Main Menu

Anwyn

Novus 2nd Edition

Novus 1st Edition

Author Topic: Libram Novus #3 -- current Talent list  (Read 670 times)

0 Members and 1 Guest are viewing this topic.

imported_Rasyr

  • Guest
Libram Novus #3 -- current Talent list
« on: October 07, 2011, 01:08:53 AM »
One of the things in the upcoming Libram Novus #3 is a lot of new Talents. The following list contains ALL of the Talents I have to date (some may disappear, others may still be added), including those from the core rulebook (they are marked as noted below)

The ones with the "**" in front of them are from the core Novus book (the 2 for Mounted Combat will be in next version)




    [li]      Accelerated Mending     -  hits heal 10+ Con stat bonus per 8 hour period  [/li]
    [li]      Accute Hearing       -  gain +3 to hearing related perception rolls [/li]
    [li]      Accute Smell         -  gain +3 to smell related perception rolls and tracking  [/li]
    [li]      Acrobat     -  gains +2 to Acrobatics skill, falls reduced 3' per rank of skill instead of 2. [/li]
    [li]      Adherence       -  can stick to walls  [/li]
    [li]  **      Adv. Combat Training         -  better multiple attacks [/li]
    [li]  **      Adv. M.A. Training       -  can buy Adv. MA skill   [/li]
    [li]      Amazing Leaping     -  Can jump incredible distances   [/li]
    [li]  **      Ambidexterity       -  use either hand equally [/li]
    [li]  **      Archery     -  specialize in 1 ranged weapon   [/li]
    [li]  **      Armor, Heavy         -  use armor   [/li]
    [li]  **      Armor, Light         -  use armor   [/li]
    [li]  **      Armor, Medium       -  use armor   [/li]
    [li]      Blazing Speed       -  base run is 3x base speed   [/li]
    [li]      Blind Fighting       -  Fight in total darkness without penalty (also useful against invisible foes)    [/li]
    [li]      Combat Reflexes     -  gain +2 to DEF and Attack Bonuses; get extra die for init (discard lowest); not with Lightning Reflexes [/li]
    [li]  **      Combat Training I       -  lesser combat mods  [/li]
    [li]  **      Combat Training II       -  greater combat mods [/li]
    [li]      Command     -  able to lead # of men up to Charisma stat value [/li]
    [li]      Danger Sense         -  perception roll to know you are in danger   [/li]
    [li]  **      Darkvision       -  see in dark [/li]
    [li]      Dense Msculature         -   gets +1 to AB and AR and saves vs. stun, -3 to swimming (this is basically Density Increase)   [/li]
    [li]      Dual Weapon Kata         -  2 dis-similar weapons (dagger/baton) to make 2 attack per round [/li]
    [li]      Dwarfism         -  are 3/4 normal height, weight is normal for new heigh; +2 Speed, -1 Strength -- options for increased size reduction and for allowing reduction at will...    [/li]
    [li]  **      Extra School of Magic       -  learn second school of magic    [/li]
    [li]  **      Extra Spell Points       -  extra 5 SP to start [/li]
    [li]      Far Shot         -  increase Range Increment by 1/2 (double for thrown weapons) -- single weapon only   [/li]
    [li]  **      Fast Mana Recovery       -  recover SP quicker  [/li]
    [li]  **      Favored Skill       -  skill marked as Favored [/li]
    [li]      Feint       -  bluff, to gain advantage next round [/li]
    [li]      Flight       -  can fly (double base speed is base flight) - if he has physical wings, he can also glide (and if wings damages, not be able to fly) [/li]
    [li]      Focused Dodge       -  +2 DEF against single target    [/li]
    [li]  **      Frenzy       -  frenzy!!    [/li]
    [li]      Geographic Awareness         -  gains +2 to Navigation and Craft: Mapping skills    [/li]
    [li]      Giantism         -  grow bigger [/li]
    [li]      Hammer Throw         -  Throw hammers/axes with ranges of short bow [/li]
    [li]      Hammerhand       -  fists strike as Maces   [/li]
    [li]      Herbalist       -  gains +2 to any rolls dealing with Herbs    [/li]
    [li]      Immovable Will       -  gain +10 versus fear and charm spells/abilities [/li]
    [li]      Impedance Reduction     -  may cast spells while wearing armor [/li]
    [li]      Improved Feint       -  as Feint, but bigger bonus  [/li]
    [li]  **      Improved Save       -  get +1 to singl save    [/li]
    [li]      Influence Animals       -  beastmaster talent  [/li]
    [li]      Infravision     -  see heat/cold   [/li]
