Squirrel Attack

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Transcript of Squirrel Attack

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    WWW.HINTERWELT.COM HINTERWELT ENTERPRISES 1

    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 masterand 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-gennedcharacters. The goals are defined and arbitrated by

    the players and the game master. These goals are

    given points and measure how well the character is

    played.

    Thirdly, this is not a game of anthropomorphoids or

    animals with human traits. This is a game of

    squirrels who lived among fairies and gained some

    small amount of intelligence. Physically the

    squirrels are just animals.

    Finally, the narrowly focused setting allows for vast

    expansion. The adventure is designed for one night

    of play but can be stretched into a long running

    campaign if desired.

    Keep in mind that this game is meant to be

    humorous. A serious campaign might be played but

    how serious can you be about squirrels.

    Enjoy!

    Written By: William Corrie Edited by: Linda Corrie

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    2 HINTERWELT ENTERPRISES WWW.HINTERWELT.COM

    TA B L E O F C O N T E N T SAnnut, The First 5

    The Seven Houses of Annut 6

    Religions of Nuttopia 6

    THE CHURCH . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7THE ORDEROFTHE BRAZIL NUT . . . . . . . . . . . . . . . . . . . 7

    THE CHIPMONKSOFTHE ORDEROF ASSISI . . . . . . . . . . 7

    Tribes of the Squirrel Kin 8GREY. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8

    BLACK. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9

    RED . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9

    FLYING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10

    SQUIRRELFERATU . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10

    SQUIRRELCANTHROPE . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11CHIPMUNKS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12

    Magics of the Squirrel Kin 13CALM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13

    CHANGE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13

    CLING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14

    DODGE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14

    DISTRACTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14

    FLY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14

    HEAL. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14

    INVISIBILITY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15

    REGENERATE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15

    TELESKIP . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15

    Enemies of the Squirrel Kin 15DARK RAT HORDE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16

    HAWK REICH. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16

    ANMEOWANDHER CAT KIN . . . . . . . . . . . . . . . . . . . . . . 17

    Crisis in Nuttopia 17The Characters 17GOALS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18

    SIR GRAISDENWUTT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18

    LENNY. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20

    BASTION NUTTFELLOW . . . . . . . . . . . . . . . . . . . . . . . . . . . 23

    COMRADE NUTSKY. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25

    BRUCE LEROI . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27

    DONNABELLE PEANUT . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30

    Setting Characters 32BRUTUS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32

    MR. JONES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34

    JONES JUNIOR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36

    ROMMEL. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37

    Mr. Jones Grove 39ACORN GROVE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39

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    WWW.HINTERWELT.COM HINTERWELT ENTERPRISES 3

    ABANDONED SHED. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39

    PEANUT GROVE. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39

    PECAN GROVE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39

    THE WALL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40

    The Main House 40

    GROUND FLOOR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40LIBRARY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40MR. JONES BEDROOM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40

    KITCHEN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41PANTRY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41

    SECOND FLOOR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41MIDDLE BEDROOM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41

    BASEMENT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42

    The Tool Shed 42

    NUT STORAGE ROOM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43GARBAGE/SCRAP ROOM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43

    The Green House 43CLOSET. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44STORE ROOM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44BRAZIL NUT TREE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45

    Map: Mr. Jones Farmhouse 46

    Maps: Mr. Jones Groves 48

    Maps: Nuttopia 50

    Iridium Lite 51BASIC POINTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51

    CHARACTER CREATION . . . . . . . . . . . . . . . . . . . . . . . . . . . 51

    STATISTICS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52STATISTIC CHECKS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52

    SKILL CHECKS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53KARMA . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53UNSKILLED ATTEMPTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54UNSKILLED WEAPON USE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54

    COMBAT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54OPTIONAL ROLL UNDER ATTACK RESOLUTION. . . . . . . . . . . . . . . 55

    TIME . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55

    PROFESSION PATHSAND CAREERS . . . . . . . . . . . . . . . . . 56

    Skills 56INTELLECTUAL. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56ANATOMY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56ARCHAEOLOGY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56BONESETTING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56

    FIRST AID. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56INVESTIGATION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56LANGUAGES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57LAW . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57MEDICINE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57NAVIGATION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57SCIENCE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57SURGERY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57

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    4 HINTERWELT ENTERPRISES WWW.HINTERWELT.COM

    MOVEMENT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57CLIMBING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57DRIVING. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57FLIGHT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57HORSEMANSHIP . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57PILOTING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57

    RUNNING. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57SAILING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57SWIMMING. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57

    CRAFT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58ARMOR FORGING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58ELECTRONICS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58ENGINEERING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58

    EXPLOSIVES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58GUNSMITHING. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58METAL WORKING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58

    ROPE USE. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58

    FIGHTER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58ARMOR USE. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58PARRYING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58THROWN WEAPON . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59TRACKING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59UNARMED COMBAT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59VARIOUS WEAPON USE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59

    Targeting. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59

    THIEF

    . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60ACROBATICS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60DETECT TRAPS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60DISARM TRAPS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60

    MEDITATION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60MOVE SILENT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60MOVEIN SHADOWS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60OPEN LOCKS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60SEARCH . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60

    PERFORMER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60

    ACTING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60DECEPTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60DIPLOMACY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60INITIATE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61ORATORY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61SEDUCTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61STAGE MAGIC . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61

