TEXT: Concept and Editing
  Mark Bruno
  System and Layout
  Brett M. Bernstein
  Characters
  2
  Character Sheets
  7
  Game Mechanics
  14
  Personal Combat
  15
  Starship Combat
  18
  Starship Sheets
  20
  Equipment
  24
  Scenarios
  In the Void
  25
  Rescue on Rigel-7
  27
  Dead in Space
  29
  The Dyashi Gambit
  31
  © 2003 Politically Incorrect Games. HardNova and
  genreDiversion are trademarks of Politically Incorrect
  Games. All Rights Reserved. No part of this book may be
  reproduced in any form, except where noted. This
  includes distribution of the original electronic file titled
  ‘gd1_hardnova.pdf’. Two copies may be printed for
  personal use only
  HardNova
  S p a c e  O p e r a  A d v e n t u r e s
  TM
  HardNova
  S p a c e  O p e r a  A d v e n t u r e s
  TM
  Check out WWW.PIGAMES.NET for more
  genreDiversion™ games and updates.
  Table of Contents
  g
  
  2
  HardNova: Space Opera Adventures
  Every character possesses primary traits,
  secondary traits, skills, and backgrounds. They are
  described below.
  Primary Traits
  Primary traits range from zero (0) to six (6) and
  cannot begin play at a rating higher than five (5).
  Ratings for primary traits signify the following:
  FITNESS is a wide-ranging trait which describes
  a character’s size, muscle mass, hand-eye
  coordination, and physical grace. It affects how well
  a character can perform a feat of strength, fire a
  gun, or climb a rope.
  EMPATHY represents a character’s ability to
  sympathize with and express emotions to others. It
  also measures his intuitive ability and sensory
  facilities.
  REASONING gauges how well a character can
  analyze information. It is the driving force behind
  skills that require study.
  WILLPOWER
  describes a character’s control
  over his mental and physical facilities. It allows him
  to press on in the face of danger, attempt a task
  with confidence, or even control his emotions.
  Secondary Traits
  Secondary traits are computed from primary
  traits.
  REACTION
  measures a character’s nerves,
  reflexes, and general speed. It is equal to twelve
  minus fitness and empathy.
  STAMINA indicates a character’s physical health
  and resistance to injury and illness. It is equal to the
  sum of the character’s fitness and willpower
  multiplied by two. Starting from the bottom of the
  Stamina counter (on the character sheet), fill in one
  blank box from each group, When you get to the top,
  start at the bottom again. Repeat until the total
  number of filled boxes is equal to twenty-five (25)
  minus the stamina rating.
  The rules in HardNova: Space Opera Adventures are designed to facilitate quick
  gaming for a single night’s play, especially for those times when you need a quick fix or want to take
  a break from the tedium of extended campaigning. Within, you will find rules optimized for a fast-
  playing, movie-like experience with scenarios that can be played in a single session. It is assumed
  that at least one player has roleplaying experience.
  Characters are created on a point-based system that allows you to design the type of character
  you want to play without restrictive classes and levels. As befits the concept, combat and action
  resolution is fast and everything in the game can be resolved with a single die roll of two or more
  dice. More advanced rules are also included if you wish to increase the level of detail. Additionally,
  HardNova comes complete with several game scenarios and a complete list of pre-generated
  and non-player characters that let you jump right into the action
  HardNova is predicated on the classic space opera epics found in movies, comics, television
  shows, and books from the last several decades. Characters can be interstellar adventurers on
  quests for fame and fortune among the stars, bold explorers seeking out new worlds, space pirates
  plying the shipping lanes in search of easy prey, mystical psions with mental powers, or just about
  anything else that comes to mind. The rules in HardNova will allow you to explore all the
  possibilities of good space opera fantasy, either through the use of the included scenarios or of
  those you design on your own. So suit up, initiate the hyperdrive sequence, and take to the stars!
  characters
  primary trait ratings
  0
  Below Average
  1
  Low Average
  2
  Average
  3
  High Average
  4
  Noteworthy
  5
  Gifted
  6
  Legendary
  
  3
  HardNova: Space Opera Adventures
  Skills
  Skills represent knowledge and experience gained
  through study and practice. A skill may not be raised
  higher than double its related trait and characters
  cannot start the game with a skill higher than ten
  (10). Skill ratings signify the following:
  Fitness Based Skills 
  ARCHAIC WEAPONS covers the ability to attack
  an opponent with knives, swords, clubs, and other
  primitive weapons.
  ATHLETICS helps a character climb, swim, and
  perform gymnastic stunts.
  BRAWLING covers the ability to punch, kick,
  grapple, and throw.
  FIREARMS covers the use of any pistol or rifle.
  FINESSE allows a character to pick pockets and
  locks, perform sleight of hand tricks, and override
  mechanical security systems.
  GUNNERY allows a character to use starship
  weapons systems.
  PILOTING is the ability to control and steer a
  starship.
  STEALTH is the ability to sneak around without
  being seen or heard.
  ZERO-G helps a character move and perform
  maneuvers in a zero gravity environment.
  Empathy Based Skills 
  INTERROGATION
  is the ability to acquire
  information from individuals through subterfuge and
  intimidation, and even torture.
  INVESTIGATION
  is the acquisition of data
  through examination, observation, inquiry, and
  research.
  NEGOTIATION is the ability to barter, persuade,
  and even intimidate others.
  PERFORMANCE is the art of oration, singing, and
  stage performances.
  PSIONICS represents any one of a number of
  special abilities which are derived from psionic
  powers. Each ability counts as a separate skill (see
  Psionic Powers below).
  SEDUCTION is the art of tempting others to do
  as you wish, particularly members of the opposite
  sex.
  Reasoning Based Skills 
  ASTRONAVIGATION is the knowledge of plotting
  courses in order to traverse the vastness of space.
  COMMODITIES allows a character to appraise
  gems, gold, jewelry, and other items of value.
  COMPUTERS covers the operation, hacking, and
  basic repair of all computer systems.
  DISGUISE covers impersonation and the art of
  changing one’s appearance.
  ENGINEERING is the knowledge of designing,
  building, and repairing advanced technological
  devices such as androids and starships.
  GAMBLING allows the character to play most
  games of chance and have the unnerving ability to
  deduce the odds of winning in a given situation.
  GENERAL KNOWLEDGE provides the character
  with historical, geographical, political, social, and
  trivial information.
  MECHANICS is the knowledge of designing,
  building, and repairing mechanical devices.
  MEDICINE
  is the knowledge of healing and
  treatment.
  SCIENCE is the general knowledge of science and
  math.
  Willpower Based Skills 
  COMPOSURE is the ability to remain calm in the
  face of danger or temptation, and is a valuable
  asset, especially in a fight.
  Backgrounds
  Backgrounds serve to flesh out the character.
  Think of them in terms of special abilities and skill
  aptitudes, which allow your character to stand head
  and shoulders above regular galactic citizens.
  Backgrounds are entirely optional, so check with
  your gamemaster before choosing them. If
  permitted, you may choose one background for your
  character before the start of the game.
  ANDROID.
  The 
  character 
  is 
  actually 
  a
  mechanically engineered entity called an Android.
  This background provides a permanent, one-time
  bonus of +1 to fitness and +1 to reasoning (this
  skill ratings
  0
  Untrained
  1
  Passing Knowledge
  2
  Undertrained
  3
  Basic Knowledge
  4
  Working Knowledge
  5
  Solid Ability
  6
  Highly Trained
  7
  Elite
  8
  Expert
  9
  Leader in Field
  10
  Master
  11
  Legendary
  12
  Legendary
  
  4
  HardNova: Space Opera Adventures
  may raise the traits to six). The downside is that
  the character must subtract two from empathy, to
  reflect its absence of humanity (this cannot be
  lowered to less than zero).
  COSMIC BEAUTY.
  The character possesses
  unnatural flair or charm, and exudes sex appeal.  All
  seduction and performance rolls receive !.
  CRIMINAL. The character is well known in the
  seedier parts of the galaxy. There are many people in
  the galactic underworld who are willing to assist
  him. The roll of a single die indicates how many
  underworld contacts are present on a given world.
  A roll of snake eyes on two dice indicates that a
  single contact is present on a given starship.
  ELITE.
  The character has come into wealth,
  either through a lucrative business deal or an
  inheritance. The measure of newfound wealth equals
  1,000 credits times the roll of two dice.
  INTERFACER.
  The character has a neural
  interface implant which allows him to link directly
  with a computer system, thus improving his skill and
  efficiency with hardware. An interface jack gives the
  character a ! bonus on all Computer task rolls.
  MARKSMAN.
  The character is an expert at
  aiming firearms at distant targets. All firearm rolls
  which are aimed receive an additional !.
  NAVIGATOR. The character has the unnatural
  ability to envision hyperdimensional travel routes. All
  astronavigation rolls receive @.
  NOBLE. The character has been granted a noble
  title or has been born into a noble family. He is
  respected by those of the royal hierarchy or the
  men and women governed by it. All empathy rolls
  involving these people receive !.
  PSION. The character is able to bend reality to
  his will through the use of mind over matter. Once
  this background is taken, the character may choose
  a number of psionic powers equal to his empathy
  rating. Psionic powers may not be used by a
  character without this background. See Psionic
  Powers below.
  STARSHIP CAPTAIN.
  At some point in the
  character’s life, he has acquired the deed to a small
  starship, be it a starfighter, tramp freighter, or
  transport shuttle.
  TROOPER. The character has unnatural intuitive
  ability which serves to prevent him from being
  surprised in combat. All reaction rolls receive !.
  Psionic Powers
  Each psionic power is considered a separate skill
  and its use is dependent on the empathy trait. A
  successful task roll is required to gain the benefits
  of a power.
  ALTER WEIGHT. The character can alter his
  weight so that he may walk on soft surfaces and
  over terrain without leaving footprints for a number
  of minutes equal to his fitness rating.
  ALTERATION. The character can alter the short-
  term memories of a number of targets equal to his
  empathy rating. This roll must be contested against
  a composure roll made by the target(s).
  BEACON. The character can imbue an object with
  illumination, thus creating a temporary light source
  for a number of hours equal to his willpower rating.
  BIOWEAPON. The character can morph a single
  appendage (typically the arm) into a slashing melee
  weapon, with damage equivalent to a sword.
  BLAST. The character can attack an opponent
  with this offensive telepathic power. If successful,
  the target is stunned and may not act for a number
  of turns equal to the character’s empathy rating.
  CLAIRAUDIENCE. The character can hear words
  in another location, although he must have visited
  the location previously.
  CLAIRVOYANCE. The character can see things in
  another location. Like Clairaudience, the character
  must have visited the location previously.
  CONFUSION. The character can place an
  individual into a state of bafflement and perplexity—
  the target is unable to perform actions with a
  modicum of accuracy. This roll must be contested
  against a composure roll made by the target(s). If
  successful, the target receives 2 on all tasks for a
  number of turns equal to the character’s empathy
  rating.
  CONTACT. The character can communicate with
  other creatures telepathically. The individual
  contacted cannot respond unless he also possesses
  this ability.
  COSMIC SENSE. The character can use this
  power in place of astronavigation for the purpose of
  interstellar travel.
  DETECTION. The character can detect psionic
  auras with this power, revealing the presence of
  other psions in the general area. A triumph allows
  the  character to pinpoint their exact locations.
  backgrounds
  Android
  Cosmic Beauty
  Criminal
  Elite
  Interfacer
  Marksman
  Navigator
  Noble
  Psion
  Starship Captain
  Trooper
  
