Download as pdf or txt
Download as pdf or txt
You are on page 1of 38

Jurassic Park: The Roleplaying Game

All source material from Michael


Chrichton and Universal Studios
Table of contents
Created by 1) How the Game Works
Colin Horan 2) Heroes
3) Actions and Specialties
With help from... 4) Items
Grace Buehler
5) Directing the Game
Chance Cullen
Sean Horan 6) Adventures
Nick Madrid 7) Dinosaurs and Other Beasts
Mike Mounday Appendices
Kevin Woods     i) Pre-Made Characters
Main Art Credits
Pre-Made Character Art
Title Pages
Kyle Lambert......................... Cover Page Raw Dingo.....................Simon Instance
http://www.kylelambert.com/gallery/jurassic- http://rawdingo.blogspot.com/
park/
Verschroben........................Dal O'Leery
O Leery
Stan and Vince....................... Chapter 2 http://www.agendavisual.es/verschroben-
Mondo's Gallery "When Dinosaurs Roamed the ilustracion/
Earth" http://time.com/3914791/see-
exclusive-art-inspired-by-jurassic-park/ Heather Bunchanan...... Ian Malcolm
https://www.etsy.com/listing/263446115/jeff-
Eatalllot.................................. Chapter 3 goldblum-all-that-glitters-is
https://www.deviantart.com/eatalllot/art/Jurassic-
Park-novel-illustration-600205252 Hokunun...........................Ralph Tanner
https://www.deviantart.com/hokunin/art/character-
Nafah...........Chapter 4 (and next page) concept-mh-161632941
https://www.deviantart.com/nafah/art/Item-
Sketches-3-299745468 Matt Zeilinger........Leonard Pulmenac
http://www.mattzeilinger.com/illustration/index.htm
Arvalis.......................................Chapter 5
https://www.deviantart.com/arvalis/art/T-Rex- Feavre...........................Jessie Goldstone
vs-Samurai-285079933 https://www.deviantart.com/feavre/art/Jax-
391729148
RJ Palmer...................................Chapter 6
https://www.deviantart.com/arvalis Dropdeadcoheed.............Ralph Tanner
https://www.deviantart.com/dropdeadcoheed/art/D
Wilhelm Kuhnert.......Animal Kingdom 619828542
https://master-
painters.tumblr.com/post/135318460415/wilhelm Citation Needed......Other Characters
kuhnert-study-of-a-tiger-wilhelm
Artist Unknown......................Chapter 7
seeking citation!
https://wallhere.com/en/wallpaper/841349
Chapter 1: How the Game Works

J
urassic Park: the role-playing game is meant to be
played with one Director and two to twelve Missions
players. It should last between one and three Each player is given their own personal mission by the
hours. It is normal for about half of the characters Director. These Missions should be kept secret from the
to die each time the game is played. Character other players as they may contradict each other. Often they
Creation is intended to be done at the beginning are sent by text message or direct message to reduce chance
of nearly every game (unless you are playing a of interception.
character who survived a previous film).
As a role-playing game, you'll be describing your actions
through the lens of your characters, facing obstacles and Creating a Character
dangers created by the Director. Creating characters is a fast and easy process. As death is
common, characters should be easy to create for each new
Directors session. There are only 3 steps to creating your character, all
of which can be seen on your character sheet for easy
One player must serve as the Director. They will be in charge creation. If that is still too much work, you can always use
of the obstacles in the game instead of taking control of a one of the pre-made characters from the book (see the end of
character. Whoever is planning on being the Director should the book for Pre-Made Characters).
be the most familiar with the rules of this game (read
Chapter 5, Directing the Game).
Steps to Character Creation
Films and Scenes 1. Choose a Hero
The game is broken down into Films and Scenes. 2. Choose 3 Specialties
Films take place over the course of a single day, for however 3. Choose an Item
long you play. Sometimes films can take place over the
course of two different sessions, but most should conclude at
the end of each play session. This is all of the necessary information to be able to play the
game. You'll find more information on all 3 in the next three
Scenes change every time the focus switches to a different chapters of this book.
location. Scenes usually require anywhere from three to ten
coin tosses.
Taking your Action
Flipping the Coin When out of combat, it is okay to interrupt the narrator to ask
if you may do a certain action (as long as it is not done
Most elements of the game are decided via coin toss. Every excessively). If it falls under the scope of an Action or a
time you want to Attack a creature or Evade an obstacle, you Specialty, you must make a coin toss.
must flip the coin. On heads, you are successful in whatever
action you are trying to accomplish. On a tails, you fail. Each turn in combat, you can take any action or use a
Multiple failures can lead to injury or death. specialty. If you have a companion, their action will come
immediately after yours. If you are playing as a dinosaur (see
below), their description will tell you who to attack.
Variant: Calling the toss The Director will narrate scenes and then give each player a
Instead of having heads always count as a success, chance to take a turn in whatever order the players choose.
you can have the players call what side of the coin Then the Director will take actions for all Dinosaurs and
is going to come up. Director-Controlled Characters.

You may only flip a coin for Specialties that your character
After Death
has (See Actions and Specialties for more information). Failing three coin tosses in a row usually results in death.
Once unconscious, many coin tosses are fatal if failed.
Moments of Fate When you are dead, the Director may ask you for help in
operating one or more of the dinosaurs. For more
Once per film, each character is allowed to declare an information, see Chapter 7: Dinosaurs.
automatic success after failing a toss. This is usually done in
order to accomplish that character's mission (see next).
Other Information on your Sheet

Y
ou may notice other sections on your character
sheet that provide additional information if you Security Clearance
would like. Most of this information is Your access to whatever facilities exist in your realm.
presented in the bottom-right hand corner, with
the exception of the Goldblum Scale at the top Level 1 - Basic Access to Herbivore Areas, temporary living
of the page. All of these aspects are optional and quarters, or any VIP areas. It can be bought as an Item or
it is up to your Director to determine whether or given out by a Host, or awarded by the Director if warranted.
not to use them. Level 2 - Security Access given to Head Maintenance,
Ranger, Security or Trainers. It can open up most areas and
Status turn off many electric fences. Directors may grant Level 2
Your Status is a scale of how well your characters is surviving Clearance to any player they think warrants it.
the dangers. If you take damage, mark from left to right Level 3 - Elite Access. Usually only the Host of each complex
starting at Wounded (starting from the boxes marked "Armor" has this level of clearance, but it is occasionally given to
if your character starts with Armor as their Item). If your third second in commands or stolen by successful hackers.
box is checked, your character is dead.

Goldblum Scale Description


Describe what makes your character unique, either
Every character makes choices based on what will be called physically, mentally or characteristically. This part is free-
The Goldbloom Scale. On this scale of 1 to 5, the number form, but there are some examples in Pre-Made Characters
represents how often your character would be willing to at the end of the booklet.
sacrifice their needs to help someone else.
A score of 1, for example, would be a self-serving character,
such as Dennis Nedry, the hacker who created chaos in the Flaws
original Jurassic Park. On the opposite end of the spectrum, a Every character has a flaw, and the nature of your flaw is
score of 5 represents a character who constantly sacrifices entirely up to you and the Director. Flaws have a trigger
their own needs to help others. Picture Dr. Ellie Satler who ("When __ happens") and an outcome ("My character...").
got off the tour in order to help a sick Triceratops. In the
middle is a character who sways their morality much like the Here are some example Flaws:
wind, which is called True Goldblum.
It looks like this on your character sheet: Bloodthirsty - When your character has the chance to kill a
creature, keep attacking until at least one is dead.
  1       2       3       4       5 Easily Panicked - When you are within Close range of a
Villain ----------------------- Goldblum ------------------------ Hero creature, pick a direction and Sprint away.
Circle whichever score you think best represents your Defender - When you are faced with danger, stand between
character. This will influence how your character acts in each the danger and allies.
scene. Foolhardy - When another character is injured and you are
If you wish to hide the fact that your character is a villain, aware of it, volunteer to go help them.
you may tell your Director privately and then mark a higher
score than the truth. Greedy - When offered money, accept unless it threatens
their life.
Moment of Fate Hemophiliac - When blood is in sight, become naseaous
Your one-time opportunity to turn a failure into a success, (can't attack or evade) or fall Unconcious.
once per film). Put an "x" through the box when you use this.
Naiive - When a character lies to you, you believe them.
Companion Sickly - When your character makes a Sprint toss, take a
wound point.
Sometimes you will have a companion, whether human or
beast with you. A novice companion uses the first two boxes Unafraid - When your character finds a creature that does
for it's wound points; an advanced companion uses all five not seem threatening, you must approach it.
boxes for wound points.
When any creature reaches one remaining wound point, Unkempt - When your character tries to Implore or Barter,
they fall unconcious. When they reach zero hit points, they you must toss twice in order to succeed once.
perish.
Chapter 2: Heroes

W
hether an adventurous field scientist or a
snarky theorist, , choosing your Hero
determines a lot of how your character
behaves. Use it to influence the description    
of your character. Additionally, each Hero
grants two distinct benefits.
The first benefit that Heroes grant is a unique ability.
Secondly, they grant a bonus Specialty, in addition to your
choice of three (see Actions and Specialties in Chapter 3).
Hero Keywords
Ability is property unique to each class. Work with your          
   Director if you would like to create a new Ability.
Bonus Specialty is an extra Specialty awarded to each
  class, provided by the chart below.
Suggested Item(s) are recommended Items to get for your
  single choice of item at character creation.
Example Characters are characters from the movies or        
  books that represent that Hero.

HERO BONUS SPECIALTY


Adventurer Taunt
Business Associate Bluff
Hacker Use Computer
Host None; gain Park Upgrade
Kid Implore
Maintenance Build
Marksmen Demolish
Medic Heal
Pilot Maneuver
Scientist Research
Theorist Any
Trainer Communicate

Creating a Custom Hero


To create a Hero of your own design, you need to approve    
choose any appropriate Specialty, and select any one item.
Your Director must approve of all three choices.

Variant: Double Hero


In this variant ruleset, you may select a second
Hero and gain their ability and specialty. You are
reduced to 2 Specialties of your choice.
Adventurer Business Associate
An Explorer, someone who practices their science outdoors A beauracrat or a lawyer, most likely stands to gain financially
if their mission is a success.
Ability: Reflip any one toss in each scene
Ability: Start with three items instead of one
Bonus Specialty: Taunt
Bonus Specialty: Bluff
Suggested Item: Any Artifact, Basic Armor, or Mundane
Items (3) Suggested Item(s): Any Artifact, any Basic Vehicle, and/or
Extra Cash
Example Characters: Dr. Alan Grant, Dr. Sarah Harding,
Robert Burke, Billy Brennan, Zach Mitchell Example Characters: Donald Gennaro, Peter Ludlow, Paul
Kirby, Zara Shealy, Simon Masrani, Eli Mills, Gunnar Eversol
How to Play an Adventurer: Being risky is just in the nature
of the Adventurer. Having Creature Lore gives you a leg up in How to Play an Associate: Most Associates have a pre-
any dinosaur related situations. Use it to find out information determined bias for or against the park and will spend their
about the dinosaur, then use your power to avoid any life- time defending that point of view. Use your extra items to
threatening situation. create a weird niche interest for your Associate.

