Note: The term 'tinker' is used for both rolling to activate black marks on karts AND rolling to black mark items. Mousers are masters of deception. All mods costs 1 coin unless otherwise indicated, and can also be traded for one obligation to a Mouser Mafia Family. All illegal mods have a limit of ONE suspicion gain per race, per mod. No matter how times you use it, you can only gain one suspicion per mod.
Dirty Weapons-Whenever this Kart does direct momentum damage to another kart, via an opposed roll such as a projectile or ram, inflicts a 'Black Mark'. On the following turn, the owner of the Mark can 'cash in' on any amount of marks to any amount of racers-the Karts affected suffer a mid-race hiccup upon activation if the driver succeeds on a 1d6 roll for each target. If he fails, he gains 1 suspicion after the race, but only a maximum of 1. A karter can gain any number of Marks a turn. Marks not cashed in fade away, the turn following.
Certain items that go out of a racers direct control, defined as any item that triggers a non-opposed roll, are defined as 'red marked'-their status is determined when launched, and my be inoperative or defective, but if successful always deliver a hiccup to the target. Red marked items can harm anyone, even the user-and do not trigger any suspicion. The driver gains no suspicion for sabotaging himself. Some items may go haywire when rolling either a nat 1 or a nat 6, and this always triggers suspicion.
Dirty weapons comes with another small bonus-it takes up no mod slot, effectively providing a 'free' illegal mod slot due to the ease and skill at which it can be hidden.
Dirty Boosts-Whenever this Kart uses a non-attack item that is single use, you can activate dirty boost to replenish that item by one use. Can be done once per item. Always gains suspicion. As a tradeoff, dirty boosted items lose the benefit of one beneficial tag-for example 'Dirty Stars' no longer provide invincibility or the additional +2 momentum from speed boost.
Illegal Mod Slot-Add an extra mod slot to your kart that can be filled with either a legal mod or an illegal one. using a legal mod in an illegal slot does not gain any suspicion, unless discovered in the course of MKL investigating your kart-at which point it kicks in an extra point of suspicion. Considered an addition to the kart, and does not come with a hiccup. Additional slots may be available at cost...
Illegal Mod-Roll up a module as normal, reducing it's cost by one size level (12-6-3-1-'Free'). 1 coin illegal mods can be installed in any slot, but anything more expensive can only fit in your illegal mod slot. Can be paid back in coin or favor (4-2-1-1). Gains the ban worthy hiccup automatically, which kicks in suspicion after a race, but only if you use it.
Remove Crank-Strictor Plate-Gain a +1 to pull ahead or to keep from falling back. Difficult to detect, it gains no suspicion unless your kart is impounded and inspected.
Crank-strictor plates were installed on all Karts as major rule change early on, slowing a Karts ability to pull ahead after Cranks 1st astounding race on Luigis speedway. Widely criticized by many as making the races boring and slow, the Mousers will help rectify this injustice.
Hidden Pet Li'l Brr-Gain +2 armor, which protects against momentum loss. No suspicion gain. Direct attacks on enemy karts give them +1 Chill, which can cause a hiccup during the cleanup phase via hazard check, which is harder based on how low their speed is. Reduces heat by an additional level every cleanup phase, but gains an extra point of freeze if any freeze was gained. Can feed the Li'l Brr to increase freeze manually by +1 a turn, which helps armor up your kart, at the cost of slowing down a bit, and maybe freezing in place like a giant ice cube.
Resident of the distant FreezeFlame Galaxy, Li'l Brr's can be installed to freeze up your kart-using the ice as armor against attacks! They also love 'playfully' augmenting your karts attacks with freezing blasts. They can even help cool down your kart on a hot summer day! Lil' Brr's love to be snuggled, just wear your long johns and winter coat...
