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Microlite20 Reforged: A Rules-Lite D20-Based RPG

Microlite2020 Complete
© 2020 by Randall S Stukey
Version 1.02 (April 4, 2020)

All artwork is in the public domain.


Cover Art: Otto Albert Koch - Varusschlacht.

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Microlite2020 Complete 1.02

Class Abilities
Core Rules Martial Ability - +1 to all attack rolls (increasing by +1 per
four levels), add level to initiative and damage rolls.

Cleave - After a Fighter kills an opponent, he may


immediately make another attack against any still-standing
Microlite2020 is a trimmed-down, subminiature version of the foe within 5 feet. The maximum number of attacks he can
Primary Fantasy 3.x SRD rules (see license for more info) that make in one round is equal to his level.
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 Favored Weapon: Select one specific weapon (e.g. short
of Primary Fantasy SRD (monsters, spells, adventures and sword, flail, crossbow, etc.) as a favored weapon. It does a
equipment) could be used without major conversion. critical hit on a natural 19 or 20 (that would otherwise hit).
Once per combat round if using this favored weapon and you
Character Creation miss, you get reroll.

Sneak Attack – if they successfully sneak up on a foe, they


To create a Microlite2020 character: can attack with +4 to the attack roll and do more damage if
successful (Levels 1-5, x2 damage; Levels 6-10, x3 damage;
1. Roll your character’s Stats. Levels 11-15, x4 damage; Level 16+, x5 damage).
2. Choose an ancestry and choose one background (at
3 points) or one special ability from that ancestry’s Riposte: if melee attacker misses the rogue, the rogue can
list. (Note that the ancestral background lists make an immediate free attack on that attacker in reply.
included in these rules are samples for a very
standard RPG fantasy world, the GM should alter Connections: You know people everywhere. You can find
these to fit their campaign.) someone through this network to help you in some minor way
3. Select a class. or do you a small favor can in most civilized areas. The game
4. Assign Background points. master decides exactly what the results of your request are
and whether you need to do something in return. You can call
Stats on your connections a number of times per adventure equal
to your MIND bonus + level/2 (round down).
There are 3 stats : Strength (STR), Dexterity (DEX) and Mind
(MIND). Arcane Spellcasting - Can cast arcane spells.
Roll 4d6, drop the lowest die, and total the remaining 3. Arcane Blast - A Magic-User can shoot a dart of magic energy
Allocate this total to one of the stats. Repeat for each stat. from the tip of their handmade wand once per round provided
no other action is taken. They must roll to hit the target
Stat bonus = (STAT-10)/2, round towards zero. normally. Range: short 60; medium 120; long 180. Usable
once per round if no other action taken and does 1d4 damage
Ancestries if it hits. No saving throw is allowed. Requires pointing a
handmade wand at the target and costs 1 HP per use. The
Dwarf - Tunnel Scout, Stonework, Mining, Smith, Ogre Killer
visible effects can be whatever the Magic-User desires; note
Elf - Woodsman, Animal Trainer, Fae Noble, Magecraft,
that this does not affect damage, it only adds color to the
Refugee
ability. Replacing a handmade wand requires one day to carve
Halfling - Chef, Herbalist, Scout, Con-artist
the wand from a freshly cut tree branch.
Human - Adaptable (+1 to all skill rolls), Thief, Alchemist,
Soldier, Aristocratic Noble
Minor Magic - Mages can cast minor "everyday/noncombat"
magic at will. Basically, any everyday thing someone could do
Classes mundanely, a mage can do with minor magic. Attempting
The classes are Fighter, Rogue, Mage, Cleric. Characters something the GM considers abusive fails and causes the
begin at Level 1. magic-users wand to explode (doing 1d6 backfire damage to
the mage unless a MIND save is made). Usable once per
Fighter - Can use any armor and shields. +2 to STR stat. round if no other action taken. Requires waving a handmade
Class Abilities: Martial Ability, Cleave, Favored Weapon. wand. Cost 1 HP per use.

Rogue - Can use light armor. +2 to DEX stat. Class Abilities: Some examples: Light a candle or pipe with a flame from the
Sneak Attack, Riposte, Connections. wand tip. Dust things – at first level a minor magic spell
might be needed for each shelf or piece of furniture, while at
Mage - Cannot use armor or shields. +2 to MIND stat. Class third level a single spell might dust a room and at sixth level
Abilities: Arcane Spellcasting, Arcane Blast, Minor Magic. the magic-user's the entire floor of a house or tower. Tie or
untie a knot. Float coins from the magic-users coin purse to a
Cleric - Can use shields and up to medium armor. +2 to merchant's hand. Open a cabinet. Mix drinks. Dress/undress.
MIND stat. Class Abilities: Divine Spellcasting, Smite, Turn
Undead. Divine Spellcasting - Can cast divine spells.

