Microlite78 First Edition Lite Version 1.0 Silver (Condensed Type Edition)

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Microlite78 First Edition Lite Version 1.0 Silver (Condensed Type Edition) Microlite78 First Edition Lite Version 1.0 Silver (Condensed Type Edition) OGL20 Guidelines for Tabletop Fantasy Roleplaying Campaigns with Old School (1e) Flair Special Thanks to Our Sponsors The author would like to thank the following individuals who sponsored the production of Microlite78 and Microlite81 by making donations to the RetroRoleplaying Cancer Fund to help pay the huge cancer bills treating my wife’s Stage 3 Oral Cancer without insurance ran up. Bronze Donors: Kenneth Bailey, Rob Baseel, Isaac Boekelheide, Jason Decker, Pascal Furlan, Nathan Harwell, Sean McKeon, Sandra Misse, Alex Muscar, Thomas Simmons Copper Donors: August Beirmont, Stacey Conover, Silas Crowe, Dennis Davis, Chris Harvey, Tom Hayes, Michael Julius, J.E. Leems, Tom Lewis, Juan Lopez, Marianne Marlow, Brian Marstella, Chad Nal, Joseph Nelson, Keith Nelson, Brennan O'Brien, Peter Reynolds, Bertel Robbins, Ed Roberts, Brett Slocum, Harold Smith, Scott Sutherland, George Taylor, Lisann Towwer, Don Turner, Harald Wagener Silver Donors: Gabriel Barrenechea, Chris Brandon, Timothy Brannan, Alistair Caunt, Marion Hill, John Lockard, Oliver Korpilla, John Lee, Olivier Lefebvre, Allan MacKenzie, Jonathan Mayo, Lloyd Rasmussen, John Seabury Gold Donors: Penelope Anders, Sebastian Dietz, Brian Isikoff, Helen Perez, Nelson Singer, Steven Wales Electrum Donors: Robert Gibson, Ralph Williams Platinum Donors: Bill Morrison And thirty-five additional donors who wish to remain anonymous. Microlite78 First Edition Lite Version 1.0 Silver (March 10, 2015) Copyright © 2015 Randall S Stukey All art is in the public domain. MICROLITE78 FIRST EDITION LITE (1.0 SILVER) - 1 - Microlite78, like its parent game, Microlite20, is a trimmed- Experience base modifier of +200/+2000. down, sub-miniature version of the Primary Fantasy SRD rules Special Abilities: +1 to hit with light or medium weapons; thick (see license for more info) that has been designed to be quick hide gives +1 to armor; speak languages of orcs, goblins, and easy to play. The goal of Microlite78, however, is to hobgoblins, and gnolls. recreate the style and feel of that first edition advanced (“1e”) fantasy roleplaying game published back in 1978. Halflings get +2 to DEX. Experience base modifier of +150/+1500. The Microlite78 First Edition Lite rules are based on first three Special Abilities: +4 to any save vs. a magical effect; +2 to hit hardback rulebooks published for the 1978 first/advanced and damage with slings and light bows; can blend in background edition, , material from the publisher’s official magazine and (d20 + DEX Bonus; DC 12 if outdoors, DC 16 if indoors – this is third party products of the time and the author’s house rules an extraordinary ability above and beyond simply hiding in from the late 1970s. The rules are not intended to be a clone of available cover which anyone can try to do). the 1e rules, but rather a conversion of them to a rules-lite D20- based system that encourages old-school play without strictly Classes old-school rules. Microlite78 First Edition Lite is based on the Basic Classes: The Fighter, Magic-User, Cleric and Thief classes third edition of the original Microlite74 Extended rules. are available to all characters (not otherwise limited by race) with no minimum stat or other qualifications. These rules assume a basic familiarity with tabletop role-playing games in general and with the basic principles of “D20” based Additional Classes: The Assassin, Druid, Illusionist, Paladin, rules. If you are completely new to tabletop role-playing games, and Ranger classes are less common classes and have special you will want to start by playing with someone who is familiar stat and other requirements that characters must meet before with how they work. the class can be selected. Characters Abbreviations: PCB –Physical Combat Bonus; MCB – Magical Combat Bonus; FB – Fighter Bonus; Mem – Memory Slots; XP – Creating a character requires rolling Stats, selecting a Race, Minimum Experience Points Required (to reach level); HP – Hit Class, Alignment, and Background. Certain classes may require Points. addition selections (spells for spell casters), for example. Characters normally begin at Level 1 (unless directed otherwise by the GM). Stats There are 4 stats: Strength (STR), Dexterity (DEX), Mind (MIND), and Charisma (CHA). Roll 4d6 and drop the lowest die. Total the remaining 3 dice and allocate to one of the stats. Repeat for remaining stats. Stat bonus = (STAT-10)/3, round toward zero. Races Humans get +1 to any 2 stats. Experience base modifier