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used, should bear the COPYRIGHT NOTICE Dinosaur Planet: Broncosaurus Rex Core
Rulebook Copyright 2001 Joseph Goodman DBA Goodman Games (contact
goodmangames@mindspring.com, or see www.broncosaurusrex.com)
Dinosaur Planet: Broncosaurus Rex Core Rulebook is copyright 2001 Joseph
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Table of Contents
Chapter I: The World of Broncosaurus Rex
Cretasus: Dinosaur Planet............................4
The Human Universe...................................8
A Short History of 2202 ............................12
Chapter II: Character Creation
Place of Origin...........................................15
New Character Classes ..............................18
Bronco Rider .........................................18
Machinist...............................................21
Soldier ...................................................23
Spy ........................................................25
Two-Fister .............................................27
Wild One ...............................................29
Skills ..........................................................32
Feats ...........................................................40
Equipment ..................................................43
Tech Level.............................................44
Weapons ................................................46
Armor ....................................................54
Equipment .............................................56
Devices..................................................58
Chapter III: Dinosaur Statistics
General Overview ......................................62
Allosaurus .............................................64
Ankylosaurus ........................................65
Brachiosaurus........................................66
Ceratosaurus..........................................68
Compsognathus .....................................69
Crocodilians ..........................................70
Dragonfly, Giant....................................71
Iguanodontids........................................71
Ornitholestes .........................................72
Oviraptor ...............................................73
Pachycephalosaurus ..............................74
Parasaurolophus ....................................75
Pelycosaurs............................................76
Protoceratops.........................................77
Pterosaurs ..............................................79
Stegosaurus ...........................................79
Triceratops.............................................80
Tyrannosaurus Rex................................81
Velociraptor ...........................................84
Chapter IV: Adventures on Cretasus
Factions ......................................................88
Motivations ................................................88
Treasure......................................................91
One Hundred Adventure Ideas ..................92
Appendix I: Creatures by CR.................94
Appendix II: Open Gaming License ......95
Index..........................................................96
Credits
Creator & Writer: Joseph Goodman
Contributing Writer: Fred Bush
Copy Editor: Mark Bruno
Logo Designer: Derek Schubert
Cover Artist: Walter Stuart
Dedicated to April.
The Planet
Cretasus is a Jupiter-sized planet with Earth-like terrain. Its
air is breathable by humans, and many of its native plants can be
eaten safely. The densely forested equatorial belt is a single,
unbroken land mass, which fractures into thousands of islands as
it approaches the poles. Overlaid across the land are enormous
mountain ranges that divide the surface into twenty great valleys.
Every terrain on Earth is found on Cretasus, as well as some
that are unique, such as the thousand-foot-tall spider web forests
of the equatorial regions or the glacial mushrooms formed by
rivers of molten lava that flow under the polar wastelands.
Cretasus has two moons, as well as thousands of asteroids in
a low-lying orbit. Most of the asteroids are less than a football
field in length and do nothing but obstruct the view. A few are
larger, however, and have provided anchors for satellites, landing
platforms and orbital weapons.
The sheer size of Cretasus has prevented any comprehensive
survey of its life forms. Though the Confederacy knows much
more of its taxonomy than the Union, they still have catalogued
less than 1 percent of the planets species.
In the regions where they have settled, the Confederate settlers have identified hundreds of varieties of dinosaurs virtually
identical to those once found on Earth. They also have found
unique endemic species, including giant insects, highly evolved
land-dwelling jellyfish and bipedal pre-sentient reptilians.
Prehistoric mammals have been sighted in neighboring
regions, engendering theories that the planets massive surface
area has created numerous micro-climates separated by mountains
or other impassable terrain. Some micro-climates have remained
Tim Burgard
The Dinosaurs
The dinosaurs on Cretasus are a virtual index to those from
early Earth. Creatures from different eras walk side by side,
including tyrannosaurus rex, stegosaurus, oviraptor, ankylosaurus,
diplodocus, brachiosaurus, pachycephalosaurus, allosaurus, styracosaurus, velociraptor and triceratops.
Some of the dinosaurs are the classic dumb brutes we all
know so well. But most are not. Velociraptors have near-human
intelligence and live in organized tribes that loosely connect into
larger nations. Tyrannosaurus rex live in widely dispersed family
groups whose members remember genealogies for hundreds of
years. Triceratops travel in large herds with rigorous social organization. Almost every species has its own language and the more
intelligent ones have dialects specific to each region.
Dinosaur life is not just sleep-eat-mate-die. It has just as
much politics as human life, if not more. Tribes of the same
species routinely quarrel over territory, hunting and grazing rights,
and mating. Ambitious tribes have been known to go to war
against neighboring tribes solely to expand their domains. Within
the tribe, aspiring leaders scheme to overthrow their superiors,
competitive rivals kill the children of their enemies, and overt
political factions emerge.
There are alliances between tribes of similar personality or
situation, and on rare occasions inter-species alliances form to
counter a common threat. As humans have become more familiar
with dinosaur languages (and vice versa), there have even been
human-dinosaur alliances. The Confederacy is allied with several
velociraptor tribes, with whom it trades food in exchange for their
disruption of Union facilities.
Some species in particular, some tribes within certain
species remember events for lifetimes, and will often fight (or
fight for their allies) for reasons long since buried. Certain herbivore tribes are known for their revenge instinct they hunt down
and murder the young of carnivores that feed off of them. For
instance, when a strong leader emerged among one triceratops
herd, he organized several herds into one massive war force that
drove out two nearby tyrannosaurus rex families, killing one of
the T-rexes in the process.
The most frightening aspect of dinosaur intelligence at least
from a human perspective is their strategic talent. Velociraptors
have been known to stage false retreats in order to lure attackers
into an ambush. T-rex make a point of traveling far apart so their
numbers cant be easily ascertained. Ceratosaurus, patient and
observant, like to set ambushes. Many an unwary dino hunter has
made the fatal discovery that his prey is as smart as he.
The Settlements
New Savannah is the largest city on Cretasus. It abuts a massive inland ocean, just like its terrestrial namesake. New Savannah
was founded by the Confederacy in 2185 and still maintains
strong ties. With the mountains on one side, the ocean on the other
and thick jungle all around, it is easy to defend and, if you dont
know its there, hard to locate.
While New Savannah is a civilian city, there are several
Confederate military bases along the shores of the same inland
ocean. Fort Tecumseh and Fort Apache are two of them. Fort
Tecumseh holds the main pass between New Savannah and the
back country (as the rebels call the raw wilderness of Cretasus),
while Fort Apache guards a cluster of hatcheries.
The Confederate hatcheries are tended by specially trained
civilians with a strong affinity for animals. They are guarded by
Dino Warriors, the elite trained cavalry who ride dinosaurs.
Dinosaurs from the hatcheries are born into domesticity, making
them much easier to train than their wild-born counterparts. In the
hatcheries lies the hope that every army can be trained and
equipped with dinosaur allies. If such a force ever took to space,
it might be able to reclaim the Confederacys lost glory.
The forts, hatcheries and larger Confederate settlements are
supplied by convoys of brachiosauruses, diplodocuses and other
animals. Smaller settlements rely on independent merchants and
their mounts. Land routes can be extremely dangerous travelers
must often pass through the hunting grounds of tyrannosauruses,
allosauruses and other large predators. The Confederacy has minimized its losses by using large dinosaurs supported by heavy
weapons, but many independent merchants are never heard from
again.
The largest Union presence is Fort Lincoln, which sits atop a
mountain not far from Fort Tecumseh. The Confederacy has made
every effort (short of war) to sabotage the fort, but has not yet succeeded. From Fort Lincoln, the Union has established smaller outposts across the main valley. In addition to its highly guarded
research labs that experiment with the technology for ironclads
(the advanced fighting suits it hopes to deploy against the rebels),
the Union also owns mines, refineries, and oil wells scattered
throughout the wilderness, which it resupplies with vehicle convoys.
Dotted around New Savannah and the forts are countless
ranches, farms, small towns, prospectors and their mines, hunting
lodges, mills and other settlements. These vary in loyalty.
Generally, the smaller the settlement, the less they care about politics.
The many settlements with no strong loyalty to either
Confederate or Union are called freetowns. There are as many
freetowns as there are loyal towns. Freetowns usually lack a military, although they have sheriffs and plenty of settlers ready to
take up arms to defend themselves. The larger freetowns actually
have a town square complete with saloons, a post office, a bank,
a hotel, a jail, a mill and a store or two, all surrounded by farms
and ranches spreading over several miles. Smaller freetowns
might be nothing more than a single building serving as combined
saloon, hotel and store.
New settlers see Cretasus as an untamed land full of possibilities. Anyone can have land of their own on Cretasus, provided
theyre hardy enough to carve it out and defend it from the wilderness.
ers and colonists) grew, and this only fueled further resentment.
Third, many of these and other disenchanted voter blocs
chose to join the Confederacy. When the Union cracked down
with martial law, this only exacerbated tensions elsewhere in the
colonies.
Finally, the Unions treatment of newly discovered intelligent
aliens was somewhat less than idealistic. Two alien species were
completely exterminated by Union industrialists determined to
strip-mine their home planets. Others were wiped out by diseases
inadvertently transmitted by Union settlers. Most of the rest were
liberated and forced into the Union democracy, no matter what
their culture or traditions dictated. For these subjugated peoples,
the great melting pot became a great jail cell.
Through a combination of these factors and the ongoing civil
war, the great Union ideals of the twenty-first century collapsed
under the weight of insurmountable logistics. Corruption erupted
in epidemic form, the spirit of idealism died and the self-serving
ethics of capitalism reigned supreme. This, unfortunately, is the
Federal Union of Planets today.
All of Earth is now devoted to the federal bureaucracy.
Congress meets there, and every major government agency has its
headquarters there. The military is based on Earth, buttressed by a
series of powerful outposts throughout the solar system.
Thousands of planets are under Union control. The Union
patrols hundreds of warp gates within its territory, fights regularly against aliens and warp pirates for control of hundreds more
and meddles in the business of dozens of alien governments. It
constantly sends forth more colonists to settle new planets. On a
daily basis, its scientists invent new weapons, its military conquers new planets and its Congressmen grow ever richer. It battles
the Confederacy on one front, the Free Fleet on another, and aliens
and warp pirates on a third. The Federal Union of Planets is by far
the largest force in the known universe.
The Unions technology, though superior to that of the
Confederacy, is still primitive based on what one would expect in
2202. For instance, digital technology was never perfected in the
universe of Broncosaurus Rex. The Union still uses cogs, wheels,
levers, gears and other mechanical instruments to do its calculations, which limits the technology it can develop. Most of its
weapons still use gunpowder, and it has yet to discover fasterthan-light travel. Intergalactic travel was only made possible by
discovery of the warp gates travel in normal space still occurs in
slow, bulky, dangerous space shuttles.
Nonetheless, the Unions military is marked by highly accurate ballistic weapons, long-range sensors, mechanized vehicles,
well-equipped regimented soldiers and its newly-developed ironclads, which promise to be the hallmark of the Unions military
might. The ironclads are bipedal exoskeletons that are piloted by
a single human, whose strength is amplified a hundred fold. They
are as mobile as infantry but carry the firepower and armor of a
tank. The Union hopes they will help squash the Confederacy
once and for all.
Walter Stuart
The Confederacy
The Confederate States of America fights for America as an
ideal of liberty, not a geographic place. Led by dashing heroes
(not politicians or bureaucrats), the Confederate member states
shun the crass, everything is for sale attitude of the commercial
and industrial Union. Instead, they prefer an aristocratic, paternalistic, agrarian lifestyle. Individualism and self-rule, liberty and
independence, free will and hands-off governments are the marks
of rebel lands.
The Confederate way of life is clear in its galactic expansion
strategy. Unlike the Union, which sought to settle and colonize
barren hunks of galactic metal, the Confederacy focused on finding habitable planets that could support agrarian colonies. This
widened the manufacturing gap in the Unions favor, but it created two significant advantages for the Confederacy.
First, each and every Confederate colony was totally self-sufficient and in a generally friendly environment. They could
expand and reproduce quickly and were able to create their own
regional armies within only a few generations. The Confederacy
soon had mini-armies scattered all over the known universe, each
independently commanded.
they set out for the farthest place they can find. Once they get
there, they look for a place to set up camp.
Most offworlder settlements are founded on semi-habitable
planets. If the settlers are lucky, theyll find somewhere with an
Earth-like atmosphere. More often than not, they dont. (If the
outer reaches were great vacation spots, they wouldnt be unexplored!) But there are oases (so to speak) hidden amongst them.
Offworlders live a primitive, survival-based existence. There
are no amenities in the outer reaches, and technology inevitably
decays, as there are no manufacturing plants to replace it. Within
a few generations, most offworlder settlements are living as if
they were in the middle ages. But many prospective settlers die
long before they can add even one generation.
A colony has only the resources its members bring with them.
For instance, offworlders do not have fuel supplies, so there is little transportation between colonies. There is no trade, no visitors,
and no help. An offworlder is on his own.
Offworlders as a group are shy, taciturn, reclusive, suspicious
of strangers, and usually very strange in general. In many cases,
they have lived four or five generations with no contact with outsiders, and they have no connection to the politics of mainstream
human civilization. They have lived on worlds that are completely different from where most humans live. They may have
encountered aliens in their galactic-fringe homes that no other
human has encountered.
Adventurers from the outer reaches are rare because they
have no means of transportation, no concept of the rest of the universe, and, unless they have exceptional astronomy skills, no way
to find home once they leave. The few adventurers from the outer
reaches are usually from the inner fringes, where trade ships or the
Free Fleet occasionally passes by. These are the settlements where
contact is rare, but people are close enough that you can get to a
crossroads with only a bit of trouble.
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The war continued full force into the space race. In the late
twentieth century, it was a rebel astronaut who made the first footsteps on the moon. Although the Union was industrially superior
to the Confederacy, it lacked the adventurous spirit of the rebels.
Richmond managed to build and launch Dixie 1 entirely on the
basis of stolen technology and kidnapped scientists. The Dixie
survived the trip, landed on the moon and ejected Lance
Whittacre, who claimed the moon for the Confederacy.
This success was the start of a streak, and the Confederacy
was going strong for some time. It pushed back Union lines and
expanded its Mexican alliance further into central America. As
Confederate Dixie-naughts undertook several more trips to the
moon, the Union began to fear military attacks from space.
The Union quickly scrambled to launch its own space program. Because its military, industrial, and academic bases were
far superior to the Confederacys, the Union caught up in no time.
In fact, it was the Union that would discover the warp gates, the
secret that revolutionized space travel. In the mean time, it raced
the Confederacy to Mars.
It was here that the War Between the States became the War
Between The Planets. As both factions struggled to colonize the
solar system, open warfare broke out on other planets, and casualties among space settlers became frighteningly high. The earliest colonies on Mars changed hands on a nearly weekly basis for
several months, with open warfare blazing all around. But all this
changed when the Union uncovered the warp gates.
Galactic Expansion
The warp gates are naturally occurring passages between
points of normal space. Warp gates have no distance, yet they
connect far-flung points instantly you step through, and suddenly youre somewhere else. They are mysterious things because
you cannot see them, you dont know where they go and theyre
not always there. The gates are only accessible with the appropriate technology, and even then they open and close on an unpredictable basis.
While the Union first discovered the warp gates, it didnt get
very far with them. The few explorers brave enough to step
through them never seemed to return. As before, it took
Confederate guts to exploit Union brains.
Once again, the Confederacy used spies and kidnapped scientists to steal Union technology before undertaking an audacious
plan. Building and equipping 100 small space ships, the
Confederacy randomly sent them through every warp gate it could
find. Each of the small ships had several families and enough provisions for one year. They were to establish colonies wherever
they could find them, and, if possible, report on where the warp
gate took them. The combined result would be a nominal map of
the warp gates and a head start on the colony race.
The Union followed suit. Soon the pressure on local planets
thinned as both sides fanned across the universe, although they
pursued two completely different strategies. The Union, focusing
the same light source. Ships streamed forth from all across North
America, stringing together in ever-tighter lines as they
approached the warp gates. Military vessels appeared in larger
clusters, sent forth to join the last stand. The remnants of the
Confederate government abandoned their positions around
Atlanta and, accompanied by a ragtag force of civilian freighters,
desperately fought through the rapidly forming Union blockade.
The retreat was spearheaded by the Army of the New
Dominion, the largest of the Confederate armies. Known by the
nickname First Stand, for its inevitable position at the front of
every charge, the Army of the New Dominion led a massive strike
against Union forces all across the globe. This synchronized
attack at dozens of targets hit strategic points throughout Union
territory. Given the Unions superior technology and their
momentum in the recent war, the attack was a complete surprise.
Tactically, it made little sense, because courageous as it was, First
Stand was outnumbered, outgunned, and thinly supported.
But one aspect of the attack did make sense it was a diversion. Led by General Beauchamp, First Stands feisty half-pint
leader, the army sustained heavy losses without disengaging.
Beauchamps troops succeeded in tying up most of the Union
forces while Confederate freighters streamed forth unharmed.
Yet the retreating forces were still in great danger, because
there were far more Union troops than First Stand could occupy,
and Union patrols were soon thick in the sky. Many rebel space
ports were blockaded, and hundreds of Confederate ships were
shot down in the retreats first wave.
But the Confederates were invigorated. After several years of
defensive war, they had the initiative. The ships converging on the
warp gates were a virtual index to the Confederate populace; sleek
craft carried the aristocrats and landed gentry, rusted junkers
hauled thousands of small farmers, powerful warships carried the
main forces and small, homely gunships carried the Home Guard,
which traveled close to civilian ships carrying their families.
Hulking freighters lugged supplies and equipment. Livestock of
every known variety whinnied from the great arks trailing behind.
An entire way of life was packed into one enormous convoy headed for the stars.
Divergent Goals
The Confederacy was soon a true confederacy: a coalition
comprised of hundreds of decentralized nations scattered across
the universe. Some systems supported hundreds of thousands of
settlers scattered across many worlds, while other systems could
barely support a thousand people. Cities popped up in the more
habitable areas, and the panic of the retreat was soon replaced by
the tedium of rebuilding.
The Confederacy adapted to its alien planets. On most, the
ground was planted with exported Earth seeds, but on many, alien
beasts were harnessed to help sow crops of extraterrestrial origin.
In 2145, Confederate colonists in the Scray system became the
first humans to make contact with intelligent alien life, and other
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places of origin should there be a conflict, but even then, there are
ways to bring the characters together.
Family: The Civil War split many families. When the Union
forced the Confederacy from Earth, still more were split. Blood is
stronger than politics (usually), and characters of opposite origins
could be cousins, siblings, or even parent and child. They will still
quarrel about their beliefs, of course, but they love each other
nonetheless.
Agree to Disagree: Two lawful characters of opposing origins may disagree on politics, but a personal bond may override
that. The characters may get along personably, or simply have a
hard time finding others to adventure with. Adventurers are
unusual people, after all they pursue danger and risk. There
arent many regular people who understand that mentality.
Common Traits
All human adventurers share these common traits:
Medium-size
Base speed of 30 feet
The extra feat and skill points given to humans do not apply
to human player characters in Broncosaurus Rex.
The Confederacy
Confederates are headstrong, daring, self-sufficient people
accustomed to rural life. They are comfortable with animals and
the wilderness. They are usually from small, self-sufficient
colonies on far-flung worlds, so they learn early on to be entirely
self-reliant.
Personality: Confederates are very sociable, but generally
suspicious of outsiders. It takes them a long time to befriend newcomers, and they are forever ill at ease in cities and other places
with large groups of unfamiliar people. They tend to be civil yet
taciturn at first, but polite, tactful, genteel and gracious once you
get to know them.
