This is definitely going to void yer warranty, mate.
In the Cosmic Era, the Cosmetologist is a highly skilled geneticist, and they are consulted on everything from hair remedies to exotic full body alterations.
A stern matron, 1950's pinup and failed protector against nuclear winter.
Her first contact will be on a laptop or mobile unit of some kind. The text "Can you help me?" will be written all over the screen.
Ms. Carlyle has made her presence known.
Formerly Andrew 'Dandy' C. C. Yates, the Scranton Psychopath, now Andrew 12-C66
We need to gather the cam-droppers and bulldog gears off of number six, yes the wrecked number six. Then, with those pieces and the short drive off of number three we can put number four back into action.
Abelard von Richter
Hanging on the arm of a wealthy upper crust man, she was the perfect arm charm. But you swear, you have seen her before.
A hypercaffinated ball of technical investigation energy.
An quirky Gnome with little patience and much skill with a flame.
A sentient machine which churns out useless items, but may have a more important task. (actually an It).
Carmo keeps a shop in the backstreets of Erezi. It’s not often visited, Carmo makes people feel…uneasy. Even the veterans of the Erezi underworld are uncomfortable being alone with Carmo. But they need to buy their traps from somewhere…
The Yugzhee, or "hedgehog-people", guard a great, secret treasure inside their giant burrowed lair. The mysterious Wall of Keys, a 12'x10', foot-thick, cold-iron, "wall", upon which, on iron hooks, hang 100 ornate iron keys of all shapes and sizes. Each key opens some heretofore un-openable barrier, door, or gate, in the particular game world of choice.
The PCs have come upon a great boon, except for the fact that the keys cease to function properly if separated from the iron wall for more than a few minutes. Higher level characters will be able to figure out how to take the wall "with them" via magic. Lower level characters will have to get creative.