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[ HOMEBREW ] Talents System, or non-combat bonuses every x levels
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<blockquote data-quote="ProfessorCirno" data-source="post: 5435946" data-attributes="member: 65637"><p>So, one thing I've been cobbling together for a future game in a setting I've been equally cobbling together is something I called the "talents system" because I'm uncreative. The idea is that every <em>x</em> levels (I'm not sure how many, yet, I might even say you choose three at level 1 and that's it) the players get to choose a "talent" either from a general list or a racial list. The idea is to give players an extra game option that not only gives them a cool toy to fool around with, but it gives their background a bit more depth with something to back it up, and it helps cement them in the setting, as only the general talents aren't a part of the setting lore/mythlogy. I thought I'd put up the ones I currently have, and will add to them and/or tweak them as I go.</p><p></p><p>Also, yeah, some of them supercede feats. It's intentional.</p><p></p><p>Non-mechanical talents are one that provides a social benefit. So, a former (or current) member of the Armigers of Mikhael could use his talent to drum up support for a cause of his, or use it to give his word more "oomph." At the same time, it also means his public image is more widely known, so doing horrible things would reflect far more on him then others. Likewise, a female dwarf who takes Golden Eyes will be treated with awe and reverence by other dwarves, but if she decides to be horrible, evil, and directly acts against Arkaratath, rather then simply denounced as a criminal, she will be seen as a practitioner of the highest heresy.</p><p></p><p><strong>GENERAL</strong></p><p><em>All races</em></p><p><u>Ritual Caster</u>: Gain the appropriate feat</p><p><u>Linguist</u>: Gain the appropriate feat</p><p><u>Skill Focus</u>: Gain the appropriate feat</p><p><u>Skill Training</u>: Gain the appropriate feat</p><p><u>Ritualist</u>: Learn one ritual</p><p><u>Physical Adept</u>: Learn one martial practice</p><p></p><p><strong>RAVANI</strong></p><p><em>Half orcs, half elves, and humans from Ravani</em></p><p><u>Language of Trade</u>: You learn two languages.</p><p><u>Merchantborn</u>: You were born or were adopted to one of the central trading families of Ravani, and are still on good terms with them. This is a non-mechanical talent. Must be taken at first level.</p><p><u>Saintborn</u>: You can trace your lineage back to one of the minor saints of Elam. This is a non-mechanical talent. Must be taken at first level.</p><p><u>Favored of the Greater</u>: You have favored one of the greater saints strongly enough, and have lived your life in such accordance to their ideals, that you have joined either the Armigers of Barrachus, the Hands of Mikhael, or the Magoi of Gabriel.</p><p><u>United in Blood</u>: You gain a +2 bonus to all skill checks that involve other humans, half-orcs, or half-elves, gain an additional +2 when they aid you in skill checks, and they gain an additional +2 when you aid them in skill checks.</p><p></p><p><strong>GTR</strong></p><p><em>Gnomes</em></p><p><u>Body of the Machine</u>: You have taking your beliefs of the transcendent gnomish soul one step further then most, and have replaced a limb with a mechanical prosthetic powered by your choice of bound elemental. This is a non-mechanical talent.</p><p><u>Mechanical Trickery</u> (Requires Body of the Machine): Your limb has enough space to hide a small item or implant a small weapon, which can be extracted or retracted as a minor action.</p><p><u>Overload</u> (Requires Body of the Machine): As an at-will, you can overcharge the bound elemental as a melee attack. The attack is an attack vs reflex that deals 1d4 damage of the appropriate element and uses a prime stat of your choice.</p><p><u>Inventor</u>: You have made a tiny golem out of a subserviant elemental that obeys you and serves as a helping hand. Note that it is fragile and not very powerful; using it in combat is not advised.</p><p></p><p><strong>ARKARATATH</strong></p><p><em>Dwarves</em></p><p><u>Golden Eyes</u> (female only): You were born with gold eyes, a sign of Arkanth's favor. This is a non-mechanical talent. Must be taken at first level.