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Tail (1) = +5 on Balance, Jump and Swim tests

Galactic Methuselah Tremorsense (1) = Sense targets through ground vibrations up to 30’
Aquatic (2) = Gills and webbed fingers/toes
Empathy (A) (2) = Sense strong emotions; +2 Communication
Imagine, if you will, beings so powerful that they are near god-like in stature. Leech Damage (A) (2) = Touch attack; absorb 1d6 hp from target
Beings that can cross the universe as easily as you or I cross the street. Light Natural Armor (2) = Scales, fur; +1 AC
Beings that enter parallel dimensions, or alternate time streams, as easily as Low Light Vision (2) = Can see in all but total darkness up to 100’
you or I enter the next room. Beings capable even of piercing the veil Mutant Rage (A) (2) = +4 STR, -2 AC for duration of combat
between reality and fiction. Such beings are Galactic Methuselah, beyond Psychic Heal (A) (2) = On touch heals 1d6 damage to target
formidable, the very essence of enigmatic, whose motives are as inscrutable Stench (A) (2) = All adjacent creatures suffer -2 on all rolls
to us as our motives are to insects. Talented (2) = Pick another Tag skill
Tougher (2) = +2 hit points per level
Now, imagine working for such a being. That’s where you come in, a servant Darkvision (3) = See in total darkness up to 60’
of a Galactic Methuselah. As powerful as the Methuselah are, they are also Forcefield (A) (3) = Absorbs 10 hp of damage
very busy. And some chores are just not worthy of a Methuselah’s time. So Natural Weapon (3) = Claws, horns, bite, etc; 1d8 +STR damage
they send their servants out to conduct what are, to them, mundane tasks Prescience (3) = +1 on initiative rolls, never surprised in combat
though to us they are often very nearly suicide missions. Regeneration (3) = Heal 1 hit point per round
Uncanny Dodge (3) = x2 DEX bonus to AC
Of course, being Methuselah, ordinary servants won’t do. No, Galactic Extra Limb (4) = May make 1 extra one-hand attack or hold shield
Methuselah must have the very best servants possible, genetically enhanced Heavy Natural Armor (4) = Carapace, exoskeleton; +3 AC, -1 DEX
and armed with big guns. Light Warp (A) (4) = +10 Subterfuge when sneaking
Shapechanger (A) (4) = Same mass as character up to 10/min level
Creating a Servant Tank (4) = x2 starting hit points
Bigger (5) = +2 STR; use 2-hand as medium and medium as light weapons
Pick Stats: There are three primary stats: Strength (STR), Dexterity (DEX) and Double Healing (5) = Double all healing effects
Mind (MND). Each player assigns scores of 18, 16 and 14 to one of the three Energy Blast (A) (5) = 1d12 damage up to 60’ range
attributes, as desired. (For example, STR 18, DEX 16, MND 14, or STR 14, DEX Haste (A) (5) = Duration of combat may take 2 actions/round
18, MND 16, etc.). Levitate Self (A) (5) = Levitate self + 100 lbs per Mind bonus
Wings (A) (5) = Fly for 10 minutes/level
Stat modifier is (STAT-10)/2, round down. Leech Strength (A) (6) = Touch attack, leech 1d4 STR and add to yours
Light Slip (A) (7) = Invisible 1 round/level or until attacks or hit
Skills: Per standard M20, there are four skills: Physical, Subterfuge, Teleport (A) (7) = Up to 30’ distance
Knowledge and Communication. Select one skill to be your character’s Tag Immunity to Acid (8) = No damage from acid effects
skill (put a small T next to the skill on your character sheet). Immunity to Cold (8) = No damage from cold effects
Immunity to Electricity (8) = No damage from electric effects
All skills start with +1. The Tag skill receives an additional +3. Tag skills Immunity to Fire (8) = No damage from fire effects
increase +1 for each experience level gained; non-Tag skills increase +1 every Immunity to Poison (8) = No effect from poisons
even numbered level (i.e. levels 2, 4, 6, 8, 10, etc.). Immunity to Psychic (8) = Psychic abilities and powers have no effect
Immunity to Radiation (8) = No effect from radiation
Mutations: Servants may be any kind of mutant: humanoid, animal, plant,
even mutant dinosaurs or mutant aliens. All servants start at medium size. Equipment: Servants begin with 2,000 gold pieces with which to purchase
initial equipment.
