TEXT:  
  
  Jouspevdujpo!!
  Welcome to the Mesozoic Era! Welcome to the Age of Dinosaurs!  
  Dinosaurs were creatures that lived in the Triassic, Jurassic and Cretaceous periods of Earth’s 
  history. Although many mysteries remain, scientists have uncovered many clues to explain 
  what the dinosaurs were like and how they lived.  
   
  About 250 million years ago (a period called the Triassic), all the continents were joined 
  together into a super-continent called Pangea. The Triassic heralded the arrival of some 
  strange new lifeforms – the first dinosaurs. Over time, Pangea slowly broke apart into halves 
  to form the continents of Gondwana and Laurasia. During the latter half of the Mesozoic Era 
  (the Jurassic and Cretaceous periods), those two continents broke up and drifted apart, 
  forming the basis of the continents that exist today.  
   
  Dinosaur evolution was a long and varied process. From the primitive saurians of the early 
  Triassic to the mighty kings of the Cretaceous, dinosaurs changed to adapt to their 
  environment, to climate, to new predators and to new prey. As such, not all dinosaurs existed 
  at the same time. Some dinosaurs you may be familiar with weren’t even around during the 
  later periods. And when the continents broke apart and the land bridges were severed, some 
  dinosaurs evolved into separate species, never meeting one another face-to-face again.  
   
  In this game, we’re going to re-write history a little bit in order to accommodate the existence 
  of all the dinosaurs you know and love. Pangea has yet to break apart, primitive flowering 
  plants have evolved and all the dinosaurs of the Mesozoic exist at more or less the same time. 
  Granted, this is a major deviation from scientific fact, but you’ll see that it’s one of only a few 
  changes that have been made in this game. Part of what’s so cool about dinosaurs is that they 
  really existed…and part of what makes Tooth & Claw so special is that these adventures 
  really could have happened!  
   
  So with this in mind, step back into the misty past and enter the Age of Dinosaurs!  
   
  
  Bcpvu!uif!Hbnf!!
  In Tooth & Claw, you’ll play the part of an ancient species, millions of years long gone. This 
  poses a challenge because dinosaurs are so mysterious and despite a wealth of knowledge 
  uncovered over the last few decades, we only have a limited amount of information about 
  dinosaurs. You’ll notice that some of the details in this game are based on scientific fact, while 
  others are based on theory or speculation. In many cases, some of this stuff is entirely made 
  up!  
   
  Also, this game doesn’t attempt to delve into all aspects of dinosaur physiology, behavior and 
  (!) society. The best place to fill in the considerable gaps is in your local library or via the 
  World Wide Web. Additional information can be found in the excellent “Walking with 
  Dinosaurs” series that has aired on the Discover Channel (DVDs are also available and are 
  highly recommended). Of course, when in doubt, feel free to make things up. I did!  
   
  Uif!Tfuujoh!.!Nftp{pjd!Fbsui!!
  Tooth & Claw takes place in a world very different than our own. The climate is wet and hot 
  in the vast jungles and dry and desolate on the savannah. Spiky cycads and tough vegetation 
  dot the landscape. There are no grasses anywhere – they have yet to evolve – but ferns and 
  conifer trees are abundant. Large insects buzz through the air while immense crocodilians and 
  strange gilled creatures swim through brackish lakes and streams. The earth is in constant 
  flux and fierce storms sweep across the land. Volcanoes spew ash and smoke, raining flaming 
  ruin upon the valley below, and strange lights streak across the evening sky. One of these, a 
  dense sphere of meteoric iron, has recently crashed into a mountainside. The still-smoking 
  crater is a hundred feet wide and the earth around it is fused smooth from the force of the 
  impact. A great ocean covers the planet and surrounds the enormous landmass where the 
  dinosaurs roam. Within its mysterious depths lurk strange and terrifying beasts, forever a 
  mystery to their terrestrial cousins.  
   
  It is in this savage land where your adventures unfold. Survival of the fittest, won in battles of 
  tooth and claw.  
   
  HOT!Jttvft!boe!)Dpoujofoubm*!Esjgu!!
  Ostensibly a Simulationist exercise, it’s more than likely that your Tooth & Claw games will 
  “drift” toward the two extremes of gameplay: Narrativism and Gamism. A Narrativist game of 
  Tooth & Claw is sure to touch upon issues of family and co-existence, possibly reaching a 
  state I’ve dubbed “Shakespeare with Dinosaurs.” In essence, your dinosaur characters face 
  very human conflicts and dealing with those conflicts in a dramatic way becomes the focus of 
  the game. Check the “Mesozoic Theatre” section for a handful of potential dino-stories.  
   
  Gamist play focuses on the various ways that dinosaurs can interact and the different kinds of 
  challenges that could arise. Depredation, sexual rivalry, protection (of the herd, of offspring), 
  daily survival, life and death come down to a roll of the dice and clever ways to approach the 
  system. This is certainly encouraged as much as thematic exploration.  
   
  In the end, Tooth & Claw is simply about pretending that you’re a dinosaur. What does that 
  entail? Well, hopefully the game will give you some ideas but in the end, it’s up to you.  
   
   
  
  Uif!Cjh!Rvftujpot!!
  “Can Tooth & Claw characters speak?”  
  Yes and no. Dinosaurs can communicate, but it’s up to the group how this communication is 
  approached. “Disneyfication” is one way…that is, the dinosaurs speak with human voices (your 
  voices) and the characters are played much the same as in other RPGs. Another way is to limit 
  vocalizations to roars, growls, trumpets and other dinosaur-friendly sounds. Actual 
  communication is done player to player, usually by speaking in the third person. “Crookclaw 
  lowers his head and growls a warning to the new arrival. It would be wise to step away from 
  the clutch of eggs before he charges you.” is perfectly acceptable. You can even mix the two 
  methods, using narration and dialogue interchangeably. Talk about it before the game and 
  discuss the pro’s and con’s of each of the three methods.  
   
