ALTER MICROLITE20 V1.
Alter Microlite20 1.0 +Hearts&Stars by Lucas “Atmo” Leonardo Vieira Belo , Copyright 2012 (firstname.lastname@example.org). This game was based on “Microlite20 RPG Collection Spring 2010 Revised”. For more Microlite20 awesomeness, head over to the Microlite20 website at http://www.forum.koboldenterprise.com. Copyright of all images to owners, whoever they may be.
When Characters reaches level 3 they can choose a specialization. Every Advanced Class have unique abilities, so don’t forget to try various team combinations. Fighter Classes: Blacksmiths can create elemental weapons even during a combat, but its duration is reduced. When used in combat, the weapon duration is equal to Character level. Using a atelier and good materials, the Blacksmith can produce various types of weapons with normal duration. By level 15 get the title Master Blacksmith. Brawlers can fight with their bare fists, delivering a good amount of damage without weapons. Use Dual Wield rule when fighting, each hand hitting with 1 Heart of damage. By level 15 get the title God Hand. Knights are the ideal of stories where someone come to help those in dire need. They can add +2 Hearts to their Armor bonus when protecting someone helpless or unarmed, once per scene. By level 15 get the title Shield Lord. Berserkers can enter in a frenzied state, increasing their melee damage by 2 Hearts and reducing their Armor to 0. Make a Player Level + 1d20 roll with DC equal to 10 + Player Level to calm down; otherwise, they will attack whoever looks alive. They can be manipulated with ease in this state. Rogue Classes: Ninja can use their Shadow Arts to assassinate whoever they want or must. However, they can’t alter magic. They get Survival as Primary Skill. By level 15 get the title Shinobi (Male) or Kunoichi (Female). Snipers can hit targets from afar with their long-range weapon, with doubled range. Their Sneak (Subterfuge) tests would apply if they don’t are in target’s vision range. They get Survival as Primary Skill. By level 15 get the title Hitman. Sky Pirates are a special type of pirates because their alternative style in doing pirate things, as stealing only from “bad guys”, helping innocent people in need and sticking their nose in other people plans. Schoolgirls appear like cute and innocent girls, whoever, they are the most scary and efficient assassins nowadays. They use katanas as choice weapons and no armor. By level 15 get the title True Assassin. Maids are the must-have servants in mansions and similar places of high society. Their abilities varies greatly but, no matter what, they will always use their unique uniform. They receive Survival as Primary Skill. By level 15 get the title Perfect and Elegant Maid. Mage Classes: Singers can use Musical Magic, covering support and healing magic. Singers can also manipulate wind to create instrumental music. They can’t alter magic. By level 15 get the title Artificial Idol. Alchemists can create special items. Essentially, Alchemists are creators of magical artifacts. Additionally, Detect Magic may be cast at-will. They gain Alchemy as Primary Skill. By level 15 get the title Biochemist. Necromancers can use Death Magic, create undead from dead bodies, modify living beings with parts from other creatures or become a undead (lich). Essentially, Necromancer are scientists. By level 15 get the title Death Lord. Wizards/Witches are the magical nukers, using heavy damage spells against their opponents. Because of this, their SP reserves always depletes too fast. By level 15 get the title Mana Slayer. Healer are the healing force behind all groups. Their spells can heal and support allies, but need time to successfully cast them. They can’t alter magic. By level 15 get the title Bishop (Male) or Valkyrie (Female).
“Alou”, new Player! How are you today? My name is Lucas “Atmo” Leonardo and I’m here to present you some of my creative ideas about tabletop RPG and Magical & Fantastic Worlds for Roleplay. First of all, yes I’m a HUGE fan of Japanese products, as anime, manga, light novels, games and the like. You probably thinking “that’s explains everything odd and bizarre about this guy”, but, it is only one of my facets. I’ve been through several RPG groups and was expunged of every one… Only because my style of thinking. It is not so hard to understand that what I want from RPG is to enjoy playing and hanging out with strange people IN and OUT game! Maybe this introduction don’t help at all with newcomers, as for myself I even know why I’m writing this but, after so many time, I finally have a simple and low-cost system to play and show to other people the bright and fun side of RPG! Welcome to one of my worlds! There are 3 stats : Combat (COM), Magic (MAG) and Speed (SPD). All stats starts in -2, and the Player must assign 3 points in stats. Every Player Level dividable by 3 awards 1 more stat point to the Player Character, chosen by the Player. Combat: ability with attack, defense and evade in combat. Magic: ability with offensive, defensive and supportive spells. Speed: quickness, hand-eye coordination and overall agility.
