npc

A Random Table for a Tabletop RPG

Espionage Mission Generator

Espionage-Mission-Generator-CoverThis post is available for FREE (pay-what-you-want) as a high-quality PDF – CLICK HERE

This generator will work in any setting / genre in which an espionage mission is called for. It’s results are vague enough that you can easily supply your own details to fit your world, but specific enough that you don’t have to come up with everything yourself. The below “mad-libs” style sentence will help you understand your random results. Whenever you see a [bold] word in the sentence, it refers to the random table of the same name. All you have to do is roll on that table and insert the result into the sentence at that point!

The mission is to [Mission] via [Method] in [Locale]. Resistance will come from [Enemy], but an ally can be found in [Ally]. Potential Intelligence can be uncovered via [Intelligence Source], revealing [Intelligence]. Completion of this mission will result in the gain of [Reward]. Possible Twists and Turns include: [Twists and Turns].

This post is also available in PDF format as part of a Mission Generator Bundle (Espionage and Military Missions) – CLICK HERE

Mission

Roll a d2. One a 1, the mission is Offensive, on a 2 it is Defensive. e.g. if “Rescue Target” is rolled Offensively, the PCs want the target to be rescued, but if it is rolled Defensively, the PCs must prevent a target from being rescued.

Result Roll (d2, then d12)
Turn Enemies 1
Implicate Enemies 2
Plant Intelligence 3
Gather Intelligence 4
Silence Witnesses 5
Steal/Destroy Supplies 6
Kidnap or Kill Target 7
Rescue Target 8
Uncover Traitors 9
Cause Chaos 10
Deliver Intelligence 11
Reconnaissance 12

Method

Result Roll (d100)
Infiltration 1-35
Socializing 36-60
Investigation 61-85
Escorting a Target 86-95
a Direct Assault 96-100

Locale

Result Roll (d100)
a City 1-35
a Town 36-60
the Civilized Countryside 61-80
the Wilderness 81-85
a Fort 86-90
an Estate 91-95
a Ship 96-100

Enemy

Result Roll (d100)
Regular Military 1-35
Mercenaries 36-55
Civic Leader 56-70
Loyalist Civilians 71-85
Deserters 86-90
Rebel Military 91-95
Counter-Spies 96-100

Ally

Result Roll (d100)
[Roll on Civilian Table] 1-60
Regular Soldier 61-70
Rebel Soldier 71-80
Criminal 81-90
Mercenary 91-100

Intelligence Source

Result Roll (d100)
Interrogation 1-25
Reconnaissance 26-45
a Journal Entry 46-60
a Refugee 61-75
a Personal Letter 76-85
Sealed Orders 86-95
a Traitor 96-100

Intelligence

Result Roll (d100)
Troop Details 1-25
Enemy Orders 26-45
Supply Details 46-65
Damning Documents 66-80
Grand Strategy 81-90
a Cypher 91-95
Spy Network Info 96-100

Reward

Result Roll (d100)
a Cache of Supplies 1-15
Rebellion Influence 16-30
Enchantments 31-45
a Magical Item 46-60
Recruits 61-75
Officer Information 76-90
a Unique Item 91-95
NPC Rumors 96-100

Twists and Turns

Result Roll (d100)
Ambush 1-3
Another Enemy, hostile to all, appears 4-6
Assemble and/or train a force to help 7-9
Bad intelligence 10-12
Commander KIA 13-15
Conflicting orders from two superiors 16-18
Cowardice 19-21
Enemy’s cause is sympathetic 22-24
False Flag Operation 25-27
Family in danger 28-30
Greed 31-33
Local militia helps or hinders 33-36
Midway through, PCs are replaced 37-39
Mistaken Identity 40-42
No collateral damage allowed 43-45
Personal Rivalry 46-48
Red Herring 49-51
Reinforcements 52-54
Revenge 55-57
Sickness 58-60
Stranded 63-66
Supplies sabotaged 67-69
Terrible weather 70-72
The enemy can’t be beaten directly 73-75
The goal has moved 76-78
Must be done without alerting anyone 79-81
PCs and ally have conflicting orders 82-84
Traitor 85-87
Traps 88-90
Two bad things, only one can be stopped 91-93
Unwanted Ally 94-96
Urgent new mission arises 97-99

