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DEDICATED TO:

My partner Kate, who hates the sun as much as I do.


And of course, you.

WRITING & DESIGN: Spencer Campbell


COVER & INTERIOR ART: Eddie Yorke
LAYOUT: Julie-Anne “JAM” Muñoz
GM TOOLS DESIGN: Jeremy Gage
EDITING: Will Jobst

SPECIAL THANKS TO: Go Nova Page 1


To all of the Kickstarter backers who made this game a reality.
KeganExe, Josh Hittie, Ty Pitre for their help in the danger room. Rules Page 3
The Gila RPGs Discord server for their unending support.
Tony Vasinda and PlusOneExp for uplifting indie designers. Sparks Page 6

Combat Page 7
This game is Illuminated by LUMEN
Character Creation Page 10

Flare Page 29

Session 0 Page 30

Missions Page 33

Published by Spencer Campbell, Gila RPGs Enemies Page 43

Example Mission Page 60

GM Section Page 62

RPG Page 68

The Setting Page 69


GilaRPGs.com – GilaRPGs.itch.io – @GilaRPGs
Resources Page 72
GOnova
NOVA is a tabletop roleplaying game about exploring and
rebuilding a world after the sun exploded. With NOVA, you and
your friends tell the stories of the Sparks, brave individuals
wearing exosuits, fueled by the sun, who venture out into the dark. The sun exploded. Its shards crossed the solar system, and smashed
Suit up and get your systems ready, you’re humanity’s last hope of into Earth and our moon. Humanity was devastated, nearly wiped out.
a new dawn. The moon was stuck in the sky—a glowing, pockmarked beacon of
our apocalypse.

WHAT DO YOU NEED?


You’ll need these rules, four six-sided dice (referred
to as d6) per player, a printed character sheet for
the_sunwells
Hundreds of years later, we rebuilt. The shards of sun planted
each player, and paper to take notes with. themselves on our surface and cooled. Humanity huddled around
these shards, harnessing them for warmth and light. And now, with
the advent of the sunwells, we can tap into the near limitless energy
of these shards.

rOlES at THe tABLe In a twist of fate, this new source of fuel is skyrocketing us forward
in our tech. The cities built around the sunwells are a hybrid of the
THERE ARE TWO ROLES NEEDED TO PLAY NOVA ruins of old Earth, and the technology of new Terra. We were ready
>> THE SPARKS AND THE GAME MASTER (GM) to face the dark.
Most players will be Sparks, solar-fueled exosuits designed to
defend humanity and to explore the dark places beyond our walls.
Players are responsible for deciding their Spark’s actions while the_sparks
We built powerful exosuits, fueled by the energy of the sunwells.
coordinating with one another to complete each Mission.
These suits, Sparks, would be sturdy enough to explore the darkness
One player will be the GM. The GM helps weave the story of the beyond the safety of the sunwells, and powerful enough to defend
Sparks as it’s told. This player is responsible for running the themselves and humanity from whatever lurks out there.
Missions, giving the Sparks objectives, and describing the
environments and enemies of those Missions. You are those Sparks.

Together, the GM and Sparks play together to tell stories about the Old Earth is filled with ruins, and in those ruins are the tech and
dangers of a sunless wasteland and the Missions in which Sparks knowledge we need to rebuild. There are threats out there, in the
explore and fight them back. The Sparks decide how to focus their Dusk, that would take the sun shards for themselves, or see them
efforts while the GM will create the opposition they must overcome. snuffed out entirely.

Suit up. It’s time to bring a new dawn.

1 2
Consequences can be any complication for the situation. The Spark
may have tripped an alarm, or accidentally damaged the console
they were interacting with.

When in combat, consequences might include enemies dealing


Harm to the Sparks, or making tactically sound maneuvers. For
example, enemies may begin to flank the Sparks, boxing them into a
corner where they won’t be able to use their speed to their advantage.
For more examples, check out the GM section (Page 63).
NOVA is a conversation between the Sparks and the GM. The game
goes back and forth between frenetic fighting and moments of respite, The one exception to the core mechanic are Powers. Using a Power
exploration, and recovery. never requires a roll from a Spark. More details on how Powers are
used can be found in the Combat section (Page 7).
When Sparks attempt something, and the success or failure of that
action is meaningful, they must roll dice. Roll dice when attacking
enemies, attempting to persuade a stubborn character, slipping past
a guarded outpost, and other high-stakes situations.

When Sparks act, and there’s no risk, there is no need to roll. Exploring
an environment, discussing something with another character, and
other low-stakes situations are of little-to-no risk for the highly
trained warriors.

Core mECHaNIc
When a Spark describes a risky action, the GM decides what Attribute
(Sun, Moon, or Shade) best describes the way in which the Spark is
acting. We’ll talk about Attributes on the Page 5.

> The Spark rolls a number of d6 equal to an Attribute (Sun,


Moon, or Shade) and keeps the highest result.
> 1-2: FAILURE, with a consequence
> 3-4: SUCCESS, with a consequence
> 5-6: TOTAL SUCCESS, full effect with no consequence

3 4
Attributes are how the pilots resolve actions when they acting on
and off the field. Attributes are rated numerically. During the game,
the GM will test different Attributes, in which players will roll dice
equal to their Attribute rating.

Here, you’ll find examples of how the Attributes may be used in a


variety of situations:

SUN : Powerful, destructive, sweeping actions.


Brute-forcing an old Earth console, smashing through a door
While each Spark is built for specific tasks and
roles on missions, they all share common features.

or barrier, enduring a strenuous weight, speaking emotionally.


ATTRIBUTES: Descriptions of how the Spark acts in the world.
SUN: powerful, emotional, sweeping, destructive
MOON : Quick, reactive, dangerous actions.
Quickly hacking a console, threading the needle, avoiding
MOON: reactive, quick, nimble, effective
harm or detection, making a quick exit.
SHADE: methodical, practiced, surgical, patient
HEALTH: Amount of Harm a character can take before dying.
FUEL: Resource that allows the Sparks to use their Powers.
SHADE : Practiced, patient, methodical actions.
Carefully unlocking a console, assessing a situation or location,
FLARE: Collection of modifications used to customize a Spark.
knowing when to act, using logic to reach a conclusion. POWERS: Abilities unique to the Spark, giving the Spark its
purpose.

