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NOVATERRA 2040 Quick Start Guide

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The material exposed here in NOVATERRA 2040 Quick Start


Guide, is an condense version of the NOVATERRA Core Rule-
book, Created, Writen and Designed by
Enmanuel Martinez
. Illustration: Enmanuel Martinez.
. Templates and Editorial Design: Ledys Jimenez.
This work is licensed under the Creative Commons . Graphic Design: Enmanuel Martinez, Ledys Jimenez.
Attribution-NonCommercial-ShareAlike 3.0 Unported . Help y Playtesters: Cristobal Liscano, Andes Cordoves, Ledys
License. To view a copy of this license, visit http://crea- Jimnez, Mario Chiztazo Petaccia, Pedro Lucena, Diego Aran-
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to Creative Commons, 444 Castro Street, Suite 900, nez, Anthony chucu, Andres Polle Garcia.
Mountain View, California, 94041, USA.

NOVATERRA 2040 Quick Start Guide

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NOVATERRA
Quick Start Guide

Here you have a quick guide that will give you introduction to the universe of
NOVATERRA 2040, both in history as game rules. Here you also get the adventure of
Escape from the abandoned the city, which has as intention provide an idea of how to
play NOVATERRA 2040. This is a tabletop role-playing, you dont know what is that?
We explain it to you.

What is a role-playing game? chnology called citadels, while some others have
A role-playing is a tabletop game in which you taken refuge in the exterior, with its own means.
may or may not use a board, in which you use
your imagination to give life to a fictional charac-
ter in the game. It is as if it were a work of theater, About this guide
in which the participants interpret the role of a The NOVATERRA 2040 Quick Starters Guide is
character, taking part in a play that doesnt have designed to give a small taste of the NOVATERRA
a specific script; these characters are known as 2040 Core Rulebook, with a light summary of
players characters or PCs. Also is another of the rules, history and characters. It is important that 1
members of the game that would be like the di- players have at hand this set of basic rules to play
rector of the play, known as Game Master or GM. properly, and this explains the way in which they
The GM runs the script of the story in which can play and interact with their environment.
it develops the protagonists and is responsible for
giving life to all the other characters of the story
that are not interpreted by the players, they are What is needed to play
known as non-player characters or NPCs. It is also In NOVATERRA as in many tabletop RPGs, it
responsible for managing the game, deciding and requires mainly of pencil, paper and imagination.
describing the outcome of the actions taken by Among other things is also needed a 6 sided dice
the characters in the story. In role playing games or abbreviated as D6 or just D, usually preceded
unlike many other games, are not about who wins by a number indicating the number of dices 6 (3D
and who loses, rather it is based on interpreting are three six-sided dice or 5D mean throwing five
the character and fulfill goals or objectives, the six-sided dices). The game system called ND6, is
team play and the fun. If you want to have more designed with simplicity, so that anyone can play
information on role of table games you could do easily, whether a novice or an experienced player
a little research in this regard on the internet, as RPGs. To play comfortably takes at least 10 6-sided
you may also search for a friend who has already dice, but the more they are, the better. It would be
played to guide you in this regard. good idea if you plan to be the GM, you read the
NOVATERRA is a role-playing game in the near entire quick start guide, before starting to run the
future of 2040, time in which the supernatural game. Also print this set of rules so all players
creatures have repopulated the world, a war to de- have access to it and print out the pre-generated
cimated humanity and the earth itself, and some characters for each player to choose the character
humans have taken refuge in great fortresses of te- they want. The adventure should be printed only

NOVATERRA 2040 Quick Start Guide

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by the GM. Finally the most important thing of (3D, means throw three 6-sided dices, 5D means
any game is to have fun and have a good time with throw five 6-sided dices). 1D3 means throw 1D6
friends. This game its not recomended for people and divide its result to the half. Sometimes is pre-
under 15 years old. ceded by a symbol + or a symbol - that im-
plies a bonus or a penalty.
Disadvantages: are characteristics chosen by
the player for her character faults that represent
innate personality to give and earn Growth Points.
Damage / Health Points (HP): when a charac-
ter is hurt, or it attacks someone, that character re-
ceives damage. The damages is reduces from the
Health Points of a character. If the HP is reduce to
less than 0, the character is dying.
Dice Pool (DP): implies the amount of six sided
dices a player must throw in determine activity
done by his character.
Failure: when a character takes an action and
Glossary of Terms
fails to reach the number of difficulty imposed.
of the terms used in this manual, are unique
Whether the character fails to achieve any success
and exclusive of the book, or role-playing games
or doesnt reach the ND, the margin of failure is
in general, either because they are given a new
determined by the difference between the ND and
meaning or because they are used in a way that it
the result obtained.
is important to emphasize.
GM: an abbreviation for Game Master. Is one
Action: represents any activity that requires a
who directs the game session.
lot of time and considerable attention on the part
2 of the character.
Karma: is a score exclusive of players and
non-player characters important to allow them to
Assault: measure of fictional time to carry out
change the random dice thanks to the help of the
a certain amount of actions usually in the middle
destination.
of a fight. This time is around 6 seconds within
ND: Number of difficulty, the number that a
the time of the game.
character should reach with his score of action for
Aptitude: is the innate ability of a character to
a successful activity.
perform any activity in general, the aptitudes are
NPC: non-player character, thus they are called
qualified in ranks, higher the rank, the better he is
to the characters that do not belong to a player and
at certain kind of activities.
are controlled by the GM.
Advantages: benefits selected by the player for
PC: Player Character, it is called as such be-
her character to make it unique in its style.
cause the characters belonging to the players in
Bonus: they are added to the score of action
the game.
either by profession, specialties or equipment use.
Penalties: mean subtraction to the DP for a
This sum is usually +1D or +2D. These bonuses can
character, either by pain, damage, or any other
be combined to create a larger bonus but among
possibility that makes him incapacitated to per-
all together cannot be larger than +6, with some
form an action.
strange exceptions.
Rank: a way to qualify and quantify the degree
Bioenergy: the energy for all living beings or
of ability of a character in a specific field. The hig-
organic, that determines its potential, this energy
her the rank, the better it is in this field.
can be used for special activities, in stressful si-
Skill: represents the level of knowledge or tra-
tuations or to win a bonus.
ining of a character in a specific field such as fi-
D: this is the abbreviation used to call the gi-
rearms or informatics.
ven six-sided dice usually is preceded by a number
Specialty: are fields of certain skills in which
that indicates the amount of dice to be thrown

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the character is more skill and is very well trained. Success: when a character takes an action and
This can provide bonuses or allow us to perform exceeds the number of difficulty imposed. The
certain activities that would otherwise be impos- margin of success is determined by the difference
sible. between the ND and the result of the character.
Stress / Lucidity Points (LP): when the cha-
racter is under pressure receives stress points and
they are subtracted from the Lucidity Points of the
character. If a character reduces his LP to less than
0, he is at the edge of madness.

Welcome to
Novaterra 2040
3
In this section are explained quickly, the events noes; But the greatest threat were the superna-
that brought the world to the point at which it is tural creatures. From the forests began to appear
when they develop the facts in the universe of No- beast men, of the cemeteries, the dead began to
vaterra 2040. If you want to know the full story, rise up, to the mountains and many other places,
download Novaterra 2040 Events. the elves, ogres and goblins appeared. The worst
threat of all were the dragons, powerful beasts,
smart, astute, and with great powers seemingly
The column of light and the war magical, destroying everything in its path, and the
of the dragons only hope of mankind, the technology.
During the period from 21 December 2012 a During months humans were decimated, both
huge column of light covered the sky from An- by the climatic conditions as by the war, but the
tarctica toward all the land. The chaos covered technology would give them the advantage and
the globe as the telecoms were affected by the shortly after began the offensive of the humani-
electromagnetic discharges. It was decided to mo- ty, aided by the presence of powers of antiquity
bilize a group of scientists to know the reason for which resurged in the darkness, the Inquisition
the column of light, but in his journey they find an and the exorcist monks form the east, as the pri-
Antarctica in the process of thawing and strange vate military companies or PMCs. For nearly two
creatures that began to attack the mankind. years was forged a war that ended a few months
During the next few months, all sorts of eco- after a terrible nuclear attack on the entire nor-
logical disasters attacked to the earth, product of thern hemisphere, where were the major nests of
the thawing of one pole of the planet, changes in the dragons for end of 2014, had completed the
the electromagnetic fields, followed by storms, terrible war of the dragons but at a great cost.
earthquakes and even the awakening of volca-

NOVATERRA 2040 Quick Start Guide

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The post war and survival ted. Five mega-constructions; one of them in each
The war was won but the humanity was des- continent to protect humanity from extinction.
troyed and diminished in a planet with very ad- But the organizations of Control of Supernatural
verse weather conditions. During the next few Threats or also known as CST, they discover that
years, human beings began to seek refuge in the the dragons still exist, moving in the dark even
cities building giant walls to defend themselves with the ability to become human, allowing them
2 against the supernatural creatures that were still to go unnoticed with ease. This information is
hunting in the wild. These cities would be known known by very few, mainly because the CTS will
as fortresses, while other small places of trade ensure that this information does not arrive at the
are known as passages. In an open field, the road hands of the population.
pirates, the supernatural beasts and many other
threats, do not have any mercy. Many companies
joined together to form large conglomerates and The year 2040 D. C. 28 years after
to be able to survive after the destruction caused the day D.
by the war. But during the year 2015, the NU de- Human society has adapted quickly to the
clared the construction of the citadels, mighty for- citadels, in a few years they have returned to a
tresses of technology to preserve the human race. lifestyle. The beasts attack increasingly more in-
Prostheses biotechnological and nanotechnology directly, manipulating and controlling. Life in the
are beginning to allow match the field of battle citadels tries to be as it was before the war and
against the supernatural creatures. many believe in this false tranquility. The eco-
nomy is monopolized by large companies linked
to survival but with dark secrets. The new gene-
The citadels rations do not saw the war of the dragons or were
For the year 2030, all the citadels are comple- too small to remember it, and now, this is the only
4

NOVATERRA 2040 Quick Start Guide

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world they know. But the truth is that the war has provide modifiers to the aptitudes.
not ended, now is being carried out from the sha-
dows, fighting over territory and by the soul of the
planet earth. Some are lucky enough to live in the Conviction
citadels, some others do not, and outside of the This characteristic defines in what the cha-
citadels, survival is the priority at any cost. racter believe in. Every person has its own mo-
ral compass that points its north, a guide at the
3
moment of acting. The player chose what is good

Characters
and there for, what is grown for the character. This
doesnt mean that the north of the character is
The players control characters in the history of right, instead is the moral conditioning of a cha-
NOVATERRA 2040 known as players characters racter. It doesnt represent an objective that can be
or PC. They are the bridge of the player or his achieved, implies how the character sees the world
avatar to this universe. The players shall embody around him.
characters caught in the secrets of this war that
carries out the humanity for the survival, fighting
against supernatural beasts, plots, corporations, Objective
and sometimes against the humans themselves. A character has objectives which mean some
The characters have a different number of scores personal mission, a reason to get up every day and
that define it in the rules of the game, but the strive for that something. The objective must be
true definition of a PC are their ambitions, their important and must define the character, a before
stories, their personality and their experiences, it and after, especially if that objective brings a lifes-
is decision of the player to define his character. tyle that is potentially mortal.
Decisions are something important in the univer-
se of NOVATERRA, both from the moral point of 5
view as from the social point of view; take deci- Instinct
sions that can affect the mental stability of your The character instinct represents a reflex, an
character can wreak havoc in the long term, while automatic reaction when something happens or a
those decisions can also cause many side effects trouble appears; usually something that the cha-
in your environment. In this section can be seen racter does unaware. Represents a quick reaction.
in a simplified manner of the different aspects that
possesses a character.
Alliance
An important piece inside the NOVATERRA
Profile 2040 game is alliances. The character form part of
Your profile allows you develop the charac- great struggles of power against supernatural for-
ter from the point of view of personality, giving ces or even human faction, like organization and
points of reference to interact and perform their mega corporations. Every character begins with a
actions. rank of some kind of alliances with some impor-
tant group in the war.