Civilian

Result Roll (d100)
Accountant 1
Acrobat 2
Actor 3
Animal Trainer 4
Apothecary 5
Arbiter 6
Armorer 7
Artist 8
Baker 9
Barber 10
Beekeeper 11
Begger 12
Blacksmith 13
Brewer 14
Butcher 15
Candlemaker 16
Carpenter 17
Cartographer 18
Charcoalmaker 19
Cheesemaker 20
Chimney Sweep 21
City Official 22
Clergyman 23
Cook 24
Courtesan 25
Crier 26
Dancer 27
Diplomat 28
Dockmaster 29
Dockworker 30
Doctor 31
Driver 32
Duelist 33
Executioner 34
Falconer 35
Farmer 36
Farmhand 37
Fence 38
Fisherman 39
Forester 40
Fortuneteller 41
Fugitive 42
Gardener 43
Glassblower 44
Gravedigger 45
Guardsman 46
Healer 47
Herbalist 48
Herder 49
Horsebreeder 50
Houndsman 51
Hunter 52
Jailor 53
Jeweler 54
Laborer 55
Lawyer 56
Leatherworker 57
Librarian 58
Locksmith 59
Maid 60
Mason 61
Mercenary 62
Merchant 63
Midwife 64
Military Officer 65
Military Scout 66
Miner 67
Missionary 68
Moneylender 69
Musician 70
Naturalist 71
Painter 72
Perfumemaker 73
Preacher 74
Prostitute 75
Quack Doctor 76
Sailor 77
Scholar 78
Scientist 79
Scribe 80
Servant 81
Shepherd 82
Ship Captain 83
Shipwright 84
Shopkeeper 85
Smuggler 86
Soldier 87
Squire 88
Stableman 89
Tattoist 90
Tavern Wench 91
Tavernkeeper 92
Tax Collector 93
Taxidermist 94
Teacher 95
Torturer 96
Treasure Hunter 97
Vermincatcher 98
Weaponsmith 99
Woodsman 100

 

More Free PDFs!

Here are a couple more free (pay-what-you-want) PDFs via drivethrurpg.com. Check them out on the side-bar or click the links below:

Mundane Loot Tables By Wealth Level (Fantasy)

Mudstead – City Map and NPCs

A Random Table for a Tabletop RPG

Mundane Loot Tables

Mundane-Loot-Tables-By-Wealth-Level-(Fantasy)-CoverThis post is available for FREE (pay-what-you-want) as a high-quality PDF – CLICK HERE

Sometimes the PCs loot a house or check the pockets or bag of some random NPC. Don’t just give them a few coins, make it interesting and give them some some basic, mundane items using these tables! They are broken up into wealth categories, from Destitute all the way up to Filthy Rich. Choose how rich/fancy the targeted NPC or NPC’s house is, and roll a d100 on the appropriate table below.

The Value column is in copper pieces, though it won’t necessarily transfer to a D&D game, as I created these tables for a homebrew system called Wretched (which I’ll probably post on this blog at some point). So feel free to use the Value as a reference or ignore it.

Destitute

Goods – Destitute d100 Value
Item of Sentimental Value (Re-Roll) 1-8
Bone 9-15
Cloth Scrap 16-22
Unreadable Note 23-29
River Stone 30-36
Dried Flower 37-43
Hardtack 44-50
Iron Nail 51-55 3
Piece of Food 56-60 3
Iron Buckle 61-64 5
Chalk 65-66 10
Crude Holy Symbol 67-68 10
Hat 69-70 10
Iron Earring 71-72 10
Tin Cup 73-74 10
Walking Stick 75-76 10
Belt 77-78 15
Candle 79-80 15
Crude Box 81-82 15
Crude Pipe 83-84 15
Die (6 Sided) 85-86 15
Pouch 87-88 15
Soap 89-90 15
Spike, Wood 91-92 15
Tinderbox 93-94 15
Tobacco 95-96 15
Whetstone 97 15
Comb 98 20
Crafting Scrap, Poor [d4] 99 20
Torch 100 20

