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61 views66 pages

SquirrelAttack OpGMJN

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Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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Steven Thum (order #1779505) 97.114.133.

152
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

[Link] HINTERWELT ENTERPRISES 1

Steven Thum (order #1779505) [Link]


Squirrel Attack!
TABLE OF CONTENTS
Annut, The First 5
The Seven Houses of Annut 6
Religions of Nuttopia 6
THE CHURCH . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
THE ORDER OF THE BRAZIL NUT . . . . . . . . . . . . . . . . . . . 7
THE CHIPMONKS OF THE ORDER OF ASSISI . . . . . . . . . . 7
Tribes of the Squirrel Kin 8
GREY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
BLACK. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
RED . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
FLYING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
SQUIRRELFERATU . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
SQUIRRELCANTHROPE . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
CHIPMUNKS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Magics of the Squirrel Kin 13
CALM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
CHANGE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
CLING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
DODGE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
DISTRACTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
FLY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
HEAL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
INVISIBILITY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
REGENERATE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
TELESKIP . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Enemies of the Squirrel Kin 15
DARK RAT HORDE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
HAWK REICH . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
ANMEOW AND HER CAT KIN . . . . . . . . . . . . . . . . . . . . . . 17
Crisis in Nuttopia 17
The Characters 17
GOALS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
SIR GRAIS DENWUTT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
LENNY. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
BASTION NUTTFELLOW . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
COMRADE NUTSKY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
BRUCE LEROI . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
DONNABELLE PEANUT . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Setting Characters 32
BRUTUS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
MR. JONES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
JONES JUNIOR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
ROMMEL. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Mr. Jones’ Grove 39
ACORN GROVE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
2 HINTERWELT ENTERPRISES [Link]

Steven Thum (order #1779505) [Link]


Squirrel Attack!
ABANDONED SHED . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
PEANUT GROVE. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
PECAN GROVE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
THE WALL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
The Main House 40
GROUND FLOOR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
LIBRARY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
MR. JONES’ BEDROOM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
KITCHEN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
PANTRY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
SECOND FLOOR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
MIDDLE BEDROOM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
BASEMENT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
The Tool Shed 42
NUT STORAGE ROOM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
GARBAGE/SCRAP ROOM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
The Green House 43
CLOSET. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
STORE ROOM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
BRAZIL NUT TREE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Map: Mr. Jones’ Farmhouse 46
Maps: Mr. Jones’ Groves 48
Maps: Nuttopia 50
Iridium Lite 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

[Link] HINTERWELT ENTERPRISES 3

Steven Thum (order #1779505) [Link]


Squirrel Attack!
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
Equipment In Iridium Lite 62
ARMOR FOR IRIDIUM LITE. . . . . . . . . . . . . . . . . . . . . . . . . 63
Experience 64
AWARDING EXPERIENCE . . . . . . . . . . . . . . . . . . . . . . . . . . 64
SPENDING EXPERIENCE . . . . . . . . . . . . . . . . . . . . . . . . . . . 64

4 HINTERWELT ENTERPRISES [Link]

Steven Thum (order #1779505) [Link]


Squirrel Attack!
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 Man’s 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.
“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

A
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

N N U T
Dark Rat Horde before her. They fled, betrayed, but not before taking
Annut and his kin to the Other World.
“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.

,
Anmeow and her kind grew in number and a fickle affection was
granted Man. As long as Man worshipped, clothed and fed her kind,

T
Anmeow was pleased. Her conscious was not clean though and her
kind took to hunting Annut and the Dark Rat Horde. They could not

H E
follow the paths to the Other World for the Dark Rat Horde had
hidden it to all who were not Rodent Kin.
For the centuries that the paths have been hidden Annut’s descendants

F
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 I R S T
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.
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 Annut’s direct line and Macadamia the
First took the throne.

[Link] HINTERWELT ENTERPRISES 5

Steven Thum (order #1779505) [Link]


Squirrel Attack!
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,
N N U T

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 Grasser’s 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.
A

These rural cousins had a rougher life than their gentile brethren but
many argue a more robust one as well.
O F

THE SEVEN HOUSES 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
O U S E S

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
H

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
E V E N

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
The religions of Nuttopia are a strange blend of Mortal world religion
and those of the Other World. The Squirrel Kin generally do not take
religion very seriously although they do suffer bursts of religious
S

fervor. Typically they rally around a charismatic religious leader but


quickly lose interest in favor of pursuing food or land.
H E

With this understanding, the Squirrel Kin does have its priests, monks
and consecrated knights. These are usually individual Rodent Kin
called to the service of their patron. They receive magical powers if
T

they perform the will of their patron.


The best known of these religious orders is the Church, a group of
priest-squirrels dedicated to gathering nuts for Mother Earth. Their
militant right arm is the Order of the Brazil Nut. These nights have
dedicated themselves to the Quest for the Holy Brazil Nut, a mythical
nut purported to have the power to raise the dead and make a wicked
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good nut butter. Finally, on Grasser’s 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
The Church is dedicated to Mother Earth. The area of the Tree of Life

R
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

E L I G I O N S
word. It is said that it was Mother Earth who protected the Squirrel
Kin from the Dark Rat Horde.
THE ORDER OF THE BRAZIL NUT
“Don’t Mess with Mother Nature!” - Battle cry
The Order was founded hundreds of years ago by Sir Lumpnutt, a
Grey noble who purportedly tasted the nut butter of a Brazil Nut. The
rind is kept as a holy artifact and has the powers of healing. The
knights have pledged to guard the rind with their lives.
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

O F
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.
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

N
knights to maintain order and protect the artifacts of the Temple
regardless of the dangers they face. The knights, all 42 of them, are

U T T O P I A
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.
THE CHIPMONKS OF THE ORDER OF ASSISI
“If you don’t like our shells,
You can go to Hell” - Vespers prayer
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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other Rodent Kin. This is sold in leaf weights and is considered the
best in the land.
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
I N

In the beginning, there was only one tribe and they were all grey
furred and of the same ancestry, descendants of Annut. Then Chester,
K

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
Q U I R R E L

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
S

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.
T H E

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
O F

live in peace in one tree or many under the rule of the Grey. This has
held to present.
GREY
“Nuttopia needs us, as the body needs the heart to tell it what it
R I B E S

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.
T

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.“
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

T
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

R I B E S
discomfort.
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.
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

O F
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.
They also have no love for the Grey house of Hortus. The Black tribe

T H E
view them as their keepers and hold them in contempt.
RED
“To each according to his nuts, from each according to his ability to
pick those nuts.”
The Red tribe is the largest by far. They have spread to the Shire and

S
even have colonies in the Green Wold and Grasser’s Island amongst

Q U I R R E L
the chipmunks. They are influenced by modern beliefs from the
Mortal Realm, mixing various ideologies to describe the world they
live in.
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.
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
K

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
I N

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.

