A New Super Power Class for HEROES UNLIMITED
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Recently, a new form of super-being has emerged. No one is sure of where these people get the power to project their dreams into the physical world. Some surmise that it is a latent form of psychic ability; while others say that it is more closely related to the Mystically Bestowed Heroes. Most lean towards the latter, since nearly every Dream Warrior claims to have received their powers after dreaming about a being they call DReY’M. They say that this entity put them through some sort of severe “test” within their dream, and when they succeeded, it gave them the power to project the super-powered persona they developed during that dream-test into the physical world. No one knows just what this DReY’M’s motives are -- not even the Dream Warriors, but he seems to choose people of Principled, Scrupulous, Taoism, Unprincipled and Aberrant alignments exclusively. Whenever Dream Warriors have asked about their purpose on subsequent dreams where they encounter their benefactor, DReY’M merely smiles, and tells them to think about how their powers affect everyone they encounter, and then fades away.

The only other thing that DReY’M has mentioned, is to beware the minions of MAER. Many Dream Warriors believe that this MAER entity also creates Dream Warriors, but evil in alignment.

Since Dream Warriors’ powers come more-or-less from their minds, their physical form is unimportant. In fact, a large majority of the people who are Dream Warriors are physically below average. It isn’t unheard of for a Dream Warrior to be a paraplegic, over 65 years of age, or even as young as 8 years old. When they project their Dream Warrior from their dream, it is always a human, or human-like being in its physical prime.

The powers manifested by the Dream Warriors depend on what they dreamed during DReY’M’s test. They can be a combination of super powers, magic or psionics. The one thing they have in common is that their costumes all have some sort of stylized rainbow on them. They also have a tendency to have dramatic expressions that accompany the use of their powers (i.e. those with Flight: Wingless tend to leave a trail of sparkling stars behind them when they fly. Even Psionic powers seem to have a physical manifestation -- a person using Telepathy may have rings of energy radiate from their head, or a translucent manifestation of some sort of totem animal overlap their head, and their target’s head). Players are encouraged to devise some sort of physical manifestation for each of their powers.

Please note that this class is made under the HEROES UNLIMITED REVISED EDITION (1990). Adjustments for HEROS UNLIMITED REVISED, 2nd EDITION will be listed after the heading (H.U. 2)

Attribute Adjustments. The character’s actual physical body may be physically weak, juvenile or aged. Once you have applied these adjustments for the Dream Warrior Persona, you can modify the basic attributes for your mundane form to reflect it. I recommend using the OPTIONAL PHYSICAL LIMITATION table under Mystically Bestowed Abilities (pg. 95).
M.A. +2D6, P.S. +2D6 (minimum 20), P.P. +1D6 (minimum 18), Spd × (1D6+1)(minimum 24), S.D.C. + (2D4×10)

Transformation: It isn’t the character’s physical body that transforms, but rather their consciousness is transferred to a new form that manifests in the real world anywhere within 50 ft. of their sleeping body. To use their Dream Warrior, the character MUST be asleep. Fortunately, they have also gained the ability to drop asleep at a moment’s notice. Roll a save vs. Pain (14+) to fall asleep (no attribute bonuses apply). It takes a base time of 5 minutes to fall asleep, -30 seconds for each point that you exceed 14 by. If you fail the roll to fall asleep, you must wait 10 minutes to try again. Dream Warriors gain a +1 to the “fall asleep” roll every odd numbered level (i.e. at levels 1, 3, 5, 7, 9, 11, 13 and 15).
While asleep, you have no perception of your mundane body. It is totally helpless. Medical personnel will most like believe that you are in a coma. However, if your sleeping form takes damage equal to or exceeding ½ your Hit Points, your Dream Warrior Form will know and feel compelled to return to your body (physically or by dispersing and waking up). If your sleeping form is moved, the Dream Warrior will be unable to find it physically, however, your consciousness can always return unerringly to your sleeping form when the Dream Warrior dissipates.
Anyone attempting to Mimic you powers only can mimic the powers your Dream Warrior has; he cannot mimic the actual dream projection ability.
This is not a magical ability, so Negate Magic has no effect on it.
Negate Super Abilities/Powers
will instantly disperse the Dream Warrior, and the character will awaken screaming. The character will be -1 to strike/parry/dodge/initiate and -1 attack for 30 minutes, and be unable to fall asleep for the same amount of time.
Mind Wipe can be used to temporarily “lock off” the character’s access to the Dream Warrior power. However, it works differently. The person using Mind Wipe must use the power on the actual character, not the Dream Warrior (it is immune to all uses of Mind Wipe). The psionic can then make the character “forget” how to use their Dream Warrior for 1 hour per 10 I.S.P. expended; however, they will gain access to their power again the next time they normally fall asleep, even if there is still duration left on the Mind Wipe. No amount of I.S.P can make them permanently forget their power -- in fact, even if a psionic spends the 50 I.S.P. and 4 M.E. points to permanently erase a Dream Warrior’s mind, their entire consciousness and memories will be restored the first time they sleep. The Dream Warrior Hero form heals at an enhanced rate when it is not in use. While the Character is awake, or sleeping without Projecting his hero form, The Dream Warrior form heals as if it had a double-strength HEALING FACTOR (or twice as fast as they normally regenerate; whichever is faster). Note that this only affects the Hero Form -- the character's normal human form only heals at a normal human rate.

The Dream Warrior persona will include a costume. The form will be essentially human, but it can contain elements such as animal-like heads, tails, mechanical-looking parts, antenna, etcetera, but these are merely cosmetic changes and DO NOT give the Dream Warrior any extra abilities. Other items (based on powers) will also manifest with the Dream Warrior form, and fade away when the super form dissipates.

Types of Super Abilities

This power class encourages the player to develop an in-depth Dream-Quest that bestowed them with powers. There should be situation during the Dream-Quest that prompted the manifestation of all their abilities. All super power, magic spell and psionic abilities are at the same level as the character. If the character has spells, he can cast 8 spells per 24 hour period (+1 at levels 2, 4, 6, 8, 10, 12 and 14). If he has psionics, he gets an amount of I.S.P. equal to twice the I.S.P. cost of all his psionic powers. (if a power has multiple aspects [i.e. Pyrokinesis], use the ability that has the highest I.S.P. cost [for Pyrokinesis, you would get 20 I.S.P. -- twice the cost to use “Fire Eruption” on a non-combustible item]). The character does not gain any extra Spells and/or Psionic powers as they increase in levels, however, when a Dream Warrior reaches 8th level, attempt to go on a second Dream Quest in search of DReY'M. This option should be discussed with your Game Master, and should be role-played out. This can result in acquiring one extra Minor Super Power, 1 Illusionary Spell or 1 Minor Psionic Ability. Alternatively, the Dream Warrior can give up one Minor Super Power permanently to gain a Major Super Power. Likewise, one Illusionary Spell can be given up for one Spell Magic, or 1 Minor Psionic sacrificed to gain a Major Psionic Power at this time. The Dream Warrior can only gain or convert ONE ability during this second DreamQuest. At Game Master's discression, he can attempt another Dream Quest at level 15.

(H.U. 2) Characters that have Magic Spells get 3D4�10 P.P.E., +P.E. attribute of their Hero Form. Each new level of experience adds 1D6+4 P.P.E. to the total. Spells listed as Illusionary Spells below translate to Spells from levels 1-5. If you can choose Spell Magic, you have access to spells from any level from 1-12. Those who have no Spell Abilities at all have minimal P.P.E. (6D6). Their non-powered Human form has almost no P.P.E. (1D4 P.P.E.); suggesting that the Dream Warrior power may be a form of Psionic.

Minor Psionics are those from the Healing, Physical or Sensitive Categories. Major Psionic Powers equate to Super Psionic Abilities in H.U. 2.


01-084 Illusionary Spells, 2 Spell Magic and 1 Minor Super Ability
09-161 Major Psionic, 3 Minor Psionic and 1 Major Super Power (or 2 Minor Powers)
17-253 Spell Magic, 2 Minor Psionics or Minor Super Powers and Natural Combat Ability (Major Power)
26-331 Major Super Ability, 2 Minor Super Abilities and 1 Illusionary Spell or Minor Psionic Power
34-413 Minor Super Abilities, 3 Illusionary Spells and 1 Major Psionic
42-502 Major Psionics, 5 Spell Magic and 1 Minor Super Ability
51-584 Minor Super Ability and an enchanted weapon (does 3D6-6D6 damage (roll random at time of character creation) , is indestructible; and either gives you resistance (1/2 damage) from fire and cold, or it allows the owner to see the invisible).
59-661 Major Super Ability, 3 Minor Super Abilities
67-753 Major Psionics, 4 Minor Psionics and one Spell Magic
76-832 Major Super Abilities, 2 Minor Psionics
77-918 Magic Spells and 1 Minor Super Power
92-001 Major Super Ability, one Minor Super Ability and One Major Psionic

Level of Education

Standard; but remember your concept. A Dream Warrior with a true form of a child will only have minimal education (i.e. a couple of physical skills (excluding boxing and wrestling) and a secondary skill or two), while a senior citizen will be unable to use many physical skills, but could have a good deal of knowledge. The Dream Form Persona will have one Physical Program in addition to what the base persona has. (The GM may decide to allow the Dream Warrior form a WP Program or a Military/Rogue Program)


Hand to Hand Combat

Physical Combat skills are not automatic, and must be selected as a learned skill.


Attacks per Melee (Hand to Hand)

The basic Persona is not a hero, so only gets 1 attack per melee. However, the Dream Warrior is a hero, and gets the basic 2 attacks per melee, plus those from Hand to Hand Combat skills and/or boxing.


Weapons and Armor

Only conventional weapons and armor are available, unless they are part of your Dream Warrior Form


Alignment

Only Principled, Scrupulous, Taoist, Unprincipled and Aberrant characters can be Dream Warriors


Structural Damage Capacity (S.D.C.)

Twenty S.D.C., plus any gained from physical training. The Dream Warrior form’s S.D.C. is based on the base form’s plus the transformation bonus (+ 2D4×10) and any extra physical skills the Dream Warrior form possesses in addition to the those possessed by the mundane form.


Available Resources

4D4×100 dollars in available cash for an adult character. This is in addition to life savings. There is a 67% chance that the character will own a conventional car (1D6 years old). Presumably an adult character has a job, apartment and reasonable personal possessions. Child characters usually considered to be Destitute (parents provide for all expenses), and get a minimal allowance (perhaps up to $40 per month). It is usually best to assume that child characters are not independently wealthy (even then, their money will be tied up in Trust Funds, with about 1% of it available an expense account each month.


S.D.C.™, I.S.P.™, and HEROES UNLIMITED™ are Trademarks owned and licenced by Kevin Siembieda and Palladium Books, Inc.

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