    Effects 61FATIGUE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61

    CONTESTED EFFECTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61

    DURATION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62

    Equipment In Iridium Lite 62ARMORFOR IRIDIUM LITE. . . . . . . . . . . . . . . . . . . . . . . . . 63

    Experience 64AWARDING EXPERIENCE . . . . . . . . . . . . . . . . . . . . . . . . . . 64

    SPENDING EXPERIENCE . . . . . . . . . . . . . . . . . . . . . . . . . . . 64

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    ANNUT,THEFRST

    WWW.HINTERWELT.COM HINTERWELT ENTERPRISES 5

    A N N U T , T H E F I R S TWhen man was young and first walked the Earth all was a paradise. At

    his side was Annut the first Squirrel. They frolicked and danced,

    celebrating life and the joys of living. Annut gathered foods for Man

    and protected him from wild animals who would do him harm. More

    importantly, Annut guarded Mans babies from the dreaded Cat spiritAnmeow.

    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

    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 theDark 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,Anmeow was pleased. Her conscious was not clean though and her

    kind took to hunting Annut and the Dark Rat Horde. They could not

    follow the paths to the Other World for the Dark Rat Horde had

    hidden it to all who were not Rodent Kin.

    For the centuries that the paths have been hidden Annuts descendants

    have lived in peace. The part of the Other World they claimed was

    named Nuttopia and in it the Great Tree grew. It provided all the nuts

    that the Rodent Kin could want. Abundant food and eternal summers

    made this portion of the Other World a paradise. The descendants ofAnnut 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 Annuts direct line and Macadamia the

    First took the throne.

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    THESVENHOUSESOFANNUT

    6 HINTERWELT ENTERPRISES WWW.HINTERWELT.COM

    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 alsoall the Black squirrels who were involved. They were turned white,

    their eyes pink and sensitive to light but worse of all, they were made

    creatures of the Underworld, Squirrelferatu.

    Nuttopia began to splinter shortly after this and the Shire was founded

    outside the Tree of Life. It was the first settlement of this type. The

    idea spread and the Greenwold and Grassers Island were next. They

    were treated as duchies and ruled by Grey Squirrel nobles but always

    seemed apart and somehow less than the splendid duchies of the Tree.

    These rural cousins had a rougher life than their gentile brethren butmany argue a more robust one as well.

    T H E S E V E N H O U S E S O F A N N U TBefore the renaissance came to Nuttopia, life was simple. Little had

    changed since the arrival of the Rodent Kin, for the amount of rule the

    Squirrel Kin required was minimal. Then the first house was

    established, called simply Annut. The Grey Squirrels claimed the need

    for order amongst the growing population of Squirrel Kin and the

    greater Rodent Kin. In quick succession the rest followed claiming

    control of different areas on the Tree of Life.

    The Walnuts, a reasonable and steadfast clan, claimed the Temple.

    The Annut house claimed the Great Hall and the surrounding

    chambers as their personal lands. The Pistashio house, full of fire and

    quick to fight, founded the Wold. Vain and always plotting, the

    Almondine house controls most of the supply of nuts from the Shire.

    The Hortus have guarded the Passages to the Underworld for

    centuries. Their task has taken a toll on their numbers and they are the

    only noble house to practice adoption of other squirrels and rodents.R E L I G I O N S O F N U T T O P I AThe 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

    fervor. Typically they rally around a charismatic religious leader but

    quickly lose interest in favor of pursuing food or land.

    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

    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 Grassers Island, the chipmunks have a

    monastery dedicated to the patron saint Francis of Assisi. The

    monastery is simply referred to as Assisi and is situated in a cluster of

    oak on a hill. The monks hope to one day meet Saint Francis but have

    little hope of finding the passage to the Mortal Realm that opens on

    the correct year. Still, they hope and search.T H E C H U R C HMay the Mother bless you with nuts. - Benediction

    The Church is dedicated to Mother Earth. The area of the Tree of Life

    is dedicated to her temples. She visits the Squirrel Kin in times of

    need and was present when Annut and his kin arrived in the other

    word. It is said that it was Mother Earth who protected the Squirrel

    Kin from the Dark Rat Horde.

    T H E O R D E R O F T H E B R A Z I L N U TDont 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 andthe 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

    knights to maintain order and protect the artifacts of the Temple

    regardless of the dangers they face. The knights, all 42 of them, are

    often questing far outside the borders of Nuttopia to all parts of the

    Other World. There are always at least ten knights present at the

    temple and anywhere from ten to twenty squires.

    T H E C H I P M O N K S O F T H E O R D E R O F A S S I S IIf you dont 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 theirsurroundings and

    the i r f i ne

    c ra f tmansh ip .

    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.T R I B E S O F T H E S Q U I R R E L K I NIn the beginning, there was only one tribe and they were all grey

    furred and of the same ancestry, descendants of Annut. Then Chester,

    the son of Annut, climbed the Tree of Life. He climbed for days and

    grew thirsty and hungry but finally he was at the top. He reached out

    but stopped when he heard a booming voice proclaim that the sky was

    not for him. He denied the voice, thinking of his struggle to reach the

    top. He reached out and touching the sky he was struck down.

