Dinosaurs and Prehistoric Mammals
for Villains and Vigilantes

A popular mainstay in comic books, movies, and popular fiction is dinosaurs. These "terrible lizards" capture peoples fear and fascination in large part because we know they were real. Dragons and faeries are fine to spice up a role playing game, but occasionally it's good to get down to earth!

Most of these stats were made up over a year ago - and some almost 12 years ago, when Villains and Vigilantes first came out. With renewed interest in Villains and Vigilantes , I thought it was time to dig them up again. Dinosaur movies abound on TV and the big screen, dinosaur fiction is available in any new or used book store. There are plenty of materials available with ideas for using dinosaurs and other prehistoric animals in your campaign. Now, here are the stats. These stats will work equally well in both Villains and Vigilantes and the Rules Upgrade, requiring no modifications. If a Rules Upgrade character wants to have one of these animals as a pet, build it from scratch using the weight and Agility listed as guidelines. Your pet will most likely end up with higher stats than those listed here, but super-pets should be above average.

Dinosaurs Prehistoric Mammals Time Periods Adventure Ideas Mini Adventure Recommended Media

Dinosaurs
Animal:Wgt:Aglty:Fer:Hits:Acc:Dmg:Pwr:Move:
Allosaurus700012095-62d1037150
Ankylosaurus550011562-62d83560
Apatosaurus60,00019240-84d103060
Beast from 20K100,000120448-46d1032107/200 swim
Brachiosaurus200,00015640-66d1026100
Carnotaurus12,00021954-43d1032195
Compsognathus621162+21 pt.4885
Deinonychus15018207+31d1252120
Gallimimus300855-2d837150
Iguanodon10,0001754-62d1029120
Maiasaura900011041-62d1027105
Pachycephalosaurus100041311-12d834154
Parasaurolophus500011256-62d83383
Phobosuchus350042055-42d104131/61 swimming
Pteronodon2821173+61d6+15817/179 flying
Quetzalcoatlus15018137+31d85242/200 flying
Stegosaurus550011280-62d83666
Triceratops1200011548-62d1036100
Tyrannosaurus Rex1600012064-53d1041195
Velociraptor15015206+4d1047160


Prehistoric Mammals
Animal:Wgt:Aglty:Fer:Hits:Acc:Dmg:Pwr:Move:
Dire Wolf15011155+21d105255
Mastodon1000011140-42d1233150
Tiger, Saber-Tooth40010188-1d125092
Wooly Mammoth1200011048-42d1233170


Time Periods

Adventure Ideas
To bring dinosaurs and other prehistoric animals into your campaign there's a few basic categories of excuses to use. Whatever you use should be appropriate to the campaign, and ideally something that your characters are smart enough or strong enough to handle. In these types of adventures though, they are often concerned with stopping the source of the problem and the dinosaurs are just obstacles, albeit big ones, in their path.
Mini Adventure
The players are contacted in the late afternoon by local police and geologist Carl Spielman, to help with an urgent matter. Mr. Spielman recently took a half dozen geology students with him to investigate a nearby cave. There had been a recent cave-in but Spielman had checked the cave, and determined it was safe. Upon investigating they found that the cave-in had opened up a passage to another small system of caves that seemed to have been blocked off millions of years prior. Upon moving some loose rocks the students found a large chamber filled with a queer odor, and milky white vapor.

Spielman evacuated all of his students and returned shortly with breathing gear to investigate. He took one student with him. By the time they made it back to the chamber most of the vapor had cleared and their lights revealed several moving shapes. Before they could determine what was there, a large predator leaped out and gutted the student with Spielman. It then looked to him. Spielman ran immediatly for the entrance, pursued by two of the creatures. Once they were out in the light Spielman got a better look at the creatures - and was later able to identify them with the help of one of his students who is an archeology major. They are Deinonychus. The students and Mr. Spielman escaped further injury, but counted 12 of the dinosaurs leaving the cave.