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Smite - A cleric may imbue his normal weapon with holy
power allowing it to hit monsters that normally require silver
Saving Throws
or even magical weapons to hit. Spending 1 HP before making Saving throws are handled as skill checks.
the attack roll will allow hitting monsters that require silver
(or other special non-magical) weapons to hit. Spending 2 HP Basic Adventuring Skills
before making the attack roll will allow hitting monsters that
require magical weapons to hit. Unless a player specifies otherwise about a character at
character creation, all characters are assumed to have basic
Turn Undead - Successful Magic attack vs. current Hit points practical adventuring skills such as maintaining weapons and
of Undead turns them. If DC is exceeded by 10 or more, the armor, riding a horse, setting up a camp, swimming,
undead are destroyed. climbing, cooking, first aid, tying knots, etc., and have a
rough idea of the value of common coins, trade goods, gems,
and jewels. Success should simply be assumed unless there
Backgrounds are unusual conditions.
Backgrounds represent pieces of your character’s history that
contributes to your character’s ability to succeed with non-
combat skills. Each character has a number of points to Magic
allocate to a set of backgrounds. These are broad categories
of experience (cat burglar, for example) rather than specific Mages can cast any arcane spell, and Clerics any divine spell,
implementations of that experience (climbing and hiding). with a spell level equal or below 1/2 their class level, rounded
Backgrounds don’t sync to a specific ability score, though up. They have access to all arcane spells in the SRD spell list.
some backgrounds obviously may get used more often with
certain ability scores than others. Casting a spell of any kind costs Hit Points. The cost is 1 +
double the level of the spell being cast:
Assigning Background Points: Each character gets 8
background points. Assign your background points to as many Spell Level 0 1 2 3 4 5 6 7 8 9
backgrounds as you want, up to your total points. You can HP Cost 1 3 5 7 9 11 13 15 17 19
assign a maximum of 5 points to a single background (and
minimum of 1). Up to 2 of these 8 points may be added to Just because a character can cast any spell, doesn't mean
the 3 point ancestral background previously selected during that they should. Choose spells that suit the character. Select
step 2 of character creation. Choose backgrounds that help one "signature" spell per spell level from 1st upward that they
you make sense of your characters past, jobs, and settings. A prefer to use over any other. These spells are easier to cast
few possible backgrounds include: acrobat, alchemist, animal due to familiarity, costing 1 less HP to use.
trainer, architect, aristocratic noble, assassin, chef, con-
woman, goblin exterminator, hunted outlaw, knight errant, The Difficulty Class (DC) for all spells is: 10 + Caster Level +
magecraft, priest, refugee, scout, shepherd, soldier, spy, Caster's MIND bonus.
temple acolyte, thief, torturer, traveling martial arts pupil,
tribal healer, tunnel scout, wandering minstrel, warrior poet,
and so on. Combat
Initiative: Roll d20 + DEX bonus (plus level for Fighters) for
Skills and Skill Checks initiative each round. Characters rolling higher than 12 take
their action before the monsters, Characters rolling 12 or less
There are no skills in Microlite2020, at least not in the normal take their actions after the monsters take their actions.
3.x sense. Instead, players simply tell the GM what they are Everyone can do one thing each turn; move, attack, cast a
doing and the GM decides if it will succeed in the specific spell, charge attack, etc.
situation, taking into account the characters’ class and
backgrounds. If the GM decides a random success chance is Actions: Combat is abstract. Each combat round lasts about
truly needed, the GM will call for a skill check. 6 seconds and includes a lot of jockeying for position, feints,
etc. The “hit roll” determines if any damaging blows were
delivered during the round. Everyone can do one thing each
Making Skill Checks round; move, attack, cast a spell, etc. The GM may choose to
When you roll a skill check to find out if you succeed at a task allow some combined actions, like a charge attack, to be one
or trick, the GM tells you which ability score is being tested. thing. A 5-foot step/shift, drawing a weapon, speaking or
Then you choose the background you think is relevant to gain similar activities are “free” and do not count as an action.
the points you have in that background as a bonus to the skill
check (subject to GM approval, of course). Opportunity Attacks: Anyone not surprised and with a ready
weapon who is not already involved in a melee combat gets a
Most skill checks require you to equal or beat a Difficulty free attack on opponents trying to move past them – this
Class (DC), set by the GM based on the specific situation, to attack is in addition to their normal attack for the round. If
succeed. the attack is successful, the opponents takes damage and can
move no further that round.
To make a skill check, use this formula:
Attack Rolls: Add attack bonus to d20 roll. If higher than
D20 + relevant ability modifier + level + relevant your opponent's Armor Class (AC), it's a hit. A natural 20 that
background points Vs. DC set by the situation would otherwise hit is a critical hit doing maximum damage
and doing a number of Wound Points damage equal to the
You can’t apply multiple backgrounds to the same check; if number of damage dice rolled (normally 1). Monsters do not
more than one background could apply, the background with have Wound Points, so a critical hit will do maximum weapon
the highest (or tied for highest) bonus applies. damage plus a normal damage roll to them and cause them
to lose their next attack.

Microlite2020 Complete 1.02 -2-


Melee attack bonus = STR bonus + CB Wound Points (WP): All characters have Wound Points
Missile attack bonus = DEX bonus + CB equal to their STR. If Wound Points reach 0, the character is
Magic attack bonus = MIND bonus + MCB dead. Each two points of Wound damage an Adventurer has
suffered gives a -1 to all attack, success, saving, and similar
CB equals character level for Fighters, 50% of character level rolls. Monsters do not have Wound Points, although important
for mages, 75% of level for other character classes, and NPCs usually do.
number of hit dice for monsters. MCB equals character level
for spellcasting classes, zero for non-spellcasting classes, and Recovering Hit Points: All characters recover all hit points
number of hit dice for monsters with spell-casting abilities. after six hours of total rest. If a character has lost Wound
Points due to wounds, only 50% of total hit points lost are
Armor Class (AC) = 10 + DEX bonus + Armor bonus. Basic recovered per six hours of rest.
Armor Bonuses: Light Armor (e.g. leather) +2, Medium Armor
(e.g. Chainmail) +4, Heavy Armor (e.g. Plate) +6; a shield Healing Wound Point Damage: Wound Points lost recover at a
adds +1; a large shield adds +2. rate equal to the character’s STR Bonus (minimum of 1 point
regained) per full day of rest. If a character with up to 50%
Fighters and Rogues can use DEX bonus + CB as Melee attack Wound Point damage performs more than very light activity
bonus instead if wielding a light weapon. Fighters and Rogues or careful travel during a day, he has a 50% chance of losing
can wield 2 light weapons and attack with both in a round if an additional Wound Point. If a character with more 50% of
they take a -2 penalty on all attack rolls that round. Wound Point damaged does anything other than rest quietly
in bed during a day, he has a 50% chance of losing an
Range Penalties: If the target is relatively close, there is no additional Wound Point.
penalty to hit for range. If it's mid-range for the weapon
you're using, take a -2. If it's farther out than that, the GM Effects of Healing Magic: Spells, potions, and other healing
will assign a -4 to -10 penalty to hit, depending on his items cure Wound Points, not hit points. For example, a cure
judgment of how far away the target is. light wounds heals 1d2+1 WP, a cure moderate wounds heals
1d4+1 WP, a cure serious wounds cures 1d6+1 WP, a cure
Helpless Targets: Regardless of attack roll and AC, all attacks critical wounds heals 1d8+1 WP, etc. See the Divine spells in
on sleeping, paralyzed, or otherwise helpless targets Appendix C: Spell Lists for more details.
automatically hit. If the attacker is not engaged by any other
opponents, the helpless target can be automatically slain (if
desired). Otherwise, a standard damage roll is made. Level Advancement
Weapon Damage: Light weapons do 1d4 hp damage. Medium Encounter Level = Hit Dice of defeated monsters, or the given
weapons do 1d6 damage. Large weapons do 1d8 damage. (Or EL for the trap, situation, etc. Add +1 for each doubling of the
use the damage listed for a specific weapon in SRD number of foes. e.g. 1 kobold = EL1. 2 kobolds = EL2. 4
equipment tables. Add STR bonus to Melee damage, STR kobolds = EL3, etc.
bonus x2 for 2-handed weapons.
Add up the Encounter Levels (ELs) of every encounter you
Morale: While a few monsters, such as mindless creatures, take part in. When the total = 10 x your current level, you've
are fearless and will fight to the death, most monsters have a advanced to the next level. Reset the total to 0 after
strong desire to survive and will not continue to fight when advancing.
the battle is going against them. They will instead seek to
retreat, to flee, or even to surrender. The GM decides if/when Each level adds:
monsters abandon the battle and retreat, based on the +1d6 to Hit Points
situation and the monster’s intelligence. +1 to all attack rolls
+1 to any background

Other Hazards If the level divides by three (i.e. level 3,6,9,etc.) add 1 point
to STR, DEX or MIND.
Falling: 1d6 damage per 10', half damage on DEX save. Fighters gain +1 to their attack and damage rolls at levels
DC=depth fallen in feet 5,10,15,etc.
Spikes: add +1 point to falling damage per 10' fallen, max Clerics and Magi gain access to new spell levels at levels
+10 3,5,7,9,etc.
Poison: STR save to avoid or for half, depending on poison.
Effect varies with poison type. Example: The 1st level adventurers have just completed a
Extreme Heat & Cold: If not wearing suitable protection, dungeon adventure, and defeated 5 EL1 encounters, an EL2
STR save once every 10 minutes (DC 15, +1 per previous trap and the EL3 leader. That's a total of EL10, so they all
check), taking 1d6 damage on each failed save. advance to level 2. They need to defeat another 20 Encounter
Levels to reach Level 3.

