” (who often
game rules so you can solve any problem by found themselves without players). Instead most
knowing the right combination of rules from 20 home campaigns were a mixture of the following
different rule books. Microlite20 is designed to be four styles – some campaigns stressing one or
rules light and Microlite20 OSS tries to stress this two over the others.
even more by encouraging GMs to make rulings
on the spot taking into account specific Power-Gaming: Many players start out playing
circumstances instead of trying to hunt up special in this style. Many soon get bored with it and add
cases in the SRD or a stack of optional rule more and more of other styles. A power-gaming
books. It’s faster and helps players immerse campaign is all about character power. They are
themselves in their character and the game world known by their class, level, special items, and
instead of in rule books. Both players and GMs amazing powers and deeds. (“I killed the Demon
should remember that these rules are a tool for King with my 15th Level Fighter/Magic-
the GM. If something herein does not work right User/Druid. It only took two hits from Thor’s
in your campaign, change it. The object is to Hammer to knock him out. Then I cut off his
have fun, not be a slave to rules or to players head with my vorpal blade.”) There is often a lot
who think being a rules-lawyer is the way to get of player competition for the most powerful
ahead. In many roleplaying games, the Rules As character in campaigns that stress power-
Written (RAW) are often considered sacrosanct or gaming. A lot of people look down on this style,
at least somehow better than those a GM can but it can be a lot of fun to play a pure power-
come up with himself. This is not true of game in a group of players who all like the style.
Microlite20 OSS.
Wargaming: This was probably the style old
Not Mentioned does not mean Prohibited: Many school rules were originally written for. The
people seem to read RPG rules and come away with the wargaming style of play is a competition between
idea that anything not specifically mentioned in the rules the player group and the GM. The GM sets up
as allowed is prohibited. While this really doesn’t make tactical battles, puzzles, and the like and the
much sense given that no set of rules could ever cover players solve them for treasure and experience.
everything that characters might attempt to do in an Fudging die rolls and ignoring rules (either for or
adventure, it seems to be a very common way to view against the players) is frowned upon as it
RPG rules. In an old school game like Microlite20 OSS, detracts from the challenge and fun of the
this is specifically not true: the millions of possible
adventure. Characters in pure wargaming
activities not mentioned in the rules are not prohibited,
campaigns often were expendable and had little
they are up to the GM to allow or disallow based on his
knowledge of how reality works and how his specific personality or goals (beyond staying live and
campaign world differs from reality. Unless the rules getting rich) as a character with such might be
specifically prohibit some action, players should ask their tempted to do things dysfunctional to survival.
GM instead of simply assuming it is prohibited because Published tournament dungeons like Tomb of
Horrors could be considered examples of extreme
-46- Microlite20 Comprehensive Edition
forms of this still. Once the RPG hobby became but the idea that there were many different
known outside of the minis and board wargaming styles of “old school” play back in the “old school”
community, pure forms of the wargaming style days – not just the single style stressed in “old
quickly became uncommon. school” blogs, forums, and web sites. Don’t let
those sites make you believe that you aren’t
Role-Playing: A pure role-playing campaign is playing old school right if your campaign isn’t
almost the opposite of a pure wargaming strongly in the wargaming camp. Most successful
campaign. Player skill, tactics, and rules aren’t campaigns back in “old school” days were a
really important. What is important is the player’s mixture of all four major styles – and a heaping
character and that character’s life in the game. I helping of minor styles.
a pure role-playing campaign, players create the
personality of their characters in great detail and Advice for the New Old School
players generally have a large emotional Gamemaster
investments made in them and do not consider If you are comfortable running a rules-light game
their characters expendable. Players tend to have like standard Microlite20, you’ll probably have no
their characters act within their personalities and trouble running Microlite20 OSS as you have
within the beliefs they're supposed to hold – even already learned to run a game without having
when doing so is not the best thing to do at the hundreds of pages of rules detailing how to
time within the game. The object is to live your handle every situation that might possibly arise
