Microlite 20 Character Builder – Skills and Special Abilities

All the class will get a +1/lvl bonus to their Major Skills (strictly related to their role and class), +1/2 lvl to the Minor skills (related to social status, background, interests) and +1/4 lvl to the Lesser skills (everything else, with a sense, a stout warrior can’t roll to translate from ancient suloise).

Special Abilities
This is the heart of the class, special abilities give flavour to the character, something unique that is not sharable with other classes. Every class should have them. Special abilities can be the classical ones (Turn Undead, Read Scrolls, Lay on Hands, … ), they can emulate low level spells, social/mundane bonus ( impersonation, noble, feared, influent, …), give combat/defense bonus to damage/AC, grant a pet/retainer. Most of all they have to define the role of the class during the adventure, making them not replaceable by others and useful from the 1st level.

Few examples

• Protect (takes -2 to AC and To Hit, and gives +4 AC to target)
• Ignore Pain (damage is reduced by 1 every 4 lvl, if damage is reduced to 0 he loses anyway 1 HP)
• Massive Damage (on a natural 18,19,20 they deal +1D6 damage/4 lvl)
• Dungeon Master (once a day he gets a +1/lvl bonus to any check related to the dungeon)
• Treasure Finder (can detect magic items, can evaluate objects)
• Bless of Combat (once a day all allies get +1/lvl for 1 round to all attacks and damage rolls)
• Contacts (welcomed everywhere, can gather informations)
• Evaluate (can evaluate objects)
• Retainer (½HD/lvl retainer)
• Familiar (a tiny magical creature, stats and class as Diminutive Pests, ½ HD/lvl)
• Natural Healing (every day can cure with natural remedy 1D6 HP to any party member or ally)
• Curse (remove/bestow curse 1/week every 4 lvl)
• Hunter’s Pet, 1HD/ lvl, max HD of a single pet is ½ lvl
• Tribe Charm, can manipulate tribe’s opinion (DC vs MIND, 5 + Lvl)
• Survival (with 1-3 on D6 can get food and shelter for 1D4+1 people)
• Backstab (add 1D6/4 Lvl to damage when opponent is surprised or without dex bonus)
• Dual Wield (when using 2 weapons he deals 1d4 more damage)
• Poison Master (everyday can produce 1D6+2 doses of poison, the poison loses its power after 24 hours. Damge +1D6 damage, Stun 1D6 rounds, Stat Decrease (choose one) 1D6 hours. ST are vs 10+ Assassin level)
• Impersonation (can disguise and act as any class, social status)
• Mark of the Shaman (Feared by other tribe members/similiar culture)


2 responses to “Microlite 20 Character Builder – Skills and Special Abilities

  • The Bane

    Looking good. Would have loved to hear more about Skills.

    Will there still be the +3 level to starting characters in their niche Skill?

    With only four Skills, five if you add in Survival – which I do, not sure how you intend Minor or Lesser Skills. Are they part of the four or five regular Microlite20, or in addition to?

    Great job btw!

  • bunkerclub55

    I am not sure about the skills, if we use the Major Skill value for all the skills related to class we can avoid the standard skill method. When i saw this on M20 forum i liked it a lot becouse it prevents from adding new special skills for classes (like survival), with this system they are included in the Major Skill group. All skills that are too specific, read tracks, survival, stealth related can be Special Abilities instead, but at the same time a thieflike class will have all the stealth skills as “Major Skills” while a ranger that has limited choice of em will have Hide in Shadow as Special Ability … i mean, something that is standard for a class (a skill) can be special for another.

    About the bonus at 1st level, i dnt think it is needed , if we use the standard 10+ lvl bonus (+stats bonus when allowed) VS difficulty (10,15, 20,25 and 30 usually) tasks will be challenging till 10th lvl.

    but if we want to play with “purest essence” we can easily give the +3 bonus to the most suited skill for our new class.

    The skills groups works melting togheter the basic skills. With standard skill system if u are a warrior and u want to rally ur troops u need a Comm skill roll, but u are a warrior and ur main bonus is on Phys, with grops skills u can roll on ur main value for all actions that fit ur class description, and the progression of other knowledges is slower.


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