NPCs

Grunts
The least detailed NPCs are Grunts, typically handled in groups of five. Such groups are used as low difficulty foes reliant more on numbers than skill.

Grunts have a Power Rating between 1 and 5 which is used in the place of Traits and Skills when determining their actions. During an Interaction, Grunts do not maintain a Hand. Grunts draw and play Initiative Cards equal to their Power Rating. Grunts use their Power Rating in the place of their Trait when performing an Action. During Actions, Grunts cannot play more cards than they have members, regardless of Power Rating. Grunts of the same Power Rating in different groups can combine their numbers. Beyond this restriction they act the same way as any other Actor. When taking Wounds, each Success reduces the group's size by 1. Weapon Damage Bonuses are not counted when damaging Grunts.

Damage dealt by Grunts is determined by the strongest weapon a member of the group is using. Armor does nothing to protect Grunts. In the event of damaging a Grunt group with mixed weaponry, the Actor dealing damage may choose which Grunt to eliminate first.

Followers
The next step up for NPCs is the role of the Follower. Followers are independent Actors mechanically similar to the Player's Characters, with the exception that their Traits and Skills are replaced by a Power Rating and they can only handle wounds equal to Double that value before being taken out of commission. Like Grunts, Followers do not maintain a Hand during Interactions, playing Initiative and completing Actions only with drawn cards, just like Grunts. Followers can use Advantages and Techniques that do not require a Wildcard.

Allies & Enemies
The most impactful NPCs are on equal footing with the Player's Characters. Allies represent directly controlled NPCs helpful for aiding the Players, have the full array of Traits, Skills, Advantages, and Techniques, and maintain a Hand during Interactions. Allies gain an Advance for every session they survive.

Enemies are just as capable, but far less friendly. Enemies are inevitable in the life of an adventuring sort, operating on the same power level and with similar stats and abilities to the Player Characters. Enemies are the only non-Player entities that have their own Wildcard pool, instead of relying on the Dealer's. Enemies gain an Advance for every session they survive – and may well improve quite a bit, if you haven't seen them for a few sessions.