Minor Super Abilities (part 1)
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Unless otherwise stated, all powers were created by
Brett Hegr
Range: 90ft +10ft per level of experience.
Damage: 2d6 +1d6 per level can be released, depending upon
the amount of stored energy.
Duration: Absorbed energy can be held for two melees per level.
If energy is still held at the end of this duration, it fizzles out and
causes 1d4 points of S.D.C.tm damage per
five points of unused energy.
Maximum Absorbtion Limit: 50 points, +10 points per level. Every
five points of energy damage, or fraction thereof, is transformed into 1d6
damage that can be directed and released. 1-2 points of damage can only
produce a 1 point zap, 3 points are needed to generate 1d4 damage, 4-5
points are required for 1d6 damage, and 2d6 damage can be produced per
10 points.
Attacks Per Melee: Counts as one hand to hand attack.
Strike Bonuses: +2 to strike aimed, no bonus on a wild attack.
P.P. bonuses are applicable.
In Rifts®: Maximum damage changes
to 1d6 M.D.C.tm +1d6 per level and the
maximum absorbtion limit is halved for M.D.C.tm,
but everything else is unchanged.
The character is able to absorb any kind of energy attack directed
against him be it pure energy, electricity or lightning, fire (not heat),
or lasers/ light energy. Particle beams, microwave beams, cold attacks,
sonic blasts, and kinetic energy (punches, kicks, and pure force blasts)
cannot be absorbed.
Absorbing energy from batteries, cables, or power plants is also possible.
Anything weaker than a car battery is useless. A car battery can provide
10 points of energy, an E-Clip can provide 20 points, an electric cable
produces 20 points per melee, a chemical power supply gives 30 per melee,
nuclear power supply (whether a power plant or a vehicle power source) 50
per melee, and a contemporary coal power plant generates 40 per melee. The
character needs to physically touch the medium through which the energy
is carried - could cause 3d6 points of damage in the case of holding an
electrified cable, while a nuclear power plant might only be 1d6 damage
but carry a danger of radiation poisoning.
If there is damage overflow from absorbtion (the mutant hits the stated
limit) or touching power feeds, reduce it according to whatever energy
resistance abilities are possessed.
The absorbtion is automatic (a reflex) but the character must see or
sense the attack coming and spend a melee action to focus his absorbtion
power. The character can perform absorbtion while attacking or
defending, but no bonuses can be added to the rolls. Energy absorbed does
no damage - at least, not to the character's outside. Absorbed energy
slowly eats away at his internal structure (!) beginning on the melee
after the absorbtion. If an attack is not absorbed it does the normal
damage (perhaps none, if resistance powers are possessed). Absorbtion
can be performed through clothing up to full environmental body armor,
but not through the hulls of power armor, robots, or vehicles.
If the amount of energy absorbed is less than 10 points per level no
damage is taken. However, the super being suffers 1d4 damage direct to
hit points per melee per 30 points of absorbed energy (or fraction
thereof) larger than the previous amount. Thus, a 4th level mutant (limit
of 90 points) could absorb up to 40 points with no hit point loss. If he
absorbed 90 points he would only suffer damage from the 50 points of
damage beyond the 40, and would take 2d4 per melee round. Limited damage
reduction can be applied to this - beings who feed on energy and characters
with Energy Resistance, Energy Absorbtion, APS: Plasma, APS: Electricity,
or APS: Fire take half damage, never less.
If you prefer the old limitation to this power, the roll to absorb the
energy attack, it's a +1 to absorb energy at each odd numbered level and
the absorbtion roll must tie or exceed the strike roll. Energy Absorbtion,
Energy Resistance, APS: Fire, APS: Energy, and APS: Plasma all grant a +1
bonus to absorb an energy attack. GMs might choose to use one or both of
the limitations, but having no such restriction on this power could be
unbalancing to the game.
An example: 2nd level mutant with this power falls victim to a sneak
attack from a 6th level mutant with the Energy Expulsion: Radiation and
Energy Expulsion: Light powers. He absorbs a 40 point radiation blast and
can relase up to 8d6 in radiation damage. He then takes a laser blast
doing 32 points of damage - absorbing 30 of it and taking 2 points damage
from overflow because he hit his limit of 70 points. When his attacks come
around he unleashes two radiation bolts of 4d6 damage (his limit) and
then two laser beams doing 3d6 damage each against his opponent, who is
surprised to get a taste of his own medicine.
Note: The character cannot transmute one form of energy into another
with this power, though it is related. Should the GM and player decide
to break this rule the player should pay for the ability. The player should
sacrifice five hit points and 10 S.D.C.tm
(as long as the character doesn't have ample amounts of either) and
up a total of 3 points from among his attributes.
If the character has Energy Absorbtion, he can opt to give up one of
the abilities listed in that power to possess this minor super ability.
Sacrificing two of those abilities nets him this minor power and also
lets him transmute the absorbed energy. On the other hand, some GM's
might just decide to include it with that power outright (I'm one of
them).
This minor power can only be acquired by characters with an energy expulsion
or ranged attack power, whether as a minor super power or as part of a major
one. If rolling for random powers and this one is rolled, allow the player
to finish rolling for all other powers and if no minor energy expulsion or
ranged attack powers and no major super abilities with energy expulsion
powers are rolled, then the player must drop this power for the character
and choose a different minor super ability. It is, like always, ultimately
the GM's decision whether or not to allow this power.
Characters with this minor power have more control over their attack
powers than most others. They are able to regulate damage in 1d6 increments
at level one, plus they can perform the dual attack normally avaliable at
level three (see pg. 72 of HU 2nd Ed.). In addition, this minor power gives
the capacity to twist the attack powers in new ways. For lack of a better
term, call them 'special effects'.
Although the special effects here can be applied to any attack power,
they can only be used to enhance one such attack power at a time
(GMs might ignore this, depending on what players want to combine). Other
attack powers can be used, but only one can utilize a special effect at
any given time. Further, only one special effect can be applied to an
attack power at a time though multiple effects might be known. Unless
otherwise stated, the special effects all require one melee action of
concentration to initiate usage (to bring it online, so to speak) and
one melee action to attack with it. Changing the special effect in use
and/or the attack power it is being used in conjunction with can be done
once per melee and requires one melee action.
