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FHG1000 Free

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0% found this document useful (0 votes)
165 views114 pages

FHG1000 Free

Uploaded by

miko
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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#1000_

NOVUS
O B
P E
E T
N A

Fantasy Roleplaying
Game
mike chongsit (order #3000834) 8
NOVUS
Fantasy Role-Playing Game

Firehawk Games
mike chongsit (order #3000834) 8
Credits
Interior Art:
Some artwork copyright to Kosuke Mita Open Beta Playtesting
Some artwork copyright to Joe Calkins We here at Firehawk Games have decided to try something
Some artwork in this book is ©2006 Reality Deviant new. Well, at least it is new to us.
Publications, used with permission. We have recently developed this new role-playing game
Project Specific Contributions: that we call Novus, and we hope that you enjoy playing it.
Author & Designer: Tim Dugger The “new” part comes from the fact that we are releasing
Editors: Tim Dugger and Lori Dugger; Novus in 2 separate ways as part of our Open Beta playtest.
Proofreading: Tim Dugger, Ken-ichi Futaba & the Free PDF - The first method of release is the free PDF.
Playtest Team; This is a no-frills PDF. It will have no bookmarks, no
Playtesters (and helpers extraordinaire): Steven artwork, no index, no internal links, nothing except
Alban, Steve Albert, Geoff Atkinson, Jason “me, plain (formatted) text in a PDF. The only updates that
the GM!!” Belack, James Bennett, Graham Bottley, this PDF will receive are the rules updates.
Massimiliano Caracristi, Matt Clay, Clint “No
Pay PDF - The second method of release for the Open
Toes” Conner, Jason DeYoung, Sam Deckoff,
Beta is a PDF that costs only $5 to begin with, but
Jayson “Jigger” Driscoll, Bastian Flinspach, Travis
whose price will go up as it moves closer to being a
Friedman, Ken-ichi Futaba, Chris Garland, Josh
finished product. This version will start off identical
Rellik Georges, Tim “Samwise7” Harper, Nozomi
to the Free PDF, except that it will have the bookmarks
Hatakeyama, Bryan “The man with two first
and internal hyperlinks. In addition to the rules
names” Henry, Tom Hoffer, Craig Huber, Jon
updates, this version will also be updated with the
Huber, Craig Johnson, Dustin “Togar Skullcrusher”
addition of an index, as well as having artwork added
Kiefer, Masao Kobori, Viktor Korimir, Marybeth
as we move closer to completion.
Langdon, Gina Mekic, Nick Mekic, Ward Miller,
If you downloaded the free version, and enjoyed reading
Christopher “GM” Morrell, Pete Mujica, Tina
and/or playing it, then I hope that you will show support
Mujica, Eiji Murayama, Jerry Nye, Kallen Ondrako,
for Firehawk Games and go back to purchase the more
Bennett Osterwise, George Osterwise, Raphael
deluxe version of the PDF. My cats will thank you.
Päbst, James Lynn Parnell, Don Pierce, Victoria
The current plan is for the Open Beta to run from 6 to
Pierce, Right Wing Wacko “RWW”, Brian Ross,
10 months, during which time Novus will only be available
John Ross, Thomas Søderberg, Bruce Sorensen,
as a PDF. Once we have a final product, then we will then
Greg Stough, James “Witchking” Walker;
make print versions available.

Novus Copyright © 2011 by Tim Dugger and Firehawk Games. All rights reserved. No reproductions without permission.
Stock #1000 ISBN xxxxxxxxxxxxxx

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Table of Contents
Introduction..................................................... 4 Spell Lists.............................................................................52
System Mechanics Overview.......................................... 5 Universal Spells...............................................................53
Glossary............................................................................. 6 Black Magic.....................................................................55
Character Creation........................................... 7 Divine Magic...................................................................57
Character Creation Overview............................................. 7 High Magic......................................................................59
Character Concept............................................................... 8 Mysticism........................................................................61
Choose Race.......................................................................... 8 Natural Magic.................................................................63
Humans, Elves............................................................... 9 Wizardry .........................................................................65
Dwarves, Halflings.....................................................10 Summoning Spells & Rituals.............................................67
Half-Elf, Half-Orc.......................................................11 Running Novus............................................... 69
Choose Background...........................................................12 Resolving Rolls....................................................................69
Choose Character Class.....................................................13 Types of Rolls..............................................................69
Archer, Fighter............................................................13 Base Difficulty Ratings...............................................70
Mage, Martial Artist, Minstrel..................................14 Occupational Hazards........................................................72
Rogue, Thief................................................................15 Falling Damage...........................................................72
Generate Stats.....................................................................15 Extreme Temperatures...............................................72
Secondary Stats...........................................................16 Handling Traps...........................................................72
Develop Your Character....................................................18 Landslides/Cave-ins...................................................73
Learning Skills.................................................................19 Light & Vision.............................................................73
Resolving Skills...............................................................19 Watery Hazards...........................................................74
Skill Descriptions................................................................20 Strategic Movement............................................................75
Acrobatics, Athletics, Combat Skills........................20 Injuries, Healing & Death..................................................75
Crafting, First Aid, Gimmickry................................21 Injuries & Healing..........................................................75
Influence, Lore............................................................21 Death & Dying................................................................75
Magecraft, Navigation, Perception ..........................22 Spheres of Influence...........................................................75
Performing Arts, Riding............................................22 Advancing Levels................................................................76
Spellcasting, Stealth, Streetwise ...............................23 Awarding Experience Points.............................................76
Survival, Tracking, Trickery......................................23 Experience Awards.....................................................76
Talents..................................................................................24 Creatures & Treasures.................................... 78
Talent Descriptions....................................................24 Encounters...........................................................................78
Equip Your Character........................................................29 Planned Encounters...................................................78
Money..........................................................................29 Random Encounters...................................................78
Equipment.......................................................................29 Creatures..............................................................................79
Accessories..................................................................29 Treasures..............................................................................97
Armor & Shields.........................................................31 Treasure Table.............................................................97
Food & Lodging..........................................................32 Sample Magic Items.......................................................98
Transport.....................................................................33 Herbal Remedies.........................................................98
Weapons.......................................................................34 Potions.........................................................................99
Weapons.......................................................................34 Scrolls.........................................................................100
Encumbrance..................................................................36 Magical Weapons & Armors...................................100
Finishing Your Character..................................................36 Staves, Rods & Wands..............................................102
Combat........................................................... 37 Amulets, Rings, and other Jewelry.........................103
Combat Basics.....................................................................37 Miscellaneous Magic Items.....................................104
The Combat Round............................................................38 Appendix...................................................... 105
Special Situations................................................................39 Combat Boons..........................................................105
Combat Moves....................................................................42 Snags...........................................................................106
Combat Styles.....................................................................46 Casting Boons...........................................................106
Magic.............................................................. 48 Skill Boons.................................................................106
How Magic Works..............................................................48 Notes............................................................. 107
Schools of Magic.........................................................48 Character Sheet............................................ 108
Learning Spells................................................................50
Index............................................................. 110
Casting Spells..................................................................50
Counterspells..............................................................51

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Player’s Section

Introduction

Welcome to the Novus RPG. And all readers should also feel free to stop by the
The introduction is usually where the game explains Firehawk Games website and discuss any rule changes or
what role-playing is and what it is all about. Unlike other potential changes for their games. We have a great group of
games, I am not going to do that here. This is because I fully people there and they would all be more than happy, myself
expect that you will have played role-playing games before, included, to aid you in devising any rules you might need
and because there are, quite frankly, games out there that for you specific group/game.
serve as a better introduction to role-playing games. Acknow ledgements
This game was designed to be fun and exciting, and to be To paraphrase a famous quote, “no game is an island.”
flexible enough that an experienced Game Master (GM) will This means that game designers and game authors are and
be able to easily adapt it to whatever setting he prefers to use always will be influenced, to some small degree by every
for his games. This is sometimes known as Rule Zero. game that they have ever read or played. The same is true
Each gaming group is different and will approach the rules here. Considering that I have read and played many games
from their own unique perspective. There will be aspects that over the years, I am sure that folks will likely see tiny bits of
they rely upon more heavily than other groups. There will be many different games that have inspired me.
instances where the rules don’t cover every possibility. Novus To all of the game designers that have come before me, I
doesn’t even try to, but it does try to give you, the GM, the tools salute you! You are true inspirations, one and all.
with which you can resolve things in a consistent manner. To everybody who tries this game and plays it, I hope that
There will be times when you want to create or add in you enjoy the hell out of it and do so for many years to come.
your own rules to better suit your group or the setting you
Special Thanks
will be playing in. We fully encourage this, but also feel
that it is important that any alterations to the rules be fully Before you delve into the game itself, I would like to take
discussed with the whole gaming group before they are a moment of your time to give thanks to my play-testers.
implemented. This makes sure that everybody knows what Without their prodding and feedback and suggestions, this
it going on and what rules are to be used and thus makes the game might never have gotten as far as it has.
game more fun for all. With such friends and support, all things are possible!

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Player’s Section

System Mechanics Overview


Before we move on to how to create your character, we Nova Roll: This occurs when you roll a 10 on one die and a
will do a quick overview on the mechanics of the game. 1 on the other. Instead of having one die implode while
Basic Mechanics the other die explodes, the two cancel each other out,
Novus uses a simple roll over Target Number (TN) and the roll is resolved normally without an explosion
system. What this means is that you roll the dice, add in or implosion. The character also receives a Fate Point (p.
any bonuses or other modifiers and if the result is equal 16) when this happens.
to or higher than the TN of the task or action that you are However the task resolves, regardless of success or
attempting then you have succeeded in the task. It is up to failure, it resolves in an unusual manner or through an
the GM to determine the TN of a given task. unusual circumstance. The actual circumstances are up to
Combat uses the same basic mechanic, with the TN the GM based on the task and the situation at hand. Here
required to hit the foe being his DEF (Defense) rating. are two examples of how a GM might resolve this situation.
However, the defender, the person being attacked, can often Example 1: Joe’s character is picking the lock on a door.
take actions that may make it harder for them to be hit. This Joe rolls a 10 on one die and a 1 on the other. This is
is explained more fully in the Combat Chapter. a Nova roll. The 11, along with the skill bonus of Joe’s
Since Novus uses a 2d10 die roll in task resolution, this character is not enough to succeed in opening the lock.
will result in the majority of the rolls being in the 10 to 12 The GM decides that Joe’s character breaks his lockpick
range. This means that the actual skill ranks that a character in the lock and in a sudden fit of irritation, bangs his
has in a given skill will become more and more important as fist against the door. This pops it open for a second,
time progresses, especially for the more difficult tasks. before it bounces off the hand of Joe’s character and
Saving Throws shuts again. The door shutting jars loose the broken bit
of lockpick, spitting it out of the lock, allowing another
There will be times when the player is asked to roll a Save
attempt to open the lock to be tried.
against a certain stat in order to avoid some or all of the effects
of a spell, poison, or some other type of attack or maneuver. Example 2: Joe’s character is picking the lock on a
A Saving Throw has a default Target Number of door. Joe rolls a 10 on one die and a 1 on the other.
15. Certain effects and spells may have different Target This is a Nova roll. The 11, along with the skill bonus
Numbers for their Saves. of Joe’s character is just enough to succeed in opening
To make a Save, the player makes an explosive (see below) the lock. The GM decides that Joe’s character has set
2d10 roll and adds in his character’s Save Modifier (5 + off a poison dart trap, but that Joe’s character spots it,
the appropriate stat bonus), along with any other special and rears back to avoid it (no rolls required for any of
modifiers that might apply. If the result equals the Target this). In doing so, Joe’s character knocks into another
Number of the Save or is higher, he succeeds and is not character standing behind him, with a sword at the
affected (or receives a lesser effect in some cases). ready. This other character falls forward and to one
Exploding & Imploding Dice Mechanic side, his sword slipping between the door and jam, and
The mechanics for explosive and implosive rolls are not as he shifts to the side, his weapon pries open the door,
complex at all. When you roll the dice for a task, you look at without breaking either the door or the weapon.
each die before adding them together with whatever bonuses Unless stated otherwise, all dice rolls should be considered
apply to the task you are attempting to accomplish. If the to be “explosive”. For example, initiative rolls will specifically
number is from 2 to 9, then you continue as normal. However, state that they are a “non-explosive” roll.
if the die has a 1 or a 10 (some dice have this marked as a 0, but Snag & Boon Point Mechanic
it is read as a 10), then it implodes or explodes accordingly. With exploding and imploding dice, we can easily have
Exploding Dice: When the result on a die is a 10, then it rolls that are well below or well above the Target Number
explodes. This means that you get to sum the two dice, (TN) of the task at hand.
and then reroll the one that had the 10 on it and add On the high side, for every 10 points above the TN of the
that to your total as well. You can continue to do this as task that the player’s total roll is, including all modifiers, he
often as your die result comes up a 10. Once a die has earns one Boon Point. Boon Points (see p. 71) are then spent
exploded, it cannot implode during the reroll process. to enhance the results of the roll in some manner. Perhaps the
Imploding Dice: When the result on a die is a 1, then character succeeded better than required, or took less time, or
it implodes. This means that you get to sum the two earned a bonus to his next attempt at the same skill. The choice
dice, and then reroll the one that had the 1 on it, and would be up to the player, as he would use the Boon Points to
subtract that from your total. You would continue to purchase the special effect. Combat and spell casting will have
do this as long as you continued to roll ones on the their own Boon Point Tables for options that can be purchased.
imploding die. Once a die has imploded, it cannot For the general Boon Points table, the player may only purchase
explode during the reroll process. those options that would apply to the skill being attempted.

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Player’s Section
On the low side, the player earns 1 Snag Point for every Magic Stat – The stat that is specifically associated with a
10 points below the TN of the task that his roll was. As with given spell using Character Class or School of Magic. If
Boon Points, Snag Points (see p. 71) must then be spent a character is not of a spell using class, then he will use
to create a complication from those available. Of course, the the stat, Intelligence, as his Magic Stat.
complication must apply to the skill being attempted. Non-Player Character (NPC) – This is a character or
monster that is controlled by the GM.
Glossary Player Character (PC) – This is the character that is
The following is a short list of terms and words that may controlled by the player.
be confusing to those who are new to Novus. Saving Throw (Save) – This is a roll to resist or avoid being
Armor Rating (AR) – This value is subtracted from the affected by something (spell, poison, etc.) that is not
damage dealt to the character. It is subtracted from covered by any other type of roll. There are 8 types of
each attack. Saving Throws, one for each stat. The basic bonus used for
Attack Bonus (AB) – This is the character’s skill bonus making a Saving Throw is the Stat Bonus of the applicable
for the weapon that he is using, along with any special Stat plus 5, plus any other appropriate modifiers.
permanent modifiers for that weapon. School of Magic – This is both a method of casting spells
Attack Roll – This is the total of a 2d10 roll along with the and a philosophy towards casting that colors how a
attacking character’s Attack Bonus. character who knows that School casts spells and what
Character Class – This is method of defining certain spells they learn to cast.
aspects of the character, such as which skills are Spell Points (SP) – This is a measure of how much energy,
Favored Skills and which are not, as well as how magical or otherwise, that the character is able to
many Hit Points he receives each level and any special manipulate before he must rest. It could be considered
training or ability the character receives. a measurement of mental exhaustion.
Character Points (CP) – This is a pool of points used to Stat Bonus – This is a number that is based on the
develop the character. They can be spent on ranks in character’s Stat Value for a given stat. This number is
specific skills, Talents, Combat Moves, and Spells. added to skills and is part of the Save Modifier used in
Defense (DEF) – This is the number that must be equaled Saving Throws.
or beat in order for an attack to hit the target. Stat Value – This is the sum of the raw stat, any racial
Game Master (GM) – This is the person who controls the modifiers and any miscellaneous modifiers from other
actions and events of the entire campaign setting. He sources, such as Talents.
is NOT the enemy of the players. Stats – These are numbers that are used to describe
Hit Points – This is a measure of how much damage a various attributes of the character.
character can take before going unconscious and
before dying. At 0 hits, a character may do nothing
except to try and heal himself. At -11 hits, the character
is unconscious, and at -(10 + Constitution Stat Value)
the character will actually die.

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Player’s Section

Character Creation

In this chapter we shall show you how to make a character Most often, the specific details of a Background will depend
from the ground up. We will start off with a short overview upon the setting that is being used for the game. We have
of the process and then go through each step again, but in included a number of generic Backgrounds that can be used.
full detail. At the end of this chapter, a player should be able Step 4: Choose Character Class (p. 13)
to create a full first level character in short order. Once you have selected your character’s race and Background,
the next thing to do is to select your character’s Class. This class
Character Creation Overview defines some of the most basic information about the character,
Step 1: Character Concept (p. 8) such as what skills he has an affinity for. Each Class has a number
As silly as this may sound, you should have a basic idea of the of skills that are classed as Favored, which means that they have a
type of character that you would like to play before you even lower cost than other Standard Skills.
attempt to create a character. This Character Concept will be A character’s Class will also define one or more special
imporant as you make your decisions in the other steps. Many capabilities that the character might have, such as access to a
of those later decisions should come naturally and easily based specific School of Magic or granting additional Favored Skills.
upon the concept that you have devised for your character. It should be noted that it is quite likely that none of the given
Step 2: Choose Race (p. 8) character classes is a perfect match for your character concept.
This aspect of the character is something that should have This is quite okay, nothing is likely to be a perfect match, but
been fully decided in determining your character concept. you should choose the Class that is closest to your concept.
You need only select that race which fits your character Step 5: Determine Stats (p. 15)
concept, record the racial information on your character Not everybody is going to enjoy the same method of
sheet and then move on to the next step. determining their character’s stats. Novus offers you 2
Step 3: Choose Background (p. 12) separate methods for determining your character’s stats.
One of the things to determine in the character concept is There is the Random Method and the Stat Array Method.
where the character comes from, his Background. One of the This section will also tell you how to determine any
primary benefits of a Background is that it gives the character secondary stats such as how many Spell Points your
a number of free ranks in various skills. Additionally, a character has and how many Hit Points he has.
character’s Background can often determine a number of
other factors about the character, such as which languages
he has access to and thus can learn. Backgrounds often also
instill a number of base perceptions and attitudes that can be
used as a starting point for the character’s personality.

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Player’s Section
Step 6: Develop Your Character (p. 18)
The player receives 30 Character Points (CPs) to use in Character Concept
creating a first level character. For each level beyond first level While you might think that this is a superfluous step, spending
that the character achieves, he receives 15 additional Character a few minutes thinking about your character and what you want
Points. These Character Points may be spent on learning him to be like will prove to be very beneficial in the long run.
Skills, Spells, Combat Moves or acquiring Talents. Your initial character concept can answer many questions
Individual Skills are the last type of item a player may purchase about your character. You will likely want to sketch out a
for his character. Players are limited on how many total skill small bit of his history, and then start adding to it as you
ranks that the character may have in an individual skill. Refer to create the character. You will want to decide upon his race, his
the section on Learning Skills (p. 19) for more information. Background, the things that you think he should be good at.
Spells are codified methods of utilizing magical energy to You will want to put some thought into his personality
create specific effects. and motivations. Are there events in his past that shaped his
Combat Moves are special actions that can be performed outlook? What drives the character to do the things that he
instead of a normal, standard attack. They allow the does? Is he interested in fame or wealth? Is he running away
character to produce results other than simple damage. from some dark secret in his past?
Talents are special capabilities that do not require or While these rules do not give Alignment labels like a certain
invite continued improvement once learned. In most cases, famous set of rules, there are traits known as good and evil,
a Talent may only be acquired once. Some Talents may also and many shades of grey between the two extremes. You should
require other Talents as prerequisites. figure out what sort of tendencies your character will exhibit.
Step 7: Equip Your Character (p. 29) Once you have given this all some thought, and gotten at
Once the player has spent all of his character’s Character least a basic idea of what you want your character to be like,
Points, it is time for him to spend his gold. Every character you can then move on to the next step and actually begin
will start with a few basic items as described in the beginning creating your character.
of this section, but the player will likely want to get him some
more equipment, specifically for the adventuring that he is
planning on his character doing.
Choose Race
The next step in creating your character is to choose
The tables given in this section will provide you with the
your character’s race. Each race has several aspects that help
most common items that an adventurer may require or want.
define your character.
Step 8: Tally Bonuses (p. 36)
Stat Modifiers
This is the point in time where the player should, if he has
not done so already, go over his character and make sure that Humans are the standard race against which all other
he has tallied all skill bonuses and to make sure that he has not races are compared. Average Humans will have stats ranging
forgotten anything. from 6 to 20 (see p. 15 for more information on the stats
and stat generation).
Step 9: Begin Play!
Other races receive Stat Modifiers. These modifiers apply
Of course, this requires that you have other players and a
to both the character’s actual stat as well as the potential
GM to run things
maximum that the character can have. For the current stat, the
Stat modifier is simply applied to the generated number for
that stat. For the character’s potential maximum for a stat, you
simply apply the modifier to 20, the maximum for a Human.
Example: Halflings have a +2 modifier to
Dexterity and a -4 modifier to Strength. The
player would generate their stats as normal, and
then apply the modifiers to both the actual stat
and the stat’s maximum.
If the player generates a 16 for his Dexterity and
17 for his Strength; then after applying his racial
modifiers, he would have an 18 (16 + 2 = 18) for
his Dexterity and a 13 (17 – 4 = 13) for his Strength.
And his potential maximums would be 22 (20 + 2 =
22) for Dexterity and 16 (20 – 4 = 16) for Strength.
Special Abilities
Many races have a number of abilities and capabilities
that are unique to all members of that race. This section of
the racial description details them for you.

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Humans Elves
Humans are versatile and able to adapt to many locations Though basically similar to Humans in many ways, Elves
and climes that other races might not be able to. They also have several important, if subtle, differences. Elves are more
tend to be driven, to reach further, to try new things, to refined in appearance than Humans, having finer features
expand their horizons in a way that no other race seems and unmarred skin. Their long lifespan, of approximately
capable of. Most Humans live to be between 60 and 80 450 to 500 years, tends to give them a more unique
years of age if they can survive that long. However, it is not perspective of the world, to be able to take a long view on
unheard of for a Human to live up to 100 years, especially if plans. They often have no problem waiting decades for a
they have access to magical healing. plan to come to fruition.
Demeanor: Despite being one of the most diverse and Demeanor: Elves deeply respect nature and this shows in
adaptable races, humans all tend to have one thing in their outlook on the world around them.
common, ambition. The amount of ambition differs Appearance: Elves are shorter than Humans, and more
from person to person, but it seems that all humans slender overall, though still muscular. Elves average 5’ tall,
continually strive to build and expand, to reach above with females of the race ranging only a few inches shorter.
and beyond their current means. All have very lithe forms with Elven males weighing
Appearance: Humans run the gamut of skin coloring and around 140 pounds. They have upswept ears that top
body shape. They are one of the most diverse races when off in delicate points. Elves are unable to grow beards.
it comes to appearance. They range in height, 5’4”-6’4” Their skin color is usually a light brown, similar to that
for men; 5’-5’10” for women and have a range of builds of an acorn, while their eyes are often some shade of grey,
from thin to stocky to fat. Their hair and eyes run the green, purple or amber.
entire spectrum of normal shades. Males sometimes Elves retain a youthful appearance until just before the end
grow beards or mustaches. Quite often humans from a of their lives, aging dramatically over their last 5 years.
specific geographic area will all share similar racial traits. Stat Modifiers: +2 Charisma, +1 Dexterity, +2 Speed, -2
For example, humans from near the equator tend to have Strength, -3 Willpower
darker skin and less body hair, while those from northern
Size: Medium (Base Movement: 10’ per Action Point)
climes often have more body hair and paler skin tones.
Special Abilities:
Stat Modifiers: None
Nightvision, Greater: This ability allows a character to
Size: Medium (Base Movement: 10’ per Action Point)
see outdoors as well on a bright night as he would on
Special Abilities: a cloudy, overcast day. When he is indoors, this allows
Adaptability: Players may spread 4 points among the the character to see 3 times as far as normally allowed
character’s stats (not stat bonuses), No stat may by a light source.
receive more than 2 points from this ability. This Enhanced Senses: Excellent senses grant a +2 bonus to
special Adaptability bonus to stats does not affect the all Perception rolls.
potential maximum of a Human character’s stats. Nor
can they be used to increase a character’s stats beyond
their normal maximums.
Skill Flexibility: The player may select 3 skills to be
Favored Skills for his character. This applies to
individual skills only, not all instances of a skill that
needs to be specialized.

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Dwarves Halflings
Probably the overall physically toughest of the races, Halflings are one of the smallest of the civilized races, as
they are very resistant to poisons and diseases and have well as one of the hardiest. They like to carve their homes into
exceptional life spans of up to 350 years. the side of hills and live in small rural communities, away
They are superior craftsmen and love to mine the earth for from other races. Halflings live to be about 120 on average
precious gems and metals, forging them into weapons of strength and they are considered to be adults when they are 30.
and artifacts of beauty and power. Not as fertile as humans, Demeanor: Halflings are a small race, and they are often
they have few children; and less than a third of their people are treated dismissively by the larger races. They rarely feel
women, who are guarded jealously within their societies. safe when there are larger races around, so they will be
Demeanor: Dwarves are very straightforward and dislike on their guard at all times. Halflings have also learned to
‘beating around the bush’. They admire strength and use their size to their advantage; often by presenting non-
directness in others and dislike what they consider to threatening or childish appearance that allows the larger
be fripperies. To the Dwarves, something that is artistic races to underestimate them.
should be functional as well. This attitude shows in their Appearance: Halflings resemble miniature humans, between
demeanor and dealings with others. 3’ and 4’ in height, with females ranging only a few inches
Appearance: Dwarven males stand around 4’ 5” tall, while shorter. They have slightly pointed ears, although not quite
the females are slightly shorter (4’ 3”). A very stocky race, as pointed as Elves. Male Halflings average about 55 lbs in
the Dwarves look as though they have been compressed, weight, with females being slightly less.
their bodies expanding in width. Often weighing twice Stat Modifiers: -1 Charisma, +1 Constitution, +2 Dexterity,
what would be expected for someone their size, they +2 Speed, -4 Strength,
generally average 200 pounds. Size: Small (+2 DEF & Stealth; Base Movement: 5’ per
Dwarves are very fond of their beards, which may grow Action Point; Must use Halfling-sized weapons)
to lengths that hang past their waists. For many Dwarves,
Special Abilities:
hair and beards (for men) are almost always woven into
braids, weaving in colored stones and beads and rings Nightvision, Lesser: This ability allows the character to
that are more than just decorations. These items will each see, when outdoors on a bright night, up to 500’ as if
have a special significance to the Dwarves. it were just a very dark day. When he is indoors, this
allows the character to see twice as far as the light
Stat Modifiers: -1 Charisma, +3 Constitution, -2 Dexterity,
source normally allows.
-2 Speed, +2 Strength
Nimble Fingers: This ability grants the character a +4
Size: Medium (Base Movement: 10’ per Action Point)
bonus to all skills involving the manipulation of
Special Abilities: items with the hands (Gimmickry, Trickery, and crafts
Darkvision (30’): Character may see up to the distance requiring fine work such as jewelry making, etc.).
listed when in total darkness. If surrounded by
Note 1: Halfling-sized weapons do 1 fewer point of
darkness and within an area of light (i.e. like that from
Base Damage than normal-sized weapons, down to
a torch), he may see the distance given plus that of the
a minimum of 1 point of Base Damage.
light source. The character may see clearly up to twice
the given distance on a starlit night, and 10 times the Note 2: Halfling-sized equipment weighs about two-
given distance on a brightly lit night. thirds of the weight listed in the equipment tables.
Stone Sense: Dwarves are able to notice hidden things in In all other ways, except as listed in Note 1, it should
stone such as slight slopes, dangerous stone work, secret be treated as identical to normal sized equipment.
doors, etc. much easier than others. All Perception rolls
involving gathering information about stone objects
gain a bonus of +5.

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Half-Elf Half-Orc
Half-Elves can often pass as fully human in many cases. Half-Orcs are among the rarest of the racial crossbreeds. This
The only thing that gives them away is their slightly pointed is usually due to the habit of Orcs not allowing Half-Orc babies
ears. Unlike their Elven parents, many Half-Elven males to live. Most Half-Orcs live to be around 80 years old.
are capable of growing beards. Half-Elves usually live to be Demeanor: Half-Orcs often have a very aggressive nature,
around 300 years old. and may seem combative at first meeting. However, they
Demeanor: Half-Elves will have an attitude and outlook on are also fiercely loyal to those that they call friend.
life based on where they are raised, who they are raised by, Appearance: Half-Orcs resemble large muscular humans
and how that culture views those with mixed parentage. with a slightly bestial appearance. The most common
Appearance: Half-Elves resemble humans more than they do characteristics are a low hanging brow, jutting jaw and
Elves, ranging from 5’2” to 5’8” tall, with slim builds, and small tusks thrusting up from the jaw, though rarely as
weighing from 150 to 180 lbs on average. Hair and skin color pronounced as those found on Orcs. Half-Orcs are often
can vary widely, just as with humans. The only real tell-tale between 5’8” and 6’6” tall and weighing in at roughly 200
of Elven parentage is that they have slightly pointed ears. to 250 lbs on average.
Stat Modifiers: +1 Charisma, +1 Dexterity, +1 Speed, -1 Stat Modifiers: -2 Charisma, +2 Constitution, +2 Strength,
Strength, -2 Willpower -1 Wisdom
Size: Medium (Base Movement: 10’ per Action Point) Size: Medium (Base Movement: 10’ per Action Point)
Special Abilities: Special Abilities:
Nightvision, Lesser: This ability allows the character to Nightvision, Lesser: This ability allows the character to see,
see, when outdoors on a bright night, up to 500’ as if when outdoors on a bright night, up to 500’ as if it were just
it were just a very dark day. When he is indoors, this a very dark day. When indoors, this allows the character to
allows the character to see twice as far as the light see twice as far as the light source normally allows.
source normally allows. Keen Sense of Smell: This grants the character a +2 bonus
Enhanced Senses: Excellent senses grant a +1 bonus to for all Perception and Tracking rolls that can be made
all Perception rolls. using the character’s sense of smell.
Skill Flexibility: The player may select 2 Standard Skills Sturdy Build: The character is very tough. This ability grants
to be classified as Favored Skills for his character. This him a bonus of 5 additional hit points starting out, a +1
applies to individual skills only, not all instances of a Strength modifier. This Strength modifier is already figured
skill that needs to be specialized. into the Stat Modifiers listed above.

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Choose Background Subterranean


Those from this Background live in cities carved out of
Once you have selected the race of your character, the next step
the interior of mountains.
is to decide his Background. A character’s specific Background
can influence the character’s personality and outlook, among Skill Ranks: Athletics (3), Crafting (3), Combat
other things. More importantly, the Background also tells you Skills (6), Lore: Local Region (2), Magecraft (1),
the sort of skills that he learned as a child. Perception (2), Stealth (1), Survival (2)
This childhood and adolescent development is represented
by the Background giving the character free ranks in a Sylvan
number of skills. Each Background lists the skills along with Those from this Background live in harmony with nature,
the number of free ranks in parenthesis after the skill’s name. often in villages found in deep forests.
If the free ranks are given in a skill that needs to be Skill Ranks: Athletics (1), Crafting (2), Combat
specialized, and the Background does not list the actual Skills (4), Lore: Local Region (2), Magecraft (2),
specialization, then you, the player, must place those ranks Perception (2), Stealth (3), Survival (2), Tracking (2)
into individual, specialized versions of the listed skill.
However, no individual skill is allowed to have more than 3 Urban, Lower Class
ranks placed into it in this manner. Those from this Background are often found in the worst
Example: A given Background is allowed to give parts of a city. These are the people who do most of the
3 ranks to the Stealth skill because that skill is drudge work in the city. They are also the ones most likely
specialized. However, if a Background gives 4 to be associated with crime and thievery.
ranks in Combat Skills, then the player may only Skill Ranks: Athletics (2), Combat Skills (3),
place a maximum of 3 ranks in one Combat Skill, Gimmickry (2), Influence (2), Lore: Local Region (2),
and the remaining rank in a second Combat Skill, Perception (2), Stealth (2), Streetwise (3), Trickery (2)
or split the 4 ranks evenly between 2 skills, or any
other viable combination. Urban, Middle Class
Once you have chosen a Background for your character, Those from this Background are considered to be the
you should record the number of skill ranks you received in backbone of the city. They are the merchants and the
the BG column of the Skills section of the Character Sheet. average workers.
Barbarian Skill Ranks: Athletics (2), Combat Skills (3),
Crafting (3), Influence (2), Lore: Local Region
Those from this Background come from a variety of
(2), Lore: player’s choice (2), Perception (3),
different tribal cultures. Some may be nomadic while others
Performing Arts (1), Riding (1), Streetwise (1)
live in small villages as hunters and gatherers.
Skill Ranks: Athletics (2), Combat Skills (4), Lore: Urban, Upper Class
Local Region (2), Navigation (3), Perception (2),
Those from this Background often form the ruling class
Stealth (2), Survival (3), Tracking (2)
of the city. They are more educated and often feel a sense of
superiority over those from the lower classes.
Hillock
Skill Ranks: Athletics (2), Combat Skills (3),
Those from this Background tend to live in small, quiet
Crafting (3), First Aid (2), Influence (2), Lore: Local
communities with their homes built into the side of hills.
Region (2), Magecraft (2), Perception (2), Riding (2)
Skill Ranks: Athletics (2), Crafting (3), Combat Skills
(2), First Aid (2), Lore: Local Region (2), Gimmickry
(2), Perception (2), Stealth (3), Trickery (2)

Rural
Those from this Background live in small towns and
villages away from the hustle and bustle of the cities.
Skill Ranks: Athletics (2), Crafting (2), Combat Skills
(3), Lore: Local Region (2), Navigation (1), Perception
(2), Riding (2), Stealth (2), Survival (2), Tracking (2)

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Choose Character Class Archer


An Archer is a character who specializes in the use of
Review each of the Character Classes that we provide
bows. He is also good at hunting out in the wilderness.
below and then select the one that best suits your Character
Favored Skills: Athletics, Combat Skills (Bows & 1 other),
Concept. Each has several aspects that help define them.
Navigation, Perception, Stealth, Survival, Tracking, and 2
They are as follows:
additional skills of the player’s choice.
Favored Skills: Skill costs are based on whether the skill Prime Stats: Dexterity and Wisdom
is a Favored Skill or a Standard Skill, as well as how Special Abilities:
many ranks the character currently has in the skill. • The character is an expert with one type of bow. So
Starting off, Favored Skills cost 1 Character Point (CP) long as he is not mounted or has not moved in the
and Standard Skills cost 3 CP per rank, and the costs round in which he fires, his penalty for each Range
for both increase from there, depending upon the total Increment is only -2 instead of the normal -4. If
number of ranks that the character has in the skill. The he takes a round to prepare before his shot, there
listing for Favored Skills may allow the player to select is no penalty at all for range. The character cannot
one or more skills to be considered as Favored Skills. be wearing torso armor heavier than Reinforced
In all such cases, the choice applies only to a single Leather for this ability to work. [Archery]
instance of a skill (1 Lore skill, 1 combat skill, etc.). • The character is trained in the wearing and use of padded
Prime Stats: Every Character Class has 2 stats which are cloth, furs, and soft leather armors. [Armor, Light]
felt to be the most important for that given class. It • Gain a +2 modifier to the Combat Skill for Bows.
is recommended, but not required, that you put your [Combat Training I]
highest stat scores into those stats. If a listed stat has an • Gain a +1 modifier to all other Favored Combat
asterisk (*) next to it, then this is considered the Magic Skills (excluding Bows). [Combat Training I]
Stat for that Class. • Gain a +1 bonus to DEF. [Combat Training I]
The Magic Stat is the stat that is used for the • Gain an additional 5 Hit Points. [Combat Training I]
Magecraft and Spellcasting skills. If a Class does not • All Combat Moves use the I CP cost instead of the U
have a Magic Stat listed (i.e. no default School of CP cost. [Combat Training I]
Magic), then the Intelligence stat should be used for
the Magic Stat. If such a character later learns a School Fighter
of Magic, then his Magic Stat will change to be the one Fighters are primarily combat specialists. Fighters will
used for that particular School. find it easy to develop a variety of different weapons and to
Special Abilities: This section lists any special abilities wear heavier types of armor.
that members of this Class will automatically have. If Favored Skills: Athletics, 3 Combat Skills, First Aid,
the special ability is part of a specific Talent listed in Perception, Riding, Survival, and 2 additional skills of the
the Talent section, this will be noted at the end of the player’s choice.
special ability’s description inside of brackets [ ]. Any Prime Stats: Strength and Constitution
character of that Class should be considered as having Special Abilities:
that listed Talent, especially when considering whether • The character is trained in the wearing and use of
or not they may acquire that talent more than once. reinforced leather armors (hard leather, leather scale,
Some Classes may have special abilities that are etc.) as well as in the wearing and use of padded cloth,
not actually listed, such as the Favored Skill talent, but furs, and soft leather armors. [Armor, Medium]
that are already figured or added into other areas of • Gain a +2 modifier to all Favored Combat Skills.
the Class description. [Combat Training II]
• Gain a +2 bonus to DEF. [Combat Training II]
• Gain an additional 10 Hit Points. [Combat Training II]
• All Combat Moves use the II CP cost instead of the U
CP cost. [Combat Training II]
• The character has learned how to best utilize any
shield he acquires, gaining a +1 modifier to the DEF
rating of any shield he uses. [Shield Training]

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• Gain an additional +1 modifier to any one Favored
Mage Combat Skill. [Combat Training I]
There are many different types of Mages, but one thing • Gain a +1 bonus to DEF. [Combat Training I]
that they all have in common is that their primary focus and • Gain an additional 5 Hit Points. [Combat Training I]
interest lies in a single School of Magic. • All Combat Moves use the I CP cost instead of the
When a player selects this Class for his character, he must also U CP cost. [Combat Training I]
select a specific School of Magic. The character’s actual Class • Select two weapons to use with a Weapon Kata
title and Prime Stats will be based upon the School selected. [Weapon Kata x 2]
Favored Skills: Magecraft (all), Perception, Spellcasting and
3 additional skills of the player’s choice. Minstrel
Prime Stats: varies according to School of Magic The minstrel is a performer. He often earns his living
Special Abilities: by entertaining people as he travels. The minstrel is
• The character must select one of the Schools of often able to go places and learn things that others
Magic from the Schools of Magic table. This will might not be able to.
determine which School is his primary School and Favored Skills: Acrobatics, 2 Combat Skills, Influence,
what his Prime Stats are going to be. [Major Adept] Perception, Performing Arts (all), Trickery, and 2
• When purchasing spells, the character uses the “Mj” additional skills of the player’s choice.
CP costs instead of the “N” CP costs. [Major Adept] Prime Stats: Wisdom and Charisma
• The character begins with a base of 15 Spell Points. Special Abilities:
[Major Adept] • The character is trained in the wearing and use of
padded cloth, furs, and soft leather armors. [Armor,
Martial Artist Light]
The Martial Artist is a person who has dedicated himself to • Gain a +1 modifier to all Favored Combat Skills.
honing his mind, body, and spirit; turning it into a living weapon. [Combat Training I]
Favored Skills: Acrobatics, Athletics, Combat Skill (Advanced • Gain an additional +1 modifier to any one Favored
Martial Arts), Combat Skill (Basic Martial Arts), Perception, Combat Skill. [Combat Training I]
Stealth, and 3 additional skills of the player’s choice. • Gain a +1 bonus to DEF. [Combat Training I]
Prime Stats: Strength and Speed • Gain an additional 5 Hit Points. [Combat Training I]
Special Abilities: • All Combat Moves use the I CP cost instead of the U
• The character is able to learn the Combat Skill: CP cost. [Combat Training I]
Advanced Martial Arts. [Advanced Martial Arts • Gain a +2 modifier to all Performing Arts skills and to
Training] Trickery. [Natural Talent]
• Gain a +1 modifier to all Favored Combat Skills.
[Combat Training I]

Schools of Magic
Prime Stats
School Title Description
Magic Other
Black Magic Warlock Chr Will The study of the darker side of magic. Black Magic is often associated with
evil among many cultures and thus many people fear it.
Divine Magic Cleric* Wis Chr Divine Magic isn’t really a study of a specific field of magic so much as it is
the collected disciplines and doctrines of Priests and Clerics empowered by
the magical energies supplied by the caster’s deity or deities.
High Magic Magician Int Will High Magic is the study of some of the most iconic forms of magic such as
conjuration, illusions, etc.
Mysticism Mystic Will Wis Mysticism is the study of the inner self, utilizing one’s own inner strength
and spirit, focusing it through what is sometimes called chi energy.
Natural Magic Druid Wis Con Natural Magic is the study of magic concerning plants and animals and the
four basic elements; fire, earth, air and water.
Wizardry Wizard Int Chr Those who study Wizardry have discovered how to use special words and phrases
to shape magical energy and form spells. For them, words really do have power.
* = Clerics are considered to be priests of a single generic deity who is opposed to evil. For Clerics of a specific deity,
the GM should put together a Sphere of Influence spell list (see p. 14) based on the deity.

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Rogue Generate Stats


Rogues are at home in the wilderness. They often make
Your character has 8 primary stats and a number of
their living as hunters or trappers, or even explorers. They
secondary stats that are derived from those primary stats.
have minor capabilities in a lot of areas, allowing them to be
The following descriptions give you a better idea of what the
extremely diversified. This allows them to be very self-sufficient.
8 primary stats represent.
Favored Skills: Athletics, 2 Combat Skills, Navigation,
Perception, Riding, Survival, Tracking and 2 additional Charisma (Chr) – This is the character’s strength of
skills of the player’s choice personality, his ability to inspire others and to command a
Prime Stats: Strength and Dexterity group or gathering. It is sometimes referred to as leadership,
Special Abilities: psychic ability, perceived power, bardic voice, etc.
• The character is trained in the wearing and use of Constitution (Con) – This is the general health and well
reinforced leather armors (hard leather, leather being of the character. His resistance to disease and the
scale, brigandine, etc.) as well as in the wearing ability to absorb physical damage are also reflected in
and use of padded cloth, furs, and soft leather this stat. It is sometimes referred to as health, stamina,
armors. [Armor, Medium] endurance, physique, etc.
• Gain a +1 modifier to all Favored Combat Skills. Dexterity (Dex) – This is the character’s hand and eye
[Combat Training I] coordination. His grace and litheness are the prime
• Gain an additional +1 modifier to any one Favored components of this stat. It is sometimes referred to as
Combat Skill. [Combat Training I] agility, deftness, grace, adroitness, litheness, etc.
• Gain a +1 bonus to DEF. [Combat Training I] Intelligence (Int) – This is the character’s ability to absorb,
• Gain an additional 5 Hit Points. [Combat Training I] comprehend, and categorize data for future use. It also
• The character has learned how to best utilize any reflects his ability to draw logical conclusions. It is
shield he acquires, gaining a +1 modifier to the DEF sometimes referred to as reasoning, logic, deductive
rating of any shield he uses. [Shield Training] capacity, wit, IQ, etc.
Thief Speed (Spd) – This is essentially a measure of how fast the
character is. It is sometimes referred to as quickness,
Thieves are specialists in infiltration and in dealing with
reaction time, readiness, reflexes, etc.
mechanical devices such as locks and traps.
Favored Skills: Acrobatics, 2 Combat Skills, Gimmickry, Strength (Str) – This is the character’s ability to use his existing
Perception, Stealth, Streetwise, Trickery and 1 additional muscles to the greatest advantage. It is sometimes referred to
skill of the player’s choice as power, might, force, conditioning, physique, etc.
Prime Stats: Dexterity and Speed Willpower (Will) – This is a measure of the character’s
Special Abilities: Armor, Light; Waylaying; Combat control of the mind over body, his ability to stay focused
Training I or push harder in pursuit of some goal, or to draw upon
• The character is trained in the wearing and use of padded the inner reserves of determination. It is sometimes
cloth, furs, and soft leather armors. [Armor, Light] referred to as mental strength or power, self-discipline,
• Gain a +1 modifier to all Favored Combat Skills. mental fortitude, etc.
[Combat Training I] Wisdom (Wis) – This stat measures a combination of luck,
• Gain an additional +1 modifier to any one Favored genius, precognition, empathy, and the favor of the gods.
Combat Skill. [Combat Training I] It is sometimes referred to as perception, sixth sense, luck,
• Gain a +1 bonus to DEF. [Combat Training I] talent, guessing ability, psychic ability, etc.
• Gain an additional 5 Hit Points. [Combat Training I]
• All Combat Moves use the I CP cost instead of the U Stat Generation
CP cost. [Combat Training I] Each stat is comprised of 2 main elements. First there
• The character has learned how to knock a foe is the Stat Value; this is a number that is used to define
unconscious with a single blow. He must use a blunt or your stat. It is the sum of your Raw Stat, your Racial Stat
heavy weapon (such as a blackjack, club, mace, etc.) and Modifier, and any miscellaneous stat modifiers. It is often
he must either attack the target from behind or with used in other ways as well. Refer to the section below on
surprise. If the attack is successful, it does double Base Generation Methods to learn about the ways you can select
Damage and the foe must make a Save vs. Con or be from to generate your Raw Stats.
knocked unconscious for 1d10 minutes. [Waylaying]

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The second element is the Stat Bonus. This number is Stat Bonuses
determined by your Stat Value (see below). It is added to After determining your Raw Stats, total up the Raw, Race,
your skill ranks to give you your total skill bonus and is also and Misc. columns to determine the full Stat Value. Then
used for other things, such as Saving Throws (p. 69). use the following table to determine the Stat Bonuses for
Additionally, there is a Stat Maximum, although this each of your character’s Stat Values.
isn’t recorded on the character sheet. This is the maximum
possible Stat Value for a character of a given race. To Stat Bonuses
determine the Stat Maximum for a given stat, just add the Value Bonus Value Bonus
racial modifier for that stat to 20. As you go up in levels, 1-3 -3 16-18 2
you will be able to increase some of your character’s stats. 4-6 -2 19-21 3
However, you will never be able to increase them beyond the 7-9 -1 22-24 4
Stat Maximums for his race. 10-12 0 25-27 5
Generation Methods 13-15 1 28-30 6
Not everybody likes to generate their character’s stats in
the same manner. Therefore, we give you 2 basic methods to Secondary Stats
select from. Each has their advantages and drawbacks, but There are a number of Secondary Stats that are derived
the method you select should basically be the one you are from the 8 primary stats, or that are included here simply
most comfortable with. for completeness. We will go over each one separately.
Once you have determined what the stat numbers will
Defense (DEF)
be, you will then record them on your character sheet in the
“Raw” column of the Stats section. This is the Target Number that an attacker must equal
or beat in order to make a physical attack against your
Method 1: Random Generation – To generate your stats
character. Your character’s Base DEF is equal to 15 + your
using this method; you will roll 2d10 eight times,
character’s Speed Stat Bonus. This is your character’s base
dropping the lowest number from each pair rolled and
DEF even if he is surprised.
recording the remaining number on a piece of scrap
As your character gains skill in fighting, he will become
paper. You then select 2 of these numbers and add 10
more adept at avoiding attacks from foes. For every 5 ranks that
to each of them and place these as the Prime Stats for
the character has in his best melee-based Combat Skill, he gains
your Character Class. For the other 6 numbers, add
a +1 modifier to his DEF. This means that when he gets 5 ranks
5 to each and assign them to whichever stat you like.
in a melee skill, he gains a +1, when he gets 10 ranks; he gets
This will generate numbers from 6-15 for most stats,
another +1, for a total modifier of +2, and so forth.
and from 11-20 for your character’s Prime Stats.
There are other things, such as special abilities, shields, spells,
Example: John is rolling for his stats. He rolls 2d10, Combat Moves, and Boon Point results that can alter your
and gets a 9 and a 10 on his first roll. He drops the character’s DEF for either good or bad. The majority of these are
9, keeping the 10, jotting it down on a piece of scrap situational, meaning that they only apply in certain situations.
paper. For his second roll, he gets a 5 and a 10, so he If your character is prone, caught completely unawares
drops the 5, and again keeps the 10. His remaining (which is different from just being surprised) or unable to move
six rolls result in the following pairs: (4, 1); (9, 2); (9, for any reason, his DEF would be 12 + any magical bonuses.
1), (8, 8); (8, 1); and (7, 3). Dropping the lowest from
Fate Points
each pair results in the following numbers: 10, 10, 4,
9, 9, 8, 8, 7. John now selects 2 of these numbers, adds Every character starts with 3 Fate Points. He will then
10 to each and assigns them to his Suggested Stat. gain one additional Fate Point each level, up to a maximum
He then adds 5 to each of the other six numbers and of 5 Fate Points. A character who has 5 or more Fate Points
assigns them as he likes to his other stats. will not gain a Fate Point automatically upon gaining a new
level. However, a character is not limited to how many Fate
Method 2: Stat Array – In this method, you simply take Points he may have in total.
the 8 pregenerated Raw Stats (17, 16, 15, 14, 13, 12, 10, In addition to gaining Fate Points when going up levels, a
9) and place them in whatever order you like. character also gains them when they make a Nova Roll (a roll
of 10 on one die and a 1 on the other die). There may also be
other instances where Fate Points can be earned.
For each Fate Point spent, the player who spent the Fate
Point(s) rolls a non-explosive d10 (this is commonly known as
the Fate Roll) and then applies the total of the Fate Roll to the
results of the roll he is attempting to influence. He may add to
or subtract from the roll, whichever is most favorable for the
character that spent the Fate Points.

