NPC Archetypes

The NPC Archetypes are a means by which you can quickly and easily create different, diverse types of enemies with a glance at a table.
Each Archetype is designed to be a "variant" on a basic type of enemy, each with slightly different traits which can be applied to a similar base. For instance, if the PCs were sent to attack a group of mercenaries, most of the foes they fight might be Grunts, while the hulking Brute seems more eager for melee, the cunning Flanker tries to tie up the PCs, and the mercenary commander, the Boss, oversees the whole operation.
Name (Trade-Offs) Key Ability Score	Name (Trade-Offs) Key Ability Score	Name (Trade-Offs) Key Ability Score	Name (Trade-Offs) Key Ability Score	Name (Trade-Offs) Key Ability Score	Name (Trade-Offs) Key Ability Score	Name (Trade-Offs) Key Ability Score	Name (Trade-Offs) Key Ability Score	Name (Trade-Offs) Key Ability Score	Name (Trade-Offs) Key Ability Score	Name (Trade-Offs) Key Ability Score
PL 	Attack 	Effect Modifier 	Defense 	Toughness 	Fortitude 	Will 	Might 	Reflex 	Perception 	Special
* Name: The name of the NPC Archetype.
* (Trade-Offs): The trade-offs (if any) an archetype uses. If really pressed for time, you can use this trade-off applied to the normal ability caps for that power level as a quick-and-dirty way to stat out an NPC.
* Key Ability Score: The ability score listed here is the most important to this archetype. Treat this ability score as equal to half the NPC's power level as a rough rule of thumb. Other ability scores are unlikely to be increased, or may only increase by up to half this value (or one-quarter power level).
* Power Level: The power level of the NPC.
* Attack: The attack modifier for the NPC's main attack. Usually equal to PL (barring trade-offs). Other attacks can be made at half this value (treated as non-proficient with the attack).
* Effect Modifier: The modifier the NPC uses for its attacks to overcome a target's Resistances. Usually equal to PL (barring trade-offs).
* Defense: The modifier the NPC gains to its Defense Resistance. This modifier is lost while Flat-Footed unless otherwise noted. Usually equal to PL (barring trade-offs).
* Toughness: The modifier the NPC gains to its Toughness Resistance. Usually equal to PL (barring trade-offs).
* Fortitude: The modifier the NPC gains to its Fortitude Resistance. This is typically at full PL for exceptionally hearty NPCs and at half PL for weaker NPCs.
* Will: The modifier the NPC gains to its Will Resistance. This is typically at full PL for more willful NPCs and at half PL for weak-willed NPCs.
* Might: The modifier the NPC gains to its Might Resistance. This is typically at full PL for strong NPCs and at half-PL for weaker NPCs.
* Reflex: The modifier the NPC gains to its Reflex Resistance. This is typically at full PL for quick NPCs and at half-PL for slower NPCs.
* Perception: The modifier the NPC gains to its Perception Resistance. This is typically at full PL for observant NPCs and at half-PL for dimmer NPCs.
* Special: Any additional skills, feats, or FX that an archetype gains.
==The Archetypes==
* Grunt
* Artillery
* Boss
* Brute
* Champion
* Enchanter
* Flanker
* Hoser
* Lurker
* Meat-Shield
* Skirmisher
* Support
Category:Rulebook
Category:GMing
Category:NPCs
Category:NPC Archetypes