  "Are there humans? Mammals?"  
  Tooth & Claw takes place millions of years ago, long before humans existed. Mammals do 
  exist, however, but they’re small, shrew-like creatures or inquisitive protosimians (such as 
  lemurs). No mammoths, no saber-toothed cats. Small reptiles are abundant and insects of 
  every imaginable size, shape and color are everywhere. Sharks, rays and fish swim in the seas. 
  Birds have just started to make their appearance.  
   
  "Can I play a Plesiosaur? Or a Pteranadon?"  
  Although marine and winged reptiles are Archosaurs (ruling reptiles), they’re not dinosaurs. 
  Neither are the mammal-like reptiles (such as Dimetrodon). If you have your heart set on 
  playing a non-dinosaur Archosaur, discuss it with your group.  
   
  "Can we roleplay the 'End of the Dinosaurs'?"  
  If you want to, but I’m not sure how fun it would be. Tooth & Claw doesn’t really go into the 
  how’s, whys or when’s of dinosaur extinction but feel free to run a “post-apocalyptic” game if 
  you wish to do so.  
   
  Beejujpobm!Hbnf!Ijtupsz 
  Tooth & Claw was originally to be published by Wicked Press in November 2001.  
   
  This didn’t happen. 
   
  But in 2003, the Forge had another semi-regular “Iron Game Chef” contest and I decided to 
  enter with this version of Tooth & Claw. After a frenzied night of writing, out came this… 
   
  …and I won third place! Not too shabby. ☺ 
   
   
   
  - Jared, June 23, 2003
  
  Hbnf!Nfdibojdt!!
  The best way to dive into the material is to discuss the game mechanics and the various 
  options that you (as a player or as the GM) will have during the game.  
   
  Tooth & Claw uses die pools six-sided dice. When rolling the dice, you’re looking for 
  successes. In this case, that means a roll of 1 on any one die. Additional successes may be 
  gained by rolling a sequence of numbers starting with the target number of 1. For example, if 
  I roll four dice and score the following results:  
   
  1, 2, 3, 4  
   
  Then this qualifies as four successes. Additional 1’s or numbers out of sequence don’t count. 
  Neither do multiple sequences. For example, this roll counts as two successes:  
   
  1, 1, 2, 4  
   
  1, 2 are counted because they form a sequence. The extra 1 doesn’t matter and the 4 isn’t 
  included in the sequence because the number 4 doesn’t follow the number 2 when counting 
  from one to six.  
   
  Most unopposed challenges only require one success. These are die rolls that resolve simple 
  questions that arise during the game. “Can I do cross this river?” “Is this food good to eat?” A 
  single success is enough. Opposed challenges are more common and involve some kind of 
  competition or adversarial relationship. One dinosaur is hiding from a predator while the 
  predator is searching for its prey. One dinosaur is courting a female while another is trying to 
  out-do his display. In challenges such as these, each “side” makes its own die roll and the 
  challenger with the most successes wins the contest.  
   
   
  For example, in the hidden dinosaur vs. searching dinosaur example, the following results are 
  rolled:  
   
  Hiding dinosaur: 1, 1, 2, 3  
  Seeking dinosaur: 1, 4, 4  
   
  The hiding dinosaur gets two successes. The seeking dinosaur only gets 1. Therefore, the 
  hiding dinosaur wins the challenge and remains hidden.  
   
  When successes are rolled, they can sometimes be carried over as bonus dice to follow-up 
  rolls. For example, a hidden predator that rolls well may apply the successes as bonus dice to 
  an attack roll.  
   
  Some dinosaurs have a special ability that allows them to increase their target number range, 
  which increases the chances of rolling a single success. If a dinosaur has +1 to their target 
  number, it means that rolls of 1’s or 2’s are treated as successes (a roll containing a 1 and a 2 
  is treated as a two-success sequence). If such a character rolled 2, 3, 4, 4, for example, this 
  would net that character three successes (2, 3 and 4 are in sequence).  
   
  Dinosaur abilities are called Behaviors and are rated as a number of dice that are rolled when 
  that Behavior is used. For example, if my dinosaur has a Fight Behavior of 3, that means I get 
  to roll three dice whenever my dinosaur fights. Dinosaur Behaviors are grouped according to 
  their ruling Attribute. The three Attributes are Stamina, Speed, and Skill. During character 
  creation, you’ll determine your Stamina, Speed and Skill and from there you spend points to 
  establish your various Behavior scores.  
   
   
  
  Die rolls may be augmented by expending Survival Dice and Skill Dice. In either case, one die 
  is added to the roll for each Survival Die or Skill Die that is spent. Survival Dice and Skill Dice 
  can only be spent on specific behaviors – you can’t mix-and-match them. There are actually 
  two kinds of Survival Dice: Survival (Stamina) and Survival (Speed). Survival Dice (Stamina) 
  may only augment Stamina-based Behaviors while Survival Dice (Speed) may only augment 
  Speed-based Behaviors. Skill-based Behaviors are augmented by spending Skill Dice. If a 
  Behavior has a score of 0, it means that Survival Dice or Skill Dice must be spent in order to 
  use that Behavior.  
   