Human are “normal” people without fantastic traits. However, some of them like to dye their hair. Tribal are wild and light-brown skinned humans, used to live outdoors. Strangely enough, they have all human hair colors plus white. Moon Elf are the traditional elves of fantasy, blondes and white-skinned. Android are artificial beings, created to ressemble a certain type of person. They always wear a “that’s so boring” face, whatever the situation is, but show they real feelings to their loved ones, and only them. Succubus are sexy women with wings and little to none clothes. They skin and hair color varies greatly, as they can change them with some natural ablity of theirs. Cat-Folk are the usual cat eared and tailed people of fantasy. Some have more cat-like traits like beards and cat foot and/or hands. Angel are winged people from flying cities. Their sense of justice is very strong, and they don’t have much experience with sexual relationships, preferring the usual when it comes to reproduction. Fighters wear any kind of armour and use shields. They have Physical as Primary Skill and add +1 to all attack and damage rolls. Rogues can use light armour. They have Subterfuge as Primary Skill. If they successfully Sneak (usually Subterfuge, but depends on situation) up on a foe they can add their Subterfuge skill rank to the damage of their first attack. Magi wear no armour. They can cast spells, and gain Knowledge as Primary Skill.
unconscious and near death.
the end of combat. or the given EL for the trap. If you success in the save. Users of this Skill must undergo an Alchemy School to learn the basics. Cost: +2 SP. However. it’s a hit. you must roll Physical versus DC 10 + Level or die.ALTER MICROLITE20 V1. If 2 times higher than your opponent's COM roll. Communication: interacting with the GM’s characters or monsters when you are trying to be diplomatic. the method to acquire new Skills differ a little: every test done by the Player Character rewards him/her with some Tech Points (TP) equal to test’s DC. if your roll is higher then you damage the opponent. it is the same as attacking. If higher than your opponent's COM roll. eg: 1 kobold = EL1. but the Rogue will defend herself with her simple dagger. Everyone can do one thing each turn. Skill roll = 1d20 + skill rank + whatever stat bonus is most applicable to the use + situation modifiers. Weapons Damage One-handed weapons = 1 Heart of damage. Dual Wield: 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. Disabling a trap is Subterfuge. etc. it’s a block. Rapiers count as light weapons.
For example. 4. imbue magical energy in objects. convincing or proving a point. 4 kobolds = EL3. The use of Alter Spells is easy. Natural 20 is automatically a critical doing double damage. The cost is the level of the spell being cast. Remember: everyone needs to study new spells to learn them. Widening makes a spell’s area of effect twice as big as it would normally be. Silenced spells don’t require words to be cast. To determine the spell levels that the character is capable to cast. Add up the encounter levels of every encounter you take part in. Subterfuge: stealth. 6. Stars (SP) = 1 if Fighter or Rogue. Still spells don’t need gesture to be cast. The Fighter roll his COM 6 + 17 (1d20 roll result) against the Rogue’s COM 3 + 2 (1d20 roll result). Bye bye. Again. Initiative: Roll 1d20 + SPD bonus. 4 if Mage. you recover to 1 HP after a few hours. Further damage directly reduces BP. Example: A Fighter will hit a Rogue using his Double Axel Sword. Body (BP) = 3. foraging (in the woods or a city). Finding a trap is Subterfuge. Additionally. Hearts (HP) = 3 + 2 if Fighter. bashing. used to modify some of his/her spells characteristics. Add +1 for each doubling of the number of foes. Attacking: Add COM to 1d20 roll. all the way to nearly complete = +10). your Character advanced to the next level. 6. Rogue. The opponent can defend or counter your attack. Spellcasters gain access to new spell levels at levels 2. Reset the total to 0 after advancing.e. Every Player Level adds:
Classes Fighter Rogue Mage
Easy Medium Hard
10 20 30
Climb a knotted rope. he/she dies instantly. etc. but natural 20 is a critical defense. moving silently or picking a lock. or thievery such as hiding.0 +HEARST&STARS
Every Player Character gains new knowledge in the course of his/her life. but you cannot wield two rapiers at the same time. Encounter Level = Player Level of defeated monsters. Yes. but. Reset the total to 0 after advancing. swimming. etc. When the total of AP is equal to 20 x your current level. attack. Survival: tracking. Half this Dodge bonus may also apply to saves if the GM allows it. Empowering makes a spell do 50% more damage than it normally would. If higher than your opponent's COM roll. situation. Cover: If you duck behind an object. 8. Leap across a 9 meters chasm. 9. To cast a spell. Cost: +2 SP. Skills reflect this knowledge. Every magic user can use a technic called Alter Spell. Cost: +1 SP.
