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Anwyn

Fantasy Express

Novus 2nd Edition

Novus 1st Edition

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The final step in preparing for play is to equip your character. To make things easier, we recommend that characters start with the following equipment. However, this is actually up to the Game Master (GM) to decide based upon his campaign.

For example, a campaign that starts off with the characters as slaves or in jail will likely start off with no equipment at all, while other campaigns may provide the starting characters with even more equipment than we recommend here.

Each character will, therefore, begin the game, unless the GM says otherwise, with the following:

  • Tools of the Trade – Each character will begin with certain equipment that is based solely on his Character Class. This equipment should be considered as worn, but very serviceable.

    Note: As for the new Classes from Libram Novus #4, the Beastmaster, Ranger, and Warrior Mage should receive the same starting equipment as the Archer/Thief. The Monk should recieve the same starting equipment as the Martial Artist.
    • Fighter/Scout – 2 weapons of choice (including scabbards and/or ammunition), Normal Shield and Armor, Helm, Bracers, and Greaves all made of Reinforced Leather.
    • Archer/Thief – 2 weapons of choice (including scabbards and/or ammunition) and Armor, Helm, Bracers, and Greaves of Soft Leather; Thieves also get a set of Lockpicks.
    • Martial Artist – 2 weapons of choice (including scabbards and/or ammunition) and a set of Bracers of the player’s choice.
    • Minstrel – 2 weapons of choice (including scabbards and/or ammunition), 1 musical instrument of the player’s choice and Armor, Helm, Bracers, and Greaves of Soft Leather.
    • Mage (Classic/Dual) – 2 weapons of choice (including scabbards and/or ammunition), a spellbook (for recording notes and research about spells) and any casting foci (wand, component bag, crystal, etc) as required by their School of Magic.
  • Standard Pack – Characters also begin with a Backpack that contains the following list of items. If the Player would prefer that his character has a Framepack instead of a Backpack, he may upgrade by paying 13 copper pieces out of his character’s Starting Money (the difference in price between the 2 types of pack).
    • 50’ Superior Rope
    • 1 canvas sack
    • 2 weeks of iron rations
    • 1 small steel mirror
    • 1 waterskin full of water
    • 1 flask of oil
    • 1 small lantern
    • 1 set of Flint & Steel
    • 1 Bedroll
  • At Belt Items – The character needs something to hang his weapons on, not to mention belt pouches and a dagger.
    • Equipment Belt
    • 2 belt pouches
    • 1 dagger
  • Clothing – Every character starts off with a little clothing. He begins with 2 outfits, which includes the one he is wearing, that is based on his Background and Character Class. An Upper Class Urban Minstrel will likely have much finer clothing than a Lower Class Urban Thief.
    • 2 sets of clothing
    • 1 cloak
    • 1 set of soft leather boots
  • Starting Money – While a certain amount of starting equipment is given to characters, the Player may want to purchase a few additional items.
    • Starting Money: 10 + 1d10 sp
  • GM’s Choice (optional) – It is recommended that if the campaign is going to involve a lot of wilderness travel, that the GM also provide the character with a mount that is appropriate to the setting
    • 1 Mount – The Player may select a mount of his choice that is no larger, or more expensive than a Light Horse. However, Players should be allowed to upgrade his mount to a larger or more expensive one, such as a Riding Dog or Medium Horse, by paying the difference between the price of the Light Horse and the desired mount. Choosing a lesser mount does not give the character the difference in the price of the Light Horse and the lesser mount.
    • 1 Saddle & Tack – This is all of the gear needed to properly ride the mount.
    • 1 Set Saddle Bags – This includes a feed bag or feeding dish for the mount as well.

Advanced Combat Training

Cost: 15
Trainable: Yes
Description: The character receives special training that allows him to enhance his melee capabilities. The >Multiple Attacks from High Skill (p. 45) capability described in the Combat chapter requires that the character’s Combat Skill Bonus be split among the number of attacks he is able to make after receiving modifiers for the number of attacks that he plans on making and the number of foes to be attacked.

This Talent allows the character to use his full remaining Combat Skill Bonus, after the adjustments for multiple attacks has been made, for each of those multiple attacks, rather than splitting it among them.

As with the original capability, this Talent may not be used in conjunction with combat styles or skills that allow for multiple attacks each round.