  The following is a list of all nine Behaviors (broken down by Attribute) and their various uses:  
   
  Tubnjob!Cfibwjpst!!
  Stamina Behaviors deal with physical strength and endurance. The larger the dinosaur is, the 
  higher its Stamina will be.  
   
  Fight: Fight is used to inflict injury on another creature, be it through predatory attacks, 
  defensive strikes or ritualized combat. When wounds are inflicted, they remove Survival Dice 
  and (eventually) Stamina points. A dinosaur dies when it loses all of its Stamina.  
   
  Survive: Survive is used to fend off injury, be it from attacks, diseases, accidents or natural 
  hazards. In practice, Survive is used to cancel the successes from an opposed roll.  
   
  Display: Display is used to attract mates, intimidate aggressors or scare off weaker creatures. 
  Though not as readily useful as Fight or Survive, a powerful Display can help to add bonus 
  dice to an opposed roll.  
   
  A side-note about courtship and mating: The fossil record hasn’t left us with many clues about 
  dinosaur mating habits but we can infer some details by studying modern reptiles and birds. 
  The mating habits of dinosaurs vary according to sub-order, species and diet. Big female 
  carnivores usually raise their offspring without assistance from a male while smaller carnivores 
  hunt in mated pairs. Herbivores have the strongest familial bonds, with aunts, uncles and 
  grandparents assisting in child-rearing duties. Displays of strength are common among the 
  bigger herbivores. Meat-eaters prefer to offer “gifts” to the objects of their affections. Females 
  have their pick of the suitors and opt for the one with the greatest “earning potential.”  
   
  Tqffe!Cfibwjpst!!
  Speed Behaviors deal with quickness and agility. The larger the dinosaur is, the lower its 
  Speed will be.  
   
  Chase: Chase is used whenever one dinosaur is in pursuit of another. Sometimes, this is just 
  a friendly race but most often it’s used to run down a potential source of food.  
   
  Escape: Escape opposes the Chase Behavior and is also used to outrun danger. When faced 
  with a superior opponent, Escape is sometimes the only sensible option.  
   
  Move: Move is used to traverse difficult terrain. This includes leaping, climbing, swimming and 
  balancing. Move can be used to thwart an attacker, to survive a fall or to scamper up a tree in 
  search of food.  
   
   
  
  Tljmm!Cfibwjpst!!
  Skill Behaviors deal with intelligence and perceptive abilities. Skill Behaviors are determined 
  by your dinosaur’s age.  
   
  Hide: Hide is used to escape detection and is always opposed by the Seek Behavior. The Hide 
  Behavior can be used in many ways: moving silently, hiding in dense foliage, staying 
  downwind of a predator or using camouflage or the cover of darkness to conceal oneself.  
   
  Seek: Seek is used to detect a hidden creature. It’s also used as a catch-all for the various 
  senses that dinosaurs use in day-to-day life. Dinosaurs are diurnal, meaning that they operate 
  best during daylight. Their visual acuity varies from poor (large theropods and herbivores) to 
  very good (the medium to large-sized raptors). Mammals, on the other hand, are mostly 
  nocturnal (active at night) and cannot see color. Unlike dinosaurs, their night-vision is superb.  
   
  Dinosaurs possess fairly good hearing, enabling them to pick up the sounds of wounded prey, 
  stalking predators, mating calls and territorial challenges. Hearing also plays an important part 
  in communication and dinosaur vocalizations can be quite complex, especially among the more 
  intelligent raptors and socially-minded herbivores.  
   
  By far, the most important sense for a dinosaur is its sense of smell. For some dinosaurs, it’s 
  the only sense worth noting. Scavenging carnivores can smell rotting meat for miles and 
  miles…if you can imagine a nose with legs and teeth, you’re not too far off.  
   
  Because the sense of smell is so important, it bears further investigation and explanation. To a 
  dinosaur, there are three smells that it lives and dies by: blood, carrion (rotting meat) and 
  dung. The first two scents are of obvious importance: carnivores are drawn to the smell of 
  food, and in a pinch, a rotting carcass could spell salvation for a hungry theropod. But it’s 
  equally important to herbivores and omnivores. Herbivores know to steer clear of that smell 
  because it means “meat-eaters are around.” Omnivores can sniff out carrion and maybe get 
  some scraps without too much hassle – a good deal for them, to be sure. The smell of blood 
  could also mean that an injured creature is nearby. Possible prey, yes…but an injured dinosaur 
  is just as often a dangerous enemy.  
   
  Dinosaurs are territorial creatures and they mark their territory in a number of ways. Clawing 
  or knocking down trees shows off their size and strength. Scent-glands are also a good way of 
  spreading information, especially when seeking a mate. And last, but certainly not least, 
  deposits of dino droppings get the message out loud and clear. Dinosaur dung contains lots of 
  olfactory information and it lasts longer than other methods. Think of it as the dinosaur 
  Internet: a pile of steaming dung is like a message on a bulletin board, “Hey. I’m a big male 
  with a family and this is my home. Stay out!”  
   
  Learn: Learn is a curious Behavior that defines a dinosaur’s intelligence, memory and ability 
  to process information. When something is encountered for the first time, use of the Learn 
  Behavior can be used to gain valuable information. Is that plant safe to eat? Is there a mud-
  hole nearby? Who is the leader of that herd? Learn is used to answer these questions and 
  many more.  
   
  As a side-note, Learn is used to pass on knowledge to other dinosaurs (especially offspring). 
  Plant-eating dinosaurs in Tooth & Claw use complex songs to communicate vast distances 
  and warn of potential threats, much like modern whales. Meat-eaters pass on information by 
  physical gesture, showing rather than telling.  
   
