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Novus 2nd Edition

Novus 1st Edition

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In the 1st Edition of Novus, there were 8 stats and Saving Throws were based on those individual stats.

In Novus 2nd Edition, we have those same 8 basic stats, though we renamed one of them. We also reworked how they were handled, and added several Secondary Stats.

In Novus 1st Edition, the stats ranged from 2-20 on average, and had stat bonuses that were then added to skills. The stats themselves were rarely if ever used. So, in Novus 2nd Edition, we got rid of that 2-20 range and simply have the bonuses. The maximum possible for a human is an 8, with the average being a 2 as shown below:

0 - Inept/Child
1 - Teenager/Young Adult
2 - Average Adult
3 - Adult Prime
4 - Adult Peak/Above Average
5 - Highly Capable
6 - Extremely Capable
7 - World Class Ability
8 - Maximum Human
9-11 - More than Human/Mildly Superhuman
12-14 - Moderately Powerful Superhuman
15-18 - Powerful Superhuman Abilities
19-23 - Legendary Abilities
24+ - Godlike Abilities

The 8 basic Stats are as follows:

  • Charisma
  • Constitution.
  • Dexterity
  • Intelligence
  • Speed
  • Strength
  • Resolve (was called Willpower in Novus 1st Ed)
  • Wisdom

Novus 2nd Edition then has 8 Secondary Stats. All except for Lift Weight are determined by adding 2 of the Primary Stats together. The stats are also no longer specifically tied to most skills (Combat and Spells being the exceptions), as how the player uses the skill can determine what stat would work best with it.

  • Aura (Chr + Wis) – Any character may attempt to sense the otherworldly forces of magical energies (p. xx). Characters with magical training (i.e. Spell Access talents and/or the Sense Magic talent) gain a bonus to their Aura rolls for the sole purpose of detecting magic. Aura is also used for Saving Throws against many generic magical effects. Any objects within a person’s aura also get that person’s Save vs. magics.
  • Initiative (Spd + Wis) – This represents the character’s reactive awareness. This is his mental speed for processing information in a hectic or frantic situation, such as combat, and then translating that into physical speed in making a reasoned and informed response or reaction. In terms of the game rules, this determines who goes first in combat, and it can also used for determining who is surprised in those sorts of situations, as well as who actually reacts first in some other types of situations.
  • Insight (Int + Wis) – This is the character’s ability to recognize what is important around him and to make deductions based on what he is seeing and has seen. This would be used to make Perception rolls for the character. It can and should also be used for Character Deduction rolls (refer to p. xx for more information on Perception and Character Deductions). That is when the GM wishes to impart information that the character would or could have figured out, even if the player may have missed the connection. This Stat would also be used for Saving Throws to determine if a character has seen through a deception or illusion.
  • Might (Str + Res) – This would be for many various feats of strength, such as lifting heavy grates, or bending the bars of a cage, or straining mightily and breaking the ropes which are used to tie the character up, or even breaking the grip of a wrestling hold. The section on Encumbrance also uses Might to determine a character’s encumbrance unit.
  • Reflexes (Dex + Spd) – Sometimes, the character will need to react quickly without thought, and this roll is what would be used for determining if they were fast and agile enough. This includes such things as trying to grab something as it falls, or grabbing a rope as you fall past it, or one of many other instances where pure speed and unthinking reaction time is required.
  • Stamina (Con + Res) – This roll would be used for resisting certain physical magical effects, for rolls where the character is required to great amounts of fortitude. This also is what is used in determining the character’s Hits.
  • Will (Res + Int) – This roll represents the character’s ability to resist different forms of coercion, such as a fast talking con man, or a spell meant to charm or control his mind.
  • Lift Weight (Might x 50) – This is the normal maximum that a character is able to dead lift/bench press with a Might roll. Better rolls could allow for greater weights using the Bonus Resolution method.

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