    He fell for days and when he reached the foot of the tree there was a

    great crash and the land shook, the Tree of Life swayed. The wrath of

    the creator was upon all the Squirrel Kin. Annut, bent with age, called

    out to the Mother to save his children. She intervened but told Annut

    that there would be a price to pay. He solemnly agreed and she rose

    into the sky.

    For three days the sun did not set and the wind stood still. At the end

    of that time, there was a single mighty thunder clap and suddenly the

    different tribes of Squirrel Kin were made from the children of Annut.They had been split into the Grey, Red, Black and Flying Squirrel

    Tribes.

    This change at first seemed a small price to pay for the mercy of the

    Creator. As time passed, though, the differences became more and

    more clear. The first wars over territory led to the eventual adoption of

    the Grey Tribe as nobles since they most looked like Annut. As Annut

    passed from the Other World to be with the Mother, he bade them to

    live in peace in one tree or many under the rule of the Grey. This has

    held to present.

    G R E YNuttopia needs us, as the body needs the heart to tell it what it

    wants.

    The Grey Squirrels are the direct descendants of Annut. They rule

    Nuttopia as a noble class. They are by far the most educated of the

    Squirrel Kin and also the most self important. They often feel the need

    to control all activity in the immediate area, enhancing their reputation

    as controlling megalomaniacs.

    After the creation of the tribes, the Grey were the strongest but their

    power has since waned. Some say the favor of Mother Nature has

    been withdrawn while others say it is the policies of the Grey and their

    insular nature that has caused them to decrease. Whatever the reason,

    the Grey tribe looks more and more to the other tribes for aid and

    strength.

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    B L A C KIf 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 werebanished to the UnderWorld. Some visit the surface but avoid the light

    of the sun as it is painful to them. Even the moon causes some

    discomfort.

    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. Theybring this on themselves, though, by cavorting with the Hawk Reich

    and the Dark Rat Horde. They also have an unwavering belief in their

    superiority to other squirrels. Their views on other species is even less

    complimentary.

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

    view them as their keepers and hold them in contempt.

    R E DTo each according to his nuts, from each according to his ability topick those nuts.

    The Red tribe is the largest by far. They have spread to the Shire and

    even have colonies in the Green Wold and Grassers Island amongst

    the chipmunks. They are influenced by modern beliefs from the

    Mortal Realm, mixing various ideologies to describe the world they

    live in.

    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 thatmany 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

    rule of the people by the people. It has been a dangerous road as the

    Greys have denied the Rodent Kin their voice, stopping assemblies

    and breaking up any meetings or unions. The Reds have their own

    leader though, Linseed, whose powerful oration ensures the

    Movement goes forward. The Red Squirrel knows it is his personal

    duty to spread the word and does so at every turn.

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    F L Y I N GLife i s too shor t to s tay

    grounded!

    Flying Squirrel Kin are varied

    in size and structure but all are

    nomadic, moving well beyondthe borders of Nuttopia and

    back again. They travel alone

    or in small troupes trading

    stories and work for food.

    Physically, the Flying tribe is

    one of the only Squirrel Kin

    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 adistinct advantage over squirrels in the Mortal World. They are proud

    of their abilities and seldom share this magic with other Squirrel Kin.

    S Q U I R R E L F E R A T UAll are our Prey...Um, Pra...Um, Prayer...No, that isnt right. Can

    we start over?

    The Squirrelferatu are

    Squirrels who were cursed

    due to their involvement inthe assassination of Good

    King Pecan. They were

    cursed to never know the

    warmth of the sun or the

    peace of the grave. These

    Squirrel Kin are more a

    group of afflicted than an

    actual tribe. They come

    from any tribe and mustfeed on the life of other

    c rea tu res in o rde r t o

    quench the growing hunger

    ins ide them. This i s 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 areunable to die except in the most gruesome manner of mangling and

    dismemberment or by being smashed entirely flat. Some have taken

    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 thespread of the curse to them.

    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

    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 killthem but it can hurt them and the wounds never heal. Sunlight causes

    them to lose all their physical abilities as well as the use of their

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

    Squirrelferatu drop to 1 if they are in direct sunlight.

    S Q U I R R E L C A N T H R O P EThe 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 p roduc t o f

    lycanthropes that wander

    the Othe r Wor ld . A

    Squirrel Kin was once

    b i t t en by one a s i t

    wandered, maddened,

    through Nuttopia . He

    l ived long enough tospread the curse . For

    centuries it has grown and

    waned in power, always

    br i ng ing a fo rm o f

    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

    ki l led wi th a spr ig of

    be l l adon na . I t s mere

    presence causes them to

    revert to their original

    Squirrel form but greatly

    weakened. The slightest

    taste of bel ladonna is

    instantly fatal.The Squrrelferatu may

    lea rn new shapes to

    change into but they all

    begin with the Raccoon.

    No one i s sure of the

    origin of the Raccoon

    fo rm o r why the

    Lycanthrope did not pass

    a long the wo l f fo rm.Regard less , t he

    Squ i r re l can th rope

    be come s a ma dde ne d

    raging Raccoon who knows no allies during the full moon. During the

    rest of the month they may change and retain their intellect, such as it

    is.

    The anguish of the Squirrelcanthrope is only matched by that of the

    Squirrelferatu. These groups are mortal enemies, although even they

    do not know the reason why. Sometimes they must agree to disagree

    since neither side has the power to completely destroy the other.

