Welcome to the seventh issue of Libram Novus. In this issue, we are going to start off with rules for creating your own races, and then show you how we made the PC and monster races for Novus, and then to round things out we will give you a couple of example races made using these same rules.
Some of the new races we give you make for good monster races, so we give you the monster stat blocks for them as well.
Then we introduce Kindred Talents. This is a system that allows the GM to make specific racial talents for his setting, allowing such things as a Half-Dwarf/Half-Gnome or a Lizardman/Halfling/Human crossbreed, or many other possible combinations. We round this out by giving you examples for 14 races (PC and Monster), and give you a very Special Kindred Talent, the Dragon-kin!
Enjoy!
Table of Contents
Introduction
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1
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Creating New Races
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2
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Unique Races
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2
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Half Races
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3
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Size Matters
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4
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Building Blocks
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6
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Core Races
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6
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Core Monster Races
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8
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New Races
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10
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Aesyr (25 CP)
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10
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Centaurs (25 Points)
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11
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Gnomes (20 Points)
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12
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Lizardmen (30 Points)
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12
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Rachni (25 Points)
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14
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Ursoc (26 Points)
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16
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Monstrous Additions
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17
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Racial Hybrids
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19
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Creating Kindred Talents
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19
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Sample Kindred Talents
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22
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Sample Special Kindred Talent
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29
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Welcome to the eighth issue of Libram Novus.
We start off by presenting you with a group of options that can be used to enhance your game. These options run the gamut from being a way of encouraging players to have reasons why their characters travel together to an expansion of the Action Point rules.
Then we round out the issue by presenting you with an alternative manner of creating and defining Combat Styles. This gives them a bit more oomph! and makes them a bit more interesting overall.
Just click on the cover image to the right to be taken to the product page on RPGNow!
Enjoy!
Table of Contents
Introduction
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1
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Rule Options
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2
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Connections
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2
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Defense Roll
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2
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Expanded Initiative Options
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3
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Extended Spell Failure
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3
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Ongoing Cumulative Rolls
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4
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Saving Grace
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4
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Expanded Action Points
|
5
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EAP Options
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6
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Variable EAP
|
6
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Overlapping Rounds
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6
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Continuous Action
|
7
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Fighting With Style
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8
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Combat Style Creation
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8
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Style Abilities
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9
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Reworked Styles
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10
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Welcome to the ninth issue of Libram Novus.
In this issue we bring you 4 new classes for use in your Novus games; the Bard, Mage Hunter, Paladin, and Shadowkin. We have also included the Class Spells for all 4 new Classes.
Additionally, we bring you Cantrips! Simple magic that almost anybody can learn! Cantrips are the simplest of magics, and they can add a lot of flavor to your game!
Enjoy!
Table of Contents
Introduction
|
1
|
New Classes
|
2
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Bard
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2
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Mage Hunter
|
2
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Paladin
|
3
|
Shadowkin
|
3
|
Building Blocks
|
4
|
Bard
|
4
|
Mage Hunter
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4
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Paladin
|
5
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Shadowkin
|
5
|
Cantrips
|
6
|
Class Spell Lists
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9
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Bard Spells
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10
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Mage Hunter Spells
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12
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Paladin Spells
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14
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Shadowkin Spells
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16
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Welcome to the tenth issue of Libram Novus.
In this issue we go back to school. And the name of the class we are attending is Alchemy 101. In this issue we will go over the various specialties of the Magecraft skill required for crafting magical items and go into how such items are made using the rules.
And finally we will end up with an updated listing of the magical items from the core Novus book where these rules have changed the way that they are made.
Enjoy!
Table of Contents
Introduction
|
1
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Alchemy 101
|
2
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Basic Alchemical Skills
|
2
|
Basic Alchemy
|
3
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Magecraft, Herbals
|
3
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Potions, Dusts, Sigils
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4
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Minor Alchemy
|
8
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Major Alchemy
|
11
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Artifacts
|
13
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Constructs
|
14
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Item Creation Guidelines
|
18
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Amulets, Rings, & Jewelry
|
18
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Miscellaneous Items
|
19
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Rods, Staves, & Wands
|
20
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Weapons & Armor
|
21
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Sample Magic Items
|
22
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Herbal Remedies
|
22
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Herbal Elixirs
|
23
|
Potions
|
24
|
Dusts
|
25
|
Scrolls, Runestones
|
26
|
Runic Items
|
27
|
Enchanted Items
|
27
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Magical Weapons & Armors
|
27
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Staves, Rods & Wands
|
28
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Amulets, Rings, & Jewelry
|
28
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Miscellaneous Magic Items
|
29
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Potion Compatibility
|
30
|
Welcome to the eleventh issue of Libram Novus.
In this issue we bring you an alternative to the standard Combat Moves and Combat Styles found in the core Novus rules.
These alternatives also bring a host of smaller changes to the system, such as the implementation of Damage Caps, and additional weapons, and even minor changes to many classes to compensate for the new lack of Combat Moves.
Enjoy!
Table of Contents
Introduction
|
1
|
Combat Redux
|
2
|
Overview
|
2
|
Combat Rules Changes
|
2
|
Combat Skills
|
2
|
Weapon Proficiencies, Weapon Groups
|
3
|
Additional Rules Changes
|
5
|
Damage Caps, Damage Stats, Range Modifiers
|
5
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Sneak Attacks, Weapon Kata
|
6
|
Weapons
|
7
|
Combat Moves
|
11
|
Melee
|
11
|
Missile, Thrown, Unarmed
|
12
|
Universal Combat Moves
|
13
|
Combat Styles
|
14
|
Weapon Styles
|
14
|
Unarmed Styles
|
17
|
Martial Arts Attack Table
|
18
|
Class Adjustments
|
20
|
Novus Core Classes
|
20
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Archer, Fighter, Mage (Classic)/(Dual), Martial Artist
|
20
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Minstrel, Scout, Thief
|
21
|
Libram Novus Classes
|
21
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Bard, Beastmaster, Mage Hunter
|
21
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Monk, Paladin, Ranger, Shadowkin, Warrior Mage
|
22
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