  5
  HardNova: Space Opera Adventures
  DIM. The character can dim ambient light in his
  immediate vicinity. The area is considered to be one
  of partial light.
  DISCHARGE. The character can discharge an
  electric bolt from his body, causing 3 points of
  damage to an individual within five feet 
  EMPATHIC SENSE. The character can detect
  images and emotions which previously occurred in
  an area. The gamemaster may grant significant
  bonuses if the events were laced with especially
  heavy emotions.
  FALSE SENSES. The character can falsify one of
  his target’s senses. The subject thinks he sees,
  hears, smells, tastes, or feels something other
  than what is actually experienced.
  GHOST WRITING. The character can cause
  writing to appear on the surface of a wall or a piece
  of paper.
  GREMLINS. The character can immobilize a single
  android for a number of turns equal to his empathy
  rating. This roll must be contested against a
  composure roll made by the android.
  HEAL. The character can heal a number of
  stamina points equal to his empathy rating once per
  day.
  HEAVENLY PREDICTIONS. The character can
  accurately predict natural lighting and weather
  conditions for his present location, for up to 24
  hours.
  ILLUSION. The character is invisible to a number
  of people equal to his empathy rating. He is only
  invisible in their minds and can be detected on
  cameras and the like. If the target(s) make a
  successful investigation task, they see through the
  illusion.
  LOCATIONAL SENSE. The character can locate
  an object or person with which he is familiar. The
  difficulty is determined by the distance.
  up to 100 feet
  trivial
  up to 1000 feet
  routine
  up to 5000 feet
  challenging
  more than 5000 feet
  impossible
  MATERIAL SENSE. The character can read
  images and events from physical objects. This
  functions the same as empathic sense, but for
  objects instead of places.   
  MENTAL SHIELD. This power is a psychic shield
  that offers the character protection against other
  psionic powers and provides an early warning alarm
  system when other powers are being used in the
  character’s vicinity. Any psionic task directed at the
  character is contested by the outcome of mental
  shield. The Mental Shield lasts for a number of turns
  equal to the character’s willpower rating.
  NIGHT VISION. The character can see well in low-
  light conditions (no penalties). In near-total
  darkness, he can see as if in dim light (penalties
  same as partial-light).
  NULLIFY. The character can nullify the effects of
  any one psionic power used against another
  individual. Any psionic task directed at another
  character is contested by the outcome of nullify.
  POWER OF SUGGESTION. The character can
  suggest something to the target, such as drop your
  weapon or hand me the keys. A failure indicates that
  the target has been alerted that someone is fooling
  with his mind.
  PSYCHOKINESIS. The character can move and
  manipulate objects by sheer thought. The maximum
  weight (in pounds) of an object that can be
  manipulated is equal to his empathy rating times
  ten.
  SIXTH SENSE. The character receives ! on his
  reaction roll next turn.
  psionic powers
  Alter Weight
  Alteration
  Beacon
  Bioweapon
  Blast
  Clairaudience
  Clairvoyance
  Confusion
  Contact
  Cosmic Sense
  Detection
  Dim
  Discharge
  Empathic Sense
  False Sense
  Ghost Writing
  Gremlins
  Heal
  Heavenly Predictions
  Illusion
  Locational Sense
  Material Sense
  Mental Shield
  Night Vision
  Nullify
  Power of Suggestion
  Psychokinesis
  Sixth Sense
  Suppress
  Telepathic Sense
  True Sense
  Vigor
  Zap
  
  6
  HardNova: Space Opera Adventures
  SUPPRESS. The character can suppress his
  opponent’s ability to use psionic powers against him
  for one round.
  TELEPATHIC SENSE. The character can read an
  individual’s surface thoughts for one minute.  A
  failure indicates that the victim has detected the
  act, but cannot pinpoint the source. 
  TRUE SENSE. The character can determine
  whether or not the target is being truthful. It will
  not allow the character to determine the extent of
  the lie, however. In addition, if the target honestly
  believes that what he is saying is true, this power
  will not register it as a lie.
  VIGOR. The character can ignore a number of
  penalty dice due to injury equal to his fitness rating.
  This lasts for a number of turns equal to his
  empathy rating.
  ZAP. The character can focus his power on
  electronic devices and cause them to freeze up for
  a number of turns equal to his empathy rating. This
  power can only be used on small personal devices,
  such as weapons and equipment. It will not allow the
  character to freeze a starship’s or vehicle’s power
  and computer systems.
  Creating Characters
  STEP 1. Choose background (optional)
  STEP 2. Divide 11 points among the primary traits
  or determine traits randomly by rolling one die for
  each trait (sixes count as zeros). Ratings may be
  anything between zero and five.
  STEP 3. Compute secondary traits.
  STEP 4. Divide 30 points among skills. Ratings may
  be anything between zero and twice the related
  trait (a trait rating of zero is the same as one for
  calculating this). The amount of skills associated
  with each trait is limited to its rating. For example,
  a character can have no more than three fitness
  based skills if his fitness rating is three (again a
  trait rating of zero is the same as one for
  calculating this).
  Fortunately, the character can ignore this rule for
  one skill per point in his willpower rating. Choosing
  the composure skill decreases the amount by one.
  For example, a character who has a wilpower rating
  of three and chooses the composure skill can still
  choose two more skills above and beyond the
  maximum number of skills allowed per trait. This is
  applied to the overall number of exceptions, not the
  number of exceptions for each trait.
  STEP 5. Determine starting wealth and purchase
  equipment. All characters begin the game with a
  random number of credits ( •
  C| ) (the default currency
  standard in HardNova). To determine a
  character’s starting wealth, roll two dice and
  multiply the result by 100.
  Character Archetypes
  Archetypes present a general view of the different
  types of characters you can play in HardNova. If
  you’re pressed for time, simply use them as-is and
  forego the initial character creation process (you
  will still need to roll for starting wealth).
  Alternatively, you can use them as guidelines for
  generating your own.
  Character Advancement
  If your character survives an entire scenario the
  gamemaster should award you one to four
  experience points, depending on your heroism,
  performance, and participation. Traits may be raised
  by spending five points per desired level. Skills may
  be raised by spending two points per desired level.
  New skills cost five points.
  advancement costs
  Traits
  5 points x new rating
  Skills
  2 points x new rating
  New Skills
  5 points
  
  1| Choose background.    2| Divide 11 points between primary traits or roll 1d6 for each trait (0-5; 6=0).
  3| Compute secondary traits.    4| Divide 30 points between skills (maximum=2x related trait).
  5| Determine starting wealth (2d6 x 100 •C| ) and purchase equipment.
  fitness
  HardNova
  S p a c e  O p e r a  A d v e n t u r e s
  TM
  area of protection
  damage
  ammunition
  armor
  penalty dice
  weapon
  range
  damage
  ammunition
  weapon
  range
  reasoning
  willpower
  reaction
  empathy
  Archaic Weapons
  ...........
  Athletics
  ...........
  Brawling
  ...........
  Firearms
  ...........
  Finesse
  ...........
  Gunnery
  ...........
  Piloting
  ...........
  Stealth
  ...........
  Zero-G
  ...........
  .................................... ...........
  .................................... ...........
  Astronavigation
  ...........
  Commodities
  ...........
  Computers
  ...........
  Disguise
  ...........
  Engineering
  ...........
  Gambling
  ...........
  General Knowledge
  ...........
  Mechanics
  ...........
  Medicine
  ...........
  Science
  ...........
  .................................... ...........
  Interrogation
  ...........
  Investigation
  ...........
  Negotiation
  ...........
  Performance
  ...........
  Seduction
  ...........
  Psionics
  .................................... ...........
  .................................... ...........
  .................................... ...........
  .................................... ...........
  .................................... ...........
  Composure
  ...........
  .................................... ...........
  12 - (FITNESS + EMPATHY)
  stamina
  (FITNESS + WILLPOWER) x 2
  BEGIN INJURIES
  d
  IIIII
  1
  IIIII
  2
  IIIII
  3
  IIIII
  4
  CIIII
  5
  c
  BEGIN UNUSED (25-STAMINA)
  Trivial
  Routine
  Challenging
  Impossible
  Calamity
  —
  —
  LESS
  THAN 0
  LESS
  THAN 0
  Failure
  LESS
  THAN 0
  LESS
  THAN 0
  0-1
  0-3
  Success
  0-1
  0-3
  2-5
  4-7
  Triumph
  MORE
  THAN 1
  MORE
  THAN 3
  MORE
  THAN 5
  MORE
  THAN 7
  player Name
  character Name
  character background
  possessions, wealth,
  & experience
  ©2003 Politically Incorrect Games. All rights reserved. This form may be duplicated for personal use.
  
  Spacers are individuals who spend most of their waking hours in deep space. They are
  starfighter jockeys, freighter captains, or interstellar trailblazers who cruise the space lanes in search
  of excitement, danger, and perhaps a little wealth.
  fitness
  HardNova
  S p a c e  O p e r a  A d v e n t u r e s
  TM
  area of protection
  Entire body
  damage
  4
  ammunition
  75
  armor
  Armored Flight Suit
  penalty dice
  2
  weapon
  Blaster Pistol
  range
  30/60/120
  damage
  2
  ammunition
  —
  weapon
  Vibro Knife
  range
  —
  4
  reasoning
  3
  willpower
  2
  reaction
  6
  empathy
  2
  Archaic Weapons
  ...........
  Athletics
  ...........
  Brawling
  ...........
  Firearms
  ...........
  Finesse
  ...........
  Gunnery
  ...........
  Piloting
  ...........
  Stealth
  ...........
  Zero-G
  ...........
  .................................... ...........
  .................................... ...........
  Astronavigation
  ...........
  Commodities
  ...........
  Computers
  ...........
  Disguise
  ...........
  Engineering
  ...........
  Gambling
  ...........
  General Knowledge
  ...........
  Mechanics
  ...........
  Medicine
  ...........
  Science
  ...........
  .................................... ...........
  Interrogation
  ...........
  Investigation
  ...........
  Negotiation
  ...........
  Performance
  ...........
  Seduction
  ...........
  Psionics
  .................................... ...........
  .................................... ...........
  .................................... ...........
  .................................... ...........
  .................................... ...........
  Composure
  ...........
  .................................... ...........
  12 - (FITNESS + EMPATHY)
  stamina
  12
  (FITNESS + WILLPOWER) x 2
  BEGIN INJURIES
  d
  CCIII
  1
  CCIII
  2
  CCCII
  3
  CCCII
  4
  CCCII
  5
  c
  BEGIN UNUSED (25-STAMINA)
  Trivial
  Routine
  Challenging
  Impossible
  Calamity
  —
  —
  LESS
  THAN 0
  LESS
  THAN 0
  Failure
  LESS
  THAN 0
  LESS
  THAN 0
  0-1
  0-3
  Success
  0-1
  0-3
  2-5
  4-7
  Triumph
  MORE
  THAN 1
  MORE
  THAN 3
  MORE
  THAN 5
  MORE
  THAN 7
  player Name
  character Name
  character background
  possessions, wealth,
  & experience
  ©2003 Politically Incorrect Games. All rights reserved. This form may be duplicated for personal use.
  Armored Flight Suit, Vibro Knife, Blaster
  Pistol, Starship (starfighter or tramp
  freighter)
  Starship Captain
  3
  4
  5
  5
  7
  3
  3
  
  Merchants are galactic traders who ply the space lanes of colonized systems, buying and
  selling all manner of mundane and exotic goods. Confrontations with space pirates are often par for
  the course, so knowing how to fight goes a long way.
  fitness
  HardNova
  S p a c e  O p e r a  A d v e n t u r e s
  TM
  area of protection
  damage
  3
  ammunition
  20
  armor
  penalty dice
  weapon
  Slug Pistol
  range
  19/38/75
  damage
  1
  ammunition
  —
  weapon
  Knife
  range
  —
  2
  reasoning
  2
  willpower
  2
  reaction
  5
  empathy
  5
  Archaic Weapons
  ...........
  Athletics
  ...........
  Brawling
  ...........
  Firearms
  ...........
  Finesse
  ...........
  Gunnery
  ...........
  Piloting
  ...........
  Stealth
  ...........
  Zero-G
  ...........
  .................................... ...........
  .................................... ...........
  Astronavigation
  ...........
  Commodities
  ...........
  Computers
  ...........
  Disguise
  ...........
  Engineering
  ...........
  Gambling
  ...........
  General Knowledge
  ...........
  Mechanics
  ...........
  Medicine
  ...........
  Science
  ...........
  .................................... ...........
  Interrogation
  ...........
  Investigation
  ...........
  Negotiation
  ...........
  Performance
  ...........
  Seduction
  ...........
  Psionics
  .................................... ...........
  .................................... ...........
  .................................... ...........
  .................................... ...........
  .................................... ...........
  Composure
  ...........
  .................................... ...........
  12 - (FITNESS + EMPATHY)
  stamina
  8
  (FITNESS + WILLPOWER) x 2
  BEGIN INJURIES
  d
  CCCII
  1
  CCCII
  2
  CCCII
  3
  CCCCI
  4
  CCCCI
  5
  c
  BEGIN UNUSED (25-STAMINA)
  Trivial
  Routine
  Challenging
  Impossible
  Calamity
  —
  —
  LESS
  THAN 0
  LESS
  THAN 0
  Failure
  LESS
  THAN 0
  LESS
  THAN 0
  0-1
  0-3
  Success
  0-1
  0-3
  2-5
  4-7
  Triumph
  MORE
  THAN 1
  MORE
  THAN 3
  MORE
  THAN 5
  MORE
  THAN 7
  player Name
  character Name
  character background
  possessions, wealth,
  & experience
  ©2003 Politically Incorrect Games. All rights reserved. This form may be duplicated for personal use.
  Slug Pistol, Knife, Tramp Freighter
  Starship Captain
  3
  4
  4
  2
  4
  6
  3
  4
  