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A player may expend one or more Fate Points, up to a Characters may have a maximum number of Hit Points
maximum of 3 Fate Points, on any roll that directly affects his equal to their Racial Max Base plus their Constitution and
character. A player may also aid and/or hinder that do not affect Strength Stat Values.
him directly, such as the attack roll of a friend or of an enemy
Racial Max Base
who is attacking a friend. To do so, a player may expend 2 Fate
Dwarves 100
Points on rolls that do not directly affect him to produce the
Elves 70
same effect as spending a single Fate Point on his own roll, up to
Halflings 60
a maximum of 6 Fate Points.
Humans 80
The player may decide to spend Fate Points on a roll after
Half-Elves 75
he makes the initial roll; so long as the action or attack has
Half-Orcs 90
not actually been fully resolved (i.e. you cannot decide to
spend Fate Points on an attack roll after the foe takes the Example: Norn the Human Fighter has a Strength
damage from the attack). Stat Value of 18 and a Constitution Stat Value of
The player must decide how many Fate Points to spend 16. The maximum number of Hit Points that he
on the Fate Roll before making it. He cannot spend 1 Fate can have is 114 (80 + 18 + 16). Norn will start off
Point, see the result of that roll and then decide to spend a with 64 Hit Points. He gets the base of 20, plus his
second Fate Point on the same roll. Strength and Constitution Stat Values (18 and 16
Example: John is attempting to have his character respectively), and finally he gets 10 Hit Points from
sneak past a guard, so that he can break a fellow the Combat Training II talent that all Fighters have.
adventurer out of the prison. The TN for the task is 23, To increase his Hit Points, a character must purchase
and John’s character has a Stealth skill of 7. John rolls one of the Physical Training talents (Minor or Major).
a 2 and a 4, giving him a total roll of 13. John decides Each talent will give add a stat amount to the character’s
that he wants to use some of his character’s Fate Points Hit Points. However, they can never allow the character’s
to make sure that he succeeds. John decides to spend total Hit Points to exceed the maximum number that he is
3 Fate Points, the maximum he is allowed to spend, allowed based upon his race and his stats.
because he feels that his dice have been rolling poorly
Movement
this evening and he really wants to succeed at this task.
For the Fate Roll, he rolls a 9, a 10, and a 6, bringing Outside of combat rounds, it is expected that all
his total roll up to 37. This is 15 points more than the characters will adjust their movement rates so that they
TN of the task, so he earns a Boon Point as well. all move at the same rate. However, when dealing with the
more tactical situation of a combat round, we need to have a
John could not, however, decide to spend a single Fate more accurate method of dealing with movement.
Point, and upon seeing that it was a 9, decide to use Each character has a Base Movement given in their racial
a second Fate Point. description. The result is the number of feet that a character
Only one source of Fate Points may be applied to a single roll. may move for each Action Point (AP) spent during the
This means that if a player decides to use one or more Fate Points course of a combat round.
for a given roll, the GM or another player cannot also spend Fate Characters are also able to Run, or move at double their
Points to enhance or hinder that same roll any further. Base Movement rate. This also costs a single Action Point.
Should the use of a Fate Point produce a result that would However, all other actions in the round receive a -2 modifier
earn Snag (p. 71) or Boon Points (p. 71) on another for every Action Point spent on running in that round. If the
person’s die roll, the person who made the original roll character spent the entire round running, then the modifier
(i.e. the other person) is the one who spends Snag or Boon would apply to any actions taken in the first round once
Points, not the person who spent the Fate Points. the running has stopped. In this situation, the modifier will
Additionally, a player may spend Fate Points on Snags never be greater than what is appropriate for a single full
and Boons directly. Should the character earn one or more round of running.
Snag Points, he may spend one or more Fate Points to negate Example: Norn the Fighter has a Base Movement of
them, on a one for one basis. The character may also spend 2 10’ per AP. He can run 20’ per AP if he wants as well.
Fate Points to gain a Boon Point. Only one such Boon Point If Norn spends 2 AP running (moving a total of 40’),
may be gained in this manner for any given roll. all other actions within the same round will have a -4
Hit Points (HP) modifier applied to them.
To determine a character’s starting Hit Points, simply Characters may move faster than a Run, but doing so
add his Constitution Stat Value (not his stat bonus) and his requires an Athletics skill roll, with the actual number of
Strength Stat Value to 20, along with any special modifiers feet moved per each AP in the round being equal to the
from his Character Class or from Talents. character’s actual result of the roll. Every 5’ of movement
greater than that which a Run normally allows per AP also
increases the negative modifier by 1, so that moving 25’ per
AP gives a -3 modifier to all actions.

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Spell Points (SP) Orcish – This is the language that Orcs speak. It is guttural
Spell Points are basically a measure of how much magical and savage sounding.
energy, often referred to as mana, a character is able to Sleesh – This is the language of reptilian humanoids such as
manipulate before they are required to rest. How a character Kobolds and Lizardmen. It is a soft and sibilant language.
accesses and manipulates that mana is based upon their Thieves’ Cant – This is a specialized language, a sort
primary School of Magic, but how many Spell Points a of linguistic shorthand that can convey a lot of
character manipulate before requiring rest is based on the information in short order. The written form of this
type of Magical Adept they are and how skilled they are in language is actually a series of codes and markers
casting spells (i.e. the Spellcasting skill). that allow those who know this language to spot such
Major Adepts begin with a base of 15 Spell Points while underworld locations as places to sell stolen goods, or
Minor Adepts have a base of 10 Spell Points and non-Adepts where the local guild can be found. This language is
have no base Spell Points at all. All characters also receive 1 never taught to anybody who is not part of the thieves’
additional Spell Point for each skill rank (not total bonus) guild, and they take precautions to make sure that
they have in their Spellcasting skill. If the character has
more than one Spellcasting skill, then only the skill with the Develop Your Character
highest number of ranks is used.
Now it is time to develop your character. You do this
Spell Points are used to cast spells, with each spell
by spending Character Points on Skills, Talents and other
having its own unique Spell Point cost. Once a character is
things such as Combat Moves and Spells.
out of Spell Points, he has to rest to regain them. Refer to
Recovering Spell Points on p. 50 for more information on Character Points
how quickly Spell Points can be regained. You start off receiving 30 Character Points (CPs) to use
Starting Languages in creating a first level character. For each level beyond
Every character will start the game being able to speak 2 first level that your character reaches, he receives 15
languages and being able to write in one language. If your additional Character Points.
character is a Half-Elf or Half-Orc (p. 11), he will start These Character Points may be spent on a variety of things.
with a third spoken language. The spoken languages should It is up to you, the player, to decide what you want to spend
be based on the race and/or background of the character, them on. Here is a short list of the types of things that you can
with at least one of them being a common trade language for spend Character Points on when developing your character.
the area. The written language will be that of the character’s Skills (p. 19) – Skills are a big part of the game. They
native language. are used for casting spells, and swinging a sword, as well
Characters may learn additional languages by purchasing as many other types of activities or actions. Skills have
the appropriate Talents. different CP costs based on whether they are Favored
Sample Languages or Standard, and on how many ranks you have in them
Common – This is also usually the trade tongue for a when purchasing them. This is explained in the Learning
large majority of the campaign setting. Skills section below.
Dwarvish – Dwarves usually have two distinct dialects, Talents (p. 24) – Talents are special abilities that the
Low Dwarvish and High Dwarvish. High Dwarvish is character possesses. They can come from a variety of
rarely taught to outsiders, and spoken only when alone sources, such as a racial ability, a magically acquired ability
with other Dwarves. Low Dwarvish is more of a trade or even something that is simply learned once, and then
tongue for the Dwarves and they are more willing to no longer needs improvement. Your character actually
teach this to outsiders. already has a number of abilities from you Race and Class
selections. These are considered Talents for the purpose of
Elvish – This is the language of the Elves. This is sometimes
determining which ones you are allowed to purchase.
broken down into various dialects based on the region
All Talents are available for purchase when you first
where the Elves live. For example, Jungle Elves might
create a character. However, once play begins, you are
speak a different dialect of Elvish than the elves living
limited to those listed as being Trainable.
high in the northern mountains. High Elvish is the
dialect spoken in the royal Elvish courts, it is a formal, Combat Moves (p. 42) – Combat Moves are special moves
stilted language and quite different from common Elvish. that can be performed while fighting. Their cost varies
and is dependant upon whether or not you have one of
Halfling – This language is rarely heard because Halflings
the Combat Training Talents, and which one. There
rarely speak it when outsiders are around. They speak it
are a few Combat Moves that are free to all. These are the
only amongst themselves, preferring to use the language
most basic that anybody with any sort of weapon training
of neighboring races or cultures to interact with others.
will know. The others require special training, but once
Goblinoid – This is the language of Goblins and Hobgoblins. learned, may be used with any appropriate Combat Skill.

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Spells (p. 52) – Spells codified methods of manipulating Example: Joe is purchasing skill ranks for the
magical energy to produce specific effects. Spells are much Acrobatics skill. Joe’s character has a Stat Value of 14
like Talents in that they must be learned individually and for Dexterity. Joe’s character already has 12 ranks. This
once acquired, they don’t have to be purchased again. Every means that Joe is only allowed to purchase 2 ranks this
character is allowed to learn the Universal Spells. However, level because that will bring his total number of skill
your character must have a Talent (Major Adept or Minor ranks up to an amount that is equal to the Stat Value
Adept in a specific School of Mage) in order to learn spells for Dexterity, the stat associated with the Acrobatics
from a specific School of Magic. If your character is a spell skill. Starting with the next level, Joe will be limited to
caster, he will require ranks in Magecraft and Spellcasting, buying no more than 1 rank each level.
as well as knowing the specific spells. The Skill Summary table shows the list of skills and their
Learning Skills associated stats. If the stat column says varies it is because
specific instances of that skill may use different stats. You should
There are only two types of skills. Favored skills are refer to the specific skill description for more information.
those skills that are favored by a particular character class. Characters receive a number
Some characters may have other skills as Favored skills of free ranks in some skills Skill Summary
as well due to racial abilities, Talents, or possibly other from their Backgrounds. These Skill Stat
reasons. All skills that are not considered to be Favored ranks do not count against the Acrobatics Dex
are classified as Standard skills. number of ranks that may be Athletics Con
As you gain greater competence in a specific skill, it is purchased each level; however, Combat Skills varies
going to be more difficult to learn and increase your ability. they do count against the CP
This is reflected in an increased cost that depends upon how Crafting varies
cost of any skill ranks purchased.
many ranks you already have in that specific skill. The Skill First Aid Wis
Costs table gives you the cost of the next skill ranks you R esolving S kills Gimmickry Dex
purchase based upon how many ranks you already have and To make a skill roll, roll 2d10 Influence Chr
whether the skill is a Favored or Standard skill. and add your total bonus for the Lore Int
Skill Costs required skill. If the total is equal Magecraft varies
If you have this The cost for your next rank is to or higher than the Target Navigation Int
many ranks Favored Standard Number (TN) for the task, then Perception Wis
0-5 1 3 the character has succeeded. Performing Arts Chr
6-10 2 5 The Target Number Riding
11-15 4 7 Dex
is comprised of the Base
16-20 6 9 Spellcasting varies
21-25 8 11 Difficulty of the task along
Stealth Dex
26-30 10 13 with any special modifiers
that apply to the situation. For Streetwise Wis
31-35 12 15
36+ 15 15 example, an Average Difficulty Survival Wis
task has a Target Number of Tracking Wis
Note: The source of the skill ranks doesn’t matter. Your 15. The basic notation for this Trickery varies
cost is dependent upon how many ranks you currently is “TN15”. A task with a Target
have in that specific skill. Ranks are what you purchase Number of 18 would use the notation of “TN18”.
using Character Points and what you receive from your Characters may always attempt to accomplish skills
character’s Background. Stat Bonuses and other special even if they do not have any ranks in the skill. They would
bonuses or modifiers do not count as ranks. still receive any associated Stat Bonuses to such attempts.
However, the player should be warned that the roll for an
Maximum Skill Ranks Per Level
unskilled character is likely to be more difficult (and have
Players are limited to purchasing no more than 5 ranks in a higher Target Number) than it is for a skilled character,
a given skill each level. Once the character has a number of especially for skills involving knowledge or lore of some sort.
ranks in the skill equal to the Stat Value (not Bonus) of the
associated stat, he may purchase no more ranks that level
and he is then limited to purchasing no more than a single
rank each level.

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Snags & Boons Combat Skills [varies]
All skill rolls, including combat and spell casting, can The total skill bonus for a specific Combat Skill is referred
earn Snag or Boon Points. You earn Boon Points for rolling to as the character’s Attack Bonus (AB). There are a number
over the TN of the task; 1 Boon Point for every 10 points of Combat Skills, one for each group of weapons or special
over. If you roll under the TN, you earn 1 Snag Point for style of fighting. This means that the character will most likely
every 10 points your roll was below the TN of the task. have multiple Attack Bonuses, one for each Combat Skill. Each
Once you earn these points, you (the Player!!) must weapon group or combat style listed below is intended to be
immediately spend them. There are three lists of Boons, one developed as an individual skill, separately from all of the others.
for general tasks, one for combat, and one for spell casting, Combat Skills are classed in three general categories;
and one basic list of Snags that will have options that apply Melee, Ranged, and Unarmed. Each Combat Skill has its own
to various types of actions. stat associated with it, and the category is used to determine
Snags are often called failures or fumbles in other systems, the Combat Moves that may be used with a given skill. All
but a Snag need not always be a failure. It could be that it weapons that belong to weapon groups that are Ranged will
will simply take you extra time to complete the task, or that have a Range Increment (RI) measured in feet. Attacks made
you only got it partially complete, and have to make another against foes that are within that RI receive no modifier. For
roll in the following round. every full RI in distance that the target is from the character,
The important thing to remember about the Snag/Boon the character receives a -4 modifier to his attack roll. All
Point system is that you, the player, decide the outcome by ranged weapons have a maximum of 5 Range Increments.
spending the points that you earn based on your original roll The Range Increment for thrown weapons is the Strength Stat
for the task. There are no random rolls or results involved in Value of the character. The Weapons table in the equipment
this. You control the outcome, both good and bad. section (p. 34) will list the RI for each ranged weapon.
The Snag and Boon tables can be found starting on p. 105. The individual Combat Skills are as follows:

Skill Descriptions
Advanced Martial Arts (Spd – Unarmed): This is an
unarmed Combat Style. See the description on p. 46
There is a relatively varied selection of skills that a for more information on the prerequisites for this skill
character may choose to develop. The skills are listed below and more information on how it works.
in alphabetical order. Next to the skill, in brackets, is the stat Axes & Hammers (Str – Melee): Hand axe, Battle Axe,
associated with the given skill. The stat for some of the skills and War Hammer.
is listed as [varies] because the stat used will depend upon Basic Martial Arts (Spd – Unarmed): Anybody may
the specific instance of the skill being learned. acquire this skill. This allows a character to fight when
unarmed using the Unarmed Combat Moves. Refer
Acrobatics [Dex] to p. 45 for more information on the damage that
This skill provides a bonus for performing horizontal dives, unarmed attacks do. This skill is a prerequisite for
rolling, vaulting, climbing, swinging on objects, jumping, and learning Advanced Martial Arts.
maintaining one’s balance and other gymnastic maneuvers. Bows (Wis – Ranged): Includes Short Bow, Long Bow
This skill can also aid in reducing damage from falls. If and Composite Bow.
the character makes a successful maneuver he may subtract Boxing (Spd – Unarmed): The art of fisticuffs. See Boxing
2’ per rank in this skill from any and all falls. on p. 46 for more information.
Chains Plus (Dex – Melee): – Includes Ball & Chain and
Athletics [Con] Morning Star.
This skill encompasses multiple physical activities such as Clubs (Str – Melee): Includes Baton, Club, Mace and
climbing, swimming, weight lifting, running, and any other War Hammer.
activities that require an athletic effort of some sort. A single Crossbows (Int – Ranged): Includes Light Crossbow and
rank is all that is required for the most basic forms of athletic Heavy Crossbow.
activities. Encumbrance and Armor Penalties modifiers are Great Blades (Str – Melee): Includes Bastard Sword and
tripled for swimming. Greatsword. Weapons of this group are used 2 handed.
Pole Arms (Str – Melee): Includes Pole Arms, Pole Axes
and Spears. Weapons in this group are used 2 handed
and may be used to attack foes up to 10’ away.
Short Blades (Dex – Melee): Includes Dagger, Main
Gauche and Short Sword.
Slings (Dex – Ranged): Includes Sling and Sling Shot.
Spears (Dex - Melee): Includes Javelin and Short Spear.
Weapons in this group are used 1 handed and may be
used with a shield.

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Staves (Spd – Melee): Includes Quarterstaff, Short Spear
and Spear.
Gimmickry [Dex]
Swords (Str – Melee): Includes Bastard Sword, This skill deals with all things mechanical. You can use it
Broadsword, Falchion, Rapier and Scimitar. to disarm traps, set traps, pick locks, and more. Devices of
Thrown Axes & Hammers (Dex – Ranged): Includes more than a moderate complexity may be represented by
Hand axe and War Hammer. higher Target Numbers.
Thrown Blades (Spd – Ranged): Includes Dart and Dagger.
Thrown Spears (Dex – Ranged): Includes Spear, Javelin
Influence [Chr]
and Short Spear. Words have power, especially if used correctly. This
Two Weapon Combo (Dex – Melee): This is a special skill allows a person to influence others. Be it through
Combat Style that utilizes two weapons. See Two Weapon the use of diplomacy when negotiating with a diplomat,
Combo on p. 47 for information on the prerequisites duping a mark, bribing a guard, or haggling to get the
for this skill and more information on how it works. best bargain from a trader.
Wrestling/Grappling (Spd – Unarmed): The skill of man- If this skill is used against an individual to attempt
handling a person or creature, immobilizing it. Refer to to convince them to do something that they might not
p. 47 for more information on Wrestling/Grappling. normally do, the defender gets to make either a Save vs.
Intelligence or a Save vs. Will. The defending character gets
Crafting [varies] to use whichever stat is better for him. If he succeeds, he will
Bonus for performing duties related to or working in a realize what is going on and to be able to avoid being talked
specific craft or job. Each individual craft is required to be into something that he might not normally agree to.
developed as a separate skill, with each skill allowing the
character to perform any and all tasks required by the job.
Lore [Int]
Some example Craft skills include Cooking [Int], This skill encompasses the use of informational and
Dancing [Dex], Herbcraft [Wis], Healing [Wis], Jeweler academic skills which are available to most people with
[Dex], Wood-worker [Dex], Weapon Smith [Dex], Armor the determination to learn them. Some examples: Culture
Smith [Dex], Fletcher [Dex], Scribe [Int], Herald [Chr], Lore (one skill for each culture/race), Fauna Lore, Flora
Stone Carver [Dex], Veterinarian (Animal Healing) [Wis], Lore, Heraldry, History (one skill for each field of history),
and many, many more. Philosophy, Region Lore (one skill for each region), Religion,
Herb Lore, Lock Lore, Metal Lore, Poison Lore, Stone Lore
Note: It is up to the GM to determine what the stat and/or Trading Lore.
will be for any specific Craft skill. The above examples The more specifically a lore skill applies to a question,
only make suggestions for what stat to use. the easier the difficulty of the roll should be. (So very
generic lore skills like “Lore: Monsters” may offer a
First Aid [Wis] bonus in many situations, but the GM should keep the
This skill allows the character to aid in speeding up the difficulty rolled against at “Hard” or higher. On the other
rate of healing of himself or another character. Characters hand a specific lore like “Lore: Dragons” will more rarely
will naturally heal a number of hit points equal to 5 + their be usable, but should keep the difficulty at or below
Constitution Stat Bonus for every 8 hours of uninterrupted “Challenging” in most situations where it is applicable.)
rest. Successful use of this skill allows the character to add his
number of skill ranks to that base amount of natural healing.
It is also used for attempts to slow or halt bleeding damage
(hits per round), splint broken bones and other emergency
treatments. See p. 75 for more information on healing.

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Magecraft [varies] Navigation [Int]


This skill has a number of basic capabilities that are all Used for determining proper directions and distances when
gained just by learning the basic version of Magecraft. They using a map in conjunction with some directional aid, such as a
are as follows: compass, a landmark, or the stars. This includes the concept of
Learning Spells – A character may learn a maximum orienteering, of determining which direction you are going and
number of spells equal to his level + 3 + the number on keeping to that direction, even if there is no map available.
of ranks he has in the basic Magecraft skill. Thus, it is This skill is fully applicable on both land and on water.
possible for a first level spell user to know up to 9 spells
(level of 1 + 3 + 5 ranks in Magecraft, presuming no ranks
Perception [Wis]
from the character’s Background). This only dictates how This skill affects how much information and how many
many spells may be known. The play must still spend CP clues a character gets through observation. It may be used
to actually purchase those spells for the y want to learn. to notice the right things, to find carelessly hidden objects,
to see that pile of old clothes in the corner, to notice the
Reading Runes & Scrolls – With a successful skill roll, the
imperfection in the wall that hides the secret door, the
character may decipher runes and scrolls. The TN for
trigger for the trap ahead, an ambush. These are the type of
identifying the spell on a scroll is equal to 15 + the number
things that the Game Master (GM) cannot mention to the
of Spell Points normally required by the spell being
players because to do so would call them to special attention
deciphered. To actually cast the spell, the TN is the normal
that the character’s perception might not allow.
Casting TN of the spell; however, casting a spell from a
If a character states that they are watching or examining
scroll never requires a caster to expend Spell Points.
an area, situation, or place, the GM should have them make
Identifying Spells – The character may make a Magecraft a skill maneuver roll to determine if the character notices
roll (TN15 + the number of Spell Points used in the or detects anything. The GM should only reveal what the
casting of the spell being identified) to identify a spell character has observed. Of course a heavy subtraction
being cast by another spell user. This is required in order should be given (if a roll is allowed at all) in situations where
for a caster to be able to successfully counter a given spell. the players don’t know what their characters are looking for
Using Items – Some magical items have permanent and or don’t specify their characters are looking for something
constant abilities that work for anybody who picks them in particular (likewise, looking for ceiling traps makes it
up or puts them on. Other items have abilities that can difficult to see pit traps, etc.).
be activated at will. For these latter items, a character
must attune to the item in order to learn how to activate Performing Arts [Chr]
it (command word, phrase, gesture, etc.). The TN for This skill must be learned separately for each type of
attuning to an item is 20 + 2 for each ability that the performing art; acting, doing impersonations, mimicry,
item has beyond the first. Certain special items may have reading/writing music, singing, playing an instrument,
higher or lower Target Numbers because of their design etc. Each performing art has its own uses and benefits. For
or inherent powers. Once the character has learned how example, acting allows for providing a bonus for simulating
to activate the item, he will not be required to make the behavior of others, devising new identities, etc.
additional rolls when he wishes to actually use the item.
Characters may also learn specific instances of this skill Riding [Dex]
for other purposes. These include, but are not limited to This skill covers the ability to ride a mount. You do not
Magecraft: Alchemy (the base skill used in item creation), need to roll this skill every round spent riding, only a single
Magecraft: Runes (used to make scrolls) and specific magically skill rank is necessary to ride normally; this skill need be
related lore skills, such as Magecraft: Undead Lore, Magecraft: rolled only when attempting something more exceptional
Demon Lore and Magecraft: Devil Lore, just to name a few. than remaining in the saddle; like roping another animal
This skill uses the character’s Magic Stat (see the description while moving, controlling the mount in combat, controlling
of Prime Stats on p. 13) as the stat for this skill. For Clerics the mount when it has been frightened, having the mount
and Druids, this will be Wisdom, for Mystics it is Willpower, jump, or climb steep slopes. Higher skill ranks enhance the
and for Mages, Wizards, and those who are not associated chance of retaining control of the animal (when it is startled
with a specific School of Magic the Magic Stat is Intelligence. or hostile) or gaining control of an unfamiliar animal (of
the type you have skill with).
Normally, only one instance of this skill is ever required
since most mounts share a number of similar traits.
However, it is recommended that land-based mounts and
flying mounts (such as a winged horse or gryphon) be
treated as separate skills and learned separately.

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Spellcasting [varies] Survival [Wis]


This skill must be learned separately for each School of Skill for finding any local source of potable water or
Magic that the character has access to. It is the total skill edible plants and animals - includes basic food acquisition
bonus for this skill that is used to cast any spells from that such as hunting, gathering or fishing. The difficulty depends
School that he knows, as well as any Universal Spells that he on the environment; it should be easier in a temperate forest
may know. Each spell will have its own Target Number and by a river than in the middle of a desert (The GM should
each spell must be learned separately (a one time cost for assign a difficulty based on the terrain).
each spell). The skill, Magecraft, is what is used to determine This skill also allows the character to find suitable shelter
how many spells a character may know. and to be able to perform common survival related tasks,
If a character does not have access to a School of Magic, such as starting a fire (without using flint and steel).
this skill may be learned so that the character may cast
Universal Spells. If the character later gains access to a School Tracking [Wis]
of Magic, this skill will then automatically be converted to This skill provides a bonus for reading tracks, allowing
being for that just acquired School of Magic. the character to determine how old the tracks are, and what
If the character does have access to a School of Magic, then left them. The skill can also be used for performing tracking
he may use this skill for both Universal Spells and spells from tasks, allowing the character to follow a trail, such as foot
his School. A character will never normally have access to more prints, broken branches, crushed grass, hanging pieces of
than 2 Schools of Magic, thus should never have more than cloth, etc., left by someone or something.
2 instances of this skill. When the character does have more In trying to identify what left a given set of tracks, the
than one instance of this skill, Universal spells will always be character does not gain any knowledge that he does not
cast using the Spellcasting skill with the highest bonus. already possess. Thus, if the character had never encountered
This skill uses the character’s Magic Stat (see the a troll before, and did not have any appropriate lore skill that
description of Prime Stats on p. 13) as the associated stat might give him information about trolls and the type of tracks
for this skill. For Clerics and Druids, this will be Wisdom, that they leave, a successful use of this skill would only tell the
for Mystics it is Willpower, and for Mages, Wizards, and character that the tracks were from a “large humanoid.”
those who are not associated with a specific School of Magic
the Magic Stat is Intelligence. Trickery [Chr or Dex]
The character’s Spellcasting skill with the highest number of This skill is often used to perform sleight of hand tricks,
skill ranks is also used in determining how many Spell Points such as quickly shuffling cards or making coins seem to
(see p. 18) a character has. The character receives 1 Spell Point appear or disappear. It is also used for confusing sight tricks,
for each rank (not total bonus) that he has in the Spellcasting such shifting the shells in a shell game, or shuffling the cards
skill with the most skill ranks. about in 3 Card Monty. It is also used in picking the pockets
of an individual, or for placing objects into another person,
Stealth [Dex] all without them being aware of it.
Stealth serves several purposes. Your character will use When this skill is first learned, the player must decide
it for hiding, as well as for sneaking about quietly. In both whether the character will learn the skill using Charisma or
instances, your character is using camouflage, shadows and Dexterity as the stat that is associated with this skill. Once
cover to conceal his presence. that choice is made, it cannot be changed.
Additionally, if you are able to use stealth and approach If the character uses this skill successfully, the defender
another character without them realizing it, you may make gets to make either a Save vs. Intelligence or a Save vs. Will.
a sneak attack. If you are able to make a sneak attack, gain The defending character gets to use whichever stat is better
1 extra Boon Point. This sneak attack ability works with for him. If he succeeds, he will realize what is going on, or be
ranged attacks as well, but only for attacks that do not allowed a Perception roll in order to be able to spot what the
receive any modifiers for range. character is trying to avoid having him spot.

Streetwise [Wis]
This skill represents an awareness of events and protocol in
the street society and underworld and the ability to interact with
the individuals who run and live in the common or underworld
society. This skill entails more than just “Diplomacy” for
the streets, it also includes knowing the street slang, secret
markings, how to find certain underworld types, etc.

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Note: Some Talents may be identical to racial or
Talents class abilities. This does count when determining
Talents are special abilities or gifts that are only acquired whether or not a character may acquire a given
once and then may be used afterwards without requiring Talent more than once.
further training.
During character creation, players are allowed to acquire Talent Descriptions
any of the available Talents for their characters. As characters The description of each Talent contains several different
gain levels, they may also acquire Talents. However, Talent aspects. Such things as the “Cost” are self explanatory,
acquisition during level gains is more restrictive. Only those representing the number of CPs required to acquire the Talent.
Talents that are marked as being Trainable may be acquired Next up is the “Trainable” attribute. It is strongly
as the character goes up in levels. recommended that if the GM allows the acquisition of
If a Talent is not a racial ability for a given character, it is Talents when going up levels that he limits the Talents
expected that the player works an explanation of how the available to only those marked as Trainable.
character acquired this special ability into his character’s At the end of a Talent‘s description there may be a list of
background story. The player should also think about how “Features” or options that may be used to customize that
such Talents, or how their character acquired them might be Talent at the time of acquisition.
turned into Plot Elements (see p. 77) that could possibly On the Talent table, you will find a listing that shows all
earn them additional experience points. of the Talents, their Trainability, and their base Costs.
Note: Not every Talent will be appropriate for Note: Unless specifically stated within the Gift’s
every game or setting. The Game Master (GM) description, no character may acquire a given
should look through the list of Talents and decide Talent more than once.
which are available in his game. The GM should Advanced Combat Training
also determine whether or not he is changing the
Cost: 15
Trainable attribute for any of the given Talents.
Trainable: Yes
When acquiring Talents, the player should be cautioned that Description: The character receives special training that allows
every Character Point spent on Talents means less CPs available him to enhance his melee capabilities. The Multiple Attacks
for purchasing Skills, Spells and Combat Moves. It is also from High Skill (p. 40) capability described in the Combat
important to point out that unless the description of a Talent chapter requires that the character’s Combat Skill Bonus be
specifically states otherwise, no Talent may be gained more than split among the number of attacks he is able to make after
once. Thus is a character has Nightvision from his race, and receiving modifiers for the number of attacks that he plans
Combat Training I from his class, he would not be allowed to on making and the number of foes to be attacked.
spend CP to acquire those Talents because he already has them. This Talent allows the character to use his full
In Game Acquisition remaining Combat Skill Bonus, after the adjustments
As mentioned previously, some Talents are marked as for multiple attacks has been made, for each of those
Trainable. These are Talents that we feel that a player should multiple attacks, rather than splitting it among them.
be allowed to acquire as he gains levels. As with the original capability, this Talent may not
It is strongly recommended that players not be allowed to be used in conjunction with combat styles or skills that
acquire more than one Talent each time that he goes up a level. allow for multiple attacks each round.

Talents
Talent Name Cost Trainable Talent Name Cost Trainable
Adv. Combat Training 15 Y Language, Written 1* Y
Adv. M.A. Training 10 Y Light Touch 5 N
Ambidexterity 10 N Major Adept 25 N
Archery 10 N Minor Adept 15 N
Armor, Heavy 9 Y Natural Ability 5 N
Armor, Light 3 Y Nightvision 10* N
Armor, Medium 6 Y Outdoorsman 8 N
Combat Training I 10 Y Second Sight 5 N
Combat Training II 20 Y Sense Magic 10* Y
Darkvision 5* N Shield Training 5 Y
Extra School of Magic 10 Y Sleight of Hand 5 Y
Extra Spell Points 10 N Speed Loader 5 Y
Fast Mana Recovery 10 N Stat Increase 10 Y
Favored Skill 3 N Waylaying 12 Y
Frenzy 10 Y Weapon Focus 5 Y
Improved Save 7 Y Weapon Kata 3 Y
Language, Spoken 1* Y Weapon Specialty 10 Y
* = Includes features which alter the cost of the Talent if selected.

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Advanced Martial Arts Training Combat Training I
Cost: 10 Cost: 10
Trainable: Yes Trainable: Yes
Description: Character undergoes a rigorous training regimen Description: The character has received some formal
that allows him to use learn the Combat Style, Advanced training in combat. This produces a number of specific
Martial Arts (see p. 46) as a Combat Skill. Without this results as follows:
Talent, that specific Combat Style may not be learned. • 2 Combat Skills become Favored Skills
Ambidexterity • Combat Moves use the “I” CP costs instead of the
Cost: 10 “U” CP costs.
Trainable: No • Gains a +1 Bonus to all Favored Combat Skills
Description: The character may use either hand equally • Gains an additional +1 Bonus to one Favored
well. He does not receive a -4 modifier for “off-hand”. Combat Skill
• Gains a +1 Bonus to DEF
Archery
• Gains a bonus of 5 Hit Points
Cost: 10
Combat Training II
Trainable: No
Description: The character is an expert with one type of bow. Cost: 20
So long as he is not mounted or has not moved in the round Trainable: Yes
in which he fires, his penalty for each Range Increment is Description: The character has received a great deal of
only -2 instead of the normal -4. If he takes a round to formal training in combat. This produces a number of
prepare before his shot, there is no penalty at all for range. specific results as follows:
The character cannot be wearing any armor heavier than • 3 Combat Skills become Favored Skills
reinforced leather if he wants to use this ability. • Combat Moves use the “II” CP costs instead of
the “U” CP costs.
Armor, Heavy
• Gains a +2 Bonus to all Favored Combat Skills
Cost: 9 • Gains a +2 Bonus to DEF
Trainable: Yes • Gains a bonus of 10 Hit Points
Description: The character is trained in the wearing and
Darkvision
use of metal armors (chain, scale and plate). This also
includes the abilities of Armor, Light and Armor, Medium. Cost: 5+
If the character already has one of those Talents, then Trainable: No
they should subtract its cost from the cost of this Talent. Description: The character is able to see in complete, non-
magical, darkness up to 10’. When using a light source,
Armor, Light
such as a torch, in darkness, the character may see up to the
Cost: 3 distance illuminated by the light source, plus the full range
Trainable: Yes of this ability. When outdoors at night, the character may
Description: The character is trained in the wearing and use see clearly up to twice the normal distance of this ability.
of padded cloth, furs, and soft leather armors. On a brightly lit night (i.e. full moon), the character may
Armor, Medium see up to 10x the normal range of this ability.
Cost: 6 The character may, when acquiring this Talent,
Trainable: Yes increase the range beyond 10’ by paying +1 CP for each
Description: The character is trained in the wearing and use additional 5’ of range.
of reinforced leather armors (hard leather, leather scale, Feature CP Cost
brigandine, etc.). This also includes the abilities of Armor, Per each additional 5’ of range +1
Light. If the character already has one of those Talents, then
Extra School of Magic
they should subtract its cost from the cost of this Talent.
Cost: 10
Trainable: Yes
Description: With this Talent, the character gains access
to a second School of Magic. He must learn a second
Spellcasting skill specifically for this second School of
Magic. If the character is a Major Adept, his CP costs for
spells from both his Schools will be as if he were a Minor
Adept in both Schools. If the character is a Minor Adept,
then his CP costs for spells from both his Schools will be
as if he were a Non Adept in both Schools. This Talent
may only ever be taken once and may only be purchased
by a character that is already a Major or Minor Adept.

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Extra Spell Points Frenzy
Cost: 10 Cost: 10
Trainable: No Trainable: Yes
Description: With this Talent, the character starts off with Description: The character has learned how to enter a
an extra 5 Spell Points in addition those normally gained. state of single-minded, focused rage. Once the character
Faster Mana Recovery has entered a Frenzied state, he will gain the following
Cost: 10 benefits and restrictions.
Trainable: No • +5 to all melee attacks.
Description: The character recovers his Spell Points quicker • All melee attacks do double Base Damage.
than normal. His time increments for recovery are 20 • All Boon Points must be spent on increasing
minutes when active, 6 minutes while resting, and 3 damage or making additional attacks.
minutes while sleeping or meditating. • May not Fight Defensively or use any other
Favored Skill defensive actions.
Cost: 3 • Is limited to simple movement and making basic
Trainable: No attacks (i.e. no Combat Moves).
Description: With this Talent, the player is allowed to select The character must spend at least a full round preparing
one Standard Skill to be treated as a Favored Skill. This is to enter a frenzied state. He must then make a Save vs.
a single instance of that skill, not all instances. This Talent Will to be able to enter the Frenzy. Each extra round spent
may be acquired multiple times, for a different skill or preparing will grant the character a +2 modifier to this roll.
different instance of a skill each time. If used on a skill The character may remain in the Frenzy for a number of
in which the character already has skill ranks, it does not rounds equal to his Constitution Stat Value. Once he leaves
change the cost of ranks already purchased (i.e. he does the Frenzy, he must wait a minimum number of minutes
NOT gain Character Points), only the cost of future ranks. equal to the number of rounds spent frenzied before he
can attempt to go into another Frenzy.
While frenzied, a character will not be able to distinguish
friend from foe without making a Save vs. Int. He will first
attack the focus of his frenzy, and then attack the next
nearest foe, or friend if he cannot tell the difference, and so
on until all foes are down. The player may also attempt to
roll a Save vs. Will each round to leave the frenzy.
While in the frenzy, the character may only make
simple moves and basic attacks. He cannot use Combat
Moves, and cannot use any skills that do anything other
than move him closer to his target.
While in the frenzy, the character will ignore all
damage. He still receives it, just is unaffected by it until he
is out of the frenzy. However, if the character is stunned,
that will knock him out of the frenzy.
Improved Save
Cost: 7
Trainable: Yes
Description: The character gains a +1 modifier to his
Save Modifier for a single stat. This Talent may be
acquired multiple times, but never more than once per
level. No stat may have its Save Modifier improved
multiple levels in a row.

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Language, Spoken Minor Adept
Cost: 1+ Cost: 15
Trainable: Yes Trainable: No
Description: The character learns how to speak one Description: This type of spell caster can eventually be as
language. He must have a source from which to learn this strong as the Major Adept, but it takes him much longer
language. This Talent may be acquired multiple times, for to achieve it. When purchasing Codified spells, the Minor
a different language each time. Adept uses the “Mn” CP costs instead of the normal “N”
Feature CP Cost CP costs. Minor Adepts start with a base of 10 Spell Points.
Ancient Language +3 When this Talent is selected, the character must select
Magical Language +3 a School of Magic (see the Schools of Magic table on p.
14 for more information). He may only purchase spells
Language, Written
from this School and from the list of Universal Spells.
Cost: 1+
Minor Physical Training
Trainable: Yes
Description: Character learns how to read and write a single Cost: 2
language. He must have a source from which to learn this Trainable: Yes
language. This Talent may be acquired multiple times, for Description: The character has spent time working out
a different language each time. and increasing his physical stamina. He gains 3 Hit Points
to his total. This Talent may be purchased multiple times,
Feature CP Cost
but never more than once a level and not in the same level
Ancient Language +3 that Major Physical Training has been purchased.
Magical Language +3
Natural Ability
Light Touch
Cost: 5
Cost: 5 Trainable: No
Trainable: No Description: The character gains a +2 modifier to two
Description: Characters with this ability have an extremely single, specific skills. If a selected skill is one that must be
delicate sense of touch. This grants them a bonus of +3 to learned separately for specific instances (i.e. the Combat
all attempts to pick pockets or disarm traps. This is not a Skills, Lores, etc.), then this bonus applies to only a single
bonus to specific skills, but only to certain uses of the skills instance of that skill. No skill may receive more than 1
Gimmickry and Trickery. This Talent cannot be gained by bonus from this Talent.
characters that have the Nimble Fingers racial ability.
Nightvision
Major Adept
Cost: 10+
Cost: 25 Trainable: No
Trainable: No Description: This ability allows the character to see, when
Description: This is the most powerful type of spell caster. outdoors on a bright night, up to 500’ as if it were just a
Major Adepts have the lowest cost on all Codified spells, very dark day. When indoors, the character can see twice
using the “Mj” CP costs instead of the normal “N” CP as far as the light source normally allows.
costs. Major Adepts start with a base of 15 Spell Points. The feature, Greater Nightvision, allows a character to
When this Talent is selected, the character must select see outdoors as well on a bright night as he would on a
a School of Magic (see the Schools of Magic table on p. cloudy, overcast day (further than 500’). When indoors,
14 for more information). He may only purchase spells the character can see three times as far as normally
from this School and from the list of Universal Spells. allowed by a light source.
A Minor Adept may upgrade to a Major Adept for a Feature CP Cost
cost of 12 Character Points. Greater Nightvision +5
Major Physical Training Outdoorsman
Cost: 4 Cost: 8
Trainable: Yes Trainable: No
Description: The character has spent time working out Description: The character has a natural affinity to the
and increasing his physical stamina. He gains 6 Hit Points outdoors. He gains a +2 bonus to Herbcraft (specialization
to his total. This Talent may be purchased multiple times, of Craft skill), Survival, Navigation, Riding, and any
but never more than once a level and not in the same level localized Lore skills (Region, Fauna, Flora, etc.).
that Minor Physical Training has been purchased.

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Second Sight Stat Increase
Cost: 5 Cost: 10
Trainable: No Trainable: Yes
Description: The character is able to clearly see spirits Description: The character gains a +1 modifier to any
which are normally invisible. The character is also able to one Stat. This is recorded in the Misc column of the
see non-spirit entities that are invisible as a hazy outline Stats section of the character sheet. This bonus may not
of their normal form. increase any stat’s total Value to a number greater than 20
Sense Magic + the character’s racial modifier.
Cost: 10+ This talent may be acquired more than once, but never
Trainable: Yes more than once per level.
Description: The character may make a Perception roll with a Waylaying
-5 modifier to detect active magic. He may only concentrate Cost: 10
on one 5’ radius area within 100’ of himself at a time. Trainable: Yes
Active magic is defined as any active spell. If there is a Description: The character has learned how to knock a
symbol spell holding another spell, the symbol would detect foe unconscious with a single blow. He must use a blunt
as active magic, but the spell it holds would not. In the case or heavy weapon (such as a blackjack, club, mace, etc.)
of magical items, those items that are constant, such as a and he must either attack the target from behind or
sword with a +2 magic bonus, would detect as active magic, with surprise. If the attack is successful, it does double
but a wand of acid bolts would not, it would be considered damage and the foe must make a Save vs. Con or be
to be waiting magic. Herbal Remedies and Potions will also knocked unconscious for 1d10 minutes. The base TN
count as active magic for detection purposes. for the Save is 15 and the character may use Boon Points
The feature, Detect Waiting Magic, allows the character to increase the TN of the Save.
to detect waiting magic within the area checked as well as Weapon Focus
active magic. If a character already has Sense Magic and Cost: 5
wants to increase it to be able to detect waiting magic, the Trainable: Yes
CP cost is double what is listed below. Description: This Talent grants the character a special +1 bonus
Feature CP Cost when using a single specific weapon or unarmed melee skill.
Detect Waiting Magic +5 Additionally, this Talent is required for the primary weapon
Shield Training of a Two Weapon Combo (see p. 47). This Talent may be
Cost: 3 acquired more than once, for a different weapon each time.
Trainable: Yes Weapon Kata
Description: The character has learned how to better Cost: 3
handle his shield. With this Talent, the DEF modifier of Trainable: Yes
the shield being used is increased by 1. Description: This Talent may only be purchased by those
Sleight of Hand who have the Talent, Advanced Martial Arts Training. When
Cost: 5 acquired, the character may pick a single specific melee or
Trainable: Yes thrown weapon and use it with his Advanced Martial Arts
Description: The character has learned well the lessons on skill. The Base Damage done by a Weapon Kata attack is
misdirection and sleight of hand. This grants him a +4 equal to the normal Base Damage of the weapon and that
modifier to the Trickery skill. of a Hand Strike from the Combat Style; Advanced Martial
Speed Loader Arts (see page 46). This Talent may be acquired more
Cost: 5 than once, for a different weapon each time.
Trainable: Yes Weapon Specialty
Description: The character is able to load missile weapons Cost: 10
faster than normal. With this Talent, loading or reloading Trainable: Yes
a Sling or Bow only requires 2 Action Points (AP). Description: This Talent grants the character +2 bonus to
Loading or reloading a Light Crossbow requires only 3 AP the Base Damage dealt by a specific weapon for which the
and loading or reloading a Heavy Crossbow only requires character has the Talent, Weapon Focus . This Talent may be
5 AP. This requires that the character have his missile acquired more than once, for a different weapon each time.
weapon in hand and ready, and that his ammunition is
also easily accessible.