Poor

Goods – Poor d100 Worth
Item of Sentimental Value (Re-Roll) 1-6
Bone 7-9
Cloth Scrap 10-12
Unreadable Note 13-15
River Stone 16-18
Dried Flower 19-21
Hardtack 22-24
Iron Nail 25-26 3
Piece of Food 27-28 3
Iron Buckle 29-30 5
Chalk 31-32 10
Hat 33-34 10
Iron Earring 35-36 10
Tin Cup 37-38 10
Belt 39-40 15
Candle 41-42 15
Die (6 Sided) 43-44 15
Pouch 45-46 15
Soap 47-48 15
Spike, Wood 49-50 15
Tinderbox 51-52 15
Tobacco 53-54 15
Whetstone 55-56 15
Comb 57-58 20
Crafting Scrap, Poor [d6] 59-60 20
Torch 61-62 20
Walking Stick 63-64 20
Crude Box 65-66 25
Holy Symbol 67-68 25
Needle, Bone 69-70 25
Tobacco Pipe 71-72 25
Flint and Steel 73-74 30
Nails x10 75-76 30
Blanket 77-78 35
Holy Water 79-80 35
Parchment 81-82 35
Spike, Iron 83-84 35
Vial, Empty 85 35
Animal Skin, Common 86 50
Crafting Scrap, Standard [d4] 87 50
Die, weighted (R) 88 50
Drill 89 50
Fishing Gear 90 50
Mallet 91 50
Playing Cards 92 50
Scroll, blank 93 50
Smoking Pipe 94 50
Spike, Steel 95 50
Waterskin 96 50
Whistle 97 50
Drugs 98 50
Bedroll 99 60
Crafting Scrap, Fine 100 75

Stable

Goods – Stable d100 Worth
Item of Sentimental Value (Re-Roll) 1-6
Dried Flower 7-9
Bread 10-12
Piece of Food 13-15 3
Chalk 16-18 10
Hat 19-21 10
Iron Earring 22-24 10
Tin Cup 25-27 10
Belt 28-30 15
Candle 31-32 15
Die (6 Sided) 33-34 15
Pouch 35-36 15
Soap 37-38 15
Spike, Wood 39-40 15
Tinderbox 41-42 15
Tobacco 43-44 15
Whetstone 45-46 15
Comb 47-48 20
Crafting Scrap, Poor [d8] 49-50 20
Torch 51-52 20
Needle, Bone 53-54 25
Flint and Steel 55-56 30
Nails x10 57-58 30
Walking Stick 59 30
Blanket 60 35
Box 61 35
Parchment 62 35
Spike, Iron 63 35
Tobacco Pipe 64 35
Vial, Empty 65 35
Holy Symbol 66 45
Holy Water 67 45
Animal Skin, Common 68 50
Crafting Scrap, Standard [d6] 69 50
Drill 70 50
Fishing Gear 71 50
Gem 72 50
Mallet 73 50
Playing Cards 74 50
Scroll, blank 75 50
Spike, Steel 76 50
Waterskin 77 50
Whistle 78 50
Drugs 79 50
Bedroll 80 60
Chain, Steel x1 foot 81 75
Crafting Scrap, Fine [d4] 82 75
Crowbar 83 75
Hammer 84 75
Ink 85 75
Oil (for lantern; 1 pint, lasts 48 hours) 86 75
Saw 87 75
Leather satchel (waterproof) 88 100
Quiver (20 arrows or bolts) 89 100
Scroll case 90 100
Wormrose Incense 91 100
Anti-Venom 92 150
Cooking Pots 93 150
Healing Kit, Poor (-5) 94 150
Lantern 95 150
Net 96 150
Pick 97 150
Crafting Tools, Poor (-5) 98 200
Healing Kit, Standard (+0) 99 300
Instrument 100 300

Rich

Goods – Rich d100 Worth
Item of Sentimental Value (Re-Roll) 1-5
Bread
Die (6 Sided) 25
Pouch 25
Tobacco 25
Comb 30
Flint and Steel 26-28 30
Parchment 29-31 35
Box 32-34 50
Crafting Scrap, Standard [d8] 35-37 50
Playing Cards 38-40 50
Scroll, blank 41-43 50
Tobacco Pipe 44-46 50
Walking Stick 47-49 50
Holy Symbol 50-52 60
Holy Water 53-55 60
Crafting Scrap, Fine [d6] 56-58 75
Ink 59-61 75
Drugs 62-64 75
Key 65-67 100
Leather satchel (waterproof) 68-70 100
Quiver (20 arrows or bolts) 71-73 100
Scroll case 74-76 100
Wormrose Incense 77-79 100
Anti-Venom 80-81 150
Healing Kit, Poor (-5) 82-83 150
Crafting Tools, Poor (-5) 84-85 200
Gem 86-87 d20 * 10 + 80
Lantern 88-89 200
Magnifying Glass 90-91 250
Healing Kit, Standard (+0) 92-93 300
Holy Book 94 350
Crafting Tools, Standard (+0) 95 400
Mirror, Hand 96 400
Healing Kit, Fine (+5) 97 500
Instrument 98 500
Crafting Tools, Fine (+5) 99 650
Lockbox, Steel 100 750

