Microlite 2 D 6 Print
Microlite 2 D 6 Print
0 by Freek 'Madwarrior' de Wijs Your character's abilities: A character has three abilities and four skills which are combined to overcome obstacles. Fighting is resolved mostly without skills and uses only the modifier. Skill tests use an appropriate Skill Rank and Ability Modifier. For example, to climb a rock face, you roll Str/Phys, using your Strength Modifier and Physical Skill Rank to add to a 2d6 roll. In the example below, the character has a Str Score of 16, which indicates a Modifier of +3, and a Physical Rank of +1. The Str/Phys bonus to the roll for scaling a cliff is thus +4. Let's say scaling a cliff is tough, then a Difficulty Class of about 10 is appropriate. The character thus needs to roll at least a 6 on 2d6 to scale the cliff. Rolling ability scores: You roll 4d6 three times, and each time discard the lowest before writing it down. Then you assign the three scores to the abilities you like. If all three are 10 or lower, re-roll the lowest until you have at least one score 11 or higher. Ability: Strength Dexterity Mind Score: Mod: Skills: Physical +1 16 +3 +4 13 +1 +2 8 -1 +0 Subterfuge +2 Knowledge +0 Communication +1 +5 +3 +4 +3 +1 +2 +1 -1 +0
Combat: In combat, each character has may move and perform an action like drawing a weapon or attacking with said weapon on his turn. Alternatively, he may run, moving twice as fast. The order in which these turns are played is determined by Initiative. Each player rolls 2d6 and adds his Dex Modifier. players play in order of highest to lowest Initiative. To attack another creature in melee, you roll 2d6, add your Str modifier and possibly a bonus from a weapon and compare it to the target's Armour Class, which is equal to 7 plus his armour bonuses and his Dex Modifier. To attack at range, you roll 2d6, add your Dex modifier and possibly a bonus from a weapon. If you are stunned, you cannot act or move. If you are prone, you lie on the ground and have a -1 to all rolls and AC. If you are immobilized you cannot move. Ability score = 4d6, drop lowest Modifier (XXXmod) = (Stat-10)/2 Rounded down. Hitpoints (HP) = STR score + level Armour Class (AC) = 7+DEXmod+Armour Initiative = 2d6+DEXmod Melee attack = 2d6+STRmod (+weapon) Ranged attack = 2d6+DEXmod (+weapon) Skillpoints = MINDmod+5 Upgrading stats: You may upgrade a stat for an amount of gold equal to the stat +11 (so raising from 12 to 13 is 23 gold) up to a maximum of 24. Gold & equipment: At the start of the game, each player has a wealth of 100 gold - the total of your ability scores. So a character with 12, 13, 7 for stats has 68 gold. Then each player may spend that gold on weapons, spells and equipment.
Weapons: 1-handed Unarmed Improvised Improvised Dagger Sword Axe Spear Staff Sling 2-handed Broadsword Battleaxe Pike Shortbow Bow Longbow Steel arrow
Type Melee Melee Ranged Melee/ranged Melee Melee Melee Melee Ranged Melee Melee Melee Ranged Ranged Ranged -
Special Range 20' (Range 20') Reach 5' Reach 5' Range 40' Reach 10' Range 40', needs arrows Range 80', needs arrows Range 120', needs arrows Needs bow
Cost 5 11 10 9 3 5 17 15 11 5 10 20 1
2-handed fighting: Armour: Leather Chainmail Plate Platemail Shield Other equipment: Item Rope Torch Tent (2 persons) Bedroll Firemaking tools Thieves' tools 10' pole Rations Waterskin Spellbook Prayerbook Arcane focus
May use both weapons to attack at -1 to hit for both. vs melee +1 +2 +1 +2 +1 vs ranged +1 +2 +2 +2 Cost 10 30 30 70 30
Gold Rules if applicable 1/20' 1 Burns bright light 30' around for two hours 10 3 3 5 +2 to picking locks. 2 2/day 3 10 10 1
Adventurer's kit: 25 gold Waterskin, tent, bedroll, firemaking tools, 60' rope, 3 torches Minor magic items: Healing potion Bag of holding Sunrod Gold Type Rules 5 Divine Heals 2d6 HP 50 ArcaneHolds 200 pound in weight or 20 cubic feet as if it weighed only 1 pound. 4 ArcaneBurns bright light 40' around for four hours
