Dinosaur Crawl Classics
Dinosaur Crawl Classics
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CONTENTS INTRODUCTION TO
Introduction to Dinosaur Planet 8
DINOSAUR PLANET
T
New Character Classes 9
he year is 2202, and dinosaurs have been discovered
Velociraptor Warrior 10
on the planet Cretasus. Humanity has continued to
Velociraptor Tactician 11 carry their conflicts to the stars in a timeline where
the American civil war of 19th-century Earth ended in a
Velociraptor Shaman 13
stalemate instead of a Union victory. Now two factions –
Velociraptor Exile 15 the Federal Union of Planets and the Confederate States
of America – are rushing to claim this new world. Perhaps
Wild One 16
you are one of the thousands of human settlers flocking to
New Velociraptor Deeds 18 Cretasus seeking wealth and glory. Perhaps you are one of
the intelligent dinosaur species now caught in the conflict
New Patrons: Ways 19
with these strange new beings. Or perhaps you are sim-
Way of the Tyrannosaur 21 ply a misplaced adventuring party from another universe
struggling to survive this new world long enough to return
Way of the Triceratops 23
home!
Way of the Pteranodon 25
Dinosaur Planet: Broncosaurus Rex was one of Goodman
Converting Broncosaurus Rex Tech Levels 27 Games first forays into roleplaying games. For this year’s
Gen Con program guide, we present a special update to
Appendix A
Broncosaurus Rex - Dinosaur Crawl Classics - a conversion
Sample Weapons and Equipment of Cretasus 29 of this classic setting to Dungeon Crawl Classics RPG. In-
cluded is a new level 2 adventure The Return of Scravis, suit-
Appendix D
able as an introduction to adventuring on Cretasus or for
Dinosaurs of Cretasus 30 incorporating into ongoing DCC RPG campaigns, and new
character classes with a twist: introducing velociraptors
The Return of Scravis
and wild ones, givig players a chance to play as dinosaurs
A New Level 2 Adventure for DCC RPG 33 and their allies!
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ADVENTURING VELOCIRAPTORS
ON CRETASUS Velociraptors are not the largest dinosaurs, nor the strongest,
nor the scariest. A tyrannosaur can eat a tribe of velociraptors
C
for dinner, a brachiosaur shakes the earth with every footstep,
retasus lies at the far edges of known space, in a and a kronosaur can swallow a boat whole. Yet velociraptors
desolate region called the outer reaches. A world are the most feared of all dinosaurs, for a single reason: they
in a lonely, sparsely-settled system, Cretasus is a are smarter than humans. Homo sapiens’ tool-using oppos-
Jupiter-sized planet with strangely Earth-like terrain. Its at- able thumb is its only advantage over velociraptor mongoli-
mosphere, climate and seasons all resemble those on Earth. ensis. But in game worlds where raptors can observe humans
Strangest of all, its flora and fauna are like Earth’s – but not and their tools, the raptors learn quickly, and the advantages
like the Earth of today. Cretasus is home to plants and ani- of a thumb diminish with every passing day.
mals that have not roamed our planet for millions of years.
Cretasus is home to dinosaurs. Velociraptors stand about 6’ tall. Their total length is 10’, half
of which is tail. They are “bird-boned” dinosaurs and weigh
Since the discovery of this fact, humans have flocked to Cre- a mere 100 to 150 pounds. Their light weight, combined with
tasus. Adventurers come for wealth and glory, ranchers come a hunched posture and piston-like rear legs, enable them to
for the dinosaurs, industrialists come for the mineral wealth, make incredible leaps. Raptors have fourteen claws, three
frontiersmen come for a new life, and dino hunters come for on each hand and four on each foot. The most important are
the challenge. It seems that everyone has come – but no one yet the two scythe-shaped killer claws, one per foot. Each killer
governs. Humanity’s two largest factions – the Federal Union claw is seven inches long and viciously curved. The killer
of Planets and the Confederate States of America – struggle claws have a separate musculature that allows them to oper-
for possession. Cretasus’ Earth-like environment and abun- ate independently of the other toes; while running full-speed
dance of dinosaurs have brought it to the forefront of galactic alongside prey, the raptors are perfectly capable of swiping
politics. Although the Union and Confederacy ceased open with their killer claw whenever their foot passes their prey’s
warfare long ago, they have never ended hostilities. Now the belly. The muscles on the toe bearing the killer claw are pow-
battle for Cretasus threatens to reopen a centuries-old conflict. erful enough to match a human’s arm strength! Raptor skin
tone varies widely, from brown to black to green to gray, with
In Dinosaur Crawl Classics, players assume the role of dino- some regional variants. Raptors decorate themselves with a
saurs and their allies struggling to contend with these out- variety of natural totems, ranging from the skins, teeth, claws,
siders, and where conflicts more often end “red in tooth and scalps, and skulls of their kills, to beads and other trinkets
claw” than peaceful cohabitation. Magic, as practiced by the acquired through trade.
wild ones and the shamans of the various dinosaur species,
also exists on Cretasus, and is a potent weapon against the 0 LEVEL
technological superiority of the newcomers. Judges wishing
• All 0-level characters start as per the core DCC RPG
to do so can also use Cretasus as a setting for existing DCC
rules with the exception of the following changes:
RPG characters, and suggestions are included in the adven-
ture on adapting dinosaur planet to ongoing campaigns. • Velociraptors start with 1d6 hit points, modified by
Stamina.
This guide is not intended to be a complete conversion, but
focuses on the idea of velociraptors and their human allies • Velociraptors do not roll for starting equipment.
as character classes. Judges looking for more in-depth infor-
mation on Broncosaurus Rex should consult the Dinosaur OCCUPATION
Planet: Broncosaurus Rex line of products and supplements,
Roll d% on the occupation table below to determine a charac-
including The Complete Guide to Velociraptors, also by Good-
ter’s background. Unless noted otherwise, a character is hu-
man Games. man. Human occupations identify the place of origin prior to
coming to Cretasus. Note that a character’s occupation need
NEW CHARACTER CLASSES not be determined randomly, especially if the judge wishes to
Introducing new character classes for use with Dinosaur design a game based on a velociraptor tribe.
Crawl Classics and DCC RPG: the velociraptor warrior, ve- Velociraptors at level 0: Characters whose 0-level result in-
lociraptor tactician, velociraptor shaman, velociraptor exile, cludes a velociraptor must advance in class as a velociraptor,
and the wild one. All are suitable for use in a campaign set on choosing from velociraptor warrior, velociraptor tactician, ve-
Cretasus where the players begin play as dinosaurs or their lociraptor shaman, or velociraptor exile. 0-level velociraptors
allies, and can also be easily adapted to other worlds and set- are able to utilize select racial traits and have a reduced grip
tings. For example, in a traditional fantasy campaign where and a base speed of 60’. Refer to the velociraptor class descrip-
dinosaurs come from a “lost world”, or perhaps a twisted tions for more information on these abilities. 0-level veloci-
mage experimenting with ancient magic summons a tribe of raptors speak Raptor. The language, which is full of hisses
velociraptors that now must find a way to adapt to their new and growls, sounds thoroughly reptilian and is very hard for
land and its foes. Judges should feel free to explore ways to non-raptors (especially mammals) to master. Raptors do not
use them as they wish! have a written language.
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base Tech Level 3; Confederate and Offworlder - base Tech
Level 2 (see the section on Converting Broncosaurus Rex
Tech Levels below for more information on Tech Levels and
Artifact checks).
**Roll 1d8 to determine the type of trade good: (1) herbs, 1
lb., (2) spices and salt, 1 lb., (3) animal byproducts, (4) pre-
served meats, 5 lbs., (5) crystals, worth 2 sp, (6) gems, worth
20 gp, (7) metal ingots, 1 lb., (8) unusual stones.
CHOOSING A CLASS
The velociraptor classes of warrior, tactician, and shaman
may only be selected by characters whose 0-level occupa-
tion was velociraptor. A fourth class, velociraptor exile, is
included for those velociraptors that are no longer part of
a tribe.
All humans who advance to 1st level become wild ones. In-
spiration for additional human classes not covered in this
guide can be found in Dinosaur Planet: Broncosaurus Rex,
including the bronco rider, machinist, soldier, spy, and two-
fister classes.
VELOCIRAPTOR WARRIOR
Velociraptor warriors are the quintessential velociraptors.
