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By Joseph Goodman

Welcome to the world of Broncosaurus Rex! Be sure to look


for these supplements at your local game store:
Cretasus Worldbook, spring 2002
Raptor Sourcebook, summer 2002
For more information, or to join our mailing list, contact us via e-mail or the web!
Published by

Goodman Games
www.broncosaurusrex.com
goodmangames@mindspring.com

This printing of Dinosaur Planet: Broncosaurus Rex Core Rulebook is done under
version 1.0 of the Open Gaming License and the draft versions of the D20 System
Trademark License, D20 System Trademark Logo Guide and System Reference Document by
permission from Wizards of the Coast, Inc. Subsequent printings will incorporate final versions of the license, guide and document.
Designation of Product Identity: The following items are hereby designated as
Product Identity in accordance with Section 1(e) of the Open Game License, version 1.0: Any
and all Dinosaur Planet: Broncosaurus Rex logos and identifying marks and trade dress,
including but not limited to the terms Dinosaur Planet: Broncosaurus Rex, Cretasus, Bronco
Rider, Wild One; any elements of the Broncosaurus Rex setting, including but not limited to
names of characters, areas, factions, and creatures, including nicknames for dinosaurs; and
all artwork, stories, storylines, plots, thematic elements, symbols, depictions, and illustrations, except such elements that already appear in the System Reference Document.
Designation of Open Content: Subject to the Product Identity designation above, the
following portions of Dinosaur Planet: Broncosaurus Rex Core Rulebook are designated as
Open Gaming Content: all creature statistic templates from Size/Type (e.g., Medium
Animal) to Advancement, all text under the Combat header of each creatures section

(except the creatures name or proper names specific to the Broncosaurus Rex setting), and
the sections Skills, Feats, and Tech Level (including tables) on pages 32-45, except
for such place names and terminology which relates to the Broncosaurus Rex setting.
Some of the portions of this book which are delineated OGC originate from the System
Reference Document and are copyright 1999, 2000 Wizards of the Coast, Inc. The remainder of these OGC portions of these book are hereby added to Open Game Content and, if so
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
Goodman DBA Goodman Games. Illustrations are copyright their respective creators, as
indicated.
Dungeons & Dragons and Wizards of the Coast are Registered Trademarks of
Wizards of the Coast, and are used with Permission. d20 System and the d20 System logo
are Trademarks owned by Wizards of the Coast and are used according to the terms of the
d20 System License version 1.0. A copy of this license can be found at www.wizards.com.
Open game content may only be used under and in the terms of the Open Game License.

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

Interior Artists: Tim Burgard, Derek


Schubert, V. Shane, Walter Stuart, David
Wong, Thomas Yeates
Concept Artist: Andrew Farago
Graphic Designer: Joseph Goodman

Dedicated to April.

Chapter I: The World of Broncosaurus Rex


In Dinosaur Planet: Broncosaurus Rex, dinosaurs have been
discovered on the planet Cretasus. It is the year 2202, and you are
an adventurer there. The two major factions in human politics
the Federal Union of Planets and the Confederate States of
America are rushing to colonize the planet, and your character
joins in.
You could be a bronco rider, riding the dinosaurs for adventure and profit. Perhaps youre be a soldier: a Union ironclad pilot,
a Federal sheriff or a rebel blockade runner. You could be a street
fighter in search of fortune or a homeworld dissident fighting for
freedom. You could be one of the legendary wild ones, fearsome
humans who leave human company to live with the dinosaurs.
You could be a Union machinist, always equipped with the latest
technology. You could be an idealistic infantryman, a freelance
dino hunter, a warp pirate, a Union turncoat, an outer ranges
explorer, a dino rustler or an alien hunter. The world of
Broncosaurus Rex is in your hands!

Cretasus: Dinosaur Planet


The planet Cretasus lies at the far edges of known space, in a
desolate region called the outer reaches. A large world in a lonely,
sparsely-settled system, Cretasus is strangely earthlike. Its atmosphere, climate and seasons all resemble those on Earth. Strangest
of all, its flora and fauna are like Earths but not like the Earth
of today. Cretasus is home to plants and animals that have not
roamed our planet for millions of years. Cretasus is home to
dinosaurs.
Since the discovery of this fact, humans have flocked to
Cretasus. Adventurers come for wealth and glory, ranchers come
for the dinosaurs, farmers come for the fertile soil, frontiersmen
come for a new life, and dino hunters come for the challenge.
Industrialists come for the mineral wealth, the military comes for
exploration, the Free Fleet traders come to meet growing demand,
and the wild ones come to join the dinosaurs. It seems that everyone has come but no one yet governs.
Cretasus is far outside established political borders.
Humanitys two largest factions the Federal Union of Planets
and the Confederate States of America struggle for possession.
Cretasus Earth-like environment and abundance of dinosaurs
have brought it to the forefront of galactic politics. Although the
Union and Confederacy ceased open warfare long ago, they have
never ended hostilities. Now the battle for Cretasus threatens to
re-open a centuries-old conflict.

The Confederate States of America, still titled as such though


it now occupies hundreds of planets throughout the universe,
views Cretasus as a saving grace. Since being forced off Earth by
the Union, the Confederacy has been scattered across the galaxy.
Cretasus fertile soil, plentiful beasts of burden and rich, unspoiled
wilderness could provide a new home base.
The Federal Union of Planets, the most technologically
advanced human nation, is intent on exploiting Cretasus natural
resources. The planets natural wealth measured in oil, ore and
timber is incalculable. It could supply Union industrial operations for years to come.
Cretasus is a gold mine waiting to be claimed. But the question remains: Who will claim it?

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

frozen in evolutionary time or have evolved along unusual


lines, while others have evolved more normally. The result is
widely different ecological results in close proximity to each
other.

The Twenty Valleys


By all biological considerations, Cretasus is an anomaly. Its
lifeforms have followed both parallel and divergent evolutionary
paths. Although many have evolved identically to dinosaurs on
Earth, creatures from different periods of Earths history roam
Cretasus at the same time.
The surface of Cretasus is marked by twenty giant valleys, each
the size of a continent. For millions of years, stratospheric mountain
ranges divided these valleys. The mountains completely isolated the
life within. It is only in the most recent geological strata that the
mountains have begun to erode. It is now possible to travel freely
(but with difficulty) between valleys. The stunning conclusion: In
each of Cretasus great valleys, independent evolution has brought
forth life from a different period of Earths history.
No one yet understands how or why this happened. In all the
varied planets that humanity has found, not one has exhibited such
a startling similarity to Earth. Scientists now view the planet as a
great biological secret waiting to be unlocked.
The most explored valley is known simply as the Main
Valley. The Main Valley is where the first Confederate settlers
arrived. They set up a colony, the Union followed, and now the
Main Valley has dozens of colonies, hundreds of small settlements, a handful of military bases and Cretasus only city to speak

of New Savannah. The Main Valley is occupied by three million


inhabitants. This isnt much, considering the valley is roughly the
size of North and South America combined.
The main valley also is home to dinosaurs primarily from
Earths Cretaceous era. A mix of creatures who lived roughly 64
to 110 million years ago on Earth intermingle freely and inexplicably there. They are accompanied by a wide variety of natural
flora, giving the main valley every terrain from desert to plain to
swamp to steamy jungle.
To the east lies East Valley. East Valley can be accessed
through the air or by overland travel through several treacherous
mountain passes. It is barely explored and no one has taken a full
survey. It appears to be home to dinosaurs from an earlier era of
Earths Cretaceous period.
To the west lies Mammoth Valley. Mammoth Valley is
known for its large herds of woolly mammoths, which cross the
mountain range occasionally to graze in Main Valley. A host of
other ancient mammals also live in Mammoth Valley.
While no other valley is explored, they all have been aerially
scouted, except for two Cloud Valley, cloaked in low-lying
clouds, and Storm Valley, perpetually obscured by terrible storms.
Both remain completely inaccessible. Many intrepid adventurers
have set out to map the lesser-known valleys, but only a few have
returned. They bring stories of alien cities, strange creatures and
dinosaurs that could have evolved on Earth, but didnt. There is
the consistent rumor of intelligent reptilian humanoids living in
the far valleys and intelligent primates of some sort in Mammoth
Valley. But no one knows if these are true discoveries or the swaggering boasts of adventurers whose tales cannot be confirmed.

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.

But life on Cretasus is rough, especially in the back country.


Small farmers with their paltry acres, small ranchers with their
tiny herds or independent prospectors with their gold pans, live
and die based on the success of their labors. A bad crop means you
cant eat in the winter. If broncos get to your seed, you cant plant
next year. If raptors eat your stegosauruses, you have no meat to
sell. If your diplodocus falls ill, youll be plowing the soil by
hand. If outlaw dino rustlers steal your herd, youre out of business. If a T-rex takes up residence nearby, you cant get to your
mine. Its a rough life.

The Human Universe


The Federal Union of Planets
The unifying theme of human expansion since the early nineteenth century has been industry, and the Union continues that
theme. With their discovery of the warp gates in the late twentyfirst century, Union colonial settlers first spread across the known
galaxies to establish mining and manufacturing operations. Today
they continue this quest, expanding the Union to any planet on
which they can find raw materials including Cretasus.
The Federal Union of Planets has, since its earliest days as the
United States of America, retained a clear vision of its role in
maintaining peace between cultures. The Union has always considered itself a great melting pot, where people (and later aliens)
of all backgrounds can join forces in the name of the greater good.
The Union advocates strict representative democracy, human
rights, free speech, free trade, prosperity through technology and
uninterrupted human expansion. All of this is made possible
through the great melting pot, which can theoretically merge disparate cultures into a representative democracy that preserves
their heritage while granting them unparalleled rights and opportunities.
This grand vision has, unfortunately, not been implemented
successfully. With the beginning of the space race, the Unions
adherence to its beliefs ran into a series of logistical snags.
First, the Unions centralized federal government has grown
exponentially since the early twenty-first century. The beginning
of the space race and the existence of far-flung planetary governments created the need for additional layers of government. As the
Union expanded in space, the bureaucracy grew by leaps and
bounds, but its honesty and effectiveness diminished. Many citizens lost their faith in the governments ability to enforce its
ideals.
Second, colonists living on distant worlds developed priorities that were completely different from the comfortable citizens
still living on Earth. The radical differences in lifestyle polarized
political opinions, and huge demographic fractures emerged. The
further the Union spread, the more difficult it became to keep to
the essence of democracy. The former majority (regular citizens)
became less and less powerful as the new minority (space travel-

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.

Second, it turned out that life everywhere preferred pretty


much the same conditions. Many of the worlds targeted by the
Confederacy for settlement already had at least one native, intelligent life form. Thanks to its great regard for national sovereignty and local government, the Confederacy treated these alien governments respectfully and usually earned their alliance, especially
after the domineering, centralized Union made an appearance.
The rebel military reflects the loose organization of the
Confederacy. The central military organization is the largest single force, but it is still less than 15 percent of the total Confederate
military might. The remainder is comprised of regional armies.
Each planetary system has its own army, often allied with local
life forms. These regional armies are armed and armored differently, and when they fight together it is usually as separate armies
rather than as a centrally commanded force.
The Confederate force on Cretasus is divided into four main
armies. The Army of the New Dominion is directly descended
from the forces of nineteenth century Virginia. It now comprises
thousands of soldiers from dozens of worlds. It is the best
equipped of all the armies, consisting primarily of first-rate military personnel from its constituent planets.
The Army of Cretasus is a newly-formed division centered

around its Dino Warriors and supported by infantry and cavalry. It


has no real leader and exists more in name than in practice, as the
Dino Warriors have not yet been formally organized. A number of
charismatic heroes lead different groups of Dino Warriors, and the
highly political process of integrating them under one leader has
not yet been resolved.
The Army of Solaris is a rag-tag force of many independent
battalions from hundreds of independent planets. It was put
together from volunteers from the many regions that have sent settlers to Cretasus. Five generals command its five divisions. The
majority of the forces have formal military training, although
there is a sprinkle of untrained home guard as well.
Finally, the Grand Army of the Rebellion, commonly known
as the Army of Dixie, is the least organized, but most enthusiastic
of all. Made up mostly of volunteers, home guard and civilian
guerrillas, it makes up for its lack of training and equipment with
high morale, fighting spirit and no shortage of manpower.
Confederate forces are led by legendary heroes. Their armies
typically emphasize large numbers of infantry supported by cavalry riding horses, jet bikes or whatever steeds are native to the
system and since coming to Cretasus, those steeds happen to be
dinosaurs. Cannons and artillery support are limited, and the
Confederacy possesses only a small fraction of the tanks and
armored vehicles owned by the Union.

The Outer Reaches


There is no region of space labeled outer reaches. Instead,
it is a common term for the lonely fringes of explored space.
These are the planets, moons and asteroids that explorers found
and decided they werent worth visiting again. The outer reaches
exist at the border of all civilized lands. They are distant, isolated,
primitive, ungoverned and unexplored. They also are uncivilized,
but that doesnt mean theyre not inhabited.
Natives of the outer reaches are called offworlders. You must
have an unusual perspective on life to choose to live in the most
out-of-the-way corners of the galaxy. As a result, offworlders are
a combination of explorers, adventurers, cultists, convicts, freaks,
outcasts, idealists, loners and wilderness men.
Life on the outer reaches is a case study in social isolation.
Most offworlder settlements consist of a few families, if that.
Contact with other humans, even other offworlders, is practically
non-existent. After all, most offworlder colonies exist because the
residents want to be left alone. A few of the more habitable areas
of the outer reaches have attracted multiple colonies, and there are
even a few closely grouped colonies that are collectively large
enough to call cities. These are few and far between, however.
Offworlder settlements develop when a family or group of
families grows tired of civilized life in the Union, Confederacy or
Free Fleet. For whatever their reason, the settlers embark on a
journey to the outer reaches. There are no reliable maps of the
outer reaches, and most of those who settle there never return. As
a result, there is little information to guide prospective settlers. So

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.

The Free Fleet


The Free Fleet is a loose federation of wandering, independent city-ships. There are hundreds of city-ships organized into six
fleets. While there is a distinct character to each fleet (and even to
each ship within the fleet), a strong common identity unites them
all.
Each fleet is partially self-sufficient through its hydroponics
and livestock ships, but the majority of their income comes from
trading. By traveling constantly, the fleets are always assured a
source of interesting products; they pick up goods in one system,
then sell them in the next. With their aimless and unpredictable
itineraries, their inventories change based on which systems preceded their arrival on any planet.
Because of their peripatetic nature, the fleets come into contact with aliens on a more regular basis than any other human
nation. At any given time, you are sure to find at least one of the
free fleets traversing uncharted space.

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The Warp Gates


There are thousands of known warp gates. If you have a good
map, you can get to just about any inhabited point in the universe
in less than a month without ever going faster than light. Except
for a few areas of the outer reaches, and some alien systems, the
entire universe is connected by the warp gates.
The most interesting warp gates are the twelve gates known
as the Inchoate Gates. They are named for their connection to
completely unidentifiable areas of physical space. Warp gates are
mapped onto physical space by the stars visible when one appears
there. This system is used because there is no direct correlation
between warp space and natural space; you cant measure distance
in warp space to figure out how far you went in physical space.
When explorers emerge from a newly discovered warp gate, they
must examine the constellations to figure out where they are in
physical space.
The Inchoate Gates emerge into areas of physical space that
cant be mapped. Some of them are so far away from anything that
no stars are visible there is just black, empty space as far as can
be seen. Others present visible constellations that dont match any
known star patterns.
The two most important warp gates are Omega Gate and
Alacion Portal. Omega Gate is the gate closest to Earth. As the
most convenient centralized link to the core of the Federal government, it is an incredibly valuable natural resource. Moreover,
with Earth as the single largest economic confluence in the universe, Omega Gate attracts warp pirates like flies. The Union
maintains a heavy guard on both sides of Omega Gate, not so
much to guard against an Earth invasion, but to guard against
attempts at taking over the portal itself.
Alacion Portal is the warp gate closest to Cretasus, and travel from Alacion Portal to Cretasus takes only a few days. (The
next closest gate is a full two weeks away.) Alacion Portal is large
enough to accommodate a great deal of traffic, which so far has
been sufficient to avoid conflict. When traffic reaches the point
where the Union and Confederacy must compete for priority,
however, you can be sure there will be a showdown.

A Short History of 2202


The history of 2202 is not the history we know. Shermans
march was repulsed long before he met Atlanta. Abraham Lincoln
was assassinated two years after the third battle at Gettysburg, and
the Emancipation Proclamation was never written. The slaves
were freed by Robert E. Lee, President of the Confederacy in
1881, as a humanitarian move by a war-hardened general. The
Confederacy managed to repulse a Union invasion, but could
never launch a successful counter-attack. By the mid-twentieth
century, the situation was a stagnating cold war, albeit with open
combat on a regular basis.

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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

on its industrial strengths, looked for mineral-rich asteroids and


planets; its mining colonies focused on producing raw materials
for export, and they depended on supplies from home for survival.
The Confederacy, on the other hand, set up self-sustaining
colonies with an agricultural focus. Its colonists reproduced rapidly, expanded their domains, and soon had miniature, self-sufficient agricultural cities all over the universe.
As the maps of the warp gates became more detailed, the
Confederacy devoted immense resources to winning the colony
race. Its fleet of spacecraft, although technically inferior, was soon
twice as large as the Unions.
This spaceward focus left both nations distracted from
Earthly concerns. The Union realized this and exploited the
Confederacys preoccupation. In 2134, Union forces launched a
full offensive at Richmond.
This was the first major assault in decades, and Richmond
was completely unprepared. The Union managed to overrun the
city, and terrestrial victory seemed close at hand. Both sides
returned their focus to Earth, where bitter, bloody battles once
again raged across North America.
The Confederacy could not slow the Unions momentum as
its lines were pushed farther southward. Because so much of the
Confederacys investment had been directed toward spacecraft
and orbital defenses, it had little left to counter the Unions
ground-based weaponry. As the situation became more dire, the
Confederate generals realized the end might be near.

The Great Exodus


The Confederate generals quickly devised a devilishly simply
plan. The Confederacy had now established nearly 300 self-sufficient colonies on habitable worlds, moons and planets, all within
easy reach of known warp gates. Since the colonies were sufficient to support almost the entire Confederate civilian population
(for a while, at least), couldnt the rebels retreat to the stars?
The entire Confederate population would form hundreds of
small fleets, with each fleet traveling to a colony. Some citizens
would stay on, while the rest refueled and journeyed even further.
When they left the colony, their numbers would be thinned but
still the rebel ships would have enough passengers to found more
colonies. Each new colony would be like a bread crumb dropped
along the trail of galactic colonization.
The Confederacys investment in space paid off. As the
Union crashed through city after city back on Earth, the rebels
readied their spaceships. On a cold day in 2136, the world shook
as thousands of Confederate spaceships lifted off simultaneously.
The entire Confederate fleet retreated from Earth. Every vessel
that was even remotely spaceworthy had been commandeered and
retrofitted for an extended voyage. The Confederacys fleet
included every kind of vehicle imaginable from the newest corsairs to aging barges welded haphazardly onto warp drives.
Thus was born the Great Exodus. The retreating Confederate
convoy was like millions of moths converging from the dark onto

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

13

contact soon followed.


Regional governments formed, and a loose centralized organization slowly prevailed. The way of life remained markedly similar to what it had been on Earth: small settlements focused on
agriculture. Unlike nineteenth century Earth, however, there was
no hint of the slavery that had stained the earliest days of the
Confederacy all people were citizens, and all citizens were
equal. The staggering strangeness of the extra-terrestrial lifestyle
only reinforced the common link of human-ness.
The warp gates and forced exodus had an unusual effect on
technological evolution as well. Humanity leapfrogged over some
technologies that we know of. Neither the Union nor the
Confederacy discovered the atomic bomb. With the warp gates to
facilitate interplanetary voyages, neither side developed fasterthan-light travel. Many spacecraft looked more like the lumbering
ships of the 1800s than the sleek craft one would expect.
The Confederacys agricultural bent further impeded its technological progress, however. The Unions strong industrial and
academic establishment rapidly outpaced the Confederacy. By the
mid-2100s, this left rebel soldiers using traditional ballistic technology, while the Union tentatively deployed the first laser rifles.
When the great exodus fragmented Confederate society, the technology gap was further aggravated as everyday Union technology
advanced decades ahead of the Confederacys.
With the Confederacy gone, the Union was left in sole possession of most of North America. With half the continent now
abandoned, the Union experienced the heady days of frontier
expansion all over again. It transformed the Confederacys gilded
plains of wheat into endless mining and manufacturing operations, churning out new industries faster than ever before.
Although the Union continued its space exploration, the differing Confederate and Union philosophies on settlement left
them pursuing different planets the Union wanted industry, and

14

the Confederacy wanted agriculture, so the war was basically


stalemated. As the Union had Earth, and the Confederacy had the
stars, open hostilities for the most part died down. However, a formal peace treaty was never signed.
In the past, the Unions competition with the Confederacy
had limited its role as world leader, but now it was left unopposed.
The Union slowly expanded its democratic and economic hegemony.
After instigating the North American trade zone, the Union
forced a merger of the North American and European trade zones.
The new union, to be called the Federal Union of Nations, invited other countries to join in this one new super-economy. Several
invitees refused, including China, England, and France, and a
series of devastating wars ensued.
As with the Confederacy, the dissident nations were forced
off the planet, and in the course of the retreat their national governments were splintered forever. The resulting fleet of refugee
ships became a quasi-nation of its own, and eventually formally
declared itself the Free Fleet.
But the Unions manifest destiny knew no limits. The
Confederacys successful diaspora still rankled its sense of might.
Now that it had Earth, it hoped to conquer the stars.
Using technology acquired from the alien Scray, as well as its
own research, the Union developed bipedal walking tanks it called
ironclads. With the mobility of an infantryman and the firepower
of a tank, each ironclad is a match for two conventional tanks, or
four of the Confederacys aging vehicles. Using the ironclads, the
Union believes it can crush the Confederacy once and for all. It
hopes to deploy them soon. Cretasus, the Confederacys greatest
hope, serves as its final testing ground.
That is the state of the universe in 2202. The Free Fleet wanders the galaxy, the Confederacy nurtures its scattered colonies,
and the Union prepares for war.

