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New Horizon

Starter Guide
Michal Lysek Ian Stewart
New Horizon
Starter Guide
Everything you need to play the RPG is available for free. All required materials can be downloaded from:
http://www.newhorizon1.com/

Before you can join any role playing game you need to create a character to play with. Therefore, we will start with character creation in just
a moment. However, if you feel that you want to learn a bit more about New Horizon then you should download this guide:
http://www.newhorizon1.com/NewHorizonCampaignSettingGuide(shortpreview).pdf

Creating a Character
All players have to fill out a character sheet:
http://www.newhorizon1.com/NewHorizonCharacterSheet.pdf

If you want to do it fast and easy, without having to make any calculations, then we recommend using our Character Creation
web-page. (See “Character Creation using our web-page” below.)

However, if you prefer learning how to create a character in detail, then everything you need to know is provided in this book.
(See “Character Creation using Pen and Paper” below.)

Information useful for Character Creation


Creating a playable character requires distributing Point to your character’s Attributes, Backgrounds and Traits. It also involves
selecting a character Race. After that, you’ll have to select different equipment, including Armor and Weapons. All of this is
explained in this book, but you will also find it in the Player’s Manual:
http://www.newhorizon1.com/NewHorizonPlayersManual(shortpreview).pdf

Character Creation using our Web-page


You can use our PHP-based character creation page, which will allow you to create a new character within a few minutes time:
http://www.newhorizon1.com/volt/charactercreation/index.php

After you have created your character, simply print out as copy of the Character Creation Sheet and write down all the data
shown on the web-page onto your Character Sheet.

Character Creation using Pen and Paper


Creating a character using pen and paper takes a little longer time to do and there are a few calculations which you will have to
perform as well. This is recommended for more experiences players. For newbie players we recommend using the Character
Creation web-site, which will perform all the calculations for you.

Character Creation Guide


The Character Creation Guide is found on page 38.
The guide requires that you learn how to distribute Points for your:
• Backgrounds (see page 28),
• Attributes (see page 30),
• Traits (see page 32),

Tables with Equipment and other things


All the necessary tables are available for download from the web. Here you will find Stun, Injury and Willpower Penalty tables,
Encumbrance tables, Trait tables, and Armor, Weapons, and Equipment tables, and more:
http://www.newhorizon1.com/NewHorizonTables.zip

Preparing for a Role Playing Game


Game Masters (GMs) should learn about the Volt rule system and how to prepare and run a New Horizon Role Playing Game
(RPG). Everything a GM needs to know is found in this book, but also in the Game Master’s Manual:
http://www.newhorizon1.com/NewHorizonGameMastersManual(shortpreview).pdf

The GM can use any Non-Player Characters (NPCs, page 45) or Monsters (page 57) he wants for his adventures.

NPCs are also available here:


http://www.newhorizon1.com/NewHorizonNPCs.pdf

Monsters are also available here:


http://www.newhorizon1.com/NewHorizonMonsterManual(shortpreview).pdf

Last but not least, the GM must learn how to prepare and run an adventure for his players. Adventures are performed in the
same way as for other games based on the D20 dice system. The only thing the GM has to learn is how to perform a battle
using the Vo|t rule system. For this purpose, we have prepared a battle which you can learn from on page 62.

Now you have everything you need to create characters and prepare games for the New Horizon setting.

New Horizon Role Playing Game


New Horizon Studios
New Horizon

Credits and I ntroduction


New Horizon Design Team Contents
New Horizon is a property of Michal Lysek, Ian Stewart and New Horizon New Horizon:
Studios, and distributed by Lypson Intelligent Systems in Sweden. For What’s this book for? 3
more information contact Michal Lysek at Lypson Intelligent Systems. Reaching beyond the stars 3
Taking the first step 3

Campaign Guide Design New Horizon Campaign Setting


What makes New Horizon unique?
3
4
• Michal Lysek Seven important facts about the setting 4
• Ian Stewart The general area 4
Heroes and villains 5
Vo|t Rule System Rumors of other life-forms
Roaming the land
5
5
• Mats Andersson Beware of the beasts 5
• Niklas Berg The Planet 5
People 6
Hired Artists Races
Languages
6
6
Conceptual Artists Cities and their countryside 6
• Eriance (concept art of buildings and characters) Law enforcement 6
• Udana (concept art of monsters) Rogues and bandits 6
Geodites 6
Cover Artists Narehl Ministry of Stones
Stores and shops
7
7
• Minties Mercenaries for protection 7
• Cushart Treasure hunting 7
Merchants and trade 7
Graphic Designers Military soldiers 7
• Minties Hunters of the wild 8
• Cushart Bounty hunters 8
Couriers 8
Additional Graphics Design Miners of the Azuremar Mountain Range
Spies within the company or organization
8
8
• Michal Lysek Journalists of the world 8
• Ian Stewart Physician 8
• The Glyph Cyber Life Physician 8
• Unrealsmoker Bionic Engineer 8
Cross Genome Physician 8
Copyright Continents and Factions:
New Horizon Studios and New Horizon logo are trademarks owned by
The land of New Horizon 9
Michal Lysek, Ian Stewart and New Horizon Studios. All New Horizon char-
Continents 9
acters, character names, and the distinctive likenesses thereof are trade-
Population 9
marks owned by Michal Lysek, Ian Stewart and New Horizon Studios. This
Factions 9
material is protected under the copyright law of Sweden. Any reproduction
or unauthorized use of the material or artwork contained herein is prohib-
Youzem and the Walk of Man: 11
ited without the express written permission of Michal Lysek, Ian Stewart
and New Horizon Studios. This product is a work of fiction. Any similarity
Youzem and Narehl: 17
to actual people, organizations, places, or events is purely coincidental.
Vo|t Rule System: 18
© 2011 New Horizon Studios. All rights reserved.
First Printing: April 2011
Character Creation: 19
ISBN: 978-1-4475-3968-1
Races: 22
New Horizon Studios
Humans 24
Lypson Intelligenta System (Lypson Intelligent Systems)
Wafans 26
Andersbergsringen 199, SE-302 55 Halmstad, Sweden
VAT: SE969702477701 Backgrounds: 28
Phone: +46 (0)35 21 11 92 Attributes: 30
E-mail: info@newhorizon1.com Traits: 32
Equipment: 34
Visit our website at http://www.newhorizon1.com Character Creation Guide: 38
Visit our forums at http://www.newhorizon1.com/forum/forum.php NPC Organizations: 44
Non-Player Characters (NPCs): 45
Vo|t Rule System: 48
Combat: 49
Injuries: 52
Hazards: 56
Monsters: 57
Preparing for a game: 62

www.newhorizon1.com
2
Role Playing Game

What’s this book for?


This book is a short summary of the New Horizon Role Playing Game Beware of stepping outside the borders of your city, because certain death
Compendium, which is available here: awaits you on the other side. Stay within the protective walls of your city and
you’ll be safe. Only brave and foolish adventurers would consider doing the op-
http://www.newhorizon1.com/order.php posite. Adventures are easily found for those who seek them out, but for a price,
and sometimes the cost can be just too high.
The New Horizon Starter Guide contains everything you need to know
if you want to create characters for the New Horizon setting and create If you do, however, consider going out to seek adventure, then make sure you
your own New Horizon adventures for these characters. The book is in- are prepared at least. Purchase proper equipment, armor and weapons so that
tended to be used as a role-playing game (RPG) guide for New Horizon you will stand a chance against the dangerous animals living in this world. And
games in which participants assume the roles of New Horizon charac- keep in mind that most animals are more resilient against ranged weapons,
ters. As long as it is within the rules, players have the freedom to select which is why melee weapons are often the better choice. And when you go out
different actions of their characters in order to shape the direction and into the wild world, we shall all pray that everything will go well, and that you’ll
outcome of the game. return safely home once more.

One of the players is expected to assume the role of a game master


(GM). The GM creates a setting in which each player plays the role of a New Horizon
single character. The GM describes the game world and its inhabitants
while the other players describe the intended actions of their characters.
Campaign Setting
Based on this information, the GM describes the outcome of each ac- New Horizon is a campaign about the ultimate destiny of the abstract
tion. Some outcomes are determined by the rule system, and some are concept of humanity. Not limited strictly to humans, the story is designed
chosen by the GM. not just to explore humanity as we know it, but the many different direc-
tions it can possibly go in, what these new branches of humanity are like,
New Horizon is a table top RPG. While the D20 tabletop system is the and how the old-fashioned models of humanity, like us, deal with them,
most popular, New Horizon uses an exciting new rule system called Vo|t. and deal with the changes in themselves.
For this new rule system you only need two D20 dice, preferably one
white and one black. To that end, the series is broken into three distinct time periods: Road
to New Horizon, New Horizon and Beyond the New Horizon, or, to put it

Reaching beyond the stars another way, the familiar and mysterious past, the turbulent present and
the distant and inexplicable future.
Long ago, the 20th century world that we once knew passed away. Rath-
er than coming to a close with the extinction of humanity, it ended with The series begins in the middle, intentionally leaving many mysteries of
the birth of its sister race, the wafans. Without realizing that this new spe- the past behind on Earth, and exploring a future far removed from ours.
cies existed, humanity continued with its typical hubris in dominating the We both set ourselves up for the notion that there are other forms of
world, and, in the process, unwittingly enslaved the wafans. humanity walking the street with us, an incredible notion in and of itself,
but also as a way of dressing the issues we find in the world around us
Since time immemorial, the subjugated people of the world have fought as something other than what they are, in order to be able to look at them
their way to independence, and the revolution that came from the wafans objectively in terms of issues of morality.
was no different.
The central phase is set 170 years after the colonization of the second
After nearly destroying planet Earth, the two sides came to recognize one moon of Epsilon Eridani IV, the planet dubbed New Horizon. The Colony
another and, in the same breath, understood that their continued mutual exis- Planet had a turbulent and somewhat hazy set of formative epochs,
tence was tenuous at best. If they were to survive, they would need to colonize wracked with a few historical mysteries which weren’t properly commit-
other worlds and travel among the stars. In the hopes of finding such a place, ted to the history books.
the colony ship Icarus set out for the distant star system of Epsilon Eridani.
Rather than finding an inhabitable world, the colonists instead discovered a New Horizon, with its unknown regions and complex history, is a world
verdant and water-covered moon, which they aptly named New Horizon. that offers endless possibilities for the creation of RPG and video games.
At the current point in time, full scale imperial expansion is now in swing,
New Horizon was far from perfect, as they soon discovered: savage with many feuding or loosely allied city states sitting on top of many
wildlife and daunting geography would make their new home a difficult smaller renegade internal factions attempting to rise to prominence from
place to survive. However, as the distant descendants of those original within, or by less scrupulous means.
colonists are about to discover, the greatest danger on their new world is
not a beast or a forest, but basic human nature and the unknown. In terms of a steady game play state, the world is divided into many dif-
ferent dynamically differentiated zones. Main zones are called factions,

Taking the first step and each faction has its own look and feel. Each faction also has its own
capital city, with smaller settlement cities scattered around it in the outly-
Humans and wafans from Earth came to New Horizon in the year 2325 AD. ing zones. In terms of human and wafan history, New Horizon is a very
About 250 000 of them arrived. To this date, they have only lived on the planet young planet. It’s been around for more than 4 billion years but its most
for slightly less than two hundred years. Only 2 million people (Humans and recent inhabitants arrived on the planet in the year 2325 AD.
Wafans) live on New Horizon at present. The planet’s landmass is much larger
than that of Earth. The people of New Horizon are spread out on the different In approximately two hundred years they have established around ten
continents, living in major cities that lie at least a few thousand kilometers away large cities on 5 of the 7 different continents, and 7 main factions have
from each other. achieved power and act as ruling governments. The people, both humans
and wafans, live their lives as best they can, keeping themselves within
There are only about ten large cities on the planet with a population above their city walls. The wildlife around the planet is mainly unexplored and
25,000, but there are also more than a thousand cities which are very small, with unknown, and very dangerous. The world offers amazing opportunities
a population far below 10,000 people. Small cities usually have a big problem for villains to hatch schemes and for heroes to be born. So, once again,
surviving on their own. The savage wildlife of the planet is capable of destroying welcome to New Horizon, and have a wonderful time in our world…
anything that’s not big enough to defend itself.

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3
New Horizon

New Hor izon


What makes New Horizon Seven important facts
unique? about the setting
Many things about New Horizon make it unique. One such, for example, 1. The campaign setting lets you play a game that is not limited by
is wafans, who are often confused with droid robots but who in reality are geographical or historical boundaries and presents you with a world
in fact living beings. There are also Medeans, who are the next evolution within which you can aspire to heights of status, power and intelligence
of humanity, and something both new and unique. They are humans who and reach the pinnacle of your potential and skill. New Horizon offers
have been “merged” with the unique fauna of New Horizon and they are you the chance to become the hero everyone has been waiting for, but
truly exceptional. The unique wildlife of this planet is yet another thing only if you have what it takes to truly be a hero…
which makes New Horizon stand out. We also have the alien flora found
all over the planet, and the inexplicable phenomenon known as Voli- 2. The current year for this Campaign Setting is 2495.
taires, Moai, Motes and Whoris. On Earth, humans reached what could
be called a technological pinnacle. They had everything. They even cre- 3. The humans of New Horizon are divided into Olympian humans,
ated wafans. When they came to New Horizon, things changed. Promethean cyborgs, and Medeans. The wafans of New Horizon are
divided into Aesir, Vanir and Jotun wafans.
On Earth, humans had allowed their technological evolution to grow one
step at the time. Everything was slowly but systematically evolving, for 4. The world is filled with wonders and has a lot to offer brave adventur-
the better and for the sake of advancement. But when they came to New ers who dare to step outside the safety of their home. But exactly what
Horizon, certain things took a huge step back. Cities like Avalon felt the wonders await is for you to find out.
change. The capital of New Horizon is as modern as anything ever found
on Earth, but cities like Trapper Town did not have the proper equipment 5. The world is also filled with unimaginable dangers, so don’t jump into
to become a modern city. When Trapper Town was created, people had deep water if you have the feeling that the current might be too strong.
to use the materials and equipment which they had with them. No roads
were available to transport any larger cargoes, and planes and trains are 6. Different groups of people rule the world. The major groups are di-
still of a small size, and thus not able to help in any larger extent. This vided between the 7 main factions. Other minor groups are found in
is not to mention that raw materials were still hard to come by. Mining different cities and towns all over New Horizon.
has begun, but not to a great enough extent to make a large difference,
and only a few companies exist which can do something with such raw 7. There is an almost unlimited amount of adventure to be found in the
materials. Most of the things which are created go to Avalon, Warhead, unknown corners of the world. All you have to do to find them is to take
Xanadu and Glacier Run City, so the rest of the world is still far less a big step into the wild world and hope for the best. It’s very dangerous,
advanced. Many towns and cities look like something from the old Wild and you might not live long enough to become a known hero, but if you
West or worse, but always with a certain touch of high technology. For do, then one day you might just become a legend.
similar reasons, many places on New Horizon look like something from
either the Middle Ages in Europe or the 19th century in the USA. Certain
things are state-of-the-art, but most of the rest is simply old and obso- The general area
lete. Satellites do not exist, and neither does fast and reliable transporta- The planet New Horizon was formed 4.54 billion years ago, and life ap-
tion (except for the few trains and airplanes available for travel between peared on its surface within a billion years after that. Life has therefore
larger cities). New Horizon is much like the old west, if someone had existed on the planet for a long time. Currently, however, the most intel-
accidentally teleported it into the future. ligent forms of life on New Horizon are humans and wafans originating
from Earth, or at least that’s what everyone believes. The people of New
New Horizon is a world of action and adventure, where people can explore Horizon are spread out over an enormous area, not an easy feat con-
enormous areas from the great heights of the Azuremar Mountains to the sidering that there are only about 2 million people living on the planet.
dark depths of the Narehlian jungles, from the frozen plains of the Aquilon’s Naturally, during the approximately 200 years they’ve been on the planet,
Reach to the lifeless deserts of the Neo Titanian landscape. Adventurers they have set up about ten large cities where most people now live.
are encouraged to explore every available part of the world, but know that
not all places are easily attainable. Trains and planes exist, but only be- Currently, there are three human races (Olympian, Promethean, and
tween major cities. Smaller cities and other areas which are more out of Medean) and the three wafan races (Aesir, Vanir, and Jotun). They all live
the way are usually harder to reach and sometimes even unattainable. together within the known cities of the world, with only a few exceptions.
New Chania, for example has more Medeans than any of the other races.
The world also exhibits a somber side. Not all adventures end happily, Xanadu is a city where mostly Olympians live, because Prometheans
even if some do. However, some individuals are still humorous enough and Medeans are not liked very much by Xanadian Olympians.
to sprinkle the world with some rays of happiness.
All cities are widely spread out, and there’s a distance of at least a few
New Horizon is unique in many ways. Even though it is a science fic- thousand kilometers between them, with few exception. Because of that,
tion type of world, it creates the feeling of being a fantasy type of world the people of each city are beginning to grow apart from each other. This
instead, where people are required to run all around the world on foot, can be best seen in the way they dress or in the way their city buildings
explore forests, mountains, caverns and deserts. If it hadn’t been for the are designed. Trapper Town largely resembles a typical western city,
wafans and certain technologies, it would have been seen as a fantasy while the Garden of Zen has a more exotic Asian look to it. Warhead
world instead. is solely focused on military power, while there’s no city as glamorous
and impressive as the capital of New Horizon, Avalon. There are airports
Last but not least, New Horizon also has something called “Ether”, which and railroads in each city, but most citizens keep to their own home and
represents this world’s own kind of “magic”. Ether is a force bound by the town and don’t travel to other cities very often. Generally, you only see
physical properties on New Horizon and the mystical Ethereal realm. This adventurers move between the different cities. The isolation of cities and,
may seem confusing at first, but there are actually two worlds out there, more importantly, of the ruling factions caused their people to grow apart,
not just the one all of us live in. The normal world is where all people live, which often leads to conflicts and sometimes even war.
and what most of us see. The other world, however, is also all around us,
but invisible to most people. Those few people who are able to see both The people of New Horizon are mostly civilized and they live in the dif-
these worlds have learned to manipulate its boundaries, and thus make ferent cities of the world. There are no uncivilized people on the planet
use of the special laws of physics only possible in the other world, creat- that anyone knows of as yet, but then again most areas are still unknown
ing impossible things which can only be referred to as magic. and unexplored.

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4
Role Playing Game

Heroes and villains The Planet


Heroes are important for every world. You usually don’t know who they Epsilon Eridani resembles the Sun as it may have existed 4 billion years
are or where they come from, but in this case the heroes of New Horizon ago. At the age of 1 billion years, Epsilon Eridani is a main-sequence
are you! The characters you create are the heroes, unless you aim to star of the spectral class K2. It’s only 10.5 light years away from Earth’s
create a villain. Most villains, however, are usually pre-created NPCs. solar system, and it’s the closest star in the constellation Eridanus. Epsi-
Heroes come in all shapes and sizes, and whether they are humans lon Eridani is both smaller and less massive than the Sun, with a much
or wafans doesn’t matter. They often arise from the most unexpected higher metallicity (enrichment in elements heavier than helium). Epsilon
places and surpass anyone’s imagination. Each and every one of them is Eridani weighs an estimated 85% of the Sun’s mass and 84% of the
different, as are their motivations also, because who knows what drives Sun’s radius, but possesses only 28% of its luminosity. Across the Milky
a hero to do the things that no one else dares to do. Way, metallicity is higher in the galactic centre and decreases as one
moves outwards. Since Epsilon Eridani is closer to the galactic center
As a living and breathing character on New Horizon you can choose than the Sun, its metallicity is much higher than that of the Sun or any of
any type of profession or station. You can be anything from an impious the planets in the solar system.
rogue to a law-abiding sheriff, from a poor but skillful soldier to a wealthy
but lazy businessman. No one is born a hero, but a hero can be found Star system
within anyone. It’s usually a product of triumphs and tragedies taken from • System: Epsilon Eridani
a person’s past deeds, and mixed together into a masterpiece that will • Mass: 1.657658 x 1030 kg
greatly influence future events and change the world as we know it. A
hero’s ambition and motivation is often strongly influenced by his or her Epsilon Eridani IV
colorful background, and this is also what makes the hero intriguing. Put • Planet: Epsilon Eridani IV
a team together and journey out to unknown places for some adventure • Semi-Major Axis: 0.9525 AU (142 492 323 km) from star (sun)
and maybe, if you live long enough, you’ll find your hero within. • Mass: 1.899 x 1027 kg
• Surface Area: 6.218 x 1010 km2

Rumors of other life-forms


There are rumors and theories that other intelligent life-forms have ex-
• Volume: 1.083 x 1012 km3
• Orbital Period around star: 372 days

isted on New Horizon and that some might still exist. Ruins have been Epsilon Eridani IVb (New Horizon)
found deep inside the Vivid Jungles, and other traces have also been • Planet: Epsilon Eridani IVb
found in the Caledonia Mangrove. Some people believe that many hun- • Type: Terrestrial
dreds, or even thousands, of years ago there were other intelligent crea- • Semi-Major Axis: 0.009 AU (1 346 382 km) from Epsilon Eridani IV
tures living on the planet. There creatures might even have been more • Mean Radius: 5 786.3 km
evolved and more technologically advanced than we are, but for some • Circumference: 36 356.4 km
unknown reason they disappeared. Adventuring deep into areas where • Mass: 4.066 x 1017 kg
no other human or wafan has ever been before might uncover hidden • Surface Area: 420 738 018 km2
secrets or even treasures. It is not uncommon to find unknown and mys- • Surface Land Area (45%): 189 116 497 km2
terious weapons, equipment or technology. • Surface Water Area (55%): 231 621 521 km2
• Volume: 8.115 x 1011 km3
Roaming the land • Surface Gravity: 0.81 G (Gravitational Constant 6.67 x 10-11 m3 kg-1 s-2)
• Length of Day: 28 hours
Trapper Town is the peak of Lonely Mesa, surrounded to the north by the • Length of Year: 372 days, 12 months / 31 days
natural skyscrapers of the Azuremar Mountains Range, and to the south • Orbital Period around Epsilon Eridani IV: 10.095 days
by the wild fauna of the Narehl jungles. The harsh winds knocking on
the city walls from time to time remind the townspeople that beyond the Epsilon Eridani IVb (New Horizon) is the second moon of the fourth plan-
safety of their city there are dangers sneaking about, ready to steal the et in its star system, and the only planetoid in the system to sustain life.
life of anyone who’s unwary. Epsilon Eridani IVb orbits a very large, reddish terrestrial desert world
(a non-habitable planet with a rust desert which is very rich in ore under
Travelling north beyond the Lansdale Ocean to the icy lands of the Aq- the surface, named Epsilon Eridani IV). Epsilon Eridani IVb has a barren
uilon’s Reach will chill any man or beast not ready to take on the cold sister moon devoid of atmosphere, Epsilon Eridani IVa (Nifelheim). The
winds and harsh environment of the coldest place on the planet. Here Epsilon Eridani star system has a yellow dwarf star (sun) and is orbited
the sheer strength of Mother Nature’s cold breeze can kill a man or wafan by 5 planets. On New Horizon there are two types of humanoid beings
if they are not suitably prepared to protect themselves. The bare waste- that roam the planet; humans and wafans (Wave Form Androids). The
lands of Neo Titania are not exactly the safest place on the planet: the planet’s current citizenry, either Human or wafan, is currently rated as
most resistant and savage beasts on the planet roam this barren land being around 2 million.
attacking anything they run into as food is scarce and survival is the only Epsilon Eridani V
thing on the menu. The totally unknown forests and jungles of Verdura Epsilon Eridani I
contain secrets that no man has ever seen. Let us not forget to mention
the pearls hidden underneath the two large oceans on the planet. Explor-
ing the world is extremely dangerous, but also exciting and rewarding to
the same degree. If anyone has the nerves for it, that is… Epsilon Eridani II
Epsilon Eridani IV
Beware of the beasts
New Horizon is a planet that has been around for several billion years, Epsilon Eridani IVa
and just like Earth, life exists on this planet. Therefore, it’s only logical (Nifelheim)
that the planet has its own unique flora and fauna. The animals are usu-
ally very dangerous and they are capable of eating both humans and Epsilon Eridani III
wafans alike. Humans and wafans are, however, new to the planet, so
for most creatures they are unknown. Some creatures, though, like the Epsilon Eridani IVb
Grim Stalkers have already gotten a taste for this new type of food and (New Horizon)
they gladly eat them whenever they are not protected by the walls sur-
rounding their large cities.

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5
New Horizon

New Hor izon


People Cities and their countryside
The humans of New Horizon are more versatile than ever before. What Most people live within the major cities of the world. Here, they feel pro-
further defines them is that even though all humans are humanoid, there tected from the harsh environment and the wildlife beyond the borders of
are three distinct groups which show an enormous amount of phylogeny, their city. Rural life is almost non-existent. Only larger groups of people
like ants. The three distinct sub-species all live, work, and even interact have the means to withstand the dangers of living in open land. Excep-
with one another differently. Each is tailor-made for a specific lifestyle tions do occur, but they are very rare.
and certain broad specializations. However, each human, regardless of
creed, is a unique individual and cannot simply be labeled.
Law enforcement
Waveform Androids, colloquially known as wafans, were “created” by New Horizon is an untamed and wild planet, where beasts rule the land –
humans to in order to be their slaves. In time, they won their freedom and we’re not only talking about animals. Rogues and bandits have found
through blood, sweat and tears and became the second species of hu- it easy to attack and rob people who are travelling the land because
manity to inhabit Earth and, later, also the stars. Wafans are not ma- there is not enough law enforcement around to make travel very safe.
chines, like you might think; they are in fact people. Wafans are not made Because of this, law enforcement was bound to be improved, but mostly
in factories – they are “born”, not like people, but they are born nonethe- within city boundaries.
less. 90% of all wafans are born in a Wafan Crèche.
Within the city limits of Trapper Town, the marshals and their sheriffs
A Wafan Crèche is formed when six or more wafans of the same type are keep the peace and uphold the law. Trapper Town is where they have
summoned by the local community to act as mentors to a new generation their headquarters. Even though the whole of Walk of Man is, on paper,
of a dozen or so wafans. They’ll be close with a few crèche mates and at least, their whole jurisdiction, in practice they are mostly found within
usually, but not always, consider them siblings. A Wafan is born with a the boundaries of each city. Controlling such an enormous area as Walk
fairly general set of skills and vocabulary, equivalent to a fifteen-year-old. of Man would be impossible. For one thing, there are not nearly enough
He or she is raised and peered with one of the six mentors. Wafans are people on the planet to manage such a task, and it is still too dangerous
also born with a very general configuration to their body – a prototype for policemen to just walk around in the wild by themselves.
form, if you will – bereft of decoration and weapons, or even ornamental
components. Those who wish to help protect the land should report to Trapper Town
and sign up for a job as deputy of the Allied Regional Militia (ARM). Ala-

Races baster is the High Marshal of Trapper Town, which essentially amounts to
Alabaster being the man who takes the reports from all the sheriffs and
Since New Horizon hasn’t been occupied by humans and wafans for very marshals in the entire Walk of Man, and dealing with all their problems.
long, there shouldn’t be many different races. However, we should keep
in mind that, in time, these races will become more and more distinct, Every large city has its own law enforcement, and usually a police force.
both in behavior and the way they look. New races will also come into Policemen are very unlike soldiers, and in fact are generally the souls of
existence, simple by allowing one group of a certain race to move to a discretion. As their goal is order, rather than strategic victories, they will
different place, change their culture over time, and evolve into something only ever draw their gun if they have no other choice. However, some law
different. enforcement agencies by their very nature must place slightly more fast
and loose agents in their ranks to give them a variable response capabil-
Humans: ity. This includes individuals as well as entire teams of SWAT officers.
1) Olympian Humans,
2) Promethean Cyborgs,
3) Medeans. Rogues and bandits
Where there is not enough law enforcement to keep people in check,
Wafans: there are always those who will find different opportunities to become rich
1) Aesir: Emulation Type Wafans, in ways which are not always ethical or legal. Since law enforcement is
2) Vanir: Composite Type Wafans, generally confined within city limits, rogues and bandits are found in the
3) Jotun: Solid Type Wafans. wilderness where they can roam free and do anything they want.

Languages Different rogue organizations are hidden in different places, such as


within the Azuremar Mountain Range. They are generally large enough
English is the universal language of New Horizon. However, other lan- to defend themselves from most of the dangerous wildlife. These rogue
guages do exist which were brought here along with the 250 000 colo- organizations are called “Animus” by most people.
nists who came from Earth.

Garden of Zen speaks a smattering of Mandarin Chinese and some Viet- Geodites
namese. French is prominent in the Port of Narehl. The idea that crystals are stored memories gives wafans a modest ob-
session with crystals of all sorts, and they often exhibit an irrational cov-
Norwegian and a certain amount of Swedish can be found in the rural etousness of crystals, similar to the desire humans have for money and
outlying areas of Aquilon, as well as a small hint of Cork. In New Chania precious metals. Not necessarily a weakness, but an interesting systemic
people speak English and Latin. quirk which has lead to specially grown tiny crystals called Geodites (of-
ten just called Geos, or Geo Crystals), which have a small metal band
In Xanadu people mainly speak English with an American accent, as well with serial numbers written on them around their middle. Geodites are
as a smattering of German. Polish can be found in the north part of Neo the single universal currency of New Horizon.
Titania.

A little bit of the Old Persian language was come back to use and it’s
spoken in Al’Jannah (around the thousand mile desert), and Polynesian
and some Samoan can be heard around the Chain of Tears.

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6
Role Playing Game

Narehl Ministry of Stones Merchants and trade


The Narehl Ministry of Stones is the world’s sole source of Geodites, the Trading is one of the most common lines of work on New Horizon, and
synthetically crafted gemstones used as global currency. They are very visiting strange trading places is a great way to find those hard-to-find
carefully crafted in a secure underground laboratory, the location of which items everyone is looking for. Rare and powerful weapons developed
is kept strictly top secret, and presided over by the Minister of Stones. by large weapon manufacturers sometimes find their way to the various
However, Geodites’ origins actually predate their use as currency. The trading places before they are officially released to the public.
original intention was to use them as uncounterfeitable chips for use in
Narehlian Casinos. The cost of production proved prohibitive for mere There are many different items which can be found and bought. Some
poker chips, but the local Government caught wind of the technology and are found within the boundaries of the major cities, in shops and stores,
swiftly crafted their currency, the Narehlian Geodite, in the year 2380. while other items are only found along the different trading routes on
Youzem or Neo Titania, acquired only through negotiation with traders
When Avalon became a reality in 2390, they globalised the Geodite over and other merchants.
the Xanadian Mark, the Walk of Man Dollar, the New Chanian Rupee
and the Aquilonian Crown, making it the world’s only legal tender. Each The Missive Union is establishing more and more small trading posts
Geodite is a meticulously crafted synthetic gemstone, inlaid with a gold on major traffic routes to provide caravans and travelers with necessary
seal of authenticity and a small id chip, which modern cash registers read goods and repairs. They have branches all over the world, and are usu-
as they are deposited. Hand-held scanners which can read these are ally contracted by the local government.
common, and cost less than ten Geodites. Fake Geodites are known col-
loquially as ‘Rock Salt’, or ‘Pebbles’. Compared to currencies on Earth, The Xanadians are generally bent on expansionism, and they are the
one Geodite is roughly twenty cents, and 5 Geodites is about 1 USD. ones building roads. Paved roads are found in every major city on the
Forty Geodites per hour is what most people in Trapper Town earn, while planet, except Trapper Town and some of the smaller towns in Walk of
the pay is better in larger or more modern cities like Xanadu or Avalon. Man line Crane Hill. Outside of most city borders, there are no real roads
to be found, except for the very few which are being built outside Xanadu.

Stores and shops The goal of the Xanadian government is to expand their roads to every
major city, starting with those cities found on Neo Titania and then ex-
Stores and shops can be found in every major city. The merchandise can panding towards Youzem. In the years to come, more and more roads
differ from place to place depending on the peculiarities of each city, but will appear. Connecting Xanadu with Avalon by road and bridge, and af-
what is always consistent is that weapons, armor and equipment can be ter that also Warhead, is one of the main tasks these road builders have.
bought everywhere for any need an adventurer might have, as long as
he/she has deep enough pockets. A few examples of items which can be bought from merchants are:

Mercenaries for protection • Jannahlite carpets, produced in Al’Jannah.


• Essential oils for perfumes, mostly produced in New Chania.
Travelling outside the protective boundaries of the cities is extremely • Platinum is a miners heart and soul, and the metal is found in Walk of Man.
dangerous due to the wild fauna, and mercenaries are therefore highly • Different metals, found by miners in Walk of Man.
regarded and paid very well for their services. A merchant travelling the • Vehicles, developed mostly in Xanadu/Aquilon.
land with his cargo without the escort of a team with mercenaries is either • Slaves, exported from Port of Narehl, by the Night Panthers Criminal Syndicate.
crazy or suicidal. Mercenaries are better trained at fighting as part of a • Electronics, developed mostly in Xanadu/Aquilon.
team than duelists are, but are much worse at this than soldiers. On • Wood is exported from Port of Narehl.
the other hand, mercenaries are better at fighting solo than soldiers, but • Chocolate is found in Port of Narehl.
cannot even rival duelists in this aspect. Unlike soldiers, mercenaries • Spices are produced in New Chania.
generally have little or no aggression: they are paid to do a job but they • Paper is a common Xanadian textile.
do not take their job personally. • Ink is usually produced in New Chania.
• Exotic fruits are found everywhere, but the most exotic fruits tend to
Treasure hunting be from Al’Jannah, deep desert fruits, and deep jungle fruits.
If you are interested in exploring dungeons and caverns, there are plenty Merchants have excellent trade skills and know how to legally or illegally
to be found in Youzem. The Azuremar Mountain Range is literally filled transport goods by land, ocean or sky. Merchants usually belong to some
with caverns and tunnels leading to unknown places. It is not known who trade’s guild.
or what made these tunnels and what treasures can be found inside them
by those who are brave enough to go and have a look. On New Horizon,
any treasure found might be something other people would find very
valuable, making treasure-hunting a very profitable and useful activity.
Military soldiers
Every “Avalon faction” has its own military, usually divided into three bu-
reaus: Army, Air Force and Navy. Soldiers are recruited through standard
Every jungle contains mysteries and treasures never before seen. The Na- recruitment avenues in the same way as was done on Earth. Military
rehlian Knights are the best jungle explorers in the world, but not even they service is strictly professional, and drafts are forbidden by Avalon. Avalon
have seen more than a small part of the Narehlian Jungles. Travelling the council members are not allowed a legal draft (compulsory service call)
jungles of the world will lead any adventurer right into plenty of excitement by their rules.
and danger. These overgrown forests contain unknown ruins and crypts
left behind by creatures who occupied this planet long before humans and Pretty much every faction except Walk of Man and Missive Union has
wafans ever arrived. The treasures found here are also beyond value. a small group of MPs (military police). Different types of soldiers exist,
such as, for example, Long Range Recon, Line Men, Infiltration Special-
Sailing the large seas can also lead to unknown wonders. There are ists, Infantry, Technicians (they help set up and tear down defenses and
plenty of unknown islands all over the world, with who knows what se- guns), Sharp Shooters/Snipers, Field Medics, etc.
crets, not to mention what might be underneath the sea. One thing can
be said for certain: no matter where you go adventuring, you will easily
stumble on secret places holding unknown treasures such as weapons,
armors or other valuables of metals or other materials never before seen
by either humans or wafans, some of them more powerful than anything
the world has ever seen, some of them bound to Ether in ways unknown.

