TEXT: The Modern Dispatch
  Investigating NPCs
  Page 1
  d20 Modern(tm) is a trademark of Wizards of the 
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  #2
  Investigating NPCs
  The Benefactor
  From his earliest days Robert James Hammond III 
  seemed destined for greatness. The spitting image 
  of his grandfather, a legendary politician, and his 
  father, one of the wealthiest lawyers on Wall Street, 
  Hammond was raised from birth to walk in circles of 
  power and inﬂuence. He attended the most exclusive 
  prep schools and the most elite colleges in the country.  
  After school, he entered politics, easily defeating an 
  incumbent senator to take the seat his grandfather 
  once held. Nothing seems like it will stop his meteoric 
  rise to the Presidency.
  Hammond; however, has a secret. One he keeps 
  from his wife and his closest political advisors. 
  Disgusted with the corruption he sees around him, 
  Hammond has begun supporting heroes, vigilantes 
  who work outside the law to ﬁght the evils that 
  fall through the cracks of justice. Heroes battling 
  corruption might ﬁnd mysterious clues dropped in 
  their mailbox, directing them to evidence to aid their 
  investigations. He uses his wealth and all his inﬂuence 
  to aid these heroes, though he will only meet those 
  he trusts and even then in dark garages, masking his 
  identity with shadows, scarves, and voice modulators.  
  The Benefactor (Charismatic Hero 3/Negotiator 
  5) CR 8; Medium Size Humanoid; HD 3d6+0 plus 
  5d8+0; HP 34; Mas 10; Init +1; Spd 30 ft; Defense 
  18, touch 14, ﬂatfooted 17 (+1 Dex, +3 class, +4 
  Equipment); BAB +4; Grap +3; Atk +3 melee (1d3-1 
  unarmed strike); FS 5 ft by 5 ft; Reach 5 ft; SQ see 
  below; AL Justice; SV Fort +5, Ref +4, Will +6; AP 
  4; Rep +8 (as Senator Robert J. Hammonds III) +0 (as 
  the Benefactor); Wealth +16; Str 8, Dex 12, Con 10, 
  Int 14, Wis 13, Cha 16.
  Occupation: Dilettante (Knowledge [Current 
  Events])
  Skills: Bluff +14, Diplomacy +16, Disguise +9, 
  Gather Information +16, Intimidate +9, Knowledge 
  (Behavioral Sciences) +8, Knowledge (Business) 
  +8, Knowledge (Civics) +13, Knowledge (Current 
  Events) +13, Listen +3, Profession +7, Sense Motive 
  +6, Spot +8
  Feats: Alertness, Armor Proﬁciency (light), Armor 
  Proﬁciency (medium), Renown, Trustworthy, Secret 
  Identity (new feat described below)
  Talents (Charismatic Hero): Charm, Fast-Talk
  Talents (Negotiator): Conceal Motive, React First, 
  Talk down one opponent, No Sweat
  Possessions: Concealable Vest (+4 Defense), Voice 
  Modulator (see below)
  Appearance: Height: 6 feet 2 inches, Weight 200 
  lbs., Hair: Brown, Eyes: Gray, Distinguishing Marks: 
  None
  Erik “Red” Iskra
  Erik, or “Red” as he prefers to be called, is a man 
  known on the streets for being able to get things done. 
  A small time hood, Erik got his start in the Blacktop 
  gang before branching out on his own (although he 
  still maintains close ties with the Blacktops and is 
  willing to do Blacktops’ many favors).
  These days Erik owns a pawnshop and is primarily 
  a fence. He also makes book in the back room of his 
  shop where he has illegal off-track hook-ups in place. 
  Erik knows the game and is willing to help out anyone 
  for the right price. For someone off the street or a 
  fellow criminal this will be cash. For a cop, it will be 
  looking the other way or helping Erik out when he 
  gets in trouble. As far as his “friends” on the street go, 
  Erik will sell out anyone for the right price as long as 
  they are not in the Blacktops. 
