For every full 10 points over the Target Number of a task that the character’s total roll is he earns one Boon Point. The Player must then immediately spend any Boon Points that he has earned by purchasing one or more Boons from the appropriate Boon table; Combat, Magic or Skill. The Boon tables can be found starting on p. 122.
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.
Resolving skills and other actions is very easy. The player rolls 2d10, adds in any skill bonuses and/or any other modifiers, and then compares the total against the Target Number (TN) for the task being attempted. If the result is equal to or greater than the TN (TN+), then the character has succeeded. If the result is less than the TN, then the character has failed.
With the Exploding and Imploding mechanics, as described on p. 5, it is possible for player to make very low rolls, or exceedingly high rolls. These exceptional dice results can lead to the player earning Snag or Boon Points for his character. We go into more detail on Snags on p. 86 and Boons on p. 86
One of the most important aspects of any game system is task resolution. This refers to how the GM and the players resolve the actions that the characters attempt to perform.
The basic idea is that rolls should only be called for when required, or to increase dramatic tension. If the player wishes his character to perform an action, and the character has the required skill, and there is no undue pressure for the completion of the action, then it should succeed eventually, with no rolls being required.
However, should the character be in danger or under some sort of pressure (time, adverse weather, etc.), or the GM wishes to heighten the dramatic tension of the scene, then he should ask the player to roll.
Knowing when and when not to call for rolls is one of those things that a GM can only learn through experience. Keep in mind the advice just given, and that should lead you in the proper direction.
There are three main types of spells used in summoning creatures from other planes of existence. They are:
Summoning Spells: This is the least powerful method of summoning. They only have the ability to gate in a creature of the desired type. It is required that the caster of this type of spell utilize a Circle of Protection and a Thaumaturgic Triangle to contain and protect the summoned creature until a pact can be sealed because these spells offer no protection to the caster and do not compel the creature to serve. Due to this, the caster has three chances to compel, coerce or bargain with the creature in order to seal a pact (refer to Sealing a Pact below).
Evocation: This type of spell is superior to Summoning spells because they have the power to both gate a creature in and to compel it to service. Evocations spells require that the creature make a Save vs. Will or submit to the caster’s demands. However, even if the creature makes its Save, the caster still has three attempts to seal a pact.
Although a Circle of Protection and a Thaumaturgic Triangle are not mandatory for this type of spell, only a very foolish caster would attempt an evocation without these precautions.
Invocation: This is the safest and most effective method of casting a summoning spell. This type of spell may only be used to gate in creatures of a similar outlook, alignment (good, neutral or evil), and/or religious beliefs. Due to this restriction, the caster does not need to inscribe a Circle of Protection or a Thaumaturgic Triangle and there is no need to compel the creature to offer its services to the caster. Generally speaking, an invoked creature will rarely refuse any reasonable request for aid or advice, so long as the caster has remained true to his faith and principles (GM’s call).
Note: Novus also has spells of conjuration that produce what appear to be similar results. Conjuration spells do not summon creatures; they instead draw upon the ether and temporarily create the summoned creature. Because such creatures are created by their caster’s magic, they will always obey their master.
Summoning spells and rituals may result in one of the following circumstances:
Failure To Correctly Inscribe A Circle Of Protection Or Thaumaturgic Triangle: Failure to correctly inscribe both the circle and the triangle will nullify the summoning spell. The creature will briefly appear and then vanish back to its home plane. Failure to properly inscribe either the circle or the triangle will result in the creature appearing, but not being constrained in any fashion. This can be very dangerous as the creature is free to act however it likes. Evil creatures may try to enslave, kill, or perhaps even possess the caster’s physical form. Good or neutral beings will most likely return to their home plan.
Failure To Seal A Pact: Failure to seal a pact results in the creature being released from any restraint, allowing it to return to its home plane. Evil creatures may try to punish the caster first, especially if they believe that they can do so with comparative ease, or they may seek revenge at a later date.
Successfully Sealing A Pact: Once a pact has been successfully sealed, the summoned creature may be made to perform a service for the caster. The exact type of service depends upon the type of creature and its level and capabilities. Should the caster command a summoned creature to perform a service that the creature is not able, or required by the pact, to perform,based on the type of creature summoned, the pact will be instantly broken. In such cases, the creature will usually just return to their home plane, although hostile or evil creatures may seek vengeance at a later date.