Background
Represents the place of origin of the charac- Aptitudes
ter and how he grew up within its environment. Aptitude represents an innate capability of a
The background affects the character to be good character to carry out an activity. Aptitudes are
in certain activities. There are 6 backgrounds to determined in each person innately but also may
choose from: Fortress born, Citadel people, Pas- produce their development as a result of lear-
sages kind, Nomad, Religious and hardened, which ning. There are motor skills (physical), intellectual

NOVATERRA 2040 Quick Start Guide

Joba Tett (order #5574298)


(mental) and sensory (social). There are a total of 6
different Aptitudes that the character can develop.
These defined by ranks, a numeric value from 1 to
6 to determine how good a character is doing an
activity, 1 being very poor, and 6 the limit of what RANKS
is humanly possible, whereas 2 is the average. The ranks of the different scores of the
characters are represented on a scale of 0 to 6
depending on the rank for a particular trait of
Vigor (Vig) the character can be determine how good or
The Vigor represents the ability of a character bad it is in this activity.
to deal with weight, ability to do damage and re- Rank 0: lousy. The character is really bad
sist it, overall physical strength and health. in this activity.
Rank 1: poor. The character makes it to
mean.
Dexterity (Dex) Rank 2: average. Does not protrude, for
The dexterity of a character represents their good or for bad.
agility, balance and accuracy when it comes to Rank 3: highlight. the character stands out
throwing things or with ranged weapons such as quite.
firearms, bows or throwing stones. Rank 4: excellent. Outstanding perfor-
mance in the activity.
Rank 5: extraordinary. Few can overcome
Intelligence (Int) it.
The intelligence is represented as the mental Rank 6: Unique. The character is unique in
capacity of a character from understanding, me- its class.
6 mory, logical reasoning and learning speed. Rank 7+: superhuman. Any rank of 7 or
more is above the human capacities.

Will (wil)
Represents the mental and spiritual strength,
concentration, discipline and ability to focus the
mind on a specific activity.

shine in their strong points.


Cunning (Cun)
The cunning represents the mental sharpness
of a character, the ingenuity, quick thinking and Skills
the ability to avoid being deceived. If the aptitudes are the innate abilities of a cha-
racter, the skills are the skills they had learned of
a character. The skills are all those things that the
Communication (Com) character knows how to carry out, like Athletics,
Represents the social capacities, communica- learn history, persuade someone or fight. The
tion skills and interaction capabilities of the cha- skills are directly linked to an Aptitude; therefore,
racter with other thinking beings. a character that has informatics, he always will be
making his informatics skill by adding intelligence
+ Informatics. Some skills according to the base
Skill groups aptitude are:
It allows players the possibility to create a cha- Vigor
racter under certain standers, allowing them to Athletics, Brawl, Melee weapons, Swim, Resis-

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tance. mage, its reduce from his Health Points. The hig-
Dexterity her the HP more is the damages that can withs-
Alert, Driving, Dodge, Manual skills, Mark- tand, before falling dying.
smanship, Stealth.
Intelligence Lucidity Points (LP)
Healing, Informatics, Languages, Science, Oc- Represents the lucidity of a character, his abi-
cultism. lity to see and act in a conscious way and see the
Will world clearly, but traumatic events, fear and emo-
Concentration, Courage, Harmony, Rituals. tional pain, can make the character begins to men-
Cunning tal stress, that is reduce form his Lucidity Points.
Empathy, Investigation, Perception, Tactics, The higher the LP the more stress can withstand
Tracking, Survival. before falling to the edge of madness.
Communication
Contacts, Deceive, Persuasion, Seduction, Protection (PR)
Street wise. Represents the capacity of a character to redu-
ce damage from an impact already received. The
damage can only be reduced by armour or exter-
Qualities nal protections. In this way, a character who recei-
The advantages and disadvantage are certain ves a stab of 6pts of damage without any protec-
qualities that the characters have that usually make tion, will receive the full damage, while someone
them different to the other in some way, whether with a PR 4 will receive only 2pts. The reduction
it be good or bad by providing them with benefits is better explained in the Chapter combat.
or limitations that make it more to the individual
character. If the player wants, can buy benefits to Defense (Def)
improve your character or win disadvantages. Represents the DP of the character to be im- 7
pacted by physical attacks, whether are Melee or
distance attacks. The basic DEF of character Dex-
Especialidades terity, certain armors can reduce de Defense as
The specialties represent focused capabilities they heavy. Shield or certain combat maneuvers
of a character to perform specific activities not can improve the defense of the character.
only provide the character the ability to highlight
among many others in certain activities, but also MOvement (Mov)
allows you to give far greater diversity and custo- Represents the speed to move from a creature
mize your creation. Several characters pre-genera- of a given size between greater faster movement is
ted have specialties that are explained in each one. a creature and more moves in an assault.
The specialties are explained in NOVATERRA
2040 Core Rulebook. Bioenergy (Bio)
Represents the physical, mental and even spi-
ritual potential of a character to extract the power
Derivate scores of its own body, whether conscious or not, and
These scores represent different aspects of even to perform above human feats.
character that are not specified in other groups. The PC begins with a certain potential that
These possess an abbreviation that allows rapid puts them above the average, allowing them to
identification as a reference. use its bioenergy to enhance certain activities,
although probably the characters is not aware of
Health Points (HP) this. You can spend 1pt for BIO in:
Represents the ability to resist damage of a Get a bonus of +2D
character, and each time the character takes da- Roll extra dices for every 6 obtain in a dice.

NOVATERRA 2040 Quick Start Guide

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Get a +1S to Initiative for one assault. test on an opponent with a penalty of -2D.
Get a +1D to Defense for one assault. By spending 1 point of karma can boost a test
Reduce damage received in 3pts. of a companion with a bonus of +2D.
Use certain movements or specialties. When a character eats up all points of karma,
A character cant spend more than 3pts of this reaches 0, but at any given times the GM, can
bioenergy in one assault and cannot spend more make harmful effects on a character in exchange
than 1pt for bioenergy in the same activity (exam- for 1pt of karma. Abuse of destiny will not go un-
ple: you cannot spend 2pts for bioenergy in get a punished and the universe always seeks regain its
+4D or 2pts for bioenergy in reduce 6pts of da- balance. Some of the things the GM can do to give
mage). karma points are:
Deny any a test of any kind, resulting in a fai-
lure of the action of the player character.
Karma Provide a bonus to a test of some opponent of
Karma is karma, is an intangible and immea- the player character with a bonus of +2D.
surable energy, is both a cause and effect, it is The GM can create a penalty for a partner of
action and reaction, a sort of law of universal the player test, with a penalty of -2D.
remuneration of acts performed in the life. Some Equally this resource to provide points of kar-
calls it destiny, other divine providence, even the ma to the players is not something of which to be
hand of God, his existence can be questioned and abused, because it can easily cause major com-
doubted, does not have tangible form, it cannot be plications and should only be done once for each
measured, but the karma exists and moves to the player per session.
entire universe. In terms of game the karma re- Example: When you walk by the sharp stones,
presents the way the universe rewards the players you fall back spectacularly and you feel like
actions, through karma points, it is important to something is broken inside your backpack and
8 emphasize that the majority of non-player charac- when you check, your compass is shattered ...
ters do not have karma points, they are ordinary the GM tells the player: receive 1pt of karma.
people, beings that are not linked to the will of
the universe and does not have the ability to chan-
ge the world. The characters players start with 1
point of karma. You cannot spend more than 2pt
of karma per game session.

How To use Karma Points


In game, the karma allows a character to al-
ter the fate and remove or reduce the chance of a
specific situation in order to obtain the result desi-
red. The player has several ways to spend points of
karma. Character cannot spend more than 1 point
of karma by assault, a player may not spend more
than 2 pts of karma per game session.
By spending 1 point of karma, the PC can over-
come a specific test automatically; if it is an op-
posed test, you win with a margin of 3 successes.
The character can reduce a large amount of da-
mage; spending 1pt of karma can effectively redu-
ce 30pts of damage.
By spending 1 point of karma can penalize a

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RUles
of the Game
The game is a representation of a story in which Number of difficulty or ND
the characters of the players are the protagonists, As the words said so, the Number of Difficul-
but as with every game has its rules. Of course the ty or its abbreviation ND, represents how easy or
rules are not designed to be a straitjacket, when a complicated is to carry out an action. The higher
rule is not helping, or is causing a lot of conflict it the ND, the more difficult it becomes to do an ac-
is best to ignore or modify it. tivity. The ND represents the number of successes
that is necessary to perform an action. Heres a
guide on how can be established the ND depen-
THe Tests ding on its complexity.
In definition, a test in terms of gameplay, is
any activity that the character think about under-
taking in which there is a possibility of success or ND Mental Physical
failure. Each test is associated to an Aptitude +
Unit conversion
Skill knows as Dice Pool (DP) determined by the Routine, Level 1 (meters to inches, Jog.
GM, trying to fit in the most appropriate manner etc.)
to the action to perform. Moderate, Level 2
Hack a common Shot an immobile
Throw a number of dices equal to the DP, any email account. target at 20 yards.
result of 4, 5 or 6, is considered a success. Some Complicated, Read a navigation 9
Climb a building.
Level 3 chart.
activities requires just 1 success, but sometimes,
Play a Shakespeare Drive a car at
are required more successes.
Hard, Level 4 recital from 100mph in a dark,
memory. wet driveway.
Calculated the
Extraordinary, Swim in the middle
Perform actions and tests Level 5
mass and volume
of a storm.
In all cases that required a test, the player adds of a skyscraper.

an Aptitude + skill, this is knows as Dice Pool Play with 3 knifes


Beat an I.A. in a in a monocycle
(DP) the player rolls a number of dices equal the Inhuman, Level 6
chess game. while balancing in a
DP, any result of 4, 5 or 6, is considered a Success. tightrope.
Example: John wants to run fast, John has a DP of 6D Climb to the top of
(Vigor 4 + Athletics 2). Any result of 4, 5 or 6 is a suc- Impossible, Level 7 Hack in a satellite. the Everest without
equipment.
cess. The player rolls and gets a 2, 1, 4, 5, 2, 5. Obtain 3
Successes (abbreviated 3S) by obtaining a 4, a 5 and
a 5. John runs really fast.
Never use different aptitudes 2 or 2 different
skills in the same test, but some modifiers can im-
prove or penalize the DP. By simplifying, perform
Success Success
an action involves:

Aptitude + Skill +/- Modifiers =


Dice Pool (DP)

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Example: John is trying to decrypt a password on a Margin of success Necessary to
computer, and informatics is not his best area. The
+1 Success Marginal, the necessary to achieve his goal.
GM decides that the security is not too high so it is
Good, the character makes his activity with good
level 2 (Moderated). John has a DP 3 (2 Intelligence + +2 Successes
results.
1 Informatics). Throws and get a 1, 4 and a 6, he gets Excellent, the character improves his performance
+3 Successes
2 Successes and pass the test. After a few minutes greatly.
trying to, John decrypts the password. +4 Successes Amazing, his performance is remarkable.
+5 Successes or Unbelievable, the character makes something that
more only the best of the best can achieve.
The Bonuses (+D)
Are extra sums to the DP, mainly provided by
special training or specialized equipment. Cha-
racter can have permanent bonuses or temporary
bonuses, such as a bonus of +1D per equipment. The failure and margin of
A +1D implies throwing one extra dice in the DP. failure
Sometimes the character gets extra Successes ins- When a character obtains no success or doesnt
tead of extra dices. This are explain like this +1S or achieve the ND imposed, he fails in his activity.
+2S (2 Successes). Character cannot have a sum of The margin of failure is determined by the diffe-
bonuses greater than +6D. rence between the ND and the successes obtain
by the character. If a character obtains 1S and the
ND was 3, he gets a margin of failure of 2. But
the Penalties (-D) sometimes a failure is just that, a fail test that can
In the same way that there are bonuses, there be tried again.
are penalties, which are represented with difficul-
10 ties at the time of performing actions usually pe-
nalties are reductions to the DP of the character, Basic Test
shorted like this: -1D or -2D (two dices less form It is the most common test to be carried out. In
the DP). Sometimes certain penalties are aim to this, the DP is associated with an Aptitude + Skill.
specific activities (helmets provide penalties to The GM imposed an ND and the successes must
Alert and Perception tests), as there are other ge- be equal or greater that the ND. If the character
nerals like wounds. fails, the GM can imposed a twist or the player
When penalties gets a character to a DP of 0, succeeded with a complication.
he can still throw just 1D, but he can only success
by getting a 6 in the dice. If the penalties bring a
character to a DP lower than 0, he cant perform
an action.

Margin of Success
Obtaining a 4, 5 or 6 in any dices of the DP is
considered a success, aspiring to obtain the Suc-
cesses imposed in the ND, but sometimes more
successes are obtained. The margin of successes
determined how great the character makes an ac-
tion, more than the necessary. This is not neces-
sary to determine in all tests, just in those that a
better perform results in better benefits. If a cha-
racter ND was 3 and he obtained 3S, he has a
margin of success of 3.

