Parahuman Creation Tables: Difference between revisions

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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.
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==

Revision as of 11:53, 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.