Select up to 10 points worth of mutations for your character. Each mutation
point you spend increases your character’s Experience Base by 1, thus Characters can carry total items equal to their Strength stat. Several smaller
increasing the number of experience points the character needs to advance items can be grouped together as one item (i.e. 10 magazines, 6 grenades,
each level. 100 gold, 250 rounds, 10 potions,5 rockets/missiles etc.). Up to six items can
be readily available for easy access; everything else goes into the backpack.
Galactic Methuselahs are expert manipulators of DNA, so characters have no Particularly heavy or bulky gear counts as two or even three items.
genetic defects.
Armor
Players may select the same mutation multiple times, paying the cost for Light Body Armor = AC +4; Cost: 250 gp
each ‘stack’ of the mutation. All bonuses and effects stack each time the Medium Body Armor = AC +6; Cost: 500 gp
mutation is taken. Mutations that have a multiplicative bonus increase the Heavy Body Armor = AC +8; Cost: 1,000 gp
multiplier by one step (i.e. x2, then x3, then x4, etc.). Ballistic Shield = AC +1; Cost: 100 gp
Combat Helmet = AC +1; Cost: 100 gp
Activated mutations have an (A) next to their name. The activation cost to
use the mutation is equal to its total point cost in hit points. These hit points Assume armor is modified to fit the mutant’s body.
may not be healed normally and can only be regained after complete rest.
Activating a mutation usually takes an action. Armor Accessories (1 for Body Armor)
Trauma Plate = AC +3; Cost: 300 gp
Amazing Fortitude (1) = +5 to Fortitude Saves (Phys +STR) Enviroseal = Immune to gas attacks; Cost: 1,000 gp
Amazing Reflexes (1) = +5 to Reflex Saves (Phys +DEX) TAC Computer = +1 initiative and attack rolls; Cost: 1,000 gp
Amazing Will (1) = +5 to Will Saves (Mind + level) Thermal Insulation = +4 on saves vs. fire; Cost: 500 gp
Blindsense (1) = Can pinpoint targets within 30’ Cyro Insulation = +4 on saves vs. cold; Cost: 500 gp
Chameleon Skin (1) = +10 Subterfuge when not wearing clothes
Climbing Hooks (1) = 10’ climbing speed Guns
Enhanced Strength (1) = +1 to Strength stat Light Pistols (.22, 9mm, 10mm, .45 ACP, etc.) = 250 gp
Enhanced Dexterity (1) = +1 to Dexterity stat Heavy Pistols (.44 Magnum, .50 AE) = 400 gp
Enhanced Mind (1) = +1 to Mind stat Machine-pistols/SMGs = 500 gp
Keen Ears (1) = +10 Listen (Subterfuge + Mind) Bolt Action Rifles/Pump Shotguns = 350 gp
Keen Eyes (1) = +10 Spot (Subterfuge + Mind) Assault Rifles/Combat Shotguns = 800 gp
Keen Nose (1) = Can track by scent Sniper Rifle = 1,000 gp
Padded Feet (1) = +10 Subterfuge when sneaking w/o shoes Machinegun = 1,500 gp
Single Shot Grenade Launcher = 900 gp Assume servants start with backpacks, ammo pouches, equipment
Multi-shot Grenade Launcher = 1,500 gp harnesses, uniforms, combat boots, etc.
