Escape From Dino Island Playsheets 063019 FREE

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WELCOME TO THE ISLAND Countdowns (See Pg.

20)
3 2 1

If you learn the island’s name, write it here 3 2 1

3 2 1

3 2 1

Notes

How’s the
Weather?
1. Paradisiacal
2. Hot and humid
3. Foggy
4. Sun showers
5. Torrential downpour
6. Lightning storm

Airstrip Building Docks Hatchery Lake Native
 Road


Temporal
 Adding to the Map
Settlement Anomaly
Whenever a new location comes up during play
and the Heroes know where it is, the DM adds it
Radio to the map.
Aviary Cliffs Fence Helipad Mountain Tower Laboratory Tunnel
Some playsheets or Moves might also tell you to
add something to the map.
Beach Nest Forest Grass Ruins River Swamp Volcano
HERE’S THE SITUATION III . Right Now
Use this questionnaire to get up to speed. Discuss the answers as you go, 
 Where are you?
developing the setting, relationships, and scenario. Players: Choose one together or roll. Mark it on the map.
1. The hatchery
I. Mainland 2. The Triceratops pens
3. Hastily abandoned dormitories
You’ve come to the island together. Why?
4. A monorail high above the jungle
Players: Choose one together or roll.
5. A debris-strewn beach
1. We were invited as guests, under mysterious circumstances.
6. A cave, waiting out the rain
2. We were hired to work here, under mysterious circumstances.
3. We’re here to explore or research. You know one way off this island (though there might be more).
4. We’re criminals or smugglers, here for a score. What is it?
5. We’re on a rescue/retrieval mission. Who or what are we after? Players: Choose one together or roll. Mark it on the map.
6. We’re on a covert mission, to infiltrate or sabotage. 1. Call for rescue at the radio station
2. A smuggler’s hidden prop plane
Who are you?
3. The helicopter you came in on
Players: Choose a Hero playsheet. (No two players should pick the same one.)
4. A military submarine
Follow the instructions on the playsheet to create your Hero.  Then, go around the table and
5. A sailboat / pleasure yacht anchored offshore
introduce yourselves. Feel free to ask a question or two about other Heroes, but don’t get too
caught up in it—you’ll learn more about each other during the game. 6. A cruise ship that passes by once a week

What did you hear about the island before you arrived? Why can’t we just leave? These two answers are called the OBSTACLES
DM: Give out rumors (Pg. 17). There’s a problem…
Ask questions to clarify the plan—make sure everyone agrees on how they’re getting to the DM: Choose one.
island and what they’re going to do when they get there. Add to the map as needed. 1. The only route is through the Deinonychus pens/territory.
2. The monorail is the only way to where we’re going, and it’s offline.
II. The Arrival 3. We’ve gotta wait out this damn storm.
On the island, you quickly encountered your first dinosaur. 4. We can’t leave without completing our mission.
DM: For each question, choose one player to answer. 5. We need to get into the complex, but it’s locked down.
• Describe the situation—where were you and what kind of dinosaur was it? 6. Our way off the island is damaged, unreachable, or hasn’t arrived yet.
• How did you feel when you saw a real, living dinosaur? There’s a mystery that needs solving…
• What was one uncanny thing about the dinosaur? Players: Choose one together or roll.
• What was one oddly familiar thing about the dinosaur? 1. Why have you lost contact with the outside world?
2. Who sabotaged your mission? (and why?)
Soon afterwards, something went wrong.
DM: For each question, choose one player to answer. 3. Why didn't your contact meet you, and where are they?

• What was your first hint that something was off? 4. What's the source of the strange broadcast overpowering your signals?
• Who did you instinctively look to, and why? 5. Why are your compasses malfunctioning... and which way is North?
• What is your personal worst case scenario? 6. Who are the shadowy figures watching you from the bushes and 

• What made you realize you were in serious trouble? what do they want?

What You Don’t Know: • How are there living dinosaurs on the island?
• There’s a man-made complex on the island. Who built it and what is its purpose?
• The complex has fallen, maybe just now or maybe some time ago. What went wrong?
THE BASIC MOVES
Peril Moves Safety Moves
These Moves come into play when you’re in trouble. When some or all of you act together (for These Moves come into play when you’ve got time to breathe. When some or all of you

example, everyone runs for it), the Hero in the worst position, or with the lowest relevant stat, act together (for example, everyone scours the room for clues), the Hero in the best position to
rolls. The rest of the Heroes are assumed to succeed (perhaps with cuts and bruises) unless the succeed, or with the highest relevant stat, rolls. The other Heroes are assumed to be less successful.
Move says otherwise, or a Hero chooses not to.

