One of the biggest changes made for Novus 2.0 is the stats.
In the first edition, you have 8 stats. And they ranged from 1-20, and then provided stat bonuses which were then used for skills and such. The stat values themselves had no real reason for being other than to determine the bonus. You then had a Save bonus that was equal to the total stat bonus + 5 + any modifier, and a number things would use a single stat as the modifier.
So, in 2.0, we are getting rid of the stat value and so it is basically just the bonus.
You have the same 8 stats as originally, but Willpower is renamed to Resolve. The reason for this is because of the secondary stats, which we will get to shortly.
I use the following basic table
Value |
Descriptor |
0 |
Inept/Child |
1 |
Teenager |
2 |
Young Adult |
3 |
Average Adult Prime |
4 |
Above Average |
5 |
Highly Capable |
6 |
Extremely Capable |
7 |
World Class Ability |
8 |
Maximum Human Potential |
9-11 |
More than Human/Mildly Superhuman |
12-14 |
Moderately Powerful Superhuman |
15-18 |
Powerful Superhuman Abilities |
19-23 |
Legendary Abilities |
24+ |
Godlike Abilities |
So, now the stats have a 3 as average, and max out at 8. The different races have modifiers to the stats. For example, a Dwarf has Stat modifiers of -1 Charisma, +2 Constitution, -1 Speed, and +1 Strength
So the average Strength for a Dwarf is 4 (rather than the 3 of a human), and they max out at a Strength of 9.
Then comes the biggest change of all, the Secondary Stats. There are 7 Secondary Stats, and their values are based on your Primary Stats.
- Aura (Chr + Wis) - This is used for many types of Saves versus magic, and for detecting magic as well
- Initiative (Spd + Wis) - used to determine who goes first in combat and also useful to determine surprise.
- Insight (Int + Wis) - This is used for Perception Rolls and Character Deductions. Also good for Saves about seeing through illusions
- Might (Str + Res) - used for determining the success of feats of strength, also used in figuring encumbrance
- Reflexes (Spd + Dex) - This is used for when you need speed and unthinking reaction time. Useful for things like avoiding the trap you just sprung, etc.
- Stamina (Con + Res) - Good for resisting certain physical effects (magic or otherwise). Also used in figuring Hits
- Will (Res + Int) - the ability to resist coercion such as from a fast talking con man, to a charm spell of some type
Individual Stat Saves are possible if there is a situation where that is plausible, this just gives more options and flexibility to the GM overall.[/list]