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Opposed Test
Are those activities in which the character
should not fight against a predisposed ND, but
has to fight against the successes of another cha-
racter, such as a struggle or a persecution. In these
cases, the dispute is usually won by the highest
successes.
The successes of the lower are subtracted from
the successes of the higher; the result is the mar-
gin of successes. In other cases is an extended
test, in which the characters must accumulated
successes, and wins whoever gets certain amount
of successes as quickly as possible.

Dice Pool Limit


Some characters can get to very high ranks of
ability, helped by bonuses or just by pure natural
skill. No character can have a DP higher that 10D.
When a character gets a DP higher than 10, the ex-
tra dices doesnt disappear, instead they become
sure successes, once the character obtain at least
1 Success in a regular way. This way a character
with a DP of 12, throws just 10D +2S, once he gets 11
at least 1S in the dices, the other 2 successes are
added. This helps to avoid the excessive throw of
dices and maintain the speed of the game.

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Combat

Too often the conflicts are resolved with the Turn


violence and the chaos of the struggle must have It is time to act the character when the charac-
an order for the rules of combat. ter you want to perform actions, must be carried
out during your turn in the assault. A character
Measurement of the time can make 2 simple actions or 1 complex action.
The time in the game system, is measured
through an imaginary way of time to determine a Minutes
group of actions and their lesser extent is called Then, the next way of measuring time is a mi-
assault. nute; this equates to approximately 6 assaults.
This measure is used for situations in an easier
pace and less chaotic than a battle.
Combat Description
In NOVATERRA 2040, the description is
an important factor, even vital to the game
Combat process
The combat can be quickly divided in 6 simple
and the combat is no different. A character
steps, explained below:
12 in a combat makes just one test but this
doesnt reflect just one attack, one shot or
Step 1: Initiative
one dodge. Instead represent a whole se-
The initiative is, in few words the way to de-
quence of movements done by the charac-
termine who or whom, maintain control of the
ter that the player describes.
assault. Each character involved in a combat situa-
The description can lead to important
tion must throw a DP equal to Dexterity + Alert or
secondary effects like more damage, tactics
Cunning + Tactics; whatever is the highest. This is
advantages or some other special situation,
done only during the beginning of the battle, the
so dont fear in creating a deep and explicit
one who has the highest number is the one who
description (under your character capabili-
has the power to decide first. The initiative re-
ties and of course, logic).
mains the same throughout the assault, although
A player that represents correctly his
some maneuvers or benefits may change it during
combat sequences should get his experien-
some assaults.
ce for interpretation.

Surprise
When one of the parts of the combat is not re-
ady for combat, can be taken by surprise in these
Assault situations the character has the right to a test of
An assault is an abstract measure of time to Dexterity + Alert ND 3 or against the Successes of
control the combat an equivalent to an average of Dexterity + Stealth of its opponent. To overcome
6 seconds. Normally a character can make just one the test the character has the right to initiative, fail
action during the assault, but if the player wants, and the character remains stone cold during the
he could make a second one with certain penal- first assault, confused by the situation without
ties. any kind of defense only for possible coverage or

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shield and no right to perform any kind of action. Tactical movement (Movement in Yard, free
action): the character can move some yards in the
Step 2: Statement of actions assault without any mayor effort, as long as he is
The first thing that a character should do, once standing of its feats and unrestraint. This is a free
they are in combat, is the statement of their ac- action.
tions (2 simple or 1 complex) to be performed du- Sprint (Movement x2, simple action): the cha-
ring the assault (unless you have been surprised), racter decides to move quickly during the assault.
it can be attack or defend and run. The characters If a character decides to move and make a mark-
cannot make the same action twice in the same smanship action, can do it with a penalty of -1D.
assault. Run (Movement x3, simple action): the cha-
racter decides to run during the assault, spending
Step 3: Perform the actions all his action of the assault and hardly anything
The characters are engaged to perform the ac- else.
tions previously declared. During its turn a charac- Racing (Athletics test, complex action): the
ter could perform different type of actions. Regu- character makes a Vigor + Athletics test. Every
larly a character could make 2 simple actions or 1 success raises the multiplier of Movement, taking
complex action and some free actions. This is the as a base Movement x3. The character has a DP 6
rule but some exceptions could be made. and obtains 2S. Movement Multiply total is Move-
ment x5 (base 3 + 2 Successes).
Step 4: Resolution of actions Wait (+2S Initiative, simple action): the cha-
Depending on the actions taken by the charac- racter chose to wait an instant to make his main
ters and if passed or failed the test, it is the duty action, and gain a +2S to the Initiative, but only
of the GM determine its resolution if the charac- during the same assault or the next of the waiting
ters attacked and impacted, it is possible for them assault. Its a free action but the character cannot
to do damage if the opponent doesnt pass a de- make any other movement action during the as- 13
fensive test. sault.
Getup (simple action): getting up from the
Step 5: Go to the next ground in normal conditions and unrestraint takes
characters turn a regular action. A character could make a secon-
Once the character with the best initiative dary action with a -2D penalty. A character on the
operates, it is time to act the one who holds the ground in melee combat has Defense -2.
next best, returning to the step 3 and 4 with each Fallback (simple action): to escape from the
character until they have acted all the characters melee combat a character must make the maneu-
involved in the assault and are not stunned. ver Fallback. The character must make an opposed
test of Vigor + Athletics or Dexterity + Acrobatics.
Step 6: Finish the assault and If fail, its enemy doesnt let the character leave the
start again danger zone but if succeeded the character can
Once all act the GM ends to describe the events move 4 yards away from his enemy for every mar-
at the end of the assault, and then start again at gin of success, just the necessary to escape from
step 2, until there is no more enemies to fight. the attacks.

Movement in combat
In combat the movement has several faces. The
movement its a kind of action aside from the re-
gular assault action. Some movement generates
penalties to the regular action, while some others
demand all the effort in the assault. Some of the
different kinds of movement in the assault are:

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Free Actions
These classes of actions are those that take Aptitude + Skill +/- Modifiers =
little concentration or effort carried out by. In the Attack
normal way the character can only perform 2 free
actions per assault. The free actions can be made When a character acquire ranks in the skill Me-
at any time of the assault, not only in their turn of lee Weapons or Marksmanship, he must chose a
actions, some of the free actions are: group of weapons in which he has training, for
Tactical move (Movement in yards) every rank of the respective skill. That way a cha-
Drop a weapon / object racter with Melee weapons rank 3, can chose 3
Say a few words groups of weapons in which he has training. If the
Observe quickly (in one direction only) character uses a weapon in which he doesnt have
Lie down on the ground, kneeling. any training, he gets a penalty of -2D.
Example: Evas character has Marksmanships 3. De-
cide that her character have training in pistols, As-
Attacks sault guns and rifles. If the character uses a gun such
Attack represents any actions of hitting, cut- as crossbow or a grenade thrower, she will have a
ting, throwing or shooting. In one assault a cha- penalty of -2D because she doesnt have that kind of
racter decides who he attack and how his PC per- training.
forms the move. A character could make just an
attack in one assault, but it doesnt mean only one
movement, it represents 6 seconds of punches, Defense
cuts, shots; the description is un hands of the Pla- The defense represents the DP that the defen-
yer but the important here is to bring to live the der has to protect himself of the aggressor attacks.
description. Attacks are Opposed Basic Tests:
14

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When a character is attacked, he must make a DP Thrown Objects:
Defense test and obtain a number of successes
equal or greater that the aggressor to avoid being Vigor + Weapon Damage +/- Modifiers =
damage. For every attack that the character is Throwing damage
aware of, he could make a Defense test.
The firearms damage:
Dexterity - Armor = Defense
Weapon Damage + /- Modifiers = Firearms
damage
Defensive Actions
Applies when a character wants to spend his In the case of unarmed combat, in the normal
assault action to improve his defense; this mean way the damage is Vigor -1. You can spend 1pt of
that his Defense DP improves to be help by di- Bioenergy to win a + 3 to damage after the base
fferent type of skills, according to the situation. damage is multiplied by the successes. The suc-
There are 3 basic types of defensive actions that cesses are calculated after the defenders test, to
improve the Defensive DP: Block, Dodge or Parry. determinate the margin of success of the attacker
The character can make any of this 3 during (if any).
the assault, according to the situation. With dod- Example: John is fighting with a road pirate, their
ge, the character adds his Dodge rank to his de- opponents defense is 2, John wins initiative. John
fense. attacks his enemy with a machete (DP 6), and obtain
With the action block, the character adds his 3S, his opponent decides to defend this assault (de-
Brawl rank to his Defense, to defend of unarmed fense 4) and gets 2 successes, leaving John with only
attack or melee attacks. 1S. The damage of the machete is Vigor + 2, so John
With the action parry, the character adds his makes 6pts of damage. Johns throws several chops,
Melee weapons rank to his Defense, to defend but his enemy manage to avoid almost everyone, 15
from any melee attack. except for the last one, a superficial cut. The next
assault John strikes again and this time gets 2S. His
opponent doesnt get any success in his defense. So
Damage by attacks John makes base damage x2, making 12pts of da-
It is the damage that a character makes each mage and his enemy falls after receiving a deep cut
time that he hits a blow to his enemies; its a fixa- in the leg and a final cut in the face.
ted number and its determined by Vigor + Wea-
pon in the case of melee or a fix damage in the
case of firearms. This damage is multiplied by the Protection
number of successes obtained in an attack. This Its the armors capacity to reduce damage
could be unarmed, armed or by firearms. The fac- from all kind of impacts, when already received.
tors that apply to damage are: The damage can only be reduced by Armor or
Brawl damage (punches, kicks, grips): some other kind of method that explain it that
way. Also, if a player wants, he could spend 1pt
of BIO to reduce 3pts of damage as an option in
Vigor +/- Modifiers = which the character makes a great effort to avoid
Brawl damage or resist the damage. To use this he must be cons-
cience that he will receive the damage (he cannot
Melee weapons damage: do it when surprised) and can only spend 1pt of
BIO per damage received.
Vigor + Weapon Damage +/- Modifiers =
Melee damage

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Recovery of HP ted by pain.
The damage subtracted from the Health Points Example: John is falling 10mts; he will receive 32pts
is recovered relatively quickly, as this damage is of damage that is just too much as he has a 21 HP.
not nearly a serious one. The ways here explained He decides to receive 2 wounds to reduce 20pts of da-
are normal methods of recovery, without the in- mage. The player chose Movement -2 and Damage
tervention of Biotechnology or something similar. -2, to just have 12pts of damage left. He is hurt badly
Resting. The character recovers 3 HP for every but he is alive.
day of good sleep. If there is a relatively good res- The points of damage per se, are not serious
ting, the character recovers 5 HP. If the character damage, but wounds really are. When a character
has a total rest, recovers 7 HP. acquires all the wounds, he is in pretty bad sha-
Healing. If the character receive attention to his pe. A character can withstand up to -10 Health
damage (at least 1 hour per day), the attending Points. If a character receives more damage than
character must make an Intelligence + Healing test that, he dies from massive physical trauma.
ND 3. Every margin of success allows recovering
2 of HP.
First aids (Intelligence + Healing test ND 3). Range
Helps recovering 2 HP and stopping some side The range is an important factor in the middle
effects like stun or bleeding. This works only after of a battle; it defines which weapons are effective
being damage and takes 1d3+1 Assaults. and which are not, how to deal with a combat and
who attacks first. There are several ranges in the
middle of a combat, as defined by the distance
Wounds and the class of weapons that can be used in that
As you can see, the HP is relatively low, com- class of strife.
paring to the damage that a character can withs-
16 tand. But the character has the possibility of recei- Melee combat
ving wounds. This kind of distance in which anyone can im-
A character can reduce up to 10pts of damage pact a melee attack with either brawl or with a
and gain wound. Each wound is associated with weapon. This distance is approximately 3 meters
some kind of penalty that can be chosen by the between the parties that are struggling, distance
player. The player can chose between 4 different with which only one or two steps to reach your
kinds of penalties. In the character sheet it can be objective without problems.
seen the boxes to apply to the respective wound.
The penalties by wounds are: Long distances combat
Defense -2: when a character acquires this con- In a normal manner, any attack on distance
dition, represents a failure in its coordinated mo- weapons such as bows, firearms or throwing ob-
tion of combat and its reflexes to avoid hits. If the jects, they have 3 ranges: normal, medium, and
character also acquires the wound Penalty -2D it long. Making any attack on an enemy beyond the
doesnt apply together. 50yrs long requires the free action Aim.
Movement -2: when a character acquires this Normal range: no penalties.
condition means that the legs are hurt or stepping Medium range: penalty of -2D.
with force causes great pain. Long range: penalty of -4D.
Damage -2: when a character acquires this con-
dition implies that it is difficult to apply full power
to attack and lack of precision and the damage Firearms
done is reduced. Firearms are one of the most important war
Penalty -2D: when a character acquires this creations in the history of mankind. For firearms
condition implies that the general coordination there is another distance apart from normal, me-
and concentration of the character has been affec- dium, and long, called point blank range, and its

