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Squirrel Attack!
You hold in your hand a complete role playing game
book with several unique features. First, it contains a
system called Iridium Lite. Lite systems are compact
by definition and do not contain rules for every
situation. The assumption is that the game master
and the players can work out anything that falls
through the cracks. This is not to say the system is
not complete, merely open to extension.
Secondly, the characters of this story are pre-genned
and have goals. You can certainly create your own
characters and there are rules for generating them
but the best results come from using the pre-genned
characters. The goals are defined and arbitrated by
the players and the game master. These goals are
given points and measure how well the character is
played.
Thirdly, this is not a game of anthropomorphoids or
animals with human traits. This is a game of
squirrels who lived among fairies and gained some
small amount of intelligence. Physically the
squirrels are just animals.
Finally, the narrowly focused setting allows for vast
expansion. The adventure is designed for one night
of play but can be stretched into a long running
campaign if desired.
Keep in mind that this game is meant to be
humorous. A serious campaign might be played but
how serious can you be about squirrels.
Enjoy!
Written By: William Corrie Edited by: Linda Corrie
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TABLE
OF
CONTENTS
5
6
6
THE CHURCH . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
THE ORDER OF THE BRAZIL NUT . . . . . . . . . . . . . . . . . . . 7
THE CHIPMONKS OF THE ORDER OF ASSISI . . . . . . . . . . 7
8
8
9
9
10
10
11
12
13
13
13
14
14
14
14
14
15
15
15
15
Crisis in Nuttopia
The Characters
17
17
GOALS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
SIR GRAIS DENWUTT . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
LENNY. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
BASTION NUTTFELLOW . . . . . . . . . . . . . . . . . . . . . . . . . . .
COMRADE NUTSKY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
BRUCE LEROI . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
DONNABELLE PEANUT . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Setting Characters
32
BRUTUS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
MR. JONES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
JONES JUNIOR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
ROMMEL. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
18
18
20
23
25
27
30
32
34
36
37
39
ACORN GROVE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
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ABANDONED SHED . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
PEANUT GROVE. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
PECAN GROVE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
THE WALL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
39
39
39
40
40
GROUND FLOOR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
LIBRARY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
MR. JONES BEDROOM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
KITCHEN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
PANTRY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
SECOND FLOOR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
MIDDLE BEDROOM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
BASEMENT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
42
43
CLOSET. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
STORE ROOM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
BRAZIL NUT TREE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
46
48
50
51
BASIC POINTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
CHARACTER CREATION . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
STATISTICS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
STATISTIC CHECKS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
SKILL CHECKS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
KARMA . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
UNSKILLED ATTEMPTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
UNSKILLED WEAPON USE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
COMBAT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
OPTIONAL ROLL UNDER ATTACK RESOLUTION . . . . . . . . . . . . . . . 55
TIME . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
PROFESSION PATHS AND CAREERS . . . . . . . . . . . . . . . . . 56
Skills
56
INTELLECTUAL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
ANATOMY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
ARCHAEOLOGY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
BONESETTING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
FIRST AID . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
INVESTIGATION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
LANGUAGES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
LAW . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
MEDICINE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
NAVIGATION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
SCIENCE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
SURGERY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
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MOVEMENT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
CLIMBING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
DRIVING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
FLIGHT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
HORSEMANSHIP . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
PILOTING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
RUNNING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
SAILING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
SWIMMING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
CRAFT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
ARMOR FORGING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
ELECTRONICS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
ENGINEERING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
EXPLOSIVES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
GUNSMITHING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
METAL WORKING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
ROPE USE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
FIGHTER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
ARMOR USE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
PARRYING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
THROWN WEAPON . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
TRACKING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
UNARMED COMBAT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
VARIOUS WEAPON USE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
Targeting. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
THIEF . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
ACROBATICS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
DETECT TRAPS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
DISARM TRAPS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
MEDITATION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
MOVE SILENT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
MOVE IN SHADOWS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
OPEN LOCKS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
SEARCH . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
PERFORMER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
ACTING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
DECEPTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
DIPLOMACY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
INITIATE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
ORATORY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
SEDUCTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
STAGE MAGIC . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
Effects
61
FATIGUE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
CONTESTED EFFECTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
DURATION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
62
Experience
64
AWARDING EXPERIENCE . . . . . . . . . . . . . . . . . . . . . . . . . . 64
SPENDING EXPERIENCE . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
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ANNUT, THE FIRST
When man was young and first walked the Earth all was a paradise. At
his side was Annut the first Squirrel. They frolicked and danced,
celebrating life and the joys of living. Annut gathered foods for Man
and protected him from wild animals who would do him harm. More
importantly, Annut guarded Mans babies from the dreaded Cat spirit
Anmeow.
Now it came to pass that Anmeow grew tired of her endless battles
and defeat at the paws of Annut. In a fit of rage, she made a vow with
the Dark Rat Horde to finish man.
T
H E
F
I R S T
For the centuries that the paths have been hidden Annuts descendants
have lived in peace. The part of the Other World they claimed was
named Nuttopia and in it the Great Tree grew. It provided all the nuts
that the Rodent Kin could want. Abundant food and eternal summers
made this portion of the Other World a paradise. The descendants of
Annut found centuries of peace there, amongst other creatures who
took little notice of them.
Anmeow and her kind grew in number and a fickle affection was
granted Man. As long as Man worshipped, clothed and fed her kind,
Anmeow was pleased. Her conscious was not clean though and her
kind took to hunting Annut and the Dark Rat Horde. They could not
follow the paths to the Other World for the Dark Rat Horde had
hidden it to all who were not Rodent Kin.
N N U T
See, Man, I am far more useful than that worthless Annut, purred
Anmeow. Man looked down at the purring cat and saw all the fallen
Dark Rats and embraced her. They forgot about Annut and his kind
except as tree dwellers.
Fear me Man, I am Cat, hear me roar! Meow! Her howls were heard
through the night and the Dark Rat Horde beckoned to her call. The
Horde descended on Man and disease followed. Man asked Annut for
help but brave though he was, he was no match for the Horde. The
disease spread and many grew ill. Into this, Anmeow came slaying the
Dark Rat Horde before her. They fled, betrayed, but not before taking
Annut and his kin to the Other World.
As time passed, slowly as it does in the Other World, the Rodent Kin
grew and evolved, often bringing affectations of Man to them in
Nuttopia. Some of the Rodent Kin visited the mortal realm. From
these Rodent Kin, much was learned of the growth and evolution of
Man. The Squirrels left behind became dumb and simple creatures
hiding in trees and the prey of cats and dogs. The legacy of Anmeow
became instinct as her kind were similarly decreased. Back to the
realm of Nuttopia were brought the ideas of Religion and Nobility.
There had always been the belief, the very knowledge, of Mother
Earth. The guardian spirit of life was respected by all but the Black
squirrels and the Dark Rat Horde. To rule over the Rodent Kin the
Grey Squirrels rose up from Annuts direct line and Macadamia the
First took the throne.
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H E
E V E N
O U S E S
O F
N N U T
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The Black Squirrels never acknowledged the rule of the Grey and they
set a kingdom apart, at the root of the Tree of Life. Here, in the deep
tunnels of the Underworld, the path to the Mortal Realm was their
home. All who would pass into the Mortal Realm must meet their toll.
The final affront to Mother Nature came when Rodentia slew the
Good King Pecan. Mother Nature punished not only Rodentia but also
all the Black squirrels who were involved. They were turned white,
their eyes pink and sensitive to light but worse of all, they were made
creatures of the Underworld, Squirrelferatu.
Nuttopia began to splinter shortly after this and the Shire was founded
outside the Tree of Life. It was the first settlement of this type. The
idea spread and the Greenwold and Grassers Island were next. They
were treated as duchies and ruled by Grey Squirrel nobles but always
seemed apart and somehow less than the splendid duchies of the Tree.
These rural cousins had a rougher life than their gentile brethren but
many argue a more robust one as well.
OF
ANNUT
Before the renaissance came to Nuttopia, life was simple. Little had
changed since the arrival of the Rodent Kin, for the amount of rule the
Squirrel Kin required was minimal. Then the first house was
established, called simply Annut. The Grey Squirrels claimed the need
for order amongst the growing population of Squirrel Kin and the
greater Rodent Kin. In quick succession the rest followed claiming
control of different areas on the Tree of Life.
The Walnuts, a reasonable and steadfast clan, claimed the Temple.
The Annut house claimed the Great Hall and the surrounding
chambers as their personal lands. The Pistashio house, full of fire and
quick to fight, founded the Wold. Vain and always plotting, the
Almondine house controls most of the supply of nuts from the Shire.
The Hortus have guarded the Passages to the Underworld for
centuries. Their task has taken a toll on their numbers and they are the
only noble house to practice adoption of other squirrels and rodents.
RELIGIONS
OF
NUTTOPIA
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good nut butter. Finally, on Grassers Island, the chipmunks have a
monastery dedicated to the patron saint Francis of Assisi. The
monastery is simply referred to as Assisi and is situated in a cluster of
oak on a hill. The monks hope to one day meet Saint Francis but have
little hope of finding the passage to the Mortal Realm that opens on
the correct year. Still, they hope and search.
THE CHURCH
May the Mother bless you with nuts. - Benediction
OF THE ORDER OF
If you dont like our shells,
You can go to Hell - Vespers prayer
ASSISI
The Chipmonks of
Assisi are known
for their ability to
calm wild animals,
the respect for their
surroundings and
their
fine
craftmanship.