Hit Points and Healing


Sample Characters
Hit Points: Hit Points are an abstract measure of the
amount of damage a character can suffer before falling Morris, Human Rogue-1
unconscious and taking severe injuries. First level characters STR 12 (+1), DEX 15 (+2), MIND 12 (+1)
have 1d6 + STR hit points. If Hit Points reach 0, the character hp 13, wp 12, AC 15 (Studded Leather), Paired Shortswords,
is unconscious and begins to take severe physical injury. +0/+0, d6+1
Further damage, including any remaining points of damage Class Abilities: Sneak Attack, Riposte, Connections
the attack that reduced hit points to zero, directly reduces Backgrounds: Cat Burglar 5, Scout 3, Adaptable
Wound Points. Hit Points represent stamina, luck, minor cuts
and scrapes, etc. Optional: To avoid confusion, “Hit Points”
may be renamed “Fatigue Points.”

Microlite2020 Complete 1.02 -3-


Kendrick, Dwarf Fighter-1

Optional Rules
STR 16 (+3), DEX 13 (+1), MIND 11 (+0)
hp 17, wp 16, AC 17 (Chainmail + shield), Longsword +5,
d8+4
Class Abilities: Martial Ability(+1 attack, +1 initiative and
damage) Cleave, Favored Weapon (Longsword)
Backgrounds: Smith 3, Tunnel Scout 5, Soldier 2
Stat Alternatives
Cholmer, Elven Mage-1 Instead of the standard method of rolling stats during
STR 12 (+1), DEX 13 (+1), MIND 16 (+3) character creation the GM may choose to use one of the
hp 13, wp 12, AC 11 (Robes), Quarterstaff +2, d6+1 following methods.
Class Abilities: Arcane Casting (0 and 1st level arcane spells),
Arcane Blast, Minor Magic Roll 2d6+6: Roll 2d6, Total the 2 dice and add 6 to the
Backgrounds: Minstrel 5, Woodsman 3, Fae Noble 3 result, then allocate to one of the stats. Repeat for remaining
stats.
Barnabas, Halfling Cleric-1
STR 10 (+0), DEX 16 (+3), MIND 11 (+0) Point Buy (Average): Characters have 33 stat points.
hp 11, wp 10, AC 18 (Chainmail), Morningstar +1, d8 Assign these points to the character’s stats with a minimum
Class Abilities: Divine Casting (0 and 1st level divine spells), of 3 and a maximum of 18 in each stat.
Smite, Turn Undead
Backgrounds: Chef 3, Animal Trainer 3, Temple Loremaster 3, Point Buy (Heroic): Characters have 45 stat points. Assign
Poet 2 these points to the character’s stats with a minimum of 3 and
a maximum of 18 in each stat.

Array (Average): Assign 15 to one stat, 11 to another stat,


and 7 to the remaining stat.

Array (Heroic): Assign 17 to one stat, 15 to another stat,


and 13 to the remaining stat.

Alternate Initiative
One of these optional rules can replace the standard Initiative
rules:

1) Roll d20 + DEX bonus (plus class mods) for initiative.


Monsters can be considered to have a DEX of 3 x HD. Act in
Initiative order: high to low.

2) A character’s Initiative is 10 + DEX stat (plus class mods).


Monsters can be considered to have a DEX of 3 x HD. Act in
Initiative order: high to low. If a character and monster tie,
the character goes first. If a character is fighting another
character/major NPC and their Initiative ties, each rolls a D20
with the higher roll going first.

Advantage & Disadvantage


Instead of the GM assigning positive or negative situational
D20 die roll modifiers, the GM may simply assign advantage
or disadvantage to the D20 die based on the situation. If the
situation favors the action in a major way, the roll is made
with Advantage. If the situation hinders the action in a major
way, the roll is made with Disadvantage. If the situation
neither favors nor hingers the action in a major way, the roll
is made normally.

When a D20 roll had advantage or disadvantage, roll two


D20s instead of one. Use the higher of the two rolls if you
have advantage, and use the lower roll if you have
disadvantage. For example, if a roll has disadvantage and the
results of the roll are a 17 and a 5, use the 5. If the roll had
advantage instead and the roll results in those numbers, use
the 17.

Hit Points and Healing


Bleeding (optional): A character who has been reduced to 0
hit points by weapon or other trauma-related damage will
eventually bleed out and die if their wounds are not bound. A
bleeding character must make a STR Save every minute or
suffer one Wound Point of additional damage. Binding wounds

Microlite2020 Complete 1.02 -4-


takes 1 minute per point of Wound damage taken, but no a single spell; however, each metamagic effect after the first
further bleeding rolls are needed (including while the wounds adds an additional +1 to the HP cost of the spell.
are being bound). Any healing spell cast on a bleeding
character will effectively stop the bleeding. Empower Spell - All variable, numeric effects of an
empowered spell are increased by one-half. Saving throws
Healing Magic (Optional): Healing magic is not instantaneous, and opposed rolls are not affected, nor are spells without
1 Wound Point will be cured per 10 minutes of rest after the random variables. An empowered spell adds +4 to the HP
spell is cast (up to the maximum the spell will cure), if the cost of the base spell.
rest in interrupted any remaining points of healing are lost.
Enlarge Spell - You can alter a spell with a range of close,
Second Wind (Optional): Once per day, characters may regain medium, or long to increase its range by 100%. Spells whose
20% of their total hit points (round up) by resting in a safe ranges are not defined by distance, as well as spells whose
place for an hour while eating a meal. This amount is reduced ranges are not close, medium, or long, are not affected. An
by 2 hp per point of Wound damage (to a minimum of 0 hp enlarged spell adds +2 to the HP cost of the base spell.
recovered).
Extend Spell - An extended spell lasts twice as long as
Monster Wound Points (Optional): If the GM does not mind normal. A spell with a duration of concentration,
the added complexity, monsters may have Wound Points as instantaneous, or permanent is not affected. An extended
well. A monster’s Wound Points are equal to twice the number spell adds +2 to the HP cost of the base spell.
of hit dice.
Widen Spell - You can alter an area shaped spell to increase
its area. Any numeric measurements of the spell’s area
Alternative Critical Hit Results increase by 100%. A widened spell adds +6 to the HP cost of
Replace the “Attack Rolls” paragraph in the Combat section the base spell.
with the following paragraph:

Attack Rolls: Add attack bonus to d20 roll. If higher than


Action Points
your opponent's Armor Class (AC), it's a hit. A natural 20 that Characters gain 1 action point every even numbered level (2,
would otherwise hit is a critical hit doing maximum damage 4, 6, etc.) Actions points may be used to simulate a heroic
possible for the weapon used plus the results of a normal effort by a character or to simulate a lucky break. Action
damage roll and causes the target to lose their next attack. Points recover 1 per day of total rest in safe surroundings.

