MODIFIERS
+2 Fibs, +1 Panache, -1 Vim
Roll on the Regular Weapons Table
Add 1d10 to starting Reputation
ILL GOTTEN GOODS TABLE
- Spring Heeled Jack - Illegal Horridium created sentient boots that let you jump double the distance and even spring 10ft in the air. The boots are particularly inspired if you are doing bad deeds in which case its effects are doubled.
- Double Sided Coin - Heads both sides a 15 Sleuth will reveal the rouse.
- Cigar Smoke Bombs - You have a pack of 20 cigars that when you light one creates enough smoke that the party can run away in the confusion without counter attacks.
- Fireproof Suit - Its a suit that is fire proof reduces fire damage by 1d8
- Incriminating Letter - A letter that you can use to your advantage. Agree with the GM who it is about and how it came into your possession.
- Booze Hound - A dog that can sniff the nearest cocktail
FORTUNE TABLE
Most players start with 100 GP but the Cad's fortunes fluctuate violently from rags to riches. Roll 1d6:
- You owe someone 300 GP
- You owe someone 100 GP
- You are broke
- You have 200 GP
- You backed a winner you have 500 GP
- You've come into a bit of cash in a shady manner you have 1000 GP
CADISH DISPOISTION
Roll 1d4 to discover your personality.
- Self-Interested – He prioritises his own pleasure and convenience above all else, showing a shocking disregard for the feelings of others. +5 to reputation but roll again on the ill-gotten good table.
- Dubious Inner Circle – His closest allies tend to be bookies, shady clubmen, and the sort of chaps who know an excellent tip on the 3:30 at Northham. Once a session you can call upon one of your shady connections for info.
- Unshakable Nerve – No matter how appalling his behaviour, the cad carries on with insufferable confidence, often treating his misdeeds as if they were jolly good fun. You can reroll a reputation check once a day.
- Smooth-Tongued – The cad can talk his way out of most scrapes, often deploying honeyed words and outrageous flattery to get his way. +1 to Panache modifier