[d20 Modern-Future-GT] d100 NPCs Thread

#29 - BIODROID "HAL" (STARSHIP'S AVATAR)
Smart Hero [CR5 / 5th level]; d20 Modern / d20 Future

This biodroid is the "avatar" of a starship. That is: a starship has been equipped with an artificial intelligence, and thus can pilot itself, take some initiatives, and interact with its crew just as a biodroid could. Then, the starship also has a biodroid that is linked to its artificial intelligence. As such, when need be the starship can act in ways a normal character could, like performing repairs for example.

Starting occupation: none. Allegiance: its starship, and the starship's owner. Reputation: +2 (registered with the starship)

Starship's Avatar: Biodroid, Smart 5th-lvl. (hero)
Combat: Hit-points: 43; MAS —; Initiative: +3; Speed: 30 ft.; Defense 14 (touch 14, flat-footed 12); BAB +2; Grap +3; Atk +3 melee (1d3+1, non-lethal unarmed strike), or +4 ranged (2d8, firearm); AP: 4.
Saves: Fort +1, Ref +3, Will +3.
Abilities: Str 12 (+1), Dex 14 (+2), Con —, Int 14 (+2), Wis 10 (+0), Cha 8 (–1).
Racial Traits: Biodroid They are immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, necromancy effects, and any effect that requires a Fortitude save unless the effect also works on objects or is harmless. They are not subject to nonlethal damage, ability damage, ability drain, energy drain, or the effects of massive damage.
Skills: Computer use +17, Craft (mechanical) +10, Craft (electronics) +10, Disable device +6, Drive +6, Knowledge (technology) +10, Listen +4, Navigate +15, Pilot +8, Repair +17, Search +10, Spot +4.
Feats and Talents: Gearhead, Personal firearms proficiency, Simple weapons proficiency, Starship operation, Vehicle expert; Savant (Computer use, Navigate, Repair).
Sensors: Class VI: includes hi-res video sensors with darkvision (out to 120 feet), hi-fidelity audio sensors, a chemical vapor scanner, pressure sensors, and short-range radar that allows them to not only perceive their surroundings but also target more effectively. They also gain a +2 equipment bonus on Listen and Spot checks, and a +1 equipment bonus on initiative checks (already counted above).
Equipment: Integrated comlink (linked with starship), firearm.
Note: Biodroids cannot heal damage on their own but can be repaired using the Repair skill. A successful Repair check (DC 30) heals 1d10 points of damage to a biodroid, and each check represents 1 hour of work. Biodorids do not need to sleep, eat, or drink, but need to recharge their energy cell (either the normal way, see SRD, or by recharging from energy source once per month; at DM's preference).

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#30 - SNIPER (ELITE SHARPSHOOTER)
Dedicated/Strong/Soldier hero [CR8 / 8th level]; d20 Modern

The sniper is traditionally an infantry soldier especially skilled in field craft and marksmanship who stalks and kills selected enemies with a single aimed rifle shot. However, the term "sniper" is also loosely used to designate police precision riflemen, those responsible for assassination, any shooting from all but the shortest range in war, and any criminal equipped with a rifle in a civil context. The later has thus given a pejorative connotation to the term. As such, police snipers will usually be called counter-sniper, precision marksman, tactical marksman, sharpshooter and precision shooter.

Generally, a sniper's goal in warfare is to reduce the enemy's ability to fight by carefully striking a very few, high value targets (especially leaders in war). Typical sniper missions include reconnaissance, scouting, anti-sniper, and killing enemy commanders. Meanwhile, police snipers are typically deployed in hostage scenarios.

Starting occupation: Military (gains Hide and Move silently, and Personal firearms proficiency). Allegiance: varies. Reputation: +2 (elite soldier more easily recognized as such)

Sniper: Human, Dedicated 4th-lvl./ Strong 1st-lvl./ Soldier 3rd-lvl./ (hero)
Combat: Hit-points: 33; MAS 11; Initiative: +3; Speed: 30 ft.; Defense 19 (touch 19, flat-footed 16); BAB +6 /+1; Grap +7; Atk +7 /+2 melee (1d4+2, 19-20/x2, knife), or +11 /+6 ranged (2d10+3, 20/x2, 90 ft., HK PSG1 sniper rifle), or +9 /+4 ranged (2d6, 20/x2, 30 ft., handgun); AP 5.
Saves: Fort +4, Ref +6, Will +5.
Abilities: Str 12 (+1), Dex 16 (+3), Con 11 (+0), Int 12 (+1), Wis 14 (+2), Cha 9 (–1).
Racial Traits: Human
Skills: Climb +4, Hide +16, Knowledge (tactics) +5, Listen +8, Move Silently +10, Navigate +4, Search +4, Sense motive +4, Spot +18, Survival +9, Treat injury +4.
Feats and Talents: Advanced firearms proficiency, Alertness, Dead aim, Far shot, Personal firearms proficiency, Point blank shot, Precise shot, Weapon focus & specialization (sniper rifle). Melee smash, Skill emphasis (hide and spot).
Equipment: Military clothing, camouflage poncho, mastercraft HK PSG1 sniper rifle, sniper's scope, laser rangefinders, binoculars (to identify targets), and a radio to provide intelligence.
Note: At distances over 300 yards, snipers usually attempt body shots, aiming at the chest and depending on tissue damage, organ trauma and blood loss to make the kill. At lesser distances, snipers may attempt head shots to ensure the kill. In instant-death hostage situations, police snipers shoot for the cerebellum, a part of the brain that controls voluntary movement. The current record for longest range sniper kill is 2,430 m (7,972 ft). Such a shot cannot be taken in haste.

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#31 - FLEET CAPTAIN
Smart/Charismatic/Field Officer [CR11 / 11th level]; D20 Modern/Future

Starship commanding officers perform many duties on a starship. In addition to the typical duties that every crewman learns (repairing the ship, piloting, gunnery, treating the injured, operating the sensors, etc) they must also learn tactics, leadership, signals, codes and the like.