Hacker Host
A tech whiz, rarely failing when it comes to Hardware and A high level employee of the facilities where dinosaurs are.
Software alike.
Ability: Gain Level 3 Security Clearance
Ability: A failure in any Use Computer toss is actually a
success, it just takes twice as long Bonus Specialty: None; choose a Facility Upgrade instead
Bonus Specialty: Use Computer Suggested Item(s): Satelite Phone, Basic Vehicle, or
Mundane Items (3)
Suggested Item: Computer/Laptop, High-Tech Binoculars,
or Satelitte Phone Example Characters: Dr. John Hammond, Claire Dearing,
Iris Carroll
Example Characters: Dennis Nedry, Lex Murphy, Lowery
Cruthers, Franklin Webb How to Play a Host: Hosts are often played by the Director
in order to keep their secrets. When players play as hosts,
How to Play a Hacker: Find a tool to use or hatch a plan to they do everything they can to make their guests happy,
show of your use of Technology. What good is a hacker who sometimes at the expense of safety. They are rarely conniving,
can't even prove the worth of their skills? and tend to be more evil in neglect than anything else.

Kid Maintenance
Younger than most of the other Heroes, they have a tendency Working in custodial, repair or transport can have it's share of
to get into danger - hopefully someone is nearby to help them perks in the park.
Ability: Can use Implore to convince someone to rescue you Ability: Gain level 1 clearance and you can Build with
(limit once per scene). improvised materials
Bonus Specialty: Implore Bonus Specialty: Build
Suggested Item: Book, High-Tech Binoculars, or Basic Suggested Item: Waterproof Matches, Basic Vehicle or
Ranged Weapon (Slingshot or Pellet Gun) Mundane Items (3)
Example Characters: Tim Murphy, Kelly Malcolm, Erik Example Characters: Eddie Carr, Vic Hoskins
Kirby, Gray Mitchell, Masie Lockwood
How to Play a Maintenence Crew: Use your clearance to
How to Play a Kid: Kids are meant to get themselves into all your advantage, however it helps. Make sure you ask your
sorts of trouble, then use implore to get someone to come director what sorts of things are in the room if you need to
and save you. You can use it once per person, usually with Build something in a pinch.
enough success to get someone else to face the danger.
Marksman Medic
An expert shot, provided they have a weapon to use and the A trained doctor of Humans, Animals or Dinosaurs, but
time to aim at their target. proficient at treating all of the above
Ability: Can Aim as an action and gain an automatic success Ability: Reflip any Medicine toss (or reflip twice in your
on any attack made the following round. specialty).
Bonus Specialty: Demolish Bonus Specialty: Heal
Suggested Item: Basic Armor or Basic Ranged Weapon Suggested Item: Basic Armor, First Aid Kit, or Lucky Trinket
Example Characters: Robert Muldoon, Roland Tembo, Example Characters: Dr. Ellie Satler, Dr. Zia Rodriguez
Dieter Stark, Ajay Sidhu, Cooper, Katashi Hamada, Ken
Wheatley How to Play a Medic: Keep people as safe as possible and
try not to leave anyone behind. Many medics choose a
How to Play a Marksman: Find heavier guns to use and specialty and then defend those targets with their lives.
wreak havoc. Your character is meant to revel in battle
instead of running away. Make sure you have enough distance
from the target, then take your shot.

Pilot Scientist
Born to race, you can manuver your choosen vehicle with Scientists of Archeology, Biochemistry, or Physics; others
ease have a relative understanding of many scientific fields
Ability: Gain any Basic Vehicle, or give up your starting item Ability: Reflip any Research toss (or reflip twice in your
for an Advanced Vehicle (see Items for more information). specialty if you forfeit the ability to flip for the other two
options).
Bonus Specialty: Maneuver
Bonus Specialty: Research
Suggested Item: Repair Kit, Steel Tow Cable, or Basic
Weapon Suggested Item: Book, Basic Companion, or Mundane
Items (3)
Example Characters: Udesky, M.B. Nash
Example Characters: Henry Wu, Benjamin Lockwood
How to Play a Pilot: You're likely helping the crew to get to
the island - heopfully there to help them leave at the end. Pick How to Play a Scientist: Find a scientific goal or area to
a fun character to role play and be willing to lend a hand learn more about. Most scientists either work at the facility or
when people go missing far away. are visiting in wonder.

Theorist
Deals with the theoretical more than the 'here and now'. Not Trainer
usually one to go into the fray. Trainers devote much of their time to their companions. Most
Ability: You may flip a coin to ask the Director a yes or no of them train animals, but there are notable exceptions...
question. The Director must tell the truth if successful (limit Ability: Gain any Basic Companion or give up your starting
3 times per session). item for an Advanced Companion (see Items for more
Bonus Specialty: Choose any one Specialty information).
Suggested Item: Any Item Bonus Specialty: Communicate
Example Characters: Dr. Ian Malcolm, Vivian Krill Suggested Item: any Basic Vehicle, any Basic Weapon, or
Mundane Items (3)
How to Play a Theorist: Make conjectures about the Example Characters: Owen Grady, Barry Sembene
storyline and try to keep the group focused on solving
whatever problem is present in the adventure. You are the How to Play a Trainer: Pick an animal that you are
compass, asking questions to the Director and posing interested in playing and don't be afraid to come up with a
rhetorical questions to the group. new animal with your director. If the animal isn't fun, the
character probably won't be.
Chapter 3: Actions

A
ctions compose all of the various things that
your character can spend their turn doing. You
may either take one of the listed actions or you
may use any of your Specialties (choose 3 at
Character Creation). In addition, it is always
okay to perform an action that makes use of
your surroundings, such as I'm going to swing
off the pipes or I'm going to hide in one of the cabinets.

Actions
Actions can be performed by every player, unless they are
undergoing a status effect that prevents it.
Attack
Attack a creature your fists, an object or a weapon you carry.
Unarmed or improvised attacks deal 1 wound point (see
Items for information on other weapons).
Evade
If any nefarious creature attacks you, you may toss to avoid
damage. Most dinosaurs do not evade, only attack.
You may also use this action to pre-emptively Hide from
enemies.
Observe
Look into detail about a specific part of your surroundings.
This can help to prevent enemies from sneaking up on you.
Use distance to qualify where your character is observing:
Close, Mid-Distance, or Far Away.
Pace
Do something at a slow speed. Under threat, flip three times,
taking a single wound point for each failure past the first.
While this action is commonly used for actions like Running,
Swimming and Climbing, it can also be used to Sneak up
on enemies.
Sprint
Do something quickly. A failure results usually in two wound
points of damage.
Much like Pace, however Sprint can be used for Running,
Swimming, Jumping, Climbing or any other physical
activity.
Heal
Specialties Knowledge of medicine and treating injuries (Humans,
If you do not have a specialty, you may not attempt it. Animals and Dinosaurs).
Diagnose: Determine what is wrong with a sick creature.
Specialties Heal: Heal a single wound point (limit once per ten minutes).
Bluff
Risky Procedure: Toss twice to heal an unconcious person
Build two wound points. A failure results in death for the target.
Communicate
Demolish Implore
Heal Convince someone to see your side of an argument.
Implore Reason: Get someone to see a rational argument.
Maneuver Sway: Make someone agree to any argument (requires two
Research successful flips)
Taunt
Use Computer
Maneuver
Perform a vehicle manuver with a successful toss:
Complete Stop: Slam on the brakes.
Follow: Follow a car or a map to your destination.
Bluff
Deceive someone in order to get your way. Land: Whether airborn on purpose or on accident, land the
vehicle.
Gamble: When gambling, flip a coin. If successful, gain twice Swerve: Avoid an obstacle in the road.
the amount of money you staked. On a loss, lose it all.
Lie: Flip a coin. If successful, up to two people believe a lie. Top Speed: Get the vehicle up to top speed, quickly.
This can be opposed by a Communication test.
Research
Build A broad category that applies to most mainstream scientific
Build something with the proper tools present. fields (Archeology, Biochemistry, and Physics).
Build Item: Depending on what items you have present, Experiment: perform any scientific experiment approved by
consult your Director for what is possible to build. More the Director.
complex things may require additional tosses. Recall Information: Recall relevant information in any
Repair Item: Repair armor or weapons with a successful flip. scientific field. A success in Archeology reveals all
Can perform once every ten minutes. information under that creature's description.