Filthy Rich

Goods – Filthy Rich d100 Worth
Item of Sentimental Value (Re-Roll) 1-5
Bread 6-9
Die (6 Sided) 10-13 35
Pouch 14-17 40
Tobacco 18-21 40
Comb 22-25 50
Flint and Steel 26-29 50
Parchment 30-33 50
Box 34-37 75
Crafting Scrap, Fine [d8] 38-40 75
Playing Cards 41-43 75
Scroll, blank 44-46 75
Tobacco Pipe 47-49 75
Walking Stick 50-52 75
Holy Symbol 53-55 100
Holy Water 56-58 100
Ink 59-61 100
Drugs 62-64 100
Anti-Venom 65-67 150
Healing Kit, Poor (-5) 68-70 150
Crafting Tools, Poor (-5) 71-72 200
Gem 73-74 d20 * 20 + 200
Key 75-76 200
Leather satchel (waterproof) 77-78 200
Quiver (20 arrows or bolts) 79-80 200
Scroll case 81-82 200
Wormrose Incense 83-84 200
Healing Kit, Standard (+0) 85-86 300
Lantern 87-88 350
Magnifying Glass 89-90 350
Crafting Tools, Standard (+0) 91-92 400
Healing Kit, Fine (+5) 93-94 500
Holy Book 95-96 500
Mirror, Hand 97 600
Crafting Tools, Fine (+5) 98 650
Instrument 99 850
Lockbox, Steel 100 1000
Setting Fodder for Tabletop RPGs

Mudstead – City Map and NPCs

Mudstead-City-Map-and-NPCs-CoverThis post is available for FREE (pay-what-you-want) as a high-quality PDF – CLICK HERE

I created this city section for a tabletop RPG that I do plan to go back to one day, but for now it’s not doing anyone any good sitting in my google drive folder, so here it is!

  • Mudstead sits outside of the main city walls to the West, so it should be easy to tack onto the city of your choosing.
  • Though Mudstead is a mostly poor district, Topaz Hill is actually quite nice. A technicality exists in the city’s tax code and Topaz Hill is filled with jewelers and other artisans who have set their businesses up outside of the city walls to avoid the brunt of the city taxes.
  • Similarly, the Ecclestone Smithy is a bustling complex of buildings which turn out quite of a bit of high quality metal goods, as wells as acts as a sort of smithing academy.
  • South of the river is where things start to get ugly for Mudstead, especially as you approach Clay Springs. The ground is mostly clay and, due to a number of underground springs, it is always damp and muddy. This gives those who live there a near-permanent and very recognizable crust of dried clay about their persons.
  • A new drug called Wormscrape has been making the rounds in Mudstead: it provides temporary HP and increases melee dmg, but is potentially addictive and deadly.
  • Clay springs is home to a gang known as the Emerald Blades

Mudstead: A map for tabletop RPGs

Click Here for High Res Map File

Important NPCs

There are several key individuals in Mudstead who I will cover below. I will also include various rumors about each NPC which a PC might be able to pick up. The common rumors can be heard anywhere, but the uncommon ones must come from someone who knows the NPC personally (friend, servant, etc). The last three rumors of each type will reveal a Strength or a Weakness about the NPC (Strengths coming from Common rumors, and Weaknesses coming from Uncommon ones). When a PCs is hunting for rumors, roll a d10 to determine which one he or she hears.

Jacquetta Kane, Judge and Owner of Wallbottom Prison

Weaknesses:
Adherance to the law
Concern for her prisoners
Aubery Kane is her enemy

Strengths:
Wealthy
Powerful position
Usually has guards

Rumors – Common:
1. She’s twice the warden her uncle ever was
2. She only ever wears black. Some say it’s to honor her dead parents
3. She owns the Wallbottom Prison building and rents it out to the city
4. She has a low opinion of her cousin, Aubrey Kane
5. She’s an avid consumer of literature and provides a library for her inmates
6. Although she’s kind to the inmates, she’s ruthless to those outside of the prison
7. Wallbottom Prison has the highest rehabilitation rate of any prison in the land
8. She travels with a retinue of guards
9. She is effectively above the law in Mudstead
10. She is the second richest person in Mudstead