character’s life in the campaign world. You “win” in the game. You’ve already learned to just make
be having your character achieve his goals, goals a ruling that you think fits the situation and keep
which may or may not have anything to do with the game moving.
the game’s goals of exploring and accumulating
treasure and experience points. The modern The greatest change between Microlite20 and
computer game The Sims is an example of this Microlite20 OSS is the modification of character
style of play. skills. If you are used to just allowing players to
just say “I’m searching the room. What do I
Story-Telling: While all campaigns tell a story find?” and make search skill roll or just say “I’ll
after-the-fact (that is, you can tell a story based try to persuade the baron to loan us a catapult.”
on the characters actions in the game), in a and make a persuade skill roll, running without
story-telling campaign, the GM has worked out a skill rolls is going to require as much change to
story in advance and the player characters are your thinking as it will to your players’ thinking.
the protagonists. The campaign world usually has
a detailed background and back story behind it. First, you need to get your players to tell you
Knowing this background may be more important what their characters are actually doing in the
than knowing the rules. Some pure story telling campaign world, instead of talking in terms of
campaigns are little more that single-line what skill they are using. Then you need to learn
railroads where the characters play their almost to listen to what they say and decide if there
pre-scripted parts in the story. In other cases, description of what they are doing a) would most
things are more free-form with story flow and likely solve the problem, b) wouldn’t have a
events created by interactions between the GM's chance of solving the problem, c) might not
basic outline of story events and the actions of immediately solve the problem but would provide
individual characters during the campaign. Some more info that would help solve the problem, or
people consider the more pure forms of story- d) would not definitely solve the problem but has
telling campaigns boring straight-jackets while a fair chance of doing so. Only d would require a
others love the idea of being a major part of a die roll.
real story.
Let’s take checking a chest for traps as an
These four major styles of play appeared early in example. Get the players to describe in general
the history of role-playing games. They were first terms how they are going to check the chest for
mentioned in a general circulation publication in traps. Note general terms are enough, the idea is
Glenn Blacow's article “Aspects of Adventure to see what the characters are doing, not to
Gaming” in Different Worlds #10 (the October require them to describe every single muscle and
1980 issue). eye movement they make. Having to “click on
one exact pixel on the screen” to succeed is
The important thing to take from this section isn’t boring and frustrating in a computer game, the
the four styles or their labels (as there are other verbal equivalent of it is even more frustrating in
systems for describing this with their own labels),
Microlite20 Comprehensive Edition -47-
a tabletop game. Don’t fall into the trap of doing but how well it succeeds is determined by the
it as it turns players off fast. skill roll. A failed skill roll is a minimal success;
the character succeeds, but just barely. A
Let’s say a player says “I’ll look the chest quickly successful skill roll means the character's plan
over for obvious traps, paying special to the succeeds without any major hitches.
keyhole, clasp, and anything that looks out of the
ordinary. I’m not touching it yet.” In the second case, either the player obviously
knows less than his character does about the
If the chest had a poison needle near the clasp or situation or just comes up with a bad idea that
some holes for poison gas or needles to shoot out you feel is unlikely to work. You let the skill roll
of, this should be enough for the character to decide the result. A failed roll means the plan
notice it without a roll, even if he isn’t a Rogue or fails, while a successful roll means the plan
the like. However, if the chest if set to explode somehow worked after all, but probably not
(or shoot daggers out of the opening when perfectly.
opened, such a search is not going to discover
the trap – again no matter what the character’s Players who refuse to even try to come up with
class or background as such a trap isn’t visible some type of rational statement about what their
from the outside. If you are feeling generous, character is actually doing but just want to let
you might have a Rogue make a Subterfuge skill the skill roll decide automatically fail.
roll and if she makes it tell her player that while
she doesn’t see a trap, something still doesn’t
seem right about the chest.

