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Joba Tett (order #5574298)

Joba Tett (order #5574298) NOVATERRA 2040 Quick Start Guide

NOVATERRA 2040 Quick Start Guide

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This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. To view a
This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. To view a

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lEd GAmES lanza El dado (throw the dice); Its a small initiative 100% independent, dedicated to the creation of roleplaying games from and for gamers, to produce and create content of high quality.

for more information, contacts and more you can go to:

Website: www.ledgamesshop.com Facebook: Novaterra 2040 E-mail: contact@ledgamesshop.com

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

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illustration: Enmanuel Martinez.

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Templates and Editorial design: Ledys Jimenez.

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Graphic design: Enmanuel Martinez, Ledys Jimenez.

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Help y Playtesters: Cristobal Liscano, Andes Cordoves, Ledys

Jiménez, Mario “Chiztazo” Petaccia, Pedro Lucena, Diego Aran- dia, Jésus “Pelu” Puentes, Carlos Zuccarini, Carlos “Chicha” Jimé- nez, Anthony “chucu”, Andres “Polle” Garcia.

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NOVATERRA Quick S TART Guid E Here you have a quick guide that will give
NOVATERRA Quick S TART Guid E
NOVATERRA
Quick S
TART Guid
E

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 don’t know what is that? We explain it to you.

What is a role-playing game?

chnology called citadels, while some others have taken refuge in the exterior, with its own means.

about this guide

The NOVATERRA 2040 Quick Starters Guide is designed to give a small taste of the NOVATERRA 2040 Core Rulebook, with a light summary of rules, history and characters. It is important that players have at hand this set of basic rules to play properly, and this explains the way in which they can play and interact with their environment.

What is needed to play

In NOVATERRA as in many tabletop RPGs, it requires mainly of pencil, paper and imagination. Among other things is also needed a 6 sided dice or abbreviated as D6 or just D, usually preceded by a number indicating the number of dices 6 (3D are three six-sided dice or 5D mean throwing five six-sided dices). The game system called ND6, is designed with simplicity, so that anyone can play easily, whether a novice or an experienced player RPGs. To play comfortably takes at least 10 6-sided dice, but the more they are, the better. It would be good idea if you plan to be the GM, you read the entire quick start guide, before starting to run the game. Also print this set of rules so all players have access to it and print out the pre-generated characters for each player to choose the character they want. The adventure should be printed only

A role-playing is a tabletop game in which you 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, in which the participants interpret the role of a character, taking part in a play that doesn’t have

a specific script; these characters are known as

players’ characters or PCs. Also is another of the members of the game that would be like the di- rector of the play, known as Game Master or GM. The GM runs the script of the story in which

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 known as non-player characters or NPCs. It is also responsible for managing the game, deciding and describing the outcome of the actions taken by

the characters in the story. In role playing games unlike many other games, are not about who wins and who loses, rather it is based on interpreting the character and fulfill goals or objectives, the team play and the fun. If you want to have more information on role of table games you could do

a little research in this regard on the internet, as

you may also search for a friend who has already played to guide you in this regard. NOVATERRA is a role-playing game in the near future of 2040, time in which the supernatural creatures have repopulated the world, a war to de- cimated humanity and the earth itself, and some humans have taken refuge in great fortresses of te-

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by the GM. Finally the most important thing of any game is to have fun

by the GM. Finally the most important thing of any game is to have fun and have a good time with friends. This game it’s not recomended for people under 15 years old.

game it’s not recomended for people under 15 years old. glossary of terms of the terms

glossary of terms

of the terms used in this manual, are unique and exclusive of the book, or role-playing games in general, either because they are given a new

meaning or because they are used in a way that it

important to emphasize.

Action: represents any activity that requires a lot of time and considerable attention on the part of the character. Assault: measure of fictional time to carry out

certain amount of actions usually in the middle

of a fight. This time is around 6 seconds within the time of the game. Aptitude: is the innate ability of a character to perform any activity in general, the aptitudes are qualified in ranks, higher the rank, the better he is at certain kind of activities. Advantages: benefits selected by the player for her character to make it unique in its style. Bonus: they are added to the score of action either by profession, specialties or equipment use. This sum is usually +1D or +2D. These bonuses can be combined to create a larger bonus but among all together cannot be larger than +6, with some strange exceptions. Bioenergy: the energy for all living beings or

organic, that determines its potential, this energy can be used for special activities, in stressful si- tuations or to win a bonus. D: this is the abbreviation used to call the gi- ven six-sided dice usually is preceded by a number that indicates the amount of dice to be thrown

(3D, means throw three 6-sided dices, 5D means throw five 6-sided dices). 1D3 means throw 1D6 and divide its result to the half. Sometimes is pre- 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 fails to reach the number of difficulty imposed. Whether the character fails to achieve any success or doesn’t reach the ND, the margin of failure is determined by the difference between the ND and the result obtained. GM: an abbreviation for Game Master. Is one who directs the game session. Karma: is a score exclusive of players and non-player characters important to allow them to change the random dice thanks to the help of the destination. ND: Number of difficulty, the number that a character should reach with his score of action for a successful activity. NPC: non-player character, thus they are called to the characters that do not belong to a player and are controlled by the GM. PC: Player Character, it is called as such be- cause the characters belonging to the players in the game. Penalties: mean subtraction to the DP for a character, either by pain, damage, or any other possibility that makes him incapacitated to per- form an action. Rank: a way to qualify and quantify the degree of ability of a character in a specific field. The hig- her the rank, the better it is in this field. Skill: represents the level of knowledge or tra- ining of a character in a specific field such as fi- rearms or informatics. Specialty: are fields of certain skills in which

Specialty: are fields of certain skills in which NOVATERRA 2040 Quick Start Guide Joba Tett (order
Specialty: are fields of certain skills in which NOVATERRA 2040 Quick Start Guide Joba Tett (order
Specialty: are fields of certain skills in which NOVATERRA 2040 Quick Start Guide Joba Tett (order
Specialty: are fields of certain skills in which NOVATERRA 2040 Quick Start Guide Joba Tett (order
Specialty: are fields of certain skills in which NOVATERRA 2040 Quick Start Guide Joba Tett (order
Specialty: are fields of certain skills in which NOVATERRA 2040 Quick Start Guide Joba Tett (order
Specialty: are fields of certain skills in which NOVATERRA 2040 Quick Start Guide Joba Tett (order
Specialty: are fields of certain skills in which NOVATERRA 2040 Quick Start Guide Joba Tett (order
Specialty: are fields of certain skills in which NOVATERRA 2040 Quick Start Guide Joba Tett (order
Specialty: are fields of certain skills in which NOVATERRA 2040 Quick Start Guide Joba Tett (order
Specialty: are fields of certain skills in which NOVATERRA 2040 Quick Start Guide Joba Tett (order
Specialty: are fields of certain skills in which NOVATERRA 2040 Quick Start Guide Joba Tett (order
Specialty: are fields of certain skills in which NOVATERRA 2040 Quick Start Guide Joba Tett (order

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the character is more skill and is very well trained. This can provide bonuses or

the character is more skill and is very well trained. This can provide bonuses or allow us to perform certain activities that would otherwise be impos- sible. 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.

reduces his LP to less than 0, he is at the edge of madness. Success: when
reduces his LP to less than 0, he is at the edge of madness. Success: when

Success: when a character takes an action and exceeds the number of difficulty imposed. The margin of success is determined by the difference between the ND and the result of the character.

WE lcOmE TO NOVATERRA 2040
WE
lcOmE
TO
NOVATERRA 2040

In this section are explained quickly, the events that brought the world to the point at which it is when they develop the facts in the universe of No- vaterra 2040. If you want to know the full story, download Novaterra 2040 Events.

the column of light and the War of the dragons

During the period from 21 December 2012 a huge column of light covered the sky from An- tarctica toward all the land. The chaos covered the globe as the telecoms were affected by the electromagnetic discharges. It was decided to mo- bilize a group of scientists to know the reason for the column of light, but in his journey they find an Antarctica in the process of thawing and strange creatures that began to attack the mankind. During the next few months, all sorts of eco- logical disasters attacked to the earth, product of the thawing of one pole of the planet, changes in the electromagnetic fields, followed by storms, earthquakes and even the awakening of volca-

noes; But the greatest threat were the superna- tural creatures. From the forests began to appear beast men, of the cemeteries, the dead began to rise up, to the mountains and many other places, the elves, ogres and goblins appeared. The worst threat of all were the dragons, powerful beasts, smart, astute, and with great powers seemingly magical, destroying everything in its path, and the only hope of mankind, the technology. During months humans were decimated, both by the climatic conditions as by the war, but the technology would give them the advantage and shortly after began the offensive of the humani- ty, aided by the presence of powers of antiquity which resurged in the darkness, the Inquisition and the exorcist monks form the east, as the pri- vate military companies or PMCs. For nearly two years was forged a war that ended a few months after a terrible nuclear attack on the entire nor- thern hemisphere, where were the major nests of the dragons for end of 2014, had completed the terrible war of the dragons but at a great cost.

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the post War and survival The war was won but the humanity was des- troyed

the post War and survival

The war was won but the humanity was des- troyed and diminished in a planet with very ad- verse weather conditions. During the next few years, human beings began to seek refuge in the cities building giant walls to defend themselves against the supernatural creatures that were still hunting in the wild. These cities would be known as fortresses, while other small places of trade are known as passages. In an open field, the road pirates, the supernatural beasts and many other threats, do not have any mercy. Many companies joined together to form large conglomerates and to be able to survive after the destruction caused by the war. But during the year 2015, the NU de- clared the construction of the citadels, mighty for- tresses of technology to preserve the human race. Prostheses biotechnological and nanotechnology are beginning to allow match the field of battle against the supernatural creatures.

the citadels

For the year 2030, all the citadels are comple-

ted. Five mega-constructions; one of them in each continent to protect humanity from extinction. But the organizations of Control of Supernatural Threats or also known as CST, they discover that the dragons still exist, moving in the dark even with the ability to become human, allowing them to go unnoticed with ease. This information is known by very few, mainly because the CTS will ensure that this information does not arrive at the hands of the population.

the year 2040 d. c. 28 years after

the day d.