Run! Look Over There! Lay of the Land Scavenge


When you run for it, roll+FIT. When you create a distraction to protect a When you and a companion take a quiet When you and another Hero take a quiet
On a 10+, you escape to a safe location. The DM friend, say what it is and roll+CLEVER. moment to get to a good vantage point and moment to search for useful objects or
will describe it. You know roughly where you On a 10+, you draw the dinosaur’s attention orient yourself, tell a story, then roll+CLEVER. information, tell them a story and roll+CLEVER.
are. On a 7–9, choose 1: where you intend. Your friend is safe. On a 7–9, On a hit, The DM will tell you about two On a 10+, you find something useful. Maybe
• You get to a new location, but you’re still the dinosaur notices you. landmarks—one natural, one man-made—that even that one thing you were hoping for. On a
being pursued. On a miss, the best you can do is take the hit for you can see. On a 10+, they will also show you 7–9, you find something handy, but you make a
• You escape the threat… into a new your friend. Will you? where you are on the map. lot of noise. You can pretend no dinosaurs
perilous situation. On a miss, you discover an imminent peril. heard you, if you want.
(If you choose to draw the dinosaur’s attention to
On a miss, you get injured, and the threat is yourself, you always succeed.) On a miss, you find something bad.
Instruct
still around.
Take My Hand! When you guide another Hero through a risky The Best-Laid Plans
Hide! When you stop what you’re doing to help task that you know how to do, but they must do When you take too long to discuss your course
When you hide from a predator, say where you someone else in trouble, roll+whatever makes (perhaps because you are communicating with of action, the DM makes a move.
are hiding and roll+CLEVER. the most sense. walkies, are on opposite sides of a fence, or
you’re injured), tell them a story and roll+STEADY.
On a hit, it either can’t find or get to you. You’re On a hit, they succeed, with your help. 

safe. On a 7–9, someone else is exposed. If you On a 7–9, choose 1: On a hit, you’re an able teacher. They succeed.
stay hidden, you’ll be fine, but they won’t. If you’re On a 7–9, they don’t do it quite as well as you
• You two are separated from the group.
alone, the DM will offer you a different hard choice. would have. Choose 1:
• You solve their problem, but create one for
On a miss, surprise! It’s right on top of you. yourself. • It takes longer than expected.
• It opens them up to danger.
On a miss, you made it worse for both of you.
Just Do It! • It opens you up to danger.
When you do something you can usually do Fight! On a miss, you confuse, anger, or distract them.
easily (for example, unlock a door, quietly cross When you fight for your life, roll without a (Their choice.) The task is botched beyond
a room, or drive a car) under pressure, say what bonus, or +1 if you have a weapon. salvaging and you’ve made matters worse.
will happen if you mess up, then roll+STEADY. On a hit, you buy a precious moment for
On a hit, you pull it off. On a 7–9, you slipped, someone to help you. On a 7–9, also choose 1.
hesitated, or cut corners. The DM will offer you On a 10+, both.
a hard choice. • You aren’t injured.
On a miss, well, you know what happens. • You injure the enemy. The DM decides how.
On a 6-, make the CASUALTY Move. Sorry. Casualty
Hold On to Your Butt!
The DM can always decide you can’t fight a dinosaur. When you are grievously hurt (or take an injury while while already injured), you’re in bad shape. Tell
When you rely on sheer physicality to power
someone your darkest secret or unfulfilled hope, then choose 1:
through difficulty or ignore a debilitating
injury, roll+FIT. • You get one final heroic act—subject to the DM’s discretion—before you die.
On a hit,  you tough it out. On a 7–9,  you • You’re OUT OF COMMISSION. You’re unable to do anything, but your character will survive if the others
succeed, but you’re exhausted—take -1 to your can get you off the island in time.
next roll with FIT. Either way, you may choose an unused playbook and create a new character. The DM will tell you when
On a miss, you’re seriously injured. your new character appears.
THE DINO MASTER Locations

SETUP
I. Mainland
• Fill out the Setup Questionnaire together
• Players choose Playsheets
Your Agenda
 • Give each Hero a RUMOR (Pg. 17) Natural
These are your goals.
Beach
• Make Dino Island mysterious, dangerous, and full of dinosaurs. The OBSTACLES
• Challenge the Heroes to become their true selves. The Cave
• Play to find out if they’ll make it off the island, and who they’ll be II. Arrival What’s the problem?
Jungle
if they do.
The Lake
Your Principles
 Mountains
When in doubt, these guidelines will keep you on the right track. What mystery do they need to solve?
• Be a fan of the characters. III. Right Now Open Ground
• Always target a specific character. The River
• Ask questions and build on the answers.
(Fill in the answers) Swamp
• Give every location unique and memorable details.
The Volcanic Crater
• The environment is just as dangerous as the dinosaurs. Make a MOVE when:

