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Anwyn

Fantasy Express

Novus 2nd Edition

Novus 1st Edition

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As mentioned previously, you can also purchase Combat Moves in addition to Skills and Talents. Combat Moves allow the character to achieve certain effects while in combat.

There are two types of Combat Moves; Basic and Advanced. Basic Combat Moves cost zero points and all Basic Combat Moves are available to every Combat Skill that the character has a minimum of 1 rank in. Advanced Combat Moves must be paid for and characters are limited to how many that may have based on the number of ranks that they have in a given Combat Skill and their level of Combat Training.

Characters with no Combat Training may only have one Advanced Combat Move for every 5 ranks that they have in a Combat Skill. Characters with Combat Training I may have 1 Advanced Combat Move for every 3 ranks that they have in a Combat Skill. And finally, characters with Combat Training II may have 1 Combat Move for every rank that they have in a given Combat Skill.

Please note that Combat Moves must be purchased separately for each Combat Skill. For example, if you learn how to do a Feint with Heavy Blades, you cannot use that same Feint maneuver with Light Blades unless you purchase it for Light Blades as well.

The format used in describing Combat Moves has been standardized to make them easier to read. Here is what a Combat Move looks like and below is a description of the different parts.

Combat Move Name (#)
AB: # DEF: # AP: # Rng: #
Effects: Description of the Move goes here. As you can see, first up is the name of the Combat Move and beside it is a number in parenthesis. This number is how many Character Points it costs to purchase the Move.

AB: This is the Attack Bonus modifier. This modifier is applied to all rolls using the Combat Skill in conjunction with this Move.

DEF: This is a modifier to the character’s DEF and is applied for the entire round in which the Move is used.

AP: This is the number of Action Points that the Move requires. In some cases this will be a specific number. However, in other cases it may say “BMA + #” and in those cases, BMA stands for “Basic Melee Attack.” A Basic Melee Attack requires a specific number of Action Points to make a basic attack based upon the size of the weapon; smaller weapons being quicker than larger weapons. So, “BMA + #” means to use that base AP cost for the weapon plus or minus a given number of AP.

Rng: This attribute will normally only apply to Ranged Combat Moves, and it basically adjusts the Range Increment being used. It is important to note that increases to a weapon’s Range Increment can never improve a weapon’s range by more than 20’ or half of the initial Range Increment, whichever is greater.

Effects: As mentioned above, this is a basic description of the Move. This is also where any special information about how the Move works is imparted. Combat Moves do normal Base and Scaled Damage unless otherwise stated.

Brawling

Any character may make an untrained/unskilled hand-to-hand attack. This is also known as a Brawling attack (trained attacks use the proper skill). The Attack Bonus for such untrained attacks is the sum of the character’s Str & Dex bonuses plus any situational modifiers. Unarmed Brawling attacks may use any of the Basic Unarmed Combat Moves, but they will have a DR of 0 so long as the character has no unarmed training. Base Damage for Brawling attacks is therefore comprised of only the character’s Str bonus.


 

Called Shots

There will be times when a player wishes his character to hit a specific portion of his foe. This is what is known as a Called Shot. To make a Called Shot, the player will apply a negative modifier to his attack roll, based on where he is trying to hit. Attacks against the arms or legs receive a -4 modifier. Attacks against the head receive a -8 modifier.

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 increment equal to the target’s Constitution Stat Bonus + 5. Thus, exceeding double this number results in 2 extra Boon Points. These extra Boon Points may only be spent on Boons that impair the target’s judgment or consciousness (i.e. Dazed, Stunned, Death Strike, etc.).


 

Cancelling an Action

During a round, an action declared by a character may be canceled at any time prior to its resolution. A character who has canceled his action(s) for the round may perform one of the following:

  • Melee with half his normal Attack Bonus
  • Move, using up to 3 Action Points.
  • Perform some other action modified by -5
  • Cast an Instantaneous defensive spell.
  • Cast Counterspell
  • Perform a Dodge, Block or similar Combat Move as allowed by its description.

