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Topics - Fidoric

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16
Gamer's Gallery / GM screen
« on: February 07, 2014, 11:14:17 PM »
I have put together some exerpts and tables from Novus core book to use as a GM screen. I have put the following items on three A4-pages:

Page 1(Rolls and Modifiers):
A short self-made table to sum up the different types of rolls (skill, opposing rolls, opposed saves) and the related rules;
Difficulty ratings;
Common tasks;
Common modifiers;
Fate points summary.

Page 2 (Snags and Boons)
There I have put the 4 tables.

Page 3 (Combat):
Canceling an action rules;
Called Shot rules;
Armor & Shields;
Weapons;
Action points costs.

Has anybody done something like that? My first attempt is rather ugly but I find it very useful as it reduces greatly my need to flip trough the pages while playing.

17
Novus RPG / Current campaign questions
« on: February 03, 2014, 10:30:18 PM »
Hi there,
Some questions arose during my last session with my son.

First, how do you handle underwater combat? I have deemed it a major complication thus bestowing a +5 to all TN.

Second, my son love to use a leg sweep combat move with his character's tail having found it a powerful effect when the opponent fails his save. But there is a save so I find it OK. What may be a bit too powerful OTOH is the 1-boon effect 'knock prone' especially when you compares it with other boons like 'combat shuffle' or 'daze'. It may be justified to make a 2-boons of it.

Last and subsequent to my second point, what can you do when you are prone. Your DEF is down to 12+magic bonus so you forego your speed bonus and others but I take it you can still use combat moves such as dodge. But can you elect to fight, defensively or not? If you try to stand up, it costs 2 APs but I have ruled it requires a save vs speed (TN 10 for mundane action + 10 for under melee = 20) as well. Does it seem fair?

18
Conversion Projects / Malazan book of the fallen
« on: December 25, 2013, 10:00:41 PM »
I have been thinking of adapting Novus to that great setting. Mostly I think I will have to make rules for explosives and magic.
Magic will definitively need some changes as I think most mages use their warren in a primal way with less spells than usual.
I was anticipating lots of work to achieve something cool but it seems that most of what I need is in LN1.

At the moment, I think I will give each Mage access to one warren by default.
He would have to use a magecraft-warren to open his mind to the power and be able to use it (perhaps only in case of casting under stress). I wonder if this roll could not be used to determine how many SP are available each round for casting, something like 1 or 2 SPs for a TN of 15 plus 1 SP for each 3 points above.
You can then complement your SPs with hit points if needed. I will probably use a hit point drain system as well. I can imagine spending several rounds gathering power for high-power effects. A cap on sustainable SPs would be needed too with risk of serious wounding or ill-effect if you go above.

As I see it, each Mage will have access to attack, defend and teleport spell bases for his warren. Each warren will then give access to some other spell bases (eg. Denul gives access to healing and resize, Meanas to Conceal...). Each Mage could also know some tricks (=spell) that he knows how to cast quickly and easily. My main concern at the moment is that using spell bases as is, mages won't be able to do much before leveling up due to the high TN. Maybe I could simply get rid of the base 12 for calculating CTNs ? Most of the time, mages then use the improv column to calculate their CTNs.

Those are only my first thoughts and I will try to think through this tomorrow and hopefully make things clearer.
I will welcome any comments on this.

Moderator Note: Title corrected by request

19
Gamer's Gallery / Fidoric
« on: December 02, 2013, 05:16:44 PM »
I have tried my hand with a high level character. This is a loose conversion of my namesake Fidoric formerly a 30th level fighter in RMSS from Middle-Earth.
If find the result quite good but I cannot guarantee I did not make some approximation along the way as I have bought skills by blocks of 5 ranks. Nonetheless, it should be a good indication of a high-level fighter. I have not play-tested it at the moment but my first impression is that he kicks ass ! For example he has :

AB+30 with broadsword (or +29 with sword&board style),
  - Base damage 15 (DR8 + str 2 + Wp specialty 2 + magic 3)
  - Multiple attacks become practical with 25 ranks and advanced combat training.
  - Very high DEF 37 (15+3 speed + 3 armor + 9 shield (full +4, shield training +1, style ability +2, magic +2) + 7 combat training (CT2 + 25rks in heavy blades)).
All this means he possibly attack twice (or more) with +25, DEF 37 and base damage 15 !