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FLYING
“ L i f e i s t o o s h o r t t o s ta y
grounded!”
Flying Squirrel Kin are varied
in size and structure but all are
nomadic, moving well beyond
the borders of Nuttopia and
I N

back again. They travel alone


or in small troupes trading
stories and work for food.
K

Physically, the Flying tribe is


one of the only Squirrel Kin
Q U I R R E L

with a large amount of variety


in appearance and size. They
range from only a few inches in
length to the size of a raccoon.
Their colors also range from
dark red to brown to black.
They all have membranes between the front and back legs allowing
them to glide.
The Flying tribe has learned a great deal from the fairies who inhabit
the Other World. From them, the Flying squirrels have learned magic
that allows them to fly longer and under power. This gives them a
S

distinct advantage over squirrels in the Mortal World. They are proud
of their abilities and seldom share this magic with other Squirrel Kin.
T H E

SQUIRRELFERATU
“All are our Prey...Um, Pra...Um, Prayer...No, that isn’t right. Can
we start over?“
The Squirrelferatu are
Squirrels who were cursed
O F

due to their involvement in


the assassination of Good
King Pecan. They were
cursed to never know the
R I B E S

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
T

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.
The overpowering angst that has consumed the Squirrelferatu in
centuries past has become more and more a sense of apathy. They are
unable to die except in the most gruesome manner of mangling and

T
dismemberment or by being smashed entirely flat. Some have taken

R I B E S
this way out but a botched job leaves them in a worse way than if they
had never tried. Mother Nature was not pleased with their actions and
she has a long memory.
Their centuries of existence has allowed extensive study of magic.
They have mastered the powers of invisibility and distraction. These
powers allow them to attack their prey at will. If a Squirrelferatu bites
a victim they must make a save vs. their PIE on a d20 to resist the
spread of the curse to them.

O F
Many view the Squirrelferatu as a spreading cancer in Nuttopia. The
Hortus family has fought a long battle to contain the Squirrelferatu to
the Under World but some have escaped to the Mortal World. Often
mistaken for mortal albino squirrels, the Squirrelferatu who escape

T H E
make the most of this deception.
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

S
magic. In sunlight they may be killed. All physical stats for the

Q U I R R E L
Squirrelferatu drop to 1 if they are in direct sunlight.
SQUIRRELCANTHROPE
“The Hunt drives me...where I cannot say...what I do not
know...why, because I can...what was I saying? Oh, I already did
that one, sorry. Can we start over?“
The Squirrelcanthrope are
the product of
lycanthropes that wander
t h e O t h e r Wo r l d . A
Squirrel Kin was once
bitten by one as it
K

wandered, maddened,
through Nuttopia. He
I N

lived long enough to


spread the curse. For
centuries it has grown and
waned in power, always
bringing a form of
madness with it.

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Any who are affected with Squirrelcanthropy develop a madness. It
grows with the waxing of the moon but is always present to a certain
degree. Those Squirrelcanthrope who live any period of time in
Nuttopia learn tricks to control their insanity. Muttering to an invisible
friend, or chatting with the Fae all make for a good cover amongst the
Squirrel Kin if not exercised too often.
Squirrelcanthropes can be
I N

killed with a sprig of


belladonna. Its mere
presence causes them to
K

revert to their original


Squirrel form but greatly
weakened. The slightest
Q U I R R E L

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
S

along the wolf form.


Regardless, the
Squirrelcanthrope
T H E

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
O F

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
R I B E S

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
T

The Chipmunks live in an abandoned termite mound on Grasser’s


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.
The Chipmunks generally live a life of peace and intellectual pursuits.
They fled with Annut when he came to the Other World and lived with
the Squirrels for a time but found they needed their own space.
Grasser’s Island seemed the logical choice. The common Chipmunk

M
loves song and singing as well as dancing and feasting. They can be
very serious when they need to be but prefer a loose and wild lifestyle.

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.
The Chipmunks have a magic that allows them to calm creatures.

O F
They do not control the animals, but rather turn anger and hatred into
peace and friendship.
MAGICS OF THE SQUIRREL KIN
The magic the Squirrel Kin practice comes from the fairies who live in

T H E
the Other World. Over the centuries the different tribes have learned
various spells and powers.
CALM
Calm is usually a spell known to the Chipmonks of the Order of Assisi

S
but some Squirrel Kin have been known to learn its power. Calm is a
spell that comes from inner peace as much as any magical power and

Q U I R R E L
needs a focused and serene spirit to guide it.
Activation for Calm is PIE + Calm + Meditation. It costs two
Fatigue to cast and the target receives a save vs. their WIS - Rank of
Calm on a d20. Should the target be attacked while Calm is in effect
the spell is broken. This is not mind control and only puts the target
in a calm state, ceasing hostilities; i.e. a guard dog becomes calm,
not attacking but does not let anyone pass.
CHANGE
This is the power of the Squirrelcanthrope to shed its squirrel form
and assume another. Most Squirrelcanthropes only learn their cursed
Raccoon form. Some of the older squirrels study the anatomy of other
K

animals and learn how to assume their form.


I N

When not on a full moon, activation is CON + Change + Anatomy.


It costs two Fatigue to change to a form and two Fatigue to change
back. During a full moon, a Squirrelcanthrope changes instantly in
the direct light of the moon. No activation is needed during this time
but fatigue is spent to change to and from Raccoon form.

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CLING
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
I N

circumstances (clinging to a flailing arm) or when changing


surfaces (going from a rock wall to a wooden roof. This depends on
K

the flow of play as to how often a check is needed. This spell costs 1
fatigue to activate.
DODGE
Q U I R R E L

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
S

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 Squirrelferatu’s companions when the
T H E

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.
O F

Activation for this spell is WIS + Distraction + Deception. This spell


costs one Fatigue.
FLY
A G I C S

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
M

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 Chipmonk’s Order of Assisi. They study long and hard to aid
those who are in pain or wounded. Their powers of healing work on

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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.
Healing wounds is easier but is only a form of accelerated mending of
tissues. For healing wounds the damage must be repaired in order to
allow the wound to knit properly;i.e. a broken leg must have the bone

E
set before Healing is applied.

N E M I E S
Activation for Healing is INT + Heal + Medicine. Healing restores
five Fortitude points for each Fatigue point spent. So, if five Fatigue
are spent then twenty-five Fortitude are healed. For diseases, the
standard is three Fatigue but the GM may assess more if the disease
has advanced or is exceptionally resistant to healing.
INVISIBILITY
Invisibility allows a squirrel to disappear from sight. They still make
noise and leave tracks but are not visible to the naked eye. Many tribes
use this spell but it is a speciality of the Squirrelferatu. The caster may

O F
extend the invisibility to others at a cost of one additional Fortitude
per round.
Activation is PIE + Invisibility + Move Silent. This must be made
when the spell is cast. The spell costs one Fatigue for every round it

T H E
is maintained. While the spell is being maintained the squirrel may
move at normal speeds but must maintain concentration or the
invisibility fails.
REGENERATE
Regenerate is a natural ability of the Squirrelcanthrope. It allows them

S
to regenerate damage done to them even from beyond death. The only

Q U I R R E L
way to stop this power is to dismember the body or sprinkle the
remains with belladonna. Also, fire damage does not regenerate.
Activation is automatic when damage is taken. If the caster is not
dead the cost is one Fatigue. If the power must raise him from the
dead then the caster recovers full Fortitude but has no Fatigue
points left.
TELESKIP
This spell allows short distance teleportation. It causes the caster to
travel in a random direction for up to twice the rank of the spell in
feet. For instance, a rank three Teleskip allows the caster to teleport in
a random direction for six feet. All squirrel tribes may use this spell.
K

The activation of this spell is WIL + Teleskip + Stage Magic. If failed


the squirrel is not teleported. The squirrel will never teleport into a
I N

wall but may teleport across water. The squirrel may also teleport
with anything they are touching but must travel with it; i.e. they
cannot teleport something away from them.
ENEMIES OF THE SQUIRREL KIN
The Squirrel Kin of Nuttopia have enemies as well as allies in the
Other World. Many of the Grey tribe claim the enemies are those

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inhabitants of the Other World jealous of their position as favored
children of Mother Earth. Others say arrogance and unfair economic
trade policies have brought this on the Squirrel Kin of Nuttopia.
Regardless of the origins, the following are but a sample of Nuttopia’s
enemies.
DARK RAT HORDE
I N

The Dark Rat Horde is a cross between a demon escaped from the
Under World and a den of rats. They are older than Man and have
wandered the Mortal World for ages. Man has been their enemy from
K

their first encounter.