 

Agile Defense

Cost: 5
Trainable: Yes
Description: Character undergoes a rigorous training regimen that allows him to be more agile and harder to hit in combat. The character gains an extra +1 to his DEF for every 5 ranks that he has in his best melee (armed or unarmed) Combat Skill. This is in addition to the normal +1 for every 5 ranks in their best melee Combat Skill that all characters receive. However, the character only receives this bonus so long as he is not wearing any armor heavier than Soft Leather, bracers (any type), and a helm (Skullcaps only, but any type).

 

Ambidexterity

Cost: 10
Trainable: No
Description: The character may use either hand equally well. He does not receive a -4 modifier for “off-hand”.

 

Armor, Heavy

Cost: 9
Trainable: Yes
Description: The character is trained in the wearing and use of metal armors (chain, scale and plate). This also includes the abilities of Armor, Light and Armor, Medium. If the character already has one of those Talents, then they should subtract its cost from the cost of this Talent.

 

Armor, Light

Cost: 3
Trainable: Yes
Description: The character is trained in the wearing and use of padded cloth, furs, and soft leather armors.

 

Armor, Medium

Cost: 6
Trainable: Yes
Description: The character is trained in the wearing and use of reinforced leather armors (hard leather, leather scale, brigandine, etc.). This also includes the abilities of Armor, Light. If the character already has that Talent, then they should subtract its cost from the cost of this Talent.

 

Combat Training I

Cost: 10

Trainable: Yes
Description: The character has received some formal training in combat. This produces a number of specific results as follows:

  • 2 Combat Skills become Favored Skills
  • Gains a +1 Bonus to all Favored Combat Skills
  • Gains an additional +1 Bonus to one Favored Combat Skill
  • Gains a +1 Bonus to DEF
  • Gains a bonus of 5 Hit Points
  • May learn 1 Combat Move for every 3 ranks in a Combat Skill or Style

 

Combat Training II

Cost: 20
Trainable: Yes
Description: The character has received a great deal of formal training in combat. This produces a number of specific results as follows:

  • 3 Combat Skills become Favored Skills
  • Gains a +2 Bonus to all Favored Combat Skills
  • Gains a +2 Bonus to DEF
  • Gains a bonus of 10 Hit Points
  • Gains a bonus of 5 Hit Points
  • May learn 1 Combat Move for each rank in a Combat Skill or Style

 

Darkvision

Cost: 5+
Trainable: No
Description: The character is able to see in complete, nonmagical, darkness up to 10’. When using a light source, such as a torch, in darkness, the character may see up to the distance illuminated by the light source, plus the full range of this ability. When outdoors at night, the character may see clearly up to twice the normal distance of this ability. On a brightly lit night (i.e. full moon), the character may see up to 10x the normal range of this ability. The character may, when acquiring this Talent, increase the range beyond 10’ by paying +1 CP for each additional 5’ of range.

Feature CP Cost
Per each additional 5’ of range +1

 

Extra School of Magic

Cost: 10
Trainable: Yes
Description: This Talent may only be acquired by Major Adepts or Minor Adepts that only have a single School of Magic. With it, the character gains access to a second School of Magic, learning how to cast spells from it. This gives him a Spellcasting skill for this second School of Magic as a Favored skill. Spells from a given School will be cast using the skill for that specific School. Universal Spells will be cast using the Spellcasting skill with the higher skill bonus.

     If the character is a Major Adept, he will no longer use the “Mj” CP costs when buying spells. Instead, he will use the “Mn” CP costs from the point of acquiring this Talent on forwards, for all Universal spells and all spells from both Schools of Magic. Minor Adepts will continue to use the “Mn” CP costs for Universal Spells and spells from both his Schools of Magic.

     If a character who does not have one of the various Adept Talents acquires this Talent, it will allow him to purchase spells from a single School of Magic using the “N” costs.

     This Talent may only ever be acquired once.


 

Extra Spell Points

Cost: 10
Trainable: No
Description: With this Talent, the character starts off with an extra 5 Spell Points in addition those normally gained.

 

Extraordinary Aim

Cost: 10
Trainable: No
Description: The character is an expert with one type of ranged weapon. So long as he is not mounted or has not moved in the round in which he fires or throws, his penalty for each Range Increment is only -2 instead of the normal -4. If he takes a round to prepare before his shot, there is no penalty at all for range. The character cannot be wearing any armor heavier than reinforced leather if he wants to gain the range penalty reduction.