Chapter II: Character Creation


Place of Origin
Player characters in Broncosaurus Rex are always human.
Even though the universe of 2202 contains several known alien
races and the intelligent dinosaurs of Cretasus, these non-human
species are not eligible to be player characters.
Yet the place where a human adventurer is raised can have a
strong influence on her physical and mental abilities, what technology she finds available, what class she tends toward and why
she chooses to adventure.
While there are four common places of origin, the universe is
vast, and there are actually many more places to come from. There
are endless uncharted areas; specialized environments on alien
worlds produce heretofore unseen adaptations; and unexplored
planets hold the promise of new discoveries. But many of the
known planets are colonized by societies homogeneous to their
sister worlds, and only a few alien worlds are so unusual as to produce a significantly different kind of human. Thus, the majority of
the known human galaxy is categorized into four common places
of origin. They are:
The Confederacy
The Federal Union of Planets
The Free Fleet
Offworlders

Conflicting Places of Origin


Players building their adventuring party may discover that
they have chosen character backgrounds that dont lend themselves to cooperation. For example, one player may have a Union
character, while another may have a Confederate character. This
may cause friction between the characters, but it does not have to.
Place of origin isnt necessarily the same as beliefs. There are
three ways to work contrary backgrounds into a cooperative
adventuring party.
Alignment: Even though a character is from the
Confederacy, he may not be staunchly loyal to the Confederacy.
Characters of neutral alignment are willing to work with those
with different allegiances, even though they may disagree with
their beliefs. Chaotic characters are not particularly loyal in the
first place, and have no objections to adventuring with the
enemy. Only when you have two lawful characters from opposed

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

15

towards the Free Fleet and offworlders.


Alignment: Confederates tend toward neutral alignments,
with some chaotics. Their revolutionary past makes lawfuls rare.
Confederate Lands: The Confederacy has no home base.
Rather, it has dozens of civilized planets, and nearly a thousand
more settlements on distant worlds. Confederate societies are
almost always agriculturally based, with many small businesses
and very few large organizations.
Technology: The Confederacy is not a place of great technology. There are few universities and even fewer researchers.
Most agricultural labor involves beasts of burden, not machines.
Interplanetary travel takes place on aging or antique vessels, and
warfare often emphasizes the more noble weapons of the past
such as swords and bows which are fine for hunting wild game,
but usually out of place in interplanetary warfare. The little
advanced technology that the Confederacy does possess was
acquired from the Union via black market channels.
Language: Confederates speak Common, as well as the
many local dialects that have evolved in the distant settlements.
Adventurers: The confederacy still retains a strong sense of
romance and chivalry. Many confederate adventurers are motivated by wealth and fame, a sense of accomplishment and untamed
frontiers. Others want nothing more than glory and the chance to
come home a worldly hero.
CONFEDERATE TRAITS
1 extra feat at first level, because the Confederacy is a place of
daring individualism and reckless heroes.
Proficient with manual weapons.
Difficult access to high-tech weapons.
Start with a free heirloom weapon.
+1 racial bonus in Animal Empathy, Handle Animal and Ride
checks, thanks to their rural background.
Automatic Languages: Common; local dialect.
Favored Class: Soldier. Every Confederate is trained in the ways
of war from childhood. A military life is considered an honorable
way to make a name for oneself.

The Federal Union of Planets


Citizens of the Federal Union of Planets are cosmopolitan,
educated residents of some of the universes greatest cities. They
are schooled from birth in manufacturing, commerce, and science.
They value democracy and equality, and are known for the amazing technology they produce.
Personality: Union citizens are used to life in the big city.
Their gregarious and friendly interaction with strangers in no way
mutes their natural suspicion. They speak their mind, dont beat
around the bush and value honesty over diplomacy.
Relations: Union citizens tend to be haughty and self-confident when interacting with other people. They view Confederates
as uneducated hillbillies who dont know any better, and they
have a similar view of the Free Fleet and offworlders. Even the

16

most tactful Union citizen will probably rub a Confederate the


wrong way at some point.
Alignment: Union citizens tend toward lawful alignments,
with some neutrals.
Union Lands: The Union is based on Earth. Much of the
planet has been turned over to government, military and administrative uses, with the population concentrated in massive, superurban areas that span hundreds of miles. On other planets, the
population is equally dense. The cities are vast, teeming with life
and heavily stratified. Large tracts of destitute squalor surround
small areas of prosperity, while manufacturing and industrial districts ring the cities. Union off-planet settlements tend to be mining colonies, zero-G manufacturing bases and research facilities.
Technology: The Union is the heart of technological progress
for the human galaxy. Its scientists, researchers, analysts and technicians are the envy of the universe. Because they are more
advanced even than some alien races, technology is readily available to Union characters.
Language: Union citizens speak Common.
Adventurers: Union adventurers are often overachievers or
underachievers. The overachievers feel boxed in by the cities, and
cant find the freedom to make a name for themselves in corporate or scientific life. The underachievers dont have the intellectual ability or interest to succeed in such a technically-focused
society, or simply cant stand the confines of society and the
cities.
UNION TRAITS
Proficient with ballistic weapons.
Easy access to high-tech weapons.
4 extra skill points at first level, due to a rigorous educational
system.
+1 racial bonus to Intelligence, due to the advanced universities
of the Union.
+1 racial bonus to Use Technical Equipment checks.
Union Soldiers and Machinists may take the class skill Operate
Ironclad. They are the only characters for whom this is a class
skill.
Automatic Languages: Common.
Favored Class: Machinist.

The Free Fleet


Natives of the Free Fleet or Freemen, as they call themselves are nomads, ready to leave a place almost as soon as they
have arrived. Since their expulsion from Earth in the twenty-first
century, they have claimed no home system. Instead, they wander
endlessly, and most Freemen make their living now as itinerant
traders.
Personality: Freemen are reckless, adventurous souls. They
are neither reliable nor predictable. They do not depend on clocks,
take life one day at a time and expect nothing more of a day than
whatever may come their way.

Freemen make their living as traders. Their constant travel


brings them into contact with an endless variety of goods. They
buy in one system, then sell in the next. They have a reputation for
being the kind of traders whose gift horse you should look in the
mouth buyer beware is especially true when dealing with
Freemen.
In combat, Freemen focus on hit-and-run attacks. They use
their maneuverability to outflank opponents, deliver one or two
well-aimed blows and retreat before retaliation can occur.
Relations: In the late twenty-first century, the European and
North American trade zones combined into the Federal Union of
Nations. This Union then tried to annex the areas around its borders. Several nations refused to join including China, England,
and France and a series of devastating wars followed. During
the wars and after the Union won, wave after wave of refugees left
Earth. Some joined the Confederacy, some became independent
and others formed the Free Fleet.
Thus, the Free Fleet was formed in direct response to Union
aggression, and the Freemen have never forgotten this. They are
openly hostile toward Union sympathizers, even more so than
most Confederates. The Confederates wanted independence, after
all, while the Free Fleet was forced into it.
However, Freemen will hide their hatred if there is something
to gain from it. They are born traders, and will gladly trade with
the Union if its good for them.
Freemen feel no particular kindness for the Confederacy,
other than the fraternity of a shared enemy.
Alignment: Freemen tend toward neutrality.
The Free Fleet City-Ships: The Free Fleet has six separate
fleets, each composed of anywhere from fifty to one hundred cityships. Each city-ship is a vast spaceship, from five to twenty miles
across, in which hundreds of thousands of freemen dwell. Many
of the larger city-ships are built on foundations of asteroids or
small moons.
The city-ships run the gamut of urban landscapes, but unlike
the sprawling metropolises of the Union, there is little poverty.
Each city-ship is run by a central government entrusted with providing the bare necessities to all inhabitants. The individual governments range in attitude from laissez-faire to absolute autocrats.
The fleets themselves drift through space, traveling from system to system, in search of trade, food, raw materials and occasionally the spoils of war. Since their travel brings them into frequent contact with aliens, the average Freeman will have more
exposure to alien life than even the most traveled Union citizen.
The Free Fleets basic mode of existence aimless wandering is designed to avoid the sort of war that it faced on Earth in
the previous century. In most cases, a fleet will flee rather than
engage in direct combat. Nonetheless, the fleets will never miss
the chance to attack a Union force if the odds are in their favor.
Occasionally two or three of the fleets will join forces when they
are nearby or in need of aid. In times of great distress the six fleets
will converge into one massive fleet, but this is rare.
Technology: The Free Fleet is somewhere between the Union
and Confederacy in terms of technology. Its own technological

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

17

to survive in the wilds of space. There are chaotic offworlders


who left society because they preferred the solitude of the outer
reaches. There are good offworlders who left to establish a better
society, and evil offworlders who were banned from their homeworlds.
Offworlder Lands: Offworlders populate every variety of
planet known to humanity. The only unifying theme to their settlements is self-sustainability: the outer reaches are so distant that
all offworlders must be able to support themselves solely on what
they themselves can produce.
Technology: Offworlder technology is the remnants of whatever they took with them. Their devices are usually in disrepair
and precariously maintained, if they still work at all.
Language: Recently arrived offworlders still speak
Common. Offworlders who have been in place for generations
usually speak a local dialect based on Common.
Adventurers: Offworlders adventure for two primary reasons. Some want to find a life that is easier than the hard, toilsome, lonely existence they know in the outer reaches. Others,
naturally adventurous by inclination, choose to leave for the same
reason they originally became offworlders they are bored or listless, and crave a chance of scenery.
OFFWORLDER TRAITS
+1 racial bonus to Constitution and Strength due to the rough life
and extreme environments in the outer reaches.
-1 racial penalty to Charisma to reflect their shy, reclusive personality.
-1 racial penalty to Intelligence to reflect the dearth of educational opportunities in the outer reaches.
Very difficult access to high-tech weapons.
+2 racial bonus in Intuit Direction and Wilderness Lore checks.
Automatic Languages: Common or local dialect.
Favored Class: None. Offworlders have such small societies and
so little contact with other humans that they rarely develop vocations other than those needed to maintain the bare necessities of
life.

18

New Character Classes


Cretasus has opened new doors for anyone brave enough to
make a new life there. There is agricultural bounty, mineral
wealth, natural beauty, taxidermic fortune, exotic livestock, new
societies and alien civilizations. An adventurer in search of such
temptations invariably chooses a vocation best suited to his goals.
This vocation is the adventurers class.
The adventuring life on Cretasus is very different from that of
a magical fantasy world. As such, the standard classes are
unavailable to Broncosaurus Rex characters. Instead, we present
six new classes.
Bronco Rider: A bronco rider is a new kind of warrior, raised
only on Cretasus, trained to fight with his dinosaur mounts and
herds.
Machinist: A machinist is a scientist, technician and mechanic who finds his success through technology and invention.
Soldier: The soldier is a professional warrior schooled in
weapons, tactics and equipment.
Spy: The spy is a secret agent working for a larger cause.
Two-fister: A two-fister is an untrained warrior, such as a
mercenary, home guard, self-taught adventurer, member of the
local militia or warp pirate.
Wild One: A wild one has left human society to live amongst
the dinosaurs.

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

Prehistoric Companion: First level bronco riders start with


a prehistoric animal companion. Just as maverick cowboys in the
wild west frequently kept wolves as pets, many bronco riders keep
protosuchus. A bronco rider can select an edaphosaurus, ornitholestes or protosuchus as his companion (other companions are
permissible with GM approval). The companion interacts with the
bronco rider in the same way a modern dog relates to its master.
Dinosaur Mount: Bronco riders receive a bonus equal to
their level to all Handle Animal checks involving prehistoric animals. This bonus is in addition to any other bonuses, including
ranks in Handle Animal.
Experienced bronco riders keep stables filled with their
mounts. These stables serve as living trophy halls, evidence of the
bronco riders prowess at taming natures wildest beasts.
First level characters, however, are too inexperienced to have
a mount of their own. If theyre hired on as ranch hands, they ride
the mounts of their employers. Only if theyre adventurers as
most characters are will they have to acquire a mount. There are
three ways to do this: buy a domesticated mount; raise a dinosaur
from birth; or set out into the wilderness, capture a wild dinosaur
and train it. Any one of these options is an adventure in itself.

pragmatic. Others quest for alien artifacts to advance their own


studies, while some pursue great fortunes that they can invest in
extensive research of a favored subject.
Characteristics: Although years of tinkering makes some
machinists strong and dexterous, most are out of shape, inexperienced with weapons (except those they invented) and near-sighted. They carry tools instead of guns, and they dont wear armor,
unless it is energy field armor which doesnt interfere with their
tinkering. The machinist is often the last person you would expect
to find adventuring until he pulls out a quirky device that disintegrates a T-rex with the press of a button. Then the importance of
the machinist becomes clear.
Alignment: Machinists consider ideas, theories and the truth
to be more important than human organizations. Lawful machinists are very rare, while chaotics are common.
Background: A machinist is driven by a thirst for knowledge
and its applications. Becoming a machinist requires many years of
schooling. Aside from learning the basics of several fields of science, the machinist also must learn how to operate most basic
equipment. In civilian or military life, a professional machinist
spends his time repairing and maintaining equipment. Senior or
accomplished machinists are expected to adapt new discoveries

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

into practical uses, or create entirely new technology on their own.


As adventurers, machinists are expected to do all of this and provide weaponry and equipment as well.
Places of Origin: Machinists find a great deal of support in
the Union, with its established educational system and respect for
science. In the Confederacy, however, technology is not so
respected, and Confederate machinists are usually involved with
military research. Machinists from the Free Fleet and outer reaches acquire their knowledge through a mentor or self-study.
Other Classes: Machinists dont pay much attention to other
classes. They just want to be left alone so they can work.
GAME RULE INFORMATION
Machinists have the following game statistics.
Abilities: Machinists must be able to understand complex
theories, repair practical devices and create technologically
advanced machines. Intelligence and Dexterity are their two most
important abilities.
Alignment: Any non-lawful.
Hit Die: d4
Class Skills

express scientific sophistication, so they compete to build the


most effective weaponry. They are constantly tinkering, adding
new capabilities and refining existing functions.
A customized weapon can add to the machinists attack bonus
or cause additional damage. As a starting point, each custom feature gives a +1 enhancement bonus to attack or damage. The number of custom features that a machinist can implement is determined by his level. A first level machinist begins with one custom
feature, plus one additional feature for each point of Int modifier.
At each level thereafter, the machinist can add one new custom
feature. It can be added to an already customized weapon, or be
used to customize an unmodified weapon. Table 2-2, The
Machinist, tells the maximum customization bonus at each level.
For example: Babcock is a first level machinist. His
Intelligence is 15, giving him a +2 modifier. At first level, he can
have three customizations. He customizes his laser pistol to give
him a +3 attack bonus. When he reaches second level, he further
modifies the laser pistol to give him an additional +1. His total
bonus is now +4. When he reaches third level, he customizes a
laser rifle to give +1 damage. His total bonus is now +5 (+3 for
his level and +2 for his Int modifier).
At first level, the machinist starts with any customizations to
his weapons. At future levels, it takes two weeks of work to add
each additional customization. After a decision is made as to the
nature of a customization, it is possible to go back and convert one
sort of bonus to another, but it requires extensive work. To convert
an attack bonus to a damage bonus, for example, would require
modifying the sight and targeting system, and researching upgrad-

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

ed ammunition. Conversion takes one month for each point of


transferred modification. Changing a +2 attack bonus to a +2
damage bonus, for example, would take two months.
Instead of applying an attack or damage bonus, the machinist
may attempt some other sort of modification. This could include
the range, the area effect, the rate of fire, or, in theory, anything
else. On the table above are some rough guidelines for custom
weapons. The Bonus Equivalent is what level of customization
bonus is necessary to create the custom weapon. Some kinds of
weapons may not be amenable to certain kinds of modification.
Your game master has the final word.
The customization bonus applies only when using the customized weapon. Only the machinist receives the bonus when
using that weapon, as only he understands how to work the customized weapon.
The bonus represents the machinists level of engineering
ability, as well as the powers of his customized weapon. The custom weapons require constant maintenance. For this reason, a
machinist cannot construct custom weapons that he then passes on
to his friends for their use.
If the machinist attempts to customize more weapons than his
abilities allow, he will not be able to provide upkeep on the
weapons. Those bonuses in excess of his level will cease to apply.
Furthermore, all of his customized weapons will malfunction, and
repairs will take one week per weapon.
If a custom weapon is destroyed or lost, the machinist can
customize another weapon or a replacement.
Devices. The machinist also can custom build devices.
Devices range in complexity from simple (such as a radio) to
moderate (such as a whiner, which emits subsonic frequencies that
dinosaurs hate) to extremely difficult (such as a spibot, a spiderlike robot that maps terrain as it traverses it).
Each device has a tech level associated with it. A machinist
can only build a device equal to or less than his level. Building a
device takes one week per tech level. The components cost $10
for tech level 1, $20 for tech level 2, $40 for tech level 3, $80 for
tech level 4, and so on.
Building devices is different from maintaining devices. There
is no limit to the number of devices a machinist can build
(although the complexity depends on the machinists level). There
is a limit, however, to the number that he can maintain at once.
The machinist can only maintain a number of devices whose
total tech levels are equal to or less than his level. If he tries to
maintain more, each device has a 50 percent chance per day of
malfunctioning. It is permissible to build many devices, but only

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

chosen to discharge his formal duties for a life of recklessness.


Even when he has left his formal military life, though, he carries
with him the discipline and focus to become an even better soldier.
Adventures: The kind of person who becomes a soldier is
usually perfectly suited to adventuring. Soldiers appreciate challenge, conflict, risk, excitement and success. Many soldiers continue adventuring after their career ends, simply for the excitement and rewards. Others, who spent their careers in out-of-theway systems and obscure posts, become adventurers because it
provides the excitement they didnt get in the military.
Other soldiers become adventurers as a result of their service.
Some soldiers grow tired of fighting for generals they dont know
or ideals they dont identify with. They adventure to fight for
something they care about often themselves, but sometimes the
cause or ideal that provoked them to service in the first place.
Others are so shaken by their war-time experiences that they can
never return to mainstream society.
Characteristics: The soldier is a trained warrior. Soldiers do
not necessarily fight out of a personal lust for violence or power
(although that is sometimes the case). Rather, they treat combat as
a vocation, a way to make a living, that has its own set of rules and
standards. They usually fight for a greater goal: the safety of their
families, the right to self-govern or the virtue of democracy. They
understand that warfare is a necessary part of civilized life, not an
end or lifestyle in itself.
Alignment: Soldiers are never chaotic. They must be comfortable with teamwork and being part of an organization. Lawful
soldiers tend to be more successful in their military careers than
neutral soldiers, although
adventuring is a different
Table 2-3: The Soldier
arena than military life.
Base
Troops with a chaotic disposiLevel
Attack Bonus
tion are identified and dis1
+1
charged early on in the
2
+2
Confederacy, this usually
3
+3
means being sent back to the
4
+4
local home guard.
5
+5
Background: Soldiers
6
+6/+1
usually attend military schools
7
+7/+2
beginning at the age of 14.
8
+8/+3
From this early age, their edu9
+9/+4
cation focuses on military his10
+10/+5
tory and strategy, with basic
11
+11/+6/+1
weapons training. At the age
12
+12/+7/+2
of 18, they graduate to formal
13
+13/+8/+3
military service, though prom14
+14/+9/+4
ising candidates may begin
15
+15/+10/+5
earlier. Military service begins
16
+16/+11/+6/+1
with at least two years of col17
+17/+12/+7/+2
lege-level education before
18
+18/+13/+8/+3
the student enters active duty.
19
+19/+14/+9/+4
Depending upon the place and
20
+20/+15/+10/+5
time, active duty may entail

24

immediate deployment and actual combat.


Soldiers develop strong fraternal bonds. Most remain close to
their old schoolmates, basic training buddies, and the men and
women from their units. When their active duty ends, old soldier
friends often re-unite to adventure together.
Places of Origin: Confederate soldiers typically come from
families that identify strongly with the rebel cause. Thats why
they join the military in the first place. By the time the soldier finishes his service, however, his loyalties may not be so strong.
Confederate soldiers are usually from rural areas. The poorer
Confederates start as infantry, while the gentry and aristocrats
enter service as officers. In many cases, the poorer troops who
survive battlefield service to promotion into the officer ranks
make better leaders than their sheltered aristocratic peers.
Because the Confederate military is so decentralized, there
are some adventuring parties on Cretasus that include soldiers still
on active duty. This works fine as long as the adventures dovetail
with the soldiers missions.
Union soldiers hail from its sweltering cities and endless
industrial bases. They often grew up in tough urban surroundings
and are used to defending themselves. The Union practices forced
conscription much more than Confederacy, so many of its soldiers
arent particularly enthusiastic about their service. Those that do
volunteer are often favored over the conscripts, with better opportunity for advancement and easier access to elite training. The
Union military includes federal sheriffs and marshals, whose
domains cover vast areas of unoccupied space, and it is not
unknown for these soldiers to actively adventure on Cretasus in
their down time.

