[d20 Modern-Future-GT] d100 NPCs Thread

Turanil

First Post
Well, here is the idea: lets create Various d20 Modern / D20 Future / Grim Tales NPCs. (This is the brother thread to D&D 3.5 NPCs thread.)

The purpose of this thread is to create a stat-bloc document full of everyday life, common people of various sorts; including all kind of lesser villains. This would help DMs to concentrate in creating their main NPCs, and spare the time devoted to create generic characters such as merchants, soldiers, criminals, police, and the like. In this thread don't feel to restrict yourself to "ordinaries". Characters with feats and talents, and with advanced classes are also welcome. In additions, you are not limited to human NPCs, but can contribute droids and other races such as Moreau or Fraal.

Background: Keep it short and generic enough so DMs may read it in a glance and easily improvise upon it. Lengthy backgrounds tend to be an hindrance right in the middle of the game.
Classes: It would be best to restrict this thread to classes and advanced / prestige classes from the D20 Modern, D20 Future, Urban Arcana, Modern Players Manual, Grim Tales, as well as a few well known supplements such as Blood and Fists. Nonetheless, I suggest that when a NPC is made using special talents and feats not found in the MSRD, it be succinctly described in the "note" section of the stat-block.
Abilities: Common people should preferably have mundane ability score. The typical soldier probably has 14 in Strength and Constitution, and lower scores everywhere else. Of course you could have a NPC with 18 Strength and Consitution, but he must be special and unique, like the local strongman who is especially strong, but also dumb and clumsy.
Equipment: Keep it simple, and few FX or super-technological items.

Once this document reaches 100 entries it will be turned into a PDF that will be made available for free to anyone on the Internet. Please respect the following format, to ease my job when I make a PDF of this thread. Note that if this thread has a great success, it needs not be limited to 100 entries, and could have many more!

FORMAT (Note: suppress the / of the first [/X] of each pair of [/X].)----------------------------

#00 - [/COLOR=Yellow][/B]ENTRY'S DESCRIPTIVE NAME[/B][/COLOR]
[/B]Class(es) Hero/Ordinary [CR / Total level][/B]; Source

Short description of this unique or generic character. You may describe the typical and simple behavior, type of work, where they may be found, etc. Remain generic so it could apply to several different persons.

[/U]Starting occupation[/U]: blah-blah (bonus skills and feats). [/U]Allegiance[/U]: none or any. [/U]Reputation:[/U] +0 (blah blah)

[/B]Entry's name:[/B] Race and Class Xth-lvl.
[/B]Combat:[/B] Hit-points: XX; MAS XX; Initiative: +X; Speed: XX; Defense XX (touch XX, flat-footed XX); BAB +X /+X; Grap +X; Atk +X melee (1d4, unarmed strike), or +X ranged (2d8, firearm); AP X.
[/B]Saves:[/B] Fort +X, Ref +X, Will +X.
[/B]Abilities:[/B] Str XX (+X), Dex XX (+X), Con XX (+X), Int XX (+X), Wis XX (+X), Cha XX (+X).
[/B]Racial Traits:[/B] Race: Darkvision 60 ft., Bonus 1 feat, etc.
[/B]Skills:[/B] Craft (blah blah) +X, Knowledge (blah blah) +X, etc.
[/B]Feats and Talents:[/B] Alertness, Skill focus (blah blah), etc.
[/B]Equipment:[/B] sturdy clothing, weapon, blah blah
[/B]Note:[/B] Anything worth reminding about game mechanics for that character.

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Thanks :)
 
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Here is the first example...

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#01 - NOSY RECURRENT JOURNALIST
Dedicated/Investigator [CR5 / 5th level]; D20 Modern

This journalist always seems to pop-up when you don't want it to, nosing around and asking questions on whatever the PCs and their foes are doing. However, he is not necessarily an enemy, and at times could prove a much unexpected aid. However, for each times he helps, there are two times he is but an annoying pain in the arse. His favorite excuse for poking his nose into other people's business is near always: "People have the right to know!"
Starting occupation: Investigative (Gather information, Search, Brawl). Allegiance: none.

