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MICROLITE 20

MODERNO
Conceptos bsicos

Caractersticas, razas, magia, combate, nombre, equipo Investigador: +1 a Comunicacin y a Conocimiento


inicial, Otros Peligros y el Avance de nivel son como en el
Reglamento de Microlite20 modificado de acuerdo con tu Agente de la ley: +1 a Fsicas y a Subterfugio
campaa. Este manual est destinado a un setting en que
los pjs sean humanos, sin embargo, si se usan razas no Militar: +2 Fsicas
humanas, sustituye las clases por las razas.
Religioso: +1 Comunicacin y a Conocimiento
Clases
Granjero: +2 Fsicas
Las clases Microlite20 Moderno tienen dos partes: la clase
heroica y una ocupacin inicial. Los Personajes empiezan Estudiante: +2 Conocimiento
en el nivel 1.
Tcnico: +2 Conocimiento
Las clases Heroicas son la definicin amplia y bsica de
los dones naturales de los personajes. Selecciona una de Oficinista: +1 a Comunicacin y a Conocimiento.
las clases heroicas de la siguiente lista:
Los bonos del Guerrero y el Pcaro del Microlite20 pueden
Hroe Fuerte: +2 FUE ser usados para las siguientes Ocupaciones: Criminal,
Hroe gil: +2 DES Agente de la Ley y Criminal.
Hroe Inteligente: +2 MEN
Hroe Carismtico: +2 MEN/+2 CAR (si se aplica la Heroicidad
regla opcional del Carisma)
El Herosmo es un bono igual al nivel del PJ (1 a nivel 1,
Las Ocupaciones son los aspectos ms detallados y 2 a nivel 2 etc.) y puede ser aplicado una vez por da para
especializados de las habilidades de los personajes. subir alguna de las siguientes tiradas de dados o valores:
Representan lo que el personaje ha aprendido a lo largo de
su profesin. Seleccione una de las ocupaciones: 1. Bono de Ataque
2. Dao
Acadmico: +2 Conocimiento 3. Tirada de Salvacin
4. Tirada de Habilidad
Aventurero: +2 Fsicas 5. CA del personaje

Atleta: Fsicas +2 Combate

Trabajador: +2 Fsicas Las Armas de Fuego usan el bono del ataque con proyectiles
descrito en el Microlite20.
Celebridad: +2 Comunicacin
Rfaga: Un arma de fuego automtico puede disparar una
Creativo: +1 a Conocimiento y a Fsicas pequea rfaga sobre un oponente. El atacante sufre un -6
al ataque y hace el doble de dao.
Criminal: +2 Subterfugio
Fuego automtico: Un arma automtica puede rociar de
Diletante: +1 a Fsicas y Subterfugio balas a varios oponentes a un mximo de 9 metros. La CA
a superar siempre ser 14. Los que estn en la zona de tiro
Doctor: +2 Conocimiento tendrn que hacer una TS de DES a CD 15 para no ser
impactados.
Servicios de Emergencia: +1 a Conocimiento y a Fsicas
Lanzar explosivos: Estas armas (por lo general granadas)
Empresario: +1 a Conocimiento y a Subterfugio requieren que el atacante realice una tirada de ataque con
proyectiles (sin penalizacin) dirigida a una zona Defensa: 8
particular, de 3 mt por 3 mt, con una CD de 10. Cualquier VC: 30
personaje dentro del radio de la explosin (ver los
detalles de explosivos en el SRD) puede hacer una tirada - Camin:
de Destreza+ Fs (CD est en la lista de explosivos) para Maniobra: -2
recibir slo la mitad de dao si la pasan. RD/PG: 5/36
Defensa: 8
CA: Como en el mundo moderno las armas son muy VC: 35
letales y la gente no acostumbra a llevar armadura, la CA
sufre una ligera variacin a la hora de calcularla: - Moto:
CA= 10+ mod DES+ bon armadura+ nivel del pj. Maniobra: +2
RD/PG: 5/20
Defensa: 10
VC: 26
Riquezas
- Tanque:
Iniciales: 2D4+1 Maniobra: -4
Todos los personajes tienen un bonificador de riquezas RD/PG: 20/64
que indica su poder adquisitivo. Cuando el personaje Defensa: 6
quiera comprar algo, har la siguiente tirada: VC: 47
D20+Bono de Riquezas contra la CD de compra del
objeto. Equipo
Si el bono de compra supera la CD del objeto, lo consigue
automticamente Usa las tablas de equipo moderno del SRD.
Cuando compres objetos en los cuales su CD sea mayor
que tu bono o de 15 o +, tu bono de riquezas disminuir Armas
tal que as:
A continuacin se mostrarn ejemplos de diferentes tipos
CD de compra de armas...
Reduccin de Riqueza
1-10 por encima de riqueza actual Arma Dao CdF Cargador
1 punto
11-15 por encima de riqueza actual 1d6 Revolver Ligero 2d4 S 6
puntos Revolver Pesado 2d6 S 6
16+ por encima de riqueza actual 2d6 Pistola Ligera 2d6 S 17
puntos Pistola Pesada 2d8 S 8
Fusil 2d10 T 5
Para recuperar riquezas bien puede ser mediante Ametralladora pequea 2d6 S,A 30
robndolo, ganndolo o mediante una tirada de oficio Ametralladora grande 2d6 S,A 20
(aumentando en este caso en +1 por cada xito por cada Ametralladora pesada 2d12 A Cinta
5 puntos superados de la CD otro +1). Fusil de Asalto 2d8 S,A 30
Escopeta 2d8 S 2
Vehculos Lanzacohetes 10d6 T 1

Los vehculos, son equipo que cuenta con caractersticas.


Maniobra (modifica las tiradas de conducir), Defensa (su Explosivo Dao rea CDDES
CA), RD y PG (su reduccin de dao y su vida) y Valor
de compra. Los vehculos tienen varias velocidades con Granada Frag. 3d6 12 mt 15
un modificador. Estacionario o lento (0), Velocidad media Dinamita 2d6 3 mt 15
(1), Velocidad rpida (2), A fondo (4). Esos modificadores C4 4d6 6 mt 18
se aplican positivamente a la Defensa del Vehculo y Termita 6d6 3 mt 12
negativamente a las acciones de los pasajeros. Fsforo Blanco 2d6 12 mt 12

Ejemplos: Armaduras

- Coche: A continuacin se mostrarn ejemplos de los diferentes


Maniobra: -1 tipos de proteccin disponibles en la era moderna:
RD/PG: 5/30
Armadura Tipo Bonus - Terrorista: DG 2d6+2 (10 pv), CA 12 (14), At. C.C +1
(d3+1) / At. Distancia +1.
Ropa Gruesa Ligera +1
Chaleco Antibalas Ligera +2 - Matn: DG 2d6+2 (10 pv), CA 13 (14), At. C.C +4
Kevlar Ligera +3 (d6+2) / At. Distancia +2.
Antibalas completo Media +4
Antidisturbios Pesada +5 Microlite20 Modern
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