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Equip Your Character Goods


Accessories
Cost Weight*
The final step in preparing for play is to equip your Arrows (20) 4 bp 3 lb
character. He will start with some items automatically, and he Backpack 2 bp 2 lb
will have to purchase other items that you want him to have. Bedroll 2 bp 5 lb
Each character automatically begins the game with: Belt Pouches 3 bp 0.5 lb
• Two normal weapons of the player’s choice. (The Bit & Bridle 2 bp 1 lb
character must have at least one rank in an applicable Boots 1 sp 3 lb
Caltrops (5) 8 bp 2 lb
combat skill for each of the weapons chosen. If they
Camp Cookware 5 bp 2 lb
only have one weapon skill they only get one free
Crossbow bolts (20) 11 bp 3 lb
weapon, if they have no weapon skills, they get no Cloak 9 bp 2 lb
free weapons). These free weapons also come with Coat 15 bp 6 lb
scabbards and a weapon’s belt. The GM may also Drum, Hand 18 sp 2 lb
decide to include additional equipment that he feels Equipment Belt 1 sp 1 lb
the players should have. Fire-starting bow 1 cp 0.5 lb
• One set of clothing (including cloak/coat and boots Flint & steel l bp 0.5 lb
- the quality and style of the clothing should be Flute 3 sp 1 lb
dependent upon the financial, social, cultural and Framepack 33 cp 3 lb
racial standing of the character). This set of free Harp, Great 300 sp 100 lb
clothing is the clothing that the character normally Harp, Small 40 sp 5 lb
wears on a daily basis. Armor is not considered to be Lantern, Large 12 bp 2 lb
Lantern, Small 7 bp 1 lb
clothing and is not included among the “free” items
Lock pick kit 1 sp 0.5 lb
that the character has. Lute 20 sp 3 lb
• Each character also starts with some money – although Multi-Tool 7 sp 8 lb
the amount they start with may be highly dependent Ocarina 18 bp 1 lb
upon their background. It is recommended for each Oil flask 3 bp 1 lb
character to start with 20 + 1d10 silver pieces to use Pants 25 cp 1 lb
in the purchase of equipment. They can use this cash Pegs/Stakes (10) 1 cp 2 lb
to buy equipment and to survive on until they can get Pitons/Stakes (10) 2 bp 3 lb
more. The character may purchase any equipment or Quick Release 1 sp 0.25 lb
supplies that are allowed by the GM. Quiver (holds 20) l bp 0.5 lb
Rope 4 bp 6 lb
Money Rope (superior) 12 bp 3 lb
Even though each group/nation has its own unique Sack (50 lb) 8 cp 2 lb
Saddle 10 bp 20 lb
coins, the weights and values were established long ago by
Scabbard 25 bp 1 lb
various races that excelled in trading, so that the coins from
Scroll Case 3 sp 1 lb
varying nations and groups are equivalent enough to be Shirt 3 bp 1 lb
used interchangeably. All coins are designed so that 50 coins Surcoat 9 bp 1 lb
of any type weigh a single pound. The following table shows Tarp (5’x8’) l bp 4 lb
the basic Coinage Standards that are used. Tent 2 sp 9 lb
Torch 1 cp 1 lb
Waterskin (1 pt) 1 cp 0.25 lb
Coinage Standards
* — Weight only counts towards
Coin Abbr. Breakdown
encumbrance if carried and not worn
1 Platinum piece pp = 10 Gold Pieces
1 Gold piece gp = 10 Silver pieces Accessories
1 Silver piece sp = 10 Bronze pieces
1 Bronze piece bp = 10 Copper pieces (cp) Arrows – Sold in bundles of 20.
Backpack – Can hold up to 1 cubic foot worth of items that
weigh no more than 20 lbs. Water resistant.
Equipment Bedroll – This is a small tarp, used as ground cover, along
The following lists and their accompanying notes with an extra thick blanket that can be folded over and
represent only a portion of the type of things that may fastened along the bottom and up one side.
be purchased. These lists are geared specifically towards Belt Pouches – Made of hard leather, these pouches are 3”
supplying the most pressing needs and requirements of x 5” and 6” deep.
adventurers, so they do not include everything that might
Bit & Bridle – Made of leather and metal, this is a harness that
be available. The GM is free to add to and expand these lists
slips over the head of the mount and is used to control it.
as he sees fit.

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Boots – Leather, calf- or knee-high. Lute – This is a wooden instrument, the body being teardrop
Caltrops – Sold in groups of 5, these are sharp little shaped and being hollow, with a hole in the center. From
4-pointed metal stars, about half an inch in size. Stepping the small end of the body extends a neck. Across the
on one causes 1 point of damage. body and up the neck are strung multiple strings which
Camp Cookware – Made of a light weight metal, this is a set then produce musical tones when plucked or strummed.
of nested dishes, including 2 small pans, 2 small bowls, 2 Variations of this include the guitar and the dulcimer.
plates, and a small metal cup. When all nested, they take Multi-Tool – This is a collection of items that may be
up a small 6” diameter x 2” deep cylinder of space. assembled in a number of different configurations. It
consists of 3 poles, each 2’ long, with 1” diameter metal
Crossbow Bolts – Sold in bundles of 20.
end caps. The end caps are threaded on one end, and form
Cloak – Made of heavy wool. a socket on the other, so that the poles may be screwed
Coat – Made of furs and leather. Good for protection together. In addition to the poles, the Multi-Tool comes
against the elements. with a dagger, a hatchet head, a hammer head, a shovel
Drum, Hand – This is a small leather skin stretched across head and 3 torch heads.
a wooden frame. It produces sound when it is beat upon. The torch heads are wrapped in paper and when lit
The size of the frame and the tension of the stretched skin will burn for 6 hours, lighting a 20’ diameter area. The
are what determine the sounds made when it is struck. torch heads can be replaced for 5 bp each (1 sp if you do
Equipment Belt – This is a sturdy 3” wide belt, studded with not have a used torch head to exchange).
metal rings every 4” along its length. In addition to torches, this allows the Multi-Tool to
Fire-Starting Bow – Used to start fires in approximately also be used as a shovel, a hammer (or a make-shift war
5 minutes. hammer), a hatchet or axe for chopping wood, or even
as a staff or spear. When the poles are used to create
Flint & Steel – Used to start fires in approximately 3 minutes.
weapons, any such weapon created has a -20 modifier.
Flute – This is a long tube with a single hole at one end and
Ocarina – This is an oblong enclosed chamber, about
several holes along the length of the tube. It produces
4 to 6 inches in length and up to 2 inches in depth,
sound when air is blown across the mouthpiece hole. The
with a number of holes on the top and a mouthpiece
tone can be varied by opening or closing the holes along
projecting from the side. It is used by blowing through
its length. The length of the flute also impacts its tone.
the mouthpiece and using the fingers to cover different
Framepack –It can hold up to 2 cubic feet of items that holes to produce different tones.
weigh up to 45 lbs. Water resistant.
Oil Flask – Made of glass and wrapped in heavy cotton, this
Harp, Great – This is large frame holding strings of varying includes one pint of oil (burns for 6 hours).
lengths. When strummed or picked, the strings product
Pants – Made of sturdy material in most cases. Higher
musical tones. It is often played with both hands.
quality materials might increase the price.
Harp, Small – This is sometimes called a Lyre or even Lap
Pegs/Stakes – Sold in bundles of 10. Wooden.
Harp, because it is small enough to be held in one’s lap or
in one arm while it is played with the other hand. Pipes – These are sometimes called Pan Pipes. They are
made of several tubes of varying lengths, attached side-
Lantern, Large – Holds 1 pint of oil which will burn for up
by-side. Blowing through the tubes produces a musical
to 6 hours and illuminate a 50’ diameter area.
note, with each tube producing a different tone.
Lantern, Small – Holds half a pint of oil, which will burn for
Pitons/Stakes – Sold in bundles of 10. Metal.
up to 3 hours and illuminate a 30’ diameter area.
Quick Release – Used to allow fast and easy, one-handed
Lock Pick Kit – This is a small leather case that holds a variety of
removal of a backpack or framepack. Removal of a
picks and metal wires that can be used to open locks. Grants a
pack requires only 10% activity for the round. It takes 2
+5 bonus to Gimmickry skill when used to pick locks.
minutes to put on a pack that has a Quick Release.
Quiver – Holds 20 arrows/bolts.
Rope –Supports up to 500 lbs of weight. 50’ length.
Rope (superior) – Supports up to 1,000 lb. 50’ length.

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Sack – A large canvas sack that can hold up to 50 Armor & Shields
lbs of weight. Item DEF AR* Pen. Imp. Cost Weight**
Saddle – Leather seat used to ride on mounts. It Shields
cushions the rider, allowing him to ride longer Full Shield 4 — — — 7 sp 11 lb
with less worry of falling off. Normal Shield 3 — — — 55 bp 8 lb
Scabbard – Holds bladed weapons and comes with Small Shield 2 — — — 35 bp 5 lb
a belt. Back scabbards will cost an extra 10 bp. Torso Armors
Normal Clothing — 0 0 0 varies varies
Scroll Case –Comes as either a flat leather case or a
Soft Leather — 3 0 1 10 sp 8 lb
tube of various materials. Both are water resistant.
Reinforced Leather — 5 0 1 30 sp 15 lb
Shirt – Made of sturdy material in most cases. Chain — 7 -1 1 60 sp 22 lb
Higher quality materials might increase the price. Scale — 9 -2 2 100 sp 27 lb
Surcoat – This is a long garment worn over armor Plate — 11 -3 3 150 sp 30 lb
or other clothing. Helms***
Tarp – This is a 5’ x 8’ canvas cloth. It is water resistant. Skullcap — 1/1* — 1 1 sp 1 lb
Pot Helm — 1/3* — 1 3 sp 2 lb
Tent – This is a small 2 man tent. Weather and
Full Helm — 1/5* — 2 5 sp 4 lb
water resistant.
Bracers (Arms)
Torch – The torch will burn for 6 hours, illuminating Leather — 1/4* — 1 2 sp 2 lb
a 20’ diameter area. Reinforced Leather — 1/5* -1 1 4 sp 3 lb
Waterskin – This is a small leather bottle. It will Metal — 1/6* -1 2 6 sp 3 lb
hold up to 1 pint of liquid. Greaves (Legs)
Leather — 1/4* — 1 2 sp 2 lb
Armor & Shields Reinforced Leather — 1/5* -1 1 4 sp 3 lb
Armor is extremely important to those who go Metal — 1/6* -1 2 6 sp 3 lb
into battle. It helps protect them from wounds and * = The “1” is added to the AR from any Torso Armor, the second
aids in saving their lives. However, armor also slows number is only used against Called Shots (p. 39).
down the wearer and this can mean that he tends to ** = Counts against encumbrance if carried and not worn. Weights
get hit more often, though for less damage overall. are based upon equip. for a human-sized character.
Armors fall into several broad classifications *** = See Helm descriptions for modifiers to the Perception skill and
based on the types of materials that they are made against Stuns. Increase cost by 2 sp & weight by 1 lb if made of tougher
from. Within these classifications, there are also a materials as indicated within the descriptions.
variety of styles or ways that armor can be made.
Thus while two different suits of armor might look Imp. – This stands for Impedance. The wearing of armor
different, they could easily fall into the same broad group impedes the character from casting spells properly. This
(i.e. brigandine and leather scale look different but both are number is how many extra Spell Points the character
still considered to be Reinforced Leather). has to spend when casting a spell. The extra Spell Points
The Armor & Shields table includes a number of columns required for Impedance are never used to calculate the
that need to be defined. They are as follows: Target Numbers for Saving Throws or Counterspelling.
DEF – This is the modifier to the character’s DEF (his Shields
Defense). If there is a number listed, this means that There are 3 types of shields available. They are classified
the character is harder to hit. by their average size, weight, and most importantly their
AR – This stands for Armor Rating. The character’s main AR protective values. Within those criteria, shield can be of
is comprised of his AR for his Torso Armor, plus 1 for any various sizes and made of different types of materials.
Helm, Bracers or Greaves that are also worn, regardless of Full Shield – This is the largest of the three. It is usually about
what it is made of. This total is subtracted from the number 3’ to 4’ in length and weighs about 11 lbs. It provides a +4
of hits dealt by any attack that hits the character. Helms, to the character’s DEF.
Bracers and Greaves also have a second AR listing, but that Normal Shield – This shield is usually around 2’ to 3’ in size
listing is only used against Called Shots (see p. 39). and weighs about 8 lbs. It provides a +3 to DEF.
Pen. – This is the Armor Penalty. If the character has Small Shield – This shield is usually around 1’ 6” in size and
training in using the given type of armor, then this it is the lightest of the three, weighing in at approximately
penalty is only applied to the character’s Speed 5 lbs. It provides a +2 to DEF.
stat bonus. If he does not have training in wearing
armor, then double this penalty is applied to both
the character’s Speed and Dexterity stat bonuses. Soft
Leather and Rigid Leather have a -1 penalty for those
who are untrained in wearing them.

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Torso Armor Bracers are also often used to aid in parrying incoming
There are five main styles of armor, each is detailed attacks, especially by those who know the martial arts. If the
below. Each type of armor covers the chest, shoulders, back, character is only wearing one bracer, and not a full set, then
abdomen and groin of the character wearing it. he receives no benefits.
Normal Clothing – Not considered armor. Heavy cloaks and/ Greaves
or winter clothing may provide up to a +1 modifier to AR. Greaves are used to protect the legs of the wearer, normally
Soft Leather Armor – Soft Leather includes armor made of the thigh and upper legs, but there are also versions that
sturdy but flexible leather, as well as armors made from protect the calves as well. Wearing Greaves with Torso Armor
heavy, specially quilted cloth, and from furs. If the character is only wearing one greave, and not a full
set, then he receives no benefits.
Reinforced Leather Armor – Reinforced Leather includes a
wide range of armor designs. From soft leather with specific Armored Gloves & Boots Note: Characters may
rigid leather or metal inserts or studs to solid leather armor also purchase armored gloves (at half the cost of
that is boiled and treated so that it is hard and rigid. It even bracers) and boots (same cost as greaves). These
includes armors that mix the two styles (i.e. leather scale). items may offer some protection against certain
results, but have no effect otherwise.
Chain Armor – Chain is made of small interlocking rings.
While this allows a good range of movement, it also
weighs a good bit as well.
Food & Lodging
For those who travel, eating meals on the road and in taverns,
Scale Armor – Scale is made of metal plates on a chain or
and staying in an inn are common occurrences. The following
soft leather backing. The plates provide coverage and
list of items gives a few basic standards for drinks, meals,
protection while allowing mobility.
rations, and lodging for both the traveler and his mounts.
Plate Armor – Plate is made from interlocking plates.
Movement is possible through the use of hinged joints Food & Lodging
and flexible material at the joins. The plates are larger and Goods or Service Cost Notes
thicker than those used in Scale Armor. Beer and Ale 1 cp Pint.
Brandy 2 cp Half-pint.
Helms Cider 1 cp Pint.
The sole purpose of a helm is to protect the wearer’s head from Mead 5 cp Pint.
damage. Characters who are wearing Helms gain a +1 to their Wine 6 cp Pint.
overall AR, and gain the second AR rating against Called Shots to Light meal 3 cp
the head. They also can be made of various materials, which can Normal meal 7 cp
affect the AR against Called Shots, grant a bonus to Saves against Heavy meal 12 cp
stuns, and even provide a modifier against Perception rolls. Normal rations (1 week) 5 bp Normal spoilage. Wt. 18 lbs.
Trail rations (1 week) 1 sp Preserved. Wt. 14 lbs.
Skullcaps – Usually made of Soft Leather. Add 1 to the Called Poor lodging 1 cp Communal sleeping.
Shot AR if made from Reinforced Leather; add 2 to the Called Average lodging 2 cp Separate bedding.
Shot AR if made of metal. Grants a +1 modifier to Saves Good lodging 3 cp Separate room.
against stuns if made from Soft Leather, +2 if made from Stable 1 cp Includes food for animal
Reinforced Leather, +3 if made from metal. A Chain Coif Drinks & Meals – The price list includes listings for several
would be considered to be the equivalent of a metal Skullcap. kinds of drinks and 3 different kinds of meals. Each of
Pot Helms – May be made of Reinforced Leather or metal. Add these is pretty standard.
1 to the Called Shot AR if made of metal. Gives a -1 to all Rations – There are several different types of rations. Each
Perception rolls while worn. Reinforced Leather Pot Helms is used when traveling and has its own uses.
grant a +3 to Saves against Stuns while metal ones grant a +4. Normal Rations – This is enough food to last for a week.
Full Helms – May be made from Reinforced Leather or Depending upon what it contains, Normal rations will
metal. Add 1 to the Called Shot AR if made of metal. spoil in 1 to 2 weeks.
Gives a -2 to all Perception rolls while worn. Reinforced Trail Rations – This is dried food, preserved to last up
Leather Full Helms grant a +4 to Saves against Stuns to a month before spoiling. The rations will last one
while metal ones grant a +5. person for 1 week.
Bracers Lodging – The type of lodging determines the available
Bracers are used to protect the forearms from the wrist to accommodations. Costs are per day.
the elbow. Wearing Bracers with Torso Armor will increase Stables – Places where you can house your mount while in
the character’s total AR by 1 and they have a higher AR town. Costs are per day.
against Called Shots to the arms.

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Riding Wolf – This special breed of Wolf is raised specifically
Transport by the smaller races as mounts. It stands around 3’ tall
There are a number of different methods of travel that at the shoulders and weighs around 300 lbs. It can carry
players could use. The following list is only a sample of the up to 140 lbs including the rider. Like Warhorses, these
possible methods that characters might use. mounts do not require the rider to make Riding rolls
when in combat.
Transportation
Transport Cost Speed* Wt. Limit Horse-cart – This is a 6’ long, 2 wheeled cart that is pulled
Mule/donkey 32 sp 9’ 250 lb by a horse or other draft animal. It can easily be used to
Mature pony 40 sp 7’ 180 lb haul up to 800lbs of cargo, including anybody riding on
Light horse 45 sp 10’ 200 lb the cart. It allows the animal pulling it to be able to haul
Medium horse 60 sp 11’ 300 lb double what it can normally carry, up to the maximum
Heavy horse 80 sp 8’ 400 lb allowed by the cart.
Lesser Warhorse 20 gp 9’ 350 lb Wagon – This is a sturdy 4 wheeled vehicle pulled by one
Riding Wolf 50 sp 10’ 140 lb or two animals. It can hold up to a maximum of 1200 lbs
Horse-cart (6’ long) 4 gp 5’ 800 lb
of cargo. It allows the animal pulling it to be able to haul
Wagon (8’ long) 6 gp 5’ 1500 lb
Small boat (10’) 7 gp varies 1000 lb double what it can normally carry (quadruple, if pulled
Medium boat (20’) 11 gp varies 3000 lb by 2 animals), up to the maximum allowed by the cart.
Large boat (30’) 40 gp varies 5000 lb Boats & Ships – Boats are small vessels that stick to shallow
Ship Passage 1 bp+ varies — coastal waters, rivers and lakes. Ships are larger and
* — This is the normal rate of movement per capable of traveling the open seas.
Action Point in a tactical situation, it may be Small Boat – This is about 10’ in length and weighs about
doubled if the rider decides to gallop 200 lbs. It is capable of holding up to 1000 lbs.
Mule/Donkey – Standing around 4’ tall at the shoulder, this Medium Boat – This is about 20’ in length and weighs
550 lb beast can easily carry up to 250 lbs of cargo. about 800 lbs. It is capable of holding up to 4000 lbs.
Mature Pony – This mount stands about 4’ tall at the Large Boat – This is about 30’ in length and weighs about
shoulder and weighs around 500 lbs. It can carry up to 2000 lbs. It is capable of holding up to 7000 lbs.
180 lbs including the rider. Ship Passage – There are two main types of ship passage.
Light Horse – This mount stands about 5’ tall at the The first is ferry service, going from point A to point
shoulder and weighs about 800 lbs. It can carry up to 200 B, such as from a city to a small island a few miles off
lbs including the rider. shore. This usually costs 1 bp + an additional 2 cp per
Medium Horse – This mount stands about 6’ tall at the mile that the passenger is to be ferried. The second
shoulder and weighs about 900 lbs. It is capable of type of passage is as a passenger upon a sea-going
carrying up to 300 lbs including the rider. vessel. The cost for this type of passage is normally 5
Heavy Horse – The smallest of this type of mount stands 6’ bp + an additional 1 bp per mile to be traveled.
tall at the shoulders and weighs in at 1300 lbs. It can carry
up to 400 lbs including its rider.
Lesser Warhorse – Trained specifically for combat, this
mount does not require the rider to make skill rolls to
control the mount during combat. That means that the
rider will not have to devote any of his activity each
round to controlling it. Lesser Warhorses stand around 6’
at the shoulder and weigh about 950 lbs. They are capable
of carrying up to 350 lbs including the rider.

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Broadsword – This double-edged blade is one of the most
Weapons common types of swords out there. The blade itself is
Even though there are a wide variety of weapons available, usually about 3” wide for the majority of its length.
not all are available to every character. Certain weapons may
Cestus – These are battle gloves, often worn by Boxers to
be restricted based on the character’s race or culture. Below
increase the amount of damage that they deal with their
is a short description of the weapons available, along with
fist attacks. These gloves usually include built in bracers
any special notes about the given weapons.
that protect the forearms and allows the boxer to parry
Note: Weapon descriptions are intended for game attacks without harm.
purposes only and may not be historically accurate. Club – Clubs are usually thicker on the business end,
Ball & Chain – This is sometimes called a Meteor Hammer tapering down to the grip end. They are made of wood,
or a Comet Hammer. This weapon consists of a length of and usually have a rough hewn appearance.
chain with a solid metal ball, about 3” in diameter and Composite Bow – This is a strong recurve bow made of
often slightly spiked, at one end, and a crossbar handle several different materials that allow for greater strength
at the other end. The user gains a +2 to his attacks when and range in a shorter bow.
using this weapon against a foe that is using a shield. Dagger – Daggers are short, double-edged blades. They are
Bastard Sword – Often called a Hand-and-a-Half Sword. It has useful tools for close in fighting.
an extra long hilt that could easily accommodate either 1 hand Dart – The Dart is small thrown blade. It is often used to
or two. The blade is straight and sharpened on both edges. deliver poison to the target since it cannot do a lot of
Baton – There are several varieties of this weapon, from a damage in and of itself.
simple short stout stick, to a slightly more flexible handle Falchion – The Falchion is a one-handed, single-edged blade.
topped with a small weight. It has a blade that usually has a heavy curved end, making
Battle Axe – The Battle Axe is a large double-bladed axe that the tip of the blade wider than it is down near the hilt.
is used in a two-handed fashion. The blades are roughly Greatsword – This is a heavy sword. It is a double-edged
shaped along the lines of a half moon (or perhaps a weapon that comes in a variety of styles that all require 2
third of a moon) and they usually mirror one another, hands for the wielder to use it.
although there is some variation possible.
Hand axe – The Hand axe is characterized by its distinctly
arch-shaped head, widening toward the cutting edge and
terminating in a prominent point at both the upper and lower
corners. It makes for both a good melee and thrown weapon.

Weapons
Weapon Cost Lg. Wt. Sz. Dmg. Dmg. Type RI* Weapon Cost Lg. Wt. Sz. Dmg. Dmg. Type RI*
Ball & Chain 12 sp 3.25’ 5 lb M 8 Bashing — Long Bow 10 sp 6’ 2 lb M 9 Piercing 70
Bastard Sword 20 sp 4.25’ 5 lb L 9 Slashing — Mace 23 bp 2’ 6 lb M 8 Bashing —
Baton 2 sp 1.5’ 3 lb S 6 Bashing — Main Gauche 12 sp 1’ 1 lb T 4 Slash/Pierce —
Battle Axe 13 sp 3.5’ 7 lb L 10 Slashing — Morning Star 16 sp 2.5’ 5 lb M 8 Bashing —
Broadsword 10 sp 3.5’ 4 lb M 8 Slashing — Pole Arms 14 sp 6’-8’ 7 lb H 11 Piercing —
Cestus 2 sp 1’ 3 lb S 6 Bashing — Pole Axe 14 sp 6’-8’ 7 lb H 11 Slashing —
Club 1 cp 3’ 4 lb M 6 Bashing — Quarterstaff 5 cp 6’ 4 lb L 8 Bashing —
Composite Bow 17 sp 4.5’ 3 lb M 8 Piercing 75 Rapier 22 sp 4’ 2 lb M 7 Piercing —
Dagger 3 sp 1’ 0.75 lb T 4 Slash/Pierce th Scimitar 10 sp 3’ 4 lb S 7 Slashing —
Dart 1 sp 0.5’ 0.5 lb T 2 Piercing th Short Bow 6 sp 3’ 2 lb S 6 Piercing 50
Falchion 15 sp 3.25’ 4 lb M 8 Slashing — Short Spear 18 bp 5’ 4 lb M 8 Piercing 2x th
Greatsword 20 sp 5.5’ 8 lb L 10 Slashing — Short Sword 7 sp 2’ 2 lb S 6 Slash/Pierce —
Hand axe 5 sp 2’ 3 lb S 6 Slashing th Sling 9 bp 4’ 0.5 lb S 5 Bashing 40
Heavy Crossbow 25 sp 4’ 10 lb L 10 Piercing 70 Sling Shot 12 bp 6” 1 lb S 6 Bashing 30
Javelin 3 sp 4’-6’ 3 lb S 7 Piercing 2x th Spear 23 bp 6’-8’ 6 lb L 9 Piercing 2x th
Light Crossbow 11 sp 3’ 5 lb M 8 Piercing 50 War Hammer 15 sp 3’ 5 lb M 8 Bashing —
* = RI stands for Range Increment. Refer to the Combat Skill description on p. 34 for more information.
th = thrown; range increment for thrown weapons is the Strength Stat Value of the character in feet.
Note: Halfling-sized weapons do 1 point less Base Damage than what is listed in the Dam. Column, to a minimum of 1 point.

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Heavy Crossbow – This is a bow mounted on a long stock. Rapier – The Rapier is slim-bladed. It is primarily a
It is used to shoot projectiles, called bolts. The bow is thrusting sword, though it sometimes has a sharp edge
cocked by using a winding mechanism and then the bolt to also allow for a little slashing.
is slid into a groove. Scimitar – The Scimitar is a long curved blade, sharpened
Javelin – The Javelin is basically a sharpened shaft that is thrown on only the outer edge of the curve.
at a target in most cases. Some Javelins will have metal heads Short Bow – The Short Bow is a smaller version of the
or metal sheaths protecting and strengthening their tips. Long Bow, made from a single piece of wood. One of
Light Crossbow – This is a smaller version of the Heavy the benefits of the Short Bow is that if a rider is skilled
Crossbow. It is not as powerful as a Heavy Crossbow, enough, it can be used from horse back.
but it is a little more compact and easier and quicker to Short Spear – The Short Spear is essentially a short shaft
reload. with a bladed head attached to one end.
Long Bow – This is a bow made from a single, long piece Short Sword – This weapon is a smaller version of the
of wood. When strung, it looks like a capital “D” from Broadsword. Its blade is double-edged, straight and
the side as it doesn’t have the same sort of recurve that a usually about 3” wide, though thinner versions do exist.
Composite Bow has. It is used to fire arrows. Sling – A Sling is essentially a leather pouch with two lines,
Mace – The Mace is a relatively simple weapon, being a metal one extending from either side. The pouch is then whirled
head, often knobbed or spiked, attached to a stout handle. and a stone, held in the pouch, is then released to fly at
Main Gauche – The Main Gauche is essentially a parrying its target.
dagger. What makes it different from other daggers is that Sling Shot – A Sling Shot is essentially a “Y” shaped handle
its hilt is specially designed so that it provides a greater with a pouch attached to the upper ends by some elastic
benefit to a character’s DEF. If it is not used to attack, the material. It shoots stones, often called bullets.
Main Gauche provides an extra +3 to DEF in addition Spear – Like the Short Spear, the Spear is a long shaft with a
any other bonuses. bladed head on the end. It is most often used by foot soldiers
Morning Star – The Morning Star is a type of flail, easily when defending against mounted or flying opponents.
used one handed. It is comprised of a wooden shaft/ War Hammer – The War Hammer resembles a hammer
handle with an iron ball attached via a short length of on one side, with a single spike on the reverse, allowing
chain. The iron ball is usually studded or spiked. the wielder to do either a crush or puncture critical at
Pole Arms –Pole Arms come in a variety of styles, but will, utilizing but a single skill. Dwarves are often fond of
basically, they are a long staff with sharp points and blades utilizing this as a thrown weapon as well.
on the one end. Pole Arms are good against mounted or
flying foes, or when out in the open, with a lot of others
also using Pole Arms, but they are not very good at close
quarters fighting.
Pole Axe – The Pole Axe is similar to the Pole Arms, except
that the blades at the end are variations of an axe head,
and they work best with slashing style attacks.
Quarterstaff – The Quarterstaff is a long cylindrical rod
about an inch thick and the ends are often capped in metal.

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Encumbrance Unit – Outside of a character’s Basic Equipment
Encumbrance and Backpack, a character may carry an amount equal
Once you have completed provisioning and outfitting your to 2 lbs per for each point of their Strength Stat Value.
character, you now need to figure what his encumbrance will be. Thus a character with a Strength Stat Value of 15 has an
Since a strict accounting of the character’s equipment Encumbrance Unit of 30 lb. Each full Encumbrance Unit
and belongings would be tedious and undesirable, and just gives the character a -2 modifier to all actions. Especially
not very much fun at all, we have therefore come up with large or bulky items can impose greater modifiers. If the
the following rules. character is carrying more than 2 Encumbrance Units, his
Basic Equipment – A character’s Basic Equipment does not Movement Rate is halved, and he will be unable to dodge,
count towards encumbrance. Basic equipment is defined or perform any other types of similar actions.
as the following:
• 4 Belt Pouches – containing up to their weight limit. Finishing Your Character
• Weapons – the character may have 1 large or huge At this point, you are essentially finished creating your
weapon, or 2 medium weapons. 2 Small weapons character. The only step left is to tally up all of his skill
count as a single Medium weapon. Two Tiny bonuses and other bonuses, including modifiers from
weapons count as a single Small weapon. This armor worn and encumbrance.
includes any weapon belts and/or scabbards and Once this is complete, fill in any gaps in his background, the
quivers that are associated with the weapon. Game Master (GM) can help you with this since he should be
• Armor & Clothing – any worn armor and clothing. more knowledgeable about the setting being used in your game.
Some armors have their own penalties associated with Once this is done, you are all set to begin play, and waiting
wearing them. Those penalties are not considered to on the GM.
be part of encumbrance and are treated separately. Enjoy!
Backpack – A character’s backpack can be encumbering,
especially as it starts getting full. If the backpack is at
least half full, the character will receive an encumbrance
modifier to his Dexterity and Speed Stat Bonuses. This
modifier is equal to -3 + the character’s Strength Stat
Bonus. If the backpack is full, the encumbrance modifier
is equal to -5 + the character’s Strength Stat Bonus.
The character’s Strength Stat Bonus can never raise the
encumbrance modifier to more than zero.

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Combat

Characters are likely to see combat at some point or other • Scaled Damage – For every point above the target’s
as it is not a safe world. There are dangers all around them DEF that the attack roll is, the attacker gets to add 1
and a character never knows when he is going to have to fight. additional point of damage to the total amount dealt.
The rules covered in this section will aid in resolving • Boon Points – For every 10 points that the attacker’s
those inevitable conflicts and fights that the characters total is above the target’s DEF, the attack earns 1
always seem to get into. Boon Point. These points are then immediately
The main thing to remember is that an attack roll is not a spent on various things, such as additional attacks,
single swing at the foe, but multiple lesser strikes attempting benefits to the attacker, or additional damage
to break through his defenses, as he does the same to you. is applied to the target of the attack. When a
Your attack roll, DEF, and even the AR from your armor are character receives Boon Points (BPs), he must then
all abstractions, intended to boil a complex set of actions immediately spend them, choosing from among
and interactions down into a single roll. the list of options on the Combat Boons table (see p.
105). It should be noted that if a character earns 3
Combat Basics Boon Points, he does not have to spend them on a 3
point option from the table. He may select a 2 point
The attacker rolls 2d10 adding in his Attack Bonus and
option and a 1 point option, or select three 1 point
any special modifiers, such as for the number of Range
options. The choice is entirely up to the player.
Increments (see p. 20) between the sttacker and target,
Once the attacker has totaled up all of the damage to be
and tries to get a result that is equal to or higher than the
dealt to the target of the attack from the various sources, the
target’s DEF (the Defensive Target Number).
target’s AR (Armor Rating), if he has one, is subtracted from
If the attack roll succeeds, then the attacker has hit the target
this amount. Any remaining damage is then subtracted from
and he determines the damage that he has dealt the target.
the target’s hit points.
Damage takes several forms, as follows:
• Base Damage – Each weapon has a specific amount of
damage that it deals when an attack is made. For example
a Mace does 5 hits of damage while a Club does 4 hits.

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The Combat Round Combat Round Sequence


The Combat Round Sequence is specifically designed
A combat round is 5 seconds long. There are two main
to allow faster characters to be able to react to the declared
factors involved in resolving things during a combat round.
actions of slower characters while still resolving those
These are Action Points and Initiative.
actions in order from the slowest to the fastest.
Action Points Step 1: Roll Initiative
Action Points (AP) are a measure of how much your Each player should roll 2d10 and add in his Speed
character can accomplish in a given round. Every character Stat Bonus, his Wisdom Stat Bonus and any other special
has 5 Action Points. Various actions require different modifiers. This is the character’s base Initiative Point
amounts of AP to perform. (IP) for the entire combat.
Initiative is only rolled once per combat. This may be
Action Points altered by certain actions or events, but the character’s IP
Action AP
will always return to its starting value once the action or
Cast a Spell, Use Item or Rune/Read Scroll 4
Cast Counterspell or a Fast Spell 1 event that altered it is passed.
Perform Instantaneous Spell Action (if any) 3 If an initiative roll is not required, such as by
Concentration 3 combatants entering a melee already in progress, then
Melee Attack 4 this step is skipped.
Missile Attack 2 Step 2: Declare Actions
Unarmed/Natural/Martial Arts Attack 3 Players, and the GM for the NPCs and monsters,
Multiple Weapon Attacks in 1 round 5
Reloading/Loading Sling/Bow 3 should declare their actions for the round in initiative
Reloading/Loading Light Crossbow 5 order, from lowest to highest.
Reloading/Loading Heavy Crossbow 10 Any declared actions that alter the character’s DEF will
Perception roll 1 have that adjustment apply for the entire round.
Move Base Movement 1 Players may not declare actions that will resolve in
Move Double Base Movement at a Run 1 another round, unless that action also requires all of his
Dodge 2
AP for this round. Thus a player cannot declare both a
Draw Weapon 1
Simple Actions (GM’s Discretion) 1-2 Dodge (2 AP) and a standard Melee Attack (4 AP) in a
Complex Actions (GM’s Discretion) 2-5 round, since the Melee Attack could not resolve until
the following round, but he would be able to declare a
Initiative Power Attack (7 AP) since it requires all 5 of the AP for
Initiative determines the order in which a character’s the round it is declared and 2 AP of the following round.
actions are resolved. This is not when his actions take Step 3: Resolve Actions
place, just the resolution order. It is presumed that all of the Once everybody’s actions have been declared, it is time to
declared actions are happening almost simultaneously. resolve them, in initiative order, from the highest to the lowest.
To determine initiative, roll 2d10 and add in the If a character has multiple attacks in one round, he
character’s Speed Stat Bonus and his Wisdom Stat Bonus. resolves the first at his normal IP, and then all other
There may be other modifiers that apply, based upon a additional attacks are resolved after everybody else has
specific Combat Move being used or other conditions that resolved their initial actions. If more than one person has
might apply. The character’s total initiative roll is referred to multiple attacks, then they are resolved in initiative order,
as his Initiative Point (IP). same as the initial actions were resolved.
Step4: End Round
Once everybody’s actions have been resolved, it is time
to move on to the next round. However, before that is
done, any upkeep for the round must be performed. This
is when any hits lost from bleeding are removed from the
character or monster. If the character is dazed or stunned,
this is when the total number is reduced by one.
Once this phase of the round is complete, then the new
round begins. Step 1 should be skipped unless there is a
character or monster that needs to make an initiative roll.

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Special Situations
As with any system, there are a few special situations Control Zone (CZ): This is a 5’ area to the sides and front
or conditions that merit an extra note or a more detailed of the character/creature, approximately a 180 degree arc.
explanation. This section provides it. The next 60 degrees on either side of this control zone
Brawling: Any character may make an untrained/unskilled are the flanks, attacks from the flanks gain a +2 modifier.
hand-to-hand attack. This type of attack is also known as a And the last 60 degree arc, directly behind the character/
Brawling attack The Attack Bonus for such attacks is the sum creature is the rear, and attacks from the rear gain a +4
of the character’s Strength and Dexterity bonuses plus any modifier. Large humanoid creatures have a 10’ Control
appropriate modifiers. Unarmed Brawling attacks use only Zone and Huge humanoid creatures have a 15’ Control
the Basic Punch and Basic Kick Combat Moves normally. Zone. Non-humanoid creatures, especially those that are
Called Shots: There will be times when a player wishes his Large and Huge will have similar Control Zones, but the
character to hit a specific portion of his foe. This is what is actual shape is likely to depend upon the shape of the
known as a Called Shot. To make a Called Shot, the player will creature. Just keep in mind that the Control Zone rarely
apply a negative modifier to his attack roll, based on where extends behind the creature’s shoulders, and that the rear
he is trying to hit. Attacks against the arms or legs receive a -4 zone will always be directly behind the creature, with the
modifier. Attacks against the head receive a -8 modifier. remaining sections on either side being the flank zones.
If the attack is successful, the defender does not receive
his normal AR against the attack. Instead, he receives Called
Shot AR value of any armor worn on that specific location,
and that number is subtracted from any damage dealt.
Additionally, depending upon the location and the total
amount of damage dealt, other effects can occur as follows:
Arms/Legs: Every successful strike against a limb will
give the character hit a -2 modifier to all actions
involving that limb. Should he also take a total amount
of damage to that limb greater than his Constitution
Stat Value, the limb will become useless.
Head: For this type of Called Shot, the character making
the attack will earn one extra Boon Point whenever the
total amount of damage dealt to the head exceeds an
Disengaging from Melee: In order for a character to safely
increment equal to the target’s Constitution Stat Bonus
disengage from melee, without triggering an Opportunity
+ 5. Thus, exceeding double this number results in 2
Attack (OA) from the foe, a character must spend 1 AP
extra Boon Points. These extra Boon Points may only
for Disengaging and then move out of the foe’s Control
be spent on Boons that impair the target’s judgment or
Zone by spending other, additional AP.
consciousness (i.e. Dazed, Stunned, Death Strike, etc.).
Dodging: Occasionally, there will be a situation where the
Canceling an Action: During a round, an action declared
character wants to just jump out of the way, or Dodge an
by a character may be canceled at any time prior to its
attack outright. To perform a Dodge, the character makes a
resolution. A character who has canceled his action(s) for
standard Save vs. Dex (TN15). If he is successful, then he gets
the round may perform one of the following:
a bonus to his DEF equal to 5 + 1 for every 3 points above the
• Melee with half his normal Attack Bonus
TN of the Save that his roll was. If the character has the skill
• Move, using up to 3 Action Points.
Acrobatics, he make the Save using his total skill bonus rather
• Perform some other action modified by -5
than using his normal bonus for a Save if he prefers.
• Cast an Instantaneous defensive spell.
Dodging cannot be performed at the same time as
• Cast Counterspell
Fighting Defensively.
• Perform a Dodge or a Block
The new action is performed at the time that the old action Fast Attack: Melee attacks require a specific amount of
was canceled. If the canceling and new action is declared at the activity to perform. A single melee attack requires 4
same time as another character’s action, then this new action AP, while a martial arts or natural attack requires 3 AP
will be resolved first. However, if the character’s canceled and multiple attacks in a single round require 5 AP.
action included a melee attack against a foe; this new attack, if By making a Fast Attack, 1 AP is subtracted from the
selected, may not be against that same foe. required amount, and the attack receives a -4 modifier.

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Fighting Defensively: Sometimes a character will come up Multiple Attacks from High Skill: As characters gain ranks
against something that is more powerful than he is, and in their melee Combat Skills, they gain the ability to make
he will find that it can hit him, a lot more often than he multiple attacks. For every 10 points in a given skill’s
likes. This is where Fighting Defensively comes into play. total bonus, the character gains the ability to make an
When doing this, the player is able to shift part of his Melee additional attack. The character’s Attack Bonus receives
Combat Skill, for the weapon he is currently wielding, a modifier of -4 for each attack beyond the first, and a
from his Attack Bonus to his DEF. The amount shifted and modifier of -2 for each foe beyond the first to be attacked
the bonus to DEF depends on the character’s training. (i.e. making 1 attack each against 2 foes results in a -6 to
If a character has Combat Training, he may gain a +1 the character’s Attack Bonus, 2 attacks against a single foe
to DEF for every point shifted from his Melee Combat has only a -4 modifier). The remaining Attack Bonus is
Skill. If the character does not have either of the Combat then divided between the individual attacks in whatever
Training Talents, he receives a +1 bonus to DEF for every split the player desires. Any modifiers for Fighting
2 points shifted from his Melee Combat Skill. Defensively are also subtracted from the Attack Bonus
Characters that fight using Unarmed skills gain a +1 to before the player splits it between the individual attacks.
DEF for every point shifted from their Unarmed Combat The Talent, Advanced Martial Training, supercedes
Skill when facing somebody who is also Unarmed. Against this capability. This capability cannot be used with
armed foes, the character receives a +1 to DEF for every combat styles or skills that grant multiple attacks (i.e.
2 points shifted from the Unarmed Combat Skill unless Two Weapon Combo).
he is wearing proper equipment such as bracers or cesti. Multiple Attacks in 1 Round: There are some combat skills,
While a character is not required to make an attack while talents, capabilities or situations that will allow characters
Fighting Defensively, he is expected and required to have to declare and make multiple attack rolls in a single round.
the weapon(s) for the Melee Combat Skill that he is shifting When this happens, the primary attack roll is made at the
towards DEF in his hand in order to actually shift those character’s initiative point, and any remaining attack rolls
points. Additionally, Fighting Defensively cannot be used at are made at the end of the round. In making multiple
the same time that a character is performing a Dodge. attacks, once the first of the attacks is made, the remainder
Haste: Normally a character has only 5 Action Points to use must be made; the attack(s) can no longer be canceled.
in a given round. However, some spells and items can Off-Hand Attacks: When a character learns to use a weapon, he
Haste the character, giving him a total of 10 AP for the does so in a specific hand. Attempting to use that weapon in
round. This may allow the character to declare multiple his other hand, or off-hand, will result in a -4 modifier being
attacks. However, no amount of Haste will allow for applied to the attack unless the character is ambidextrous.
casting more than one spell per round. One Handed Weapons in Two Hands: There are times when
Holding an Action: Sometimes a player will want to hold off a character using a one handed weapon may want to put a
performing his declared actions for a little while. In doing little extra oomph behind it by using both hands. In such
this, the character loses 1 AP from the total amount that cases, the attack requires 1 additional AP to perform, and
he is allowed to use for the round. The character may then does 2 additional points of Base Damage.
perform his actions at whatever initiative point he wants, Opportunity Attack (OA): This is an attack that happens
so long as it is lower than the initiative that he rolled for outside the normal initiative cycle, but it still counts
the round. Should he decide to take action during the same against the character’s available actions for the round.
initiative as somebody else, his actions will resolve first. If the character is only able to make a single attack each
Improvised Weapons: There will be times when characters round, making an Opportunity Attack will count as
will want or need to use unusual objects as weapons. The his attack for the round. If the character has multiple
GM should determine what the improvised weapon most attacks (high skill, multiple weapons, etc.) each round,
resembles, and then the character will either use his skill he may use all of his attacks for the OA or he may use
for that weapon or his Brawling attack bonus, whichever just one of his attacks for the OA and then make the rest
is higher, with a -4 modifier due to the inadequacy of the of their attacks normally according to normal initiative
weapon for combat. procedures. Opportunity Attacks are triggered by a
Improvised weapons should do half of the damage of potential foe entering or crossing a character’s Control
the weapon that they most resemble. Zone without the intention of attacking the character.

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Reroll Initiative: A character may prepare for one round, The following example shows how one GM works this out.
using 4 AP of that round, in order to reroll his initiative Example: John, Mark, and Andy are playing Fighters.
in the following round. This new IP will be the character’s John and Mark are in a 20’ x 20’ room. In the center
IP for the remainder of the combat. of the room is an opening down to the next level.
A character that does this is not allowed to make an attack Andy has recently fallen through it. To one side of the
of any sort in the round in which he is preparing to Reroll opening, our intrepid heroes have begun to attach a
Initiative. He may, however, use up to half of his Melee rope to a spike driven into the floor to rescue Andy.
Combat Skill in Fighting Defensively during the preparation Unfortunately, the hammering has attracted the
round. This may not be done in a round in which the attention of a small group of Orcs. Hearing them
character has received a modifier for being surprised. coming, John’s character has already scrambled to the
Setting Initiative: A character may use 2 AP of his available door to attempt to hold them off while Mark continues
activity in a round to prepare for the next round of to finish attaching the rope. Mark is 10’ from the door
combat. In such cases, the character is treated as if he and the coil of rope is halfway between where Mark
rolled a 20 on the 2d10 for determining his Initiative. is attaching it to the spike and the doorway. The GM
This may not be done in a round in which the character has determined that it is now time to begin the Combat
has received a modifier for being surprised. Round, and he calls for the actions of the players
This IP modification lasts only for one round, and it after having them roll initiative. John and Andy have
cannot be performed on consecutive rounds. Additionally, already declared their actions.
the character may not make any attacks in the round in
which he is preparing for this. He may, however, use up Mark: “I want my character to run to the door,
to half of his Melee Combat Skill in Fighting Defensively kicking the rope into the hole for Andy’s character
during the preparation round. along the way, and drawing his sword at the same
time and then melee attack the Orcs with whatever
Simple & Complex Actions: While the Action Point table
percentage he has left.”
provides a number of example actions, there is no way
that it can cover all of the possibilities. When a player The GM’s thought process: “Well, drawing your
declares an action that is not on the Action Point table, sword is 1 AP, and running to the door (10’ away) is
the GM will have to decide if it is a Simple or a Complex also 1 AP. Since neither interferes with the other (i.e.
Action. A Simple Action is just that, very simple. It usually feet and hands), I will let him do both at the same
involves only a single activity or goal and often requires time as for 1 AP and not require a roll. Kicking the
only a simple, single movement to complete (i.e. drawing rope into the hole on his way across the room will
a weapon, picking something up off the floor, etc.). Simple slow him down a bit more, but not much, so we add
Actions also rarely, if ever, require a roll of any sort. Simple in the base Action Point cost for a Simple Action of
Actions will normally take from 1 to 2 AP to perform. 1 AP to bring the total move across the room to 2
Complex Actions, on the other hand, usually require AP. However, I am going to require him to make a
somewhere between 2 and 5 AP to accomplish, and Save vs. Dex to accomplish this as kicking the rope
will often require a roll to successfully complete. Some could throw him off balance and mess up his later
examples include changing weapons, applying first aid, attack. He will have to make a Fast Attack, using 3
starting a fire, or other actions that involve multiple or AP, and receive a -4 to his Attack Bonus.”
complex motions to complete.
What the GM says: “Okay, you can run to the
In both cases, it is up to the GM to determine which
door, kicking the rope into the opening as a 2 AP
category the declared action belongs to, and how many
action, however, you will need to make a Save vs.
AP are required to complete it.
Dex to keep from stumbling. You can then make
Simultaneous Actions: There are times when players will
a Fast Attack at 3 AP, giving you a -4 modifier to
want to attempt to perform multiple actions at the same
your Attack Bonus.
time. Usually, this is a combination of wanting to perform
and action while moving. Simultaneous Actions often As we can see from the example, the GM determined
combine two or more normal actions that do not usually that drawing a sword and moving at the same time was
require any sort of roll on their own, such as moving possible, and only slows each other down slightly without
across a room and picking up an item from the floor. requiring a roll. Kicking the rope into the opening as he
By combining the actions into a Simultaneous Action, is moving is what requires the roll, according to the GM’s
these normal actions may end up requiring a roll to make reasoning. Moving and performing an action with his feet
sure all are completed properly. could upset his balance, thus the need for Save vs. Dex.
When the player declares what he wants to do, the
GM needs to first decide if the actions can or cannot be
performed at the same time. He must then decide how
many Action Points are required, and whether or not a
roll of some sort is required.