Nosy Journalist: Human Dedicated 3rd / Investigator 2nd.
Combat: Hit-points: 20; MAS 11; Initiative: +1; Speed: 30 ft.; Defense 14 (touch 14, flat-footed 13); BAB +3; Grap +X; Atk +4 melee (1d6, unarmed strike).
Saves: Fort +2, Ref +4, Will +7.
Abilities: Str 10 (+0), Dex 12 (+1), Con 11 (+0), Int 14 (+2), Wis 12 (+1), Cha 16 (+3).
Racial Traits: Human: no special ability.
Skills: Bluff +9 (+12), Craft (writing) +5, Gather information +10, Investigate +10, Knowledge (current events) +7, Knowledge (streetwise) +7, Listen +9, Profession (journalist) +7, Search +7, Sense motive +9 (+12), Spot +8.
Feats and Talents: (bonuses counted above) Alertness, Attentive, Brawl, Educated, Iron will; Empathy, Intuition; Profile, Contact (low level).
Equipment: clothing, cell-phone, digital camera, digital recorder, notebook (wi-fi).
Note: This character doesn't wear (and dislikes) weapons.

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Originally submited by Tom Cashel:

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#02 - MOREAU BRAINBURNED LEGIONNAIRE
Tough ordinary [CR2 / 1st level]; d20 Modern

Brainburned Legionnaires are living zombies created by a mad AI which couldn't produce true robots, so resorted to the breeding of mutants and turning them into brainless slaves. The end result is in fact pitiful, as these units are rather ineffective when faced by real combatants. Moreau Brainburned Legionnaires are barely good as cannon fodder; their oddly clumsy bearing almost immediately identify them for what they are; or at least for having some problem.
Allegiance: an artificial (limited) intelligence by the name of REAPER.

Typical Brainburned: Canine Moreau; Tough 1st-lvl.
Combat: Hit-points: 16; MAS —; Initiative: +0; Speed: 10 ft.; Defense 14 (touch 11, flat-footed 11); BAB +0; Grap +1; Atk +1 melee (1d3+1, slam), or +3 ranged (mini grenade launcher).
Saves: Fort +6, Ref +0, Will +2.
Abilities: Str 13 (+1), Dex 14 (+2), Con 17 (+3), Int —, Wis 10 (+0), Cha 8 (–1).
Racial Traits: Brainburned Legionnaire: Darkvision 60 ft., Immune to critical hits.
Skills: None.
Feats and Talents: Personal Firearms Proficiency, Light Armor Proficiency.
Equipment: Weapons: Mini grenade launcher (Dmg varies, Crit 20, Range 70, Rate 1), with 1D6 grenades: Fireflush (10’ burst, 3d6 dmg, Reflex DC 15), Fragmentation (10’ burst, 3d6 dmg, Reflex DC 15), or Stun (15’ burst, Reflex DC 18, stunned 1d4 rnds). Armor: Undercover vest (+3 Equip. bonus)
Note: Slow, clumsy, and totally expressionless, they are quickly identified for what they are.


Brainburned Legionnaire (Template)

A Brainburned Legionnaire is a captive human or humanoid mutant who has been subjected to brain alteration and microchip implant, thus effectively turning the subject into an automaton that answers to whomever controls the chip (through a control computer). That is, a Brainburned Legionnaire is nothing more than a living zombie. Like zombies they are slow and clumsy, and finally are only worth as cheap cannon-fodder. Receivers are implanted at the base of the skull. The alteration process is irreversible, and a Brainburned Legionnaire will always be an automaton as long as it is alive. Removal of the receiver kills him. (Adapted from GW1 Legion of Gold, p. 27. In that setting, the Legionnaire's controller is REAPER an insane computer.).

Challenge Rating: Same as original subject –1 (minimum of 1).
Hit Dice: Same as original.
Hit points: Legionnaires gain 3 hp (see below).
Initiative: Legionnaires receive a –2 modifier.
Speed: –20 feet
Defense: –2
Attacks: One programmed weapon
Damage: by weapon
Special Qualities: A legionnaire loses all of the base creature’s special abilities, except for immunity to certain energy types. Legionnaires are immune to critical hits and massive damage, and get Darkvision 60 ft.
Allegiances: Absolute allegiance to the Control Computer (in GW1: REAPER).
Saves: +2 to Fortitude and Will saves, –2 to Reflex saves.
Ability Scores: The Brainburned Legionnaire has no INT score, acting only as directed by the control computer.
Skills: A legionnaire loses all skills.
Feats: Legionnaires are programmed with the Personal Firearms Proficiency and Light Armor Proficiency feats.