Note 1: Some GM's preferred the 'old' style of this power, in
which players could sacrifice attribute points or S.D.C.tm
to acquire special effects. If you prefer it that way, let the player
pick one special effect per two selections of penalties from this list:
- -1 penalty on the character's I.Q., M.E., P.S., P.P., or P.E. (player picks one).
- -2 penalty on the character's M.A. or P.B. (player picks one).
- -2 penalty on the character's Spd., or -10 MPH from the top speed for
super speed or flying characters.
- -1 to save vs. poisons/toxins.
- -1 to save vs. mental attacks (psionic, super power, or magical in nature).
- -1 to save vs. magic.
- -3 penalty on hit points.
- -7 penalty on S.D.C.tm (or
M.D.C.tm if in Rifts®)
- Lose one secondary skill (spent the time developing the special effect).
Note 2: GM's might also decide to let the 'blaster' characters
develop a special effect or two during the course of campaigns, as levels
are gained. The special effect should be limited to being used with only
one specific energy or ranged attack.
Note 3: Beings with Super- Energy Expulsion could trade their Aura
Effect and Ricochet Blast for other powers listed here, and instead of
having to focus those powers they could use them at will (and so use of
them isn't mutually exclusive and no attacks are required to enable them).
If this is done all penalties, bonuses, and range reductions are cumulative.
The effects can, of course, be turned off to have a normal ranged blast.
Players may choose two special effects from this list, plus one
more at levels three, six, and ten. No duplicates are allowed.
Affects Insubstantial: Different from the phasing modification,
the power gains the ability to affect nearly all beings like astral
travellers, intangible or APS: Mist super beings, and some supernatural
beings and entities (ghosts are a good example). Note the difference
between seeing the insubstantial enemies and attacking them.
The character may need some means of visual enhancement. The attack still
affects physical beings. Mist- form vampires and other beings with unique
vulnerabilities do not take damage from this effect (unless the mutant
has abilities that can normally harm vampires).
Armor Piercing: The blasts are super- focused and able to punch
through tough structures. For strike purposes, treat them as you would
armor piercing bullets - good for those pesky APS: Metal fellows! Add a
+2 to strike at level one, +1 more at levels four, eight, and twelve.
Apply this bonus only when attacking targets with an armor rating,
natural or from body armor. Think of it more as lowering a high A.R.
rather than as a strike bonus. A natural roll of 18-20 will partially
penetrate forcefields (does half damage to the field and half to the
thing inside it) and will even do half damage to invulnerable beings!
Each armor piercing blast has 25% of the normal attack range.
Aura Effect: Same as ability #3 described in the Super- Energy
Expulsion power, page 293 of HU 2nd Ed. Me? I'd change the range to
10ft +2ft per level of experience and increase the damage to 3d6 +1 per
level of experience (it has to keep up with Energy Expulsion: Electrical
Field), both for this special effect and the Super- Energy Expulsion
version.
Continuous: Cannot be chosen until level three or beyond. The
character needs only one successful strike per melee to hit with the power,
and the victim suffers damage until a successful dodge of the attack roll
is made. He cannot attack anything else in any way, though
he can drop a current continuous attack on one target and move to another
(with a new strike roll, of course). The main drawback to a continuous
attack is the virtually complete lack of defense. Knockdowns, explosions,
and unconciousness will obviously interrupt the continuous attack, as will
intense pain and stun attacks.
When using this special effect, the character's dodge bonuses are reduced
to a maximum of +2 and only two dodges per melee can be made (speedsters
can add an extra +1 and get a third dodge per melee). Only normal dodges
can be made - not automatic or multiple ones. Parries are not possible. To
keep the continuous attack on, it may be necessary to chase the target.
Further, the character must use three melee actions to initiate a
continuous attack - a failed strike means he must concentrate and try
again. If the strike roll is 4 or less it fails as normal. While
continuously attacking, the character cannot perform any
other attack or utilize special powers that require concentration - no
shapechanging, no using control powers, no bending light, and no super
speed attacks. The only powers that can be utilized during a continuous
attack are instinctive and/or automatic ones like the Personal Force
Field, Sense Super Powers, and extraordinary attributes.
Though there are several limitations to this effect, the benefits are
impressive. For the strike roll add the P.P. bonuses and the normal energy
expulsion attack bonuses. Also add a +1 to strike for an M.E. of 16-21, a
+2 to strike if the M.E. is 22-27, or a +3 bonus for an M.E. of 28 or
higher. The strike is one made of experience and intense concentration.
The victims can still dodge but that dodge must be a normal dodge
- automatic dodges aren't effective against this. The victim may use up
any number of attacks trying to dodge the assault, but he must tie or
exceed the continuous attack strike roll. Apply the rules for natural
20's as normal (a natural 20 continuous strike can be a real problem!)
Against moving targets a new strike roll must be made each consecutive
melee, but the new strike roll requires no melee actions! All the
character's attacks are devoted to damaging the target. Stationary targets
don't require additional strike rolls. On consecutive melees, if the strike
roll fails even once the character must start all over. For the total
continuous damage in a melee roll the damage of one attack and multiply
it by the number of melees spent attacking, plus one more.
An Example: A third level mutant with four melee attacks and a
pure energy attack doing 6d6 per level has an M.E. of 22 bonus and a +1 P.P.
bonus. If he does a continous attack, he uses his first three melee attacks
to continously strike with a total bonus of +6. That leaves him one melee
action to dump some damage on an enemy. If the enemy fails to dodge, the
attacking character will roll 6d6 and multiply the result times two (one
melee action of attacking plus one more). Every consecutive melee that the
character makes a successful strike roll, the damage is applied. On the
consecutive melees, the character does 6d6 times five damage (four melee
actions plus one more)!
Counterblast: Beyond using the attack power to strike, the
character has learned to use it to interrupt oncoming projectile/ energy/
ranged attacks. The character can 'parry' one such attack per counterparry
at level one - normally, parrying such an attack has a -6 penalty but the
level one character does so with no penalty at all! At levels two, four,
six, eight, ten, and twelve add a +1 to parry with a counterblast. No
other bonuses can be added to the parry roll. The counterblast parry
counts as one melee action.
The types of energy or attack power involved do not matter, to keep
things simple. A counterblast can parry any kind of ranged attack (from
arrows and bullets to energy blasts and missiles), and does half the
normal damage (useful to know with missiles) with half of the normal
range. If used to parry a melee attack the character takes no damage
from the melee attack, but the attacker takes the standard damage
(which is half the normal damage of the usual attack).
