Squirrel Attack Operation Get Mr Jones Nuts

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Transcript of Squirrel Attack Operation Get Mr Jones Nuts

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adam jones (order #52960)

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adam jones (order #52960)

You hold in your hand a complete role playing gamebook with several unique features. First, it contains asystem called Iridium Lite. Lite systems are compactby definition and do not contain rules for everysituation. The assumption is that the game masterand the players can work out anything that fallsthrough the cracks. This is not to say the system isnot complete, merely open to extension.

Secondly, the characters of this story are pre-gennedand have goals. You can certainly create your owncharacters and there are rules for generating thembut the best results come from using the pre-gennedcharacters. The goals are defined and arbitrated bythe players and the game master. These goals aregiven points and measure how well the character isplayed.

Thirdly, this is not a game of anthropomorphoids oranimals with human traits. This is a game ofsquirrels who lived among fairies and gained somesmall amount of intelligence. Physically thesquirrels are just animals.

Finally, the narrowly focused setting allows for vastexpansion. The adventure is designed for one nightof play but can be stretched into a long runningcampaign if desired.

Keep in mind that this game is meant to behumorous. A serious campaign might be played buthow serious can you be about squirrels.

Enjoy!

Written By: William Corrie Edited by: Linda Corrie

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T A B L E O F C O N T E N T SAnnut, The First 5The Seven Houses of Annut 6Religions of Nuttopia 6THE CHURCH. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7THE ORDER OF THE BRAZIL NUT . . . . . . . . . . . . . . . . . . . 7THE CHIPMONKS OF THE ORDER OF ASSISI . . . . . . . . . . 7Tribes of the Squirrel Kin 8GREY. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8BLACK. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9RED. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9FLYING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10SQUIRRELFERATU . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10SQUIRRELCANTHROPE . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11CHIPMUNKS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12Magics of the Squirrel Kin 13CALM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13CHANGE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13CLING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14DODGE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14DISTRACTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14FLY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14HEAL. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14INVISIBILITY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15REGENERATE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15TELESKIP . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15Enemies of the Squirrel Kin 15DARK RAT HORDE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16HAWK REICH. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16ANMEOW AND HER CAT KIN . . . . . . . . . . . . . . . . . . . . . . 17Crisis in Nuttopia 17The Characters 17GOALS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18SIR GRAIS DENWUTT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18LENNY. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20BASTION NUTTFELLOW . . . . . . . . . . . . . . . . . . . . . . . . . . . 23COMRADE NUTSKY. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25BRUCE LEROI . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27DONNABELLE PEANUT . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30Setting Characters 32BRUTUS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32MR. JONES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34JONES JUNIOR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36ROMMEL. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37Mr. Jones’ Grove 39ACORN GROVE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39

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ABANDONED SHED. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39PEANUT GROVE. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39PECAN GROVE. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39THE WALL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40The Main House 40GROUND FLOOR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40LIBRARY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40MR. JONES’ BEDROOM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40KITCHEN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41PANTRY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41SECOND FLOOR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41MIDDLE BEDROOM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41BASEMENT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42The Tool Shed 42NUT STORAGE ROOM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43GARBAGE/SCRAP ROOM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43The Green House 43CLOSET. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44STORE ROOM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44BRAZIL NUT TREE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45Map: Mr. Jones’ Farmhouse 46Maps: Mr. Jones’ Groves 48Maps: Nuttopia 50Iridium Lite 51BASIC POINTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51CHARACTER CREATION . . . . . . . . . . . . . . . . . . . . . . . . . . . 51STATISTICS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52STATISTIC CHECKS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52SKILL CHECKS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53KARMA . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53UNSKILLED ATTEMPTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54UNSKILLED WEAPON USE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54COMBAT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54OPTIONAL ROLL UNDER ATTACK RESOLUTION. . . . . . . . . . . . . . . 55TIME . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55PROFESSION PATHS AND CAREERS . . . . . . . . . . . . . . . . . 56Skills 56INTELLECTUAL. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56ANATOMY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56ARCHAEOLOGY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56BONESETTING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56FIRST AID. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56INVESTIGATION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56LANGUAGES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57LAW . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57MEDICINE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57NAVIGATION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57SCIENCE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57SURGERY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57

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MOVEMENT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57CLIMBING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57DRIVING. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57FLIGHT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57HORSEMANSHIP . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57PILOTING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57RUNNING. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57SAILING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57SWIMMING. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57CRAFT. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58ARMOR FORGING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58ELECTRONICS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58ENGINEERING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58EXPLOSIVES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58GUNSMITHING. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58METAL WORKING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58ROPE USE. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58FIGHTER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58ARMOR USE. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58PARRYING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58THROWN WEAPON . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59TRACKING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59UNARMED COMBAT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59VARIOUS WEAPON USE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59

Targeting. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59THIEF . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60ACROBATICS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60DETECT TRAPS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60DISARM TRAPS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60MEDITATION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60MOVE SILENT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60MOVE IN SHADOWS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60OPEN LOCKS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60SEARCH . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60PERFORMER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60ACTING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60DECEPTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60DIPLOMACY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60INITIATE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61ORATORY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61SEDUCTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61STAGE MAGIC . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61Effects 61FATIGUE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61CONTESTED EFFECTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61DURATION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62Equipment In Iridium Lite 62ARMOR FOR IRIDIUM LITE. . . . . . . . . . . . . . . . . . . . . . . . . 63Experience 64AWARDING EXPERIENCE . . . . . . . . . . . . . . . . . . . . . . . . . . 64SPENDING EXPERIENCE . . . . . . . . . . . . . . . . . . . . . . . . . . . 64

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TA N N U T , T H E F I R S TWhen man was young and first walked the Earth all was a paradise. Athis side was Annut the first Squirrel. They frolicked and danced,celebrating life and the joys of living. Annut gathered foods for Manand protected him from wild animals who would do him harm. Moreimportantly, Annut guarded Man’s babies from the dreaded Cat spiritAnmeow. Now it came to pass that Anmeow grew tired of her endless battlesand defeat at the paws of Annut. In a fit of rage, she made a vow withthe Dark Rat Horde to finish man.“Fear me Man, I am Cat, hear me roar! Meow!” Her howls were heardthrough the night and the Dark Rat Horde beckoned to her call. TheHorde descended on Man and disease followed. Man asked Annut forhelp but brave though he was, he was no match for the Horde. Thedisease spread and many grew ill. Into this, Anmeow came slaying theDark Rat Horde before her. They fled, betrayed, but not before takingAnnut and his kin to the Other World. “See, Man, I am far more useful than that worthless Annut,” purredAnmeow. Man looked down at the purring cat and saw all the fallenDark Rats and embraced her. They forgot about Annut and his kindexcept as tree dwellers.Anmeow and her kind grew in number and a fickle affection wasgranted Man. As long as Man worshipped, clothed and fed her kind,Anmeow was pleased. Her conscious was not clean though and herkind took to hunting Annut and the Dark Rat Horde. They could notfollow the paths to the Other World for the Dark Rat Horde hadhidden it to all who were not Rodent Kin. For the centuries that the paths have been hidden Annut’s descendantshave lived in peace. The part of the Other World they claimed wasnamed Nuttopia and in it the Great Tree grew. It provided all the nutsthat the Rodent Kin could want. Abundant food and eternal summersmade this portion of the Other World a paradise. The descendants ofAnnut found centuries of peace there, amongst other creatures whotook little notice of them.As time passed, slowly as it does in the Other World, the Rodent Kingrew and evolved, often bringing affectations of Man to them inNuttopia. Some of the Rodent Kin visited the mortal realm. Fromthese Rodent Kin, much was learned of the growth and evolution ofMan. The Squirrels left behind became dumb and simple creatureshiding in trees and the prey of cats and dogs. The legacy of Anmeowbecame instinct as her kind were similarly decreased. Back to therealm of Nuttopia were brought the ideas of Religion and Nobility.There had always been the belief, the very knowledge, of MotherEarth. The guardian spirit of life was respected by all but the Blacksquirrels and the Dark Rat Horde. To rule over the Rodent Kin theGrey Squirrels rose up from Annut’s direct line and Macadamia theFirst took the throne.

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TThe Black Squirrels never acknowledged the rule of the Grey and theyset a kingdom apart, at the root of the Tree of Life. Here, in the deeptunnels of the Underworld, the path to the Mortal Realm was theirhome. All who would pass into the Mortal Realm must meet their toll.The final affront to Mother Nature came when Rodentia slew theGood 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 madecreatures of the Underworld, Squirrelferatu.Nuttopia began to splinter shortly after this and the Shire was foundedoutside the Tree of Life. It was the first settlement of this type. Theidea spread and the Greenwold and Grasser’s Island were next. Theywere treated as duchies and ruled by Grey Squirrel nobles but alwaysseemed 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 hadchanged since the arrival of the Rodent Kin, for the amount of rule theSquirrel Kin required was minimal. Then the first house wasestablished, called simply Annut. The Grey Squirrels claimed the needfor order amongst the growing population of Squirrel Kin and thegreater Rodent Kin. In quick succession the rest followed claimingcontrol 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 surroundingchambers as their personal lands. The Pistashio house, full of fire andquick to fight, founded the Wold. Vain and always plotting, theAlmondine house controls most of the supply of nuts from the Shire.The Hortus have guarded the Passages to the Underworld forcenturies. Their task has taken a toll on their numbers and they are theonly 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 religionand those of the Other World. The Squirrel Kin generally do not takereligion very seriously although they do suffer bursts of religiousfervor. Typically they rally around a charismatic religious leader butquickly lose interest in favor of pursuing food or land. With this understanding, the Squirrel Kin does have its priests, monksand consecrated knights. These are usually individual Rodent Kincalled to the service of their patron. They receive magical powers ifthey perform the will of their patron.The best known of these religious orders is the Church, a group ofpriest-squirrels dedicated to gathering nuts for Mother Earth. Theirmilitant right arm is the Order of the Brazil Nut. These nights havededicated themselves to the Quest for the Holy Brazil Nut, a mythicalnut purported to have the power to raise the dead and make a wicked

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Agood nut butter. Finally, on Grasser’s Island, the chipmunks have amonastery dedicated to the patron saint Francis of Assisi. Themonastery is simply referred to as Assisi and is situated in a cluster ofoak on a hill. The monks hope to one day meet Saint Francis but havelittle hope of finding the passage to the Mortal Realm that opens onthe correct year. Still, they hope and search.

