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Thug & mook stats - Modern Victorious
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Author:  Lurker [ Sat May 26, 2018 9:16 pm ]
Post subject:  Thug & mook stats - Modern Victorious

Thug & mook stats - Modern Victorious

With my Monday night 1 off game coming close to combat & my girls game getting more in depth, I started trying to find some good general stats for thugs, cops, and mooks. I did find the thugs & armed thus in the back of the book so I used them as a base line. However, I never found any stats for Coppers and detectives and the like. Plus the thugs were bare boned and needed updating for a more modern setting.

So, I spent the afternoon working some up

One thing I did notice, when my girls had their first fight, I made the gangsters too hardy. - easily x2 to x3 to many HPs. Luckily the girls didn't use guns or blast powers, so HP didn't come into play - glad I noticed it before the first fight of the "Ne'er do wells" ;-)

Can you all give it a common sense check & make sure I didn't over power them attempting to bring them into a modern setting ???

ARMED THUGS

NO. ENCOUNTERED: 1, 4-16 (as needed)
SIZE: M
HIT DICE: 1 (D8) – 2 (D8) / 6 – 12 HP
MOVE: 30 ft.
AC: 12 / 15 if wearing armor
ATTACKS: 1 / See Below
SPECIAL: none
SAVES: Physical (Dex Str only)
INT: low to mid
ALIGNMENT: Neutral to evil

Their significant skills are: +1 with hand to hand combat; +2 with Firearms. Plus level
Roguery +0

Each carries:
a pistol that inflicts 1D8 damage with 10 shots, or
sawed off shotgun (Medium range only, 2D6 damage, 2 shots;
a clasp knife that inflicts 1D6 damage or bat/ club



ARMED THUGS – street level leader or body guard/enforcer

NO. ENCOUNTERED: 1, 4-16 (as needed)
SIZE: M
HIT DICE: 2 (D8) – 3 (D8) / 12 – 16 HP
MOVE: 30 ft.
AC: 12 / 15 if wearing armor
ATTACKS: 1 / See Below
SPECIAL: none
SAVES: Physical (Dex Str only)
INT: low to mid
ALIGNMENT: Neutral to evil

Their significant skills are: +1 with hand to hand combat, +2 with Firearms. Plus level
Roguery +3 Etiquette Street & Survival street +0

Each carries:
a pistol that inflicts 1D8 damage with 10 shots, or
shotgun (Medium range only, 2D6 damage, 6 shots;
a clasp knife that inflicts 1D6 damage or bat/ club

or

a pistol that inflicts 1D8 damage with 10 shots, &
rifle – semi auto, 2D6 damage, 30 shots;
a clasp knife that inflicts 1D6 damage or bat/ club



ARMED THUGS – gang leader

NO. ENCOUNTERED: 1, 4-6 (as needed)
SIZE: M
HIT DICE: 4 (D8) – ??? (higher if needed) / 20 HP
MOVE: 30 ft.
AC: 12 / 15 if wearing armor
ATTACKS: 3 every 2 / See Below
SPECIAL: none
SAVES: Dex Str & Wis only)
INT: low to mid
ALIGNMENT: Neutral to evil

Their significant skills are: +1 with hand to hand combat, & with Firearms. Plus level
Roguery, Etiquette Street, & Survival street +3 Plus level

Each carries:
a pistol that inflicts 1D8 damage with 10 shots, or
a clasp knife that inflicts 1D6 damage or bat/ club

Always has at least 2 armed thug (enforcer) with him

***

Most thugs have brittle moral. If half or more of the thugs are killed / incapacitated, there is a chance the remainder will break and run. The next highest leader will have to make a CHA save (CL highest level of the opponents) or the thugs will flee. Enforcers are less likely to flee.

No honor among thieves – There is always a chance the thugs will turn on each other or betray each other. This can be shooting a fellow thug in the back (for some slight) or turning in another thug to save themselves

Some Thug leaders may have CHA as a prime which will affect the brittle moral, loyalty etc.

