[Re-Recruiting] Invasion. Gathering of Heroes (d20 Modern)

Well I found this, to be resembling to the gun you wanted, and as far as the book says, it has somewhat the same characteristics:
Name: Walther Model PP
Magazine: 8 box
ammunition: 7.65mm

The purchase DC is 17
PP%20.22%20002.jpg
 

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Failedreality, here's your character: You should work on fluffing him up, and he's ready to roll.
Code:
NAME
Charismatic 3/Negotiatior 3
Occupation: Law Enforcement.
       Bon Cost
Str 12 +1   4
Dex 14 +2   6
Con 12 +1   4
Int 10 +0   2
Wis 10 +0   2
Cha 17 +2   10

Hit Points: 7+6+4+8+7+8: 40
MDT: 12
Defense: 17 (10 base + 2 class + 2 dexterity + 3 armor)
Reputation: +3
Wealth: 15+2:18

Saves
--Fort +5 (4 base + 1 con)
--Ref +5  (3 base + 2 dex)
--Wil +5  (4 base + 1 wis)

Speed: 30ft

BAB: +3
--Ranged: +5
--Melee: +4
Initiative: +2

Browning pistol: +6 for 2d6 Ballistic 20 ft. 
Pistol whip: +4 for 1d4
Knife: +4 for 1d4 (19-20)


Skills
--Bluff +12 (9 ranks, +3 cha)
--Diplomacy +15 (9 ranks, +3 cha, +2 feat, +1 occupation)
--Persuade +12 (9 ranks, +3 cha)
--Profession +4 (4 rank, 0 wis)
--Gather information +14 (9 ranks, +3 cha, +2 feat)
--Knowledge (streetwise) +5 (5 ranks, +0 int)
--Intimidate +13 (9 ranks, +3 cha, 1 occupation)
--Desguise +7 (4 ranks, +3 cha)
--Sense motive +5 (5 rank, 0 wis)
--Listen +2
--Spot +2

Languages
--English,

Feats
--Personal Firearms Proficiency (Bonus)
--Simple Weapons Proficiency (Class)
--Armor (light) proficiency (Occupation)
--Alertness
--Quickdraw
--Point Blank Shot
--Trustworthy

Char Talents
--Fast-Talk
--Coordinate

Negotiatior Talents
--Conceal motive
--React first

Equipment
--Browning High Power(9mm) pistol
--Knife
--First Aid Kit
--Chemico Body armor
 

I just thought I should remind everyone that combat in d20 Modern is a bit more lethal than it is in D&D 3e. The main reason is because the massive damage threshold is equal to your Constitution instead of 50. Thus if you have a Constitution of 10, anytime your character takes 10 points of damage, you have to make a DC 15 Fortitude save or die.

While this might make the game seem less fun, I actually like it because not only is it a bit more realistic (guns and such being particularly deadly), but it changes the dynamic of the game and discourages combat solutions.
 

Is that a 'house-rule'?
I ask because that's not how it's described on page 141 of the D20 Modern book. The book says if you fail the save, you are reduced to -1 HP.
 

Is that a 'house-rule'?
I ask because that's not how it's described on page 141 of the D20 Modern book. The book says if you fail the save, you are reduced to -1 HP.

Oops. Yea, you're right. I might have been thinking of another system based on d20 Modern. Thanks for correcting me.

Nevertheless, it's not a good thing to fail that save. It's difficult in d20 Modern to heal someone. Not just anyone can make a Treat Injury check. You have to have a medical kit for most uses, including stabilizing a character. And that 10% chance to stabilize on one's own is not something you can rely on.
 

Yes, that's the main reason most of my characters carry at least 1 first aid kit. That way, I'm not dependent on whether or not the medic has one. They can use mine for me.
 

Yea, but first aid kits only work once and can't be used to stabilize a dying character. Medical kits can, but are too bulky to just carry around all the time. Anyway, I didn't have my character take one because he's not really any kind of medic. Although I might eventually start carrying a first aid kit around. It depends on what kind of stuff we end up having to do.
 


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