Human society has adapted quickly to the citadels, in a few years they have returned to a lifestyle. The beasts attack increasingly more in- directly, manipulating and controlling. Life in the citadels tries to be as it was before the war and many believe in this false tranquility. The eco- nomy is monopolized by large companies linked to survival but with dark secrets. The new gene- rations do not saw the war of the dragons or were too small to remember it, and now, this is the only

or were too small to remember it, and now, this is the only NOVATERRA 2040 Quick

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world they know. But the truth is that the war has not ended, now is

world they know. But the truth is that the war has 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 citadels, some others do not, and outside of the citadels, survival is the priority at any cost.

characters

The players control characters in the history of NOVATERRA 2040 known as players’ characters or PC. They are the bridge of the player or his avatar to this universe. The players shall embody characters caught in the secrets of this war that carries out the humanity for the survival, fighting against supernatural beasts, plots, corporations, and sometimes against the humans themselves. The characters have a different number of scores that define it in the rules of the game, but the true definition of a PC are their ambitions, their stories, their personality and their experiences, it is decision of the player to define his character. Decisions are something important in the univer- se of NOVATERRA, both from the moral point of view as from the social point of view; take deci- sions that can affect the mental stability of your character can wreak havoc in the long term, while those decisions can also cause many side effects in your environment. In this section can be seen in a simplified manner of the different aspects that possesses a character.

profile

Your profile allows you develop the charac- ter from the point of view of personality, giving points of reference to interact and perform their actions.

background

Represents the place of origin of the charac- ter and how he grew up within its environment. The background affects the character to be good in certain activities. There are 6 backgrounds to choose from: Fortress born, Citadel people, Pas- sages kind, Nomad, Religious and hardened, which

provide modifiers to the aptitudes.

conviction

This characteristic defines in what the cha- racter believe in. Every person has its own mo- ral compass that points its north, a guide at the moment of acting. The player chose what is good and there for, what is grown for the character. This doesn’t mean that the north of the character is “right”, instead is the moral conditioning of a cha- racter. It doesn’t represent an objective that can be achieved, implies how the character sees the world around him.

objective

A character has objectives which mean some

personal mission, a reason to get up every day and strive for that something. The objective must be important and must define the character, a before and after, especially if that objective brings a lifes- tyle that is potentially mortal.

instinct

The character instinct represents a reflex, an automatic reaction when something happens or a trouble appears; usually something that the cha- racter does unaware. Represents a quick reaction.

alliance

An important piece inside the NOVATERRA 2040 game is alliances. The character form part of great struggles of power against supernatural for- ces or even human faction, like organization and mega corporations. Every character begins with a rank of some kind of alliances with some impor- tant group in the war.

aptitudes

Aptitude represents an innate capability of a character to carry out an activity. Aptitudes are determined in each person innately but also may produce their development as a result of lear- ning. There are motor skills (physical), intellectual

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(mental) and sensory (social). There are a total of 6 different Aptitudes that the character

(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 is humanly possible, whereas 2 is the average.

vigor (vig)

The Vigor represents the ability of a character to deal with weight, ability to do damage and re- sist it, overall physical strength and health.

dexterity (dex)

The dexterity of a character represents their agility, balance and accuracy when it comes to

throwing things or with ranged weapons such as firearms, bows or throwing stones.

intelligence (int)

The intelligence is represented as the mental

capacity of a character from understanding, me-

mory, logical reasoning and learning speed.

Will (Wil)

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

cunning (cun)

The cunning represents the mental sharpness of a character, the ingenuity, quick thinking and the ability to avoid being deceived.

communication (com)

Represents the social capacities, communica- tion skills and interaction capabilities of the cha- racter with other thinking beings.

skill groups

It allows players the possibility to create a cha- racter under certain standers, allowing them to

ranks

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 the character can be determine how good or bad it is in this activity. Rank 0: lousy. The character is really bad in this activity. Rank 1: poor. The character makes it to mean. Rank 2: average. Does not protrude, for good or for bad. Rank 3: highlight. the character stands out quite. Rank 4: excellent. Outstanding perfor- mance in the activity. Rank 5: extraordinary. Few can overcome

it.

Rank 6: Unique. The character is unique in its class. Rank 7+: superhuman. Any rank of 7 or more is above the human capacities.

shine in their strong points.

skills

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 character knows how to carry out, like Athletics, learn history, persuade someone or fight. The

skills are directly linked to an Aptitude; therefore,

a character that has informatics, he always will be

making his informatics skill by adding intelligence + Informatics. Some skills according to the base

aptitude are:

Vigor Athletics, Brawl, Melee weapons, Swim, Resis-

are: Vigor Athletics, Brawl, Melee weapons, Swim, Resis- NOVATERRA 2040 Quick Start Guide Joba Tett (order

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tance. Dexterity Alert, Driving, Dodge, Manual skills, Mark- smanship, Stealth. Intelligence Healing, Informatics,

tance. Dexterity Alert, Driving, Dodge, Manual skills, Mark- smanship, Stealth.

Driving, Dodge, Manual skills, Mark- smanship, Stealth. Intelligence Healing, Informatics, Languages, Science, Oc-

IntelligenceDriving, Dodge, Manual skills, Mark- smanship, Stealth. Healing, Informatics, Languages, Science, Oc- cultism. Will

Healing, Informatics, Languages, Science, Oc- cultism. Will Concentration, Courage, Harmony, Rituals. Cunning

Investigation, Perception, Tactics,

Tracking, Survival. Communication

Seduction,

Street wise.

Tracking, Survival. Communication Seduction, Street wise. Empathy, Contacts, Deceive, Persuasion, Qualities The
Tracking, Survival. Communication Seduction, Street wise. Empathy, Contacts, Deceive, Persuasion, Qualities The
Tracking, Survival. Communication Seduction, Street wise. Empathy, Contacts, Deceive, Persuasion, Qualities The

Empathy,

Contacts,

Deceive,

Persuasion,

Qualities

The advantages and disadvantage are certain qualities that the characters have that usually make them different to the other in some way, whether it be good or bad by providing them with benefits or limitations that make it more to the individual character. If the player wants, can buy benefits to improve your character or win disadvantages.

especialidades

The specialties represent focused capabilities of a character to perform specific activities not only provide the character the ability to highlight among many others in certain activities, but also allows you to give far greater diversity and custo- mize your creation. Several characters pre-genera- ted have specialties that are explained in each one. The specialties are explained in NOVATERRA 2040 Core Rulebook.

derivate scores

These scores represent different aspects of character that are not specified in other groups. These possess an abbreviation that allows rapid identification as a reference.

health points (hp)

Represents the ability to resist damage of a character, and each time the character takes da-

mage, it’s reduce from his Health Points. The hig- her the HP more is the damages that can withs- tand, before falling dying.

lucidity points (lp)

Represents the lucidity of a character, his abi-

lity to see and act in a conscious way and see the world clearly, but traumatic events, fear and emo- tional pain, can make the character begins to men- tal stress, that is reduce form his Lucidity Points. The higher the LP the more stress can withstand before falling to the edge of madness.

protection (pr)

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-

nal protections. In this way, a character who recei- ves a stab of 6pts of damage without any protec- tion, will receive the full damage, while someone with a PR 4 will receive only 2pts. The reduction

is better explained in the Chapter combat.

defense (def)

Represents the DP of the character to be im- pacted by physical attacks, whether are Melee or distance attacks. The basic DEF of character Dex- terity, certain armors can reduce de Defense as they heavy. Shield or certain combat maneuvers can improve the defense of the character.

movement (mov)

Represents the speed to move from a creature

of a given size between greater faster movement is

a creature and more moves in an assault.

bioenergy (bio)

Represents the physical, mental and even spi- ritual potential of a character to extract the power of its own body, whether conscious or not, and even to perform above human feats. The PC begins with a certain potential that puts them above the average, allowing them to use its bioenergy to enhance certain activities, although probably the characters is not aware of this. You can spend 1pt for BIO in:

Get a bonus of +2Dis not aware of this. You can spend 1pt for BIO in: Roll extra dices for

Roll extra dices for every 6 obtain in a dice.of this. You can spend 1pt for BIO in: Get a bonus of +2D NOVATERRA 2040

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A 8 In By
A
8
In
By
A 8 In By Get a +1S to Initiative for one assault. Get a +1D to

Get a +1S to Initiative for one assault. Get a +1D to Defense for one assault. Reduce damage received in 3pts. Use certain movements or specialties.

test on an opponent with a penalty of -2D. By spending 1 point of karma can boost a test of a companion with a bonus of +2D. When a character eats up all points of karma, this reaches 0, but at any given times the GM, can make harmful effects on a character in exchange for 1pt of karma. Abuse of destiny will not go un- punished and the universe always seeks regain its balance. Some of the things the GM can do to give karma points are:

Deny any a test of any kind, resulting in a fai- lure of the action of the player character. Provide a bonus to a test of some opponent of the player character with a bonus of +2D. The GM can create a penalty for a partner of the player test, with a penalty of -2D. Equally this resource to provide points of kar- ma to the players is not something of which to be abused, because it can easily cause major com- plications and should only be done once for each player per session. Example: When you walk by the sharp stones, you fall back spectacularly and you feel like something is broken inside your backpack and when you check, your compass is shattered the GM tells the player: receive 1pt of karma.

is shattered the GM tells the player: receive 1pt of karma. character can’t spend more than

character can’t spend more than 3pts of

bioenergy in one assault and cannot spend more than 1pt for bioenergy in the same activity (exam- ple: you cannot spend 2pts for bioenergy in get a +4D or 2pts for bioenergy in reduce 6pts of da- mage).

get a +4D or 2pts for bioenergy in reduce 6pts of da- mage). karma Karma is
get a +4D or 2pts for bioenergy in reduce 6pts of da- mage). karma Karma is
get a +4D or 2pts for bioenergy in reduce 6pts of da- mage). karma Karma is

karma

Karma is karma, is an intangible and immea- surable energy, is both a cause and effect, it is action and reaction, a sort of “law” of universal remuneration of acts performed in the life. Some calls it destiny, other divine providence, even the hand of God, his existence can be questioned and doubted, does not have tangible form, it cannot be measured, but the karma exists and moves to the entire universe. In terms of game the karma re- presents the way the universe rewards the player’s actions, through karma points, it is important to

emphasize that the majority of non-player charac- ters do not have karma points, they are ordinary 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

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.

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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Ru l ES Of T h E GAm E The game is a representation of
Ru
l
ES
Of
T
h
E
GAm
E
The game is a representation of a story in which
the characters of the players are the protagonists,
but as with every game has its rules. Of course the
rules are not designed to be a straitjacket, when a
rule is not helping, or is causing a lot of conflict it
is best to ignore or modify it.
number of difficulty or nd
the tests
As the words said so, the Number of Difficul-
ty or its abbreviation ND, represents how easy or
complicated is to carry out an action. The higher
the ND, the more difficult it becomes to do an ac-
tivity. The ND represents the number of successes
that is necessary to perform an action. Here’s a
guide on how can be established the ND depen-
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
failure. Each test is associated to an Aptitude +
Skill knows as Dice Pool (DP) determined by the
GM, trying to fit in the most appropriate manner
to the action to perform.
Throw a number of dices equal to the DP, any
result of 4, 5 or 6, is considered a success. Some
activities requires just 1 success, but sometimes,
are required more successes.
ND
Mental
Physical
Routine, Level 1
Unit conversion
(meters to inches,
etc.)
Jog.
Moderate, Level 2
Hack a common
email account.
Shot an immobile
target at 20 yards.
9
Hard, Level 4
Play a Shakespeare
recital… from
memory.
Drive a car at
100mph in a dark,
wet driveway.
perform actions and tests
In all cases that required a test, the player adds
an Aptitude + skill, this is knows as Dice Pool
(DP) the player rolls a number of dices equal the
DP, any result of 4, 5 or 6, is considered a Success.
Inhuman, Level 6
Beat an I.A. in a
chess game.
Play with 3 knifes
in a monocycle
while balancing in a
tightrope.
Example: John wants to run fast, John has a DP of 6D
(Vigor 4 + Athletics 2). Any result of 4, 5 or 6 is a suc-
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
an action involves:
Aptitude + Skill +/- Modifiers =
Dice Pool (DP)
Success
Success
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Example: John is trying to decrypt a password on a computer, and informatics is not

Example: John is trying to decrypt a password on a

computer, and informatics is not his best area. The

GM decides that the security is not too high so it is

level 2 (Moderated). John has a DP 3 (2 Intelligence +

1 Informatics). Throws and get a 1, 4 and a 6, he gets

2 Successes and pass the test. After a few minutes

trying to, John decrypts the password.

