The Neanderthal article was really fun to read (Do You Want to Know More?). Especially when Trevor told me that out there in genre fiction, Psychic Neanderthals are a thing. It was fun googling Psychic Neanderthal and seeing what popped back up.
For this weeks short I decided to once again dip back into Fantasy AGE and send the Neanderthal over into that game system. Unfortunately that system doesn’t have a good method of handling the Psychic Variant, hopefully when the Blue Rose RPG for AGE comes out that will be addressed. Although if a reader comes up with a good idea, post it in the comments.
Playing a Neanderthal
If you chose to play a Neanderthal, modify your character as follows:
Add 1 to your Strength Ability.
Pick one of the following ability focuses: Intelligence (Natural Lore) or Perception (Empathy).
Your Speed is equal to 10 + Dexterity (minus armor penalty if applicable).
You can speak and read the language of Neanderthals (the written language is Cave Paintings) and the Common Tongue.
Roll twice on the Neanderthal Benefits table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different.
2 +1 Constitution
3-4 Focus: Constitution (Running)
5 Focus: Communication (Animal Handling)
6 Weapon Group: Bludgeons*
7-8 +1 Strength
9 Focus: Perception (Empathy)
10-11 Focus: Strength (Might)
12 +1 Perception
* If the class you choose provides this already, you take the focus Fighting (Bludgeons) instead.