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less than 7yrs away, in this situation the firearms Basic Melee
have Attack +1D and Damage +1, while shotguns
have Attack +2D and damage +2. Is also important maneuvers
to recall that in the middle of a combat, a charac- The standard actions a character can take.
ter doesnt literally dodge the shots, instead he
simple gets out of the way of the shooting, proba- Attack (simple action)
bly to seek cover. Modifier: opposed test.
Example: after finishing the second pirate, John The character attacks its enemy. If the defender
is wounded and tries to go out of the room, just to is aware of the attack, he must make a defensi-
find face to face with another pirate that strikes with ve test. The successes of the defender eliminate
a shotgun. At that distance a shotgun is lethal. The the attacker successes. If the attacker has at least
pirate wins initiative and shoot. The pirate gets an 1 success, he makes damage. The damage of the
impressive total of 5 Successes, while John tries to get character is multiplied by the margin of success in
out of the way but gets only 2 Successes in his defen- the attack.
se. The shotgun makes 5pts of damage but in point
black gets Damage +2, making 7pts of damage. Mul- Divided attack (according base attack)
tiplied x3 successes make a total of 21pts of damage. Modifier: the character divides his successes
John has PR 7 and still left with 14pts of damage. among his enemies.
John probably needs to get a new wound. The character dedicates to fight among seve-
ral enemies, dividing his potential between them.
The character divide his Successes obtained in the
Battle tension attack among his enemies the way he wants.
When character gets into a combat situation Ejemplo: Ashley se encuentra con 3 lobos salvajes
that is potentially lethal, the survival instincts, rodendolo para atacarlo. Decide dividir su ataque
the stress and the tension grows every moment as de su espada larga entre los lobos. El RD de Ashley es 17
danger keep coming closer, which helps the cha- de 7, obteniendo 4 xitos. Decide dedica 2 xitos a un
racter to fight more fiercely, more instinctively, lobo y 2 xitos al otro, dejando por fuera a uno, con
more intensely for survival. la esperanza de derribarlos rpido.
In rules game, this transform into a bonus that
the player can uses to their PC as the combat goes Block (simple action)
and the tension rises. During the first assault (that Modifier: opposed test.
the players dont have been surprised) the GM The character tries to defend of a melee attack
puts a 1D6 in number 1. This implies a bonus of with bare hands. The character adds his Brawl
+1D to the PC that uses it. rank to his defense for all the assault.
In any moment a player can decide to use this
bonus to any activity such as +1 to damage, a test, Charge (complex action)
+1 to protection, etc. in that moment the GM puts Modifier: Damage + 2, Defense -2.
the 1D6 in number 2 and cannot be used until the The character runs to make a melee attack with
next assault. If a player uses the bonus, the GM all speed and weight of its body. The character
puts the dice in the number 3 and cannot be used need at least 4yrs of impulse and can run up to
until the next assault. twice his Movement rank in yards. The character
Just one PC can benefits from this per assault receives a penalty of Defense -2. In exchange, if
and once he use it, the dice rises and so is the the attack hits, he gets Damage +2 to the base
bonus. Once the dice reach the number 6 and a (before calculating the successes).
player use it, the combat tension goes to 0 and
disappear, so use it well. Coup de grace (simple action)
Modifier: none.
The character makes an attack to kill an enemy
fallen, whether that is unconscious or dying. The

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character can do this with any melee weapon or could decide no allow the get to the other one.
with the hands. A Player character has the possi-
bility of surviving this by spending 1pt of Karma Multiple objectives
(somehow the character survives miraculously, the (according to base attack)
damage avoids the main organs, but the PC acqui- Modifier: the character divides his successes
res the disadvantages permanent Lesson). among his enemies.
The character decides to shot several enemies
Defensive combat (simple action) during the assault. The character divides his suc-
Modifier: Penalty -2D, Defense +1. cesses among his enemies the way he wants. The
The character fights maintaining a high defen- player throws 1D3+1 to determine the amount of
se, sacrificing efficiency but still fighting. The cha- ammo spends for every enemy attacked. If the GM
racter receives a Penalty of -2D to all other actions allows it, a player could attack up to two enemies
in the assault but in exchange, he receives Defense with a bow.
+1 all the assault.
Long burst (simple action)
Dodge (simple action) Modifier: Attack +2D, Defense -1.
Modifier: opposed test. Long bursts can be fired by automatic guns, fi-
The character tries to defend of attacks or shots ring burst of 5 to 15 ammunitions at a time (1D3x3
avoiding damage. The character adds his Dodge ammos per assault). Provides Attack +2D as the
rank to his defense for all the assault. character tries to at least one ammunition hits its
target, but requires that more control of the gun
Parry (simple action) by the shooter so gets a Defense -1 penalty. If he
Modifier: opposed test. wants to, he could divide the successes among his
The character tries to defend of a melee attack enemies as he wants.
with another melee weapon. The character adds 19
21
his Melee weapon rank to his defense for all the Short burst (simple action)
assault. Modifier: Attack +1D
Short bursts can be fired by automatic guns,

Basic firearms firing burst of 3 to 12 ammunitions at a time


(1D3+1x3 ammos per assault). The short burst is
maneuvers more controlled and therefore most common and
The standard actions a character can take with easy to operate tactically. Provides Attack +1D as
firearms (depending on the type of weapon). the character tries to, at least one ammunition hits
its target. If he wants to, he could divide the suc-
Automatic gunfire (complex action) cesses among his enemies as he wants.
Modifier: Attack +4D, Defense -2.
This type of shot can only be done with an Shot (simple action)
automatic firearm. The shooter holds down the Modifier: None.
trigger, discharging his gun in one direction, fi- The character shoots an objective with any
ring no less than 15 ammos (15 + 3D6 ammo). The class of firearm. It obtains a penalty to the shot
character cannot take defensive maneuver during of -2D at medium rank and -4D at long range. The
the assault. The character cannot combine this player throws 1D6+1 to determine the amount of
movement with anything else. The character must ammo spends in the assault. The Shot by Shot
remain still during the gunfire, so he suffers a De- guns like the lock rifle, shoots 1D3 ammo per as-
fense -2 penalty. But he gains attack +4D. If he sault.
wants to, he could divide the successes among his
enemies as he wants. If an enemy is in front and
the other one in the back of the shooter, the GM

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Conditions The character can resist, if he has time to take a
Other factors can affect the development of a breath, a number of assaults equal to twice Vigor
character, either in combat or any kind of situa- + Resistance.
tion, not only the damage done by weapons or in But when a character cant take air, can only
the middle of a battle can kill your character, the have a number of assaults equal to his Vigor, but
environment can be one of the worst enemy. never less than 1 assault. If the character is suffo-
cated by someone else, he can resist as long as
Acid he resist the damage. Once pass these assaults in
The acid according to its power can be one of any of the situations, the character begins to die
the most dangerous forms of damage, mainly be- of asphyxia.
cause its ability to prevent the natural regenerative The character receives a wound per assault
ways of the body. of asphyxia. When the character receives all his
The damage reflected here is the equivalent to wounds, he dies asphyxiated. Once it starts to die
an average of liter of acid that the body is expo- by choking the character must make a stress test
sed, the greater the amount, the higher the dama- level 4. Someone with the necessary knowledge
ge the acid can make either 1pt of damage, 3pts of you can revive him in the next 5 minutes (the time
damage, 5pts of damage, 7pts of damage or 10pts it takes for the brain to die), with an extended test
of damage, the acid can leave heavy wounds that of Medicine ND 3 + 1 per Minute elapsed (as long
can produce penalties to certain activities. the character wasnt asphyxiated by someone else
in which case as probably have the trachea shatte-
Asphyxia red). Every wound receive by asphyxia is lost per
The asphyxia, either by drowning, by poiso- every 6 hours of rest.
ning or by lack of oxygen is a quick way to die.

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Fall
The damage due to falls represents the dama-
ge received when someone doesnt fall on their
feet or when the height is too high. A character re-
ceives 3pts of damage per meter of fall +1d6 extra
regardless of the distance (example: 10mts = 30pts
of damage + 1d6 extra). When it fails a Dexterity +
Acrobatics Test to withstand a drop this damage
also applies. The damage by fall, depending on
the kind of surface in the fall, can be reduced to
half, such as sand or water. When this distance is
greater than 10 meter the character gains termi-
nal speed and regardless of whether the charac-
ter can fall back on their feet, or an Acrobatics
test is made, the full damage applied (unless that
fall into a soft surface). The protection by Armor
applies.

Fire
Fire is one of the most painful ways of recei-
ving damage, a large number of supernatural crea-
tures receive full damage of this and has strong
side effects. The fire causes damage according
to the size of fire and the time of exposure (1
assault). Flame of candle 1pt, 3pts burner, torch 21
5pts, blowtorch 7pts and bonfire 10pts.

Stunned
The stunned damage causes a person to be
disoriented by the pain or other factors. If a cha-
racter is stunned is still conscious. The character
requires a Vigor + Resistance test with an ND de-
termined by the situation.
Not pass the test, the character is disoriented,
and receive a -2D penalty for 3D6 assaults. If more
stunned damage is receive and the test is failed,
the penalties are not cumulative, but the time
of penalty is prolonged. This penalty can
accumulate with wounds or traumas.

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Stressful events dity 10. He decides to change 10pts of damage in ex-
change of a Trauma (Damage -2). With shaky hands
There are many events that can trigger
out of fear, he decides to run from the creature.
someones levels of stress. The stress is reduced
directly from the Lucidity Points (LP).
When a character acquires all the wounds or
The stressful events require a DP of Will +
trauma, he is in really bad shape, whether is phy-
Courage / Concentration / Self control. The natu-
sically or mentally. If a character acquires a wound
re of the liked skill is derived from the nature of
and a trauma with the same penalty, the penalty
the event. There are 6 different levels of stressful
gets to a total of 3
-.
events. The failure in a stressful event is not ab-
The character can withstand up to -10 Lucidi-
solute, but depends on the margin of failure. For
ty Points. If a character gets to receive more stress,
every margin of failure in the stress test the cha-
the mind gets completely destroyed, probably by a
racter receives 4pts of stress. So a character that
mind stroke or a permanent coma, in other word,
makes a stress event level 5 and achieve only 2
the character dies.
Successes, have a margin of failure of 3 and there-
fore receive 12pts of damage.

Acquiring Traumas
As you can see, the Lucidity is relatively low
comparing the amount of stress a character can
gain and so easily. But the player characters have
several ways to reduce the stress by taking Trau-
mas.
The character can reduce up to 10pts of da-
22 mage and receive a Trauma.
Every trauma is related to a specific penalty
that can be chosen by the player. The player can
chose between 4 different kind of penalty or trau-
ma. The penalties for Trauma are:
Defense -2: when a character acquires this con-
dition, represents a failure in its coordinated mo-
tion of combat and its reflexes to avoid hits. If the
character also acquires the wound Penalty -2D it
doesnt apply together.
Movement -2: when a character acquires this
condition means that the legs are hurt or stepping
with force causes great pain.
Damage -2: when a character acquires this con-
dition implies that it is difficult to apply full power
to attack and lack of precision and the damage
done is reduced.
Penalty -2D: when a character acquires this
condition implies that the general coordination
and concentration of the character has been affec-
ted by his mind.
Example: John just sees an abomination eat a little
boy. This is a stressful event level 4 and John fails with
a margin of 3, receiving 12pts of stress. He has Luci-

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Weapons and
protection

A cautious character knows to carry what he 2pts of Protection.


needs or at least at hand, as one never knows
when a wrench you can save his life. The survival Perforation (P)
is the priority and good equipment could be the Is the capacity of the weapons to ignore as
thing that saves your life. much Protection of Armor as the range of Perfora-
tion. So a weapon with Perforation 4 (P4) ignores
4pts of Protection.
Armor
The Armors have the potential to stop impacts Hold (H)
such as stabbing, bumps, drops or similar power There are weapons which, by the shape and
of detention as ballistic that reduces damage from style have the capacity of holding their opponents
bullets, arrows, explosions or splinters. as chains or whips. For each rank that the weapon
possesses in Hold, provides a bonus of +1D to grip
attacks that the character perform with this wea-

Melee Weapons pon.

