TEXT: ANCIENT AUGURIES (A MICROLITE74 VERSION 2.0 SUPPLEMENT) 
  - 1 - 
  A number of rules supplements were published for that very first 
  (“0e”) fantasy roleplaying game published back in 1974. All 
  those supplements contained material that the GM could choose 
  to allow (or not allow) into her campaign on a case-by-case, 
  rule-by-rule basis. The rules in this Supplemental Rules section 
  are designed in the same way.  
   
  Each item is independent and can be added or ignored as the 
  GM decides. Some sections may interfere with or contradict 
  other sections. Some of these supplemental sections add 
  material from the original 0e supplements while others had 
  interesting ideas from other sources – even interesting material 
  from modern rules sets “backported” to 0e for Microlite74. 
  Supplemental Classes & Class Abilities 
  Specialist Class 
  Specialists can wear light armour, use shields and any weapon. 
  Physical Combat Bonus is Level/3, round up. A specialist has 
  special knowledge of and/or skill in one broad area selected with 
  the approval of the GM. The GM will give strong consideration 
  the specialist’s area of knowledge when deciding if the 
  specialist's actions succeed. If the GM decides a skill roll is need 
  for an action clearly falling within the specialist’s area of special 
  expertise, the activity is considered directly related to the 
  character’s class and the character receives a +1 bonus at first 
  level, +3 at fifth Level, +5 at tenth level, etc.  
   
  Notes for the GM: The Specialist class could easily be used for a 
  thief or a ranger. A specialist normally cannot do anything 
  any other character class could not try to do, they are just 
  far better than the average character at tasks that clearly 
  fall within their area of specialization. For example, anyone 
  can try to disarm a mechanical trap, but a thief specialist 
  should be much more likely to succeed without even 
  having to roll. 
  Fighter Special Abilities 
  Fighters may select one special ability from this list at levels 3 
  and at level 6. (Optional: for high powered campaigns, allow 
  fighters to select one ability at levels 3, 6, 9, 12, etc.) Each 
  fighter special ability may only be selected once. 
   
  Accuracy - A fighter with this special ability rolls a 1d8 for 
  damage (instead of 1d6) with thrown or missile weapons. 
   
  Berserker Rage – A fighter with this special ability may go into a 
  berserker rage when in combat. During a berserker rage, the 
  always fighter attacks the nearest foe (determine randomly if 
  multiple foes in range). His ferocity doubles his fighter bonus to 
  his attack roll and his damage. To break off combat (before all 
  foes are dead) the berserk fighter must make a MIND save 
  versus a DC of 10 (plus 2 for every opponent still standing) in 
  order to break off from fighting. Each round the fighter is 
  berserker costs him 2 hp, subtracted immediately after the 
  berserker rage ends. A berserk fighter cannot use any combat 
  stunts nor the Find Weakness, Leadership, or Tactical Expertise 
  fighter special abilities. 
   
  Brutal Attack – A fighter with this special ability rolls a 1d8 for 
  damage (instead of 1d6) with melee weapons.  
   
  Cleave - After a fighter with this special ability kills an opponent, 
  he may immediately make another attack against any still-
  standing foe. The maximum number of attacks he can make in 
  one round is equal to his level. 
   
  Dodging - When not wearing armour, a fighter with this special 
  ability may add 1/2 his level plus 1 for every point of dexterity 
  above 15 to his AC. 
   
  Find Weakness - When attacking an unaware opponent, a fighter 
  with this special ability may ignore any AC bonus the opponent 
  has due to armor worn. He is hitting at his opponent’s weak, 
  exposed areas. 
   
  Leadership - A fighter with his special ability has a number of 
  Leadership Points per day equal to his level plus one for every 
  charisma point above 13. These leadership points are like bonus 
  HP for the whole party - useable at the fighter’s discretion. For 
  example - James the Mage has 2 HP left and takes 12 damage, 
  which would knock him unconscious and reduce his STR by 10. 
  John the fighter has 15 leadership points, so he lets his 
  leadership absorb the blow rather than let James suffer a major 
  injury. The fighter has only 3 leadership points left, but the 
  James still has 2 HP and is still standing. 
   
