Parahuman Creation Tables: Difference between revisions
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| (Animals) the power's theme involves animals (roll a d12) Pests, Felines, Reptiles | | (Animals) the power's theme involves animals (roll a d12) Pests, Felines, Reptiles, Equines, Primates, Canines, Bovines, Leporines, Snakes, Hircines, Birds, Porcines. | ||
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Revision as of 16:49, 18 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.
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. |
| 94-96 | 2D3 simple powers. If you roll two 1s then a pair of twins share the same body. Otherwise, the cape is a cluster cape. |
| 97-98 | 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. |
| 99 | 2D3 hybrid powers. If you roll two 1s then a pair of twins share the same body. Otherwise, the cape is a cluster cape. |
| 100 | Case 53 or 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, 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. |