If the character had said he was then poking the


chest with a pole instead of rushing to open it, he
might hear something strange if the chest had
the above-mentioned dagger trap. Of course,
unless he is a Rogue or has some strange
background, chances are he would not associate
the noise with a trap, but rather just that there
was something loose in the chest. Again, you
might give a Rogue a roll, especially an
experienced Rogue.

As this example shows, it really isn’t hard –


unless you choose to make it hard. It’s just
different. After a few sessions both you and your
players will find that it really isn’t as hard as it
looks.

Some players, however, really want die rolls.


Because of previous bad experiences with poor
GMs, they just can’t trust the GM enough to
handle some decisions being made without die
rolls. If your players are like this, you can use
“skill” rolls as a safety net. The players will still
have to describe what their character does to
solve the problem just as above. Once the player
describes what his character is doing, the GM
calls for a class/background based “skill” roll as
described in the skills section of these rules. The
results are determined by your opinion as GM of
the action described and the skill roll. There are
basically two situations:

In the first case, you feel that the player has a


good plan that should likely succeed. Therefore it
will succeed regardless of the result of the roll,
-48- Microlite20 Comprehensive Edition
or co-adaptability with any Trademark or Registered Trademark in

OPEN GAME
conjunction with a work containing Open Game Content except as
expressly licensed in another, independent Agreement with the owner
of such Trademark or Registered Trademark. The use of any Product

LICENSE VERSION
Identity in Open Game Content does not constitute a challenge to the
ownership of that Product Identity. The owner of any Product Identity
used in Open Game Content shall retain all rights, title and interest in

