Category Archives: Fiction

Dr. Fox Discusses Gender Orientation in the WereVerse

Gender Orientation – Gender is a phenomenon that pervades the WereVerse. The gender of the Creator is unknowable. The gender of the abstract ontologicals is unknown. The WereForce is male. The VixenForce is female. The Zone Gods are male or female. The monads have no gender. When a monad becomes an angel of the story then the monad stays genderless. The exception is the super-monad which was given a female gender by the creator. The super-monad destroyed a universe. The angels point to the super-monad when arguing against choosing a gender. When a monad becomes a demon then the generally pick a gender. Most demons chose to be a male. Chort one of the few demonesses.

The Cephaloids have eight genders i.e. they are octo-gender and find human bigender so interesting that they often kidnap humans and do “experiments” on them related to their sexuality. Most life on Subtopia reproduces asexually or with two genders. The Sapphire Vixen was prejudiced against the octo-gender of the Cephaloids. The Sapphire Vixen herself is bisexual. The Astral Exiles have two genders. The Quantum Zone Ophidians have two genders and the current leader is a Queen suggesting matriarchy. The dark ones of the Black Zone have two genders. The ghosts have two genders in the Ghost Zone and the generally the gender orientation they had in life. The Hot Zone has every gender and combination of genders imaginable. The astral beings that inhabit the White Zone have two genders. One gender is composed of continuous numbers. The other gender is composed of discontinuous numbers.

However, ONLY humans have the concept of gender orientation! No other species, not the Cephaloids, the Subtopians, the Demons or the various zone beings have rules making one gender preferable to another species legally or by custom. Gender orientation with all other forms of being but human is considered purely a matter of personal choice. Even the angels admit if they had gender then their gender orientation would be a matter of personal choice. The reason why humans are so irrational in the area of gender orientation is a mystery to all the other species of the Dodecagon including the hyper-intelligent hyper-entities. The earths of the Dodecagon have a dizzying array of laws and customs regarding gender orientation.

The Red Earth is a strict patriarchy. Marriage between men is legal. Marriage between men and women is illegal. The Orange Earth is conservative and heterosexuality is the norm. Homosexuality is tolerated if kept in the closet. The Yellow Earth allow accepts experimentation with the opposite sex is socially acceptable. In some cases, heterosexuality is allowed for breeding purposes. However, test-tube babies that are genetically engineered are the norm. However, marriage is reserved for same sex couples. Heterosexual marriage is not illegal but discouraged. On the Pink Earth women can marry women. Women cannot marry men since men are considered subhuman and sex is tolerated but marriage to a man is a degree of bestiality that cannot be tolerated. On the Green Earth computer technology is done with biogenetically engineered plants. In the swinging sixties the gestalt of the planet known as Gaia created an interspecies network so that all life could communicate with all other forms of life. While cybersex in the Blue Earth is limited to humans, green cybersex allows for interspecies sex online. On the Blue Earth, cybersex has replaced face-to-face sex and people switch genders online all the time. Any type of sex imaginable is possible and legal for a price on the Black Earth. However, marriage is only allowed if “the friends of Earth” get their monthly marriage license fee! Basically, free sex is illegal on the Black Earth. On the Brown Earth all types of sexual orientation are allowed as long as there is no exchange of fluids during coitus and this includes even saliva. The White Werefox of the White Universe is totally confused since he is a combination of the totally contradictory belief systems of the other werefoxes about gender. How the other gestalts in the White Earth handle gender is unknown.

WereVerse Universe Baby!

Google Drive Link: WereVerse Universe

Am I Kitsune?

Predator versus Terminator

Predator vs Terminator

Predators and Terminators will be compared in the area of weapons, special abilities, space travel versus time travel, and cultural considerations.  The two groups will then be evaluated using different scenarios.

Weapons

Terminators are programmed to use any weapon on present day Earth expertly.  In addition, Terminator weapons from the future are far more powerful than weapons from the present. A Terminator armed with weapons from the future would have weapons that are equal if not superior to those of the Predators.   If the Predator and Terminator are fighting in gladiatorial combat in the present then Terminators are limited to weapons of the present since they cannot bring weapons from the future.  Predator weapon technology includes a plasma caster, combi-stick, smart disc, spear guns, laser nets, net gun, and wrist blades.  Predator weapons technology is far superior the current human weapons technology.  Predators win in the weapons category if fighting in the present.

Special Abilities

Terminators are made out of a super tough metal and have super strength.  Predators have super human strength compared to humans and can throw humans across a room and deliver powerful blows but probably could not hurt a Terminator in hand to hand combat.  Terminators are far, far stronger than Predators.

Predators are far more agile than your average human.  Terminators have not been shown to be especially agile and may even be less agile than your average human soldier.  Predators are excellent climbers and like to take the high ground.  In a natural environment the Predators will stay in the jungle/forest canopy and in an urban environment the Predators will favor roof tops.  Terminators are made of metal and therefore very heavy.  In many cases branches would not support their weight.  Cables connecting buildings that the Predators could use to move from rooftop to rooftop would not generally support the weight of a Terminator.  The high ground belongs to the Predators and this gives them a tactical advantage.  Furthermore, the Predators do study their prey and would avoid fighting Terminators up close and would attack the Terminators from afar and thus negate the super strength of the Terminators.

In up close combat the Terminators would literally tear a Predator to pieces but the Predators would avoid this situation and their superior agility would mean they could climb up buildings or jungle trees and avoid the Terminators while shooting at the Terminators from a distance.   A Terminator is so strong that a Terminator could pull down a medium sized tree roots and all.  A Terminator does not have Superman type strength and could not tear down a building in order to get at the Predator.  In an urban environment the Predator can easily stay out of the reach of a Terminator.

Predators use a type of camouflage that borders on invisibility.  Terminators have optics that are superior to human vision and could probably easily tell where the Predator was and aim shots at the Predator with whatever firearm the Terminator had acquired.  In Predator, Major Dutch Schaeffer (Arnold Schwarzenegger) masks his thermal signature by covering his body with mud.  Terminators, minus skin, would not emit any sort of thermal signature in the first place. A Predator would have a harder time seeing a Terminator than a human.

Predators do not rely on body armor to provide protection from shots but rely on agility to avoid shots instead.  Terminators are extremely skilled in the use of firearms and with their superior vision would probably be able to target a Predator much more effectively than a human and the Terminator would soon score some hits.  Predators can survive more hits from firearms than a human but are not invulnerable. The bio helmet would presumably provide some protection from a head shot but the bio helmet is not necessarily indestructible.

The Terminators are far more durable than the Predators but their metal exoskeleton does have a fatal weakness.  The Predator’s plasma caster could take down a Terminator from the high ground. The plasma caster seems to have some sort of very accurate built in targeting system so the lack of a Terminator heat signature would not be a problem for the Predator.  The T-800 is made of a titanium alloy and titanium loses strength when heated to a temperature of 430 °C (806 °F).  A plasma torch, made with present day human technology, generates a plasma arc that generates temperatures in the 25,000 °C.  The T-850 and T-888 is made of coltan not titanium and more heat resistant but still vulnerable to heat.  Predator technology is far superior to human technology so the plasma caster would probably destroy a Terminator even made from coltan.

The T-1000 is made of liquid metal but has been shown to melt.  However, the T-1000 can reform after being melted!  Melting a T-1000 is not enough to destroy a T-1000.   The temperatures have to be huge, not a problem for a Predator, and exposure to high temperatures have to be maintained over a period of time.  The Predator would have to maintain a continuous plasma burst.  There is no evidence that a plasma caster can maintain a continuous beam and given the energy needed for this task, this is doubtful.  Even if the beam was continuous then the Predator must move in and make sure the liquid metal could not reform by separating the liquid metal.  The Predator could use its wrist blades to slash the liquid metal as it tries to reform but the T-1000 probably could reform faster than the Predator can destroy it and even reform before the Predator reaches it from the high ground.

Terminators do not tire!  Terminators have a battery that can last 120 years.  A Predator presumably has greater endurance than a human but is organic and will tire eventually.  In any extended fight, the Terminator has an advantage.  However, the Predator will have studied its prey and avoid extended combat with a Terminator.  In one to one combat, a Predator would probably be able to defeat a T-800, T-850 or T-888 but not a T-1000.

Space Travel versus Time Travel

In a war between the Predators and the Terminators, as opposed to gladiatorial combat which Predators favor, the Predators could presumably bomb the surface of a planet from space although they have never done this before and it’s not their style at all.  Predators have not been shown to have missile or bombing technology.  Predators do have access to nuclear weapons that are small enough to be carried on their person.  When Predators fought Aliens on Earth, they preferred to go to the surface and fight the Aliens one on one (Alien vs. Predator).  Predators could nuke a Terminator world but would do this as a last resort and might take such a move too late.

The Terminators have time travel on their side and can go back and time and can change events key events in any war with the Predators so they would win in the end. Terminators have no compunction about using their time travel technology.  Even if the Predators nuked a Terminator planet, the Terminators could go back to an event just before the nuclear attack and stop the attack or even cause the nukes to destroy the Predators.

Cultural Considerations

Predators are lone hunters.  Terminators are soldiers.  Terminators do work as a team very effectively.  Predators are loners.  A team of Terminators would have no compunction about ganging up against a lone Predator and killing them one by one.  In Terminator: The Sarah Connor Chronicles, a team of Predators hijacks raw materials and sets up a factory in order to make even more Terminators.  Predators have in the past not asked for help from other Predators even when faced with death (Predator 2).  Lions are more powerful than baboons but lions lose against a tribe of baboons because baboons work together.  A team of Terminators would probably win against a team of Predators.

Predator technology has evolved very little over the centuries.  Predators which killed Aliens thousands of years ago on Earth more or less used the same technology as they did in the present (Alien vs. Predator).  Terminator technology is not static and evolves very, very quickly.  Skynet was able to make weapons in the future to eliminate the resistance that were far ahead of the original human technology that it used to take over Earth.  Skynet is an AI that can take apart existing technology and then create superior technology in a systematic manner.

If a Terminator was able to kill a Predator and give the body and weapons to Skynet then Skynet could probably make specialized Terminators specially designed to kill Predators.  Some Predator technology like the plasma caster might be too advanced for Skynet to reverse engineer. However, the combi-stick, smart disc, spear guns, laser nets, net gun, and wrist blades could probably be reversed engineered by Skynet.  Modified Terminators could use Predator technology against the Predators in a drawn out conflict.  Predator weapons are made of a special metal that defies human classification.  Presumably this metal is far more durable than any human made metal.  Terminators made of the Predator metal might be invulnerable to the plasma caster!  The Predators on the other hand would probably disdain making their own Terminators due to reasons of honor.

Predators can operate effectively in even Antarctic environments but seem to prefer tropical environments.  Can Predators operate in Antarctic environments for extended periods of time?  Terminators are not bothered by cold environments in the least.

Predators can breathe Earth’s atmosphere but seem to prefer using a breathing apparatus.  Predators might be more vulnerable to a gas attack than even humans.  Gas weapons would not work on Terminators at all.  Radiation has very little effect on Terminators.  Presumably radiation would be fatal to Predators even though the Predators might have more immunity than
humans.

