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<blockquote data-quote="DanMcS" data-source="post: 1413896" data-attributes="member: 6530"><p><strong>Man of Tomorrow Talents</strong></p><p></p><p>In addition to the base talents from the 6 stat classes, the Man of Tomorrow can select talents from the following list. Some names/concepts are borrowed blatently from MnM, because they did it first and best.</p><p></p><p><strong>Amazing Stat</strong></p><p>Add +1 to one stat. This talent can be taken more than once, for any combination of statistics, including multiple times for the same stat.</p><p><em>(Possible prereq: 19 in the stat to be talented up. I'm not convinced it's necessary.)</em></p><p><em>Superpowered variation: add a +1 bonus to the chosen stat for every two class levels. Cannot be taken more than once per stat.</em></p><p></p><p><strong>Amazing Save</strong></p><p>Add a +2 bonus to one saving throw. Can be taken multiple times, and stacks with itself and the save-boosting feats, ie Great Fortitude et al.</p><p><em>Superpowered variation: add a bonus to the chosen saving throw equal to your class level/2, rounded down. Cannot be taken more than once per save.</em></p><p></p><p><strong>Amazing Skill</strong></p><p>Select one skill. When using this skill, add a bonus equal to your class level in "Man of Tomorrow." This talent can be taken multiple times, for different skills each time.</p><p></p><p>Additionally, limitations on the use of the skill are eased. For instance, Jump specifies that you cannot jump farther than your speed with a long jump; that restriction could be ignored with Amazing Jump. Amazing Hide might allow a character to attempt to hide without having at least 1/2 cover or concealment, effectively, hide in plain sight.</p><p></p><p><strong>Extended Talent Tree</strong></p><p>For sequential talent trees, like the Melee Smash tree from strong hero, Increased Speed from Fast, or DR from tough, a Man of Tomorrow can extend the tree with further talents. Another valid use might be to increase talent which aren't obviously in sequence, but could be the base of one, for instance, an extended Fire Resistance from the Energy Resistance tree in tough hero would give the character fire resistance=2xCon modifier. DM's call.</p><p><em>Prerequisites: Must have maxed out the base talent tree.</em></p><p></p><p></p><p><strong>Superpowered Talents</strong></p><p>Extra-powerful abilities for pulp hero games where the heroes are more "superhero".</p><p></p><p>(Your "power level" is equal to your class level in Man of Tomorrow. A "power check" is 1d20 + power level.)</p><p></p><p><strong>Amazing Speed</strong></p><p>Add 5' to your base movement for every two power levels.</p><p><em>Prerequisite: Dex 15, the Advanced Increased Speed talent from Fast Hero.</em></p><p></p><p><strong>Healing Touch</strong></p><p>By touching someone, you can cure damage up to your power level. You take that damage yourself, but can make a fortitude save DC 15 for half.</p><p><em>Prerequisite: Charisma 17</em></p><p></p><p><strong>Levitation</strong></p><p>You can move straight up or down in the air at a speed equal to your power level in feet. Each round you are in the air, make a fort save, DC 10 + the number of rounds you have already levitated. If you fail, your power deactivates.</p><p>Once you finish levitating (by choice or not), you cannot do so again for at least a number of minutes equal to the number of rounds you were levitating.</p><p><em>Prerequisite: Intelligence 17</em></p><p></p><p><strong>Regeneration</strong></p><p>Make a power check, DC 20, 10 rounds after you are injured and every 10 rounds after that (ie once per minute), as a free action, to heal 1 hit point.</p><p><em>Prerequisite: Constitution 15, the Stamina Talent from Tough Hero.</em></p><p></p><p><em>Note: Over long periods, it would be useful to average this out. Assume you regain a number of hit points equal to your power level every twenty minutes.</em></p><p></p><p><strong>Telepathy</strong></p><p>You can read the minds of a person you can see. Make successive power checks, DC based on the desired use:</p><p></p><p>Round 1, DC 10: Read surface thoughts.</p><p>Round 2, 15: Read deeper thoughts or transmit thoughts to the subject.</p><p>Round 3, 20: Read memories or perceive through one of the subject's senses.</p><p>Round 4, 25: Read the subject's subconscious.</p><p></p><p>Unwilling subjects add their Will saving throw bonus to the DC. You can choose to maintain contact at a given level once you reach it; you still must make power checks every round, but the DC increases by only 1 each round. Extended contact like this would be useful for mental conversation or eavesdropping through someone's ears, for instance.</p><p></p><p>Once contact is broken, make a Will save yourself, DC = 10 + the number of rounds you were connected, or take (the number of rounds connected)d6 subdual damage. Success reduces the damage by half.</p><p><em>Prerequisite: Wisdom 15, the Empathy talent from Dedicated Hero.</em></p><p></p><p><em>Note: Even in modern, I use D&D-like subdual damage; if you use the "nonlethal" damage rules from stock d20 modern, the damage here should instead be straight hps equal to the number of rounds connected, saving throw as above.</em></p><p></p><p></p><p><strong>Energy Control</strong></p><p>Select a type of energy. You gain the ability to perceive that type of energy, and to control it to a certain extent. If you make a DC 20 power check, you can even attack with it. Similarly difficult checks let you redirect or otherwise use it besides attacking.</p><p></p><p><em>Electricity</em> and <em>Heat</em> Control provide appropriate energy resistance bonuses equal to power level. The attack is a touch attack to deal damage of the appropriate type equal to your class level. (Heat applies to both the cold and fire energy types.)</p><p></p><p><em>Sound</em> Control provides a sonic energy resistance bonus equal to power level. Its attack is a deafening burst, centered on you; everyone within 30' (except you) must make a Fortitude saving throw, DC 10 + power level, or be stunned for one round and deafened for an additional minute.</p><p></p><p><em>Light</em> Control provides low-light vision and darkvision with a 30' range. Its attack is a blinding flash; everyone within 30' who can see you must make a reflex save, DC 10+ power level, or be stunned for 1 round and blinded for 1 additional round.</p></blockquote><p></p>