    The Squirrelcanthrope regenerates one point of Fortitude for each

    rank of Regenerate. So, if they have a rank of three in Regenerate,

    then the Squirrelcanthrope regains three points in all damaged areas

    each round. This continues to work as long as the their head is still

    attached to their body and they have not ingested or come near any

    belladonna.

    C H I P M U N K SThe Chipmunks live in an abandoned termite mound on Grassers

    Island. They are actually part of the Rodent Kin but are close allies of

    the Squirrel Kin. Their king, Good King Alvin, rules a prosperous and

    peaceful kingdom. He has expanded their city as their numbers have

    grown. His people trade nutbutter with the Squirrel Kin of Nuttopia

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    for nuts and acorn shells. Both sides are very dependant on the trade

    that has grown between their two people.

    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.

    Grassers Island seemed the logical choice. The common Chipmunkloves 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.

    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.

    They do not control the animals, but rather turn anger and hatred into

    peace and friendship.

    M A G I C S O F T H E S Q U I R R E L K I NThe magic the Squirrel Kin practice comes from the fairies who live in

    the Other World. Over the centuries the different tribes have learned

    various spells and powers.

    C A L MCalm is usually a spell known to the Chipmonks of the Order of Assisi

    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

    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 targetin a calm state, ceasing hostilities; i.e. a guard dog becomes calm,

    not attacking but does not let anyone pass.

    C H A N G EThis 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

    animals and learn how to assume their form.

    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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    C L I N GThe 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 chooseto have a check made when changing surfaces, in extreme

    circumstances (clinging to a flailing arm) or when changing

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

    the flow of play as to how often a check is needed. This spell costs 1

    fatigue to activate.

    D O D G EDodge allows a squirrel to accelerate for an instant as an attack is

    incoming. This causes the attack to miss although it appears it shouldhave 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.

    D I S T R A C T I O NDistraction creates a sound which attracts the attention of a creature.

    Distraction does not work if the target is focused on the caster but

    does work if they are focused on something else. For instance, if a

    Squirrelferatu is staring down a wild boar and casts Distraction, theboar is aware of the sound but may choose to ignore it. However, if

    the same boar is chasing the Squirrelferatus companions when the

    spell is cast then it would veer off towards the new noise.

    The noise may be created in any direction that the caster can see. In

    other words, the caster cannot make the sound come from around the

    corner. If the target cannot hear the sound (i.e. deaf, loud

    thunderstorm, etc.) then they are not affected.

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

    costs one Fatigue.

    F L YFly 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 oneFortitude and the flyer may only carry what they normally could

    carry on the ground.

    H E A LHealing is at the heart of the Order of the Brazil Nut and the teachings

    of the Chipmonks Order of Assisi. They study long and hard to aid

    those who are in pain or wounded. Their powers of healing work on

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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 boneset before Healing is applied.

    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.

    I N V I S I B I L I T YInvisibility allows a squirrel to disappear from sight. They still makenoise 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

    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

    is maintained. While the spell is being maintained the squirrel may

    move at normal speeds but must maintain concentration or the

    invisibility fails.

    R E G E N E R A T ERegenerate is a natural ability of the Squirrelcanthrope. It allows them

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

    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 Fatiguepoints left.

    T E L E S K I PThis 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.

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

    the squirrel is not teleported. The squirrel will never teleport into awall 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.

    E N E M I E S O F T H E S Q U I R R E L K I NThe 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 Nuttopias

    enemies.

    D A R K R A T H O R D EThe 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

    their first encounter.

    They travel in three forms depending on which world they are in.

    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 squirrels 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

    knowingly and unknowingly perpetrated on the Rat Kin.The Squirrel Kin are a part of the

    Dark Rat Hordes 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.

    Annut banished it from Nuttopia

    when its true nature was discovered.With the aid of Mother Nature,

    Annut and his Squirrel Kin were able

    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

    the name of Mother Earth invoked then the Horde will break and run.

    H A W K R E I C HThe Hawk Reich despises the Flying Squirrel Kin and by extension all

    their inferior brethren. They live beyond Grassers 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

    agents in the Mortal World and may move against any who seek a

    solution to troubles there.

    A N M E O W A N D H E R C A T K I NAnmeow 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

    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

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

    will obey her.

    C R I S I S I N N U T T O P I AA 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.

    T H E C H A R A C T E R SThe 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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    G O A L SGoals 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 tocarry more but must locate the materials to make them.

    S I R G R A I S D E N W U T TMr. 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

    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

    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

    values life all the more for his experiences.

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

    sparing the innocent and showing mercy to the vanquished.

    STATISTICS SPELLS

    DESCRIPTION STAT RNK MOD TOT

    STR 3 Heal 3 5 5 13AGL 10 Cling 10 2 2 14CON 10 Dodge 10 1 1 12DEX 8

    APP 5 SKILLS

    WIS 5 Armor Use (L) 3 1 4 8INT 3 Climb 10 2 1 13CHA 10 First Aid 2 3 0 5

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    PIE 9 Initiate 9 3 0 12WIL 5 Medicine 3 5 0 8LUC 3 Running 10 1 1 12DEF 13 Tracking 5 3 4 12BASE FOR 20 Unarmed Combat 10 5 4 19KARMA 2

    FATIGUE 18

    FORTITUDE

    1 - Head 10

    2 - R. Arm 40

    3 - R. Shoulder 40

    4 - Chest 10

    5 - L. Shoulder 40 APTITUDES

    6 - L. Arm 40 Intellect 07 - Stomach 20 Movement 18 - Groin 20 Craft 19 - R. Leg 40 Fighter 410 - L. Leg 40 Thief 0

    ARMOR Performer 01 - Head 20 NOTES

    2 - R. Arm 20

    3 - R. Shoulder 20

    4 - Chest 20

    5 - L. Shoulder 20

    6 - L. Arm 20

    7 - Stomach 208 - 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 skillcheck -4 is made on a d20.