In combat, a starship officer's primary purpose is to use august leadership to grant skill bonuses (usually to the pilot for fancy maneuvering and sensor operator) as well as use tactical expertise to grant bonuses to attack rolls, enabling him to perform such feats as attacking at longer range while maintaining a decent chance to hit.

Starting occupation: Military (class skills: Knowledge (tactics), Pilot; bonus feat: Personal Firearms Proficiency). Allegiance: Military unit. Reputation: +5 (well known in the military community).

Starship Commanding Officer

Starship Commanding Officer: Human Smart 3rd / Charismatic 3rd / Field Officer 5.
Combat: Hit-points: 36; MAS 8; Initiative: +1; Speed: 30 ft.; Defense 18 (touch 16, flat-footed 17); BAB +7; Grap +6; Atk +8/+3 ranged (2d8 energy pistol).
Saves: Fort +3, Ref +5, Will +8.
Abilities: Str 8 (-1), Dex 13 (+1), Con 8 (-1), Int 16 (+3), Wis 12 (+1), Cha 16 (+3).
Racial Traits: Human: no special ability.
Skills: Bluff +11, Computer Use +11, Concentration +1, Craft (electronics) +5, Decipher Script +5, Demolitions +5, Diplomacy +16, Hide +2*, Intimidate +5, Knowledge (behavioral sciences) +4, Knowledge (business) +5, Knowledge (civics) +8, Knowledge (current events) +11, Knowledge (history) +7, Knowledge (tactics) +20, Knowledge (technology) +5, Navigate +7, Pilot +10, Profession +15, Repair +6, Sense Motive +6, Spot +3, Treat Injury +2, Tumble +7.

Feats and Talents: (bonuses counted above) Armor Proficiency (light), Educated (Knowledge [current events], Knowledge [tactics]), Personal Firearms Proficiency, Starship Feint, Starship Gunnery, Starship Operation (light, mediumweight), Trustworthy, Zero-G Training; Plan, Savant (Knowledge [tactics]); Coordinate, Inspiration; August Leadership (+8), Leadership (+5), Tactical Expertise (+5), Uncanny Survival (+2).
Equipment: energy pistol, communication gear, flight suit.

Note: A higher level version of this character should consider the Renown feat and Oathbound (from D20 Future) - both give bonuses to his use of aid another, and the latter also gives attack bonuses against his worst enemies.

An energy pistol is similar to a Babylon 5-style PPG; it is used in space because it has very little recoil and can't blow holes through spaceship windows (and the like) into space. It is the same size as a typical 9 mm pistol - it deals 2d8 points of fire damage, stores enough energy for 12 shots, can be fired as a semi-automatic weapon and has a range increment of 60 feet.
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e?$ e©Dly submitted by "FestyDog" on Enworld.

#32 - ELITE MARINE COMMANDO
Fast/Soldier Hero [CR8 / 8th level]; d20 Modern + d20 Future

This is an elite commando soldier of the future, typically belonging to the space marines. He is enhanced with cybernetics intended to make him more resistant to injury.

Starting occupation: Military (demolition, knowledge (tactics), and personal firearms prof.). Allegiance: Military unit. Reputation: +1 (registered in some restricted access military database)

Entry's name: Human, Fast 4th-lvl./ Soldier 4th-lvl. (hero)
Combat: Hit-points: 60; MAS 14; Initiative: +3; Speed: 30 ft.; Defense 29 (touch 20, flat-footed 26); BAB +6 /+1; Grap +7; Atk +7 /+2 melee (1d4+1, 19-20/x2, knife), or +9 /+4 ranged (2d8, 20/x2, 40 ft., laser pistol), or +10 /+5 ranged (3d10, 20/x2, 80 ft., plasma rifle); AP 10.
Saves: Fort +5, Ref +7, Will +3.
Abilities: Str 12 (+1), Dex 16 (+3), Con 14 (+2), Int 16 (+3), Wis 12 (+1), Cha 10 (+0).
Racial Traits: Human (damage reduction 4/- due to cybernetics).
Skills: Balance +10, Demolitions +14, Hide +10, Jump +5, Knowledge (tactics) +14, Listen +5, Move silently +10, Navigate +7, Pilot +7, Profession (soldier) +12, Sleight of hand +6, Spot +5, Swim +5, Tumble +10.
Feats and Talents: Simple weapons, Personal firearms, Point blank shot, Precise shot, Double tap, Light & Medium armor, Zero-g training. Evasion, Uncanny dodge 1, Weapon focus & specialization (plasma rifle), Tactical aid.
Cybernetics: Antishock implant, subcutaneous armor +5, fortified skeleton.
Equipment: Medium combat armor, Plasma rifle (+ suppressor), Laser pistol (+ compact, sensor baffling), Unicom, 2 weapon power packs.
Note: When having to operate discreetly, doesn't have medium armor (so AC 25 / 16 / 22), and uses the small laser pistol.
 
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Military Round-up

Yeah, I know the format, but it's easier to post it this way :) I will switch to the proper format when I have some more time.

1st-World Soldiers

Low-level (Strong Ordinary 1/Tough Ordinary 1): CR 1; Medium Humanoid (human); HD 1d8+1d10+4, hp 14, Mas 14; Init +2, Spd 25 ft.; Def 20 (+2 Dex, +2 class, +6 tactical vest); BAB +1, Grap +3; Atk assault rifle +3 ranged (2d8); S/R 5 ft./5 ft.; AL military unit or varies; SV Fort +4, Ref +2, Will +1; AP 0, Rep +0; Str 14, Dex 14, Con 14, Int 10, Wis 13, Cha 8.
Occupation: Military (class skills: Climb, Knowledge (tactics); bonus feat: Personal Firearms Proficiency)
Skills: Climb -1, Drive +3, Hide -2 (+0 fatigues), Intmidate +1, Jump -2, Knowledge (tactics) +3, Listen +1, Profession +3, Spot +2, Swim -7, Treat Injury +2.
Feats: Armor Proficiency (light, medium), Personal Firearms Proficiency
Possessions: assault rifle with illuminator and bayonet, 6 to 8 magazines (30 rounds each), small pistol, 2 to 3 magazines (15 rounds each), 4 frag grenades, combat knife, tactical vest and kevlar helmet, fatigues and jacket, mesh vest, first aid pouch, gas mask, squad-level radio, 2 canteens (1 quart), night vision goggles.