1.0A
and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly
indicate which portions of the work that you are distributing are Open
Game Content.
9. Updating the License: Wizards or its designated Agents may publish
The following text is the property of Wizards of the Coast, Inc. and is updated versions of this License. You may use any authorized version
Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights of this License to copy, modify and distribute any Open Game Content
Reserved. originally distributed under any version of this License.
1. Definitions: (a)"Contributors" means the copyright and/or trademark 10 Copy of this License: You MUST include a copy of this License with
owners who have contributed Open Game Content; (b)"Derivative every copy of the Open Game Content You Distribute.
Material" means copyrighted material including derivative works and 11. Use of Contributor Credits: You may not market or advertise the
translations (including into other computer languages), potation, Open Game Content using the name of any Contributor unless You
modification, correction, addition, extension, upgrade, improvement, have written permission from the Contributor to do so.
compilation, abridgment or other form in which an existing work may 12 Inability to Comply: If it is impossible for You to comply with any of
be recast, transformed or adapted; (c) "Distribute" means to reproduce, the terms of this License with respect to some or all of the Open Game
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otherwise distribute; “Open Game Content" means the game mechanic You may not Use any Open Game Material so affected.
and includes the methods, procedures, processes and routines to the 13 Termination: This License will terminate automatically if You fail to
extent such content does not embody the Product Identity and is an comply with all terms herein and fail to cure such breach within 30
enhancement over the prior art and any additional content clearly days of becoming aware of the breach. All sublicenses shall survive
identified as Open Game Content by the Contributor, and means any the termination of this License.
work covered by this License, including translations and derivative 14 Reformation: If any provision of this License is held to be
works under copyright law, but specifically excludes Product Identity. unenforceable, such provision shall be reformed only to the extent
(e) "Product Identity" means product and product line names, logos necessary to make it enforceable.
and identifying marks including trade dress; artifacts; creatures
characters; stories, storylines, plots, thematic elements, dialogue, 15 COPYRIGHT NOTICE
incidents, language, artwork, symbols, designs, depictions, likenesses, Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
formats, poses, concepts, themes and graphic, photographic and other System Reference Document Copyright 2000-2003, Wizards of the
visual or audio representations; names and descriptions of characters, Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich
spells, enchantments, personalities, teams, personas, likenesses and Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell,
special abilities; places, locations, environments, creatures, equipment, John D. Rateliff, Thomas Reid, James Wyatt, based on original
magical or supernatural abilities or effects, logos, symbols, or graphic material by E. Gary Gygax and Dave Arneson.
designs; and any other trademark or registered trademark clearly Microlite20 © 2006, Robin V. Stacey (robin@greywulf.net)
identified as Product identity by the owner of the Product Identity, and Microlite20 Purest Essence © 2008, Paul Lesack
which specifically excludes the Open Game Content; (f) "Trademark" The Microlite20 Collection 2017 Edition © 2017 Randall S. Stukey
means the logos, names, mark, sign, motto, designs that are used by a Microlite20 Martial Arts © 2008, Darth Cestual
Contributor to identify itself or its products or the associated products Microlite20 Mecha © 2008, Darth Cestual
contributed to the Open Game License by the Contributor (g) "Use", Microlite20 Starships © 2008, Darth Cestual
"Used" or "Using" means to use, Distribute, copy, edit, format, modify, Four by Five Magic © 2008, Robin V. Stacey
translate and otherwise create Derivative Material of Open Game Wayfarer M20 © Wyatt Bury
Content. (h) "You" or "Your" means the licensee in terms of this Microlite74 Ultimate © Randall Stukey
agreement. Microlite20 Tablet Digest Edition © 2018 Randall S. Stukey
2. The License: This License applies to any Open Game Content that [End of License]
contains a notice indicating that the Open Game Content may only be
Used under and in terms of this License. You must affix such a notice This product is 100% Open Game Content except for Product Identity,
to any Open Game Content that you Use. No terms may be added to as per the Open Game License above. Product Identity includes
or subtracted from this License except as described by the License Microlite20 and Robin V. Stacey, Darrell King, Al Krombach, and
itself. No other terms or conditions may be applied to any Open Game Randall Stukey.
Content distributed using this License.
3.Offer and Acceptance: By Using the Open Game Content You
indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this
License, the Contributors grant You a perpetual, worldwide, royalty-
free, non-exclusive license with the exact terms of this License to Use,
the Open Game Content.
5.Representation of Authority to Contribute: If You are contributing
original material as Open Game Content, You represent that Your
Contributions are Your original creation and/or You have sufficient
rights to grant the rights conveyed by this License.
6.Notice of License Copyright: You must update the COPYRIGHT
NOTICE portion of this License to include the exact text of the
COPYRIGHT NOTICE of any Open Game Content You are copying,
modifying or distributing, and You must add the title, the copyright
date, and the copyright holder's name to the COPYRIGHT NOTICE of
any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity,
including as an indication as to compatibility, except as expressly
licensed in another, independent Agreement with the owner of each
element of that Product Identity. You agree not to indicate compatibility