Cutting Torch: It isn't possible to use this effect during
combat - not the focus here. Instead, the character can tune his attack
powers to a beam just a few millimeters wide - perfect for cutting.
The beam can do anywhere from a point of damage up to half of the normal
damage times the number of melee actions - per melee applied! A strike
roll must still be made every melee, but if the roll is between 1 and
the target's A.R. then only half damage is done to the target (a quarter
of the normal attack power maximum).
This could also be utilized as a torture device by evil beings (victims
are -4 to save vs pain or -20% to resist interrogation) but the target
must be non- moving, tied up or otherwise bound.
Range of this effect is only five inches, plus one inch per level of
experience. The control is so fine after level three that it is even
possible to utilize this for surgery and electronics work (depending on
the power). Note that the attack form need not be limited to fire and
energy. A cold/ ice, sound, or vibration attack can be used to 'crack'
targets instead of cut them. Radioactive energies could break down atomic
bonds and swiftly separate the matter along the path desired.
Note: To cut a passage through a wall or door, only a third of
the S.D.C.tm (per 10ft square section)
has to be depleted.
Death Blow: Cannot be selected until level six. The range of
a death blow blast is drastically limited - it is only 30ft. The attack
requires a declared death blow, a natural roll of 19-20, and the character
must use three melee attacks to perform it. Reduce the required natural
roll to 18-20 at level ten. Success means that double normal damage is
done direct to hit points and failure means that only double
S.D.C.tm damage is done.
While preparing the death blow blast the character cannot parry, but he
can dodge without the benefit of bonuses. It won't damage hit points
through any kind of body armor, but will cause double S.D.C.tm
damage to the armor. It is also effective against natural A.R. and will
do double S.D.C.tm damage when rolls are
less than the natural A.R.
Dodge Enhancement: A unique defensive use of the attack power!
It is tuned to provide an acceleration away from an oncoming attack.
While in use, the power can't be used to attack with - instead, the
character uses it as a dodge booster, providing an additional +3 to dodge
at level one, +1 more at levels two, five, and nine. Reduce the bonus by half
on an automatic dodge. Thus, a blast of flame or pulse of radiation can
propel the character away from an oncoming attack. As an alternative use,
if the character does not have an automatic dodge he can instead use the
dodge enhancement to provide an automatic dodge with a +2 bonus
(does not increase - use only for those without an automatic dodge ability).
Explosive Effect: When the attack hits a target it virtually
explodes, doing full damage to the target and half damage to everything
within a 4ft +1ft per level radius. The primary victim also suffers
knockdown - the loss of their next attack and no initiative. This penalty
applies even if the victim is immune to the attack form. The explosive
blasts have half the normal range.
Extra Attack: Though the character can always use melee actions
to use the attack power, this gives the character one extra melee attack
to use attack power. One extra attack is possessed at level one, plus
one more at levels four, eight, and twelve. If a 5th level character has
four normal hand to hand attacks, he could do anything he wished with his
four normal hand to hand attacks but the extra two could only be
used to fire his attack power.
Note: These extra attacks cannot be used with any extra damage
blasts (as per below) or with super blasts fired
by Super Energy Expulsion or Power Blast.
Hard Impact: The victim of this blast suffers knockdown (lose
initiative and the next melee attack) if they fail a maintain balance
roll. After level five the character can also increase the force up to
a critical knockdown (lose initiative and the next two attacks). Or,
the 5th level character can instead cause normal knockdown by doing an
area affect burst. It is effective against 1d4+2 targets, does a quarter
normal damage against each, and has 25% of the normal range.
The impact is so severe that the character can reduce the maintain
balance roll by -1 at level two, -1 more at levels four, six, and nine.
APS: Stone, APS: Metal, Invulnerable, Bio- Armor, robots, power armor,
androids, and other super- tough characters are all +6 to maintain balance
unless otherwise stated (or in special circumstances). The range of the
hard impact blast is not affected, but the special penalization effect
is limited to half the normal range (only targets within the limited
range will suffer the balance penalty, which would be one eighth of the
normal range for an area- affect burst).
Homing: Cannot be chosen until level three. The attack will arc
around structures and non- targets on its way to the intended recipient,
as long as he is visible. It will also follow targets around corners and
into buildings, so long as the target was initially visible to the
character. Using the power for extra- accurate called shots is also
possible. The attack gains an extra +1 to strike, +1 more at levels
three, eight, and twelve. The strike roll also never fails -
anything lower than an 8 after bonuses is treated as an eight.
Dodging a homing blast is always possible, just more difficult.
The homing blast range is only 25% of the normal range.
Wild shots still get the strike bonus (probably the only bonus there is),
but if the roll is less than eight it is not treated as an eight
(i.e. wild homing shots can still miss).
It is also possible to perform 'arcing' blasts that can boomerang back
to hit targets. When hitting something from behind a -4 dodge penalty is
applied, unless the target has Radar - they do it without the penalty.
Arcing blasts can also hit targets hiding behind objects for cover.
However, low rolls are not treated as eights and they miss outright.
Arcing blasts do not benefit from P.P. bonuses, only the attack power
bonuses and the homing bonuses. Arcing shots also require two melee
actions to produce.
Long Range: The character can focus his attack power to have
triple the range, but the damage is halved and the distance attack
requires two melee actions. Long range combat is 60ft and beyond, and
requires an 8 or more to strike (as opposed to the usual 5 or higher).
Phasing: The power can pass through one object (plus one more at
levels three, six, nine, and twelve) without damaging it and do full damage
to a target just beyond it. If used on a character wearing armor, it passes
through the armor and the character. Useful in hostage situations,
for penetrating walls, against vehicles, and when fighting in crowded
conditions. This power will not penetrate any sort of force field and the
phasing blasts have half the range of a normal shot. Best combined with
some sort of penetrating vision.
Protective Field: The character can coerce his attack power to
encircle himself, shielding him from attacks. The barrier acts like a
low power force field that absorbs all damage (no A.R. - total shielding).
It has an S.D.C.tm base of 40, +5 more per
level of experience, and recovers at a rate of 4d4 S.D.C.tm
per melee. When the attack power is bent into a field, it cannot be used
to fire ranged attacks.
The shield does a quarter of the normal damage or 1d6 damage (whichever
is more) to those who touch the field. Also add this damage to any hand
to hand strikes or melee weapon attacks. This special effect requires some
concentration to maintain - the character loses one melee action and -2
on initiative when it is in use.
