Microlite
Microlite
Everything a character might possibly attempt that could result in failure, and such
failure lead to an immediate consequence, is resolved by rolling a d20 and adding
the appropriate modifiers. A player must roll above a Target Number based on the
difficulty.
Attributes
The base attributes in this lite system are: Awareness, Might, Mind, Presence,
Speed & Luck. Mortals have a maximum of 20 in their Attributes.
You roll 3d6 (drop the lowest) + 4 for each attribute. Your Attribute Modifier is equal
to (Attribute – 10)/2. Example: A character with Might 14 has a +2 modifier.
You roll once for each attribute except for luck. Luck is equal to 8 + Your
Character level. It’s used to check for unexpected things, or resolve abstract
situations like: “Yes, you fall. But do you fall into the fire, or onto the lip of rock
besides the fire?” To check luck, roll a d20. If you roll equal to, or less than your
luck, things go in your favor. On a success, reduce your luck by 1.
Combat Abilities
Combat abilities are Initiative, Melee, Ranged and Armor Class. You have 4 points
to divvy up between them, with a starting maximum of 3. Mortals have a maximum
of 5 in their Combat Abilities.
Initiative: With either Mind or Speed, to determine how quick you react in
combat situations.
Melee: Used with Might or Speed (depends on the weapon), to determine
whether your attack is successful in close combat.
Ranged: Used with Awareness, to determine whether your attack is
successful in missile combat.
Armor Class: To determine how difficult it is for opponents to score a hit
with their attacks. You start with a base Armor Class of 10 + Speed + Any
armor you’re wearing.
Professions
Your characters followed their own paths to becoming adventurers. The path
selected is represented by your choice of Professions. You have 4 points to split
between them, with a maximum of 3.
Professions give skills and expertise in anything to do with the chosen profession,
such as general knowledge tied to their specific fields, however, these don’t give
any bonus in combat (usually). When you choose a Profession, try to create a story
that follows your character’s background. It doesn’t have to be long, but it can help
weave your character into the narrative.
ALCHEMIST:
ARTIFICER:
ASSASSIN:
BARBARIAN:
BEASTTAMER:
BLACKSMITH:
DANCER:
FARMER:
GAOLER:
GLADIATOR:
HUNTER:
MARINER:
MERCHANT:
MERCENARY:
MINSTREL:
NOBLE:
PHYSICIAN:
PRIEST:
SCHOLAR:
SLAVE:
SOLDIER:
SAUCY TART:
WORKER:
VAGABOND:
Boons & Flaws
Boons are advantageous traits, and flaws are disadvantageous ones. Your
character has at least one Boon, and can have more if they take some flaws too.
BOONS
FLAWS
Absent Minded: You are not necessarily stupid – you may even be brilliant
– but you forget the most basic things. Sometimes, when handling basic
items, the GM may ask you to test your luck. On a failure, you may have
forgotten to pack them!
All thumbs: Disadvantage when attempting feats of Sleight of Hand.
Arrogant: Disadvantage when dealing with provincials or foreigners
socially.
Can’t Lie: Either naturally or thanks to a compulsion, you cannot speak
falsehoods.
City Folk: Disadvantage when attempting outdoor tasks.
Combat Paralysis: You are always last in the initiative order. You may,
however, add your Initiative to your First check in combat.
Country Bumpkin: Disadvantage in situations requiring urban knowledge.
Coward: Disadvantage when resisting fear effects.
Cravings: You are addicted to something and require it daily to function.
You get a cumulative -1 penalty to d20 rolls for each day without consuming
it.
Cursed: You are cursed. Work the details of the curse with your GM.
Delicate: -2 Hit Points, and -1 Hit Point on every Level up.
Distinctive Appearance: Disadvantage when disguising yourself or trying
to keep a low profile.
Distrust of Sorcery: Disadvantage when dealing with sorcerers or magical
beings.
Distrust of Strangers: Disadvantage when dealing with people you met for
the first time. You must spend at least 1d6+1 days of acquaintanceship to
overcome this distrust with someone.
Drunk: Roll a d6 after every long rest. On a 1, you are drunk.
Elderly: Reduce your Might and Speed by 2, but increase your Mind by 2.
You have disadvantage on Melee and Ranged checks.
Fear of (____): You are automatically Frightened when a specific type of
relatively common creature is within sight. You may attempt to save against
fear at the end of your turns.
Feels the Cold: Disadvantage when attempting task when exposed to
severe cold.
Feels to Heat: Disadvantage when attempting task when exposed to severe
heat.
Greedy: You cannot resist any chance to make money. If money is to be
made, your judgment goes out the window.
Gullible: You automatically fail to detect falsehoods.
Hot-Headed: You have disadvantage on the first round of combat if you’re
not first in the initiative.
Hunted: Whenever you enter a settlement, the GM secretly rolls a d6. On a
roll of 1, agents of your enemy will spot you and make an attempt on your
life.
Illiterate: You can’t read.
Landlubber: Disadvantage when attempting task while in the open seas.
Lustful: You find it hard to resist the charms of your chosen sex.
Poor Eyesight: Disadvantage in Awareness checks that rely on sight.
Poor Recovery: You only heal half the amount rolled, ever.
Taciturn: You have a grand reluctance to speak with people outside of the
party.
Unsettling: Your appearance, bearing or mannerism will often put off
others. Disadvantage when dealing with others in a social manner. To
overcome this reluctance, others must be exposed for at least 1d6+1 days
to you.
The Adventurer
As an Adventurer, you start with the following Statistics:
Adventurers may select a special ability from the following list at levels 1 st, 2nd, 4th,
6th & 8th:
Cleave: After you kill an opponent, you may make another attack against a
still-standing foe within melee range. You can cleave a number of times
equal to your level.