Arcane spells: Casters require a spellbook, arcane spell components and a focus to cast spells. Casting without a focus raises the component cost of the spell and component cost for extra duration by 1. Spellbook: 10 gold. Focus: Wand or symbol, staff. Spell cost is 10x level. Spell component cost is equal to level. You may not learn spells of a level higher than your Knowledge rank. Spells: Magehand Magic missile Light Sleep Feather fall Shield Color spray Bigby's Grasp Level Range Effect 1 20' Move an object no heavier than your STR x 10 pounds within your range. 1 40' Attack ranged, +1 to hit, d3 damage 1 Touch The target gives off light 30' around it for 1 hour (spend 1 gp of components per extra hour). 2 20' Target and all within 10' fall asleep if they fail a STR test against a DC of 7 + you MINDmod. 2 Sight Target will suffer no falling damage from it's next fall. 2 20' Target gains +2 AC against the next attack. 3 10' Attack ranged, attacks all creatures within 10', d3 damage and stun. 3 20' Target is immobilized and you may immediately attack it as if attacking in melee unarmed. You may hold the target until it has succesfully wrestled free. In addition, you may make a free unarmed melee attack on your turn. 3 40' Attack ranged, +1 to hit, 2d6 damage. 4 Teleport 40'. 4 10' A spell cast at you or anyone within 10' has no effect. 4 10' You or another creature is invisible for 2 turns +1 for each extra gp worth of spellcomponents you use. 5 10' You conjure a sword that attacks like you would wield a broadsword. The sword lasts for 1 turn +1 for each extra gp worth of spellcomponents you use. 5 10' The target may fly for 1 hour + 1 hour for each extra gp worth of spellcomponents you use. 5 Touch The target halves all damage for 1 turn +1 turn for each extra gp worth of spellcomponents you use. 6 30' Attack ranged, +1 to hit, 3d6+3 damage. 6 10' The target must pass a STR test or suffer d6 damage and immobility for 1 turn, pass a DEX test or suffer 2d6 damage AND pass a MIND test or lose all actions for two turns. 6 30' Attack ranged, target and all within 10' suffer 2d6 damage.
Fireball Dimension door Dispel magic Invisibility Mordenkainens sword Fly Stoneskin Disintegrate Prismatic spray
Meteor swarm
Divine spells: Casters require a prayerbook, divine spell components and a faith to cast spells. To disobey commands from the faith renders the caster unable to cast divine spells until the caster has repented. Prayerbook 10 gold. Spell cost is 10x level. Spell component cost is equal to level. You may not learn spells of a level higher than your Knowledge rank. Spells Bless Smite Lay on hands Turn undead Cure light wounds Purify Cure moderate wounds Speak with dead Remove disease Harm Heal Commune Cure serious wsounds Create food Banishment Raise dead Cure critical wounds Antimagic field Level 1 1 1 2 2 2 3 3 3 4 4 4 5 5 5 6 6 6 Range 10' Melee Touch 20' 10' Touch 10' 5' Touch Touch Touch 10' 5' 20' Touch 10' 20' Effect Target gains a +2 to the next roll. deal +1d6 damage on an attack. Heal d3 HP. Ranged attack, +1 to hit, d6 damage; +2 to hit and double damage vs undead. Heal d3+1 HP. Purifies a days worth of food and water rations for 1 person. Heal d6+1 HP. Ask 3 questions from a corpse. Remove a disease or condition on a character. Deals 4 damage to the target. Heals 4 HP and all conditions on a character. Deity answers two 'yes or no' questions. Heal 2d6+2 HP. Creates a day's worth of food and drinks for one person. Banishes an extraplanar creature. It returns when it passes a MIND test against a DC of 7+ your MINDmod. Heals a dead character back to 1 HP. The combined total of all three stats of the dead character is added to the component cost. Heal 3d6+3 HP. No arcane spells can be cast within 20' of the caster.
Faith: in order to be able to cast divine spells, you must have a god with: -A name and short description (1-3 sentences) -A goal or domain (1-3 sentences). -3 imperatives (not doing these things is disobeying a command of the faith). -3 taboos (doing one of these things is disobeying a command of the faith). Acknowledgements: This product was inspired by/ripped off from: Microlite20: http://www.microlite20.net/ Dungeons & Dragons by Wizards of the coast: http://www.wizards.com/dnd/