They are lean, mean, green killing machines. Their natural
abilities, coupled with endless practice and frequent hunts,
combine to produce a ferocious combatant.
TABLE 1-1: OCCUPATION
Hit points: A velociraptor warrior gains 1d12 hit points
Trained at each level.
Roll d% Occupation Trade Goods
Weapon
Weapon training: While generally preferring to use their
Saber (as natural claws and teeth, velociraptor warriors recognize
Confederate longsword the value of simple tools and weapons and are proficient
01-05 Saddle, large
rancher* with a +1 to using clubs, short swords, and spears.
attack rolls)
5 gp, 8 sp, 1 Alignment: Velociraptors warriors are overwhelmingly
Free fleet Knife lawful, reflecting their tribal loyalty and respect for the
06-10 confederate
merchant* (as dagger) laws they acknowledge – which are tribal laws and the
dollar, antique
laws of nature. A very few are other alignments.
Offworlder
11-15 Musket Compass
pioneer* Fast: All velociraptors warriors have a base speed of 60’
Union Engineering and can jump 10’.
16-20 Pistol
engineer* tools
Natural defenses: The tough hide of the velociraptor
Disk of dried warrior provides a natural armor class of 14, modified by
Velociraptor Shovel, crude
21-25 triceratops Agility. However, as mobility is extremely important to
dung gatherer (as staff)
dung
them and they feel impeded by a “second skin”, they can-
Velociraptor not use armor.
26-80 Spear Tooth, T-rex
hunter
Natural attacks: All velociraptors warriors have natu-
Velociraptor
81-90 shaman’s Staff Roots, 1 lb. ral claw (1d3) and bite attacks (2d4). A velociraptor can
apprentice choose to make multiple attacks with its natural weapons
up to a maximum of two claw and one bite attack per ac-
Velociraptor
91-00 Club Sack, full** tion, but suffers a cumulative penalty of a reduced die for
trader
each additional attack. For example, a velociraptor mak-
*Place of origin has the following base Tech Level character- ing a claw/claw attack would roll d16 for each attack roll
istics, representing the Tech Level usable by that character while a claw/claw/bite attack would roll d14 for each at-
without requiring an Artifact check: Union and Free fleet - tack roll.
Page 10
Reduced grip: Velociraptors warriors have no oppos-
able thumb. They are able to grasp objects, but they can-
not manipulate them with fine motor skills. They can use
weapons, but only simple manual weapons. Any weapon
that requires grasping is treated as two-handed for pur-
poses of initiative regardless of its size, and when using
any weapon they are not proficient in velociraptor war-
riors receive double the normal dice chain penalty.
Mighty deed of tooth and claw: Like warriors, veloci-
raptor warriors roll a deed die with attacks, including at-
tacks with weapons, adding the result to both the attack
roll and damage. However, they may only declare a deed
when making a natural attack. Examples of the types of
deeds velociraptor warriors may perform are included in
the New Velociraptor Deeds section below.
Critical hits: Velociraptor warriors are highly coordinated
with their killer claw and have an increased threat range
with claw attacks that improves as they level.
Natural cunning: Velociraptors warriors are proficient at
surviving outdoors. When in a natural setting, they re-
ceive a bonus equal to their class level when tracking or
detecting traps and hidden foes.
Luck: At first level, a velociraptor warrior’s Luck modi-
fier applies to attack rolls with bite attacks.
Action dice: A velociraptor warrior always uses his ac-
tion dice for attacks and receives a second action die at
5th level.
Hit points: A velociraptor tactician gains 1d8 hit points at
VELOCIRAPTOR TACTICIAN each level.
Velociraptor tacticians win battles with strategies and tac- Weapon training: A velociraptor tactician not only studies
tics. Like all raptors, they are vicious killers who can hold his enemies for weaknesses, but adapts their strengths for
their own in a fight. But tacticians prefer to win without the benefit of the tribe. Tacticians are proficient in dagger,
ever bloodying a claw. They are masters of traps, bluffs, dart, sling, javelin, and spear.
and stratagems. Their influence is rarely felt in ordinary
Alignment: Like all velociraptors, tacticians are mostly Lawful.
times, but they lead the tribe’s combat strategy when it
comes time to fight intelligent opponents. When raptors Velociraptor characteristics: Velociraptor tacticians share
hunt each other, it is the skills of the tacticians that decide the fast, natural defenses, natural attacks, and reduced grip
the outcome. traits with velociraptor warriors.
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Tactics: Velociraptor tacticians have a natural talent for co-
ordinating others in battle. They can direct their comrades
by shouting commands, coordinating attacks, analyzing en-
emy movements and warning of potential enemy strategies.
They can command others provided they are friendly and
can communicate with him. As an action, the velociraptor
tactician can choose to make a Tactics check, adding a modi-
fier for level and his Personality bonus, and apply the result
during the battle:
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of thumb, it represents the ability to always end up in the ruption or misfire, rolling on the generic tables as appropri-
best spot once the combat starts. At the start of each round ate, and any result of 2-11 causes the spell to be lost. They
the velociraptor tactician rolls his Intelligence die and add may learn any spell that it would make sense for a raptor to
the result to his AC. The velociraptor tactician must be able know; judges should use common sense to evaluate which
to move to take advantage of Placement. spells are appropriate.
Action dice: A velociraptor tactician uses his action dice for Ways: Like wizards, shaman can invoke a type of super-
any normal activity, including attacks and tactics checks, natural patron called a “Way”. A shaman automatically re-
and receives a second action die at 5th level. ceives the spell patron bond at 1st level in addition to her
other spells. The shaman’s patron bond can only be cast on
VELOCIRAPTOR SHAMAN the shaman herself and can only be used to attempt to bond
with one of the three Ways representing the creature she
Velociraptor shamans are wizened, ancient raptors who give has studied the most: the Way of the Tyrannosaur, the Way
strength to their tribes by mixing potions, powders, and poi- of the Triceratops, or the Way of the Pteranodon. Ways are
sons; making prognostications; guiding interactions with the covered in more detail under the New Patrons: Ways sec-
wild; and performing rites and rituals. Shamans are always fe- tion below.
male. They tend to be solemn and reticent, even more so than
the usual raptor. They come across as very wise, but a little un- Alchemy: Raptor shamans spend their lives experimenting
settling; humans get nervous around them (most humans get with nature’s byproducts and can mix potions, poisons, and
explosives as per the level 3 wizard spell make potion using a
nervous around any velociraptor, of course, but even those who
modified master potion list. The resulting elixirs are all are
are comfortable with raptors get nervous around shamans).
designed for the tough raptor anatomy; non-raptors who
Hit points: A velociraptor shaman gains 1d6 hit points at drink them must make a DC 15 Fortitude save or suffer ill
each level. effects, as described below.
Weapon training: Shamans rarely enter combat; aside from Poison resistance: A shaman’s constant exposure to low-
their age and the fact that they spend their time on things level poison dosages causes her to develop a natural resis-
other than combat practice, their healing skills make them tance. She gains a +6 to Fortitude saves against poison.
too valuable for the tribe to lose. A velociraptor shaman has Natural premonition: Shamans are inveterate observers.
no weapons proficiencies. They notice the tiniest details about the world around them,
Alignment: Shamans are usually Lawful. Their tendency to- and use those details to portend what path nature will take.
ward solitary research and absence from the hunt (which is At the most basic level, this is simple meteorology; at higher
the primary bonding activity for most raptors) makes them levels, it encompasses herd movements, climate changes,
more likely to become exiles than other raptors. drought predictions, and an innate sense of predator-prey
ratios. In day-to-day terms, the shamans are so attuned to
Velociraptor characteristics: Velociraptor shaman share the behavior of local animals that they can predict their be-
the fast, natural defenses, natural attacks, and reduced grip havior based on brief observations.
traits with velociraptor warriors.
Natural premonition may be used as an action once per day
Magic: A velociraptor shaman can draw on her study of al- per level. When observing wild creatures in their natural
chemy and the elements to create a potent type of natural habitat, the shaman can check to attempt to predict their ac-
thaumaturgy. Raptor shaman follow the same rules when tions. Depending on level, a bonus is applied to this check.
using magic as wizards, but may choose from either wiz- This only works with creatures native to the shaman’s home
ard or cleric spells. When casting cleric spells, on a result territory, which she has had the opportunity to observe for
of natural 1 the shaman suffers a 50% chance of major cor- many years.
