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[d20 Modern-Future-GT] d100 NPCs Thread
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<blockquote data-quote="Christopher Lambert" data-source="post: 1913598" data-attributes="member: 25412"><p><strong>Gansters</strong></p><p></p><p>These gangsters hold minor positions of leadership in organized crime, possibly including the Mafia.</p><p></p><p>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.</p><p></p><p><strong>Gangster, low-level</strong> (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.</p><p> <strong>Occupation:</strong> Criminal (class skills: Knowledge (streetwise), Sleight of Hand; bonus feat: Brawl)</p><p> <strong>Skills:</strong> 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.</p><p> <strong>Feats:</strong> Brawl, Personal Firearms Proficiency.</p><p> <strong>Possessions:</strong> 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.</p><p></p><p><strong>Gangster, mid-level</strong> (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.</p><p> <strong>Occupation:</strong> Criminal (class skills: Knowledge (streetwise), Sleight of Hand; bonus feat: Brawl)</p><p> <strong>Skills:</strong> 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.</p><p> <strong>Feats:</strong> Armor Proficiency (light), Brawl, Personal Firearms Proficiency.</p><p></p><p>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.</p><p></p><p>A mid-level ganster may occasionally take jobs such as disposing of jobs with chemicals or burning down a business.</p><p></p><p><strong>Gangster, high-level</strong> (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.</p><p> <strong>Occupation:</strong> Criminal (class skills: Knowledge (streetwise), Sleight of Hand; bonus feat: Brawl)</p><p> <strong>Skills:</strong> 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.</p><p> <strong>Feats:</strong> Armor Proficiency (light), Brawl, Personal Firearms Proficiency, Point Blank Shot, Windfall.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Christopher Lambert, post: 1913598, member: 25412"] [b]Gansters[/b] 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. [b]Gangster, low-level[/b] (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. [b]Occupation:[/b] Criminal (class skills: Knowledge (streetwise), Sleight of Hand; bonus feat: Brawl) [b]Skills:[/b] 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. [b]Feats:[/b] Brawl, Personal Firearms Proficiency. [b]Possessions:[/b] 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. [b]Gangster, mid-level[/b] (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. [b]Occupation:[/b] Criminal (class skills: Knowledge (streetwise), Sleight of Hand; bonus feat: Brawl) [b]Skills:[/b] 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. [b]Feats:[/b] 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. [b]Gangster, high-level[/b] (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. [b]Occupation:[/b] Criminal (class skills: Knowledge (streetwise), Sleight of Hand; bonus feat: Brawl) [b]Skills:[/b] 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. [b]Feats:[/b] 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. [/QUOTE]
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