  Soldiers are formidable warriors due to their battlefield training and experience. Some are
  enlisted men, while others form bands of local militia able to scramble at a moment’s notice. Some also
  fill the ranks of law enforcement agencies across the galaxy.
  fitness
  HardNova
  S p a c e  O p e r a  A d v e n t u r e s
  TM
  area of protection
  Back, Chest, Stomach
  damage
  5
  ammunition
  150
  armor
  Kevlar Vest
  penalty dice
  1
  weapon
  Blaster Rifle
  range
  38/75/150
  damage
  3
  ammunition
  20
  weapon
  Slug Pistol
  range
  19/38/75
  4
  reasoning
  1
  willpower
  4
  reaction
  6
  empathy
  2
  Archaic Weapons
  ...........
  Athletics
  ...........
  Brawling
  ...........
  Firearms
  ...........
  Finesse
  ...........
  Gunnery
  ...........
  Piloting
  ...........
  Stealth
  ...........
  Zero-G
  ...........
  .................................... ...........
  .................................... ...........
  Astronavigation
  ...........
  Commodities
  ...........
  Computers
  ...........
  Disguise
  ...........
  Engineering
  ...........
  Gambling
  ...........
  General Knowledge
  ...........
  Mechanics
  ...........
  Medicine
  ...........
  Science
  ...........
  .................................... ...........
  Interrogation
  ...........
  Investigation
  ...........
  Negotiation
  ...........
  Performance
  ...........
  Seduction
  ...........
  Psionics
  .................................... ...........
  .................................... ...........
  .................................... ...........
  .................................... ...........
  .................................... ...........
  Composure
  ...........
  .................................... ...........
  12 - (FITNESS + EMPATHY)
  stamina
  16
  (FITNESS + WILLPOWER) x 2
  BEGIN INJURIES
  d
  CIIII
  1
  CCIII
  2
  CCIII
  3
  CCIII
  4
  CCIII
  5
  c
  BEGIN UNUSED (25-STAMINA)
  Trivial
  Routine
  Challenging
  Impossible
  Calamity
  —
  —
  LESS
  THAN 0
  LESS
  THAN 0
  Failure
  LESS
  THAN 0
  LESS
  THAN 0
  0-1
  0-3
  Success
  0-1
  0-3
  2-5
  4-7
  Triumph
  MORE
  THAN 1
  MORE
  THAN 3
  MORE
  THAN 5
  MORE
  THAN 7
  player Name
  character Name
  character background
  possessions, wealth,
  & experience
  ©2003 Politically Incorrect Games. All rights reserved. This form may be duplicated for personal use.
  Blaster Rifle, Slug Pistol, Kevlar Vest
  Marksman
  4
  5
  7
  4
  2
  2
  6
  
  Scouts are pathfinders who explore new worlds and systems on behalf of planetary or sector
  governments, and even private interstellar corporations. Scouts have a wide range of combat and
  technical skills since they tend to be diverse and adaptable individuals.
  fitness
  HardNova
  S p a c e  O p e r a  A d v e n t u r e s
  TM
  area of protection
  damage
  3
  ammunition
  20
  armor
  penalty dice
  weapon
  Slug Pistol
  range
  19/38/75
  damage
  2
  ammunition
  —
  weapon
  Vibro Knife
  range
  —
  3
  reasoning
  3
  willpower
  3
  reaction
  7
  empathy
  2
  Archaic Weapons
  ...........
  Athletics
  ...........
  Brawling
  ...........
  Firearms
  ...........
  Finesse
  ...........
  Gunnery
  ...........
  Piloting
  ...........
  Stealth
  ...........
  Zero-G
  ...........
  .................................... ...........
  .................................... ...........
  Astronavigation
  ...........
  Commodities
  ...........
  Computers
  ...........
  Disguise
  ...........
  Engineering
  ...........
  Gambling
  ...........
  General Knowledge
  ...........
  Mechanics
  ...........
  Medicine
  ...........
  Science
  ...........
  .................................... ...........
  Interrogation
  ...........
  Investigation
  ...........
  Negotiation
  ...........
  Performance
  ...........
  Seduction
  ...........
  Psionics
  .................................... ...........
  .................................... ...........
  .................................... ...........
  .................................... ...........
  .................................... ...........
  Composure
  ...........
  .................................... ...........
  12 - (FITNESS + EMPATHY)
  stamina
  12
  (FITNESS + WILLPOWER) x 2
  BEGIN INJURIES
  d
  CCIII
  1
  CCIII
  2
  CCCII
  3
  CCCII
  4
  CCCII
  5
  c
  BEGIN UNUSED (25-STAMINA)
  Trivial
  Routine
  Challenging
  Impossible
  Calamity
  —
  —
  LESS
  THAN 0
  LESS
  THAN 0
  Failure
  LESS
  THAN 0
  LESS
  THAN 0
  0-1
  0-3
  Success
  0-1
  0-3
  2-5
  4-7
  Triumph
  MORE
  THAN 1
  MORE
  THAN 3
  MORE
  THAN 5
  MORE
  THAN 7
  player Name
  character Name
  character background
  possessions, wealth,
  & experience
  ©2003 Politically Incorrect Games. All rights reserved. This form may be duplicated for personal use.
  Slug Pistol, Vibro Knife, Small Scoutship
  Starship Captain
  4
  6
  2
  2
  3
  5
  5
  3
  
  Psions are mystical men and women who have unlocked the secrets of mind over matter. Some are
  considered spiritual leaders on their home planets, while others use their powers for more nefarious
  schemes. Some psions are cast out or hunted by governments who regulate their use.
  fitness
  HardNova
  S p a c e  O p e r a  A d v e n t u r e s
  TM
  area of protection
  damage
  ammunition
  armor
  penalty dice
  weapon
  range
  damage
  ammunition
  weapon
  range
  2
  reasoning
  2
  willpower
  2
  reaction
  5
  empathy
  5
  Archaic Weapons
  ...........
  Athletics
  ...........
  Brawling
  ...........
  Firearms
  ...........
  Finesse
  ...........
  Gunnery
  ...........
  Piloting
  ...........
  Stealth
  ...........
  Zero-G
  ...........
  .................................... ...........
  .................................... ...........
  Astronavigation
  ...........
  Commodities
  ...........
  Computers
  ...........
  Disguise
  ...........
  Engineering
  ...........
  Gambling
  ...........
  General Knowledge
  ...........
  Mechanics
  ...........
  Medicine
  ...........
  Science
  ...........
  .................................... ...........
  Interrogation
  ...........
  Investigation
  ...........
  Negotiation
  ...........
  Performance
  ...........
  Seduction
  ...........
  Psionics
  Bioweapon
  ...........
  Power of Suggestion ...........
  Contact
  ...........
  .................................... ...........
  .................................... ...........
  Composure
  ...........
  .................................... ...........
  12 - (FITNESS + EMPATHY)
  stamina
  8
  (FITNESS + WILLPOWER) x 2
  BEGIN INJURIES
  d
  CCCII
  1
  CCCII
  2
  CCCII
  3
  CCCCI
  4
  CCCCI
  5
  c
  BEGIN UNUSED (25-STAMINA)
  Trivial
  Routine
  Challenging
  Impossible
  Calamity
  —
  —
  LESS
  THAN 0
  LESS
  THAN 0
  Failure
  LESS
  THAN 0
  LESS
  THAN 0
  0-1
  0-3
  Success
  0-1
  0-3
  2-5
  4-7
  Triumph
  MORE
  THAN 1
  MORE
  THAN 3
  MORE
  THAN 5
  MORE
  THAN 7
  player Name
  character Name
  character background
  possessions, wealth,
  & experience
  ©2003 Politically Incorrect Games. All rights reserved. This form may be duplicated for personal use.
  ‘Mystic Robes’
  Psion
  2
  2
  2
  4
  2
  4
  8
  6
  
  Engineers are the heart and soul of space-faring vessels, since they’re typically called upon to
  keep the ship at peek performance or push it to its structural limits. Engineers love to tinker with any
  technological device and many are often revered for their skills with mechanical and electronic devices.
  fitness
  HardNova
  S p a c e  O p e r a  A d v e n t u r e s
  TM
  area of protection
  Entire Body
  damage
  3
  ammunition
  20
  armor
  Armored Flight Suit
  penalty dice
  2
  weapon
  Slug Pistol
  range
  19/38/75
  damage
  ammunition
  weapon
  range
  2
  reasoning
  5
  willpower
  2
  reaction
  8
  empathy
  2
  Archaic Weapons
  ...........
  Athletics
  ...........
  Brawling
  ...........
  Firearms
  ...........
  Finesse
  ...........
  Gunnery
  ...........
  Piloting
  ...........
  Stealth
  ...........
  Zero-G
  ...........
  .................................... ...........
  .................................... ...........
  Astronavigation
  ...........
  Commodities
  ...........
  Computers
  ...........
  Disguise
  ...........
  Engineering
  ...........
  Gambling
  ...........
  General Knowledge
  ...........
  Mechanics
  ...........
  Medicine
  ...........
  Science
  ...........
  .................................... ...........
  Interrogation
  ...........
  Investigation
  ...........
  Negotiation
  ...........
  Performance
  ...........
  Seduction
  ...........
  Psionics
  .................................... ...........
  .................................... ...........
  .................................... ...........
  .................................... ...........
  .................................... ...........
  Composure
  ...........
  .................................... ...........
  12 - (FITNESS + EMPATHY)
  stamina
  8
  (FITNESS + WILLPOWER) x 2
  BEGIN INJURIES
  d
  CCCII
  1
  CCCII
  2
  CCCII
  3
  CCCCI
  4
  CCCCI
  5
  c
  BEGIN UNUSED (25-STAMINA)
  Trivial
  Routine
  Challenging
  Impossible
  Calamity
  —
  —
  LESS
  THAN 0
  LESS
  THAN 0
  Failure
  LESS
  THAN 0
  LESS
  THAN 0
  0-1
  0-3
  Success
  0-1
  0-3
  2-5
  4-7
  Triumph
  MORE
  THAN 1
  MORE
  THAN 3
  MORE
  THAN 5
  MORE
  THAN 7
  player Name
  character Name
  character background
  possessions, wealth,
  & experience
  ©2003 Politically Incorrect Games. All rights reserved. This form may be duplicated for personal use.
  Engineer Tools, Armored flight suit, Slug
  Pistol
  1
  1
  6
  8
  4
  6
  4
  
  14
  HardNova: Space Opera Adventures
  This game requires at least two six-sided dice in
  order to play. Although one set of two is sufficient,
  you may want to provide additional dice for each
  player.
  These dice are always rolled in pairs taking the
  sum of the two. This sum is called the dice total.
  Some special abilities or actions may also call for a
  number of bonus dice or penalty dice to be rolled with the
  pair. The two lowest dice are added together when
  using bonus dice, while the two highest are added
  together when using penalty dice. Bonus dice and
  penalty dice cancel each other out. Penalty dice are
  represented as 1 and bonus dice as !, with the
  actual number of dice in the circle.
  Basic Task Rolls
  During the course of a gaming session, you will
  want to accomplish tasks. Rolls of the dice are used
  to determine if these tasks succeed. Task rolls
  provide a balanced system which reflects a
  character’s skill and ability levels. The more skilled a
  character is, the higher his chance of success will
  be.
  A character accomplishes a basic task when his
  dice total is less than or equal to his skill total. The skill
  total is equal to the sum of the appropriate skill
  rating and its corresponding trait.
  Advanced Task Rolls
  Advanced task rolls add realism by utilizing varying
  levels of difficulty assigned by the gamemaster.
  Varying degrees of success are also determined by
  the outcome of the roll. Advanced task rolls are
  optional.
  Difficulties
  Difficulties make it easy for the gamemaster to
  determine when and how to roll for tasks. They also
  affect the outcome of a task.
  TRIVIAL tasks do not require a roll unless it is
  contested by another character. Trivial tasks
  represent mundane labors that usually require little
  or no training. We generally take them for granted.
  ROUTINE
  tasks always require rolls and
  represent innocuous actions that must rely on
  training and experience. They also require minimal
  thought or effort.
  CHALLENGING tasks require above average skill
  and represent some action unfamiliar to a
  character. They can also be fairly dangerous and
  require the dice total to be less than the skill total by
  at least three to be successful.
  IMPOSSIBLE
  tasks cover all dangerous or
  improbable situations. Characters attempting such
  actions are either very brave or very stupid.  They
  require the dice total to be less than the skill total by at
  least six to be successful.
  Task difficulties may be increased or decreased by
  a 
  character’s 
  actions 
  or 
  his 
  environment.
  Difficulties may not be reduced less than trivial or
  increased greater than impossible. An increase in
  difficulty is represented as § and a decrease in
  difficulty as ¡, with the actual number of difficulty
  levels changed in the arrow. 
  Outcome
  To determine how successful a task is we must
  first compute the difference between the skill total
  and the dice total (skill total - dice total). This value is
  called the margin.
  Once we know the margin, consult the success table
  located on the character sheet. Find the margin
  listed under the appropriate difficulty at the top and
  then look to the far left for the outcome.
  There are four possible outcomes:
  CALAMITY
  represents a horrible mishap or
  backfire. This could be missing an opponent and
  accidentally shooting a friend or a chase down a
  flight of stairs resulting in a serious fall. Trivial and
  routine tasks cannot result in calamities.
  FAILURE represents a failed attempt at a task.
  Unlike calamities, it does not necessarily indicate a
  harmful outcome.
  SUCCESS
  represents a typical successful
  outcome. This could be a gun shot to the chest or a
  forged document which looks real under standard
  inspection.
  TRIUMPH represents a miraculous outcome. This
  could be incapacitating an opponent with one punch
  or convincing an enemy of your good intentions.
  game
  mechanics
  basic task procedure
  1. Compute Skill Total (trait + skill)
  2. Roll Dice and Compute Dice Total
  3. Successful if Dice Total is less than
  or equal to Skill Total
  
