Mook
various
 
Cost

Characteristic

Value Roll Notes
3 STR 13 12- Lift: 151.6kg; Dice: HTH Damage 2 1/2d6 END [1]

Mook

3 DEX 11 11- OCV 4 DCV 4
2 CON 11 11-
2 BODY 11 11-
-2 INT 8 11- PER Roll 11-
-4 EGO 8 11- ECV: 3
3 PRE 13 12- PRE Attack: 2 1/2d6
0 COM 10 11-
2 PD 5/6   5/6 PD (0/1 rPD)
2 ED 4/5   4/5 ED (0/1 rED)
0 SPD 2   Mental Defense: 0
0 REC 5   Phases: 6, 12
2 END 26   Running: 6" (12" NC)
2 STUN 26   Swimming: 2" (4" NC)
 

Cost

Powers

END

4 Guns: Weapon Pool, 19-point reserve, (19 Active Points); Limited Power Can Only Change Weapon between Adventures (-1/2), Real Weapon (-1/4); all slots Independent (-2), IAF (-1/2)
1u 1) Club: Hand-To-Hand Attack +3d6, Reduced Endurance (1/2 END; +1/4) (19 Active Points); Independent (-2), OAF (-1), Hand-To-Hand Attack (-1/2) 1
1u 2) Handgun: Killing Attack - Ranged 1d6, +1 Increased STUN Multiplier (+1/4) (19 Active Points); Independent (-2), IAF (-1/2), 2 clips of 8 Charges (-1/4)
1u 3) Knife: Killing Attack - Hand-To-Hand 1d6 (1 1/2d6 w/STR), Reduced Endurance (1/2 END; +1/4) (19 Active Points); Independent (-2), IAF (-1/2) 1
3 Rough: Armor (1 PD/1 ED)
 

Cost

Perks

1

Fringe Benefit: Membership (Gang)

Cost

Martial Arts
Maneuver Phase OCV DCV Notes
Dirty Infighting
Bash 1/2 -2 +1 6 1/2d6 Strike
Block 1/2 +2 +2 Block, Abort
Punch 1/2 +0 +2 4 1/2d6 Strike
Weapon Element: Blades, Clubs

Cost

Skills

3

+1 with any three maneuvers or a tight group of attacks

Everyman Skills

AK: various, USA 11-

Acting 8-

Climbing 8-

Concealment 8-

Conversation 8-

Deduction 8-

Language: English (idiomatic) (4 Active Points)

PS: Petty Crook (Custom Adder) 11-

Paramedics 8-

Persuasion 8-

Shadowing 8-

Stealth 8-

TF: Custom Adder, Small Motorized Ground Vehicles
[Notes: Custom Mod is Everyman Skill]

5

Individual Skills
[Notes: AK 8-/11-, Breakfall 8-, Bribery 8-/11-, Bureaucratics 8-, Combat Driving 8-, Concealment 11-, CuK 8-/11-, Forgery 8-, Gambling 8-, Interrogation 8-/11-, KS 8-, Language, Lockpicking 8-, Persuasion 8-, PS 8-, Shadowing 8-/11-, Stealth 11-, Survival 8-, Teamwork 8-, TF, WF]

1

KS: His Gang's Customs and History 8-

1

PS: Gangster 8-

1

Trading 8-

1

Streetwise 8-

3

WF: Common Melee Weapons, Handguns
25+ Disadvantages

15

Hunted: Local Police 8- (Mo Pow, NCI, Limited Geographical Area, Harshly Punish)

15

Psychological Limitation: Follower (Common, Strong)
1 Experience Points
 
Characteristics Cost 15 Base Points 25
Powers Cost 10 Disadvantages 30
Talents Cost 0 Experience Points 1
Perks Cost 1 Total Points 56
Martial Arts Cost 15
Skills Cost 15
Total Cost 56
 
Concept Agent Hair Colour various
Nationality American Eye Colour various
Place of Birth various, USA Height 1.78 m/5' 10"
Date of Birth various Weight 82.00 kg/181 lbs
 
Background

These are typical second tier Golden Age gangsters. They are have a tough appearance, but can't stand up to Mystery Men at all.

Personality
Men such as these are both bullies and followers. They join gangs to belong to a group. In turn the gangs demand of them their loyalty, and, often their lifes.
Quote
"Got it? That's just the way it is."
Powers

These guys are your basic thugs that are the eyes, ears, and hands of the gangs. They know how to fight with the fists, knives, clubs, and guns that they use.

Appearance

Usually they are not even good enough to be dressed in a uniform. Mooks wear rough street clothes and are typically not very well shaven.