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Parahuman Creation Tables
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==Power Classification== {| border="1" cellspacing="0" cellpadding="5" align="center" ! colspan="2" |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 are treated as sub-categories of this Breaker power. If you rolled a simple power and a hybrid power with flight the parahuman would be classified as Breaker (Master, Breaker, Mover) with the flight being granted by the Breaker power. If you rolled two hybrid powers and the first one was Blaster/Breaker and the second one was Master/Brute then the parahuman would be classified as Breaker (Blaster), Master/Brute. Determine if the Breaker state is required for any power, or if it comes on top of or replaces powers that can be used without entering. As examples; having a Master power without entering the Breaker state and having a Stranger power when entering it can be a power expression, or having only slightly increased endurance outside of the breaker state but gaining a full Brute power while in it is another possibility. |- ! 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 or creating/empowering items. |- ! 10 | (Changer) changing shape or appearance. |- ! 11 | (Trump) manipulation of powers. |- ! 12 | (Stranger) stealth or infiltration. |- |}
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