Main Menu

Anwyn

Fantasy Express

Novus 2nd Edition

Novus 1st Edition

Pages: 1 ... 37 38 [39] 40 41 ... 43

The Martial Artist is a person who has dedicated himself to honing his mind, body, and spirit; turning it into a living weapon.

Favored Skills: Acrobatics, Athletics, Combat Skill (Sanju), Combat Skill (Basic Martial Arts), Perception, Stealth, and 3 additional skills of the player’s choice.

Prime Stats: Strength and Speed

Special Abilities:

  • The character gains a +1 modifier to his DEF for every 5 ranks that he has in his best melee Combat Skill. This is in addition to the +1 for every 5 ranks that all characters receive. [Agile Defense]
  • Character learns 5 points worth of Combat Moves for Sanju or another Combat Style of his choice (see p. 47 for more info on Combat Moves). The character must have ranks in the Combat Style in order to receive the Combat Moves. [Combat Moves]
  • 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]
  • Select two Tiny weapons to use with a Weapon Kata [Weapon Kata x 2]

Errata: The description grants 2 weapons to be used as Weapon Katas, this clarifies that those weapons should be Tiny weapons (Baton, Dagger, etc.).


The Dual Mage is slightly more versatile than the Classic Mage, because he has access to two Schools of Magic. However, he pays a price for this by not being quite as strong in either School.

When a player selects this Class for his character, he must also select two specific Schools of Magic. The character’s actual Class title, Casting Style (see p. 55) and Prime Stats will be based upon the primary School selected.

Favored Skills: Magecraft (all), Perception, Spellcasting (School 1), Spellcasting (School 2) and 3 additional skills of the player’s choice.

Prime Stats: varies according to primary School of Magic

Special Abilities:

  • The character must select a primary School of Magic from the Schools of Magic table. This will determine what his Prime Stats are going to be. [Minor Adept]
  • The character must select a secondary School of Magic from the Schools of Magic table. [Extra School of Magic]
  • When purchasing spells, the character uses the “Mn” CP costs instead of the “N” CP costs. [Minor Adept]
  • The character begins with a base of 10 Spell Points. [Minor Adept]


Schools of Magic

School Title Prime Stats Description
Magic Other

Black Magic Warlock Chr Will The study of the darker side of magic. Black Magic is often associated with evil among many cultures and thus many people fear it.
Divine Magic Cleric* Wis Chr Divine Magic isn’t really a study of a specific field of magic so much as it is the collected disciplines and doctrines of Priests and Clerics empowered by the magical energies supplied by the caster’s deity or deities.
High Magic Magician Int Will High Magic is the study of some of the most iconic forms of magic such as conjuration, illusions, etc.
Mysticism Mystic Will Wis Mysticism is the study of the inner self, utilizing one’s own inner strength and spirit, focusing it through what is sometimes called chi energy.
Natural Magic Druid Wis Con Natural Magic is the study of magic concerning plants and animals and the four basic elements; fire, earth, air and water.
Wizardry Wizard Int Chr Those who study Wizardry have discovered how to use special words and phrases to shape magical energy and form spells. For them, words really do have power.

* = Clerics are considered to be priests of a single generic deity who is opposed to evil. For Clerics of a specific deity, the GM should put together a Sphere of Influence spell list (see p. 90) based on the deity.

The Classic Mage is a spell caster who is dedicated to a single School of Magic. The specific School of Magic that he is dedicated to will aid in defining him.

When a player selects this Class for his character, he must also select a specific School of Magic. The character’s actual Class title, Casting Style (see p. 55) and Prime Stats will be based upon the School selected.

Favored Skills: Magecraft (all), Perception, Spellcasting and 3 additional skills of the player’s choice.

Prime Stats: varies according to School of Magic

Special Abilities:

  • The character must select one of the Schools of Magic from the Schools of Magic table. This will determine which School is his primary School and what his Prime Stats are going to be. [Major Adept]
  • When purchasing spells, the character uses the “Mj” CP costs instead of the “N” CP costs. [Major Adept]
  • The character begins with a base of 15 Spell Points. [Major Adept]
Schools of Magic

School Title Prime Stats Description
Magic Other

Black Magic Warlock Chr Will The study of the darker side of magic. Black Magic is often associated with evil among many cultures and thus many people fear it.
Divine Magic Cleric* Wis Chr Divine Magic isn’t really a study of a specific field of magic so much as it is the collected disciplines and doctrines of Priests and Clerics empowered by the magical energies supplied by the caster’s deity or deities.
High Magic Magician Int Will High Magic is the study of some of the most iconic forms of magic such as conjuration, illusions, etc.
Mysticism Mystic Will Wis Mysticism is the study of the inner self, utilizing one’s own inner strength and spirit, focusing it through what is sometimes called chi energy.
Natural Magic Druid Wis Con Natural Magic is the study of magic concerning plants and animals and the four basic elements; fire, earth, air and water.
Wizardry Wizard Int Chr Those who study Wizardry have discovered how to use special words and phrases to shape magical energy and form spells. For them, words really do have power.

* = Clerics are considered to be priests of a single generic deity who is opposed to evil. For Clerics of a specific deity, the GM should put together a Sphere of Influence spell list (see p. 90) based on the deity.

An Archer is a character who specializes in the use of a ranged weapon, such as a bow or a sling. He is also good at hunting out in the wilderness.

Favored Skills: Athletics, Combat Skills (1 ranged & 1 other), Navigation, Perception, Stealth, Survival, Tracking, and 2 additional skills of the player’s choice.

Prime Stats: Dexterity and Wisdom

Special Abilities:

  • The character is trained in the wearing and use of padded cloth, furs, and soft leather armors. [Armor, Light]
  • Gain a +2 modifier to the ranged Combat Skill selected as Favored. [Combat Training I]
  • Gain a +1 modifier to all other Favored Combat Skills (excluding the one that received the +2 modifier). [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 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, 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 torso armor heavier than Reinforced Leather for this ability to work. [Extraordinary Aim]


Review each of the Character Classes that we provide below and then select the one that best suits your Character Concept. Each has several aspects that help define them.

They are as follows:

Favored Skills: Skill costs are based on whether the skill is a Favored Skill or a Standard Skill, as well as how many ranks the character currently has in the skill. Starting off, Favored Skills cost 1 Character Point (CP) and Standard Skills cost 3 CP per rank, and the costs for both increase from there, depending upon the total number of ranks that the character has in the skill. The listing for Favored Skills may allow the player to select one or more skills to be considered as Favored Skills. In all such cases, the choice applies only to a single instance of a skill (1 Lore skill, 1 combat skill, etc.).

Prime Stats: Every Character Class has 2 stats which are felt to be the most important for that given class. It is recommended, but not required, that you put your highest stat scores into those stats. If a listed stat has an asterisk (*) next to it, then this is considered the Magic Stat for that Class.
        The Magic Stat is the stat that is used for the Magecraft and Spellcasting skills. If a Class does not have a Magic Stat listed (i.e. no default School of Magic), then the Intelligence stat should be used for the Magic Stat. If such a character later learns a School of Magic, then his Magic Stat will change to be the one used for that particular School.

Special Abilities: This section lists any special abilities that members of this Class will automatically have. If the special ability is part of a specific Talent listed in the Talent section, this will be noted at the end of the special ability’s description inside of brackets [ ]. Any character of that Class should be considered as having that listed Talent, especially when considering whether or not they may acquire that talent more than once.

Some Classes may have special abilities that are not actually listed, such as the Favored Skill talent, but that are already figured or added into other areas of the Class description.


Pages: 1 ... 37 38 [39] 40 41 ... 43