7.62 mm Minigun = 3,000 gp
Rocket/Missile Launcher (6d6 dmg, 20’ AoE) = 2,500 gp The Link: Every servant shares a link with their Methuselah, providing the
Flamer (3d6 dmg, 20’ CoE, 10 shots) = 1,500 gp following benefits:

Players may pick any type of weapon they want. For example, a HK MP-5 Comprehension: Servants can read, write and speak any common language,
SMG or an M-4 Carbine. Just note the caliber ammunition it uses and the no matter what world or setting they are in. Particularly obscure or arcane
number of rounds the magazine holds. Microlite20 Modern has a handy list languages, such as the long dead language of horrific alien gods from the
of firearms you can reference. If a player wants a particularly rare or exotic depths of space, may be undecipherable at the GM’s discretion.
gun (i.e. Barrett .50 Cal sniper rifle), increase the base cost by 50% to 100%.
Reflection: The link reflects to others what they would reasonably expect to
Note, machine-pistols and sub-machineguns use pistol ammo; see. For example, a medieval peasant will see an armored knight instead of a
machineguns/miniguns use rifle ammo. mutant freak wearing modern body armor and sporting a minigun.

Damage by Caliber* Sustenance: While the link is active, servants do not require food or drink to
survive. They can eat and drink for pleasure, if they like.
Pistol Ammo
.22/.32 Caliber = 2d4; cost 1 gp per 2 rounds Recuperation: The link allows servants to heal even grievous wounds very
9mm/10mm/.38/.45/.357 = 2d6; cost 1 gp per round rapidly. All hit points are recuperated after only an hour of rest.
.44 Mag/.50 Action Express = 2d8; cost 2 gp per round
Communication: Through the link, the Methuselah can keep tabs on its
Shotgun Shells servants. They can also communicate directly to their servants, if desired,
12 Gauge = 2d8; 2 gp per round but very rarely do so. Finally, the link allows servants to communicate with
10 Gauge = 2d10; 3 gp per round one another, no matter the distance.

Rifle Ammo Experience and Advancement


5.56mm/.223 = 2d8; 2 gp per round
7.62mm/.30 = 2d10; 3 gp per round Experience Base: Each character has an Experience Base equal to 10 plus the
.50 Caliber Rifle = 2d12; 4 gp per round number of mutation points spent during character creation (to a max of 20
starting).
Heavy Ammo
Rocket/Missile = 250 gp each Experience Points (XP): Experience Points are earned by defeating foes,
Flamer Fuel = 10 gp per shot overcoming traps and obstacles, good role-playing and frivolously wasting
your hard earned treasure.
*Taken from Modern d20 SRD
Foes are worth 1 XP per hit die, +1 XP for each doubling of the foe. Especially
Gun Accessories powerful foes may provide additional XP. Traps, obstacles and role-playing
Laser Sight = +1 attack roll; 500 gp grant an additional 1 to 5 XP. Finally, every 100 gold pieces spent with no
Gunlight = Flashlight on gun barrel; 50 gp material benefit to the character provides 1 XP. This includes carousing,
Suppressor = Suppresses sound and muzzle flash; pistols, SMGs, assault rifles training costs or donations.
and certain sniper rifles only; 500 gp
Electronic Sight = Negates range penalty for single aimed shots; incorporates Advancement: The number of XP required to advance a level is equal to the
low-light vision and laser range finder; 500 gp character’s Experience Base times their current experience level. For
Inter-dimensional Munitions Portal (IMP) = Provides unlimited ammo for one example, a character with an experience base of 20 would need 20 XP to
specific type of weapon (i.e. M-16 or AK-47) = Ammo Cost x 1000; x1.5 for advance to level 2, 40 XP to advance to level 3, 60 XP to advance to level 4,
burst fire weapon (i.e. 3,000 gp for an M-16; 4,500 gp for an AK-47) etc. When a character advances a level, reset their XP to zero, though any
excess XP carries over.
Melee Weapons
Light Melee Weapons = 1d6 dmg; 100 gp Each level of advancement provides the following:
Medium Melee Weapons = 1d8 dmg; 150 gp
Two-hand Melee Weapons = 1d10 dmg; double STR damage bonus; 250 gp 1d6 + STR mod hit points
Hanzo Sword = 2d6 dmg; +1 on attack rolls; may be used as a medium or a
two-handed sword; 1,000 gp +1 to attack rolls

Grenades (Thrown and Launcher) Increase skills (+1 each level for Tag skill; +1 every even numbered level for
Fragmentation = 4d6 dmg; 20’ AoE; 100 gp each non-Tag skills).