  Erik “Red” Iskra (Fast Hero 3/Tough Hero 2) CR 
  5; Medium Size Humanoid; HD 3d8+3 plus 2d10+2 
  plus 2; HP 32; Mas 13; Init +3; Spd 30 ft; Defense 19, 
  touch 19, ﬂatfooted 16 (+3 Dex, +6 class); BAB +3; 
  
  The Modern Dispatch
  Investigating NPCs
  Page 2
  Grap +2; Atk +2 melee (1d3-1 unarmed strike), or +6 
  ranged (2d6 Colt Python); FS 5 ft by 5 ft; Reach 5 ft; 
  SQ see below; AL  none; SV Fort +4, Ref +4, Will +1; 
  AP 2; Rep +1; Str 8, Dex 16, Con 13, Int 12, Wis 10, 
  Cha 14.
  Occupation: Criminal (Gamble, Knowledge 
  [Streetwise])
  Skills: Balance +8, Drive +8, Escape Artist +8, 
  Gamble +10, Hide +10, Intimidate +8, Jump +1, 
  Knowledge (Streetwise) +6, Move Silently +7, 
  Tumble +4
  Feats: Acrobatic, Conﬁdent, Defensive Martial 
  Arts, Dodge, Personal Firearms Proﬁciency, Stealthy
  Talents (Fast Hero): Evasion, Uncanny Dodge 1
  Talents (Tough Hero): Robust
  Possessions: Colt Python
  Appearance: Height: 5 feet 10 inches, Weight 
  140 lbs., Hair Blonde (balding), Eyes: Brown, 
  Distinguishing Marks: Blacktops tattoo on right bicep
  Lin Qi 
  Lin Qi learned ﬁrst hand the cruelty of the strong 
  toward the weak. As a child of Chinese parents Qi 
  was tormented and beaten daily growing up in Japan. 
  However Lin’s martial arts prowess eventually won 
  him a place in a gang of “outsiders”, a group of non-
  Japanese Asians who had banded together to protect 
  themselves from the Japanese toughs. After a time 
  Qi left this gang and changed his name to a Japanese 
  one, joining a Yakuza gang as a Teppodama. Lin Qi 
  proved to be the perfect follower in those war-torn 
  days: ruthless, intelligent and completely loyal to his 
  Oyabun. 
  A chance meeting with one of his old “outsider” 
  friends put Qi’s life in jeopardy when his non-
  Japanese heritage was revealed. Rather than live 
  the life of a hunted rat again, Qi killed both his old 
  “friend” and all in his clan who knew his secret and 
  assumed control of the small Yakuza clan. 
  Through a series of bloody confrontations and 
  ruthless betrayals Qi was soon the head of the most 
  powerful Yakuza clan in all Japan. In fact, his position 
  became so untouchable that he ceased to use his 
  pseudonym, going openly by his Chinese name. 
  Now Qi is attempting what many Japanese criminals 
  have long dreamed of: the joining of the Yakuza with 
  the Triad. He has already made signiﬁcant inroads 
  into Hong Kong through his partner Shogu. Once 
  they have gained control over Hong Kong, the real 
  challenge will begin. 
  Lin Qi (Smart Hero 4/Yakuza 10) CR 14; Medium 
  Size Humanoid; HD 4d6+10d8+14; HP 78; Mas 12; 
  Init +5; Spd 30 ft; Defense 23, touch 23, ﬂatfooted 
  18 (+5 Dex, +8 class); BAB +9; Grap +10; Atk +14 
  melee (1d4+1 Hung Gar), or +14 ranged (1d6+0, 
  weapon); FS 5 ft by 5 ft; Reach 5 ft; SQ see below; 
  AL Yakuza clan; SV Fort +5, Ref +15, Will +7; AP 2; 
  Rep +9; Str 12, Dex 20, Con 12, Int 16, Wis 14, Cha 
  19.
