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D20 Modern 1920's characters - any out there?
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<blockquote data-quote="mikelaff" data-source="post: 3867766" data-attributes="member: 39664"><p>I just so happen to be writing an adventure set in the early 1930s.</p><p>It's for a Modern Arcana variant called Wizards and Wiseguys (link is in my sig) - but I've got a few non-magical pre-gen characters. One's a tough guy/washed up boxer - another is a romantic bank teller and the last one is a machine-gun totin' hit man. </p><p></p><p>I cut all of the adventure specific stuff out of the backgrounds - in the case of the machine gunner - this doesn't leave much bio - but I don't suspect that matters too much for your purposes.</p><p></p><p>Also - the machine gunner has a few levels in the Hitman class - which was in <strong>Roaring 20s</strong> publlished by RPGObjects. I've included all the relevant information for the class specific talents that he has, but it bears mentioning as its not a class in the MSRD.</p><p></p><p>Anyway - hope this is useful and good luck with game day!</p><p></p><p></p><p>1 <strong><u>Bruce Ellison (Strong Hero 7):</u></strong> CR 7; Medium-size humanoid; HD 7d8+14; HP 46; Mas 14; Init +3; Spd 30 ft; Defense 17, touch 17, flatfooted 14 (+0 size, +3 Dex, +4 class); BAB +7; Grap +11; Atk +11 melee (1d6+7, Sap), or +10 ranged (2d6+0, Webley Revolver (.45 revolver)); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL Trundle Gang; SV Fort +6, Ref +5, Will +2; AP 3; Rep +1; Str 18, Dex 16, Con 14, Int 12, Wis 10, Cha 12.</p><p> <strong>Occupation:</strong> Athlete (Balance, Climb, Tumble)</p><p> <strong>Skills:</strong> Balance +5, Climb +10, Craft (structural) +5, Escape Artist +5, Handle Animal +3, Jump +7, Knowledge (Current Events) +3, Knowledge (Popular Culture) +3, Knowledge (Streetwise) +6, Knowledge (Tactics) +3, Profession +1, Repair +4, Sleight of Hand +5, Swim +8, Tumble +8, Use Magic Device +3</p><p> <strong>Feats:</strong> Athletic, Brawl, Combat Martial Arts, Combat Reflexes, Improved Combat Martial Arts, Knockout Punch, Nimble, Personal Firearms Proficiency, Simple Weapons Proficiency</p><p> <strong>Talents (Strong Hero):</strong> Melee Smash, Improved Melee Smash, Advanced Melee Smash, Extreme Effort</p><p> <strong>Possessions</strong>: Sap, Webley Revolver (.45 revolver), box of Cuban cigars, boxing gloves, jump rope, copy of Sports Illustrated, various personal possessions.</p><p></p><p><strong>Background:</strong> Bruce Ellison was the 1925 Golden Gloves Middleweight Champion for Louisville Kentucky. That was the peak of his life and he’d been on a downward spiral since then. He wasn’t good enough to go professional, so he wound up working as muscle for some two-bit hoods in Memphis. </p><p></p><p></p><p>2 <strong><u>Lindsey McManama (Charismatic Hero 7):</u></strong> CR 7; Medium-size humanoid; HD 7d6+7; HP 32; Mas 13; Init +3; Spd 30 ft; Defense 15, touch 15, flatfooted 12 (+0 size, +3 Dex, +2 class); BAB +3; Grap +2; Atk +2 melee (1d4-1, Quarter Roll), or +6 ranged (2d4+0, Police Positive (.38S Revolver); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL ; SV Fort +5, Ref +9, Will +2; AP 39; Rep +4; Str 9, Dex 16, Con 13, Int 12, Wis 10, Cha 17.</p><p> <strong>Occupation:</strong> Rural (Drive, Handle Animal)</p><p> <strong>Skills:</strong> Balance +5, Bluff +12, Climb +1, Craft (visual art) +2, Craft (writing) +2, Diplomacy +10, Disguise +5, Drive +10, Gather Information +8, Handle Animal +12, Hide +5, Intimidate +4, Jump +1, Knowledge (Arcane Lore) +2, Knowledge (Art) +3, Knowledge (Business) +2, Knowledge (Civics) +2, Knowledge (Current Events) +4, Knowledge (Popular Culture) +5, Knowledge (Streetwise) +8, Knowledge (Theology and Philosophy) +2, Listen +2, Perform +6 (singing), Read/Write Language +1 (English, French), Ride +5, Speak Language +1 (English, French), Spot +4, Tumble +5</p><p> <strong>Feats:</strong> Acrobatic, Alertness, Animal Affinity, Brawl, Deceptive, Dodge, Lightning Reflexes, Personal Firearms Proficiency, Simple Weapons Proficiency</p><p> <strong>Talents (Charismatic Hero):</strong> Charm, Favor, Captivate, Fast-Talk</p><p> <strong>Possessions:</strong> Quarter Roll, Police Positive (.38S Revolver) paperback copy of Wuthering Heights by Emily Bronte, small white leather purse containing +3 Wealth, cigarettes, hip flask filled with Jack Daniels, various personal possessions </p><p></p><p></p><p><strong>Background</strong>: Lindsey has been religiously reading the stories about the various gangsters who the newspapers regularly report on in rather breathless and romantic manner: Dillinger, Bonnie and Clyde and Baby Face Nelson. The papers paint these outlaws as heroes and gentleman bandits in the Robin Hood mode. Trapped in a small town like Hagerstown, Lindsey sees a boring and predictable future of marriage to a miner and a half dozen children in the first 6 years of marriage. She wants more. She wants the sort of life she reads about in the papers. She wants romance, excitement – danger!</p><p></p><p></p><p>3 <u><strong>Jon Snow (aka Machinegun Jon) (Tough Hero 5/Hitman 2)</strong></u>: CR 7; Medium-size humanoid; HD 5d10+15 plus 2d10+6 plus 5; HP 65; Mas 17; Init +3; Spd 30 ft; Defense 17, touch 17, flatfooted 14 (+0 size, +3 Dex, +4 class); BAB +4; Grap +6; Atk +6 melee (1d6+2, Sap), or +7 ranged (2d6+0, Thompson M-1921 ); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL Trundle Gang; SV Fort +10, Ref +6, Will +2; AP 39; Rep +8; Str 15, Dex 16, Con 17, Int 12, Wis 13, Cha 12.</p><p> <strong>Occupation:</strong> Criminal (Knowledge [Streetwise], Move Silently)</p><p> <strong>Skills:</strong> Climb +3, Concentration +4, Craft (mechanical) +2, Craft (structural) +3, Demolitions +3, Drive +4, Gather Information +2, Hide +4, Intimidate +2, Knowledge (Current Events) +4, Knowledge (Popular Culture) +2, Knowledge (Streetwise) +10, Move Silently +7, Read/Write Language +1 (English, Spanish), Ride +4, Sense Motive +2, Speak Language +1 (English, Spanish), Spot +4, Survival +2, Use Magic Device +3</p><p> <strong>Feats:</strong> Advanced Firearms Proficiency, Brawl, Burst Fire, Endurance, Far Shot, Great Fortitude, Personal Firearms Proficiency, Simple Weapons Proficiency</p><p> <strong>Talents (Tough Hero):</strong> Robust, Stamina, Second Wind</p><p> <strong>Talents (Hitman):</strong> Blood Money +2, Dirty Deeds +1d6</p><p> <strong>Possessions:</strong> Sap, Thompson M-1921 (.45 submachine gun), fedora, trench-coat, boxes of Thompson Machine ammunition, Gideon Bible, Chesterfield Cigarettes, various personal possessions.</p><p></p><p><strong>Hitman Class Talents (From Roaring 20s, published by RPGObjects)</strong></p><p><strong>Blood Money:</strong> When the hitman accepts a contract, he commits himself to fulfilling that contract as quickly and efficiently as possible. The hitman gains the listed bonus (in this case +2 to all Bluff, Diplomacy, Gather Information and Intimidate skill checks made in the process of tracking down his target.</p><p>To qualify for this bonus, the hitman must have agreed to kill his target and either been paid (in wealth at least twice the size of the bonus gained from this ability) or have received the assignment from a member of an organized crime family that the character has an allegiance to.</p><p>The hitman can only gain this bonus for one target at a time, and cannot choose another target until he either kills his current target or gives up.</p><p></p><p><strong>Dirty Deeds:</strong> Having found his target, the hitman now needs to finish the job. He gains the listed damage on attacks against his target (if the hitman has multiple attacks, he only gains this damage bonus once). The hitman can gain this bonus on ranged attacks as long as he suffers no range penalty to hit (meaning feats like Far Shot could be especially handy).</p><p>This ability requires the hitman to spend an action point.</p><p></p><p><strong>Background:</strong> Jon Snow fought in the Great War. When he came back home, he realized all he had ever been really good at was being a killer.</p></blockquote><p></p>
