The Modern Dispatch 083 - Dramatis Personae - Roaring 20's, Podreczniki RPG, The Modern Dispatch
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The Modern Dispatch
Dramatis Personae: Roaring 20’s
by Charles Rice
Welcome to Dramatis Personae: Roaring 20’s, the
companion to Timeline: Roaring 20’s. This short
work gives you a range of historical NPCs suitable
for a 20’s campaign, along with backgrounds and
adventure hooks for each. It also includes some
new crunch drawn from our
Blood and Relics
sourcebook for gothic horror that brings the
shadowy world of seers and fortunetellers to
your 20’s games.
Eliot Ness
#83
Content Manager:
Charles Rice, Chris Davis
Layout:
Chris Davis
Dramatis Personae
Frank “Dasher” Abbandando
One of the founding members of Mafia
hitsquad Murder Inc., Abbandando kills as
many as 30 people in Brooklyn alone
during the 1920’s. His nickname came
from his tremendous running speed,
which he used to great effect during his
hits, outpacing targets to catch them off
guard and cut off their escape. His foot
speed also made him an excellent baseball
player but Abbandando’s true calling was
crime.
Adventure:
“Comin’ down hard on you”:
One of the PCs has infuriated a local mob
boss, who contracts Abbandando to kill him in
exchange for $500.
Requires the use of the d20 Modern Roleplaying
Game, published by Wizards of the Coast, Inc.
d20 Modern and Wizards of the Coast are
trademarks of Wizards of the Coast, Inc. in the
United States and other countries and are used
with permission. ‘d20 System’ and the ‘d20
System’ logo are trademarks of Wizards of the
Coast, Inc. and are used according to the terms
of the d20 System License version 6.0. A copy
of this License can be found at www.wizards.
com/d20.
Frank “Dasher” Abbandando (Fast
Hero 3/Hitman 7):
CR 10; Medium-size
humanoid; HD 3d8+6 plus 7d10+14; HP 73;
Mas 14; Init +3; Spd 40 ft; Defense 21, touch
21, flatfooted 18 (+0 size, +3 Dex, +8 class); BAB
+7; Grap +8; Atk +8 melee (1d6+1, Rifle Butt), or
Dramatis Personae: Roaring 20’s
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The Modern Dispatch
+11 ranged (2d6+0, Thompson SMG); FS 5 ft by 5 ft;
Reach 5 ft; SQ ; AL none; SV Fort +7, Ref +9, Will
+4; AP 5; Rep +3; Str 13, Dex 16, Con 14, Int 10,
Wis 13, Cha 8.
Occupation:
Criminal (Gamble, Knowledge
[Streetwise])
Skills:
Bluff +2, Craft (mechanical) +3,
Demolitions +3, Diplomacy +2, Disable Device
+3, Drive +12, Gamble +5, Hide +6, Intimidate
+5, Knowledge (Current Events) +3, Knowledge
(Popular Culture) +3, Knowledge (Streetwise) +7,
Move Silently +6
Feats:
Advanced Firearms Proficiency, Burst Fire,
Dodge, Drive-By Attack, Mobility, Personal Firearms
Proficiency, Point Blank Shot, Precise Shot, Simple
Weapons Proficiency, Weapon Focus
Talents (Fast Hero):
Increased Speed, Improved
Increased Speed
Talents (Hitman):
Blood Money +2, Dirty Deeds
+1d6, Blood Money +4, Dirty Deeds +2d6, Calling
Card
Possessions:
Rifle Butt, Thompson SMG
criminal rival and that something so obvious would
never be his style.
concerning the end of the world. Despite being one
of the central inspirations for the modern New Age
movement, Cayce considered his work interpreting
scripture and helping to tend to the sick to be more
significant achievements than his ability to see the
future.
Adventure:
“The Sight”: While investigating a
gruesome series of murders, the PCs are referred
to Cayce for help. When they arrive they find his
home has been trashed and he has been kidnapped.
Tracking the culprits, they find a cult has taken
Cayce and intends to sacrifice him to a dark god.
This same cult committed the murders and realized
through their magics that Cayce was using his powers
independently to track them down.