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

Strategy & Tactics


Feats
Sense of Vulnerability
Combat Tactician

Combat Placement

GAME RULE INFORMATION


Soldiers have the following game statistics.
Abilities: Dexterity is important to soldiers for its role in
ranged combat. Intelligence is important for its influence on tactical thinking. Although Strength is important for close combat,
such fighting is rare for a professional soldier. Constitution is
important because a soldier is usually in the front lines of combat.
Alignment: Any non-chaotic.
Hit Die: d10.
Class Skills
The soldiers class skills (and the key ability for each skill)
are Climb (Str), Craft (Int), Drive (Dex), Intimidate (Cha), Jump
(Str), Knowledge (strategy and tactics, Int), Listen (Wis), Pilot
(Int), Use Technical Equipment (Int). Additionally, Union soldiers
(and only Union soldiers) may take Operate Ironclad (Dex).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Class Features
All of the following are class features of the soldier.
Weapon and Armor Proficiency: A soldier is proficient with
daggers, all ballistic weapons, light armor, medium armor and
heavy armor. Soldiers prefer tactical, strategic war fought with
advanced weapons not the clumsy, close-range combat associated with two-fisters.
Weapon Specialization: Upon achieving 4th level or higher,
the soldier may take Weapon Specialization as a feat. A prerequisite is Weapon Focus with that weapon. Weapon Specialization
lends a +2 damage bonus with a chosen weapon. The damage
bonus applies within the targeting range of a ranged weapon.
Base Attack Bonus: The soldiers base attack bonus applies
to ranged combat, not close combat.
Strategy and Tactics: Soldiers are trained to take advantage

of combat situations. In military school, they memorize thousands


of historical battles, and can instantly match the current situation
to a historical case study. They then assess all aspects of a situation weather, position of the sun, terrain, lighting, potential
cover, and so on to determine the best way to win an encounter.
Soldiers gain certain feats due to their grasp of strategy and
tactics. These feats are indicated on Table 2-3: The Soldier. They
are described in the Feats section. The soldier gains these feats in
addition to every characters normal acquisition of a new feat
every three levels.

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

Some of the wealthy Union industrial magnates have trained


their own private armies. These armies protect their factories from
competitors, aliens, natural hazards, rebels and labor unions.
Some soldiers hail from these private armies.
The Free Fleet has dozens of regional armies, each affiliated
with a one or more ships in a fleet. Most of these are semi-professional organizations without the structure necessary to produce
good soldiers, but there are some real armies, and some soldiers
do hail from there.
Other Classes: Although soldiers look down upon the wild,
unskilled fighting of two-fisters and wild ones, they understand
their importance in an army and adventuring party, and they
respect their courage. They have a similar attitude toward machinists: they appreciate the usefulness of their work, but they consider them weak and inscrutable. Soldiers admire bronco riders for
their strength and discipline.

25

have strict codes of conduct and operational procedure.


Confederate and Free Fleet spies are often patriotic volunteers
with the gift of gab and a deft hand with locks.
Places of Origin: The Union, the Confederates and the Free
Fleet all employ numerous spies. Few offworlders become spies,
because they are hilariously incompetent at passing themselves
off as non-offworlders.
Other Classes: Spies move in all sorts of company, and get
along well with other people. However, they often prefer to work
alone, without noisy bronco riders in the vicinity.
GAME RULE INFORMATION
Spies have the following game statistics.
Abilities: Charisma allows a spy to persuade the people she
meets to tell her more than they should, Dexterity lets her slip into
and out of tight spots, and Intelligence lets her figure out the
enemys master plan. Charisma, Dexterity and Intelligence are
important for the spys special abilities.
Alignment: Any.
Hit Die: d6.
Class Skills
The spys class skills (and the key ability for each skill) are
Appraise (Int), Balance (Dex), Bluff (Cha), Ciphers (Int, exclusive skill), Climb (Str), Diplomacy (Cha), Disable Device (Int),
Disguise (Cha), Drive (Dex), Escape Artist (Dex), Forgery (Int),
Gather Information (Cha),
Hide (Dex), Jump (Str),
Knowledge (all skills,
Table 2-4: The Spy
taken individually), Listen
Base
(Wis), Move Silently
Level
Attack Bonus
(Dex), Open Locks (Dex),
1
+0
Pick Pocket (Dex), Search
2
+1
(Int), Read Lips (Int),
3
+2
Sense Motive (Wis), Speak
4
+3
Language (Int), Spot (Int),
5
+3
Tumble (Dex) and Use
6
+4
Technical Equipment (Int).
7
+5
Skill Points at 1st
8
+6/+1
level: (8 + Int modifier) x 4.
9
+6/+1
Skill Points at Each
10
+7/+2
Additional Level: 8 + Int
11
+8/+3
modifier.
12
+9/+4
13
+9/+4
Class Features
14
+10/+5
15
+11/+6/+1
The following are all
16
+12/+7/+2
class features of the spy.
17
+12/+7/+2
Weapon and Armor
18
+13/+8/+3
Proficiency: A spy is pro19
+14/+9/+4
ficient with manual, ballis20
+15/+10/+5
tic, and high-tech weapons

26

and light and energy field armor.


Slip of the Tongue: To use this ability, the spy must be in a
friendly conversation. She may slip a question into the conversation without seeming to ask itOh yes, I was speaking to the
commander of the base, Mr.... Sherman? Yes, Sherman, of
course, and I was saying... The intended target must make a Will
save against a DC of 10 + spys level + Charisma modifier or
inadvertently answer the question. If the intended target makes the
roll by 5 or more, they realize what the spy is up to!
The spy may use this ability once per day per level. If the spy
attempts slip of the tongue on the same target more than once in a
day, the target may become wise to the spy. For each attempt after
the first, the target has a +2 bonus to its save.
Slip of the tongue works against any enemy whose language
the spy speaks.
Dodge Bullets: Spies get a dodge bonus to AC against all
ranged weapon attacks (including energy weapons). This dodge
bonus does not apply if the spy takes a full attack action.
Improved Evasion: This ability works like evasion, except
that the rogue still takes no damage on a successful Reflex save,
he now takes only half damage on a failed save.
Nick of Time: Once a day (or more, depending on level), a
spy can use one of these skills in 1/10 the time it normally takes:
Disable Device, Disguise, Escape Artist, Forgery, Open Locks,
Use Technical Equipment
Intriguing: An experienced spy is so intriguing and engaging
that villains just dont know what to make of him. The spy can use
this ability either in battle, to avoid being killed, or before a bat-

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.

Places of Origin: Confederate twofisters are usually from the home


guard, the Confederacys reserve
forces that patrol the soldiers
home regions. The home
guard is made up of the
poorest, least enthusiastic or most rural rebs
those who dont attend a
military
academy
because they cant
afford it, dont want to
or arent near one.
A l t e r n a t i v e l y,
some Confederate
two-fisters are overenthusiastic
teenagers
who would have become soldiers if they only had patience.
Instead, they ran away at a
young age, eager to adventure, and never received formal military schooling.
Union
conscription
practices produce a regular
supply of two-fisters in
several
different
ways. First, there are
the conscripts. The
majority of Union
conscripts are unwilling.
The Union recognizes this by giving them sub-par training and
treating them like grunts. When they are discharged, these ostensible soldiers really dont have the training necessary to be a true
soldier. Many use what theyve learned to become adventurers.
The second source of Union two-fisters is the grueling dayto-day life in the Union. The Union super-cities are terrible places
to live. For most citizens, they are hot, sweaty, polluted, grimy and
dehumanizing. The lower classes have their rights, but often nothing else, so they grow up defending themselves in the streets. The
middle classes are safe, but face a life of weary office ennui.
Everybody wants to leave, and that urge produces two-fisters.
The Free Fleet produces a steady supply of two-fisters by
virtue of its standing army of citizen reserves. Unlike the
Confederates and Union, the Free Fleet militiamen are proud to be
in the militia. When the Freemen take to adventure, their militia
background proves a natural occupation.
Offworlders usually become two-fisters, as they typically
lack the time and resources to learn any other class.
Other Classes: Two-fisters respect soldiers the way any hobbyist respects a professional. They have a similar respect for bronco riders. They have no strong feelings for or against machinists,
but are disapproving of wild ones, whom they see as freaks and
social outcasts.

27

GAME RULE INFORMATION


Two-fisters have the following game statistics.
Abilities: Two-fisters practice combat in its most basic form
fists and knives so Strength is important to them. Dexterity
and Constitution also are important for their roles in close combat.
Alignment: Any.
Hit Die: d8.
Class Skills
The two-fisters class skills (and the key ability for each skill)
are Climb (Str), Craft (Int), Drive (Dex), Gather Information
(Cha), Hide (Dex), Jump (Str), Profession (Wis).
Skill Points at 1st Level: (2 + Int modifier) x 2.
Skill Points at Each Additional Level: 2 + Int modifier.
Class Features
All of the following are class features of the two-fister.
Weapon and Armor Proficiency: A two-fister is proficient

with all manual weapons, light armor and medium armor.


Unarmed Combat: Where soldiers focus their attention on
modern weaponry, two-fisters learn to fight with whatever is
available. In many cases, this is only their fists. They are experienced in street fighting and dirty tricks combat, and some have
limited exposure to martial arts training as well. All two-fisters
automatically receive the Improved Unarmed Strike feat.
Furthermore, they receive an attack bonus and cause extra damage, as shown in Table 2-5: The Two-Fister.
Local Connections: Two-fisters blend in easily, especially in
places similar to their hometowns. They can use this ability to
gather information about local happenings, so a two-fister
receives a bonus to Gather Information skill checks, as follows:
A bonus applies equal to the two-fisters level.
When in his native lands, or in any place populated by his
people, this bonus is increased by 50 percent. For example, a
fourth level Freeman two-fister visiting a city-ship of another fleet
would receive a +6 bonus (+4 for level and +2 for native lands).
When in the lands of his enemies, his bonus is decreased by
50 percent. For example, the same Freeman in a Union city would
receive only a +2 bonus.

Table 2-5: The Two-Fister


Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

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

in all other respects, he is a dinosaur. Because wild ones at this


stage rarely interact with humans, there is little opportunity for
them to be player characters.
Alignment: Most wild ones feel an affinity for the laws of
nature. They pay little heed to the laws of man, considering them
ambiguous, artificial and temporary. At the same time, they reflect
the fluid tribal and family structures of wild animals. Thus, wild
ones may not be Lawful or Chaotic. They can still be good or evil,
depending on their own inclinations, and many form alliances
with dinosaurs closest to their own nature.
Background: The slide toward wildness is the central story
behind each wild one. Some came to Cretasus intent on retreating to
the wilderness. Others arrived as soldiers, farmers, bronco riders or
industrialists, unaware of the call of the wild within their breast.
Somehow, the urge to leave humanity overtook them. In most cases,
they left on individual expeditions into the wilderness. A lucky few
found comrades with similar inclinations, then set out together.
Each wild one wants to abandon some portion of civilized
life. Many seek only to escape the cities to live in the wilderness.
Some carry this further by abandoning clothing and cooking.
Most stop there, though a few go so far as to forget domestic
animals and agriculture in favor of hunting and gathering. Most
wild ones have regular contact with both dinosaurs and humans,
treated as a fringe member of both societies but a true citizen of
neither. The final step extremely rare is to leave the society of
humans. These wild ones give up their humanity once and for all
to live with a dinosaur tribe.
There is no common thread connecting the backgrounds of
the wild ones. While some were raised in poverty, others come
from wealthy, aristocratic backgrounds. No one understands what
causes the urge to retreat from civilization. For the mildest of the
wild ones those who simply become wilderness men human
society is still within reach, and they frequently maintain contact
with their friends and family. The most extreme, however, are
deemed insane by the rest of humanity. Most wild ones fall somewhere along this spectrum of the rough-mannered wilderness man
to the insane, dinosaur-brained outcast.
Places of Origin: There is no common thread to the wild
ones places of origin. Many of those who seek out a wilderness
life in the first place are the rural denizens of the Confederacy, but
they are no more likely to become wild ones than the rare Union
settlers who come to Cretasus. The Free Fleet and offworlders
send fewer settlers to Cretasus than other factions, but wild ones
are just as likely among their citizens. The tendency toward wildness seems genetic, rather than environmental, and there is no discernible pattern of origin thus far.
Other Classes: Wild ones lump other classes together with
the rest of humanity, guilty of betraying nature and the environment. Machinists, bronco riders, soldiers and two-fisters all represent the varied evils of civilization. Wild ones respect the classes
to the same degree that they respect the rest of humanity the
wilderness man considers them misguided, the dinosaur man sees
them as dangers to the environment and the true wild one considers them potential meals at best and enemies at worst.

29

GAME RULE INFORMATION


Wild ones have the following game statistics.
Abilities: Wild ones must be able to survive in the wilderness
and earn the respect of dinosaurs. Those who arent strong enough
die trying. Constitution and Wisdom are very important for wild
ones.
Alignment: Neutral good, true neutral, or neutral evil.
Hit Die: d8.
Class Skills
The wild ones class skills (and the key ability for each skill)
are Animal Empathy (Cha), Climb (Str), Craft (Int), Heal (Wis),
Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge
(nature, Int), Ride (Dex), Speak Language (Int), Swim (Str), Use
Rope (Dex), Wilderness Lore (Wis).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Class Features
All of the following are class features of the wild one:
Weapon and Armor Proficiency: A wild one is proficient
with manual weapons and light armor.
Dinosaur Empathy: A wild one receives an inherent +2
bonus to any Animal Empathy check involving dinosaurs.
Natural Knowledge: Wild ones learn to use the herbs,

spices, roots and animal extracts that grow naturally on Cretasus.


Most of this is learned through interaction with dinosaur shamans,
though some is self-taught. This knowledge gives wild ones
access to the Heal and Knowledge (nature) skills.
Motivating Cause: A wild one is driven by an underlying
cause. This cause is usually a result of his background and
upbringing. As a result of this cause, the wild one has certain enemies. Some example causes are:
The wild one opposes Union industrial development on
Cretasus. His enemies are Union soldiers and industrialists.
The wild one opposes Confederate domestication of
dinosaurs. His enemies are the Dino Warriors.
The wild one opposes ranchers who try to herd wild broncos. His enemies are bronco ranchers and their employees.
The wild one receives a +1 attack bonus against all enemies
of this cause. The player should determine what his cause is. It
must be fairly specific it cannot be so general as to include
everybody.
Animal Peer: A wild one respects nature as his equal. He
views domestication as an improper imposition of civilization
upon the wild animal. Thus, wild ones can have Animal Empathy
and Ride skills, but they cannot acquire Handle Animal.
However, wild ones have an uncanny ability to communicate
and interact with animals, and they can often persuade wild animals to work with them. This is reflected in the Animal Peer ability.
First level wild ones start with the Animal Peer ability. A wild
one adds his Wisdom modifier and level to checks against this

Table 2-6: The Wild One


Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

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

* Only works with intelligent animals. The communication


must be simple and possible through body language and
basic noises.
** At the GMs discretion, this DC can be modified if the animal is hungry or hostile.
Dinosaur Allies: A wild one gradually becomes a resident of
the natural world. He makes friends with some dinosaurs, and
their enemies become his enemies.
At each level indicated on Table 2-6: The Wild One, the character attains a dinosaur ally. For intelligent dinosaurs, this is usually a local nation, tribe or family group; for others, it is a certain
species within a local region. Allies can be different political factions of the same species, depending on how the game master has
arranged the local political situation.
The typical dinosaur of that allied group cannot have more
hit dice than the wild ones level. For example, a second level wild
one can only gain allies of one or two hit dice. As the wild ones
level increases, he cannot exchange existing allies for more
powerful ones. He can only acquire more powerful allies by making new friends.
Allies have the following implications:
1. The wild one has learned the customs, habits and language
of his allies. The wild one automatically speak the creatures language (although he is still limited by anatomy he cannot reproduce the calls of a parasaurolophus, for example).
2. The wild one is accepted by the ally. He can come and go
at their homes, share their meals and gain their audience.
3. The wild one is now identified with that ally by other
dinosaurs of the same region. If his ally has enemies or allies, he
does, too.
The wild one may not select contradictory allies for example, if the local velociraptor tribe is at war with the tyrannosaurus
family, he cannot ally with both. If he does so, they will both view

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.

Table 3-1: Skills


Skill
Alchemy/Chemistry
Animal Empathy
Appraise
Balance
Bluff
Cipher
Climb
Concentration
Craft
Diplomacy
Disable Device
Disguise
Drive
Escape Artist
Forgery
Gather Information
Handle Animal
Heal
Hide
Innuendo
Intimidate
Intuit Direction
Jump
Knowledge (nature)
Knowledge (science)
Knowledge (strategy & tactics)
Knowledge (technology)
Knowledge (all skills)
Listen
Move Silently
Open Lock
Operate Ironclad **
Perform
Pick Pocket
Pilot
Profession
Read Lips
Repair Device
Ride
Search
Sense Motive
Speak Language
Spot
Swim
Tumble
Use Rope
Use Technical Equipment
Wilderness Lore
O = Class skill.
o = Cross-class skill.
X = Unavailable.

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

You threaten the animal


or its young, or it is
hungry

Attack with intention


of killing; may eat
you

Unfriendly You are in its territory, or Attack with intention


otherwise too close
of scaring you off
Indifferent It eats grass, and youre Continue munching
not grass (nor a threat)
Friendly

Helpful

Animal is playful or
intelligent

Horse around
which may look like
an attack!

Animal is intelligent and


likes you for some
reason

Communicate,
protect, assist

The DC for changing an animals attitude depends on the old


attitude. Roll the check and consult the table below to determine
success in changing an attitude.
There are two limitations to influencing an animals attitude.
First, only intelligent animals can be helpful. A helpful result on
any other animal merely indicates indifference, unless the animal
is young and/or playful, in which case friendly behavior is possible.
Second, the success of the roll depends on the limits of the
animals current condition. As long as you look edible, a desperately hungry allosaurus is not going to become indifferent. The
GM should feel free to make certain attitudes unattainable given
the animals condition.
DC to Change Attitude
Initial
Attitude
Hostile
Hostile
Less than 20
Unfriendly
Less than 5
Indifferent
Friendly
-

34

Here are two examples of using Animal Empathy. First, a


startled triceratops on the verge of shrieking a warning call is
unfriendly. You can make a check to make it remain silent. If you
manage to change its attitude to indifferent, you have succeeded.
As a second example, a maternal ankylosaurus rears up when
the character gets too close to her nest. The ankylosaurus is hostile and must be calmed to prevent it from attacking. The GM may
rule that the best you can do is change its attitude to unfriendly,
because no matter what you do, you are still dangerously close to
its nest.
Retry: Retries do not work.
Special: Wild ones making Animal Empathy checks with animals from allied groups receive a +5 circumstance bonus to their
roll.
CIPHERS (Int; Trained Only; Spies Only)
Use this skill to determine that an innocuous piece of scribble is
in reality a coded message, to decipher a message you know is
coded or to create a usable code that will be difficult for an enemy
to break.
Check: First, you have to realize that youre dealing with a
coded document. A check against DC 10 lets you instantly distinguish a coded message from mere doodlings. Next, for all but the
simplest codes there is an opposed check between you and the
character who designed the code.
Task
Create a simple cipher
Create a difficult cipher
Create a simple code
Create a difficult code
Break a code or cipher

DC
5
10
15
20
Opponents roll

Time
1 hour
1 day
1 week
1 month
*

*Same as time to create for that level of difficulty

A cipher is a method of transposing letters (such as A=Z,


B=Y, etc.), while a code can involve answer keys, visual aids, or
complex algorithms.
The GM makes your roll secretly. When creating a message,
the roll determines how difficult (or simple) your cipher or code
actually is. For example, if you try to create a simple code, but
only roll a 17, the complexity of your creation is in fact no more
complex than a difficult cipher. Even though you spent a week to
create it, an opponent can decode it in a day. When decoding a
message, if you miss your roll by more than 15, or if you roll a 1,
you misread the message!
Retry: You can
make another attempt
New Attitude
at any time; however,
Unfriendly
Indifferent
Friendly
Helpful
after three failed
20
25
35
50
attempts you need to
5
15
25
40
take at least a week to
Less than 1
1
15
30
rest before tackling
Less than 1
1
20
the code again.

Special: If you have a partially-decoded message, you


receive a +10 circumstance bonus on attempts to solve the same
cipher or code.
CRAFT (Int)
Craft covers the many crafts possible in the year 2202, including
gunsmithing, armor construction, electrical engineering and automotive mechanics.
DISABLE DEVICE (Int; Trained Only)
This includes disabling the devices constructed by machinists. It
also applies to any general technological construction.
Check: A set of engineering tools is required, or a 2 circumstance penalty applies. In general, the DC is equal to 5 plus
the devices tech level. Add +5 to the DC if the device is of alien
design.
A character may be able to disable a device even though he
does not fully understand it. Disable Device allows a character to
disable a device at a maximum tech level of the tech level he
understands, plus his rank in the skill. For example, a character
with two ranks in Disable Device who understands equipment of
tech level 4 could disable devices of up to tech level 6.
Special: Characters with any of the following skills receives
a +2 synergy bonus for each skill with 5 or more ranks:
Knowledge (technology), Use Technical Equipment and Repair
Device.
DRIVE (Dex)
Drive lets characters operate vehicles. The skill applies to any
conventional vehicle that uses ground-based locomotion, including wheels, tracks and legs. Each time you take this skill, you
must take it in one of those areas.
The tech level of the vehicles you drive is still limited by your
normal tech level understanding.
Note that Drive does not apply to Union ironclads; they
require the Operate Ironclad skill.
Check: Typical city driving doesnt require a check. You can
open the doors, start the ignition, traverse streets, parallel park and
turn off the engine with ease. More advanced tasks require a
check.
Task
Drive with one hand
Drive at high speeds
Drive in combat
Drive unfamiliar vehicle
Avoid obstacles
Drive in wilderness
Make a tight turn
Regain control
Drive alien vehicle

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

The animals size affects the DC of all tasks


other than rearing and training (the HD component
of rearing and training accounts for size). If the animal is only one size larger than the character (e.g., a
human working with a large animal such as a horse),
there is no penalty. For every additional size difference, a +2 penalty applies to the DC. Summarized
below are the penalties for a human working with
bigger creatures:
Size
Large
Huge
Gargantuan
Colossal

DC penalty
0
+2
+4
+8

The flip side is that raw, physical strength can


help a handler control larger animals. A character
dealing with an animal two or more sizes larger than
himself applies his Strength modifier (whether
positive or negative) to his roll. The Strength
modifier also applies to rearing and training
animals.
One important aspect of animal handling is training dinosaurs to handle battle.
Most carnivores are used to combat, but that
doesnt mean they want to fight when theyre
already well fed. Most herbivores just dont want
to fight, period. It takes two months to train a carnivore for combat, and four months for an herbivore.
For herbivores, this counts as an unusual task; for
carnivores, it is a normal task.
Working with a herd is more difficult than
working with individual animals. The table in the
upper right corner summarizes how many animals
each handler can control, based on their size relative
to him. For each additional animal, the handler has a
+2 circumstance penalty to the DC. If the animals
are larger than the handler, apply the DC penalty for
size once. If the animals are of mixed sizes, apply
the penalty for the largest creature.
There are technological devices that make animals easier to handle. These are described in the
Equipment section.
Retry: You can retry handling and pushing animals, but not training and rearing.

