Another battle report preview

I played the Dinoegg Heist scenario last week, but was out of town for work so I haven’t had a chance to upload the battle report yet. It was one of the shorter games I’ve played since the objective meant neither team fought to the bitter end. Definitely fast and vicious and fun though.

But yeah I’m hoping to get the report formatted and posted here soon. Until then here’s a preview picture of the big mountain covered with a scattering of dinoeggs:

Also I had the rules posted on the Post Apoc Wargames forum which is great since I had found them before in regards to Wastelands. Hopefully I can generate some interest and feedback that way!

Scenario: Dinoegg Heist

I’m hoping to use this scenario in a game soon, instead of the usual stand up fight. I’m thinking of re-using the posses from my Keyes, Oklahoma Street Fight since they seemed well matched.

But yeah the basic idea is to have a fight over dinosaur eggs (dinoeggs), with the random element of a few wandering dinosaurs thrown in. Stealing a dinoegg awards more than the standard for killing an enemy, so that should motivate players to focus on the eggs. This is the first scenario I’ve tried to formally write up, so bear with me in terms of layout and balance.

Anyways here are the details of the scenario:

Scenario: Dinoegg Heist
Dinosaur eggs are prized possessions in the new wild west. Unhatched young of certain rare breeds can fetch hundreds of Neodollars, whereas common eggs are full of enough nutrients to feed a family for a week. This scenario represents two wandering posses stumbling across the same clutch of dinosaur eggs, and then trying to steal as many as they can.

Posse Restrictions: No Dinosaurs allowed.
Dinoegg stealing is a delicate matter and having a friendly dinosaur present can disrupt the process. The scent of another dinosaur can enrage the dinoegg parents or a stampeding beast can trample the precious dinoeggs.

Table Size: 48″ long by 36″ wide
In other words “My Kitchen Table”.

Table Setup: Setup the terrain as normal. No buildings should be used (as dinosaurs tend to avoid nesting near structures).

Posse Setup: Roll to randomize which Posse deploys at which long table edge. Roll again to see who deploys first.

Deployment: 2 members of the Posse must be placed within 4″ of the center of the table. The remaining 1-3 members are deployed within 6″ of their table edge.

Deploying Dinoeggs: D6 dinoeggs will be placed. Mark the center of the table, and place each dinoegg 2D12″ in a random direction (roll a directional dice or a D12 to represent the clockfaces to choose direction).
The 4 Posse members that deployed near the center of the table start with 1 Dinoegg each.
I recommend using Mini Eggs to represent dinoeggs – plus the players can literally eat their spoils after!

Using Dinoeggs: A Dinoegg has AR 4 and HP 4.
A single dinoegg can be carried by a character at no penalty.
Picking up, dropping, or transferring (to an adjacent ally) a dinoegg can be done for 1 Action Phase.
If an entity carrying a dinoegg is taken out of action, the dinoegg is dropped where they fell.
If an entity carrying a dinoegg voluntarily moves off a table edge they have escaped with the dinoegg.

Deploying Oviraptors: At the start of each new Turn after the first roll a D12. On a roll of 8+ an Oviraptor appears to steal dinoeggs! The Oviraptor is deployed 6″ in from a random table edge.
A maximum of 3 Oviraptors can be in play at once.
The Oviraptor has the following modified “Ripper” statistics:

Size S, MV 6, AR 1, MMC 7, BRV 6, HP 8, 2-2 A-D
Note: Can carry 2 Dinoeggs at once

Using Oviraptors: The Oviraptor is not controlled by either Posse, and is a mainly after dinoeggs. All Oviraptors act at once, and do so after all other Posse members have finished. The Oviraptor will move towards the nearest dinoeggs or nearest entity who is holding a dinoegg and try to pick up the dinoegg. Once the Oviraptor has 2 dinoegg it will move in a direct line towards the nearest table edge. If it reaches the table edge it has escape into the jungle with the dinoegg!