T H E C H U R C H“May the Mother bless you with nuts.” - Benediction

The Church is dedicated to Mother Earth. The area of the Tree of Lifeis dedicated to her temples. She visits the Squirrel Kin in times ofneed and was present when Annut and his kin arrived in the otherword. It is said that it was Mother Earth who protected the SquirrelKin 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 T“Don’t Mess with Mother Nature!” - Battle cry

The Order was founded hundreds of years ago by Sir Lumpnutt, aGrey noble who purportedly tasted the nut butter of a Brazil Nut. Therind is kept as a holy artifact and has the powers of healing. Theknights 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 Hordewhere Sir Lumpnutt was slain, his remains were bathed in light andthe Dark Rat Horde was forced to retreat. To this day, his knights carrya bone fragment of the brave knight as ward against the Horde.The knights make their home in the Temple of the Tree of Life. Theirleader, Sir Gruffnutt, is a stern master but very fair. He expects theknights to maintain order and protect the artifacts of the Templeregardless of the dangers they face. The knights, all 42 of them, areoften questing far outside the borders of Nuttopia to all parts of theOther World. There are always at least ten knights present at thetemple 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 I“If you don’t like our shells,You can go to Hell” - Vespers prayer

The Chipmonks ofAssisi are knownfor their ability tocalm wild animals,the respect for theirsurroundings andth e i r f i nec ra f tm ansh i p .Their trade skillshave 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 thebest in the land.In addition, they have the only rodent library, deep in their nests in theAssisi Monastery, on the insides of acorn shells. They are diligent inguarding this knowledge and all manner of information is stored intheir 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 greyfurred and of the same ancestry, descendants of Annut. Then Chester,the son of Annut, climbed the Tree of Life. He climbed for days andgrew thirsty and hungry but finally he was at the top. He reached outbut stopped when he heard a booming voice proclaim that the sky wasnot for him. He denied the voice, thinking of his struggle to reach thetop. 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 agreat crash and the land shook, the Tree of Life swayed. The wrath ofthe creator was upon all the Squirrel Kin. Annut, bent with age, calledout to the Mother to save his children. She intervened but told Annutthat there would be a price to pay. He solemnly agreed and she roseinto the sky.For three days the sun did not set and the wind stood still. At the endof that time, there was a single mighty thunder clap and suddenly thedifferent tribes of Squirrel Kin were made from the children of Annut.They had been split into the Grey, Red, Black and Flying SquirrelTribes.This change at first seemed a small price to pay for the mercy of theCreator. As time passed, though, the differences became more andmore clear. The first wars over territory led to the eventual adoption ofthe Grey Tribe as nobles since they most looked like Annut. As Annutpassed from the Other World to be with the Mother, he bade them tolive in peace in one tree or many under the rule of the Grey. This hasheld to present.

G R E Y“Nuttopia needs us, as the body needs the heart to tell it what itwants.”

The Grey Squirrels are the direct descendants of Annut. They ruleNuttopia as a noble class. They are by far the most educated of theSquirrel Kin and also the most self important. They often feel the needto control all activity in the immediate area, enhancing their reputationas controlling megalomaniacs.After the creation of the tribes, the Grey were the strongest but theirpower has since waned. Some say the favor of Mother Nature hasbeen withdrawn while others say it is the policies of the Grey and theirinsular nature that has caused them to decrease. Whatever the reason,the Grey tribe looks more and more to the other tribes for aid andstrength.

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B L A C K“If they do not love us, let them fear us.“

Banished to the UnderWorld for their evil, only a few were to becomethe Squirrelferatu. Most of the Black tribe guard the entrances to theMortal Realm. This is their penance for the misdeeds of Rodentia whoslew Good King Pecan. Those that were not directly involved werebanished to the UnderWorld. Some visit the surface but avoid the lightof the sun as it is painful to them. Even the moon causes somediscomfort.The Black tribe blames the Grey tribe for their current status. Theymaintain that Mother Nature never hears any of their prayers since thepriest of the Temple drown them out. Whether this is true cannot besaid 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 Reichand the Dark Rat Horde. They also have an unwavering belief in theirsuperiority to other squirrels. Their views on other species is even lesscomplimentary.They also have no love for the Grey house of Hortus. The Black tribeview them as their keepers and hold them in contempt.

R E D“To 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 andeven have colonies in the Green Wold and Grasser’s Island amongstthe chipmunks. They are influenced by modern beliefs from theMortal Realm, mixing various ideologies to describe the world theylive in. The Red tribe accepts the rule of the Grey tribe grudgingly, fightingfor more representation in the Great Hall and a larger say in their selfrule. The Red tribe have moved away from the Tree to a distance thatmany Greys believe is dangerous. It is their tenacity and perseverancehave enabled them to move the boundaries of Nuttopia far beyondwhat the Greys ever thought possible.Reds have a level of survival skills that go beyond that of most RodentKin. They try to convert others to their views of social revolution andrule of the people by the people. It has been a dangerous road as theGreys have denied the Rodent Kin their voice, stopping assembliesand breaking up any meetings or unions. The Reds have their ownleader though, Linseed, whose powerful oration ensures theMovement goes forward. The Red Squirrel knows it is his personalduty to spread the word and does so at every turn.

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F L Y I N G“Life i s too shor t to s taygrounded!”

Flying Squirrel Kin are variedin size and structure but all arenomadic, moving well beyondthe borders of Nuttopia andback again. They travel aloneor in small troupes tradingstories and work for food. Physically, the Flying tribe isone of the only Squirrel Kinwith a large amount of varietyin appearance and size. Theyrange from only a few inches inlength to the size of a raccoon.Their colors also range fromdark red to brown to black.They all have membranes between the front and back legs allowingthem to glide.The Flying tribe has learned a great deal from the fairies who inhabitthe Other World. From them, the Flying squirrels have learned magicthat allows them to fly longer and under power. This gives them adistinct advantage over squirrels in the Mortal World. They are proudof their abilities and seldom share this magic with other Squirrel Kin.

S Q U I R R E L F E R A T U“All are our Prey...Um, Pra...Um, Prayer...No, that isn’t right. Canwe start over?“

The Squirrelferatu areSquirrels who were curseddue to their involvement inthe assassination of GoodKing Pecan. They werecursed to never know thewarmth of the sun or thepeace of the grave. TheseSquirrel Kin are more agroup of afflicted than anactual tribe. They comefrom any tribe and mustfeed on the life of otherc r ea t u r e s i n o rde r t oquench the growing hungerins ide them. This i s ahunger that never kills butslowly 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 considertheir allies. The Black Tribe his lived with them in the Under Worldfor centuries and has grown to accept the sacrifice of some of theirkind to the Squirrelferatu in exchange for their aid and mercy.The overpowering angst that has consumed the Squirrelferatu incenturies past has become more and more a sense of apathy. They areunable to die except in the most gruesome manner of mangling anddismemberment or by being smashed entirely flat. Some have takenthis way out but a botched job leaves them in a worse way than if theyhad never tried. Mother Nature was not pleased with their actions andshe has a long memory.Their centuries of existence has allowed extensive study of magic.They have mastered the powers of invisibility and distraction. Thesepowers allow them to attack their prey at will. If a Squirrelferatu bitesa 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. TheHortus family has fought a long battle to contain the Squirrelferatu tothe Under World but some have escaped to the Mortal World. Oftenmistaken for mortal albino squirrels, the Squirrelferatu who escapemake the most of this deception.The Squirrelferatu cannot abide by the meat of a nut. Any touch of nutmeat 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 causesthem to lose all their physical abilities as well as the use of theirmagic. In sunlight they may be killed. All physical stats for theSquirrelferatu 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 E“The Hunt drives me...where I cannot say...what I do notknow...why, because I can...what was I saying? Oh, I already didthat one, sorry. Can we start over?“

The Squirrelcanthrope areth e p r od uc t o flycanthropes that wanderthe O t he r Wor ld . ASquirrel Kin was onceb i t t en by o ne a s i twandered, maddened,through Nut topia . Hel ived long enough tospread the curse . Forcenturies it has grown andwaned in power, alwaysbr i n g i n g a f o r m o fmadness with it.

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Any who are affected with Squirrelcanthropy develop a madness. Itgrows with the waxing of the moon but is always present to a certaindegree. Those Squirrelcanthrope who live any period of time inNuttopia learn tricks to control their insanity. Muttering to an invisiblefriend, or chatting with the Fae all make for a good cover amongst theSquirrel Kin if not exercised too often.Squirrelcanthropes can beki l led wi th a spr ig ofbe l l ado n na . I t s m erepresence causes them torevert to their originalSquirrel form but greatlyweakened. The slightesttas te of be l ladonna isinstantly fatal.The Squrrelferatu maylea rn ne w shapes t ochange into but they allbegin with the Raccoon.No one i s su re o f theorigin of the Raccoonfo r m o r wh y t heLycanthrope did not passa long t he wo l f f o rm .Rega rd l e s s , t heS q u i r r e l c a n t h ro p ebe comes a ma ddenedraging Raccoon who knows no allies during the full moon. During therest of the month they may change and retain their intellect, such as itis.The anguish of the Squirrelcanthrope is only matched by that of theSquirrelferatu. These groups are mortal enemies, although even theydo not know the reason why. Sometimes they must agree to disagreesince neither side has the power to completely destroy the other.The Squirrelcanthrope regenerates one point of Fortitude for eachrank of Regenerate. So, if they have a rank of three in Regenerate,then the Squirrelcanthrope regains three points in all damaged areaseach round. This continues to work as long as the their head is stillattached to their body and they have not ingested or come near anybelladonna.