Microlite20 Comprehensive Edition -49-


OTHER  Companion I:
Optional Rules

RETROROLEPLAYING
includes many
optional rules. Most
can be used with any

GAMES version of the third


edition of Microlite74:
Basic, Standard, or
If you like this game, you may want to consider some of Extended.
other RetroRoleplaying games. Most are Pay-What-You-  Companion II:
Want/Free. All are available from RPGNow at this link: Treasure contains a
large number of
http://www.rpgnow.com/browse/pub/9500/RetroRoleplayi magical items of treasure and a system for
ng randomly determining what treasure a group of
monsters has.
 Companion III: More Optional Rules includes
many more optional rules, including many new
classes. Most can be used with any version of
Microlite74 Games the third edition of Microlite74: Basic, Standard,
or Extended.
Microlite74 is a family of free
old school tabletop roleplaying  Companion IV: Bestiary of Monsters contains
games. The goal of Microlite74 descriptions of a large number of 0e and 1e
games is to recreate the style monsters, including demons and devils. These
and feel of that very first (“0e”) descriptions are much more detailed than those
fantasy roleplaying game included in the Microlite74 rules.
published back in 1974 without  Companion V: First Edition Spells provides
giving up all of the clearer more detailed descriptions of spells and
mechanics of modern D20- provides many new spells similar to those in the
based versions. Microlite74 first edition of the world’s most popular fantasy
games are based on the RPG.
original 1974 edition of the
world's most popular fantasy There are special versions of Microlite74 designed to
roleplaying game filtered through the rules light provide a specific "feel" for specific types of campaigns.
Microlite20 version of the third edition of the rules Currently, two special versions are available:
system. Microlite74 games are not intended to be a
clone of the 0e rules, but rather a conversion of them to  Microlite74 Swords
a rules-lite D20-based system that encourages old- & Sorcery is
school play without strictly old-school rules. Microlite74 Extended
with many special
There are three major versions of Microlite74: rules designed for
swords & sorcery
 Microlite74 Basic which is similar to the original style campaigns.
3 little booklets in the 0e boxed set. there are only two
 Microlite74 Standard which is similar to the classes (Adventurer
original 3 little booklets in the 0e boxed set plus and Sorcerer) and 6
most of the material from the supplements and levels, magic is
"official" material published in the early limited and casting
magazine articles. certain spells can
corrupt the caster, and many 0e style magic
 Microlite74 Extended that includes everything
items are relics of dead civilizations from long
in Microlite74 Standard does and adds the 0e
ago. Humans are assumed to dominate the
house rules the author was using in the late
world and most enemies are other humans and
1970s.
animals. True monsters certainly exist but they
Microlite74 Companion volumes add optional rules and
are assumed to be rare.
optional expansions to the Microlite74 system. There are
currently five Companion volumes:  Microlite74 Light vs Dark was designed for a
specific campaign world with only two deities (a
Lord of Light (order) and a Lord of Darkness
(chaos) who oppose each other. Magic is both
common and rare in this campaign world in that
about 25% of the population have the ability to
-50- Microlite20 Comprehensive Edition
use Minor Magic at will (including all characters  Microlite75
and NPCs with a class level), but arcane magic Extended that
is otherwise limited to long, complex, and costly includes everything
rituals. Clerics have limited spell-like abilities in Microlite75
called prayers. Magic items created by binding Standard does and
spirits to material items are more common. adds the 0e house
 Microlite74 3d6 Edition is a version designed rules the author was
for use with only six-sided dice (3d6 are rolled using in the late
when a D20 would be rolled in standard 1970s.
versions) and the system includes partial
successes as well as success and failure. Unlike Microlite74 games, all
versions of include treasure
All of the above are “Pay lists and use the author's hit point/body point system.
What You Want” games Optional rules in both Microlite75 Standard and
which means you can even Microlite75 Extended provide more traditional hits points,
download them for free. saving throws, and fire-and forget magic systems. All
Digest-sized versions three are available as “Pay What You Want” games.
(combined with an epub
copy) of some of the above
are available for a low price. Microlite78: First Edition Lite
Microlite78: First Edition Lite is
Microlite74 Ultimate Edition a trimmed-down miniature
is the ultimate version of version of the Primary Fantasy
Microlite74 in one volume SRD rules designed to be
suitable for digest-sized quick and easy to play,
printing or tablet viewing. This especially when compared to
Ultimate Edition combines the modern incarnations of the
rules from Microlite74 Extended with the additional rules game. The goal of Microlite78:
from first, second, and third Microlite74 Companion First Edition Lite is do for First
volumes, full treasure listings, some new additional Edition (1e) what Microlite74
rules, a sample setting, and several short location-based did for the Original Edition (0e)
adventures is a 380+ page digest-sized PDF (epub also to recreate the style and feel
included). $9.95 of the First Edition of the
Microlite75 Games world’s most popular fantasy roleplaying game published
back in 1978 without giving up all of the clearer
Microlite75 is a family of free old school tabletop mechanics of modern D20-based versions.
roleplaying games. Microlite75 is somewhat of a second
edition of Microlite74 for those who prefer the more Microlite78: First Edition Lite was created at the request
standard experience and level advancement system of a RetroRoleplaying Cancer Fund donor who asked
from the Microlite81 games, body points and hit points me if I could piece together parts of Microlite74 to
and the single save system. Like Microlite74 games, the produce a complete single volume Microlite78: First
goal of Microlite75 games is to recreate the style and Edition Lite and add a "few things" to make it more like
feel of that very first (“0e”) fantasy roleplaying game the 1978 "First Edition" of the world’s most popular
published back in 1974 without giving up all of the fantasy roleplaying game. It would have been simple to
clearer mechanics of modern D20-based versions. toss the rules from Microlite74 Extended with the
Microlite75 games are based on the original 1974 edition descriptions from Companion II: Treasure, Companion
of the world's most popular fantasy roleplaying game IV: Bestiary of Monsters and Companion V: First Edition
filtered through the rules light Microlite20 version of the Spells together in one volume. However, the request
third edition of the rules system. was for a bit more: classes written up in more detail (as
in Microlite81, including the more normal XP treatment)
Like Microlite74, there are three major versions of and some of the system altered a bit to make it more like
Microlite75: 1e.

