Welcome to the fourth issue of Libram Secundus. In this issue, we are going to expand upon the Money and Equipment section from the core rules.
I have two goals for this issue. The first is to expand the equipment lists to include a number of additional items that will of interest to adventurers. In doing this, I realized that I needed to better balance some of the costs, so I decided to rework all of the costs so that they are more along the lines of quasi-historical costs. I have converted those costs into the monetary system used by the Novus 2e core rules. This has lowered many costs, but raised a few others. It is recommended that you use this system in its entirety, as the costs in this expansion are balanced across the board. Balanced differently than the system in the core rules, I should say.
And for my second goal, I have created a Commerce system as well. This system will allow for haggling for prices. This will allow for players to exercise their trade skills if they should choose. This can also be used for fencing goods that may not do so well on the open markets.
To finish off, I have also created an Armor Creation System that allows for the development of specialized armors. In doing this, I have also reworked the Armors section of equipment using these rules so that they are more along the lines of what would be found in fantasy style setting, such as Anwyn.
Table of Contents
Goods & Services | 2 |
Adventuring Equipment | 2 |
Armor | 7 |
Types of Armor | 7 |
Pieces of Armor | 8 |
Armor Table Key | 9 |
Shields, Helms vs Stuns, Layering Armor | 10 |
Clothing | 11 |
Articles of Clothing | 11 |
Clothing Accessories | 11 |
Alternative Clothing Materials | 12 |
Food | 13 |
Drinks, Quick Meals, Meat Rolls, Hotpots | 13 |
Meat & Sauce Dishes, Soups, Desserts, Rations | 14 |
Lodgings | 14 |
Inns | 14 |
Ostling | 15 |
Livestock | 15 |
Musical Instruments | 17 |
Transport | 17 |
Land Transport | 17 |
Boats, Ships, Passage | 18 |
Wages | 19 |
Hirelings | 19 |
Weapons | 19 |
Commerce & Trade | 21 |
Opposed Rolls for Trading | 21 |
Commerce Table | 21 |
Commerce Table Modifiers | 23 |
Armor Creation Rules | 24 |
Armor Creation Example | 24 |
Welcome to the third issue of Libram Secundus!
We have packed this PDF with a treasure trove of things to add to your game. This includes 8 new Training Paths, 2 new Combat Moves, 2 new Combat Styles, 23 new spells and 2 new creatures (with 24 variations between the two).
New Training Paths
As mentioned, we have 8 of them, two of each type.
Casters
Magus - This Caster specializes in learning and casting from two different Schools of Magic
Shaman - This spell user interacts with the Spirit World on a daily basis and they are the source of his abilities.
Fighters
Diwahr - This Fighter concentrates on using two weapons in combat. He has the option of learning Two Weapon Combat or the new Dual Weapon style.
Swashbuckler - A light weapons specialist who likes to combine some acrobatic ability with his combat skills.
Adepts
Minstrel - An entertainer with modest combat abilities. The Minstrel is often able to get into places others might not, as well as gaining both the confidence of and information from those he meets.
Sohei - This is a non-magical Monk, a martial artist. He often focuses on using weapons with his martial arts as if the weapons were extensions of himself.
Hybrids
Arcane Archer - These ranged combat specialists have the ability to manifest magical missiles to use with their bows.
Warrior Mage - A practitioner of High Magic, the Warrior Mage's spells focus on assisting his efforts in combat.
The rest of the PDF works to support the Training Packages provided. This includes the new Combats Styles, and the 2 new Combat Moves used by those Styles. It also includes all the spells for two of the Training Packages that can cast spells, and finally we give you new creatures, Spirits, that work with these Training Packages and Spells as well.
