--- In wushurpg@..., "John McDonald" <mac3141@i...>
wrote:
> Why should the Nemesis have all the fun.
>
These are all cool ideas, but here's my problem:
In Wushu, the Mook exists to be smacked around by the Heroes. A Mook
is born with a target on his chest, a glass jaw, poor hand-eye
coordination. One bullet in three has his name on it. He's a
distraction, not even worthy to be called an obstacle unless he can
get a dozen or more of his Mook buddies to join the fight.
Introducing any of these sneaky things seems to run counter to that
philosophy. Most of your ideas can inspire some interesting
narration, but I don't know that any mechanical changes are needed in
most of the cases. Just up the threat rating and add some flavorful
dialogue.
> 1.The Sniper mook:
>
This guy makes a great Lesser Nemesis. Give him a single vitality
point and whatever traits you think fit best. The Sniper gets "Long
Distance Killing" at 4 or 5.
> 2. The bait mooks:
>
The GM can just set low mook rating and after all the rating points
are gone say, "One mook is still standing, and he bolts." If the
heroes run after him, he leads them to a bunch more mooks.
> 3. The Mooks behind a physical trap.
>
Give the trap a separate obstacle rating. Depending on the nature of
the trap, the heroes might have to overcome it before they can get to
the mooks, or might have to pick *which one* they roll against each
round.
This works for a Nemesis, too. Dr. Evil has his trap door to the
flaming pit.
> 4. Mooks who give their power to remaining mooks.
>
The GM Just assigns a high threat rating and narrates after each
round, "There are still some Mooks, and these look even tougher!"
> 5.Shapechanging mooks.
>
High threat rating.
> 6. Mooks that can be hurt only by conditional attacks
>
I'd allow this. The Heroes then waste all their Yin successes when
they fight these Mooks, until they can figure out the weakness!
> 7. Entrenched Mooks.
>
High Threat Rating.
> 8.Mooks with hostages.
>
High Threat Rating, plus higher "Yang" rating. Make the heroes have
to get one extra Yang success each round to avoid getting a hostage
killed.
> 9. Regenerating mooks.
>
Higher Threat Rating. Or possibly same as 6, where the heroes have
to figure out the weakness before they really start kicking ass.
> 10. Guerilla mooks.
>
High Threat Rating
> 11. Nightvision goggle mooks.
>
Penalty to the Heroes Traits unless they can also see in the dark.
> 12. Innocent mooks.
>
I like this one. Standard, maybe even LOWER threat ratings,
depending on where the brainwashed innocents come from. But the
Heroes now need an extra Yang success each round to avoid
accidentally killing or seriously harming one of them. Unless of
course they just don't care.
> Escherwolf - Wondering how job placement for mooks actually works...
>
Ever see the deleted scenes from Austin Powers? The wife getting the
phone call at home?
"Yes, my husband works for Dr. Evil's private army."
"What?" *crying*
"Timmy, your father was run over by a steamroller."
LT