WWII d20 Modern - Nazi NPCs
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  1. #1

    WWII d20 Modern - Nazi NPCs

    Well, I continue my quest for converting all these varous materials I acquired into d20 modern, so I thought I would share some of the stuff I did. My first adventure is completely ready to go and hopefully I'll be running it for a few friends of mine at DunDraCon in a couple weeks. Tell me what ya think:

    Low-Level Nazi Soldier (Strong Ordinary 1/Dedicated Ordinary 1): CR 1; Medium-size human; HD 1d8+1 plus 1d6+1; HP 10; Mas 13; Init +1; Defense 13, Touch 12, flat-footed 13 (+1 dex +2 class); BAB +1; Grap +3; Atk +3 melee (1d3+2 nonlethal, unarmed strike), or +2 ranged (2d6 Luger), or +2 ranged (2d6 MP40); FS 5 ft. by 5 ft.; Reach 5 ft.; AL Third Reich; SV Fort +3, Ref +1, Will +3; AP 0; Rep +1; Str 15, Dex 12, Con 13, Int 10, Wis 14, Cha 8.
    Occupation: Military (class skills: Drive, Knowledge (tactics)).
    Skills: Climb +5, Drive +5, Knowledge Tactics +5, Listen +4, Profession +3, Speak (English, German), Spot +4, Survival +6.
    Feats: Armor Proficiency, Personal Firearms Proficiency, Simple Weapons Proficiency, Brawl.
    Possessions: Luger (9 mm autoloader), 100 rounds 9 mm ammunition, MP40 (9mm submachine gun), Nazi uniform, various personal effects.


    Reinhard Galt
    SS-OberfŘhrer, Karotechia
    (Dedicated Hero 3/Strong Hero 3/Soldier 6); CR 12; Medium-size human; HD 3d8+9 plus 3d6+9 plus 6d10+18; HP 101; Mas 17; Init +1; Defense 18, Touch 18, Flat-footed 18 (+1 dex, +7 class); BAB +9/+4; Grap +12/+7; Atk +12/+7 melee (bayonet 1d6+5), or +13/+8 (SS Saber 1d6+5), or ranged +10/+5 (Luger), or ranged +11/+6 (MP43 2d10+2, 19-20 crit); FS 5 ft. by 5 ft.; Reach 5 ft.; AL Nazi Ideals, SS, Germany; SV Fort +10, Ref +6, Will +7; AP 11; AP 11; Rep +8; Str 16, Dex 12, Con 16, Int 14, Wis 14, Cha 13.
    Occupation: Military (2 skills: Hide, Move Silently) Personal Firearms Proficiency.
    Skills: Climb +5, Diplomacy +6, Drive +5, Hide +11, Intimidate +7, Jump +5, Knowledge (Torture) +8, Move Silently +11, Profession +11, Repair +5, Speak/Write (Arabic, English, German, Portuguese, Spanish), Spot+14, Survival +14, Treat Injury +6.
    Talents: (Dedicated) Skill Emphasis: Diplomacy, Faith, (Strong) Melee Smash I, Melee Smash II, (Soldier) Tactical Aid +2.
    Feats: Agile Riposte, Archaic Weapons Proficiency, Burst Fire, Improved Critical (MP43), Personal Firearms Proficiency, Power Attack, Renown x2, Simple Weapons Proficiency, Stealthy, Surface Vehicle Operation, Track, Weapon Focus (Saber), Weapon Focus (MP43), Weapon Specialization (MP43).
    Possessions: Luger (9 mm autoloader), MP43 (7.92 mm assault rifle), 50 rounds 9mm ammunition, 50 rounds 7.92 mm ammunition, ceremonial saber, iron cross with oak leaves and swords, Nazi SS uniform, various personal effects.
    DOB: 1911
    Nationality: German (Aryan)
    Education: SS Officer Candidate School
    Physical Description: Galt is 6'3" tall and weighs 190 pounds. With his close-cropped blond hair, athletic physique and smooth Germanic features, Galt is the epitome of the Aryan ideal. His handsome appearance is marred solely by his constant expression of superior disdain. He is fond of Turkish cigarettes.

  2. #2
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    ° Block Doc_Souark


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    Looks good what is the weapon stats for the MP40 Btw ?

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    Hey -- why does he have Armor Proficiency? Is that one of his feats from the Strong class?

    Just seems rather ... unnecessary ... unless you're running a "near-reality" campaign where there's some body armor.

    TWK
    Who doesn't have d20 Modern but understands the principles.