[QUOTE="DanMcS, post: 1413896, member: 6530"] [b]Man of Tomorrow Talents[/b] In addition to the base talents from the 6 stat classes, the Man of Tomorrow can select talents from the following list. Some names/concepts are borrowed blatently from MnM, because they did it first and best. [b]Amazing Stat[/b] Add +1 to one stat. This talent can be taken more than once, for any combination of statistics, including multiple times for the same stat. [i](Possible prereq: 19 in the stat to be talented up. I'm not convinced it's necessary.)[/i] [i]Superpowered variation: add a +1 bonus to the chosen stat for every two class levels. Cannot be taken more than once per stat.[/i] [b]Amazing Save[/b] Add a +2 bonus to one saving throw. Can be taken multiple times, and stacks with itself and the save-boosting feats, ie Great Fortitude et al. [i]Superpowered variation: add a bonus to the chosen saving throw equal to your class level/2, rounded down. Cannot be taken more than once per save.[/i] [b]Amazing Skill[/b] Select one skill. When using this skill, add a bonus equal to your class level in "Man of Tomorrow." This talent can be taken multiple times, for different skills each time. Additionally, limitations on the use of the skill are eased. For instance, Jump specifies that you cannot jump farther than your speed with a long jump; that restriction could be ignored with Amazing Jump. Amazing Hide might allow a character to attempt to hide without having at least 1/2 cover or concealment, effectively, hide in plain sight. [b]Extended Talent Tree[/b] For sequential talent trees, like the Melee Smash tree from strong hero, Increased Speed from Fast, or DR from tough, a Man of Tomorrow can extend the tree with further talents. Another valid use might be to increase talent which aren't obviously in sequence, but could be the base of one, for instance, an extended Fire Resistance from the Energy Resistance tree in tough hero would give the character fire resistance=2xCon modifier. DM's call. [i]Prerequisites: Must have maxed out the base talent tree.[/i] [b]Superpowered Talents[/b] Extra-powerful abilities for pulp hero games where the heroes are more "superhero". (Your "power level" is equal to your class level in Man of Tomorrow. A "power check" is 1d20 + power level.) [b]Amazing Speed[/b] Add 5' to your base movement for every two power levels. [i]Prerequisite: Dex 15, the Advanced Increased Speed talent from Fast Hero.[/i] [b]Healing Touch[/b] By touching someone, you can cure damage up to your power level. You take that damage yourself, but can make a fortitude save DC 15 for half. [i]Prerequisite: Charisma 17[/i] [b]Levitation[/b] You can move straight up or down in the air at a speed equal to your power level in feet. Each round you are in the air, make a fort save, DC 10 + the number of rounds you have already levitated. If you fail, your power deactivates. Once you finish levitating (by choice or not), you cannot do so again for at least a number of minutes equal to the number of rounds you were levitating. [i]Prerequisite: Intelligence 17[/i] [b]Regeneration[/b] Make a power check, DC 20, 10 rounds after you are injured and every 10 rounds after that (ie once per minute), as a free action, to heal 1 hit point. [i]Prerequisite: Constitution 15, the Stamina Talent from Tough Hero.[/i] [i]Note: Over long periods, it would be useful to average this out. Assume you regain a number of hit points equal to your power level every twenty minutes.[/i] [b]Telepathy[/b] You can read the minds of a person you can see. Make successive power checks, DC based on the desired use: Round 1, DC 10: Read surface thoughts. Round 2, 15: Read deeper thoughts or transmit thoughts to the subject. Round 3, 20: Read memories or perceive through one of the subject's senses. Round 4, 25: Read the subject's subconscious. Unwilling subjects add their Will saving throw bonus to the DC. You can choose to maintain contact at a given level once you reach it; you still must make power checks every round, but the DC increases by only 1 each round. Extended contact like this would be useful for mental conversation or eavesdropping through someone's ears, for instance. Once contact is broken, make a Will save yourself, DC = 10 + the number of rounds you were connected, or take (the number of rounds connected)d6 subdual damage. Success reduces the damage by half. [i]Prerequisite: Wisdom 15, the Empathy talent from Dedicated Hero.[/i] [i]Note: Even in modern, I use D&D-like subdual damage; if you use the "nonlethal" damage rules from stock d20 modern, the damage here should instead be straight hps equal to the number of rounds connected, saving throw as above.[/i] [b]Energy Control[/b] Select a type of energy. You gain the ability to perceive that type of energy, and to control it to a certain extent. If you make a DC 20 power check, you can even attack with it. Similarly difficult checks let you redirect or otherwise use it besides attacking. [i]Electricity[/i] and [i]Heat[/i] Control provide appropriate energy resistance bonuses equal to power level. The attack is a touch attack to deal damage of the appropriate type equal to your class level. (Heat applies to both the cold and fire energy types.) [i]Sound[/i] Control provides a sonic energy resistance bonus equal to power level. Its attack is a deafening burst, centered on you; everyone within 30' (except you) must make a Fortitude saving throw, DC 10 + power level, or be stunned for one round and deafened for an additional minute. [i]Light[/i] Control provides low-light vision and darkvision with a 30' range. Its attack is a blinding flash; everyone within 30' who can see you must make a reflex save, DC 10+ power level, or be stunned for 1 round and blinded for 1 additional round. [/QUOTE]
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