A downloadable game

Download NowName your own price
A collection of modules that you can slot into your own Mausritter games, designed to fit into the existing rules seamlessly.

VIECHRITTER ("critter knight") contains updated experience rules, new playable critters like sparrows, chipmunks, toads, and even spiders, each with unique critter-defining abilities, and a whole host of additional modules designed to fully realize your critter-adventurer as their story unfolds. 

This collection also contains new spells, a skill system, weapon traits, and unique rules about embracing your scars.

VIECHRITTER is an independent production by Charlie and is not affiliated with Losing Games. It is published under the Mausritter Third Party Licence.
StatusIn development
CategoryPhysical game
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
AuthorCharlie
Tagsmausritter, Tabletop role-playing game

Download

Download NowName your own price

Click download now to get access to the following files:

VIECHRITTER_Mausritter+Extras.pdf 207 kB

Comments

Log in with itch.io to leave a comment.

(+1)

Hi! Just found this and it’s really cool. Got a question on the new xp  those numbers divided among the party? For instance, a part of 5 completes a quest. Is the 250 xp spread out for 50 each? Same with besting enemies. If they beat 3 normal enemies, do they get 150 each, or 30? Might be something to clarify in the pdf

Hey, glad you like it! Every party member should get max XP individually, not divided into smaller chunks. Regarding your point about beating three foes, the total XP gained is based on the highest “threat” of the encounter. For instance, each viechritter in the party would get  50 XP total after an encounter with normal foes (regardless of how many there are), or 200 XP for an encounter with a deadly foe and a bunch of normal foes, if that make sense? The intention was to allow XP to be consistent and easy to calculate, even if you are doing a big fight. Each “encounter” can be flexible too, if you’re battling waves of foes, each wave can be considered an “encounter” for XP rules. That way, the GM can tune how rewarding an encounter might be. Now, this was my intention, but if you like doing it differently, that’s just as valid!

(+1)

That all makes sense. Thanks for the clarification on the xp for encounters with enemies. I assumed it was that much for each one defeated. Comes from playing too many other games lol. This is nice and simplistic 

(1 edit)

I feel you, my decision to make xp calculated by highest “threat” was because I never liked tallying up little bits of xp from different sources. If you end up using this in any future game, let me know how it goes, I’ll happily workshop things that aren’t performing as intended!

Updated PDF with better spacing and a few re-worded sections for clarity