C H I P M U N K SThe Chipmunks live in an abandoned termite mound on Grasser’sIsland. They are actually part of the Rodent Kin but are close allies ofthe Squirrel Kin. Their king, Good King Alvin, rules a prosperous andpeaceful kingdom. He has expanded their city as their numbers havegrown. 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 tradethat 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 withthe Squirrels for a time but found they needed their own space.Grasser’s Island seemed the logical choice. The common Chipmunkloves song and singing as well as dancing and feasting. They can bevery serious when they need to be but prefer a loose and wild lifestyle. They worship the creator and Mother Nature but express this throughquiet reflection and recording of the histories. They do this byfollowing an example brought back from the Mortal World. They haveformed Monasteries. They revere the Saint Francis of Assisi. Theyfollow his example of trade and economics as well as kindness toanimals. Through this study they have glimpsed some of the innerworkings 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 intopeace 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 inthe Other World. Over the centuries the different tribes have learnedvarious spells and powers.

C A L MCalm is usually a spell known to the Chipmonks of the Order of Assisibut some Squirrel Kin have been known to learn its power. Calm is aspell that comes from inner peace as much as any magical power andneeds a focused and serene spirit to guide it.Activation for Calm is PIE + Calm + Meditation. It costs twoFatigue to cast and the target receives a save vs. their WIS - Rank ofCalm on a d20. Should the target be attacked while Calm is in effectthe 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 formand assume another. Most Squirrelcanthropes only learn their cursedRaccoon form. Some of the older squirrels study the anatomy of otheranimals 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 changeback. During a full moon, a Squirrelcanthrope changes instantly inthe direct light of the moon. No activation is needed during this timebut 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 eventhe Chipmunks but only a few have taken it to a magical art form.With this power the squirrel may cling to any surface, smooth orrough, 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 extremecircumstances (clinging to a flailing arm) or when changingsurfaces (going from a rock wall to a wooden roof. This depends onthe flow of play as to how often a check is needed. This spell costs 1fatigue to activate.

D O D G EDodge allows a squirrel to accelerate for an instant as an attack isincoming. This causes the attack to miss although it appears it shouldhave hit. This spell only works against one attack per round and takesthe 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 butdoes work if they are focused on something else. For instance, if aSquirrelferatu is staring down a wild boar and casts Distraction, theboar is aware of the sound but may choose to ignore it. However, ifthe same boar is chasing the Squirrelferatu’s companions when thespell is cast then it would veer off towards the new noise. The noise may be created in any direction that the caster can see. Inother words, the caster cannot make the sound come from around thecorner. If the target cannot hear the sound (i .e. deaf, loudthunderstorm, etc.) then they are not affected.Activation for this spell is WIS + Distraction + Deception. This spellcosts one Fatigue.

F L YFly is a spell that is most common with the Flying tribe. It greatlyenhances their natural gliding skill and allows them to launch from theground as though they had done so from a high tree. For someone notof the Flying Tribe this works more like a powerful jump allowingthem to travel 10 feet per rank of the spell. For those of the FlyingTribe 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 couldcarry on the ground.

H E A LHealing is at the heart of the Order of the Brazil Nut and the teachingsof the Chipmonk’s Order of Assisi. They study long and hard to aidthose who are in pain or wounded. Their powers of healing work on

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Nboth wounds and diseases. Diseases are more difficult and may incurminuses to their activation, reflecting how advanced the disease is orhow virulent. Healing wounds is easier but is only a form of accelerated mending oftissues. For healing wounds the damage must be repaired in order toallow 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 restoresfive Fortitude points for each Fatigue point spent. So, if five Fatigueare spent then twenty-five Fortitude are healed. For diseases, thestandard is three Fatigue but the GM may assess more if the diseasehas 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 tribesuse this spell but it is a speciality of the Squirrelferatu. The caster mayextend the invisibility to others at a cost of one additional Fortitudeper round.Activation is PIE + Invisibility + Move Silent. This must be madewhen the spell is cast. The spell costs one Fatigue for every round itis maintained. While the spell is being maintained the squirrel maymove at normal speeds but must maintain concentration or theinvisibility fails.

R E G E N E R A T ERegenerate is a natural ability of the Squirrelcanthrope. It allows themto regenerate damage done to them even from beyond death. The onlyway to stop this power is to dismember the body or sprinkle theremains with belladonna. Also, fire damage does not regenerate.Activation is automatic when damage is taken. If the caster is notdead the cost is one Fatigue. If the power must raise him from thedead 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 totravel in a random direction for up to twice the rank of the spell infeet. For instance, a rank three Teleskip allows the caster to teleport ina random direction for six feet. All squirrel tribes may use this spell.The activation of this spell is WIL + Teleskip + Stage Magic. If failedthe squirrel is not teleported. The squirrel will never teleport into awall but may teleport across water. The squirrel may also teleportwith anything they are touching but must travel with it; i.e. theycannot 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 theOther World. Many of the Grey tribe claim the enemies are those

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Ninhabitants of the Other World jealous of their position as favoredchildren of Mother Earth. Others say arrogance and unfair economictrade policies have brought this on the Squirrel Kin of Nuttopia.Regardless of the origins, the following are but a sample of Nuttopia’senemies.

D A R K R A T H O R D EThe Dark Rat Horde is a cross between a demon escaped from theUnder World and a den of rats. They are older than Man and havewandered the Mortal World for ages. Man has been their enemy fromtheir 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 ratrooting and smelling of decay. In the Under World they take the formof a swarm of flies that strip the flesh from a squirrel’s body inseconds. In the Mortal World they take the form of a swarm of rats.The swarm obscures any details of individual bodies. It moves like aliving carpet stirring dread and fear in the heart of any living creatureit approaches.The Horde is more than a group of rats, it is an embodiment of evilcohesively formed into one being. It is a creature whose goals are tosee the destruction of Man in a war that he does not even know he isin. The Horde seeks retribution for the attacks that Man hasknowingly and unknowingly perpetrated on the Rat Kin.

The Squirrel Kin are a part of theDark Rat Horde’s hatred since Annutwas friend of Man. When its planfailed and it took Annut and theSquirrel Kin through the UnderWorld to the Other World, the Hordeexpected to be worshipped as a god.Annut banished it from Nuttopiawhen its true nature was discovered.With the aid of Mother Nature,Annut and his Squirrel Kin were ableto force it to always show its trueform on whatever plane it stood.Before this, the Dark Rat Hordecould assume a pleasing shape to

fool the unwary.In practice, the Horde is unkillable in any form. It is possible to driveit off with the use of light. It cannot abide sunlight, moonlight or anyform of artificial light. In addition, if mistletoe is held in front of it andthe 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 alltheir 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 attacksthe Hawk Reich fighters take prisoners as well as killing manyoutright. These onslaughts have intensified in recent years to the pointwhere officials talk of return strikes into Hawk Reich territory. MostSquirrel Kin abhor the loss of life such a war would cause.The Hawks are ruled by Rolf Dieters, a master flyer and the perfectHawk specimen. He has ruled for twelve years and is surely the causeof the recent increase in hostilities. Any attempts by Nuttopia atnegotiations have met with their ambassadors being eaten.It is not known if the Hawk Reich is behind this latest trouble inNuttopia but they are suspected. As well, they have many contacts andagents in the Mortal World and may move against any who seek asolution 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 livein the Other World unbeknownst to the Squirrel Kin. She lives farfrom Nuttopia with her offspring. Her plans against the Squirrel Kinare subtle. She still nurses the hatred she had for Annut despite hispassing. She has made unholy deals with demons of the Under Worldin order to extend her life. She is old and wrinkled with skin thathangs in folds but she is still powerful. Her magic is of a most ancientform, practised before Man walked the earth.She and her kind will hinder any activity that might aid the SquirrelKin. Her voice can be heard on the Mortal World by any cat and theywill 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 tohide how bad it is. His daughter, the Princess Cashew, decided to aidher kingdom and has assembled a band from all the tribes whoanswered her call. The blight has destroyed all the nuts in Nuttopia. Without moresupplies squirrels will start dying alongside the chipmunks. There areother sources of nuts in the Other World but they are far away, too faraway. One of the affects of bringing nuts through the Under Worldfrom the Mortal World to the Other World is that they multiply. If onenut is brought back for each tribe there will be enough to feedeveryone 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 primaryplayers in the mission. The GM may run any extra characters if thereare not enough players. A note on Squirrel Character Creation, noSquirrel may have over a 3 STR. If a GM wishes to allow customsquirrel creation, then the rules in the Iridium Lite section of this bookare 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 beenmet and if the points are allotted. This is a means of determining awinner in the role-playing scenario. Each Squirrel may carry one nutin 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 T“Mr. Jones is not our enemy, merely our salvation.“ - On Mr. Jones

“The innocent must be protected. The Baby is no threat to us. Lethim be.” - On Jones Junior

“A good fight at last!” - On Brutus and Rommel

“To walk with evil is to be unclean. Stand away Accursed.” - OnSquirrelferatu

“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 oneswho can know her.” - On the Grey Tribe

“Hunting them down is the only solution. To think I must work withone.” - 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 theTemple of the Order of the Brazil Nut for two years. He apprenticed asa young squirrel and showed great aptitude. He excelled in combatand in his theological studies and seemed favored by Mother Nature inhis daring deeds. He fought as a squire and for the last two years as aknight against the Hawk Reich. He is no stranger to pain and death butvalues life all the more for his experiences.He is often misunderstood by his peers. He is strict in his code ofsparing 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 8APP 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 2FATIGUE 18

FORTITUDE

1 - Head 102 - R. Arm 403 - R. Shoulder 404 - Chest 105 - 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 0

1 - Head 20 NOTES

2 - R. Arm 203 - R. Shoulder 204 - Chest 205 - L. Shoulder 206 - L. Arm 207 - Stomach 208 - Groin 209 - R. Leg 2010 - L. Leg 20Tree bark & Nutshells