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ALCHEMY MASTER POTION LIST
Min. Special
Potion Effect
DC Ingredients
Acid 18 Roots from 1d6 damage to a single target. Continues to dissolves armor and flesh for number of ad-
the xeno tree ditional round equal to the shaman’s level until removed.
Explosive 22 Skin from 2d6 damage plus 1 for each level of the shaman, with an area effect of 5’ plus 5’ per
a scray level; DC 12 Ref save for half.
Furon 24 Plants with Raptors under the influence of furon no longer feel pain. They are immune to any attack,
natural heal- critical hit, or magic that disables due to pain. When they would normally be dying, they
ing properties instead can continue actions for as many rounds as their level until they still keel over
dead (they just never felt it coming).
One furon potion causes numbness for 1 turn per shaman level. When it wears off, nor-
mal effects (such as unconsciousness at negative hit points) kick in immediately. Non-
raptors who fail to save after drinking furon fall into a deep sleep for 2d6 hours.
Healing 16 Trilobite shell Imbiber heals 1d8+1 hit points of damage immediately. Non-raptors who fail their save
also lose 1d3 points of temporary Stamina.
Poison * Glands from As per the Appendix P: Poison table in the DCC RPG rulebook.
an exotic
animal *DC is based on the DC of the Fort save of the target poison.
Purge 27 Zulip tongue A raptor on purge attacks anything it sees. While under the influence of purge, a raptor
becomes a single-minded killing machine, receiving a +4 bonus to attacks, damage, and
Fort and Will saves due to its higher pain threshold, and its body producing abnormal
amounts of adrenaline. In addition, it receives +10 temporary hit points. These hit points
are lost first when the raptor is wounded, and damage suffered while under the influence
of purge transfers to his normal hit point pool only if he first loses all 10 bonus hit points.
Effects last 1 turn per shaman level. Non-raptors who fail the Fort save experience all the
normal effects but only for 1 round per shaman level.
Scorpion 20 Various Shamans can construct a poison-tipped spike attachment which a velociraptor warrior
tail components may wear on his tail – and fight with poisoned tail lashes in place of its normal bite at-
to make the tack. Learning to fight with a scorpion tail is another matter completely; raptors normally
intricate use their tails for balance and aren’t comfortable fighting with tail lashes. It takes a full
mechanism year of practice to learn the proper technique and become proficient.
It only does 1 point of damage, but also causes poison damage with any injury (1d4
Strength (permanent), DC 13 Fort save to make the loss temporary).
Sparkle 24 Fresh roots Sparkle root is a hallucinogenic root that causes one to see sparkling, dancing lights.
root from the When distilled and ingested, it causes visions. Raptors consider the root to be sacred and
sparkle plant use it for ceremonies or ritual combat. Raptors under the influence of sparkle root act just
in the Bayou plain crazy. They’re still bloodthirsty warriors and they’ll still try to beat their enemy...
region of but the enemy in their addled minds see may be very different from the enemy that’s
Cretasus actually there.
Effects last 1 turn per shaman’s level. A raptor that is wounded may snap out of its spar-
kle root fit. For each wound sustained by the raptor, make a Fort save. The DC is the
raptor’s current hit points. If the save is made, the raptor returns to its normal state. Non-
raptors who fail to save after drinking sparkle root double their DC to snap out of the fit.
Sprastit 22 Powdered Imbiber gains an extra action die (same as his lowest current action die) and double move-
dryosaurus ment speed for 2d4+1 rounds. Afterwards, his highest action die is reduced by one die for
femur 1d4 rounds. Non-raptors who fail to save experience the same effects but are nauseated
for the duration, suffering a -2 to all rolls, and the slow effects last as long as the speed.
Page 14
VELOCIRAPTOR EXILE
Velociraptors are highly social by nature and extremely loyal
to the tribe. They hate solitude and like to be in the company
of their fellows. Velociraptor exiles are those raptors who
have no place in any tribe. Normal raptors leave their tribe
only after losing a caste battle or leadership challenge, and
they try desperately to find a new tribe. Exiles, on the other
hand, leave tribal life for good.
Raptors look upon exiles much the way humans look upon
wild ones. They are freaks of nature. The inherently lawful
raptor mentality does not comprehend the urge to become
an exile. Raptors that have permanently left their tribes –
voluntarily or not – are considered exiles and no longer have
access to their previous class abilities. If an exile ever rejoins
a tribe it must select a new class, choosing from velociraptor
warrior, tactician, or shaman, and starts at level one.
Hit points: A velociraptor exile gains 1d10 hit points at each
level.
Weapon training: While normal raptors are reared from
birth to use their killer claws with pride, exiles have recog-
nized that some weapons – particularly ranged weapons
– are more powerful than any claw. Most exiles now use
weapons of some sort, and are proficient using shortbows,
spears, slings, pistols, and rifles. Some raptors exiles have
even been known to use energy field armor and approve of
Die Roll Natural Premonition Result it, as it provides protection without constraining movement,
1-11 Failure. but they typically lack the Tech Level capabilities to use it
without assistance.
12-15 The shaman correctly predicts the creature’s
next immediate action, gaining a +2 on the Alignment: Unlike other raptors, exiles are almost always
next die roll involving that creature. For exam- Chaotic in alignment.
ple, when the raptor tribe is stalking prey, the
Velociraptor characteristics: Velociraptor exiles share the
shaman could correctly predict whether it will
fast, natural defenses, natural attacks, and reduced grip
turn right or left when they charge. traits with velociraptor warriors.
16-19 The shaman correctly predicts the creature’s feel-
ings and general inclinations, and knows what Disguise: Velociraptor exiles must constantly protect them-
it will do over the next hour or so, and gains a selves from threats, including fellow raptors! They make use
+4 on the next die roll involving that creature. of natural materials as camouflage or to mimic other crea-
For example, when the raptor tribe has to break tures. By painting their skin and weaving plants around their
off the hunt to avoid encountering a T-rex, the body, they camouflage themselves in natural surroundings.
shaman could correctly predict that the prey is They receive a bonus to hiding in shadows and disguises
depending on their class level, as shown on the table below.
thirsty and will be found at the watering hole in
This can be used in the same manner as a thief’s abilities.
about an hour.
20+ The shaman correctly predicts the creature’s Wisdom: Raptor exiles know the affairs of the world. Their
overarching motives, and knows what it will do low standing in raptor society precludes any sort of diplo-
over the next several days, and gains a +6 on the matic or advisory role, but many a wise shaman has estab-
next die roll involving that creature. This doesn’t lished civil relations with the exiles in his domain, for they
mean the shaman can pinpoint its exact position often have much to teach from their travels. Exiles may ex-
at every minute for the next three days, but it pend and recover Personality to aid others similar to how a
does mean the shaman can know, more or less, halfling expends Luck. The ally in question must be nearby
where it will be grazing, whether it will be on its and visible to the exile. In addition, the exile must be able
guard or not, where it is headed, whether it has to communicate with the ally. The exile can act out of initia-
a lair somewhere (and if so, where it might be), tive order to burn Personality and apply it to the ally’s rolls.
and so on. For each point of Personality spent the ally receives a single
point of benefit. The exile’s Personality modifier can apply
Luck: At first level, a velociraptor shaman’s Luck modifier to any roll made by an ally: attack rolls, damage rolls, saves,
applies to make potion spell checks. spell checks, thief skills, and so on.
Action dice: A velociraptor shaman receives a second action Clever: Velociraptor exiles have become the fastest adopt-
die at 5th level that can be used for spells or natural premo- ers of human technology. They have a base Tech Level of 2
nition rolls. as opposed to a base Tech Level of 1 for all other raptors. In
Page 15
WILD ONE
There have always been people who feel more comfortable
around animals than their fellow humans. They feel an in-
nate 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 ques-
tion 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 Creta-
sus. Uncivilized, brutal, atavistic and animalistic, they have
abandoned the company of man to live with the dinosaurs.
Hit points: A wild one gains 1d8 hit points at each level.
Weapon training: A wild one typically shuns technology
and is proficient in the use of simple manual weapons in-
cluding dagger, mace, sling, staff, sword (any). Wild ones
prefer to wear whatever armor they can fashion from animal
skins, including padded, leather, and hide.
