Generic thugs in GURPS

A common archetype of opponent in almost every action-orientated genre is the large, muscular, and dimwitted man (female thugs are rare) who seems to exist mostly to give protagonists a chance to show off their combat skills. Genre convention generally has them getting battered and humiliated, but rarely killed. A group of thugs (they usually come in groups) might be found causing trouble just for the sake of it, but more often they are working for a more competent villain.

Thug

ST 12; DX 10; IQ 9; HT 9.
HP 12; Will 9; Per 9; FP 10; Speed 4.75; Dodge 7; Move 5.
SM 0, 160-220 lbs.

Punch (12): 1d−1 crushing. Reach C. Parry 9.
Kick (10): 1d crushing. Reach C, 1.
One of:
Blackjack or Brass Knuckles (12): 1d crushing. Reach C. Parry 9.
or
Knobbed Club or Light Club (9): 1d+3 crushing. Reach 1. Parry 7.
or
Small Knife (10): 1d−1 cutting. Reach C, 1. or 1d−1 impaling. Reach C. Parry 7.
or
Weighted Scarf (8): 1d+2 crushing. Reach 1. −2 to parry, −1 to block. Parry 5U.
or
9mm Pistol (10): 2d+2 piercing. Acc 2, Range 160/1,800, RoF 3, Shots 15+1(3), Bulk −2, Rcl 2.
or
.32 SMG (8): 2d−1 small piercing. Acc 2, Range 90/1,000, RoF 14, Shots 20(3), Bulk −3*, Rcl 2.
or
12G Shotgun (8): 1d+1 piercing. Acc 3, Range 40/800, RoF 2×9, Shots 2(2i), Bulk −5, Rcl 1.

Traits: Bully (9); Hard to Kill 3; Improvised Weapons (Axe/Mace, Brawling, Broadsword, or Flail).
Skills: Axe/Mace-9; Brawling-12; Broadsword-9; Carousing-12; Guns (Pistol)-10; Fast-Draw (Knife)-12; Flail-8; Holdout-11; Intimidation-11; Knife-10; Stealth-10; Streetwise-11.
Notes: there is a good chance (1 in 6) that any given thug will be tipsy (−1 to DX and IQ, −2 to self-control rolls) at any time. If actually encountered while partying, all thugs will be at least tipsy and 1 in 6 will be drunk (−2 to DX and IQ, −4 to self-control rolls).

Protective Clothing

Heavy boots give DR 2 to the feet and raise kicking damage to 1d+1, but many thugs prefer sneakers or similar light footwear, for +1 to Stealth.

Alternative weapons

Modern thugs often carry a switchblade (GURPS High-Tech, p. 197), which is simply a small knife which snaps easily if used to parry.

Exactly one in each group of thugs may have a balisong (GURPS Martial Arts, p. 213). This has the same rules as a small knife, but the wielder invariably knows Fast-Draw (Ballisong)-15 and has a Shtick (GURPS Basic Set, p. 101) which allows an Intimidation attempt as a free action after successfully using it.

Treat improvised flails such as chains, or pool balls in socks, as weighted scarves.

Thug Stereotypes

Bikers typically wear leather jackets, which give DR 1* to the torso and arms against anything except impaling and piercing damage. They also have Driving (Motorcycle)-14.

Gym Rats have Lifting ST 1 and Lifting-12.

Hillbillies have Driving (Automobile)-12 (or Teamster-12 before TL 6) and Farming-12.

Punks are often scrawny (ST and HP 11, Skinny) and have a good repertoire of wise cracks (Fast-Talk-12).

Truckers have Driving (Heavy Wheeled)-14 and Freight Handling-12.