Mook NPCs
Posted: Tue Jun 04, 2019 12:13 am
Mooks
Mooks are a type of undeveloped NPC for the purpose of having quick enemies to challenge the heroes. It is not necessary to focus on details for these characters, although some GMs may want to add details as they see fit.
A Mook has a base Health of 10 and a base Endurance of 10. They roll 2d6 for Attack rolls, Defense rolls, and Ability rolls. They have a Damage Multiplier of x1. Mooks have a special Mook Level Ability that increases their Health by 10, their rolls by 1d6, and their Damage Multiplier by 1 per level, up to level 5.
Mooks will usually have whatever Abilities the GM deems relevant to the character type. For example, a Ninja would most likely have Art of Invisibility and Teleport. If a GM wants to limit the number of Abilities a Mook has, than a Mook will have 1+ Mook Level in Abilities. Alternatively, NPC Fragments (pages 142-144) can be applied as templates onto Mooks.
Mooks
lvl 0- 10/10, Def: 2, Attk R:2, DX: x1, Ability: 2d6
lvl 1- 20/10, Def: 3, Attk R: 3, DX: x2, Ability: 3d6
lvl 2- 30/10, Def: 4, Attk R: 4, DX: x3, Ability: 4d6
lvl 3- 40/10, Def: 5, Attk R: 5, DX: x4, Ability: 5d6
lvl 4- 50/10, Def: 6, Attk R: 6, DX: x5, Ability: 6d6
lvl 5- 60/10, Def: 7, Attk R: 7, DX; x6, Ability: 7d6
How to Use Mooks
Mooks are designed as a quick collection of basic stats for GMs to know what to send against players. Mooks can be seen as the random punks fighting across the sprawling city, the ninjas guarding a fortress, the security drones patroling the factories, the monsters roaming the countryside. Mooks are generally suitible for games with a lot of combat, such as dungeon crawl games. As creating a whole menagerie of enemies can be daunting and exhausting, Mooks instead distill what they can do into the most basic of stats. A quick sentance describing the Mook should explain what they can and cannot do. Higher leveled Mooks can represent either recolored enemies that are more experianced and dangerous, or different enemies that are naturally better than lower leveled ones. Most Mooks encountered will only be levels 1 or 2. 3rd level Mooks will generally found either leading the lower leveled Mooks or located guarding important locations. 4th and 5th level mooks are rarely encountered and are usually considered 'stage bosses', although they might be encountered more often at the end of a game.
Example Mooks
Black Ninja (lvl 1): 20/10, Def: 3, Attk R: 3, DX: x2, Ability: 3d6
Red Ninja (lvl 2): 30/10, Def: 4, Attk R: 4, DX: x3, Ability: 4d6
White Ninja (lvl 3): 40/10, Def: 5, Attk R: 5, DX: x4, Ability:5d6
Goblin (lvl 1): 20/10, Def: 3, Attk R: 3, DX: x2, Ability: 3d6
Orc (lvl 2): 30/10, Def: 4, Attk R: 4, DX: x3, Ability: 4d6
Ogre (lvl 3): 40/10, Def: 5, Attk R: 5, DX: x4, Ability: 5d6
Mooks are a type of undeveloped NPC for the purpose of having quick enemies to challenge the heroes. It is not necessary to focus on details for these characters, although some GMs may want to add details as they see fit.
A Mook has a base Health of 10 and a base Endurance of 10. They roll 2d6 for Attack rolls, Defense rolls, and Ability rolls. They have a Damage Multiplier of x1. Mooks have a special Mook Level Ability that increases their Health by 10, their rolls by 1d6, and their Damage Multiplier by 1 per level, up to level 5.
Mooks will usually have whatever Abilities the GM deems relevant to the character type. For example, a Ninja would most likely have Art of Invisibility and Teleport. If a GM wants to limit the number of Abilities a Mook has, than a Mook will have 1+ Mook Level in Abilities. Alternatively, NPC Fragments (pages 142-144) can be applied as templates onto Mooks.
Mooks
lvl 0- 10/10, Def: 2, Attk R:2, DX: x1, Ability: 2d6
lvl 1- 20/10, Def: 3, Attk R: 3, DX: x2, Ability: 3d6
lvl 2- 30/10, Def: 4, Attk R: 4, DX: x3, Ability: 4d6
lvl 3- 40/10, Def: 5, Attk R: 5, DX: x4, Ability: 5d6
lvl 4- 50/10, Def: 6, Attk R: 6, DX: x5, Ability: 6d6
lvl 5- 60/10, Def: 7, Attk R: 7, DX; x6, Ability: 7d6
How to Use Mooks
Mooks are designed as a quick collection of basic stats for GMs to know what to send against players. Mooks can be seen as the random punks fighting across the sprawling city, the ninjas guarding a fortress, the security drones patroling the factories, the monsters roaming the countryside. Mooks are generally suitible for games with a lot of combat, such as dungeon crawl games. As creating a whole menagerie of enemies can be daunting and exhausting, Mooks instead distill what they can do into the most basic of stats. A quick sentance describing the Mook should explain what they can and cannot do. Higher leveled Mooks can represent either recolored enemies that are more experianced and dangerous, or different enemies that are naturally better than lower leveled ones. Most Mooks encountered will only be levels 1 or 2. 3rd level Mooks will generally found either leading the lower leveled Mooks or located guarding important locations. 4th and 5th level mooks are rarely encountered and are usually considered 'stage bosses', although they might be encountered more often at the end of a game.
Example Mooks
Black Ninja (lvl 1): 20/10, Def: 3, Attk R: 3, DX: x2, Ability: 3d6
Red Ninja (lvl 2): 30/10, Def: 4, Attk R: 4, DX: x3, Ability: 4d6
White Ninja (lvl 3): 40/10, Def: 5, Attk R: 5, DX: x4, Ability:5d6
Goblin (lvl 1): 20/10, Def: 3, Attk R: 3, DX: x2, Ability: 3d6
Orc (lvl 2): 30/10, Def: 4, Attk R: 4, DX: x3, Ability: 4d6
Ogre (lvl 3): 40/10, Def: 5, Attk R: 5, DX: x4, Ability: 5d6