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Situational Modifiers: Sometimes situations can occur
that interrupt the normal flow of activity. For example, Combat Moves
if one combatant is holding a dagger to the throat of In addition to skills and Talents, character can also purchase
another, from behind, and threatens to slit his throat if special Combat Moves. These moves allow the character to
that combatant or their friends make any moves, then it perform certain actions or produce certain desired results.
is quite likely that the combatant holding the dagger will Each Combat Move has a base cost, listed in parenthesis
be able to complete his act before those others could do next to the Combat Move’s name. Those with Combat
anything. This can likely be reflected in a large initiative Training (Talents, p. 24) can purchase Combat Moves at
bonus and by ruling that the slicing of the throat would a reduced cost. However, those cost reductions can never
not be a normal attack, but a Simple or Complex Action reduce the cost to zero or less. The costs next to the name of
requiring only a small portion of activity to accomplish, the Combat Move already have the CP adjustments made,
especially since the action is already poised to occur. and listed in the following format:
The possibilities for situations like this are too numerous Combat Move Name (U #/I #/ II #)
to properly codify, but the GM needs to be aware that they The “U” stands for Untrained, meaning those without
can occur. If they do, then the GM will have to use his combat training, the “I” is for those with Combat Training I,
discretion and judgment in determining modifiers. Since and “II” is for those with Combat Training II.
modifiers larger than 20 imply situations beyond normal There are some Combat Moves that have a zero cost.
ability, the GM should generally keep such modifiers below These are free to everybody. We have divided the Combat
that range unless they have a very good reason to do so. Moves into 3 categories, just like the Combat Skills.
Surprise: When two or more groups meet up with one Several Combat Moves allow for the player to cancel his
another and neither is explicitly aware of the other, both character’s actions to perform the Combat Move. This is
groups are required to make a single perception roll, using only possible if the character has not already completed his
the character with the highest skill bonus. The results are declared actions.
determined as follows: Note: The AP cost modifiers are added to the
Groups A & B both succeed: Neither group surprised. Action Point cost of the character’s attack. Thus a
Group A succeeds, Group B doesn’t: Group A Melee Combat Move with an AP modifier of +1
surprises Group B. means the Move requires a total of 5 AP if attacking
Group B succeeds, Group A doesn’t: Group B with a single weapon, or 6 AP if the character is
surprises Group A. making multiple attacks or using a style such as
Groups A & B both fail Perception roll: Both groups Two Weapon Combo. If this raises the total AP to
are surprised. 6 or higher, then the attack will take place in the
The rule above applies to two groups stumbling onto following round. Luckily, such attacks will always
each other. If one group is aware of the other for more resolve first, regardless of what the character’s
than a round before combat starts, they can set up to initiative is. However, the number of AP required
attempt an ambush of the other group. in the next round is subtracted from his total
If a group is surprised, it receives a -20 modifier to available AP for that round.
Initiative for the first round of combat, and if this puts
an individual character’s Initiative at or below zero, then
that character will not be allowed to take action until the
following round. If the character is allowed to act, even with
the -20 modifier, then he is limited to performing only those
actions allowed when Canceling an Action (p. 39).
When attacking a person who is surprised, the attacker
gains a +4 modifier to his Attack Bonus.

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Melee Combat Moves
The Melee Combat Moves are all melee attacks, and unless Killing Strike (U 5/ I 4/II 3)
a specific Combat Move says otherwise, they take as long as to AB: -4
perform as the Melee Attack listed in the Action Points table. DEF: -2
Basic Strike (U 0/ I 0/II 0) AP: +2
AB: +0 Effects: The character takes extra time and effort to make
DEF: +0 a more precise and deadly strike. He gains 2 extra Boon
AP: +0 Points if the attack is successful. The character must
Effects: This is the most basic of attacks. Damage dealt is know the Combat Move, Power Strike, before they can
based on the weapon and on the information provided acquire this Combat Move.
in the section on Combat Basics (p. 37). Moving Strike (U 4/ I 3/II 2)
Block (U 3/ I 0/II 0) AB: -2
AB: +0 DEF: -2
DEF: +0 AP: +1
AP: +0 Effects: The character moves at a run towards foe and
Effects: To perform a Block, the character makes an makes an attack as he reaches him. He may spend
attack roll against a TN14 + foe’s Attack Bonus (AB). up to 3 of the 5 AP required for this Combat Move
If he succeeds in this attack roll, the incoming attack is approaching the foe. Each AP spent in moving adds
stopped completely. If the character fails this roll, the an extra 5 hits of damage to those dealt by the attack.
incoming attack is resolved normally. The player may If the character would require more than 3 AP to
cancel his character’s declared actions to perform the approach the foe, this Combat Move may not be used.
Block so long as those actions have not been resolved. Power Strike (U 5/ I 3/II 3)
Disarm (U 3/ I 2/II 1) AB: -4
AB: -2 DEF: +0
DEF: +0 AP: +3
AP: +1 Effects: The character takes a little extra time and effort
Effects: The character attempts to disarm his foe. To do this, to put more oomph into his attack. If successful, player
the character makes an attack roll against his foe. If it does an extra 10 points of damage.
succeeds, the attack deals its Base Damage, but no Scaled
Damage. The foe does not receive his AR against this attack
and must make a Save vs. Str or he looses his weapon as it is
flung 1’-10’ in a random direction. The TN of the Save may
be increased through the use of Boon Points.

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Ranged Combat Moves
There are some special Combat Moves even for ranged Far Shot (U 4/ I 3/II 2)
attacks. They take as long to perform as a normal ranged AB: -3
attack, unless the specific Combat Move indicates more DEF: +0
AP are required. AP: +3
Aimed Shot (U 0/ I 0/II 0) Effects: Range penalties are halved for this shot. This
AB: +0 basically doubles the effective range of the weapon
DEF: +0 being used to make the attack.
AP: varies Moving Shot (U 5/ I 4/II 3)
Effects: By taking extra time, the character’s shot becomes AB: -varies
more likely. For every extra Action Point the character DEF: +0
uses in making his ranged attack, he receives a +1 to AP: +0
his Attack roll. This Combat Move may not be used Effects: The character is able to reload and shoot, or draw
across multiple rounds. and throw while moving. His movement is considered
Basic Shot (U 0/ I 0/II 0) to be happening at the same time as the reload/shoot or
AB: +0 draw/throw actions and do not count against his Action
DEF: +0 Points (AP) used during the round. The character
AP: +0 receives a -2 modifier to his Attack Bonus for each AP
Effects: This is the most basic of ranged attacks. Damage worth of movement that the character performs.
dealt is based on the weapon and on the information Ranged Disarm (U 4/ I 3/II 2)
provided in the section on Combat Basics (p. 37). AB: -10
Defensive Shot (U 4/ I 3/II 2) DEF: +0
AB: -4 AP: +0
DEF: +2 Effects: The character is attempting to shoot the weapon
AP: +0 out of his foe’s hand. If the attack is successful, it does
Effects: The character makes himself harder to hit as damage as normal and foe must make a Save vs. Str or
he fires his weapon. For this, he increases his DEF by drop the weapon. The TN of the Save may be increased
taking a penalty on his Attack Bonus. through the use of Boon Points earned for the attack.
However, the range modifiers of the attack are also
applied to the Save’s TN, lowering it.

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Unarmed Combat Moves
There are more Combat Moves for unarmed attacks than Disarm (2)
there are for the other categories. We are only giving a sample AB: -2
few here, most will be found as part of a larger Martial Arts DEF: +0
style or other unarmed combat style. Combat Training has AP: +1
no affect upon costs of Unarmed Combat Moves. Effects: The character attempts to disarm his foe. To do
Basic Punch (0) this, the character makes an attack roll against his foe.
AB: +0 If it succeeds, the attack does Base Damage, but no
DEF: +0 Scaled Damage. However, the foe gets no AR against
AP: +0 this damage and the foe must make a Save vs. Str or
Effects: For Brawling, this is the most common type of he looses his weapon. The TN of the Save may be
attack. It does a Base Damage of 1 point. The attack increased through the use of Boon Points.
also deals Scaled Damage and damage from any Boon Haymaker (3)
Points earned as described in Combat Basics (p. 37). AB: -4
This type of attack includes things like head-butts, DEF: +0
smashing one’s elbow into foe, etc. If the character has AP: +3
the Combat Skill, Basic Martial Arts, the Base Damage Effects: The character takes a little extra time and effort
of this attack is increased to 2 points. to put more oomph into his attack. If successful, player
Basic Kick (0) does an extra 10 points of damage
AB: +0 Moving Strike (4)
DEF: +0 AB: -2
AP: +2 DEF: -2
Effects: For Brawling, this is the second most common type AP: +2
of attack. It does a Base Damage of 2 points. The attack Effects: The character moves at a run towards foe and
also deals Scaled Damage and damage from any Boon makes an attack as he reaches him. He may spend
Points earned as described in Combat Basics (p. 37). If up to 3 of the 5 AP required for this Combat Move
the character has the Combat Skill, Basic Martial Arts, the approaching the foe. Each AP spent in moving adds
Base Damage of the Kick is increased to 4 points. an extra +3 hits of damage to those dealt by the attack.
Block (0) If the character would require more than 3 AP to
AB: +0 approach the foe, this Combat Move may not be used.
DEF: +0
AP: +0
Effects: To perform a Block, the character makes an
attack roll against a TN14 + foe’s AB. If he succeeds
in this attack roll, the incoming attack is stopped
completely. If the character fails this roll, the incoming
attack is resolved normally. The player may cancel his
character’s declared actions to perform the Block.

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Combat Styles
As mentioned in the skill description for Combat Skills, • Throw – If the character makes a successful attack,
in addition to skills for the individual weapon groups, a the foe must make a Save vs. Dex or be thrown to the
character can also gain skills in specific Combat Styles. ground. The Throw itself deals no Base Damage, but
Advanced Martial Arts – In order to use the abilities the character may deal damage from Scaled Damage
described in this Combat Style, the character is required and from spent Boon Points, if they are not used to
to have the Talent, Advanced Martial Arts Training and a increase the TN of the Save. The foe being thrown
number of ranks in the Combat Skill, Basic Martial Arts cannot weigh more than 3 times the Encumbrance
equal to or greater than the ranks he has in this Combat capacity of the character performing the throw.
Style. If the character meets these prerequisites, then he • Improved Dodge – For every five ranks that the
gains the following capabilities: character has in his Advanced Martial Arts skill, he
• Hand Strike – This allows the character to do an gains a +1 modifier to his DEF and to any Dodge
attack that deals 4 points. The character may attempt rolls that he attempts. This is in addition to the +1
to use a Hand Strike to perform a Stunning Strike as to DEF that all characters receive for every 5 ranks in
described below. their best melee skill.
• Kick – Performing a Kick attack requires 1 more Note: With the exception of bracers, those who
Action Point than a normal unarmed attack requires. wear armor of any sort while attempting to use the
A Kick does 6 points of Base Damage for a successful Advanced Martial Arts combat Style will receive
attack. A character may attempt to use a Kick to a negative modifier to their skill bonus equal to
make a Stunning Strike just like in the Hand Strike double the AR value of the armor worn.
description.
• Stunning Strike – This special attack may be Boxing – This is the art of fisticuffs, of pounding on a foe
performed using either a Hand Strike or a Kick. The until he is unconscious. A practitioner does 4 points of Base
character’s Attack Bonus receives a -5 modifier. If the Damage for each successful attack. He may parry other
attack is successful, the target must make a Save vs. unarmed attacks at will and may parry armed attacks if he is
Con or be Stunned for 1 round plus an additional wearing metal gauntlets, bracers or metal cesti (a battle glove
round for every 3 points that the Save is missed by. which increases Base Damage from 4 points to 6). Boxers
The base TN of the Save is 15 for a Hand Strike and may also attempt a special attack known as a Knockout.
17 for a Kick. The TN can be increased through the To attempt a Knockout, the character receives a -5
use of Boon Points. modifier to his Attack Bonus and must spend an extra
• Leg Sweep – Performing a Leg Sweep requires 1 2 AP in performing the attack. If the attack is successful,
more Action Point than a normal unarmed attack it does double damage and the foe must make a Save vs.
requires. A successful Leg Sweep attack does 4 points Con or be knocked unconscious for 1d10 rounds. The
of Base Damage. It does not do any Scaled Damage. base TN for the Save is 15 and the character may use
The target of the Leg Sweep must make a Save vs. Boon Points to increase the TN of the Save.
Dex or be knocked to the ground.

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Two Weapon Combo – This is the skill of using 2 weapons Wrestling/Grappling – This is a type of unarmed combat that
together in order to make multiple attacks against a foe. specializes in knocking down and restraining foes. The main
This could be 2 Tiny weapons, 2 Small weapons, a Tiny type of attack for this Combat Style is called the Hold. There
and a Small weapon, or a Tiny and a Medium weapon. are many different types of Holds, but rather than define
The primary (i.e. larger) weapon of the Combo must be each one, it is simpler to say that an attack that results in a
from a weapon group that the character has as a Combat successful Hold completely immobilizes the target.
Skill. The character cannot have more skill ranks in the If the foe is not skilled in Wrestling/Grappling, the
Two Weapon Combo skill than he has in the Combat Skill only way for him to escape a Hold is to make a Save vs.
for the weapon group that his primary weapon is from. Str with the number of skill ranks that the wrestler has
The character must also have the Talent, Weapon Focus, in this Unarmed Combat Skill being added to the base
for the primary weapon of the combo. TN of 15. A foe that has skill in Wrestling/Grappling need
Both weapons use the character’s total Melee Combat only make a basic Save vs. Dex (TN15) in order to escape
Skill bonus as the attack bonus for both attacks. However, the Hold. The foe is allowed to make 1 Saving Throw each
the secondary weapon’s attack bonus receives a -3 round in his attempts to break free.
modifier for being the secondary weapon (this is not the Once a wrestler has a foe in a Hold, he may use the
same as the off-hand penalty). If the character is using Hold to cause pain, doing 3 points od damage each
2 weapons of the same type, such as 2 daggers, then the round, after the first, to the held target. This damage
secondary weapon is simply considered to be the weapon may be from a “Strangle Hold” or from a “bear hug” or
that is used to make the second attack. from the wrestler pulling/bending limbs in ways that they
The character can elect to not attack with the don’t normally move.
secondary weapon and instead use his skill ranks (no stat Wrestlers may also attempt to use a maneuver known
or other bonuses) in his Melee Combat skill (with a -3 as the Takedown. It works as follows:
modifier) as a bonus to his DEF while still attacking with • Takedown – A Takedown is a type of throw maneuver
the primary weapon. that requires both skill and strength to slam the foe
Some characters may like to use a shield as their second to the ground. To attempt a Takedown, the character
weapon. This is allowed. The shield’s Base Damage is receives a -5 modifier to his Attack Bonus. If the attack
equal to its DEF rating. However, if used to make an is successful, the foe is knocked down and he takes
attack, the character will not receive the shield’s DEF 6 points of Base Damage, as well as normal Scaled
rating to his DEF for the round in which the attack is Damage and must make a Save vs. Con or be stunned
made. The Talent, Shield Training (see p. 28), increases for 1 round plus 1 additional round for every 3 points
the DEF rating of the shield, and thus would increase its that he failed the Save by. The base TN for the Save is
Base Damage as well. 15 and the character may use Boon Points to increase
the TN of the Save.

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Magic

In Novus, magic is both simple and complex at the same


time. It is simple because here, in the core rules, we provide
Schools of Magic
you with a set of Codified, or pre-defined spells that your There are many possible Schools of Magic. In this product
spell caster can learn and use in a very easy manner. we cover the six most common Schools found in many settings.
Magic is complex because these Codified spells were created We also provide you with a small list of Universal Spells.
using a more flexible set of underlying rules. These rules, known Universal Spells are known as such because they are the most
as Spell Bases, allow for both the creation, learning and casting common spells and are often learned by casters from many
of Codified spells, as well as using the Spell Bases in what is different schools. Universal Spells are also the only spells that a
known as Improv casting in order to cast spells on the fly. The character who is not an Adept may ever attempt to learn.
rules for using Spell Bases are found in Libram Novus #1. The Schools are as follows:
Note: Some of the following School descriptions
How Magic Works mention other planes. A slightly fuller explanation
of how the planes relate to one another can be
When creating a character, the player selects a Character
found in Lirbam Novus #2.
Class for his character. Some of those Character Classes
are spell users. Each spell user is associated with a specific Black Magic
School of Magic, and he will have a single Spellcasting skill Black magic is the study of the darker side of magic. It is often
for that particular School. This Spellcasting skill is used in associated with hexes, curses, and evil in general. Many people
casting all spells from that School. believe that Black Magic is all about blood-letting and sacrifice,
If the character gains access to a second School of Magic, but that is not true. It is about focusing the darker aspects of the
he would have a separate Spellcasting skill for that second universe and making them bend to the caster’s will.
school. Each specific Spellcasting skill would be used only Mana Source: Those who practice Black Magic draw their
for spells from that specific School. mana from the energy of the Infernal Planes (see p. 81).
Having access to a School of Magic and a Spellcasting skill Casting Style: Black Magic spells are often cast with the aid
does not mean that the character automatically knows any of a focus item, such as a dagger or a wand that is specially
spells from that School. The player must spend Character consecrated to the darker powers of the universe. If the
Points to purchase each spell that his character learns. The caster is unable to cast his spells with his focus item, then
cost of the spell may be adjusted according to the character’s he receives a -4 modifier to all of his Spellcasting rolls.
magical talent with his School of Magic. Refer to Types of
Casters below for more information.

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Divine Magic Mysticism
Divine Magic isn’t so much a study of a specific field Mysticism is the study of the inner self. The caster focuses
of magic as it is the collected disciplines and doctrines of on utilizing his own inner strength and spirit, focusing it
Priests and Clerics that allows them to shape their mana through his mind and through crystal focus. Many who
into a number of similar results. Each Priest or Cleric is are not of this School often mistakenly think that the caster
dedicated to the ideals and values of one or more gods, and creates spell effects through the manipulation of his chi
the focus of the deity’s interests and powers will help, in the energy. While the processes are similar, they are not the
end, to shape how spells are cast and even what spells are same and they are often mistaken for one another.
actually available to be learned by their followers. Mana Source: The caster taps into ambient mana in his
Mana Source: Clerics and Priests use the Holy Symbol of own body and from nearby, and focuses it through his
their deity as a focus for drawing mana from the Celestial crystal to cast spells.
Planes and in shaping it for the spells that they cast. Casting Style: As mentioned, each practitioner of
Casting Style: Holy Symbols come in many shapes, sizes Mysticism has a special crystal to which he is attuned
and forms, but quite often the religious order to which that serves as a focus for his casting. This crystal is
the Cleric belongs will dictate the shape and physical often worn as the setting in a piece of jewelry and it
composition (i.e. what it is made of) of the Holy will glow softly when a spell is being cast through it.
Symbol. Practitioners of Divine Magic are required Should the caster be without his focus crystal, he will
to either clasp their Holy Symbol, if it is worn as a have a -4 modifier to all Spellcasting rolls until he can
brooch or amulet, or to hold it forth in front of them reacquire it or attune to (Magecraft skill roll, TN 15) a
when they are casting spells. If the caster does not have new crystal. A caster of this School may only have one
his Holy Symbol, then he receives a -6 modifier to all attuned crystal at a time, and if he attunes to a new
Spellcasting rolls. If the caster is able to create a Holy crystal, the old will crumble to dust.
Symbol out of lesser materials (such as weaving a Holy Natural Magic
Symbol out of straw when it is supposed to be made Natural Magic encompasses the study of magic
from silver), then he only receives a -3 modifier to all concerning plants, animals and the four basic elements;
spells cast with that improper Holy Symbol. fire, earth, air and water. Natural Magic is all about living
High Magic in harmony with these natural forces, and protecting nature
High Magic is what most people think of when they from those who seek to destroy it for greedy purposes.
think of magic. It encompasses all of the most iconic forms Mana Source: Those who practice Natural Magic believe
of magic, such as conjuration, illusions, etc. Practitioners of that there is mana in all things, that it is the force of
High Magic use words, gesture, and physical components to creation in the universe.
draw and focus and shape the mana into spells. Casting Style: Practitioners of Natural Magic cast spells
Mana Source: It is theorized that the astral planes are using material components. These components are
filled with raw mana and that the way that the planes natural objects that have an esoteric relationship to
interact, that mana bleeds over into the mortal realms. the effects of the spells that they cast. A practitioner of
Some scholars still debate whether casters of this School Natural Magic will always be gathering bits and pieces
are pulling mana directly from the astral or if they are to add to his pouch of components. If attempting
tapping into the mana that bleeds over mortal world. to cast spells without his pouch of components, the
Casting Style: Casters of this School of Magic always caster will receive a -4 modifier to all Spellcasting rolls
carry with them a pouch of material components. The until he can spend at least an hour collecting new
components within this pouch often seem to be chosen components in the wild.
for their color and the caster’s affinity for that color. One Wizardry
caster may prefer items that are green and so collect Words have power and Wizardry is the study of magical
leaves and moss and green-hued stones and bits of cloth, languages and their usage. Wizardry also focuses on spells
while another might prefer shades of red or yellow. of command and on spells cast using little more than those
More rarely, there are casters who have an affinity for words and a wand or staff to focus their magical energy.
two or even three colors. If the caster is unable to draw
Mana Source: Practitioners of Wizardry tap into the mana
upon his material components when casting a spell, he
of the astral, pulling on it as needed to cast their spells.
suffers a -4 modifier to all of his Spellcasting rolls until
he can collect new items to use as material components.. Casting Style: Those who study Wizardry cast spells
using the power of the spoken word and the focus of
a wand, rod, or staff. This focus device is what allows
them to direct their spells properly. If attempting to
cast a spell without his proper focus device, the caster
receives a -4 modifier to all Spellcasting rolls.

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Types of Casters Casting Spells


There are three main types of spell casters in Novus. They In order to cast a spell, the caster must expend a number
are the Major Adept, the Minor Adept, and Non-Adepts. of Spell Points (p. 18) as indicated in the description of
Here is a fuller description of each: the spell. The player must also succeed at a Spellcasting
Major Adept: This is the most powerful type of spell skill roll, using the Spellcasting skill for the School that the
caster. Major Adepts have the lowest cost on all spell comes from. This roll must meet or beat the Casting
Codified spells, using the “Mj” CP costs instead of Target Number (CTN) indicated in the spell’s description.
the normal “N” CP costs paid by those who are not Universal spells are always considered to belong to the
Adepts. This effectively works out as a 2 CP discount caster’s main School of Magic.
on the cost of learning spells (i.e. if a Codified spell Wearing armor does not affect the TN of casting a spell, but
is listed as costing 5 CP for a Non-Adept, the Major it does require that the caster expend more Spell Points or else
Adept only pays 3 CP for it). Major Adepts start off the spell will automatically fail. Armor has an attribute known
with 15 Spell Points and gain 1 Spell Point for each as Impedance (p. 31) and this is equal to how many extra
rank they have in their best Spellcasting skill. Major Spell Points the caster must expend in casting a spell.
Adepts may learn and cast Universal Spells and spells Should the caster be injured while attempting to cast
from their School of Magic. a spell, he must make a Save vs. Will in order to continue
Minor Adept: This type of spell caster can eventually be concentrating on casting the spell. The TN for this Will Save
as strong as the Major Adept, but it takes him longer to is 15+ 1 for every 2 points of damage received, rounded up.
achieve it. When purchasing Codified spells, the Minor If a spell requires that the target make a Save, the base TN
Adept uses the “Mn” CP costs instead of the normal for this Save is 14 plus the number of Spell Points required to
“N” CP costs paid by those who are not Adepts. This cast the spell. Each spell will list what stat the Save is against.
effectively works out to be a 1 CP discount on the cost This may also be adjusted through Casting Boon Points.
of learning spells (i.e. if a Codified spell is listed as Recovering Spell Points
costing 5 CP for a Non-Adept, the Minor Adept only Once a caster has used his Spell Points in casting a spell, it
pays 4 CP for it). Minor Adepts start off with 10 Spell takes time for him to recover them and be able to use them again.
Points and gain 1 additional Spell Point for each rank How quickly he recovers them is based on how active he is.
they have in their best Spellcasting skill. Minor Adepts • If the caster is active, moving about and doing things,
may learn and cast Universal Spells and spells from he will recover 1 Spell Point every 30 minutes.
their School of Magic. • If the caster is resting, laying still and not exerting any
Non-Adept: This classification refers to all characters that energy, he will recover 1 Spell Point every 10 minutes.
are not already Adepts of one sort or the other. Non- • If the caster is sleeping or meditating, he will recover
Adepts may purchase and learn how to cast Universal 1 Spell Point every 5 minutes.
spells; however they have to pay the full Character Point Essential Salts
cost (the “N” CP cost) for the spell. They normally are
In addition to the mana that casters normally draw upon
not allowed to learn spells from a specific School, only
in order to cast their spells, there is also something known
Universal Spells. Non-Adepts start off with zero Spell
as Essential Salts. Essential Salts are also sometimes known
Points and gain 1 Spell Point for each rank that they
as Rare Earths. Essential Salts are an elemental substance
have in their best Spellcasting skill.
containing trace amounts of all elements. In appearance,
Learning Spells Essential Salts resemble fine grains of sand, and they can be
found in small amounts in any terrain.
To actually learn a spell, the player must purchase it, Essential Salts are, quite likely, the most important alchemical
much like he would a Talent or Combat Move by paying a ingredient there is. They are the most common catalyst used in
one time Character Point cost. The Character Point cost of alchemy, allowing alchemists to unlock and activate the innate
the spell is listed in parenthesis next to the spell’s name. powers and abilities of other ingredients in their experiments.
It is possible for an Adept to learn a spell that is not from They can also be used in place of normal mana. Both of these
their School of Magic and/or not one of the Universal Spells. capabilities require the use of the alchemist’s force of will. To
To do so, he must pay double the Non-Adept Character Point use Essential Salts in place of mana (i.e. as Spell Points), the
cost of the spell. If the Adept learns a spell from another character must make a Save vs. Will (TN 15). It takes 1 dram of
School of Magic, he must also learn a new Spellcasting skill Essential Salts to equal 1 Spell Point.
for that spell. This new Spellcasting skill is unlikely to be a
Favored Skill for the character.

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In order to acquire some Essential Salts, a character must For every 10 points that the player’s roll is over what is
spend an hour sifting through soil and dirt. At the end of required to cast the spell, he earns 1 Casting Boon Point
the hour, the player will make a Magecraft: Alchemy roll (TN (CBP), which he may then use to apply one or more of the
15). If successful, the character will have found 2 drams of effects from the Casting Boons table (p. 106) to his spell.
Essential Salts (8 drams equals 1 ounce). For every 5 points
that the player’s roll is over the TN, the character will find Counterspells
an additional 2 drams, up to a maximum of 10 drams. Boon In Novus, the casting of a spell can be described as the
Points may be used to increase the number of drams found caster forming a spell matrix and then pumping mana (i.e.
on a 1 for 1 basis, and may even allow for more than 10 Spell Points) through it to empower it. This spell matrix
drams to be found in a search. is relatively sturdy, but it can be disrupted. However, the
Searching for Essential Salts is such a grueling and process of disrupting another caster’s spell matrix is never
demanding process that it may only be done up to 3 times a sure thing. It could result in the other caster failing
a day. Essential Salts are so important to alchemy that completely, or just making it so that he does not cast his
characters will never find them for sale by anybody. Nor spell quite so well.
would a serious alchemist ever trust anybody trying to sell Disrupting the spell matrix of another caster is known as
Essential Earths. “Casting a Counterspell”. This is actually a 2 step process.
Characters are limited to how many drams of Essential In the first step, the caster of the Counterspell must first
Salts they may have in their possession at any given time. make a Magecraft roll (TN 18). If this is successful, he learns
The maximum number of drams that they are allowed is how many spell points are involved in the spell that he wishes
equal to double their Magic Stat Value. Thus a character to counter. This Magecraft roll takes no time at all and is
with a Magic Stat Value of 18 may have no more than36 considered to be part of the entire Counterspell process. If
drams of Essential Salts in his possession at any given time. the character does not have enough Spell Points to equal
those of the spell he wishes to counter, he can always Cancel
Casting Boons this action (p. 39 - even if he cancelled another action to
Just as combat and skill rolls can result in Boons, spell cast the Counterspell) and do something else.
casting can also result in them. Casting Boons may only be If he has enough Spell Points to match those used in his
applied to spells that are not Vs. DEF. Those spells that are Vs. opponent’s spell, he may attempt to cast a Counterspell.
DEF will use the Combat Boons table. Additionally, not every This costs him a number of Spell Points equal to the spell
Boon Result will be able to be applied to every spell, due to he is attempting to counter. This has a Target Number of 18
the nature of the results and the nature of the spells. The GM plus the number of Spell Points used. If the caster succeeds
is the one who decides in those cases, where it is not obvious, in casting his Counterspell, the amount that his roll over the
whether a specific Boon Result may be applied or not. TN of the Counterspell is subtracted from his opponent’s
casting roll.
Example: Neroon the Mage is casting an Infernal
Bolt. Regis the Wizard wishes to Counterspell
Spells Vs DEF whatever spell Neroon is casting. Regis makes a
When casting spells that are Vs. DEF, Magecraft roll (TN 18) and learns that Neroon’s
there is only 1 roll that is made. spell is using 3 Spell Points (SP). Regis still has
First, the player makes his cast- plenty of SP available to use, so he decides to
ing roll, adding in his Spellcraft continue with the Counterspell. Regis makes a roll
skill bonus and any other modifi- using his Spellcasting skill. His TN for this is 21 (18
ers. This is then compared against Base + 3 SP). Regis has a total roll of 27. This is 6
the Casting Target Number (CTN) points higher than the TN 21, so Neroon receives a
for the spell. If is is equal to or -6 modifier on his casting roll for the Infernal Bolt.
greater than the CTN, then the
spell was cast correctly.
The next step is to compare this
SAME result against the target’s
DEF. If it is equal to or higher
than that, then the attack hits.
The damage, including Scalable
Damage, is then resolved just as
with any other attack.
It is quite possible to
successfully cast the spell and
still miss the target.

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CTN: CTN stands for Casting Target Number, and this is
Spell Lists what the caster must meet or beat with a Spellcasting roll
Each School of Magic has its own list of spells that are for its School of Magic. Universal spells are always cast
available to it. The table below shows the names of the spells using the spell user’s best Spellcasting skill bonus.
available to each School. SP Cost: This is how many Spell Points that the caster needs
to spend in order to cast the spell.
Spell Descriptions Vs: This stands for Versus. Some spells receive Saving
The descriptions of the spells follow an identical format. Throws, and if this is the case, the stat will be listed here
Spell Name Bolt (Mj 2/Mn 3/N 4) along with the Target Number that the person that the
spell is cast on has to save against.
CTN: # SP Cost: # If this section says DEF, then the casting roll, once you
Vs: varies Range: 50’ have determined if the spell is successfully cast or not,
Duration: —
Description: This is a description of the spell’s effects. is used to resolve the attack in the same manner that a
ranged attack is resolved. Only the one roll is made, not
two separate rolls. Spells, unlike other ranged attacks, do
Spell Name & Costs: The spell description starts off by
not have range modifiers. Also, it is completely possible
giving the spell’s common name. Different branches of a
that the casting roll might be high enough to have
School o Magic and/or some spell users may give the spell
allowed the attack to hit the target, but not high enough
a fancier name to make it sound more important. But for
to successfully cast the spell.
our purposes, we simply give you its most common name.
Next to this, in parenthesis, we give you the Character Range: This is how far the target of the spell may be from the
Point cost for this spell. This is broken into 3 specific caster. Unless otherwise stated, the cast must also be able to
costs, Major (Mj), Minor (Mn), and Non-Adept (N). If see the target and have a straight line of sight to that target.
an Adept is trying to learn a spell from a different School, Duration: This is how long the spell lasts. Some spells
they would use double the Non-Adept CP cost. only have a dash. This means that they are practically
If the name and Base Cost of the spell is followed by an instantaneous, that they only last a few moments. However,
asterisk, this means that the spell may be Fast Cast. A Fast any physical effects, such as damage caused by the spell,
Cast spell is cast using only 1 Action Point rather than the will remain once the duration of the spell has expired.
normal 4 that is required to cast a spell. Description: This section will give you a description of the
effects of the spell.

Universal Spells Black Magic Divine Magic High Magic


Arcane Bolt Cause Fear Bless Water/Oil Alarum
Beam of Light Dark Omen Blessing Animate Object
Clean Evoke Spirit Circle of Light Charm Person
Count Hex Detect Undead Conjure Missiles
Detect Hidden Infernal Bolt Divine Bolt Identify
Detect Magic Minor Disguise Faith Healing Mage Armor
Flash Mists Fearless Minor Disguise
Heal Bruise Protection from Good Omen Minor Illusion
Ignite/Douse Shadowed Circle Protection from Evil Shield*
Jump Touch of the Grave Purify Food & Drink Sleep
Protection from Cold Repel Undead
Protection from Heat Mysticism Natural Magic Wizardry
Repair Awareness Calm Animals Alarum
Safe Landing* Distractions Charm Animals Elemental Bolt
Summon Familiar Empathy Detect Hazards Force Disk
Enhanced Senses Eldritch Fire Healing Word
Far Sense Entangle Hold Portal
Inner Vision Fog Identify
Mystic Bolt Locate Infernal Constraint
Object Reading Minor Healing Minor Evocation
Scrying Speak with Animals Protection
Suggestion Traceless Passing Spellbind
* = Spell may be Fast Cast

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Universal Spells
Arcane Bolt (Mj 2/Mn 3/N 4) Detect Magic (Mj 3/Mn 4/N 5)
CTN: 15 SP Cost: 1 CTN: 20 SP Cost: 2
Vs: DEF Range: 50’ Vs: — Range: Self
Duration: — Duration: 1 Minute
Description: Caster shoots a bolt of magical energy from Description: The caster sees all magical items and spells
his palm at a target. This bolt, if it strikes, does a Base within a 5’ radius shine as if they were glowing. Spells
Damage of 4 hits. (Base: Attack) will glow one color while items will glow a different color.
Beam of Light (Mj 2/Mn 3/N 4) The caster may inspect a different area within 30’ each
round. (Base: Reveal)
CTN: 15 SP Cost: 1
Flash (Mj 3/Mn 4/N 5)
Vs: — Range: Self
Duration: 10 Minutes CTN: 19 SP Cost: 2
Description: Caster has a beam of light shoot out of the Vs: Con (TN16) Range: 10’
palm of his hand. The beam is 10’ in length and has a 6” Duration: 1 Round
radius at its far end. If the caster closes his hand into a fist, Description: Target sees a bright flash of light before his
the light will go out until he re-opens his hand, as long as eyes. If he fails his Save, he is disoriented (at -4 to all
it is within the duration of the spell. (Base: Illusion) actions) for 1 round. (Base: Flash)
Clean (Mj 2/Mn 3/N 4) Heal Bruise (Mj 2/Mn 3/N 4)
CTN: 17 SP Cost: 1 CTN: 17 SP Cost: 1
Vs: — Range: Touch Vs: — Range: 10’
Duration: — Duration: —
Description: One non-magical object or person is cleaned Description: Target is healed a number of hits equal to the
of any dirt or corrosion. (Base: Transform) caster’s Wisdom Stat Bonus + 5 (minimum of 1 hit).
Count (Mj 2/Mn 3/N 4) (Base: Heal)
Ignite/Douse (Mj 2/Mn 3/N 4)
CTN: 18 SP Cost: 1
Vs: — Range: 10’ CTN: 17 SP Cost: 1
Duration: — Vs: — Range: 20’
Description: When cast, this spell counts the number of Duration: —
objects in a single pile. Boon Results for this spell can Description: Caster is able to light or douse any one object
include giving separate counts for various different capable of and designed for burning (a torch, a candle, a
objects in the pile. (Base: Reveal) pile of wood laid in a hearth, etc). This spell may not be
Detect Hidden (Mj 3/Mn 4/N 5) used to injure another person. (Base: Conjure)
CTN: 19 SP Cost: 2
Vs: — Range: Self
Duration: 1 Minute
Description: The caster sees any hidden opening or secret
doors as if they were outlined by a bright glow. This does
not inform the caster of how such may be opened. The
caster may inspect a 10’ square area, which is within 50’,
each round. (Base: Reveal)

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Jump (Mj 3/Mn 4/N 5) Summon Familiar (Mj 2/Mn 3/N 4)
CTN: 20 SP Cost: 2 CTN: 17 SP Cost: 1
Vs: — Range: 10’ Vs: — Range: 10’
Duration: 1 round Duration: —
Description: Target is able to jump up to 30’ horizontally or Description: This spell may only be cast once per year, and
15’ vertically. The type of jump is chosen at the time of then only if the caster does not already have a familiar.
casting. (Base Movement) Familiar Spirits are usually neutral in their outlook
Protection from Cold (Mj 4/Mn 5/N 6) and attitudes, often adopting those of the spell caster that
this spell bonds them to.
CTN: 22 SP Cost: 3 Once the spell is actually cast, the player must roll
Vs: — Range: Touch 2d10 on the Familiar Spirits table and the result is the
Duration: 1 day
type of familiar that responds to the summons. Boon
Description: The target and his equipment are protected Points earned in casting this spell may be used to adjust
from natural extremes of cold (down to -50°) for the the roll on the Familiar Spirits table by up to +/-2 for each
duration. This spell does not protect the character from Boon spent on this purpose. The use of these Boon Points
magical attacks, natural attacks or the natural abilities of are the only way for a caster to gain one of the Special
creatures that use cold. (Base: Ward) Familiars listed at the bottom of the table.
Protection from Heat (Mj 4/Mn 5/N 6)
CTN: 22 SP Cost: 3 Familiar Spirits
2 Disembodied Spirit
Vs: — Range: Touch 3 Ant, Giant
Duration: 1 day 4 Bat
Description: The target and his equipment are protected 5 Bee, Giant
from natural extremes of heat (up to 150°)for the 6 Butterfly, Giant
duration. This spell does not protect the character from 7 Cat (House Cat)
magical attacks, natural attacks or the natural abilities of 8 Chameleon
9 Fox
creatures that use heat. (Base: Ward) 10 Goat
Repair (Mj 3/Mn 4/N 5) 11 Hound
12 Lizard
CTN: 19 SP Cost: 2 13 Owl
Vs: — Range: Touch 14 Raccoon
Duration: — 15 Rat
Description: One non-magical object has any small tears, 16 Raven
cracks, nicks, or other very minor damage repaired. The 17 Spider
18 Squirrel
object to be repaired must be in one piece for the most
19 Weasel
part. (Base: Transform) 20 Wolf
Safe Landing (Mj 4/Mn 5/N 6)* Special Familiars
Nature Spirit Demons Devils
CTN: 23 SP Cost: 3 21 Wind Spirit
Vs: — Range: 50’ Grimalkin
22 Wood Spirit Gremlins
Duration: 1 round 23 Water Spirit Alastor
Description: The target of this spell, be it a person or object, 24 Fire Spirit
Mane Imp
will slowly fall to the ground and safely land without 25 Earth Spirit
taking damage from any fall of up to 100’ in distance. Regardless of what responds to the summons, the
This distance is removed from longer falls. This is a Fast familiar will serve the caster loyally for an indefinite
Cast spell. (Base: Movement) period of time, or until dismissed by the caster. The caster
may dismiss a familiar at any time, and it will return to
where it came from. Unlike other summoning spells
(Summoning Spells & Rituals, p. 67), the creatures
summoned by this spell are already willing to serve as a
Familiar for the caster. (Base: Summon)

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Black Magic
Cause Fear (Mj 3/Mn 4/N 5) Hex (Mj 5/Mn 6/N 7)
CTN: 21 SP Cost: 2 CTN: 26 SP Cost: 4
Vs: Will (TN16) Range: 20’ Vs: Will (TN18) Range: 10’
Duration: 1 minute Duration: 1 Day
Description: If the target fails his Save, he will flee from the caster Description: Target receives a -1 to all Saves and other
at his best possible speed, for 1 minute. (Base: Telepathy) actions for 1 day. (Base: Ward)
Dark Omen (Mj 2/Mn 3/N 4) Infernal Bolt (Mj 2/Mn 3/N 4)
CTN: 15 SP Cost: 1 CTN: 17 SP Cost: 1
Vs: — Range: Self Vs: DEF Range: 50’
Duration: — Duration: —
Description: Allows the caster to predict if the actions of an Description: Caster shoots forth a bolt of energy from
individual or party will be beneficial to the individual/ the infernal planes from the palm of his hand. It does
party in question. This is accomplished by the caster asking a Base Damage of 4 + the caster’s Wisdom Stat Bonus.
a single question that can have only a yes or no answer. This attack automatically does double it’s Base damage
This does not tell whether or not the individual/party will against spirit creatures and creatures or beings from the
be successful or not, only if taking a particular action or upper planes, also known as the Celestial Planes. Against
choice will be beneficial for them. The spell presumes that demons, devils, or undead, this attack will only do half its
asked about action(s) will be successful. The question is normal damage. (Base: Attack)
answered by the caster spotting something that serves Minor Disguise (Mj 3/Mn 4/N 5)
as an omen within 1 minute of the spell being cast. A
favorable omen might be the sighting of a vulture, or a CTN: 21 SP Cost: 2
stain that looks like a rat or something similar in nature, Vs: — Range: Touch
Duration: 1 Hour
while an unfavorable omen might appear as a dove or
something shaped like a butterfly. (Base: Divination) Description: Target is cloaked in a minor illusion that makes
them appear to be of any race of the caster’s choosing. The
Evoke Spirit (Mj 2/Mn 3/N 4)
illusion allows the target’s size to appear up to 20% larger or
CTN: 16 SP Cost: 1 smaller than normal. This spell affects nothing more than
Vs: — Range: 10’ how the target looks, not how he smells, sounds, or feels.
Duration: — Any character that interacts with the disguised character
Description: Caster summons forth a spirit of the most will get a Save vs. Int to realize that the target is disguised
minor sort. This type of spirit is so minor that it does not by an illusion. Boon Points may be used to add additional
even receive a Save vs. Will against this spell (Summoning senses to the illusion. Each added sense increases the TN of
Spells &Rituals, p. 67). the Save vs. Int by 3 points. (Base: Illusion)
This spirit must then perform a single service for the
caster. Boon Points for this spell can result in more spirits
being summoned, not more services being performed by
any spirits that are summoned. (Base: Summon)
The service may be one of three things:
• Identify any single rune, symbol, or sigil.
• Deliver a message of up to 12 words to any single
person or creature.
• Identify the last owner of an item currently in the
caster’s possession

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Mists (Mj 5/Mn 6/N 7) Shadowed Circle (Mj 4/Mn 5/N 6)
CTN: 27 SP Cost: 4 CTN: 22 SP Cost: 3
Vs: — Range: 100’ Vs: — Range: 50’
Duration: 10 Minutes Duration: 10 minutes
Description: Caster is able to summon a dark, thick mist Description: Caster creates 5’ radius circle of magical
that fills a 10’ radius. Anything or anybody within the darkness centered upon a point up to 50’ away. All vision
mist will be unable to see further than 1’. If they attempt within the circle and into the circle is completely blocked
to move faster than 1’ per round, they risk stumbling or by the darkness. However, nothing impedes those caught
falling over objects in the mist (roll 1d10, 1-5 results in within from leaving. If the spell is cast upon an object,
fumble-like incident). (Base: Change Environment) the darkness will move when the object is moved. (Base:
Protection from Good (Mj 4/Mn 5/N 6) Change Environment)
Touch of the Grave (Mj 3/Mn 4/N 5)
CTN: 22 SP Cost: 3
Vs: — Range: Self CTN: 20 SP Cost: 2
Duration: 10 Minutes Vs: — Range: Self
Description: Caster is able to create a 5’ radius circle Duration: 1 Minute
of protection around himself that will keep out any Description: Caster’s hands are imbued with the chill cold
summoned or invoked creatures or beings from the of the grave. Upon touching a foe (treat as a normal
Celestial planes if they fail a Save vs. Will. (Base: Ward) brawling or unarmed attack), the caster does 5 points of
Base Damage from the unnatural cold, in addition to any
damage dealt by the attack itself. (Base: Attack)

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Divine Magic
Bless Water/Oil (Mj 6/Mn 7/N 8) Detect Undead (Mj 3/Mn 4/N 5)
CTN: 30 SP Cost: 5 CTN: 22 SP Cost: 2
Vs: — Range: Touch Vs: — Range: Self
Duration: — Duration: varies
Description: Caster blesses 4 ounces of pure water or oil Description: Caster is able to detect the aura that
turning it into a single application of Holy Water or Holy surrounds all undead within a 50’ radius. The amount
Oil. This spell takes 2 minutes to cast, and it may only of information gained depends upon how long the
be cast once per day. If the water/oil is not immediately caster concentrates on this spell.
placed within a clean receptacle, the water/oil will lose If the caster spends only 1 round concentrating on
its potency. Refer to the descriptions for Demons, Devils, this spell, he will detect whether or not there are undead
Skeletal Warriors and Zombies for more information on within the radius, and he will also get a sense of their
the properties of Holy Water and Holy Oil against those direction. If the caster spends 2 rounds concentrating on
types of creatures. (Base: Transform) this spell, he can tell how many undead, and the strength
Blessing (Mj 4/Mn 5/N 6) (level) of the strongest one within range. If the caster
spends 3 rounds concentrating, he will know the strength
CTN: 23 SP Cost: 3 of all undead and have a general idea of their distance.
Vs: — Range: Touch (Base: Reveal)
Duration: 10 Minutes
Divine Bolt (Mj 3/Mn 4/N 5)
Description: Caster bestows the blessing of his deity upon
the target. The target gains a +1 to all actions and Saves CTN: 20 SP Cost: 2
for the duration of the spell. (Base: Aid) Vs: DEF Range: 50’
Circle of Light (Mj 4/Mn 5/N 6) Duration: —
Description: Caster shoots a bolt of divine energy from the
CTN: 22 SP Cost: 3 palm of his hand. It does a Base Damage of 4 + the caster’s
Vs: — Range: 50’ Wisdom Bonus. Against demons, devils and undead, this
Duration: 10 minutes
bolt will automatically do double its Base Damage. Against
Description: Caster is able to create a 5’ radius circle of creatures from the upper planes or spirit creatures, it does
radiant light centered upon any point within 50’. If the only half damage. (Base: Attack/Transform)
spell is cast upon an object, the light will move when the
object is moved. (Base: Change Environment)