Heroic Effort: Each action point spent on heroic effort allows


Monster Reactions the player to roll a 1d6 and adjust any single die roll affecting
Some monsters (like skeletons guarding a tomb) may always the character or made as a result of the character’s actions in
attack. In cases where the reaction of the monsters to the the character’s favor by the amount rolled. The action point
party is not obvious, the GM may opt to make a reaction roll must be expended before the die roll to be adjusted is made.
for the monsters by rolling 2d6 and adding the MIND bonus
(and any other appropriate modifiers) to the roll and Luck: Spending one action point for luck will cause a minor bit
consulting this table. of good luck to come the character’s way. Spending three
action points for good luck will cause a major bit of good luck
Adjusted Reaction Result to come the character’s way. In both cases, the GM decides
Roll exactly what the good luck is, but it should be helpful in a
2 or less Very Unfavorable minor/major way to the character’s immediate situation.
3-6 Unfavorable
7 Neutral/Uncertain Shake Off Fatigue: Recover one-quarter your lost hit points
8-11 Favorable instantly. This counts as an action. The character must rest
12 or more Very Favorable and eat a meal before they may shake off fatigue again.

Interpretation of the results is left to the GM, however, these Strike Now: The character can take his action right now
general principles may prove helpful. Very Unfavorable means instead of waiting for his turn in the normal order to come
the monsters will most likely attack unless the odds are up. This cannot be used to cast a spell over 2nd level.
overwhelmingly against them. They will not help the
characters. Unfavorable means the monsters are hostile and
might attack unless they are given a good reason not to. They
Feats
will not help the characters. Neutral means the monsters are Feats are fairly unique special abilities that a character can
unsure of the party. They are not likely to attack immediately, use under circumstances appropriate to the feat. There is no
but are not friendly or helpful. Favorable means the monsters standard list of feats, instead, players create feats for their
are willing to listen and are open to negotiation. They might character with the approval of the GM. Players and GMs
be willing to be slightly helpful. Very Favorable means the should ensure that feats fit the character’s class, background,
monsters like the characters and are willing to be somewhat and personality.
helpful and are open to working with the party to mutual
advantage. Fighters start with three feats and add another feat at levels
2, 4, 6, 8, etc. Clerics and rogues start with two feats and add
another feat at levels 3, 5, 7, 9, etc. Mages start with two
Metamagic feats and add another feat at levels 3, 6, 9, 12, etc..
Magic-Users and Clerics may select one metamagic ability
from this list at levels 3 and 6. A spell with metamagic There are two standard types of feats. The GM may create
abilities applied is cast at a higher HP cost: the standard HP others or allow feats that do not fit the standard on a case by
cost for the spell plus the HP cost for all metamagic being case basis.
applied to the spell. The GM has the final say as to what
metamagic effects do or do not make sense to use with a
particular spell. Multiple metamagic effects can be applied to
Microlite2020 Complete 1.02 -5-
Bonus Feats: Bonus feats give a character a bonus equal to smooth spiel will even affect someone who views me
his level when attempting certain actions under specific unfavorably (but is not actually hostile to me).
conditions. Use this template to create a Bonus Feat:
The GM has the final say as to whether a feat is acceptable in
Because I [describe some way that you are exceptional, have the game and whether the current situation meets any
a cool bit of gear, or are otherwise awesome], I get a bonus situational requirements for a particular feat.
equal to my level when I [do something that requires a roll]
when [describe a circumstance].
Miniatures and Battle Maps
Example Bonus Feats: If you have miniature figures (about 1 inch or 25 to 28 mm
tall) to represent the characters and their enemies and wish
• Because I am a smooth talker, I get a bonus equal to to use them to create more tactical battles, you will need a
my level when I am trying to convince someone to ruler or a battle map covered in spaces (squares, hexes or 1
help me when I’m in conversation with someone who inch measurements). One space equals 5 feet or 2 yards, and
is does not actively view me unfavorably. the average character and monster moves 6 spaces per turn
even diagonally.
• Because I am a famous duelist, I get a bonus equal
to my level when I attack when engaged in a one- Small characters (like halflings or gnomes) move 5 spaces per
on-one swordfight with an attentive audience. turn, while characters wearing heavy armor (splint mail,
banded mail, half-plate, full plate) move 1 space less each
• Because I am an expert on lycanthropes, I get a turn. On older-style maps, where one space equals 10 feet,
damage bonus equal to my level when I attack a the average character moves 3 spaces per turn.
lycanthrope.
Characters can move through the same space as another
Special Ability Feats: Special ability feats allow a character character or enemy, but cannot end movement in the same
to do something cool or otherwise ignore the usual rules in space as another figure. Attempting to move past an enemy
some way. Use this template to create a Special Ability Feat. (through the enemy space or a space next to an enemy) may
trigger an opportunity attack. Rubble, darkness, heavy
Because I [describe some way that you are exceptional, have growth and other difficult terrain costs 2 spaces of movement
a cool bit of gear, or are otherwise awesome], once per game per space moved by the character. Moving up and down is the
session I can [describe something cool you can do]. same as moving horizontally (a character does not have to
spend extra movement to climb or fly). Moving just 1 space is
Note: “once per game session” may be changed to some of considered a “free” action, as long as the character does not
similar rarity with the permission of the GM (see the third move any farther that turn.
example below).
If there’s a question whether a character could see an enemy
Example Special Ability Feats: to hit it, draw an imaginary straight line from the center of
the attacker’s space to the center of the target’s space (or
• Because I am well connected in the Garvannic one of its spaces, if it takes up more than one space on the
Empire, once per game session I can find a helpful map). If there is no major obstacle or enemy in the path, the
ally in just the right place when I am in the character can make the attack. Allies of the attacker do not
Garvannic Empire. block its path. Characters can attack through windows and
other partial obstacles at a -2 penalty to hit.
• Because I am always squirrelling away stuff I find,
once per game session I may declare that I have an Melee attacks must be made against an enemy in a space
especially useful non-magical item that lets me adjacent to the character. Thrown and short-range weapon
easily bypass one obstacle. attacks can be made against an enemy up to 10 spaces away.
Long-range weapon attacks can be made against an enemy
• Because I am a scholar, after researching a specific up to 25 spaces away.
monster for one day per hit die, I know a way to
defeat or constrain the monster without directly
attacking it.

Advanced Feats: If the optional rules for Actions Points are


also used in the game, the GM may allow an advanced form
of each feat which does more when an Action Point is
expended to power it. For example:

• Because I am a famous duelist, I get a bonus equal


to my level when I attack when engaged in a one-
on-one swordfight with an attentive audience. If I
expend an action point to power this feat prior to the
battle, even if I lose the fight the audience will
consider me the “real winner” (because they think
my opponent cheated, the fight was somehow fixed,
etc.).

