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Hard Nova ][ (2004)
Politically Incorrect Games
(now Precis Intermedia Games)
Date Reviewed: 1-30-2011
Critical Kobold Rating:
(3 out of 5 Dice)
A
Galactic Trek Like Fireflies in a Babylon Farscape Far, Far Away!
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Hard Nova
][ is a
smooth, generic sci-fi “space opera” rpg, set in a time when humans
have become intergalactic movers and shakers, the galaxy is filled
with zoomy starships, heroes wield smoldering laser blasters, and
freaky aliens socialize alongside mankind.
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This is the second edition of Hard Nova, hence the ][
in the title (which is how cool space cowboys say “two”.) The
rulebook is more of a toolbox than a pre-fab game world. It provides
mainly broad system material for any space campaign setting, and you
can emulate your favorite sci-fi movie or TV show with almost no
effort using Hard Nova ][. However, Game Masters wanting a
bit more detail can find some bare-bones setting examples provided
as a starting point for creating your own galactic empires. Given
the simple and speedy nature of the mechanics, creating your own
campaign background will be easier than bulls-eyeing a womp-rat in
your T-16.
The basic
game system is intuitive enough that even a Gungan could grasp it;
the entire basic task resolution rules take up two pages. Heck, even
role playing newbies can jump right into hyperspace with practically
no learning curve, and the game lends itself very well to a one-shot
game night. If you little Klingons want a bit more sophistication
and detail for your ongoing campaign, however, there’s a separate
section which provides more granular “advanced” rules. This division
of depth, and the way the advanced and basic rules can be combined
as you see fit, make for smooth game play that made me want to plan
a session as soon as I finished reading the PDF.
Let’s Make A Starman!
To create
your galactic hero, you first choose your space race. The species
options included are:
a
standard human
a
psionic
offshoot of a human from the colony on Alpha Centauri
an
insectoid bureaucratic soldier
a
physically strong
ape-like race,
with a tribal
culture
a
bloated humanoid species with advanced engineering and scientific
skills
a
formerly warlike, genetically engineered race of nanotech-dependant
rebels
a
synthetic life form evolved from sentient robots
Now
that’s a cocktail party guest list, my friends!
If that
seems like too limited a number of critters to populate your galaxy,
creating a new alien race from scratch requires about five minutes
or less, so there’s always room for more species in the gene pool!
You
can choose from three character-creation methods, including
point-buy, random generation, and the “heroic” model, which
basically just allots more skill and ability points for either of
the first two methods. Any choice makes for simple PC gen, and can
conveniently determine the feel of your game: gritty, pulpy, heroic,
or maybe a nice mix. Whatever fluxes your photons.
Your Stats
Characters have five Abilities, rated from "1" (kinda’ sucks)
to "5" (totally bitchin’!) The abilities are
Fitness, Awareness, Creativity,
Reasoning, and Influence.
These should be self-explanatory, and it’s easy to tell in-game
which ability will serve you best in whatever situation your little
space-monkey finds herself. Need to sweet-talk that Kelcadian
princess into letting you access the city’s security grid? Use your
Influence. Trying to reconfigure the cascading matrix code to
override the tachyon inducer on the shield coils before the particle
core goes critical? Try Reasoning. (And good luck with that,
Sparky.)
PCs then
have a veritable bevy of Skills to choose from, which
incorporate any general knowledge or training they’ve acquired.
Skills are rated like abilities, starting at "1" (amateur), but
skill ratings can go as high as "8" (can do it blindfolded with your
left hand in zero-g freefall.) Each skill your dude has will be
based on the most apropos ability score. For example,
physical skills, such as Piloting or Firearms, will be based off
your Fitness score. Most abilities have about six or so skills
associated with them, while Reasoning has about twice that. If you
want to feel the Force in your campaign, there are optional psionic
skills included, with such party tricks as psychokinesis.
Your star
voyagers are polished off with Gimmicks. This is a catch-all
term for traits that aren’t learned or trained, and gimmicks are
also lumped into general categories. Humans begin the game with a
free Cultural Gimmick, and so for example you can opt for something
like having a military rank, or a criminal background, or being
multilingual. Most psionic traits are gimmicks rather than skills,
as are freaky alien or technological features like having enhanced
hearing due to antennae, or having inexhaustible energy due to a
mini fusion reactor where your spleen used to be. And speaking of
cyborgs, if you really want to spice up the setting with bionic or
cybernetic implants, those are gimmicks too. Gimmicks aren’t always
beneficial, though. You can just as easily have gimmicks that make
you ugly, vulnerable to some type of atmosphere or energy,
discriminated against, or even enslaved. Aside from the ones you
chose, some gimmicks are required when you choose your race, and
others may be picked up during play. (Getting your hand shot off by
an irate space pirate may earn you the ‘clumsy’ gimmick, for
instance.)