  15
  HardNova: Space Opera Adventures
  There are two special situations which overrule
  these outcomes. If the two dice used for the dice total
  are both ones (snake eyes), the task is a triumph. And,
  if the two dice used for the dice total are both sixes
  (box cars), the task is a failure.
  Untrained Task Rolls
  All skills can be attempted without prior training
  unless otherwise noted. Such rolls are considered
  untrained tasks. In these cases the skill total would
  be equal to the associated trait only. This type of
  task roll would also be used in situations where a
  single trait would govern the outcome.
  Contested Task Rolls
  There will be situations that place two people at
  odds with each other in some sort of struggle. To
  resolve this conflict, both parties make task rolls
  and the character with the highest margin wins the
  struggle. If neither roll actually is successful, both
  parties fail.
  ADVANCED. Some skills allow an effect to be
  contested by rolling against a difficulty of challenging
  if the original task was a success or impossible if it
  was a triumph. Contested rolls use the same trait
  and skill as the original task, unless otherwise
  noted.
  Composure Rolls
  There are times when even the most disciplined
  lose their nerve. Composure is both a skill and a
  condition. When characters remain composed, they
  may attempt tasks normally. Characters who have
  lost their composure, however, will either receive a
  penalty on the task or act in cowardice.
  Composure rolls (willpower + composure) must be
  made each time a character is faced with a
  dangerous situation. The difficulty depends on the
  circumstances and the outcome is determined as
  follows:
  Calamity 
  The character runs away and will be considered a
  coward if anyone is around to witness him.
  Failure
  The character backs down from attempting a
  dangerous task. He may try to talk his way out of it
  in order to save his reputation.
  Success & Triumph
  The character may attempt the task normally.
  When combat occurs, characters perform actions
  in blocks of time called turns. Generally, one action
  may be performed per turn. The game turn is an
  abstract measurement of time and the actual
  length is determined by the gamemaster, but each
  turn can vary from five to fifteen seconds.
  Combat is broken down into steps. First, all
  characters involved in the exchange declare their
  actions for the turn. They can attack, defend, use a
  special skill, or simply move or run away.
  Once actions are declared, the gamemaster must
  determine the order in which characters may act.
  This is called the reaction order. The characters may
  then proceed to attack or use abilities in this order.
  Each attack works like a skill task and damage is
  then subtracted from the character’s stamina (if
  successful). If a character receives an amount of
  damage equal to or greater than his stamina, he
  falls unconscious. Any further successful attacks
  directed at the character will kill him.
  Once this process is completed, the other
  character(s) finish their actions, and then it repeats
  until all parties have ceased hostilities.
  Declaring Actions
  Each character that is present in the combat
  exchange must inform the gamemaster of his
  actions. These actions may be: attack, defend, use skill,
  move, or aim. Players need not know what the others
  have planned.
  Each character then rolls two dice and adds his
  reaction rating to the sum. This is called the
  personal
  combat
  Advanced task procedure
  1. Compute Skill Total (trait + skill)
  2. Roll Dice and Compute Dice Total
  3. Compute Margin (skill total - dice total)
  4. Determine Outcome by referring to
  success chart on character sheet
  
  16
  HardNova: Space Opera Adventures
  reaction total and is compared to the other players’
  totals. The roll may also be modified by injuries and
  other factors (see below).
  The players act in order from lowest to highest.
  If two or more characters get the same reaction
  total the character with the highest empathy rating
  goes first. If they have the same empathy rating
  then the highest fitness goes first.
  All actions are affected by other characters’
  preceding actions in the same turn because they do
  not occur simultaneously. A character suffers a
  penalty on his actions if he has received enough
  injuries to do so before acting in a turn. Likewise, if
  a character was incapacitated before he gets to
  act, his action is forfeit.
  Declared actions can affect the way a turn plays
  out as follows:
  ATTACK. The character must complete his attack.
  DEFEND. The character must defend his position
  or wait in readiness. He may use the action to block,
  parry, or dodge an attack which then becomes a
  contested task against the defending character’s
  outcome.
  Weapons may be used to block all weapon and
  unarmed attacks, while only non-weapon attacks
  may be blocked by an unarmed character. The
  character may perform another action at the end of
  the turn if he has not been attacked.
  USE SKILL. The character must attempt a skill
  task. 
  MOVE. The character must attempt to move or
  run to a specific area, duck, jump, or dive. Ranged
  Attacks may also be attempted while moving, but
  with 2 on the task roll, and they do not receive
  aiming modifiers.
  AIM. The character must attempt to aim his
  ranged weapon attack, giving him ! on the next
  turn. Being struck by an attack, causes a
  character’s aim to be interrupted and he loses the
  use of the aiming bonus dice.
  Personal Combat Tasks
  There are different combinations of traits and
  skills used to make attack rolls. These are referred
  to as the attack total. There are also combinations
  used to make defensive rolls. The base difficulty for
  all non-ranged attack rolls is routine unless
  otherwise noted, while the difficulty for defensive
  rolls are determined by the outcome of the attack (a
  contested task).
  The difficulty for ranged attacks is determined by
  the range. Each firearm has an associated range—
  this is the long range value. Medium range is half
  that number, short range is one-fourth that number,
  and point blank is almost within direct contact.
  Fitness + Archaic Weapons Attack
  This is used to attack an opponent by slashing or
  stabbing him with a knife, axe, club, or sword.
  Fitness + Athletics Attack
  This is used for all thrown weapons such as
  rocks, knives, and spears. The difficulty of the
  attack roll is based on range.
  Fitness + Brawling Attack
  This is used for punch, kick, and grapple attacks.
  Fitness + Firearms Attack
  This is used for pistol and rifle attacks. The
  difficulty of these rolls is based on range.
  Empathy + Psionic Power Attack
  This is used for psionic based attacks. Each
  successful attempt causes the character to
  receive 1 on all tasks for a number of turns equal
  to the roll of one die less his willpower rating. This
  is due to energy drain by the psionic power.
  Fitness + Archaic Weapons Defense
  This is used to block or parry archaic weapon
  attacks.
  Fitness + Athletics Defense
  This is used to dodge thrown weapons. Ranged
  weapons can also be dodged, but the difficulty is
  impossible.
  reaction modifiers
  Wearing ‘Heavy Armor’
  1
  Knocked Down
  1
  Surprised Opponent
  @
  Carrying Heavy Equipment
  1
  Injured
  1 to 5
  combat actions
  Attack
  Defend
  Use Skill
  Move
  Aim
  range difficulties
  Point Blank
  Trivial
  Short
  Routine
  Medium
  Challenging
  Long
  Impossible
  
  17
  HardNova: Space Opera Adventures
  Fitness + Brawling Defense
  This is used to block punches, kicks, and
  grapples.
  Empathy + Psionic Power Defense
  This is used to defend against psionic based
  attacks.
  Environmental Factors
  Various factors can affect the outcome of an
  attack and are intended for use with advanced task
  rolls. They can be environmental or situational in
  nature. 
  The 
  gamemaster 
  is 
  free 
  to 
  add
  bonus/penalty dice or change the difficulty of the roll
  in order to simulate special actions and situations.
  A few examples are listed below.
  TARGET MOVING.
  Ranged attacks targeting
  moving characters receive §. 
  COVER. Characters may take cover behind walls,
  and other obstructions for protection against
  ranged attacks. Characters shooting at targets
  taking cover receive §. Characters that are
  completely hidden from view may not be targeted.
  PARTIAL LIGHT. Characters receive § on all
  combat actions attempted in partial light. Any
  attempt to attack in total darkness has a difficulty
  of impossible and only if the gamemaster even
  permits the attempt.
  QUICKDRAW. A character may attempt to draw
  his weapon and attack with it in the same turn. The
  difficulty of the roll is §.
  SECOND WEAPON. Two weapons may be used in
  fights at the same time. Each weapon must be
  rolled for separately and the difficulty of each roll is
  §.
  SECOND ATTACK. Two attacks may be attempted
  at the same target. Each attack must be rolled for
  separately and the difficulty of each roll is §.
  SECOND TARGET. Two attacks may be attempted
  at different targets. Each attack must be rolled for
  separately. The difficulty of each roll is §.
  CALLED STRIKES. Characters may aim for
  specific body parts while attacking. The difficulty of
  the attack roll is §. Successful called strikes to
  the hand cause the target to drop his weapon.
  Strikes to the head can prove fatal for firearms if
  the gamemaster decides to play God, and he has
  every right to do so.
  Armor Protection
  Characters who wear armor can reduce their
  chances of being injured. Each type of armor adds a
  number of penalty dice to the attack roll (see
  equipment section). Only one type of armor can be
  used at a time and if a called strike is targetting an
  area which is not protected by armor, the attack roll
  does not receive a penalty die from the armor.
  Determining Injuries
  Damage is determined by the specific attack or
  weapon (see equipment section). Each time a
  character is injured he must check off a number of
  stamina points on his character sheet, starting on
  the left side. He receives 1 on all rolls for each
  complete block of stamina points sustained. The
  character will eventually die when all his stamina
  points are checked off.
  If a character receives an amount of damage equal
  to or greater than his willpower rating in one attack,
  he stumbles backward and falls to the ground. He
  may not stand up until next turn. While down, the
  character receives 2 on all combat rolls.
  UNARMED ATTACKS. All unarmed attacks inflict
  one point of damage per two points of the attacking
  character’s fitness rating. Triumphs cause one
  point of damage per point of the character’s fitness
  rating.
  MELEE ATTACKS. All attacks from direct contact
  weapons such as a club or knife inflict the same
  amount of damage as unarmed attacks plus a
  modifier specific to each weapon (see equipment
  section).
  THROWN ATTACKS.
  All attacks from thrown
  weapons such as a knife or rock inflict an amount of
  damage specific to each weapon (see equipment
  section). Triumphs inflict double this amount.
  FIREARMS ATTACKS. All attacks from pistols and
  rifles inflict an amount of damage specific to each
  weapon (see equipment section). Triumphs inflict
  double this amount.
  FIRE. Characters on fire lose a number of stamina
  points equal to the roll of one die. This occurs every
  turn until the fire is extinguished. Characters in
  enclosed areas must roll an additional die due to
  smoke inhalation.
  ASPHYXIATION. Characters that are deprived of
  oxygen longer than they can normally hold their
  breath (willpower rating x 2), receive one point of
  damage per turn. Characters who are being choked
  are not in a position to hold their breath, so they
  receive 2 points per turn.
  FALLS. Characters take damage equal to the roll
  of one die per eight foot drop if he has fallen more
  than six feet. For example, if a character falls 24
  feet, he takes damage equal to the roll of three dice.
  armor modifiers
  Kevlar Vest
  1
  Armored Flight Suit
  2
  Power Suit
  3
  Plasma Screen
  5
  
  18
  HardNova: Space Opera Adventures
  Starship combat is handled in much the same way
  as personal combat with a few exceptions. Like
  other aspects of HardNova, space combat is
  meant to be fast-paced and cinematic, so the
  following basic game mechanics will reflect that
  concept.
  Starship Performance Traits
  Unlike character traits, starship performance
  traits represent the amount of bonus or penalty
  dice added to particular task rolls. They can range
  from 5 to %.
  SPEED represents the ship’s top velocity and
  acceleration. Although, it is not an actual speed, it
  affects the ability of a pilot to outrun or pursue
  another starship.
  HANDLING represents the maneuverability of the
  ship. It affects the ability of a pilot to perform a
  stunt such as establishing a formation, evading an
  attack, or making an attack run.
  Starship Shields
  Shields work the same way as personal armor. The
  shields rating ranges from zero to 5. Each time a
  ship takes a successful hit, the shields rating is
  reduced by one penalty die. Each turn that the ship
  does NOT take a successful hit, the shields rating
  increases by one penalty die until it reaches the
  original value.
  Starship Hull
  Starship hull works the same way as a
  character’s stamina rating and determines how
  much damage a starship can take before being
  destroyed. When a starship’s hull rating is reduced
  to zero, it has been breached and the ship is
  effectively destroyed. Small ships will most likely
  starship
  combat
  Healing Injuries
  Stamina points are recovered at a rate equal to
  the character’s willpower rating per day. Individuals
  with the Medicine skill may attempt to make a
  challenging roll in order to revive a character who
  has lost all stamina points. Once revived, the
  character is then unconscious and may heal
  normally. There is no way to revive a character once
  a failed Medicine roll is made.
  Medicine rolls can also be used to help a
  character heal more quickly. The effects are
  determined by the outcome as listed below.
  outcome
  modifier
  calamity
  character loses 2 stamina
  success
  character heals +1 stamina
  triumph
  character heals +2 stamina
  damage
  Unarmed Success
  Half Fitness
  Unarmed Triumph
  Fitness
  Melee Success
  Half Fitness + weapon mod
  Melee Triumph
  Fitness + weapon mod
  Thrown Success
  weapon mod
  Thrown Triumph
  weapon mod x 2
  Firearm Success
  weapon mod
  Firearm Triumph
  weapon mod x 2
  Fire
  1d6
  Fire and Smoke
  2d6
  Asphyxiation
  1 per turn
  Choking/Strangling 2 per turn
  Falls
  1d6 x 8 feet
  (beyond inital 6 feet)
  Performance trait ratings
  5
  Abysmal Performance
  4
  Dreadful Performance
  3
  Poor Performance
  2
  Poor Performance
  1
  Below Average Performance
  0
  Average Performance
  !
  High Average Performance
  @
  Good Performance
  #
  Good Performance
  $
  Exceptional Performance
  %
  Wonder of Engineering
  starship hulls
  0-25
  Fighters, Patrol Craft, Small
  Transports (Small Hulls)
  26-50
  Small Freighters, Yachts, Large
  Transports (Medium Hulls)
  51-100
  Cruisers, Corvettes, Large
  Freighters (Large Hulls)
  
