All right! Youse all needs to show me youse union cards. Pronto!
Many organized crime members start off as muscle, associating with "made" gang members in the hopes of gaining a promotion. Some are more intelligent and ambitious than their fellows, and begin to pull off various scams in order to make enough money to be "made". Their lives become a constant struggle to make enough money to support themselves and their greedy bosses. Most months, they will lose money, but they'll rake in enough cash when things go good to keep them afloat ... probably. In order to squeeze from under the exploitations of their bosses, they must in turn exploit their own underlings. A gangster who can't make his payments is a desperate man, as the payments must be made. No exceptions.
Crime Soldier (Strong Ordinary 2/Charismatic Ordinary 2): CR 3; Medium Humanoid (human); HD 2d8+2d6+8, hp 24, Mas 14; Init +0, Spd 30 ft.; Def 14 (+3 class, +1 leather jacket); BAB +3, Grap +5; Atk club +5 melee (1d6+2) or brawl +6 melee (1d6+2 nonlethal) or small pistol +3 ranged (2d6); S/R 5 ft./5 ft.; AL ambition or greed, criminal gang; SV Fort +6, Ref +2, Will +0; AP 0, Rep +2; Str 14, Dex 10, Con 14, Int 12, Wis 10, Cha 14.
- Occupation: Criminal (class skills: Knowledge (streetwise), Sleight of Hand; bonus feat: Personal Firearms Proficiency)
- Skills: Bluff +7, Diplomacy +5, Gamble +1, Gather Information +4, Hide +2, Intimidate +8, Knowledge (business) +3, Knowledge (civics) +3, Knowledge (streetwise) +6, Profession +2, Sense Motive +1, Sleight of Hand +2.
- Feats: Brawl, Confident, Deceptive, Personal Firearms Proficiency, Simple Weapons Proficiency.
- Possessions: Saturday Night Special with a taped handle and ammunition, switchblade or bludgeoning instrument, leather jacket, miscellaneous hot material, various personal items.
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