The following are rough general guidelines for NPCs, broken down into the three traditional categories:
| NPC Category | Description | James Bond examples | Build notes |
| Mook, minion | Grunts. Nameless hordes and gangs of opposition, there to be plowed through. | Most of the guys shooting at Bond, most of whom are taken out with one shot or blow. | The easiest is to just given them a level or two (Average, Fair) of "Thug" as an Aspect and use that for all germane rolls, winging everything else ("Library science -- lets' call that a Mediocre"). The idea is not to provide serious competition, but, in numbers, to provide a frisson of risk. See Mook Combat for more discussion. |
| Sidekick, Named NPC | Decent opposition, usually working for the head bad guy. One-on-one, usually of comparable ability (give or take) with a PC. More color than their nameless mooky brethren. | Grant, Oddjob, Jaws, Xenia Onatopp | Give comparable Aspect/Skill levels to the PCs, identifying the main ones. Probably don't need a full character build. |
| Arch-Villains, Brains, Bosses | The head honchos of plotlines. They may be personally formidable, or may simply have great resources gathered around them, but they usually require multiple PCs to take them down. | Goldfinger, Blofeld, Drax, Alec Trevelyan (006) | Anything from full Character Building, to simply giving them more Aspects than the PCs, the ability to use Aspects for rerolls if need be, and some key Skills. |
Note that there are gradiations in all of this. There may be "chief thugs" who run a particular horde who are a tick or two better, but not PC-level. But these are useful general guidelines.