 

Fast Mana Recovery

Cost: 10
Trainable: No
Description: A character normally recovers 1 Spell Point (SP) every 30 minutes if he is active and moving about, 1 SP every 10 minutes if resting (laying down and not moving about), and 1 SP for every 5 minutes spent sleeping or meditating. With this Talent, the character recovers his Spell Points a little quicker than normal. His time increments for recovery are 1 SP every 20 minutes when active, 1 SP every 6 minutes while resting, and 1 SP every 3 minutes while sleeping or meditating.

 

Favored Skill

Cost: 3
Trainable: No
Description: With this Talent, the player is allowed to select one Standard Skill to be treated as a Favored Skill. This is a single instance of that skill, not all instances. This Talent may be acquired multiple times, for a different skill or different instance of a skill each time. If used on a skill in which the character already has skill ranks, it does not change the cost of ranks already purchased (i.e. he does NOT gain Character Points), only the cost of future ranks.

 

Frenzy

Cost: 10
Trainable: Yes
Description: The character has learned how to enter a state of single-minded, focused rage. Once the character has entered a Frenzied state, he will gain the following benefits and restrictions.

  • +5 to all melee attacks.
  • All melee attacks do double Base Damage.
  • All Boon Points must be spent on increasing damage or making additional attacks.
  • May not Fight Defensively or use any other defensive actions.
  • Is limited to simple movement and making basic attacks (i.e. no Combat Moves).

The character must spend at least a full round preparing to enter a frenzied state. He must then make a Save vs. Will to be able to enter the Frenzy. Each extra round spent preparing will grant the character a +2 modifier to this roll. The character may remain in the Frenzy for a number of rounds equal to his Constitution Stat Value. Once he leaves the Frenzy, he must wait a minimum number of minutes 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

 

Language, Spoken

Cost: 1+
Trainable: Yes
Description: The character learns how to speak one language. He must have a source from which to learn this language. This Talent may be acquired multiple times, for a different language each time.

Feature CP Cost
Ancient Language +3
Magical Language +3

 

Language, Written

Cost: 1+
Trainable: Yes
Description: Character learns how to read and write a single language. He must have a source from which to learn this language. This Talent may be acquired multiple times, for a different language each time.

Feature CP Cost
Ancient Language +3
Magical Language +3

 

Light Touch

Cost: 5
Trainable: No
Description: Characters with this ability have an extremely delicate sense of touch. This grants them a bonus of +3 to all attempts to pick pockets, pick locks, or disarm traps. This is not a bonus to specific skills, but only to certain uses of the skills Gimmickry and Trickery. This Talent cannot be gained by characters that have the Nimble Fingers racial ability.

 

Major Adept

Cost: 25
Trainable: No
Description: This is the most powerful type of spell caster. Major Adepts have the lowest cost on all Codified spells, using the “Mj” CP costs instead of the normal “N” CP costs. Major Adepts start with a base of 15 Spell Points.

When this Talent is selected, the character must select a School of Magic (see the Schools of Magic table on p. 14 for more information). He may only purchase spells from this School and from the list of Universal Spells.

A Minor Adept who only knows a single School of Magic may upgrade to a Major Adept for a cost of 12 Character Points.


 

Major Physical Training

Cost: 4
Trainable: Yes
Description: The character has spent time working out and increasing his physical stamina. He gains 6 Hit Points to his total. This Talent may be purchased multiple times, but never more than once a level and not in the same level that Minor Physical Training has been purchased.

 

Minor Adept

Cost: 15
Trainable: No
Description: This type of spell caster can eventually be as strong as the Major Adept, but it takes him much longer to achieve it. He often does so by learning how to cast 2 different Schools of Magic.

When this Talent is selected, the character must select a School of Magic (see the Schools of Magic table on p. 14 for more information). He may only purchase spells from this School and from the list of Universal Spells.

However, the character may also use the Talent, Extra School of Magic, to gain a second School of Magic for his character, if he does not already have one.

When purchasing Codified spells, the Minor Adept uses the “Mn” CP costs instead of the normal “N” CP costs. Minor Adepts also start off with a base of 10 Spell Points.


 

Minor Physical Training

Cost: 2
Trainable: Yes
Description: The character has spent time working out and increasing his physical stamina. He gains 3 Hit Points to his total. This Talent may be purchased multiple times, but never more than once a level and not in the same level that Major Physical Training has been purchased.