Victory Conditions: The game ends when either Posse is entirely taken out of action or off the table, or all the dinoegg are destroyed or off the table.
Aside from the usual Improvement Point benefits from a battle award the following:

6 IP and $30 = Dinoegg taken off the board or in possession.
-6 IP = Dinoegg destroyed.
1 IP (in addition to standard +3) = Killing an Oviraptor carrying 1 or more Dinoeggs.

Another humor break

Some funny looking pictures of superheroes as dinosaurs from TIFR. For example, “Wolveraptor”:

Anyways I’m hoping to get another game in tomorrow sometime, perhaps with a scenario this time. Hopefully a battle report will be coming soon after!

Preview of v0.9

Note! v0.9 has actually been released, so you don’t really need this preview. Go and download the official v0.9 here.

Well I haven’t been sitting idle after v0.8, and I wanted to share some of the progress. I thought by this point I’d just be fine tuning rules, but I actually made a few big sweeping changes for v0.9…enough so that I almost might call it v0.85.

Anyways the highlights are: Added a Quick Reference Sheet, added Slowed weapon ability, made custom exotic Lassos, added a few new weapons (Derringer, Saber, Stun Gun, etc.), added a ton of traits (over 50 total now), changed Charge to be an Action that gives +D6″ Movement under certain circumstances, split Brawl into Natural Weapons which also now includes Dinosaur attacks (like Trample and Gore), removed Levels and awarded IP/ND on a per-kill basis, renamed Leadership to more flavorful Yeehaw, put the rules under a non-commercial Creative Commons license, added Falling damage, general clarifications and editing.

So yeah, big list of stuff! Most of it is checked off from yesterday’s TODO list. I’m a big fan of the new Charge approach, and an even bigger fan of removing Levels. Now the 4 fields at the top of the Posse Roster are IP Total/Current and ND Total/Current, so you can compare with your opponent to ensure the IP and ND match.

Anyways if this sounds interesting please check out the preview and give me some feedback!

Download the Dinosaur Cowboys Rulebook v0.9 Preview.

I’m hoping to get the battle reports up next, and then maybe start on the Variant Rules section.

Another playtest I need to write up

I now have a queue of 2 battle reports to write up. I fought “The Bounty” a while back (which helped test some v0.8 rules) and just yesterday I ran “Town Fight”, which implemented the most recent TODOs and was actually the most fun I’ve had with Dinosaur Cowboys so far. I think the board layout and similar teams (both had a dinosaur) helped. But yeah I have pictures from both sessions, so now I just need to sit down and write them up. Hopefully I can get some time this weekend.

For now here is a preview of the Posses involved in the “Town Fight”. You can see the cool road I used (I previously made these for Car Wars), as well as the Greyhound Bus which dominated the central street (and could be blown up).

Anyways the battle was Coleman’s Raiders versus The Duskhelm Posse:


So much fun.

A big post of dubious ideas, variants, and TODOs

Below is a big huge brainstorm of some new ideas or features for Dinosaur Cowboys. You can thank another playtest, plus I’ve started carrying a pad of paper to scribble my wild ideas down on, so I forget less. At least it gives me something to do besides try to make artwork for the v0.9 rulebook. Anyways I’m a big fan of variant rules because sometimes a cool feature doesn’t quite make it into the core rules, but I still LIKE that cool feature, so I aim to make those available as “official” house rules. The TODO below that list is mostly Traits to add, but a few neat ideas in there too (like maybe doing away with Level entirely and just going by IP/Dollars).

