Squarrior Rules Updated
Squarrior Rules Updated
basics:
character creation:
there are 12 points to spend on 5 stats
there are 5 stats: Strength, quickness, Intelligence, wit and leadership
all stats must have 1 in them minimum
no stat may be taken above 4 at creation (unless race or class says so)
health is strength + race bonus + 5
sanity health is leadership + intelligence + level + 2
block is strength + equipment + 1
dodge is quickness + 2
all skills are set at 1
there are 10 points to spend on skills (not including ones given by class)
no skill may be taken above 3 at creation
movement is 5ft per point in quickness
climbing is 5ft per 2 point in quickness (minimum of 5ft)
swimming is 5ft per 2 point in quickness (minimum of 5ft)
character gets 4 pieces of equipment not labelled rare or higher (unless backstory allows it) (also not
including equipment given by class)
a race must be chosen
a class must be chosen
a perk must be chosen but some are restricted
Races:
Squirrel
Rat
mouse
fox
cat (house)
dog
bird (small)
bird (medium)
mole
snake
rabbit
skunk
hedgehog
armadillo
possum
Squirrel Rules/bonuses/weaknesses
Health +2
speedy +1 to quickness on character creation
climber can climb some surfaces not normally climbable
hand paws can use tools/weapons/shield without penalty
Prey alertness +1 dice to perception when scanning for
predators
body size small
weakness predators of medium or higher size
Rat Rules/bonuses/weaknesses
health +2
sneaky +1 to stealth skill
climber can climb some surfaces not normally climbable
hand paws can use tools/weapons/shields without penalty
trash eater is not picky about eating things
body size small
weakness sunlight, predators of medium or higher size
Mouse Rules/bonuses/weaknesses
health +1
tiny +2 to stealth skill
climber can climb some surface not normally climbable
hand paws can use tools/weapons/shields without penalty
prey alertness +1 dice to perception when scanning for
predators
body size very small
weakness -1 to leadership, predators of medium or higher
size
Fox Rules/bonuses/weaknesses
health +6
predator +2 damage when using claws or teeth against
small or very small individuals
prey reaction any individuals of small or very small size must
make a fear check if attacking or be forced to
forgo that attack that round
speedy +5 ft movement
keen nose +1 to tracking
body size medium
weaknesses cannot use tools, meat eater, noisy killer
health +2
dirt trap this replaces lunge, can create a pit with a loose
dirt roof where a small, medium or larger
creature can fall in and take 1 damage per 1 ft
dug
snake rules/bonuses/weaknesses
health +3
health +3
skunk rules/bonuses/weaknesses
health +3
stink spray once per long rest a special attack can be made,
see below in weapons for stats
hedgehog rules/bonuses/weaknesses
health +2
health +4
possum rules/bonuses/weaknesses
health +4
warrior
scout
archer
hunter
priest
doctor
god voice giver (explosives expert)
inventor
oath sworn
psycho
storyteller
musician
"witch doctor"
Boxer
Warrior benefits
war training + 1 to melee skill, +1 to general knowledge
(war)
perk: solid attack or defence solid attack: gain 1 extra attack per turn, solid
defence: any bonus given by a shield is doubled
weapon training any melee except creator, bow and arrow
tool training basic medical, weapon making kit
Scout Benefits
tracking training + 1 to tracking skill, knows basic information
about common animals
perk: rough life +2 dice when foraging for food and clean water
weapon training any melee except creator, bow and arrow
tool training maps, traps, eagle eye
archer benefits
far reaching when using ranged weapons they count as one
distance less (e.g. long becomes medium,
medium becomes short)
perk: accurate when using bows gain +1 dice to hit
weapon training simple melee, bow, long bow, crossbow
tool training arrow or bolt making kit
hunter Benefits
excellent tracker knows major details about 2 types of creature
(for example cat and fox)
perk: trap maker can re-roll 1 attempt at making a trap per rest
weapon training either 1 melee weapon and 1 simple ranged or
1 simple melee and 1 ranged weapon
tool training traps, maps
priest Benefits
ritual expert knows all of the rituals for religion it belongs to
and 3 from 2 others each
perk: holy teachings when a friendly creature makes a skill check or
attack they may gain an extra dice, roll a D6, on
a 1 the gods are displeased and this ability
cannot be used again till long rest, 2-5 the
effect occurs, on a 6 the effect is doubled, this
extra dice improves by 1 per level
weapon training 1 simple weapon, quarterstaff
tool training religious stuff, simple herb kit, writing
doctor benefits
medical training knows 3 medical subjects for example:
venom/poison, diseases, anatomy, dietary,
herbal etc.