Conclusions

1) In gladiatorial combat the Predators can defeat most Terminator models.

2) The Predator probably cannot defeat a T-1000.

3) In any sort of “war” between the Terminators and the Predators then the Terminators win.

Hugh Fox III - Bananas

You can also download my autobiography of my struggle with a bipolar condition on  Am I Kitsune on my Google Drive.

WereVerse Universe Baby!

Google Drive Link: WereVerse Universe

Image

Funeral Crashing Rules

Funeral Crashing Rules by Hugh Fox III

1) Wedding crashing rules don’t apply to funeral crashing.

Wedding crashing is attending a wedding without an invitation.  Since funerals do not require an invitation there should not be such a thing as funeral crashing.  However, because of the movie Wedding Crashers in which the motive of wedding crashing is to meet girls, the concept of going to funerals to meet girls is now referred to as funeral crashing and this behavior is part of the movie.

Weddings are a party.  Funerals are a duty.  Funeral crashing is much, much easier logistically than wedding crashing.  Weddings are expensive affairs and exclusive.  People have spent thousands of dollars for the wedding and don’t want people who don’t belong.  Funerals are “bare bones” affairs when it comes to refreshments, pun intended.  Your presence costs the person(s) having the funeral almost nothing.  No one wants to die alone!  A sparsely populated funeral is also distressing to the family.  No one wants low attendance at a funeral.  In the past mourners, in some places, were hired to attend funerals.  You are much, much more welcome at a funeral than a wedding.

Don’t use an alias as is suggested for wedding crashing but instead befriend the elderly.  You only need an alias if you are doing something wrong.  Do something right instead!  The simplest way to get invited to funerals is to do volunteer work at a nursing home! Do a good job as a volunteer and see funeral crashing as a well earned reward for all your efforts.

You need to focus on the elderly that look like they are going to die soon and have attractive younger relatives.   You can figure out who is going to die by talking with the staff at a nursing home.  Staff at a nursing home does know who is going to die next!  Asking staff that about who is going to die will seem ghoulish so couch your inquiries in the guise of concern about the health of the elderly at the nursing home.  This handles the problem of finding elderly that are going to die soon so you can crash their funeral.  Now you need to weed out the soon to be deceased who have attractive relatives versus those who do not.

When you entertain an elderly person at a nursing home go straight to the photo album.  The elderly love to take a trip down memory lane with their photo album so this should not be a problem.  If the most attractive female relative is unlikely to attend the funeral of the elderly friend due to distance or lack of closeness to your elderly friend then move on to a second elderly target and so on and so on. Funeral crashing target acquisition is an art and you need to be good at spotting photos that are photo shopped and/or out of date.  How the, would be, target looks in a photo album and in real life can be two different things.  Get to the photo album early on so as not to waste time on an elderly friend that has no worthwhile targets at their funeral.

Dump the wedding crashing wing man and go solo for funeral crashing!  The only reason you need a wing man for wedding crashing is to establish credibility because you are using an alias and no one recognizes you.  Not only will everyone at the funeral know who you are but you will have a reputation as the fine young man who helps old people!

You can’t trust other people, even wing men, with the delicate task of funeral crashing.  Funeral crashing is even more taboo than wedding crashing.  For various reasons people think that taking advantage of human weakness at a funeral for sexual pleasure is not a nice thing to do to women!  Never, ever tell anyone what you are up to.  Stick to your cover story that you care about the elderly and have no ulterior motives no matter what.  Only a mind reader can say you have ulterior motives in the case of funeral crashing done correctly.  The truth is that if you follow the rules of this article then you will never be challenged.

Use social media.  Do set up a Facebook account for your elderly “friend” if the elderly friend doesn’t have one and then get the elderly friend to friend you and then you can in turn friend the primary target.  You can also use traditional media to get as much information about the primary target as possible.  Print media may have professional information and especially academic information such as publications by the primary target that will be useful in creating rapport with the primary target.

When the elderly friend dies then you can send a message to the primary target via Facebook offering condolences.  This establishes a relationship before the funeral has even started.  At the funeral tell the primary target that the elderly friend talked about her all the time.  The favorite topic of all humans is themselves and this is especially true of women.  The target will be curious about what the elderly friend said about her and of course this was all complimentary and insightful.  You are offering her insight to the target about herself from a wise old person from beyond the grave!  The better your narrative, the more likely you will score later.  Do spend time writing a two page story of her as told by the common elderly friend.  The elderly friend of course saw heroic qualities in the target that no one else saw and never expressed her thoughts to the target while she was alive!  All women think they are heroines in a soap opera at some level and confirming this suspicion means that she will want to be around you to hear the whole story.

I recommend using a monomyth structure.  From Wikipedia, “Joseph Campbell’s monomyth, or the hero’s journey, is a basic pattern that its proponents argue is found in many narratives from around the world. This widely distributed pattern was described by Campbell in The Hero with a Thousand Faces (1949). An enthusiast of novelist James Joyce, Campbell borrowed the term monomyth from Joyce’s Finnegans Wake.  Literary skills will help with this narrative.  Writing a poem or song about a woman is one thing but an epic saga of her life is much more interesting for the target.

I have a basic monomyth template that I use and I then fill in the blanks as needed.  Never, ever let anyone get a hold of your template!  This is a top secret document.  If you say the story orally then you will naturally vary the story from target to target as you improvise.  If the target ever gets a copy of the template or even the completed template then she will realize that something is up.  You can always claim the completed template was written for her and was going to be a present in the future.  The incomplete template is harder to explain.  If two different targets can compare their completed templates then you will stand revealed as a funeral crasher.  A paper copy of the monomyth template is a bad idea.  Store your template on your smart phone where you can refer to it in the toilet as needed.  Make sure your smart phone has up to date data security features.

You can store your template on Google Drive so now the target has to get past your cell phone password followed by your online user name and password.  You may want to create a totally separate Google account for funeral crashing.  Do not store your template on the hard disk drive of your computer since women do like to snoop and are increasingly computer literate.

Wedding crashing is a shotgun approach for pretty boys.  Funeral crashing is a sniper approach for literate intellectuals.  The vast majority of attendees at a funeral will be old and not suitable targets as opposed to a wedding with all those bride maids.  You need to target selectively at a funeral.  Now if a target of opportunity happens to show up to the funeral well then blast away but realize you won’t have the advantage of the monomyth that is a key part of successful funeral crashing.

2) Understand the five stages of grief.

The five stages of grief are (1) Denial, (2) Anger, (3) Bargaining, (4) Depression, and (5) Acceptance.  When the primary target loses a grandmother or grand aunt or whatever then she will be in one of the five stages of grief.  You want to be one stage behind the primary target.  That way the primary target can console you by understanding what you feel.  The fact that the primary target understands your feelings and is helping you out will bring out her maternal instinct and she is more likely to hug you when you cry.  Women are at their most sexual in stages (2) Anger and (4) Depression. An angry woman is sexual to vent her anger.  A depressed woman is sexual to feel alive.    The sex will be hotter if she is in stage 2, anger but sex is more likely if she is in stage 4, depression.  Either way, she is primed for the crying jag to grope session (CJTGS) that is dealt with in the next section of this essay.

3) Understand the mechanics of CTGS.

The first step to successful CTGS is successful crying!  Great actors dredge up sad memories in order to cry.   Mediocre actors use the staring method.  The staring method as the name suggests consists of staring until moisture gathers in your eyes that seem like tears.  Last but not least, you can use menthol to cause your eyes to water.  You will need to visit the rest room to use the menthol but people often go to the rest room to hide their tears so this makes perfect sense.  You can use the same break to look up the targets monomyth on your cell phone.

Crying is not just tears.  Watch great actors crying and study how they cry.  You want to develop macho crying.  You are filled with grief but are holding your grief inside.  One or two tears show up and you do not acknowledge them but your body language tells a different story.

You don’t want to cry in public.  You want to slowly lure the primary target from the crowd while using tidbits of the monomyth about her to lure her to some other part of the funeral home and then cry. Basically you are a bard using modern psychology to lure the damsel into your castle.   Funeral crashers need monomyths as well.  You have a choice of many rooms in a funeral parlor.  There should be more than one chapel.   You could use a chapel that is not in use but chapels are a bad idea since the religious overtones cause the target to experience guilt in many cases.  Guilt on the part of the target can interfere with the CJTGS process.  A funeral parlor will have at least one lounge.  The problem is that lounges are busy places and you never know who will interrupt your CJTGS.  Funeral parlors also generally have more than one reception area.  You best bet is to pay attention to the funeral parlor schedule and try to get her into a reception area that is not being used during the period of your target funeral.  The reception area resembles a very tasteful living room and will have at least one plush sofa that can be used as part of the CJTGS process.  When you start crying then the primary target will try to comfort you by hugging you and that’s when you slowly but surely start touching other parts of her anatomy so grief turns into sexual arousal.  Again if she is in the anger or depression state of grief sexual arousal is more likely but in general humans respond to grief by looking for intense pleasure whether it be alcohol, drugs or sex.  You are there to provide sex to the target when she really needs it!

Another place for turning a crying jag into a sexual situation is behind a mausoleum with a good view at the cemetery rather than the funeral parlor.  The mausoleum is harder to get to but more privacy is available and the chances of being interrupted are much lower.  The front of a mausoleum looks like a mausoleum and this is creepy.  The back looks like a wall.  A mausoleum back that faces a lake, and/or forested area can seem to be like a park rather than a graveyard.  Going into the mausoleum is just too creepy.  As you do more and more funeral crashing, you will get to know the geography of the various graveyards and will be able to find the perfect area for CJTGS with the primary target.  You are looking for a place that is isolated and picturesque in the cemetery.

You will probably not get to third base at the funeral home or the cemetery but given that you are probably already Facebook friends, you can contact the primary target and pretend that you want to just talk at someplace nice like a restaurant so that the two of you can deal with your grief together.  Obviously your place or her place is better than a restaurant.  Again, humans often use sex to distract themselves from grief.  You have already set up the ground work during the CJTGS at the funeral or cemetery so if she comes to your place or you go to her place then there is a very high probability that the relationship will be consummated.  Grief is fleeting so the window of opportunity for turning grief into sex is a limited one so too many talks at a restaurant i.e. dates may mean less sexual opportunity.  On the other hand, the common experience of the funeral, and you narrating her, very own, personal monomyth, is very powerful and may lead to a more serious relationship in the long run.

You can be a seven and get an eight via wedding crashing.  Generally you can only get a girl half a point higher than your own score under normal circumstances so wedding crashing has its advantages.  The party atmosphere of a wedding aids your stalking but ignores female psychology.  Funeral crashing is a more precise and more powerful type of stalking and a six might be able to get a nine as a wife using the techniques outlined in this essay!