The players are asked to help capture or kill the creatures. Local police and animal control officials are not well equipped to deal with this threat to the local populace. The players can be given access to Animal Control trucks and cages if they need them. The Deinonychus have spread out into three hunting parties over a small area - preferring to hunt in groups of 3-4. The players should be able to track two of the small hunting parties to the incidents below, but will have difficulty with the third until the end. Use as many dinosaurs as you like in the first two encounters, but leave enough to make the third encounter challenging. Since it was late afternoon when the characters were contacted, any delays should cost them daylight - most likely making it harder to track to track the packs. The players should not delay though, the longer the dinosaurs have the greater the chance that they will elude capture completely. They players may want to split up to try to capture the dinosaurs quickly.
  1. The first group of Deinonychus can be tracked almost straight line to a nearby farm. They are running around scratching at the doors and windows of the barn and farm house trying to get at the larger farm animals and the farmer's family. So far they have managed to break into the chicken coop and kill a few chickens, and the farmer's hound dog that had been tied up on the step outside his house. The farmer is holed up in his house, and has a shotgun ready - but is reluctant to use it.
  2. The second group will be harder to track, they made for the cover of nearby trees and are now running through dense forest, leaving few tracks. The characters will catch up with a single Deinonychus harassing a woman and child in a stalled car. The others are nearby having treed two hunters, they are circling the tree, clawing at the trunk in hopes the hunters will fall.
  3. A supervillain known as the Lizard King had recently been frustrated by Customs agents in his attempt to smuggle Komodo dragons into the area, when he hears of the escaped dinosaurs over his police band radio he immediatly sets out. He manages to track the third group himself and discovers that his control over reptiles extends to dinosaurs as well. He takes them by unmarked van into the city and attempts to use them to rob the First National Bank. He stops on the way only to buy a dozen uncooked whole chickens to feed them. When the characters arrive, the Security Guard is unconcious on the floor, the customers are hiding behind desks in the Loan Officer's areas, and the Bank Manager is staring in disbelief at the closed circuit TV in his office. The tellers are attempting to fill bags with money from the safe, but the proximity of the dinos are making them nervous and clumsy.
Materials:
  1. Map of the general area
  2. Map of the farm yard from the first encounter
    1. Chicken Coop
    2. Barn: Contains 8 Cows and 2 Horses
    3. House: Farmer, wife, and 2 small kids
  3. Map of the First National Bank from the third encounter
    1. Safe
    2. Bank Manager's Office
    3. Store Room
    4. Teller's Windows
    5. Loan Officers
    6. Waiting Area, and Security Guard Station
  4. Stats for the Lizard King in Villains and Vigilantes format and Rules Upgrade format

Recommended Media
For further ideas on how to involve dinosaurs and prehistoric mammals in your campaign, please check out these excellent resources:
Villains and Vigilantes Rules Upgrade
Name: Lizard KingAge: 30Sex: MaleRace: Human(mutated)
Cost:Powers, Skills, & Weaknesses:Identity: Martin Vilardi
12Experience Level:4Affiliation: Codename: Strykeforce
15 Animal / Plant Control: Control up to (Max HP x 2) HP worth of reptiles
10 Heightened Senses: Smell is acute enough to give effective night vision
16 Armor: 4 points of Biological armor
3 Natural Weaponry: (claws&jaws) +1 to hit / +2 damage
10 Heightened Senses: Tracking by smell
1 Biology/10
-10 Ugly: Half reptile, tough green scaly skin, square-jawed flat face, long fingers with nasty claws.
25 LBS: 432 Basic Hits: 9 Carry Cap.: 633
12 STR: 12 Basic HTH Damage: 1d8
12 END: 12 Save: 11 Healing Rate: 2.7
15 AGL: 15 Save: 12
10 INT: 10 Save: 10
15 CHR: 15 Save: 12
= 146 Total CP CostHit Mod:(1.3)(1.4)(1)(1.4)= 2.548
Unspent Points: 0 Development: Endurance
Hits( 23 ): Power( 49 ):
Total Protection Values
KineticEnergyBiochemEntropyPsychicOther
4 4 4 4 0 0
Movement Rates: 39"
Wealth Roll: d4 Legal Status: Wanted Criminal (Security Clearance= )
Other Information:
Martin Vilardi was a mediocre biologist just out of school, picked up to work on a research project for Genesis Biogenetics. He worked hard in his spare time on a personal project - seeking to isolate the DNA code in reptiles that allows them to regenerate even lost limbs. When he reached the testing phase of his project, Martin was so sure of his results that he tested the results on himself.