  Tactical Expertise – A fighter with this special ability has a 
  number of Tactics Points per day equal to his level plus one for 
  every point of intelligence above 13. These points are spent 
  directly before the attack roll of anyone in the fighter’s party, 
  giving a +1 per point spent. Tactics Points can also be spent 
  before any enemy’s attack roll, giving a -1 per point spent. 
   
  Unarmed Combat - A fighter with this special ability does 1d6 
  damage with his bare hands (instead of the standard 1d2 bare 
  handed damage). 
   
  Notes for the GM: Some people feel that the Fighter class is too 
  weak at higher levels compared to the Magic-User and 
  Cleric. These special abilities allow limited mechanical 
  customization of Fighters without greatly increasing their 
  power or making the game more complex to play or GM. 
  Nevertheless, they do increase the power of the Fighter so 
  the GM needs to carefully consider the needs of her players 
  and her campaign before deciding to use these 
  supplemental rules, especially if the option allowing 
  fighters to select one special ability every three levels is 
  used. 
  Magic-User Special Abilities 
  All Magic-Users have the following special abilities. All require 
  the use of a special wand hand-made by the magic-user.  
   
  Create Handmade Wand - A Magic-User knows how to create the 
  handmade wand required for Magic-User special abilities. The 
  wand must be made by the Magic-User using it to function. 
  Creating the wand requires a knife, a living tree to cut the wand 
  from, and 12 minus the Magic-User's level hours (minimum of 1 
  hour) of uninterrupted time. 
   
  Magic Dart - A Magic-User can shoot a 1d6-1 dart of magic 
  energy from the tip of their handmade wand once per round 
  provided no other action is taken. They must roll to hit the 
  target normally. Range: short 60; medium 120; long 180. 
  Usable once per round if no other action taken. Requires 
  pointing a handmade wand at the target and costs 1 HP per use. 
  The visible effects can be whatever the Magic-User desires; note 
  that this does not affect damage, it only adds color to the 
  ability.  
   
  Minor Magic - Magic-Users can cast minor "everyday/non-
  combat" magic at will.  Attempting something the GM considers 
  abusive fails and causes the magic-users wand to explode 
  (doing 1d6 backfire damage to the magic-user unless save vs 
  MIND). Usable once per round if no other action taken. Requires 
  waving a handmade wand. Cost 1 HP per use. 
   
  Some examples: Light a candle or pipe with a flame from the 
  finger tip. Dust things – at first level a minor magic spell might 
  be needed for each shelf or piece of furniture, while at third 
  level a single spell might dust a room and at sixth level the 
  magic-user's the entire floor of a house or tower. Tie or untie a 
  knot. Float coins from the magic-users coin purse to a 
  merchant's hand. 
   
  Notes for the GM: Some people feel that the Magic-User class is 
  too weak and uninteresting to play at lower levels. These 
  special abilities add some magical flavour to the Magic-
  User without really increasing the power of the class. The 
  Magic Dart ability is no worse than letting a magic-user use 
  a sling (a fairly common house rule), but it has a more 
  magical feel. Minor Magic lets a Magic-User use magic for 
  minor mundane tasks which is fun but generally has no 
  effect on the game except, perhaps, to impress peasants 
  and the like. Note the 1d6-1 damage a magic dart can be 
  either 1 to 5 points or 0 to 5 points at the GM’s option. 
  
  -2-                                                                           ANCIENT AUGURIES (A MICROLITE74 VERSION 2.0 SUPPLEMENT) 
  Cleric Special Abilities 
  All Clerics have the following special abilities. The cleric must 
  have a holy symbol of his religion in hand to use these abilities. 
   
  Minor Divination - A cleric may spend 10 minutes in prayer 
  asking his deity whether or not a specific action would have 
  generally good or generally bad results from the deity’s point of 
  view. The cleric will have vague feeling of rightness or 
  wrongness. A cleric may do this at most 1 per day (+1 
  additional time per day every 5 levels). 
   
  Minor Healing Prayers - Immediately after combat, a cleric may 
  touch the wounds and pray over a being injured in that combat. 
  This costs the cleric 1 HP and will restore 1d3-1 hit points. This 
  may only be done once per being per combat and takes one 
  minute per being. 
   
  Smite - A cleric may imbue his normal weapon with holy power 
  allowing it to hit monsters that normally require silver or even 
  magical weapons to hit. Spending 1 HP before making the attack 
  roll will allow hitting monsters that require silver (or other 
  special non-magical) weapons to hit. Spending 2HP before 
  making the attack roll will allow hitting monsters that require 
  magical weapons to hit. 
   