WEAPONS & EQUIPMENT

Pinky of St. LumpnuttLoaned from the Temple, this artifact is very important to the Order ofthe 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 # AttacksClaws 1d4 +5/+3 5Bite 1d6 +5/+3 2

STATISTICS SPELLS

DESCRIPTION STAT RNK MOD TOT

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“Mr. Jones is the prince of his land and must be destroyed.“ - OnMr. 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.” - OnSquirrelferatu

“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.” - OnSquirrelcanthrope

“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 playedhis part and paid for his crime. He was in danger of dying initiallybecause he could not (or would not) stop eating nuts. Despite the burnof the meat he continued to eat it. His fellow Squirrelferatu took somehumor in his pain but in the end, Mother Nature could not abide it andhealed him after explaining the “rules” to him. Since then, Lenny hastried his best to become more terrifying than a bowl of oatmeal but hasmade little headway. Over the centuries Lenny has not turned as corrupt and self-centeredas his fellow undead. Some believe this is due to his dedication toMother 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 pointsEach Squirrel that survives Two pointsRecover the Brazil Nut of Jones Ten pointsEach Nut Personally recovered Three pointsJones Junior Dies Minus ten pointsEach 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 thoughthim capable of succeeding.Lenny is not all good and happiness though. His inner Hunger hasforced him to take many lives. If he does not feed each day he needs tomake a WIL check on a d20 whenever encountering food. Wheneverhe 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 Juniorall minuses double. If he fails the will check he goes berserk and triesto reach the victim with all his physical might but does not use hisspells.His main objective is an item in Mr. Jones’ collection of ancientoddities in the main house. The Squirrelferatu discovered the Ring ofCanus, an ancient artifact that is thought to have the power to breakthe curse. Lenny believes they may be lying to him and the Ring hasthe 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 inNuttopia he will be able to demonstrate the worth of the Squirrelferatuto Mother Nature. It is his hope that she will then lift the curse andallow 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 4APP 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 18KARMA 3FATIGUE 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 188 - Groin 189 - R. Leg 3610 - L. Leg 36

ARMOR NOTES

1 - Head 0 Sunlight reduces STR, AGL, DEX, CON toone until Lenny is removed from exposure.2 - R. Arm 0

3 - R. Shoulder 0 Exposure to nut meat causes wounds and burnsthat 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 08 - Groin 09 - R. Leg 010 - L. Leg 0None

EQUIPMENT

Amulet of AnmeowKnown as the Cat’s Eye this amulet wards against canines keeping themfive feet away for five minutes. It costs three Fatigue to activate this devicebut no activation roll is required.

ATTACKS

Attack Damage +TH/+TD # AttacksClaws 1d4 +0/+1 2Bite 1d6 +0/+1 1Squirrels 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 attackis successful. Adult humans have 10 Blood Points, Dogs have 3 bloodpoints, 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 blooddrawn, then they must make a save vs. CON on a d20 so as to not turn into a Squirrelferatu.

GOALS

DESCRIPTION AWARD

Kill Jones Junior and feed on his blood. Five pointsEach Squirrel that he feeds on Two pointsFinding and returning the Ring of Canus Ten pointsEach nut personally recovered Three pointsNot finding the Ring of Canus Minus ten pointsNot 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 W“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 onour 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 thisparty.” - On the Grey Tribe

“They shed their Skin! Disgust ing and mad, a horriblecombination.” - 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 privilegecast upon him. He knows little of suffering and less of labor. Hisfamily has been part of the House of Annut for centuries and has donean upstanding job of avoiding unpleasantries until now. He was in theGreat Hall when the news of the blight was brought to KingAgememnut. It was a great shock when the King turned to Bastionand told him he would be going with the expedition to the MortalWorld.All his life Bastion has found a way to avoid learning anything aboutfighting, 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 4APP 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 5FATIGUE 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 148 - Groin 149 - R. Leg 2810 - 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 04 - Chest 05 - L. Shoulder 06 - L. Arm 07 - Stomach 08 - Groin 09 - R. Leg 010 - L. Leg 0None

EQUIPMENT

Nut Dust of The Tree of LifeThis 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 soaffects a Squirrelferatu adversely, destroying them. It is one of the fewknown ways to kill a Squirrelferatu. Bastion has six doses.

ATTACKS

Attack Damage +TH/+TD # AttacksClaws 1d4 +0/+1 2Bite 1d6 +0/+1 1Squirrels 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 Y“Bourgeoisie Commodity monger.“ - On Mr. Jones

“The child is an unknowing exploiter of the worker.” - On JonesJunior

“Corporate running dogs!” - On Brutus and Rommel

“Oppressors of the masses, they feed on the workers literally.” - OnSquirrelferatu

“We will bring the Revolution to the Tree.”- On the Red Tribe

“The Dictators of the Bourgeoisie Republic will not stand againstthe needs of the worker state.” - On the Grey Tribe

“Exiled from society and alienated by the Bourgeois norms.” - OnSquirrelcanthrope

“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 themachine.” - On Chipmunks

A member of the Red Tribe, Nutsky is his party name. His actualname is Harold and he has a family living in the Greenwold. He hasseen the oppression of the elite noble class of the proletariat. He hasseen the exploitation of the worker and has helped in the fight toorganize them. With the help of Linseed the workers of Nuttopia willunite 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 theplight of the proletariat. When he brought the news of the blight to thebourgeois 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 donot run.

Five points

Each creature he heals. Two pointsStopping the conversion of any creature tothe Red Tribe. If Nutsky is not present thenacquiring a diamond from Mr. Jones’ collec-tion.

Ten points

Each nut he convinces someone else to carryfor him.

Three points

Becoming dirty, soiled, wet or dusty. Minus ten pointsAny 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 workingclass by the bourgeoisie, for the suppression of the working people bya handful of capitalists. He could not do this for a bourgeois king buthe would do it for the people.When he left, his family was there to see him off and give them theirbest wishes. The community gave him a supply of explosive nutbutterto 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. ComradeNutsky must recover the book for the good of the people.

STATISTICS SKILLS & SPELLS

DESCRIPTION STAT RNK MOD TOT

STR 2 Calm 10 5 2 17AGL 8 Distraction 5 2 4 11CON 9 Teleskip 7 1 3 11DEX 8APP 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 3FATIGUE 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 188 - Groin 189 - R. Leg 3610 - L. Leg 36

ARMOR NOTES

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B R U C E L E R O I“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 andRommel

1 - Head 0 The People gave Comrade Nutsky explosivenutbutter for the purpose of serving the com-munity. It is enough to blow up one door orseveral small squirrel sized holes in a wall.

2 - R. Arm 03 - R. Shoulder 04 - Chest 05 - L. Shoulder 06 - L. Arm 07 - Stomach 08 - Groin 09 - R. Leg 010 - L. Leg 0None

EQUIPMENT

Explosive NutbutterThis is a secret of the Red squirrels creation. It is distilled from the nuts ofa 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 maybe used to knock small squirrel sized holes in walls.

ATTACKS

Attack Damage +TH/+TD # AttacksClaws 1d4 +0/+2 2Bite 1d6 +0/+2 1Squirrels may use their claws or bite in one attack round but not both.

GOALS

DESCRIPTION AWARD

Convert Brutus and Rommel to the RedTribe.

Five points

Each convert to the Marxist Doctrine. Two pointsRecover and deliver Mr. Jones’ copy of Tho-mas More’s Utopia to the Red Tribe.

Ten points

Each nut he personally carries back to Nut-topia.

Three points

Leaving the copy of Thomas Mores’ Utopiabehind 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 RedTribe

“One should not put themselves above their gods.” - On the GreyTribe

“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 fascinatedwith the Order since he was a little chipmunk and dedicated himself tobecoming one of the brotherhood as soon as he was of age. Early inhis studies, he found he had an aptitude for the exercise regimen theChipmonks practiced. He excelled at it and later found he could applythe basic principles of balance and breathing to self-defense.When the Blight struck Grasser’s Island the chipmunks sent arepresentative to the King. King Agememnut met with them andasked for a representative to aid the quest. The chipmunks all agreed itshould be a Chipmonk from the Order of Assisi but they valued theChipmonks and feared that whoever they picked would be lost. Thisbrought Bruce LeRoi to mind. Not terribly popular with theChipmonks or the chipmunks in general, he had the aptitude to be ofaid and could be lost if the worst happened. In this manner, Brucefound himself heading to the Mortal World.The Chipmonks took advantage of this journey to the Mortal Worldand particularly Mr. Jones’ farm, to acquire an ancient shell written byone of their founders, Darius Shortnutt. The Shell of Darius is said tocontain ancient writings telling of his conversations with Lucifer, theDark One. He was put through trials and barely survived but in doingso was able to extract seven truths about the formation and form of theuniverse. These truths would shake the foundations of Rodent Kinsociety in Nuttopia. It is Bruce’s primary mission to recover this shell.Overall, Bruce is most concerned with acquiring enough nuts to averta famine. He is dedicated to getting the Shell of Darius but ispersonally driven to save Nuttopia and Grasser’s Island fromstarvation.

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 9APP 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 17KARMA 2FATIGUE 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 178 - Groin 179 - R. Leg 3410 - L. Leg 34

ARMOR NOTES

1 - Head 0 Bruce LeRoi is not well liked by the otherChipmonks. They are just as happy to see himgo on this mission which they consider a fool’splan.

2 - R. Arm 03 - R. Shoulder 04 - Chest 05 - L. Shoulder 0 Bruce, like all chipmunks, can carry four nuts

in his cheeks as opposed to the squirrels whomay only carry two.

