Not every character in your game has a page full of stats. The vast majority of people in your game are going to be something of a silent majority — simply a name, a face, and a couple of dice to represent what they can do.
Mooks come in all sizes and shapes, from the crack military team, to the single mom, to the shady information broker. Often, Mooks are simply the everyday passersby on the street. However, a Mook listed on your Character sheet has a special arrangement with your Character. Mooks of this sort are usually family, friends, or coworkers — people that you trust enough to rely on for help. Perhaps they work for you, hired to do a job with no questions asked. Perhaps they swore to live and die by your word hundreds of years before your current enemies were even born. Or perhaps they simply owe you big time. It doesn’t matter. The important thing is that, through thick and thin, they will do their best to help you out when they can.
While Mooks are limited in the type of help they can offer, you don’t have to make a roll to convince them to pitch in, as you would with an NPC or PC. They just may not be available to help if you call on their assistance too often in too short a period of time. After all, they have lives, too. Anyone can call on the help of a Mook, to some degree. But you can use the assistance of the Mooks listed on your Character Sheet for free. But the big question isn’t who a Mook is. The big question is: What can a Mook do for you?
Mooks don’t have complete character sheets of their own. They usually only do one or two things in the context of the game — their specialties — and they are rated in a pair of dice.
Mooks can Aid you in pretty much the same fashion as another Character would. As long as the Mook can have some impact on your action (i.e., is in the same scene as you or somehow inspires or motivates you) you roll the Mook’s dice, too. Make sure you have some way of telling those dice apart from yours: use different colored dice or roll them separately. Then, just as if another PC or NPC were Aiding you, you take the highest of the Mook’s dice and add it to your result. You then reduce the Mook’s die rating by one die. Once your Mook’s been tapped twice, he’s out for the rest of the episode.
All too often you need the help of a Mook only to find that he’s nowhere close by. In that case, it’s a simple matter of spending a benny to bring him into the scene. You can also spend your Mook’s other die, if you want to add both dice to the result. In a sense, you’re exhausting your Mook’s availability in order to make the most of his efforts for this one roll. Once he’s down to no dice, that Mook’s unavailable for the rest of the episode. If the Mook comes back in a later episode, he comes back at full strength.
The GM can also use Mooks, especially when opposing a Character in a Test. When a Test involves a Mook as opposition, the GM can roll the Mook’s dice along with the Trouble pool (and it’s a good idea to roll them separately). The Mook’s highest die adds to the result, and reduces the Mook’s die rating by one die. The GM may add the other Mook die to the result, but this removes that die, too. Also beware: once your Mook is in a scene, the GM is free to make use of him, too.