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Anwyn

Novus 2nd Edition

Novus 1st Edition

There are several types of rolls in Novus, although they are all handled in the same basic manner.





 

Skill Rolls

Skill rolls are very straight-forward; they follow the method of resolution listed above. Making attacks and casting spells are also considered skill rolls and they follow the same basic rules. Combat and Magic rolls will also often have additional effects or factors involved, and those are explained in the respective chapters on each.

Characters may always attempt a skill roll, even if they have no ranks in the skill. In such cases, the character still receives any associated Stat Bonus. Skills that involve any sort of lore or knowledge may have their difficulties increased by 1 or 2 rating levels. There is always the chance that the character overheard some tidbit of knowledge and then forgot about it, but retrieving that knowledge that they don’t really know that they have should always be more difficult than retrieving knowledge from lessons learned.


 

Saving Throws

There will be times when the character will want to resist some sort of effect; such as poisons, diseases, certain skills or actions, and/or spells. To resist these effects the player has to make a Saving Throw for his character. All Saving Throws have a base TN of 15. Exceptional rolls in using the skill or casting the spell may increase this TN. Additionally, certain things, such as poisons, diseases or traps, will have preset TNs that may be higher than the base of 15.

In all cases, resolving the Saving Throw is similar to resolving any other skill roll. The player makes a standard (explosive) 2d10 roll, and adds in his bonus for the Save. Usually, this is the stat bonus of the relevant stat plus 5, but it is possible for other modifiers to be included as well. If this roll meets or exceeds the TN of the Saving Throw, then the character has made his Save, and whatever he was Saving against does not affect him or he receives a reduced effect of some sort, depending upon what the Save was against. There are some effects, such as poisons, where a successful Save results in half damage. In such cases, the GM should always round down when halving the effects of something.

Since Saving Throws are explosive, just like other rolls, there is always the chance for characters to earn Boon or Snag Points. For any Snag Points earned, the player should choose options from the Snags table. For Boon Points, the player can spend 1 Boon Point to gain a +1 to all Saves of the same type (i.e. same Stat) that he makes within the next 24 hours. He may also use Boon Points to extend that duration by an additional 24 hours. He may also spend Boon Points to gain Fate Points, trading 2 Boon Points from a Saving Throw for 1 Fate Point.


 

Opposed Rolls

There are times when a character’s rolls will be opposed by another character. This can sometimes be done through the use of another skill for a skill vs. skill roll.

For skills that are opposed by another skill, the character opposing that roll will be required to make a skill roll against a TN of 18 + 1 for every 5 points above the TN that the initial skill roll was.

A character may also always use Boon Points to increase the TN of the opposing roll. Additionally, there may be other modifiers that can apply, based upon the conditions and the actual skills to be used.

Example: Joe is having his character, Argon, attempt to sneak past the Orc guard. So it is Argon’s Stealth vs. the Orc’s Perception. The GM determines that the Stealth roll will be a Hard roll (TN 20), and that the actual layout of the area makes it just a slight bit harder, for a final TN of 21. Argon’s Stealth skill bonus is 9. Joe rolls an 8 and a 10 and the extra die from the explosion rolls a 4, giving him a total of 31. This is 10 points above Argon’s TN, so the TN of the Orc’s Perception roll will be raised by 2 to a 20. Now, Argon also earned a Boon point with that roll, so he uses that to increase the TN of the opposed roll by another 2 points to 22. The GM decides that since the Orc has Nightvision, that he won’t increase the TN of the Perception roll due to the darkness. So, the final TN of the Perception roll will be 22 (18 base + 2 from rolling over the TN + 2 from the Boon). The Orc has a Perception skill bonus of 5. The GM rolls an 8 and a 4 for the Orc giving him a total of 17, and he fails to spot Argon sneaking past.


 

Opposed Saves

There will be times when one or more characters (or NPCs) will oppose one another and where there are no skills involved. To resolve this, each character simply makes a Saving Throw (using the same TN) of the appropriate type. And the winner is the one who has the highest amount over TN of the Save. In cases of a tie, a second Saving Throw is made, and the TN of this second Save is 3 points higher than the one before. Repeat as required until there is a winner.

 

Character Deductions

There may be times where the player’s character may have the ability to figure something out, but the player does not. In such cases, it would be proper for the GM to call for the character to make a Save vs. Intelligence. If this Saving Throw succeeds, then the character will remember some pertinent detail or fact that helps him figure it out. Exceptional rolls can allow for the character to remember more information. This type of roll can never give a character information that he would not already possess. This is meant to be an aid to the GM, especially when he makes a puzzle that is too hard for the player, but might not be for the character.