SCENE PLAY
• Give every dinosaur species a gimmick. • Someone rolls a miss (6-) MYSTERY WORKSPACE Artificial
• Juxtapose the natural and the artificial. • They take too long planning Choose one PRIMARY MYSTERY (See Pg. 18)
The Aviary
• Force the Heroes to choose between saving themselves 
 • They look to you to find out what ❍ How are there living dinosaurs?
and helping others. happens next. ❍ Who built the complex and what is its purpose? The Monorail
• The dinosaurs are animals, not monsters—make them real: When things are relatively safe, choose ❍ How did the complex fall?
Pens
awesome, frightening, strange, familiar, or gentle as appropriate. Moves that set up dangerous or challenging
situations. Solution: The Power Shed
Your Moves
 When the players ignore problems or make The Radio Tower
These are the (only) things you can do. a mistake, that is when you hit them hard. First Clue:
• Show signs of a nearby dinosaur Footprints, evidence of grazing, a The River Outpost
fresh kill, a roar, small dinosaurs fleeing, etc.
The Smuggler’s Den
• A dinosaur shows up! Give it a gimmick! They overcome one of • Each player chooses one of their Hero’s 

• Injure them as established the two OBSTACLES Advanced Moves. Inside the Complex
• Their injuries cause problems The Control Room
• Introduce a useful NPC Give them a goal!
Dormitories
• Kill a useful NPC EXTINCTION EVENT Fill in your chosen Extinction Event (Pgs. 20–21)
The Foyer
• Disorient them
• Offer them what they need, with danger in the way 
 The Hatchery
Tell them the danger. FOR LATER…
SCENE PLAY

Scene Play continues… The Lab


• Tell them what they need and let them figure it out 
 • Quickly use a Warning Move to Use this space to make a note of any unresolved enemies,
When they get it, they succeed. Other solutions might work. The Mainframe
signal the Extinction Event. problems, locations, etc. that could come back in the Finale.
• Split them up • Use your Extinction Event Moves. The Medical Facility
• Reveal something mysterious • Regularly remind the Heroes of their Offices
• Time passes Night falls; they have to rest; an opportunity expires; etc. goals.
• Push toward the Finale. Steam Tunnels
• Use a DINOSAUR MOVE
• Use a LOCATION MOVE • If they haven’t solved the mystery, Strange Places
give big clues.
Quick NPC Names: Riley, Alex, Dom, Jiar, Dan, Andres, Lee, Cameron, The Ancient Ruins
Malcolm, Chris, Parker, Mei, Urvish, Katja, Warren, Josh, Dev, Naomi
The Native Village
The Obelisk
A Daring Escape! • Create a thrilling Finale (See Pg. 22).
• Afterwards, follow the DENOUEMENT rules (Pg. 23). The Temporal Gate
Creating Your Name Pronouns FIRST AID
DOCTOR As the Doctor, you can generally do the kinds of things doctors do
PROCEDURE
1 Assign your stats without a roll (unless you must just do it!), though what happens Dino Damage 1. Remain calm, providing your
patient with quiet, efficient
Fill in injuries as you get them. Cross them
Distribute the following among your three next is up to the DM. In addition, you start with the following first aid treatment.
out if treated.
stats: +2, +1, -1 Special Move: 2. Keep the patient warm and
Consider putting your +2 in STEADY. Injury: lying down. Do not move
Treat Wounds Injury: this injured person until you
Clever When you take a quiet moment to tend to someone else’s injury and
❑ Out of Commission have discovered the extent of
have the right equipment, tell them a story (yes, even if they’re the injuries.
unconscious… a particularly good moment for honesty!). Then, If you would take a second injury, instead
Fit cross off the injury. make the CASUALTY move (Pg. 7). 3. Start mouth-to-mouth
artificial respiration
When the conditions aren’t ideal, still tell a story, then… immediately if the injured
Steady • In a perilous situation, roll+STEADY. Peril Moves person is not breathing.
• Without the proper equipment, roll+CLEVER. These Moves come into play when you’re in 4. Stop any bleeding.
(If it’s both, roll without any bonus.) trouble. 5. Give your patient
2 Choose your name and pronouns On a 10+, you treat their wound. If it’s a Hero, cross the injury off reassurance. Watch carefully
Use one of these or make up your own. Run! (FIT)
their playsheet. On a 7–9, you could do it… if conditions were for signs of shock.
Juliet, Sara, Kishori, Jack, Teddy, Val, Amine right. The DM will tell you what you need. When you get it, cross Hide! (CLEVER) 6. Check for cuts, fractures,
off the injury. breaks and injuries to the
3 Choose your personality and look Just Do It! (STEADY)
On a miss, the DM will tell you how you’ve made things worse. head, neck or spine.
Personality: Choose or make up your own. Hold On To Your Butt! (FIT) 7. Do not allow people to crowd
❍ Controlled ❍ Authoritative 
 When you ADVANCE, choose one of the following Special Moves:
Look Over There! (CLEVER) the injured person.
❍ Exhausted ❍
❏ Back from the Brink Take My Hand! (Any stat)
8. Do not remove clothing
Look: Choose or make up your own. You can treat a character who is Out Of Commission to revive unless it is imperative.
❍ Dashing ❍ Still in scrubs 
 them. They retain their previous injury. Fight! (No bonus OR +1) 9. Decide if your patient can be

