Rules Changes from 4th Edition Champions to Dreamspace
I've compiled this file from several pieces of email that
Rahul sent us back when we
were creating our characters' Dreamspace personae; I did a bit of
editing to streamline the content, but the text is basically his.
Note that many of these rules modifications have more to do with what
Dreamspace is within the context of the campaign universe than with
the Hero system itself.
Here is a list (hopefully complete) of powers that are legal in
dreamspace. The skills list may not be complete, so if you want a
skill and I omitted it, we might want to add it in. In general
the rule is no mental powers though mental defense can be purchased
(against mind scan etc). I am thinking of leaving the knockback rules
out for simplicity. No end batteries. ECs and multipowers are OK,
but only 1 per character.
Skills:
- acrobatics
- breakfall
- concealment
- stealth
Talents:
- absolute time sense
- ambidexterity
- bump of direction
- combat sense
- danger sense
- defense maneuver
- find weakness
- immunity (*)
- luck
- universal translator
Adjustments:
- absorption
- aid
- drain
- transfer
Mental powers:
- mind scan
Movement powers:
- flight
- gliding
- running
- superleap
- swimming
- swinging
- teleportation
- tunneling
Size:
- growth
- shrinking
Special:
- enhanced senses
- extra limbs
- flash defense
- knockback resistance
- lack of weakness
- life support
- mental defense
- multiform
- mind link
- power defense
- regeneration
Standard:
- armor
- clinging
- damage resistance
- damage reduction
- darkness
- density increase
- desolidification
- dispel
- energy blast
- entangle
- flash
- force field
- force wall
- H/H attack (but see below)
- invisibility
- Missile Deflection/Reflection
- Shape Shift
- Stretching
- Suppress
- Telekinesis
- Tunneling
Illegal modifiers:
- based on ECV
- increased stun multiplier
- transdimensional
- uncontrolled
Illegal Limitations:
- ablative
- focus
- independent
- only in hero id
- incantations (judged to be too wimpy, esp. since gestures also exists)
- dependence
- susceptibility
- unluck
- vulnerability
- physical limitations:
- no hands (cannot grab, cling, manipulate) is worth 15 points (since no items)
- archetype:
- rewards a character conception which is like existing monsters
- 5 points -- looks like and has some powers like the monster
- 10 points -- all powers can be somewhat justified for monster
- 15 points -- pretty much matches monster exactly
- this is an easy disad so it is encouraged
Soul bonus:
25 point soul bonus for characters with souls
Sponsor bonus:
Some sponsors may award characters with points or powers
I have changed the cost of a Hand Attack slightly. Basically, at 3
points/die it is too gross, and following the recommendations of the
net, I am putting it at 5 points/die (like EB) with the limitation
-1/2 No Range. So, it comes out to be 3.33 points/die, but the end
cost is 1 end/2 dice which is fine. Also this way Multipowers with
Hand Attacks in them don't get (as) gross.
Of course, like the existing Hand Attack, your strength happily adds
on to it.

Compiled on 10-19-95 by Erich Greene