According to John Gray in Venus and Mars on a Date, women go from emotional intimacy to sexual intimacy as opposed to men who go from sexual to emotional intimacy.  The funeral crashing system uses intense emotional intimacy to go towards sexual intimacy.  Extremely attractive women become inured to sexual advances and faux emotional approaches that are too general to be effective.  Extremely attractive women are being hit on all the time and making advances at a wedding gives you an only marginal advantage.  If you are average looking and want a nine, tens only exist in movies, then you will need an extra precise approach.  You need to be more intelligent and patient using the funeral crashing system than the wedding crashing system but the ultimate rewards make this system more worthwhile than wedding crashing.

One final cautionary note, if you find your future spouse via funeral crashing then you will probably find a mate that is considerably more attractive physically than you would have minus a stalking system.  Whatever you do never, ever, tell the primary target about your funeral crashing system.  Even if you are married thirty years then this has to be a deep dark secret you take to the grave if you want to stay married.

Hugh Fox III - Big Bright Bold

You can also download my autobiography of my struggle with a bipolar condition on  Am I Kitsune on my Google Drive.

WereVerse Universe Baby!

WereVerse Universe at Google Drive Link

A Survey of Psychic Powers Found in Fiction and History

Type of Psychic Table Resized

INTRODUCTION

Psychics have various mental powers including telepathy and clairvoyance.  Psychics are one of the few categories of characters of fiction that also seemingly appear in real life.  For example, people who fly would only appear on a list of fictional characters.  Whether or not historical psychics really had psychic powers is not within the scope of this article.  The focus on this investigation is to compare and contrast the sort of psychic powers one encounters dealing with psychics in history versus fiction.  Almost any power imaginable can be duplicated and given a psionic explanation.  This tendency to call just about any super powered hero a psychic because the term is “cool” is especially overdone in Japanese fiction. There needs to be some sort of system for determining what powers constitute psychic powers.  This article will focus on the five powers traditionally associated with psychics including mediumship, precognition, retrocognitiontelekinesis. and telepathy

ANIME

 

One of the most famous “comic book” psychics does come from Japan and is the anime titled Akira that in turn was based on a Manga series from Katsuhiro Otomo.  Akira is a powerful telekinetic who in turn evolves into a reality warper.  Elfen Lied is another anime telekinetic.  The following anime series deal with psychics with various powers: Psychic Academy, Telepathy Shōjo Ran, and Darker than Black: Kuro no Keiyakusha. The following anime characters have various powers: Almayce, Eva-Beatrice, Genocyber, Hiroto Sakurai, Mai Kuju, and Rion SteinerPokemon has several psychic creatures including: Cresselia, Deoxys, Misty’s Psyduck, Misty’s TogeticPorygonMai Taniyama has the power of retrocognition.  The following anime deal with mediumship: Ghost Hound, Ghost Hunt, Mokke, Natsume’s Book of Friends, and XxxHOLIC for a total of five.  Overall, there seem to be more psychics with the power of mediumship than in American comic books.  Arael is one of the few anime psychics that is only a telepath.  Probably the most famous computer game with psychics and an anime style is Psychic Force.  There is a tendency to label various superpowers such as magic and control of electricity as “psychic” in anime and these examples are not listed since I think this is a misuse of the term psychic.

AMERICAN COMIC BOOKS

There is a general perception that there are more psychic characters in comic books than in any other medium.  This investigation focused on comic book heroes in titles published by DC Comics and Marvel Comics.  This study did not look at Japanese comic books in depth which are generally referred to as Manga.  I am an avid reader of both American and Japanese comic books and do suspect psychics are more prominent in Japanese than American comic books and perhaps this would be a good subject of a future study.

However, the Manga industry is fragmented into dozens of large and small publishing companies unlike American comic books that are dominated by DC Comics and Marvel Comics.  Some Manga publishers can only be described as cottage industries in which the writer, artist and publisher are one person working out of an office.  Listing all the psychics in Manga would be a task only the most dedicated otaku would attempt.

The following 22 comic book characters in DC and Marvel comics have telepathy: Aqualad (DC), Aquaman (DC), Black Bolt (Marvel), Blindfold (Marvel), Cable (Marvel), Chamber (Marvel), Charles Xavier/Professor X (Marvel), Emma Frost/White Queen (Marvel), Jean Grey/Phoenix (Marvel), M.O.D.O.K. (Marvel), Martian Manhunter/J’onn J’onzz (DC), Miss Martian/M’gann M’orzz (DC), Nate Gray/X-Man (Marvel), Psimon (DC), Psylocke (Marvel), Rachel Summers/Marvel Girl/Phoenix (Marvel), Sage (Marvel), Saturn Girl (DC), Stepford Cuckoos (Marvel), Tempest (DC), The Goblin Queen (Marvel), Tomorrow Woman (DC).  The two most important telepaths in the DC universe are the Martian Manhunter and Saturn Girl.  The two most important telepaths in the Marvel universe are Professor X and Jean Grey.

The following five comic book characters in DC and Marvel comics have precognition: Ben Reilly (Marvel), Blindfold (Marvel), Clock King II (DC), Destiny (Marvel), Dream Girl (DC) and Midnighter (DC).  The most important character with precognition in the DC universe is Dream Girl.  The most important character with precognition in the Marvel universe is Destiny.

The following three DC and Marvel characters with the power of mediumship include Deadpool (Marvel), John Constantine (DC) and Wicked (Marvel).  John Constantine is by far the most important character in comic books with this power.  Mediumship may be more widespread as a super power in Japanese comic books that in general have a greater preoccupation with ghosts.

The following 13 comic book characters in DC and Marvel comics with the power of telekinesis include Cable (Marvel), Debrii (Marvel), Franklin Richards (Marvel), Hellion (Marvel), Jean Grey (Marvel), Justice (Marvel), Maxima (DC Comics), Nate Grey (Marvel), Psylocke (Marvel), Rachel Summers (Marvel), Raven (DC), Superboy, Kon-El version (DC), and Tomorrow Woman (DC).

Superboy is the most important telekinetic in the DC universe.  Jean Grey is the most important telekinetic in the Marvel universe.  The Kon-El version of Superboy is a good example how even the varied powers of Superman can be duplicated via a psionic mechanism and over the time the border between psionic, none psionic and magically based powers becomes meaningless and comic book fiction suffers as believability suffers.  In the opinion of the author, superpowers and their own internal logic is one of the foundations of creating a suspension of belief in the medium of comic books.

I think this is a good a juncture as any to mention my one giant peeve about telekinesis as a superpower.  The following formula describes how kinetic energy works:

kinetic energy formula

In the above formula, “m” equals mass and “v” equals velocity.  The above formula means that a small object traveling a very high speed can do a lot more damage than a large object traveling at a low speed because velocity is squared.  This is one of the principles behind martial arts which I have studied (see Fox Martial Arts Taxonomy).  If you can learn the increase the speed of your kick or punch then you can increase the force of your kick or punch exponentially.  Also if you can put a lot of energy into a small area of your fist, two or three knuckles rather than all your knuckles, then the pounds per inch increase dramatically and you break bone in a small area rather than hitting a large area with insufficient force to break/penetrate bone and tissue.  The basic principles of kinetic energy and martial arts have a special relevance to telekinetic combat!

Invariably comic book characters are shown using great effort to move a single large object while able to throw small objects at great speed without effort.  This suggests that telekinesis, unlike muscle energy, allow the user to take advantage of the loop holes of the laws of kinetic energy more efficiently.  You cannot easily double the speed of your muscle action, this takes years of practice, but in a telekinetic world this is entirely possible with little practice.  Therefore, instead of throwing boulders at your opponent, a telekinetic would be better of throwing small rocks or better yet, super sharp barbed needles made out of adamantium towards vital organs. Needles are hard to block and at sufficient speeds can penetrate deeply into hard to kill super heroes that are partially invulnerable. Barbed needles with poisons on them, Green Kryptonite for Superman for example, would make even more sense.  I am waiting for a supervillain that uses his or her telekinesis in an intelligent manner. I guess the superhero can coat his/her needles with a tranquilizer and aim for none vital organs.

Also, any comic book character with any brains with telekinesis would sign up to study the use of trick arrows with Hawkeye (Marvel) or Green Arrow (DC) immediately since you could make your trick arrows go faster and more accurately with telekinesis and would be a superhero archer on steroids with telekinesis.  Hawkeye has been known to go up against Iron Man.  Green Arrow has been known to go up against Superman albeit with arrows that released Green Kryptonite in the Dark Knight series.

The following nine comic book characters in DC and Marvel comics with the power of retrocognition include Blindfold (Marvel), Captain Comet (DC), Dream Girl (DC), Magik (Marvel), Saturn Girl (DC), Silver Surfer (Marvel), Talisman (Marvel), Tarot (Marvel) and Terror Inc. (Marvel).  Dream Girl and Saturn Girl are important psychics in the DC universe but rarely use retrocognition.  Terror Inc. in the Marvel universe absorbs the memories and skills of other via the grafting of body parts and retrocognition is a central power this character uses in an interesting manner.

The following three American comic book characters that are clearly psychics have various psychic powers: Professor X, Jean Grey and Saturn Girl.  There is a history of psychics in Marvel comic books progressing towards reality warping.  Psychics can at first throw boulders around and then as they evolve can control the very nature of reality.  The following characters, not all clearly psychics, Jean Grey, Onslaught, Proteus and Franklin Richards over at Marvel Comics have all gone through this evolution.  The big exception to the psychic path to reality warping at Marvel would be the Beyonder.  Beings with the power cosmic can also warp reality but generally not to the same extent as a psychic that has evolved to the level of reality warping.  Why does Marvel turn psychics into reality warpers?  Perhaps wavy lines showing telepathy or telekinesis are not very impressive visually.  A five spread page of character warping the very nature of reality is interesting visually and easily done in a comic book.  Psychic powers do not lend themselves to an over the top visual display that is the forte of the comic book as a medium.  Ironically, the best reality warping visual display was done at DC not at Marvel.  The Joker becomes Emperor Joker by stealing the powers of Mr. Mxyzptlk and the miniseries based on this premise is a visual delight if not a logical delight.  DC Comics is more likely to use magic and/or mystic origins rather than psychic powers to explain the reality warping superpower (Bat-Mite, Mr. Mxyzptlk, and the Spectre).

HISTORICAL

Allison DuBois

Allison DuBois Historical

Psychic Power: Mediumship

Cassandra of Troy

Cassandra of Troy

Psychic Power: Precognition

Edgar Cayce

Edgar Cayce

Psychic Power: Retrocognition

Grigori Rasputin

Grigori Rasputin

Psychic Power: Precogntion

Jeane Dixon

Jeane Dixon

Psychic Power: Precognition

Joan of Arc

Joan of Arc

Psychic Power: Precognition

Miss Cleo

Miss Cleo

Psychic Power: Precognition

Nostradamus

Nostradamus

Psychic Power: Precognition

Paul the Octopus

Paul the Octopus

Psychic Power: Precognition

Pythia (The Oracle of Delphi)

The Oracle at Delphi

Psychic Power: Precognition

Uri Geller

Uri Geller

Psychic Power: Telekinesis

MOVIES

Carl Jenkins in Starship Troopers

Carl Jenkins in Starship Troopers

Psychic Power: Telepathy

Carrie White in Carrie

Carrie White in Carrie

Psychic Power: Telekinesis

Cole Sear in The Sixth Sense

Cole Sear in The Sixth Sense

Psychic Power: Mediumship

Cris Johnson in Next

Cris Johnson in Next

Psychic Power: Precognition

Darryl Revok in Scanners

Darryl Revok in Scanners

Psychic Power: Telekinesis

Emma Frost in X-Men: First Class

Emma Frost in X-Men

Psychic Power: Telepathy, Mind Control

Fiver in Watership Down

Fiver in Watership Down

Psychic Power: Precognition

Inspector Frederick Abberline in From Hell

Inspector Frederick Abberline in From Hell

Psychic Power: Precognition

Jean Grey in X-Men Film Series

Jean Grey in X-Men

Psychic Power: Telepathy, Telekinesis

Jeremy “Powder” Reed in Powder

Jeremy Powder Reed in Powder

Psychic Power: Telepathy

Joan of Arc in Several Movies

There have been almost 40 movies about Joan of Arc!  For the purposes of this survey, Joan of Arc has only been counted once.

