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

NPCs: Pirate Crew

The pirates ship is a converted merchantman crewed by 30 pirates. A pair of oars on each side gives it maneuverability against the wind.

Pirate Leader
Name Green-Eye Razicad, the Dwarven Pirate Alignment: Neutral evil Gender: Male Race: Dwarf Height: 4′ 2; Weight: 185 lbs Strength: 20 (+5) Dexterity: 14 (+2) Constitution: 17 (+3) Intelligence: 10 (+0) Wisdom: 11 (+0) Charisma: 8 (-1) Hit Points: 12d10+36 (97) Armor Class: 12 (+2 Dex) Speed: 20 ft. Initiative: +6 (+2 Dex, +4 Improved Initiative) CR: 12 Total Gear Value: 27,000 gp Classes: * Fighter 12 Saving Throws: Fortitude: +11 (+8 Base, +3 Con) Reflex: +6 (+4 Base, +2 Dex) Will: +4 (+4 Base) Attack Bonuses: Melee: +17/+12/+7 (+12 Base, +5 Str) Ranged: +14/+9/+4 (+12 Base, +2 Dex) Languages: * Common * Dwarven Skills Points: Fighter 30 Skills: Craft (Armorsmithing) +2 (+2 Racial) Craft (Blacksmithing) +2 (+2 Racial) Craft (Stonemasonry) +2 (+2 Racial) Craft (Trapmaking) +2 (+2 Racial) Craft (Weaponsmithing) +2 (+2 Racial) Handle Animal +8 (+9 Rank, -1 Cha) Hide +2 (+2 Dex) Listen +0 Move Silently +2 (+2 Dex) Ride +14 (+12 Rank, +2 Dex) Spot +0 Swim +14 (+9 Rank, +5 Str) Feats: * Blind-Fight * Cleave * Combat Reflexes * Diehard * Dodge * Endurance * Exotic Weapon Proficiency (chain, spiked) * Improved Initiative * Improved Overrun * Power Attack * Weapon Focus (chain, spiked)

1st Mate
Name: Saeunn Alignment: Lawful neutral Gender: Female Race: Half-elf Height: 4′ 11″; Weight: 122 lbs Strength: 15 (+2) Dexterity: 14 (+2) Constitution: 16 (+3) Intelligence: 19 (+4) Wisdom: 12 (+1) Charisma: 15 (+2) Hit Points: 11d4+33 (61) Armor Class: 12 (+2 Dex) Speed: 30 ft.Initiative: +2 (+2 Dex) CR: 11 Total Gear Value: 21,000 gp Classes: * Wizard 11 Saving Throws: Fortitude: +6 (+3 Base, +3 Con) Reflex: +5 (+3 Base, +2 Dex) Will: +8 (+7 Base, +1 Wis) Attack Bonuses: Melee: +7 (+5 Base, +2 Str) Ranged: +7 (+5 Base, +2 Dex) Languages: * Common * Elven * Giant * Goblin * Ignan Skills Points: Wizard 78 Skills: Craft (Blacksmithing) +18 (+14 Rank, +4 Int) Craft (Woodworking) +15 (+11 Rank, +4 Int) Diplomacy +4 (+2 Cha, +2 Racial) Gather Information +4 (+2 Cha, +2 Racial) Hide +2 (+2 Dex) Knowledge (Arcana) +17 (+13 Rank, +4 Int) Knowledge (Geography) +16 (+12 Rank, +4 Int) Knowledge (Local) +18 (+14 Rank, +4 Int) Listen +2 (+1 Wis, +1 Racial) Move Silently +2 (+2 Dex) Search +5 (+4 Int, +1 Racial) Spellcraft +18 (+14 Rank, +4 Int) Spot +2 (+1 Wis, +1 Racial) Feats: * Combat Casting * Craft Rod * EmpowerSpell * Enlarge Spell * Scribe Scroll * Silent Spell Wizard Spells Per Day: 0th-level: 4 (DC 14 where applicable) * Acid Splash * Arcane Mark * Dancing Lights * Daze * Detect Magic * Detect Poison * Disrupt Undead * Flare * Light * Prestidigitation * Ray of Frost * Read Magic * Resistance * Touch of Fatigue 1st-level: 5 (DC 15 where applicable) * Charm Person * Endure Elements * Floating Disk * Mage Armor * Magic Missile * Protection from Law * Shield * Sleep 2nd-level: 5 (DC 16 where applicable) * Continual Flame * Darkness * Detect Thoughts * Flaming Sphere * Gustof Wind * Scorching Ray * Spectral Hand 3rd-level: 5 (DC 17 where applicable) * Dispel Magic * Explosive Runes * Fireball * Gentle Repose * Hold Person * Lightning Bolt * Magic Circle against Good * Nondetection * Protection from Energy * Tiny Hut * Wind Wall 4th-level: 4 (DC 18 where applicable) * Animate Dead * Dimensional Anchor * Fire Shield * Minor Creation * Resilient Sphere * Wall of Ice 5th-level: 2 (DC 19 where applicable) * Break Enchantment * Interposing Hand * Lesser Planar Binding * Permanency 6th-level: 1 (DC 20 where applicable) * Chain Lightning * Contingency