• Because I am a smooth talker, I get a bonus equal to


my level when I am trying to convince someone to
help me when I’m in conversation with someone who
is not hostile to me. If I expend an action point, my

Microlite2020 Complete 1.02 -6-


Morningstar 8 1d8 –
Appendix A: Pick, heavy 8 1d6 –

Equipment
Rapier 20 1d6 –
Scimitar 15 1d6 –
Short spear 1 1d6 20
Sword, bastard 35 1d10 –
Trident 15 1d8 10
Note: The Damage, Range, and AC Bonus rules given here War axe 30 1d10 –
are more detailed/complex than those of the core Warhammer 12 1d8 –
Microlite2020 rules. Their use is optional. Whip 1 1d3 –

Ranged
Weapons Weapon Cost (gp) Damage Range (ft.)
Here is the format for weapon entries (given as column Crossbow, hand 100 1d4 30
headings on the table below). Crossbow, heavy 50 1d10 120
Crossbow, light 35 1d8 80
Cost: This value is the price for purchasing the weapon. The Dart 0.5 1d4 20
cost includes miscellaneous gear that goes with the weapon. Javelin 1 1d6 30
Longbow 75 1d8 100
Net 20 - 10
Damage: The damage column gives the damage dealt by the Shortbow 30 1d6 60
weapon on a successful hit. Sling - 1d4 50
Range Increment: Any attack at less than this distance is
not penalized for range. However, each full range increment
imposes a cumulative –2 penalty on the attack roll. A thrown Armor and Shields
weapon has a maximum range of five range increments. A
projectile weapon can shoot out to ten range increments. Here is the format for armor entries (given as column
headings on the table below).
Two-Handed
Cost: This value is the price for purchasing the armor.
Weapon Cost (gp) Damage Range (ft.)
Chain, spiked 25 2d4 – AC Bonus: The column gives the Armor Class bonus provided
Falchion 75 1d6 – by the armor.
Flail, heavy 15 1d8 –
Glaive 8 1d8 – Armor
Great axe 20 1d10 –
Great club 5 1d8 – Light Cost (gp) AC Bonus
Great sword 50 2d6 – Padded 2 +1
Guisarme 9 2d4 – Leather 10 +2
Halberd 10 1d10 – Studded Leather 25 +3
Lance 10 1d8 – Chain Shirt 100 +4
Long spear 5 1d8 –
Medium Cost (gp) AC Bonus
Quarterstaff - 1d6 –
Hide 15 +3
Scythe 18 2d4 –
Scale Mail 50 +4
Spear 2 1d8 20
Chainmail 150 +5
Light Breastplate 200 +5

Weapon Cost (gp) Damage Range (ft.) Heavy Cost (gp) AC Bonus
Unarmed - 1d3 – Splint Mail 200 +6
Axe, throwing 8 1d6 10 Banded Mail 250 +6
Dagger 2 1d4 10 Half-plate 600 +7
Hammer, light 1 1d6 20 Full Plate 1,500 +8
Hand axe 6 1d4 – Shields Cost (gp) AC Bonus
Mace, light 5 1d6 – Buckler 15 +1
Pick, light 4 1d4 – Shield, Light Wooden 3 +1
Sap 1 1d6 – Shield, Light Steel 9 +1
Sickle 6 1d6 – Shield, Heavy Wooden 7 +2
Sword, short 10 1d6 – Shield, Heavy Steel 20 +2
One-Handed Tower 30 +4

Weapon Cost (gp) Damage Range (ft.)


Battle axe 10 1d8 –
Club - 1d6 10
Flail 8 1d8 –
Longsword 15 1d8 –
Mace, heavy 12 1d8 –
Microlite2020 Complete 1.02 -7-
Sack, empty 1 sp
Adventuring Gear Sealing Wax 1 gp
Sewing Needle 5 sp
Adventuring Gear Shovel or Spade 2 gp
Signal Whistle 8 sp
Acid (flask) 10 gp
Signet Ring 5 gp
Antitoxin (vial) 50 gp
Sledge 1 gp
Artisan's Tools 5 gp
Soap (per lb.) 5 sp
Backpack (empty) 2 gp
Spell Component Pouch 5 gp
Barrel (empty) 2 gp
Spellbook, Wizard's (blank) 15 gp
Basket (empty) 4 sp
Spyglass 1,000 gp
Bedroll 1 sp
Tent 10 gp
Bell 1 gp
Thieves' Tools 30 gp
Blanket, Winter 5 sp
Torch 1 cp
Block and Tackle 5 gp
Vial, ink or potion 1 gp
Bucket (empty) 5 sp
Waterskin 1 gp
Caltrops 1 gp
Whetstone 2 cp
Candle 1 cp
Canvas (sq. yd.) 1 sp Clothing
Case, map or scroll 1 gp
Chain (10 ft.) 30 gp Artisan’s Outfit 1 gp
Chalk, 1 piece 1 cp Cleric’s Vestments 5 gp
Chest (empty) 2 gp Cold Weather Outfit 8 gp
Craftsman's Tools 5 gp Courtier’s Outfit 30 gp
Crowbar 2 gp Entertainer’s Outfit 3 gp
Disguise Kit 50 gp Explorer’s Outfit 10 gp
Firewood (per day) 1 cp Monk’s Outfit 5 gp
Fish Hook 1 sp Noble’s Outfit 75 gp
Fishing Net (25 sq. ft.) 4 gp Peasant’s Outfit 1 sp
Flask (empty) 3 cp Royal Outfit 200 gp
Flint and Steel 1 gp Scholar’s Outfit 5 gp
Glass Bottle, wine 2 gp Traveler’s Outfit 1 gp
Grappling Hook 1 gp
Hammer 5 sp Mounts and Related Gear
Healer's Kit 50 gp
Barding, medium creature armor price x2
Holy Symbol, wooden 1 gp
Barding, large creature armor price x4
Holy Symbol, silver 25 gp
Bit and Bridle 2 gp
Holy Water (flask) 25 gp
Dog, guard 25 gp
Hourglass 25 gp
Dog, war 75 gp
Ink (1 oz. vial) 8 gp
Donkey or Mule 8 gp
Ink pen 1 sp
Feed (per day) 5 cp
Jug, clay 3 cp
Horse, heavy 200 gp
Ladder (10 ft.) 5 cp
Horse, light 75 gp
Lamp, common 1 sp
Pony 30 gp
Lantern, bullseye 12 gp
Saddle, military 20 gp
Lantern, hooded 7 gp
Saddle, pack 5 gp
Lock, simply 20 gp
Saddle, riding 10 gp
Lock, average 40 gp
Saddlebags 4 gp
Lock, good 80 gp
Stabling (per day) 5 sp
Magnifying Glass 100 gp
Warhorse, heavy 400 gp
Manacles 50 gp
Warhorse, light 150 gp
Mirror, small steel 10 gp
War pony 100 gp
Mug/Tankard, clay 2 cp
Musical Instrument 5 gp
Oil, flask (1 pint) 1 sp
Paper (sheet) 5 sp Quick Start Packs
Parchment (sheet) 2 sp
Picker, miner's 3 gp For a fast start, players may select one of the following packs
Pitcher, clay 2 cp (A, B, or C) instead of purchasing their equipment item by
Piton 1 sp item. In addition to the pack of items selected, the character
Pole (10 ft.) 2 sp also starts with 50 gold pieces and special items based on
Pot, iron 5 sp their class. Choose a pack or roll 1d6 to select one randomly.
Pouch, belt (empty) 1 gp
Ram, portable 10 gp Pack A (1–2): Backpack, Bedroll, Belt Pouch, 2 sets of
Rations, trail (per day) 5 sp Caltrops, Flint and Steel, Lantern (hooded), 10 Oil Flasks,
Rope, hempen (50 ft.) 1 gp Trail Rations (1 week), Shovel, Signal Whistle, Waterskin.
Rope, silk (50 ft.) 10 gp

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Pack B (4–5): Backpack, Bedroll, Belt Pouch, 10 pieces of
Chalk, Crowbar, Flint and Steel, Small Steel Mirror, 4 Oil Appendix B:
Flasks, 10' Pole, Trail Rations (1 week), 10 Torches,
Waterskin.

