Ultramicrolite20 was originally conceived as Microlite20 boiled down even further. Ultramicrolite20 is ideal for when you have the roleplaying itch, but don’t have your gamebooks or character sheets with you.
All you need is a blank piece of paper or note card to use as a character sheet, and a d20 or a dice-rolling app on your smartphone or tablet. However, having a couple extra pieces of scratch paper or another mobile device to take notes with is recommended, especially for campaigns that are longer and more complex.
This new expansion focuses on flexibility and versatility without adding too much or boiling it down any further. The rules are meant to be somewhat flexible, mainly in regards to giving game masters more of a blank canvas than a predefined setting and ruleset.
Even though Ultramicrolite20 was designed for simplicity, this expanded guide aims to allow for more types of games, including longer campaigns as well as campaigns that are more experimental.
Characters have four stats:
Strength, Dexterity, Mind & Charisma
Characters get seven ability points to spend between the three abilities. Each ability point is a +1 bonus. The game master can set maximum ability bonus limits, as well as setting a minimum of +1 for each ability.
Optional: For games involving superhumans, demigods, interdimensional beings, cyborgs, and/or any other types of characters with extraordinary abilities may be awarded an extra one to three ability points as per the game master.
Game masters should make sure to equally dole out bonus points if this is the case.
Characters have four skills:
Physical, Subterfuge, Communication & Knowledge
Characters get seven skill points to spend between the four skills. Each skill point spent is a +1 bonus to that skill.
If the character survives ten combats or succeeds in ten skill checks, add +1 to all four skills. The game master ultimately decides if this award of skill points stacks and how to implement this effect. This could be seen as a simplified way of “leveling up” a character, akin to many other role playing game systems. Players can mark each skill increase as a level up on their character sheet, if desired.
Actions are resolved by rolling 1d20 + relevant skill bonus + relevant ability bonus. Roll equal or higher than given DC (Difficulty Class) or higher than opponent’s AC to succeed.
Optional: The game master may give bonuses up to +2 or penalties up to -2 for specific actions, environmental effects, current state of the character, etc.
Initiative is determined using 1d20 + Dexterity, rolled at the beginning of combat. Combat consists of special action rolls:
If 1d20 + Physical + Strength + Weapon Bonus (if any) beats the DC or enemy’s AC, it’s a hit.
+1 bonus for brass knuckles and very small slashing/piercing weapons, +2 for small bludgeoning and slashing/piercing weapons, +4 for large slashing/piercing and bludgeoning weapons. Additional +1 for mastercraft weapons.
If 1d20 + Physical + Dexterity + Weapon Bonus (if any) beats the DC or enemy’s AC, it’s a hit.
+2 bonus for pistols, +4 for shotguns and rifles without scopes, +6 for sniper rifles with scopes and assault weapons, +10 for bazookas/cannons. Additional +1 bonus for laser weapons.
If 1d20 + Knowledge + Mind beats the DC or enemy’s AC, it’s a hit. However, if the character is using music or some sort of a performance as part of the attack, use Charisma instead of Mind.
If 1d20 + Communication + Charisma beats the DC or enemy’s AC, it’s a hit. If applicable to the situation, the Knowledge skill can be used instead of Communication.
AC (Armor Class) determines the character’s defense against melee and ranged attacks. AC is 10 + Dexterity + Armor Bonus (if any)
+1 bonus for leather, +3 for chain mail or bulletproof vest, +5 for riot gear, +10 for powered suit, +1 bonus for small shield, +2 for medium shield, +3 for large shield, etc.
Shields can’t be wielded with two-handed weapons.
Will determines the character’s defense against magic attacks and social combat. Will is 10 + (Mind x 2).
If a character is hit three times in a single physical combat encounter, they become unconscious. The player must make three successful death save rolls to survive. A death save roll is 1d20 + Strength + Physical. The DC for a death save roll is 15. Three failed death save rolls will result in the character’s death. Enemy characters and NPCs do not roll death save rolls.
Health can be restored by food, water, rest, medkits, potions, and other items at the game master’s discretion.
In social combat, a similar system is used. If a character suffers three social wounds, they have been outwitted. However, what happens next is up to the game master. Wounds from physical and social combat should be kept separate in most cases. One example of social combat that could result in physical wounds are charisma based magic attacks.
Hazards & Effects
Roll 1d20 + Physical + Dexterity to beat DC (DC = feet fallen). A failed roll means the character suffers at least one wound, per the game master. If the fall is greater than 20 + Physical + Dexterity, the character suffers two wounds, unless the player can roll a natural 20, in which they only suffer one wound.
Roll 1d20 + Physical + Dexterity to beat DC (DC = feet fallen) and suffer one wound. A failed roll means the character suffers two wounds, and the player rolls again to beat a DC of 15 for their character to stay conscious. If the player rolls a natural 20, they take no damage. If the fall is greater than 20 + Physical + Dexterity, the character rolls again to beat a DC of 15 to stay conscious.
Extreme Heat & Cold
Without protection, 1d20 + Physical + Strength save every three turns (DC 15, +1 each roll after that). One wound for each failed save.
Without immunity, roll 1d20 + Physical + Strength to avoid or reduce damage or any other effects.
Effects and DC are decided by game master. If the player rolls a natural 20, the character gains immunity to the poison. Again, the effects of poison immunity are decided by the game master.
Depending on type, either roll 1d20 + Will, 1d20 + Physical + Strength or 1d20 + Physical + Mind to avoid or reduce damage or any other effects.
Effects and DC are decided by game master. If the player rolls a natural 20, the character is asymptomatic (no effects on character) and/or becomes immunized to the illness. Again, the effects of these are decided by the game master.
Depending on type, either roll 1d20+Will or 1d20 + Physical + Mind to beat DC. Like poison, effects and DC are decided by game master.
Unlike poison, psychoactives could have positive effects on the character if the roll beats the DC. Addiction to psychoactives can cause wounds and penalties to stats as the character experiences withdrawal, as per the game master.
Published by KSBP, 2015-2020
Ultramicrolite20 Expanded Guide Final Version – 23 Jun 2020 (Markdown) ←You are reading this version.
Ultramicrolite20 Expanded Guide First Version – 27 May 2017 (PDF/Markdown)
Ultramicrolite20 Expanded Guide Final Draft – 20 Apr 2017 (PDF/DOC/Markdown)
Ultramicrolite20 Expanded Guide Second Revised Draft – 23 Dec 2016 (PDF/DOC/plaintext)
Ultramicrolite20 Expanded Guide Revised Draft – 24 Feb 2016 (plaintext)
Ultramicrolite20 Expanded Guide First Draft – 11 Nov 2015 (plaintext)
Written by Stev
Ultramicrolite20 Revised Version by Domino Writing – 13 Sept 2015 (PDF)
Microlite20 Purest Essence SRD by Robin V. Stacey, Darrell King & Al Krombach – circa 2008 (PDF)
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc.
and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”).
All Rights Reserved.
1. Definitions: (a)“Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)“Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; © “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)“Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor; (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content; (h) “You” or “Your” means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15. COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.