  Notes for the GM: While the Cleric has a good mix of combat 
  and magical abilities, these special abilities add some nice 
  minor powers. The Smite ability is particularly useful as it 
  means that no party with a cleric will ever be caught 
  fighting creature they cannot possibly hit do to lack of 
  special weapon types. 
  Supplemental Skills 
   
  A simple skills system can be added to Microlite74, by 
  substituting the following rules for the standard skills rules. 
  Skills 
  While there are skills in Microlite74, they are not used the way 
  they are in most modern games. Instead of saying “I make my 
  (name of skill) roll,” players are expected to think like 
  adventurers, tell the GM what they are doing and the GM 
  decides if it will succeed in the situation. If the GM thinks the 
  plan is a good one and likely to work, it succeeds without a die 
  roll. If the GM thinks the plan is unlikely to work, then it fails 
  without a die roll. Only if the GM decides a random success 
  chance is truly needed will a skill roll, chosen by the GM, be 
  made. 
   
  There are just five skills in Microlite74: Communication, 
  Knowledge, Physical, Subterfuge, and Survival. Each class has a 
  class specific major class skill (Fighter: Physical, Magic-User: 
  Knowledge, Cleric: Communication) and a minor class skill of 
  the player’s selection. A character gets a +3 class bonus to his 
  major class skill. The player then selects two of the remaining 
  three skills as secondary skills. The remaining skill is a minor 
  skill. A player’s skill rank is: 
   
  Class Skill Rank = level + any bonuses due to class or race 
   
  Secondary Skill Rank = (level/2, round down) + any bonuses 
  due to class or race. 
   
  Minor Skill Rank = (level/4, round down) + any bonuses due to 
  class or race 
   
  When the GM calls for a skill roll, he will declare which skill and 
  stat the skill roll falls under and the player will make a skill roll. 
   
  Skill roll = 1d20 + skill rank + stat bonus + GM declared 
  situational modifiers (if any). 
   
  Roll higher than the GM assigned Difficulty Class to succeed. 
  Unless the GM rules otherwise, a natural roll of 20 always 
  succeeds. Suggest ball-park DCs: 12 for easy tasks, 15 for hard 
  tasks, 18 for difficult tasks, 21 for very difficult tasks, etc. 
   
  Notes for the GM: This is a simple skill system based on 
  standard Microlite20 skills. The only real change is that GM 
  as wider set of choices for what to roll to ask for when he 
  feels a roll is actually needed. However, what skills a 
  player selects as better/worse for his character can also 
  help the GM decide the results of an action without a skill 
  roll. If the supplemental Specialist class is used the GM 
  should select an appropriate skill to be the major class skill 
  based on the type of specialist character. The specialist 
  bonus is added to any skill roll that falls into the specialist’s 
  special area of skill/knowledge. 
  Supplemental Magic 
  Ritual Magic 
  A Magic-User or Cleric can perform ritual magic to cast spells of 
  any level (and other special rituals that might be found in old 
  books or scrolls) provided the caster has a written copy of the 
  spell or ritual, any needed materials (mainly required by special 
  rituals), and the time and space needed to perform the ritual.  
   
  Ritual casting of a spell of a level the caster is able to cast 
  normally takes 10 minutes and costs 1 HP per level of the spell 
  being ritually cast. Ritual casting of a spell of a level the caster 
  is not yet able to cast normally takes 10 minutes per level of the 
  spell and costs twice as much in hit points as it would to cast 
  directly. Ritual casting of a special ritual takes as long and costs 
  as many HP as the ritual states (that is, the GM assigns these as 
  needed when he creates the special ritual). Multiple Magic-Users 
  and/or Clerics may participate in a casting a special ritual with 
  the HP cost of casting divided among them. 
   
  Optional Sacrifices - One or more beings of “good alignment” 
  and with human or better intelligence may be sacrificed during 
  ritual magic. Each sacrifice made adds 10 minutes to the ritual 
  and provides 10 plus the being’s level or hit dice in HP to power 
  the ritual. This amount is tripled if the being is truly a willing 
  sacrifice. Such sacrifices are normally against the law in civilized 
  societies. 
   
