ABCDEFGHIJKLMNOPQRSTUVWXYZAAABACADAEAFAGAHAI
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Name (pronouns):Name (pronouns):Name (pronouns):Name (pronouns):Name (pronouns):Name (pronouns):Name (pronouns):
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Player (pronouns):Player (pronouns):Player (pronouns):Player (pronouns):Player (pronouns):Player (pronouns):Player (pronouns):
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Playbook: DOCTORPlaybook: ENGINEERPlaybook: HUNTERPlaybook: KIDPlaybook: PALEONTOLOGISTPlaybook: SOLDIERPlaybook: SURVIVOR
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Img LinkImg LinkImg LinkImg LinkImg LinkImg LinkImg Link
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#REF!#REF!#REF!#REF!#REF!#REF!#REF!
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STATSSTATSSTATSSTATSSTATSSTATSSTATS
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CLEVERCLEVERCLEVERCLEVERCLEVERCLEVERCLEVER
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FITFITFITFITFITFITFIT
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STEADYSTEADYSTEADYSTEADYSTEADYSTEADYSTEADY
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InjuryInjuryInjuryInjuryInjuryInjuryInjury
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InjuryInjuryInjuryInjuryInjuryInjuryInjury
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Out of CommisionOut of CommisionOut of CommisionOut of CommisionOut of CommisionOut of CommisionOut of Commision
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MOVESMOVESMOVESMOVESMOVESMOVESMOVES
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Treat Wounds
When you take a quiet moment to tend to someone else’s injury and have the right equipment, tell them a story (yes, even if they’re unconscious... a particularly good moment for honesty!).
Then,
cross off the injury.

When the conditions aren’t ideal, still tell a story,
then...
• In a perilous situation, roll+ STEADY .
• Without the proper equipment, roll+ CLEVER .
(If it’s both, roll without any bonus.)
On a 10+, you treat their wound. If it’s a Hero, cross the injury off their playsheet.
On a 7–9, you could do it... if conditions were right. The DM will tell you what you need. When you get it, cross off the injury.
On a miss, the DM will tell you how you’ve made things worse.
Jury-rig
Whenever you whip up a makeshift solution to a problem, roll+ CLEVER .
On a 10+, it’ll do the trick.
On a 7–9, it’ll work, but choose 1:
• You’ll have to take apart something else
• It won’t last long
• It’ll take a while
On a miss, your messing around damages something or someone.
Tracker
When you study your immediate environment for spoor, roll+ CLEVER . On a hit, you know what animals have been here recently (though you may not know exact dinosaurs species), and the size of their group(s).

In addition, on a 10+, ask 3; on a 7–9, ask 1.
• Where did the animal(s) come from?
• Where are the animal(s) headed?
• How can I catch them unaware?
• What else nearby should I know about that might not be
obvious?

The answers should be substantial. For example, “Where did the animal(s) come from?” should not merely be “That way!” but instead “A body of water to the east.”

On a miss, you notice a predator preparing to strike.
I Know This!
When nobody else has a crucial skill, you may reveal that you, in fact, have that skill because you’re a precocious kid. Using the skill always requires you to just do it!
Dinosaur Expert
When you draw on your knowledge to deal with a real-life dinosaur, roll+ CLEVER .
On a hit, you’re able to identify its species, sex, and whether it’s a herbivore or carnivore. In addition,
on a 10+, you may ask 3 questions from the list below.
On a 7–9, you may ask 1.
• What is its drive?
• What are its moves?
• What size pack does it travel in?
• What is its weakness?
On a miss, it turns out living dinosaurs are different than you thought, for the worse.

You can only use this move once per species, unless you have the opportunity to study a living specimen more closely.
Kill or Be Killed
When you open fire on a dinosaur or group of dinosaurs, roll+ STEADY .
On a hit, you gun them down.
On a 7–9, you use too much ammo - you’re empty.
On a miss
, you get mauled and immediately make the CASUALTY move. (Don’t miss.)
Been Around the Block
When someone mentions a specific location on the island for the first time, roll+ CLEVER if you’ve been there.
On a 10+, you know exactly where it is. Mark it on the map and gain +1 to all rolls while traveling there.
On a 7–9, you remember where it is, and the reason it’s challenging to get there. Say what it is.
On a miss, the DM will tell you the reason you swore you’d never go
back.
Regardless of your roll, tell them about the last time you were there.
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Ahhhhhh!
Whenever you cry out to another Hero for help, they must answer your call.
Homeward Bound
When you trek to your hovel, roll+ CLEVER .
On a 10+, you arrive after a safe journey.
On a 7–9, you still make it there, but choose 1:
• You’re forced to take an indirect route and arrive hours later than planned.
• There is a threat waiting for you.
On a miss, you can’t get there. The DM will tell you why, and offer you a choice of where to go instead.
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When you advance pick one of the following:When you advance pick one of the following:When you advance pick one of the following:When you advance pick one of the following:When you advance pick one of the following:When you advance pick one of the following:When you advance pick one of the following:
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Back from the Brink
You can treat a character who is Out Of Commission to revive them. They retain their previous injury.
Construct
When you lead a team to construct something substantial (a raft, bridge, shelter, etc.), assign one person to take point on
construction
. You make the design. Roll+ CLEVER.
On a 10+, it’s excellent engineering.
On a 7–9, choose 1:
• You need something you don’t have. The DM will tell you what, and where you might find it.
• It’s a good plan, but it has one unavoidable flaw. The DM will tell you what it is.
On a miss, there’s a flaw you didn’t notice. When it comes up, the DM will tell you.