Rumors – Uncommon:
1. She believes anyone can be saved and reintegrated into society
2. Some of her staff are reformed prisoners what seen the error of their ways
3. She’s always surrounded by her most trusted staff, who protect her with their very lives
4. She considers each death penalty she issues to be a personal failure
5. She doesn’t really like the church, but she has a lot of respect for Talbot Paul
6. She’s never been outside of the city before, having lived here her whole life
7. She grudgingly accepts the charity of Countess Hermia Jessamyn Mlakar on behalf of her prisoners
8. She legitimately cares about her inmates, more than their own mothers would
9. Her Uncle chose her over his own daughter, Aubry Kane, to inherit his estate
10. She’s a strict authority figure and follows the law to the letter

Countess Hermia Jessamyn Mlakar

Weaknesses:
Rarely has guards
Gambles
Disliked by the nobility

Strengths:
Energy and vivaciousness
Wealthy
Beloved of the people

Rumors – Common:
1. She supplies books to prisoners at Wallbottom
2. She has founded several vocational schools
3. She has a noticle burn scar on her face
4. She wears only the finest clothes
5. She is the patron of several up-and-coming craftmen and women
6. She owns huge tracts of land outside of the city
7. She owns a large part of the Ecclestone Smithy
8. She is loved by the common folk
9. She has a manor on Topaz Hill and is very wealthy
10. At 58 years old, she is still energetic and full of life

Rumors – Uncommon:
1. She was severely burned in the house fire that killed her husband years ago
2. Her Circlet was custom made for her by Johan Ecclestone himself
3. She eats porridge at every meal
4. She and Jaquetta Kane don’t get along but share a similar philosophy
5. She spends a lot of her time at the Ecclestone Smithy
6. She leaves the ruling of her lands to her reagent who is also her son
7. She is a known gossip among the upper-class
8. She dispises the nobility and in turn is not looked well upon
9. She has quadrupled her fortune via high-stakes gambling
10. She rarely has an escort of guards

Desmond Roscoe, Dockmaster

Weaknesses:
Boredom
Depression
Inexperience in non-business matters

Strengths:
Always has guards
Wealthy
Good Reputation

Rumors – Common:
1. He owns fleets of cargo ships
2. He’s a gloomy old bastard
3. He grew up in the frozen North
4. He invested all of his money into his business 25 years ago
5. He owns most of the docks in Mudstead
6. He is a shrewd businessman
7. He doesn’t have any family to speak of
8. He is always surrounded by guards, and hates it
9. He has vast wealth
10. He has a good reputation among the townsfolk

Rumors – Uncommon:
1. He has a strange tattoo on the top of his head, under his hair
2. He did some construction in the Clay Springs sewers a few years ago
3. He spends his freetime doing various art and hates everything he makes
4. He got hold of some kind of magic artifact a few years ago
5. He hates the cold
6. He will only eat hot food or drink
7. His art isn’t half bad, even if he hates it
8. He is bored with his lavish lifestyle
9. He has no real world experience in anything but business
10. He has been very depressed lately

Johan Ecclestone, Blacksmith

Weaknesses:
In a secret relationship
Addicted to wormscrape
Nearly bankrupt

Strengths:
Position of authority
Master swordsman
In good standing with the church

Rumors – Common:
1. He has a metal claw instead of a left hand
2. He doesn’t get along with Desmond Roscoe
3. The Ecclestone Smithy turns out the best metal items in the region
4. The Ecclestone Smithy is a large complex of buildings
5. He teaches students at the Ecclestone Smithy
6. He swears like a sailor
7. He has run the Ecclestone Smithy for more than 40 years
8. He is in good standing with the church
9. He wields his sword with natural grace and power, despite his age
10. He runs the Ecclestone Smithy

Rumors – Uncommon:
1. He made enemies with Desmond Roscoe when he wouldn’t sell the Smithy
2. He lost his hand while soldiering in his youth
3. He killed a man who robbed the Ecclestone Smithy years ago
4. He spends more then he can afford on recreation
5. He is too proud to accept help
6. He regularly had affairs with his students until he met Countess Hermia Jessamyn
7. He wears a toupee
8. He is on the brink of banckruptcy
9. He and Countess Hermia Jessamyn Mlakar are lovers
10. He is addicted to wormscrape

Talbot Paul, Clergyman

Weaknesses:
Sex drive (under control for years)
Church disapproval
Desire to help the poor

