Sunday, December 7, 2025

MONSTER RALLIES III: MOB RULES

Mobs are a prominent feature of Monster Rally movies and classic horror in general. I came up with these mob rules for Strange Tales of New England

To be clear I am not making a monster rally RPG, but am trying to create a set of monster rally tools for GMs to use in their Strange Tales of New England Campaigns. I may release this material in a small PDF at some point. But I want to post it to the blog so the tools are available now.  

MOBS

Mobs are large groups of people, usually frightened or angry townsmen or villagers, who can pose a threat to monsters due to their large numbers. They take time to build in a Monster Rally adventure, usually when things reach a critical stage. As a general rule, the more terror the population feels, the greater the chance of a mob forming. The GM should roll anytime an incident in public occurs, starting at a 1 in 10 chance and increasing by 1-3 increments each incident based on its severity. 

Defenses: Hardiness: 6, Evade: 6, Wits: 4
Key Skills: Attack: 0d10, Grab: Special, Muscle: 4d10, Detect: 2d10, Speed: 0d10 

Max Wounds: Mobs have a Max Wound equal to their numbers, and can always attack anyone inside their area of coverage. However mobs will back away and not attack when they take 2 wounds from a single hit in one round 

POWERS 

Attack: Mobs have very weak attacks. They roll 0d10 to hit and do 0d10 damage. They can attack multiple targets inside their area but only attack each target once per round. 

Grab: Mobs can grab targets, limb by limb. Their first grab attempt is 0d10 to grab a limb. If this is successful, they can follow up the same round with another grab attempt at 1d10 to grab another limb. If this succeeds they can attempt another grab at 2d10, then another at 3d10, all in the same round. When they have successfully grabbed all four limbs they have control of the target's body. Each round the target can an attempt an escape by rolling Muscle against 4d10. If the target fails, they maintain control and can carry or hold him. If the target succeeds, he escapes. If the target gets a Total Success he does 1 wound to the mob. The target is held in this manner every round until he successfully escapes. 

Tear down Structures: Mobs can tear or burn down any structure in 1d10 rounds. 

Area of Coverage: A mob covers an area based on its size. The GM should use common sense here, but a group of 1000 people might cover 6,000 to 10,000 square feet depending on how densely packed they are. Mobs can attack or grab anything within their area of coverage. 



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