The new action is performed at the time that the old action was canceled. If the canceling and new action is declared at the same time as another character’s action, then this new action will be resolved first. However, if the character’s canceled action included a melee attack against a foe; this new attack, if selected, may not be against that same foe.


 

Control Zone (CZ)

This is a 5’ area to the sides and front of the character/creature, approximately a 180 degree arc. The next 60 degrees on either side of this control zone are the flanks, attacks from the flanks gain a +2 modifier. And the last 60 degree arc, directly behind the character/creature is the rear, and attacks from the rear gain a +4 modifier. Large humanoid creatures have a 10’ Control Zone and Huge humanoid creatures have a 15’ Control Zone. Non-humanoid creatures, especially those that are Large and Huge will have similar Control Zones, but the actual shape is likely to depend upon the shape of the creature. Just keep in mind that the Control Zone rarely extends behind the creature’s shoulders, and that the rear zone will always be directly behind the creature, with the remaining sections on either side being the flank zones.

Note: The above image is not meant to imply that you need to use a map or hex-grid to play Novus, it is only intended as a representation showing how Control, Flank and Rear Zones may be visualized.


 

Disengaging from Melee

In order for a character to safely disengage from melee, without triggering an Opportunity Attack  (OA) from the foe, a character must spend 1 AP for Disengaging and then move out of the foe’s Control Zone by spending other, additional AP.


 

Fighting Defensively

Sometimes a character will come up against something that is more powerful than he is, and he will find that it can hit him, a lot more often than he likes. This is where Fighting Defensively comes into play. When doing this, the player is able to shift part of his Melee Combat Skill, for the weapon he is currently wielding, from his Attack Bonus to his DEF.

For every 2 points subtracted from the character’s Attack Bonus, +1 may be added to the character’s DEF. Many of the Combat Moves also provide modifiers to DEF, and Fighting Defensively may be used in conjunction with many of them. However, one cannot Fight Defensively and perform any sort of Dodge. Additionally, any amount shifted to DEF when performing a Block or Parry comes off the character’s AB for the roll made to stop the incoming attack.

While a character is not required to make an attack while Fighting Defensively, he is expected and required to have the weapon(s) for the Melee Combat Skill that he is shifting towards DEF in his hand in order to actually shift those points


 

Firing into Melee

Melee is a constant confusion of shifting bodies as the opponents move back and forth, to the left and right, all trying to gain the best position. Attempting to make a ranged attack into this confusion is very difficult at best, and potentially hazardous for people other than the target. Any ranged attack made into a melee situation receives a -2 modifier to the attack roll.

When making an attack into a melee situation, if the attack hits its intended target, it is resolved normally. If it misses, then all other potential targets within 5’ of the path of the attack must make a Saving Throw vs. Spd, starting with those closest to the attacker and then moving outwards from there.

The TN of this Save is the attacker’s total attack roll (dice roll + skill bonus + all modifiers that applied to the attack against the original target). If the potential target makes his Save, the attack missed him and the next potential target must make a Saving Throw vs. Spd (same TN). If he failed his Save, he receives the Base Damage of the attack plus 1 additional hit of Scaled Damage for each point that he failed his Save by.

This damage may be reduced by the character’s AR. Modifiers to the potential target’s DEF, from a Shield, various Combat Moves (Dodges, Diving for Cover, etc.), Talents, magical armor, spells, etc. (GM’s discretion, but it is recommended that all other bonuses that do not rely on skill or awareness of the potential target be allowed) should also be applied to the Saving Throw.


 

Haste

Normally a character has only 5 Action Points to use in a given round. However, some spells and items can Haste the character, giving him a total of 10 AP for the round. This may allow the character to declare multiple attacks. However, no amount of Haste will allow for casting more than one spell per round.