Alignment: Most wild ones feel an affinity for the laws of
nature. They pay little heed to the laws of man, consider-
ing them ambiguous, artificial and temporary. At the same
time, they reflect the fluid tribal and family structures of
addition, they receive an added bonus to Artifact checks (see wild animals. Thus wild ones are almost always of Neutral
the section Converting Broncosaurus Rex Tech Levels below alignment.
for more information on Tech Levels and Artifact checks).
Dinosaur empathy: A wild one receives an inherent +2 bo-
Luck: At first level, a velociraptor exile’s Luck modifier ap- nus to any skill check involving dinosaurs.
plies to attack rolls with missile weapons.
Natural knowledge: Wild ones learn to use the herbs, spic-
Languages: Exiles’ outsider status permits them liberties un- es, roots and animal extracts that grow naturally on Cretasus
known to most raptors. They travel freely; while most rap- to make salves and poultices that can heal living creatures.
tors live their whole lives in the confines of their ancestral Most of this is learned through interaction with dinosaur
hunting grounds, exiles may travel the world. They know shamans, though some is self-taught. To use this natural
the ways of many tribes, and even the ways of man. Veloci- knowledge, the wild one makes a spell check by rolling
raptor exiles gain an additional language at each level.
1d20 + Personality modifier + caster level, with the amount
Action dice: A velociraptor exile receives a second action die or condition healed as per the cleric’s lay on hands ability
at 5th level. with the following adjustments:
Page 16
• Natural knowledge requires concentration to be ef-
fective and can only be used when the wild one has
time to attend his patents, i.e., typically in non-combat
situations. The exception is stopping a character from
bleeding out if they are reached in time and the check
is successful. In that case, no additional healing is
granted; the character is revived with 1 hit point and
recovers as per the “bleeding out” rules.
• Alignment does not impact the natural knowledge
ability. Instead, healing is based on the type of crea-
ture, with healing being more effective for creatures
native to Cretasus. If the subject is an animal, includ-
ing dinosaurs, they count as “same” on the cleric’s lay
on hands table.
• If the creature is a human, including any of the non-
native settlers to Cretasus, they count as “adjacent” on
the cleric’s lay on hands table.
• If the subject is any other type of living creature, e.g.,
non-native animals, or dwarves, elves and halflings if
using the DCC RPG character classes, they count as
“opposed” on the cleric’s lay on hands table.
Animal peer: A wild one respects nature as his equal. He
views domestication as an improper imposition of civili-
zation upon the wild 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. A wild one may use his animal peer ability to interact • The wild one opposes Confederate domestication of di-
with wild and domesticated animals, knowing a modified nosaurs. His enemies are the Dino Warriors.
version of the 1st level wizard spell charm person as charm
animal. The wild one also receives the 1st level wizard spell • The wild one opposes ranchers who try to herd wild
animal summoning. The spell check is made as a cleric: roll broncos. His enemies are bronco ranchers and their
1d20 + Personality modifier + caster level. employees.
Motivating cause: A wild one is driven by an underlying The wild one receives a +1 attack bonus against all enemies
cause. This cause is usually a result of his background and up- of this cause, as determined at first level. The cause must be
bringing. As a result of this cause, the wild one has certain en- fairly specific – it cannot be so general as to include every-
emies. Some example causes are: body.
• The wild one opposes Union industrial development Dinosaur allies: A wild one gradually becomes a resident of
on Cretasus. His enemies are Union soldiers and in- the natural world. He makes friends with some dinosaurs,
dustrialists. and their enemies become his enemies. At 1st level the char-
Page 17
acter attains a dinosaur ally. For intelligent dinosaurs, this is
5 The velociraptor warrior anchors to a human-size
usually a local nation, tribe or family group; for others, it is
or larger creature and receives a +6 on subsequent
a certain species within a local region.
attacks. The velociraptor warrior can only be dis-
Allies have the following implications: lodged by the opponent succeeding in an opposed
Strength roll that also inflicts 1d4 damage as the an-
• The wild one has learned the customs, habits and lan- chored claws tear away.
guage of his allies. The wild one automatically speaks
the creatures’ language (although he is still limited by 6 The velociraptor warrior anchors to a human-size
anatomy – he cannot reproduce the calls of a parasau- or larger creature and receives a +6 on subsequent
rolophus, for example). attacks. The velociraptor warrior can only be dis-
lodged by the opponent succeeding in a -2 opposed
• The wild one is accepted by the ally. He can come and Strength roll that also inflicts 2d4 damage as the an-
go at their homes, share their meals and gain their au- chored claws tear away.
dience.
7+ The velociraptor warrior anchors to a human-size
• The wild one is now identified with that ally by other or larger creature and receives a +6 on subsequent
dinosaurs of the same region. If his ally has enemies or attacks. The velociraptor warrior can only be dis-
allies, he does, too. lodged by the opponent succeeding in a -4 op-
posed Strength roll that also inflicts 2d6 damage as
Human awkwardness: The more comfortable a wild one be- the anchored claws tear away.
comes with nature, the more awkward he becomes around
humans. As a wild one advances in level, he becomes less Disembowel
adept in human company as reflected in permanent loss of
The velociraptor warrior is highly coordinated with his kill-
Personality.
er claw and can attempt to disembowel opponents with a
Luck: At first level, a wild one’s Luck modifier applies his single swipe.
animal peer rolls.
Deed
Action dice: A wild one can use his action dice for attacks, Disembowel Result
Die
natural knowledge, or animal peer rolls.
3 Claw critical hits do extra damage, as usual, but the
NEW VELOCIRAPTOR DEEDS velociraptor warrior’s prowess with his killer claw
also causes gruesome damage to internal organs.
Examples of four types of deeds velociraptor warriors can On any critical hit, the opponent must make a DC 8
perform with their natural attacks are listed below. These are Fort save or suffer 1d3 points of temporary Stamina
merely suggestions to give a sense of possibility and scale. damage.
The guidelines that follow should help the judge decide
which benefits to apply to a high deed die roll. 4 On any critical hit, the opponent must make a
DC 12 Fort save or suffer 1d3 points of temporary
Anchor Claw Stamina damage.
The velociraptor warrior anchors himself on an opponent 5 On any critical hit, the opponent must make a DC 12
using his mouth and arms, then uses his scythe-like killer Fort save or suffer 1d3 points of temporary Stamina
claw to eviscerate them. damage. In addition, the velociraptor warrior rolls
on the Dragon critical hit table for this attack.
Deed
Anchor Claw Result 6 On any critical hit, the opponent must make a DC 12
Die
Fort save or suffer 2d3 points of temporary Stamina
3 The velociraptor warrior anchors to a human-size damage. In addition, the velociraptor warrior rolls
or larger creature and receives a +2 on subsequent on the Dragon critical hit table for this attack.
attacks against that opponent. The velociraptor
warrior remains anchored until they move or are 7+ On any critical hit, the opponent must make a
dislodged by the opponent succeeding in a +2 op- DC 15 Fort save or suffer 2d3 points of tempo-
posed Strength roll. rary Stamina damage. In addition, the velocirap-
tor warrior rolls on the Dragon critical hit table for
4 The velociraptor warrior anchors to a human-size this attack.
or larger creature and receives a +4 on subsequent
attacks against that opponent. The velociraptor
Rake
warrior remains anchored until they move or are In addition to their natural claw and bite weapons, veloci-
dislodged by the opponent succeeding in an op- raptor warriors are trained to bring down prey using a rake
posed Strength roll. attack from their powerful back legs.
Page 18
Deed
Rake Result
Die
Tumble Claw
Velociraptor warriors can slice at enemies with their
claws as they tumble past them, transforming into a fren-
zied, whirling, rolling ball of claws. By putting the mo-
mentum of their tumbling into their claws, they can make
multiple attacks along their path of movement, though
at the same time making themselves more exposed to
counter-attacks.
Page 19
Invoke Way Check Results Roll Result
12-13 The shaman channels the Way through her body, 1 The shaman begins to go native and spends more
granting them a boon of +1d6 Strength, Stamina or time with her chosen Way dinosaur. If the result is
Agility for the next hour based on the Way type (ty- rolled a second time, she prefers the company and
rannosaur, triceratops, pteranodon, respectively). herds of her Way dinosaur to her own tribe and will
This may be spellburned as normal. take steps to aid them over her own family’s needs.