Possible Variant Rules
– Armor reduces damage instead of modifying RMC/MMC
– Use MMC for ranged weapons in melee, but still apply the In Melee penalty
– Dinosaur adds their Armor to any riders (makes getting across the field easier)
– Fumbles (unmodified rolls of 1) count as -1 Hit
– Variable Run speed (D6″) instead of 1/2 Movement
– 1 Improvement Point can be bought for $10
– Do not remove an entity at 0 HP, just place them face down (called Unconscious or Downed). They can be revived by someone using healing (Medpack, Whiskey Drop, IRP, etc.) on them.
– Alternative Leadership effects: grant additional Action Phase to one entity in 12″?
– Can buy and set traps (marked down with X-Y coordinates in inches) like spiked pits, etc.
– Some kind of “quick draw” with Six-Shooters that lets you roll off / duel an opponent within short range? Maybe autokill the loser?
– Gatling Gun that has D6 or D12 Attacks instead of a set number
– Additional +1 Miss Chance against targets that Ran
– Fire rules for Molotov cocktails (maybe a X” wide patch that lasts until the end of the turn?), get same attack if target enters or is pushed into it
– Dinosaur equipment upgrades (armor plates, extra saddle, etc.)
– Weapon upgrades (laser sight, etc.) that grant additional benefits to the gun? Arguably covered as +XA or +YD weapons, maybe just need +ZSR (short range) or those kind of extra mods? Maybe make a way to purchase these upgrades (percent of base price? [might make upgrading cheap guns too desirable], or just flat price per plus?)
– Non-Dinosaur beasts (Sabertooth cats, etc.)

Possible TODO
– Develop “The Saloon: Dinosaur Cowboys Posse Builder” webapp, including export to PDF form
– Weather effects (sandstorm, acid rain, etc.) and hazardous terrain (lava, quicksand, etc.)
Add RMC default for Dinosaurs due to Roar attack (Beast type), since it’s ranged (Removed Roar attack so Dinosaurs stay pure melee)
* Clarify Dismounting for multiple people on a single Dinosaur
* Clarify no move at all on a failed Charge (that comes up short, as in you don’t still move the X” inches you rolled)
* Maybe make Charge a 2″ or 3″ minimum, so basically can try to charge targets in 3-6″
* Note about Fleeing off the board. Instead give the Fleeing person a Movement Phase, but Stunned in that Action Phase
* Maybe note that more terrain and more powerful posses increase play time (on the 30-60 minutes game req at the start)
* Change Kill system to be based on victory (like +5 XP on win), or maybe get Improvement points on a per-win or per-kill basis instead of per-level? Then Levels could be entirely removed and you just play Posses with matching IP/Dollars.
* Trait “Climber” Passive trait that treats vertical climbs (cliffs, hills, etc.) as normal non-Difficult terrain?
Trait “Sacrifice” Active trait that adds +damage but takes HP from self?
* Trait “Rejuvenating Strike” Active trait that gives +HP if target is killed
* Trait “Underdog Strike” Active trait that gives +damage if target has more HP than attacker
Trait “Fresh Strike” Active trait that gives +damage if target is unhurt
* Trait “Retreat” that gives +Movement to nearby ally
* Trait “Clear Me” that removes harmful effects (Stopped, etc.)
* Trait “Frightful Strike” that gives -Bravery penalty if a test is required from your attack
* Trait “Burst Move” gives +Move but makes self Stopped or Slowed next turn
* Trait “Cleave” hits adjacent melee target as well as main target
* Trait “Stoneroot” make self Stopped but give +X Armor
* Trait “Final Thrust” that does +damage if target is already half HP, otherwise it does less damage
Trait “Grapple” makes self Slowed and target Stopped
* Trait “Hamstring” apply Slow to target
* Trait “Protector” transfer some HP to nearby ally (maybe 1:2 ratio?)
Trait “Riposte” means next enemy melee attack causes them to take damage
* Trait “Bull’s Strike” that Stops target and does extra damage if they’ve moved?
* Make some Dinosaur fighting feats, like +X vs Dinosaur
* Do traits specific to some weapons? Or maybe just to weapon categories? Like “Thrower” that increase Grenades range, etc.
* Make some Traits that only work when mounted? Like further Lasso range, maybe higher move (“Spur Mount”), etc.?
* Make some Traits apply weapon special effects, like “Stopped” for a “Knockdown Shot” or the like
* Create a “Slowed” weapon special ability that forces target to move half (and can’t run) for their next Activation, could be a Bola or Whip attack
* Make a note of falling damage (being pushed off a cliff, etc.). Flat 1 HP per 1″
* Make Knockback as X” Knockback, where X is how far, similar to Explosion. So Shove would be 2″ Knockback and Shudder Lance would be 1D6″ Knockback and so on
* Explain Minimum range somewhere (for example 4-14″ range on Lever Action rifle)
* Different Lassos (more damage, further range, pull closer, etc.)
* Dinosaurs have a Stampede / Trample attack? Further Charge range or damage maybe? Just a bunch of different special attacks similar to Brawl for humans, like Knockback, Trip, etc. Maybe Berserk which hurts self after attack but does more damage?
* Variable Charge speed, maybe Move+D6″ in a straight line? Could add a fun element of uncertainty to Charging. Need to make sure there is a chance of reaching the enemy, otherwise a person could just Charge forward and gain additional free Movement.
* Add Stopped, Stunned, and Slowed as tokens, maybe centralize their rules? (centralized enough as weapon special effects)
Maybe make an “X” attack that means you roll to hit with 1D12 but it does no damage, perfect for Trip or Shove (instead of 1A-0D). (Want to maintain the same mechanism throughout)
Clarify Dinosaur sizes in one spot, and what effect each size has (passenger count, travelling, etc.) (Kind of clear already)