The weapons are there since the beginning of


Short blades 23
mankind and today remain one of the best ways to
small arms and light weapons, fast for close
save your skin when a firearm is no longer effec-
combats but low on damage.
tive.
The Vigor represents the minimum rank that
a character must have to wield your weapon with Weapon Details Damage
just one hand correctly. To be used with 2 hands
(if the weapon allows you to do so), the Vigor Combat Knife Vigor 0. Vigor +2, P2

required is reduced by 1 rank. So using a Katana Dagger wran- Vigor 0, Range: 2yrs
Vigor +2, P1
glings +1mts by Vigor.
with one hand requires Vigor 2, while with both
hands requires Vigor 1. Machete Vigor 1. Vigor +3

If the character doesnt achieve the minimum


Vigor required, has a penalty of -1D to attack by
each rank of difference, so a character with Vigor
1, which seeks to use a weapon that requires Vi-
gor 3, has a penalty of -2D.
The melee weapons are divided into groups,
for their use, shape and size. The amount of me-
ters expressed in range, represents only the nor-
mal range of the weapon.

Blunt (B)
Is the property of weapons to hit with such
strength that ignore the Protection of Armor, the-
refore a blunt weapon with rank 2 (B2), ignores

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Long blades
Weapon Detalis Damage
Medium range weapons about a yard long or
more. Most of them can be used with one or two Club / Bat / One or two hands.
Vigor +2
Tube Vigor 1.
hands
One or two hands.
Long staff Vigor +2
Vigor 1.
Small staff Vigor 0. Vigor +2
Weapon Detalis Damage

Sword Vigor 1. Vigor+4


Firearms
Scimitar One hand .Vigor 2. Vigor+4 Firearms are one of the greatest revolutions of
One or two hands. the modern era, its range; accuracy and lethality
Katana Vigor+4, P2
Vigor 2.
make it a common choice in the use of the mili-
tary forces, as the base damage is determined by
dexterity of the user. Much like the melee wea-
Axes pons, according to the caliber of the gun is requi-
weapons often used as tools, they do a lot of red a minimum Vigor to withstand the recoil with
damage, but they are not good to make parries only one hand. To be used with 2 hands (if the
(-2D to the parry tests). weapon allows you to do so), the Vigor required
is reduced by 1 rank.
So using a . 45 caliber revolver with one hand
requires Vigor 2, while with both hands requires
Weapon Detalis Damage
Vigor 1. If the character doesnt achieve the mini-
Range: 3yrs + 1yr by mum Vigor required, has a penalty of -1D to attack
Kitchen Ax Vigor +2,
Vigor. Vigor 0. by each rank of difference, so a character with Vi-
24 One or two hands.
Hand Ax Vigor +3, P1 gor 1, which seeks to use a gun that requires Vigor
Vigor 1.
3, has a penalty of -2D. The range here expressed
One or two hands.
Long Ax Vigor +4, P2 means the normal range without penalties of the
Vigor 2.
weapon. The firearms are divided into groups ac-
cording to their form, use and recoil.

Maces
hitting weapons with great destructive force Revolvers
but they are not good to make parries (-2D to the Simple weapons, practical and reliable; the
parry tests). only disadvantage of the revolvers is its low rate
of fire and the little amount of ammunition. To
fully reload a revolver takes an action that cannot
Weapon Detalis Damage
be combined with any other.
Hammer Vigor 0. Vigor +2
One or two hands.
Mace Vigor +3, B1
Vigor 1.
Weapon Detalis Damage (Caliber)
Sledgehammer Two hands. Vigor 3. Vigor +4, B1
Vigor 3, Range: 20mts
Colt Anaconda .44M (8)
Magazine: 6.
Colt Detective Vigor 1, Range: 10mts
.38 (4)
Staffs Special Magazine: 6.
simple weapons, with little work and great Vigor 3, Range: 20mts
Colt python .357M (8)
ease of use. The staffs can be used to one or two Magazine: 6.
hands.

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Joba Tett (order #5574298)


Handguns Assasult Rifles
The handguns have a great advantage to the The assault rifles are high-powered automatic
revolvers, shoot faster and may have more ammu- gun, great shooting speed and far-reaching; they
nition. The problem, they can jam. cannot be used with one hand.

Weapon Detalis Damage (Caliber) Weapon Detalis Damage (Caliber)

Vigor 1, Range: 25mts, Vigor 2, Range: 120mts, 5,56x45mm NATO


FN Five-Seven 5,7x28mm (4), P2 Colt M4
SEMI, Magazine: 20. AUTO, Magazine: 30. (6), P2
Vigor 1, Range: 15mts, Vigor 2, Range: 120mts, 5,56x45mm NATO
Glock 17 . 9mm (4) FAMAS Felin
SEMI, Magazine: 17. AUTO, Magazine: 30. (6), P2
Heckler & Koch Vigor 2, Range: 25mts, Kalashnikov AK Vigor 2, Range: 100mts,
.45ACP (6) 7,62x39mm (6), P2
Mk 23 SOCOM SEMI, Magazine: 10. 103 AUTO, Magazine: 30.

Sub machineguns Bows and Crossbows


Weapons of medium size low-caliber, high- arms somewhat archaic but extremely effective
speed shot. Usually used for medium-range, are and silent, the damage depends on the shell fired.
excellent urban assault guns. Recharge a Bow requires a free action, reload a
crossbow requires a complex action.

Weapon Detalis Damage (Caliber)


25
Vigor 1, Range: 50mts, Weapon Detalis Damage (Caliber)
FN P90 5,7x28mm (4), P2
AUTO, Magazine: 50.
Arco corto Vigor 2, Range: 40mts. 4
Heckler & Koch Vigor 1, Range: 45mts,
9mm (4)
MP-5 A3 AUTO, Magazine: 30. Ballesta ligera Vigor 1, Range: 25mts. 6, P1
Vigor 1, Range: 35mts,
IMI Uzi 9mm (4)
AUTO, Magazine: 30.

Rifles
Weapons of very-long-range and precision, the
rifles offer complications in enclosed spaces be-
cause of their large size.

Weapon Detalis Damage (Caliber)

Winchester Vigor 3, Range: 150mts,


.30-06 (8), P2
M70 Magazine: 7.
Vigor 1, Range: 80mts,
Ruger 10/22 .22LR (4)
Magazine: 30.
Vigor 2, Range: 300mts,
Dragunov SVD 7,62x54mm (8), P3
SEMI, Magazine: 10.

NOVATERRA 2040 Quick Start Guide

Joba Tett (order #5574298)


Example of a game central courtyard of the building, where you will find in
these moments Abel, Carla and Daniela the mechatro-
session nic engineer.

The GM is running the adventure Escape from the John: ok, the first thing I say is that we moved from
Abandoned City to the players, the PC (Player Charac- there, we are going to the upper floors. GM where are
ters) are John (Commando), Carla (Smuggler), Samuel the others?
(Explorer), Abel (Nanomedic), and the other 2 charac-
ters are as NPC (Non player Characters, played by the GM: a moment John, the other characters have yet
GM). Here will be referred to the PC, both by the cha- to complete their actions, it takes you a few minutes to
racter and the player. Shortly after the characters arri- reach this conclusion, and in the meantime, the others
ve at the desolated shopping center escaping from the are still doing their actions. Now Abel, both Carla and
sand storm, the GM is decides to ask them what are Daniela are approaching to you in search of medical
they doing to do? The responses of their players are the care - who do you attend first?
following:
Abel: hmm, depends on which of the two is more
Samuel: beginning to explore the place in search of beaten?
anything that could help us.
GM: you cant see much but it seems that they only
John: I quickly moved away from the entries and have minor scrapes and bumps. With a test of Intelli-
Im looking for a place that can be protected in case of gence + Healing ND 3 you attend to any of the two, you
problems. would take about 4 minutes to meet each one but every
margin of success reduces the extra time to 1 minute.
Abel: I am looking for a comfortable place to sit and
asked the others if they have any wound. Abel: well Im going to attend Carla First, I tell her
that you feel and show me their best shots. Conversed a
Carla: I try not to stay alone, I am going with Abel little bit to distract her for the pain.
and at the time that he asks for wounds I will tell him
26 that help me with some. Abel has DP 6 and medicine Specialty grant him
+1S. he gets 4S so he takes only 3 minutes to attend the
GM: ok, Samuel must make a test of Cunning + Per- damage of the body of Carla.
ception ND 3 to see if, among the pile of rubble of the
place, you get something useful. GM: Carla, you can see how in a few small moments
Abel bandage and apply some drugs in your wounds,
Samuel looking at his character sheet, he sees that mitigating the pain quickly. You recover 3pts of health.
have Cunning 4 and Perception 2, so that makes a DP 6.
Throw the dices and gets 4 Successes. Carla: Many thanks Abel, you are very skilled, I
never saw someone make a bandage so fast. Now Im
GM: hmm, ok you get some AA batteries that seem going to look for my protector, to Ashley. Where is?
to be in good condition and a can opener; you will take
approximately 5 minutes to get those things. GM: you make a view around the place and you
can see his silhouette walking around, observing, like
Samuel: why did I take so long? Samuel and John, while Abel is dedicated to treating
Danielas wounds.
GM: the place is dark, abandoned and already was
looted previously, its not easy to get something from Carla: ok, I stay close to Abel to nose around.
that. In the meantime John looking for an easy place
to protect - Performs a test of Cunning + Tactics ND 2. GM: Well, now its your turn again John, when you
see to the center of the central courtyard of the mall,
Now John has Cunning 3 and Tactics 2, so have a DP Abel, Carla and Daniela are there.
5. He gets 3 Successes and passes the test.
John: we should move from here, this place is not
GM: well John, more than getting some place that is secure; we are very exposed. Waving to the other, I ask
easy to protect, you can see which are difficult to pro- them to go to the upper floors.
tect. You can see that the ground floor of the building is
vulnerable to any attack from above, in particular, the GM: as you move up, you can see with many of the

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Joba Tett (order #5574298)


rungs are destroyed and the condition of the building to Defend but obtain only 1 Success, reducing Johns
are worse than it could be seen with the naked eye. Successes to 2. John makes 6pts of damage, but gets
When you reach the 3rd floor, just off the service stairs 2S, so 6 x 2 Successes makes a total of 12pts of damage.
all make a test of Cunning + Perception ND 2. The player describes I cut my enemys arm in the wrist
The results of the action are: Samuel 3S, John 3S, and then in the armpit. The pirate quickly drops the
Abel 1S, Carla 1S, Daniela 0S, Ashley 2S. weapon and doesnt seem to have that many guts to
Those who passed the test can see how a group of fight back.
men dressed in rags moves quickly and silently carrying
handmade weapons such as tubes, chains and sticks, Samuel: very well, now its my turn, I make my
they are less than 12yrs of you. What do you do? attack says the player. As his character sheet says, he
has Attack 4; he gets 2 Successes. The pirate tries to
John: I pulled out my knife and I prepared for com- make a Dodge but he gets 0 Success in his defensive
bat. maneuver. Samuel makes 5pts of damage with the ma-
chete so he makes 5 x 2 Successes equal to 10pts of da-
Samuel: I prepare my machete. mage. The player describes I make several cuts, down,
up and down. His opponent receives some cuts as he
GM: the other does not understand very well what shouts in pain, but still standing.
is happening now John and Samuel, time for Initiative
and declare your actions. But now its time for the pirates to attack
Those who do not pass the Perception Test, make a
test of Dexterity + Alert ND 3 to not be surprised. This example illustrates a possible game session
in the universe of NOVATERRA 2040. Many dangers
John: Im going to attack to the first one that get await the characters as they go through dark corridors,
close enough and Im going to make a parrying, while I in their quest for survival.
shout We are under attack (free action).

Samuel: Im going to dodge and attack to the first


thing that cross my front, I move a couple of meters bac-
kwards (free action) to avoid been attacked by several 27
pirates at the same time.

GM: thanks to the shout of John, now the test of


dexterity + Alert is ND 2 instead of ND 3.

The results of the test Alert test are: Carla 2S, Abel
1S, Daniela 0S. Carla can act in this assault. Abel and
Daniela cannot act this assault.