Communicate Taunt
Communicate non-verbally, with people or creatures. Allows you to draw the attention of dinosaurs and creatures
Interpret: Tell whether someone is lying to you. Attract: Get a creature to target you instead of the target
listed in the description.
Non-Verbal Communication: Communicate with a creature Distract: Get a creature to go away. Requires two consecutive
that you do not have the ability to speak with. tosses, only works on Small or Medium creatures.
Demolish Technology
Use explosives without hurting yourself or others. This specialty allows players to interact with any piece of
Proximity Rig: Set up an explosive device to go off when any modern or archaic technology.
creature approaches. Routine: Interact with a standard piece of electronic
Remote Rig: Set up an explosive device to go off when a equipment, limited only by the Director.
button on a remote control is activated. Non-Routine: Interact with outdated equipment or perform a
Timed Rig: Set up an explosive device to go off after a particularly challenging action. You must succeed on two
certain amount of time. consecutive tosses.
Chapter 4: Items
Basic Items
MUNDANE ITEMS (pick any 3)
Choose one of the items from the following table for free at
character creation. If you choose items from the Mundane     Camera
Items list, you instead get 3 items.     Candles
    Dehydrated Food (3 servings)
BASIC ITEMS     Petty Cash ($25)
Armor     Fishing Rod and Net
    Improvised Armor     Instrument
    Basic Armor     Kid Binoculars
-     Lock and Key
Artifacts     Mirror
    Book (pick subject)     Notebook
    Computer/Laptop     Rope
    Dinosaur Fossil     Tent
    First Aid Kit     Tools
    High-Tech Binoculars     Trinket
    Lucky Trinket     Water Filter
    Repair Kit
    Satellite Phone
    Steel Tow Cable
    Waterproof Matches
-
Basic Companion
    Bird
    Cat
    Crocodile
    Dog
    Snake
-
Basic Vehicle
    Car
    Glider
    Kayak
    Motorcycle
    Snow Mobile
-
Basic Weapon
    Improvised Weapon
    Melee Weapon (Basic)
    Ranged Weapon (Basic)
-
Extra Cash ($250)
Advanced Items Item Descriptions
Category
ADVANCED ITEMS Cost
Item
Armor A brief description of what the item does. You should
Advanced Armor $5,000 summarize this information in the lines on the right side of
-
the page (preferably in pencil). You may have a maximum of
five items.
Companion
Bear $188,500 Armor
Leopard $25,000 An armor's Protection is taken away before any wound points
Pteranodon $10,000,000 are dealt to the wearer. When a piece of Armor is damaged, it
Shark $500,000
loses that Protection point until it is Repaired (see Build in
the Actions and Specialties section)
Velociraptor $50,000,000
Improvised Armor
Wolf $10,000
Made from pots and pans or whatever is in your immediate
- area. If you succeed on a Build toss, it provides 1 point of
Facility Upgrades See Description Protection. When you take damage, the armor is damaged
-
instead.
Vehicles Basic Armor
Leather armor, cheap bulletproof armor, or some sort of
Boat $3,000 - $1,000,000 lightweight metal armor. It provides 1 point of Protection.
Helicopter $250,000 - $1,500,000 When you take damage, the armor is damaged instead. You
Plane $15,000 - $300,000 must flip twice in order to Sprint.
Submarine $80,000,000 Advanced armor
Truck $2,000 Heavy metal armor or advanced bulletproof armor. It
provides 2 point of Protection. When you take damage, the
- armor is damaged instead. You cannot Sprint.
Weapons
Advanced Weapon $2,000 - $500,000 Artifacts
Deadly Weapon $1,000,000 - $10,000,000 Most artifacts are expendable, used to gain an automatic
success on a crucial skill. Others have a property unique to
- them.
Book
Choose a subject of your book. You may flip to gain
knowledge about that subject, just like Science allows you to
Key Words flip for knowledge of Biology.
Advanced
Computer/Laptop
These goods are more expensive or difficult to come by. Access the internet from whatever device you're using. Make
Basic Technology flips when performing a difficult task.
Easily obtainable goods. You may choose one from any of Dinosaur Fossil
these items when creating your character.
You can expend this Artifact to gain an automatic success on
Cost any Creature toss you just failed. You must use this Item
A relative cost of an item on a scale of 1 to 5. immediately after the toss is failed.
Expend First Aid Kit
During the adventure, put an "x" through the box when these You can expend this Artifact to gain an automatic success on
items are expended. any Medicine toss you just failed. You must use this Item
immediately after the toss is failed.
Improvised
Improvised Items require a Build toss in order to create. High-Tech Binoculars
Flip twice on any far away Observe toss.
Protection
Protection is taken away before you lose wound points (see
Protection in the Directing the Game section).
Lucky Trinket Pteranodon
You can expend this Artifact to gain an automatic success on A flying creature that attacks the most isolated enemy (1
any Evade toss you just failed. You must use this Item wound point). If no isolated enemies are present, it hovers.
immediately after the toss is failed.
Shark
Repair Kit Can ride the shark, having the shark serve as Protection 5 for
Repair an small item. Has two uses before being expended. you. Can attack any enemy in water (2 wound points).
Satellite Phone Velociraptor
If you have a signal, you may call anyone else with a phone. Can attack when flanking a target (2 wound points).
Steel Tow Cable Wolf
You may attach this to a vehicle. Tows up to 1000 pounds in Attacks first in any battle. Attacks the enemy who is closest to
good weather. dying (1 wound point).
Waterproof Matches Extra Cash (Petty Cash)
Light a fire, even if these matches have gotten wet. You may
not start underwater fires. You can use money to purchase things! While you cannot
purchase artifacts, your Director may allow you to purchase
Companion items not present in this manual.
Companions all have an action that comes after yours or an Mundane Items
ability that takes place outside of combat. The following are
examples of Companions. Work with your Director if you Mundane Items are everyday items that need little
would like to implement a new Companion. explanation.
Camera
Basic Companion If you don't have a smart phone.
Each Basic Companion has a single ability. They deal
approximately 1 damage every round. They all have 2 wound Candles and Matches
points. A good way to keep light around
Bird Dehydrated Food
Out of battle, can warn you of creatures who are far away. Food for 3 meals, or 3 people.
Cat Fishing Rod and Net
Cats run away from any danger that is close. Bait and tackle as well.
Crocodile Instrument
On the second round of combat, attacks any target (2 wound Any non-electronic instrument.
points).
Kid Binoculars
Dog
Attacks any target that attacks you (1 wound point). They're mostly for show; see a little farther
Lock and Key
Snake
Can attack any enemy who has not detected you (1 wound Lock has 5 armor.
point). Mirror
Use to peek around corners.
Advanced Companion
Advanced Companions have two abilities, and can deal more Notebook
damage than basic companions. They have 5 wound points Use to log information.
for their health, as denoted by the five boxes under the
header "Companion" Rope
Any basic material.
Bear
Can ride the bear, having the bear serve as Protection 5 for Tent
you. In combat, attacks who you attack (2 wound points). Bedrolls included, sleeps 4.
Leopard Trinket
Can attack any enemy who has not detected you (2 wound A dice game or a memory of home.
points). Can also attack any target (1 wound point).
Water Filter
Can make any water source clean.
Facility Upgrades Living Quarters
All facilities include a visitor's center, basic restroom These upgrades all serve as Protection from outside attacks
facilities, bare minimum living quarters, and a crew of when you are inside the building. It does nothing to prevent
employees, if desired. You choose their clearance level. against inside attacks or to anyone outside of the walls.
Barracks
Access A military style barracks, serves as Protection 20.
Ways of getting to the park or getting around once you're
there. Bunker
Boat Dock
A small bunker that fits about 5 people, if they squish. Serves
as Protection 30.
No Pilot toss is required to dock a boat at the park.
Hotel
Helicopter Pad Allows for many guests to stay on the island, serves as
No Pilot toss is required to land a helicopter at the park. Protection 10.
Monorail Vacation Home
A train on a track that tours the park's attractions. A single expansive home on the property, serves as
Runway Protection 5.
No Pilot toss is required to land a plane the park. Security
Often overlooked in a novice park, but every successful
Amenities endeavor has had plenty of security to help make sure things
Amenities includes anything that guests would see or hosts don't go... worse.
would use outside of the other categories.
Avoidance Beacon
Botanical Gardens
A wide variety of plants all inhabiting the same area. Creates a sound that most dinosaurs tend to avoid. They may
still hunt down prey in the area if detected.
Food Court Fence, Low Security
An enterprise that grows with the popularity of your park. This fence surrounds the park with steel or concrete (1,000
Guided Tour square feet). It serves as Protection 10 for anyone on the
Safe vehicles and an automated tour of the park. opposite side of the danger.
Hatchery Fence, Medium Security
Allows a park to clone extinct or existent dinosaurs on site. This fence adds electricity to steel or concrete fences (250
square feet). Protection 15.
Advanced Hatchery
Fence, High Security
Requires Hatchery This fence uses the strongest materials like reinforced steel
Allows a park to create hybrid dinosaurs. or bulletproof glass (100 square feet). Protection 20.
Viewing Platform
First Aid
A place to see the entirety of the park, even in a hot air During an incident, the First Aid can heal 2 total wound
balloon if necessary. points. Every time you purchase this Park Upgrade, the total
Dinosaur Confines the First Aid station can heal increases by 2.
Holds the creatures that make this world unique: dinosaurs. Ranger Station
Aviary An lightly armored force, each equipped with Basic Armor
You may keep any number of flying dinosaurs caged in this and Basic weapons. You choose their clearance level.
facility. Upgraded Ranger Station
Carnivore Enclosure Requires Ranger Station
Pick a specific carnivore. This upgrade allows you to house An armored force, each equipped with Advanced Armor
that one carnivore. and Advanced weapons. You choose their clearance level.
Herbivore Safari Security Cameras
Allows you to house any number of herbivores together. A system of cameras all viewable from the Visitor's Center.
Marine Facility Visitor Shelter
Allows for containing Aquatic creatures, such as the A panic room that is heavily secured. It can hold five people
Mosasaurus or the Tylosaurus. maximum and serves as Protection 25.
Vehicles Weapons
If you do not want any of the Vehicles listed here, work with Weapons are used to deal extra damage in combat. They are
your director to determine another suitable vehicle (paying broken down into three categories: Improvised (anything you
attention to the differences between Basic and Advanced can find), Basic (an easy to obtain weapon) or Advanced (any
Vehicles detailed below). weapon that is restricted or difficult to purchase).
Basic Vehicle Improvised Weapon
Any motorized land vehicle, or any non-motorized sea, snow A makeshift weapon, found in many situations. Deal 1 wound
or air vehicle. point with your Attack action. Whether it is Melee or Ranged
is up to how you wield the weapon (and the Director's
Car discretion on what is possible). Some improvised weapons
Travels through roads and grassland. Seats 4 - 8. (such as a net or bolas) do not deal damage, but instead trap
a creature until they make a successful toss (see Directing
Glider the Game in Section 6).
Travels from mountaintops to the bottom. Seats 1.
Examples: fork, frying pan, glass shard, rock...
Kayak
Travels across any body of water. Seats 1 - 2. Basic Weapon: Melee
A weapon you can hold in one hand, even if you wield it with
Motorcycle both. Deal 2 wound points with your Attack action.
Travels through raods, grassland, and jungle. Seats 1 - 2.
Examples: baseball bat, handaxe, hammer (ballpoint), knife,  
Snowmobile   spear, sword, whip...
Travels through snow. Seats 1 - 3.
Basic Weapon: Ranged
Advanced Vehicle A gun that can be easily held in one hand or any non-
Any motorized vehicle that the player has the means to gunpowder weapon. Deal 1 wound point with your Attack
acquire. This can include vehicles of the player's own design action from far away.
and invention, so long as it is approved by the Director. Examples: bow, crossbow, javelin, pistol, slingshot...
Boat
Advanced Weapon: Melee
A boat, anywhere from a small motorized dinghy to a yacht.
Travels across any body of water. The cost will be determined A heavy weapon that must be held up with two hands.
by the Director, seating amount varies. Includes some weapons that are dangerous and difficult to
wield. Deal 3 wound points with your Attack action.
Helicopter
Can travel to some of the most remote places available. Seats Examples: electric whip, greataxe, greatsword, maul, scythe...
up to 8. Advanced Weapon: Ranged
Plane Rifles and other two-handed long-range weapons. They deal
Need a runway to take off and land. If not, it requires two flips 2 wound points with an Attack action from far away.
to land. Failure results in crashing the plane. Seats 20 - 60. Examples: machine guns, rifles, shotguns...
Submarine Deadly Weapon
Requires a successful Maneuver toss to submerge and rise. A A deadly weapon is usually a consumable like explosives or a
failure results in a ten minute delay, then you may attempt grenade launcher. Under Director approval, things like
again. Travels in the ocean. Seats 20 - 60. electrocuting water that a dinosaur is standing in or the flow
Truck of lava on a mountain may be considered a Deadly Weapon.
A truck of varying size and weight, but they tend to be sturdy. Deadly Weapons deal 5 damage if successful.
Serves as Protection 2 while inside. Can travel across roads Examples: artillery, being crushed by a car, explosives,
and grasslands. Seats 4 - 8. electrocution, falling from a great height, lava....
Chapter 5: Directing the Game
Being the Director
The Director has the most responsibility, ensuring that the
world is explorable with realistic boundaries, as well as
making sure the players are having a good time. It is a
balance between creating challenging obstacles and
rewarding creative, practical solutions. What you allow is
ultimately up to you, but try to keep real-world limitations in
mind.
And above all else...
                                  BE FAIR!
It is your job to ensure that the game is balanced and
earnest. Don't pick on one particular player. Don't let one
player break the laws of reality while confining the others.
Don't kill all your players just because you're mad at them.
Don't design something that they could never beat.
Remember that you are the Director: your job is to create
the narrative and not get in the way of the action. You create
the obstacles and the story evolves from how the players
interact with danger.

