Microlite20 - Moderno

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    Conceptos bsicos

    Caractersticas, razas, magia, combate, nombre, equipo

    inicial, Otros Peligros y el Avance de nivel son como en el

    Reglamento de Microlite20 modicado de acuerdo con tu

    campaa. Este manual est destinado a un setting en que

    los pjs sean humanos, sin embargo, si se usan razas no

    humanas, sustituye las clases por las razas.

    Clases

    Las clases Microlite20 Moderno tienen dos partes: la clase

    heroica y una ocupacin inicial. Los Personajes empiezan

    en el nivel 1.

    Las clases Heroicas son la denicin amplia y bsica de

    los dones naturales de los personajes. Selecciona una de

    las clases heroicas de la siguiente lista:

    Hroe Fuerte: +2 FUEHroe gil: +2 DESHroe Inteligente: +2 MENHroe Carismtico: +2 MEN/+2 CAR (si se aplica laregla opcional del Carisma)

    Las Ocupaciones son los aspectos ms detallados y

    especializados de las habilidades de los personajes.

    Representan lo que el personaje ha aprendido a lo largo de

    su profesin. Seleccione una de las ocupaciones:

    Acadmico: +2 Conocimiento

    Aventurero: +2 Fsicas

    Atleta: Fsicas +2

    Trabajador: +2 Fsicas

    Celebridad: +2 Comunicacin

    Creativo: +1 a Conocimiento y a Fsicas

    Criminal: +2 Subterfugio

    Diletante: +1 a Fsicas y Subterfugio

    Doctor: +2 Conocimiento

    Servicios de Emergencia: +1 a Conocimiento y a Fsicas

    Empresario: +1 a Conocimiento y a Subterfugio

    Investigador: +1 a Comunicacin y a Conocimiento

    Agente de la ley: +1 a Fsicas y a Subterfugio

    Militar: +2 Fsicas

    Religioso: +1 Comunicacin y a Conocimiento

    Granjero: +2 Fsicas

    Estudiante: +2 Conocimiento

    Tcnico: +2 Conocimiento

    Ofcinista: +1 a Comunicacin y a Conocimiento.

    Los bonos del Guerrero y el Pcaro del Microlite20 pueden

    ser usados para las siguientes Ocupaciones: Criminal,

    Agente de la Ley y Criminal.

    Heroicidad

    El Herosmo es un bono igual al nivel del PJ (1 a nivel 1,2 a nivel 2 etc.) y puede ser aplicado una vez por da para

    subir alguna de las siguientes tiradas de dados o valores:

    1. Bono de Ataque2. Dao3. Tirada de Salvacin4. Tirada de Habilidad5. CA del personaje

    Combate

    Las Armas de Fuego usan el bono del ataque con proyectiles

    descrito en el Microlite20.

    Rfaga: Un arma de fuego automtico puede disparar unapequea rfaga sobre un oponente. El atacante sufre un -6

    al ataque y hace el doble de dao.

    Fuego automtico: Un arma automtica puede rociar debalas a varios oponentes a un mximo de 9 metros. La CA

    a superar siempre ser 14. Los que estn en la zona de tiro

    tendrn que hacer una TS de DES a CD 15 para no ser

    impactados.

    Lanzar explosivos: Estas armas (por lo general granadas)requieren que el atacante realice una tirada de ataque con

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    proyectiles (sin penalizacin) dirigida a una zona

    particular, de 3 mt por 3 mt, con una CD de 10. Cualquier

    personaje dentro del radio de la explosin (ver los

    detalles de explosivos en el SRD) puede hacer una tirada

    de Destreza+ Fs (CD est en la lista de explosivos) para

    recibir slo la mitad de dao si la pasan.

    CA: Como en el mundo moderno las armas son muy

    letales y la gente no acostumbra a llevar armadura, la CAsufre una ligera variacin a la hora de calcularla:

    CA= 10+ mod DES+ bon armadura+ nivel del pj.

    Riquezas

    Iniciales: 2D4+1Todos los personajes tienen un bonicador de riquezas

    que indica su poder adquisitivo. Cuando el personaje

    quiera comprar algo, har la siguiente tirada:

    D20+Bono de Riquezas contra la CD de compra delobjeto.Si el bono de compra supera la CD del objeto, lo consigue

    automticamente

    Cuando compres objetos en los cuales su CD sea mayor

    que tu bono o de 15 o +, tu bono de riquezas disminuir

    tal que as:

    CD de compra

    Reduccin de Riqueza

    1-10 por encima de riqueza actual

    1 punto11-15 por encima de riqueza actual 1d6

    puntos

    16+ por encima de riqueza actual 2d6

    puntos

    Para recuperar riquezas bien puede ser mediante

    robndolo, ganndolo o mediante una tirada de ocio

    (aumentando en este caso en +1 por cada xito por cada

    5 puntos superados de la CD otro +1).