  Occupation: Criminal (Hide, Move Silently)
  Skills: Computer Use +10, Hide +11, Knowledge 
  (Art) +10, Knowledge (Behavioral Sciences) +10, 
  Knowledge (Business) +24, Knowledge (Civics) 
  +10, Knowledge (Current Events) +10, Knowledge 
  (History) +10, Knowledge (Streetwise) +20, 
  Knowledge (Tactics) +10, Knowledge (Theology 
  and Philosophy) +10, Move Silently +11, Bluff +23, 
  Diplomacy +23, Drive +15, Gather Information +23, 
  Intimidate +23, Sense Motive +21
  Feats: Combat Expertise, Lightning Reﬂexes, 
  Personal Firearms Proﬁciency, Combat Martial 
  Arts, Devotion (Yakuza clan), Hung Gar (Balance), 
  Windfall (x2), Renown, Circle Kick, Jump Kick, 
  Flying Kick, Block, Improved Block 
  Talents (Smart Hero): Savant: Knowledge 
  (business), Exploit Weakness
  Talents (Yakuza): Kuroi Kiri, Teppodama, 
  Contraband, Fuku-Honbucho, Oyabun
  Possessions: Wealth +21
  Appearance: Height 5 feet 9 inches, Weight 150 
  lbs., Hair Black, Eyes: Black, Distinguishing Marks: 
  Yakuza tattoos covering chest and arms (usually 
  concealed in an expensive 3-piece suit).
  
  The Modern Dispatch
  Investigating NPCs
  Page 3
  Vincent Tancredi
  Vincent “Calzones” Tancredi grew up in the family 
  business. As a small child he was taught the code 
  of silence, how to make book and how to deal with 
  someone that owed you money. Calzones currently 
  runs the 39th street with his crew of loyal associates, 
  many of whom are childhood friends.  
  However, unlike his old man, Calzones has 
  ambition. Currently he is funneling most of his 
  money (what he doesn’t kick up) to bribe beat cops, 
  low-ranking judges and start up politicians. He also 
  increases the number of soldiers under him daily. For 
  the moment, this growing power base has escaped the 
  notice of his superiors. If they notice before Calzones 
  is ready to make his move, there could be a bloody 
  street war.
  Calzones will likely be the ﬁrst step in the mob 
  ladder characters encounter, whether in an attempt 
  to break up the mob in their area, investigate it or 
  attempting to join it. If they are looking for a ﬁght, 
  the Calzones will be a tougher low-rung member than 
  most. For someone investigating the mob, Calzones 
  could be a valuable contact as he would be more than 
  happy to send some of his rivals up the river. 
  Vincent Tancredi (Tough Hero 2/Charismatic Hero 
  2/Smart Hero 1): CR 5; Medium Size Humanoid; 
  HD 2d10+2 plus 2d6+2 plus 1d6+1; HP 27; Mas 12; 
  Init -1; Spd 30 ft; Defense 12, touch 12, ﬂatfooted 
  13 (-1 Dex, +3 class); BAB +2; Grap +4; Atk +4 
  melee (1d4+2, pistol whip), or +2 ranged (2d6, Glock 
  17); FS 5 ft by 5 ft; Reach 5 ft; AL Tancredi family, 
  calzones; SV Fort +5, Ref +1, Will +1; AP 2; Rep +3; 
  Str 15, Dex 8, Con 12, Int 14, Wis 10, Cha 14.
  Occupation: Criminal (Forgery, Knowledge 
  [Streetwise])
  Skills: Bluff +7, Computer Use +4, Demolitions 
  +4, Diplomacy +4, Disguise +4, Drive +3, Forgery 
  +8, Gamble +2, Gather Information +4, Intimidate 
  +9, Knowledge (Behavioral Sciences) +4, Knowledge 
  (Business) +5, Knowledge (Current Events) +5, 
  Knowledge (Popular Culture) +3, Knowledge 
  (Streetwise) +9, Profession +7, Search +4, Spot +3, 
  Survival +3
  Feats: Conﬁdent, Deceptive, Hard-Eyed, 
  Henchmen (Leadership 11), Personal Firearms 
  Proﬁciency, Point Blank Shot
  Talents (Tough Hero): Fire Resistance
  Talents (Charismatic Hero): Coordinate
  Talents (Smart Hero): Savant (Knowledge 
  [Streetwise])
  Possessions: Glock 17, 1 box 10mm ammunition, 
  Wealth +6
  Appearance: Height: 6 feet Weight: 190 lbs. Hair: 
  Black (slicked back) Eyes: Blue Distinguishing 
  Characteristics: Always has a toothpick hanging out of 
  his mouth.