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I hope you will enjoy these ones... :)

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#03 - MAUL KRAZENKOPF (BIKER LEADER)
Tough/Strong villain [CR6 / 6th level]; d20 Modern

Maul Krazenkopf is the head of a Hell's Angels gang. He is a huge brute whose body is almost covered with tattoos. He also wears a long beard and small dark sunglasses. For some times he made a career as a wrestler, and thus is a particularly brutal fighter. However, he prefers to fight barehanded for pleasure, and will rather use firearms for business, honor, or survival matters. Apart his obvious love for Harley Davidson motorcycles, Maul is a mean and brutish guy who only revels in maiming others. After having seen movies about ninjas, Maul was upset and declared that all martial artists are just "queers", and that he will f@#k any he encounters. He is otherwise a criminal wanted by the law in several states, and that he may have escaped arrest for a so long time is but a mystery.
Starting occupation: Criminal (gains Gamble, Knowledge streetwise, and Brawl). Allegiance: Harley Davidson and Evil.

Biker Leader: Human; Tough 3rd-lvl. /Strong 3rd-lvl. (villain)
Combat: Hit-points: 50; MAS 15; Initiative: +0; Speed: 30 ft.; Defense 14 (touch 14, flat-footed 14); BAB +4; Grap +8; Atk +10 melee (1d8+1d4+6, unarmed strike), or +4 ranged (2d8, firearm).
Saves: Fort +8, Ref +2, Will +2.
Abilities: Str 18 (+4), Dex 10 (+0), Con 15 (+2), Int 11 (+0), Wis 11 (+0), Cha 13 (+1).
Racial Traits: Human
Skills: Drive +9, Gamble +4, Intimidate +8, Knowledge streetwise +5, Repair (bikes only) +6.
Feats and Talents: (bonuses included above) Brawl, Confident, Drive by attack, Great fortitude, Improved brawl, Personal firearms, Streetfighting; Melee smash, Improved melee smash; Cold resistance 2/–, Remain conscious.
Equipment: Typical Hell's Angel dirty clothing, one firearm, plus several Harley Davidson motorbikes.

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#04 - BIKER (GENERIC)
Tough ordinaries [CR2 / 3rd level]; d20 Modern

This is your average Hell's Angel type of biker. These guys are big and meaty, but somewhat clumsy from drinking beer continuously and getting a huge belly. Tattooed and mean looking, it's easy to arouse them, especially if you scratched one of their Harley Davidson. If you want to provoke a full scale war and bloodshed, just drive over a bunch of their machines parked in front of their bar with your Hummer.
Starting occupation: Criminal (gains Gamble, Knowledge streetwise, and Brawl). Allegiance: Harley Davidson, and sometimes Evil as well.

Generic Biker: Human; Tough 3rd-lvl. (ordinary)
Combat: Hit-points: 25; MAS 14; Initiative: –1; Speed: 30ft. or 20ft.; Defense 11 (touch 11, flat-footed 11); BAB +2; Grap +4; Atk +4 melee (1d6+2, unarmed strike), or +1 ranged (2d8, firearm).
Saves: Fort +6, Ref +0, Will +1.
Abilities: Str 14 (+2), Dex 8 (–1), Con 14 (+2), Int 8 (–1), Wis 10 (+0), Cha 10 (+0).
Racial Traits: Human
Skills: Drive +5, Gamble +2, Intimidate +2, Knowledge streetwise +2.
Feats and Talents: Brawl, Great fortitude, Personal firearms, Toughness.
Equipment: Typical Hell's Angel dirty clothing, one firearm, Harley Davidson motorbike.
Note: Normal human speed is 30ft., but many are fatty thus are at 20 ft.