If the result is rolled a third time, she abandons her
14-17 The shaman is enfolded in a protective aspect of tribe to join the other dinosaurs and becomes an ex-
her Way, e.g. skin thickening, armored plates ap- ile.
pearing under her neck, graceful lightness, and
gains a +2 to AC bonus. The effect lasts 1d4+CL 2 The shaman’s body takes on an aspect of her Way
turns. dinosaur, e.g. the caster’s forearms shorten to half
their length, she develops a beaklike mouth, or
18-19 The shaman is imbued with the collected ancestral connective web of skin forms between her arms
wisdom of the Way, granting a +6 to all saves for the and torso. If the result is rolled a second time, she
next hour. takes on further aspects, altering her appearance
and inhibiting her abilities in such a way to receive
20-23 The shaman is granted the ability to shapeshift into a permanent -2 to a specific type of roll, such as
the form of her Way. She assumes the dinosaur’s attacks, damage, or saves. If the result is rolled a
form and manner of locomotion, as well as the abil- third time, her appearance is significantly altered
ity to survive in the its normal habitat but gains no and her abilities are inhibited in such a way to re-
other powers. The transformation lasts 1 hour per ceive a permanent -1d to a specific type of roll.
caster level.
3 The shaman takes on the primal nature of her way
24-27 The Way manifest itself as a piercing cry as the sha- and loses a point of Intelligence. If the result is rolled
man’s voice transforms into that of the creature’s, a second time, Intelligence is reduced by a further
summoning 1d4 nearby dinosaurs of her Way -1. If the result is rolled a third time, Intelligence is
type, who will appear after 2d20 rounds and fol- reduced by a further -1.
low a single simple command.
4 The shaman becomes increasingly enraged by the
28-29 The shaman calls upon the might of her Way to presence of humans on Cretasus. If the result is
cause a hurricane-like wind as if a stampede of di- rolled a second time, she can barely contain herself
nosaurs were thundering or flying past. All crea- in the presence of humans. If the result is rolled a
tures within 100’ of a spot chosen by the caster take third time, she attacks them on sight, even her wild
1d12 damage from debris being thrown up into one allies.
the air, and must make a DC 15 Reflex save or fall
prone. 5 The shaman must search for a relic sacred to Scra-
vis, located within 1d4 days of travel. Until the
relic is restored, the shaman is haunted by the
30-31 The shaman summons a manifestation of the Way
sounds of a dinosaur of the shaman’s Way hunt-
in the form of an avatar of the dinosaur. The dino-
ing her. Only she can hear it, and it seems to get
saur will stay for 2d6 rounds and fight the caster’s
closer each day. Subject to the judge’s discretion,
enemies.
if the shaman fails to recover the item within a set
time, the nearest dinosaur of the shaman’s Way
32+ The shaman summons a manifestation of the Way will seek the caster until it finds and destroys her,
in the form of a full-sized avatar of the dinosaur. even across different worlds. If the result is rolled
The dinosaur will stay for 2d6 rounds and fight the a second time, the item is guarded by a rival tribe
caster’s enemies. In addition, the caster is granted of velociraptors and some 1d4 weeks distant. The
a +6 bonus to Strength, Stamina or Agility for the If the result is rolled a third time, the item is a relic
next hour based on the type (tyrannosaur, tric- stolen by the offworlders, requiring 1d4 months of
eratops, pteranodon, respectively). This may be dangerous travel.
spellburned as normal.
6 The caster sees a vision of the ancestors of her Way
Patron Taint: Ways leading her away. If she follows, she is lead to a
sacred spot of the ancients (a nesting ground, an
When patron taint is indicated for shamans who follow ancient hunting land, etc.), and can spend the next
a Way, roll 1d6 on the table below. When a caster has ac- 1d4 days meditating, she can learn a new Way
quired all six taints at all levels of effect, there is no need to spell. This result can be rolled up to three times.
continue rolling any more.
Page 20
Spellburn: Ways
When a shaman who follows a Way utilizes spellburn, roll
1d4 on the table below.
Roll Result
4 The shaman taps into the Way such that she tempo-
rarily can spellburn up to 10 points without any abil-
ity damage. However, the next time she spellburns
the cost is double.
Way of the Tyrannosaur Level: 1 20-23 For the next turn, the target receives a +6 to bite at-
Range: Touch Duration: Varies tacks and damage.
Casting Time: 1 round Save: None
24-27 For the next 1d4+CL turns, the target receives a +6 to
General: The target gains an enhancement bonus to when bite attacks and damage.
using its bite. Creatures that have no natural bite attack
(such as humans) gain a bite attack that causes normal (not 28-29 The caster may select up to two targets that receive
subdual) damage of 1 + the spell bonus. Creatures that al- +6 to bite attacks and damage. Effects last 1d4+CL
ready have a bite attack (such as velociraptors) increase their hours.
attack bonus and damage.
Manifestation: Roll 1d4: (1) the subject’s jaws lengthen, its 30-31 The caster summons the might of an ancient T-rex.
gape widens, and its teeth grow; (2) the target’s eyes turn All allies within 30’ receive +8 to bite attacks and
entirely lifeless and black, like a doll’s, and the muscles in its damage. Effects last 1d4+CL hours.
cheek expand and its bite is strengthened tenfold; (3) long
incisors grow from the top of the mouth; (4) an extendable 32+ Extraordinarily powerful shaman can call upon this
jaw shoots out from the subject’s mouth with each attack. spell in times of war or extreme danger. Regardless
of distance, for the next 1d4+CL days, the caster’s
1 Lost, failure, and patron taint. entire tribe receive +8 to bite attacks and damage.
Page 21
Monstrous Mouth Primal Fury
General: The shaman calls forth a set of magical toothed General: Using some small relic of a T-rex – a tooth or claw,
jaws to crush her enemies. This spell is known among sar- a bit of hide, or a pinch of dung, the subject is imbued with
castic human observers as several other names – Dental the primal fury of a tyrannosaurus rex and acquires a bloody
Death, Orthodontic Attack, and so on. enthusiasm for skull-crushing combat.
Manifestation: Roll 1d4: (1) wisps of fluorescent light co- Manifestation: Roll 1d4: (1-2) the target’s muscles bulge and
alesce to form the outline of a jaw; (2) bones are pulled out of ripple beneath the skin; (3) the target’s legs gain a powerful
the ground and connect together in the air before the caster; edge and extend twice their length; (4) blinding rage fills the
(3) the ghostly outline of a dinosaur charges through the target as it develops a ravenous hunger.
caster towards the target; (4) the jaws grow in size as they
arc over the target and engulf it before clamping down with 1 Lost, failure, and patron taint.
a bone-shattering snap.
2-11 Lost. Failure.
1 Lost, failure, and patron taint. 12-13 Failure, but spell is not lost.
2-11 Lost. Failure. 14-15 One target the caster touches (including herself)
gains the power of a fledgling T-rex with Strength
12-13 A single target takes 1d4+1 damage as the jaws and Stamina of 18 (+3 bonus), but has an irresistible
clamp down on the target’s arm or leg. desire to close for melee. The subject must use every
available action to enter close combat, short of sui-
14-17 A single target takes 2d4+1 damage as the jaws tear cide or obviously self-damaging decisions. Effects
away at the target’s flesh. last 1 round per CL.
32+ An enormous set of jaws of a tyrant king engulf the 32-33 All allies within 100’ temporarily gain the power of
target and any creatures within 20’, inflicting 3d4+1 a mature T-rex having a Strength and Stamina modi-
damage and throwing them 30’. All creatures are au- fier of +10, but have an irresistible desire to close for
tomatically knocked prone. melee. Effects last 1 round per CL.
Page 22
34+ If the caster completes a week-long ritual with a
minimum of 10 points of spellburn, and both tar-
get and caster render appropriate sacrifices of great
value, the target receives a permanent +1 to Strength
and Stamina. However, the target must make a Will
save or find her mind is unable to sustain the magi-
cal transformation. The save DC is equal to 15 + 2 for
every point of Strength and Stamina that has been
magically added; i.e., the first save is DC 17, then if
this spell is attempted again the save is DC 19, and
so on. If the save is failed, after 1d6 weeks the tar-
get begins to assume the characteristics of a primal
carnivore, permanently losing 1 point of Intelligence
and 1 point of Personality, and the caster finds that
1 point of her spellburn never truly heals (judge’s
discretion which ability is affected).
14-17 One target the caster touches (including herself) Way of the Triceratops Level: 1
gains medium protection adding +4 AC. The weight Range: Touch Duration: 1 action
of the frill causes -1 to checks and a d8 fumble die.
