THUGS:
-Moreso than any other type of Mook, THIS is the "Common Thug" most-often seen. Spider-Man usually whips out an angsty monologue at the BEGINNING of an issue of his comic, while beating on about three or four of these guys. Most of 'em don't even get any lines, though one usually shouts out a warning. They all have the Skill Expertise (Criminal), which I figure is a catch-all for "knowing the names, knowing where to fence stolen goods, and knowing how to make drugs/how to spot easy marks for theft)". The lowest-level ones are usually only armed with basic gear (Knife, Pipe, Trash Can), while upper-level ones have Guns (which I stat up as +5 Ranged Damage weapons, because +2-4 for something that is FATAL in real life is just silly). They venture from PL 3 bargain-basement losers, to actually efficient crime-bosses with solid stats enough to challenge a mid-level New Mutant for a little while.
GANG LEADER
Role: Elite Mook
Group Affiliations: None
PL 7 (104)
STRENGTH 3
STAMINA 3
AGILITY 2
FIGHTING 9
DEXTERITY 4
INTELLIGENCE 2
AWARENESS 3
PRESENCE 4
Skills:
Athletics 3 (+6)
Deception 2 (+6)
Expertise (Criminal) 8 (+10)
Insight 4 (+7)
Intimidation 3 (+7)
Investigation 4 (+7)
Perception 2 (+5)
Persuasion 2 (+6)
Stealth 4 (+6)
Advantages:
Benefit (Gang Leader), Contacts, Connected, Daze (Intimidation), Equipment 3, Fast Grab, Improved Critical (Any Attack), Improved Hold, Inspire, Power Attack, Ranged Attack 5, Seize Initiative, Taunt, Teamwork
Equipment:
"Gangster's Arsenal"
"Leather Jacket" Protection 1 (1)
"Brass Knuckles" Strength-Damage +1 (Feats: Subtle) (2)
"Knife" Strength-Damage +1 (Feats: Improved Critical) (2)
"Pistol" Blast 5 (10)
Offense:
Unarmed +9 (+3 Damage, DC 18)
Knuckles or Knife +9 (+4 Damage, DC 19)
Pistol +9 (+5 Ranged Damage, DC 20)
Initiative +2
Defenses:
Dodge +8 (DC 18), Parry +9 (DC 19), Toughness +3 (+4 Jacket), Fortitude +5, Will +3
Total: Abilities: 60 / Skills: 32--16 / Advantages: 20 / Powers: 0 / Defenses: 8 (104)
-This is basically an elite Gang Lord, who in the traditional movie/comic book form, actually knows how to fight.
ELITE BIKER
Role: Elite Mook, Fighting Game Character
Group Affiliations: None
PL 7 (92)
STRENGTH 3
STAMINA 5
AGILITY 1
FIGHTING 8
DEXTERITY 2
INTELLIGENCE 0
AWARENESS 0
PRESENCE 2
Skills:
Acrobatics 3 (+4)
Athletics 4 (+7)
Deception 4 (+6)
Expertise (Biker) 8 (+8)
Insight 2 (+2)
Intimidation 6 (+8)
Investigation 4 (+4)
Perception 4 (+4)
Vehicles 6 (+8) -- Flaws: Limited to Ground Vehicles
Advantages:
All-Out Attack, Chokehold, Close Attack, Defensive Throw, Diehard, Equipment 2 (Motorcycle, Gang Paraphernalia), Fast Grab, Improved Critical (Unarmed), Improved Grab, Improved Hold, Power Attack, Startle, Taunt
Powers:
"Power Fighter"
Strength-Damage +1 [1]
Protection 1 [1]
Equipment:
"Gangster's Arsenal"
Motorcycle
"Knife" Strength-Damage +1 (Feats: Improved Critical) (2)
Offense:
Unarmed +10 (+4 Damage, DC 19)
Initiative +1
Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +6, Fortitude +8, Will +4
Total: Abilities: 42 / Skills: 38--19 / Advantages: 15 / Powers: 2 / Defenses: 14 (92)
-This guys is based off of one of my favourite generic video game characters ever- Jack Turner from "The Art of Fighting". Now, Jack SUCKED- he was just a big burly biker dude who punched guys and had a Flying Headbutt attack. But part of my appreciated his Mookishness. His design is PERFECT for that big, fat Elite Mook at the back of a gang of thugs meant to brawl with your PL 8-10 solo hero. Strong enough to be a challenge, but he wouldn't outright house the good guy.