Their trade skills
have served them
well in negotiations and sales. They make and sell nut butter to all the
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U T T O P I A
THE CHIPMONKS
The knights make their home in the Temple of the Tree of Life. Their
leader, Sir Gruffnutt, is a stern master but very fair. He expects the
knights to maintain order and protect the artifacts of the Temple
regardless of the dangers they face. The knights, all 42 of them, are
often questing far outside the borders of Nuttopia to all parts of the
Other World. There are always at least ten knights present at the
temple and anywhere from ten to twenty squires.
O F
The other relic held in the Temple is the remains of Sir Lumpnutt.
Supposedly, after a courageous battle against the Dark Rat Horde
where Sir Lumpnutt was slain, his remains were bathed in light and
the Dark Rat Horde was forced to retreat. To this day, his knights carry
a bone fragment of the brave knight as ward against the Horde.
E L I G I O N S
THE ORDER
The Church is dedicated to Mother Earth. The area of the Tree of Life
is dedicated to her temples. She visits the Squirrel Kin in times of
need and was present when Annut and his kin arrived in the other
word. It is said that it was Mother Earth who protected the Squirrel
Kin from the Dark Rat Horde.
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other Rodent Kin. This is sold in leaf weights and is considered the
best in the land.
O F
T H E
Q U I R R E L
I N
In addition, they have the only rodent library, deep in their nests in the
Assisi Monastery, on the insides of acorn shells. They are diligent in
guarding this knowledge and all manner of information is stored in
their libraries.
TRIBES
OF THE
SQUIRREL KIN
In the beginning, there was only one tribe and they were all grey
furred and of the same ancestry, descendants of Annut. Then Chester,
the son of Annut, climbed the Tree of Life. He climbed for days and
grew thirsty and hungry but finally he was at the top. He reached out
but stopped when he heard a booming voice proclaim that the sky was
not for him. He denied the voice, thinking of his struggle to reach the
top. He reached out and touching the sky he was struck down.
He fell for days and when he reached the foot of the tree there was a
great crash and the land shook, the Tree of Life swayed. The wrath of
the creator was upon all the Squirrel Kin. Annut, bent with age, called
out to the Mother to save his children. She intervened but told Annut
that there would be a price to pay. He solemnly agreed and she rose
into the sky.
For three days the sun did not set and the wind stood still. At the end
of that time, there was a single mighty thunder clap and suddenly the
different tribes of Squirrel Kin were made from the children of Annut.
They had been split into the Grey, Red, Black and Flying Squirrel
Tribes.
This change at first seemed a small price to pay for the mercy of the
Creator. As time passed, though, the differences became more and
more clear. The first wars over territory led to the eventual adoption of
the Grey Tribe as nobles since they most looked like Annut. As Annut
passed from the Other World to be with the Mother, he bade them to
live in peace in one tree or many under the rule of the Grey. This has
held to present.
R I B E S
GREY
Nuttopia needs us, as the body needs the heart to tell it what it
wants.
The Grey Squirrels are the direct descendants of Annut. They rule
Nuttopia as a noble class. They are by far the most educated of the
Squirrel Kin and also the most self important. They often feel the need
to control all activity in the immediate area, enhancing their reputation
as controlling megalomaniacs.
After the creation of the tribes, the Grey were the strongest but their
power has since waned. Some say the favor of Mother Nature has
been withdrawn while others say it is the policies of the Grey and their
insular nature that has caused them to decrease. Whatever the reason,
the Grey tribe looks more and more to the other tribes for aid and
strength.
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BLACK
If they do not love us, let them fear us.
RED
To each according to his nuts, from each according to his ability to
pick those nuts.
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Reds have a level of survival skills that go beyond that of most Rodent
Kin. They try to convert others to their views of social revolution and
rule of the people by the people. It has been a dangerous road as the
Greys have denied the Rodent Kin their voice, stopping assemblies
and breaking up any meetings or unions. The Reds have their own
leader though, Linseed, whose powerful oration ensures the
Movement goes forward. The Red Squirrel knows it is his personal
duty to spread the word and does so at every turn.
Q U I R R E L
The Red tribe accepts the rule of the Grey tribe grudgingly, fighting
for more representation in the Great Hall and a larger say in their self
rule. The Red tribe have moved away from the Tree to a distance that
many Greys believe is dangerous. It is their tenacity and perseverance
have enabled them to move the boundaries of Nuttopia far beyond
what the Greys ever thought possible.
The Red tribe is the largest by far. They have spread to the Shire and
even have colonies in the Green Wold and Grassers Island amongst
the chipmunks. They are influenced by modern beliefs from the
Mortal Realm, mixing various ideologies to describe the world they
live in.
T H E
They also have no love for the Grey house of Hortus. The Black tribe
view them as their keepers and hold them in contempt.
O F
The Black tribe has a hard life and no squirrel will argue that. They
bring this on themselves, though, by cavorting with the Hawk Reich
and the Dark Rat Horde. They also have an unwavering belief in their
superiority to other squirrels. Their views on other species is even less
complimentary.
R I B E S
The Black tribe blames the Grey tribe for their current status. They
maintain that Mother Nature never hears any of their prayers since the
priest of the Temple drown them out. Whether this is true cannot be
said but the Black tribe believes it.
Banished to the UnderWorld for their evil, only a few were to become
the Squirrelferatu. Most of the Black tribe guard the entrances to the
Mortal Realm. This is their penance for the misdeeds of Rodentia who
slew Good King Pecan. Those that were not directly involved were
banished to the UnderWorld. Some visit the surface but avoid the light
of the sun as it is painful to them. Even the moon causes some
discomfort.
Squirrel Attack!
FLYING
R I B E S
O F
T H E
Q U I R R E L
I N
L i f e i s t o o s h o r t t o s ta y
grounded!
10
SQUIRRELFERATU
All are our Prey...Um, Pra...Um, Prayer...No, that isnt right. Can
we start over?
The Squirrelferatu are
Squirrels who were cursed
due to their involvement in
the assassination of Good
King Pecan. They were
cursed to never know the
warmth of the sun or the
peace of the grave. These
Squirrel Kin are more a
group of afflicted than an
actual tribe. They come
from any tribe and must
feed on the life of other
creatures in order to
quench the growing hunger
inside them. This is a
hunger that never kills but
slowly consumes them.
The Squirrelferatu know no rest while the hunger is upon them.
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So strong is the Hunger that they may attack even those they consider
their allies. The Black Tribe his lived with them in the Under World
for centuries and has grown to accept the sacrifice of some of their
kind to the Squirrelferatu in exchange for their aid and mercy.
I N
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Q U I R R E L
SQUIRRELCANTHROPE
T H E
The Squirrelferatu cannot abide by the meat of a nut. Any touch of nut
meat causes their skin to burn and their fur to fall out. It will not kill
them but it can hurt them and the wounds never heal. Sunlight causes
them to lose all their physical abilities as well as the use of their
magic. In sunlight they may be killed. All physical stats for the
Squirrelferatu drop to 1 if they are in direct sunlight.
O F
R I B E S
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R I B E S
O F
T H E
Q U I R R E L
I N
12
Squirrelcanthropes can be
killed with a sprig of
belladonna. Its mere
presence causes them to
revert to their original
Squirrel form but greatly
weakened. The slightest
t a s t e o f b e l l a d o nn a i s
instantly fatal.
The Squrrelferatu may
learn new shapes to
change into but they all
begin with the Raccoon.
No one is sure of the
origin of the Raccoon
form or why the
Lycanthrope did not pass
along the wolf form.
Regardless,
the
Squirrelcanthrope
becomes a maddened
raging Raccoon who knows no allies during the full moon. During the
rest of the month they may change and retain their intellect, such as it
is.
The anguish of the Squirrelcanthrope is only matched by that of the
Squirrelferatu. These groups are mortal enemies, although even they
do not know the reason why. Sometimes they must agree to disagree
since neither side has the power to completely destroy the other.
The Squirrelcanthrope regenerates one point of Fortitude for each
rank of Regenerate. So, if they have a rank of three in Regenerate,
then the Squirrelcanthrope regains three points in all damaged areas
each round. This continues to work as long as the their head is still
attached to their body and they have not ingested or come near any
belladonna.
CHIPMUNKS
The Chipmunks live in an abandoned termite mound on Grassers
Island. They are actually part of the Rodent Kin but are close allies of
the Squirrel Kin. Their king, Good King Alvin, rules a prosperous and
peaceful kingdom. He has expanded their city as their numbers have
grown. His people trade nutbutter with the Squirrel Kin of Nuttopia
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for nuts and acorn shells. Both sides are very dependant on the trade
that has grown between their two people.
OF THE
SQUIRREL KIN
The magic the Squirrel Kin practice comes from the fairies who live in
the Other World. Over the centuries the different tribes have learned
various spells and powers.
CALM
CHANGE
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I N
Q U I R R E L
T H E
MAGICS
O F
A G I C S
They worship the creator and Mother Nature but express this through
quiet reflection and recording of the histories. They do this by
following an example brought back from the Mortal World. They have
formed Monasteries. They revere the Saint Francis of Assisi. They
follow his example of trade and economics as well as kindness to
animals. Through this study they have glimpsed some of the inner
workings of the universe and applied them to their life.
13
Squirrel Attack!