They travel in three forms depending on which world they are in.
Q U I R R E L

While in the Other World they take the form of a diseased giant rat
rooting and smelling of decay. In the Under World they take the form
of a swarm of flies that strip the flesh from a squirrel’s body in
seconds. In the Mortal World they take the form of a swarm of rats.
The swarm obscures any details of individual bodies. It moves like a
living carpet stirring dread and fear in the heart of any living creature
it approaches.
The Horde is more than a group of rats, it is an embodiment of evil
cohesively formed into one being. It is a creature whose goals are to
see the destruction of Man in a war that he does not even know he is
in. The Horde seeks retribution for the attacks that Man has
S

knowingly and unknowingly perpetrated on the Rat Kin.


The Squirrel Kin are a part of the
T H E

Dark Rat Horde’s hatred since Annut


was friend of Man. When its plan
failed and it took Annut and the
Squirrel Kin through the Under
World to the Other World, the Horde
expected to be worshipped as a god.
O F

Annut banished it from Nuttopia


when its true nature was discovered.
With the aid of Mother Nature,
Annut and his Squirrel Kin were able
N E M I E S

to force it to always show its true


form on whatever plane it stood.
Before this, the Dark Rat Horde
could assume a pleasing shape to
fool the unwary.
In practice, the Horde is unkillable in any form. It is possible to drive
it off with the use of light. It cannot abide sunlight, moonlight or any
form of artificial light. In addition, if mistletoe is held in front of it and
E

the name of Mother Earth invoked then the Horde will break and run.
HAWK REICH
The Hawk Reich despises the Flying Squirrel Kin and by extension all
their inferior brethren. They live beyond Grasser’s Island and are a

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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.
It is not known if the Hawk Reich is behind this latest trouble in
Nuttopia but they are suspected. As well, they have many contacts and

C
agents in the Mortal World and may move against any who seek a
solution to troubles there.

R I S I S
ANMEOW AND HER CAT KIN
Anmeow has been thought dead for millennia but she has come to live
in the Other World unbeknownst to the Squirrel Kin. She lives far
from Nuttopia with her offspring. Her plans against the Squirrel Kin
are subtle. She still nurses the hatred she had for Annut despite his
passing. She has made unholy deals with demons of the Under World
in order to extend her life. She is old and wrinkled with skin that

I N
hangs in folds but she is still powerful. Her magic is of a most ancient
form, practised before Man walked the earth.
She and her kind will hinder any activity that might aid the Squirrel

N
Kin. Her voice can be heard on the Mortal World by any cat and they
will obey her.

U T T O P I A
CRISIS 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.
THE CHARACTERS
The following characters can be used as templates and the primary
players in the mission. The GM may run any extra characters if there
are not enough players. A note on Squirrel Character Creation, no
Squirrel may have over a 3 STR. If a GM wishes to allow custom
squirrel creation, then the rules in the Iridium Lite section of this book
are followed with the above exception.

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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
“The innocent must be protected. The Baby is no threat to us. Let
him be.” - On Jones Junior
“A good fight at last!” - On Brutus and Rommel
“To walk with evil is to be unclean. Stand away Accursed.” - On
H A R A C T E R S

Squirrelferatu
“The people are here to serve. Are you daft!”- On the Red Tribe
“The Grey serve the will of Mother Nature. They are the only ones
who can know her.” - On the Grey Tribe
“Hunting them down is the only solution. To think I must work with
one.” - On Squirrelcanthrope
“Curs of the Under World, and well rid of them.” -On Black Tribe
“A shifty sort but on the right side.” - On Flying Tribe
“The Chipmunks, funny little fellows.” - On Chipmunks
Sir Grais is a conservative in the House of Walnut and has served the
Temple of the Order of the Brazil Nut for two years. He apprenticed as
C

a young squirrel and showed great aptitude. He excelled in combat


and in his theological studies and seemed favored by Mother Nature in
his daring deeds. He fought as a squire and for the last two years as a
knight against the Hawk Reich. He is no stranger to pain and death but
H E

values life all the more for his experiences.


He is often misunderstood by his peers. He is strict in his code of
T

sparing the innocent and showing mercy to the vanquished.

STATISTICS SPELLS
DESCRIPTION STAT RNK MOD TOT
STR 3 Heal 3 5 5 13
AGL 10 Cling 10 2 2 14
CON 10 Dodge 10 1 1 12
DEX 8
APP 5 SKILLS
WIS 5 Armor Use (L) 3 1 4 8
INT 3 Climb 10 2 1 13
CHA 10 First Aid 2 3 0 5

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Squirrel Attack!
STATISTICS SPELLS
DESCRIPTION STAT RNK MOD TOT
PIE 9 Initiate 9 3 0 12
WIL 5 Medicine 3 5 0 8
LUC 3 Running 10 1 1 12
DEF 13 Tracking 5 3 4 12
BASE FOR 20 Unarmed Combat 10 5 4 19
KARMA 2
FATIGUE 18
FORTITUDE
1 - Head 10
2 - R. Arm 40

T
3 - R. Shoulder 40
4 - Chest 10

H E
5 - L. Shoulder 40 APTITUDES
6 - L. Arm 40 Intellect 0
7 - Stomach 20 Movement 1

C
8 - Groin 20 Craft 1
9 - R. Leg 40 Fighter 4

H A R A C T E R S
10 - L. Leg 40 Thief 0
ARMOR Performer 0

1 - Head 20 NOTES
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
Tree bark & Nutshells
WEAPONS & EQUIPMENT
Pinky of St. Lumpnutt
Loaned from the Temple, this artifact is very important to the Order of
the Brazil Nut. It will turn the Dark Rat Horde if a successful Initiate skill
check -4 is made on a d20.
ATTACKS
Attack Damage +TH/+TD # Attacks
Claws 1d4 +5/+3 5
Bite 1d6 +5/+3 2

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Squirrel Attack!
STATISTICS SPELLS
DESCRIPTION STAT RNK MOD TOT
Squirrels may use their claws or bite in one attack round but not both.
GOALS
DESCRIPTION AWARD
Jones Junior must survive the mission. Five points
Each Squirrel that survives Two points
Recover the Brazil Nut of Jones Ten points
Each Nut Personally recovered Three points
Jones Junior Dies Minus ten points
Each Squirrel that dies Minus three points

LENNY
H A R A C T E R S

“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
C

“From them more Squirrelferatu are born.” -On Black Tribe


“Whippets that blow in the breeze.” - On Flying Tribe
H E

“Annoying chitterers of non-sense.” - On Chipmunks


Lenny was the lookout man in the assassination of Good King Pecan.
He was not bright enough to realize what was going on but he played
T

his part and paid for his crime. He was in danger of dying initially
because he could not (or would not) stop eating nuts. Despite the burn
of the meat he continued to eat it. His fellow Squirrelferatu took some
humor in his pain but in the end, Mother Nature could not abide it and
healed him after explaining the “rules” to him. Since then, Lenny has
tried his best to become more terrifying than a bowl of oatmeal but has
made little headway.
Over the centuries Lenny has not turned as corrupt and self-centered
as his fellow undead. Some believe this is due to his dedication to
Mother Nature, others believe it is because he is slow on the uptake.
He continually seeks a way to forgiveness from Mother Nature.
Unfortunately, many of his companions in the curse see their

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Squirrel Attack!
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.
His main objective is an item in Mr. Jones’ collection of ancient
oddities in the main house. The Squirrelferatu discovered the Ring of
Canus, an ancient artifact that is thought to have the power to break
the curse. Lenny believes they may be lying to him and the Ring has

T
the power to increase the curse and make them gods amongst the
Squirrel Kin. He is not sure what is true.

