Feng Shui: The Lost Island
Groups may need guards to protect their secret lairs or to follow them around and gawk. With this schtick, the group gets its very own mooks. Use them to determine an enemy’s capabilities (by giving him targets to demonstrate on), have them keep enemy mooks busy while you focus on the named enemies, or leave them at your base to alert you to attacks.
Mook GMCs from this schtick are generally less powerful than Back-Up GMCs, but they’re yours to command. The more schticks you have in Mooks, the more and better your cadre of unnamed characters. When they get killed, the group gets refunded one quarter the experience points spent on them in the first place.
Assigning names to Mooks doesn’t make them named characters, but with enough time and characterization on behalf of the players, it’s the GM’s right to upgrade a Mook to named-character status. Once that happens, your total number of Mooks drops by one and you no longer get experience points refunded if the named character dies.
No PC group can have more than three schticks in Mooks. See Appendix A for a selection of Mook types. GMCs don’t need this schtick to have unnamed goons, remember.