Lastly,
your Health score tells you when something like explosive
decompression has turned your scruffy- but- loveable smuggler into a
space-corpse. Every PC has five levels of Health, called grades.
Grades come in two flavors: fatigue
and injury. Fatigue damage
will knock you on your encounter-suited butt, however you bounce
back pretty rapidly once your opponent stops thumping on you. Injury
damage kills you or at least leaves you with nasty phaser burn
scars. For reference, a manly punch doles out one fatigue grade of
damage, while a stun rifle will floor you with four grades of
fatigue. On the more lethal scale of combat, quaint old-fashioned
slug throwers like semi-auto 9mm pistols make holes in people for
two grades of injury, while blaster pistols will fry you for four
injury grades. Vicious black market light sab… uh, I mean, “plasma
swords”… lop off limbs while doing 5 injury, with a no-nonsense kind
of violence. Armor or personal shields can reduce both types of
damage, as can some gimmicks that add rugged toughness to your dude. |
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Combat is
pretty hard-core in Hard Nova ][. PCs can recover a number of
fatigue points of damage equal to their Fitness ability score daily,
but injury damage heals your Fitness score in points only on a
-weekly- basis. Owch!
That means
that a hero can be killed with two or three hits from a weapon
dealing injury-type damage over the course of a single game
session! If you want to run a more heroic game, let the PCs have
access to good armor, or give them a toughness bonus gimmick that
lets them shrug off damage a little. GMs can also always scale back
the damage weapons do, or give some injury-spewing energy firearms a
“stun” setting that only inflicts fatigue damage points, or whatever
other method you like that leaves fewer dead spacers in your game’s
wake.
I like the idea of
the "bacta tank", where PCs can pay to float for a day or two in a
hospital's vat of bubbly viscous fluid to greatly accelerate
healing. Very futuristic, and can save a PC's butt. |
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MORE BASIC THAN ADVANCED
Here’s
how the basic game handles task resolution: When a skill is used,
you add the skill’s level to the corresponding ability score. This
sum is called the Skill Total. You then roll two six-sided
dice, and if your roll is under your Skill Total, you succeed in
whatever task you were attempting. As modifiers, the GM may assign
penalties or bonuses as another whole d6; a penalty die requires you
to sum the two highest numbers rolled on three dice, and a
bonus allows you to sum the lowest two results rolled on
three dice.
That’s
it. All task resolution, including combat, follows that system.
Easier than moisture farming on Dagobah!
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Starship combat works like personal combat. Ships all have speed,
handling, and sensor stats, with smaller scout ships being faster
and generally zoomier than their lumbering deep-space freighter
counterparts, but from a mechanics standpoint, starships are
differentiated from each other almost completely by gimmicks.
Starship gimmicks represent the bulk of their equipment and
abilities, and can include bays for cargo, fighters, or shuttles,
cloaking devices, hyperspace engines, artificial intelligence, and
free HBO. Starships are given the simple treatment, mostly
considered basic vehicles to get from one star sector to another.
There are no construction rules; you just slap some gimmicks onto
one of the pre-statted ship types, and there’s your personalized
starship, however you’d like to picture it.
All
ships, no matter their size or function, have the same five Health
grades, but bigger warships generally have stronger structural
frames and shields, both of which reduce damage taken. Therefore,
for example, even though they can both take the same five grades of
damage, a battleship will outlast a fighter in combat, because a
fighter’s anti-aircraft machine guns and single small laser gun
aren’t going to penetrate the behemoth warship’s defenses easily, if
they can at all, whereas the battleship’s massive laser batteries
and homing missiles will blow a smaller ship from the star-filled
sky pronto because their shields can’t repel firepower of that
magnitude.
</Ackbar>
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MORE ADVANCED THAN BASIC
The
advanced rules aren’t that different from the basic set. Instead of
always simply rolling under your Skill Total, you’re now rolling
against a Difficulty Number, either determined by your
actions or set by the GM. There are no bonus or penalty dice used in
the advanced game, rather, you subtract your roll result from your
Skill Total, and if the difference between the two (known as
the Outcome) is equal to or greater than the Difficulty
Number, then you succeed. The effect is that more difficult tasks in
the advanced game are going to be harder to succeed at than those
same tasks in the basic game, so you’ll need suitably high skill
levels to pull off any stunt more complex than a fairly routine
activity.
