View unanswered posts | View active topics It is currently Tue Jul 23, 2019 9:55 pm



Reply to topic  [ 3 posts ] 
Thug & mook stats - Modern Victorious 
Author Message
Greater Lore Drake
User avatar

Joined: Thu Jan 18, 2007 8:00 am
Posts: 3738
Location: Oklahoma
Post 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)

_________________
"And so I am become a knight of the Kingdom of Dreams and Shadows!" - Mark Twain

Forgive all spelling errors.

Knight Errant & Humble C&C Society Contributor
C&C Society


Sat May 26, 2018 9:16 pm
Profile
Unkbartig

Joined: Wed Dec 14, 2011 10:38 pm
Posts: 856
Post 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

_________________
The Save for Half Podcast: Old School RPGs Reviewed
http://www.saveforhalf.com

Victorious: Steampunk Adventure in the Age of SuperMankind
http://www.victoriousrpg.com


Sat May 26, 2018 10:57 pm
Profile
Greater Lore Drake
User avatar

Joined: Thu Jan 18, 2007 8:00 am
Posts: 3738
Location: Oklahoma
Post 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).

_________________
"And so I am become a knight of the Kingdom of Dreams and Shadows!" - Mark Twain

Forgive all spelling errors.

Knight Errant & Humble C&C Society Contributor
C&C Society


Sat May 26, 2018 11:10 pm
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 3 posts ] 

Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.