4. Propuesta de reforma tributaria
4.3. Impuestos saludables y ambientales para corregir externalidades negativas
Table 4-1: Random Settlement Generation
d% by Location Size Population Tech Wealth NPC
N.S. Fron. Wild Level Limit Mod.
01-10 Individual 1 2 $5 -1
01-20 11-50 Family/Gang 2-7 3 $10 -3
01-20 21-40 51-90 Neighbors 8-20 3 $30 -2
21-40 41-70 91-100 Hamlet 21-60 4 $100 -1
41-60 71-80 Village 61-300 4 $500 0
61-80 81-95 Small town 301-1,000 4 $1,000 +1
81-95 96-99 Large town 1,001-5,000 5 $10,000 +2
96-100 100 Small city 5,001+ 5+ $20,000+ +3
Specialists: Specialized tradesmen who operate their own shops, such as silversmiths, cobblers, carpenters, bridle makers, locksmiths, wheelwrights, and stonemasons.
Professionals: Primarily lawyers and doctors, this category could also include accountants, notary publics, and others white-collar professions.
Power Centers
In the wilds of Cretasus, lawlessness is a more common problem than despotism. Most small settlements have no for-mal government. Disputes are settled by the parties involved, often with fists or guns. If things get out of hand, the rest of the community may break up the fight or even take sides. Where there is a leader, it is a well-respected local hero, the town’s founder, or simply the bravest soul in town.
Only in larger settlements with some semblance of a town center do formal governments exist. In the free lands of the frontiers, these are invariably democracies, although unless there is an unusually wide pool of prospective leaders, the same candidates (usually the town founders) win every election. The
first post to be put to the vote is always mayor (sometimes as part of a town council), followed by sheriffs and judges. Large or complex governments are rare.
In a few settlements, particularly those in the wildest frontiers, the power center may not be a rightful one. There are some towns run by bandits, rustlers, or even dinosaurs.
The alignment of power centers can be determined using the table given in the core d20 rules.
Wild one: A local wild one is obeyed because the townspeople either revere or fear his connections to nearby dinosaurs.
Dinosaurs: A group of intelligent dinosaurs has taken over town affairs with or without the humans’ consent.
The townspeople may be forced to pay tribute in the form of food or technolo-gy, or help the dinosaurs build their own cave system. The townspeople can’t seek help because the dinosaurs eat any-one caught leaving the town limits.
Alternatively, the townspeople may have sought out an alliance with the dinosaurs, for protection or survival or out of some bizarre appreciation.
None: The town is either so small, so new, or so friendly that it genuinely
Table 4-2: Primary Industry
d% based on environment Primary Industry
Plains Forest Swamp River Hills
01-05 01-05 01-05 01-05 01-05 Roll again twice
06-30 06-15 06-20 06-15 06-15 Farming – foodstuffs
31-45 16-30 21-30 16-25 16-20 Farming – cash crops
46-75 31-35 31-40 26-35 21-30 Livestock/ranching
76-95 36-45 41-65 36-45 31-40 Hunting/trapping
46-95 Logging
66-95 46-95 Fishing
41-85 Mining 96-97 96-97 96-97 96-97 86-97 Oil drilling
98-99 98-99 98-99 98-99 98-99 Trading Post
100 100 100 100 100 Other
Table 4-3: Number of Local Establishments by Town Size
Town Size: Neighbors Hamlet Village Town City
Saloons 0-1 1d2 1d4 3d4 4d6
Stores 0-1 0-1 1d2 2d4 3d6
Support 0 0-1 1d2 2d4 3d6
Stables 0 0-1 1d2 2d4 2d6
Smiths 0 0-1 0-1 1d4 2d4
Specialists 0 0 0-1 2d6 3d6
Professionals 0 0 0-1 1d4 2d4
Banks 0 0 0 0-1 1d4
Table 4-4: Power Centers
d% by Population Power Center(s)
1-20 21-300 301+
01 01 Wild one
02-05 02 Dinosaurs
06-55 03-12 None
56-80 13-27 01-05 Local hero
81-95 28-52 06-15 Town founder
96-100 53-57 16-17 Maverick
58-62 18-20 Wealthy rancher,
farmer, or merchant
63-72 21-30 Sheriff
73-82 31-60 Mayor
83-92 61-85 Town council
93-96 86-92 Guild
97-98 93-94 Outlaw gang
99 95-96 Military post
100 97-100 Roll again twice
has no power center. People get along as equals. If anything gets out of hand, the community rises up and makes sure affairs are settled.