EXAMPLE OF PLAY...
Kate is playing as Voyager, a scouting class Spark designed to seek Each Spark has unique Powers, coming in two different types: passive
and destroy the enemies of the Dusk. She wants to leap across a and active. Passive powers, marked with a (P), are always in effect.
chasm unnoticed, timing it when the lunar hounds have their For example, Pyre’s Slash passive allows them to deal 1 Harm to any
attention pointed elsewhere. The GM decides that this is a Moon Close enemy at the start of their turn. Active powers require spending
action, it’s quickly acting during a moment of opportunity. She has 1 Fuel to be used. For example, spending 1 Fuel allows Pyre to
a 3 for Moon, and so rolls 3d6 and keeps the highest result. It’s a activate their Hunter Power, hurling a flaming spear at any Far enemy.
5: a total success! The GM describes Kate’s Spark landing on the While these Powers can be used at any time, they are most typically
other side, the lunar hounds unaware of her presence. used during combat (PAGE 7).

5 6
After each Spark has had a turn, it’s the GM’s turn. While the GM
has their own turn, they also describe the enemy’s reactions to the
Sparks that may come as a consequence from any rolls. See GM’s
Turn section (PAGE 9) for more details.

RoundS & TURNs Powers are abilities that are unique to each Spark. Each Spark has
Combat in NOVA takes place in rounds and turns. Once every Spark
and the GM have taken a turn, the round ends and a new one begins. one passive Power, and four active Powers that they can activate
during combat. To use one, first select a Power, spend the 1 Fuel
When a round begins, all Sparks take a turn, in whichever cost, and resolve the Power based on its effects and any Flare mods.
order they like. There is no established turn order, so any
Spark may be the first to act. During their turn, a Spark
can move and take one action:
When a character takes Harm, it is subtracted from their
> ACTION: An action is anything that Spark chooses Health. Enemies at 0 Health are dead. When a Spark’s Health
to do during their turn. An action is typically using a Power, reaches 0, they go Supernova. Sparks that go Supernova
though it can also be interacting with the environment (like use their Supernova power, and then go dormant. Dormant
hurling a torn piece of machinery at an Umbral Prophet). Sparks cannot act until they’re revived.

> MOVEMENT: Movement isn’t strictly measured, instead, To revive a dormant Spark, an ally may spend their
action to bring them back to half their Health and
NOVA uses abstract range. During a turn, movement allows the
Fuel, rounded up.
Spark to move one range unit towards or away from a target.
Because Sparks are incredible pieces of technology, they can Sparks are incredibly powerful machines, and
move in ways that many of us cannot. That includes wall the chance of final death is very slim. There
running, scaling vertical surfaces, and leaping large gaps. are no rules for killing a Spark. Death should
only be possible if the table decides they

RanGe
want those sorts of stakes in the game. If
you do include death, make sure that the
dying Spark goes out in a blaze of glory not
In NOVA, there are four range units: unlike the destruction of the sun.

CLOSE: In melee, or a few steps away.


NEAR: Anywhere within a standard-sized room, a short sprint away.
FAR: Across a large hall or field, or down a long corridor.
BEYOND: Anything beyond Far and out of the Spark’s range.

7 7 8
EXAMPLE OF A TURN
A PLAYER`S TURN...
Kegan is playing as Pyre, the flame-wreathed ruthless hunter
Spark. A group of enemy lunar cultists have been ignited by Ty’s
Scorch Spark. Kegan uses their move to get closer to the cultists,
changing their Far range to Near. Then, they use Pyre’s Finisher
Power. Finisher allows Pyre to deal 1 Harm to every injured enemy
within Near range. They mark one Fuel to activate the Power and
describe dashing between each cultist, the fires of their sword
raging and melting them one by one. The GM notes the Harm dealt
and play passes to the next Spark.
1. CHOOSE A SPARK
Your weapon of war, metal and flesh woven into one. You can find
descriptions of the Sparks on the following pages. Give yourself a
GM`S TURN... callsign, the name that your squad calls you during missions, and
After each Spark has had a turn, the GM takes their turn with the write it on your character sheet. Take a moment to describe what
following actions. your Spark looks like to your squad mates.
1. Choose one enemy per Spark and activate one of its 2. PROGRAM YOUR SPARK
moves or deal Harm. Then, describe a meaningful change to the Every Spark begins with a starting value of 1 for their three Attributes
fight, like a change in enemy tactics, arrival of reinforcements, (Sun, Moon, and Shade). To program your Spark, spend up to 4 points
destruction of the environment, or anything else that will alter in total to increase your Attributes. You cannot have an Attribute with
the Spark’s tactics the next time they act. a starting value greater than 4 during character creation.
2. GENERATE DROPS: Drops are resources created Every Spark also has starting Health and Fuel values of 2. Spend up
by dead enemies that the Sparks can use to regain Health to 8 points in total to increase those values. Add a segment to your
and Fuel. Roll a d6 for each enemy killed. character sheet for each additional Health and Fuel.
A. 1-2: No drop The Sparks should decide who wants 3. EQUIP FLARES
B. 3-5: 1 Fuel the drops generated that round. Any Each Spark has a Flare system to modify themselves with. Flares are
drops that aren’t claimed disappear. mods that provide ongoing benefits and change the way a Spark’s
C. 6: 1 Health Powers work. Choose any two Flare mods and add them to your
character sheet. More information about Flares on PAGE 29.

After the GM’s Turn, the round ends and a new round begins. 4. CREATE YOUR PILOT
The fight continues with whichever Spark would like to act first, Your pilot is who you are when you aren’t wearing your Spark.
continuing the cycle. Sparks take turns and then the GM updates Describe what your pilot looks like to your squad mates, and write
the battle after they’ve all acted. their name and pronouns on your character sheet.