CLING
O F
T H E
Q U I R R E L
I N
The power to cling to trees is possessed by all Squirrel Kin and even
the Chipmunks but only a few have taken it to a magical art form.
With this power the squirrel may cling to any surface, smooth or
rough, vertical or horizontal or even while the surface is being shaken.
The activation for Cling is AGL + Cling + Climb. A GM may choose
to have a check made when changing surfaces, in extreme
circumstances (clinging to a flailing arm) or when changing
surfaces (going from a rock wall to a wooden roof. This depends on
the flow of play as to how often a check is needed. This spell costs 1
fatigue to activate.
DODGE
Dodge allows a squirrel to accelerate for an instant as an attack is
incoming. This causes the attack to miss although it appears it should
have hit. This spell only works against one attack per round and takes
the action of the caster. The caster may still move at full speed.
Activation for this spell is AGL + Dodge + Running Skill.
DISTRACTION
Distraction creates a sound which attracts the attention of a creature.
Distraction does not work if the target is focused on the caster but
does work if they are focused on something else. For instance, if a
Squirrelferatu is staring down a wild boar and casts Distraction, the
boar is aware of the sound but may choose to ignore it. However, if
the same boar is chasing the Squirrelferatus companions when the
spell is cast then it would veer off towards the new noise.
The noise may be created in any direction that the caster can see. In
other words, the caster cannot make the sound come from around the
corner. If the target cannot hear the sound (i.e. deaf, loud
thunderstorm, etc.) then they are not affected.
Activation for this spell is WIS + Distraction + Deception. This spell
costs one Fatigue.
A G I C S
FLY
Fly is a spell that is most common with the Flying tribe. It greatly
enhances their natural gliding skill and allows them to launch from the
ground as though they had done so from a high tree. For someone not
of the Flying Tribe this works more like a powerful jump allowing
them to travel 10 feet per rank of the spell. For those of the Flying
Tribe the distance is doubled.
The activation for this spell is AGL + Fly + Flight. It costs one
Fortitude and the flyer may only carry what they normally could
carry on the ground.
HEAL
Healing is at the heart of the Order of the Brazil Nut and the teachings
of the Chipmonks Order of Assisi. They study long and hard to aid
those who are in pain or wounded. Their powers of healing work on
14
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both wounds and diseases. Diseases are more difficult and may incur
minuses to their activation, reflecting how advanced the disease is or
how virulent.
INVISIBILITY
T H E
O F
N E M I E S
REGENERATE
TELESKIP
ENEMIES
OF THE
I N
Q U I R R E L
SQUIRREL KIN
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N E M I E S
O F
T H E
Q U I R R E L
I N
HAWK REICH
The Hawk Reich despises the Flying Squirrel Kin and by extension all
their inferior brethren. They live beyond Grassers Island and are a
16
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constant threat not only to the Squirrel Kin but also to the Chipmunks.
They raid into Nuttopia on cleansing missions. During these attacks
the Hawk Reich fighters take prisoners as well as killing many
outright. These onslaughts have intensified in recent years to the point
where officials talk of return strikes into Hawk Reich territory. Most
Squirrel Kin abhor the loss of life such a war would cause.
The Hawks are ruled by Rolf Dieters, a master flyer and the perfect
Hawk specimen. He has ruled for twelve years and is surely the cause
of the recent increase in hostilities. Any attempts by Nuttopia at
negotiations have met with their ambassadors being eaten.
IN
NUTTOPIA
A blight has come to the kingdom of Nuttopia and the king is trying to
hide how bad it is. His daughter, the Princess Cashew, decided to aid
her kingdom and has assembled a band from all the tribes who
answered her call.
The blight has destroyed all the nuts in Nuttopia. Without more
supplies squirrels will start dying alongside the chipmunks. There are
other sources of nuts in the Other World but they are far away, too far
away. One of the affects of bringing nuts through the Under World
from the Mortal World to the Other World is that they multiply. If one
nut is brought back for each tribe there will be enough to feed
everyone through the winter.
U T T O P I A
CRISIS
She and her kind will hinder any activity that might aid the Squirrel
Kin. Her voice can be heard on the Mortal World by any cat and they
will obey her.
I N
R I S I S
ANMEOW
THE CHARACTERS
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GOALS
Goals are a measure of the players ability to relate to the character.
The GM and the players as a whole determine if the Goals have been
met and if the points are allotted. This is a means of determining a
winner in the role-playing scenario. Each Squirrel may carry one nut
in each check for a total of two nuts. They may use nets or bags to
carry more but must locate the materials to make them.
SIR GRAIS
DENWUTT
Mr. Jones is not our enemy, merely our salvation. - On Mr. Jones
H E
H A R A C T E R S
SPELLS
DESCRIPTION
18
STR
Heal
13
AGL
10
Cling
10
14
CON
10
Dodge
10
12
DEX
APP
WIS
INT
Climb
10
13
CHA
10
First Aid
SKILLS
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STATISTICS
SPELLS
DESCRIPTION
PIE
Initiate
12
WIL
Medicine
LUC
Running
10
12
DEF
13
Tracking
12
BASE FOR
20
Unarmed Combat
10
19
KARMA
FATIGUE
18
FORTITUDE
10
2 - R. Arm
40
3 - R. Shoulder
40
4 - Chest
10
5 - L. Shoulder
40
6 - L. Arm
40
Intellect
7 - Stomach
20
Movement
8 - Groin
20
Craft
9 - R. Leg
40
Fighter
10 - L. Leg
40
Thief
Performer
2 - R. Arm
20
3 - R. Shoulder
20
4 - Chest
20
5 - L. Shoulder
20
6 - L. Arm
20
7 - Stomach
20
8 - Groin
20
9 - R. Leg
20
10 - L. Leg
20
NOTES
H A R A C T E R S
20
APTITUDES
1 - Head
H E
ARMOR
1 - Head
ATTACKS
Attack
Damage
+TH/+TD # Attacks
Claws
1d4
+5/+3
Bite
1d6
+5/+3
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STATISTICS
SPELLS
DESCRIPTION
Squirrels may use their claws or bite in one attack round but not both.
GOALS
H A R A C T E R S
DESCRIPTION
AWARD
Five points
Two points
Ten points
Three points
LENNY
Mr. Jones is the prince of his land and must be destroyed. - On
Mr. Jones
Sweet nourishment, the thirst calls. - On Jones Junior
Curs to be treated as such - On Brutus and Rommel
The chosen and yet the cursed. None know our pain. - On
Squirrelferatu
The old ways are the best. These Reds will pass and the serfs will do
as we tell them.- On the Red Tribe
Pompous mortals, they understand nothing. - On the Grey Tribe
Worthy foes that do not truly understand their own powers. - On
Squirrelcanthrope
From them more Squirrelferatu are born. -On Black Tribe
H E
20
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condition as an advantage. They would stop Lenny if they thought
him capable of succeeding.
Lenny is not all good and happiness though. His inner Hunger has
forced him to take many lives. If he does not feed each day he needs to
make a WIL check on a d20 whenever encountering food. Whenever
he encounters a new source he receives a -1 to the check. Jones Junior
is a dream come true in terms of blood. If he encounters Jones Junior
all minuses double. If he fails the will check he goes berserk and tries
to reach the victim with all his physical might but does not use his
spells.
DESCRIPTION
STR
Invisibility
16
AGL
Distraction
13
CON
Change (Bat)
10
DEX
APP
WIS
Anatomy
11
INT
Climb
10
CHA
10
Deception
10
15
PIE
Detect Traps
18
WIL
Move In Shadows 7
13
LUC
Move Silently
13
DEF
13
Search
11
BASE FOR
18
KARMA
FATIGUE
17
SKILLS
FORTITUDE
APTITUDE
1 - Head
Intellect
2 - R. Arm
36
Movement
3 - R. Shoulder
36
Craft
4 - Chest
Fighter
5 - L. Shoulder
36
Thief
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STAT
H A R A C T E R S
STATISTICS
H E
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STATISTICS
6 - L. Arm
36
7 - Stomach
18
8 - Groin
18
9 - R. Leg
36
10 - L. Leg
36
STAT
H E
H A R A C T E R S
ARMOR
Performer
NOTES
1 - Head
2 - R. Arm
3 - R. Shoulder
4 - Chest
5 - L. Shoulder
6 - L. Arm
7 - Stomach
8 - Groin
9 - R. Leg
10 - L. Leg
None
EQUIPMENT
Amulet of Anmeow
Known as the Cats Eye this amulet wards against canines keeping them
five feet away for five minutes. It costs three Fatigue to activate this device
but no activation roll is required.
ATTACKS
Attack
Damage
+TH/+TD
# Attacks
Claws
1d4
+0/+1
Bite
1d6
+0/+1
Squirrels may use their claws or bite in one attack round but not both.
The Squirrelferatu may drain and store one Blood Point if their bite attack
is successful. Adult humans have 10 Blood Points, Dogs have 3 blood
points, and Jones Junior has one. Blood Points may be used by the Squirrelferatu to heal themselves of all damage. If a victim is bitten and blood
drawn, then they must make a save vs. CON on a d20 so as to not turn in
to a Squirrelferatu.
GOALS
DESCRIPTION
22
AWARD
Five points
Two points
Ten points
Three points
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BASTION NUTTFELLOW
A reasonable fellow, I am sure he can be reasoned with. - On Mr.