  Kelly Tancredi
  Kelly Tancredi is the high school sweetheart turned 
  wife of Vincent “Calzones” Tancredi. Like most 
  mob wives she knows both nothing and everything. 
  Ofﬁcially, Vincent never discussed his work; however, 
  unofﬁcially she knows how her husband makes his 
  money and supports his ambitions to move up in the 
  family business. 
  Unknown to everyone, even her husband, Kelly is 
  a strong capable woman that understands far more of 
  the business than she lets on. While she is content to 
  play the part traditionally mob wife, she drops hints to 
  lead her husband in the right direction when she feels 
  he is about to make a mistake. Should her husband 
  ever wind up in jail, Kelly could and would assume 
  the reins of power, running his crew until Vincent got 
  out of prison. 
  Kelly Tancredi (Charismatic Hero 1/Smart Hero 
  1): CR 2; Medium Size Humanoid; HD 1d6 plus 1d6; 
  HP 8; Mas 10; Init +1; Spd 30 ft; Defense 11, touch 
  11, ﬂatfooted 10 (+1 Dex); BAB +0; Grap +-1; Atk 
  -1 melee (1d4-1, pistol whip), or +2 ranged (2d6, 
  colt python); FS 5 ft by 5 ft; Reach 5 ft; AL Tancredi 
  family; SV Fort +1, Ref +2, Will +3; AP 1; Rep +3; 
  Str 8, Dex 13, Con 10, Int 13, Wis 14, Cha 15. 
  Occupation: Criminal (Knowledge [Streetwise], 
  Sleight of Hand)
  Skills: Bluff +6, Computer Use +2, Craft (writing) 
  +4, Diplomacy +6, Forgery +2, Gather Information 
  +6, Intimidate +6, Investigate +3, Knowledge (Art) 
  +2, Knowledge (Business) +7, Knowledge (Civics) 
  +4, Knowledge (Current Events) +6, Knowledge 
  (Earth and Life Sciences) +2, Knowledge (Popular 
  Culture) +3, Knowledge (Streetwise) +3, Listen +4, 
  Research +3, Sense Motive +4, Sleight of Hand +5, 
  Spot +4
  Feats: Alertness, Attentive, Personal Firearms 
  Proﬁciency
  Talents (Charismatic Hero): Charm
  Talents (Smart Hero): Savant (Knowledge 
  [Business])
  Possessions: Colt Python; Wealth +6
  Secret Identity - new feat
  You lead a double life.
  Effect: When you take this feat you may divide your Reputation modiﬁer into two pools between your 
  identities. Hereafter whenever your Reputation modiﬁer increases you may decide which identity to add it 
  to. You may adopt a disguise to further this secret identity and gain a +5 bonus to all Disguise checks when 
  adopting the chosen disguise. 
  
  The Modern Dispatch
  Investigating NPCs
  Page 4
  Appearance: Height: 5 feet 4 inches, Weight: 100 
  lbs. Hair: Brown (usually dyed blonde) Eyes: Hazel 
  Distinguishing Characteristics: Heart shaped tattoo on 
  right ankle.
  Arthur Tancredi
  Arthur “Tank” Tancredi is the younger brother Vincent 
  “Calzones” Tancredi.  A huge hulk of a man, he is not 
  the brightest member of the family; however, Arthur 
  has a great deal of street smarts and knows how to 
  handle himself with a knife and a gun, making him 
  the perfect Capo to lead Vincent’s growing cadre of 
  soldiers. Arthur is ﬁercely devoted to his brother and 
  would do anything to assist his him. 