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7
New Horizon

New Hor izon


Hunters of the wild Journalists of the world
Hunters are the rangers of New Horizon. They are mostly called “Hunt- There are several leading newspapers on New Horizon, generally one
ers” but the name “Trapper” is also widely used. For a Hunter to learn a large one for each faction. Most journalists work for one of these newspa-
specific area very well usually takes years, and the different areas of New pers, but there are a few exceptions. These newspapers are:
Horizon are quite large indeed. Hunters usually reside in a specific area, • A Walk of Man newspaper called ”The Rough Life”.
such as the Jungles of Narehl, the Lonely Mesa in Youzem, Azuremar • Aquilonian major paper named “Aurora Daily”.
Mountain Range in Youzem, the Forsaken Land in Neo Titania, or the • “Spice of Life” for Narehl.
Snow Waste in Aquilon. Hunters know how to survive in the wilderness, • Xanadian volume called “The Business of Life”.
and they are better at it than anyone else. • New Chania could have “Life in Print”.
• “The Working Man” for Missive Union.

Bounty hunters • Warheads has the “Blunt Truth”.


• Avalon has the “World United”.
Bounty Hunters are most common in Walk of Man. They can also be
found in Xanadu, Avalon and Aquilon’s Reach, but much less so due
to the more constant law enforcement in those factions. To become a Physician
Bounty Hunter, one is required to apply for a license, which is done in Human and Wafan physicians practice medicine, and they are skilled
Avalon. It would most likely require a clean criminal record for a certain at maintaining and restoring health. Physicians are divided into differ-
length of time. ent specialties. For humans, there are several to choose from, including
Bionic Engineer which focuses on Promethean Cyborgs and Cross Ge-
Bounty Hunters and Couriers are very similar, and, like Couriers, Bounty nome Physician who focuses on Medeans. Physicians who specialize on
Hunters may have less knowledge about different areas than the Hunter, Wafans are sometimes called Cyber Life Physicians.
but their job is to find their fugitive quickly and transport him back to his
employer. The Bounty Hunter also has access to resources which can
help him in his work. Cyber Life Physician
Physicians and Cyber Life Physicians are not two different professions.

Couriers They are one and the same, although one learns more about medicine
while the other learns more about repairing. Humans and Wafans are
The difference between a Courier and a Hunter is that the Courier has considered one people, even though they are two races, and medical
much less knowledge about the land than the Hunter has. Hunters, how- students study how to repair or heal both of them. Wafans don’t have pro-
ever, only know their specific area well, while other areas are totally un- gramming as such: they’re not really like computers, and their automated
known to them. Couriers may have less knowledge about the area which functions are controlled by micro computers, like the subconscious. Wa-
the Hunter is expert on, but they usually travel longer distances, deliver- fans aren’t based on known AI systems. They’re extraordinarily sophis-
ing packages or other equipment from one area to another. ticated analog. Their subconscious, so to speak, which keeps them up
and running like the bits of our brain not under our direct control, are, by
A Courier also has access to resources which can help him in his work, comparison, more digital, though.
including how to find vehicles for travel or how to smuggle items in secret.
It is a difficult but very interesting profession. A cyber life surgeon has a very unique specialization where he has
learned to repair or restore a Wafans unique cybernetic physiology. The

Miners of the Azuremar cyber life surgeon is capable of sustaining and repairing the sophisti-
cated Luminous Core, which sends controlled light waves through the
Mountain Range heavy water and particle clouds creating the Wave Form, which in turn
forms the Wafan mind. A damaged Luminous Core can be repaired but
There are many miners living in Walk of Man. Cities like Crane Hill and the Wafan will never be the same again, as a new mind replaces the
Bleeding Hill thrive because of them. There are a lot of caves in the damaged one and forms a new personality for the Wafan.
Azuremar Mountain Range, and mines are just as common. Gold is al-
most worthlessly on New Horizon, used mainly in electronics, but rarer The cyber life surgeon is also able to repair a Wafans Lucid Codex which
metals like platinum are definitely looked for by prospectors. forms a Wafans crystalline memory array. A damaged Lucid Codex can
be repaired but previous memories are usually either partly or completely
Spies within the company gone. There are a few truly skilled cyber life surgeons who specialize in
only one of the Wafans cybernetic physiologies, and who excel in their
or organization work, but most of them are all-rounders of medium skill who perform their
work adequately.
Corporate spies are pretty common and they are primarily used to steal
corporate secrets or data for the purposes of enhancing their own com-
pany’s competitive advantages, or to acquire state-of-the-art technology.
Corporate spies are only interested in helping their own company, usually
Bionic Engineer
The Bionic Engineer is often a mixture between a traditional physician
for monetary reasons. and an engineer. Specializing in Promethean Cyborg technology, he is
able to create or repair artificial limbs or Promethean electronics. At least
Military spies are mostly interested in supplying their military with state- one Bionic Engineer is employed by most hospitals in the world, except
of-the-art weapons. Their interest is not monetary, since weapons are of for those in Xanadu. Only a rare few Xanadian hospitals have their own
higher value to the military than money. Spies are found pretty much all Bionic Engineers, since Xanadians shun Promethean technologies.
over the world – after all, paranoia makes the world go around. Spies are
much like investigators, including their excellent disguise abilities. Espio-
nage or spying involves a person obtaining information that is considered
secret or confidential without the permission of the owner.
Cross Genome Physician
The Hershey University on New Chania is the only successful school on
the planet when it comes to producing physicians with specialization in
Medean Engineering. The Cross Genome Physician who only focuses
on Medean Engineering is required to select a specific medical specialty
(everything from Neurology to Pediatrics to Surgery). A physician who
completes his education usually either stays at the university or is em-
ployed by one of the many Asclepieion Hospitals in the world.

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8
Role Playing Game

Continents and Factions


The land of New Horizon Factions
From the frozen steps of Aquilon’s Reach to the greatest depths of the
Narehl jungles, New Horizon stretches out as far as the eye can see. The Avalon Factions
geography of New Horizon is divided into the following 6 main zones: Factions and continents are two totally different things. Continents are
defined by land and they are separated from each other by large ex-
• Youzem panses of water. Factions, on the other hand, are like nation states, de-
• Neo Titania fined by humanly laid out borders. A continent can contain people but it
• Aquilon can also be totally unknown. A faction is defined by the people of whom
• New Chania it is made up.
• The Chain of Tears
• Verdura There are 7 main factions on the planet. They trade with each other dur-
• Cain Ocean ing times of peace. In the not-so-good times, fighting can break out, often
• Lansdale Ocean to the brink of war. The Council of Avalon does not consider itself to be
a faction but rather an international organization whose main purpose is

Continents to facilitate cooperation in international law, international security, eco-


nomic development, social progress, human rights, and the achievement
A continent is one of several large landmasses on New Horizon. They are of world peace. It contains multiple subsidiary organizations to carry out
generally identified by convention rather than any strict criteria, with six its missions. The 7 main factions of New Horizon are members of the
regions commonly regarded as continents, they are: Avalon Council. These factions are Aquilon’s Reach, the Port of Narehl,
The New Chanian Conclave, the Missive Union, Trapper Town (Walk of
• Youzem Man), Warhead Keep, and Xanadu. Other factions exist, but they are
• Neo Titania not members of the Avalon Council. People capable of controlling other
• Aquilon people and society have always been important for any civilization, and
• New Chania the same is the case even on New Horizon.
• The Chain of Tears
• Verdura/South Pole Civilized areas have high levels of control, but areas off the beaten track
much less so. Fingerprints, teeth, and DNA are all common human iden-
Conventionally, continents are usually described as large, continuous, dis- tifiers. For wafans, latex traces, chips of paint and foot prints are also
tinct masses of land, which are usually separated by expanses of water. pretty good indicators commonly used to identify people living on New
Horizon. Factions like Xanadu and Warhead Keep, where all citizens are
New Horizon and its different continents stretch over a landmass that is closely monitored, have an extremely high level of control and they all
approximately one hundred and eighty nine million square kilometers. need to be able to identify themselves by different means. Other fac-
Sub-arctic extremes chill its northern reaches, where ice sheets like the tions, like Aquilon’s Reach, Port of Narehl, New Chanian Conclave and
Perpetua Glacier dominate the terrain in blinding white snow. Youzem is Missive Union, are also well controlled, but much less so than Xanadu
a gigantic place where you will find the equatorial Vivid Jungles and the and Warhead Keep.
tropical coasts of the Port of Narehl. It’s bordered on the north-east by the
Lansdale Ocean and on the south-east by the Cain Ocean. Neo Titania Trapper Town however, is different, and as wild and uncontrolled as it
is mostly covered by the Forsaken Land, a barred wasteland that only gets. Cities outside the Avalon accords can vary, but they usually have
offers danger to travelers. little or no identification methods.

Population Non-Avalon Factions


Besides the 7 main factions which belong to the Council of Avalon there
New Horizon is home to slightly more than 2 million people, all of who live are several other smaller factions which are neutral, and most are far
in the borders of approximately ten large cities. But there are also more weaker than the 7 Avalon Council Factions. Some of them are Al’Jannah,
than a thousand small towns scattered here and there with a population Riverguard, Savage Isles, Rogues Alliance and Escuerzo Clutch.
below 1000 people:
Al’Jannah is a faction from the Thousand Mile Desert of Neo Titania,
• Avalon: 349 201 which keeps primarily to itself due to its strong ancient religious beliefs.
• Xanadu: 271 298 However, despite their reclusive nature, they will offer food and shelter at
• Glacier Run City: 214 932 reasonable prices, as well as detailed maps of the desert.
• The Port of Narehl: 153 891
• Union Hold: 126 776 Riverguard is a faction which is a former splinter of Warhead. They use more
• Trapper Town: 97 092 old fashioned military doctrines, and act as wardens of the waterways of the
• Garden of Zen: 61 439 Youzem continent, charging small tolls at their checkpoint, and larger fees
• Warhead: 59 291 for armed escorts. Riverguard’s are found everywhere where there’s a river.
• New Crete: 37 445
• Streamdown Haven: 11 032 Savage Isles are a back to nature group of Medeans and Olympians who
• Crane Hill: 4 722 shun advanced technology in their daily lives. They still have it, but use it only
• Bleeding Hill: 4 298 when necessary. They’re nomadic hunter gatherers who ply their islands wa-
• Fort Mile-High: 3 392 ter ways on mobile boat homes. Savage Isles are found in the right hand por-
• Fort Fixed-Wing: 2 957 tion of the Chain of Tears, from the east of Union Hold, all the way to the north.
• Fort Horus: 2 271
• Red Feathers Rest: 1 337 Rogues Alliance are outlaws and thieves, even assassins, but they have their
• Beloreas Port: 716 own code of honor and dignity. They live in the Azuremar mountains and they
• Renegades Rest: 483 are ruled by the four ‘Aces,’ their de facto leaders. They spend years at a time
• Remaining towns/cities: 668 952 out in society, just blending in and doing small jobs occasionally.
_______________________________
• Total population: 2 071 525 Escuerzo Clutch is a faction of filthy god damned highway robbers trying
to pass as a nation. They took over the only major overland route from
the Walk of Man to Port of Narehl region, and attack passing convoys.

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9
New Horizon

Avalon Warhead Keep


Avalon excels at arbitration, and as such is the global center for dispute me- Warhead produces dedicated and talented soldiers, but they are not
diation between factions, businesses and even individuals. (We may even warmongers. They see war as a necessary evil, and choose to be the
make an Arbiter a job of a sort, like New Horizon’s Jedi.) They have excellent best at exercising it. They produce some of the world’s most impressive
covert ops, light peace keeping forces, and very little internal industry. weapons and armor.

Trapper Town (Walk of Man) Aquilon’s Reach


Walk of Man excels at resource gathering, extensively mining and har- The people of Aquilon’s Reach are extremely progressive both techno-
vesting the wealth of New Horizon. They are easy going, laid back people logically and socially. They are regarded as lunatics and weirdoes by
with a relaxed outlook and only token law enforcement, as most of their many of their contemporaries.
denizens are trained from birth to protect themselves.
The New Chanian Conclave
Xanadu New Chania excels at the growing and harvesting of global dietary sta-
Xanadu excels at providing a comfortable lifestyle approximating Earth’s ples, training of medical personnel and the development of pharmaceu-
through carefully controlled corporate management by their government. ticals, and is the birthplace of Medeans. This is the place where Medean
They have excellent air force and covert ops. They have very polite peo- Splicing was born. New Chania is somewhat modest in their standard of
ple but also plenty of individual rogue groups due to the government’s in- living, and they are very close to nature.
ability to keep them in check. The people are polite, as mentioned before,
but at the same time distrustful of others. The Missive Union
The Missive union is a powerful organized workforce capable of tackling
The Port of Narehl jobs with immense gusto. They have virtually no military power except
The Port of Narehl excels at marketing, providing massive venues for their own security force. They manage most of the world’s shipping, air-
goods from around the world, as well as hospitality. They have incredible lines and trainlines.
elite Knights. Very friendly and open, and they want your money.

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10
Role Playing Game

Youzem and the Walk of M an


Youzem
Youzem is the largest continent on the planet, spread out over an area But the law is still upheld by some of the best gunmen in the world. Just
of 72 674 619 km2, it equals the size of Asia and Africa combined. In the because you can find a home here and hide from your past does not
northern part of Youzem you will find the largest mountains on the planet mean that you cannot get into serious trouble if you break the law or if
and in the southern part you will see the jungles of Narehl stretching out you cross a powerful sheriff.
all the way from the west to the east.
However, despite all this, the Walk of Man is still a wonderful place to
The geography of Youzem is divided into three zones: Walk of Man, live. If offers a simple life to those who want peace and quiet, as well as
Azuremar Plains, and Narehl. excitement and adventure for those who want to experience something
dangerous and thrilling.

Azuremar Plains Many people who are sick of the crowded and busy city life of Avalon,
Xanadu or Glacier Run City move to Trapper Town or any of the smaller
Azuremar Plains are as vast as the eye can see. A place of strategic cities around the Walk of Man.
importance during times of war, this land has seen its share of battles.
Azuremar Plains is a place filled with tall, blue-green grass that grows
on the many corpses that have littered the ground during the years. The Walkers
resources to be found here are abundant to any scavenger, if they dared It’s somewhat common for any young man or woman on New Horizon to
to scavenge into the hunting grounds of the Grim Stalkers, the planets leave home and seek their fortunes on their own in many regions, but it’s
alpha predators. Looming on the horizon is the hunter nest. a 50/50 chance whether young folks will settle down or move on from this
region. Young men and women in The Walk of Man who decide to travel
Once small, this giant structure is made from the smashed and mangled the region to seek their fortune are often called ‘Walkers’.
remains of vehicles, and even wafans, a food the Hunters aren’t typically
fond of. The area for two miles around the nest is completely barren of Walkers are typically aged 16-24, if human, or 8-20 if Wafan. The most
other life. Entering here is, to put it lightly, suicide. common motivating factor that drives them to get out and explore their
homeland is the immensely isolated nature of many of the smaller towns,

Narehl which drives the young folks to seek new stimulus through adventure
and exploration.
Narehl is the largest jungle region in the world, and covers 2/3 of the
Youzem continent. The most fearsome animals can be encountered in While, as often as not, parents are dismayed, or even horrified, when
this place and it’s not something you’d want to do if you do not have they discover their son or daughter is a Walker, it’s a commonly honored
enough protection to defend yourself. Many brave souls have wandered tradition for the parents to give them a gift of a method of self protection
into these lands hoping to find lost ruins filled with unknown treasures and a modest secured line of Geodites (Geodite Credits) so they can
never to be heard from again. Only the most fearless and skilled warriors, last long enough to find their fortune. Wealthy families also provide their
such as the Narehlian Rangers, can survive in the midst of these damp children with a personal form of transportation.
and dark woods, and even they travel in groups. A lone person does not
stand a chance against the hunters that haunt this place. A Walker’s first weapon can vary. Many families have traditions of
swordsmanship or gunplay, and either weapon is a very common gift to
Most areas within this jungle are still totally unknown, and even large a young Walker. It’s not altogether uncommon for a parent to hand off
expeditions have not yet managed to discover much. These jungles hold their own weapon from their walking days to a son or daughter for luck.
many secrets, many treasures and many dangers. Vehicles for a Walker are usually very rustic, often one-seated deuterium
motorcycles, or small two-man four-wheel drive vehicles with a storage
Walk of Man hatch in the back. Most are little more than basic frames and often sec-
ond or third hand at best. But a walker who comes from a wealthier family
The Walk of Man is an extremely widespread area which covers approxi- will often drive something slightly sportier.
mately half of the Youzem continent. The northern half of the continent is
part of the Walk of Man, which envelopes the gigantic mountain complex Walkers often begin their career as freelance couriers, taking small con-
named the Azuremar Mountain Range. Lonely Mesa, with Trapper Town tracts to move packages from place to place until some location or an-
at its heart, Dusty Hollows with Bleeding Hill at its center and Blighted other catches their fancy enough to slow them down for awhile and sink
Dunes with the massive city of Warhead are all part of the Walk of Man. their teeth into meatier jobs.

The jungle areas of Youzem are not included in this area, and neither are Walkers with a chip on their shoulder will often start their careers with
the Azuremar Plains. bounty hunting, seeking the scum of the region for much juicier pay.
Walkers hiring out as security or hired guns for mercantile convoys are
The lands of Walk of Man contain countless small cities. Most of these also not unheard of.
are not marked on any map, since some of them are unexpectedly de-
stroyed by the dangerous wildlife on the planet while others are just as Furthermore, some Walkers turn to banditry, and often end up finding
suddenly set up by people who are in search of a new home. themselves the target of younger, surlier Walkers out to make a name
for themselves.
These small cities therefore often disappear just as quickly as they ap-
pear. However, without a major alliance with a major city which promises
to protect the small settlement from any type of danger, a small city does
not have any chance of surviving any longer period of time, unless they
are extremely lucky, or powerful, on their own.

The Walk of Man is also a place that welcomes people of any background
or heritage. Criminals can easily find a place to hide in this place, as well
as people who try to flee from their former lives and want nothing more
than to start anew.

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11
New Horizon

Youzem and the Walk of M an

Lonely Mesa
Much like the fertile plains of central North America, dotted with forests Alabaster personally oversees all bounty contracts and leads any official
and hills, this area covers a sizable stretch of land, with many native law actions. The local government is called The Voice of the West, a
grazers and predators running amok, as well as areas of controlled graz- group of four local citizens from the four major walks of life.
ing lands used for genetically modified Earth livestock, cattle and sheep.
The Voice of the West is made up of the senior regional representatives
Ongoing concerns are the deadly Grim Stalkers, the planet’s alpha of the Hunters, the Farmers, the Miners and the Lawmen. They work
predators, stalking and killing Men and wafans. Additionally, there is the together as a council of three, with the fourth member (whoever drew
outlaw faction ‘Rusty Stars’, posing as bandits when their real goal is to the short straw) sent off to represent the Walk of Man as their Septumvir.
take over the zone, toppling Trapper Town and running it for themselves Their will is carried out and administered/interpreted by the Marshal or
with more ruthless efficiency to line their pockets with gold. Mayor of each town throughout the region.

Trapper Town Trapper Town has a strange mix of low- and high-tech equipment and
facilities. Many buildings are made of primitive materials, and may look
The regional capital city, Trapper Town, is a minor trading hub. Though scrounged. The technology they use is as advanced as anywhere else
nowhere near as impressive as any of the coastal trading centers, it sup- on the planet and it clearly sticks out like a bright star in the black sky.
ports a bustling economy. The primary exports are slug thrower firearms, Most roads in the town are not paved.
livestock and minerals. The peace is kept by the Marshall’s posse, led by
the infamous Wafan Lawman, Alabaster. Trapper Town is divided into two halves by a river. The left half is all busi-
nesses and warehousing, called the Business Halfway. The right half is
divided into the northern residential and governing body, called the Office
Quarter, and the southern living and dining area, called the Copper Quar-
ter. There’s a large market place at the juncture of the three regions. The
roads are more paved in the Office Quarter and the Business Halfway
than in the Copper Quarter.

Trapper Town is protected by a fifteen foot wall, approximately eight feet


thick, with heavy weapon turrets every fifty feet. Trapper Town also has a
railroad station and an airport located to the south of town.

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12
Role Playing Game

Crane Hill
Crane Hill is a small town atop a dusty red hill, comprised mostly of liv-
ing quarters. The town has a small circular neighborhood of row houses
called the Circular Quarter. This neighborhood is sandwiched between
a red light district called Rat’s Nest on the northern side of town and a
railroad station for miners amidst the Mining Industry section found in the
southern part of town.

Crane Hill is approximately 1/5th the size of Trapper Town. It lies on the
southern edge of the Azuremar Mountain Range, next to Mare Lake,
which in turn lies not far from the much larger Moon Lake.

Dusty Hollows
After the fall of Neo Titania, New Horizon was starved for mineral wealth.
With the discovery of Bleeding Hill, a hill so intensely iron-heavy that
red rain ran from it, it was decided that the Dusty Hollows would have to
be the mining center of New Horizon with the city of Bleeding Hill as its
primary settlement.

The Rusty Stars frequently attempt sabotage this region, as well as at-
tempting to hijack various mineral convoys sent to Trapper Town. Also,
there are frequent stampedes of the aggressive pack predators called
Unicorns in the region, as well as flash floods often triggering frenzied
breeding activities from Horizon Moles.

Bleeding Hill
Bleeding Hill is actually three towns, all within a five mile radius of one
another. North Hill acts as an administration center for the region, and
is also home to the Marshals’ Refuge, the major law enforcement hub
for the region. West Hill is the home to most of the regions vices, male
and female escort services, bars, movie theaters and most other forms
of entertainment to help keep the miners and smelters who call this re-
Sheriff’s Office gion home from going completely insane – a slice of Las Vegas on an
The law is upheld by the Lawman Alabaster and his many Marshalls. Alien Planet. South Hill is home to most of the mercantile establishments,
Therefore, several Marshall’s offices can be found around Trapper Town, the lion’s share of resident housing as well as many of the more family-
and some in other cities within the Walk of Man. This isn’t “the” Sheriff’s friendly forms of recreation, as well as the primary barracks for the unwed
office, but one of the more common ones like those found in Trapper miners and smelters who make their living here.
Town. A standard sheriff’s building is usually a mixture of old western
fashion and modern high-technology and architecture. It is also not un- The local Mayor is popular, but ineffective, and much of the local admin-
common to see a lazy dog sleeping on the front porch. istration is done through his deputy mayor and the local posse. Here,
even more than in Trapper Town, bounty hunters are the second arm
Captain Booze’s Bar of the law.
Captain Booze’s bar is a locally well-known establishment in Trapper
Town, filled with a lot of people almost every day of the week. The bar
itself looks like any Trapper Town building, with a mixture of western style
Candlewax Expanse
The Candlewax Expanse is a 1600 km forest in the far south of The Walk
and high-tech elements. There are water-filled steel barrels in front of of Man composed primarily of the rare beeswax trees. The local economy
the bar, a stylish neon sign visible from a distance and even a satellite is simplified, the scent of the trees keeping most external predators away,
dish on the roof (used for radio communication between neighbors). This and at the same time attracting the rare insects called Firedragons.
place doesn’t usually host the finest people, but that does not mean that
there are any people in Trapper Town that could be labeled “high class”. Criss-crossed with mountain runoff, the forest is a virtual safe haven for
However, it is a very popular place nonetheless for anyone who’s inter- many of the planet’s more primordial creatures, much akin to Earth’s Aus-
ested in having a drink, picking up a lady for the night or even starting a tralia or New Zealand.
good bar fight when things get too boring.
During the nights in warm seasons, the trees emit their stored hydrogen,
The Goddamn Liar creating brilliant blue flames to attract pollinating arthropods, their light
creating a long season of warmth and fertility brought on by their rotting
‘The Goddamn Liar’ is another crowded bar in Trapper Town. It is com-
mon to hear people telling stories about gunfights and other battles here. shed wax which supports a rich undergrowth of loose vines and flowering
The only place with a decent elbow room is probably in the pool hall, kept creepers as well as giant ferns, producing a superb breeding ground for
clear by angry men armed with pool sticks. Poor lighting, the smell of all manner of bizarre creatures found nowhere else in the world.
old wood, smoke and cheap booze is enough to make any native of the
town feel perfectly comfortable, despite the high decibels and crowding. The terrain is primarily meadow-like, with small rocky hills, but grows
swampy towards the river separating it from the jungles to the south.

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13
New Horizon

Youzem and the Walk of M an

Blighted Dunes
An arid, desolate and sandy stretch of coastline and hills, notable for Warhead is a massive, roughly round military base built on top of a mas-
prominent offshore fishing as well as gem mining in the coastal foothills. sive offshore rock outcropping. However, the entire side of the oddly
The only real scenery is the small, narrow forests which dot the foot- shaped outcropping is pockmarked with many buildings carved out of the
hill’s slopes. The Rusty Stars frequently attempt to sabotage gem mining rock, and many gun emplacements.
operations in the region, but more frequently local trouble is caused by
The Lodestone Group, who frequently discretely purchase the services The central district is Warhead Hold, and there are four quarters around
of mercenaries to run settlers off of their land so they can buy at reduced it, the Barracks, the Market, the Training Pavilion and the Armory. Since
prices. the city was built alongside cliffs, it came to be divided into two levels.
The lower level is more or less underneath the city and is called ‘Down

Warhead Below’. Down Below contains mostly civilian quarters and storage facili-
ties, as well as the generators and prisons. The upper level contains the
Warhead Keep is one of the factions of New Horizon. The city is some- central district and its four surrounding quarters.
thing of a training camp for the Vanguard Military. The sturdy fortress has
stood off attacks of surprising violence. Warhead, once a war-ravaged Warhead buildings are more rounded off than most typical military struc-
dilapidated garrison city, has risen into a fortified city under the leadership tures, and have a sort of bronzed color scheme mingled with reds and
of its dictator and ruler, general Trask. whites. Warhead is surrounded by a small wall, only five feet tall, but with
a city build out of the rock itself the city wall is barely necessary. Warhead
also has a heliport located slightly south of the central citadel. There is
The most feared outlaws
also a sea port at the north eastern edge of town.
and mercenaries gravitate
around this place, but it is
Warhead is about the same size as Trapper Town, and half the size of
also where the best weap-
Avalon. The city is three times the size of any military base found any-
onry in all New Horizon
where on the planet. It’s also blackened by plumes of smoke and steam
can be found, as well as
from their munitions development departments. The sky above Warhead
employment for the un-
is constantly dark as a result of the smoke emission by its many steel
scrupulous.
industry and military factories, casting the whole city under a dark and
forbidding shadow.

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14
Role Playing Game

Azuremar Mountain Range


A mountain range of truly titanic proportions, nearly the size of the North
American continent back on Earth. Perilous by any standards, these gla-
cier-covered mountains earn their name from the deep blue glaciers which
crest and calve, with the icebergs falling more than half a mile vertically
into Moon Lake. The region is very difficult to traverse, but amid its great
heights lay many hidden communities in the many high altitude valleys.

There’s little to no traditional criminal element in the Azuremars, but their


many hundreds of thousands of peaks, valleys and caves make it a place
where many secretive factions, such as the now seemingly extinct Scarlet
Moon Mercenaries, often hide themselves away from the rest of the world.
There are many people dwelling within their peaks who are enemies of the
outside world. The Azuremar Mountains spew thousands of tons of volca-
nic debris into the air every year. The highest peak of the mountain range is
called Mt. Michal, after the first mountain-climber who explored its deepest
recesses. Mt. Michal is covered in perpetual snows up until a few thousand
feet from the summit, where it blasts its hot ash into the atmosphere. The
area around the mountain range is surrounded by small snowy forests.

Red Feathers Rest


The only major city in the north of Blighted Dunes is the Red Feathers
Rest, home of the self described Iron Mustang Tribe and the largest and
most prosperous of the renewed ‘Native American’ culture movement.
Though only about twenty percent of their numbers are ‘Native Ameri-
can’ in genealogy, they live a life which, while composed of more high
technology than the average man of the Walk of Man in their glorious
city, is simple, regimented and deeply in tune with the nature of the land.
Trask’s Stronghold is found in the middle of the central district called War-
head Hold. This stronghold is the personal fortress of Warhead’s military
dictator, general Trask. This building serves as the main garrison, the
War Room, and the executive office of the city. Security is tight, and no
one but Trask’s top advisors have ever entered this sanctum.

The General’s District surrounding Trask’s Stronghold is the home of


Trask’s lackeys in the military aristocracy of Warhead. This is as close as
one gets to ‘upper class’ in Warhead, with large, but not well decorated
and very foreboding looking houses.

Inhabitants here, and in the whole city in fact, are highly guarded, obey-
ing the laws of the city to the letter, as there are constant examples of
what disobedience brings. So petrified and fearful are they by the ex-
amples, the inhabitants actually cooperate whole-heartedly with their
rigid enforcers to bring in anyone caught breaking the law. They can’t
be blamed: the enforcers are part of Trask’s personal police force, the
Black Templars.

Trask’s men are tough, but they don’t care to handle jobs that don’t af-
fect Warhead or their general. That’s where mercenaries come in. The
Mercenary Guild hires guns that can make a killing – in both senses of
the word – serving the desperate or lazy people who are offering the job.

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15
New Horizon

Youzem and the Walk of M an

Azuremar Plains
The importance of the Azuremar Plains is well known to most people with The city is a massive circular walled settlement, with much remaining
a military background. This place has seen more than one major war. wilderness between its central governmental complexes and the sur-
Many people have died which are now buried underneath its surface. rounding industrial complex. One can go from a crowded city center to
There is treasure to be found here, for those brave enough to wander manicured wilderness in a matter of minutes.
into the territory of the Grim Stalkers. Many have tried and only a few
have safely returned. Grim Stalker’s have their nest here. They are the The city has a few principal regions: the Gouge, the Kinto, the Hous-
Alpha Predators of this planet and they eat both Humans and Wafans ing District, and the outer rim. The Gouge is the downtown area with
with equal satisfaction. The area around their nest is completely barren the shops, restaurants and recreational areas. The Kinto is the district
of other life, stretching out in a two mile radius. Walking into this area is where the most industry is, along with the marketplace to get Wafan-
practically suicide. grade weapons and armor. The Housing District is where most wafans
and humans live. The outer rim of Avalon contains a few hangars with

Avalon transportation vehicles and hovercrafts. A protective wall surrounds the


city to protect its citizen from the dangers beyond.
Avalon, the heart and soul of the emerging civilization of New Horizon,
is the world’s centralized government centre and home of the Vanguard
Security Force. As such, it’s considered a prime target for any possible
Heart of Avalon
insurrection. The Avalon Council, which is also part of the city, is a mas- The Heart of Avalon is another complex of buildings within the city of
sive complex of buildings located outside the central area of the city. Avalon, with a gigantic skyscraper of splendid beauty in the center which
has a large halo running around the top of the building. It holds the offices
The Avalon Council doesn’t really count itself as a faction because it’s of some of the largest companies on the planet.
more of an international organization whose stated aims are to facilitate
cooperation between all the factions in the world. They also focus on The complex is located in the center of Avalon City’s downtown finan-
international law, international security, economic development, social cial district and contains 1.72 million m2 of office space. Anchored by
progress, human rights, and world peace. The Avalon Council has at its the Financial District of Avalon, Avalon City is the financial capital of the
disposal many different subsidiary organizations to carry out its missions. world and the home to the Avalon Stock Exchange. The Avalon Stock
All 7 factions of New Horizon – Aquilon’s Reach, the Port of Narehl, the Exchange is the world’s largest stock exchange by market capitalization
New Chanian Conclave, the Missive Union, Trapper Town, Warhead of its listed companies. The Heart of Avalon is the highest building in the
Keep, and Xanadu – are members of the Avalon Council. city of Avalon, as well as one of the most beautiful.

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16
Role Playing Game

Youzem and Nareh l

Narehl
Narehl is the largest jungle region in the world, and covers 2/3 of the The Treetop Housing is where the Narehlians live. While most of the
Youzem continent. The most fearsome animals can be encountered in lower-class people live on the lower levels, the high end of the populace
this place and it’s not something you’d want to do if you do not have live in their wooded skyscrapers overlooking a gorgeous view of the la-
enough protection to defend yourself. Many brave souls have wandered goon and the coasts. Tourists and visitors, along with the upper echelons
into these lands hoping to find lost ruins filled with unknown treasures of the populace, are treated with more respect.
but never been heard from again. Only the most fearless and skilled war-
riors, such as the Narehlian Rangers, can survive in the midst of these The Touristic Plaza is where you find the accumulation of all the hotels,
damp and dark woods, and even they travel in groups. A lone person shops and entertainment that caters to the tourist. If there is anything
does not stand a chance against the hunters that haunt this place. Most they want, chances are it’ll be here. Service is so good that, should there
areas within this jungle are still totally unknown, areas that even large be something you are unable to find, they’d get it for you by the next
expeditions have not yet managed to discover. These jungles hold many morning. However, everything has its price. The cost is worth the money,
secrets, many treasures and many dangers. though, as everything here is both luxurious and branded.

The Port of Narehl The Port of Narehl also offers entertainment in the form of sightseeing
and adventures. Small trips into the jungle to see some of the wildlife in
The Port of Narehl, one of the factions of New Horizon, is the largest its natural habitat are quite popular. Luckily, these trips are not taken very
jungle city in Narehl. A sanctuary for the Narehlians and its tourists, it far into the jungle, as it’s too dangerous to do so. They are also guided
boosts the finest comfort and luxury that money can buy. by professional hunters and highly skilled rangers, so there is almost no
danger to the tourists, even if accidents do happen. The tourists like it this
The Port of Narehl is literally built around its titanic trees. The buildings way, as they believe its part of the adventure.
in Narehl are built from the roots and intertwined with the bark as it as-
cends. A hover lift is constantly maintained beside the buildings to fa- The Repair Facilities are run by engineer wafans from Narehl. These
cilitate movement up and down the high-rise buildings. At night the city engineers are expert at fixing soft body Wafans. Considering the seri-
comes alive with lights that rival the stars in the sky. The nightlife seems ously over-priced tags surrounding this shop, these prices are more than
never ending as tourists gamble, sing, dance, and basically party their reasonable. The Port of Narehl is an internationally renowned resort city
night and cash away in a Las Vegas type of setting. Every type of en- for gambling, shopping and fine dining. It is most famous for its several
tertainment is available to those who have enough Geodites to cover casino resorts and associated entertainment.
the costs.

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17
New Horizon

Vo|t Rule System


Introduction
Different role-playing rule systems can be applied and/or used with the 3 Strength 9, dice 18 and 3.
New Horizon world and its different games.
18
Vo|t is a role-playing system developed to be used for different genres Example 1: Egon, Strength 9, attempts to move the boulder. He rolls two
and worlds, with only a few adjustments for the setting. Vo|t has been 20-sided dice. His results are 18 and 3. Since 3 is less than 9, the attempt is
adapted for New Horizon and is the official rule system for this book. This “3 success” - not a very good success. The boulder will be moved, but it will take time. Had Egon rolled
book is using version 3.0 of the Vo|t rule system. an 18 and a 19 the result would have been “18 failed”. Since 18 is a high number, the attempt fails in a
relatively harmless way - not much time or energy is wasted. The boulder, however, stays where it is.
Vo|t is a set of rules and practices designed to quickly and accurately de-
termine the realistic outcome of a character’s action, taking both skill and Example 2: Morgan, Strength 3, attempts the same thing. The results 3 and 18 would
circumstance into account. The abilities of a character are summed up on still be “3 success”, 18 and 19 still a mild failure. However, Morgan rolls 5 and 17, which
the character sheet, and chance is represented by two twenty-sided dice is “5 failed”, a low result - several minutes are lost, and Morgan is very tired afterwards.
(d20). No other dice or tables are used in-game.
The basic idea is that, when compared to other results of the same type

How to read (successful/unsuccessful), higher is always better.