Jones
The young are our future. Wont anyone think of the children. On Jones Junior
Brutes who will surely be our end! - On Brutus and Rommel
A disturbing collection of cannibals. I pray we do not meet any on
our travels. - On Squirrelferatu
Rabble who will soon be put in their place.- On the Red Tribe
The true rulers of Nuttopia as is shown by the organization of this
party. - On the Grey Tribe
Wanderers and thieves. Gentlemen do not associate with them. On Flying Tribe
All his life Bastion has found a way to avoid learning anything about
fighting, work or even labor. He is gifted with a silver tongue, though,
and hopes that will be enough to ensure his success.
STATISTICS
STR
Heal
15
AGL
Cling
CON
Dodge
DEX
APP
10
WIS
Bonesetting
13
INT
Climbing
CHA
10
First Aid
14
PIE
Medicine
15
WIL
Move Silently
LUC
10
Running
DEF
Search
11
SKILLS
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STAT
H A R A C T E R S
Bastion was raised in the Tree of Life and has always had privilege
cast upon him. He knows little of suffering and less of labor. His
family has been part of the House of Annut for centuries and has done
an upstanding job of avoiding unpleasantries until now. He was in the
Great Hall when the news of the blight was brought to King
Agememnut. It was a great shock when the King turned to Bastion
and told him he would be going with the expedition to the Mortal
World.
H E
T he y s h ed t h ei r S k i n ! Di s gu s t i n g a n d m a d , a h o r r i b l e
combination. - On Squirrelcanthrope
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STATISTICS
BASE FOR
14
KARMA
FATIGUE
10
STAT
Surgery
H E
H A R A C T E R S
FORTITUDE
10
APTITUDE
1 - Head
Intellect
2 - R. Arm
28
Movement
3 - R. Shoulder
28
Craft
4 - Chest
Fighter
5 - L. Shoulder
28
Thief
6 - L. Arm
28
Performer
7 - Stomach
14
8 - Groin
14
9 - R. Leg
28
10 - L. Leg
28
ARMOR
NOTES
1 - Head
2 - R. Arm
3 - R. Shoulder
4 - Chest
5 - L. Shoulder
6 - L. Arm
7 - Stomach
8 - Groin
9 - R. Leg
10 - L. Leg
None
EQUIPMENT
Nut Dust of The Tree of Life
This is ground nut from the Tree of Life and heals all damage to a creature, even bringing them back from the dead. This is still nut meat and so
affects a Squirrelferatu adversely, destroying them. It is one of the few
known ways to kill a Squirrelferatu. Bastion has six doses.
ATTACKS
Attack
Damage
+TH/+TD
# Attacks
Claws
1d4
+0/+1
Bite
1d6
+0/+1
Squirrels may use their claws or bite in one attack round but not both.
GOALS
DESCRIPTION
24
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AWARD
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STATISTICS
STAT
Two points
H A R A C T E R S
H E
COMRADE NUTSKY
A member of the Red Tribe, Nutsky is his party name. His actual
name is Harold and he has a family living in the Greenwold. He has
seen the oppression of the elite noble class of the proletariat. He has
seen the exploitation of the worker and has helped in the fight to
organize them. With the help of Linseed the workers of Nuttopia will
unite and gain the utopia that is found at the end of the path of Social
Revolution.
Nutsky came forward as a representative of the Red Tribe to aid in the
plight of the proletariat. When he brought the news of the blight to the
bourgeois King, Nutsky was drafted into the effort to save Nuttopia.
He gave a grand speech explaining that he did this for the Community,
for the people. He made it clear that the most democratic bourgeois
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republic is no more than a machine for the suppression of the working
class by the bourgeoisie, for the suppression of the working people by
a handful of capitalists. He could not do this for a bourgeois king but
he would do it for the people.
When he left, his family was there to see him off and give them their
best wishes. The community gave him a supply of explosive nutbutter
to be used in the peoples fight. He will save these brave workers.
The Red Tribe discovered a copy of Thomas Mores Utopia in Mr.
Jones library. These words must be heard by the proletariat. Comrade
Nutsky must recover the book for the good of the people.
STATISTICS
H E
H A R A C T E R S
DESCRIPTION
Calm
10
17
AGL
Distraction
11
CON
Teleskip
11
DEX
APP
WIS
Deception
10
15
INT
Explosives
14
CHA
10
First Aid
13
PIE
10
Meditation
WIL
Move Silently
10
LUC
Oratory
10
12
DEF
Search
BASE FOR
18
Stage Magic
12
KARMA
FATIGUE
19
SKILLS
FORTITUDE
APTITUDE
1 - Head
Intellect
2 - R. Arm
36
Movement
3 - R. Shoulder
36
Craft
4 - Chest
Fighter
5 - L. Shoulder
36
Thief
6 - L. Arm
36
Performer
7 - Stomach
18
8 - Groin
18
9 - R. Leg
36
10 - L. Leg
36
ARMOR
26
STAT
STR
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STATISTICS
1 - Head
2 - R. Arm
3 - R. Shoulder
4 - Chest
5 - L. Shoulder
6 - L. Arm
7 - Stomach
8 - Groin
9 - R. Leg
10 - L. Leg
STAT
None
Explosive Nutbutter
Attack
Damage
+TH/+TD
# Attacks
Claws
1d4
+0/+2
Bite
1d6
+0/+2
Squirrels may use their claws or bite in one attack round but not both.
GOALS
DESCRIPTION
AWARD
Two points
H A R A C T E R S
ATTACKS
This is a secret of the Red squirrels creation. It is distilled from the nuts of
a tree found in the depths of the Greenwold. It deals 3d10 worth of damage per ounce, enough to knock a door off its hinges. Shaped charges may
be used to knock small squirrel sized holes in walls.
H E
EQUIPMENT
BRUCE LEROI
A pious man looking for the best path in this world for his own. On Mr. Jones
Blessed are the nutfants. - On Jones Junior
Conflict leads to violence. Seek understanding. - On Brutus and
Rommel
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Salvation is only found through repentance. - On Squirrelferatu
God is not dead, he is just taking a nutbutter break.- On the Red
Tribe
One should not put themselves above their gods. - On the Grey
Tribe
Abominations! - On Squirrelcanthrope
The godless seek the darkness. -On Black Tribe
The errant child shall return. - On Flying Tribe
H E
H A R A C T E R S
28
STAT
STR
Calm
10
20
AGL
10
Heal
11
CON
Teleskip
14
DEX
APP
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STATISTICS
STAT
WIS
Deception
10
15
INT
Initiate
10
13
CHA
First Aid
12
PIE
10
Medicine
WIL
Meditation
LUC
Stage Magic
12
DEF
Unarmed Combat 10
18
BASE FOR
17
KARMA
FATIGUE
17
FORTITUDE
APTITUDE
3
Movement
3 - R. Shoulder
34
Craft
4 - Chest
Fighter
5 - L. Shoulder
34
Thief
6 - L. Arm
34
Performer
7 - Stomach
17
8 - Groin
17
9 - R. Leg
34
10 - L. Leg
34
ARMOR
NOTES
1 - Head
2 - R. Arm
3 - R. Shoulder
4 - Chest
5 - L. Shoulder
6 - L. Arm
7 - Stomach
8 - Groin
9 - R. Leg
10 - L. Leg
H A R A C T E R S
Intellect
34
2 - R. Arm
H E
1 - Head
None
EQUIPMENT
Helmet of Nudt
This acorn shell is purported to have been fashioned by the dark god
Nudt. Made of simple acorn shells, it is inscribed with runes of unknown
origin. Any who hold it will see perfectly in darkness and be able to cast
light by spending one Fatigue point. The light will only go out if the
wearer falls unconscious, takes it off or wills it to stop.
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STATISTICS
STAT
ATTACKS
Attack
Damage
+TH/+TD
# Attacks
Claws
1d2
+5/+3
Bite
1d4
+5/+3
Maneuver
Special
+5/+3
Bruce LeRoi may use his Bite and claws in one round or his Maneuvers.
He must make an Unarmed Combat skill check to use his Maneuver after
making a successful attack.
H A R A C T E R S
GOALS
DESCRIPTION
AWARD
Two points
Each animal killed during the mission and as a Minus three points
result of the mission.
DONNABELLE PEANUT
Dont know the Man, but he has what we want. - On Mr. Jones
I dont like children. - On Jones Junior
H E
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When the Flying Tribe heard of the Blight they sent volunteers and
Donnabelle was the only one with experience with dogs. She has
outsmarted her share of ferocious guard dogs, wild dingos and hungry
wolves. She has developed a burning hatred for the canine species and
wishes nothing but harm for them. If she has an opportunity to kill
Rommel or Brutus without endangering the group, she will do it.
17
AGL
Cling
11
CON
10
Invisibility
DEX
APP
WIS
Climb
13
INT
Flight
14
CHA
Move Silently
11
PIE
Move in Shadows 7
11
WIL
10
Search
13
LUC
Unarmed Combat 7
13
DEF
BASE FOR
23
KARMA
FATIGUE
15
SKILLS
H A R A C T E R S
Fly
FORTITUDE
APTITUDE
1 - Head
12
Intellect
2 - R. Arm
46
Movement
3 - R. Shoulder
46
Craft
4 - Chest
12
Fighter
5 - L. Shoulder
46
Thief
6 - L. Arm
46
Performer
7 - Stomach
23
8 - Groin
23
9 - R. Leg
46
10 - L. Leg
46
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STAT
STR
H E
STATISTICS
A mission that she has taken on herself is the recovery of the Barnum
Balloon. The Flying Tribe has no home since they lost the Bailey
Balloon over fifteen years ago. Bailey was a floating nest for flying
squirrels all over the Other World. The Hawk Reich was kept at bay
with the constant vigil of the skies. It is likely the birds were involved
in the disappearance of the Bailey Balloon. To this end, the Flying
Tribe has given Donnabelle a potion of reduction to reduce the
Barnum Balloon to the size of a single nut. The future of the Flying
Tribe is in Donnabelles paws.
