D20 Character Race – Neanderthals

D20 Character Race – Neanderthals

From Wikipedia: Neanderthals are an extinct species of the genus Homo, possibly a subspecies of Homo sapiens. They are closely related to modern humans, differing in DNA by only 0.3%, just twice the variability across contemporary humans. Remains left by Neanderthals include bones and stone tools, which are found from western Europe to central Asia. The species is named after Neandertal (“Neander’s Valley”), the location in Germany where it was first discovered.

D20 Character Race - Neanderthals

Neanderthals made advanced tools, had a language (the nature of which is debated) and lived in complex social groups. The Molodova archaeological site in eastern Ukraine suggests some Neanderthals built dwellings using animal bones. A building was made of mammoth skulls, jaws, tusks and leg bones, and had 25 hearths inside. While largely carnivorous, and apex predators; new studies indicate Neanderthals had cooked vegetables in their diet. In 2010, a U.S. researcher reported finding cooked vegetable matter in the teeth of a Neanderthal skull, contradicting the earlier belief they were exclusively (or almost exclusively) carnivorous and apex predators.

Neanderthal as Characters
Personality: Neanderthals tend to be peaceful and caring people. They will rarely war on others or make trouble, but they will finish it if they are evenly matched or have the upper hand. They tend to think things through, and they are not quick to anger. Both these leave them to be thought unintelligent, and simple people – even among other tribes of the same technological level. They are predators though and in hunting and war can be very vicious. They will rarely give quarter to enemies. Their outlook on life is pragmatic – live and let live, kill or be killed. Despite that they will avoid trouble when possible. Entire tribes will move away to avoid problems.

Physical Description: They have short natural lives, with an upper limit of 50 years old. Both males and females reach puberty at a young age, eight to twelve years old though. Males average 65 inches tall and 171 pounds in weight, while females average 60 inches tall and 146 pounds in weight. Both will have shaggy unwashed hair adorned with bones, feathers, and colored stones. Males will have shaggy beards to match. They wear rough hide tunics or go fully naked. In cold weather foot wrappings and coats of fur will be worn.

Society: Neanderthals live in tribes of 10-50 individuals, mostly extended family members who tend to pair off for life. Particularly heroic figures, and other aged members of the tribe will act as a ruling council, with the oldest member of the tribe the leader. All members of a tribe no matter age, participate in the hunt, preparing food, building shelter, and war. Tribes will make permanent villages near sources of food such as herds of large animals. They do eat vegetables, but as a supplement to their diet. They do not brew, farm, or raise animals, instead living off the land as foragers and hunters. Shelters will be made of the bones and skins of animals, and sometimes caves or piles of rocks. Neanderthal are masters of stone chipped tools, they have a wide variety of chipped tools for scraping and curing hides, cutting vegetation, and making weapons. Neanderthal art is basic, woven grasses, small stone statues, and bone, feather and sinew totems and necklaces.

D20 Character Race - Neanderthals

Neanderthal have the concept of trade, but it is mostly small items on an individual level. A father will trade his daughter to another tribe for one of their children. An especially skilled stone worker will trade tools or weapons for food. A tribe may trade one type of meat for another, for extra hides, or for stones they can chip. Otherwise most possessions that aren’t carried day to day are communal and can be used by anyone. Most of these will likely be left behind if the tribe moves.

Hunting: The entire tribe funnels large animals into traps, either by driving them over a cliff side, or into a box canyon where they finish it off as fast as possible with spears. They try to only kill as many animals as needed, avoiding destroying entire herds if possible. They may also hunt especially dangerous predators that pose a threat, although they are just as likely to move the entire tribe to a safer location.

Religion: The Neanderthal does not worship a god per say. They give thanks for their sacrifice to the souls of animals they kill for food, for enemies killed in battle, and tribal members who have died. Opponents in war are given the same burial rights as members of their own tribe, a basic burial away from camps and water sources without a marker of any sort. Neanderthals do rely on herbal and natural remedies to heal the injured and remove afflictions. They naturally live “with” nature and have a distrust of magic.

Language: They have their own language that is straightforward and without metaphors or allusion. Nor does it have words to express feelings of hatred, revenge or envy. The are able to express simple emotions such as sadness and love. They have the ability to pickup guttural languages easily and are likely to learn Orc or Goblin before Common or Elvish.

Alignment: Neanderthals tend towards Neutral Good, Chaotic Good, or True Neutral. Neanderthals do not naturally have the concept of Evil, selfishness, or laws outside those imposed by the tribe or nature. Any characters with these alignments are either mentally deranged or have suffered a life shattering event that has driven them over the edge into another alignment.