Pack C (5–6): Backpack, Bedroll, Belt Pouch, Flint and Steel,


Monsters
Grappling Hook, 5 Oil Flasks, 10' Pole, Trail Rations (1 week),
50' Rope, Tent, 10 Torches, Waterskin.
Armor
Finally, add the following, based on your Class: Name Hit Dice Attack
Class

Cleric: Silver Holy Symbol, 5 Gold Pieces. Animal (small) HD 1d8+2


AC 15 Claw +4 (1d2-1)
eg Badger (6 hp)
Fighter: Vial of Holy Water, 5 Gold Pieces.
HD
Bite +7 (2d6+7 plus
Mage: Spellbook, 2 Spell Pouches, 5 Gold Pieces. Ankheg 3d10+12 AC 18
1d4 acid)
(28 hp)
Rogue: Thieves' Tools.
Morningstar +5
HD 3d8+3
Bugbear AC 17 (1d8+2) or javelin +3
(16 hp)
(1d6+2)
HD 3d8+3
Choker AC 17 Tentacle +6 (1d3+3)
(16 hp)
Deinonychus HD 4d8+16
AC 16 Talons +6 (2d6+4)
(Raptor) (34 hp)
HD 1d8+1 Bite +4 (1d4 plus
Dire Rat AC 15
(5 hp) disease)
Bite +20 (2d6+7) or
HD
Dragon (young breath 10d10 DC24
13d12+39 AC 21
Red) phys+DEX to dodge
(123 hp)
for half
HD 1d8+2 Waraxe +3 (1d10+1)
Dwarf AC 16
(6 hp) or shortbow +1 (1d6)
Earth
HD 8d8+32
Elemental AC 18 Slam +12 (2d8+7)
(68 hp)
(large)
Longsword +2
HD 1d8 (4
Elf AC 15 (1d8+1) or longbow
hp)
+3 (1d8)
HD 4d8+19
Gargoyle AC 16 Claw +6 (1d4+2)
(37 hp)
HD 1d8+1 Morningstar +2 (1d6)
Goblin AC 15
(5 hp) or javelin +3 (1d4)
HD
Griffon 7d10+21 AC 17 Bite +11 (2d6+4)
(59 hp)
Shortsword +3 (1d6)
HD 1d8+1
Halfling AC 16 or light crossbow +3
(5 hp)
(1d6)
HD 4d8+4 Bite +5 (1d8+1 plus
Hellhound AC 16
(22 hp) 1d6 fire)
HD Greatclub +16
Hill Giant 12d8+48 AC 20 (2d8+10) or rock +8
(102 hp) (2d6+7)
Longsword +2
HD 1d8+2
Hobgoblin AC 15 (1d8+1) or javelin +2
(6 hp)
(1d6+1)
Human HD 1d8+1 Dagger +1 (1d6+1) or
AC 12
Commoner (5 hp) sling +1 (1d4)
Insect (small) HD 1d8 (4 Bite +4 (1d4-2 plus
AC 14
eg Spider hp) poison)

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HD 1d8 (4 Spear +1 (1d6-1) or
Kobold
hp)
AC 15
sling +3 (1d3) Appendix C:
Ogre
HD 4d8+11
(29 hp)
HD 1d8+1
AC 16
Greatclub +8 (2d8+7)
or javelin +1 (1d8+5)
Falchion +4 (2d4+4)
Spell Lists
Orc AC 13
(5 hp) or javelin +1 (1d6+3)
HD While spellcasters can use any spell in the SRD the GM
Owlbear 5d10+25 AC 15 Claw +9 (1d6+5) permits in the game, the following short lists are the
(52 hp) suggested spells that mages and clerics automatically have
access to. Other spells that the GM wishes to allow in the
HD 5d8+5 Antennae touch +3 game can be found in spell books, scrolls, etc. and characters
Rust Monster AC 18
(27 hp) (rust) can attempt to learn them to add them to the spells they
HD 3d12 Incorporeal touch +3 have access to. Learning a spell requires 1 week of study per
Shadow AC 13 level of the spell and a successful intelligence save vs a DC of
(19 hp) (1d6 Str)
10 + (2 x spell level).
Scimitar +1 (1d6+1)
Skeleton HD 1d12 (6
Warrior hp)
AC 15 or claw +1 melee
(1d4+1) Arcane Spells
HD 1d10 (5
Stirge
hp)
AC 16 Touch +7 (attach) 0-Level Arcane Spells: Cantrips
Arcane Mark: Inscribes a permanent personal rune (visible or
HD
invisible).
Stone Golem 14d10+30 AC 26 Slam +18 (2d10+9)
Detect Magic: Detects spells and magic items within 60 ft. for
(107 hp) up to 1 min./level or until concentration ends.
HD 6d8+36 Ghost Sound: Figment sounds for 1 round/level.
Troll AC 16 Claw +9 (1d6+6) Light: Object shines like a torch for 10 min./level.
(63 hp)
Mage Hand: 5-pound telekinesis. Lasts until concentration
Werewolf HD 3d8+7 ends.
AC 16 Claw +4 (1d4+2)
(hybrid form) (20 hp) Prestidigitation: Performs minor tricks for 1 hour.
HD 4d12 Slam +3 (1d4+1 plus Read Magic: Read scrolls and spell books for 10 min./level.
Wight AC 15
(26 hp) energy drain)
HD 2d8+4
1st-Level Arcane Spells
Wolf AC 14 Bite +3 (1d6+1) Feather Fall: Objects or creatures fall slowly for 1 round/level
(13 hp)
or until landing.
Sting +10 (1d6+4 plus Floating Disk: Creates 3-ft.-diameter horizontal disk that
HD
poison) or Talon +10 holds 100 lb./level. Lasts for 1 hour/level.
Wyvern 7d12+14 AC 18
(2d6+4) or Bite +10 Mage Armor: Gives subject +4 armor bonus for 1 hour/level.
(59 hp) Magic Missile: 1d4+1 damage; +1 missile per two levels
(2d8+4)
above 1st (max 5).
HD 2d12+3 Slam +2 (1d6+1) or Sleep: Puts 4 HD of creatures into magical slumber for 1
Zombie AC 11
(16 hp) club +2 (1d6+1) min./level.
Shocking Grasp: Touch delivers 1d6/level electricity damage
Skills: Non-intelligent creatures roll 1d20 + HD if they need (max 5d6).
to make a skill check. Intelligent creatures may have
backgrounds which are added to their roll if appropriate to the 2nd-Level Arcane Spells
check. Intelligent creatures may also have a class and level, if
they use the higher of their level or the HD as the modifier to Acid Arrow: Ranged attack; 2d4 damage for 1 round +1
the skill check roll. round/three levels.
Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts
Monster Advancement: To make a tougher monster, add 1 round/level.
more Hit Dice; each additional HD adds one to their skill and Invisibility: Subject is invisible for 1 min./level or until it
combat bonuses. For each doubling of the Hit Dice, increase attacks.
the dice size for attacks (i.e. d4->d6, d6->d8, etc). Knock: Opens locked or magically sealed door.
Alternatively, add class levels to intelligent monsters. Start Levitate: Subject moves up and down at your direction for 1
with the base Hit Dice and add levels of Fighter, Rogue, Mage min./level.
or Cleric as required. Spider Climb: Grants ability to walk on walls and ceilings for
10 min./level.
Create Your Own: Assign Hit Dice (d8 for most things, d12
for Dragons and Undead). Attack bonus and skill level = 3rd-Level Arcane Spells
number of Hit Dice. If it's an intelligent critter, +3 bonus to
one skill. Add stat bonuses to suit. Clairaudience/Clairvoyance: Hear or see at a distance for 1
min./level.
Dispel Magic: Cancels magical spells and effects.
Fireball: 1d6 damage per level, 20-ft. radius.
Fly: Subject flies at speed of 60 ft. for 1 min./level.
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.

