Reserve is an action point mechanic that works well with Ultramicrolite20, but can work just as well with the CoreRules.
You have a Reserve equal to your MIND stat plus your highest skill. You spend it as follows:
| Action | Cost |
| Add 1d6 to a check | 1 |
| Add 2d6 to a check | 2 |
| Remove 1 hit/1d6 damage | 1 |
| Take an extra action on your turn | 2 |
| Cast a spell of the highest level you know | 2 |
| Cast any other spell you know | 1 |
When you reach a new level of experience your ReservePoints reset back to equal your MIND stat. Any unused ReservePoints are lost.