 Microlite75 Basic which is similar to the original Microlite78: First Edition Lite is available as a “Pay
3 little booklets in the 0e boxed set. What You Want” game and as a 500 page digest version
 Microlite75 Standard which is similar to the (ebook versions included) for $4.95.
original 3 little booklets in the 0e boxed set plus
most of the material from the supplements and
"official" material published in the early
magazine articles.

Microlite20 Comprehensive Edition -51-


Microlite81 Games A digest-sized version of Microlite81 Complete (including
a separate epub version) is available for $7.50. A digest
Microlite81 is a Microlite20- version of Microlite81 Advanced (also with a separate
based version of the B/X epub version) is available for $9.95. Both of these paid
version of the world's most versions have additional material that is not included in
popular fantasy roleplaying the “Pay What You Want” versions.
game -- the two boxed sets
(basic and Expert) that were
published in 1981. Tarnhelm’s Terrible Tome
Microlite81 does for B/X what Tarnhelm’s Terrible Tome is a set of house rules for the
Microlite74 did for 0e, original 1974 (0e) version of the world’s most popular
produce a version of the
tabletop fantasy roleplaying game (and modern clones,
original B/X based on the like Swords & Wizardry). The Tarnhelm’s Terrible Tome
Microlite20 rules that
PDF is designed to be printed double-sided using the
recreates the style and feel
booklet-printing feature of
of the B/X version of the world's most popular fantasy Adobe Acrobat, the pages
roleplaying game published back in 1981 without giving can be folded and stapled to
up all of the clearer mechanics of modern D20-based
create a “0e” style digest-
versions. Microlite81 games are based on the 1981
sized booklet. Most of the
Basic/Expert edition of the world's most popular fantasy
house rules are modern
roleplaying game filtered through the rules light
renditions of the house rules
Microlite20 version of the third edition of the rules the author used with his
system. Microlite81 games are not intended to be a
original edition games in the
clone of the B/X rules, but rather a conversion of them to
1970s. Some of in this
a rules-lite D20-based system that encourages old-
volume house rules include:
school play without strictly old-school rules.
 A simple “skills”
There are four different versions of Microlite81. All are
system based on
pay what you want.
class and
background instead of lists of skills
 Microlite81 is the standard version the game. It
 A Hit Point/Body Point system where Hit Points
is intended to be fairly standard B/X converted to
represent fatigue and Body Points represent
a Microlite20-based system.
actual wounds.
 Microlite81 Complete is standard Microlite81
 Ritual Magic
with more complete descriptions of spells,
 An alternate alignment system
monsters, and magic items and a few extras like
an example of play which will hopefully make the  Critical Hits and Critical misses
game more friendly to players with less  A class based weapon damage system that
experience with old school gaming. ends class weapon restrictions.
 Microlite81 Extended  An optional Armor system that ends class
is Microlite81 with the restrictions on wearing armor
author’s house rules  An optional class: the Mnemonic Mage
from the 1977-1983  Optional Divine Intervention rules
era. Most of the house
rules used in Tarnhelm’s Terrible Tome is available as a “Pay What
Microlite74 Expanded You Want” game.
will also be used in
Microlite81 Expanded.
They have been
modified as needed to
work with a system
based on B/X instead
of one based on 0e.
 Microlite81
Advanced uses the spell lists, monsters, and
treasures from the 1e (Advanced) version of the
world’s most popular fantasy RPG, but still
limited to the 14 character levels and six spell
levels of B/X. There are a large number of
optional rules: psionics, mutations, etc.