Treasure on ship: armor large steel shield +1 (1,170 gp) gem andradite (brownish-black garnet) (613.3 gp) hyalite (colorless, transparent opal) (742.6 gp) sardonyx (black) (47.9 gp) tchazar (45.3 gp) A stack of tattered parchments that look like maps.

Magic Item: Legacy Rod of Lordly Might

Magic Item: Legacy Rod of Lordly Might

From Okay Your Turn Forums

Legacy Rod of Lordly Might

Base item: +1 Warmace (CW)
Special ability: +5 to Survival checks to keep from getting lost. May tell depth as the Dwarf racial ability. Always knows direction of North.

The Warmace is a heavy, awkward weapon. Without proper training, it is a two-handed weapon that inflicts a -1 penalty to AC. With proper training, it’s a one-handed weapon that inflicts a -1 penalty to AC.

5th Level: Adaptive Weapon I
6th Level: Hold Person 1/day as touch attack
7th level: Flaming weapon
8th level: +2 enhancement bonus,
9: Adaptive Weapon II
10: Fear 1/day
11: Vampiric Touch 1/day
12: +3 enhancement bonus, Flaming Burst
13: Hold Monster 1/day as touch attack
14: Adaptive Weapon III
15: Climbing Pole/Surging Pole
16: +4 enhancement bonus
17: Hold Person 3/day as Touch attack
18: Fear 3/day
19: Vampiric Touch 3/day
20: +5 enhancement bonus

Adaptive Weapon I: As a Swift Action, the wielder may depress a button on the haft and cause a curved blade to spring from one side of the Warmace’s head, effectively turning the weapon into a Dwarven War-Axe. If the wielder is proficient with the Warmace, they are also treated as proficient with this form of the weapon as well. Pushing the same button causes the blade to retract as a Swift Action. Pushing a second button causes a long spike to extend from the tip of the mace as a Swift Action, letting it be used as a Spear; and pushing that button again retracts the spike as a Swift Action.

Spell-Like Abilities: the wielder may use the listed Spell-like abilities, which function as the spells, except as follows: the hold person/hold monster and Vampiric Touch effects require the wielder to touch the target with the Rod. Activating these effects is a Swift action, and the effects will function on either a normal melee attack or a touch attack.

Adaptive Weapon II: as above, except that the blade of the axe is now treated as Silver for purposes of overcoming Damage Reduction, while the spike is treated as Cold Iron.

Adaptive Weapon III: as above, but additionally, the haft can be lengthened, so possible weapons now include a Glaive and Ranseur.

Climbing Pole/Surging Pole:When button 4 is pushed, a spike that can anchor in granite is extruded from the ball, while the other end sprouts three sharp hooks. The rod lengthens to anywhere between 5 and 50 feet in a single round, stopping when button 4 is pushed again. Horizontal bars three inches long fold out from the sides, 1 foot apart, in staggered progression. The rod is firmly held by the spike and hooks and can bear up to 4,000 pounds. The wielder can retract the pole by pushing button 5. Extending the Pole in this manner requires a Standard Action, as does retracting it.
Additionally, the Pole may be used to force open doors, or attempt to push enemies away. The pole has a +12 Strength modifier; if used to push an enemy, treat as a Bull Rush attempt that does not provoke an AoO or require the wielder to move, but has a maximum distance of 50 feet from the wielder.

Magic Item: Pocket of Holding

Magic Item: Pocket of Holding

The Pocket of Holding looks like a small rounded at one end piece of fabric. The other end has a flap and a button closing it.

The Pocket of Holding has the same capacity as a large belt pouch, but always appears empty from the outside. When the Pocket is left empty for 24 hours, it automatically falls off whatever garment it is on. It can then be moved to another garment, and seamlessly blends in to the new garment.

When spotting an attached pocket, there is a DC 20 check to notice something odd about it. A pocket of holding has a +5 concealment check for anything that is inside it.

Price is the same as a bag of holding.