Hoje vou postar a versão 1.0 do Microlite20 adaptado por mim.
Qualquer pergunta ou sugestão é só me dizer! firstname.lastname@example.org
There are 4 stats : Strength (STR), Dexterity (DEX), Mind (MIND) and Charisma(CHA).
Roll 4d6, drop lowest dice. Total remaining 3 dice and allocate to one of the stats. Repeat for remaining stats.
Stat bonus = (STAT-10)/2, round down.
Numan get +1 to all skill rolls
Elren get +2 CHA
Darven get +2 STR
Bastet get +2 DEX
Fighters wear any kind of armour and use shields. They have a +3 bonus to Physical and add +1 to all attack and damage rolls. This increases by +1 at 5th level and every five levels on.
Rogues can use light armour. They have a +3 bonus to Subterfuge. If they successfully Sneak (usually sub+DEX, but depends on situation) up on a foe they can add their Subterfuge skill rank to the damage of their first attack.
Mages can wear light or medium armour. They can cast arcane spells, and gain a +3 bonus to Knowledge.
There are just 4 skills : Physical, Subterfuge, Knowledge and Communication. Roll higher than the given Difficulty Class to succeed.
Each character starts with 1 point in each skill, and gets 4 points to distribute as they wish into the skills, with a maximum of 3 points in each skill.
Skill rank = your level + any bonus due to your class or race.
Skill roll = d20 + skill rank + whatever stat bonus is most applicable to the use + situation modifiers
For example, Climbing would use Physical + STR bonus. Dodging a falling rock is Physical + DEX bonus. Finding a trap is Subterfuge + MIND bonus. Disabling a trap is Subterfuge + DEX bonus.
Note that there are no “saving throws” in this game; use Physical + STR or DEX bonus for Fortitude and Reflex saves. Saving against magic (Will save) is usually MIND bonus + your level.
This magic system is based on 4x4 Magic from the Microlite20 website. All spells are cast by combining two Words of Power, one from the Actions and one from the Spheres, and making a successful Magic Attack (Level+MIND) against SR of the opponent. Human-sized inanimate objects have a SR of 10, which can vary by size, mass, or other factor.
A spell's Level determines the extent of its effect and its impact on the caster. A 1st Level Spell has 1d6 (HP, 10', etc.) extent of impact. Add an additional d6 per level. Making an effect permanent adds 25 to the SR. A spell causes (1 + 2 x Spell Level) HP damage to the caster, which is recovered only through 8 hours of rest. They can learn an additional Action word or gain a +5 bonus to a Word they already know at every 4th level.
Spells that affect inanimate objects are generally permanent; an enlarged pebble will stay large, a broken belt will stay mended. Magically created fires, etc, will die down naturally. Living creatures will eventually revert back to their normal form, though any healed damage stays healed.
Alter – Alter spells can turn your target into a particular type of creature or substance.
Charm – Charm spells alter the moods and emotions of creatures, making them more likely to perform certain actions. Charm spells cannot force a character to perform more than the most primitive actions; at best, a Charm spell might put a creature to sleep or make it attack in a frenzied anger.
Defense – Defense spells enhance your Armor Class or saving throws, or grant energy resistance or damage reduction. Some Defense spells can restrict the movements of certain types of creatures.
Evoke – Evoke spells cause elemental or alignment-based damage, and may have other detrimental and damaging effects.
Heal – Heal spells cure damage and other afflictions to creatures or objects with the appropriate element or alignment type.
Illusion – Illusion spells deceive the senses or minds of others. Illusions have no real effect, but they can mislead creatures and cause them to take dangerous courses of action.
Infuse – Infuse spells fill creatures or objects with spiritual or elemental energy, enhancing attributes that are related to the chosen element, or making the target detect as the chosen alignment or element.
Move – Move spells enhance movement abilities, allowing creatures to swim, burrow, fly, travel at great speeds, even teleport or travel across dimensions.
Summon – Summon spells can bring creatures to you from elsewhere (such as the classic demon summoning), create a creature out of existing material (like turning bones into a skeletal warrior), or can create a creature whole cloth (like making a construct out of ectoplasm).