    ATTACKS

    Attack Damage +TH/+TD # Attacks

    Claws 1d4 +5/+3 5

    Bite 1d6 +5/+3 2

    STATISTICS SPELLS

    DESCRIPTION STAT RNK MOD TOT

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    L E N N YMr. 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 doas we tell them.- On the Red Tribe

    Pompous mortals, they understand nothing. - On the Grey Tribe

    Worthy foes that do not truly understand their own powers. - On

    Squirrelcanthrope

    From them more Squirrelferatu are born. -On Black Tribe

    Whippets that blow in the breeze. - On Flying Tribe

    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

    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

    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

    STATISTICS SPELLS

    DESCRIPTION STAT RNK MOD TOT

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    condition as an advantage. They would stop Lenny if they thought

    him capable of succeeding.

    Lenny is not all good and happiness though. His inner Hunger has

    forced him to take many lives. If he does not feed each day he needs to

    make a WIL check on a d20 whenever encountering food. Whenever

    he encounters a new source he receives a -1 to the check. Jones Junioris 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

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

    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

    allow the Squirrelferatu to return to society.

    STATISTICS SKILLS & SPELLS

    DESCRIPTION STAT RNK MOD TOT

    STR 1 Invisibility 9 4 3 16AGL 7 Distraction 5 3 5 13CON 8 Change (Bat) 8 1 1 10DEX 4

    APP 4 SKILLS

    WIS 5 Anatomy 9 1 1 11INT 9 Climb 7 2 1 10CHA 10 Deception 10 5 0 15PIE 9 Detect Traps 5 5 3 18WIL 9 Move In Shadows 7 3 3 13LUC 5 Move Silently 7 3 3 13DEF 13 Search 5 3 3 11BASE FOR 18

    KARMA 3

    FATIGUE 17

    FORTITUDE APTITUDE

    1 - Head 9 Intellect 12 - R. Arm 36 Movement 13 - R. Shoulder 36 Craft 04 - Chest 9 Fighter 15 - L. Shoulder 36 Thief 3

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    6 - L. Arm 36 Performer 07 - Stomach 18

    8 - Groin 189 - R. Leg 36

    10 - L. Leg 36

    ARMOR NOTES

    1 - Head 0 Sunlight reduces STR, AGL, DEX, CON to

    one until Lenny is removed from exposure.2 - R. Arm 0

    3 - R. Shoulder 0 Exposure to nut meat causes wounds and burns

    that do not heal.4 - Chest 0

    5 - L. Shoulder 0 Lenny may spend three Fatigue to heal alldamage to his body.6 - L. Arm 0

    7 - Stomach 0

    8 - Groin 0

    9 - R. Leg 0

    10 - L. Leg 0

    None

    EQUIPMENT

    Amulet of Anmeow

    Known as the Cats Eye this amulet wards against canines keeping them

    five feet away for five minutes. It costs three Fatigue to activate this device

    but no activation roll is required.

    ATTACKS

    Attack Damage +TH/+TD # Attacks

    Claws 1d4 +0/+1 2

    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

    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

    STATISTICS SKILLS & SPELLS

    DESCRIPTION STAT RNK MOD TOT

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    B A S T I O N N U T T F E L L O WA reasonable fellow, I am sure he can be reasoned with. - On Mr.

    Jones

    The young are our future. Wont anyone think of the children. -

    On Jones Junior

    Brutes who will surely be our end! - On Brutus and Rommel

    A disturbing collection of cannibals. I pray we do not meet any on

    our travels. - On Squirrelferatu

    Rabble who will soon be put in their place.- On the Red Tribe

    The true rulers of Nuttopia as is shown by the organization of this

    party. - On the Grey Tribe

    They shed their Skin! Disgust ing and mad, a horrible

    combination. - On Squirrelcanthrope

    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

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

    cast upon him. He knows little of suffering and less of labor. His

    family has been part of the House of Annut for centuries and has done

    an upstanding job of avoiding unpleasantries until now. He was in the

    Great Hall when the news of the blight was brought to King

    Agememnut. It was a great shock when the King turned to Bastion

    and told him he would be going with the expedition to the Mortal

    World.

