If you would take a second injury, make the Casualty move
All of the following moves require you to tell a story.
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.)
You can treat a character who is Out Of Commission to revive them. They retain their previous injury. You can use the TREAT WOUNDS Move on yourself. You can treat dinosaurs’ and animals’ wounds.
Whenever you whip up a makeshift solution to a problem, roll +CLEVER.
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.

Whoever leads construction: Roll +the number of people helping you (max 3).

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.
When you study your immediate environment for sport, roll +CLEVER.
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. 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!
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! Whenever you cry out to another Hero for help, they must answer your call.
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+. When you volunteer for a difficult job and someone else INSTRUCTs you, they treat a miss as if they rolled a 7–9.
When you draw on your knowledge to deal with a real-life dinosaur, roll +CLEVER.

You can only use this move once per species, unless you have the opportunity to study a living specimen more closely.

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. When you put yourself in danger in pursuit of knowledge or to investigate a mystery, take +1 to your roll. 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.
When you open fire on a dinosaur or group of dinosaurs, roll +STEADY.
When a nearby ally is about to be hurt, killed, or separated from the group, you may take +1 to rolls to help them. When you threaten a human with physical violence, they must do what you say or take an injury of your choice. When you FIGHT!, your roll is improved by one level. A miss becomes a 7–9, a 7–9 becomes a 10+.
When someone mentions a specific location on the island for the first time, roll +CLEVER if you’ve been there.

Regardless of your roll, tell them about the last time you were there.

When you trek to your hovel, roll +CLEVER.
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. 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.
Check one off when you tell a story.
Why you became a doctor A time you were terrified A nearly fatal mistake When someone miraculously pulled through How you blow off steam
Check one off when you tell a story.
Something inefficient that infuriates you Something that’s perfectly designed The thing you dream of building A moment of simple pleasure A time you were forced to cut corners
Check one off when you tell a story.
Your most impressive catch A time you were lost in the wilderness One way animals outclass people The strangest food you’ve eaten Something an idiot did that got them killed
Check one off when you tell a story.
A time you were really brave The most annoying thing your parent does An explanation of something baffling to adults Something cool a friend taught you What you’re secretly scared of
Check one off when you tell a story.
How you fell in love with dinosaurs Why your arch-rival is a hack A thing you’ve never understood about people A life lesson your mentor taught you The story behind the fossil you carry
Check one off when you tell a story.
The time you cheated death Why you enlisted An inside joke you shared with your squad Something that haunts you A superstition that keeps you alive
Check one off when you tell a story.
A useful survival skill you learned here The person you hope to be reunited with The mundane comfort you miss most What you’ll do differently if you get off the island The thing about the island you actually like
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