Mob Rules (Not Rival enough but more than a Minion or Goon)

By Terefang, in Genesys

This is somewhat inspired by the Goon Rules and the WHFRP3 (Aggression/Cunning/Expert) stats.

Mobs have conflated Traits (similar to the Goon Rules) instead of the normal Characteristics and Skills, but the still have normal Wounds, Strain, Soak and sometimes Special Abilities.

* Threat Level (TRL): The overall Danger Characteristic.
* Combat Training (CBT): Combat associated Skill/Proficiency.
* Slyness(SLY): Mental associated Skill/Proficiency.
* Expertise(EXP): The Mobs special Skill/Proficiency.

Mobs Dice Pools build from TRL and either CBT, SLY or EXP subject to situation.

Example:

Mage (Mob) -- TRL 4 | CBT 1 | SLY 1 | EXP 1 | Soak 2 | WT 13 | ST 13

So a Mage(Mob) casting a spell would use TRL and EXP for Dice Pool (Arcana) and SLY as Knowledge.

is that sound?

If it's not quite a Rival but more than a Minion, it still shouldn't have strain.

What's the benefit of creating a new class of NPC over using the existing 3?

EDIT* To clarify, I'm not trying to dissuade you, I'm just kind of stumped on what could be gained from all the work it would take.

Edited by GroggyGolem

Yep, first question: why do you need this kind of rule?

IMHO If you need stronger minions you’re not using minions properly. But I also think they are so simple I don’t even know what purpose the Goon rules serve. Making up check difficulties on the fly is a normal part of gming so eyeballing a minion dice pool for a check is no different.

11 hours ago, GroggyGolem said:

If it's not quite a Rival but more than a Minion, it still shouldn't have strain.

What's the benefit of creating a new class of NPC over using the existing 3?

the text in the topic is ambigiously worded

nope, i dont propose a 4rd class of npc in power between rival and minion,
but rather a conflated notation of characteristics and skills for the existing ones.

6 hours ago, Richardbuxton said:

But I also think they are so simple I don’t even know what purpose the Goon rules serve.

IMO the Goon Rules serve to simplify making up Minions from a few Edge Criteria, and hence should replace Minion Rules in the NPC trio if used.

Read Mob as a variant of Goon, for simplifying NPC creation as a whole.

If you need a Minion-Mob drop Strain and adjust Wounds as per RAW, but keep the conflated Traits

If you need a Rival-Mob you are already there.

If you need a Memeses-Mob, add a few signiture abilities, increase traits here or there, and maybe add adversary talent ranks.

why would i simplify creation ?

i work on spreadsheet supported NPC/Bestiary creation with Combat Roles ( Artillery, Brute, Expert, Ninja, Skirmisher, Support, Trickster )

in the end you should be able to enter just "Threat Level", "NPC Type", "Combat Role" and "Size/Silhouette" and add signature abilities (spells?)

OR have a quick lookup page with adversaries adjusted to a particular danger level.

hmm

Edited by Terefang

Hmm, ok, I think I just don’t see why minions are complex.

Too much record keeping for me. I understand where you're coming from, but the advantages of pulling out a new and improved minion when I can just tailor it to the setting or scene is not going to work for me. Story first, system last.