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Mausritter Rules Reference

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0% found this document useful (0 votes)
47 views1 page

Mausritter Rules Reference

referencia rapida para consulta
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
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Rules reference

Best practices
• Ask lots of questions. Make notes. Draw maps.
• Work together. Devise schemes. Recruit allies.
• Dice are dangerous. Clever plans don’t need to roll.
• Play to win. Delight in losing.
• Fight dirty. Run. Die. Roll a new mouse.

Saves Combat
Roll d20 equal or under an attribute: On your turn, move and take an action.
• STR: tests of physical strength and resilience. Surprise: If enemy is surprised, you go before them.
• DEX: tests of speed and agility. If enemy is not surprised, make a DEX Save to act first.
• WIL: tests of strength of will and charisma. Attacks: Roll your weapon’s die and deal that much
Opposed saves: Both Save, lowest successful value wins. damage to an enemy, minus any armour.
Advantage: When making a Save from a strong position, When an attack is impaired, roll d4 for damage.
roll 2d20 and take the lowest result. When an attack is enhanced, roll d12 for damage.

Disadvantage: When making a Save from a weakened Damage: Dealt to HP first.


position, roll 2d20 and take the highest result. Once HP is depleted, take damage to STR.
After taking STR damage, make a STR Save. On failure,
Attribute damage: When an attribute is reduced by
take an Injured Condition and become incapacitated.
damage, roll d20 equal or under the reduced value.
Death: If STR is reduced to zero, or you are incapaci-
tated for 6 Turns, you die.
Magic Usage: After combat, roll d6 for each weapon, ammu-
Invest 1-3 Power (up to number of unused dots) nition and armour used. On 4-6, mark usage.

Roll d6 for each Power invested.


Mark usage for each die of value 4-6. Rest
The spell effect happens, using [SUM] and [DICE] Short: Takes a Turn. Restore d6+1 HP.
Mishaps: For every 6 rolled, take d6 WIL damage. Long: Takes a Watch. Restore all HP. If HP is full,
Make a WIL save, gain Mad Condition if failed. restore d6 to an attribute score.
Full: Takes a week. Fully restore HP and attribute scores.

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