Mid-level (Strong Ordinary 3/Tough Ordinary 3): CR 5; Medium Humanoid (human); HD 3d8+3d10+12, hp 42, Mas 15; Init +1, Spd 25 ft; Def 22 (+2 Dex, +4 class, +6 tactical vest); BAB +5, Grap +7; Atk assault rifle +7 ranged (2d8); S/R 5 ft./5 ft.; AL military unit or varies; SV Fort +6, Ref +4, Will +3; AP 0, Rep +1; Str 14, Dex 14, Con 15, Int 10, Wis 13, Cha 8.
Occupation: Military (class skills: Climb, Knowledge (tactics); bonus feat: Personal Firearms Proficiency)
Skills: Climb +0, Drive +3, Hide -1 (+1 fatigues), Intimidate +2, Jump -1, Knowledge (tactics) +5, Listen +1, Navigate +1, Profession +3, Spot +4, Survival +2, Swim -7, Treat Injury +2.
Feats: Advanced Firearms Proficiency (light, medium), Armor Proficiency (light, medium), Burst Fire, Personal Firearms Proficiency
Possessions: assault rifle with illuminator and bayonet, 6 to 8 magazines (30 rounds each), small pistol, 2 to 3 magazines (15 rounds each), 4 frag grenades, combat knife, tactical vest and kevlar helmet, fatigues and jacket, mesh vest, first aid pouch, gas mask, squad-level radio, 2 canteens (1 quart), night vision goggles

High-level (Strong Ordinary 5/Tough Ordinary 5): CR 9; Medium Humanoid (human); HD 5d8+5d10+20, hp 70, Mas 15; Init +2, Spd 25 ft.; Def 24 (+2 Dex, +6 class, +6 tactical vest); BAB +8, Grap +10; Atk assault rifle +10/+5 ranged (2d8) or special weapon; S/R 5 ft./5 ft.; AL military unit or varies; SV Fort +8, Ref +4, Will +3; AP 0, Rep +2; Str 15, Dex 14, Con 15, Int 10, Wis 13, Cha 8.
Occupation: Military (class skills: Climb, Knowledge (tactics); bonus feat: Personal Firearms Proficiency)
Skills: Climb +0, Drive +3, Hide +0 (+2 fatigues), Intimidate +3, Jump +0, Knowledge (tactics) +7, Listen +2, Move Silently -2, Navigate +1, Profesison +3, Spot +5, Survival +3, Swim -7, Treat Injury +2.
Feats: Advanced Firearms Proficiency, Armor Proficiency (light, medium), Burst Fire, Exotic Firearms Proficiency (choose one), Personal Firearms Proficiency.
Possessions: assault rifle with illuminator, bayonet and attached grenade launcher with 6 frag grenades and 2 smoke grenades, 6 to 8 assault rifle magazines (30 rounds each) or SAW M249 medium machine gun (2d8 damage) with 3 boxes of ammunition (200 rounds each) or M240 heavy machine gun (2d10 damage) with 1000 linked rounds or rocket launcher with some ammunition and small pistol, 2 to 3 magazines (15 rounds each), 4 frag grenades, combat knife, tactical vest and kevlar helmet, fatigues and jacket, mesh vest, first aid pouch, gas mask, squad-level radio, 2 canteens (1 quart), night vision goggles.

Heavy Gunner (Strong Ordinary 3/Tough Ordinary 3): CR 5; Medium Humanoid (human); HD 3d8+3d10+12, hp 42, Mas 14; Init +1, Spd 25 ft; Def 21 (+1 Dex, +4 class, +6 tactical vest); BAB +5, Grap +7; Atk exotic weapon +6 ranged (varies); S/R 5ft./5 ft.; AL military unit; SV Fort +6, Ref +3, Will +3; AP 0, Rep +1; Str 15, Dex 13, Con 14, Int 10, Wis 13, Cha 8.
Occupation: Military (class skills: Climb, Knowledge (tactics); bonus feat: Personal Firearms Proficiency)
Skills: Climb +0, Drive +2, Hide -2 (+0 fatigues), Intimidate +2, Jump -1, Knowledge (tactics) +5, Listen +1, Profession +5, Spot +4, Swim -7, Survival +2, Treat Injury +2.
Feats: Advanced Firearms Proficiency, Armor Proficiency (light, medium), Exotic Firearms Proficiency (choose one), Personal Firearms Proficiency.
Possessions: assault rifle with illuminator, bayonet and attached grenade launcher with 6 frag grenades and 2 smoke grenades, 6 to 8 assault rifle magazines (30 rounds each) or SAW M249 medium machine gun (2d8 damage) with 3 boxes of ammunition (200 rounds each) or M240 heavy machine gun (2d10 damage) with 1000 linked rounds or rocket launcher with some ammunition and small pistol, 2 to 3 magazines (15 rounds each), 4 frag grenades, combat knife, tactical vest and kevlar helmet, fatigues and jacket, mesh vest, first aid pouch, gas mask, squad-level radio, 2 canteens (1 quart), night vision goggles.



A typical platoon will consist of one junior officer (6th-level officer or 6th-level Charismatic soldier) and one platoon sergeant (either an 8th-level veteran or 8th-level Charismatic soldier) along with two squads of 9 soldiers each. The platoon has attached to it one heavy gunner who uses an M240 heavy machine gun. For flavor reasons the junior officer and the platoon sergeant should not both be charismatic soldiers.

The platoon sergeant is usually more experienced than his commanding officer and will gladly offer advice. Smart officers will solicit advice while arrogant officers will ignore it. In the latter case the platoon sergeant may actually be running the show.