AFTER THE FIGHT... WHAT`S NEXT?


To jump right into a mission, see (PAGE 35) for rules on
Once combat is over, the GM generates drops and the mission
creating missions, or (PAGE 61) for an example mission.
continues!
To collaborate together and create the world of NOVA, see
(PAGE 30) for Session 0 rules.

9 10
. P Y R E . -
passive:
> SLASH: Lash out with your solar blade. Deal 1 Harm to a Close enemy at
the start of your turn.

active_powers:
> DASH: Single out your target and charge them down. Deal 2 Harm to an
enemy at Close range, or 3 Harm to them if you moved before activating Dash.
> SINGE: Cast a fiery arc with your solar blade. Deal 1 Harm to all enemies
within Close range.
> FINISHER: Streak across the ground like wildfire, dealing 1 Harm to
every injured enemy within Near range of you.
> TRACER ROUND: Hurl a flaming spear at a Far enemy, dealing 1 Harm.
At the start of the next round, you can instantly teleport next to that enemy.

supernova:
> FIRESTORM: Choose a single enemy at any range. Move to Close range
and deal Harm equal to your Sun + Moon.

P E R S I S T E N T M O D S
◈ FURY: +1 Sun ◈ MERCURY: Move twice per turn.

◈ FURY: +1 Sun ◈ HONED: +1 Harm to Slash.


◈ COOL: +1 Shade
◈ QUICK-STRIKE: Slash can
◈ WELLSPRING: +1 Fuel target two enemies.

◈ HARDY: +1 Health ◈ RETALIATE: Slash activates


every time you take Harm, as well as
◈ HARDY: +1 Health at the start of your turn.

P O W E R M O D S
◈ FINDER: +1 Range ◈ SWEEP: Dash affects all
enemies Close to target as well.
◈ LETHAL: +1 Harm
◈ LIT: Enemies hit by Singe take
◈ LETHAL: +1 Harm 1 Harm if they act that round.
The first scouts returned from the scourged darkness of the Dusk
◈ EFFICIENT: Costs no Fuel ◈ PHASE-SHIFT: Harm for
telling stories of monstrous beasts and horrific cults, and humanity
created something to hunt them: the Pyre. Where before we had to run Finisher equals Moon instead of 1.
◈ PREPPED: First time this
when denizens of the Dusk would get near, now we could take the power is used in combat, it doesn’t ◈ PINNED: Target of Tracer
fight to them. - an action.
count as Round cannot act this round.
As a Pyre, you deal strong single-target damage, complimented by high ◈ OVERCLOCK: Spend 1
mobility. You have the right trick for every situation, so long as it calls extra Fuel to double the Harm.
for violence.
12
S C O R C H
passive:
> CONTROLLED BURN: Warp the resources of your enemies. Once per GM
turn, you can change a drop from one type to the other (e.g. Health to Fuel).

active_powers:
> ENGULF: Your Spark is wreathed in flame. Until the end of your next turn,
any Close enemies take 2 Harm.
> ERUPT: Columns of flame burst from the ground. Deal 2 Harm to target
within Near range, and 1 Harm to anyone Close to them.
> SNUFF OUT: Focus the sun’s fury on a wounded foe. Target injured
enemy at any range takes Harm equal to your Shade.
> KINDLING: Fire shards of sun in all directions. Choose a number of
targets equal to or less than your Sun, at any range. Enemies take 1 Harm,
allies recover 1 Health or Fuel.

supernova:
> GLORY & FLAME: Two waves blast off of you, one wrathful, one
radiant. All damaged enemies immediately take Harm equal to your Sun.
Allies recover Health equal to your Shade.

P E R S I S T E N T M O D S
◈ FURY: +1 Sun ◈ SUN BURST: You may have 1
drop each round explode, dealing 2
◈ CYCLICAL: +1 Moon Harm to all Close enemies.

◈ COOL: +1 Shade ◈ LIGHT UP: You can change 2


drops per GM Turn instead of 1.
◈ WELLSPRING: +1 Fuel ◈ ADAPTIVE: Any drop you pick
up can be treated as Health or Fuel.
◈ WELLSPRING: +1 Fuel
◈ BOUNTIFUL: Enemies you kill
◈ HARDY: +1 Health create 2 drops during the GM Turn.

P O W E R M O D S
◈ FINDER: +1 Range ◈ EXPEL: When Engulf ends, it
explodes outward, dealing 1 Harm to
◈ LETHAL: +1 Harm every enemy up to Near.

◈ LETHAL: +1 Harm ◈ WALL OF FIRE: Erupt’s


column remains in place for a
As our grasp of sunwell tech expanded, so did our Sparks. Armed with ◈ LETHAL: +1 Harm number of rounds equal to your
multiple sun shards, the Scorch is the embodiment of our dead sun’s Moon. Deals 1 Harm to anyone that
fury. Conjuring flames with the flick of a wrist, the Scorch is a necessity ◈ EFFICIENT: Costs no Fuel gets Close to it.
for pushing back against the encroaching Dusk.
◈ COLDER: May use any ◈ SIPHON: If Snuff Out target
As a Scorch, you to set the battlefield on fire. While your primary goal Attribute in place of another. dies, you regain 1 Fuel.
is to burn out your enemies, you help the team stay fueled up, and
◈ STOCKPILE: Number of
ready to fight.
Kindling targets equals current
amount of Fuel.
14
V O Y A G E R -
passive:
> MARKED: Using your advanced tracking system, find your foes. At the start
of your turn, Mark any two enemies. Marks remain until they have been used,
but do not stack.

active_powers:
> SEEK: Micro-explosives are sent hurtling through the air. Choose 1 Marked
enemy. They take +1 Harm from all sources until the start of the next round.
Target lose Mark.
> DESTROY: Fire a salvo of homing explosives. Every Marked enemy takes
2 Harm. Targets lose Mark.
> HOLOSPARK: Deploy a decoy Spark at up to Near range. Marked enemies
will target the decoy. HoloSpark ends at the end of the round. Affected
enemies lose Mark.
> SWAP: Feel the quantum pull as your suit begins to phase. Switch positions
with a marked enemy within Near or Far range. Target loses Mark.

supernova:
> SOS SALVO: Fire off a solar shard for each point of Moon you have.
Shards can hit any range, and deal 2 Harm each.