    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 15AGL 5 Cling 5 1 1 7CON 6 Dodge 5 1 1 7DEX 4

    APP 10 SKILLS

    WIS 8 Bonesetting 6 3 4 13INT 6 Climbing 5 1 0 6CHA 10 First Aid 6 4 4 14PIE 4 Medicine 6 5 4 15WIL 7 Move Silently 5 2 0 7LUC 10 Running 5 1 0 6DEF 6 Search 8 3 0 11

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    BASE FOR 14 Surgery 4 2 4 10KARMA 5

    FATIGUE 10

    FORTITUDE APTITUDE

    1 - Head 7 Intellect 42 - R. Arm 28 Movement 03 - R. Shoulder 28 Craft 04 - Chest 7 Fighter 05 - L. Shoulder 28 Thief 06 - L. Arm 28 Performer 27 - Stomach 14

    8 - Groin 14

    9 - R. Leg 28

    10 - L. Leg 28

    ARMOR NOTES

    1 - Head 0 Bastion is adverse to work and getting dirty.

    He avoids both to the best of his abilities.2 - R. Arm 0

    3 - R. Shoulder 0

    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

    None

    EQUIPMENT

    Nut Dust of The Tree of Life

    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

    STATISTICS SKILLS & SPELLS

    DESCRIPTION STAT RNK MOD TOT

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    C O M R A D E N U T S K YBourgeoisie Commodity monger. - On Mr. Jones

    The child is an unknowing exploiter of the worker. - On Jones

    Junior

    Corporate running dogs! - On Brutus and Rommel

    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 SocialRevolution.

    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

    Stay clean. This means no form of dirt, get-

    ting wet, dusty or sweaty. Gentle-rodents do

    not run.

    Five points

    Each creature he heals. Two points

    Stopping the conversion of any creature to

    the Red Tribe. If Nutsky is not present then

    acquiring a diamond from Mr. Jones collec-

    tion.

    Ten points

    Each nut he convinces someone else to carry

    for him.

    Three points

    Becoming dirty, soiled, wet or dusty. Minus ten points

    Any creature that dies while he is healingthem. Minus three points

    STATISTICS SKILLS & SPELLS

    DESCRIPTION STAT RNK MOD TOT

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    republic is no more than a machine for the suppression of the working

    class by the bourgeoisie, for the suppression of the working people by

    a handful of capitalists. He could not do this for a bourgeois king but

    he would do it for the people.

    When he left, his family was there to see him off and give them their

    best wishes. The community gave him a supply of explosive nutbutterto be used in the peoples fight. He will save these brave workers.

    The Red Tribe discovered a copy of Thomas Mores Utopia in Mr.

    Jones library. These words must be heard by the proletariat. Comrade

    Nutsky must recover the book for the good of the people.

    STATISTICS SKILLS & SPELLS

    DESCRIPTION STAT RNK MOD TOT

    STR 2 Calm 10 5 217

    AGL 8 Distraction 5 2 4 11CON 9 Teleskip 7 1 3 11DEX 8

    APP 1 SKILLS

    WIS 5 Deception 10 4 1 15INT 7 Explosives 8 4 2 14CHA 10 First Aid 7 3 3 13PIE 10 Meditation 5 2 0 7WIL 7 Move Silently 8 2 0 10LUC 6 Oratory 10 1 1 12DEF 6 Search 5 2 0 7BASE FOR 18 Stage Magic 8 3 1 12KARMA 3

    FATIGUE 19

    FORTITUDE APTITUDE

    1 - Head 9 Intellect 32 - R. Arm 36 Movement 03 - R. Shoulder 36 Craft 24 - Chest 9 Fighter 05 - L. Shoulder 36 Thief 06 - L. Arm 36 Performer 17 - Stomach 18

    8 - Groin 18

    9 - R. Leg 3610 - L. Leg 36

    ARMOR NOTES

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    B R U C E L E R O IA 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

    1 - Head 0 The People gave Comrade Nutsky explosive

    nutbutter for the purpose of serving the com-

    munity. It is enough to blow up one door or

    several small squirrel sized holes in a wall.

    2 - R. Arm 0

    3 - R. Shoulder 04 - Chest 0

    5 - L. Shoulder 0

    6 - L. Arm 0

    7 - Stomach 0

    8 - Groin 0

    9 - R. Leg 0

    10 - L. Leg 0

    NoneEQUIPMENT

    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

    be used to knock small squirrel sized holes in walls.

    ATTACKS

    Attack Damage +TH/+TD # AttacksClaws 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

    Tribe.

    Five points

    Each convert to the Marxist Doctrine. Two points

    Recover and deliver Mr. Jones copy of Tho-

    mas Mores Utopia to the Red Tribe.

    Ten points

    Each nut he personally carries back to Nut-

    topia.

    Three points

    Leaving the copy of Thomas Mores Utopia

    behind or allowing it to be destroyed.

    Minus ten points

    Failing to convert anyone to the Red Tribe. Minus three points

    STATISTICS SKILLS & SPELLS

    DESCRIPTION STAT RNK MOD TOT

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    Salvation is only found through repentance. - On Squirrelferatu

    God is not dead, he is just taking a nutbutter break.- On the Red

    Tribe

    One should not put themselves above their gods. - On the Grey

    Tribe

    Abominations! - On Squirrelcanthrope

    The godless seek the darkness. -On Black Tribe

    The errant child shall return. - On Flying Tribe

    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 theChipmonks 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

    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

    so was able to extract seven truths about the formation and form of theuniverse. These truths would shake the foundations of Rodent Kin

    society in Nuttopia. It is Bruces primary mission to recover this shell.

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

    a famine. He is dedicated to getting the Shell of Darius but is

    personal ly dr iven to save Nuttopia and Grassers Island from

    starvation.

