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Squarrior Rules Updated

The Squarriors rule system utilizes D6 and D12 dice for gameplay, focusing on five character stats: Strength, quickness, Intelligence, wit, and leadership. Players create characters by allocating points to these stats, choosing races and classes, and determining skills, with unique abilities and weaknesses associated with each race. The game emphasizes a trading system over currency and includes various mechanics for combat, health recovery, and skill checks.

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Joshua Wilson
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0% found this document useful (0 votes)
18 views23 pages

Squarrior Rules Updated

The Squarriors rule system utilizes D6 and D12 dice for gameplay, focusing on five character stats: Strength, quickness, Intelligence, wit, and leadership. Players create characters by allocating points to these stats, choosing races and classes, and determining skills, with unique abilities and weaknesses associated with each race. The game emphasizes a trading system over currency and includes various mechanics for combat, health recovery, and skill checks.

Uploaded by

Joshua Wilson
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Squarriors rule system

basics:

 dice used: D6, D12


 there are 5 stats: Strength, quickness, Intelligence, wit and leadership
 When attempting a non-combat task that requires effort roll a number of D6 = to stat for
that attempt (e.g. lockpick is wit, wit is 3, 3D6 is rolled). If the result rolled is equal to or
higher than the difficulty value then the task has been successfully completed.
 when attempting a task and it meets the requirement for an assigned skill (e.g. lockpicking)
then add the stat, skill and any relevant equipment dice (wit = 3, lockpick = 2, lockpick set = 2
total = 7)
 a character can take a full action, an attack, a free action and a speech-based task in a single
round
 a full action is anything that requires a roll to complete
 an attack is self-explanatory
 a free action is anything that does not require a roll and take no longer than a few seconds
 a speech-based task is a sentence or shorter
 short sleep (4-6 hours): heals health up to 1/2 of orginal health, e.g. if health maximum is 12
then 6 is healed, 2 (remaining health after damage) heal 6 after short rest = 8 health
 long rest (7 hours +): health is health up to full, heal 1 mental health per level
 mental health maximum is leadership x 2, if damage taken to mental health exceeds this
maximum then a result will occur (GM will roll)
 for ranged attacks there are 3 ranges: short, medium and long, medium gives a -1 dice to
attack rolls. Long gives -2 dice
 notice how there is no money in this system, this is because there is a trading system
instead, you offer something in exchange for something and may use barter to convince a
creature of its worth or to bring down the worth of the desired item/service/information
 a destiny save is used when health reaches 0, on a fail roll a D6 on a 1 you die, 2-5 knocked
out, on a 6 you are stable but knocked out, each turn roll this D6 again till death or stable

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

Cat (house) Rules/bonuses/weaknesses


Health +4
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
savage killer claws cause automatic bleed (1)
stealthy +1 dice to stealth
body size medium
weaknesses cannot use tools, meat eater, water
Dog Rules/bonuses/weaknesses
health +4
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
keen smell can re-roll perception once per level per rest
when using nose
crushing bite when using bite attack a single dice with a 1 can
be re-rolled per rest
body size medium
weaknesses high pitched noises, unable to climb trees well,
limited reach

Bird (small) (e.g. robin) rules/bonuses/weaknesses


health +1
flying flying speed is movement
keen eye can notice small objects/creatures without
penalty (unless specified)
agile can attempt to dodge splash damage and lunge
attacks
body size very small
weaknesses take double damage from all sources of small
and above, cannot fly with wet wings

Bird (medium) rules/bonuses/weaknesses


health +2
flying flying speed is movement
keen eye see above
predator +2 damage when using claws or teeth against
small or very small individuals
dive attack this replaces lunge,
screech against medium or smaller gain +1 dice to
intimidation
body size medium
weaknesses meat eater, cannot fly with wet wings, causes
suspicion
mole rules/bonuses/weaknesses

health +2

digging digging speed is movement through dirt and


similar, 1/2 through anything else

tremor senses can detect any living creature or moving object


through the ground up to 150ft away if it is on
the ground

hand paws can use tools and weapons without penalty

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

body size small

weaknesses predators of medium or higher size, above


ground movement (walking: only 5ft per turn)

snake rules/bonuses/weaknesses

health +3

fast attack goes first in combat if only making an attack in


the first turn

venom when making a bite attack target makes a


strength check difficulty = strength + level, if
failed target takes 1/2 strength worth of
damage per turn unless anti-venom or D6 turns
have passed

