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January 22, 2022, 04:04:14 PM

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Currently, I am planning on releasing the Beta version of Novus 2nd Edition by the end of April, 2019. Read on for a bit more information on what it will look like! I will only include a few tidbits this time, and then add more later on.


Novus 2nd Edition will no longer contain levels at all. Instead, your characters will have a point value that is comprised of your unspent Character Points (CP), and your Experience Points (XP).

Experience Points are basically Character Points that you have spent on things like skills, talents, spells, combat styles, etc.

Classes & Training Paths

Classes are another thing that are being dropped. This time in favor of what I call Training Paths. In Novus 1st Edition, a Class provided a character with a list of Favored Skills, but no ranks in them.

In Novus 2nd Edition, the Training Path grants ranks in specific skills (as does Backgrounds and Cultures), and any skills gained in this manner are automatically Favored. Training Paths also give the character a number of XP (or in some cases, both CP and XP -- Backgrounds and Cultures can do this as well).

Archer from Novus 1st Edition

Archer from Novus 2nd Edition

As you can see from the above images, there are a number of differences between the two.

One of the changes in the next version of the Beta is the introduction of a critical system. This is an extension of the Secondary Damage  guidelines in the previous versions of the Beta. Read on for more details....

The following image shows the upcoming Critical Table.

As you can see, there are 6 levels of criticals, and many of the levels have multiple entries. However, if you deliver a critical, you only select one of those effects. The effect selected is up to the player delivering the attack. However, they are not limited to just what is allowed for that critical level and type.

They may, should they like, choose any one lesser effect from the same column.

Example: Your attack delivers a Slash IV critical. This means that you can choose to deliver a -3 Penalty, 2 Hits of Bleeding damage or a 1 Major Wound. You may also, if you do not want to be quite as deadly, select a Minor Wound, 1 Hit of Bleeding, a -2 Penalty, 1 round of Stun (Shaken), or a -1 Penalty.

Yes, it appears that there would be a lot of math involved to determine whether or not a critical might be delivered. However, this math only need be done once for Player Characters, as there is a space on the character sheet for recording this information.

For monsters, this information is provided as part of the standard stat block.

The abbreviation "CrTs" stands for Critical Thresholds, but I love that you can also sound it out as if saying crits.There are 6 entries just as there are six levels of criticals.

In Novus 1E, we simply had hit points. Different races had different maximums amounts of hits. I had also been fascinated by a couple of systems that used a 2 level type hits system, whether they called them wounds or life points, or something else. So, I wanted to go in a slightly different direction, and here was what I came up with.

Novus 1E

In Novus 1E, hits were 20+Str+Con+Special, and you could then gain hits until you got to Racial Max+Str+Con. This was okay, but it could still lead to a lot of hits.

Novus 2E

In Novus 2E, you have Hits (sometimes referred to as Fatigue), and Wounds. Instead of Spell Points, Novus 2E uses Fatigue (i.e. hits) to power spells.

Each race has a number of Base Hits. To this, the character adds their Stamina (a Secondary Stat), and the bonus hits from Training Path Abilities or Talents purchased.

When a character reaches zero hits, he is unconscious.

Every character also has a number of Wounds that he can take, and they are divided into Minor, Major, & Dire. Each Minor Would would apply a -1 to actions, a Major Wound would apply a -2, and each Dire Wound applies a -3 modifier.

The 3 different types of wounds can be acquired separately. You can receive a Dire Wound without first getting a Minor or major Wound.

Once you receive a penalty of -10 or higher, you must make a Stamina Save to stay conscious for 1 minute for each point that the Save is failed by. If the penalty is -20 or higher, he is unconscious without a Save until the Penalty drops below -10.

You can take a number of Minor Wounds equal to your Constitution. You can take a number of Major Wounds equal to your Constitution minus 1, and you can take a number of Dire Wounds equal to your Constitution minus 2. You can never had less than 1 of each type of Wound. So, even if you had a Constitution of zero, you would have have at least one of each type of Wound. (Note: I am currently considering altering this to allow for more Wounds overall)

Secondary Damage

There are several types of Secondary damage that you can receive as well. Each type of attack can do up to 2 types of Secondary Damage. And the thresholds for taking Secondary Damage is based on the number of hits you take (after adjustments for armor). Con+2 in hits results in Type I Secondary Damage, and Stamina+2 in hits

There are 3 types of Stuns (Dazed, Sunned, & Staggered). These do not give you any penalties. Instead, they limit how many Actions you can perform during a round. .