Relations: Confederates generally want to be left alone. Most
Confederate adventurers dont mind working with Union sympathizers as long as the bluecoats mind their own business. Some
Confederates, however, still bear a solemn hatred of Sherman and
Grant, and they refuse to set foot in the same room as a bluecoat.
It depends on the individual. Most Confederates are impartial
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advancement was forced upon it by the need to maintain its cityships. It has not reached the level of the Union, but has easy
access to Union and alien technology due to its vast trade network.
Language: Freemen speak Common, as well as Anglit, the
language of the Free Fleet. Thanks to their travels, they are often
well-versed in the local dialects of the Confederate settlements.
Adventurers: Adventuring is a part of life in the Free Fleet.
New planets are routinely encountered, and at any given time, at
least one of the six fleets is exploring uncharted areas of the
galaxy. Since Freemen take naturally to adventuring, they need
not have any specific goal adventuring for a Freeman is like getting a regular job for a Union citizen.
FREEMEN TRAITS
+2 racial bonus in Appraise and Knowledge (any area) checks,
thanks to their background as itinerant traders.
Moderate access to high-tech weapons.
+1 racial bonus to Dexterity. Each Freeman must serve in his
city-ships local army for at least two years, and be in the reserves
thereafter. The focus of this military training is mobility and
maneuverability.
Automatic Languages: Common; Anglit; one local dialect.
Favored Class: Two-fisters. The Free Fleet has no safe port
and is always at risk. Most of the fleets lack the dedicated training
to produce soldiers, but the entire population has army training
and the reserves are prepared for war at any time. The typical
Freeman is always ready to get in a fight.
Offworlders
Offworlder is a general term for the denizens of the far-flung
reaches of the universe. They typically hail from the area known
as the outer reaches the distant corners, uncivilized planets and
unexplored moons of the very edges of known space. In many
cases, offworlders are independent pioneers with no particular
loyalty to any greater politics. Some are recent expatriates from
the Confederacy, Union or Free Fleet, while others left long ago.
They are rugged, independent people who live hard, lonely lives
and like it that way.
Personality: Offworlders are usually from family groups or,
at best, tribes of several families. They have little contact with
other people, and are always working to keep the wilderness at
bay. They are gruff, stern, shy and violent.
Relations: Offworlders have no particular likes or dislikes.
They are often so far removed from the rest of human society that
they have no sense of politics. To an offworlder whose family has
lived on an asteroid belt for four generations, the Confederacy
means nothing. The only time an offworlder will have preconceptions about other factions is if his parents are recent expatriates, or
if he has somehow encountered that faction in his distant home.
Alignment: Offworlders can have any alignment. There are
lawful offworlders who view their family groups as the only way
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Bronco Rider
Bronco riders train, herd and ride dinosaurs. Some bronco
riders are daredevil roughnecks who have tamed their own T-rex.
Others hire on with ranchers, herding vast throngs of three- and
five-horned broncos across the plains. The most famous bronco
riders are the Dino Warriors, the fearless new additions to the
Confederate military.
Bronco riders are a class unique to Cretasus. All bronco riders feel the call of prehistory in their blood. For their own individual reasons, they have converged on Cretasus, where they now
form the elite vanguard in a rapidly evolving society.
Adventures: Bronco riders have no trouble finding adventures. An aspiring bronco rider must make it to Cretasus, then
learn how to ride a dinosaur. That in itself is quite a task. Some
seek out mentors or hire on as ranch hands, while others take to
the wilderness with a rifle in one hand and a lasso in the other.
An experienced bronco rider can become involved in the
business of dinosaurs. Some set up their own ranches, farms or
hatcheries. Others hire on with safari hunters or convoy guards. A
few decide to start families or found settlements, sometimes in
close proximity to a dinosaur tribe they have allied with.
Especially skilled bronco riders may be recruited by their
military or, in some rare cases, by the dinosaur tribes themselves.
The apex of a bronco riders career is to be recruited as a Dino
Warrior.
Characteristics: Bronco riders are tough men and women mounts. Dexterity is also important for riding skills. Wisdom
who like to work with their hands. They are comfortable around comes in handy when the bronco rider is in the wilderness.
animals, sometimes more so than around other people. They like
Alignment: Any.
to be outside, dont mind sleeping in the saddle every now and
Hit die: d8.
then, and rarely get lonely.
You can often tell a bronco riders mount by the riders looks Class Skills
and disposition. It takes a lot of muscle to control the biggest
mounts such as triceratops and T-rex and their riders are often
The bronco riders class skills (and the key ability for each
hulking, powerful men. The smaller and lankier bronco riders usu- skill) are Animal Empathy (Cha), Balance (Dex), Craft (Int),
ally work as herders, or deal with the more intelligent species.
Handle Animal (Cha), Intuit Direction (Wis), Knowledge (nature,
Alignment: Bronco riders can be of any alignment. Youll Int), Ride (Dex), Wilderness Lore (Wis).
find both mean and kind riders working with herbivores, but you
Skill Points at 1st Level: (6 + Int modifier) x 4.
will not find many nice guys working with the carnivores. It takes
Skill Points at Each Additional Level: 6 + Int modifier.
a startling degree of brutality to train a T-rex. Even if you work
with a T-rex that someone else trained, you have to be a rigid dis- Class Features
ciplinarian to keep it in check.
Background: Bronco riders share a common occupation, not
All of the following are class features of the bronco rider.
a common past. They come from all over the universe, from all
Weapon and Armor Proficiency: A bronco rider is profinations, from all planets and from all backgrounds.
cient with manual weapons, ballistic weapons and light armor.
Bronco riders have always felt the call of the frontier. They
Mounted Feats: Bronco riders are experts at mounted comoften experience an unexplained yearning for Cretasus the bat. A first level bronco rider automatically begins with the
moment they first hear of it. Its as if something appeals to them mounted combat feat; this is a natural talent he was born with.
something about the natural, untamed wilderness, and the savAs the bronco rider advances, he gains bonus feats, as indiage life of the dinosaurs. Somehow, Cretasus is in their blood.
cated on Table 2-1: The Bronco Rider. At each level where he is
Places of Origin: Confederates take naturally to becoming eligible, the character may choose from one of these feats:
bronco riders, given their agricultural homeworlds and experience Mounted Archery; Ride-by Attack; Trample; and Spirited Charge.
with animals. Most bronco riders hail from Confederate backThese feats are in addition to the extra feats that a character
grounds. Offworlders make up the second largest group of bronco of any class gets every three levels.
riders, while Union and Free Fleet
bronco riders are both equally rare.
Once a bronco rider has made the
Table 2-1: The Bronco Rider
journey to Cretasus, however, place of
Base
Fort
Ref
Will
Mounted
origin is unimportant bronco riders
Level Attack Bonus
Save
Save
Save
Feats
are part of a new culture where old
1
+0
+0
+2
+0
Mounted Combat
allegiances arent as important as they
2
+1
+0
+3
+0
Bonus Mounted Feat
once were.
3
+1
+1
+3
+1
Other Classes: Bronco riders are
4
+2
+1
+4
+1
Bonus Mounted Feat
independent, self-reliant types. They
5
+2
+1
+4
+1
respect the street smarts of two-fisters
6
+3
+2
+5
+2
Bonus Mounted Feat
more than the ranged combat of the
7
+3
+2
+5
+2
soldier. They have no need for the
8
+4
+2
+6
+2
Bonus Mounted Feat
book learnin of the machinists, and
9
+4
+3
+6
+3
they have mixed attitudes toward wild
10
+5
+3
+7
+3
ones: some understand the appeal,
11
+5
+3
+7
+3
while others consider them insane.
12
+6/+1
+4
+8
+4
13
+6/+1
+4
+8
+4
GAME RULE INFORMATION
14
+7/+2
+4
+9
+4
15
+7/+2
+5
+9
+5
Bronco riders have the following
16
+8/+3
+5
+10
+5
game statistics.
17
+8/+3
+5
+10
+5
Abilities: Bronco riders must be
18
+9/+4
+6
+11
+6
able to work with their mounts.
19
+9/+4
+6
+11
+6
Charisma is important for this, as is
20
+10/+5
+6
+12
+6
Strength when it comes to larger
20
Machinist
Also known as gearsmiths or coglayers, the machinists are
practical scientists. They spend half their time pursuing knowledge, and the other half putting that knowledge into practice. They
are tinkerers and inventors, with a knowledge base that includes
chemistry, physics, mechanics and biology.
The general scientific ignorance of 2202 makes machinists
coveted adventuring partners. Even in the Union, the most technologically advanced human nation, the majority of the population does not understand common technologies. Moreover,
imported alien inventions dwarf even the most advanced human
creations. Machinists are the technological elite, those who can
understand, maintain, repair and create the everyday technologies
of 2202.
The Union, Confederacy and Free Fleet are at very different
levels of technological advancement, and the machinists from
each group reflect this. The Union machinists are the most
advanced, but their knowledge plateaus long before that of certain
alien races. The Confederacy has never placed much emphasis on
science, and as a result has very few accomplished machinists.
The Free Fleet lies somewhere in the middle: Technology is not its
strength, but so much time in close proximity to advanced alien
races gives it access to advanced technology that it can use, if not
understand.
Adventures: Machinists must be carefully distinguished
from scientists. While scientists are the academic researchers who
discover knowledge, machinists are the practical souls who turn
this knowledge into useful things. Many machinists are driven to
adventure by the desire to prove the usefulness of their inventions.
They want to take abstract knowledge and turn it into something
21
The machinists class skills (and the key ability for each skill)
are Chemistry (Int), Concentration (Int), Craft (Int), Disable
Device (Int), Drive (Dex), Knowledge (science or technology,
Int), Pilot (Int), Profession (any relating to technology or engineering, Int), Repair Device (Dex),
Use Technical Equipment (Int).
Table 2-2: The Machinist
Additionally, Union machinists
Base
(and only Union machinists) may
Level
Attack Bonus
take Operate Ironclad (Dex).
1
+0
Skill Points at 1st level: (6 +
2
+1
Int modifier) x 4.
3
+1
Skill
Points
at
Each
4
+2
Additional Level: 6 + Int modifier.
5
+2
6
+3
Class Features
7
+3
8
+4
All of the following are class
9
+4
features of the machinist.
10
+5
Weapon
and
Armor
11
+5
Proficiency: A machinist is only
12
+6/+1
proficient with high-tech and alien
13
+6/+1
weapons. Machinists are only pro14
+7/+2
ficient with energy field armor.
15
+7/+2
Understanding of Technol16
+8/+3
ogy: A machinist has the ability to
17
+8/+3
decipher unusual technology. He
18
+9/+4
adds his level to the maximum
19
+9/+4
tech level that he can understand.
20
+10/+5
Custom Weapons: Most
machinists believe their creations
22
Fort
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Ref
Save
+1
+1
+2
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
Will
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
Max. Custom.
Bonus
+1 + Int modifier
+2 + Int modifier
+3 + Int modifier
+4 + Int modifier
+5 + Int modifier
+6 + Int modifier
+7 + Int modifier
+8 + Int modifier
+9 + Int modifier
+10 + Int modifier
+11 + Int modifier
+12 + Int modifier
+13 + Int modifier
+14 + Int modifier
+15 + Int modifier
+16 + Int modifier
+17 + Int modifier
+18 + Int modifier
+19 + Int modifier
+20 + Int modifier
Change
Reduce weight by 50 percent
Increase range increment by 50 percent
Increase threat by one (e.g., 20 to 19-20)
Increase crit multiplier by one (e.g., x2 to x3)
Increase area effect radius by 50 percent
Add one extra attack per round
Bonus Equivalent
+1
+1
+2
+2
+2
+2
activate some of them at any given time. In this way, the machinist can own many devices, but not have to maintain them all at
once.
There are no restrictions on deactivating or disassembling
existing devices to make room for new ones. Many high-level
machinists have rooms full of devices, but only activate those they
need for an adventure.
The machinist can select his devices from those listed in the
chapter on equipment. He can build any sort of equipment, as well
as any of the devices listed there. With the game masters permission, he also may custom build devices to accomplish specific
functions.
Soldier
A soldier is a proud, disciplined warrior. He is trained in the
use of all common armor and
weaponry, familiar with most
basic
equipment,
and
schooled in tactics and
strategy. The soldiers basic
fighting ability, as well as
his talent at leading and
coordinating attacks, is
invaluable in most adventuring parties.
This degree of military
expertise is commonly available only in the Confederate or
Union military, and thus most
soldiers have served in one or the
other. There are few other
places to acquire the rigorous
training to become a soldier, though some
societies in the
Free Fleet have
been known to do
so, as well as certain private armies
in the Union.
An adventurer of
the soldier class is typically a recent veteran, having
David Wong
Function
Weight
Range
Critical
Critical
Area Effect
Rate of Fire
23
24
Fort
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
Ref
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Will
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Combat Placement
Spy
Youll find them at secret research facilities in the heart of the
jungle, posing as servants at the strategy meetings of the general
staff, stealing alien technology prototypes and thwarting assassins
and plots. Spies perform secret actions that regulars could never
dream to accomplish, through stealth, disguise and sheer nerve.
Adventures: Spies serve a larger group, whether it be a government or a corporation, and are frequently assigned missions by
this group. They often need allies to accomplish their goals. Some
are simply asked to gather information on a
given topic a perfect opportunity to
explore and adventure!
Characteristics: Spies
are masters of subterfuge,
stealth and disguise. They are
equally
at
home chatting
up a Union
generals
daughter at a
ball and rigging a dynamite
charge to blow up a railway bridge. Spies also are
good at sifting information and
gathering intelligence. Spies do
not relish fighting; thats a job
for the soldiers and two-fisters.
Alignment: Spies can be of
any alignment. Lawful spies
will keep the laws and codes of
their own nation, but may not
recognize those of other
nations as binding.
Background:
Federal
spies serve bureaucratic masters, are trained in lawenforcement techniques
and special armed
combat systems, and
David Wong
25
26
Fort
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Ref
Save
+2
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+12
Will
Save
+1
+1
+2
+2
+2
+3
+3
+4
+4
+4
+5
+5
+6
+6
+6
+7
+7
+8
+8
+9
Special
Slip/tongue, Nick of Time
Uncanny Dodge (Dex)
+1 dodge/bullets
Intriguing 1/day
+2 dodge/bullets
Uncanny dodge (flank)
Nick/time 2/day
+3 dodge/bullets
+4 dodge/bullets
Intriguing 2/day
+5 dodge/bullets
Nick/time 3/day
+6 dodge/bullets
Intriguing 3/day
tle, to avoid conflict. If a battle has not yet started, the spy can
attempt to leave the battle, and opposing troops need to make a
Will check against a DC of 10 + spys level + spys Charisma
modifier to attack the spy. Otherwise, they permit the spy to leave
the scene. If the spy is already in combat, she can offer to surrender, and the opposing forces must accept her offer unless they
make their Will save. This ability works against any enemy whose
language the spy speaks.
Two-Fister
A two-fister is a warrior by necessity rather than training. The
Confederate guerrillas fighting to liberate Union planets are twofisters. The warp pirates who terrorize the trade lanes are two-fisters. The Confederate home guard are two-fisters, as are the residents of the Free Fleet who spend two years in the local army. And
the self-taught adventurers of Cretasus, come to seek their fame
and fortune, are two-fisters.
Where the soldier has tactics and discipline, the two-fister has
street smarts and gut instinct. Two-fisters become warriors
through trial and error. They learn to fight in the bars and gutters.
They have scars, broken noses and missing teeth. In an aerial dogfight or a shoot-out, you want a soldier by your side but when
youre threading through the dank alleys of New Washington, you
want to be with a two-fister.
Adventures: Two-fister adventurers typically see their warfare skills as a way to escape their home worlds. They are regular,
everyday people who want something more. Some join a local
militia solely for its role in preparing them for an expedition,
while others cobble together whatever skills they can teach themselves before setting off.
Characteristics: Two-fisters are warriors without formal
schooling. Although they lack the weapons expertise and tactical
knowledge of a soldier, they make up for it with street-fighting,
close combat techniques, dirty tricks and local connections.
Their folksy, laymans manner lets them mingle easily with locals.
When they are in areas of personal connection for example, a
Confederate in rebel lands they are skilled at gathering information on local affairs.
Alignment: Two-fisters can be of any alignment. There are
lawful two-fisters who adventure with their childhood friends.
There are chaotic two-fisters who yearn to escape the confines of
normal society. Good and evil two-fisters are just as common as
good and evil people in everyday society.
Background: Two-fisters grew up as everyday people. They
learned combat skills in a private or local army, on their own, or
from a mentor. Everything they know was learned in the evenings
after a hard days work, or in the tough alleys of an overpopulated city.
Two-fisters are of the people they are the adventurers
who send money home to their family, maintain strong ties even
from long distances, and dont forget where they came from. They
hope to make it big, then come home to a heros welcome.
27
28
Base
Attack Bonus
+0
+1
+2
+3
+3
+4
+5
+6/+1
+6/+1
+7/+2
+8/+3
+9/+4
+9/+4
+10/+5
+11/+6/+1
+12/+7/+2
+12/+7/+2
+13/+8/+3
+14/+9/+4
+15/+10/+5
Fort
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Ref
Save
+2
+3
+3
+4
+5
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
Will
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Unarmed
Attack Bonus
+0
+1
+2
+3
+3
+4/+1
+5/+2
+6/+3
+6/+3
+7/+4/+1
+8/+5/+2
+9/+6/+3
+9/+6/+3
+10/+7/+4/+1
+11/+8/+5/+2
+12/+9/+6/+3
+12/+9/+6/+3
+13/+10/+7/+4/+1
+14/+11/+8/+5/+2
+15/+12/+9/+6/+3
Unarmed
Damage
1d6
1d6
1d6
1d8
1d8
1d8
1d10
1d10
1d10
1d10
1d12
1d12
1d12
1d12
1d20
1d20
1d20
1d20
1d20
1d20
Wild One
There have always been people who feel more comfortable
around animals than their fellow humans. They feel an innate connection to the laws of nature, which seem to make more sense than
the laws of man. They see the negative side effects of scientific
progress, which make them question whether humanity is really
that advanced after all.
The untamed wilderness of Cretasus has attracted these people.
Many have become farmers or biologists or refugees in strange
cults, but a select few of the Cretasus migrants have felt a profound,
primal tug. At a level deeper than their own humanity, they connect
to a psyche once thought extinct they think like dinosaurs.
These are the wild ones, feral humans who have taken refuge
in the wilderness of Cretasus. Uncivilized, brutal, atavistic and
animalistic, they have abandoned the company of man to live with
the dinosaurs.
Adventures: Everyday life is an adventure for the wild ones.
They must hunt and kill their own food. They must defend themselves against enemies. They must find others like them, and they
must fend off predators. In the most extreme cases, they must
maintain the alliances and interests of their adopted dinosaur
tribes, including going to war against the enemies of their
dinosaur brothers. At times, those enemies include man.
Player character wild ones find additional adventure.
Although some truly are nothing more than brutal, animalistic
people, others are pulled toward their feral state by a philosophical yearning. They consider the environment sacred, feel connected to nature, and understand the balance of natural laws. Wild
ones find adventure in putting these philosophies into practice.
They oppose the industrial development of Cretasus. They serve
as intermediaries and diplomats when dinosaurs come into contact
with humans. They act as spies and scouts for both humans and
dinosaurs, and they try desperately to balance their love of nature
with the responsibilities of humanity.
Characteristics: Wild ones can be divided into three stages of
wildness. The first stage, the wilderness man, is gruff, taciturn and
rough-mannered, but still able to interact with people. He has close
relations with local dinosaur tribes, but is not a member of any tribe.
These wild ones act as go-betweens and diplomats when dinosaur
tribes deal with humans. Most player characters are this stage.