POWERFUL THUG
Role: Elite Mook
Group Affiliations: None
PL 6 (80)
STRENGTH 3
STAMINA 3
AGILITY 2
FIGHTING 7
DEXTERITY 4
INTELLIGENCE 0
AWARENESS 2
PRESENCE 2
Skills:
Athletics 3 (+6)
Deception 2 (+4)
Expertise (Criminal) 6 (+6)
Insight 3 (+5)
Intimidation 5 (+7)
Perception 1 (+3)
Persuasion 2 (+4)
Stealth 2 (+4)
Advantages:
Connected, Equipment 3, Fast Grab, Improved Critical (Any Attack), Improved Hold, Power Attack, Ranged Attack 3, Taunt, Teamwork
Equipment:
"Gangster's Arsenal"
"Leather Jacket" Protection 1 (1)
"Brass Knuckles" Strength-Damage +1 (Feats: Subtle) (2)
"Knife" Strength-Damage +1 (Feats: Improved Critical) (2)
"Pistol" Blast 5 (10)
Offense:
Unarmed +7 (+3 Damage, DC 18)
Knuckles or Knife +7 (+4 Damage, DC 19)
Pistol +7 (+5 Ranged Damage, DC 20)
Initiative +2
Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +3 (+4 Jacket), Fortitude +5, Will +2
Total: Abilities: 46 / Skills: 24--12 / Advantages: 13 / Powers: 0 / Defenses: 9 (80)
-This is probably as powerful a Thug as you're likely to find outside of a "Thug-Specific" campaign- he's PL 6, well beyond the norm for street toughs, and he's much more accurate than most. He can use Power Attack, but it's uses falter a bit at this level- at full bore, he's only gonna be +2 to hit. He'd be most effective as the top-level Mook in a gang of Mooks.
ELITE THUG
Role: Elite Mook
Group Affiliations: None
PL 5 (64)
STRENGTH 2
STAMINA 3
AGILITY 2
FIGHTING 6
DEXTERITY 3
INTELLIGENCE 0
AWARENESS 1
PRESENCE 2
Skills:
Athletics 3 (+5)
Deception 2 (+4)
Expertise (Criminal) 5 (+5)
Insight 2 (+3)
Intimidation 4 (+6)
Perception 2 (+3)
Persuasion 2 (+4)
Stealth 2 (+4)
Advantages:
Equipment 3, Fast Grab, Improved Critical (Any Attack), Power Attack, Ranged Attack 2, Taunt, Teamwork
Equipment:
"Gangster's Arsenal"
"Leather Jacket" Protection 1 (1)
"Brass Knuckles" Strength-Damage +1 (Feats: Subtle) (2)
"Knife" Strength-Damage +1 (Feats: Improved Critical) (2)
"Pistol" Blast 5 (10)
Offense:
Unarmed +6 (+2 Damage, DC 17)
Knuckles or Knife +6 (+3 Damage, DC 18)
Pistol +5 (+5 Ranged Damage, DC 20)
Initiative +2
Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +3 (+4 Jacket), Fortitude +4, Will +1
Total: Abilities: 38 / Skills: 22--11 / Advantages: 10 / Powers: 0 / Defenses: 5 (64)
-Better than most Mooks are ever gonna get, the Elite Thug is probably the most-likely leader of a common Street Gang in any M&M game. He's usually calling the shots, and he's a bit bigger and tougher than his fellows.