    STATISTICS SKILLS & SPELLS

    DESCRIPTION STAT RNK MOD TOT

    STR 2 Calm 10 5 5 20AGL 10 Heal 6 3 2 11CON 7 Teleskip 8 3 3 14DEX 9

    APP 7 SKILLS

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    WIS 4 Deception 10 4 1 15INT 6 Initiate 10 3 0 13CHA 5 First Aid 6 3 3 12PIE 10 Medicine 4 2 3 9WIL 8 Meditation 4 5 0 9LUC 3 Stage Magic 8 3 1 12DEF 6 Unarmed Combat 10 5 3 18BASE FOR 17

    KARMA 2

    FATIGUE 17

    FORTITUDE APTITUDE

    1 - Head 9 Intellect 32 - R. Arm 34 Movement 03 - R. Shoulder 34 Craft 04 - Chest 9 Fighter 35 - L. Shoulder 34 Thief 06 - L. Arm 34 Performer 07 - Stomach 17

    8 - Groin 179 - R. Leg 34

    10 - L. Leg 34

    ARMOR NOTES

    1 - Head 0 Bruce LeRoi is not well liked by the other

    Chipmonks. They are just as happy to see him

    go on this mission which they consider a fools

    plan.

    2 - R. Arm 0

    3 - R. Shoulder 0

    4 - Chest 0

    5 - L. Shoulder 0 Bruce, like all chipmunks, can carry four nutsin his cheeks as opposed to the squirrels who

    may only carry two.6 - L. Arm 0

    7 - Stomach 0

    8 - Groin 0

    9 - R. Leg 0

    10 - L. Leg 0

    None

    EQUIPMENTHelmet 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.

    STATISTICS SKILLS & SPELLS

    DESCRIPTION STAT RNK MOD TOT

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    D O N N A B E L L E P E A N U TDont know the Man, but he has what we want. - On Mr. Jones

    I dont 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

    Talk is cheap.- On the Red Tribe

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

    Tribe

    At least they can be useful...sometimes. - On Squirrelcanthrope

    I dont know which is worse, to be the cowboy or the cow. -On

    Black Tribe

    Were 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.

    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

    Establish trade with Mr. Jones, the dogs or

    Jones Junior.

    Five points

    Avoid killing any animals. Two points

    Recover the Shell of Darius and return it to

    the Order of Assisi.

    Ten points

    Each nut he personally carries back to Nut-

    topia.

    Three points

    Not retrieving the Shell of Darius. Minus ten points

    Each animal killed during the mission and as aresult of the mission.

    Minus three points

    STATISTICS SKILLS & SPELLS

    DESCRIPTION STAT RNK MOD TOT

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    THECHARACTERS

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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

    Tribe is in Donnabelles paws.

    STATISTICS SKILLS & SPELLS

    DESCRIPTION STAT RNK MOD TOT

    STR 3 Fly 7 5 5 17AGL 7 Cling 7 3 4 11CON 10 Invisibility 5 1 3 9DEX 6

    APP 5 SKILLS

    WIS 9 Climb 7 4 2 13INT 3 Flight 7 5 2 14CHA 5 Move Silently 7 3 1 11PIE 5 Move in Shadows 7 3 1 11WIL 10 Search 9 3 1 13LUC 8 Unarmed Combat 7 3 3 13DEF 6

    BASE FOR 23KARMA 4

    FATIGUE 15

    FORTITUDE APTITUDE

    1 - Head 12 Intellect 02 - R. Arm 46 Movement 23 - R. Shoulder 46 Craft 04 - Chest 12 Fighter 35 - L. Shoulder 46 Thief 16 - L. Arm 46 Performer 07 - Stomach 23

    8 - Groin 23

    9 - R. Leg 46

    10 - L. Leg 46

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    S E T T I N G C H A R A C T E R SSetting characters are run by the GM. Theses are meant to be the foes,obstacles or maybe even allies of the Squirrels.

    B R U T U SBrutus 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

    ARMOR NOTES

    1 - Head 0 Donnabelle hates dogs.

    2 - R. Arm 0 Donnabelle has a potion of reduction that will

    make anything the size of a walnut.3 - R. Shoulder 0

    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

    None

    EQUIPMENT

    Potion of Reduction

    This potion affects one item and reduces it to the size of a walnut. If the

    item is already the size of a walnut or smaller the potion has no affect.

    This potion affects living creatures as well as the inanimate and lasts for

    four hours. Donnabelle has three doses.

    ATTACKS

    Attack Damage +TH/+TD # Attacks

    Claws 1d4 +5/+3 5

    Bite 1d6 +5/+3 2

    Squirrels may use their claws or bite in one attack round but not both.

    GOALS

    DESCRIPTION AWARD

    Establish trade with Mr. Jones, the dogs orJones Junior.

