Mooks (varies)
Anyone can buy Mooks, if they can justify having them, but they're especially appropriate for Mob members. These are the burly men in big coats and porkpie hats who are at your beck and call. They have no real skills beyond intimidating people, staking out places in a kind of obvious way, following people in a threatening manner, guarding places, keeping an eye on prisoners and beating people up.
They're also terrible shots.
Note that whilst Mooks are especially appropriate for mobsters, any character can buy 'em if you can come up with a decent rationale.
The price of Mooks, unsurprisingly, is based on the quantity, as opposed to quality ("quality Mooks" is something of an oxymoron).
- Handful (1): Enough mooks to fit around a table in a pub. Enough guys to stake out a house, or to beat the shit out of someone if that person is an average fighter (or in other words, has no Fighting quirks), or if they catch their target sleeping.
- Some (3): Enough guys to stake out a street, or to take down a Tough fighter.
-
A Bunch (4): Enough guys to patrol part of a district, or to take down an Impressive fighter.
- Lots (6): Enough people to patrol an entire district, or take down a Fearsome fighter.
- Private Army (10): So many mooks, if you got them all together in one place the authorities would think the city was being invaded and send the Mayoral Legions after you. Enough people to patrol the entire city, though obviously patrolling the districts of rival mobs is difficult...
Deploying Mooks: If you have a large number of Mooks, you probably won't want to use them all on one task. Often, you'll want to use a Handful of Mooks to guard Lord Greatheart's daughter whilst you send a Bunch off to deal with that meddling Blue Avenger. Here is a handy way to work out how many little units you can break your Mook supply down into:
Some Mooks can be broken down into 2 Handfuls.
A Bunch of Mooks can be broken down into 4 groups of Some Mooks or 8 Handfuls.
Lots of Mooks can be broken down into 2 Bunches or 8 groups of Some Mooks or 16 Handfuls.
A Private Army can be broken down into 4 groups of Lots of Mooks or 8 Bunches or 32 groups of Some Mooks or 64 Handfuls.
In general it's not worth breaking down groups of Mooks into Handfuls - aside from being a bitch to keep track of, any halfway-decent fighter will be able to take the groups out.
Mook Modifiers:
These help you customise your mooks and give them a little personality. You should only take one modifier for your mooks, because mooks never have more than a little personality. Furthermore, your mook quirk's price should never drop below 1. (Yes, this means you don't get the full benefit of "I'm surrounded by IMBECILES!" unless you also have Lots of Mooks, or a Private Army. Think of it this way: by maximising the number of IMBECILES! under your control, you're maximising the potential for hilarity.)
Big Mooks: Mook quirk costs are increased by 1. Your Mooks are very, very, well-built, not the usual malnourished street scum other mob lords use. NPCs will be much more easily intimidated by them.
Weedy Mooks: Mook quirk costs are decreased by 1. Your Mooks simply aren't very impressive, even though they are just as good as normal mooks. If you send them to intimidate people they'll just get laughed at (unless they actually get violent).
Quiet Mooks: Mook quirk costs are increased by 3. Your mooks are Quietly stealthly. So, they're not ninjas, but they do have a better chance than usual of creeping up on people, or not being noticed as they go about their business.
Obvious Mooks: Mook quirk costs are decreased by 3. Your mooks are very noticable. Perhaps they wear gang colours, all have the same tattoo, or even have a distinctive uniform. People will see them coming from a mile off, and people will generally find out what they've been up to.
"I'm surrounded by IMBECILES!": Mook quirk costs are reduced by 5. Your mooks are shit. Really shit. Whatever you ask them to do, they will fail miserably at. They can defend themselves and your territory and resources from attack, and that's about it. If they are guarding prisoners, they will escape. If they are looking for someone, they won't find them. If they are trying to beat up, kidnap, or kill someone who isn't a Crap fighter, they'll embarrass themselves (unless they get lucky and catch the person in question at a bad time). They're shit. Of course, people won't necessarily know this, and will still be wary of taking on a large number of them.
Please note: for additional comedy value, no NPCs will ever cotton on to the fact that your Mooks are IMBECILES! We request that you, as a player, also overlook the fact that someone's Mooks are, in fact, IMBECILES! should you discover this. It just makes the whole thing funnier.
One last note: You can take multiple Mook quirks, in case you want a Private Army of IMBECILES! and an elite Bunch of Big Mooks (for example).
Bodyguard (3)
You have a bodyguard who accompanies you everywhere, as much as is humanly possible, and looks after your well-being. If you don't have a Comfortable income, you should explain how you've managed to gain the services of this big goon. ("He followed me home, GM, can I keep him?")
In terms of Fighting, Bodyguards are Impressive fighters. Anything more than a Bunch of Mooks will take them down, but they'll usually keep assailants busy for long enough for you to get away. In terms of Stealth, Bodyguards are by default Obvious - people are supposed to notice them and think twice about attacking you.
Bodyguard modifiers:
These are fun things you can use to customise your bodyguard. We don't suggest taking more than three: your bodyguards are liable to have more personality than mooks, but not that much more. Each of these things modifies the cost of your Bodyguard quirk, but the quirk never costs less than 1 point.
Team (+2): You have not one bodyguard, but a team of four, and they work together real well. As a group they are as good as a Fearsome fighter - however, as individuals they are only Tough fighters, so if someone contrives a clever plan to pick them off one by one you'll be in trouble.
Fearsome (+4): Your bodyguard is a Fearsome fighter. Direct attacks on you are therefore very unlikely to work - of course, someone could just poison your drink. On the flipside, warriors of this level of skill tend to have pasts...
Watchful (+1): Your bodyguard is eagle-eyed and alert! Only the cleverest tricks will get past him or her.
Quiet (+1): Your bodyguard is Quiet, stealthwise. If you wish, rather than making him or herself obvious, your bodyguard can melt into the background. You will be apparently unprotected, but will in fact have the full benefit of having your bodyguard with you. This is a risky but potentially rewarding way of drawing out attackers.
IMBECILE! (-4): Your bodyguard is shit. He may look impressive, but he's a Crap fighter and even the simplest trick will distract him. You may not buy any other modifiers for your bodyguard (although you may have an imbecilic Bodyguard Team).
Dozy (-2): Your bodyguard is inattentive. He isn't an imbecile, but it will be easier for people to, say, poison your drink without him noticing.
Sometimes Absent (-1): There's an aspect of your life your bodyguard isn't privy to, a secret that you keep even from him. Come up with a reason why you will, on a regular basis, leave your bodyguard at home and go off somewhere to do something.
Sometimes Present (-2): You are a tight-fisted git and don't pay for a bodyguard all the time. By default, your bodyguard will only be available during sessions. You will have to pay your bodyguard a Significant bonus if you want him or her to be present for any other event between sessions.
Unreliable (-3): Your bodyguard isn't quite as willing to lay his or her life in the line for you as he or she could be. This is troubling. Whenever your bodyguard has to get in a fight in order to protect you, the GMs will toss a coin. If it comes up heads, he fights. If it comes up tails, he flees into the moony twilight.