  Arthur Tancredi (Tough Hero 3/Strong Hero 2): 
  CR 5; Medium Size Humanoid; HD 3d10+3 plus 
  2d8+2 plus 3; HP 34; Mas 12; Init +2; Spd 30 ft; 
  Defense 16, touch 16, ﬂatfooted 14 (+2 Dex, +4 
  class); BAB +4; Grap +7; Atk +7 melee (2d4+4/19-
  20, knife), +7 melee (2d4+4/19-20, unarmed strike), 
  or +8 melee (1d6+1d4+4 nonlethal, unarmed strike), 
  or +6 ranged (2d8, desert eagle); FS 5 ft by 5 ft; Reach 
  5 ft; AL Tancredi family; SV Fort +5, Ref +3, Will +1; 
  AP 2; Rep +1; Str 16, Dex 15, Con 12, Int 10, Wis 10, 
  Cha 10.
  Occupation: Criminal (Gamble, Knowledge 
  [Streetwise])
  Skills: Drive +6, Gamble +5, Jump +4, Knowledge 
  (Streetwise) +7, Knowledge (Tactics) +1, Profession 
  +2, Spot +4
  Feats: Brawl, Combat Martial Arts, Improved 
  Combat Martial Arts, Personal Firearms Proﬁciency, 
  Point Blank Shot, Streetﬁghting
  Talents (Tough Hero): Remain Conscious, Robust
  Talents (Strong Hero): Melee Smash
  Possessions: Desert Eagle, knife, 1 box .50AE 
  ammunition, Wealth +6
  Appearance: Height: 6 feet 5 inches, Weight: 
  260 lbs., Hair: Black (slicked back), Eyes: Blue, 
  Distinguishing Characteristics: Tends to repeat his 
  brother, echoing his comments, even when the two are 
  apart. 
  Investigative Techniques
  Often times a character will want to sniff around about 
  an NPC or organization to ﬁnd out more information. 
  While d20 Modern has many skills with which to 
  accomplish this task, details on how to handle it in 
  each individual situation are often lacking. Following 
  are some simple rules to aid the GM in determining 
  the difﬁculty of ﬁnding out information.
  Reputation Modifiers
  Any time a character is researching information about 
  an individual he gains a +1 circumstance bonus for 
  each 2 full points of the target’s Reputation modiﬁer, 
  summarized on the table below. 
  Reputation
  Modiﬁer
  0-1
  +0
  2-3
  +1
  4-5
  +2
  6-7
  +3
  8-9
  +4
  Appropriate Skills
  Depending on the background of the individual being 
  researched, different skills can be used to locate 
  information. 
  Diplomacy
   Once a character has learned of his target’s general 
  whereabouts (including workplace and residence) 
  he can use the Diplomacy skill to gain insight into 
  the target by talking to friends and co-workers. The 
  Reputation modiﬁer to the skill check shows that 
  characters with a high Reputation are usually already 
  being talked about. 
  Diplomacy skill used for bribery (Wealth DC 10) 
  can also gain an investigator a bonus to any other 
  skill check to ﬁnd out information by bribing those 
  who should keep such information to themselves 
  (including city clerks, DMV personnel and so forth).
  Gather Information 
  This skill can ﬁnd out a great deal of information 
  about a target, but is usually one of the later skills 
  used in the process. The character using this skill has 
  to know which questions to ask before it can come 
  into play. Determining the questions involves the use 
  of other skills.
  Voice Modulator
  A tiny device held (or ties with a scarf perhaps) against the neck that renders the character’s voice distorted. 
  This device makes it almost impossible to identify someone by voice (Listen skill check DC 15 if the 
  person is well known, DC 20 if an acquaintance, otherwise DC 25). Speaking over a phone raises these 
  DCs by +10).
  Item
  Size
  Weight
  Purchase DC
  Restriction
  Voice Modulator
  Tiny
  .5 lb.
  14
  ---
  
  The Modern Dispatch
  Investigating NPCs
  Page 5
  Investigate
  This skill can be used to penetrate secret identities 
  and aliases if a character has access to the target’s 
  ﬁngerprints. A skilled investigator can lift prints off a 
  pop can a target has tossed away (DC 15) or from the 
  door of a car the target used (DC 15-25 depending on 
  how many individuals have used the car). 