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STATISTICS
STAT
E T T I N G
H A R A C T E R S
ARMOR
NOTES
1 - Head
2 - R. Arm
3 - R. Shoulder
4 - Chest
5 - L. Shoulder
6 - L. Arm
7 - Stomach
8 - Groin
9 - R. Leg
10 - L. Leg
None
EQUIPMENT
Potion of Reduction
This potion affects one item and reduces it to the size of a walnut. If the
item is already the size of a walnut or smaller the potion has no affect.
This potion affects living creatures as well as the inanimate and lasts for
four hours. Donnabelle has three doses.
ATTACKS
Attack
Damage
+TH/+TD
# Attacks
Claws
1d4
+5/+3
Bite
1d6
+5/+3
Squirrels may use their claws or bite in one attack round but not both.
GOALS
DESCRIPTION
AWARD
Two points
Ten points
SETTING CHARACTERS
Setting characters are run by the GM. Theses are meant to be the foes,
obstacles or maybe even allies of the Squirrels.
BRUTUS
Brutus is a Rottweiler who is very aggressive towards all intruders
into Mr. Jones grove. This is nothing compared to his protective
streak for Jones Junior. He will ignore everything if Jones Junior is in
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danger or even just distressed. He will show incredible care in dealing
with Jones Junior. Not so with any threat to the little tyke.
STATISTICS
STAT
STR
AGL
CON
10
DEX
APP
WIS
Move Silently
INT
Move in Shadows 5
CHA
Search
PIE
10
Tracking
12
WIL
10
Unarmed Combat 5
15
LUC
DEF
13
BASE FOR
28
KARMA
E T T I N G
None
FATIGUE
20
SKILLS
FORTITUDE
APTITUDE
14
Intellect
2 - R. Arm
56
Movement
3 - R. Shoulder
56
Craft
4 - Chest
14
Fighter
5 - L. Shoulder
56
Thief
6 - L. Arm
56
Performer
7 - Stomach
28
8 - Groin
28
9 - R. Leg
56
10 - L. Leg
56
ARMOR
NOTES
1 - Head
10
2 - R. Arm
10
3 - R. Shoulder
10
4 - Chest
10
5 - L. Shoulder
10
6 - L. Arm
10
7 - Stomach
10
8 - Groin
10
9 - R. Leg
10
10 - L. Leg
10
H A R A C T E R S
1 - Head
Natural Armor
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STATISTICS
STAT
EQUIPMENT
Dog Collar
E T T I N G
H A R A C T E R S
ATTACKS
Attack
Damage
+TH/+TD
# Attacks
Claws
1d10
+4/+8
Bite
1d12
+4/+8
Dogs may attack with Bite and Claw in the same round.
MR. JONES
Mr. Jones started life in a small town in a large country. His father was
an archaeologist and schooled him in many mysteries of the ancient
past. He went off to University and studied, receiving his own degrees
in ancient history and archeology. His life was filled with many
adventures and rich experiences. Then he met Sarah.
Sarah was a museum curator who inherited a nut farm from her father.
He always told her the fairies help tend his grove and that was why he
always had the biggest and best nuts. When Sarah and Mr. Jones
married, he left his profession to help her with the grove.
It was not long before Sarah was expecting and the couple could not
be happier. All went well until the night of the birth. They rushed to
the hospital in the rain. The storm thundered all about, the wind blew
the car back and forth across the road. Lightning flashed and a squirrel
darted across the road. Mr. Jones lost control of the car and they
crashed into a tree. Sarah was badly hurt and giving birth, there, in the
wreckage. She held on as long as she could and lived long enough to
see her husband hold her baby. Mr. Jones was crushed.
Eleven months after Sarahs death, Mr. Jones has found happiness in
his son and the grove. He is the first to admit that Jones Junior seems
to live a charmed life. He has found the boy in all manner of strange
places but always just before tragedy. His two faithful dogs, Rommel
and Brutus, help to keep the boy safe.
Since that tragic night, Mr. Jones has an intense hatred for squirrels.
He does not blame the squirrel out loud, but in his heart it will always
be more the squirrels fault than the storm.
STATISTICS
34
STR
AGL
CON
10
DEX
STAT
None
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STATISTICS
STAT
APP
WIS
Archeology
16
INT
Investigation
13
CHA
Search
12
PIE
Pistol Use
11
WIL
10
Unarmed Combat 8
13
LUC
Whip Use
14
DEF
16
Detect Traps
14
BASE FOR
28
Disarm Traps
12
KARMA
Open Locks
13
FATIGUE
15
Farming
10
SKILLS
Intellect
56
Movement
3 - R. Shoulder
56
Craft
4 - Chest
14
Fighter
5 - L. Shoulder
56
Thief
6 - L. Arm
56
Performer
7 - Stomach
28
8 - Groin
28
9 - R. Leg
56
10 - L. Leg
56
ARMOR
NOTES
1 - Head
2 - R. Arm
20
3 - R. Shoulder
20
Hates squirrels.
4 - Chest
20
5 - L. Shoulder
20
6 - L. Arm
20
7 - Stomach
20
8 - Groin
9 - R. Leg
10 - L. Leg
H A R A C T E R S
14
2 - R. Arm
1 - Head
E T T I N G
APTITUDE
FORTITUDE
Leather Coat
EQUIPMENT
Leather Coat,.45 cal. Revolver, 24 bullets, lighter, bull whip
ATTACKS
Attack
Damage
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# Attacks
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STATISTICS
STAT
5d12
+3/+6
Whip
2d6
+4/+8
E T T I N G
H A R A C T E R S
JONES JUNIOR
Jones Junior is the son or Mr. Jones and his wife Sarah. He is eleven
months old and still crawling. He is incredibly fast in getting around.
Unknown to Mr. Jones, Jones Juniors mother Sarah and her family
are under the protection of a tribe of Fairies from the Other World.
These fairies help the grove produce the biggest and best nuts. They
also ensure the family is well protected from the dark forces of the
world. The fairies never show themselves and will not openly fight
any creature, preferring to teleport Jones Junior to safety.
Jones Junior sees the fairies but does not have the ability to tell
anyone. He spends most of his day teleporting from one place to
another, revelling in the pursuit of his father.
STATISTICS
STR
AGL
CON
DEX
APP
WIS
INT
CHA
PIE
WIL
LUC
10
DEF
16
BASE FOR
16
KARMA
FATIGUE
10
Teleskip
10
11
SKILLS
Crawl
FORTITUDE
36
STAT
APTITUDE
1 - Head
Intellect
2 - R. Arm
32
Movement
3 - R. Shoulder
32
Craft
4 - Chest
Fighter
5 - L. Shoulder
32
Thief
6 - L. Arm
32
Performer
7 - Stomach
16
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STATISTICS
8 - Groin
16
9 - R. Leg
32
10 - L. Leg
32
ARMOR
STAT
NOTES
0
3 - R. Shoulder
4 - Chest
5 - L. Shoulder
6 - L. Arm
7 - Stomach
8 - Groin
20
9 - R. Leg
10 - L. Leg
E T T I N G
2 - R. Arm
1 - Head
Diaper
EQUIPMENT
Attack
Damage
+TH/+TD
# Attacks
None
ROMMEL
Rommel is a German Shepherd and considers the grove and the area
beyond the wall all his territory. He hunts anything that enters the
grove and pursues it beyond the borders until he captures it. He is
single minded and very loud. He has excellent hearing and sense of
smell.
His one weakness is that he is extremely ticklish. He will roll over
onto his back if anything brushes his belly. He can be kept at bay in
this manner for up to 15 minutes.
STATISTICS
STAT
STR
Sense of Smell
17
AGL
Hearing
14
CON
DEX
APP
WIS
Move Silently
11
SKILLS
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ATTACKS
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STATISTICS
E T T I N G
STAT
Move in Shadows 8
10
CHA
Search
10
PIE
Tracking
17
WIL
Unarmed Combat 8
14
LUC
DEF
13
BASE FOR
22
KARMA
FATIGUE
15
FORTITUDE
APTITUDE
1 - Head
11
Intellect
2 - R. Arm
44
Movement
3 - R. Shoulder
44
Craft
4 - Chest
11
Fighter
5 - L. Shoulder
44
Thief
6 - L. Arm
44
Performer
7 - Stomach
22
8 - Groin
22
9 - R. Leg
44
10 - L. Leg
44
ARMOR
H A R A C T E R S
DESCRIPTION
INT
NOTES
1 - Head
10
2 - R. Arm
10
3 - R. Shoulder
10
4 - Chest
10
5 - L. Shoulder
10
6 - L. Arm
10
7 - Stomach
10
8 - Groin
10
9 - R. Leg
10
10 - L. Leg
10
Natural Armor
EQUIPMENT
Dog Collar
ATTACKS
Attack
Damage
+TH/+TD
# Attacks
Claws
1d10
+4/+6
Bite
1d12
+4/+6
Dogs may attack with Bite and Claw in the same round.