The shield takes no damage from similar energies (fire, heat, and microwaves
can't damage a flame shield, lasers can't affect a light shield, etc.)
Kinetic energy shields are the only exception, which instead are resistant
to kinetic energy/ impacts and take half damage from them. The shield
absorbs half the damage from falls, heavy impacts (like ramming attacks),
and supernatural strength attacks - the other half hits the character. All
other damage is soaked up by the barrier.
Halve the shield recovery rate, halve the S.D.C.tm
base, and turn both into M.D.C.tm for
Rifts®.
Ricochet Blast: Same as ability #4 described in the Super- Energy
Expulsion power, page 293 of HU 2nd Ed.
Spheres: The character can channel his attack power into concentrated
balls of energy (or sound, or light, etc.), which will follow the character
and stay within 5ft of him. These spheres can be used to attack targets
much like mentally- directed missiles. This ability cannot be selected
until level three.
One sphere can be maintained per two points of M.E., and one melee action
is required to generate two spheres. There is no limit to the time that a
sphere can be maintained, but while this is done no non- automatic or
constant use powers can be used (no gravity manipulation, no teleporation,
no shapeshifting, no control powers, etc.) The spheres have range of attack
of 90ft +10ft per level of experience (which is 120ft at level three). Each
sphere does half of the normal attack power damage. The only bonuses to
strike that are valid are the normal +3 to strike aimed and +1 to strike
wild and a special M.E. bonus. Add a +1 to strike for an M.E. of 16-21, a
+2 to strike if the M.E. is 22-27, or a +3 bonus for an M.E. of 28 or higher.
The main benefit of the speheres is that they act much like missiles do.
Volleys of any number can be fired at a target. Use the standard volley
rules. The spheres do not have a blast radius - they can damage only what
they are fired at and do not affect the area around the victim. Also, ten
points of damage will disrupt the containment field and destroy the sphere
before it can damage a target (a called shot of 15 or higher is necessary
to target a sphere). The spheres can, however, be used for called shots
(normal missiles cannot).
The character has the capacity to enhance the healing process in other
living creatures. This ability is limited to some degree in that it cannot
be used to ressurect or restore severely wounded people and it cannot
destroy deadly diseases like cancer and AIDS. However, it is useful to help
others recover from injuries or temporarily negate symptoms of diseases.
The healing benefits are administered by a touch to the head, chest, or
wounded areas. Little or no scarring results from the healing, but severe
burns and mutilations can still leave noticable marks. The healing causes
little pain.
Special Abilities and Bonuses:
- The character automatically has the First Aid skill (instinctive), or
instead gains a +15% bonus to First Aid, Paramedic, Holistic Medicine, or
Medical Doctor if taken as a skill. Only one skill gets the big +15% bonus,
any other medical skills get a +5% bonus.
- Add a +2 to the P.E. attribute and a bonus of +10 hit points (or
M.D.C.tm if a mega-
damagetm being).
- Heals at triple the normal human rate.
- Can even sense the life force in living creatures and estimate how
healthy or near death they are (or if they are in a state of undeath)
and can accurately judge their medical condition (diseases, internal
injuries, tumors, scar tissue, diabetes, drug addiction, wear and tear,
etc.) Visual range of about 120ft.
The mutant can perform one of the following at the cost of one hit point
(which recovers normally), with one melee of concentration:
- Negate all pain for 15 minutes per level - this will allow the
recipient to fight up to 20 hit points below zero.
- Heal 2d6 S.D.C.tm
- Heal 1d4 hit points or M.D.C.tm
- Destroy all traces of weak viral or bacterial infections (such as the flu,
common cold, or sinus infections)
- Give a person another chance to recover from a coma with a +10% bonus.
- Give a person near death a +20% bonus on their next save throw.
- Give a person infected with a poison or toxin another save throw
against it with a +4 bonus (half for psionic, magic, or lethal toxins).
- Give a person infected with a parasitic or fungal infection another
save throw against it with a +2 bonus (half for psionic, magic, or
lethal ones).
At the cost of 3 hit points (recovers normally), the character can perform
one one of the following major healing powers with a minute of concentration
(cannot heal at all for 5 minutes afterwards):
- Immediately restore 2d6 hit points and 1d4x10 S.D.C.tm
(or 1d4x10 M.D.C.tm)
- Immediately destroy one debilitating toxin in the patient's body
or give him a +6 bonus and a chance to save if it is lethal,
magical, or psionic in nature.
- Immediately bring a comatose patient up to 3 hit points above 0
and stabilize their condition (stops bleeding, binds wounds, etc.) for
15 minutes per level. More medical attention may be necessary.
- Destroy any Negative Chi in the character's body and give him one
point of Positive Chi (for Ninjas and Superspiestm
purposes - not effective against Dim Mak).
- Destroy all traces of strong viral or bacterial infections (such as
gangrene, pneumonia, etc.)
- Slow the progression of a parasitic or fungal infection, essentially
halting its growth for 2d4 hours per level of experience. Halve this for
magical, psionic, or lethal ones.
After using any of the major healing techniques the character is -2 on
initiative, loses one attack, and is -1 on all combat rolls for 10 minutes
afterwards. Multiple uses won't increase the penalties, but the duration
of the penalties begins with the last usage of the power. He is slightly
woozy and weakened, but still able to function normally.
This minor ability gives the character to transform into a second
physical shape, making him a minor shapeshifter. The secondary body
is a bit stronger and tougher, and allows the character's true
identity to be well hidden. This power is not appropriate for those
whose powers are magically bestowed - it is more applicable to mutants
and experiment characters. The second form has the following limitations:
- Changing into the second form requires a full melee at level one.
At level two the character gains the expertise to change in less than
that time, taking up half his melee actions. After the third level the
character can change within two melee actions.
- The character's human form possesses no super abilties of
any kind, not even extraordinary attributes or senses. All powers are
usable only in the alternate form. All attribute bonuses are present
only in the alternate form.
- On the upside, the human form does not register as being out of
the ordinary, save for a few (apparently latent) mutant genes.
- Any mutant traits or experiment side effects are present only
in the alternate form. The character's human form is perfectly
and completely normal.
- There is no limit to the amount of time spent in the altered form.
If rendered unconcious, the character reverts to the human shape.
- The character's clothes and possessions do not change - if they
are not removed they'll certainly rip if the alternate form is large.