H E
Lenny believes that if he can return acorns to end the blight in
Nuttopia he will be able to demonstrate the worth of the Squirrelferatu
to Mother Nature. It is his hope that she will then lift the curse and

C
allow the Squirrelferatu to return to society.

STATISTICS SKILLS & SPELLS

H A R A C T E R S
DESCRIPTION STAT RNK MOD TOT
STR 1 Invisibility 9 4 3 16
AGL 7 Distraction 5 3 5 13
CON 8 Change (Bat) 8 1 1 10
DEX 4
APP 4 SKILLS
WIS 5 Anatomy 9 1 1 11
INT 9 Climb 7 2 1 10
CHA 10 Deception 10 5 0 15
PIE 9 Detect Traps 5 5 3 18
WIL 9 Move In Shadows 7 3 3 13
LUC 5 Move Silently 7 3 3 13
DEF 13 Search 5 3 3 11
BASE FOR 18
KARMA 3
FATIGUE 17
FORTITUDE APTITUDE
1 - Head 9 Intellect 1
2 - R. Arm 36 Movement 1
3 - R. Shoulder 36 Craft 0
4 - Chest 9 Fighter 1
5 - L. Shoulder 36 Thief 3

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STATISTICS SKILLS & SPELLS
DESCRIPTION STAT RNK MOD TOT
6 - L. Arm 36 Performer 0
7 - Stomach 18
8 - Groin 18
9 - R. Leg 36
10 - L. Leg 36
ARMOR NOTES
1 - Head 0 Sunlight reduces STR, AGL, DEX, CON to
2 - R. Arm 0 one until Lenny is removed from exposure.
3 - R. Shoulder 0 Exposure to nut meat causes wounds and burns
4 - Chest 0 that do not heal.
H A R A C T E R S

5 - L. Shoulder 0 Lenny may spend three Fatigue to heal all


6 - L. Arm 0 damage to his body.
7 - Stomach 0
8 - Groin 0
9 - R. Leg 0
10 - L. Leg 0
None
EQUIPMENT
Amulet of Anmeow
Known as the Cat’s 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
C

Attack Damage +TH/+TD # Attacks


Claws 1d4 +0/+1 2
H E

Bite 1d6 +0/+1 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
T

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 Squir-
relferatu 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 AWARD
Kill Jones Junior and feed on his blood. Five points
Each Squirrel that he feeds on Two points
Finding and returning the Ring of Canus Ten points
Each nut personally recovered Three points
Not finding the Ring of Canus Minus ten points
Not feeding at all Minus three points

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Squirrel Attack!
BASTION NUTTFELLOW
“A reasonable fellow, I am sure he can be reasoned with.“ - On Mr.
Jones
“The young are our future. Won’t 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
“ 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

T
combination.” - On Squirrelcanthrope

H E
“I have a Black Squirrel friend.” -On Black Tribe
“Wanderers and thieves. Gentlemen do not associate with them.” -
On Flying Tribe
“Loyal to the crown as they should be.” - On Chipmunks

C
Bastion was raised in the Tree of Life and has always had privilege

H A R A C T E R S
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.
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 SKILLS & SPELLS


DESCRIPTION STAT RNK MOD TOT
STR 1 Heal 6 4 5 15
AGL 5 Cling 5 1 1 7
CON 6 Dodge 5 1 1 7
DEX 4
APP 10 SKILLS
WIS 8 Bonesetting 6 3 4 13
INT 6 Climbing 5 1 0 6
CHA 10 First Aid 6 4 4 14
PIE 4 Medicine 6 5 4 15
WIL 7 Move Silently 5 2 0 7
LUC 10 Running 5 1 0 6
DEF 6 Search 8 3 0 11

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Squirrel Attack!
STATISTICS SKILLS & SPELLS
DESCRIPTION STAT RNK MOD TOT
BASE FOR 14 Surgery 4 2 4 10
KARMA 5
FATIGUE 10
FORTITUDE APTITUDE
1 - Head 7 Intellect 4
2 - R. Arm 28 Movement 0
3 - R. Shoulder 28 Craft 0
4 - Chest 7 Fighter 0
5 - L. Shoulder 28 Thief 0
6 - L. Arm 28 Performer 2
7 - Stomach 14
H A R A C T E R S

8 - Groin 14
9 - R. Leg 28
10 - L. Leg 28
ARMOR NOTES
1 - Head 0 Bastion is adverse to work and getting dirty.
2 - R. Arm 0 He avoids both to the best of his abilities.
3 - R. Shoulder 0
4 - Chest 0
5 - L. Shoulder 0
6 - L. Arm 0
7 - Stomach 0
8 - Groin 0
C

9 - R. Leg 0
10 - L. Leg 0
None
H E

EQUIPMENT
Nut Dust of The Tree of Life
T

This is ground nut from the Tree of Life and heals all damage to a crea-
ture, 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 2
Bite 1d6 +0/+1 1
Squirrels may use their claws or bite in one attack round but not both.
GOALS
DESCRIPTION AWARD

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Squirrel Attack!
STATISTICS SKILLS & SPELLS
DESCRIPTION STAT RNK MOD TOT
Stay clean. This means no form of dirt, get- Five points
ting wet, dusty or sweaty. Gentle-rodents do
not run.
Each creature he heals. Two points
Stopping the conversion of any creature to Ten points
the Red Tribe. If Nutsky is not present then
acquiring a diamond from Mr. Jones’ collec-
tion.
Each nut he convinces someone else to carry Three points
for him.
Becoming dirty, soiled, wet or dusty. Minus ten points

T
Any creature that dies while he is healing Minus three points
them.

H E
COMRADE NUTSKY
“Bourgeoisie Commodity monger.“ - On Mr. Jones
“The child is an unknowing exploiter of the worker.” - On Jones

C
Junior
“Corporate running dogs!” - On Brutus and Rommel

H A R A C T E R S
“Oppressors of the masses, they feed on the workers literally.” - On
Squirrelferatu
“We will bring the Revolution to the Tree.”- On the Red Tribe
“The Dictators of the Bourgeoisie Republic will not stand against
the needs of the worker state.” - On the Grey Tribe
“Exiled from society and alienated by the Bourgeois norms.” - On
Squirrelcanthrope
“Collaboration can not be tolerated.” -On Black Tribe
“Free spirits that add little to the Dialectic.” - On Flying Tribe
“Although an interesting use of community they are still part of the
machine.” - On Chipmunks
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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Squirrel Attack!
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 people’s fight. He will save these brave workers.
The Red Tribe discovered a copy of Thomas More’s 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 SKILLS & SPELLS


DESCRIPTION STAT RNK MOD TOT
STR 2 Calm 10 5 2 17
H A R A C T E R S

AGL 8 Distraction 5 2 4 11
CON 9 Teleskip 7 1 3 11
DEX 8
APP 1 SKILLS
WIS 5 Deception 10 4 1 15
INT 7 Explosives 8 4 2 14
CHA 10 First Aid 7 3 3 13
PIE 10 Meditation 5 2 0 7
WIL 7 Move Silently 8 2 0 10
LUC 6 Oratory 10 1 1 12
DEF 6 Search 5 2 0 7
BASE FOR 18 Stage Magic 8 3 1 12
C

KARMA 3
FATIGUE 19
FORTITUDE APTITUDE
H E

1 - Head 9 Intellect 3
2 - R. Arm 36 Movement 0
T

3 - R. Shoulder 36 Craft 2
4 - Chest 9 Fighter 0
5 - L. Shoulder 36 Thief 0
6 - L. Arm 36 Performer 1
7 - Stomach 18
8 - Groin 18
9 - R. Leg 36
10 - L. Leg 36
ARMOR NOTES

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Squirrel Attack!
STATISTICS SKILLS & SPELLS
DESCRIPTION STAT RNK MOD TOT
1 - Head 0 The People gave Comrade Nutsky explosive
2 - R. Arm 0 nutbutter for the purpose of serving the com-
munity. It is enough to blow up one door or
3 - R. Shoulder 0
several small squirrel sized holes in a wall.
4 - Chest 0
5 - L. Shoulder 0
6 - L. Arm 0
7 - Stomach 0
8 - Groin 0
9 - R. Leg 0
10 - L. Leg 0

T
None
EQUIPMENT

H E
Explosive Nutbutter
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 dam-
age per ounce, enough to knock a door off its hinges. Shaped charges may

C
be used to knock small squirrel sized holes in walls.