camouflage gains 1 extra dice for stealth

tail grip can use some weapons/tools not fitted to its


tail but with -2 to attack/skill check

body size medium

weaknesses limited to bite and tail weapon attack, meat


eater, scary to others
rabbit rules/bonuses/weaknesses

health +3

fast runner movement is doubled

keen hearing gain +2 dice when listening for predators

agile can attempt to dodge splash damage and lunge


attacks

hand paws can use tools and weapons without penalty

body size medium

weaknesses medium or larger predators, -1 to leadership

skunk rules/bonuses/weaknesses

health +3

stink spray once per long rest a special attack can be made,
see below in weapons for stats

hand paws can use tools and weapons without penalty

reputation gets +1 dice to intimidation against medium or


higher creatures

body size medium

weaknesses medium or larger predators, reputation

hedgehog rules/bonuses/weaknesses

health +2

spikey defence counts as having heavy leather armour without


weight

keen hearing gain +2 dice when listening for predators

stinging spikes when a target is pierced with a spike it loses its


next attack

hand paws can use tools and weapons without penalty

body size small

weaknesses medium or larger predators, -5 ft movement


armadillo rules/bonuses/weaknesses

health +4

armoured shell counts as having metal armour without weight

scaly fist +1 damage to unarmed attacks

ball defence counts as having a shield and leather armour


when curled into a ball

hand paws can use tools and weapons without penalty

body size medium

weaknesses medium or larger predators, -10 ft movement

possum rules/bonuses/weaknesses

health +4

trash eater a lot of food considered inedible for others you


have no problem with

keen senses gain +1 dice when finding food

play dead gain +2 dice when convincing a creature that


you have died
prehensile tail can wield a third weapon or use as an extra
hand for something else

immune to rabies immune to rabies


hand paws can use tools and weapons without penalty

body size medium

weaknesses medium or larger predators,


classes:

 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

god voice giver benefits


big boom creature knows how to make gunpowder (god voice
powder)
perk: remover of obstacles deal double damage to structures/objects
weapon training 2 simple, explosives
tool training explosive making kit, work tools
inventor benefits
smart double the number of starting subjects in
general knowledge
perk: inventive start off with an invention of some kind (discuss
with GM what is does)
weapon training 1 simple
tool training work tools, writing

oath sworn benefits


resilient take 1 less damage per level
perk: steadfast if character has not moved in their turn then
bonus from shield is doubled
weapon training 2 melee, 1 ranged
tool training writing, god 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

Skills: list all of these on your character sheet

 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:

above average improve 1 skill for +1 dice


expert name a subject, you know things about this
subject
brave can re-roll any check for fear, one per level
sniper +1 dice to one type of ranged weapon
healthy +3 health
strong willpower +3 sanity health
strong +1 to strength
fast +1 to quickness
smart +1 to intelligence
wise +1 To wit
confident +1 to leadership
Combat:

 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 (brute or finesse)


 Long sword (brute or finesse)
 Dagger (finesse)
 Flail (brute)
 Quarterstaff (brute or finesse)
 Leather (not rare) or metal fist (rare) (brute)
 Axe (brute)
 Whip (finesse)
 Stone (not rare) or metal hammer (rare) (brute)
 Bow + arrow (finesse)
 Longbow + arrow (finesse)
 Crossbow + bolt (finesse)
 Sling + stone/dart/other (brute or finesse)
 Spear (brute or finesse)
 Shuriken (rare) (finesse)
 Flame bottles (rare) (brute or finesse)
 Claws
 Teeth

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

flail attack damage range heavy cumbersome breaking


blunt +2 6 arm needs 2 always goes if 3 or more 6s are rolled for attack then a shield
hands last in combat or light armour is broken

quarterstaff attack damage heavy or light deflection


blunt +1 1 either one if an opponent makes an attack can forgo
hand or needs attack next turn to attempt to stop it, roll
2 hands strength or quickness depending on type of
weapon, if successful then attack fails to
land

leather fist attack damage light shield fist no grip


blunt +1 strength can use in acts like a shield if attack cannot use tools or weapons
1 hand is held while equipped

metal fist attack damage light shield fist no grip


(heavy)

