A non-‘full’ NPC operates like a PC in all ways except as follows.
Tiers: Throughout this book, many NPCs are referred to with a “Tier” ranging from I to V. An NPC’s Tier determines the Threat Level used to calculate his statistics, as well as his XP reward (Tier I = TL – 4, Tier II = TL – 2, Tier III = current TL, Tier IV = TL + 2, and Tier V = TL + 4). An NPC’s Tier cannot shift the TL below 1 or above 20. NPC Tiers should not be adjusted when building a mission; unless otherwise specified, all NPCs are Tier III.
GC Action Dice: Unless a standard NPC possesses the minion, henchman, mastermind, or story-critical quality, the GC rolls d4 action dice when boosting the NPC’s die rolls and Defense, and when healing the NPC. The GC’s action dice become d6s when applying these effects to a minion, d8s when applying them to a henchman, and d10s when applying them to a mastermind.
Skills: Without the skilled quality, an NPC makes all skill checks using his Competence bonus. Likewise, result caps and all other rules utilizing skill ranks are handled using the NPC’s Competence or skill bonus as his ranks in every skill. Finally, an NPC’s class skills are those targeted by the skilled NPC quality; all other skills are cross-class skills for the NPC.
Damage inflicted upon a standard NPC, however, prompts a Damage save (see page 331).
Many character options and other game effects increase or decrease a character’s vitality and wound points. These apply to special characters as written. When they apply to a standard NPC or animal, however, the NPC or animal's Damage save bonus rises by +1 per point of wound increase or 2 points of vitality increase. Conversely, the NPC or animal's Damage save bonus drops by +1 per point of wound decrease or 2 points of vitality decrease. The option or effect’s duration remains unchanged.
Example: The blood of heroes class ability increases a standard NPC’s vitality points by 5. His Damage save bonus rises by +2.
Critical Hits and Successes: Unless a standard NPC possesses the prodigy or treacherous qualities, the GC cannot activate the NPC’s critical successes and hits. Critical successes and hits scored by a special NPC may be activated as standard.
Reputation and Net Worth: NPCs do not gain or lose Reputation or Net Worth. The GC may, however, have an NPC use an ability or call upon a resource that normally costs Reputation or Net Worth by increasing the NPC or NPC group’s XP reward for the current mission only by an amount equal 1/4 the ability or resource's Reputation cost (rounded up). For the duration of the current mission, the NPC and each member of his group, if any, is considered to have suffered exposure of any 1 type of the GC’s choice, as if the affected NPC(s) were penalized an amount of Reputation equal to 1/4 the chosen ability or resource's Reputation cost (rounded up).