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Sword-and-whiskers

role-playing
Take up the sword and don the whiskers of
a brave mouse adventurer in Mausritter,
the sword-and-whiskers fantasy adventure
role-playing game.
It’s a huge and dangerous world out there, and
it does not look kindly on a small mouse. But if
you are very brave and very clever and just a
bit lucky, you might be able to survive.
And if you survive long enough, you might even
become a hero amongst mice.

@ Copyright 2020 Losing Games

Isaac Williams
Gear and prices
All prices are in pips, standard
Tools, human made
Available in mouse settlements near
Clothing
Poor 10p
Rules reference
currency of the mouse kingdoms. human populations. Standard 50p
Fishing hook 20p Noble 1000p
Tools, mouse made Best practices
Incense stick 20p Winter cloak 150p
Available in most mouse settlements. • Ask lots of questions. Make notes. Draw maps.
Lens 200p Waterproof cloak 100p
These items are mouse-sized.
Necklace chain 40p • Work together. Devise schemes. Recruit allies.
Bedroll 10p
Needle 20p Lodging and food • Dice are dangerous. Clever plans don’t need to roll.
Bellows 10p
Matches, packet 80p Bunkhouse bed (per night) 1p
Book, blank 300p • Play to win. Delight in losing.
Padlock and key, large 100p Private room (per night) 5p
Book, reading 600p • Fight dirty. Run. Die. Roll a new mouse.
Twine, roll 40p Hot bath 2p
Bottle 1p
Soap, small block 10p Travel rations 5p
Bucket 5p
Thread, spool 20p Meal 2p
Caltrops, bag 10p
Mouse trap 100p Grand meal 50p
Chalk 1p
Poison 100p Night out on the town 100p
Chisel 5p
Cookpots 10p
Weapons and armour Transport hire Saves Combat
Crowbar 10p Prices are per mouse, per hex. Roll d20 equal or under an attribute: On your turn, move and take an action.
Improvised (twig, rock, etc.) 1p
Drill 10p Rabbit wagon 5p • STR: tests of physical strength and resilience. SURPRISE: If enemy is surprised, you go before them.
Light (dagger, needle, etc.) 10p
Glue 5p • DEX: tests of speed and agility. If enemy is not surprised, make a DEX Save to act first.
Medium (sword, axe, etc.) 20p River raft 10p
Grease 5p • WIL: tests of strength of will and charisma. ATTACKS: Roll your weapon’s die and deal that much
Heavy (spear, hooklance, etc.) 40p Pigeon flight 200p
Hammer 10p OPPOSED SAVES: Both Save, lowest successful value wins. damage to an enemy, minus any armour.
Light ranged (sling, hand
Horn 10p 10p Hired help ADVANTAGE: When making a Save from a strong position, When an attack is impaired, roll d4 for damage.
crossbow, etc.)
roll 2d20 and take the lowest result. When an attack is enhanced, roll d12 for damage.
Hourglass 300p Heavy ranged (bow, cross- Prices are per day, not including food,
40p DAMAGE: Dealt to HP first.
Lockpicks 100p bow, etc.) supplies, shelter, etc. DISADVANTAGE: When making a Save from a weakened
position, roll 2d20 and take the highest result. Once HP is depleted, take damage to STR.
Metal file 5p Arrows, quiver 5p Torchbearer 1p
After taking STR damage, make a STR Save. On failure,
Mirror 200p Stones, pouch 1p Labourer 2p ATTRIBUTE DAMAGE: When an attribute is reduced by
take an Injured Condition and become incapacitated.
Light armour 150p damage, roll d20 equal or under the reduced value.
Musical instrument 200p Tunnel digger 5p
DEATH: If STR is reduced to zero, or you are incapaci-
Net 10p Heavy armour 500p Armourer/blacksmith 8p tated for 6 Turns, you die.
Padlock and key, small 20p Silvered weapons (always
mark usage after fight)
x10p Local guide 10p
Magic USAGE: After combat, roll d6 for each weapon, ammu-
Perfume 50p Mouse-at-arms 10p nition and armour used. On 4-6, mark usage.
Repairs, per dot 10% Invest 1-3 Power (up to number of unused dots)
Pick 10p Scholar 20p
Roll d6 for each Power invested.
Set of loaded dice 5p Knight 25p
Light sources Mark usage for each die of value 4-6. Rest
Shovel 10p Interpreter 30p
Torches 10p The spell effect happens, using [SUM] and [DICE]
Tent 80p SHORT: Takes a Turn. Restore d6+1 HP.
Lantern 50p MISHAPS: For every 6 rolled, take d6 WIL damage.
Waterskin 5p LONG: Takes a Watch. Restore all HP. If HP is full,
Oil, for lantern 10p Make a WIL save, gain Drained Condition if failed.
Whistle 5p restore d6 to an attribute score.
Electric lantern (has six
Wooden pole, 6" 1p usage dots)
200p FULL: Takes a week. Fully restore HP and attribute scores.
Wooden spikes 1p Batteries, for electric lantern 50p

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