Safety Moves
❍ Designer Clothes ❍ moved to a proper medical
❏ Heal Thyself facility. If this is not possible,
You can use the TREAT WOUNDS Move on yourself. These Moves come into play when you’ve prepare a suitable living area
got time to breathe. in which shelter, heat and food
❏ Veterinarian are provided.
5 What rumor have you heard? You can treat dinosaurs’ and animals’ wounds. Lay of the Land (CLEVER)
The DM will give you a rumor. Write it here.
Instruct (STEADY) FRACTURES
A fracture is classified as either a
Scavenge (CLEVER) simple (closed) or compound
The Best-Laid Plans (open). Treatment is as follows:

Stories You Tell 1. Splint the joints above and

GEAR
below the fracture. 
Whenever a move requires you to tell a story, choose
2. If the fracture may penetrate
one from this list and cross it off.
First aid kit the skin, it could be necessary
• Why you became a doctor to apply traction to straighten
• A time you were terrified Penlight
the deformity. 
• A nearly fatal mistake A container of pain pills 3. Be sure to pad your splints. 
• When someone miraculously pulled through
• How you blow off steam 4. Check the splint ties
frequently to be sure they do
not hinder circulation.

✚ THE DOCTOR
5. Cover the open wound with a
clean dressing before splinting.
You save lives. It’s your blessing when you succeed and your curse when you fail.
Creating Your Name Pronouns THINK LIKE
ENGINEER As the Engineer, you can generally do the kinds of things engineers do
AN ENGINEER
1 Assign your stats without a roll (unless you must just do it!), though what happens Dino Damage 1. Isolate the Problem. 

Fill in injuries as you get them. Cross them Most people are so quick to
Distribute the following among your three next is up to the DM. In addition, you start with the following out if treated. try to solve a problem, they
stats: +2, +1, -1 Special Move: don't stop to make sure
Consider putting your +2 in CLEVER. Injury: they’ve got the right problem.
Jury-rig Injury: You don’t need to make a
Clever Whenever you whip up a makeshift solution to a problem, roll+CLEVER.
❑ Out of Commission key, just get the door open.
On a 10+, it’ll do the trick. On a 7–9, it’ll work, but choose 1:
If you would take a second injury, instead 2. Inventory Your Resources.


Fit • You’ll have to take apart something else


• It won’t last long
make the CASUALTY move (Pg. 7). Know what you have at your
disposal… and what you
• It’ll take a while don’t. A solution’s no good if
Steady On a miss, your messing around damages something or someone. Peril Moves you can’t implement it.
These Moves come into play when you’re in 3. Think Outside the Box.

When you ADVANCE, choose one of the following Special Moves: trouble. When considering possible
2 Choose your name and pronouns solutions, consider all possible
Use one of these or make up your own. ❏ Construct Run! (FIT) solutions, even the ones that
When you lead a team to construct something substantial (a raft,
Arnold, Khomyuk, Terence, Dave, Chiara, Callie Hide! (CLEVER) seem ridiculous. There's no
bridge, shelter, etc.), assign one person to take point on harm in a bad idea while it’s
3 Choose your personality and look construction. You make the design. Roll+CLEVER. Just Do It! (STEADY) still just an idea.
Personality: Choose or make up your own. On a 10+, it’s excellent engineering. On a 7–9, choose 1: Hold On To Your Butt! (FIT) 4. Develop a Solution.

❍ Precise ❍ Crotchety ❍ Easygoing
 • You need something you don’t have. The DM will tell you This is when you eliminate the
Look Over There! (CLEVER)
❍ what, and where you might find it. bad ideas. Keep going until
• It’s a good plan, but it has one unavoidable flaw. The DM will Take My Hand! (Any stat) you’ve got one left.
Look: Choose or make up your own. tell you what it is. 5. Assess the Risks.

❍ Sturdily built ❍ Polo shirt & khakis 
 Fight! (No bonus OR +1)
On a miss, there’s a flaw you didn’t notice. When it comes up, the Your first priority is making
Safety Moves
❍ Nebbish ❍ DM will tell you. things work, but right behind
Whoever leads construction: Roll+the number of people that is being prepared for
4 These Moves come into play when you’ve
What rumor have you heard? helping you (max 3). what happens if they don’t.
got time to breathe. If you know what could go
The DM will give you a rumor. Write it here. On a 10+, you build it quickly and expertly. On a 7–9, it’s hard
wrong, you can be ready to
work. All the builders have -1 to their next FIT roll. On a miss, Lay of the Land (CLEVER)
mitigate the worst.
someone is injured on the job.
Instruct (STEADY) 6. Test Your Solution.