Al “Scarface” Capone (Charismatic Hero 3/
Tough Hero 3/Mob Boss 10):
CR 16; Medium-size
humanoid; HD 3d6+6 plus 3d10+6 plus 10d8+20
plus 3; HP 108; Mas 14; Init +1; Spd 30 ft; Defense
17, touch 17, flatfooted 16 (+0 size, +1 Dex, +6
class); BAB +8; Grap +8; Atk +8 melee (1d6+0,
weapon), or +9 ranged (1d6+0, weapon); FS 5 ft by
5 ft; Reach 5 ft; SQ ; AL Organized Crime; SV Fort
+11, Ref +7, Will +9; AP 8; Rep +14; Str 10, Dex 12,
Con 14, Int 14, Wis 10, Cha 16.
Occupation:
Criminal (Gamble, Knowledge
[Streetwise])
Skills:
Bluff +19, Diplomacy +19, Drive +9,
Gamble +20, Gather Information +14, Intimidate
+22, Knowledge (Behavioral Sciences) +7,
Knowledge (Business) +18, Knowledge (Civics)
+8, Knowledge (Current Events) +5, Knowledge
(Popular Culture) +8, Knowledge (Streetwise) +22,
Knowledge (Tactics) +7, Sense Motive +10
Feats:
Brawl, Combat Expertise, Fixer, Henchmen,
Information Network, Inspired Leadership, Personal
Firearms Proficiency, Renown, Renown, Simple
Weapons Proficiency, Speed Dial, Tough Customer,
Trusted Associate, Well-Connected
Talents (Charismatic Hero):
Charm, Favor
Talents (Tough Hero):
Robust, Damage Reduction
1/—
Talents (Mob Boss):
Undue Influence (low),
Contraband, Captain, Undue Influence (medium),
Vendetta, Undue Influence (high), Capo, Godfather
Possessions:
Wealth +30 (almost always unarmed
but could afford just about anything in a pinch or
have a contact provide it to him)
Edgar Cayce (Dedicated Hero 5):
CR 5; Medium-
size humanoid; HD 5d6+5; HP 23; Mas 12; Init
+0; Spd 30 ft; Defense 13, touch 13, flatfooted 13
(+0 size, +0 Dex, +3 class); BAB +3; Grap +2; Atk
+2 melee (1d6+-1, weapon), or +3 ranged (1d6+0,
weapon); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL Higher
Power; SV Fort +4, Ref +1, Will +7; AP 2; Rep +3;
Str 8, Dex 10, Con 12, Int 14, Wis 15, Cha 13.
Occupation:
Psychic (Concentration, Knowledge
[Arcane Lore])
Skills:
Concentration +9, Craft (pharmaceutical)
+4, Knowledge (Arcane Lore) +13, Knowledge
(History) +10, Knowledge (Theology and
Philosophy) +12, Prophecy +10, Sense Motive +13,
Spot +10, Treat Injury +4
Feats:
Astrology, Educated (Knowledge [Arcane
Lore], Knowledge [Theology and Philosophy]),
Iron Will, Medical Expert, Scriptural Interpretation,
Second Sight, Simple Weapons Proficiency
Talents (Dedicated Hero):
Skill Emphasis (Sense
Motive), Empathy, Faith
Possessions:
Appropriate for wealth, never armed.
Al “Scarface” Capone
Brooklyn-born Al Capone began his criminal career
in New York but it was in Chicago where he rose to
the upper echelons of organized crime, becoming a
notorious crime lord and a member of the FBI’s Ten-
most wanted list. After a conviction for tax evasion in
1931, Capone is sent to Alcatraz.
Adventure Hook:
“A love letter from Vincent
van Gogh”: The daughter of a judge hearing a
case against one of Capone’s lieutenants has been
kidnapped. The judge has received an ear claiming
to be her daughter’s along with a warning that more
body parts will follow unless the case is decided
the “right” way. Investigating the case on behalf
of the judge, it takes an unexpected turn when the
PCs receive a visit from Capone himself, offering to
help find the girl, claiming he is being framed by a
Edgar Cayce
Edgar Cayce is one of the most famous psychics
to have ever lived and made numerous predictions
Dramatis Personae: Roaring 20’s
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The Modern Dispatch
Jack Dempsey
The “Manassa Mauler”, who also fought under the
name “Kid Blackie” was one of the five most famous
athletes of the Roaring 20’s. The others, along with
the sports they were famous for were: Babe Ruth
(baseball), Bill Tilden (tennis), Red Grange (football)
and Bobby Jones (golf).