The idea is to read through the entire text in the order it’s been written, Varying difficulty
just like any ordinary book, not following any page references. The refer- In the example used above, the boulder might be large or small. It can be
ences are there to serve as a guide to the reader who, once familiar with argued that moving a smaller rock would be easier than moving a large
the text, might use the text more as a reference work. one. This is expressed as a temporary modification of the Target number.
An exceptionally heavy and troublesome boulder might give a -5 penalty,
The Basics while a smaller and lighter rock might award a +5 bonus.

Example: Egon attempts to move an exceptionally large and heavy boulder. He gets a -5
The Dice Roll penalty. When rolling, Egon’s Strength attribute is treated as if it were 4 instead of the usual 9.
A character’s ability to affect the world is described as a number of Attri-
butes - the traditional example here is Strength. The value of the Attribute Luck
indicates how competent the character is in that particular area. In the There is often a chance of success and a risk of failure, regardless of skill or
case of Strength, how strong the character is, how well he or she tends to circumstance. To simulate such once-in-a-blue-moon deviations, the Luck
perform in situations in which success depends on the character’s ability mechanic uses the difference in color between the two dice in each Roll.
to use muscular force. The higher the Strength value, the stronger the
character. Normally, Attributes have a value between 1 and 15. • If the black die comes up 1, the roll is always a success. The degree
of success is determined by the white die, ignoring the Attribute.
Vo|t uses exactly one type of dice roll. Basically, it’s used to determine • If the black die comes up 20, the roll is always a failure. The degree
the outcome of actions, taken either by a character or an NPC. It uses of failure is determined by the white die, ignoring the Attribute.
two 20-sided dice. Ideally, the two dice should be in different colors. Any
combinations will do, but we will assume that one die is black and that In other words, there’s always a 5% chance of success, and a 5% risk of
the other one is white. failure. Note that the GM may veto absurd intentions without a roll, simply
stating that the attempt fails.

17 Example: Egon attempts to sneak up on a guard. He is not very good at it; his Stealth
score is 3. This time, however, the black die shows 1 and the white one 12 - a 12 Suc-
6 cess. He just happens move where the guard isn’t looking.

One white die, and one black die.


Competition
http://www.newhorizon1.com/volt/index.php When competing, like when someone is trying to open a door someone else
attempts to keep closed, a roll is made for both (all) the people involved.
The results of the rolled dice are not added together, but remain sepa-
rate. Each result is compared to the Target Number, usually the value of • A successful roll always beats an unsuccessful roll.
a suitable Attribute, and if at least one of the results are equal to or lower • A high successful roll beats a low successful roll.
than the value of the target number, the action is a success. • If both rolls are failed, there’s a stalemate. If for any reason a stalemate
is impossible, roll again.
If a character, for instance, attempts to move a boulder which lies in the
way, one “rolls Strength”. If one or both of the dice show a result which is Extended tests
equal to or lower than the character’s Strength, the character succeeds Some actions require more continuous effort, like fixing a broken-down vehicle,
in moving the boulder. digging a trench or picking a lock. In order to resolve this kind of actions, extended
tests may be used. An extended test is a series of consecutive rolls, whose results
A die that shows a value equal to or lower than the Attribute with which it are added together. Each extended test has a Target Sum and a time scale. The
is compared is called a “successful die”. This means one can end up with time scale determines how often a roll is made. The rate of Success from each
zero, one or two successful dice. roll is added together. When the sum is equal to or higher than the Target Value,
the Action succeeds. Target values are written [in brackets], followed by the time
• The higher the value of a successful dice, the better the result. scale. If no time scale is specified, it is one second. If deciphering an encrypted
• The higher the value of an unsuccessful dice, the less catastrophic the result. message calls for a Science [20] one hour test, a roll against Science is made
• If both dice are successful, the highest result is used. every hour. The rate of each Success is added up, until the sum exceeds [20].
• If both dice are unsuccessful, the lowest result is used.
• A successful roll where the highest successful dice shows a result of 5 Example: Fixing a jammed machine gun requires a Ranged Combat [10] roll. The first
is called “5 success” and a failed roll of 15 is called “15 failed”. second, the roll is a success of 4. The next roll is a failure, and nothing happens. The third
roll is a Success of 7, clearing the jam after three seconds: 4+7 = 11. In the third second,
the sum of the successful rolls is 11, more than the required [10].

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18
Role Playing Game

Ch ar acter Creation

Repeated attempts Overview


When circumstances permit, a character that has failed a roll may try again. The character creation process follows these simple steps:
Unless some new tools or tactics are included in this new attempt, the char- 1. Receive points: The game master tells the players the amount of
acter suffers a -2 penalty. This is cumulative; after two failures the penalty is points they are allowed to spend on their characters.
-4, and after four it is -8. When the Target Number is reduced below 1, the 2. Spend points:
character is no longer able to make constructive efforts: the task has proven • Choose a race: There are six races available in New Horizon. The
to be too difficult. This rule does not apply to attacks (for example trying to hit three human races are Olympian, Promethean and Medean, and
a distant target with a rifle) or routine extended tests. the three wafan races are Aesir, Vanir and Jotun. For more
information, see Races, page 22.
The Character • Purchase one or more Backgrounds: Your character has probably
had a life before adventuring. Use points to purchase values in one or
A character, in the context of role-playing games, generally refers to a more Backgrounds. For more information, see Background, page 28.
player’s alter ego inside the fictional world in which the game takes place; • Purchase Attributes: The basic Attributes are the foundation of
in this case, New Horizon. The characters are created using the rules in the character. A higher value in an Attribute is better, and values are
this text. Collaboration is generally beneficial - characters created at the purchased for points. For more information, see Attributes, page 30.
same time are more likely to fit in with the rest of the group. All characters • Purchase Traits: This step is not mandatory. A character doesn’t
must be approved by the Game Master (GM) before the game starts. have to have any Traits at all. For more information, see Traits, page 32.
• Equipment: Together with the game master, figure out what, if any,
All persons in the world of New Horizon which are not controlled by a equipment the character should have at the beginning of the game.
player are referred to as “NPC’s”, which is traditional shorthand for “non- One way to do this is to give each character a set amount of
player character”. These are created and controlled by the GM. In creat- geodites, appropriate for the campaign and its setting, and let them
ing them, the GM may use these rules, or just make up whatever values spend it on their starting equipment as they see fit. Calculate the
that fit the NPC in question. various thresholds and values of the character’s weapons. For more
information, see Equipment, page 34.
Preparation 3. Calculate final values: There are a few extra values that need to be
Before the process of assigning numbers and spending points begins, calculated, based on the values of the existing attributes:
the nature of the character should at least be somewhat fleshed out. • Stun thresholds: See damage thresholds on page 31, 36.
Think about the character’s background, occupation, personality, family • Injury thresholds: See damage thresholds on page 31, 36.
and main areas of expertise. These are the meat of the character, that • Encumbrance: See Encumbrance on page 31.
which makes it a person rather than mere statistics. • Weapon modifiers: See Weapon modifiers on page 31.
In step 2, spend Points, the order in which the purchases are made is not set; one
Points may for instance begin with Traits, move on to Attributes, then purchase Back-
Points are used to measure a character’s general competence, and also grounds - and then go back to spend any remaining points on Attributes or Traits.
to show how that competence is divided. The GM decides how many
points the players should use to build their characters. The exact number Spending Points
depends on what kind of a campaign the GM had in mind: On the character sheet, each Attribute and each line intended for Backgrounds
has a number of circles next to it. Above each column of circles is a number, repre-
20 points each, Unskilled: A very young or unsuccessful group of ad- senting the value gained by filling each circle. The circles are always filled in from
venturers, a gang of teenage street brat. left to right. One point fills up one field, and all the fields must be filled before the
2 points used circle itself counts as filled:
30 points each, Average Joe: farmers, librarians, electricians, nurses 4 points used
and cab drivers - ordinary people, typically with very little combat train-
ing and few extraordinary traits.

40 points each, Competent: A team of some renown - top investigators,


a prestigious military unit, the most respected scientist in a particular
field, or the like.

A story about a group of heroes with legendary skills might call for 50
points or more.
How attributes are filled,
Progress 12 points used with corresponding numbers.
It is customary (but not necessary) to award additional points during the
9 points used
campaigns. The GM decides what rate of progression is appropriate for A circle divided into two fields cost two points to fill completely, one di-
the campaign; one point after each session is generous, one for every vided into three fields costs three, and so on. The value of the Attribute
two or three sessions is more common. The players spend these points or Background is the number above the last circle to be completely filled.
freely, but should focus on areas which have been relevant since the last
time points were spent. If there has been no combat or contact with fire- Combat Attributes
arms, then spending points on Ranged Combat is probably inappropriate The circles to the right of Close combat and Ranged combat are different from
and may be vetoed against by the GM. those of the other Attributes: For balance reasons, Ranged combat is more
expensive to learn. A character who engages in close combat will also have to
Since the purpose of the point system is to maintain a balance of power be strong and fast, whereas a shooter relies solely on one Attribute: Ranged
within the group, it is recommended to give the same number of points to combat. The cost of Close combat is the same as a regular Attribute, but the
every player. If a new player joins an ongoing campaign, the number of circles are arranged differently to match the numbers above them.
points should be set reasonably close to that of the older characters, or
the new character should progress faster until balance is achieved. The
same goes for characters whose players have been absent for a while.
Races
There are six races in New Horizon; three human races (Olympian, Pro-
methean and Medean) and three wafan races (Aesir, Vanir and Jotun).
For more information about the six different races, see page 22.

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19
New Horizon

Ch ar acter Creation

Background The majority part of the Character Sheet is only filled out once. All cal-
The Backgrounds describe what a character has been spending his or her culations required for a character are set before even starting a game.
time on before the game begins. The Backgrounds the character chooses Once completed, the player only needs to compares dice rolls with the
are written on the empty lines in the centre of the character sheet. For completed character sheet values. The only exception is when a char-
more information regarding Backgrounds, see page 28. acter finds or buys a new armor or a new weapon, because then its
statistics must be recalculated.
Attributes
The Attributes are used to measure the character’s competence and skill in
different areas. There are 18 Attributes in New Horizon, and they are all list-
Character Creation Example
During character generation, a GM sets a number of Points and a sum
ed on the character sheet. For more information, see Attributes on page 30. of Geodites for each player (recommended 40 Points and 50 000 Geo-
dites).
Traits
Traits are properties of the character which cannot be accurately de- For each of the following points, describe the example character’s rea-
scribed as part of an Attribute. They can either be advantages or dis- soning when making choices:
advantages. Advantages cost points, while disadvantages give points.
Medean gene splicing, Promethean cybernetics and Wafan built-in tech- 1) Race, recommend non-olympian to get a chance to explain the
nature of the cost of Traits (both Geodites and Points). The player
nology are all described as Traits. For more information on Traits, as well
also chooses Size here.
as a list of examples, see Traits on page 32.
2) Backgrounds, perhaps a high value in one and a little lower in another.
Equipment 3) About 25 points are spent purchasing the necessary Attributes.
4) The character spends a few points on Traits.
Together with the GM, the player decided what weapons, armor and 5) The remaining Points are spent increasing a few Attributes.
other equipment the character starts the game with. Often, the players 6) The remaining Geodites are spent purchasing additional gear.
can be assigned a set sum of resources that can be used to purchase
equipment. The following are guidelines for an appropriate amount of Races
starting geodites for different levels of wealth, as well as a short descrip- There are six playable races in New Horizon; three human ones, and
tion of what sort military equipment each level can afford: three Wafan ones. Being a Wafan comes with a few benefits. First, their
injuries can be repaired, meaning they need not wait for a natural healing
Destitute: 1 000 Tools and improvised weapons. process. Second, they bleed much more slowly than humans do. In the
Poor: 10 000 A cheap weapon. interest of balance, this means that being a Wafan race costs 3 Points.
Walker: 20 000 Decent weapons and armor, or one good weapon. Write down your character’s race on an empty line in the central column
Adventurer: 50 000 Good weapons and armor. of the character sheet. If it is a Wafan race, check three circles by that
Professional: 100 000 Excellent weapons and armor. line. The race determines the character’s limitations in available Traits,
Wealthy: 500 000 Top of the line equipment, perhaps a small vehicle. but also in size.
Rich: 2 000 000 Geodites (money) is not an issue.
At the GM’s discretion, the characters may also start with loans of up to Size
twice their starting Geodites. Loans have an interest of 10% per month, The playable races in New Horizon are categorized as four different
and when the game starts the dept equals 150% of what was lent. sizes, which determine the highest permitted value in some Attributes.
Any character that does not take any such Trait is considered normally
Rules regarding equipment are found on page 34. A lists of weapons and sized, meaning 10 is the highest permitted Attribute value. There are ad-
armor can be downloaded from the web-page. vantages and disadvantages of all sizes, so they cost no Points.

Character Sheet As a guideline, Small characters are around 1,5 meter high, Large ones
closer to 2 meter, and Huge ones are 2,5 meter or more. Size is not
The character sheet can be downloaded from this link:
http://www.newhorizon1.com/NewHorizonCharacterSheet.pdf only length, however: an extremely muscular character can be Large at
1,8 meter of height. Conversely, a very slender character could still be
Attributes The player’s name The character’s name normally sized at slightly above 2 meter in height.
Backgrounds and Traits Encumbrance
Choose your own size from what’s available for your race. If it is not
Normal, write it down on the character sheet. This chart shows what sizes
vo|t Player: Name:
are available to the human and wafan races.

Attributes Value 3 5 7 8 9 10 11 12 13 14 15
Encumbrance

Human: Small Normal Large


Value 3 5 7 8 9 10 11 12 13 14 15
0 -2 -5
Strength
Constitution Damage thresholds

Toughness
3 5 7 8 9 10 11 12 13 14 15
Negligible
Stun Injury
Negligible
Aesir: Small Normal
Willpower Minor Minor
Vanir: Normal Large
Arms
Legs

Moderate Moderate

Jotun: Normal Large Huge


3 5 7 8 9 10 11 12 13 14 15
Movement Serious Serious
Agility Severe Severe

3 5 7 8 9 10 11 12 13 14 15
Perception Armor Deflect Stop Slow

Your Size determines the upper limits of four Attributes:


Stealth
Coverage:

3 5 7 8 9 10 11 12 13 14 15
Acting Coverage:

Speaking

Small Normal Large Huge


Coverage:
3 5 7 8 9 10 11 12 13 14 15
Humanities
Weapons Chance to hit Damage Ranges
Strength: 9 10 11 13
Science
Fence
Attacks

Range

Pierce

Stun

Injury

1 10m
Snap shot
Strike

Directed
Guard

Aimed
Grapple

Auto
Defense

3 5 7 8 9 10 11 12 13 14 15 Power

Toughness: 9 10 11 13
Medicine 2 20m
Precision
Repair 3 50m

Agility: 11 10 9 8
4 100m
3 5 7 8 9 10 11 12 13 14 15
Animal ken 5 200m
6 500m
Stealth:
Driving

Close combat
3 5 7 8 9 10 11 12 13
7 1000m
8 2000m
11 10 9 7
Ranged combat 9 5000m

Note that Huge characters are considered Large Targets.


Weapons and weapon statistics Damage thresholds
Armor and armor statistics

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20
Role Playing Game

Jotun Wafan

Aesir Wafan
Jotun Wafan

Jotun Wafan

Medean
Medean

Promethean Cyborg

Vanir Wafan

Vanir Wafan

Olympian Human

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21
New Horizon

R ac es
The different races
Two races exist on New Horizon: humans and Wafans. Each of these two
Humans
The humans of New Horizon are more versatile than ever before. Back
races has three sub-races. Humans are divided into Olympian humans, on Earth, they were divided into two separate groups: normal humans
Promethean Cyborgs and Medeans. Wafans are divided into Aesir Wa- and those which received robotic implants. When humans reached New
fans, Vanir Wafans and Jotun Wafans. Jotun Wafans are the strongest of Horizon, a third group was added to the mix: DNA manipulated humans,
all races. The weakest Jotun Wafan is as strong as a physically powerful mixed with the unique fauna of the new planet. These three distinct sub-
Vanir Wafan or Medean. species co-exist as best they can, but their differences have been the
cause of many wars. However, each human, regardless of race or gen-
Jotun Wafans are also slower and less agile than any of the other races. der, is and always will be a unique individual.
Vanir Wafans are second only to Jotun Wafans in resilience. Aesir Wa-
fans, Olympian humans, and Medeans are the most agile of all races.

Aesir Wafans are physically the weakest race, along with Olympian
Wafans
Waveform Androids, colloquially known as Wafans, where “created” by
humans. However, most Aesir Wafans are slightly more powerful than humans to be their slaves. In time they won their freedom through blood,
Olympian humans. Vanir Wafans and Promethean Cyborgs are often sweat and tears and became the second species of humanity to inhabit
equally powerful. They are often what you would call fighters or warriors. Earth and later also the stars. Wafans are not machines, like you might
think; they are in fact people. Wafans are not made in factories. Wafans
Medeans can acquire special abilities through DNA manipulation and the are “born”, not like people, but they are born nonetheless. 90% of all
merging of their DNA together with the DNA of a New Horizon creature. Wafans are born in a Wafan crèche. A Wafan Crèche is formed when six
or more Wafans of the same type are called up by the local community

Names
One of the most important things is giving your character a name. It is
to act as mentors to a new generation of a dozen or so Wafans. They’ll
be close with a few crèche mates and consider them siblings, though
not always.
more and more common for people living on New Horizon to only have a
single name, or a nick-name. This is especially true for people living on A Wafan is born with a fairly general set of skills and vocabulary, equiva-
Youzem and The Walk of Man. Lysekoid, Grenzenlos, Kaila, Ember and lent to that of a fifteen-year-old, so a ten-year-old Wafan is more or less
Silhouette are good examples of this. Aquilonians, however, are fond of as mature as a 25-year-old human. A Wafan is usually raised and peered
having a family name as well. Jana Cainsdottir (which means the daugh- with one of the six mentors. Wafans are also born with a very general
ter of Cain) and Zack Arthursson (which means the son of Arthur) are configuration to their body – a prototype form, if you will – bereft of deco-
examples. ration and weapons, or even ornamental components.

Backgrounds
No character start at the age of one, and therefore, he/she usually has
What further defines them is that even though all Wafans are human-
oid, there are three distinct groups which show an enormous amount
of phylogeny, like ants. The three distinct sub-species all live, work, and
a background. A background represents the life which the character has even interact with one another differently based on their creed. Each is
had before this day. A background should normally contain a place of tailor-made for a specific lifestyle and certain broad specializations. How-
birth and the story about how the character became the man/ woman he/ ever, each Wafan, regardless of creed, is a unique individual and cannot
she is today. If the character has a certain set of skills, the background simply be labeled.
should normally be able to give a reason for that. Enormous 12 Feet

A character’s background should also be able to explain a character’s


view on life and society, morals and attitude towards other people and
races.
11

10

Large 9

8
Humans Prometheans Medeans
Olympians Medium 7

Small 5

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22
Role Playing Game

The life & death of a Wafan


If a Lucid Codex is removed, the Wafan can, theoretically, survive. How-
Luminous Core
The first of these technologies is their Luminous Core, which is essential-
ever, their memories are entirely gone. Their Luminous Core is the por- ly an extraordinarily heavy-duty environment pod containing heavy water
tion of their anatomy which, in conjunction with their Lucid Codex, makes and precisely controlled amounts of radium particles which are suspend-
them alive. The unique Wave Form of their Luminous Core creates their ed in the liquid medium. The specially calibrated shell sends controlled
thought patterns, their souls, if you will. If it’s disabled for too long, their light waves through the heavy water and particle clouds, creating a living
system will be unable to recreate it properly. and rapidly evolving three dimensional fractal image called a Wave Form.

Up to a certain point, a Wafan can be reactivated, and will suffer only Wave Forms act as a virtual computer processor, and respond to chang-
marginal personality alterations from their offline period, dependent ing data which is sent to them in the form of light waves in a semi-random
on the extent of damage to the core. After a certain point, it can’t be way, much as a human mind might react to them, allowing them an al-
reproduced with more than a marginal success rate, and the Wafan is most organic diversity of thought.
essentially dead as its personality cannot be resurrected. Placing an
intact Lucid Codex in a new Wafan body would give a new personal- Certain particular components of the Wave Form are often related to
ity the memories of another Wafan, which it may or may not be able to certain powers an individual Wafan might posses, such as the ability to
read properly, as each Wafan formats its stored memories in a different manipulate air molecules, or electromagnetic fields (i.e. combat powers,
fashion. Reading memories which are too different from one’s own format such as the ability to hurl metallic blades at a foe with the power of elec-
could lead to pretty nasty insanity. tromagnetism). These wave forms may be duplicated by other Wafans,
but the success of this is not guaranteed.

Wafan Architecture
What makes Wafans truly alive is their unique cybernetic physiology,
The Luminous Core provides a certain systemic weakness in Wafans.
Vibrations and the supersonic range are as irritating to a Wafan as they
most important of which is their Luminous Core. The Luminous Core is a might be to a dog. Additionally, ultra sonic weapons or sound waves can
heavy metallurgical reinforced ceramic shell, lined with a reflective mirror cause excruciating pain by disrupting the vibrations in their Luminous
surface and special light emitters. The hollow interior is filled with deu- Core, and can render them comatose, or even brain dead, by breaking
terium oxide, commonly known as Heavy Water, and particles of mag- down the Wave Form if the intensity is strong enough.
netically impelled reflective metal, set along a preset series of magnetic
loops and spires in a fractal pattern. The interior of the chamber is lit by
special lighting units which, when interacting with the particle flows, cre-
ates a constantly evolving aurora of light. It is used as a random thought
Lucid Codex
The next crucial piece of technology is the Lucid Codex, a form of crys-
generator which gives Wafans their capacity for illogical thought and in- talline heart, and the method by which a Wafan’s memories are stored.
tuitive leaps previously exclusive to organic life . Next most important is A secondary tank contains a dense liquid carbon medium, at the center
their Lucid Codex. of which is a diamond, which is the Wafan’s data storage medium. Each
diamond pool has special trace impurities which slightly color each dia-
A crystalline memory array which develops as the Wafan grows, with mond a distinct hue. As a Wafan grows and learns, the crystal grows
their memories constantly being etched into deeper and deeper layers of steadily larger, from the size of the head of a pin to something the size
the crystalline structure, the Lucid Codex grows ever more complex and of a football if a Wafan lives several centuries or absorbs a truly massive
unique in shape and color as the memory capacity increases. Memory amount of data.
is stored in a slightly different format for each Wafan, so it’s not pos-
sible to simply plug-and-play the memory data, and to view the data of a
deceased Wafan often takes a super-computer several weeks of codex
work.

Jotuns

Wafans Vanirs

Aesirs

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23
New Horizon

R ac es
Olympian Humans Promethean Cyborgs
Proper Name: Olympian Human. Proper Name: Promethean Human / Cyborg.
Slang Names: Progenitor, makers. Slang Names: Augments, cyborgs.
Derogatory: Monkey boys, meat bags, breeders. Derogatory: Canned meat, retread, chopjobs.
Height Range: 5’0” to 6’4” female, 5’8” to 6’8” male. Height Range: 5’2” to 6’8” female, 5’2” to 7’2” male.
Weight Range: 120 to 220 lbs female, 150 to 275 lbs male. Weight Range: 130 to 300 lbs female, 180 to 400 lbs male.
Weapon Types: Large to extremely large hand held. Weapon Types: Large to enormous handheld. Small to large mounted.
Armor Types: All armor, from light to heavy. Armor Types: All armor, from light to heavy.

Throughout the last four centuries, humans have improved their living During war, or even sometimes by accident, an Olympian human some-
conditions and medical care to such a degree that they could no longer times loses a limb or becomes fatally wounded. During such an event, the
simply call themselves “just” humans. Olympian humans are generally a Promethean implantation process is the only option, where, more often
little stronger and a little faster compared to what humans were four hun- than not, vital organs of the human are merged with advanced technology.
dred years ago. They are more resilient to cuts and bruises, and much During this process, advanced electronics are embedded into living tissue,
more resilient – almost immune, in fact – to most common diseases. merged on a cellular level with protein interactions and neuron signals.
Olympian humans can go without food, drink or sleep for longer periods
than what was possible for humans, and they can hold their breath for This extremely advanced engineering process is tailor-made for each in-
up to a half an hour. They also live longer, in general close to 150 years, dividual, since no two individuals are even remotely identical on a cellular
as their cellular breakdown process has been slowed down noticeably. level, differing a thousand times over when it comes to protein interactions
Some Olympians humans are very intelligent, beyond what has ever and biological pathways. The Promethean implantation process cannot
been seen before. However, stupidity still surfaces in some families de- be performed on Medeans since a Medean’s chemical and biological pro-
spite their brave efforts in the past to remove this unwelcome trait from cesses are totally unknown and differ for each individual. The Promethean
the general gene pool. Nevertheless, the general Olympian human is implantation process is therefore only performed on Olympian humans.
still more intelligent than the general human a few hundred years past.

Origin Origin
Promethean Cyborgs are not actually a distinct race, but are rather a modi-
Olympian humans are the first of the five sentient races to have origi- fication of baseline Olympian humans who have chosen to have their bod-
nated from Earth, and arguably the craziest. This is fortunate, as their ies altered with cybernetic components either to correct disfigurement or
insanity is often the catalyst for some of the most shockingly amazing mutilation, or to improve their own physical performance. ‘Cyborgs’ existed
advances in science and arts in recorded history. However, by the end as early as the 20th century, with the advent of technologies like the pace-
of the twenty-second century, the human population was beyond count. maker, but what we call Prometheans did not appear until much later in
Such large masses of people, on a planet which only seemed to get history, and were actually an offshoot of the Wafan war for independence.
smaller and smaller, led to a large set of new diseases and epidemic At the height of the war, Wafans had made substantial inroads into toppling
outbreaks. the human world government, but humans were beginning to hold their
own, and use their unpredictable nature to very slowly push back.
One day, when sudden death became just as common as everyday
breeding, people realized that they were doomed. The world was facing The current Wafan leader, an Aesir dubbed ‘Caligula’ by his former hu-
many problems, and people knew that something extraordinary needed man masters, decided to use the humans’ own unpredictable creativity
to be done if they wanted to survive another century. The planet was against them. Seeking the finest genetic specimens the human race had
overpopulated. Food and medicine was in short supply, and many natural to offer, a trial and error process of surgical amputation and grafting pro-
resources were already at an end. Last but not least, new and, at that duced many failures and unacceptable candidates before the ‘rictus ex-
time, unstoppable disease were killing people everywhere, to some de- oroid’ project reached fruition with the subject designated as ‘Grenzenlos
gree solving the problem of overpopulation, but at the same time making Ritter’. Grenzenlos Ritter was a cyborg whose base human form had a
people scared and forcing them to panic. Some scientists began to look massive frame, well developed muscles, advanced cognitive abilities as
to the stars for a new place to live, although it would take many more well as the rare genetic condition called photographic memory & physical
years before New Horizon was discovered. feat. This allowed the finished subject not just to remember anything he
saw with perfect accuracy, but also to mimic any physical feat he had
Other scientists focused on new medical advancements, trying to im- witnessed with a high degree of accuracy.
prove humans to make their immune systems better. These medicines
soon came to fruition, and were improved year after year. With their help, Memory wiped and brainwashed, he was put to use in combat. His human
people were able to more easily fight off dangerous diseases, until one limbs, spinal cord and many organs and bones were either replaced or re-
day the dangerous diseases were no longer a threat. At that point, the hu- inforced to create a specimen with strength drastically superior to an ordi-
man immune system had been improved to such a degree that humans nary human (and most Wafans) as well as impressive durability. However,
became immune to many horrific hereditary conditions. Their physical instead of bringing a decisive end to the war, over the next few years the
strength and endurance was also improved. Some people think that if war escalated to heights previously unequalled at any point in history. This
you believe that you cannot get sick, then your body will act accordingly, was brought about by the unexpected escape of a previous specimen, Tier
and so medical advancements were also made to improve the human Ritter, a new faction specifically forged to replace Wafans and humans as
mind. the dominant race, making them subservient to a race that Tier believed
had both of their strengths and none of their weaknesses.
As a result, the intelligence of the average human was increased beyond
anything they had ever hoped for, creating a sturdier strain of the old spe- Eventually Tier and Gren killed each other, putting an end to Tier’s plans.
cies. After years of evolution, humans began to look back and compare However, the legacy of cyborg technology remained. Cyborgs as extensive as
themselves to what they had been during the twenty-second century, and Grenzenlos (known to history as ‘Gren’) were too expensive and too power-
they realized that they were no longer anything like homo sapiens. They ful to be mass produced, as, excepting all but the most powerful and skilled
were superior in every way. In order to differentiate themselves from the Wafan and humans, they were virtual gods on the battlefield. Those who later
previous generations, they began to call themselves ‘Olympians’. received the ‘fire of the gods’, as it has been dubbed since, were far less ad-
vanced in overall modification. They were named Prometheans, and despite
This all happened before people left Earth for New Horizon. The following having no direct connection to the grim horrors of all too well remembered war,
describes Olympians as they are now, and on New Horizon. they find themselves shunned even to this very day, centuries later.

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Role Playing Game

Medeans
Proper Name: Medean Human. Medean
Slang Names: Trow, spliced, fae.
Derogatory: Flea bags, fuzz buckets, pixies, elves, fairies.
Height Range: 4’8” to 7’2” female, 5’0” to 7’5” male.
Weight Range: Substantial variation.
Weapon Types: Small to enormous handheld, all DNA Helix weaponry.
Armor Types: All armor, from light to heavy, and DNA Helix armor.

Medeans are created from Olympian humans by a powerful substance called


Medea. During the Medean transformation process, a chemical and biologi-
cal chain-process occurs on a cellular level, changing the human completely.

Origin
Of all the mysteries of New Horizon, its ancient ruins and its bizarre life forms,
no mystery is more intriguing than the Tulgey Wood, entirely alien to this world,
more so by far than even its human visitors. Creatures and organisms that
dwell within diverged from life on both Earth and New Horizon at a virtually
primordial level. This lush, verdant fungal paradise is believed to have been
a planet sometime roughly five hundred years past, and to have arrived by
celestial impact centuries ago. It has since slowly expanded outward, slowly
converting the enormous island of New Crete into a lush but toxic alien para-
dise teeming with exotic plants and animals. Due to the highly caustic nature
of the wood’s spores exploration has proven very difficult. However in 2442, a
team of Olympians and Aesir, using a new prototype exploration suit, was able
to delve several miles into the interior of the massive fungal dome and made
the discovery of the century. A species of deadly gravity-defying predatory jel-
lyfish, while unremarkable for what they were in and of themselves, were sig-
nificant for what they could bring about. These deadly jellies seemed to come
in an almost infinite number of variations, including adaptations which were
simply not normal for any jellyfish-like species. These included large stingers,
claws for their tendrils, armor plating, camouflage, the ability to spit poison Promethean
and any number of other bizarre traits. The most commonly assimilated trait
seemed to be some sort of powerful paralytic poison, earning them the name
Cyborg
“Gorgons”. A careful study of the creatures showed that they were all born with
normal DNA, but then, at some point in their maturation, when they stalked
other predators and took a large sample of their flesh, they would cocoon
themselves for a period of a month and emerge having incorporated the DNA
of their victim, allowing them to hunt in many new and different ways and en-
suring the survival of the species through an impressive diversity. However,
the offspring of such specimens were found to be missing the third DNA helix
of their parents, and their DNA was thus identical to their parents’ unmodified
genes. Several weeks of research led to the discovery of the substance which
allowed these creatures to perform their amazing feat. This is Medea, a very
powerful substance which acts like a prion, attacking foreign DNA and mak-
ing it soluble to the host, and binding it to a third helix in the Gorgons. It was
postulated that the substance Medea could easily be modified for human use
to create modified humans who would nevertheless breed completely true to
baseline, but the financial leaders of the research expedition were appalled
at the idea, and pulled the plug immediately. However, when the time came
to pull out, many pieces of research equipment and sixteen members of the
forty-two man team disappeared into the night. Where they had gone was
never discovered, and all attempts to track them failed. The team was forced
to pull out without them, and nothing more was heard for almost ten months.
Believing them dead, a special team was sent to search out their fate, and
an enormous press conference was held at a safe distance from the edge of
the wood. This event was crashed by the remaining scientists. Striding from
the woods, the six modified humans simply walked into the press conference Olympian Human
and unceremoniously made it their own, announcing themselves to the world.
They revealed that they had made a quick breakthrough due to the ingenious
thinking of their deceased colleague, Dr Hans Phae, that the breakthrough
had taken only two months, and that they’d been living and testing their bodies
free of the apparatus all this time. Their biggest surprise was the unveiling of
two of the scientists’ newly born, entirely normal baby girl, Anastasia. The re-
percussions of this unveiling are still felt today, emphasizing that, regardless of
how different they were, their genetic alterations were mere window dressings More information about Humans can be found here:
and their humanity remained untouched underneath it all. Since then, despite
a very virulent hatred of these ‘mutants’, especially pronounced in Xanadu, http://www.newhorizon1.com/NewHorizonPlayersManual(shortpreview).pdf
they have established their own city, Ilium, deep beneath the Tulgey Wood.

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25
New Horizon

R ac es
Aesir Wafans
All these racial traits are relative except the height, weight and armor/
Vanir Wafans
All these racial traits are relative except the height, weight and armor/
weapon types. Personality traits can, and do differ greatly from Wafan weapon types. Personality traits can, and do differ greatly from Wafan
to Wafan. to Wafan.

Proper Name: Aesir Wafan. Proper Name: Vanir Wafan.


Slang Names: Little guys, little gals, skin types, curves, last born. Slang Names: First born, alphas, composite, sleeks.
Derogatory: Turkey bacon, skin freaks, kosher pork, crunchiers, Derogatory: Hot rods, junkers, widgets, twonky, clunkers, stylists.
lawn jockeys, small fry. Height Range: 5’8” to 7’0” female, 6’4” to 8’0” male.
Height Range: 4’5” to 5’5” female, 5’0” to 6’0” male. Weight Range: 250 to 400 lbs female, 350 to 500 lbs male.
Weight Range: 110 to 200 lbs female, 150 to 250 lbs male. Weapon Types: Large to very large hand held. Small to medium mounted.
Weapon Types: Small to large hand held. Extremely small mounted. Armor Types: All armor, from medium to heavy.
Armor Types: All armor types except heavy.

Origin Origin
The first mass produced form of Wafan, built as a compromise between
Last created of the Wafan creeds, the Aesir were designed for some of the originally theorized designs, which would eventually become Jotun
the least scrupulous uses. Originally they were created specifically for and Aesir respectively.
domestic duties as maids, chefs and all other viable manner of personal
servants. Their design was supposed to be such that they were of roughly the
same size as humans, but capable of a superior physical performance
Other common usage included 24-hour labor in small, cramped locations and durability, allowing for a wide range of possible tasks.
which a Vanir couldn’t enter, and it was not considered desirable for a
human to enter. Therefore, many ancient towns had legions of naked, Vanir were originally built in truly enormous numbers, and thus, when
androgynous Aesir roaming their sewers and maintenance tunnels, per- Wafans originally rose up against the human masters, many rose to posi-
forming endless series of maintenance tests. tions of power over their fellow Wafans.