6 - L. Arm 0

7 - Stomach 08 - Groin 09 - R. Leg 010 - L. Leg 0None

EQUIPMENT

Helmet of NudtThis acorn shell is purported to have been fashioned by the dark godNudt. Made of simple acorn shells, it is inscribed with runes of unknownorigin. Any who hold it will see perfectly in darkness and be able to castlight by spending one Fatigue point. The light will only go out if thewearer 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 T“Don’t know the Man, but he has what we want.“ - On Mr. Jones

“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

“Talk is cheap.”- On the Red Tribe

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

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

“I don’t know which is worse, to be the cowboy or the cow.” -OnBlack Tribe

“We’re cool.” - On Flying Tribe

“I like their nutbutter.” - On Chipmunks

Donnabelle is from the Flying Tribe and spent much of her youthmoving about beyond the borders of Nuttopia. Few of the Squirrel Kinhave seen the sights she has seen and it has made her worldly beyondher years. Of all the members of the party, she is the only one who hasbeen to the Mortal Realm, although never to Mr. Jones’ grove.

ATTACKS

Attack Damage +TH/+TD # AttacksClaws 1d2 +5/+3 5Bite 1d4 +5/+3 2Maneuver Special +5/+3 2Bruce 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 aftermaking a successful attack.

GOALS

DESCRIPTION AWARD

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

Five points

Avoid killing any animals. Two pointsRecover the Shell of Darius and return it tothe Order of Assisi.

Ten points

Each nut he personally carries back to Nut-topia.

Three points

Not retrieving the Shell of Darius. Minus ten pointsEach 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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When the Flying Tribe heard of the Blight they sent volunteers andDonnabelle was the only one with experience with dogs. She hasoutsmarted her share of ferocious guard dogs, wild dingos and hungrywolves. She has developed a burning hatred for the canine species andwishes nothing but harm for them. If she has an opportunity to killRommel or Brutus without endangering the group, she will do it.A mission that she has taken on herself is the recovery of the BarnumBalloon. The Flying Tribe has no home since they lost the BaileyBalloon over fifteen years ago. Bailey was a floating nest for flyingsquirrels all over the Other World. The Hawk Reich was kept at baywith the constant vigil of the skies. It is likely the birds were involvedin the disappearance of the Bailey Balloon. To this end, the FlyingTribe has given Donnabelle a potion of reduction to reduce theBarnum Balloon to the size of a single nut. The future of the FlyingTribe is in Donnabelle’s 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 6APP 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 6BASE FOR 23KARMA 4FATIGUE 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 238 - Groin 239 - R. Leg 4610 - 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 intrudersinto Mr. Jones’ grove. This is nothing compared to his protectivestreak 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 04 - Chest 05 - L. Shoulder 06 - L. Arm 07 - Stomach 08 - Groin 09 - R. Leg 010 - L. Leg 0None

EQUIPMENT

Potion of ReductionThis potion affects one item and reduces it to the size of a walnut. If theitem 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 forfour hours. Donnabelle has three doses.

ATTACKS

Attack Damage +TH/+TD # AttacksClaws 1d4 +5/+3 5Bite 1d6 +5/+3 2Squirrels 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 pointsRecover the Barnum Balloon. Ten pointsEach nut personally carried back to Nuttopia. Three pointsNot retrieving the Barnum Balloon. Minus ten pointsEach 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 dealingwith Jones Junior. Not so with any threat to the little tyke.

STATISTICS SKILLS & SPELLS

DESCRIPTION STAT RNK MOD TOT

STR 8 NoneAGL 5CON 10DEX 3APP 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 8DEF 13BASE FOR 28KARMA 4FATIGUE 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 288 - Groin 289 - R. Leg 5610 - L. Leg 56

ARMOR NOTES

1 - Head 10 Highly protective of Jones Junior.2 - R. Arm 103 - R. Shoulder 104 - Chest 105 - L. Shoulder 106 - L. Arm 107 - Stomach 108 - Groin 109 - R. Leg 1010 - L. Leg 10Natural 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 ancientpast. He went off to University and studied, receiving his own degreesin ancient history and archeology. His life was filled with manyadventures 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 healways had the biggest and best nuts. When Sarah and Mr. Jonesmarried, he left his profession to help her with the grove.It was not long before Sarah was expecting and the couple could notbe happier. All went well until the night of the birth. They rushed tothe hospital in the rain. The storm thundered all about, the wind blewthe car back and forth across the road. Lightning flashed and a squirreldarted across the road. Mr. Jones lost control of the car and theycrashed into a tree. Sarah was badly hurt and giving birth, there, in thewreckage. She held on as long as she could and lived long enough tosee her husband hold her baby. Mr. Jones was crushed.Eleven months after Sarah’s death, Mr. Jones has found happiness inhis son and the grove. He is the first to admit that Jones Junior seemsto live a charmed life. He has found the boy in all manner of strangeplaces but always just before tragedy. His two faithful dogs, Rommeland 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 alwaysbe more the squirrel’s fault than the storm.

EQUIPMENT

Dog Collar

ATTACKS

Attack Damage +TH/+TD # AttacksClaws 1d10 +4/+8 4Bite 1d12 +4/+8 1Dogs may attack with Bite and Claw in the same round.

STATISTICS SKILLS & SPELLS

DESCRIPTION STAT RNK MOD TOT

STR 8 NoneAGL 8CON 10DEX 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 288 - Groin 289 - R. Leg 5610 - L. Leg 56

ARMOR NOTES

1 - Head 0 Will try to find Jones Junior if he is gone forany period of time.2 - R. Arm 20

3 - R. Shoulder 20 Hates squirrels.4 - Chest 205 - L. Shoulder 206 - L. Arm 207 - Stomach 208 - Groin 09 - R. Leg 010 - L. Leg 0Leather 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 elevenmonths old and still crawling. He is incredibly fast in getting around.Unknown to Mr. Jones, Jones Junior’s mother Sarah and her familyare under the protection of a tribe of Fairies from the Other World.These fairies help the grove produce the biggest and best nuts. Theyalso ensure the family is well protected from the dark forces of theworld. 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 tellanyone. He spends most of his day teleporting from one place toanother, revelling in the pursuit of his father.

.45 Pistol Revolver 5d12 +3/+6 1Whip 2d6 +4/+8 1The 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 5CON 8DEX 3APP 8 SKILLS

WIS 1 Crawl 5 5 1 11INT 1CHA 6PIE 2WIL 5LUC 10DEF 16BASE FOR 16KARMA 5FATIGUE 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 areabeyond the wall all his territory. He hunts anything that enters thegrove and pursues it beyond the borders until he captures it. He issingle minded and very loud. He has excellent hearing and sense ofsmell. His one weakness is that he is extremely ticklish. He will roll overonto his back if anything brushes his belly. He can be kept at bay inthis manner for up to 15 minutes.

8 - Groin 169 - R. Leg 3210 - L. Leg 32

ARMOR NOTES

1 - Head 0 Little baby who sees fairies.2 - R. Arm 03 - R. Shoulder 04 - Chest 05 - L. Shoulder 06 - L. Arm 07 - Stomach 08 - Groin 209 - R. Leg 010 - L. Leg 0Diaper

EQUIPMENT

Diaper, rattle to summon dogs, clump of cookie

ATTACKS

Attack Damage +TH/+TD # AttacksNone

STATISTICS SKILLS & SPELLS

DESCRIPTION STAT RNK MOD TOT

STR 6 Sense of Smell 8 4 5 17AGL 8 Hearing 8 4 2 14CON 8DEX 3APP 5 SKILLS

WIS 8 Move Silently 8 4 0 11

STATISTICS SKILLS & SPELLS

DESCRIPTION STAT RNK MOD TOT

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INT 3 Move in Shadows 8 2 0 10CHA 4 Search 8 2 0 10PIE 7 Tracking 8 5 4 17WIL 8 Unarmed Combat 8 4 4 14LUC 4DEF 13BASE FOR 22KARMA 2FATIGUE 15

FORTITUDE APTITUDE

1 - Head 11 Intellect 22 - R. Arm 44 Movement 03 - R. Shoulder 44 Craft 04 - Chest 11 Fighter 45 - L. Shoulder 44 Thief 06 - L. Arm 44 Performer 07 - Stomach 228 - Groin 229 - R. Leg 4410 - L. Leg 44

ARMOR NOTES

1 - Head 10 Highly protective of the grove.2 - R. Arm 10 Each time he uses his hearing or sense of smell,

spend one Fatigue.3 - R. Shoulder 104 - Chest 105 - L. Shoulder 106 - L. Arm 107 - Stomach 108 - Groin 109 - R. Leg 1010 - L. Leg 10Natural Armor

EQUIPMENT

Dog Collar

ATTACKS

Attack Damage +TH/+TD # AttacksClaws 1d10 +4/+6 4Bite 1d12 +4/+6 1Dogs may attack with Bite and Claw in the same round.

STATISTICS SKILLS & SPELLS

DESCRIPTION STAT RNK MOD TOT

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M R . J O N E S ’ G R O V EJones’ Grove is riddled with traps intended for both squirrels andother rodents. Unknown to Mr. Jones, the traps are cloaked in illusionby 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 welltended making approach to the orchards difficult. Going over the wallis 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.

A C O R N G R O V EThe acorn grove is one of the most heavily trapped areas. To make itthrough without falling into one of the pit traps or snares, a successfulSearch skill check must be made every time the person changesdirection. A failure means the squirrel fell in the trap. It requires asuccessful Climb skill check to get out again. Each failure of theClimb skill adds a -1 to the next attempt. A harvesting machine sits inthe rows between the majestic oaks and verifies the trees are ready togive up their nuts.

A closer inspection reveals the nuts have been moved to the ToolShed. All is not lost as the party is able to see Mr. Jones carrying thelast sack in.

A B A N D O N E D S H E DThe abandoned shed is little more than a shack. It looks to have servedmany duties in its time including as a child’s play house. The paint hasall peeled and the faint odor of raccoon urine stains the tranquilsetting. The windows are shattered sockets looking out on the groves.From the roof, a good view of the groves and main buildings can behad. The tar-paper of the roof is tattered and riddled with rusty nails.The shed cants slightly to one side and everything creeks whentouched.