Local hero: This is a well-liked citizen whose advice is heed-ed by the townspeople. He isn’t necessarily a warrior (although he could be), but he is charismatic enough to arbitrate disputes. In very small settlements, he could simply be the family patriarch (or matriarch).
Town founder: He may be respected for leading the towns-people to their new home – or he may be considered a tyrant.
Regardless, he owns most of the local land and has the strongest connections, so he’s in charge.
Maverick: A loner who settles things whether people like it or not. He may be a natural lawman, instilled with a strong sense of personal ethics, or he could be a troublemaker who likes getting into a fight. Either way, he shows up whenever there’s trouble and he always settles it.
Wealthy rancher, farmer, or merchant: Whether or not there is an official government in place, the richest man in town maintains power through a combination of bribes, connections, reputation, and threats.
Sheriff: Even though there’s a mayor, everybody knows the sheriff really runs things. He may be elected by the people or appointed by the mayor.
Mayor: The town has organized democratic voting in order to elect a mayor. In most frontier towns, election day is either a day of revelry or a day to stay indoors with your shotgun at the ready.
Town council: A council of several people, each representing a different part of town. One of the elected council members may be the nominal mayor for all or part of his term.
Guild: This could be a merchants association, group of ranch-ers, or bankers’ club. Regardless of the town’s official structure, the guild keeps the wheels greased to make things easy for its members.
Outlaw gang: A gang of bank robbers, dino rustlers, smug-glers, or claim jumpers controls the town. They may do it through fear – or they may be so generous with their spoils that the town loves them.
Military post: A Confederate or Union military post keeps things under control. The post may be secret, so the townspeople believe that another government runs things.
Loyalties
Table 4-5 lets you determine a settlement’s loyalties. If you want to make things interesting, roll twice: once for the power center, and once for the townspeople themselves. This can gener-ate towns ready to rise up in rebellion at the slightest provocation.
The “other” result indicates loyalty to the Free Fleet, a dinosaur tribe, aliens, a religious cult, or some nascent local gov-ernment. Make up a result that fits your campaign.
Population Composition
Most of the town’s population works in the primary industry or its supporting businesses. But there are still a few NPCs of a higher level than average. Apply the NPC modifier from table 4-1 to the results on table 4-6 to determine the highest-level locals in each class. The NPC modifier for a community of a single indi-vidual is only -1 because indiindi-viduals brave enough to venture out on their own are often of high levels.
A result of 0 or lower means no characters of that type are in the community.
The vast majority of settlements are entirely human. But not all are! Use table 4-7 to determine if dinosaurs or aliens live in a
Table 4-5: Settlement Loyalty
d% by Location Loyalty
N.S. Fron. Wild
01-65 01-40 01-25 Confederate
66-85 41-70 26-96 Freetown (no loyalty)
86-99 71-99 97-98 Union
100 100 99-100 Other
Table 4-6: Highest Level NPCs
PC Classes Character Level Bronco rider 1d6 + NPC modifier * Machinist 1d2 + NPC modifier Soldier 1d3 + NPC modifier **
Spy 1d3 + NPC modifier
Two-fister 1d6 + NPC modifier Wild one *** 1d4 - NPC modifier NPC Classes Character Level Commoner 3d4 + NPC modifier Expert 2d4 + NPC modifier Warrior 1d4 + NPC modifier
* If a bronco rider of level 6 or above is present, there is a 5% chance that he is a Dino Warrior.
** If a soldier of level 7 or above is present, there is a 5% chance that he is a federal marshal.
*** This includes wild ones in the general area, since they probably won’t be living in town. Note that the NPC modifier is subtracted from the roll, not added as with other classes, so you get higher-level wild ones around smaller settlements, further away from civilization.
settlement. Dinosaurs and aliens that live in a settlement are assumed to be friendly (or at least non-hostile). They live on the edge of town, or, occasionally, in a barn or shed or other space provided by an ally or employer. (Note that this table has no bear-ing on dinosaurs that kept as mounts or for other uses. It only indi-cates how many intelligent dinosaurs live locally and interact with resident humans as equals.)
How to read table 4-7: The table shows the percent chance that a particular dinosaur will be present in a settlement according to the settlement’s location (using the abbreviations from table 4-1 for N.A., Fron., and Wild). If the dinosaur is present, it will make up a percentage of the town population equal to the d% roll.