Table of Contents
Training Paths | 2 |
Casters | 2 |
Magus, Shaman | 2 |
Fighters | 3 |
Diwahr, Swashbuckler | 3 |
Adepts | 3 |
Minstrel, Sohei | 3 |
Hybrids | 4 |
Arcane Archer, Warrior Mage | 4 |
Combat Moves & Styles | 5 |
Combat Moves | 5 |
Combat Styles | 5 |
Magical Rules Additions | 7 |
Schools of Magic | 7 |
High Magic | 7 |
Spirit Magic | 7 |
The Spirit World | 8 |
Types of Spirits | 8 |
Angry Spirits | 8 |
Simple Spirits | 8 |
Complex Spirits | 8 |
Elemental Spirits | 8 |
Totem Spirits | 8 |
Undead Spirits | 8 |
Spirit Attacks | 8 |
Emanation | 8 |
Possession | 8 |
Spells | 9 |
Spirit Magic | 9 |
Warrior Mage Spells | 13 |
Bonus - Universal Spell | 15 |
New Creatures | 16 |
Spirits | 16 |
Familiar Spirits | 16 |
Nature Spirits | 19 |
Introduction
Welcome to the 2nd issue of Libram Secondus.
This is an open-ended series of PDF products designed to bring you, our valued customer, new rules, guidelines and other game related material in a manner that allows you to pick and choose those elements that you want to add to your game.
Each issue will focus on a single topic or a series of smaller articles focused around one or more related topics, to better serve your gaming needs. Libram Secondus will not be restricted to a standard page count, so you can expect that some issues will contain more pages than others.
In this, our second issue, we are bringing you Vocational Packages. These are skill packages that can assist in fleshing out and defining your character.
And then we bring you guidelines on Herbalism and on adding magical herbs to your game.
As with the core rules, the contents of this PDF are being released under a Creative Commons license. While we do understand that some material you create may include what is termed Product Identity, it is strongly recommended and encouraged that you also include a generic name and description, so that others may also better enjoy what you make of this.
Enjoy!
Table of Contents
Vocational Packages.................................................................2
Notes about Vocational Packages..........................................2
Benefits & Drawbacks..............................................................3
Alchemist, Apothecary, Balladeer, Beggar..........................3
Blacksmith, Bowyer, Brewer, Caraveener...........................3
Cartographer, Craftsman, Cutpurse....................................4
Delver, Farmer, Fisherman, Fletcher...................................4
Grifter, Guard, Herald, Herbalist..........................................4
Herdsman, Huntsman, Hunter, Innkeeper.........................5
Jeweler, Locksmith, Longshoreman.....................................5
Mason, Merchant, Miner.......................................................5
Ostler, Outrider, Pathfinder, Perfumer...............................6
Phantom, Physician, Rambler, Recruit, Roamer................6
Rover, Sailor, Scribe, Scullion ..............................................7
Sentinel, Sentry, Ship’s Pilot, Shipwright............................7
Spotter, Squire, Stalker, Stalwart........................................8
Tanner, Teamster, Thespian, Timberwright......................8
Tinker, Tracker, Trainer, Trapper, Trapspringer...............9
Traveler, Treegard, Treewraith, Trekker............................9
Verdant, Warden, Watcher................................................10
Weaponsmith, Woodcrafter, Woodwise.........................10
Herbalism................................................................................11
Herbal Classifications..........................................................12
Searching For Herbs............................................................12
Search TNs..........................................................................12
Herb Search Modifiers Table Key....................................13
Preparing Herbs...................................................................14
Sample Herbs.......................................................................14
Randomized Herb Locations..............................................17
Using The Random Herb Location Table .......................17
Random Herb Location Table Key...................................18
LIbram Secudus is the first in a line of small edtions to the core rules of Novus 2e. In this issue we present you with 5 new Player Races that you can enjoy
- Asgerdi - Giant human-like people. They easily stand head and shoulders above most other races.
- Centaurs - These are your standard half-man/half-horse folk.
- Halflings - They call themselves the Omari. These little folk are as tough as you would think.
- Khelez - In the world of Tyrlon, these folk descended from spider-demons who used mighty magics to make themselves more human-like in order to escape an island where infernal creatures were trapped. The ritual worked too well, and the Khelez were born.
- Vsori - Another race from Tyrlon, these small, lithe beings look like elvish gnomes, but they are highly arboreal, prefering to live up in the trees because their original world often had many dangerous predators stalking the ground.
- And of course, we include the Kindred Talents for these 5 races.