Adventure Hook:
“Take a dive”: The PCs are
approached by Dempsey’s promoter and manager,
Tex Rickard. Dempsey has been ordered by a mob
boss to take a dive in his upcoming fight and his wife,
actress Estelle Taylor, has been kidnapped to make
sure he complies. The PCs have to find and rescue
Dempsey’s wife before the 12
th
round when he is to
take a dive. They also need to bring those responsible
to justice so this doesn’t happen again.
Damage Reduction 1/—, Damage Reduction 2/—
Possessions:
Not usually armed. Possessions will
be appropriate for a man of his wealth (quite high in
the 1920’s).
Knowledge (Popular Culture) +8, Knowledge
(Tactics) +6, Knowledge (Technology) +13, Navigate
+8, Pilot +16, Profession +7, Repair +10, Tumble +9
Feats:
Aircraft Operation (Heavy), Builder (Craft
[mechanical], Craft [structural]), Focused, Gearhead,
Lightning Reflexes, Personal Firearms Proficiency,
Renown, Simple Weapons Proficiency, Vehicle
Expert
Talents (Fast Hero):
Evasion, Uncanny Dodge 1
Talents (Smart Hero):
Savant (Craft
[mechanical]), Savant (Craft [structural])
Possessions:
Appropriate for wealth. Not usually
armed.
Charles Lindbergh
“Lucky Lindy” earned worldwide fame for making
the first solo transatlantic flight. This earned him the
adoration of Americans and provided a huge boost to
the respect of aviators and proved the possibility of
reliable transatlantic flight for commercial purposes.
Later moments in Lindbergh’s life would thrust him
in the spotlight for much less happy reasons: the
murder and kidnapping of his son and Lindbergh’s
support for American isolationism and alleged Nazi
tendencies in the years before America’s entry into
WWII.
Adventure Hook:
“Hero Down”: While
performing a test flight on a new airplane Lindbergh
helped design, his plane goes down over the Atlantic
during a massive storm. The PCs are drafted (for
reasons dependant on their skills) to assist in the
search for one of America’s greatest heroes.
H.L. Mencken
One of the most famous writers and journalists in
the 20
th
century, Mencken was known as the “Sage
of Baltimore” and was simultaneously America’s
best respected political pundit and literary critic. One
of the most famous stories Mencken covered as a
reporter was the Scopes Monkey Trial and Mencken
is credited with giving the trial this famous name.
Adventure Hook:
“Witness Protection”:
Mencken uncovered hard evidence of wrongdoing
by a “respectable” Baltimore businessman while
investigating the Baltimore underworld. Now Max
“Bulletproof” Saracino has ordered Mencken be
killed before he can testify. So many local officers
are on the take that the police are afraid to use one
of their own, and hire the PCs to protect the famous
writer.
Jack Dempsey (Strong Hero 5/Tough Hero 7):
CR 12; Medium-size humanoid; HD 5d8+15 plus
7d10+21 plus 10; HP 108; Mas 17; Init +2; Spd 30
ft; Defense 19, touch 19, flatfooted 17 (+0 size, +2
Dex, +7 class); BAB +10; Grap +12; Atk +14 melee
(1d8 nonlethal+5, Improved Brawl), or +12 melee
(1d4+5 Combat Martial Arts), or +12 ranged (+0/, by
weapon); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL none;
SV Fort +12, Ref +5, Will +2; AP 6; Rep +6; Str 14,
Dex 14, Con 17, Int 10, Wis 8, Cha 12.