For example, in towns in the New Savannah area, there is a 15%
chance that protoceratops will be present. If you roll 08, indicat-ing that some protoceratops are present, they will compose 8% of the local population.
If aliens are present, determine the type on your own (Scray or something else of your own design).
As can be seen from the table, protoceratops that do live with humans prefer the more civilized areas near New Savannah. The other dinosaur species, however, become common only as the human population becomes more sparse.
Typical NPCs
Here are some stats for typical NPCs from the frontier. No place of origin is listed except when it is relevant, as most NPCs can be Confederate, Union, or offworlders if born on Cretasus.
Certain information is omitted from the profiles: all these NPC’s are Medium-size Humanoids (6 ft.), and unless noted oth-erwise, all ability scores are average (10).
A Note on NPC Abbreviations
The skill bonuses and combat statistics for all NPC profiles in this volume include modifiers for ability scores, armor check penalties, racial characteristics, and special abilities. The skill rank is indicated in parenthesis after the skill bonus – for exam-ple, Handle Animal +6 (4) means the NPC has four ranks in Handle Animal, with the other +2 coming from another source
(such as an ability score or class ability). Please note that modi-fiers due to skill synergies are not incorporated into the bonus.
Remember that Confederate characters receive an extra feat at first level, which is why some low-level NPCs have two feats.
However, this feat is only given to named NPCs; the typical NPC profiles (everyday people) do not receive the free feat. The free heirloom weapon for Confederate characters only applies to play-er charactplay-ers and notable NPCs – not evplay-ery low-level Confedplay-erate citizen carries around an heirloom!
One final note about NPCs: The commoner of Cretasus has a different skill set than the commoner of other worlds. We have occasionally assumed that certain skills are class skills for com-moners.
The following class abbreviations are used in NPC profiles:
Bro: Bronco Rider Com: Commoner Dnw: Dino Warrior Fdm: Federal Marshal Mac: Machinist Sol: Soldier
Spy: Spy (I guess that one is obvious) Twf: Two-fister
Wil: Wild One
Typical NPC Stats
Bank Manager, Exp1: CR 1/2; HD 1d6; Init +0; Spd. 30 ft.; AC 15 (+5 flak jacket); Atk +0 ranged (1d10/crit x3, auto-matic pistol) or +0 melee (1d3, unarmed); AL LE; SV Fort +0, Ref +0, Will +2; Int 12.
Skills: Appraise +5 (4), Bluff +4 (4), Diplomacy +4 (4), Knowledge (Mathematics) +5 (4), Profession (Finance) +4 (4), Sense Motive +4 (4), Spot +4 (4). Feat: Iron Will.
Possessions: Pen, pencil, calculator, 1d4 leather-bound ledgers, automatic pistol and 1d6 bullets, flak jacket, well-tailored suit (which conceals the pistol and flak jacket), leather satchel containing $2d20 x10, personal cash $3d20.
In public, the bank manager is always accompanied by a bodyguard with the profile of a sheriff’s deputy.
Bartender, Com1: CR 1/2; HD 1d4; Init +0; Spd 30 ft.;
AC 10; Atk +0 melee (1d3, unarmed); AL LG; SV Fort +0, Ref +0, Will +1; Cha 12, Wis 12.
Skills: Bluff +3 (2), Gather Information +3 (2), Listen +3 (0), Profession (Bartender) +3 (2), Sense Motive +3 (2), Spot +3 (0). Feat: Alertness.
Possessions: 1d4 flasks of liquor, hunk of cheese, bread, cash $1d6-1.
Blacksmith, Exp1: CR 1/2; HD 1d6; Init +0; Spd 30 ft.;
AC 11 (+1 leather apron); Atk +1 melee (1d4+1, knife); AL N; SV Fort +2, Ref +0, Wil +2; Str 12.
Skills: Appraise +4 (4), Chemistry/Alchemy +4 (4), Climb +5 (4), Concentration +4 (4), Craft (Blacksmithing) +4
Table 4-7: d% Chance and Population of Dinosaurs and Aliens
N.S. Fron. Wild
Protoceratops 15% 10% 5%
Velociraptor 2% 4% 8%
Ornitholestes 1% 3% 6%
Aliens 10% 3% 1%
(4), Listen +2 (2), Spot +2 (2). Feat: Great Fortitude.
Possessions: Knife, hammer, tongs, leather apron, 2d4 metal ingots, cash $1d6.
There is a 35% chance that a blacksmith who achieves 2nd level will decide to multi-class as a machinist. See Machinist NPC details for more information.
Claim Jumper, Com1: CR 1/2; HD 1d4; Init +0; Spd 30 ft.; AC 10; Atk +0 (1d10/crit x3, Colt .45); AL CE; SV Fort +0, Ref +0, Wil +0.
Skills: Forgery +2 (2), Profession (Miner) +2 (2), Spot +2 (2), Wilderness Lore +2 (2). Feat: Track.
Possessions: Knife, Colt .45 with 2d4 bullets, shovel, pick, chalk, bucket, blanket, bedroll, 1d4 empty sacks, 2d6 days of hardtack.
Dino Rustler, Bro1: CR 1; HD 1d8; Init +0; Spd 30 ft.;
AC 11 (+1 padded armor); Atk +0 ranged (1d10/crit x3, Colt .45), +0 ranged (1d12/crit x3, Winchester rifle), +0 ranged (special, lasso), or +1 melee (1d4+1, knife); AL CN; SV Fort +0, Ref +2, Wil +0; Str 12, Cha 12.
Skills: Animal Empathy +5 (4), Balance +2 (2), Handle Animal +8 (4), Intimidate +3 (2), Intuit Direction +2 (2), Ride +4 (4), Wilderness Lore +4 (4). Feats: Mounted Combat, Dinosaur Presence.
Possessions: Knife, lasso, Colt .45 and 3d10 bullets, Winchester rifle with 3d10 bullets, padded armor, bit and bri-dle, saddlebags, backpack, bedroll, blanket, clay jug, 3d20 pounds of animal feed, 4d6 days worth of hardtack, cash
$1d10.
Mount: Depends on region, employer, and character level; to randomize, roll d%: 01-25 parasaurolophus, 26-50 camptosaurus, 51-65 iguanodon, 66-75 pachy-cephalosaurus, 76-85 triceratops, 86-90 pteranodon. 91-97 allosaurus, 98-100 T-rex.
Doctor/Veterinarian, Exp1: CR 1/2; HD 1d6; Init +0;
Spd 30 ft.; AC 10; Atk +0 melee (1d4, knife); AL LG; SV Fort +0, Ref +0, Wil +2; Int 12.
Skills: Chemistry +3 (2), Concentration +4 (4), Handle Animal +4 (4), Heal +4 (4), Knowledge (medicine/healing) +5 (4), Profession (Doctor) +4 (4), Ride +3 (3), Spot +2 (2), Wilderness Lore (1). Feat: Endurance.
Possessions: Knife, medical kit, blanket, sack, 30’ rope, flask of liquor.
Farmer, Com1: CR 1/2; HD 1d4; Init +0; Spd 30 ft.; AC 10; Atk +0 melee (1d3, shovel); AL LN; SV Fort +0, Ref +0, Wil +1; Wis 12.
Skills: Craft (Carpentry or Leatherworking) (1), Handle Animal +3 (3), Profession (Farming) +5 (4). Feat:
Endurance.
Possessions: Spade, hoe, shovel, bucket, 1d4 small pouches filled with seeds (d%: 01-75 worth $1d4, 76-95 worth $2d6, 96-100 rare local plants worth $2d20 in New Savannah), cash $1d4-2.
Fisherman, Com1: CR 1/2; HD 1d4; Init +0; Spd 30 ft.;
AC 10; Atk +0 melee (1d4, knife); AL N; SV Fort +0, Ref +2,
Wil +1; Wis 12.
Skills: Profession (Fishing) +4 (3), Spot +2 (2), Swim +2 (2), Use Rope (1). Feat: Lightning Reflexes.
Possessions: Knife, fishing net, 2d6 fish hooks, 100 ft.
fishing line, 20 ft. rope, 10 ft. pole, sack of bait, bucket, 2d4 fish, cash $1d6-2.
Hunter/Trapper, War1: CR 1/2; HD 1d8+1; Init +0; Spd 20 ft.; AC 13 (+3 hide armor); Atk. +2 melee (1d4+1, knife), +1 ranged (1d10/crit x3, Colt .45), or +1 ranged (1d12/crit x3, Winchester rifle); AL CN; SV Fort +3, Ref +0, Wil +0; Str 12, Con 12.