Accuracy: You roll one die size larger with thrown or missile weapons.
Enrage: You may go into a berserker rage when in combat either as a
bonus action, or as a reaction when taking damage. You add your level as a
bonus to Hit and Damage rolls with melee weapons. At the end of every
round, you make a DC 10 Mind roll. On a failure, you lose 1 point of
stamina. When your Stamina reaches 0, your rage ends.
Brutal: You roll one die size larger with melee weapons.
Danger Sense: You have advantage on saves against traps and on
initiative checks.
Dodge: When not wearing armor, you may add your Mind to your Armor
class.
Find Weakness: When attacking an unaware opponent, you treat their
Armor Class as 10.
Leadership: Allies and hirelings that can see and hear you may add your
Presence to their saving throws.
One Shot: When scoring a critical hit against a foe whose Hit Dice are less
than yours, they automatically die or fall unconscious (your choice)
Use Magic Device: You may utilize wands, magic rods and scrolls as a 1 st
level sorcerer.
Striker: You score critical hits on a natural 19-20.
Tactical Expertise: You have tactic points equal to twice your level. These
can be used to increase an attack roll by 1 per tactic point spent. On a hit,
the attack counts as a HIGH HIT regardless of the d20 roll.
Terrifying Prowess: Whenever you score a Critical Hit, or reduce a foe to 0
Hit Points, creatures whose Hit Dice are less or equal to yours must
succeed on a morale check.
Slasher: You gain a +1 to hit with slashing weapons. When you score a
critical hit against a target, they suffer a grievous wound.
Fell Handed: You gain a +1 to hit with axes & hammers. When you score a
High Hit, you sunder the target’s armor by 1.
Second Wind: As a reaction when taking damage in combat, you may roll
one Hit Die and reduce the incoming damage by an amount equal to the
number rolled + Might.
Sneak Attack: When you hit a target while having advantage, the target
takes additional 1d6 damage for every odd level you have. This is precision
damage.
Cunning Action: As a bonus action on your turn, you may take the dash,
dodge or disengage action.
Favorite Enemy: Choose one creature subtype. You gain advantage on
check to track these creatures. Additionally, you gain +2 to Hit and +4 to
damage against them.
Favorite Terrain: Choose one terrain type. You have advantage on checks
related to tracking, hiding, foraging and feats of athleticism within them.
Combat Style: Choose one of the following combat styles.
Unarmored Defense: While unarmored, your Base Armor Class is 10 +
Might + Speed.
Fleet Footed: Your gain +10 feet to your base movement speed.
Combat Reflexes: You may make additional attacks of opportunity equal to
your Speed.
Multi-attack (x2): Requirements: 5th level. When you take the attack action
on your turn, you may make an additional attack.
Multi-attack (x3): Requirements: 9th level. When you take the attack action
on your turn, you may make an additional attack.
One Unique Thing: You may draw inspiration from other game systems or
media to create abilities unique to your character.
The Sorcerer
As a Sorcerer, you start with the following statistics:
Sorcerers may select a special ability from the following list on each level up:
Saving Throws
Many features, abilities or environmental effects will require a character to
sabe against to either reduce, or nullify, their effects. To make a saving throw,
simply roll a d20 and add the appropriate attribute modifier.
Example: Haggar the Barbarian comes upon an ancient, its velvety black
robe clinging to his skeletal frame. While frail-looking and stooped with age, an
invisible power poured out of the elder, making Haggar hesitate long enough for
the old sorcerer to mutter his incantation, trying to rob Haggar of his senses. Since
the sorcerer has 5 HD, Haggar must succeed on a DC 15 Mind Saving Throw or be
enthralled by the foul magic user.
Stamina (Optional Rule)
Stamina is a resource characters can use to augment their ordinary actions.
Stamina recovers at a rate equal to Might per Long Rest, or 1 per Short Rest.
Stamina can be spent for the following effects:
Gain Advantage on a d20 check (ability check, attack roll or saving throw)
Make a Maneuver on top of your normal attack.
Re-roll a failed attack as a reaction.
Gain a bonus to your movement speed equal to five times your speed.
Not provoke an Attack of Opportunity.
Automatically succeed on a Death Saving Throw.
ARMOR
TYPE AC PENALTY SPELL POWER
None 10 +0 +0
Light 12 -1 +1
Medium 14 -2 +2
Heavy 16 -4 +3
Shield (small) +1 +0 -
Shield +2 -1 -
Shield (Tower) +3 -2 -
WEAPONS
TYPE DAMAGE EXAMPLE
Unarmed D4 Fists, Head-butts, Knees, etc. Also attacks by rabble.
Light D6 Daggers, cudgels, foils, darts, javelins, short bows,
slings.
Medium D8 Swords, Staffs, Maces, Axes, Spears, Bows, light
crossbow.
Heavy D10 Great Swords/Axes/Hammer, flail, morning star, pole-
arms, arbalest.
Combat
Combat is intended to be quick and brutal. Every decision matters, so characters
must think tactically with each of their actions.
Two-weapon fighting: You gain a +1 bonus to AC and a -1 penalty to
attack rolls. If you hit, your weapons deal damage as if the dice was one
size larger. If you fail, you may, as a reaction, retry your attack.
Defensive Stance: As a bonus action, you may adopt a defensive stance.
You may reduce your Attack by a number equal to your Melee skill, and you
gain a bonus to your AC.
Offensive Stance: As a bonus action, you may adopt an aggressive
posture. You may take a penalty to your AC equal to your Speed modifier,
and gain a bonus to your Attack.