Parahuman Creation Tables

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Revision as of 16:40, 18 January 2021 by 1d4chan>Angry Pirate (Power Breadth)
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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.

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.
94-96 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 (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.