thagema wrote:I was just curious since it's such a good idea. You should really finish it.
My gaming group switch games, so I never really got a chance to test it. That's why it never got quite finished. Here's what I have done though, in case anyone wants to try it out.
The Dreaming Hero
The new movie at the theater didn't impress Ron very much. He was raised on comic books, and this newest attempt to translate the dreams and aspirations of many readers seemed so lackluster to him. Hollywood always destroyed the image, made it into something it wasn't. They never did justice to the world bound in colored images and even more colorful writing. His dreams always made heroes out to be something out of legends; men and women with the strength and determination to bring light to the darkness of human existance.
These thoughts, and more like it, ran through Ron's mind at he drove home from the movie. Outwardly, his face showed no emotion. Inwardly, his mind was a knot of rage. His childhood dreams were scarred by this latest attempt to put those dreams into a visual medium. The stoplight turned red as he came close, requiring him to keep his mind on the road ahead of him enough to apply pressure to the brakes. The car came to a stop as he slammed his open palm into the steering wheel in anger. Why do they always turn the golden past into a gray future?
His night was like any other. An office job that ground his self-esteem to so much tossed out coffee grinds, a love life that has it's only sparkling moments in the smiles the girl behind the movie rental counter gives him, and the promise of an empty home with a refrigerator filled with condiments awaiting his newest purchase of fast food. At least the misery was consistant.
Campy and old-fashioned as it was(even though old-fashioned meant the 70's), he watched the same super hero movie once again. The hero always acted in such a fashion that seemed so fake in real life, but they are a Hero nontheless. A bag of microwave popcorn cooled in his lap as his eyelids became lead weights and he slowly fell into that world where he finally escaped this life and became someone who took charge. Not only someone who took charge, but a world in which he became the kind of person he always wanted to be...
The Dreaming Hero is a singular individual. Where most heroes find their calling in life and work towards this potential dream, the dreaming hero is one who has great potential. Unfortunately, due to any number of circumstances, this potential is never achieved. In some rare cases, the one who wants to be the hero never does, but the dreams of the person take shape. They create an idealized persona that finally manifests into the physical world. In some small way, they finally become the person they dream about. In this way, the Dreaming Hero takes form. The phenomena is so rare that even those with extensive knowledge of the various types of super beings most likely don't realize they exist. These beings are actual flesh and blood, not some form of ectoplasm. Something about these dreamer taps into the power of the realm of dreams to create the hero persona. What baffles those who have dealt with this hero type is the fact that even on the very first manifestation, the hero comes into being with full memories of a past life. Usually these histories are rather on the fantastic or surreal side, but never check out when compared to real records and history
Note:
To make a character with this as a power category, two characters need to be rolled up. One character is the dreaming person, and the other is the actual Hero. Attributes for the base person should be rolled as normal, and then the Dreaming Hero is a second character, based upon the template dreamer. You may ask why some of the abilities and notes for the Dream Hero seem to not make sense. The reason behind this is that the Dream Hero, and their abilities, are extensions of the dream world. They don't follow normal rules, and instead follow their own rules. For all intents and purposes, these abilities are functionally identical to what they mimic. In actual form, they are very different. So, a magic spell cast by a Dream Hero works exactly like the spell description, including whether or not something is affected by it. In actuality, it is just an approximation of what the dreamer believes magic should look like.
The same applies to skill differences between the two. While the dreamer may not possess Gymnastics and the hero does, most of the time the dreamer has seen multiple examples. An actual gymnast viewing the hero using Gymnastics would be confused as to how the hero actually does what he does. Functionally, they are identical. Visually, they just look different. For this reason, the hero cannot teach any skill not possessed by the dreamer. The real world knowledge just isn't there.
Requirements: No attributes are integral to this character. Because of the type of character, anything is acceptable as a template.
Bonuses: The Dreaming Hero's dream persona is always an idealized form. M.E., and M.A. are increased by 1D4(minimum 14). P.P., P.E., and SPD are increased by 1D6(minimum 16). P.B. is increased by 1D6+3(minimum 18). P.S. is increased by 2D6(minimum 22). These bonuses only apply to the Dream Hero. IQ is actually the same for both the dreamer and the hero.
Step One: Determine attributes and skills.
To determine the base attributes, roll up both characters as normal. Note the bonuses for the Dream Hero listed above. Generally, most of the attributes of the dreamer are average for humans. The Hero tends to have higher than average attributes, hence the bonuses.
Everything else (HP, skills for the dreamer) is determined normally. SDC for the dreamer is a base of 15. The Hero has a 30 SDC base. To determine skills, use the normal tables to figure out what the dreamer has. The Dream Hero has the same skills, but they can be traded out. The tradeouts can be done, one for one, between the original skills and physical skills or WP. So, the Dream Hero could trade three skills possessed by the dreamer in exchange for two physical skills and a WP.