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MR. JONES GROVE
Jones Grove is riddled with traps intended for both squirrels and
other rodents. Unknown to Mr. Jones, the traps are cloaked in illusion
by fairies. The grove is also patrolled by Brutus and Rommel. If Mr.
Jones is present he will shoot the squirrels. The grass is short and well
tended making approach to the orchards difficult. Going over the wall
is dangerous since there is an electrified wire at the top and barbwire.
This may be detected if a successful Detect Traps at a -2 is made.
ACORN GROVE
M
R
The acorn grove is one of the most heavily trapped areas. To make it
through without falling into one of the pit traps or snares, a successful
Search skill check must be made every time the person changes
direction. A failure means the squirrel fell in the trap. It requires a
successful Climb skill check to get out again. Each failure of the
Climb skill adds a -1 to the next attempt. A harvesting machine sits in
the rows between the majestic oaks and verifies the trees are ready to
give up their nuts.
J
O N E S
The abandoned shed is little more than a shack. It looks to have served
many duties in its time including as a childs play house. The paint has
all peeled and the faint odor of raccoon urine stains the tranquil
setting. The windows are shattered sockets looking out on the groves.
From the roof, a good view of the groves and main buildings can be
had. The tar-paper of the roof is tattered and riddled with rusty nails.
The shed cants slightly to one side and everything creeks when
touched.
RO V E
ABANDONED SHED
A closer inspection reveals the nuts have been moved to the Tool
Shed. All is not lost as the party is able to see Mr. Jones carrying the
last sack in.
PEANUT GROVE
The low height bushes of the peanut grove show that the peanuts are
not in season yet. They cannot serve the partys purposes today.
PECAN GROVE
The pecan grove has already been picked over. Little more than shells
are left between the rows of stout trees. The trees may provide cover
for the approach to the main house if the party can stay in the trees
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themselves. Little cover grows on the ground and what does is fairly
short grass.
THE WALL
The stone wall surrounding the grove is nearly ten feet high, requiring
a Climb skill check. At the top, a string of electrified barbwire trails
along the outer edge. The party has no tools capable of cutting the
wire. If they attempt to climb over, they will be electrocuted.
The best way in is through one of the many gates. The gates are not in
good repair and a Climb Skill check at -3 will get one of the squirrels
to the latch. Once there they may open the door and sneak in.
H E
A I N
O U S E
GROUND FLOOR
Mrs. Detweiller patrols the ground floor regularly doing cleaning,
cooking and other house work. She is not terribly attentive but notices
if the party makes too much noise.
LIBRARY
The library holds a great number of books on a wide range of subjects.
The smell of old books and parchment permeates the room. The
clutter spread across several finely crafted tables shows a lifetime of
archaeology and pursuit of artifacts. The large windows let light in
brightening the room as much as the weight of ancient artifacts brings
a solemnity to it. There is a feeling of history in the room that flows
beyond the age of the floorboards.
A search of the room reveals none of the books the party is looking for
but yields the Shell of Darius. It is in a vice on a table with a
magnifying glass over it. It cannot be removed unless a Disarm Traps
skill check - 2 is made. If the check is made then the shell falls free.
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On the dressing table a small jewelry box lies open. A successful
Search skill check will reveal a diamond ring lying amongst
costume jewelry.
KITCHEN
The kitchen is firmly the domain of Mrs. Detweiller and also the
nexus of travel to the other parts of the house. This room smells of
cooling pies and spiced apple cider. Various drying spices adorn the
window frames and the back door is open leaving only the screen door
as protection against the bugs. The floor is scrubbed and the tables are
always clean. Birds can be heard singing outside and Mrs. Detweiller
hums a popular tune while she works.
To cross the area when Mrs. Detweiller is present a Move Silently
and a Move in Shadows skill check must be made.
PANTRY
H E
The cabinets may be opened with a Open Locks skill check at -2.
Once inside, there are dried nuts, canned fruits and vegetables, pasta
and sundry dry goods. The dried nuts will not help Nuttopia.
SECOND FLOOR
The middle bedroom was Sarahs when she was a little girl. The smell
of the room is like nutmeg on a pumpkin pie. The sun filters in
through a bank of windows overlooking the orchards. From here it is
easy to imagine the laughter of a young girl playing in her room.
There are dolls on the bed and a hair comb on the dresser, waiting as
though the girl who lived here for so many years will walk through the
door. After one good look at the room the door suddenly slams shut
and no effort will open it.
O U S E
MIDDLE BEDROOM
The second floor of the Jones House is seldom used. There is a fine
dust on everything and the air is a bit stale as if the windows had not
been opened in too long. Everything is clean and in its place but the
air of disuse is thick.
A I N
The pantry holds more food than the party has seen in their lives. Most
is safely stored in closed, locked cabinets but a large loaf of fresh
bread sits cooling on a stool. The pantry is dark and a perfect place to
hide from Rommel and Brutus as they are not allowed in.
The squirrels find that the room may indeed be haunted. Sarah has not
abandoned her son and those in the party wishing him ill can feel the
chill of her discerning eye. Lenny, the Squirrelferatu, sees a dim form
of a woman standing over the crib near the window. She warns the
party not to harm Jones Junior.
After this, the room temperature rises to normal and the door opens. A
search of the room reveals a small jewelry box containing a ring with
the head of a wolf stamped on it. It is the Ring of Canus. To leave the
room with it, Lenny must promise not to harm Jones Junior. If he
attempts to leave without promising then he finds the door blocked by
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an icy wall of force. If he leaves the ring behind, or makes his
promise, then he may leave with the others.
BASEMENT
In the darkness the Dark Rat Horde has made a home. It waits for the
squirrels and plans. Once they are in the basement it will strike and try
to take someone down. If it hits (Two attacks, +3 TH) it draws the
target into its depths. Only a combined strength of 8 or higher (i.e.
three squirrels of 3 STR = Nine STR) will pull the victim out. If the
Dark Rat Horde maintains their hold for two rounds then the victim is
absorbed and becomes part of the horde. The horde may be dispersed
in its normal manner (see Dark Rat Horde on page 16).
There is one crate that stands out from the others, and can be easily
seen from the stairs. The crate is decorated with pictures of balloons
and contains the Barnum Balloon. It is located near the stairs. Sitting
on top of the box is a copy of Thomas Mores Utopia.
H E
O O L
H E D
The basement is dark and dreary. It smells faintly of coal and kerosine.
It is dark as a tomb initially and becomes poorly lit even if the lights
are on. The sense of something wrong is potent here. The group has a
feeling that something has come here to feed and has failed to do so,
until now. Crates and boxes are stacked haphazardly all through the
basement, brought in via the coal chute. Some contain recent additions
while others are items left by Sarahs family.
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NUT STORAGE ROOM
This room is thoroughly sealed. This is due in part to a rat problem but
also to keep the nuts fresh. The party can reach the lock by making a
Climb Skill check at +2 (due to the easy nature and handholds on
the door). Then, they need to pick the lock on the door. It requires an
Open Locks skill check at -4 due to the complexity of the lock.
Once inside the barrels are all sealed and nailed shut. The nut barrels
are wooden but made of oak and very difficult to break. Comrade
Nutskys explosive nutbutter will open a hole if he makes his
Explosives skill check.
Remember, each squirrel may carry two nuts in their cheeks but
the chipmunk can carry four.
GARBAGE/SCRAP ROOM
H
O U S E
The Green House is the nursery for new trees. Some are exotic trees
that never leave the Green House while the majority are destined for
replanting in the groves. The floors are made up of field stone and
compressed dirt, molded by years of farmers boots. The beds are
about three feet off the floor and have trees in various stages of
development. The ceiling is made up of hundreds of small panes of
green glass creating an ambient light that is very relaxing. Windows
around the walls let light in on sunny days. The humidity makes one
think of summer days in the tropics and wish for a light breeze. The
smell of new earth and growing trees fills the air and makes for a
contrast to the summer heat, making it smell like spring.
R E E N
H E
This room is strewn with debris that has accumulated over the years
and was too useful to throw away. The scrap contains a number of
useful sharp implements conveniently squirrel sized. They may be
used to work on the nut barrels in the Nut Storage Room to open them.
Still, there is something about the nursery that makes it too quiet, too
peaceful.
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CLOSET
H E
R E E N
O U S E
STORE ROOM
This room is small and forgotten, with a thin coating of dust and
cobwebs. Its contents harken back to a past that was bustling with
activity.
The store room has several bags of fertilizer, an old riding mower, a
push cart, some old wooden debris and a nearly empty barrel of
kerosine.
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BRAZIL NUT TREE
The Brazil Nut tree is a thing
of beauty. Normally forming
the canopy of a forest, this tree
has been carefully pruned and
managed to keep it small. It
stands only 12 feet tall and has
but a single fruit. Inside this
coconut sized fruit are the
precious Brazil Nuts. There is
only one pod lying in the
Brazil Nut bed containing five
ripe Brazil Nuts. The pods are
STATS
FORTITUDE
38
CON
3 - R. Shoulder
38
DEX
4 - Chest
10
APP
5 - L. Shoulder
38
WIS
6 - L. Arm
38
INT
7 - Stomach
19
CHA
8 - Groin
19
PIE
9 - R. Leg
38
WIL
10
10 - L. Leg
38
LUC
No Armor
DEF
11
Striking Attack
BASE FOR
19
Damage
1d6
KARMA
+TH/+TD
+3/+1
FATIGUE
13
Attack
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O U S E
10
2 - R. Arm
1 - Head
10
R E E N
AGL
STR
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A P
O N E S
A R M H O U S E
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M
A P
:
M
R
.