    [li]      Innate Natural Attack       -  claws, etc. [/li]
    [li]      Innate Ranged Attack         -  ranged bolt (spike, energy,e tc..)  [/li]
    [li]      Innate Ranged Grapple       -  webbing, etc...   [/li]
    [li]      Instinctive Defense     -  gain +4 to DEF and vs. Surprise [/li]
    [li]  **      Language, Spoken         -  learn to speak language [/li]
    [li]  **      Language, Written       -  learn to write/read language    [/li]
    [li]  **      Light Touch     -  get +3 to pick pockets or disarm traps  [/li]
    [li]      Lightning Reflexes       -  gains +5 to initiative and rolls involving Surprise [/li]
    [li]  **      Major Adept     -  best school [/li]
    [li]  **      Major Physical Training     -  get +6 hits [/li]
    [li]      Many Shot       -  shoot 2 arrows at single foe in single shot (-4 to both attacks)    [/li]
    [li]      Mental Link     -  link minds  [/li]
    [li]  **      Minor Adept     -  second best school  [/li]
    [li]  **      Minor Physical Training     -  get +3 hits [/li]
    [li]      Mnemonic Ear         -  Can reproduce any sound heard (if not with voice, then with appropriate instrument; +3 to all singing and playing instrument Performing Arts skills [/li]
    [li]      Mobility         -  bonus to DEF while moving   [/li]
    [li]      Mounted Archery     -  No range pen from stationary horse; 1/2 pen from moving horse; short bow only   [/li]
    [li]  **      Mounted Combat I         -  allows Mounted Combat and Charge without the negative mod for being untrained   [/li]
    [li]  **      Mounted Combat II       -  reduces AP required for Mounted Combat/Charge   [/li]
    [li]  **      Natural Ability     -  get +2 mod on 2 skills  [/li]
    [li]      Natural Archer       -  Ranges on bows increased by 10'    [/li]
    [li]      Natural Camoflage       -  change color to blend in - +5 to Stealth    [/li]
    [li]      Natural Linguist         -  learns both written and spoken forms of a language (if both forms are available) whenever a new language is learned [/li]
    [li]      Neutral Odor         -  no smell, makes you harder to track [/li]
    [li]  **      Nightvision     -  see at night    [/li]
    [li]  **      Outdoorsman     -  get +2 to 5+ skills [/li]
    [li]      Paired Weapon Kata       -  use 2 similar/identical weapons (i.e. 2 daggers or dagger/long knife) as weapon kata -- one attack only [/li]
    [li]      Point Blank Shot         -  double Base Damage on ranged attack if within 1/2 RI -- single ranged Combat Skill  [/li]
    [li]      Poison Sack     -  abilityt o generate poison -- requires delivery system - not immune, but +5 to saves against it [/li]
    [li]      Precise Shot         -  shoot/throw into melee without -4 modifier  [/li]
    [li]      Regeneration         -  heals very very fast and continuously   [/li]
    [li]  **      Second Sight         -  see spirits [/li]
    [li]      Semi-Adept       -  for semi-spell users...   [/li]
    [li]  **      Sense Magic     -  sense magic [/li]
    [li]      Shapeshifter         -  change to alternate form (i.e. change into wolf, etc..) [/li]
    [li]  **      Shield Training     -  how to use a shield better  [/li]
    [li]  **      Sleight of Hand     -  get +4 to Trickery skill    [/li]
    [li]  **      Speed Loader         -  quicker to load ranged weapon   [/li]
    [li]      Spring Attack       -  move before, attack, then move after    [/li]
    [li]  **      Stat Increase       -  get +1 to one stat  [/li]
    [li]      Sturdy Build         -  gain +5 hits and a +1 modifier to Constitution  [/li]
    [li]      Telepathy       -  send and receive thoughts   [/li]
    [li]      Tough Skin       -  natural AR  [/li]
    [li]      Visions     -  spontaneous visions about target object or person being touched [/li]
    [li]  **      Waylaying       -  knockout blow   [/li]
    [li]  **      Weapon Focus         -  get +1 to specific weapon or unarmed skill  [/li]
    [li]  **      Weapon Kata     -  use weapon with MA  [/li]
    [li]  **      Weapon Specialty         -  get +2 to Base Damage on specific weapon    [/li]
    [li]      Zen Archery I       -  visualize location of any target hidden by something that does not impede line of fire; blind archery   [/li]
    [li]      Zen Archery II       -  may fire from any position (even falling), or while moving/running without any penalty  [/li]
    [/list]

