Benkei at the Battle of Gojo Bridge |
Brigands and Pirates. Swarms of goblins. Armies of kobolds. And you - wading into them, slicing them apart like wheat before a scythe. Good times.
Sometimes the story calls for a war, with the Adventurers at the center of the action. Back in the day this was a chance to bust out the minis and take it back to the wargame roots. Over the years as we leaned more into the tabletop aspect and less into the cardboard chit / Grenadier minis, it become less than awesome to sit there and roll for my mighty army of Mooks while the players sat there and watched.
I tried to make this particular mini-game system agnostic, so modify to suit your game of choice. This is a very Pink Mohawk approach to things, assuming severe badassitude on the part of the Adventurers.
OK, on with the show:
- Mooks have Moxie: Joke, Pissant, and Chump.
- Mooks have Reach: Close, Nearby, or Both.
- Mooks have Guts: Chickenshit, Bellicose, or Suicidal.
- Mooks will form Mobs: 5 Mooks = 1 Mob. No fractions.
- Mooks attack last.
- Mooks roll a d20 to attack, and hit on a 16+.
MoxieMooks have a Moxie rating that reflects how tough they are. The bonus is used in a few rolls below. | ||
Reach
The area around themselves that these Mooks can inflict pain. Close is melee only, Nearby is throwing or shooting stuff, Mixed is both.
Guts
Roll a d6. If you roll a 1 or a 2, the Mooks take off, beat a fighting retreat, negotiate surrender, etc. Roll the d6 according to the rules below. An Adventurer doing something awesome might prompt a roll as well.
Mob
Every 5 Mooks forms a Mob. No fractions i.e. 4 Mooks doesn’t count for anything.
Battle of Stamford Bridge, 1870, by Peter Nicolai Arbo |
When Mooks Attack!
Each Adventurer should calculate their Mook Defense:
You can give additional bonuses based on Dex or Luck or whatever works for your system.
Add this total to the Adventurer's level. That's their Mook Defense.
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Mooks essentially swarm the Adventurers, but they only roll one attack against everyone within their Reach.
Roll a d20. Add the number of Mobs the Mooks make, and the Mooks' Moxie to the total. If the total is 16 or better, the Mooks manage to harm the Adventurer.
If you get hit by the Mooks, roll a d20. Add the Mooks Moxie to the total. Subtract the Adventurer's Mook Defense, then consult the table below.
Mook Butchery
Roll one of the following, depending on your level:
If you roll a 1, something bad happened. Roll on the Mook Attack! table as if you’ve been hit. Otherwise:
- If you're a "Fighting Man", you kill [your Level x 2] Mooks
- If you're a "Cleric", you kill [your Level] Mooks. If you were casting a damaging spell instead of fighting, you kill [Spell Damage / 10] Mooks
- If you're a "Magic-User", you kill [½ your Level] Mooks. If you were casting a damaging spell instead of fighting, you kill [Spell Damage / 5] Mooks
- Otherwise, you kill [your Level] Mooks.
Subtract the Mook’s Moxie from the number of dead Mooks (they’re tougher, after all). When dividing, round up. If you’ve got a magic weapon, add its bonus to the number of Mooks killed.
Mook on Mook Action
Sometimes, you’re leading a group of Mooks against a group of other Mooks. The higher the Mook Moxie, the more dead Mooks:
Roll Side A’s multiplier times their Mob, and subtract that number from B. Do the same thing for Side B. Both attacks happens at the same time.
Examples
Mook on Mook Action
30 kobolds (Close Chickenshit Jokes[0]) meet up with 15 Zombies (Close Suicidal Chumps[2]). The Kobolds form 6 Mobs (30 divided by 5), while the Zombies form 3 Mobs.
The Kobolds have a Moxie of 0, so their Multiplier is 1. We multiply that by the size of their Mob (6) and subtract 6 Zombies. Only 9 left!
The Zombs roll a d6 - they get a 5, multiplied by their 3 Mobs equals 15. 15 Kobolds die and 15 remain.
Next round we adjust the number of Mobs for the Kobolds to 3. The Zombies Mob is 1 (we only count full groups of 5). The Kobolds take out 3 more Zombies! 6 left. Zombies roll a d6, get a 3 - they take out 3 more Kobolds, only 12 left.
Adventurers may be able to swing this one way or another at your discretion.
Mook on Player Action
Carl is a level 2 Warrior in someone's system. He is carrying a Shield and wearing Chain; for the sake of argument lets say the system also has a Luck stat, which gives him an additional +1 bonus. Carl is beset by 15 Goblins (Close Cowardly Pissants[1]) and calculates his Mook Defense at 5 (Chain (1) + Shield (1) + Luck (1) + Level (2)); he wades into combat, swinging wildly with his +1 sword.
He rolls a d6 for his level, and gets a 3. Nothing bad happens so he's able to cut down 5 (his level x 2 because he's a warrior, plus his sword bonus). Since they are a Cowardly lot, the Mooks roll Guts (since their first member died). They get a 4 and keep fighting.
The 9 Mooks form 1 Mob and rush Carl. They roll a d20 and add +1 for the number of Mobs they've formed, +1 for their Moxie. They roll an 11; bad luck for them as Carl continues his symphony of mayhem.
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