Tag Archives: special abilities

Artefacts, basic powers and ego

Basic Powers of the Artefact
Control: An artefact can attempt to control any intelligent humanoid creature
Communications: an Artefact can communicate with any other artefact within 1 mile, and with its Vessel if the Ego Control Check is not Failure.
Stealing Lives: After they have Total Control over a vessel they learn everything about his culture, language and private life (havinga complete knowledge takes time, it could be a DM tool for role playing or adventure hooks)

Ego : +1/lvl
Ego checks: 1D20+ Ego VS 10+ HD + Mods

Earthling Creature with magic powers: +1
Magic Creature: +5
Extra Planar Creature: + ½ total HDs rounded up

Ego Control Checks
Degree of success:

-5 Failure
The Vessel has control over the Artefact, he is free to use its powers and ignore its will. All new Ego checks are made with a malus of -3

-4/-1 Mental Fight
Every action of the Artefact needs an ego check,

+0/+4 Symbiosis
The Vessel and the Artefact two wills coexist in the same body, whenever the artefact wants to impose his will in a potentially dangerous situation (both physical and social) it must succeed in an ego check. The behavior and knoledge are deeply influenced by the vessel, the artefact’s knoledges and personality can emerge when its purpose is active or after an ego check.

+5 Total Control
The Vessel is totally controlled by the Artefact, in 1D6 days the artefact will learn everything about the vessel’s life, the Artefact can uses at will any of the Vessel’s skills and special abilities, can speak with his mouth and in few words it substitutes the Vessels personality.

After a given time the Artefact can attempt to increase its control over the Vessel rolling a new Control Check. The time needed for this action is 1D6+ HDs of the vessel + ego checks Modifiers in days. If the actual Control Check is a Failure the Artefact has to wait this amount of days and roll to leave the Vessel. Leaving a Controlled Vessel also needs a check.

Artefacts gain experience when they Control a new Vessel and from Story Awards related to their Purpose. Defeated opponents grants only the 50% of normal XP.
Vessels gain full XP of defeated monsters if the Control Check is Failure or Mental Fight, 50% if in Symbiosis and no experience if in Total Control.

Powers and special abilities of the artefacts will follow …


Nobles ad Officers – The Court M20 new classes

• Melee Attack Bonus: +1/2 lvl
• Missile Attack Bonus: +1/2 lvl
• Magic Attack Bonus: +1/3 lvl
• Armor: heavy, shield
• Weapon: 1D8, all missile
• Special Abilities: Authority (lower classes bow and obey, officers, advisors and the ruler must receive you and grant some favours), Revenue (each month he can spend up to 1D6x500 gp, money isn’t stockable), Read Scrolls (arcane)

Trained from the youth to be a leader, a noble will always show his social status and take advantage from it. If you play a noble you will be the heir of one of the most famous House of the region.They usually stand for causes that can advance their Houses in the social ranking with no regrets about the losses.

• Melee Attack Bonus: +1/2 lvl
• Missile Attack Bonus: +1/2 lvl
• Magic Attack Bonus: no
• Armor: medium, shield
• Weapon:1D8, polearm, crossbow
• Special Abilities: Call Guards (at every moment an officer can summon guards, when he has time he can summon up to Lvlx2 +1D6 guards, in sudden situations 1D6+1 guards), Man of the Law (you can accuse, jail, interrogate, search)

Probably you are a minor noble, you serve under the citywatch, you have access to court.

Microlite 20 – 3 new classes for your plots

Other 3 classes for your plots!

Foreign Diplomat
• Melee Attack Bonus: +1/4 lvl
• Missile Attack Bonus: +1/4 lvl
• Magic Attack Bonus: +1/3 lvl
• Armor: none
• Weapon: 1D4, crossbow
• Special Abilities: Promises (your contry can give you the authority to sign trade agreements, information sharing, not always fulfilled), Immunity (local law can’t touch you, if the crime is severe you can be sent back to your country), Read Scrolls (arcane)
Your country sent you here for a reason, when a kingdom is in disgrace the opportunities are many, yours is the task to find them.

Guilds Member
• Melee Attack Bonus: +1/3 lvl
• Missile Attack Bonus: +1/3 lvl
• Magic Attack Bonus: no
• Armor: light
• Weapon: 1D6, crossbow
• Special Abilities: Blackmail ( in accordance with the Guilds you can put on the bargaining table an offer and a convincing threat like the rise of grain price or the block to works on the new dock), Funds (if the Guilds think that your idea is worth you can have money to realize it, hiring an assassin, buying equipment, bribing an officer)
Guilds are Trade, Trade is Money, and you are a men of the Guilds, nobles can have their titles, you have the coins, and with coins you can support them untill they please your interests, I mean … the Guilds’ interests. A guilds Member is loyal only to the Guilds, not even to other PCs, if he breaks the trust he will never gain it again.

• Melee Attack Bonus: +1/lvl
• Missile Attack Bonus: +1/2 lvl
• Magic Attack Bonus: no
• Armor: heavy, shield
• Weapon: all melee, crossbow, throwing
• Special Abilities: Fearless, Trusted (your words are trusted as a legal evidence)
When a noble is also a skilled warrior he becomes a knight, higher in rank than all officers. You can serve the army or an order of knights with specific rules of conduct. A knight has fewer ties to his family and often considers his order or lord his new family, sharing with them the beliefs and purposes.

New classes for a Conspiracy setting – Microlite 20

These are new classes for a conspiracy setting, an urban campaign set in the court of a decadent kingdom, where is difficult to meet an orc but easy to be stabbed by words and daggers. Adventures should be centered on political plots, the aim of the campaign is to defend the crown or bring the country into the chaos of a civil revolt. Interaction with NPCs is more important than pure combat.

