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HardNova Character Evolution
Growing characters for HardNova 2
Contributor: Precis Intermedia *Created: Dec 16, 2008Modified: Jan 14, 2019System: HardNova ][

These optional rules for creating HardNova 2 characters add a little more depth to their lives and personalities. Feel free to adjust them to fit your needs and play style. Additional add-ons for HardNova 2 may be required for some gimmicks and skills. Step 1: Species
Choose character species. Step 2: Ability
Divide twelve (12) points among abilities, keeping in mind limits imposed on the various races. Allocate an extra one to four points for more heroic games. Step 3: Family Background
Choose a family background from those available to the character’s species. The backgrounds are: technical, political, military, financial, criminal, artistry, and primitive.
 Species  Early Education Table 
 Human  any 
 Centaurian  any 
 Kt’Sorii  male: technical, military, criminal; female: political, financial, criminal 
 Digronian  male: all but criminal; female: criminal, technical, artistry 
 Migado  technical, political, financial, criminal, artistry 
 Tarkosian  technical, political, military, financial, criminal, primitive 
 Kinosian  technical, political, financial, artistry, primitive 
 X-an  technical, military 
 Gillie  primitive 
 Dashi  technical, financial, criminal 
 Sligg  technical, political, financial, criminal, primitive 
 Ul-Marian  technical, political, financial, criminal 
 Sikatai  any 
Step 4: Early Education
Roll on the Early Education table a number of times equal to half the roll of one die (round down), consulting the column for the character’s family background. Increase the level of the indicated skill by one. This represents skills learned during the character’s youth. Step 5: Higher Education
Roll on the Higher Education table for the character’s family background a number of times equal to the roll of one die. If more than one column exists for the background, the player must choose only one of them for all his rolls. Increase the level of the indicated skill by one. This represents skills learned during the character’s schooling years. Step 6: Early Employment
Roll on the Early Employment table a number of times equal to the roll of one die, up to a maximum number equal to the value listed below for the character’s species. Consult any column that is compatible with the character’s family background (see Sector table below). Increase the level of the indicated skill by one. This represents skills learned during the character’s early adult life.
 Species  Maximum Rolls 
 Human  6 
 Centaurian  6 
 Kt’Sorii  6 
 Digronian  5 
 Migado  6 
 Tarkosian  4 
 Kinosian  2 
 X-an  6 
 Gillie  1 
 Dashi  5 
 Sligg  4 
 Ul-Marian  4 
 Sikatai  5 
 Sector  Compatible Family Background 
 Corporate  technical, financial 
 Private  technical, military, financial, criminal 
 Military  technical, military 
 Public  technical, political, financial, artistry, primitive 
 Rogue  any 
Step 7: Focused Training
Allocate twenty-five (25) points among skills. Skills not listed under the appropriate family background column on the Early Education or Higher Education table require double the amount to be allocated to them. Allocate an extra five to ten for more heroic games. Step 8: Gimmicks
Note all gimmicks required by the character’s species. Optional gimmicks may be chosen for the character, but each one reduces an ability by one (1) point or a skill by three (3) points. Detrimental gimmicks provide one (1) extra point for abilities or three (3) for skills. Optional
Roll one die and consult the table below. Then roll on the Events table, referencing the appropriate column. Characters with criminal or primitive family backgrounds may not roll on the Politics table, and should roll again.
 Roll  Event 
 1  war 
 2  crime 
 3  travel 
 4  politics 
 5  miscellaneous 
 6  a quiet life—no roll is made 

Early Education
 Roll  Technical  Political  Military  Financial  Criminal  Artistry  Primitive 
 1  investigation  interrogation  athletics  gambling  finesse  crafts  athletics 
 2  design  academics  brawling  commodities  piloting (ground)  design  brawling 
 3  computers  academics  firearms  commodities  disguise  design  melee 
 4  mechatronics  general knowledge  melee  computers  forgery  performance  tracking 
 5  scanning  negotiation  piloting (spacecraft)  negotiation  performance  scavenging  scavenging 
 6  sciences  performance  zero-g  street cred  street cred  computers  survival 

Higher Education: Part 1
 Roll  Technical: Engineering  Technical: Medical  Political  Military: Spacer  Military: Soldier  Military: Pilot 
 1  design  investigation  academics  athletics  athletics  firearms 
 2  advanced engineering  biomechanics  commodities  firearms  brawling  gunnery 
 3  computers  medicine  general knowledge  gunnery  firearms  piloting (spacecraft) 
 4  engineering  medicine  negotiation  zero-g  melee  zero-g 
 5  mechatronics  sciences  performance  piloting (starships)  survival  scanning 
 6  sciences  composure  composure  scanning  composure  composure 
Higher Education: Part 2
 Roll  Financial: Merchant  Financial: Broker  Criminal  Artistry  Primitive 
 1  piloting (spacecraft)  gambling  finesse  crafts  athletics 
 2  forgery  academics  firearms  design  brawling 
 3  commodities  academics  gambling  academics  melee 
 4  computers  commodities  forgery  computers  tracking 
 5  negotiation  negotiation  computers  sciences  scavenging 
 6  street cred  performance  street cred  performance  survival 

Early Employment
 Roll  Corporate Sector  Private Sector  Military Sector  Public Sector  Rogue Sector 
 1  investigation  piloting (ground)  athletics  design  firearms 
 2  design  piloting (spacecraft)  firearms  academics  interrogation 
 3  academics  zero-g  tracking  computers  forgery 
 4  commodities  scavenging  demolitions  general knowledge  commodities 
 5  negotiation  computers  survival  negotiation  piloting (starships) 
 6  composure  street cred  composure  street cred  seduction 

Events
 Roll  War  Crime  Travel  Politics  Miscellaneous 
 1  Promotion: character gains the military rank gimmick  Falsely accused: character gains the criminal gimmick  Galactic tour: character gains the multilingual gimmick  USU commissioner: character gains the USU authority gimmick  Accident: character gains the heightened vision gimmick as a mechanical enhancment 
 2  Advanced training: allocate five extra points among brawling, firearms, zero-g, and composure  Suspected criminal: character gains the fame gimmick  Homeworld tour: allocate five extra points among general knowledge, streetwise, and piloting (ground) skills  Planetary magistrate or legislator: character gains the planetary authority gimmick  Accident: character gains the musclebound gimmick as a mechanical enhancment 
 3  Decorated: character gains the fame gimmick  Victim: character gains the autoinjector gimmick  Transportation accident: character gains the disfigurement gimmick  Former politician: character gains the elite gimmick  Genetic Aberration: character gains the tolerance to pain gimmick 
 4  Wounded in action: character gains the clumsy, disfigurement, reduced stamina, or weak gimmick  Victim: character gains the environmental dependency gimmick  Sought comfort: character receives the addiction gimmick  Character has a major USU politician as a contact  Genetic Aberration: character gains the astrosense gimmick 
 5  Traumatized: character gains the addiction gimmick  Accomplished thief: character gains the wealth gimmick  Species Exchange: allocate five extra points among skills belonging to a different family background  Character has a major planetary politician as a contact  Genetic Aberration: character gains the empathic sense gimmick 
 6  Court-martialed: character gains the criminal gimmick  Galactic Con-Man: character gains a small starship  Abduction and Testing: remove five points among any skills  Disgraced politician: character gains the fame gimmick  Genetic Aberration: character gains the aurasense gimmick 

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