Occupation:
Athlete (Balance, Jump, Swim)
Skills:
Balance +5, Climb +5, Concentration +9,
Intimidate +7, Jump +6, Knowledge (Current Events)
+3, Knowledge (Popular Culture) +6, Knowledge
(Streetwise) +6, Knowledge (Tactics) +3, Spot +2,
Swim +6
Feats:
Block, Body Blow, Boxing, Brawl, Combat
Martial Arts, Combat Reflexes, Improved Block,
Improved Brawl, Knockout Punch, Power Attack,
Renown, Simple Weapons Proficiency, Toughness
Talents (Strong Hero):
Melee Smash, Improved
Melee Smash, Advanced Melee Smash
Talents (Tough Hero):
Robust, Second Wind,
Charles Lindbergh (Fast Hero 3/Smart Hero
4):
CR 7; Medium-size humanoid; HD 3d8+3 plus
4d6+4; HP 35; Mas 13; Init +3; Spd 30 ft; Defense
18, touch 18, flatfooted 15 (+0 size, +3 Dex, +5
class); BAB +4; Grap +4; Atk +4 melee (by weapon),
or +7 ranged (by weapon); FS 5 ft by 5 ft; Reach 5
ft; SQ ; AL none; SV Fort +3, Ref +8, Will +4; AP 3;
Rep +6; Str 10, Dex 16, Con 13, Int 14, Wis 12, Cha
8.
Occupation:
Adventurer (Knowledge
[Technology], Pilot)
Skills:
Balance +5, Computer Use +4,
Concentration +3, Craft (chemical) +6, Craft
(mechanical) +14, Craft (structural) +12, Drive +5,
Knowledge (Business) +8, Knowledge (Current
Events) +8, Knowledge (Physical Sciences) +8,
H.L. Mencken (Charismatic Hero 3/Intrepid
Reporter 3):
CR 6; Medium-size humanoid; HD
3d6+3 plus 3d6+3; HP 28; Mas 12; Init +0; Spd 30 ft;
Defense 12, touch 12, flatfooted 12 (+0 size, +0 Dex,
+2 class); BAB +2; Grap +1; Atk +1 melee (1d6+-1,
weapon), or +2 ranged (1d6+0, weapon); FS 5 ft by
5 ft; Reach 5 ft; SQ ; AL none; SV Fort +4, Ref +4,
Will +7; AP 3; Rep +6; Str 8, Dex 10, Con 12, Int 14,
Dramatis Personae: Roaring 20’s
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The Modern Dispatch
Wis 13, Cha 16.
Occupation:
Academic (Craft [writing],
Knowledge [Art], Knowledge [Theology and
Philosophy])
Skills:
Craft (writing) +14, Diplomacy +11, Gather
Information +11, Investigate +10, Knowledge (Art)
+14, Knowledge (Business) +8, Knowledge (Civics)
+8, Knowledge (Current Events) +13, Knowledge
(Popular Culture) +11, Knowledge (Theology and
Philosophy) +12, Perform +5, Sense Motive +12
Feats:
Attentive, Creative (Craft [writing],
Perform), Educated (Knowledge [Art], Knowledge
[Current Events]), Iron Will, Renown, Simple
Weapons Proficiency, Trustworthy
Talents (Charismatic Hero):
Charm, Favor
Talents (Intrepid Reporter):
Reliable Sources (2
hours), Human Polygraph
Possessions:
Appropriate for wealth, typically
unarmed.
Eliot Ness (Dedicated Hero 3/G-Man 10):
CR 13;
Medium-size humanoid; HD 3d6+6 plus 10d8+20;
HP 82; Mas 14; Init +2; Spd 30 ft; Defense 19, touch
19, flatfooted 17 (+0 size, +2 Dex, +7 class); BAB
+9; Grap +9; Atk +9 melee (1d6+0, Club), or +12
ranged (2d6+0, Thompson SMG); FS 5 ft by 5 ft;
Reach 5 ft; SQ ; AL Law Enforcement; SV Fort +9,
Ref +8, Will +8; AP 6; Rep +4; Str 10, Dex 14, Con
14, Int 14, Wis 16, Cha 13.