 

Holding an Action

Sometimes a player will want to hold off performing his declared actions for a little while.

Should the player decide to hold his character’s actions prior to declaring his character’s actions for the round, there is no penalty. However, should the player decide to hold his character’s action after he has already declared his actions, he will lose 1 AP from the total that he has available for the round and must re-declare his actions to fit within this revised number of AP.

The player may then perform have his character perform his actions at any initiative point that he desires, so long as it is lower than the initiative point rolled for the round.

Should the player want his character to perform his actions in the initiative point as somebody else (PC or NPC), the GM should Opposed Saving Throws to determine which goes first.


 

Improvised Weapons

There will be times when characters will want or need to use unusual objects as weapons. The GM should determine what the improvised weapon most resembles, and then the character will either use his skill for that weapon or his Brawling attack bonus, whichever is higher, with a -4 modifier due to the inadequacy of the weapon for combat.

Improvised weapons should do half of the damage of the weapon that they most resemble.


 

Mounted Charge

This is similar to a moving attack, but performed while the character is mounted, and thus it is the mount that is doing the moving. Performing a Mounted Charge requires a total of 8 Action Points (AP), 4 more than is required for a normal attack. If the character has the Talent, Mounted Combat II, then the charge will only require 6 AP.

If the character has the Talent, Mounted Combat I, then he has a +4 modifier to his Attack Bonus (AB) and a -4 modifier to his DEF. Without that Talent, the character has a -1 to his AB and a -9 to his DEF.

When making charging attacks, the character will deal an extra amount of damage equal to 15 times the pace of his mount, so long as the mount moves faster than a human normally, and it must have a pace of at least 2x its normal movement rate. If his mount is moving at 2x its normal pace, the attack will deal an extra 30 hit points of damage. If the mount is moving at 3x its normal pace, the attack will deal an extra 45 hit points of damage. If the mount is moving at 4x its normal pace, then the attack will deal an extra 60 hit points of damage.

Moving at 2x the mount’s normal base movement rate will require a Riding skill roll (TN 20). Moving at 3x the mount’s base movement rate will require a Riding skill roll (TN 25), and moving at 4x the mount’s base movement rate will require a Riding skill roll (TN 30). These Riding skill rolls are required, but do not use any of the character’s Action Points for the round. If the player fails the Riding skill roll, he will receive an additional -1 modifier to both his DEF and AB in addition to those listed above.

When making a Mounted Charge, if one of the combatants has a lance, a long spear, or other weapon from the Pole Arm family of weapons and the other does not, then the combatant with the longer weapon will resolve his attack first, regardless of initiative order. All other actions will be determined by initiative normally.

If a Mounted Charge is being made against an unmounted foe, that foe may decide to use Dodge in an attempt to avoid the charge. If the dodging character waits until the last moment to perform the Dodge (i.e. such as with Canceling an Action), the modifier to his DEF will be doubled before being applied.


 

Mounted Combat

o make attacks while mounted, the player must make a Riding skill roll for his character each round. This roll will cost the character no Action Points, and it has a TN of 23 if the mount is untrained for combat and a TN of 18 if the mount has been trained for combat. If the player fails the Riding skill roll, he will receive an additional -1 modifier to both his DEF and Attack Bonus (AB) in addition to those listed below.

Attacks against other mounted foes, when neither combatant is involved in a Mounted Charge, have a -0 DEF modifier and a -0 AB modifier. If the character does not have the Mounted Combat I Talent, these modifiers are -5 and -5 respectively.

Attacks against foes that are not mounted have a -3 DEF modifier and a -2 AB modifier. If the character does not have the Mounted Combat I Talent, these modifiers are -8 and -7 respectively.

All mounted attacks, excluding Mounted Charges, which are covered separately, require an extra 2 Action Points (AP) to perform. If the character has the Mounted Combat II Talent, then attacks only require 1 extra AP to perform.