  4. #4
    Doc-
    Luger 2d6 7+1 box 9mm Semi 30 ft. Small 2 lbs German
    MP40 (Maschinen Pistole 40) 2d6 32+1 box 9mm A(15)-10, S 50 ft. Large 10 lbs German

    Knight- I had, after posting, noticed a few errors (like his brawl damage, and the armor prof) and changed them. He no longer has armor, and instead goes with the good ol endurance.

    Also, here are a few more Nazis that I've done:

    Low-Level Nazi Soldier (Strong Ordinary 1/Dedicated Ordinary 1): CR 1; Medium-size human; HD 1d8+1 plus 1d6+1; HP 10; Mas 13; Init +1; Defense 13, Touch 12, flat-footed 13 (+1 dex +2 class); BAB +1; Grap +3; Atk +3 melee (1d6+2 nonlethal, unarmed strike), or +2 ranged (2d6 Luger), or +2 ranged (2d6 MP40) or +3 ranged (4d6 Stielgranate 24); FS 5 ft. by 5 ft.; Reach 5 ft.; AL Third Reich; SV Fort +3, Ref +1, Will +3; AP 0; Rep +1; Str 15, Dex 12, Con 13, Int 10, Wis 14, Cha 8.
    Occupation: Military (class skills: Drive, Knowledge(tactics)).
    Skills: Climb +5, Drive +5, Knowledge Tactics +5, Listen +4, Profession +3, Speak (English, German), Spot +4, Survival +6.
    Feats: Brawl, Endurance, Personal Firearms Proficiency, Simple Weapons Proficiency.
    Possessions: Luger (9 mm autoloader), 100 rounds 9 mm ammunition, MP40 (9mm submachine gun), Stielgranate x2, Nazi uniform, various personal effects.

    Mid-Level Nazi Soldier (Strong Ordinary 4/Dedicated Ordinary 2): CR5; Medium-sized human; HD 4d8+8 plus 2d6+4; HP 37; Mas 14; Init +1; Defense 16, Touch 15, Flat-footed 16 (+1 dex +5 class); BAB +5; Grap +7; Atk +7 melee (1d6+2 nonlethal, unarmed strike), or +6 ranged (2d6 Luger), or +6 ranged (2d6 MP40) or +7 ranged (4d6 Stielgranate 24); FS 5 ft. by 5 ft.; Reach 5 ft.; AL Third Reich; SV Fort +6, Ref +2, Will +5; AP 0; Rep +1; Str 15, Dex 12, Con 14, Int 10, Wis 14, Cha 8.
    Occupation: Military (class skills: Drive, Knowledge(Tactics)).
    Skills: Climb +7, Drive +5, Knowledge (Tactics) +8, Listen +4, Profession +4, Speak (English, German), Repair +3, Spot +5, Survival +7, Swim +7, Treat Injury +4.
    Feats: Advanced Firearms Proficiency, Athletic, Brawl, Endurance, Personal Firearms Proficiency, Simple Weapons Proficiency.
    Possessions: Luger (9 mm autoloader), 100 rounds 9 mm ammunition, MP40 (9mm submachine gun), Stielgranate x2, Nazi uniform, various personal effects.

    Karl Maria Wiligut ("Weisthor")
    Personal Mystic of the ReichsfŘhrer-SS
    (Smart Hero 5/Occultist 2): CR 7; Medium-size human; HD 7d6; HP 26; Mas 10; Init +1; Defense 14, Touch 13, Flat-footed 14 (+1 dex +3 class); BAB +3; Grap +2; Atk +2 melee (1d6-1 SS Saber), or +4 ranged (2d6 Luger); FS 5 ft. by 5 ft.; Reach 5 ft.; AL Third Reich, Research and Discovery; SV Fort +1, Ref +2, Will +7; AP 6; Rep +2; Str 8, Dex 12, Con 10, Int 16, Wis 14, Cha 13.
    Occupation: Academics (3 skills: Decipher Script +1, Knowledge[Arcane Lore] +1, Research +1).
    Skills: Bluff +5, Concentration +5, Craft[Writing] +11, Decipher Script +20, Diplomacy +5, Knowledge[Arcane Lore] +20, Knowledge[Earth Sciences] +13, Knowledge[German History] +13, Knowledge[Theology] +10, Navigate +7, Profession +10, Research +20, Search +11, Speak/Write (Aramaic, English, German, Latin), Use Magic Device +6, Write (Atlantian).
    Talents: (Smart) Savant[Research], Savant[Decipher Script], Savant[Arcane Lore]
    Feats: Archaic Weapons Proficiency, Educated x2, Personal Firearms Proficiency, Studious.
    Possessions: Luger (9 mm autoloader), 50 rounds 9mm ammunition, ceremonial SS saber, ceremonial SS dagger, Nazi SS uniform, Totenkopf ring, various personal effects.
    DOB: 10th December, 1866
    Nationality: German
    Education: Imperial Cadet School, Vienna-Breitensee
    Physical Description: Wiligut in his "Weisthor" days is a chubby man with a mottled, fleshy face, a thick prominent nose, deep bags under eyes, a severely-receding hairline with greasy black slicked-back hair and grey temples. After his resignation from the SS, Wiligut has become a gaunt, thin figure, his face drawn and wizened, bearing a shaggy white beard. He smokes like a chimney. The old man's health had failed in recent years, requiring him to take strong medications that caused his behavior to become erratic and his smoking and alcoholism to become more intense.