Strengths:
Worldly experience
Followers
Physical strength

Rumors – Common:
1. He’s an optimist
2. He won’t stand for any nonsense
3. He is the most pious person in the district
4. He gives all of his money to his followers to give to the poor
5. He has been instrumental in reducing the homeless population in Mustead
6. He will have a conversation with anyone, no matter how filthy
7. He lives in Clay Springs
8. He’s 60 years old but he is built like an ox
9. He has a following of citizens and clergymen
10. He’s traveled the world and seen all sorts of things

Rumors – Uncommon:
1. He’s fought with demons and won
2. He sleeps with a candle lit that detects demons
3. He’s on the run from a succubus
4. He tore off his own middle fingers to escape a succubus’s bed
5. He was seduced by a succubus as a young man, but managed to escape
6. He has not been with a woman for many years
7. He can spot a demon from across the room
8. He used to be a tomcat, hooking up with all the ladies
9. The church does not necessarily agree with what he does
10. He wants nothing more than to help the poor

Lazzari, Vigilante

Weaknesses:
He needs the people’s help
Physically weak
He is wanted by the guard and the underworld alike

Strengths:
His custom made hand crossbows
The people help him
Master of disguise

Rumors – Common:
1. His nose has been broken several times
2. He was once the governor’s advisor
3. He killed a gangster during a trial what was going in the gang’s favor
4. He likes to give small gifts to those who help him
5. He has taken the law into his own hands
6. He is disgusted by the state of Order the district
7. He has a very bad temper
8. He uses a pair of custom hand crossbows
9. He has the support of the people
10. He is a master of disguise

Rumors – Uncommon:
1. He killed the head of the Emerald Razors
2. He steals from the city guards while disguised as one of them
3. Members of the Emerald Razors raped and killed his wife
4. He will stalk a target for a time before striking
5. He relies on traps to kill criminals
6. He hates the Emerald Razors more than any other criminals
7. He is fanatical about his causes
8. Without the support of the people he would surely be caught
9. He isn’t physically strong, but he is deadly with a crossbow
10. He is on the run from the city guard and from the Emerald Razors alike

Rod Carter, Cook and Wormscrape Dealer

Weaknesses:
He has syphillis, which addles his mind at times
He fears the river
He loves his three children

Strengths:
He is one of the few dealers in the district
He doesn’t have any enemies
He will murder without a second thought

Rumors – Common:
1. He works in the Wolf’s Tooth tavern in Clay Springs
2. He only sells wormscrape to the dregs of society
3. He plays with an old fork with a sharpened handle
4. He gets the greens he cooks with from Sewer Skimmers
5. He likes to chew on raw chicken meat
6. He sleeps 18 hours a day
7. His food isn’t half bad
8. He’s one of the only wormscrape dealers in Mudstead
9. He doesn’t have any enemies, and most people just avoid him
10. He has no problem murdering people

Rumors – Uncommon:
1. He never uses his own supplies
2. He slips wormscrape into the food he cooks to addict his customers
3. He doesn’t care about money, he just wants to ruin people’s lives
4. He denies drugs to addicts just to make them have a breakdown
5. He will paralyze rowdy customers, then kick them into the sewer where they drown
6. He is a member of the Faithless
7. His fork is poisoned with a paralyzing toxin
8. He has syphillis
9. He is afraid of the river and rarely bathes
10. He has three beautiful children whom he dotes upon

Aubrey Kane, Noblewoman

Weaknesses:
She carries the blade of the Emerald Razors
She is suceptible to attractive men
The majority of her wealth and power come from the Emerald Razors

Strengths:
She has underworld allies
She has access to a lot of information
The Governor favors her

Rumors – Common:
1. She is a known flirt among the upper class
2. Her family wealth decreased after the death of her father
3. She has more piercings than is fashionable
4. She dresses in finery and is very beautiful
5. She is shrewish
6. She holds contempt for the church and the clergy
7. Her cousin is Jaquetta Kane, the District Judge
8. She has underworld connections
9. She owns a messenger service which employs runners throughout the district
10. She is beloved of the city Governor

Rumors – Uncommon:
1. She wants to make Jacquetta Kane look bad
2. Jacquetta Kane inherited most of her father’s wealth on his death
3. She uses her messengers to intercept important communications
4. She owns The Wolf’s Tooth tavern, a seedy place
5. She has a large collection of duplicated seals for letters
6. She flatters men to gain their favor, but rarely means any of it
7. She leads the Emerald Razors gang
8. She carries a blade with a greenish tint
9. She is easily swayed by a pretty face
10. Most of her wealth stems from an unknown and probably criminal source