Body armor will be rendered useless if the character changes from human
to altered state while wearing it, plus he'll take 3d6+10 damage (subtract
from the altered state). The Bio-Aura power can get around this though.
- The form can have any one appearance, chosen by the player. Also
choose a new height and weight (usually, but not always, larger than
that of the human form). It could be horrifying, strangely attractive,
or just different. Roll for 1d4 cosmetic mutations from the tables in
this file to round
out the form. Nothing with major bonuses can be acquired (GM's use
discretion).
- The Negate Super Powers ability has full effect on all of the
character's super abilities except the Alternate Form power.
The alternate form has the following as a base:
- P.S. is considered extraordinary.
- Horror/awe factor of 7, or add a +1 bonus to a higher H.F.
- The character gets a one- time bonus of +10 hit points. Hit
points are the same, whether in the human or in the alternate form.
- The alternate form has a completely separate S.D.C.tm base of 1d4x10+40. The alternate form heals
that S.D.C.tm at double the normal
rate, no matter which form the character is in.
- Skill based S.D.C.tm bonuses do not
apply to the alternate form, only the human one. On the other hand, only
the alternate form benefits from super ability S.D.C.tm
bonuses.
- All other attributes are the same as in the human form unless
altered by super abilities.
The player can also customize the alternate form - choose five of the
following. Attribute and S.D.C.tm bonuses
can be chosen up to two times, everthing else is limited to one selection.
GM's could also allow bonus- granting selections found in this file of new mutant traits, such as
optic enhancements, claws, natural armor, etc.
- Add +3 to P.S.
- Add +3 to P.E.
- Add +3 to P.P.
- Add +2 to P.B.
- Add +10 to Spd.
- Add +3d6+20 S.D.C.tm
- Natural A.R. of 8, or add +1 to a higher A.R.
- Increase the horror factor to 10 (or add +2 to a higher one), but
reduce the P.B. to 1d6+2. The H.F. is limited to 18.
- +1 attack per melee
- Add a +1 on initiative and a +2 to strike.
- Add a +2 to parry, dodge, and roll with punch, fall, or impact.
- Add a +10% to the Prowl skill.
- Add a +15% to the Climbing skill.
- Add a +20% to the Swimming skill.
- Nightvision - 120ft range
- Thermovision - 60ft range
Created by Andrew Darling
The character may converse with animals, though the communication is
extremely limited by the animal's intelligence. Dogs are like three year
olds, but animals such as fish can only understand words such as "Boo" and
"Food." There is no guarantee that an animal will be cooperative, or even
friendly. Most won't take commands unless there is some sort of compensation.
Range: Self and astral plane.
Damage: Character's punches and other attacks do damage
to the astral S.D.C.tm of beings.
Astral S.D.C.tm: Equal to
twice the hit points and S.D.C.tm (or
M.D.C.tm) combined. If this is all
destroyed, the mutant is killed and doesn't return to material form.
Add +10 to the astral S.D.C.tm per
level of experience.
Duration: Requires 1d4 minutes of concentration to enter or
exit the astral plane. There is no limit to the amount of time spent
in the astral plane.
This is quite similar to the Nightbanetm
talent of Astral Self and the super psionic power Astral Transference,
the character is able to transform his body into a non- corporeal
counterpart and roam the astral plane. The astral plane is described
fully on page 37 of Nightbanetm World
Book Two: Beyond the Shadowstm.
Special Abilities and Limitations:
- Naturally see astral beings and portals to the astral plane,
whether in material form or astral form.
- Can return to physical form at will - no skill roll required.
- Can navigate in the astral plane with a skill of 25% +5% per
level. Use the same bonuses and penalties as listed under the Astral
Navigation minor psionic power (pg. 116 of Beyond the
Shadowstm).
- Can take along up to 15lbs of non-living matter (besides clothes)
per level of experience, but each 15lbs requires an extra melee of
concentration (so 120lbs would require an extra two minutes beyond
the standard 1d4). However, objects taken are not able to harm
astral beings.
- Cannot bring living creatures into the astral plane.
- Cannot create an astral domain (doesn't have the psychic talent),
but can collaborate on the creation of one, provided the other
person(s) have the ability to do so.
- All super abilities that cause damage are able to affect astral
beings, whether the character is astrally transformed or not.
- Can stay in the ethereal plane (the 'real world' as it were) as if
the character had the Intangibility major power. This takes a lot of
effort, however, and the character must roll 14 or better, M.E. bonuses
applicable, every two minutes or the character 'pops' into the astral
plane. Returning to the ethereal plane from the astral plane takes 1d4
minutes of concentration. The character can move at a speed equal to
three times the M.E. in the ethereal plane.
Range: 80ft +10ft per level of experience
Duration: Can be maintained for one minute per level of experience.
Needs a melee to rest after using to maximum duration.
Bonuses: +3 to strike aimed and +1 to strike wild. P.P. bonuses
are applicable.
Attacks Per Melee: Counts as one hand to hand attack.
Equivalent Strength: The beam has an extraordinary strength
equivalent to the character's M.E., +3 per additional level of experience.
This is the combined P.S. required to break free of its hold.
The character has the ability to create a beam of force that can attract
or repulse physical objects. Up to 50 pounds per equivalent P.S. point
can be attracted or repulsed. Victims who fail a dodge will be dragged
towards (or pushed away) from the character a number of feet per melee
per 3 points point of strength of the beam per melee. Smoke, paper clips,
dust, debris, vaporous entities, chemical gases, etc. tend to circulate
around the path of the beam. This is a power with possibilities.
Disarming an opponent with the beam is effective - add a +2 bonus at
levels two and four, +1 more at levels seven, and ten. Halve the bonus
if the character is attempting to snatch a weapon away and into his own hand.
At second level, it is possible to use the beam as a climbing tool (+25%
bonus, or use that as a base skill). Swinging from buildings, lamposts,
and trees is done with the greatest of ease.
At third level, the character can fire a repulsion blast that requires
a victim to dodge or suffer knockdown and take 1d4 damage per 10 points
of the beam's P.S. The victim is also pushed back a number of feet equal
to the beam's P.S.
At fourth level, using it as a jump booster is possible (can jump a
total number of feet equal to twice the beam's P.S.)
In Rifts®: Increase the range to
100ft +20ft per level, and a focused repulsion blast can do 1d6 S.D.C.tm
damage per 5 points of beam strength, plus knockdown.
Range: Can be projected up to 25ft away, +5ft per level.