Skills: Climb -1 (1), Handle Animal (1), Intuit Direction +2 (2), Ride (1), Swim +2 (1), Wilderness Lore +2 (2). Feat:
Track.
Possessions: Knife, Colt .45 and 2d20 bullets, Winchester rifle and 1d20 bullets, hide armor, 20 ft. rope, canteen, bedroll, 1d4 leather sacks each filled with 5 pounds of salted meat, 1d4 uncured animal skins, 1d4-2 unbutchered recent kills, cash $2d6.
Land Speculator, Exp1: CR 1/2; HD 1d4; Init +0; Spd 30 ft.; AC 10; Atk +0 melee (1d4, knife); AL CN; SV Fort +0, Ref +0, Wil +5; Wis 13.
Skills: Appraise +4 (4), Bluff +6 (4), Diplomacy +6 (4), Disguise +4 (4), Forgery +4 (4), Gather Information +6 (4), Perform +2 (0), Sense Motive +2 (0). Feat: Turncoat (see Broncosaurus Rex Core Rulebook, page 43).
Possessions: Knife, pen, paper, land deeds, official-looking seal, cash $6d10 in small bills suitable for bribes.
Logger, Com1: CR 1/2; HD 1d4; Init +0; Spd 30 ft.; AC 10; Atk +1 melee (1d6+1/crit x3, handaxe); AL N; SV Fort +0, Ref +0, Wil +0; Str 12.
Skills: Climb +3 (2), Handle Animal (1), Jump +2 (1), Profession (Logging) +2 (2), Use Rope +2 (2). Feat:
Endurance.
Possessions: Handaxe, 100 ft. rope, 20 ft. chain, saw, cash $1d6-2.
Machinist, Mac1: CR 1; HD 1d4; Init +0; Spd 30 ft.; AC 10; Atk. +2 ranged (1d10/crit x3, custom +2 automatic pis-tol), or possibly another ranged weapon (see below); AL N;
SV Fort +0, Ref +1, Wil +2; Int 13.
Skills: Chemistry +3 (2), Craft (Blacksmith) +4 (3), Craft (Gunsmith) +4 (3), Disable Device +7 (4), Drive +2 (2), Knowledge (Science) +4 (3), Knowledge (Technology) +6 (3), Repair Device +7 (4), Use Technical Equipment +7 (4).
Feat: Gearhead.
Possessions: Custom +2 automatic pistol with 1d4 20-bullet cartridges, binoculars, handheld communicator, com-pass, engineering tools, flashlight, scanner, cash $2d10, 25% chance of an exotic weapon (d%: 01-15 screamer knife, 16-30 laser sword, 31-50 flamer, 51-80 whisper gun, 81-95 laser pistol, 96-100 amp bomb).
Mayor, Exp2: CR 1; HD 2d6; Init +0; Spd 30 ft.; AC 10;
Atk. +1 melee (1d4, knife); AL LN; SV Fort +0, Ref +0, Wil +6; Cha 14, Int 12, Wis 12.
Skills: Appraise +6 (5), Bluff +7 (5), Diplomacy +7 (5), Gather Information +7 (5), Intimidate +7 (5), Sense Motive +6 (5), Spot +6 (5). Feat: Iron Will.
Possessions: Knife, pen, paper, seal of office, 1d4 local
maps, book of tax records, 1d4 flasks of liquor, well tailored suit, cash $3d20.
Miner/Prospector, Com1: CR 1/2; HD 1d4; Init +0; Spd 30 ft.; AC 10; Atk +0 melee (1d4, hammer) or +0 melee (1d4, pick); AL CN; SV Fort +0, Ref +0, Wil +0.
Skills: Profession (Mining) +3 (3), Listen +2 (0), Spot +7 (5). Feat: Alertness.
Possessions: Hammer, pick, shovel, spade, hooded lantern (50% chance of having a flashlight as well), sieve, tin pan, chalk, flask, 4d6 days of hardtack, bedroll, blanket, backpack, 1d6-2 quarter-pound ingots (d%: 01-80 worth
$2d6 each, 81-98 worth $4d6 each, 99-100 worth $2d10 x10 each), cash $2d6, 25% chance of a treasure map (d%:
01-25 fake, 26-50 real but leads to a mine long ago stripped bare, 51-80 real but the mine is nonvaluable metals, 81-100 real and the mine is valuable).