</p><p><u>Knowledge of the Faith</u>: Learn two rituals that use religion</p><p><u>Dwarffriend</u>: You are a well known member of the Dwarffriend controversy. This is a non-mechanical benefit.</p><p><u>People of War</u>: You learn one martial practice that uses athletics regardless of your class - this practice no longer uses a healing surge</p><p></p><p><strong>GNASSARI</strong></p><p><em>Dragonborn</em></p><p><u>Rainbowscaled</u> (male only): Your scales are very clearly brighter and more beautiful then anyone you've ever seen - you were lucky enough to be born with naturally bright scales. No shimmerscale lotion for you! This is a non-mechanical talent. Must be taken at first level.</p><p><u>Sheikh</u>: You are known as a powerful leader of others and warrior of culture and knowledge. This is a non-mechanical talent.</p><p><u>Servant</u>: Through your campaigns you have earned the loyalty of a servant - potentially a former slave - to ensure your lodgings are well prepared and your supplies well furbished. They can be of any race, but they aren't a warrior, and will likely die horribly and quickly if they don't hide (if they don't stay out at all).</p><p><u>Culture of the Scale</u>: You learn one ritual and one martial practice regardless of your class</p><p><strong></strong></p><p><strong>ACLOHAN</strong></p><p><strong></strong><em>Elves, half-elves of Aclohan</em></p><p><u>The Gods Provide</u>: Learn two rituals that use either religion or nature</p><p><u>Leader in the Old Ways</u>: While many elves have begun doubting the old religion, you are not only steadfast in them, you are loud about it. This is a non-mechanical talent.</p><p><u>Power Demands Blood</u>: As an at-will, you can deal damage to any creature (including yourself) with any weapon that cuts the skin, taking 5 gold worth of materials out of the cost of any ritual for every one point of damage dealt. At paragon level it becomes ten gold worth of ritual materials, and at epic level it becomes 100. At least 5 points of damage must be dealt. This must be done ritualistically and as a part of the ritual, ensuring unwilling targets must be defenseless.</p><p><u>Divine Blood</u>: Your lineage traces back to the god-kings of the old empire. This is a non-mechanical talent. Must be taken at first level</p></blockquote><p></p>
[QUOTE="ProfessorCirno, post: 5435946, member: 65637"] So, one thing I've been cobbling together for a future game in a setting I've been equally cobbling together is something I called the "talents system" because I'm uncreative. The idea is that every [I]x[/I] levels (I'm not sure how many, yet, I might even say you choose three at level 1 and that's it) the players get to choose a "talent" either from a general list or a racial list. The idea is to give players an extra game option that not only gives them a cool toy to fool around with, but it gives their background a bit more depth with something to back it up, and it helps cement them in the setting, as only the general talents aren't a part of the setting lore/mythlogy. I thought I'd put up the ones I currently have, and will add to them and/or tweak them as I go. Also, yeah, some of them supercede feats. It's intentional. Non-mechanical talents are one that provides a social benefit. So, a former (or current) member of the Armigers of Mikhael could use his talent to drum up support for a cause of his, or use it to give his word more "oomph." At the same time, it also means his public image is more widely known, so doing horrible things would reflect far more on him then others. Likewise, a female dwarf who takes Golden Eyes will be treated with awe and reverence by other dwarves, but if she decides to be horrible, evil, and directly acts against Arkaratath, rather then simply denounced as a criminal, she will be seen as a practitioner of the highest heresy. [B]GENERAL[/B] [I]All races[/I] [U]Ritual Caster[/U]: Gain the appropriate feat [U]Linguist[/U]: Gain the appropriate feat [U]Skill Focus[/U]: Gain the appropriate feat [U]Skill Training[/U]: Gain the appropriate feat [U]Ritualist[/U]: Learn one ritual [U]Physical Adept[/U]: Learn one martial