Valley
Valley [Major] by Iczer
"so. This is what the end of the world looks like."
The character can, with considerable effort, travel to a location known only as 'the valley'. The valley, is an extra dimensional realm locked away but accessable to a few people through the use of unique genetic enhancements.
1) Crossing over: The character can perform a quick and dirty crossing, or a slow and steady crossing.
- Quick and dirty: The character loses half his current SDC and 3d6 HP, as well as 2 ME and 2 PE. as an action (or as a dodge) the character uses this and vanishes from view. Scattered objects up to 15 lbs from within 30 feet of the character's departure also travel with him, and any willing person touching the character also travels (but take the same penalties). Living targets arrive staggered and must make a saving throw (15+ PE bonuses apply) or pass out upon arrival for 2d4 minutes. The character cannot instigate a return trip for 4d4 hours and even then only has a chance of success equal to his ME on percentile dice (rises by 5% every 4d4 hours after a failed attempt).
- Slow and steady: The slow and steady attempt involves the character preparing himself and allowing himself to slowly peirce the veil between himself and the valley. this preperation takes an hour and while straining, is not nearly as strenuous. After the hour, the character loses 10% of his SDC and then winks out with a shudder, taking any willing subjects within 30 feet (as well as random nearby, unattended items under 25 lbs). After a slow and steady trip, the character's power burns out for 2d4 hours.
2) Arrival and landing zones: The character always arrives at the same place every time he visits the valley, or within 3d6x10 feet. Upon returning to earth, he may choose a location to return to, but is only accurate to within 2d4x100 feet to a place he is familiar with (3d6x1000 feet to an unfamiliar region). As returning to his home is always via the slow and steady method, the power burns out as usual.
3) The valley: The valley is a earth like world, with an overlarge, broken moon and a large orange sun. It is speculated that this is earth in the very far future, but there is little technical data to support that. It has species of plants and animals recognisiable as terran, but also posesses those that are not. The only sentient beings in the valley are spread far and wide, and are either people who also posess this power, and those they have brought with them. Characters with this power will have 1d4 neighbours, each in random directions, some 4d4 x20 miles away. The GM is free to populate the valley as he sees fit.
4) Other benefits: The valley is a place of refuge and solace. few neighbours means that a dedicated character can establish a comfortable home in the area and live out fairly comfortably, if a bit lonely. While lengthy, it's value as a transport system is ideal, even if it's accuracy is a bit off. Lastly, The character has recieves two benefits from his connection to the valley.
- A) He has the ability to siphon energy from the valley dimension. The character gains superhuman strength as well as 50 temporary SDC (or heals up to 50 SDC/HP damage). this boost lasts 2d4 minutes before leaving the character (and draining 2d4 HP and 1 PE in the process)
- B) After 5th level, (or sooner if the character spends great stretches of time there) he becomes a native of the valley, biologically changing. As a native he heals 1 hp/sdc per hour while in the valley (or per melee while siphoning it's power) and he ages at 1/3rd normal rate.