Life, Death, Fire, Water, Earth, Wind, Light, Dark, Ice, Lightning, Crystal, Metal.
Hit Points = STR Stat + 1d6/Level. If HP reach 0, unconscious and near death. Further damage directly reduces STR. If that reaches 0, death.
Roll d20 + DEX bonus for initiative order. Everyone can do one thing each turn; move, attack, cast a spell, etc.
Melee attack bonus = STR bonus + Level
Missile attack bonus = DEX bonus + Level
Magic attack bonus = MIND bonus + Level
Add attack bonus to d20 roll. If higher than your opponent's Armour Class (AC), it’s a hit. Natural 20 is automatically a critical doing maximum damage.
Fighters and Rogues can use DEX bonus + Level as Melee attack bonus instead if wielding a light weapon. Fighters and Rogues can wield 2 light weapons and attack with both in a round if they take a -2 penalty on all attack rolls that round. Rapiers count as light weapons, but you cannot wield two rapiers at the same time.
Weapons define how many attacks a character can do. All attacks have the same attack bonus.
Add STR bonus to Melee damage, x2 for 2-handed weapons.
Armour Class (AC) = 10 + DEX bonus + Armour bonus.
Falling : 1d6 damage per 10', half damage on Phys+DEX save. DC=depth fallen in feet
Spikes : add +1 point to falling damage per 10' fallen, max +10
Poison : Phys+STR save to avoid or for half, depending on poison. Effect varies with poison type.
Extreme Heat & Cold : If not wearing suitable protection, Phys+STR save once every 10 minutes (DC 15, +1 per previous check), taking 1d6 damage on each failed save.
Encounter Level = Hit Dice of defeated monsters, or the given EL for the trap, situation, etc. Add +1 for each doubling of the number of foes. eg: 1 kobold = EL1. 2 kobolds = EL2. 4 kobolds = EL3, etc.
Add up the Encounter Levels (ELs) of every encounter you take part in. When the total = 10 x your current level, you’ve advanced to the next level. Reset the total to 0 after advancing.
Each level adds:
+1d6 to Hit Points
+1 to all attack rolls
+1 to your primary skill(s)
+1 to secondary skills every even level (2, 4, 6, etc.)
+1 to STR, DEX, MIND or CHA every third level (3, 6, 9, 12, etc.)
Fighters gain +1 to their attack and damage rolls at levels 5,10,15,etc. Magi gain access to new spell levels at levels 3,5,7,9,etc.
The 1st level adventurers have just completed a dungeon adventure, and defeated 5 EL1 encounters, an EL2 trap and the EL3 leader. That’s a total of EL10, so they all advance to level 2. They need to defeat another 20 Encounter Levels to reach Level 3.
Light Weapons – 1d6 – 3 Attacks
Throwing Axe, Dagger, Light Hammer, Handaxe, Light Mace, Sap, Sickle, Short Sword, Shortbow
One-Handed Weapons – 1d8 – 2 Attacks
Battleaxe, Club, Flail, Longsword, Heavy Mace, Morningstar, Rapier, Scimitar, Shortspear, Bastard Sword, Warhammer, Whip
Two-Handed Weapons – 1d10 – 1 Attack
Spiked Chain, Falchion, Heavy Flail ,Glaive, Greataxe, Greatclub, Greatsword, Guisarme, Halberd, Lance, Longspear, Quarterstaff, Scythe, Spear, Crossbow
Armour Cost Bonus
Light 10gp +2
Medium 150gp +4
(no DEX) 250gp +6
Armour Cost Bonus
Buckler 15gp +1
Light Shield 3gp +2
Heavy Shield 20gp +3
Encumbrance: A character may carry 12 + STR bonus items without penalty. Up to 6 items may be readily available in pouches, hanging from belts, in holsters, slung over the shoulder, etc. Everything else goes into the backpack. Several small things can be group together into a single item (10 coins, 5 grenades, etc.). A week of rations is 1 item.