Thugs will have access to basic cell phones – so have open communications. Also they will have the street network so will have advanced warning when law enforcement is in area (automatic when police are in uniform – detective & police/swat in ‘low vis’ vehicles must make roguery check to avoid the early warning network

Dog
NO. ENCOUNTERED: 1, 4-8
SIZE: Small
HIT DICE: 1 (D8)
MOVE: 40 ft.
AC: 15
ATTACKS: Bite (1D4)
SPECIAL: Tracking 10,
Twilight Vision
Trip (target makes a de check or be knocked / dragged prone)
SAVES: Physical
INT: Animal
ALIGNMENT: Neutral
XP: 15+1
Dog trained to fight (or trained as a police attack dog) have 3 attacks every 2 rounds;
Pit bull (and similar breads) have a +2 damage to their bite attack

Beat cop
NO. ENCOUNTERED: 1 or 2, 4-16 (as needed)
SIZE: M
HIT DICE: 1 (D8) – 2 (D8) / 6 – 12 HP
MOVE: 30 ft.
AC: 15 if wearing armor
ATTACKS: 1 / See Below
SPECIAL: none
SAVES: Str Dex Wis
INT: mid
ALIGNMENT: Lawful to Neutral (and be good or evil)

Their significant skills are: +1 with hand to hand combat; +2 with Firearms. Plus level
Criminology Drive +0

Each carries:
a pistol that inflicts 1D8 damage with 10 shots,
taser 1D8 damage – requires a con check CL 5 of be incapacitated for 2 rounds
secured radio

In patrol car or
shotgun (Medium range only, 2D6 damage, 10 shots; or
rifle 1D10 - 30 shots
computer – access police data base
contact to dispatch (call for assistance / coordinate with others police in area)

Riot gear
AC 18, additional subdual weapons (tear gas, stun grenades, etc)

Police Sergeant
NO. ENCOUNTERED: 1 or 2, 4-16 (as needed)
SIZE: M
HIT DICE: 3 (D8) – 5 (D8) / 16 – 24 HP
MOVE: 30 ft.
AC: 15 if wearing armor
ATTACKS: 3 every 2 rounds / See Below
SPECIAL: none
SAVES: Str Dex Wis
INT: mid to high
ALIGNMENT: Lawful to Neutral (and be good or evil)

Their significant skills are: +1 with hand to hand combat; +2 with Firearms. Plus level
Criminology + 3, Roguery +1, Survival Street, +0 Drive +0 Plus level

Each carries:
a pistol that inflicts 1D8 damage with 10 shots,
taser 1D8 damage – requires a con check CL 5 of be incapacitated for 2 rounds
secured radio

In patrol car or
shotgun (Medium range only, 2D6 damage, 10 shots; or
rifle 1D10 - 30 shots
computer – access police data base
contact to dispatch (call for assistance / coordinate with others police in area)

Will have informant(s) and contacts on the street

SWAT
NO. ENCOUNTERED: 1 or 2, 4-16 (as needed)
SIZE: M
HIT DICE: 3 (D10) – 5 (D10) / 18 – 33 HP
MOVE: 30 ft.
AC: 17 if wearing armor
ATTACKS: 3 every 2 rounds / See Below
SPECIAL: see below
SAVES: Str Dex Wis Con
INT: mid to high
ALIGNMENT: Lawful to Neutral (and be good or evil)

Their significant skills are: +3 with hand to hand combat; +3 with Firearms. Plus level
Roguery + 3, Drive + 3, Criminology + 0, Survival Street +0 plus level

Each carries:
a pistol that inflicts 1D8 damage with 10 shots,
taser 1D8 damage – requires a con check CL 5 of be incapacitated for 2 rounds
shotgun (Medium range only, 2D6 damage, 10 shots; or
rifle 1D10 - 30 shots
secured radio