  19
  HardNova: Space Opera Adventures
  explode instantly, while larger ships may break apart
  before being consumed by cinematic-like flames. All
  starship tasks involving the speed and handling
  traits receive 1 for each complete block of hull
  points sustained.
  Declaring Actions
  This works the same way as personal combat,
  using the ship’s speed rating as a modifier to the
  roll. One attack may be attempted per character
  manning a weapon station.
  Starship Combat Tasks
  Again, these work the same as personal combat.
  Only the trait and skill combinations are different.
  Fitness + Gunnery Attack
  This is an attempt to fire or launch weapons at
  another starship. The task is modified by the
  attacking ship’s handling trait.
  Fitness + Piloting Attack
  This is an attempt to ram another starship. The
  task is modified by the ramming ship’s handling
  trait.
  Fitness + Piloting Defense
  This is an attempt to evade weapons fire, a
  missile targeting the starship, an incoming vessel
  trying to ram, or any other space object. The task
  is modified by the defending ship’s speed and
  handling traits.
  Starship Environmental Factors
  Various factors can also affect the outcome of a
  starship attack and are intended for use with
  advanced task rolls. The gamemaster is free to add
  bonus/penalty dice or change the difficulty of the roll
  in order to simulate special actions and situations.
  A few examples are listed below.
  NEAR ATMOSPHERE. The starship is scraping
  the outer edges of a planet’s atmosphere. All tasks
  involving the ship’s handling receive §.
  ASTEROID BELT. The starship is surrounded by
  asteroids. All tasks involving the ship’s handling
  receive §.
  NEBULA & ION STORM.
  The starship is
  surrounded by ionic interference. All attacks receive
  §.
  CALLED STRIKES. Characters may aim for a
  target’s engines, specific weapon, or shield
  generator while attacking. The difficulty of the
  attack roll is § and the area is only affected if the
  amount of damage sustained is more than the
  number of penalty dice provided by the target ship’s
  shields. Successful called strikes leave the affected
  systems inoperable (engines prevent a ship from
  maneuvering, weapons become useless, or shield
  rating becomes zero).
  RAMMING.
  The starship rams another. Both
  craft receives damage equal to the other ship’s hull
  rating. Both speed and handling can affect this task.
  Starship Weapon Systems
  All weapons systems are either fixed to fire in one
  direction or mounted on rotating turrets which are
  capable of targeting any object within multiple
  bearings. Half of all the turreted systems on a ship
  may target any given bearing. For example, if a craft
  has four turrets, two of them may target an enemy
  vessel immediately in front of it (or below it or in
  back of it, etc.). Since space is very big, these rules
  are not concerned with actual ranges. It is up to the
  gamemaster to decide which ranges are used (if
  using the advanced task rules).
  LASER CANNONS. These are the most common
  of the starship based weapon system in the galaxy.
  Multiple cannons are often linked to fire at the same
  target, increasing their accuracy (!
  for each
  cannon in the linked array beyond the first) and
  damage. 
  PARTICLE 
  CANNONS.
  This 
  weapon 
  fires
  magnetically accelerated particles at its target,
  causing severe damage upon contact.
  HUNTER-KILLER MISSILES.
  These are long
  range guided projectiles armed with highly
  destructive warheads.
  ROCKET BATTERY. These are short range, small
  warhead projectiles which are launched in salvos.
  reaction modifiers
  Hauling ‘Heavy Cargo’
  1
  Travelling in Nebula or Ion Storm
  2
  Damaged
  1 to 5
  weapon modifiers / damage
  Laser Cannon
  —
  4
  Particle Cannon
  1
  10
  Hunter Killer Missile
  Long Range
  2
  20
  Rocket Battery
  Short Range
  @
  10
  Medium Range
  —
  8
  Long Range
  4
  5
  
  starship name
  description
  HardNova
  S p a c e  O p e r a  A d v e n t u r e s
  TM
  damage
  ammunition
  weapon
  modifiers
  damage
  ammunition
  weapon
  modifiers
  damage
  ammunition
  weapon
  modifiers
  damage
  ammunition
  weapon
  modifiers
  speed
  handling
  shields
  ©2003 Politically Incorrect Games. All rights reserved. This form may be duplicated for personal use.
  hull
  LARGE HULL MAX
  MEDIUM HULL MAX
  SMALL HULL MAX
  d
  d
  d
  IIIIIIIIII|IIIII|IIIII 1
  IIIIIIIIII|IIIII|IIIII 2
  IIIIIIIIII|IIIII|IIIII 3
  IIIIIIIIII|IIIII|IIIII 4
  IIIIIIIIII|IIIII|IIIII 5
  c
  BEGIN UNUSED (100-HULL)
  I 5
  I 4
  I 3
  I 2
  I 1
  starship name
  description
  damage
  ammunition
  weapon
  modifiers
  damage
  ammunition
  weapon
  modifiers
  damage
  ammunition
  weapon
  modifiers
  damage
  ammunition
  weapon
  modifiers
  speed
  handling
  shields
  hull
  LARGE HULL MAX
  MEDIUM HULL MAX
  SMALL HULL MAX
  d
  d
  d
  IIIIIIIIII|IIIII|IIIII 1
  IIIIIIIIII|IIIII|IIIII 2
  IIIIIIIIII|IIIII|IIIII 3
  IIIIIIIIII|IIIII|IIIII 4
  IIIIIIIIII|IIIII|IIIII 5
  c
  BEGIN UNUSED (100-HULL)
  I 5
  I 4
  I 3
  I 2
  I 1
  
  starship name  
  description  1 man space superiority fighter
  HardNova
  S p a c e  O p e r a  A d v e n t u r e s
  TM
  damage
  8
  ammunition
  —
  weapon
  2 Linked Laser Cannons (forward)
  modifiers
  !
  damage
  ammunition
  weapon
  modifiers
  damage
  ammunition
  weapon
  modifiers
  damage
  ammunition
  weapon
  modifiers
  speed
  $
  handling
  #
  shields
  2
  ©2003 Politically Incorrect Games. All rights reserved. This form may be duplicated for personal use.
  hull
  25
  LARGE HULL MAX
  MEDIUM HULL MAX
  SMALL HULL MAX
  d
  d
  d
  CCCCCCCCCC|CCCCC|IIIII 1
  CCCCCCCCCC|CCCCC|IIIII 2
  CCCCCCCCCC|CCCCC|IIIII 3
  CCCCCCCCCC|CCCCC|IIIII 4
  CCCCCCCCCC|CCCCC|IIIII 5
  c
  BEGIN UNUSED (100-HULL)
  C 5
  C 4
  C 3
  I 2
  I 1
  starship name  
  description  Common 2-4 man cargo transporter
  damage
  4
  ammunition
  —
  weapon
  Laser Cannon (turret)
  modifiers
  —
  damage
  4
  ammunition
  —
  weapon
  Laser Cannon (turret)
  modifiers
  —
  damage
  ammunition
  weapon
  modifiers
  damage
  ammunition
  weapon
  modifiers
  speed
  2
  handling
  0
  shields
  2
  hull
  40
  LARGE HULL MAX
  MEDIUM HULL MAX
  SMALL HULL MAX
  d
  d
  d
  CCCCCCCCCC|CCIII|IIIII 1
  CCCCCCCCCC|CCIII|IIIII 2
  CCCCCCCCCC|CCIII|IIIII 3
  CCCCCCCCCC|CCIII|IIIII 4
  CCCCCCCCCC|CCIII|IIIII 5
  c
  BEGIN UNUSED (100-HULL)
  C 5
  C 4
  C 3
  I 2
  I 1
  X-15 Starfighter
  Courier Class Tramp Freighter
  
  starship name  
  description  Small and quick ship of the line (5-20 crew)
  HardNova
  S p a c e  O p e r a  A d v e n t u r e s
  TM
  damage
  10 ea
  ammunition
  —
  weapon
  2 Particle Cannons (forward)
  modifiers
  1 ea
  damage
  10 ea
  ammunition
  —
  weapon
  2 Particle Cannons (aft)
  modifiers
  1 ea
  damage
  10 ea
  ammunition
  —
  weapon
  2 Particle Cannons (turrets)
  modifiers
  1 ea
  damage
  20
  ammunition
  5
  weapon
  Hunter-Killer Missile Launcher (turret)
  modifiers
  2 at long range
  speed
  !
  handling
  1
  shields
  3
  ©2003 Politically Incorrect Games. All rights reserved. This form may be duplicated for personal use.
  hull
  50
  LARGE HULL MAX
  MEDIUM HULL MAX
  SMALL HULL MAX
  d
  d
  d
  CCCCCCCCCC|IIIII|IIIII 1
  CCCCCCCCCC|IIIII|IIIII 2
  CCCCCCCCCC|IIIII|IIIII 3
  CCCCCCCCCC|IIIII|IIIII 4
  CCCCCCCCCC|IIIII|IIIII 5
  c
  BEGIN UNUSED (100-HULL)
  C 5
  C 4
  I 3
  I 2
  I 1
  starship name  
  description  Fixed station attack cruiser (150 crew)
  damage
  10 ea
  ammunition
  —
  weapon
  10 Particle Cannons (turrets)
  modifiers
  1 ea
  damage
  20 ea
  ammunition
  20
  weapon
  2 Hunter-Killer Missile Launchers (turret)
  modifiers
  2 at long range
  damage
  5 s  /  8 m  /  6 l
  ammunition
  40
  weapon
  4 Rocket Batteries (forward, port, starboard, aft)
  modifiers
  @ short  /   4 long
  damage
  ammunition
  weapon
  modifiers
  speed
  4
  handling
  3
  shields
  5
  hull
  90
  LARGE HULL MAX
  MEDIUM HULL MAX
  SMALL HULL MAX
  d
  d
  d
  CIIIIIIIII|IIIII|IIIII 1
  CIIIIIIIII|IIIII|IIIII 2
  CIIIIIIIII|IIIII|IIIII 3
  CIIIIIIIII|IIIII|IIIII 4
  CIIIIIIIII|IIIII|IIIII 5
  c
  BEGIN UNUSED (100-HULL)
  I 5
  I 4
  I 3
  I 2
  I 1
  Star Hopper Class Corvette
  Dreadnought Class Battlecruiser
  
  starship name  
  description  1-4 man scout ship
  HardNova
  S p a c e  O p e r a  A d v e n t u r e s
  TM
  damage
  8
  ammunition
  —
  weapon
  2 Linked Laser Cannons (turret)
  modifiers
  !
  damage
  ammunition
  weapon
  modifiers
  damage
  ammunition
  weapon
  modifiers
  damage
  ammunition
  weapon
  modifiers
  speed
  $
  handling
  @
  shields
  1
  ©2003 Politically Incorrect Games. All rights reserved. This form may be duplicated for personal use.
  hull
  20
  LARGE HULL MAX
  MEDIUM HULL MAX
  SMALL HULL MAX
  d
  d
  d
  CCCCCCCCCC|CCCCC|CIIII 1
  CCCCCCCCCC|CCCCC|CIIII 2
  CCCCCCCCCC|CCCCC|CIIII 3
  CCCCCCCCCC|CCCCC|CIIII 4
  CCCCCCCCCC|CCCCC|CIIII 5
  c
  BEGIN UNUSED (100-HULL)
  C 5
  C 4
  C 3
  C 2
  I 1
  starship name  
  description  Exploration vessel (5-20 crew)
  damage
  8
  ammunition
  —
  weapon
  2 Linked Laser Cannons (turret)
  modifiers
  !
  damage
  8
  ammunition
  —
  weapon
  2 Linked Laser Cannons (turret)
  modifiers
  !
  damage
  ammunition
  weapon
  modifiers
  damage
  ammunition
  weapon
  modifiers
  speed
  !
  handling
  1
  shields
  2
  hull
  40
  LARGE HULL MAX
  MEDIUM HULL MAX
  SMALL HULL MAX
  d
  d
  d
  CCCCCCCCCC|CCIII|IIIII 1
  CCCCCCCCCC|CCIII|IIIII 2
  CCCCCCCCCC|CCIII|IIIII 3
  CCCCCCCCCC|CCIII|IIIII 4
  CCCCCCCCCC|CCIII|IIIII 5
  c
  BEGIN UNUSED (100-HULL)
  C 5
  C 4
  C 3
  I 2
  I 1
  Horizon Class Scout
  Frontier Class Scout
  