Hidden Pet Podobo-Always gain max momentum on rocket starts. No suspicion gain. Direct attacks on enemy karts give them +1 Heat, which can cause a hiccup during the cleanup phase via hazard check-which is harder based on high their speed is. Reduces freeze by an additional level every cleanup phase, but gains an extra point of heat if any heat was gained. Can feed the Podobo to increase heat manually by +1 a turn, which increases your karts momentum at the small cost of potentially exploding.
A Podobo hiding in your engine is extremely illegal, but it gives you a nice rocket boost-in addition, it heats up your projectile and thrown attacks, and keeps you warm and toasty. It's also sort of cute, and loves to be petted regularly. Just remember to wear your 2000 degree heat resistant gloves...
Note: Armor and Heat/Freeze Mechanics in more detail upon purchase of this DLC lol
Dark Star Fuel Injector-Immediately gain +2 momentum a turn, up to a max of 3. Can be used once a turn. For every time this item is used, add a +1 to all loot box rolls. As long as you have this mod installed, all 11+ results from item boxes are stars. If ever picking up a Star item, both item and mod are destroyed at the end of the next turn during the cleanup phase, and your kart immediately takes a permanent hiccup and a fallback-the only way to prevent this is a pit stop to remove the star. Using the star causes an immediate explosion. It's assumed at expended 3 charges, that item boxes are treated at hazards to you that you will try to avoid (unless otherwise noted). Always gain suspicion on use.
Dark stars are evil, you know. One of the more heinous cheating methods available. Hooking one up to your Stardust engine provides perverse speed benefits that can be activated on demand-however, at the risk of absolute galactic annihilation if a Dark Star and a Power Star should ever meet. Has a bizarre effect of increasing the density of lucksparks (used by a kart engine to unlock item boxes with better results) which supplies better items-curiously, the best of which is a Power Star.
Rigged Itemfinder- The Mouser Mafia has hidden an single-use item box on the track, and your Itemfinder can lead you straight to it! Before the race, pick an item- this can be any item (popular choices include items to access shortcuts, Boos, and catchup items.) The Mafia places the item in a random segment of the track. Picking up the item is free, you merely have to declare that choice when driving through the segment (and potentially path) where the item is located. On pickup, roll a d6 and add the tier the item is from (course unique items have no tier)- on a 5+ gain suspicion. The Mousers will always prioritize hiding the item in a place that is...technically...accessible, but hard enough no other race would randomly get it, usually requiring an odd track route or a stunt roll, equivalent to a shortcut only you know about-attempting to snag this item box and failing will reveal it's position to all other racers. Unlike you, however, competing racers who pick up your item suffer no suspicion-as MLK occasionally hides item boxes on the track as well.
Remove Starheat Vents - Stardust is an extremely potent energy source, and requires regular venting of heat to avoid flameouts (known in the mechanics business as 'Going Nova')-you can remove these vents to increase engine power-at a risk! During the cleanup phase, do not reduce your Momentum to your Kart's cruising speed. Instead roll d6 + Cruising Speed - Momentum. On a 4+, your Kart does not lose any Momentum, on a 2-3 your Kart loses ONE Momentum, and on a 1 or less your Kart keeps its Momentum but suffers a mid-race Hiccup! If your Kart suffers a mid-race Hiccup in this way, roll d6- on a 4+ gain suspicion.
Mouser Pit Pals- The smallest and most nimble of the Mouser Mafia are known as 'Mini-Mousers', and are most commonly from the Metro-Kingdom. The families have begun to use their small size to advantage. Here a team has er, "nested" in your Karts undercarriage, and have some tools to help you out! Once per race, the Pit Mice can perform Repair Work and Inventory Shuffle services (one each) as if you were in a Pit Stop, or if you fall to 0 Momentum in your Cleanup phase the Pit Crew will automatically boost your engines for a Rocket Start instead of normal momentum gain-without even asking! If you stop in the pits, the crew is refreshed, but this also risks gaining suspicion as the Mousers swap out for another crew (or bail without your permission). Every time you pit with this module, gain suspicion on a 3+.