The second stage, the dinosaur man, has intimate relations
with the dinosaurs. He lives near or with dinosaurs and may be a
member of a family group of tribe. He foregoes cooking and
clothing, feels awkward around humans and prefers the company
of dinosaurs, but he is still able to communicate with humans.
Some player characters can be this extreme.
The third stage is the true wild one. He has left humanity
behind. He lives in a dinosaur tribe, only remembering broken bits
of human languages. To a normal human, he has strange mannerisms, odd body language and a bad odor. He regards humans just
as the dinosaurs do mostly as food, though occasionally as a
source of technology or supplies. He is human only in anatomy
29
30
Base
Attack Bonus
+0
+1
+1
+2
+2
+3
+3
+4
+4
+5
+5
+6/+1
+6/+1
+7/+2
+7/+2
+8/+3
+8/+3
+9/+4
+9/+4
+10/+5
Fort
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
Ref
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Will
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
Special
Animal Peer
Dinosaur Ally
Companion
Dinosaur Ally
Dinosaur Ally
Dinosaur Ally
Dinosaur Ally
Human
Charisma
-1
-2
-2
-2
-3
-3
-3
-4
-4
-4
-5
-5
-5
-6
-6
-6
-7
-7
-7
-8
ability. For example, a fourth level wild one with average Wisdom
would add +4 to any rolls.
A wild one may use his Animal Peer ability to interact with
wild and domesticated animals. This ability works very much like
the Handle Animal skill, except that it reflects the wild ones intuitive nature, not his strength of will. Thus, the wild one cannot
train a wild animal with this skill, though he can rear it and
teach it tricks. Fundamentally, though, the animal remains wild.
The game master assigns a difficulty class to any interaction,
with the following guidelines:
Task
Handle a domestic animal
Push a domestic animal
Communicate with a wild animal *
Convince a wild animal to act as a mount
Teach an animal tasks
Teach an animal unusual tasks
Rear a wild animal
DC
5
10
15
20 **
10
15
10 + HD
32
him as an enemy. Wild ones can ally with both herbivorous and
carnivorous dinosaurs, as long as that is their only point of difference.
Companion: Beginning at third level, the wild one can ask
his allies to provide him with a traveling companion. Companions
are typically requested for specific reasons for example, the wild
one needs protection while traveling through enemy territory,
needs a translator for dealing with another tribe or needs help pursuing revenge on enemies.
The companion can be any member of the allied group, provided its total hit dice are less than or equal to the wild ones. It
will accompany the character and treat him with the utmost loyalty. The companion may be a friend of the wild ones, or a random
delegate from the allied group. The length of the companions stay
depends on the needs of the wild one and the allied group.
The wild one can ask a companion to return home on certain
adventures, or attend others. When a wild one has several allies,
he can request a companion from different allies at different times.
But unlike the Bronco Riders companion, the wild ones
companion is not a pet. It is a wild animal. It will be skittish
around other humans, may be unwilling to follow the wild one
into human settlements, and, if carnivorous, may not have any
compunctions about eating the wild ones fellow adventurers.
Human Awkwardness: The more comfortable a wild one
becomes with nature, the more awkward he becomes around
humans. As a wild one advances in level, he becomes less charismatic in human company. His Charisma is reduced around
humans, as indicated on Table 2-6: The Wild One. The modifiers
by level are not cumulative; use the modifier for the wild ones
current level.
Multiclass: Wild ones have fundamental beliefs about the
importance of nature. Any typical human profession contradicts
these beliefs, so they cannot multiclass.
Skills
Many skills have new applications in the world of
Broncosaurus Rex. There also are new skills made available by
the technology of the year 2202.
The following table shows class restrictions for all the skills.
Skills that are completely inapplicable for adventuring on
Cretasus are excluded. Following this table are revisions of existing skills, and descriptions of new ones.
Bro
o
O
o
O
o
X
o
o
O
o
o
o
o
o
o
o
O
o
o
o
o
O
o
O
o
o
o
o
o
o
o
X
o
o
o
o
X
o
O
o
o
o
o
o
o
o
o
O
Eng
O
x
o
o
o
X
o
O
O
o
O
o
O
o
o
o
o
o
o
o
o
o
o
o
O
o
O
o
o
o
o
O
o
o
O
O
X
O
o
o
o
o
o
o
o
o
O
o
Sol
o
x
o
o
o
X
O
o
O
o
o
o
O
o
o
o
o
o
o
o
O
o
O
o
o
O
o
o
O
o
o
O
o
o
O
o
X
o
o
o
o
o
o
o
o
o
O
o
Spy
o
o
O
O
O
O
O
o
o
O
O
O
O
O
O
O
o
o
O
o
o
o
O
o
o
o
o
O
O
O
O
X
o
O
o
o
O
o
o
O
O
O
O
o
O
o
O
o
Two
o
x
o
o
o
X
O
o
O
o
o
o
O
o
o
O
o
o
O
o
o
o
O
o
o
o
o
o
o
o
o
X
o
o
o
O
X
o
o
o
o
o
o
o
o
o
o
o
Wil
o
O
o
o
o
X
O
o
O
o
o
o
o
o
o
o
X*
O
O
o
o
O
O
O
o
o
X
o
o
o
o
X
o
o
X
o
X
X
O
o
o
O
o
O
o
O
X
O
* Wild ones have their own special ability, Animal Peer, that
covers similar tasks as Handle Animal.
** Only Union Machinists and Soldiers may take Operate Ironclad.
33
Skill Descriptions
ALCHEMY/CHEMISTRY (Int; Trained Only)
In Broncosaurus Rex, Alchemy is known as Chemistry. It lets
chemists combine ingredients to produce acids, poisons and
explosive mixtures.
ANIMAL EMPATHY (Cha; Trained Only; Bronco Rider,
Wild One only)
Animal Empathy can be used on dinosaurs and ancient mammals.
Check: For purposes of this skill, dinosaurs are considered
animals. The success of Animal Empathy depends upon the mental state of the target animal. An animals attitude can be classed
into five categories as follows:
Attitude
Means
Possible Actions
Hostile
Helpful
Animal is playful or
intelligent
Horse around
which may look like
an attack!
Communicate,
protect, assist
34
DC
5
10
15
20
Opponents roll
Time
1 hour
1 day
1 week
1 month
*
36
DC
5
7
9
10
11
11
13
15
20
Drive with one hand: Use this if you want to use the other
hand to drink coffee, operate an onboard computer or shoot.
Failing this check means you lose control of your vehicle.
Drive in combat: Driving while someone is shooting at you is
difficult. This includes any situation where the character is driving while either attacking or under attack. Failing this check
means you lose control of your vehicle.
Drive at high speeds: This includes any kind of high-speed
driving. Failing this check means you lose control of your vehicle.
Drive unfamiliar vehicle: To illustrate by example, this
applies to characters who specialize in tracked vehicles trying to
figure out how to work a wheeled vehicle. In general, once you
are driving an unfamiliar vehicle, you have a +2 circumstance
penalty to the DC of any other task you attempt.
Avoid obstacles: Any attempt at dodging is covered by this
check. Failing the check means you collide with an obstacle.
Make a tight turn: This means making a turn in unusual situations. It could mean a right turn at high speeds, or a skid turn, or
a turn that requires hairs-breadth judgment. Failure means you
lose control of the vehicle.
Drive in wilderness: This covers driving in off-road situations. The situation could be anything from rough gravel to jungle
underbrush. The GM can change the DC to fit the terrain. Failure
depends on the terrain. In some areas, failure may mean your
vehicle simply cant traverse the terrain. In other areas, you may
end up driving off a cliff.
Regain control: You can attempt to regain control of an outof-control vehicle. This is assuming the vehicle has not crashed
yet.
Drive alien vehicle: Just because you captured an alien vehicle doesnt mean you know how to turn it on! Failure at this check
means you cant deduce how to operate even the most basic
aspects of the vehicle.
Retry: In general, once you lose control of a vehicle, you
cant repeat your task until you regain control. You can attempt to
regain control repeatedly as long the vehicle hasnt crashed. You
may repeat attempts to drive unfamiliar or alien vehicles indefinitely.
Special: Characters without the Drive skill may still attempt
to operate a vehicle. First, however, they must make an
Intelligence check to determine if they understand how the operating system works. If the Intelligence check is passed, they can
attempt typical driving at DC 10. They cannot attempt any of the
tasks described above.
HANDLE ANIMAL (Cha; Trained Only)
Handling animals takes on a whole new meaning when you are
working with ten-ton dinosaurs.
Check: The time required and the DC depend on what task
you attempt. Dinosaurs are considered animals, not beasts.
Task
Handle a domestic animal
Push a domestic animal
Teach an animal tasks
Teach an animal unusual tasks
Rear a wild animal
Train a wild animal
Time
Varies
Varies
2 months
2 months
1 year
2 months
DC
10
15
15
20
15 + HD
20 + HD
Size Difference
None
One
Two
Three
Four
Example for
Human
Medium
Large
Huge
Gargantuan
Colossal
Max Animals
Herded
10
8
6
3
1
DC penalty
0
+2
+4
+8
37
HEAL (Wis)
Healing in the year 2202 involves a combination of anesthetics,
splints, sutures, drugs and other aspects of modern medicine.
Healing requires a medical kit.
Wild ones are able to heal without medical kits. They are
familiar with the plants and animal properties of Cretasus, some
of which are particularly useful in healing. Many of these properties are known to the intelligent dinosaur species, and wild ones
learn from them.
KNOWLEDGE (Int; Trained Only)
The knowledge areas listed below are especially useful in game
terms. They represent the more practical fields of knowledge for
Broncosaurus Rex.
Geography (this includes knowledge of Cretasus and the
characters home planet, as well as galactic geography, such
as the relative positions of various planets)
Nature (this includes environmental knowledge of Cretasus,
the characters home planet, and typical planets)
Science (astronomy, physics, biology, neurology)
Strategy and Tactics (historical battles, army organization,
special tactics)
Technology (electrical engineering, computer science,
mechanics)
OPERATE IRONCLAD (Dex; Trained Only; Union Soldiers,
Union Machinists only)
This skill allows the character to operate an ironclad. Ironclads are
the Unions top secret armored fighting suits. They use alien technology and operate with a suspension harness system, where the
pilots motions are mimicked by the ironclad. Characters who are
not from the Union have no opportunity to learn to pilot them.
Even characters from the Union only have a chance to use them if
they are soldiers or machinists.
Check: This skill allows the character to make an ironclad
perform basic functions. He can make the ironclad walk, fight and
crouch. More advanced operations require a check. All ironclads
are top-heavy walkers, and the biggest danger when operating one
is that could fall over.
Task
Run
Jump, with or without jump jets
Dodge in close combat
Walk over bad terrain or moderate obstruction
Walk over very bad terrain or heavy obstruction
Right a fallen ironclad
Deploy from drop pod
DC
5
10
10
10
15
15
15
Run: Moving an ironclad quickly can be dangerous. The center of gravity shifts, and keeping your balance can be hard. Failing
this check means the ironclad loses its balance and falls over. You
cannot run over bad or very bad terrain.
Jump: Its not hard to get the ironclad in the air. The hard part
38
is landing on your feet. Failing this check means the ironclad falls
over upon landing.
Dodge in close combat: Basic ironclad training allows a character to fight hand-to-hand while in the ironclad suit. However, a
particularly good driver who is comfortable with the pilots harness will be able to use his own Dexterity to maneuver his ironclad. As a result, his ironclad will dodge and duck just as well as
he does. If you pass this check, you can apply your characters
Dexterity bonus to the ironclads AC. Dexterity penalties do not
apply. Failure means you get no bonus. You can only make this
test once at the beginning of each encounter. Failure means your
character is too preoccupied with basic piloting and shooting to
dodge effectively.
Walk over bad or very bad terrain: Ironclad movement works
slightly differently from normal movement. A normal character is
slowed down by adverse terrain. An ironclad may lose its balance
and fall over. Even if you pass the test, normal hampered movement modifiers apply. Sand and streams count as bad terrain for
an ironclad; loose rocks or other shifting terrain, deep snow or
sand dunes, deep water, and crevices and fissures count as very
bad terrain.
Right a fallen ironclad: This is the characters ability to make
a prone ironclad stand up. You can retry until you make the check.
Deploy from drop pod: This does not cover the pilots ability
to steer the drop pod to the right spot or land right-side-up without jamming the exit hatch. That is covered by the Pilot skill. This
task covers getting out of the banged-up pod without damaging or
knocking over the ironclad. Failure means the ironclad falls over
as it exits the pod.
Retry: Retry attempts depend on the task, as above.
Special: A character with 5 or more ranks in Drive (walkers)
receives a +2 synergy bonus.
PILOT (Int; Trained Only)
Piloting skill lets you operate flying vehicles, including both airplanes and spaceships. Flying vehicles are divided into three
groups: atmospheric (operate only within a planets atmosphere),
interplanetary (operate between planets in normal space) and
warp-capable (able to travel through a warp gate). Each time you
take the pilot skill, you must specialize in one of these groups.
Depending on your characters exposure, the GM master may
further ask your character to specialize in a particular kind of flying vehicle. For example, a zero-G miner may only have familiarity with zero-G atmospheric craft. A warp pirate may be unfamiliar with the latest high-tech Union warp-capable ships.
The Pilot skill does not apply to Union ironclads.
A character with at least one rank in Pilot, regardless of specialization, is able to safely maneuver a drop pod.
Your ability to pilot a vehicle is still limited by your characters maximum tech level.
Check: A trained pilot can load up, take off, fly and land a
typical aircraft without a problem. The tasks shown below require
additional expertise.
Task
DC
Pilot unfamiliar vehicle, same type
5
Shoot and pilot at the same time (normal conditions) 10
Stay aloft in moderate storm
10
Pilot unfamiliar vehicle, different type
15
Stay aloft in major storm
20
Land in adverse conditions
20
Regain control
20
Pilot alien vehicle
25
Crash land safely
30
Pilot unfamiliar vehicle, same type: The type refers to
atmospheric, interplanetary or warp-capable. A soldier trained as
a helicopter pilot would have to make this test to fly a jet. Failure
means you simply cant figure out the controls. You dont crash
you just never make it off the ground.
Stay aloft in moderate storm: Smart pilots land when they run
into a typical rain storm. Daredevil pilots may try to make it
through the storm. Failing this check by a margin of 5 or less
means you are forced to land, but you may test to land in adverse
conditions. Failing this check by 6 or more means you crash.
Pilot unfamiliar vehicle, different type: As above, but this
would be similar to a warp pirate (trained in warp-capable ships)
trying to fly an atmospheric hovercar.
Shoot and pilot at the same time: Using a ships weaponry
can get distracting. Most ships have a pilot and a gunner, but you
must make this test to act as both. Failing means you lose control.
Stay aloft in major storm: As above, but this covers hurricanes and tornadoes. Failure means you automatically crash.
Land in adverse conditions: A normal landing is any attempt
to land on a wide, flat, smooth surface with enough room to slow
down. Any other kind of landing counts as adverse conditions.
This covers landing on a mountain ridge, a short runway abutting
a cliff, a farmers field, a jungle runway or a landing zone that
requires a sharp turn in the descent. The GM may apply DC modifiers for especially difficult landings. Failure means you crash.
Pilot alien vehicle: Use this when your character tries to pilot
a vehicle of alien design. Failure means you cant even figure out
how to turn it on, much less steer.
Crash land safely: Expert pilots are able to turn a crash landing
into a stunt show. Passing this check means your craft still crashes
and is still damaged in the landing. However, you manage to arrive
on the ground right-side-up, and you avoid any obstacles that could
have killed you. For example, a pilot crash-landing into a jungle
somehow plows through the trees without hitting any head on.
Retry: You can retry attempts to figure out unfamiliar or
alien vehicles. Any task involving a crash obviously doesnt grant
a retry. You can make multiple attempts to regain control, provided you havent crashed yet!
Special: Characters without this skill dont have the faintest
idea of how to operate an aerial craft.
Pilots involved in an aerial dogfight can use opposed Pilot
checks to see if they outmaneuver each other, are able to get a
bead on their enemy, and so on.
RIDE (Dex)
Ride is especially useful to characters with dinosaur mounts.
When a player chooses this skill, he must choose a specific
type of dinosaur as his mount. However, just as ponies, horses and
donkeys are similar, so too are many dinosaurs. A few of the similar dinosaur groupings are these:
Theropods: tyrannosaurus rex, allosaurus, ceratosaurus,
carnotaur, albertosaurus and other similar large two-legged
carnivores
Ceratopsians: triceratops, styracosaurus, pentaceratops
Sauropods: diplodocus, brachiosaurus, apatosaurus
Pterosaurs: pteranadons and others
Herbivorous grazers: iguanodons, parasaurolophus
Dinosaurs with unique behaviors or anatomical features
require specific riding skills. The ability to ride these dinosaurs
does not carry over to other species. These include ankylosaurus,
pachycephalosaurus and stegosaurus.
Check: Dinosaurs are often led into battle. A dinosaurs success as a combat mount depends on its training and its diet.
Carnivorous dinosaurs are easier to fight with, especially if you
dont feed them before battle. As indicated on the task list below,
fighting with a hungry carnivorous dinosaur for a mount reduces
the DC. However, you have to keep your hungry mount from eating slain enemies!
The GM may wish to apply additional situational modifiers
for fighting with hungry carnivores. A hungry T-rex could just
buck its rider off and eat him, after all. Poorly trained or extremely hungry mounts may be liable to do this, as well as those who
are forced to keep fighting instead of stopping to munch on their
slain enemies.
This makes a nice opportunity for a catastrophic failure
check result. On any check involving a hungry dinosaur, the GM
can deem a roll of 1 as the dinosaurs decision to try to eat its
rider. This is at the discretion of the GM.
Task
Fight with combat-trained carnivore
Fight with combat-trained herbivore
Fight with non-combat-trained dinosaur, carnivore
Fight with non-combat-trained dinosaur, herbivore
Fighting with hungry carnivore for mount
Keep hungry carnivore from eating slain enemies
DC
6
8
10
12
-3
10
39
40
Feats
Although technology is a driving force in the year 2202, the
powerful accomplishments of heroic individuals are still important. The Confederacy, in particular, is renowned for its daring,
dashing young heroes, and many of them routinely perform
incredible feats.
Broncosaurus Rex characters acquire feats through the normal process. They can use the standard feats, as well as new ones
listed here. Obviously, the Metamagic feats, as well as others concerned with magic, do not apply to characters adventuring on
Cretasus. Table 4-1 lists the new feats that are available.
Armor and Weapon Proficiencies: Broncosaurus Rex introduces a few new categories of armor and weapons. These are further explained in the Equipment section. For now, note that char-
Prerequisites
Knowledge (strategy and tactics)
Knowledge (strategy and tactics)
Con 13+
Int 13+
Confederates Only
Cha 13+, Confederates Only
Confederates Only
Knowledge (strategy and tactics)
Dex 13+
Dex 13+
Wis 13+, Chaotic Alignment
Sufficient tech level
Sufficient tech level
Sufficient tech level
Sufficient tech level
41
42
Normal: A character who uses a weapon without being proficient with it suffers a 4 penalty on attack rolls.
WEAPON PROFICIENCY HIGH-TECH (General)
You understand how to use one type of high-tech weapon (full
descriptions of weapon categories are in the Equipment section).
Unlike other weapon proficiencies, this feat grants you expertise
in one kind of high-tech weapon. The different kind of high-tech
weapons are of very different construction, after all. You can
select sonic, laser, plasma, freeze or gravity weapons.
Prerequisite: Tech level sufficient to use the weapon.
Benefit: You make attack rolls with the selected weapons
normally.
Normal: A character who uses a weapon without being proficient with it suffers a 4 penalty on attack rolls.
WEAPON PROFICIENCY ALIEN (General)
You understand how to use one specific alien weapon (full
descriptions of weapon categories are in the Equipment section).