[QUOTE="mikelaff, post: 3867766, member: 39664"] I just so happen to be writing an adventure set in the early 1930s. It's for a Modern Arcana variant called Wizards and Wiseguys (link is in my sig) - but I've got a few non-magical pre-gen characters. One's a tough guy/washed up boxer - another is a romantic bank teller and the last one is a machine-gun totin' hit man. I cut all of the adventure specific stuff out of the backgrounds - in the case of the machine gunner - this doesn't leave much bio - but I don't suspect that matters too much for your purposes. Also - the machine gunner has a few levels in the Hitman class - which was in [b]Roaring 20s[/b] publlished by RPGObjects. I've included all the relevant information for the class specific talents that he has, but it bears mentioning as its not a class in the MSRD. Anyway - hope this is useful and good luck with game day! 1 [b][u]Bruce Ellison (Strong Hero 7):[/u][/b][u][/u] CR 7; Medium-size humanoid; HD 7d8+14; HP 46; Mas 14; Init +3; Spd 30 ft; Defense 17, touch 17, flatfooted 14 (+0 size, +3 Dex, +4 class); BAB +7; Grap +11; Atk +11 melee (1d6+7, Sap), or +10 ranged (2d6+0, Webley Revolver (.45 revolver)); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL Trundle Gang; SV Fort +6, Ref +5, Will +2; AP 3; Rep +1; Str 18, Dex 16, Con 14, Int 12, Wis 10, Cha 12. [b]Occupation:[/b] Athlete (Balance, Climb, Tumble) [b]Skills:[/b] Balance +5, Climb +10, Craft (structural) +5, Escape Artist +5, Handle Animal +3, Jump +7, Knowledge (Current Events) +3, Knowledge (Popular Culture) +3, Knowledge (Streetwise) +6, Knowledge (Tactics) +3, Profession +1, Repair +4, Sleight of Hand +5, Swim +8, Tumble +8, Use Magic Device +3 [b]Feats:[/b] Athletic, Brawl, Combat Martial Arts, Combat Reflexes, Improved Combat Martial Arts, Knockout Punch, Nimble, Personal Firearms Proficiency, Simple Weapons Proficiency [b]Talents (Strong Hero):[/b] Melee Smash, Improved Melee Smash, Advanced Melee Smash, Extreme Effort [b]Possessions[/b]: Sap, Webley Revolver (.45 revolver), box of Cuban cigars, boxing gloves, jump rope, copy of Sports Illustrated, various personal possessions. [b]Background:[/b] Bruce Ellison was the 1925 Golden Gloves Middleweight Champion for Louisville Kentucky. That was the peak of his life and he’d been on a downward spiral since then. He wasn’t good enough to go professional, so he wound up working as muscle for some two-bit hoods in Memphis. 2 [b][u]Lindsey McManama (Charismatic Hero 7):[/u][/b][u][/u] CR 7; Medium-size humanoid; HD 7d6+7; HP 32; Mas 13; Init +3; Spd 30 ft; Defense 15, touch 15, flatfooted 12 (+0 size, +3 Dex, +2 class); BAB +3; Grap +2; Atk +2 melee (1d4-1, Quarter Roll), or +6 ranged (2d4+0, Police Positive (.38S Revolver); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL ; SV Fort +5, Ref +9, Will +2; AP 39; Rep +4; Str 9, Dex 16, Con 13, Int 12, Wis 10, Cha 17. [b]Occupation:[/b] Rural (Drive, Handle Animal) [b]Skills:[/b] Balance +5, Bluff +12, Climb +1, Craft (visual art) +2, Craft (writing) +2, Diplomacy +10, Disguise +5, Drive +10, Gather Information +8, Handle Animal +12, Hide +5, Intimidate +4, Jump +1, Knowledge (Arcane Lore) +2, Knowledge (Art) +3, Knowledge (Business) +2, Knowledge (Civics) +2, Knowledge (Current Events) +4, Knowledge (Popular Culture) +5, Knowledge (Streetwise) +8, Knowledge (Theology and Philosophy) +2, Listen +2, Perform +6 (singing), Read/Write Language +1 (English, French), Ride +5, Speak Language +1 (English, French), Spot +4, Tumble +5 [b]Feats:[/b] Acrobatic, Alertness, Animal