Transworld Access

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Transworld access [Major] by Iczer

'You like it? I got it from my garden back home. waaaaay back home'

The character has limited access to other universes by means of this power.

1) Number of universes: The character has access to 2 randomly generated universes which he can travel to and fro. The GM should be present to generate these world, and is free to designate any particular quirks he like when he does so. There are a few restrictions to abide by.

A) The world can support the character: The environment is not immediately hazardous.
B) The world poses no long term danger: The character cannot catch some alien disease, or some wasting illness, nor is he denied water or food (technically a world which is mostly desert is fine, one devoid of life sustaining necessities is not).

The character acquires one new world every time he gains a level (also randomly rolled). Additionally, the character can ditch one world every level and replace it with a new world. In addition, if the character stumbles across a new world, dimension, alternate universe or plane, he may ditch one of his known worlds for the newly visited one.
[A note: GM's are encouraged to be impartial when creating these worlds, possibly referring to charts available in megaversal guide, aliens unlimited or even phase world for 'random world generation']

2) Portals: The character can open a portal to a known world by expending a melee round in concentration. this opens a 2 way door to the selected world, which shuts after 1 melee per level. anyone may pass through the portal at this time. The character can create a portal in this fashion once per day. Once a character enters a dimension using one of his own portals, he will appear at that point every time he returns. The exception is returning to earth, which brings him to the point he left from.

3) Extra portals: Forming more than one portal per day begins to take a toll on the character. The character takes 1d4 damage for every extra portal, adding 1d4 for each portal created after the first (the third portal will inflict 3d4 damage). the character must also make a saving throw (12+, based on ME). A failed save causes the character to drift off course, up to 2d4x10 feet, but always in a safe location. Every extra time a portal is opened, the saving throw increases by 1 and the distance off course doubles.

4) Other abilities: +1D4 ME +10% to wilderness skills in one of his 'home' dimensions. Can sense the opening and closing of extradimensional travel (even teleporters) up to 120 feet +50 feet per level.