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Faith Healing (Mj 3/Mn 4/N 5) Protection from Evil (Mj 4/Mn 5/N 6)
CTN: 20 SP Cost: 2 CTN: 22 SP Cost: 3
Vs: — Range: Touch Vs: — Range: Self
Duration: — Duration: 10 Minutes
Description: Caster heals target of 10 + his Wisdom Stat Description: Caster is able to create a 5’ radius circle
Bonus hits of damage. Alternatively, this spell could be of protection around himself that will keep out any
used to remove up to 3 points of a negative modifier or summoned or evoked evil creatures or beings from the
heal up to 3 points of bleeding or remove up to 2 rounds lower planes (i.e. demons, devils, etc.). (Base: Ward)
of Stun that a character might have. The desired effect Purify Food & Drink (Mj 3/Mn 4/N 5)
must be chosen at the time of casting. (Base: Heal)
CTN: 19 SP Cost: 2
Fearless (Mj 3/Mn 4/N 5)
Vs: — Range: 10’
CTN: 21 SP Cost: 2 Duration: —
Vs: Will (TN16) Range: 20’ Description: Caster removes any foreign or toxic substances
Duration: 10 Minutes from all food and drink within 10’. This restores it to
Description: Target is instilled with courage, granting him an untainted condition. This will remove any foreign
a +2 bonus on Saves against any type of fear effect. If the poisons that might also be in the food or drink. It will not
target is under a fear effect at the time of casting, and affect any food or drinks that are naturally poisonous (i.e.
fails the Save vs. Will, the effects will be suppressed for the poisonous mushrooms). (Base: Transform)
duration. If the target is willing, and not under some fear Repel Undead (Mj 4/Mn 5/N 6)
effect, then no Save is required. (Base: Ward)
CTN: 24 SP Cost: 2
Omen (Mj 2/Mn 3/N 4)
Vs: Con (TN16) Range: Self
CTN: 15 SP Cost: 1 Duration: 10 Minutes
Vs: — Range: Self Description: Caster channels the power of his deity to repel
Duration: — undead. This spells creates a 5’ radius sphere centered
Description: Allows the caster to predict if the actions of an upon the caster. Any undead that attempt to enter the
individual or party will be beneficial to the individual/ radius of this sphere must make a Save vs. Con or it will
party in question. This is accomplished by the caster be unable to enter the radius. If the undead fails its Save
asking a single question that can have only a yes or no by 5 or more points, it will flee the area for at least 5
answer. This does not tell whether or not the individual/ minutes. If the undead fails by 10 or more points, it is
party will be successful or not, only if taking a particular destroyed. (Base: Ward)
action or choice will be beneficial for them. The spell
presumes that asked about action(s) will be successful.
The question is answered by the caster spotting something
that serves as an omen. A favorable omen might be the
sighting of a dove or something shaped like a butterfly, or
something similar in nature, while an unfavorable omen
might appear as a rat or something shaped like a vulture.
(Base: Divination)

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High Magic
Alarum (Mj 4/Mn 5/N 6) Charm Person (Mj 4/Mn 5/N 6)
CTN: 22 SP Cost: 3 CTN: 23 SP Cost: 3
Vs: — Range: 10’ Vs: Will (TN17) Range: 10’
Duration: 1 Day Duration: 1 Hour
Description: Caster creates a 20’ radius area that is centered Description: Target believes that the caster is a good friend.
upon a specific, non-moving point. If any creature of Tiny So long as the caster is friendly towards the target or takes
size or larger crosses the boundary of the warded area, no offensive action against him, the target will behave
the alarm will sound. The caster chooses, at the time of in a friendly manner. If the caster or others of his party
casting, whether this will be an audible or mental alarm. are in combat with, or acting in a threatening manner
If mental, the caster, if within 1,000’ of the alarm spell, towards the target when the spell is cast, the target gains
will hear a pinging tone in his head if the alarm is set off. a +5 modifier to his Save. If anybody attacks or acts
This would be enough to instantly wake the caster, but threatening towards the Charmed being, he will get a
not enough to disrupt any spell casting. If audible, the second Save with a +3 modifier. (Base: Influence)
spell produces the sound of a bell ringing. This sound Conjure Missiles (Mj 2/Mn 3/N 4)
can be heard quite clearly up to 100’ away, so it could alert
others to the caster’s presence. (Base: Illusion) CTN: 17 SP Cost: 1
Vs: DEF Range: 50’
Animate Object (Mj 3/Mn 4/N 5) Duration: —
CTN: 19 SP Cost: 2 Description: Caster shoots a small spray if tiny darts at the
Vs: — Range: 50’ target. If the attack is successful, the darts do a Base Damage
Duration: 10 Minutes of 4 + the caster’s Intelligence Bonus. (Base: Attack)
Description: Caster causes one medium-sized non-magical Identify (Mj 3/Mn 4/N 5)
object that does not weigh more than 10 lbs. to animate
and be able to move on its own. Alternatively, the caster CTN: 20 SP Cost: 2
can animate 2 small objects or 4 tiny objects. Boon Points Vs: — Range: Touch
Duration: —
can be used to animate more objects or larger objects.
The animated objects are imbued with the ability to Description: When cast, this spell allows the caster to
move (not fly, but they can “walk” and “jump”) at a rate of concentrate on an object that he is touching for 2
up to 10’ per round and a semblance of life, and they may be minutes. At the end of this time, he will have determined
ordered to attack a person. The objects will have an Attack the magical abilities of the object as long as it was not
Bonus of 1 for every 3 points above the casting TN the an artifact. He also learns how to operate the item, and
caster’s roll was in casting this spell. The object, if a weapon how often it may be used and/or how many charges it
will do its normal Base Damage, but no Strength Damage. If contains. (Base: Reveal)
it isn’t a weapon, then it will do 1 point of Base Damage per
size increment (i.e. tiny = 1, small = 2, etc.).
The animated objects may be ordered to perform tasks
other than attacking a person. For example, an animated
broom or mop could be ordered to sweep or mop a room.
In order to change its given task, the caster must spend a
round concentrating and make a basic Save vs. Will or else
the object will continue on its last given task. (Base: Animate)

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Mage Armor (Mj 4/Mn 5/N 6) Minor Illusion (Mj 3/Mn 4/N 5)
CTN: 22 SP Cost: 3 CTN: 21 SP Cost: 2
Vs: — Range: Touch Vs: — Range: 10’
Duration: 10 Minutes Duration: 1 Hour
Description: Target is encased in an invisible force field that Description: Caster is able to create a static, non-moving
grants him a bonus of +2 to his DEF. This force shield illusion that is no greater in size than a 5’ radius. This
field also reduces all damage received by 2 points and illusion is visual only. The caster may use Casting Boon
Mage Armor does not impede spell casting or have any Points to include additional sensory components such as
penalties like worn armor does. (Base: Defend) smell, sounds, or touch. (Base: Illusion)
Minor Disguise (Mj 3/Mn 4/N 5) Shield (Mj 2/Mn 3/N 4)*
CTN: 21 SP Cost: 2 CTN: 18 SP Cost: 1
Vs: — Range: Touch Vs: — Range: 5’
Duration: 1 Hour Duration: 5 Minutes
Description: Target is cloaked in a minor illusion that Description: Caster creates a floating disk of translucent
makes them appear to be of any race of the caster’s magical force 2’ in diameter that floats in front of him,
choosing. The illusion allows the target’s size to appear up to 5’ away. The caster may move the disk by moving
up to 20% larger or smaller than normal. This spell his hand and the disk acts like a shield, and provides the
affects nothing more than how the target looks, not how caster with a +2 to his DEF. (Base: Defend)
he smells, sounds, or feels. Sleep (Mj 4/Mn 5/N 6)
Any character that interacts with the disguised character
will get a Save vs. Int to realize that the target is disguised CTN: 23 SP Cost: 3
by an illusion. Boon Points may be used to add additional Vs: Will (TN17) Range: 20’
Duration: 1 Minute
senses to the illusion. Each added sense increases the TN of
the Save vs. Int by 3 points. (Base: Illusion) Description: Caster puts target into a magically induced
slumber. Normal noises will not wake the targets, but
loud noises, such as screaming, or slapping or wounding
the target will wake him up. (Base: Influence)

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Mysticism
Awareness (Mj 3/Mn 4/N 5) Empathy (Mj 3/Mn 4/N 5)
CTN: 20 SP Cost: 2 CTN: 21 SP Cost: 2
Vs: — Range: Self Vs: Will (TN16) Range: Self
Duration: 10 Minutes (C) Duration: 10 Minutes (C)
Description: This spell takes 2 full rounds to cast. Caster Description: This spell takes 2 rounds to cast. Caster is able
is able to sense the presence of thinking, sentient beings to sense the emotions of any one character or creature
within a 50’ radius around him. This spell lasts for 10 within 50’ by concentrating on that character or creature.
minutes, but only works if the caster is concentrating. If The caster may shift his concentration to a different
the caster stops concentrating, he loses the ability to sense character or creature at any time within the duration.
others until he begins concentrating again. The target of this scrutiny is allowed to make a Save vs.
The amount of information gained is based on how Will to prevent their emotions from being read. (Base:
long the caster spends concentrating. With 1 round of Telepathy)
concentration, the caster knows how many sentient Enhanced Senses (Mj 4/Mn 5/N 6)
beings are within the radius (this includes himself and
any friends), but not where or what they are doing. With 2 CTN: 24 SP Cost: 3
rounds of concentration, the caster will know how many Vs: — Range: Self
Duration: 10 Minutes
beings there are and get a general idea of their direction
and distance. With 3 rounds of concentration, the caster Description: Caster gains a bonus of +4 to all perception
will also know their general actions (i.e. casting a spell, rolls for the duration as all of his senses are heightened.
but not which spell). (Base: Reveal) This spell also allows the caster to see further than normal,
and to even track somebody by scent if the conditions are
Distractions (Mj 4/Mn 5/N 6)
right. The caster can hear up into the ultrasonic range as
CTN: 22 SP Cost: 3 well. (Base: Reveal/Aid)
Vs: Wis (TN17) Range: 20’ Far Sense (Mj 3/Mn 4/N 5)
Duration: 2 Rounds
Description: Target is distracted and unable to focus on CTN: 19 SP Cost: 2
anything, giving him a -4 modifier on all actions. Targets Vs: — Range: Self
Duration: 10 Minutes
get a +5 on their Save if they are in combat at the time
that the spell is cast. Additionally, any attempt to attack Description: Caster is able to concentrate and move either
the target will allow him a new Save against this spell, this his point of vision or his point of hearing up to 100’ feet
time with a +3 modifier. (Base: Flash) away. It takes 1 round for him to move the given sense
that far. While the sense is elsewhere, the caster does not
have that sense at the location of his body. For 1 Casting
Boon Point, the caster may move both senses at the same
time. The caster may also choose to be able to use a
selected sense at both the far location and at his body for
1 Casting Boon Point. (Base: Transform)

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Inner Vision (Mj 3/Mn 4/N 5) Scrying (Mj 2/Mn 3/N 4)
CTN: 19 SP Cost: 2 CTN: 18 SP Cost: 1
Vs: — Range: Self Vs: — Range: Self
Duration: 10 Minutes Duration: 5 Minutes
Description: Caster can concentrate and he is able to move Description: Caster is able view a distant location or
and “see” normally even if his vision is obscured or person. The caster must have met the person in the flesh
negated by any means. In essence, this spell allows the (and spoken with them for at least a full minute) or be
caster to visualize and see his surroundings under any personally familiar with the location from having been
conditions, including magical or non-magical darkness, there for at least 5 minutes. Regardless of whether the
mists, fogs, or even if blind. (Base: Transform) focus of the vision is a person or place, the vision only
Mystic Bolt (Mj 2/Mn 3/N 4) shows the caster a 5’radius area at most. Outside of that
radius, all appears blurry to the caster. If there are persons
CTN: 17 SP Cost: 1 within the radius that the caster does not know, they will
Vs: DEF Range: 50’ also appear blurry and indistinct. There is no limitation
Duration: —
on the distance of the object of the vision from the caster.
Description: Caster focuses his chi energy into powerful By spending 1 Casting Boon Point, the caster can also hear
bolt of force that does a Base Damage of 4 + the caster’s sounds from the vision. As with the visual aspects, unknown
Willpower Bonus. (Base: Attack) sounds are heard as indistinct murmurs. (Base: Divination)
Object Reading (Mj 3/Mn 4/N 5) Suggestion (Mj 2/Mn 3/N 4)
CTN: 20 SP Cost: 2 CTN: 17 SP Cost: 1
Vs: — Range: Touch Vs: Will (TN15) Range: 10”
Duration: varies Duration: —
Description: Caster is able to learn information about an Description: Caster is able to empathically implant a
object. The caster must touch or hold the object in order suggestion in the mind of a living, sentient target. This
to read it. For every minute spent in contact with and suggestion must be one that seems logical and reasonable
concentrating on the object, the caster will learn a new bit and natural to the target. It cannot be something that will
of information as follows: cause him harm or put him into peril.
• The meaning of any writings or inscriptions upon The target receives a Save vs. Int to realize that the
the object. suggestion did not originate from within their own mind.
• The approximate age of the object. Those who make their Save will realize that somebody
• The powers and/or abilities of the object, if any. is trying to influence them and will be able to ignore it.
• A mental image of the last person to possess the object Those who fail their Save will believe the suggestion to be
for any length of time. This also will give him other an idea of their own and will act upon it as soon as it is
previous owners, in order from most recent to most possible for them to do so.
distant, all the way back to the creator of the item. It is important to note that this suggestion is
The caster may attempt to determine a specific bit empathically planted, so there is no need for the caster to
of information when reading an object. This requires know the language of the target. (Base: Influence)
the caster to make a Save vs. Will in order to pull on the
desired information.
There is a 1 in 10 chance that any information gained
through this spell will be inaccurate or distorted in some
fashion. Also, if there is a trap or curse placed on the object,
attempting to read the object will almost always (9 out of
10 chance) activate it against the caster. (Base: Reveal)

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Natural Magic
Calm Animal (Mj 3/Mn 4/N 5) Eldritch Fire (Mj 2/Mn 3/N 4)
CTN: 20 SP Cost: 2 CTN: 17 SP Cost: 1
Vs: Will (TN16) Range: 20’ Vs: — Range: 50’
Duration: 10 Minutes Duration: —
Description: Caster is able to soothe and calm one animal, Description: Caster draws upon elemental fire to send a
chosen at the time of casting. Normal animals do not bolt of flame shooting from the palm of his hand. It does
get a Save against this spell, but animals that have attack a Base Damage of 4 + the caster’s Wisdom Bonus. This
training and unusual animals will receive a Save vs. Will. flame has a 5 out of 10 chance of setting any flammable
(Base: Influence) materials that are worn or carried by the target on fire.
Charm Animal (Mj 5/Mn 6/N 7) (Base: Attack)
Entangle (Mj 5/Mn 6/N 7)
CTN: 25 SP Cost: 4
Vs: Will (TN18) Range: 30” CTN: 25 SP Cost: 4
Duration: 1 Hour Vs: varies (TN18) Range: 50’
Description: Target animal believes that the caster is a good
Duration: 1 Minute
friend. So long as the caster is friendly towards the target
or takes no offensive action against him, the target will Description: Caster causes all plant life within a 5’ radius
behave in a friendly manner. If the caster or others of to grow and/or animate and attack all within that radius.
his party are in combat with, or acting in a threatening Those within the radius may make a Save vs. Dex to
manner towards the target when the spell is cast, the avoid being attacked that round, but in doing so, their
target gains a +5 modifier to his Save. If anybody attacks movement rate is also reduced by half.
or acts threatening towards the Charmed animal, he will For those who fail this Save, they are subjected to a
get a second Save with a +3 modifier. (Base: Influence) grappling attack. This attack will use the original casting
roll as the attack roll against the target’s DEF. If the attack
Detect Hazards (Mj 4/Mn 5/N 6)
is successful, the attack does a Base Damage of 4 hits
CTN: 23 SP Cost: 3 (Scalable Damage applies), and the target is grappled and
Vs: — Range: Self unable to move. The target may attempt to make a Save
Duration: 10 Minutes vs. Str in order to break free. This Save has a TN of 15 and
Description: This spell allows the caster to, at any time may be increased through the use of Boon Points. The
within the duration, concentrate for one or more rounds target may make one attempt to break free each round.
and glean information about natural hazards (quicksand, For each round after the first that the target is
an unsafe wall, etc.) and simple traps made from natural entangled, he takes an amount of damage equal to that
materials (pit traps, deadfalls, snare traps, etc.) within received in the initial entanglement as the plants try to
a 50’ radius. The amount of information gained is strangle and crush the target.
determined by the amount of time spent concentrating. This spell requires that there be some vegetation
Concentrating for a single round reveals that there are within the area of the spell. (Base: Attack)
such hazards within range. Concentrating for two rounds
gives the number of hazards and their location, while
concentrating for 3 rounds tells you what those hazards
are and where they are. For each additional round spent,
the caster can learn more information about one of the
detected hazards, such as what and where the trigger is, if
the hazard is a trap. (Base: Reveal)

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Fog (Mj 4/Mn 5/N 6) Minor Healing (Mj 3/Mn 4/N 5)
CTN: 23 SP Cost: 3 CTN: 20 SP Cost: 2
Vs: — Range: 100’ Vs: — Range: Touch
Duration: 10 minutes Duration: —
Description: Caster creates a dense fog that fills an area Description: Caster heals target of 10 + Wisdom Stat Bonus
10’ radius centered upon any point within the range of hits of damage. Alternatively, this spell could be used to
this spell and that will move as the caster wills it to move remove up to 3 points of a negative modifier or heal up
at a rate of 10’ per round. The caster must concentrate to 3 points of bleeding or remove up to 2 rounds of Stun
on the fog each round that he wishes it to move. Any that a character might have. The desired effect must be
beings or creatures caught within the fog will not be able chosen at the time of casting. (Base: Heal)
to see beyond 1’. If they attempt to move faster than 1’ Speak with Animals (Mj 3/Mn 4/N 5)
per round, they risk stumbling or falling over objects in
the mist (roll 1d10, 1-5 results in fumble-like incident). CTN: 21 SP Cost: 2
(Base: Change Environment) Vs: — Range: Self
Duration: 10 Minutes
Locate (Mj 2/Mn 3/N 4)
Description: Caster is able to communicate and comprehend
CTN: 18 SP Cost: 1 the language of animals. He is able to ask questions and
Vs: — Range: Self receive answers. The caster must concentrate to engage in
Duration: — this communication.
Description: Caster is able to find any one type of living This spell does not make the animal friendly to the
animal or plant located within a 1 mile radius. This caster. Animals that are wary or cunning are more likely
will give the caster the basic direction and distance to to give short answers and be evasive, while less intelligent
the specimen of plant or animal that he is looking for. animals are likely to make inane comments. If the animal
If there are multiples of the object of the search within is friendly to the caster, it may be willing to do some
the radius, this spell only gives distance to the closest. favor or service for the caster, so long as that favor or
The caster may exclude a specific example of what he is service does not harm it or put it into serious peril. (Base:
looking for, that he knows the specific location of, when Telepathy)
casting this spell (i.e. he can exclude the rose garden that Traceless Passing (Mj 3/Mn 4/N 5)
he is standing beside to find other roses within range). If
there are no specimens of what he is looking for within CTN: 20 SP Cost: 2
range, the spell will give the caster the direction to the Vs: — Range: Self
Duration: 1 Hour
nearest specimen, but not the distance.
If the caster concentrates for extra rounds, he can glean Description: Caster is able, with concentration, to pass
more information about the specimens located by this through any sort of terrain without leaving any sort of
spell. He can focus on one located specimen each round tracks or other signs of his passing. Caster may spend
and determine its general state of health and vitality. a Casting Boon Point to also extend this spell so that he
(Base: Divination/Reveal) does not leave any scent either. (Base: Conceal)

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Wizardry
Alarum (Mj 4/Mn 5/N 6) Healing Word (Mj 3/Mn 4/N 5)
CTN: 22 SP Cost: 3 CTN: 20 SP Cost: 2
Vs: — Range: 10’ Vs: — Range: Touch
Duration: 1 Day Duration: —
Description: Caster creates a 20’ radius area that is centered Description: Caster heals target of 10 + Intelligence Stat
upon a specific, non-moving point. If any creature of Tiny Bonus hits of damage. Alternatively, this spell could be
size or larger crosses the boundary of the warded area, used to remove up to 3 points of a negative modifier or
the alarm will sound. The caster chooses, at the time of heal up to 3 points of bleeding or remove up to 2 rounds
casting, whether this will be an audible or mental alarm. of Stun that a character might have. The desired effect
If mental, the caster, if within 1,000’ of the alarm spell, must be chosen at the time of casting. (Base: Heal)
will hear a pinging tone in his head if the alarm is set off. Hold Portal (Mj 3/Mn 4/N 5)
This would be enough to instantly wake the caster, but
not enough to disrupt any spell casting. If audible, the CTN: 21 SP Cost: 2
sounds of a hand bell ringing. This sound can be heard Vs: — Range: 10’
Duration: 10 Minutes
quite clearly up to 100’ away, so it could alert others to the
caster’s presence. (Base: Illusion) Description: Caster creates a seal of magical energy around
the edge of a door, window, gate, or other opening that
Elemental Bolt (Mj 3/Mn 4/N 5)
has some sort of movable barrier preventing a person
CTN: 19 SP Cost: 2 from moving through it. This seal holds the barrier in
Vs: — Range: 50’ place, preventing it from opening. The portal may be
Duration: — forced, but doing so requires a Save vs. Str with a TN 15.
Description: Caster is able to shoot a bolt of elemental The caster may spend Boon Points to increase this TN.
energy from the palm of his hand. This may be of fire, (Base: Telekinesis)
cold or electricity. The caster chooses which at the time of Identify (Mj 3/Mn 4/N 5)
casting. This bolt does a Base Damage of 4 + the caster’s
Intelligence Bonus. If the bolt is of fire, the flame has a 5 CTN: 20 SP Cost: 2
out of 10 chance of setting any flammable materials that Vs: — Range: Touch
Duration: —
are worn or carried by the target on fire. (Base: Attack)
Description: When cast, this spell allows the caster to
Force Disk (Mj 4/Mn 5/N 6)
concentrate on an object that he is touching for 2
CTN: 24 SP Cost: 3 minutes. At the end of this time, he will have determined
Vs: — Range: 10’ the magical abilities of the object as long as it was a non-
Duration: 1 Hour artifact magical item. He also learns how to operate the
Description: Caster creates a 5’ diameter disk of translucent item, and how often it may be used and/or how many
force that will float behind him at waist height and follow charges it contains. (Base: Reveal)
him around. This disk may hold up to 500 lbs of weight.
(Base: Telekinesis)

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Infernal Constraint (Mj 4/Mn 5/N 6) Protection (Mj 3/Mn 4/N 5)
CTN: 22 SP Cost: 3 CTN: 19 SP Cost: 2
Vs: Will (TN17) Range: 10” Vs: — Range: 10’
Duration: — Duration: 10 Minutes
Description: This spell allows the caster to charge any Description: Caster receives a +2 modifier to his DEF and
creature summoned by the caster to perform a single, Saves against attacks or spells from a specific type of
specific service within its capabilities. being or creature from another plane (demons, devils,
If used against a creature summoned by another caster, spirits, elementals, etc.) chosen at the time of casting.
the only effect that this spell will have is to break any (Base: Ward)
constraint or control that the other caster has over the Spellbind (Mj 3/Mn 4/N 5)
creature, allowing it to immediately return to its home
plane. (Base: Influence) CTN: 21 SP Cost: 2
Vs: Will (TN16) Range: 10’
Minor Evocation (Mj 4/Mn 5/N 6) Duration: 1 Minute
CTN: 22 SP Cost: 3 Description: Caster is able to cause any single individual or
Vs: — Range: 10’ creature to make a Save vs. Will or be unable to move
Duration: 10 Minutes or to be able to speak or both. The caster decides when
Description: Caster summons a minor spirit (familiar spirit he casts this spell. Should anybody attempt to attack the
or disembodied spirit), a minor demon or a minor devil. Spellbound target, he will receive a second Save vs. Will
The caster has 10 Minutes in which to seal a pact before with a +5 modifier prior to the attack being resolved.
the summoned creature returns to its home plane. Refer (Base: Influence)
to Summoning Spells & Rituals on p. 67 for more
information. (Base: Summon)

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Summoning Spells & Rituals


There are three main types of spells used in summoning of magical fumes may also be used to provide additional
creatures from other planes of existence. They are: bonuses to the caster.
Summoning Spells: This is the least powerful method Such precautions and preparations are optional, but they
of summoning. They only have the ability to gate in may serve to aid in protecting the caster in the event that a
a creature of the desired type. It is required that the pact cannot be successfully sealed.
caster of this type of spell utilize a Circle of Protection The Ritual Inscription
and a Thaumaturgic Triangle to contain and protect In the ritual summoning of any creature that may prove
the summoned creature until a pact can be sealed dangerous or hostile to the caster, he will be required to
because these spells offer no protection to the caster inscribe the traditional Circle of Protection and Thaumaturgic
and do not compel the creature to server. Due to Triangle upon the floor or ground. Inks or chalks may be used
this, the caster has three chances to compel, coerce or to paint them upon very hard surfaces. They may be scratched
bargain with the creature in order to seal a pact (refer into a floor or traced or scratched in the dirt.
to Sealing a Pact below). It takes half an hour to complete the Circle of Protection
Evocation: This type of spell is superior to Summoning and half an hour to complete the Thaumaturgic Triangle,
spells because they have the power to both gate a and creating each requires a successful Magecraft: Circles
creature in and to compel it to service. Evocations skill roll. The TN of the skill roll will depend upon the level
spells require that the creature make a Save vs. Will of the creature that the caster is attempting to summon
or submit to the caster’s demands. However, even if (TN = 15 + creature’s level). Summoning elementals
the creature makes its Save, the caster still has three does not require the use of the Thaumaturgic Triangle, as
attempts to seal a pact. elementals require a source of their element.
Although a Circle of Protection and a Thaumaturgic Both the Circle of Protection and the Thaumaturgic
Triangle are not mandatory for this type of spell, only Triangle must be perfectly inscribed or it could result in
a very foolish caster would attempt an evocation disaster for the caster (see Results of the Summoning Ritual).
without these precautions. The Summoning
Invocation: This is the safest and most effective method Once everything has been prepared, the caster then stands
of casting a summoning spell. This type of spell may within the Circle of Protection and casts the desired spell of
only be used to gate in creatures of a similar outlook, summoning. The summoned creature will then arrive in 1-5
alignment (good, neutral or evil), and/or religious minutes, appearing within the confines of the Thaumaturgic
beliefs. Due to this restriction, the caster does not need Triangle. In the case of elementals, the creature will arise out
to inscribe a Circle of Protection or a Thaumaturgic of the elemental source provided.
Triangle and there is no need to compel the creature The Circle of Protection may hold up to 3 individuals, so
to offer its services to the caster. Generally speaking, if there are to be more people present at the summoning,
an invoked creature will rarely refuse any reasonable additional Circles of Protection may be required.
request for aid or advice, so long as the caster has Sealing a Pact
remained true to his faith and principles (GM’s call).
Once the creature summoned by the caster has arrived,
Note: Novus also has spells of conjuration that produce he must attempt to seal a pact with the creature.
what appear to be similar results. Conjuration spells If the summoned creature is beneficially disposed towards
do not summon creatures; they instead draw upon the the caster who summoned him, it will likely offer to perform
ether and temporarily create the summoned creature. a service for the caster.
Because such creatures are created by their caster’s The following list of professions and summoned
magic, they will always obey their master. creatures or beings will normally have no difficulty sealing
a pact with each other.
Summoning Procedures • Clerics and kerubim, devas, guardians and other
In addition to the actual spell or ritual itself, there are celestials.
a few procedures that also need to be followed when • Druids and elementals, true elementals and animals.
summoning a creature from another plane. • Necromancers (not in this product) and any type of
The Offering undead creature.
Prior to casting the summoning spell, the caster may wish • Shamans (not in this product) and any type of
to make an offering to gain the favor of his deity or patron. spirit that shares a similar outlook.
A minimum offering of at least 10 gp worth of incense, • Any caster who summons a familiar, as a familiar is
aromatic herbs and/or spices is customary, and grants the always willing to accept its summoner as master.
caster a +1 on all Saves related to the summoning and the
results of the summoning. Fragrant oils and certain types

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Any summoned creature that does not have a relationship Summoning by Name: If the character knows the
like the one described above with its caster will always seek common name of the summoned creature, he may use
every way possible to resist the character. that common name to gain one additional chance of
Each attempt to seal a pact with a demon causes it make a sealing a pact with the summoned creature. Also, many
Save vs. Will. If the creature fails any of these Saves, then that creatures will share their common names in exchange
means that a pact has been sealed an must obey the caster. If for release from a pact, enabling the caster to summon
the creature makes its Save, then it is free to do as it wishes. that creature by name the next time.
There are a number of methods that may be used to seal True Name: If the caster is able to learn the True Name
a pact. They are as follows: of a creature summoned from another plane, he will
Offering Wealth: Demons and Devils receive a -1 to their be able to use that True Name in order to coerce the
Saves for every increment of wealth that is offered. The creature into sealing any pact without delay. While
amount of wealth must be equal to 1,000 gp times knowledge of the creature’s True Name will allow the
the level of the demon or devils. Other creatures and caster to cast spells upon it at will, simply possessing
beings that are offered wealth only have to make a Save that knowledge is extremely dangerous as the creature
vs. Wealth if they are greedy in nature. will not rest until it has found a way to destroy or
Offering a Sacrifice: Demons and Devils and certain eliminate the one who knows its True Name.
other war-like and/or evil creatures and beings are Additionally, there may be other beings or creatures
unusually fond of sacrifices of sentient beings and will who wish to learn the True Name of the summoned
always accept a pact if offered such. However offering creature, and they may very well attempt to coerce
any sort of sacrifice is an evil act and those who do it this information from the caster using force or other
will be considered evil. Good and Neutral creatures and painful methods.
beings will never accept an offer of a living sacrifice.
Results of the Summoning
Threat of Harm: Most of the time threats of harm will never
Summoning spells and rituals may result in one of the
make a summoned creature agree to a pact. The only
following circumstances:
exception is if the caster possesses a weapon or magical
item that the creature specifically has cause to fear, such Failure To Correctly Inscribe A Circle Of Protection
as Devil’s Bane Sword or a Wand of Demon Smiting. If Or Thaumaturgic Triangle: Failure to correctly
the caster possesses such a device, the creature suffers a inscribe both the circle and the triangle will nullify the
-1 modifier on his Save for each +1 that the item has. If summoning spell. The creature will briefly appear and
the item has additional abilities, each additional ability then vanish back to its home plane. Failure to properly
will also provide another -1 modifier. inscribe either the circle or the triangle will result in
the creature appearing, but not being constrained in
Threat of Imprisonment: If the caster has a device or
any fashion. This can be very dangerous as the creature
spell that can imprison the summoned creature, it will
is free to act however it likes. Evil creatures may try
receive a -4 modifier to its Save.
to enslave, kill, or perhaps even possess the caster’s
Attacks: If a character attacks the summoned creature physical form. Good or neutral beings will most likely
and does at least half its hits in damage to it, he may return to their home plan.
force the summoned creature to make a Save vs.
Failure To Seal A Pact: Failure to seal a pact results in the
Will or it must immediately agree to sealing a pact.
creature being released from any restraint, allowing it
However, attacking a creature you just summoned is
to return to its home plane. Evil creatures may try to
extremely dangerous because attacking the creature
punish the caster first, especially if they believe that
will automatically free the summoned creature by
they can do so with comparative ease, or they may seek
negating the power of the Circle of Protection. This
revenge at a later date.
then allows the summoned creature to attack in turn.
Successfully Sealing A Pact: Once a pact has been
Magical Constraints & Spells: This is the safest method of
successfully sealed, the summoned creature may be
sealing a pact because once cast, the summoned creature
made to perform a service for the caster. The exact
must make a Save vs. Will or it must seal the pact.
type of service depends upon the type of creature and
Holy Magic: The caster may use Holy Symbols, Holy Water, its level and capabilities. Should the caster command
Holy Oils, certain Divine and Mystic spells, and/or a summoned creature to perform a service that the
certain Holy or Mystic devices to force an evilly aligned creature is not required to perform, based on the
summoned creature to make a Save vs. Will or be force type of creature summoned, the pact will be instantly
to agree to a pact. Only individuals of a good disposition broken. In such cases, the creature will usually just
may use these things effectively for this purpose. return to their home plane, although hostile or evil
creatures may seek vengeance at a later date.

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GM’s Section

Running Novus

One of the most important aspects of any game system is


task resolution. This refers to how the GM and the players
Types of Rolls
resolve the actions that the characters attempt to perform. There are several types of rolls in Novus, although they
The basic idea is that rolls should only be called for are all handled in the same basic manner.
when required, or to increase dramatic tension. If the Skill Rolls: Skill rolls are very straight-forward; they
player wishes his character to perform an action, and the follow the method of resolution listed above. Making
character has the required skill, and there is no undue attacks and casting spells are also considered skill
pressure for the completion of the action, then it should rolls and they follow the same basic rules. Combat
succeed eventually, with no rolls being required. and Magic rolls will also often have additional effects
However, should the character be in danger or under or factors involved, and those are explained in the
some sort of pressure (time, adverse weather, etc.), or the respective chapters on each.
GM wishes to heighten the dramatic tension of the scene, Characters may always attempt a skill roll, even
then he should ask the player to roll. if they have no ranks in the skill. In such cases, the
Knowing when and when not to call for rolls is one of character still receives any associated Stat Bonus. Skills
those things that a GM can only learn through experience. that involve any sort of lore or knowledge may have
Keep in mind the advice just given, and that should lead you their difficulties increased by 1 or 2 levels. There is
in the proper direction. always the chance that the character overheard some
tidbit of knowledge and then forgot about it, but
Resolving Rolls retrieving that knowledge that they don’t really know
that they have should always be more difficult than
Resolving skills and other actions is very easy. The player rolls retrieving knowledge from lessons learned.
2d10, adds in any skill bonuses and/or any other modifiers, and
Saving Throws: There will be times when the character
then compares the total against the Target Number (TN) for
will want to resist some sort of effect; such as poisons,
the task being attempted. If the result is equal to or greater than
diseases, certain skills or actions, and/or spells. To resist
the TN (TN+), then the character has succeeded. If the result is
these effects the player has to make a Saving Throw for
less than the TN, then the character has failed.
his character. All Saving Throws have a base TN of 15.
With the Exploding and Imploding mechanics, as described
Exceptional rolls in using the skill or casting the spell
on p. 5, it is possible for player to make very low rolls, or
may increase this TN. Additionally, certain things,
exceedingly high rolls. These exceptional dice results can lead
such as poisons, diseases or traps, will have preset TNs
to the player earning Snag or Boon Points for his character. We
that may be higher than the base of 15.
go into more detail on Snags on p. 71 and Boons on p. 71.

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In all cases, resolving the Saving Throw is similar So, the final TN of the Perception roll will be 21 (18
to resolving any other skill roll. The player makes a base + 2 from Boon + 1 for exceptional roll). The
standard (explosive) 2d10 roll, and adds in his bonus Orc has a Perception skill bonus of 5. The GM rolls
for the Save. Usually, this is the stat bonus of the relevant an 8 and a 4 for the Orc giving him a total of 17, and
stat plus 5, but it is possible for other modifiers to be he fails to spot Argon sneaking past.
included as well. If this roll meets or exceeds the TN of Character Deductions: There may be times where
the Saving Throw, then the character has made his Save, the player’s character may have the ability to figure
and whatever he was Saving against does not affect him something out, but the player does not. In such
or he receives a reduced effect of some sort, depending cases, it would be proper for the GM to call for the
upon what the Save was against. There are some effects, character to make a Save vs. Intelligence. If this Saving
such as poisons, where a successful Save results in half Throw succeeds, then the character will remember
damage. In such cases, the GM should always round some pertinent detail or fact that helps him figure it
down when halving the effects of something. out. Exceptional rolls can allow for the character to
Since Saving Throws are explosive, just like other rolls, remember more information. This type of roll can
there is always the chance for characters to earn Boon or never give a character information that he would not
Snag Points. For any Snag Points earned, the player should already possess. This is meant to be an aid to the GM,
choose options from the appropriate Boon Table. For Boon especially when he makes a puzzle that is too hard for
Points, the player can spend 1 Boon Point to gain a +1 to the player, but might not be for the character.
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 Base Difficulty Ratings
extend that duration by an additional 24 hours. He may Novus contains only a few base difficulty ratings. These
also spend Boon Points to gain Fate Points, trading 2 Boon ratings are the starting points from which a GM should
Points from a Saving Throw for 1 Fate Point. determine the actual Target Number (TN) of a given task.
Opposed Rolls: There are times when a character’s Mundane (TN10): This is the base Target Number (TN)
rolls will be opposed by another character. This can for common everyday tasks performed by individuals
sometimes be done through the use of another skill going about their daily life. In most cases, rolls are not
or perhaps through a Saving Throw when there isn’t even required for these sorts of tasks.
an appropriate skill to use. In both cases, the character
Average (TN15): This is the base TN for tasks that are
must first succeed in making his initial skill roll.
commonly performed in the course of adventuring. These
For skills that are opposed by another skill, the
are the things normally done under a little bit of stress.
character opposing that roll will be required to make
a skill roll against a TN of 18 + 1 for every 5 points Hard (TN20): Tasks of this difficulty often require
above the TN that the initial skill roll was. that skilled person attempt them. They can be
For skills that are opposed by Saving Throws, the target accomplished by the average person only with a bit of
must make a Saving Throw against a TN of 15 + 1 for time and dedication and effort.
every 5 points above the TN that the initial skill roll was. Challenging (TN25): Tasks of this difficulty require that
A character may also always use Boon Points to skilled persons perform them. And even then, that
increase the TN of the opposing roll. Additionally, person will likely be required to put forth time and
there may be other modifiers that can apply, based effort to accomplish the task.
upon the conditions and the actual skills to be used. Heroic (TN35): Tasks of this difficulty are considered to
Example: Joe is having his character, Argon, attempt be on the edge of mortal capabilities. These are the sort
to sneak past the Orc guard. So it is Argon’s Stealth of tasks that might be considered world records.
vs. the Orc’s Perception. The GM determines that the Legendary (TN45): Actions of this Difficulty Rating are often
Stealth roll will have a TN of 21. Argon’s Stealth skill a step beyond those of even the best of normal mortals.
bonus is 9. Joe rolls an 8 and a 9, giving him a total of It will take practice to learn how to properly set the Target
26. This is 5 points above the TN required, so the TN Numbers of tasks. The Common Tasks table contains a list
of the Orc’s Perception roll will be raised by 1 to a 19. of some of the more common actions that the characters
Now, Argon also earned a Boon point with that roll, might perform, and their Target Numbers. This table also
so he uses that to increase the TN of the opposed roll provides the GM with a guideline for determining the Target
by another 2 points to 21. The GM decides that since Numbers of tasks not on the list because it gives him some
the Orc has Nightvision, that he won’t increase the baselines from which to compare other possible actions.
TN of the Perception maneuver due to the darkness.

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Common Tasks Common Modifiers


Task TN Condition TN Mod
Balance (on surface 7-12 inches wide) 15 Combat Situation
Balance (on surface 2-6 inches wide) 18 In melee (actually fighting) +10
Balance (on surface less than 2 inches wide) 22 Surrounded by melee +5
Bluff (using Influence - something believable) 20 Under Ranged Attack +3
Climb Rope (knotted or bracing against wall - 5’/AP) 15 Lighting (if needed)
Heavy Shadows +3
Climb (wall with ledges or ship rigging - 5’/AP) 15
Dark (night, no moon) +5
Climb (few handholds, typical dungeon wall - 5’/AP) 20
Pitch Dark (no light) +10
Climb (rough rock wall or a brick wall - 5’/AP) 25 Movement Tasks
Disarm Trap (average trap) 20 Loose footing (scree, etc) +3
Pick Lock (a simple lock) 20 Light Obstructions +5
Pick Lock (an average lock) 25 Heavy Obstructions +8
Locate hidden opening 20 Slightly Slippery (wet floor) +3
Long Jump (20’ running start, per foot of distance to Very Slippery (ice sheet) +5
1
jump; Halflings add 5 to overall TN)* Angled or Sloped +3
High Jump (per unit equal to 1/2 of jumper’s height, Perception Tasks
8
requires 20’ running start)* Hear through door +5
Lore (common knowledge to a known specialty) 13 Hear through a stone wall +15
Lore (uncommon fact for known specialty) 18 Per every 10’ to sound +1
Lore (obscure fact for known specialty) 25 Tracking in light rain +5
Moving Silently ( Stealth - while alone - 5’/AP) 18 Tracking in heavy rain +12
Perform (routine quality, earn up to 1d10 cp/day) 15 Generic
Perform (enjoyable quality, earn up to 1d5 sp/day) 20 Minor Complication +3
Perform (excellent quality, earn up to 2d10 sp/day) 25 Major Complication +5
Riding (control mount in battle) 20
Tracking (soft ground) 18 Snags
Tracking (hard ground) 23 For every full 10 points below the Target Number of a task
* = This is a cumulative modifier to the TN, for example, a 20’ that the character’s total roll is he earns one Snag Point. The
Longjump would have a TN of 20 and a TN of 25 for Halflings. Player must then immediately spend any Snag Points that he
has earned by purchasing Snags from the Snags table (p. 106).
Common Modifiers Not every Snag will be appropriate to the task being
Once the GM has determined the base difficulty of the attempted, so the player will usually be limited in what
task, the next step is to apply any modifiers to the TN of the Snags that he may choose. Once chosen, the GM, or the
task that might apply. Usually, these will depend upon the player if the GM allows, will then narrate the sequence of
situation. The most common modifiers apply to whether events detailing the specific results of the Snag.
or not the character attempting the task is in a combat As always, the GM is the one who decides if a specific
related situation and whether or not he has enough light Snag is appropriate for a given situation.
to properly perform the task.
Since it is impossible to predict each and every thing
Boons
that might possibly impact on a character’s ability to For every full 10 points over the Target Number of a task
perform a given task, we also provide some generic that the character’s total roll is he earns one Boon Point. The
modifiers that can be applied to almost any situation. Player must then immediately spend any Boon Points that
They can be found on the Common Modifiers table. he has earned by purchasing one or more Boons from the
These generic modifiers should be applied once for each appropriate Boon table; Combat, Magic or Skill. The Boon
condition that affects the situation at hand. tables can be found starting on p. 105.
Not every Boon will be appropriate to every situation.
It is up to the GM to make the final determination about
which is appropriate to the given situation.

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These modifiers can only be reduced by the character
Occupational Hazards finding a place of warmth in which he can warm up. The
Adventurers face many dangers when they go exploring ruins, modifiers will be reduced by -1 for every 10 minutes spent
chasing after bad guys, or generally just having a good time. In enjoying the warmth.
this section we will cover some of those dangers and provide you, Should a character reach a modifier of -20, he will need
the GM, with some guidelines on how to handle them. to make another Save vs. Con (TN 25) or he will fall asleep
and freeze to death in a number of hours equal to 1d10 plus
Falling Damage his Constitution stat bonus.
Adventurers are sometimes clumsy folk. They occasionally
fall or get pushed off things such as ladders, walls, ropes, Handling Traps
cliffs. When a character falls, he is going to get hurt. At some point or another, players are going to go
To resolve a fall, the GM should make an attack roll, adventuring and run into a trap. These guidelines will help
adding a +1 to the attack roll for every 2 feet fallen as if it you, as the GM, be able to resolve them in a consistent manner.
were an attack bonus. Characters with the Acrobatics skill A Trap has 3 main attributes: its difficulty to detect, its
may use that skill to adjust this distance. difficulty to disarm and its attack (usually an OB-based
The character will not get his normal DEF against falls. attack or a poison attack).
Instead he only receives his Dexterity bonus and any magical Detecting Traps
bonuses to his DEF. Also, armor will provide no reduction The Target Number (TN) given for detecting a trap
of damage for falls. presumes that the character is actively searching for a trap.
The fall will inflict 1 point of Base Damage for every 2’ that the If a character is not specifically searching for a trap, then the
character has fallen. Boon Points earned by the fall will always be TN for spotting it is increased by 5. Thus, a trap that is listed
used for additional damage, but not for any damage multipliers. as having a TN 18 to detect will have a TN of 23 if the player
isn’t actively looking for traps.
Extreme Temperatures Disarming Traps
Adventuring characters will often travel to areas where A trap’s description will also give the Target Number for
they are exposed to extremes of temperature. These extreme disarming it. Characters that have a Lore: Traps skill can gain
temperatures can be as deadly as the most ferocious monster. bonuses to disarming traps by using Boon Points earned
Heat with a Lore roll. The difficulty of disarming the trap will
When operating in temperatures above 90 degrees Fahrenheit take into account the location of the mechanisms of the trap
(32 degrees Celsius) a character must make a Save vs. Con (TN in relation to its trigger and what is involved in disarming it.
20) every hour or receive a cumulative -1 modifier to all actions. Triggering Traps
If the temperature is above 100 degrees Fahrenheit (43 degrees If a character triggers a trap, whether by accident or on
Celsius), the Save must be made every 10 minutes. purpose, then use the following procedure to resolve it:
The modifiers will remain until the character can cool off • Roll Initiative: The trap gets a straight 2d10 while the
by locating shade, immersing himself in water, or waiting character gets all normal modifiers. If the character was
until night falls. unaware of the trap when he triggered it, he receives a
If the character is wearing heavy clothes or armor, -20 modifier to his initiative for being surprised.
increase the Save TN by 2 points per step (i.e. Soft Leather • If the character wins initiative, this means that he
armor gives a Save vs. Con (TN 22), Reinforced Leather has glimpsed something and can then perform an
gives Save vs. Con (TN 24), etc.). action, as detailed in Canceling an Action on p. 39.
If the temperature is above 130 degrees Fahrenheit (54 Then the effect of the attack takes place according
degrees Celsius), the character will take 1d10 points of heat to its description. Depending upon the nature of the
damage for every failed Save. If the character is wearing trap and the action declared, the trap could miss (i.e.
metal armor, change it to 2d10 hits of heat damage.. dodging an arrow trap) or the action could have no
Note: Proper attire, such as loose robes and head effect (i.e. dodging inside a gas cloud).
coverings, will offer a bonus of +4 to the Save. • If the trap wins the initiative, then it is triggered and
takes effect according to its description.
Cold
The notation for describing traps is as follows:
Hypothermia and freezing to death are two of the main
hazards when dealing with extreme cold. Trap Name: Detect/Disarm; AB Type of Attack (Base
When operating in temperatures below 40 degrees Damage); Additional Description/Notes
Fahrenheit (4 degrees Celsius) a character must make a Save
vs. Con (TN 20) every hour or receive a cumulative -1 modifier
to all actions. If the temperature is below 0 degrees Fahrenheit
(-18 degrees Celsius), the Save must be made every 10 minutes.