    Vehculos

    Los vehculos, son equipo que cuenta con caractersticas.

    Maniobra (modica las tiradas de conducir), Defensa (su

    CA), RD y PG (su reduccin de dao y su vida) y Valor

    de compra. Los vehculos tienen varias velocidades con

    un modicador. Estacionario o lento (0), Velocidad media

    (1), Velocidad rpida (2), A fondo (4). Esos modicadores

    se aplican positivamente a la Defensa del Vehculo y

    negativamente a las acciones de los pasajeros.

    Ejemplos:

    -Coche:Maniobra: -1

    RD/PG: 5/30

    Defensa: 8

    VC: 30

    - Camin:Maniobra: -2

    RD/PG: 5/36

    Defensa: 8

    VC: 35

    - Moto:Maniobra: +2

    RD/PG: 5/20

    Defensa: 10

    VC: 26

    - Tanque:Maniobra: -4

    RD/PG: 20/64

    Defensa: 6

    VC: 47

    Equipo

    Usa las tablas de equipo moderno del SRD.

    Armas

    A continuacin se mostrarn ejemplos de diferentes tipos

    de armas...

    Arma Dao CdF Cargador

    Revolver Ligero 2d4 S 6

    Revolver Pesado 2d6 S 6

    Pistola Ligera 2d6 S 17

    Pistola Pesada 2d8 S 8

    Fusil 2d10 T 5

    Ametralladora pequea 2d6 S,A 30

    Ametralladora grande 2d6 S,A 20

    Ametralladora pesada 2d12 A Cinta

    Fusil de Asalto 2d8 S,A 30

    Escopeta 2d8 S 2

    Lanzacohetes 10d6 T 1

    Explosivo Dao rea CDDES

    Granada Frag. 3d6 12 mt 15

    Dinamita 2d6 3 mt 15

    C4 4d6 6 mt 18

    Termita 6d6 3 mt 12

    Fsforo Blanco 2d6 12 mt 12

    Armaduras

    A continuacin se mostrarn ejemplos de los diferentes

    tipos de proteccin disponibles en la era moderna:

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    Armadura Tipo Bonus

    Ropa Gruesa Ligera +1

    Chaleco Antibalas Ligera +2

    Kevlar Ligera +3

    Antibalas completo Media +4

    Antidisturbios Pesada +5

    Escudo Antidisturbios Escudo +2

    Bestiario

    - Cazarecompensas: DG 2d8+1 (10 pv), CA 16 (18), At.C.C+3 (d4+2) / At. Distancia. +3.

    - Cientfco criminal: DG 2d6 (6 pv), CA12, At. C.C -1

    (d3-1) / At. Distancia. +1

    - Criminal: DG2d8 (8 pv), CA 13 (15), At. C.C -1 (d3+1)/ At. Distancia +3.

    -Dilettante:DG 2d6+1 (8 pv), CA 15, At. C.C -1 (d3-1)/ At. Distancia +2.

    - Camello: DG 2d8+2 (12 pv), CA 12 (14), At. C.C +1(d3+1) / At. Distancia +1.

    - Lder Mafoso: DG 2d6+2 (10 pv), CA 12 (13), At. C.C

    +4 (d6+2) / At. Distancia +2.

    - Mafoso: DG 2d8+2 (12 pv), CA 16 (17), At. C.C +2(d6+1) / At. Distancia +2.

    - Mecnico: DG 2d6+1 (8 pv), CA 10, At. C.C +3 (d3+2)/ At. Distancia +0.

    -Ofcial de Polica: DG 2d6+2 (10 pv), CA 13 (17), At.

    C.C +3 (d3+2) / At. Distancia +2.

    - Poltico: DG 2d6 (6 pv), CA 11, At. C.C-1 (d3-1) / At.

    Distancia +1.

    - Investigador Privado: DG 2d6+2 (10 pv), CA 13, At.

    C.C +2 (d6+1) / At. Distancia +1.

    - Periodista: DG 2d6 (8 pv), CA 12, At. C.C -1 (d3-1) /

    At. Distancia +1.

    - Acadmico: DG 2d6 (6 pv), CA 12, At. C.C -1 (d3-1) /At. Distancia +1.

    - Soldado: DG 2d8+1 (10 pv), 16 (18), At. C.C +3 (d4+2)

    / At. Distancia +3.

    - Conductor de Taxi: DG 2d6+1 (8 pv), CA 16, At. C.C+1 (d3+1) / At. Distancia +2.

    - Terrorista: DG 2d6+2 (10 pv), CA 12 (14), At. C.C +1(d3+1) / At. Distancia +1.

    - Matn: DG 2d6+2 (10 pv), CA 13 (14), At. C.C +4(d6+2) / At. Distancia +2.

    Microlite20 ModernOPEN GAME LICENSE Version 1.0a

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