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These ones could be useful to annoy travelling PCs... :D

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#05 - CUSTOM OFFICER
Dedicated/Investigator [CR10 / 10th level]; D20 Modern

If the PCs do have a boat or starship, and regularly go on long trips far away and go back to the same port, let them become acquainted with Frank Molinard. He is a high officer of the customs, extremely competent and well respected. Normally, Frank doesn't examine boats (or starships) personally, but sends subordinates (see thereafter) to do the job. However, Frank seems to have a sixth sense for noticing interesting ships, and at times will personally examine them. As such, PCs who get back home with illegal objects, pricey antiques, or alien artifacts are almost certain to get a visit from Frank Molinard*. The guy cannot be bribed, but won't put you in jail if catching you smuggling. Unless you would smuggle something highly dangerous or criminal, you just will get some heavy fine (the fine always goes to the government, never into his pockets). At times, he could also propose a bargain in which the PCs could work for the customs (giving some info, perform some minor missions, etc.) in exchange for Frank being less strict about their smuggling. It should be noted that Frank Molinard's own definition of smuggling tends to be rather wide.
Starting occupation: Investigative (gains Forgery, Search, and Personal firearms). Allegiance: the law.

Customs officer: Human; Dedicated 3rd-lvl. /Investigator 7th-lvl. (hero)
Combat: Hit-points: 40; MAS 11; Initiative: +1; Speed: 30 ft.; Defense 17 (touch 17, flat-footed 16); BAB +7 /+2; Grap +7; Atk +7 /+2 melee (1d3, unarmed strike), or +8 /+3 ranged (2d8, firearm).
Saves: Fort +4, Ref +6, Will +11.
Abilities: Str 11 (+0), Dex 13 (+1), Con 11 (+0), Int 16 (+3), Wis 16 (+3), Cha 14 (+2).
Racial Traits: Human
Skills: Forgery +15, Computer use +10, Diplomacy +10 (+13), Gather information +10, Knowledge (art) +11, Knowledge (civics) +15, Listen +18, Profession (custom agent) +14, Search +18, Sense motive +13 (+16), Speak / Write language (any two + native), and Spot +18.
Feats and Talents: (bonuses of feats counted above) Alertness, Educated, Iron will, Meticulous, Personal firearms, Point blank shot, Precise shot, and Trustworthy; Empathy, Intuition; Profile, Contact (low-level and mid-level), Non-lethal force, Discern lie.
Equipment: Civil clothing, cell phone, firearm, electronic detection devices.
Note: (*) Frank Molinard pays you a visit when making a PC's Reputation check at DC=15.

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#06 - CUSTOMS INSPECTORS
Dedicated ordinaries [CR2 / 3rd level]; d20 Modern

Customs inspectors inspect cargo, baggage, and articles worn or carried by people and carriers including vessels, vehicles, boats, aircrafts and starships entering or leaving the country (or planet) to enforce laws governing imports and exports. These inspectors examine, count, weigh, gauge, measure, and sample commercial and noncommercial cargoes entering and leaving the country (or planet). Customs inspectors seize prohibited or smuggled articles, intercept contraband, and apprehend, search, detain, and arrest violators of the state's (or planet's) laws.
Starting occupation: Investigative (gains Forgery, Search, and Personal firearms). Allegiance: the law.

Customs agent: Human, Dedicated 3rd-lvl. (ordinary)
Combat: Hit-points: 15; MAS 11; Initiative: +1; Speed: 30 ft.; Defense 13 (touch 13, flat-footed 12); BAB +2; Grap +2; Atk +2 melee (1d3, unarmed strike), or +4 ranged (2d8, firearm).
Saves: Fort +2, Ref +2, Will +2.
Abilities: Str 11 (+0), Dex 12 (+1), Con 11 (+0), Int 13 (+1), Wis 12 (+1), Cha 10 (+0).
Racial Traits: Human
Skills: Forgery +5, Knowledge (civics) +5, Listen +9, Profession (custom agent) +7, Search +7, Sense motive +5, and Spot +9.
Feats and Talents: Alertness, Personal Firearms Proficiency, Toughness, Weapon focus (firearm).
Equipment: Uniform, weapon, firearm, cell phone, various electronic equipment of detection.
Note: When searching for drugs, illegal cargo, etc., customs agents often use special electronic equipment or dogs, so gain a bonus of +4 to +10 (at DM's discretion) to their Search checks.