  Notes for the GM: These supplemental rules allow magic to be 
  cast as rituals, trading time for energy and class/level 
  limitations on direct spell casting. While player-characters 
  may occasionally find magic rituals useful, the are very 
  useful for NPCs and villains. Your NPC village cleric may 
  not be able to cast Raise Dead as a spell, but his holy 
  books might have an elaborate and expensive ritual with 
  similar effects. Your mad chaotic sorcerer might be able to 
  cause a volcano to appear with a horrible ritual the calls for 
  the sacrifice of all the children in the closest village – that’s 
  a spell you won’t have to worry about a player getting his 
  hands on and using. 
  Metamagic 
  Magic-Users and Clerics may select one metamagic ability from 
  this list at levels 3, 6, 9, 12, 15, etc. A metamagiced spell is cast 
  at a higher HP cost: the standard HP cost for the spell plus the 
  HP cost for all metamagic being applied to the spell. The GM has 
  the final say as to what metamagic effects do or do not make 
  sense to use with a particular spell. Multiple metamagic effects 
  can be applied to a single spell; however, each metamagic effect 
  after the first adds an additional +1 to the HP cost of the spell. 
   
  Empower Spell - All variable, numeric effects of an empowered 
  spell are increased by one-half. Saving throws and opposed rolls 
  are not affected, nor are spells without random variables. An 
  empowered spell adds +4 to the HP cost of the base spell. 
   
  Enlarge Spell - You can alter a spell with a range of close, 
  medium, or long to increase its range by 100%. Spells whose 
  ranges are not defined by distance, as well as spells whose 
  ranges are not close, medium, or long, are not affected. An 
  enlarged spell adds +2 to the HP cost of the base spell. 
   
  Extend Spell - An extended spell lasts twice as long as normal. A 
  spell with a duration of concentration, instantaneous, or 
  permanent is not affected. An extended spell adds +2 to the HP 
  cost of the base spell. 
   
  
  ANCIENT AUGURIES (A MICROLITE74 VERSION 2.0 SUPPLEMENT) 
  - 3 - 
  Maximize Spell - All variable, numeric effects of a spell modified 
  by this feat are maximized. Saving throws and opposed rolls are 
  not affected, nor are spells without random variables. An 
  empowered, maximized spell gains the separate benefits of each 
  feat: the maximum result plus one-half the normally rolled 
  result. A maximized spell adds +6 to the HP cost of the base 
  spell. 
   
  Silent Spell – Casting a spell normally requires the caster to 
  speak and gesture. A silent spell is cast with no verbalization. A 
  silenced spell adds +2 to the HP cost of the base spell. 
   
  Still Spell – Casting a spell normally requires the caster to speak 
  and gesture. A still spell is cast without gestures. A stilled spell 
  adds +2 to the HP cost of the base spell. 
   
  Widen Spell - You can alter an area shaped spell to increase its 
  area. Any numeric measurements of the spell’s area increase by 
  100%. A widened spell adds +6 to the HP cost of the base spell. 
   
  Notes for the GM: These abilities ported in from 3e allow Magic-
  Users and Clerics to manipulate the effects of some of their 
  spells. This can may Magic-Users and Clerics somewhat 
  more interesting to play, but it can also make them much 
  more powerful (especially in the hands of mini-maxing 
  players). GMs should carefully consider the needs of their 
  campaign and the types of players in their campaign before 
  using the supplemental Metamagic rules. 
  Memorized Spells 
  A Magic-User or Cleric may retain only a limited number of 
  spells in memory, ready for immediate casting: one spell can be 
  retained in memory for each level the Magic-User or Cleric has 
  attained. He can change the spells he has in memory at any 
  time by studying his spells (if a Magic-User) or praying to his 
  deity (if a cleric) for one hour. Signature spells are always in 
  memory and do not count against this limit. 
   
  Notes for the GM: If you want a spell system more like that of 
  “0e” but do not want to go to the Fire-And-Forget system 
  below, this Memorized Spells rule is a good compromise. It 
  introduces some “old school” resource management into 
  the magic system while retaining the basics of the 
  Microlite20 magic system. 
  Fire-and-Forget Magic 
  The "0e" original version of the world's most popular fantasy 
  roleplaying game used a much different system of magic from 
  that of Microlite20-based games. This system had the magic-
  user or cleric select and prepare a set number of spells of 
  certain levels in advance. Each prepared spell could only cast 
  once. This system can easily be substituted for the standard 
  Microlite74 spell casting system using the following rules. 
   