Adventurers: Neanderthal adventurers are incredibly rare. Their natural isolationism and willingness to move to avoid trouble leave family groups relatively whole. An adventurer is likely to be the last remaining member of a tribe, attempting to find a mate or home with another tribe, or a lone hunter who has gotten lost.

Neanderthal Racial Traits

  • +2 Str,+2 Int,-2 Chr,+2 Con,+2 Hit Points. Neanderthals are stockier, stronger, and slightly smarter then humans.
  • Medium Sized
  • Neanderthal Land speed is 30 feet. They are not slowed when carrying a medium or heavy load. Unlike dwarves this does not include armor, they are still slowed by armor weights – if they can be convinced to wear it in the first place.
  • Weapons: Neanderthals use Shortspears, Longspears, Stone Axes, slings, and stone daggers. They can use metal versions of these weapons, but are likely to drop them in favor of their own homemade stone versions as soon as possible.
  • Masterwork and Magic Weapons: Any adult Neanderthal automatically makes masterwork stone weapons and tools. This takes 2D6 days per an item assuming the correct materials are on hand. At level five these become +1 weapons, at level ten, +2, +3 at level 15, and +4 at level 20.
  • Armor is limited to crude hides and leathers, and will be indistinguishable from their day to day clothing. As for weapons, armor is masterwork by default, and gains a +1 bonus every five character levels if the character makes it themselves. This bonus can stack on top of exotic leathers to the maximum +5 bonus.
  • Thrown Weapons: Neanderthals can throw any of their ranged weapons at double the normal range. IE, a shortspear normally has a range increment of 20ft, in the hands of an neanderthal it is 40ft. In addition, longspears can be thrown as if they are shortspears (range increment of 20ft)
  • +4 dodge bonus to Armor Class against all beasts and animals, size medium or larger.
  • +4 saving throw Spell Resistance. Includes ALL magical affects, including supernatural, extraordinary, and even those cast by friendly characters.
  • +4 savings throw against poison and disease.
  • +5 resistance against Cold
  • Favored Class: Barbarian. Neanderthals that have had contact with the “outside” world may also take Fighter, Druid, or Ranger as a multi-class only after they have at least two levels of barbarian, AND must have access to a teacher of some sort.

  • Fantasy D20 World
    Typically players would only come across a tribe of Neanderthals in a remote location. They will be treated indifferently unless the tribe is helped or threatened.

    Plot Points:

  • Slavers have found a tribe of Neanderthals and have captured them. A few members were able to escape and are looking for help to rescue the rest of the tribe.
  • The colored stones a tribe of Neanderthals wear in their hair turn out to be valuable gems. The PCs can be tasked to find the source of gems, or can try to protect the tribe before it is ruthlessly slaughtered by treasure seekers.
  • A tribe has come across a powerful artifact that is slowly twisting their minds towards evil. The tribe has been attacking settlements nearby and the characters are tasked to take care of them.

  • Modern D20 World

  • An frozen Neanderthal is found frozen in the Arctic. It is brought back to civilization but along the way unfreezes….
  • A tribe of Neanderthals are found in a remote area that is soon to be exploited for it’s natural resources (Minerals, oil, etc.) The Corporation is planning on simply wiping them out, but the head of the project has secretly contacted the characters to make the tribe quietly disappear to somewhere safe.
  • An unscrupulous scientist is posing as a fertility doctor. He is implanting unsuspecting women with Neanderthal children without them knowing.
  • A group of Neanderthals have been found. Zoos want to put them into captivity. Corporations want to exploit them. Scientists want to study them. Activists want to protect them. The characters can be asked by one or more of these groups to resolve the issue.

  • Science Fiction/Future D20 World

  • The characters come across a previously hidden island “Lost World” style. To survive, they need to make friends with the natives, who just happen to be a tribe of Neanderthals.
  • A corporation has decided to resurrect the Neanderthals to exploit them as cheap labor. Since they don’t fall under the definition of “human,” this has been determined as legal by the courts. Characters can be “guards” of the labor camp. Or hired to break the Neanderthals out.
  • Neanderthals never went extinct. They simply left Earth to avoid the problems with humans. They have been found on another planet, with technology far advanced of humans and a racial grudge.
  • Random DND online Generators – Code Only

    Random DND online Generators – Code Only

    Here are links to the GITHUB repository for some of the best random DND online generators that ever existed. The author, Jamis Buck, has released the code into the wild, and if anybody gets these going I would be grateful.