  24
  HardNova: Space Opera Adventures
  equipment
  The equipment presented here is merely a
  sampling of what the characters can actually
  purchase or happen upon during the course of their
  adventures. The gamemaster is encouraged to
  customize them to reflect the tone of his game.
  Weapons
  BLASTER PISTOL. This is the most common
  firearm found in the galaxy. It fires a high-powered
  laser beam via a small contained detonation of
  isotopic material.
  BLASTER RIFLE. A more powerful version of the
  blaster, the rifle has increased range and power.
  SLUG PISTOL. This is the low-tech equivalent to
  the blaster pistol. Slug pistols launch small
  projectiles through the contained detonation of gun
  powder.
  SLUG RIFLE. A larger version of the slug pistol,
  the rifle has increased range and power.
  PLASMA GRENADE. This is a hand grenade which
  releases a large blast of super-heated plasma when
  detonated.
  VIBRO KNIFE. This is a small powered blade which
  uses sonic energy to disrupt the area which has
  been cut.
  PLASMA SWORD. A magnetically contained blade
  of super-heated plasma, this sword is wielded by a
  select few.
  ARCHAIC 
  WEAPONS.
  This 
  includes 
  non-
  technological items which can be used as weapons—
  clubs, knives, and even broken bottles.
  Armor
  KEVLAR VEST. This is a simple protective vest
  designed to minimize injury during light skirmishes.It
  protects the back, chest and stomach only.
  ARMORED FLIGHT SUIT This is a protective suit
  worn by starfighter pilots and on high risk zero-g
  missions. It protects the whole body and is
  considered ‘heavy armor’.
  POWER SUIT. This is a full body armored suit
  which utilizes hydraulics and electronic circuitry to
  lighten the burden on the wearer. If damaged, the
  suit becomes ‘heavy armor’.
  PLASMA SCREEN.
  This device creates a
  magnetically controlled force field around the user
  which protects him from projectile attacks. Melee
  and unarmed attacks are unnaffected by the plasma
  screen.
  personal equipment
  Description
  Damage
  Range
  Ammunition
  Cost
  Blaster Pistol
  4
  120 meters
  75
  100
  Blaster Rifle
  5
  400 meters
  150
  350
  Slug Pistol
  3
  75 meters
  20
  75
  Slug Rifle
  4
  300 meters
  50
  250
  Plasma Grenade
  10
  thrown
  —
  50
  Vibro Knife
  2
  —
  —
  25
  Plasma Sword
  6
  —
  —
  500
  Club (lightweight)
  1
  —
  —
  5
  Club (heavy/metal)
  2
  —
  —
  5
  Knife
  1
  —
  —
  10
  Sword
  3
  —
  —
  50
  Description
  Attack Modifier
  Protection
  Cost
  Kevlar Vest
  1
  Back, Chest, Stomach
  200
  Armored Flight Suit
  2
  Enitre Body
  250
  Power Suit
  3
  Enitre Body
  500
  Plasma Screen
  5
  Enitre Body from Projectiles Only
  1000
  
  25
  HardNova: Space Opera Adventures
  IF YOU ARE NOT GOING TO
  GAMEMASTER THIS SCENARIO,
  DO NOT READ ANY FURTHER!
  While on a routine salvage mission, the
  characters stumble across a lost scientific
  research vessel. Once on board, they discover that
  the ship is manned almost exclusively by androids
  and a research scientist who has been missing for
  the past ten years. His plan is to enter a nearby
  black hole in the hopes of discovering immortality.
  Getting Started
  This scenario assumes that the characters
  actually own a starship, preferably a tramp
  freighter, and are actively salvaging derelict ships
  for profit. If no one in the group possesses a ship,
  then feel free to assign them to a vessel.
  Alternatively, the characters can be independents
  who happen upon the ship while either exploring
  deep space or en route to another destination. 
  Into the Breach
  Whether the characters are en route to another
  location or are actively searching for salvageable
  vessels, they will eventually come across a massive
  starship drifting aimlessly in deep space. Hailing the
  ship only garners dead silence and a scan for life
  forms provides inconclusive data. For all intents and
  purposes, the ship is dead. Docking with the vessel
  is easy enough, requiring only a successful
  computers task to locate the ship’s exterior airlock
  door and then a successful piloting task to actually
  berth with it. 
  Actually breaching the airlock door is a bit more
  difficult, as it is magnetically sealed by the ships
  security overrides. Any character with the
  computers skill should be able to bypass the
  override (1 on the roll). 
  Ghost Ship
  The interior of the ship is left to your own designs,
  bearing in mind that this is a massive vessel, which
  easily dwarfs even the largest battlecruiser. With
  that in mind, the vessel does have several decks
  that serve to facilitate specific functions. The top
  deck is comprised solely of the bridge. The second
  and third primarily contain science and research
  labs. The fourth contains the crew quarters, the
  galley and several lounges. The last deck is mostly
  reserved for engineering, cargo space, and
  computer subsystems.
  First Contact
  Allow the characters to explore the vessel for a
  while, making sure to focus on the quiet emptiness
  that seems to permeate its empty rooms and
  corridors. There should be absolutely no signs of any
  crewmembers, alive or dead. That is, until the party
  meets the ship’s only human inhabitant—Dr. Charles
  Cygnus. The good doctor has been monitoring the
  party since the moment they boarded the ship, but
  he is reluctant to make his presence known until he
  can determine their intentions. When he does finally
  meet the crew, Cygnus will portray himself as a
  dedicated researcher cruising deep space in search
  of cosmic anomalies. If asked about the crew,
  Cygnus will state he is the only human aboard and
  that his vessel is crewed by a staff of robotic
  assistants. 
  The truth of the matter is that Dr. Cygnus and his
  robot servants actually murdered the ship’s crew
  nearly a decade ago, once they discovered his plans
  to enter an actual black hole. In reality, Cygnus is a
  crazed, egotistical scientist bent on searching for
  immortality, which he believes he will locate on the
  other side of a black hole.
  Won’t You Join Us?
  Dr. Cygnus will assure the characters that he is
  simply performing research and ask that he be
  dr. charles cygnus
  Fitness
  2
  Firearms
  2
  reasoning
  5
  Computers
  6
  Engineering
  5
  General Knowledge
  5 
  Mechanical
  5
  Science
  7
  empathy
  3
  Performance
  3
  willpower
  1
  Composure
  2
  reaction
  7
  stamina
  6
  BEGIN INJURIES
  d
  CCCII
  1
  CCCCI
  2
  CCCCI
  3
  CCCCI
  4
  CCCCI
  5
  equipment
  Slug Pistol
  Scenario 1
  in the void
  
  26
  HardNova: Space Opera Adventures
  allowed to conduct his experiments in peace. Before
  bidding the party farewell, however, he will invite
  them to dine with him, as it has been years since he
  has had contact with other humans. If the
  characters decline, Cygnus will insist and prevent
  them from leaving, stating that his vessel is about
  to gather data from an approaching cosmic anomaly
  and any trajectory fluctuations will corrupt the data
  as it’s gathered by his probes.   
  During dinner, the doctor will remain a cordial and
  gracious host, sharing his experiences aboard the
  vessel and his time spent among his robotic crew. A
  successful investigation task will prove his
  demeanor is a ruse, however, but the characters
  won’t be able to discern his lies, just that he seems
  uncomfortable about something. When dinner is
  finished and the characters make their way back to
  their own ship, they will quickly discover that
  something is wrong with the docking controls,
  preventing the ship from disembarking from its
  berth. Dr. Cygnus will offer to provide quarters for
  the party while his robotic servants gather the
  necessary parts needed to replace the faulty
  docking clamp. A successful mechanics task will
  discover the faulty part and provide the characters
  with a sense that it was tampered with.
  Something’s Rotten
  The characters will be lead to spacious living
  quarters that can fit up to six people very
  comfortably. It will become apparent that they are
  trapped inside their accommodations (a successful
  computer task can circumvent the door locks). Once
  the characters escape from their quarters they will
  feel the ship rumble and hear its hyperdrive kick into
  action as the vessel prepares to enter hyperspace.
  With their own ship disabled, the only way out of
  this mess is to take control of the bridge.
  Cat and Mouse
  When it becomes apparent that the characters
  are heading for the bridge, Cygnus will dispatch
  several robotic servants to deal with the party. The
  race for the bridge should be a harrowing one,
  complete with close calls and life-threatening
  battles with crazed robotic constructs. The
  characters should be allowed to reach their
  destination, but not without Cygnus’ killer robots
  close behind. Upon reaching the bridge, the
  characters may barricade themselves inside while
  trying to override the vessel’s astronavigational
  system. In the process, they discover the horrifying
  truth—the ship is on a set course for a nearby black
  hole and will arrive at its destination in just under
  five minutes.
  End Game
  Overriding the ship’s navigational coordinates
  requires a successful astronavigation or computers
  task (1
  on the roll). The attempt should be
  completely nerve-wracking and the possibility of
  Cygnus’ robots breaking through to the bridge is
  very real. In fact, just when they’ve managed to
  override the navigational controls, have the bridge
  doors buckle under the weight of Cygnus and his
  robots, allowing them to swarm into the room.
  Before the battle begins, Cygnus (like any good
  villain) will reveal his plans to the characters and
  assert that they won’t be leaving the ship alive, as
  his quest for immortality will resume with their
  deaths. If the characters survive the battle, they’ll
  be able to locate the parts needed to repair their
  ship. At this point, they may either begin their
  salvage efforts or leave the ship behind, to once
  more drift through the coldness of deep space.
  robotic servant
  Fitness
  6
  Athletics
  3
  Brawling
  8
  Firearms
  7
  reasoning
  5
  Computers
  2
  Engineering
  2
  Mechanical
  2
  empathy
  0
  willpower
  5
  Composure
  6
  reaction
  6
  stamina
  22
  BEGIN INJURIES
  d
  IIIII
  1
  IIIII
  2
  CIIII
  3
  CIIII
  4
  CIIII
  5
  equipment
  Blaster Rifle
  Armor 2
  The robots will usually travel in groups whose
  numbers equal that of the character’s party plus one.
  
  27
  HardNova: Space Opera Adventures
  IF YOU ARE NOT GOING TO
  GAMEMASTER THIS SCENARIO,
  DO NOT READ ANY FURTHER!
  The characters receive a distress call from a local
  sector government, urging them to undertake a
  dangerous 
  rescue 
  mission. 
  Several 
  political
  dignitaries are being held prisoner by a dictator on a
  planet devastated by war. Known as The Overlord,
  this dictator hopes to ransom the officials for
  weapons and supplies.
  Getting Started
  This particular scenario is fairly open-ended in
  terms of party make-up. Characters can be
  members of a sector patrol, bounty hunters,
  merchants, or even pirates. The point is, they’ll
  receive a broadcast hail from a local sector official
  and get an opportunity to rescue some important
  political dignitaries, making some cash in the
  process.
  Calling All Ships
  At the start of this scenario, the characters will
  be hailed by a local planetary official broadcasting a
  distress message to all ships within the area.
  According to the official, pirates piloting advanced
  starfighters have ambushed a passenger liner
  cruising through the sector. After knocking out the
  ship’s defenses, they managed to board the ship
  and proceeded to pillage the vessel and murder
  nearly all of its passengers and crewmembers.
  Three political dignitaries managed to flee in escape
  pods and now they need rescuing. And although
  their fate is as yet undetermined, the official offers
  3,000 credits to any starship crew who can
  successfully locate the politicians and bring them
  back home, dead or alive. To accept the mission, the
  characters simply need to respond to the hail and
  gather the coordinates from the sector official.
  Then they’ll be on their way.
  Rigel-7
  The planet where the dignitaries have escaped to
  is a world that was nearly destroyed a decade ago
  by an alien invasion force. Small pockets of
  civilization managed to survive the attack, but the
  world was left devastated and diseased. Warring
  factions of human settlements now battle for
  control of what is left, but a totalitarian regime led
  by a power mad half-human, half-cyborg construct
  known as The Overlord has managed to rise to
  prominence and subjugate much of the population.
  All of this information is available to characters who
  make successful general knowledge tasks. A
  successful computers task will provide data on the
  best place to land the vessel—a small abandoned
  settlement located a safe distance away from any
  larger communities. If any of the players roll a
  triumph on a computers task, they will discover
  three faint life signs in the vicinity of the smaller
  community.
  Strange Company
  When the characters land, they will find the
  outpost deserted and in ruins, however. Several
  prefabricated structures have been damaged by
  heavy weapons fire and even more were completely
  destroyed. A successful general knowledge test will
  reveal that the outpost was raided recently.
  While the characters search the ruins for signs of
  life, they will discover a lone survivor—a bedraggled
  colonist who goes by the name of Marek Antill. Antill
  is predictably apprehensive toward the party. If the
  characters approach him in a non-aggressive
  manner, he will eventually warm up and explain that
  the settlement was raided several days ago by a
  band of desert scavengers. If asked about the
  dignitaries or the life signs that the characters
  detected earlier (if applicable), Antill will explain that
  the three politicians had, in fact, received sanctuary
  at the settlement, but were captured by the
  raiders. The three life signs are actually Antill, his
  wife, and son, both of whom are clinging to life. Any
  characters with the medicine skill or heal power can
  certainly help Antill’s family. In an effort to return
  the help, Antill will provide the party with the
  direction that the scavengers traveled.
  Desert Striders
  Armed with Antill’s information, the characters
  begin the long trek through the desert wilderness.
  What was once a verdant landscape had been
  reduced to rubble in a matter of years after the
  alien assault. Describe the landscape as a blasted
  and dry wasteland with very little in the way of
  vegetation. Dry, stifling heat, rocky outcroppings,
  blowing winds, and a pervading sense of loneliness
  and despair are the order of the day. You can make
  the desert journey as eventful or unexciting as you
  like, either allowing the characters to move through
  the wilderness without incident or making it a
  harrowing journey fraught with danger. Desert
  Scenario 2
  Rescue on Rigel-7
  