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Sample Traps Light & Vision
The following samples are just a small selection of the Adventures take place in many different settings; and
possibilities. Variations also exist, some being easier to detect lighting, or the lack of it, can play a key role in how the
and/or disarm, some being harder. The Attack Bonus of a given adventure plays out.
trap may also vary, depending upon how well it is constructed. Characters generally have one of three separate types of
Arrow Trap: TN 20/TN 25; +15 Arrow/Bolt (5); Triggering vision: Normal, Nightvision, and Darkvision. Each provides
the trap fires an arrow or crossbow bolt at the target. a character with the unique capability to see in environments
Blade Trap: TN 25/TN 20; +24 Large Blade (7); A large scything where illumination is insufficient.
blade springs out of a hidden recess to strike the target. Normal Vision: With normal vision, characters can see
Dart Storm (10’R): TN 15/TN 25; +6 Darts (1); Each person clearly during the day. On a starlit night, a character
within the radius takes 2d10 dart attacks. For each dart, can see up to 30’ clearly. With nothing more than
add +1 to the AB and +1 to the amount of damage done. the ambient light of a full moon, the character can
These darts are often coated in poison, increase the Save see up to 150’. In an interior setting, using artificial
target number by +1 for each dart that hits a target. illumination (such as a torch or lantern), a character
Pit Trap (20’): TN 20/TN 25; +4 Fall (10); A mechanism can see clearly within the limits of the lighting, and
drops the floor out from under character(s). It is usually is able to see dimly (-8 to Perception rolls) out to a
spring loaded to snap back into place. See Falling Damage distance equal to one half of the illuminated radius.
on p. 72 for additional information. For instance, if a character is using a torch that
illuminates a 20’ radius, the character can see clearly
Landslides/Cave-ins up to 20’ away. They also have the ability (with the -8
One of the hazards of adventuring is falling objects, such modifier) to see up to, but not beyond, 30’ away.
as from landslides and cave-ins. Depending upon the size Nightvision: With Nightvision, characters can see clearly
of the falling objects and the area that they cover, and how up to 100’ on a starlit night and up to 500’ by the light
close the character is to the edge, the GM may allow for of a full moon. In an interior setting, with artificial
an Acrobatics roll, minimum TN 20, for the character to illumination, the character can see clearly up to double
attempt to escape the danger zone. (or triple, if they have Greater Nightvision) the normal
If the character is unable to escape, then he will likely take radius of the lighting. Characters can also see dimly
damage from things falling on him. (-8 to Perception rolls) an additional distance equal to
A landslide or avalanche is often very deadly. Anybody the illumination provided by the light source.
caught in the middle will take a +30 attack that does 10 For instance, if a character is using a torch that
points of Base Damage each round for the duration of the illuminates a 20’ radius, the character can see clearly
landslide (normally 2-10 rounds - roll 2d10, divide by 2). up to 40’ away and dimly (with the -8 modifier) from
A cave-in is like a landslide, but it is usually confined to a 40’ to 60’ away. If he had Greater Nightvision, he could
much smaller, enclosed area and it often does not last nearly see clearly up to 60’ and then an additional 20’ at a -8.
as long as a landslide can. Cave-ins will last for 1-5 rounds Darkvision: The character can see out to the full range
(roll 1d10, divide by 2, round up), and they have an attack of his Darkvision, which may vary from character to
bonus of +20. The Base Damage for a a cave-in is 10 points, character, when in complete, non-magical darkness.
the same as a landslide. With no illumination everything is seen in shades of
It is possible for there to be variations to both of these grey, illumination allows them to see in color.
events. Some might be smaller and/or lighter while others He can also see clearly up to twice the normal range
might be longer, larger and/or be more damaging. The of their Darkvision on a starlit night and up to 10x that
above rules represents the average cave-in and lanslide. range when they have the light of a full moon available.
When using artificial illumination, the character can
see clearly, up to a distance equal to the range of his
Darkvision, past the normal area illuminated. He can also
see dimly (-8 to Perception rolls) for the same distance as
his Darkvision beyond what he can see clearly.
Thus, if a character is using a torch that illuminates
a 20’ radius, and the character has Darkvision up to 30’,
the character can see clearly up to 50’ and they would
be able to see dimly (with the -8 modifier) up to, but
not beyond, 80’ away.

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Light Sources
The number of light sources available in a fantasy game
Watery Hazards
can range widely from simple torches to several spells. Each While rivers and lakes have always been important
light source, however, illuminates a certain radius. avenues of travel, they can be both a nuisance and hazard
The following list offers a few examples of light sources for characters that must somehow cross them.
for easy reference: A character may freely wade through still or slowly
Light Source Area Illuminated moving water that is not above his head at a rate of 10’ per
Candle 5’ radius round without being required to make a roll. If the water
Lantern 25’ radius is fast moving, or the ground under the water is especially
Light spell 10’ radius (base) slick, the GM may require a Save vs. Dex for a character to
Torch 20’radius be able to keep his feet.
Limited Visibility Swimming
When adventuring outdoors, there are certain weather If the water is above the head of the character, he will
conditions that can hamper and/or impede upon how far a have to swim. Swimming across a slow moving stream or
character is able to effectively see. river will be a Athletics roll (TN 12) while attempting to
In foggy conditions, characters will be limited to seeing swim across rapids will be a TN 30 roll. Rapids can easily
no more 50’ if the fog is light, 30’ if it is a moderate amount sweep a character far downstream. Even just keeping one’s
of fog, and 10’ if the fog is heavy. head above water would be considered a TN 25 Athletics
Light rain or snow will automatically reduce how far a roll. The penalties for armor and encumbrance are tripled
character can see by half. If the rain or snow is moderate, when swimming.
then the maximum distance that a character can see will be Drowning
50’ and in heavy rain or snow, he will only be able to see a A character is able to hold his breath for 25 rounds plus a
maximum distance of 30’ number of rounds equal to his Constitution Stat Value.
These distances do not take into account any lighting Once this time has expired, the character must begin
conditions or sources that might be in use. If the lighting making a Save vs. Con (TN 20) each round. Should the
conditions or light sources in use indicate a smaller sight character fail one roll, he immediately falls unconscious and
distance, then that should be used instead of these distances. will die in 1d10 rounds.
Starvation & Thirst Quicksand
In a moderate climate, a character will require the Quicksand can appear in any location where sand and
equivalent of approximately 1 gallon of water and 1 pound of water mix. Shallow quicksand is a nuisance and can be escaped
food per day. These measures constitute one “ration” of each. easily, but deep pits of quicksand are more problematic.
If the character does not meet those requirements, he will Attempting to float and/or “dog paddle” towards the edge of
deteriorate and eventually die. Characters in an extremely hot a quicksand pool will be at least a TN 20 Athletics roll.
climate will require an extra ration of water each day, while those If the character panics or even just flails about, they will sink
in an extremely cold climate require an extra ration of food. at a rate of 5” inches per round if they are unarmored. Increase
Starvation the rate of sinking by 2 inches for every -1 from maneuver
A character can survive for about a month without food. modifiers from armor and encumbrance. Also, once a character
For each daily ration that is missed, the character will receive a sinks below the surface, he will drown as described above.
-1 modifier. When the character reaches -20 he will no longer Pulling oneself or another out of quicksand requires Save
be able to feed himself, and when he reaches -30, he will die. vs. Str (TN 18) at the very least.
Thirst
Dying of thirst is faster than dying of starvation. Each
day without a ration of water will result in the character
receiving a -3 modifier. As with Starvation, at -20, he will be
helpless and when he reaches -30, he will die.
Half-rations
If a character is able to consume at least half of a normal
ration, he will not deteriorate any further, but he will not
get better either.
Recovery
The only way to remove the modifiers from starvation
and thirst is by eating and drinking. Healing magic will not
work. Each day that the character consumes a normal ration
of food and water will reduce the modifier by the same
amount that it would have increased without the ration.

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Stat Damage – Should a character receive any sort of
Strategic Movement stat damage, he can usually regain 1 point to that
Characters that are in a combat situation have a movement stat for each full day (24 hours) of complete bed
rate that is based upon their size and race. However, outside rest. However, this can never raise the stat above its
of combat, characters will basically adjust their movement pre-damage values.
rates according to the slowest member of the group.
The Movement By Terrain Type table provides a simple Death & Dying
method of determining the distance traveled based upon Should a character take enough hit points of damage to
the movement type and the terrain type. give him a hit point total of 0 to -10, the character will be
helpless, and unable to do anything other than attempt to
Injuries, Healing & Death stabilize himself using First Aid (TN 25). Others may also
attempt to stabilize the character using First Aid.
The challenge of adventure brings with it a great risk Once a character has a negative hit point value, he is
of injury or death. This heightens the sense of danger and considered to be dying and will lose 1 additional hit point
makes the rewards of successful adventuring all the more each round. When he reaches -11 hit points, he will be
meaningful. A taste of fright gets the adrenaline flowing. unconscious and unable to do anything to aid himself. At
Because of these risks, we provide guidelines on injuries, that point, it will require somebody else to perform the First
healing, and death. Aid to stabilize the character and prevent him from dying.
Injuries & Healing When the character reaches a negative hit point value
equal to 10 plus his Constitution Stat Value, the character will
Most all injuries result from combat and take the form be dead. This means that a character with a Constitution Stat
damage that is subtracted from the character’s hit points. Value of 13 can go down to -24 hits before he actually dies.
However, some Boon Point options may include other The above rules regarding Death & Dying normally apply
forms of damage, such as Bleeding. to characters and important non-player characters (NPCs)
Hit Points – By far the most common type of damage. only. They do not normally apply to average monsters or
A character will normally heal a number of hit points unimportant NPCs. Thus, most Monsters and NPCs simply
equal to 5 + his Constitution Stat Bonus with 8 hours die once they reach zero hit points.
of rest or sleep. Should a character make a successful
First Aid roll (TN 20) on the injured character before
he rests, then the injured character will regain an extra
Spheres of Influence
number of hits equal to the number of ranks that The School of Divine Magic is a listing of generic spells relating
the character applying the First Aid has in his skill. to the Divine. This list works well for a generic deity or for a
Characters can never regain hit points in excess of setting that includes only a single deity. However, it falls short
their starting, fully healthy values. when the campaign takes place in a setting with multiple deities.
In fact, a campaign setting could include multiple religions, and
Bleeding – This is the loss of hit points over a continuous
thus multiple Cleric classes, all focused on a single deity.
period. Bleeding will not stop unless specific action is
For example, Beltus the Guiding Light, God of the Sun, the
taken to stop it (i.e. a First Aid roll). The Target Number
Day and the Truth, may be the focus of several religious orders.
for stopping Bleeding is 15 + 3 for each point of Bleeding.
One order might focus on Beltus being the God of Truth and
Thus the TN for stopping a wound that is Bleeding 1 hit
work well with the court systems, and have spells that divine
point per round is 18, and the TN for a wound that is
the truth or force targets to tell the truth. Another Beltus sect
Bleeding 2 points per round is 21, and so forth.
could be focused on defending people from creatures of the
night, such as demons, devils, and undead. As such, they would
focus on spells that work against those types of creatures.

Movement By Terrain Type


Movement Type Roadway Average Ground* Rough Ground* Mountainous*
Sneaking 5 4 2 1
Careful Walk 8 7 3 2
Normal Walk 10 9 5 3
Forced March 14 12 7 4
Slow Ride (mount) 12 11 5 2
Fast Ride (mount) 20 16 10 —
Slow Ride (vehicle) 11 9 4 2
Fast Ride (vehicle) 15 12 8 —
Note: Table gives miles traveled in 4 hour period.
* = Reduce distance traveled by 1/3 in Lightly Forested Terrain and by 1/2 in Heavily Forested Terrain.

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It is up to the GM to create a spell list for each specific
deity and/or religion in his campaign setting. This should Awarding Experience Points
be a small list of 10 or 11 spells, like the spell lists for the While determining the amount of experience points to be
Schools of Magic found within this book. awarded to characters is completely up to the Game Master
The spells within the list should reflect the nature, or (GM), it is also important for the players to understand how
Sphere of Influence, of the deity that the Cleric worships. the GM is awarding experience points and why he is doing so.
The Cleric of a Sea God would not have spells that deal with
fire, just as the Cleric of a Night God will not have light
spells, but would have spells that allow for seeing at night Experience Awards
or in the dark. Description XP
As more spells are made available for the other Schools Base XP award for an adventure 30
of Magic, the GM should expand the lists for Clerics Group Awards XP
accordingly as well. Adventure Length
Per Game Session +50
Advancing Levels Adventure Result
Successful +50
All characters begin their career at full adulthood. This
being the case, they have already acquired a good amount Unsuccessful, but the PCs can soon fix +0
of experience just from growing up and training for their Unsuccessful, with no chance to fix* -20
chosen profession. Thus, all “first level” characters start off Encounters
with a base of 100 experience points. For each successful encounter +15
Characters will then gain experience points as they For each unsuccessful encounter +5
have adventures and accomplish various goals. When the Individual Awards
character reaches the required number of experience points Heroic/Dramatic Actions
for the next level, he automatically advances to and becomes Increased overall enjoyment of the game +10
that level. Posed a serious risk to the character +10
Once a character goes up a level,
Accomplish Goals
the player gets 15 Character Points to Experience Points
Accomplished a party goal +20
spend on developing his character. Level XP Required
1 100 Accomplished a personal goal +10
Thus a character moving from first 2 300
to second or from second to third Plot Elements
3 600
receives 15 CP. If the character were 4 1,000 Contributes major plot element +20
going from third to fourth level, he 5 1,500 Contributes minor plot element +10
would get another 15 CP. 6 2,100 Uses character background/flaw to contribute
7 2,800 +10
Players can spend the newly a plot element to the adventure/story
8 3,600 * = Only applies to the Base xp award for the adventure.
received Character Points on 9 4,500
Skills, Combat Moves, Spells and/ 10 5,500
or available Talents as he see fits, 11 6,600 Experience Awards Key
including the Talent that allows him 12 7,800 The Experience Awards table has several sections. Each is
to increase his Stats (see p. 28). 13 9,100 described more fully below.
However, some GMs may require that 14 10,500 Base Adventure Reward – Every adventure will have this as
the player wait until the character is 15 12,000
its base, to which the other experience award modifiers
16 13,600
someplace where he can train. 17 15,300 are added or subtracted.
The Experience Points table 18 17,100 Group Awards – The following experience awards are added
shows how many experience points 19 19,000 to the Base Adventure Award and this total is given to all
a character is required to earn to 20 21,000 characters who participated in the adventure. The total is
advance to the next level. +1 lvl +5,000/lvl not split between the characters; each character receives
the full amount.

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Session Length – A game session is defined as 4-6 hours of Plot Elements – A campaign is made up of numerous
role-playing when dealing with adventures that occur over adventures. During the course of the campaign, there
multiple sessions. It is possible to have entire adventures will be many plot elements that the characters follow.
between the sessions belonging to a single, longer Some will lead to specific adventures, while others will
adventure. It is also possible that only a short amount of sometimes fade away. The players themselves are often
time in a given session is spent on the longer adventure, a good source for plot elements that are incorporated
while the characters deal with other things going on. into the ongoing adventures of the campaign.
In such cases, it is up to the GM to track the rough When a player provides the GM with something that
amount of time spent on the longer, more drawn out can be made into a plot element, the GM should reward
adventures, so that he can properly award experience. the player by doling out additional experience points
Adventure Result – This award is based upon whether for it. If the plot element is formed out of something
or not the character successfully accomplished the from the player’s character’s past or from an aspect of
main goal of the adventure. They either did, or they the character that might otherwise be considered a flaw
did not but can still fix things in the next session, or of the character, so much the better because it will help
they failed to complete the adventure in a manner tie the character, and thus the interest of the players to
that cannot be fixed. the game in a stronger fashion.
Encounters – During the course of the adventure, the Don’t forget, however, that the ultimate goal of any game
characters will have encounters. These could be is for everybody to have fun.
planned encounters, such as the players having to
negotiate with a trader for some information, or
it could be a random encounter with a wandering
monster. Either way, each encounter adds to the total
value of the adventure. Successful means that the goal
of the encounter was accomplished. The information
was gained, the monster vanquished or chased off, etc.
Individual Awards – In addition to the group awards, each
individual character may also earn additional awards.
Heroic/Dramatic Actions – Characters that perform
heroic or dramatics actions that add to the overall
enjoyment of the game gain additional experience
points. Also, if the actions pose a serious risk to the
health or life of the character, beyond the standard
risks involved in adventuring, they can get yet
another bonus to the experience points earned.
Accomplishing Goals – In order to complete an adventure,
the characters will have to complete one or more goals
associated with that adventure. The character that
completesagivengoalgainsexperiencepointsfordoingso.
Players should also be encouraged to draw up a list of
personal goals for their characters so that the GM can
give them opportunities to accomplish them. Personal
goals should never be normal mundane activities. They
can, however, include things like “joining a specific
organization”, but only when the joining requires
some special condition to be met, such as needing the
recommendation of an existing member, and existing
members never give recommendations except until the
candidate proves themselves in some capacity.

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Creatures & Treasures

One of the standard tropes of a fantasy role-playing game Encounter Checks


is that the characters will fight creatures and find treasure, The GM should roll to check for encounters periodically. If the
including magical items. characters are traveling then the GM should make an Encounter
Novus is no exception. In this chapter, we will go over Check once for every 4 hours, or portion thereof, that the party
the basics of determining a “random” encounter, provide has traveled. This means that if the party is traveling for 5 hours,
you with a select of creatures that can be used as opponents that the GM should make 2 Encounter Checks.
for the characters, and even provide you with some sample If the party is camped, the GM should make an Encounter
treasures that you can use as rewards. Check for every 8 hours, or portion thereof, that the party

Encounters
is camped. Thus, if the party camps for 12 hours, the GM
should make 2 Encounter checks.
There are two possible types of encounters that characters To actually make an Encounter Check, the GM rolls 2d10
can have. They are as follows: and adds in a number of modifiers based on the situation.
If the result of the Encounter Check is 20 or higher, then
Planned Encounters the party has been spotted by something. This “something”
The first is a Planned Encounter. This may something may then decide to leave them alone, follow them, set a trap
like meeting a stranger at a crossroad who provides the for them, or even attack them, depending upon its nature.
character with information that aids in his adventure. If the result is 25 or higher, then the party will meet the
Another example is the climatic battle with the main bad “encounter” directly. Some examples of this might be the
guy of the adventure. party entering a clearing just as a Goblin patrol enters from
Basically, a planned encounter is any encounter that the a different direction, or stumbling upon a monster as it is
GM has planned in advance eating something that it has caught.
Encounter Check Modifiers
Random Encounters
There are a number of different modifiers that can be applied
The second type of encounter is the Random Encounter.
to an Encounter Check. The actual modifier applied will vary
It is an encounter that is not planned in advance. More often
depending upon the situation. Please note that not every
than not, this sort of encounter will not have any impact on
modifier will apply in every situation. For example, Terrain
the main goal of the adventure, but depending on where it
modifiers are unlikely to apply in an urban environment.
happened, it is always possible that it could.

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Party Size: The number of characters in the party will
provide a modifier. If there are fewer than 4 members in Creatures
the party, there is a -2 modifier for each one less than The following list of creatures is given to provide the GM with
four. If there is more than four, then apply a +1 for each a small, but versatile selection of monsters and other adversaries.
member over four that there is. Mounts and pack animals
Stat Block Overview
count as 2 members each. Vehicles such as carts and
The creature stat block is relatively simple and includes
wagons give a +5 modifier per vehicle if they are less than
the following information:
6’ in length, and a +10 modifier if they are larger than 6’
Name: This is the common name of the creature. Different
in length. For this, the draft animal(s) pulling the vehicle
locations and races may have different names for it.
are not counted when determining the modifier.
Level (Lvl): This is the most common level of the creature.
Weather: The weather can also have an impact on whether Some may be tougher or weaker than the norm.
or not the party has an encounter, the more inclement Hits: This is how many Hit Points that the creature has.
the weather, the less likely that an encounter will occur. If Move: This is how far the creature may move per AP
there is light rain or snow, apply a -2 modifier. Moderate spent. This is where you will also find the movement
rain or snow gives a -5 modifier, and heavy rain or snow rate for alternative methods of movement.
gives a -10 modifier. Defense (DEF): This is the creature’s Defense rating.
Terrain: The terrain can have a huge impact on the Armor Rating (AR): Many creatures have a natural
Encounter Check. Open, flat ground with little or no Armor Rating. This is listed here.
vegetation will give a +5 modifier to the Encounter Attacks: This is where the creature’s attack are listed. The
Check. Rough ground, on the other hand gives a -5 format is Attack Bonus, Type of Attack and then of
modifier. If there it a light forest, the Encounter Check Base Damage that the attack does, in parenthesis.
receives an additional -3 modifier and heavy forest gives a Stats: Creatures have the same stats as characters. They
-5 modifier. All terrain modifiers are cumulative. are listed in alphabetical order, with the stat and its
Travel Speed: Characters who are sneaking or moving bonus in parenthesis.
carefully, slower than the standard movement rate for Skills: We list the creature’s most common skills, and
the terrain that they are in (see the Movement By Terrain their total bonus in this section.
Type table on p. 75), will receive a -10 modifier to the Size: This is the size of the creature and its rough weight.
Encounter Check, while those moving faster than normal # Encountered (# Enc): This tells how many are usually
will receive a +5 modifier. found when they are encountered. The GM is free to
Hostile Area: If the party is in an area that controlled by adjust according to the situation.
forces or creatures that are actively hostile to the party,
then their chances for having an encounter are increased Ant, Giant
based upon the circumstances. If the hostile forces have Lvl: 1 Hits: 47 Move: 10’
patrols out, then the Encounter Check will receive a +2 DEF: 19 AR: 10
modifier if the party is in a wilderness area, a +5 modifier Attacks: 7 Bite (7)
if the party is in a rural area, or a +10 modifier if the party Stats: Str: 14(1); Con: 13(1); Dex: 10(0); Spd: 16(2)
is in an urban area controlled by the hostile forces. If the Int: 2(-3); Wis: 13(1); Will: 11(0); Chr: 10(0)
hostile forces have already spotted the party once and are
actively pursuing them (i.e. a hue and cry pursuit, not Skills: Perc. (9); Stealth (5); Tracking (4)
simply tracking them at a distance), then the Encounter Size: 2’-3’ long, 10-15 lbs
Check will receive a +5 modifier for wilderness areas and # Enc: 2-20 or 20-200 (ant hill)
a +10 modifier for rural and urban areas. Giant Ants build extensive underground tunnel systems,
Population Density: The Encounter Check should be modified with ant hills that stand 4 to 6 feet tall. They can be found in
by +10 when near urban areas and +5 when near rural almost any climate and terrain type, although they seem to
areas. However, in such areas, the encounters will be with prefer warmer zones.
residents, travelers and/or other locals, not with monsters Giant Ants are omnivores, willing to eat almost anything.
normally. Such encounters could include pilgrims, patrols, Groups of ants have been known to attack prey that is larger
messengers, scouts, bandits, traders, etc. It depends on the than themselves, and to fiercely defend against any perceived
actual location and several other factors such as how close to threats to themselves, their nests, and any food.
a city or village the party is among other things.

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Basilisk Boar
Lvl: 10 Hits: 87 Move: 15’ Lvl: 4 Hits: 66 Move: 10’
DEF: 18 AR: 15 DEF: 16 AR: 5
Attacks: 15 Bite (10); 15 Claws (12); Gaze* Attacks: 9 Tusks (8)
Stats: Str: 25(5); Con: 15(1); Dex: 10(0); Spd: 13(1) Stats: Str: 15(1); Con: 22(4); Dex: 10(0); Spd: 14(1)
Int: 2(-3); Wis: 12(0); Will: 13(1); Chr: 11(0) Int: 2(-3); Wis: 13(1); Will: 2(-3); Chr: 10(0)

Skills: Perc. (17); Stealth (11); Tracking (12) Skills: Perc. (12); Stealth (6); Tracking (7)
Size: 10’-12’ long; 1400-2000 lbs Size: 3.5’-6’ long; 200-600 lbs
# Enc: 1 # Enc: 1-5
Abilities:
• Immune to venoms & poisons Wild Boars are found in many forested areas. They are
* Petrification Gaze: usable once per round on foe omnivorous, eating anything and everything, even bones.
within 10’ – Save vs. Will to avoid meeting its gaze. If This makes them popular pets for some, especially those
you meet its gaze, Save vs. Con or be turned to stone with bodies to dispose of. Others, such as Orcs and Goblins
for 20-200 days. allow Boars to run loose in their homes. This helps keep
them clean of refuse, and the Boars also make for excellent
Basilisks are large lizard-like creatures that somewhat guards.
resemble wingless dragons at a distance. However, their bodies Boars are extremely territorial and dangerous if spooked
are more sinuous than that of a Dragon, and the Basilisk or if they feel threatened. Their tusks, used primarily for
never has any horns or other protrusions. Additionally, the digging up roots, make formidable weapons.
skin of the Basilisk is made of much smaller scales than those They are quite often hunted for their flesh, which many
of a Dragon and is more like the skin of a snake. consider to be extremely tasty. Boar hunters often do so with
Basilisks are not very intelligent, and often unaware of the a special spear fitted with a cross beam that is intended to
destruction their presence wreaks. Basilisks are not immune prevent an impaled Boar from pushing forward along the
to their own Gaze ability. Also, any possessions carried or held spear shaft to gore its tormentor.
by the target of the Gaze attack are also transformed to stone.
Myths & Legends
Cat, Large
It is widely believed that the petrification caused by the
Basilisk is permanent. If the statue created by the Basilisk’s Lvl: 5 Hits: 63 Move: 10’
Gaze is damaged, the petrification will be permanent. DEF: 18 AR: 5
However, if the statue is repaired, then it can return to its Attacks: 11 Claws (11), 11 Bite (8)
Stats: Str: 16(2); Con: 15(1); Dex: 19(3); Spd: 18(2)
original form when the petrification wears off.
Int: 2(-3); Wis: 12(0); Will: 13(1); Chr: 10(0)
It is also rumored that a cup of Basilisk blood poured
over a Basilisk created statue can also restore it to life. This is
Skills: Perc. (12); Stealth (10); Tracking (11)
true, so long as the statue is intact. Size: 3’-5’ long; 150-300 lbs
# Enc: 1-4
Beetle, Giant Stag This creature is actually a bit of a generic composite used
Lvl: 3 Hits: 66 Move: 10’ to represent several different species of Large Cat like the
DEF: 16 AR: 10 Cougar, Jaguar, Mountain Lion, and/or Panther.
Attacks: 8 Bite (12) The GM is encouraged to vary the description of the
Stats: Str: 23(4); Con: 17(2); Dex: 10(0); Spd: 13(1) Large Cat based upon the location in which it is encounters.
Int: 2(-3); Wis: 10(0); Will: 12(0); Chr: 9(-1)

Skills: Perc. (10); Stealth (5); Tracking (5)


Size: 4’-6’ long; 200-500 lbs
# Enc: 2-5
Giant Beetles are normally scavengers, feeding off the
carrion left by other creatures, but if carrion is scarce, they
are not above killing living creatures to feed themselves.
The Giant Stag Beetle is the most benign of all of the
Giant Beetles as it lacks the additional capabilities of its
cousins. The shell of the Giant Stag Beetle is prized for use
in armors and in making shields since it is both exceedingly
tough and lightweight.

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Cockatrice Demons (all)
Lvl: 7 Hits: 55 Move: 2’; 10’ flight Demons are creatures and beings from a group of related
DEF: 20 AR: 12 planes known as the Abyss. These planes are also known as
Attacks: 13 Bite (4)*; 13 Claws x2 (6) the Nether Realms.
Stats: Str: 6(-2); Con: 11(0); Dex: 17(2); Spd: 18(2)
Demons are extremely chaotic and evil in nature, and revel
Int: 2(-3); Wis: 13(1); Will: 13(1); Chr: 9(-1) in the torture and slaughter of those weaker than themselves.
They are only held in check through a ruthless hierarchy that
Skills: Perc. (15); Stealth (11); Tracking (10)
is ruled over by a Demon known as Mephistopheles.
Size: 2’-5’ long; 15-30 lbs
# Enc: 1-2 Mephistopheles has been known throughout the
* Poisonous Bite: Saves vs. Con or lose 1-3 (1d10 centuries by a variety of names including Abbadon,
divided by 3, round down) points of Speed and Mephisto, Typhon, and Beelzebub. It is said that his hatred is
Dexterity. See description below for more details. all consuming and that he would bring down his own realm
to destroy all of creation.
The Cockatrice looks like a cross between a lizard and When a Demon is summoned or evoked, they must be
rooster, and its length does include its long scaly tail. It is dealt with severely and quickly. Even the slightest hesitation
covered in small scales, and its wings are feathered. will be interpreted as weakness. This causes the Demon
The Cockatrice is feared because its bite delivers a poison to believe that it can twist and pervert the meaning of the
that calcifies the flesh and bone of the target. If the victim fails summoner’s commands.
his Save vs. Con, he loses points of both Speed and Dexterity. Although Demons are vicious and cruel by their very
Boon Points earned by the bite attack can be used to increase nature, they do fear the powers of good and of deities. They
the TN of the Save by 2 for every Boon Point spent. will often initially recoil from the sight of holy symbols and
Once a target reaches zero in both Speed and Dexterity, artifacts of a divine nature.
he is fully turned to stone, but his items and equipment are There is a great enmity between Demons and Devils. All
not. He may then, once per day, make a Save vs. Con (same Demons must always attack Devils upon sight, or else they
TN as the original Save) to recover from the petrification. face the wrath of Mephistopheles himself.
Should the target fail this daily Save 3 times, the petrification All Demons have the following attributes in common:
becomes permanent. • Immune to venoms and poisons
Any creature restored to flesh normally does so with a • Possession: Demons of 5th level or higher may
Speed and Dexterity of 1. They will then naturally regain attempt to possess the physical form of any living
1 point of each stat per day until they are at their former creature. Target must make a Save vs. Will to resist.
levels. Some types of magical healing can also restore the • Repulsed by Holy Symbol: Demon must make Save
damage to the stats as well. vs. Will or avert its gaze and be unable to approach
wielder for 1-2 minutes.
Demon Dog (Barghest) • Immune to all influence and control spells that
Lvl: 6 Hits: 70 Move: 10’ are not specifically designed for controlling or
DEF: 18 AR: 8 influencing demons.
Attacks: 12 Bite (10)
Stats: Str: 17(2); Con: 18(2); Dex: 15(1); Spd: 17(2)
Int: 14(1); Wis: 14(1); Will: 17(2); Chr: 14(1)

Skills: Perc. (14); Stealth (9); Tracking (14)


Size: 3’-5’ long; 75-125 lbs
# Enc: 1-6
Abilities:
• Penetrating Bite (see description below)
• Immune to poisons and venoms
It is rumored that the Barghest aren’t really a type of
Demon, but a breed of wild dog that was long ago tainted
and infected by devouring Demon flesh.
These hounds are larger than most breeds, and nearly
pitch black in coloring with demonic looking, glowing
red eyes. Their sharp fangs are able to pierce the strongest
armors. Damage reduction from armor is halved (rounded
up) against all attacks from the Barghest.

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Demon (Gremlins) Demon (Manes)


Lvl: 3 Hits: 49 Move: 2’; 5’ flight Lvl: 3 Hits: 51 Move: 5’
DEF: 22 AR: 8 DEF: 19 AR: 8
Attacks: 10 Bite (1); 10 Claws (1), 10 Spear (1)* Attacks: 9 Bite (5); 9 Claws (7)
Stats: Str: 5(-2); Con: 18(2); Dex: 19(3); Spd: 19(3) Stats: Str: 9(-1); Con: 16(2); Dex: 19(3); Spd: 16(2)
Int: 12(0); Wis: 18(2); Will: 18(2); Chr: 9(-1) Int: 14(1); Wis: 18(2); Will: 7(-1); Chr: 3(-3)

Skills: Perc. (7); Stealth (12); Tracking (7) Skills: Perc. (7); Stealth (10); Tracking (17)
Size: 4”-5” tall; 1-2 lbs Size: 3’ tall; 50-60 lbs
# Enc: 1 # Enc: 1-6
Abilities: Abilities:
• Invisibility at will (not while attacking) • Immune to fire, cold, and lightning
• Sense Magic by touch • Immune to all control spells
• Sense Magical Gates (Save vs. Int) • May communicate with all undead
* Poison: Save vs. Con or fall into sleep for 5-10 minutes. • Sense Magic by scent (range: 10’)
Gremlins rarely reach six inches in height. The are Manes are easily the most evil of the minor Demons;
covered in greenish scales, have small bat-like wings, and they are insidious, conniving, ruthless, and vicious in the
their tails, back and head are often covered in rows of tiny extreme. Their short bodies are covered with short, grayish
spikes. These spikes are often black, yellow, blue or a deep fur and they have pointy ears, deep-set glowing eyes and
blood-red in color. heavy brows. They have claws on their hands and feet and
Gremlins are adept at spotting gates and portals. A surprising large fangs. Many Manes have a strip of darker fur, slightly
number of these creatures use this ability to make their way to longer than the rest of their fur, which runs from their
the material plane to wreak whatever havoc they can. forehead over their head and down their back.
A Gremlin’s natural weaponry leaves much to be desired; Manes have an excellent sense of smell and on their home
only doing a single pip of damage. Their claws and teeth planes are often used as bloodhounds by other Demons. Their
don’t even get scaling damage that other weapons get. Their sense of smell is so acute that they can even smell nearby magic.
tiny spears are covered in a poison that allows them to put Even though they are small, Manes are still extremely tough.
others to sleep so that they may have their fun uninterrupted. They are immune to heat, cold, and electrical energy; both
Gremlins also make for good familiars, as they are able to mundane and magical. They are also immune to all types of
communicate with their masters through speech, they can control spells. Luckily, spells of banishment do work on them.
sense magical gates and portals, and they can sense magic by Manes are prized by those who work with corpses, for
simply touching an object. Additionally, their ability to turn their innate ability to communicate with the dead. However,
invisible at will allows them to serve as spies. Manes make good familiars only for the most evil of spell
users as these creatures are not happy unless they are
engaged in some vile and twisted pursuit.

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Demon (Larvae) Demon (Common Lesser Demon - Goatmen)
Lvl: 2 Hits: 38 Move: 3’ Lvl: 7 Hits: 76 Move: 10’
DEF: 17 AR: — DEF: 17 AR: 10
Attacks: 6 Bite (5)* Attacks: 10 Bite (8); 10 Claws (10); 10 Weapon (*)
Stats: Str: 5(-2); Con: 10(0); Dex: 6(-2); Spd: 10(0) Stats: Str: 19(3); Con: 19(3); Dex: 11(0); Spd: 13(1)
Int: 14(1); Wis: 10(0); Will: 6(-2); Chr: 6(-3) Int: 10(0); Wis: 13(1); Will: 8(-1); Chr: 6(-2)

Skills: Perc. (4); Stealth (4); Tracking (4) Skills: Perc. (8); Stealth (7); Tracking (8)
Size: 1’-2’ long; 15-25 lbs Size: 6’-6.5’ tall; 200-250 lbs
# Enc: 2-20 # Enc: 1-10
Abilities: * Damage varies by weapon used
• Nauseating Appearance: Save vs. Will or viewer
The most common type of lesser Demon doesn’t have a
is incapacitated by nausea for 1-4 minutes.
* Disease: Save vs. Con or contracts plague-like disease specific name like most other Demons, but some refer to
that is fatal in 24 hours if not treated. the as Goatmen. This is because they appear to a mixture of
humanoid and goat, complete with hooves and horns.
Larvae are the most minor of the minor Demons. They While there is a lot of variation within their appearance,
are created from the souls of evil humanoids that have these creatures are similar in outlook. They are universally
been consigned to the Nether Realms for their sins. They considered to be ruthless, savage, and completely
exist in endless numbers on the lower planes and are often untrustworthy. Unless they are forced to swear a solemn oath
tormented and preyed upon by other Demons. they will always lie to and mislead those who summon them.
Larvae look like fat, slimy worms with human-like faces. When summoned, these creatures will often require the
It is believed that the face of a Larvae resembles the face it sacrifice of a small animal to slake their bloodlust. Once
held when it was alive. Their skin is yellowish and covered in a pact has been sealed, the Demon will obey any single
mottled reddish brown splotches. command, although complicated orders may be a bit much
Just viewing a Larvae is enough to make most sick, and for its mind to comprehend. Many times, its savagery tends
their bite has a strong chance of infecting a person with a to overwhelm what intelligence it has.
nasty and fatal disease. In combat, these creatures prefer weapons that slash or
Larvae will attack anything that moves, except other maul their foes, such as axes and spiked clubs or maces. They
demons. They are slow moving, but they never tire and will enjoy making a foe last as long as possible, and will often go
follow prey as long as it does not cross running water, as the for disabling attacks at first rather than killing attacks; all the
Larvae cannot swim. better to prolong the suffering of their targets.
Goatmen often form the bulk of demonic armies. However,
despite their viciousness and lust for battle, Goatmen are not
very brave or disciplined, and they are not considered or
treated as any sort of reliable troop. They often require one or
more greater Demons herding and controlling them.

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Devils (all) Devil (Alastor)


There are a group of lower planes known as The Nine Lvl: 3 Hits: 39 Move: 5’
Hells, and sometimes called Hades. The evil inhabitants of DEF: 21 AR: 10
Hades are known as Devils. Unlike the chaos of Demons, Attacks: 9 Bite (1)
Stats: Str: 5(-2); Con: 8(-1); Dex: 16(2); Spd: 19(3)
Devils are very orderly, and faithfully adhere to a chain of
command known as the Order of Ascendancy. Int: 19(3); Wis: 15(1); Will: 8(-1); Chr: 8(-1)
Devils are ruled over by a sinister being of untold power
Skills: Perc. (6); Stealth (11); Tracking (6)
known as Asmodeus. It is rumored that Asmodeus and the
Size: 6”-1’ tall; 2-5 lbs
other arch-devils once resided in the upper planes, but that # Enc: 1
they plotted to overthrow the gods and were subsequently Abilities:
banished to the planes of Hades. • Invisibility (1x per day; 1 hr)
It is said that Asmodeus now seeks a position of eminence • Shape change: hound (1x per day; 1 hr)
and respect among the mortal planes, to regain what was • Speak in Tongues (1x per day; 1 hr)
lost with his banishment. It is also said that Asmodeus even • Regenerate (1 hit per hour)
has a sense of humor, a quality that is never attributed to the • Sense Magic (range: 10’)
ruler of the Demon hordes.
When summoned, Devils need to be dealt with firmly, Alastor are tiny humanoids, covers in scales and tiny
and without hesitation. Anything else shows weakness and spines, with small horns growing from their heads. They are
while Devils are generally willing to aid those of a similar highly intelligent and on their home planes will often serve
outlook, they are loathe to render service to those that as advisors to the less intelligent Garun who guard the realms
they deem incompetent. Even worse than incompetence of the Nine Hells. They also often act as intermediaries
are those who are in league with Demons, and Devils can between various factions of Devils.
literally smell the “demon stink” on those who consort Alastor have a number of special magical abilities. They
regularly with Demons. may use each ability only once per day, for up to 1 hour. They
All Devils despise Demons and will always attack them can turn invisible, Speak in Tongues (i.e. speak any language),
on sight. It is said that the lower planes are in a constant and shape change into a black hound. Additionally, Alastor
state of war between Demons and Devils. automatically regenerate 1 hit worth of damage each hour
Devils are, in a manner similar to Demons, repulsed by and are able to sense magic with a standard Perception roll
holy symbols and artifacts of divine magic. at a range of up to 10’.
All Devils have the following attributes in common: Their exceptional intelligence and their cunning has led
• Immune to venoms and poisons to Alastor often being referred to as “Evil Geniuses” and
• Immune to non-magical weapons (damage heals they are often highly sought after as familiars. They make
instantly) superior familiars for those of a neutral or evil disposition,
• Repulsed by Holy Symbol: Devil must make Save but good spell users will be hard pressed to keep them under
vs. Will or avert its gaze and be unable to approach control. Unless they are engaged in malicious activities on a
wielder for 1 minute. fairly regular basis, Alastor will cleverly twist the meaning
• Immune to all influence and control spells that of any command or direction given to them to suit its own
are not specifically designed for controlling or twisted little purposes.
influencing demons. Alastor may be used for a number of useful purposes such as
delivering messages, spying, and performing minor alchemical
processes such as stirring a mixture or fetching ingredients.
When aiding in alchemical tasks, the Alastor gives a bonus to
his master’s Magecraft: Alchemy roll equal to his level.
Once a month, an Alastor may be commanded to tell his
master the given name of any one lesser or greater Devil. The
Alastor performs this service gladly in an effort to increase
his master’s reliance upon the power of Hades.

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Devil (Grimalkin) Devil (Imp)
Lvl: 3 Hits: 42 Move: 10’ Lvl: 3 Hits: 56 Move: 5’; 10’ flight
DEF: 19 AR: — DEF: 17 AR: 10
Attacks: 97 Claws (5) Attacks: 9 Claws (6); 9 Tail (2)*
Stats: Str: 6(-2); Con: 10(0); Dex: 15(1); Spd: 18(2) Stats: Str: 9(-1); Con: 21(3); Dex: 19(3); Spd: 16(2)
Int: 15(1); Wis: 18(2); Will: 7(-1); Chr: 10(0) Int: 14(1); Wis: 18(2); Will: 7(-1); Chr: 3(-3)

Skills: Perc. (7); Stealth (8); Tracking (17) Skills: Perc. (7); Stealth (10); Tracking (7)
Size: 2’-3’ long; 15-20 lbs Size: 2’-3’ tall; 30-40 lbs
# Enc: 1 # Enc: 1-4
Abilities: Abilities:
• Sense Magic by scent (range: 10’) • Invisibility
• Regenerate (1 hit per minute) • Sense Magic by sight (range: 20’)
• Shape change: hag (1x per day; 1 hr) • Regeneration (1 hit per hour)
• Speak in tongues (1x per day; 1 hr) • Shape change: any small animal, 1x day
• Speak with animals (1x per day; 1 hr) * Poison: Deals 1-5 (roll d10/2, rounded up) damage
• +15 to Stealth in darkness (not figured in) for each of 1-10 rounds. Save vs. Con for 1/2 damage.
• Greater Nightvision Imps have tough leathery skin and small, but functional
Grimalkin are sometimes known as Shadow Cats because bat-like wings. They have slightly bulbous heads with long
their normal form is that of a large black cat. This creature’s pointy ears and sinister facial features. Their bodies are
form is so dark, that it gets a huge bonus to Stealth attempts often covered with tiny barbs and spikes, and their hands
in darkness. This makes them excellent spies. and feet end in wicked, razor sharp claws. And to top it all
The Grimalkin has a number of other abilities as off, they have long, thin, prehensile tail that ends in a barbed
well. It can sense magic by smell at ranges up to 10’ and stinger that has potent venom.
it regenerates 1 hit worth of damage every minute. It can Imps are prized as superior familiars because they are
also see extraordinarily well in darkness. Additionally, it among the most versatile of the lesser Devils. They can fly,
has a few other abilities that it can used once per day, for and turn invisible at will (they turn visible when making
up to an hour. This include the ability to shape change into attacks). Once per day, they can shape change into any
an old hag, the ability to Speak in Tongues (i.e. speak any small animal that does not exceed 3’ in either height or
language), and the ability to speak to any animal. length. They can sense magic with a normal Perception roll
Grimalkin are highly prized as familiars because, unlike at ranges of up to 20’ and they regenerate 1 hit worth of
Alastor, a Grimalkin will never cause problems for their masters. damage each hour.
They are of the belief that their own presence is enough of an Some Imps even know how to use weapons that have
predilection towards evil, regardless of what they profess. been scaled down to their size (does 1 point less damage
Like the Alastor, the Grimalkin may, no more than once per than Halfling sized weapons).
month, reveal the given name of any one lesser or greater Devil. The Imp can also, no more than once per month, provide
its master with the given name of any one lesser Devil.
However, they cannot provide the names of greater Devils
like Alastors and Grimalkin can.