To determine the initiative, the characters must


make Dexterity + Alert Test. Whoever gets the highest
successes, gets to act first.
The results are: John Initiative 4, Samuel Initiative
3, Ashley Initiative 2 and Carla Initiative 2.
The GM makes a single Initiative test for all the road
pirates, and the result is Initiative 3. John is the first to
act followed by Samuel, the pirates, then Ashley and
finally Carla.

John: I attack one of the pirates directly to the arm


so he releases his weapon, Its a simple action, the
defense of his opponent is 2 and an attack to the arm
has a penalty of -1D.
John checks his character sheet and he has Attack 6
with the combat knife, and with the penalty the result
is Attack 5. John makes a quick succession of attacks to
his enemy arm obtaining 3 Successes. Its opponent tries

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Joba Tett (order #5574298)


28

NOVATERRA 2040 Quick Start Guide

Joba Tett (order #5574298)


Adventure: Escape from
the abandoned city
From now on, its only for the GM

This is a basic introductory adventure to RPG form actions that are not covered here or just do
NOVATERRA 2040. Only the Game Master should something totally unnecessary, they can still ma-
read the adventure, as it explains many of the si- nage to continue the adventure to the end or just
tuations that the character plays and only spoil the improvise, which can lead to new and strange si-
fun. GM is encouraged to read the entire adventu- tuations.
re before directing.

Introduction and resume Prologue 29


In this adventure, the player characters (PC) are The GM should read the following paragraph
escaping form a Passage that has just been des- textually to the players:
troyed by a group of beast men. Some PC doesnt
know each other but circumstances have forced The passage of Clear Lake, a small trading
them to stay together for the escape of the Pas- town, is attacked by a large group of wolf men.
sage. After running for several miles, a sandstorm Some stayed to fight, others decided to flee. Luc-
approaches them and should seek shelter imme- kily, you were one of the few groups that were not
diately. Quickly they climb a small hill to look pursued after fleeing and decide to stay together
from a high place and what its possible shelter for safety. You ran for several miles to the west.
is about 1 mile away, is an abandoned city. The After over an hour running through the arid land
adventure is divided into several chapters for easy destroyed by war over 25 years ago, in debris, pe-
keep up and where each section begins and ends trified trees and a dark sky by pollution, you can
the adventure. The characters will be facing va- see to the north, a huge wall of gray and brown
rious dangers, intrigues and conspiracies. There dust is coming towards you.
are several challenges that get in the way. Its a sandstorm and moves with speed. The
The adventure is designed for 4-6 players with explorer climb rapidly to a nearby hill to rise above
pre-generated characters presented in this intro- the rubble and it can be seeing an abandoned city
ductory manual. Having pre-generated characters a few miles to the southwest. It is your best choice
to spare, the GM can use them as non-player cha- to escaping the sandstorm so you begin to move
racters (NPCs) to complete the unit and as a sup- toward it.
port to the group, since the characters are meant
to complement each other.
Finally it is also important to tell the GM that
this adventure is not a straitjacket, if players per-

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Chapter 1: Escape among them PC, who they are and why they were
in that passage among some other things, giving
From the storm some chance to meet each other, at least those
Characters must make a Vigor + Athletics test who want to make themselves known. Darkness
ND 2. Those who pass the test, quickly and pru- causes a -1D penalty to Perception and Marksman-
dently advance by the wasteland full of debris, ship tests.
animal and human bones, and strange creatures. After a short time off, the GM should ask how
Those who fail the test, receive 3pts of damages they are distributed to the players, to better un-
per margin of failure not reducible, when struck derstand their positions. The PCs must make a
with a different class of objects, rocks, etc Cunning + Perception test ND 3. Those who pass
As they move through, the fear and despair the test, see the following:
begins to attack their minds, it is known that sand
storms are extremely dangerous and few survive A group of people begin to appear quickly
to them in the open, even it is said that there are and quietly in the building. They have great coats,
creatures that live within storms. Characters must bags, rags and lenses, prominent beards or stran-
make a stress test level 2. Those who fail to re- ge haircuts. They are road pirates and it seems
ceive 4pts of stress per margin of failure. Those they are looking for trouble. They have different
who pass the test, remain ignoring the thoughts kind of improvised weapons in hand and begin
of no use. After running for about 15 minutes, the to surround the PC. They are approximately 9 of
character make it to the abandoned city, going as them.
quickly as they can to the first building to protect
themselves from the storm. The storm was at their They take two assaults to completely surround
heels and just when they enter the building and the PCs, approximately 5yds from them. When
the sand begins to intensify. they see that they have completely surrounded,
30 they began their attack, of course unless players
start first.
Chapter 2: Facing the The road pirates usually are no more than a
group of unorganized brawlers. They fight in an
pirates individualistic way and tried to flee when they
The GM should read the following paragraph
see that their group has been reduced to half or
textually to the players:
less. The group will try to attack members visi-
bly stronger or more dangerous to their eyes (Car-
Once entering the gigantic building you can
los / Karla, John / Joanna, Ashley). Their leader
see what looks like a mall. Its open central cour-
frightens with his firearm but will endeavor not
tyard allows you to view the upper floors and the
shoot to save cartridges.
destroyed windows allow the entry of sand and
dust within building, but not enough to present a
This event has no intention of trying to cause the death of a
real danger. Debris are scattered everywhere, but
PC, but to savor the pressure and the danger of combat. If pla-
the structure remains standing decently. Dust co-
yers get into trouble, you can move forward the events of the next
vers the little daylight that you were receiving and
chapter to help them.
all darkens quickly. Staying away from any entran-
ce or window is essential as the dust begins to get
inside the building.

The PC must delve a little deeper into the buil-


ding; they can investigate nearby areas in search
of useful objects or take a rest of their wounds.
Unless using flares, the PCs will be in dark. This is
a good opportunity to allow some interpretation

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How the NPC works
The Non-Player Characters or NPCs, are much easier creatures to handle that the PCs. Just like
the ND, the NPCs possess a level that goes from 1 to 7 being 1 really low and 7 extremely powerful.
Theres no need to know what exact thing that a NPC can do, just the relevant. Because of that, when
an NPC is going to make a test, you can decide to automatically obtain a number of successes equal to
his power level or throw a Dice Pool equal to the double of his power level (example: Power level 3 equal
to Dice Pool 6). The derived scores, combat table and thats it, you have your NPC in less than a minute.

Road pirates: Leader of the Road pirates:


Power Level 2 (DP 4) Power Level 3 (DP 6)
HP LP DEF PR MOV BIO HP LP DEF PR MOV BIO
20 10 2 0 5 6 15 10 3 5 5 7

Equipment: overcoat, big bag, glasses. Weapon Attack Damage Details


Throw 1D6 to determine the weapon that each possesses: Shotgun Win Range: 20yrs,
1: chain (Damage 4, Subjection +2D) 5 8
M12 magazine: 5
2: steel tube (Damage 4) Combat knife 5 5 P2
3: club with spikes (Damage 5)
Brawl 5 3 -
4: knife, pike (Damage 4)
5: combat knife (Damage 4, Perforation 2)
6: machete (Damage 5)
Equipment: bulletproof vest, overcoat, bag, sunglasses.
Winchester M12 Shotgun with bayonet, 4 ammunitions.
31

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Joba Tett (order #5574298)


Chapter 3: S.O.G. SOG (Special Operation Group):
After the battle, a heavily armed group with Power Level 3 (DP 6)
composited bows and guns with silencers and
HP LP DEF PR MOV BIO
good body protection, all dressed in black, ap-
20 15 3 8 5 8
proached the group to offer help. If the PCs are
in trouble, the GM can advance their arrival at 5
Equipment: BTR (Body Tactical Reinforcement) Light, open
or 6 assault of combat to attack the pirates. They
helmet, goggles, night vision goggles, Combat Knife, baton ta-
attacked without mercy, killing road pirates. If any
ser, gas mask. Regenesis x1. Throw 1D3 to determine the main
of the PCs that is not used to combat (Abel / Eva
weapon of each SOG:
and Daniel / Daniela), kills his opponent, must
1: composite bow (Damage 8, DP 6, Range: 30yrs, 10 ammo)
make a stress test level 3. Killing a person is not
2: Heavy pistol USP .45 (Damage 8, DP 6, Range: 20yrs, ma-
something to be taken lightly and is probably the
gazine: 10)
first time that they kill a person.
3: FAMAS assault rifle + Laser sight (Damage 8, DP 7, range:
If they pass the test, the PCs try to rationalize
100yrs, magazine: 30)
the event but it is the duty of the GM to recall the
event on the PCs, it must be something that leaves
a mark on them. Dexter, Leader of the SOG:
The group arrive pointing guns at the PC, Power Level 3 (DP 6)
whether are bows or assault guns. They are seen
to an organized group; they are seven of them. The HP LP DEF PR MOV BIO
PCs should make a Cunning + Tactics test ND 3. 25 15 3 10 6 8
If pass the test, they can immediately see that is
a Special Operations Group or SOG. One of them Weapon Attack Damage Details
will ask what the reason is for you to being there. Heavy assault Range: 50yrs, maga-
32 Let the players give their answers; the SOG will rifle
7 10
zine: 20, P2
not be particularly predisposed. If the PC doesnt Heavy pistol Range: 20yrs, maga-
7 8
take a hostile attitude, the SOG will offer help to Desert eagle zine: 7
get to a safer place, as it is likely that place will Combat Vibro-
6 7 P4
be invaded by more pirates. If there some injured, knife
they will be willing to help to take the necessary Brawl 6 3 -
measures.

The SOG group consists of 5 men 2 women.


Their names are Dexter (leader), Rick (communi-
cations), Henry (Infiltration), Ana (explosives), Al-
bert (artillery), Cassandra (sniper), Peter (browser).
They are a very organized and advanced tactics of
attack. The characters begin to move through the
mall to get around some abandoned sewer ser-
vice, illuminated by sticks, apparently placed by
the SOG group. Traveling with them as lighting
improves, an Intelligence + Humanity test ND 3,
can allow the PCs to recognize the symbol worn
on his uniform. Passing the test let them know that
come from the private military company (PMC)
Black Lotus. Company that performs very classi-
fied work, Black Ops nature. Those who pass the
test will have every reason to mistrust the group

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and more so, what is their reason to be there. It can be a confrontation against the SOG
The SOG group will be quite sociable and group, but these will do his best not to kill the
chatty as they travel through the service tunnels. PCs as that need them living and the least injured
Outside, above them they can hear the sandstorm as possible. If the PCs fail to stand the alert test,
as drags heavy stuffs. If the PCs try to figure out before that may take any action, they will be attac-
their motives to be there, they just tell that they ked to the legs, perhaps unutilized with tasers.
mounted camp in that place for the impending The odds are against the players but they may
sandstorm and they were in search of food, but emerge victorious in a fight against the SOG
the PCs can make an opposed test of Cunning group. If the PCs do not resist the arrest, they will
+ Empathy vs. Communication + Deceive of any be brought out of the metro station.
member SOG. If any of the PC passes the test they
may notice that when answering the SOG look at
each other a lot, everything indicates that they are
lying.
Chapter 5: Towards
the storm
Whether the PCs defeat the SOG group or are

Chapter 4: The brought by these, outside the subway station can


clearly see there is a large military vehicle, par-
ambush ked in the middle of the sandstorm. From the exit
The PCs will move for about an hour. If any of the station where the vehicle, there are appro-
of the previous tests reveals some information to ximately 20 yards, but the dust and sand delve
PCs, read option 1 and option 2, otherwise the into the station for more than 25yards. Towards
PCs will be taken by surprise and just read the the subway rails, a section is collapsed and the
players the option 2. other starts making strange sounds. A Cunning +
Perception test ND 2 may identify it as rodents 33
Option 1: you advance through more than an sounds. If anyone gets a margin of 2 or more suc-
hour with a relaxed pace, but constantly notice cesses in the test, they will realize that the sounds
how they look in a threatening manner and ex- are extremely strong for common rodents.
change signs among them, dont knowing if it
is paranoia or they are making signs referring to Option 1: either the PCs or go with the SOG or
you. The PCs can make an opposed test Cunning on their own, they move into the storm straight
+ Tactics vs. Dexterity + Stealth of the SOG mem- into the military vehicle, a large 6 wheel truck. If
bers, to pass the test you will noticed their holding they were taken to the rear of the vehicle, there
their weapons ready to strike at any time. are several electronic devices and what it seem
strange electronic cages; they are stripped of all
If the PCs do not manage to overcome any of their equipment. If PCs go on their own the vehicle
the previous tests, must make a Dexterity + Alert has electronic safe level 3. An extended test of
test ND 4 to avoid being taken by surprise by the Informatics (hacking) ND 3 with 6 accumulative
SOG. successes it can be opened the electronic safe.

