Random
Mob Person Table (GURPS)
When
you do battle, are all of your opponents of the same ability with the
same skills and hit points? Or are they facing a realistic mob full
of opponents of varying ability? Perhaps the first option works when
fighting clone armies, but most crowds are different. Obviously
creating every character in a mob is a time-consuming, unrewarding,
and unnecessary task. Fortunately, you can use this table to define
several types of individual within the mob, with a modifier according
to the type of mob the players are encountering. A mob of United
States Marines will certainly be more challenging than a bunch of
angry elementary school children.
The
GM should have an idea of the type of mob that the players are
encountering, for example angry villagers or an orc horde. For an
individual in a mob that need more specific information, roll 1d6 and
add the Mob Type Modifier for the type of mob being encountered. For
example, a martial artist PC encounters four members of a street gang
and engages with the closest guy to his left. He rolls a “3”, and
since the street gang has a modifier of +2, he ends up with a “5”,
an able opponent.
Individual Ability
1 Pathetic
2 Unfit
3 Weak
4 Ordinary
5 Able
6 Tough
7 Talented
8 Trained
9 Veteran
10 Skilled
11 Elite
12 Master
Mob Type Modifier
+0 School
children, laboratory scientists
+1 Cloistered
church clerics, juvenile gang
+2 Street
gang, conscript soldiers, deputized posse
+3 Angry
villagers, green troops, small town police, factory workers, biker
gang
+4 Bouncers,
orc horde, trained soldiers, state troopers, riot squad
+5 Elite
soldiers, marines, royal guards, low-level Dungeon Fantasy party
+6 Mystical
training, shaolin temple
Abilities
Pathetic: Unable
to effectively fight, provides at best a distraction. HP 6; ST 6; DX
8; HT 8; Move 2; incompetent at all combat skills, punches at DX 7;
kicks at 6; Knife and most missile weapons: 3; Bow and most
missile weapons: 2. Prefers melee combat, will All-Out Attack at
first, then All-Out Defense thereafter.
Unfit: Crippled,
young, or badly out of shape. At a disadvantage in battle. HP 8; ST
8; DX 8; HT 8; Move 3; punches at 8; kicks at 6; Knife and most
missile weapons: 4; Most other weapons and bow: 5; all weapons
default. Behaves as Pathetic above, unless he has a clear shot
without retaliation. Prefers to have a ranged weapon if given the
option.
Weak: A
person unused to physical effort. HP 8; ST 8; DX 10; HT 10; Move 4;
punch at 10; kick: 8; knife and missile weapon: 6; most other
melee weapons and bow: 5; Guns or Beam Weapons: 6. Fights as Unfit
above. Also prefers to have a ranged weapon.
Ordinary: An
ordinary person without any fighting background. HP 10; ST 10; DX 10;
HT 10; Move 5; punches at 10, kicks at DX 8; knife and most
missile weapons: 6; most melee weapons and bows: 5; All-Out
Defense or All-Out Attack as the opportunity arises.
Able: An
untrained person who has good physical potential. HP 12; ST 12; DX
12; HT 10; Move 6; punch: 12; kick: 10; knife and most missile
weapons: 8; most melee weapons and bows: 7. Fights as Ordinary
above.
Tough: Lacking
formal training, but has muscle and is used to using his fists. HP
14; ST 14; DX 10; HT 12; Move 6; Brawling: 11; Knife: 11; most
missile weapons: 6; preferred melee weapon (usually Broadsword):
10; most other melee weapons: 5. Favors melee with All- Out Attack
(Strong).
Talented: An
untrained individual with unexceptional abilities but a natural knack
at a fighting skill. HP 10; ST 10; DX 12; HT 10; Move 5; most
skills as Able above, but 1 of either (Easy): 14; or (Average):
13. May choose Brawling, Karate, Wrestling, or Judo.
Trained: A
person with basic military training. HT 12; ST 12; DX 10; HT 10; Move
5; for common combat skills he'd be trained with, all Easy skills:
10; all Average skills: 9. May choose 1 punching skill and one
grappling skill.
Veteran: A
fighter with experience in the past. HT 10; ST 10; DX 10; HT 10; Move
5; Easy skills: 11; Average skills: 10.
Skilled: A
trained fighter with experience. HT 12; ST 12; DX 12; HT 12; Move 6;
Easy skills: 14; Average skills: 13. Likely to emphasize Karate
and Judo in hand to hand combat. +2 Targeted Attack Technique to
either skull or vitals for 1 melee and 1 ranged combat skill.
Elite: A
highly trained fighter. A badass. HT 14; ST 12; DX 13; HT 12; Move 6;
Easy skills: 16; Average skills 15. +4 to favored Targeted Attack
techniques, +2 in numerous other techniques.
Master: A
master trained by another master. HT 20; ST 14; DX 14; HT 14; Move 8;
has either Trained by a Master, Weapons Master or Gunslinger. All
easy skills: 17; average skills: 16; one preferred of each of hand
to hand, melee and ranged at an additional +2. +4 in any technique
needed.