Charismatic Officer (Charismatic Hero 3/Tough Hero 3): CR 6; Medium Humanoid (human); HD 3d6+3d10+6, hp 35, Mas 12; Init +0, Spd 25 ft; Def 19 (+3 class, +6 tactical vest); BAB +3, Grap +4; Atk asault rifle +3 ranged (2d8) or brawl +5 melee (1d6+1 nonlethal); S/R 5 ft./5 ft.; AL military unit or varies; SV Fort +7, Ref +2, Will +2; AP 3, Rep +3; Str 12, Dex 10, Con 12, Int 13, Wis 10, Cha 16.
Occupation: Military (class skills: Hide, Knowledge (tactics); bonus feat: Personal Firearms Proficiency)
Skills: Climb -1, Concentration +2, Craft (structural) +2, Demolitions +3, Diplomacy +9, Drive +1, Hide -1 (+1 fatigues), Intimidate +11, Knowledge (business) +3, Knowledge (current events) +3, Knowledge (history) +3, Knowledge (tactics) +7, Listen +2, Move Silently -2, Navigate +3, Profession +4, Spot +1, Survival +1, Treat Injury +1.
Feats: Advanced Firearms Proficiency, Armor Proficiency (light, medium), Brawl, Confident, Great Fortitude, Personal Firearms Proficiency.
Talents (Charismatic Hero): Coordinate, Inspiration.
Talents (Tough Hero): Remain Conscious, Second Wind.
Possessions: assault rifle with illuminator and bayonet, 6 to 8 magazines (30 rounds each), small pistol, 2 to 3 magazines (15 rounds each), 4 frag grenades, 1 white smoke grenade, combat knife, tactical vest and kevlar helmet, fatigues and jacket, mesh vest, first aid pouch, gas mask, squad-level radio, 2 canteens (1 quart), night vision goggles, binoculars with range finder, GPS receiver, tactical map.

#11 - SMART MILITARY OFFICER (JUNIOR)
Strong/Smart hero [CR6 / 6th level]; d20 Modern

This is a military officer who has gone to the Quantico Marine school. He has ranks in Craft (structural) because he's expected to be able to build a "shoestring" bridge to get his troops across a river with no special equipment or temporary bridges to help him. He has Extreme Effort because he's expected to do a fireman carry (run with a man of his own size and weight over his shoulder).

Starting occupation: Military (gain Hide, Knowledge-tactics, and Personal Firearms Proficiency). Allegiance: their military corp. Reputation: +1 (officers are more easily known by other soldiers than a simple grunt)

Smart Military Officer: Human; Smart 3rd-lvl./ Strong 3rd-lvl. (hero)
Combat: Hit-points: 35; MAS 12; Initiative: +0; Speed: 25 ft.; Defense 16 (touch 13, flat-footed 18); BAB +4; Grap +5; Atk +6 melee (1d6+2, unarmed strike), or +4 ranged (2d8 assault rifle; or 2d6 gun). AP: 3.
Saves: Fort +4, Ref +2, Will +4.
Abilities: Str 13 (+1), Dex 10 (+0), Con 13 (+1), Int 14 (+2), Wis 13 (+1), Cha 12 (+1).
Racial Traits: Human
Skills: Climb +2, Computer Use +3, Concentration +3, Craft (structural) +3, Demolitions +4, Diplomacy +3, Drive +1, Hide +5 (+7 fatigues), Intimidate +3, Jump +2, Knowledge (business) +3, Knowledge (current events) +4, Knowledge (history) +6, Knowledge (tactics) +17, Move Silently –1, Navigate +4, Profession +7, Repair +3, Spot +3, Survival +3, Swim +0.
Feats and Talents: Advanced firearms proficiency, Armor proficiency (light, medium), Brawl, Educated (Knowledge [history] and Knowledge [tactics]), Endurance, Personal firearms proficiency; Plan, Savant (Knowledge [tactics]); Extreme effort, Melee smash.
Equipment: assault rifle with illuminator and bayonet, 6 to 8 magazines (30 rounds each), small pistol, 2 to 3 magazines (15 rounds each), 4 frag grenades, 1 white smoke grenade, combat knife, tactical vest and kevlar helmet, fatigues and jacket, mesh vest, first aid pouch, gas mask, squad-level radio, 2 canteens (1 quart), night vision goggles, binoculars with range finder, GPS receiver, tactical map.

Platoon Sergeants

Charismatic Veteran (Charismatic Hero 5/Tough Hero 3): CR 8; Medium Humanoid (human); HD 5d6+3d10+8, hp 44, Mas 13; Init +0, Spd 25 ft.; Def 20 (+4 class, +6 tactical vest); BAB +4, Grap +5; Atk assault rifle +4 ranged (2d8) or brawl +6 melee (1d6+1 nonlethal); S/R 5 ft./5 ft.; AL military unit or varies; SV Fort +8, Ref +3, Will +2; AP 4, Rep +4; Str 12, Dex 10, Con 13, Int 13, Wis 10, Cha 16.
Occupation: Military (class skills: Hide, Knowledge (tactics); bonus feat: Personal Firearms Proficiency)
Skills: Climb -1, Concentration +3, Craft (structural) +3, Demolitoiins +3, Diplomacy +13, Drive +1, Gather Information +5, Hide +1 (+3 fatigues), Intimidate +13, Knowledge (business) +4, Knowledge (current events) +4, Knowledge (tactics) +9, Listen +2, Move Silently +3, Navigate +3, Profession +4, Spot +2, Survival +1, Treat Injury +1.
Feats: Advanced Firearms Proficiency, Armor Proficiency (light, medium), Brawl, Confident, Great Fortitude, Personal Firearms Proficiency, Trustworthy.
Talents (Charismatic Hero): Coordinate, Greater Inspiration, Inspiration
Talents (Tough Hero): Remain Conscious, Second Wind.
Possessions: assault rifle with illuminator and bayonet, 6 to 8 magazines (30 rounds each), small pistol, 2 to 3 magazines (15 rounds each), 4 frag grenades, 1 white smoke grenade, combat knife, tactical vest and kevlar helmet, fatigues and jacket, mesh vest, first aid pouch, gas mask, squad-level radio, 2 canteens (1 quart), night vision goggles, tactical map.