Mouser Sneak Squad- Some 'Mini-Mousers', prefer to go on the offensive. Before the race starts, they sneak onto an opponents Kart of your choice and prepare to wreak havoc. This Kart gains a black mark that is refreshed every turn. You can cash in the black mark with the usual drawbacks. A racer who has been sabotaged is informed of their predicament and can pit stop to remove the saboteurs-the mousers will otherwise flee in 1d4 turns, but will continue to sabotage the vehicle until then. It should be noted, most Mousers are squealers and using this always gains suspicion if the effected karter is able to pit stop and cage them for MLK officials before they flee.
Special Case: If a mouser pit pals is installed in a kart attacked by a sneak squad, neither mod works for the duration of the race, as mini-mousers try to stab each other with tiny knives and blast each other with mini-machine guns.
Catseye- As the racers finish their pre-race checklist, the Mouser Mafia paints a Catseye on the Kart of one competitor of your choice! While invisible to the ordinary eye, it's properties confuse and infuriate the targeting systems for MLK weaponry. For the rest of the race, Thrown Items and Straight Projectiles used by you have a +3 bonus to hit that racer, and Homing Projectiles and Headshot items instead always target that racer. If the effects of this module are the reason the racer is hit (e.g projectile beats racer by <3, Blue Shell hits someone not in first) then roll a d6- on a 3+, you gain suspicion. A racer nailed as a result of this item, can remove it by entering the pit stop.
BOOm Box- You've got a Boo! In a box! Once per race, you can free the Boo from the box, adding a special Bad Boo to your reserve Item Slot. The Bad Boo works similarly to the Boo Buddy, with the following exceptions- he doesn't play by the rules, so can target any racer on the track, but doesn't appreciate being stuffed in a box, so does not have the Cleanse or Invisible tags. The Undead Rights Association will be very upset by the use of this module- on a 3+, gain 1 suspicion after the race. If a Boo Buddy happens to spot a Bad Boo or a Bad Trick Boo from that item being used on this kart, these good hearted ghosts will usually duly report it to the authorities-and you gain a suspicion for sure! ...Unless it was a Bad Trick Boo hiding in another racers kart.
...Begin with a condition called a 'Black Mark'. Whenever this Kart does momentum damage with an opposed, roll, such as a ram or a projectile, it inflicts a 'Black Mark'. They can come from other sources too. On the following turn, the owner of the Mark can 'cash in'-the Karts affected suffer a mid-race hiccup upon activation if the attacking driver succeeds on a 1d6. Marks not cashed in fade away, the turn following. Marks can be applied so:
Opposed : On an opposed roll, Black Mark the target if the attack hit. Items that miss and persist, such as bouncy shells, become Red Marked. If the item rolled a 6 and still missed, it becomes Haywire.
Non-Opposed: When you launch this item, roll a 1d6. On a 4-6, you succeed, these items become 'Black Marked', and inflict a Black Mark if they then succeed to hit. Items that fail this roll become 'Tweaked'. Tweaked items act like normal items, but often have unintended effects. Rolling a Nat 1 to tinker generates a Haywire item.
Traps/Special Cases: Items that go out your direct control such as blue shells, errant projectiles, and traps, automatically become Red Marks-these are similar to Black Marks, except you have no control over activating their hiccups. Red Marked Traps will inflict a hiccup on anyone-including the user-when they strike. Red marked attack items will inflict a hiccup automatically. Red marked attack items that roll a 6 on tinker and miss, and Traps that roll a 1 are considered Haywire.
Haywire: Items are considered red marks. If opposed, Haywire items will randomly acquire a new target either in front of or behind a racer, up to three racers, and never one who has been targeted before. If non-opposed, Haywire items have the omnicidal tag (if field deployed) or have their momentum loss increases by +1 (if traps).
Cashing in: To cash in a Black mark, roll a 1d6. If you succeed, hiccup the target. If you fail, you will gain one suspicion after the race, but only ever one. If a red marked item goes off, you don't gain suspicion. Haywire items always gain suspicion.