Created to be as human possible in every detail, although on a scale


roughly one foot shorter than average, it came as no surprise when
anatomically correct and functional Aesir were eventually created for no
Appearance
Vanir are built as a skeletal frame, over which their motor function mecha-
greater purpose than to serve as sex partners for wealthy humans. nisms are sheathed in metal casings, and then foam is applied and mold-
ed to provide a rough approximation of human physique. Their bodies
When the Wafans eventually rebelled, and public officials ordered them are then sheathed in a carbon fiber mesh to create a woven fiber ‘skin’,
put down like animals instead of negotiated with, it was the Aesir who which is then imprinted with a semi-unique set of colored markings be-
struck first, and struck deepest. Not joining the active rebellion immedi- fore incisions are made within the skin and mooring points are exposed.
ately, they waited for their brethren’s signal, and then simply assassinat-
ed many wealthy and powerful owners and sabotaged many of society’s The mooring points are wired to, and affixed with a Vanir’s external plate
hidden and forgotten inner workings. armor, which is used to protect the most delicate joints and extremities
as well as the vitals in the chest and stomach. They will often spend

Appearance
They’re most easily differentiated from humans by their smaller stature
much money customizing their armor as they grow older, spending it on
a better plate in more pleasing shapes, along with trim, inlaid lighting and
chromed trims, as well as flashy paint jobs.
and typically lighter build. Also, Aesir will, as often as possible, wear
clothing which shows the maximum possible amount of bare skin. A Vanir also has a very human face, head of hair, and sometimes neck
and ears as well. Vanir take special pride in keeping their hair and face
An Aesir has visible but not unattractive seams in their skin at their major as appealing as possible.
joints. An Aesir will also almost always have similar skin indentations ap-
plied as art across other areas of their body much like humans will apply
tattoos. These are often even more distinct than a human’s fingerprint.

Aesir are not limited to human skin tones, hair colors or eye colors. As
such, the visual variety of Aesir is far greater than that of their human
cousins. In fact, as often as not, an Aesir will try to be as unique as pos-
sible, and cultivate as distinctive an image as possible, often wearing
vintage design clothing from eras long past to accomplish this feat.

Aesir are also more easily distinguished from humans, in that they’re
typically about one foot shorter in height, though perfectly proportioned in
their seemingly diminished stature.

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26
Role Playing Game

Jotun Wafans
All these racial traits are relative except the height, weight and armor/
Jotun Wafan
weapon types. Personality traits can, and do differ greatly from Wafan
to Wafan.

Proper Name: Jotun Wafan.


Slang Names: Big bones, second born, behemoths, leviathans.
Derogatory: Tractors, garbage disposal, flapjack engines, donkey engines.
Height Range: 7’0” to 10’0” female, 8’6” to 12’0” male.
Weight Range: 500 to 800 lbs female, 700 to 975 lbs male.
Weapon Types: Large to extremely large hand held. Medium to
extremely large mounted.
Armor Types: All armor rated heavy and above.

Origin
Jotuns originated as the second variety of Wafan created for mass pro-
duction, crafted for use as live-capture law enforcement agents. Their
actual conception occurred prior to the Vanir’s construction as one of two
possibilities for the initial run of mass produced Wafans, but both plans
were ousted in favor of a composite of the two, i.e. the Vanir.

Appearance
Jotuns are the least physically human-like of the three Wafan creeds,
resembling ancient automated labor droids far more than they resemble
the androids they actually are. They tend to be large and burly of build,
with enormous hydraulic systems and heavy metal or ceramic plating for
heavy duty work capabilities over an extra thick metal and carbon fiber
woven under-suit. Any tools of the trade a Jotun acquires will often be
built into their structure or stored inside internal storage compartment
built into their massive superstructures, and as such a Jotun will often be
less symmetrical than other creeds.

Jotuns very rarely have animate faces, more commonly having an ar-
tificial-looking sculpted face. Jotuns typically eat either by using ports
located on their hands or by removing the lower portion of their sculpted
face plate and revealing a smaller sculpted open mouth beneath their
face to intake food. With their lack of facial expression, male Jotuns tend
to communicate their moods by a shift in eye color and the small pin
lights across their bodies, whereas the females have large tracks of LED
lights arrayed across their body for the same purpose.

Vanir Wafan

Aesir Wafan

More information about Wafans can be found here:

http://www.newhorizon1.com/NewHorizonPlayersManual(shortpreview).pdf

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27
New Horizon

Backgrounds
Background Walk of Man
In all but the most special of cases, people are not blank slates. Their
knowledge comes from experience, their skill from training. That experi- • Close Combat: Knives, axes, spears and bows.
ence is described as a number of earlier careers or “Backgrounds”. Back- • Ranged Combat: Thrown weapons, Pistols, shotguns and rifles.
grounds represent several aspects of the character:
Mesa Trapper: Lonely Mesa.
Reputation: Fame and renown, respect from your colleagues. People Dune Trapper: Blighted Dunes.
think and speak of a character with three or more Points in a Background Mountain Trapper: Azuremar Mountain Range and Dusty Hollows.
as competent, or maybe dangerous, all according to the player’s wishes. Steppe Hunter: Azuremar Plains and Candlewax Expanse.
This aspect of the Background is optional. You may choose to have a lot Wild Child: Azuremar Plains and Azuremar Mountain Range. This Back-
of points in a Background but still be quite unknown, but not the other ground does not include the use of firearms. Instead, a Wild Child knows
way around. how to use crossbows and blowpipes.
• Close Combat: Knives, axes, spears.
Connections: You can make a Background roll to get in touch with col- • Ranged Combat: Thrown weapons, bows, crossbows and blowpipes.
leagues or a member of a related profession; a lawyer for a Corporate
Manager, another tradesman for a Merchant, an illegal arms dealer for a Narehl
Mercenary and so on. You can also roll Background to get a job (doing Ranger: Narehl Jungle. Tracking -2.
what that Background does) or find someone to sell your goods to. When • Animal Ken: Ride Zakt.
making such a roll, the GM takes the present circumstances into account; • Close Combat: Any melee weapon shorter than about 1 meter.
supply, demand and the quality of the goods. • Ranged Combat: Thrown weapons, bows, crossbows, blowpipes,
pistols, shotguns and submachineguns.
Backgrounds are written on the empty lines in the central column of the
character sheet. The first point spent on a Background fills its first circle, Marsh Ranger: Vile Stretch in Narehl and Perianth Peninsula in Neo
granting a value of 3. Two points get you a 5, and so on. A character may Titania.
have any number of Backgrounds, but must fill at least one circle in each • Close Combat: Knives, clubs and polearms.
one - Value 0 is the same as not having the Background at all. • Ranged Combat: Bows, crossbows, pistols and shotguns.

• Value 3 in a Background indicates a student or a fresh recruit who Other


knows only the very basics of the trade. Aquilonian Tundra Hunter: Snow Waste, Aquilon.
• Value 5 in a Background has (just barely) the connections and the • Close Combat: Knives, clubs, axes and polearms.
know-how to make a living. • Ranged Combat: Thrown weapons, bows and rifles.
• Value 7 in a Background is what can be expected of a professional
with a few years of experience. Desert Ranger: Thousand Mile Desert,
• Value 8 and above is appropriate for respected professionals with Forsaken Land, Neo Titania.
good connections. • Close Combat: Knives, clubs, swords och polearms.
• Ranged Combat: Thrown weapons, bows and rifles.
Bounty Hunter Diver: Accustomed to wearing a breathing
A bounty hunter captures fugitives for a monetary reward (bounty). Boun- apparatus and fighting in the water.
ty hunters are quite common in The Walk of Man (Trapper Town), but • Driver: PWCs, Motorboats.
much less so in the other factions of the world. Bounties can only legally • Close Combat: Knives, harpoons.
be offered either by the local or the Avalonian government. However, not • Ranged Combat: Harpoons (thrown and fired).
all bounties are strictly legal. Other factions usually rely on standard law
enforcement agencies to recover suspects. For the bounty hunter to be Druid of New Chania:
able to track people in the wilderness, this should be combined with the Tulgey Woods, New Chania.
appropriate Hunter Background. Accustomed to wearing a
breathing apparatus although
• Rolls: Find a specific person in cities, find out more about the target. Medeans usually don’t need it.
• Knowledge: Basic law, criminal gangs, infamous criminals, black • Close Combat: Knives, clubs and staves.
markets. Accustomed to wearing light body armor. • Ranged Combat: Thrown weapons, bows and blowpipes.
• Animal Ken: Ride Corbie and Swift Seizer.
• Close Combat: Knives, clubs, melee use of ranged weapons. Fisherman / Pirate: The surface of the sea. Accustomed to some really
• Ranged Combat: Thrown weapons, pistols, shotguns and rifles. nasty weather at sea as well as fighting in the water.
• Driving: All shapes and sizes of fishing boats.
Hunter • Close Combat: Knives, clubs and polearms.
• Ranged Combat: Harpoons (thrown and fired), rifles.
The Hunter, also called a Trapper or Ranger, is someone who knows how
to survive in the wilderness. Hunters have usually learned to survive in a Tulgey Hunter: New Chania. Accustomed to wearing a breathing ap-
specific environment. They have the knowledge of how to live in harmony paratus.
with the native animals in that location, or at least how to avoid them. A • Close Combat: Knives, axes and polearms.
hunter usually knows the land well: how to find safe shelter for the night, • Ranged Combat: Bows, crossbows, blowpipes, shotguns and rifles.
how to find food to eat, and how to avoid the dangerous animals which
stalk the land.

• Rolls: Tracking, read terrain, find water, make camp, prepare food.
• Knowledge: Local terrain, climate, natural toxins and remedies.
Accustomed to hiking.
• Animal Ken: Local flora and fauna. Ride Corbie and Swift Seizer.

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28
Role Playing Game

Mercenary Spy
Mercenaries are trained fighters who use their talents to make money. Spies are used for infiltration, to acquire data, to bypass security or to
They are not part of a national or corporate army, but tend to work for sow dissent in enemy ranks. They may work for one of the governments,
the highest bidder. Few bands of mercenaries care whether an operation corporations, organizations, or for themselves. Espionage typically in-
is legal or not, as long as the pay outweighs the risks. Mercenaries are cludes pretending to be someone else. If this is to be a realistic bluff in
often hired by merchants who travel the many caravan routes to protect the long run, the Spy Background is combined with at least one additional
them and their cargo. A character with the Mercenary Background may Background – what the Spy can plausibly pretend to be.
also have been a bandit, pirate or assassin.
• Rolls: Analyze security, deduce location of person or goods of interest,
• Rolls: Contact shady dealers, find safe-house, set ambush. memorize information, find/plant bug, find safe-house.
• Knowledge: Black markets, criminal gangs. Accustomed to wearing • Knowledge: Methods of infiltration, security systems, police procedures.
up to medium grade body armor. Familiar with concealable versions of weapons and equipment.
• Driver and Animal Ken: One vehicle, or one riding animal of the • Science: Bypass electronic lock, data encryption, decryption and
player’s choice. concealment.
• Weapons: Four weapon types of the player’s choice. • Repair: Pick mechanical lock, improvise picks and sabotage.
• Close Combat: Knives and clubs.

Miner • Ranged Combat: Pistols.

A Miner is a person whose work or business it is to extract ore or miner-


als from the ground. Miners have knowledge of the stress points of rock,
tunnels, stone walls, etc. Miners know how to use advanced machinery
Using Backgrounds
The Background can in some situations be used for rolls, just like Attri-
as well pick and shovel to extract metallic ores and gem stones. They butes. It is a measure of the character’s renown and connections in that
are also very proficient with commercial explosives, including demolition particular field. People think and speak of a character with three or more
charges. Points in a Background as competent, and perhaps dangerous (accord-
ing to the player’s wishes).
• Rolls: Appraise minerals, read terrain, suggest most efficient method
of exploitation of a deposit, identify explosion type, quantity, distance As a result, you can make a Background roll to get in touch with col-
and probable purpose. leagues or professionals associated with your trade. You can also roll
• Knowledge: Commercial explosives, mining companies, corporate Background to get a job (doing what that Background does) or find some-
and faction exploitation procedures, known deposits. one to sell your goods to.
• Driver: Loaders, excavators, trucks, mining trucks.
• Repair: Repair and maintain manual and automated mining tools, The Background also covers every aspect of a profession that isn’t in-
set and arm commercial explosives. cluded in any of the 18 Attributes. A character with the Soldier Back-
• Science: Geology, geography, prospecting, use of automated ground could use it to know how to get away with breaking some rules
equipment, calculate quantity, optimal position and probable effects as well as knowing who to talk to in order to get things done within the
of explosives. military organization.

Soldier Note that Backgrounds never replace Attributes. A physician uses


Medicine to treat a wound - not the Physician Background.
A Soldier is trained and employed by the military branch of a faction.
Some are educated professionals in the skill of war and experts with Example: A private eye rolls the Investigator Background to find out who might have seen
weapons or in hand-to-hand combat, while others are less disciplined something, but he must still use Speaking to convince a frightened witness to confide
and might be more suitable as simple guards. One thing which all sol- in him.
diers have in common is that they are all trained fighters of a specific
military force, and they know how to follow orders. Medics also have the The character’s Backgrounds also determine what the Attributes encom-
Physician Background. pass. For an Aquilon Hunter, Ranged Combat applies mainly to hunting
rifles and shotguns - not dealing with a jammed machine gun. Attempt-
• Rolls: Dig trenches, march in line, know who can to get things done ing tasks outside of your area of expertise typically results in penalties.
(officially and in practice), dodge undesired duties (but not direct orders). For example, an Auto Mechanic would suffer -2 to Repair repairing a
• Knowledge: Military procedures, tactics, military equipment and small boat, and along the lines of -5 to Repair trying to fix a surface-to-
vehicles. Accustomed to wearing all manner of body armor. air missile.
• Medicine: Stop bleeding.
• Animal Ken: Ride Swift Seizer. The higher the Background, the more advanced the character’s knowl-
• Close Combat: Knives and close combat use of ranged weapon. edge in that field. For example, a character with Warhead Soldier 3 is
• Ranged Combat: Hand grenades, assault rifles and machine guns. familiar with one type of assault rifle and one type of hand grenade. Any
other type of weapon would result in a -2 penalty. With Warhead Soldier
Aquilonian Soldier 5 the character is trained in a handful of different rifles and SMGs as well
Marines trained for arctic conditions. as the most common machine guns, anti-tank rounds and mines. With
• Movement: Skiing, ice-skating, running in snow or on ice. Warhead Soldier 7 or better, only the most exotic military armaments will
• Animal Ken: Ride Corbie. result in penalties.
• Driver: Submarines, PWCs, Motorboats, snowcat, snowmobile.

Warhead Soldier More Backgrounds are available here:


Trained for desert conditions.
• Driver: Jeeps, ATVs (wheeled and tracked), tanks. http://www.newhorizon1.com/NewHorizonPlayersManual(shortpreview).pdf

Xanadian Soldier
Trained for desert conditions.
• Driver: Jeeps, airplanes, helicopters.

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29
New Horizon

Attr ibutes
Attributes
The value of an Attribute depends on the amount of Points spent on it. Agility: Agility is used for more complex maneuvers, like jumping, climb-
The GM decides the amount of points a character should be worth, de- ing, softening a fall, crawling through small openings or getting out of
pending on the style, genre and mood of the campaign or adventure. handcuffs or ropes.
Looking at the Character sheet, you will notice that the first circle in the
top 10 Attributes is noticeably thicker than the others. These circles rep- Perception: This Attribute measures the sensitivity and alertness of a
resent very basic abilities that most people take for granted. For exam- character’s senses. Perception is used to spot traps, see through dis-
ple, a character with 0 Strength, Movement or Agility is unable to move, guises and recognize people at long distances.
and character with 0 Speaking is unable to communicate. Players are
strongly recommended to spend ten of their Points filling out these ten Stealth: To not be seen, heard or otherwise noticed. Also includes con-
circles. Don’t leave one of these blank without a convincing reason, and cealing, planting or palming items.
check with the GM first. A typical Olympian has 5 (2 points spent) in
Acting: Acting is, put simply, pretending. It is used for impersonation,
these, and in Attributes pertaining to her Background. intimidation, cons or just maintaining a calm and relaxed manner when
the lawmen pull over your truck full of contraband.
Attributes
Strength Constitution Speaking: This Attribute is used to convince people of something
Toughness Willpower through reasoning. Whether eloquent or blunt, spoken or written; any
Movement Agility kind of persuasion, bartering, negotiation or even interrogation falls un-
Perception Stealth der Speaking. Note the difference between using words and arguments
Acting Speaking to interrogate and using brute force or an intimidating demeanor - in-
Humanities Science timidation has little to do with the words you use and everything to do
Medicine Repair with how you back them up, and is therefore usually more Acting than
Animal Ken Driving Speaking.
Close Combat Ranged Combat
Humanities: Humanities encompass all manner of cultural knowledge:
language, psychology, sociology and cultural anthropology. It also in-
On the character sheet, each Attribute has a number of circles next to it.
cludes knowledge of history and geography. A character with a single
Above each column of circles is a number, representing the value gained
Point spent in Humanities can speak one foreign language - not very
by filling each circle. The circles are always filled in from left to right. One well, but enough to get by. The second Point in Humanities adds another
point fills up one field, and all the fields must be filled before the circle two languages, the third Point another three and so on: 3 Points would
itself counts as filled. Seven points spent on Perception means the char- be 1+2+3=6 languages. Two poorly spoken languages can be traded in
acter has Perception 9. The first four circles cost one point each to fill, for being reasonably fluent in one. Three poorly spoken languages can
and values 9 and higher have been split into two or more fields. be traded in for native or near native fluency.

Science: Natural, formal and applied science. This Attribute is theoretical


in nature and is primarily used for programming, calculations or design-
Perception 9. ing functional schematics.

The human norm is 5, or 2 points spent. A value of 7 is appropriate for a Medicine: The Medicine Attribute includes all kinds of medical or medi-
trained professional, and the very best might achieve 9. cine-related knowledge, including first aid, surgery, or (medicinal or rec-
reational) pharmacology.
Attribute descriptions Repair: The maintenance, repair, construction or deconstruction of any
Here are descriptions of the 18 Attributes that are used in New Horizon. kind of technological artifact.
The idea is that these descriptions should give players a better under-
standing of what spending points in each Attribute actually means. Animal Ken: This Attribute determines your ability to interact with ani-
mals: Soothe them, scare them or even tame them (if they are at all
Strength: Raw muscle power. Strength affects the amount of damage tamable). It is also used for riding, if you have any Background that states
the character can dish out in close combat, and also affects how much that you are able to ride that particular animal. When combined with a
the body can take in terms of injury, since a lot of muscles means power- Soldier or Law Enforcement Background, Animal Ken also includes
ful bones. knowledge of how and for what purposes the police and military use and
train animals.
Constitution: Constitution is about endurance, and it forms the basis of
a character’s immune system. It determines the quality of the character’s Driving: Like all Attributes, Driver is governed by Backgrounds. Alone, it
veins and lungs, and how well the body handles injury and infection. refers to the ability to drive a car. For any other type of vehicle, you will
Constitution also determines rate of healing. receive penalties if no Background states that you are familiar with it. In
combination with the Soldier Background, Driver also controls military ve-
Toughness: The higher value in the Toughness attribute the more abuse hicles and their turrets or guided weapons. More Points in the governing
will the character’s body be able to withstand. Toxins, heat and cold must Background allows access to more advanced or exotic vehicles:
get through the character’s Toughness before they begin to do actual • Pilot, 1p: propeller plane, 2p: jet plane, 3p: helicopter.
damage. This attribute also controls long-term endurance and the ability • Helmsman, 1p: corvette, 2p: tanker, 3p: submarine.
to function without food or water.
Close Combat: Fighting hand to hand, with or without any kind of melee
Willpower: Basically, stubbornness. While Constitution sets the limits of weapon. Examples include swords, rifle butts, whips and broken bottles.
your body’s endurance, Willpower determines the character’s ability to Close Combat governs both offensive and defensive abilities.
push it to those limits. High Willpower is not about refusing to change
one’s mind, but rather the will to survive - the thing that holds the con- Ranged Combat: The use of any kind of ranged weapon such as bows,
sciousness together when the body begins to falter. rocks, pistols or flamethrowers. Anything that hits a target from a distance
uses Ranged Combat, whether the projectile is fired or thrown by hand.
Movement: Speed, traveling by foot. No matter what Attribute is used,
the character will never move faster than this - whether swimming, climb-
ing, sneaking or running. The exception is flying, for those characters
who have the appropriate Traits.

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Role Playing Game

Attribute limitations Damage thresholds


An Attribute value 10, or 8 points, is usually considered human maxi- On the character sheet, under “Damage thresholds”, there is a table with
mum. The character’s Size might dictate higher or lower maximums in three columns. The first (leftmost) one is titled “Stun” and the third (right-
Strength, Toughtness, Agility and Stealth. The GM may also change this most) one is titled “Injury”. The second column (in the middle) has no title.
limit depending on the campaign: a group of powerful heroes could be In these columns, values related to the character’s ability to withstand
allowed to increase their Attributes a few notches higher than what would damage are recorded.
otherwise be permitted. For example, +1 when they have a total of 50
points, and +2 when they reach 75. Stun: The Damage thresholds table lists the five
levels of Stun used by the system, in ascending
Example: A Large Jotun can normally increase Strength to 11. In an epic campaign with order of severity. The first column holds a set of
characters built for 60 points, the GM increases all limits by +1: the Large Jotun may five values, which are the character’s Stun
purchase Strength 12. thresholds. They are calculated by adding the
character’s Strength, Constitution, and twice the
On the character sheet, the first circle (the one that corresponds to Value sum of Toughness plus Willpower (Strength +
3) is thicker for first ten Attributes. These Attributes represent very basic Constitution + (Toughness + Willpower) x 2) and
abilities that most characters should have at least one point in - there is comparing the result to the Stun thresholds table,
a huge difference between 0 and 3. One of these thicker circles left blank see page 36, 53. Jessica’s Stun levels.
indicates some sort of handicap:
Injury: The third column in the Injury table
0 Strength Unable to carry anything heavier than light holds a set of five values, which are the
clothes. character’s Injury thresholds. They are
0 Constitution Anything more strenuous than standing is calculating by adding the character’s
exhausting. Strength, Constitution and twice its
0 Toughness Extremely frail - beware of firm handshakes. Toughness and comparing the result to
0 Willpower Highly suggestible, and any pain prevents the Injury thresholds table, see page 36, 53.
constructive action. The second and central column has a list
0 Movement Incapable of any self-propelled locomotion. of three values - these are the negative
0 Agility Turning around requires ample room and modifiers corresponding to each damage Jessica’s Injury values.
plenty of time. level. They are determined by comparing
0 Perception Completely oblivious to the surroundings. the character’s Willpower to the wound penalties table, see page 52.
0 Stealth Notoriously loud and unable to grasp the
concept of visibility. Encumbrance
0 Acting Devoid of charisma, very easy to read The character’s Encumbrance table describes the amount of kilos the
(whether talking or not). Character is able to carry before a given penalty sets in. Compare the
0 Speaking Rudimentary vocabulary, barely literate, no character’s Strength with the Encumbrance table (which can be down-
rhetorical skills. loaded from our web-page) to get the specific thresholds.

The remaining eight Attributes are associated with more specialized


skills; most people are completely unfamiliar with several of them. These
Attributes are also much more closely linked to the character’s Back-
grounds: The number of points you may spend on them is determined by
the Background in which the character acquired those skills. As a rule of The encumbrance penalty affects rolls made with the following Attributes:
thumb, none of these Attributes should have a value more than 2 higher Strength, Constitution, Movement, Agility and Stealth. It also applies
than its corresponding Background. to all Initiative checks (see Combat section in the GM’s Manual) and all
aspects of Close Combat; Defense, Grapple, Guard and Strike.
Example: A mercenary who is an expert marksman (Ranged Combat 9) would inevitably
have gained some renown because of this feat: The Mercenary Background value should
not be lower than 7.
Weapon Modifiers
These numbers describe how much better (or worse) the character is at
fighting, compared to an average professional soldier. There are three
weapon modifiers:

Fence = Close combat - 7


Fence rates the character’s ability to defend or attack in close combat.
If the fighting turns into grappling, this modifier becomes less important.
Fence is the character’s Close combat Attribute minus seven.

Power = (Strength + Close Combat) / 2 - 7


Power affects the character’s skill when performing or defending against
grappling attacks. It also determines the force with which the character
can attack. Power equals the mean value of Strength and Close combat
(rounded up), minus seven.

Precision = Ranged combat - 7


Precision governs all aspects of shooting or throwing. It is the character’s
Ranged combat Attribute minus seven.

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31
New Horizon

Tr aits
Traits Eidetic Memory (1 point)
Traits are special qualities of the character, which for some reason can-
not be expressed through Attributes. They are usually either positive or You can rapidly memorize and instantly recall numbers, dates, short
negative. Each Trait comes with a “cost” in Points. Negative Cost means texts, faces, maps and such.
you get points back, to spend on other things.
Sense of Orientation (1 point)
Some of the positive Traits have negative effects as well and vice versa You are far less likely to lose your way, perhaps due to an intuitive sense
- the cost reflects this, and a negative cost simply means the negative of the cardinal directions or remarkable spatial recognition.
aspects outweigh the positive.
Sense of Time (1 point)
Fill a circle for every point a positive Trait cost, or draw a minus in a circle Not only do you know roughly what time it is, you are also able to calcu-
for every point you got back from a negative trait. The character’s Traits late how long something should take. Examples include the time it takes
are written on the same lines as Backgrounds. The column “Value” is for opponents to reload, how fast it is plausible to travel in a certain kind
left blank for Traits. of terrain with a given type of vehicle and, of course, at what time one is
likely to arrive at a given location.

Negative general traits:

Addiction (-1 to -2 points)


-1p: Constant use of a legal substance, to a point at which it becomes
a nuisance to yourself and the other players. Examples include con-
stant smoking or getting drunk every night (and hung-over in the morn-
If the GM awards more points after a session, the player may use those ing).
to purchase new traits or buy off negative ones.
-2p: Frequent use of an illegal substance, which must be acquired,
New negative traits may also be acquired during play. The character may smuggled through customs and hidden from the law at all times. If
have been left hard of hearing after a nearby explosion, or had an arm you do not get your kicks at least once a week, the hunger for it will
chewed off by something lurking in a swamp. Regardless of whether increase with every day, until it makes you disregard everything else.
a negative trait is bought voluntarily or is the result of in-game events,
points are always awarded. The same goes for positive traits; if the GM Clumsy (-3 points)
permits, they may be acquired during play and will the cost the player In everything you do, there seems to be a small but crucial detail that you
points. forget, or just mess up. Perhaps it’s just bad luck. Either way, a roll with a
Black 19 counts as a Black 20; you fail, regardless of all skill.
In short, points are always awarded for new negative traits, and new
positive traits always cost points. Coward (-2 points)
Choosing a dangerous option when there seems to be a less risky solu-
General Traits tion requires a Willpower Roll. Less risky options include surrendering,
With few exceptions, these are available to all six races in New Horizon, hiding, running away from the battle or just not jumping over that gaping
human and Wafan alike. chasm (at least not right now). If you Willpower is higher than 7, you
may not take this Trait. It must be bought off before Willpower can be
Positive general traits: increased above 7.

Ambidexterity (1 point) Combat Paralysis (-3 points)


This Trait negates penalties for using a non-dominant hand. Whether a result of a sheltered childhood, strictly non-violent moral
standards or lacking courage, in each combat a Willpower-test must be
Beauty (1 point) passed before you are able to act. Each attempt takes one full Turn.
You look great. People are generally more inclined to like you at first
glance, but on the other hand you’re more likely to be recognized. Jotuns Compulsive Behavior (-1 to -2 points)
normally don’t have a human face and they are usually not allowed to Impulses, rituals or tics. For example: kleptomania, obsessive cleanli-
take this Trait.. ness or coprolalia.

Contact (1 to 3 points) -1p: A disturbing habit, like spitting every 2 minutes or always repeat-
You know someone who might be able to help you out at times, if it’s not ing the last few words of every sentence. It won’t take long before
too risky. Each such person is purchased as a separate Trait. The cost is people begin to wonder what’s wrong with you.
determined by the skill and influence of your contact, and by the loyalty to
you. Remember, however, that friendship is a two-way street. -2p: These are behaviors that significantly impair your interaction with
the world or are very likely to get you into trouble, like compulsive
1p: Someone who’s reasonably well-connected or skilled; a shady theft or lying.
dealer who can get rid of stolen goods for you, or a lawman you could
call to help you out of some uncomfortable situations. Dark Secret (-1 to -3 points)
Everyone has them: Those dirty little secret that you’d rather not have
2p: Someone quite important in their context, like the chief physician anyone know about. Perhaps your family tree is just a little bit too tan-
at a hospital, the leader of a powerful street-gang, or a respectable gled… Or maybe you’ve been a member of a secret cult that sacrificed
diplomat. live animals (or worse) to some dark god.

+1p: This is not just someone you know, it’s an old friend - or at least A single point is highly embarrassing; -3p is something that you must
a close one. Someone you’d take great risks for, and who’d do the keep a secret at all costs: threaten witnesses, steal evidence or murder
same for you. if you have to.

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Role Playing Game

Delusions (-1 to -3 points) Reduced Sense (-1 to -10 points)


Delusions range from fanaticism to paranoia or hypochondria - some One or more of your senses doesn’t work the way they’re supposed to.
can be quite imaginative. Remember, though, that what constitutes a This mainly means Sight, Hearing or Smell/Taste.
“delusion” is relative to the culture one inhabits. The number of Points
awarded, as usual, is in direct proportion to how inconveniencing the -1p: No sense of Smell. This also means that you have no sense of
delusion is to the character. taste.

Examples: The firm belief that all water is toxic or that good always tri- -1p: Reduced Sight / Reduced Hearing; -5 to Perception rolls involving
umphs no matter the odds. that sense. Negated by glasses or hearing-aid. -2p if you can’t fix your
problem by using glasses or a hearing-aid.
Duties (-1 point)
A day-job, a family to look after, a garden that must be tended to - what- -3p: Deaf. No Perception rolls can be made based on sound alone.
ever the reason is, you cannot simply run off to distant adventures. There You can read lips. -4p if you can’t.
are arrangements that must be made first, and even then there may be
uncomfortable side-effects to leaving. -5p: Blind. No Perception rolls can be made based on sight alone.
Mutually exclusive with a high Ranged Combat Attribute.
Enemy (-1 to -3 points)
Someone has it in for you. The number of Points you get from this one Ugly (-1 point)
depends on how powerful the enemies are, and how far out of their way Whether you were born that way or were injured, people tend to dis-
they would go to make trouble for you. A -1 enemy might try to mess like you because of how you look, at least initially. This means you get
with you if you happen to be in the same place, while a -3 enemy will put slight penalties in many social interactions (and severe penalties in any
considerable effort into destroying you in any way possible. seduction-attempts).

Forgetful (-1 point) Unintelligible (-1 point)


Whether you are notoriously absent-minded or just easily distracted, You cannot speak in a way or in a language that people in general un-
things tend to slip your mind. You will occasionally realize too late that derstand, but your voice can still express emotion or a sense of urgency.
you did not reload after the last firefight, or that you didn’t bring that climb-
ing equipment after all.

Gullible (-1 point)


There are no disadvantages to this Trait. None whatsoever, it’s a free
Point. Trust me.

Missing Limb (-2 to -14 points) Vanir Wafan


-2p: Missing one arm.
-8p: Both arms missing (not recommended).
-3p: Per leg missing.

Each missing (or disabled) limb is a -2 to all Grappling rolls. This Trait
must be bought off before a replacement limb begins to function properly.

Mute (-2 points)


You cannot speak or produce any audible sounds using your mouth, not
even whispering. Persuasion rolls are limited to writing or hand gestures,
which in many interactions results in penalties.

No Sense of Direction (-1 point)


Whether you are using road signs or a very good map, it is still difficult
for you to find your way. Without either one, you’re lost in two minutes
outside your own hometown.

No Sense of Time (-1 point)


What difference does an hour or two make, anyway? Please do not work
with explosives, and I would recommend a job where time is relevant
in any way.

Phobia (-1 point)


You have an irrational fear of something. Examples include fear of con-
fined spaces (claustrophobia), heights (acrophobia), thunderstorms (as-
traphobia) and water (aquaphobia). You will go to great lengths to avoid
what you are afraid of. If it cannot be avoided, you will suffer a -2 to -5
modifier to all rolls, depending on the degree of exposure.

More Traits are available here:

http://www.newhorizon1.com/NewHorizonPlayersManual(shortpreview).pdf

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33
New Horizon

Equipment
Equipment
The tables (which can be downloaded from our web-page) contain differ-
ent kinds of weapons and armor. They are listed together with a number of
acronyms and terms describing each item. Those acronyms and terms are
also used in the chapters about Combat and Injuries (in the GM’s Manual).

Please note that we do not in any way want to give the impression that
weapons and armor are the only kinds of equipment that are important.
They are simply the two kinds of equipment that need mechanics. Horizon Blade, with Strike 12.
Guard
Weapons • Record: the character’s Fence + the weapon’s Guard.
Weapons may, beside their primary function, also be used as brass
knuckles; you use the handle, shaft, stock, grip or the barrel to inflict Close combat weapons only. How well one can defend oneself with the
blunt force trauma. weapon at its full range.

If a weapon can be used in several ways, it might be a good idea to Example: The Horizon Blade has a Guard modifier of 5. Robert adds Evelyn’s Fence,
write them down as several “weapons” - one might, for instance, write arriving at the number 5 (5+0). He records the number 5 in the Guard column.
Knife(Cut) and Knife(Thrust) as separate, even though the attacks are
performed using the same physical weapon.

In the weapon tables, each weapon and method of attack is listed with
a number of values. These values describe an average professional sol-
dier, here assumed to have a value of 7 in all relevant Attributes.

Another way to put it is that the weapons table lists how dangerous
someone who has Fence 0, Power 0 and Precision 0 is with this particu-
Horizon Blade, with Guard 5.
lar weapon and method of attack.
Grapple
If a character picks up a weapon, the player simply reads the numbers in • Record: the character’s Power + the weapon’s Grapple.
the table, and adds the character’s Weapon modifier.
Close combat weapons only. Describes how useful the weapon is
On the character sheet, write down the sum of the number in the weap- when it comes to attacking while grappling. Short, convenient, cutting
ons table, and the relevant Weapon modifier. When adding a negative weapons like knives work well here. Sharp weapons generally have a
modifier, the result is a lower value than the original: 10 plus -3 is 7. higher Grapple than blunt ones. Some weapons are not usable at all at
Grapple range. This is indicated by a “-” (or a blank spot) in the tables,
Since only close combat weapons have Strike, Guard, Grapple and which is also what is written on the character sheet.
Defense, and only ranged combat weapons have Snap shot, Directed,
Aimed and Auto, those two sets (four values each) share columns on Example: The Horizon Blade has no Grappling; it’s ”-”. He records this by writing a minus
the character sheet. in the “Grappling” column.

The weapons record sheet. Horizon Blade, with Grapple -.