Casting Time: 1 action Save: None
18-19 One target the caster touches (including herself)
General: Using a pinch of mud or dirt in which the foot-
gains substantial protection adding +6 AC. The
print of a charging triceratops was made, this spell con-
weight of the frill causes -2 to checks, -5’ MV, and a
veys the might of the thundering charge of an enraged
d8 fumble die.’.
triceratops, which few animals can withstand.
Page 23
Manifestation: Roll 1d4: (1) the echoing sounds of a charg-
ing herd swells around the target; (2) a painted triceratops 28-29 With a mighty roar, all the caster’s allies within 20’
mask appears on the target; (3-4) horns sprout from the tar- can perform a charge up to twice their move on their
get’s forehead. next action. Their momentum is as if they had the
weight of a small triceratops and receives a +4 bo-
nus to their attack roll. Their damage is doubled as
1 Lost, failure, and patron taint. if they had charged with the lance-like horns of a
triceratops. The targets suffer a -2 penalty to AC un-
2-11 Lost. Failure. til their next turn per the charge rules.
12-13 This spell conveys the might of the triceratops charge 30-31 With a mighty roar, all the caster’s allies within 100’
to one creature (large-sized or smaller). On its next can perform a charge up to three times their move
action, the subject can charge up to its regular move on their next action. Their momentum is as if they
as if it had the weight of a small triceratops, receiv- had the weight of a triceratops and receives a +6 bo-
ing a +4 bonus to its attack and damage rolls. The nus to their attack roll. Their damage is doubled as
if they had charged with the lance-like horns of a
target suffers a -2 penalty to AC until her next turn
triceratops. The targets suffer a -2 penalty to AC un-
per the regular charge rules.
til their next turn per the charge rules.
14-17 This spell conveys the might of the triceratops 32+ All creatures within sound of the caster’s voice
charge to one creature (large-sized or smaller). On charge towards a specified target unless they make
its next action, the subject can charge up to twice its a DC 15 Will save to resist. Each moves its normal
move. Its momentum is as if it had the weight of a move and attacks per the charge rules, if able.
small triceratops and it receives a +4 bonus to its at-
tack roll. Its damage is doubled as if it had charged Furious Gore
with the lance-like horns of a triceratops. The target
suffers a -2 penalty to AC until her next turn per the Way of the Triceratops Level: 2
charge rules.
Range: Varies Duration: Varies
18-19 This spell conveys the might of the triceratops charge Casting Time: 1 action Save: None
to one creature (large-sized or smaller). On its next
action, the subject can charge up to three times its General: Focusing on a triceratops horn, this spell gores the
move. Its momentum is as if it had the weight of a target with the deadly might of the triceratops..
triceratops and it receives a +6 bonus to its attack
Manifestation: Roll 1d4: (1) triceratops-like horns appear as
roll. Its damage is doubled as if it had charged with bolts of white light that arc from the caster’s hands; (2) four-
the lance-like horns of a triceratops. The target suf- foot-long spikes materialize and are thrown by the caster; (3)
fers a -2 penalty to AC until her next turn per the miniature triceratops coil around the caster’s arms, which
charge rules. she can straighten like arrows and shoot at targets; (4) the
caster conjures up a horn made of magical energy that lung-
20-23 This spell conveys the might of the triceratops charge es toward the indicated target and gores it repeatedly.
to one creature (large-sized or smaller). On its next
action, the subject can charge up to four times its 1 Lost, failure, and patron taint.
move. Its momentum is as if it had the weight of
a large triceratops and it receives a +8 bonus to its 2-11 Lost. Failure.
attack roll. Its damage is tripled as if it had charged
with the lance-like horns of a triceratops. The target 12-13 Failure, but spell is not lost.
suffers a -2 penalty to AC until her next turn per the
charge rules.
14-15 The caster summons a single magical horn that can
be immediately thrown at an enemy as a missile
24-27 The caster is able to select up to two targets. On weapon. It inflicts 1d8 damage per caster level with
their next action, the subjects can charge up to three a range of 25’.
times their move. Their momentum is as if it had the
weight of a triceratops and receives a +6 bonus to 16-19 The caster summons a single magical horn that can
its attack roll. Their damage is doubled as if it had be immediately thrown at an enemy as a +2 missile
charged with the lance-like horns of a triceratops. weapon or retained in the wizard’s hand for up to
The targets suffer a -2 penalty to AC until her next one round per caster level. The horn inflicts 1d8+1
turn per the charge rules. damage per caster level with a range of 50’.
Page 24
20-21 The caster summons a single magical horn that can
be immediately thrown at an enemy as a +4 missile
weapon or retained in the wizard’s hand for up to
one round per caster level. The horn inflicts 1d8+2
damage per caster level with a range of 100’.
26-29 Each round for one round per caster level the caster
summons a single magical horn that can be imme-
diately thrown at an enemy as a +6 missile weapon.
The horns inflict 1d8+3 damage per caster level with
a range of 100’.
Level 2: Lizard Wings 18-19 The caster can select a single huge-sized creature
Drop (up to 2000 lbs.), two large-sized creatures, or four
human-sized creatures or smaller and drop them 10’
Way of the Pteranodon Level: 1 per CL..
Range: 100’ Duration: Instantaneous
20-23 The caster can select a single human-sized creature
Casting Time: 1 action Save: Will vs check or smaller (up to 200 lbs.) and choose a spot within
100’ to drop it from a height of 10’ per CL relative to
General: The shaman simulates the fly-high-and-drop at- its original location.
tack of the pteranodon.
Manifestation: Roll 1d4: (1) the target is jerked vertically 24-27 The caster can select a single creature huge-sized
straight into the air, then dropped suddenly for falling dam- creature or smaller (up to 2000 lbs.) and choose a spot
age; (2) gravity is reversed around the target as it acceler- within 100’ to drop it from a height of 10’ per CL
ates into the sky; (3) a ghostly pteranodon swoops down relative to its original location.
and grips the target in its claws, releasing it high above the
ground; (4) the target disappears and reappears above its 28-29 The caster summons a powerful pteranodon to drop
original location. a creature of any size 10’ per CL.
Page 25
30-31 The caster summons a powerful pteranodon to drop 32+ The cry sends all enemies within range into a panic,
a creature of any size at a spot within 100’ from a as they drop their weapons and desperately seek
height of 10’ per CL relative to its original location. to evade the unseen hunter. For the next 1d4+CL
rounds, the only actions they can take are to run
32+ With a sudden jerk, all enemies within 100’ of the away by the fastest means possible (including using
caster are hurled upwards 10’ per CL. steads and magic) or cower helplessly (50% of each).
Creatures of 5 HD or less receive no save; others can
Cry of the Hunter attempt a Will save to resist.
14-17 The caster targets a single creature that must make a 1 Lost, failure, and patron taint.
Will save or be stunned by the cry, suffering a -4 to
all rolls for the next 1d4 rounds. 2-11 Lost. Failure.
18-19 The caster sends a piercing cry at a single creature 12-13 Failure, but spell is not lost.
that takes 1d4 damage and must make a Will save
or be stunned by the cry, suffering a -6 to all rolls for
the next 1d4 rounds.’. 14-15 A single target (including the caster) flies at a speed
of 20’. The flying ability lasts for 1 turn. It has dif-
20-23 The caster sends a piercing cry at a single creature ficulty grasping objects and suffers a -1d penalty
that takes 2d4 damage and must make a Will save when using its hands and arms for tools, weapons,
or be paralyzed by the cry for the next 1d4 rounds. or natural attacks. Its flight is contingent on the use
of its new wings; anything that entangles or dis-
24-27 All creatures within a 20’ wide cone in front of the ables them prevents it from flying. It can still use its
caster take 1d4 damage and are stunned by the cry, legs normally, but moves at half speed when on the
suffering a -6 to all rolls for the next 1d4 rounds. ground.
Creatures of 2 HD or less receive no save; others can
attempt a Will save to resist. 16-19 A single target (including the caster) flies at a speed
of 50’. The flying ability lasts for 1d4+1 turns. It has
28-29 An ear-rending shriek deafens all creatures within
difficulty grasping objects and suffers a -1d penalty
20’ of the target for the next 1d4 turns and sending
when using its hands. It can still use its legs normal-
them into a daze. During this time all actions are re-
ly, but moves at half speed when on the ground.’.
duced by 1 die. Creatures of 3 HD or less receive no
save; others can attempt a Will save to resist.