-52- Microlite20 Comprehensive Edition


Microlite20 RPG Collection available as a “Pay What You Want Game”

The Microlite20 RPG


Collection is a PDF BX Advanced
compilation of Microlite20 Unlike the above games,
based games. Each individual
which are based on the
game is copyrighted
Microlite20 rules, the BX
separately, is based on the
Advanced games are
Open Game License (because
based on a “retroclone” of
the original, Microlite20, is the B/X rules produced in
OGL), and is available for free. 1981. The Basic/Expert
Each game is a separate
version of the world’s most
entity with its own copyright
popular fantasy
and license. The author of
roleplaying game is the
each individual game is solely
version of the rules most
responsible for his or his work. No editing of individual players started with during
games has been done. The original 2010 edition was a the game’s “boom years”
single volume with around 600 pages. The 2012 edition
in the early 1980s. While
about 1400 pages. This third, 2017, edition is just over
the first “advanced” edition of the game was the star of
2000 pages.
the lineup, many players ignored many of its more
complex rules when they moved from the “basic” edition
In addition to the standard Microlite20 rules (and a large to the “advanced” edition and just added the classes,
number of optional systems and expanded rules), The
spells, monsters, and treasure from the advanced edition
Microlite20 RPG Collection (2017 Edition) includes the
to the Basic/Expert rules they were already familiar with.
following Microlite20-based role-playing games:
Microlite20 Revised, M20 SIWDCC, Microlite20 House
The BX Advanced games are an attempt to produce a
Rules, MicroFantasy, Alter Microlite20, Ultimate set of rules that are a clone of the Advanced First Edition
Ultramicrolite20, Nanolite20, Microlite20 Modern, M20 using the Basic/Expert rules as a base: the First Edition
Modern: Expert, Microlite20 Ultimate Modern-Day, M20
through a B/X Lens. This provides a first of the game
Hard Core Rules, Swords against Sorcery, M20 Heroic,
that is easy to learn, fast to play, and that includes all of
Iron Heartbreakers, Microlite11, WildWalker’s M20 4e,
the classes, spells, monsters, and treasures most people
Microlite20 Variant 4e, Microlite 4E, Micro Action
expect from “classic D&D”. BX Advanced allows you to
Fantasy, Microlite20 5e, Microlite5e, MicroFive Core, use all of the Basic, Expert, and First Edition adventures
M20 Fifth, MULRAH, Lite20, Mini20, Realms of Renown, and settings from the 1980s as well as the many modern
Microlite77, Microlite20 OSS, Advanced Microlite20
adventures and setting produced by OSR fans and
OSS, Argo, M20 Hyborian Age, Microlite Conan,
companies today.
Prehistoric Microlite20, Microlite20 Bronze Age, Microlite
Dark Sun, Omerian Tales, Beacon, WarEngine RPG,
The BX Advanced Gold Edition is designed for people
Yamato M20, Challenges & Champions, Microlite20 Elf who want a classic experience without a lot of the gonzo
Lords, Microlite20 Dark Heritage, Microlite20 Resident material that many people added to their 1980s games.
Evil, Microlite20 Cthulthu, Microlite20 Vampires,
The Gold Edition is pretty much classic 1e using the B/X
Microlite20 2012, SpyLite, Giant Bug Invasion,
rules system. The BX Advanced Gold Edition includes a
Cyberpunk, SuperLite, Microlite20 Ultimate Costumes,
number of optional rules systems, but they are fairly
Tumbleweed, Gunsmoke & Goblins, Owl Hoot Trail, tame in what they do to the game. The Gold Edition
Microlite Storytelling, TileHack, Dragoons, includes a sample dungeon and a complete small
ZombiePocalypse, Microlite Tri-Stat, Relics & Ruins,
campaign setting. This version is available as a “Pay
OmegaLite20, RABID, Microlite20 Vermin, Where No
What You Want” PDF with no real interior art and as a
Man Has Gone Before, Galactic Methuselah,
paid PDF with a color cover and interior art (including
FrontierLite, M20 Star Wars, Microlite20 Star Wars,
some color art).
Scions of a Primordial Planet, Micro MechWarrior,
Stargate 1895, Blaster D20 Microlite, Pendragon D20 The upcoming BX Advanced Adamantine Edition will
Microlite, Diabolical D20 Microlite, TMKT, Microlite20
take the game into new realms with optional systems for
NG, PathfinderLite20, Microlite20 Edición Némesis,
things like technology and mutations, many additional
Microlite74 1.1, Microlite74 3.0 Basic, Microlite74 3.0
classes, spells, monsters, and treasure, and much more.
Standard, Microlite74 3.0 Extended, Microlite78: First
Edition Lite, Microlite81, Microlite81 Extended, Gyphons
& Gramarye, Microlite20 Golden Edition, DungeonFinder
Player’s Guide, DungeonFinder GM’s Guide,
DungeonFinder Book of Monsters, and Grimm Lite.

