- Defeat diametrically opposed alignment*
- Defeat Good*
- Defeat Evil*
- Defeat Law*
- Defeat Chaos*
- Defeat Neutrality*
- Slay Clerics
- Slay Druids
- Slay Shamans
- Slay Paladins
- Slay Monks
- Slay Fighters
- Slay Rangers
- Slay Barbarians
- Slay all warriors
- Slay Wizards
- Slay Magic Wielders
- Slay Thieves
- Slay Bards
- Slay all Rogues
- Slay Devas (movanic, monadic and astral)
- Slay Planetars
- Slay Solars
- Slay Devils
- Slay Demons
- Slay Daemons
- Slay all Celestial Beings
- Slay all Demonic Beings
- Slay Neutral Outsiders
- Slay all Ousiders
- Slay Dragons
- Slay Avians
- Slay Reptiles
- Slay Amphibians
- Slay Fae
- Slay Giants
- Slay Non-humanoid Monsters
- Slay Humans
- Slay Elves
- Slay Dwarves
- Slay Gnomes ("I call upon the power of 4e!")
- Slay Goblins
- Slay Orcs
- Slay Gnolls
- Slay Hobgoblins
- Slay Vermin
- Slay Undead
- Slay Golems
- Slay Monster***
- Slay Demi-human**
- Slay Humanoid**
- Slay Insectoid Monsters
- Slay all Aquatic Creatures
- Slay all Flying Creatures
- Slay Magic using Monsters
- Slay Monstrous Plants
- Slay Psionic Creatures
- Slay Intelligent Undead
- Slay Bizarre Monsters (Aberrations)
- Slay Constructs
- Slay Subterranean Monsters
- Slay Subterranean Humanoids
- Slay Shapchangers
- Slay Swarms
- Slay Elementals (Any creature with an elemental link)
- Acquire Gold
- Win Duels
- Slay for Profit
- Destroy Spellbooks
- Conquer Kingdoms
- Enforce Justice
- Seek Knowledge (of a certain type, DM selects)
- Defend Group (of a certain type, DM selects)
- Slay Friends
- Control/Influence Men (roll again for reason)
- Oppress/Imprison Humanoids/Demi-Humans (specific type)
- Garner Fame
- Cause/Seek War
- Destroy Specific Culture/People
- Seek Honor ****
- Seek Truth (Cannot Lie)****
- Avoid Honesty (Cannot Tell the Truth)****
- Destroy Religion
- Seek Travel
- Defend Location (DM Selects - Note this could have implications for the campaign)
- Become King (or at the side of the King)
- Spread/Enforce Religion(DM Selects)
- Destroy Wealth
- Destroy Objects (Caravans, Castles, etc.)
- Avoid Violence
- Gain Friends (Power of Heart!)
- Destroy Technology
- Experience/Gain Pleasure (vicariously)
- Prevent or Cause Event (DM Selects - End of World, Docking of Ships, whatever)
- Slay Any (DM Selects)
- Slay Sentient (Souldrinker)
- Slay All (Lifedrinker)
- Roll Twice
- Roll Three Times
- Roll Twice Times and +1 bonus power
** Pick one native to your campaign, or have them slay all demi-humans/humanoids
*** Pick a common deadly monster (Medusa, Basilisk, Giant Spider, etc.)
**** Roll again (1-50) for purpose
Note: Use the above as a guide to determine special powers.
Roll a 1-6 for an alignment based sword
Roll d100 and divide by 2 for a 'basic' magic sword type.
Roll d100 for a weird or powerful purpose
Note that alignment can influence the above purposes (an evil sword that 'acquires gold' may take it from anyone, but a good/lawful sword may take it from the rich)
Parts I and II.
The Most Interesting Chart in the World!
ReplyDeleteSlay ALL rogues; I had to laugh.
ReplyDelete93 was a good one. What better way to get that hero build a craving for violence as he cuts down his next mook?