Psychic Power: Precognition

Johnny Smith in The Dead Zone

Johnny Smith in The Dead Zone

Psychic Power: Precognition, Retrocognition, Telepathy

Lyn Cassady in Men Who Stare at Goats

Lyn Cassady in Men Who Stare at Goats

Psychic Power: Telekinesis, Remote Sensing

Nick Marshall in What Women Want

Nick Marshall in What Women Want

Psychic Power: Telepathy (women only)

Oda Mae Brown in Ghost

Oda Mae Brown in Ghost

Psychic Power: Mediumship

Professor X in X-Men

Professor X in X-Men

Psychic Power: Telepathy, Mind Control

River Tam in Serenity

River Tam in Serenity

Psychic Power:

Tangina Barrons in Poltergeist

Tangina Barrons in Poltergeist

Psychic Power: Mediumship

The Oracle in The Matrix

The Oracle in The Matrix

Psychic Power: Precognition

Tia Dalma in Pirates of the Caribbean

Tia Dalma in Pirates of the Carribean

Psychic Power: Precognition

Zoltar in Big

Zoltar in Big

Psychic Power: Precognition, Reality Warping

TV

Allison DuBois in Medium

Allison DuBois in Medium

Psychic Power: Mediumship, Retrocogntion, Precognition

Carl Jenkins in Roughnecks: Starship Troopers Chronicles

Psychic Power: Telepathy

The Champions

The Champions

Psychic Power: Telepathy, Precognition

Rose Red

Psychic Power: Telepathy, Telekinesis, Retrocognition, Remote Viewing, Psychometry, Automatic Writing

Johnny Smith in The Dead Zone

Johnny Smith in The Dead Zone

Psychic Power: Precognition, Retrocognition, Telepathy

Matt Parkman in Heroes

Matt Parkman in Heroes

Psychic Power: Telepathy

Melinda Gordon in Ghost Whisperer

Melinda Gordon in Ghost Whisperer

Psychic Power: Mediumship

Professor X in X-Men

Psychic Power: Telepathy, Mind Control

River Tam in Firefly

Psychic Power: Telepathy, Precognition

Time Prophet in Lexx

Time Prophet Lexx

Psychic Power: The Time Prophet believes time is cyclical so by seeing the last Big Bang cycle, she can see the “future”.  This means her power is retrocognition but manifests itself as precognition.

CONCLUSION

Fictional psychics are much more likely to display psychometry, telepathy and telekinesis than historical psychics. Historically, most psychics have visions of a clairvoyant nature.  A skeptic might argue that this is true because clairvoyance is an easier power to fake than other psychic powers.  There is something called the Jeane Dixon effect.  People tend to remember a few correct predictions and forget many wrong predictions.

Movies (21 psychics) appear to use psychics as a plot device lot more than TV (9 psychics).  The movies Carrie and Scanner, and X-Men: The Last Stand used telekinesis to create huge extended visual spectacles. Presumably the more limited budgets of TV shows means such spectacles are less likely.

The total number of psychics in American comic books (52) dwarfs the number in the other categories.  One explanation is that the sheer volume of material in comic books is so much larger than movies and TV that more psychics would follow.  The X-Men were a comic book that introduced psychic superheroes in an important ongoing series.  Professor X and Jean Grey were both psychics in the X-Men series and soon psychic superheroes began to become a regular part of the American comic book landscape.  American comic books generally copy Hollywood movies and American TV but this might be one case in which movies and TV took their cues from comic books and the X-Men comic book in particular.  Comic books and anime regularly make use of telekinetic/reality altering fight scenes that would be very costly on film but are relatively easy and cheap to do in the comic book media.  Akira is a Japanese anime adapted from a comic book that is probably the best example of over the top telekinetic scenes that would be too expensive to do using live action film.

Hugh Fox III - Black Hole

My other website at:

Fox Superpower List

You can also download my autobiography of my struggle with a bipolar condition on  Am I Kitsune on my Google Drive.

WereVerse Universe Baby!

WereVerse Universe at Google Drive Link

Image

The Next Star Trek TV Animated Series!

Galactic_Quadrant_Star_Trek Dominion vs Borg

Star Trek has had only one animated series over thirty years ago (Star Trek: The Animated Series).  The next Star Trek TV show should be an animated series because of the success of Star Wars: The Clone Wars shows this sort of animation can work.  Also, Star Trek needs to create a new generation of Star Trek fans if the franchise is to survive in the future and animation is especially popular among younger viewers.  I would like to make the following proposals for a new Star Trek animated series:

1) The Romulan War

This animated series would be set in the time period after the events of Star Trek: Enterprise but before events of Star Trek: The Original Series.  The Federation is engaged in a long protracted cold war that occasionally turns hot with the Romulans!

2) The Borg versus the Dominion

This series is set in the future about two centuries after Star Trek: The Next Generation in the 26th century (see figure above).  The Dominion has evolved into a peaceful empire that coexists with the Federation but is also a cultural and economic rival.  However, the Federation due to the Dominion War two hundred years earlier does not totally trust the Dominion.  Warp drive is advanced enough that travel using star ships between galactic quadrants is possible.  The Romulans and Klingons are now part of the Federation rather than adversaries!

The Borg Empire has attacked the Dominion in a full scale assault along the entire Delta border of Dominion space!  Should the Federation aid the Dominion against the Borg or stay out and focus on strengthening its own defenses against the Borg?  The Vulcans prefer a wait and see strategy.  The Federation cannot easily send ships directly through the Galactic Center due to a super massive black hole and the stellar density of the center and must veer traffic towards the Gamma or Delta quadrant and cannot charge down the middle between the two quadrants.  However, a project to create a star ship that can handle the Galactic Center has been underway and the war creates new pressure to complete this project.  Could there be radically different life forms in the center of the galaxy?

Even if the Federation decides to take an active role should forces be sent toward the Gamma quadrant to aid the Dominion in their territory as the humans prefer, or should the Federation attack Borg territory as the Klingons prefer?  The Federation is caught in the middle of a final war that will decide the future of the Milky Way galaxy!  Some even argue that the Federation should play a Machiavellian strategy and aid the side that is losing, whichever side that may be, at any given time, so a war of attrition that destroys both the Dominion and the Borg is achieved.  If the Dominion and the Borg destroy each other then the Federation will rule the galaxy and this is what the Romulans want.

The “Children of Data” are not biological children but androids that have been made possible due to advances in the creation of neural interfaces after the unfortunate fate of Lal in the episode “The Offspring”.  The Children of Data occupy many worlds in the Federation and are prominent members of the Federation.  The Children of Data have evolved to a level of intelligence that causes them to have agendas and thoughts that are difficult for the organic life forms in the Federation to understand.

Some Children of Data follow the way of flesh and have even experimented with organic implants. Reverse engineering of Borg technology by the Dominion ironically leads to research that allows the addition of increasingly sophisticated organic implants to android life forms.

Some of the Children of Data follow the way of light and believe non corporality is the ultimate evolutionary step the galaxy should pursue and may have aid from the very mysterious Organians that are rumored to reside in the center of the galaxy.  The inaccessibility of the Galactic Center may provide privacy for beings of pure thought!  The massive black hole in the Galactic Center may be the ultimate form of transportation for beings without mass!

This series would be titled Star Trek: Galactic Evolution.  This series would chronicle not just a journey through space but an evolutionary journey at the galactic level.  This series could use or not use 3D CGI animation but should borrow stylistic lessons from animated space sagas like Macross and Neon Genesis Evangelion but take these lessons to a new level.  The frenetic comedic laden style of the very successful Teen Titans Go! should also be seen as a model for this new show that will attract a new generation that has grown up with computers and smart phones and requires a higher level of visual stimulation than past generations.  Viewers should be able to participate with series related content in an immersive and meaningful way online!

3) Star Fleet Academy

This series is set about twenty years after the events of Star Trek: The Next Generation.  The great grandson of the legendary Captain James T. Kirk is attending Star Fleet Academy.  The great grandson is called Tiberius.  Tiberius is called “T” by his friends.  Admiral Jean-Luc Picard has retired from active duty and is now the Dean of the academy.  Tiberius has a dark secret from his years as a teenager on an outpost in Federation space that was relatively lawless, impoverished and bordered Klingon space.  Tiberius is a lot stronger than a human should be and also has a nasty temper!  T has a lot to prove and can be impetuous but also has a lot to offer.

4) Star Trek vs. Warhammer 40K

This show will never happen but I would watch it!

You can also download my autobiography of my struggle with a bipolar condition on  Am I Kitsune on my Google Drive.

WereVerse Universe Baby!

WereVerse Universe at Google Drive Link

Hugh Fox III - Brushed Metal

Why do cats love my blog?

Did you know that nine out of ten cats prefer this blog to all other blogs?  Why?  I decided to ask them!

Spanish

Numerology and Virtual Reality

WereVerse Universe Baby!

Guinea Pig Christmas Party

After the Chinchilla Birthday Party and the Guinea Pig Birthday Party, the guinea pigs wanted a Christmas Party!  What my guinea pigs want they get!

WereVerse Universe Baby!

