Player Turn Order

This reference covers how a standard player turn unfolds and what actions and abilities your character can take. Jurassic Survival is not a rule heavy system though, so when in doubt just ask your GM if what you want to do is possible!

At the most basic level, your turn is comprised of two actions. A movement action and a standard action.

Movement Actions

A movement action is more restricted than a standard action. As part of your move action, you can move a number of tiles equal to your speed score. Your movement action can take place before or after your standard action, the order of actions does not matter. You can open doors or gates as part of a movement action, granted they’re not locked. Some skills can be used as part of your movement action.

  • Some skills can be used as part of your movement action.
    • Driving & Piloting: You can use these skills to drive or pilot a vehicle.
    • Observation: While moving you can still observe the world around you.
    • Stealth: You can move stealthily at half your movement speed (rounded down) or you can roll 1d20 and add your stealth bonus to move at full speed.
Standard Actions

A standard action can be used for a myriad of use cases such as attacking with a weapon, using a piece of equipment, or using one of your character’s skills.

  • Attacking
    • An attack can be with a firearm or even an improved weapon. If it means life or death, even a scrap piece of lumber can be used as a weapon!
    • Making a Melee Attack: When making a melee attack roll 1d20 and add your strength bonus to the result.
    • Making a Ranged Attack: When making a ranged attack with a firearm roll 1d20 and add the corresponding skill bonus to the result. When making a ranged attack with an improvised ranged weapon such as a rock, roll 1d20 and add your dexterity bonus to the result.
    • Dealing Damage: Your GM will let you know if you hit. If you hit, roll the specified damage for your weapon. If you attacked with an improvised weapon, then your GM will let you know what to roll for damage.
  • Skills
    • If you want to utilize one of your skills to interact with someone or something in the world, then simply explain what you want to do, and the GM will tell you the appropriate skill. You will then roll a 1d20 die and add the skill bonus for that skill to the result of the roll.
  • Extra Movement
    • You can convert a standard action into an extra move action.

Turn Order

If you are simply exploring an area, talking with other humans, or traveling; then turn order does not matter. You will still play in rounds with each player getting a movement and standard action, but all players can take their turns and perform their actions simultaneously. This allows the flow of the game to continue at a faster pace. When an encounter begins, turn order is more important so all participating creatures (both human and dinosaurs) will roll for turn order.

  • Triggering an Encounter: At the start of each round, all players will roll an observation skill check. If there are nearby dinosaurs or humans, the GM will roll an observation check for them too. The difficulty of this check will vary based upon multiple factors, but the GM will determine who (if anyone) makes a successful check. Certain actions can make your checks more or less likely to succeed.
  • Starting an Encounter: If your character or another participating creature made a successful observation check, then the encounter begins.
  • Determine Your Position in the Turn Order: To determine your place in the turn order roll 1d20 and add your perception bonus to the result.
    • Surprise Bonus: If you were the one to make a successful observation check add +10 to your roll. You can also alert allies in an adjacent square who will get +5 to their rolls.