d6 | Nature of Actions, or Randomness Thereof |
---|---|
1 |
Dangerous practical jokes. The villain might be leaving clues along with the jokes, he might be a demented jester, or might just be possessed of a grisly sense of humor. |
2 |
Destruction of property, by such means as arson or mere vandalism |
3 |
Identical but otherwise trivial thefts of a particular sort of object, or from a particular type of person, and/or use of a particular and unusual method of theft (c.f., the Grey Mouser’s thefts of candles and carpets in Fritz Leiber’s short stories). |
4 |
Unplanned assaults committed when the opportunity arises (e.g., villain is a serial killer, a highwayman, an ambusher, or a violent kleptomaniac) |
5 |
Villain evinces, produces, or casts different magical effects on a certain timetable, at random times, or in particular places (when he finds himself in such a place). |
6 |
Villain’s nature changes on a certain timetable, at random times, or in particular places. Examples include lycanthropy, vampirism, Jekyll/Hyde transformations, or moon-madness. |
Table 1-28- Random Acts (d6)
For use with Table 1-11: Master Table of Villainous Plans
Some villains don’t have a pattern of behavior or a coherent plan for anything. They engage in destructive activities based on other stimuli, including mere whimsy. Table 1-29 is a subtable for use if the villain’s activity follows a timetable.
Citation
Tome of Adventure Design, p. 46 (http://www.drivethrurpg.com/product/97423/Tome-of-Adventure-Design?affiliate_id=678287)