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[d20 Modern-Future-GT] d100 NPCs Thread
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<blockquote data-quote="Turanil" data-source="post: 1742017" data-attributes="member: 9646"><p>These ones could be useful to annoy travelling PCs... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p>--------------------------------------------------------------------------</p><p></p><p>#05 - <span style="color: Yellow"><strong>CUSTOM OFFICER</strong></span></p><p><strong>Dedicated/Investigator [CR10 / 10th level]</strong>; D20 Modern</p><p></p><p>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.</p><p>Starting occupation: Investigative (gains Forgery, Search, and Personal firearms). Allegiance: the law. </p><p></p><p><strong>Customs officer:</strong> Human; Dedicated 3rd-lvl. /Investigator 7th-lvl. (hero)</p><p><strong>Combat:</strong> 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).</p><p><strong>Saves:</strong> Fort +4, Ref +6, Will +11.</p><p><strong>Abilities:</strong> Str 11 (+0), Dex 13 (+1), Con 11 (+0), Int 16 (+3), Wis 16 (+3), Cha 14 (+2).</p><p><strong>Racial Traits:</strong> <em>Human</em></p><p><strong>Skills:</strong> 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.</p><p><strong>Feats and Talents:</strong> (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.</p><p><strong>Equipment:</strong> Civil clothing, cell phone, firearm, electronic detection devices.</p><p><strong>Note:</strong> (*) Frank Molinard pays you a visit when making a PC's Reputation check at DC=15.</p><p></p><p>--------------------------------------------------------------------------</p><p></p><p>#06 - <span style="color: Yellow"><strong>CUSTOMS INSPECTORS</strong></span></p><p><strong>Dedicated ordinaries [CR2 / 3rd level]</strong>; d20 Modern</p><p></p><p>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.</p><p>Starting occupation: Investigative (gains Forgery, Search, and Personal firearms). Allegiance: the law.</p><p></p><p><strong>Customs agent:</strong> Human, Dedicated 3rd-lvl. (ordinary)</p><p><strong>Combat:</strong> 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).</p><p><strong>Saves:</strong> Fort +2, Ref +2, Will +2.</p><p><strong>Abilities:</strong> Str 11 (+0), Dex 12 (+1), Con 11 (+0), Int 13 (+1), Wis 12 (+1), Cha 10 (+0).</p><p><strong>Racial Traits:</strong> <em>Human</em></p><p><strong>Skills:</strong> Forgery +5, Knowledge (civics) +5, Listen +9, Profession (custom agent) +7, Search +7, Sense motive +5, and Spot +9.</p><p><strong>Feats and Talents:</strong> Alertness, Personal Firearms Proficiency, Toughness, Weapon focus (firearm).</p><p><strong>Equipment:</strong> Uniform, weapon, firearm, cell phone, various electronic equipment of detection.</p><p><strong>Note:</strong> 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.</p><p></p><p>--------------------------------------------------------------------------</p></blockquote><p></p>
[QUOTE="Turanil, post: 1742017, member: 9646"] These ones could be useful to annoy travelling PCs... :D -------------------------------------------------------------------------- #05 - [COLOR=Yellow][B]CUSTOM OFFICER[/B][/COLOR] [B]Dedicated/Investigator [CR10 / 10th level][/B]; 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. [B]Customs officer:[/B] Human; Dedicated 3rd-lvl. /Investigator 7th-lvl. (hero) [B]Combat:[/B] 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). [B]Saves:[/B] Fort +4, Ref +6, Will +11. [B]Abilities:[/B] Str 11 (+0), Dex 13 (+1), Con 11 (+0), Int 16 (+3), Wis 16 (+3), Cha 14 (+2). [B]Racial Traits:[/B] [I]Human[/I] [B]Skills:[/B] 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. [B]Feats and Talents:[/B] (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. [B]Equipment:[/B] Civil clothing, cell phone, firearm, electronic detection devices. [B]Note:[/B] (*) Frank Molinard pays you a visit when making a PC's Reputation check at DC=15. -------------------------------------------------------------------------- #06 - [COLOR=Yellow][B]CUSTOMS INSPECTORS[/B][/COLOR] [B]Dedicated ordinaries [CR2 / 3rd level][/B]; 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. [B]Customs agent:[/B] Human, Dedicated 3rd-lvl. (ordinary) [B]Combat:[/B] 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). [B]Saves:[/B] Fort +2, Ref +2, Will +2. [B]Abilities:[/B] Str 11 (+0), Dex 12 (+1), Con 11 (+0), Int 13 (+1), Wis 12 (+1), Cha 10 (+0). [B]Racial Traits:[/B] [I]Human[/I] [B]Skills:[/B] Forgery +5, Knowledge (civics) +5, Listen +9, Profession (custom agent) +7, Search +7, Sense motive +5, and Spot +9. [B]Feats and Talents:[/B] Alertness, Personal Firearms Proficiency, Toughness, Weapon focus (firearm). [B]Equipment:[/B] Uniform, weapon, firearm, cell phone, various electronic equipment of detection. [B]Note:[/B] 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. -------------------------------------------------------------------------- [/QUOTE]
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