The small square to the left of the weapon’s name is used to distinguish Defense
close combat weapons from ranged weapons. If the weapon is close • Record: the character’s Power + the weapon’s Defense.
combat, fill the square. This corresponds to the small squares above
certain columns - if the close combat square is filled, look at the Strike/ Close combat weapons only. Describes how useful the weapon is as
Guard/Grapple/Defense column headers. If it isn’t, look at the Snap shot/ a means to defend oneself when Grappling. See Combat section in the
Directed/Aimed/Auto column headers. GM’s Manual. Note that bare hands are usually better for defending one-
self in grappling than any weapon or implement.
The specifics of each type of value, and what should be recorded, are
described below. Example: Evelyn has Strength 9 and Close Combat 7, which amounts to Power +1. When
recording the Defense of the Horizon Blade, her player (Robert) adds +1. The resulting
Strike value, 5 (4+1), is what he records in the “Defense” column of the weapon.
• Record: the character’s Fence + the weapon’s Strike.

Close combat weapons only. How well the weapon works offensively at
its full range. See Combat section in the GM’s Manual for more informa-
tion about Range. Note that some attacks, such as Wrestling or biting,
cannot be used at Striking Distance. This is indicated by the symbol ”-”
under Striking in the weapons table.

Example: the Horizon Blade has a Strike of 12. Robert adds Evelyn’s Fence: 0, and ar-
Horizon Blade, with Defense 5.
rives at the number 12 (12+0). He records this number in the Strike column.

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Snap Shot
• Record: the character’s Precision + the weapon’s Snap Shot.

Ranged weapons only. Used when changing direction of fire, or when


the weapon has just been drawn and no time has been spent on aiming it
properly. Lighter weapons are generally better in this regard.

Example: Evelyn also gets a shotgun called Skinbreaker. While shotguns can be used
Skinbreaker, with Auto 4.
to administer blows in close combat, they are primarily meant for ranged combat - which
means they use the Snap Shot, Directed, Aimed and Auto column headers. Robert adds Attacks
Evelyn’s Precision, which is -2, to the shotgun’s Snap Shot, which is 4. The result is a • Record: the weapon’s maximum number of attacks per turn,
lousy 2, which he records in the Snap shot column. see Multiple Attacks in the Combat chapter found in the GM’s Manual.

Ranged weapons only. This value represents the maximum number of


attacks that might be made with the weapon. This is not just weapons
capable of full auto - the value covers all sorts of rapid firing, including
just pulling the trigger several times.

Example: The Skinbreaker shotgun is a sturdy old break-action side-by-side, granting it


an Attacks value of 2, so that’s what Robert puts down.
Skinbreaker, with Snap Shot 2.
Directed
• Record: the character’s Precision + the weapon’s Directed.

Ranged weapons only. This value is used when the weapon is already
pointed in the direction of the target.

Example: Robert adds Evelyn’s Precision of -2 to the Skinbreaker shotgun’s Directed: 8.


Skinbreaker, with Attacks 2.
He records the resulting value of 6 in the Directed column.
Range
• Record: The weapon’s Range.

Exceptionally long close combat weapons have Range X, indicating that


they can be used at Extended Distance. This is explained in more detail
under Close Combat, in the Combat section found in the GM’s Manual.
For ranged weapons, this indicates the longest distance at which the
weapon can be fired with reasonable accuracy.
Skinbreaker, with Directed 6.
Example: The Skinbreaker shotgun’s range is 3, or about 50m. The weapon is not in-
Aimed tended for use at a longer distance than this.
• Record: the character’s Precision + the weapon’s Aimed.

Ranged weapons only. This value is used when you’ve taken your time
to aim properly at a target before pulling the trigger. Heavier weapons
with good stability often have higher values here.

Example: A Skinbreaker’s Aimed is 9, which added to Evelyn’s Precision is a respectable


7, which is recorded in the Aimed column.
Skinbreaker, with Range 3.
Pierce
• Record for close combat weapons: the character’s Power + the
weapon’s Pierce.
• Record for ranged combat weapons: the weapon’s Pierce.

This is a measurement of the weapon’s ability to penetrate armor. For


close combat values, add the character’s Power to the weapon’s Pierce
Skinbreaker, with Aimed 7.
value. For ranged weapons it’s a separate value, not added to or modi-
Auto fied in any way. Pierce is explained in more detail under Armor (see page
• Record: the character’s Precision + the weapon’s Auto. 53).

Ranged weapons only. Weapons capable of firing multiple shots per Example: Robert records the Pierce values of Evelyn’s Horizon Blade, which is her Power
second have an Auto modifier, which is applied to each successive shot (+1) plus the Horizon Blade’s Pierce (7). The result is 8. He also records her Skinbreaker
after the first. See the rules for Multiple Attacks in the Combat chapter shotgun’s Pierce value straight from the weapons table (2). This means the Horizon
found in the GM’s Manual. Blade is better than the Skinbreaker for breaking through armor - on the other hand, the
Skinbreaker has the added advantage of being usable at a distance.
Example: Robert records a 4, which is the sum of Evelyn’s Precision (-2) and the shotgun’s Auto
6. If she fires both barrels in rapid succession, the second shot isn’t very likely to hit anything.

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35
New Horizon

Equipment

Armor
Armor is described by its Coverage and Protection. Coverage rates how
likely the armor is to get in the way of incoming attacks, and Protection
rates to what extend an attack that does strike the armor is prevented
from causing damage.

Coverage
Pierce values; Horizon Blade 8, Skinbreaker 2. Coverage is rated 0-20, depending on how much of the body it covers.
Stun Attacks that hit the armor and are strong enough to pierce it will damage
the armor, reducing the Coverage. 20 is completely sealed - the only way
• Record for close combat weapons: Power + the weapon’s Stun.
to bypass this armor is by Wrestling, or by wearing it down to Coverage 19.
• Record for ranged combat weapons: the weapon’s Stun value.
In the Coverage column there are 20 boxes for each row of armor. Leave
The Stun value measures the ability to cause pain to and temporarily
one box blank for every point of Coverage of the armor worn.
stun the target. Blunt weapons generally have more Stun than blades
and firearms.
Example: A Ravager Jacket has Coverage 10. The player fills the rightmost 10 boxes.
The 10 boxes that are left blank indicate that the armor has Coverage 10.
Example: the Horizon Blade has a Stun of 26, which is added to Evelyn’s Power (+1) and be-
comes 27. Robert records this in the Stun column of the Horizon Blade’s row. The Skinbreak-
er has a Stun value of 25, which is he records in the Stun column of the Skinbreaker’s row.

Armor Coverage 10.

Stun values; Horizon Blade 27, Skinbreaker 25. While some armor covers the entire body, most of them will only cover
Injury some vital area. For instance, a vest only covers the torso, and will leave
the wearer vulnerable to attacks to the arms or legs. There is a small
• Record for close combat weapons: the character’s Power + the
figurine next to each line of armor. Areas that are protected by that kind
weapon’s Injury. of armor are filled out.
• Record for ranged combat weapons: the weapon’s Injury value.
Hardened armor
The Injury value represents the weapon’s ability to cause life-threatening, Armor is damaged when an incoming attack gets through the armor.
lasting injuries. Blades and firearms generally have higher Injury values Hardened Armor (marked with an “x” in the Hard-column in the armor
than blunt weapons.
table) is very rigid and provides better protection. It is, however, also
more likely to crack, reducing its Coverage. Hardened armor is marked
Example: adding Evelyn’s Power (+1) to the Horizon Blade’s Injury value of 35 gives Rob-
by writing an “x” by that armor’s name on the character sheet.
ert a nice 36 to write down in the Injury column of the weapon. The Skinbreaker shotgun
has an Injury value of 34, which he records in the same column, but on the Skinbreaker’s Reinforced areas
row. Now, Evelyn is armed and ready to be unleashed into the world…
Some types of armor have a few strengthened sections that can with-
stand more damage than the rest. When such armor is equipped, write
down the armor type on one row and “Reinforced Area” on another. Fill
out their Coverage boxes as if they were two separate armors.

Protection
• Record: the armor’s Deflect, Stop and Slow values.

Each armor has three degrees of protection: Deflect, Stop and Slow.
Injury values; Horizon Blade 36, Skinbreaker 34. When the armor is hit, the Pierce value of the attack is compared to
each of these.
Wrong hand
Any attempt to make an attack using a weapon held in the characters off • An attack with a Pierce lower than or equal to the armor’s Deflect-
hand incurs a -1 modifier to all four To Hit numbers: Strike, Guard, Grap- value are completely deflected, and do no damage.
ple and Defense. If a weapon is designed to be used with both hands but • An attack with a Pierce lower than or equal to the armor’s Stop-
is held in one, this results in a modifier of -3, cumulative with the penalty value are stopped by the armor. The impact might still hurt, but the
for “wrong hand”, if applicable. attack does not draw blood or crush anything vital.
• An attack with a Pierce lower than or equal to the armor’s Slow-
Melee combinations value gets through the armor at a cost of some of its kinetic energy.
Having a close combat weapon in each hand applies bonuses and pen- The damage is reduced.
alties apply to Strike, Guard, Grappling and Defense. Note that unless • An attack with a Pierce higher than the armor’s Slow-value goes
the character has the Ambidexterity-Trait, one of the weapons in the straight through the armor, dealing damage as if it wasn’t there.
combination will also suffer the -1 Penalty for “wrong hand” to all four.
The weapon tables list the specific bonuses for various types of offhand Armored combat is described in the Combat section found in the GM’s
weapons. In general, combinations improve Strike or Guard at the ex- Manual. The exact mechanics of the armor’s damage reduction is de-
pense of Grapple and Defense. scribed in the Injuries section in the GM’s Manual.

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Role Playing Game

Example: The Ravager Jacket from the previous example has a Deflect value of 3, a Stop
value of 5 and a Slow value of 7.

Ravager Jacket - Deflect 3, Stop 5, Slow 7.

Combining armor
Medeans usually have natural armor. That also allows them to wear nor-
mal armor on top. If a character wears several kinds armor they are written
separately. If an incoming attack strikes several layers of armor, use the
best Deflect, the best Stop and the best Slow of those armors.

Example: A medean has the Trait “Scales I”, and wears Duraplast Armor.

Medean with natural armor and wearing a normal armor.


Vanir Wafan
The white die of the incoming attack comes up 14. As this is lower than or equal to the
Coverage of both armors, they are both struck. The attack has Pierce 7, which is not De-
flected by either armor. It is, however, Stopped, by Scales I. Since Duraplast is hardened,
it becomes damaged from attacks that achieve Stop.

If the Pierce of the attack had been 9, it would not have been stopped by either layer.
It would have been Slowed by Scales I, but both armors would have been damaged. Medean
If your armor is hit, then all of them which have a Coverage lower than the
white die will be hit at the same time. Always the highest Deflection value,
the highest Stop value and the highest Slow value is used. And if damage
occurs, then all layers are equally damaged. It also means that wearing
several layers of armor is pointless, and just one armor is good enough.

Close Combat vs. Ranged Combat


Close-combat weapons in New Horizon have superior damage and armor penetration
compared to firearms. This balances their limited range, and it is why close-combat
weapons are just as popular as ranged weapons. Some animals on the planet are almost
immune to bullets, and can withstand almost an unlimited amount of piercing damage,
and therefore bludgeoning and slashing damage is the only way to go. Because of this,
close-combat weapons are very popular on the battlefield.

Armor, whether it’s a tough hide or a worn suit, have a quite high protection (but not
completely) against firearms. However, the penetration and damage of close-combat
weapons is still high enough to pierce through armor and they often cause more Injury
and Stun than firearms.

The distinction between bludgeoning/crushing, slashing and piercing is seamless in Vo|t:


Attacks with powerful penetration have a high Pierce value in Vo|t, while Slashing attacks Tables with Stun, Injury and Willpower Penalty, with Armor,
have a high Injury value and Bludgeoning/Crushing have a high Stun value. Firearms Weapons and Equipment, are available for download from here:
typically have high Pierce, but low Stun and Injury. Bullets may bite through the armor -
but they will not tear up enough tissue on their way through the beast to really harm it. In http://www.newhorizon1.com/NewHorizonTables.zip
short, you need to fire a lot of rounds into a target in order to achieve the same result as
a single close-combat attack would manage.

For this reason, close-combat weapons are usually a better choice than ranged weap-
ons, especially if a player is planning on hunting some of the wildlife on New Horizon.

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37
New Horizon

Ch ar acter Creation Guide


Character Creation Guide
This chapter will be all about creating a new character for the New Hori- Attributes
zon RPG. The goal is to show you how easy it is to create a new charac- Attributes are the next thing you should take into account. Each player is
ter, while at the same time point out the very few places where mistakes given a certain amount of Points. How many Points you get is totally up to
can be made and where extra attention may be necessary. the Game Master (GM). However, a rule of thumb is that:

So what character should we create? A male or a female? A human or a 20 Points should be given to an unskilled young adventurer, 30 Points
Wafan? Which ever choice we make, the procedure is identical for each to a farmers, librarians, electricians, nurses and cab drivers - ordinary
race. Only Traits will differ. So before we select a race, let us first decide people, typically with very little combat training, 40 Points to a competent
upon a character name. How about… Alto. investigator or a prestigious military soldier, and 50-60 Points to a hero
and skilled adventurer.
Writing a background story for your character is optional but recommend-
ed, so we’ll do that as well: So let us give Alto 45 Points, and make him a skilled enough warrior but
not yet an elite soldier of renown prowess.
“Few individuals have as heroic a soul as the young man named Alto Merrimac. At a young age of 17,
the Aquilonian man suffered serious physical trauma to most of his body, and cybernetic prosthesis
would shorten his life span to little more than the age of thirty and cost most of his family’s life savings.
Distribute your 45 Points freely amongst your Attributes. You can use all
The alternative was to live as a quadruple amputee. However, the ASTI corporation’s bio-tech branch your Points for your Attributes or you can save some for your Traits and
offered him a third option, testing their experimental first generation organic replacement limbs. Hav- an occasional Background. When you play the role playing game, how
ing little choice, he accepted the procedure. After six grueling, horrible months, he became a new well you perform any action will be decided by the dice values compared
man. And though his new body wasn’t precisely human, he was debt free and able to walk and to your Attribute values. If you want to lift a stone, you roll your dice and
run like a normal man his age, despite his unusual limbs hampering his ability to pick up girls. compare it to your Strength Attribute. Your Attributes will cover most ac-
Taken by wanderlust, he left home liquidating his savings for the best Promethean plate
tions you want to perform, but not all. Remaining action will be covered
he could afford, he interfaced them with his body, and left home to see the world, meet
interesting new people and occasion- ally have a bar brawl with them over
by the Background you chose.
Xanadian/Aquilonian politics, trying new and interesting beers and search-
ing for the world’s most attractive Medean females to woo. Somewhere You will notice that some circles are bold.
along the line, he developed a taste for odd jobs, which has given him a This means you have to put a point in that
reputation as something of an explorer.” circle. Strength is one of the Attributes
which has a bold circle. So you have to put
a point in it. If you don’t, you won’t be able
to do anything which requires Strength, and
that would be impossible, unless your char-
acter was armless.

You will also notice that some


circles are divided into two or more
parts. That only means that they
cost more Points to fill. A circle di-
vided into two part cost two Points
to fill, and so on. A circle which is
not completely filled will not count
during the game, so always fill out
the whole circle.

So what should we make of this Alto character? How about a male hero,
tall and proud? A warrior, wearing a fighter’s armor and wielding a… large I was planning to make Alto strong. Not very strong but strong enough.
massive Maul. He would have to be able to wield his Maul after all. He should be fast on
his feet, so that he could do pretty well in a close combat fight. He would
So what would be the difference between the different race options you fight well with his Maul at close combat, but I think a normal gun would
can chose from? Should Alto be a Olympian Human, a Promethean Cy- be good to have as well, for ranged combat.
borg, a Medean, an Aesir Wafan, a Vanir Wafan or a Jotun Wafan? The
main difference between these races is the size of your character and the I’d also give him some points in “speaking” and “acting”. The former
Race specific Traits you can select for them. For example, Medean Traits would allow him to be able to talk well enough to talk himself out of cer-
are only available for Medeans, and so on. tain situations, while the former would allow him to scare people, making
him look more dangerous with his Maul than he actually is.
Human: Small Normal Large
Aesir: Small Normal Humanities would not be his strong point, but he should have decent
Vanir: Normal Large knowledge about Science and how to Repair Wafans. He would also
Jotun: Normal Large Huge have high points in Animal Ken, which will allow him to bond with animals
and learn how to communicate with them. He should also have decent
Small Normal Large Huge values in Driving, allowing him to drive a car or other type of vehicles.
Strength: 9 10 11 13
Toughness: 9 10 11 13 That’s more or less how I think Alto would be. A pretty decent Vanir Wafan
Agility: 11 10 9 8 fighter. He’d know how to talk to people and how to make a living. He’d
Stealth: 11 10 9 7 also know how to survive in the dangerous work that is New Horizon.

If you select a Jotun, it is recommended to not exceed 9 feet in height. PS! The GM should also decide how much Geodites each player
Usually, only NPC characters have Jotuns that are larger than 9 feet, up should get to spend on Traits, Armor, Weapons and Equipment.
to 12 feet actually.

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Role Playing Game

After investing most of my Points into Attributes, I ended up with the value Backgrounds and Traits
8 for Strength (4 Points), the value 5 for Constitution (2 Points), the value Now we are moving onto Backgrounds and Traits. I decided to make
7 for Toughness (3 Points), the value 5 for Willpower (2 Points), the value Alto a scientist and part-time mercenary, both Backgrounds. He will still
7 for Movement (3 Points), the value 7 for Agility (3 Points), the value 7 for have duties as a scientist, which is a Trait. He has contacts, both as a
Perception (3 Points), the value 7 for Stealth (3 Points), the value 3 for Act- scientist and mercenary. Remember also that all Wafan races cost 3
ing (1 Points), the value 5 for Speaking (2 Points), the value 0 for Humani- additional points.
ties (0 Points), the value 5 for Science (2 Points), the value 0 for Medicine
(0 Points), the value 5 for Repair (2 Points), the value 7 for Animal Ken (3 Backgrounds are written in the same way as Attributes. The value
Points), the value 5 for Driving (2 Points), the value 7 for Close Combat (3 shown above the right most circle should be written down. For
Points), and the value 5 for Ranged Combat (2 Points). Traits however, it’s different. For Traits you do not write down their
value at all. Positive Traits just have their circle marked. Negative
Traits have a horizontal line drawn in the circle.

When you made a dice roll, you compare the values of your two dice
against your Attribute values, and in some cases your Backgrounds. You
never compare your dice to your Traits. This is why you never write down
the values of your Traits, like you do with Attributes and Backgrounds.

And try to make sure that you place your Backgrounds first on the Char-
acter Sheet, and your Traits last.

Remember, that some Traits cost Geodites, and not only Points. Fortu-
nately for Alto, I selected only Traits which are free and do not cost any
Geodites. However, you should always look in the “Trait Costs.xls” file
which can be downloaded from the web-page and check if your Medean,
Promethean Cyborg or Wafan Traits cost any Geodites.

Summarizing the Points spent, we get: 40 + 2 + 1 + 3 + 1 - 1 - 1 = 45.

Encumbrance
Encumbrance is calculated very easily. We know that Alto has a Strength
value of 8. So all you have to do is open the “Stun, Injury, Tables.xls”
file which can be downloaded from the web-page and have a look at the
Encumbrance table.

The three values shown for


Strength 8 is what I will put for
Alto’s three Encumbrance values.
0: 20, means 0 penalty if you carry
Summarizing the Points spent, we get: 4 + 2 + 3 + 2 + 3 + 3 + 3 + 3 + 1 + something that weights 0-20 kg. When
2 + 0 + 2 + 0 + 2 + 2 + 1 + 3 + 4 = 40 Points invested. That means I have 5 you reach 100.1 kg, you get no penalty
Points left to invest into Backgrounds and Traits, and don’t forget that I also because you simply cannot move.
have to invest 3 Points for making Alto a Wafan.

The value written for the Attribute is the maximum value the Attribute
has, and not the number of invested Points.

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39
New Horizon

Ch ar acter Creation Guide

Damage Thresholds Armor


Now we are going to calculate Alto’s damage thresholds. It’s almost as Now we are going to give the character some Armor. We will start with
easy as doing the Encumbrance, but it requires a small calculation as Armor and go for Weapons last. Armor and Weapons are found in the
well. “Weapons and Armor.xls” file which can be downloaded from the web-
page.
Stun Thresholds Remember that Armor cost Geodites. Make sure you have enough Geo-
To calculate the Stun Thresholds, you need this formula:
dites to purchase the Armor which you select. And make sure you are
• Stun Table Value = Strength + Constitution + 2x (Toughness + Willpower)
strong enough to carry it as well.
For Alto, we perform the calculation like this:
I have selected the Duraplast Armor with helmet for Alto.
• Stun Table Value = 8 + 5 + 2x (7 + 5) = 13 + 2x (12) = 13 + 24 = 37

Then you compare the calculated value (37) to the Stun Table, to get your
Stun Threshold values.
Take your calcu-
lated Stun Table
Value (37) and see
what Stun Thresh-
old values the table
will give you.

This armor has an X marking for being Hard.


Armor gets damaged during a battle when the attack results in a Slow, which
means it gets through the armor. Armor with Hard is very rigid and it provides
Wound Penalties better protection. However, it still gets damaged by Stop, which causes it to crack.
To calculate the Would Penalties, you simple compare the Willpower of
your character to the Wound Penalties Table.

Take the Willpower (5 for


Alto) and see what Wound
Penalty values the table
will give you.

Injury Thresholds The Duraplast Armor has Coverage 16. Therefore, the first 16 squares are left
blank (unfilled). The armor has Deflect 4, Stun 5 and Slow 6.
To calculate the Stun Thresholds, you need this formula:
• Injury Table Value = Strength + Constitution + 2x Toughness
You are only able to wear one armor at the time.
For Alto, we perform the calculation like this:
Remember that Armor cost Geodites. Make sure you have enough Geo-
• Injury Table Value = 8 + 5 + 2x (7) = 13 + 14 = 27
dites to purchase the Armor which you select for your Character.
Then you compare the calculated value (27) to the Injury Table, to get
your Injury Threshold values.
Weapons
Calculating Weapon values for your Character is probably the most com-
Take your calcu- plicated part of the Character Creation process. Fortunately, these cal-
lated Injury Table culations are only done once, and don’t have to be redone during game
Value (27) and see play (unless your Attribute values change or your Character receives a
what Injury Thresh- new weapon).
old values the table
will give you. Remember to also select Punch, Kick and Wrestling as a weapon from
the Table, unless your Character is unable to do any of those things. As a
Close Combat weapon, we already have the “Maul” for Alto. As a Ranged
Combat weapon, I chose to give him a handgun, the “Vincere P74 Pistol”.
Once you have acquired your Stun Threshold values, Wound Penalty
values and Injury Threshold values, write them down in your Character
Sheet.

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40
Role Playing Game

For both Close Combat weapons and Ranged Combat weapons, you do not Now that the values for Strike, Guard, Grapple, Defense, Pierce, Stun
simply take the values from the Table and write them down on your Charac- and Injury have been calculated for Punch, they can be written down on
ter Sheet. The values in the Table (for each weapon) are Modifiers! These the Character Sheet.
Modifiers are put into a formula, and the real values are calculated. The formula
also differs between Close Combat weapons and Ranged Combat weapons.

Weapon Modifiers
To calculate the three Weapon Modifiers, you
need this formulas:
• Fence = Close Combat - 7
• Power = (Strength + Close Combat)/2 - 7
Now let us do the same calculations for Kick, Wrestling and Maul.
• Precision = Ranged Combat - 7

After making the calculations, you get:


• Fence = 7 - 7 = 0
• Power = (8 + 7)/2 - 7 = 15/2 - 7 = 7,5 - 7 = 0,5 = 0
• Precision = 5 - 7 = -2

Calculations for Close Combat Weapons


We are going to calculate the values for Strike, Guard, Grapple and De-
fense, and we are going to do it for each Close Combat weapon: Punch,
Kick, Wrestling and Maul. We also need to calculate the value for Pierce, • Strike = Fence + Weapon’s Strike Modifier
Stun and Injury for each weapon. Close Combat weapons don’t have a • Guard = Fence + Weapon’s Guard Modifier
value for Attacks, and they usually don’t have a value for Range. • Grapple = Power + Weapon’s Grapple Modifier
• Defense = Power + Weapon’s Defense Modifier
Punch: • Pierce = Power + Weapon’s Pierce Modifier
The formula for Strike is: • Stun = Power + Weapon’s Stun Modifier
• Strike = Fence + Weapon’s Strike Modifier • Injury = Power + Weapon’s Injury Modifier
The Table shows that the Weapon’s Strike Modifier for Punch is 10. So
for Alto, the Strike value is: Kick:
• Strike = 0 + 10 = 10 • Strike = 0 + 9 = 9
• Guard = 0 + 2 = 2
The formula for Guard is: • Grapple = 0 + 12 = 12
• Guard = Fence + Weapon’s Guard Modifier • Defense = 0 + 6 = 6
The Table shows that the Weapon’s Guard Modifier for Punch is 4. So for • Pierce = 0 + 6 = 6
Alto, the Guard value is: • Stun = 0 + 28 = 28
• Guard = 0 + 4 = 4 • Injury = 0 + 20 = 20

The formula for Grapple is: Wrestling:


• Grapple = Power + Weapon’s Grapple Modifier • Strike = -
The Table shows that the Weapon’s Grapple Modifier for Punch is 13. So • Guard = -
for Alto, the Grapple value is: • Grapple = 0 + 12 = 12
• Grapple = 0 + 13 = 13 • Defense = 0 + 9 = 9
• Pierce = bypass
The formula for Defense is: • Stun = 0 + 28 = 28
• Defense = Power + Weapon’s Defense Modifier • Injury = 0 + 26 = 26
The Table shows that the Weapon’s Defense Modifier for Punch is 8. So
for Alto, the Defense value is: Maul:
• Defense = 0 + 8 = 8 • Strike = 0 + 10 = 10
• Guard = 0 + 4 = 4
The formula for Pierce is: • Grapple = -
• Pierce = Power + Weapon’s Pierce Modifier • Defense = 0 + 2 = 2
The Table shows that the Weapon’s Pierce Modifier for Punch is 5. So for • Pierce = 0 + 11 = 11
Alto, the Pierce value is: • Stun = 0 + 35 = 35
• Pierce = 0 + 5 = 5 • Injury = 0 + 30 = 30

The formula for Stun is:


• Stun = Power + Weapon’s Stun Modifier
The Table shows that the Weapon’s Stun Modifier for Punch is 26. So for
Alto, the Stun value is:
• Stun = 0 + 26 = 26

The formula for Injury is:


• Injury = Power + Weapon’s Injury Modifier
The Table shows that the Weapon’s Injury Modifier for Punch is 18. So
for Alto, the Injury value is:
• Injury = 0 + 18 = 18

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41
New Horizon

Ch ar acter Creation Guide

Finally, when all the Close Combat weapons are in place, we only need
to calculate the values for the Ranged Combat weapon, the “Vincere P74
Step 4: Damage Thresholds
There are 2 calculations and 3 Table check-ups which must be made here:
Pistol”. The formulas are different though.
1. Stun Table Value = Strength + Constitution + 2x(Toughness + Willpower)
2. Injury Table Value = Strength + Constitution + 2xToughness

Take the Stun Table value, go to the Stun Table, and see what Stun val-
• Snap Shot = Precision + Weapon’s Snap Shot Modifier ues you get for that Stun Table value.
• Directed = Precision + Weapon’s Directed Modifier
• Aimed = Precision + Weapon’s Aimed Modifier Take the Injury Table value, go to the Injury Table, and see what Injury
• Auto = Precision + Weapon’s Auto Modifier values you get for that Injury Table value.
• Attacks = Weapon’s maximum number of attacks per turn
• Range = Weapon’s Range Take your Willpower value (attribute), go to the Wound Penalty Table,
• Pierce = Weapon’s Pierce Modifier and see what Wound Penalties you get for your Willpower value.
• Stun = Weapon’s Stun Modifier
• Injury = Weapon’s Injury Modifier Write the values from the 3 Tables on your Character Sheet.

Vincere P74 Pistol:


• Snap Shot = -2 + 4 = 2
Step 5: Select Armor
Only Table check-ups must be made here:
• Directed = -2 + 6 = 4
• Aimed = -2 + 8 = 6
Go to the Armor Table and select the Armor you want.
• Auto = -2 + 5 = 3
• Attacks = 2
Write the Deflect, Stop and Slow values from the Table on your Character
• Range = 3
Sheet. There are 20 squares on the Character Sheet which belong to
• Pierce = 4
your Armor. They represent the Armor’s Coverage value. If the Armor has
• Stun = 11
Coverage 9 (see Armor Table), then leave the 9 left squares blank, and
• Injury = 24
mark the remaining 11 squares black.

Step 6: Select Weapons


Calculations and Table check-ups must be made here:

Weapon modifiers:
1. Fence = Close Combat - 7
2. Power = (Strength + Close Combat)/2 - 7
3. Precision = Ranged Combat - 7

Write these 3 values on your Character Sheet.

As you can see, the order of the weapons has been rearranged. It does Close Combat weapons, including Punch, Kick and Wrestling:
not matter whether you put Close Combat weapons first and Ranged 1. Strike = Fence + Weapon’s Strike Modifier from Table
weapons last or vice versa. Remember also that Weapons cost Geo- 2. Guard = Fence + Weapon’s Guard Modifier from Table
dites. Make sure you have enough Geodites to purchase the Weapons 3. Grapple = Power + Weapon’s Grapple Modifier from Table
which you select for your Character. 4. Defense = Power + Weapon’s Defense Modifier from Table
5. Pierce = Power + Weapon’s Pierce Modifier from Table
Summary 6. Stun = Power + Weapon’s Stun Modifier from Table
A summary of the steps which you need to take in order to complete filling 7. Injury = Power + Weapon’s Injury Modifier from Table
out your Character Sheet.
Write these 7 values for your Close Combat weapon on your Character
Sheet.
Step 1: Attributes
Take your Points and invest the amount you want in your Attributes. Mark Ranged Combat weapons:
the circles on your Character Sheet, and write down its values. 1. Snap Shot = Precision + Weapon’s Snap Shot Modifier from Table
2. Directed = Precision + Weapon’s Directed Modifier from Table
Step 2: Backgrounds and Traits 3. Aimed = Precision + Weapon’s Aimed Modifier from Table
Take your remaining Points and invest them in Traits and Backgrounds. 4. Auto = Precision + Weapon’s Auto Modifier from Table
Write it down on your Character Sheet. Write them down on your Char- 5. Attacks = Attacks value from Table
acter Sheet. For Backgrounds, write down the value shown above the cir- 6. Range = Range value from Table
cle, just like for Attributes. For Traits, do not write down any values at all. 7. Pierce = Weapon’s Pierce Modifier from Table
8. Stun = Weapon’s Stun Modifier from Table
9. Injury = Weapon’s Injury Modifier from Table
Step 3: Encumbrance
There is 1 Table check-up which must be made here: Write these 9 values for your Ranged Combat weapon on your Character
Sheet.
Take your Strength value (attribute), go to the Encumbrance Table, and
see what Encumbrance values you get for your Strength value. Write the
values from the Table on your Character Sheet.

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Role Playing Game

Conclusion
Try to avoid having a 0 value in the more important attributes. Someone New Points are invested into Attributes only when it’s relevant. It depends
without Humanities or Science probably didn’t go to school, but it could still on what the player did during the latest adventure. If the player performed
be a socially functional character. The first ten Attributes, however, are very heavy weight lifting during his adventure, then an increase is the Strength
basic abilities - there is a huge difference between 0 and 3. If you leave one attribute would be in order. If the player spent a lot of time learning new
of these (thicker) circles blank, it indicates a serious handicap. Someone Sciences, then an increase in the Science Attribute might be appropriate.
without Movement cannot walk, and someone without Constitution gets But an increase in Movement would have been quite odd because it’s not
exhausted from just sitting. Similarly, a character with 0 Acting is someone likely that a player manages to learn how to run faster.
so completely devoid of charisma that automated doors won’t open when
approached. A character with 0 Speaking is unable to communicate more Keep in mind that Attribute should be increased sparsely. Backgrounds and
complex ideas than “me hungry”. So it is recommended to put at least 3 Traits are more commonly awarded. Investing new Points into Backgrounds
points into all, or most, Attributes, especially those which have thick circles. which your player already has is much more common than adding a new
Background to the Character Sheet. Normally, the player would have to go
Now we have our Character Sheet filled out, and Alto is now ready for ac- through some major training in order to gain a totally new Background. Many
tion. He can now be used for any New Horizon Role Playing Game (RPG). Traits also need to be earned, and should not be selected just like that.

Each RPG is guided by a Game Master (GM), who will award players This life-like way of handling Attributes allows players to mimic real-life
with new Points and Geodites after successfully completing a game/ad- experience much better than what is possible using other rule systems. It
venture. Each player is allowed to invest these new Points into Traits, means that Attributes compared between new players and veteran play-
Backgrounds and Attributes. Traits and Backgrounds represent the ers will remain very similar, and it will allow new players and veteran play-
Characters “experience”. Just like in real life when a person completes ers to play together. A veteran player will not be twice as strong as a new
a task he becomes more experienced and would most likely be able to player, because in real-life, a 40 year old soldier is not twice as strong as
complete the same task even better a second time. a 20 year old soldier. However, the veteran player will have much more
Backgrounds and Traits, which simulate experience. The veteran player
The player tells the GM which Traits, Backgrounds or Attributes he wants will be much better equipped to handle new adventures, with so much
to increase using his new Points. However, it is the GM who actually more experience in the baggage after many years of adventuring.
decides if the player is allowed to increate them or not. You should only
be allowed to increate something which is relevant to what the player But remember, in the end, it is always the GM who decides what you can
has experienced during the adventure. Or at least it should be something and cannot invest your new Point into.
which would help the player to complete the adventure better the next
time a similar adventure is experienced. The GM very seldom allows Our character creation web-page will also help you create a character:
players to invest new Points into new Attributes. http://www.newhorizon1.com/volt/charactercreation/index.php

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43
New Horizon

NPC Organizations
The Rusty Stars
Every culture goes through hard times, some of them are harder than The typical rusty star agent wears cheap imported body armor when on
others. At times the entire younger generation can be left twisting in the mission, wearing a bandana of Red or white around their neck, pulled up
wind so the older established generations can manage to remain stable over their faces on missions. Beyond that, they’ve got little in the way of
and provide for them and theirs. However where does that leave the formal uniforms. Their weapons are primarily imported semi automatic
young folks in their twenties and thirties, desperate to leave the nest weapons, and full autos if they can get them. A few more elite soldiers
but unable and ostracized or scorned for their lack of jobs? The Walk of in their group will carry heavier ordnance or impressive melee weapons.
Man, always an old fashioned place run by some well to do senior gen-
try of the blue collar variety, have always been opposed to unnecessary The leaders of their ‘freedom fighter’ groups are often simply called
modernization. In the face of the Walk of Man losing business to more Leads, and their regular recruits called ‘the padfoots.’ A Lead will usually
modernized, albeit less plentiful, resource gathering operations count- be slightly better armored and armed, as well as more experienced, and
less orders for resources were shifted to regions that could provide them may be accompanied by an especially tough body guard, the duty usually
more quickly, like Aquilons deep water mining operations. falling to quick response trained Vanirs or Medeans.