Tough Veteran (Strong Hero 2/Tough Hero 2/Soldier 4): CR 8; Medium Humanoid (human); HD 2d8+6d10+24, hp 69; Mas 16, Init +2, Spd 25 ft; Def 24 (+2 Dex, +6 class, +6 tactical vest); BAB +6, Grap +8; Atk assault rifle +9/+4 ranged (2d8+2) or combat knife +8/+3 melee (1d4+3/19-20) or brawl +9/+4 melee (1d6+3 nonlethal); S/R 5 ft./5 ft.; SA Weapon Focus (assault rifle), Weapon Specialization (assault rifle); SQ Tactical Aid; AL military unit or varies; SV Fort +8, Ref +4, Will +2; AP 4, Rep +1; Str 14, Dex 14, Con 16, Int 10, Wis 13, Cha 8.
Occupation: Military (class skills: Climb, Knowledge (tactics); bonus feat: Personal Firearms Proficiency)
Skills: Climb +1, Demolitions +1, Drive +3, Hide +0 (+2 fatigues), Intimidate +2, Jump -1, Knowledge (tacti8cs) +8, Listen +5, Navigate +1, Profession +3, Spot +7, Survival +2, Swim -7, Treat Injury +2.
Feats: Advanced Firearms Proficiency, Armor Proficiency (light, medium), Brawl, Burst Fire, Endurance, Exotic Firearms Proficiency (grenade launcher), Personal Firearms Proficiency.
Possessions: assault rifle with illuminator, bayonet and attached grenade launcher with 6 frag grenades and 2 smoke grenades, 6 to 8 assault rifle magazines (30 rounds each), small pistol, 2 to 3 magazines (15 rounds each), 4 frag grenades and 1 white smoke grenade, combat knife, tactical vest and kevlar helmet, fatigues and jacket, mesh vest, first aid pouch, gas mask, squad-level radio, 2 canteens (1 quart), night vision goggles, tactical map.

Each squad is lead by a sergeant (often a higher level soldier, often with heroic class levels) and has 8 other soldiers. These soldiers are organized into fire teams of 4 soldiers each and have 1 or 2 corporals, the rest being privates. Each fire team consists of 2 pairs, a pair of ordinary riflemen and a pair consisting of a heavy gunner (using an M249) and a rifleman who loads the machine gun and protects the gunner.

A SpecOp group is sometimes referred to as an A-Team. A typical group will consist of 10 soldiers, 8 of whom are regular commandos (all sergeants), 1 a captain and one a warrant officer (also known as the "team sergeant").

Of the regular commandos, 2 are trained in heavy weapons, 2 in engineering, 2 in medicine (including the Surgery feat), 2 in communications. The team sergeant and officer are trained in intelligence and operations, respectively. Each of the special skills (except the leadership ones) are covered by at least two soldiers - if a soldier is seriously injured or killed, someone can always replace him.

In practice, the group can be split into two equal groups (one led by the team sergeant, the other by the captain).

This does not accurately reflect the organization of Delta Force or the Rangers.

Military Officer, Senior, Green Beret: (Smart Hero 5/Strong Hero 3/Soldier 4): CR 12; Medium Humanoid (human); HD 5d6+3d8+4d10+12, hp 67, Mas 13; Init +0, Spd 25 ft.; Def 21 (+6 class, +5 light-duty vest); BAB +8, Grap +9; Atk mastercraft (+1 hit, +0 dmg) M4 carbine +10/+5 ranged (2d8+2) or M9 pistol +8/+3 ranged (2d6) or martial arts +10/+5 melee (1d4+2) or combat knife +9/+4 melee (1d4+2/19-20); S/R 5 ft./5 ft.; SA Weapon Focus (M4 carbine), Weapon Specialization (M4 carbine); SQ Tactical Aid; AL Green Berets, varies; SV Fort +6, Ref +4, Will +6; AP 6, Rep +3; Str 13, Dex 10, Con 13, Int 16, Wis 13, Cha 10.
Occupation: Military (class skills: Hide, Knowledge (tactics); bonus feat: Personal Firearms Proficiency)
Skills: Climb +4, Computer Use +6, Concentration +3, Craft (structural) +4, Demolitions +11, Diplomacy +4, Drive +1, Hide +11 (+13 with fatigues), Intimidate +6, Investigate +7, Jump +2, Knowledge (behavioral sciences) +5, Knowledge (business) +4, Knowledge (civics) +5, Knowledge (current events) +9, Knowledge (history) +5, Knowledge (tactics) +26, Knowledge (theology and philosophy) +4, Move Silently +0, Navigate +5, Profession +9, Repair +4, Research +7, Sense Motive +4, Spot +5, Survival +3, Swim +1, Treat Injury +2, Tumble -3.
Languages: English (literate, native), Spanish (literate, spoken), one more (literate and spoken).
Feats: Advanced Firearms Proficiency, Armor Proficiency (light, medium), Attentive, Athletic, Burst Fire, Combat Martial Arts, Educated (Knowledge (current events) and Knowledge (tactics)), Endurance, Personal Firearms Proficiency, Studious.
Talents (Smart Hero): Exploit Weakness, Plan, Savant (Knowledge (tactics))
Talents (Strong Hero): Extreme Effort, Melee Smash
Possessions: mastercraft M4 carbine with bayonet, illuminator and nightvision scope, 6 to 8 magazines (30 rounds each), M9 9 mm pistol with 2 to 4 magazines (15 rounds each) and possibly a silencer, 4 frag grenades, 1 white smoke grenade, light-duty vest and helmet, fatigues and jacket, mesh vest, tactical map, GPS gear, survival gear, medical pouch, 2 canteens (1 quart each), binoculars with range finder, nightvision goggles, intelligence-collecting equipment, demolitions kit, miscellaneous gear.