Inspirations for adventures may come from old classics (The Three Musketeers) or fantasy sagas (A Game of Thrones).
• Melee Attack Bonus: +1/4 lvl
• Missile Attack Bonus: +1/4 lvl
• Magic Attack Bonus: +1/3 lvl
• Armor: none
• Weapon: 1D4, crossbow
• Special Abilities: Influence (your wise advices can modify, stop, support the requests of other advisors, nobles, Guilds members, officers, diplomats), High Rank (you are one of the King’s men, even if not noble you are feared, respected and obeyed), Read Scrolls (arcane)
You are one of the leader of the country, your ideas and opinions are listened by the ruler himslef, at higer levels you could even have a quarrel with him ad win, depending by the influence you gained with your contacts and plots.

• Melee Attack Bonus: +1/3 lvl
• Missile Attack Bonus: +1/3 lvl
• Magic Attack Bonus: +1/2 lvl
• Armor: light
• Weapon: 1D4, crossbow
• Special Abilities: Banter (if you know a secret you can write a song about your target, all his social tasks will have a malus of ½ of your levels for 2D4 days), Read Scrolls (arcane)
Can cast Arcane spell with a spell level equal or below their current level /4 rounded up
Everyone enjoys music and smart jokes. You are welcomed and well paied untill you please your listeners, and you perfectly know this fact. With your songs you gained a place at the court, the king enjoys your music, you are one of the few that can really check his thoughts and feelings, or you can chose to be close to another faction and make fun of him …

• Melee Attack Bonus: +1/3 lvl
• Missile Attack Bonus: +1/3 lvl
• Magic Attack Bonus: +1/3 lvl
• Armor: light
• Weapon: 1D6, crossbow
• Skills: (optional, a one word description of the Major Skills, Minor skills, Lesser skills)
• Special Abilities: Gossip (can spread false or true voices, ruin a career, uncover a plot, bait for other informations), Read Scrolls (arcane)
You are part of the lesser nobility, leeching in the court, living of smiles and bows. You have access to many informations, no one is too high or too powerful to hide his vices, his sins and secrets. A courtier can also be a powerful noble now fallen in disgrace.

• Melee Attack Bonus: +1/lvl
• Missile Attack Bonus: +1/3 lvl
• Magic Attack Bonus: no
• Armor: medium, shield
• Weapon: All, crossbow
• Special Abilities: Feared (opponents aware of his profession fights with -2 to hit and +1 AC, defensive stance, only knights and special units ignore this rule), Lethal (if the to hit roll is 5 higher than opponent AC the duelist deals +1D6 damage every 5 lvl), Fearless.
A noble in disgrace or a skilled adventurer, you can fight for nobles or for yourself, everyone in town knows your name, people loves romantic swordmasters. You can be a selfish disenchanted individual or an hopeless idealist, either way you are deadly, and you like it.

Microlite 20 Class Builder – Armors and Weapons

This is the last part of the Builder, I am creating new classes for a specific campaign with this method, I will post here the results, and make a PDf with everything 😀

Equipment depends by the technological level, the social status that the class represents in its culture and the relevant skill in melee and missile (eg. a tribal champion doesn’t wear a full plate while a knight does even if both represent the excellence of martial skill in their cultures).


Shield: everyone related to a martial profession with at least a melee attack bonus of +1/3 lvl.

None: Wizard, Priest, Doctor, Artisan, Healer, Politician, Shaman.
Pure spell users and academics usually wear no armor, but there can be exceptions, but not higher than light armors (eg. war wizards, shamans, northern cultures).

Light: Trader, Scout, Ranger, Barbarian, Primitive or Clan member.
Almost everyone can wear a leather armor, and even a studded one.

Medium: Mercenary, Professional Soldier.
Charachters with a military background or relevant melee skills wear medium armors.

Heavy: knight, Elite Units, Noble.
Heavy armors are rare, expensive and difficult to wear, only elite units and special characters use them.
The Attack bonus is a good way to define which weapons a class can use but still, each class should have access to weapons that fit its description, there are many exceptions, just take note of the special weapons that a class can use. A wizard could be able to use staves, or crossbows; a shaman could use spears; some rare cultists without a good melee skill can still use the weapon of choice of their god even if a 2 handed sword; militia/citywatch can’t use a 2 handed sword but in some advanced civilizations could handle a polearm. As optional rule for Melee Weapons we can say that is possible to use every weapon, but the damage dealt is limited by the Damage Dice that the class can use, so a pure caster with a 2 handed sword will deal 1D4 damage becouse he isn’t trained in that weapon and doesn’t know how to use it efficiently.
Melee Weapon Choice (by damage)

1D4: Everyone can use these weapons

1D6: These weapons are often tools or very simple war weapons, like maces, a melee bonus of +1/3 lvl or higher is needed.

1D8: Using properly these weapons needs a training, suggested for classes with a melee bonus of +1/2 or higher.

1D10+ : A long training and exercise are needed, suggested for classes with a melee bonus of +1/lvl.
Missile Weapon Choice (by weapon)

Crossbow : Everyone can use a crossbow, it’s a simple and lethal weapon.

Short Bow : A missile bonus of +1/2 lvl or higher is needed.

Long Bow: Suggested for classes with a missile bonus of +1/lvl.

Sling/Staffsling: Suggested for classes with a a missile bonus of +1/3 lvl or higher.

Throwing Weapons: Suggested for classes with a missile bonus of +1/3 lvl or higher.

Gunpowder weapons: The great revolution, everyone can be deadly with a gun, and with no training, aim and shot!

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)