Occupation:
Investigative (Investigate, Knowledge
[Civics])
Skills:
Diplomacy +8, Drive +9, Gather
Information +8, Intimidate +8, Investigate +21,
Knowledge (Business) +8, Knowledge (Civics)
+16, Knowledge (Current Events) +9, Knowledge
(Streetwise) +15, Knowledge (Tactics) +8, Listen +8,
Search +9, Sense Motive +18, Spot +8
Feats:
Advanced Firearms Proficiency, Alertness,
Attentive, Bull’s Eye, Burst Fire, Enemy, Home Turf,
Personal Firearms Proficiency, Point Blank Shot,
Precise Shot, Simple Weapons Proficiency, Weapon
Focus
Talents (Dedicated Hero):
Skill Emphasis
(Investigate), Aware
Talents (G-Man):
Weapon Focus, Witness
Protection, Still Buster +1, Dead or Alive,
Untouchable, Still Buster +2, Still Buster +3
Possessions:
Club, Thompson SMG
unusual device (possibly alien or atlantean in origin
depending on the campaign, otherwise the work of
some evil genius) and are sent to Tesla to examine it.
When they arrive at his laboratory they find one of
his experiments has gone wrong and must first save
him. Again depending on the nature of the campaign
this could be as mundane as a lab fire or as “out
there” as a rampaging, artificially intelligent robot.
Nikolai Tesla (Smart Hero 10):
CR 10; Medium-
size humanoid; HD 10d6+10; HP 45; Mas 13; Init
+1; Spd 30 ft; Defense 14, touch 14, flatfooted 13
(+0 size, +1 Dex, +3 class); BAB +5; Grap +5; Atk
+5 melee (1d6+0, weapon), or +6 ranged (1d6+0,
weapon); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL none;
SV Fort +4, Ref +4, Will +9; AP 5; Rep +7; Str 10,
Dex 12, Con 13, Int 17, Wis 14, Cha 8.
Occupation:
Technician (Craft [electronic],
Knowledge [Physical Sciences], Knowledge
[Technology])
Skills:
Balance +3, Computer Use +5,
Concentration +3, Craft (electronic) +29, Craft
(mechanical) +28, Craft (structural) +16, Decipher
Script +5, Demolitions +16, Disable Device +16,
Forgery +5, Knowledge (Earth and Life Sciences)
+16, Knowledge (Physical Sciences) +19,
Knowledge (Technology) +29, Listen +4, Profession
+15, Repair +28, Research +18, Search +5, Spot +4
Feats:
Alertness, Builder (Craft [electronic], Craft
[mechanical]), Educated (Knowledge [Physical
Sciences], Knowledge [Technology]), Focused,
Gearhead, Iron Will, Mastercrafter, Meticulous,
Renown, Simple Weapons Proficiency, Studious
Talents (Smart Hero):
Savant (Craft [electronic]),
Savant (Craft [mechanical]), Linguist, Savant
(Knowledge [Technology]), Savant (Repair)
Possessions:
Appropriate for his wealth, almost
never armed but usually surrounded by a host of
technological gadgets and prototypes that could be
used as weapons.
Eliot Ness
Eliot Ness was a U.S. Treasury Agent famous for his
anti-prohibition enforcement efforts in Chicago of the
Roaring 20’s. Although often credited with putting Al
Capone in prison, that was actually the work of other
agents. Ness was the leader of the second prong of
the government’s two-pronged assault on Capone’s
out of control crime syndicate, the enforcement side.
While other agents attempted to put Capone in jail for
prison, Ness and his men, dubbed the “Untouchables”
by the press enforced the Prohibition laws to their
fullest, curtailing Capone’s operations at every turn.
Adventure Hook:
“Carry a badge, carry a gun”:
New to the Chicago area, PCs with law enforcement
ties might find themselves borrowed by Ness for
liquor raids. If they prove themselves reliable and
honest during these raids, they might even find
themselves joining the Untouchables.
Nikolai Tesla
Despite possessing one of the finest minds in the
fields of engineering, mechanics and physics the
world has ever seen, Tesla went from being on a par
with Thomas Edison to being seen as a mad scientist
and died destitute and nearly forgotten. Despite this,
he should be remembered every time an electrical
device is turned on as the creator of alternating
current, which replaced direct current for use in
commercial applications and homes.
Adventure Hook:
“Top Men”: The PCs find an
Dramatis Personae: Roaring 20’s
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The Modern Dispatch
New Feats
GM (because you are not roleplaying the allegiance),
you may not gain the benefits of this feat until you
have re-established the required allegiance as your
first allegiance. Acquiring an allegiance or changing
the order of allegiances requires you to gain at least
one level.
