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Rappy’s RPG Reviews: Future Player’s Companion-Tomorrow’s Hero, Part 2

10 Apr

These are the Droids You’re Looking For

Moving right along, we get a chapter dedicated completely to robotics. And what a welcome chapter it is, at that. With the Mechanoid and Animorph robot frames (technological evolutions of the Armature and Biomorph, respectively), we get a better solution to advancing levels of robots than d20 Future‘s “hey, they all go humanoid-shaped after a certain point!” shtick. Add to that new forms of locomotion such as Fins, Wings, and Slither (limbless serpentine motion), more animal-themed robotic parts such as Tentacles, Mandible, Feelers, and Chameleonic Chassis, and oodles of new tech-goodies such as gravity-projecting manipulators and 9 robotic core programmings (including Military, Caretaker, and Protocol), and you’ve got me sold on this chapter. Oh, but it doesn’t end there! We get 8 new robots that can be used as familiars. Yes, you heard me right, robotic familiars. If you’ve ever wanted to create a Technomancer with a robotic ally, robo-familiars are definitely for you.

“It’s life, Jim…but not as we know it”

“But wait, Rappy,” I hear you say, “didn’t Tomorrow’s Foundation introduce new alien species?” Why yes, yes it did. This chapter isn’t about new species, it’s about aliens in general. Tomorrow’s Hero takes the approach of teaching you how to build a d20 Modern species from the ground up, working from concept to finished stat-blocked product. It does so by utilizing the tried and true method of Build Points. While I disagree with some of the methodology (why is having a +3 bonus to attack rolls cost more Build Points than having a spell…any spell, mind you, it doesn’t select different BP costs by spell level…as an at-will spell-like ability?), it’s an overall decent system that should be helpful to any GM wanting to design “balanced” inhuman species. If techno-goodies are more your forté, there is both a gadget that makes armor, weapons, or equipment compatible for a certain inhumanoid species and a template called Alien-Engineered that is designed to be applied to starships to tailor them to a specific species. But wait, there’s more! Join now and the Game Mechanics will throw in a complimentary set of Build Point rules for “Neo-Humans” (or near-humans, for us Star Wars aficionados…and nearly anyone else, to be honest) and half-aliens. Both of these could presumably be carried over to supernatural or superscience campaigns as well, considering that half-humans and evolutions of humanity are rather common in those genres as well, and the rules work about the same in those cases.

Final Thoughts

As a whole, Tomorrow’s Hero really builds up on most of the lacking portions of Tomorrow’s Foundation; indeed, this one could actually be used as a standalone, since the feats and cybernetics from Tomorrow’s Foundation that are required for the material within are all graciously reprinted. Now, Tomorrow’s Foundation is great enough to warrant a purchase as well, mind you (and we haven’t even gotten to Tomorrow’s Evolution yet), but if you really had to choose to either get one now and wait or get them all at a later date, Tomorrow’s Hero works excellently as the former. 10/10.

 
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Posted by on April 10, 2010 in RPG Reviews

 

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