6.0 NPCs

In Marvel Heroic there are five types of (statted) NPCs: Major characters, minor characters, specialists, mobs, and large-scale threats.

Major Characters are essentially full characters built in a similar manner to player characters. They tend to be antagonists.

Minor characters are secondary characters in a plotline and are similar to major characters except for their Affiliations. Instead of a d6, d8, and d10 Affiliation, minor characters have a d4, d6, and d8 Affiliation.

Specialty characters (or specialists) represent mooks, minions, cops, agents, and the other very minor or nameless characters that populate a potential Event. Like minor characters, they have Affiliations of d4, d6, and d8. They usually have a single Specialty at d6, d8, or d10 and, here is the important part, instead of them going inert when taking d12+ from stress or a
complication, specialists are removed from active play when the stress/complication is staged beyond their primary Specialty rating. A specialty character's Specialty is often unique, reflecting a professional skill set.

EXAMPLE: Taskmaster has been cornered by a police officer. The cop is a specialist with d4 Solo, Serve and Protect Distinction, d6 pistol, and a d8 Cop Specialty. Taskmaster hits the cop and does d10 Physical Stress. That's more than the officer's d8 Cop Specialty, so he goes down to slumber land.

A Mob is built just like any other character (usually a specialist) but with one key difference: Mobs have multiple team dice. For example, the above mentioned mob of terra-cotta robot warriors might have an Affiliation of Team 6d8. In this case, each d8 represents two robot warriors but in other situations, each die might represent one individual or even a dozen individuals, depending on the scene.

Mobs attack as a single unit. The GM does not roll for each unit of the mob but, instead, rolls once. Some mobs have the Area Effect SFX. This allows the GM to make a single roll with the mob to target every enemy in the room.

Mobs take damage in a unique way, based on their Team Affiliation dice. When you scale stress/complications up past the mob character's team die level, you remove a single die from the Team Affiliation. This represents dropping the individuals that die represents out of combat. Once the die is removed, the mob's stress is reset to 0.

EXAMPLE: Cannonball is fighting a mob of mutant hating Friends of Humanity, a 6d6 mob. He blasts into the mob and inflicts d8 Physical Stress. A single d6 is removed and the mob becomes a 5d6 mob instead of a 6d6 mob.

Mobs can be targeted by an area attack SFX or multiple effects (by spending plot dice). In that case, the GM keeps track of stress/complications done to each die separately.

EXAMPLE: Reed Richards limb whips at a mob of moloids (3d8). He spends two plot points to keep a second effect die and ends up with a d10 and 2d6 for his EFFECT dice. The first EFFECT die reduces the mob's Team Affiliation to 2d8. The second and third EFFECT dice are recorded. Each of the remaining d8s in the mob have d6 Physical Stress.

Large-Scale threats work exactly like mobs. Except, instead of representing multiple characters using multiple dice, Large-Scale Threats represent a single character using multiple dice. A Large-Scale threat has more than one die in the Solo Affiliation. For example, a giant robot might have a 3d8 Solo Affiliation.

Large-Scale Threats might be a giant monster (Godzilla), an intensely powerful cosmic entity (Galactus), a big old vehicle (the Helicarrier), or the like. Like mobs, Large-Scale threats must have all their appropriate Affiliation dice must be removed in order to be eliminated from play.

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