Parahuman Creation Tables: Difference between revisions
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[[Category:Creation Tables]] | |||
Revision as of 11:54, 24 October 2018
Inspired by Fantasy Flight Games' Deathwatch Role-playing Game's Space Marine Chapter Creation Tables, these tables let you roll up (or otherwise generate) your very own Parahuman otherwise known as a cape from the Worm universe, for use in the Weaver Dice game taking place in the same setting. This might help if you need characters for a writing or roleplaying project involving parahumans.
Power Breadth
| Power Breadth (d12) | |
|---|---|
| 1 | (Single Primary Classification) power has a single primary classification and no other classifications. |
| 2 | (One Primary and One Secondary Classification) power has a single primary classification and no other classifications. |
| 3 | (One Primary and Two Secondary Classifications) power has a single primary classification and two secondary classifications. |
| 4 | (Breaker) power mainly centres around shifting into another state. |
| 5 | (Master) power mainly centres around controlling other or creating minions. |
| 6 | (Tinker) power mainly centres around creativing or altering devices with futuristic technology. |
| 7 | (Blaster) power mainly centres around fire fights. |
| 8 | (Thinker) power mainly centres around information gathering. |
| 9 | (Striker) power mainly centres around melee. |
| 10 | (Changer) power mainly centres around changing shape or appearance. |
| 11 | (Trump) power can manipulate powers. |
| 12 | (Stranger) power mainly centres around stealth or infiltration. |
Main Classification
| Main Classification (d12) | |
|---|---|
| 1 | (Mover) power mainly centres around mobility. |
| 2 | (Shaker) power mainly centres around area of effect. |
| 3 | (Brute) power mainly centres around strength and/or durability. |
| 4 | (Breaker) power mainly centres around shifting into another state. |
| 5 | (Master) power mainly centres around controlling others or creating minions. |
| 6 | (Tinker) power mainly centres around creating or altering devices with futuristic technology. |
| 7 | (Blaster) power mainly centres around fire fights. |
| 8 | (Thinker) power mainly centres around information gathering. |
| 9 | (Striker) power mainly centres around melee. |
| 10 | (Changer) power mainly centres around changing shape or appearance. |
| 11 | (Trump) power mainly centres around manipulation of powers. |
| 12 | (Stranger) power mainly centres around stealth or infiltration. |
Secondary Classification
| Secondary Classification (d12) | |
|---|---|
| 1 | (Mover) power has a secondary element that involves mobility. |
| 2 | (Shaker) power has a secondary element that involves an area of effect. |
| 3 | (Brute) power has a secondary element that involves strength and/or durability. |
| 4 | (Breaker) power has a secondary element that involves shifting into another state. |
| 5 | (Master) power has a secondary element that involves controlling other or creating minions. |
| 6 | (Tinker) power has a secondary element that involves creativing or altering devices with futuristic technology. |
| 7 | (Blaster) power has a secondary element that involves fire fights. |
| 8 | (Thinker) power has a secondary element that involves information gathering. |
| 9 | (Striker) power has a secondary element that involves melee. |
| 10 | (Changer) power has a secondary element that involves changing shape or appearance. |
| 11 | (Trump) power has a secondary element that involves manipulation of powers. |
| 12 | (Stranger) power has a secondary element that involves stealth or infiltration. |
Theme of Power
| Theme of Power (roll a d12 twice) | |
|---|---|
| 1 | (Animals) the power's theme involves animals (roll a d12) Pests, Felines, Gods, Equines, Primates, Canines, Bovines, Leporines, Snakes, Hircines, Birds, Porcines. |
| 2 | (Items) power mainly centres around area of effect. |
| 3 | (People) power mainly centres around strength and/or durability. |
| 4 | (Self) power mainly centres around shifting into another state. |
| 5 | (Space) power mainly centres around controlling other or creating minions. |
| 6 | (War) power mainly centres around creativing or altering devices with futuristic technology. |
| 7 | (Small) power mainly centres around fire fights. |
| 8 | (Big) power mainly centres around information gathering. |
| 9 | (Biology) power mainly centres around melee. |
| 10 | (Numbers) power has something to do with numbers, whether the time of day, a set number of uses or an affinity for solving problems related to numbers. |
| 11 | (Element) roll a d12 power has something to do with the corresponding element Fire, Water, Wind, Ice, Lightning, Earth, Stone, Glass, Light, Darkness, Metal, Spirit, Force. |
| 12 | (Dimensions) power has something to do with alternate dimensions. |