 

Mounted Combat I

Cost: 3

Trainable: Yes
Description: In order to acquire this Talent, the character needs to have 1 or more ranks in the Riding skill. This Talent reduces the modifiers given under Mounted Combat in the Special Situations section of the Combat Chapter (p. 45) by 5 (-8 to DEF and -7 to AB become -3 and -2 respectively).


 

Mounted Combat II

Cost: 3
Trainable: Yes
Description: This Talent requires, as a prerequisite, that the character already possesses the Mounted Combat I Talent. With this Talent, the character becomes more proficient in making mounted attacks. The total number of Action Points (AP) that the character must use for Mounted Combat (see p. 45) are reduced by 1 and for Mounted Charges (see p. 44) are reduced by 2.

 

Natural Ability

Cost: 5
Trainable: No
Description: The character gains a +2 modifier to two single, specific skills. If a selected skill is one that must be learned separately for specific instances (i.e. the Combat Skills, Lores, etc.), then this bonus applies to only a single instance of that skill. No skill may receive more than 1 bonus from this Talent.

 

Nightvision

Cost: 10+
Trainable: No
Description: This ability allows the character to see, when outdoors on a bright night, up to 500’ as if it were just a very dark day. When indoors, the character can see twice as far as the light source normally allows.

The feature, Greater Nightvision, allows a character to see outdoors as well on a bright night as he would on a cloudy, overcast day (further than 500’). When indoors, the character can see three times as far as normally allowed by a light source.

Feature CP Cost
Greater Nightvision +5

 

Outdoorsman

Cost: 8
Trainable: No
Description: The character has a natural affinity to the outdoors. He gains a +2 bonus to Herbcraft (specialization of Craft skill), Survival, Navigation, Riding, and any localized Lore skills (Region, Fauna, Flora, etc.).

 

Second Site

Cost: 5
Trainable: No
Description: The character is able to clearly see spirits which are normally invisible. The character is also able to see non-spirit entities that are invisible as a hazy outline of their normal form.

 

Sense Magic

Cost: 10+
Trainable: Yes
Description: The character may make a Perception roll with a -5 modifier to detect active magic. He may only concentrate on one 5’ radius area within 100’ of himself at a time.

Active magic is defined as any active spell. If there is a symbol spell holding another spell, the symbol would detect as active magic, but the spell it holds would not. In the case of magical items, those items that are constant, such as a sword with a +2 magic bonus, would detect as active magic, but a wand of acid bolts would not, it would be considered to be waiting magic. Herbal Remedies and Potions will also count as active magic for detection purposes.

The feature, Detect Waiting Magic, allows the character to detect waiting magic within the area checked as well as active magic. If a character already has Sense Magic and wants to increase it to be able to detect waiting magic, the CP cost is double what is listed below.

Feature CP Cost
Detect Waiting Magic +5

 

Shield Training

Cost: 5
Trainable: Yes
Description: The character has learned how to better handle his shield. With this Talent, the DEF modifier of the shield being used is increased by 1

 

Sleight of Hand

Cost: 5
Trainable: Yes
Description: The character has learned well the lessons on misdirection and sleight of hand. This grants him a +4 modifier to the Trickery skill.

 

Speed Loader

Cost: 5
Trainable: Yes
Description: The character is able to load missile weapons faster than normal. With this Talent, loading or reloading a Sling or Bow only requires 2 Action Points (AP). Loading or reloading a Light Crossbow requires only 3 AP and loading or reloading a Heavy Crossbow only requires 5 AP. This requires that the character have his missile weapon in hand and ready, and that his ammunition is also easily accessible.

 

Stat Increase

Cost: 10
Trainable: Yes
Description: The character gains a +1 modifier to any one Stat. This is recorded in the Misc column of the Stats section of the character sheet. This bonus may not increase any stat’s total Value to a number greater than 20 + the character’s racial modifier.

This talent may be acquired more than once, but never more than once per level.


 

Waylaying

Cost: 10
Trainable: Yes
Description: The character has learned how to knock a foe unconscious with a single blow. He must use a blunt or heavy weapon (such as a blackjack, club, mace, etc.) and he must either attack the target from behind and/or with surprise. If the attack is successful, it does double Base Damage, but no Scaled Damage, and the foe must make a Save vs. Con or be knocked unconscious for 1d10 minutes. The base TN for the Save is 15 and the character may use Boon Points to increase the TN of the Save. If the target is wearing a helm, he gains the Save modifier vs. Stuns (see p. 36) as a bonus to the Saving Throw generated by this Talent.