Completed the Quick Reference Sheet

I’ve been waffling on creating a Quick Reference Sheet, mainly because I find after one or two games a person knows the rules well enough to not need it. But I’m aiming to make this game easy for other people to play, and surely someone out there would like a one page reference of modifiers, available actions per turn, etc.

So with that in mind I whipped up a nice looking document. I’ve integrated this into the main rulebook (for v0.9) so this will be the only direct download of the PDF, since going forward you’d just print the last page of the rulebook and be done with it.

Anyways if you’re interested please download the Quick Reference Sheet (PDF). If you’re interested with how it looks, well, here is an image:

PS: West Test is such a great flavorful font! Except I totally forgot to set the headers in Items.odt (the weapons, armor, and equipment lists) to that font, whoops. Remedied now.

A bunch of links

I’ve collected a few links I wanted to share, since they are clogging up my email.

  • Dinosaur Central Weird Wild West – Tons of great dinosaur and cowboys artwork, some of which you might recognize from this site (well mainly Go West). I’d like to try to get a mention on this site eventually, but we’ll see.
  • Dinosaur Toys List – Gigantic list of various companies and their prehistoric offerings. Almost like a to-purchase list.
  • TheMiniaturesPage topic – I visit this board irregularly for The Sword and The Flame, but maybe it’s time to post and see if I can get some feedback on the rules, as they seem like a pretty sharp bunch of wargames.
  • The Lost World book – And not the silly new one, but the 1900s Arthur Conan Doyle (of Sherlock Holmes fame) version. His equally old book “The White Company” is one of my favorite novels, but that’s beside the point.
  • Journey to the Center of the Earth book – Speaking of books here is another old classic with some dinosaur-ific nods.
  • Bone Wars and Two Tiny Claws books by Brett Davis – I have no idea, but it looks right up my alley.
  • The Fallen Cloud Saga books – Alternative history where dinosaurs existed during the colonizing of America and the natives have tamed them.
  • The Last Dinosaur book – I am up in the air on this one, but maybe it’d be interesting. I think it’d just frustrate and annoy me though.

Humor break

From the Truck Bearing Kibble webcomic.

Version 0.8 available (and looking awesome)

Another Milestone
Celebrate for version 0.8 of Dinosaur Cowboys is here! It’s really starting to look professional, if I do say so myself. I’ve integrated the main rules, items, and roster into a single document, and really made it shine with a logo, some snazzy flavorful fonts, new table of contents and footers, a few new descriptive sections, and most importantly tons of fixes and updates as a result of playtesting (new Initiative system, new Standalone / Campaign Game section, new weapons and also some price changes, etc.).