For example, Pip Caroom, space adventurer,
is rolling to safely pilot his damaged, flaming shuttlecraft to a
stop on the hanger deck of a space station. The GM thinks this is a
“challenging” task, given that the shuttle’s steering controls were
crippled by the last chain gun salvo from the pirate frigate, so
landing the shuttle without incident gets a Challenging Difficulty
of “4”. Pip’s Spacecraft Piloting skill level is five, and his
Fitness ability score is three, so his Skill Total is eight. Pip
rolls 2d6, and gets a total of five. Subtracting that rolled five
from his Skill Total of eight gives him an Outcome of three; not
quite high enough to beat the target Difficulty of 4. Pip’s shuttle
slams hard into the deck, bounces, and comes to a shuddering crash
against the far bulkhead of the landing bay. Time for Pip’s crew to
check for impact damage...
The
advanced game also delves into such goodies as hit location tables,
critical hits, modifiers for environment and clever combat tactics,
as well as more detailed weapon stats like accuracy. Taking damage
also incurs penalties to task checks in the advanced game, since
something like a plasma grenade going off in your face will probably
distract you from plotting lightspeed jump coordinates.
That’s
about it, as far as system material. Very streamlined.
The
remaining 35 pages or so of the PDF contain helpful odds and ends.
There’s an overview of the pre-made cosmos known as the United
Sovereign Worlds provided by the authors to get you started on your
voyage into the depths of spaaaaace. You’re given descriptions of
the USU’s central government, pertinent alien races, some regions of
nearby space, and a few simple star system creation tables to expand
the USU or draft your own galaxy. A suitably villainous enemy race
is detailed for your nefarious use, as well as succinct but
perfectly adequate rules for robots. Serviceable equipment, tool,
weapon, gadget, and vehicle lists round out the Sovereign Worlds
chapter.
(By the way, I do know that "USU" is not an accurate acronym for
'United Sovereign Worlds', but there's an in-game rationale for why
those initials are used anyway.)
For
ongoing campaigns, there are rules for improving characters through
experience points, for upgrading robots and improving starships, and
even a system for diceless play. Conversion notes for other Precis
games allow you to tweak Hard Nova 2 to mesh with their games
from other genres, I assume, but since I’m not familiar with PIG’s
other games, I’ll just note that the conversion info’s available
without commenting on its usefulness.
A
large chunk of the end of the PDF is a set of four scenarios to get
you playing right away, along with a metric monkeyload of really
handy game reference pages, such as blank sheets for characters and
some for pre-statted NPCs, and several starship sheets with stats
for standard types of star-traveling vessels. They even provide a
cut-out paper die, in case you’re a poor underprivileged gamer who
has no six siders of your own!
The
Good
Hard Nova
2 is a
smooth, sleek game, easily adaptable to your idea of awesome space
gaming. It’s excellent as a quick-start single-play game, and
functional as an ongoing campaign. If you want to model your setting
on a popular book, movie or series, simply incorporate the aspects
offered in this toolkit that fit your vision and ignore the rest.
The choice of basic and advanced rules, and the option to freely mix
them, allows GMs to customize the complexity of their game for their
campaign needs.
The
Neutral
As is
always the case with generic games, some GMs may balk at having to
design the entire gaming universe from scratch. Even using the
pre-made material given in the PDF, there’s still an awful lot of
creation and customization that will have to go into making up a
useful region of space or two for your players to cruise around in.
For GMs with time constraints or a lack of creative spark, this may
be a daunting task. Again, though, I really think Hard Nova
can shine at emulating a program you’re already familiar with, so
that would take some of the pressure off of inventing 23 alien
species yourself.
The
Evil
There’re
no starship construction guidelines. The stats and abilities for
starships are explained well enough, and there are rules for
upgrading them, but you’re really stuck using the templates given in
the reference section of the PDF for standard ships, and adding some
gimmicks to make them unique. This is keeping in line with the
simplicity of the overall game, but it bugs the tinkerer in me that
wants to combine different frames with different shield ratings and
engine sizes.
Also,
computers are given no examination at all, which strikes me as odd
in a far future setting. There are computer skills, but no detailed
rules set regarding computer types, function, security, or hacking.
Again, I suppose it’s to keep things simple, but it’s just oddly
striking as a missing subject in a technologically advanced setting.
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So,
Shall We Boldly Go, Or What?
Hard Nova
][ is a damn cool game. I don’t even need yet another sci-fi
game in my rpg library, but I’m still keeping this one. My only regret
was not grabbing the hardcopy version when I first saw it at Origins a
few years ago, and now only having the PDF copy. (This kobold likes his
gaming books the old-fashioned way; on papyrus. This newfangled
electronic medium trollcrap just ain’t for me.)
So, I’m
definitely recommending HN2 for your intergalactic gaming needs.
Engage the
hyper-inverter thrust stabilizers, helmsman! Neutronium shields to
maximum! We’re going to plot a course right into… that hard nova.
(Cue cool
spacey synthesizer theme music!)
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