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Anwyn

Novus 2nd Edition

Novus 1st Edition

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Snags

Cost Snags
1 Fumble object in hand, spend 1 round regaining control of it.
1 Spells: Spell seems to be cast normally, but has totally benign effect (neither helpful nor harmful)
1 Strain a muscle. -1 to all actions for 10 minutes.
1 Takes an extra round to complete the task being attempted.
1 The failure results in an unexpectedly loud noise (or expletive), alerting any foe’s within 100’ of the character’s presence.
2 Accidentally hurt yourself doing 1d10 hits of damage. Damage reduction from armor worn does apply.
2 Break item held in hand
2 Character botches the attempted task, and has to start over from the beginning.
2 Combat: Accidentally strike nearest friend within proper range (new attack roll).
2 Spells: Spell is cast correctly but targets wrong person nearest to target (i.e. attack targets caster’s friend, beneficial spell targets nearest foe)
3 Combat: Break your weapon in such a way that you do double its normal damage to yourself in the process. This bypasses any armor the character is wearing.
3 Spells: Caster internalizes the spell, taking an amount of damage equal to his Will Stat Bonus times the number of spell points of the spell.

Casting Boons

CBP Boon Results
1 Harder Save: Each Casting Boon Point spent on this option increases the Target Number (TN) of the Save by 2 points.
1 Increased Range: The Range of the spell is increased by 1 increment. May not be used on spells with a range of Self or Touch
1 Increased Duration: The Duration of the spell is increased by 1 increment. May not be used on spells with no duration.
1 Increased Radius: The radius of the spell is increased by 1 increment. May not be used on spells that do not have an effect with a radius.
1 Increased Distance: Some spells have an effect that includes a specific distance (i.e. moves point of sight 10’). This increases that type of effect by 1 increment.
1 Increase Numerical Effect: When used on any spell whose effect is measured by a number, that effect is increased by one increment (i.e. if a spell heals 1+ Wis Bonus in hits, this option will increase the number of hits healed by “1+Wis Bonus”, thus healing a total of “2 + double Wis Bonus”).
1 Increased Targets: Spell affects 1 extra target.
Note: A number of the Casting Boon Results refer to “increment”. An increment is considered to be what is in the spell as it was cast (i.e. a Range of 50’ means the increment is 50’, but another spell with a range of 10’ will allow additional range increments in units of 10’).

Skill Boons

Cost Boons
1 Character learns an extra bit of relevant information that he was not expecting.
1* Player gains a +2 bonus on the character’s next attempt at a task related to this one.
1 Result of skill use is increased by 10%, if possible. May be taken multiple times, but cannot increase result by more than 50%.
1 Saves against the skill just used have their TN increased by 2.
1* Task was performed more quietly than expected. Character gains a +2 bonus to any rolls to which a quiet result of this task will be of benefit.
1 Task was performed quicker than expected. Each Boon Point spent reduces the amount of time required by 10%. May not reduce required time by more than 50%.
2 Character gains or remembers information that can aid in resolving the adventure (i.e. the Dragon’s cave has a back entrance, but not where).
2* Character is so pumped from his success that the player gains a+4 on the character’s next die roll, regardless of its purpose.
2 Stunning Success: Onlookers are in awe of your skill, and are literally stunned 1 round.
3* Character gains a +2 modifier to all future attempts to use this skill, until the first time he earns a Snag Point for its use, then the modifier disappears.
3 Character gains or remembers information that can greatly aid in resolving the adventure (i.e. you know where the back entrance to the Dragon’s cave is).
3* Character is so pumped from his success that the player gains a +2 to all of his character’s rolls for 24 hours.
* = only one of these bonuses may apply at any given time.