 

Multiple Attacks from High Skill

As characters gain ranks in their melee Combat Skills, they gain the ability to make multiple attacks. For every 10 points in a given skill’s total bonus, the character gains the ability to make an additional attack. The character’s Attack Bonus receives a modifier of -4 for each attack beyond the first, and a modifier of -2 for each foe beyond the first to be attacked (i.e. making 1 attack each against 2 foes results in a -6 to the character’s Attack Bonus, 2 attacks against a single foe has only a -4 modifier). The remaining Attack Bonus is then divided between the individual attacks in whatever split the player desires. Any modifiers for Fighting Defensively are also subtracted from the Attack Bonus before the player splits it between the individual attacks.

The Talent, Advanced Combat Training, supersedes this capability. This capability cannot be used with combat styles or skills that grant multiple attacks (i.e. Two Weapon Combo).


 

Multiple Attacks in 1 Round

There are some combat skills, talents, capabilities or situations that will allow characters to declare and make multiple attack rolls in a single round. When this happens, the primary attack roll is made at the character’s initiative point, and any remaining attack rolls are made at the end of the round. In making multiple attacks, once the first of the attacks is made, the character may no longer cancel his action to perform other actions as described in though he may still cancel his remaining attacks.


 

Off-Hand Attacks

When a character learns to use a weapon, he does so in a specific hand. Attempting to use that weapon in his other hand, or off-hand, will result in a -4 modifier being applied to the attack unless the character is ambidextrous.


 

One Handed Weapons in Two Hands

There are times when a character using a one handed weapon may want to put a little extra oomph! behind it by using both hands. In such cases, the attack requires 1 additional AP to perform, and does 2 additional points of Base Damage.


 

Opportunity Attacks (OA)

This is an attack that happens outside the normal initiative cycle, but it still counts against the character’s available actions for the round. If the character is only able to make a single attack each round, making an Opportunity Attack will count as his attack for the round. If the character has multiple attacks (high skill, multiple weapons, etc.) each round, he may use any number of his attacks for the OA. If the character doesn’t use all of his attacks for the OA, then he makes the rest of his attacks normally according to normal initiative procedures. Opportunity Attacks are triggered by a potential foe entering or crossing a character’s Control Zone without the intention of attacking the character.


 

Reroll Initiative

A character may prepare for one round, using 4 AP of that round, in order to reroll his initiative in the following round. This new IP will be the character’s IP for the remainder of the combat.

A character that does this is not allowed to make an attack of any sort in the round in which he is preparing to Reroll Initiative. He may, however, use up to half of his Melee Combat Skill in Fighting Defensively during the preparation round. This may not be done in a round in which the character has received a modifier for being surprised.


 

Setting Initiative

A character may use 2 AP of his available activity in a round to prepare for the next round of combat. In such cases, the character is treated as if he rolled a 20 on the 2d10 for determining his Initiative. This may not be done in a round in which the character has received a modifier for being surprised.

This IP modification lasts only for one round, and it cannot be performed on consecutive rounds. Additionally, the character may not make any attacks in the round in which he is preparing for this. He may, however, use up to half of his Melee Combat Skill in Fighting Defensively during the preparation round.


 

Simple & Complex Actions

While the Action Point table provides a number of example actions, there is no way that it can cover all of the possibilities. When a player declares an action that is not on the Action Point table, the GM will have to decide if it is a Simple or a Complex Action. A Simple Action is just that, very simple. It usually involves only a single activity or goal and often requires only a simple, single movement to complete (i.e. drawing a weapon, picking something up off the floor, etc.). Simple Actions also rarely, if ever, require a roll of any sort. Simple Actions will normally take from 1 to 2 AP to perform.

Complex Actions, on the other hand, usually require somewhere between 2 and 5 AP to accomplish, and will often require a roll to successfully complete. Some examples include changing weapons, applying first aid, starting a fire, or other actions that involve multiple or complex motions to complete.

