A Mook is a simplified form of character designed to be easier to control in groups. Players and game masters that need to manage swaths of cannon fodder or insignificant peons will find mook rules helpful.
Whenever a mook is said to have a skill, that mook’s skill level is always assumed to be able to trap all available stack numbers for a roll. If the mook is not known to have a skill, assume the skill level is zero.
Instead of the common stats found in full-fledged characters, mooks have a simplified stat lineup as follows:
Mooks have no Spirit nor any Essence. Whenever the rules refer to these numbers, assume the Spirit level is zero and that there is no Essence available to burn.
A mook does not track Tactical Points individually in the same way other characters do. Instead, all mooks controlled by the same person share their tactical points in a common Mook Tactical Pool. Whenever a mook spends TP’s (such as for bidding or for entering locations), that mook draws from this common pool.
At the start of combat, Mook Tactical Pool starts with 10 TP’s which can be use in all the ways that TP’s can normally be used. These Tactical Points also do not go away at the end of the round and do not replenish during Round Prep.
Mooks don’t record Wounds on a wounds track. Whenever wounds are inflicted on a mook, the Mook must remove Tactical Points from the Mook Tactical Pool at a rate of 1TP per wound inflicted.
If the amount of Wounds inflicted by a single hit beats the mook’s Durability, inflict a handicap on that mook then reduce the total amount of damage by the mook’s Durability. If the damage still beats the Durability, repeat until there are no more wounds left to inflict or until the remaining damage is less than the Durability (and apply the rest as TP’s lost).
If a mook suffer wounds in excess of the TP’s in the Mook Tactical Pool, the mook suffers a handicap and all remaining wounds are sloughed off. After inflicting the handicap, replenish the empty pool normally (see Mook Tactical Pool).
In each round, each mook gets Turn Tokens equal to the number of Mobility stacks available.
Mooks are always assumed to have their only weapon at the ready at all times. Any action that may disarm a character will instead mark the mook’s top Attack stack number or another stat (controller’s choice) if there is only one available stack number left for the Attack.
Mooks can not perform any full action with the word Attack in its title and can not call for or participate in Assaults (ref Assault). Mooks also have their own set of available combat actions listed below. Any actions with the word “Strike” in their title count as an attack for purposes of triggering profession benefits, spells, and other similar effects.
Mooks can not inflict Harassment Damage in the Aftermath step.
There are some common special abilities found on many of the mooks in the game:
Some mooks can represent entire armies. When they do, they have the following abilities:
Mooks that are Aquatic can occupy flooded locations without penalty and suffer no adverse effects from total submersion in water for any amount of time.
Mooks that are unaffected by darkness because they have keen hearing, see light in other spectra, or are imbued with some psychic sense may have this special ability.
At the start of each round when in total darkness, this mook receives an additional 4TP due to its advantage in the darkness. If all combatants present have this ability, the bonus is negated.
Flying mooks soar overhead and only come into reach when striking an enemy. A flying mook’s invasion is increased by +3 for combatants that this mook hasn’t attacked during the current round. It is not possible to grapple attack a mook with Flight.
Rugged mooks have a higher endurance than most and can bounce back from injuries quickly. It may represent a profound determination to work around destroyed limbs and organs or it could denote some abnormal regenerative abilities.
A “stealth” mook is one that makes itself hard to find by hiding, diversion, camouflage or magic. Beginning with every Round and until this mook performs a “strike” action, a mook with “Stealth” has the following properties:
Mooks representing large groups of creatures have the “Swarm” keyword. Swarms may specify another “constituent” mook that composes the swarm (e.g. a Flurry of Deathblooms is made up of many Ravenous Deathblooms).
Swarm mooks have the following properties: