Rules Changes from 4th Edition Champions to Dreamspace

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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.

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Legal Powers

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
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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)
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Legal disads:

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
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Soul bonus:

25 point soul bonus for characters with souls

Sponsor bonus:

Some sponsors may award characters with points or powers

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About H/H Attacks

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.

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Compiled on 10-19-95 by Erich Greene