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

Keep hungry carnivore from eating slain enemies. You must


make this check after the first enemy is slain. If it fails, your
mount will spend the round gorging itself. The mount does not
receive a Dexterity bonus to AC while gorging. You may retry this
check each round in order to gain control of the mount again. But
even if you regain control, you will be forced to make the check
every round as long as there are dead enemies and your mount
remains hungry. A hungry mount will eat for d4+1 rounds before
turning its attention back to battle.

39

REPAIR DEVICE (Dex; Trained Only)


This lets a character repair damaged technical equipment. It is the
opposite of Disable Device. The two remain separate skills
because repairing equipment typically requires a much deeper
understanding of its workings than disabling it.
Check: The task depends on the devices complexity and just
how damaged it is.
If the repairs are minor (short circuit, fault on minor component, etc. equivalent to a broken brake light on your car) and
require few or no replacement parts, the DC is 5 plus the tech level
of the equipment. You can retry until you make the fix. The time
required is 2d6 rounds plus an additional 1d4 rounds per tech
level. You may need a few replacement parts. Minor replacement
parts typically cost 5 percent of the cost of the item.
If the repairs are substantial (a major component is broken or
damaged equivalent to a busted radiator on a car) and/or require
several replacement parts, the DC is 10 plus the tech level. You
can retry until you make the fix. The time required is 3d6 rounds
plus 2d4 rounds per tech level. Obviously, you will need the
replacement parts. Several replacement parts typically cost 20
percent of the cost of the item.
If the item is heavily damaged (for example, you ran your car
head-on into a pole at 60 mph), the DC is 15 plus the tech level.
The time required is 1d6 hours plus 3d4 rounds per tech level.
Most importantly, you can only make one check. If the check fails,
the item cannot be repaired. Any replacement parts you bought
can be re-used, but they must be purchased first before making the
check. These sorts of replacement parts cost 40 percent of the cost
of the item.
A character cannot repair equipment whose tech level
exceeds that which he understands. Add 5 to the DC if the equipment is of alien design.
Repairing a device requires engineering tools. Attempting
repairs without tools incurs a 2 circumstance penalty.
The GM makes the check. You dont know whether youve
fixed the equipment until you try to use it.
Retry: Depends on the difficulty, as above.
Special: Characters with any of the following skills receives
a +2 synergy bonus for each skill with 5 or more ranks:
Knowledge (technology), Use Technical Equipment and Disable
Device.
SPEAK LANGUAGE (None; Trained Only)
The more intelligent dinosaurs have their own languages. Some
species have one common language, while others have multiple
dialects of the same language. Even the less intelligent species
have simple sound systems that communicate elementary messages predator, back off, and so on.
Speak Language includes the ability to speak dinosaur languages and dialects, as well as imitate the calls and sounds of
species that have simplistic languages. If a language has more
than one dialect, the skill means the character picks up a specific
dialect. Otherwise, it applies to the entire language.
Even with this skill, the character is unable to make sounds

40

that are prevented by his physiology. For example, humans cannot


reproduce the mighty calls of the parasaurolophus crest.
USE TECHNICAL EQUIPMENT (Int)
This skill lets a character operate high-tech equipment.
Check: A character with this skill can operate any kind of
common technical equipment (radio, computer, etc.) without a
check. Rare, complex or special-purpose equipment requires a
check. The DC is the equipments tech level.
A character cannot use equipment with a tech level that
exceeds his comprehension.
Retry: You can retry until you figure out how to use the
equipment.
Special: A character without this skill may still try to use
equipment, but has a +5 penalty applied to the DC.
A character with 5 or more ranks in Knowledge (technology)
gets a +2 synergy bonus.
WILDERNESS LORE (Wis)
A character with Wilderness Lore has a very strong knowledge of
the wilderness on his native world and on worlds with similar climates. Wilderness Lore also includes butchering, a useful skill for
characters who want to make money from the dinosaurs they hunt.
Check: While on worlds with climates very different from
his homeworld, the character has a 2 penalty to his check. Once
the character has spent at least 3 years on the world, this penalty
no longer applies.

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-

Table 4-1: New Feats


Feat
Combat Placement
Combat Tactician
Death Wish
Dinopathy
Dinosaur Presence
Gearhead
Gentry
Great Lover
Lucky Cuss
Rebel Yell
Sense of Vulnerability
Sneaky Git
Trick Shot
Turncoat
Weapon Proficiency Alien
Weapon Proficiency Ballistic
Weapon Proficiency High-tech
Weapon Proficiency Manual

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

acters can be proficient in manual, ballistic, high-tech and alien


weapons, as well as energy field armor, as well as the usual categories.
Confederate Feats: The following feats are available only to
Confederate characters: Gentry, Great Lover and Rebel Yell.
COMBAT PLACEMENT (General)
You know how to best maneuver yourself in battle.
Prerequisite: Knowledge (strategy and tactics)
Benefit: This feat requires a good deal of discretion by the
GM. As a general rule of thumb, it represents the heros ability to
always end up in the best spot once the shooting starts. You are
skilled at moving around a combat scene to take advantage of terrain while forcing your enemies into positions of weakness. You
always end up behind cover, next to the exit or behind the big guy.
You are able to position your enemies so they have the sun in their
eyes, rubble at their feet or face an uphill slope. You are able to
force this positioning through seemingly nonchalant motions on
your part, or by moving your own body to threaten the enemy and
force him to move.
The feat does not allow you to run through a hail of gunfire
and duck behind cover, or somehow switch positions with enemies across the room. But if both you and the enemy are within
leaping distance of the cover, it allows you to somehow always
end up behind the cover.
This feat requires time to maneuver so that the subtle positioning can take place. This can be done during combat or during
parleying if it precedes the battle. The maneuvering takes however long you need to get where you want to be, and is only possible if you can physically make that movement. You must make a
check against DC 10. If successful, you manage to move into

position. If the check fails, you cant


make your movements without your
opponent realizing your intentions.
Astute opponents may realize
whats going on. This feat is counterbalanced by successful Sense Motives skill
check.

COMBAT TACTICIAN (General)


You have a natural talent for coordinating others in battle.
Prerequisite: Knowledge (strategy and tactics)
Benefit: Your character can take a
Full Attack action to direct the combat
of his comrades. He shouts commands,
coordinates attacks, analyzes enemy
movements and warns of potential
enemy strategies. Higher-level characters are typically already aware of most
of the tactics he can add to a battle, so
combat tactics have the greatest influence on lower-level characters.
While directing combat, the character may do nothing other
than take his 5-foot step. In other words, he sacrifices his attack to
assist the tactics of his allies. Directing combat provokes attacks
of opportunity.
The character can command a number of people equal to his
level, provided they are friendly and can communicate with him.
After the character has used his action to direct combat, make a
difficulty check for each person he tries to affect. This check
determines how useful his advice is to the person, and how well
the person follows his direction. The DC for each person is their
level plus 5. The character receives a bonus to his roll equal to his
Charisma modifier. Make one check at the beginning of the battle,
and apply the result for the duration of the battle.
Each person who is affected has these benefits:
The person receives a +1 circumstance bonus to attacks.
The person receives a +2 circumstance bonus to initiative in
all subsequent rounds.
The benefit of combat tactics is even greater when everybody
does what theyre supposed to. If the character successfully
affects 75 percent or more of the friendly creatures involved in
combat, every friendly creature in the combat even those not
affected receives the +2 initiative bonus. The +1 attack bonus
continues to apply only to those affected.
DEATH WISH (General)
Your character wants to go down in a blaze of glory, leaving a
story for future generations to retell.
Prerequisites: Con 13+.
Benefit: Normally, you become unconscious between 1 and
9 hit points. Death Wish represents a combination of endurance
and sheer willpower that lets you stay awake while in negative hit

41

points. However, you risk killing yourself.


Each turn while the character is below 0 hit points, he can
continue fighting, moving, talking, and otherwise acting as if he
were still alive. However, he suffers a penalty to everything he
does equal to his current hit points. At 3 hit points, for example,
the character would have a 3 penalty to all dice rolls. In addition,
the character has no chance of stabilizing, and automatically loses
2 hit points each round, rather than 1.
If the character wishes, he can relax and collapse into unconsciousness. At that point, he returns to normal near-death state:
losing 1 hit point each round with a 10 percent chance to stabilize.
DINOPATHY (General)
You have an uncanny ability to communicate with dinosaurs.
Benefits: The character is able to communicate in simple
ways even with dinosaurs whose language he doesnt speak. He
can make a Charisma check against DC 10 to communicate with
any dinosaur, regardless of whether he speaks its language. The
dinosaur must be intelligent, and the communication must be simple and possible through body language and basic noises.
Wild ones who take this feat receive a +2 bonus to their
Animal Peer check when trying to communicate with a dinosaur.
This feat also conveys a +2 bonus to Animal Empathy checks
involving dinosaurs.
DINOSAUR PRESENCE (General)
The hero commands the attention of dinosaurs. For some reason be it his strength, size, smell or personality - dinosaurs notice him
and pay attention.
Benefits: There is something about the character that attracts
and calms dinosaurs. They are more relaxed around him than
around other humans. The character has a +2 bonus to all Handle
Animal checks involving dinosaurs. In addition, he can herd 50
percent more dinosaurs (round up) than normal. For example, a
normal human can herd six Huge dinosaurs, but a character with
Dinosaur Charisma can herd nine.
GEARHEAD (General)
Your character thinks like a machine. She intuitively grasps how
most technologies work.
Prerequisites: Int 13+.
Benefits: Your character receives a +2 competence bonus to
all checks regarding Knowledge (technology), Disable Device,
Repair Device and Use Technical Equipment. Furthermore, you
receive a +1 bonus to the tech level for weapons and equipment
you are eligible to use.
GENTRY (General; Confederates Only)
Your character is a member of the Confederate gentry. His father
owns a plantation somewhere, and his mother is a distant cousin
of Robert E. Lee.
Benefits: You have high social standing in the eyes of
Confederates. You receive a +2 racial Charisma bonus in any situation in which you deal with Confederates.

42

GREAT LOVER (General; Confederates Only)


Your dashing, daring rebel hero is a legendary lover. Women (or
men) everywhere yearn to meet him (or her). He was once captured by a Union army and escaped by seducing the generals
wife. This has few applications directly on the battlefield (hopefully, it has no applications directly on the battlefield), but it sure
gets the hero motivated to survive each battle he just cant wait
to get home and charm the ladies with his latest heroic exploits.
Prerequisites: Cha 13+.
Benefits: The character has an inherent +2 bonus to
Charisma when dealing with people of the opposite gender.
Furthermore, he is unbelievably motivated by the urge to tell his
admirers of his exploits. He receives a +1 bonus to all Fortitude
and Will saving throws.
LUCKY CUSS (General)
Some people carry four-leaf clovers or rabbits feet, but your character doesnt need that. He is unbelievably lucky.
Benefits: Once per day, you can re-roll one die roll. You must
accept the second die roll, regardless of whether or not it is good.
REBEL YELL (General; Confederates Only)
You can make a powerful rebel yell. This motivates your allies
and scares your enemies. Only Confederates may take this feat.
Benefits: Once per day, you can make your Rebel Yell. All
allies within 30 receive a +1 morale bonus to attacks for the next
1d4 rounds.
SENSE OF VULNERABILITY (General)
You are aware of classic positions and situations for ambushes,
sneak attacks and forced moves.
Prerequisite: Knowledge (strategy and tactics).
Benefit: Your knowledge of military history, classic battles,
and strategy and tactics makes you aware of any situation where
you could be ambushed. You receive a +4 circumstance bonus to
Listen and Spot checks in situation where surprise is due to
ambush or environmental conditions for example, opponents
hidden in bushes, charging around a corner and so on.
You also are attentive to combat situations where it looks like
an enemy is trying to herd you or otherwise direct your motion
through their attacks. You receive a +4 circumstance bonus to
Sense Motive in such situations. This bonus applies if an enemy
tries to use the Combat Placement feat against you.
SNEAKY GIT (General)
You have a natural talent for making good use of cover and moving stealthily. You would make a good scout.
Prerequisites: Dex 13+.
Benefits: Enemies suffer a 2 circumstance penalty to Spot
or Listen checks against you.
TRICK SHOT (General)
You have an amazing ability shoot hats, cigars and silver dollars
at 20 paces. Once, you managed to splinter a bullet on a rock and

send both fragments ricocheting in different directions, just like


Davy Crockett.
Prerequisites: Dex 13+.
Benefits: Once per day, the character can attempt a trick shot.
This is a shot that otherwise would be nearly impossible. For
example, you could try to hit a silver dollar tossed in the air from
horseback. Or you could try to splinter a bullet and hit two targets.
Or you could shoot at a wall and try to ricochet your shot to hit a
target around the corner. The GM has the final say on what you
can do, but in general the point of this feat is that you manage to
pull off stuff thats supposed to be impossible.
When attempting your trick, make a normal attack with all
penalties applied (including the negative modifiers that are supposed to make it impossible). But first make a check against DC
10. If that succeeds, you get a +8 competence bonus for the trick
shot and only for the trick shot. If the check fails, all normal penalties apply. Making a trick shot requires full concentration and
counts as a full round action. You can only make one trick shot per
day.
TURNCOAT (General)
You have the chameleon-like ability to make yourself believed on
either side of a polarized issue. For example, you can sound convincingly Union when buying decommissioned weapons from the
Union military, then sound like an earnest reb when you sell them
to the Confederates.
Prerequisites: Chaotic alignment, Wis 13+.
Benefits: This skill must be carefully adjudicated by the GM.
You are basically a slimy, unctuous person who can pass yourself
off as having practically any opinions. You readily pick up on
someones sentiments and are able to persuade them you agree.
This lets you make friends quickly, even in reclusive, closedminded and provincial places where it would otherwise be very
difficult. In general, you receive a +2 competence bonus to all
checks involving Bluff, Diplomacy, Gather Information, Perform
and Sense Motive. You also suffer no negative penalties to
Charisma checks when dealing with people who should be your
enemies.
WEAPON PROFICIENCY MANUAL (General)
You understand how to use all manual weapons (full descriptions
of weapon categories are in the Equipment section).
Prerequisite: Tech level sufficient to use the weapon.
Benefit: You make attack rolls with manual weapons normally.
Normal: A character who uses a weapon without being proficient with it suffers a 4 penalty on attack rolls.
WEAPON PROFICIENCY BALLISTIC (General)
You understand how to use all ballistic weapons (full descriptions
of weapon categories are in the Equipment section).
Prerequisite: Tech level sufficient to use the weapon.
Benefit: You make attack rolls with ballistic weapons normally.

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

whelming factor: the unequal distribution and understanding of


technology. Knowledge is highly stratified in 2202. The Union,
with its intellectual culture, manufacturing industry and sprawling
universities, long ago outpaced the Confederacy. Yet within the
Union, only those with an academic background can comprehend
the delicate minutia of high technology. And even they are limited by what humanity as a species has accomplished. No human
understands anti-matter or faster-than-light engines, even though
certain alien races do. We trade in finished goods, but cannot yet
manufacture them ourselves.
The availability of technology has an affect on your characters success in the world. Characters from less developed societies usually possess little understanding of anything but the most
basic technology. They are ill-equipped for space travel, are often
out-classed in combat, and must rely on resources other than
weaponry to win their battles.

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.

Table 5-1: Tech Levels


Tech Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

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).

Table 5-2: Base Tech Level by Place of Origin

45

Equipping a Character

Weapons

A character can be equipped within the constraints of his cash


allowance, his understanding of technology and what technology
is available.
The most common currency of 2202 is the dollar. There are
other currencies, as explained later, but all a first level character
needs to worry about is the dollar. Random starting cash for an
adventurer depends upon his class, as follows:

WEAPON CATEGORIES

Table 5-4: Random Starting Cash


Class
Bronco Rider
Machinist
Soldier
Spy
Two-Fister
Wild One

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

Availability: First level characters may select from the


equipment listed on the following pages. Only a few items of tech
level 11 and higher are listed here. There are many more, but
novice adventurers arent familiar with them.
Characters are limited to using technology of the tech level
they can understand. In addition, as noted above, first level characters are limited to buying equipment of a tech level available in
cities or smaller populations. By place of origin, that limit translates to:
Union: At first level, maximum tech level of 7
Free Fleet: At first level, maximum tech level of 6
Confederacy: At first level, maximum tech level of 5
Offworlders: At first level, maximum tech level of 4
For example: Alderon is a first level bronco rider from the
Confederacy. His Intelligence score is a 16, giving him a +3
Intelligence modifier. His tech level is thus a 7 (base tech level of
4 for a Confederate background, +3 for Intelligence modifier).
Over the course of his adventuring career, he will be able to use
weapons and equipment of a tech level up to 7. At first level, however, he must buy his equipment in the Confederate lands where
he begins his career. Thus, even though he can understand
advanced technologies, the only equipment he can find to purchase has a tech level of 5 or less.
Machinists are an exception to this rule. A machinist can add
2 to his first level maximum tech level availability. For example,
a first level Union machinist could purchase equipment up to tech
level 9.
Once characters arrive on Cretasus, and otherwise start
adventuring, they may be able to find more advanced equipment.
When they start out, however, they can only acquire the equipment that is readily available in their place of embarkation.

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:

Table 5-5: Archaic Weapon Usage


Weapon
Battleaxe
Club
Crossbow
Dagger/Knife
Gauntlet
Greataxe
Greatsword
Handaxe
Lance
Longbow
Longspear
Longsword
Mace
Net
Quarterstaff
Shortbow
Sickle

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-

loom away in order to keep it in the family. If they cant find


anyone to give it to, they have to die with it. Preferably, they
have to die using it. Selling an heirloom has serious consequences other Confederates may ostracize a character with
such little respect for tradition.
A first level Confederate character may start with one heirloom weapon. This weapon comes at no cost it has been passed
down from one family member to the next. An heirloom weapon
must be of tech level 4 or lower (after all, this thing has been
passed down for generations!). And just because the heirloom is
free doesnt mean the character is proficient with it.
The heirloom weapon may be a masterwork version of a
longsword, greatsword, dagger, longbow, Winchester rifle or Colt
.45. As an heirloom weapon, it is engraved, gold and brass plated,
and notched with the kill marks of your ancestors. A masterwork
weapon is an exceptionally well made weapon which gives a +1
enhancement bonus to attack rolls.
You should make up a story and history for your heirloom
weapon. Here are a few examples:
Bowie knife: A sturdy blade purchased by the heros greatgreat-great-great-great-great-great-uncle from Bowie himself
back in the gold rush of 49. Stats as per a dagger.
Lees sword: The heros distant relative fought under Lee
and was given this engraved sword as a reward for his valor. It is
of exceptional construction. Stats as per a longsword.
Longshot pistol: A long-barreled handgun used by a grandfather to dispatch a rival suitor of his wife-to-be. Without this pistols deadly aim, the heros grandmother would have married a
different man! Stats as per a Colt .45.
Mr. Wessons revolver: This revolver was one of the original prototypes built by Mr. Wesson (of Smith & Wesson), given to
the heros long-lost cousin after he saved Mr. Wessons life. The
prototype is exceptionally well built, and its prowess was never
duplicated under mass manufacture. Over the years, it has been
upgraded to take modern ammunition. Stats as per a Colt .45.
Silver musket: A special musket hand-crafted from solid silver. According to legend, it was manufactured by Paul Revere. It
was on its way to a museum but the heros distant cousin captured
it when he was a swashbuckler fighting against the Union blockades of 62. It has been retrofitted over the years as a high-velocity rifle. Stats as per a Confederate rifle.
WEAPON DESCRIPTIONS
These are descriptions of the weapons listed in Table 5-6:
Weapons (on the next page).
Absentee Voter: This is the standard rifle of the Union military. It earned the nickname Absentee Voter when Union soldiers wielding the rifle kept rebel sympathizers away from the
polls on the planet Vulcanus. Union troops refer to the rifle as the
Marionette for the effect it has on targets. An Absentee Voter can
be used to make more than one attack per round, if the user has
that ability.
Amp Bomb: Also called a thumper, an amp bomb is a sonic

47

Table 5-6: Weapons


Size

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
**

BALLISTIC WEAPONS MELEE


Small
Stun Gun

10

2d4***

x2

-.

2 lb.

Special

BALLISTIC WEAPONS RANGED


Medium
Colt .45 Revolver*
Mutiny Gun
Pistol, automatic*
Large
Absentee Voter
Bronto Gun
Flamer
Grenade Launcher
Howzer
Hvy. Machine Gun
Hvy. Trank Gun
Musket
Piledriver
ROGUE Rifle
Shotgun
Trank Gun
Whisper Gun
Winchester Rifle

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

BALLISTIC WEAPONS - GRENADES


Tiny
Gas Bomb
5
Grenade, Frag
20
Smoke Bomb
5

**
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
-

BALLISTIC WEAPONS - AMMUNITION


Tiny
Belt, HMG (60)
8
Bronto shell (1)
2
Cartridge, Pistol (20)
2
Cartridge, Rifle (20)
3
Clip, Rifle (30)
4
Flamer fuel (10)
2
Rocket shell (1)
3
Shotgun shells (20)
2
Trank darts (5)
1

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

HIGH-TECH WEAPONS MELEE


Small
Gauntlet, Energy
Screamer Knife
Medium
Laser Lance
Laser Prod **
Laser Sword

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.