   
  
  Dpogmjdut!.!Xip!Hpft!Gjstu@!!
  When combat is initiated, the combatant with the higher Speed may act first (in the event of a 
  tie, Speed Survival Dice may be spent to increase this number). The dinosaur that wins 
  Initiative may choose any number of combat options (Fight, Survive, Move, Chase, Escape or 
  Display).  
   
  Dpncbu!!
  Once the fight has begun, you may choose to either Attack (roll your Fight Behavior) or 
  Defend (roll your Survive Behavior). If both combatants roll their Fight, then each dinosaur 
  may suffer injury. If one combatant rolls Survive, then that person simply needs to roll at 
  least as many successes as their opponent. If both dinosaurs are rolling Survive, they stop 
  fighting and no roll is even needed.  
   
  In a Fight vs. Fight situation, each success equals a wound inflicted upon an opponent 
  (damage does not roll over into bonus dice). In a Fight vs. Survive situation, each success 
  greater than the defender’s total successes equals one wound the defender suffers. Each 
  wound reduces the victim’s Survival Dice (Stamina or Speed) by 1. When all Survival Dice 
  have been lost, then start subtracting Stamina.  
   
  After the roll has been made, the dinosaur that won Initiative may choose to continue or to 
  retreat. If it decides to retreat, the defender can simply allow this to happen or start a new 
  round of combat. Again, the highest Speed wins Initiative.  
   
  If Stamina is ever decreased lower than a Behavior, that Behavior becomes equal to the 
  reduced Stamina score. This means that if the Stamina of a dinosaur with a Fight Behavior of 
  3 drops to two or less, their Fight Behavior is decreased as well. When the dinosaur has no 
  more Stamina and no more Survival Dice, it dies (it can no longer Fight or Survive).  
   
  Tdbst!!
  In lieu of reducing one’s Stamina as a result of injury, a Scar may be taken. If this is done, 
  permanently reduce a Behavior by the number of wounds received. Behaviors may not be 
  reduced below 0 points. Scars appear as lost eyes, broken limbs or other such afflictions. 
  Scars do not ever heal.  
   
   
  
  Gffejoh!boe!Ifbmjoh!!
  Dinosaurs heal from injury at a rate of 1 Stamina point per day. Survival dice are gained at a 
  faster rate. When the dinosaur eats, roll a feeding die. If the die results in a success, the 
  dinosaur regains one Survival Die. More dice can be rolled if the situation permits and the 
  dinosaur may gain additional Survival Dice if they possess a Survival Advantage (see the list 
  of Advantages in Character Creation for more details).  
   
  Use the following guide to determine how many feeding dice to roll:  
   
  Carnivores: Carnivores find food by tracking and killing prey or by scavenging remains. Roll 
  an extra die for every size category smaller than the prey. If the prey is carrion, roll one die to 
  determine the “freshness” of the carcass and roll this many dice less. If more than one 
  Carnivore is feeding on a carcass, split these dice up between then (you can also make Display 
  rolls to “steal” feeding dice from others).  
   
  Omnivores: Omnivores scavenge the remnants of carcasses for food the same way as 
  Carnivores. They can also forage for eggs, grubs and other odd bits of food. To do this, make 
  a Seek roll (unopposed) and roll any successes over as extra dice for the foraging attempt.  
   
  Herbivores: Herbivores graze on vegetation. If food is plentiful, roll an extra die for every 
  hour spent grazing. If food is scarce, allow the character to make a Learn roll opposed by its 
  Stamina. Success means that the dinosaur knows where to find enough plants to eat and it 
  gains a Survival die for each success (successes may be rolled over for other herbivorous 
  characters).  
   
  Skill Dice are regained if the dinosaur performs certain tasks (according to Diet). All uninjured 
  dinosaurs regain all of their Skill Dice after waking from a good night’s sleep. An injured 
  dinosaur regains one Skill die after waking from a night’s rest.  
   
  Puifs!Cfibwjpst!jo!Bdujpo!!
  !
  Ejtqmbz!!
  Dinosaurs can also use their fierce demeanors to scare off an attacker. Both dinosaurs roll 
  their Display Behavior. The loser must either withdraw or give a die bonus to the defender 
  equal to the defender’s excess successes. If the dinosaur is facing multiple attackers, it can 
  split any successes up between them or it can concentrate its successes on just one (an 
  extremely impressive dinosaur might be able to drive off several attackers!). Outside of 
  combat, the Display Behavior can be used to attract or repel a prospective mate (males are 
  more likely to use Display than females). Make an unopposed Display roll (or opposed if in 
  direct competition with another dinosaur). Success doesn’t mean you instantly attract a 
  mate…it only opens the door. If in competition with another dinosaur, you can roll over those 
  successes into a Fight roll (if you wish to cut to the chase and physically drive away the rival).  
   
  Qvstvju!!
  In a Chase vs. Escape situation, the aggressor rolls Chase and the defender rolls Escape. If the 
  aggressor wins, it catches up to the escaping dinosaur and may begin combat as if it won 
  initiative. If the defender wins, it escapes pursuit unless the aggressor presses on. If the chase 
  continues, the defender may add its successes to its next Escape roll. Pursuit ends when either 
  party gives up (either the aggressor stops pursuing or the defender stops running away).  
   
  The defender can also try to use its Move Behavior to get away from an attacker if the terrain 
  permits such a maneuver (such as running across a log, climbing a rocky slope or diving into 
  deep water). The retreating dinosaur must roll more successes than the attacker. If it does so, 
  it escapes into the wilderness. If not, the attacker catches the escaping dinosaur and combat 
  commences.  
   