Unlike other weapon proficiencies, this feat grants you expertise
in one weapon. You can select a single weapon to be proficient in.
Prerequisite: Tech level sufficient to use the weapon.
Benefit: You make attack rolls with the selected weapon normally.
Normal: A character who uses a weapon without being proficient with it suffers a 4 penalty on attack rolls.
Equipment
There is a lot of interesting technology in the year 2202.
Humans have developed space travel, both between planets and
through naturally occurring warp portals. The Union has built
bipedal armored fighting robots, while the Confederacy has produced devices for controlling beasts of burden. Alien races have
manufactured exotic weapons, ranging from lasers to plasma
blasters to disintegrator rays, which find their way into human
hands through the constant trading of the Free Fleet.
Yet the technology of 2202 is contradictory. Space travel is
common but faster-than-light engines are unbelievably rare.
Lasers are available but most soldiers fight with gunpowderbased weapons. Mechanized vehicles are well understood but
the Confederacy still toils with beasts of burden.
These ostensible contradictions are the result of one over-
43
Tech Level
The technological sophistication of weapons and technology
is represented by the term tech level. This is a new term for the
d20 system, and should be considered a contribution to the open
gaming community.
Tech level determines how well a character understands a
piece of equipment. If the tech level is too high, the equipment is
greater than the characters ability to comprehend it, and thus the
character cannot use it. If the tech level is within the characters
grasp, he can use it without problem. If the tech level is sufficiently low, the character understands the items internal operations and is able to repair and maintain the equipment.
Range of Tech Levels: Table 5-1 illustrates the full range of
tech levels. The most primitive, simplistic tools are tech level 1.
Current technology in the year 2001 is of tech level 5, approaching 6. The most advanced human equipment in the year 2202 is
tech level 10.
Almost all technology above level 10 is of alien design. The
rare human inventions above tech level 10 are the prototypes of a
few brilliant researchers whose discoveries are far beyond the
capabilities of mass production.
The time span covered by each tech level compresses as the
tech level increases. For example, tech level 1 covers the standard
weapons for the first 20,000+ years of human existence, while
tech level 3 covers roughly 350 years. Tech level 4 and 5 each
cover less than a century. As technology advances, the speed of
research quickens.
Because of this, tech level groupings seem broad when looking
up but thin when looking down. For example, the technology of
a club (basically a tree limb) is primitive compared to that of a finely crafted sword. Humanity took thousands of years to make that
jump. Looking up, from this tech level to those above it, you
could say that clubs and swords deserve different tech levels. But
looking down, from the perspective of the Apollo moon missions,
swords and clubs are easily grouped together as primitive weapons.
Determining A Characters Tech Level: The maximum
tech level that a character can comprehend is called, simply, the
characters tech level. A characters tech level is based on place of
origin, Intelligence and additional modifiers.
Place of origin determines the base tech level, as shown on
Table 5-2. Base tech level is the level of technology available in a
typical colony of the place indicated. A character with a minimum
level of education from a rural area can count on understanding
the base level of technology.
44
Example Weapons
Club, sword, dagger
Bow, arquebus
Musket, Colt .45
M-16, AK-47
Smart rifles
Sonic weapons
Laser weapons
Plasma weapons
Freeze weapons
Gravity weapons
Monofilament weapons
Genetic weapons
Antimatter weapons
Disintegrator weapons
Beam technologies
Psychic weapons
?
?
?
?
Weapon Category
Manual
Manual
Ballistic
Ballistic
Ballistic
High-tech
High-tech
High-tech
High-tech
High-tech
Alien
Alien
Alien
Alien
Alien
Alien
Alien
Alien
Alien
Alien
Example Equipment
Food, rope
Wheel, Gutenberg press
Cotton gin, Ford Model T
F-16 jet, moon landing
Space station, computer
Interplanetary travel
Warp travel
Cryonics
Cloaking devices
Terraforming
Faster-than-light travel
Teleportation
will be using this technology somewhere. Colonies are comparable to small towns in modern terminology.
Place of Origin
Base Tech Level
City: It takes a city to support this technology. The factories
Union
6
that
sell it, repair it and manufacture it are located in cities and
Free Fleet
5
cant
be found elsewhere. If youre extremely lucky, you might
Confederacy
4
find
it
exported in small quantities to very important colonies, but
Outer Reaches
3
otherwise it is unavailable anywhere smaller than a city. CityThe base tech level is in turn modified by the characters level technology is the limiting factor on what first-level characIntelligence modifier. Finally, any additional modifiers are ters can start with. They may understand even more rare techapplied (such as those due to the Gearhead feat). The final result nologies, but they wont find them until they start adventuring.
Planet: Even your average city doesnt support this technolis the characters tech level.
Tech level is not the same as weapon proficiency. A character ogy. It is so specialized that only a few institutions per planet will
who understands how a laser works may not be familiar with fir- be involved in its production. The technology can be found on the
ing laser rifles. Weapon proficiency is still required to avoid the most populated planets, but youll have to look hard for it.
System: Two or three people in the entire solar system will be
4 penalty for using a weapon you are not proficient with.
Note that a characters tech level represents his understand- working with these items. They may be researching and manufacing of technology, not the availability of technology. Just because turing them (at exorbitant cost, since their production runs are so
a character can understand a piece of technology does not mean low), or they may operate small import-export businesses with
aliens or the Free Fleet. System is the last population density
he can locate it for sale!
Tech Availability: A places base tech level determines the where what you are searching is for is actually manufactured.
Rare: No one is producing these items. They are available
availability of technology within that region. Even if technology
is available, it may only be found in places where there are edu- only from private collectors, brilliant inventors, worldly Freemen
cational institutions, military research labs, private industrialists and retired adventurers. If you want a rare item, youd better start
or independent researchers. Population density is often the deter- looking now. It may take more than a year to track down a supmining factor in tech availability. Table 5-3 describes tech level plier. You might be better off hiring a machinist to make it.
Very Rare: Almost no one (even the average machinist) has
availability by population density. It can be read as follows.
Family: Any family in the area is probably using items of this any idea what these items are. You might find them if you spend
years searching. Your best chance of acquiring it is to go to alien
tech level. It is common and ubiquitous.
Settlement: A settlement is a few families living in proximity space yourself, or hire a high-level machinist to manufacture it.
Impossible: You cannot acquire this tech level in this place.
to each other. Although every family may not have this technoloThere are a couple things worth noting about Table 5-3. First,
gy, it can be found somewhere in even the smallest settlements.
Colony: This technology is available somewhere in every the Union is ahead of the curve in human technology (anything
colony. The typical mining, farming, research or military colony with a tech level of 10 or less). But alien technology (tech level 11
and higher) is easiest to find in the Free Fleet.
Table 5-3: Tech Level by Population Density
The Confederacy possesses no alien technoloLowest Population Density Needed To Support Tech
gy. The outer reaches, with their many scatTech Level
Union
Free Fleet
Confederacy Outer Reaches tered settlements, do not reach the population
1
Family
Family
Family
Family
density of planets cities are their largest con2
Family
Family
Family
Settlement
centrations of people so they lack the Planet
3
Family
Family
Settlement
Colony
and System designations, and thus max out on
4
Family
Settlement
Colony
City
technology very quickly.
5
Settlement
Colony
City
Rare
Cretasus is in the outer reaches.
6
Colony
City
Planet
Very Rare
However, it has become a nexus of intergalac7
City
Planet
System
Very Rare
tic activity. The Union has several settlements
8
Planet
System
Rare
Impossible
there, and the Free Fleet has sent traders there.
9
System
Rare
Very Rare
Impossible
Treat it as a Confederate place, while noting
10
Rare
Rare
Very Rare
Impossible
that most advanced technology (planet level
11
Rare
Rare
Impossible
Impossible
or higher) must be acquired in Union-con12
Very Rare
Rare
Impossible
Impossible
trolled areas, or during the occasional surface
13
Very Rare
Rare
Impossible
Impossible
visits by the Free Fleet. Characters adventur14
Very Rare
Very Rare
Impossible
Impossible
ing on Cretasus will have to leave the planet to
15
Impossible
Very Rare
Impossible
Impossible
buy more exotic equipment (of course, they
16
Impossible
Very Rare
Impossible
Impossible
also could acquire it as treasure in an adven17
Impossible
Impossible
Impossible
Impossible
ture, or hire a machinist to make it for them).
45
Equipping a Character
Weapons
WEAPON CATEGORIES
Amount
3d4x10
6d4x10
5d4x10
5d4x10
4d4x10
2d4x10
Min
30
60
50
50
40
20
Max
120
240
200
200
160
80
Average
75
150
125
125
100
50
46
There are so many weapons in the year 2202 that the standard
weapon categories must be expanded.
Manual Weapons: Manual weapons are weapons that have
few or no moving parts. They are very simple, basic weapons, and
generally have a tech level of 1 or 2. Manual weapons can be
either melee or ranged.
Every weapon in Core Rulebook I is a manual weapon. A
character proficient with manual weapons can use any manual
weapon, though not all are commonly available.
Ballistic Weapons: Ballistic weapons involve gunpowder,
projectiles and/or moving mechanical parts. Most ballistic
weapons are guns, although there are a few other types (such as
flamers). Almost all ballistic weapons are ranged. Most weapons
of tech level 3, 4 and 5 are ballistic weapons. None of the weapons
in Core Rulebook I are ballistic weapons.
High-Tech: High-tech weapons are of tech levels 6 through
10. These are the most advanced human weapons. Some work
similar to ballistic weapons (i.e., point and shoot), but not all.
High-tech weapons can be either ranged or melee.
Alien: Weapons of tech level 11 or higher are of alien design.
Even if a brilliant human scientist or 20th level machinist created
the weapon, it is still such abstruse technology that it is considered
alien for purposes of determining whether other people can use it.
Alien weapons can be either melee or ranged.
WEAPON QUALITIES
In addition to the standard weapon qualities, one additional
weapon quality has been added: targeting range. Many combat
rules specify a distance at which ranged weapons may be used for
certain feats and skills. For example, the Fighters Weapon
Specialization feat gives a damage bonus to ranged attacks only if
they are within 30 feet. That makes sense with bows and arrows,
but not laser rifles and scopes.
Targeting Range: Targeting range is the effective range at
which a character can carefully aim a weapon. It is not the distance at which the weapon is most accurate (that would be range
increment). Targeting range is the range at which aiming ability
translates into precise shots capable of causing extra damage. For
most weapons it is contingent on the size of the weapons projectile and the use of a scope.
Cost: In general, all costs should be converted into dollars at
the rate of $1 = 1 gp. However, all manual weapons are considered antique and cost half the list price a greatsword, for example, costs $25 even though it lists at 50 gp. Antique armor costs
the regular price.
Ammunition: Most weapons of the future require ammunition. Ammunition is listed in the weapons tables, and the individual descriptions tell how much is needed.
WEAPON USAGE
Not many people use tridents in the year 2202. Historical
weapons are theoretically available, especially if you have a very
liberal GM, but in reality most shouldnt make their way into a
game of Broncosaurus Rex. Table 5-5: Archaic Weapon Usage
lists which old-timey weapons are still used in 2202, and who uses
them:
Used by whom
Warp pirates, offworlders, Confederates
Offworlders
Confederate sportsmen, offworlders
Common everywhere
Warp pirates
Warp pirates, offworlders, Confederates
Confederate gentry, warp pirates
Warp pirates, offworlders, Confederates
Confederate cavalry
Confederate sportsmen, offworlders
Confederate cavalry/sportsmen, offworlders
Confederate infantry, warp pirates
Offworlders
Confederate sportsmen, offworlders
Offworlders
Confederate sportsmen, offworlders
Confederate farmers
HEIRLOOM WEAPONS
Confederate heroes carry heirlooms. These are long-kept special weapons or artifacts that have been passed down through the
generations. For example, an heirloom weapon could be the family pistol that the heros grandfather used at a famous battle, or
that a great-aunt was given as a gift from a grateful general.
Heirlooms are sturdy, high-quality implements of unusually
fine construction. Although the Union possesses better technology than the Confederacy, the Confederacy possesses better made
technology. A pistol from Union lands was probably mass manufactured, while a similar Confederate pistol was individually cast.
The Confederacy is known for craftsmanship in general, and
attention to detail in particular when it comes to making weapons.
Heirlooms are the one-of-a-kind, hand-made pinnacles of craftsmanship.
A character with an heirloom must abide by its historical
importance. Characters who have heirlooms must obey the following restrictions:
They may never lend out the heirloom; only the owner can
use it.
They must always keep it in tip-top condition, oiled and polished and always of display quality.
They may never sell the heirloom. If they no longer want it,
they are obliged to contact their next of kin and give the heir-
47
Weapon
Cost Dam
Crit
Range
Increment
Targeting
Range
Weight
Tech
Level
Type
MANUAL WEAPONS
Tiny
Gauntlet, Raptor Claw
Bayonet
Knife
Lasso
50
3
1
3
1d6+1
1d4
1d4
**
x2
19-20/x2
19-20/x2
**
10 ft.
10 ft.
30 ft.
-
3
1
1
5
lb.
lb.
lb.
lb.
1
2
1
2
Slashing
Piercing
Piercing
**
10
2d4***
x2
-.
2 lb.
Special
25
75
35
60
65
150
90
600
120
100
15
450
250
25
20
100
40
1d10
1d10
1d10
1d12
4d6
3d6**
**
5d10
2d10
3d6***
1d8
4d12
3d6
**
1d6***
1d12
1d12
x3
18-20/x3
x3
x3
x2
**
17-20/x3
19-20/x3
x2
x2
18-20/x3
19-20/x3
x2
x2
18-20/x3
x3
100 ft.
200 ft.
150 ft.
250 ft.
50 ft.
20 ft.
200 ft.
600 ft.
300 ft.
100 ft.
100 ft.
300 ft.
300 ft.
10 ft.
50 ft.
250 ft.
200 ft.
40
60
40
60
40
10
40
60
40
40
40
60
60
10
40
60
60
3 lb.
9 lb.
5 lb.
12 lb.
18 lb.
8 lb.
12 lb.
80 lb.
25 lb.
16 lb.
8 lb.
20 lb.
15 lb.
10 lb.
8 lb.
15 lb.
10 lb.
3
5
4
4
3
4
4
4
4
4
3
4
5
3
4
5
4
Piercing
Piercing
Piercing
Piercing
Piercing
Special
Piercing
Piercing
Piercing
Piercing
Piercing
Piercing
Piercing
Piercing
Piercing
Piercing
Piercing
**
6d6
Smoke
10 ft./20 ft.
10 ft./5 ft.
10 ft./20 ft.
1 lb.
1 lb.
1 lb.
4
4
4
Special
Piercing/Flame
-
2 lb.
1/2 lb.
1/2 lb.
1/2 lb.
1/2 lb.
1 lb.
1/2 lb.
1/2 lb.
1/2 lb.
4
3
4
4
4
4
4
4
4
2d4+1
2d6
2d8
1d6
2d8
x2
x3
x3
x2
19-20/x2
3
4
3
1
2
7
6
7
7
7
Bludgeoning
Slashing
Piercing
Special
Slashing
48
20
30
40
10
50
ft.
ft.
ft.
ft.
ft.
ft.
ft.
ft.
ft.
ft.
ft.
ft.
ft.
ft.
ft.
ft.
ft.
lb.
lb.
lb.
lb.
lb.
Weapon
Cost Dam
Crit
Range
Increment
Targeting
Range
Weight
Tech
Level
Type
170
1,000
350
500
300
150
200
2d10
**
3d10
3d12
3d8
**
2d10
x2
**
x2
x2
x2
x2
x3
250 ft.
40 ft.
400 ft.
150/40**
150 ft.
20 ft.
100 ft.
10
30
10
30
10
20
30
2 lb.
40 lb.
7 lb.
12 lb.
7 lb.
35 lb.
8 lb.
7
9
7
8
7
6
7
Special
Special
Special
Fire
Special
Special
Special
**
***
3d12
x2
x2
x2
10 ft./30 ft.
10 ft./10 ft.
10 ft./30 ft.
1 lb.
2 lb.
1 lb.
6
10
8
Special
Special
Fire
6
8
250
3d12
x3
1 lb.
11
Slashing
5,000 **
800 6d10
3,000 **
**
x2
**
250 ft.
10 ft.
40 ft.
30 ft.
10 ft.
30 ft.
1 lb.
10 lb.
30 lb.
12
13
14
Special
Special
Special
ft.
ft.
ft.
ft.
ft.
ft.
ft.
49
50
Hit
Hand/lower arm
Shoulder/upper arm
Foot/lower leg
Thigh/upper leg
Abdomen
Chest
Head
51
Walter Stuart
52
3d20 points of subdual damage and 1d10 points of normal damage. Creatures between 41-60 take 2d20 points of subdual damage and no normal damage. Creatures between 61-80 take 1d20
points of subdual damage. The effect then tapers off and causes no
damage to creatures further than 80 away.
Any target that takes damage must also make a Fortitude saving throw to avoid being deafened for 3d6 rounds. The DC is 20
within the first 20, 15 from 21-40, 10 from 41-60, and 5 from
61-80. If the target fails the saving throw, there is a chance the
deafness will be permanent. The chance is a percent equal to the
DC. (For example, from 21 to 40 there is a 15% chance of permanent deafness.)
A screamer rifle uses an energy pack. Each shot takes 10
charges. A screamer rifle can only be fired once per round.
Screamer rifles are energy weapons.
Shotgun: A shotgun deals 3d6 points of damage to targets in
the first range increment, 2d6 damage in the next increment and
1d6 damage to targets in a 5-foot wide path beyond that to maximum range. In can fire once per round maximum, and can hold up
to five shells. Reloading up to two shells is a standard action.
Reloading more than that is a full-round action.
Smoke Bomb: One round after a smoke bomb lands, it emits
a cloud of nontoxic smoke in a 20-foot radius that persists in still
conditions for 1d3+6 rounds and windy conditions for 1d3+1
rounds. Visibility within the smoke is limited to 20 feet.
Everything within the cloud has 90 percent concealment.
Stun Gun: A stun gun zaps the target with a forceful electrical charge that deals subdual damage. Any touch to the target
(regardless of force) delivers the charge. No Strength bonuses
apply. The stun gun must be recharged after five uses. A single
charge from an energy pack will recharge the stun gun. A stun gun
may be used multiple times per round. Stun guns are energy
weapons.
Trank Gun: A trank gun fires tranquilizer darts. When a dart
hits, it releases tranquilizing chemicals into the targets nervous
system. This immediately causes 1d6 points of subdual damage.
At the beginning of each round thereafter, the target must make a
Fortitude saving throw against DC 15. If the throw succeeds, no
additional damage is taken. If the throw fails, the target takes an
additional 1d6 points of subdual damage, and must continue making a saving throw at the start of each round thereafter until it
passes. A trank gun can hold 5 darts, but can fire one per round
maximum. Reloading requires a full round action. A trank gun can
only fire once per round.
Whisper Gun: Whisper guns are electric rifles. They have no
moving parts and are completely silent when fired. A whisper gun
fires 20 bullets per shot, all aimed at a single target. The massive
attack volume gives it a high chance of causing critical hits. A
whisper gun is fed by a HMG belt. Reloading is a standard action.
A character with multiple attacks can fire a whisper gun multiple
times in one round.
Wide Beam Laser: The wide beam laser was developed as
an attempt to overcome the normal lasers narrow field of fire.
Wide beam lasers are less focused and have a shorter range, but
53
they sear a much wider portion of the target and are more damaging when it comes to critical hits. Wide beam lasers use energy
packs, and drain one charge per shot. A wide beam laser may only
be fired once per round, no matter how many attacks the character has. Wide beam lasers are energy weapons.
Winchester Rifle: This is the standard rifle of the
Confederate military. It can fire once per round maximum. It uses
rifle cartridges.