P E A N U T G R O V EThe low height bushes of the peanut grove show that the peanuts arenot in season yet. They cannot serve the party’s purposes today.

P E C A N G R O V EThe pecan grove has already been picked over. Little more than shellsare left between the rows of stout trees. The trees may provide coverfor 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 fairlyshort grass.

T H E W A L LThe stone wall surrounding the grove is nearly ten feet high, requiringa Climb skill check. At the top, a string of electrified barbwire trailsalong the outer edge. The party has no tools capable of cutting thewire. 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 ingood repair and a Climb Skill check at -3 will get one of the squirrelsto the latch. Once there they may open the door and sneak in.

T H E M A I N H O U S EThe main house is not difficult to enter but requires some stealth tomove around without detection. Mrs. Detweiller, the house keeper, ismoving about cleaning and taking care of Jones Junior, when she canfind him. If she hears him crying she will come running. If she seessquirrels, she will call for the dogs and Mr. Jones, pick up the babyand run for the outside.The house was originally built to hold a large farming family. WithMr. Jones, Mrs. Detweiller and Jones Junior it seems too empty.Rooms have a stale, never visited feel to them. Many of the items instorage were put there and forgotten.

G R O U N D F L O O RMrs. Detweiller patrols the ground floor regularly doing cleaning,cooking and other house work. She is not terribly attentive but noticesif the party makes too much noise.

L I B R A R Y

The library holds a great number of books on a wide range of subjects.The smell of old books and parchment permeates the room. Theclutter spread across several finely crafted tables shows a lifetime ofarchaeology and pursuit of artifacts. The large windows let light inbrightening the room as much as the weight of ancient artifacts bringsa solemnity to it. There is a feeling of history in the room that flowsbeyond the age of the floorboards.A search of the room reveals none of the books the party is looking forbut yields the Shell of Darius. It is in a vice on a table with amagnifying glass over it. It cannot be removed unless a Disarm Trapsskill check - 2 is made. If the check is made then the shell falls free.

M R . J O N E S ’ B E D R O O M

This room is furnished with ancient wall hangings depictingsplendorous idyllic scenes. The rug is of ancient Persian origin andmelds with the floor in a soothing manner. The bed is huge and raisedfar off the floor but stacked with pillows and an oversized mattressthat welcomes one to sleep.

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On the dressing table a small jewelry box lies open. A successfulSearch skill check will reveal a diamond ring lying amongstcostume jewelry.

K I T C H E N

The kitchen is firmly the domain of Mrs. Detweiller and also thenexus of travel to the other parts of the house. This room smells ofcooling pies and spiced apple cider. Various drying spices adorn thewindow frames and the back door is open leaving only the screen dooras protection against the bugs. The floor is scrubbed and the tables arealways clean. Birds can be heard singing outside and Mrs. Detweillerhums a popular tune while she works.To cross the area when Mrs. Detweiller is present a Move Silentlyand a Move in Shadows skill check must be made.

P A N T R Y

The pantry holds more food than the party has seen in their lives. Mostis safely stored in closed, locked cabinets but a large loaf of freshbread sits cooling on a stool. The pantry is dark and a perfect place tohide from Rommel and Brutus as they are not allowed in.The cabinets may be opened with a Open Locks skill check at -2.Once inside, there are dried nuts, canned fruits and vegetables, pastaand sundry dry goods. The dried nuts will not help Nuttopia.

S E C O N D F L O O RThe second floor of the Jones’ House is seldom used. There is a finedust on everything and the air is a bit stale as if the windows had notbeen opened in too long. Everything is clean and in its place but theair of disuse is thick.

M I D D L E B E D R O O M

The middle bedroom was Sarah’s when she was a little girl. The smellof the room is like nutmeg on a pumpkin pie. The sun filters inthrough a bank of windows overlooking the orchards. From here it iseasy 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 asthough the girl who lived here for so many years will walk through thedoor. After one good look at the room the door suddenly slams shutand no effort will open it.The squirrels find that the room may indeed be haunted. Sarah has notabandoned her son and those in the party wishing him ill can feel thechill of her discerning eye. Lenny, the Squirrelferatu, sees a dim formof a woman standing over the crib near the window. She warns theparty not to harm Jones Junior. After this, the room temperature rises to normal and the door opens. Asearch of the room reveals a small jewelry box containing a ring withthe head of a wolf stamped on it. It is the Ring of Canus. To leave theroom with it, Lenny must promise not to harm Jones Junior. If heattempts to leave without promising then he finds the door blocked by

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Dan icy wall of force. If he leaves the ring behind, or makes hispromise, then he may leave with the others.

B A S E M E N TThe 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 lightsare on. The sense of something wrong is potent here. The group has afeeling that something has come here to feed and has failed to do so,until now. Crates and boxes are stacked haphazardly all through thebasement, brought in via the coal chute. Some contain recent additionswhile others are items left by Sarah’s family. In the darkness the Dark Rat Horde has made a home. It waits for thesquirrels and plans. Once they are in the basement it will strike and tryto take someone down. If it hits (Two attacks, +3 TH) it draws thetarget 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 theDark Rat Horde maintains their hold for two rounds then the victim isabsorbed and becomes part of the horde. The horde may be dispersedin its normal manner (see “Dark Rat Horde” on page 16).There is one crate that stands out from the others, and can be easilyseen from the stairs. The crate is decorated with pictures of balloonsand contains the Barnum Balloon. It is located near the stairs. Sittingon top of the box is a copy of Thomas More’s Utopia.

T H E T O O L S H E DThe Tool Shed is the repository for all the equipment and storage forthe groves. The fuel for the house generator, the tree harvester and anyof the supplies needed for healthy nuts are stored here.

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EN U T S T O R A G E R O O M

This room is thoroughly sealed. This is due in part to a rat problem butalso to keep the nuts fresh. The party can reach the lock by making aClimb Skill check at +2 (due to the easy nature and handholds onthe door). Then, they need to pick the lock on the door. It requires anOpen Locks skill check at -4 due to the complexity of the lock.Once inside the barrels are all sealed and nailed shut. The nut barrelsare wooden but made of oak and very difficult to break. ComradeNutsky’s explosive nutbutter will open a hole if he makes hisExplosives skill check.Remember, each squirrel may carry two nuts in their cheeks butthe chipmunk can carry four.

G A R B A G E / S C R A P R O O M

This room is strewn with debris that has accumulated over the yearsand was too useful to throw away. The scrap contains a number ofuseful sharp implements conveniently squirrel sized. They may beused 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 mortalsquirrels and not as educated as the Nuttopian squirrels but help theparty by telling them of the groves. They know of the BarnumBalloon and saw it taken to the basement. They also know of theBrazil 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 ofthe dogs. Their names are John, Mary, Harry and Gil. They may comeout if they hear noises around the Nut Room.

T H E G R E E N H O U S EThe Green House is the nursery for new trees. Some are exotic treesthat never leave the Green House while the majority are destined forreplanting in the groves. The floors are made up of field stone andcompressed dirt, molded by years of farmers boots. The beds areabout three feet off the floor and have trees in various stages ofdevelopment. The ceiling is made up of hundreds of small panes ofgreen glass creating an ambient light that is very relaxing. Windowsaround the walls let light in on sunny days. The humidity makes onethink of summer days in the tropics and wish for a light breeze. Thesmell of new earth and growing trees fills the air and makes for acontrast to the summer heat, making it smell like spring.Still, there is something about the nursery that makes it too quiet, toopeaceful.

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EC L O S E T

The closet holds a vast arrangement of rusting tools. Axes, shovels,and machetes from a more active era when man-power dominated arelocated here.

S T O R E R O O M

This room is small and forgotten, with a thin coating of dust andcobwebs. Its contents harken back to a past that was bustling withactivity.The store room has several bags of fertilizer, an old riding mower, apush cart, some old wooden debris and a nearly empty barrel ofkerosine.

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EB R A Z I L N U T T R E E

The Brazil Nut tree is a thingof beauty. Normally formingthe canopy of a forest, this treehas been carefully pruned andmanaged to keep it small. Itstands only 12 feet tall and hasbut a single fruit. Inside thiscoconut sized fruit are theprecious Brazil Nuts. There isonly one pod lying in theBrazil Nut bed containing fiveripe Brazil Nuts. The pods are

only ripe after they fall.Nestled against the tree is a poisonous asp brought in one of Mr.Jones’ deliveries. It strikes at anyone approaching it, the tree or thepod. It has the following stats:

STATS FORTITUDE

STR 1 1 - Head 10 Snake poison will only affect a squirrel if the bite hits flesh. Sir Grais wears armor and the bite must penetrate it. The target must then save vs. CON or die.

AGL 10 2 - R. Arm 38

CON 8 3 - R. Shoulder 38

DEX 1 4 - Chest 10

APP 3 5 - L. Shoulder 38

WIS 3 6 - L. Arm 38

INT 1 7 - Stomach 19

CHA 1 8 - Groin 19

PIE 5 9 - R. Leg 38

WIL 10 10 - L. Leg 38

LUC 3 No Armor

DEF 11 Striking Attack

BASE FOR 19 Damage 1d6 Will flee if it poisons someone, making for the back door.KARMA 2 +TH/+TD +3/+1

FATIGUE 13 Attack 1

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I R I D I U M L I T EThe Iridium system is based on a premise that natural talentmodifies skills. In addition, combat is lethal, armor protects thebody but makes a person easier to hit and the best thing is to avoidcombat or at least not get hit. The following rules are intended tobe generic and apply over a wide variety of settings. Modern skillsand weapons may not be appropriate for a fantasy setting, andsome spells and powers may not be available in a futuristic setting.Use what makes sense for your particular game and remember: thepoint is to have fun, not argue over rules!

B A S I C P O I N T S• 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 attacker’s skill to overcome the target’s Defence.

• 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.

C H A R A C T E R C R E A T I O N1. Distribute 60 points to statistics. With the point-buy sys-

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.

