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HardNova Character Evolution Growing characters for HardNova 2
 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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