This will not be a thread for showing off my creative genius, as many of the builds here will be closely adapted from the Gamemaster's Guide "Minion Archetypes" and/or Jab's Animals thread. This is pretty much just so I can link to statblocks in my VordWarp thread when those statblocks aren't actually specific to the VordWarp setting. (And rather than doing a Nerdy Comparison Chart in this thread, I'll include these builds in the VordWarp Comparison Chart.)
Going to use the same "simplified" new format that I'm using in VordWarp 2022, and thus make a new thread rather than expanding on my old one.
A villainous henchman or organized crime participant who's just important enough to be given a gun to use. Most superheroes settings, including VordWarp, have no shortage of these guys, often with the Minion template.
Complications
Motivation - Greed. Goons don't typically mind shooting at things, but they may bail if they're not getting paid or if they think they'll get caught.
Relationship. Goons have trouble basically functioning in civilized society without the social support of their gang or crime network.
Defenses & Offense
Dodge +2 · (Default Dodge DC 12) Parry +2 · (Default Parry DC 12) Toughness +2 · (+4 vs. ballistic thanks to +2 equipment bonus from Armaments/Undercover Shirt) Fortitude +4 Will +0
Initiative +0.
Unarmed: Close Attack +2 · on a hit, bludgeoning Damage DC 17.
Grab: Close Attack +2 · on a hit, restrain opponent DC 12.
Armaments - Heavy Pistol: Ranged (100/200/400 ft) Attack +2 · on a hit, ballistic/piercing Damage DC 19.
Armaments - Knife: Close Attack +2 · on a hit, piercing/slashing Damage DC 18, crit 19-20.
Thug Generic NPCs · Underworld Power Level 3, 30 PP · Minion Rank 2 · Sidekick Rank 6
Very similar to a Goon minus the gun, a little hardier physcially, Thugs are used mostly to scare people into cooperating with organized crime or gangs when the organization involved would prefer the target not to be dead.
Complications
Motivation - Greed. Thugs don't typically mind threatening people, but they won't do their best work if they're not getting paid or if they think they'll get caught.
Relationship. Thugs have trouble basically functioning in civilized society without the social support of their gang or crime network.
Defenses & Offense
Dodge +2 · (Default Dodge DC 12) Parry +3 · (Default Parry DC 13) Toughness +3 Fortitude +4 Will +0
Initiative +0.
Unarmed: Close Attack +2 · on a hit, bludgeoning Damage DC 18.
Grab: Close Attack +1 · on a hit, restrain opponent DC 13.
Weapons - Brass Knuckles: Close Attack +2 · on a hit, bludgeoning Damage DC 19.
Weapons - Hunting Knife: Close Attack +1 · on a hit, piercing/slashing Damage DC 19, crit 19-20.
A slight upgrade over the Goon, likely to be found leading a group of Goons on a routine operation. The primary distinction is that the Sergeant has a submachine gun instead of a semi-automatic pistol.
Complications
Motivation - Greed. Goons don't typically mind shooting at things, but they may bail if they're not getting paid or if they think they'll get caught.
Relationship. Goons have trouble basically functioning in civilized society without the social support of their gang or crime network.
Defenses & Offense
Dodge +2 · (Default Dodge DC 12) Parry +2 · (Default Parry DC 12) Toughness +3 · (+5 vs. ballistic thanks to +2 equipment bonus from Armaments/Undercover Shirt) Fortitude +5 Will +1
Initiative +0.
Unarmed: Close Attack +2 · on a hit, bludgeoning Damage DC 17.
Grab: Close Attack +2 · on a hit, restrain opponent DC 12.
Armaments - Submachine Gun: Ranged (100/200/400 ft) Multiattack +3 · on a hit, ballistic/piercing Damage DC 19.
Armaments - Knife: Close Attack +2 · on a hit, piercing/slashing Damage DC 18, crit 19-20.
A lowlier member of a biker gang is still distinguished from a generic Tough by his/her motorcycle and skill in riding it. (In fact, the motorcycle is the only reason this build is PL4 instead of PL2.)
Complications
Motivation - Loyalty. Bikers are typically very close emotionally to their gang.
Defenses & Offense
Dodge +1 · (Default Dodge DC 11) Parry +1 · (Default Parry DC 11) Toughness +3 · (+2 without Leather Jacket) Fortitude +3 Will +0
Initiative +0.
Unarmed: Close Attack +1 · on a hit, bludgeoning Damage DC 17.
Grab: Close Attack +1 · on a hit, restrain opponent DC 12.
Knife: Close Attack +1 · on a hit, piercing/slashing Damage DC 18, crit 19-20.
This hired assassin would be a very elite fighter in a world that didn't have superheroes.
Complications
Motivation - Psychopath. Enjoys killing, or at least is dispassionate about it. Not easily turned from their task by a higher bid like a mercenary would be.
Defenses & Offense
Dodge +7 · (Default Dodge DC 17) Parry +7 · (Default Parry DC 17) Toughness +3 · (+2 without Defensive Roll) · (+5 vs. ballistic with Armaments/Undercover Shirt) Fortitude +5 Will +6
Initiative +2.
Unarmed: Close Attack +4 · on a hit, bludgeoning Damage DC 17.
Grab: Close Attack +8 · on a hit, restrain opponent DC 12. · (After the initial resistance check, victims have a -5 circumstance penalty to escape.)
Armaments - Sniper Rifle: Ranged (250/500/1000 ft) Attack +7 · on a hit, ballistic/piercing Damage DC 20, crit 19-20.
Armaments - Garrote: Close Attack +8 · on a hit, restrain opponent DC 12. · (After the initial resistance check, victims have a -7 circumstance penalty to escape.) · (While restrained, the target suffocates.)
Armaments - Knife: Close Attack +4 · on a hit, piercing/slashing Damage DC 18, crit 19-20.
Gang Boss Generic NPCs · Underworld Power Level 3, 50 PP · Minion Rank 4 · Sidekick Rank 10
This is a local leader of street crime, who probably has several city blocks that are "their" territory. To a superhero, they are a little fish that just happens to be in an even littler pool.
Complications
Motivation - Greed. Rising above the common ranks of crime has been a profitable venture for one of their talents.
Defenses & Offense
Dodge +3 · (Default Dodge DC 13) Parry +3 · (Default Parry DC 13) Toughness +3 · (+2 without Defensive Roll) · (+2 without Armaments/Leather Jacket) · (+1 without Defensive Roll or Armaments/Leather Jacket) Fortitude +3 Will +1
Initiative +2.
Unarmed: Close Attack +3 · on a hit, bludgeoning Damage DC 16.
Grab: Close Attack +3 · on a hit, restrain opponent DC 11.
Armaments - Light Pistol: Ranged (75/150/300 ft) Attack +3 · on a hit, ballistic/piercing Damage DC 18.
Armaments - Knife: Close Attack +3 · on a hit, piercing/slashing Damage DC 17, crit 19-20.