Funny Fantasies

Funny Fantasies 1 A city in great need of the invention of the elevator

Funny Fantasies 2 And one hundred

Funny Fantasies 3 Are her breasts real or fake

Funny Fantasies 4 Buddy can you spare a dime

Funny Fantasies 5 Call the fire department

Funny Fantasies 6 Darn my nose is itchy again

Funny Fantasies 7 Guys I have a really bad feeling about this Lego set

Funny Fantasies 8 I need to go on a diet

Funny Fantasies 9 I would prefer being a character in a video game

Funny Fantasies 10 My feet are killing me

Funny Fantasies 11 My foot is asleep

Funny Fantasies 12 Peekaboo

Funny Fantasies 13 The next train should arrive in about ten minutes

Funny Fantasies 14 Well I guess Al Gore was wrongFunny Fantasies 15 What a bunch of phoneys

Funny Fantasies 16 Where the heck is the gas tank of this thing

Funny Fantasies 17 You know that smoking is bad for your health

Funny Fantasies 18 Say cheese Abiogenisis

But seriously folks, the following artists specialize in fantasy art:

Abranda Icle Sisson, Adam Rex, Adrian Smith (illustrator)Al Rio, Alan Craddock, Alan Langford, Alan Lee (illustrator), Alan M. Clark, Aleksi Briclot, Alex Horley, Alex Lei, Alicia Austin, Aly Fell, Amy Brown, Amy Edwards, Andy Zygmunt, Ann Mari Sjögren, , Annie Rodrigue, Anthony Kerins, Anthony Waters, Arthur Rackham, , Ash Evans, Attila Adorjany, Barbara Jensen, Barclay Shaw, Baron von Lind, Beth Hansen-Buth, Bill Houston, Bob Eggleton, Bob Harvey, Bob Larkin, Boris Vallejo, Brian Bolland, Brian Froud, Brian Williams, Brigid Ashwood, Brothers Hildebrandt, Bruce Pennington, Burton Silver, Carl Blechen, Carl Critchlow, Carl Lundgren (illustrator), Carla Morrow, Carlo Bocchio, Carmen Keys, Carri Travis, Carrie Hawks, Charles Keegan, Chaz Truog, Chris Achilleos,, Chris Moore, Christophe Szpajdel, Christopher “Fangorn” Baker, Christopher Shy, Christos Achilleos, Cicely Mary Barker, Ciruelo Cabral, Clara Elsene Peck, Claudio Bergamin, Clive Barker, Clyde Caldwell, Craig Mullins, Cris Dien, Cris Ortega, Cyril Parfitt, Dærick Gröss, Sr., Daniel Loveday, Daniel Maclise, Danny Flynn (artist), Darin Brown, Darl Mandryk, Darrell K. Sweet, Dave Andrews, Dave Carson, Dave Dorman, Dave Eastbury, Dave Nestler, Dave Pearson, David A. Trampier, David Bollt, David C. Sutherland III, David Cherry, David
Delamare
, David Enciso, David Gallagher, David Martin, David S. LaForce, Dean Yeagle, Deanna Davoli , Deborah Grieves, Declan Considine, Diarmuid Byron O’Connor,  Don Ivan Punchatz, Don Maitz, Donato Giancola, Dorian Cleavenger, Duncan Smith, Earl Norem, Ed Benes, Ed Tadeo, Edd Cartier, Edmund Dulac,  Edward Crosby, Edward Frederick Brewtnall, Ellen Million, Emmanuel, Erica Awano, Erol Otus, F. Newton Burcham, Fanny Cory, Forest Rogers, Francis Tsai, Frank Brunner, Frank C. Papé, Frank Frazetta, Frank Kelly Freas, Frank Perrin, Frazer Irving, Fred Benes, Gary Chalk, Gary Mayes, Gary Ruddell, Gary Ward, Geof Isherwood, Geoff Taylor (illustrator), Geoffrey Senior, George Barr (artist), George Grie, George Ward, Gerald Brom, Gerald Scarfe, Gervasio Gallardo, Gina Marie, Greg Hildebrandt, Greg Horn, H. R. Giger, Hajime Sorayama, Harold Robert Millar, Harry Clarke, Hayao Miyazaki, Hector Gómez, Horus Engels, Howard David Johnson, Iain McCaig, Ian Miller, Ida Rentoul Outhwaite, Irvin Bomb, J. Allen St. John, J. P. Targete, Jacqueline Collen-Tarrolly , Jainsong Chain, James C. Christensen, Jane Starr Weils , Jane Walmsley, Janne Pitkänen, Jasmine Becket-Griffith, Jean Pierre Targete, Jean-Baptiste Monge, Jef Murray, Jeff Anderson, Jeff Butler, Jeff Dee, Jeff Easley, Jeff Miracola, Jeffrey Catherine Jones, Jennell Jaquays, Jenny Dolfen, Jeremy Caniglia, Jessica Galbreth , Jessie Willcox Smith, Jill Bauman, Jim Burns, Jim Fitzpatrick, Jim Roslof, Jody Lee, Joe Jusko, Joerg Warda, John Anster Fitzgerald, John Atkinson Grimshaw, John Blanche, John Howe, John Jude Palencar, John Picacio, John Sibbick, Jon Foster (artist), Jon Glentoran, Jonathan Green, Jonathon Earl Bowser, Joseph Michael Linsner, Joseph Noel Paton, Josh Kirby, Juan Gimenez, Julek Heller, Julie Bell, Julie Dillon,  Kay Nielsen , Keith Parkinson, Kel Flowers , Ken Kelly, Kevin Bulmer, Kevin Jenkins, Kevin Long (artist) , Kevin Siembieda , Kim Musselle, Kim Turner, Kinuko Y. Craft, Kyle S. Hunter, Kylie InGold, Kylie McDonough, Larry Dixon (fantasy artist), Larry Elmore, Lee Brown Coye, Lee Moyer, Leo and Diane Dillon, Leo Hao, Leo Hartas, Les Edwards, Lily Machin, Linda Bergkvist, Lisa Victoria, Liz Danforth , Lorenzo Sperlonga, Luis Royo, Maggie Kneen, Malcolm Barter, Marcelo Cassaro, Margaret Brundage, Maria Trepalina, Mark Bromley, Mark Dunn, Mark Poole, Mark Smylie, Martin Dace, Martin Hanford, Martin McKenna, Mary Layton, Matt Cavotta, Matt Stawicki, Max Magnus Norman, Mel Grant, Meredith Dillman, Michael Kaluta, Michael Parkes, Michael Whelan, Michele-lee Phelan, Mike Ploog, Misty Benson, Monte M. Moore, Myrea Pettit, Naohisa Inoue, Naoyuki Kato, Nathália Suellen, Nene Thomas, Nicholas Halliday, Nick Williams, Nicole Cadet, Nik Spender, Nina Petrovna Valetova, Oscar Chichoni, Paul Bonner, Paul Julian, Paul Kidby, Pauline Baynes, Petar Meseldžija, Pete Knifton, Pete Martin, Peter Andrew Jones, Quinton Hoover, Rade Tovladijac, Rafael Garres, Randy Post, Raul Fernandez, Rebecca Guay, Richard Corben, Richard Dadd, Richard Doyle (illustrator), Rich Larson, Rodney Matthews, Roger Dean (artist), Roger Hane, Roger Raupp, Romas Kukalis, Ron Spencer , Rowena Morrill, Russ Nicholson, Sarah Gold, Sarah Pauline, Scott Gustafson, Scott Lewis, Selina Fenech, Shusei Nagaoka, Sidney Sime, Simon Dewey, Simon Ecob, Siri Schillios, Stacey Tippin, Stephan Martinière, Stephanie Pui-Mun Law, Stephen Fabian, Stephen Hickman, Stephen Youll, Steve Ellis (comics), Steve Fastner, Steve Fiorilla, Steve Luxton, Steve Stone (artist), Steven Lavis, Suzanne Richards, Ted Nasmith, Terese Nielsen, Terry Oakes, Thomas Canty, Thomas Kidd (illustrator), Thomas M. Baxa, Tim Bradstreet, Tim Hildebrandt, Tim Sell, Timothy Truman, Todd Lockwood, Tom Barber, Tony Ackland, Tony DiTerlizzi, Tony Hough, Tony Mauro, Trevor Hammond, Vebjorn Strommen, Vena Kava, Veronica V. Jones , Vicente Segrelles, Victoria Francés, Victoria Griffin, Vincent Di Fate, Vincent Dutrait, Virgil Finlay, Warwick Goble, Wayne Barlowe, Wendy Kathleen, Will Rees, William M. Timlin, Wojciech Siudmak, Yasuyuki Honne, and Yoshitaka Amano

WereVerse Universe Baby!

Santa in Taipei

Santa’s Adventures

My Asian Adventures as Santa Claus

Santa in Bangkok: The Comic Book!

 

Santa Photos

USA

http://s919.photobucket.com/upload/albums/hughfox2/?location=Santa+USA

China

http://s919.photobucket.com/albums/ad37/hughfox2/Santa%20in%20China/

Taiwan

http://s883.photobucket.com/albums/ac35/foxhugh/Taiwan%20Santa/

Korea

http://s919.photobucket.com/albums/ad37/hughfox2/Santa%20in%20South%20Korea/

Thailand

http://s919.photobucket.com/albums/ad37/hughfox2/Santa%20at%20Christmas%20Party%20in%20Thailand/

http://s919.photobucket.com/albums/ad37/hughfox2/Santa%20at%20Burapha%20University/

http://s883.photobucket.com/albums/ac35/foxhugh/Santa%20at%20Burapah%202011/

http://s883.photobucket.com/albums/ac35/foxhugh/Santa%20in%20Bangkok%202011/

WereVerse Universe Baby!

Zombie Dinosaurs in Dungeons and Dragons

Zombie Dinosaurs!

Two years!  For two years I have resisted the lure of toy skeleton dinosaur toys!  Finally there was this bag with of toy plastic dinosaur skeletons at the Thai hyper-mart, Big C, with eight different kinds of dinosaurs and it was on sale from three bucks to two bucks!  Hey they had me at three bucks but who can resist a two buck deal like that!  I bought them and then thought what am I going to do with these toys?  I got it!  Zombie dinosaurs for the game Dungeons and Dragons!  Never mind that the last time I played Dungeons and Dragons minis or RPG was four years ago in Taipei, Taiwan and I have had zero luck in getting any farang interested in playing the game in Thailand.  Someday, somewhere, someone will want to add zombie dinosaurs to a campaign and I will be ready!  I have been online and this set is marketed from China in any number of different packages.  The biggest problem is scale.  The scale of most of the dinosaurs relative to a human mini is about right except for the T-Rex and Brachiosaurus which are more or less the same size as the other dinosaurs despite the fact they are actually much larger than the other dinosaurs. 

You can get much bigger individual dinosaur skeletons at National Geographic fossil kits that allow you to unearth dinosaur skeletons but even one kit with one dinosaur is going to run you around ten bucks!  Let’s see eight dinosaurs for two bucks or one kit for ten bucks.  This is an apples and oranges situation.   You are paying for a fossil exploration experience in the case of National Geographic not just the skeleton.  Oh well D&D is a game of imagination!  In order to add zombie dinosaurs to your next campaign you will need to get some toy plastic dinosaur skeletons and I think just about any hyper-mart in the world will have that bag.  You might hold out for the 12 dinosaur bag which I didn’t know existed until I got online.  The 12 dinosaur bag includes the Brachiosaurus, Dilophosaurus, Dimetrodon, Hadrosaurus, Iguanodon, Pachycephalosaurus, Parasaurolophus, Protoceratops, Pteranodon, Stegosaurus, T-rex, and Triceratops.

Now what sort of bad guy would use zombie dinosaurs?  The comic book Xenozoic Tales introduced the world to the concept of a Dinosaur Shaman in issues 5-8.  How about a Dinosaur Shaman that goes bad and becomes the, bwahaha, Dinosaur Necromancer!

1) Below are the 4e stats provided by JohnBiles at RPG.Net and from Dandiwiki.

