Stats: Characteristics and Attributes

Characteristics are "core" stats. Attributes are secondary stats, derived from Characteristics.

Calculate Characteristics

See Characteristic Definitions Below ↓

Roll 4d6 and discard the lowest die, five times
and assign the results to
  STR (Strength)
  CON (Constitution)
  DEX (Dexterity)
  POW (Power)
  CHA (Charisma

Roll 3d6+6 and discard the lowest die, twice
and assign the results to
  SIZ (Size)
  INT (Intelligence)

Calculate Attributes

See Attribute Definitions Below ↓

Use the sections below to calculate Attributes.

Action Points (AP)
Characters in Casus Mus have 2 Action Points unless they select an extra Action Point using Hero Advantages.

Damage Modifier

STR + SIZDamage Modifier
5 or less–1d8
6–10–1d6
11–15–1d4
16–20–1d2
21–25+0
26–30+1d3
31–35+1d4
36–40+1d6
41–45+1d8
46–50+1d10
MoreMore

Experience Modifier

CHAExperience Modifier
6 or less-1
7 - 12+0
13 - 18+1
Each additional 6+1

Healing Rate

See Wounds and Healing.

CONHealing Rate
6 or less1
7 - 122
13 - 183
Each additional 6+1

Hit Points
Hit Points in Casus Mus are a single pool, rather than using Hit Points per location.
Hit Points are calculated by averaging CON and SIZ, round up. See also Wounds and Healing.

Initiative Bonus
Initiative Bonus is the average of DEX and INT.

Luck Points

POWLuck Points
6 or less1
7 - 122
13 - 183
Each additional 6+1

Magic Points
Starting Magic Points are equal to POW.

Movement Rate
Mice have a default Movement Rate of 6 meters (scaled down for the mouse world).

Characteristic Definitions

Strength (STR)

STR represents physical strength: how much one can lift, how hard one can hit, and so on. STR is a component of the Damage Modifier . If a character is reduced to zero STR they lack the ability to move or lift objects.

Constitution (CON)

CON is measure of health and hardiness. CON is a component in determining Hit Points and Healing Rate . If CON falls to zero for any reason the character dies.

Dexterity (DEX)

Agility, balance, and reflexes are measured by DEX. It is an important aspect of Action Points and Initiative . If a character is reduced to zero DEX they suffer functional paralysis.

Power (POW)

POW is a measurement of a character’s soul, spirit, inner drive, or capacity for magic. POW governs a character’s Magic Points and Luck Points . If a character’s POW ever drops to zero, they lose all independent will.

Charisma (CHA)

Charisma is a measure of presence and personality, and is independent of physical appearance. CHA affects a character’s Experience Modifier . If CHA ever falls to zero, the character can no longer socially interact with others, becoming so painfully shy or antisocial they are ignored or even driven away.

Size (SIZ)

SIZ measures mass, and helps indicate Height and Weight. SIZ is used to help figure Hit Points , as larger, heavier creatures tend to have greater endurance against damage. SIZ can also be used to determine a character’s Damage Modifier, since mass helps to increase the force of a blow.

Intelligence (INT)

INT is measurement of cognitive ability. Those with a lower INT score are not necessarily stupid, but they are likely to be constrained in how creatively they can employ their wits. INT is a factor in calculating Action Points and Initiative. If INT is reduced to zero the character becomes completely mindless.

Attribute Definitions

Action Points (AP)

How often a character can act in a Combat Round is determined by Action Points (AP). All characters have 2 AP (unless Hero Advantages are used to gain an extra AP).

Damage Modifier

Larger and stronger characters and creatures may gain additional damage in certain situations; conversely, weaker and smaller characters may reduce the damage they can inflict. The Damage Modifier is generally used in combat situations but can also be used when attempting to break objects. The Damage Modifier is an extra die roll which is either added to, or subtracted from, the damage inflicted by the weapon or tool. If a negative Damage Modifier takes a weapon’s damage to zero or below, then no damage at all has been inflicted.

Experience Modifier

Over the course of play characters improve their skills and capabilities. This is achieved using Experience Rolls. A character’s CHA score may adjust the number of Experience Rolls the character receives, reflecting the relationship they have with their peers and their reputation in the community. With a high CHA people are willing to put themselves out to help train or support the character while they undergo tuition. Conversely, with particularly low CHA, there may be some difficulty improving one’s capabilities without the assistance of others; finding someone to spar against for example.

Healing Rate

After receiving injuries, a character needs to recuperate. Healing Rate determines how quickly they naturally recover from wounds. Depending on the severity of the injury , the Healing Rate denotes how many Hit Points are recovered per day, week, or month.

Hit Points

Hit Points represent how much injury an area of the body can withstand before it becomes useless, possibly resulting in incapacitation and ultimately the character’s death.

Initiative Bonus

The moment at which someone reacts in combat is governed by Initiative. Initiative Bonus acts as a modifier to Initiative rolls; the higher the Initiative, the faster one responds in a combat situation, determining when you can act. Further factors – armor for example – modify it. Initiative Bonus is the average of the DEX and INT Characteristics.

Luck Points

Luck Points represent that strange force differentiating adventuring heroes from everyday folk. Call it fate, karma, or simple good fortune. Luck Points can be used to:
• Re-roll the dice, if they are unfavourable
• Mitigate physical damage or other unfortunate circumstances
• Gain an edge at a vital moment in combat

Once a Luck Point is spent, the pool decreases; when one is out of Luck Points, no more are available – unless the Game Runner makes an impromptu award – until the next game session when they replenish to their normal value.

Magic Points

Mystical abilities, powers and spells used in Casus Mus usually rely on Magic Points. For those who can use such powers, a character’s Magic Points are equal to their POW. These points are used to cast spells, the cost of which is dependent on the type of magic used. When casters run out of Magic Points they have exhausted their ability to cast any spells until Magic Points are replenished.

Movement Rate

Every creature has a Movement Rate – a number of meters that can be travelled during a specific period of time. Movement is not calculated from Characteristics but is a default value which differs from species to species. The base Movement Rate for mice is 6 meters.

 


Based on Mythras Imperative, Written by Pete Nash and Lawrence Whitaker, and published by The Design Mechanism, Copyright 2023.

Material on this site not covered by other ownership or copyright statements is Copyright © 2024 Robert Prince.