"Team Sergeant" (Fast Hero 3/Strong Hero 4/Soldier 4/SpecOp5): CR 16; Medium Humanoid (human); HD 12d8+4d10+32, hp 111, Mas 15; Init +10, Spd 40 ft.; Def 29 (+2 Dex, +12 class, +5 light-duty vest); BAB +14, Grap +16; Atk mastercraft (+1 hit, +0 dmg) M4 carbine +18/+13/+8 ranged (2d8+2) or bayonet +16/+11/+6 melee (1d6+4/19-20) or combat knife +16/+11/+6 melee (1d4+4/19-20) or martial arts +16/+11/+6 melee (1d4+4); S/R 5 ft./5 ft.; SA Silent Death, Specialist (Weapons), Weapon Focus (M4 carbine), Weapon Specialization (M4 carbine); SQ Hunt and Evade, Night Mover, Shock and Awe; AL Green Berets and varies; SV Fort +11. Ref +10, Will +6; AP 8, Rep +2; Str 14, Dex 14, Con 15, Int 12, Wis 14, Cha 8.
Occupation: Military (class skills: Knowledge (tactics), Survival; bonus feat: Personal Firearms Proficiency)
Skills: Climb +5, Craft (structural) +3, Demolitions +8, Diplomacy +2, Hide +9 (+2 fatigues, +2 when dark or with concealment), Intmidate +0, Investigate +2, Jump +0, Knowledge (current events) +3, Knowledge (tactics) +13, Listen +5, Move Silently +13, Navigate +6, Profession +10, Sense Motive +3, Spot +9, Survival +21, Treat Injury +4, Tumble +0.
Languages: English (literate, native), Spanish (literate, spoken).
Feats: Advanced Firearms Proficiency, Archaic Weapons Proficiency, Armor Proficiency (light, medium), Athletic, Burst Fire, Combat Martial Arts, Endurance, Exotic Firearms Proficiency (choose one), Improved Initiative, Point BLank Shot, Run, Stealthy.
Talents (Fast Hero): Improved Increased Speed, Increased Speed.
Talents (Strong Hero): Melee Smash, Improved Melee Smash.
Possessions: Possessions: mastercraft M4 carbine with bayonet, illuminator and nightvision scope, 6 to 8 magazines (30 rounds each), M9 9 mm pistol with 2 to 4 magazines (15 rounds each) and possibly a silencer, 4 frag grenades, 1 white smoke grenade, light-duty vest and helmet, fatigues and jacket, mesh vest, tactical map, survival gear, medical pouch, 2 canteens (1 quart each), nightvision goggles, intelligence-collecting equipment, demolitions kit, miscellaneous gear.

Gotta love that Silent Death ability.
 
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#XX - SECURITY HANDLER SPECIALIST (COVERT AGENT)
Dedicated Hero/Strong Hero [CR6 / 6th level]; d20 Modern

Working for nefarious businesses or government organizations, these agents will tail threats to their employers, breaks into their homes and rifle through their belongings, plant bugs on them, and otherwise annoy them. They're not too shabby when it comes to combat, either.

Starting occupation: Investigative (class skills: Computer Use, Search; bonus feat: Personal Firearms Proficiency)
Allegiance: corporation or government organization, often evil or law. Reputation: +1 (files can be found in private records).

Sandra Manning: Human, Dedicated Hero 3rd-lvl./ Strong Hero 3rd-lvl. (hero)
Combat: Hit-points: 32; MAS 12; Initiative: +6; Speed: 30 ft.; Defense 18 (+2 Dex, +4 class, +2 undercover shirt) (touch 16, flat-footed 16); BAB +5; Grap +6; Atk martial arts +6 melee (1d4+3) or small pistol +7 ranged (2d6); AP 3.
Saves: Fort +5, Ref +4, Will +4.
Abilities: Str 12 (+1), Dex 14 (+2), Con 12 (+1), Int 13 (+1), Wis 13 (+1), Cha 10 (+0).
Racial Traits: Human. Unless the groups is really paranoid.
Skills: Computer Use +4, Disable Device +8, Hide +4, Intimidate +4, Investigate +4, Knowledge (civics) +2, Knowledge (streetwise) +2, Knowledge (tactics) +3, Listen +9, Move Silently +4, Search +4, Sense Motive +4, Sleight of Hand +3, Spot +9.
Feats: Alertness, Armor Proficiency (light), Cautious, Combat Martial Arts, Improved Initiative, Personal Firearms Proficiency, Simple Weapons Proficiency, Stealthy. Aware (+3), Skill Emphasis (Disable Device). Improved Melee Smash, Melee Smash.

Equipment: small pistol w/ suppressor, 3 magazines (15 rounds each), concealed carry holster, undercover shirt, professional walkie-talkie with earpiece, sunglasses (variable shade), expensive Timex watch (bugged). No ID. Frequently carry equipment such as phone taps, cellular phone interceptors, and parabolic microphones.

#XX - CLEANING CREW LEADER
Smart Hero/Fast Hero [CR 10 / 10th level]; d20 Modern

The leader of these groups must be very smart and unshakeable. In addition to the above duties, the cleaning crew leader must plan ambushes and destroy classified equipment, corpses and documents.

Strube is frequently accompanied by break-in artists, private detectives, surveillance experts and other such people to aid in missions.

Starting occupation: Investigative (class skills: Gather Information, Sense Motive; bonus feat: Personal Firearms Proficiency)
Allegiance: corporation or government organization, often evil or law. Reputation: +0 (government or organization has removed most of their records).

Odessa Strube: Human, Smart Hero 5th-lvl./ Fast Hero 5th-lvl. (hero)
Combat: Hit-points: 61; MAS 14; Initiative: +2; Speed: 35 ft.; Defense 21 (+2 Dex, +7 class, +2 undercover shirt) (touch 19, flat-footed 19); BAB +5; Grap +6; Atk martial arts +6 melee (1d4+1) or small pistol +7 ranged (2d6); AP 5.
Saves: Fort +4, Ref +6, Will +5.
Abilities: Str 12 (+1), Dex 14 (+2), Con 14 (+2), Int 16 (+3), Wis 12 (+1), Cha 10 (+0).
Racial Traits: Human. Unless the groups is really paranoid.
Skills: Balance +4, Computer Use +7, Concentration +4, Demolitions +9, Diplomacy +2, Disable Device +9, Drive +5, Gather Information +3, Hide +9, Intimidate +6, Investigate +10, Knowledge (behavioral sciences) +4, Knowledge (civics) +4, Knowledge (current events) +5, Knowledge (earth and life sciences) +8, Knowledge (physical sciences) +7, Knowledge (streetwise) +5, Knowledge (tactics) +8, Knowledge (technology) +7, Listen +4, Move Silently +9, Navigate +4, Pilot +7, Repair +4, Research +13, Search +11, Sense Motive +9, Sleight of Hand +7, Spot +4, Treat Injury +3.
Languages: speaks and read/writes 3.
Feats: Aircraft Operation (helicopter), Armor Proficiency (light), Cautious, Combat Expertise, Combat Martial Arts, Confident, Focused, Low Profile, Personal Firearms Proficiency, Stealthy. Evasion, Increased Speed, Uncanny Dodge 1. Linguist, Plan, Savant (Research).