Directing the Film


There are three aspects to Directing, each presented in turn
in this chapter.
Gameplay
This section covers all of the mechanics necessary for
running the game, including Distance, Moments of Fate, and
other necessary rules.
Designing the Story
Your goal in designing the Story should be to create a balance
between the extremes of too easy and too difficult. With
Jurassic Park, there is usually some minor mystery to be
unravelled, villains who meet their comeuppance, and
obstacles that must be overcome.
You can be the type of Director to assign missions no
questions asked (missions are included in pre-made
adventures). Or, you can work with each player to figure out
what their character's mission might be. You can always
choose missions that are not present in this manual.
Narrating
Describe what's important in each location when you enter it
the first time. Describe what happens when a character
triumphantly knocks the raptor off of a cliff. Describe how a
character is too scared to move as they are chomped down by
a Mosasaurus.
It is your job to narrate the action, including all the
successes and failures. Paint a picture as to where the
characters are, but leave room for the players own
imagination to fill the gaps. If a setpiece or item can be used
in combat, make sure it is part of your description.
Gameplay

O
ut of combat, players can perform Actions or
Specialties by asking the Narrator and Damage
performing a successful toss. In most combat Damage to players is dealt in the form of wound points, as
scenes, players take the first turn once they noted on the Character Sheet. Each time they recieve a
encounter enemies. On their turns, they may wound point from a failure, they put an "x" through their first
perform a single action. Then the enemies available box on the left, starting from "Wounded" to
perform an action "Unconcious" to "Dead".
Wounded players may still take actions as normal, though
Failure depending on their wounds, some things will be difficult or
impossible for them (according to the Director).
Failing a check means that it came up tails (or, in the case of Unconcious players may not take any more actions or
the Variant Rule, failing to call the correct side of the coin). make any decisions. They automatically fail any Evade toss.
Your character fails to take whatever action they were trying They may, however, use their Moment of Fate (detailed below)
to take - like Attacking or trying to recall a crucial peice of to stay alive for an additional turn. If no one comes to save
information about dinosaurs. them and they are in danger, they will likely die on the
In combat, actions compose most of the tosses attempted. following turn.
Dead players are just that - dead. Their character sheet is
A faliure to Attack will usually alert the enemy to your useless now, and can be turned into the Director, who
presence and hostile intent, but has no consequences determines whether or not they met their mission. Whether
otherwise. or not they were successful, the Director may ask them to
play a dinosaur (see Narrating Death in this Section).
A failure to Evade means that the target will lose wound
points according to the weapon or creature information (see
Chapter 7: Bestiary). All failures result in either a wound or a Non-Damaging Attacks
loss of armor. If there is an attack that does not deal damage, it may still
A failure to Observe means that you do not notice an enemy, impair the recipient. These attacks cause Status Conditions,
a trap, or any object in the distance. noted below.
A failure to Pace means that a creature detects you. Any
creature that sprints towards you catches up to you.
Status Condition
Status conditions are broken into Tier 1 and Tier 2
A failure to Sprint means that you do not get away from the conditions, both causing the temporary loss of wound points.
target and they may attack again.
Tier 1
A failure to perform any Specialty simply means that does not
work successfully, no matter the attempt. It is up to the Treat these conditions as "Wounded" until they recover, in
Director to determine whether or not the character is able to addition to the listed effects. It is up to the Director to
try again. See Actions and Specialties for a full list of what determine what Specialties each character is able to perform
actions you can perform with your Specialties. while afflicted by a Status Condition.
It usually takes about ten minutes of medical treatment (a
successful Medicine toss) to recover from these conditions:
Critical Failure Blinded/Deafened: The character cannot Observe
Losing three flips in a row in a life-threatening situation Bound: The creature cannot Attack
results in death, no matter what actions are performed. It is Dazed: The character cannot Evade
up to the Director to keep track of which flips he considers to Exhausted: The character cannot Sprint
be taken into account of critical failures. For example, an Frightened: The character cannot Pace
arbitrary Creature Lore flip may seem innocent - but it could
be the disguised call of a hungry dinosaur, stalking its human Tier 2
prey. Usually only one character is the subject of a potential These conditions are more serious, and are treated as
critical failure in every scene. Unconcious until they recover or remedy the situation.
Asleep
Dead
Fully Restrained
Poisoned
Paralyzed
Distance Size
In the world of dinosaurs, distance doesn't need to be that There are six different size categories in this manual, though
specific. It is mostly used to express how imminent a danger almost every creature falls under Small, Medium, Large, or
is. Far Away means the threat is not yet here, Close means Gigantic. The wound points in the description applies to
you need to be wary of an encounter and Adjacent means that living things, as the total wound points of an object is
a battle has already begun. These terms can be used to determined by the Director.
describe distances between allies and objects as well.
Miniature Anything that could easily fit in the palm of your
Far Away hand or smaller. Examples include mice, newborn raptors, or
an insect. They always have 1 wound point.
Over 400 feet away, no matter how far. You may want to
express the distance if the object or creature is far away, Small Cats, dogs, and other small animals fit into this
saying it is up on the mountain ahead of you or somewhere category. A child can often be categorized as small. If they are
deep within the trees. Use the environment to long distance not human, characters have 2 wound points if they are small.
perception. Only Sniper Rifles can hit at this distance.
Medium Humans represent the majority of this category.
Mid-Distance They are usually around five or six feet tall and up to five
hundred pounds, though there is variation. Players have 3
Between 50 feet and 400 feet, enabling a battle scale where wound points, but creatures of this category may have up to
creatures can charge for several turns in a row and those 10 wound points.
with guns can fire at maximum range.
Large Many juvenile predators start this size before reaching
Close adulthood. Others are hefty herbivores, weighing up to five
Within 50 feet, approximately, and likely close enough to tons. They span from 10 to 20 wound points.
make a ranged attack. This is about the maximum distance Gigantic The largest of the prehistoric creatures, weighing
that larger creatures will charge at, signaling an imminent up to fifty tons and upwards of sixty feet tall. They can have
threat. up to 35 wound points.
Adjacent Colossal The Colossal Size exists mostly for Directors who
wish to augment Creature size (see section Creatures). While
Right next to each other. You must be Adjacent to hit with any they usually have upwards of 100 wound points, they can
Melee Weapon and striking with a Ranged Weapon can be have up to 1,000 wound points if the Director deems it
difficult. Few people come adjacent to any dinosaur and live necessary.
to tell the tale.
Use if your complexities as a director require another factor Moments of Fate
for distance.
Every player character (and maybe a sole main villain) has a
Adjacent Tactics moment of fate. It turns any failed toss into a successful one,
Here are two additional rules to use for melee combat with once per film. After a player uses their Moment of Fate, they
creatures that are Large or smaller. These tactics don't work must denote it by putting an "x" through the box. Each player
on bigger opponents. can use this abilIf the character manages to survive the film,
they acquire another Moment of Fate in their next Film.
Flanking If a player is unconcious, using a Moment of Fate delays
Being on two sides of an enemy can have a significant death for a single round, as they become untargetable. Some
advantage in melee combat, for humans and dinosaurs alike. Directors will grant their characters safe passage after a
If two allied combatants are flanking an enemy and making Moment of Fate - others only turn back the ticking clock of
melee attacks, a success from one combatant will mean inevitable doom.
success for the other.
Surrounding Theories
Similar to flanking, except that surrounding requires four There is one hero type, the Theorist, that can ask the
creatures (or eight to surround a large creature). The creature Director yes or no questions. The Director must answer as
cannot move, but it can make attacks. Any melee attack on truthfully as possible: yes or no. If the Director cannot answer
the creature means a success for all others performing a the question, the Theorist does not expend their use of a
melee attack on the creaure. question for this film.
Designing a Story
Timed Obstacles
Weaving a Plot Timed obstacles go off after a certain number of turns,
To come up with an idea for a film, you can draw on decided by the Director. It can be set off by a particular action
inspiration from the films or books (detailed in Chapter 6, or start with the beginning of a new scene. Example include a
Locations and Eras of Play). Or you can come up with a story car crashing down from a tree or a security mechanism on a
completely of your own design. It can fit the existing story or security door.
tell a what-if scenario that has yet to happen. Timed obstacles usually present the player with multiple
Your story should hinge on a central goal or an shared flips. The number of successes determines their result.
danger experienced by the entire group.
Threats
Creating a Scene Threats refers to enemy humans and creatures. Even
herbivores can become threats by trampling or headbutting
Once you have an idea, you must break your story down into players.
scenes. Each scene should challenge the players, giving them
a chance to fall victim to a crashing car or a violent dinosaur. They should actually threaten the players! Threats are the
In creating your own Films, there are three main elements most likely things that cause player death and players are
for each Scene: Location, Obstacles and Threats. Over the supposed to die fairly often. Don't baby your players, put them
course of a scene, at least one of these three elements should in real danger. That being said, be sure to balance your
undergo a change. threats, rather than constanly overwhelming the players. If
you need to, use impromptu Allies to quickly balance a fight.
Locations
Locations are initially used to define characters and where Keep track of remaining wound points on a separate sheet so
they are coming from. In later scenes, location serves to that Threats can come in and out of the storyline if need be.
provide an interesting landscape for combat or interaction.
Write down some noteworthy details (you can also draw the Allies
location or find a picture) to help the players imagine the Sometimes, there are helpful people; other times,
same thing you're thinking of - just a few bullet points per potential threats can become allies in opportune
location should suffice, so long as it is not an unusual place. moments. Allies should not always be the reason
that players are saved, but it can help to go up
Then, if combat will likely occur, draw a rough sketch of your against larger Threats.
battle location to have ready for the game. Not all scenes will
have combat, especially as the players first come together. If Rather than having an army swoop in every time,
you have time, you can make a second map for yourself with introduce some characters that only the Director
all of the obstacles and threats marked. controls. This gives you a way to communicate
with the players from within the world, without
having to interject as the Director.
Obstacles
Obstacles are secrets that you know that exist in the location. Most importantly, there should be lasting
Some obstacles are constant. Others have triggers, either consequences for the Non-Player. Allies lose
proximity or time. Most later scenes should have at least one something when they come to the rescue.
obstacle, unless the players are performing mundane tasks.
Use as many different types of obstacles as possible! The
variation helps to keep the obstacles interesting. Assigning Missions
Missions are personal tasks that each player uses to guide
Fixed Obstacles their choices. A player can come up with their own mission,
Fixed Obstacles are constant dangers. Their danger level may but must approve it by their Director. If a player accomplishes
rise or fall depending on the outcome of a scene, but they are their mission, they have "won", whether or not they survive.
generally stationary. This includes things such as pits, lava, When assigning missions, they should overlap the story in
walls, wires, branches, thickets and the like. some way, but avoid pitting all of the characters against each
other. It becomes boring if all the players solve their problems
Proximity Obstacles by fighting to the death in the final scene. Rather, goals
These are obstacles that go off when a player gets to close to should increase tension and drive character choices made
or touches a certain area, like a crumbling floor or an outside of combat.
overwhelming stech. See the Missions in the Adventure, The Animal Kingdom,
for examples of Missions and how to assign them.
Narrating

