Mook Traits

Traits used in mooks for Age Of Legends.

Blast
One or more adjacent mooks combine to unleash an explosion or blast of fire. The Range (x) and Blast (xd6) are set by the number of mooks, e.g. two mooks equals Range (2) with Blast (2d6).
Charge
Move and attack as a single action. The movement cannot exceed a movement resistance of 3 and must involve an attack at its end.
Curse (x)
One or more mooks try to place any Hazard as a Status Effect on a target as a range (x) attack.
Chorus
Two or more mooks combine to inflict the Rapt status effect on their target.
Crush
One or more mooks combine to make a single potential attack, adding their advantages together into a single action.
Disease
One or more mooks combine to inflict the Diseased status effect on the victim. The status effect lasts a week.
Disembowel
An aimed blow at the victim's soft underbelly (or other weak spot). A melee attack but sixes explode, i.e. if a six is scored on the dice, reroll and add to the total.
Double Movement
A run movement where the dice value is counted twice, as per the keyword Doubled.
Double Strike
A melee attack at twice the normal dice + modifier value.
Drag
One or more mooks combine to move an adjacent foe. If successful the foe and mooks move a maximum of MR3.
Flank Attack
Melee attack an opponent and gain a 1d6+0 situation bonus for each mook on the opposite side of the defender.
Flight
The mook can fly as a run action treating all terrain as MR1.
Ghostly
Move as per a Run but treat all obstacles (including solid walls) as MR1.
Heckle (x)
Mock and annoy an opponent to attack their potential.
Melee
Attack an opponent using the mook's dice value.
Mob Attack
Two or more adjacent mooks can combine to make a single attack, adding their advantages together into a single roll.
Mob Defence
Mooks gain a 1d6+0 situation bonus for each adjacent mook.
Mob Fear (x)
Adjacent mooks combine their attacks to inflict the Fear status effect as a range attack.
Mob Grapple
Adjacent mooks combine their attacks to hinder an opponent by making a potential attack.
Mob Trip
Two or mooks combine to trip an opponent. This does no damage but the opponent is knocked prone.
Poison
One or more mooks combine to inflict the Poisoned status effect on the victim. The status effect lasts a day.
Run
The mook can run using their mook advantage dice value.
Range Attack (x)
Attack an opponent at range using the mook's dice value.
Resilient (x)
Extra hard to kill. Add (x) to all resistance actions.
Sneak
Make a run movement but without making noise.
Spring Leap
A leaping (run action) movement which allows them to jump over opponents and obstacles without hindrance. Treat all terrain as MR1.
Stone Skin
Being made of stone makes it hard to damage and the mook's dice value is doubled in resistance actions.
Suppressive Fire (x)
Adjacent mooks combine to hinder an opponent by making a potential attack at range.
Shield Wall
When any individual mook in a unbroken line of mooks is attacked, the dice values of all the mooks in the line are combined in the resistance.
Tail Swipe
Melee attack with Reach (1).
Unbearable Heat
The heat from one or more adjacent mooks ignites an adjacent target. The victim gains the On Fire status effect.
Volley Fire (x)
Massed ranged attack against a single target by combining the attacks of all adjacent mooks.
Vile Cloud (x)
A miasma surrounds the creature delivering a status attack against nearby foes as per the Aura (x) keyword. Targets gain the Irritant status effect.
Ward (x)
Mooks combine their abilities to defend one of their own with magic. The mooks do not need to be adjacent and the range is the maximum distance between any two mooks.
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open/settings/6d6hellenic/mooktraits.txt · Last modified: 2016/02/08 18:06 by tregenza
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