J
O N E S
F
A R M H O U S E
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A P S
O N E S
RO V E S
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M
A P S
:
M
R
.
J
O N E S
G
RO V E S
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A P S
U T T O P I A
MAPS: NUTTOPIA
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IRIDIUM LITE
BASIC POINTS
Karma is a player mechanic rather than an in game character mechanic. It represents the characters luck.
2.
3.
4.
Distribute 60 points to statistics. With the point-buy system each statistic receives one point automatically before
the 60 are allocated. No statistic may be 0. Alternatively,
roll 1d10 eleven times and apply the rolls in any order to
the statistics; i.e. roll 3,5,8,2,10,10,8,5,7,3,9 and a character could have a 10 STR, 9 AGL, etc.
Some settings require choosing a career or organization to
belong to. Chose if required, and add any starting skills,
spells, or powers to the character sheet.
Some settings require choosing spells or powers. Spend
three points on these if applicable.
Calculate Skill Development points by adding WIS+INT.
These may be used to buy skills. All costs are one for one;
so 3 ranks of Search costs three points.
Apply 6 points to Aptitudes above and beyond the Development points. Aptitudes are added to all Skill checks
within that area; i.e. Navigation skill check adds Intellect
Aptitude.
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I T E
1.
CHARACTER CREATION
R I D I U M
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Squirrel Attack!
5.
6.
7.
8.
I T E
STATISTICS
Statistics can go up to 10 in normal humans. Augmented or nonhumans may go as high as 20. The minimum a statistic may drop to
is 1. A brief description of each stat is in the table below.
OVERVIEW OF STATS
STAT
R I D I U M
STR
DESCRIPTION
Strength. Measure of physical ability
AGL
CON
DEX
APP
WIS
INT
CHA
Charisma. Personality
PIE
WIL
Will. Willpower
LUC
Luck. Luck
Statistic Checks
General statistic checks are performed under certain categories. It
is done whenever a force, whether it is a power, science or nature,
acts against a character. A resistance check is done at the discretion
of the Game Master, not the player.
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SITUATION
Resistance to physical trauma like poison gas, a blow to the
head or surviving a shock.
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STATISTIC CHECKS DESCRIPTION
STAT
SITUATION
WIL
AGL
SKILL CHECKS
I T E
MODIFIER
SKILL MODIFIERS
R I D I U M
Skill checks are done on a d20. The Game Master chooses the
statistic that fits the situation and the skill the player wishes to use.
It is then a case of rolling a d20 and rolling under the Skill +
Aptitude + Statistic. For instance, if a player wishes to bluff their
way past the security guard at the movie lot using Deception skill
by attempting to be intimidating, the GM determines that the CHA
statistic is what is needed. If the player had tried sweet talking they
might have used APP stat. If the player has a Deception skill of
three, an Aptitude for Thief of one and a CHA of six then the base
chance is ten. The GM determines that it is a moderately difficult
task since the guard has been put on alert and assigns a -2 modifier
making the new target eight. The player rolls a 4 and succeeds by
four.
DESCRIPTION
+1 to 4
Easy Task
Normal
-1 to 2
Difficult conditions
-3 to 4
Combat Conditions
-5 to 6
-7 to 10
-11 and up
Karma
Karma is equal to the characters LUC. One Karma point may be
spent to re-roll a skill, stat check or to hit roll that would otherwise
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have failed. Alternatively, before a skill is rolled, a player may
spend three Karma in order to assure that a skill is successful. At
the discretion of the GM, the effects of a failed roll may be
enforced regardless of Karma. For instance, a failed Disarm Traps
may result in the trap being set off even if the player still has
Karma. Skills such as Search would not have these consequences
since failure has no physical effect. Karma may be spent as many
times as the player wants on a single action until all points are
exhausted. For example, if a player has ten Karma and wishes to,
they may re-roll their Search skill up to ten times. If the desired
result is not reached by then, the last result stands.
At the Game Masters discretion, Karma may be used to perform
extraordinary feats such as leaping from one building to another
across an alley. The use of Karma in this manner causes the game
to be more cinematic and everyone in the group should agree to
their use in this manner. They cannot be used to alter the primary
plot of the game; i.e. I use a Karma Point so the main opponent is
dead.
Karma Points are recovered at the end of a session.
Unskilled Attempts
A character with no ranks in a skill may still attempt to perform
that skill if the GM believes it is possible. If the skill is attempted
with no ranks then the check is made at a minus ten. For instance,
an attempt to roll out of a speeding car could be made with
Acrobatics. The character needs to roll under their AGL (7) + Thief
Aptitude (2) = 9 - 10 for unskilled. This equals negative one and
means the player must roll a 1 in order to succeed. One always
succeeds on skill checks.
U ns k i ll e d W e a p o n U s e
If a character picks up a weapon and has no skill in it then they
may still attempt to use it at the discretion of the GM. If the
weapon is overly complex the GM may disallow use of it. As with
an unskilled attempt, the character is at -10 to hit with the weapon.
They may not apply any Aptitude bonuses. Weapon sights or high
quality bonuses will still be added.
For example, a character attempts to fire a pistol with no skill. The
targets Defense is 12. The player must roll a 12+10=22 to hit the
target. If the player rolls a natural 20 then the attack automatically
hits. Natural 20 always hit for attacks.
COMBAT
Combat starts by having all participants roll 1d10 and add AGL to
the result. This number is called initiative. Proceeding from highest
to lowest initiative, each player rolls their attacks or takes their
actions. They may take only one action but may use as many
attacks as their mode of attack allows.The one with the highest
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I
R I D I U M
L
I T E
total may choose to go first or hold their action until the end of a
round.
Each person rolls a d20 and adds their Weapon Use Skill for the
weapon used (i.e. Pistol Use for Pistols) and their Fighter Aptitude.
Power or magic use adds ranks of the power or spell; i.e. Energy
Blast of rank three adds three to hit. Unarmed Combat works in the
same manner for attacks while maneuvers require an Unarmed
Skill Check first. If the resulting total of 1d20+skill+Aptitude+rank
is equal to or greater than the targets Defence, then the attacker
has made a successful hit. If the number is less than the targets
Defence, then the attacker has missed.
Damage is resolved and if a character has their Fortitude for an
area reduced to 0 then they must make a save vs. WIL or fall
unconscious. If the area is reduced to negative the Fortitude for that
area then it no longer operates. If this is in a vital area (the head,
chest stomach or groin) the character dies in one round. If aid can
be rendered to the character within the round then they may
survive.
Damage is effective as it is dealt. If an attacker deals enough
damage to a target to render it unconscious, dead or destroyed then
the target does not receive its action for that round. This means that
if an attacker goes first in a round and eliminates its opponent then
the opponent does not get to retaliate.
Targeting is determined for each attack. If the attacker hits three
times then three separate targeting rolls are made. If successful,
then the damage for that attack is placed wherever the attacker
wishes. If targeting is missed, then the location is determined
randomly by a roll of a d10.
The above process is repeated until all characters have had their
action, attacks or one side is incapacitated/yields. The next round
has everyone re-roll initiative and continue the process.
TIME
Time in Iridium systems is a flexible entity. The terms round and
turn are used to denote single actions and groups of actions.
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A round is roughly a minute but may be stretched or compacted to
fit the story by the GM. It is best defined as the time for a single
action or set of attacks.
A turn is usually ten minutes. In the broadest terms it is a scene or
the time for one part of the story in one locale to unfold.
PROFESSION PATHS
AND CAREERS
Some settings require choosing profession paths and careers. A
profession path is a broad category of employment, such as Doctor,
Pilot, Spy, or Soldier. A career is a specific job under a career path,
such as Pediatrician, Submarine Pilot, Corporate Spy, or
Swordsman. Additional starting skills and abilities are given
depending on the profession and career chosen.
K I L L S
SKILLS
INTELLECTUAL
Anatomy
This is the study of the body of a living creature, the organs,
skeletal structure and musculature.
Archaeology
The study of ancient cultures, artifacts and sites in order to better
understand their civilization.
B on e s e t t i n g
This is the art of setting a broken bone so it will heal correctly.
First Aid
This skill will keep a wounded person alive until medical treatment
can be administered. It will heal 1d10 of damage if a successful
INT + First Aid skill check is made.
Investigation
This is the science of deductive reasoning, evidence collections
and observation. It can be used to discover the truth based on
available evidence.
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Languages
This is the skill of speaking, reading and writing foreign languages.
Every character can speak their native language. The languages
skill allows one additional language for every rank.
La w
This is usually taken in a specific country like French Law or U.S.
Law. It will allow the practitioner to determine the legality of a
situation, the rights guaranteed under the law, and possible
loopholes.
Medicine
This is not only the use of pharmaceuticals but also the general
science of medicine including anatomy, diet and prognostics.
Navigation
This is the skill of navigating by stars, modern navigational
systems and ancient methods.
Science
Science allows the study of scientific theory and discipline. It may
be taken in specific areas; i.e. Physics, Chemistry, etc.