    Any feedback? Suggestions? Comments? Fireballs?[/list]

Offline samwise7

  • Newbie
  • *
  • Posts: 5
  • Karma: +0/-0
    • View Profile
Libram Novus #3 -- current Talent list
« Reply #1 on: October 07, 2011, 04:59:47 PM »
Wow, that is a lot of talents. 

It seems like a good selection to me.  I don't see anything that is too wonky.  GMs can always allow certain ones they don't like to fit the setting they are using. 

Offline Fidoric

  • Sr. Member
  • ****
  • Posts: 446
  • Karma: +0/-0
    • View Profile
Libram Novus #3 -- current Talent list
« Reply #2 on: October 07, 2011, 06:35:53 PM »
Real good stuff.
The only weird talent IMO is "feint". I would rather have it as a combat move.

imported_Rasyr

  • Guest
Libram Novus #3 -- current Talent list
« Reply #3 on: October 08, 2011, 12:10:01 AM »
Feint is actually a "Combat Move of sorts", but it requires the character doing something to throw the foe off and then taking advantage of it. By listing it as a Talent, that means that there is only a single cost (not 3), so essentially it is an advanced Combat Move (and there may still be a something along the lines of a lesser feint and/or I might still pull it from the talents completely -- remember, the list is only tentative at the moment...

Offline Fidoric

  • Sr. Member
  • ****
  • Posts: 446
  • Karma: +0/-0
    • View Profile
Libram Novus #3 -- current Talent list
« Reply #4 on: October 08, 2011, 10:14:14 AM »
I understand you logic. OTOH, you are looking for combat moves to add in v0.7 and I think feint is a good candidate.

imported_Rasyr

  • Guest
Libram Novus #3 -- current Talent list
« Reply #5 on: October 08, 2011, 12:53:12 PM »
There is nothing that says that there cannot be a Feint as a Combat move and as a Talent... Of course, I could always replace the Talent Feint with Taunt (make foe angry and unthinking...) heheh

imported_Rasyr

  • Guest
Libram Novus #3 -- current Talent list
« Reply #6 on: October 17, 2011, 08:17:06 PM »
Okay, I have just finished writing up the talent for Infravision (which is NOT an always on thing, you activate it using a will-based roll (TN 15), but you can concentrate and get bonuses, and it works in the presence of other light sources)

So far, the toughest to write up has been Influence Animals (which also required me to go back and add a talent called "Animal Tongues" which gives 10 different basic animal languages).

I have also removed Feint and Improved Feint from the list of Talents...

Next up are the Innate Attack Talents... whoosh...