Nova Corebook.pdf

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Nova
1
a
creation
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Nova, the Universal Game Engine
Created by George Chatzipetros
Contact me at neonblue@GameBox.net
n elegant, flexible, exciting
game system, designed to su
game system, designed to sup pp p-
port a variety of settings and
Contact me at neonblue@GameBox.net
Watch out for sourcebooks and
port a variety of settings and
games and suit the GM’s
Watch out for sourcebooks and
updates at http
Watch out for sourcebooks and
games and suit the GM’s
needs.
updates at http://members.xoom.com/
://members.xoom.com/
uses only one type
of dice (D6) and one way of
Nova uses only one type
uses only one type
of dice (D6) and one way of
rolling them. It will be su
sidhe7
rolling them. It will be supppp-
ported with a variety of su
ported with a variety of sup pp p-
plements to expand its cap
plements to expand its capaaaa-
bi bibi bilities to many different genres
ties to many different genres
of role
of role-playing.
playing.
An elegant, flexible, exciting
n elegant, flexible, exciting
Created by George Chatzipetros
game system, designed to su
Contact me at neonblue@GameBox.net
port a variety of settings and
games and suit the GM’s
needs.
needs. Nova
Nova
updates at http
of dice (D6) and one way of
rolling them. It will be su
ported with a variety of su
plements to expand its cap
ties to many different genres
of role
playing.
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Contents
Character Basics……..4
Attributes………………...4
Attribute generation……4
Skills……………………...4
Basic skills………………..5
Determining skills……….5
Secondary Attr…………..9
Constitution……………..9
Stamina…………………10
Defense…………………10
Personality traits………10
Limits in attribute devel-
opment…………………15
Fire..……………………20
Acid……………………..20
Radiation……………….20
Toxins…………………..21
Disease………………….22
Healing…………………23
Combat……………..16
Initiative………………...l6
Surprise………………….16
Attack…………………...16
Damage.………………..17
Armor…………………..17
Weapons………………..17
Ranged weapons………17
Close combat weapons..17
Automatic weapons……18
Explosives………………18
Close combat weapons..18
Physical attacks…………18
Combat modifiers…..…19
Nova Lite…………..24
There are no targets num-
ber but one!……………24
The Engine Core...…12
Modifiers……………….12
Movement………..……12
Decrepitude…………….13
Checks…………………..14
Attribute checks………..14
Skill checks……………...14
Complex checks………..14
Experience………………14
Hazards…………….20
Falling…………………..20
Air………………………20
Contents
Character Basics……..4
Combat……………..16
Nova Lite…………..24
The Engine Core...…12
Hazards…………….20
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4
Character Basics
Attributes
Reaction: Reaction shows the speed
and reflexes a character possesses.
ter’s ability to influence and per-
suade others through talking. It
shows well someone communicates
with the environment and other
people.
Every attribute has a rating consisting
of one or more numbers. The more
numbers the better, as the player
rolls more dice. Also, the lower a
number the greatest the chance of a
die coming up as a success. Examples
of attributes are 5, 45, 557 etc.
When referring to the number of
dice of an attribute (also called at-
tribute dice), we mean the quantity
of numbers (eg an attribute with a
44 rating has two dice).
That said, the human average
is considered to be 5 for all attrib-
utes. In the case of humans, there is a
limit of three dice in each of the
physical attributes. A human can’t be
too strong or extremely dexterous.
ttribute generation
A starting character gets 17
“generation dice” to distribute
among the 10 attributes. Each
attribute must have at least one
die and may have up to three.
After all generation dice have
been assigned to attributes,
they are rolled to determine
their rating.
Attribute generation
Attributes are the general characteris-
tics defining every being. They serve
as a measure of its abilities, strengths
and weaknesses. Because of this, they
are divided into three categories.
Physical attributes measure a charac-
ter’s physical capabilities like strength
or dexterity. Mental attributes meas-
ure the character’s intellectual abili-
ties as well as his wit and will. Lastly,
Social attributes measure the charac-
ter’s interaction with the environ-
ment and other people.
There are ten attributes in to-
tal: four physical, four Mental and
two Social.
Mental
Intellect:
Intellect: A measure of the charac-
ter’s intelligence.
Insight:
Insight: Insight is a lot more compli-
cated an attribute than Intellect. It
represents the character’s knowledge
about himself and bout the world. In
short, it is what most people call wis-
dom.
Determination:
Roll
Rating
Determination: Determination de-
pends on the strength of the charac-
ter’s will, his desire to overcome all
obstacles and emerge victorious from
any situation, to stand against any
opponent no matter the odds.
Presentiment:
1-2
6
3-4
5
5-6
4
Example: Michael devotes two
generation dice to Vitality. He
rolls them, scoring 2 and 6.
