Parahuman Creation Tables: Difference between revisions
Jump to navigation
Jump to search
1d4chan>Angry Pirate |
1d4chan>Angry Pirate |
||
| Line 6: | Line 6: | ||
|- | |- | ||
! 1 | ! 1 | ||
| ( | | (Simple) power has a single primary classification and no other classifications. | ||
|- | |- | ||
! 2 | ! 2 | ||
| ( | | (Simple with a Secondary) power has a single primary classification and 1 secondary classifications. | ||
|- | |- | ||
! 3 | ! 3 | ||
| ( | | (Simple with Multiple Secondaries) power has a single primary classification and 2D3 secondary classifications. | ||
|- | |- | ||
! 4 | ! 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 | ! 5 | ||
| ( | | (Hybrid with a Secondary) power has a hybrid primary classification and one secondary classification. | ||
|- | |- | ||
! 6 | ! 6 | ||
| ( | | (Hybrid with Multiple Secondaries) power has a hybrid primary classification and 2D3 secondary classification. | ||
|- | |- | ||
! 7 | ! 7 | ||
| ( | | (Hybrid with Hybrid Secondary) power has a hybrid primary classifications, a hybrid secondary classification. | ||
|- | |- | ||
! 8 | ! 8 | ||
| ( | | (Hybrid with Hybrid Secondary and another Secondary) power has a hybrid primary classifications, a hybrid secondary classification and one other secondary classifications. | ||
|- | |- | ||
! 9 | ! 9 | ||
| ( | | (Hybrid with Hybrid Secondary and other Secondaries) power has a hybrid primary classifications, a hybrid secondary classification and 2D3 other secondary classifications. | ||
|- | |- | ||
! 10 | ! 10 | ||
| ( | | (Bottle Cape) power did not come from a trigger event, roll again, re-rolling results 10-12. | ||
|- | |- | ||
! 11 | ! 11 | ||
| ( | | (Monster Cape) power has permanently altered the parahuman's body, roll again, re-rolling results 10-12. | ||
|- | |- | ||
! 12 | ! 12 | ||
| ( | | (Grab-bag) power has 2D3 primary classifications, each with D3-1 secondary classifications. | ||
|- | |- | ||
|} | |} | ||
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. |