Armor
ARMOR CATEGORIES
The armors of 2202 include one additional category.
Energy Field Armor: Certain kinds of energy fields can
absorb the energy of incoming attacks. They make excellent
armor. Energy field armor consists of a small metal projector box,
worn on the belt. The field can be turned on or off with a switch.
Some fields are visible; others are not.
The field traces the three-dimensional shape of the character,
at a distance of about three inches from the skin. A field generally stops at the hands to allow the character to use weapons or
tools, although fields may be purchased as fully enclosed.
Energy fields can be worn on top of normal physical armor.
An energy fields armor bonus stacks with any physical armor
below it, as well as shields.
Certain weapons are designated energy weapons. Energy
fields are most effective at stopping energy weapons, as detailed
in the weapon descriptions.
ARMOR USAGE
As with weapons, not all antique armors are used in the year
2202. Some are still used regularly, however, especially by cashpoor adventurers. They are cheaper in 2202 thanks to the miracles
of mass production.
Used by whom
Warp Pirates, Confed. officers and gentry
Warp Pirates, Offworlders, Confed. gentry
Offworlders
Craftsmen in many common occupations
Craftsmen in hazardous occupations
Offworlders, Warp Pirates
Warp Pirates, Offworlders, Home Guard
Don
1 round
Don Hastily
1 round
Remove
1 round
1 minute
5 rounds
1 minute*
4 minutes*
1 minute
1 minute*
4 minutes**
4 minutes
3 minutes*
54
Weight
x1
x2
x5
x12
x24
Cost
x2
x4
x8
x16
x32
Light Armor
Hermetic Suit
Padded
Leather
Studded Leather
Chain Shirt
Flak Jacket
Medium Armor
Hide
Chainmail
Reflective Armor
Heavy Armor
Riot Gear
Vacuum Suit
Reactive Armor
Bomb Suit
Powered Armor**
Energy Field Armor
Kinetic Field
Absorption Field
Vibrofield
Shields
Shield, small steel
Shield, large steel
Shield, riot
Shield, energy
Cost
Armor
Bonus
Max Dex
Bonus
Armor
Check
Penalty
Speed
(30 ft.)
Tech
Level
Wt.
20
5
10
25
100
200
+0
+1
+2
+3
+4
+5
+8
+8
+6
+5
+4
+4
0
0
0
-1
-2
-2
30
30
30
30
30
20
ft.
ft.
ft.
ft.
ft.
ft.
5
2
2
2
2
4
15
10
15
20
25
25
15
150
80
+3
+5
+6/+1**
+4
+2
+5
-3
-5
-1
20 ft.
20 ft.
20 ft.
1
2
7
25 lb.
40 lb.
10 lb.
350
300
600
1,000
2,500
+6
+6
+7
+8
+9
+2
+0
+2
+0
+2/+0
-4
-6
-5
-6
-4/-6
20
20
20
20
30
4
5
6
5
8
35
45
35
50
70
60
240
1,000
+2/+0**
+4/+2**
+6
+8
+8
+8
0
0
0
30 ft.
30 ft.
30 ft.
9
9
9
3 lb.
3 lb.
3 lb.
9
20
25
100
+1
+2
+2
+3
-1
-2
-2
-2
1
1
3
7
6 lb.
15 lb.
5 lb.
3 lb.
ft.*
ft.*
ft.*
ft.*
ft.**
lb.
lb.
lb.
lb.
lb.
lb.
lb.
lb.
lb.
lb.
lb.
* When running in heavy armor, you only move triple your speed, not quadruple.
** See description.
ARMOR DESCRIPTIONS
Absorption Field: This field absorbs energy. Whenever an
energy attack hits the field, it glows brightly. Absorption fields
give a +4 armor bonus against energy weapons. The field is able
to reduce the impact of conventional projectiles (bullets, arrows,
etc.) by absorbing kinetic energy, but it is not as effective. It only
gives a +2 armor bonus against non-energy weapons.
Bomb Suit: Resembling a potbelly stove for human use, the
bomb suit was originally designed for explosives experts doing
risky disarmament work. Bomb suits have been modernized since
then, but have not lost their essentially bulky, awkward aspect. A
bomb suit is completely enclosed, though it does not include a gas
mask.
Flak Jacket: A bulletproof vest worn on the torso. Most are
made of kevlar, along with various modern improvements. A flak
jacket provides good protection against ballistic weapons.
Hermetic Suit: A hermetic suit gives no bonus to AC but
completely encloses the wearer. It includes a small air filter, pump
and a simple gas mask. A person in a hermetic suit is immune to
gas weapons, biological weapons (including those that must touch
the skin) and any sort of atmospheric contamination.
55
weighing nothing for purposes of the characters encumbrance (as long as it is powered, of course).
The helmet includes infrared goggles and a communicator.
The two powered gloves are treated as energy gauntlets as
long as the suit is powered. A person wearing powered armor
is never unarmed. The gloves may hold other weapons as
well.
The armor is hermetically sealed. It includes a gas mask, an
air pump and a filter.
The one drawback to powered armor is that it must be powered. Powered armor uses the same energy packs used for
weapons. It consumes five charges for every hour of use.
Replacing an energy pack takes a full round action. As long as the
armor is powered, the user has a +2 maximum Dexterity bonus
and 4 armor check penalty. It takes one full round to power up a
suit.
If the wearer is ever stuck in un-powered armor, his Dexterity
bonus is reduced to +0 and the armor check is 4. Furthermore,
the first five benefits listed above (strength amplification, normal
speed, no weight, helmet equipment and energy gauntlets) cease,
the wearers move is reduced to 20 ft./triple run as per normal
heavy armor, and the armor weighs its full 70 lbs.
Many soldiers have machinists customize their powered
armor to include targeting systems, smart weapons and built-in
devices.
Riot Gear: A fully-enclosed suit of flak armor surrounded by
padding. Includes boots, gloves, and helmet.
Reactive Armor: This highly advanced armor is typically
utilized only in Union armies. It uses advanced plastics that
respond instantaneously to pressure. The moment the armor is hit,
the plastics begin to expand, rapidly stopping the bullet. After
being hit many times, the armor looks like it is covered in small
blisters. Its strange looking, but it works.
Reactive armor requires regular maintenance to maintain its
stopping power. After every two months of combat use (roughly
four months of adventuring use), it must be serviced. Servicing
costs $25 and is tech level 6. The armors AC bonus will decline
by 1 for every month that servicing is delayed.
Reflective Armor: Reflective armor is a polished, seamless,
high-density foil suit designed to reflect energy. It is very effective at countering laser and heat weapons, but basically useless
against any other kind of weapon. Reflective armor gives a +6
bonus against lasers (including pistols, rifles, pulse rifles, melee
weapons), flamers and other heat-based attacks, but only +1
against all other attacks.
Shield, Riot: This is a tall, steel-reinforced plexiglas shield.
Shield, Energy: This is a empty rectangular metal frame
worn on the arm. A field generator on the strap generates an energy field around the frame. An energy shields armor bonus stacks
with both physical and energy field armor.
Vacuum Suit: This is the typical suit worn to protect the user
from the vacuum of space. The suit is completely enclosed and
includes its own air supply. The wearer can survive for five hours
just on the air within the suit.
56
These suits are designed for protection from space junk and
celestial radiation, not bullets or lasers. If the character enters
combat wearing a space suit, the suit has a 5 percent chance of
springing a leak for every attack made on the character (whether
it hits or not). If the suit springs a leak, it is no longer sealed and
does not protect from the vacuum, but it still provides its armor
bonus.
Vibrofield: Based on sonic technology, the vibrofield stirs up
the atoms in the air around the character. The area surrounding the
character looks wavy, like heat rising from a hot road. A vibrofield
disrupts and deflects both energy and projectile weapons.
Equipment
Table 5-11: Equipment lists commonly available equipment
of 2202. The standard adventuring gear remains available at the
conversion rate of $1 = 1 gp.
Riding gear costs and weights are listed for a large mount.
For huge mounts, multiply by 2; for gargantuan, by 4; and for
colossal, by 8.
Cost
20
Weight
2 lbs.
Tech Level
4
8
25
10
3
25
5
10
15
35
80
90
15
25
60
10
25
35
5
15 lb.
5 lb.
2 lb.
1 lb.
5 lb.
3 lb.
5 lb.
2 lb.
2 lb.
7 lb.
1 lb.
3 lb.
5 lb.
35 lb.
7 lb.
9 lb.
1 lb.
5 lb.
1
4
5
2
6
3
4
1
5
4
5
5
5
2
6
5
3
1
58
Devices
Devices is a specific term used to describe equipment that
is custom built by machinists. However, devices are not a specific kind of technology. Even the most common piece of equipment
can be considered a device if it is custom built by a machinist. We
have separated certain pieces of equipment into this devices section because they are rare and difficult to build, and will only be
found in a game if a machinist builds them.
In general, a machinist can build a device to accomplish just
about anything, provided he has the cash and the tech level understanding. If an item of technology is not listed here, but your
machinist wants to build it, discuss it with your game master.
Inventing a completely new device will take time and money, and
may not succeed on the first try, but it can be done.
Table 5-12: Devices lists some special-purpose devices. You
wont find any of these devices for sale in stores. They either have
to be custom built or special ordered from a machinist willing to
provide the service (or found on an adventure, of course!). The
cost column indicates the cost of the components necessary to
build the device. If you hire another machinist to build an item
Cost
700
3,000
1,000
2,000
3,000
100
500
100
200
600
1,500
2,200
100
1,600
Varies
50
175
1,400
7,000
150
Weight
3 lb.
1 lb.
5 lb.
3 lb.
1 lb.
18 lb.
1 lb.
8 lb.
Varies
1 lb.
12 lb.
25 lb.
45 lb.
10 lb.
Tech Level
6
7
7
7
7
6
7
6
9
9
12
7
11
6
Varies
8
7
10
13
6
59
chemicals within a 50 foot radius, and precisely pinpoints their run. They suffer a 2 penalty to attack rolls and a 4 penalty to
location.
their effective Dexterity score. On each subsequent turn, they can
Electron field: The electron field is a bizarre energy field attempt to escape by making a Strength check against the same
armor that converts kinetic energy to electrical discharge. The DC.
wearer is always surrounding by a crackling field of blue static
Prop bomber: A prop bomber is a propeller-powered robot
energy due to passing air molecules interacting with the field. As designed to deploy grenades. The user designates the target with a
with a kinetic field, the electron field gives a +4 bonus against any laser pointer. The prop bomber then takes off and drops grenades.
attack with a conventional physical projection (anything using When the bomber reaches its target, it drops its load of grenades.
bullets, arrows, etc.), but no bonus to energy attacks.
Each prop bomber can carry up to 30 pounds of any type of
When an attack is defused, the field flares up in a massive, grenades, divided between four bomb bays. Each bomb bay can
short-lived electrical storm. Every time the wearer successfully be activated independently. After one bay has been emptied, the
saves with the field, he emits a huge electrical charge. When the user may designate another target for deployment of another
wearer is in combat, everything within 10 feet (except the wearer, bomb bay.
who is immune) must make a Reflex save (DC 10) each turn or be
The prop bomber can be recalled at any time. It has enough
hit by the electrical charge, which causes d6 damage.
fuel to stay aloft for up to five minutes. Refueling costs $25.
An electron field allows a +8 Dexterity bonus and gives no
The bomber has a flying speed of 80 feet. It is small and lightarmor check or movement penalty.
ly armored, giving it an AC of 13 with 10 hit points.
Holosphere: A holosphere projects a pre-recorded holoRobot: Machinists can build robots. This section will provide
graphic image. It can be up to one hour in length. The user can a brief outline of the process, and your GM will give you addistart, stop, fast forward or rewind the image.
tional information.
Iron gills: Iron gills are mechanical devices that the body is
The tech level of a robot depends on its ability to do tasks.
genetically modified to accept. The gills are implanted on the The tasks it can perform depend on its Intelligence. Once you
neck. The cost is for components only; surgery is double the com- decide on what a robot will do, decide the minimum Intelligence
ponent cost. Once the gills are implanted, the wearer can breathe requirement for that task, then determine tech level according to
normally under water. There have been experiments in genetic these guidelines:
acceptance of other
non-human traits,
Task Capability
Example
Int
Tech Level
but they are rare.
Specific, simple task
Follow me
1
5
Jet pack: A jet
Simple task with some judgment
Prop bomber
2
6
pack is a backpack
Tasks requiring advanced motion Spibot
3
7
propellant system.
Moderate tasks with judgment
Identify targets based on uniform
4
8
When using a jet
Complex tasks
Make multivariable decisions
5
9
pack, a character
Simple artificial intelligence
Speech interaction with humans
6
10
can fly at a move of
100 feet (average).
The jet pack can run for up to two hours before its fuel supply runs
The basic cost of researching a new robot is the tech level
out. A full tank of replacement fuel costs $300 and weighs six times 100. After spending the research money, make an Int check
pounds.
with a DC of 10 plus the robots tech level, adding the machinists
Microfilament bomb: This large grenade contains a highly tech level to the roll. If the check succeeds, the machinist finds a
pressurized mass of microfilament nets. When it explodes, the way to build the robot. If the check fails, the machinist must spend
nets are flung across a wide area, entangling whatever they an entire new research budget for the chance to make another
encounter. The bomb is treated as a grenade. It explodes in a 10 check.
foot radius area. All creatures in the area may be entangled, and
After the machinist discovers how to build the robot, she or
must make a Dexterity check against a DC that depends on their he may build it, using the normal costs for building devices.
size:
Sparkle bomb: These grenades detonate in a blinding display of photon shrapnel. The mass of short-range lasers they emit
can blind any creature within 30 feet of the explosion. Affected
Size
DC
creatures must make a Reflex save (DC 10) or be blinded for 2d6
Medium
15
turns. Characters with infrared goggles or bionic eyes receive a +2
Large
12
enhancement bonus to the save.
Huge
9
Spibot: A spibot is an eight-legged robot that maps the terrain
Gargantuan
6
it
walks
over. Surveyors will drop several dozen spibots over an
Colossal
3
area, then integrate their reports to get a good idea of an areas terEntangled creatures move at half speed and cannot charge or rain. A spibot can walk for roughly ten days before exhausting its
60
energy packs, and drained one charge per round of use. More
powerful tractor beams are highly coveted weapons amongst dino
hunters who prefer to bring their prey home alive.
Warp render: This experimental weapon opens a direct but
fleeting portal to the warp. Physical matter surrounding the portal
is siphoned away, possibly forever. The warp render is unwieldy
and requires a tripod. Firing a single shot is a full-round action.
Furthermore, it requires enormous power reserves, and drains an
entire energy pack with each shot.
A warp render has a range increment of 30 feet and a targeting range of 30 feet. Warp renders make touch attacks. Armor
bonuses to AC do not apply against a warp render the weapon
does not penetrate armor; it drags its targets into the warp, and
dragging the armor will bring the human inside it as well.
Any creature hit by the warp render is automatically affected.
Creatures pulled into the warp simply disappear. They may reappear, blinking randomly back into physical space, or they may
be lost in the warp forever. The first hour after the creature disappears, there is a 50 percent chance it will reappear. The second
hour, there is a 40 percent chance, and so on until the sixth hour.
If the creature has not reappeared by the sixth hour, it is lost forever.
Creatures hit by a warp render do not remember what happened to them. While they are affected, they are basically unconscious.
Whiner: The whiner is a radio-like construction that emits
sounds on a sub-sonic frequency that aggravates dinosaurs (as
well as many other creatures able to hear on that frequency). Once
turned on, a whiner requires no attention until it is turned off. Any
dinosaurs within 100 feet of a whiner suffer a 1 to attack rolls
and saving throws. Whiners use energy packs and drain one
charge per day. Humans cannot hear the sounds produced by
whiners.
61
General Overview
Animals or Beasts?
Creature type determines how magic affects creatures, as well
as the Difficulty Class of performing tasks for certain skills (such
as Handle Animal). We believe dinosaurs should be type animal,
not beast. The definition of animal specifically states that it lived
on the planet Earth in historical times (Core Rulebook III, page
5). Furthermore, the definition of beast notes that a beast is a
nonhistorical, vertebrate creature. Given that dinosaurs are clearly historical creatures that did live on the planet Earth in historical times, the type animal seems most appropriate.
Intelligence
Many dinosaurs in Broncosaurus Rex have near-human intelligence. Some are smarter than the average human. Here is a comparison of average dinosaur Intelligence scores. Note the revisions
for velociraptor (deinonychus), elasmosaurus, megaraptor, triceratops and tyrannosaurus rex.
62
Dinosaur
Protoceratops
Velociraptor (Deinonychus)
Allosaurus
Tyrannosaurus Rex
Ceratosaurus
Megaraptor
Ankylosaurus
Ornitholestes
Triceratops
Brachiosaurus
Iguanodon
Oviraptor
Camptosaurus
Elasmosaurus
Pachycephalosaurus
Parasaurolophus
Stegoceras
Pteradactylus
Pteranadon
Compsognathus
Deinosuchus
Dimetrodon
Edaphosaurus
Protosuchus
Stegosaurus
Intelligence
14
12
9
8
7
7
6
6
6
5
5
5
5
4
4
4
4
3
3
2
2
2
2
2
1
Dinosaur Languages
The high intelligence of dinosaurs means that they are able to
communicate using complex languages. Depending on the social
organization of the dinosaur, a language may have dialects that
vary by region, or it may be consistent across the entire species.
One particular language, called dinosaur common for lack
of anything better, is something of a common tongue with which
most dinosaurs are familiar. Dinosaur common is like tail-wagging between humans and dogs it allows simple communication
of basic concepts (anger, peace, alliance, enemy, food, happiness,
threat, etc.) but nothing more advanced than that. Unless noted
otherwise, all dinosaurs speak dinosaur common.
Characters may speak dinosaur languages, provided they
have the physical ability. Certain languages utilize the anatomical
abilities of their members in ways that humans cannot duplicate.
The powerful calls made possible by the crest of the parasaurolophus are a good example of this.
Language
Allosaurus
Ankylosaurus
Sauropod
Ceratosaurus
Iguanodontid
None
None
None
None
Elasmosaurus
Iguanodontid
Raptor
Ornitholestes
Raptor
Pachycephalosaurus
Parasaurolophus
Ceratopsian
None
Pterosaur
Pterosaur
Pachycephalosaurus
None
Ceratopsian
Tyrannosaurus
Raptor
Dialects
None
None
By species
None
None
None
None
None
None
None
None
By region
None
By region
None
None
By species
None
None
None
None
None
By species
By clan
By region
Dinosaur Ages
Most dinosaur groups will include a range of ages, from newborn to ancient. Dinosaurs that live to an old age do so because
they are unusually tough, meaning they may have more hit dice
than a typical specimen. The parameters for tougher creatures are
noted in the Advancement section of the statistics.
Young dinosaurs will be smaller than the adults (obviously).
In general, juveniles will be two sizes smaller, while adolescents
will be one size smaller. For each decrease in size, halve the hit
dice. Thus, a juvenile has one fourth the HD of an adult, and an
adolescent has one half. You can reverse the adjustments for the
size increases to arrive at changes to ability scores, AC, etc. for the
size decrease.
Dinosaur Byproducts
Dinosaur teeth, claws, hearts, skins, meat and other body
parts can be sold to settlers and exporters. Parts from rare or difficult-to-kill dinosaurs can be especially valuable. The description
of each dinosaur indicates which byproducts are valued, and how
much they are worth.
Characters must be able to get to the parts in order to sell
them. It helps to have the Wilderness Lore skill. Butchers can
recover dinosaur byproducts by making a skill check against these
DCs:
Part
Intact skin
Internal organs
Teeth, claws, horns, etc.