Step Two: Determine the nature of the Dreamer and the Hero
The dreamer can be chosen or rolled randomly. This is not a full list of possible dreamers, but only some ideas. Each description is kept a bit vague so the player can fill in the details of the dreamer type.
The Dreamer
1% - 14% The Criminal - This person became a criminal at some critical junction in life. They had a choice as to whether or not to go down the path that would lead them to glory and the adulation of the public. They turned down the road the road of the unlawful, and now regret their choice in life. This person actually may be sitting in prison, dreaming up a way to make amends for what they had done in the past.
15% - 35% Lack of Ambition - This person just never got around to realizing their potential. Maybe they could've become great psychics, supreme mages, or have some untapped genetic potential for super powers. These people never had the drive to become great, but they have dreamt of it.
36% - 49% Fate Breaker - This type of person was pretty much fated to become some great hero. But, destiny can be overcome due to choices. This person took a different path in life, and now it's too late. They live their life as any other person, though they still remember that point in time when they could have become great.
50% - 62% The Failure - This person is a lot like the Fate Breaker. At some point, they began the first steps down the road to becoming a hero. Unfortunately, some great failure caused them to stop. Now they have become just a normal person, but with extreme low self-esteem. They just don't feel worthy of the challenges they face in life. In their dreams, they know they could've succeeded if only they had another chance.
63% - 79% The Businessperson - As a child, becoming a hero was the dream of this person. As they got older, they became more enmeshed in mainstream society. The pursuit of money became their driving goal. Now, they are too busy to realize the untapped potential they have. Work is their life. Sometimes, at night when the day's work is over, they remember those childhood dreams.
80% - 100% The True Dreamer - This person is in love with the idea of super heroes. Comic books are the drug of choice for this person. They go to conventions, have tons of t-shirts, and rare collectibles are sought for with gusto. They have always wished they could become an icon to the people, like that person in that comic. They've even developed this fantasy persona of how they would be if they had these powers. In their dreams, they become this person, dreaming of fighting crime and being idolized.
The Hero
1% - 16% The Idol - This persona wants to be on tv. And radio. And in comics. And the news. And immortalized with action figures. Everything they do has to be big, public, and reported. As they head to a crime scene, they call reporters just to make sure there is proper coverage. This really has nothing to do with their effectiveness. Even though they are glory hounds, they still are heroes.
17% - 29% The Shadow - This hero doesn't desire the limelight. While trying to work within the letter of the law, they still realize crime needs to be stopped. Sometimes, rules must be broken for the greater good of everyone. This hero, whether or not part of a hero group, works out of sight. They feel like the media ruins everything it touches, and the reporters should leave the hero work to the heroes.
30% - 47% The Vigilante - Criminals are the unwanted product of human existance. And they are the ones who hand out justice like... well, whatever analogy you feel like putting here. The law is broken, and criminals need to be stopped. This persona has no problem fighting dirty to stop the criminals. They will use the tactics of evil to fight evil. They are still heroes, and will not harm innocent people.
48% - 69% The True Hero - This persona doesn't avoid, or hope for the limelight. In their eyes, criminals need to be stopped. They work within the law, but certain circumstances may not allow that. They are not as violent as the vigilante, not as spiteful as the shadow, and not as interested in the limelight as the Idol. They are just heroes, fighting to defend people's lives.
70% - 86% The Socialite - While this hero fights for good, the pursuit of the pleasures of life are foremost. They will fight crime like anyone else, but when the media and police show up they are off somewhere else partying. Morality and such really don't bother them, although they don't want to hurt anyone who doesn't deserve it. If part of a hero group, this type of persona is late to meetings, tactical discussions, and sometimes to the start of battle. They are too busy living life to it's fullest. Unlike the Idol, who loves the camera for the sake of the camera, this persona is usually on camera only to hit on the reporter. This hero is usually in tabloids, linked to some celebrity, or some scandal. They just want to have fun.
87% - 100% The Bruiser - This persona is interested in fighting crime and helping people in general. But, underlying that drive is the burning desire to prove their strength and superiority. They will follow the law, depending on their alignment, but their methods can sometimes go overboard. They hate being beat, especially in combat, and will always go the extra mile to defeat an opponent. The desire to prove themselves doesn't always have to revolve around strength. Those who pride themselves on their mental capabilities can be aggressive, always proving to others just how smart they really are.
Step Three: Determine Powers and Abilities
Special Abilities:
These powers and abilities only apply to the Dream Hero Persona. These are strange abilities that seem to go along with the fact that the Hero is a manifestation of a dream. Choose or roll for 1D4 abilities.
