Nova Character Options.pdf

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Character Options
1
Character Options
For the Nova game engine
679785645.003.png 679785645.004.png
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Character Options for Nova
sourcebook which exxxx-
pands the character
pands the character
cre
Nova ,,,,
allowing you to create
tion rules of Nova
Nova
ritten by George Chatzipetros
Contact me at neonblue@GameBox.net
ritten by George Chatzipetros
allowing you to create
truly individual and cu
Contact me at neonblue@GameBox.net
Grasp the core of Nova and other su
truly individual and cussss-
tomised characters.
p-
plements at http://members.xoom.com/
pp-
tomised characters.
CCCContains rules for non
plements at http://members.xoom.com/
sidhe7
tains rules for non-
human races as well as
tains rules for non
sidhe7
human races as well as
special gifts and dra
special gifts and drawwww-
backs your character
backs your character
can have.
can have.
A sourcebook which e
sourcebook which e
pands the character
crcre
creation rules of
tion rules of
allowing you to create
Written by George Chatzipetros
truly individual and cu
Contact me at neonblue@GameBox.net
tomised characters.
Grasp the core of Nova and other su
Grasp the core of Nova and other sup-
plements at http://members.xoom.com/
human races as well as
special gifts and dra
backs your character
679785645.005.png
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Contents
human races………………..4
Attribute generation…………………….4
Traits……………………………………...5
Gifts and Drawbacks…………….6
human races………………..4
Gifts and Drawbacks…………….6
Universal points…………………………6
Gifts………………………………………6
Drawbacks……………………………….8
Contents
Non
Non-human races………………..4
Gifts and Drawbacks…………….6
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Non-Human Races
Human Races
Attribute generation
list of racial characteristics for a stan-
dard fantasy game (a type of game I
believe most role-players are familiar
with), would seem like this:
Elf- dexterous and intelligent but frail
Halfling– quick and dexterous but
very weak
Dwarf– strong with lots of endurance
but slow and somewhat arrogant
Orc– strong but stupid
Troll– really strong but really stupid
and slow
Now that racial characteristics
have been defined in raw terms, it’s
time to deal with the game mechan-
ics. As explained in the Nova core
rules, humans get 17 dice to generate
attributes. Other races however
don’t get any dice. Instead, they get
points with which to
buy these dice.
More specifically,
they get 51 points.
Each attribute
has a different cost
the player must pay
to buy a die in that
attribute. This makes
the whole differ-
ence: a race has
some “strong” points (attributes with
low costs to buy dice for) and some
“weak” points (attributes with high
costs.
The cost for a die ranges from
1 to 5. 1 shows that the particular
race is very good at what that attrib-
ute represents. 3 is considered the
average (close to human potential).
5 is considered very bad.
If we put all this to practice,
we might turn up with a table like
the following for our generic fantasy
game.
Don’t forget that every charac-
ter needs to have at least one die in
each attribute.
But how about the maximum
dice a player can devote to a single
of his character’s attributes? Surely a
3 m tall troll wouldn’t have to abide
by human regulations… You can use
the attribute cost to determine the
maximum number of dice a starting
character may have in an attribute.
Many role-playing games, especially
fantasy and science fiction ones, al-
low players to play characters other
than humans. Common examples are
elves, dwarves, orcs etc. A game sys-
tem then has to contain a mechanic
so that these races are in some way
different than humans.
The most easy way to do this
is during the step of attribute genera-
tion. The assumption is that some
races are more or less strong, quick
or intelligent than humans and this
reflects in their attributes.
Humans are considered by
most games to be average in all; this
gives them a certain amount of flexi-
bility. No changes need to be made
in the rules of attribute generation
for humans. If this isn’t so in your
game, feel free to change this as-
sumption.
Other races have strong and
weak points. The GM needs to set
the basic characteristics of each race
before adopting any system for at-
tribute generation. For example, a
Attribute die cost
Max. dice
1
4
2
3
3
3
4
3
5
2
As you may remember, humans have
a maximum of three. Other races
Race
CON LIT
LIT
VIT
REA
INT
INS
DET
PRE COM
COM INF
INF
Dwarf
2
4
2
3
3
4
2
3
4
3
Elf
4
2
4
2
2
2
3
3
2
3
Halfling
5
1
4
1
3
3
3
3
3
4
Orc
2
3
3
3
4
4
3
2
5
4
Troll
1
5
1
5
5
5
4
3
5
4
Non
ttribute generation
CON
PRE
VIT
REA
DET
COM
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Other ways to enrich non-human races
however might have more or less.
After the purchase of attribute dice is
complete, it’s time to find out the
final rating for each attribute. Do this
by rolling each attribute die as ex-
plained in the Nova core rules.
in a skill because of its physical con-
dition (a troll might get a free rating
in endurance) or culture (an elf could
get a rating in archery).
the first place. This option gives
more or less Constitution, Stamina or
Defense. A troll could get one extra
point of Constitution and Stamina,
while a halfling could have an extra
Defense die.
Attribute limitations: It’s a good idea
to not use the attribute limitations
for humans. Humans get a 3-dice
limitation for physical attributes but
they’re unlimited in other attributes.
Other races may exceed these limits
or have limits in other attributes.
It’s not a good idea
Traits
Special abilities: These include things
like flying, lightning reflexes etc.
There are other ways to distinguish
between races aside from attribute
generation. The following traits have
been designed to act secondary, with
attribute generation having the pri-
mary effect. A GM may use some, all
or none of them to design his game’s
races.
It’s not a good idea to revoke
the limitations for developing attrib-
utes through experience, especially
for Intellect and Comeliness. The rea-
sons for these limitations are well-
grounded and beyond racial con-
cerns.
Armor: Some races may have natural
armor. This changes the unarmored
rating other people use in damage
rolls against them. Humans have an
unarmored rating of –2. A troll’s
thick skin however might earn it an
unarmored rating of –1. It isn’t rec-
ommended that the GM gives an un-
armored rating greater than 0 to any
player character race.
Magic: Always a good way to distin-
guish between races, if the GM uses
rules for magic, he might make some
races more adept at it while totally
banning other races from its pursuit.
Altered secondary attributes: These
should only be used rarely because
secondary attributes are derived
from attributes, which are altered in
Skills: A race might get a free rating
Attribute limitations:
Special abilities:
Special abilities:
It’s not a good idea
Armor:
Magic:
Magic:
Altered secondary attributes:
Skills:
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