Area: Maximum of 12 square feet at level one, plus 4 square
feet at every even numbered experience level.
Duration: 25 minutes +5 minutes per level of experience, with
an amount of rest equal to a third of the duration of use between the
uses (use it for fifteen minutes you have to rest for five).
Maximum S.D.C.tm of the Force Field:
10 times the character's unmodified P.E. attribute (no bonuses - just the
total initially rolled for the character!) plus 10 per level of experience.
Attacks Per Melee: Creating the barrier requires one melee action.
Moving it (for blocking) or changing its size can be performed up to twice
per melee. The barrier can also be centered on an object (a person, an
arm, a car even) for use as a force- shield (no actions are necessary to
manipulate the shield then).
Bonus: +2 to use as a defensive action, +1 more at levels
four, eight, and twelve. If used as a traditional shield, ignore these
bonuses and use the W.P. shield bonuses instead.
The character can generate a protective energy wall, half- dome, bubble, or
barrier that absorbs damage. It has a base S.D.C.tm
equal to 10 times the P.E. attribute plus 10 per level of experience.
So, at first level a character with a P.E. of 10 should have a force field
with 110 S.D.C.tm The force field regenerates
1 S.D.C.tm per minute when in use, or
double that when not in use.
The character must be concious to use the force field, gases can still
penetrate it, and only one field can be created (not multiple ones). It
can be moved around at a Spd. of 22, about 15mph, which is fast enough
to use in melee combat. Unlike a Personal Force
Field this minor force field power lets the mutant protect groups of people
and/ or large areas. Sprays/ bursts of bullets can be blocked, as can
multiple missiles and oncoming vehicles. Players can certainly think
of other uses for the power - as a bridge, blocking bullets near the
person firing them, making an obstacle for speedster characters, use
it as a jumping platform, bounce a ricochet shot off it, keep it centered
on the arm for use as a conventional shield, make a near invisible wall
for speedsters to run into (a Challenging perception roll of at least 14),
putting it low on the ground for tripping villains or friends, make a barrier
to deal with those really annoying speedster characters, etc. The only
restrictions are that the force field cannot be used as a raft or as a
means of slowing one's descent during a fall.
The character's aura is able to extend the effect of the character's
super abilities to certain objects carried and clothes worn. His super
powers extend through his aura. Thus, a person who can transform into
electricity or water affects their clothes too. A shapeshifter can alter
their form while wearing full environmental armor. A person with growth
or shrinking abilities needs not find a set of clothes to suit them -
their clothes and armor are affected just as if they were part of the
character's body.
When dealing with armor and super powers, use the higher A.R. of the
two. As for the S.D.C.tm, count the
armor's S.D.C.tm as a bonus and subtract
damage from that first. Remember, the character's armor takes on the
same traits as the character himself (if the character is impervious to
fire and heat, so is the armor).
Electronic and mechanical devices do not change with the
character, but they aren't damaged either. This includes firearms, energy
weapons, binoculars, flashlights, and other such objects. Personal items
(watches, glasses, wallets, rings) are affected easily. Assume that the
character's aura affects normal amounts of clothes and personal items,
one suit of armor worn, and a couple melee weapons. If an object is
droppped after being affected (whether by Growth or by Alter Physical
Structure: Electricity) it retains the character's properties until the
character discontinues use of their super abilities.
If the character possesses the Alternate Form minor ability (described
above) or shapeshifting, the Bio- Aura kicks in when the change begins.
The character's clothes and armor are not damaged by the transformation
into another form, but do not exist in the alternate form either. When
the character turns back into the human shape, the clothes and armor are
there just as if nothing happened.
With this power, copies of clothing and personal items can be made for
clones via the Multiple Beings/Selves power. Modern weapons and armor
(complex structures) are not duplicated.
Bio- Aura has the effect of 'negating' the influence of worn clothing
and objects so that they don't count towards weight or object limitations,
leaving more 'space' or weight availiable for use.
With a single touch, the character is able to act as a conduit through
which various forms of bio- energy can pass. This also has the secondary
ability of letting the character drain this energy from others and
store it within himself. He can drain Chi, P.P.E.tm,
or I.S.P.tm and either use it to refill
his own personal stores or transfer it to others (or into objects).
The following is a list of notes and limitations:
- The character himself is +4 to save vs any draining attack.
- Energy is drained at the rate of 3 points per melee action, +1 per
level of experience. So, at level two the character can drain five
points with a single touch. Multiply the drain rate by five to
determine the total amount of energy moved in a melee of constant
transference.
- The character can only drain one kind of energy at a time.
- The character can not store more energy than he naturally possesses.
- The character can not store a type of energy he doesn't possess -
thus, a non- psionic can't store drained I.S.P.tm
(but can still transfer it).
- Unstored energy is immediately dispersed, returned to the cosmos,
and cannot be tapped. This applies to both excess energy and energy
forms that the character cannot tap into.
- To transfer energy into one recipient from a donor, the character
must touch both (unless the character is the recipient or donor - then
he must only touch the other person).
- Draining energy from an unwilling donor is difficult. The donor gets
a roll to save vs draining (target number of 12 or higher, +1 more at
levels three, five, and eight), plus the victim can add in any P.E.
bonuses. Success means that no energy was drained. Roll once per melee
for continuous draining.
- Draining energy from a person experienced in its use (like P.P.E.tm
from a spellcaster or Chi from a martial artist) is even more difficult
- the victims get a +4 bonus in addition to P.E. bonuses. This bonus does
not apply for energy forms the victim has no control over, so taking Chi
from a magician is as easy as doing it with most others.
- All life forms have Chi and P.P.E.tm,
but not I.S.P.tm If desired, he can
transmute his life essence to produce necessary energy that he may not
have - one hit point can be used (recovers normally) to provide one Chi,
two P.P.E.tm, or four
I.S.P.tm.
- It is possible for the character to transfer energy into objects too.
This isn't for use with normal objects - the energy just dissapates. The
focus is for magical, psionic, and Chi artifacts.
Created by Andrew Darling
This is similar to Extraordinary Physical Beauty or Mental Affinity,
however, the charmer will receive the high charm/impress percentile
or trust/intimidate percentile even if he is socially odious and has
terrible personal hygine. Thus a five hundred pound Deal-a-Meal
poster-boy and Klu Klux Klan member could achieve dates with Cindy
Crawford. At first level, the charmer receives those percentiles
as if he had a 17 (the 'virtual attributes') in both M.A. and P.B.