S T A T I S T I C SStatistics can go up to 10 in normal humans. Augmented or non-humans may go as high as 20. The minimum a statistic may drop tois 1. A brief description of each stat is in the table below.

S t a t i s t i c C h e c k sGeneral statistic checks are performed under certain categories. Itis done whenever a force, whether it is a power, science or nature,acts against a character. A resistance check is done at the discretionof the Game Master, not the player.

OVERVIEW OF STATS

STAT DESCRIPTION

STR Strength. Measure of physical ability

AGL Agility. Overall body coordination

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

WIL Will. Willpower

LUC Luck. Luck

STATISTIC CHECKS DESCRIPTION

STAT SITUATION

CON Resistance to physical trauma like poison gas, a blow to thehead or surviving a shock.

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Statistic checks are made against the designated statistic on a d20.For instance, a character uses his power of Persuasion to make aperson give them some money. After the character makes theactivation for the Persuasion power, the target must make aResistance of their WIL - the attacker’s rank in Persuasion. If thetarget succeeds then the suggestion is accepted.

S K I L L C H E C K SSkill checks are done on a d20. The Game Master chooses thestatistic 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 theirway past the security guard at the movie lot using Deception skillby attempting to be intimidating, the GM determines that the CHAstatistic is what is needed. If the player had tried sweet talking theymight have used APP stat. If the player has a Deception skill ofthree, an Aptitude for Thief of one and a CHA of six then the basechance is ten. The GM determines that it is a moderately difficulttask since the guard has been put on alert and assigns a -2 modifiermaking the new target eight. The player rolls a 4 and succeeds byfour.

K a r m aKarma is equal to the character’s LUC. One Karma point may bespent to re-roll a skill, stat check or to hit roll that would otherwise

WIL Resistance to a mental attack, forcing one’s way through apainful or difficult task, or as a way to stay conscious after asevere wound has been inflicted.

AGL Resistance checks to see if a person falls from a narrowbridge, overall tests of coordination. This check cannot beused to avoid being hit.

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 onyour foot

-7 to 10 Someone driving a nail through your foot

-11 and up Arch-nemesis doing a dance with your intestineswhile your spouse runs off with another woman.

STATISTIC CHECKS DESCRIPTION

STAT SITUATION

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have failed. Alternatively, before a skill is rolled, a player mayspend three Karma in order to assure that a skill is successful. Atthe discretion of the GM, the effects of a failed roll may beenforced regardless of Karma. For instance, a failed Disarm Trapsmay result in the trap being set off even if the player still hasKarma. Skills such as Search would not have these consequencessince failure has no physical effect. Karma may be spent as manytimes as the player wants on a single action until all points areexhausted. For example, if a player has ten Karma and wishes to,they may re-roll their Search skill up to ten times. If the desiredresult is not reached by then, the last result stands.At the Game Master’s discretion, Karma may be used to performextraordinary feats such as leaping from one building to anotheracross an alley. The use of Karma in this manner causes the gameto be more cinematic and everyone in the group should agree totheir use in this manner. They cannot be used to alter the primaryplot of the game; i.e. “I use a Karma Point so the main opponent isdead.”Karma Points are recovered at the end of a session.U n s k i l l e d A t t e m p t sA character with no ranks in a skill may still attempt to performthat skill if the GM believes it is possible. If the skill is attemptedwith no ranks then the check is made at a minus ten. For instance,an attempt to roll out of a speeding car could be made withAcrobatics. The character needs to roll under their AGL (7) + ThiefAptitude (2) = 9 - 10 for unskilled. This equals negative one andmeans the player must roll a 1 in order to succeed. One alwayssucceeds on skill checks.U n s k i l l e d W e a p o n U s eIf a character picks up a weapon and has no skill in it then theymay still attempt to use it at the discretion of the GM. If theweapon is overly complex the GM may disallow use of it. As withan unskilled attempt, the character is at -10 to hit with the weapon.They may not apply any Aptitude bonuses. Weapon sights or highquality bonuses will still be added.For example, a character attempts to fire a pistol with no skill. Thetarget’s Defense is 12. The player must roll a 12+10=22 to hit thetarget. If the player rolls a natural 20 then the attack automaticallyhits. Natural 20 always hit for attacks.

C O M B A TCombat starts by having all participants roll 1d10 and add AGL tothe result. This number is called initiative. Proceeding from highestto lowest initiative, each player rolls their attacks or takes theiractions. They may take only one action but may use as manyattacks as their mode of attack allows.The one with the highest

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total may choose to go first or hold their action until the end of around.Each person rolls a d20 and adds their Weapon Use Skill for theweapon used (i.e. Pistol Use for Pistols) and their Fighter Aptitude.Power or magic use adds ranks of the power or spell; i.e. EnergyBlast of rank three adds three to hit. Unarmed Combat works in thesame manner for attacks while maneuvers require an UnarmedSkill Check first. If the resulting total of 1d20+skill+Aptitude+rankis equal to or greater than the target’s Defence, then the attackerhas made a successful hit. If the number is less than the target’sDefence, then the attacker has missed.Damage is resolved and if a character has their Fortitude for anarea reduced to 0 then they must make a save vs. WIL or fallunconscious. If the area is reduced to negative the Fortitude for thatarea 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 canbe rendered to the character within the round then they maysurvive.Damage is effective as it is dealt. If an attacker deals enoughdamage to a target to render it unconscious, dead or destroyed thenthe target does not receive its action for that round. This means thatif an attacker goes first in a round and eliminates its opponent thenthe opponent does not get to retaliate.Targeting is determined for each attack. If the attacker hits threetimes then three separate targeting rolls are made. If successful,then the damage for that attack is placed wherever the attackerwishes. If targeting is missed, then the location is determinedrandomly by a roll of a d10.The above process is repeated until all characters have had theiraction, attacks or one side is incapacitated/yields. The next roundhas everyone re-roll initiative and continue the process.O p t i o n a l R o l l U n d e r A t t a c k R e s o l u t i o nThis form of combat may be used for continuity with the rest of theIridium Lite skill system. In this combat system, the attacker rollsunder their DEX + Fighter Aptitude + Weapon Use - Opponent’sAGL.For instance, if an attacker has a DEX equal to 5, a FighterAptitude of 1 and a Pistol Use of 4, their base is 10. If theopponent’s AGL is 4 then the attacker must role under a 6 on ad20. In all other ways, combat proceeds as described above.

T I M ETime in Iridium systems is a flexible entity. The terms round andturn 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 tofit the story by the GM. It is best defined as the time for a singleaction or set of attacks.A turn is usually ten minutes. In the broadest terms it is a scene orthe time for one part of the story in one locale to unfold.

P R O F E S S I O N P A T H S A N D C A R E E R SSome settings require choosing profession paths and careers. Aprofession 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, orSwordsman. Additional starting skills and abilities are givendepending on the profession and career chosen.

S K I L L SSkills are used to accomplish the goals of a character. It is assumedthat checks vs. skills are done for extraordinary situations. Simpletasks are thought to automatically succeed. When difficulties arisethen the GM may apply modifiers to reflect the adversity.Some skills are self defined by their name while others requirelisting. The skills defined here and on the character sheet are notmeant to be exhaustive and, if desired, may be expanded on by theplayers or the CA.Skills are broken up into six groups, Intellectual, Movement, Craft,Fighter, Thief and Performer. These are also the Aptitudes of acharacter and are added into skill checks for that category. Thefollowing lists are not absolute, and players may work with theirGM’s to create new skills.

I N T E L L E C T U A LA n a t o m yThis is the study of the body of a living creature, the organs,skeletal structure and musculature.A r c h a e o l o g yThe study of ancient cultures, artifacts and sites in order to betterunderstand their civilization.B o n e s e t t i n gThis is the art of setting a broken bone so it will heal correctly.F i r s t A i dThis skill will keep a wounded person alive until medical treatmentcan be administered. It will heal 1d10 of damage if a successfulINT + First Aid skill check is made.I n v e s t i g a t i o nThis is the science of deductive reasoning, evidence collectionsand observation. It can be used to discover the truth based onavailable evidence.

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L a n g u a g e sThis is the skill of speaking, reading and writing foreign languages.Every character can speak their native language. The languagesskill allows one additional language for every rank.L a wThis is usually taken in a specific country like French Law or U.S.Law. It will allow the practitioner to determine the legality of asituation, the rights guaranteed under the law, and possibleloopholes.M e d i c i n eThis is not only the use of pharmaceuticals but also the generalscience of medicine including anatomy, diet and prognostics.N a v i g a t i o nThis is the skill of navigating by stars, modern navigationalsystems and ancient methods.S c i e n c eScience allows the study of scientific theory and discipline. It maybe taken in specific areas; i.e. Physics, Chemistry, etc.S u r g e r yThe art of surgery can be used to mend arteries, sew flesh backtogether again, and repair sinew.

M O V E M E N TC l i m b i n gThis is the skill of climbing various surfaces from walls to trees tocliff-sides. Checks are AGL + Climb + Movement Aptitude.D r i v i n gThis is the skill of driving automobiles.F l i g h tThis skill applies to self propelled flight. It is most often employedwith the Flight power.H o r s e m a n s h i pThis is the skill of riding a horse.P i l o t i n gThis skill applies to the piloting of airplanes and other flyingvehicles. Piloting must be taken in a specific vehicle; i.e. propplanes, jet airliners, jet fighters, gliders.R u n n i n gThis is the practice of running either on a paved surface or acrossopen country.S a i l i n gSailing is the art of manning and piloting a waterborne craft.S w i m m i n gThis is the skill of swimming.

