Words have power, especially if used correctly. This skill allows a person to influence others. Be it through the use of diplomacy when negotiating with a diplomat, duping a mark, bribing a guard, or haggling to get the best bargain from a trader.
If this skill is used against an individual to attempt to convince them to do something that they might not normally do, 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 and to be able to avoid being talked into something that he might not normally agree to.
This skill deals with all things mechanical. You can use it to disarm traps, set traps, pick locks, and more. Devices of more than a moderate complexity may be represented by higher Target Numbers.
This skill allows the character to aid in speeding up the rate of healing of himself or another wounded character. For sick characters, or those who have been poisoned, or who need surgery, use the skill Craft (Healing).
Characters will naturally heal a number of hit points equal to 5 + their Constitution Stat Bonus for every 8 hours of uninterrupted 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. 90 for more information on healing.
Bonus for performing duties related to or working in a specific craft or job. Each individual craft is required to be developed as a separate skill, with each skill allowing the character to perform any and all tasks required by the job.
Some example Craft skills include Cooking [Int], Dancing [Dex], Herbcraft [Wis], Healing [Wis], Jeweler [Dex], Woodworker [Dex], Weapon Smith [Dex], Armor Smith [Dex], Fletcher [Dex], Scribe [Int], Herald [Chr], Stone Carver [Dex], Veterinarian (Animal Healing) [Wis], and many, many more.
Note: It is up to the GM to determine what the stat will be for any specific Craft skill. The above examples only make suggestions for what stat to use.
The core rules of Novus contain 23 Combat Skills, one for each group of related weapons and then 6 specific Combat Styles that may also be learned. Here is a list of the available Combat Skills.
- Archery
- This is an advanced style allowing for special Combat Moves. Bows is a prerequisite for this skill.
- Axes & Hammers
- Hand axe, Battle Axe, and War Hammer.
- Basic Martial Arts
- This skill covers the most basic Martial Arts. This skill is a prerequisite for learning Sanju.
- Bows
- Includes Short Bow, Long Bow and Composite Bow. This Combat Skill is a prerequisite for Archery.
- Boxing
- The art of fisticuffs.
- Chains Plus
- Includes Ball & Chain and Morning Star.
- Clubs
- Includes Baton, Club, Mace and War Hammer.
- Crossbows
- Includes Light Crossbow and Heavy Crossbow.
- Great Blades
- Includes Bastard Sword and Greatsword. Weapons of this group are used 2 handed.
- Heavy Blades
- Includes Bastard Sword, Broadsword, Falchion.
- Light Blades
- Includes Rapier, Scimitar, Short Sword, and Smallsword.
- Pole Arms
- 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.
- Sanju
- This is a special Combat Style using the Martial Arts. It requires the character to have an equal or greater number of ranks in Basic Martial Arts.
- Short Blades
- Includes Dagger, Main Gauche and Sai.
- Slings
- Includes Sling and Sling Shot.
- Spears
- Includes Javelin and Short Spear. Weapons in this group are used 1 handed and may be used with a shield.
- Staves
- Includes Quarterstaff, Short Spear and Spear.
- Sword & Board
- This is a special Combat Style that focuses on using a sword and shield in combination.
- Thrown Axes & Hammers
- Includes Hand axe and War Hammer.
- Thrown Blades
- Includes Dart and Dagger.
- Thrown Spears
- Includes Spear, Javelin and Short Spear.
- Two Weapon Combo
- This is a special Combat Style that utilizes two weapons. It requires the character to have an equal or greater number of ranks in the weapon skill associated with the primary weapon of this combo.
- Wrestling/Grappling
- The skill of manhandling a person or creature, immobilizing it.