The virtual attributes are increased by +1 for each level of experience
beyond the first. This is a pseudo-psi power which works on all those
who hear the charmer's voice. Mind Block or other forms of psychic
resistance reduce the chance of charm/impress or trust/intimidate by
half when attempted on the resistant being.
The character has an extraordinary combat skill. This is enough to turn
an untrained character into a capable fighter and transform an experienced
combatant into a deadly adversary. Follow this experience chart for the
bonuses and abilities - the combat instinct functions like a hand to hand
form with bonuses that are added to any fighting style. The character can
perform many complex combat manuevers, but relies more on P.P. bonuses
than skill bonuses.
Note: This minor ability, unlike Natural Combat Ability, is
fully compatible with hand to hand combat skills. A character cannot have
both this power and Natural Combat Ability. Your GM wouldn't like that.
I've also toned it down to make it more of an enhancement instead of a
complete hand- to- hand combat form.
First level knowledge:
- Parry, dodge, pull punch, roll with punch, fall, or impact, entangle,
and disarm.
- Automatic dodge (no bonus).
- One hold of choice (see page 68 HU).
- Snap kick - 1d6 damage.
- Karate kick - 2d4 damage.
Abilities gained with experience:
Level 2: +1 on automatic dodge, +2 to entangle.
Level 3: +1 melee action, +2 to disarm
Level 4: One kick or hold of choice.
Level 5: +1 to initiative, +1 to strike, +2 to dodge.
Level 6: +2 to parry, body throw/flip (1d6 damage plus knockdown).
Level 7: One kick or hold of choice.
Level 8: +1 on automatic dodge.
Level 9: Critical strike (double damage) or knockout from
behind, pick one.
Level 10: +1 to initiative.
Level 11: One kick or hold of choice.
Level 12: +1 melee action.
Level 13: +1 to disarm and entangle.
Level 14: +1 to strike.
Level 15: +1 on automatic dodge.
Level +16: Add a +1 to any one combat skill (strike, pull punch,
entangle, etc.) at each level past 15.
Note: This minor ability should not be combined with Natural
Combat Ability or any super speed powers, but the GM can of course do
whatever he wants.
The character is extremely swift in melee and grappling combat range.
This might be from a heightened awareness, a super- adrenaline surge,
a feral nature, etc. The character gains the following:
- +1 melee action at levels one and seven.
- +2 on initiative at levels one, six, and ten.
- +4 to dodge (normal).
- Automatic dodge, +1 bonus at level one. Add +1 at levels two,
five, and nine.
- Character can dodge multiple attacks with a single normal dodge.
- When knockdown is imminent, the character does not suffer the loss
of one melee action and loss of initiative. He loses one melee action
or initiative (his choice) so the penalty is effectively halved.
Critical knockdown, the loss of two melee actions and initiative, is
also reduced to normal knockdown.
- At level three the character is fast enough to attack twice for
each melee attack! However, these attacks can only be hand attacks
(maybe a knife, but no other weapons) and the strike and
damage bonuses are halved. One- two punches, double kicks, and
punch/ kick combos can be performed. This does not impede automatic
parries.
Created by Andrew Darling
The character may increase or decrease the temperature within 100 feet plus
10 feet per level. The area of effect is a five foot radius sphere, +1 foot
per level of experience. The temperature may be changed by 10 degrees Farenheit
(roughly 5 degrees Celsius) per melee action of focus, with a maximum temperature
change of 30 degrees Fahrenheit plus 10 per level of experience (equal to about
15 degrees Celsius plus 5 per level of experience).
Note that this power in no way enables the character to withstand extreme
temperatures, though he is able to counteract some of the special powers of
Alter Physical Structure: Fire characters.
Range: 25ft +5ft per level.
Duration: Lasts until the minor super ability is changed,
or for 2d4 minutes of the copied person leaving the range.
Attacks Per Melee: Can be performed only once per melee
but the action of copying a power counts as an extra melee action.
Like the major super ability of Mimic, the character can replicate the
ability of another mutant. However, he is limited to copying one ability
at a time. That ability can be either one minor super ability, a single
sub- ability of a major super ability, or any one psionic ability (used
without I.S.P.tm cost at a strength equal
to half the level of the copied psychic). Essentially, the character is
able to temporarily replace this power with a copy of someone else's.
The copied power can be instantly discontinued at any time (uses no attacks
to cancel a power).
The character must know about the power he is trying to copy, if done
at a distance. If the character can physically touch (skin on skin) the
person he wants to copy, he gains basic knowledge of their powers (great
strength, create laser blasts, nightvision, create sandstorms, etc.) and
can instantaneously pick what he wants to copy. Sense Super Powers allows
the character to do this scanning at a distance. Except for the above,
this power is much like the Mimic ability (HU 281).
Note: It is allowable to target an APS: Metal, APS: Stone, Bio-
Armor, or Invulnerable being to siphon a fraction of their strength
and durability. Where applicable, the character gains 25% of the
target's S.D.C.tm base, gains the same
vulernabilities and invulernabilities of the form (if copying
Invulnerability attacks do half damage - this is the only protection
that is acquired), weight increases by 25% (for APS and Bio- Armor),
and the strength increase (if any is granted by the copied power) is
limited to 25% of the one listed in the power description.
Created by Andrew Darling
The character secretes highly caustic substances through his skin. As
such, he does 1d6 of acid damage per level whenever he physically strikes
someone, and 1d4 per level through casual contact. Strength bonuses are
still applied to damage in strikes. Note: This ability can be turned
on and off. When it is activated, the character's skin will dissolve clothing,
weaponry he is holding, and anything else that is not treated against his
corrosive agent. At level five, the character gains enough control to secrete
the corrosive agent through just one or two parts of his body (hands, ankles,
head, etc.) A strike roll tying or below the A.R. of an armor means that the
damage is done to the armor, but in the case of a natural A.R. the living
target will take half the damage from the corrosive agent.
If touching an inanimate target with the intent of dissolving it the
character does 1d4 damage per level, per melee action. Thus, a level four
character with four melee actions can do 4d4 points of damage to a steel
vault door four times per melee! This is a great way to break into and
out of sealed areas, escape ropes, chains, and handcuffs, burn open locks,
destroy evidence, carve graffiti into stone, and sabotage machinery.