20-21 The caster can select up to three targets (including
30-31 An ear-rending shriek deafens all creatures within the caster), who fly at a speed of 50’. The flying abil-
50’ of the target for the next 1d4 hours and sending ity lasts for 1d4+1 turns. They have difficulty grasp-
them into a daze. During this time all actions are re- ing objects and suffer a -1d penalty when using their
duced by 1 die. Creatures of 4 HD or less receive no hands. They can still use its legs normally, but move
save; others can attempt a Will save to resist. at half speed when on the ground.
Page 26
cally using the rules for artifacts from Mutant Crawl Classics
22-25 The caster can select up to three targets (including RPG. Use the following rules for converting Broncosaurus
the caster), who fly at a speed of 50’. The flying abil- Rex Tech Levels to Dinosaur Crawl Classics:
ity lasts for 1d4+1 hours. They have difficulty grasp-
ing objects and suffer a -1d penalty when using their • Broncosaurus Rex Tech Levels are equivalent to Dinosaur
hands. They can still use its legs normally, but move Crawl Classics Tech Levels in a 2:1 ratio, rounded up. For
at half speed when on the ground. In addition, they example, an item with a Broncosaurus Rex Tech Level 9
can lift man-sized objects (up to 200 lbs.) either by would have a Dinosaur Crawl Classics Tech Level of 5.
carrying them or grasping with their feet if they Simple manual weapons and tools are considered TL 1,
have claws. whereas an alien artifact from an advanced race might be
TL 7 or more.
26-29 The caster can select up to three targets (including
the caster), who fly at a speed of 50’. The flying abil- • Due to the general availability of technology in the 23rd
ity lasts for 1d4+1 hours. They have difficulty grasp- century, all characters have a base Tech Level represent-
ing objects and suffer a -1d penalty when using their ing the Tech Level of items they can use without having
to make an Artifact check. Unless otherwise specified in
hands. They can still use its legs normally, but move
the occupation or class description, all playable intelligent
at half speed when on the ground. In addition, they
species have a base Tech Level of 1, including velocirap-
can lift large-sized objects (up to 500 lbs.) either by
tors.
carrying them or grasping with their feet if they
have claws. • The maximum Tech Level that a PC can understand is
based either on Intelligence score (see Table 3-1: Maxi-
30-31 The caster creates a flock of soaring, diving pseu- mum Tech Level) or class level, whichever is higher. An
do-pteranodons. For the next 1d4+1 days all allies item that is above the character’s maximum Tech Level is
within 30’ are granted the ability to fly at a speed of beyond that character’s ability to understand and master.
50’ and can perform a dive with a weapon or natural
attack that grants +6 attack and causes double dam- • An item’s Complexity Modifier (CM) on the other hand,
age. They have difficulty grasping objects and suffer represents a more specific and concrete measurement of
a -1d penalty when using their hands. They can still the items inherit accessibility to the untutored user. For
use its legs normally, but move at half speed when example, a stun grenade may only have a CM of 1 (you
on the ground. push a button and throw it away), whereas a Union laser
pistol with its multiple settings and power sources has a
32-33 The caster creates an army of soaring, diving pseu- CM of 4. Example Tech Levels and complexity modifiers
do-pteranodons. For the next 1d4+1 days all allies for sample items are provided in appendix A.
within 300’ are granted the ability to fly at a speed of
• Unlike Broncosaurus Rex, to understand an item of a higher
50’ and can perform a dive with a weapon or natural
Tech Level than their base Tech Level, the PCs must make
attack that grants +8 attack and causes double dam-
an Artifact check. Artifact checks are made by rolling 1d20
age. They have difficulty grasping objects and suffer
+Intelligence modifier +class Artifact check bonus -the
a -1d penalty when using their hands. They can still
artifact’s Complexity Modifier then take total rolled and
use its legs normally, but move at half speed when
consult the table 3-2 Artifact Checks below for the result.
on the ground. Each standard Artifact check requires 3 turns (30 minutes)
34+ A single target (including the caster) flies at a speed to complete.
of 50’. The target is granted the ability to summon • Any PC can burn 1 point of Luck to make an Artifact
and dismiss their wings at will. A casting of this check in desperate situations. This earns the character a
power level grants flight ability of great duration. one-time Combat Artifact check that takes only 1 round
The caster must expend a minimum of 1 point of to execute (as opposed to the 3 turns a standard Artifact
spellburn. The duration starts at 1 week for 1 point check normally requires), and to which no normal bonus-
of spellburn, and increases with every subsequent es apply except further Luck expenditures, i.e. a Combat
expenditure as follows: 2 = a month, 3 = six months, Artifact check is a straight roll that does not include any
4 = a year, 5 = five years, 6 = a decade, 7 = twenty Artifact check bonuses from class, level or ability modi-
years, 8 = forty years, 9 = sixty years, and 10 = per- fiers.
manent.
• Finally, different classes have differing affinity for under-
standing and using technology. Velociraptors have an in-
CONVERTING nate level of intelligence that makes it easier to understand
BRONCOSAURUS REX the technology of humans, resulting in an added bonus
to Artifact checks, particularly velociraptor exiles. Con-
TECH LEVELS versely, wild ones are averse to using technology, and in
Tech Levels (TL) represent the relative complexity of the comparison to other human classes do not readily adopt
weapons and technology that can be encountered in the to its use. Use table 3-3 Base Artifact Checks for Dinosaur
Cretasus setting. In this guide, Broncosaurus Rex Tech Levels Crawl Classics characters to assign each Dinosaur Crawl
have been adjusted to be compatible with DCC RPG, specifi- Classics character an Artifact check bonus.
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TABLE 3-1:
MAXIMUM TECH LEVEL
4-7 1
8-9 2
10-11 3
12-14 4
15-17 5
18 6
TABLE 3-3:
BASE ARTIFACT CHECKS FOR
TABLE 3-2: ARTIFACT CHECKS DINOSAUR CRAWL CLASSICS
CHARACTERS
Roll d20 Result
Artifact
1 Artifact breaks irreparably and inflicts Class Level Check
maximum damage possible (or 1d6, Bonus
whichever is greater) to all characters
within a minimum range of 10’ (or great- Velociraptor warrior,
er range, if applicable). 1-2 +4
tacticians, and shaman
12-13 Artifact activates for one use; but its op- Velociraptor exiles 1-2 +6
eration is still not understood.
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APPENDIX A - SAMPLE WEAPONS AND EQUIPMENT OF CRETASUS
* Two-handed weapon. Characters using two-handed weapons use a d16 on initiative checks.
** Roll damage twice more on critical hits instead of rolling on crit table.
*** Ignores target’s armor.
† Increased crit range 18-20.
‡ DC 15 Fort save or be frozen for 2d6 rounds. A frozen creature takes 1d8 points of cold damage per round.
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APPENDIX D - DINOSAURS OF CRETASUS
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When attacking, an ankylosaurus always aim for their en- in the trail, rocky overhangs, barns, boulders and other ob-
emy’s ankles. For a creature so low to the ground, this is its structions large enough to hide them.
best defense against large theropods. As a result, all anky-
losaurus attacks have an increased threat range of 18-20. In Kronosaurus: Init +1; Atk bite +26 melee (6d8+16); AC 13;
addition, on any critical hit the target must make a DC 18 HD 16d10+64; MV 10’, Swim 60’; Act 1d20; SP hurdle, swal-
Fortitude save or have its leg broken. A target with a broken low whole; SV Fort +14, Ref +11, Will +6; AL N.
leg cannot run, moves at half speed and suffers from a -2 AC Kronosaurus is the tyrannosaurus rex of the seas. Although
penalty at all times. not the longest marine reptile, it is the deadliest. Its short-
Brachiosaurus: Init -4; Atk kick +22 melee (8d12+18) or tail necked 45’ long body is thick and muscular, giving it far
slap +20 melee (4d10+10) or bite +17 melee (2d8+10); AC 2; more strength and mass than its long-necked competitors.
HD 40d10+400; MV 80’; Act 3d20; SP trample; SV Fort +25, Fully grown kronosauruses have been known to weigh 20
Ref -4, Will +6; AL N. tons or more. Fortunately, kronosaurus is extremely rare. En-
counters with kronosauruses are notable enough to quickly
The huge Brachiosaurus is one of the largest sauropods. become gossip for miles around.