K
nown as "the art of describing things", Death
narrating helps to guide the collective
imagination in which this game is played. Too If a character happens to die, give them a chance to shine in
little narration and it can be difficult for the spotlight as they meet their demise. The player may
everyone to have the same picture. Too much embellish or add their own colorful details as you describe
detail and you spoil the fun with minute details their untimely death.
that just aren't relevant. This section helps you If the same player keeps dying despite their best efforts,
to navigate that balance. you may want to save that player with a Deus Ex Machina
from time to time. Have them wake up Wounded somewhere
Setting else, having survived. Remember, it's the Director's job to
You should tell the players (as early as possible) what time make sure that everyone is having a good time.
period they are playing in, to make sure their items fit with Social Encounters
the era. The location is not necessary to share with players. If
you decide to share information, it is best to keep it vague Rather than just having them flip a coin, it's best to ask a
until the character creation process is complete. character what they say if they are making a Barter or an
Implore toss. How do they sell that Artifact for a little extra
Scene gold? What is it that convinces the Pilot to come back for
them? This gives the players an extra opportunity to add their
Not every player is going to be in every scene. Choose the own voice to the story.
characters most appropriate to be together. Films usually
start with two or three scenes that start to bring all of the Combat
characters together.
Unless any party was surprised, the players usually start with
Locations their, followed by the enemies. They take turns, having all the
Start with the size of the building, then the size of the room, if players take an Action, then all the enemies take an Action. If
applicable. Describe the major features or relevant items, if any player has a Companion, the Companion takes an action
there are any. It's always helpful to describe rooms like Power immediately after that player.
Plant Breaker Room or Dining Hall so that players have a This lasts until (a) one party is dead or surrendered, (b) the
general idea of what miscellaneous items might be in there. two parties comes to a truce, (c) the players or enemies flee
That way if a player asks Is there anything in this room that I combat and are no longer Close to each other.
can throw?, you can make a decision.
Characters Variant: Two-Action Combat
In order to speed up creature and player deaths,
In introducing Player characters, it's best to let them you can have players take two actions each turn
introduce themselves in a sentence or two. instead of just one.
For non-player characters, you should describe a quirk that You may also dictate that they choose two
makes the character identifiable if they are going to be separate actions, rather than repeat the same
important, such as an injury, a physical trait, or a distinctive action twice.
voice.
Success
Obstacles
When characters succeed on a toss, it's important to narrate
the action that occurs. Describe the results of their success Describe what the obstacle looks like before asking the
and the events immediately following. player to make a toss, usually Evade. If they fail, narrate the
If any creature dies or is incapacitated, tell the players. injury to the player and tell them how many wound points
they lose.
Failure
Metagaming
Tell the player what happens to them in their failure. Do they
fall unconcious? Lose a limb? Drop a weapon? Trip and fall All conversation must be done by characters who are in the
prone? There are limitless ways to punish a player for a same location and able to converse, with the exception of the
failure, don't be afraid to think creatively. Then, tell the player Director. Any conversation about the game to a character who
how many wound points they lose. is not in the same location is called "Metagaming" and it is
For Specialties, be sure to narrate the consequences of not allowed.
their failure. This determines whether or not they will be able Your character is punishable by any means the Director
to try again. sees fit.
Chapter 6: Adventures

E
ach film has it's own storyline that guides
the choices of the characters and give
weight to their actions. If done correctly,
stories give players a meaningful way to
change the outcome of the film, as well as
an immersive world where players feel free
to explore what makes this film unique.

Creating your Film


Once your players have created their characters, the rest is
entirely up to the Director - use whatever creatures, traps, or
other perils that come to mind. You will also need to select a
time and place for your campaign to take place (options
presented on the next page). Experienced game masters may
enjoy creating storylines or layers of complications not
present in this manual.
If you do not feel up to the task of creating a film, use the
Adventures from this chapter.

ADVENTURE DIFFICULTY
Animal Kingdom Moderate
Site B Easy
Jurassic Park Moderate
The Lost World Difficult
Isla Tacano: The Nest Easy
Jurassic World Moderate
Isla Pena: Sea of Life Moderate
The Fallen Kingdom Difficult
Isla Muerta: Certain Death Difficult
Isla Mataceres: Paradise Lost Easy

Difficulty
Easier encounters are easier with small groups of players.
Difficult Adventures can "trim the herd" before it gets too
complicated.
Easy: Most characters will probably survive, though there
will likely be one or two casualties. Most players encounter
two to three obstacles.
Moderate: About half of the characters will survive. Most
players encounter three to five obstacles, some of which will
be immediately life-threatening.
Difficult: Most of the characters will die in the adventure.
Players encounters upwards of ten obstacles each. For many
obstacles, failure results in immediate death.
Custom Adventures Locations
Each custom adventure is entirely up to the Director and may Nairobi, Africa - Animal Kingdom
or may not fit into the canon that exists within the films or There is not much known about John Hammond's Animal
novels. The following is a list of the important dates and Kingdom. It is presumed that he had time to amass all sorts
places in the official Jurassic Park universe, if that is relevant of animals from all over the world, but there are no dinosaurs
to your film. at this time. Muldoon serves as game warden for the park.
Isla Sorna (1982 - 1994)
Timeline The first official cloning facility for dinosaurs. See the
This timeline shows the advancement of dinosaurs and gene timeline for more information about what occurs at this
technology in the universe of Jurassic Park. facility from 1982 - 1994. After the hurricane in 1994, the
facility is shut down.
1969 - John Hammond opens Animal Kingdom
Isla Sorna - The Lost World (1994 - ?)
1981 - Laura Sorkin extracts DNA from a mosquito in amber After Hurricane Clarissa hit the island in 1994, Isla Sorna
1982 - Site B founded on Isla Sorna quickly became a free-reign landscape where the largest
predators took charge. All dinosaurs are available to use.
1983 - Other animals used to fill in DNA sequence gaps Isla Nubar - Jurassic Park (1988 - 1993)
1984 - First prehistoric animal cloned Many of the facilities of the Park can be seen in the original
film: carnivore enclosures, electric fences, safety vehicles,
1986 - First dinosaur cloned guided tour, hatchery, etc. They also have a research lab and
marine facility, run by Dr. Laura Sorkin. All buildings are
1987 - Bribri tribe forceably moved from Isla Nubar evacuated in 1993 when the events of Jurassic Park occur. In
1988 - Jurassic Park construction begins 1994, desconstruction of the park begins.
Isla Nubar - Jurassic World (2005 - 2015)
1989 - One year old T-Rex moved to Isla Nubar The widely successful theme park had a good run of things
1990 - First mature animals transported from 2005 until 2015, with few major incidents. This location
can be used for minor incidents in the early years of
1992 - Laura Sorkin is given the Isla Nublar field lab operation, or for the events of Jurassic World in 2015.
1993 - Events of Jurassic Park Isla Nubar - Fallen Kingdom (2015 - ?)
With the imminent eruption of Mount Sibo, panic ensues
1994 - Hurricane Clarissa hits Site B, destroying it across the dino species on the island. Elsewhere, dinosaurs
1995 - Henry Wu publishes a book on theoretical hybrids arrive on the mainland - extending this location to...
anywhere, really.
1997 - Events of the Lost World Isla Tacano - The Nest
2001 - Events of Jurassic Park 3 Full of cliffs and mountainsides, this island was inhabited by
Pteranodons leaving Isla Sorna, and later Dimorphodons.
2003 - An "accident" is left on Isla Sorna - hybrid creature While flying species are not usually agressive, a lack of
2005 - Jurassic World opens avaible nesting ground has created territorial tendencies.
Isla Pena - Sea of Life
2009 - First hybrid dinosaur cloned This swampy island is the perfect breeding ground for all
2015 - Events of Jurassic World marine-dwelling dinosaurs - in rivers, lakes and oceans alike.
2016 - Henry Wu charged with bio-ethical misconduct Isla Muerta - Isle of Death
Isla Muerta is flooded with dinosaurs over the years. Hybrids
2017 - Mount Sibo found to be an active volcano and genetic experiments have escaped to the island as well,
making it the most dangerous place for a campaign. There
2018 - Events of Jurassic World: Fallen Kingdom are no safe zones here.
Mentioned Characters Isla Matanceros - Paradise Lost
John Hammond - founder of Animal Kingdom and Jurassic One of the most isolated islands, Isla Matanceros has the
Park least dinosaur activity of the archipelago. Of the species on
the island, they are almost entirely herbivores or pescivores
Laura Sorkin - scientist working for Dr. Hammond (like Pteranodons) - including pygmy versions of recognizable
dinosaurs. The main land predators are Spinosaurs, who
Henry Wu - scientist working for Dr. Hammond, then InGen swam long distances from other islands.
Adventure 1: The Animal Kingdom