❏ The Nuclear Option If necessary, build a
Scavenge (CLEVER)
You know how to craft a powerful bomb. When you build one, tell prototype. Either way, start
the group just how powerful it is and how it’s triggered. The DM The Best-Laid Plans by assembling a minimum
Stories You Tell will tell you how long it will take to build, and what you need. viable product and testing to

GEAR
When the bomb is triggered, roll+CLEVER. see if it works as expected.
Whenever a move requires you to tell a story,
On a 10+, it goes off without a hitch. BOOM. On a 7–9, choose 1: 7. Iterate.

choose one from this list and cross it off.
• The bomb must be triggered manually by someone next to it. Toolkit (Screwdriver, duct tape, etc.) If your solution works,
• Something inefficient that infuriates you great. If it doesn’t, try again
• The bomb is more or less powerful than planned, DM’s Tablet w/durable case
• Something that’s perfectly designed until it does. Accept that you
choice.
• The thing you dream of building Headlamp might need to start over.
• A moment of simple pleasure On a miss, the bomb goes off at the wrong time—the worst
• A time you were forced to cut corners possible time. 8. Implement the Solution.

Once you know your
solution works, use it.

THE ENGINEER
9. Have a Beer.

You deserve it.
There’s no problem humans can’t solve with ingenuity and a bit of elbow grease. Even this one.
Creating Your Name Pronouns 8 Animal Signs
HUNTER As the Hunter, you can generally do the kinds of things hunters do
BreakS

1 Assign your stats without a roll (unless you must just do it!), though what happens Dino Damage Caused by animal movement.
Fill in injuries as you get them. Cross them Rubs
Distribute the following among your three next is up to the DM. In addition, you start with the following out if treated. Areas polished by animals. Can be
stats: +2, +1, -1 Special Move:
Consider putting your +2 in CLEVER. Injury: unintentional—from rubbing
Tracker Injury:
up against an object that protrudes

Clever
onto the trail (e.g. a branch)—or
When you study your immediate environment for spoor,
❑ Out of Commission intentional—a specific area
roll+CLEVER. On a hit, you know what animals have been here
If you would take a second injury, instead where an animal is rubbing itself.
recently (though you may not know exact dinosaurs species), and
Fit the size of their group(s). make the CASUALTY move (Pg. 7). Hair and Feathers
In addition, on a 10+, ask 3; on a 7–9, ask 1. Commonly found where the hair
Steady • Where did the animal(s) come from? Peril Moves or feather gets snagged. Clumps
of hair may indicate a kill site.
• Where are the animal(s) headed? These Moves come into play when you’re in
• How can I catch them unaware? trouble. Gnaws and Chews
2 Choose your name and pronouns • What else nearby should I know about that might not be You can tell the animal by the
Use one of these or make up your own. obvious? Run! (FIT) size and style of the teeth marks:
Owen, Locke, Irwin, Quint, Eliza, Hanna, Turok The answers should be substantial. For example, “Where did the animal(s) Hide! (CLEVER) 45-degree Clean Cut—Indicates
come from?” should not merely be “That way!” but instead “A body of water an animal with incisors (e.g. rodents).
3 Choose your personality and look to the east.” Just Do It! (STEADY)
Little serrated edge—Deer pull
Personality: Choose or make up your own. On a miss, you notice a predator preparing to strike. Hold On To Your Butt! (FIT) grass up against their upper palette
❍ Controlled ❍ Arrogant ❍ Snarky and sickle it off, creating this sign.
When you ADVANCE, choose one of the following Special Moves: Look Over There! (CLEVER)
❍ Masticated—Teeth marks all
Take My Hand! (Any stat)
❏ Trapper over, possibly with saliva, indicate a
Look: Choose or make up your own.
With the right equipment, you can lay a trap for a dinosaur or Fight! (No bonus OR +1) predator chew, used to get minerals.
❍ Tattooed ❍ Performance-wear 
 other animal and capture it. Describe your plan. When you put it
❍ Sharp ❍ into action, roll +CLEVER. On a 10+, you capture the dinosaur safely Safety Moves Scratchings
Claw marks. Can be intentional
and securely. These Moves come into play when you’ve
4 What rumor have you heard? —a raccoon digging for grubs or
On a 7–9, choose 1: got time to breathe. a bear sharpening claws on a tree
The DM will give you a rumor. Write it here. • The dinosaur is captured uninjured. —or unintentional—from the
Lay of the Land (CLEVER)
• The dinosaur is captured securely, and won’t break free. animal's passing.
• No one was injured while capturing the dinosaur. Instruct (STEADY)
Ground Debris
On a miss, you weren’t able to capture the dinosaur, you’ve
Scavenge (CLEVER) Anything on the ground that is
exposed yourself or a friend to danger, and the dinosaur’s mad, scratched, pinched, dented,
too. The Best-Laid Plans abraded, including holes, stone
Stories You Tell ❏ It’s Too Quiet rolls, broken twigs, etc.
Whenever a move requires you to tell a story, choose You always know when you’re being hunted and you cannot be GEAR Upper Vegetation
one from this list and cross it off. ambushed. To warn the others without tipping your enemy off, With vegetation, the height of
❏ Tranquilizer rifle (5 darts) OR
• Your most impressive catch you must JUST DO IT! the break indicates animal type.
• A time you were lost in the wilderness ❏ Hunting bow (10 arrows) To learn how long ago the
• One way animals outclass people Camouflaged clothing animal passed, note how the
• The strangest food you’ve eaten vegetation has aged at the break.
Hunting knife
• Something an idiot did that got them killed
Scat
A bag of jerky
Indicates the type of animal and