The combination of reptile DNA and a selective mutagenic compound changed Martin's body in ways he had not anticipated. He lost alot of his cognitive faculties. His skin toughened and formed green scales. He grew in mass. His fingernails thickened into claws. And he found he could control the reptiles he kept in cages about the lab. In the end the experiment had been a complete failure though, he never gained the regenerative abilities he sought.

Martin's outlook changed dramatically. As the Lizard King he determined to take what he wanted, the lowly humans about him would grovel at his feet. He set out on a quest to control the entire city. He failed miserably.

The Lizard King took his failures well, and lowered his standards appropriatly. He became a successful small time crook, taking money and valuables, hoarding them to finance his future goals.

Lizard King prefers to have his controlled reptiles do most of the work, but he is quick to press the advantage against a desperate foe. He is not the least bit overconfident, and if the tide has turned against him he will not hesitate to have his controlled subjects create a diversion while he makes a break.

Villains and Vigilantes 2nd Edition
Lizard King
Identity: Martin Vilardi
Side: EvilSex: Male
Experience: Level: 4
Age: 30Training: +3 Agility
Powers:
  • Animal / Plant Control: Control up to (Max HP x 2) HP worth of reptiles
  • Animal / Plant Powers: Reptile
    1. Heightened Senses: Enhanced Smell
    2. Heightened Senses: Tracking Scent
    3. Reduced Charisma: -5
    4. Armor: Biological 80 ADR
    5. Natural Weaponry: +1 / +2
Weight: 432Basic Hits: 9
Strength: 12Endurance: 12
Agility: 15Intelligence: 10
Charisma: 5Hit Points ( 25 ):
Reactions from Good: +4Evil: -4
Damage Mod.: +2Healing Rate: 2.7
Accuracy: +1Power ( 49 ):
Carrying Capacity: 633Basic HTH Damage: 1d8
Movement Rates: 39"
Det. Hidden: 8%Det. Danger: 12%
Inventing Points: 4Cash: $2,000
Inventing 30%:
Origin and Background: (American)Scientist
Legal Status: Wanted Criminal
Security Clearance:
Other Information:
Martin Vilardi was a mediocre biologist just out of school, picked up to work on a research project for Genesis Biogenetics. He worked hard in his spare time on a personal project - seeking to isolate the DNA code in reptiles that allows them to regenerate even lost limbs. When he reached the testing phase of his project, Martin was so sure of his results that he tested the results on himself.

The combination of reptile DNA and a selective mutagenic compound changed Martin's body in ways he had not anticipated. He lost alot of his cognitive faculties. His skin toughened and formed green scales. He grew in mass. His fingernails thickened into claws. And he found he could control the reptiles he kept in cages about the lab. In the end the experiment had been a complete failure though, he never gained the regenerative abilities he sought.

Martin's outlook changed dramatically. As the Lizard King he determined to take what he wanted, the lowly humans about him would grovel at his feet. He set out on a quest to control the entire city. He failed miserably.

The Lizard King took his failures well, and lowered his standards appropriately. He became a successful small time crook, taking money and valuables, hoarding them to finance his future goals.

Lizard King prefers to have his controlled reptiles do most of the work, but he is quick to press the advantage against a desperate foe. He is not the least bit overconfident, and if the tide has turned against him he will not hesitate to have his controlled subjects create a diversion while he makes a break.

Villains and Vigilantes Campaign Headquarters

by Craig "Pandemonium" Griswold, pandemonium(at)elpasotel.net
Copyright 1997 by Craig Griswold
Villains and Vigilantes copyright 1982 Jeff Dee and Jack Herman