This means that his Vitality will
be 46.
GMs can vary the amount of
starting generation dice to com-
pensate for the difficulty of
their game.
Physical
Conditioning:
Presentiment: Presentiment shows
the quality of the character’s senses
and also his perception and the
amount of information he receives
from the environment.
Conditioning: Conditioning depends
on the character’s physical strength
and how well he can use it.
Litheness:
Litheness: Litheness measures a char-
acter’s manual dexterity, agility and
flexibility.
Vitality:
Skills
Social
Comeliness:
Vitality: Vitality represents the char-
acter’s resistance to physical damage,
as well as disease and poisons and
generally anything that can directly
Comeliness: A measure of the physi-
cal beauty of a character and the at-
traction he causes.
Influence:
Skills represent abilities of the charac-
ter more specialised than attributes.
Skills depend on knowledge and in-
formation attained by the character through studying and practicing.
Influence: A measure of the charac-
ttributes
ttribute generation
harm the organism.
Reaction:
Reaction:
Mental
Mental
Intellect:
Insight:
Rating
Determination:
Presentiment:
Physical
Conditioning:
Litheness:
Social
Comeliness:
Vitality:
Influence:
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5
Skills are divided in talents and knowledges
They are divided in two general
categories:
Talents are practical skills (like
brawling and climbing) that
mostly require practice rather
than theory or studying.
be purchased only if the character
already possesses the main skill at
rating 1 or better.
If a subskill is a talent and the
main skill is a talent too, you may
use the subskill even if you don’t
possess the main skill, but all rolls
suffer a +2 penalty. If the main skill
is a knowledge, you have to possess
it in order to use the subskill, even if
the subskill is a talent.
character can mimic someone else.
The result shows how good the mim-
icry is. This skill is very useful when
trying to conceal your thoughts and
wishes by pretending to be think
something else.
Amb
etermining skills
A starting character gets 20
“generation dice” to spend on
skills. Up to four dice can be
spent on a single skill. No dice
may be spent on a subskill if
you don’t devote at least one
die to the main skill. After all
dice have been distributed, de-
termine the skill’s rating by fol-
lowing the simple rule below:
Determining skills
Knowledges depend on exten-
sive studying and the learning
of a theoretical background
(like medicine or physics).
Skills have a rating of 1 to 4. This
comes to play when the player at-
tempts to make a skill check. A rating
of 1 belongs to a novice, while at
level 4 the character is considered to
be a master in that field of expertise.
The main difference between
talents and knowledges is that tal-
ents, being practical skills, can be
used by all people, even by those
that don’t possess a rating in the skill
(simply use rating 0 when making
the skill check). Knowledges on the
other hand, can not be use by some-
one who doesn’t possess a rating of
at least 1.
Some skills exist as specialisa-
tions of more generic skills. These
skills are called subskills (eg genetics
is a subskill of biology). Subskills may
Knowledges
ush (INT): Someone with this
skill is able to plan and perform an
ambush so as to surprise his enemies.
Each success modifies by +1 the
awareness check of the victim(s)
along with any other modifier that
may apply.
Archery (LIT):
ush (INT):
Basic Skills
It would be a futile task trying to as-
semble a list of all the skills that
could be of use in every setting. This
is left to the imagination of the GM.
Below follows a list of important
skills that are of use in most of the
worlds. Knowledges are marked with
a “+” after the skill. All other skills
are talents. Subskills are marked with
an arrow.
Academics (INF):
The first die in a skill
automatically gives rating
1.
Archery (LIT): This combat skill en-
ables the character to use bows and
crossbows.
Armed combat (LIT):
Armed combat (LIT): This skill gov-
erns combat with hand weapons of
any kind, from daggers to swords to
maces.
—> disarm:
Extra dice (other than the
first) are rolled and if
they come up as 4-6 they
increase the skill rating by
one (to a maximum of 4
of course). Any other re-
sult means the die is
wasted.
GMs may want to change this
procedure by giving more or
less skill dice to players or by
letting the players choose skills
that are related to their occupa-
tion with some bonuses.
disarm: This subskill enables the
character to perform disarming ma-
neuvers with his hand weapons. A
disarming maneuver is a contest be-
tween the disarming skill of the char-
acter and the weapon skill of the op-
ponent and replaces a normal attack
action (don’t use the weapons’ of-
fense and defense ratings). If the
character wins the contest, he causes
disarm:
Academics (INF): The character is
considered to be a skilled teacher
and this talent measures his ability to
pass his knowledge to his students. It
is an essential skill for anyone inter-
ested in providing education.
Acting (INF):
Acting (INF): Using this talent, the
etermining skills
Talents
Ambush (INT):
Amb
Basic Skills
Archery (LIT):
Armed combat (LIT):
Academics (INF):
Acting (INF):
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