Palm Reading
By studying patterns in the palm of a subject, you
gain increased insight into her future.
Prerequisite:
Second Sight, Spot 5 ranks.
Effect:
When making a Prophecy skill check to
foresee the future on a subject, you may use your
Spot skill to assist you. Before making your Prophecy
check, make a Spot skill check (DC 15) while
studying the palm of the individual whose future you
wish to forecast. Success grants a +2 circumstance
bonus to your Prophecy skill check. If your Spot skill
check is 20-24, the bonus is +3; 25-29, +4; and so
forth.
Special:
The effects of this feat stack with similar
feats (such as Numerology).
Astrology
You use the stars to aid your forecasts of the future.
Prerequisite:
Second Sight, Knowledge (arcane
lore) 5 ranks.
Effect:
When making a Prophecy skill check, you
may use your Knowledge (arcane lore) skill to assist
you. Before making your Prophecy check, make a
Knowledge (arcane lore) skill check (DC 15) to gain
a +2 circumstance bonus on your Prophecy skill
check.
If your Knowledge (arcane lore) skill check is 20-
24, the circumstance bonus is +3; 25-29, +4; and so
forth.
Special:
The effects of this feat stack with similar
feats (such as Palm Reading).
Faith’s Protection (Dark or Higher Power)
Your faith in your Higher Power (or a Dark Power)
sees you through rough times.
Prerequisite:
Conviction (Dark Power) or
Conviction (Higher Power).
Effect:
Your faith protects you in times of need,
allowing you to reroll any failed saving throw from
a magical, demonic, or evil source (including such
sources as demonic poison and Profane Rituals).
Conviction (Dark Power) functions in the same
manner, except that it works against holy attacks and
effects (including Sacred Rituals). Use of this feat
requires you to spend an action point.
Second Sight
You are gifted (some would say cursed) with the
ability to see the future.
Effect:
Prophecy is added to your permanent class
skill list. This feat grants access to the Prophecy skill.
Normal:
Only characters that have this feat may
acquire ranks in the Prophecy skill.
Conviction (Higher Power)
You are devoted to the Higher Powers.
Prerequisite:
Your first allegiance must be to a
Higher Power.
Effect:
Knowledge (theology and philosophy) is
added to your permanent class skill list. You also gain
a +2 bonus to all checks related to Sacred Rituals.
You may take Sacred Ritual feats any time you are
entitled to take a bonus feat (although you must meet
the prerequisites for any feat selected) You may not
perform Profane Rituals without first renouncing your
allegiance to your Higher Power (thereby losing this
feat).
Special:
If the allegiance prerequisite for this
feat is ever removed (either altogether or from its
position as your first allegiance) or revoked by the
Numerology
You can use your knowledge of arcane number theory
to aid your attempts to forecast the future.
Prerequisite:
Second Sight, Knowledge (physical
sciences) 5 ranks.
Effect:
When making a Prophecy skill check, you
may use your Knowledge (physical sciences) skill
to assist you. Before making your Prophecy check,
make a Knowledge (physical sciences) skill check
(DC 15) to gain a +2 circumstance bonus on your
Prophecy skill check. If your Knowledge (physical
sciences) skill check is 20-24, the bonus is +3, 25-29,
+4; and so forth.
Special:
The effects of this feat stack with similar
feats (such as Palm Reading).
Scriptural Interpretation
You increase your insight into the future through your
knowledge of the works of the great Biblical prophets
of the past.
Prerequisite:
Second Sight, Knowledge (theology
and philosophy) 5 ranks.
Effect:
When making a Prophecy skill check, you
can use your Knowledge (theology and philosophy)
skill to assist you. Before making your Prophecy
check, make a Knowledge (theology and philosophy)
skill check (DC 15) to gain a +2 circumstance bonus
on your Prophecy skill check. If your Knowledge
(theology and philosophy) skill check is 20-24, the
bonus is +3; 25-29, +4; and so forth.
Special:
The effects of this feat stack with similar
feats (such as Palm Reading).
Modern Character Generator
Statistical blocks created with RPGObjects’
.
Dramatis Personae: Roaring 20’s
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