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Mausritter Quick Reference Guide

The document outlines the rules and mechanics for the tabletop game Mausritter, including character creation, attributes, combat, conditions, and equipment management. It provides guidelines for gameplay, such as how to handle turns, travel, and hiring allies, as well as the progression system for leveling up characters. Additionally, it includes best practices for players to enhance their gaming experience.

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yhuancarlos
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0% found this document useful (0 votes)
15 views2 pages

Mausritter Quick Reference Guide

The document outlines the rules and mechanics for the tabletop game Mausritter, including character creation, attributes, combat, conditions, and equipment management. It provides guidelines for gameplay, such as how to handle turns, travel, and hiring allies, as well as the progression system for leveling up characters. Additionally, it includes best practices for players to enhance their gaming experience.

Uploaded by

yhuancarlos
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Best practices: ask lot of questions – work together – clever plans don’t need to roll – fight dirty – play

to win, but delight in losing!

Mausritter: Quick Reference Slots


2 paw slots: carried items
Attributes 2 Body slots: worn items, free action to swap into paws
STR: physical strength and resilience 6 Pack slots: takes action to retrieve in combat
- drops to zero: falls dead 0-3 Grit slots: allows to ignore Conditions
DEX: speed and agility - opens when reaching level 2
- drops to zero: unable to move Encumbered: carry more items or conditions than slots
WIL: strength of will and charisma - effect: cannot run, disadvantage on all saves
- drops to zero: reduced to insensibility
HP: hit protection, ability to defend themselves,
Weapons
when HP is depleted damage goes to STR Improvised: d6 - main paw, both paws - 1p
always mark usage after a fight
Saves Light: d6 - main paw / off paw - 10p
Make save: roll d20, success if result less or equal to the if attack with two weapons, roll both dice take highest
relevant attribute Light ranged: d6, main paw
Opposed saves: both opponents make saves, lowest - ammunition: stones, pouch - body slot - 1p
successful roll wins Medium: d6/d8 - main paw, both paws - 20p
Advantage: roll 2d20 take lowest d6 damage in one paw, d8 wielded in both
Disadvantage: roll 2d20 take highest Heavy: d10 - both paw - 40p
Heavy ranged: d8 - both paws - 40p
Combat - ammunition: arrows, quiver - body slot - 5p
Light armor: 1 protection - off paw + body slot - 150p
Initiative: if attack unsuspecting foe, you all act first,
Heavy armor: 1 protection - two body slot - 500p
Overwise make a DEX save to act before opponent.
Maintain this order for a combat. Equipment
Attack: every attack always hit,
just roll damage to opponent minus their armor Light sources: torches and lantern
Enhanced attack: roll d12 for damage - Lanterns: refilled by oil
Impaired attack: roll d4 for damage - Electric lanterns: recharged by batteries, 6 usages
Damage first goes to HP, then to STR Rations: if not eat a day – gain a Hungry Condition
- make STR save to continue fight Pip purse holds 250 pips, first 250 carried in pockets
Critical damage: if fail STR save after damage,
take Injured Condition and Incapacitated. Usage
Incapacitated: lasts until tended by ally and take a short Weapon, armor, or ammunition:
rest after, if not tended for 6 Turns - die. roll d6 after fight for each used item, mark dot on 4-6
Death is implacable – make a new mouse Magical swords: mark only when a 6 is rolled
Silvered or Improvised weapon: mark usage after a fight
Conditions Torches/Lanterns: mark usage every 6 Turns
Condition: negative effect, placed in an inventory slot Rations: mark usage after meal
Exhausted after going without rest or fail physical save Spells: roll [DICE]d6 after using spell, on 4–6 mark usage
- clear: after long rest Other gear: mark when GM ask you
Hungry after a day without consuming ration,
- clear: after meal Magic
Frightened after facing terrifying creature or magic Spells are living spirits trapped by runes in stone tablets
- effect: WIL save to approach source of fear, Casting spells:
- clear: after short rest - choose power up to number of usage dots,
Injured after taking critical damage - roll number d6 equals power,
- effect: disadvantage on STR & DEX saves, - mark usage for every 4-6
- clear: after full rest Effect: depends on number of [DICE] and [SUM] values
Drained after fail spellcasting Miscasts: for every 6 rolled on dice
- effect: disadvantage on WIL saves - take d6 WIL damage
- clear: after full rest - make WIL save, if fail take the Drained Condition
Recharging spell: fulfill recharging requirement
[Link]
Best practices: ask lot of questions – work together – clever plans don’t need to roll – fight dirty – play to win, but delight in losing!