Smoke = Poor visibility in 30’ AoE; 25 gp each
Flash Bang = Physical + STR save vs. 16 or stunned for 1 combat round; 75 gp Every fifth level (5, 10, 15, 20) the character receives five additional mutation
White Phosphorous = 2d8 dmg per round; 30’ AoE; 200 gp each points. These points may be spent or saved as desired. Any spent mutation
Multiple Projectile = 4d6; grenade launchers only; turns GL into a big shotgun points increase the character’s experience base.
with 60’ CoE; 100 gp each
Combat
Other Gear
Climbing Kit = 250 gp In addition to standard M20 combat, the following applies:
10’ Telescoping Steel Pole = 100 gp
Camping Kit = 50 gp Burst Fire: Some weapons are capable of burst fire. Burst fire incurs a -4 to-
Stimpack = Immediately heals 1d10+10 damage = 250 gp hit penalty and uses 10 rounds of ammunition.
Basic Toolkit = 100 gp
Low-light Goggles = 400 gp If directed against one target, the burst inflicts double damage.
Flashlight = 25 gp Alternatively, a burst can be direct at a 10x10’ area. Make one attack roll
against all targets in the area; any that are hit take normal damage for the
weapon used.
Miniguns: Miniguns require a Strength of at least 16 to wield by hand. Acknowledgements
Miniguns always fire in bursts of 100 rounds, with -4 on the attack roll.
Select a 10’x10’ area, then make one attack roll and compare the result to Once again I made use of Darth Cestual’s Microlite20 Mutations as a starting
the AC of each character in that area, as well as to each character in a cone point for mutations in Galactic Methuselah, tweaking them here and there as
between the attacker and the target area. Any that are hit take double needed. I also borrowed a few rules from Microlite74, Hard Core M20 and
damage; ‘misses’ still take normal damage. Microlite20 Modern.

Jams: If using a gun, on an attack roll of 1 the weapon jams. An action is OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the
required to clear the weapon. Revolvers cannot jam. Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed
Area/Cone Effect Weapons: AoE weapons (grenades, rockets, cone effect Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works
and translations (including into other computer
weapons like flamethrowers, etc.) attack everyone within the area of effect. languages), potation, modification, correction, addition, extension, upgrade, improvement,
Make a single attack roll against everyone in the AoE. Any targets hit take compilation, abridgment or other form in which an existing work may be recast, transformed or
normal damage; missed targets still take ½ damage. adapted; (c) "Distribute" means to reproduce, license, rent,
lease, sell, broadcast, publicly display, transmit or otherwise distribute;"Open Game Content" means
the game mechanic and includes the methods, procedures, processes and routines to the extent such
Light Weapons: Characters may wield a one-handed weapon in each hand content does not embody the Product Identity and is
with a -2 attack roll penalty. Pistols, machine-pistols and sub-machineguns an enhancement over the prior art and any additional content clearly identified as Open Game Content
by the Contributor, and means any work covered by this License, including translations and derivative
count as light weapons for dual wield purposes. works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means
product and product line names, logos and identifying marks including trade dress; artifacts; creatures
Reloading: Reloading most weapons requires one action. Heavy weapons characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork,
symbols, designs, depictions, likenesses, formats, poses,
require two actions to reload. Single shot grenade launchers only require concepts, themes and graphic, photographic and other visual or audio representations; names and
one action to reload. descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special
abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or
effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly
Hazards identified as Product identity by the owner of the Product Identity, and which specifically excludes the
Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are
In addition to the standard M20 hazards, servants may occasionally run into used by a Contributor to identify itself or its products or the associated products contributed to the
Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy,
radiation. Radiation inflicts damage based on its intensity: edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h)
"You" or "Your" means the licensee in terms of this agreement.