Table 5-6: Weapons (continued)


Size

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

HIGH-TECH WEAPONS - GRENADES


Small
Amp Bomb
35
Grav Field
30
Plasma Bomb
30

**
***
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

HIGH-TECH WEAPONS - AMMUNITION


Tiny
Energy pack (50)
10
Plasma charge (20)
5

6
8

ALIEN WEAPONS MELEE


Tiny
Monofilament blade

250

3d12

x3

1 lb.

11

Slashing

ALIEN WEAPONS RANGED


Small
Chimera Fiend
Medium
Annihilator
Large
Dust Gun

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

HIGH-TECH WEAPONS RANGED


Medium
Laser Pistol
Large
Cryon Ray
Laser Rifle
Plasma Sling
Pulse Rifle
Screamer Rifle
Wide Beam Laser

ft.
ft.
ft.
ft.
ft.
ft.
ft.

* Can be used as melee weapon.


** See description.
*** This weapon deals subdual damage rather than normal damage.

grenade. It emits an unbelievably loud bang that can be heard for


miles. All creatures within the blast radius take 3d20 points of
subdual damage and d10 points of normal damage. Furthermore,
they must take a Fortitude saving throw (DC 12) or be deafened
for 3d6 rounds. Deafened characters have a 20 percent chance of
being permanently deafened.
Annihilator: An annihilator is an antimatter rifle. It is an
energy weapon that can be fired no more than once per round.
Each shot drains 25 charges from the energy pack.
Bayonet: A typical bayonet for mounting underneath the barrel of any rifle. A rifle equipped with a bayonet can be used in
melee, at the stats of the bayonet. A bayonet does double damage
on a charge.
Bronto Gun: Similar to the elephant gun of the old safari
hunters, the bronto gun is the weapon of choice for the big-game
dinosaur hunter. Bronto guns have long, heavy barrels that flare at
the end. They fire a massive charge that has incredible penetrating
power, but only at very short ranges. The bronto guns shot
decreases in power rapidly. For every full 50 feet between the
shooter and target, subtract 1d6 from the damage roll. The maximum range at which a bronto gun can cause damage, then, is 200
feet. A bronto gun must be reloaded with a bronto shell for each

shot. Loading is a standard action. A bronto gun can only be fired


once per round.
Chimera Fiend: This is perhaps the most grotesque application of genetic technology. Also called a gene scrambler, the
chimera fiend uses blasts of radiation to disrupt a creatures DNA.
The effects are unpredictable, but almost always deadly. Usually,
the fiend causes some sort of internal organ failure, which instantly kills the target. Sometimes, the target begins sprouting fastgrowing tumors, which develop rapidly into additional limbs for
about 30 seconds until the target keels over dead. On rare occasions, the results are fantastically disgusting: the target sprouts
eyes all over its body or its face mutates into a foot or it glows or
grows wings or sprouts horrible sores.
Chimera fiends make modified touch attacks armor bonuses are not considered except for energy fields, which can absorb
the radiation. A target hit by a chimera fiend must make a
Fortitude save against DC 15. Failure means death. The creature
will take 1d6 rounds to die; during that time, it is nauseated.
Even if the target survives the hit, its genetic material is disrupted. One week later, make another Fortitude saving throw
against DC 5. If the throw succeeds, there are no ill effects. If the
throw fails, the creature develops some sort of mutation. The

49

mutation has a 25 percent chance of being harmful (e.g., cancer),


a 50 percent chance of being inconsequential (e.g., hair changes
color), and a 25 percent chance of being helpful (e.g., rapid muscle growth).
A chimera fiend can only be fired one per round. It requires
an energy pack and uses 10 charges per shot. Chimera fiends are
energy weapons.
Colt .45: The standard weapon of the bronco rider, a Colt can
fire multiple times per round if the user has that ability. A Colt
holds six shots and requires a full round action to reload.
Cryon Ray: The cryon ray is a basic, man-portable freeze
rifle. Whatever a cryon ray hits is instantly frozen for 2d6 rounds.
A frozen creature is frozen, obviously, and can do nothing. After
the freeze wears off, the character returns to normal.
Cryon rays make modified touch attacks. Targets of a cryon
ray do not get an armor class bonus for normal armor. Any armor
youre wearing when hit by a cryon ray will just freeze along with
the rest of you. Energy fields are the only armor that provides AC
benefit against a cryon ray.
A frozen creature takes 1d8 points of cold damage per round.
That is not the real charm of a cryon ray, however. Once a target
is frozen, it is extremely fragile. All subsequent damage to a
frozen target is doubled.
If an already-frozen target is hit by another cryon ray shot,
roll 2d6 for the new duration. If it is greater than the number of
turns remaining on the targets freeze, then the roll is the new total
duration for the freeze. Otherwise, the freeze duration remains the
same. For example, a frozen target has 3 rounds to go before
thawing. The target is hit again. The character rolls 5 for the number of rounds of freeze caused by the second shot. 5 is greater than
3, so there are now 5 remaining rounds of freeze instead of 3. If
the character had rolled a 2, that would be less than the 3 rounds
already remaining, so the target would remain frozen for 3 rounds.
Finally, targets may suffocate while frozen. A frozen character can hold his breath for 2 rounds per point of Constitution without suffocating. After that, a frozen character must begin making
Constitution checks (DC 10) to prevent suffocation.
A normal cryon ray can freeze an entire medium-sized creature. Larger creatures will be partially frozen, centered on the
point of impact. Determine randomly which part of the body is hit.
The frozen area will be roughly equal to the size of a medium-size
creature. The frozen creature still suffers 1d8 points of damage for
each round of freeze, plus any additional impairments due to having part of its body frozen. For example, a frozen leg will slow it
down. Randomly determine whether subsequent shots hit the
frozen area and thus cause extra damage: for a large creature, this
happens on 1-10 on a d20; for huge, on 1-5; for gargantuan, on 13; for colossal, on a 1.
Cryon rays cannot cause critical hits.
A cryon ray requires no ammunition, but it must recharge for
one full round after each shot.
Dust Gun: A dust gun is a disintegrator. Each hit can turn one
cubic foot of matter into a puff of grey dust. The effect on living
creatures can be lethal. Luckily, dust guns are extremely rare.

50

The amount of damage depends on which area of the body is hit:


Roll
1-2
3-5
6-7
8-10
11-13
14-19
20

Hit
Hand/lower arm
Shoulder/upper arm
Foot/lower leg
Thigh/upper leg
Abdomen
Chest
Head

For hand, arm, foot and leg results, determine randomly


whether it is the left or the right.
Hand/lower arm: The target takes 2d10 damage.
Furthermore, its hand and lower arm are disintegrated forever.
Shoulder/upper arm: The target takes 3d10 damage. Its
shoulder and upper arm are disintegrated. The lower arm is thus
severed and falls to the ground.
Foot/lower leg: The targets foot and lower leg are gone forever. It takes 2d10 damage and moves at half rate from now on.
Thigh/upper leg: The targets thigh and upper leg are disintegrated. It takes 3d10 damage. The rest of its leg is severed and
useless. It moves at half rate from now on.
Abdomen: The target takes 5d10 damage. If hes lucky, the
dust gun only grazes him, or takes out a few ribs at most. If hes
not lucky, the dust gun destroys vital internal organs. A target hit
in the abdomen must make a Fortitude save at DC 15 or be killed.
Chest: The target takes 6d10 damage and runs the risk of having his heart or lungs disintegrated. He must make a Fortitude
save at DC 20 or be killed.
Head: The target takes 8d10 damage. He must make a
Fortitude save at DC 30 or be killed. Even if he survives, his head
is grotesquely deformed. He suffers a 8 inherent penalty to
Charisma and becomes permanently blind.
A dust gun must be fired from a tripod. Otherwise, it suffers
a 2 penalty to the attack roll.
Dust guns use energy packs, and a single shot drains 50
charges. Dust guns are energy weapons.
Energy Pack: An energy pack has 50 charges. All energy
weapons drain a certain number of charges per use. Unless noted
otherwise, reloading an energy pack is a standard action.
Flamer: Flamers are energy weapons. They use 5 charges per
shot and can be fired only once per round. A flamer deals damage
to everything in a 5-foot-wide stream extending to the maximum
range. Targets hit by a flamer must make a Reflex save (DC 15)
or catch fire.
Gas Bomb: A gas bomb releases a noxious gas that can be
fatal if inhaled. The cloud looks and acts exactly like that from a
smoke grenade and is indistinguishable until inhaled. Characters
with gas masks or hermetically sealed suits are immune to gas
bombs. A character within the cloud tales 1d8 points of damage
immediately, and an additional 1d8 at the beginning of each round
that he remains in the cloud. Furthermore, he must immediately
make a Fortitude saving throw (DC 10). The saving throw must be

repeated at the beginning of each round in which the character


remains in the cloud. If the throw fails, the character loses consciousness and is considered helpless. Large creatures receive an
inherent +2 bonus to the saving throw, Huge +4, Gargantuan +8
and Colossal +16.
Gauntlet, Energy: An energy gauntlet is a spiked gauntlet
fitted with a power generator. The generator produces an electrical field that magnifies the strength of any blow. An energy gauntlet uses an energy pack, which is drained one charge for every
hour of continuous use. Strength modifiers do apply when using
an energy gauntlet. Energy gauntlets are considered energy
weapons for purposes of energy field armor.
Gauntlets, Raptor Claw: A raptor has two killer claws, one
on the inside of each foot. It takes ten killer claws to produce a set
of raptor claw gauntlets. They are worn like gloves, with the ten
large claws mounted above the fingers. They are highly prized trophies, and are always worn in sets. Many adventurers consider
them a status symbol, indicative of a seasoned warrior. It is
extremely difficult to find raptor claw gauntlets for sale.
Generally, a character who wants them has to hunt and kill the
raptors himself, then hire a weaponsmith to attach the claws to the
gauntlet. The cost and statistics are per gauntlet, even though they
are always worn in pairs.
Grav Field: A grav field looks nothing like a normal grenade.
It is a complex wired box with several gyroscopes visible within.
When activated, it creates a powerful gravitational pull toward
itself. The pull can reach 5 Gs and is enough to pin most creatures
to the ground. The effect lasts for 1d4+1 rounds, after which the
grav field burns out and is useless.
A creature caught within the grav field must make a Strength
check against DC 14. If the check fails, the creature is knocked to
the ground and considered held. A held creature can do absolutely nothing until the grav field wears off. No additional Strength
check is allowed.
If the creature passes the Strength check, it is able to move
about at half speed within the area of effect.
Larger, more powerful grav fields can be custom-built.
Grenade Launcher: A grenade launcher can fire any
grenade, but must be reloaded after each shot, which requires a
standard action.
Grenade, Frag: Frag grenades deal damage that is half piercing and half fire damage in a 20-foot radius. Targets within the
area effect can attempt a Reflex save (DC 20) to take half damage.
Heavy Machine Gun: This is a large, powerful machine gun.
It is belt-fed and typically mounted on a tripod. Firing without the
tripod causes a 1 attack penalty unless the firers Strength is 17
or greater. The HMG can eat through an entire belt (60 shots)
before needing to be reloaded, which takes a full round. A character with multiple attacks can fire a heavy machine gun multiple
times in one round.
Heavy Trank Gun: This is a larger version of the trank gun,
used to hunt big game. It fires larger darts filled with a more
power tranquilizer. It works exactly like a trank gun, except that
the Fortitude saving throw is against DC 20. This reflects the addi-

tional strength of the tranquilizer. A heavy trank gun can hold 5


darts, but can fire one per round maximum. Reloading requires a
full round action.
Howzer: This is the light cannon typically mounted on small
tanks. The recoil is enormous. You never see howzers except
when mounted on tanks, but an extremely strong character may
attempt to carry one. This is impossible for characters with a
Strength less than 17. A Strength of 17-18 lets you fire the howzer, but you cannot move in the same round you shoot (not even a
5 foot step), and you suffer a 4 attack penalty from the recoil. At
Strength 19-20, you can fire with a 2 penalty. Above that, there
is no attack penalty. A howzer may only be fired once per round.
Howzers fire rocket shells, and must be reloaded after each shot.
Reloading is a standard action.
Laser Lance: This is the standard weapon of the Dino
Warriors. It has reach and deals double damage when used from
the back of a charging mount. Dino Warriors typically charge with
their lances, then turn them off and activate their laser swords. A
laser lance uses an energy pack, which is drained one charge for
every hour of continuous use. Strength modifiers do apply when
using a laser lance. Laser lances are energy weapons.
Laser Pistol: Lasers fire extremely thin beams. They have a
very long range, but even the slightest swing of the barrel can
cause you to miss your target. Laser pistols use energy packs, and
drain one charge per shot. A laser pistol may only be fired once
per round, no matter how many attacks the character has. Laser
pistols are energy weapons.
Laser Prod: Laser prods are used by bronco riders to herd
dinosaurs. They are three-foot long staffs with a short laser blade
on the end. A laser prod has two settings: subdual and normal. The
bronco riders use the subdual setting to keep their herds in line.
Either setting can be used in combat. A laser prod uses an energy
pack, which is drained one charge for every hour of continuous
use. Strength modifiers do apply when using a laser sword. Laser
prods are energy weapons.
Laser Rifle: Like the laser pistol, the laser rifle fires extremely thin beams. It has a very long range, but even the slightest
swing of the barrel can cause you to miss your target. Laser rifles
use energy packs, and drain one charge per shot. A laser rifle may
only be fired once per round, no matter how many attacks the
character has. Laser rifles are energy weapons.
Laser Sword: A laser sword is a hilt that produces a laser
beam for use in close combat. The beam can be turned on or off
at the touch of a button. Laser swords are the preferred weapon of
military officers. A laser sword uses an energy pack, which is
drained one charge for every hour of continuous use. Strength
modifiers do apply when using a laser sword. Laser swords are
energy weapons.
Lasso: Lassoes make ranged touch attacks. The maximum
range for a lasso is 30 feet, though no range penalties apply. If you
hit, the target is entangled. An entangled creature has 2 to attack
rolls and 4 to effective Dexterity; moves at half speed; and cannot charge or run. If you win an opposed Strength check with an
entangled target, you can limit their movement to the range

51

Walter Stuart

allowed by the rope. The entangled creature can escape with an


Escape Artist check (DC 17), or by breaking the lasso (DC 25, 5
hp), both of which are full round actions. A lasso can be thrown
repeatedly without penalty until you hit, but once a target is entangled the lasso cannot be thrown again until they are let free.
Lassoes cannot be thrown in radiuses wide enough to affect creatures of size greater than Huge.
Monofilament Blade: The monofilament blade is a gruesome technology that humanity has not yet mastered. The hilt can
be of any design. Extending from it is a blade only a single molecule wide. It can slice through almost anything. Strength modifiers do not apply to damage from monofilament blades the
blade slices at a constant, stable rate regardless of force, so damage is more a consequence of the directness of the hit than the
strength behind it. Monofilament blades require no energy source.
They are available in dagger length, longsword length, greatsword
length, etc. The blade described here is of longsword length.
Musket: A musket is an antique firearm. Muskets are still in
use in some parts of the Confederacy and the outer reaches.
Muskets must be individually loaded after each shot. Reloading is
a full-round action. A musket can only be fired once per round.
Mutiny Gun: This is an advanced AI weapon named after its
use by Union naval captains to control their conscripted crews. It

52

is a small, short-barreled electric weapon that is mounted on a


characters shoulder or backpack. Because it is electric, it makes
no noise when fired. It is equipped with its own discriminating
targeting system. When the character fires, he actually designates targets with a hand-held laser sight. The mutiny gun zeroes
in and fires ten incredibly rapid bursts aimed at and a few inches
around the target. The sheer volume of bullets unleashed, and the
guns ability to blast the area around the target as well as the point
of aim, give it a high probability of causing critical hits. A mutiny
gun fires 20 bullets per turn. It is fed by a HMG belt. Reloading
is a full round action. A character with multiple attacks can fire a
mutiny gun multiple times in one round.
Piledriver: This is the most commonly available shoulderfired rocket launcher, also called a thunder chucker. It shoots single rockets. Each rocket must be loaded individually, which
requires a standard action. The rockets explode in a highly
focused blast, which has a tendency to cause critical hits.
Pistol, Automatic: Automatic pistols can be used to make
multiple attacks per round if the character has that ability.
Plasma Bomb: A plasma bomb is a shell filled with superhot
plasma. When it collides with a target it explodes in a ball of
flame. Those caught within the blast can make a Reflex save (DC
15) to take half damage. The plasma cloud continues to combust

for 1d3+6 rounds in still weather and 1d3+1 rounds in windy


weather. Characters within the cloud are blinded and continue to
take damage each round they are within it. Plasma bombs are
energy weapons.
Plasma Charge: This is the ammunition used by plasma
rifles. It takes a full-round action to reload a plasma charge. A
plasma charge is hardness 10 with 3 hit points. If it is reduced to
0 hit points it explodes like a plasma bomb.
Plasma Sling: Also called a sun gun or heat gun, a plasma
sling launches a glob of superhot plasma. The plasma splatters
when it lands. The plasma slings range increment is 150 feet.
Wherever the shot lands, it explodes like a grenade, with a radius
of 40 feet. Those caught within the blast can make a Reflex save
(DC 15) to take half damage. The infernal plasma cloud continues
to combust for 1d3+6 rounds in still weather and 1d3+1 rounds
in windy weather. Characters within the cloud are blinded and
continue to take damage each round they remain within. Plasma
slings use one plasma charge per shot. A plasma sling can be fired
multiple times per round. Plasma slings are energy weapons.
Pulse Rifle: A pulse rifle is a fully automatic laser rifle. It
fires multiple short bursts with great rapidity. Pulse rifles use
energy packs, and drain one charge per shot. A character with multiple attacks can fire multiple times in one round. Pulse rifles are
energy weapons.
ROGUE Rifle: The ROGUE rifle is an advanced rifle produced by the Union. ROGUE stands for Rapid Oscillation
Gun/Under Experimentation. It is carried only by elite military
units, and can only be acquired on the black market. It fires
advanced ammunition designed to oscillate in flight, giving it
accurate stopping power at great distances. The Confederacy,
lacking the advanced research capabilities of the Union, has made
several attempts to hijack shipments of ROGUE guns, but has
thus far not succeeded. A character with multiple attacks can fire
a ROGUE rifle multiple times in one round.
Screamer Knife: Also called the vibroblade, a screamer
knife is a vicious sonic weapon that makes an awful screeching
noise. It is a small, razor-sharp dagger blade that vibrates at
incredibly high frequencies. It slices with ease simply touching
it to flesh is enough to tear a deep gash. Furthermore, the rapid
vibrations leave a jagged wound that is slow to heal. Strength
modifiers do apply when using a screamer knife. A screamer knife
uses an energy pack, which must be replaced roughly once every
two months of continuous use.
Screamer Rifle: A screamer rifle is a shoulder-mounted
sonic rifle. It is extremely heavy and requires protective headgear
to use. The headgear is included with the weapon, and cannot be
combined with a gas mask, helmet, or other form of head protection. If the firer does not wear the headgear, he is automatically hit
by the blast and suffers a 20 percent chance of being permanently
deafened.
The screamer rifle fires a sonic shock wave that is incredibly
powerful but dissipates rapidly. The shock wave is cone shaped.
Creatures within 20 feet take 4d20 points of subdual damage and
2d10 points of normal damage. Creatures in the next 20 feet take

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.

Table 5-7: Archaic Armor Usage lists which old-timey armors


are still used in 2202, and who uses them. These armors are
repeated on Table 5-10: Armor for ease of reference.

Table 5-7: Archaic Armor Usage


Armor
Chainmail
Chain Shirt
Hide
Leather
Padded
Steel Shields
Stud. Leather

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

ARMOR FOR MOUNTS


Dinosaur mounts (as well as other creatures) may be
equipped with armor. Any armor except powered armor and
shields may be adapted for use by a mount. The cost and weight
are multiplied based on the size of the creature, as shown on Table
5-8: Armor for Mounts. The costs represent custom-fitting the
armor, materials used, and the rarity of tools and craftsmen able to
perform the task.

Table 5-8: Armor for Mounts


Mount Size
Medium
Large
Huge
Gargantuan
Colossal

Table 5-9: Donning Armor explains how much time it takes


to don, don hastily and remove armor.
IRONCLADS

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*

* If you have help, cut this time in half.


** You must have help to don this armor. Without help, you can only don hastily.

54

Weight
x1
x2
x5
x12
x24

GETTING INTO AND OUT OF ARMOR

Table 5-9: Donning Armor


Armor Type
All energy fields
Hermetic, padded,
hide, leather, studded
leather, chain shirt,
flak jacket
Chainmail, reflective,
reactive
Riot gear, vacuum
suit, bomb suit,
powered armor

Cost
x2
x4
x8
x16
x32

The Unions most advanced armor is


the ironclad system a fully-enclosed,
powered, bipedal walking tank. It is more
of a vehicle than a suit of armor, but it
deserves special mention here because
the wearer maintains most of his mobility
and agility. Ironclads will be described in
more detail in future supplements.

Table 5-10: Armor


Armor

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.

Kinetic Field: This is the simplest form of energy field


armor. The field uses electromagnetism to thicken the air, which
causes massive friction and a huge drag on physical objects moving through the field. The wearer looks blurry and out of focus
behind this thick air. A kinetic field gives a +2 armor bonus
against any attack with a conventional weapon, but it is useless
against energy attacks.
Powered Armor: This is a fully-enclosed fighting suit.
Equipped with its own power supply, motorized joints, strength
amplifiers and exoskeleton, powered armor is the best manportable armor there is. Although the Union has developed experimental versions, most of the best specimens come from alien
trade. In addition to providing protection, powered armor offers
the following benefits:
Powered armor amplifies the wearers Strength. As long as
the armor is powered, the wearer receives a +2 enhancement
bonus to Strength.
The armor is heavy for purposes of proficiency, but when
worn it amplifies the wearers motions and applies its own
motorized joints to the task of moving him. As long as it is
powered, the armor does not reduce the wearers speed.
Because the armor is self-supporting, it should be treated as

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.