Combat Boons

BPs Result
1 Adrenal Surge: Does additional Base Damage equal to Willpower Stat Bonus. May not be used with Strong Attack.
1+ Bleeder: Foe starts bleeding, losing 1 hit per round (slashing & piercing weapons only) for each Boon Point Spent on this.
1+ Combat Shuffle: You are able to move yourself and your foe 5’ for each Boon Point spent on this.
1 Daze Foe: Foe is dazed 1 round (-4 to all actions).
1 Defensive Posture: Your attack leaves you in a better position. Gain +2 to DEF next round.
1 Disarm Foe*: Foe has to make a Save vs. Str or his weapon goes flying 1’-10’ in a random direction. TN for the Save is 15 + the number of ranks in the Combat Skill used to make the attack.
1+ Initiative Boost: You gain +2 to your initiative in the next round for each Boon Point spent on this.
1 Knock Prone: You knock your enemy prone. A prone character has a DEF of 12 + any magical bonuses only.
1 Rapid Reload: You may immediately reload your bow without it costing any AP. May only be selected if attack was made with a bow.
1 Skilled Attack: Does additional damage equal to half (rounded down) the number of skill ranks in the Combat Skill used in making in the attack. This extra damage is not considered to be Base Damage.
1 Strong Attack: Does additional Base Damage equal to Strength Stat Bonus. May not be used with Adrenal Surge.
2+ Attack Boost: You gain a +1 modifier to your Attack Bonus for your primary attack in the next round for each Boon Point spent on this (i.e. spending 3 Boon Points gives a +3 bonus). Requires spending a minimum of 2 Boon Points.
2+ Inspiring Attack: Your move so inspires your friends that they all gain +1 to initiative in the next round for each Boon Point spent on this. Requires spending a minimum of 2 Boon Points.
2 Lightning Attack: You may make a second attack against the same enemy or a different one within range and sight. You must have a loaded missile weapon in hand if making a ranged attack (may be used with Rapid Reload). Foe must be adjacent for a melee attack. This second attack is made with a -4 modifier to your Attack Bonus.
2 Pierce Armor: You find a chink in your enemy’s armor. His Armor Rating is halved (rounded down) vs. this attack.
2 Savage Attack: Your attack does 1d10 (explosive) additional hits of damage. This extra damage is not considered to be Base Damage.
2 Severe Blow: You do double (2x) Base Damage. May not be combined with other damage multipliers.
2 Stunning Blow*: Foe is Stunned 1 round (and unable to act) if he fails Save vs. Con. The TN for this Save is 15 + the number of ranks in the Combat Skill used to make this attack.
3 Advantageous Attack: Your attack leaves foe in an awkward and exposed position. This allows you to attack him from behind (+4 modifier to Attack Bonus) in the next round. This also allows for other position-based attacks, such as Waylaying, to be used in combat.
3 Dire Blow: You do triple (3x) Base Damage. May not be combined with other damage multipliers.
3 Dual Strike: Your attack is so strong it affects two targets. First, pick a secondary target. He must be adjacent to you if you are using a melee weapon or within 30 feet of your primary target if you are using a missile weapon. Apply your original attack roll to the secondary target (in other words, you only make one attack roll and apply it to both foes). If you hit the secondary target, inflict your normal damage on him – no Boon Points are earned from this second attack.
3 Pierce Armor II: You find a chink in your enemy’s armor. His Armor Rating is one quarter normal (rounded down) vs. this attack.
3 Skilled Attack: Does additional damage equal to the number of skill ranks in the Combat Skill used in making in the attack. This extra damage is not considered to be Base Damage.
3 Stunning Blow II*: As Stunning Blow, except foe is Stunned 2 rounds (and unable to act) if he fails his Save vs Con.
4 Knockout*: Foe must make Save vs. Con or be knocked unconscious for 1d10 minutes. The TN for this Save is 15 + the number of ranks in the Combat Skill used to make this attack.
4 Mortal Blow: You do quadruple (4x) Base Damage. May not be combined with other damage multipliers.
4 Pierce Armor True: You find a chink in your enemy’s armor. You completely ignore his Armor Rating for this attack.
5 Death Strike*: Foe must make Save vs. Con or die. The TN for this Save is 15 + the number of ranks in the Combat Skill used to make this attack.
6 Instant Death: Foe is killed instantly. No Saving Throw allowed.
* = If the foe was Fighting Defensively in the round in which this action occurs, then the bonus to his Defense (DEF) from Fighting Defensively is also used as a modifier to his Saving Throw. If the foe has not yet attacked in this round, or not declared that he is Fighting Defensively, he is allowed to shift 1 point to his Save & DEF for every 2 points subtracted from his AB for the rest of the round by Canceling his current action and giving up his opportunity to attack.

Almost anything can be made into a magical item. It the items magical abilities are related to the form and function of the item, then it has a Base Cost of 1,000 gp. If any of the magic of the item is not related to its form and function, then the Base Cost of the Item will be 2,000 gp.

