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Anwyn

Fantasy Express

Novus 2nd Edition

Novus 1st Edition

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Each stat is comprised of 2 main elements. First there is the Stat Value; this is a number that is used to define your stat. It is the sum of your Raw Stat, your Racial Stat Modifier, and any miscellaneous stat modifiers. It is often used in other ways as well. Refer to the section below on Generation Methods to learn about the ways you can select from to generate your Raw Stats.

The second element is the Stat Bonus. This number is determined by your Stat Value (see below). It is added to your skill ranks to give you your total skill bonus and is also used for other things, such as Saving Throws (p. 84).

Additionally, there is a Stat Maximum, although this isn’t recorded on the character sheet. This is the maximum possible Stat Value for a character of a given race. To determine the Stat Maximum for a given stat, just add the racial modifier for that stat to 20. As you go up in levels, you will be able to increase some of your character’s stats. However, you will never be able to increase them beyond the Stat Maximums for his race.

Generation Methods

Not everybody likes to generate their character’s stats in the same manner. Therefore, we give you 3 basic methods to select from. Each method has its own advantages and drawbacks, but the method you select should basically be the one you are most comfortable with.
Once you have determined what the stat numbers will be, you will then record them on your character sheet in the “Raw” column of the Stats section.

Method 1: Random Generation – To generate your stats using this method; you will roll 2d10 eight times, rerolling any 1s or 2s. These are non-explosive rolls.
      This should provide you with 8 numbers that range between 6 and 20. Assign these numbers to your stats as you like, recording them in the Raw column on the character sheet. It is recommended, but not required, that you place your 2 highest numbers in the Prime Stats for your character’s Class.

Method 2: Point Buy – When using this method, every Raw Stat starts off at 10 points, and the player gets 35 points to spend on increasing the Raw Stats to whatever value he wants, up to 20. However, it is not a simple point for point purchase. As long as the stat is at 14 or below, it costs 1 point to raise the stat one point.
      If the stat is at 15 or higher, then it costs 3 points to raise the stat by another point. The resulting stats should be recorded in the Raw column of the character sheet. No stat may be raised above 20 using this method.

New Value Total Cost New Value Total Cost
11 1 16 8
12 2 17 11
13 3 18 14
14 4 19 17
15 5 20 20

Method 3: Stat Array – In this method, you simply take the 8 pregenerated Raw Stats (17, 16, 15, 14, 14, 12, 11, 10) and place them in whatever stat you like.

Final Adjustments – Even using one of the above methods, it is possible that you won’t be entirely happy with the results. Therefore, players will be allowed to make some final adjustments to their stats. To do this, they need to lower the value of some of their Raw Stats to gain some points to spend, gaining 1 point for each point that a stat’s Raw value is lowered. A player may not lower a Raw Stat below 6.
Once they have their pool of points to spend, they may then spend them on other stats, using the same rules and costs as listed in Method 2 for the Point Buy.

Stat Bonuses

After determining your Raw Stats, total up the Raw, Race, and Misc. columns to determine the full Stat Value. Then use the following table to determine the Stat Bonuses for each of your character’s Stat Values.

Stat Bonuses
Value Bonus Value Bonus
1-3 -3 16-18 2
4-6 -2 19-21 3
7-9 -1 22-24 4
10-12 0 25-27 5
13-15 1 28-30 6

Your character has 8 primary stats and a number of secondary stats that are derived from those primary stats. The following descriptions give you a better idea of what the 8 primary stats represent.

Charisma (Chr)

This is the character’s strength of personality, his ability to inspire others and to command a group or gathering. It is sometimes referred to as leadership, psychic ability, perceived power, bardic voice, etc.

Constitution (Con)

This is the general health and well being of the character. His resistance to disease and the ability to absorb physical damage are also reflected in this stat. It is sometimes referred to as health, stamina, endurance, physique, etc.

Dexterity (Dex)

This is the character’s hand and eye coordination. It is sometimes referred to as deftness, manual dexterity, grace, adroitness, etc.

Intelligence (Int)

This is the character’s ability to absorb, comprehend, and categorize data for future use. It also reflects his ability to draw logical conclusions. It is sometimes referred to as reasoning, logic, deductive capacity, wit, IQ, etc.