Some questions arose with his combat style:
  - The second ability in sword and board is second weapon attack. It is to be used with tiny or small weapons. I think most shields should be bigger; a full shield should be medium or large I think.
  - Besides, this ability allow to perform an additional attack. Does it come in addition of the additional attacks from high skill ?
  - Last option available with that ability, you can forsake your additional attack for an additional (rk-3) to DEF. With 24 rks, it is a straight bonus of 21 to DEF (total DEF = 58 ?).
I think this option works better with daggers and the likes so maybe it should be removed from the sword and board style.

Finally, I have given him a +3 sword (AB and DR) instead of a +25 OB in RMSS, a +3 mail shirt instead of a +15 or +20 mail hauberk (AT16) and a +2 full shield. I think this is not too much for a high level character.

Here is a short summary of Fidoric:

Human, highlander culture (close to rural), level 30
CHR 10, CON 14, DEX 16, INT 11, SPD 19 (save +9), STR 16, WIL 13, WIS 14
DEF 37, AR 14 (Chain hauberk + Full shield)
HP 72, SP 0, Fate 3, Move 10, init 4 (+lightning reflexes)

Combat:
+30 heavy blades (broadsword) (15)
+29 sword & boeard (15) (all moves)
+15 boxing ([attachment[/attachment]

20
Gamer's Gallery / Argonian scout
« on: November 24, 2013, 07:19:35 PM »
Here is a summary of my son's second third character in Novus. It is currently at level 4 goon to be 5). We are playing in the Skyrim setting. He plays an Argonian scout. I have created the race following LN7 guidelines. Here it is.

Argonian, Sylvan, level 4
CHR 12, CON 13, DEX 16, INT 13, SPD 17, STR 16, WIL 10, WIS 14
DEF 19, AR 12 (tough skin 5 + leather set 7)
HP 54, SP 0, Fate 3, Move 10, init 3

Combat:
+11 heavy blades (broadsword) (10)
+12 claws (7)
+11 tail (

21
Novus RPG / Spellcasting with style
« on: November 12, 2013, 09:15:16 PM »
Yesterday I was rereading the combat styles chapter from LN8 when an idea sprang to life. Would it be possible to make casting styles similar to the combat styles?
I do not have much time to explore that idea at the moment but maybe somebody has already thought about something like that?
For example, you could learn spell bases instead spells (though that should not be mandatory), use a magecraft skill plus a spellcasting sphere per base or school.
Then you can learn specific casting moves to modify the casting parameters exactly like you do with combat moves:
-quick casting: less APs to cast,
-slow casting: less SP but greater casting time
-lifeblood casting: ability to convert HP into SP to power up your spells,
-silent/stealth casting: trading a casting penalty for less noticeable casting,
-power casting: to make your spell harder to resist in exchange of a increased SP cost,
-defensive casting: allowing you to use part of your spellcasting to protect yourself from an incoming spell in exchange for some additional SP...

I think I will give this a deeper thought has the concept seems very cool. It may be enough to sum up the spellcasting parameters like range, scope and so on and then create moves to alter them.

Then you create casting styles maybe with access to a specific school or base, why not a talent and then some moves with a discount and here is a casting style ! Each casting move would only be usable with the school or base of the style.

I may be a bit enthusiastic but it doesn't seem so hard to do. The hardest part should be to create a set of guidelines to determine the cost of the different moves according to the modifiers they give...

I would really like some feedback on this.