1. - The Hero's strength is increased by one level, with a maximum of Superhuman. So, if they have no powers which increase strength, regular becomes Extraordinary, Extraordinary becomes Superhuman. Superhuman or better stays the same.
2. - The Hero can hover or fly at a low speed. The maximum flight speed if limited to 50mph. The max altitude is 1000ft. This can be increased through super powers.
3. - The Hero has a signature weapon that materializes whenever they do. Treat this as a weapon of it's type with a +2 to damage. Also, this weapon has a dream-like sense of balance. In the hands of the hero, this weapon also has a +1 to strike and parry. If anyone else tries to use the weapon, they are at a -1 to strike and parry. If they have a W.P. in the weapon, it seems more alien and gives them a -2 to strike and parry. The damage bonus is consistant. The only reason why the weapon actually gives worse penalties to someone with the WP is because they are so used to wielding swords a certain way, and the extreme difference in balance cause quite a few problems. After one melee, someone with the appropriate WP will adapt to using the weapon, gaining the same bonuses as the hero. The weapon itself disappears after one full minute out of the character's hands. This is limited to melee weapons, but can include shields if so desired.
An optional change to this ability is that instead of a weapon, the hero has some kind of vehicle. This is always something small and without attack capabilities. The range of vehicle types is limited to small automobiles and motorcycles to low-flying flying disks.
4. - The Dream Hero is more resilient than their normal counterpart. They gain +50 SDC and +2D6 HP.
5 - Two senses are more acute, effectively being double the normal sensitivity for a human.
6 - Something about the Hero inspires Awe in others. Maybe they glow, or just seem to be perfect. They have an Awe Factor of 12.
7 - The Dream hero just seems to be able to take on massive amounts of pain without noticing it. Reduce any penalties due to massive damage or pain by half.
8 - Due to some bizarre physiology, the Dream Hero does not need to breathe. They can still be affected by gases that get into their system somehow, but they don't need to breathe.
9 - The Hero is stronger than normal. Add +10 to PS.
10 - Due to the fact the Hero is used to some strange things, they are immune to fear. They assume even the scariest or weirdest thing is just supposed to be there, and go with it.
Determining Powers
Roll on this chart to determine what powers the Hero has(only the Dream Persona). If Psionics are rolled, the Hero is treated as a Latent for purposes of saves. Also note that the magic spels that can be gained by the Hero aren't 'true' magic spells in any sense. Other magic users will realize it's just gibberish, or possibly some alien form of spellcasting. The spells the hero gains are approximations of what they believe are spells. The Hero is the only one who has powers.
1%-8% - 1 major and 4 minors
9%-15% - 7 minors(no major powers)
16%-21% - 1 major, 1 minor, and 1D4 from all Psionic categories except Super. Choose 2 Super Psionics. ISP is 2D4x10+ME.
22%-29% - 2 minors(no major powers) and 1D6 powers chosen from any psionic category except Super. Choose 1d6 Super Psionics. ISP is 2D4x10+ME.
30%-38% - Detemine Psionic Abilities as a Latent Psionic(including ISP and increase in Psionic Abiliies by level)
39%-46% - Choose 2 Psionics from each category, except Super. Choose 2 spells from each level, 1-4. ISP is 1D6x10+ME. PPE is 1D6x10.
47%-55% - 1 major and 2d6 spells from levels 1-4. PPE is 1D6x10.
56%-63% - 1 major, 1D4 Psionics from any category except Super, 1 Super Psionic, and 1 spell from each level 1-4. ISP is 1D6x10+ME. PPE is 1D6x10.
64%-71% - 5 minors and 1 Super Psionic. ISP is 1D4x10+ME.
72&-80% - 2 majors and 1 minor
81%-89% - 2 majors and 2 minors
90%-93% - 3 majors(no minor powers)
94%-100% - 2 majors and choose 2 Super Psionics. ISP is 1D6x10+ME.
Relationship Between The Two
When the dreamer falls asleep, the dream hero pops into existance about 1D6 minutes later. The dream hero reappears in the last spot they were before they disappeared last time. When the dreamer wakes up, the dream hero disappears entirely. The dream hero is aware of an impending sense of dread when the dreamer is about to wake up, giving them a warning of 2D6 minutes. If the dreamer is woken up violently or suddenly, the dream hero feels no warning and disappears. In either case, a dream hero that is 5th level or higher can actually exert some control over when the dreamer wakes up. When they feel the warning, they can hold the dreamer in a sleep state for an extra 2 minutes per level. This extreme expression of willpower costs the dream hero, if they are in combat, initiative, two melee attacks, and half of all combat bonuses. This applies to all melee rounds. During this time, skill percentage is reduced by 20% to reflect how much concentration is being used. This can be done if the dreamer is being woken up suddenly; in this case the dreamer just stays asleep.