They are almost 75 feet long and weigh more than 75 tons,
with heads as high as 40 feet from the ground. Brachiosau- Kronosauruses are solitary hunters feared by all water
rus has an extremely long neck, raised even further because dwellers. They cruise the bodies of water devouring any-
its front legs are longer than its rear legs. thing large enough to merit their attention. Kronosaurus
have a compact, highly maneuverable body which is sur-
Brachiosaurus do not enjoy fighting because they are simply prisingly agile for their size. They are adroit swimmers in
not designed for combat. However, their size gives them a both deep and shallow water, and have been encountered in
powerful punch. A brachiosaurus can kick with any of its water as shallow as 10’ deep.
feet, slap with its tail and bite (its jaws are not designed for
biting animals, but they are large enough to deal serious Kronosauruses are so strong that they can hurl their entire
damage). body out of the water. They use this ability to attack ships
and even low-flying pterosaurs. A hurdle can only take place
Adult brachiosauruses generally ignore whatever comes if the kronosaurus ran for its full movement in the previous
near them, no matter how ferocious it looks. Except when
round, taking no other actions. The hurdle covers a distance
protecting young, they will not initiate combat (adults are
of 100’ and reaches 30’ above sea level at the arc’s apex.
usually a little shocked that anything would have the nerve
to attack them!). If an enemy does initiate combat, however, A kronosaurus can also attempt to swallow human-sized or
the entire herd will turn on the enemy. Facing fifty enraged smaller creatures. Upon a successful attack, it can make an-
brachiosaurus is enough to frighten off any predator! other bite attack against the same target that same round.
If the second bite attack succeeds, the target does not take
Anything that comes near a brachiosaurus is at risk of being
damage but is now trapped in the kronosaurus’ stomach,
stomped. In combat, the brachiosaurus can actively attempt
where it takes 2d8+8 points of crushing damage plus 8
to trample any and all targets within range. The trample
points of acid damage each round thereafter. A swallowed
causes 6d12 points of damage. Targeted creatures can forgo
creature can cut its way out with claws or with a small slash-
an action to attempt to leap out of the way by making DC 15
Reflex save. ing weapon. It must cause 25 points of damage to the giz-
zard (AC 20) to escape.
Ceratosaurus: Init +2; Atk bite +9 melee (2d8+12) or claws
+1 melee (1d4); AC 16; HD 12d10+36; MV 30’; Act 1d20; SP Parasaurolophus: Init +0; Atk bite +1 melee (1d6); AC 11;
claw attack on successful bite, concealment (+4 to surprise HD 8d10+8; MV 40’ or swim 40’; Act 1d20; SP trample, snor-
checks); SV Fort +10, Ref +8, Will +5; AL C. kel; SV Fort +8, Ref +6, Will +4; AL N.
Ceratosauruses are small theropods distinguished by the Parasaurolophus are large, peaceful herbivores that can
short decorative horn protruding from their snout. They reach 30’ long and are distinguished by the long crest on the
grow to a maximum length of 20’. Like other theropods, cer- top of their skull. Parasaurolophus communicate by blast-
atosaurus relies on its teeth. Relative to its skull, its jaws are ing air through their crest. This produces an amazing variety
massively built, much like a T-rex’s. Ceratosaurus has four- of sounds, from low whistles to powerful roars. Parasauro-
fingered claws that are relatively weak and rarely used in lophus calls carry for many miles, and can be very intimi-
combat. Upon a successful bite attack, they can immediately dating for those who don’t realize they come from a docile,
make an additional 1d14 claw attack against the same target. defenseless plant eater.
Unlike the social tyrannosauruses, ceratosauruses are always Individual parasaurolophus will never choose to move to-
solitary and prefer to set ambushes. They scout out popular ward an enemy unless they are cornered or the herd is be-
trails, watering holes, grazing areas, hunting grounds and hind them. They generally use their trample attack only in a
other locations where prey is abundant (including human stampede – in which case, getting trampled by herd of stam-
farms, ranches and settlements). Then they find a good place peding dinosaurs can be more than enough to wipe out an
to conceal themselves. Although their size makes it difficult entire party! A parasaurolophus trample does 1d12 points of
for them to hide, they are quite clever about finding bends damage (DC 13 Reflex save for half).
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Parasaurolophus can breathe through their skull crests. They Triceratops: Init -1; Atk gore +15 melee (2d8+7); AC 18; HD
like to relax just below the surface of the water with only the 16d10+112; MV 30’; Act 1d20; SP charge, trample; SV Fort
tip of their crest showing. Characters who encounter a few +17, Ref +9, Will +6; AL N.
parasaurolophus along a riverbank may not realize a dozen
Triceratops are huge creatures that are extremely difficult to
more are sitting just offshore.
kill but, due to their herbivorous nature, are never particu-
Pteranodon: Init +2; Atk bite +8 melee (2d8+4) or rake +5 larly enthusiastic about entering battle in the first place, usu-
melee (1d6+2); AC 12; HD 8d8+8; MV 20’ or fly 50’; Act 1d20; ally fighting only to defend their territory and their young.
SP grab; SV Fort +7, Ref +9, Will +4; AL N. When in the nesting ground, the triceratops are extremely
territorial. They will attack at the slightest provocation, at
Pteranodon is a huge reptilian flyer with a wingspan of up ranges far in excess of normal, and are much more likely to
to 30’ that nests high in the mountains. In combat, pterano- actually enter combat rather than just bluff.
dons like to pick up a target then kill it by dropping it from
a great height. With a successful attack, pteranodons can opt In combat, a triceratops can charge with its lance-like horns,
to either cause damage or attempt to carry a human-sized doubling its damage and gaining +2 bonus to its attack roll
or smaller PC. The pteranodon can carry targets in either its but suffering a -2 penalty to AC until its next turn. As part
beak or claws, but no more than one target can be carried at of its move, a triceratops can also trample human-size crea-
once. tures or smaller, causing 2d12+5 points of damage. Targeted
creatures can forgo an action to attempt to leap out of the
Stegosaurus: Init +0; Atk tail spikes +12 melee (4d6); AC 16; way by making DC 15 Reflex save.
HD 14d10+56; MV 30’; Act 1d20; SP none; SV Fort +15, Ref
+9, Will +5; AL N. Tyrannosaurus rex: Init +1; Atk bite +20 melee (5d8+13); AC
14; HD 18d10+72; MV 40’; Act 1d20; SP roar, swallow whole;
Stegosaurus are covered with thick, knobby skin and have SV Fort +15, Ref +12, Will +8; AL L.
armored plates along its spine. In combat it slashes at op-
ponents with four-foot spikes that grow from its tail, gen- No real-life creature has stoked the flames of imagination
erally maneuvering its body to present its tail to oncoming more than a tyrannosaurus rex. Since its discovery a cen-
enemies. Stegosaurus has the dubious distinction of being tury ago, T-rex has served as a constant reminder of human
one of the dumbest dinosaurs ever to walk the earth. For frailty. Not only does its massive mouth belittle mankind (its
a beast over 20’ long and weighing as much as three tons, jaws are, after all, as long as a man is tall), but its Earthly
its three-ounce brain gives it the smallest brain-to-body size reign makes us pitifully insignificant. Homo sapiens have
ratio of any dinosaur. Nonetheless, it has enough brains to walked the Earth for a mere 100,000 years – but tyrannosau-
do what it needs to do, and its spiked tail ensures that other rus rex ruled for six million years. An intelligent conqueror
dinosaurs won’t tease it too much! that forms alliances, remembers treachery, and builds dy-
nasties that span generations, they are the undisputed king
of predators on Cretasus whose only natural enemies are his
T-rex rivals.
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 they’re not hungry and
their target is not a threat. This is when they are most dan-
gerous, 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 com-
municate over long distances make them very dangerous. A
tyrannosaurus facing a real threat will summon help with
a deafening roar. The roar carries many miles, meaning aid
may come from far away. After using an action to roar, 1d4-1
T-rexes will arrive after 2d20 rounds.
A T-rex can also attempt to swallow human-sized or smaller
creatures. Upon a successful attack, it can make another bite
attack against the same target that same round. If the second
bite attack succeeds, the target does not take damage but is
now trapped in the T-rex’s stomach, where it takes 2d8+8
points of crushing damage plus 8 points of acid damage
each round thereafter. A swallowed creature may cut itself
out by using a small slashing weapon to deal 25 points of
damage to the T-rex’s innards against AC 20.
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