22
Download Submissions / Excel character sheet
« on: May 07, 2013, 01:57:00 PM »
I have recently updated my excel character sheet to include datas up to LN7 and a few additional cultures.
It does many things automatically but not everything yet (talents may be displayed but are rarely added to skills for example). Just will find on page 1 blue fields to fill, on page 2 the universal combat moves summarized and page 3 contains all the tables.
I have submitted it in Excel 2003 version but I can send it in Excel 2010 if needed.

As usual, everybody can use it and modify it at will. I will welcome any comment and/or correction to this sheet.
Greetings
Fidoric


[attachment[/attachment]

23
Gamer's Gallery / Weapon stats expansion
« on: February 15, 2013, 02:41:37 PM »
Lately, I have been toying with some weapon characteristics that do not appear in the core rules. Not that they are truly needed, but I fear I am basically a fighter and always searching to expand their options...
I have attached a proposition for an expanded weapon table including some new stats and  would like very much to have feedbacks on those. Please note that this is only a first draft and likely need to be tuned finely.

Those new stats are :
1. ENC = not truly a game stat, it is just weight*length and was use as a broad guideline to sort weapons out.

2. Hands = the number of hands required to use the weapon

3. Reach = this stat tries to simulate the impact of longer weapons in combat. Each weapon is rated either short (roughly 1-2 feet), medium (2-4 feet), long (5-6 feet) or very long (6+ feet). That is the standard weapon reach. Basically, if two combatants are equipped with weapons with the same reach, they are likely to stay at the standard reach. But when two combatants use weapons with different reaches (dagger vs spear for example), one is likely to try to close with the other (the guy with the dagger) whereas the Spearman will try yo keep the dagger wielder at bay.
Each round, you can try to close or increase the distance between two combatants by using one AP and making an opposed Save vs Spd or acrobatic roll. If fighting is not in the standard weapon reach, each attack is made at an additional cost of 1 AP per difference in reach (eg. a short weapon at long range needs 2 additional APs to atack). Note that this give smaller weapons an edge as they require less AP to attack.
Weapon reach may be altered by combat moves (haft jab reduces reach - allowing a spear to be used at medium range without penalty - whereas lunge increases it). Reach may become an additional element for combat moves but I have not delve into this much yet).

4. Init mod = a simple adjustment to initiative roll to simulate weapon speed.  

5. DR (Main type) & DR (Secondary) = most weapons can be used to achieve different kinds of damage. For example, you can use the flat of a sword blade to cause bashing damages. Most of the time, the secondary DR is lesser than the primary DR (translating the fact that a weapon is more efficient when used in the way it was designed to be) but still it can be useful to change the kind of damage delivered (some monsters or different armor types may be more susceptible to slashing than to bashing attacks).

6. Min Str = some weapons require above average strength to be used effectively. I propose that for each point of strength below the minimum, the DR of the attack is reduced by 2. Somone with a stregth of 11 using a greatsword will only cause 6 points of base damage.  

7. Min Dex = some weapons are trickier to use than others (chains for example). I propose that for each point of dexterity lacking, each attack requires 1 additional AP.

Comments ?

24
Other Game Systems / [The One Ring] Premade PCs conversion
« on: January 18, 2013, 07:09:57 PM »
I have been a Middle-Earth fan for a long time now.
I have tried most dedicated RPG systems. I like the way TOR gives a distinct tolkienish feel to the game. On the other hand, I think that Novus, even if it is a generic system (not ME themed), can it successfully be used in such a setting.
Some rules have to be added (corruption for example). Novus has been made to be tweaked though, so it should not be difficult.
I have decided to convert some PCs from TOR in Novus, just to see if it would be difficult or not. It was very easy. Those characters can be fond in attachment for those who may want to use them (as PCs or NPCs). There are only stats, skills and talents along with some Equipment but no background elements.
Hope you enjoy them.

[attachment[/attachment]

25
Novus RPG / Martial Artist
« on: November 23, 2012, 02:51:54 PM »
Two questions came to me as I was about to create a martial artist NPC.