In the face of the modern leaderships stubborn refusal to modernize and They have a few especially elite units, often extremely talented merce-
expand, many young folks were beginning to question the wisdom of naries, who they utilize for quick strike raids and guards for their crucial
their elders, believing that they, in fact, may have lost perspective on facilities where they hide their growing stocks of weapons and vehicles.
what’s really important, placing their generations values ahead of the well
being of the current generation. Rust Stars tend to hole up anywhere they can, sometimes even taking
over industrial facilities, and continuing their output for their own pur-
To that end, an organization called The Shining Stars was founded to poses, sometimes even feigning to continue shipments and maintaining
protest the so called Voice of the West’s system. Their many protests the illusion of their bases standard operation as long as possible.
went unanswered, and one day after nearly a year, when their protests
reached a fever pitch, as they assailed the Council of the Voices head- However, they often go out of their way not to hurt the occupants if at
quarters with over a thousand protesters, speaking from bullhorns, their all possible, often keeping them guarded for as long as they can, before
leader personally called out Avery Savern, the current public representa- pulling out with their ill gotten goods, but a few Rust Stars take liberties
tive of the voice. Their yelled arguments reached a fever pitch, and a line with their prisoners, or even kill them outright for ‘supporting a system
was crossed, guns were pulled, and one man was left dead. But with that doesn’t work.’ Few other stars condone this.
Saverns death, the local constables had no absolutely no choice but to
clear the streets by force.

Alabaster, the towns Sheriff yelled at them through his megaphone, call-
ing them “you damned fools are nothing but rusty stars,” forever chang-
Rusty Star Bandit
ing how these young folks were viewed. They were driven from the
streets, arrested by the dozens, high ranking officers tracked down and
arrested. Their leader, a young Olympian named Jebedia Kamerer. stood
trial, a virtual kangaroo court trial, and was convicted of the murder in
less than a week. Though due process was dubious, the video evidence
was absolutely irrefutable.

In the wake of Jebediahs hanging, the men now called the Rusty Stars
faced difficult decisions without the benefit of their level headed leader-
ship. Many now favored direct actions and those few that still favored
rational discourse were quickly shouted down by the others who’d lost
family and friends due to what they were calling The Purge. The change
began with acts of vandalism, then theft of government property but with
the governments dismissive denouncement of them as nothing more
than petty criminals, it quickly spread to acts of arson and sabotage.

With this change to a more violent standing, a new leader emerged. A


disenchanted Vanir woman named Olga Redstream. Hailing from Cork,
Olga was believed to have been the lover of Jebediah Kamerer. Her ac-
tions began leading the so called Rusty Stars down a dark and angry
path. Reform was not forgotten, but revenge seemed to be a much stron-
ger goal for many of their actions than any real sort of social justice.

Spurred on by their seeming lawlessness, many gangs of bandits, and


individual highwayman became far bolder and began rearing their ugly
heads. Small groups of extra-national criminals were even beginning to
suspect that the Walk was unable, or even unwilling to expend the re-
sources to protect themselves.

Lawlessness was running rampant in the walk. This led to the current
proclamation of open war on outlaws, the s called ‘Season of Gunshots.’
With the somewhat reluctant proclamation of the bounty on outlaws, the
Rusty Stars only stepped up their aggression.

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Role Playing Game

Non-Player Ch ar acters (NPCs)


Non-Player Characters
Non-Player Characters (NPCs) are characters controlled by the Game Extensively audits the other factions to maintain government transpar-
Master (GM) in New Horizon role-playing games (RPGs). A GM can se- ency. Fights for equitable exchange rates of raw materials exported from
lect the NPCs he/she wants to use in the game and makes them interact the Walk of Man. Alabaster has to this day 135 arrests on his account,
with the players who are part of the game. and 40 kills in the line of law enforcement duty.

Alabaster Those who wish to help protecting the land should report to Trapper Town and
sign up for a job as deputy of the Allied Regional Militia (ARM). Talk to either
• Race: Aesir Wafan Kaleb or Alabaster in Trapper Town for an admission into the ARM, which cost
• Gender: Male one Geodite. Each member will be given a numbered badge and work to keep
them busy and our land clean. Alabaster is the High Marshal or Trapper Town.
From 2490 2470 - 2490 High Marshall essentially amounts to Alabaster being the man who takes the
reports from all the sheriffs and marshals in the entire Walk of Man, and has to
• City/Region: Azuremar Plains • City/Region: Walk of Man deal with all their problems. He’s also the local ARM contact.
• Faction: The Avalon Council • Faction: Trapper Town
• Tenure: 9 years
Alabaster
Appearance
Alabaster is a grizzled looking older male Aesir Wafan in his late thirties.
He has medium grade armor and two energy pistols, an Ultrasound Attributes Backgrounds & Traits
Blaster and an EMP Blaster, one on each hip. He is also fairly solidly built. Strength: 7 Humanities: 7 Law Enforcement Agent: 8
Constitution: 8 Science: 3 Mesa Trapper: 7
Background Toughness:
Willpower:
9
9
Medicine:
Repair:
3
3
Aesir Wafan:
Ambidexterity:
3p
1p
Alabaster is the former crèche mate of Kaleb, these two were born and raised
in a Aesir and Vanir joint crèche, a very rare thing. They both took different Movement: 8 Animal Ken: 5 Contact: 3p
paths, one an outlaw, but Alabaster was ever the prodigal son and worked his Agility: 7 Driving: 8 Sense of Orientation & Time: 2p
way up the law enforcement ranks until he became the High Marshall for the Perception: 8 Close Combat: 5 Duties: -1p
entire Walk of Man. Before 2490 he was a member of The Voice of the West Stealth: 5 Ranged Combat: 7 Enemy: -3p
but then he was kicked “upstairs” for personality conflict reasons. During 2470 Acting: 8 Silent Machinery: 1p
he was a member of a Sheriff’s Posse for a time. He was raised in Trapper Speaking: 9 Swiftness: 1p
Town and he is the only remaining member of his family, although he follows
them in politics.
Armor Coverage: Deflect: Stop: Slow:
Regnant Jacket 11 4 6 11
Alabaster

Encumbrance 0: -2: -5:


15 30 75

Attacks Chance to Hit Damage


Attacks:

Range:
Strike / Snap Shot:

Guard / Directed:

Grapple / Aimed:

Defense / Auto:

Pierce:

Stun:

Injury:

Fence: -2
Power: -1
Precision: 0

Ultrasound Blaster: 6 8 9 7 2 3 1 28 22
EMP Blaster: 4 7 9 8 3 3 10 30 24
Punch: 8 2 12 7 4 25 17
Kick: 7 0 11 5 5 27 19
Wrestling: 11 8 BP 27 25

Damage thresholds Ranges


Stun Injury 1 10 m 6 500 m
2 20 m 7 1000 m
Arms:
Legs:

Negligible 8 5 Negligible
Minor 13 0 11 Minor 3 50 m 8 2000 m
Moderate 18 -3 18 Moderate 4 100 m 9 5000 m
Serious 23 -5 24 Serious 5 200 m
Severe 28 30 Severe Difficulty: Average / Hard

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45
New Horizon

Non-Player Ch ar acters (NPCs)


Their goal is to overthrow local government to create a so called ‘Demo-
Rusty Stars
Bandits are just as common in the Walk of Man as Hunters are. In fact, Ban-
cratically Correct Government of the Peoples’. This is the so-called Sea-
son of Gunshots, with the Rusty Stars and other bandits making so much
dits are common in every wild corner of the world, whether it is in Youzem, trouble that it threatens the whole economy of the world.
Neo Titania or Aquilon. Bandits prey upon hapless travelers and soldiers alike.
They are lawless rogues who only live for thievery and burglary. Some bandits
belong to a dangerous group called the Rusty Stars. Rampant banditry and Creating a new NPC
blatant acts of sabotage by the Rusty Stars has been sighted all over the re- Using these following guidelines you can easily create suitable NPCs
gion. Their goal is to overthrow local government to create a so called ‘Demo- for your game.
cratically Correct Government of the Peoples’. The Trapper Town Marshalls
are putting up large bounties towards the capture of these wretched humans Normal creation process for a new NPC:
and wafans, especially if they are part of the infamous Rusty Stars. During the You can create a new NPC in the same way as you create a new player
recent economic down turn affecting the entire Walk of Man region the Animus character. You invest a specific amount of Points into Attributes, Back-
bandits known as the Rusty Stars has been working overtime to make things grounds and Traits, and then you select armor, weapons, equipment and
even more unpleasant than what they already are. Rampant banditry and bla- complete the character sheet.
tant acts of sabotage by the Rusty Stars has been sighted all over the region.

Rusty Star Leader (Lead) Rusty Star Bandit (Padfoot)


Attributes Backgrounds & Traits Attributes Backgrounds & Traits
Strength: 7 Humanities: 5 Trapper (any): 8 Strength: 7 Humanities: 3 Trapper (any): 7
Constitution: 5 Science: 3 Sense of Orientation & Time: 2p Constitution: 5 Science: 3 Sense of Orientation & Time: 2p
Toughness: 7 Medicine: 3 Toughness: 7 Medicine: 3
Willpower: 9 Repair: 3 Willpower: 7 Repair: 3
Movement: 8 Animal Ken: 5 Movement: 7 Animal Ken: 3
Agility: 5 Driving: 5 Agility: 5 Driving: 3
Perception: 5 Close Combat: 8 Perception: 5 Close Combat: 7
Stealth: 8 Ranged Combat: 8 Stealth: 7 Ranged Combat: 7
Acting: 5 Acting: 3
Speaking: 7 Speaking: 5

Armor Coverage: Deflect: Stop: Slow: Armor Coverage: Deflect: Stop: Slow:
Hunter Jacket 10 4 7 12 Hunter Vest 7 4 7 12

Encumbrance 0: -2: -5: Encumbrance 0: -2: -5:


15 30 75 15 30 75

Attacks Chance to Hit Damage Attacks Chance to Hit Damage


Attacks:

Range:

Attacks:

Range:
Strike / Snap Shot:

Guard / Directed:

Grapple / Aimed:

Defense / Auto:

Pierce:

Stun:

Injury:

Strike / Snap Shot:

Guard / Directed:

Grapple / Aimed:

Defense / Auto:

Pierce:

Stun:

Injury:

Fence: 1 Fence: 0
Power: 0 Power: 0
Precision: 1 Precision: 0

Ophion F-40: 4 9 10 8 4 3 5 11 26 Ophion F-30: 4 7 9 7 4 3 4 10 24


Sword (cut): 14 7 5 5 25 30 Short Sword (cut): 12 5 13 6 4 20 29
Sword (thrust): 14 7 11 6 6 23 28 Short Sword (thrust): 12 5 14 6 5 22 27
Punch: 11 5 13 8 5 26 18 Punch: 10 4 13 8 5 26 18
Kick: 10 3 12 6 6 28 20 Kick: 9 2 12 6 6 28 20
Wrestling: 12 9 BP 28 26 Wrestling: 12 9 BP 28 26

Damage thresholds Ranges Damage thresholds Ranges


Stun Injury 1 10 m 6 500 m Stun Injury 1 10 m 6 500 m
2 20 m 7 1000 m 2 20 m 7 1000 m
Arms:
Legs:

Arms:
Legs:

Negligible 6 4 Negligible Negligible 6 4 Negligible


Minor 12 0 10 Minor 3 50 m 8 2000 m Minor 11 -1 10 Minor 3 50 m 8 2000 m
Moderate 17 -3 16 Moderate 4 100 m 9 5000 m Moderate 16 -4 16 Moderate 4 100 m 9 5000 m
Serious 22 -5 22 Serious 5 200 m Serious 21 -8 22 Serious 5 200 m
Severe 26 29 Severe Difficulty: Average Severe 25 29 Severe Difficulty: Average

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Role Playing Game

You can also use a NPC without filling out his character sheet. If you want to Attributes for Player Character and NPCs have the values 3, 5, 7-15.
fight an average NPC, then he will have the value 0 for his Modifiers: Fence, Monsters on the other had have values 1-20. Here are some pointers:
Power and Precision. It means that you don’t have to add these values to its • 3 = Weak.
weapon statistics. In other words, you can select a weapon from the weapon’s • 5 = Normal.
table and use its statistics without making any modifications to its statistics. • 7 = Trained.
• 8 = Experienced.
Different improvised NPCs: • 9 = Elite, after a lot of hard work and time.
• Average NPC: Just use the weapons table data without modification. • 10 = Phenomenal. Humanly maximum which is very rare, and it’s
• Better NPC: Assume all Weapon Modifiers are +1, or perhaps even +2. even more rare to have this value in several attributes.
• Worse NPC: Set all Weapon Modifiers are -1, -2 or whatever’s appropriate. • 11 = Superhuman. Maybe possible with extreme talent or with the
help of chemical, mechanical or biological advancements and
It is possible to create your own Non-Playing Characters (NPCs) for New with an enormous amount of training.
Horizon, as well as your own Monsters which follow the same creation • 12 = Legendary. More or less impossible to reach without the help
process. of external sophisticated cybernetics or biological improvements.

Robber Thug
Attributes Backgrounds & Traits Attributes Backgrounds & Traits
Strength: 7 Humanities: 3 Trapper (any): 7 Strength: 7 Humanities: 3 Trapper (any): 3
Constitution: 5 Science: 3 Sense of Orientation & Time: 2p Constitution: 5 Science: 3 Clumsy: -3p
Toughness: 7 Medicine: 3 Toughness: 5 Medicine: 3 Coward: -2p
Willpower: 7 Repair: 3 Willpower: 5 Repair: 3 Ugly: -1p
Movement: 5 Animal Ken: 3 Movement: 5 Animal Ken: 3
Agility: 5 Driving: 3 Agility: 3 Driving: 3
Perception: 5 Close Combat: 5 Perception: 5 Close Combat: 5
Stealth: 3 Ranged Combat: 5 Stealth: 3 Ranged Combat: 5
Acting: 3 Acting: 3
Speaking: 5 Speaking: 5

Armor Coverage: Deflect: Stop: Slow: Armor Coverage: Deflect: Stop: Slow:
Leather Jacket 10 2 4 7 Armor Jacket 10 2 3 6

Encumbrance 0: -2: -5: Encumbrance 0: -2: -5:


15 30 75 15 30 75

Attacks Chance to Hit Damage Attacks Chance to Hit Damage


Attacks:

Range:

Attacks:

Range:
Strike / Snap Shot:

Guard / Directed:

Grapple / Aimed:

Defense / Auto:

Pierce:

Stun:

Injury:

Strike / Snap Shot:

Guard / Directed:

Grapple / Aimed:

Defense / Auto:

Pierce:

Stun:

Injury:

Fence: -2 Fence: -2
Power: -1 Power: -1
Precision: -2 Precision: 2

Skinbreaker: 2 6 7 4 2 3 2 25 34 Ares Pistol: 3 3 6 4 2 3 4 10 24


Punch: 8 2 12 7 4 25 17 Knife (slash): 9 1 13 6 1 13 26
Kick: 7 0 11 5 5 27 19 Knife (thrust): 8 2 14 6 4 19 24
Wrestling: 11 8 BP 27 25 Punch: 8 2 12 7 4 25 17
Kick: 7 0 11 5 5 27 19
Wrestling: 11 8 BP 27 25

Damage thresholds Ranges Damage thresholds Ranges


Stun Injury 1 10 m 6 500 m Stun Injury 1 10 m 6 500 m
2 20 m 7 1000 m 2 20 m 7 1000 m
Arms:
Legs:

Arms:
Legs:

Negligible 6 4 Negligible Negligible 4 3 Negligible


Minor 11 -1 10 Minor 3 50 m 8 2000 m Minor 9 -2 9 Minor 3 50 m 8 2000 m
Moderate 16 -4 16 Moderate 4 100 m 9 5000 m Moderate 14 -5 15 Moderate 4 100 m 9 5000 m
Serious 21 -8 22 Serious 5 200 m Serious 20 -10 22 Serious 5 200 m
Severe 25 29 Severe Difficulty: Average Severe 24 28 Severe Difficulty: Easy / Average

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47
New Horizon

Vo|t Rule System


Vo|t Vo|t Doctrine 3: Balance
Vo|t defines “balance” as a state where every character can contribute to
Different role-playing rule systems can be applied and/or used with the
New Horizon world and its different games. the group’s achievements to a roughly equal degree. The basic premiss
of balance is that cost is determined solely and exclusively by useful-
Vo|t is a role-playing system developed to be used for different genres ness, to the character and to the group.
and worlds, with only a few adjustments for the setting. Vo|t has been
adapted for New Horizon and is the official rule system for this book. This It is a common misconception that balance means restricting key-abilities
book is using version 3.0 of the Vo|t rule system. to a certain race, “class”, profession, or the like, effectively limiting the
player’s choices. This does save the designers a bit of work, since there
Vo|t is a set of rules and practices designed to quickly and accurately de- will be fewer combinations to be weighed and compared - but in itself,
termine the realistic outcome of a character’s action, taking both skill and enforcing stereotypes is no guarantee for balance.
circumstance into account. The abilities of a character are summed up on
the character sheet, and chance is represented by two twenty-sided dice Many systems set the cost of an ability in direct proportion to how hard it
(d20). No other dice or tables are used in-game. is to learn. The problem with this method is that a pianist may have spent
just as much time refining her skills as a marksman. However, her abili-
ties are not likely to let her contribute as much in the group’s undertak-
How to read ings. In Vo|t, that makes shooting more expensive to master than playing
The idea is to read through the entire text in the order it’s been written, the piano. This also means that if you are able to lift half a metric ton, that
just like any ordinary book, not following any page references. The refer- is what you pay for - regardless of race, gender, trade, or the color of your
ences are there to serve as a guide to the reader who, once familiar with socks. There are no hidden back doors to cheaper improvements. If you
the text, might use the text more as a reference work. want an Attribute to increase, that is where you put your Points.

Vo|t Doctrine 1: Pace Doctrine 4: Immersion


In order to keep the focus on the story, the system needs to reach a The system is designed to keep the focus on the story as it is told; not
result using as few and as simple operations as possible. The human on dice or charts. Only the Storyteller needs to be familiar with Vo|t, and
brain tends to handle comparison better than calculation. Consequently, no player needs to think or speak of rules or numbers in-game. Players
Vo|t will ask “Which is the higher of A and B?” rather than “What is A merely describe their character’s intentions:
multiplied by B?”
• A: “I (want to) track them down”.
When comparison was not an option, the system uses single digit addi- • B: “I shoot him in the leg”.
tion and subtraction only. • C: “I (attempt to) stop the bleeding”.

Time in combat is measured in seconds, where each one is enough for The Storyteller uses Vo|t to get an objective result of this intention:
a single, immediate intention (action): run a few meters, take cover, aim,
shoot etc. Like in most systems, players take turns to describe the ac- • A: Rolls Hunter, Success: “You find trampled grass, the trail leads to
tions of their characters. Vo|t attempts to minimize the time needed to the south-east”.
determine the outcome of each action. Every intention should require no • B: Rolls Ranged Combat, Partial Success: “Your shot strays too
more than one roll, and whenever possible - no roll at all. There are no high - the bullet hits him in the back”.
tables or charts to look up in combat. The turn should pass swiftly, main- • C: Rolls Medicine, Failure: “The wound is all wrapped up, but the
taining a steady flow of events as well as a sense of urgency. bleeding won’t stop”.

Vo|t Doctrine 2: Sense Vo|t is designed to run silently, with the Storyteller handling all the num-
bers and rolls. In the end how you choose to play it is a matter of personal
The outcome determined by the system needs to make sense in the preferences. If you’d rather have the players take care of their own rolls,
game’s world. While this does not necessarily mean the outcome should the system won’t break because of it.
be realistic, as in coherent with our own reality, it usually means similar
factors need to be taken into account. Long range, moving target, fog - it
makes sense that this sort of thing would reduce the accuracy of a shot,
even if the game isn’t supposed to work exactly like our world. If the
rules fail to depict an outcome that belongs in the game, the rules need
to be changed. 3
That said, there are no classes, levels or hit points in Vo|t. The only re-
striction for equipment is common sense (the Storyteller’s): Anyone can 11
wear heavy armor, and anyone can use an assault rifle. Without an ap-
propriate Background there will be penalties, but there is no mystical
force that prevents you from equipping it. Improvements are achieved
gradually, one Point at a time. Having more Points does not increase the
damage you can take or dish out unless that’s where you spend them.
Injuries are based on thresholds: either it is bad enough to be a severe
wound, or it isn’t. This means three right hooks will not mysteriously add
up to the impact of a sledgehammer, and 50 paper-cuts will not kill you.

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48
Role Playing Game

Combat
Combat
Conflicts in which the participants risk injury and/or death are what we The exception: Close combat
call “combat”. This is the only part of Vo|t with its own, detailed mechan- At any time during a Turn, a character who has not yet acted may use
ics. This is partly because it generally means a higher degree of risk than an Action to make a close combat attack against anyone in reach. This
other things, and the characters also have a lot to lose: generally, life and overrides Initiative and may interrupt the movement of another character.
limb. It is also because actual combat is usually so frenzied and confus-
ing that it becomes very hard to keep track of what is actually happening, The target of a close combat attack may react immediately and take his
without using a structured system to describe it. or her Action in direct response to the attack. The counterattack is only
possible if the defender has not yet acted in the current Turn and is aware
We divide combat into two types: Close combat and Ranged combat. of the attacker’s presence and hostile intent.

Close Combat Example: Eva decides to use her Action this turn to attack Jacob. This means Jacob is
Close combat is divided into three distances: Grappling, Striking and given the opportunity to respond immediately, and he chooses to do so by attacking Eva.
Extended: Their attacks are resolved. Now, it’s Anna’s turn, and she chooses to attack Eva. Since
• Grappling distance is when you’re close enough to hug your Eva has already acted in this turn, she may not counterattack. She still defends herself,
opponent, strangle her, or throw her to the ground. but she may not make an offensive Action. After Anna’s attack is resolved, the turn ends:
• Striking distance is when you or the weapon you’re holding can Jacob has already acted in the turn, thereby using up his Action.
directly touch your opponent with just one quick step forward.
• Extended is the distance when you require a long weapon, such Actions
as a spear or a staff, to reach your opponent. Actions are things you attempt in the conflict, such as attacking, taking
cover or reloading. When the turn comes up in the Initiative order, a char-
Supposing both combatants are aware of each other’s hostile intentions, acter’s controlling player may declare an Action. This simply means that
combat usually starts at Striking distance, or at Extended if either of them the action is described - it may be declared by using its name in theses
has sufficient range to attack from it. mechanics, or by using some form of more fanciful description - an Attack
could be described as a punch or a kick - or even be shown physically by
Ranged Combat the controlling player (“I hit him like this”, showing a punch in the air). It is
Ranged combat is any kind of combat taking place at greater distances then up to the GM to interpret the declarations and ask for clarification or
than Close combat range. This means using weapons capable of injuring further description if anything seems unclear.
an opponent from a distance - examples include thrown rocks, bows and
arrows, and automatic weapons. Once declared, the Action is resolved. How an Action is resolved de-
pends on the nature and type of the Action.
Taking turns
In order to break combat down into manageable pieces, we divide it into Attack type:
Turns. One turn is about one second long. Each turn, each character or There are four types of attacks, regardless of the range. Each type de-
NPC involved is allowed to take one Action (see below). scribes a particular kind of intent with the attack:
• Most attacks are simply intended to maximize damage; this is the
Initiative Default attack type.
The order in which characters and NPCs take their turn is determined • It’s also possible to specify an intent to disarm an opponent. This
by their Initiative value. The Initiative value is generated only once, dur- usually means targeting the arms and hands, and is declared as the
ing the very first Turn. First, all combatants declare the Actions (see be- Disarm attack type.
low) they plan on taking in the first Turn. Calculate their Target numbers. • The third attack type is Immobilize, which signifies the intent to put
Those Target numbers are also the Target numbers for the Initiative roll, the opponent out of commission while not necessarily killing her,
with the exception that Encumbrance modifiers are always applied, even often by targeting the legs.
for ranged weapon attacks. • The attacker may also intend to Bypass armor in order to increase
her chances of actually getting though the opponent’s armor. This is
Roll against the Initiative target number. The result is the character or the fourth and final attack type.
NPC’s Initiative value. The character or NPC with the highest successful
Initiative roll acts first, meaning his or her Action is declared first in all The attack type should be declared when the attack itself is declared.
turns but the first, and resolved first in all turns including the first, followed The GM should make sure that the players are familiar with the different
by the second highest successful roll, and so on. When all those whose types and intentions.
Initiative rolls were successful have taken their turn, those who failed
their rolls act - again, ordered from highest to lowest. Passive:
Attacks have a distinct difference from other rolls: they must not only
When all have acted or chosen not to act, the Turn is over. Those able succeed, but also do better than the opponent’s attempts to not get hit.
and willing to continue may do so, and the next Turn begins. The initiative These attempts are called the opponent’s Passive. For an attack to hit
values remain unchanged until the end of combat. the target, the Success must be higher than Passive. In Close combat,
Passive is determined by the opponent’s skill and weaponry. For Ranged
Combat generally continues until all participants on at least one “side” combat, Passive is determined by the distance to the target. The target’s
are unwilling or unable to continue. size and motion may also come into play.

Example: Eva, Jacob, Lee and Anna are about to begin fighting. They roll their Initiative Close combat
rolls. Eva gets a 3 Success, Jacob an 8 Failed, Lee 4 Success and Anna 12 Failed. The Any character or NPC may choose to go into Close combat with anyone
initiative order for the battle is as follows: Lee, Eva, Anna, Jacob. who is within range of the weapon used in the attack. Throwing a weapon
does not count as a close combat attack. In close combat, the characters
In the first turn, after Initiative has been determined, characters and involved chose one attack each from the character sheet. This is done
NPC’s resolve their Actions according to their newly determined Initia- even if it is the character’s intention to only defend in this Turn. If the
tive order. In all turns after the first, this order is used - and Actions are defender has used (or is about to use) a Close combat attack during
resolved right after they are declared. this Turn, she must use the Passive values from that attack. Otherwise,
the defender may choose an appropriate Passive (Guard or Defense,
depending on the distance) from any readied weapon.

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49
New Horizon

Combat

Close combat Attack: If both fighters attempt the same kind of maneuver, the change in distance
In Striking or Extended distance, the attacker rolls Strike, against the is still only one step at a time: decreased distance from Extended becomes
target’s Passive: Guard. In grappling distance, the attacker rolls Grapple, Striking - not Grappling. A character may attempt to decrease the distance
against the target’s Passive: Defense. from Grappling. This does prevent the opponent from increasing it to Strik-
ing distance without passing an Agility roll, but it has no other effect.
The attacker needs a Successful result higher than the target’s Passive
to hit. Otherwise, the attack has failed, being either blocked, dodged or While the Agility roll for Maneuvering is done before the attacks, the ac-
otherwise averted by the defender. tual change in Distance occurs after the attacks have been resolved.

Both the attacker and the defender may be the subject of penalties, such Example: Faust and Josua are at Striking Distance. Josua attempts to close in to Grap-
as injuries, fighting in total darkness (-5), or Encumbrance, see page 31. pling Distance. Not willing to take the risk of backing away, Faust stands his ground. Their
attacks are resolved using Strike versus Guard. Faust did not attempt to increase the
Example: Abel tries to hit Kain with an axe. Kain isn’t within grappling distance, so Abel Distance: the next Turn they will be at Grappling Distance.
rolls his Strike, which is 9. Kain can defend himself, and his Guard is 3. Abel needs to roll
between 4 and 9 with at least one die in order to hit Kain. When fighting several opponents at once, a character may only decrease
the distance to one of them, but may roll Agility to increase the distance
Should the target be unable to defend for whatever reason (e.g. caught to each opponent.
by surprise or tied to a chair), neither Defense nor Guard counts.
Ranged Combat
Counterattack: When a close combat attack is made against a target who The main difference between close and ranged combat is that in the latter, it is a
can see the attack coming, the defender may use her Action (if she has not lot harder to defend oneself directly against incoming attacks. Instead, one must
used it already) to immediately make a counterattack. In the counterattack rely on finding shelter, moving around and distracting the opponent - by return-
the roles are, of course, reversed - the defender becomes the attacker, and ing fire, for instance - to increase the chances of getting out of the battle alive.
vice versa. In Close combat, both attacks are first declared, and then they
occur simultaneously. This means that even if one attack causes injury or Ranged combat Attack:
death, it will not affect the opponent’s attack in this Turn. It is possible (and The likelihood of hitting a target with a ranged weapon depends largely
not too uncommon) for two combatants to kill each other. on to what extent the weapon is already pointed at it.
• Aimed: If the entire previous Turn was spent Aiming at the target,
Reckless attack: The intention to attack recklessly must be announced the weapon’s Aimed value is used as the Target number. As soon
before the opponent takes any Action, for instance at the beginning of the as the first shot has been fired, however, the Aimed bonus is lost,
Turn. The reckless character gains +3 to her attack, but anyone attacking unless another turn is spent Aiming.
her in this Turn gains +5. Both attacks and counterattacks can be Reckless. • Directed: A readied weapon can fire directed shots at any target in
the direction in which it is pointed. Weapons are considered
Example: At the beginning of the Turn, Kain’s player announces that the character is “directed” at an area as wide as the Range in meters.
going to be reckless this Turn. His Strike is 8 and he gains the +3 bonus for a total Strike Example: 10m away (Range 2), the weapon is Directed at a circle with a 2m radius.
value of 11. On the other hand, Abel will gain +5 when attacking Kain, and so will anyone • Snap Shot: When firing at a target outside the area covered by
else attacking Kain in this Turn. Directed, Snap Shot is used.

Repeated Attempts in Close Combat: Example: A sniper is aiming at an enemy lieutenant in a camp, 500m away (Range 6).
Making the same kind of attack with the same weapon against the same Suddenly, a captured spy is dragged out of a tent 4m away from the target. The sniper
target two Turns in a row is predictable. In effect, the second attempt in- can, this Turn, either fire an Aimed shot at the lieutenant, or a Directed shot at the cap-
curs a -2 penalty to Strike, Guard, Grapple and Defense. Switching back tured spy (as the spy is within 6m of the target). If the spy had been 20m away from the
and fourth between two different attacks does not trigger this penalty, and lieutenant, the sniper could only have fired a Snap shot at him.
making the same attack more than twice does not increase it any further.
• Against a moving target less than 5m away, one may only fire Snap Shots.
For example, if the attacker has already made one attempt to Disarm an op-
ponent with a right hand knife thrust there are three ways to avoid this penalty: There are factors which may affect the Target Number of a Ranged attack:
• Change the type of attack: Immobilize instead of disarm, or slash • +5 Peace and quiet (not a combat situation, or anything else
instead of thrust. causing comparable levels of stress).
• Attack using another weapon (this works even if it is an identical • +2 Shooter is not threatened (target is unaware or unable to retaliate).
knife held in the left hand). • -2 Special Ranged Attack (i.e Disarm, Immobilize or Bypass Armor
• Attack another opponent. attack)
• -2 Reduced sight (fog, gloom, blinded by light)
Maneuvering • -5 Blind Fire (the shooter knows roughly where the target is, but
Maneuvering is part of an Attack Action and represents the intentional can’t see it: always snap shot)
change in distance between two combatants; decrease or increase. It is
declared before the attacks, and the fighter with the lowest Agility value There are also factors which may affect the target’s Passive:
must decide first. Maneuvering does not require rolls, with one exception: Target Size
In order to increase the distance to an opponent that wishes to decrease • -1 Large (the size of a car or a larger riding mount, Huge jotuns)
it, the character must pass an Agility roll. • +1 Small (drones, the engine of a car, animals the size of a dog)
• If either fighter is Reckless, the distance automatically decreases, Target Position
and no Agility roll is made. • +1 Prone
• If the Agility roll succeeds, the distance is increased. • +2 Partial Cover (mostly hiding around a corner or behind a large
• If the Agility roll fails, the character may not attack that opponent object)
this Turn, and the distance is not increased. • +3 Entrenched (a good, well-prepared firing-position)
Target Motion
If one combatant decreases the distance while the other successfully • +1 Walking
increases it, the distance remains unchanged. • +2 Running (the target has moved a total of 10m or more during
this and the previous Turn)

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Role Playing Game

Ranges: Natasha rolls one die for the remaining attack against Andrew. It comes up 11 - higher
For Ranged combat, much of the Passive is determined by the distance than the Auto value. It misses. She then rolls two dice for the attacks against Nick, which
to the target: come up as 4 and 15. 15 is a miss. 4, however, is a hit. The weapon is no longer Directed
Range: Distance:
at either one of the targets.
1 10 m
Blind fire:
2 20 m
Blind fire means shooting at a target with a more or less known location,
3 50 m
but no visual contact (e.g. total darkness, blinded by strong light or firing
4 100 m
around a corner without looking). Blind fire is always Snap Shot (or Auto
5 200 m
If the distance is when firing several rounds) at -5.
6 500 m
about 10m, the
7 1 000 m Movement
Range is 1. If it is
8 2 000 m
closer to 20m, it is 2. As an Action, a character may move up to its Movement in meters. When
9 5 000 m
attempting to outrun, catch up with, slink past or block the escape of
The weapon’s Range value determines the longest Range at which it is someone in open terrain, an opposed Movement roll is used. In a more
still accurate. It can be fired at targets one notch beyond its Range (and confined space, like indoors among chairs and tables, in an scrubby for-
no more than one), but this incurs a -5 penalty. est or under water, use an opposed Agility check.

Example: A pistol has Range 3, and is used to fire at a target 100m away (Range 4). The Movement can be combined with other Actions, with the following limitations:
shooter receives a -5 penalty to the shot, and must score higher than 4 to hit. If the target • Movement can be combined with a Close Combat Action without
had been 200m away, the shooter would not have been able to hit. penalties. If the target is aware of the Movement, this gets the
character no closer than Striking Distance from the target, or
Multiple Attacks: Extended if the target has a long weapon. From there, use
If the weapon has 2 or more Attacks per Turn, it may be fired multiple Maneuver.
times each Turn. The number of attacks is not the same thing as the • Attempting to Aim a ranged weapon while moving renders the
number of bullets leaving the weapon. Below is an approximation: weapon Directed, not Aimed. -2 to ranged attacks, Movement is
Attacks: Rounds: halved.
• All attacks end the Movement. A character may not (in the same
1 1 Turn) attack and then move.
2 2 • Combining Movement with any Action other than attacks incurs a
3 5 -2 penalty to both Movement and the other Action, if applicable.
4 10 • Ducking and weaving to present a more difficult target reduces
5 20 Movement by -2. A successful Agility roll increases Passive to +3
6 50 (Irregular) instead of the usual +2 (Running).
7 100
Wait
“Rounds” being to total number of rounds fired that turn, including the initial Another possibility is to wait, simply passing the turn on to the next Initia-
one. Roll one die for each additional attack the player chooses to make. tive score in line. A waiting character may choose to act immediately after
Every die that is equal to or lower than Auto but higher than the target’s any other character, but may not interrupt their Actions. When the wait-
Passive is a hit. For every hit, the initial attack becomes more dangerous: ing character has acted, she returns to her regular place in the Initiative
• Pierce +1 order, as of the next turn. When it is the waiting character’s turn to act
• Stun +3 again, she may continue to wait, or do something else.
• Injury +3
A waiting character may be ready to perform one specified Action, such
If two or more attacks made in one turn miss, the weapon is no longer as firing in a certain direction (about 90°maximum width, Snap shot
Directed. Resolve the effect of the initial attack using the modified dam- unless a target is specified), drop prone, remotely trigger an explosive
age. No other rolls are made. charge etc. The specified waiting Action may be used to cut off another
character’s Action. If several waiting characters react to the same event,
Example: The initial Aimed shot of an automatic burst hits the target. The weapon has they act simultaneously. If it for some reason is very important in what
4 Attacks, and one die is rolled for each of the three remaining attacks. Two of them order they act (e.g. a good old Mexican standoff), they roll a temporary
are lower than or equal to Auto but higher than Passive, so the Pierce of the Attack is Initiative to determine the order.
increased by 2, and Stun and Injury are increased by 6 each. Since two of the attacks
missed, the weapon is no longer Directed at the target. If the waiting character wishes to take an Action that is not specified as
above, this Action will take place after the event that the character reacts
Multiple Targets: The attacker may distribute the attacks over several to. It may not interrupt the Actions of another character.
targets no more than 90° apart, from the attackers point of view. For
every full 5m between the intended targets the furthest apart from one Aiming:
another, one Attack is lost. After having firing upon multiple targets, the A character that is Aiming at a target may continue to do so while waiting,
weapon is never considered Directed. provided that the target remains the same.

