Amazing Rats
Unofficial house rules for Maze Rats
Introduction
Legal Stuff
This supplement is based on and intended to be used with Ben Milton’s Maze Rats, which is released under Creative Commons License Attribution 4.0 International.
This document, written by Lorenzo “The Kernel in Yellow” Rossi, too, is released under Creative Commons License Attribution 4.0 International.
Acknowledgements
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Some privacy stuff
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How do I use it?
Pick the parts you want, plug them into your game as they are or change them to suit your needs. Remix them. Change them. Ignore them. Just have fun, honestly. It’s not like I’m gonna police how you play.
Keep in mind that this is a work in progress. I might add, change or remove stuff based on feedbacks I receive or just by trying new things out and deciding I like them better. This is a living document and not something you should expect to stay fixed. Assume it will change. At the bottom of this page you’ll find the date of the last update.
Additional Rules
Firearms
If you want to introduce Renaissance or early-modern era firearms for your players to use, you can use the following rules. The weapons modelled by these rules are early muzzleloaders and similar stuff, which fire slowly, make a great mess and are loud as hell. More recent stuff should work differently.
Firearms: two handed, +1 damage, you need a full round to recharge them.
Pistols can be fired with a single hand, but still require both hands to recharge (so you can’t use a shield with them unless you discard them after firing). Grenades can be thrown with a DEX danger roll and deal 1d6 damage to anyone in the vicinity. If the roll fails, the GM determines where the grenade falls.
Paths
Here are some additional paths, to expand on the original four:
- Snake Oiler: lying, persuading, alchemy
- Gambler: sleight of hand, counting, sense motives
- Grenadier: alchemy, fuse setting, demolition
- Contortionist: escapism, flexibility, athletics
- Bandit: hiding in the woods, threaten, hearing
- Engineer: mapping, engineering, construction
- Firebrand: speeches, throwing, leading
- Thousand-faces: make up, sewing, acting
- Fleabag: animal handling, improvised medicine, searching
- Sailor: climbing, swimming, knots
- Assassin: poisons, anathomy, hiding in the shadows
Scrolls
If you want to introduce scrolls or other ways to store magic in your game, treat them as normal objects. Scrolls can contain a single spell with up to 3 usage, while grimoires can contain up to 3 spells with up to 6 uses in total. After all uses have been exausted, the scroll or grimoire disgregates.
To cast a spell from a scroll or grimoire, the character must roll on WILL. If they don’t pass it, the spell miscasts (use the tables for magical disaster).
Scrolls and grimoires should be rare and expensive items.
Monsters
While I encourage you to make up original monsters for your adventures, following Maze Rats original rules, here is a bunch of common fantasy monsters you might encounter in premade modules and similar, to ease up adventure conversions.
Feel free to use these monsters as bases, making them more or less dangerous in order to adjust to how gritty and lethal your campaign is.
Animated Statue
Health: 3d | Armour:9 | Attack Bonus: +2 |
STR: 3 | DEX: 0 | WILL: 0 |
Doesn’t make morale rolls
Basilisk
Health: 3d | Armour:8 | Attack Bonus: +2 (+1 if it whips with its tail) |
STR: 2 | DEX: 2 | WILL: 1 |
Instead of attacking, a Basilisk can direct its gaze to petrify an enemy - roll under WILL to resist its power
Dragon
Health: 6d | Armour:10 | Attack Bonus: +4 |
STR: 4 | DEX: 3 | WILL: 4 |
Each dragon has a Breath (roll d: 1 Fire, 2 Ice, 3 Acid, 4 Lighting, 5 Poison, 6 Ethereal Element) which deals 2d damage in a cone and can be used d times a day. Older dragons can also cast spells.
Ghoul
Health: 2d | Armour:7 | Attack Bonus: +1 |
STR: 1 | DEX: 0 | WILL: 1 |
Undeads don’t make morale rolls. Sacred symbols or a
specific spell might scare them anyway.
A living creature which
takes damage from a ghoul has to pass a FOR danger roll or be
paralyzed for 2d turns.
Goblin
Health: 1d | Armour:6 | Attack Bonus: +1 |
STR: 1 | DEX: 2 | WILL: 0 |
Jellies
Health: 1d | Armour:8 | Attack Bonus: +0 |
STR: 2 | DEX: 0 | WILL: 0 |
Will try to swallow their prey and deal it 1d damage per turn
Skeleton
Health: 1d | Armour:7 | Attack Bonus: +1 |
STR: 0 | DEX: 0 | WILL: 0 |
Undeads don’t make morale rolls. Sacred symbols or a specific spell might scare them anyway.
That Orb With Far Too Many Eyes And No Official Name
Health: 3d | Armour:7 | Attack Bonus: +1 |
STR: 1 | DEX: 2 | WILL: 3 |
It has 2d eyes, each one of them can cast a different spell. To cast spells under the gaze of the bigger eye you’ll need to pass a WILL danger roll. After the first success, you don’t have to roll for 24 hours.
The Octopus-faced Dude
Health: 3d | Armour:7 | Attack Bonus: +1 |
STR: 1 | DEX: 0 | WILL: 2 |
Knows 3 spells. If they can lock their tentacles on your head, they deal 1d damage each turn.
Troll
Health: 3d | Armour:7 | Attack Bonus: +2 |
STR: 3 | DEX: 1 | WILL: 0 |
Trolls regenerate 1HP in each turn they are not hit with fire.
Zombie
Health: 2d | Armour:6 | Attack Bonus: +1 |
STR: 1 | DEX: 0 | WILL: 0 |
Undeads don’t make morale rolls. Sacred symbols or a specific spell might scare them anyway.
Adventure conversions
Here you can find the conversions for adventures I’ve run in the past using Maze Rats. I write those down as I play them and only if it’s allowed (either by the license or by directly asking the author’s permission). If this section becomes too big, it will be moved to a dedicated space.
Most conversions will just link to the original for most references and will just contain mechanical changes (mostly stats for monsters and traps).
Last update: 2023-11-20
Amazing Rats by The Kernel in Yellow is licensed under CC BY 4.0