Possessions: small pistol w/ suppressor, 3 magazines (15 rounds each), concealed carry holster, undercover shirt, professional walkie-talkie with earpiece, sunglasses (variable shade), nightvision goggles, helicopter or disguised van crammed with electronics (contains medical gear and yellow tape). No ID. Frequently carry equipment such as phone taps, cellular phone interceptors, and parabolic microphones. In some campaigns alien equipment may be carried as well.
 
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Gansters

These gangsters hold minor positions of leadership in organized crime, possibly including the Mafia.

These low-level gansters are street hustlers, drug dealers, pimps and the like. They are frequently found in the company of hoodlums, toughs, gansters ... whatever you want to call them.

Gangster, low-level (Charismatic Ordinary 1/Tough Ordinary 1): CR 1; Medium Humanoid (human); HD 1d10+1d6+2, hp 11, Mas 13; Init +0, Spd 30 ft.; Def 11 (+1 class); BAB +0, Grap +1; Atk brass knuckles +2 melee (1d6+2) or pistol +0 ranged (2d6); S/R 5 ft./5 ft.; AL gang; SV Fort +3, Ref +1, Will -1; AP 0, Rep +2; Str 13, Dex 10, Con 13, Int 13, Wis 8, Cha 15.
Occupation: Criminal (class skills: Knowledge (streetwise), Sleight of Hand; bonus feat: Brawl)
Skills: Bluff +6, Diplomacy +8, Disable Device +2, Drive +1, Gamble +0, Gather Information +6, Hide +1, Intimidate +5, Knowledge (business) +3, Knowledge (streetwise) +4, Listen +0, Move Silently +1, Profession +2, Sense Motive +0, Sleight of Hand +2, Spot +0.
Feats: Brawl, Personal Firearms Proficiency.
Possessions: small pistol or revolver, 2 magazines (15 rounds each) or 6 bullets for a revolver, good-looking suit, wealth indicator (eg good-looking watch, gold chains, etc), possibly some illegal drugs and wads of cash.

Gangster, mid-level (Charismatic Ordinary 3/Tough Ordinary 3): CR 5; Medium Humanoid (human); HD 3d6+3d10+12, hp 39, Mas 14; Init +0, Spd 30 ft.; Def 15 (+3 class, +2 undercover shirt); BAB +3, Grap +4; Atk brass knuckles +5 melee (1d6+2) or small pistol +3 ranged (2d6); S/R 5 ft./5 ft.; AL gang; SV Fort +6, Ref +3, Will +1; AP 0, Rep +3; Str 13, Dex 10, Con 14, Int 13, Wis 8, Cha 15.
Occupation: Criminal (class skills: Knowledge (streetwise), Sleight of Hand; bonus feat: Brawl)
Skills: Bluff +7, Computer Use +2, Craft (chemical) +2, Diplomacy +10, Disable Device +3, Drive +1, Forgery +2, Gamble +1, Gather Information +6, Hide +1, Intimidate +6, Knowledge (business) +4, Knowledge (tactics) +2, Listen +0, Move Silently +1, Profession +4, Sense Motive +1, Sleight of Hand +2, Spot +0.
Feats: Armor Proficiency (light), Brawl, Personal Firearms Proficiency.

These guys have more money and more authority than the lower-level gangsters. They rarely visit dangerous areas without enforcers or thugs to back them up. Typical jobs include loan-sharking and arranging protection rackets. In the Mafia, such a character is probably now a made man.

A mid-level ganster may occasionally take jobs such as disposing of jobs with chemicals or burning down a business.

Gangster, high-level (Charismatic Ordinary 5/Tough Ordinary 5): CR 9; Medium Humanoid (human); HD 5d6+5d10+20, hp 65, Mas 14; Init +0, Spd 30 ft.; Def 17 (+5 class, +2 undercover shirt); BAB +5, Grap +6; Atk brass knuckles +7 melee (1d6+2) or pistol +5 ranged (2d6); S/R 5 ft./5 ft.; AL gang; SV Fort +9, Ref +4, Will +1; AP 0, Rep +4; Str 13, Dex 10, Con 14, Int 14, Wis 8, Cha 15.
Occupation: Criminal (class skills: Knowledge (streetwise), Sleight of Hand; bonus feat: Brawl)
Skills: Bluff +9, Computer Use +3, Concentration +4, Craft (Chemical) +3, Craft (structural) +4, Demolitions +3, Diplomacy +10, Disable Device +4, Drive +1, Forgery +5, Gamble +1, Gather Information +7, Hide +1, Intimidate +10, Investigate +3, Knowledge (business) +6, Knowledge (streetwise) +7, Knowledge (tactics) +3, Listen +0, Move Silently +1, Profession +7, Sense Motive +1, Sleight of Hand +2, Spot +0.
Feats: Armor Proficiency (light), Brawl, Personal Firearms Proficiency, Point Blank Shot, Windfall.

A high-level ganster may be a mob boss of a city, or one of his underlings, tasked to control all illegal fundraising in a large area. He's powerful enough to authorize a hit, too.
 
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Bump!

ENWorld won't let me log out (so I can't log in under Christopher Lambert) but I had a bit of flavor text to add to Odessa Strube's entry.