P E R S I S T E N T M O D S
◈ CYCLICAL: +1 Moon ◈ SONAR: You may Mark any
three enemies instead of two.
◈ CYCLICAL: +1 Moon
◈ STUDIED: Marked enemies
◈ COOL: +1 Shade deal -1 Harm to you.

◈ COOL: +1 Shade ◈ STUN: At start of turn, choose 1


Marked enemy to not act this round.
◈ WELLSPRING: +1 Fuel
◈ NITRO: Can take one extra
◈ HARDY: +1 Health non-Power action each turn.

P O W E R M O D S
◈ FINDER: +1 Range ◈ LOCKDOWN: Seek target
cannot act this round.
◈ LETHAL: +1 Harm
◈ SPLASH: Enemies within Close
◈ EFFICIENT: Costs no Fuel range to Destroy targets take 1 Harm.
The first Spark ever created, the Voyager is designed for quick movement
◈ PREPPED: First time this ◈ HARDLIGHT HOLO:
and stealth, built for reconnaissance and scouting missions. The Dusk power is used in combat, it doesn’t
is a constantly shifting abyss, and without the Voyagers, we wouldn’t HoloSpark explodes at the end of
count as an action. round, dealing 1 Harm to all Close
have a clue what we were dealing with. It takes a special soul to want enemies and Marking them.
to walk into the unknown. ◈ TAGGED:
- This Power does
not use target’s Mark. ◈ MATCHMAKER: You can
As a Voyager, you support your squad by marking enemies, allowing switch the target with an ally
you and your allies to devastate them. The Voyager manipulates and ◈ TAGGED: This Power does instead of yourself.
controls the battlefield in lieu of all-out damage. not use target’s Mark.

16
W A R D E N
passive:
> UNSTOPPABLE: Foes are shaken by your very presence. While moving,
stun 1 enemy within Close range, they cannot act for the rest of the round.

active_powers:
> BULWARK: Slam down an extending shield. You and all Close allies reduce
enemy Harm by 1 until the end of the round.
> RUSH: Charge forward as an unstoppable force. Choose a Near location
and rush towards it. Deal 1 Harm to any enemy in your way. This does not
replace your movement.
> CRUSH & THROW: Target Close enemy is crushed in your grip for 2 Harm,
and then can be thrown to a Near location. Any enemies there take 1 Harm.
> OVER HERE: Recover Health equal to your Sun score as you roar out a
challenge to your foes. All Near enemies must attack you until the start of
your next turn.

supernova:
> EARTHQUAKE: Send a shock wave through the ground. Target a number
of enemies equal to your Sun and deal 2 Harm. Targets are stunned for the
rest of the round.

P E R S I S T E N T M O D S
◈ FURY: +1 Sun ◈ DEFIANT: Regain 1 Health at
the start of your turn.
◈ FURY: +1 Sun
◈ SHOCKWAVE: Stun 2 total
◈ COOL: +1 Shade enemies with Unstoppable.

◈ WELLSPRING: +1 Fuel ◈ SWEEP: If you don’t Move, all


Close enemies cannot act this round.
◈ HARDY: +1 Health
◈ RAMMING: Enemies hit by
◈ HARDY: +1 Health Unstoppable take 2 total Harm.

P O W E R M O D S
◈ FINDER: +1 Range ◈ REFLECTIVE: Deal 1 harm to
enemies that attack allies protected
◈ FINDER: +1 Range by Bulwark.

◈ LETHAL: +1 Harm ◈ COURIER: You may carry a


Larger caravans and Spark teams bring the attention of the worst in Close ally with you when using Bull.
◈ LETHAL: +1 Harm
the Dusk. The Warden protects anyone in their retinue, smashing the
◈ PULL PIN: Enemies killed by
enemies of humanity into dust. Pilots of Wardens know that they must ◈ EFFICIENT: Costs no Fuel Crush & Throw explode upon impact,
put themselves between the horrors of the Dusk, and those they’ve dealing a total of 3 Harm to enemies
sworn to protect. They do so proudly. ◈ PREPPED: First time this there.
power is used in combat, it doesn’t
As a Warden, you’re defender and a bully on the battlefield. You help count as an action. ◈ INTIMIDATION: You may
allies to endure incoming damage, while charging across the Dusk, have non-Elite enemies flee from you
ready to shout out a challenge to those who would harm your friends. instead of attack you when using
Over Here.
18
. P O X . -
passive:
> VIRULENT: Your plague slowly destroys all. Infect 1 enemy at the start
of combat. Enemies who are Infected take 1 Harm at the start of your turn.

active_powers:
> INFECT: Cast forth a plague bomb. Infect 1 enemy within Near range.
> SPREAD: Compel the plague to spread far and wide. Target an Infected
enemy up to Near range. Infect all enemies within Close range of target.
> SYMPTOMATIC: Decide the fate of the infected. Choose one effect for all
Infected enemies this round: -1 Harm dealt, +1 Harm taken, or cannot Move.
> FIGHT OR FLIGHT: Disease can cause unpredictable behavior.
Every Infected enemy either immediately deals their Harm to closest enemy,
or runs away from you for one round, GM’s choice.

supernova:
> PATIENT ZERO: All Infected enemies take Harm equal to the number
of Infected enemies. Infection for everyone is then removed.