practice [B]RAVANI[/B] [I]Half orcs, half elves, and humans from Ravani[/I] [U]Language of Trade[/U]: You learn two languages. [U]Merchantborn[/U]: You were born or were adopted to one of the central trading families of Ravani, and are still on good terms with them. This is a non-mechanical talent. Must be taken at first level. [U]Saintborn[/U]: You can trace your lineage back to one of the minor saints of Elam. This is a non-mechanical talent. Must be taken at first level. [U]Favored of the Greater[/U]: You have favored one of the greater saints strongly enough, and have lived your life in such accordance to their ideals, that you have joined either the Armigers of Barrachus, the Hands of Mikhael, or the Magoi of Gabriel. [U]United in Blood[/U]: You gain a +2 bonus to all skill checks that involve other humans, half-orcs, or half-elves, gain an additional +2 when they aid you in skill checks, and they gain an additional +2 when you aid them in skill checks. [B]GTR[/B] [I]Gnomes[/I] [U]Body of the Machine[/U]: You have taking your beliefs of the transcendent gnomish soul one step further then most, and have replaced a limb with a mechanical prosthetic powered by your choice of bound elemental. This is a non-mechanical talent. [U]Mechanical Trickery[/U] (Requires Body of the Machine): Your limb has enough space to hide a small item or implant a small weapon, which can be extracted or retracted as a minor action. [U]Overload[/U] (Requires Body of the Machine): As an at-will, you can overcharge the bound elemental as a melee attack. The attack is an attack vs reflex that deals 1d4 damage of the appropriate element and uses a prime stat of your choice. [U]Inventor[/U]: You have made a tiny golem out of a subserviant elemental that obeys you and serves as a helping hand. Note that it is fragile and not very powerful; using it in combat is not advised. [B]ARKARATATH[/B] [I]Dwarves[/I] [U]Golden Eyes[/U] (female only): You were born with gold eyes, a sign of Arkanth's favor. This is a non-mechanical talent. Must be taken at first level. [U]Knowledge of the Faith[/U]: Learn two rituals that use religion [U]Dwarffriend[/U]: You are a well known member of the Dwarffriend controversy. This is a non-mechanical benefit. [U]People of War[/U]: You learn one martial practice that uses athletics regardless of your class - this practice no longer uses a healing surge [B]GNASSARI[/B] [I]Dragonborn[/I] [U]Rainbowscaled[/U] (male only): Your scales are very clearly brighter and more beautiful then anyone you've ever seen - you were lucky enough to be born with naturally bright scales. No shimmerscale lotion for you! This is a non-mechanical talent. Must be taken at first level. [U]Sheikh[/U]: You are known as a powerful leader of others and warrior of culture and knowledge. This is a non-mechanical talent. [U]Servant[/U]: Through your campaigns you have earned the loyalty of a servant - potentially a former slave - to ensure your lodgings are well prepared and your supplies well furbished. They can be of any race, but they aren't a warrior, and will likely die horribly and quickly if they don't hide (if they don't stay out at all). [U]Culture of the Scale[/U]: You learn one ritual and one martial practice regardless of your class [B] ACLOHAN [/B][I]Elves, half-elves of Aclohan[/I] [U]The Gods Provide[/U]: Learn two rituals that use either religion or nature [U]Leader in the Old Ways[/U]: While many elves have begun doubting the old religion, you are not only steadfast in them, you are loud about it. This is a non-mechanical talent. [U]Power Demands Blood[/U]: As an at-will, you can deal damage to any creature (including yourself) with any weapon that cuts the skin, taking 5 gold worth of materials out of the cost of any ritual for every one point of damage dealt. At paragon level it becomes ten gold worth of ritual materials, and at epic level it becomes 100. At least 5 points of damage must be dealt. This must be done ritualistically and as a part of the ritual, ensuring unwilling targets must be defenseless. [U]Divine Blood[/U]: Your lineage traces back to the god-kings of the old empire. This is a non-mechanical talent. Must be taken at first level [/QUOTE]
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