THE HUNTER
its diet. Animals leave scat where
they feel safe, often near lays.
Look for animals near scat.
You've hunted most things that can you hunt you, but the way these things move…
Creating Your Name Pronouns

KID As the Kid, you can generally do the kinds of things kids do without a
Excerpt From 

101 Dino-mite
1 Assign your stats Dino Damage
roll (unless you must just do it!), though what happens next is up to
Fill in injuries as you get them. Cross them Dinosaur Jokes
Distribute the following among your three the DM. In addition you start with the following Special Moves: out if treated.
stats: +1, +1, -1 What came after 

I Know This! Injury: the dinosaur?
When nobody else has a crucial skill, you may reveal that you, in Injury:
Clever fact, have that skill because you’re a precocious kid. Using the skill
Its tail!

always requires you to just do it! ❑ Out of Commission


What dinosaur always rips

Fit Ahhhhhh!
If you would take a second injury, instead
make the CASUALTY move (Pg. 7).
up paper?
Whenever you cry out to another Hero for help, they must answer A pterodactyl
Steady your call.
Peril Moves Which dinosaur has the
When you ADVANCE, choose one of the following Special Moves: These Moves come into play when you’re in best flow on dope beats?
trouble. A rap-tor
2 Choose your name and pronouns ❏ Inspire Heroism
Use one of these or make up your own. When another Hero puts your needs above their own safety Run! (FIT) What do you say when you
Tim, Liam, Walt, Lila, Ava, Deedee, Ji Yeon (including in response to AHHHHHH!), any rolls they make are Hide! (CLEVER) need a dinosaur quickly?
improved by one level. A miss becomes a 7–9, a 7–9 becomes a 10+. Pronto, saurus
3 How old are you? Just Do It! (STEADY)
❏ Good Listener
Choose an age between 8 and 16: Hold On To Your Butt! (FIT) What dinosaurs have the
When you volunteer for a difficult job and someone else INSTRUCTs best manners?
4 Choose your personality and look you, they treat a miss as if they rolled a 7–9. Look Over There! (CLEVER)
Plesiosaurus, Thankyousaurus,
Personality: Choose or make up your own. Take My Hand! (Any stat) and Yourewelcomeosaurus
❍ Curious ❍ Timid ❍ Rambunctious
Fight! (No bonus OR +1)
❍ What kind of sneakers

Look: Choose or make up your own. Safety Moves does a dinosaur wear?
High-cera-tops
❍ Sporty ❍ Alternative ❍ Geeky These Moves come into play when you’ve
❍ got time to breathe. What do you call a
Lay of the Land (CLEVER) dinosaur who always uses
5 What rumor have you heard? big words?
The DM will give you a rumor. Write it here. Instruct (STEADY) A thesaurus
Scavenge (CLEVER)
The Best-Laid Plans

Stories You Tell GEAR


Whenever a move requires you to tell a story,
choose one from this list and cross it off. Toy dinosaur
• A time you were really brave Swiss army knife
• The most annoying thing your parent does A candy bar + can of soda
• An explanation of something baffling to adults ok
• Something cool a friend taught you t his bo mb
• What you’re secretly scared of OMG d u
is so
THE KID
You’re just a kid!
Creating Your Name Pronouns Dinosaur