Anyways get the goods here: Dinosaur Cowboys Rulebook v0.8 (PDF).

I use Subversion for tracking my document revisions, and I figured I’d share the check-in log with you, since it’s as close to a changelog as I’m going to get. The points are ordered newest to oldest, from June 14th to July 6th (I didn’t even stop for a break after v0.7 you understand).

  • Put newly fonted Posse Roster into the main rulebook
  • Modified Posse Roster with stylized fonts, instead of basic Deja Vu Sans Mono. Now West Test is used sparingly, and Universalis Std is used for all the main headers. Definitely adds some nice variety
  • Made Level Up give $300, and member recruiment cost $200 inititally and $250 (down from $300) later
  • Made the Thickskull Small size instead of Medium, to match what Jurassic Park 2 had
  • Increased level up dollars to $200
  • Changed Lasso / Wrangle to just Lasso, to avoid confusion
  • Removed some needless headers from the table of contents. Re-organized some of the document sections, mainly to name ‘Time and Travel’ as ‘Campaign Game’ instead, which mirrors ‘Standalone Game’ section that was previously the new ‘Setting Up a Game’ section.
  • First draft of ‘Setting up a game’ section
  • Further reduction of melee weapon prices
  • Clarified how to write IP on the Posse Roster
  • A bunch of minor formatting, grammar, typo, and consistency changes
  • First draft of new Initiative system that relies on per-Activation rolls and ratio checks
  • Clarified Selling to only allow items $40 or over
  • Clarified the Elevation damage bonus to be 2 inches or higher above the target
  • Added a Lasso attack. 1-6 inches range, 1A-0D with Stopped. Can only be used while Mounted.
  • Alphabetical order for weapon special abilities
  • Added ‘Trip’ Brawl attack, 1A-0D with Stopped. Also formatted the index headers to match the West Test font
  • Made ‘Grenade’ plural, made ‘Web’ special into generic ‘Stopped’ (still no Movement effect)
  • Changed the column ordering for the weapons in Items.odt. Previously it went Ranges, A-D. Now it goes A-D, Ranges. This is to match the ordering in the Posse Roster, so that is easier to fill out
  • Decreased Reload values, such as 80KW from 3×1 to 1×1, just to get some more reloading going (only had 1 reload in 3 games, and it was 2×1 on a 6A gun). Clarified that Leadership can only be used on ANOTHER entity, not on self.
  • Noted that Surprise Hits don’t apply to targets in melee. New subsection talking about making a Bravery Test when the entity is already fleeing.
  • Tried re-saving as ODT specifically
  • Added a Pickaxe, prospector style
  • Tried the fun ‘West Test’ font for main headers
  • Testing a different title font and style
  • Added Table of Contents and Table of Figures. This meant marking headers as Header 1, 2, 3 styled, and also giving titles to the OLE objects in the doc.
  • Added page numbering to everything except the title page, charts, and roster
  • Added a logo, hooray. Basically a dinosaur skull with two crossed pistols underneath
  • Fixed up naming so ‘posse sheet’ isn’t used anymore
  • Minor formatting. Also added Posse Roster to the main Rulebook
  • Some document shuffling and renaming
  • Added Light Repeater and Heavy Repeater as alternatives to Low/High Burst Rifle. Also put the Items and Posse
  • Roster into the Rules, so that everything is in a single doc

Alternative Formats
I’m trying to move away from some of the harder-to-support file formats, but if you want you can still get the rules as ODT or DOC. Also you can download individual Posse Rosters as PDF or ODT, in case you don’t want to print directly from the rulebook (I personally like the single sheet approach).