Outlaw/Bandit/Bank Robber, War1: CR 1/2; HD 1d8;
Init +0; Spd 30 ft.; AC 12 (+2 leather armor); Atk +1 ranged (1d10/crit x3, Colt .45), +1 ranged (1d12/crit x3, Winchester rifle), or +1 melee (1d4, knife); AL CE; SV Fort +2, Ref +0, Wil +0.
Skills: Climb (1), Intimidate +3 (3), Jump (1), Ride +3 (3). Feat: Run.
Possessions: Knife, Colt .45 and 2d10 bullets, Winchester rifle and 2d10 bullets, leather armor, bedroll, blanket, 2d4 sacks, 3d6 days worth of hardtack, cash
$1d10-2, 25% chance of stolen loot worth $2d10 x10.
Peddler/Trader, Com1: CR 1/2; HD 1d4; Init +0; Spd 30 ft.; AC 10; Atk +0 melee (1d4, knife); AL N; SV Fort +0, Ref +0, Wil +0; Cha 12.
Skills: Appraise +4 (4), Bluff +7 (2), Gather Information +3 (2). Feat: Fast Talker.
Possessions: Knife, cart, cash $2d10, 25% chance of a common mount.
Goods for trade: d8-2 of any common item, 1d4 com-mon weapons (tech level 3 or lower), 1d6-2 uncomcom-mon weapons (tech level 4), as well as seeds, clothes, ore, and other items picked up along his route.
Pioneer, Com1: CR 1/2; HD 1d4; Init +0; Spd 30 ft.; AC 10; Atk +0 melee (1d4, knife), or 25% chance of +0 ranged (1d10/crit x3, Colt .45); AL LN; SV Fort +0, Ref +0, Wil +0.
Skills: Handle Animal +2 (2), Profession (any 2 of Farming, Fishing, Mining, Logging) (each +2), Wilderness Lore +2 (2). Feat: Endurance.
Possessions: Knife, 25% chance of Colt .45 with 1d10 bullets, shovel, hammer, pick, bucket, 20’ rope, canteen, bedroll, blanket, d4 sacks, 6d6 days worth of hardtack, hooded lantern, 10 ft. pole, fishing net, 1d4 fishing hooks, 1d4 small pouches filled with seeds (d%: 01-75 worth $1d4, 76-95 worth $2d6, 96-100 rare local plants worth $2d20 in New Savannah), cash $1d4-2.
In addition to the equipment listed, a typical pioneer’s load could include a full wagon’s worth of equipment. Some of the more common items might be feather beds, ground
cloths, pillows, a tent, poles, stakes, a hatchet, bullet molds, lead, a keg of gunpowder, flour, bacon, coffee, baking soda, corn meal, dried beans, dried beef, dried fruit, molasses, vinegar, pepper, eggs, salt, sugar, rice, tea, a kettle, a skil-let, a coffee grinder, a teapot, a butcher knife, a ladle, tin plates and silverware, a water keg, matches, a hoe, a plow, a spade, a whetstone, an extra axle and bolts, chains, trousers, boots, hats, bonnets, shirts, coats, bandages, campstool, chamber pot, washbowl, candles, candle molds, scissors, needle and thread, and perhaps even some of the trappings of home: books, family albums, china, silverware, and furniture.
Ranch Hand, Bro1: CR 1; HD 1d8; Init +0; Spd 30 ft.;
AC 11 (+1 padded armor); Atk +0 ranged (1d10/crit x3, Colt .45), +0 ranged (special, lasso), or +1 melee (1d4+1, knife);
AL N; SV Fort +0, Ref +2, Wil +0; Str 12, Cha 12.
Skills: Animal Empathy +5 (4), Balance +2 (2), Craft (Leatherworking) +2 (2), Handle Animal +7 (4), Intuit Direction +4 (4), Ride +4 (4), Wilderness Lore +4 (4). Feat:
Mounted Combat, Dinosaur Presence.
Possessions: Knife, lasso, Colt .45 and 2d20 bullets, padded armor, bit and bridle, saddlebags, backpack, bedroll, blanket, clay jug, 3d10 pounds of animal feed, 2d4 days of hardtack, cash $d10.
Mount: Depends on region, employer, and character level, but in general (d%): 01-25 parasaurolophus, 26-50 camptosaurus, 51-65 iguanodon, 66-75 pachy-cephalosaurus, 76-85 triceratops, 86-90 pteranodon, 91-97 allosaurus, 98-100 T-rex.