P E R S I S T E N T M O D S
◈ FURY: +1 Sun ◈ DEADLY: Virulent deals 2 total
Harm to Infected.
◈ CYCLICAL: +1 Moon
◈ PLAGUE BRINGER:
◈ COOL: +1 Shade Virulent Infects 3 enemies instead.
◈ VECTOR: Once per round,
◈ WELLSPRING: +1 Fuel Infect an enemy within Close range.
◈ WELLSPRING: +1 Fuel ◈ EVOLVED: Choose one of the
Symptomatic effects to permanently
◈ HARDY: +1 Health be in effect for all Infected. This
effect can no longer be chosen when
using Symptomatic.
P O W E R M O D S
◈ FINDER: +1 Range ◈ ADRENAL: Infected target has
the Fight or Flight effect immediately.
◈ FINDER: +1 Range
◈ VIRAL LINK: Spread target
◈ EFFICIENT: Costs no Fuel takes Harm equal to number of newly
The Pox uses what humanity has learned of plague and viruses and Infected enemies.
weaponizes it against the Dusk. Capable of rapidly spreading, evolving, ◈ PREPPED: First time this
and activating various contagious elements, these Sparks are reserved power is used in combat, it doesn’t ◈ CLOUDED: New effect option
for our most formidable foes. The methods are questionable, but count as an action. for Symptomatic: Enemies can only
nobody can question their effectiveness. deal Harm within Close range.
◈ SPLIT
- MIND: +1 targets
As a Pox, your goal is to infect as many enemies in the fight as possible, ◈ DUAL STRAND: Enemies
◈ SPLIT MIND: +1 targets have both effects from Fight or Flight.
steadily damaging them. Once you have a sufficient number under the
influence of your miasma, you unleash potent effects, even activating
a fight or flight response.
20
. G R I M .
passive:
> RAISE DEAD: Once per round, when an enemy dies, you may immediately
make them your Thrall. Thralls are revived with 1 Health and act with your
Powers. Thralls cannot move unless a mod allows it. You may have a number
of Thralls equal to your Shade.

active_powers:
> PULL STRINGS: Command your Thralls to lash out. Target Thrall
attacks a Close enemy, dealing its Harm.
> SIPHON: Sacrifice a Thrall within Close range. It creates drops of Health
or Fuel equal to its maximum Health. Any ally may claim them.
> POSSESS: Deal two Harm to an enemy within Near range, and give them
a single command that they must obey.
> HAUNT: All Thralls shriek into the air. Any enemies within Close range to
them recoil in fear and cannot act during GM’s turn.

supernova:
> DEATH CURSE: Your Thralls detonate with their death curse. Each
deals 2 Harm to all enemies within Close range.

P E R S I S T E N T M O D S
◈ FURY: +1 Sun ◈ SEWN SINEW: Thralls are
revived with Sun Health, up to their
◈ CYCLICAL: +1 Moon max Health.
◈ COOL: +1 Shade ◈ ENTHRALLING: Can make a
Thrall anytime an enemy dies, not
◈ WELLSPRING: +1 Fuel just once per round.
◈ DANSE MACABRE: One Thrall
◈ HARDY: +1 Health can move during your turn as well.
◈ BUILDER: +1 Thrall Health ◈ HOWLERS: Whenever a Thrall
dies for any reason, they activate the
Haunt effect at their location.
P O W E R M O D S
◈ FINDER: +1 Range ◈ WEAVER: A number of Thralls
equal to your Shade or fewer may act
◈ FINDER: +1 Range with Pull Strings.

◈ EFFICIENT: Costs no Fuel ◈ RITUALISTIC: Thralls


The science behind the Grim Spark is a closely kept secret. Out in the sacrificed with Siphon curse enemies
field, this Spark appears to be able to reanimate and puppeteer the ◈ PREPPED: First time this within Close range. Cursed enemies
power is used in combat, it doesn’t take +1 Harm or deal -1 Harm until
recently deceased. Given its controversial capabilities, this Spark isn’t your next turn, your choice.
deployed lightly. Pilots who choose a Grim Spark understand that doing count as an action.
so comes with a reputation, and one that many of them are more than ◈ HORRIFIED: All enemies within
happy to embrace. ◈ SPLIT MIND: +1 targets
Close range of Possess target take 1
◈ SPLIT MIND: +1 targets Harm and cannot move this round.
As a Grim, you to raise the dead, enthralling them to you. Pull their
strings and send your thralls lashing out at enemies, while summoning ◈ RALLYING CRY: One ally
a chorus of bone-chilling screams. within Close range of Haunted Thralls
may take another turn this round. 22
D R I F T E R -
passive:
> EMPTY CLIP: Pull out the big guns when things look tough. If you have 0
Fuel at the end of your turn, you may activate your Supernova. Gain 3 Fuel after.

active_powers:
> FAN THE HAMMER: Fire off a flurry of shots in the blink of an eye.
Choose Close targets equal to current Fuel count. Each target takes 1 Harm.
> HIP-FIRE: Your shot has the sun’s fury behind it. Deal Harm equal to
Sun to target within Near range.
> DUEL: Single out your foe and challenge them. Choose an enemy at up to
Near range. Deal damage equal to Moon. If the enemy survives, inflict their
Harm to yourself.
> TAKE AIM: Take aim at those who think they are safe from you. Deal
Harm equal to Shade to 1 enemy at Far range, or 1 Harm to a number of Far
enemies equal to your Shade.

supernova:
> BULLET HELL: Fill the air with bullets of sunlight. Choose a range.
Every enemy at that range takes 2 Harm.

P E R S I S T E N T M O D S
◈ FURY: +1 Sun ◈ SMALLER TANK: Gain 2 Fuel
from Empty Clip.
◈ CYCLICAL: +1 Moon
◈ BLOOD BULLETS: May treat
◈ COOL: +1 Shade Fuel drops as Health drops instead.
◈ LEAK: -1 Fuel ◈ MERCURY: May move twice
per turn.
◈ LEAK: -1 Fuel
◈ BULLET STORM: Supernova
◈ HARDY: +1 Health deals 4 Harm instead of 2.