If the dreamer is hurt while they are sleeping, the dream hero is aware of this. They will know the location of the dreamer and feel an overpowering urge that they need to be there. Generally they will drop what they are doing and head to help the dreamer. Depending on whether or not the two actually are aware of the connection between them, the dream hero may realize what is going on before they arrive at the dreamer's location. For those dream heroes that are aware of the dreamer, and the connection, they will know the dreamer is in serious danger.
Step Four: Rounding Out the Character and Notes
Alignment is determined normally for both characters. Sometimes there are minor, or even drastic, differences in alignment between the two. The dreamer's alignment is what they feel is the right way to act, but the hero's alignment reflects what the dreamer subconsciously believes how a hero should behave.
All other optional parts are determined as normal. The only difference is the hero doesn't have any money. They can start a bank account later if they choose, but every time they reappear they always have the same equipment. Generally, this means one weapon of choice (modern or melee), clothing or a costume, and some basic equipment based on what type of hero they are (1D6 items). As an example, a Shadow type may have binoculars, a pistol, a couple extra clips, and a camera. For purposes of equipment that require power sources or ammunition, assume it comes into being fully loaded. If the power or ammo is used up, then more must be found. Since the hero remembers the condition of their equipment when they disappear, damaged equipment comes back damaged. If something is destroyed, it will not return for 1D4 days. Anything dropped or left behind will cease to exist when the hero disappears. The hero can't 'bring' equipment with them when they go back to the world of dreams. Anything extra that they are carrying when they disappear falls to the ground.
Physically, both the dreamer and the dream hero look very similar, at least in facial features. People who see pictures of both would think they could be cousins. Other than the facial features, determine everything else about the two separately when it comes to physical description. On the average, the dream hero is usually around 2D4 inches taller than the dreamer.
The relationship between the dream hero and the dreamer is different with each person. Some know about each other, others have only one of the two possessing knowledge of the other, and in a few cases neither the dreamer nor the dream hero realize the connection between the two. The dreamer and the dream hero do not share memory; instead they 'dream' about the other person. So, the dreamer may know only bits and pieces of what the dream hero did, and vice versa.
Unless the dream hero spends time to set up a bank account and get money, they are totally broke. When they are first created, choose 3D6 x $1000 to determine what equipment they have. This equipment, as noted above, really doesn't exist. It is a solid manifestation of dream. Electronic items come into existance with full battery power, and weapons come with full ammo. Each time they reappear, they again have full ammo or power. The only thing about them that is remembered is damage that they have taken.
The dreamer also has 3D6 x $1000 to represent life savings, and starts with 3D6 x $100 worth of equipment they have purchased above and beyond common household items. They also have a small vehicle and place to live.
Optional Rules for the Dreaming Hero
If you don't feel like using the power table above because of the inclusion of possible spells, then just use the power table for Experiments in the Heroes Unlimited core rule book. As another option, you can use the Latent Psychic to determine powers, including ISP. You can use the Wizard as another option, but there are a few problems. First off, the spells will be considered magical for all intents and purposes, but they can't be taught to others. They are just dream approximations, and sound like complete gibberish. On the reverse, you can't learn spells from normal sources either. Instead, you determine initial spells as normal and gain three spells at every experience level, chosen from spell levels equal or less than your level of experience.
As an option, the Dream Hero can be summoned while the base person is daydreaming. For this to happen, the normal person must be in a situation where they have the opportunity to daydream(not distracted by lots of noise, pain, or other stimuli that would keep them alert). It can even happen while the normal person is driving to work and going about their normal job, as long as it's mundane enough(office jobs with lots of repetitive work are perfect). The normal person suffers a -20% penalty to all skill roles while daydreaming. There is no need to mention combat penalties, because combat will snap them out of the daydream and cause the Dream Hero to disappear. The Dream Hero itself suffers some penalties, because it's not "fully there". They suffer a -10% penalty to all skill roles, and a -2 to all combat actions. They also lose two attacks per melee.
Another option is The Nightmare. The Nightmare is the dark, evil version of the Dream Hero. Usually this type will occur when the dreamer has deep desires to do evil things, but not the courage to do them. The Nightmare is no different from the Dream Hero except for the alignment differences. Just create a Dreaming Hero as normal, but twist the Dreamer and Hero definitions into something dark and evil. The same goes for the special abilities; just make their manifestation look evil in nature.
"Do you even know what the word theory means? You must think it means '**** that you make up'."
---Penn Jillette