H A R A C T E R S
ATTACKS
Attack Damage +TH/+TD # Attacks
Claws 1d4 +0/+2 2
Bite 1d6 +0/+2 1
Squirrels may use their claws or bite in one attack round but not both.
GOALS
DESCRIPTION AWARD
Convert Brutus and Rommel to the Red Five points
Tribe.
Each convert to the Marxist Doctrine. Two points
Recover and deliver Mr. Jones’ copy of Tho- Ten points
mas More’s Utopia to the Red Tribe.
Each nut he personally carries back to Nut- Three points
topia.
Leaving the copy of Thomas Mores’ Utopia Minus ten points
behind or allowing it to be destroyed.
Failing to convert anyone to the Red Tribe. Minus three points

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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Squirrel Attack!
“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
“The devout shall find salvation.” - On Chipmunks
Bruce LeRoi is a Chipmonk of the Order of Assisi. He was fascinated
with the Order since he was a little chipmunk and dedicated himself to
becoming one of the brotherhood as soon as he was of age. Early in
his studies, he found he had an aptitude for the exercise regimen the
H A R A C T E R S

Chipmonks practiced. He excelled at it and later found he could apply


the basic principles of balance and breathing to self-defense.
When the Blight struck Grasser’s Island the chipmunks sent a
representative to the King. King Agememnut met with them and
asked for a representative to aid the quest. The chipmunks all agreed it
should be a Chipmonk from the Order of Assisi but they valued the
Chipmonks and feared that whoever they picked would be lost. This
brought Bruce LeRoi to mind. Not terribly popular with the
Chipmonks or the chipmunks in general, he had the aptitude to be of
aid and could be lost if the worst happened. In this manner, Bruce
found himself heading to the Mortal World.
The Chipmonks took advantage of this journey to the Mortal World
and particularly Mr. Jones’ farm, to acquire an ancient shell written by
C

one of their founders, Darius Shortnutt. The Shell of Darius is said to


contain ancient writings telling of his conversations with Lucifer, the
Dark One. He was put through trials and barely survived but in doing
H E

so was able to extract seven truths about the formation and form of the
universe. These truths would shake the foundations of Rodent Kin
society in Nuttopia. It is Bruce’s primary mission to recover this shell.
T

Overall, Bruce is most concerned with acquiring enough nuts to avert


a famine. He is dedicated to getting the Shell of Darius but is
personally driven to save Nuttopia and Grasser’s Island from
starvation.

STATISTICS SKILLS & SPELLS


DESCRIPTION STAT RNK MOD TOT
STR 2 Calm 10 5 5 20
AGL 10 Heal 6 3 2 11
CON 7 Teleskip 8 3 3 14
DEX 9
APP 7 SKILLS

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Squirrel Attack!
STATISTICS SKILLS & SPELLS
DESCRIPTION STAT RNK MOD TOT
WIS 4 Deception 10 4 1 15
INT 6 Initiate 10 3 0 13
CHA 5 First Aid 6 3 3 12
PIE 10 Medicine 4 2 3 9
WIL 8 Meditation 4 5 0 9
LUC 3 Stage Magic 8 3 1 12
DEF 6 Unarmed Combat 10 5 3 18
BASE FOR 17
KARMA 2
FATIGUE 17

T
FORTITUDE APTITUDE
1 - Head 9 Intellect 3

H E
2 - R. Arm 34 Movement 0
3 - R. Shoulder 34 Craft 0
4 - Chest 9 Fighter 3

C
5 - L. Shoulder 34 Thief 0
6 - L. Arm 34 Performer 0

H A R A C T E R S
7 - Stomach 17
8 - Groin 17
9 - R. Leg 34
10 - L. Leg 34
ARMOR NOTES
1 - Head 0 Bruce LeRoi is not well liked by the other
2 - R. Arm 0 Chipmonks. They are just as happy to see him
3 - R. Shoulder 0 go on this mission which they consider a fool’s
plan.
4 - Chest 0
5 - L. Shoulder 0 Bruce, like all chipmunks, can carry four nuts
6 - L. Arm 0 in his cheeks as opposed to the squirrels who
may only carry two.
7 - Stomach 0
8 - Groin 0
9 - R. Leg 0
10 - L. Leg 0
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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Squirrel Attack!
STATISTICS SKILLS & SPELLS
DESCRIPTION STAT RNK MOD TOT

ATTACKS
Attack Damage +TH/+TD # Attacks
Claws 1d2 +5/+3 5
Bite 1d4 +5/+3 2
Maneuver Special +5/+3 2
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.
GOALS
DESCRIPTION AWARD
H A R A C T E R S

Establish trade with Mr. Jones, the dogs or Five points


Jones Junior.
Avoid killing any animals. Two points
Recover the Shell of Darius and return it to Ten points
the Order of Assisi.
Each nut he personally carries back to Nut- Three points
topia.
Not retrieving the Shell of Darius. Minus ten points
Each animal killed during the mission and as a Minus three points
result of the mission.

DONNABELLE PEANUT
“Don’t know the Man, but he has what we want.“ - On Mr. Jones
C

“I don’t like children.” - On Jones Junior


“The only good dog is a dead dog.” - On Brutus and Rommel
“They feed on their own kin. That is so wrong.” - On Squirrelferatu
H E

“Talk is cheap.”- On the Red Tribe


“They believe more in themselves than they should.” - On the Grey
T

Tribe
“At least they can be useful...sometimes.” - On Squirrelcanthrope
“I don’t know which is worse, to be the cowboy or the cow.” -On
Black Tribe
“We’re cool.” - On Flying Tribe
“I like their nutbutter.” - On Chipmunks
Donnabelle is from the Flying Tribe and spent much of her youth
moving about beyond the borders of Nuttopia. Few of the Squirrel Kin
have seen the sights she has seen and it has made her worldly beyond
her years. Of all the members of the party, she is the only one who has
been to the Mortal Realm, although never to Mr. Jones’ grove.

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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.
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

T
Tribe is in Donnabelle’s paws.