Trained
9
6
3
Untrained
18
*
9
Dinosaur Treasure
Predatory dinosaurs almost always have treasure, mostly in
the form of leftovers from adventurers who were eaten as meals.
Some species actually collect this treasure into a pile, in much the
same way ravens collect pretty baubles, while others hoard it
because they know its importance to humans. There is one velociraptor tribe that actually understands the value of cash, and has
purchased food using money acquired, presumably, from dead
adventurers.
As a general rule, carnivores will have standard treasure, but
only in their nesting or feeding areas, while herbivores will not
have treasure.
Training Dinosaurs
Training dinosaurs as mounts is generally very difficult. Most
dinosaurs have enough hit dice that theyre hard to manage. And
the coolest mounts such as allosaurus or T-rex are so huge that
the DC to train them is often 30 or more.
There are a couple ways to overcome this. First, bronco riders add their character level to Handle Animal checks. A bronco
rider can train dinosaur mounts for himself and his friends. A single character can train up to three animals at once, provided he
dedicates at least five hours of training per animal per day.
Second, young animals are easier to train than adults. The
descriptions that follow list DCs for both adult and young animals. Prospective riders can always capture a young animal to
train.
63
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Allosaurus
Huge Animal
15d10+60 (143 hp)
+1 (Dex)
40 ft.
13 (-2 size, +1 Dex, +4 natural)
Bite +17 melee, claws +2 melee
Bite 3d8+11, claws 1d4
10 ft. by 10 ft./15 ft.
Improved grab
Scent
Fort +13, Ref +13, Will +7
Str 25, Dex 13, Con 18,
Int 9, Wis 18, Cha 12
Listen +12, Spot +12,
Wilderness Lore +5
Warm forest, hill, plains and marsh
Solitary or family (1-3 adults, 1-2 young)
7
Standard
Chaotic good
16-30 HD (Gargantuan)
64
ANKYLOSAURUS (WRECKER,
MEGADILLO)
Skills:
Feats:
Ankylosaurus
Huge Animal
16d10+112 (200 hp)
-2 (Dex)
25 ft.
20 (-2 size, -2 Dex, +14 natural)
Tail club +20 melee
4d6
10 ft. by 20 ft./15 ft.
Target Ankles
Scent, Defensive Crouch
Fort +17, Ref +7, Will +7,
Str 22, Dex 7, Con 25,
Int 6, Wis 8, Cha 10
Listen +4, Spot +4
Great Cleave
Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
BYPRODUCTS
Allosauruses are valued by safari hunters because they are
large theropods and hard to kill. Their skins can be used to make
two suits of human-sized masterwork hide armor, and their claws
and teeth can be used to make daggers. However, they do not have
the legendary status of the T-rex, and thus their organs have little
value.
An intact hide can be sold for $800, but most buyers would
rather have a T-rex hide. Allosaurus hides are more colorful, but
lack the prestige of a T-rexs ferocity. A full set of claws and teeth
can be sold for $400.
The most valued allosaurus byproducts are their eggs.
Allosauruses are easy to train (for a creature their size!), and
breeders, riders, ranchers and the Dino Warriors prefer allosaurus
eggs to T-rex eggs. A single allosaur egg can fetch as much as
$1,000.
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
TRAINING
Allosaurus make good mounts. They are good-natured and,
given their size, quite amenable to training. Due to their high
Intelligence, they quickly figure out how to do what theyre supposed to do. They dont require training in the traditional sense;
rather, most of their training is learning to interact with humans
and work in teams, a concept not natural to their chaotic nature.
A young allosaurus can be trained as a mount at DC 25, while
an adult can be trained at DC 32. An adult allosaurus can carry
4,000 pounds.
SOCIETY
Ankylosauruses are surly and gruff. Their approach to life is
simple and straightforward. They interact only with the other
members of their herds, and ignore anything that isnt a threat. As
for threats, they aggressively pursue them. Unfortunately for their
neighbors, other herbivores in the same grazing area are considered threats.
Ankylosaurus herds are matriarchal. Although the males
compete for mating rights, it is the eldest female that leads the
herd; she determines where they graze and how they respond to
other animals.
The herds wander constantly within a given region.
Ankylosauruses do not have fixed nesting grounds, preferring to
pick a new spot in their territory with each new season.
Ankylosauruses lay clutches of 5-10 eggs as often as once a
year. Two or three young from each clutch will make it to maturity. A herd often includes youth of many ages.
Most other dinosaurs both herbivores and carnivores prefer to avoid ankylosauruses, which are known for their short temper and generally ill disposition.
65
COMBAT
Ankylosauruses are among the more aggressive herbivores.
Predators that come near an ankylosaurus are often met with a
charge from the ankylosaurus itself. A fully grown ankylosaurus
has no natural enemies, except in times of extreme famine when
carnivores are forced to take chances.
An ankylosaurus can swivel its hips to make a tail slap hit a
target as far forward as its head. Their club tails are accurate
weapons that deal powerful damage. They may use the Great
Cleave feat to mow down multiple creatures with a single slap of
the tail.
The ankylosauruses armor class comes from the thick
armored plates that cover its hide. The only vulnerable part of an
ankylosaurus is its belly, but the creature is so low to the ground
that it is practically impossible to flip over.
Defensive Crouch (Ex): An ankylosaurus feeling defensive
can crouch, tuck its head in and draw its legs up beneath its body.
This minimizes the already few vulnerable areas and grants a +4
circumstance bonus to AC. When crouched as such, the ankylosaurus cannot move or attack. Ankylosauruses generally do this
only when injured or facing overwhelming odds.
Target Ankles (Ex): Ankylosaurus always aim for their
enemys ankles. For a creature so low to the ground, this is its best
defense against large theropods. All ankylosaurus attacks have a
threat range of 18-20. On any critical hit, the ankylosaur scores
double damage, and the target must make a Fortitude save against
DC 18 or have its leg broken. A target with a broken leg cannot
run, moves at half speed and is considered flat-footed at all times.
BYPRODUCTS
The only useful part of an ankylosaur is its armored hide. The
individual armored chinks and knobs are too large and too heavy
for use as human armor. However, the hide is ideally suited for
armor plating for large dinosaurs. Many caravan leaders protect
their brachiosauruses with armor made from ankylosaur hides.
An ankylosaur hide can be sold for $900 to an armorer.
However, the hides are heavy almost a ton! It takes one month to
work a single hide into usable armor. A single untreated hide is
enough to produce a suit of armor for a large creature. The completed armor weighs 600 pounds (a medium-sized suit for a human
would weigh 300 pounds!). Two hides can cover a huge creature,
four hides a gargantuan creature and eight hides a colossal creature.
Treated, ready-to-wear ankylosaur armor costs $1,800 for a
large creature. Ankylosaur armor is heavy armor, with a +7 armor
bonus, max Dex bonus of +0 and armor check penalty of 7.
TRAINING
There really arent any uses for ankylosauruses. Their spikes
and armored knobs make them difficult and uncomfortable to
ride, their bad attitude makes them undesirable as beasts of burden and they are too much trouble to hunt for meat.
Characters who, for whatever reason, really want to train an
ankylosaur as a mount can do so at DC 36 for an adult and DC 29
for young. Ankylosauruses can carry 6,000 pounds.
66
BRACHIOSAURUS (BRACHY,
SHAKER, BEHEMOTH)
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Brachiosaurus
Colossal Animal
40d10+400 (620 hp)
-4 (Dex)
80 ft.
2 (-8 size, -4 Dex, +4 natural)
Kick +22 melee, tail slap +20 melee,
bite +17 melee
Kick 8d12+18, tail slap 4d10+10,
bite 2d8+10
30 ft. by 70 ft./30 ft.
Trample
Scent
Fort +25, Ref 4, Will +6
Str 45, Dex 3, Con 30,
Int 5, Wis 18, Cha 12
Listen +4, Spot +17,
Wilderness Lore +8
Forest, hills, plains
Herds (20-50)
11
None
Neutral good
They dont get any bigger!
V. Shane - vshane.com
BYPRODUCTS
Adult brachiosauruses are considered a prize kill by safari
hunters. Young are considered easy kills by settlers looking for a
winters provisions. The young generally are easy kills, as long as
you can avoid their parents. The creatures blubber also is valued
as a source of fuel.
An adult brachiosaurus organs are valuable because they are
large enough to feed a family for months! For someone who likes
liver (for example), theres nothing like a king-size brachiosaurus
liver to tide you over. They can be sold at the following prices:
Part
Heart
Liver
Kidney
Tongue
Value
$300
$600
$400
$200
TRAINING
Brachiosaurus make great beasts of burden. They are docile
and easily trained (at least, for creatures their size), but they are
also enormous. Training must begin as a youth or the creature will
pay no heed to its trainer.
A brachiosaurus raised from the egg can be trained as a mount
at DC 25. Training must take place simultaneous to rearing. For
every three months that pass before training begins, the DC raises
by 1. Training takes twelve years (sometimes longer) because the
lessons must be repeated continually as the brachy approaches a
useful size.
Amazingly, a brachiosaurus weighs only five pounds at birth.
In the first few years they grow at an incredibly rapid speed,
sometimes quadrupling in size in periods of one year or less.
Thereafter, they double in size every year for many years until
growth slows near adulthood.
An adult brachiosaurus can carry up to 50 tons. In general, a
brachiosaurus at any age can carry two thirds of its weight.
67
Skills:
Ceratosaurus
Huge Animal
12d10+36 (102 hp)
+2 (Dex)
30 ft.
16 (-2 size, +2 Dex, +6 natural)
Bite +9 melee, claws +1 melee
Bite 2d8+12, claws 1d4
10 ft. by 10 ft./10 ft.
None
Scent
Fort +10, Ref +8, Will +5
Str 23, Dex 14, Con 17,
Int 7, Wis 10, Cha 8
Hide +5, Listen +11, Spot +11
Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
68
COMPSOGNATHUS (ROADRUNNER,
SWARMIES)
Skills:
Compsognathus
Small Animal
1d8+2 (6 hp)
+4 (Dex)
60 ft.
17 (+1 size, +4 Dex, +2 natural)
Bite +2 melee
Bite 1d3
5 ft. by 5 ft./5 ft.
None
None
Fort +2, Ref +6, Will +0
Str 12, Dex 18, Con 14,
Int 2, Wis 12, Cha 5
Listen +2, Spot +10
Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
69
CROCODILIANS (CROCS)
70
DRAGONFLY, GIANT
(BUZZER)
Dragonfly, Giant
Medium Vermin
Hit Dice:
4d8+4 (22 hp)
Initiative:
+2 (Dex)
Speed:
20 ft., fly 60 ft. (good)
AC:
14 (-1 size, +2 Dex, +3
natural)
Attacks:
Bite +3 melee
Damage:
Bite 1d6+1
Face/Reach:
5 ft. by 5 ft./5 ft.
Special Attacks: None
Special Qualities: Vermin
Saves:
Fort +4, Ref +3,
Will +1
Abilities:
Str 16, Dex 14,
Con 12, Int ,
Wis 12, Cha 10
Skills:
Spot +6
Climate/Terrain: Marsh, rivers, lakes
Organization:
Solitary or swarm
(5-8)
Challenge Rating: 2
Treasure:
None
Alignment:
Always neutral
Advancement:
5-8 HD (Large)
V. Shane - vshane.com
IGUANODONTIDS (BOXERS)
Skills:
Camptosaurus
Large Animal
5d10+10 (38 hp)
+0
30 ft.
11 (-1 size, +2 natural)
Thumb spike +4 melee
Thumb spike 1d8
5 ft. by 5 ft./5 ft.
None
Scent, Bi/Quadruped
Fort +4, Ref +3, Will +2
Str 17, Dex 11, Con 14,
Int 5, Wis 12, Cha 10
Listen +12, Spot +12
Iguanodon
Huge Animal
8d10+24 (68 hp)
+0
40 ft.
11 (-2 size, +3 natural)
Thumb spike +10 melee
Thumb spike 2d8+4
5 ft. by 10 ft./5 ft.
None
Scent, Bi/Quadruped
Fort +9, Ref +6, Will +4
Str 20, Dex 10, Con 16,
Int 5, Wis 13, Cha 12
Listen +15, Spot +15
Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
COMBAT
Giant dragonflies will generally
retreat from combat after one or two successful bites. That is enough to fill their
relatively small stomachs for about an
hour. When they start to get hungry again,
they will attack something nearby possibly even the same characters!
71
BYPRODUCTS
Iguanodontids taste great, and their meat is considered a delicacy. Camptosaurus is generally the preferred dinner target, since
it is much easier to kill than iguanodon, but either can be sold at
a profit. A fresh camptosaurus kill can be sold for $250, and a
fresh iguanodon for $1,500. A camptosaurus weighs 500 pounds;
an iguanodon weighs 3,000 pounds.
Iguanodons have small beaks with very sharp edges. They are
perfectly sized to be used as a sort of razor-edged brass knuckles.
The upper and lower hinges of a single beak provide one pair of
beak knuckles. Beak knuckles are often worn by hunters as a
trophy weapon. A character fighting with beak knuckles counts as
fighting with a gauntlet, but beak knuckles do 1d4 points of damage instead of 1d3.
COMBAT
Iguanodontids are not aggressive by nature, but they dont
take any crap, either. They have vicious thumb spikes, and theyre
not afraid to use them. Predators who come too close to an iguanodontid herd will be met with a rank of adult males ready to fight.
Iguanodontids are the most organized dinosaur fighters. They
are herd-minded and use cooperative fighting techniques. The
healthy adults will always encircle the young and elderly. When
predators approach, this outer ring will not break ranks the
adults defend zones in order to keep the center of the herd safe.
If the herd is forced to retreat (for example, when facing Trexes or other predators out of their league, or if attacked by humans
with ranged weapons), it does so in an orderly fashion, maintaining
ranks as it goes. When facing ranged weapons, one or two pairs of
adults will drop out of formation and conceal themselves along the
path of retreat, then ambush pursuers at close range.
Iguanodontids facing repeated attacks from a difficult predator that isnt much stronger than them (for example, a territorial
ceratosaurus) will organize a posse of the most powerful adults
from several herds. The posse will then drive out and possibly kill
the predator. Most carnivorous dinosaurs prefer to hunt easier
prey than iguanodons.
Bi/Quadrupeds (Ex): Iguanodontids can move on two or
four legs. Moving on four legs increases a camptosaurus speed to
45 feet, and an iguanodons speed to 60 feet. Iguanodon is comfortable on four legs and can walk that way for long periods.
Camptosaurus, however, has a more upright posture and can walk
on all fours for no more than two hours a day. Iguanodontids can
only fight while standing on two legs, and will always assume that
posture when danger is near.
72
TRAINING
Iguanodontids sense the personality of their trainers. They
respond well to lawful characters. Training an iguanodon as a
mount is DC 28 for an adult, and 24 for a youth; a camptosaurus,
DC 25 for an adult, and DC 21 for a youth. Lawful characters
receive a +2 circumstance bonus to training rolls with iguanodontids, neutral characters receive a 2 penalty and chaotic characters
receive a 4 penalty. (Note that youth must be captured as such
from the wild, as they are never born into domestication.)
Adult iguanodons can carry up to 3,000 pounds, while adult
camptosauruses can carry 250 pounds.
ORNITHOLESTES (HANDY-HANDER,
GRABBER)
Skills:
Ornitholestes
Medium Animal
2d10+4 (15 hp)
+3 (Dex)
60 ft.
15 (+3 Dex, +2 natural)
Bite +4 melee, 2 claws +1 melee
Bite 1d4+2, claw 1d3
5 ft. by 5 ft./5 ft.
None
None
Fort +4, Ref +5, Will +1
Str 14, Dex 16, Con 15,
Int 6, Wis 12, Cha 6
Listen +4, Spot +6
Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Oviraptor
Medium Animal
2d10+4 (15 hp)
+2 (Dex)
60 ft.
16 (+2 Dex, +4 natural)
Bite +5 melee
Bite 1d6+6
5 ft. by 5 ft./5 ft.
None
None
Fort +5, Ref +4, Will +2
Str 16, Dex 14, Con 15,
Int 5, Wis 13, Cha 8
Listen +8, Spot +8
Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
73
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
COMBAT
Oviraptors are usually not Skills:
aggressive. Its quite simple, really: Feats:
they prefer the taste of eggs to living, Climate/Terrain:
walking creatures that can fight back. Organization:
However, oviraptors will initiate an Challenge Rating:
attack if their hunting ground is tres- Treasure:
passed upon. Since their hunting Alignment:
grounds are invariably the nesting Advancement:
grounds of other dinosaurs, characters
hunting dinosaur eggs will often encounter angry
oviraptors.
TRAINING
Oviraptors are too small to be ridden, but
they can be trained as watchdogs. This counts
as teaching an animal unusual tasks. Due to
their chaotic nature, however, oviraptors are more difficult to
train than usual. A +2 circumstance penalty applies to
DCs when training them.
74
Stegoceras
Large Animal
5d10+20 (48 hp)
-1 (Dex)
30 ft.
12 (-1 size, +3 natural)
Head butt +6 melee
Head butt see below
5 ft. by 5 ft./5 ft.
None
Scent
Fort +4, Ref +2, Will +2
Str 18, Dex 9, Con 18,
Int 4, Wis 11, Cha 8
Listen +2, Spot +2
Improved Bull Rush
Warm plains, forest
Herd (5-10)
3
None
Neutral
7-9 HD (Huge)
Pachycephalosaurus
Huge Animal
8d10+32 (76 hp)
-1 (Dex)
40 ft.
11 (-2 size, +3 natural)
Head butt +9 melee
Head butt see below
5 ft. by 10 ft./5 ft.
None
Scent
Fort +9, Ref +5, Will +3
Str 22, Dex 9, Con 18
Int 4, Wis 11, Cha 9
Listen +4, Spot +4
Improved Bull Rush
Warm plains, forest
Herd (5-10)
5
None
Neutral
11-15 HD (Gargantuan)
The pachycephalosaurs (thick headed reptiles) are stoutlegged, robust bipedal herbivores. A thick, knobby mass of bone
on their skulls is specially adapted for head butting. On some
adult pachycephalosauruses, the bone on the top of their skulls is
more than a foot thick.
Pachycephalosaurus is a huge creature, as much as 26 feet in
length. Its smaller relative stegoceras (horny roof, named for the
knobby spikes around the crown of its skull) reaches lengths of
only six feet.
SOCIETY
Pachycephalosaurs congregate in herds. Unlike many other
wandering herbivores, each pachycephalosaur herd stakes out a
home base. The herd will leave the base to graze during the day,
but will always return at night. During nesting season, the home
base becomes the nest; the rest of the year, it is simply home.
This home base can be any sort of protective terrain feature:
a cave, rock, hill, tree or something else. The common feature of
all pachycephalosaurus homes is the flat, open area that surrounds
it. This gives the residents ample room to charge trespassers.
Pachycephalosaurs always prefer wide open areas where they can
best use their head butt. They are uncomfortable in confined quarters and on uneven ground.
Because they are so attached to their home bases, pachycephalosaurs are very territorial. They do not object to other creatures grazing near them, but they will confront anything that gets
too close to their homes.
PARASAUROLOPHUS (SOUNDER,
BOOMER)
COMBAT
Pachycephalosaurs are built by nature for head-butting. Their
specially adapted skulls are thick enough to withstand enormous
impacts.
A head butt does the most damage when preceded by the
momentum of a charge. The damage caused is as follows:
Damage...
With charge
Stegoceras
2d6+6
Pachycephalosaurus 4d6+12
W/out charge
1d6
2d6
Skills:
Parasaurolophus
Huge Animal
8d10+8 (52 hp)
+0
40 ft., swim 40 ft.
11 (-2 size, +3 natural)
Bite +1 melee
Bite 1d6
5 ft. by 10 ft./5 ft.