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Originally contributed by Tom Cashel. (Slightly altered to fit with d20 Future rules)

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#07 - LEGION OF GOLD'S CENTURION ROBOT
Strong villain [CR5 / 4th level]; d20 Future

This biodroid appears as a large metal plated robot. Where biodroids generally tend to look very similar to human beings, this one is unmistakably a robot with its 10 feet tall, 600 lbs., and golden neovulcanium armor. Centurions are in fact earlier versions of biodroids, and thus are less refined and efficient than contemporary biodroids. The Legion of Gold's Centurion robots obey to a mad computer by the name of REAPER, although a few units are currently owned by people who have not the money to afford modern robots. As such, Centurion are usually employed as guards.
Starting occupation: none. Allegiance: control computer (REAPER)

Centurion Robot: Biodroid; Strong 4th-lvl. (villain)
Combat: Hit-points: 50; MAS —; Initiative: +2; Speed: 25 ft.; Size Large (reach 10 ft.); Defense 20 (touch 13, flat-footed 20); BAB +3; Grap +13; Atk +9 melee (1d8+6, slam), or +3 ranged (mounted mini grenade launcher, laser pistol).
Saves: Fort +2, Ref +1, Will +1. DR 5/energy.
Abilities: Str 22 (+6), Dex 10 (+0), Con —, Int 14 (+2), Wis 14 (+2), Cha 5 (–3).
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. On the other hand, although they are constructs, biodroids have vital areas and critical systems. Consequently, they are subject to critical hits. Note also that biodroids cannot be fitted with cybernetic attachments.
Skills: Climb +6, Jump +6, Knowledge (tactics) +5, Listen +5, Repair +5, Search +5, Sense motive +2, Speak Language (Basic), and Spot +5.
Feats and Talents: Combat reflexes, Personal firearms proficiency; Ignore hardness (2 points).
Sensors: Class VII (Darkvision 120 ft., high definition video/audio, chemical vapor scanner, pressure sensors, multiband radar, +2 initiative bonus).
Equipment: AV recorder/transmitter, Internal storage unit (40 lb.), loading mechanisms, Robolink (Control Computer – REAPER), Vocalizer, Inertial inhibitor (magnetic field, DR 5/energy ).
Weapon Mounts: Mini grenade launcher (Dmg varies, Crit 20, Range 70, Rate 1), grenades: Fireflush (10’ burst, 3d6 dmg, Reflex DC 15), Fragmentation (10’ burst, 3d6 dmg, Reflex DC 15), Stun (15’ burst, Reflex DC 18, stunned 1d4 rnds); Laser pistol (Dmg 2d8, Crit 20, Range 40, Rate 1).
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. Note that these early biodroids do not rejuvenate their energy as more recent ones. As such, they have energy cells giving them 2d8 months of autonomy (but they don't need to sleep to rejuvenate).

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I never saw this thread before - I guess you can't move it to a more popular forum, but did you link it in your sig?

D20 Future NPCs at the WotC board: http://boards1.wizards.com/showthread.php?t=295661

D20 Modern NPCs at the WotC board:
http://boards1.wizards.com/showthread.php?t=289663

Check here too: http://www.geocities.com/tormento_khan/d20_gamma_world/generic.html

These are pretty neat. I made a few minor adjustments to them, and they fit in quite well IMC. I especially like how the higher-level guys had Dedicated levels.
 

Thanks for the links. I will see if I can borrow the submissions... By the way, I will soon add your NPCs (from the d20 modern forum thread) to this thread, just need to convert them to my template. Thanks.

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Originally submitted by (Psi)SeveredHead:


#08 - DOORKEEPER SECURITY GUARD
Dedicated/Tough ordinary [CR1 / 2nd level]; d20 Modern

The security guard is a somewhat overweight man with the box of donuts sitting in the bulletproof booth, staring at security camera monitors for hours at a time. Occasionally someone will come to his booth, just to see if he's awake, or they just want to get in. The latter group are always trying to pull tricks on him like slipping a gun in their bags or using a fake ID, setting off his B.S. meter. At the end of the day, he doesn't want to draw his taser or actually engage in any kind of exertion, though; he's not a great shot, and those donuts are only slowing him down. He'd rather scare off the punks by convincing them that he's actually dangerous, and if pressed, maybe he'll hide in his booth until the thugs are past, then call the cops. Dying in the line of duty doesn't appeal to him.

