Parahuman Creation Tables: Difference between revisions

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! 1
! 1
| (Single Primary Classification) power has a single primary classification and no other classifications.
| (Simple) power has a single primary classification and no other classifications.
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! 2
! 2
| (One Primary and One Secondary Classification) power has a single primary classification and no other classifications.
| (Simple with a Secondary) power has a single primary classification and 1 secondary classifications.
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! 3
! 3
| (One Primary and Two Secondary Classifications) power has a single primary classification and two secondary classifications.
| (Simple with Multiple Secondaries) power has a single primary classification and 2D3 secondary classifications.
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! 4
! 4
| (Breaker) power mainly centres around shifting into another state.
| (Hybrid) power has a hybrid primary classification, roll twice on the following table, the powers are linked together with a /, ex. Master/Trump or Breaker/Brute.
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! 5
! 5
| (Master) power mainly centres around controlling other or creating minions.
| (Hybrid with a Secondary) power has a hybrid primary classification and one secondary classification.
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! 6
! 6
| (Tinker) power mainly centres around creativing or altering devices with futuristic technology.
| (Hybrid with Multiple Secondaries) power has a hybrid primary classification and 2D3 secondary classification.
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! 7
! 7
| (Blaster) power mainly centres around fire fights.
| (Hybrid with Hybrid Secondary) power has a hybrid primary classifications, a hybrid secondary classification.
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! 8
! 8
| (Thinker) power mainly centres around information gathering.
| (Hybrid with Hybrid Secondary and another Secondary) power has a hybrid primary classifications, a hybrid secondary classification and one other secondary classifications.
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! 9
! 9
| (Striker) power mainly centres around melee.
| (Hybrid with Hybrid Secondary and other Secondaries) power has a hybrid primary classifications, a hybrid secondary classification and 2D3 other secondary classifications.
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! 10
! 10
| (Changer) power mainly centres around changing shape or appearance.
| (Bottle Cape) power did not come from a trigger event, roll again, re-rolling results 10-12.
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! 11
! 11
| (Trump) power can manipulate powers.
| (Monster Cape) power has permanently altered the parahuman's body, roll again, re-rolling results 10-12.
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! 12
! 12
| (Stranger) power mainly centres around stealth or infiltration.
| (Grab-bag) power has 2D3 primary classifications, each with D3-1 secondary classifications.
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Revision as of 07:12, 27 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 (Simple) power has a single primary classification and no other classifications.
2 (Simple with a Secondary) power has a single primary classification and 1 secondary classifications.
3 (Simple with Multiple Secondaries) power has a single primary classification and 2D3 secondary classifications.
4 (Hybrid) power has a hybrid primary classification, roll twice on the following table, the powers are linked together with a /, ex. Master/Trump or Breaker/Brute.
5 (Hybrid with a Secondary) power has a hybrid primary classification and one secondary classification.
6 (Hybrid with Multiple Secondaries) power has a hybrid primary classification and 2D3 secondary classification.
7 (Hybrid with Hybrid Secondary) power has a hybrid primary classifications, a hybrid secondary classification.
8 (Hybrid with Hybrid Secondary and another Secondary) power has a hybrid primary classifications, a hybrid secondary classification and one other secondary classifications.
9 (Hybrid with Hybrid Secondary and other Secondaries) power has a hybrid primary classifications, a hybrid secondary classification and 2D3 other secondary classifications.
10 (Bottle Cape) power did not come from a trigger event, roll again, re-rolling results 10-12.
11 (Monster Cape) power has permanently altered the parahuman's body, roll again, re-rolling results 10-12.
12 (Grab-bag) power has 2D3 primary classifications, each with D3-1 secondary classifications.

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 d6 times)
1 (Animals) the power's theme involves animals (roll a d12) Pests, Felines, Gods, Equines, Primates, Canines, Bovines, Leporines, Snakes, Hircines, Birds, Porcines.
2 (Matter) the power's theme involves matter, creating items or unmaking them.
3 (People) the power's theme involves people.
4 (Self) the power's theme involves the self.
5 (Space) the power's theme involves space, space trave, planets, heavenly bodies.
6 (War) the power's theme involves elements of classical or modern warfare.
7 (Small) the power's acts in small or unseen ways.
8 (Big) the power's acts in big and showy ways.
9 (Biology) the power's theme involves biology.
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 (Energy) 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.