Cold = 1d6 damage every hour 2. The License: This License applies to any Open Game Content that contains a notice indicating that
the Open Game Content may only be Used under and in terms of this License. You must affix such a
Warm = 1d6 damage every 10 minutes (turn) notice to any Open Game Content that you Use. No
Hot = 1d6 damage every minute (round) terms may be added to or subtracted from this License except as described by the License itself. No
other terms or conditions may be applied to any Open Game Content distributed using this License.
3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms
Spell Casting (Optional) of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant
The GM has the option of allowing servants to learn magic spells, if they You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to
Use, the Open Game Content.
acquire scrolls, spell books or find a willing instructor. They may learn either 5.Representation of Authority to Contribute: If You are contributing original material as Open Game
Divine or Arcane spells (yeah, doesn’t necessarily make sense for Divine Content, You represent that Your Contributions are Your original creation and/or You have sufficient
spells, but think of their Methuselah as a god-like being). The chance to learn rights to grant the rights conveyed by this License.
6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to
a spell is d20 + Knowledge + MND modifier vs. DC of 20 + spell level. include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying,
Servants may only attempt to learn a specific spell once each experience modifying or distributing, and You must add the title, the copyright date, and the copyright holder's
level. Hit point cost for casting the spell is per standard M20 rules. Servants name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to
are not subject to spell level restrictions, though neither do they get the compatibility, except as expressly licensed in another, independent Agreement with the owner of each
reduced spell cost bonus. element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any
Trademark or Registered Trademark in conjunction with a work containing Open Game Content except
as expressly licensed in another, independent Agreement with the owner of such Trademark or
Adventures and the Methuselah Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a
challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open
Galactic Methuselah is a tool that provides a thin excuse for you to run a Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the
bunch of mutant freaks with guns through any d20 adventure. Each work that you are distributing are Open Game Content.
adventure should have a hook, which is the Galactic Methuselah’s task for his 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License.
servants. The mission should require the servants to recover some object You may use any authorized version of this License to copy, modify and distribute any Open Game
Content originally distributed under any version of this License.
from somewhere in the adventure, preferably towards or at the end. It can 10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game
be anything, such as a book, a scrap of paper, some worthless object, the Content You Distribute.
lunch menu from the Death Star’s cafeteria…whatever. The hook only exists 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the
name of any Contributor unless You have written permission from the Contributor to do so.
to provide an excuse for heavily armed mutant freaks to storm through 12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with
classic D&D modules, or any other d20 adventure. respect to some or all of the Open Game Content due to statute, judicial order, or governmental
regulation then You may not Use any Open Game
Material so affected.
The Methuselah is not a crutch. He does not provide hints or clues, nor does 13 Termination: This License will terminate automatically if You fail to comply with all terms herein and
the Methuselah swoop in at the last moment and save the party from certain fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive
death. The Methuselah made the servants, and if they die he can easily the termination of this License.
14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be
make more. reformed only to the extent necessary to make it enforceable.
15 COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. System
Furthermore, the Methuselah doesn’t care about mundane or even magical Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte
Cook, Skip Williams, Rich Baker, Andy Collins, David
treasure. Whatever his servants manage to loot is theirs to keep. The Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original
Methuselah only cares about whatever object it was he sent the party after material by E. Gary Gygax and Dave Arneson.
in the first place. Microlite20 © 2006, Robin V. Stacey (robin@greywulf.net)
M20 Hard Core Rules © 2008, Alex Shroder
Microlite74 © 2008, Randall S. Stukey
There is more than one Methuselah in the galaxy, and they are known for Microlite74 2.0 © 2009, Randall S. Stukey
being royal jerks. So, if you want to spice up a classic D&D adventure, which Galactic Methuselah © 2009, Ed Green
[End of License]
your players may already know by heart, just throw in a few twists. For This product is 100% Open Game Content except for Product Identity, as per the Open Game License
example, Orcs armed with AK-47s, or switch the traps around a bit, or above. Product Identity includes Galactic Methuselah and Ed Green and all pictures and illustrations.
something similar. Just blame it on some other Methuselah who got wind of
what was going on and decided to throw a few wrenches into the works, so
to speak.

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