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. A +1D implies throwing one extra dice in the DP. Sometimes the character gets extra Successes ins- tead of extra dices. This are explain like this +1S or +2S (2 Successes). Character cannot have a sum of bonuses greater than +6D.

the penalties (-d)

In the same way that there are bonuses, there are penalties, which are represented with difficul- ties at the time of performing actions usually pe- nalties are reductions to the DP of the character, shorted like this: -1D or -2D (two dices less form the DP). Sometimes certain penalties are aim to specific activities (helmets provide penalties to Alert and Perception tests), as there are other ge- nerals like wounds. When penalties gets a character to a DP of 0, 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 can’t 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.

Margin of success

Necessary to

+1 Success

Marginal, the necessary to achieve his goal.

+2 Successes

Good, the character makes his activity with good results.

+4 Successes

Amazing, his performance is remarkable.

+4 Successes Amazing, his performance is remarkable. the failure and margin of failure When a character

the failure and margin of

failure

When a character obtains no success or doesn’t achieve the ND imposed, he fails in his activity. The margin of failure is determined by the diffe- 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 sometimes a failure is just that, a fail test that can be tried again.

basic test

It is the most common test to be carried out. In this, the DP is associated with an Aptitude + Skill. The GM imposed an ND and the successes must be equal or greater that the ND. If the character fails, the GM can imposed a twist or the player succeeded with a complication.

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opposed test Are those activities in which the character should not fight against a predisposed

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 doesn’t 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 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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cO mb AT Too often the conflicts are resolved with the violence and the chaos
cO mb AT
Too often the conflicts are resolved with the
violence and the chaos of the struggle must have
an order for the rules of combat.
turn
measurement of the time
It is time to act the character when the charac-
ter you want to perform actions, must be carried
out during your turn in the assault. A character
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
group of actions and their lesser extent is called
assault.
minutes
Then, the next way of measuring time is a mi-
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
combat process
an important factor, even vital to the game
and the combat is no different. A character
in a combat makes just one test but this
doesn’t reflect just one attack, one shot or
one dodge. Instead represent a whole se-
quence of movements done by the charac-
ter that the player describes.
The description can lead to important
secondary effects like more damage, tactics
advantages or some other special situation,
The combat can be quickly divided in 6 simple
steps, explained below:
12
step 1: initiative
so don’t fear in creating a deep and explicit
description (under your character capabili-
ties and of course, logic).
A
player that represents correctly his
combat sequences should get his experien-
ce for interpretation.
The initiative is, in few words the way to de-
termine who or whom, maintain control of the
assault. Each character involved in a combat situa-
tion must throw a DP equal to Dexterity + Alert or
Cunning + Tactics; whatever is the highest. This is
done only during the beginning of the battle, the
one who has the highest number is the one who
has the power to decide first. The initiative re-
mains the same throughout the assault, although
some maneuvers or benefits may change it during
some assaults.
surprise
assault
An assault is an abstract measure of time to
control the combat an equivalent to an average of
6 seconds. Normally a character can make just one
action during the assault, but if the player wants,
he could make a second one with certain penal-
ties.
When one of the parts of the combat is not re-
ady for combat, can be taken by surprise in these
situations the character has the right to a test of
Dexterity + Alert ND 3 or against the Successes of
Dexterity + Stealth of its opponent. To overcome
the test the character has the right to initiative, fail
and the character remains stone cold during the
first assault, confused by the situation without
any kind of defense only for possible coverage or
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shield and no right to perform any kind of action. step 2: statement of actions

shield and no right to perform any kind of action.

step 2: statement of actions

The first thing that a character should do, once they are in combat, is the statement of their ac- tions (2 simple or 1 complex) to be performed du- ring the assault (unless you have been surprised), it can be attack or defend and run. The characters cannot make the same action twice in the same assault.

step 3: perform the actions

The characters are engaged to perform the ac- tions previously declared. During its turn a charac- ter could perform different type of actions. Regu- larly a character could make 2 simple actions or 1 complex action and some free actions. This is the rule but some exceptions could be made.

step 4: resolution of actions

Depending on the actions taken by the charac- ters and if passed or failed the test, it is the duty of the GM determine its resolution if the charac- ters attacked and impacted, it is possible for them to do damage if the opponent doesn’t pass a de- fensive test.

step 5: go to the next character’s turn

Once the character with the best initiative operates, it is time to act the one who holds the next best, returning to the step 3 and 4 with each character until they have acted all the characters involved in the assault and are not stunned.

step 6: finish the assault and start again

Once all act the GM ends to describe the events at the end of the assault, and then start again at step 2, until there is no more enemies to fight.

movement in combat

In combat the movement has several faces. The movement it’s 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:

Tactical movement (Movement in Yard, free action): the character can move some yards in the

Tactical movement (Movement in Yard, free action): the character can move some yards in the

assault without any mayor effort, as long as he is standing of its feats and unrestraint. This is a free action. Sprint (Movement x2, simple action): the cha- racter decides to move quickly during the assault. If a character decides to move and make a mark- smanship action, can do it with a penalty of -1D. Run (Movement x3, simple action): the cha- racter decides to run during the assault, spending all his action of the assault and hardly anything else. Racing (Athletics test, complex action): the character makes a Vigor + Athletics test. Every success raises the multiplier of Movement, taking as a base Movement x3. The character has a DP 6 and obtains 2S. Movement Multiply total is Move- ment x5 (base 3 + 2 Successes). Wait (+2S Initiative, simple action): the cha- racter chose to wait an instant to make his main action, and gain a +2S to the Initiative, but only during the same assault or the next of the waiting assault. It’s a free action but the character cannot make any other movement action during the as- sault. Getup (simple action): getting up from the ground in normal conditions and unrestraint takes

a

regular action. A character could make a secon-

takes a regular action. A character could make a secon- dary action with a -2D penalty.
takes a regular action. A character could make a secon- dary action with a -2D penalty.
takes a regular action. A character could make a secon- dary action with a -2D penalty.
takes a regular action. A character could make a secon- dary action with a -2D penalty.
takes a regular action. A character could make a secon- dary action with a -2D penalty.

dary action with a -2D penalty. A character on the ground in melee combat has Defense -2. Fallback (simple action): to escape from the melee combat a character must make the maneu- ver Fallback. The character must make an opposed

the maneu- ver Fallback. The character must make an opposed test of Vigor + Athletics or

test of Vigor + Athletics or Dexterity + Acrobatics.

If

danger zone but if succeeded the character can move 4 yards away from his enemy for every mar- gin of success, just the necessary to escape from the attacks.

fail, its enemy doesn’t let the character leave the

attacks. fail, its enemy doesn’t let the character leave the NOVATERRA 2040 Quick Start Guide Joba

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free actions These classes of actions are those that take little concentration or effort carried

free actions

These classes of actions are those that take little concentration or effort carried out by. In the normal way the character can only perform 2 free actions per assault. The free actions can be made at any time of the assault, not only in their turn of actions, some of the free actions are:

Tactical move (Movement in yards) Drop a weapon / object Say a few words Observe quickly (in one direction only) Lie down on the ground, kneeling.

attacks

Attack represents any actions of hitting, cut- ting, throwing or shooting. In one assault a cha- racter decides who he attack and how his PC per- forms the move. A character could make just an attack in one assault, but it doesn’t mean only one movement, it represents 6 seconds of punches, cuts, shots; the description is un hands of the Pla- yer but the important here is to bring to live the description. Attacks are Opposed Basic Tests:

Aptitude + Skill +/- Modifiers = Attack

When a character acquire ranks in the skill Me- lee Weapons or Marksmanship, he must chose a group of weapons in which he has training, for every rank of the respective skill. That way a cha- racter with Melee weapons rank 3, can chose 3 groups of weapons in which he has training. If the character uses a weapon in which he doesn’t have any training, he gets a penalty of -2D.

Example: Eva’s character has Marksmanships 3. De- cide that her character have training in pistols, As- sault guns and rifles. If the character uses a gun such as crossbow or a grenade thrower, she will have a penalty of -2D because she doesn’t have that kind of training.

defense

The defense represents the DP that the defen- der has to protect himself of the aggressor attacks.

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When a character is attacked, he must make a DP Defense test and obtain a

When a character is attacked, he must make a DP Defense test and obtain a number of successes equal or greater that the aggressor to avoid being damage. For every attack that the character is aware of, he could make a Defense test.

Dexterity - Armor = Defense

defensive actions

Applies when a character wants to spend his assault action to improve his defense; this mean that his Defense DP improves to be help by di- fferent type of skills, according to the situation. There are 3 basic types of defensive actions that improve the Defensive DP: Block, Dodge or Parry. The character can make any of this 3 during the assault, according to the situation. With dod- ge, the character adds his Dodge rank to his de- fense. With the action block, the character adds his Brawl rank to his Defense, to defend of unarmed attack or melee attacks. With the action parry, the character adds his Melee weapons rank to his Defense, to defend from any melee attack.

damage by attacks

It is the damage that a character makes each time that he hits a blow to his enemies; it’s a fixa- 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 number of successes obtained in an attack. This could be unarmed, armed or by firearms. The fac- tors that apply to damage are:

Brawl damage (punches, kicks, grips):

Vigor +/- Modifiers = Brawl damage

Melee weapons damage:

Vigor + Weapon Damage +/- Modifiers = Melee damage

Thrown Objects:

Vigor + Weapon Damage +/- Modifiers = Throwing damage

The firearms damage:

Weapon Damage + /- Modifiers = Firearms damage

In the case of unarmed combat, in the normal way the damage is Vigor -1. You can spend 1pt of Bioenergy to win a + 3 to damage after the base damage is multiplied by the successes. The suc- cesses are calculated after the defenders test, to determinate the margin of success of the attacker (if any).

Example: John is fighting with a road pirate, their opponent’s defense is 2, John wins initiative. John attacks his enemy with a machete (DP 6), and obtain 3S, his opponent decides to defend this assault (de- fense 4) and gets 2 successes, leaving John with only 1S. The damage of the machete is Vigor + 2, so John makes 6pts of damage. John’s throws several chops, but his enemy manage to avoid almost everyone, except for the last one, a superficial cut. The next assault John strikes again and this time gets 2S. His opponent doesn’t get any success in his defense. So John makes base damage x2, making 12pts of da- mage and his enemy falls after receiving a deep cut in the leg and a final cut in the face.

protection

It’s the armors capacity to reduce damage from all kind of impacts, when already received. The damage can only be reduced by Armor or 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 which the character makes a great effort to avoid or resist the damage. To use this he must be cons - cience that he will receive the damage (he cannot do it when surprised) and can only spend 1pt of BIO per damage received.

