As someone who's GMed for a few years already, I can't help but seek ways to facilitate my role in the game. I am talking specifically about managing the many NPCs we all have to deal with, improvising them and creating them in a way that won't consume so much time. Thankfully, I've played enough different game systems to just steal techniques from them.
Since this has been working rather well in my own games thus far, I thought I'd share my cannibalized method with the rest of the community, both to contribute to other GMs and to refine this method through discussion
If you have Disciples of the Dark Gods, go and look at the statline for the Inquisitors' in that book. That's... A lot, really. And makes sense, since they're such experienced individuals with a wide range of competences. But frankly, when making my own NPCs I don't have the patience to go through the skill lists. No, not even going to the jugular and picking up only the combat skills likely to be rolled.
Instead I've been using an idea outright stolen from the One-Roll Engine (and represented in other systems too). Namely the concept of Professional Skills, which, as the name implies, cover in a single skill a whole range of other skills.
For example, let's have a bounty hunter, we'll call him "One-Eyed Titus" so he won't feel so generic. He would have a skill list that went like this: Bounty-Hunter +10 .
Yeah, not much of a skill list. Or a list .
This means he would roll at +10 for any test that involved his... uh.. bounty-huntermanship. Logically it would contain skills such as shadowing, tracking, inquiry, dodge, concealment, barter, as well as anything else the GM considers appropriate to fill in this purview. This means Titus is pretty good with anything a bounty-hunter is supposed to be doing.
It doesn't mean you should pick only one professional skill for each character. Again, One-Eyed Titus might have more than one-dimension or area of competence. So we'll add in the skill of "Underhive Piano-Player" to cover not only his knowledge of the local region, but his ability as an artist and entertainer in his cover (and off-hours).
Be as specific or vague as needed. NPCs shouldn't really roll as much, or spend experience points, so there's little worry to balance it against the players. They are there to create conflict, and the skill list to remind you what they're capable off. Since this is such an abstract descriptor, feel free to go wild with this, as it might also add content to the character. Let's give Titus "This Charming Man" as another skill, which both describes his personality and adds another range of capacities.
So, just to sum it up:
One-Eyed Titus
Skills: Bounty-Hunter +10; This Charming Man; Underhive Piano-Player
And as an exercise, this would be the skill list of the erstwhile Inquisitor of our group.
Aleksander Justus
Skills: Hereticus Inquisitor; Adeptus Ministorum +20; Savvy Politician +10; Wartime Councillor +10
Which tells me that he's okay at Inquisitorily stuff (interrogation, investigation, variety of lores concerning the Inquisition and heretics, et al), is a kickass priest, knows how to play the political game and has seen his share of wars. At least until he was poisoned, sniped by a modified bolt rifle and had the platform under him detonated by a melta charge; but we won't hold that against him.
And again, because I've played Planescape way too much to disrespect the Rule of Three, the following is an Ordo Adrantis agent.
Thaddius
Skills: Military Black-Ops +10; Occult Knowledge +10; Inquisition Conspirator +20
And this tells us he's had military training and practice in matters better not-spoken of, knows plenty about occult practices (the skill should contain more than the Occult Forbidden Lore and Cyphers, but also plenty of other forbidden knowledges). Also he's neck deep in Inquisition politics, and knows a lot more than his rank suggests, which works to his advantage as a "mentor figure" for the PC Inquisitor.