PALEONTOLOGIST As the Paleontologist, you can generally do the kinds of things field
Field Guide
Speculative reconstructions based on
1 Assign your stats researchers and academics do without a roll (unless you must just Dino Damage the latest paleontological research
Fill in injuries as you get them. Cross them
Distribute the following among your three do it!), though what happens next is up to the DM. In addition, you out if treated.
stats: +2, +1, -1 start with the following Special Move:
Consider putting your +2 in CLEVER. Injury:
Dinosaur Expert Injury:
Clever When you draw on your knowledge to deal with a real-life
❑ Out of Commission
dinosaur, roll+CLEVER.
If you would take a second injury, instead Euoplocephalus
Fit
On a hit, you’re able to identify its species, sex, and whether it’s
make the CASUALTY move (Pg. 7).
a herbivore or carnivore. In addition, on a 10+, you may ask 3
questions from the list below. On a 7–9, you may ask 1.
Steady • What is its drive? Peril Moves
• What are its moves? These Moves come into play when you’re in
• What size pack does it travel in? trouble.
2 Choose your name and pronouns • What is its weakness?
Use one of these or make up your own. Run! (FIT)
On a miss, it turns out living dinosaurs are different than you
Kentrosaurus
Dr… Anning, Colbert, Sattler, Horner, Long thought, for the worse. Hide! (CLEVER)
You can only use this move once per species, unless you have the
3 Choose your personality and look opportunity to study a living specimen more closely.
Just Do It! (STEADY)
Personality: Choose or make up your own. Hold On To Your Butt! (FIT)
❍ Adventurous ❍ Scatterbrained
 When you ADVANCE, choose one of the following Special Moves:
Look Over There! (CLEVER)
❍ Thoughtful ❍ ❏ Lizard Brain Take My Hand! (Any stat)
Look: Choose or make up your own. When you roll a hit with DINOSAUR EXPERT, instead of asking one
❍ Dusty ❍ Fresh from the Academy 
 of your questions, you may instill a simple emotion (fear, apathy, Fight! (No bonus OR +1) Pachycephalosaurus
anger, etc.)  in a dinosaur using body language and sound.
Safety Moves
❍ Rugged ❍
❏ Curiosity Killed the Quetzalcoatlus
4 These Moves come into play when you’ve
What rumor have you heard? When you put yourself in danger in pursuit of knowledge or to got time to breathe.
The DM will give you a rumor. Write it here. investigate a mystery, take +1 to your roll.
Lay of the Land (CLEVER)
❏ Polymath
Instruct (STEADY)
Your deductive and inductive abilities extend beyond fossils and TRICERAToPS
prehistoric life. When you spend time examining something Scavenge (CLEVER)
solidly mysterious, tell a story then roll+CLEVER.
The Best-Laid Plans
On a 10+, the DM will tell you something interesting and useful
Stories You Tell you’re able to deduce about the subject. On a 7–9, the DM will tell
Whenever a move requires you to tell a story, you what you need—a tool, specific knowledge, etc.—to figure it
out, and a guess as to where you might find it.
GEAR
choose one from this list and cross it off.
On a miss, you discover something horrible. Basic excavation tools
• How you fell in love with dinosaurs
• Why your arch-rival is a hack Bandana Tyrannosaurus Rex
• A thing you’ve never understood about people Canteen
• A life lesson your mentor taught you
Small fossil with sentimental value
• The story behind the fossil you carry

THE PALEONTOLOGIST
You’ve studied dinosaurs by their fossil traces—will that knowledge keep you safe from the real thing? Velociraptor
Creating Your Name Pronouns International
SOLDIER As the Soldier, you can generally do the kinds of things soldiers do
Radiotelephony

1 Assign your stats without a roll (unless you must just do it!), though what happens Dino Damage Spelling Alphabet
Fill in injuries as you get them. Cross them Alfa ● —
Distribute the following among your three next is up to the DM. In addition, you start with the following out if treated. BRAVO — ● ● ●
stats: +2, +1, -1 Special Move:
Consider putting your +2 in STEADY. Injury: CHARLIE — ● — ●
Kill or Be Killed Injury: Delta — ● ●

Clever When you open fire on a dinosaur or group of dinosaurs,


❑ Out of Commission
Echo ●
roll+STEADY. Foxtrot ● ● — ●
If you would take a second injury, instead
Fit
On a hit, you gun them down. On a 7–9, you use too much ammo— Golf — — ●
make the CASUALTY move (Pg. 7).
you’re empty. Hotel ● ● ● ●
On a miss, you get mauled and immediately make the CASUALTY
Steady
India ● ●
move. (Don’t miss.) Peril Moves Juliett ● — — —
These Moves come into play when you’re in
When you ADVANCE, choose one of the following Special Moves: Kilo — ● —
trouble.
2 Choose your name and pronouns Lima ● — ● ●
❏ Leave No One Behind Run! (FIT)
Use one of these or make up your own. Mike — —
When a nearby ally is about to be hurt, killed, or separated from
Regina, Snake, Sayid, Jiar, Lyttle, Hicks Hide! (CLEVER) November — ●
the group, you may take +1 to rolls to help them.
Oscar — — —
3 Choose your personality and look Just Do It! (STEADY)
❏ Gun to Your Head Papa ● — — ●
Personality: Choose or make up your own. When you threaten a human with physical violence, they must do Hold On To Your Butt! (FIT)
Quebec — — ● —
❍ Commanding ❍ Aggro ❍ Ice cold what you say or take an injury of your choice. Look Over There! (CLEVER) Romeo ● — ●

❏ Close Quarters Expert Take My Hand! (Any stat) Sierra ● ● ●
Look: Choose or make up your own. When you FIGHT!, your roll is improved by one level. A miss becomes a Tango —
Fight! (No bonus OR +1)
❍ Hulking ❍ Wiry ❍ Scarred
 7–9, a 7–9 becomes a 10+. Uniform ● ● —
❍ Safety Moves Victor ● ● ● —
These Moves come into play when you’ve Whiskey ● —
4 What rumor have you heard?
got time to breathe. X-Ray — ● ● —
The DM will give you a rumor. Write it here. Yankee — ● — —
Lay of the Land (CLEVER)
Zulu — — ● —
Instruct (STEADY)