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recovery of hp The damage subtracted from the Health Points is recovered relatively quickly, as

recovery of hp

The damage subtracted from the Health Points is recovered relatively quickly, as this damage is not nearly a serious one. The ways here explained are normal methods of recovery, without the in- tervention of Biotechnology or something similar. Resting. The character recovers 3 HP for every day of good sleep. If there is a relatively good res- ting, the character recovers 5 HP. If the character has a total rest, recovers 7 HP. Healing. If the character receive attention to his damage (at least 1 hour per day), the attending character must make an Intelligence + Healing test ND 3. Every margin of success allows recovering 2 of HP. First aids (Intelligence + Healing test ND 3). Helps recovering 2 HP and stopping some side effects like stun or bleeding. This works only after being damage and takes 1d3+1 Assaults.

Wounds

As you can see, the HP is relatively low, com- paring to the damage that a character can withs- tand. But the character has the possibility of recei- ving wounds. A character can reduce up to 10pts of damage and gain wound. Each wound is associated with some kind of penalty that can be chosen by the player. The player can chose between 4 different kinds of penalties. In the character sheet it can be seen the boxes to apply to the respective wound. The penalties by wounds 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 doesn’t 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 pain.

Example: John is falling 10mts; he will receive 32pts of damage that is just too much as he has a 21 HP. He decides to receive 2 wounds to reduce 20pts of da- mage. The player chose Movement -2 and Damage -2, to just have 12pts of damage left. He is hurt badly but he is alive.

The points of damage per se, are not serious damage, but wounds really are. When a character acquires all the wounds, he is in pretty bad sha- pe. A character can withstand up to -10 Health Points. If a character receives more damage than that, he dies from massive physical trauma.

range

The range is an important factor in the middle of a battle; it defines which weapons are effective 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 and the class of weapons that can be used in that class of strife.

melee combat

This kind of distance in which anyone can im- pact a melee attack with either brawl or with a weapon. This distance is approximately 3 meters between the parties that are struggling, distance with which only one or two steps to reach your objective without problems.

long distances combat

In a normal manner, any attack on distance weapons such as bows, firearms or throwing ob- jects, they have 3 ranges: normal, medium, and long. Making any attack on an enemy beyond the 50yrs long requires the free action “Aim”. Normal range: no penalties. Medium range: penalty of -2D. Long range: penalty of -4D.

Medium range: penalty of -2D. Long range: penalty of -4D. firearms Firearms are one of the
Medium range: penalty of -2D. Long range: penalty of -4D. firearms Firearms are one of the
Medium range: penalty of -2D. Long range: penalty of -4D. firearms Firearms are one of the

firearms

Firearms are one of the most important war creations in the history of mankind. For firearms there is another distance apart from normal, me- dium, and long, called point blank range, and its

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less than 7yrs away, in this situation the firearms have Attack +1D and Damage +1,

less than 7yrs away, in this situation the firearms have Attack +1D and Damage +1, while shotguns have Attack +2D and damage +2. Is also important to recall that in the middle of a combat, a charac- ter doesn’t literally “dodge” the shots, instead he simple gets out of the way of the shooting, proba- bly to seek cover.

Example: after finishing the second pirate, John

is wounded and tries to go out of the room, just to

find face to face with another pirate that strikes with

a shotgun. At that distance a shotgun is lethal. The

pirate wins initiative and shoot. The pirate gets an impressive total of 5 Successes, while John tries to get out of the way but gets only 2 Successes in his defen- se. The shotgun makes 5pts of damage but in point black gets Damage +2, making 7pts of damage. Mul- tiplied x3 successes make a total of 21pts of damage. John has PR 7 and still left with 14pts of damage. John probably needs to get a new wound.

battle tension

When character gets into a combat situation that is potentially lethal, the survival instincts, the stress and the tension grows every moment as danger keep coming closer, which helps the cha- racter to fight more fiercely, more instinctively, more intensely for survival. In rules game, this transform into a bonus that the player can uses to their PC as the combat goes and the tension rises. During the first assault (that the players don’t have been surprised) the GM puts a 1D6 in number 1. This implies a bonus of +1D to the PC that uses it. In any moment a player can decide to use this bonus to any activity such as +1 to damage, a test, +1 to protection, etc. in that moment the GM puts the 1D6 in number 2 and cannot be used until the next assault. If a player uses the bonus, the GM puts the dice in the number 3 and cannot be used until the next assault. Just one PC can benefits from this per assault and once he use it, the dice rises and so is the bonus. Once the dice reach the number 6 and a player use it, the combat tension goes to 0 and disappear, so use it well.

basic melee

maneuvers

The standard actions a character can take.

attack (simple action) Modifier: opposed test. The character attacks its enemy. If the defender is aware of the attack, he must make a defensi- ve test. The successes of the defender eliminate the attacker successes. If the attacker has at least 1 success, he makes damage. The damage of the character is multiplied by the margin of success in the attack.

divided attack (according base attack) Modifier: the character divides his successes among his enemies. The character dedicates to fight among seve- ral enemies, dividing his potential between them. The character divide his Successes obtained in the attack among his enemies the way he wants.

Ejemplo: Ashley se encuentra con 3 lobos salvajes rodeándolo para atacarlo. Decide dividir su ataque de su espada larga entre los lobos. El RD de Ashley es de 7, obteniendo 4 éxitos. Decide dedica 2 éxitos a un lobo y 2 éxitos al otro, dejando por fuera a uno, con la esperanza de derribarlos rápido.

block (simple action) Modifier: opposed test. The character tries to defend of a melee attack with bare hands. The character adds his Brawl rank to his defense for all the assault.

charge (complex action) Modifier: Damage + 2, Defense -2. The character runs to make a melee attack with all speed and weight of its body. The character need at least 4yrs of impulse and can run up to twice his Movement rank in yards. The character receives a penalty of Defense -2. In exchange, if the attack hits, he gets Damage +2 to the base (before calculating the successes).

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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18
18
18 NOVATERRA 2040 Quick Start Guide Joba Tett (order #5574298)

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character can do this with any melee weapon or with the hands. A Player character

character can do this with any melee weapon or with the hands. A Player character has the possi- bility of surviving this by spending 1pt of Karma (somehow the character survives miraculously, the damage avoids the main organs, but the PC acqui- res the disadvantages “permanent Lesson).

defensive combat (simple action) Modifier: Penalty -2D, Defense +1. The character fights maintaining a high defen- se, sacrificing efficiency but still fighting. The cha- racter receives a Penalty of -2D to all other actions in the assault but in exchange, he receives Defense +1 all the assault.

dodge (simple action) Modifier: opposed test. The character tries to defend of attacks or shots avoiding damage. The character adds his Dodge rank to his defense for all the assault.

parry (simple action) Modifier: opposed test. The character tries to defend of a melee attack with another melee weapon. The character adds his Melee weapon rank to his defense for all the assault.

basic firearms

maneuvers

The standard actions a character can take with firearms (depending on the type of weapon).

automatic gunfire (complex action) Modifier: Attack +4D, Defense -2. This type of shot can only be done with an automatic firearm. The shooter holds down the trigger, discharging his gun in one direction, fi- ring no less than 15 ammos (15 + 3D6 ammo). The character cannot take defensive maneuver during the assault. The character cannot combine this movement with anything else. The character must remain still during the gunfire, so he suffers a De- fense -2 penalty. But he gains attack +4D. If he 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

could decide no allow the get to the other one.

multiple objectives (according to base attack) Modifier: the character divides his successes among his enemies. The character decides to shot several enemies during the assault. The character divides his suc- cesses among his enemies the way he wants. The player throws 1D3+1 to determine the amount of ammo spends for every enemy attacked. If the GM allows it, a player could attack up to two enemies with a bow.

long burst (simple action) Modifier: Attack +2D, Defense -1. Long bursts can be fired by automatic guns, fi- ring burst of 5 to 15 ammunitions at a time (1D3x3 ammos per assault). Provides Attack +2D as the character tries to at least one ammunition hits its target, but requires that more control of the gun by the shooter so gets a Defense -1 penalty. If he wants to, he could divide the successes among his enemies as he wants.

short burst (simple action) Modifier: Attack +1D Short bursts can be fired by automatic guns, firing burst of 3 to 12 ammunitions at a time (1D3+1x3 ammos per assault). The short burst is more controlled and therefore most common and easy to operate tactically. Provides Attack +1D as the character tries to, at least one ammunition hits its target. If he wants to, he could divide the suc- cesses among his enemies as he wants.

shot (simple action) Modifier: None. The character shoots an objective with any class of firearm. It obtains a penalty to the shot of -2D at medium rank and -4D at long range. The player throws 1D6+1 to determine the amount of ammo spends in the assault. The Shot by Shot guns like the lock rifle, shoots 1D3 ammo per as- sault.

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conditions Other factors can affect the development of a character, either in combat or any

conditions

Other factors can affect the development of a character, either in combat or any kind of situa- tion, not only the damage done by weapons or in the middle of a battle can kill your character, the environment can be one of the worst enemy.

acid

The acid according to its power can be one of the most dangerous forms of damage, mainly be- cause its ability to prevent the natural regenerative ways of the body. The damage reflected here is the equivalent to an average of ¼ liter of acid that the body is expo- sed, the greater the amount, the higher the dama- ge the acid can make either 1pt of damage, 3pts of damage, 5pts of damage, 7pts of damage or 10pts of damage, the acid can leave heavy wounds that can produce penalties to certain activities.

asphyxia

The asphyxia, either by drowning, by poiso- ning or by lack of oxygen is a quick way to die.

The character can resist, if he has time to take a breath, a number of assaults equal to twice Vigor + Resistance. But when a character can’t take air, can only have a number of assaults equal to his Vigor, but never less than 1 assault. If the character is suffo- cated by someone else, he can resist as long as he resist the damage. Once pass these assaults in any of the situations, the character begins to die of asphyxia. The character receives a wound per assault of asphyxia. When the character receives all his wounds, he dies asphyxiated. Once it starts to die by choking the character must make a stress test level 4. Someone with the necessary knowledge you can revive him in the next 5 minutes (the time it takes for the brain to die), with an extended test of Medicine ND 3 + 1 per Minute elapsed (as long the character wasn’t asphyxiated by someone else in which case as probably have the trachea shatte- red). Every wound receive by asphyxia is lost per every 6 hours of rest.

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fall The damage due to falls represents the dama- ge received when someone doesn’t fall

fall

The damage due to falls represents the dama- ge received when someone doesn’t 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 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 There are many events that can trigger someone’s levels of stress. The stress

stressful events

There are many events that can trigger someone’s levels of stress. The stress is reduced directly from the Lucidity Points (LP). The stressful events require a DP of Will + Courage / Concentration / Self control. The natu- re of the liked skill is derived from the nature of the event. There are 6 different levels of stressful events. The failure in a stressful event is not ab- solute, but depends on the margin of failure. For every margin of failure in the stress test the cha- racter receives 4pts of stress. So a character that makes a stress event level 5 and achieve only 2 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- 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 doesn’t 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.

dity 10. He decides to change 10pts of damage in ex- change of a Trauma (Damage -2). With shaky hands out of fear, he decides to run from the creature.

When a character acquires all the wounds or trauma, he is in really bad shape, whether is phy- sically or mentally. If a character acquires a wound and a trauma with the same penalty, the penalty gets to a total of 3.- The character can withstand up to -10 Lucidi- ty Points. If a character gets to receive more stress, the mind gets completely destroyed, probably by a mind stroke or a permanent coma, in other word, the character dies.

