Mausritter - Rules Reference Sheet.pdf

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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
Roll d20 equal or under an attribute:
• STR:
tests of physical strength and resilience.
• DEX:
tests of speed and agility.
• WIL:
tests of strength of will and charisma.
O
ppOsed saves
:
Both Save, lowest successful value wins.
a
dvantage
:
When making a Save from a strong position,
roll 2d20 and take the lowest result.
d
isadvantage
:
When making a Save from a weakened
position, roll 2d20 and take the highest result.
a
ttribute damage
:
When an attribute is reduced by
damage, roll d20 equal or under the reduced value.
Combat
On your turn, move and take an action.
s
urprise
:
If enemy is surprised, you go before them.
If enemy is not surprised, make a DEX Save to act first.
a
ttacks
:
Roll your weapon’s die and deal that much
damage to an enemy, minus any armour.
When an attack is
impaired,
roll d4 for damage.
When an attack is
enhanced,
roll d12 for damage.
d
amage
:
Dealt to HP first.
Once HP is depleted, take damage to STR.
After taking STR damage, make a STR Save. On failure,
take an Injured Condition and become incapacitated.
d
eath
:
If STR is reduced to zero, or you are incapaci-
tated for 6 Turns, you die.
u
sage
:
After combat, roll d6 for each weapon, ammu-
nition and armour used. On 4-6, mark usage.
Magic
Invest
1-3 Power
(up to number of unused dots)
Roll
d6
for each
Power
invested.
Mark usage for each die of value 4-6.
The spell effect happens, using
[SUM]
and
[DICE].
m
ishaps
:
For every 6 rolled, take d6 WIL damage.
Make a WIL save, gain Drained Condition if failed.
Rest
s
hOrt
:
Takes a Turn. Restore d6+1 HP.
L
Ong
:
Takes a Watch. Restore all HP. If HP is full,
restore d6 to an attribute score.
F
uLL
:
Takes a week. Fully restore HP and attribute scores.
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