  5. #5
    For most of those people I'd change the AL to the "Third Reich" to Germany.

    Most of the German people were not Nazi's and most Germans fought for the Fatherland not the Nazi's, it was just that the Nazi's were in control.

    In the case of direhard Nazi supporters like the SS and Party Memebers, I could see useing an AL to the Third Reich but not in the case oy your avrage german grunt.

  6. #6
    I second that. Many probably were just soldiers that did what they were told - either because they thought that's what a soldier did or because of what happened to enemies of the regime (my grandfather's parents were opposing it, and he and his brothers and sisters spend their childhood in several orphanages, and I think one of them has even been gased. Not anything you like to happen to your children. Or your brothers and sisters)

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    I'm pretty sure it doesn't matter what their AL says. They will be wearing a Nazi uniform, the PC's will see them on a map as an opponant, and will attempt to kill or trick them. Simple stuff really. Who cares if their AL is Germany or the third reich or whatever.

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    Thanks for the info A, are you going to do this as a stright WW2 game or have mystic elements ala Shadow Chasers/ Urban Arcana ? If the later maybe you'll be answer that age old question....What much damage does a Panzerfaust do to a Red Dragon ? ( old Dragon readers should remember this one )

  9. #9
    Originally posted by Mistwell
    I'm pretty sure it doesn't matter what their AL says. They will be wearing a Nazi uniform, the PC's will see them on a map as an opponant, and will attempt to kill or trick them. Simple stuff really. Who cares if their AL is Germany or the third reich or whatever.
    It's like alignment in D&D: the players will probably kill the evil enemies, but some might hesitate to kill someone that isn't evil, but runs along for other reasons. It's of no big consequence in a dungeon crawl (or whatever you'll call it in a d20 Modern game), but in a game with more focus on roleplaying, it might be a differance, as they might just attempt to flee instead of killing everyone (like in many movies and novels, where they spare some enemies that aren't evil).


    Originally posted by Doc_Souark
    If the later maybe you'll be answer that age old question....What much damage does a Panzerfaust do to a Red Dragon ?
    Hmm... that's really interesting: They somehow forgot to set a damage type for the rocket launchers, instead telling you that "it deals damage as a grenade or explosive". Now that could be slashing, fire or concussion. Fire damage would mean that the missile will leave the dragon without damage - and the shot with a very dump expression on his face. The other damage types would be subject do DR, but then you have to determine whether it can reduce it, like it reduces hardness.

    But the ultimate answer surely is: Not enough to save your hide

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    ° Block Roland Delacroix


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    Originally posted by Mistwell
    I'm pretty sure it doesn't matter what their AL says. They will be wearing a Nazi uniform, the PC's will see them on a map as an opponant, and will attempt to kill or trick them. Simple stuff really. Who cares if their AL is Germany or the third reich or whatever.
    This depends entirely on the game setting and time. In a pulp game (ala Indiana Jones) all Nazis are outright evil. In a more realistic game (before our intervention in WWII) most Nazis were just starving german soldiers trying to make their country great again. After the USA entered WWII that doesn't matter any more because all german soldiers were 'enemy' regardless of ideological beliefs.

    This is kinda cool actually since previous to our entrance american PC's have no legal (and maybe moral, 'civil disobediance', etc) right to interfere with the Nazi's. I can see a great scene where the only the PC's can stop the diabolical plan after infiltrating the evil SS lair, yet can do nothing to stop them until RIGHT THEN the radio blares "USA has declared war with Germany!" and the PC's lay out the bad guys......

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