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Raptor Ruckus RPG

Created by Snapback Game Studios

Claw your way through a park on the edge of extinction. A survival horror tabletop game. | Target ship date: August 2026.

Latest Updates from Our Project:

$80K Stretch Goal & 2 Class Previews
7 months ago – Thu, Sep 18, 2025 at 05:05:08 PM

Hello there, 

Zac and Frank here, with a huge unlock -- gargantuan even! A truly spectacular unlock on the stretch goals, plus more goals revealed, and, well, how about some details of another class or two?

Stretch Goals

  • $80,000 | Painted Page Edges for all 3 hardcover books!This will make each one a looker. Dropping an example below. I think that all 3 books will end up with black painted edges, but final color will be whatever we think will look best. Have an idea? Sound off in the comment section.

We also revealed the next handful of stretch goals, which should about put us at the end of the campaign. There's some big items in there, and with your help, we think we can hit them!

Class Preview

If you're still reading these updates, you deserve a reward of some sort, so here's the full text (not necessarily final) for two of the player classes: The Blood Sucker and the Field Expert:

Blood Sucker

Big Shot | Corpo | Magnate | Sleeze
You are here on behalf of the investors, either to shut the project down or find a way to make it profitable. You are cutthroat, vicious, and an absolute tyrant ... in the office. When shit hits the fan and bodies start piling up, you’ll go wherever, say whatever, or screw whomever it takes to survive. 
Abilities +2 Presence/-1 Toughness, -1 Wits
HP Toughness+d8
Clothing. Always formal.
Weapon. Roll a d4 on the Weapon Table, but get a pistol on a 3-4.
Hidden Talent. Choose 2 from even-numbered table entries (pg. XXX). 

Career Expertise

Start with +2 Supply of cash, then roll d6 for a Career Expertise. Whenever you roll a Presence Test and can apply your Career Expertise, roll twice and use the higher result.

  • Accounting
  • Business
  • Insurance
  • Investment
  • Marketing
  • Law

General Feature

1. Born Better. When you take this feature, and each time you Gain Experience, after you have improved your Abilities, select one Ability and add +1.

2. One Step Removed. When an area of effect applies Damage to a space that includes you, roll d4. On 3-4, you don’t take the damage.

3. Sleaze. Whenever you meaningfully lie or manipulate, check a box. When all three boxes are checked, roll a second d20 on your next test and use the better result. Then, reset the boxes. 🔲🔲🔲

4. Take Action. When the PCs lose on the Initiative, you can still go ahead of the enemy. If you do, your nearest ally is +2DR to all Defense tests for the round.

5. VIP Status. When you would take damage from a failed test and have an ally nearby, Test DR14 Presence. On a success, the ally takes the damage instead.

6. [Locked] Schemes Within Schemes. Each day, start by rolling two d20s in secret. You may swap these rolls out for any other roll you make throughout that day. Re-roll if locked. Unlocks by Gaining Experience twice or when two of your companions die. 

Field Expert

Bone-head | Brain | Fossilist | Scientist
An expert in your field, you arrived on the island to study the Mesozoic majesty. Now you’re at the mercy of the monstrosities you studied, and even though danger lurks around every corner, you still find yourself in awe of the wondrous creatures.
Abilities +1 Survival, +1 Wits/-1 Presence, -1 Toughness
HP Toughness+d8
Clothing. Roll a d4 on the Clothing Chart.
Weapon. Roll a d3 on the Weapon Chart.
Hidden Talent. Roll d5x7 for the first, then roll 2d10 for a second (pg. XXX). 

Specialization

Roll d6 for a Specialization. Whenever you roll a Wits Test and can apply your Specialization, roll twice and use the higher result. 

  • Biology (living organisms)
  • Ethology (animal behavior)
  • Genetics (genes & variations)
  • Paleobotany (ancient plants)
  • Paleontology (ancient life)
  • Zoology (animal structure & Classification)

General Feature

1. Calming Presence. When meeting you for the first time, humans roll a d6 and a d8 for their Reaction. Presence tests to calm or sway a human are -2DR.

2. Crisis Management. Each morning, you can attempt a DR12 Survival Test to keep an infected/sick/bleeding/poisoned PC from losing d6 HP. This does not allow them to recover HP. If no PCs need attention, pick one PC and increase their recovered HP by 2.

3. Maintain Order. When you or an ally you can see fumbles a test, roll d6. On a 5-6, no one rolls on the fumble table. On a 1, roll twice on the fumble table.

4. Trauma Kit. You’ve salvaged a pack that just might save a life. When treating a Broken PC, make your test at -4DR, then check a box. You can clear one box every time you improve your PC. 🔲🔲

5. Well-Rounded. Take a second Specialization. Additionally, you may re-roll a Wits Test each day.

6. [Locked] Hidden Resolve. You recover all Panic pips when you get a restful sleep. Re-roll if locked. Unlocks by Gaining Experience twice or when two of your companions die.

We're in the endgame now, with just a week left to go. It's been a hell of a ride!

Talk soon,

- Zac G., Frank, & Team Raptor

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