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Devil (Garun) Dragons (Wyrms)


Lvl: 6 Hits: 71 Move: 10’ Dragons are creatures of legend. Dragons are vastly
DEF: 18 AR: 10 powerful creatures, both physically and magically. It is
Attacks: 11 Claws (10) said by some scholars that Dragons were among the first
Stats: Str: 17(2); Con: 19(3); Dex: 15(1); Spd: 16(2)
creatures to arise, that they soared across the skies when
Int: 10(0); Wis: 16(2); Will: 10(0); Chr: 4(-2) humans were still living in trees.
Whether this is true or not, we may never know, but
Skills: Perc. (10); Stealth (9); Tracking (20)
history and legends are filled with Dragons as far back as
Size: 4’-6’; 130-200 lbs
# Enc: 1-10 anybody can remember.
Unlike other creatures, we present you with not one, but
Garun are bat-like humanoid creatures with large, flat 5 different stat blocks for Dragons. We have provided one
noses and sharp claws. They have no wings, and their stat block for each “age” or stage of development that that
arms end in wicked claws. Garun are excellent trackers a Dragon has. Wyrmlings cannot fly, and Wyrmlings and
and hunters, able to trace prey over long distances and Young Dragons cannot cast spells.
extremely adverse conditions. When a Dragon becomes an Adult Dragon, he may learn
When summoned, Garun will only perform services that spells from a single School of Magic. When he becomes an Old
involve the hunting of prey, or fighting a Demon, which it will Dragon, he can learn spells from a second School of Magic
do gladly. Any other commands will be met with the Garun and when he becomes an Ancient Dragon, he may learn spells
attempting its best to twist the command in some fashion. from a third School of Magic. The Dragon is considered to be
Garun make up the bulk of devilish armies much like a Major Adept in whatever Schools of Magic that he learns.
Goatmen make up the bulk of demonic armies. However,
the Garun are much more disciplined and willing to fight
Dragon (Wyrmling)
for more powerful Devils, and don’t require the same sort of
Lvl: 6 Hits: 79 Move: 10’; only vestigial wings
oversight that Goatmen require.
DEF: 20 AR: 8
Attacks: 10 Claws (8); 10 Bite (8); 9 Breath (9)*
Stats: Str: 16(2); Con: 13(1); Dex: 10(0); Spd: 23(4)
Int: 12(0); Wis: 12(0); Will: 13(1); Chr: 8(-1)

Skills: Perc. (9); Stealth (9); Tracking (9)


Size: 5’-10’ long; 300-800 lbs; 5-30 years old
# Enc: 1-4
Abilities:
• Sense Magic by scent (range: 10’)
• Greater Nightvision
• Immune to sleep and paralysis effects
* Breath Weapon: cone 10’ long, 5’ wide at far end or line
5’ wide, 20’ long; usable once per minute, no more than
5 times per day

Dragon (Young)
Lvl: 12 Hits: 122 Move: 15’; 10’ flight
DEF: 20 AR: 12
Attacks: 16 Claws (15); 16 Bite (15); 15 Breath (12)*
Stats: Str: 21(3); Con: 15(1); Dex: 10(0); Spd: 21(3)
Int: 15(1); Wis: 16(1); Will: 18(2); Chr: 11(0)

Skills: Perc. (18); Stealth (14); Tracking (18)


Size: 11’-18’ long; 800-2000 lbs; 31-250 years old
# Enc: 1
Abilities:
• Sense Magic by scent (range: 10’)
• Greater Nightvision
• Immune to sleep and paralysis effects
• See Invisible within 30’
* Breath Weapon: cone 20’, 10’ wide at far end or line 5’
wide, 30’ long; usable once per minute, no more than 5
times per day

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Dragon (Adult) Dragons are great reptiles, reaching lengths of 50’ or
more at their oldest. They are covered in thick, scaly hide
Lvl: 20 Hits: 180 Move: 15’; 15’ flight
and many dragons also sport horns, spikes, and even a row
DEF: 22 AR: 16
Attacks: 24 Claws (17); 24 Bite (17); 23 Breath (16) or two of ridges that run from the base of their head to the
Stats: Str: 26(5); Con: 20(3); Dex: 10(0); Spd: 19(3) tips of their tails. They have four limbs and a set of wings
Int: 19(3); Wis: 20(3); Will: 23(4); Chr: 14(1) that can fold flat against their back.
Dragons are usually generally uniform in color along
Skills: Perc. (28); Stealth (15); Tracking (28) their sides and backs, with lighter coloration on their
Size: 19’-30’ long; 2000-3500 lbs; 251-750 years old underside. A Dragon’s color often has a correlation to the
# Enc: 1 type of breath weapon that the dragon wields. Dragons of
Abilities: a specific color also often have other abilities that are tied
• Sense Magic by scent (range: 30’) to their color in addition to the abilities that all Dragons
• Greater Nightvision have. Here is a list of the different types of Dragons and their
• Immune to sleep and paralysis effects color-based abilities:
• See Invisible within 40’ Gold Dragons
* Breath Weapon: cone 30’, 15’ wide at far end or line 5’ • Breath Weapon: Fire (cone or line, Dragon’s choice)
wide, 40’ long; usable once per minute, no more than 8
• Shape Change: Once per day per age (i.e. Young
times per day
may shape change 2x per day, Adult 3x, etc.)
• Primary School of Magic: High Magic
Dragon (Old) Silver Dragons
Lvl: 35 Hits: 278 Move: 20’; 20’ flight • Breath Weapon: Lightning (line)
DEF: 24 AR: 20
• Primary School of Magic: Mysticism
Attacks: 39 Claws (19); 39 Bite (19) ; 38 Breath (20)
Stats: Str: 31(7); Con: 23(4); Dex: 10(0); Spd: 17(2) Bronze Dragons
Int: 23(4); Wis: 23(4); Will: 27(5); Chr: 17(2) • Breath Weapon: Fire (cone or line, Dragon’s choice)
• Primary School of Magic: Wizardry
Skills: Perc. (33); Stealth (16); Tracking (33) Black Dragons
Size: 31’-50’ long; 3500-4500 lbs; 751-1100 years old • Breath Weapon: Acid (line), does half the listed
# Enc: 1
damage each round for 1-10 rounds unless washed
Abilities:
off using water
• Sense Magic by scent (range: 40’)
• Greater Nightvision • Primary School of Magic: Black Magic
• Immune to sleep and paralysis effects Blue Dragons
• See Invisible within 50’ • Breath Weapon: Lightning (line)
* Breath Weapon: cone 40’, 20’ at far end or line 5’ wide, • Primary School of Magic: Wizardry
50’ long; usable 1 per minute, no more than 8 times per Green Dragons
day • Breath Weapon: Acid (line), does half the listed
damage each round for 1-10 rounds unless washed
Dragon (Ancient) off using water
Lvl: 50 Hits: 377 Move: 20’; 25’ flight • Primary School of Magic: Nature Magic
DEF: 26 AR: 25 Red Dragon
Attacks: 54 Claws (21); 54 Bite (21); 53 Breath (24) • Breath Weapon: Fire (cone)
Stats: Str: 37(9); Con: 26(5); Dex: 10(0); Spd: 15(1)
• Primary School of Magic: High Magic
Int: 27(5); Wis: 28(6); Will: 30(6); Chr: 20(3)
White Dragons
Skills: Perc. (41); Stealth (17); Tracking (41) • Breath Weapon: Frost (cone), use half listed
Size: 50’+ long; 4500-6000 lbs; 1101+ years old damage, victims must Save vs. Con or take 1 hit (for
# Enc: 1 every 5 hits of initial damage dealt) each round due
Abilities: to Frostbite. TN is increased by 1 for every 3 points
• Sense Magic by scent (range: 50’) above victim’s DEF the attack roll was.
• Greater Nightvision • Primary School of Magic: High Magic
• Immune to sleep and paralysis effects
• See Invisible within 60’ All Dragons have a number of abilities in common. They
* Breath Weapon: cone 50’, 25’ at far end or line 5’ wide, all can sense magical items by scent, if the item is within
60’ long; usable once per minute, no more than 11 times range. They all have Greater Nightvision and can see invisible
per day creatures that are within range. Dragons are also immune to
all effects that cause sleep or paralysis, regardless of the source.

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Ghost Goblin
Lvl: 5 Hits: 40 Move: 10’ flight Lvl: 2 Hits: 48 Move: 10’
DEF: 18 AR: — DEF: 16 AR: 5 (SL Armor, Helm & Bracers)
Attacks: 11 Spectral Touch (5)* Attacks: 4 Short Spear (8); 3 Short Bow (6)
Stats: Str: 3(-3); Con: 5(-2); Dex: 18(2); Spd: 18(2) Stats: Str: 13(1); Con: 12(0); Dex: 11(0); Spd: 13(1)
Int: 12(0); Wis: 19(3); Will: 18(2); Chr: 9(-1) Int: 10(0); Wis: 12(0); Will: 10(0); Chr: 8(-1)

Skills: Perc. (10); Stealth (9); Tracking (10) Skills: Perc. (4); Stealth (4); Tracking (4)
Size: 5’-6’ tall Size: 4’-5’; 100-150 lbs
# Enc: 1 # Enc: 1-10
Abilities: Abilities:
• Incorporeal (may walk through objects) • Nightvision
• Can only be damaged magical weapons
Goblins are green-skinned humanoid creatures with
• Harmed by Holy Water (1-10 hits per ounce)
slightly oversized heads and eyes with spindly limbs and
• Regenerates (1 hit per minute)
long pointy ears. Their eyes are a bright yellow. They dress
• Able to see invisible, ethereal, & astral presences
in soft leathers and use simple weapons like spears and small
within 100’
bows.
• Repulsed by Holy Symbol: Ghost must make
Goblins are a tribal race, ruled by the strongest; usually a
Save vs. Will or avert its gaze and be unable to
Hobgoblin or other being that has come in and dominated
approach wielder for 1 minute
them. They are cruel and vicious and like to dominate those
• Possession: Capable of possessing a living
who are weaker than them, just as they are often dominated
being who fails a Save vs. Will
by those who are stronger. Goblins are not overly brave, and
* Spectral Touch: does cold damage, Save vs. Con or
usually will not attack unless they believe that they can win
lose 1 point of Strength for every 5 hits of damage
or if they are forced to.
done, Strength recovers 1 point per day
Goblin tribes are fiercely competitive, often warring
Ghosts are the undead and restless remains of a once between one another, unless there is a common foe and a
living being or creature. These spectral entities are the strong leader who can unite them.
remnants of a person or creature that usually died by
violence, treachery, through an injustice, or evil beings
attempting to hold on to life at any cost.
Ghosts are normally incorporeal, unable to interact with
the physical world. In fact, a Ghost must make a Save vs. Will
in order to touch or move physical objects.
Being insubstantial, Ghosts are unharmed by normal
weapons. Only magical weapons or magic can affect a Ghost.
And even then, most only do half their normal damage.
Holy weapons do full damage and Holy Water can also hurt
a Ghost, doing 1-10 hits for every ounce splashed on the
Ghost. Ghosts are also affected by Holy Symbols, and must
make a save or they will be prevented from approaching the
bearer for a short length of time.
Any damage dealt to a Ghost will heal at a rate of 1 hit per
minute. The only way to permanently destroy a Ghost is through
burning the mortal remains of the Ghost, or if the Ghost fails
its Save against a Repel Undead spell by 10 or more points or
through other magic specifically designed to destroy undead.
Ghosts attack using something called a Spectral Touch. This
touch does cold damage to the target and requires the target to
make a Save vs. Con or the Ghost will drain some of the target’s
Strength. If the target survives the attack of the Ghost, he will
recover that Strength at a rate of 1 point per each full day of rest.
Also, Ghosts of intelligent beings may attempt to posses
another person. If that person fails a Save vs. Will, the Ghost
has possessed them and taken over. The target gets another
Save once every hour, or anytime that the Ghost attempts to
do something that would harm the target.

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Golem, Clay Kobold
Lvl: 11 Hits: 89 Move: 5’ Lvl: 1 Hits: 40 Move: 5’
DEF: 17 AR: 10 DEF: 18 AR: 5 (SL Armor, Helm & Bracers)
Attacks: 15 Bash (12) Attacks: 6 Spear (7); 4 Light Crossbow (7)
Stats: Str: 25(5); Con: 14(1); Dex: 12(0); Spd: 12(0) Stats: Str: 10(0); Con: 10(0); Dex: 14(1); Spd: 14(1)
Int: 3(-3); Wis: 11(0); Will: 14(0); Chr: 6(-2) Int: 12(1); Wis: 14(1); Will: 11(0); Chr: 8(-1)

Skills: Perc. (13); Stealth (13); Tracking (13) Skills: Perc. (4); Stealth (6); Tracking (4)
Size: 6’-8’ tall; 400-500 lbs Size: 3.5’-4’ tall; 50-70 lbs
# Enc: 1 # Enc: 1-10
Abilities: Abilities:
• Immune to non-magical weapons • Nightvision
• Immune to extremes of temperature
Kobolds are a small race with a canine-shaped face and
• Immune to mind affecting magic
they are covered in reddish-brown scales. They are extremely
A Clay Golem is a humanoid construct animated by cunning and dangerous. They have a great understanding of
magic or alchemical means. Clay Golems are incapable of how to build and use traps to their advantage.
independent thought or action and may be programmed Many see them as cowardly, but in truth, they simply do
to obey up to three separate commands. Clay Golems may not wish to throw their lives away without reason. Kobolds
also be programmed to follow simple and direct commands are also very vengeful, and have been known to track foes
given by its master. for weeks on end waiting for the perfect moment to wreak
While this may be useful to some extent, the Golem will havoc on the plans of their foe, whether that be alerting
only respond to simple, single subject commands. Even another enemy of his foe to that foe’s presence, or attacking
combining two simple commands into a single sentence will him in a moment of extreme vulnerability.
baffle it (i.e. “Go to the door and open it” is too much).
Clay Golems are incredibly strong, able to easily move up Ogre
to double its own mass. They are often used by spell casters Lvl: 5 Hits: 74 Move: 15’
as bodyguards, laborers, and sentinels. They are immune to
DEF: 16 AR: —
non-magical weapons, extremes of cold and heat, and they Attacks: 13 Club (10); 8 thrown rocks (8)
are unaffected by any magic or effect that affects the mind, Stats: Str: 22(4); Con: 20(3); Dex: 11(0); Spd: 10(0)
such as control spells, magical command spells, illusions, etc. Int: 8(-1); Wis: 12(0); Will: 10(0); Chr: 6(-2)

Hobgoblin Skills: Perc. (7); Stealth (7); Tracking (7)


Lvl: 4 Hits: 59 Move: 10’ Size: 7’-8’ tall; 500-700 lbs
# Enc: 1-3
DEF: 17 AR: 7 (RL Armor, Helm & Bracers)
Attacks: 9 Short Sword (6); 7 Light Crossbow (8) Ogres are the smallest of the giant races. They are slovenly
Stats: Str: 16(2); Con: 14(1); Dex: 13(1); Spd: 16(2) and unkempt, disgusting in the extreme. Their knotted,
Int: 12(0); Wis: 13(1); Will: 12(0); Chr: 8(-1) misshapen muscles and ugly faces contribute to make their
appearance even more frightening. They are often covered
Skills: Perc. (7); Stealth (7); Tracking (7) in shaggy hair, and wear stinking, uncured hides as clothing.
Size: 4.5’-5.5’ tall; 125-175 lbs Ogres are slow-witted and cruel and considered to be
# Enc: 1-10
Abilities: more evil than many other types of giants. Their strength
• Nightvision and savagery make them highly feared.
Ogres will often appropriate some existing cave or
It is rumored that Hobgoblins were the result of breeding structure and then terrorize the surrounding region. They
between Orcs and Goblins, but scholars have been unable to like shiny things and often amass a treasure from the things
prove this. Other scholars think that they are a completely that they take from local travelers.
separate race, or that they are a sub-race of Goblins. As with Ogres are usually either solitary in nature, or they live in
the Goblin/Orc half-breed theory, there is no proof either way. small family groups.
What is known is that Hobgoblins are larger than Goblins
and that their skin is a mottled yellowish orange in color.
But other than that, they look amazingly similar to Goblins.

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Orc Spider, Giant


Lvl: 5 Hits: 65 Move: 10’ Lvl: 6 Hits: 70 Move: 15’
DEF: 17 AR: 7 (RL Armor, Helm & Bracers) DEF: 18 AR: 8
Attacks: 10 Falchion (8); 8 Long Bow (10) Attacks: 12 Bite (8)*; 11 Web (0)**
Stats: Str: 17(2); Con: 16(2); Dex: 13(1); Spd: 14(1) Stats: Str: 23(4); Con: 12(0); Dex: 17(2); Spd: 18(2)
Int: 10(0); Wis: 10(0); Will: 10(0); Chr: 7(-1) Int: 5(-2); Wis: 14(1); Will: 13(1); Chr: 10(0)

Skills: Perc. (11); Stealth (8); Tracking (11) Skills: Perc. (14); Stealth (15); Tracking (9)
Size: 5’-6’ tall; 180-250 lbs Size: 3’-6’ long; 200-300 lbs
# Enc: 1-10 # Enc: 1-5
Abilities: Abilities:
• Nightvision • Can sense vibrations through the ground, up
• Keen Sense of Smell (+4 to Perc. & Tracking) to 100’ away
* Poison: Save vs. Con or it does 1 point of damage to
The upturned nose and tusks jutting upwards from target’s Strength stat for 1-10 rounds.
their lower jaws often give Orcs something of a porcine ** Web: Spider is able to shoot web at a distance (RI
appearance. However, there is nothing comical in their 10), if successful, foe is entangled and may attempt
nature. Orcs are a savage and cruel race, very territorial and Save vs. Str to burst the web, or Save vs. Dex (or
willing to go almost any lengths to protect their territory. Acrobatics skill roll – TN 15) to wriggle free. Target is
allowed 1 attempt per round.
Skeleton Warrior There are actually several different types of Giant Spiders,
Lvl: 3 Hits: 57 Move: 10’ and this is the most common. It is essentially just a giant
DEF: 15 AR: 5 version of a normal spider. It makes its webs in caves are
Attacks: 6 Short Sword (6) in the eaves of large forests. Its ability to sense movement
Stats: Str: 15(1); Con: 16(2); Dex: 13(1); Spd: 14(1) through the ground aids in catching prey.
Int: 10(0); Wis: 10(0); Will: 10(0); Chr: 7(-1) The Giant Spider will often catch prey well in advance of
its need to feed, cocooning targets and saving them for later.
Skills: Perc. (10); Stealth (4); Tracking (5) Also, the larger the Giant Spider, the less likely it is to be
Size: 5’-6’ tall; 50-70 lbs found with others of its kind. As they grow larger, they tend
# Enc: 1-20
Abilities: to grow more solitary in their habits.
• Harmed by Holy Water (1-10 hits per ounce)
• Regenerates (1 hit per minute)
• Repulsed by Holy Symbol: Skeleton must make
Save vs. Will or avert its gaze and be unable to
approach wielder for 1 minute.
• Non-magical weapons only do half damage,
blunt/bashing weapons do full damage
Skeleton Warriors are created using evil magic or alchemy.
They are often made from powerful warriors who have died
in combat and stat given above are for the weakest of those
creations. Most Skeleton Warriors are made from common
fighters, but those made from more powerful fighters can
often be of a higher level.
Skeleton Warriors share some traits with other undead,
such as being repulsed by Holy Symbols and taking damage
from Holy Water, and the ability to regenerate most damage
at a rate of one hit per minute. Holy damage and damage
from fire cannot be regenerated.
Most non-magical weapons will only do half their normal
damage (base and scalable), although weapons designed
specifically for bashing, such as clubs and maces, will do full
damage. If a Skeleton Warrior is reduced to zero or less hits,
he will regenerate at a much slower rate, healing only 1 hit of
damage every 10 minutes until he once again has a hit point
total of 1 or higher.

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It is conjectured that the Familiar Spirit patterns its form after
Spirit Entities (all) a nearby example, but this is unproven. What is known is that
In the center of all creation are the mortal planes; sometimes, a Familiar Spirit is unable to take its own physical
numerous dimensions side by side. Surrounding these form. These are known as Disembodied Spirits (see below).
mortal planes is the Ethereal Plane, known as the lowest of Familiar Spirits are able to mentally communicate with
the Spirit Planes. Above that we have the Astral Plane, which their masters at a distance of up to 1 mile, and they may
serves as the home to many spirits and also the gateway to freely travel from the mortal plane to the Ethereal Plane, just
other planes, even further removed, such as the Elemental as all other spirits can do. Familiar Spirits are also immune
Planes and beyond that the planes of the gods, and even to damage from non-magical weapons and to all types of
beyond them is the Light that shines upon all. control spells that are not associated with their summoning.
There are some Spirit Entities that live in the Ethereal If a spell caster is unhappy with his Familiar Spirit, he
Plane, but these are few and far between. More live among may freely dismiss it, and it will then return to its home
the Astral Plane. On the spirit planes, Spirit Entities appear plane. However, once dismissed, the caster must wait at least
as geometric shapes, pulsing with an inner light, this is often a month before attempting to summon another Familiar
referred to as its “body of light”. Those with the proper lore Spirit even if the year between castings of the Summon
can easily discern one type of spirit from another. Familiar spell have already passed.
Spirit Entities can easily traverse from the mortal planes to Familiar Spirits start off at the minimum experience
any of the Spirit Planes at will, only taking physical form on the needed for third level and they will earn a number of
mortal planes. The form taken is determined by the type of spirit. experience points equal to half of those earned by the
All spirit entities have the following in common: spell caster that is bonded to them, so that they can slowly
• Immune to non-magical weapons increase in skill and power.
• Able to turn ethereal or corporeal at will. Here is a listing of some of the forms that Familiar Spirits
Transformation takes 1 minute. may take, along with some other information regarding the
• Immune to influence or control spells, except for specific forms.
those related to summoning. Disembodied Spirits – These are Familiar Spirits that
have no physical form. They will often inhabit some
Spirit (Familiar Spirits) non-magical object or device owned by the caster who
summoned them. Some Disembodied Spirits have
Lvl: 3 Hits: 50 Move: 10’
been known to inhabit cauldrons, amulets, crystal balls,
DEF: 22 AR: —
Attacks: 10 Claws or Bite (6) mirrors, and even more unusual objects.
Stats: Str: 6(-2); Con: 18(2); Dex: 15(1); Spd: 19(3) Disembodied Spirits have 3 main abilities. First is the
Int: 12(0); Wis: 18(2); Will: 7(-1); Chr: 9(-1) ability to predict the future once per week. However, they
can be very uncooperative if asked to do this more than
Skills: Perc. (7); Stealth (10); Tracking (7) once a month. These Spirits may also, once per week,
Size: varies answer a simple yes or no question (i.e. “Am I the fairest
# Enc: 1 in the land”), but its answer will often be verbose and
Abilities couched in rhyme. Finally, the Disembodied Spirit may
• Can communicate telepathically with master use its vessel to scry for its master, showing him a person
at a distance of up to 1 mile. or place that the master wishes.
• Immune to non-magical weapons Disembodied Spirits also have a tendency to go insane after
• Can travel from spirit plane to material plane a period of time, and this results in them misbehaving badly,
at will. singing (off-key), telling bad jokes, insulting everybody, and
A Familiar Spirits is a minor spirit entity that can be occasionally even refusing to obey their master.
summoned by a spell caster to become his familiar. The Unlike Familiar Spirits, Disembodied Spirits cannot
Familiar Spirit generally has a neutral outlook, tending to simply be dismissed. They must, instead, be banished by
adopt the views and moral and ethical standards of the spell way of a spell.
caster that it is bonded to and serves. Ant, Giant – This form is about 2’ in length and stands about
Like all other spirits, on their home planes, Familiar Spirits 8” tall. Like other sorts of Ants, a Familiar Spirit taking this
have only their body of light. When summoned to the mortal form is able to crawl up sheer surfaces. Also, the Familiar
plane, the Familiar Spirit must take on a mortal form. The grants bonded spell caster a +2 modifier to all attempts
physical form that it takes appears to be random and once to aid another person directly, such as in helping another
taken, it can take no other physical form. While these physical person to shift a large rock or breaking open a door. It also
forms resemble normal animals, they are still just a spirit made grants a +2 modifier to all Athletics skill rolls.
manifest, and as such they share a number of characteristics
(listed in the stat block above), regardless of their form.

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Bat – Bats have an average wingspan of about 8 inches Goat – Familiar Spirits in the form of Goats stand about 2
and weigh about 2-3 lbs on average. They can navigate and a half to 3 feet tall at the shoulder and weigh about
in total, even magical, darkness using their sonar and 100 to 120 lbs. Goats are extremely sure-footed and able
relay descriptions of such areas to their bonded spell to climb steep inclines without problems. They have
caster. Their sonar also allows them to see through most good senses, granting them a +3 to their Perception skill
illusions instantly. Bats also receive a +10 to their Stealth rolls. They also have extremely good balance and stamina
skill. Bats also grant their bonded spell caster a +4 bonus granting them a +5 bonus to any Athletic or Acrobatic
to all attempts to recognize and see through illusions. skill rolls. The Goat grants its bonded spell caster a +2
Bee, Giant – The Giant Bee is about 6 to 8 inches in length modifier to all Athletics and Acrobatics skill rolls.
and weighs about 1 to 2 lbs. It can fly at a minimum speed Hound – In Hound form, Familiar Spirits stand about 2
of twice the listed movement rate given in the stat block, to 3 feet at the shoulder and weigh about 30 to 45 lbs
and it makes its attacks using either pinchers in its mouth on average. Hounds have a superior sense of hearing,
or the stinger on its tail (same damage either way). The granting them a +10 bonus to listening related Perception
Giant Bee grants its bonded spell caster a +2 bonus on all skill rolls. They also are able to track targets by scent and
Will Saves and any other task that requires concentration. gain a +5 to their Tracking skill rolls when following a
Butterfly, Giant – For some reason, Familiar Spirits who take target’s scent. Hounds grant their bonded spell caster a
the form of Butterflies always take a form similar to that +2 modifier to all Perception and Tracking skill rolls.
of the Birdwing Butterfly. These have bodies that are from Lizard – Familiar Spirits who have taken the form of the Lizards
4 to 5 inches in length and a wingspan of 12 to 14 inches. are from 10 to 24 inches in length, including their tails, and
And unlike normal butterflies, they have claws on their legs weigh about 2 to 4 lbs on average. Lizards have very acute
that can deal damage to foes. Giant Butterflies can fly at a vision granting them a +5 bonus to their Perception skill
minimum speed of twice the listed movement rate given rolls. Familiar Spirits who take this form also regenerate
in the stat block. Giant Butterflies grant their bonded spell damage rather quickly, at a rate of 1 hit every minute, and
casters a bonus of +2 to all First Aid skill rolls. Additionally, they can even regrow lost limbs if needed. Lizards grant their
any spells or items or effects that transform or change the bonded spell casters a +2 bonus to all Perception and First
caster’s physical form in some manner will automatically Aid skill rolls.
have up to double the normal duration. Owl – Those Familiar Spirits who take on the form of
Cat – This is the form of a normal house cat, about 12 to 16 Owls usually stand about 12 to 14 inches tall and have
inches in length and weighing up to 12 to 15 lbs on average. approximately a ‘ wingspan and weigh about 5 to 6 lbs
Cats come with many different colors and patterns on their on average. Owls can fly at a minimum speed of twice
fur. Cats all possess Greater Nightvision, as per the Talent the listed movement rate given in the stat block. Owls
(see p. 27) and they receive a +10 to their Stealth skill. A have Greater Nightvision as per the Talent (see p. 27)
Cat familiar will grant its bonded spell caster a +2 to both and superior peripheral vision which grants them a +5
his Stealth and Perception skill rolls. modifier to surprise. Owls also have specially designed
Chameleon – The Chameleon is a small reptile, about 6 to feathers that aid in noise reduction and which grants
8 inches in length, not including a tail of approximately them a +5 to Stealth skill rolls while in flight. Owls grant
the same length, and weighing up to 3 to 5 lbs on average. their bonded spell casters a +2 modifier Perception skill
It has the ability to change color, and blend into its rolls and to any Character Deduction (see p. 70) rolls.
surroundings, granting it a +10 to its Stealth skill. The Raccoon – Familiar Spirits in the form of a Raccoon tend to be
Chameleon grants its bonded spell caster with a +2 about 20 to 28 inches long and weigh about 15 to 20 lbs on
modifier to Stealth and to all artistic (painting, sculpting, average. Raccoons are inquisitive and natural explorers and
etc.) endeavors. being nocturnal, they have Greater Nightvision as per the
Fox – Familiar Spirits that take the form of a Fox stand about Talent (see p. 27). They grant their bonded spell caster a +2
12 to 14 inches tall at the shoulder, and are about 21 to 24 bonus on all Gimmickry and Trickery skill rolls.
inches long, and they weigh about 15 to 20 lbs on average.
The Fox has a base movement of 15’ per round. The Fox
grants its bonded spell caster a +2 bonus to all Wisdom
Saves and to Character Deduction rolls (see p. 70).

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Rat – Those Familiar Spirits who take the form of the Rat Weasel – Familiar Spirits who take the form of a Weasel most
tend to be about 8 to 10 inches long, not including its tail, usually take the form of a short-tailed weasel which is
and weighs between 1 and 2 lbs on average. Rats have an sometimes known as an ermine or stoat. It is about 10 to 18
extremely keen sense of smell, especially when it comes inches long and weighs about 6 to 8 lbs on average. Weasels
to other animals or food. This grants them a +5 bonus are well known for their ability to get out of tight spots
to Perception skill rolls based on smell and to Tracking and their ability to discern things that may be hidden. This
skill rolls. Rats are also able to burrow through normal translates into them providing their bonded spell caster with
ground at a rate of 1’ per minute. Harder packed earth a +2 modifier to Perception skill rolls, Character Deductions
would take longer and they cannot burrow through rock. (see p. 70) and Intelligence Saves.
Rats grant their bonded spell casters a +2 bonus to all Wolf – In Wolf form, the Familiar Spirit stands about 30 inches
Saves against fear, regardless of the source. Additionally, at the shoulder and is about 40 to 50 inches long with tails
the bonded spell caster is also granted a +2 to Perception that are about 2/3 of their body length. Wolves weigh about
skill rolls, +3 if the Perception skill roll involved smell. 65 to 75 lbs on average. Wolves have keen hearing granting
Raven – In Raven form, Familiar Spirits tend to average about them a +5 to rolls against surprise and a +3 to Perception
24 inches in length, have a 48 inch wingspan and weigh skill rolls in general. They also have a superior sense of smell
about 3 lbs. Ravens can fly at a minimum speed of twice granting them a +5 to Tracking skill rolls. Wolves grant
the listed movement rate given in the stat block. Ravens their bonded spell casters a +2 modifier to Will Saves and to
have extremely keen eyesight, gaining a +5 modifier to Character Deduction rolls (see p. 70).
their Perception skill rolls. Ravens are also the only Familiar Note: GMs should remember that the Disembodied
Spirit who can communicate verbally with their bonded Spirit only tells the most probable future and that
spell caster or others who are friends of their bonded the telling of it likely changes the circumstances
spell caster. Ravens grant their bonded spell casters a +2 and can prevent it from happening.
modifier to Will Saves and to Magecraft skill rolls.
Spider – Familiars who take the form of Spiders take a form
that is larger than can be found in natural Spiders. Familiar
Spiders have a body that is about 5 to 6 inches in length,
giving them about a 10 to 14 inch leg span, and they weigh
just over a pound. They are able to crawl upon any surface
and can spin webs just like any other spider. Spiders are
also able to jump up to 15’ in a single bounding leap.
Spiders also feel that they are connected to the “web of life”
and that allows them to more easily see through illusions.
They get a +5 modifier against any roll versus an illusion.
Spiders grant their bonded spell casters a +2 modifier to
Perception skill rolls and to any rolls against illusions.
Squirrel – When a Familiar Spirit takes the form of a Squirrel,
the form is about 10 to 12 inches long, with a bushy tail
only an inch or two shorter and it weighs between 1
and 2 lbs on average. Squirrels are very aware of their
surroundings and gain a +5 modifier too their Perception
skill rolls to account for this. Squirrels grant their bonded
spell casters a +2 to their Perception skill rolls, and a very
unique ability. Three times a day, the bonded spell caster
may activate this ability. The spell caster has 7 Activity
Points (AP) in the round after activation. However, in the
round following the one with 7 AP, the spell caster only has
3 Activity Points. This is the recovery round. This ability
may not be activated during the recovery round.

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Spirit (Nature Spirits) be found in any body of water, from puddles to streams
and pools, to rivers and fountains, and lakes and even
Lvl: 5 Hits: 47 Move: 5’
oceans. Water Spirits may also produce up to 1 pint of
DEF: 23 AR: —
fresh, clear water. This can only be done once per hour.
Attacks: 12 Pinch/Scratch (3)
Stats: Str: 5(-2); Con: 10(0); Dex: 19(3); Spd: 12(0) As a Familiar, the Water Spirit may grant his friend the
Int: 10(0); Wis: 20(3); Will: 5(-2); Chr: 9(-1) ability to breathe underwater for up to 1 hour per day.
Fire Spirits: These small spirits are bright red in color and have blonde
Skills: Perc. (10); Stealth (14); Tracking (10) hair that waves above their heads as if it were a flame. These spirits
Size: 6”-12” tall; 3-5 lbs may be asked to ignite any combustible materials within 100’ of
# Enc: 1-4 the spot to which they are summoned. They are only able to kindle
Abilities: small fires; however, if there is enough material, these fires may
• Can travel from spirit plane to material plane spread naturally. Conversely, the Fire Spirit may ignite or douse
at will. any or all light sources (torches, candles, fireplace hearths, etc.)
• Invisible to normal sight. with a 20’ radius. Fire Spirits love to cavort in any type of open
Some believe that Nature Spirits are related to the lesser flame and can often be found in them, or in any volcanic region.
Elemental Spirits because of they reflect nature and the As a Familiar, the Fire Spirit can reduce any damage from fire that
elements just like the lesser Elemental Spirits, but they are his friend takes by 5 points per instance.
not true Elemental Spirits. Wind Spirits: These tiny figures have light blue skin and
Though Nature Spirits are normally invisible to the naked diaphanous wings and wispy white hair. They hear
eye, they exist throughout the natural world and are known everything that transpires within their domain and if
to inhabit all types of organic and inorganic substances. summoned, they may be asked up to three questions
They may only be seen by those who summon them, or regarding any such knowledge that they might possess.
those who have the Second Sight (see p. 28) or through As a Familiar, the Wind Spirit may be asked to carry any
a spell that allows one to see invisible creatures and beings. conversation that it personally hears (i.e. is present for) to
There are five types of Nature Spirits. When on the its master. Also, the Wind Spirit can also produce a bubble
mortal plane they appear as tiny humanoids, often made of fresh air around the head of its friend that will last for up
of their elemental substance. Nature Spirits are usually only to one hour (this can be done once per day). Wind Spirits
summoned by Shamans or Druids. If summoned, they can be can be found anywhere that the wind blows, but they will
asked to perform a single small service, but only if the service never enter any man-made structures or structures that
in question is of a short duration, usually one hour or less. even appear to be semi-enclosed unless they are a Familiar.
Nature Spirits can only affect the material world in the Earth Spirits: These bald little spirits usually take the color
most minor of ways. They may lift or carry small or tiny of the earth, clay, sand, or rock in which they reside. They
items that are less than 1 pound in weight, and they may know of every creature that crawls, walks, slithers, or tunnels
pinch or scratch foes. This form of attack only does 3 points through their domains and if summoned, may be asked up
of damage (no scaling damage, and Boon Points from to three questions concerning this knowledge. Earth Spirits,
attacks cannot increase the damage in any way). And since unlike Wind Spirits, have little care for what such creatures
Nature Spirits are, in fact, spirits, they are also immune to might have to say, but they are very observant about what
non-magical attacks and to all types of control spells that transpires within their domains. Earth Spirits may be found
are not associated with their summoning. in any sort of earth or stone. As a Familiar, the Earth Spirit
Nature Spirits may also, rarely, be called upon to serve as may temporarily impart the “Strength of the Earth” to his
Familiars for a spell caster. However, they will never serve friend up to 3 times a day. This manifest as either a +5
anybody who is evil, and they consider the spell caster who Strength Stat Bonus modifier or 5 points of AR against
summons them as their friend, not their master. Unlike attacks. This ability will only last for 5 rounds each time the
Familiar Spirits, a Nature Spirit can choose to dissolve the Earth Spirit grants it to his friend.
Familiar bond as well. If bonded as a Familiar, a Nature Spirit Wood Spirits: These small spirits have rough brown skin that
will be able to communicate telepathically with their “friend” is much like the bark of a tree and their hair is green and
for a distance of up to one mile, and they will be able to hear resembles leaves. Wood Spirits have the ability to make any
their friend call (in a mundane fashion, not through a spell) plant or tree grow to its full size in the space of an hour. They
for them even if they are upon the Ethereal Plane. may, alternatively, cause any type of fruit bearing tree or shrub
Each type of Nature Spirit also has unique abilities to produce fully ripened fruit (over the course of an hour) in
associated with its form. They are as follows: any season except for winter. Wood Spirits may be found in
Water Spirits: Water Spirits have deep blue skin and long, all types of plants, trees, herbs, or even grasses. When serving
green hair that resembles the leaves of aquatic plants. as a Familiar, the Wood Spirit can easily lead his friend to the
They know all that transpires within the body of water nearest source any type of plant or tree (such as a fruit tree,
in which they reside and they may be asked to locate or a berry bush, or a specific herb) or warn him of dangerous
retrieve items lost within their domain. Water Spirits may plants or terrain within the nearby area (within 100’).

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Trapping Plant Treants are able to converse with all forms of plant life and
trees, and they all consider Treants to be their friends. Treants
Lvl: 6 Hits: 77 Move: —
are especially skilled at bringing down artificial structures,
DEF: 20 AR: 5
Attacks: 14 Grapple x1-10 (10)*; dealing double their normal damage against them.
Stats: Str: 23(4); Con: 19(3); Dex: 10(0); Spd: 22(4) Treants also have the unique ability to animate and
Int: 4(-2); Wis: 18(2); Will: 10(0); Chr: 10(0) control up to 2 trees at a time. It takes the tree 1 round to
uproot itself and it will be able to move as fast as the Treant
Skills: Perc. (15); Stealth (8); Tracking (—) and must stay within 50’ of the Treant or it will plant itself
Size: 6’-8’ tall; 300-400 lbs and take root again. Animated Trees do just as much damage
# Enc: 1 as a Treant, and do double damage to structures as well.
* Grapple: Trapping Plant has 1-10 vine-like tentacles
(each 10’ long) that may make independent attacks
Troll
each round. A successful hit means that the target is
Lvl: 8 Hits: 86 Move: 15’
grappled and starting the following round, the target
is dragged towards the plant, minimum of 1’ per DEF: 17 AR: 15
Attacks: 13 Claw (12)
round. Once pulled inside the plant, target receives Stats: Str: 22(4); Con: 23(4); Dex: 12(0); Spd: 13(1)
the Acid damage, 5 hits of damage per round, no Save, Int: 12(0); Wis: 16(2); Will: 13(1); Chr: 6(-2)
until he is dead and dissolved. Target may attempt to
break free each round (Save vs. Str, TN 19) or chop Skills: Perc. (12); Stealth (10); Tracking (12)
through the vine (15 hits per vine). Size: 7’-9’ tall; 400-500 lbs
# Enc: 1-2
The Trapping Plant looks much like a giant flower bud
Abilities:
comprised of large, tough leaves. From its base, what appear
• Regeneration (see below)
to be creeping “vines” extend outwards.
• Damage from fire & acid does not regenerate
The Trapping Plant lies dormant, taking what
nourishment it can from the ground, until a living creature Trolls are large, misshapen humanoid with green skin
passes within range of those vines. The vines will suddenly and moss-like hair and wicked claws on the end of their
come alive, grappling and squeezing its prey until it deposits armors. They are able to use those claws to literally rip the
the prey into the now open bud of the plant to be dissolved limbs off of another creature or being.
by the acid that the inside of its leaves produce. Trolls are tremendously strong and savage, willing to
This acid cannot dissolve metal, so all bits of metal are fight and kill nearly anything it encounters. It is incredibly
eventually deposited at the base of the bud. This often serves tough and regenerates hits at a rate of 1 hit per round. It can
as a lure to attract other unwary creatures or beings. even regrow lost limbs and body parts in 2 to 20 minutes,
depending upon how much flesh needs to be regrown. Trolls
Treant can even reattach lost limbs by simply holding the limb to
the stump for 1 minute.
Lvl: 7 Hits: 88 Move: 10’
The only damage that cannot be regrown is that inflicted
DEF: 16 AR: 10
Attacks: 11 Bash (15) by fire or acid. In fact, experienced Troll hunters know that
Stats: Str: 29(6); Con: 21(3); Dex: 8(-1); Spd: 10(0) the only way to permanently kill a Troll is to make sure that
Int: 12(0); Wis: 16(2); Will: 18(2); Chr: 12(0) every single piece has been destroyed by fire. Luckily, if a
Troll is hacked into multiple pieces, only the largest piece
Skills: Perc. (11); Stealth (8); Tracking (11) will regrow into the Troll.
Size: 20’-30’ tall; 4000-5000 lbs
# Enc: 1 (normal) or 5-50 (Treant conclave)
Abilities:
• Animate Trees
• Double Damage against structures
• Speak with Plants
Treants are as ageless as the forests that they preserve and
protect. They look like large humanoid trees, usually of the
type that is most prevalent within their forests. They consider
themselves to be shepherds of the forest rather than gardeners.
Treants are often slow to react and move in most things.
But in defense of their charges, they can be frighteningly
swift and vengeful, especially against those who are cutting
down trees for any reason.

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Wasp, Giant spells. While Wyverns are smarter than animals, they are far
from being intelligent. They are also extremely aggressive,
Lvl: 3 Hits: 58 Move: 5’; 10’ flight
preferring to attack first. They are only willing to parley
DEF: 18 AR: —
Attacks: 8 Stinger (6)* against a foe that is obviously stronger than they are and
Stats: Str: 18(2); Con: 14(1); Dex: 12(0); Spd: 13(1) that they cannot flee from.
Int: 4(-2); Wis: 13(1); Will: 13(1); Chr: 12(0) Young Wyverns may hunt in small groups, but as the
Wyverns get older, they tend towards being more solitary. A full
Skills: Perc. (11); Stealth (7); Tracking (6) grown Wyvern usually has a territory of 75 to 150 square miles
Size: 3’-6’ long; 50-100 lbs that it considers as its own. Wyverns will fight other Wyverns to
# Enc: 1-12 the death for a territory that is filled with easy prey.
* Poison: Save vs. Con or the poison does 3 hits of It has been rumored that other creatures have befriended
damage per round for 1-10 rounds or subdued Wyverns and perhaps even used them as mounts,
A nest of Giant Wasps rarely has more than a dozen of but this unsubstantiated.
the creatures. The queen stays in the nest with one or two
workers, while the rest hunt for food. These nests are usually Zombie
found in caves or abandoned buildings large enough to hold Lvl: 2 Hits: 40 Move: 5’
all of the Giant Wasps at once. DEF: 15 AR: —
Giant Wasps attack by repeatedly stinging their prey, Attacks: 6 Bash (5); 6 Claw (6)
which they then carry back to the nest for the queen and Stats: Str: 12(0); Con: 5(-2); Dex: 7(-1); Spd: 10(0)
any larvae to feed upon. Giant Wasps are able to carry up Int: 3(-3); Wis: 10(0); Will: 10(0); Chr: 6(-2)
to 4 times their weight in flight, allowing them take home
some rather large prey, considering their size. Skills: Perc. (9); Stealth (3); Tracking (4)
Size: 5’-6’ tall; 150-200 lbs
# Enc: 1-20
Wolf Abilities:
Lvl: 4 Hits: 63 Move: 10’ • Harmed by Holy Water (1-10 hits per ounce)
DEF: 18 AR: 5 • Regenerates (1 hit per minute), cannot
Attacks: 11 Bite (8) regenerate damage from fire or acid
Stats: Str: 18(2); Con: 16(2); Dex: 10(0); Spd: 19(3) • Repulsed by Holy Symbol: Zombie must make
Int: 5(-2); Wis: 18(3); Will: 10(0); Chr: 11(0) Save vs. Will or avert its gaze and be unable to
approach wielder for 1 minute.
Skills: Perc. (13); Stealth (6); Tracking (13) • Toughness (+10 hits, already figured in)
Size: 3’-5’ long; 50-150 lbs • Immune to bludgeoning/bashing weapons
# Enc: 2-20
Zombies are corpses, raised from the dead by evil magic
Wolves are large canines with thick, wiry fur, ranging in color
and given a semblance of life. These creatures have no real
from gray to brown or even black. Wolves can hunt alone or in
intelligence or free will. Once this undead creature has been
packs, and the pack can range widely in its hunt for food. Wolves
raised, it must obey the commands of its creator.
are fiercely territorial and will often gather together to bring
In appearance, Zombies look much like they did in life,
down larger prey or creatures that might invade its territory.
however, their bodies will be in varying states of decay and
decomposition, and their hair will be stringy and the nails
Wyvern on their hands will be long, yellow and claw-like.
Lvl: 8 Hits: 81 Move: 10’; 15’ flight Zombies do not use weapons when attacking, they will
DEF: 18 AR: 15 bludgeon their foes with their fists are tear at them with their
Attacks: 14 Bite (12); 14 Claws (10); 13 Stinger (6)* claws, which are surprisingly strong considering the condition
Stats: Str: 23(4); Con: 17(2); Dex: 16(2); Spd: 16(2) of the rest of them.
Int: 6(-2); Wis: 16(2); Will: 10(0); Chr: 5(-2) Like many other undead, Zombies regenerate most damage
quickly, at a rate of 1 hit per minute. They cannot regenerate
Skills: Perc. (17); Stealth (12); Tracking (12) Holy damage, fire damage or acid damage. Zombies are the
Size: 12’-14’ long; 1000-2000 lbs opposite of Skeleton Warriors in that they take full damage from
# Enc: 1
* Poison: Save vs. Con or be paralyzed for 1-10 minutes bladed weapons but are immune to damage from bludgeoning
or bashing weapons.
Wyverns are thought to be kin to Dragons. They are easily
distinguished from Dragons by the fact that they do not possess
front limbs, only rear limbs and their wings. Additionally, their
tails are tipped with a large and nasty looking stinger.
Dragons look down on Wyverns because they have
no breath weapon and are not intelligent enough to cast

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Treasures
When characters go adventuring, one of the primary Gems: Valuable stones of any sort. Suggested total value
reasons for doing so is for finding treasures. The following of all gems is 1d10 gp times the level of the creature
section will give you some guidelines for determining how or character who has the stone. This value should be
much treasure a foe might have based upon their level. divided among the number of gems found.
Animals and creatures will likely only have such treasure in Jewelry: Various items created from precious stone and/
their lairs, if they brought prey back to their lairs to consume or metals. Suggested values for all pieces of jewelry
them. Intelligent creatures and beings, such as Goblins and found are 1d100 gp times the level of the creature
Orcs, are much more likely to carry their treasure on them. or character that has the item. This value should be
As GM, you should determine what treasure the creature divided among the number of items of jewelry found.
has before an encounter as intelligent creatures are quite Combat: This is armor, shields or weapons of a magical
likely to be using any magic items that they might have that nature. The “+” means that the item or items may have
are appropriate to them. higher than a +3 bonus to hit or damage, or that it has
The following table gives the likelihood of a creature bonuses to both, or that it might have other additional
having a given type of treasure based on its level, and if abilities. The “++” means the item or items definitely
so, how much treasure. However, we are not giving you have additional capabilities in addition to their bonuses.
“random treasure tables” because it is felt that you, the GM, 1 Use Item: This is an herbal remedy, a potion, a scroll, or
should determine the actual items based upon your setting some other item that is consumed by its usage.
and campaign and how rich you prefer the game to be. Minor Item: This is an item that is enchanted with
Remember, this table is only meant as a guideline, and you, charges, with each charge allowing one use of the
the GM, should feel free to deviate from it as circumstances item, or items that are permanently enchanted with a
require for your particular game. single ability or bonus. Minor items can also include
It is also important to remember that this table is meant items that only have a limited number of uses per day.
for determining the wealth that an individual is carrying on Charged items must be magically recharged in order to
his person, or that can be found in the lair of a non-intelligent regain their ability to
creature. For intelligent creatures, such as Dragons, this table Major Item: Major items have from 2 to 4 permanent
is far from adequate and the GM should use his judgment in magical abilities or bonuses. This is usually one
determining what sorts of treasures might be found. primary ability, with one or more, lesser secondary
Treasure Table Key abilities. This can include abilities that have charges
Money (cp, bp, sp, gp, pp): These are the various types that automatically regenerate over time, or limited
of coins. They are listed on the table from lowest uses per day on the secondary abilities, etc.
denomination to the highest. Since copper pieces are Artifact: Artifacts are items that have multiple
the lowest denomination of coin, it is presumed that a permanent abilities of kind considered to be
character would only have a few of them on his person, “primary” for Major Items.
carrying the more common bronze piece except for Treasure Table Notes
those few instances where copper is needed. There are two main types of entries on the Treasure Table.
The first is a basic dice notation (i.e. 2d10 or 2d10+5) which
means that you should roll the dice and that the result is how
much of that type of treasure the creature is likely to have.