Adventures Make a mouse


1. For each attribute: roll 3d6 and sum 2 highest
Time 2. You may swap any two attributes
Round: less than a minute, used in combat 3. Roll d6 for HP
Turn: around 10 minutes, used in exploration 4. Roll d6 for starting Pips
- enough time to explore room and perform action or two 5. Take background: [HP Pips] row of Background table
Watch: 36 turns (about 6 hours), used during travel
- there are 4 watches in a day Starting equipment
- Torches
Overland Travel - Rations
Common terrain: travel 1 mile or 1 hex per watch - 2 Items from Background
Difficult terrain: requires 2 watches per mile or hex - Weapon of your choice
Foraging: takes a Watch in wild, gain d3 uses of rations - If highest attribute low, roll Background table and take
- 9 or less – one of background items
Rest - 7 or less - take both background items
Short: turn + swig of water, restores d6+1 HP - Roll d6 for Birthsign, Coat, and d66 for Physical detail
Long: watch + meal and sleep, restores all HP or d6 to
attribute score if HP full Advancement
Full: week back at safety, restores all attributes and Experience points, XP: for bringing treasure to settlement
removes most Conditions (costs about 20p) - 1 XP every pip worth of treasure (divided equally)
- additional 1 XP per 10 pips spent selflessly to community
Hirelings Levels: Hit dice, Grit and XP to advance
Recruiting: spend a day in settlement (size matters) - level 1: HD d6, Grit 0, XP 0
- make a WIL save or pay 20p, - level 2: HD 2d6, Grit 1, XP 1000
- then roll for number of hireling type - level 3: HD 3d6, Grit 2, XP 3000
Typical hireling: HP d6, STR, DEX, WIL: 2d6 - level 4: HD 4d6, Grit 2, XP 6000
Hireling slots: 2 paws, 2 body, 2 pack slots - level 5+: HD 4d6, Grit 3, XP +5000
Morale: in stress (day without food or pay, more danger Level up when enough XP to advance
than expected) hireling need to make WIL save or flee Roll d20 for each attribute: if result is higher than
- well paid or loyal roll with advantage attribute, increase it by one
Advancement: when receive treasure share Roll Hit dice: if result is higher than current HP, replace
- hirelings 1 XP per Pips over daily wage current HP with value, otherwise increase HP by 1
- warbands 1 XP per 10 pips over weekly wage
Settlements
Warbands Banking: store pips and items in settlement
Act on scale of another warband or large beast - pay 1% fee when retrieving
Size:20+ fighting mice + one follower for every fighter Trading: mostly barter and IOU
Recruiting: week in town or city, make WIL save or 1000p Selling spells: fully charged d6×100p, half if depleted
Typical warband: HP d6, STR 10, DEX 10, WIL 10
Payment: 1000p per week or mutiny Constructions:
Warband vs same scale: normal combat Right to build cannot be bought. Just granted or taken.
Warband vs lower scale: warband’s attacks are enhanced, Digging:
damage to warband is mostly ignored - team of 3 tunnel diggers can excavate 6” cubes of soil
Casualties: when take critical damage warband is broken - other materials takes twice as long
and cannot act until rallied Construction cost:
- STR drops to zero: warband is wiped out - Tunnel, per 6” cube – 10p
- STR drops to half: make WIL save or routed - Poor room, per 6” cube – 100p
Equipping: as normal equipment, multiply price by 20 - Standard room, per 6” cube – 500p
- Grand room, per 6” cube – 2000p
Upkeep: 1% of total cost per month

[Link]

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