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
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