Each ability that the item has will add 1,500 gp to the cost of the item. Bonuses add 500 gp to the item for each +1 that the item has. These costs are for abilities that enhance or go with the natural use of the item. Abilities that have no connection with how the item is used normally will cost double.

Abilities that work continuously add +5,000 gp to the cost of the item. Abilities that work at the will of the wearer add 7,500 to the cost of the item.

Sample Miscellaneous Magic Items

Backpack of Holding: This normal looking backpack actually a portal to a small dimensional pocket. It is capable of holding up to 2,000 lbs worth of gear, with no volume restrictions, and never weighing more than 1 lb for every 100 lbs it has within it. The only restriction is that the items must fit within the opening of backpack. The owner of the backpack may pull out any item that he knows is in the pack on the first try. If the owner attempts to put a living creature in the pack, that creature will die within a few minutes as the backpack does not contain any air to breathe. Should the backpack ever be destroyed, all items within it will be lost. (cost: 4,000 gp — 1,000 gp base, +1,500 gp for the dimensional pocket, +1,500 for the ability to find specific items to remove)

Bracers of the Spider: These are very powerful items. This is a set of black leather bracers with silver filigree that is reminiscent of a spider’s web. This item has 20 charges, and will recharge at a rate of 1 charge for every hour that the bracers are not used. Each charge allows the wearer to use one of the following effects:

  • Spiderclimb – Wearer is able to cling to walls and ceilings for the duration. Movement rate is one half of their normal movement rate. This lasts for 10 minutes.
  • Web Rope – Wearer can shoot forth a thick strand of webbing that is up to 20’ in length for every charge expended. The end of the strand is sticky and will adhere to the surface that it is aimed at.
  • Web Grapple – Shoots forth a web that makes a ranged grapple against a foe that is up to 50’ away. Use either a [[Combat Skills|Ranged Combat]] skill or [[Magecraft]] skill as the skill for making this attack, whichever is higher. Target of the attack may make a Save vs. Str to break free. Wearer may increase the TN of the Save by 2 for each extra charge used in this ability.

(cost: 8,000 gp — 2,000 gp base, +1,500 gp for 20 charges +1,500 gp for the spiderclimb ability, +1,500 gp for the web rope, +1,500 gp for the web grapple)

Cloak of the Bat: This is dark leather cloak. The wearer may, up to 3 times a day, transform the cloak into a set of giant bat wings that allow him to fly at a rate of 5’ per Action Point during combat, or 50 miles per hour when not in combat. (cost: 6,500 gp — 2,000 gp base, +4,500 gp for flight 3 times a day)

Cloak of Invisibility: When the wearer of this hooded cloak draws the hood over his head, he is made invisible. He will remain invisible so long as he does not move faster than a normal walk, attempt to attack somebody or attempt to cast a spell. Attempting to perform any of these actions will immediately cause the hood to come off the wearer’s head, rendering him visible (before the action is completed). (cost: 8,500 gp — 2,000 gp base, +1,500 gp for invisibility, +5,000 gp for the ability to be constant when the hood is up)

Crystal Ball: This is round chunk of clear crystal set on a gold stand. If the wielder uses it as a focus for any type of scrying spell, he may cast spells on himself that expand his sensing capabilities beyond normal or cast spells, which are not against DEF, upon the target of the scrying. The target still gets his Saves against those spells and he also receives a +2 modifier for all such Saves (cost: 5,000 gp — 2,000 gp base, +1,500 gp for ability to use sensing spells through the Crystal Ball, +1,500 gp for the ability cast spells upon the target of the scrying).

Light Pouch: This belt pouch is similar in nature to a Backpack of Holding; however, it can only hold up to 50 lbs while weighing 1 lb for every 10 in the pouch. Only items can fit within the opening may be placed within. If the pouch is destroyed, all items within are lost. (cost: 2,500 gp — 1,000 gp base, +1,500 gp for the dimensional pocket, +1,500 gp for the ability to find specific items to remove, -1,500 gp for a smaller weight limit)

Lockpicks of Opening: This finely crafted set of lockpicks is enchanted with a +3 magical bonus. (cost: 2,500 gp — 1,000 gp base, +1,500 gp for +3 magical bonus to picking locks)

Scrying Stone: This small crystal allows the wielder to be able to view any person or location that he has actually seen or been to before. (cost: 10,500 gp — 2,000 gp base, +1,500 gp for ability to scry persons, items or locations, +7,000 gp for the ability to be used at will)

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