Game Master’s Guide
Diseases have various symptoms and are spread through a number of ways. Several typical diseases are summarized below.
The entries for diseases include the following information:
Name of the disease: Type, DC, incubation, damage.
Type lists the disease’s method of delivery (contact, inhaled, or injury).
DC lists the phys+STR check DC needed to prevent infec¬tion.
Incubation lists the time before damage begins.
Damage lists the ability damage the character takes after incubation and each day afterward.
Cackle Fever: Inhaled, DC 16, 1 day, –1d6 MIND.
Filth Fever: Injury, DC 12, 1d3 days, –1d3 DEX and 1d3 STR.
Mindfire: Inhaled, DC 12, 1 day, –1d4 MIND.
Red Ache: Injury, DC 15, 1d3 days, –1d6 STR.
Shakes: Contact, DC 13, 1 day, –1d8 DEX.
Extreme Heat & Cold
If not wearing suitable protection, a character must make a Phys+STR check once every 10 minutes (DC 15, +1 per previous check), taking 1d6 damage on each failed save.
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 phys+DEX roll is equal to the depth fallen in feet.
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).
Characters can possibly take damage from a weapon that has been poisoned, be attacked by a creature whose natural attacks feature poison, consume poison hidden in food or drink, or be poisoned in some other way.
Several typical poisons are summarized below. The entries for poisons include the following information:
Name of the poison: Type, DC, damage, price.
Type lists the poison’s method of delivery (contact, ingested, inhaled, or injury).
DC lists the phys+STR check DC needed to avoid the poison’s damage.
Damage is expressed as “xdx/xdx.” The first number is the initial damage, taken immediately upon failing the phys+STR check against the poison. The second number is the secondary damage, taken one minute after exposure to the poison if a second phys+STR check is failed. Ability damage is tempo¬rary unless marked with an asterisk(*), in which case the loss is permanent. Unconsciousness lasts 1d3 hours.
Price lists the cost for one dose of the poison. It can usually only be obtained through less-than-reputable sources, as the possession of poisons are commomly illegal.
Arsenic: Ingested, DC 13, -1 STR/-1d8 STR, 120 gp.
Blue Whinnis: Injury, DC 14, -1 STR/ unconsciousness, 120 gp.
Burnt Othur Fumes: Inhaled, DC 18, -1 STR*/-3d6 STR, 2,100 gp.
Deathblade: Injury, DC 20, -1d6 STR/-2d6 STR, 1,800 gp.
Insanity Mist: Inhaled, DC 15, -1d4 MIND/-2d6 MIND, 1,500 gp.
Nitharit: Contact, DC 13, 0/-3d6 STR, 650 gp. Oil of Taggit: Ingested, DC 15, 0/unconsciousness, 90 gp.
Malys Root Paste: Contact, DC 16, -1 DEX/-2d4 DEX, 500 gp.
Monstrous Scorpion (tiny): In¬jury, DC 12, -1 STR/-1 STR, 50 gp.
Monstrous Scorpion (small): In¬jury, DC 12, -1d2 STR/- 1d2 STR, 100 gp.
Monstrous Scorpion (large): Injury, DC 14, -1d4 STR/- 1d4 STR, 200 gp.
Monstrous Scorpion (huge): Injury, DC 18, -1d6 STR/- 1d6 STR, 400 gp.
Monstrous Spider (tiny): Injury, DC 10, -1d2 STR/-1d2 STR, 85 gp.
Monstrous Spider (small): Injury, DC 10, -1d3 STR/- 1d3 STR, 125 gp.
Monstrous Spider (large): Injury, DC 13, -1d6 STR/-1d6 STR, 250 gp.
Monstrous Spider (huge): Injury, DC 16, -1d8 STR/-1d8 STR, 500 gp.
Sassone Leaf Residue: Contact, DC 16, -2d12 hp/-1d8 STR, 300 gp.
Sleep Poison: Injury, DC 13, unconsciousness/ unconsciousness for 2d4 hours, 75 gp.