Y
ou are on an trip to visit Animal Kingdom,
established in 1969. In a beat-up car or a
threadbare plane, you embark to the most
expansive wildlife preserve ever known. The
creatures here are not dinosaurs, and there is
nothing but normal beasts to see.
Some of you have saved up for months for this vacation,
others found yourselves fortunate enough to receive a ticket
from the man himself - Dr. John Hammond. Some even work
at the Park itself, tending to the grounds or the animals.
No matter the reason, you are off to enjoy an early summer
day at Animal Kingdom. It's practically a paradise...
Limitations on Technology
Nothing made after 1985. No cell phones or laptops. The
majority of automatic weapons are difficult to get, but hunting
rifles can be worn by Park Rangers.
What to Expect
A day at an intense safari. There will be vehicles to take you
all over the park, but some walking will also be required.
At the park, there are five different zones. Each spans
hundreds of miles, sometimes requiring rigorous
landscaping.
There is the Savannah, native to this region. Expect African
beasts such as Elephants, Gazelles, Lions, and Zebras.
This leads to the Coastline, miles of fenced off sea and coast
alike. There are hundreds of species in the water, but it
requires a guide and Scuba equipment. While primarily
composed of fish, shellfish, coral, jellyfish and other various
small sea creatures, there is a pack of dolphins that roams.
A massive greenhouse serves as the Jungle zone. In it are
jungle-dwellers from all over the globe, like crocodiles, frogs,
reptiles, and the occasional big cat.
The mountainous slope has been reforested, dubbed the
Forest zone for obvious reasons. Here there are threats as
big as bears, but also deer, raccoons, squirrels and other
innocuous creatures.
Lastly is the Arctic zone, far up the mountain. The only way
up is a ski lift. There are penguins, polar bears, winter foxes,
voles and other snow-dwelling beasts.
How you Arrived
Pick one of the following methods:
Drove a private vehicle
Took a plane
Took a bus
Work at the park
Specify other method (with Director approval)
Director Information: Scene 1 - Foreshadowing
A squirrel sits idly in the forest, harvesting nuts and berries.
Animal Kingdom Bushes and trees rustle in the wind, coupled with a low
Here is all the information you'll need to run the Animal growl...
Kingdom Adventure. Once again, I'd like to stress that this In an instant the squirrel is gone, leaving a fresh trail of
section is for DIRECTORS ONLY. It is recommended that blood on the forest floor.
players don't read the adventure their about to play. However,
knowing the story does not necessarily make it unenjoyable, Scene 2 - Arrival
if you play your character to what they know in each scene. Your characters may arrive all together or in batches. Either
way, describe how they got to the Animal Kingdom. If some
Missions groups end up taking the same plane, you can have them
Get Through the Day introduce themselves using their character names. Guests
Give to a character that might complain a lot may also drive from Nairobi to get there.
The Host, Dr. John Hammond (or an associate, if a player
Fake an Injury from the Park is playing the part) introduces themselves as the park: Animal
Give to a morally flexible character Kingdom - A World of Its Own!
Find Out What the Park is Hiding Scene 3 - First Split
Give to a Theorist or someone who asks questions
A guided tour starts in the Park Center. All those who would
Hunt a Lion like to go should gather up with Jenny Li, VIP tour guide for
Give to someone who owns a weapon the park. It will go through each of the five sections of the
park in an Armored group vehicle. This group becomes
Keep Everyone Safe Group A.
Give to a caring character Guests may sit out of the tour, opting to look around the
visitor's center instead. This group becomes Group C
Keep the Park Guests Safe
Give to a Park Ranger or Host Scene 4 - Initial tension
Kidnap a (Specific Animal) Group A: Take the Tour
Give to a character who would either protect it or sell it The tram is organized in four sections, each with 4 seats.
Muldoon, the Game Warden, sits in the last car and prefers
Make it to Retirement to sit alone. The middle two cars are empty. Pablo, the driver,
Give to a Park employee and Jenny sit in the first car. She occasionally narrates over
Protect the Animals the walkie talkie system, describing the area or type of
Give to an animal loving character animals they might see.
Characters have some time to talk to each other.
Prove Your Talent The tire blows out before they can get to the Jungle section.
Give to a Hacker or Pilot who wants to show off
Recover Extinct Animals When Jenny gets out to check on it, she twists an ankle.
Give to a Scientist who works at the Park Who wants to walk to get help? They stay as Group A.
Who wants to stay? They become Group B.
See as Many Animals as Possible Group C: Stay at the Visitor's Center
Give to a Kid or Explorer who can get out of trouble The Host is excited to have only a few people in the visitor's
Characters center and starts bringing things out to display. He starts by
bringing out a trained panther.
Dr. John Hammond - Evenutally the eccentric host of Characters have some time to talk to each other.
Jurassic park, the middle-aged scientist currently owns
Animal Kingdom. Next, the Host brings out a White Rhino, just a baby. A
successful Creature Lore toss will tell you that White Rhinos
Robert Muldoon - The quiet, lifelong hunter and game are endangered, and that seeing a baby is extremely rare. If
warden of the Animal Kingdom. they ask the Host about it, he responds by saying he made it
through a DNA extraction process. Then he takes them to see
Jenny Li - VIP tour guide at the park a Casteroides, a formerly extinct form of giant beaver (use the
Patricia Allbright - Staff Doctor at Animal Kingdom stats for a bear). Another Creature Lore toss will tell you its
extinct before the Host can say it. The Casteroides snaps and
Juan Pablo Escondido - Goes by Pablo, drives the tram snarls in confined chambers.
Scene 5 - First Obstacle Scene 7 - Respite
Group A: Get Help Group A: Coast
This group starts walking back with Pablo, but eventually They wind up on a grassy beach. Any characters that
they have to cross electric wires or jump into the river below. survive slowly make their way to conciousness, but are still
If anyone fails, they take 2 wound points and start a fire. If no wounded. They have time to talk, to plan, or to use any
one fails, skip to scene 8 and join Group C. Specialties they think might be helpful.
That fire, in turn, causes a Stampede. Each person will
need to make an evade toss, jumping into a river below. Take Group B: Doorway
a wound point on a failure. Outside the jungle doors, the players relax a little after
They can also try to brave the stampede - each person will waving at some security cameras. They are in the mountain
need to make 3 evade tosses, taking a wound point on each section now, and must travel along the fence to reach the
failure (skip to Scene 8 and join Group C). park entrance. The tall woods provide a little shelter and
security.
Group B: Stay Behind
A successful Medicine toss will heal Jenny. They notice the Group C: Recover
fire, if started. It gives everyone the chance to Observe to look One person can be seen by the staff Doctor. If no one can
for the approaching Lion. make a decision, Hammond decides who needs to be seen.
If the fire was not started, the Lion gets to attack for free. That player heals two wound points. Other medical assistants
Choose a slow-moving target. are tending to other guests.
Mulddon yells at everyone to get inside the Jungle Zone.
Scene 8 - Monsters
Group C: Stay at Visitor's Center
The baby Rhino has shattered a few glass objects around Group A: Bear
the room, injuring itself in the process. The staff doctor, Dr. Nearby, the survivors hear something feeding. Just around
Patricia Allbright, comes to treat the rhino. A player can the cove, a bear feeds off fish. It smells them and looks over.
assist with a successful Medicine toss. The Rhino shrieks in It charges.
pain. Any player that tries to outswim it must make two
The doctor needs to transport the Rhino to a nearby successful sprint checks, taking a wound point on each
animal hospital. failure. Any player that dives underwater makes a toss to hold
their breath. A success means no damage.
Scene 6 - Second Obstacle Any player that runs towards the land must make a sprint
check. A success means you make it to the forest, a failure
Group A: Into the River means your character takes 2 wound points (if no one saves
Sprint out with a single toss, but take 2 wound points on a you, you will die). If someone dies here, the others can run. If
failure. Or win two out of three tosses of Pace, taking a no one has died, you must climb a tree (sprint or pace) to
wound point on each failure after the first. avoid another attack from the bear. Then, if everyone is still
Group B: Escape the Lion alive, a pack of lionnesses come to fight the bear, allowing the
Muldoon leads the expedition through the Jungle Corridor. characters a chance to escape (no flip required).
A jaguar cub lurks, but Muldoon shoots a tranquilizer dart at If the Rescue Team has no one else to save, you ride back
it (either suppressing it or scaring it off). While Muldoon with them to the Visitor Center. If not, you are last to arrive.
reloads, a snake bites him, wounding him. A successful Group B: Cats
Medicine toss prevents him from falling unconcious. Traveling through the mountains, this group passes a huge
Group C: Stampede? hole in the fence. There is an eerie silence - the absence of
They move the Rhino onto the truck. If the fire was started birds.
earlier, a stampede rampages through. Each person will need If they decide to pass through the hole, they encounter the
to make 3 evade tosses, taking a wound point on each failure. lion on the plain, dealing 2 wound points each attack. They
If the fire was not started, skip to the Scene 7 and remain join up with Group C below.
in Group C. If they stay on their side of the fence, a pack of three
jaguars gets a surprise attack on the weakest target, dealing a
wound point (no flip required). Then they continue to attack
weak targets, each one doing a single wound point each time.
If you went through the hole, you travel back with Group C
to the Visitor Center. If not, you are last to arrive.
Group C: Rhino
Taking the last available vehicle - essentially an Animal
Ambulance shuttle carrying the baby Rhino - takes all willing
adults on a rescue mission. If Dr. Allbright is attempting to
treat someone, they are scrunched in the back next to a baby
Rhinoceres. They find some charred bits of land near an
overlook (maybe finding survivors of the stampede, see
Scene 5), so Hammond exits the car. A Rhino approaches,
friendly at first. A successful Communication toss will tell the
players that he views the baby as a threat. He charges the car,
rolling it on the first hit and dealing 2 wound points (an
Evade toss will avoid the damage). Players have a chance to
Sprint to save someone before the second charge. A failure
for them, or anyone still in the car, takes 2 wound points and
falls over the cliff and into the river, likely to their death (see
river in Scene 6).
If you save no one, then you spend your time waiting and
come back as the "Last Ones to Arrive at Visitor's Center".
Scene 9 - The Final Threat
First Ones to Arrive at Visitor's Center:
Whoever makes it back to the visitor center first gets a
chance to rest. All Unconcious characters return to Wounded
status. Hammond talks about certain species across the park
being wiped out. The roaming animals would render species
extinct, which forced other predators to roam. It's not true
nature this way, he concedes.
The Casteroides (Giant Beaver) roams behind them,
picking at corpses. Observe toss to notice it before it attacks.
Give the animal the same stats as a bear and fight the
players.
Last Ones to Arrive at Visitor's Center: As they hurry to the
Visitor's Center, they are ambushed by two lionesses. They
can fight them, but-
As soon as the lionesses meet the Casteroides, they begin
to fight each other. This gives everyone the chance to run and
escape Animal Kingdom.
Scene 10 - Aftermath
Work with each player to determine what their character
does after the conclusion of the story. If they accomplished
their mission, usually something good happens to their
character. If they fail their mission, usually their luck turns
the other way.
Those whose characters are dead must be prepared with a
new character for the next mission. Characters who survived
usually gain a new Item, among other things. Reward players
with Items, Specialties, Director Characters (working as
Allies), changes to the Goldblum Scale or anything else you
find fitting.
Chapter 7: Creatures and Humans

C
reatures is a generic terms that represents two
main categories: Dinosaurs and beasts.
Dinosaurs is a term for any prehistoric that has
been cloned into existence, including any hybrids.
Beasts are natural animals that could be found in
the wild or hybrids of natural animals.
In this chapter, you'll find information about creatures,
including how to play as them, how to modify them, and their
basic structure as an enemy. At the end, you'll find templates
for quick Director Characters.
Playing as a Creature
If your character dies early, the Director may ask you to play
as a Creature, all of a sudden, in the middle of a scene. If that
happens, you must play the creature as naturally as possible.
Every creature plays by instincts: survive and - for
carnivores - that means hunting. Here are the most important
aspects ofabout playing a creature:
1) You may not communicate with anyone outside of your
species, unless you have the Communication trait. Any
interspecies communication should be done secretly (either
in another room, written communication, or texting) if any
human players are present.
2) Dinosaurs always attack the target listed in their section.
The targets are: Biggest Threat, Bleeding Target, Blinded
Target, Closest Target, Isolated Target, Non-threatening
Target, Submerged Target, Threatening Target, Unaware
Target, and Water Adjacent Target. For more information
on those, see "Targets" on the next page.
3) Dinosaurs fall unconcious with 1 wound point remaining,
just like humans. At 0 wound points, they die. You may be
asked to play another Creature if the opportunity arises.
Creature Campaign
As a director, you may choose to do a film where your players
play the dinosaurs. This will require some adjustments on
the core Character Creation setup:
No Hero - In this campaign, you cannot choose a Hero
(unless your crazy Director insists). Even intelligent
dinosaurs generally do not take up occiupation.
No Specialties - All creatures can take Actions (Attack,
Evade, Observe, Pace and Sprint), but most cannot perform
specialties. Use the information from this section to be your
guide for any other information you need. If a creature has
the trait Intelligence, it may gain one Specialty.
No Items - Creatures do not have the required opposable
thumbs to hold or use items. Again, this rule may be bent
according to the discretion of the Director, especially those
with Intelligence.
Difficult Communication - All species can communicate
amongst themselves. Only dinosaurs with Intelligence can
communicate across species. This can make it difficult if
interacting with a lot of humans (in a manner other than
eating them).
Sample Creature Targets
Brief description of the creature When playing a dinosaur, targets dictate who you attack,
Size: How big the creature is unless a creature has Intelligence.
Wound Points: Amount of times the creature can be hit   Biggest Threat: closest or creature with a big weapon
Bleeding Target: any creature that has lost wound points
Speed: Approximate land speed in miles per hour Blinded Target: any blinded creature
Alternative Speed: in miles per hour Closest Target: closest creature that is still alive
Isolated Target: any creature that is not close to any allies
Target: who to attack if playing a Dinosaur Non-threatening Target: any weaponless creature
Attack: Type of Attack (damage to target) Submerged Target: any creature in water
Threatening Target: any approaching or armed creature
Group: Family or Pack Unaware Target any creature that does not detect you
Water Adjacent Target: any creature next to water
Where to Find Them: On Isla Sorna after 1997 or Isla
Nubar from 2005 onward. Attacks
Creatures have different methods for dealing attacks, but
Size these are all essentially the same unless the creature is
This information also presented under Directing the Game. somehow restricted. Some may Bite while others may Claw,
but they are lethal no matter the type.
Miniature Anything that could easily fit in the palm of your All creatures, even gentle herbivores, have the capability to
hand or smaller. Examples include mice, newborn raptors, or fight back. Instead of listing this individually, use the
an insect. They always have 1 wound point. trampling table from below to detmerine damage when a
creature does not have an attack.
Small Cats, dogs, and other small animals fit into this
category. A child can often be categorized as small. If they are Trampling
not human, characters have 2 wound points if they are small.
All trampling damage is dealt in wound points according to
Medium Humans represent the majority of this category. the following table:
They are usually around five or six feet tall and up to five
hundred pounds, though there is variation. Players have 3
wound points, but creatures of this category may have up to MEDIUM LARGE GIGANTIC
10 wound points. TRAMPLE TRAMPLE TRAMPLE
Large Many juvenile predators start this size before reaching DAMAGED
adulthood. Others are hefty herbivores, weighing up to five CREATURE
tons. They span from 10 to 20 wound points. Large -       -              2
Gigantic The largest of the prehistoric creatures, weighing Medium -       1              4
up to fifty tons and upwards of sixty feet tall. They can have Small 1         2         DEATH
up to 35 wound points.
Colossal The Colossal Size exists mostly for Directors who
wish to augment Creature size (see section Creatures). While
they usually have upwards of 100 wound points, they can Colossal creatures instantly kill anything Medium or smaller,
have up to 1,000 wound points if the Director deems it dealing 10 wound points every attack (Crush).
necessary.