Table 5-11: Equipment


Item
Binoculars
Bit and bridle,
heavy-duty, large
Breather gear
Communicator, handheld
Compass
Engineering tools
Flashlight
Gas mask
Helmet, kevlar
Infrared goggles
Injection harness
Laser sight
Laser tripwire
Medical kit
Saddle, large
Scanner
Scrambler
Telescopic sight
Tripod

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

Binoculars: These high-powered lenses allow detailed


observation from up to a mile away.
Bit and bridle, heavy-duty, large: Conventional leather bit
and bridles dont work when your mount has six-inch long teeth.
A heavy-duty bit and bridle uses chains and reinforced leather. It
is a necessity when working with dinosaurs.
Breather gear: This is a mask connected to a canister. The
canister contains enough oxygen for a human to breathe normally
for one hour.

Communicator, handheld: A basic two-way communication


device. A communicator picks up every common radio frequency.
On a planet without an established orbital network (such as
Cretasus), a communicator covers a distance of roughly five
miles. With an orbital network, it can reach almost anywhere on a
planet. Larger, non-hand-held communicators are necessary for
communicating with people off-planet. Requires an energy pack.
Drains one charge for every week of use.
Compass: A basic magnetic orienteering compass. More
advanced compasses require an orbital network.
Engineering Tools: Everything a machinist needs to perform
basic repairs and construction. This does not include specialized
components, spare parts or the bits and pieces necessary to build
most devices.
Flashlight: Your basic high-powered flashlight. Illuminates a
cone 60 feet long and 20 feet wide at the end. Requires an energy
pack. Uses a half charge for every six hours of use.
Gas Mask: A filtered mask. Characters with gas masks are
not affected by gas bombs or other gaseous attacks.
Helmet, Kevlar: A simple armored helmet which provides an
armor bonus of +5, just like a flak jacket, except this applies only
to the head. For game purposes, this has no impact unless an
attack specifically targets the head.
Infrared Goggles: Heat-sensing goggles. Infrared goggles
provide night vision, allowing characters to fight normally at
night. Furthermore, they minimize the impact of smoke and other
atmospheric conditions. A character with infrared halves penalties
for firing into a smoky area (e.g., a smoke bomb area effect).
Injection Harness: An injection harness is attached to
dinosaurs and other mounts to help keep them under control. The
harness has a remote-controlled injection device attached to a canister that can be filled with any chemical.
The chemical of choice is somnix, a calming anesthetic. A
dinosaur injected with somnix becomes easier to control. All Ride
and Handle Animal checks are at a +2 circumstance bonus for 2d6
hours after the injection.
The downside is that somnix (as well as most other chemicals) can be addictive and has long-term debilitating effects. A
mount that receives more than twenty injections in a period of six
months will become addicted. Thereafter, somnix will provide no
benefit, and there will be a 2 penalty to all Ride and Handle
Animal checks unless the somnix is injected.
Activating the injector is a standard action. Replacing a vial
is a full-round action.
Each vial is good for 5 doses. A vial of somnix costs $5. One
vial is included with the harness. Other kinds of chemicals are
available as well.
Laser Sight: A laser sight uses a small, non-damaging laser
to pinpoint where a shot will go. Using a laser sight triples the targeting range of a weapon and adds a +2 circumstance bonus to the
attack roll. A laser sight can be added to pistols, rifles, muskets,
trank guns and lasers (except pulse rifles). A weapon fitted with a
laser sight can be fired with or without using the sight, but if the

58

sight is used the shot counts as a full-round action.


Laser Tripwire: This is a basic perimeter defense system. A
non-damaging laser and a series of mirrors are attached to an
alarm. If the laser beam is broken, the alarm goes off. The laser
and mirrors can cover a perimeter of up to 1,000 feet.
Medical Kit: A medical kit includes all the tools, medicines
and equipment you need for basic first aid.
Saddle, Large: This is a large saddle suitable for any type of
large animal.
Scanner: A scanner detects heat, radiation, and metal within
a radius of 50 feet, centered on the user.
Scrambler: A scrambler disrupts communications.
Communicators will not work within 1 mile of a scrambler.
Telescopic Sight: Using a telescopic sight doubles the targeting range of a weapon and adds a +1 circumstance bonus to the
attack roll. A telescopic sight can be added to pistols, rifles, muskets, trank guns and lasers (except pulse rifles). A weapon fitted
with a telescopic sight can be fired with or without using the sight,
but if the sight is used the shot counts as a full-round action.
Tripod: Some heavy weapons require a tripod, or were built
with one in mind. For other lighter weapons, a tripod steadies the
shot and increases accuracy. There is no benefit to using a tripod
on a bronto gun, heavy machine gun, heavy trank gun, tank gun,
grenade launcher or piledriver. For rifles, muskets, trank guns,
machine guns, cryon rays, plasma slings and lasers, using a tripod
gives a +1 circumstance bonus to the attack roll. Obviously, the
benefit does not apply if you move in the same turn that you fire.
A weapon fitted with a tripod can be fired with or without the tripod, but setting up or breaking down a tripod counts as a moveequivalent action.

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

rather than doing it yourself, labor costs can be as much as double


the component costs, depending on how much experience the
machinist has with building the item.

Table 5-12: Devices


Item
Ankle jets
Bionic arm
Bionic ear
Bionic eye
Bionic leg
Dyno-mites
Ear implants
Egg scanner
Electron field
Holosphere
Iron gills
Jet Pack
Microfilament bomb
Prop bomber
Robot
Sparkle bomb
Spibot
Tractor beam
Warp render
Whiner

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

Ankle Jets: These wearable propulsion devices are perfect


for jetting around the city. They provide a short burst, which can
be tailored for merely reinforcing ones own stride all the way up
to flying short distances. A character with ankle jets has her base
move increased to 40 feet. She receives a +10 circumstance bonus
to Jump checks. Additionally, she can fly at a speed of 60 feet
(average). Ankle jets use energy packs. They drain one charge for
every hour of regular use, or one charge for every 30 seconds of
flying. Replacing the energy pack is a move-equivalent action and
causes the ankle jets to cease functioning while the replacement is
made.
Bionic arm: A character whose arm is damaged or destroyed
can find a machinist to build an arm, and a surgeon to attach it.
The price is per arm and does not include the surgery, which is
double the component cost. A standard bionic arm has a Strength
of 19. If the character has one arm replaced, average this with his
previous Strength to determine his overall Strength score. If a
character has two bionic arms, his Strength is 19. The drawback is
the arms lack of Dexterity. For each arm, the character suffers an
inherent 1 penalty to Dexterity.
More advanced arms are available, including those with higher Strengths, more dexterous mechanisms, and built-in weapons
and equipment. They are much more expensive and very difficult
to build.
A character with insufficient tech level to understand a bionic arm must be fitted with a much simpler, basic prosthetic that

gives 2 Strength and 3 Dexterity for each arm replaced. This


basic prosthetic costs $500 (including surgery).
Bionic ear: A bionic ear replaces the functions of a damaged
ear. It also enhances them. A character with one or more bionic
ears has all the benefits of ear implants.
Bionic eye: A character who is blinded may have one or both
eyes replaced. The cost is per eye and does not include surgery,
which is double the component cost. A character with one or two
bionic eyes has eagle-like vision. He receives a +1 competence
bonus to all ranged attack rolls, a +2 competence bonus to all Spot
and Search checks, and a +2 competence bonus to all saving
throws against blindness. The bonus is the same whether one or
both eyes are replaced. More advanced eyes are available, including prosthetics with built-in infrared vision, but they are expensive and rare.
Bionic leg: A character with a wounded leg can have it
replaced with a bionic leg. The cost is per leg and does not include
surgery, which is double the component cost. A character with two
bionic legs has a standard move of 50 feet. (If the character only
has one bionic leg, find the average of 50 and his move when his
legs were fine for most humans, their previous move was 30, so
the average of 30 and 50 makes 40 feet.) Some eccentric machinists replace damaged legs with wheels, treads or hover platforms.
Dyno-mites: These are ghastly weapons invented by a particularly nasty machinist. Each dyno-mite is a very small robot,
less than an ounce in weight and barely visible. They are light
enough to be carried in the wind, though they also can crawl like
ants. Each is equipped with the tiniest drop of nitroglycerin and a
miniature igniter. Dyno-mites can be stored in canisters and
dropped on any surface, including food, or released to the wind in
gas bombs. When a dyno-mite encounters a living creature, the
tiny nitroglycerin charge explodes. A single mite does little damage unless it is swallowed. When inhaled or ingested with food,
the dyno-mites can cause significant internal damage. A creature
that inhales or ingests dyno-mites takes 4d10 points of damage.
Dyno-mites can be deployed as grenades, in which case the
cloud of mites has a 5 foot radius and disperses in 1d4+1 turns.
Once the cloud is dispersed, the mites are lost. Any creature entering the cloud automatically inhales the mites, but may make a
Reflex saving throw (DC 15) to take half damage. The given price
of $100 is for a single grenade. A disassembled grenade has
enough mites to sprinkle over an area roughly 9 by 9 more than
enough for many poisoned meals.
Ear implants: These implants amplify a characters ability to
hear. They dont just make things louder; they also discriminate
between background and foreground noise, and do a good job of
making only the right noises louder. Ear implants give a +2 competence bonus to Listen checks. They automatically muffle any
noise that is too loud for a human ear. As a result, the character
gains a +2 competence bonus to Fortitude saves against deafness,
and only suffers half damage from amp bombs, vibrobeams, and
other sonic weapons.
Egg scanner: Egg scanners were created by the Confederacy
to hunt for dinosaur eggs. An egg scanner detects any embryonic

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

battery. It maps the terrain directly under it, as well as visual,


radar, and sonar depiction of the terrain within roughly a one mile
radius. It can go underwater without problem. A spibot will transmit its findings once per day.
Tractor beam: A tractor beam is an advanced use of gravitational and magnetic technology. A tractor beam can attract or
repulse the objects within its area effect. The area effect is a cone
300 feet long and 50 feet wide at the end (range increment of 100
feet, targeting range of 30 feet, though more powerful tractor
beams can be built). Once activated, the beam remains in place
until deactivated.
All objects within the area effect must make a Strength check
against DC 17 or be affected. One Strength check is made when
the beam is first activated there is no second chance.
Objects that fail the Strength check are affected. For all practical purposes, they are paralyzed they can make no voluntary
movement, and are under the control of the tractor beam. If the
beam is on attract, affected objects are pulled 20+d10 feet
toward the weapon. If the beam is on repulse, affected objects
are pushed 20+d10 feet away from the weapon (possibly out of
the effect area).
Objects that make the Strength check can attempt to slog their
way out of the effect area. While still in the area effect, they are
considered entangled. They move at half speed, suffer a 2 penalty to all attack rolls, and have their effective Strength and
Dexterity reduced by 4 until they are out of the area.
The beams setting cannot be changed unless it is deactivated
and activated again. While activated, the weapon can be aimed at
different targets. If the beam is pivoted slowly enough, objects
caught in the beam will be dragged with it. Otherwise, the beam
will move faster than its ability to drag them, and they will be left
outside the area effect.
A tractor beam requires a tripod (included). The weapon uses

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

Chapter III: Dinosaur Statistics


The dinosaurs of Broncosaurus Rex are intelligent, social animals. They are capable of charity, treachery, honesty, deceit, strategy and loyalty. They have languages, politics and commerce.
They are far from the dumb brutes we think we know so well.
This chapter gives game statistics for the dinosaurs and other
prehistoric creatures of Cretasus. Because characters on Cretasus
will encounter dinosaurs as first level characters, we have decided to focus these statistics on dinosaurs of the lower challenge ratings. Thus, you will find some of the more popular large dinosaurs
represented by a single example (e.g., brachiosaurus is described,
but not diplodocus or apatosaurus), while smaller creatures are
more abundant. Future supplements will expand upon powerful
dinosaurs more suited to higher level characters.
Paleontological confession: Several of the creatures
described here are, technically speaking, not actually dinosaurs.
We will refer to them under the collective term dinosaurs for
simplicitys sake. There are a few other scientific inaccuracies as
well, but in every case we deemed the game play was improved
by the inaccuracy, so we allowed it. The true paleontologists out
there will hate us for this, but the rest of you will find it makes life
easier!

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.

A character or dinosaur can understand other dialects of its


language, but not speak them. In general, creatures using different
dialects can communicate on a basic level, but there is always a
10 percent chance of miscommunication in each conversation.
When a miscommunication occurs, the creatures will be unaware
of it 50 percent of the time. Then you get really interesting situations for example, one side thinks theyre supposed to meet on
the western mountain peak, while the other side thinks theyre
supposed to meet on the eastern peak! When a misunderstanding
occurs, the game master will determine the exact outcome.
Here is a list of the dinosaur species, their languages and the
dialects of those languages.
Dinosaur
Allosaurus
Ankylosaurus
Brachiosaurus
Ceratosaurus
Camptosaurus
Compsognathus
Deinosuchus
Dimetrodon
Edaphosaurus
Elasmosaurus
Iguanodon
Megaraptor
Ornitholestes
Oviraptor
Pachycephalosaurus
Parasaurolophus
Protoceratops
Protosuchus
Pteradactylus
Pteranadon
Stegoceras
Stegosaurus
Triceratops
Tyrannosaurus
Velociraptor

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

* Untrained characters cannot attempt this task (they dont


know what theyre looking for).
Failure means the part is damaged in the attempt and thus rendered useless. No skill check is necessary to butcher a dinosaur
into edible meat.

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

Statistics for Dinosaurs and Other Prehistoric


Creatures
ALLOSAURUS (SWEET-TOOTH)

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)

Allosaurs are smaller cousins to the tyrannosaurs. An adult


allosaur can be as long as 40 feet and almost six tons in weight.
Their jaws are huge, but not so massively built as the T-rexs.
They are immediately distinguished from T-rex by their brightly
colored skin. Yellow, red and blue allosauruses are common.
Allosauruses are the most generous of all the theropods. They
are known for their reverence for nature. As carnivores, they cannot help killing for their own survival, but they always inflict
swift, painless deaths, and at times seem almost apologetic for
their predatory nature. Much as the American Indians whispered
prayers before killing their prey, the allosauruses are torn between
their good nature and the necessity of killing.
SOCIETY
Allosaurs do not have a very organized society. As chaotic
creatures, they prefer the company of nothing larger than small
family groups. Multiple family groups will often inhabit the same
area, as allosauruses are not particularly territorial. They will not
interact except in passing, or when times are tough and they must

64

compete for the same prey.


When fighting with each other, allosauruses inflict painful
but non-lethal blows as warning signs. They will only fight to the
death if forced to do so. With few exceptions, they only attack
other dinosaurs if they are hungry. Allosauruses hate ceratosaurs
and tyrannosaurs, whom they view as cruel, and will attack them
on sight.
Allosaurus never lay more than two eggs at a time. When the
young mature, they leave the family. They will often remain in the
same area in which they were raised, although they do not maintain strong relations with their parents. Eventually they take a
mate, and then raise their own family.
COMBAT
Allosauruses survive by hunting and scavenging. Many actu-

ANKYLOSAURUS (WRECKER,
MEGADILLO)

ally prefer scavenging, as it saves them from having to kill their


own prey. Some of the more astute settlers have recognized this
tendency, and earned the appreciation of local allosauruses by
leaving them remains from their own hunts. The allosauruses then
avoid those settlers herds.
Allosauruses fight primarily with their jaws. Their arms are
longer and more useful than a tyrannosauruss, but still not
designed for combat hence their weak claw attack.

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:

Desert, plains, marsh, riverbanks


Small herds (5-8)
7
Standard
Neutral
17-24 HD (Gargantuan)

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.

Ankylosauruses are squat, powerful dinosaurs sheathed in a


dense armored hide. They have short, stubby legs and sit low to
the ground. Mature ankylosauruses can reach 30 feet in length.
Their tails end in a massive bone club. Although their bodies are
slow and ponderous, the tails are flexible at the base and frighteningly accurate.

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!

Brachiosaurus is one of the largest sauropods. They are


almost 75 feet long and weigh more than 75 tons, with heads as
high as 40 feet from the ground. Brachiosaurus has an extremely
long neck, raised even further because its front legs are longer
than its rear legs. Many caravans prefer brachiosaurus mounts
because of their massive carrying capacity (as much as 50 tons)
and their tall necks, from which a human lookout can scan the
horizon for trouble.
SOCIETY
Brachiosaurus graze constantly in vast, slow-moving herds.
Once a brachiosaurus reaches maturity (which takes almost
40 years), it no longer has natural predators. A few of the very
largest tyrannosauruses (the tyrant kings) could consider taking on
an adult brachiosaurus, but they generally choose to pick on
smaller victims. Only in the worst famines would any creature in
its right mind consider attacking a brachiosaurus. As such, the
adults can live to ages of 250 years or more before dying of old
age.
Ancient brachiosauruses are wellsprings of lore. They recall
the other occupants of their region for centuries past, including
creatures ostensibly beneath their notice. They remember in great
detail the tyrannosaurus and other large predators. They love to
gossip, and fondly retell the mating habits of other brachiosaurus-

V. Shane - vshane.com

en off any predator!


Trample (Ex): Anything that comes near a brachiosaurus is
at risk of being stomped. In combat, the brachiosaurus can actively attempt to trample any and all targets within range. The trample causes 6d12 points of damage. Opponents who do not make
attacks of opportunity against the brachiosaurus can attempt a
Reflex save (DC 15) to halve the damage.

es and some of the smaller dinosaurs.


Brachiosauruses are gentle and good-natured. They compete
for mates in non-lethal shoving contests (that are wisely avoided
by all other creatures). As they are generally mellow creatures,
their herds feature no leadership positions and very few politics.
They meander wherever the grass is green.
Females lay eggs once every ten to twenty years. Usually the
entire herd will nest at the same time. During this period, they
graze the surrounding area into nothingness, often reducing the
greatest forests to fields of mere stubs. A few months after their
offspring are born, they set off again.
Brachiosaurus scorn diplodocus, whom they consider stupid
and simple-minded.
COMBAT
Brachiosaurus do not enjoy fighting because they are simply
not designed for combat. However, their size gives them a powerful punch. A brachiosaurus can kick with any of its feet, slap with
its tail and bite (its jaws are not designed for biting animals, but
they are large enough to deal serious damage).
Adult brachiosauruses generally ignore whatever comes near
them, no matter how ferocious it looks. Except when protecting
young, they will not initiate combat. (Adults are usually a little
shocked that anything would have the nerve to attack them!) If an
enemy does initiate combat, however, the entire herd will turn on
the enemy. Facing fifty enraged brachiosaurus is enough to fright-

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

CERATOSAURUS (DEVIL LIZARD,


HORNED HORROR)

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:

Forest, plains, hill, mountains, marsh


Solitary
6
Standard
Chaotic evil
13-24 HD (Gargantuan)

Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:

Ceratosauruses are small theropods distinguished by the short


horn protruding from their snout. They grow to a maximum length
of 20 feet. Unlike the social tyrannosauruses, ceratosauruses are
always solitary.
SOCIETY
Ceratosauruses are mean, quarrelsome creatures who cannot
bear even their own company. The only time characters will ever
encounter more than one ceratosaurus is if they run into a mother
with her young. But even that is rare, for ceratosaurus wean
their young incredibly early (at only two years, when barely a juvenile). This is perhaps why the creatures never learn
to bond with others.
Ceratosaurus are extremely uncooperative. Simply put,
they have bad attitudes. Even if a ceratosaurus is well fed,
and a character who speaks its language offers it a bribe for
assistance or information, the ceratosaurus will probably turn
down the character. Furthermore, the species is known for its cruelty, so theres a chance it will not only turn down the character,
but attack it out of spite!
A ceratosaurus stakes out its own territory and defends it diligently. It will attack any trespassing predator that might compete
with it for prey as long as it can win, of course. If a trespasser is
larger than it is (for example, a T-rex or allosaurus), the ceratosaurus will immediately leave and try to find better hunting
grounds. Ceratosauruses have no respect or tolerance for other
ceratosauruses, and treat them just as badly as they do everyone else.

68

Unlike allosaurus and tyrannosaurus, ceratosaurus does not


like to scavenge; it prefers to eat its own kills.
COMBAT
Like other theropods, ceratosaurus relies on its teeth. Relative
to its skull, its jaws are massively built, much like a T-rexs.
Ceratosaurus has four-fingered claws that are relatively weak and
rarely used in combat. The creatures horn is primarily decorative
and not useful in combat.
Ceratosauruses are carnivores who prefer to set ambushes.
They scout out popular trails, watering holes, grazing areas, hunting grounds and other locations where prey is abundant (including
human farms, ranches and settlements). Then they find a good
place to conceal themselves. Although their size makes it difficult
for them to hide, they are quite clever about finding bends in the
trail, rocky overhangs, barns, boulders and other obstructions
large enough to hide them.
Once a ceratosaurus finds a good hiding place, it will return
there frequently until its prey learns to avoid the spot. Then it will
seek out a new hiding place. When that one runs dry, it may return

to its previous spot, or find a new one. Ceratosauruses will often


frequent the same three or four hiding places on a regular basis.
Characters who encounter a ceratosaurus in an area, but fail
to kill it, will be sure to find the ceratosaurus in the same area
again. Since humans have come to Cretasus, ceratosaurus
ambushes have become so common on some trails that work
crews regularly clear out anything the creatures can hide behind!
BYPRODUCTS
The most valuable part of a ceratosaurus is its horn, which is
considered a fertility symbol by many settlers, a trophy by dino
hunters, and a medicinal ingredient by wild ones. In fact, the horn
is a powerful stimulant. When ground into powder and ingested, a
horn will provide a +1 enhancement bonus to Strength for 4d6
hours. A horn can be sold for as much as $600.
Ceratosaurus are valued by safari hunters not so much
because of their size, but because of their reputation as merciless
killers. Their skins can be used to make one suit of human-sized
masterwork hide armor, and their claws and teeth can be used to
make daggers. Like allosaurus, 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 $400. A full set of claws and
teeth can be sold for $200. Ceratosaurus are so hard to train that
there is virtually no market for their eggs.
TRAINING
Given their size, ceratosauruses are rebellious and extremely
difficult to train they simply cannot learn to work with another
creature. They make terrible mounts. The only other creature
more disagreeable is the T-rex. However, if you really want to
train one, go ahead. A ceratosaurus adult can be trained as a mount
at DC 35; a youth, at DC 28. An adult ceratosaurus can carry
1,000 pounds.

