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.

Career Level: An NPC’s career level is equal to the current TL.

Attributes: Unless an NPC possesses the superior attribute or inferior attribute qualities, all of his attribute scores are 10.

Origin: Unless an NPC possesses the specialty or talented qualities, he does not benefit from an Origin.

Classes: Except for ‘full’ special characters (see left), NPCs do not benefit from full class choices. They may gain limited class utility, however, with the class ability quality.

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.

Feats: Unless an NPC possesses the feat quality, he does not benefit from feats.

Proficiencies and Focuses: An NPC is assumed to be proficient with all weapons he or his group carries, and to possess the focus for each vehicle in his stat block.

Saving Throws: An NPC uses his Resilience bonus to make Fortitude, Reflex, and Will saves.

Injury and Death: Damage inflicted upon a special NPC acts the same as damage inflicted upon a player character.

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.

Size: Unless an NPC possesses the hulking or undersized qualities, his Size is assumed to be Medium.

Speed: Unless an NPC possesses the fleet or sluggish qualities, his Speed is assumed to be 30 ft.

Interests and Subplots: NPCs never benefit from these character options.

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).