Wound Points Group


Wound points are the creatures total health. Attacks will How many of the creatures are usually present at a time. The
usually drain 1 or 2 wound points at a time, depending on Directors story may dictate otherwise.
whether they are basic or advanced. At 1, creatures fall   Solo - just one
unconcious. At 0, they die. Family - two parents and children
Pack - two to five families
Speed Herd - up to the hundreds of creatures
Alternative Speed includes things like Burrowing Speed,
Flying Speed or Swimming Speed. Where to Find Them
Where the dinosaur has been seen according to canon film
and literature, if you're playing by those rules.
Modifying Creatures DIFFICULTY
CARNIVORES -
Adapted
Pick a speed the creature does not have: running, swimming Allosaurus
or flying. Give the creature a speed of 20 - 30 miles per hour Baryonyx
in that method of movement. Carnotaurus
Docile Compsognathus
For whatever reason, this creature doesn't attack humans. Ceratosaurus
Only applies to Carnivores.
Dimorphodon
Environment
Dilophosaurus
The creature lives in an unusual environment, including
accompanying adaptations, such as gills or the ability to Indominus Rex
climb. Indoraptor
Explosive Mosasaurus
After the creature is killed, it explodes the next round, dealing Pteranodon
1 wound point for each size category (small, medium, large,
huge, gargantuan) to anyone who is close. If attacked when Spinosaurus
killed, the creature explodes immediately. Tylosaurus
Gargantuan Tyrannosaurus Rex
Increase the size of the creature. Each size category (small, Velociraptor
medium, large, gigantic, colossal) increases the creatures HERBIVORES -
total wound points by 3.
Ankylosaurus
Hybrid Apatosaurus
Pick a quality that an animal or existent dinosaur posseses.
Copy that trait onto your creature. Brachiosaurus
Corythosaurus
Intelligent
The dinosaur can now think and make decisions instead of Mamentchisaurus
attacking the nearest target every round. Pachycephalosaurus
Lethal Parasaurolopus
Increase the damage a creature does by a single wound point. Sinoceratops
Pygmy Stegosaurus
Reduce the size of the creature. Each size category (small, Stygimoloch
medium, large, huge, gargantuan) decreases the creatures Triceratops
total wound points by 3.
OMNIVORES -
Reflexive Gallimus
A creature with this addition always attacks first. A
dangerous combination with powerful carnivores. Troodon
BEASTS -
Social
This creature hangs out with a larger group than typical. Alligator
Anaconda
Swift
Increase the creatures speed by ten miles per hour. Bear
Elephant
Technified
Add any existing piece of technology to the creature. This can Gazelles
include things like machine guns, infrared tracking, or Lions
anything else your heart desires. Rhinoceres
Zombified Shark
The creature cannot be killed. Anytime that it dies, it comes Small Beasts
back to life within an hour to a day, decided by the Director.
Tigers
Whale
Wolf
Dinosaurs