Sheriff, War2: CR 1; HD 2d8+5; Init +1 (Dex); Spd 30 ft.; AC 16 (+1 Dex, +5 flak jacket); Atk +3 ranged (1d10/crit x3, automatic pistol), +3 ranged (1d12/crit x3, Winchester rifle), +3 ranged (special, shotgun), +3 ranged (special, bronto gun), or +3 melee (1d4+1, knife); AL LG; SV Fort +4, Ref +1, Wil +0; Str 12, Dex 12, Con 12.
Skills: Climb +1 (2), Intimidate +6 (5), Jump +1 (2), Ride +4 (3). Feat: Toughness.
Possessions: Automatic pistol with 1d4+1 20-bullet car-tridges, Winchester rifle with 1d4 30-bullet carcar-tridges, shot-gun with 3d10 shells, bronto shot-gun with 2d4 shells, knife, flak jacket, binoculars, flashlight, medical kit, manacles, cash
$5d6.
Sheriff’s Deputy, War1: CR 1/2; HD 1d8+3; Init +0;
Spd 30 ft.; AC 12 (+2 studded leather armor); Atk +1 ranged (1d10/crit x3, Colt .45), +1 ranged (1d12/crit x3, Winchester
rifle), or +2 melee (1d4+1, knife); AL LG; SV Fort +2, Ref +0, Wil +0; Str 12.
Skills: Climb +1 (1), Intimidate +4 (4), Jump +2 (2), Ride (1). Feat: Toughness.
Possessions: Knife, Colt .45 with 4d10 bullets, Winchester rifle with 3d10 bullets, studded leather armor, flashlight, manacles, cash $2d6.
Shopkeeper, Com1: CR 1/2; HD 1d4; Init +0; Spd 30 ft.; AC 10; Atk +0 ranged (1d10/crit x3, Colt .45); AL LN; SV Fort +0, Ref +0, Wil +0.
Skills: Appraise +4 (4), Listen +2 (0), Profession (Merchant) +4 (4), Spot +2 (0). Feat: Alertness.
Possessions: Colt .45 with 1d6 bullets, pen, paper, ledger, coin purse, cash $2d10 mostly in small coins.
Soldier, Confederate Sol1: CR 1; HD 1d10+1; Init +0;
Spd 30 ft.; AC 15 (+5 flak jacket); Atk +1 ranged (1d10/crit x3, automatic pistol), +1 ranged (1d12/crit x3, Winchester rifle), or +0 melee (1d4, knife); AL LN; SV Fort +3, Ref +0, Wil +0; Con 12.
Skills: Climb +0 (2), Intimidate +4 (4), Jump +0 (2), Knowledge (strategy and tactics) +4 (4), Listen +2 (2), Use Technical Equipment +2 (2). Feat: Point Blank Shot.
Possessions: Knife, automatic pistol with 3d6 20-bullet cartridges, Winchester rifle with 3d6 20-bullet cartridges, flashlight, binoculars, compass, flak jacket.
Soldier, Union Sol1: CR 1; HD 1d10+1; Init +0; Spd 20 ft.; AC 16 (+6 riot gear); Atk +1 ranged (1d10/crit x3, auto-matic pistol), +1 ranged (1d12/crit x3, Marionette), or +0 melee (1d4, knife); AL LN; SV Fort +3, Ref +0, Wil +0; Con 12.
Skills: Drive +2 (2), Intimidate +4 (4), Jump -2 (2), Knowledge (strategy and tactics) +4 (4), Listen +2 (2), Use Technical Equipment +2 (2). Feat: Point Blank Shot.
Possessions: Knife, automatic pistol with 3d6 20-bullet cartridges, Marionette (a.k.a. Absentee Voter) with 3d6 20-bullet cartridges, flashlight, binoculars, compass, riot gear.
Wealthy Merchant, Exp2: CR 1; HD 2d6; Init +0; Spd 30 ft.; AC 10; Atk +1 melee (1d4, knife); AL N; SV Fort +0, Ref +0, Wil +3; Cha 12, Int 12.
Skills: Appraise +6 (5), Bluff +6 (5), Diplomacy +6 (5),
Skills: Appraise +6 (5), Bluff +6 (5), Diplomacy +6 (5),