  Knowledge (Business)
  A character might have a great deal of luck ﬁnding out 
  information about a target using this skill, especially 
  if the target is wealthy or otherwise known in ﬁnancial 
  circles. This skill could reveal a target’s ﬁnancial 
  situation and his known occupations. Use of this 
  skill to gain information gains an additional bonus 
  based on the target’s Wealth as well as the target’s 
  Reputation (add a bonus to this skill check for each 
  two full points of the target’s Wealth modiﬁer using 
  the table above).
  Knowledge (Current Events)
   Use of this skill can inform the character about any 
  recent activities of his target (in the last month). If 
  those actions might have come to the attention of any 
  major media provider (television, radio, newspaper 
  or internet) this skill could tell the investigator about 
  those activities. 
  Knowledge (Popular Culture)
  If the target has any cultural or performance 
  inclinations this skill could be used to provide 
  information about those activities. Use of this skill 
  to ﬁnd information gains an additional bonus of +1 
  for each two full ranks of any Perform skill the target 
  possesses using the table above. 
  Knowledge (Streetwise)
  If a target has the criminal occupation (either through 
  his starting occupation or a career path chosen through 
  classes) this skill can be used to ﬁnd information out 
  about him. If the target’s Reputation is infamous to 
  law enforcement or the target has a criminal record 
  this skill can certainly be used. 
  Add a +2 bonus to checks using this skill to ﬁnd out 
  about a target for each of the following that is true: 
  target has the criminal starting occupation; target has 
  levels in a class he uses for illegal purposes; target has 
  been convicted of one or more felonies. Remember 
  that the target’s reputation modiﬁer also applies. 
  However this skill can ﬁnd targets who keep a low 
  proﬁle from “respectable” information sources while 
  being well known on the street.
  Knowledge (Tactics)
   This skill can help ﬁnd out information about a target 
  that has been in the military or has seen combat in 
  a recent campaign. By talking to other soldiers and 
  representing yourself as part of their loose fraternity 
  (through a successful check with this skill) you could 
  ﬁnd out information about a target by representing 
  yourself as an old army buddy or former associate. 
  Add a +2 bonus to checks using this skill to ﬁnd 
  out about a target for each of the following that is 
  true: target has the military starting occupation (or 
  the Basic Training feat found in Blood and Guts: 
  Soldiers); target has one or more levels in a military 
  advanced class; target belongs or has belonged to a 
  mercenary company or special operations unit. 
  Knowledge (Technology)
   If the target has any technical abilities, or has 
  studied highly technical areas, this skill could be 
  used to provide information about those studies or 
  accomplishments. Use of this skill to ﬁnd information 
  gains an additional bonus of +1 for each two ranks 
  of the target’s highest ranks in one of the following 
  skills: Computer Use, Craft (chemical, electronic, 
  mechanical, pharmaceutical), Repair or Treat Injury. 
  Research
   This skill can provide information about a target’s 
  date of birth and known residences (DC 15) as well 
  as information about a target’s criminal history (DC 
  15).  Residences can be established by seeing where a 
  target is licensed to drive and where a target has paid 
  recent taxes. 
  This skill can also be used to establish that a target 
  was at a speciﬁc location at a speciﬁc time through 
  the location of credit card receipts and cell phone 
  transmission records (DC 20). This includes ﬁnding 
  out numbers that a target called in order to track down 
  whom the target was speaking to (law enforcement 
  requires phone companies to keep these records for at 
  least a month; however, as information becomes easier 
  and cheaper to maintain phone companies typically 
  have call records over a much longer period, even as 
  much as six months). 
  Lastly this skill can be used to ﬁnd out Internet 
  usage by a target at a certain time or even certain 
  speciﬁc sites the target accessed (DC 25). This could 
  be extremely useful for determining if the target has 
  committed a computer crime or has accessed a certain 
  message board or website (used as communication 
  sites by many terrorist groups).
  
  The Modern Dispatch
  Investigating NPCs
  Page 6
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  Modern System Reference Document Copyright 2002, Wizards of the Coast, 
  Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based 
  on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, 
  Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
  Modern Dispatch #2 2004, RPGObjects; Author Charles Rice, Chris Davis 
  open gaming content
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/3rd Party/d20 Modern/3rd Party/RPG Objects/Modern Dispatch/Modern Dispatch 002 - Investigating NPCs.pdf