of +0. Special Abilities: none Dwarves get +2 to STR. Experience base modifier of +250/+2500. Special Abilities: +4 to any save vs. a magical effect; note slanting passages, traps, shifting walls and new construction in underground settings (d20 + MIND bonus; DC 12 if carefully checking, DC 16 if just passing through area); speak languages of dwarves, gnomes, kobolds and goblins; can see in darkness half as well as in light. Elves get +2 to MIND. Experience base modifier of +400/+4000. Special Abilities: Can use elf-made magic armor and magic weapons even as a magic-user/illusionist; +2 to hit and damage goblinoid monsters; note secret/hidden doors (d20 + MIND bonus; DC 12 if carefully checking, DC 16 if just passing through area); speak languages of elves, orcs, hobgoblins, and gnolls. Gnomes get +1 to STR and DEX. Experience base modifier of +200/+2000. Special Abilities: +4 to any save vs. poison; note slanting passages, unsafe walls, ceilings, or floors in underground settings (d20 + MIND bonus; DC 12 if carefully checking, DC 16 Fighters are soldiers, champions, and other warriors who are if just passing through area); speak languages of dwarves, exclusively trained in the arts of combat and war. They are gnomes, kobolds and goblins; can see in darkness half as well specialists in dealing damage with weapons and in the other arts as in light. of physical combat. They are trained to lead others in battle. Prime Requisite: STR. Special Requirements: none. Half-Elves get +2 to CHA. Experience base modifier of +250/+2500. Weapons and Armor: Fighters may use any kind of armor or Special Abilities: Can use elf-made magic armor and magic weapon and may use shields. weapons even as a magic-user/illusionist; note secret/hidden doors (d20 + MIND bonus; DC 12 if carefully checking, DC 16 if Battlefield Prowess: At 5th level, a fighter inspires those under just passing through area); speak languages of elves, orcs, his command. Any hirelings or mercenaries hired by the fighter hobgoblins, and gnolls. have a +1 bonus to their morale when personally led by the fighter. Half-Orcs get +2 to STR and DEX and get -2 to CHA. -2- MICROLITE78 FIRST EDITION LITE (1.0 SILVER) Stronghold: At level 9 a fighter may become a great leader of Magic-Users (sometimes called wizards, sorcerers, or men, taking control of a parcel of land and a leadership rank in magicians) study arcane secrets and cast spells. While early in his society. A fighter will, assuming money is at hand, build a their career magic-users have only limited power, experienced castle. He may ultimately control several villages and towns, but magic-users are able to cast a great number of powerful spells. must be a good, strong leader and provide protection. Prime Requisite: MIND. Special Requirements: none. Experience Base: 2000/120000. Weapons and Armor: Magic-Users wear no armor and can only use daggers, slings, or staves as weapons. Fighter Advancement Table Level HP PCB/MCB FB Mem Save XP Class Abilities: Magic-Users can cast arcane (magic-user) spells. 1 1d10 +0/+0 +1 0 14 0 2 2d10 +0/+0 +1 0 13 2000 Magical Research: At 5th level, a magic-user is able to research 3 3d10 +1/+0 +1 0 12 4000 spells, scribe scrolls, and brew potions. When a magic-user 4 4d10 +2/+1 +2 0 11 8000 reaches the 9th level, he is able to create magic items. 5 5d10 +3/+1 +2 0 10 16000 6 6d10 +4/+1 +2 0 9 32000 Stronghold: A magic-user may build a stronghold, often a great 7 7d10 +5/+1 +3 0 8 65000 tower, when he reaches level 11. He will then attract magic-user 8 8d10 +5/+2 +3 0 7 130000 apprentices (1d6), who will range from level 1-3. 9 9d10 +6/+2 +3 0 7 250000 10 9d10+2 +7/+2 +4 0 6 370000 Experience Base: 2500/150000. 11 9d10+4 +7/+3 +4 0 6 490000 12 9d10+6 +8/+3 +4 0 5 610000 Magic-User Advancement Table 13 9d10+8 +8/+4 +5 0 5 730000 Level HP PCB/MCB FB Mem Save XP 14 9d10+10 +8/+4 +5 0 4 850000 1 1d4 +0/+0 +0 1 16 0 15 9d10+12 +9/+4 +5 0 4 970000 2 2d4 +0/+0 +0 2 15 2500 16 9d10+14 +9/+5 +6 0 3 1210000 3 3d4 +0/+1 +0 3 14 5000 17 9d10+16 +9/+5 +6 0 3 1330000 4 4d4 +1/+2 +0 4 13 10000 18 9d10+18 +10/+5 +6 0 2 1450000 5 5d4 +1/+3 +0 5 11 20000 19 9d10+20 +10/+5 +7 0 2 1570000 6 6d4 +1/+4 +0 6 10 40000 20 9d10+22 +10/+5 +7 0 2 1690000 7 7d4 +1/+5 +0 7 9 80000 8 8d4 +2/+5 +0 8 8 120000 9 9d4 +2/+6 +0 9 8 270000 10 10d4 +2/+7 +0 10 8 420000 11 11d4 +3/+7 +0 12 7 570000 12 11d4+1 +3/+8 +0 14 7 720000 13 11d4+2 +4/+8 +0 17 7 870000 14 11d4+3 +4/+8 +0 20 6 1020000 15 11d4+4 +4/+9 +0 23 6 1170000 16 11d4+5 +5/+9 +0 26 6 1320000 17 11d4+6 +5/+9 +0 29 5 1470000 18 11d4+7 +5/+10 +0 32 5 1620000 19 11d4+8 +5/+10 +0 35 5 1770000 20 11d4+9 +5/+10 +0 38 5 1920000 Clerics have pledged their lives to serve a specific deity (or pantheon).
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