  Magic-Users can cast any arcane spell (and Clerics any divine 
  spell) from the Microlite74 list with a spell level equal or below 
  1/2 their class level, rounded up. A Magic-User starts with three 
  first levels arcane spells in his spell book and can add more 
  spells by finding (or buying) them on scrolls or books and 
  copying them into his spell book. Clerics do not need spell books 
  and automatically have access to all divine spells of a level they 
  can cast (use of certain spells may be forbidden by the cleric's 
  deity, however). 
   
  Both magic-users and clerics must select and prepare specific 
  spells from their collections in advance. The number of spells of 
  specific levels a character can prepare is limited by their class 
  level (see below for details). Preparing spells takes one hour of 
  uninterrupted time: magic-users must study their spell books 
  while clerics must meditate and commune with their deity. 
   
  Casting a prepared spell does not cost any hit points, but once 
  cast, a spell cast is no longer in memory and may not be cast 
  again. Casters may prepare multiple copies of the same spell. 
   
  No Clerical Spell at First Level (Optional): To be true to the 
  original source material, first level clerics should not have any 
  spells. To duplicate this, change the number of first level spells 
  available to first level clerics to zero and the number available to 
  second level clerics to one on the Cleric table below. 
   
  Number of Spells Prepared Per Day (Magic-Users):  
   
  Spell Level 
  Magic-User 
  Level 
  1 
  2 
  3 
  4 
  5 
  6 
  1 
  1 
   
   
   
   
   
  2 
  2 
   
   
   
   
   
  3 
  2 
  1 
   
   
   
   
  4 
  3 
  2 
   
   
   
   
  5 
  3 
  2 
  1 
   
   
   
  6 
  4 
  2 
  2 
   
   
   
  7 
  4 
  3 
  2 
  1 
   
   
  8 
  4 
  3 
  2 
  2 
   
   
  9 
  5 
  3 
  3 
  2 
  1 
   
  10 
  5 
  4 
  3 
  2 
  2 
   
  11 
  5 
  4 
  3 
  3 
  2 
  1 
  12 
  5 
  4 
  4 
  3 
  2 
  2 
  13 
  5 
  5 
  4 
  3 
  3 
  2 
  14 
  5 
  5 
  4 
  4 
  3 
  2 
   
  Number of Spells Prepared Per Day (Clerics):  
   
  Spell Level 
  Cleric         
  Level 
  1 
  2 
  3 
  4 
  5 
  1 
  1 
   
   
   
   
  2 
  2 
   
   
   
   
  3 
  2 
  1 
   
   
   
  4 
  2 
  2 
   
   
   
  5 
  2 
  2 
  1 
   
   
  6 
  3 
  2 
  2 
   
   
  7 
  3 
  2 
  2 
  1 
   
  8 
  3 
  3 
  2 
  2 
   
  9 
  3 
  3 
  2 
  2 
  1 
  10 
  4 
  3 
  3 
  2 
  2 
  11 
  4 
  3 
  3 
  2 
  2 
  12 
  4 
  4 
  3 
  3 
  2 
  13 
  5 
  4 
  3 
  3 
  2 
  14 
  5 
  4 
  4 
  3 
  3 
   
  Notes for the GM: Some people don’t think it is 0e-like if Magic-
  Users and Clerics not have to memorize their spells and 
  forget them as they are cast.  If you or your players fall 
  into this category, these Fire-and-Forget magic rules are a 
  drop-in replacement for the standard M74 magic system. 
  They can also be used along with the standard magic 
  system as a separate school of magic from a different 
  location or culture. 
  Supplemental Combat 
  Combat Stunts (Simple) 
  At a cost of 1 hit point, Fighters and Clerics may adjust their 
  armor bonuses, attack bonus, damage done, etc for an attack to 
  create a combat stunt. For each -1 a character takes, he may 
  take a +1 in another area. A Fighter may take up to 2 plus 
  Level/3 (round up) in penalties on a single attack roll.  A Cleric 
  may take up to his level/3 (round up) in penalties on a single 
  attack roll.  
   
  For example, a 5th level fighter (maximum combat stunt 
  penalties of -4) might want to do a great blow causing 4 points 
  extra damage in exchange for reducing his AC until his next 
  action and reducing his chance to hit with the attack. For 
  example, +4 to damage, -2 to AC and -2 to hit would balance 
  the bonuses and penalties.  
   