2) D&D provides a template that can be applied to any corporeal creatures with bones at:

http://www.wizards.com/default.asp?x=dnd/mm/20011027a

 Some dinosaurs have a very short list of skills which are lost.  Dinosaurs change from neutral to neutral evil.  The major change is that their armor goes up!  I am not going to apply the zombie template to the stats below since I am quite sure I would screw it up but I will put the pictures of the individual dinosaurs from the dinosaur skeleton set I bought at Big C with some really cool captions!

Table 1: Zombie Armor and Damage

                    
Zombie Natural Armor
              Zombie Slam Damage

Large               +3                                            1d8

Huge                +4                                            2d6

Gargantuan     +6                                            2d8

Colossal           +11                                          4d6

 

Allosaurus

Level 14 Skirmisher
Huge natural beast (Dinosaur) XP 1000
Initiative +15 Senses Perception +14
HP 141; Bloodied 70
AC 28; Fortitude 26, Reflex 27, Will 23
Speed 9
m Bite (standard; at-will)
Reach 3; +19 vs. AC; 2d8+6 damage.
Allosaurus Roar (Minor; Refresh 5-6) | Fear, Psychic
Close Burst 3; +17 vs. Will; 3d10+6 Psychic Damage and Push 3
Cut Down the Terrorized
Allosaurus add +2d6 when attacking a foe who has moved 3 or more spaces since the Allosaurus’ last turn.
Alignment Unaligned Languages —
Skills Stealth
Str 21 (+12) Dex 23 (+13) Wis 14 (+9)
Con 21 (+12) Int 4 (+5) Cha 4 (+5)

Allosaurus are large bipedal predators, about 30 feet long with long powerful hind limbs and small three-fingered forelimbs with a long heavy tail for balance. It tends to sit at or near the top of the food chain, preferring to prey upon large herbivorous dinosaurs, though if a human volunteers to be eaten, it won’t mind. It prefers to strike by surprise from ambush. It normally hunts alone, preferring to surprise and ambush prey. This generally requires copses of trees to hide among, since it’s rather large to hide anywhere very open.

 

Ankylosaurus

Level 7 Soldier
Large natural beast (Dinosaur) XP 300
Initiative +4 Senses Perception +8
Immune Water-Breather
HP 83; Bloodied 41
AC 21; Fortitude 19, Reflex 16, Will 17
Speed 3
m Tail (standard; at-will)
Reach 2; +14 vs. AC; 2d6+5 damage
Stony Plate Deflection (Immediate Interrupt when hit; Refresh 5-6)
The Aknkylosaurus gains Resist 10 against that single blow, reducing the damage.
Alignment Unaligned Languages —
Skills Nature +10
Str 19 (+7) Dex 12 (+4) Wis 14 (+5)
Con 19 (+7) Int 4 (+0) Cha 4 (+0)

Ankylosaurs are bulky quadrupeds with short powerful limbs with heavy bony armor on top protecting their torsos and heads. They have long, strong tails with a heavy knob on the end used for fighting. They are herbivores and thus usually only a threat to humans if provoked. They are relatives of Stegosaurs.

 

Archaeopteryx

Level 4 Skirmisher
Small natural beast (Dinosaur) XP 175
Initiative +8 Senses Perception +4
HP 55; Bloodied 27
AC 18; Fortitude 16, Reflex 18, Will 16
Speed 2; Fly 10
m Joint-injuring Bite (standard; at-will)
+9 vs. AC; 1d6+4 damage and slowed (save ends)
Mobile Skirmisher
+1d6 damage if the Archaeopteryx moves 4 or more squares before attacking.
Alignment Unaligned Languages —
Skills Athletics +9; Acrobatics +11
Str 14 (+4) Dex 18 (+6) Wis 14 (+4)
Con 15 (+4) Int 4 (-1) Cha 4 (-1)

The Archaeopteryx is basically a flying reptile, though it is the ancestor of modern birds. It has colorful feathers and basically feeds on vermin; it flees combat with anything PC sized, unless given no other choice.

Brontosaurus

Level 13 Elite Brute
Gargantuan natural beast (Dinosaur) XP 1600
Initiative +8 Senses Perception +10
HP 298; Bloodied 149
AC 27; Fortitude 27, Reflex 21, Will 24
Saves +2 Action Point 1
Speed 8
m Bite (standard; at-will)
Reach 4; +16 vs. AC; 3d6+6 damage
M Tail Attack (Standard; at-will)
Reach 4; +14 vs. Reflex; 2d8+6 and prone (no save needed) and slow (save ends)
All-Out Assault (standard; at-will)
The Brontosaurus makes a Bite and a Tail Attack attack.
Bullwhip Crack (standard; Refresh 5-6)
The Brontosaurus cracks its tail like a whip. A 200 decibel whip.
Close Burst 4; +14 vs. Reflex; 3d10+6 Thunder Damage and Deafened (save ends)
Alignment Unaligned Languages —
Skills Nature +14
Str 22 (+12) Dex 14 (+8) Wis 16 (+9)
Con 19 (+10) Int 4 (+3) Cha 4 (+3)

Modern science refers to the ‘Brontosaurus’ as ‘Apatosaurus’. Once thought to have lived half submerged in water, it’s now known that the Brontosaurus lived on land, ambling about on massive stocky legs, its tail raised off the ground while in motion. Despite having hugely long necks, the Brontosaurus could not raise its head very high above its body. Brontosaurus are among the largest land animals in history, over 75 feet long and with a mass of at least 25 short tons. Brontosaurs have a single huge claw on each forelimb and three claws on their hind limbs. Juvenile Brontosaurs are semi-bipedal, able to run on their hind legs with their forelegs in the air; older ones had to keep all four on the ground to support their weight.

 

Elasmosaurus

Size/Type:       Huge Animal

Hit Dice:         10d8+66 (111 hp)

Initiative:         +2

Speed:             20 ft. (4 squares), swim 50 ft.

Armor Class:   13 (–2 size, +2 Dexterity, +3 natural), touch 10, flat-footed 11

Base Attack/Grapple: +7/+23

Attack:            Bite +13 melee (2d8+12)

Full Attack:     Bite +13 melee (2d8+12)

Space/Reach:   15 ft./10 ft.

Special Attacks:          —

Special Qualities:        Low-light vision, scent

Saves: Fort +15, Ref +9, Will +4

Abilities:          Str 26, Dexterity 14, Con 22, Int 2, Wis 13, Cha 9

Skills: Hide –4*, Listen +4, Spot +9, Swim +16

Feats:   Dodge, Great Fortitude, Toughness (2)

Environment: Warm aquatic

Organization: Solitary, pair, or herd (5–8)

Challenge Rating:       7

Treasure:          None

Alignment:      Always neutral

Advancement:             11–20 HD (Huge); 21–30 HD (Gargantuan)

Level Adjustment:      —

Though it resides primarily in the water, an elasmosaurus only breathes air. An elasmosaurus has a total length of some 30 feet, including a tail half as long as its entire body, and weighs about 5,000 pounds. Observers who see only its head or tail might easily mistake it for a massive snake.

An elasmosaurus is aggressive and attacks anything it notices. The creature is strong, fast, and highly maneuverable, able to turn quickly and lunge at prey. When hunting, it travels with its head out of the water, snapping down quickly to seize prey.

Skills: *An elasmosaurus has a +8 racial bonus on Hide checks in water.

 

Deinonychus

Size/Type: Medium Animal

Hit Dice: 4d8+16 (34 hp)

Initiative: +2

Speed:  60 ft. (12 squares)

Armor Class:   17 (+2 Dexterity, +5 natural), touch 11 12, flat-footed 14 15

Base Attack/Grapple: +3/+7

Attack: Talons +6 +7 melee (2d6+4 1d8+4)

Full Attack: Talons +7 melee (1d8+4) and 2 fore claws +2 melee (1d3+2) and bite +2 melee (2d4+2)

Space/Reach:   5 ft./5 ft.

Special Attacks: Pounce

Special Qualities: Low-light vision, scent

Saves: Fort +8, Ref +6, Will +2

Abilities: Str 19, Dexterity 15, Con 19, Int 2, Wis 12, Cha 10

Skills: Hide +12, Jump +26, Listen +10, Spot +10, Survival +10

Feats:   Run, Track

Environment: Warm forests

Organization: Solitary, pair, or pack (3–6)

Challenge Rating:       3

Treasure:   None

Alignment: Always neutral

Advancement: 5–8 HD (Medium)

Level Adjustment:     —

A deinonychus is bright green along its back and flanks, with a much lighter shade of the same color on its underside. The body has darker spots or stripes. Its tail extends straight out behind itself, held aloft by an intricate structure of bony supports, thus allowing its weight to be carried entirely by the back legs. It weighs about 600 pounds.

A deinonychus uses a combination of speed, grasping forearms, large teeth, and hind legs with ripping talons. It hunts by running at prey, leaping, and ripping with its rear talons as it claws and bites. The talons count as one attack. A deinonychus has a relatively large brain for a dinosaur, and its pack hunts with cunning tactics.

Pounce (Ex): If a deinonychus charges, it can make a full attack.

Ichthyosaurus

Level 10 Skirmisher
Large natural beast (Dinosaur) XP 1600
Initiative +12 Senses Perception +12; low-light vision
HP 106; Bloodied 53
AC 24; Fortitude 22, Reflex 23, Will 20
Resist Cold 10
Speed Swim 12
m Bite (standard; at-will)
Reach 2; +15 vs. AC; 2d6+5 damage
Nimble Swimmer (move; Refresh 5-6)
The Ichtyosaurus shifts up to 6 squares.
Mobile Skirmisher
If the Ichtyosaurus ends a move 4 or more squares from its starting point, it adds +1d6 to damage inflicted that turn.
Alignment Unaligned Languages —
Skills Athletics +14, Acrobatics +15
Str 18 (+9) Dex 21 (+10) Wis 14 (+7)
Con 18 (+9) Int 4 (+2) Cha 4 (+2)

Ichtyosaurus was a skillful predator of the dinosaur era, living in the water and eating things too small to save themselves. Real Ichtyosaurus ate fish and squid. Fantasy ones supplement their diet with adventurers. Unlike most dinosaurs, they gave birth to live young in the water, never needing to go to the land. Ichtyosaurus had large, powerful eyes protected by bony shields. It had a shark like body with a flesh dorsal fin and a large caudal fin. Its ears were rigid and bony, carrying vibrations to a protected inner ear.

 

Nothosaurus

Level 7 Skirmisher
Large natural beast (Dinosaur) XP 300
Initiative +8 Senses Perception +10
Immune Water-Breather
HP 80; Bloodied 40
AC 23; Fortitude 19, Reflex 18, Will 17
Speed –; Swim 9
m Bite (standard; at-will)
+12 vs. AC; 2d6+5 damage
Mobile Skirmisher
If the Nothosaurus moves 4 or more squares in one turn, it adds +1d6 to its Bite damage
Capsize (move; at-will)
This can only be used against vehicles on the surface up to size Large. The Nothosaurus can take up to a full move action, but must end up in the squares under its target. +11 vs. Reflex; the vehicle now flips upside down and is pushed 2 squares, dumping its passengers. Those who make saves can cling to the vehicle.
Alignment Unaligned Languages —
Skills Athletics +12, Nature +10, Perception +10
Str 19 (+7) Dex 16 (+6) Wis 14 (+5)
Con 16 (+6) Int 6 (+1) Cha 10 (+3)

Relatives of Pleisaurus and Icthysaurus, these dinosaurs lurk in the waters of ‘lost world’ areas looking for fish to eat. However, they also enjoy tasty humanoid, human, and demi-human swimmers and may even sink small boats to get some food. They especially infest the waterways of the Azcan lands, and are sometimes attacked by the Azcan military if they cause trouble.