Snake (medium viper): Injury, DC 11, -1d6 STR/-1d6 STR, 120 gp.
Snake (large viper): Injury, DC 11, -1d6 STR/-1d6 STR, 120 gp.
Snake (huge viper): Injury, DC 14, -1d6 STR/-1d6 STR, 250 gp.
Wyvern: Injury, DC 17, -2d6 STR/-2d6 STR, 3,000 gp.
Whether inside a dungeon or a nobleman’s manor house, adventurers can often be hurt, or even killed, without ever
encountering a monster of any kind, as many dungeons are filled with debilitating or lethal traps set to keep wayward hands off of fantastic treasures. Several typical traps of varying Encounter Levels are summarized below.
The entries for traps include the following information:
Type of trap: Attack (damage), Save DC, Search DC, Disable DC.
Type lists the trap used and the effect it has.
Attack shows the traps attack bonus or type of effect.
Damage shows the amount and type of damage the trap deals.
Save DC lists the phys+DEX check DC needed to either avoid the trap entirely, or to take only ½ the listed damage (if this is possible).
Search DC lists the DC for the know+MIND check necessary to find the trap without triggering it.
Disable DC lists the DC for the sub+DEX check necessary to disarm the trap safely.
Basic Arrow Trap:_ Atk +10 (1d6, arrow); Search know+MIND DC 20, Disable sub+DEX DC 20.
Camouflaged Pit Trap:_ 10 ft. deep (1d6, fall); Save DC 15 to avoid; Search DC 24, Disable DC 20.
Poison Dart Trap:_ Atk +8 (1d4 plus poison, dart); Search DC 20, Disable DC 18.
Burning Hands Trap:_ spell effect (1d4, fire); Save DC 11 for ½ damage; Search DC 26, Disable DC 26.
Large Net Trap:_ Atk +5 (—); Save DC 14 to avoid; Search DC 20, Disable DC 25.
Pit Trap:_ 40 ft. deep (4d6, fall); Save DC 20 to avoid; Search DC 20, Disable DC 20.
Fire Trap:_ spell effect (1d4+3, fire); Save DC 13 for ½ damage; Search DC 27, Disable DC 27.
Pit Trap:_ 60 ft. deep (6d6, fall); Save DC 20 to avoid; Search DC 20, Disable DC 20.
Poisoned Arrow Trap:_ Atk +12 (1d8 plus poison, arrow); Search DC 19, Disable DC 15.
Lightning Bolt Trap:_ spell effect (5d6, electricity); Save DC 14 for ½ damage; Search DC 28, Disable DC 28.
Spiked Pit Trap:_ 60 ft. deep (6d6, fall), Atk +10 (1d4 each, 1d4 spikes); Save DC 20 to avoid; Search DC 20, Disable DC 20.
Wall Scythe Trap:_ Atk +20 (2d4+8, scythe); Search DC 21, Disable DC 18.
Falling Block Trap:_ Atk +15 (6d6, slam); Search DC 25, Disable DC 17.
Fireball Trap:_ spell effect (1d4+7, fire); Save DC 16 for ½ damage; Search DC 29, Disable DC 29.
Poisoned Wall Spikes:_ Atk +16 (1d8+4 plus poison, spikes); Search DC 17, Disable DC 21.
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.
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.
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.
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, Disable DC 33.
Wide-mouthed Spiked Pit with Poisoned Spikes:_ 70 ft. deep (7d6, fall), Atk +10 (1d4+5 plus poison each, 1d4 spikes); Save DC 20 to avoid; Search DC 20, Disable DC 20.
Crushing Room:_ walls move together (16d6, crush); Search DC 22, Disable DC 20.
Crushing Wall Trap:_ Atk automatic (18d6, crush); Search DC 20, Disable DC 25.
Energy Drain Trap:_ Atk +8 (2d4 negative levels for 24 hours); Save DC 23 to avoid; Search DC 34, Disable DC 34.
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Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
Microlite20 © 2006, Robin V. Stacey (email@example.com)
[End of License]
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