 

Weapon Focus

Cost: 5
Trainable: Yes
Description: This Talent grants the character a special +1 modifier to his Attack Bonus when using a single specific weapon or an unarmed melee skill. This Talent may be acquired more than once, for a different weapon each time.

 

Weapon Kata

Weapon Kata

Cost: 3+
Trainable: Yes
Description: This Talent may only be purchased by those who have learned a non-Basic Martial Art (such as Sanju), or who have learned a Combat Style that allows for a specific type of Weapon Kata, such as how Boxing uses the Cestus. When acquired, the character may pick a single specific Tiny melee or thrown weapon and use it with the unarmed skill that it is purchased for.

The Base Damage done by a normally unarmed attack using a Weapon Kata is increased by 3 points for melee attacks and by 2 points for attacks made using ranged weapons. Not every Weapon Kata will be usable with every Combat Move (GM’s Discretion). Also, Weapon Katas may not be used with any Basic Combat Moves.

The Features, included below, may be used to acquire a Weapon Kata for weapons that are larger than Tiny. This Talent may be acquired more than once, for a different weapon each time.

Feature CP Cost
  Small Weapon +1
  Medium Weapon +2
  Large Weapon +3
  Huge Weapon +4


 

Weapon Specialty

Cost: 10
Trainable: Yes
Description: This Talent grants the character +2 bonus to the Base Damage dealt by a specific weapon for which the character has the Talent, Weapon Focus. This Talent may be acquired more than once, for a different weapon each time.


Talents are special abilities or gifts that are only acquired once and then may be used afterwards without requiring further training.

During character creation, players are allowed to acquire any of the available Talents for their characters. As characters gain levels, they may also acquire Talents. However, Talent acquisition during level gains is more restrictive. Only those Talents that are marked as being Trainable may be acquired as the character goes up in levels.

If a Talent is not a racial ability for a given character, it is expected that the player works an explanation of how the character acquired this special ability into his character’s background story. The player should also think about how such Talents, or how their character acquired them might be turned into Plot Elements (see p. 92) that could possibly earn them additional experience points.

Note: Not every Talent will be appropriate for every game or setting. The Game Master (GM) should look through the list of Talents and decide which are available in his game. The GM should also determine whether or not he is changing the Trainable attribute for any of the given Talents.

When acquiring Talents, the player should be cautioned that every Character Point spent on Talents means less CPs available for purchasing Skills, Spells and Combat Moves. It is also important to point out that unless the description of a Talent specifically states otherwise, no Talent may be gained more than once. Thus is a character has Nightvision from his race, and Combat Training I from his class, he would not be allowed to spend CP to acquire those Talents because he already has them.

In Game Acquisition

As mentioned previously, some Talents are marked as Trainable. These are Talents that we feel that a player should be allowed to acquire as he gains levels.

It is strongly recommended that players not be allowed to acquire more than one Talent each time that he goes up a level.

Note: Some Talents may be identical to racial or class abilities. This does count when determining whether or not a character may acquire
a given Talent more than once.


This skill is often used to perform sleight of hand tricks, such as quickly shuffling cards or making coins seem to appear or disappear. It is also used for confusing sight tricks, such shifting the shells in a shell game, or shuffling the cards about in 3 Card Monty. It is also used in picking the pockets of an individual, or for placing objects into another person’s pocket or pack, all without them being aware of it.

When this skill is first learned, the player must decide whether the character will learn the skill using Charisma or Dexterity as the stat that is associated with this skill. Once that choice is made, it cannot be changed.

If the character uses this skill successfully, the defender gets to make either a Save vs. Intelligence or a Save vs. Will. The defending character gets to use whichever stat is better for him. If he succeeds, he will realize what is going on, or be allowed a Perception roll in order to be able to spot what the character is trying to avoid having him spot.


Skill for finding any local source of potable water or edible plants and animals – includes basic food acquisition such as hunting, gathering or fishing. The difficulty depends on the environment; it should be easier in a temperate forest by a river than in the middle of a desert (The GM should assign a difficulty based on the terrain).

This skill also allows the character to find suitable shelter and to be able to perform common survival related tasks, such as starting a fire (without using flint and steel).


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