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 pROTE c T i ON A cautious character knows to carry what he
WEApONS ANd
pROTE
c
T
i
ON
A
cautious character knows to carry what he
2pts of Protection.
perforation (p)
Is the capacity of the weapons to ignore as
much Protection of Armor as the range of Perfora-
tion. So a weapon with Perforation 4 (P4) ignores
4pts of Protection.
armor
hold (h)
melee Weapons
There are weapons which, by the shape and
style have the capacity of holding their opponents
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-
pon.
23
short blades
small arms and light weapons, fast for close
combats but low on damage.
Weapon
Details
Damage
Combat Knife
Vigor 0.
Vigor +2, P2
Dagger wran-
Vigor +2, P1
glings
Vigor 0, Range: 2yrs
+1mts by Vigor.
If
the character doesn’t achieve the minimum
blunt (b)
Is
the property of weapons to hit with such
NOVATERRA 2040 Quick Start Guide

needs or at least at hand, as one never knows when a wrench you can save his life. The survival is the priority and good equipment could be the thing that saves your life.

The Armors have the potential to stop impacts such as stabbing, bumps, drops or similar power of detention as ballistic that reduces damage from bullets, arrows, explosions or splinters.

The weapons are there since the beginning of mankind and today remain one of the best ways to

save your skin when a firearm is no longer effec- tive. The Vigor represents the minimum rank that a character must have to wield your weapon with just one hand correctly. To be used with 2 hands (if the weapon allows you to do so), the Vigor required is reduced by 1 rank. So using a Katana with one hand requires Vigor 2, while with both hands requires Vigor 1.

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.

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
long blades
Weapon
Detalis
Damage
Medium range weapons about a yard long or
more. Most of them can be used with one or two
hands
Club / Bat /
Tube
One or two hands.
Vigor 1.
Vigor +2
Long staff
One or two hands.
Vigor 1.
Vigor +2
Weapon
Detalis
Damage
Sword
Vigor 1.
Vigor+4
firearms
Scimitar
One hand .Vigor 2.
Vigor+4
axes
weapons often used as tools, they do a lot of
damage, but they are not good to make parries
(-2D to the parry tests).
Weapon
Detalis
Damage
Kitchen Ax
Range: 3yrs + 1yr by
Vigor.Vigor 0.
Vigor +2,
24
Hand Ax
One or two hands.
Vigor 1.
Vigor +3, P1
Firearms are one of the greatest revolutions of
the modern era, its range; accuracy and lethality
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-
pons, according to the caliber of the gun is requi-
red a minimum Vigor to withstand the recoil with
only one hand. To be used with 2 hands (if the
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
Vigor 1. If the character doesn’t achieve the mini-
mum Vigor required, has a penalty of -1D to attack
by each rank of difference, so a character with Vi-
gor 1, which seeks to use a gun that requires Vigor
3, has a penalty of -2D. The range here expressed
means the normal range without penalties of the
weapon. The firearms are divided into groups ac-
cording to their form, use and recoil.
maces
hitting weapons with great destructive force
but they are not good to make parries (-2D to the
parry tests).
revolvers
Weapon
Detalis
Damage
Simple weapons, practical and reliable; the
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
be combined with any other.
Hammer
Vigor 0.
Vigor +2
Mace
One or two hands.
Vigor 1.
Vigor +3, B1
Weapon
Detalis
Damage (Caliber)
Colt Anaconda
Vigor 3, Range: 20mts
Magazine: 6.
.44M (8)
Colt Detective
Special
Vigor 1, Range: 10mts
Magazine: 6.
.38 (4)
staffs
simple weapons, with little work and great
ease of use. The staffs can be used to one or two
hands.
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handguns assasult rifles The handguns have a great advantage to the revolvers, shoot faster and
handguns
assasult rifles
The handguns have a great advantage to the
revolvers, shoot faster and may have more ammu-
nition. The problem, they can jam.
The assault rifles are high-powered automatic
gun, great shooting speed and far-reaching; they
cannot be used with one hand.
Weapon
Detalis
Damage (Caliber)
Weapon
Detalis
Damage (Caliber)
FN Five-Seven
Vigor 1, Range: 25mts,
SEMI, Magazine: 20.
5,7x28mm (4), P2
Colt M4
Vigor 2, Range: 120mts,
AUTO, Magazine: 30.
5,56x45mm NATO
(6), P2
5,56x45mm NATO
Glock 17
Vigor 1, Range: 15mts,
SEMI, Magazine: 17.
. 9mm (4)
FAMAS Felin
Vigor 2, Range: 120mts,
AUTO, Magazine: 30.
(6), P2
sub machineguns
boWs and crossboWs
Weapons of medium size low-caliber, high-
speed shot. Usually used for medium-range, are
excellent urban assault guns.
arms somewhat archaic but extremely effective
and silent, the damage depends on the shell fired.
Recharge a Bow requires a free action, reload a
crossbow requires a complex action.
25
Weapon
Detalis
Damage (Caliber)
Vigor 1, Range: 50mts,
AUTO, Magazine: 50.
Weapon
Detalis
Damage (Caliber)
FN P90
5,7x28mm (4), P2
Arco corto
Vigor 2, Range: 40mts.
4
Heckler & Koch
MP-5 A3
Vigor 1, Range: 45mts,
AUTO, Magazine: 30.
9mm (4)
Ballesta ligera
Vigor 1, Range: 25mts.
6, P1
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
.30-06 (8), P2
M70
Vigor 3, Range: 150mts,
Magazine: 7.
Ruger 10/22
Vigor 1, Range: 80mts,
Magazine: 30.
.22LR (4)
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example of a game session The GM is running the adventure Escape from the Abandoned

example of a game

session

The GM is running the adventure Escape from the Abandoned City to the players, the PC (Player Charac- ters) are John (Commando), Carla (Smuggler), Samuel (Explorer), Abel (Nanomedic), and the other 2 charac- ters are as NPC (Non player Characters, played by the GM). Here will be referred to the PC, both by the cha- racter and the player. Shortly after the characters arri- ve at the desolated shopping center escaping from the sand storm, the GM is decides to ask them what are they doing to do? The responses of their players are the following:

Samuel: beginning to explore the place in search of anything that could help us.

John: I quickly moved away from the entries and I’m looking for a place that can be protected in case of problems.

Abel: I am looking for a comfortable place to sit and asked the others if they have any wound.

Carla: I try not to stay alone, I am going with Abel and at the time that he asks for wounds I will tell him that help me with some.

GM: ok, Samuel must make a test of Cunning + Per- ception ND 3 to see if, among the pile of rubble of the place, you get something useful.

Samuel looking at his character sheet, he sees that have Cunning 4 and Perception 2, so that makes a DP 6. Throw the dices and gets 4 Successes.

GM: hmm, ok you get some AA batteries that seem to be in good condition and a can opener; you will take approximately 5 minutes to get those things.

Samuel: why did I take so long?

GM: the place is dark, abandoned and already was looted previously, it’s not easy to get something from that. In the meantime John looking for an easy place to protect - Performs a test of Cunning + Tactics ND 2.

Now John has Cunning 3 and Tactics 2, so have a DP 5. He gets 3 Successes and passes the test.

GM: well John, more than getting some place that is easy to protect, you can see which are difficult to pro- tect. You can see that the ground floor of the building is vulnerable to any attack from above, in particular, the

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

John: ok, the first thing I say is that we moved from there, we are going to the upper floors. GM where are the others?

GM: a moment John, the other characters have yet to complete their actions, it takes you a few minutes to reach this conclusion, and in the meantime, the others are still doing their actions. Now Abel, both Carla and Daniela are approaching to you in search of medical care - who do you attend first?

Abel: hmm, depends on which of the two is more beaten?

GM: you can’t see much but it seems that they only have minor scrapes and bumps. With a test of Intelli- gence + Healing ND 3 you attend to any of the two, you would take about 4 minutes to meet each one but every margin of success reduces the extra time to 1 minute.

Abel: well I’m going to attend Carla First, I tell her that you feel and show me their best shots. Conversed a little bit to distract her for the pain.

Abel has DP 6 and medicine Specialty grant him +1S. he gets 4S so he takes only 3 minutes to attend the damage of the body of Carla.

GM: Carla, you can see how in a few small moments Abel bandage and apply some drugs in your wounds, mitigating the pain quickly. You recover 3pts of health.

Carla: “Many thanks Abel, you are very skilled, I never saw someone make a bandage so fast.” Now I’m going to look for my protector, to Ashley. Where is?

GM: you make a view around the place and you can see his silhouette walking around, observing, like Samuel and John, while Abel is dedicated to treating Daniela’s wounds.

Carla: ok, I stay close to Abel to nose around.

GM: Well, now it’s your turn again John, when you see to the center of the central courtyard of the mall, Abel, Carla and Daniela are there.

John: “we should move from here, this place is not secure; we are very exposed”. Waving to the other, I ask them to go to the upper floors.

GM: as you move up, you can see with many of the

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rungs are destroyed and the condition of the building are worse than it could be

rungs are destroyed and the condition of the building are worse than it could be seen with the naked eye. When you reach the 3rd floor, just off the service stairs all make a test of Cunning + Perception ND 2. The results of the action are: Samuel 3S, John 3S, Abel 1S, Carla 1S, Daniela 0S, Ashley 2S. Those who passed the test can see how a group of men dressed in rags moves quickly and silently carrying handmade weapons such as tubes, chains and sticks, they are less than 12yrs of you. What do you do?

John: I pulled out my knife and I prepared for com-

bat.

Samuel: I prepare my machete.

GM: the other does not understand very well what is happening now John and Samuel, time for Initiative and declare your actions. Those who do not pass the Perception Test, make a test of Dexterity + Alert ND 3 to not be surprised.

John: I’m going to attack to the first one that get close enough and I’m going to make a parrying, while I shout “We are under attack” (free action).

Samuel: I’m 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 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,” It’s 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

to Defend but obtain only 1 Success, reducing John’s Successes to 2. John makes 6pts of damage, but gets 2S, so 6 x 2 Successes makes a total of 12pts of damage. The player describes “I cut my enemy’s arm in the wrist and then in the armpit”. The pirate quickly drops the weapon and doesn’t seem to have that many guts to fight back.

Samuel: “very well, now it’s my turn, I make my attack” says the player. As his character sheet says, he has Attack 4; he gets 2 Successes. The pirate tries to make a Dodge but he gets 0 Success in his defensive maneuver. Samuel makes 5pts of damage with the ma- chete so he makes 5 x 2 Successes equal to 10pts of da- mage. The player describes “I make several cuts, down, up and down”. His opponent receives some cuts as he shouts in pain, but still standing.

But now it’s time for the pirates to attack…

This example illustrates a possible game session in the universe of NOVATERRA 2040. Many dangers await the characters as they go through dark corridors, in their quest for survival.