Affinity, Brawl, Deceptive, Dodge, Lightning Reflexes, Personal Firearms Proficiency, Simple Weapons Proficiency [b]Talents (Charismatic Hero):[/b] Charm, Favor, Captivate, Fast-Talk [b]Possessions:[/b] Quarter Roll, Police Positive (.38S Revolver) paperback copy of Wuthering Heights by Emily Bronte, small white leather purse containing +3 Wealth, cigarettes, hip flask filled with Jack Daniels, various personal possessions [b]Background[/b]: Lindsey has been religiously reading the stories about the various gangsters who the newspapers regularly report on in rather breathless and romantic manner: Dillinger, Bonnie and Clyde and Baby Face Nelson. The papers paint these outlaws as heroes and gentleman bandits in the Robin Hood mode. Trapped in a small town like Hagerstown, Lindsey sees a boring and predictable future of marriage to a miner and a half dozen children in the first 6 years of marriage. She wants more. She wants the sort of life she reads about in the papers. She wants romance, excitement – danger! 3 [u][b]Jon Snow (aka Machinegun Jon) (Tough Hero 5/Hitman 2)[/b][/u]: CR 7; Medium-size humanoid; HD 5d10+15 plus 2d10+6 plus 5; HP 65; Mas 17; Init +3; Spd 30 ft; Defense 17, touch 17, flatfooted 14 (+0 size, +3 Dex, +4 class); BAB +4; Grap +6; Atk +6 melee (1d6+2, Sap), or +7 ranged (2d6+0, Thompson M-1921 ); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL Trundle Gang; SV Fort +10, Ref +6, Will +2; AP 39; Rep +8; Str 15, Dex 16, Con 17, Int 12, Wis 13, Cha 12. [b]Occupation:[/b] Criminal (Knowledge [Streetwise], Move Silently) [b]Skills:[/b] Climb +3, Concentration +4, Craft (mechanical) +2, Craft (structural) +3, Demolitions +3, Drive +4, Gather Information +2, Hide +4, Intimidate +2, Knowledge (Current Events) +4, Knowledge (Popular Culture) +2, Knowledge (Streetwise) +10, Move Silently +7, Read/Write Language +1 (English, Spanish), Ride +4, Sense Motive +2, Speak Language +1 (English, Spanish), Spot +4, Survival +2, Use Magic Device +3 [b]Feats:[/b] Advanced Firearms Proficiency, Brawl, Burst Fire, Endurance, Far Shot, Great Fortitude, Personal Firearms Proficiency, Simple Weapons Proficiency [b]Talents (Tough Hero):[/b] Robust, Stamina, Second Wind [b]Talents (Hitman):[/b] Blood Money +2, Dirty Deeds +1d6 [b]Possessions:[/b] Sap, Thompson M-1921 (.45 submachine gun), fedora, trench-coat, boxes of Thompson Machine ammunition, Gideon Bible, Chesterfield Cigarettes, various personal possessions. [b]Hitman Class Talents (From Roaring 20s, published by RPGObjects)[/b] [b]Blood Money:[/b] When the hitman accepts a contract, he commits himself to fulfilling that contract as quickly and efficiently as possible. The hitman gains the listed bonus (in this case +2 to all Bluff, Diplomacy, Gather Information and Intimidate skill checks made in the process of tracking down his target. To qualify for this bonus, the hitman must have agreed to kill his target and either been paid (in wealth at least twice the size of the bonus gained from this ability) or have received the assignment from a member of an organized crime family that the character has an allegiance to. The hitman can only gain this bonus for one target at a time, and cannot choose another target until he either kills his current target or gives up. [b]Dirty Deeds:[/b] Having found his target, the hitman now needs to finish the job. He gains the listed damage on attacks against his target (if the hitman has multiple attacks, he only gains this damage bonus once). The hitman can gain this bonus on ranged attacks as long as he suffers no range penalty to hit (meaning feats like Far Shot could be especially handy). This ability requires the hitman to spend an action point. [b]Background:[/b] Jon Snow fought in the Great War. When he came back home, he realized all he had ever been really good at was being a killer. [/QUOTE]
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