  28
  HardNova: Space Opera Adventures
  scavengers constantly roam the wastes in search
  of easy prey (use the Soldier archetype without the
  blaster pistol and Kevlar vests) and even the
  landscape can provide a challenge—landslides, falling
  debris, wind, and sand storms are frequent
  occurrences. When the party has had enough, allow
  them to stumble upon the desert scavenger camp.
  When Darkness Falls
  The layout of the camp is left to your imagination.
  All of the shelters are primitive looking pergolas
  arranged in a rectangular pattern. Both day and
  night are divided into three-hour watches comprised
  of four scavengers each; the blowing of a horn
  signals the end of each watch and it takes roughly
  two minutes for the next to begin their patrol, giving
  the characters a short window of opportunity if they
  wish to steal away inside. It will become apparent,
  however, that the political dignitaries are not
  located in the camp. In order to determine just
  where they have been taken, the characters can
  interrogate a scavenger. A successful interrogation
  task (1 on the roll) will get him talking. If he is
  unwilling or the players don’t think to interrogate
  someone, have them come across a midnight
  rendezvous between a group of scavengers and a
  squad of armed warriors (they are aligned with the
  planetary dictator). A successful investigation task
  will reveal that the scavengers are actually flesh
  peddlers, who provide slave labor to the neighboring
  regime. Perhaps this is where the political
  dignitaries were taken? 
  End Game
  The characters need to be careful to avoid being
  spotted by the armed contingent as they make their
  way toward The Overlord’s desert fortress—an
  expansive city-state home to thousands of
  subjugated people. If you’re feeling particularly cruel,
  let the characters be captured and forced to fight
  in the dictator’s gladiatorial pits. If they survive, the
  characters can find a way to enter the main
  compound during their stay in the gladiator pens. If
  you chose to not take this route, several successful
  investigation tasks will eventually put them into
  contact with someone that can provide them with
  the necessary information, for the right price.
  Whatever method you choose, the characters
  should be directed toward the compound and its
  subterranean depths, where the dignitaries are
  imprisoned. The tunnels underneath the compound
  are a twisted maze of dead ends and dark corridors
  (possibly filled with traps and/or aggressive
  underground dwellers). The dignitaries will be found
  in a room behind a locked door, requiring a
  successful finesse task to unlock it. After the
  characters have rescued the dignitaries and they’re
  on the verge of escape, they will be ambushed by The
  Overlord himself and several guards (one for each
  party member; use the Solider archetype). The
  Overlord is an awe-inspiring half-human, half-cyborg
  construct who is mad with power. He will do
  everything in his power to prevent the characters’
  escape, hoping to capture them as well and subject
  them to a life of hardship and excruciating pain. If
  the characters survive, they’ll have managed to
  rescue three important politicians and topple a
  cruel regime in the process.
  the overlord
  Fitness
  6
  Archaic Weapons
  5
  Brawling
  8
  Firearms
  6
  reasoning
  4
  Computers
  6
  General Knowledge
  4
  Mechanical
  2
  empathy
  1
  Interrogation
  2
  willpower
  5
  Composure
  6
  reaction
  5
  stamina
  22
  BEGIN INJURIES
  d
  IIIII
  1
  IIIII
  2
  CIIII
  3
  CIIII
  4
  CIIII
  5
  equipment
  Slug Pistol
  Plasma Sword
  
  29
  HardNova: Space Opera Adventures
  IF YOU ARE NOT GOING TO
  GAMEMASTER THIS SCENARIO,
  DO NOT READ ANY FURTHER!
  The characters are members of an elite
  starfighter squadron assigned to sentry duty on an
  asteroid where crucial fuel ore is mined. They
  discover that the mining base is overrun by
  Tsrothian mercenaries intent on stealing the ore to
  use for their war against humanity, which has been
  occurring for nearly a decade. The characters must
  stop the mercenaries at all costs, and prevent the
  alien menace from collecting the fuel ore supply.
  The Tsroth are an alien hive race and are insectiod
  in appearance and manner. Adult Tsroth measure
  three to four meters in length and feature flattened,
  oblong carapaces. The head and upper parts of the
  thorax are covered with minute punctures, while six
  saw tooth-like projections rest on each side. The
  Tsroth are masters of bio-architecture; their ships,
  their cities, and even their very items of convenience
  are all, literally, living creatures. 
  Getting Started
  The characters are all members of an elite fighting
  force made up primarily of hotshot starfighter
  pilots, serving aboard a massive battlecruiser. The
  people of Earth  (or an Earth-like planet) have just
  entered the interstellar age and begun to explore
  outside the boundaries of their own solar system.
  Mankind is also embroiled in a war with an alien
  menace hell bent on destroying all of humanity at
  any costs. The characters’ starfighters, as well as
  the battlecruiser can be found in the starship
  combat section.
  Sentry Duty
  The characters are called into the office of their
  commanding officer for a mission. The upper brass
  wants a squadron of starfighter commandos to
  secure and protect a large shipment of Helium ore
  at the Spartan He3 mining facility on an asteroid
  located in the York sector. The ore is vital to the war
  effort and must be protected at all costs. The
  characters are to travel by starfighter to the York
  system, contact the mining facility officials, and
  protect it while the helium ore is loaded onto two
  separate tramp freighters. Once loaded, the squad
  will then escort the tramp freighters out of the
  system toward Earth.
  There are two ways to access the interior of the
  asteroid mine. The first is through an immense
  docking bay situated on the north side of the
  asteroid. The second is located on the surface and
  consists of a reinforced bunker that encloses an
  access hatch that leads directly to the asteroid’s
  core. The bulk of the mining facilities and habitation
  modules are located in the center of the asteroid
  and are arranged around a central hub, nearly two
  miles in diameter. The actual mining of the Helium
  ore is done in the hub’ center. 
  Dead Silence
  When the characters arrive at the asteroid base
  and attempt to hail the facility, they will be greeted
  by dead silence. Efforts to enter the docking bay will
  prove fruitless as well, since they remain secured.
  The only way into the base is via the surface bunker.
  Landing on the asteroid’s exterior requires a
  successful piloting task and there is enough of a
  surface to accommodate each of the players’ ships.
  They will be required to wear their pressurized flight
  suits at all times, or at least until they can enter
  the central hub where artificial gravity and a
  breathable environment has been established. The
  access hatch is, of course, secured as well and
  requires a successful computers task in order for it
  to be opened. Once safely inside the central hub, the
  characters should become unnerved at the absence
  of miners and facility administrators. For all intents
  and purposes, the asteroid is a literal ghost town.
  As the characters explore the base in search of
  inhabitants and workers, build up the tension one
  would experience in an abandoned mine. Feelings of
  claustrophobia are not uncommon, as the hub is
  cramped, dark, and constricted. Even more
  unnerving is the lack of any noise; the base is
  completely silent and there are no indications of
  machinery being used. If the characters attempt to
  search for bodies or any signs of life, allow them to
  make investigation tasks even though their search
  will turn up nothing. The party should eventually
  make its way toward the administrative center,
  where they can access the base’s computer system
  and hopefully find out what happened. 
  Ambush!
  While the characters are searching for clues as to
  the disappearance of the miners, they are suddenly
  ambushed by several Tsrothian mercenaries. Their
  appearance should be frightening to the group and
  their presence equally forbidding. Most likely, the
  Scenario 3
  Dead in space
  
  30
  HardNova: Space Opera Adventures
  party will survive the attack, but the only avenue for
  escape is the asteroid’s mineshafts, which are
  located in the center of rock and below the central
  hub. The Tsrothian opponents will certainly give
  chase through the mines, so provide enough
  structural elements for the characters to hide in or
  to set an ambush of their own. There are several
  major mine shafts that run deep through the core of
  the asteroid, as well as smaller ones closer to the
  hub (most of them are exhausted). Tons of catwalks
  and crawl-ways abound as well, providing both
  characters and Tsrothians with opportunities to
  play hide and seek. As the characters move further
  into the mines, they will make a startling discovery—
  as the Tsrothian mercenaries overran the base they
  murdered every single miner living on the asteroid
  and buried the bodies deep within the mineshafts.
  From Bad to Worse
  Depending on the inclinations of the characters,
  they’ll either want to exact revenge on their
  opponents or get the hell out of Dodge and focus on
  preventing the shipment of Helium from being
  stolen. Gamemasters with a mean streak (and we
  mean that lovingly) may require the characters to
  trek their way back up through the mineshaft. For
  those of you with a conscience, you can provide the
  party with another means of escape—a secret
  elevator tube that leads from the mineshaft to a
  processing facility in the central hub. The Tsrothians
  are unaware of its existence, so the characters can
  utilize it during their escape. In fact, doing so will
  turn the situation around for the party, as the
  Tsrothians will have split their attention between
  watching the mineshaft for the characters’ return
  and toward loading up the tramp freighters with the
  Helium ore. Now it just becomes a matter of how
  the party wants to proceed. If they decide to
  dispatch the Tsrothians who chased them into the
  shaft, be sure they don’t take too much time, as
  there is still the matter of a shipment of Helium ore
  to save.
  If the characters decide to sneak past them into
  the docking bay, they’ll need to plan a coordinated
  attack to prevent the shipment of Helium ore from
  being taken off the asteroid. Six Tsrothian
  mercenaries will be busy loading up the tramp
  freighters and as their attention is turned toward
  the task at hand they can be taken by surprise if all
  characters make a successful stealth task.
  End Game
  This scenario will successfully conclude once the
  characters defeat the Tsrothian mercenaries and
  prevent the theft of the Helium ore. But what if
  their opponents manage to steal it? Now, the
  characters must race to prevent a successful
  delivery of the material, possibly making a trek into
  enemy controlled sectors in the process. This can
  provide a springboard to an entire campaign. You
  may also want to allow the characters to make good
  use of their starfighters and thrust them into a
  dogfight with Tsrothian fighter aces, sent to escort
  the tramp freighter back to their own sector.
  tsrothian mercenary
  Fitness
  4
  Brawling
  5
  Firearms
  8
  reasoning
  5
  Computers
  5
  General Knowledge
  3
  Science
  5
  empathy
  2
  Interrogation
  4
  Investigation
  3
  willpower
  4
  Composure
  5
  reaction
  6
  stamina
  16
  BEGIN INJURIES
  d
  CIIII
  1
  CCIII
  2
  CCIII
  3
  CCIII
  4
  CCIII
  5
  equipment
  Blaster Rifle
  Carapace (Armor 1)
  