H E
STATISTICS SKILLS & SPELLS
DESCRIPTION STAT RNK MOD TOT
STR 3 Fly 7 5 5 17

C
AGL 7 Cling 7 3 4 11
CON 10 Invisibility 5 1 3 9

H A R A C T E R S
DEX 6
APP 5 SKILLS
WIS 9 Climb 7 4 2 13
INT 3 Flight 7 5 2 14
CHA 5 Move Silently 7 3 1 11
PIE 5 Move in Shadows 7 3 1 11
WIL 10 Search 9 3 1 13
LUC 8 Unarmed Combat 7 3 3 13
DEF 6
BASE FOR 23
KARMA 4
FATIGUE 15
FORTITUDE APTITUDE
1 - Head 12 Intellect 0
2 - R. Arm 46 Movement 2
3 - R. Shoulder 46 Craft 0
4 - Chest 12 Fighter 3
5 - L. Shoulder 46 Thief 1
6 - L. Arm 46 Performer 0
7 - Stomach 23
8 - Groin 23
9 - R. Leg 46
10 - L. Leg 46

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Squirrel Attack!
STATISTICS SKILLS & SPELLS
DESCRIPTION STAT RNK MOD TOT

ARMOR NOTES
1 - Head 0 Donnabelle hates dogs.
2 - R. Arm 0 Donnabelle has a potion of reduction that will
3 - R. Shoulder 0 make anything the size of a walnut.
4 - Chest 0
5 - L. Shoulder 0
6 - L. Arm 0
7 - Stomach 0
H A R A C T E R S

8 - Groin 0
9 - R. Leg 0
10 - L. Leg 0
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
C

Claws 1d4 +5/+3 5


Bite 1d6 +5/+3 2
Squirrels may use their claws or bite in one attack round but not both.
E T T I N G

GOALS
DESCRIPTION AWARD
Establish trade with Mr. Jones, the dogs or Five points
Jones Junior.
Kill, hurt or inconvenience the dogs Two points
Recover the Barnum Balloon. Ten points
Each nut personally carried back to Nuttopia. Three points
S

Not retrieving the Barnum Balloon. Minus ten points


Each animal killed by the dogs Minus three 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 SKILLS & SPELLS


DESCRIPTION STAT RNK MOD TOT
STR 8 None
AGL 5
CON 10
DEX 3
APP 5 SKILLS

S
WIS 3 Move Silently 5 2 0 7
INT 2 Move in Shadows 5 3 0 8

E T T I N G
CHA 4 Search 3 3 0 6
PIE 10 Tracking 3 3 6 12
WIL 10 Unarmed Combat 5 4 6 15
LUC 8
DEF 13
BASE FOR 28
KARMA 4
FATIGUE 20

C
FORTITUDE APTITUDE
1 - Head 14 Intellect 0

H A R A C T E R S
2 - R. Arm 56 Movement 0
3 - R. Shoulder 56 Craft 0
4 - Chest 14 Fighter 6
5 - L. Shoulder 56 Thief 0
6 - L. Arm 56 Performer 0
7 - Stomach 28
8 - Groin 28
9 - R. Leg 56
10 - L. Leg 56
ARMOR NOTES
1 - Head 10 Highly protective of Jones Junior.
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

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STATISTICS SKILLS & SPELLS
DESCRIPTION STAT RNK MOD TOT

EQUIPMENT
Dog Collar

ATTACKS
Attack Damage +TH/+TD # Attacks
Claws 1d10 +4/+8 4
Bite 1d12 +4/+8 1
H A R A C T E R S

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
C

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
E T T I N G

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 Sarah’s 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.
S

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 squirrel’s fault than the storm.

STATISTICS SKILLS & SPELLS


DESCRIPTION STAT RNK MOD TOT
STR 8 None
AGL 8
CON 10
DEX 6

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STATISTICS SKILLS & SPELLS
DESCRIPTION STAT RNK MOD TOT
APP 5 SKILLS
WIS 8 Archeology 9 5 2 16
INT 9 Investigation 9 2 2 13
CHA 5 Search 8 2 2 12
PIE 7 Pistol Use 6 3 2 11
WIL 10 Unarmed Combat 8 3 2 13
LUC 8 Whip Use 8 4 2 14
DEF 16 Detect Traps 8 4 2 14

S
BASE FOR 28 Disarm Traps 6 4 2 12

E T T I N G
KARMA 4 Open Locks 6 5 2 13
FATIGUE 15 Farming 8 2 0 10
FORTITUDE APTITUDE
1 - Head 14 Intellect 2
2 - R. Arm 56 Movement 0
3 - R. Shoulder 56 Craft 0
4 - Chest 14 Fighter 2
5 - L. Shoulder 56 Thief 2

C
6 - L. Arm 56 Performer 0
7 - Stomach 28

H A R A C T E R S
8 - Groin 28
9 - R. Leg 56
10 - L. Leg 56
ARMOR NOTES
1 - Head 0 Will try to find Jones Junior if he is gone for
2 - R. Arm 20 any period of time.
3 - R. Shoulder 20 Hates squirrels.
4 - Chest 20
5 - L. Shoulder 20
6 - L. Arm 20
7 - Stomach 20
8 - Groin 0
9 - R. Leg 0
10 - L. Leg 0
Leather Coat
EQUIPMENT
Leather Coat,.45 cal. Revolver, 24 bullets, lighter, bull whip

ATTACKS
Attack Damage +TH/+TD # Attacks

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STATISTICS SKILLS & SPELLS
DESCRIPTION STAT RNK MOD TOT
.45 Pistol Revolver 5d12 +3/+6 1
Whip 2d6 +4/+8 1
The revolver holds six rounds. The whip has a 20’ range.

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 Junior’s mother Sarah and her family
are under the protection of a tribe of Fairies from the Other World.
H A R A C T E R S

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 SKILLS & SPELLS


DESCRIPTION STAT RNK MOD TOT
STR 3 Teleskip 5 5 0 10
AGL 5
CON 8
C

DEX 3
APP 8 SKILLS
E T T I N G

WIS 1 Crawl 5 5 1 11
INT 1
CHA 6
PIE 2
WIL 5
LUC 10
DEF 16
BASE FOR 16
S

KARMA 5
FATIGUE 10
FORTITUDE APTITUDE
1 - Head 8 Intellect 0
2 - R. Arm 32 Movement 1
3 - R. Shoulder 32 Craft 0
4 - Chest 8 Fighter 0
5 - L. Shoulder 32 Thief 0
6 - L. Arm 32 Performer 0
7 - Stomach 16

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STATISTICS SKILLS & SPELLS
DESCRIPTION STAT RNK MOD TOT
8 - Groin 16
9 - R. Leg 32
10 - L. Leg 32
ARMOR NOTES
1 - Head 0 Little baby who sees fairies.
2 - R. Arm 0
3 - R. Shoulder 0

S
4 - Chest 0
5 - L. Shoulder 0

E T T I N G
6 - L. Arm 0
7 - Stomach 0
8 - Groin 20
9 - R. Leg 0
10 - L. Leg 0
Diaper
EQUIPMENT
Diaper, rattle to summon dogs, clump of cookie

C
ATTACKS

H A R A C T E R S
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 SKILLS & SPELLS


DESCRIPTION STAT RNK MOD TOT
STR 6 Sense of Smell 8 4 5 17
AGL 8 Hearing 8 4 2 14
CON 8
DEX 3
APP 5 SKILLS
WIS 8 Move Silently 8 4 0 11

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STATISTICS SKILLS & SPELLS
DESCRIPTION STAT RNK MOD TOT
INT 3 Move in Shadows 8 2 0 10
CHA 4 Search 8 2 0 10
PIE 7 Tracking 8 5 4 17
WIL 8 Unarmed Combat 8 4 4 14
LUC 4
DEF 13
BASE FOR 22
KARMA 2
H A R A C T E R S

FATIGUE 15
FORTITUDE APTITUDE
1 - Head 11 Intellect 2
2 - R. Arm 44 Movement 0
3 - R. Shoulder 44 Craft 0
4 - Chest 11 Fighter 4
5 - L. Shoulder 44 Thief 0
6 - L. Arm 44 Performer 0
7 - Stomach 22
8 - Groin 22
9 - R. Leg 44
10 - L. Leg 44
ARMOR NOTES
C

1 - Head 10 Highly protective of the grove.


2 - R. Arm 10 Each time he uses his hearing or sense of smell,
E T T I N G

3 - R. Shoulder 10 spend one Fatigue.


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
S

Natural Armor
EQUIPMENT
Dog Collar
ATTACKS
Attack Damage +TH/+TD # Attacks
Claws 1d10 +4/+6 4
Bite 1d12 +4/+6 1
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
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

M
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

R
the rows between the majestic oaks and verifies the trees are ready to
give up their nuts.