Option 2: the SOG suddenly stops when lea- Option 2: If the PCs defeat the SOG and decide
ving of one of the service tunnels and into what to stay at the station, to investigate the sound or
looks like an underground subway station. Imme- returned whence they came, will face with various
diately raise their weapons against PCs and tell scenarios. On the subway tracks, rat men began to
them do not move. If the PCs were alert they appear, a total of 12 of them, fast and very vora-
may take action in response. cious creatures when they are hungry. If decide to
return by the route taken, they heard a group of
voices in the distance coming towards them, road

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Joba Tett (order #5574298)


pirates and many of them. Giant salamander:
Power Level 3 (DP 6) Power Level 5 to
Recommendation: As GM the best you can do is physical activities (DP 10) Power Level 1
encourage them to mobilize to the military vehicle as to mental or social activities (DP 2)
they has little chance against rat men and if they move
quickly, rat men and road pirates will dedicated to fight HP LP DEF PR MOV BIO
among themselves. 100 10 3 8 15 10

Once outside in the storm, the PCs must make Weapon Attack Damage Details
a Vigor + Resistance test ND 3 each minute they Crush 10 10 C2
are outside. If have protection as a scarf or cloth,
P2, 3pts of damage
drops to the ND to 2. If have gas masks, the test is Bite 10 12
per acid.
unnecessary. To fail the test, receive 2pts of dama-
C2, 270 attack
ge as dust makes breathing hard. The visibility in Tails sweep 10 9
reach
the midst of the storm is about 10yds, maximum
20yds barely. Whether the PCs are taken to the
vehicle or them entering on their own, from one
The creature has a thick skin that reduces 8pt
moment to another, they heard a strange sound
of damage. Usually attack crushing his opponent
like a reptile approaching towards them. A few
with his head or his legs in one assault, then eat
moments later, a giant salamander appears from
it the next assault. If it is attacked from several
the sand.
directions, perform a powerful backlash with his
tail covering over 6yds long in an angle of 240
You see a strange figure, gigantic, over 15yds
around. If the creature is damaged, this is regene-
long and 4yds tall, moving quickly through the
34 dust and sand. A giant salamander appears and
rated 2pt of damage per assault, thanks to its rege-
nerative ability. The creature also secretes highly
begins to attack with great speed.
corrosive saliva that helps digest their prey, doing
The sight of such a creature compels to make a
3pts of damage to anyone who has direct contact
stress test level 3.
with it.

If the PCs do not beat the SOG they will be the


main fighting force against the creature, which
will provide an opportunity to escape, even to es-
cape with the vehicle. If they search for their equi-
pment, they will find it in the front of the vehicle
with the door open and only one SOG, Albert the
artillery man, in the driver seat.
In either scenario, after 6 assaults against the
creature (maybe less if the GM believes that the
PCs are in real trouble), the GM should read the
following paragraph to the players:

You hear a mighty roar from the sky which gi-


ves you a strong shiver. The salamander quickly
turns his head to the sky and sees how it feels
threatened. A powerful flapping separated for
a moment all the sand of the near area and can
be seen as a colossal figure digs its claws onto
the neck of the salamander. A blue-colored dra-

NOVATERRA 2040 Quick Start Guide

Joba Tett (order #5574298)


gon, with green eyes and bright blue scales, with tained the mission briefing of SOG group. Also if
strange light blue lines all over his body, brutally they investigated the control panel of the vehicle,
attacks the salamander. they find different surveillance cameras toward
The horror takes hold of you, paralyzed for an the inside of the cells in the back of the vehicle,
instant, making troubled to think clear. Characters where can be seen two people captured.
must make a stress test level 4.
Briefing: My client requires human specimens,
Off Topic: for everyone dragons were destroyed in in decent health, at least about 10 of them. Ages
2014 giving culmination to the war. But many fairy ta- 15 to 50 years would be best, both men and wo-
les and horror stories speak of the existence of dragons, men but we settle for what they can get. As far as
hidden somewhere in the world. To better understan- I have understood they are requiring specimens
ding, you can download Novaterra 2040 Events to for cosmetic experiments, so please bring them
know the full story. the least injured as possible. They will pay 10,000
credits for the work in advance and 5,000 credits
The dragon is over 25yds from head to tail with for each specimen in good condition. Have until
a wingspan of over 35 yards. The natural instincts 20/02/2040 to bring them. If the law gets you,
of the PCs will escape as that is totally out of both me and my client, will denied any involve-
their league. If the SOG still lives they will try to ment in this event, the digital signatures of this
attack the creature while escaping, which would document does not exist and cannot be tracked.
be a serious mistake. The dragons attack those I must remind you of the seriousness of my client
who attack him spitting a fireball that erupted and his interest in this kind of situations.
upon impact covering 2yrs radius from the cen- Beautiful Skin Group.
tral point of attack and doing 15pts of damage.
All this perform without releasing the salamander Characters can make an Intelligence + Huma-
which twists in the dragons claws. If the PCs try nities test ND 2. If pass the test, they will recog- 35
to attack the dragon, will be a virtually invincible nize the name of the company, one of the worlds
enemy. largest mega corporations, dedicated to cosmetics
and other issues, BEAUTIFUL SKIN GROUP.

Chapter 6: The escape


If the PCs manage to escape from combat with The epilogue
the military vehicle, described as follows: What PCs decide to do with this information is
in their hands, as they progress through the dark
As you move away from the battle zone, can and dangerous sandstorm. The end of this adven-
see the dragon drops a flare over the head of the ture can lead to other dangerous situations as they
salamander and then a bite the head off. You know secrets involving large corporations of great
feel as your heart is beating hard and feel lucky power. If players decide to continue playing with
to get out alive from that encounter. Advance al- these PCs can follow one of the other adventures
most blindly in of the storm. There is also a route that come in the Core rulebook of NOVATERRA
drawn on autopilot, which leads to the Dallas For- 2040.
tress the destination of many of you. Although the What players do not realize is that their PCs
question remains, what wanted the SOG with you clearly have won several enemies which can lead to
and why, they clearly wanted you alive. difficulties in the future. No event passes without
its consequences and they just steal a vehicle from
If players decide to investigate a little, one of the PMC Black Lotus, prevented the fulfillment of
them can make an Intelligence + Informatics test a mission of the company, which damaged his
(hacking) ND 3, to investigate a digital table in reputation in the corporate world and therefore
one of the front seats. If pass the test, they ob- they will seek those responsible. They were also

NOVATERRA 2040 Quick Start Guide

Joba Tett (order #5574298)


seen by the dragon, which did not remain at pea- Adventure resume
ce by knowing that a group of people has seen it
and knows its whereabouts. Dragons are intelli-
Chapter Resume
gent creatures, cunning and powerful, with large
Chapter 1: Escape
networks of servants and informants, both human Escape the storm into the mall
from the storm
and supernatural creatures which they handle like Chapter 2: Facing the
Once inside the mall, they face the road pirates
puppets. Along the way many problems can arise pirates
and must overcome many dangers. This is only an Encounter with the S.O.G. (Special Operation
Chapter 3: S.O.G.
introduction to the world of dangers, plots, secrets Group)
and possibilities, this is NOVATERRA 2040. Chapter 4: Ambushed Ambushed by the SOG to take them as prisoners
Chapter 5: Into the Once heading to the vehicle of the SOG theyre
storm going to be attacked by a giant salamander
The salamander is attacked by a dragon which
Chapter 6: the escape
gives the opportunity to escape

36

NOVATERRA 2040 Quick Start Guide

Joba Tett (order #5574298)


CARLOS / KARLA Smuggler rank 1: Known ground. The smuggler knows
a lot of different kinds of routes, market places and sites to
PROFILE avoid. The smuggler can spend 1pt of BIO and reroll any Hu-
manities (popular knowledge) test and keep the best result.
Status 4
Background Passageman Security rank 1: the character has knowledge of locks and
security systems and how to open them. He needs a good
Objectives Fame and fortune lock picks to do the job. The DP is Dexterity + Hand Skills
Conviction Money is power (+1 Success per rank of Security). The complexity of a lock
can vary between ND 1 and ND 6. The character need to
Instinct Always look for a way out
accumulate a number of successes equal to the double of the
Alliances A.C.A. 2 rank of the lock to get it open.

PROFESSION
Smuggler rank 1: known ground

APTITUDES SKILLS WOUNDS


Vigor 2 Melee weapons 1 (axes). -2 Defense
Acrobatics 2, hand skills 2, Piloting 2, mark- -2 Damage
Dexterity 3
smanship 2 (handguns, shotguns). -2 Movement
Humanities 2 (popular knowledge), Lan- Penalty -2D
Intelligence 2
guages 2, Occultism 2.
Will 2 -
Cunning 4 Investigation 2, Perception 2. Background: You are a young boy/woman li-
Communication 3 Contacts 2, Persuasion 2. ving in the passage of Clear Lake since you have
memory. Your father is the current sheriff of
the passage, who controls the place and keeps
Advantages Disadvantages defenses of threats. You are someone known in
the surroundings for getting into trouble skirts
Light sleep 1 Phobia: Spider 2 (or make men get into troubles, if being a wo-
Security 1 (DP 5 +1S) Incompetent (Tactics) 2 man). If not for your father, and your guardian
Ashley, youre probably being dead. Ashley is, as
- - everybody says, an urban samurai and have a
debt to your father, he promised to protect you
HP LP DEF PR MOV BIO and your family. But one day, your father sends
12 14 3 4 5 8 you to speak with an explorer that is in the area
looking for a group of people to take to the for-
tress of Dallas, as you know most of the routes.
Weapon Attack Damage Details Your duty was to tell the explorer of the groups
presence. When you find it, you realize that you
Range: 20yrs, magazine: 5,
Shotgun M500 5 8 know him, a silent, very dedicated guy to his
lever break system
work. But the passage is attacked by a group of
Hand axe 3 6 - beast men and before you can search for your
Brawl 3 2 - father, you must escape to survive.

Equipment: Hand Axe, Mosemberg M500 shotgun, 5 shells, kevlar vest, lock picks, hiking
clothes, skiing goggles, gas mask, large backpack, rations x2.

Pregenerated Characters NOVATERRA 2040 Quick Start Guide

Joba Tett (order #5574298)


JOHN / JOANNA Commando S.O.A. Rank 1, Assault weapon specialist:
The character posses great training in the use of assault wea-
PROFILE pons, thereby have Damage +2 to all assault rifles (already
calculated in the combat table).
Status 3 (Cabo)
Background Fortress people Physical training rank 1: the character has a intense phy-
sical training that grand him +1 Success to all his Resistance
Objectives Fulfill his mission test.
Conviction A soldier must keep orders
Instinct Attack first, make questions later
Alliances A.C.A. 3

PROFESSION
Commando S.O.A. Rank 1: assault weapon specialist

APTITUDES SKILLS WOUNDS


Athletics 2, Brawl 2, Melee weapons 2 (shot -2 Defense
Vigor 4
blades, long blades), Swim 1, Resistance 2 -2 Damage
Acrobatics 1, Alert 2, Piloting 1, Marksman- -2 Movement
Dexterity 4
ship 2 (Handguns, assault guns) Penalty -2D
Intelligence 2 Informatics 1
Will 2 Courage 2
Cunning 3 Perception 1, Tactics 2
Communication 1 -

Background: You are a career soldier, belong to


Advantages Disadvantages the ACA (American Country Alliance) for several
years, but recently were incorporated into a
Fearless 1 Allergy 3 (seafood) new unit, Special Group Forces Spectra or SGFS.
Physical training rank 1 Addiction: cigarette 1 Your mission, along with 2 other members of
the group was to rescue scientists who were
- Nightmares 2
kidnapped by a group of road pirates near Little
Rock, Arkansas. In the rescue one of your team-
HP LP DEF PR MOV BIO mates dies and your helicopter is destroyed. For
25 13 4 8 8 8 when they arrive, there are only two members
to rescue. Must travel several hundred miles to
Weapon Attack Damage Details the fortress in Dallas and the journey is fraught
Combat knife 6 6 P2 with danger. After several days of travel, your
other partner dies after an attack of walking
Heavy pistol
6 8 Range: 15yrs, magazine: 10 dead. Now there just you and the two objectives
USP 45
of the rescue. Being in the passage of Clear Lake
Assault rifle Range: 50yrs, magazine: should be contacted by an explorer sent from
6 12
SCAR-H 20, P2 Dallas, but suddenly, Clear Lake is attacked...
Brawl 5 4 -

Equipment: combat knife, Pistol USP 45 (6 ammunitions), Assault rifle SCAR-Heavy (10
ammunition), Tactical Body Reinforcement (TBR) Light, binoculars, compass, hiking clothing,
flint and steel, large backpack, rations x1.

