Over the course of my time as an operative I have developed relationships with several individuals in an effort to diversify the skills available to me. Some in my profession call them assets, I prefer to think of them as associates.
Player 3's Pc's In a nut shell
30 Warriors -- Freemen and Captives -- to populate your arenas.
Think twice before giving your children extreme in utero biomodification. Your decision will last for my lifetime.
30 cult members, of varying levels of sanity and skill. Divided into Guilds for convenience and clarity. Could potentially be used as 30 gang members, depending on your needs.
Captain Aubrey surveyed the deck of the captured sloop. He was amazed that such well run ship could crewed by such a motley gang of men. He turned to the doctor and wondered, "No man is born into piracy. What were these many fellows before they took up the black flag? Surely they can not all share the same story."
Important NPCs within Machias.
Slagger Tornfury hates elves. He doesn't just hate them, he HATES them.
Light infantry units, with assorted skill sets
Kids today, you can't tell them what to do, right from wrong. When I was a kid we got tattoos and piercings, nowadays they turn themselves into freaking mutants. On purpose!
Any citizen over the age of 30
"If the OD-RSDs were here already, the facility would have gone up in smoke a long time ago..."
"This is Skybase Alpha-One broadcasting to Skybase Alpha-Two through Six. Seventeen point zero VD-TD Drop Ships inbound towards Korolis Sector, Quadrant Two. ETA approximate - 0030 hours. Recalibrating Ground Ordinance to avoid excess Friendly Fire. Reaffirming aerial perimeters and air supremacy..."
NPCs can be so dry and bland when they come up and you aren't prepared for them. Other NPCs often times only have the stats rolled up and their personalities are neglected. That is where a list of simple characteristics can come in handy and you can stereotype the NPC and at least give them some kind of quirk that defines them a little better. Nobody may remember the innkeeper at that one city, but they may very well remember the innkeeper that picked his nose right before he gave the players their change. Just some little things to define the NPCs and make them more real. Some can be used by players as well to spice up their character a little.
Alchemists are found in many fantasy settings. If used properly, alchemists can add unique flavor to your game. But what is the story of that powerful person standing behind the counter? Why do they sell magic? I have thirty different answers to that question.
"Drinks or info chummer, both cost. One costs cred and the other costs favors. Too much of the former will give you a killer hangover, and too much of the latter might just kill you altogether."
A bartender contact/info broker for the Shadowrun rpg setting, can be easily adapted to any cyberpunk or other high tech campaign.
For your pleasure and entertainment, here we present, thirty fiendlings seasoned with a whiff of brimstone, teasingly clad in shadow, accompanied by tunes played on pipes of angel-bone; likewise do we tell of the gifts they might bestow upon one in their favor.
So get them before Hell freezes over!
The brave, the hateful, the good and the nasty-30 officers, for those who like to game in a military style.
The hard working, the lazy and the indispensible, 30 Servants to look after the myriad needs of your world's nobles.
"I pick your fleas, you pick mine. Well, that would be if either of us had fleas. Haha, right?"
"Attention, Flesh-beings! The time is now Sun-High-point-five, towards dark, 180 Units Past. Curfew in 30 Units. You are welcome."
Culture/Religion: based on fear and respect. Gods are very dangerous creatures, sometimes friendly, often not. Temples are the way to make contact with them... if not easier, then at least more concentrated in one place. Were it not for the temples, gods could be running amok among the people. Therefore, mortals have to keep the gods close to temples, entertained and worshipped. It doesn't make the bad ones any friendlier, though (and is no guarantee some won't go on trips now and then). Still, there have to be priests that are hardy men, able to survive the rigours of their position, get a sufficient number of worshippers to make the gods feel important enough, and mediate the contact between mortals and immortals.