In both cases, it is up to the GM to determine which category the declared action belongs to, and how many AP are required to complete it.


 

Simultaneous Actions

There are times when players will want to attempt to perform multiple actions at the same time. Usually, this is a combination of wanting to perform and action while moving. Simultaneous Actions often combine two or more normal actions that do not usually require any sort of roll on their own, such as moving across a room and picking up an item from the floor.

By combining the actions into a Simultaneous Action, these normal actions may end up requiring a roll to make sure all are completed properly.

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.

The following example shows how one GM works this out.

Example: John, Mark, and Andy are playing Fighters. John and Mark are in a 20’ x 20’ room. In the center of the room is an opening down to the next level. Andy has recently fallen through it. To one side of the opening, our intrepid heroes have begun to attach a rope to a spike driven into the floor to rescue Andy. Unfortunately, the hammering has attracted the attention of a small group of Orcs. Hearing them coming, John’s character has already scrambled to the door to attempt to hold them off while Mark continues to finish attaching the rope. Mark is 10’ from the door and the coil of rope is halfway between where Mark is attaching it to the spike and the doorway. The GM has determined that it is now time to begin the Combat Round, and he calls for the actions of the players after having them roll initiative. John and Andy have already declared their actions.

Mark: “I want my character to run to the door, kicking the rope into the hole for Andy’s character along the way, and drawing his sword at the same time and then melee attack the Orcs with whatever Attack Bonus he has available to him.”

The GM’s thought process: “Well, drawing your sword is 1 AP, and running to the door (10’ away) is also 1 AP. Since neither interferes with the other (i.e. feet and hands), I will let him do both at the same time as for 1 AP and not require a roll. Kicking the rope into the hole as he runs across the room will slow him down slightly, but not much, so we add in the base Action Point cost for a Simple Action of 1 AP to bring the total move across the room to 2 AP. And since he is only running half of the distance that he is allowed to run in 1 AP, I won’t give him a -2 to his other actions this round. However, I am going to require him to make a Save vs. Spd to accomplish this as kicking the rope could throw him off balance and mess up his later attack. Once there he will have to make a Snap Attack, using 3 AP, and thus receive a -4 to his Attack Bonus.”

What the GM says to Mark: “Okay, you can run to the door, kicking the rope into the opening as a 2 AP action, however, you will need to make a Save vs. Spd to keep from stumbling. As long as you don’t stumble, you can then make a Snap Attack at 3 AP, giving you a -4 modifier to your Attack Bonus.

As we can see from the example, the GM determined that drawing a sword and moving at the same time was possible, and doesn’t really slow each other down, and doesn’t require a roll. Kicking the rope into the opening, on the other hand, as he is moving is what requires the roll, according to the GM’s reasoning. Moving and performing an action with his feet could upset his balance, thus the need for the Save vs. Spd. The GM then points out that the Combat Move, Snap Attack, fits the bill for the attack Mark wants to make.


 

Situational Modifiers

Sometimes situations can occur that interrupt the normal flow of activity. For example, if one combatant is holding a dagger to the throat of another, from behind, and threatens to slit his throat if that combatant or their friends make any moves, then it is quite likely that the combatant holding the dagger will be able to complete his act before those others could do anything. This can likely be reflected in a large initiative bonus and by ruling that the slicing of the throat would not be a normal attack, but a Simple or Complex Action requiring only a small portion of activity to accomplish, especially since the action is already poised to occur.

The possibilities for situations like this are too numerous to properly codify, but the GM needs to be aware that they can occur. If they do, then the GM will have to use his discretion and judgment in determining modifiers. Since modifiers larger than 20 imply situations beyond normal ability, the GM should generally keep such modifiers below that range unless they have a very good reason to do so.


 

Surprise

When two or more groups meet up with one another and neither is explicitly aware of the other, both groups are required to make a single perception roll, using the character with the highest skill bonus. The results are determined as follows:

Groups A & B both succeed: Neither group surprised.