P O W E R M O D S
◈ OVERCLOCK: Spend 1 ◈ HAMMER FORGED: Fan the
extra Fuel to double the Harm. Hammer Harm equals current Fuel
count.
◈ OVERCLOCK: Spend 1
extra Fuel to double the Harm. ◈ EXPLOSIVE: Hip Fire deals
As technology of old earth was uncovered and researched, it was Harm to all enemies Close to target
melded with the new power of the sun shards. The Drifter Spark’s ◈ SOLAR: Uses Sun Instead. as well.
firearms launch bolts of fiery sunlight, and they bring an arsenal with
them to adapt to any combat scenario. Few Sparks can match the ◈ LUNAR: Uses Moon Instead. ◈ DEADEYE: Once per round, if
Drifter’s versatility for dealing death. you kill the target with Duel, you may
◈ TWILIGHT:
- Uses Shade immediately Duel again at no cost.
Instead.
As a Drifter, you’re effective in many different situations, but rely on
◈ RICOCHET: If single target for
your ability to position yourself in a fight to use your strengths. A jack ◈ PREPPED: First time this
of all trades is a master of none, and so you must learn what kind of Take Aim dies, deal Harm equal to
power is used in combat, it doesn’t
count as an action. your Shade to an enemy within Close
deadeye you want to be, or that your squad needs. range of the target.
24
S A N G U I N E
passive:
> BLOOD BORN: Your blood is just another resource to you. You may
spend 1 Health when using a Power to activate its Blood effect.

active_powers:
> TRANSFUSION: Life, like all things, can be traded away. Choose two
targets Close to each other. Transfer 1 Health from one to the other. Blood
effect: Transfer Health equal to your Sun instead.
> SIPHON: Pull the lifeforce right from your foes. Deal 1 Harm to one Enemy
within Close range and gain 1 Health. Blood effect: Affects all Close enemies.
> BLOOD BLADE: Lash out with whirling talons made of your own blood.
Lose 1 Health and deal 1 Harm to every enemy within Close range. Blood
effect: Deal Harm equal to your Shade instead.
> CAULDRON: Burst into a swarm of bats and move to any location within
Far range. Deal 1 Harm to all Close enemies at location. Blood effect: Deal
Harm equal to your Moon.

supernova:
> UNDEAD: You lock down, surrounding yourself with a steel coffin. No
effect on death. You resurrect at the start of the next round without
requiring aid from an ally. Activate Siphon when you do. Doing this uses
your action, and you may only Move on your turn.

P E R S I S T E N T M O D S
◈ FURY: +1 Sun ◈ HEARTY: Recover 2 Health
from drops.
◈ CYCLICAL: +1 Moon
◈ LEECH: Fuel drops also provide
◈ COOL: +1 Shade 1 Health.
◈ WELLSPRING: +1 Fuel ◈ REBORN: Gain the Blood effect
from Siphon with your Supernova.
◈ HARDY: +1 Health ◈ MOBILE GRAVE: You may
resurrect anywhere within Near of
◈ HARDY: +1 Health where you died.
P O W E R M O D S
◈ FINDER: +1 Range ◈ DONOR: You and allies gain
double Health from Transfusion.
◈ LETHAL: +1 Harm
◈ REFRESHING: If you kill
◈ LETHAL: +1 Harm with Siphon, you may immediately
Sparks are able to regularly refuel in the Dusk by breaking down their activate another Power. You must
enemies, but only one can completely repair themselves. The Sanguine ◈ EFFICIENT: Costs no Fuel still pay the Fuel to do so.
Spark drains the lifeforce from those out in the Dusk, ripping it from
their bodies and using it to fuel their own macabre powers. Just… no ◈ PREPPED: First time this ◈ HONED BLOOD: Lose any
more vampire jokes, they’ve heard them all already. power is used in combat, it doesn’t number of Health to deal that
count as an action. number of Harm with Blood Blade.
As a Sanguine, you toe the line between supporting your fellow squad ◈ BLOOD SOAKED: Gain
mates and dealing devastating damage with your blood blade. You ◈ WAR PATH: Cauldron deals 1
Blood effect at no Health cost. Harm to all enemies in the
rest easy knowing that your Spark will always come back with a
movement path.
blood-fueled fury.
26
I N F E R N A L -
passive:
> DAMNATION: Enemies affected by your Powers are Damned. Damned
enemies deal +1 Harm the next time they attack a Spark, and then inflict
double that Harm on themselves. Damned is removed after.

active_powers:
> HELLFIRE: Ignite an enemy’s soul with a touch. Deal 3 Harm to an
enemy within Close range. If they die from Hellfire, they explode and deal 1
Harm to all enemies within Close range to them.
> BRIMSTONE: Rock and ash burst from a tear in the ground. Deal 1 Harm to
an enemy within near range, and all enemies within Close range to your target.
All damaged enemies can only attack at Close range until the end of the round.
> BANISH: Cast your enemy to a realm of fire and pain, momentarily. One
enemy within Close range disappears from the battle. They return at the end
of your next turn.
> SINNER`S SNARE: Bind the bodies of your closest foes, and damn their
souls. Target a number of enemies equal to Moon, they cannot act this round.