Assault gear as needed (NVG, gas mask etc) / Taser, stun grenades

In SWAT vehicle, additional ammo gear etc (as needed for mission – climbing gear / sniper rifle [2D10 + to hit scope ] etc)

Police detective
NO. ENCOUNTERED: 1 or 2, 4-16 (as needed)
SIZE: M
HIT DICE: 3 (D8) – 5 (D8) / 16 – 24 HP
MOVE: 30 ft.
AC: 15 if wearing armor
ATTACKS: 3 every 2 rounds / See Below
SPECIAL: none
SAVES: Str Dex Wis (& either Int or Cha)
INT: mid to high
ALIGNMENT: Lawful to Neutral (and be good or evil)

Their significant skills are: +1 with hand to hand combat; +2 with Firearms. Plus level
Criminology + 5, Roguery +3 Drive +1, Survival Street +0 Plus level

Each carries:
a pistol that inflicts 1D8 damage with 10 shots,
secured radio

In patrol car or
shotgun (Medium range only, 2D6 damage, 10 shots; &
rifle 1D10 - 30 shots
taser 1D8 damage – requires a con check CL 5 of be incapacitated for 2 rounds
additional improved body armor (+2)
computer – access police data base
contact to dispatch (call for assistance / coordinate with others police in area)

Will have informant(s) and contacts on the street

Police – under cover
NO. ENCOUNTERED: 1 or 2,
SIZE: M
HIT DICE: 3 (D10) – 5 (D10) / 18 – 28 HP
MOVE: 30 ft.
AC: 15 if wearing armor
ATTACKS: 3 every 2 rounds / See Below
SPECIAL: none
SAVES: Str Dex Wis & Cha
INT: mid to high
ALIGNMENT: Lawful to Neutral (and be good or evil)

Their significant skills are: +1 with hand to hand combat; +2 with Firearms. Plus level
Acting & , Roguery + 3 Criminology & Survival Street, +1, Drive +0 Plus level

Each carries:
a pistol that inflicts 1D8 damage with 10 shots,
Drop phone -
May have wire or be under surveillance (unless in deep cover)

In car Or stashed
shotgun (Medium range only, 2D6 damage, 10 shots;
rifle 1D10 - 30 shots
Secured radio or coms
contact to dispatch (call for assistance / coordinate with others police in area)

Author:  DMMike [ Sat May 26, 2018 10:57 pm ]
Post subject:  Re: Thug & mook stats - Modern Victorious

Yeah, I was so concentrated on getting the animals, monsters, and supers together I didn't think to put in sample mortal character types like the above. Would you mind if I posted them on victoriousrpg.net with your being credited (either as Les or Lurker)?

BTW, I had just 2 thoughts:


1. Why do the thugs only have DEX as a prime? I'd think your average bruiser would be STR or CON?

2. I'd suggest the undercover cop have Etiquette: Crass in order to better interact with the underworld.



Mike

Author:  Lurker [ Sat May 26, 2018 11:10 pm ]
Post subject:  Re: Thug & mook stats - Modern Victorious

DMMike wrote:
Yeah, I was so concentrated on getting the animals, monsters, and supers together I didn't think to put in sample mortal character types like the above. Would you mind if I posted them on victoriousrpg.net with your being credited (either as Les or Lurker)?

BTW, I had just 2 thoughts:


1. Why do the thugs only have DEX as a prime? I'd think your average bruiser would be STR or CON?

2. I'd suggest the undercover cop have Etiquette: Crass in order to better interact with the underworld.



Mike


As always, no problem at all with sharing them ! Past as needed where needed

Crud missed it, I planned on them having Dex & Str as prime (figured a life of drugs and hard living would make con non-prime). Thanks for catching it.

Good point on Etiquette Crass . I may have put Street Survival in a couple of places I meant to have Etiquette Street. I'll have to look at it again (after tonight's game. the girls are putting up cloths and then digging out dice for the game).

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