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:

Forest, plains, hill, mountains, swamp


Pack (3-30)
1/2
None
Always neutral
-

Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:

Compsognathus are among the smallest dinosaurs they


rarely grow more than three feet long, half of which is the tail.
They exhibit the traditional theropod body structure two legs,
two smaller arms and strong jaws. Their legs are quite long (for
their body size, of course), and they hold their neck, spine and tail
almost perfectly horizontal, allowing them to run very quickly.
SOCIETY
Compsognathus live in rowdy packs, roaming in constant
search of prey. They are quite noisy and can be detected
by their constant clicking and chattering noises
(characters receive a +2 circumstance bonus
to Listen checks against them).
COMBAT
Compsognathus is extremely
agile, very fast and equipped
with excellent vision. All of
these skills contribute to its
ability as a predator.
Although compsognathus
generally hunt small vertebrates and large insects,
large packs have been
known to attack humans.

69

full of sharp teeth. It snarls loudly in


combat. A colony of protosuchus will
often work together to take down
Protosuchus (Diggercroc)
Deinosuchus (Megacroc)
larger prey.
Small Animal
Gargantuan Animal
Deinosuchus have massive jaws
Hit Dice:
2d8+4 (13 hp)
14d8+56 (119 hp)
(almost
as large as T-rexs), long
Initiative:
+1 (Dex)
+0
claws
on
every toe and a strong tail.
Speed:
30 ft.
40 ft., swim 40 ft.
They
hunt
large dinosaurs, both in the
AC:
16 (+1 size, +1 Dex, +4 natural) 15 (-4 size, +9 natural)
water
and
on
land.
Attacks:
Bite +2 melee
Bite +15 melee, 2 claws +12
Improved
Grab (Ex): A
melee; or tail slap +18 melee
deinosuchus
in
water
may make an
Damage:
Bite 1d6
Bite 4d8+12, claw 2d8+2,
improved
grab
against
Huge
or smalltail slap 2d12+15
er-sized
opponents.
If
it
gets
a hold,
Face/Reach:
5 ft. by 5 ft./5 ft.
10 ft. by 40 ft./15 ft.
the
deinosuchus
drags
the
opponent
Special Attacks:
None
Improved grab
under water and tries to pin it to the
Special Qualities:
None
None
bottom. The deinosuchus automatiSaves:
Fort +3, Ref +5, Will +1
Fort +12, Ref +4, Will +3
cally deals bite damage each round it
Abilities:
Str 14, Dex 13, Con 15,
Str 32, Dex 10, Con 19,
maintains the pin, and the target may
Int 2, Wis 12, Cha 2
Int 2, Wis 12, Cha 5
drown.
Skills:
Hide +9, Listen +6, Spot +6
Hide +0*, Listen +5, Spot +5
Hide (Ex): A deinosuchus
receives a +12 racial bonus when hidClimate/Terrain:
Any warm land
Any warm land or aquatic
ing in the water.
Organization:
Colony (6-11)
Solitary
Protosuchus hide by burrowing
Challenge Rating:
1
6
into loose soil. They lurk below the
Treasure:
Standard
Standard
surface with only their eyes showing,
Alignment:
Neutral
Neutral
much the way modern crocodiles will
Advancement:
15-29 HD (Colossal)
hide in water. Characters encountering one or two protosuchus may be
Protosuchus and deinosuchus are primitive crocodilians.
surprised when several more crawl out of the earth nearby.
Protosuchus is a small terrestrial crocodile that cannot swim.
Unlike most of its relatives, it lives on land and avoids water. Its
BYPRODUCTS
legs are proportionately much longer than a typical crocodilians,
Crocodilian hides are valued for their use as armor. A crocoand it walks with a less sprawling posture. A fully grown protodilian hide may be used to make masterwork hide armor.
suchus is barely three feet long, but they are ferocious predators.
Deinosuchus provides up to four medium-sized suits or two large
Deinosuchus (terrible crocodile) is the largest of the known
suits. It takes four protosuchus hides to make a sincrocodilians. Its head alone is more than six feet long. Its
gle medium-sized masterwork hide armor.
total length is 40 feet, giving it somewhat shorter proTwo hides can be used to make a suit of norportions than most crocodilians. This is because it is
mal hide armor. An intact deinosuchus
designed for a more active land-based life. Its tail is
hide can be sold for $600; protosuchus
shorter than most crocodilians, and its legs are
hides go for $30.
longer. Unlike protosuchus, it is completely
comfortable in the water but it is
TRAINING
equally comfortable on land,
Protosuchus and deinosuchus
even far from water.
are both highly instinctive predators that cannot be trained. A charSOCIETY
acter may attempt to train them, and
Protosuchus nest in colonies,
may achieve some modicum of sucmuch like modern crocodilians.
cess. However, at some point the
Deinosuchus are solitary predators
character will move suddenly, or
that roam alone.
the crocodilian will be hungry, or
something startling will happen,
COMBAT
and the crocodilian will attack
Protosuchus has a broad, flat
the character. They can never be
head with a very short, narrow snout
truly domesticated.

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

Giant dragonflies are the bane of the


Cretasus back country. They are to
dinosaurs what horseflies are to cows.
Characters traveling through marshes or
along riverbanks are bound to encounter
them. What makes them most frustrating is
their capriciousness: they dont stay to
fight. Rather, they take one bite, have their
fill and buzz off until they get hungry again.

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:

Warm forest and marsh


Herd (11-20)
2
None
Lawful neutral
7-9 HD (Huge)

Warm forest and marsh


Herd (21-30)
5
None
Lawful neutral
11-15 HD (Gargantuan)

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!

Iguanodontids are tough herbivores


with good eyesight and powerful natural
defenses. All iguanodontids have front legs
equipped with a stout spike in place of the
fifth toe or thumb. They fight upright,
swinging their thumb spikes like a boxers
hook punch. When not fighting, iguanodon
lopes around on all fours, while the smaller
camptosaurus tends to remain upright.
SOCIETY
All iguanodontids are devoted herd
members. They are actively social, spending much of their days chatting and gossiping as they feed. The healthy adults travel
at the fringes of the herd, with the young
and elderly in the center.
Once every few years, entire herds of
iguanodontids will simply disappear.
Sometimes they are seen marching deep
into a forest or marsh, or setting off toward
one of the great mountain ranges. Other
times they seem to vanish overnight.
It is theorized that this enigmatic
behavior is related to breeding. Iguanodontids are unusual in that their breeding
cycle has never been witnessed. No one has
ever found an iguanodon egg, and captive
iguanodons never mate or produce young.

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:

Forest, plains, hill, mountains, swamp


Solitary or tribe (4-11)
1
Standard
Neutral evil
3-4 HD (Large)

Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:

Ornitholestes (bird robber) is an early theropod known for


its habit of hunting flying creatures, including birds and small
pterosaurs. It is aided in this task by a rare adaptation: an opposable thumb. Its second and third fingers are long and slender,
while its first is short and able to bend inwards against the other
two. Combined with its long arms, this makes it one of the only
dinosaurs well equipped for grasping. An adult ornitholestes is a
little over six feet long.
SOCIETY
Ornitholestes is intelligent enough to put its thumb to good
use. Tribes of ornitholestes live in shelters they have built themselves from overlapping palm fronds, rolled logs or other natural
elements. They are known to use simple tools, ranging from
sharpened sticks to the occasional bone club.
Ornitholestes have a habit of picking up interesting looking
objects. This includes most weapons and technology, and anything that is sparkly, shiny or otherwise pretty. Sometimes they
carry these articles back to the tribe to share; other times they discard them along their path.
Ranchers often bear the brunt of this annoying habit, as wandering ornitholestes carry off their tools, weapons and other
goods. As a result, most ranchers, miners and other settlers shoot
ornitholestes on sight.
Ornitholestes is the only known dinosaur species to routinely
practice cannibalism. The parents within each tribe guard their
young ferociously from the other packs, which are just as much a
danger as outside predators. This produces some interesting social
dynamics, both within and between tribes.
In general, when it is not nesting season, the larger males tend
to dominate the tribe. During nesting season and when the young
are still defenseless, however, the mothers become incredibly
aggressive, even in regards to their childrens fathers, and even the
largest males do not risk crossing them.
COMBAT
Ornitholestes are rapid, nimble predators. They have strongly built jaws that are their primary weapons. Their long arms and
opposable thumbs give them a strong grasping ability, which they
will use when fighting creatures smaller than them.
Each ornitholestes has a 25 percent chance of being armed
with a bone club (damage d6). If carrying a club, it has practiced
enough to be proficient with it. Ornitholestes armed with a club
still prefer their bite as their primary weapon.
TRAINING
Ornitholestes opposable thumb gives them great potential as
users of technology. They are sufficiently comfortable with their
natural weapons to have never developed any weapons more
advanced than a simple club but the arrival of humans has
changed that. Some ambitious dino trainers have taught ornitholestes to use swords and daggers. Training an ornitholestes to
proficiency in a weapon counts as training an unusual task (DC
20). The maximum tech level of an ornitholestes is 2.

OVIRAPTOR (RUNNERBEAK, EGGEATER)

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:

Desert, warm forest or plains


Solitary or pair
1
Standard
Chaotic neutral
3-4 HD (Medium), 5-6 HD (Large)

Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:

Oviraptor (egg thief) is a small theropod with a strong,


toothless beak. It prefers the taste of eggs to all other things, and
is a constant hazard around the nesting grounds of other

73

dinosaurs. Although a fully grown,


seven-foot oviraptor weighs no more
than seventy pounds, its powerful
beak makes it quite dangerous.
SOCIETY
Oviraptors are not social. They
mate for life, and a mate provides the
only society an oviraptor ever needs.
Oviraptors are very territorial, for
good reason: there arent that many
places where you can regularly find
eggs. When they encounter other oviraptors they will quarrel with them,
though these confrontations rarely
result in full-fledged combat.

PACHYCEPHALOSAURUS (CHROMEDOME, BONEHEAD)

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.

Stegoceras skulls can be sold for $25 to import/export dealers


(back country residents usually kill their own, so they wont pay
for them). Pachycephalosaur skulls can be sold to import/export
dealers or collectors for $100.
TRAINING
Pachycephalosaurus can be trained as a mount at DC 27. It is
extremely difficult to ride, however, due to the fact that the rider
is constantly at risk of being propelled out of the saddle every time
his mount head butts a target. The rider must make a check to stay
in his saddle each time the pachycephalosaurus head-butts. The
check is against DC 7 when the head butt is preceded by a charge,
and DC 5 otherwise.
Stegoceras is too small to ride. An adult pachcephalosaurus
can carry 6,000 pounds.

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

Additionally, any head butt also counts as a bull rush. If the


defender loses the Strength check, it is pushed back.
At close quarters, the pachycephalosaurs thick skull is simply a short-ranged club. As a result, pachycephalosaurs prefer to
pull back after each charge, so they can get enough momentum to
charge again.
Herds are smart enough to use coordinated fighting tactics.
Usually, half of the herd will charge in the first round of attack. In
the second round, that half will retreat, while the others charge.
They will repeat this cycle through the rest of combat.
BYPRODUCTS
Pachycephalosaur skulls are valued as oddities. Furthermore,
many back country settlers use stegoceras skulls as natural clubs.
A favored weapon of some wild ones is a primitive morning star
or flexible club made of a stegoceras spine, held together with a
flexible wire, connected to a stegoceras skull.

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:

Marsh, lakeshore, riverbank


Herd (10-40)
3
None
Always neutral
9-12 HD (Huge)

Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:

Parasaurolophus are large, peaceful herbivores distinguished


by the long crest on the top of their skull. Adults can reach thirty
feet long.
SOCIETY
Parasaurolophus communicate by blasting air through their
crest. This produces an amazing variety of sounds, from low whistles to powerful roars. Parasaurolophus calls carry for many miles,
and can be very intimidating for those who dont realize they
come from a docile, defenseless plant eater.
Herds of parasaurolophus meander along the banks of rivers

75

because they have few defenses. A


fresh carcass can be sold for $400.
Parasaurolophus horns are used
by many settlers as musical instruments. They can be played much like
a didjeridoo or trumpet, though with a
much wider range of sounds. Theres
not much of a market for selling the
crests for this use (as most musicians
find it easy to acquire one), but characters can harvest them and learn to
play them themselves.

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

and lakes, constantly grazing. If you


encounter one herd, you will probably
encounter two or three more in the
immediate vicinity. They spend at
least half their time in the water, much
like the modern hippopotamus.
The long-distance communication skills of the parasaurolophus
make them difficult to surprise. If a
predator is sighted anywhere along
the river, every parasaurolophus for
miles around knows of it immediately.

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:

Warm forests, marsh, river


Solitary or pack (3-5)
2
None
Always neutral
6-10 HD (Huge)

Warm forests, marsh, river


Pack (5-8)
1
None
Always neutral
4-6 HD (Huge)

Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:

The dimetrodon is not actually a


dinosaur, but a pelycosaur, an early
mammal-like reptile. Dimetrodons
are marked by their sprawling posture, powerful fanged jaws and the
large sail that runs down their spine.
The edaphosaurus is an herbivorous
pelycosaur similar to the dimetrodon
in appearance, but with jaws designed
for eating plants. The sail of
dimetrodon is smooth between the
skeletal ribs that support it, while the
sail of edaphosaurus is knobby and
irregular in surface.
SOCIETY
Both
edaphosauruses
and
dimetrodons are fairly social and
often travel in packs. They are not
intelligent enough to have complex social relationships, however.
Creatures within a pack will battle for mates, and dimetrodons
will battle for the choice parts of any kills while edaphosauruses
fight for the best grazing areas.
Even though they travel in packs, neither species fights using
specialized pack tactics. When they do fight together, it is as a
mob charging the same victim.
Dimetrodons loll about during the day, using their sails to
regulate body heat. They are most active in the early afternoon,
after their bodies have been warmed by the sun and their sails
have dissipated some of the heat.
Each pack of dimetrodons patrols its own territory. Because
dimetrodons are slow moving and lazy hunters, their territories
are fairly small.
Edaphosauruses move indolently from place to place, grazing
as they go. They prefer the moist plants that grow along the edges
of rivers, in marshes, or in warm, wet jungles.
COMBAT
Dimetrodons are sluggish, opportunistic predators that prey
upon small animals, large insects and fish. Characters who are
solitary or wounded or otherwise look like easy prey are especially likely to be attacked by a dimetrodon.
Edaphosauruses will not initiate an attack unless their nests
are threatened. Their jaws are weak and their teeth are designed
for grinding roots and shrubs, not rending flesh.
BYPRODUCTS
A dimetrodons sail is a necessary artifact in any self-respecting dino hunters trophy cabinet. Experienced dino hunters consider dimetrodons to be something of a test of man versus nature.
They think the creatures sail isnt properly earned unless it was
killed with only a knife! Thus, there is no market for them only
cowards buy wolf sails, as they say.
Dimetrodon eggs are valued for breeding purposes. An egg

can be sold for $10. Dimetrodons


mate once a year and lay as many as
30 eggs, of which 75 percent will
hatch.
Edaphosaurus eggs are valued for
their taste, and can be sold for $1
apiece. Or they may be eaten outright! Each egg will provide one
meal. They have quite thick shells
and can, if padded, be transported
safely through normal walking activities. Edaphosauruses mate once a
year and lay up to 50 eggs.
TRAINING
Dimetrodons can be trained to act
as watchdogs or hunting assistants
(e.g., the pelycosaur equivalent of a
bird dog). This counts as teaching an
animal tasks and is DC 15. Edaphosauruses can be trained as
well... but why would you want to?

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

Protoceratops are highly intelligent ceratopsians. They are the


sages and diplomats of the dinosaur world, widely respected for
their wise judgment, magnanimous decisions and insightful analysis.
Roughly speaking, protoceratops resemble miniature triceratops, but without the horns. They are short, stout, strong and very
heavy for their size a typical five-foot long adult can weigh
more than 200 pounds!

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

vocal system. This, combined with their high intelligence, allows


them to master the languages of most other dinosaurs. Each protoceratops speaks 1d4 languages in addition to ceratopsian. There
is a 10 percent chance that one will be a human language (otherwise they are all dinosaur languages).
The lawful good nature of protoceratops is well known. This
has let protoceratops carve out a niche for themselves as the diplomats of the dinosaur world. When dinosaur tribes especially
those of different regions, dialects,
or species need to resolve a dispute, they seek out protoceratops.
The protoceratops will act as
translators, representatives or
even negotiators in exchange for
food supplies or protection
treaties.
Protoceratops villages are
often carved out of solid rock.
They use their beaks and neck
frills to carve out the caves, which
are gradually expanded generation
by generation. Their beaks are
particularly dexterous, and can be
used to carve tiny marks or deep
gashes. The deepest caves are the
caves of knowledge, which
exist solely to provide walls on
which to record learning.
Protoceratops have darkvision up to 60 feet.
COMBAT
Protoceratops
have
an
extremely strong razor-edged beak. Their neck frill provides an
anchor point for a huge mass of muscle, which is devoted entirely to the beak it can shear off a human-sized arm with little trouble.
Nonetheless, protoceratops prefer to avoid combat. They will
use their many skills to try to defuse combat situations before violence occurs. Many adventurers have a tale or two of a protoceratops who talked a hungry T-rex out of eating it.
BYPRODUCTS
The neck frill and skull of a protoceratops is just the right size
for a medium-sized human shield. Other than that, protoceratops
do not have any useful byproducts. In fact, their meat is tough and
considered distasteful.
TRAINING
Protoceratops are intelligent enough that they do not need
training in the traditional sense. Any protoceratops can be readily persuaded to accompany humans, provided it is treated well,
and the humans are not chaotic or evil in alignment. Protoceratops
should be treated as NPCs rather than trained animals.

PTEROSAURS (LIZARD BATS)


Pteranadon
Huge Animal
8d8+8 (44 hp)
+2 (Dex)
20 ft., fly 50 ft. (good)
12 (-2 size, +2 Dex, +2 natural)

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:

Bite +8 melee, rake +5 melee


Bite 2d8+4, rake 1d6+2
10 ft. by 30 ft./10 ft.
Improved Grab
Scent
Fort +7, Ref +9, Will +4
Str 15, Dex 14, Con 13
Int 4, Wis 10, Cha 5
Listen +3, Spot +12

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.

STEGOSAURUS (SPIKER, RIDGEBACK, SPIKETAIL)

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:

Warm forest, hill, and plains


Herd (5-8)
7
None
Always neutral
15-28 HD (Gargantuan)

Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:

79

Stegosaurus has the dubious distinction of being one of the


dumbest dinosaurs ever to walk the earth. For a beast over twenty feet long and weighing as much as three tons, its three-ounce
brain gives it the smallest brain-to-body size ratio of any dinosaur.
Nonetheless, it has enough brains to do what it needs to do, and
its spiked tail ensures that other dinosaurs wont tease it too much!
SOCIETY
Stegosaurus wanders in slow-moving herds, which graze as
they travel. Their social organization is fairly basic: might makes
right.
COMBAT
Stegosaurus has thick, knobby skin and armored plates along
its spike. It can flex the plates to a limited degree, bringing them
from a vertical to an angled position that helps protect its flanks.
The four foot-long spikes on stegosaurus tail are its only
weapon. It can swing its tail in a limited arc of about 10 foot
radius from the point of attachment. It generally maneuvers its
body to present its tail to oncoming enemies.
BYPRODUCTS
Stegosaurus plates can be used to make armor for huge or
larger mounts. They are too heavy to be used for smaller sizes. A
single suit of huge-sized stegosaurus plate armor requires the
plates from six stegosauruses. It is heavy armor weighting 400
pounds, with a +5 armor bonus, max Dex bonus of +2, and armor
check penalty of 4.

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.

TRICERATOPS (BRONCO, HORNHEAD)

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.