. Defending: Add COM to 1d20 roll. Physical: covers any activity where the body plays a part in deciding the outcome such as jumping. 2 kobolds = EL2. depending on the extent of the cover (light cover = +2. it’s a counter. If a dying character is struck again. etc. you can gain +2 to +10 to your COM against ranged attacks. etc. If you aren’t bandaged or otherwise healed by
+2 +1½ +1
+½ +1 +2
If the level divides by three (i. Countering: Add COM to 1d20 roll. Climbing or dodging a falling rock is Physical. cast a spell. level 3. MAG or SPD. Used to activate powers and spells. Two-handed weapons = 2 Hearts of damage. divide his level by 2. move. 3 + 1 if Rogue or 3 if Mage. Cost: +1 SP. traps.) add 1 point to COM. Heavy armor = 2 Hearts Armor bonus and -3 to all Speed tests. Swim in stormy water. Alchemy: create potions. Armor Protection Light armor = Half Heart armor bonus. recognize religious symbols or heal someone. that’s the same thing as attacking and defending. Roll higher than the given Difficulty Class to succeed. If HP reach 0. roll 1d20 + Magic against opponents 1d20 + Magic. etc. but some rules need to be follow: Extending makes a spell last twice as long as it normally would. deception. Knowledge: everything from geography and history to environment and can be used to identify monsters. When the total of TP is equal to 20 x your current Skill Level. Other Skills rank = half Skill Level + any bonus. your Character advanced to the next level. Every turn lasts 5 seconds. used to ignore double damage. Cost: +1 SP. social duels and solving puzzles also awards the Character with Ability Points (AP). round up. Casting a spell of any kind costs Skill Points. hunting. Primary Skill rank = your Skill Level + any bonus. determining direction or anything that helps a character to survive in their surroundings.
5th -Level Spells Disintegrate: Makes one creature or object vanish.