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28
28
28 NOVATERRA 2040 Quick Start Guide Joba Tett (order #5574298)

NOVATERRA 2040 Quick Start Guide

Joba Tett (order #5574298)

adventure: escape from the abandoned city from noW on, it’s only for the gm This

adventure:

adventure: escape from the abandoned city

escape from

the abandoned city

from noW on, it’s only for the gm

This is a basic introductory adventure to RPG NOVATERRA 2040. Only the Game Master should read the adventure, as it explains many of the si- tuations that the character plays and only spoil the fun. GM is encouraged to read the entire adventu- re before directing.

introduction and resume

In this adventure, the player characters (PC) are escaping form a Passage that has just been des- troyed by a group of beast men. Some PC doesn’t know each other but circumstances have forced them to stay together for the escape of the Pas- sage. After running for several miles, a sandstorm approaches them and should seek shelter imme- diately. Quickly they climb a small hill to look from a high place and what its possible shelter is about 1 mile away, is an abandoned city. The adventure is divided into several chapters for easy keep up and where each section begins and ends the adventure. The characters will be facing va- rious dangers, intrigues and conspiracies. There are several challenges that get in the way. The adventure is designed for 4-6 players with pre-generated characters presented in this intro- ductory manual. Having pre-generated characters to spare, the GM can use them as non-player cha- racters (NPCs) to complete the unit and as a sup- 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-

form actions that are not covered here or just do something totally unnecessary, they can still ma- nage to continue the adventure to the end or just improvise, which can lead to new and strange si- tuations.

prologue

The GM should read the following paragraph textually to the players:

The passage of Clear Lake, a small trading town, is attacked by a large group of wolf men. Some stayed to fight, others decided to flee. Luc- kily, you were one of the few groups that were not pursued after fleeing and decide to stay together for safety. You ran for several miles to the west. After over an hour running through the arid land destroyed by war over 25 years ago, in debris, pe- trified trees and a dark sky by pollution, you can see to the north, a huge wall of gray and brown dust is coming towards you. It’s a sandstorm and moves with speed. The explorer climb rapidly to a nearby hill to rise above the rubble and it can be seeing an abandoned city a few miles to the southwest. It is your best choice to escaping the sandstorm so you begin to move toward it.

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chapter 1: escape from the storm Characters must make a Vigor + Athletics test ND

chapter 1: escape

from the storm

Characters must make a Vigor + Athletics test ND 2. Those who pass the test, quickly and pru- dently advance by the wasteland full of debris, animal and human bones, and strange creatures. Those who fail the test, receive 3pts of damages per margin of failure not reducible, when struck with a different class of objects, rocks, etc… As they move through, the fear and despair begins to attack their minds, it is known that sand storms are extremely dangerous and few survive to them in the open, even it is said that there are creatures that live within storms. Characters must make a stress test level 2. Those who fail to re- ceive 4pts of stress per margin of failure. Those who pass the test, remain ignoring the thoughts of no use. After running for about 15 minutes, the character make it to the abandoned city, going as quickly as they can to the first building to protect themselves from the storm. The storm was at their heels and just when they enter the building and the sand begins to intensify.

chapter 2: facing the

pirates

The GM should read the following paragraph textually to the players:

Once entering the gigantic building you can see what looks like a mall. Its open central cour- tyard allows you to view the upper floors and the destroyed windows allow the entry of sand and dust within building, but not enough to present a real danger. Debris are scattered everywhere, but the structure remains standing decently. Dust co- vers the little daylight that you were receiving and 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

among them PC, who they are and why they were in that passage among some other things, giving some chance to meet each other, at least those who want to make themselves known. Darkness causes a -1D penalty to Perception and Marksman- ship tests. After a short time off, the GM should ask how they are distributed to the players, to better un- derstand their positions. The PCs must make a Cunning + Perception test ND 3. Those who pass the test, see the following:

A group of people begin to appear quickly and quietly in the building. They have great coats, bags, rags and lenses, prominent beards or stran- ge haircuts. They are road pirates and it seems they are looking for trouble. They have different kind of improvised weapons in hand and begin to surround the PC. They are approximately 9 of them.

They take two assaults to completely surround the PCs, approximately 5yds from them. When they see that they have completely surrounded, they began their attack, of course unless players start first. The road pirates usually are no more than a group of unorganized brawlers. They fight in an individualistic way and tried to flee when they see that their group has been reduced to half or less. The group will try to attack members visi- bly stronger or more dangerous to their eyes (Car- los / Karla, John / Joanna, Ashley). Their leader frightens with his firearm but will endeavor not shoot to save cartridges.

This event has no intention of trying to cause the death of a PC, but to savor the pressure and the danger of combat. If pla- yers get into trouble, you can move forward the events of the next chapter to help them.

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hoW the npc Works The Non-Player Characters or NPCs, are much easier creatures to handle
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.
There’s 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 that’s 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.
Throw 1D6 to determine the weapon that each possesses:
Weapon
a ttack
d amage
d etails
Shotgun Win
Range: 20yrs,
5
8
1: chain (Damage 4, Subjection +2D)
2: steel tube (Damage 4)
3: club with spikes (Damage 5)
4: knife, pike (Damage 4)
5: combat knife (Damage 4, Perforation 2)
6: machete (Damage 5)
M12
magazine: 5
Combat knife
5
5
P2
Equipment: bulletproof vest, overcoat, bag, sunglasses.
Winchester M12 Shotgun with bayonet, 4 ammunitions.
31
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chapter 3: s.o.g. sog (special operation group): poWer level 3 (dp 6) hp lp def

chapter 3: s.o.g.

sog (special operation group):

poWer level 3 (dp 6)

hp

lp

def

pr

mov

bio

20

15

3

8

5

8

Equipment: BTR (Body Tactical Reinforcement) Light, open helmet, goggles, night vision goggles, Combat Knife, baton ta- ser, gas mask. Regenesis x1. Throw 1D3 to determine the main weapon of each SOG:

1: composite bow (Damage 8, DP 6, Range: 30yrs, 10 ammo) 2: Heavy pistol USP .45 (Damage 8, DP 6, Range: 20yrs, ma- gazine: 10) 3: FAMAS assault rifle + Laser sight (Damage 8, DP 7, range:

100yrs, magazine: 30)

dexter, leader of the sog:

poWer level 3 (dp 6)

hp

lp

def

pr

mov

bio

25

15

3

10

6

8

Weapon

a ttack

d amage

d etails

Heavy assault

 

Range: 50yrs, maga- zine: 20, P2

rifle

7

10

Heavy pistol

7

8

Range: 20yrs, maga- zine: 7

Desert

eagle

Combat Vibro-

6

7

P4

knife

Desert eagle Combat Vibro- 6 7 P4 knife After the battle, a heavily armed group with

After the battle, a heavily armed group with composited bows and guns with silencers and good body protection, all dressed in black, ap- proached the group to offer help. If the PCs are in trouble, the GM can advance their arrival at 5 or 6 assault of combat to attack the pirates. They attacked without mercy, killing road pirates. If any of the PCs that is not used to combat (Abel / Eva and Daniel / Daniela), kills his opponent, must make a stress test level 3. Killing a person is not something to be taken lightly and is probably the first time that they kill a person. If they pass the test, the PCs try to rationalize the event but it is the duty of the GM to recall the event on the PCs, it must be something that leaves

mark on them. The group arrive pointing guns at the PC, whether are bows or assault guns. They are seen to an organized group; they are seven of them. The PCs should make a Cunning + Tactics test ND 3.

If pass the test, they can immediately see that is

Special Operations Group or SOG. One of them

will ask what the reason is for you to being there. Let the players give their answers; the SOG will not be particularly predisposed. If the PC doesn’t take a hostile attitude, the SOG will offer help to get to a safer place, as it is likely that place will be invaded by more pirates. If there some injured, they will be willing to help to take the necessary 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. The SOG group will be

and more so, what is their reason to be there. The SOG group will be quite sociable and chatty as they travel through the service tunnels. Outside, above them they can hear the sandstorm as drags heavy stuffs. If the PCs try to figure out their motives to be there, they just tell that they mounted camp in that place for the impending sandstorm and they were in search of food, but the PCs can make an opposed test of Cunning + Empathy vs. Communication + Deceive of any 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 4: the

ambush

The PCs will move for about an hour. If any of the previous tests reveals some information to PCs, read option 1 and option 2, otherwise the PCs will be taken by surprise and just read the players the option 2.

Option 1: you advance through more than an hour with a relaxed pace, but constantly notice how they look in a threatening manner and ex- change signs among them, don’t knowing if it is paranoia or they are making signs referring to you. The PCs can make an opposed test Cunning + Tactics vs. Dexterity + Stealth of the SOG mem- bers, to pass the test you will noticed their holding their weapons ready to strike at any time.

If the PCs do not manage to overcome any of the previous tests, must make a Dexterity + Alert test ND 4 to avoid being taken by surprise by the SOG.

Option 2: the SOG suddenly stops when lea- ving of one of the service tunnels and into what looks like an underground subway station. Imme- diately raise their weapons against PCs and tell them “do not move”. If the PCs were alert they may take action in response.

It can be a confrontation against the SOG group, but these will do his best not to kill the PCs as that need them living and the least injured as possible. If the PCs fail to stand the alert test, before that may take any action, they will be attac- ked to the legs, perhaps unutilized with tasers. The odds are against the players but they may emerge victorious in a fight against the SOG group. If the PCs do not resist the arrest, they will be brought out of the metro station.

chapter 5: toWards

the storm

Whether the PCs defeat the SOG group or are brought by these, outside the subway station can clearly see there is a large military vehicle, par- ked in the middle of the sandstorm. From the exit of the station where the vehicle, there are appro- ximately 20 yards, but the dust and sand delve into the station for more than 25yards. Towards the subway rails, a section is collapsed and the other starts making strange sounds. A Cunning + Perception test ND 2 may identify it as rodent’s sounds. If anyone gets a margin of 2 or more suc- cesses in the test, they will realize that the sounds are extremely strong for common rodents.

that the sounds are extremely strong for common rodents. Option 1: either the PCs or go

Option 1: either the PCs or go with the SOG or on their own, they move into the storm straight into the military vehicle, a large 6 wheel truck. If they were taken to the rear of the vehicle, there are several electronic devices and what it seem strange electronic cages; they are stripped of all their equipment. If PCs go on their own the vehicle has electronic safe level 3. An extended test of Informatics (hacking) ND 3 with 6 accumulative successes it can be opened the electronic safe.

accumulative successes it can be opened the electronic safe. Option 2: If the PCs defeat the

Option 2: If the PCs defeat the SOG and decide to stay at the station, to investigate the sound or returned whence they came, will face with various scenarios. On the subway tracks, rat men began to appear, a total of 12 of them, fast and very vora- 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

NOVATERRA 2040 Quick Start Guide

Joba Tett (order #5574298)

pirates and many of them. Recommendation: As GM the best you can do is encourage

pirates and many of them.

Recommendation: As GM the best you can do is encourage them to mobilize to the military vehicle as they has little chance against rat men and if they move quickly, rat men and road pirates will dedicated to fight among themselves.

Once outside in the storm, the PCs must make a Vigor + Resistance test ND 3 each minute they are outside. If have protection as a scarf or cloth, drops to the ND to 2. If have gas masks, the test is unnecessary. To fail the test, receive 2pts of dama - ge as dust makes breathing hard. The visibility in 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 moment to another, they heard a strange sound like a reptile approaching towards them. A few moments later, a giant salamander appears from the sand.

