The Mook Menagerie

This page contains a collection of minor characters (aka. Mooks, Cannon Fodder, Lunch Meat, etc.) for your gaming convenience. I'll add more entries as I come up with them, so feel free to send suggestions to dan@bayn.org.

Hired Goons (clubs)

Traits:

  • Intimidating (3)
  • Hurt People (3)
  • Criminal (3)

Stuff:

  • Improv Weapons (chain, bat, brass knuckles, etc.)

In today's job market, you need to have a skill set employers value... like looking all scary and hurting people they don't like. It's a living.

Suggested Uses: Cannon fodder. Toss groups of them at your players to add some moderate challenge to any scene, especially right before confronting a real villain,

 

Cops (clubs)

Traits:

  • Procedure (3)
  • Combat (3)
  • Driving (3)

Stuff:

  • The usual crap (cuffs, gun, badge, radio, baton, flashlight, etc.)

These are the men and women who enforce traffic laws, handle domestic disputes, and hassle skateboarders. Mostly, they're normal people.

Suggested Uses: More cannon fodder. Usually, these guys just get in the way while the players are causing havoc or breaking "little" laws (like breaking and entering, stalking, etc).

 

Inept Ninja (spades)

Traits:

  • Stealth (3)
  • Ninjitsu (3)
  • Deception (3)

Stuff:

  • Sword, throwing stars, climbing gear, black pajamas.

The low-ranking thugs of some competent Ninja or opium lord or something. They act all sneaky, then scream before attacking on at a time. Go figure.

Suggested Uses: As "Hired Goons," but for villains that would have ninja lackeys, for some reason. They usually attack in big groups, but never take advantage of their superior numbers.

 

Mutated Circus Monkeys (spades)

Traits:

  • Hit Things w/ Stuff (3)
  • Climb on Things (4)
  • Act Crazy as Shit (4)

Stuff:

  • Improve Weapons (frying pan, seltzer bottle, 2x4, brick, etc.), funny clothes (pink tutu, pinstripe suit, etc.)

Chimps pumped full of steroids and other chemicals until they're deformed, crazy, and way stronger than they should be!

Suggested Uses: I use these guys in a Batman Beyond scenario to great effect. They can be funny or scary or both at the same time.

 

Security Guards (hearts)

Traits:

  • Act Important (3)
  • Notice Things (3)
  • Fight Feebly (3)

Stuff:

  • Flashlight, plastic badge, radio, big ring of keys.

A.K.A. Rent-A-Cops, Fake Bacon, Mall Cops, Vocational School Drop-Outs, etc. They work for private security firms and basically loaf around malls or office buildings.

Suggested Uses: Delivery vehicles for keys and uniforms, convenient hostages, more cannon fodder. And I guess you could hide from them.

 

Hooligans (clubs)

Traits:

  • Riot & Loot (3)
  • Endure Pain (3)
  • Cause Pain (3)

Stuff:

  • Whatever's lying around (usually beer bottles and bar stools).

Young, drunk, violent, and usually a fan of soccer, rugby, or hockey. These lunatics are infamous for causing riots and brawls when given the barest of excuses.

Suggested Uses: Tangle with these guys and you may find yourself on the business end of an angry mob! Good comic relief, too.

 

Paramilitary Wackos (spades)

Traits:

  • Soldier (3)
  • Survivalist (3)
  • Paranoid Kook (4)

Stuff:

  • You name it, it's probably in one of the many, many pockets of their fatigues. Oh, and lots of guns and knives.

These are the men and women who live in woodland compounds and honestly believe the UN is going to invade any day now.

Suggested Uses: They make good pawns for any conspiracy-related villain, and a good change of pace from Cops and Hired Goons.

 

Scientists (diamonds)

Traits:

  • Smart (3)
  • Innocent-Looking (4)

Stuff:

  • Misc. bits of tech, chemicals, or gadgets. Labcoats & ID badges.

Science, as we all know, is often used for evil. Therefore, many villains employ scientists to build toys for them, like evil little elves.

Suggested Uses: Most players will assume the "nerdy" scientists are push-overs. Most of the time, they are, but you can also let them use their "Smart" Trait to jerry-rig explosives, disable weapons, set up traps, and so forth. Tons o' fun!

 

Sharks (clubs)

Traits:

  • Mean (4)
  • Swim (5)
  • Smell Blood (5)

Stuff:

  • Laser beams (on their foreheads), big friggin' teeth.

"Every creature deserves a warm meal." They're sharks, and they have lasers on their foreheads. 'Nuff said.

Suggested Uses: Use 'em as an amusing reference, then take a big ol' bite out of your players' laser-beamed asses! Ah hahaha!!!

 

 


Copyright Daniel Pond 2002