Two men and a woman walk into the hospital room. All three are wearing dark three-piece suits and sunglasses. The one in the middle quickly flashes a badge and pockets it.

"We're here from the Agency of Foreign Technology. I assure you, sir, we have the proper authority here. This is a potential matter of national security..."

The man standing beside Strube gives you a cold, hard look.

And on the spooky note, why not go with two spies!

Erik Aasgard (Charismatic Hero 3/Strong Hero 2/Tough Hero 2): CR 7; Medium Humanoid (human); HD 3d6+2d8+2d10+7, hp 40, Mas 12; Init +0, Spd 30 ft.; Def 15 (+5 class); BAB +4, Grap +5; Atk brawl +6 melee (1d6+1 nonlethal) or club +6 melee (1d6+1); S/R 5 ft./5 ft; AL Norway, good; SV Fort +7, Ref +2, Will +1; AP 3, Rep +2; Str 13, Dex 10, Con 12, Int 13, Wis 10, Cha 15.
Occupation: Blue Collar (class skills: Craft (mechanical), Drive, Repair)
Skills: Bluff +5, Climb +5, Computer Use +2, Craft (mechanical) +3, Diplomacy +10, Drive +7, Gather Information +10, Hide +3, Intimidate +5, Knowledge (current events) +5, Knowledge (streetwise) +5, Move Silently +2, Navigate +4, Repair +3, Sense Motive +1, Survival +4, Swim +5, Tumble +1.
Languages: English (literate, spoken), Norwegian (literate, native)
Feats: Athletic, Brawl, Endurance, Guide, Stealthy, Surface Vehicle Operation (powerboat), Trustworthy.

Talents (Charismatic Hero): Charm (male), Fast Talk.
Talents (Strong Hero): Extreme Effort.
Talents (Tough Hero): Cold Resistance 1.

Mr. Aasgard is a character concept I based on Odd Starheim, a real-life Norwegian spy and shipper's son during World War II. A Norwegian patriot, he helped Britain by carrying around portable radios and feeding information to and from Norway to England.

He made a number of close escapes from the Germans; in one instance, he literally jumped over a bed (with an old woman laying in it) and out an open window, then ran into the dark outside to escape soldiers who had tracked him through his radio.

When Germany occupied Norway, they kept Niels Bohr and other atomic scientists who worked there captive in a lab, and Bohr continued his work on the atomic bomb. His attempts to code his notes met with total failure, although he probably didn't realize this.

Needless to say, the allies were concerned about this, and wanted him out, fast. But it wasn't easy, and they used a contingency plan - blow up the heavy water plant. All they needed to do is recruit an agent from inside who had scoped out the place, train them how to use explosives, and then send them back... without using aircraft.

British commandos (or at least commandos working for the British) were already hiding out in a freezing cold valley, waiting for the appropriate contact. They themselves had many close escapes from frostbite to German soldiers, and their reinforcements were all horribly killed.

Starheim, codenamed CHEESE, volunteered for the mission. He managed to recruit one of the scientists working there (that must have taken effort), then spirited him out of the country by skiing down a huge snow-covered glacier that well-trained outdoors enthusiasts were afraid of (the journey took days, I believe) and then hijacking a boat to England.

The scientist was given a three-week crash course in the use of demolitions, then sent back. When he made it back to the plant, the guards were, needless to say, curious about his absense. He told them he had the flu ... and they believed him!

The scientist later arranged for commandos to infiltrate the plant and blow it up from the outside. While the plant was knocked out of commission, it wasn't completely destroyed. The commandos (most or all of whom died shortly thereafter when the Germans found them) believed their mission to be a failure. While it was actually a success, the plant came back online in a few months.

Spy, Military Intelligence (Smart Hero 3/Fast Hero 3/Dedicated Hero 5): CR 11; Medium Humanoid (human); HD 8d6+3d8, hp 45, Mas 10; Init +1, Spd 30 ft.; Def 19 (+1 Dex, +8 class); BAB +6, Grap +6; Atk small pistol +7/+2 ranged (2d6); S/R 5 ft./5 ft.; AL classified; AP 5, Rep +1; Str 10, Dex 13, Con 10, Int 17, Wis 12, Cha 12.
Occupation: Military (class skills: Hide, Knowledge (tactics); bonus feat: Personal Firearms Proficiency)
Skills: Balance +4, Bluff +7*, Computer Use +5, Concentration +3, Craft (chemical) +4, Craft (visual arts) +4, Demolitions +5, Diplomacy +12*, Disguise +5, Gather Information +9*, Hide +7, Investigate +8, Knowledge (current events) +12, Knowledge (history) +5, Knowledge (popular culture) +5, Knowledge (streetwise) +5, Knowledge (tactics) +20, Knowledge (technology) +5, Listen +11, Move Silently +4, Navigate +4, Profession +6, Research +5, Search +5, Sense Motive +5*, Sleight of Hand +4, Spot +16, Survival +2, Treat Injury +2, Tumble +6.
Languages: English (literate, spoken), French (literate, spoken), German (literate, spoken), Russian (literate, spoken), Ukrainian (literate, native)
Feats: Agile, Alertness, Armor Proficiency (light), Attentive, Deceptive, Educated (current events, tactics), Low Profile, Personal Firearms Proficiency, Trustworthy.

Talents (Dedicated Hero): Aware, Empathy, Skill Emphasis (Diplomacy)
Talents (Fast Hero): Evasion, Uncanny Dodge I
Talents (Smart Hero): Linguist, Savant (Knowledge (tactics))

Military intelligence operatives receive training in all kinds of things ... how to know when they're being followed and how to not let their follower know they know, how to jump from a train or an airplane, how to recruit traitors, how to communicate secretly, how to get in and out of a hostile country without being noticed, and so forth.

He can serve as an adversary to the players, relying on his (most likely) diplomatic immunity to evade any legal countermeasures the heroes may try to use on him.

The above character is a generic example. You may want to spice him up by adding Fast or Charismatic levels and giving him Combat Martial Arts or Streetfighting as feats and Demolitions and Disable Device as additional skills.
 
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