You see a strange figure, gigantic, over 15yds long and 4yds tall, moving quickly through the dust and sand. A giant salamander appears and begins to attack with great speed. The sight of such a creature compels to make a stress test level 3.

of such a creature compels to make a stress test level 3. giant salamander: poWer level

giant salamander:

poWer level 3 (dp 6) power level 5 to physical activities (dp 10) power level 1 to mental or social activities (dp 2)

hp

lp

def

pr

mov

bio

100

10

3

8

15

10

Weapon

a ttack

d amage

d etails

Crush

10

10

C2

Bite

10

12

P2, 3pts of damage per acid.

B i t e 1 0 1 2 P2, 3pts of damage per acid. The creature

The creature has a thick skin that reduces 8pt of damage. Usually attack crushing his opponent with his head or his legs in one assault, then eat it the next assault. If it is attacked from several directions, perform a powerful backlash with his tail covering over 6yds long in an angle of 240 ° around. If the creature is damaged, this is regene- rated 2pt of damage per assault, thanks to its rege- nerative ability. The creature also secretes highly corrosive saliva that helps digest their prey, doing 3pts of damage to anyone who has direct contact 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 strange light blue lines all over

gon, with green eyes and bright blue scales, with strange light blue lines all over his body, brutally attacks the salamander. The horror takes hold of you, paralyzed for an instant, making troubled to think clear. Characters must make a stress test level 4.

Off Topic: for everyone dragons were destroyed in 2014 giving culmination to the war. But many fairy ta- les and horror stories speak of the existence of dragons, hidden somewhere in the world. To better understan- ding, you can download Novaterra 2040 Events to know the full story.

The dragon is over 25yds from head to tail with a wingspan of over 35 yards. The natural instincts of the PCs will escape as that is totally out of their league. If the SOG still lives they will try to attack the creature while escaping, which would be a serious mistake. The dragons attack those who attack him spitting a fireball that erupted upon impact covering 2yrs radius from the cen- tral point of attack and doing 15pts of damage. All this perform without releasing the salamander which twists in the dragon’s claws. If the PCs try to attack the dragon, will be a virtually invincible enemy.

chapter 6: the escape

If the PCs manage to escape from combat with the military vehicle, described as follows:

As you move away from the battle zone, can see the dragon drops a flare over the head of the salamander and then a bite the head off. You feel as your heart is beating hard and feel lucky to get out alive from that encounter. Advance al- most blindly in of the storm. There is also a route drawn on autopilot, which leads to the Dallas For- tress the destination of many of you. Although the question remains, what wanted the SOG with you and why, they clearly wanted you alive.

If players decide to investigate a little, one of them can make an Intelligence + Informatics test (hacking) ND 3, to investigate a digital table in one of the front seats. If pass the test, they ob-

tained the mission briefing of SOG group. Also if they investigated the control panel of the vehicle, they find different surveillance cameras toward the inside of the cells in the back of the vehicle, where can be seen two people captured.

Briefing: My client requires human specimens, in decent health, at least about 10 of them. Ages 15 to 50 years would be best, both men and wo -

men but we settle for what they can get. As far as

I

for cosmetic experiments, so please bring them

have understood they are requiring specimens

the least injured as possible. They will pay 10,000 credits for the work in advance and 5,000 credits for each specimen in good condition. Have until 20/02/2040 to bring them. If the law gets you, both me and my client, will denied any involve- ment in this event, the digital signatures of this document does not exist and cannot be tracked.

must remind you of the seriousness of my client and his interest in this kind of situations. Beautiful Skin Group.

I

Characters can make an Intelligence + Huma- nities test ND 2. If pass the test, they will recog- nize the name of the company, one of the world’s largest mega corporations, dedicated to cosmetics and other issues, BEAUTIFUL SKIN GROUP.

the epilogue

What PCs decide to do with this information is

in

and dangerous sandstorm. The end of this adven-

their hands, as they progress through the dark

ture can lead to other dangerous situations as they know secrets involving large corporations of great power. If players decide to continue playing with these PCs can follow one of the other adventures that come in the Core rulebook of NOVATERRA

2040.

What players do not realize is that their PCs clearly have won several enemies which can lead to difficulties in the future. No event passes without

its consequences and they just steal a vehicle from the PMC Black Lotus, prevented the fulfillment of

a

mission of the company, which damaged his

reputation in the corporate world and therefore 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- ce by knowing that a

seen by the dragon, which did not remain at pea- ce by knowing that a group of people has seen it and knows its whereabouts. Dragons are intelli- gent creatures, cunning and powerful, with large networks of servants and informants, both human and supernatural creatures which they handle like puppets. Along the way many problems can arise and must overcome many dangers. This is only an introduction to the world of dangers, plots, secrets and possibilities, this is NOVATERRA 2040.

adventure resume

Chapter

Resume

Chapter 1: Escape from the storm

Escape the storm into the mall

Chapter 2: Facing the pirates

Once inside the mall, they face the road pirates

Chapter 3: S.O.G.

Encounter with the S.O.G. (Special Operation Group)

Chapter 5: Into the storm

Once heading to the vehicle of the SOG they’re going to be attacked by a giant salamander

the SOG they’re going to be attacked by a giant salamander NOVATERRA 2040 Quick Start Guide

NOVATERRA 2040 Quick Start Guide

Joba Tett (order #5574298)

carlos / karla profile Status 4 Background Passageman Objectives Fame and fortune Instinct Always

carlos / karla profile

Status

4

Background

Passageman

Objectives

Fame and fortune

Instinct

Always look for a way out

Fame and fortune Instinct Always look for a way out profession Smuggler rank 1: known ground

profession

Smuggler rank 1: known ground

aptitudes

skills

Vigor 2

Melee weapons 1 (axes).

Dexterity 3

Acrobatics 2, hand skills 2, Piloting 2, mark- smanship 2 (handguns, shotguns).

Intelligence 2

Humanities 2 (popular knowledge), Lan- guages 2, Occultism 2.

2 (popular knowledge), Lan- guages 2, Occultism 2. Cunning 4 Investigation 2, Perception 2. advantages

Cunning 4

Investigation 2, Perception 2.

2, Occultism 2. Cunning 4 Investigation 2, Perception 2. advantages disadvantages Light sleep 1 Phobia:

advantages

disadvantages

Light sleep 1

Phobia: Spider 2

Security 1 (DP 5 +1S)

Incompetent (Tactics) 2

Spider 2 Security 1 (DP 5 +1S) Incompetent (Tactics) 2 hp lp def pr mov bio

hp

lp

def

pr

mov

bio

12

14

3

4

5

8

Weapon

attack

d amage

d etails

Shotgun M500

5

8

Range: 20yrs, magazine: 5, lever break system

Hand axe

3

6

-

magazine: 5, lever break system Hand axe 3 6 - Equipment: Hand Axe, Mosemberg M500 shotgun,

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

Smuggler rank 1: Known ground. The smuggler knows a lot of different kinds of routes, market places and sites to avoid. The smuggler can spend 1pt of BIO and reroll any Hu- manities (popular knowledge) test and keep the best result.

Security rank 1: the character has knowledge of locks and security systems and how to open them. He needs a good lock picks to do the job. The DP is Dexterity + Hand Skills (+1 Success per rank of Security). The complexity of a lock can vary between ND 1 and ND 6. The character need to accumulate a number of successes equal to the double of the rank of the lock to get it open.

Wounds

-2 Defense

-2 Defense

-2 Damage

-2 Damage

-2 Movement

-2 Movement

Penalty -2D

Penalty -2D

Background: You are a young boy/woman li- 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 defenses of threats. You are someone known in the surroundings for getting into trouble skirts (or make men get into troubles, if being a wo- man). If not for your father, and your guardian Ashley, you’re probably being dead. Ashley is, as everybody says, an urban samurai and have a debt to your father, he promised to protect you and your family. But one day, your father sends 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. Your duty was to tell the explorer of the group’s presence. When you find it, you realize that you know him, a silent, very dedicated guy to his work. But the passage is attacked by a group of beast men and before you can search for your father, you must escape to survive.

Pregenerated Characters

NOVATERRA 2040 Quick Start Guide

Joba Tett (order #5574298)

john / joanna profile Status 3 (Cabo) Background Fortress people Objectives Fulfill his mission Instinct
john / joanna
profile
Status
3 (Cabo)
Background
Fortress people
Objectives
Fulfill his mission
Instinct
Attack first, make questions later
profession
Commando S.O.A. Rank 1: assault weapon specialist
aptitudes
skills
Vigor 4
Athletics 2, Brawl 2, Melee weapons 2 (shot
blades, long blades), Swim 1, Resistance 2
Dexterity 4
Acrobatics 1, Alert 2, Piloting 1, Marksman-
ship 2 (Handguns, assault guns)
Intelligence 2
Informatics 1
Cunning 3
Perception 1, Tactics 2
advantages
disadvantages
Fearless 1
Allergy 3 (seafood)
Physical training rank 1
Addiction: cigarette 1
hp
lp
def
pr
mov
bio
25
13
4
8
8
8
Weapon
attack
damage
details
Combat knife
6
6
P2
Heavy pistol
6
8
Range: 15yrs, magazine: 10
USP 45
Assault rifle
Range: 50yrs, magazine:
6
12
SCAR-H
20, P2
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.
NOVATERRA 2040 Quick Start Guide

Commando S.O.A. Rank 1, Assault weapon specialist:

The character posses great training in the use of assault wea- pons, thereby have Damage +2 to all assault rifles (already calculated in the combat table).

Physical training rank 1: the character has a intense phy- sical training that grand him +1 Success to all his Resistance test.

Wounds

-2 Defense

-2 Defense

-2 Damage

-2 Damage

-2 Movement

-2 Movement

Penalty -2D

Penalty -2D

Background: You are a career soldier, belong to the ACA (American Country Alliance) for several years, but recently were incorporated into a new unit, Special Group Forces Spectra or SGFS. Your mission, along with 2 other members of the group was to rescue scientists who were kidnapped by a group of road pirates near Little Rock, Arkansas. In the rescue one of your team- mates dies and your helicopter is destroyed. For when they arrive, there are only two members to rescue. Must travel several hundred miles to the fortress in Dallas and the journey is fraught with danger. After several days of travel, your other partner dies after an attack of walking dead. Now there just you and the two objectives of the rescue. Being in the passage of Clear Lake should be contacted by an explorer sent from Dallas, but suddenly, Clear Lake is attacked

Pregenerated Characters

Joba Tett (order #5574298)

samuel / samanta profile 2 Scout rank 1, hound tracker: The scout is an excellent

samuel / samanta profile

2

Scout rank 1, hound tracker: The scout is an excellent tracker. Normally, a character that tracks can only move half its movement or even less, if the environment prevents it. The scout can spend 1pt of BIO and track moving with its full movement range, or as much as the terrain allows, whichever is greater, for a number of hours equal to his Cunning + Perception.

Mounting Tramps rank 1: represents the ability to mount 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. The DP is Dexterity + Hand skills (+1 Success per rank of this specialty).