  Notes for the GM: This can make combat more interesting at 
  little cost in complexity. If you use this system, you should 
  require the player to describe what his character is doing 
  and deny any combat stunts that do not make sense in the 
  situation (no tripping a gelatinous cube, for example) or 
  whose bonuses and penalties do not match up well to the 
  player’s description of the stunt. If characters are allowed 
  this option, some intelligent opponents (including some 
  monsters) may use these combat stunts at your option. 
  
  -4-                                                                           ANCIENT AUGURIES (A MICROLITE74 VERSION 2.0 SUPPLEMENT) 
  Combat Stunts (Complex) 
  Fighters may modify their basic attack in the following ways by 
  spending HPs: 1 hp + 2hp for each effect. 
   
  Hinder - inflict an extra 1d6 as a penalty until next turn 
  Cleave - hit all adjacent enemies, roll separate damage 
  Aid - give a 1d6 bonus any one character's to hit or AC this 
  round 
  Extra Die - roll an extra damage die (can't be used with Aid or 
  Hinder) 
  Effect - some extra effect like knocking the target back or 
  disarming them. The target gets a resisted roll. 
   
  The maximum number of hit points a Fighter can spend on 
  stunts for a single attack is ((Level/2, round up) x 2) +1. That is 
  3hp at levels 1 and 2, 5hp at levels 3 and 4, 7hp at levels 5 and 
  6, etc. – with an absolute maximum equal to the Fighter’s STR. 
   
  Example: A fighter of level 3 or higher can spend 5hp to hit all 
  the kobolds surrounding him with double damage (Cleave, 
  Extra Die). 
  Example: A Fighter can spend 3hp to make a distracting attack 
  that gives another named member of his party +1d6 to hit 
  the same opponent (Aid). 
  Example: A fighter can spend 3 hp to knock the goblin off 
  balance, giving him a -1d6 AC penalty (Hinder). 
  Example: A fighter of level 10 or higher could knock his 
  opponent back, giving three named members of his party a 
  +1d6 each to hit that same opponent, and reducing the 
  opponent’s AC by 1d6 (Effect, Aid x 3, Hinder). 
   
  If the Combat Stunts (Simple) rules are in use, Fighters may 
  also adjust their bonuses as allowed under those rules as part of 
  a complex combat stunt at no additional cost in hit points. 
   
  Notes for the GM: This can make combat more interesting for 
  fighters, but a relatively large cost in complexity. If you 
  use this system, you should require the player to describe 
  what his character is doing and deny any combat stunts 
  that do not make sense in the situation (no tripping a 
  gelatinous cube, for example) or whose bonuses and 
  penalties do not match up well to the player’s description 
  of the stunt. If characters are allowed this option, some 
  intelligent opponents (including some monsters) may use 
  these combat stunts at your option. 
  No Initiative 
  Use Physical Combat Bonus (Attack Bonus for monsters) to 
  determine attack order instead of rolling for initiative. 
   
  Notes for the GM: This will speed up combat by eliminating a die 
  rolls and will tend to standardize the combat sequence. It 
  has no major effect on play, except making things less 
  random.  
  Overwhelming Opponents 
  Each attacker beyond the first against the same target in the 
  same round adds +1 to their attack rolls for each attacker 
  before them. So, a second attack on the same target in the 
  same round by a party member or monster would be at +1, a 
  third attack at +2, etc. 
   
  Notes for the GM: This allows multiple creatures to wear down a 
  more powerful target by overwhelming the target with 
  many attackers. It adds a bit more realism to combat and 
  allows large number of “nuisance” opponents to be a real 
  threat. If you opt to use this rule, remember that 
  opponents that are not within weapon reach of a target 
  cannot attack. Therefore, you as GM must exercise 
  common sense in applying this rule.  
  Hit Points and Body Points 
  Replace the standard character damage and healing system with 
  the following: 
   
  Hit Points (HP) = 6 + 1d6/Level. If Hit Points reach 0, the 
  character is unconscious and begins to take severe physical 
  injury. Further damage directly reduces Body Points. 
   
  Body Points (BP) = 20. If Body Points reach 0, the character is 
  dead. Each two points of body damage a character has gives a -
  1 to all rolls. 
   