In a Rifts® world, double the damage from the acid. It remains
S.D.C.tm, though the character can
damage M.D.C.tm structures with enough
concentration. He can do one point of M.D.C.tm
damage per two melee actions of concentration at level one, +1 more point
of M.D.C.tm damage at levels four and eight.
This allows the character to use his personal vitality to push his
attack powers beyond their normal limits. The power is designed to
use hit points, but could be changed to use Chi or P.P.E.tm
(I.S.P.tm isn't that appropriate, but
allowable with GM approval). This minor super power is not really
suitable for use with any power that doesn't give a special damaging
attack - the 'shooter' characters, which includes beings with Power
Channeling and Absorb Energy Attack and anything
that does damage, benefit the most. Damage from super strength punches
can't be increased with Damage Overload - you must use the
Overload power to boost a
characters raw P.S. attribute.
Special Bonus: The character gets a one-time bonus of +10 hit points.
Recovery of Hit Points: Hit points used to fuel an overload recover
at the rate of three per hour, +1 more at levels four and eight. Double
this rate during sleep or meditation, and halve it for periods of heavy
exertion. Be sure to keep a record of the hit points used for this
power, since they recover differently from hit points lost due to damage.
Limits: The only limit on how many hit points can fuel a damage
overload is the character's current hit point level - he can go all the
way down to 0 hit points (becomes comatose at that point)! Channeling
is not possible when the character has less than 0 hit points.
Penalties: These apply only when the character suffers hit
point loss and the majority of it is from overloading.
If more than 50% of the character's hit points are used for overloading,
he is afflicted by weakness and fatigue after the time limit of the effect
run out. Speed and P.S. are cut by 25%, strength drops one level
(supernatural becomes superhuman, superhuman becomes extraordinary, and
extraordinary becomes normal), and he also loses a -2 on initiative and
one melee action. Invulnerable characters also start to suffer 25% of
the normal damage from attacks - some of their invulnerability goes away!
If more than 75% of the hit points are used for overloading, the above
penalties are suffered plus another -2 on all combat rolls (including
initiative - becomes a -4 penalty), -10% on skill rolls, and the loss of
another melee action.
Using more than 90% of the hit points will double all penalties!
Further, invulnerable characters suffer a full 50% of the normal damage
from attacks!
If the character goes all the way to zero hit points by overloading, he
is in no danger of death. He is, however, unconcious for 1d4+2 hours and
only a medical doctor can determine that he isn't dead.
As soon as the character recovers enough hit points to get above the 50%,
75%, or 90% level, the penalties associated with the special hit point
loss dissappear.
Note that you do not include hit points lost to damage in the
above. If a character has 30 hit points, suffers 14 hit points of damage
from a hard blow, and then uses 15 to fuel a super- strong energy blast
he is at 1 hit point (down to less than 10% of his hit point base) but
suffers the penalties of 50% use (because the 90% of the hit points that
are gone weren't used for overloading, just around 50% were). Note that
in the weakened state it is easier to be killed.
Ability to Increase Damage:
Add +1 die (almost always a 1d6) to the damage of an attack power per
two hit points used. This extra damage lasts for one melee per odd
numbered level of experience! Thus, at level five it is possible for
a character to expend ten hit points for an extra 5d6 damage on an
energy blast and the increase will last for three melees. To channel
life force into damaging powers for an extended duration such as
this causes the loss of one melee action and a -2 on initiative, due
to concentration.
In the alternative, 3 hit points can instead give a static +10 damage
bonus to a single attack - the benefit here is that the extra
damage is not rolled and so more damage on average is done. The damage
limit is half the maximum normal damage - 1d4x10 could have up to +20
added for 6 hit points and 1d6x10+30 could have up to +45 added for
15 hit points. An attack that is charged for extra damage suffers a
-1 strike penalty per 30 points or fraction thereof (+45 damage
creates a -2 strike penalty).
It is not a good idea to use a large number of hit points to perform
these channeled blasts, since it is easier to be killed while in the
drained state.
Created by The Magus
(with expansion by Brett Hegr)
Range: Self
Duration: Two minutes plus one per level. Activation requires
one melee action.
Attacks Per Melee: Counts as one melee action to initiate or
maintain.
The character effectively absorbs all light reflecting off his person
rendering him a wavering shadow. While in use, the character gains the
following benifits:
- Opponents are -7 to strike with any ranged attack, -5 with melee
combat in a very dark area (no moonlight, shadows everywhere).
- Opponents are at -5 to hit with any ranged attack, -3 with melee
combat in a dimly lit area (moonlight, lots of shadows).
- No special bonuses in daylight or well lit areas (a walking shadow
in broad daylight is easy to see).
- Shadow meld at will (as per sub- ability two of Darkness Control,
HU 272).
- Darkness blasts do no damage.
Range: Self and the Dreamstreamtm.
Damage: Character's mental attacks do 2d6 damage +1d6 per level
of experience to a dream persona's S.D.C.tm
However, he can only 'attack' via manipulation a maximum of two times
per melee at level one, plus one more at levels three, seven, and
eleven.
Dream Persona S.D.C.tm: Equal to
the hit points and S.D.C.tm (or
M.D.C.tm) combined. If this is all
destroyed, the mutant is killed and doesn't return to material form.
Add +10 to this dream S.D.C.tm per
level of experience.
Duration: Requires 1d4 minutes of concentration to enter or
exit the Dreamstreamtm. There is no limit
to the amount of time spent there.
Bonuses: Can battle in dream manipulation/combat with a +1
bonus at level one, +1 more at levels two, four, eight, and twelve
in addition to M.E. bonuses.
This is quite similar to the Nightbanetm
talent of Dreamer and the super psionic power Dreamdance,
the character is able to transform his body into a non- corporeal
counterpart and roam the Dreamstreamtm
(described fully on page 82 of Nightbanetm World
Book Two: Beyond the Shadowstm).
Special Abilities and Limitations:
- Naturally see portals to the Dreamstreamtm
and can tell whether a being encountered in the stream is an actual
sentient being or a dream construct.
- Can enter and affect a person's Dream Pool in the standard ways.
- Can return to physical form at will - no skill roll required.
- Can take along up to 15lbs of non-living matter (besides clothes)
per level of experience, but each 15lbs requires an extra melee of
concentration (so 120lbs would require an extra two minutes beyond
the standard 1d4).
- Cannot bring anyone into the Dreamstreamtm.
- Cannot create or take part in the creation a dream domain.