Pregenerated Characters
NOVATERRA 2040 Quick Start Guide

Joba Tett (order #5574298)


SAMUEL / SAMANTA Scout rank 1, hound tracker: The scout is an excellent
tracker. Normally, a character that tracks can only move half
PROFILE its movement or even less, if the environment prevents it.
The scout can spend 1pt of BIO and track moving with its full
Status 2 movement range, or as much as the terrain allows, whichever
Background Nomad is greater, for a number of hours equal to his Cunning +
Perception.
Objectives A better life
Conviction Only the strongest survives Mounting Tramps rank 1: represents the ability to mount
Instinct Analyze, adapt, improvise or dismount tramps, whether small or big. The ND is given by
the complexity of the tramp in a scale from rank 1 to rank 6.
Alliance A.C.A. 2 The DP is Dexterity + Hand skills (+1 Success per rank of this
specialty).
PROFESSION
Scout Rank 1: hound tracker

APTITUDES SKILLS WOUNDS


Athletics 2, Brawl 1, Melee weapons 2 -2 Defense
Vigor 2
(Short blades, axes), Resistance 2 -2 Damage
Acrobatics 2, Hand skills 2, Marksmanship 2 -2 Movement
Dexterity 4
(bow, crossbow), Stealth 2. Penalty -2D
Intelligence 2 Healing 2, Occultism 2.
Will 2 -
Cunning 4 Perception 2, Tracking 2, Survival 2
Communication 2 -
Background: You are a professional explorer
since you can remember. Always you managed
Advantages Disadvantages to survive alone by taking what you can when
Ambidextrous 2 Antisocial 2 you can. You come from the Dallas Fortress and
know much of the state of Texas and surroun-
Mounting tramps 1 (DP 6 +1S) A bit ugly 1 ding areas. You were hired by the ACA (Ameri-
- Analphabet 2 can Country Alliance) in the Dallas fortress to
assist a commando group that was mobilizing
over there. They say that their radio transmis-
HP LP DEF PR MOV BIO
sions are infrequent to save battery. When you
15 13 4 5 6 8 manage to contact them, their meeting point
would be in Clear Lake passage, if they get
Weapon Attack Damage Details there. Once there you are contacted by the son /
daughter of Sheriff of Clear Lake, with informa-
Machete 4 5 - tion of the group. But shortly after meeting with
Short bow 6 7 Range: 30yrs the group to lead, the passage is attacked by
brawl 3 2 - beast men and you must flee for their lives.

Equipment: Machete, polymers short Bow, 8 hunting arrows, bulletproof vest, knife, hiking
clothes, sunglasses for skiing with UV protection, gas mask, binoculars, compass, rope 10mts,
flint and steel, luminescent bar x5, lantern, tent, rations x2, big bag.

Pregenerated Characters NOVATERRA 2040 Quick Start Guide

Joba Tett (order #5574298)


ABEL / EVA Nanomedic rank 1, Medical career: The field medic can
treat the wounded in the most difficult situations. The charac-
PROFILE ter takes the least time to make a test of first aids or healing
of any kind. Also can spend 1pt of BIO and obtain a resultant
Status 3 number of successes equal to half the DP of Intelligence +
Background Cityboy Healing. Also can repair any malfunction of biotechnology or
nanotechnology with a Medicine test (requires the portable
Objectives Discover the cure for the radiation effects surgical equipment).
Conviction There is always another option
Regenesis: a powerful compound in a small syringe with a
Instinct Help the needy
load of nanomachines that helps speed the bodys healing
Alliance A.P.A. 3 process. The problem of this compound is in the acceleration
of the metabolism, resulting in great stress to the heart. It
PROFESSION requires a Vigor + Resistance test ND 3 to avoid tachycardia
(-2D) for 10 minutes. The compound regains 3D6+3 points of
Nanomedic Rank 1: Medical Career damage at a rate of 3pts per assault.

APTITUDES SKILLS
Vigor 2 (4) Brawl 1, Melee weapons 1 (staffs) WOUNDS
Dexterity 2 (4) Acrobatics 2, Alert 1, Hand skills 2 -2 Defense
Healing 2, Humanities 2 (geography, His- -2 Damage
Intelligence 4 tory), Informatics 2, Languages 2, Science 2
-2 Movement
(Chemistry, Botanic), Occultism 2
Will 3 Concentration 2 Penalty -2D
Cunning 3 Perception 1 Background: you graduated with honors in the
Communication 2 - field of nanomedicine, in the Citadel of Latin
America. You lost your arm during your youth,
which was gangrenous and was amputated.
But thanks to your talent, you had many grants
Advantages Disadvantages and funding, including biotechnology prosthe-
sis along with the rest of your implants. You
Eidetic memory 3 Maimed (right arm) 4 were hired to accompany a group of research
Medicine 1 (DP 6 + 1S) Nightmares 2 scientists in areas close to the destruction
caused by nuclear attack on the United States,
HP LP DEF PR MOV BIO to study the genetic conditions of the people
who still live there. Several other scientists in
13 19 2 5 4 8
other branches were sent to the area with the
protection of military force ACA (American
Weapon Attack Damage Details Country Alliance). But there, after several days
Retractable of investigation, were attacked by a gigantic
3 (5) 4 (6) - group of road pirates, which many of them
staff
were not human. Those who not resisted were
Brawl 3 (5) 2 (4) - captured, but little by little each day creatures
Hidden claws 5 6 P1 were devouring each. Only two of you when
were rescued by a small commando group, but
the helicopter in which he planned to escape,
parenthesis is when the character fighting with aptitudes of the prosthesis limb. was destroyed during the rescue. At the end
you must travel with the engineer and one of
Equipmeny: retractable staff, defensive hiking clothes, GPS, goggles, flashlight, ration x1, commando to a small passage in Clear Lake
cicatrizing compound, portable surgical equipment. where they will be guided by an explorer to
Biotechnology: implants limit 4, 3rd generation limb (left arm VIG 4, DEX 4): steel knuckles, Dallas Fortress.
retractable claw. Regenesis x2.

NOVATERRA 2040 Quick Start Guide

Joba Tett (order #5574298)


DANIEL / DANIELA Mechatronic engineer Rank 1, technology specialist:
the character has vast knowledge in all kind of software and
PROFILE different fields of applied sciences. The character have +1S
to all informatics tests. The mechatronic can spend 1pt of
Status 2 BIO and reroll any test of Informatics or Science and keep the
Background Cityboy best result. Also can spend 1pto of BIO and obtain a resultant
number of successes equal to half the DP of Intelligence +
Objectives Go back to the Citadel Informatics.
Conviction Knowledge is the way to perfection
Hacking rank 1: hacking is the ability to breach security
Instinct Run while you can
of any electronic software illegally via a terminal and the
Alliance A.P.A. 3 equipment necessary to perform the activity. Hacking tests
are performed with a bonus equal to the characters hacking
PROFESSION rank (previously calculated in hacking DP).

Mechatronic engineer Rank 1: Technology specialist

APTITUDES SKILLS WOUNDS


Vigor 3 Melee weapons 1 (staff), Resistance 2 -2 Defense
-2 Damage
Acrobatics 2, Hand Skills 2, Marksmanship 2
Dexterity 3 -2 Movement
(handguns)
Penalty -2D
Humanities 2 (history, philosophy), Infor-
Intelligence 4
matics 2, Science 2 (physics, geology)
Will 2 Concentration 2
Cunning 2 Investigation 2, Perception 2
Communication 2 - Background: you are an engineer specializing
in mechatronics, a set of computer science,
robotics, programming, mechanics and various
other disciplines. You graduated from the
VENTAJAS DEFECTOS University of the Citadel of Latin America. You
were hired as a service engineer and repair
Resistance to radiation Asthma 1
of equipment used in research that would be
Hacking 1 (DP 6 + 1S) Compulsive 2 conducted in areas close to the U.S. nuclear
explosion. There are several kinds of research,
HP LP DEF PR MOV BIO from genetic, geological and even archaeolo-
18 14 3 5 6 8 gical. But there, after several days of investiga-
tion, were attacked by a gigantic group of road
Weapon Attack Damage Details pirates, which many of them were not human.
Those who not resisted were captured, but little
Baseball bate 4 5 - by little each day creatures were devouring
Revolver .38 5 4 Range: 10yrs, Magazine: 6. each. Only two of you when were rescued by
Brawl 4 3 - a small commando group, but the helicopter
in which he planned to escape, was destroyed
during the rescue. At the end you must travel
Equipment: Baseball Bat, revolver Colt Detective Special, 6 ammunitions, Kevlar vest, hiking with the nanomedic and one of commando to
clothes, overcoat, mask gas, compass, GPS, luminescent bar x3, x2 ration, wrist computer, big a small passage in Clear Lake where they will be
bag. guided by an explorer to Dallas Fortress.

Pregenerated Characters NOVATERRA 2040 Quick Start Guide

Joba Tett (order #5574298)


ASHLEY Urban Samurai rank 1, Weapon specialty: The Urban
Samurai has a great dedication to combat gaining Damage
PROFILE +2 with long blades (already calculated in the combat table).

Status 4
Background Tanned
Objectives Pay his debts, revenge
Conviction Death is part of life
Instinct Protect your loved ones
Alliance A.P.A. 1

PROFESSION
Urban samurai Rank 1: weapon specialty

APTITUDES SKILLS WOUNDS


Athletics 2 (-1D), Brawl 2, Melee weapons -2 Defense
Vigor 4 3 (short blades, long blades, maces), Resis- -2 Damage
tance 2 (-1D). -2 Movement
Acrobatics 2, Alert 2, Marksmanship 2 Penalty -2D
Dexterity 2
(throw, bows)
Intelligence 2 Occultism 1
Will 3 Self control 2
Cunning 3 Empathy 2, Perception 2 Background: You are a man of honor, one of
the few remaining, a swordsman, a master of
Communication 2 Deceive 2
weapons, everyone they call you and men like
you, urban samurai. You were trained from
childhood in the art of Katana by your teacher.
Advantages Disadvantages He dies while youre still young at the hands of
the Red Dragon, a large network of Asian mafia
Gigantic 3 Allergy 3 (Peanut) and in the process you receive a mortal wound
- Permanent injury 2 and leave you to your fate. But you dont die, a
man named Shaun attends you and save your
life but the scar marked for life and now only
HP LP DEF PR MOV BIO one of your lungs works well (-1D Athletics and
30 17 2 5 6 8 Resistance). For the debt you acquire with this
man, you swear to protect him and his family
in this case a young man / woman named
Weapon Attack Damage Details
Carlos / Carla. Eventually you two become close
10 (11 two and you see as your brother / sister. You live in
Katana 7 P2
handed) Clear Lake over several years, where Shaun is
Throwing knife 4 6 Range: 8yrs the Sheriff. But one day, after looking a nearby
explorer to address issues of Shaun, a group of
Brawl 6 4 - beast men attacks the passage and you need
to escape in order to protect the life of Carlos /
Carla.
Equipment: katana (samurai sword), knife, reinforced Vest, throwing knives x5, hiking
clothing, flint and steel, rations x2, big bag.

Pregenerated Characters
NOVATERRA 2040 Quick Start Guide

Joba Tett (order #5574298)


NOVATERRA 2040 is a new role playing game that it takes you to a world filled in
chaos, technology and supernatural entities. The guide Events is just an opening of a
world full of possibilities. NOVATERRA 2040 Core Rulebook have all the information you
need to play the game, explaining character creation, full gaming rules, optional rules,
equipment, specialties, rituals, alchemy, nanotechnology, hi-tech, even a full section of
the manual dedicated to the Game Master where are explained different techniques of
direction, atmosphere, themes, experience and other rewards. Also theres a large list of
antagonists for the universe of NOVATERRA 2040, and an easy way to create Non player
characters. The ND6 game system is easy and versatile allowing a simple and fluid game
to focus on the history with a game mechanic that enhances the narrative.

When the world is in chaos, what would you to do to survive?

If you like NOVATERRA 2040 Quick Start Guide, you must get NOVATERRA
2040 Core Rulebook.

For more Infomation you


can go to:
NOVATERRA 2040 QuickNovaterra
@Novaterra2040 Start Guide2040

Joba Tett (order #5574298)


www.Ledgamesshop.com

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