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Power Word Kill: Kills one creature with 100 hp or less.
4th-Level Arcane Spells Soul Bind: Traps newly dead soul to prevent resurrection.
Animate Dead: Creates level X2 HD of undead skeletons or
zombies.
Arcane Eye: Invisible floating eye moves 30 ft./round for 1 Divine Spells
min./level.
Black Tentacles: Tentacles grapple all within 20 ft. spread for
1 round/level.
0-Level Divine Spells: Orisons
Dimension Door: Teleports you short distance. Create Water: Creates 2 gallons/level of pure water.
Polymorph: Gives one willing subject a new form for 1 Guidance: +1 on one attack roll, saving throw, or skill check.
min./level. Lasts for 1 min. or until discharged.
Stoneskin: Ignore 10 points of damage per attack. Lasts for Light: Object shines like a torch for 10 min./level.
10 min./level or until discharged. Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Resistance: Subject gains +1 on saving throws for 1 minute.
Virtue: Subject gains 1 temporary hp for 1 minute.
5th-Level Arcane Spells
Cloudkill: Kills 3 HD or less; 4-6 HD save or die, 6+ HD take
STR damage. Lasts for 1 min./level.
1st-Level Divine Spells
Contact Other Plane: Lets you ask one question of extraplanar Bless: Allies gain +1 on attack rolls and communication +
entity. Lasts until concentration ends. MIND checks against fear for 1 min./level.
Feeblemind: Subject’s MIND score drops to 1. Bless Water: Makes holy water.
Passwall: Creates passage through wood or stone wall for 1 Cure Light Wounds: Cures 1d2+1 WP (or 1d8+1/level (max
hour/level. +5) HP on entities without WP).
Permanency: Makes certain spells permanent. Divine Favor: You gain +1 per three levels on attack and
Teleport: Instantly transports you as far as 100 miles/level. damage rolls for 1 minute.
Magic Stone: Three stones gain +1 on attack, deal 1d6 +1
damage. Lasts for 30 minutes or until discharged.
6th-Level Arcane Spells Shield of Faith: Aura grants +2 or higher AC bonus for 1
Antimagic Field: Negates magic within 10 ft. for 10 min./level. min./level.
Chain Lightning: 1d6/level damage; 1 secondary bolt/level
each deals half damage.
Contingency: Sets trigger condition for another spell. Lasts
2nd-Level Divine Spells
for 1 day/level or until discharged. Aid: +1 on attack rolls and saves against fear, 1d8 temporary
Disintegrate: Destroys one creature or object. hp +1/level (max +10).
Geas: Commands any creature, binding it to a specific task. Cure Moderate Wounds: Cures 1d4+1 WP (or 2d8+1/level
Lasts for 1 day/level or until discharged. (max +10) HP on entities without WP).
True Seeing: Lets you see all things as they really are for 1 Delay Poison: Stops poison from harming subject for 1.
min./level. Gentle Repose: Preserves one corpse.
Remove Paralysis: Frees one or more creatures from paralysis
or slow effect.
7th-Level Arcane Spells Restoration, Lesser: Dispels magical ability penalty or repairs
Delayed Blast Fireball: 1d6/level fire damage; you can 1d4 ability damage.
postpone blast for 5 rounds.
Ethereal Jaunt: You become ethereal for 1 round/level.
Finger of Death: Kills one subject.
3rd-Level Divine Spells
Plane Shift: As many as eight subjects travel to another Create Food and Water: Feeds three humans (or one
plane. horse)/level.
Power Word Blind: Blinds creature with 200 hp or less for Cure Serious Wounds: Cures 1d6+1 WP (or 3d8+1/level (max
1d4+1 minutes (permanent if creature has less than 50 hp). +15) HP on entities without WP).
Spell Turning: Reflect 1d4+6 spell levels back at caster for 10 Prayer: Allies get a +1 bonus on most rolls, enemies take a –
min./level or until expended. 1 penalty for 1 round/level.
Remove Disease: Cures all diseases affecting subject.
Searing Light: Ray deals 1d8/two levels damage, or 1d8/level
8th-Level Arcane Spells against undead.
Clone: Duplicate awakens when original dies. Speak with Dead: Corpse answers one question/two levels.
Horrid Wilting: Deals 1d6/level damage within 30 ft. Lasts for 1 min./level.
Incendiary Cloud: Cloud deals 4d6 fire damage/round for 1
round/level.
Irresistible Dance: Forces subject to dance for 1d4+1 rounds.
4th-Level Divine Spells
Power Word Stun: Stuns creature with 150 hp or less for 2d4 Cure Critical Wounds: Cures 1d8+1 WP (or 4d8+1/level (max
rounds. +20) HP on entities without WP).
Trap the Soul: Imprisons subject within gem. Discern Lies: Reveals deliberate falsehoods for 1 round/level
or until concentration ends.
Freedom of Movement: Subject moves normally despite
9th-Level Arcane Spells impediments for 10 min./level.
Astral Projection: Projects you and companions onto Astral Neutralize Poison: Immunizes subject against poison for 10
Plane. min./level, detoxifies venom in or on subject.
Etherealness: Travel to Ethereal Plane with companions for 1 Restoration: Restores level and ability score drains.
min./level. Tongues: Speak any language for 10 min./level.
Gate: Connects two planes for travel or summoning. Open for
1 round/level.
Meteor Swarm: Four exploding spheres each deal 6d6 fire
5th-Level Divine Spells
damage. Atonement: Removes burden of misdeeds from subject.

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Commune: Deity answers one yes-or-no question/level. Lasts
for 1 round/level Appendix D:
Cure Light Wounds, Mass: Cures 1d2+1 WP (or 1d8+1/level
HP on entities without WP) for many creatures.
Flame Strike: Smite foes with divine fire (1d6/level damage).
Raise Dead: Restores life to subject who died as long as one
Simple Mass
Combat
day/level ago.
True Seeing: Lets you see all things as they really are for 1
min./level.

6th-Level Divine Spells


Most combat is carried out one-on-one, with each set of stats
Banishment: Banishes 2 HD/level of extraplanar creatures. (HP, AC, combat bonuses, etc) applying to a single character
Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level or creature.
for many creatures.
Harm: Deals 1d2 WP/level damage (10 HP/level on entities It can be extended by adding in Combat Scale. This takes the
without WP) to target . basic combat mechanics and uses them to apply to anything
Heal: Cures 2 WP /level of damage 10 HP/level on entities from Tactical Units to Armies.
without WP), all diseases and mental conditions.
Heroes’ Feast: Food for one creature/level cures disease and Combat Scale is a multiplier that shows the size of the unit
grants +1 combat bonus for 12 hours. Lasts for 1 hour. relative to the norm. It is only applied to damage in combat
Quest: Commands any creature, binding it to a specific task. between units of different size. Hit Points, AC and all other
Lasts for 1 day/level or until discharged. stats remain the same.

