Part of the Bestiary for my solo Hell’s Rebels game.

The Lore

CCG stands for “Chelish Citizen’s Group”. Basically, if we consider the government of Cheliax to be facist (and I do), these are your brownshirts. They were so happy with Barzilai’s ascension to power they formed an unofficial voluntary organization about it.

The CCG believes they have tacit permission from the big boss to hurt people just like they’ve always wanted to… and, in this, they’re right. Barzilai loves giving them privileged access to situations where they can help the dottari crush “seditious rebels”, or to hire them as contractors for tasks he can’t spare the manpower for. And when they spontaneously decide to do a cheeky bit of assault & battery or public torture, he turns a blind eye.

CCG thugs have the bare minimum of combat training and pretty much no tactical awareness unless directed by a more skilled leader. They’ll try to surround and repeatedly club the nearest victim until that victim stops moving. Their morale crumbles pretty fast once they see those victims are capable of fighting back.

The Numbers

CCG Thug

ST 10; DX 10; IQ 9; HT 10;

HP 10; Will 9; Per 9; FP 10;

SM 0; Speed 5.00; Move 4;

Dodge 8; Parry 9 (club); DR 1 (Torso);

  • Club (10): 1d cr; Reach 1.
  • Brawling Punch (10): 1d-3 cr; Reach C.
  • Wrestling Grab (10): 1d-2 control (1d-4 one-handed); Reach C.

Traits: Your pick from Bully, Fanaticism (Thrune), Intolerance (Total) and other unpleasantness.

Class: Mundane.

Equipment: Padded vest, club, manacles, 2dx$5 in coins. Light Encumbrance.

Threat Level: Usually Fodder, but can go up to Worthy depending on the scenario.

Impressions and Design Notes.

A schlub with a club. They should pose very little threat to delvers, even as Worthies, unless they end up with a very long streak of good rolls. This happened a couple of times in my actual play, but that still led more to long fights than dangerous ones.

If you have a lot of CCG thugs in play and it feels like the fight is going to be a slog, feel free to have them break and run once a significant percentage of them (or one of their leaders) is taken down.

CCG thugs feature prominently in the first half of Adventure 01, but the PCs outgrow them after that and they get replaced by dottari guards as the rank-and-file human opposition.