TYRANNOSAURUS REX (CHOMPER,


BIGBITE, BIGUN)

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

A typical encounter between two unfamiliar T-rexes will start


with a lengthy discussion of family history. They will exchange
genealogies until they have established their exact relationship.
These conversations sometimes go on for hours. Inevitably,
though, there will be some link between the two creatures. Once
the link is known, the two T-rexes will know something about
their relationship: either they are from different clans, or distant
relatives within the same clan, or close relatives of some kind.
This then determines their attitude toward each other.
Despite their loyal nature, tyrannosauruses have a mean
streak. They are nasty, vengeful and cruel. Combat between Trexes can be gruesome. A T-rex in a bad mood may pick on smaller creatures, even when its not hungry. They are known for teasing prey, torturing their enemies and showing respect to no creature but another T-rex. There is a reason every other animal on
Cretasus avoids T-rexes!
COMBAT
Tyrannosaurus hunting strategies are fairly straightforward:
Use terrain to get as close as possible, then charge. T-rexes in bad
moods will attack even when theyre not hungry and their target
is not a threat. This is when they are most dangerous, for they may
toy with their prey in cruel ways.
Tyrannosaurus rex travels in widely dispersed family groups,
communicating with a variety of roars, whistles, grunts and
chirps. Their close family ties and ability to communicate over
long distances make them very dangerous.
Roar (Ex): A tyrannosaurus facing a real threat will summon
help with a deafening roar. Nearby T-rexes will hear the roar and
come to its aid. (Being summoned is one of the few times a T-rex
will enter another T-rexs hunting grounds.)
T-rexes summon aid with discretion, and rarely do so unless
their opponent is a threat to their neighbors, as well as themselves
(e.g., human or carnivore invaders, not just a big, angry bronco).
But when the threat is real, and they are in danger, they do not hesitate.
A T-rex can roar with a full-round action and attract 1d4 T-rex
families. The roar carries many miles, meaning aid may come
from far away. Each summoned family will arrive in 2d20 rounds.
Improved Grab (Ex): A T-rex that hits a Medium-size or
smaller creature with its bit attack may grab them. It may then
attempt to swallow them whole.
Swallow Whole (Ex): A T-rex can swallow a Medium-size or
smaller creature with a successful grapple check. Swallowed creatures take 2d8+8 points of crushing damage plus 8 points of acid
damage per round. A swallowed creature may cut itself out by
using Small or Tiny slashing weapons to deal 25 points of damage
to the T-rexs innards (AC 20).
BYPRODUCTS
T-rex hides are valued for their use as armor. T-rex hide armor

gives a +5 armor bonus, max Dex bonus of +4, armor check


penalty of -2, with a weight of 30 pounds. The hide of a typical Trex (size Huge) can produce two suits of good medium-size
armor. If the characters manage to kill the T-rex without puncturing its skin (a rare proposition), they can get four suits of armor
out of it.
T-rex teeth and claws are useful for decoration and adornment. A character proficient in either can use it as a dagger.
Since T-rexes never have more than one child at a time, their
eggs are exceedingly rare. However, very few breeders want to
raise T-rex young, as they are vicious and difficult to train. An
intact egg can be sold for up to $500, if you can find a breeder
who wants it.
Various T-rex body parts have medicinal uses (or so many
people think), and can be sold for the following prices. Some buyers will be local Cretasus settlers (who pay full price), but most
will be exporters (who pay half price, since they resell).
Part
Used for
Claws and teeth Weapons, aphrodisiacs
Heart
Strength
Intact hide
Armor, decoration
Liver
General health
Lungs
Endurance
Spleen
Ferocity
Tongue
Tastes great

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:

Warm forest, hill, plains and marsh


Solitary or tribe (6-21 adults)
3
Standard
Lawful neutral
5-8 HD (Large)

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)

Competition for the leader position continues constantly. As


new raptors enter the tribe, whether through birth or migration, the
leader has to defend his position. These challenges are usually
decided with a quick exchange of test blows, and do not result in
serious injury. However, aggressive or powerful challengers may
force the combat to reach deadly levels. Tribal leaders have been
known to murder or banish adolescents that show the prospect of
a serious challenge.
Although the tribal leader is usually male (as the males tend
to be larger), the core of each tribe is the females. When either
a tribal leader or a challenger loses a challenge, he leaves the tribe.
Because the females are rarely engaged in challenges, they never
leave the tribe. Each tribe is thus a core group of females around
which the males slowly change. The females are often related, as
are the younger males who have not left the tribe, but most adult
males within a tribe are unrelated.
The eldest females in each tribe function as tribal shamans.
Their knowledge of the environment is formidable. The shamans
know the properties of all the local herbs, roots, spices and flowers, as well as the characteristics of the body parts of their prey.
Although they lack the opposable thumb that would lead their
intelligence to greatness, they do have limited dexterity with their

A wilderness traveler will occasionally encounter solitary


male raptors who do not belong to a tribe. These are the males
who have lost leadership challenges. They eventually either find a
new tribe or remain solitary forever. Some have been known to
form alliances with ranchers or soldiers, even becoming pseudomembers of human society. One rancher on Cretasus is known for
his employment of two lone male raptors, who help him protect
his herds from predators in exchange for a steady supply of food.

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

their claws in poison. With any claw or rake


injury, the poison drains 1d4 Str initially, and
another 1d4 points in secondary damage.
The poison may be avoided with a
Fortitude save against DC 13.
Raptors with poison-tipped claws
will not use their bite attack.

feat. At fourth level, a warrior raptor can use the


Anchorclaw Attack feat. He anchors himself
on an enemy using his mouth and arms,
then fights only with the scythe-like
killer claws on his feet. If he is
anchored properly, his killer
claws can reach vulnerable
areas of the victim, including
RAPTOR NPCS
the stomach or throat. To use
Raptors
are
smart
Anchorclaw Attack, he must
enough to make very intermake a successful rake or
esting NPCs. The three
claw attack. Thereafter, he
raptor types described
is anchored to the enemy,
above warrior, tactician
and can only make
and shaman can be
anchored rake attacks,
expanded into raptor-spewhich are +12 melee and
cific classes.
deal 3d6+6 damage.
The Raptor Class
At sixth level, a warTable below gives a sumrior raptor can use the
mary of the three classes
Jumpclaw Attack feat. He
through tenth level. All save
can jump past an enemy and
bonuses and attack bonuses
rake him as he goes by. In
are in addition to the bonuses
game terms, he can take a move
described in the standard raptor
action (including a jump) and
profile. Raptors receive an extra hit
another partial action at any point
die for each level above first, but the
during the move. The raptor cannot
hit die varies by class d12 for warrior,
make a second move action during a
d10 for tactician and d8 for shaman.
round when he makes a jumpclaw attack.
The five raptor racial skills (Hide, Jump,
When using jumpclaw from hiding, the raptor
Listen, Spot and Wilderness Lore) are considered
receives a +2 attack bonus.
cross-class skills for all raptors. Raptor NPCs gain feats at
A warrior raptor gains (2 + Int modifier) x 4 skill points at
third and sixth and subsequent levels, as with normal characters.
first level, and an additional 2 + Int modifier at each additional
Warrior: Warrior raptors train in martial combat. Although level. A warriors class skills are Balance (Dex), Climb (Str),
all raptors focus on physical skills, the warriors are distinguished Intimidate (Cha) and Jump (Str).
by their combination of above-average speed and strength, which
Tactician: Tactician raptors train in stealth, strategy and tacgive them the ability to perform special combat feats. A warrior tics. They are average in physique, but significantly above-averraptor always has Str and Dex scores that are 1d4 points higher age in sly, crafty intelligence. They are masters at traps and
than average.
ambushes, and incredibly good at scouting and gathering inforAt second level, a warrior raptor can use the Spring Attack mation regarding their enemies. A tactician raptor always has
+1d4 to Int and Cha.
Raptor Class Table
A tactician has the
Raptor
Base
Saves
feats Combat Placement
Level
Attack Bonus
(Fort/Ref/Will)
and Combat Tactician at
Warrior
Tactician Shaman
Warrior
Tactician Shaman
first level. At second level,
1
+1
+0
+0
+2/+0/+0 +0/+2/+0 +0/+0/+2
a tactician gains the feat
2
+2
+1
+1
+3/+0/+0 +0/+3/+0 +0/+0/+3
Sense of Vulnerability. At
3
+3
+2
+1
+3/+1/+1 +1/+3/+1 +1/+1/+3
fourth level, he gains the
4
+4
+3
+2
+4/+1/+1 +1/+4/+1 +1/+1/+4
feat Sneaky Git.
5
+5
+3
+2
+4/+1/+1 +1/+4/+1 +1/+1/+4
A tactician raptor
6
+6/+1
+4
+3
+5/+2/+2 +2/+5/+2 +2/+2/+5
gains (4 + Int modifier) x 4
7
+7/+2
+5
+3
+5/+2/+2 +2/+5/+2 +2/+2/+5
skill points at first level,
8
+8/+3
+6/+1
+4
+6/+2/+2 +2/+6/+2 +2/+2/+6
and an additional 4 + Int
9
+9/+4
+6/+1
+4
+6/+3/+3 +3/+6/+3 +3/+3/+6
modifier at each additional
10
+10/+5
+7/+2
+5
+7/+3/+3 +3/+7/+3 +3/+3/+7
level. A tacticians class

86

skills are Balance (Dex), Bluff (Cha), Gather Information (Cha),


Hide (Dex), Knowledge (strategy and tactics, Int), Listen (Wis),
Move Silently (Dex) and Spot (Wis).
Shaman: Shaman raptors are attuned to the natural properties
of Cretasus. They study the herbs, plants, spices and animals of
their world. They know how to mix potions and poisons, and they
can heal the wounded. They are often the diplomats of their tribes.
A shaman has +1d4 to Wis and Int.
A first level shaman can mix poisons and healing potions.
Higher level shamans can mix more potent versions.
A healing potion restore hit points equal to 1d8 + the
shamans level. A poison drains Str points equal to 1d4 + the
shamans level (both initial and secondary).
At second level, a shaman may mix acids from natural ingredients. (Even if the raptor has the Alchemy skill, this ability does
not materialize until he learns where to find the appropriate ingredients hence the second level requirement.) At fourth level, he
can mix simple explosives. (Yes, its true a tribe of velociraptors
armed with grenades!) There are no known shamans of higher
than fifth level but who knows what one could do...
A shaman raptor gains (6 + Int modifier) x 4 skill points at
first level, and an additional 6 + Int modifier at each additional
level. A shamans class skills are Alchemy (Int), Craft (Int),
Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intuit
Direction (Wis), Knowledge (nature, Int), Sense Motive (Wis),
Speak Language and Wilderness Lore (Wis).
BYPRODUCTS
Velociraptors claws are highly valued trophies and weapons,
particularly the two hooked killer claws. A full set of claws can be
sold for $70; a single killer claw will fetch $20. A single killer

claw is large enough to function as a dagger. Many experienced


dino hunters take pride in their raptor-claw daggers.
SILVERCLAW RAPTORS
The silverclaws are a special kind of velociraptor that has
appeared recently in Confederate alliances. They are physically
normal raptors that have assented to prosthetic modification. In
short, their natural claws are removed and replaced with artificial
claws made of weapons-grade steel.
The process was first developed as a regimen for raptors
whose natural claws were broken or amputated in battle. This
often happened in combats with protoceratops and other creatures
with beaks: their powerful bites can easily slice off a velociraptors claws.
Because the natural claws have no nerve endings like
human hair or fingernails surgically replacing them is painless
and simple. After observing the effectiveness of the steel hooks
used to help amputees, certain raptors actually volunteered for the
surgery. Soon there were several packs of raptors whose natural
claws had been entirely replaced. Their gleaming claws soon
earned them the nickname silverclaws.
The silverclaw phenomenon had an unexpected side-effect.
Confederate surgeons had a glut of amputated raptor claws. One
enterprising surgeon sheathed their tips in steel, mounted them on
arm braces, and rebuilt them for human use. These rare, highly
prized close combat weapons are now worn in sets by rebel heroes
who have earned the distinction of defeating a velociraptor in
close combat. Although not quite as deadly as when wielded by a
raptor, they are still fearsome weapons.
Silverclaw raptors cause 2d6+8 damage with their rake and
1d3+4 with their claws.

87

Chapter IV: Adventures on Cretasus


It is easy to find adventure on Cretasus. This chapter provides
a basic overview of what goes on there and why. Once you know
whats going on, its easy to fit the characters in.

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.

Motivations Union and Confederacy


The two largest organized factions on Cretasus are the
Confederacy and Union. They are motivated by several basic factors. You can use these motivations to formulate adventures.
Resources: The Union needs reliable sources of food. The
Confederacy needs advanced technology, manufacturing ability
and maintenance for its equipment. Each side is able to supply for
itself what the other side needs, and each is constantly looking for
new capacity to do what it knows how to do the Confederacy
wants flat terrain for larger fields, for example, and the Union is
always looking for mines and mineral deposits.

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.

89

The less intelligent dinosaurs have very simple motivations:


eat, drink, sleep, reproduce, dominate and stay alive. Their motivations are no different from those of common animals, but their
hundred-ton physiques sometimes add a new dimension to things.
The intelligent species are another situation entirely. Each
intelligent species divides itself into political groups, much the
way humans do. Velociraptors, for example, may have three or
five distinct tribes within the same area. Tyrannosauruses, which
congregate in smaller family groupings, may have twenty or thirty independent families over a large area. Each tribe or family has
its own customs, attitudes, behaviors, dialect and motivations.
Common species or geography does not always mean common
interests.
Here are some of the more common motivations shared by
intelligent dinosaur groups.
Food: The most important resource for dinosaurs is food.
Carnivores, in particular, are in constant need of food. Hunting
food can be dangerous, especially when youre battling triceratops
with their sharp horns, or ankylosauruses with their club-like tails.
Dinosaurs are generally amenable to alliances that can supply
them with a steady supply of food be they alliances with humans
or dinosaur. This makes their lives easier and safer.
Groups of both herbivores and carnivores battle over hunting
and grazing rights. When a carnivores prey migrates, it may battle neighboring groups for the right to follow the prey through
enemy territory. Carnivores fight against human encroachment
when it threatens to scare off their prey. Herbivores battle for the
land with the greenest grass (so to speak).
Power: Even the most basic animal understands power politics. Many dinosaurs are smart enough to keep their neighboring
competitors in check. A carnivore that has a large litter one year
may find its neighbors trying desperately to kill the babies.
Nobody wants to have several more adult T-rexes grow up to join
the community!
Within tribes and families, the dinosaurs may battle for
power. Adolescents of some species may challenge adults for
leadership positions. Longtime rivals may scheme against each
other. Schisms may appear in difficult times for example, half
the tribe may advocate an alliance to secure food in times of
drought, while the other half may wish to go to war to establish
expanded hunting grounds.
Mates: Mating rights are a common reason for hostilities.
This can happen within a tribe, or when a new outsider arrives in
the area. In most cases, the competition does not prove fatal but
not always. In some rare cases, a tribe with severe population

90

V. Shane - vshane.com

Motivations Dinosaurs

shortages has been known to raid an enemy tribe to kidnap fertile


females.
Territory: Territory is always important, usually for reasons
of food, safety or power. Almost all carnivores try to maintain
their own hunting grounds. Most herbivores are comfortable sharing grazing grounds, but some are not. All dinosaurs closely guard
their nesting areas. And depending on the dinosaurs nature, they
may guard territory simply because its theirs even if it isnt particularly useful for food or young.
Competition and Vendettas: When tribes live next to each
other for hundreds of years, they have history in their blood. Some
tribes remember atrocities committed years ago. They may
remember wars, forced exile, murdered family members and
hunting grounds that once belonged to them. Some tribes cant
even remember why their enemies are their enemies, but they still
attack them on sight.

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

a rule of thumb, herbivores are most valuable to civilians, while


carnivores are much more valuable to military personnel.
Gems, metals, art, and other valuables: If they wont take
your cash, you can always give them gems or gold. A one-pound
gold bar is worth $5,000. One pound of silver is worth $500 and
one pound of copper is $50. But value changes depending on
where you are. Many of the isolated settlers on Cretasus and other
outer reaches planets will pay more for a few bars of top-quality
steel than for gold.
Technology: If you can find a disintegrator in the warp
pirates stash, youve done well. Powerful and difficult-to-find
technology are great finds, as are unique alien pieces or rare
devices.

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.

91

One Hundred Adventure Ideas


Here are one hundred ideas for adventures on the world of
Cretasus.
1. A young T-rex has staked out a territory that includes a large
settlement. Hes already eaten three settlers.
2. Two velociraptor tribes have gone to war. Unfortunately, a
human settlement lies on the path between their camps.
3. Somebody (or something) has been poaching broncos on a
ranchers land.
4. Bank robbery! A team of thieves uses a triceratops to pull the
wall off a bank, then they haul off the vault without even bothering to open it. A reward is offered for their capture.
5. An independent prospectors brachiosaurus has fallen ill in the
midst of an overland journey. He cant move his ten tons of ore
without a new brachy but he cant leave the ore lest it be stolen.
6. Gold has been discovered in a natural cave system but the
caves are inhabited.
7. A drought causes herbivorous dinosaurs to make daring crop
raids.
8. The Confederacy has kidnapped a key machinist involved with
Union ironclad research.
9. A Union diplomat needs an escort and interpreter when he
meets with a velociraptor chieftain.
10. The ruins of an alien spaceship have been discovered in a
neighboring valley.
11. A Confederate weapons supplier was forced to dump his cache
and run when T-rexes attacked his convoy.
12. A frantic dinosaur pup leads the characters to the trap that just
captured its mother.
13. Plans for a powerful new weapon are mistakenly delivered to
the characters.
14. Rumors claim a massive, ancient T-rex lives in the ruins of a
mysterious city.
15. Its parasaurolophus mating season. Their amorous calls reverberate in the night. One particularly loud male has been keeping
the mayor awake at night. He offers a reward for its head.
16. A Union drop pod inexplicably crash lands in the middle of
town. The hatch is jammed shut. Union troops arrive to retrieve it.
17. Something is keeping supply convoys from reaching a distant
military post.
18. Confederate breeders need to capture a dozen raptors alive.
19. A maverick machinist doing genetic experiments has
unleashed his mutasaurs into the wild.
20. The Union wants to build a road between two important bases.
21. A machinist thinks he can build a certain advanced device, but
only with obscure minerals found deep in the Cretasus jungle.
22. Word reaches town that a renowned private inventors
research lab has been deserted since he was eaten by an
allosaurus.
23. An outlaw gang has stolen a shipment of recently mined
Union gold.

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-

atosauruses tries to organize a revenge raid.


79. An offworlder settlement is split by violent political infighting. One faction hires the characters to assassinate the rival leader.
80. Union industrialists want to dig a huge mine beside existing
farmland, which will be polluted by the runoff. The farmers need
someone to disrupt the industrialists plans.
81. Two Confederate brothers plot to murder their third brother,
who has defected to the Union.
82. Pioneers settling the western frontier keep disappearing.
83. The Union wants to kidnap and interrogate two Dino Warriors.
84. Carnivorous dinosaurs keep eating soldiers at a Union military
base. Every time one dinosaur is killed, another appears. The
Union suspects Confederate or wild one involvement.
85. The largest herd of broncos ever sighted more than 300 animals is stampeding toward town right now
86. One of the Unions experimental flying ironclads has crash
landed in a swamp in neutral territory, and it cant be reached by
vehicles. The Union and the Confederates both race to retrieve the
ironclad but the Union only has vehicles
87. The Union (or Confederacy) has captured an enemy military
officer. The characters are hired to rescue him.
88. A damaged warp pirate ship, filled with stolen loot, has crash
landed on Cretasus right in the midst of T-rex hunting grounds.
Confederate military, Union military, looters and the characters all
rush to claim what they can.
89. An alien ship lands on Cretasus. The aliens use their horrific
technology to clear the area of dinosaurs but now the dinos are
being driven into nearby settlements.
90. Under cover of darkness, ankylosauruses built nests and laid
eggs around a small settlement. When the settlers left for the fields
the next morning, the ankylosauruses charged them. Now the settlers cant leave their homes and food supplies are running short.
91. A Union research station deep in the jungle has ceased communications.
92. The Union is trying to destroy a dinosaur hatching ground.
The Confederacy, allied with the dinosaurs, must protect the eggs.
93. The Confederates have promised food to dinosaur allies, but
these particular allies demand their favorite food: human flesh.
94. The Union has arranged to bribe a Confederate officer who
knows top secret information, but their middleman was killed.
95. A secret message must be delivered to a distant outpost by
tomorrow night.
96. A brave Confederate hero is getting too old to fight. Rather
than grow old and die in peace, he has elected to lead a suicide
mission and die a heros death.
97. The Confederacy is raiding a Union munitions dump to steal
desperately needed weapons and ammo or the Union is raiding
a Confederate farm for desperately needed food supplies.
98. Confederate laborers are clearing a forest to make room for
new construction. A Union ambush catches them by surprise.
99. A Confederate force has discovered a Union mining expedition in its territory.
100. Freighters need someone to carry supplies through an area
covered in tar pits.

93

Appendix I: Creatures by Challenge Rating


The wilds of Cretasus are home to
more than just dinosaurs. In addition to
saber-toothed
tigers,
mammoths,
mastodons, giant sloths, and other giant
mammalians, and the pterosaurs of the
skies and various giant sea beasts (all of
which will be covered in future
Broncosaurus Rex supplements), Cretasus
is populated by many animals and vermin.
The following table lists the challenge
ratings of all creatures native to Cretasus,
as described in this work and Core
Rulebook III. Many more creatures will be
described in future Broncosaurus Rex supplements.
As noted earlier, the creatures presented in this work tend toward lower challenge ratings, in order to provide a good
assortment of encounters for low level
characters. Future supplements will
expand the higher challenge ratings on this
table.
Creature

CR

Toad

1/10

Monstrous Centipede, Tiny

1/8

Lizard

1/6

Monstrous Centipede, Small


Monstrous Scorpion, Tiny
Monstrous Spider, Tiny

1/4
1/4
1/4

Giant Beetle, Fire


Snake, Tiny Viper

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

Monstrous Centipede, Colossal


Octopus, Giant
Tyrannosaurus

8
8
8

Monstrous Scorpion, Gargantuan


Squid, Giant

9
9

Monstrous Spider, Colossal

10

Brachiosaurus
Monstrous Scorpion, Colossal

11
11

Giant Wasp
Parasaurolophus
Snake, Huge Viper
Stegoceras
Velociraptor (Deinonychus)

3
3
3
3
3

Giant Beetle, Stag


Giant Crocodile
Monstrous Spider, Huge
Pteranadon
Shark, Huge

4
4
4
4
4

Appendix II: Open Gaming License


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reproduce, license, rent, lease, sell, broadcast,
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(d)Open Game Content means the game
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processes and routines to the extent such content
does not embody the Product Identity and is an
enhancement over the prior art and any additional content clearly identified as Open Game
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for You to comply with any of the terms of this
License with respect to some or all of the Open
Game Content due to statute, judicial order, or
governmental regulation then You may not Use
any Open Game Material so affected.
13 Termination: This License will terminate
automatically if You fail to comply with all terms
herein and fail to cure such breach within 30 days
of becoming aware of the breach. All sublicenses
shall survive the termination of this License.
14 Reformation: If any provision of this
License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright
2000, Wizards of the Coast, Inc.
System Rules Document Copyright 2000
Wizards of the Coast, Inc.; Authors Jonathan
Tweet, Monte Cook, Skip Williams, based on
original material by E. Gary Gygax and Dave
Arneson.
Dinosaur Planet: Broncosaurus Rex
Core Rulebook Copyright 2001 Joseph
Goodman DBA Goodman Games (contact
goodmangames@mindspring.com, or see
www.broncosaurusrex.com)

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

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