perk: healer does 1 extra point of health healing per level,
can use medial equipment without penalty
weapon training 2 simple
tool training medical, herb kits, writing
psycho benefits
crazy cannot be frightened, does not take sanity
damage
perk: foolhardy mentality cannot take anything higher than leather
armour but gains an extra attack each turn per
level per rest, cannot take a shield
weapon training 2 melee
tool training n/a
storyteller benefits
friendly encouragement 1 friendly can re-roll a single check or attack
when within 5ft of character, 1 per level per
long rest
perk: seeker of knowledge can re-roll 2 dice when making a check
weapon training 1 simple weapon
tool training writing, book making kit
musician benefits
musical influence can either give a friendly character an extra
attack or reduce a target's number of attacks by
1
perk: cheerful sounds can heal 1 sanity damage per level
weapon training 1 melee
tool training musical instruments, writing
"witch doctor" benefits
miracle worker can perform a god spell (this takes the form of
something like a lighter and spray can for
example) discuss with the GM what this spell
could do and what form it takes. One spell per
level
perk: magic reputation others tend to avoid upsetting you unless they
are evil or stupid, also gain +1 dice to
intimidation
weapon training 1 melee, 1 ranged
tool training god tools, writing
boxer benefits
devastating hook when using unarmed a automatic fracture can
be applied instead of rolling on a limb injury
chart
perk: blocking fist can use fists like a shield
weapon training unarmed
tool training n/a
melee
ranged
history
general knowledge (can take up to 3 subjects before class additions) (gains +1 for every 2 in
intelligence)
engineering
religion
perception
investigation
courage
science
tracking
nature
tools (insert tool/s, can take up to 3 before class additions)
deception
speech
bartering
medicine
climbing
swimming
stealth
weapon making
item making
intimidation
Perks:
an attack roll is done like a skill role but uses either strength or quickness (normally),
depending on the weapon an attack roll is made and if it is a melee attack (e.g. sword) then
opponent gets to make a block save or dodge roll (depending on type of attack) (made same
as attack roll but using method above in character creation), if this roll meets or beats the
value rolled for the attack then no damage (or halved damage for splash damage weapons)
a weapon has both a bonus to attack, special rules if any and a damage value, the damage
value is normally strength/quickness + bonus to attack value (e.g. strength = 2, bonus = 1,
damage = 3)
A melee attack does not need an aiming action to hit a specific body part, this will cause
something to happen based on a D6 roll (GM will have the chart) and based on what body
part is hit
A ranged attack will hit the chest unless specified to hit anything else, aiming requires a free
action and will have the same effect as above
Bleed: if an attack or some other reason causes bleed then until the bleeding is stopped by
either a medicine check or medical supplies e.g. doctor's bag
Initiative is quickness rolled, highest value goes first
Blocking: when blocking an attack with a shield roll strength, if the result is high than the
attack then the attack is blocked
There are 3 forms of attack: light, heavy and lunge
Light: does regular damage and can be blocked without problem
Heavy: does +1 damage, -1 dice to blocking, if attack misses then next attack is lost
Lunge: when attacking no blocking may be made, if the attack misses or succeeds then the
next attack is lost, +3 damage, target is pinned, this attack can only be made on a target that
is one or more body sizes smaller (e.g. medium can take small and very small, small can only
take very small)
Damage stacks in a single turn, for example an attack with a sword = 5, dagger = 2 = 7 total
before armour and other reduction or boosts
common Equipment: does not represent all things in the world just those that are most common
Weapons:
Short sword attack damage range light variable bleed (1) parry
sharp +1 2 arm can use in can be a if 2 or acts like a
1 hand brute or more 6s shield if
finesse are rolled attack is
weapon for attack withheld,
then works
bleed is until next
inflicted turn
long sword attack damage range heavy variable bleed (1) shatter
sharp +2 3 arm needs 2 can be a see above if 4 or
hands brute or more 6s
finesse are rolled
weapon for attack
then a
shield is
broken
Dagger attack damage range light bleed (1) concealed weapon
sharp n/a 1 arm can use in see above +1 dice to stealth to hide
1 hand weapon
blunt +2 strength can use in acts like a shield if attack cannot use tools or weapons
+2 1 hand, is held while equipped
can only
equip 1
blunt +3 5 see above instead of dealing damage the target may be see above
knocked down, they must spend their next turn
standing up
pierce +2 2 takes an both ammunition and weapon can be created with roll a D6 when
action to ease collecting
reload ammo, 1-2 the
ammo breaks
pierce +3 4 takes an both weapon and ammo cannot be made in roll a D6 when
action to the wild and must be made by someone collecting
reload trained in making it ammo, 1-2 the
ammo breaks
pierce/blunt +1 1 takes a both ammunition and weapon can be created with roll a D6 when
free action ease collecting
to reload ammo, on a 1
the ammo
breaks
pierce +2 2 see bleed very few know how to make this weapon roll a D6 when
collecting
ammo, on a 1-2
the ammo
breaks
flame bottles attack damage burn (1) exotic weapon one use
n/a +2 3 same as very few know how to make this weapon one use only
bleed but
cannot be
healed
without
medical
equipment
claws attack damage bleed (1) body weapon part of body
pierce +2 strength see bleed cannot be constructed, must be grown does not
require any
actions to equip
pierce +2 strength see bleed cannot be constructed, must be grown does not
require any
actions to equip
Weapon rules:
An additional weapon being used gives an extra attack per turn (for example two short
swords gives two attacks)
If acquiring a new weapon it has a -1 to all attacks for 1D6 days
Armour:
Light Leather
Hardened leather
Heavy leather
Light plastic
Hardened plastic
Heavy plastic
Light metal
Hardened metal
Heavy metal
Leather shield
Plastic shield
Metal shield
God material (Kevlar)
Armour works by reducing the amount of damage taken, only one set of armour can be worn at a
time, a shield can be used in addition to armour but only one shield gives a bonus at a time.
Tools: this is all of the common tools and does not represent all of them
Misc:
Levelling up: levelling up is simple, kills give XP based on size, very small = 1, small = 2, medium = 4,
large = 8, very large = 16
Notes about the world all animals will know:
Some parts of the world (The land of America but animals don’t know about other countries
unless they come from there) are desert and normally forbidden unless sanctioned
expeditions to them are authorised.
There are 3 kinds of animals: Smart that know tools, can speak and can understand things,
the wild who are seen as lesser creatures and prey by smart predators who eat meat and the
crazed who are like the wild but seek to ruin all the smart animals of the world and their
settlements