Status

Background

Nomad

Objectives

A better life

Status Background Nomad Objectives A better life Instinct Analyze, adapt, improvise profession Scout Rank

Instinct

Analyze, adapt, improvise

A better life Instinct Analyze, adapt, improvise profession Scout Rank 1: hound tracker aptitudes

profession

Scout Rank 1: hound tracker

aptitudes

skills

Vigor 2

Athletics 2, Brawl 1, Melee weapons 2 (Short blades, axes), Resistance 2

Dexterity 4

Acrobatics 2, Hand skills 2, Marksmanship 2 (bow, crossbow), Stealth 2.

Intelligence 2

Healing 2, Occultism 2.

crossbow), Stealth 2. Intelligence 2 Healing 2, Occultism 2. Cunning 4 Perception 2, Tracking 2, Survival

Cunning 4

Perception 2, Tracking 2, Survival 2

Occultism 2. Cunning 4 Perception 2, Tracking 2, Survival 2   advantages disadvantages   Ambidextrous 2
 

advantages

disadvantages

 

Ambidextrous 2

 

Antisocial 2

Mounting tramps 1 (DP 6 +1S)

 

A bit ugly 1

hp

lp

def

pr

mov

bio

15

13

4

5

6

8

Weapon

attack

damage

details

Machete

4

5

-

Short bow

6

7

Range: 30yrs

4 5 - Short bow 6 7 Range: 30yrs Equipment: Machete, polymers short Bow, 8 hunting

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.

Wounds

-2 Defense

-2 Defense

-2 Damage

-2 Damage

-2 Movement

-2 Movement

Penalty -2D

Penalty -2D

Background: You are a professional explorer since you can remember. Always you managed to survive alone by taking what you can when you can. You come from the Dallas Fortress and know much of the state of Texas and surroun- ding areas. You were hired by the ACA (Ameri- can Country Alliance) in the Dallas fortress to assist a commando group that was mobilizing over there. They say that their radio transmis- sions are infrequent to save battery. When you manage to contact them, their meeting point would be in Clear Lake passage, if they get there. Once there you are contacted by the son / daughter of Sheriff of Clear Lake, with informa- tion of the group. But shortly after meeting with the group to lead, the passage is attacked by beast men and you must flee for their lives.

Pregenerated Characters

NOVATERRA 2040 Quick Start Guide

Joba Tett (order #5574298)

abel / eva profile Status 3 Background Cityboy Objectives Discover the cure for the radiation
abel / eva
profile
Status
3
Background
Cityboy
Objectives
Discover the cure for the radiation effects
Instinct
Help the needy
profession
Nanomedic Rank 1: Medical Career
aptitudes
skills
Vigor 2 (4)
Brawl 1, Melee weapons 1 (staffs)
Dexterity 2 (4)
Acrobatics 2, Alert 1, Hand skills 2
Intelligence 4
Healing 2, Humanities 2 (geography, His-
tory), Informatics 2, Languages 2, Science 2
(Chemistry, Botanic), Occultism 2
Cunning 3
Perception 1
advantages
disadvantages
Eidetic memory 3
Maimed (right arm) 4
Medicine 1 (DP 6 + 1S)
Nightmares 2
hp
lp
def
pr
mov
bio
13
19
2
5
4
8
Weapon
attack
damage
details
Retractable
3 (5)
4 (6)
-
staff
Brawl
3 (5)
2 (4)
-
parenthesis is when the character fighting with aptitudes of the prosthesis limb.
Equipmeny: retractable staff, defensive hiking clothes, GPS, goggles, flashlight, ration x1,
cicatrizing compound, portable surgical equipment.
Biotechnology: implants limit 4, 3rd generation limb (left arm VIG 4, DEX 4): steel knuckles,
retractable claw. Regenesis x2.
NOVATERRA 2040 Quick Start Guide
Joba Tett (order #5574298)

Nanomedic rank 1, Medical career: The field medic can treat the wounded in the most difficult situations. The charac- 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 number of successes equal to half the DP of Intelligence + Healing. Also can repair any malfunction of biotechnology or nanotechnology with a Medicine test (requires the portable surgical equipment).

Regenesis: a powerful compound in a small syringe with a load of nanomachines that helps speed the body’s healing process. The problem of this compound is in the acceleration of the metabolism, resulting in great stress to the heart. It requires a Vigor + Resistance test ND 3 to avoid tachycardia (-2D) for 10 minutes. The compound regains 3D6+3 points of damage at a rate of 3pts per assault.

Wounds

-2 Defense

-2 Defense

-2 Damage

-2 Damage

-2 Movement

-2 Movement

Penalty -2D

Penalty -2D

Background: you graduated with honors in the 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 and funding, including biotechnology prosthe- sis along with the rest of your implants. You were hired to accompany a group of research scientists in areas close to the destruction caused by nuclear attack on the United States, to study the genetic conditions of the people who still live there. Several other scientists in other branches were sent to the area with the protection of military force ACA (American Country Alliance). But there, after several days of investigation, were attacked by a gigantic group of road pirates, which many of them were not human. Those who not resisted were captured, but little by little each day creatures were devouring each. Only two of you when were rescued by a small commando group, but the helicopter in which he planned to escape, was destroyed during the rescue. At the end you must travel with the engineer and one of commando to a small passage in Clear Lake where they will be guided by an explorer to Dallas Fortress.

daniel / daniela profile 2 Mechatronic engineer Rank 1, technology specialist: the character has vast

daniel / daniela profile

2

Mechatronic engineer Rank 1, technology specialist:

the character has vast knowledge in all kind of software and different fields of applied sciences. The character have +1S to all informatics tests. The mechatronic can spend 1pt of BIO and reroll any test of Informatics or Science and keep the best result. Also can spend 1pto of BIO and obtain a resultant number of successes equal to half the DP of Intelligence + Informatics.

Hacking rank 1: hacking is the ability to breach security of any electronic software illegally via a terminal and the equipment necessary to perform the activity. Hacking tests are performed with a bonus equal to the character’s hacking rank (previously calculated in hacking DP).

Wounds

-2 Defense

-2 Defense

-2 Damage

-2 Damage

-2 Movement

-2 Movement

Penalty -2D

Penalty -2D

Status

Background

Cityboy

Objectives

Go back to the Citadel

Cityboy Objectives Go back to the Citadel Instinct Run while you can profession Mechatronic

Instinct

Run while you can

Go back to the Citadel Instinct Run while you can profession Mechatronic engineer Rank 1: Technology

profession

Mechatronic engineer Rank 1: Technology specialist

aptitudes

skills

Vigor 3

Melee weapons 1 (staff), Resistance 2

Dexterity 3

Acrobatics 2, Hand Skills 2, Marksmanship 2 (handguns)

Intelligence 4

Humanities 2 (history, philosophy), Infor- matics 2, Science 2 (physics, geology)

philosophy), Infor- matics 2, Science 2 (physics, geology) Cunning 2 Investigation 2, Perception 2 ventajas defectos

Cunning 2

Investigation 2, Perception 2

2 (physics, geology) Cunning 2 Investigation 2, Perception 2 ventajas defectos Resistance to radiation Asthma 1

ventajas

defectos

Resistance to radiation

Asthma 1

Hacking 1 (DP 6 + 1S)

Compulsive 2

hp

lp

def

pr

mov

bio

18

14

3

5

6

8

Weapon

attack

d amage

d etails

Baseball bate

4

5

-

Revolver .38

5

4

Range: 10yrs, Magazine: 6.

- Revolver .38 5 4 Range: 10yrs, Magazine: 6. Equipment: Baseball Bat, revolver Colt Detective Special,

Equipment: Baseball Bat, revolver Colt Detective Special, 6 ammunitions, Kevlar vest, hiking clothes, overcoat, mask gas, compass, GPS, luminescent bar x3, x2 ration, wrist computer, big bag.

Background: you are an engineer specializing in mechatronics, a set of computer science, robotics, programming, mechanics and various other disciplines. You graduated from the University of the Citadel of Latin America. You were hired as a service engineer and repair of equipment used in research that would be conducted in areas close to the U.S. nuclear explosion. There are several kinds of research, from genetic, geological and even archaeolo-

gical. But there, after several days of investiga- tion, were attacked by a gigantic group of road pirates, which many of them were not human. Those who not resisted were captured, but little by little each day creatures were devouring each. Only two of you when were rescued by

a

small commando group, but the helicopter

in which he planned to escape, was destroyed during the rescue. At the end you must travel with the nanomedic and one of commando to

small passage in Clear Lake where they will be guided by an explorer to Dallas Fortress.

a

Pregenerated Characters

NOVATERRA 2040 Quick Start Guide

Joba Tett (order #5574298)

ashley profile Status 4 Background Tanned Objectives Pay his debts, revenge Instinct Protect your loved
ashley
profile
Status
4
Background
Tanned
Objectives
Pay his debts, revenge
Instinct
Protect your loved ones
profession
Urban samurai Rank 1: weapon specialty
aptitudes
skills
Vigor 4
Athletics 2 (-1D), Brawl 2, Melee weapons
3 (short blades, long blades, maces), Resis-
tance 2 (-1D).
Dexterity 2
Acrobatics 2, Alert 2, Marksmanship 2
(throw, bows)
Intelligence 2
Occultism 1
Cunning 3
Empathy 2, Perception 2
advantages
disadvantages
Gigantic 3
Allergy 3 (Peanut)
-
Permanent injury 2
hp
lp
def
pr
mov
bio
30
17
2
5
6
8
Weapon
attack
damage
details
Katana
7
10 (11 two
handed)
P2
Throwing knife
4
6
Range: 8yrs
Equipment: katana (samurai sword), knife, reinforced Vest, throwing knives x5, hiking
clothing, flint and steel, rations x2, big bag.
NOVATERRA 2040 Quick Start Guide

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

Wounds

-2 Defense

-2 Defense

-2 Damage

-2 Damage

-2 Movement

-2 Movement

Penalty -2D

Penalty -2D

Background: You are a man of honor, one of the few remaining, a swordsman, a master of weapons, everyone they call you and men like you, urban samurai. You were trained from childhood in the art of Katana by your teacher. He dies while you’re still young at the hands of the Red Dragon, a large network of Asian mafia and in the process you receive a mortal wound and leave you to your fate. But you don’t die, a man named Shaun attends you and save your life but the scar marked for life and now only one of your lungs works well (-1D Athletics and 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 Carlos / Carla. Eventually you two become close and you see as your brother / sister. You live in Clear Lake over several years, where Shaun is the Sheriff. But one day, after looking a nearby explorer to address issues of Shaun, a group of beast men attacks the passage and you need to escape in order to protect the life of Carlos / Carla.

Pregenerated Characters

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 there’s 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.

Start Guide , you must get NOVATERRA 2040 Core Rulebook. For more Infomation you can go
Start Guide , you must get NOVATERRA 2040 Core Rulebook. For more Infomation you can go
Start Guide , you must get NOVATERRA 2040 Core Rulebook. For more Infomation you can go

For

more

Infomation

you

can go to:

NOVATERRA 2040 Quick Start Guide

Infomation you can go to: NOVATERRA 2040 Quick Start Guide Novaterra 2040 @Novaterra2040 www.Ledgamesshop.com Joba Tett

Novaterra 2040

can go to: NOVATERRA 2040 Quick Start Guide Novaterra 2040 @Novaterra2040 www.Ledgamesshop.com Joba Tett (order

@Novaterra2040

www.Ledgamesshop.com

Joba Tett (order #5574298)