.
J
O N E S

G
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

RO V E
last sack in.
ABANDONED SHED
The abandoned shed is little more than a shack. It looks to have served
many duties in its time including as a child’s 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.
PEANUT GROVE
The low height bushes of the peanut grove show that the peanuts are
not in season yet. They cannot serve the party’s 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.
THE MAIN HOUSE
The main house is not difficult to enter but requires some stealth to
move around without detection. Mrs. Detweiller, the house keeper, is
moving about cleaning and taking care of Jones Junior, when she can
O U S E

find him. If she hears him crying she will come running. If she sees
squirrels, she will call for the dogs and Mr. Jones, pick up the baby
and run for the outside.
The house was originally built to hold a large farming family. With
Mr. Jones, Mrs. Detweiller and Jones Junior it seems too empty.
Rooms have a stale, never visited feel to them. Many of the items in
H

storage were put there and forgotten.


GROUND FLOOR
A I N

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
M

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
H E

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
T

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.
MR. JONES’ BEDROOM
This room is furnished with ancient wall hangings depicting
splendorous idyllic scenes. The rug is of ancient Persian origin and
melds with the floor in a soothing manner. The bed is huge and raised
far off the floor but stacked with pillows and an oversized mattress
that welcomes one to sleep.

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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.

T
PANTRY
The pantry holds more food than the party has seen in their lives. Most

H E
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.

M
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.

A I N
SECOND FLOOR
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.

H
MIDDLE BEDROOM

O U S E
The middle bedroom was Sarah’s 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.
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
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 Sarah’s family.
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
H E D

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
S

and contains the Barnum Balloon. It is located near the stairs. Sitting
on top of the box is a copy of Thomas More’s Utopia.
O O L

THE TOOL SHED


The Tool Shed is the repository for all the equipment and storage for
the groves. The fuel for the house generator, the tree harvester and any
of the supplies needed for healthy nuts are stored here.
T
TH E

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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
Nutsky’s 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

T
This room is strewn with debris that has accumulated over the years

H E
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.
Lodged in the debris is a family of red squirrels. They are mortal

G
squirrels and not as educated as the Nuttopian squirrels but help the
party by telling them of the groves. They know of the Barnum

R E E N
Balloon and saw it taken to the basement. They also know of the
Brazil Nut tree in the Green House. They do not know of any books.
They will not fight or expose their position and are deadly afraid of
the dogs. Their names are John, Mary, Harry and Gil. They may come
out if they hear noises around the Nut Room.
THE GREEN HOUSE

H
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 O U S E
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.
Still, there is something about the nursery that makes it too quiet, too
peaceful.

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CLOSET
The closet holds a vast arrangement of rusting tools. Axes, shovels,
and machetes from a more active era when man-power dominated are
located here.
H
GO U S E
R E E N
H E

STORE ROOM
This room is small and forgotten, with a thin coating of dust and
T

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
only ripe after they fall.

T
Nestled against the tree is a poisonous asp brought in one of Mr.

H E
Jones’ deliveries. It strikes at anyone approaching it, the tree or the
pod. It has the following stats:

STATS FORTITUDE

G
STR 1 1 - Head 10 Snake poison will only
affect a squirrel if the
AGL 10 2 - R. Arm 38

R E E N
bite hits flesh. Sir Grais
CON 8 3 - R. Shoulder 38 wears armor and the
bite must penetrate it.
DEX 1 4 - Chest 10
The target must then
APP 3 5 - L. Shoulder 38 save vs. CON or die.
WIS 3 6 - L. Arm 38
INT 1 7 - Stomach 19
CHA 1 8 - Groin 19

H
PIE 5 9 - R. Leg 38
WIL 10 10 - L. Leg 38
LUC
DEF
3
11
No Armor
Striking Attack
O U S E
BASE FOR 19 Damage 1d6 Will flee if it poisons
someone, making for
KARMA 2 +TH/+TD +3/+1
the back door.
FATIGUE 13 Attack 1

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MAP: MR. JONES’ FARMHOUSE


F

J
.
M
:
MA R M H O U S E
O N E S
R
A P

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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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MAPS: MR. JONES’ GROVES


G

J
.
M
:
MRO V E S
O N E S
R
A P 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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MAPS: NUTTOPIA
N
:
MU T T O P I A
A P S

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IRIDIUM LITE
The Iridium system is based on a premise that natural talent
modifies skills. In addition, combat is lethal, armor protects the
body but makes a person easier to hit and the best thing is to avoid
combat or at least not get hit. The following rules are intended to
be generic and apply over a wide variety of settings. Modern skills
and weapons may not be appropriate for a fantasy setting, and
some spells and powers may not be available in a futuristic setting.
Use what makes sense for your particular game and remember: the
point is to have fun, not argue over rules!

BASIC POINTS
• Skills are resolved by rolling under Skill + Aptitude +
Applicable Statistic. This reflects natural talent and trained
skill.
• Combat represents an effort to hit a target, utilizing the

I
attacker’s skill to overcome the target’s Defence.

R I D I U M
• Armor makes a character easier to hit but protects from
damage.
• Armor sloughs off or becomes less effective as damaged.
• Karma is a player mechanic rather than an in game charac-
ter mechanic. It represents the character’s luck.
• Fatigue represents the character’s spiritual and physical
endurance for using powers or spells.
CHARACTER CREATION

L
1. Distribute 60 points to statistics. With the point-buy sys-

I T E
tem 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 charac-
ter could have a 10 STR, 9 AGL, etc.
2. 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.
3. Some settings require choosing spells or powers. Spend
three points on these if applicable.
4. 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 Devel-
opment points. Aptitudes are added to all Skill checks
within that area; i.e. Navigation skill check adds Intellect
Aptitude.

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5. Calculate Base Fortitude and apply it to the specific areas
of the body. Base Fortitude equals STR + CON + WIL.
Areas one and four (head and chest) receive 1/2 the Base
Fortitude while the seven and eight (stomach and groin)
receive the full Base Fortitude. The two, three, five, six,
nine and ten (the extremities) receive double the Base For-
titude.
6. Calculate Karma and Fatigue. Karma is a pool of points
equal to 1/2 LUC. Fatigue is equal to CON + PIE. See
“Karma” on page 53 and “Fatigue” on page 61.
7. Calculate Defense. Defense is equal to STR+AGL.
8. Choose weapons and equipment.
STATISTICS
Statistics can go up to 10 in normal humans. Augmented or non-
humans 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.
I T E

OVERVIEW OF STATS
STAT DESCRIPTION
L

STR Strength. Measure of physical ability


AGL Agility. Overall body coordination
R I D I U M

CON Constitution. General health and sturdiness


DEX Dexterity. Hand-eye coordination
APP Appearance. Physical beauty
WIS Wisdom. Common sense
INT Intelligence. Educated learning ability
CHA Charisma. Personality
PIE Piety. Devotion to a god or organization
I

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.

STATISTIC CHECKS DESCRIPTION


STAT SITUATION
CON 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 Resistance to a mental attack, forcing one’s way through a
painful or difficult task, or as a way to stay conscious after a
severe wound has been inflicted.
AGL Resistance checks to see if a person falls from a narrow
bridge, overall tests of coordination. This check cannot be
used to avoid being hit.
Statistic checks are made against the designated statistic on a d20.
For instance, a character uses his power of Persuasion to make a
person give them some money. After the character makes the
activation for the Persuasion power, the target must make a
Resistance of their WIL - the attacker’s rank in Persuasion. If the
target succeeds then the suggestion is accepted.

SKILL CHECKS

I
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

L
task since the guard has been put on alert and assigns a -2 modifier

I T E
making the new target eight. The player rolls a 4 and succeeds by
four.