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

Axe attack damage heavy limb chop brutal weapon


sharp +2 4 see can ask for a re-roll of the limb does 1 extra damage against
above damage chart unarmoured foes

whip attack damage light restrain disarm


sharp/blunt +2 1 see above roll quickness then strength, same as
opponent rolls strength, if restrain, if
successful target cannot succeed then
move away, use limb held or light weapon
use is removed
from target

stone hammer attack damage heavy knock down shatter shield


blunt +2 3 see above instead of dealing damage the target may be see above
knocked down, they must spend their next turn
standing up

metal hammer attack damage heavy knock down shatter shield

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

bow + arrow attack damage ammo easy to make retrievable

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

longbow + arrow attack damage ammo costly retrievable

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

crossbow + attack damage ammo costly retrievable


arrow

pierce +3 5 takes an see above roll a D6 when


action to collecting
reload ammo, 1-3 the
ammo breaks
sling + ammo attack damage ammo easy to make retrievable

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

spear attack damage thrown easy to make retrievable


weapon

pierce +3 5 can be weapon can be created with ease roll a D6 when


used collecting
either as a ammo, on a 1
melee or the ammo
ranged breaks
weapon

Shuriken attack damage bleed (1) exotic weapon retrievable

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

teeth 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

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.

armour bonus negatives special


light leather -1 damage n/a easy to make
hardened -2 damage n/a n/a
leather
heavy leather -4 damage -1 dice to stealth n/a
light plastic -2 damage hard to make splinter: roll a D6 each
time a heavy weapon
strikes, on a 1 both you
and attacker take 1
damage from shards
hardened -3 damage hard to make splinter
plastic
heavy plastic -5 damage hard to make, -1 to splinter
stealth
light metal -3 damage very hard to make, -1 to made to defend: cannot
stealth be shattered by first
shatter effect
hardened -5 damage very hard to make, -1 to made to defend
metal stealth
heavy metal -7 damage very hard to make, -2 to made to defend
stealth, -5ft movement
leather shield -1 damage n/a n/a
plastic shield -2 damage hard to make splinter
metal shield -3 damage very hard to make made to defend
god material -8 damage extremly rare and cannot n/a
make

Tools: this is all of the common tools and does not represent all of them

 Lockpick set (animal)


 Lockpick set (human/creator)
 Matches (human)
 Matches (animal)
 Fire starting kit
 Camouflage set
 Camo cloak
 Star mapper
 Doctors bag
 Holy icon
 Climbing gear
 Swimming gear
 god powder (explosives)
 Map
 Weapon making kit
 Eagle eye
 Arrow or bolt making kit

Tool benefits negatives/uses description


lockpick set (animal) allows picking of animal- unlimited use a wooden or metal tool used to
based locks break open simple locks
lockpick set (human) allows picking of human- heavy: disadvantage for a metal tool used for opening god
based locks small creatures and doors
cannot be used by very
small, unlimited use
matches (animal) makes fire one use a small piece of wood with a red tip
that sets on fire when struck against
something
matches (human) makes fire heavy, one use a piece of wood with a red tip
fire starting kit makes fire, refillable 20 uses a bag of things used to make fire
camouflage set gives +1 dice to stealth in cannot be used by a piece of cloth painted to look like
cover medium or higher terrain to hide
creatures, only works with
a single type of terrain
camo cloak see above, has two types see above, works with a piece of tailored clothing painted
of terrain paint one on medium and above to look like terrain to hide
each side
star mapper used to measure the stars must be trained to use a sextant
and find position in the
land when lost
doctors' bag used for serious injuries hard to find, complex a bag of interesting tools used to
tools treat serious injuries
holy icon a tool used by priests for n/a an object given meaning by a priest
various activities
climbing gear used to assist in climbing n/a a rope and grappling hook
swimming gear used to assist in n/a footwear shaped like a duck foot
swimming, +5ft swimming
speed
god powder gun powder one use, hard to make black powder, do not put near
flame
map map n/a a drawing of an area
weapon making kit can be used to make a 10 uses a set of tools that can make a
weapon that character is certain type of weapon
trained for
eagle eye can see further than unlimited uses a piece of tube-like wood with two
natural sight pieces of glass at each end
arrow or bolt making kit can be used to make 10 uses a set of tools that can make
ammunition ammunition for some ranged
weapons

Misc:

 Creator body part


 Cat tooth
 Rabbit foot
 Sickness rock (a piece of rock that glows green)
 God flower

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

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