Main Menu

Anwyn

Novus 2nd Edition

Novus 1st Edition

Author Topic: Re: Re: Novus 2.0 tidbits -- Stats  (Read 141 times)

0 Members and 1 Guest are viewing this topic.

imported_Rasyr

  • Guest
Re: Re: Novus 2.0 tidbits -- Stats
« on: January 15, 2019, 12:44:33 PM »
One of the biggest changes made for Novus 2.0 is the stats.

In the first edition, you have 8 stats. And they ranged from 1-20, and then provided stat bonuses which were then used for skills and such. The stat values themselves had no real reason for being other than to determine the bonus. You then had a Save bonus that was equal to the total stat bonus + 5 + any modifier, and  a number things would use a single stat as the modifier.

So, in 2.0, we are getting rid of the stat value and so it is basically just the bonus.

You have the same 8 stats as originally, but Willpower is renamed to Resolve. The reason for this is because of the secondary stats, which we will get to shortly.

I use the following basic table
































































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




So, now the stats have a 3 as average, and max out at 8. The different races have modifiers to the stats. For example, a Dwarf has Stat modifiers of -1 Charisma, +2 Constitution, -1 Speed, and +1 Strength
So the average Strength for a Dwarf is 4 (rather than the 3 of a human), and they max out at a Strength of 9.

Then comes the biggest change of all, the Secondary Stats. There are 7 Secondary Stats, and their values are based on your Primary Stats.



  • Aura (Chr + Wis) - This is used for many types of Saves versus magic, and for detecting magic as well
  • Initiative (Spd + Wis) - used to determine who goes first in combat and also useful to determine surprise.
  • Insight (Int + Wis) - This is used for Perception Rolls and Character Deductions. Also good for Saves about seeing through illusions
  • Might (Str + Res) - used for determining the success of feats of strength, also used in figuring encumbrance
  • Reflexes (Spd + Dex) - This is used for when you need speed and unthinking reaction time. Useful for things like avoiding the trap you just sprung, etc.
  • Stamina (Con + Res) - Good for resisting certain physical effects (magic or otherwise). Also used in figuring Hits
  • Will (Res + Int) - the ability to resist coercion  such as from a fast talking con man, to a charm spell of some type

Individual Stat Saves are possible if there is a situation where that is plausible, this just gives more options and flexibility to the GM overall.[/list]