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.

Mook Stats

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:

Similar to Power, Attack determines the amount of damage a mook does in combat. Any time the rules might refer to a character's Grace, Power or weapon damage, a mook uses Attack.
Similar to Endurance, Durability determines how many wounds a mook can take from a single hit before it must suffer handicaps. Any time the rules may refer to Endurance or Wounds Threshold, use Durability instead.
Identical to the Evasion score on regular characters, a mook's Evasion is how hard it is to hit him. If a mook's Awareness is ever important, assume it's this stat minus four.
This stat helps determine the rate at which this mook accumulates Tactical Points. Whenever the rules require you to know a mook's Cunning or Resolve, use this stat instead.

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.

Mook Tactical Pool

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.

Pool Size:
The "Pool Size" is the number of Tactical Points currently in the Mook Tactical 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.

Replenishing Empty Pools:
If the Mook Tactical Pool ever runs out of Tactical Points, it is immediately set to the highest effective Mobility score among the mooks who share that pool.

Mook Damage Recording

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).

Mooks in Combat

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.

Full Mook Actions

Mook Heavy Strike:
Target a local combatant whose Evasion is inside this mook's Pool Size. Then spend two TP's to inflict wounds on the target equal to this mook's Attack.
Mook Light Strike:
Target a local combatant who can not be targeted by a Mook Heavy Strike. Inflict wounds on the target equal to the amount of Attack stack numbers this mook has. Then gain TP's equal to this mook's Mobility.
Mook Desperate Strike:
Target a local combatant and inflict this mook's Attack in Wounds on the target plus another 3 wounds if the target is armored. This mook then suffers a handicap.
Mook Maneuver:
For the rest of the turn, reduce the cost to enter a location by this mook's Mobility then gain TP's equal to the same amount.

Simple Mook Actions

Mook Lounge:
Cost: 2TP. Effect: Target a combatant who may be treated as a local combatant for the rest of the turn. Strikes targeting this combatant count as Ranged Attacks.
Mook Beleaguering:
Cost: 2TP. Effect: For the rest of the turn, Mook Heavy Strikes will inflict 1 extra Wound per local friendly mook.

Mook Reaction Options

This reaction is triggered when a friendly character calls for an Assault (ref Assault). The cost of this reaction is to discard a Turn Token. If the assault is successful, any combatants attempting to Clear Out (ref Clear Out) of the assaulted location must pay 1TP in addition to any other costs of leaving the location. If this mook is a Swarm or an Army, that cost is doubled.
This reaction is triggered when a friendly character is about to suffer Wounds. The cost of taking this reaction is to destroy this mook. The wounds inflicted on the friendly character are reduced to zero and the Mook Tactical Pool gains TP's equal to this mook's Durability.

Mook Special Abilities

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: