================================================================================ NPC Construction ================================================================================ NPCs are all characters not controlled by PCs, but rather by the GM. Here are the rules concerning the construction of those NPCs. ----- NPC Classification ----- > Guests Just like PCs, Guests have classes and skills. While they use the same construction rules as PCs do, the GM may add or change character levels, Combat Stats, skills, or items. >> Prana Excepting for Guests with special rules, Guests generally don't have Prana. >> Calamity The «Calamity» enemy skill on page whatever is a powerful ability. Only an NPC the GM has specifically allowed may acquire it. > Mob A Mob is a single character that represents ten or more enemies. They typically appear under the control of Emulators, and are either monsters or lesser Emulators. Essentially, they're small fry. >> Mob Construction You'll find enemy data on Mobs in, blah blah. > Extra NPCs without any kind of combat capability. From a random old man to Anzelotte, they are all basically Extras. Extras are handled in whatever manner the GM declares in Session Rules. If there are no specified rules for something, players can suggest things to the GM. ----- Enemy ----- An "enemy" is something that opposses the PCs, and in many cases, they are Emulators. Enemies can be Guests, Mobs, or even Extras. > Incomplete Enemies It's permissable to make enemies with only accuracy values and attack values, instead of having complete data. In these cases, it may be declared as special rules that attacks automatically hit these enemies, with no Judges made for Dodge Check or defense. > Enemy Skills Enemies may freely acquire any enemy skill. > Enemy Movement The degree to which tactical actions (actions that support other enemies or other characters) are taken by enemies is subject to the judgement of the GM. In general, since Emulators are at least as intelligent as humans, they will act with some measure of tactical acumen. ----- Boss Enemies ----- During the Climax of an Episode, it's often the case that a powerful enemy is fought. This powerful enemy is known as a Boss. Here are the rules concerning the construction of Boss characters. > How Strong Should it Be? This basically just says 'how strong does it need to be to give you a proper feeling of tension while still being fun'? Which is useless, thanks. > Amount of HP There are two factors in determining how much HP a Boss should have. The first is an image of how many rounds the boss should last. The other is figuring out the difference between the PCs's attack power and defense power. * = The combat round length is essential. 10 rounds of battle will lose the sense of tension, which is what people want. This section seems like it's mentioning that if you compare the Boss's defense to the PC's attack, and the difference is 5 or more, the PCs won't be able to do much to the Boss, not counting crits/fumbles. So, basically, you need to figure out how much damage the PCs can do in a single round, and then times that by how many rounds you want the fight to last, to get the appropriate amount of boss HP. How utterly useless.