Trample
Scent, Snorkel
Fort +8, Ref +6, Will +4
Str 16, Dex 10, Con 13,
Int 4, Wis 13, Cha 11
Listen +18, Spot +18, Bluff +4
Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
75
COMBAT
Parasaurolophus are not adapted
for combat. They have an herbivores
bite that they use if they absolutely
must fight. They prefer to flee, but if
that isnt possible and theyre facing
humans or other small creatures, they
will use their crests to produce a convincing imitation of a tyrannosaurus
roar. The success of this imitation is
determined by a Bluff check. Usually
the roar startles attackers long enough
for the parasaurolophus to get away.
Trample
(Ex):
Individual
parasaurolophus will never choose to
move toward an enemy unless they
are cornered or the herd is behind
them. They generally use their trample attack only in a stampede in
which case, getting trampled by forty
stampeding dinosaurs can be more
than enough to wipe out an entire
party! A parasaurolophus trample
does 1d12 points of damage.
Opponents who dont make attacks of
opportunity can make a Reflex save
(DC 13) to take half damage.
Snorkel (Ex): Parasaurolophus
can breathe through their skull crests.
They like to relax just below the surface of the water with only the tip of
their crest showing. Characters who
encounter a few parasaurolophus
along a riverbank may not realize two
dozen more are sitting just offshore.
TRAINING
Parasaurolophus can be trained as
mounts. They also can be trained to
emit certain calls on command, and
this is how they are most useful.
Hunters and caravans sometimes
bring along a few trained
parasaurolophuses, which they use to
communicate over long distances.
An adult parasaurolophus can be
trained at DC 27; a youth, at DC 23.
Training the parasaurolophus to issue
calls on command counts as a regular
task (DC 15). An adult parasaurolophus can carry 3,000 pounds.
BYPRODUCTS
Parasaurolophus are a good
source of meat, and are herded by
many ranchers. Hunters find them
hard to surprise, but still pursue them
76
Tim Burgard
PELYCOSAURS (SAILBACKS)
Skills:
Dimetrodon (Sailwolf)
Large Animal
5d8+5 (28 hp)
-2 (Dex)
20 ft.
10 (-1 size, -2 Dex, +3 natural)
Bite +6 melee
Bite 2d6
5 ft. by 10 ft./5 ft.
None
None
Fort +3, Ref +1, Will +3
Str 14, Dex 6, Con 12,
Int 2, Wis 12, Cha 8
Spot +5
Edaphosaurus (Sailsheep)
Large Animal
3d8+3 (17 hp)
-2 (Dex)
20 ft.
9 (-1 size, -2 Dex, +2 natural)
Bite +1 melee
Bite 1d4
5 ft. by 10 ft./5 ft.
None
None
Fort +1, Ref +0, Will +0
Str 12, Dex 6, Con 12,
Int 2, Wis 12, Cha 7
Spot +2
Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
PROTOCERATOPS
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Protoceratops
Medium Animal
2d10+8 (19 hp)
+0
20 ft.
18 front (+8 natural), 13 sides
and back (+3 natural)
Bite +4 melee
Bite 1d8+2
5 ft. by 5 ft./5 ft.
None
Scent
Fort +9, Ref +3, Will +8
Str 17, Dex 10, Con 18,
Int 14, Wis 17, Cha 15
Bluff +8, Diplomacy +10, Gather
Information +6, Intuit Direction +4,
Knowledge (nature, dinosaurs, arcana,
geography, history, local, human society) +8, Listen +8, Sense Motive +12,
Speak Language (1d4 languages), Spot
+6, Wilderness Lore +10
Any
Solitary, pair or tribe (3-24)
2
Standard
Lawful good
3-4 HD (Medium)
77
V. Shane - vshane.com
SOCIETY
Protoceratops have the most advanced of all dinosaur societies. They live in well organized villages with defined social
roles. Every village includes warriors, shamans, academics, diplomats, researchers, food gatherers and scouts.
Protoceratops are a naturally curious species and their society supports the acquisition of knowledge. They have a written language, which they use to record knowledge on stone tablets and
cave walls. They regularly send out observers in singles or pairs
to report back on what is going on in the world.
Roving protoceratops are a storehouse of knowledge. They
have often traveled hundreds or even thousands of miles. Some
cover established scouting routes that will eventually bring
them back to the tribe, while others wander aimlessly until they
feel like returning. They are eager to converse, especially with
learned characters, and love to trade stories and tall tales.
Protoceratops are fascinated with human culture, and seek out
every opportunity to communicate. Many now offer themselves as
guides to human expeditions, in exchange for being taught human
languages.
Thanks to a quirk of evolution, protoceratops have a versatile
78
Skills:
Pterodactylus
Small Animal
1d8 (5 hp)
+3 (Dex)
10 ft., fly 70 ft. (good)
15 (+1 size, +3 Dex,
+1 natural)
Bite +2 melee
Bite 1d3
5 ft. by 5 ft./5 ft.
None
Scent
Fort +1, Ref +3, Will +1
Str 10, Dex 16, Con 10,
Int 4, Wis 9, Cha 3
Listen +2, Spot +10
Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Cliffs, mountains
Flock (5-10)
1/2
Standard
Always neutral
2-3 HD (Medium)
Cliffs, mountains
Solitary or pair
4
Standard
Always neutral
9-12 HD (Huge)
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
The pterosaurs are the flying reptiles. Pterodactylus is a shorttailed pterosaur with a wingspan of two to four feet. Its beak is
filled with a row of forward-pointing teeth. Pteranadon was a
huge flyer with a wingspan of up to 30 feet. Its beak was toothless.
SOCIETY
Pterosaurs live in aerial rooks high atop cliffs and mountains.
They hunt during the day, bringing their kills back to the nest to
feed. Their nests are littered with the remains of previous kills.
COMBAT
Pterodactylus usually feed on small fish and reptiles. They
will attack larger targets only as an entire flock.
Pteranadons like to pick up a target then kill it by dropping it
from a great height.
Improved Grab (Ex): To use this ability, the pteranadon
must hit a Medium-sized creature with its bite or rake attack. It
can then carry the target to a great height and drop it. The pteranadon can carry targets in both its beak and claws, but no more
than one target can be carried at once.
TRAINING
Pteradactylus can be trained like a falcon to kill and retrieve
prey (DC 15 for teaching an animal tasks). Pteranadons can be
trained as a mount, at DC 28 for an adult and 24 for a youth.
Despite their size, pteranadons weigh very little and cannot carry
much weight. An adult can only carry loads up to 200 pounds.
Skills:
Stegosaurus
Huge Animal
14d10+56 (133 hp)
+0
30 ft.
16 (-2 size, +8 natural)
Tail spikes +12 melee
Tail spikes 4d6
5 ft. by 20 ft./10 ft.
None
Scent
Fort +15, Ref +9, Will +5
Str 19, Dex 11, Con 19,
Int 1, Wis 10, Cha 6
Listen +4, Spot +2
Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
79
TRAINING
Stegosaurus can be trained as beasts of burden, and can carry
up to 4,000 pounds. They are practically impossible to ride, however, due to their rows of plates.
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Triceratops
Huge Animal
16d10+112 (200 hp)
-1 (Dex)
30 ft.
18 front (-2 size, -1 Dex, +11 natural),
11 sides (-2 size, -1 Dex, +4 natural)
Gore +15 melee
Gore 2d8+7
10 ft. by 20 ft./10 ft.
Charge for double damage, trample
Scent
Fort +17, Ref +9, Will +6
Str 20, Dex 9, Con 25,
Int 6, Wis 12, Cha 7
Listen +8, Spot +8
Warm forest, hill and plains
Solitary or herd (10-100, 50% young)
7
None
Always neutral
17-32 HD (Gargantuan),
33-48 HD (Colossal)
SOCIETY
Triceratops travel in herds that can reach vast proportions.
The herds wander where the grass is green, but are extremely territorial about whatever area they currently occupy. Detachments
of 2-4 adults will be deployed to charge most trespassers, including other herbivores. If a serious threat approaches (such as a Trex), the adults will form a ring, horns pointed outward, and herd
their young inside. They then wait for the opponent to attack.
Triceratops herds do not have a single leader. Males compete
for mating rights in non-lethal contests, but are otherwise convivial and non-combative. The herds protect their elders and treat
them with respect.
Triceratops herds basically ignore each other unless there is
territorial infringement. Most triceratops stay with the herd they
were born into, although some do move to other herds. A triceratops wishing to join a new herd must petition the herd by staying on its fringes, just outside of territorial range, for weeks until
the herd accepts it.
There are certain migratory patterns that the triceratops follow. Most take them through the same areas year after year. Some
of their predators anticipate these patterns or even follow the
80
BYPRODUCTS
Triceratops are valued for their skulls, which have no resale
value, but are one of the prize specimens in any trophy hunters
cabinet. They are valued by settlers for their meat, which is aromatic, flavorful, and in such enormous quantities that a single kill
can feed a settlement for weeks. The eggs are valued by ranchers
as well as settlers, who like to eat them. Ranchers will pay up to
$200 per egg for breeding purposes. Settlers pay substantially
less, but will happily eat any eggs they come across!
TRAINING
Both young and adult triceratops may be used as mounts. The
young are awkward, poorly coordinated creatures that usually
arent ready for battle. Theyre cute by most standards, not ferocious.
Although triceratops are short-tempered and aggressive, their
herbivorous nature and herd mentality makes them easier to train
than you might suspect. Training as a mount is DC 31 for an adult
and 24 for a youth. Youth take six years to reach maturity. A triceratops can carry up to 12,000 pounds.
triceratops through their migration. Many an unfortunate pioneer
has set up his homestead in a seemingly safe area, only to have it
flattened when the triceratops come through months later.
A single triceratops can weigh upwards of 20,000 pounds.
The Confederate Dino Warriors have practiced controlling triceratops stampedes, in the belief that a stampeding herd is capable of
breaking through almost any Union armored column.
COMBAT
Triceratops are herbivores. The adults are huge creatures that
are extremely difficult to kill but, due to their herbivorous nature,
are never particularly enthusiastic about entering battle in the first
place. They are extremely aggressive, but its all bark and no bite.
They rely mostly on bluffing and superior numbers, and will only
initiate combat if the odds are in their favor. They usually fight
only to defend their territory and their young.
Once every several years, the herd will remain in one place
for upwards of a year to lay and hatch eggs. Each herd has its own
nesting ground that it always returns to. When in the nesting
ground, the triceratops are extremely territorial. They will charge
at the slightest provocation, at ranges far in excess of normal, and
are much more likely to actually enter combat rather than just
bluff.
The AC of a triceratops depends on the angle of attack.
Triceratops always try to face an enemy, since their massive skull
plate is their most strongly armored position. Any attack coming
from the forward 90-degree arc of the triceratops hits the skull
plate at AC 18. All other attacks hit the fleshy sides at AC 11.
Trample (Ex): A triceratops can trample creatures of
Medium size or smaller. The trample causes 2d12+5 points of
damage. Targets who do not make attacks of opportunity may
make a Reflex save (DC 23) to take half damage.
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Tyrannosaurus Rex
Huge Animal
18d10+72 (171 hp)
+1 (Dex)
40 ft.
14 (-2 size, -1 Dex, +5 natural)
Bite +20 melee
Bite 5d8+13
10 ft. by 10 ft./15 ft.
Improved grab, swallow whole
Scent, roar
Fort +15, Ref +12, Will +8
Str 28, Dex 12, Con 19,
Int 8, Wis 15, Cha 10
Listen +11, Spot +11
Warm forest, hill, plains, and marsh
Solitary or family (2 adults and
0-2 young)
8
Standard
Lawful evil
19-36 HD (Gargantuan),
37-54 HD (Colossal)
SOCIETY
T-rexes travel alone, or in family groups of one male, one
female and possibly one or two children. Despite being solitary
loners, tyrannosauruses are loyal and place a high premium on
family. They mate for life. An adult who loses a mate will never
81
take another. Often, it will dedicate the rest of its life to avenging its dead mate. As a
result, there are areas of Cretasus where T-rex clans have been at war for generations.
Tyrannosaurus rex society is centered around family relationships,
and they are extremely interested in genealogy. The extent of this
interest can be realized through their language. Tyrannosaurus language includes hundreds of words to denote very specific familial relationships. They have terms for paternal aunt, son of a
fathers cousin, and grandmothers sisters mates brother.
Tyrannosaurus loyalties depend on family
ties. The tyrannosauruses
in a given region form
clans of interrelated families. Relations between
individuals depend on
the closeness of their ties.
Close relatives are always
extremely loyal, regardless
of whether they get along personally.
Each T-rex family has a nesting
area, usually in a remote place accessible only to the T-rex. It is in this nesting area that young are raised. T-rexes
frequently drag enemies back to the
nest to provide food for their young. In
this way, the nesting area for a family
that has raised several young may be
littered with skeletons. If the T-rex
ever fed adventurers to its young, their
remains (and their treasure) will be
found in the nesting area.
T-rex never have more than one
child at a time, but a T-rex child may
stay with its parents until well after it
matures. This older child then helps its
parents raise younger siblings. When a
child finally leaves to establish its own
family, it remembers its parents and
treats them with respect for the rest
of its life.
A young T-rex establishing its own hunting grounds
will inevitably conflict with
other T-rexes in the area. In the
same way that human sportsmen may compete on the field
yet be friends off, two tyrannosauruses may compete savagely for hunting grounds, but,
once thats decided, be friendly
for the rest of their lives.
82
Value
$2,000 (full set)
$3,600
$4,000
$600
$400
$2,200
$800
TRAINING
Tyrannosauruses are mean, ill-tempered creatures. Training
one as a mount is incredibly difficult. It requires a successful
Handle Animal check at DC 38. The only trained T-rexes on
Cretasus have come from the handful of master bronco riders who
work with the Confederate Dino Warriors.
Training a young T-rex is slightly easier at DC 31. Young Trex take seven years to mature.
A mature T-rex has the physical ability to carry a load of
4,000 pounds. However, you will be hard pressed to get one to
carry that much. They are ornery creatures and will generally
refuse to carry more than 1,000 pounds.
THE TYRANT KING
There are apocryphal stories, spread by both adventurers and
the dinosaurs, of the Tyrant King. According to these legends, Trexes continue to grow their entire lives. The Tyrant King is the
oldest, and thus largest, T-rex in each clan. The Tyrant King is
treated as a sort of great-grandfather, with all of his descendants
alternately bringing him their kills to feast from. The Tyrant King
never leaves his nest but if his nest is discovered, it is home to
the treasures of hundreds of years of inhabitation. If you choose to
include the Tyrant King in your games, it should be treated as a
Colossal T-rex with 54 hit dice.
83
VELOCIRAPTOR (DEINONYCHUS)
(RAPTOR, SLICER, FASTCLAW)
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Velociraptors are the most intelligent of all the social predators. Their advanced combat tactics and natural cunning, combined with their ferocity and physical features, make them
extremely dangerous. They are the biggest threat to human settlers
on Cretasus.
Paleontological confession: Velociraptor and deinonychus
are actually two different dinosaurs, with velociraptors being the
smaller of the two. However, since a certain hit dinosaur movie
has popularized velociraptors that look like deinonychus, we will
perpetuate the popular confusion of the two, and call the deinonychus by the name velociraptor. Thus, the stats above are those for
a deinonychus, which in this work we call a velociraptor.
SOCIETY
Velociraptors live in well-organized tribes. Each tribe has
several designated roles and a loose caste system. The leader is
usually the strongest raptor in the tribe. The other raptors bicker
endlessly for caste rank. Politics can be nasty both within and
between tribes.
Raptors submit readily to an established leader. This is not
simply for their own protection, but because lawful behavior
seems inherent in the raptor mentality. However, abusive leaders
can trigger the combined wrath of the tribe. Cruel or incompetent
leaders have been deposed when entire tribes united against them.
84
V. Shane - vshane.com
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Velociraptor/Deinonychus
Large Animal
4d10+12 (34 hp)
+2 (Dex)
60 ft.
16 (-1 size, +2 Dex, +5 natural)
Rake +6 melee, 2 claws +1 melee,
bite +1 melee
Rake 2d6+4, claw 1d3+2, bite 2d4+2
5 ft. by 5 ft./10 ft.
None
Scent
Fort +7, Ref +6, Will +2
Str 19, Dex 15, Con 17,
Int 12, Wis 12, Cha 10
Hide +7, Jump +13, Listen +11, Spot
+11, Wilderness Lore +9, others (see
below)
V. Shane - vshane.com
COMBAT
Velociraptors are a warlike species who settle disagreements
with violence. They will fight not just for food, mates, territory
and survival, but also for honor, pride and loyalty.
Violent as it is, however, velociraptor warfare is not simple.
Clever tricks, subterfuge and social manipulation all play a part.
Velociraptors may be the only dinosaurs capable of dishonesty,
deceit and double-crossing. In even the most basic, standard
encounter, velociraptors may use an ambush; fake a retreat to lure
the attackers into a trap; conceal their numbers to encourage an
assault; fight from a superior position; use flanking maneuvers; or
use any number of other strategies to gain the upper hand.
Character encounters with velociraptors will usually involve
an entire tribe or at least a large portion of the tribe. Raptors hunt,
travel and fight in packs. Except for solitary males without tribes,
the smallest encounters will be with hunting packs of 1d4+1 raptors. Larger encounters may involve an entire tribe.
The tribal leader will be one of the following (roll d%):
Roll
1-80
81-100
teeth and claws. The raptor shamans can mix simple healing
salves, as well as specific potions for various illnesses. Some mix
poisons, with which they coat their claws. Poisons are only used
in wars against animals the raptors will not eat, as the poison
remains in the blood of the dead victim.
Because raptors are highly intelligent, strategy is as important
as raw strength in winning their wars. A physically powerful
leader may be useful in times of peace, but unless his strength is
by itself enough to turn the tide of battle, a strategically gifted
leader is better for the tribe in times of war. Some rebellious tribes
have united behind a physically weak but highly intelligent raptor
as their new tribal leader. In such cases, the leader invariably is
highly tactical with a strong grasp of wartime strategy. A coterie
of loyal bodyguards keeps the leader safe from challenges at
least as long as his talents are needed by the tribe.
Interaction between raptor tribes depends on a great deal of
history. Most tribes have remained in the same region for generations. Longtime rivalries, alliances and neutralities exist.
Relationships can be altered when situation changes (e.g., a drought
forces one tribe to infringe on the hunting grounds of another) or
when tribal composition changes (e.g., a new tribal leader decides
to seek vengeance on the tribe where he lost a challenge).
Tribal Leader
Warrior
Tactician
Warrior: The tribal leader has an extra 1d4 hit dice, and
+1d4 to his Str and Dex scores. Warrior leaders will use simple
strategies. Although they are tactical, they love battle, and want to
get a chance to bloody their claws. They usually will not win
through strategy alone.
Tactician: A tactician leader has +1d4 to Int and Cha. He has
the feats Combat Placement and Combat Tactician. Tactician leaders are patient and smart. They are content to win wars without
ever spilling blood. They will employ sieges, traps, ambushes, and
other complex strategies, and have no qualms about waiting out
an enemy. They are sneaky and stealthy, and are always scouting
their enemies terrain. Characters battling tactician leaders will
find themselves constantly out-maneuvered.
Shaman: For every raptor in the tribe, there is a 5 percent
chance of the tribe having a shaman. (For example, a pack of 12
raptors has a 60 percent chance of having a shaman.) Velociraptor
shamans have the skill Heal +10. They also have d6 healing
potions, salves or powders. These can be applied with a full-round
action to cure 1d8 hit points immediately. A shaman has +1d4 to
Wis and Int.
