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ALTER MICROLITE20 V1.

0 +HEARST&STARS
Alter Microlite20 1.0 +Hearts&Stars by Lucas Atmo Leonardo Vieira Belo , Copyright 2012 (zephos2@gmail.com). 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.

Advanced Classes

When Characters reaches level 3 they can choose a specialization. Every Advanced Class have unique abilities, so dont 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 cant 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 dont are in targets 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 cant 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 cant alter magic. By level 15 get the title Bishop (Male) or Valkyrie (Female).

Introduction

Alou, new Player! How are you today? My name is Lucas Atmo Leonardo and Im here to present you some of my creative ideas about tabletop RPG and Magical & Fantastic Worlds for Roleplay. First of all, yes Im a HUGE fan of Japanese products, as anime, manga, light novels, games and the like. You probably thinking thats explains everything odd and bizarre about this guy, but, it is only one of my facets. Ive 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 dont help at all with newcomers, as for myself I even know why Im 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.

Stats

Races

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 thats 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 dont 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.

Classes

ALTER MICROLITE20 V1.0 +HEARST&STARS


Every Player Character gains new knowledge in the course of his/her life. Skills reflect this knowledge. However, 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 tests DC. When the total of TP is equal to 20 x your current Skill Level, your Character advanced to the next level. Reset the total to 0 after advancing. Roll higher than the given Difficulty Class to succeed. Physical: covers any activity where the body plays a part in deciding the outcome such as jumping, bashing, swimming, etc. Subterfuge: stealth, deception, or thievery such as hiding, moving silently or picking a lock. Knowledge: everything from geography and history to environment and can be used to identify monsters, recognize religious symbols or heal someone. Communication: interacting with the GMs characters or monsters when you are trying to be diplomatic, convincing or proving a point. Survival: tracking, foraging (in the woods or a city), hunting, determining direction or anything that helps a character to survive in their surroundings. Alchemy: create potions, imbue magical energy in objects. Users of this Skill must undergo an Alchemy School to learn the basics. Primary Skill rank = your Skill Level + any bonus. Other Skills rank = half Skill Level + any bonus. Skill roll = 1d20 + skill rank + whatever stat bonus is most applicable to the use + situation modifiers.
Difficulty

Skills

the end of combat, you must roll Physical versus DC 10 + Level or die. If you success in the save, you recover to 1 HP after a few hours. If a dying character is struck again, he/she dies instantly. Stars (SP) = 1 if Fighter or Rogue, 4 if Mage. Used to activate powers and spells. Initiative: Roll 1d20 + SPD bonus. Everyone can do one thing each turn; move, attack, cast a spell, etc. Every turn lasts 5 seconds. Cover: If you duck behind an object, you can gain +2 to +10 to your COM against ranged attacks, depending on the extent of the cover (light cover = +2, all the way to nearly complete = +10). Half this Dodge bonus may also apply to saves if the GM allows it. Attacking: Add COM to 1d20 roll. If higher than your opponent's COM roll, its a hit. Natural 20 is automatically a critical doing double damage. The opponent can defend or counter your attack. Example: A Fighter will hit a Rogue using his Double Axel Sword, but the Rogue will defend herself with her simple dagger. The Fighter roll his COM 6 + 17 (1d20 roll result) against the Rogues COM 3 + 2 (1d20 roll result). Bye bye, Rogue. Defending: Add COM to 1d20 roll. If higher than your opponent's COM roll, its a block. Yes, it is the same as attacking, but natural 20 is a critical defense, used to ignore double damage. Countering: Add COM to 1d20 roll. If 2 times higher than your opponent's COM roll, its a counter. Again, thats the same thing as attacking and defending, but, if your roll is higher then you damage the opponent. 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. Rapiers count as light weapons, but you cannot wield two rapiers at the same time. Weapons Damage One-handed weapons = 1 Heart of damage. Two-handed weapons = 2 Hearts of damage. Armor Protection Light armor = Half Heart armor bonus. Heavy armor = 2 Hearts Armor bonus and -3 to all Speed tests. Encounter Level = Player Level 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 of every encounter you take part in. Additionally, traps, social duels and solving puzzles also awards the Character with Ability Points (AP). When the total of AP is equal to 20 x your current level, your Character advanced to the next level. Reset the total to 0 after advancing. Every Player Level adds:
Classes Fighter Rogue Mage

Easy Medium Hard

DC

10 20 30

Example

Climb a knotted rope. Swim in stormy water. Leap across a 9 meters chasm.

For example, Climbing or dodging a falling rock is Physical. Finding a trap is Subterfuge. Disabling a trap is Subterfuge. Casting a spell of any kind costs Skill Points. The cost is the level of the spell being cast. To determine the spell levels that the character is capable to cast, divide his level by 2, round up. To cast a spell, roll 1d20 + Magic against opponents 1d20 + Magic. Every magic user can use a technic called Alter Spell, used to modify some of his/her spells characteristics. The use of Alter Spells is easy, but some rules need to be follow: Extending makes a spell last twice as long as it normally would. Cost: +1 SP. Empowering makes a spell do 50% more damage than it normally would. Cost: +2 SP. Widening makes a spells area of effect twice as big as it would normally be. Cost: +2 SP. Silenced spells dont require words to be cast. Cost: +1 SP. Still spells dont need gesture to be cast. Cost: +1 SP. Remember: everyone needs to study new spells to learn them. Hearts (HP) = 3 + 2 if Fighter, 3 + 1 if Rogue or 3 if Mage. If HP reach 0, unconscious and near death. Further damage directly reduces BP. Body (BP) = 3. If you arent bandaged or otherwise healed by

Magic

Level Advancement

+2 +1 +1

HP

+ +1 +2

SP

Combat

If the level divides by three (i.e. level 3, 6, 9, etc.) add 1 point to COM, MAG or SPD. Spellcasters gain access to new spell levels at levels 2, 4, 6, 8, etc.