Treasure Table
Level of Foe
Treasure Type
1 to 3 4 to 6 7 to 9 10 to 15 15 to 20
21 to 25 26 to 30 31+
Money
cp 1d10 1d10 1d10 1d10 1d10 1d10 1d10 1d10
bp 2d10 2d10+5 3d10+5 3d10 3d10 3d10 3d10 3d10
sp ≥15—1d10 1d10 3d10 4d10 5d10 5d10 6d10 7d10
gp ≥18—1d5 ≥15—1d5 ≥15—1d10 ≥15—2d10 2d10 3d10 4d10 5d10
pp 0 ≥18—1d2 ≥18—1d3 ≥15—1d5 1d5 1d10 2d10 3d10
Gems 0 0 ≥18—1d4 ≥15—1d10 1d10 1d10 +1d5 2d10 3d10
Jewelry 0 0 ≥20—1 ≥18—1d3 ≥15—1d5 ≥13—1d5 ≥15—1d10 1d10+1d3
Magic Items
Combat ≥18—1 ≥15—1d2 ≥11—1d3 1d4 1d4+ 2d3+ 2d4++ 2d5++
1 Use Item ≥20—1 ≥18—1 ≥15—1d2 ≥14—1d3 ≥12—1d5 1d5 2d5 2d5+1d3
Minor Item 0 ≥20—1 ≥18—1d2 ≥16—1d3 ≥14—1d4 1d5 2d4 2d5+2
Major Item 0 0 0 ≥20—1 ≥18—1 ≥16—1d2 ≥14—1d3 ≥12—2d4
Artifact 0 0 0 0 ≥20—1 ≥19—1 ≥18—1d2 ≥17—1d2

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The second notation (i.e. ≥15—1d10) has 2 parts. The first
part is the basic chance of the creature having that type of
Herbal Remedies
treasure. A listing of “≥15” means that you should roll 2d10 Herbal Remedies are fluid mixtures or salves that have
without any modifiers, and if the total is 15 or greater, then magical healing properties. They are generally made with
the creature has that type of treasure, and the section on the very little magic, using only what is required to enhance the
other side of the dash (i.e. 1d10) is used to determine how natural properties of the ingredients. Herbal Remedies can
much of that particular type of treasure the creature has. usually be purchased for 10 gp per dose. If a given Herbal
The Treasure Table included dice notations other than Remedy costs more, it will be listed in the item’s description.
d10, however the only dice that you will need in using the To create an Herbal Remedy, a character must have a
Treasure Table are your d10s. The variant dice sizes can be mortar and pestle and a small bowl or pot for boiling and/or
handled through the application of a little math as follows: mixing the ingredients. The character starts off using 1 fluid
1d5: roll 1d10 and divide the result by 2, rounding up. ounce of clear water and the choicest parts of the appropriate
1d4: roll 1d5 and subtract 1 from the result. Any result of plants (requires a Craft: Herbcraft skill roll, TN 20, to know
0 should be treated as a result of 1. what plants are required for each remedy). It takes 40 + 2d10
1d3: roll 1d10 and divide the result by 3, rounding up. minutes to create an Herbal Remedy and at the end of the
Treat any result of “0” or “10” as a 3. time, the character adds 1 dram of Essential Salts and makes
1d2: roll 1d10 and divide the result by 5, rounding up. a Magecraft: Alchemy skill roll (TN 20) in order to activate the
magical properties of the remedy. Once prepared, the remedy
Sample Magic Items must be used or stored in an appropriate air-tight container
The following are just a few sample magic items that the within 10 minutes or it will lose its potency. So long as it is in
GM can use when determining treasures for creatures and an air-tight container, it will remain potent.
other foes of the PCs. Aphrodisiac Antidote: Cures the drinker of love sickness.
It is important to note that Novus incorporates the concept Anti-parasitic: Rids the body of all parasites in about
of the body having seven focal points of spiritual energy 5 minutes.
(chakra) and that these focal points will attune to magical Cure Apathy: Relieves the drinker of any apathy that he
items that the character may be carrying. This limits characters is inflicted with.
to being attuned to no more than 7 magical items at a time. Cure Blindness: Restores vision to normal. This will even
This attunement process will normally take the character heal eyes that have been damaged.
having the item with himself or on his person for a minimum Cure Disease: Rids the body of any one disease. It does
of 24 hours. This attunement process is automatic and not heal any damage done by the disease, but it does
requires no rolls on the part of the player. However, this prevent any further damage.
does not give the character the information required to use Cure Paralysis: Antidote for any sort of paralysis.
the item. That requires a Magecraft roll (see p. 22) and if Heal Burns: This salve heals 2d10 points of burn/fire
the item has not automatically attuned to the character, the damage when applied. Healing takes place over the
Magecraft roll, if it was successful, will allow the character to course of 10 minutes.
do so automatically. Healing: Immediately heals 1d10 hits of damage, of any
Single use magical items, such as potions or scrolls, never type, when drank.
require the character to be attuned to the item to be used. These Insect Venom Antidote: Immediately heals all damage
sorts of items will never use one of the available seven slots. from insect or spider venom, including the venom from
Items with abilities that operate constantly, such as most giant insects and spiders. It also stops the venom from
magical weapons, also don’t require attunement before inflicting any further damage. This does not prevent
use, but they will take up one of the available seven slots. another dose of venom from affecting the target.
It should also be noted that up to 10 magically enhanced Poison Antidote: Acts as Insect Venom Antidote, but
missiles of a singular type will take up one of the available works against any poison or venom. Cost: 50 gp
slots (i.e. 10 Orichalcum (p. 100) arrows fill a single slot, 11 Remove Curse: Negates any curse or malediction that
would require 2 slots). had a TN of 20 or less.
It does not matter what the seven items allowed are. They Remove Fear: Removes any magically or non-magically
could all be rings or amulets, wands, daggers or whatever caused fear. This lasts for 1 hour. If the cause of the fear
items that the character wishes. is still present, the fear will return.
Restore Speech: Restores the drinker’s normal vocal abilities.
Sedative: Induces a restful sleep within 1-4 minutes of
being drunk. If taken along with any healing remedy
or potion, it doubles the effectiveness of the healing
properties of the remedy or potion. If the drinker is
awoken before the sedative wears off in 8 hours, he
will be groggy and unsteady (1/2 normal bonus, round
down, on all skills, including combat and spells).

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Free Action: Drinker is able to move as his normal speed
Potions through mud, water, or any form of entanglement,
These are fluid mixtures that grant the drinker magical or including magical forms.
spell-like abilities. Potions last for 40 + 2d10 minutes unless the Flying: The drinker is able to fly at a speed equal to their
description says otherwise. The exception to this are Healing normal movement rate.
potions, their effects are permanent since they are only restoring Gaseous Form: The drinker is able to transform his natural
the body to its normal, healthy state. Potions normally cost 200 form, including all equipment carried, from normal into
gp per dose, unless the description says otherwise. a gaseous form. The gaseous form is the same color(s) as
For some potions, the drinker is able to use the effect the character was before the change and it can move at a
of the potion against others. When drinking this type of rate of 1’ per Action Point spent. It takes one full round
potion, the drinker first makes a Save vs. Will. For every 5 to make the transformation from gaseous to solid. The
points above the base Save of 15 that his roll is, the people drinker may change forms only once every 5 minutes,
targeted by the effects of the potion have the TN of their and he will return to solid form at the end of the duration.
Save increased by 2 points. Growth: Drinker grows to double his normal size. This
Aquatic Potion: Drinker is able to breathe underwater increases his weight by 8 times. The drinker gains a +3
and is able swim at double his normal movement rate. modifier to their Strength stat bonus, a -2 modifier to their
Cost: 250 gp DEF, and their movement rate is doubled for the duration.
Charisma: Drinker’s Charisma stat is raised 10 points for Haste: Drinker gains 10 extra Action Points for each of
the duration. This may allow him to exceed his normal 3 rounds. The drinker may start those 3 rounds at
racial maximums. any time within the duration of the potion, but once
Cure Insanity: Drinker is immediately cured of one form started, all 3 rounds must be taken all at once.
of insanity. Heroism: Character’s Strength, Willpower, Dexterity and
Cursed (Reversed) Potions: These potions detect and are Speed are increased to their racial maximums (20 +
identified as if they were a beneficial potion of some racial modifiers) for the durations.
type. When drank, the potion has the opposite effect Jumping: Character is able to jump up to 50’ horizontally
as what it seemed to be. For example, a Cursed Potion or 30’ vertically. He may only make one jump, but it
of Longevity would age the drinker 10 years. If the can be made at any time within the duration.
Potion is actually cursed, as opposed to just reversed, Longevity: Drinker’s age is permanently reduced by 10 years.
the effects last until the curse is removed. This effectively increases his lifespan by the same amount.
Darkvision: Drinker gains Darkvision, as per the Talent, Magic Resistance: Drinker gains a +4 modifier to all Saves
for the duration. against magical effects and spells for the duration.
Detect Danger: This allows the drinker to know if Major Healing: Drinker is immediately healed of 20 +
anything within a 100’ radius can and/or will hurt 2d10 hits of damage of any type.
or is a danger to him (within the next 5 rounds). The Minor Healing: Drinker is immediately healed of 10 +
drinker will know the general direction and distance of 1d10 hits of damage of any type.
the danger, but not its exact nature. For example, the Nightvision: Drinker is granted Nightvision, as per the Talent
drinker approaches a trapped door. As he approaches, description (not Greater Nightvision) for the duration.
he will sense a mild warning. If he decides to attempt Ogre Strength: Temporarily increases the drinker’s Strength
to open the door, his sense of impending danger will stat to 22 for the duration. This may allow the drinker to
increase dramatically. temporarily exceed his racial maximum for that stat.
Detect Invisibility: For the duration, all invisible beings Potion of Control: This powerful potion gives the drinker
or items are outlined in a faint, but easily discernible the ability to “charm” or control up to 5 creatures or
blue glow. beings of any single type. Controlled creatures will follow
Detect Magic: For the duration, all magical items or the drinker’s commands and serve him until the duration
items that have active spells on them are outlined in a expires and then they will be very “hostile” towards their
faint, but easily discernible blue glow. former “master”. While this potion can be created for any
Emotional Influence: Drinker is able to invoke an type of creature, if the creature has an Intelligence of 10
emotional response of sympathy, antipathy, apathy, or greater, it will receive a Save vs. Will against this potion.
anger, happiness, etc. in up to 10 individuals within
Note: One of the ingredients that this potion
a 20’ radius. Each person gets to make a Save vs. Will
requires is a portion of the same type of creature
against this manipulation.
that it will control. For example, a potion of
ESP: Drinker is able to read the thoughts of any one
Dragon Control requires Dragon blood, etc.
target within 20’ radius. The target gets to make a Save
vs. Will against this.

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Protection from Evil: Drinker is protected against attacks
from summoned or evoked creatures and beings from
Magical Weapons & Armors
the Abyss or the Nine Hells. There are two primary methods of enchanting
Regeneration: Drinker regenerates 1 hit per round weapons and armor.
for the duration. Also, any lost limbs or organs will Orichalcum Items
be restored over the course of 10 to 30 minutes, The first is to create the item using an alchemical substance
depending upon the severity. known as Orichalcum. Using Orichalcum, weapons gain from
Shrinking: Drinker shrinks to one half his normal height a +1 to a +3 bonus, to both accuracy (i.e. the wielder’s Attack
and his weight is 1/8 normal. He receives a -3 modifier Bonus) and to the amount of Base Damage that they deal. For
to his strength stat bonus and +2 modifier to his armor, this substance can provide a +1 to +3 to both its Armor
DEF. Drinker’s normal movement rate is also halved Rating and to the DEF of the person wearing or wielding it.
(rounded up) for the duration. Orichalcum is created in small golden bronze ingots
Speed: Temporarily increases the drinker’s Speed stat by which are then used to create weapons and armor. Items
10 points. This may allow the drinker to temporarily made using Orichalcum cannot receive any bonuses from
exceed his racial maximum for that stat. permanent enchantments, although they can receive other
Spider Climb: Drinker is able to cling to walls and enchantments. Items made with Orichalcum cannot have
ceilings for the duration. Movement rate is one half of greater than a +3 bonus ever.
their normal movement rate. Items made from Orichalcum cost 500 gp for each ingot
Stealth: Drinker gains a bonus of 5 + 1d10 to their of Orichalcum required in its making. Here is a short list
Stealth skill. that provides some guidelines on pricing:
Stone to Flesh: This potion is poured over a person who Dagger: 500 gp per +1
has been turned to stone. It will restore them to their Swords, Axes, Spears, Staves, and Rods: 1,000 gp per +1
normal flesh. Arrows, Crossbow Bolts, Sling Stones: 500 gp for every
Traceless Passing: Drinker is able to pass through any 10 +1 missiles
terrain without leaving any sign or trace of their passage. Shields: 750 gp for each +1
Water Breathing: Drinker is able to breathe water or air Armor (full suit of any metal type): 3,500 gp per +1
for the duration. Enchanted Items
Scrolls Items that are magically enchanted with bonuses have a
cost of 300 gp per +1 bonus, and unlike items made with
Scrolls are parchments that contain from 1 to 5 spells Orichalcum, the bonuses only apply to a single aspect of
inscribed upon them. As each spell is cast from the scroll, it the item; either accuracy or Base Damage for weapons and
fades from the parchment. Any form of paper may be used either DEF or Armor Rating for Armor. However, items can
in making a scroll, but it requires the use of magical inks be enchanted with bonuses for both, and each may have up
and a Magecraft: Runes roll with a TN equal to the Casting to a maximum bonus of +5.
TN of the spell +10. The magical inks required to inscribe a These items also usually cost an extra 1,000 gp for each ability
scroll cost a minimum of 500 gp for enough ink to inscribe that the item has that is associated with the primary purpose
7 spells. The magical inks do not come in smaller amounts. of the item. Unassociated abilities, such as separate scaling for
Deciphering a scroll requires a base Magecraft skill roll additional Base Damage, will cost 2,000 gp per ability.
with a TN equal to 15 + the number of Spell Points used in Each item will also have a base cost associated with. This
normally casting the spell. If a scroll has multiple spells on it, base cost is 250 gp for each foot of length that the weapon
each spell must be deciphered separately. Failure to decipher has (rounded up). Armor has a base cost of 250 gp for point
a spell means that the character cannot attempt to do so again of Armor Rating that a non-magical version of that armor
until he gains more ranks in his base Magecraft skill. has and base of 100 gp for each point of Armor Rating for
Using a scroll requires that the character make a Magecraft Helms, Bracers, and Greaves. Full suits of armor have a base
skill roll, with the TN being equal to the Casting TN of the cost of 400 gp per each non-magical point of Armor Rating
spell being read off of the scroll. Reading spells off of scrolls that it provides its wearer.
does not require the character to expend any Spell Points. Therefore, the actual cost of a weapon or armor is its base
Scrolls normally sell for 100 gp per spell contained on the cost, plus the cost of any magical bonuses plus the cost of
scroll. Rarer spells may go for more occasionally. any other abilities.

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Sample Weapons & Armor Frostbow: Longbow that causes any arrows fired from it become
Here is a short list of examples that also include the cost super cold doing an additional +5 Cold damage along with
breakdowns: the normal base damage. The cold damage does not scale
separately. (cost: 4,000 gp — 1500 gp base, +1000 gp for the
Bracers of Defense: Soft leather bracers, DEF 3, AR 1 (cost:
cold damage, +1,500 gp for +5 damage from the cold)
1,000 gp — 100 gp base, 900gp for magical +3 to DEF)
Holy Sword: +2 accuracy; deals double damage to Demons,
Bracers of Defense: Metal bracers, DEF 7, AR 5 (cost:
Devils, and Undead. The double damage applies only when
2,400 gp — 300 gp base, 2,100 gp for magical +5 to DEF,
the Holy Sword is wielded by Clerics or Paladins of “good”
magical +2 AR)
deities. In the hands of all others, it is simply a sword with
Dagger of Returning: Orichalcum dagger has +1 to both a +2 modifier to the wielder’s attack bonus. (cost: 3,850
accuracy and damage. It teleports back to the thrower’s gp — 1,000 gp base, +600 gp for the +2 accuracy, +3,000
hand at the beginning of the round after it was thrown. for double damage to Demons, Devils & Undead, -750 gp
(cost: 2,750 gp — 250 gp base, +500 gp for the Orichalcum for the double damage being limited to Cleric & Paladins)
enhancement, +2,000 to teleport back to thrower’s hand)
Shield of Beltus: This 2’ diameter round shield of polished
Dancing Sword: This is a magical broadsword that will float steel was made to honor Beltus, the god of the Sun. It is
and fight of its own volition when drawn and thrown into a normal shield with a +2 magical bonus (total of +5 to
the air. A Dancing Sword will fight for up to a maximum DEF). Its face is inscribed with a stylized sun symbol. If
2 rounds per level of its wielder each day, and the rounds the wielder of the shield holds it forth towards a Demon,
need not be consecutive. It has the same attack bonus as Devil, or Undead creature, as if he were brandishing a
the wielder, and it may only attack once per round. (cost: Holy Symbol, the creature must make a Save as if the
4,000 gp — 1,000 gp base, +1,000 gp to use the wielder’s shield actually were a Holy Symbol. (cost: 3,100 gp — 500
attack bonus, +2,000 gp to fly/dance) gp base, +600 gp for the +2 bonus to DEF, +2,000 gp for
Dragonscale Armor: Full suit, including helm, bracers, and the Holy Symbol capability)
greaves, of reinforced leather armor made from the hide
and scales of a dragon. It protects as full plate (DEF +2,
AR 12), but only encumbers as reinforced leather (Pen
-2, Imp 4). The wearer of such a suit is also completely
immune to the breath weapon of Dragons of the same
type that the armor was made from. However, any Dragon
seeing a person wearing such a suit of armor would be so
enraged that he would attack that person without mercy.
(cost: 5,900 gp — 2,800 gp base for reinforced leather,
+1,000 gp for immunity to the Dragon’s breath weapon,
+2,100 gp for +2 DEF and +5 AR)
Firebow: Longbow that causes any arrows fired from it to
burst into flame doing an additional +3 Fire damage along
with the normal base damage. The fire damage also scales
separately from the normal arrow damage. (cost: 5,400 gp
— 1500 gp base, +1,000 for fire damage, +900 gp for +3
damage from the fire, +2,000 gp for fire damage scaling)

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Fire Staff: This stave is made from a reddish wood that is covered
Staves, Rods & Wands with sigils that are seemingly burned into it. It functions as
Spell users are renowned for utilizing wands, rods, and a normal quarterstaff with a +3 bonus to accuracy. For the
staves as magical items and as an aid in casting their spells. cost of 1 charge, one end of the staff will burst into flame
Therefore, a discussion of magical items would not be (treat as torch for the amount of light it gives off) for up
complete without them. When using or activating one of to 10 minutes. When striking with the lit end of the staff it
these devices, the wielder will use his Magecraft skill bonus will do +3 points of Fire damage in addition to its normal
if a roll is required. damage. Additionally, the wielder may expend a charge to
These can be enchanted with spells or spell-like abilities. Each shoot a bolt of fire (treat as Eldritch Fire, Dam: 2+ Wis
spell or spell-like ability adds 1,500 to the cost of the device. bonus) from the staff (it need not be lit at the time) at a foe.
Double this cost if the spell has a Spell Point cost greater than 3. The staff also grants a +2 bonus to casting all fire-related
Each device can hold a maximum of 50 charges normally. spells. The staff has 10 charges, and it regains 1 charge for
Recharging a depleted item requires a Magecraft roll (TN each hour that its magic is not used. (cost: 7,300 gp — 1,500
30), and recharging a device depletes the person who gp base, +900 gp for +3 accuracy, +1,000 for fire damage,
charged it of Spell Points for one full day (i.e. the person +900 gp for +3 damage from the fire, +1,500 for tip igniting
who recharges a charged device will start regaining Spell into flame, +1,500 for Eldritch Fire spell)
Points normally 24 hours after the device was charged).
Rod of Smiting: This is a small metal rod with a steel ball
For rods and staves, the creator of the item may exchange
attached to the end. It strikes as a Mace and has a +3
5 charges to make an ability work once per day, 10 charges
modifier to both accuracy and damage. It may also be used
to make an ability work twice a day and 15 charges to make
to cast Conjure Missiles and Mage Armor at a cost of 1
it work up to three times a day. This exchange adds 1,000 gp
charge each. It has 30 charges. (cost: 5,800 gp — 1,000 gp
to the cost of the device for each “per day” usage.
base, +900 gp for +3 to accuracy, +900 gp for +3 to damage,
All three types of devices can be enchanted with up to a
+1,500 for Conjure Missiles, +1,500 for Mage Armor)
maximum of a +3 bonus to spell casting. Each +1 adds 500
gp to the cost. Each +1 also reduces the maximum number Wand of Casting: This slender, plain wand of ash wood
of charges by 10. grants a +3 bonus to all spell casting. When found, a spell
Rods and Staves can also be enchanted with combat user may, after possessing the wand for 24 hours, cast any
oriented abilities. Each such enchantment also reduces the one known spell, that has a Spell Point cost of 3 or less, into
maximum number of charges that the device can hold by the Wand and the caster will be able to use the wand to cast
10. Multiple bonuses to accuracy count as one enchantment, that spell for free up to 3 times a day. This spell only works
as does multiple bonuses to damage. for the caster who puts it into the wand. If the wand is out
of the possession of the caster for more than 24 hours, the
Wands: Wands are small sticks, between 8” and 16” in length.
wand loses that spell, and it must be cast into the wand
They are often slender, being less than half an inch in diameter.
again. (cost: 7,500 gp — 500 gp base, 1,500 gp for +3 to
Wands cannot be used as weapons in combat. However, they
casting, +1,000 gp for ability to store a spell, +1,500 gp for
can be used as an aid in casting spells, especially if they have
the spell to be stored, +3,000 gp for 3 times a day)
been enchanted for such. Wands have a base cost of 500 gp.
Rods: Rods are small staves that are about 2’ in length and
about 1” in thickness. Some have sturdy and possibly ornate
heads upon their tops. They can be used as weapons, like
a baton if they do not have a head piece and like a mace if
they do. Rods will have a base cost of 1,000 gp.
Staves: Staves are the largest of the three, being 6’ in length
on average and up to 2” in thickness, and like the rod,
may be used as a weapon in addition to a magical item.
All magical staves will have a base cost of 1500 gp.
Sample Staves, Rods & Wands
Here is a short list of examples that also include the cost
breakdowns:
Arcane Bolt Wand: This thin wand of ornately carved oak
fires an Arcane Bolt (CTN: 15, Dam: 2) as per the spell.
It has 50 charges. (cost: 2,000 gp — 500 gp base, +1,500
gp for the spell)

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Necklace of Protection from Spirits: This necklace prevents
Amulets, Rings, & other Jewelry
spirits from approaching within 5’ of its wearer.
Jewelry has always been a favorite medium for imbedding
Ring of Demon Summoning: This ornate silver ring allows
magical abilities, specifically amulets and rings, but any type
the wearer to summon a Demon once per day. Rings of
of jewelry can easily be used.
this type will vary in regards to the power of the Demon
All jewelry has a base cost of 2,000 gp, and each spell or
that is summoned, but each ring only summons one
spell-like ability adds an additional +1,500 gp to the cost of
singular Demon, and always that Demon. The wearer does
the item. Each added ability is usable once per day, unless it
not have to use a Circle of Protection and Thaumaturgic
is added multiple times. Abilities that work continuously
Triangle as detailed on p. 67, but he is still required to
add +5,000 gp to the cost of the item. Abilities that work at
forge a pact with the summoned demon as per normal.
the will of the wearer add 7,500 to the cost of the item.
Once a pact has been sealed, the Demon will serve the
If the item is to give the wearer some sort of bonus to
wearer faithfully for as long as he has the ring. However,
a skill or attribute, then each +1 adds +500 gp to the cost
should the Demon ever be slain upon the mortal plane,
of the item if the bonus is for a skill or Save, +1,000 if it
the ring will forever lose its magic. (cost: 5,000 gp —
is for an attribute such as DEF, AR, Stats, etc. Bonuses do
2,000 gp base, +1,500 gp for summoning a Demon once
not require the additional costs for constant or “at will”
a day, +1,500 gp for magically creating the required Circle
abilities, as they are always constant. Any bonuses to Saves
of Protection and Thaumaturgic Triangle)
can be made to affect all Saves by doubling cost per point
and adding +1,750 gp to the total cost of the item. Ring of Devil Summoning: This ornate silver ring allows
the wearer to summon a Devil once per day. Rings of this
Sample Amulets, Rings & Jewelry
type will vary in regards to the power of the Devil that is
Here is a short list of examples that also include the cost summoned, but each ring only summons one singular
breakdowns: Devil, and always that Devil. The wearer does not have to
Amulet of Protection: This small amulet is formed of a use a Circle of Protection and Thaumaturgic Triangle as
single strand of a golden alloy that is worked into an detailed on p. 67, but he is still required to forge a pact
intricate knot. This amulet provides a +2 modifier to with the summoned demon as per normal. Once a pact
all Saves that the character has to roll. (cost: 4,750 gp has been sealed, the Devil will serve the wearer faithfully
— 2,000 gp base, +1,000 gp for +2 modifier to all Saves, for as long as he has the ring. However, should the Devil
+1,750 gp for applying the bonus to all saves) ever be slain upon the mortal plane, the ring will forever
Amulet of Trap Detection: This small amulet allows the wearer lose its magic. (cost: 5,000 gp — 2,000 gp base, +1,500
to magically search for traps up to 3 times a day. When gp for summoning a Devil once a day, +1,500 gp for
activated, all traps within the wearer’s field of vision, for the magically creating the required Circle of Protection and
next five minutes, will be surrounded with a light blue glow Thaumaturgic Triangle)
that is visible only to him. (cost: 6,500 gp — 2,000 gp base, Ring of Flying: Allows the wearer to fly at a speed of 10’ per
+4,500 gp to detect traps up to 3 times a day) Action Point during a combat round, or up to speeds of 50
Diadem of Sight: This is a slim silver headband with a miles per hour outside of combat. (cost: 3,500 gp — 2,000 gp
diamond mounted in the center of the wearer’s forehead. base, +1,500 gp for the ability to fly)
The wearer is able to activate the magic of the diadem up
to 3 times per day. When activated, the wearer is able to see
a full 360 degrees around himself in all directions at once.
This also grants a +5 modifier to all Perception rolls, and
the character cannot be surprised. This lasts for 10 minutes
before wearing off. If the ability is activated more than one
in any given hour, the wearer must make a Save vs. Con (TN
18) or he will go blind from the strain placed on his eyes.
(cost: 8,500 gp — 2,000 gp base, +4,500 gp for all around
vision 3 times a day, +2,500 for the +5 to Perception,
+1,000 for the ‘unable to surprise’ ability, -1,500 gp for the
limitation of no more than once per hour).
Headband of the Mystic: This thin band of silver protects
the wearer as if it were a plate helm. However, it has no
Impedance or other negative modifiers. (cost: 5,000 gp —
2,000 gp base, +1,500 gp for protecting as a plate helm,
+1500 gp for having no negative modifiers)

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Cloak of the Bat: This is dark leather cloak. The wearer may,
Miscellaneous Magic Items up to 3 times a day, transform the cloak into a set of giant
Almost anything can be made into a magical item. It the bat wings that allow him to fly at a rate of 5’ per Action
items magical abilities are related to the form and function Point during combat, or 50 miles per hour when not in
of the item, then it has a Base Cost of 1,000 gp. If any of the combat. (cost: 6,500 gp — 2,000 gp base, +4,500 gp for
magic of the item is not related to its form and function, flight 3 times a day)
then the Base Cost of the Item will be 2,000 gp.
Cloak of Invisibility: When the wearer of this hooded
Each ability that the item has will add 1,500 gp to the cost of
cloak draws the hood over his head, he is made invisible.
the item. Bonuses add 500 gp to the item for each +1 that the
He will remain invisible so long as he does not move
item has. These costs are for abilities that enhance or go with
faster than a normal walk, attempt to attack somebody
the natural use of the item. Abilities that have no connection
or attempt to cast a spell. Attempting to perform any of
with how the item is used normally will cost double.
these actions will immediately cause the hood to come
Abilities that work continuously add +5,000 gp to the
off the wearer’s head, rendering him visible (before the
cost of the item. Abilities that work at the will of the wearer
action is completed). (cost: 8,500 gp — 2,000 gp base,
add 7,500 to the cost of the item.
+1,500 gp for invisibility, +5,000 gp for the ability to be
Sample Miscellaneous Magic Items constant when the hood is up)
Backpack of Holding: This normal looking backpack Crystal Ball: This is round chunk of clear crystal set on a
actually a portal to a small dimensional pocket. It is gold stand. If the wielder uses it as a focus for any type of
capable of holding up to 2,000 lbs worth of gear, with no scrying spell, he may cast spells on himself that expand
volume restrictions, and never weighing more than 1 lb his sensing capabilities beyond normal or cast spells,
for every 100 lbs it has within it. The only restriction is which are not against DEF, upon the target of the scrying.
that the items must fit within the opening of backpack. The target still gets his Saves against those spells and he
The owner of the backpack may pull out any item that he also receives a +2 modifier for all such Saves (cost: 5,000
knows is in the pack on the first try. If the owner attempts gp — 2,000 gp base, +1,500 gp for ability to use sensing
to put a living creature in the pack, that creature will die spells through the Crystal Ball, +1,500 gp for the ability
within a few minutes as the backpack does not contain cast spells upon the target of the scrying).
any air to breathe. Should the backpack ever be destroyed, Light Pouch: This belt pouch is similar in nature to a
all items within it will be lost. (cost: 4,000 gp — 1,000 gp Backpack of Holding; however, it can only hold up to 50
base, +1,500 gp for the dimensional pocket, +1,500 for lbs while weighing 1 lb for every 10 in the pouch. Only
the ability to find specific items to remove) items can fit within the opening may be placed within.
Bracers of the Spider: These are very powerful items. This If the pouch is destroyed, all items within are lost. (cost:
is a set of black leather bracers with silver filigree that is 2,500 gp — 1,000 gp base, +1,500 gp for the dimensional
reminiscent of a spider’s web. This item has 20 charges, pocket, +1,500 gp for the ability to find specific items to
and will recharge at a rate of 1 charge for every hour that remove, -1,500 gp for a smaller weight limit)
the bracers are not used. Each charge allows the wearer to Lockpicks of Opening: This finely crafted set of lockpicks is
use one of the following effects: enchanted with a +3 magical bonus. (cost: 2,500 gp — 1,000
• Spiderclimb – Wearer is able to cling to walls and gp base, +1,500 gp for +3 magical bonus to picking locks)
ceilings for the duration. Movement rate is one half of Scrying Stone: This small crystal allows the wielder to be
their normal movement rate. This lasts for 10 minutes. able to view any person or location that he has actually
• Web Rope – Wearer shoot forth a thick strand of seen or been to before. (cost: 10,500 gp — 2,000 gp base,
webbing that is up to 20’ in length for every charge +1,500 gp for ability to scry persons, items or locations,
expended. The end of the strand is sticky and will +7,000 gp for the ability to be used at 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 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)

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Appendix
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.
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
1
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.
Knock Prone: You knock your enemy prone. Any character making a melee attack against a prone foe gains +2
1
bonus on the attack roll.
Rapid Reload: You may immediately reload your bow without it costing any AP. May only be selected if attack was
1
made with a bow.
Skilled Attack: Does additional damage equal to half (rounded down) the number of skill ranks in the Combat
1
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.
Attack Boost: You gain a +1 modifier to your Attack Bonus for your primary attack in the next round for each Boon
2+
Point spent on this (i.e. spending 3 Boon Points gives a +3 bonus). Requires spending a minimum of 2 Boon Points.
Inspiring Attack: Your move so inspires your friends that they all gain +1 to initiative in the next round for each
2+
Boon Point spent on this. Requires spending a minimum of 2 Boon Points.
Lightning Attack: You may make a second attack against the same enemy or a different one within range and sight.
2 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.
Savage Attack: Your attack does 1d10 (explosive) additional hits of damage. This extra damage is not considered to
2
be Base Damage.
2 Severe Blow: You do double (2x) Base Damage. May not be combined with other damage multipliers.
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
2
number of ranks in the Combat Skill used to make this attack.
Advantageous Attack: Your attack leaves foe in an awkward and exposed position. This allows you to attack him
3 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.
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
3
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.
Pierce Armor II: You find a chink in your enemy’s armor. His Armor Rating is one quarter normal (rounded down)
3
vs. this attack.
Skilled Attack: Does additional damage equal to the number of skill ranks in the Combat Skill used in making in
3
the attack. This extra damage is not considered to be Base Damage.
3 Stunning Blow II*: As Stunning Blow, excetp foe is Stunned 2 rounds (and unable to act) if he fails his Save vs Con.
Knockout*: Foe must make Save vs. Con or be knocked unconscious for 1d10 minutes. The TN for this Save is 15
4
+ 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.
Death Strike*: Foe must make Save vs. Con or die. The TN for this Save is 15 + the number of ranks in the Combat
5
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 amount of his Attack Bonus
(AB) that he has shifted to Defense (DEF) is also used as a modifier to his Saving Throw. If the foe has not yet attacked in
this round, or 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.

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Snags Skill Boons


Cost Snags Cost Boons
Fumble object in hand, spend 1 round regaining Character learns an extra bit of relevant information
1 1
control of it. that he was not expecting.
Spells: Spell seems to be cast normally, but has totally Player gains a +2 bonus on the character’s next
1 1*
benign effect (neither helpful nor harmful) attempt at a task related to this one.
1 Strain a muscle. -1 to all actions for 10 minutes. Result of skill use is increased by 10%, if possible. May
Takes an extra round to complete the task being 1 be taken multiple times, but cannot increase result by
1 more than 50%.
attempted.
The failure results in an unexpectedly loud noise Saves against the skill just used have their TN
1
1 (or expletive), alerting any foe’s within 100’ of the increased by 2.
character’s presence. Task was performed more quietly than expected.
Accidentally hurt yourself doing 1d10 hits of damage. 1* Character gains a +2 bonus to any rolls to which a
2 quiet result of this task will be of benefit.
Damage reduction from armor worn does apply.
2 Break item held in hand Task was performed quicker than expected. Each
Character botches the attempted task, and has to Boon Point spent reduces the amount of time
2 1
start over from the beginning. required by 10%. May not reduce required time by
Combat: Accidentally strike nearest friend within more than 50%.
2 Character gains or remembers information that can
proper range (new attack roll).
Spells: Spell is cast correctly but targets wrong person 2 aid in resolving the adventure (i.e. the Dragon’s cave
2 nearest to target (i.e. attack targets caster’s friend, has a back entrance, but not where).
beneficial spell targets nearest foe) Character is so pumped from his success that the
2* player gains a+4 on the character’s next die roll,
Combat: Break your weapon in such a way that you do
regardless of its purpose.
3 double its normal damage to yourself in the process.
Stunning Success: Onlookers are in awe of your skill,
This bypasses any armor the character is wearing. 2
and are literally stunned 1 round.
Spells: Caster internalizes the spell, taking an amount Character gains a +2 modifier to all future attempts to
3 of damage equal to his Will Stat Bonus times the 3* use this skill, until the first time he earns a Snag Point
number of spell points of the spell. for its use, then the modifier disappears.
Character gains or remembers information that can
Casting Boons 3 greatly aid in resolving the adventure (i.e. you know
CBP Boon Results where the back entrance to the Dragon’s cave is).
Harder Save: Each Casting Boon Point spent on this Character is so pumped from his success that the
1 option increases the Target Number (TN) of the Save 3* player gains a +2 to all of his character’s rolls for 24
by 2 points. hours.
Increased Range: The Range of the spell is increased * = only one of these bonuses may apply at any given time.
1 by 1 increment. May not be used on spells with a
range of Self or Touch
Increased Duration: The Duration of the spell is
1 increased by 1 increment. May not be used on spells
with no duration.
Increased Radius: The radius of the spell is increased
1 by 1 increment. May not be used on spells that do not
have an effect with a radius.
Increased Distance: Some spells have an effect that
1 includes a specific distance (i.e. moves point of sight
10’). This increases that type of effect by 1 increment.
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
1
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 original spell (i.e. a Range of 50’ means the increment
is 50’, but another spell with a range of 10’ means that
additional increments for that spell are in units of 10’).

Novus Open Beta v. 0.6


106
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GM’s Section

Notes

Novus Open Beta v. 0.6


107
mike chongsit (order #3000834) 8
Name: Character Sheet
Stats Raw + Race + Misc = Value Bonus Save Modifier
level experience points
Charisma (Chr) ____ + ____ + ____ = _____ _____ + 5 + ___ = _____
Constitution (Con) ____ + ____ + ____ = _____ _____ + 5 + ___ = _____
Dexterity (Dex) ____ + ____ + ____ = _____ _____ + 5 + ___ = _____ character class
Intelligence (Int) ____ + ____ + ____ = _____ _____ + 5 + ___ = _____
Speed (Spd) ____ + ____ + ____ = _____ _____ + 5 + ___ = _____
Strength (Str) ____ + ____ + ____ = _____ _____ + 5 + ___ = _____ race background
Willpower (Will) ____ + ____ + ____ = _____ _____ + 5 + ___ = _____
Wisdom (Wis) ____ + ____ + ____ = _____ _____ + 5 + ___ = _____
Type of Armor DEF AR Pen. Imp Height: _________________
Armor & Shield Base (15 + Speed Bonus) _____ _____ _____ _____
Weight: _________________
Def AR Armor _______________
Helm _______________
_____
_____
_____ _____
__/__ _____
_____
_____ Eye Color _________________
Bracers _______________ _____ __/__ _____ _____
Greaves _______________ _____ __/__ _____ _____ Hair Color: _________________
Shield _______________ _____ _____ _____ _____
Special _______________ _____ _____ _____ _____ Age: _________________
Misc. _______________ _____ _____ _____ _____
Misc _______________ _____ _____ _____ _____
Sex: _________________
Initiative (Spd Bns + Wis Bns)
Total _____ _____ _____ _____ Distinguishing Marks:_________
Secondary Stats Base Racial Max. Hit Points ______ ____________________________
Max. Hit Points (Racial Max. + Str + Con) ______
Hit ____________________________
Total Points Current Starting Hit Points (20 + Str + Con) ______
____________________________
Spell Points (Base ___ + Spellcasting Ranks) ______
Spell Fate Points ______
Personality Traits:______________
Total Points Current Movement Rate ______ ____________________________
Weapons Spells CTN SP Vs. Range Duration languages S W
Weapon Name: _______________ ______________________ _____ _____ ______ ______ _________ ____________ ___ ___
_______ Attack Bonus _______ Range Increment ______________________ _____ _____ ______ ______ _________ ____________ ___ ___
_______ Base Damage Notes: _______________ ______________________ _____ _____ ______ ______ _________
_____________________________________________ ____________ ___ ___
______________________ _____ _____ ______ ______ _________
Weapon Name: _______________ ______________________ _____ _____ ______ ______ _________
____________ ___ ___
_______ Attack Bonus _______ Range Increment
______________________ _____ _____ ______ ______ _________ ____________ ___ ___
_______ Base Damage Notes: _______________
_____________________________________________ ______________________ _____ _____ ______ ______ _________ ____________ ___ ___
Weapon Name: _______________ ______________________ _____ _____ ______ ______ _________ ____________ ___ ___
_______ Attack Bonus _______ Range Increment ______________________ _____ _____ ______ ______ _________ ____________ ___ ___
_______ Base Damage Notes: _______________ ______________________ _____ _____ ______ ______ _________ ____________ ___ ___
_____________________________________________ ______________________ _____ _____ ______ ______ _________
Weapon Name: _______________ ______________________ _____ _____ ______ ______ _________ Treasure
_______ Attack Bonus _______ Range Increment ______________________ _____ _____ ______ ______ _________ Platinum Pieces: _________
_______ Base Damage Notes: _______________
_____________________________________________
______________________ _____ _____ ______ ______ _________ Gold Pieces: _________
______________________ _____ _____ ______ ______ _________ Silver Pieces: _________
Weapon Name: _______________
______________________ _____ _____ ______ ______ _________
_______ Attack Bonus _______ Range Increment Bronze Pieces: _________
_______ Base Damage Notes: _______________ ______________________ _____ _____ ______ ______ _________
_____________________________________________ ______________________ _____ _____ ______ ______ _________
Copper Pieces: _________
Weapon Name: _______________ ______________________ _____ _____ ______ ______ _________ Gems/Jewelry: _________
_______ Attack Bonus _______ Range Increment ______________________ _____ _____ ______ ______ _________ _______________________
_______ Base Damage Notes: _______________ ______________________ _____ _____ ______ ______ _________
_____________________________________________
_______________________
______________________ _____ _____ ______ ______ _________ _______________________
Weapon Name: _______________ ______________________ _____ _____ ______ ______ _________
_______ Attack Bonus _______ Range Increment Other Treasure: _________
_______ Base Damage Notes: __________________ ______________________ _____ _____ ______ ______ _________
______________________ _____ _____ ______ ______ _________ _______________________
Weapon Name: _______________
_______ Attack Bonus _______ Range Increment ______________________ _____ _____ ______ ______ _________ _______________________
_______ Base Damage Notes: __________________ ______________________ _____ _____ ______ ______ _________ _______________________

mike chongsit (order #3000834) 8


Name:
Skills Equipment
Favored

(Stat) BG + Ranks + Stat + Spec. + Spec. = Total Location Weight


Acrobatics (Dex) ___ + ____ + ____ + ____ + ____ = _____ _______________________ ___________ _________
Athletics (Con) ___ + ____ + ____ + ____ + ____ = _____ _______________________ ___________ _________
Combat (_________) (____) ___ + ____ + ____ + ____ + ____ = _____ _______________________ ___________ _________
(_________) (____) ___ + ____ + ____ + ____ + ____ = _____ _______________________ ___________ _________
(_________) (____) ___ + ____ + ____ + ____ + ____ = _____ _______________________ ___________ _________
(_________) (____) ___ + ____ + ____ + ____ + ____ = _____ _______________________ ___________ _________
(_________) (____) ___ + ____ + ____ + ____ + ____ = _____ _______________________ ___________ _________
Crafting (_________) (____) ___ + ____ + ____ + ____ + ____ = _____ _______________________ ___________ _________
(_________) (____) ___ + ____ + ____ + ____ + ____ = _____ _______________________ ___________ _________
(_________) (____) ___ + ____ + ____ + ____ + ____ = _____ _______________________ ___________ _________
First Aid (Wis) ___ + ____ + ____ + ____ + ____ = _____ _______________________ ___________ _________
Gimmickry (Dex) ___ + ____ + ____ + ____ + ____ = _____ _______________________ ___________ _________
Influence (Chr) ___ + ____ + ____ + ____ + ____ = _____ _______________________ ___________ _________
Lore (_________) (Int) ___ + ____ + ____ + ____ + ____ = _____ _______________________ ___________ _________
(_________) (Int) ___ + ____ + ____ + ____ + ____ = _____ _______________________ ___________ _________
(_________) (Int) ___ + ____ + ____ + ____ + ____ = _____ _______________________ ___________ _________
Magecraft (Base) (____) ___ + ____ + ____ + ____ + ____ = _____ _______________________ ___________ _________
(________) (____) ___ + ____ + ____ + ____ + ____ = _____ _______________________ ___________ _________
(________) (____) ___ + ____ + ____ + ____ + ____ = _____ _______________________ ___________ _________
Navigation (Int) ___ + ____ + ____ + ____ + ____ = _____ _______________________ ___________ _________
Perception (Wis) ___ + ____ + ____ + ____ + ____ = _____ _______________________ ___________ _________
Perf. Arts (________) (Chr) ___ + ____ + ____ + ____ + ____ = _____ _______________________ ___________ _________
(________) (Chr) ___ + ____ + ____ + ____ + ____ = _____ _______________________ ___________ _________
Riding (Dex) ___ + ____ + ____ + ____ + ____ = _____ _______________________ ___________ _________
Spellcast. (________) (____) ___ + ____ + ____ + ____ + ____ = _____ _______________________ ___________ _________
(________) (____) ___ + ____ + ____ + ____ + ____ = _____ _______________________ ___________ _________
Stealth (Dex) ___ + ____ + ____ + ____ + ____ = _____ _______________________ ___________ _________
Streetwise (Wis) ___ + ____ + ____ + ____ + ____ = _____ _______________________ ___________ _________
Survival (Wis) ___ + ____ + ____ + ____ + ____ = _____ _______________________ ___________ _________
Tracking (Wis) ___ + ____ + ____ + ____ + ____ = _____ _______________________ ___________ _________
Trickery (____) ___ + ____ + ____ + ____ + ____ = _____ _______________________ ___________ _________
_________________ (____) ___ + ____ + ____ + ____ + ____ = _____ _______________________ ___________ _________
_________________ (____) ___ + ____ + ____ + ____ + ____ = _____ _______________________ ___________ _________
_________________ (____) ___ + ____ + ____ + ____ + ____ = _____ _______________________ ___________ _________
_________________ (____) ___ + ____ + ____ + ____ + ____ = _____ _______________________ ___________ _________
_________________ (____) ___ + ____ + ____ + ____ + ____ = _____ _______________________ ___________ _________
_________________ (____) ___ + ____ + ____ + ____ + ____ = _____ _______________________ ___________ _________
_________________ (____) ___ + ____ + ____ + ____ + ____ = _____ _______________________ ___________ _________
_________________ (____) ___ + ____ + ____ + ____ + ____ = _____
_________________ (____) ___ + ____ + ____ + ____ + ____ = _____ Total Weight _________
Notes (racial abilities, combat moves, talents, etc.)
______________________________________________ ______________________________________________ ______________________________________________
______________________________________________ ______________________________________________ ______________________________________________
______________________________________________ ______________________________________________ ______________________________________________
______________________________________________ ______________________________________________ ______________________________________________
______________________________________________ ______________________________________________ ______________________________________________
______________________________________________ ______________________________________________ ______________________________________________
______________________________________________ ______________________________________________ ______________________________________________
______________________________________________ ______________________________________________ ______________________________________________
______________________________________________ ______________________________________________ ______________________________________________
______________________________________________ ______________________________________________ ______________________________________________
______________________________________________ ______________________________________________ ______________________________________________
______________________________________________ ______________________________________________ ______________________________________________
______________________________________________ ______________________________________________ ______________________________________________
______________________________________________ ______________________________________________ ______________________________________________
______________________________________________ ______________________________________________ ______________________________________________
______________________________________________ ______________________________________________ ______________________________________________

mike chongsit (order #3000834) 8


Index

Novus Open Beta v. 0.6


110
mike chongsit (order #3000834) 8
Novus Open Beta v. 0.6
111
mike chongsit (order #3000834) 8
Novus Open Beta v. 0.6
112
mike chongsit (order #3000834) 8
NOVUS
"Here there be dragons!" exclaimed the old • 6 Player Races - All of the classics;
Dwarven warrior, tapping on the map with Human, Elves, Dwarves, Halflings,
the hook that had long ago replaced his hand. Half-Elf and Half-Orc.
Korag and his friends started getting excited • 8 Backgrounds - Everything from
because all of the legends said that where there Barbarian to Upper Class Urban.
were dragons, you were sure to find treasure... • 12 Character Classes - You get the
Archer, Figher, Martial Artist and several
Onwards to new and exciting adventures! other non-magical Classes. You also get a
Novus is a brand new role-playing game customizable Mage that is 6 Classes in one,
from Firehawk Games. including the Cleric, Mystic and Wizard.
Firehawk Games did not set out to re-invent • Dozens of Spells - spread among 6
the fireball, it tried to make a fun and flexible Schools of Magic and the Universal
game that can easily be adapted to many dif- Spells that any character is able to learn.
ferent styles of role-playing and many differ- • 40+ Monsters - including Demons,
ent settings. Firehawk Games wants to give Devils, Dragons and many more, all
you an old school experience with modern, waiting to be unleashed on your players.
up to date rules, and we believe that Novus • Snag & Boons - This allows you, the
fits the bill perfectly. player, to take controls of your character’s
With Novus, everything you need to start own destiny when it comes to fumbles,
gaming is in one small book. failures and exceptional successes.

Here There Be Dragons!

Firehawk Games

mike chongsit (order #3000834) 8

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