  
  Bncvti"!!
  Ambushes are done by making an opposed Hide vs. Seek roll. If the hidden dinosaur catches 
  its quarry unaware, it may use any extra successes as a one round bonus for purposes of 
  establishing Initiative or beginning Pursuit (if not within striking distance). If the defender wins 
  the challenge, it may initiate combat as if it won initiative (from there it can fight or flee).  
   
  Mfbso!!
  The Learn behavior can be used to attempt complex maneuvers or other uses of quick-
  thinking (such as tail-sweeping an opponent or knocking down a tree to impede the progress 
  of pursuer). Successes from a Learn attempt are rolled over as bonus dice. Examples of a 
  Learn vs. Learn opposed challenge are rare but can come up. Simply treat them as normal 
  opposed challenges where the winner adds extra successes as bonus dice. Learn cannot be 
  used to increase the number of wounds inflicted on an opponent. Reduce any wounds by the 
  number of bonus dice rolled by the aggressor.  
   
  Dibsbdufs!Dsfbujpo!!
  When creating a dinosaur there are many variables to think about. The Sub-order is probably 
  the most important as this defines (or limits) what your choices may be. Using the following 
  guide, you can model an existing dinosaur (such as Utahraptor or Triceratops) or create your 
  own unique dinosaur.  
   
  Dinosaur Traits  
  Sub-order: the type of dinosaur that you are  
  Size: your size in relation to other dinosaurs (determines Stamina and Speed)  
  Age: determines Skill  
  Stance: how you walk around (also has an impact on some Behaviors)  
  Diet: what you eat  
  Suggested Advantages: qualities common to dinosaurs of a certain sub-order  
   
  Obnft!!
  Players of Tooth & Claw are encouraged to create their own descriptive names for the 
  various species and orders of dinosaurs (such as Shield-Bearers, Long Necks or Three Horns). 
  Individual dinosaur “names” are usually descriptive (One-eye, Blood-Talon, Crookclaw) though 
  a particularly savage creature might only identify itself with a blood-curdling roar.  
   
   
  
  Tvc.Psefst!pg!Ejoptbvsjb!!
  Scientifically speaking, members of Dinosauria were split into several orders, sub-orders, 
  intermediate groupings and families. Although we have taken some liberties with dinosaur 
  classification in this game, we’ve tried to stay fairly close to scientific fact.  
   
  There are five Sub-Orders of dinosaurs and all dinosaurs from a Sub-Order share similar 
  characteristics (Size, Stance, Diet and certain Advantages). For example, all saurians from the 
  “Beast Foot” Sub-Order (called Theropods) walk upright on two legs – most of them eat meat. 
  On the other hand, virtually all Shield Bearers (Thyreophorans) are heavily armored plant 
  eaters that walk on all fours, close to the ground.  
   
  Cfbtu!Gffu!.!uif!Uifspqpet!!
  Size: Tiny to Huge  
  Stance: Biped  
  Diet: Carnivorous or Omnivorous  
  Suggested Advantages: Deadly, Powerful, Ferocious, Agile, Faster, Cunning, Wiry  
   
  Theropods are bipedal dinosaurs and almost all of them are carnivores (meat-eaters). They 
  walk upright on their powerful legs, which allow quick and agile movement when hunting and 
  stalking prey (usually large herbivores). Most are armed with razor-sharp teeth and lethal 
  claws. The smaller Theropods hunt in packs while the larger ones prefer to keep to themselves 
  or stay in mated pairs. Some of the smaller Theropods also possess feathered wings and can 
  use them to glide or fly.  
   
  Mj{bse!Gffu!.!uif!Tbvspqpet!!
  Size: Medium to Immense  
  Stance: Semi-Quadruped or Quadruped  
  Diet: Herbivorous  
  Suggested Advantages: Alert, Powerful, Experienced, Wise, Intimidating  
   
  The polar opposites of the Theropods, Sauropods are plodding and massive quadruped 
  herbivores. With their long necks they graze on leafy twigs high up the air and their 
  impressive stature and sinewy tails provide a means of defense against predators. Although 
  most sauropods are gigantic, some are almost petite and actually rear up on their hind legs in 
  order to defend themselves or reach the upper branches of trees.  
   
  Tijfme!Cfbsfst!.!uif!Uizsfpqipsbot!!
  Size: Large or Huge  
  Stance: Quadruped  
  Diet: Herbivorous  
  Suggested Advantages: Armored, Deadly, Determined, Quiet, Experienced  
   
  Thyreophorans are low-slung, heavily armored dinosaurs who feed on low-laying vegetation. 
  Their armor and tails (usually spiked or mace-like) make them experts at fending off predator 
  attacks, thus earning them their nickname. Thyreophorans are split into two groups: 
  Stegasaurids (who have bony plates along their vertebrae) and Ankylosaurids (who are 
  covered in bumpy, bony, spiky armor).  
   
   
  
  Nbshjofe!Ifbet!.!uif!Nbshjopdfqibmjet!!
  Size: Small to Huge  
  Stance: Biped or Quadruped  
  Diet: Herbivorous or Omnivorous  
  Suggested Advantages: Decorated, Deadly, Ferocious, Powerful, Intimidating  
   
  Marginocephalids are named for the frills and shelves that project from the back of their skulls. 
  Armed with sharp beaks for cutting through tough, fibrous vegetation, these dinosaurs are 
  split into two main groups: the bipedal Pachycephalosaurians and the quadrupedal 
  Ceratopsians.  
   