7th-Level Divine Spells For example, a unit of 20 Goblin warriors will have CSx5 as
per the table below. The combat stats are still HD1d8+1
Cure Serious Wounds, Mass: Cures 1d4+1 WP (or
(5hp), AC15, Morningstar +2 (1d6) or Javelin +3 (1d4).
2d8+1/level HP on entities without WP) many creatures.
Against anything with the same Combat Scale (for example, a
Destruction: Kills subject and destroys remains.
unit of 15 Elves), combat is resolved normally as if it was one
Ethereal Jaunt: You become ethereal for 1 round/level.
goblin against one elf.
Regenerate: Subject’s severed limbs grow back, cures
1d4+1/level WP (or 4d8 damage +1/level (max +35) HP on
Number in Unit Combat Scale
entities without WP)..
2-5 x3
Restoration, Greater: As restoration, plus restores all levels
6-10 x4
and ability scores.
11-20 x5
Resurrection: Fully restores a dead subject from a small
21-40 x6
portion of the corpse.
41-80 x7
81-160 x8
8th-Level Divine Spells 161-320 x9
Antimagic Field: Negates magic within 10 ft. for 10 min./level. 321-640 x10
Cure Critical Wounds, Mass: Cures 1d6+1/level WP (or 4d8 641-1280 x11
damage +1/level HP on entities without WP) for many 1281-2560 x12
creatures. Etc.
Dimensional Lock: Teleportation and interplanar travel
blocked for 1 day/level. Combat Scale comes into play when battling against forces of
Discern Location: Reveals exact location of creature or object. a different size. It acts as a multiplier for damage taken, and
Fire Storm: Deals 1d6/level fire damage. also divides any damage given.
Holy Aura: +4 to AC, +4 resistance, and SR 25 against evil
spells for 1 round/level. If the battle started between units of different CS, reduce the
size of the Combat Scale as Hit Points as lost. For example, if
the twenty Goblins above are reduced to 2hp, they have lost
9th-Level Divine Spells over half their unit, so are now CSx4. When down to just 1hp,
Astral Projection: Projects you and companions onto Astral they are CSx3 with just 5 goblins remaining.
Plane.
Etherealness: Travel to Ethereal Plane with companions for 1 If the Combat Scale becomes the same for all opponents,
min./level. resolve combat normally; the playing field is now level.
Gate: Connects two planes for travel or summoning. Open for
1 round/level. Experience from Mass Combat
Heal, Mass: As heal, but with several subjects.
Implosion: Kills one creature/round for 4 rounds or until Experience is gained from taking part in a battle equal to the
concentration ends. HD of the opponent, +1 for each CS higher than your own.
Soul Bind: Traps newly dead soul to prevent resurrection. For example, a member of the 20-strong Grey Company
(CSx5) will earn 3 EL in a battle against 35 Gnolls (a 2HD
creature, CSx6).

Combat Examples
Orcs vs Elves
Twenty orcs enter a forest glade where they are beset upon
by 15 elven archers. As their CS is the same, it is treated as a

Microlite2020 Complete 1.02 -12-


straight single combat. The elven archers fire their longbows South. They ride out at full strength against the 300 Gnolls of
(+3, 1d8), hitting for 3 points of damage. The Orcish unit is Ghakak Khan.
down to 2hp. As the combat started with both opponents
having the same Combat Scale, there is no change to CS and • 500 Knights: HD2d8+4 (14hp), AC18, Lance +7
combat continues. (1d10+4) or Longsword +6 (1d8+2), CSx10
• 300 Gnolls: HD2d8+2 (11hp), AC15, Battleaxe +3
The Orcs rally and snarl, preparing to flush out the Elves with (1d8+2) or shortbow +1 (1d6), CSx9
their barbed falchions. They charge into the bushes. The elves
calmly fire another volley, hitting for more 4 more hp - more The Knights charge the Gnolls as the Gnolls fire shortbows
than the Orcish unit can take. Silence falls in the clearing as into their midst. The Gnolls roll well (18+1 = 19) for 5
orcish blood soaks into the grass. damage. 9/10th of it applies, which still rounds up to 5hp.
The Knights are at 9hp as riders fall from their mounts.
Goblins vs Lone Warrior The next round, the Knights hit hard (roll 14+7+2 (from the
Twenty goblins ambush a lone 5th level Fighter. Their CS is charge) = 23, easily beating AC15) for 9hp, multiplied by
x5, so any damage dealt is multiplied by five before it is 10/9th for 10hp. This leaves the Gnolls with just 2hp. Just 54
applied against his Hit Points. Similarly, any damage he does Gnolls remain standing (300x11/2). The Gnolls rout and the
is divided by five. Knights are victorious!

In the first round he hits well for 10 damage. That is divided


by 5, to 2hp lost by the Goblin unit; They are down to 3hp - if
they lose another hp they will drop down to CSx4 as they will For More Information on
have lost more than half their hit points.
Microlite20-Based Games
In reply, the Goblins hit, attacking with their Morningstars en
masse. The Fighter is hit for 4hp, x5 due to their numbers. He Visit Microlite20 Nexus for more information and
takes 20hp of damage. Good luck to him! discussion of Microlite20-based games and
dozens and dozens of downloads free Microlite20-
Knights vs Red Dragon based games and supplements.
The 500-strong Order of the Purple Flame stand ready against
the Red Dragon. They are CSx10, while the Dragon - a single
critter - is just CSx1, though formidable. Microlite20 Nexus
• 500 Knights: HD2d8+4 (14hp), AC18, Lance +7 https://microlite20.org/
(1d10+4) or Longsword +6 (1d8+2), CSx10
• Red Dragon: HD13x12+39 (123hp), AC21, Bite +20
(2d6+7) or Breath 10d10 DC24

The Dragon flies high above and breathes flame across their
phalanx for 46hp damage. The knights dive for cover beneath
their shields (i.e. they attempt their saving throw). They
make their saving throw. They take 1/2 damage - 23hp,
divided by CSx10 for 2hp. The Knights are down to 12hp.

They ready their horses to charge as the Dragon lands, the


thunder of 2,000 hooves causing the young Red to pause.
They hit (rolled 18+7 = 25 vs. AC21), scoring 11 damage,
CSx10 for a massive 110hp damage. The Red Dragon is down
to 13hp against the small army, bleeding from the impact of
many lances. It roars and lunges in anger, biting savagely. It
hits easily (rolled 6+20 = 26 vs. AC18) for 17 damage,
divided by 10 = 2hp. The Knights are down to 10hp. If they
fall below 7hp they will be at half their numbers and down to
CSx9.

They draw their Longswords and surround the downed


Dragon, though their weapons to little more than scratch the
drake’s hide (6 + 8 = 14, a miss). The Dragon turns to bite
again, and rolls a Natural 20. It’s a critical, so the Knights
take 19hp damage, CSx10 so 2hp lost. They’re down to 8hp
after watching a few more of their number be gobbled up.

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. The commend their souls to their
gods 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
Microlite2020 Complete 1.02 -13-
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