  31
  HardNova: Space Opera Adventures
  IF YOU ARE NOT GOING TO
  GAMEMASTER THIS SCENARIO,
  DO NOT READ ANY FURTHER!
  A Dyashi extortionist and explosives expert named
  Jared Stelle intimidates the executives of an
  interplanetary megacoporation with threats of mass
  murder if the company refuses to recompense him
  with several million credits.
  Dyashi are a near-human species that have
  evolved on a frigid world; it is completely covered in
  ice and snow. They are a secretive race prone to
  backstabbing and clandestine behavior in the efforts
  to further their own schemes. In addition, they
  possess a flair for being able to cajole their way into
  any type of situation. Since having evolved on an ice
  world, Dyashi are incapable of tolerating median
  planetary temperatures, so those who take to the
  stars can often be seen wearing specialized skin-
  suits that help moderate their frigid body
  temperatures. The Dyashi are the only species in
  the galaxy with no form of blood for gas circulation. 
  Another alien race present in this scenario are
  the Sligg, an amorphous species comprised of a
  matte-black, tar-like substance that they can bend
  and shape at will. In fact, their molecular cohesion is
  such that projectiles pass harmlessly through their
  fluid forms, and they can pass through obstacles
  such as air vents and grates with ease, simply by
  oozing their way through the openings. Despite
  their limited forms, Sliggs do possess an
  intelligence that is at least on par with that of
  humanity. That is, they are able to use and create
  technological devices and, as a culture, have
  managed to master interstellar flight. They do not,
  however, seem to have a propensity for wielding
  psionic powers. Sliggs are immune to projectile and
  melee weapons, although they are susceptible to
  blaster fire.
  Yet another alien race present in this scenario are
  the Ul-marians, monstrous (eight feet at the
  shoulder), sloth-like creatures which are seemingly
  the most ill-mannered of all the known alien species.
  They are rude, offensive, gluttonous, but rather non-
  violent and prone to cowardice. Most members of
  this species have their clawed hands deep in criminal
  activities throughout the galaxy. In fact, many of
  them are so influential that they control the
  commerce and economic institutions on entire
  worlds.
  Getting Started
  The characters are members of an interplanetary
  law enforcement agency charged with protecting
  the citizens of their home sector. Applicable
  archetypes for this scenario include the Soldier,
  Scout, Spacer, and even the Psion, since the agency
  has a resident psi-cop division. Each character
  should also have an assigned starfighter prior to the
  start of the scenario.
  The Briefing
  Upon their arrival to sector HQ (on the planet
  Altair), the characters are quickly ushered into the
  briefing room to meet with their superior officer. He
  informs the group that twenty-four hours earlier, a
  known Dyashi terrorist named Jared Stelle broke
  into the home of Dallas Brodly, a megacorporate
  executive with Bryant Interplanetary. His intent was
  murder. Stelle managed to overpower the executive
  and tie him to a bed in the master bedroom before
  strapping a personal explosive device to the victim’s
  chest. Needless to say, Brodly was blown to bits.
  While investigating the crime scene, sector police
  secured a piece of evidence that positively links
  Stelle to the murder (aside from the bomb, that is)
  —a datapad encoded with the message, ‘Pay or Die’.
  The characters are tasked with investigating the
  murder and ordered to track down Stelle so he can
  be brought to justice. 
  Scenario 4
  THE DYASHI GAMBIT
  Ul-marian thugs
  Fitness
  4
  Brawling
  5
  Firearms
  7
  reasoning
  1
  empathy
  4
  Interrogation
  4
  Negotiation
  7
  Performance
  4
  willpower
  2
  Composure
  3
  reaction
  4
  stamina
  12
  BEGIN INJURIES
  d
  CCIII
  1
  CCIII
  2
  CCCII
  3
  CCCII
  4
  CCCII
  5
  equipment
  Blaster Pistol
  Vibro Knife
  
  32
  HardNova: Space Opera Adventures
  The Legwork
  At this stage, there are only two avenues of
  investigation—the 
  crime 
  scene 
  and 
  the
  megacoporation in question. Visiting the executive’s
  home will turn up nothing of any real interest, as the
  scene has already been thoroughly investigated and
  the only item of interest was the datapad (but
  certainly let the group do their own investigation at
  the house, if they so desire).
  Bryant Interplanetary is a conglomerate of
  manufacturers that builds starship components and
  various ship computer systems. The company’s
  headquarters are located on the sector’s home
  planet and the characters should have no trouble
  arranging a meeting with corporate executives. If
  asked why Brodly was targeted for the attack, the
  company officials will argue that it was simply a case
  of him being at the wrong place at the wrong time
  (which is true) and that no other company
  employees have been targeted by Stelle. If asked
  about the message left at the scene of the crime,
  the officials will feign ignorance, stating that they
  have no idea what Stelle meant by the warning. A
  successful investigation task will reveal that this
  statement is, in fact, a lie. No amount of
  interrogation will get them to spill the beans,
  though.
  Murder by Numbers
  Whatever course of action the characters take
  next should be left up to them. Eventually they will
  come across another clue, proving that the
  corporation does, in fact, know exactly what Stelle
  meant by his warning. Several days ago, Stelle
  attempted to extort more than 60 million credits
  from Bryant Interplanetary, stating that if the
  money was not delivered to him by a designated time
  frame, one of the company’s executives would be
  murdered. Bryant ignored the threat and failed to
  notify the police. This information can be obtained by
  hacking into the corporations computer system (a
  challenging task, indeed), questioning an employee
  (an even more difficult task), contacting one of
  Brodly’s friends or family members, or by any other
  method you deem appropriate. If the company is
  approached with the new information, they will
  admit to receiving Stelle’s initial message and then
  state that their internal security agency was in the
  process of investigating the threat when Brodly was
  murdered. To date, however, they have not received
  any other messages from Stelle. That’s all about to
  change, however.
  A New Threat
  The next day, the characters will be notified by a
  Bryant executive who tells them that Stelle has
  contacted the company yet again—unless the
  company deposits the 60 million credits in the Bank
  of Altair within twenty-six hours, an Omega-class
  tanker en route to the planet Altair will be
  destroyed. Locating the tanker’s flight plan will take
  some additional legwork, so the characters
  shouldn’t dally for too long. Checking the Planetary
  Import Registry on Altair (or something similar) will
  turn up the ship’s itinerary and navigational
  coordinates, but feel free to throw some red
  herrings in the path of the party, for tension’s sake,
  of course. Armed with the coordinates of the
  oncoming tanker, the characters must race to
  intercept it before Stelle’s plan comes to fruition. 
  The Heat is On
  The intercept course to the Omega-class tanker
  will take the characters roughly one hour. Once they
  board the tanker, the group will meet with Captain
  Rein and the ship’s chief engineer, a Sligg named
  Azaea. Both will allow access to the entire ship and
  offer their help, if needed. If the party has been
  paying attention, they should quickly realize that
  Stelle probably plans on blowing up the ship with
  explosives, since that has always been his MO. At
  nearly 400 meters in length, however, the tanker is
  far too large to accommodate a room by room and
  deck by deck search. The characters can, however,
  narrow down a search pattern, taking into account
  the most logical places where a bomb could be
  hidden. This includes the airlock doors (of which
  there are four), the main engines (accessible via the
  engineering deck), the bridge, the actual storage
  tanks, or the cargo bay. If the party insists on
  searching for the bomb (or Stelle, for that matter)
  in this way, allow them to locate the bomb, but the
  tension should run very high as they try to beat the
  clock. Note that Stelle is NOT on the ship, so a
  search for him will only waste time.
  In any case, the most efficient method for locating
  the bomb is to pull up the ship’s schematics. If the
  characters attempt this on their own, they’ll need a
  successful computers task to locate the data.
  Examining the schematics will reveal something
  unusual—one of the tanker’s airlocks has a junction
  box that clearly doesn’t belong there, considering
  that none of the others have them. When the
  characters investigate the airlock they will discover
  that it is actually the location of the explosive
  device. 
  Which Wire?
  Only those who have the mechanical or
  engineering skills can defuse the bomb. First, a
  successful investigation task is necessary to
  determine which parts of the explosive are real and
  which are just window dressing. Next, a successful
  mechanical or engineering task is needed to locate
  the bomb’s power pack. A third successful
  mechanical or engineering task (1 on the roll) is
  needed to actually defuse the bomb. 
  
  33
  HardNova: Space Opera Adventures
  End Game?
  After the successful diffusion of the bomb, the
  characters will receive a message from Stelle via
  the tanker’s internal com system. He begrudgingly
  congratulates the party on defusing his bomb, but
  reminds them that payment is still due. Once again,
  if he isn’t paid the 60 million credits, another
  executive will die in twelve hours. 
  Altair or Bust
  After receiving the transmission from Stelle, the
  party may want to find a way of tracking the
  transmission. Captain Rein will take the group to the
  bridge where the tanker’s communications officer
  can track the source of Stelle’s message. After
  several tense moments, the com officer will report
  that the transmission was beamed aboard the
  tanker via a subspace communications relay back on
  Altair, in the capital city. Unfortunately, he cannot
  get more specific than that. The com officer will
  download the data pulse transmission, along with
  the actual message, onto a datapad, which he gives
  to the characters.
  Just as the characters return to their sector HQ
  to regroup and plan their next action, their
  commanding officer contacts them with a new turn
  of events: in order to prevent the murder of another
  company employee, Bryant has finally agreed to pay
  Stelle the 60 million credits. If this is allowed to
  happen, however, the party may lose any chance of
  locating the terrorist. Bryant executives will not
  budge, because they fear that perhaps one of them
  will be next should Stelle’s demands go ignored for a
  second time. To make matters worse, the
  transaction is entirely electronic, so there won’t be
  any chance of capturing Stelle at a drop-off location.
  There are several ways around this problem. A
  successful computers task will allow the party to
  hack into Bryant’s computer system, thus planting
  a tracer file to track the transaction as the money
  is transferred from Bryant, to the bank, and then to
  Stelle’s secret account. An investigation of the bank
  records will not turn up Stelle’s whereabouts,
  however, as the terrorist has secured a private
  account under an airtight alias. 
  Another option is to legally prohibit Bryant from
  making the transaction in the interests of planetary
  security. The idea here is to give the party more
  time to track Stelle, as they should still have several
  hours left on the clock. 
  A third option relates to the datapad which the
  characters received from the tanker’s com officer
  (this option can, in fact, be used in conjunction with
  the aforementioned suggestions for tracking Stelle).
  By carefully scrutinizing the data, a successful
  computers task (1 on the roll) will narrow down
  Stelle’s location even further—the data pulse was
  emitted from an abandoned relay station located in
  Altair City’s downtown district. Unfortunately,
  there are several such stations located through the
  downtown area. A successful investigation task  (1
  on the roll) will also yield a clue—background noise
  embedded within Stelle’s message reveals that he
  recorded the message near a maglev station
  somewhere on the planet. By cross referencing the
  time of the message’s transmission with that of all
  maglev train schedules, the party should be able to
  narrow down Stelle’s location, placing him in Altair
  City. 
  The Hunt 
  Regardless of whether the characters were able
  to prevent the transaction, they now have a good
  indication as to where Stelle is hiding. If they were
  unable to stop Bryant from delivering the 60 million
  credits, they’ll need to work fast in order to prevent
  Stelle from leaving the planet. Stelle’s hideout is
  located in an abandoned warehouse one block from
  Altair City’s major maglev hub. It’s also on the same
  block as one the city’s abandoned relay stations. 
  The warehouse itself is a one-level structure with
  a single main entrance that looks out onto the main
  street and a docking bay located at the rear of the
  building in an alleyway. The top half of the building’s
  facade, roughly twenty meters from street level,
  features a long row of windows. A frontal assault of
  the warehouse would probably be counter-
  productive, as the noise would surely give Stelle
  enough time to bolt out the back entrance. Sneaking
  into the warehouse via the docking bay is probably
  the best course of action. The interior of the
  warehouse features a catwalk about twenty meters
  from the floor and serves as the top level of the
  building. Despite the presence of windows, all vision-
  based skill tests should receive 1. Stelle is located
  in a makeshift office located at the far end of the
  warehouse, opposite the loading dock, and he is not
  jared Stelle (Dyashi terrorist)
  Fitness
  5
  Brawling
  7
  Firearms
  9
  reasoning
  2
  Computers
  4
  Mechanics
  4
  Engineering
  4
  empathy
  2
  Performance
  4
  willpower
  5
  Composure
  8
  reaction
  5
  stamina
  20
  BEGIN INJURIES
  d
  CIIII
  1
  CIIII
  2
  CIIII
  3
  CIIII
  4
  CIIII
  5
  equipment
  Slug Pistol
  
  34
  HardNova: Space Opera Adventures
  alone. Six Ul-marian thugs armed with blaster
  pistols and vibro knives mull about the place, ready
  to deal with any uninvited guests. Two guards are
  stationed near the office, while the remaining four
  patrol the interior at regular intervals. If the
  characters wish to dispatch the thugs before
  dealing with Stelle, they’ll need to make each take
  down as quiet as possible. Moving stealthily through
  the warehouse shouldn’t be a problem, as remnants
  of old machinery, cargo loaders, crates, and boxes
  abound. 
  End Game
  However the characters proceed, Stelle should
  not be an easy catch. At the first sign of trouble, he
  will attempt to escape via whatever entrance isn’t
  blocked, leaving his thugs to deal with the intruders.
  Indeed, for tension’s sake, allow Stelle to escape by
  jumping into a stolen air car, thus requiring the
  party to give chase through the crowded streets of
  Altair City. The ensuing pursuit should be a hair-
  raising, fingernail-biting affair that requires judicious
  piloting tasks and penalties for heavy traffic. The end
  result should be a climactic battle between Stelle
  and the characters, making for an exciting end to
  the 
  scenario. 
  They 
  will 
  have 
  saved 
  a
  megacoporation’s millions of credits and, more
  importantly, saved the galaxy from the machinations
  of a dangerous Dyashi master criminal. 
  
SOURCE: textdata/thevault/HardNova/HardNova Corebook.pdf