A
ll dinosaurs can be found on Site B and Isla Carnotaurus
Muerta, the Island of Death. In addition, nearly
every dinosaur can be found in The Fallen A cousin of the Tyrannosaurus, but with a massive set of
Kingdom. horns
Size: Large
Wound Points: 10
Carnivores Speed: 35 mph
An immediate threat, carnivores are on the hunt for live prey. Target: Biggest Threat
Even the smallest of carnivores can pose a threat.
Attack: Bite (2 wound points)
Allosaurus Gore (2 wound points)
Similar in size to a T-Rex, but with a bare minimum ability to Group: Family or Solo
tread water
Size: Large Where to Find Them: The Lost World
Wound Points: 13 Compsognathus
Speed: 30 mph This tiny little carnivore (about a foot tall) occasionally
scavenges to get nutrients. While adorable alone, a large
Target: Biggest Threat enough pack of these sharp-toothed dinosaurs can be deadly.
Attack: Bite (2 wound points) Size: Small
Group: Family or Pack Wound Points: 1
Where to Find Them: The Lost World or Jurassic World Speed: 20 - 25 mph
Baryonyx Target: Isolated Target
Part of the Spinosaur family, the Baryonyx may be slightly Attack: Bite (2 wound points)
smaller but it is no less deadly Group: Herd
Size: Medium Where to Find Them: The Lost World, the Sea of Life, or
Wound Points: 3 the Nest
Speed: 30 mph Ceratosaurus
Swimming Speed: 10 mph This ten-foot-tall carnivore was like a smaller version of an
Target: Bleeding Target Allosaurus. The most notable difference is the horn on the
ridge of its nose.
Attack: Bite (1 wound points)
Size: Medium
Group: Family or Pack
Wound Points: 7
Where to Find Them: The Lost World or Jurassic World
Speed: 30 mph
Target: Closest Target
Attack: Bite (2 wound points)
Gore (1 wound point)
Group: Family or Solo
Where to Find Them: the Lost World
Dimorphodon Indoraptor
A hybrid creation by InGen allows this dinosaur to fly better Smaller than its predecessor, the Indominus Rex, this hybrid
that the original. Similar to Pteranodons, but much smaller. is more velociraptor than Tyrannosaurus
Size: Small Size: Medium
Wound Points: 2 Wound Points: 8
Speed: 5 mph Speed: 60 - 80 mph
Flying Speed 25 mph
Target: Any
Target: Isolated Target
Attack: Bite (2 wound points)
Attack: Bite (2 wound points) Camoflage (reduce heat, blend into surroundings)
Intelligence (reason with logic, bluff and communicate)
Group: Family or Herd
Group: Solo
Where to Find Them: Jurassic World or the Nest
Where to Find Them: There is only one Indoraptor in the
Dilophosaurus official story, a species bred by InGen in 2017 used in the
Hunting in small packs, these carnivores can grow to be up to adventure Fallen Kingdom. You may use the Indoraptor in
ten feet tall. They spray their victim with a blinding acid. creating your own adventures.
Size: Medium Mosasaurus                           (Aquatic)
Wound Points: 3 Fully grown, they can be eighteen meters long. Gives live
birth. It feeds near the surface on anything it deems a meal.
Speed: 30 mph Size: Gigantic
Target: Blinded Target Wound Points: 15
Attack: Bite (2 wound points) Speed: -
Acid (1 wound point at Close distance - Status: blinded) Swimming Speed: 60 mph
Group: Pack Target: In Water or Close to Water
Where to Find Them: There was a single female in Jurassic Attack: Swallow (3 wound points)
Park. Presumably the Lost World and the Nest
Group: Family or Solo
Indominus Rex
As smart as a velociraptor and as big as a T-Rex. Can Where to Find Them: Jurassic World and open oceans
dominate dinosaurs as the Alpha. If you hear it coming, run. immediately after.
Size: Large Pteranodon
Wound Points: 18 A Piscivore, this fish-eating dinosaur is generally cautious but
accepting of human presence - much like a bird.
Speed: 50 mph Size: Medium
Target: Any Wound Points: 4
Attack: Bite (3 wound points) Speed: 5 mph
Camoflage (reduce heat, blend into surroundings) Flying Speed: 35 mph
Intelligence (reason with logic, bluff and communicate)
Group: Solo Target: Any Threatening Creature
Where to Find Them: There is only one Indominus Rex in Attack: Peck (1 wound point)
the official story, a species bred by InGen in 2015 used in the Group: Family
adventure Jurassic World. You may use the I-Rex in creating
your own adventures. Where to Find Them: Site B, the Lost World, Jurassic World,
or the Nest; they reach the mainland in 2016.
Spinosaurus Velociraptor
Lucky for humans that this carnivore has a diet consisting The infamous pack-hunters fight in groups, surrounding and
primarily of fish. It lives on both land and water, like a flanking their targets.
crocodile does.
Size: Medium
Size: Gigantic
Wound Points: 4
Wound Points: 17
Speed: 40 - 60 mph
Speed: 30 mph
Swimming Speed: 40 mph Target: Any
Target: Any Threatening Creature Attack: Bite (2 wound points)
Intelligence (reason with logic, decieve and communicate)
Attack: Bite (2 wound points)
Claw (1 wound point) Group: Pack
Group: Family or Solo Where to Find Them: Site B, Jurassic Park, the Lost World
or Jurassic World.
Where to Find Them: The Lost World, the Sea of Life, or
Jurassic World
Tylosaurus                           (Aquatic)
Cousin to the mighty Mosasaur, a Tylosaurus can grow to
forty feet long, and can keep up with several boats. Even
scarier, they travel in groups.
Size: Large
Wound Points: 8
Speed: -
Swimming Speed: 60 mph
Target: In Water
Attack: Bite (2 wound points)
Group: Pack
Where to Find Them: In any ocean after 1994, the Lost
World, or the Sea of Life.
Tyrannosaurus Rex
An apex predator capable of reaching up to twelve meters in
length. It's vision is based on movement.
Size: Large
Wound Points: 15
Speed: 35 mph
Target: Biggest Threat
Attack: Bite (2 wound points)
Partial Blindness (cannot see you if you are not moving)
Group: Family or Solo
Where to Find Them: Site B, Jurassic Park, the Lost World,
or Jurassic World.
Herbivores Brachiosaurus
Herbivores will generally not attack humans unless provoked, One of the tallest, up to nine meters in height. They thrive in
but some of the smaller herbivores are easily spooked. They many environments, trampling attempted foes.
grow to tremendous sizes, be careful not to get caught Size: Gigantic
underfoot.
Wound Points: 18
Herbivores have the same target: Any Threatening Target
Speed: 20 mph
They may feel threatened by wielding weapons, approaching
the creature, or encroaching on territory. In addition to any Target: Any Threatening Target
attacks listed here, all creatures are capable of trampling (see
the sample creature earlier in this section). Attack: Stomp (3 wound points)
Herbivores can also be found on Isla Matanceros, Paradise Group: Family or Pack
Lost. Where to Find Them: Jurassic Park
Ankylosaurus Corythosaurus
A living tank, with spiny bone plates all over the body, even The bony crest at the top of it's head is used to make a
the eyelids. It's tail makes for a lethal club if it can turn honking sound that shows agression.
around to strike foes.
Size: Large Size: Large
Wound Points: 10 (roll twice to successfully hit) Wound Points: 10
Speed: 20 mph Speed: 30 mph
Target: Any Threatening Target Target: Any Threatening Target
Attack: Tail Bash (2 wound points) Attack: Headbutt (1 wound points)
Stomp (1 wound point) Group: Pack or Family
Group: Family Where to Find Them: Jurassic World
Where to Find Them: The Lost World and Jurassic World
Mamenchisaurus
Apatosaurus The long-necked dinosaur, similar to Brachiosaurus and
A gentle giant - topping out at almost 40 feet tall and 100 feet about the same size - if it weren't for the extra neck vertebrae.
long. They can reach up to fourteen meters tall.
Size: Gigantic Size: Gigantic
Wound Points: 16 Wound Points: 20
Speed: 20 mph Speed: 25 mph
Target: Any Threatening Target Target: Any Threatening Target
Attack: Stomp (3 wound points) Attack: Stomp (5 wound points)
Group: Family Group: Family
Where to Find Them: The Lost World. Where to Find Them: Jurassic World
Pachycephalosaurus Stegosaurus
A thick-headed dinosaur that uses its dome head as a The spiny back and spiked tail mail this dinosaur a
battering ram. formidable opponent for many carnivores. They travel in
family groups or herds.
Size: Medium
Size: Large
Wound Points: 4
Wound Points: 11
Speed: 30 mph
Speed: 25 mph
Attack: Head Bash 1 point
Target: Any Threatening Target
Group: Family
Attack: Gore (2 wound points)
Where to Find Them: The Lost World.
Group: Family or Herd
Parasaurolophus Where to Find Them: The Lost World or Jurassic World
A herd animal with a long protuberance from its head. It
amplifies their haunting, beautiful cries to carry across long Stygimoloch
distances
A thick-headed much like the Pachycephalosaur, but
Size: Medium distinguished by a row of spikes on the back of the head.
Wound Points: 3 Size: Medium
Speed: 25 mph Wound Points: 5
Target: Any Threatening Target Speed: 35 mph
Attack: Stomp (1 wound points) Target: Any Threatening Target
Group: Herd Attack: Headbutt (1 wound point)
Where to Find Them: Jurassic Park or the Lost World. Group: Family or Pack
Sinoceratops Where to Find Them: The Lost World or Jurassic World
In younger stages, the Sinoceratops has been known to eat Triceratops
meat occasionally. The large horned frill above their head
reaches up to ten feet tall, but they use the horn on their nose A herd animal, sometimes traveling in groups up to the
to attack. hundreds. Their horned beaks and rows of teeth are perfect
for chewing tough, low-growing plants.
Size: Large
Size: Large
Wound Points: 14
Wound Points: 14
Speed: 25 mph
Speed: 30 mph
Target: Any Threatening Target
Target: Any Threatening Target
Attack: Gore (2 wound points)
Attack: Gore (3 wound points)
Group: Family or Herd
Group: Family or Herd
Where to Find Them: Jurassic World
Where to Find Them: Jurassic Park, The Lost World, or
Jurassic World
Omnivores
The few confirmed Omnivores ate small lizards and rodents,
posing little threat to humans. In desperate times, they may
stage an attack on a human, but it seems unlikely they would
attack anything so large.
Omnivores can also be found on Isla Matanceros, Paradise
Lost, just like herbivores.
Gallimimus
One of the fastest dinosaurs, with speeds up to sixty miles
per hour. With a small head and no teeth, it has a diet
consisting of insects, small animals, eggs and plants
Size: Medium
Wound Points: 3
Speed: 60 mph
Target: Any Threatening
Attack: Stomp (1 wound points)
Group: Herd
Where to Find Them: Jurassic Park, the Lost World, or
Jurassic World
Troodon
A bird-like dinosaur growing up to three feet tall.
Size: Small
Wound Points: 2
Speed: 15 mph
Target: Any Non-Threatening
Attack: Bite (1 wound points - must attack with another
Troodon)
Group: Pack or Herd
Where to Find Them: Jurassic Park, the Lost World, or
Jurassic World
Beasts Elephant
Due to the fact that beasts can be easily transported all over Brown bears or Polar bears usually fall into this category,
the globe, there is no section for Where to Find Them. while brown bears are a little smaller than what is listed
Rather, beasts can be found anywhere, provided there is an Size: Gigantic
explanation the Director agrees upon. They tend to be
smaller than dinosaurs, with few beasts that exist above Wound Points: 15
Large.
Speed: 10 mph
Alligator Target: Biggest Threat
A large reptile with powerful jaws
Attack: Stomp (2 wound points)
Size: Medium
Group: Family
Wound Points: 3
Speed: 10 mph Gazelles
Swimming Speed: 20 mph A common herbivore, this template can be applied to multiple
grass-grazers
Target: Biggest Threat
Size: Medium
Attack: Bite (2 wound points)
Wound Points: 3
Group: Family
Speed: 40 - 70 mph
Anaconda Target: Biggest Threat
A huge serpent, distinctive from many other petty snakes
Attack: Stomp (1 wound points)
Size: Medium
Group: Herd
Wound Points: 3
Speed: 10 mph Lions
Swimming Speed 20 mph An apex predator, the lioness is the most likely to do all of the
hunting
Target: Unaware Target
Size: Large
Attack: Bite (2 wound points)
Wound Points: 7
Group: Solo or Family
Speed: 50 mph
Bears Target: Biggest Threat
Brown bears or Polar bears usually fall into this category,
while brown bears are a little smaller than what is listed Attack: Scratch (2 wound points)
Size: Large Group: Family or Pack
Wound Points: 8 Rhinoceres
Speed: 40 mph A large horned herbivore, dangerous if it charges at you
Swimming Speed: 5 mph Size: Large
Target: Biggest Threat Wound Points: 10
Attack: Maul (2 wound points) Speed: 30 mph
Group: Family Target: Biggest Threat
Attack: Gore (2 wound points)
Group: Family or Pack
Sharks Whale
Sharks can sense changes in electricity in the water, and can Fierce pack hunters, who attack alongside their brethren.
detect blood in the water from miles away.
Size: Gigantic
Size: Large
Wound Points: 20
Wound Points: 12
Speed: -
Speed: - Swimming Speed: 30 mph
Swimming Speed: 25 mph
Target: Biggest Threat
Target: Submerged Target
Bloodsense - Detect blood in water from ten miles away Attack: Slam (2 wound points)
Attack: Bite (2 wound points) Group: Family
Group: Family or Pack Wolf
Small Beasts Fierce pack hunters, who attack alongside their brethren.
A general template for smaller creatures, all of which can Size: Medium
serve as Basic Companions (which grant a small bonus Wound Points: 3
unique to the animal). Examples include cats, dogs, birds,
crocodiles, snakes, and many other small creatures. Speed: 35 mph
Size: Small Target: Biggest Threat
Wound Points: 2 Attack: Bite (1 wound point)
Speed: 20 mph Group: Pack
Target: Threatening Target
Attack: Struggle (1 wound point)
Group: Varies
Tigers
This template applies to many big cats, such as jaguars,
panthers mountain lions and cougars.
Size: Medium
Wound Points: 4
Speed: 40 mph
Target: Biggest Threat
Attack: Bite (2 wound points)
Group: Family or Pack
Lab Worker
Director Players In the background, making science things happen.
This page is meant to showcase minor Director Characters -
all human - that may need to be used as either Allies or Wound Points: 3
Threats. They are not complete characters (see Pre-Made
Characters in the appendices), but rather a quick shell to fill a Specialty: Science
room if a battle breaks out. Attack: Struggle (1 wound point)
When to Use: Lab Workers are there if you need a
DIRECTOR PLAYERS SPECIALTY technician in a pinch or a piece of scientific advice.
Business Person Barter
Mercenary, Heavy
Civilian None
Part of an elite, well-trained militia.
Host None
Mercenary Observe Wound Points: 5
Maintenance Build Specialty: Observe
Lab Worker Science Attack: Automatic Rifle (2 wound points at Mid-distance)
Pilot Pilot
When to Use: Mercenaries come in as part of the military or
Ranger Creature Lore a heavy security force.
Mercenary, Light
Part of a greater security force.
Business Person Wound Points: 4
Finalizing all of the last minute essentials for the client.
Specialty: Observe
Wound Points: 3
Attack: Pistol (1 wound point at a Close distance)
Specialty: Barter
When to Use: When you have a Park with low security or the
Attack: Struggle (1 wound point) Adventure takes place on the mainland.
When to Use: Use to make a quick lawyer or something of Pilot
the like.
Been flying for over forty years, you'll get to your destination.
Civilian Wound Points: 3
Here to panic and most likely die. Bummer.
Specialty: Pilot
Wound Points: 1
Attack: Struggle (1 wound point)
Specialty: None
When to Use: When your players need a way to get to the
Attack: Struggle (1 wound point) start of your campaign. Layer this character with a quirk and
a strange accent to make them feel unique.
When to Use: Use a civilian to showcase how dangerous an
obstacle is or how little the players have contained a threat. Ranger
They do not need to be particularly unique, as Civilians are
not built to last long in these stories. An creature handler, tasked with keeping peace.
Host Wound Points: 3
Eccentric owner of the Park. Specialty: Creature Lore
Wound Points: 3 Attack: Tranquilizer Darts (2 wound points)
Specialty: None (Pick 3 Park Upgrades) When to Use: Use when a creature is on the loose and
animal handlers are sent after them first.
Attack: Struggle (1 wound point)
When to Use: If you, for some reason, never made the Host
character as a Director. Pick a strong quirk to role play into
this character, like a twitchy eye or an uneven limp.
A: Pre-Made Characters

H
ere is a list of pre-made characters that your
group is free to use if they do not wish to
create their own characters. You may use
these same stock characters every game if
you wish, rotating to a new character upon
every death. Of course, these characters offer
less customizability than creating your own.

CHARACTER HERO TYPE


Nikolai Borshkov Trainer
Dr. Bailey Corrin Scientist
Jessie Goldstone Kid
Wesley Harbor Marksman
Kenny Killion Maintenance Crew
Simon Instance Associate
Dr. Ian Malcolm Theorist
Dal O'Leery Adventurer
Dayne Onassus Host
Leonard Pulmenac Hacker
Ralph Tanner Medic
"Earl" Warren Pilot

You might also like