MOVEMENT
C l i m b i ng
This is the skill of climbing various surfaces from walls to trees to
cliff-sides. Checks are AGL + Climb + Movement Aptitude.
Driving
K I L L S
The art of surgery can be used to mend arteries, sew flesh back
together again, and repair sinew.
S ur g e r y
Fl igh t
This skill applies to self propelled flight. It is most often employed
with the Flight power.
Horsemanship
This is the skill of riding a horse.
P i lo t i n g
This skill applies to the piloting of airplanes and other flying
vehicles. Piloting must be taken in a specific vehicle; i.e. prop
planes, jet airliners, jet fighters, gliders.
Running
This is the practice of running either on a paved surface or across
open country.
S a i l i ng
Sailing is the art of manning and piloting a waterborne craft.
S wi m m i ng
This is the skill of swimming.
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CRAFT
Armor Forging
This is the skill of creating armor, either metal, leather or any other
appropriate substance.
E l e c t r o ni c s
This is the skill of understanding, repair and creation of electronic
devices.
E ng i n e e r i n g
Engineering is the application of science to the practical. It can be
taken in a a specific discipline like chemical, mechanical or
electrical.
Explosives
This is the skill of estimating explosive potential, setting
explosives for best effect and detonating them. Commonly, WIS or
DEX is used depending on whether the charge is being estimated
or shaped and set.
G u ns mi t h i ng
K I L L S
M e t a l W or k i n g
This is the art of working metal, from welding to gold smithing.
This skill can be used to repair metal armors.
Rope Use
This is the skill of using the lasso. A successful to hit on a target
combined with a Rope Use + DEX skill check will allow the
practitioner to lasso an individual.
FIGHTER
Armor Use
This is the skill of maintaining, fighting and moving in armor. It is
taken in a specific type of armor;i.e. Leather, Linked, Plate,
Modern. For every Rank the Armor Modifier is reduced by one.
This will never add to the defence of the practitioner but it will
reduce the modifier from wearing heavy armor.
Parrying
This skill may be used with unarmed combat or a weapon. The
practitioner makes a check with DEX+ Parrying - the opponents
DEX on a d20. If he rolls under then the parry is successful. The
practitioner may only attempt to parry an incoming attack once but
otherwise receives a number of parries equal to the rank of the
Parrying skill. For example, two incoming attacks and the
character has 3 ranks in Parrying. He successfully parries the first
attack but misses the second. Despite having a parry left over he
may not attempt to parry the second attack again. Parrying may be
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used in addition to any attacks performed. Attacks may be traded
for additional parries. Firearms may not be parried.
T h ro w n W e a p o n
This is the art of throwing weapons not designed to be thrown,
such as throwing a hammer. This skill is not needed for a weapon
like the throwing knife, throwing axe, or spear. For each rank in
Throw Weapon, a character may take a specific weapon to throw.
For instance, two ranks in Throw Weapon would mean the
character could throw a short sword and rocks. Only one throw per
skill rank is allowed; i.e. two ranks would mean two throws in a
round.
Tracking
This is the ability to track creatures that leave tracks. The harder
the surface the more difficult the tracking will be. The usual check
for this skill is WIS + Skill Rank + Aptitude.
U na r m e d C o m b a t
This is the skill of self-defence. It takes many forms from Kung-fu
to Karate. The attacks one may perform depend on how skilled the
practitioner is. The following table defines the attacks.
DAM
ATTACKS
MANEUVERS
1d6
1d6
2d6
2d6
3d6
K I L L S
RANK
V a r i o us W e a p on Us e
Sword Use, Axe Use, Bludgeon Use, Pistol Use, Rifle Use, Knife
Use and Bow Use are all the skill of using those types of weapons.
When using a weapon of that type add the weapon use skill to the
attack roll.
Targeting
This is the skill of placing an attack where the practitioner
wishes; i.e. send an attack tot he head. This is actually just a
function of the Weapon Use skill. If a person is using a knife
use skill and hits, they then perform a Knife Use skill check to
see if they can direct the attack where they wish it to go.
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Missing the check means damage for the attack is directed
randomly by rolling a d10 and directing damage to that area.
THIEF
Acrobatics
This is the skill of tumbling and falls. A practitioner will be able to
lessen a fall by making a successful Acrobatics + AGL check. The
same check will add a +3 to the practitioners Defence assuming
they do not attack that round.
Detect Traps
This allows the practitioner to detect active security like tripwires,
electric eyes, security cameras, and disguised pits and determine
the method of activation.
Disarm Traps
This will allow the circumvention of a trap, security or alarm.
Meditation
Meditation clears and focuses the mind. This is the skill of
dropping the practitioner into a self-induced trance.
K I L L S
M ov e Si l e nt
This is the skill of moving without making a sound.
M ov e i n S ha do w s
Move in Shadows is the skill of finding and using the dark areas in
order to conceal the practitioners presence. It is not invisibility
and will not work in well lit or crowded areas.
Open Locks
Using tools of a lock smith the practitioner is able to open locks
without any keys. This also applies to ignitions and any other key
operated locking mechanism.
Search
This is the art of searching a room or area for objects. The
practitioner must declare what they are looking for (a secret door, a
hidden box, etc.).
PERFORMER
Acting
This is the art of the theater, putting on of masks and playing a role.
Whether on the stage or in a diner, this skill allows the practitioner
to portray a character.
D e c e p ti o n
This is the art of lying convincingly. If used against another person
who is suspicious, the practitioner will subtract the targets WIS.
D i p lo m a c y
Diplomacy is used both at the national level and at personal,
everyday levels. This is the art of compromise and negotiation. It
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can be used to get the practitioners desires met or as a means for
two parties to see reason.
Initiate
This is the study of religious knowledge. Priests of a church take
the Initiate skill as well as individuals of devout faith. It includes
knowledge of church ceremonies as well as their history, beliefs,
and laws.
Oratory
The art of public speaking can move people to revolution. It is a
vital tool in motivating the masses.
Seduction
The art of seduction is the art of arousal. It can be used to take
someone to bed or use sex appeal to get the practitioners way.
S t a g e Ma g i c
Also called slight of hand this is the skill of making things
disappear, producing items from what appears to be thin air or
other forms of illusion. It is not real magic.
EFFECTS
F F E C T S
FATIGUE
Every time an Effect is used the player must mark off a Fatigue
point. Three Fatigue may be spent to force the activation of an
Effect. This must be done before any attempt to activate the Effect
normally. Characters recover Fatigue points by resting. They
recover their CON in points for every hour of rest. The GM may
allow the recovery of Fatigue points for partial hours rested
CONTESTED EFFECTS
At times two enhanced individuals will pit their Effects against one
another. In tests of this nature, activation rolls are made and the one
who succeeds by the most wins the contest. For instance, two
enhanced individuals with Energy Blast, one fire and one ice, find
themselves battling for control of a corridor. The fire blaster
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wishes to torch the building but the ice blaster wishes to prevent
the inferno. Ice has an activation of 13 and rolls an eight on a d20
making his activation by 5. Fire has an activation of 16 and rolls an
eight making his activation by 8 beating Ice and setting the
building ablaze.
Q U I P M E N T
R I D I U M
I T E
DURATION
Duration of an Effect is often dependant on story. In general, the
following durations are used to determine the length of time an
Effect will last. If, at any point, the user wishes to stop the Effect
they may. At the end of the duration, the user may pay another
Fatigue in order to continue the operation of the Effect without
having to Activate the power. For instance, a person with Rank five
flight has flown for twenty-five minutes they may spend another
Fatigue point to fly another twenty-five minutes without an
Activation check.
The default duration for an Effect is Rank * 5 minutes. In some
cases, like teleportation, the Effect has a duration of instantaneous.
The teleportation occurs instantly upon the successful activation
roll. Some Effects have their own duration and will be noted in the
setting.
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DAMAGE
ATTACKS
TYPE
Axe
3d6
Axe
Battle Axe
3d12
Axe
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BLADES (EDGED WEAPONS)
WEAPON
DAMAGE
ATTACKS
TYPE
3d10
Dagger/Combat Knife
1d8
Sword
Knife
Short Sword
2d10
Sword
Two-Handed Sword
5d10
Sword
PISTOLS (FIREARMS)
WEAPON
DAMAGE
ATT
CAP.
RANGE
Pistol .22
3d6
12
50 yds
Pistol .38
4d6
10
30 yds
Pistol 7.62
5d6
30 yds
Pistol 9mm
4d10
50 yds
5d12
25 yds
6d10
20 yds
L
I T E
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ARMOR
Pistol .45
Pistol .50
Q U I P M E N T
Broad Sword
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EXPERIENCE
X P E R I E N C E
AWARDING EXPERIENCE
The amount of experience to be awarded ranges from one to four
points per gaming session. Individuals might earn an extra point or
two for individual actions that night but it should not be more than
two additional points.
The grounds for the amount of experience to be awarded depends
on the group. If the preference is for role playing then have an
additional point for the best role playing that night. If the group
role plays well, the GM can award the group more points. In
general, the experience awarded should be based on the amount the
characters experienced that session, the amount the plot was
advanced, the amount the story was told and the amount everyone
enjoyed themselves.
SPENDING EXPERIENCE
EXPERIENCE COST TABLE
AREA
Advance skill
COST (EXP)
skill level desired in exp.+ any skill levels in
between
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