The Microlite20 RPG Collection (2017 Edition) is

Microlite20 Comprehensive Edition -53-


Dungeon Delving
Dungeon Delving Undying Light
is a trimmed down and simplified
version of Swords & Wizardry.
This game takes the Continual
Light version and cleans up the
rules and the formatting, then
adds backgrounds, more
monsters, additional minor
optional rules, four optional
systems (True Magic Rituals,
Action Points, Body Points,
Advanced Combat), and some
basic explanations for the
referee on how to handle
dungeon and wilderness
exploration. Designed to be easy to play and easy to
teach to those new to tabletop roleplaying games while
retaining all the fun of exploring strange new lands and
crawling through dark and dangerous dungeons.
Referees can easily create their own adventures and
campaign settings or use adventures and setting
designed for Swords & Wizardry or other early editions
and variants of the world’s most popular tabletop fantasy
roleplaying game.

The standard version of Dungeon Delving Undying Light


is available as a “Pay What you want” PDF. A digest-
sized edition (with an epub version) is available for
$3.99.

Watch for future games in Dungeon Delving line – all will


be based on 0e/Swords & Wizardry, but will push the
system in a different “experimental” directions.

-54- Microlite20 Comprehensive Edition


Microlite20 Comprehensive Edition
Microlite20 is a trimmed-down, subminiature version of the Primary Fantasy 3.x SRD rules that has been designed to be
quick and easy to play. The goal was to create a simpler game, but one where all of the resources of Primary Fantasy 3.5
SRD (monsters, spells, adventures and equipment) could be used without conversion. In the ten years since its creation,
Microlite20 has become a popular system in its own right, with many games in many genres based on its rules and
system.

This comprehensive edition includes the basic rules for Microlite20 as well as a number of expansions and additional
material that the editor considers useful and/or interesting.

 Gamemaster’s Section with expanded info on Disease, Poison, Traps, etc.


 Designers notes explaining how to use the system and why certain design choices were made
 Optional minor rules and expansions
 Rules for Martial Arts, Psionics, Rune Magic, Mecha. Starships, and Mass Combat
 Rules for playing Microlite20 Old School Style

Published by

RetroRoleplaying.com
https://retroroleplaying.com/

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