 

Pachycephalosaurus

Level 10 Brute
Huge natural beast (Dinosaur) XP 500
Initiative +10 Senses Perception +15
HP 131; Bloodied 65
AC 22; Fortitude 22, Reflex 21, Will 21
Speed 8
m Head Ram (standard; at-will)
Reach 3; +11 vs. Fortitude; 2d6+5 and Slow (save ends)
M Impressive Head Ramming (standard; Refresh 5-6)
Reach 3; +11 vs. Fortitude; 3d10+6 and Stunned (save ends). This power can be used with a Charge action but does not otherwise count as a basic attack.
RAMMING SPEED
Pachycephalosaurus adds +2d6 to his damage if he moves at least 5 squares when charging.
Alignment Unaligned Languages —
Skills Athletics +15
Str 21 (+10) Dex 18 (+9) Wis 18 (+9)
Con 21 (+10) Int 4 (+2) Cha 4 (+2)

Pachycephalosaurus was a ‘crouched biped’; like many bipedal dinosaurs, it tended to lean forward with a long tail as a counter weight enabling it to remain bipedal. Unlike most bipeds, it had weak teeth and claws (and stunty short forearms), but an extremely bony, armored head. Certain past scholars such as Mad Ivan of Boldavia attempted to claim Pachycephalosaurus used his head like a flail. This may well explain why Mad Ivan’s fourth death left him with his neck turned ninety degrees to parallel his shoulders instead of being perpendicular to them. Superior scholarship has shown, however, that Pachycephalosaurus would use his head bones to gore foes by bending down low and ramming their flanks at high speed. This was used to fight predators or in mating dominance rituals to scare off competitors for female Pachycephalosaurus. Their pathetic teeth meant they probably ate leaves and small vermin. Of course, the DM can broaden its diet to adventurers if he sees fit.

 

Pterosaur

Small, Level 1 Minion
Small natural beast (Dinosaur) XP 25
Initiative +3 Senses Perception +6
HP 1; missed attacks never hurt minions
AC 15; Fortitude 10, Reflex 15, Will 13
Speed 2; Fly 9
m Bite (standard; at-will)
+5 vs. AC; 4 damage
Alignment Unaligned Languages —
Skills Acrobatics +8
Str 7 (-2) Dex 16 (+3) Wis 13 (+1)
Con 13 (+1) Int 4 (-3) Cha 4 (-3)

Small Pterosaurs are about the size of a bird; they are basically winged flying lizards with some beak teeth.

 

Pterosaur

Medium, Level 5 Skirmisher
Medium natural beast (Dinosaur) XP 200
Initiative +8 Senses Perception +9
HP 63; Bloodied 31
AC 19; Fortitude 16, Reflex 19, Will 17
Speed 2; Fly 12
m Bite (standard; at-will)
+10 vs. AC; 1d10+4
Mobile Fighter
+2 to all defenses if the Pterosaur moves 4 or more squares that turn.
Alignment Unaligned Languages —
Skills Acrobatics +11
Str 12 (+3) Dex 18 (+6) Wis 15 (+4)
Con 15 (+4) Int 4 (-1) Cha 4 (-1)

Medium Pterosaurs prey on small creatures; conversely, they can also be trained as mounts for such.

 

Pterosaur

Large, Level 10 Skirmisher
Large natural beast (Dinosaur) XP 500
Initiative +12 Senses Perception +15
HP 106; Bloodied 53
AC 24; Fortitude 19, Reflex 22, Will 22
Speed 2; Fly 9
m Bite (standard; at-will)
Reach 2; +15 vs. AC; 2d6+5
Diving Assault (standard; Refresh 5-6)
The Pterosaur takes up to a full move, making a Bite attack at +2d6 damage at some point during the move. This counts as a charge.
Mobile Fighter
+2 to all defenses if the Pterosaur moves 4 or more squares that turn.
Alignment Unaligned Languages —
Skills Acrobatics +15
Str 15 (+7) Dex 21 (+10) Wis 21 (+10)
Con 18 (+9) Int 4 (-1) Cha 4 (-1)

Large Pterosaurs prey on up to Medium size creatures; conversely, they can also be trained as mounts for such.

Giant Pteranodon, Level 15 Skirmisher
Huge natural beast (Dinosaur) XP 1,200
Initiative +15 Senses Perception +17
HP 149; Bloodied 74
AC 29; Fortitude 26, Reflex 28, Will 27
Speed 2; Fly 12
m Bite (standard; at-will)
Reach 3; +15 vs. AC; 2d8+6
m Grasping Bite (standard; at-will)
Reach 3; +15 vs. AC; 1d10+6 and Restrained. This is escaped as per Grab. The target is pulled adjacent to the Pteranodon and moves with it automatically.
Diving Assault (standard; Refresh 5-6)
The Pteranodon takes up to a full move, making a Bite or Grasping Bite attack at +2d6 damage at some point during the move. This counts as a charge.
Mobile Fighter
+2 to all defenses if the Giant Pteranodon moves 4 or more squares that turn.
Alignment Unaligned Languages —
Skills Acrobatics +18
Str 18 (+11) Dex 23 (+13) Wis 21 (+12)
Con 21 (+12) Int 4 (-1) Cha 4 (-1)

Giant Pteranodon prey on up to Large size creatures; conversely, they can also be trained as mounts for such. They have developed inside the Hollow World and are not normally found in dinosaur refuges on the surface of Mystara. It likes to catch live prey to bring to its hatchlings. They lair in cliff-faces, mountain tops and other places hard for other predators to reach.

 

Stegosaurus

Level 12 Soldier
Huge natural beast (Dinosaur) XP 700
Initiative +10 Senses Perception +15
HP 126; Bloodied 63
AC 28; Fortitude 24, Reflex 20, Will 22
Resist Cold 5 Fire 5
Speed 9
m Tail (standard; at-will)
Reach 3; +19 vs. AC; 2d6+6 damage
Threat Display (standard; at-will) | Fear
Ranged 20; +17 vs. Will; target is dominated to take a full move away from the Stegosaurus every turn until the effect wears off. (save ends)
Vicious Tail Lash (standard; Refresh 5-6)
Reach 3; +19 vs. AC; 3d8+5 and 10 ongoing damage
Alignment Unaligned Languages —
Skills Nature +15
Str 22 (+12) Dex 14 (+8) Wis 19 (+10)
Con 22 (+12) Int 4 (-1) Cha 4 (-1)

Stegosaurus is an armored dinosaur with two parallel rows of bony back wedges rising into the air along its curved spine. It had a rather unusual posture with its highly arched back, quadrupedal movement, a long head held low to the ground on a thick but extended neck, and its stiff tail held high in the air. Its tail was also spiked but with long thinner spikes for fighting. Its spine plates served for defense, threat displays, but also thermal regulation like the sail of Dimetrodon. It is an aggressive herbivore, responding to threats by fighting back. Viciously. Perhaps because of having one of the very smallest known Dinosaur brains.

 

Tanystropheus

Level 8 Lurker
Large natural beast (Dinosaur) XP 350
Initiative +13 Senses Perception +11
Immune Water-Breather
HP 68; Bloodied 34
AC 22; Fortitude 19, Reflex 20, Will 17
Speed 3; Swim 9; swampwalk
m Bite (standard; at-will)
Reach 2; +13 vs. AC; 2d6+5 damage
Amphibious Assault
When attacking someone on land from the water, Tanystropheus gains combat advantage.
Sneak Attack
Tanystropheus add +2d6 when attacking someone they have combat advantage against.
Capsize (move; at-will)
This can only be used against vehicles on the surface up to size Large. The Tanystropheus can take up to a full move action, but must end up in the squares under its target. +11 vs. Reflex; the vehicle now flips upside down and is pushed 2 squares, dumping its passengers. Those who make saves can cling to the vehicle.
Swamplurk
In swampy conditions, Tanystropheus can initiate stealth so long as all possible observers are on land and he is in the water.
Alignment Unaligned Languages —
Skills Athletics +13, Nature +11, Perception +11
Str 18 (+8) Dex 20 (+9) Wis 14 (+6)
Con 14 (+6) Int 6 (+2) Cha 10 (+4)

Tanystropheus live in lakes, rivers and especially swamps, where they hunt fish and small mammals. They are not adverse to snapping up humans, elves, etc. either. They like to launch surprise attacks from the water on creatures by the bank. They have an extremely long neck and a reptillian body adapted for swimming. They are found in lost world environments such as the Hollow World around the Azcan lands and other places dinosaurs still dwell.

 

Triceratops

Size/Type:       Huge Animal

Hit Dice:         16d8+124 (196 hp)

Initiative:         –1

Speed:             30 ft. (6 squares)

Armor Class:   18 (–2 size, –1 Dexterity, +11 natural), touch 7, flat-footed 18

Base Attack/Grapple: +12/+30

Attack:            Gore +20 melee (2d8+15)

Full Attack:     Gore +20 melee (2d8+15)

Space/Reach:   15 ft./10 ft.

Special Attacks:          Powerful charge, trample 2d12+15

Special Qualities:        Low-light vision, scent

Saves: Fort +19, Ref +9, Will +6

Abilities:          Str 30, Dexterity 9, Con 25, Int 1, Wis 12, Cha 7

Skills: Listen +13, Spot +12

Feats:   Alertness, Great Fortitude, Toughness (4)

Environment: Temperate plains

Organization: Solitary, pair, or herd (5–8)

Challenge Rating:       9

Treasure:          None

Alignment:      Always neutral

Advancement:             17–32 HD (Huge); 33–48 HD (Gargantuan)

Level Adjustment:      —

Combat

These creatures are likely to charge and skewer any creature of at least Large size that infringes on their territory. A triceratops uses its trample attack on smaller opponents.

Powerful Charge (Ex): When a triceratops charges, its gore attack deals 4d8+20 points of damage.

Trample (Ex): Reflex half DC 28. The save DC is Strength-based.

 

Megaraptor

Size/Type:       Large Animal

Hit Dice:         8d8+43 (79 hp)

Initiative:         +2

Speed:             60 ft. (12 squares)

Armor Class:   17 (1 size, +2 Dexterity, +6 natural), touch 10 11, flat-footed 14 15

Base Attack/Grapple: +6/+15

Attack:            Talons +10 melee (2d6+5)

Full Attack:     Talons +10 melee (2d6+5) and 2 foreclaws +5 melee (1d4+2) and bite +5 melee (1d8+2)

Space/Reach:   10 ft./5 ft.