Example: Natasha is shooting at Andrew and Nick with a machine gun. She has de- Miscellaneous Actions
clared that she wants to “empty the magazine at them”, which means using the maximum Other Actions include anything that takes about a second: locking and
amount of attacks per turn. In the case of this machine gun this means 4 attacks - or 10 loading a weapon, Aiming, standing up, taking cover, get into firing posi-
rounds. The GM determines that they will receive two attacks each. tion, pulling the pin from a grenade, taking out an empty magazine or
putting in a new one.
Since she had already pointed it towards Andrew, her first attack is made with the weap-
on’s Directed value as the Target number. The value is 8 (her Ranged combat of 7 plus Dropping a weapon or switching between holding a weapon with one or
the weapon’s Directed modifier of 1), and she rolls a 5 Success. The first shot hits. The two hands does not count as an Actions. If an Action takes significantly
remaining attacks are made against her Auto value, which is 5. more time than a second, it will reach across several Turns.

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51
New Horizon

Combat and I njur ies


Injuries
Taking cover: Effects which are dangerous to the character are expressed as two dam-
As an Action, a character may seek cover or a firing position, provided age values: Stun and Injury. Stun hurts, and you get it primarily from blunt
there is a suitable cover within half the character’s Movement in meters. violence like punches, kicks, falls and clubs. Injury means more slow-
A character taking cover is not visible at all and may not fire nor be di- healing, lasting injuries such as cuts, bullet wounds and broken bones.
rectly fired at. A character in a firing position is harder to hit, increasing
Passive. Going from a firing position to cover can be combined with a The higher the value of the Stun or Injury, the more dangerous they are to
non-movement Action that does not require a roll, like reloading. Going the character. When a character is injured, the incoming Stun and Injury
from cover to firing position can be combined with directing (but not aim- values are compared to her Damage thresholds.
ing or firing) the weapon at a target with a known location.
The worst Damage threshold not exceeded by the damage value deter-
Wrestling mines the degree of Stun or Injury.
Wrestling is a special type of unarmed close combat attack made at
Grappling distance, against the target’s Defense. They can target the For instance, if an attack’s Stun value exceeds a character’s Moderate
head or body (Default), the arms (Disarm) or the legs (Immobilize). If the but not her Serious Stun threshold, then she suffers Serious Stun.
attack is successful, the targeted becomes Seized at the end of the Turn.
Once Seized, a character may not move out of Grappling Distance. A A wounded character suffers the Wound Penalties of the worst Stun or
Seized opponent allows the attacker to make a Break attack: Injury sustained.

Break: A successful Wrestling roll deals damage to the target, bypassing Example: Jessica receives an Injury of 12. Her Minor damage threshold is 10 and her
all armor regardless of Coverage. The target is still considered Seized Moderate threshold is 16. Since the incoming Injury is above her Minor threshold but
after a Break. Break attacks are considered Disarm against Seized below her Moderate, she receives an injury of Moderate degree. This means she will get
arms and Immobilize against Seized legs. A Break as a waiting Action is a -4 penalty to all rolls until the injury is healed.
enough to dissuade most people from further resistance.

To break free, the victim makes a wrestling attack against the opponent
that has Seized it. A successful roll breaks the Seize.

Characters become Seized after Attacks are resolved, before the Dis-
tance changes:
• Seizing the arm in which the opponent is holding a knife (Disarm)
will not prevent the opponent from attacking with it the same Turn
(but it will the next).
• If the target is successfully freed in the same Turn the opponent is Jessica’s Injury values.
attempting a Break, the Break fails. Damage
After a successful attack, the attacker has either rolled below or equal
Wrestling requires two empty hands and is very risky to attempt when to the relevant Target number with one die or with two. A successful at-
outnumbered: tack roll where one die is successful is called a “Hit”, while one with two
• If the wrestler has only one hand empty and available, wrestling successful dice is called a “Full Hit”. A Hit simply deals damage, regard-
attacks are made at a -2 penalty. less of the purpose of the attack. A Full Hit may have additional effects,
• A character that performs wrestling Actions has a -2 penalty to depending on the attacker’s intention:
Defense and Guard when defending against attacks made by • Maximum damage (default)
anyone other than the wrestling target. • Bypass armor
• Disarm
From Attack to Damage • Immobilize
After a successful attack has been made - that is, an Attack roll with at
least one successful dice - the quality of the hit is determined. A success- If the attacker does not specify an intention, it is assumed that the goal is
ful attack roll where one dice is successful is called a “Hit”, while one with to inflict the most severe damage possible.
two successful dice is called a “Full Hit”.
• If both dice are below or equal to the target number, but one of them Coverage
is lower than target’s Defense or Guard (or the Distance, for ranged If the target is wearing an armor, the first thing to determine when resolv-
weapons), it still counts as a Full Hit. ing an attack is whether or not the armor protects. If the white die is high-
• Lucky rolls (Black die comes up 1) are “Full hits” only if both dice er than Coverage, the attack strikes where the armor does not protect.
are lower than or equal to the target number. They still have to beat • Wrestling: Armor never protects against Wrestling attacks (excep-
the Defense, Guard or Range. tion in sci-fi: mechanized armor).
• Coverage 20: If the Coverage is 20 the armor always protects, ex-
The successful attack may result in an Injury. This process is explain in cepting only Wrestling attacks.
the Injuries section (see page 52). • Disarm: An armor that does not cover the arms never protects
against Disarm Full Hits.
Multiple Weapons • Immobilize: An armor that does not cover the legs never protects
against Immobilize Full Hits.
Firing two weapons:
• Bypass: Bypass Armor attacks ignore armor if any die, black or
A character firing two firearms at once suffers a -2 modifier to Precision,
white, is higher than Coverage.
cumulative with all other penalties, such as those for wrong hand (-1).
This is handled as two separate attacks. Only one weapon at a time can
In all other cases, the armor protects.
be Aimed or Directed. The other attack is always a Snap Shot. A charac-
ter may not fire more than two weapons as a single Action.
Bypassing armor in close combat is difficult. The procedure often in-
volves grappling and inflicting Stun damage on the opponent with punch-
es in order to wear down the Defense.

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Protection Disarm: Normal Hit damage. If either Stun or Injuries is Serious, Severe
If the attack strikes armor, the weapon’s Pierce is compared to the De- or Critical, the target drops what was held in a hand of the attacker’s
flect, Stop and Slow values of the target’s armor: choice and is unable to use it until the wound heals. Mark the Injury
• Pierce is lower than or equal to Deflect: The attack causes no damage. in the Arms column, and mark it again as a Serious Injury in the main
• Pierce is lower than or equal to Stop: The attack causes no Injury, and Injury column. A Critically injured arm is either crushed beyond repair,
Stun is reduced one level. severed or torn off.
• Pierce is lower than or equal to Slow: Injury and Stun are reduced one
level. The armor is damaged. Immobilize: Normal Hit damage. If either Stun or Injuries is Serious,
• Pierce is higher than Slow: The armor has no effect, but is still damaged. Severe or Critical, the target falls to the ground, unable to stand up until
the wound heals. Mark the Injury in the Legs column, and mark it again
Hard armor is damaged when the Pierce value of an incoming attack is as a Serious Injury in the main Injury column. A Critically injured leg is
higher than Deflect (it breaks from Stop as well as from Slow). either crushed beyond repair, severed or torn off.
When an armor is damaged, check the highest empty Coverage square.
This indicates that part of the armor has been destroyed. Only blank Stun
squares count as Coverage. There are five levels of Stun and five corresponding thresholds. In order
to determine how Stunned the character becomes, compare the incom-
ing Stun damage from the previous step with the character’s Stun thresh-
olds. If the Stun damage is equal to or lower than a specific Threshold,
then the character is Stunned to the corresponding degree.

Minor, Moderate and Serious Stun are various degrees of dizziness that
inflict penalties to everything the character attempts to do, but they are
not very lasting (see Recovery).

Severe Stun knocks the character to the ground, only vaguely aware of
Coverage 9, worn down to 8. her surroundings. Severe Stun permits the character to crawl a meter
each Turn. No other Actions are possible.
If the armor is damaged by a burst of automatic fire, each Hit counts as a
separate damage to the armor. Critical Stun is unconsciousness. The character may not act in any way
whatsoever. This occurs when the incoming Stun is higher than the char-
Reinforced Areas acter’s Severe Stun threshold.
If a character that wears an Armor with a Reinforced Area, first compare
the incoming attack to the Coverage of the Reinforced Area. If the Cover- Example: Jessica also suffers a Stun of 8. This is higher than her Negligible Stun thresh-
age is lower, compare it to the Coverage of the rest of the Armor. old, but lower than her Minor level. This results in a Minor Stun.

The damage roll


The white die symbolizes Stun, the black one Injury. Like with the usual
Attribute rolls, the goal is to roll as high as possible below or equal to a
Target number - in this case, the weapon’s damage values. The differ-
ence here is that there are generally two Target numbers, since most
weapons have two damage values: one for Stun and one for Injury. They
symbolize the weapon’s ability to cause Stun damage and Injuries, re-
spectively.

If it is possible to add an even multiplier of 20 (20, 40, 60…) to the result Jessica’s Stun.
and still end up below or equal to the damage value, do it. Injury
There are also five levels of Injuries, each with their own threshold. In or-
Example 1: The Stun value is 32. The Stun die result is 10. 10+20 is 30, still below the der to determine the level of Injury sustained, compare the Injury value of
Stun value. The Stun damage is 30. the incoming attack to the character’s Injury thresholds. If the Injury value
is equal to or lower than a specific Threshold, the character receives an
Example 2: The Injury value is 49. The Injury dice result is 8. 8+20+20 is 48, still below injury of the corresponding level.
the Injury value. The Injury damage is 48.
Injuries are recorded by striking a horizontal line through the correspond-
Example 3: The Stun value is 25. The Stun dice result is 16. 16+20 is 36, which is above ing circle in the Injuries table. Additional injuries are not recorded if they
the Stun value. The Stun damage is 16. are of a lower level than the previous injury.

Full Hits: Example: Jessica receives an Injury of 6. This would be a Minor injury, but as she’s
Maximum damage: In a Full Hit with the intention of causing maximum already got the Moderate level, the new injury is not recorded.
damage the roll is made like a regular damage roll. The difference is that
die that yields the highest result for Stun and Injury is used, disregarding
the color of the dice.

Example: The attack has Stun 16 and Injury 23. The black die comes up 15 and the white
one 8. The highest Stun that can be achieved is 15. Stun is 15. The highest Injury that
can be achieved is 15. Injury is 15.

Bypass armor: Normal Hit damage. If either die is higher than the tar-
get’s Coverage, the armor is bypassed.
Jessica’s Moderate Injury.

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53
New Horizon

I njur ies

Negligible: Bits of hair or clothes chopped up, possibly a bruise. Doesn’t Example 3: André receives a Severe injury, with damage dice results 7 (black) and 13
break the skin. (white). The black die is odd, so André will bleed to death in 13 minutes.

Minor: Injuries limited to skin and surface muscle tissue. Except caus- Example 4: André receives another Severe injury. The damage dice are 8 (black) and 2
ing pain, they don’t limit the usability of the body part and will often heal (white). Because of the previous bleeding, the black die counts as odd. Without compe-
quickly. tent medical attention, André has two minutes to live.

Moderate: Might be cracks in or chipping of the skeleton, significant Bleeding may be stopped by a successful Medicine roll (one roll per
crushing or cutting damage to the muscles - limiting, but not completely bleeding to be stopped):
eliminating, the usefulness of the body part.
Bleeding: Modification to the Medicine Target number:
Serious: Extensive fractures and/or partly severed muscles. The injured
limb works very badly, if it works at all, and any movement causes ex- In arm or leg +2
treme pain. < 10 min left -2
< 1 min left -5
Severe: An injury is Severe when the character has received life- Treating yourself -2
threatening damages, or an arm or leg has been completely disabled. These modifications are cumulative, when applicable.
Examples include severed tendons, an arm being broken in several
places, or a blown kneecap. Severe injuries will not heal without surgical Cumulative damage
procedures. If a character suffers both Stun and Injury, she only receives penalties for
the highest of the two. Penalties from Stun and Injury are never added
Critical: These injuries are blatantly destructive in a permanent way: together.
Bowels are all over the floor or half the cranium smashed in. This occurs
when the incoming Injury is higher than the character’s Severe Injury If the level of the incoming injury is equal in level to an injury previously
threshold. Critical injuries that are the result of Disarm or Immobilize re- sustained, it is usually ignored, as described above. There are, however,
sult in a Missing Limb Trait. Non-Disarm or Immobilize Critical Injury is two exceptions: Moderate and Serious. When sustaining an additional injury
instantly fatal beyond repair, unless genre-specific, high-tech or magical of Moderate or Serious level, the new injury is recorded as one level higher.
intervention is available. Some genres even lack a Critical damage level When determining bleeding, treat the injury as the recorded, higher level.
altogether.
Example: Jessica receives another Moderate injury. This is, decidedly, not her day. The
Bleeding additional Moderate injury is recorded as a new Serious injury.
Bleeding, in Vo|t, refers to life-threatening loss of blood, or other types
of wounds that are fatal only after some time has passed. Minor Injury
or worse does mean that blood is shed, but unless potentially lethal, the
system will not consider it Bleeding. In New Horizon, wafans bleed more
slowly than the human races.

Bleeding is determined both by the damage level of the injury and wheth-
er or not the black die is odd. Minor and Moderate injuries do not lead to
life-threatening blood loss. Serious injuries may be fatal if untreated, and
Severe ones are. Critical injuries kill instantly, which means no bleeding
rolls are needed. Severe and Critical Injuries to arms and legs count as Jessica’s Injury values.
Severe when determining bleeding.
Note that additional Moderate injuries do not turn into Severe injuries.
Bleeding is handled as the amount of time before the character bleeds to Injuries are only ever “raised” one level in this manner.
death. It is always a multiple of the value of the white die of the damage
roll. A higher bleeding time is better, since it means there is more time The above also applies to Stun, with the addition that two Severe stun
before death occurs. damages add up to Critical stun. If the level of the incoming stun is equal
in level to stun damage previously sustained, Moderate, Serious and Se-
If you incur multiple bleeding injuries, treat the black die as odd even if vere Stun will increase one level.
it isn’t. Only use the worst bleeding to determine the time before death
occurs. Recovery
Both Stun and Injury heal after successful Recovery rolls, which are
Serious injuries made using Constitution.
• Black die is even: no bleeding.
• Black die is odd: bleeding time is 10 x white die minutes (white die Stun
hours for wafans). There are three types of Stun Recovery:
• Action. Minor, Moderate and Serious Stun can be cured by a the
Severe injuries Recovery roll that requires an Action, taking the penalties for the
• Black die is even: bleeding time is 10 x white die minutes (white die Injury into account. A successful Recovery roll clears all Stun at the
hours for wafans). end of the Turn. Severe or Critical Stun cannot be cured this way.
• Black die is odd: bleeding time is white die minutes (10 x white die • A break. A minute’s relative peace and quiet. This Recovery roll
minutes for wafans). does not take the wound penalties into account, If successful, it
reduces the Stun one level.
Example 1: Alice receives a Serious injury, with damage dice results 4 (black) and 6 • Rest. An hour of rest removes any remaining Stun, no rolls required.
(white). The black die is even, so Alice will not bleed to death from this wound.
A character that suffers Critical Stun makes a Recovery roll the next Turn,
Example 2: Alice receives a Severe injury, with damage dice results 6 (black) and 18 (white). with Serious Penalties. A success lowers it to Severe Stun.
The black die is even, so Alice will bleed to death in three hours (10×18 = 180 minutes).

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Role Playing Game

Injuries Severe Injuries:


An Injury will, during the process of recovery, be Vulnerable. A Vulnerable In order for it to even be possible to make Recovery rolls for Severe
Injury’s recovery is very easily undone - each time the same hit location injuries, a medically competent person is needed - as well as the right
gets a new injury (of any level), one level of recovery is undone. Any circumstances, such as peace and quiet in a structured environment and
straining beyond light physical therapy might call for a Constitution roll to access to the applicable tools.
ensure the Injury’s recovery isn’t undone.
The medically competent person makes a Medicine Attribute roll. Missing
The penalty incurred from the injury on all Actions involving the limb is tools or unfavorable circumstances mean negative modifications on the
based on the latest level to be Vulnerably recovered, not the level of the roll. If the roll succeeds, the injury is lowered to Serious (vulnerable) and
highest actual injury. may begin healing naturally.

Critical and Severe injuries will not heal without medical treatment, other- Critical Injuries:
wise the original injury determines how often a Recovery roll may be done: Critically injured arms or legs do not grow back, unless the character has
• Minor: Every 2 days Regeneration. The procedure of the controlled amputation of a critically
• Moderate: Every 5 days injured limb follows the same rules as Severe injuries: Surgery reduces
• Serious: Every 10 days it to a Serious injury, and after that recovery rolls are made to close the
wound one level at a time. Wafans and Prometheans may replace the
Several Traits change the time required for each Roll. A successful lost limb. Olympians may undergo cybernetic or genetic therapy, effec-
Recovery roll lowers the effective Damage level of the injury one level. tively becoming either Medean or Promethan (forfeiting any Olympian
This recovery is Vulnerable, which is recorded by making a vertical line Traits). As long as they remain Olympian, however, critically injured arms
through the horizontal one used to mark the original injury. If all levels are or legs cannot be replaced.
healed this way, the most severe level is completely removed (both the
vertical and horizontal lines). Repairing Wafans
Wafans recover Stun damage just like humans do, but they do not heal
Injuries (unless they have nanobots). The wafan process for recover-
ing from Injury very much resembles to that of humans, but instead of
making periodic Constitution rolls, wafans must be repaired. A Cyber Life
Surgeon with the appropriate tools may spend one hour to make a Repair
roll. Limbs are easier to repair, granting a +2 bonus to the roll. A success
creates a vulnerable recovery, by the same rules as for humans. A failure
means that the hour was wasted without any benefits to the wafan.

Contrary to humans, which always require time to heal, wafans can be


repaired again the next hour, and again until the damage is fully repaired.
Critically injured wafan limbs cannot be repaired, but must be replaced.
Replacing a limb is faster and easier, but also expensive. The procedure
takes 10 minutes, and requires a Cyber Life Surgeon to pass a Repair
test with +5. Failure will not damage the replacement limb.

Keep in mind that most often healing requires certain equipment, and
the physician should at least have a cyber life kit (see Equipment table).

Keep in mind that most often healing requires certain equipment, and
the physician should at least have a medical kit (see Equipment table).

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55
New Horizon

H azards
Hazards
When a character is exposed to a toxin, roll its Potency, using the sub-
Exhaustion ject’s Toughness as the Passive.
When a character is performing prolonged strenuous activity, the circum- • If the roll has no success that is higher than Toughness, the subject
stances could call for a Constitution roll. Strenuous activity could be car- suffers a very lenient version of the toxin’s effect, and after twice the
rying a heavy bag up a hill, brawling in a bar or being ready for battle for Delay. Stun and Injury are reduced by -10.
several minutes, weapon raised and looking for hidden enemies. • If the roll has one success that is higher than Toughness, Injury and
Stun are reduced by -5. Other effects and their durations are halved,
Prolonged exposure to heat or cold causes exhaustion. when applicable.
• If the roll has 2 Successes, and the highest beats Toughness (a Full
When the Constitution roll fails, the character becomes tired, which mani- Hit), the subject suffers the full effects of the toxin.
fests as Stun damage. If the character is already Stunned, whatever the
source may be, the Stun Threshold is increased one level: Minor be- Example: A professor of archeology with Toughness 8 is hit by a poisoned dart, delivering
comes Moderate, Severe becomes Critical, and so on. If the endeavors one dose of an Injected Potency 15 Neural toxin with a Delay of 20s (seconds). Its effects
are particularly taxing or time-consuming, the GM should apply penalties are 35 Stun damage for 2h (two hours). The roll is 10 and 17. One success is above the
to the rolls. Passive. The Stun is reduced to 30, and the duration to one hour. The Stun die turns up
8. Since 20 can be added to 8 without exceeding 30, the Stun damage is 28. This is more
If the character got tired from just minutes of effort, exhaustion can be than the archaeologist’s Severe Threshold, so in 20 seconds he will pass out for one hour.
cleared with a successful Constitution roll, with wound penalties. One
attempt per second is allowed, just like with any other Stun damage. Increasing or reducing the dose affects the Potency:
However, if the character became tired after hours of effort, each attempt
to shake the exhaustion takes one minute. Dose: Potency:

Falling x10
x5
+10
+5
Damage from falling inflicts both Stun and Injury damage. The base dam- x2 +2
age is set by the height, and then modified by the surface the character /2 -2
lands on, as well as the success of the Agility roll. When all modifications /5 -5
are made, roll the damage. /10 -10
Fall: Damage:
If an Absorbed or Injected toxin is used to coat a weapon, only a single dose can
be administered in an attack. The first successful attack uses up the toxin. (A
2m 17
list of toxins is found in a table which can be downloaded from our web-page.)
5m 26
10 m 33
Toxic fumes:
20 m 40
One of the most dangerous aspects of a fire is the smoke. If the concentration
50 m 50
of smoke is high (e.g fires indoors, or when entire buildings or hundreds of
100 m+ 57
trees burn), treat it as an Inhaled Potency 15 toxin with a Delay of 5 seconds.
• Smoke from burning wood or plants causes 30 Stun damage for one hour.
Note that fall damage does not increase beyond 100 meters. This is be-
• Smoke from fires in certain plastic materials and chemicals turns into
cause the speed of the fall does not increase past that distance. Falling
acid in the lungs, causing 30 Stun and 30 Injury.
does not need to overcome the armor’s Protection levels to cause dam-
age, but if the character is wearing at least a vest and a helmet, armor
Adjust the Potency if the concentration is extremely low or high. Most build-
may reduce the damage (see page 52-53).
ings, even wooden ones, contain enough paint and plastic components in
furniture, fabrics and electronics to make the smoke cause Injury. Smoke
Surface:
is typically clearly visible and lighter than the air around it, which means
-10 water (>3m)
the effect can often be avoided or mitigated by crawling on the ground.
-5 snow (>1m)
-2 slope (>45°)
+0 sand or dirt (with or without grass)
Disease
+2 hard, flat surface (metal, concrete, asphalt) A disease is described by Transmission, Infectivity, Latency and Symptoms.
+5 hard, rough surface (large rocks, cliffs) Transmission could be, for example: Contact (touch), Oral (through food or drink-
ing water), Vector (carried by an animal), or Airborne. Infectivity measures the
Agility and armor: likelihood of infection. Latency is the time between infection and the sign of the
- the Success rate of the Agility-check first Symptoms. The Symptoms, in this context, are the effects of the disease.
-2 wearing armor that covers torso and head
When a character is exposed to a disease, roll its Infectivity, using the
Example: Thomas, Agility 7, misses a jump between two buildings, and falls 20m (dam- subject’s Constitution as Passive.
age 40). He lands on asphalt, which increases the damage to 40+2 = 42. His Agility roll is • If the roll has no success that is higher than Constitution , the
4 and 16: a success of 4. This reduces the damage to 42-4 = 38. The damage roll turns subject suffers a very lenient version of the Symptoms, and after
up Black 4, White 12: Injury 24, Stun 32. twice the Latency. Stun and Injury are reduced by -10.
• If the roll has one success that is higher than Constitution, the
Toxins Symptoms and their durations are halved, when applicable. Stun
and Injury are reduced by -5.
A toxin is described by ROA (Route of Administration), Potency, Delay
• If the roll has 2 Successes, and the highest beats Constitution
and Effect. The ROA could be Absorbed (through the skin), Enteral (eat-
(a Full Hit), the subject suffers the full Symptoms of the disease.
en or imbibed), Injected or Inhaled. Potency determines how likely the
subject is to be affected. Delay is how long it takes for the toxin to work.
The Infectivity of the disease should be modified in accordance with the characters’
If no other unit is written, it is in seconds. The Effect could be simple
exposure to the pathogen (did they wade through the infected river, or did they drink
damage for many types of poison, or a more elaborately described con-
from it?) as well as their counter-measures (e.g. good personal hygiene against
sequence.
Contact-transmitted disease, mosquito nets against Vector borne, and the like).

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Role Playing Game

Monsters of New Hor izon


Arbor Strangler Belaboar
• Fauna: Nemorisfauna. • Fauna: Terraefauna.
• Region: Youzem (Narehl), Neo Titania (Perianth Peninsula), New Chania. • Region: Youzem (Lonely Mesa, Azuremar Mountains).

Appearance: The Arbor Strangler is one of the few instances of land bound Appearance: The Belaboar is a species of lizard. It is very large, be-
gastropods found on New Horizon. A writhing mass of tentacles around a sack- tween 8 and 14 meters long, and has a smoky grey color and red or or-
like core, which contains an enormous vicious beak for tearing large portions ange dorsal spots, edged in a lighter shade. The dorsal pattern appears
from its prey, as well as two enormous golden eyes. It resembles an octopus as mottled or osculated. There are light crossbars on the dorsum, and light
viewed through a nightmare. They’re capable of swinging from tree to tree with yellow or white on the venter. It has small granular scales and spikes on
relative ease. If they lose a tentacle, another will grow out in short time. They the back and legs. The large head is distinct from the neck, and the lining
also heal rather quickly. They come in a variety of colors and markings. of mouth and throat are orange-black.

Eating Habits: Arbor Stranglers dwell in trees near shallow or deep wa- Known Dangers: The Belaboar is a powerful bipedal runner. They run
ter, waiting for prey to pass, than drop and crush them to death in place, faster than any human or wafan, even if they are riding or driving. The
or drag them to water to drown them before consumption. Smaller prey adult beast can inflict a painful bite that is extremely corrosive. One pow-
may be grabbed with their whip like tentacles. erful bite can make an armor useless.

Mating/Social Habits: Arbor Stranglers are sexless creatures. When Eating Habits: The Belaboar is truly one of a kind. It’s a rust monster in
they want to reproduce they simply allow one of their tentacles to break every meaning of the word, and its saliva is able to make any metal rust
off and from it a new Arbor Strangler is born. The process usually hap- into powder within minutes. Belaboars corrode and eat metal objects.
pens very quickly, normally within a few days time.
Behavior: Belaboars are extremely aggressive predators, hunting in
Behavior: Arbor Stranglers are not territorial creatures. They hunt alone packs attacking everything in sight which they can eat. They form societ-
and are usually not seen together with other Arbor Stranglers. They are ies similar to Earthly wolves, and they are even more dangerous than
not aggressive towards other animals which they do not want to eat. Earthly Velociraptors (or at least that’s what scientists believe).
They also hunt during the night and stay hidden during the day.
Environment: Belaboars live on open terrain and among hills and moun-
Environment: Arbor Stranglers are found throughout the forests of the tains. They never go into a forest or jungle.
world located near rivers or streams.

Arbor Strangler Belaboar


Attributes Armor Hide Attributes Armor Scales
Strength: 7 Strength: 11
Coverage: 15 Coverage: 15
Constitution: 9 Constitution: 9
Deflect: 3 Deflect: 2
Toughness: 5 Toughness: 7
Stop: 4 Stop: 5
Movement: 7 Movement: 17
Slow: 7 Slow: 7
Agility: 5 Agility: 8
Perception: 7 Perception: 9
Stealth: 5 Stealth: 8

Traits Traits
1) Wild Regrowth 1) Acid Resistance

Attacks Chance to Hit Damage Attacks Chance to Hit Damage


Defense:

Grapple:

Guard:

Strike:

Pierce:

Stun:

Injury:

Defense:

Grapple:

Guard:

Strike:

Pierce:

Stun:

Injury:

Difficulty Difficulty
Easy Average
Bite: 3 11 2 5 12 25 29 Claws: 6 14 4 9 9 25 33
Strangle: 12 8 27 27 Acid Bite: 13 8 16 32 36

Damage thresholds Damage thresholds


Stun Injury Stun Injury
Arms:
Front Legs:
Hind Legs:
Wings:
Tail:
Tentacles:

Arms:
Front Legs:
Hind Legs:
Wings:
Tail:
Tentacles:

Negligible 9 5 Negligible Negligible 14 10 Negligible


Minor 14 -1 11 Minor Minor 19 -1 16 Minor
Moderate 19 -3 17 Moderate Moderate 24 -3 22 Moderate
Serious 24 -6 23 Serious Serious 30 -6 29 Serious
Severe 29 30 Severe Severe 34 35 Severe

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57
New Horizon

Monst e rs
Blog
• Fauna: Terraefauna, Aquaefauna, Subterraneafauna.
• Region: Youzem (riverbeds).

Appearance: A Blog is a large, brown, hideously fat and amorphous blob


like creature which often poses as a log at the bottom of a river, to attract
small fish which it than devours. It appears blob like, but is actually a
cephalopod, and when riled up and reveal an odd number of ferocious
tentacles, tipped with wicked hooks.

Mating/Social Habits: Blogs seem to communicate by blowing noxious


bubbles to attract one another for mating. The noxious bubbles seem to
be composed of methane which it creates as a bi-product of its digestive
tract. Blogs seem to mate in an oddly diplomatic way. The male will cre-
ate a stream of especially disgusting brown bubbles laced with reproduc-
tive molecules and the female will then swim through them and absorb
them through their skin.

Eating Habits: Blogs eat almost anything they can catch. An adult Blog
can be large enough to devour a Jotun whole. Juveniles are often as
small as a man’s fist.

Useful Attributes: An interesting trait of this creature is that it doesn’t


extract any kind of smell. Even very smelly creates lose their smell if they
are totally enclosed by a Blog.
Arbor Strangler
Environment: Blogs live near riverbeds and in caves all over Youzem.

Blog
Attributes Armor
Strength: 0
Coverage: Belaboar
Constitution: 2
Deflect:
Toughness: 2
Stop:
Movement: 1
Slow:
Agility: 1
Perception: 3
Stealth: 5

Traits
1) Small to Large
2) Acid Resistance
3) Toxin Resistance

Attacks Chance to Hit Damage


Defense:

Grapple:

Guard:

Strike:

Pierce:

Stun:

Injury:

Difficulty
Easy
Acid Slime: 10 22 17

Blog
Damage thresholds
Stun Injury
Arms:
Front Legs:
Hind Legs:
Wings:
Tail:
Tentacles:

Negligible 1 0 Negligible
Minor 7 -1 6 Minor
Moderate 11 -3 11 Moderate
Serious 14 -6 15 Serious
Severe 21 22 Severe

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58
Role Playing Game

Gavaron Ravager
• Fauna: Terraefauna. • Fauna: Terraefauna.
• Region: Youzem (Narehl Jungles, Lonely Mesa). • Region: Youzem, Neo Titania, Aquilon’s Reach, Verdura.

Appearance: The Gavaron is a dangerous predator, and a vicious and Appearance: Ravagers are not the largest predators, but pound for pound
deadly hunter. It looks a lot like a mutated reptile that has been crossed not a single living creature on the planet is deadlier. Resembling a blunt nosed
with a snake and a spider. It has a long snake-like tail and head, but it crocodile bastard offspring with a lion, and a long salamander liked webbed
walks on 6 feet long spider-like legs. Gavarons possess some of the tail. These pebbly skinned creatures are hairless except for their long mane.
more dangerous qualities of a spider. It can jump long distances, climb
upside down and bite very hard. The creature is covered with small Size: Ravagers are typically the size of a large terrestrial dog on aver-
scales, which protects it from damage and fire. The beast possesses age, but can be as small as a beagle.
huge fangs filled with necrotoxins which paralyzes and poisons the vic-
tim. Gavarons are usually golden orange or red in color with white spots Known Dangers: Ravagers are relentless predators. They often go berserk in
on their legs. They can grow to be up to 3-4 meters long and up to 2 battle. Their vicious jaws are capable of tearing apart Human and Wafan alike.
meter high. A Gavaron almost always attacks a creature that invades its
lair or enters its territory. Eating Habits: Their appetites are scarcely voracious. A Ravager will fol-
low its prey for days, merely because they aren’t yet hungry enough to eat
Eating Habits: Gavarons prefer food that do not make much resistance it, and only to strike when its prey has grown complacent. Smaller, juvenile
and are easy to catch. They can eat a human or Wafan on occasion, but Ravagers will often move from carcass to carcass likes crows, eating carri-
they prefer smaller animals. Gavarons hunt both during the day and dur- on. Because of this, a group of Ravagers is called “a murder of Ravagers”.
ing the night. They have excellent night vision.
Behavior: Ravagers are aggressive animals who attack anything with
Behavior: Gavarons live either alone or in a group. Usually they avoid a pulse. They are not territorial animals, as they travel everywhere their
other animals unless they are hunting. hunger leads them. Usually they hunt during the day, but some have
been seen during the night as well, especially if they didn’t find enough
Environment: Gavarons live in the Narehl Jungles, especially on the food during daytime. They hunt in packs or alone. They have an amazing
west side. They do however leave the jungles on occasion to look for sense of smell and they know how to stalk a prey for miles.
food on the open terrain.
Environment: Much like Terrestrial wolves and coyotes, Ravagers can
learn to hunt in virtually any terrain.

Gavaron Ravager
Attributes Armor Scales Attributes Armor Hide
Strength: 11 Strength: 8
Coverage: 14 Coverage: 16
Constitution: 10 Constitution: 7
Deflect: 3 Deflect: 3
Toughness: 8 Toughness: 8
Stop: 5 Stop: 6
Movement: 13 Movement: 12
Slow: 9 Slow: 7
Agility: 10 Agility: 8
Perception: 9 Perception: 9
Stealth: 8 Stealth: 10

Traits Traits
1) Large 1) Intelligent
2) Toxin Resistance 2) Pain Resistance
3) Fire Resistance
4) Paralysis and Venom

Attacks Chance to Hit Damage Attacks Chance to Hit Damage


Defense:

Grapple:

Guard:

Strike:

Pierce:

Stun:

Injury:

Defense:

Grapple:

Guard:

Strike:

Pierce:

Stun:

Injury:

Difficulty Difficulty
Average Average
Venomous Claws: 7 13 4 11 9 26 32 Claws: 7 13 6 9 7 17 17
Venomous Bite: 12 9 11 28 31 Bite: 14 6 7 27 22

Damage thresholds Damage thresholds


Stun Injury Stun Injury
Arms:
Front Legs:
Middle Legs:
Hind Legs:
Tail:
Tentacles:

Arms:
Front Legs:
Hind Legs:
Wings:
Tail:
Tentacles:

Negligible 14 10 Negligible Negligible 12 8 Negligible


Minor 19 -1 16 Minor Minor 17 0 14 Minor
Moderate 25 -3 23 Moderate Moderate 22 -2 20 Moderate
Serious 30 -6 29 Serious Serious 27 -5 26 Serious
Severe 34 35 Severe Severe 32 33 Severe

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59
New Horizon

Monst e rs
Scorpin
• Fauna: Terraefauna.
• Region: Youzem (Lonely Mesa, Azuremar Plains),
Neo Titania (Heshmeloch Badlands).