  Cjse!Gffu!.!uif!Psojuipqpet!!
  Size: Small to Huge  
  Stance: Biped or Semi-Quadruped  
  Diet: Herbivorous  
  Suggested Advantages: Experienced, Faster, Camouflaged, Quick, Alert, Decorated  
  Ornithopods are powerful bipedal herbivores equipped with cheek teeth adapted for grinding. 
  Peaceful creatures, the larger Ornithopods had some very odd physical features – inflatable 
  sacks above their nostrils, hollow crests or back-sails. Ornithopod size ranges from the small 
  to the tall. The smaller ones rely on their speed to avoid danger while the larger ones keep 
  together in large herds for safety.  
   
  Ejfu!!
  Before we move onto attributes, we should take a moment to talk about your dinosaur’s Diet. 
  Your character’s Diet describes what it eats and where it sits on the food chain: predator, prey 
  or opportunist? Each of the three Diets determines what kind of dinosaur you are, what you 
  eat and what special abilities you may have.  
   
  Choose wisely!  
   
  Carnivore: Carnivores eat other animals. Some of them are pack hunters who stalk their prey 
  live, like the wolves of today. Others are solitary hunters or scavengers that eat carrion (dead 
  animals). Carnivores may not run with Herbivores…the two just can’t get along. Only Theropod 
  characters can be Carnivores.  
   
  Young Carnivores (and older) receive Deadly as a bonus Advantage. They replenish their 
  Stamina and Speed Survival dice by eating meat (fresh or carrion) and they replenish their 
  Skill Dice by hunting or resting. Young Carnivores may also regain Skill Dice through play.  
   
  Omnivore: Omnivores are Theropods that eat fish, insects and (mmm!) eggs. They are 
  usually much smaller than Carnivores and don’t have the ripping teeth and claws of their 
  larger friends. Instead, the have bird-like beaks that can crack open eggs or crunch insects 
  and tiny creatures. Because they’re small and sneaky and mostly harmless, Omnivores can get 
  along fine with both Carnivores and Herbivores (except for that whole “egg-thief” business). 
  Omnivores are often quite Wiry, making them much more suited to climbing than other 
  dinosaurs.  
   
  Omnivores replenish their Stamina and Speed Survival dice by eating eggs, carrion or small 
  animals (such as fish, lizards or insects). They replenish their Skill Dice by exploring or resting. 
  Young Omnivores may also regain Skill Dice through play.  
   
   
  
  Herbivore: Herbivores eat plants. Not the most exciting (or nutritious) diet, but there’s plenty 
  of vegetation out there…and it doesn’t bite back! Sauropods and Ornithopods enjoy browsing 
  the tasty branches of trees, cycads and conifers. Thyreophorans and Marginocephalids graze 
  on the fibrous ground vegetation and ferns. Needless to say, being on the menu doesn’t 
  endear them to the Carnivores. Omnivores are tolerated, as long as they stay out of the way 
  (splat!).  
   
  Herbivores replenish their Stamina and Speed Survival dice by browsing the lowland for ferns 
  and cycads or by grazing amongst the conifers for leaves and bark. They replenish their Skill 
  Dice by devoting time to their families or resting. Young herbivores may also regain Skill Dice 
  through play.  
   
  Tj{f!!
  A dinosaurs Size determines its Stamina (strength, endurance and health) and its Speed (how 
  fast on its feet the dinosaur is). The general rule is this: the bigger the creature, the higher its 
  Stamina and the lower its Speed.  
   
  Next to each size are two numbers. The first shows how many dice you have to spend on 
  Behaviors. The second number is your starting number of Survival Dice.  
   
  Dinosaur’s Size  
  Stamina Points  
  Survival Dice (Stamina)  
  Tiny  
   
   
  1  
   
   
  7  
  Small 
   
   
  2  
   
   
  6  
  Medium  
   
  3  
   
   
  5  
  Large   
   
  4 
   
   
  4  
  Huge   
   
  5  
   
   
  3  
  Gigantic  
   
  6  
   
   
  2  
  Immense  
   
  7  
   
   
  1  
   
  Dinosaur’s Size  
  Speed Points   
  Survival Dice (Speed)  
  Tiny  
   
   
  7  
   
   
  1  
  Small 
   
   
  6  
   
   
  2  
  Medium  
   
  5  
   
   
  3  
  Large   
   
  4  
   
   
  4  
  Huge   
   
  3 
   
   
  5  
  Gigantic  
   
  2  
   
   
  6  
  Immense  
   
  1  
   
   
  7  
   
  Tljmm!!
  A dinosaur’s Age determines its Skill (its ability to process information, remember events and 
  plan actions). The general rule is this: the older the creature, the higher its Skill.  
   
  Next to each Age group is a set of two numbers. The first number shows how many dice you 
  have to spend on Skill Behaviors. The second number is your starting number of Skill Dice.  
   
  Dinosaur’s Age  
  Skill Points  
   
  Skill Dice  
  Baby   
   
  1  
   
   
  7  
  Young   
   
  2  
   
   
  6  
  Adolescent  
   
  3  
   
   
  5  
  Adult   
   
  4  
   
   
   4  
  Mature   
   
  5  
   
   
   3  
  Old  
   
   
  6  
   
   
   2  
  Ancient  
   
  7  
   
   
   1  
   
   
  
  Qvsdibtjoh!Cfibwjpst!!
  Depending on your Size and Age, you will have between 1 and 7 points to spend on each 
  group of Behaviors. You may place as many points into a single Behavior as you’d like, but 
  remember: if your dinosaur has a Behavior score of 0, it can only perform that Behavior by 
  spending Survival Dice or Skill Dice.  
   