Looking Forward
What will v0.9 look like? Well, it’ll have pretty pictures scattered throughout the rulebook, because deep down that’s all anyone cares about. I still want to test Armor as Damage Reducing instead of modifying the to-hit, but otherwise I don’t have any big changes or tests planned. Probably just get some more games in. I had looked into doing a Quick Reference sheet (as per my previous TODO), but honestly aside from the Modifiers table there isn’t anything that needs a summary or needs to easily be on hand.
Also once I reach v1.0 (my heart flutters just to write that) I want to add the game to Board Game Geek (or their spin off RPGGeek). Maybe even RPG Drive Thru as a free PDF (I should check what the requirements are for that). The more I can get the rules out the better, I figure.
Also as I mentioned there should be another battle report coming soon, and I hope to get one more after that with the full v0.8 rules (less of a playtest and more of a, well, flat out “play”).

What To Read

This post is meant to summarize different points of interest inside the blog so that new readers can skip to the best parts without having to browse post by post and month by month. Also a list of related media (comics, books, video games, etc.) that feature genre mixing of dinosaurs and humans in various forms.

From This Blog

  • Category: Game Sessions and Category: Campaign – Any of the battle reports under these categories are great for giving you an idea of how the game plays. Some use older rules (since I was recording playtests), but there are plenty of pictures and descriptions of an action-by-action look at different Posses fighting. If you want a continuous, connected story look at the Windy River solo test campaign or Battle to Seattle group campaign.
  • Category: Fiction – Various works of fiction written for Dinosaur Cowboys. Mostly created during the National Novel Writing Month initiative.
  • Dinosaur Gallery – This shows my collection of toy dinosaurs, and should help give an idea of how they look on their own. All the toys are highly detailed and from the company Papo.
  • v2.0 Release – Another big celebration for the highly refined release of v2.0 of Dinosaur Cowboys.
  • v1.0 Release – The Halloween celebration for the “finalized” release of v1.0 of Dinosaur Cowboys.
  • Decision to Rewrite as Skirmish – Older post from 2010 wherein I decided to move the game to a 90/10 skirmish/rpg ratio instead of a 50/50 split. This is the basis for the rules you know today.
  • Original 2009 Brainstorm – My first draft of the rules after a big brainstorm of mechanics. I like how the core combat system hasn’t truly changed since then, which is a good sign to me.



RPGs and Tabletop Games

  • G.A.S.L.I.G.H.T is a skirmish ruleset in the Victorian era intended to be used with sci-fi elements. Dinosaur encounters or safari hunts seem like a common theme.
  • Broncosaurus Rex D20 RPG with great black-and-white artwork in their rulebook.
  • Saurian Safari rules focused on asymmetrical hunting of dinosaurs in an alternate reality, as compared to a more traditional skirmish.
  • GURPS Dinosaurs is a thick tome containing a huge number of detailed stat blocks for various dinosaurs and prehistoric creatures. Great for brainstorming for enemies in campaigns.
  • Adventures in the Lost Lands wargame for use with various human eras mixed with dinosaurs.
  • Dino Wars tabletop game pitting the army against dinosaurs.
  • Jurassic Reich tabletop game featuring Nazis riding dinosaurs, plus some custom figures.
  • Pulp Alley a generic pulp ruleset with support for dinosaurs.
  • Weird West gallery of figures including some great mounted cowboys and indians on various dinosaurs.

Movies and TV

  • The Valley of Gwangi movie about cowboys capturing a dinosaur for a circus.
  • Aztec Rex low budget movie about Aztecs with a dinosaur defending against Cortez.
  • Terra Nova short lived TV series but has some interesting human/dinosaur interactions.
  • Cowboys & Aliens not related to dinosaurs, but has some good brainstorming material for normal wild west cowboys interacting with an overwhelming sci-fi opponent.

Video Games

  • ARK: Survival Evolved upcoming survival game with trainable dinosaurs, crafting tech trees, base building, and much more. Very promising
  • Dinosaur themed games at MobyGames. A great list of older games containing dinosaurs as a central element.
  • Dino D-Day multiplayer first person shooter game with playable dinosaurs and an Axis and Allied team.
  • Primal Carnage multiplayer first person shooter game similar to Team Fortress 2 but with dinosaurs.
  • ORION: Dino Horde (was Dino Beatdown) multiplayer first person shooter game with coop elements and a dinosaur horde, similar to Left 4 Dead.
  • Paraworld video game involving RTS elements and dinosaurs. Not technically reading material, but still in this genre!
  • Dino Storm browser game featuring cowboys on dinosaurs with laser pistols. Sound familiar?


