Parahuman Creation Tables: Difference between revisions

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| (Animals) the power's theme involves animals (roll a d12) Pests, Felines, Gods, Equines, Primates, Canines, Bovines, Leporines, Snakes, Hircines, Birds, Porcines.
| (Animals) the power's theme involves animals (roll a d12) Pests, Felines, Reptiles (but not birds), Equines, Primates, Canines, Bovines, Leporines, Snakes, Hircines, Birds, Porcines.
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| (Space) the power's theme involves space, space trave, planets, heavenly bodies.
| (Space) the power's theme involves space, space travel, planets, heavenly bodies.
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| (Big) the power's acts in big and showy ways.
| (Big) the power's acts in big and flashy ways.
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Revision as of 11:42, 2 December 2020

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.

Note that some of these are likely to appear more often than other, this is not represented within, if you want to generate an appropriate number of new parahumans for an Endbringer fight for example you'd want to create a set number of simple and simple with one or more secondary powers before randomly generating the rest.

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, Reptiles (but not birds), 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 travel, 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 flashy 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.