Special Attacks:          Pounce

Special Qualities:        Low-light vision, scent

Saves: Fort +10, Ref +8, Will +4

Abilities:          Str 21, Dexterity 15, Con 21, Int 2, Wis 15, Cha 10

Skills: Hide  +9, Jump +27, Listen +12, Spot +12, Survival +12

Feats:   Run, Toughness, Track

Environment: Warm forests

Organization: Solitary, pair, or pack (3–6)

Challenge Rating:       6

Treasure:          None

Alignment:      Always neutral

Advancement:             9–16 HD (Large); 17–24 HD (Huge)

Level Adjustment:      —

This creature is a larger version of the deinonychus, standing about 12 feet tall with a total length of 24 feet. It has the same appearance, habits, and abilities of the smaller version.

Pounce (Ex): If a megaraptor charges, it can make a full attack.

Skills: A megaraptor has a +8 racial bonus on Hide, Jump, Listen, Spot, and Survival checks.

 

Trachodon

Level 13 Skirmisher
Huge natural beast (Dinosaur) XP 800
Initiative +14 Senses Perception +10
HP 83; Bloodied 41
AC 21; Fortitude 19, Reflex 18, Will 17
Speed 12
m AFLACK! (Duckbill Bite) (standard; at-will)
Reach 3; +18 vs. AC; 2d8+6
Foreclaws Strike (standard; at-will vs. Large or larger creatures)
This attack can only be used against adjacent creatures who are size Large or larger; +16 vs. Reflex; 3d8+6
Mobile Skirmisher
The Trachodon adds +3d6 damage if it has moved at least 6 squares from where it started the turn.
Tail Smack (standard; Refresh 5-6)
Reach 3; +18 vs. AC; 4d8+6 damage and prone
Trample (standard; Refresh 5-6)
This can only be used on creatures of size Medium or less. The Trachodon takes a full move, moving through the square of its target at any point in the move without provoking attacks of opportunity from the target, though those nearby may get them if appropriate. When it moves through its target’s square, it attacks: +16 vs. Fortitude; 3d8+6, prone (no save needed), and stunned (save ends)
Alignment Unaligned Languages —
Skills Athletics +15, Nature +15
Str 19 (+10) Dex 22 (+12) Wis 18 (+10)
Con 19 (+10) Int 4 (+0) Cha 4 (+0)

Trachodons provide a perfect example of how paleontology is a work in progress. They were first proposed to exist in the 1850s, but by the mid-twentieth century, belief in its existence had ebbed as it became apparent that bits from entirely different creatures had been combined into one, and the surviving fossil bits originally used to hypothesize its existence were reclassified. By this point, however, its existence had seeped into popular culture and was not so easily eradicated. This frees the DM to give his Trachodons laser eyes if he sees fit. This version of Trachodons are semi-bipedal, fighting in a hunched over bipedal stance but moving swiftly on four legs with their long tails in the air when they want to run. They have heads rather like a duck, though the back areas of their ‘bill’ contain many many grinding teeth. Like all good fantasy dinosaurs, they like to kill adventurers, even though they are actually herbivores. Ecologically minded DMs may choose to have them be peaceful herbivores who only fight if provoked. But how interesting is that? Being hadrosaurs, Trachodons are extremely fast, for outrunning predators, like T. Rexes, who counted them among its food items.

Triceratops, Level 15 Soldier
Huge natural beast (Dinosaur) XP 1,200
Initiative +10 Senses Perception +12
HP 143; Bloodied 71
AC 31; Fortitude 28, Reflex 23, Will 27
Speed 8
m Snout Horn (standard; at-will)
Reach 3; +22 vs. AC; 2d8+6 damage
Triple-Horn Attack (standard; Refresh 5-6)
Reach 3; +22 vs. AC; 3d10+6 damage and 10 ongoing damage
Triceratops RUSH (standard; Refresh 5-6)
The Triceratops makes up to a full move, then attacks: +20 vs. Fortitude; 4d8+6 damage. This counts as a charge.
Alignment Unaligned Languages –
Str 23 (+13) Dex 12 (+8) Wis 20 (+12)
Con 23 (+13) Int 4 (+4) Cha 4 (+4)

This huge armored herbivore has a great bony frill to defend its neck. Twin bony spikes protrude from the frill forwards for defense, along with a horn from its nose. It has much the temperament of an elephant and is easily provoked to violence. Despite certain garbled bardly tales, it cannot actually fire energy blasts from its nose.

 

Tylosaurus

Level 13 Brute
Gargantuan natural beast (Dinosaur) XP 800
Initiative +10 Senses Perception +15
HP 162; Bloodied 81
AC 25; Fortitude 25, Reflex 23, Will 23
Resist Cold 10
Speed Swim 18
m Bite (standard; at-will)
Reach 4; +16 vs. AC; 3d6+6
M Head Ram (standard; at-will)
Reach 4; +14 vs. Fortitude; 1d10+6 and Stunned (save ends)
Face Bite (standard; Refresh 5-6)
Reach 4; +14 vs. Reflex; 3d10+6 and Blinded (save ends)
Capsize (move; at-will)
This can only be used against vehicles on the surface up to size Gargantuan. The Tylosaurus can take up to a full move action, but must end up in the squares under its target. +14 vs. Reflex; the vehicle now flips upside down and is pushed 5 squares, dumping its passengers. Those who make saves can cling to the vehicle.
Alignment Unaligned Languages —
Skills Athletics +17
Str 22 (+12) Dex 18 (+10) Wis 18 (+10)
Con 22 (+12) Int 4 (+3) Cha 4 (+3)

Tylosaurus was a truly humongous (49 or more feet long) apex predator of the Late Cretaceous, a contemporary of dinosaurs, but itself a mosasaur (predatory marine lizard, most closely related to modern snakes and monitor lizards). It had an elongated, tubular snout from which its name derived, used to ram and stun prey. It is usually found in shallow, nearshore waters, though sufficiently rich waters will lure it further out.

 

Tyrannosaurus Rex

Level 16 Solo Brute
Gargantuan natural beast (Dinosaur) XP 7000
Initiative +10 Senses Perception +12
HP 970; Bloodied 485
AC 30; Fortitude 30, Reflex 28, Will 26
Saves +5 Action Points 2
Speed 9
m Bite (standard; at-will)
Reach 4; +19 vs. AC; 3d8+7 damage
M Rend (Minor; at-will)
This can only be used on the victim of a successful Bite or Grappling Bite attack. Reach 4; 3d8+7 and 5 ongoing damage
M Stunty Forearms (Minor; at-will)
This attack can only be used on creatures who are at least Huge in size; +19 vs. AC; 2d8+7 damage and prone
Tyrant Lizard ROAR (standard; Refresh 5-6)
Close Burst 5; +17 vs. Will; 2d8+7 Psychic Damage and Push 3
Grappling Bite (standard; Refresh 5-6)
Reach 4; +17 vs. Reflex; 4d10+7 and target is Restrained and pulled up adjacent to the T. Rex; it is now in his mouth. It must escape as per a normal grab and moves with the T. Rex automatically if he moves.
Alignment Unaligned Languages ROAAAAAAAARRRRRRRRRR!!!!!!!!
Skill Intimidate +20
Str 24 (+15) Dex 21 (+13) Wis 21 (+13)
Con 24 (+15) Int 4 (+4) Cha 21 (+13)

 

Fantasy Velociraptor

Level 6 Skirmisher
Medium natural beast (Dinosaur) XP 250
Initiative +11 Senses Perception +10
HP 72; Bloodied 36
AC 20; Fortitude 18, Reflex 18, Will 18
Speed 8
m Bite (standard; at-will)
+11 vs. AC; 1d10+4 damage.
#*$#)*#()!!!! It’s VELOCIRAPTORS (Minor; Refresh 5-6) | Fear, Psychic
Burst 2 within 10 squares; +9 vs. Will; 1d6+4 Psychic Damage and push 3.
Scare the Prey
If a Velociraptor is adjacent to someone, everyone else gains combat advantage against that unfortunate being.
Pack Hunter
Velociraptors add +2d6 to damage if two or more allies are adjacent to their target.
Natural Thieves
*A Velociraptor’s claws count as Thieves’ Tools, adding +2 to Thievery skill uses where appropriate. They also get a +2 racial bonus to the Thievery skill and to Stealth.
Alignment Unaligned Languages —
Skills Athletics +11, Endurance +11, Stealth +14, Thievery +16*
Str 16 (+6) Dex 19 (+7) Wis 14 (+5)
Con 16 (+6) Int 19 (+7) Cha 4 (+0)

Fantasy Velociraptors were created by the noted Mad Archwizards Mikhail Kriton of Karameikos and Stefan Spellburgh of Aalban. These terrors make it their purpose in life to eat anything alive, but their preferred food is adventurers, precocious children, good-looking women and wise old men. They have an instinctive knack for breaking into places, born knowing how to pick locks, disable magical wards, and climb into chimneys, high windows, etc. Their obsessive pursuit of prey is also perhaps their greatest weakness, as they’ll break into ambushes and hideous death traps in pursuit of tasty things. They travel in packs, and may follow something larger hoping to finish off either it or its prey when the fight is over.

 

Fantasy Velociraptor Swarm

Level 16 Skirmisher
Huge natural beast (Dinosaur) XP 5600
Aura 3; Anyone who begins their turn within the aura is subject to an immediate Bite attack.
Initiative +11 Senses Perception +10
HP 72; Bloodied 36
AC 30; Fortitude 28, Reflex 28, Will 28
Speed 8
m Bite (standard; at-will)
Reach 3; +21 vs. AC; 2d8+7 damage.
M Swarm (standard; at-will)
Reach 2; +19 vs. Reflex; 1d10+7 damage and the target is pulled inside the swarm and Restrained. He is subject to the swarm’s Aura while inside it. The Victim may escape his Restrained condition as per normal rules for escaping a grab; the inside of a swarm counts as difficult terrain for movement.
Devour (minor; at-will 1/round)
Only against Restrained, Unconscious, or Stunned targets; +21 vs. AC; 3d8+7 damage
#*$#)*#()!!!! It’s VELOCIRAPTORS (Minor; Refresh 5-6) | Fear, Psychic
Burst 3 within 10 squares; +19 vs. Will; 1d10+7 Psychic Damage and push 3.
Scare the Prey
If a Velociraptor Swarm is adjacent to someone, everyone else gains combat advantage against that unfortunate being.
Pack Hunter
Velociraptor Swarms add +3d6 to damage if two or more allies are adjacent to their target.
Natural Thieves
*A Velociraptor’s claws count as Thieves’ Tools, adding +2 to Thievery skill uses where appropriate. They also get a +2 racial bonus to the Thievery skill and to Stealth.
Alignment Unaligned Languages —
Skills Athletics +18, Endurance +18, Stealth +22, Thievery +24*
Str 21 (+13) Dex 24 (+15) Wis 19 (+12)
Con 21 (+13) Int 24 (+15) Cha 4 (+0)

Sometimes, hungry velociraptors swarm in a great tide of densely packed and hungry flesh. A pack of hungry fantasy velociraptors can pull down all but the largest dinosaurs. Especially if several swarms work together.