ALTER MICROLITE20 V1.0 +HEARST&STARS


General Spells 1st -Level Spells Detect Magic: Detects spells and magic items. Light: Object shines like a torch for 1 hour. Comprehend Languages: You understand all spoken and written languages for 1 minute. Sleep: Puts 4 Player Levels of creatures into magical slumber for 1 minute. Kaguyas Pocket: Access a logical defier dimensional space to store and retrieve items and equipment. Necromancer Spells 1st -Level Spells Deathwatch: See who is injuried, dead or undead. 2nd -Level Spells Command Undead: Undead creature obeys your commands. Animate Dead: Creates undead skeletons and zombies. 3rd -Level Spells Gentle Repose: Preserves one corpse. Speak with Dead: Corpse answers one question/two levels. 4th -Level Spells Soul Bind: Traps newly dead soul to prevent resurrection. 5th -Level Spells Disintegrate: Makes one creature or object vanish. 6th -Level Spells Raise Dead: Restores life to subject who died as long as 1 day/level ago. 7th -Level Spells Clone: Duplicate awakens when original dies. 50 AP must be spent to cast this spell. Alchemist Spells 1st -Level Spells Create Scroll: Store a spell you cast in a scroll to be released when read. 2nd -Level Spells Brew Potion: Store a spell you cast in a potion to be released when quaffed. 3rd -Level Spells Create Golem: Creates constructs made of dead material. The entire procedure takes a day. Player Level of Golem is equal to casters level. Dispel Magic: Cancels magical spells and effects. MAG roll must be 1.5 times greater than original. 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. The item has to be custom made using rare ingredients. Permanency: Makes certain spells permanent. The entire procedure takes a day. 5th -Level Spells Planar Binding: Traps extraplanar creature of 6 Player Levels or less until it performs a task. Teleport: Instantly transports subjects hundres of miles. 6th -Level Spells Plane Shift: Subjects travel to another plane. 7th -Level Spells Dream World: Creates a permanent portal to a new pocket dimension. 50 AP must be spent to cast this spell. Singer Spells 1st -Level Spells Bless: Allies gain +1 on attack rolls for 10 turns. Cure: Cures 1 Heart/level damage (max 5 Hearts). Shield: Armor +half Heart/4 levels for 10 turns. 2nd -Level Spells Ghost Instrument: Control wind to make instrumental sounds with the help of an summoned instrument. Shout: Deafens all within 10m*5m cone and deals 5d6 sonic damage. 3rd -Level Spells Haste: Allies move faster and get an extra melee attack. This lasts for 1 turn only. 4th -Level Spells Greater Shout: Deafens all within 20m*10m cone and deals 8d6 sonic damage. 5th -Level Spells Restoration: Restores level and stat drains. Healer Spells 1st -Level Spells Bless: Allies gain +1 on attack rolls for 10 turns. Cure: Cures 1 Heart/level damage (max 5 Hearts). Shield: Armor +half Heart/4 levels for 10 turns. 2nd -Level Spells Haste: Allies move faster and get an extra melee attack. This lasts for 1 turn only. 3rd -Level Spells Major Bless: Allies gain +5 on attack rolls for 10 turns. Major Shield: Armor +half Heart/level for 5 turns. 4th -Level Spells Major Cure: Cures 1 Heart/level damage (max 10 Hearts). 5th -Level Spells Restoration: Restores level and stat drains. 6th -Level Spells Raise Dead: Restores life to subject who died as long as 1 day/level ago. 50 AP must be spent to cast this spell. Shinobi/Kunoichi Spells 1st -Level Spells Detect Poison: Detects poison in one creature or object. 2nd -Level Spells Spider Climb: You can walk on walls and ceilings for 1 minute. 3rd -Level Spells Wind Walk: Targets turn to dust/sakura petals/whatever and fly in a gust of wind. 4th -Level Spells Scrying: Spies on subject from a distance. 5th -Level Spells Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject. 6th -Level Spells Shadow Walk: Take subjects into shadow to travel rapidly for 1 minute. Wizard/Witch Spells 1st -Level Spells Magic Missile: 1 Heart damage; +1 missile per level above 1st (max 5). 2nd -Level Spells Elemental Shield: Reduces chosen elemental damage in 1 Heart for 10 turns. 3rd -Level Spells Magic Rocket: 3 Hearts damage for 1 rocket. 4th -Level Spells Barrier: Creates a magical barrier (looks like a wall) with 10 HP; enemy melee damage is blocked by this barrier, breaking when 0 HP. 5th -Level Spells Magic Cannon: 5 Hearts damage for 1 laser beam, 20 meters long. This spell have penetration effect, damaging targets in a line. 6th -Level Spells Sphere Barrier: Creates a magical barrier (5 meters radium) with 10 HP; enemy melee damage is blocked by this barrier, breaking when 0 HP.

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