Group A succeeds, Group B doesn’t: Group A surprises Group B.

Group B succeeds, Group A doesn’t: Group B surprises Group A.

Groups A & B both fail Perception roll: Both groups are surprised.

The rule above applies to two groups stumbling onto each other. If one group is aware of the other for more than a round before combat starts, they can set up to attempt an ambush of the other group.

If a group is surprised, it receives a -20 modifier to 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. 43).

When attacking a person who is surprised, the attacker gains a +4 modifier to his Attack Bonus.

The Combat Round Sequence is specifically designed to allow faster characters to be able to react to the declared actions of slower characters while still resolving those actions in order from the slowest to the fastest.

Step 1: Roll Initiative

Each player should roll 2d10 and add in his Speed Stat Bonus, his Wisdom Stat Bonus and any other special modifiers. This is the character’s base Initiative Point (IP) for the entire combat.

Initiative is only rolled once per combat. This may be altered by certain actions or events, but the character’s IP will always return to its starting value once the action or event that altered it is passed.

If an initiative roll is not required, such as by combatants entering a melee already in progress, then this step is skipped.

Step 2: Declare Actions

Players, and the GM for the NPCs and monsters, should declare their actions for the round in initiative order, from lowest to highest.

Any declared actions that alter the character’s DEF will have that adjustment apply for the entire round.

Players may not declare actions that will resolve in another round, unless that action also requires all of his AP for this round. Thus a player cannot declare both a Dodge (2 AP) and a standard Melee Attack (4 AP) in a round, since the Melee Attack could not resolve until the following round, but he would be able to declare a Power Attack (7 AP) since it requires all 5 of the AP for the round it is declared and 2 AP of the following round.

Step 3: Resolve Actions

Once everybody’s actions have been declared, it is time to resolve them, in initiative order, from the highest to the lowest.

If a character has multiple attacks in one round, he resolves the first at his normal IP, and then all other additional attacks are resolved after everybody else has resolved their initial actions. If more than one person has multiple attacks, then they are resolved in initiative order, same as the initial actions were resolved.

Step 4: 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.


Action Points

Action AP
Cast a Spell, Use Item or Rune/Read Scroll 4
Cast Counterspell or a Fast Cast a Spell 2
Perform Instantaneous Spell Action (if any) 3
Concentration 3
Basic Melee Attack (Tiny/Small Weapons) 3*
Basic Melee Attack (Medium Weapons) 4*
Basic Melee Attack (Large/Huge Weapons) 5*
Basic Missile Attack 2*
Basic Unarmed/Natural Attacks 3*
Multiple Weapon Attacks in 1 round 5
Reloading/Loading Sling/Bow 3
Reloading/Loading Light Crossbow 5
Reloading/Loading Heavy Crossbow 10
Perception roll 1
Move Base Movement 1
Move Double Base Movement at a Run 1
Get up from Prone position 2
Draw Weapon 1
Simple Actions (GM’s Discretion) 1-2
Complex Actions (GM’s Discretion) 2-5
* = Certain attacks require more Action Points to perform instead of the normal 3 listed in this table. Refer to the specific Combat Move being used to determine the actual number of AP required.

A combat round is 5 seconds long. There are two main factors involved in resolving things during a combat round. These are Action Points and Initiative.

Action Points

Action Points (AP) are a measure of how much your character can accomplish in a given round. Every character has 5 Action Points. Various actions require different amounts of AP to perform.

Initiative

Initiative determines the order in which a character’s actions are resolved. This is not when his actions take place, just the resolution order. It is presumed that all of the declared actions are happening almost simultaneously.

To determine initiative, roll 2d10 and add in the character’s Speed Stat Bonus and his Wisdom Stat Bonus. There may be other modifiers that apply, based upon a specific Combat Move being used or other conditions that might apply. The character’s total initiative roll is referred to as his Initiative Point (IP).

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