TOUGH-GUY THUG
Role: Elite Mook
Group Affiliations: None
PL 4 (45)
STRENGTH 2
STAMINA 3
AGILITY 1
FIGHTING 4
DEXTERITY 2
INTELLIGENCE 0
AWARENESS 0
PRESENCE 1
Skills:
Athletics 2 (+4)
Deception 2 (+3)
Expertise (Criminal) 4 (+4)
Intimidation 4 (+5)
Perception 1 (+1)
Persuasion 2 (+3)
Stealth 3 (+4)
Advantages:
Equipment 2, Fast Grab, Improvised Weapon, Power Attack, Ranged Attack 1
Equipment:
"Thug's Arsenal"
"Leather Jacket" Protection 1 (1)
"Two-By-Four" Strength-Damage +2 (2)
"Big Chain" Strength-Damage +1 (Feats: Reach 2) (3)
Offense:
Unarmed +6 (+2 Damage, DC 17)
Knuckles or Knife +6 (+3 Damage, DC 18)
Pistol +5 (+5 Ranged Damage, DC 20)
Initiative +2
Defenses:
Dodge +4 (DC 14), Parry +4 (DC 14), Toughness +3 (+4 Jacket), Fortitude +3, Will +0
Total: Abilities: 26 / Skills: 18--9 / Advantages: 8 / Powers: 0 / Defenses: 3 (45)
-These are slightly tougher than your everyday Thug, but still crappy Jobber Thugs. We saw a LOT of this type of guy in "Gargoyles", usually wielding a big chain or a garbage can lid as a temporary weapon (Dodge & Parry +1?) that only lasted a couple rounds. I swear I must have seen a dozen thugs on that show swinging chains around to harass that yuppie couple (that poor couple could never seem to catch a break).
GENERIC GANG LEADER
Role: Gang Leaders
PL 4 (47)
STRENGTH 1
STAMINA 1
AGILITY 0
FIGHTING 3
DEXTERITY 0
INTELLIGENCE 1
AWARENESS 3
PRESENCE 3
Skills:
Deception 5 (+8)
Expertise (Criminal) 9 (+10)
Insight 4 (+7)
Intimidation 2 (+5)
Investigation 2 (+5)
Perception 3 (+6)
Persuasion 4 (+7)
Ranged Combat (Gun) 3 (+3)
Advantages:
Benefit (Gang Leader), Equipment 3 (Pisol, Knife), Connected
Equipment:
"Knife" Strength-Damage +1 (Feats: Improved Critical) (2)
"Pistol" Blast 5 (10)
Offense:
Unarmed +3 (+1 Damage, DC 16)
Knife +3 (+2 Damage, DC 17)
Pistol +3 (+5 Ranged Damage, DC 20)
Initiative +0
Defenses:
Dodge +2 (DC 12), Parry +3 (DC 13), Toughness +1, Fortitude +2, Will +4
Total: Abilities: 22 / Skills: 32--16 / Advantages: 5 / Powers: 0 / Defenses: 4 (47)
-This is my "Generic Gang Leader" build from HBO's
Oz, just modified to actually be well-armed for a street dealer. These guys aren't physically impressive, but if you want the more gritty, realistic type of crime boss (as opposed to the "I'm in charge, so I'm the best fighter" Boss), this is your guy.
GARDEN VARIETY THUG
Role: Mook
Group Affiliations: None
PL 3 (32)
STRENGTH 2
STAMINA 2
AGILITY 1
FIGHTING 3
DEXTERITY 2
INTELLIGENCE 0
AWARENESS 0
PRESENCE 0
Skills:
Athletics 2 (+4)
Deception 3 (+3)
Expertise (Criminal) 3 (+3)
Intimidation 4 (+4)
Stealth 2 (+3)
Advantages:
Equipment, Fast Grab, Improvised Weapon, Ranged Attack 1
Equipment:
"Thug's Arsenal"
"Leather Jacket" Protection 1 (1)
"Knife" Strength-Damage +1 (Feats: Improved Critical) (2)
Offense:
Unarmed +3 (+2 Damage, DC 17)
Knife +3 (+3 Damage, DC 18)
Initiative +1
Defenses:
Dodge +2 (DC 12), Parry +3 (DC 13), Toughness +2 (+3 Jacket), Fortitude +2, Will +0
Total: Abilities: 20 / Skills: 14--7 / Advantages: 4 / Powers: 0 / Defenses: 1 (32)
-Your baseline Thug. Toss 5 of them on one PL 8 hero, or 20 on one PL 10 hero- there'll still be many a Thug ass kicked.