Mook Rules

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Mooks are those nameless minions that assault players. The thugs, the orc tribesmen, the goblins, etc.

In Savage Worlds they were called Extras, I think the term mooks is used in 7th Seas.

It's an idea that I and my group like and use often. It allows the heroes to 'heroically' mow through crowds, but still has a challenge, since the mooks still have a decent chance of hitting the heroes and doing damage.

Basically, the way it works, is figure your 'mooks' as normal, but for hit points, instead of worrying about each location and whether or not they make resilience checks, are wounded, or not, simply give them the number of hit points equal to their chest area.

Have your players continue to roll hit location dies, this way, they don't have to know if they are facing mooks or not. Once the mook goes to 0 or less hit points, drop em.

If you are using the 'hit points' SIZ+CON/2 rule, try having mooks have SIZ+CON/3 or 4