SKILL MODIFIERS
MODIFIER DESCRIPTION
+1 to 4 Easy Task
0 Normal
-1 to 2 Difficult conditions
-3 to 4 Combat Conditions
-5 to 6 Someone screaming in your ear while stomping on
your foot
-7 to 10 Someone driving a nail through your foot
-11 and up Arch-nemesis doing a dance with your intestines
while your spouse runs off with another woman.

Karma
Karma is equal to the character’s 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 Master’s 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
I T E

dead.”
Karma Points are recovered at the end of a session.
Unskilled Attempts
L

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,
R I D I U M

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
I

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
target’s 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 [Link] one with the highest

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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 target’s Defence, then the attacker
has made a successful hit. If the number is less than the target’s
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

I
be rendered to the character within the round then they may

R I D I U M
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

L
randomly by a roll of a d10.

I T E
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.
Optional Roll Under Attack Resolution
This form of combat may be used for continuity with the rest of the
Iridium Lite skill system. In this combat system, the attacker rolls
under their DEX + Fighter Aptitude + Weapon Use - Opponent’s
AGL.
For instance, if an attacker has a DEX equal to 5, a Fighter
Aptitude of 1 and a Pistol Use of 4, their base is 10. If the
opponent’s AGL is 4 then the attacker must role under a 6 on a
d20.
In all other ways, combat proceeds as described above.

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.

SKILLS
Skills are used to accomplish the goals of a character. It is assumed
that checks vs. skills are done for extraordinary situations. Simple
tasks are thought to automatically succeed. When difficulties arise
then the GM may apply modifiers to reflect the adversity.
Some skills are self defined by their name while others require
K I L L S

listing. The skills defined here and on the character sheet are not
meant to be exhaustive and, if desired, may be expanded on by the
players or the CA.
Skills are broken up into six groups, Intellectual, Movement, Craft,
Fighter, Thief and Performer. These are also the Aptitudes of a
character and are added into skill checks for that category. The
following lists are not absolute, and players may work with their
S

GM’s to create new 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.
S ur g e r y

S
The art of surgery can be used to mend arteries, sew flesh back
together again, and repair sinew.

K I L L S
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
This is the skill of driving automobiles.
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
This is the art of manufacturing firearms. It can be used to repair
firearms.
M e t a l W or k i n g
K I L L S

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.
S

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 opponent’s
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.

S
UNARMED COMBAT TABLE

K I L L S
RANK DAM ATTACKS MANEUVERS
1 1d6 3 0
2 1d6 4 0
3 2d6 4 1
4 2d6 5 1
5 3d6 5 2

If someone is unskilled in unarmed combat then they receive only


two attacks and no maneuvers.
A maneuver is flipping, throwing, submission holds or in general
anything other than a punch or a kick. A practitioner of Unarmed
Combat may either attack or use their maneuvers, not both in a
single round.
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 practitioner’s 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.
M ov e Si l e nt
This is the skill of moving without making a sound.
K I L L S

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 practitioner’s 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
S

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 target’s 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 practitioner’s 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 practitioner’s 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

E
Effects are magical, psychic or generally supernatural powers. In a

F F E C T S
fantasy setting it is a spell, in a super heroes setting it is super
powers and in a paranormal setting it is psychic powers.
Regardless of the source various amazing effects can be generated.
Sometimes it could be a ball of fire and at others it might be as
subtle as reading a person’s mind.
Effects are generally used with a skill. This means that resolution is
on a d20, but uses Skill + Effect + Stat. For instance, in the Supers
Inc. setting, a character with Strength who wishes to jump to the
top of a building must make their Acrobatics + Strength Power +
AGL. If the character has a three Acrobatics, a two in Strength and
a AGL of five then they need to roll under 3 + 2 + 5 = 10 on a d20.

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.

DURATION
Duration of an Effect is often dependant on story. In general, the
I T E

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
L

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
R I D I U M

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.

EQUIPMENT IN IRIDIUM LITE


I

In general, equipment is defined in the setting. This is due to the


wide range of equipment specific to different time periods.
N

Weapons share the following attributes:


I

• Attacks - The number of attacks in one round that a


weapon is normally capable of without specialization.
Q U I P M E N T

• Damage - The amount of damage a single attack does


without any specializations.
• Type - The group type that a weapon falls into. This
includes edged, bludgeon, axe, bow, staff, pistol, rifle, sub-
machine gun (SMG), light machine gun (LMG), medium
machine gun (MMG), heavy machine gun (HMG), artil-
lery, rockets, and grenades. More may be added as needed
including specific specialized weapons. These correspond
to weapon use skills. See “Various Weapon Use” on
page 59.
E

Some examples of weapons.

BLADES (EDGED WEAPONS)


WEAPON DAMAGE ATTACKS TYPE
Axe 3d6 2 Axe
Battle Axe 3d12 2 Axe

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BLADES (EDGED WEAPONS)
WEAPON DAMAGE ATTACKS TYPE
Broad Sword 3d10 2 Sword
Dagger/Combat Knife 1d8 4 Knife
Short Sword 2d10 3 Sword

E
Two-Handed Sword 5d10 2 Sword
Modern weapons have the additional attributes:

Q U I P M E N T
Capacity - This is the number of bullets a single magazine holds.
Range - This is the effective maximum range.

PISTOLS (FIREARMS)
WEAPON DAMAGE ATT CAP. RANGE
Pistol .22 3d6 5 12 50 yds
Pistol .38 4d6 4 10 30 yds
Pistol 7.62 5d6 3 8 30 yds
Pistol 9mm 4d10 2 7 50 yds
Pistol .45 5d12 1 7 25 yds
Pistol .50 6d10 1 6 20 yds

I
N
ARMOR FOR IRIDIUM LITE
Armor is ablative. That is it absorbs damage until such time as it
reaches zero and than damage bleeds over on to a character’s

I
Fortitude. It may be mixed but whatever type covers five or more

R I D I U M
areas and has the largest Armor Modifier is the Armor Modifier
applied to the wearer’s Defense.
Armor protects from damage but makes the wearer easier to hit.
For instance, chain armor protects for 30 points of Fortitude to all
areas. It has an Armor Modifier of -2 which means if a character
had a 16 Defense it would be effectively 14 if they were wearing
chain.
Armor Modifier may be reduced by STR. For every two points of
STR, the Armor Modifier will be reduced by one. This will not add
L

to a character’s Defense. For instance, a character with an eight


I T E

STR wearing chain armor would not have any Armor Modifier
applied to their Defense.
If Armor Use (“Armor Use” on page 58) skill is not taken with the
type of armor worn, in the case of chain it would be Linked Type
Armor, the modifiers are doubled. For chain this would mean the -
2 Armor Modifier would become a -4.

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EXPERIENCE
Experience is spent to advance a character. Once spent it is gone
reflecting the advancement of the character in new training. The
duration of training varies on a number of factors including the
availability of someone to train the character in the skill, the
difficulty of learning the skill and the availability of materials (if
necessary) to learn the skill.

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
X P E R I E N C E

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 COST (EXP)
Advance skill skill level desired in exp.+ any skill levels in
between
Example: You presently have a skill level of 1 and wish to raise it to 3.
You must spend 2 for level 2 +3 for level 3 = 5 total exp points.A
E

new skill is 1 point.


Stats Stat level desired in exp.+ any stat levels in
between
Example: You presently have a stat level of 1 and wish to raise it to 3.
You must spend 2 for level 2 +3 for level 3 = 5 total exp points. No
stat can exceed 10 in normal humans.
Effects/Powers/Spells 2 points per level of desired power from cho-
sen Profession Path
Example: You presently have a rank of 1 and wish to raise it to 3. You
must spend 4 for rank 2 +6 for rank 3 = 10 total exp. points.

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