    Five points

    Kill, hurt or inconvenience the dogs Two points

    Recover the Barnum Balloon. Ten points

    Each nut personally carried back to Nuttopia. Three points

    Not retrieving the Barnum Balloon. Minus ten points

    Each animal killed by the dogs Minus three points

    STATISTICS SKILLS & SPELLS

    DESCRIPTION STAT RNK MOD TOT

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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

    WIS 3 Move Silently 5 2 0 7INT 2 Move in Shadows 5 3 0 8CHA 4 Search 3 3 0 6PIE 10 Tracking 3 3 6 12WIL 10 Unarmed Combat 5 4 6 15LUC 8

    DEF 13

    BASE FOR 28

    KARMA 4

    FATIGUE 20

    FORTITUDE APTITUDE

    1 - Head 14 Intellect 02 - R. Arm 56 Movement 03 - R. Shoulder 56 Craft 04 - Chest 14 Fighter 65 - L. Shoulder 56 Thief 06 - L. Arm 56 Performer 07 - 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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    M R . J O N E SMr. Jones started life in a small town in a large country. His father wasan archaeologist and schooled him in many mysteries of the ancient

    past. He went off to University and studied, receiving his own degrees

    in ancient history and archeology. His life was filled with many

    adventures and rich experiences. Then he met Sarah.

    Sarah was a museum curator who inherited a nut farm from her father.

    He always told her the fairies help tend his grove and that was why he

    always had the biggest and best nuts. When Sarah and Mr. Jones

    married, he left his profession to help her with the grove.

    It was not long before Sarah was expecting and the couple could not

    be happier. All went well until the night of the birth. They rushed to

    the hospital in the rain. The storm thundered all about, the wind blew

    the car back and forth across the road. Lightning flashed and a squirrel

    darted across the road. Mr. Jones lost control of the car and they

    crashed into a tree. Sarah was badly hurt and giving birth, there, in the

    wreckage. She held on as long as she could and lived long enough to

    see her husband hold her baby. Mr. Jones was crushed.

    Eleven months after Sarahs death, Mr. Jones has found happiness inhis son and the grove. He is the first to admit that Jones Junior seems

    to live a charmed life. He has found the boy in all manner of strange

    places but always just before tragedy. His two faithful dogs, Rommel

    and Brutus, help to keep the boy safe.

    Since that tragic night, Mr. Jones has an intense hatred for squirrels.

    He does not blame the squirrel out loud, but in his heart it will always

    be more the squirrels fault than the storm.

    EQUIPMENT

    Dog Collar

    ATTACKS

    Attack Damage +TH/+TD # Attacks

    Claws 1d10 +4/+8 4

    Bite 1d12 +4/+8 1

    Dogs may attack with Bite and Claw in the same round.

    STATISTICS SKILLS & SPELLS

    DESCRIPTION STAT RNK MOD TOT

    STR 8 None

    AGL 8

    CON 10

    DEX 6

    STATISTICS SKILLS & SPELLS

    DESCRIPTION STAT RNK MOD TOT

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    APP 5 SKILLS

    WIS 8 Archeology 9 5 2 16INT 9 Investigation 9 2 2 13CHA 5 Search 8 2 2 12PIE 7 Pistol Use 6 3 2 11WIL 10 Unarmed Combat 8 3 2 13LUC 8 Whip Use 8 4 2 14DEF 16 Detect Traps 8 4 2 14BASE FOR 28 Disarm Traps 6 4 2 12KARMA 4 Open Locks 6 5 2 13FATIGUE 15 Farming 8 2 0 10

    FORTITUDE APTITUDE

    1 - Head 14 Intellect 22 - R. Arm 56 Movement 03 - R. Shoulder 56 Craft 04 - Chest 14 Fighter 25 - L. Shoulder 56 Thief 26 - L. Arm 56 Performer 07 - Stomach 28

    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

    any period of time.2 - R. Arm 20

    3 - R. Shoulder 20 Hates squirrels.

    4 - Chest 20

    5 - L. Shoulder 20

    6 - L. Arm 20

    7 - Stomach 20

    8 - Groin 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

    STATISTICS SKILLS & SPELLS

    DESCRIPTION STAT RNK MOD TOT

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    J O N E S J U N I O RJones Junior is the son or Mr. Jones and his wife Sarah. He is eleven

    months old and still crawling. He is incredibly fast in getting around.

    Unknown to Mr. Jones, Jones Juniors mother Sarah and her family

    are under the protection of a tribe of Fairies from the Other World.

    These fairies help the grove produce the biggest and best nuts. They

    also ensure the family is well protected from the dark forces of the

    world. The fairies never show themselves and will not openly fightany 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.

    .45 Pistol Revolver 5d12 +3/+6 1

    Whip 2d6 +4/+8 1

    The revolver holds six rounds. The whip has a 20 range.

    STATISTICS SKILLS & SPELLS

    DESCRIPTION STAT RNK MOD TOT

    STR 3 Teleskip 5 5 0 10AGL 5

    CON 8

    DEX 3

    APP 8 SKILLS

    WIS 1 Crawl 5 5 1 11INT 1

    CHA 6

    PIE 2WIL 5

    LUC 10

    DEF 16

    BASE FOR 16

    KARMA 5

    FATIGUE 10

    FORTITUDE APTITUDE

    1 - Head 8 Intellect 02 - R. Arm 32 Movement 13 - R. Shoulder 32 Craft 04 - Chest 8 Fighter 05 - L. Shoulder 32 Thief 06 - L. Arm 32 Performer 07 - Stomach 16

    STATISTICS SKILLS & SPELLS

    DESCRIPTION STAT RNK MOD TOT

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    R O M M E LRommel 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 ofsmell.

    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.

    8 - Groin 16

    9 - R. Leg 32

    10 - L. Leg 3