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.
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| 1-20
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One simple power. Roll once on the following table to generate a simple power.
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| 21-28
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Two simple powers.
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| 29-34
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Two simple powers and flight.
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| 35-41
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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.
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| 48-50
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One hybrid power and one simple power.
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| 51-53
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One hybrid power, a simple power and flight.
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| 54-58
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Two hybrid powers.
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| 59-60
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Two hybrid powers and flight.
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| 61-93
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Power did not come from a trigger event, roll again, re-rolling results from 61-100.
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| 94-96
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2D3 simple powers. If you roll two 1s then a pair of twins share the same body. Otherwise, the cape is a cluster cape.
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| 97-98
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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.
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| 99
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2D3 hybrid powers. If you roll two 1s then a pair of twins share the same body. Otherwise, the cape is a cluster cape.
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| 100
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Case 53 or non-human cape, roll again, re-rolling results from 61-100.
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Power Classification
| d12
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| 1
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(Mover) mobility.
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| 2
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(Shaker) area of effect.
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| 3
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(Brute) strength and/or durability.
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| 4
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(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.
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| 5
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(Master) controlling others or creating minions.
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| 6
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(Tinker) creating or altering devices with futuristic technology.
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| 7
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(Blaster) fire fights.
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| 8
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(Thinker) information gathering.
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| 9
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(Striker) melee.
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| 10
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(Changer) changing shape or appearance or generating items.
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| 11
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(Trump) manipulation of powers.
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| 12
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(Stranger) stealth or infiltration.
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Theme of Power
| Theme of Power (roll a d12 d6 times for each power)
|
| 1
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(Animals) the power's theme involves animals (roll a d12) Pests, Felines, Reptiles, 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 travel, 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 flashy 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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