Whoever leads construction: Roll+the number of people helping you (max 3).
On a 10+, you build it quickly and expertly.
On a 7–9, it’s hard
work. All the builders have -1 to their next FIT roll.
On a miss, someone is injured on the job.
Trapper
With the right equipment, you can lay a trap for a dinosaur or other animal and capture it. Describe your plan. When you put it into action, roll + CLEVER .
On a 10+, you capture the dinosaur safely and securely.
On a 7–9, choose 1:
• The dinosaur is captured uninjured.
• The dinosaur is captured securely, and won’t break free.
• No one was injured while capturing the dinosaur.
On a miss, you weren’t able to capture the dinosaur, you’ve exposed yourself or a friend to danger, and the dinosaur’s mad, too.
Inspire Heroism
When another Hero puts your needs above their own safety (including in response to AHHHHHH !), any rolls they make are improved by one level. A miss becomes a 7–9, a 7–9 becomes a 10+.
Polymath
Your deductive and inductive abilities extend beyond fossils and prehistoric life. When you spend time examining something solidly mysterious, tell a story then roll+ CLEVER .
On a 10+, the DM will tell you something interesting and useful you’re able to deduce about the subject.
On a 7–9, the DM will tell you what you need—a tool, specific knowledge, etc.—to figure it out, and a guess as to where you might find it.
On a miss, you discover something horrible.
Leave No One Behind
When a nearby ally is about to be hurt, killed, or separated from the group, you may take +1 to rolls to help them.
Hoarder
You’ve scavenged many useful things on the island—key cards, mechanical parts, bottles of tyrannosaurus urine, etc. When you might have just the right thing, roll+ CLEVER .
On a 10+, you do, or something similar enough.
On a 7–9, choose 1:
• You’ve got something similar, though not as good.
• You have the thing, but it’s in your hovel.
On a miss, your search comes up short and costs you valuable
time.
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Heal Thyself
You can use the TREAT WOUNDS Move on yourself.
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Veterinarian
You can treat dinosaurs’ and animals’ wounds.
The Nuclear Option
You know how to craft a powerful bomb. When you build one, tell the group just how powerful it is and how it’s triggered. The DM will tell you how long it will take to build, and what you need.
When the bomb is triggered, roll+ CLEVER .
On a 10+, it goes off without a hitch. BOOM.
On a 7–9, choose 1:
• The bomb must be triggered manually by someone next to it.
• The bomb is more or less powerful than planned, DM’s choice.
On a miss, the bomb goes off at the wrong time—the worst possible time.
It’s Too Quiet
You always know when you’re being hunted and you cannot be ambushed. To warn the others without tipping your enemy off, you must JUST DO IT !
Good Listener
When you volunteer for a difficult job and someone else INSTRUCTs you, they treat a miss as if they rolled a 7–9.
Curiosity Killed the Quetzalcoatlus
When you put yourself in danger in pursuit of knowledge or to investigate a mystery, take +1 to your roll.
Gun to Your Head
When you threaten a human with physical violence, they must do what you say or take an injury of your choice.
Fade Away
As long as you are in the wilderness, whenever you HIDE !, treat your roll as a 10+, even if your enemy has eyes on you. Your friends are on their own.
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Lizard Brain
When you roll a hit with DINOSAUR EXPERT , instead of asking one of your questions, you may instill a simple emotion (fear, apathy, anger, etc.) in a dinosaur using body language and sound.
Close Quarters Expert
When you FIGHT !, your roll is improved by one level. A miss becomes a 7–9, a 7–9 becomes a 10+.
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Stories you tellStories you tellStories you tellStories you tellStories you tellStories you tellStories you tell
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Why you became a doctor
Something inefficient that infuriates youYour most impressive catchA time you were really braveHow you fell in love with dinosaursThe time you cheated deathA useful survival skill you learned here
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A time you were terrifiedSomething that’s perfectly designedA time you were lost in the wildernessThe most annoying thing your parent doesWhy your arch-rival is a hack
Why you enlistedThe person you hope to be reunited with
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A nearly fatal mistake
The thing you dream of buildingOne way animals outclass peopleAn explanation of something baffling to adultsA thing you’ve never understood about peopleAn inside joke you shared with your squadThe mundane comfort you miss most
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When someone miraculously pulled through
A moment of simple pleasureThe strangest food you’ve eaten
Something cool a friend taught youA life lesson your mentor taught you
Something that haunts you
What you’ll do differently if you get off the island
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A time you were terrified A time you were forced to cut cornersSomething an idiot did that got them killedWhat you’re secretly scared ofThe story behind the fossil you carryA superstition that keeps you aliveThe thing about the island you actually like
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GEARGEARGEARGEARGEARGEARGEAR
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First aid kitToolkit (Screwdriver, duct tape, etc.)Tranquilizer rifle (5 darts) ORToy dinosaurBasic excavation tools
Assault RifleSpear
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PenlightTablet w/durable caseHunting bow (10 arrows)Swiss army knifeBandanaHandgunCamouflaged rags
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A container of pain pillsHeadlampCamouflaged clothingA candy bar + can of sodaCanteen
FlashlightEdible plants
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Hunting knifeSmall fossil with sentimental valueCombat knifeOld backpack
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A bag of jerkyOne extra clipA terrible stench
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NOTESNOTESNOTESNOTESNOTESNOTESNOTES
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Playsheets:
https://samnite.itch.io/escapefromdinoisland
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