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One Hit Wonders

MOOKS & BOSSES


Sometimes the heroes need to plough a bandit, a guard, a ninja, or a thug. Any
through legions of bad guys, mowing down creature can be designated a mook, as
their foes with heroic ease. Whether they be follows:

stormtroopers, ninjas, or other disposable


henchmen, some foes’ role in the story is 1. A mook must have a Maximum Dice
simply to let the protagonist show off. These Pool less than the PCs.

are the mooks.


2. A mook is automatically killed with a
In other cases, the goblin tribe may have a single hit which exceeds its SOAK.

goblin king, or the faceless soldiers may be 3. Mooks have the Mob exploit,
led by an experienced commander. While described below.

you can always use a different monster the


for such elite opponents, you can also turn a As the PCs increase in grade, so does the
regular foe into a boss.
pool of available mooks. To appropriately
powerful PCs, even xenomorphs, vampire
Mook spawn, and velociraptors might eventually
Mooks may be faceless minions, or the qualify as mooks, at the GM’s discretion.

horde that surrounds the evil mastermind.


In a mixed party, the mook designation
A mook has the same stat block as a can be relative. In other words, if a creature
regular creature of its type, whether that be has an MPD one die less than one of the
Mob (requires Mook). Mooks are best Henchmen (requires Boss). Once per
used en-masse. When three or more round, when a boss has an adjacent
mooks are adjacent to a more powerful mook, it can make that mook take the
foe, each mook automatically deals 1 damage from an attack which should
point of non-SOAKable damage (although normally have hit the boss. The mook is
this does not circumvent immunities) to immediately killed.
the target at the beginning of its turn. The
mooks may not attack the target directly. 1. A boss must have a Maximum Dice
In this way, mobs of mooks can slowly Pool equal to or higher than the PCs.

bring down a more powerful foe while 2. A boss has double HEALTH.

being easily dispatched one at a time. 3. A boss gets +1d6 to all attribute
checks, including attacks.

PCs, but equal to the rest of the party, only 4. A boss deals an extra 2d6 damage on
that one PC treats it as a mook. That PC a successful single-target attack, or
kills the mook with one hit; the rest do an extra 1d6 damage on a successful
damage normally.
area attack.

5. A boss has the “Henchmen” exploit


BOSs listed below.

A boss might be a larger version of a


creature, or their leader or champion. Or Morale
maybe it’s just a paragon of its species. A When a boss is killed, mooks tend to break
boss doesn’t have to have underlings; but and flee. If a mook witnesses the death of
they often do.
an allied boss, it will stop fighting. It will flee
A boss has the same stat block as a if possible, and surrender if not.

regular creature of its type. Any creature can If there is still a boss remaining (i.e. there
be designated a boss, as follows:
were multiple bosses to begin with), half of
the mooks will break, while the other half
continues to fight. Determine which mooks
flee and which mooks fight randomly.

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