  Bhf!boe!Hspxui!!
  Although it’s assumed that your dinosaur is an Adult dinosaur, you may choose to play a much 
  older or younger dinosaur. Playing a youngster is challenging, but at least you’ll be quick 
  enough and smart enough to stay out of trouble (maybe!). Older dinosaurs are gifted with 
  great knowledge, but their physical attributes suffer. The size progression from young to old 
  depends on how big your dinosaur will be at Adulthood:  
   
  Baby  � 
  Young    � 
  Adolescent     � 
  Adult  
  Tiny  
   
  Tiny  
   
  Tiny  
   
   
  Tiny  
  Tiny  
   
  Tiny  
   
  Small   
   
  Medium  
  Tiny  
   
  Small    
  Medium  
   
  Large  
  Small 
   
  Medium  
  Large 
   
   
  Huge  
  Small 
   
  Large   
  Huge 
   
   
  Gigantic  
  Small 
   
  Large   
  Huge 
   
   
  Immense  
   
  Pmefs!Ejoptbvst!!
  There are three other Age groups but they come after Adulthood so their dinosaur’s size 
  doesn’t increase to a noticeable degree. Mature dinosaurs are “middle-aged” but still in their 
  prime. Their health is quite good and they can still bear young and hunt for their own food. 
  Old dinosaurs are beginning to show their age – they suffer a penalty to some of their Survival 
  Dice pools. Ancient dinosaurs are venerable and wise, but they’re simply not as tough or as 
  fast as they used to be. Seldom do dinosaurs live to be Ancient in the savage world of Tooth 
  & Claw.  
   
  Once a dinosaur becomes Old or Ancient, it suffers a penalty to both its Stamina and Speed. 
  Old dinosaurs are treated as being one size smaller when determining Stamina. Ancient 
  dinosaurs are treated as being two sizes smaller when determining Stamina. Likewise, Old 
  dinosaurs are treated as being one size larger when determining Speed and Ancient dinosaurs 
  are treated as being two sizes larger. This means that Tiny dinosaurs can’t live to reach Old 
  age and only Medium-sized or larger dinosaurs can ever become Ancient.  
   
  This raises the question: how old can a dinosaur get? Well, that’s up to you…usually the bigger 
  the dinosaur, the longer they can live (females and Herbivores tend to live longer than males 
  and Carnivores). Given enough food and a safe place to grow, some dinosaurs can get really 
  ancient and live up to 150 years! But remember that despite their long lives, all dinosaurs die. 
  It’s nature’s way and should always be kept in mind.  
   
   
  
  Tubodf!!
  Your dinosaur’s Stance determines whether it runs on two legs or walks on all fours. Stance 
  also confers a bonus to some actions.  
   
  Biped: Your dinosaur walks on two legs and can manipulate objects (to some extent) with its 
  hands. Bipeds are usually faster than other dinosaurs and they are more adept at climbing and 
  leaping. Bipeds gain +1 to any one of their Speed Behaviors.  
   
  Quadruped: Your dinosaur spends its days walking on all fours. These dinosaurs are usually 
  low to the ground or so massive that they need the support that a quadrapedal stance can 
  provide. To make up for this, many have long necks capable of peering over treetops or 
  sweeping across low, wide areas. Quadrupeds are lousy jumpers and can’t really hold anything 
  (unless they use their mouths). Quadrupeds gain +1 to their Seek Behavior or +1 to any roll 
  involving balance. Quadrupeds suffer a -1 to their Move Behavior when climbing or leaping.  
   
  Gigantic and Immense Dinosaurs must be Quadrupeds.  
   
  Semi-Quadruped: Your dinosaur spends most of its time on all fours but can walk or run for 
  short periods of time on two legs. Semi-Quadrupeds have shorter front legs than hind legs and 
  their front legs are equipped with fairly dexterous “hands.” Semi-Quadrupeds gain +1 to any 
  Speed Behavior when on two legs (make an unopposed Stamina roll to remain standing on 
  two legs). When on all fours, they’re treated as having the Stance of a Quadruped.  
   
  Bewboubhft!!
  All Adolescent dinosaurs receive one starting Advantage of any type. Each additional increase 
  in age gives the dinosaur an additional Advantage. Carnivorous dinosaurs of Young, 
  Adolescent, Adult or Mature age gain an extra Advantage. It is possible to take one Advantage 
  multiple times. This has the effect of adding additional dice to your Survival Dice or Skill Dice, 
  adding dice to your Behavior rolls or increasing the target range of success when rolling 
  Behavior dice.  
   
  Age  
   
   
  Starting Number of Advantages  
  Baby   
   
  0  
  Young   
   
  0*  
  Adolescent  
   
  1*  
  Adult   
   
  2*  
  Mature   
   
  3*  
  Old  
   
   
  4  
  Ancient  
   
  5  
   
  *Carnivores gain an extra advantage at this age  
   
  Tvswjwbm!Bewboubhft!!
  Survival Advantages grant you a bonus die in the appropriate Survival Pool when you regain 
  Survival or Skill dice in that area.  
   
  Powerful:  
   
  regain +1 Survival Die (Stamina)  
  Faster: 
   
  regain +1 Survival Die (Speed)  
  Experienced:  
  regain +1 Skill Die  
   
   
  
  Cfibwjpsbm!Bewboubhft!!
  Behavior Advantages augment the number of dice you roll when using that Behavior. For 
  example, if your dinosaur is Wise, you can roll an extra die when using the Learn Behavior.  
   