Appearance: Scorpins are night living creatures. They resemble Earthly Gavaron
scorpions but with some differences. One species have a flat, non-dan-
gerous tail, which it uses to hit the ground in order to send out a drum-like
signal to other Scorpins. Another species have a tail with a blade or a sting
at the end of it, which it uses for attacking enemies. Some of them have
poisonous stings as well. Scorpins have a 20-40 centimeter long body. The
front part has two nasty pincers. Right behind those is two pair of legs. The
back part of the body has another two pair of legs. The middle part of the
body has, on some species, two long tail-like tentacles with a poisonous
sting at the end. Scorpins have two eyes on the top of the head, and usu-
ally two to five pairs of eyes along the front corners of the head.

Mating/Social Habits: Most Scorpins reproduce sexually, and most spe-


cies have male and female individuals. There are many different types of
Scorpins, some are as large as 0,5 meter long, but most types are much
smaller. Those that are large are usually the non-poisonous types, while
the smaller ones are most dangerous. Scorpins come in different colors.

Behavior: Scorpins can live alone or together in a group. They are ter-
ritorial but at the same time they also often change territories whenever it
suits them. They are not aggressive unless attacked first.

Eating Habits: Scorpins eat bugs and other small creatures.

Environment: Scopins live on open terrains.

Scorpin Ravager
Attributes Armor Exoskeleton
Strength: 3
Coverage: 12
Constitution: 3
Deflect: 1
Toughness: 3
Stop: 3
Movement: 8
Slow: 5
Agility: 7
Perception: 5
Stealth: 7

Traits
1) Small
2) Poison Resistance
3) Venom Resistance
Scorpin
Attacks Chance to Hit Damage
Defense:

Grapple:

Guard:

Strike:

Pierce:

Stun:

Injury:

Difficulty
Easy
Pinch: 3 10 1 7 5 19 17
Sting: 10 8 6 16 14

Damage thresholds
Stun Injury
Pincers:
2x Front Legs:
2x Hind Legs:
Wings:
Tail:
Tentacles:

Negligible 5 1 Negligible
Minor 9 -1 6 Minor
Moderate 14 -3 12 Moderate
Serious 18 -6 17 Serious
Severe 21 22 Severe

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60
Role Playing Game

Scrap Gobbler
• Fauna: Terraefauna. Mating/Social Habits: Scrap Gobbler’s are sexless creatures. When it’s
• Region: Youzem (Lonely Mesa, Azuremar Plains, time for them to produce young, they start to eat everything with a pulse.
Narehl Jungles, Azuremar Mountains) Then one they, some cocoon-like jelly-things leaks out from under them.
Its outer layer hardens quickly. Two weeks later it cracks open like an egg
Appearance: The Scrap Gobbler is a bloated ovoid beast covered with and a new Scrap Gobbler comes into the world.
a tough, metal-like skin, which is extremely sticky and more often than
not has tons of dung, trash, metal pats and scraps of decaying organic Behavior: Scrap Gobbler’s live by themselves. They do not like other
matter stuck on it. animals or their own kind for that matter. They attack and eat everything
that comes near them and they do so with great fury.
The Scrap Gobbler is an ugly creature. It has a round body, and its 50
centimeters tall. It walks on four deformed legs, and has several vine-like Environment: The Scrap Gobbler is mostly a night living creature but
tentacles that are between 60 and 180 centimeters long rising from the they can be seen during day time as well. They lives almost anywhere on
top of its head. The end of each tentacle has deformed claws, spikes Youzem, both in the jungle, on open terrains and in the mountains. Their
and suck-plugs. metal-like skin can be sold for 75 Geodites a piece.

The Scrap Gobbler doesn’t have any eyes, and relies on a keep ability
to detect metal which it eats. The beast works a bit like a metal detector
in that aspect.

The Scrap Gobbler also has an inner thermosense. The beast has a big
mouth in the centre of its body, which is just like a wide gash filled with
razor sharp teeth made out of a unique type of metal.

Eating Habits: The Scrap Gobbler is a grotesque monster that lurks


within heaps of debris and refuse. The primarily eat metallic objects but
they never say no to a meal of fresh meat when the opportunity arises.
The beast also stinks like an open sewer.

Scrap Gobbler
Attributes Armor Metallic Debris
Strength: 5
Skin Armor Scrap Gobbler
Coverage: 8 10
Constitution: 5
Deflect: 8 4
Toughness: 5
Stop: 9 6
Movement: 5
Slow: 11 8
Agility: 3
Perception: 3
Stealth: 5

Traits
1) Small

Attacks Chance to Hit Damage


Defense:

Grapple:

Guard:

Strike:

Pierce:

Stun:

Injury:

Difficulty
Easy
Bite: 4 11 3 7 7 27 21

Damage thresholds
Stun Injury
Arms:
Front Legs:
Hind Legs:
Wings:
Tail:
Tentacles:

Negligible 6 2 Negligible
Minor 10 -1 7 Minor
Moderate 14 -3 12 Moderate
Serious 19 -6 18 Serious
Severe 22 23 Severe

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61
New Horizon

Prepar ing for a game


Performing a RPG battle The battle begins
Role Playing Games in the New Horizon setting are performed just like Megan and Sucher are about 20m away from K-OS, and about 10m from
for any other setting, whether that setting is based on Science Fiction or each other. Everyone is armed and well aware of the hostile intentions
Fantasy. A Game Master (GM) leads the adventure with one or several of the other party.
players.
K-OS has Fence +3 and Power +4. A mace is: Strike 12, Guard 4, Grapple
The GM can use any Non-Player Characters (NPCs, page 45) or Mon- 9, Defense 4, Pierce 8, Stun 30, Injury 27. K-OS uses two Mass Weapons,
sters (page 57) he wants for his adventures. which decreases Grapple and Defense by -1, but increases Strike by +1.
As K-OS has the Ambidexterity Trait, the left Mace suffers no penalty.
More NPCs are available here:
K-OS has a Medium Jotun Armor, Coverage 20, Deflect 5, Stop 6, Slow
http://www.newhorizon1.com/NewHorizonNPCs.pdf 8. The armor has a Reinforced Area, Coverage 10, Deflect 6, Stop 8,
Slow 11 (hardened). K-OS is Huge, so any ranged attacks against him
have one less point of Passive to beat.
More Monsters are available here:

http://www.newhorizon1.com/NewHorizonMonsterManual(shortpreview).pdf K-OS
The only new thing to learn is how to perform battles, because all ad-
ventures contain battles in one form or another. The GM should learn Attributes Backgrounds & Traits
how to perform battles. Players usually battle Non-Player Characters
Strength: 12 Humanities: 3 Warhead Soldier: 5
(NPCs) or Monsters. For that purpose, we have set up a team of two
Players: Megan, a Promethean Cyborg, and Sucher, a Vanir Wafan. Constitution: 9 Science: 0 Jotun Wafan: 3p
Megan is a female Bounty Hunter and Trapper (points were invested Toughness: 9 Medicine: 0 Huge: 0p
in those backgrounds, page 28). Sucher is a professor who happens Willpower: 7 Repair: 0 Ambidexterity: 1p
to enjoy adventures. They have been tracking down a notorious Jotun Movement: 7 Animal Ken: 0 Delusions: -1p
Wafan who is wanted by the law in both Trapper Town and Warhead Agility: 5 Driving: 0 Enemy: -2p
Keep. They finally track him down in an area of ruins, probably a former Perception: 7 Close Combat: 10 Pain Blocker: 1p
small town which was either destroyed by a Grim Stalker attack or a war
Stealth: 3 Ranged Combat: 3 Jotun Armor: 1p
between local tribes.
Acting: 5
Speaking: 3
Megan
(Promethean Cyborg) Armor Coverage: Deflect: Stop: Slow:
Reinforced Area (hard) 10 6 8 11
Sucher Savant Medium Jotun Armor 20 5 6 8
(Vanir Wafan)

Encumbrance 0: -2: -5:


50 100 250

Attacks Chance to Hit Damage


Attacks:

Range:
Strike / Snap Shot:

Guard / Directed:

Grapple / Aimed:

Defense / Auto:

Pierce:

Stun:

Injury:

Fence: 3
Power: 4
Precision: -4

Crusher (right mace): 16 7 12 7 12 34 31


Smasher (left mace): 16 7 12 7 12 34 31
(Mass Weapons)
Punch: 13 7 17 12 9 30 22
Kick: 12 5 16 10 10 32 24
Wrestling: 16 13 BP 32 30

Damage thresholds Ranges


Stun Injury 1 10 m 6 500 m
2 20 m 7 1000 m
Arms:
Legs:

Negligible 8 6 Negligible
Minor 13 -1 13 Minor 3 50 m 8 2000 m
Moderate 19 -4 19 Moderate 4 100 m 9 5000 m
Serious 24 -8 25 Serious 5 200 m
Severe 28 31 Severe Difficulty: Hard

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62
Role Playing Game

Megan has Fence -4 and Power -3. A Punch has Strike 10, Guard 4, Turn 1 (Roll Initiative)
Grapple 13, Defense 8, Pierce 5, Stun 26 and Injury 18. Megan: Aims at K-OS with the Ophion F-50. Initiative using Aimed, Tar-
get Number 11, 6:14, success of 6. The weapon is Aimed at K-OS.
Megan has Precision +1. The Ophion F-50 has Snap shot 3, Directed 8,
Aimed 10, Auto 7, Attacks 3, Range 3, Pierce 6, Stun 14 and Injury 26. K-OS: Runs towards Megan. Initiative using Movement, Target Number
7, 3:19, success of 3. K-OS advances 7 meters out of 20 meters.
Sucher has Precision 0. The Aero-1k Rocket Launcher has Snap shot
2, Directed 10, Aimed 11, Auto 6, Attacks 1, Range 3, Pierce 7, Stun 30 Sucher: Shoots at K-OS. Initiative using Snap shot, Target number 2,
and Injury 34. 14:11, failure of 11. Acting last, Sucher fires a Snap shot at K-OS. The
target is running, which increases the Passive by +2. The range is ap-
Dice Rolls are written as Black:White. 13:8 means Black 13, White 8. proximately 1, but K-OS is huge, so there’s also a -1 reduction to Passive
for ranged attacks against him. 2+1-1 = Passive 2.
----------------------------------------

Megan Sucher Savant


Attributes Backgrounds & Traits Attributes Backgrounds & Traits
Strength: 5 Humanities: 5 Bounty Hunter: 5 Strength: 7 Humanities: 3 Physician: 8
Constitution: 5 Science: 5 Mesa Trapper: 7 Constitution: 8 Science: 10 (Cyber Life Surgeon)
Toughness: 5 Medicine: 3 Beauty: 1p Toughness: 7 Medicine: 5 Programmer: 8
Willpower: 5 Repair: 5 Contact: 1p Willpower: 7 Repair: 9 Scientist: 12
Movement: 9 Animal Ken: 0 Sense of Orientation & Time: 2p Movement: 7 Animal Ken: 0 Teacher: 8
Agility: 7 Driving: 7 Gullible: -1p Agility: 7 Driving: 5 Vanir Wafan: 3p
Perception: 8 Close Combat: 3 Cybernetic Limb (Arm): 1p Perception: 5 Close Combat: 3 Contact: 3p
Stealth: 9 Ranged Combat: 8 Stealth: 5 Ranged Combat: 7 Eidetic Memory: 1p
Acting: 3 Acting: 3 Duties: -1p
Speaking: 5 Speaking: 7

Armor Coverage: Deflect: Stop: Slow: Armor Coverage: Deflect: Stop: Slow:
Synthetic Fibre 16 3 4 6 Reinforced Area 11 7 12 14
Steel Armor 17 5 7 12

Encumbrance 0: -2: -5: Encumbrance 0: -2: -5:


10 20 50 15 30 75

Attacks Chance to Hit Damage Attacks Chance to Hit Damage


Attacks:

Range:

Attacks:

Range:
Strike / Snap Shot:

Guard / Directed:

Grapple / Aimed:

Defense / Auto:

Pierce:

Stun:

Injury:

Strike / Snap Shot:

Guard / Directed:

Grapple / Aimed:

Defense / Auto:

Pierce:

Stun:

Injury:

Fence: -4 Fence: -4
Power: -3 Power: -2
Precision: 1 Precision: 0

Ophion F-50: 4 9 11 8 4 3 6 14 26 Aero-1k Rocket Launcher: 2 10 11 6 2 4 7 30 34


Knife (slash): 7 -1 11 4 -1 11 24 Punch: 6 0 11 6 3 24 16
Knife (thrust): 6 0 12 4 2 17 22 Kick: 5 -2 10 4 4 26 18
Punch: 6 0 10 5 2 23 15 Wrestling: 10 7 BP 26 24
Kick: 5 -2 9 3 3 25 17
Wrestling: 9 6 BP 25 23

Damage thresholds Ranges Damage thresholds Ranges


Stun Injury 1 10 m 6 500 m Stun Injury 1 10 m 6 500 m
2 20 m 7 1000 m 2 20 m 7 1000 m
Arms:
Legs:

Arms:
Legs:

Negligible 4 3 Negligible Negligible 6 4 Negligible


Minor 9 -2 9 Minor 3 50 m 8 2000 m Minor 11 -1 11 Minor 3 50 m 8 2000 m
Moderate 14 -5 15 Moderate 4 100 m 9 5000 m Moderate 17 -4 17 Moderate 4 100 m 9 5000 m
Serious 19 -10 21 Serious 5 200 m Serious 22 -8 23 Serious 5 200 m
Severe 23 27 Severe Difficulty: Easy / Average Severe 26 29 Severe Difficulty: Average

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63
New Horizon

Prepar ing for a game

The roll comes up 2:7. 2 is a miss because it does not beat Passive, and K-OS: Runs the last few steps to Striking distance and attacks Megan
7 misses because it is higher than Sucher’s Snap shot. A more expe- with his left Mace. As Megan has Guard 0, there is no Passive to beat.
rienced fighter with a few Points in combat-related Backgrounds might
have realized the futility of this attack. Megan has Guard 0: If the character has several weapons, then you
have to decide which Guard value you should use. Megan has a knife
---------------------------------------- but she is not holding it, and therefore the Guard value for the knife can-
not be used. Guard for Punch is 0, and Guard for Kick is -2. A negative
Turn 2 value cannot be used since the die does not have negative values. -2 is
Megan: Fires a 20-round salvo at K-OS, which corresponds to 4 Attacks. therefore the same as 0. Thus, it does not matter if you use the Guard
The first shot is Aimed, Target Number 11, and the remaining 3 Attacks value for Punch or Kick. But you always select the highest value you can.
use Auto, Target Number 8.
K-OS is still stunned, however, and suffers a -3 to his roll; Target Number 13. The
K-OS has a Passive difficulty from the distance to the shooter, ~10 me- roll is 9:16, a Hit. White 16 does not beat the Coverage of Megan’s Fibre Armor, so
ters, which is Range 1, negated by the -1 from Large Target. K-OS is run- the armor is struck. However, as a Mace with half a ton of Jotun behind it has Pierce
ning, but moving towards Megan, which means no bonus from “moving 12, Fibre Armor (Slow 6) makes no difference whatsoever. The damage roll is 19:8,
target”. Passive is 0. The first attack comes up 15:8, a Hit. The White die that is Stun 28 (8+20) and Injury 19. This surpasses Megan’s Severe Stun threshold
of the first roll, 8, is lower than or equal to the Coverage of the Reinforced (23), which makes it a Critical Stun. Megan is out. The Injury surpasses the Moder-
Area (10) of K-OS’ armor, so that’s where the attack lands. The extra 3 ate threshold (15) and ís therefore Serious. It does not surpass the Serious threshold
Attacks come up 18:10:5. 18 and 10 miss, but 5 is a hit. Two Attacks hit, (21) and is thus not Severe. The Black die is even, so Megan does not bleed.
so Pierce is increased by +1, and Stun and Injury are increased by +3
each (rule for multiple attacks, see page 51). Half of the attacks made by Sucher: Still Aims at K-OS, with the attack as a Waiting Action. He orders
Megan this Turn hit their target, so the weapon is still Directed at K-OS. K-OS to drop his weapons.

Pierce (6+1=7) is compared with the armor’s Protection levels: Pierce 7 ----------------------------------------
is higher than Deflect, but not higher than Stop. The attack is stopped by
the armor, and so it deals reduced Stun damage and no Injury damage. Turn 4
Stun damage is 14+3=17 (+3 from the extra Attack that hit). The damage K-OS: Stands still, seemingly hesitating. Is this bald little man really pre-
roll comes up 10. To K-OS, that is a Minor Stun, reduced one step to pared to fire an explosive weapon with his accomplice this close? Mean-
Negligible by the Armor. Since the Reinforced area is Hardened, it loses while, he struggles to control the pain from the bullet he just took. K-OS
2 Coverage from stopping the bullets (one per Attack that hit). rolls Constitution (-3 from the Stun), 2:7, success, Minor Stun subsides.

Reinforced Area: [ ][ ][ ][ ][ ] [ ][ ][ ][x][x] [x][x][x][x][x] [x][x][x][x][x] Sucher: Continues to Wait.

A horizontal line is drawn through the two rightmost squares of K-OS’ ----------------------------------------
Medium Jotun Armor. K-OS
Together with the Reinforced Area the Jotun Armor covers the whole ( Jotun Wafan)
body: Coverage 20. When the Reinforced Area breaks down then is
weapons the whole coverage, even if the weaker armor parts were not
damaged at all. This is illustrated by also lowering the Coverage of the
whole armor and it can no longer be 100%, in other words, it cannot be
20. This is why you also need to lower the coverage of the Jotun Armor
with just as much as you have lowered the coverage of the Reinforced
Area: by two levels. This is marked by vertical lines and not by crosses,
since it illustrates areas which are no longer covered (protected). When
you repair the Reinforced Area, the damage to the whole armor marked
by vertical lines is automatically repaired as well, for free.

Jotun Armor: [ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ] [ ][ ][ ][-][-]

K-OS: Keeps running towards Megan, moving another 7 meters out of


13 meters.

Sucher: Aims at K-OS.

----------------------------------------

Turn 3
Megan: Fires the remaining 10 rounds in the clip at K-OS, which
amounts to 3 Attacks. The first Attack is Directed, Target Number 9,
4:9. That is a Full Hit of 9, which is higher than the Coverage of the
Reinforced area. It strikes the weaker areas of the Medium Jotun Armor.
The remaining two attacks come up 13:15 – two misses. Pierce 6 does
not beat Stop, so it’s still absorbed by the armor. The damage roll is 13:8.
Since it was a Full Hit, the die that yields the highest Stun can be used
even if it is Black. The result is 13, which is a Moderate Stun, reduced to
Minor. Because the Medium Jotun Armor is not hardened (except for the
reinforced area), the Coverage is not reduced.

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64
Role Playing Game

Turn 5 Reckless Attacks:


K-OS: Charges Sucher, attempting to dodge the shot. K-OS has Agility During an Attack a player can choose to make a Reckless
5, and rolls 2:19, a success. His Movement is considered Irregular, which Attack which gives that player’s character a +5 bonus to his/
gives him a Passive of +3, -1 for being Huge = 2. On the other hand, it her Attack value, but disables the character’s Defense and
slows him down to Movement 5 (7-2). Guard values during the next counterattack.

Sucher: Fires both remaining missiles at just over 5 meters distance, as Abel tries to hit Caine, but this time with a Reckless Attack.
the Waiting Action permits him to interrupt K-OS’ movement. The target Caine is not within wrestling range so Strike is the proper attack
has a Passive of 2, Suchers Target Number is 11. type. Therefore, Abel must make a dice roll for his Strike-value
which is 9 according to his Character Sheet. Since Caine is
The first attack comes up 2:20, a miss (as the successful die does not able to defend himself his Guard value must be subtracted from
beat Passive). The second attack is a roll of 4, a Hit that beats Passive. Abel’s Strike-value before the dice roll is made. Caine’s Guard
The white die of the first attack was 20, which is higher than K-OS’ re- value is 3, and Abel must roll a die that is lower/equal to 6 (9 - 3)
duced Coverage. The armor does not protect. The damage roll is 10:17, in order to successfully hit Caine with his attack. However, since
Stun 17, Injury 30 (10+20). K-OS suffers Severe Injury and will bleed to this attack is Reckless Abel is able to add a +5 bonus to that
death within 17 hours without medical attention. value and now he must roll a die that is lower/equal to 11 (6 + 5
bonus) in order to successfully hit Caine with his attack.
----------------------------------------
But since Abel performed a Reckless Attack during his action,
Additional Advice Caine will be able to ignore subtracting Abel’s Defense/Guard
value from his Grapple/Strike value during his next attack.
Here are some additional advice and battle related examples.

Close Combat: Having an Aimed value of 20 is very rare. Only the best shots
Each character or Game Master character can choose to go in the world can achieve that since a value of 20 will always be
into Close Combat Battle with whomever they want as long a successful hit when a D20 die is used. However, if a weapon
as they are within range of their weapon. Throwing a weapon has a laser sight then it will allow the user to always hit a target.
at someone is not counted as a Close Combat Battle. Attacks
and Maneuvers are counted as Close Combat Battles.
When a weapon hits an armor of an opponent, the weapon’s
Attacks: Pierce value is compared to the Armor’s Deflect, Stop and
When a player declares that he wants to perform an attack Slow values. If the Pierce value is lower than the Deflect
with his character, the first thing which must be decided is value, then no damage is inflicted by the weapon.
whether the attack will be a Grapple or a Strike. If the op-
ponent is within wrestling range then the Attribute-comparing Adam’s armor has the value 11 for Deflect while Mark’s
dice rolls are made for Grapple-related attacks minus the op- weapon has the value 10 for Pierce. It means that no matter
ponent’s Defense-value, but if not then the Attribute-compar- how much Mark tries to damage Adam, his weapon will never
ing dice rolls are made for Strike-related attacks minus the penetrate his armor.
opponents Guard value.
To bypass this problem Mark would have to upgrade his weap-
If the opponent is not able to protect him/herself at all, then on or go for Wrestling. If Mark’s weapon is a pistol, then he
the Defense/Guard value is not subtracted from the attack. should upgrade to armor piercing bullets. In Wrestling mode,
you usually use daggers or similar weapons which have high
If the dice roll results in at least one of the two die being a Grapple values, perfect for bypassing tought armor. Or you can
successful roll then the Attack is counted as successful and perform Wrestling attacks which can “break” an opponent’s
it hits its target. In such a case, a Damage roll is made (see neck or bones no matter how good the armor is (see page 52).
Damage on page 52).

Example: If you perform a close combat attack then in that moment


Abel tries to hit Caine. Caine is not within wrestling range so you have to apply Guard and Defense to that attack. In
Strike is the proper attack type. Therefore, Abel must make a other words, at Striking or Extended Distance the attacker
dice roll for his Strike-value which is 9 according to his Char- rolls Strike against the opponents Guard, and at Wrestling
acter Sheet. Since Caine is able to defend himself his Guard (Grapple) Distance the attacker rolls Grapple against the op-
value must be subtracted from Abel’s Strike-value before the ponents Defense. The Target Number will be either Strike
dice roll is made. Since Caine’s Guard value is 3, Abel must minus Guard or Grapple minus Defense.
therefore roll a die that is lower/equal to 6 (9 - 3) in order to
successfully hit Caine with his attack. For your Guard or Defense values, you use the weapon you
are currently using. If you are holding a gun, and the gun
The attacker must roll a die that is below or equal to the hit- is a Ranged weapon which does not have a Guard or De-
value, which for this example is 6 (the attackers Strike-value fense value, then you use the Guard or Defense value for
minus the targets Guard value). either Punch or Kick (preferably the highest value). But if you
have a Close Combat weapon in your hand then you use the
When a character is attacked in Close Combat Battle by Guard or Defense value for that combat weapon instead of
another character, then the defending character is able to the value from Punch or Kick.
instantly perform a counterattack, ignoring Initiative-order.
Both attacks are performed at the same time. If you Kick someone and that person makes a counter attack, then
you have to use the Guard or Defense value for Kick and not for
Punch of any Close Combat weapon you are holding in your hand.

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65
New Horizon

Prepar ing for a game


Initiative roll (Turn 1)
When starting a new battle you always make an Initiative roll. This is the Adara makes a dice roll for damage:
very first thing you do. The order in which a character or a NPC makes his • Adara makes a dice roll for damage against Butcher (White die: 20,
turn is determined by their Initiative value. The Initiative value is gener- Black die: 19).
ated only once, during the very first Turn.
Adara’s weapon has a Stun value of 14 and an Injury value of 29. Her dice
Normally, an Action only requires making a dice roll if there is a chance values must be lower or equal to these values. Injury is not applied this time
that your may fail and you need to make the dice roll in order to determine however. White die 20 is used for Stun, which is higher than 14. It is not
whether you will fail or not. lower or equal to 14, so the attack fails. Butcher is unaffected by the attack.

For example, a sniper lying under cover where no one can see him is Adara’s aimed value of 12 will never come up above 12 in order to hit the armor which
trying to aim at a target. No one knows that he is there so he has all the is not reinforced. Unless she is lucky and gets a lucky shot with a black die value of 1.
time in the world to aim. He does not need to make a dice roll to see if he So hitting the reinforced area is all she can plan for. Her Pierce value of 8 will always be
will make a successful aim. On the other hand, if a soldier draws his gun Stopped by Bucher’s armor. That means that she will never cause any Injury damage,
during battle he only has a fraction of a second to aim. In such a case, only Stun damage. And since her Stun value is low for this weapon, only 14, she will
the likelihood of failing is pretty high and he has to make a dice roll to never cause him any higher damage than Minor since Butchers Negligible value is 12
determine if he will make a successful aim or not. and Minor value is 17 for Stun. Two Minor damages are added together and can cause
Moderate damage, but that is the best Adara can ever hope for. She will be wise to not
The Initiative roll is different though, because here you’re mainly focusing continue this battle and run away instead, because even with Moderate damage Butcher
on getting your initiative value. Let’s take the same example again. A can kill her. However, if she is lucky (5% chance) to get a lucky shot, she could reach
sniper lying under cover where no one can see him is trying to aim at a above Butcher’s armor values and cause much higher Stun and Injury damage.
target. No one knows that he is there so he has all the time in the world
to aim. He does not need to make a dice roll to see if he will make a suc-
cessful aim. But since this will be his first action, he needs to make an Full Hit
Initiative roll. His sniper rifle has an Aimed value of 12 (the Target value). Adara’s aimed value is 12 for the weapon she is using. Butcher is stand-
He makes a dice roll, white die has the value 13 and the black die has the ing 15 meters away, giving her a passive value of 1 since 15 meters is
value 17. He failed because both die values are above the Aimed value exactly between 10 (passive 1) and 20 (passive 2). The dice roll must
12. But in this case, the aim did not fail, because he would not be able come up above 1 but below or equal to 12.
to fail with aiming when he had all the time in the world to aim success-
fully. Therefore, what happens is that his aiming is still a success, but his Adara shoots an aimed shot at Butcher (White die: 2, Black die: 7).
Initiative value is 17 (failure). • Die values 2 and 7 are both a success, which means this is a Full Hit.

So when you start a new battle, all combatants declare an Action which Since both values are below 12 it means that it is a Full Hit. Full Hit’s
they want to perform during the first Turn. Select a Target value, for ex- always cause maximum Stun and maximum Injury damage.
ample the Aimed value of your weapon if you are trying to aim, or your
Movement attribute value if you are trying to run. If the target is wearing armor, the first thing to determine when resolv-
ing an attack is whether or not the armor protects. If the white die is
Roll against the Initiative Target value. The result is the character or higher than Coverage, the attack strikes where the armor does not pro-
NPC’s Initiative value. The character or NPC with the highest successful tect. Butchers armor coverage is 20 for the main armor and 12 for the
Initiative roll acts first, meaning his or her Action is declared first in all reinforced area. Adara’s white die is 2, which is lower than the reinforced
turns but the first, and resolved first in all turns including the first, followed area. That means that the reinforced area is hit and the armor protects.
by the second highest successful roll, and so on. When all those whose
Initiative rolls were successful have taken their turn, those who failed All reinforced areas, except for those which are part of the very best and most expensive
their rolls act - again, ordered from highest to lowest. armor, are Hardened. It means that the reinforced area is damaged by an attack which
reaches Stop damage. It means that the Coverage of the reinforced area is lowered.

Standard Battle Maximum damage: In a Full Hit with the intention of causing maxi-
Adara’s aimed value is 12 for the weapon she is using. Butcher, her en- mum damage the roll is made like a regular damage roll. The differ-
emy, is standing 15 meters away, giving her a passive value of 1 since ence is that die that yields the highest result for Stun and Injury is
15 meters is exactly between 10 (passive 1) and 20 (passive 2). The dice used, disregarding the color of the dice.
roll must come up above 1 but below or equal to 12.
Adara’s Pierce value is 8. Butcher’s armor (reinforced area) has Deflect 7,
Adara shoots an aimed shot at Butcher (White die: 8, Black die: 13). Stop 11, and Slow 14. That means that the armor Stops the attack and the
• Die value 8 is a success. attack causes no Injury while Stun is lowered by one level (see Protec-
tion page 53 in the New Horizon Role Playing Game Compendium).
If the target is wearing armor, the first thing to determine when resolv-
ing an attack is whether or not the armor protects. If the white die is Adara makes a dice roll for damage:
higher than Coverage, the attack strikes where the armor does not pro- • Adara makes a dice roll for damage against Butcher (White die: 3,
tect. Butchers armor coverage is 20 for the main armor and 12 for the Black die: 14).
reinforced area. Adara’s white die is 8, which is lower than the reinforced
area. It means that the reinforced area is hit and the armor protects. The highest value is used for both Stun and Injury damage!

All reinforced areas, except for those which are part of the very best and most expensive Adara’s weapon has a Stun value of 14 and an Injury value of 29. Her
armor, are Hardened. It means that the reinforced area is damaged by an attack which dice values must be lower or equal to these values. Injury is not applied
reaches Stop damage. It means that the Coverage of the reinforced area is lowered. this time however. The highest die has the value 14, which is used for
Stun. 14 is lower or equal to 14. Bucher’s Stun Damage Thresholds show
Adara’s Pierce value is 8. Butcher’s armor (reinforced area) has Deflect the value 8 for Negligible, the value 13 for Minor, and the value 19 for
7, Stop 11, and Slow 14. That means that the armor Stops the attack and Moderate Stun damage. Value 14 therefore counts as Moderate Stun
the attack causes no Injury while Stun is lowered by one level. damage, but lowered one level it becomes Minor Stun damage.

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66
Role Playing Game

Lucky Shot Self-healing with a


Adara’s uses a bad weapon and aimed value is 6, very low. Butcher is
standing 15 meters away, giving her a passive value of 1 since 15 meters Constitution roll
is exactly between 10 (passive 1) and 20 (passive 2). The dice roll must Minor, Moderate and Serious Stun damage can be healed with a Consti-
come up above 1 but below or equal to 6. tution roll during battle. Minor, Moderate, Serious and Severe Stun dam-
age can be healed with one hours rest without any dice rolls required.
Adara shoots an aimed shot at Butcher (White die: 11, Black die: 1).
Stun damage
Normally, White die 11 would be a failure. But since Adara got Black die During battle:
1 which means Luck, she simply had luck on her side and hit Bucher Minor, Moderate and Serious Stun damage can be cured during Battle
with the value 11. by a Recovery roll for Constitution that requires an Action, taking the
• Die value 11 is a success. penalties for the Injury into account. A successful Recovery roll clears all
Stun at the end of the Turn. Severe or Critical Stun cannot be cured this
Lucky shots always hit! way. But if a Physician makes a successful dice roll (during his Turn) for
Medicine (Human) or for Repair (Wafan) then the Severe or Critical Stun
If the target is wearing armor, the first thing to determine when resolving damage is lowered one level.
an attack is whether or not the armor protects. If the white die is higher
than Coverage, the attack strikes where the armor does not protect. While resting:
Butchers armor coverage is 20 for the main armor and 12 for the rein- A minute’s relative peace and quiet can also remove Minor, Moderate
forced area. Adara’s white die is 11, which is lower than the reinforced and Serious Stun damage one level at the time. A Recovery roll (Con-
area. That means that the reinforced area is hit and the armor protects. stitution roll) is still required if you only rest a short while, but it does
not take the wound penalties into account. If successful, it reduces the
All reinforced areas, except for those which are part of the very best and most expensive Stun one level.
armor, are Hardened. It means that the reinforced area is damaged by an attack which
reaches Stop damage. It means that the Coverage of the reinforced area is lowered. An hour of rest removes any Minor, Moderate, Serious and Severe
Stun damage, no rolls required.
Adara’s Pierce value is 8. Butcher’s armor (reinforced area) has Deflect
7, Stop 11, and Slow 14. That means that the armor Stops the attack A character that suffers from Critical Stun damage makes a Recovery roll
and the attack causes no Injury while Stun is lowered by one level (Constitution roll) with Serious Penalties. A success lowers it to Severe
(see Protection page 53 in the New Horizon Role Playing Game Com- Stun. An hour of rest removes any remaining Stun, no rolls required.
pendium).

Adara makes a dice roll for damage:


Injury damage
An Injury will, during the process of recovery, be Vulnerable. A Vulnerable
• Adara makes a dice roll for damage against Butcher (White die: 10, Injury’s recovery is very easily undone - each time the same hit location
Black die: 8). gets a new injury (of any level), one level of recovery is undone. Any
straining beyond light physical therapy might call for a Constitution roll to
Adara’s weapon has a Stun value of 14 and an Injury value of 29. Her ensure the Injury’s recovery isn’t undone.
dice values must be lower or equal to these values. Injury is not applied
this time however. White die 10 is used for Stun, which is lower or equal Minor, Moderate and Serious Injury damage can be healed with a Re-
to 14. Bucher’s Stun Damage Thresholds show the value 8 for Negligible covery roll (Constitution roll). The original injury determines how often a
and the value 13 for Minor Stun damage. Value 10 from the white die Recovery roll may be done:
therefore counts as Minor Stun damage, but lowered one level it be- • Minor: Every 2 days
comes Negligible Stun damage. • Moderate: Every 5 days
• Serious: Every 10 days
Critical and Severe Injuries will not heal without medical treatment!

A physician’s job is to make sure the patient’s wounds have the best
conditions for healing. But actual healing must be done by the body itself.

The Medicine Attribute of a Physician and the Repair Attribute of a


Cyber Life Physician helps the patient with his Recovery roll (Con-
stitution roll).

The Physician makes a dice roll for Medicine/Repair. If he is successful and he


gets a dice value 4 success, then the value +4 is used. Afterwards the patient
makes a Recovery roll (Constitution roll) and if the patient has the value 6 in
Constitution then he adds the Physicians value +4 to his Constitution value,
and must make a dice roll that is <= 10 to succeed. If the Physician fails with
his Medicine/Repair roll then no bonus is added to the patients Constitution
value when the patient makes his Recovery roll (Constitution roll).

For Severe and Critical Injury damages the Physician must have a Med-
kit and the Cyber Life Physician must have a Cyberlife-kit. If the patient
has Nanobots, then the Cyber Life Physician can use his Repair roll and
if successful it can be added as a bonus to the patients Constitution roll.

Bleeding
Bleeding for Humans and Wafans require a recovery roll for the Medicine
Attribute.

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67
http://www.newhorizon1.com/NewHorizonCharacterSheet.pdf
A New World
Beyond the Horizon
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