supernova:
> FINAL JUDGEMENT: All enemies within Close range are dragged
down to Hell and killed.
P E R S I S T E N T M O D S
◈ FURY: +1 Sun ◈ ETERNAL: Damnation is not
removed after enemies deal Harm.
◈ CYCLICAL: +1 Moon The Damnation effect does not stack
if they are affected by another Power.
◈ COOL: +1 Shade ◈ DANCE WITH THE DEVIL:
Damned enemies take 1 Harm
◈ WELLSPRING: +1 Fuel whenever they are Close to you.
◈ FINE PRINT: Damned
◈ HARDY: +1 Health enemies cannot deal Harm to you.
◈ HARDY: +1 Health ◈ TOLL:Damned enemies are affected
by Final Judgement, at any range.
P O W E R M O D S
◈ FINDER: +1 Range ◈ WHITE HOT: Explosion Harm
for Hellfire equals your Sun.
◈ LETHAL: +1 Harm
◈ FISSURE: Brimstone now
◈ LETHAL: +1 Harm affects a line between you and a Far
For most of us, the nova event was the end of the world. But a new location.
Spark is heralding a new end of days. Infernal is a cursed amalgamation ◈ EFFICIENT: Costs no Fuel
of technology and the arcane. Nobody is sure where Infernal came ◈ RIFT TEAR: When Banish
from. One day, the sky was red for a brief moment, a respite from the ◈ SPLIT MIND: +1 targets Target returns, they deal Harm equal
constant hazy darkness, and then Infernal walked out from the Dusk. to your Shade to all enemies Close to
◈ SPLIT
- MIND: +1 targets their location.
As an Infernal, you will lockdown the battlefield, condemning the
denizens of the Dusk as you do so. Fire and brimstone surround you, ◈ BIND THEM: Damned enemies
and those who suffer your attention will find themselves unable to harm affected by Sinner’s Snare take 1 Harm
in addition to the Power’s effects.
you, the damned souls that they are.
28
During your first session of playing NOVA, you may want to
Every Spark fits the personality of their pilot. When a pilot spend some time establishing details about the setting in
decides which Spark calls to them, they program it to fit their order to ground your missions and campaign in a world that
preferred methods of fighting out beyond the city’s walls. you know. You don’t need to go through all of these steps
during Session 0, but you and your group should always
The Flare system is a collection of mods that can be earned and discuss expectations before jumping into a game together.
activated for each Spark, allowing them to customize their abilities
to your liking. During character creation, each player adds two of
these mods to their Spark. As they complete missions, players will
collect more mods to further customize their Sparks. establish SAFETY TOOLS
Roleplaying games can be exciting opportunities to tell stories with
There are two types of Flare mods, Persistent and Power.
others, but it is important to be mindful of what our fellow players
are comfortable with. NOVA is an action-packed and combat focused
> PERSISTENT MODS provide ongoing passive benefits to game, and so violence is a typical experience when playing. As a table,
the Spark. This may include increasing total Health, Fuel, or even you should discuss how you feel about that, how to ground that
bumping up the Spark’s Attributes. Other Persistent mods may violence in a way that doesn’t make it feel mindless.
affect the Spark’s Passive Power, or even change how the Spark
functions in combat. You should also use some safety tools, whichever your group is most
comfortable using. There are a number of safety tools and resources
> POWER MODS are applied directly to Powers, increasing available online. I recommend looking over the TTRPG Safety Toolkit
effectiveness or even changing the way they work entirely. Some (bit.ly/ttrpgsafetytoolkit) as a starting place.

& GM ROLE
Power mods can be applied to any Power, while others are designed
for a specific Power. Every Spark’s Powers can hold two mods,
allowing them to mix and match these mods as they are unlocked to
find the right combination for their playstyle. campaign_length
A typical session of NOVA can be as short as an hour, and is meant
to capture the excitement of going on a dangerous mission, and then
As Sparks unlock more Flare mods, they will note them on their wrapping up.
sheet. This collection shows all of the mods that they have access
to, though they only receive the benefit of the ones that they have While there is no “official” length of campaign for NOVA, your group
installed on their Spark. Swapping out and installing mods happens should discuss how long you want to play the game. You may find
at the beginning of a mission (PAGE 33). that you all have different expectations, and you’ll want to make sure
you’re on the same page!
advancemEnt One of you will need to be the GM each session, though that doesn’t
The Flare system is how the Sparks advance their characters after have to be the same person every time! Given the mission focused
missions. After a mission, each Spark unlocks any one Flare mod for style of NOVA, each session could have a different person as the GM,
their class. Unlocked mods should be added to their character sheet with the Sparks rotating based on who is playing.
for future reference.

29 30
If you haven’t already done so, you all should build your Sparks Now that you’ve made Sparks and have “met” each other, you should
together using the rules found on PAGE 10. The process for making discuss the city they are based out of. Every Spark squad is assigned
a character is very quick, giving you an opportunity to learn more to a city, and establishing some facts about that location will help
about one another. Go around the table and ask each other questions personalize the missions you will go on. You don’t need to figure
about your Sparks, their history, their personality, their reputation. everything out during Session 0! Just get a baseline of the city and
The GM doesn’t need to be the person to facilitate this. Since you all build on it over time.
are going on missions together, you might want to know more about
your squad mates. Start by deciding how large the settlement is. Sprawling metropolises
can be found wrapped around the largest sun shards, while smaller
Here are some example questions: shards create smaller and more intimate towns. What size city are
you located in? What’s its name?
GREETINGS FELLOW PILOTS!
Next, establish some of the key people, factions, and other organi-
> How long have you been a pilot? zations in the city. Go around and have each Spark describe one
person that they know, that is personally connected to their pilot and
> Have you always used this Spark, important to the city in each way. After, have each Spark describe one
or have you tried other models? influential faction or organization that they’re connected to.

> What about this Spark drew you to it? With each person and group established, players should feel free to
ask follow-up questions. You don’t need to have all the details, but
> How have you made your Spark you’ll find the connections to one another and the city building as
unique from all the others like it? these people are further explored.

While the Dusk itself is largely unknown, the Sparks have some
experience with it. Have each Spark describe a recent or memorable
mission they’ve gone on. What did they see out in the Dusk?

As a group, discuss which elements of the Dusk you’re most interested


in exploring. Do you want to focus on mapping and tracking the
shifting wasteland? Establishing convoy and trade lines between the
few remaining cities? Or even seeking out the lunar shards, to do
with what you will?

FIRST MISSION
You’re all ready to go on your first mission! You’ll find
rules for creating and running missions in the next
sections. Good luck out there.

30 32
deployment
The Deployment phase is where most of the playtime of NOVA takes
place. This is where the Sparks go on the mission, fight enemy forces,
delve into old ruins, and use their incredible powers. Afterward,
success or failure, the Sparks return to their city to be Debriefed.