  • Dinosaur Kingdom tourist attraction in Virginia about dinosaurs in the Civil War era.
  • Dinosaur Toys Collectors Guide is a great site with info on the various brands of dinosaur toys available. Good place to start when looking to build a collection for your posses.
  • spohniscool Gallery of a very skilled artist who provided the cover art for the main rulebook and some of the interior art for the Quickdraw rules.

Dinomount gallery

Annnnnd I’m back. That ended up being quite a gap, but holidays and busyness tend to do that. Anyways…2010 is here! We don’t have battery powered laser blastin’ six-shooters, but hey, at least 2010 sounds futuristic. Anyways I got a chance to photograph my collection of Dinomounts so far. There have a tag from the company “Papo” on them (except the Crocodile and Runner). Definitely highly detailed and good quality, and I wish the range had a few more types available. It’s kind of nice to get durable plastic toys instead of fragile metal figures, and so far they’ve added a lot to the game (especially in the big bandit raid last game, before the holidays).

I had a great idea for Traits as well, which I’ll talk about below after the gallery (note you should mouse over each for the type of Dinomount shown, and click for a larger [1024×768] picture):

Dinomount Gallery
Ducky Horned
Plated Raptor
Runner Thickskull

Traits Idea
Right, so the Trait breakthrough. First of all, Damage Tracks have been kiboshed. Dinomounts just provide a flat HP bonus to their riders. This really simplifies things, and stops my from feeling like I simply ripped off Silent Death (without actually improving one of their best mechanisms).
To make up for this simplification, and perhaps partially inspired by the Action Skills in the computer game Borderlands, I’ve decided to split Traits into Active and Passive. Passive just provide simple stat bonuses like +X Movement, +X Attacks, and so on. Or they provide generic other bonuses like a bigger inventory or faster overland travel or things of that nature.
The real fun are the Active Traits. Basically each Active Trait has an effect and an Activation Number (still working on the term…). Whenever a To-Hit roll is greater than or equal to the Activation Number, the effect of the Active Trait is applied to the enemy. You can switch your current Active Trait (or not even use one) any time before making an attack in combat.
I’m also considering some sort of re-skill fee that lets you pay Neodollars to erase your current Active Traits and choose new ones. I’m thinking (Level * $20) or something, to make it easier to try different Traits at lower levels, compared to higher levels when you should have a pretty good idea of what works.
So, as an example, let’s say an Active Trait is called “Crippling Shot”, and has an Activation Number of 9. If I’m firing with a standard 100KW Six-Shooter (4 Attacks), any roll of 9+ applies the Crippled effect to the target, which reduces their Movement by -1. Simple and fun and lots of options for hindering your enemy beyond just flat out applying damage.

Problems with this new idea? Well, obviously guns with more Attacks would be “overpowered” compared to those with low Attacks but high Damage. I’m thinking that the Activation Number will be a sort of “base” number, and can be modified and calculated depending on the weapon. For example if you have 1-2 attacks, lower the Activation Number by 1, so it makes up for having less chances to Activate by being easier to activate. I’m still trying to find an elegant solution to this.

So anyways, I’ve got a bit of work with redoing character sheets and enemy sheets (too bad I’ve already printed a ton of them!). I think I’ll just update the Dinotypes table in the Rules to have the +HP bonus right inline, which negates the need for Dinocards (which I mentioned before). I’m going to keep Break Tests (probably just at certain HP thresholds, like 50% and 25%, or maybe under certain effects like if they take 10+ damage in a single turn), but otherwise I can pretty much wipe out the entire Damage Track section. Once all that is done I’ll just have a bunch of enemies to make up, but that’s an ongoing process anyways, so yeah, should be getting close by the end of January!