Starting occupation: Blue Collar (gains Craft (electronics), Drive, Intimidate). Allegiance: usually employer. Reputation: +0 (bland ubiquitous guard)

Doorkeeper: Human, Dedicated 1st-lvl./ Tough 1st-lvl. (ordinary)
Combat: Hit-points: 14; MAS 14; Initiative: +0; Speed: 30 ft.; Defense 15 (touch 12, flat-footed 15); BAB +0; Grap +2; Atk +2 melee (1d6+2, nightstick), or +0 ranged (2d6, pistol; or 1d4+ electricity and stun, taser); AP 0.
Saves: Fort +4, Ref +0, Will +2.
Abilities: Str 14 (+2), Dex 10 (+0), Con 14 (+2), Int 12 (+1), Wis 12 (+1), Cha 8 (+0).
Racial Traits: Human
Skills: Computer Use +2, Demolitions +2, Drive +2, Forgery +2, Intimidate +3, Knowledge (tactics) +2, Listen +4, Profession +2, Search +3, Sense Motive +5, Spot +5.
Feats and Talents: Armor Proficiency (light), Personal Firearms Proficiency.
Equipment: Dark-colored uniform, car with security company logo, Colt M1911 pistol with 2 magazines (7 rounds each), taser with two cartridges and about 300 charges, pepper spray, undercover vest, metal detector, computer attached to security system (with card reader).

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Originally contributed by (Psi)SeveredHead (slightly altered to be on par with other NPCs):

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#09 - SOLDIER (GREEN TROOPS)
Strong/Fast ordinaries [CR1 / 2nd level]; d20 Modern

A regular first world soldier. This is a recruit who has just been sent off to war, and has still few experience of the battlefield. He represents the typical NATO soldier, such as an American soldier.

Starting occupation: Military (gains Demolition, Hide; and Personal firearms proficiency). Allegiance: their military corp. Reputation: +0 (basic ubiquitous soldier)

Soldier (green troop): Human; Strong 1st-lvl./ Fast 1st-lvl. (ordinary)
Combat: Hit-points: 11; MAS 13; Initiative: +1; Speed: 25 ft.; Defense 21 (touch 15, flat-footed 20); BAB +1; Grap +2; Atk +2 melee (1d4+1, dagger), or +2 ranged (2d8, assault rifle). AP: 0.
Saves: Fort +2, Ref +2, Will +0.
Abilities: Str 13 (+1), Dex 12 (+1), Con 13 (+1), Int 10 (+0), Wis 10 (+0), Cha 9 (–1).
Racial Traits: Human
Skills: Climb –1* (+4), Demolitions +2, Hide –1* (+4), Jump –1* (+4), Listen +2, Spot +2, and Survival +3.
Feats: Advanced firearms proficiency, Armor proficiency (light, medium), Personal firearms proficiency.
Equipment: M16 rifle with attached illuminator, 8 boxes of ammunition with tracers (30 rounds each), Glock 9 mm pistol, 2 magazines of ammunition (17 rounds each), fatigues and jacket, GPS gear, communication gear, survival gear.
Note: (*) these values when wearing tactical vest; otherwise Defense is 15 (touch 15, flat-footed 14);

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#10 - SOLDIER (VETERANS)
Strong/Fast ordinaries [CR3 / 4th level]; d20 Modern

An experienced first world soldier. This is a sergeant, or soldier who has been sent to war several times. He otherwise represents a typical NATO soldier, such as an American soldier (as above).

Starting occupation: Military (gains Demolitions, Hide; and Personal firearms proficiency). Allegiance: their military corp. Reputation: +0 (basic ubiquitous soldier)

Soldier (Veteran): Human; Strong 2nd-lvl./ Fast 2nd-lvl. (ordinary)
Combat: Hit-points: 26; MAS 14; Initiative: +1; Speed: 25 ft.; Defense 23 (touch 17, flat-footed 22); BAB +3; Grap +5; Atk +5 melee (1d4+2, dagger), or +4 ranged (2d8, assault rifle).
Saves: Fort +4, Ref +3, Will +1.
Abilities: Str 14 (+2), Dex 12 (+1), Con 14 (+2), Int 10 (+0), Wis 12 (+1), Cha 9 (–1).
Racial Traits: Human 10
Skills: Climb +2* (+7), Demolitions +2, Hide +1* (+6), Jump +2* (+7), Listen +5, Spot +5, and Survival +5.
Feats: Advanced Firearms Proficiency, Alertness, Armor Proficiency (light, medium), Personal Firearms Proficiency.
Equipment: M16 rifle with attached illuminator, 8 boxes of ammunition with tracers (30 rounds each), Glock 9 mm pistol, 2 magazines of ammunition (17 rounds each), fatigues and jacket, GPS gear, communication gear, survival gear.
Note: (*) these values when wearing tactical vest; otherwise Defense is 17 (touch 17, flat-footed 16).

