Parahuman Creation Tables

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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. This might help if you need characters for a writing or roleplaying project involving parahumans but you do not wish to make use of the generator from the official RPG game related to the Parahumans verse Weaver Dice.

You will have to decide on the magnitude of the powers you generate and how they are evaluated by the Parahuman Response Teams. The verse has its own threat rating system that decides level of response from the PRT in case of a hostile encounter, from the parahuman being no more of a threat than a regular human to something that warrants large countermeasures to be taken and immediate evacuation of civilians. Powers are generally always useful in battle, so do not make them too weak, they often have weaknesses to prevent them from being overpowered. Especially common are powers that either only work on inanimate objects or only on living objects.

Power Breadth[edit]

d100.
1-44 One simple power. Roll once on the following table to generate a simple power. If you roll Breaker as a simple power treat it as a hybrid power instead.
45-51 Two simple powers.
52-54 Two simple powers and flight. Note that flight is in the Mover category, but it is often tacked onto powersets in the Wormverse.
55-75 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. If you roll the same type of power twice for a hybrid power so Brute/Brute or Master/Master treat it as a simple power instead.
76-79 One hybrid power and one simple power.
80-81 One hybrid power, a simple power and flight.
82-83 Two hybrid powers.
84 Two hybrid powers and flight.
85-93 Powers came from a bottle supplied by Cauldron instead of a trigger event, roll again, re-rolling results from 85-100.
94 Powers came from a bottle not directly supplied by Cauldron instead of a trigger event, roll again, re-rolling results from 85-100.
95-96 2D3+1 simple powers. The cape is a cluster cape and shares similar powers with their cluster-mates, each cluster-mate has a particular power that is emphasised, the size of the cluster is equal to the number of powers.
97-98 1D3 hybrid powers and 1D3+1 simple powers. The cape is a cluster cape.
99 2D3 hybrid powers. If you roll two 1s then a pair of twins share the same body and become a Case 70, how the powers are split up or shared in this case is up to you. Otherwise, the cape is a cluster cape.
100 Monster-cape, Case 53 or non-human cape like a sentient mould or artificial intelligence, roll again, re-rolling results from 85-100.

Power Classification[edit]

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.

Theme of Power[edit]

Theme of Power (roll a d12 d6 times for each power to gain inspiration for how the classification manifests)
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.