  Quiet:   
   
  roll +1 Hide die  
  Wise:   
   
  roll +1 Learn die  
  Alert:   
   
  roll +1 Seek die  
  Wiry:  
   
  roll +1 Move die  
  Quick:  
   
  roll +1 Escape die  
  Agile:  
   
  roll +1 Chase die  
  Ferocious:  
   
  roll +1 Fight die  
  Decorated:  
   
  roll +1 Display die  
  Determined:  
  roll +1 Survive die  
   
  Fwpmvujpobsz!Bewboubhft!!
  Evolutionary Advantages will increase the range of successful Target Numbers. In this case, 
  any number within the target range will count as a success (a character with +1 target 
  number will succeed on a roll of 1 or 2).  
   
  Camouflaged:  
  add 1 to Hide target numbers  
  Cunning:  
   
  add 1 to Chase target numbers  
  Feathered**:   
  add 1 to Escape target numbers (per GM’s approval)  
  Deadly:  
   
  add 1 to Fight target numbers  
  Intimidating:  
  add 1 to Display target numbers (when challenging a rival)  
  Big-Brained:   
  add 1 to Learn target numbers  
  Armored:  
   
  add 1 to Survive target numbers  
  Dexterous:  
   
  add 1 to Move target numbers  
  Inquisitive:   
  add 1 to Seek target numbers  
  Colorful:  
   
  add 1 to Display target numbers (when impressing a mate)  
  Crested*:  
   
  add 1 to Learn (when communicating via Song)  
  Crested**: 
   
  add 1 to Display (when impressing a mate)  
  Aquatic*:  
   
  add 1 to Move target numbers when in water  
   
  *Herbivores or Omnivores only  
  **Carnivores or Omnivores only  
   
  Fyusbpsejobsz!Bewboubhft!!
  Extraordinary Advantages allow dinosaurs to be larger, faster or more intelligent than normal 
  (this translates to an extra Behavior die and one less Survival die). Note that only one 
  Developmental Advantage may be taken and only when the dinosaur has reached a minimum 
  age of Adult.  
   
  Monstrous:  
   
  treat Stamina as if one Size larger  
  Fleet-footed:   
  treat Speed as if one Size smaller  
  Ingenious:  
   
  treat Skill as if one Age category higher  
   
  Immense dinosaurs cannot choose the Monstrous Advantage.  
  Tiny dinosaurs cannot choose the Fleet-footed Advantage.  
  Ancient dinosaurs cannot choose the Ingenious Advantage.  
   
   
  
  Nftp{pjd!Uifbusf!!
  Here are a few plot ideas for games of Tooth & Claw:  
   
  A tribe of herbivores is under the thumb of some bullies. A few herbivores are sent out into 
  the wilderness to find big carnivores to help them fight the bullies.  
   
  A clutch of eggs is in danger from predators. But the parents are dead! Who will protect them? 
  You will! Bring them to a safe place. Follow up story #1 – Malicious dinosaurs destroy the eggs. 
  You must exact revenge!  
   
  A rogue, outcast from his own tribe, comes into town. He challenges the elder of your tribe (a 
  relative of yours), kills him and takes over. He’s mean. Follow up story #1 – The rogue brings 
  in his cronies and they subjugate the tribe. You revolt! Follow up story #2 – The rogue brings 
  in his cronies and they subjugate the tribe. You are forced to flee! Follow up story #3 – A 
  volcano is going to erupt! The rogue doesn’t believe this will happen and you move the tribe to 
  a safe place without the rogue or his cronies finding out.  
   
  You and your friends have ticks and the tick birds that used to eat them are no longer around 
  because you have moved to a new place. Find the tick birds, or find another way to heal 
  yourselves.  
   
  There is a terrible drought but a wise shaman has seen a fire in the sky that can help bring 
  rain. Find the sky-sphere and bring it to him (unfortunately, it’s near the lava flow).  
   
  An evil dinosaur kidnaps the chieftain’s mate and you must help to find her.  
   
  The meat-eating Jungle Lord demands a tribute. Do you do as he wishes or fight him? Or is 
  there another way? Follow up story #1 – The Jungle Lord is found slain. Who killed him? And 
  what is going to happen to you now that he’s no longer there to keep away all the other 
  carnivores?  
   
  The local tribe has no breeding females but the tribe the next valley over DOES. Try to 
  persuade some females to join your tribe.  
   
  You have a personality conflict with another dinosaur from your tribe and one of you is next in 
  line for the position of chieftain. Then the chieftain dies…what happens?  
   
  A powerful female Knife-Tooth cannot bear young so the she tricks males into stealing other 
  Knife-Tooth eggs…then kills the males. The Knife-Tooth elder needs your help.  
   
  Blood Madness strikes the tribal guardian and he goes on a rampage! You can either kill him 
  (allowing enemies to attack) or restrain him and find a cure.  
   
  Sftpvsdft!!
  Dinosauria Online  
  http://www.dinosauria.com  
   
  Walking with Dinosaurs  
  http://www.bbc.co.uk/dinosaurs/  
   
  Sue (the most complete T-Rex ever found)  
  http://www.fmnh.org/sue/default.html  
   
  Dinosaur Museum  
  http://www.dinosaur-museum.org/  
   
  You can also use Google.com to find more dinosaur-related material on the web. 
  
SOURCE: textdata/thevault/Kid Friendly/7. RPGs/Ages 10-13 (Reads chapter books with complex sentences, May write or journal, speech patterns of an adult, Can do all basic math)/Tooth&Claw.pdf