There are also Penalties (gained from things other than Wounds, but still totaled with them), and Bleeding. Bleeding is basically continuing damage. Each point of Bleeding reduces hits 1 per round until all hits are gone, and then Minor Wounds, then Major Wounds and finally Dire Wounds.

Secondary Damage is applied based on how much damage you take in Hits, or from the use of Boon Points (which are still earned in the same manner).


Fatigue/Hits fully heals after 4 hours of rest/sleep.

Minor Wounds take 1 full day of rest to heals each point. Major Wounds require 1 full week of rest to heal, and Dire Wounds require 2 full weeks of rest to heal each point.

Penalties from Wounds heal as the Wounds heal. Penalties from other sources are treated as Minor Wounds for how long it takes them to heal

Bleeding must first be stopped before it will heal. Once stopped, it take 1 full day of rest to fully heal each point of bleeding. Strenuous activity before Bleeding is fully healed can re-open it and cause Bleeding to resume.

In the 1st Edition of Novus, there were 8 stats and Saving Throws were based on those individual stats.

In Novus 2nd Edition, we have those same 8 basic stats, though we renamed one of them. We also reworked how they were handled, and added several Secondary Stats.

In Novus 1st Edition, the stats ranged from 2-20 on average, and had stat bonuses that were then added to skills. The stats themselves were rarely if ever used. So, in Novus 2nd Edition, we got rid of that 2-20 range and simply have the bonuses. The maximum possible for a human is an 8, with the average being a 2 as shown below:

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

The 8 basic Stats are as follows:

  • Charisma
  • Constitution.
  • Dexterity
  • Intelligence
  • Speed
  • Strength
  • Resolve (was called Willpower in Novus 1st Ed)
  • Wisdom

Novus 2nd Edition then has 8 Secondary Stats. All except for Lift Weight are determined by adding 2 of the Primary Stats together. The stats are also no longer specifically tied to most skills (Combat and Spells being the exceptions), as how the player uses the skill can determine what stat would work best with it.

  • Aura (Chr + Wis) – Any character may attempt to sense the otherworldly forces of magical energies (p. xx). Characters with magical training (i.e. Spell Access talents and/or the Sense Magic talent) gain a bonus to their Aura rolls for the sole purpose of detecting magic. Aura is also used for Saving Throws against many generic magical effects. Any objects within a person’s aura also get that person’s Save vs. magics.
  • Initiative (Spd + Wis) – This represents the character’s reactive awareness. This is his mental speed for processing information in a hectic or frantic situation, such as combat, and then translating that into physical speed in making a reasoned and informed response or reaction. In terms of the game rules, this determines who goes first in combat, and it can also used for determining who is surprised in those sorts of situations, as well as who actually reacts first in some other types of situations.
  • Insight (Int + Wis) – This is the character’s ability to recognize what is important around him and to make deductions based on what he is seeing and has seen. This would be used to make Perception rolls for the character. It can and should also be used for Character Deduction rolls (refer to p. xx for more information on Perception and Character Deductions). That is when the GM wishes to impart information that the character would or could have figured out, even if the player may have missed the connection. This Stat would also be used for Saving Throws to determine if a character has seen through a deception or illusion.
  • Might (Str + Res) – This would be for many various feats of strength, such as lifting heavy grates, or bending the bars of a cage, or straining mightily and breaking the ropes which are used to tie the character up, or even breaking the grip of a wrestling hold. The section on Encumbrance also uses Might to determine a character’s encumbrance unit.
  • Reflexes (Dex + Spd) – Sometimes, the character will need to react quickly without thought, and this roll is what would be used for determining if they were fast and agile enough. This includes such things as trying to grab something as it falls, or grabbing a rope as you fall past it, or one of many other instances where pure speed and unthinking reaction time is required.
  • Stamina (Con + Res) – This roll would be used for resisting certain physical magical effects, for rolls where the character is required to great amounts of fortitude. This also is what is used in determining the character’s Hits.
  • Will (Res + Int) – This roll represents the character’s ability to resist different forms of coercion, such as a fast talking con man, or a spell meant to charm or control his mind.
  • Lift Weight (Might x 50) – This is the normal maximum that a character is able to dead lift/bench press with a Might roll. Better rolls could allow for greater weights using the Bonus Resolution method.

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