Parahuman Creation Tables: Difference between revisions

From 2d4chan
Jump to navigation Jump to search
1d4chan>Angry Pirate
1d4chan>Angry Pirate
No edit summary
Line 5: Line 5:
==Power Breadth==
==Power Breadth==
{| border="1" cellspacing="0" cellpadding="5" align="center"
{| border="1" cellspacing="0" cellpadding="5" align="center"
! colspan="2" |Power Breadth (d12)
! colspan="2" |d100.
|-  
|-  
! 1
! 1-20
| (Simple) power has a single primary classification and no other classifications.
| One simple power. Roll once on the following table to generate a simple power.
|-
! 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
! 21-28
| (Monster Cape) power has permanently altered the parahuman's body, roll again, re-rolling results 10-12.
| Two simple powers.
|-  
|-  
! 12
! 29-34
| (Grab-bag) power has 2D3 primary classifications, each with D3-1 secondary classifications.
| Two simple powers and flight.
|-
|}
 
==Main Classification==
{| border="1" cellspacing="0" cellpadding="5" align="center"
! colspan="2" |Main Classification (d12)
|-  
|-  
! 1
! 35-41
| (Mover) power mainly centres around mobility.
| One hybrid power. Roll twice on the following table to generate a hybrid power, the powers are linked together with a slash, ex. Master/Trump or Breaker/Brute.
|-
|-
! 2
! 48-50
| (Shaker) power mainly centres around area of effect.
| One hybrid power and one simple power.
|-  
|-  
! 3
! 51-53
| (Brute) power mainly centres around strength and/or durability.
| One hybrid power, a simple power and flight.
|-  
|-  
! 4
! 54-58
| (Breaker) power mainly centres around shifting into another state.
| Two hybrid powers.  
|-  
|-  
! 5
! 59-60
| (Master) power mainly centres around controlling others or creating minions.
| Two hybrid powers and flight.  
|-  
|-  
! 6
! 61-93
| (Tinker) power mainly centres around creating or altering devices with futuristic technology.
| Power did not come from a trigger event, roll again, re-rolling results from 61-100.
|-  
|-  
! 7
! 94-95
| (Blaster) power mainly centres around fire fights.
| 2D3 simple powers. If you roll two 1s then a pair of twins share the same body. Otherwise, the cape is a cluster cape.
|-  
|-  
! 8
! 96-97
| (Thinker) power mainly centres around information gathering.
| 1D3 hybrid powers and 1D3 simple powers. If you roll two 1s then a pair of twins share the same body. Otherwise, the cape is a cluster cape.
|-  
|-  
! 9
! 98
| (Striker) power mainly centres around melee.
| 2D3 hybrid powers. If you roll two 1s then a pair of twins share the same body. Otherwise, the cape is a cluster cape.
|-  
|-  
! 10
! 99
| (Changer) power mainly centres around changing shape or appearance.
| Case 53, roll again, re-rolling results from 61-100.  
|-  
! 11
| (Trump) power mainly centres around manipulation of powers.
|-  
|-  
! 12
! 100
| (Stranger) power mainly centres around stealth or infiltration.
| Non-human cape, roll again, re-rolling results from 61-100.  
|-  
|-  
|}
|}


==Secondary Classification==
==Power Classification==
{| border="1" cellspacing="0" cellpadding="5" align="center"
{| border="1" cellspacing="0" cellpadding="5" align="center"
! colspan="2" |Secondary Classification (d12)
! colspan="2" |d12
|-  
|-  
! 1
! 1
| (Mover) power has a secondary element that involves mobility.
| (Mover) mobility.
|-
|-
! 2
! 2
| (Shaker) power has a secondary element that involves an area of effect.
| (Shaker) area of effect.
|-  
|-  
! 3
! 3
| (Brute) power has a secondary element that involves strength and/or durability.
| (Brute) strength and/or durability.
|-  
|-  
! 4
! 4
| (Breaker) power has a secondary element that involves shifting into another state.
| (Breaker) shifting into another state to gain new powers. All previously rolled powers for this cape and all future powers rolled for this cape are treated as sub-categories.  
|-  
|-  
! 5
! 5
| (Master) power has a secondary element that involves controlling other or creating minions.
| (Master) controlling others or creating minions.
|-  
|-  
! 6
! 6
| (Tinker) power has a secondary element that involves creativing or altering devices with futuristic technology.
| (Tinker) creating or altering devices with futuristic technology.
|-  
|-  
! 7
! 7
| (Blaster) power has a secondary element that involves fire fights.
| (Blaster) fire fights.
|-  
|-  
! 8
! 8
| (Thinker) power has a secondary element that involves information gathering.
| (Thinker) information gathering.
|-  
|-  
! 9
! 9
| (Striker) power has a secondary element that involves melee.
| (Striker) melee.
|-  
|-  
! 10
! 10
| (Changer) power has a secondary element that involves changing shape or appearance.
| (Changer) changing shape or appearance or generating items.
|-  
|-  
! 11
! 11
| (Trump) power has a secondary element that involves manipulation of powers.
| (Trump) manipulation of powers.
|-  
|-  
! 12
! 12
| (Stranger) power has a secondary element that involves stealth or infiltration.
| (Stranger) stealth or infiltration.
|-  
|-  
|}
|}
Line 131: Line 95:
==Theme of Power==
==Theme of Power==
{| border="1" cellspacing="0" cellpadding="5" align="center"
{| border="1" cellspacing="0" cellpadding="5" align="center"
! colspan="2" |Theme of Power (roll a d12 d6 times)
! colspan="2" |Theme of Power (roll a d12 d6 times for each power)
|-  
|-  
! 1
! 1

Revision as of 22:57, 13 January 2021

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

d100.
1-20 One simple power. Roll once on the following table to generate a simple power.
21-28 Two simple powers.
29-34 Two simple powers and flight.
35-41 One hybrid power. Roll twice on the following table to generate a hybrid power, the powers are linked together with a slash, ex. Master/Trump or Breaker/Brute.
48-50 One hybrid power and one simple power.
51-53 One hybrid power, a simple power and flight.
54-58 Two hybrid powers.
59-60 Two hybrid powers and flight.
61-93 Power did not come from a trigger event, roll again, re-rolling results from 61-100.
94-95 2D3 simple powers. If you roll two 1s then a pair of twins share the same body. Otherwise, the cape is a cluster cape.
96-97 1D3 hybrid powers and 1D3 simple powers. If you roll two 1s then a pair of twins share the same body. Otherwise, the cape is a cluster cape.
98 2D3 hybrid powers. If you roll two 1s then a pair of twins share the same body. Otherwise, the cape is a cluster cape.
99 Case 53, roll again, re-rolling results from 61-100.
100 Non-human cape, roll again, re-rolling results from 61-100.

Power Classification

d12
1 (Mover) mobility.
2 (Shaker) area of effect.
3 (Brute) strength and/or durability.
4 (Breaker) shifting into another state to gain new powers. All previously rolled powers for this cape and all future powers rolled for this cape are treated as sub-categories.
5 (Master) controlling others or creating minions.
6 (Tinker) creating or altering devices with futuristic technology.
7 (Blaster) fire fights.
8 (Thinker) information gathering.
9 (Striker) melee.
10 (Changer) changing shape or appearance or generating items.
11 (Trump) manipulation of powers.
12 (Stranger) stealth or infiltration.

Theme of Power

Theme of Power (roll a d12 d6 times for each power)
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.