Scavenge (CLEVER) One ● - - - -


Two ● ● - - -
The Best-Laid Plans
● ● ●
Stories You Tell
Three (tree) - -
Four ● ● ● ● -
Whenever a move requires you to tell a story, GEAR Five (fife) ● ● ● ● ●
choose one from this list and cross it off.
Assault Rifle Six - ● ● ● ●
• The time you cheated death
Handgun Seven - - ● ● ●
• Why you enlisted
• An inside joke you shared with your squad Eight - - - ● ●
Flashlight
• Something that haunts you Nine (Niner) - - - - ●
Combat knife
• A superstition that keeps you alive Zero - - - - -
One extra clip
●-●-●-

THE SOLDIER
. (STOP)
? ●●__●●
UNDERSTOoD ●●●-●
You are a warrior by profession, but is your training enough to best a foe honed by 179 million years of evolution?
Creating Your Name Pronouns How to Build A
SURVIVOR As the Survivor, you can generally do the kinds of things people who’ve
Bamboo Fire Saw
1 Assign your stats lived in the wilderness do without a roll (unless you must just do Dino Damage This is a good technique for
starting a fire when you have a
Fill in injuries as you get them. Cross them
Distribute the following among your three it!), though what happens next is up to the DM. In addition, you lot of bamboo and not much else.
out if treated.
stats: +2, +1, -1 start with the following Special Moves:
Consider putting your +2 in CLEVER. Injury: Step 1
Been Around the Block Injury:
Clever When someone mentions a specific location on the island for the first
❑ Out of Commission
time, roll+CLEVER if you’ve been there.
If you would take a second injury, instead
Fit
On a 10+, you know exactly where it is. Mark it on the map and gain +1 to
make the CASUALTY move (Pg. 7).
all rolls while traveling there. On a 7–9, you remember where it is, and
the reason it’s challenging to get there. Say what it is.
Steady On a miss, the DM will tell you the reason you swore you’d never go Peril Moves
back. These Moves come into play when you’re in Shave the outer layer of
Regardless of your roll, tell them about the last time you were there. trouble. bamboo, then tease it into balls
2 Choose your name and pronouns to make tinder. Cut the top half
Use one of these or make up your own. Homeward Bound Run! (FIT) off to make the top board.
Danielle, Amelia, Wilson, Hank, Watney When you trek to your hovel, roll+CLEVER. Hide! (CLEVER)
On a 10+, you arrive after a safe journey. On a 7–9, you still make it Step 2
3 Choose your personality and look there, but choose 1: Just Do It! (STEADY)
Cut a hole in the
Personality: Choose or make up your own. • You’re forced to take an indirect route and arrive hours later than Hold On To Your Butt! (FIT) bottom of the top
❍ Reserved ❍ Gregarious ❍ Feral planned. board. Place the
Look Over There! (CLEVER)
❍ • There is a threat waiting for you. balls of tinder in the
On a miss, you can’t get there. The DM will tell you why, and offer you a Take My Hand! (Any stat) trough. Add shims to
Look: Choose or make up your own. choice of where to go instead. hold them in place.
Fight! (No bonus OR +1)
❍ Gaunt & sunburnt ❍ Out of Time 

When you ADVANCE, choose one of the following Special Moves:
❍ Meticulously Groomed ❍ Safety Moves Step 3
❏ Hoarder These Moves come into play when you’ve
4 Place your hovel
You’ve scavenged many useful things on the island—key cards, got time to breathe.
You have a hovel on the island. It’s not mechanical parts, bottles of tyrannosaurus urine, etc. When you might
much, but it’s home. Lay of the Land (CLEVER)
have just the right thing, roll+CLEVER.
Mark it on the map wherever you’d like. On a 10+, you do, or something similar enough. On a 7–9, choose 1: Instruct (STEADY)
Saw back and forth, with the
• You’ve got something similar, though not as good. Scavenge (CLEVER) hole over an edge of the bottom
• You have the thing, but it’s in your hovel. board until an ember forms. The
On a miss, your search comes up short and costs you valuable The Best-Laid Plans ember will come up through the
Stories You Tell time. hole and light the tinder.
When a move requires you to tell a story, choose one ❏ Fade Away GEAR
from this list and cross it off. Step 4
As long as you are in the wilderness, whenever you HIDE!, treat Spear
• A useful survival skill you learned here your roll as a 10+, even if your enemy has eyes on you. Your friends
• The person you hope to be reunited with Camouflaged rags
are on their own.
• The mundane comfort you miss most Edible plants
• What you’ll do differently if you get off 

Old backpack
the island
• The thing about the island you actually like A terrible stench

THE SURVIVOR
Pinch the tinder around the
ember and blow until the fire
comes to life.
You are not from here, but you’ve survived alone on the island for a long time.

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