1. The martial artist receives 5 points worth of free combat moves.
Question: Do those moves count against the maximum number of known moves (combat training 1 is limited to 1 move for every 3 ranks) ?

2. The martial artist has weapon kata * 2 as part of his professional talents. In the Building Blocks of the profession (LN3, p5), it shows the cost for this is 6 points. The cost for the weapon kata basic talent  is 3 for tiny weapons.
Question: Does it imply that the martial artist is limited to 2 tiny weapons ? Should he be allowed to learn up to 6 points of weapon kata (ie: 2 tiny or 1 small or 1 medium or 1 large) ? Is it a big deal to allow him any two weapon kata (disregarding the effective talent cost) ?


26
Gamer's Gallery / Starting power
« on: November 23, 2012, 02:22:32 PM »
A character may know difficult spells as soon as level 1.
For example, a shaman may begin a game with a +7 in spellcasting (Spirit Magic) and know the Summon Totem spell which has a CTN of 26 IIRC.
If he wants to cast it in game, it will prove a difficult proposition requiring to roll at least 19 or to use fate points.

But what if he want to cast in as part of his character creation to start with a Totem.
Would you find it fair to grant him access to this in exchange of fate points ? Let's say as many fate points as required to succesfully cast the spell with an average roll (11).
In the above example, it would cost him two of his starting fate points using the Static Bonus (Self) option for Fate points. (11 average roll + 7 skill + 5 + 5 = 28 to overcome the CTN of 26).

27
Gamer's Gallery / Combat style: Polearm fighting
« on: June 25, 2012, 05:49:50 PM »
Polearm fighting:
This style is mainly used by knights and men-at-arms with polearms. Designed for armored fighters, it emphasizes offensive moves over defensive ones as those fighters rely on their armor for protection. This style is usable with either polearms or poleaxes.
   Weapon requirement: None
  All Out Attack  (5)
   Feint       (3)
   Haft Jab        (3)
   Power Strike    (5)
   Probe       (2)
   Shove       (3)
   Slash       (2)
   Thrust      (3)
   Trip        (3)

28
Novus RPG / Combat style: Dance of the spear
« on: June 25, 2012, 05:47:52 PM »
Dance of the Spears (sojutsu):
Designed for light and quick fighters, this combat style basic moves aim at avoiding attacks. It relies on the use of spear of polearm to boost its offensive power but also include some leg strike and sweeps. In some areas, it is almost exclusively used by women.
    Weapon requirement: None
  Body Shift      (3)
   Dancing Dodge   (4)
   Jab     (3)
   Leg Sweep   (3)
   Snap Kick       (4)
   Wp Kata: Spear  (4)
   Wp Kata: Polearm    (6)

29
Gamer's Gallery / Combat style: Viper Fang
« on: June 25, 2012, 05:46:26 PM »
Viper Fang:
That fighting style is designed around the use of a dagger in combat. More advanced practitioners may even wield two daggers for increased damage. This style is strongly connected with street thugs and assassins and in some place, displaying its techniques may be enough to be suspected of illegal background.
 Weapon requirement: None
  Cut     (4)
   Feint       (3)
   Killing Strike  (3)
   Parry       (4)
   Power Strike    (5)
   Probe       (2)
   Riposte     (4)
   Stab        (2)
   Thrust      (3)

30
Gamer's Gallery / Combat style: Kenjutsu
« on: June 25, 2012, 05:45:15 PM »
Kenjutsu:
That is the traditional Japanese sword style. It emphasizes quick and efficient slashes along with high mobility. Its philosophy could be: one strike, one dead. It often goes with a philosophical training.
  Weapon requirement: Heavy Blades
  Cut     (3)
   Killing Strike  (2)
   Parry       (3)
                Power Strike   (4)
                Slash      (1)
                Stab       (1)
                Thrust     (2)
                Moving Strike  (3)

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