In times of war, velociraptor tribes with shamans may coat
85
86
87
Motivations
Motivations Settlers
Factions
There are many factions on Cretasus:
Settlers (Union, Confederate and independent offworlders)
Farmers
Prospectors and miners
Explorers
Dino ranchers
Dino hunters
Traders
Dino rustlers and outlaw gangs
Cultists
Adventurers
The Confederate military
Home guard
Army
Dino Warriors
Guerrillas
Blockade runners
Hatcheries
The Union
Army
Navy and drop troops
The Ironclad Legions
Federal sheriffs and marshals
Ore discovery, extraction and exportation
The cabal
Dinosaurs
Domesticated dinosaurs
The various families, tribes and nations
Wild ones
The Dinozonians
Aliens
Warp Pirates
The Free Fleet (occasionally)
88
The independent settlers on Cretasus are not a single organized faction. They are millions of individuals with their own agendas who have come to Cretasus for shared reasons. They have certain common goals, which can be used to create adventures.
A New Life: Many settlers want nothing more than to escape
their past. This can take many forms. Usually the key tenet is freedom, expressed in open spaces, untamed wilderness, challenges,
new places, new people and governments that dont meddle. The
surest way to offend a settler is to trespass on their land, propose
a tax or restrictive law, or intrude in any other way.
Security: Frontier life is difficult. Settlers want security, provided they dont have to sacrifice freedom to get it. They want to
punish outlaws, keep predators at bay and have a safe place to
keep their belongings. Unsupportive governments and uncooperative militaries always raise the ire of settlers.
Opportunities: Settlers want the chance to try their hand at
something. They want to build a ranch or farm or mine from nothing, provided they work hard, think smart and have a little luck.
Nothing infuriates a settler more than a robber baron who claims
so much territory he closes opportunities for others. Claim
jumpers, outlaw gangs and dino rustlers are close seconds.
The Wilderness Challenge: Many settlers are motivated
simply by the raw challenge of life in the wild. They dont want
to get too civilized. They enjoy hunting five-ton dinosaurs to feed
their families. These are the settlers who start feeling crowded
when a neighbor moves in within five miles of their homestead.
Toward this goal, the Confederacy has set up several experimental farms throughout Cretasus. They want to determine which
native plants are easiest to farm and most useful. The Union is
extremely interested in these farms, for two reasons. First, they
can use the results of the experiments to sustain their own forces.
Second, every farm they destroy makes it that much more difficult
for the Confederacy to feed its forces.
At the same time, the Union is constantly scouting for raw
materials for industrial purposes. They send out expeditions to
find extractable ore on the planets surface. These expeditions are
usually very small and intended to pass beneath the notice of
Confederate forces although once a mine is established, the
operation usually gets noticed fast. The Union also tries to forestall Confederate progress in this area. The Union has been known
to buy all the ore that independent prospectors can produce even
though it has excess supplies already just to keep it out of
Confederate hands.
Dinosaurs are a resource. For both sides, they mean food,
transportation, beasts of burden and exotic products for export.
And when it comes to large, powerful dinosaur tribes, alliances
mean power.
The Confederacy is far, far ahead of the Union in developing
their dinosaur interests. It has its own hatcheries and generations
of agricultural experience. While the Union sees dinosaurs as a
Cretasus-specific concern, the Confederacy sees the potential to
export eggs and use dinosaurs on other planets.
Territory: The Confederacy has already established a stronghold on Cretasus. But the planets huge size and isolated mountain
valleys give the Union plenty of opportunity to try to get its foot
in the door. Both sides fight to control territory on Cretasus, as
well as the airspace above it and the space routes from Cretasus to
the rest of the galaxy.
The most important areas are frequently those with resource
use to one side, including:
Ore-rich areas
Dinosaur grazing areas
Areas free of dinosaurs, especially carnivores
Areas with fertile soil
Natural trade routes
Strategic points for military bases
Areas near fresh water
Lifestyle: The Union is commercial, industrialized and centralized. The Confederacy is aristocratic, agricultural and regional. Both sides have nothing but contempt for the meaningless
lifestyles led by their enemies, and sometimes fight on principle
alone to prove their way of life is superior.
Galactic Expansion: Both factions want to continue exploring the galaxy, recruiting the alliances and technology of aliens.
The Cabal
The Union is falling apart from the inside. Its politicians
are corrupt, its military is oppressive and its diplomacy is
dominated by corporate interests. The ideals that originally
led the Union are gone. The Union is not evil; rather, it is a
decaying civilization. But there is a true enemy: the furtive,
loosely organized faction that pushes the Union toward
galactic dominance.
This secret cabal of generals, industrialists, corrupt
Senators, and self-interested aliens exercises enormous
power at the highest levels of Union government. Its members drive the Union to serve their egocentric agendas, which
are individually different but intertwine into a shared goal of
personal power. The reason the Union professes to offer citizenship to anyone in the universe, but then invades alien
planets and strip-mines them bare, is the cabals industrial
interests. The reason ironclad research continues the war
against the Confederacy, despite no real remaining territorial
or commercial conflicts, is the cabals military interests. And
so on.
At the lowest levels of everyday affairs where characters might encounter this the cabal is the reason people are
repressed, police states flourish and prisoners are shipped to
forced labor in private mines. On Cretasus, the cabal is the
reason Union researchers are trying to raise and export
dinosaurs. The potential military and industrial uses of
dinosaurs are enormous, and the cabal sees Cretasus as a
minor step toward greater goals. The cabals attempts to control the dinosaur trade reach into all aspects of life on
Cretasus, from spaceport management to back country
patrols.
At the highest levels, this cabal steers the Union toward
a none-too-subtle scheme for galactic dominance. In short, it
wants to conquer or absorb anything and everything it can.
The cabals inner circle numbers fewer than two dozen members, and only they know the true scope of its actions. Each
of the members has thousands of employees, as well as private security forces and personal agents, which further their
goals in a vacuum of partial knowledge. Yet only at the very
top can all the pieces be put together.
Rumors of the cabal are everywhere, usually as vague
conspiracy theories and ambiguous tales. Most Union citizens believe in a secret government. There is a hidden
agenda to what the Union does. The Union itself is not evil
but a core faction within it is.
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V. Shane - vshane.com
Motivations Dinosaurs
Treasure
Treasure is an adventurers best friend. It makes the journey
worthwhile. Treasure in Broncosaurus Rex takes several forms:
Alien artifacts
Cash
Dinosaurs dead
Dinosaurs live
Gems, metals and other valuables
Technology
Alien artifacts: Humans are not alone. There are several
other intelligent alien races, and others that have long since passed
away. Alien artifacts can be useful on their own, especially technology so advanced it appears magical. Alien art is easily sold if
it is useful or patently beautiful. The more obscure treasures and
the ones that are properly identified can be sold to collectors,
Union universities or the military for large sums.
Cash: There are two main currencies in the human galaxies:
Confederate and Union. Both trade in dollars. Officially, neither
government recognizes the currency of the other. When youre
dealing with a Union diplomat or a Confederate general, you can
only spend the appropriate currency. However, in most offworlder
situations (including Cretasus), and especially in the free-andeasy places where many adventurers spend their recreational time,
both kinds of cash are traded freely.
Cash comes as paper and coin. Union notes are consistent,
always issued by the central bank. Some Confederate notes are
centralized, but most come from regional governments or banks.
Confederate characters who dont make sure to exchange their
local currency before leaving home may have trouble spending
their money in distant places.
Dinosaurs dead: There is a market for dinosaur parts.
Claws, jaws, teeth, horns, organs and skins can be sold to collectors, exporters and some weapons makers. They also have totemic
value to wild ones and some cultists. You can sell some kinds of
dinosaur meat to export traders, and if you can drag a fresh carcass to the taxidermist, you might sell the stuffed dinosaur to a
collector.
Dinosaurs live: A live, trained dinosaur can be worth a lot
of money to ranchers, farmers, some industrialists, wealthy collectors, the Confederate and Union military, and anyone else who
might need beasts of burden. The catch is the training. A very
angry T-rex in a net isnt worth much. Trained young are most
valuable, then trained adults, then eggs, then untrained young. As
The Dinozonians
The dinozonians are warrior women who have established their own society in the wilds of Cretasus. They are
archetypal wild ones, having chosen the beautiful brutality of
wildness over the comforts of civilization.
The first dinozonian was a settlers wife. Her husband
and children were killed by hungry raptors, but she survived
by defending herself with a pitchfork, killing two raptors in
the process. The raptors eventually overwhelmed her, but
instead of eating her, they subdued her and carried her with
them to their tribe. She found herself able to adapt easily, and
lived with them for many years. Later, when the raptors were
at war, she left the tribe to organize several other female wild
ones in the area. Together they called themselves the dinozonians.
Now there are several dinozonian tribes. Each tribe
adopts one dinosaur species as its primary ally. This dinosaur
becomes the tribes sacred totem, appearing as a common
motif in all of their rituals, art, weapons, and armor. The
dinozonians share meals, homes, and even babysitting duties
with their allied tribes.
The dinozonians avoid other humans. They are not ideological, and do not attack human ranchers and miners on a
routine basis (unlike some other wild ones). They do live like
dinosaurs, however, and will attack humans (and dinosaurs)
who infringe upon their territory. Since the discovery of precious metals in their domain, the dinozonians have been
forced to combat human explorers. They are quickly becoming known for their violent raids on prospectors who stray too
close.
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92
24. The supply route to and from a Union gold mine passes right
beneath a perfect ambush spot.
25. A diamond mine is discovered in T-rex hunting grounds.
26. All the inhabitants of a settlement have disappeared.
27. An informant tells the characters about an upcoming shipment
of ROGUE rifles and other Union technology.
28. A farmer needs someone to clear twenty acres of dinosaurs.
29. A new trade route from a rebel town cuts travel time in half
but it goes right through Union territory. The characters can help
the blockade runners, or help the Union catch them.
30. The Union discovers a huge oil deposit beneath the land of
several Confederate ranchers.
31. The Union is experimenting with raising dinosaurs. It hires the
characters to bring back ten T-rex eggs.
32. A triceratops herd has accepted two wild ones, who are using
modern weapons to fend off a nearby ceratosaurus family. The
ceratosauruses contact the characters and offer an alliance in
exchange for help eliminating the wild ones.
33. An outlaw gang has been raiding small farms.
34. The characters come across a juvenile T-rex being attacked by
velociraptors. The T-rex promises a favor from its parents if the
characters will save it.
35. A wealthy off-planet safari hunter wants to bag an adult T-rex.
He needs a wilderness guide.
36. Unscrupulous dino hunters have been thinning the carnivore
population around a farming settlement. The resulting growth in
herbivore population is wreaking havoc on the farmlands.
37. A 12-year-old child has disappeared deep in raptor territory. Is
he lost? Was he eaten? Or did he become a wild one?
38. A gang of dino rustlers has been stealing broncos. Ranchers
hire to characters to find their hideout and bring them to justice.
39. Dino rustlers have taken over a frontier town. The sheriff
needs help.
40. Nobody has returned alive from the dinosaur burial grounds.
41. Frontiersmen discover an abandoned underground laboratory
that has remained hidden for decades.
42. A herd of dinosaurs sets up nests in a gemstone mine.
43. Somebody is murdering prominent dino ranchers.
44. Several tribes of raptors besiege a town and demand sacrifices.
45. Warp pirates have begun raiding isolated settlements.
46. A high-level wild one is negotiating alliances between the carnivores in an area.
47. A border incident causes the Union and Confederacy to mass
troops right in the path of the decennial iguanodon migration.
48. A Union turncoat offers to sell military secrets.
49. The Confederate generals heirloom weapon is stolen.
50. Disillusioned Confederate pioneers petition the Union for citizenship.
51. A prominent Free Fleet trader is accused of swindling the
mayor.
52. A major Free Fleet trading vessel lands, offering anything
and everything for sale for five days only.
53. The leaders of neighboring Confederate and Union military
bases discover they are brothers.
54. An extremely fertile plain is discovered. Three groups of pioneers compete to be the first to establish farms there.
55. A Union mining town rebels against the Union. Confederate
forces come to their aid.
56. A character slights the honor of a local Dino Warrior. He
demands a duel.
57. A disease is causing confused, maddened broncos to charge
wildly through town.
58. A local dino hunters tame T-rex eats a child. The dino
hunter refuses to kill or surrender the beast.
59. Offworlder cultists establish a tent city near a towns water
source, and they shoot at anyone who comes near.
60. A vehicle carrying an important diplomat crashes in the jungle. He must be saved.
61. A hardened wild one has been leading pachycephalosaurus
raids against military outposts encroaching on their land.
62. A fearful mayor outlaws all dinosaurs (even domesticated
ones) within city limits.
63. A fortified Union military base was built right in the path of
the brachiosaurus migration trail. Each year the base has expanded, and each year the brachiosauruses have to veer further around.
This year, they are forced to walk directly toward a small settlement near the base. If they arent stopped, they will destroy it.
64. Union soldiers are moonlighting as dino rustlers.
65. A famous safari hunter offers a reward for anyone who can kill
a T-rex bigger than the one he killed.
66. A town raided by an outlaw gang organizes a posse to take the
law into their own hands.
67. A federal sheriff arrives to hunt down a galactic criminal
reputed to be in the area.
68. Settlers discover a warp pirate camp just around the bend.
69. Someone is spreading rumors as to the characters allegiances.
70. Someone is sabotaging Dino Warrior saddles so they come
loose in battle.
71. The Confederate military has captured a dozen pregnant
dinosaurs to supply their hatcheries. Their mates want them back.
72. The Union wants to steal eggs from a Confederate hatchery.
They need someone whos good with animals to sneak in and steal
the eggs without getting caught.
73. A Confederate base is low on supplies. They need metal, tools
and spare parts all on hand at a nearby Union outpost.
74. A Confederate patrol wandered too far into Union territory and
was captured. They are being held in the brig of a distant outpost.
75. The Union is clearing ground for a major construction project.
Confederate agents suspect it is an ironclad factory. They hire the
characters to herd stampeding broncos to the site on a regular
basis block progress but make it look natural.
76. Velociraptors near a Confederate base have recently started
using specially-designed ballistic weapons to raid the food stores.
A nearby Union research facility is suspected of supplying the
weapons.
77. Two rival suitors duel for a womans love. One of them owes
the characters money.
78. The lone survivor of a town massacred by hungry cer-
93
CR
Toad
1/10
1/8
Lizard
1/6
1/4
1/4
1/4
1/3
1/3
Compsognathus
Giant Bee
Monstrous Centipede, Medium
Monstrous Scorpion, Small
Monstrous Spider, Small
Pterodactylus
Snake, Small Viper
1/2
1/2
1/2
1/2
1/2
1/2
1/2
94
Creature
CR
Creature
CR
Edaphosaurus
Giant Ant, Worker
Monstrous Centipede, Large
Monstrous Scorpion, Medium
Monstrous Spider, Medium
Octopus
Ornitholestes
Oviraptor
Protosuchus
Shark, Medium
Snake, Medium Viper
Squid
1
1
1
1
1
1
1
1
1
1
1
1
Elasmosaurus
Iguanodon
Pachycephalosaurus
Snake, Giant Constrictor
5
5
5
5
Ceratosaurus
Deinosuchus
Megaraptor
Monstrous Centipede, Gargantuan
Monstrous Scorpion, Huge
6
6
6
6
6
Camptosaurus
Crocodile
Dimetrodon
Giant Ant, Soldier
Giant Ant, Queen
Giant Beetle, Bombardier
Giant Dragonfly
Giant Lizard
Giant Praying Mantis
Monstrous Centipede, Huge
Monstrous Scorpion, Large
Monstrous Spider, Large
Protoceratops
Shark, Large
Snake, Constrictor
Snake, Large Viper
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
Allosaurus
Ankylosaurus
Monstrous Spider, Gargantuan
Stegosaurus
Triceratops
7
7
7
7
7
8
8
8
9
9
10
Brachiosaurus
Monstrous Scorpion, Colossal
11
11
Giant Wasp
Parasaurolophus
Snake, Huge Viper
Stegoceras
Velociraptor (Deinonychus)
3
3
3
3
3
4
4
4
4
4
95
Index
Adventures 88-93
Alchemy 34
Alien weapons 46
Allosaurus 64-65
Anchorclaw Attack 86
Animal Empathy 34
Ankylosaurus 65-66
Armor 54-56
Categories 54
Descriptions 55-56
Donning 54
Mounts 54
Statistics 55
Usage 54
Ballistic weapons 46
Brachiosaurus 66-67
Bronco rider 18-21
Bronco see Triceratops
Cabal, the 89
Camptosaurus 71-72
Ceratosaurus 68-69
Challenge Ratings 93
Chemistry 34
Ciphers 34-36
Combat Placement 41
Combat Tactician 41
Compsognathus 69
Confederacy
Background 6, 8
Motivations 88-89
Place of origin 15-16
See also Dino Warriors
Craft 36
Crocodilians 70
Custom weapons 22-23
Death Wish 41
Deinonychus see Velociraptor
Deinosuchus 70
Devices 23, 58-61
Dimetrodon 76-77
Dino Warriors 6, 11
Dinopathy 42
Dinosaur
General 62-63
Intelligence 62
Languages 62-63
Motivations 90
Statistics 64-87
Training 63
Dinosaur Companion 32
Dinosaur Presence 42
Dinozonians 91
Disable Device 36
Dodge Bullets 26
96
Dragonfly, giant 71
Drive 36
Edaphosaurus 76-77
Energy Fields 54, 55-56
Equipment 56-58
Factions 88
Feats 40-43
Federal Union of Planets see Union
Fort Apache 6
Fort Lincoln 6
Fort Tecumseh 6
Free Fleet
Background 11
Place of origin 16-17
Freetowns 6
Gearhead 42
Gentry 42
Great Exodus 13
Great Lover 42
Handle Animal 36-37
Heal 38
Heirloom weapons 47
High-tech weapons 46
Human Awkwardness 32
Humans (PC race) 15
Iguanodontids 71-72
Improved Evasion 26
Intriguing 26
Ironclads 8, 54
Jumpclaw Attack 86
Knowledge 38
Local Connections 28
Lucky Cuss 42
Machinist 21-23
Manual weapons 46
Money
Kinds 91
Starting 46
New Savannah 6
Nick of Time 26
Offworlders see Outer Reaches
Operate Ironclad 38
Ornitholestes 72-73
Outer Reaches
Background 11
Place of origin 17
Oviraptor 73-74
Pachycephalosaurus 74
Parasaurolophus 75-76
Pelycosaurs 76-77
Pilot 38-39
Place of origin 15-18
Protoceratops 77-78
Protosuchus 70
Pteranadon 79
Pterodactylus 79
Pterosaurs 79
Races see Place of origin
Rebel Yell 42
Repair Device 40
Ride 39
Sense of Vulnerability 42
Settlers 88
Shaman (Velociraptor NPC class) 85-87
Silverclaws 87
Skills 32-40
Sneaky Git 42
Soldier 23-25
Speak Language 40
Spy 25-27
Starting cash 46
Stegoceras 74
Stegosaurus 79-80
Tactician (Velociraptor NPC class) 85-87
Targeting range 46
Tech level 44-45, 46
Treasure 63, 91
T-rex see Tyrannosaurus Rex
Triceratops 80-81
Trick Shot 42-43
Turncoat 43
Twenty valleys, the 5
Two-fister 27-28
Tyrannosaurus Rex 81-83
Tyrant King 83
Union
Background 6, 8, 12-14
Cabal 89
Motivations 88-89
Place of origin 16
See also Ironclads
Use Technical Equipment 40
Velociraptor 84-87
Warp gates 12
Warrior (Velociraptor NPC class) 85-86
Weapon Proficiency 43
Weapons 22-23, 46-54
Categories 46
Custom 22-23
Descriptions 47-54
Heirlooms 47
Qualities 46
Statistics 48-49
Usage 46
Wild one 29-32
Wilderness Lore 40