  Critical Hits: Natural attack roll of 20 (that would otherwise hit) 
  is automatically a critical doing maximum damage and doing a 
  number of body points damage equal to the number of damage 
  dice rolled (normally 1). Most monsters do not have body 
  points, so a critical hit will do maximum damage plus a normal 
  damage roll to them and cause them to lose their next attack.  
   
  Recovering Hit Points: All characters recover all hit points after 
  six hours of total rest. If a character has lost Body Points due to 
  wounds, only 50% of total hit points lost are recovered per six 
  hours of rest. 
   
  Healing Body Point Damage: Body points lost recover at a rate 
  equal to the character’s STR Bonus (minimum of 1 point 
  regained) per full day of rest. If a character with up to 1 to 10 
  points of Body Point damage performs more than very light 
  activity or careful travel during a day, he has a 50% chance of 
  losing an additional body point. If a character with more than 
  11-19 points of Body Point damage does anything other that 
  rest quietly in bed during a day, he has a 50% chance of losing 
  an additional body point. 
   
  Healing Magic: Cure spells or their equivalent no longer affect 
  hit points on characters (but continue to do so on creatures who 
  only have hit points). A Cure Light Wounds (or equivalent) will 
  cure 1d2+1 Body Points. A Cure Serious Wounds (or equivalent) 
  will cure 3d2+3 Body Points. In either case, 1 point will be cured 
  per 10 minutes of rest after the spell is cast (up to the 
  maximum the spell will cure), if the rest in interrupted any 
  remaining points of healing are lost. 
   
  Second Wind (Optional): Once per day, characters may regain 
  20% of their total hit points (round up) by resting in a safe place 
  for an hour while eating a meal. This amount is reduced by 2 hp 
  per point of body damage (to a minimum of 0 hp recovered). 
   
  Monster Body Points (Optional): If the GM does not mind the 
  added complexity, monsters may have Body Points as well. A 
  monster’s Body Points are equal to twice the number of hit dice 
  the monster has. 
   
  Notes for the GM: This character damage and healing system is 
  actually a bit easier to handle as players do not have to 
  keep track of two different types of hit point damage 
  (wound damage that can be healed by magic and 
  “damage” from spell casting and combat stunts that cannot 
  be healed magically but is fully restored by a night’s 
  sleep). It is also more realistic in that it provides negative 
  effects for actual wounds. However, it makes characters 
  somewhat more capable as their hit points are fully 
  restored by a night’s sleep if they haven’t suffered any 
  body damage. The optional monster body points rule is not 
  really recommended except for GMs running adversarial 
  campaigns.  
   
   
  Ancient Auguries 
  A Microlite74 Version 2.0 Supplement 
  Copyright © 2009 Randall Stukey 
   
  Note: This is a supplement for Microlite74, a variant of 
  Microlite20 designed to have the “feel” of the original “0e” 
  edition of the world’s most popular fantasy roleplaying game. 
  You can obtain a free copy of Microlite74 here: 
   
  http://www.retroroleplaying.com/content/microlite74  
   
  Or here: 
   
  http://stores.lulu.com/retroroleplaying 
  
  ANCIENT AUGURIES (A MICROLITE74 VERSION 2.0 SUPPLEMENT) 
  - 5 - 
  OPEN GAME LICENSE Version 1.0a 
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  13 Termination: This License will terminate automatically if You fail to comply with all 
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  15 COPYRIGHT NOTICE 
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David 
  Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, 
  based on original material by E. Gary Gygax and Dave Arneson. 
  Microlite20 © 2006, Robin V. Stacey (robin@greywulf.net) 
  M20 Hard Core Rules © 2008, Alex Shroder 
  Microlite74 © 2008, Randall S. Stukey 
  Microlite74 2.0 © 2009, Randall S. Stukey 
  Universal Combat Actions © 2009, JSpektr 
  Ancient Auguries: A Microlite74 Version 2.0 Supplement © 2009, Randall S. Stukey 
   [End of License] 
   
  This product is 100% Open Game Content except for Product Identity, as per the 
  Open Game License above.  Product Identity includes Ancient Auguries, Microlite74 
  and Randall S. Stukey and all pictures and illustrations. 
  
SOURCE: textdata/thevault/Microlite74/Microlite74 Ancient Auguries.pdf