    I am also willing to host the generators on one of my sites if space is needed.

    Library Templates (Needed for the NPC Generator)
    DND NPC Generator
    3rd Edition Rules Templates
    Random Dungeon Generator – This was the best online random dungeon generator ever!
    4th Edition NPC Generator

    NPC: Perfect Tommy (Buckaroo Banzai D20)

    NPC: Perfect Tommy (Buckaroo Banzai D20)

    Another members of the world famous Hong Kong Cavaliers is Perfect Tommy.

    Perfect Tommy

    Perfect Tommy’s D20 Modern Character Sheet

    Encounter Suggestions:
    – Perfect Tommy is just a cover for the real man, one who excels at disguises and misdirection
    – Egyptian Police hire the PCs to track down known fugitive “Perfect Tommy”

    Description from World Watch Online:

    Real name unknown, believed to have met Buckaroo at Phillips Exeter, but may be only self-taught with a grade-school education acquired in the South. Young, handsome, of good family. Vain, pleasure-loving, heartless, sordid, callous and sentimental, he can be brave to excess or cringingly cowardly. An enigma. A chameleon. Changes his mind as fast as he changes his hair color. A product of broken dreams. Told Buckaroo upon his induction to the Hong Kong Cavaliers, “I’m Perfect Tommy. Find Me.” Nicknamed by Buckaroo “Knight of the Lesser Boulevards.” Accepted to a special program at MIT where he could have coordinated material testing in cryogenic propellants to determine compatibility of various chemical gasses and fluids associated with rocket propulsion and laser systems, but a woman and a scandal forced him to leave Cambridge for a time. Went to Egypt and there taught himself the rhythm guitar; was involved in an opium bust for which he received a prison term; escaped and (posing as a Belgian) joined the Foreign Legion. Served in Africa and survived, a better man for it. Has postulated the existence of a new layer of atmosphere between the troposphere and the stratosphere, calling it the flatusphere, an accumulation of methane gas derived from the world’s constant farting and politicians’ bullshit. It was his design for the Jet Car’s suspension that convinced Buckaroo that the promise of the OSCILLATION OVERTHRUSTER might at last be realized.

    Equipment:
    Pistol:
    It appears to be a Heckler and Koch P7M8 Pistol
    9mm blowback operated, often referred to as a “squeeze cocker” for the unique safety mechanism.
    8 round magazine.
    1.75 pounds

    Shotgun:
    Remington 870 Mark 6.
    Foldable stock.
    12 gauge, pump action
    20 inch barrel, 7.53 pounds
    5 round tube magazine

    Guitar:
    Gretsch Hollow body electric.

    Dr. Buckaroo Banzai – D20 NPC

    Dr. Buckaroo Banzai – D20 NPC

    One of the 80’s best cult movies stared Peter Weller as Dr. Buckaroo Banzai. The movies’ popularity has never quite been enough to deliver the promised for sequel, but a set of comic books provide more character development for Dr. Buckaroo Banzai and Team Banzai in general. Dr. Banzai makes a great NPC to introduce to any D20 Modern game.

    Buckaroo Banzai Character Sheet

    Buckaroo Banzai
    Buckaroo Banzai movie case cover

    Encounter Suggestions:
    – Team Banzai is investigating the same strange object the character are
    – PCs are brought in on a top secret government project, headed by Dr. Buckaroo Banzai
    – A Blue Blaze Irregular has disappeared under mysterious circumstances. Dr. Banzai can not investigate personally, but engages the characters to investigate.

    From World Watch Online;

    Buckaroo Banzai was born in the winter of 1950 in London, the son of two scientists: Masado Banzai, a brilliant Japanese research physicist whose work in theoretical quantum mechanics is reported to have “rattled” Einstein, and Sandra Willoughby, the daughter of the eccentric Scottish-born Texas mathematician Edward McKay Willoughby. Sandra Willoughby fell in love with Masado Banzai when she was sixteen and married him twelve years later, after becoming an expert in her own right in the field of negative mass propulsion. The couple fled Japan at the outbreak of World War II and eventually settled in Texas. Their son grew up in Colorado and Arizona and was named “Buckaroo” because of his father’s love for the American West.

