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looking for some good non generic mook stats

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Ragnarock666

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« on: <05-30-16/0657:41> »
hi guys running my first game on Wednesday looking for some non book stats for some generic mooks (as that is what are group currently does) i'm using the berlin setting with a sizable overhaul to the setting for my gameplay style (i run the dark games in the group) any advice tips and tricks for a first time shadowrun GM would be greatly appreciated :)

friczvonbrock

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« Reply #1 on: <05-30-16/1026:54> »
That depends on the level you want to use against your players and the plot of the run...
If you want a low level thug, use stats below 10... (read a topic here in the forum about not user skills and attributes to thugs, just take the total of dices).
If you want them to be intermediate use somethin like 10 -15 points.
experts 15 -20.... and goes on and on.....

Other important tip is, sometimes you have to hide the results for the players, either for good or bad, that saves the plot a lot of time

El Diablo

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« Reply #2 on: <05-30-16/1307:11> »
When I need good mooks I search in the Character creation and critique section and adjust stuff: downgrade stats and/or equipment. I save a lot of time and they tend to be optimized already.

Advice: You gonna fudge up, don't worry. It's normal and it's part of the learning curve. As long as everyone is having fun you are doing just fine. Read the material you have several times to prepare in advance.
Booyah!

TheWayfinder

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« Reply #3 on: <05-30-16/2247:57> »
When I make mooks, I keep things relatively simple enough because Shadowrun can get a bit crunchy in the rules.  All of them will have generally the same basic stats, gear and weapons, unless I want something special.  To that end, what I do for every faction that I run is determine who they are, what kind of equipment and weapons they'd have, and the most important question - how easy do I want these guys to die?

For example, in my Shadowrun PDX campaign, I have various gangs and organized crime elements, notoriously the Red Lotus Triads out of Vancouver (Washington, not BC).  Their general go-to mooks are not "Numbered" mooks, meaning they're just gang-bangers who want a job, so they're going to be relatively lightly armed, very few, if any, will have armor, and they'll have vehicles as they need to get around.  (In a Triad, mid-to-high level operatives will have a number attached to them, a three digit number based on Chinese numerology that indicates their destiny, and their relative importance in the Triad.)   They will be either humans or orks, and if I throw in a dwarf or an elf, they're likely going to be specialized people.  Trolls are especially rare in the PDX area, so if there's a Troll among them, he's a heavy hitter, likely leading the group. 

Most general mooks at this level are not especially courageous.  If the PCs show much force against them, especially magic, they will run for their lives.  If even one of them goes down, either hurt or killed, they will run for their lives.  This is important because you don't want to make your mooks fanatics unless there is someone there to keep them around, by force if necessary.  I usually like to throw general street-level mooks at my players so that they can feel their oats, so to speak, because players love to know what they're capable of.

In combat, mooks like to use cover.  They will grab it the instant a gun goes off.  And then they will put distance between the shooters and themselves as much as they can, if they can.  Savvy players know when and where to choose their fights, so if they're not ambushed, it's likely that they'll choose places where the mooks won't get much cover.  Ambushes, in my games, don't last beyond three or four combat rounds. 

Now, if you're talking about corporate, government, or higher level syndicate enemies, they may be a bit more capable.  Depending on what you want, here's my general rule of thumb for generic baddies:

1)  Street Level Gutter Trash:  These guys are your typical gangers and hoodlums.  They're young, and generally at the bottom of the totem pole.   They're often hired as street muscle to patrol and defend turf, to harass people, or to just be a guard for their employer.  They will be typically armed with a knife, a pistol, or a shotgun, and maybe one out of ten of them will have an SMG or an Assault Rifle.  None of them will have a Firearms or Pistol rating higher than 3.  One out of five might have some armor, but nothing fancy.  None of them will have magic or cyberware, because that's expensive.  If you throw an Ork or a Troll among them, likely they'll be in charge by virtue of their strength and girth alone.  But, even those guys will run at the first sign of serious opposition, because getting hurt is expensive, and likely they won't have the DocWagon contract to help them out, so they'll run.  They like fights where the odds are squarely in their favor.

2) Made-Men/Gang Leaders/Corporate Security:  Okay, these guys are just a few notches above the trash.  They'll have the weapons and gear necessary to do whatever job they need to have done, but unless they're working full-time in security, they don't always wear armor.  It is important to be frugal in the gear and cyber department, because while they're better equipped than street trash, money is still an object, so don't outfit them with the best stuff if there isn't any cause to have it.  They may have cyberware and may have a mage on their teams.  They won't run until it seems they're overpowered in some way, or unless they've got specific instructions on what to do in case a fight breaks out.  Corporate security, for example, when encountering a shadowrun team, will always have someone communicate with others to the threat, and maybe even call in local law enforcement if they know they don't have enough to handle the situation.  They are not stupid, but they're likely not going to risk their lives for something when the cards are not in their favor. 

3) Shadowrunners/Mercs/Soldiers/Heavies:  Now we're talking.  You have to really think about these guys for a bit, because they're not stupid and the objective is keenly in their minds at all times.  They will be prepared for your players, unless somehow the players are at an advantage,which you'll have to figure out.  They can be as fanatical as you'd like, but always consider that they will retreat if that's the best option.  Magic is almost a certainty, but you've got a lot of wiggle room to make whatever you need for your situation.

4)  Elites:  Anything goes. 


Reaver

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« Reply #4 on: <05-31-16/0648:13> »
not really sure what you looking for when you say "standard mook" and stats.... Mostly because for me, this is a Mook stat line.



Ganger:
H: 10/10
guns: 6
clubs:4
Dodge: 7
Soak: 16
10p -1 ap  (shotgun)
INI 1d6+5

And... that's it. I don't care about the rest cause the 3 minutes it would take to write out the rest of the stats is 2 minutes longer then what he will survive on first contact with the players...


Unless they actually play a part of the story I am telling, I waste as little time as I can, so often I just take straight from the book and just change the base equipment (Pistol to shotgun, Longcoat to jacket, etc)
Where am I going? And why am I in a hand basket ???

Remember: You can't fix Stupid. But you can beat on it with a 2x4 until it smartens up! Or dies.

Ragnarock666

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« Reply #5 on: <06-02-16/0843:34> »
thanks for the input they managed to survive though the dwarf rigger almost ate a hmg :)

The Wyrm Ouroboros

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« Reply #6 on: <06-16-16/0023:34> »
Just remember, by definition 'a mook' deserves a standard writeup.  Take a look at the Feng Shui RPG for thoughts on providing opposition for your players.
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Tym Jalynsfein

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« Reply #7 on: <06-19-16/2211:53> »
Indeed... Mooks are everything but unique (read: They are the epitome of generic). They are there to die...
The problem with defending the purity of the English language is that English is about as pure as a cribhouse whore. We don't just borrow words; on occasion, English has pursued other languages down alleyways to beat them unconscious and rifle their pockets for new vocabulary. - James. D. Nicoll