Speed (Spd)

This is essentially a measure of how fast and agile the character is. It is sometimes referred to as quickness, agility, reaction time, readiness, reflexes, etc.

Strength (Str)

This is the character’s ability to use his existing muscles to the greatest advantage. It is sometimes referred to as power, might, force, conditioning, physique, etc.

Willpower (Will)

This is a measure of the character’s control of the mind over body, his ability to stay focused or push harder in pursuit of some goal, or to draw upon the inner reserves of determination. It is sometimes referred to as mental strength or power, self-discipline, mental fortitude, etc.

Wisdom (Wis)

This stat measures a combination of luck, genius, precognition, empathy, and the favor of the gods. It is sometimes referred to as perception, sixth sense, luck, talent, guessing ability, psychic ability, etc.


Thieves are specialists in infiltration and in dealing with mechanical devices such as locks and traps.

Favored Skills: Acrobatics, 2 Combat Skills, Gimmickry, Perception, Stealth, Streetwise, Trickery and 2 additional skills of the player’s choice

Prime Stats: Dexterity and Speed

Special Abilities:

  • The character is trained in the wearing and use of padded cloth, furs, and soft leather armors. [Armor, Light]
  • Gain a +1 modifier to all Favored Combat Skills. [Combat Training I]
  • Gain an additional +1 modifier to any one Favored Combat Skill. [Combat Training I]
  • Gain a +1 bonus to DEF. [Combat Training I]
  • Gain an additional 5 Hit Points. [Combat Training I]
  • May purchase 1 Combat Move for every 3 ranks in a given Combat Skill. [Combat Training I]
  • 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 or with surprise. If the attack is successful, it does double Base Damage (no Scaled Damage) and the foe must make a Save vs. Con or be knocked unconscious for 1d10 minutes. Bonuses to Saves vs. Stuns from Helms do apply (see p. 36). [Waylaying]


Scouts are at home in the wilderness. They often make their living as hunters or trappers, or even explorers. They have minor capabilities in a lot of areas, allowing them to be extremely diversified. This allows them to be very self-sufficient.

Some Scouts occasionally take to a life of crime. They are often called Highwaymen or Rogues.

Favored Skills: Athletics, 2 Combat Skills, Navigation, Perception, Riding, Survival, Tracking and 2 additional skills of the player’s choice

Prime Stats: Strength and Dexterity

Special Abilities:

  • The character is trained in the wearing and use of reinforced leather armors (hard leather, leather scale, brigandine, etc.) as well as in the wearing and use of padded cloth, furs, and soft leather armors. [Armor, Medium]
  • Gain a +1 modifier to all Favored Combat Skills. [Combat Training I]
  • Gain an additional +1 modifier to any one Favored Combat Skill. [Combat Training I]
  • Gain a +1 bonus to DEF. [Combat Training I]
  • Gain an additional 5 Hit Points. [Combat Training I]
  • May purchase 1 Combat Move for every 3 ranks in a given Combat Skill. [Combat Training I]
  • The character has learned how to best utilize any shield he acquires, gaining a +1 modifier to the DEF rating of any shield he uses. [Shield Training]


The minstrel is a performer. He often earns his living by entertaining people as he travels. The minstrel is often able to go places and learn things that others might not be able to.

Favored Skills: Acrobatics, 2 Combat Skills, Influence, Perception, Performing Arts (all), Trickery, and 2 additional skills of the player’s choice.

Prime Stats: Wisdom and Charisma

Special Abilities:

  • The character is trained in the wearing and use of padded cloth, furs, and soft leather armors. [Armor, Light]
  • Gain a +1 modifier to all Favored Combat Skills. [Combat Training I]
  • Gain an additional +1 modifier to any one Favored Combat Skill. [Combat Training I]
  • Gain a +1 bonus to DEF. [Combat Training I]
  • Gain an additional 5 Hit Points. [Combat Training I]
  • May purchase 1 Combat Move for every 3 ranks in a given Combat Skill. [Combat Training I]
  • Gain a +2 modifier to all Performing Arts skills and to Trickery. [Natural Talent x2]


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