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)
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| 1
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(Simple) power has a single primary classification and no other classifications.
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| 2
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(Simple with a Secondary) power has a single primary classification and 1 secondary classifications.
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| 3
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(Simple with Multiple Secondaries) power has a single primary classification and 2D3 secondary classifications.
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| 4
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(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.
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| 5
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(Hybrid with a Secondary) power has a hybrid primary classification and one secondary classification.
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| 6
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(Hybrid with Multiple Secondaries) power has a hybrid primary classification and 2D3 secondary classification.
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| 7
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(Hybrid with Hybrid Secondary) power has a hybrid primary classifications, a hybrid secondary classification.
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| 8
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(Hybrid with Hybrid Secondary and another Secondary) power has a hybrid primary classifications, a hybrid secondary classification and one other secondary classifications.
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| 9
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(Hybrid with Hybrid Secondary and other Secondaries) power has a hybrid primary classifications, a hybrid secondary classification and 2D3 other secondary classifications.
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| 10
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(Bottle Cape) power did not come from a trigger event, roll again, re-rolling results 10-12.
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| 11
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(Monster Cape) power has permanently altered the parahuman's body, roll again, re-rolling results 10-12.
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| 12
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(Grab-bag) power has 2D3 primary classifications, each with D3-1 secondary classifications.
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Main Classification
| Main Classification (d12)
|
| 1
|
(Mover) power mainly centres around mobility.
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| 2
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(Shaker) power mainly centres around area of effect.
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| 3
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(Brute) power mainly centres around strength and/or durability.
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| 4
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(Breaker) power mainly centres around shifting into another state.
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| 5
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(Master) power mainly centres around controlling others or creating minions.
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| 6
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(Tinker) power mainly centres around creating or altering devices with futuristic technology.
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| 7
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(Blaster) power mainly centres around fire fights.
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| 8
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(Thinker) power mainly centres around information gathering.
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| 9
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(Striker) power mainly centres around melee.
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| 10
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(Changer) power mainly centres around changing shape or appearance.
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| 11
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(Trump) power mainly centres around manipulation of powers.
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| 12
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(Stranger) power mainly centres around stealth or infiltration.
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Secondary Classification
| Secondary Classification (d12)
|
| 1
|
(Mover) power has a secondary element that involves mobility.
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| 2
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(Shaker) power has a secondary element that involves an area of effect.
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| 3
|
(Brute) power has a secondary element that involves strength and/or durability.
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| 4
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(Breaker) power has a secondary element that involves shifting into another state.
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| 5
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(Master) power has a secondary element that involves controlling other or creating minions.
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| 6
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(Tinker) power has a secondary element that involves creativing or altering devices with futuristic technology.
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| 7
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(Blaster) power has a secondary element that involves fire fights.
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| 8
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(Thinker) power has a secondary element that involves information gathering.
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| 9
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(Striker) power has a secondary element that involves melee.
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| 10
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(Changer) power has a secondary element that involves changing shape or appearance.
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| 11
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(Trump) power has a secondary element that involves manipulation of powers.
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| 12
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(Stranger) power has a secondary element that involves stealth or infiltration.
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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
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(Matter) the power's theme involves matter, creating items or unmaking them.
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| 3
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(People) the power's theme involves people.
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| 4
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(Self) the power's theme involves the self.
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| 5
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(Space) the power's theme involves space, space trave, planets, heavenly bodies.
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| 6
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(War) the power's theme involves elements of classical or modern warfare.
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| 7
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(Small) the power's acts in small or unseen ways.
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| 8
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(Big) the power's acts in big and showy ways.
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| 9
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(Biology) the power's theme involves biology.
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| 10
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(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.
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| 11
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(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.
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| 12
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(Dimensions) power has something to do with alternate dimensions.
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