. 2nd -Level Spells Brew Potion: Store a spell you cast in a potion to be released when quaffed. 5th -Level Spells Neutralize Poison: Immunizes subject against poison. Wizard/Witch Spells 1st -Level Spells Magic Missile: 1 Heart damage.ALTER MICROLITE20 V1. 6th -Level Spells Raise Dead: Restores life to subject who died as long as 1 day/level ago. Shield: Armor +half Heart/4 levels for 10 turns. 3rd -Level Spells Haste: Allies move faster and get an extra melee attack. Dispel Magic: Cancels magical spells and effects. +1 missile per level above 1st (max 5). 50 AP must be spent to cast this spell. 2nd -Level Spells Command Undead: Undead creature obeys your commands. Necromancer Spells 1st -Level Spells Deathwatch: See who is injuried. 3rd -Level Spells Create Golem: Creates constructs made of dead material. Healer Spells 1st -Level Spells Bless: Allies gain +1 on attack rolls for 10 turns. 4th -Level Spells Create Magic Item: Permanently enchant masterwork items including arms and armor with effects that are thematically linked to a spell you cast. The entire procedure takes a day. Permanency: Makes certain spells permanent. 5th -Level Spells Planar Binding: Traps extraplanar creature of 6 Player Levels or less until it performs a task. Singer Spells 1st -Level Spells Bless: Allies gain +1 on attack rolls for 10 turns. 3rd -Level Spells Magic Rocket: 3 Hearts damage for 1 rocket. Sleep: Puts 4 Player Levels of creatures into magical slumber for 1 minute. Cure: Cures 1 Heart/level damage (max 5 Hearts). 50 AP must be spent to cast this spell. 50 AP must be spent to cast this spell. 2nd -Level Spells Elemental Shield: Reduces chosen elemental damage in 1 Heart for 10 turns. 3rd -Level Spells Major Bless: Allies gain +5 on attack rolls for 10 turns. Shinobi/Kunoichi Spells 1st -Level Spells Detect Poison: Detects poison in one creature or object. Animate Dead: Creates undead skeletons and zombies. 2nd -Level Spells Spider Climb: You can walk on walls and ceilings for 1 minute. Player Level of Golem is equal to caster’s level. This spell have penetration effect. 6th -Level Spells Raise Dead: Restores life to subject who died as long as 1 day/level ago. Comprehend Languages: You understand all spoken and written languages for 1 minute. This lasts for 1 turn only. 4th -Level Spells Major Cure: Cures 1 Heart/level damage (max 10 Hearts). 3rd -Level Spells Wind Walk: Targets turn to dust/sakura petals/whatever and fly in a gust of wind. 5th -Level Spells Restoration: Restores level and stat drains. Shout: Deafens all within 10m*5m cone and deals 5d6 sonic damage. 3rd -Level Spells Gentle Repose: Preserves one corpse. 5th -Level Spells Magic Cannon: 5 Hearts damage for 1 laser beam. enemy melee damage is blocked by this barrier.0 +HEARST&STARS
General Spells 1st -Level Spells Detect Magic: Detects spells and magic items. Alchemist Spells 1st -Level Spells Create Scroll: Store a spell you cast in a scroll to be released when read. Major Shield: Armor +half Heart/level for 5 turns. Speak with Dead: Corpse answers one question/two levels. 20 meters long. 7th -Level Spells Dream World: Creates a permanent portal to a new pocket dimension. The entire procedure takes a day. breaking when 0 HP. 5th -Level Spells Restoration: Restores level and stat drains. breaking when 0 HP. 4th -Level Spells Barrier: Creates a magical barrier (looks like a wall) with 10 HP. Light: Object shines like a torch for 1 hour. enemy melee damage is blocked by this barrier. damaging targets in a line. 2nd -Level Spells Ghost Instrument: Control wind to make instrumental sounds with the help of an summoned instrument. 2nd -Level Spells Haste: Allies move faster and get an extra melee attack. This lasts for 1 turn only. MAG roll must be 1. The entire procedure takes a day. Cure: Cures 1 Heart/level damage (max 5 Hearts). 7th -Level Spells Clone: Duplicate awakens when original dies. 6th -Level Spells Sphere Barrier: Creates a magical barrier (5 meters radium) with 10 HP. Kaguya’s Pocket: Access a logical defier dimensional space to store and retrieve items and equipment. 4th -Level Spells Greater Shout: Deafens all within 20m*10m cone and deals 8d6 sonic damage. Teleport: Instantly transports subjects hundres of miles. dead or undead. 6th -Level Spells Shadow Walk: Take subjects into shadow to travel rapidly for 1 minute. The item has to be custom made using rare ingredients.5 times greater than original. 6th -Level Spells Plane Shift: Subjects travel to another plane. detoxifies venom in or on subject. 4th -Level Spells Soul Bind: Traps newly dead soul to prevent resurrection. Shield: Armor +half Heart/4 levels for 10 turns. 4th -Level Spells Scrying: Spies on subject from a distance.