    In 1946 Masado Banzai and Sandra Willoughby joined forces with Masado’s old friend and colleague, Professor Toichi Hikita, who shared their belief that one day man would be able to pass unharmed through solid matter. Their researches culminated in 1953 in the Texas desert, when Dr. Banzai took controls of a jet car equipped with an early version of the Oscillation Overthruster. But the experiment ended tragically: Buckaroo Banzai’s parents were killed in an explosion as the four-year-old child looked on. Hikita raised young Buckaroo, using the entire world as his classroom, and the boy grew up to be, among other things, an extraordinarily skilled neurosurgeon.

    “Dissatisfied with a life devoted exclusively to medicine,” (film’s director W.D.) Richter writes, “Buckaroo Banzai perfected a wide range of skills. He designed and drove high-powered automobiles. He studied bujitsu and particle physics. His skill with a sixgun was reputed to eclipse that of Wyatt Earp. He spoke a dozen languages and wrote songs in all of them. His band, the Hong Kong Cavaliers, was one of the most popular, hard-rocking bar bands in east Jersey, though it’s members were not professional musicians at all but rather cartographers and botanists, linguists and propellant engineers, an entomologist and an epidemiologist. All of these experts in the oddest fields of endeavor were drawn to Buckaroo, and all of them came and went like the wind on the prairie – Rawhide, Reno, the Swede, Perfect Tommy, Big Norse, Pecos.”

    Descriptions of Buckaroo Banzai are rare, but in Buckaroo Banzai, Reno recalls his first meeting with him as follows: “I have always found it remarkable how a confident and open person can make a strong lasting impression in the space of a single moment, but that was just what I found to be the case with B.Banzai. A ready smile and a firm handshake attached to a body that seemed to be made entirely of sinew captivated me immediately. I suggested that we walk outside , and he agreed.

    “In the sunshine his face is smooth, unmarked. A smile plays constantly around his lips, but his eyes are deep and thoughtful, of an unusual color I cannot readily describe. Neither can I recall who spoke first, a phenomenon I have found common among others when they have been asked to recall their first encounters with the man. I tend to believe it is the eyes, of such an unusual hue and hypnotic intensity that they could make one believe almost anything. In short, within the first minute of our meeting I believe I had decided to follow him anywhere with the slightest hesitation.”

    Later in his book, still recalling that first meeting when he was inducted into the Cavaliers, Reno adds this observation: “Buckaroo, like most true geniuses, was utterly without arrogance, a simple man in the best sense of the word. Decency towards others was not something he had to work at; it was as involuntary with him as breathing. On the other hand, I have seen him an hour after killing a man and found him to be perfectly composed.” The contradiction, Reno concludes, is apparent only to the Western mind.

    Precious light is shed on the mystery of the man’s personality by the following laconic note, which is apparently the only time Dr. Banzai has discussed himself in print:

    “It was quite by chance that I became involved in scientific investigation and began to study the psychology of crime. Although I was born in London during a visit of my parents to England, I spent my early days on the vast ranges of Colorado and Arizona and there was taught how to ride and shoot by the red-skinned Sioux warriors, who strangely seemed to enjoy showing an Amerasian boy their tricks. Until I was fourteen I went to school in Denver and later I continued my education in Massachusetts, Texas, and England, taking my medical degree from Harvard. In this way a love of travel and the craving for excitement and danger were stimulated in me from childhood.

    “After my first introduction in Monte Carlo to the forces which wage unceasing warfare against the shadowy underworld of crime, I realized that in their ranks was a possibility of escaping from the dreaded monotony of a life of routine.
    -Buckaroo Banzai”

    Other notes:
    Saw his parents killed in their jetcar attempt.
    Proposed to Peggy Simpson on the bank of the Thames River while at Merton College, Oxford. A fall wedding in New York was planned. She was murdered on their wedding day by agents of the evil Hanoi Xan.
    Met Sidney Zwibel at Columbia P&S, where they shared Thornburg’s histology class and, later, an enzymology class.
    Has written numerous tomes on science and philosophy, including Beyond the Realm of Atomic Particles and Massless Photons and Future History (co-authored with Prof. Hikita).

    Equipment:
    Colt Peacemaker (aka Single Action Army)
    .45 Colt caliber, 6 round
    4 3/4 inch barrel
    Brass Frame
    (Note: Pg. 161-2 of the Book quotes Reno as saying “They were the Navy Colts he used only when going in search of Hanoi Xan, massive heavy pistols which had belonged to his father.”)

    Katana

    Guitar:
    Fender Stratocaster, blond body with Maple neck

    Buckaroo Banzai
    Ending credits scene of Buckaroo Banzai