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#11 - 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)

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 +7, 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: M16 rifle with attached illuminator, 6 to 8 boxes of ammunition with tracers (30 rounds each), Beretta 9 mm pistol, 2 magazines of ammunition (15 rounds each), fatigues and jacket, GPS gear, communication gear, survival gear, 4 frag grenades.

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Originally contributed by Lu Baihu (on WotC forums)

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#12 - JIHADI HICK
Dedicated ordinary [CR1 / 2nd level]; d20 Modern

This is the basic jihadi, "run of the mill" marcher. Often labeled as "Islamic militia", they are for the most peasants and simple people who have been brainwashed into exterminating the infidels and defending the religion, by which they wind down a brutish life of hardship and misery, and believe to gain access to the Heavens. As such, they are found screaming religious slogans intermingled with hateful sentences, and will gladly run to their death thinking it's for the greater good of the faith.

Starting occupation: Rural (gains Drive, Repair). Allegiance: militant Islam (exact group varies). Reputation: +1 (recognizable by their bearing of fanatics).

Entry's name: Human, Dedicated 2nd-lvl. (ordinary)
Combat: Hit-points: 9; MAS 14; Initiative: +2; Speed: 30 ft.; Defense 14 (touch 14, flat-footed 12); BAB +1; Grap +2; Atk +2 melee (1d4+1, knife), or +3 ranged (2d8, firearm); AP: 0.
Saves: Fort +4, Ref +2, Will +3.
Abilities: Str 13 (+1), Dex 14 (+2), Con 14 (+2), Int 8 (–1), Wis 12 (+1), Cha 10 (+0).
Racial Traits: Human
Skills: Drive +4, Intimidate +1, Knowledge (current events) +1, Knowledge (streetwise) +1, Knowledge (theology) +2, Perform (act) +2, Speak [native language], Repair +3.
Feats and Talents: Advanced firearms proficiency, Exotic firearms proficiency (grenade launchers), Personal firearms proficiency, Simple weapons proficiency.
Equipment: AKM/AK-47 (7.62mmR asssault rifle), 60 rounds of 7.62mmR ammunition, 1 RPG-7 with 1 RPG loaded, 1 copy of the Quran, various gear and personal possessions.

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#13 - JIHADI FACE MAN
Dedicated ordinary [CR1 / 2nd level]; d20 Modern

For every instance in which you need a jihadi mob chanting slogans and waving Qurans and banners ... and roughing up any cameramen/reporters who don't put them in the best light ... the first of my jihadi series, the face man! Aka the guy who leads some of the demonstrations and does the "[Arab/Muslim] street" interviews:

Starting occupation: Student (gains Perform [act]). Allegiance: Islamic Anger Brigades. Reputation: +1 (some renown among their own, sometimes filed by governmental agencies).

Jihadi Face-man: Human, Dedicated 2nd-lvl. (ordinary)
Combat: Hit-points: 9; MAS 10; Initiative: +1; Speed: 30 ft.; Defense 13 (touch 13, flat-footed 12); BAB +1; Grap +1; Atk +1 melee (1d4, knife), or +2 ranged (2d8, firearm); AP: 0.
Saves: Fort +3, Ref +1, Will +1.
Abilities: Str 10 (+0), Dex 12 (+1), Con 11 (+0), Int 14 (+2), Wis 8 (–1), Cha 15 (+2).
Racial Traits: Human
Skills: Diplomacy +6, Drive +4, Knowledge (current events) +4, Knowledge (theology) +5, Listen +0, Read/Write [native language], Perform (act) +6, Speak English, Speak [native language], Spot +0.
Feats and Talents: Personal firearms proficiency, Simple weapons proficiency.
Equipment: Browning Hi-Power (9mm autoloader), 26 rounds of 9mm ammunition, 1 copy of the Quran, various gear and personal possessions.

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