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C R A F TA r m o r F o r g i n gThis is the skill of creating armor, either metal, leather or any otherappropriate substance.E l e c t r o n i c sThis is the skill of understanding, repair and creation of electronicdevices. E n g i n e e r i n gEngineering is the application of science to the practical. It can betaken in a a specific discipline like chemical, mechanical orelectrical. E x p l o s i v e sThis is the skill of estimating explosive potential, settingexplosives for best effect and detonating them. Commonly, WIS orDEX is used depending on whether the charge is being estimatedor shaped and set.G u n s m i t h i n gThis is the art of manufacturing firearms. It can be used to repairfirearms.M e t a l W o r k i n gThis is the art of working metal, from welding to gold smithing.This skill can be used to repair metal armors.R o p e U s eThis is the skill of using the lasso. A successful to hit on a targetcombined with a Rope Use + DEX skill check will allow thepractitioner to lasso an individual.

F I G H T E RA r m o r U s eThis is the skill of maintaining, fighting and moving in armor. It istaken 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 willreduce the modifier from wearing heavy armor.P a r r y i n gThis skill may be used with unarmed combat or a weapon. Thepractitioner makes a check with DEX+ Parrying - the opponent’sDEX on a d20. If he rolls under then the parry is successful. Thepractitioner may only attempt to parry an incoming attack once butotherwise receives a number of parries equal to the rank of theParrying skill. For example, two incoming attacks and thecharacter has 3 ranks in Parrying. He successfully parries the firstattack but misses the second. Despite having a parry left over hemay 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 tradedfor additional parries. Firearms may not be parried.T h r o w n W e a p o nThis is the art of throwing weapons not designed to be thrown,such as throwing a hammer. This skill is not needed for a weaponlike the throwing knife, throwing axe, or spear. For each rank inThrow Weapon, a character may take a specific weapon to throw.For instance, two ranks in Throw Weapon would mean thecharacter could throw a short sword and rocks. Only one throw perskill rank is allowed; i.e. two ranks would mean two throws in around.T r a c k i n gThis is the ability to track creatures that leave tracks. The harderthe surface the more difficult the tracking will be. The usual checkfor this skill is WIS + Skill Rank + Aptitude.U n a r m e d C o m b a tThis is the skill of self-defence. It takes many forms from Kung-futo Karate. The attacks one may perform depend on how skilled thepractitioner is. The following table defines the attacks.

If someone is unskilled in unarmed combat then they receive onlytwo attacks and no maneuvers.A maneuver is flipping, throwing, submission holds or in generalanything other than a punch or a kick. A practitioner of UnarmedCombat may either attack or use their maneuvers, not both in asingle round.V a r i o u s W e a p o n U s eSword Use, Axe Use, Bludgeon Use, Pistol Use, Rifle Use, KnifeUse 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 theattack roll.

T a r g e t i n gThis is the skill of placing an attack where the practitionerwishes; i.e. send an attack tot he head. This is actually just afunction of the Weapon Use skill. If a person is using a knifeuse skill and hits, they then perform a Knife Use skill check tosee if they can direct the attack where they wish it to go.

UNARMED COMBAT TABLE

RANK DAM ATTACKS MANEUVERS

1 1d6 3 0

2 1d6 4 0

3 2d6 4 1

4 2d6 5 1

5 3d6 5 2

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Missing the check means damage for the attack is directedrandomly by rolling a d10 and directing damage to that area.

T H I E FA c r o b a t i c sThis is the skill of tumbling and falls. A practitioner will be able tolessen a fall by making a successful Acrobatics + AGL check. Thesame check will add a +3 to the practitioner’s Defence assumingthey do not attack that round.D e t e c t T r a p sThis allows the practitioner to detect active security like tripwires,electric eyes, security cameras, and disguised pits and determinethe method of activation. D i s a r m T r a p sThis will allow the circumvention of a trap, security or alarm. M e d i t a t i o nMeditation clears and focuses the mind. This is the skill ofdropping the practitioner into a self-induced trance.M o v e S i l e n tThis is the skill of moving without making a sound.M o v e i n S h a d o w sMove in Shadows is the skill of finding and using the dark areas inorder to conceal the practitioner’s presence. It is not invisibilityand will not work in well lit or crowded areas.O p e n L o c k sUsing tools of a lock smith the practitioner is able to open lockswithout any keys. This also applies to ignitions and any other keyoperated locking mechanism.S e a r c hThis is the art of searching a room or area for objects. Thepractitioner must declare what they are looking for (a secret door, ahidden box, etc.).

P E R F O R M E RA c t i n gThis 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 practitionerto portray a character.D e c e p t i o nThis is the art of lying convincingly. If used against another personwho is suspicious, the practitioner will subtract the target’s WIS.D i p l o m a c yDiplomacy 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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Scan be used to get the practitioner’s desires met or as a means fortwo parties to see reason.I n i t i a t eThis is the study of religious knowledge. Priests of a church takethe Initiate skill as well as individuals of devout faith. It includesknowledge of church ceremonies as well as their history, beliefs,and laws.O r a t o r yThe art of public speaking can move people to revolution. It is avital tool in motivating the masses.S e d u c t i o nThe art of seduction is the art of arousal. It can be used to takesomeone to bed or use sex appeal to get the practitioner’s way.S t a g e M a g i cAlso called slight of hand this is the skill of making thingsdisappear, producing items from what appears to be thin air orother forms of illusion. It is not real magic.

E F F E C T SEffects are magical, psychic or generally supernatural powers. In afantasy setting it is a spell, in a super heroes setting it is superpowers 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 assubtle as reading a person’s mind.Effects are generally used with a skill. This means that resolution ison a d20, but uses Skill + Effect + Stat. For instance, in the SupersInc. setting, a character with Strength who wishes to jump to thetop of a building must make their Acrobatics + Strength Power +AGL. If the character has a three Acrobatics, a two in Strength anda AGL of five then they need to roll under 3 + 2 + 5 = 10 on a d20.

F A T I G U EEvery time an Effect is used the player must mark off a Fatiguepoint. Three Fatigue may be spent to force the activation of anEffect. This must be done before any attempt to activate the Effectnormally. Characters recover Fatigue points by resting. Theyrecover their CON in points for every hour of rest. The GM mayallow the recovery of Fatigue points for partial hours rested

C O N T E S T E D E F F E C T SAt times two enhanced individuals will pit their Effects against oneanother. In tests of this nature, activation rolls are made and the onewho succeeds by the most wins the contest. For instance, twoenhanced individuals with Energy Blast, one fire and one ice, findthemselves battling for control of a corridor. The fire blaster

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Ewishes to torch the building but the ice blaster wishes to preventthe inferno. Ice has an activation of 13 and rolls an eight on a d20making his activation by 5. Fire has an activation of 16 and rolls aneight making his activation by 8 beating Ice and setting thebuilding ablaze.

D U R A T I O NDuration of an Effect is often dependant on story. In general, thefollowing durations are used to determine the length of time anEffect will last. If, at any point, the user wishes to stop the Effectthey may. At the end of the duration, the user may pay anotherFatigue in order to continue the operation of the Effect withouthaving to Activate the power. For instance, a person with Rank fiveflight has flown for twenty-five minutes they may spend anotherFatigue point to fly another twenty-five minutes without anActivation check. The default duration for an Effect is Rank * 5 minutes. In somecases, like teleportation, the Effect has a duration of instantaneous.The teleportation occurs instantly upon the successful activationroll. Some Effects have their own duration and will be noted in thesetting.

E Q U I P M E N T I N I R I D I U M L I T EIn general, equipment is defined in the setting. This is due to thewide range of equipment specific to different time periods.Weapons share the following attributes:• Attacks - The number of attacks in one round that a

weapon is normally capable of without specialization.• 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.

Some examples of weapons.

BLADES (EDGED WEAPONS)

WEAPON DAMAGE ATTACKS TYPE

Axe 3d6 2 Axe

Battle Axe 3d12 2 Axe

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Modern weapons have the additional attributes:Capacity - This is the number of bullets a single magazine holds.Range - This is the effective maximum range.

A R M O R F O R I R I D I U M L I T EArmor is ablative. That is it absorbs damage until such time as itreaches zero and than damage bleeds over on to a character’sFortitude. It may be mixed but whatever type covers five or moreareas and has the largest Armor Modifier is the Armor Modifierapplied 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 allareas. It has an Armor Modifier of -2 which means if a characterhad a 16 Defense it would be effectively 14 if they were wearingchain.Armor Modifier may be reduced by STR. For every two points ofSTR, the Armor Modifier will be reduced by one. This will not addto a character’s Defense. For instance, a character with an eightSTR wearing chain armor would not have any Armor Modifierapplied to their Defense.If Armor Use (“Armor Use” on page 58) skill is not taken with thetype of armor worn, in the case of chain it would be Linked TypeArmor, the modifiers are doubled. For chain this would mean the -2 Armor Modifier would become a -4.

Broad Sword 3d10 2 Sword

Dagger/Combat Knife 1d8 4 Knife

Short Sword 2d10 3 Sword

Two-Handed Sword 5d10 2 Sword

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

BLADES (EDGED WEAPONS)

WEAPON DAMAGE ATTACKS TYPE

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E X P E R I E N C EExperience is spent to advance a character. Once spent it is gonereflecting the advancement of the character in new training. Theduration of training varies on a number of factors including theavailability of someone to train the character in the skill, thedifficulty of learning the skill and the availability of materials (ifnecessary) to learn the skill.

A W A R D I N G E X P E R I E N C EThe amount of experience to be awarded ranges from one to fourpoints per gaming session. Individuals might earn an extra point ortwo for individual actions that night but it should not be more thantwo additional points.The grounds for the amount of experience to be awarded dependson the group. If the preference is for role playing then have anadditional point for the best role playing that night. If the grouprole plays well, the GM can award the group more points. Ingeneral, the experience awarded should be based on the amount thecharacters experienced that session, the amount the plot wasadvanced, the amount the story was told and the amount everyoneenjoyed themselves.

S P E N D I N G E X P E R I E N C E

EXPERIENCE COST TABLE

AREA COST (EXP)

Advance skill skill level desired in exp.+ any skill levels inbetween

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.Anew skill is 1 point.

Stats Stat level desired in exp.+ any stat levels inbetween

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. Nostat 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. Youmust spend 4 for rank 2 +6 for rank 3 = 10 total exp. points.

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