DEbriefing
After the mission, the Sparks regain all of their Health and Fuel.
They then advance, improving their characters (see PAGE 29 for
Sparks are deployed on missions to help defend the remaining sun more details). After making their advancements, the Sparks should
shards and the last havens of humanity. Missions take many forms. reflect on the outcome of the mission.
Some require the Sparks to seek out technology from old Earth to help
in the rebuilding process, while others see the Sparks eliminating First, look at the stakes that were established during Briefing. If the
those who want to snuff out the sun shards once and for all. mission was a success, the take some time to collaboratively
describe what that success looks like in the city. What changes can
Every mission has three phases: Briefing, Deployment, and Debriefing. be found? How have the people of the city been affected by this
Rules for creating missions can be found on PAGE 35. mission? If the mission was a failure, how is that reflected in the city?
How are the Sparks perceived when they return?

briefing
The Briefing stage is when the GM presents the mission, and the GM
Once the stakes have been addressed, the Sparks may spend some
downtime in the city. Piloting Sparks is hard and dangerous work, and
and players work together to determine the stakes. they’ll want to decompress after that intense session.

The Briefing includes the essentials of the upcoming mission: the In this time between missions, Sparks have the opportunity to reflect
location, enemy factions in play, and the primary objective. on their work and to connect with the other characters and factions
of the world. There are no rules for this “downtime” period, and the
table should spend as much time between missions as they’d like.
After doing so, the GM asks the Sparks two questions
to set the stakes of the mission:
Some things you might do between missions include:
> What will the city gain if the mission is successful?
> Helping the locals
> What fallout will the city face if the mission fails?
> Gathering intel on enemy movements in the area
Once the stakes have been set, the Sparks may change any of their
installed Flare mods based on what they’ve learned in the Briefing. > Customizing and working on your Spark
While out on a mission, a Spark cannot change their installed Flare
mods, so choose wisely. > Connecting with friends, family, or those close to your pilot
> Blowing off steam
ONCE EVERYONE HAS THEIR FLARE MODS IN
PLACE, IT`S TIME TO DEPLOY THE SPARKS! > Making the city more like home

33 34
cReAtING Zones also provide a recommended “difficulty” for locations throughout
the mission. This difficulty is a total amount of health of enemy units

missions
to use throughout the mission. This number represents a “pool” of
enemies that might appear in the mission, based on their Health values.
Some missions may have you facing a small number of enemies with
big Health values, while others are filled with swarms of low Health
enemies crashing into you in waves.
GMs can use the following tables and guidelines for creating their
own missions. Roll on the tables to randomize the mission, or pick

HEALTH
POOL
and choose elements to create the perfect scenario for the Sparks.
CRIMSON: 50 Health
zones
The first decision is deciding which zone of the Dusk the mission is
DUSK: 75 - 100 Health
taking place in. The zone determines the location the mission takes UMBRAL: 125 Health
place in, as well as the number of enemies present.
zones

> There are three zones of the Dusk: the


Crimson, the Dusk, and the Umbral. mission_type
There are four primary types of missions: assault, recon, supply, and
> 1-2: The Crimson support. Assaults focus on the Sparks seeking out and eliminating
> 3-5: The Dusk threats. Recon requires scouting out important assets and locations
for the city, and a bit of subtly from the Sparks. Supply missions may
> 6: The Umbral keep you close to home, maintaining the city or helping the immediate
surroundings. Support missions call the Sparks to help those in need.
> THE CRIMSON is the area just beyond the protective light of the
sun shards, outside the city’s bolstered walls. This area is the least
dangerous to explore since the safety of the city is always within
mission_type: (PAGE 37)

eyesight, and the wiser enemies know to keep a great distance 1) ASSAULT 4) SUPPORT
between them and the Sparks.
2) RECON 5) GM`S CHOICE
> THE DUSK is the largest part of the wider unknown. When locals
refer to the “Dusk”, they usually mean this area. Voyagers regularly 3) SUPPLY 6) ROLL TWICE, USE BOTH
come out to this region to attempt to map it, though their maps need
regular updating due to the way the Dusk “shifts” from time to time.

> THE UMBRAL is a region that few are even aware of. The deepest enemy_faction: (PAGE 43)
part of the Dusk, the unmapped regions. The Umbral represents the 1) HELLIONS 4) LUNAR CULTISTS
most dangerous parts of the world, the places Sparks rarely travel
to. Going to the Umbral is dangerous and unpredictable at best, a 2) CORVUS DOMINION 5) ROLL AGAIN + ELITE
living nightmare at worst.
3) HAZE DWELLERS 6) ROLL TWICE, USE BOTH

35 36
asSAUlT SUpPlY
Not all missions require you to forge deep into the darkest parts of
The bread-and-butter mission for the Sparks. The Dusk is filled with the Dusk. Sometimes, work at home is necessary. As highly-trained
a seemingly endless supply of threats to our cities and sunwells, so Spark pilots, you’re capable of a great many things. These include
the Sparks must be deployed to take care of them. These missions responsibilities in and around the city on top of your typical Dusk
are the perfect opportunity to show what you’re capable of. work. This is your chance to bond with the civilians, to remind you
why you became a pilot.

supply_variants:
assult_variants: > 1-2 FORTIFY: Strengthen
the city’s defenses.
> 1-2 HALT: Prevent further enemy movement. > 3-4 RECOVER: An important
> 3-4 ELIMINATE: Remove the threat entirely. item is lost and must be found.
> 5-6 EXPEL: Drive the enemy away. > 5-6 RELAY: Requires
movement of people or supplies.

reCoN
Sometimes, a more subtle approach is necessary. As the only ones
sUpPort
A well-timed Spark deployment can be the difference between life or
able to endure the harsh environment of the Dusk, it is up to you to death in the Dusk. The Sparks may find themselves helping a great
scout out important locations, and keep the maps of the Dusk as many people, in a great many places. When the call to action sounds,
updated as possible. the Sparks are always happy to lend their support.

recon_variants:
> 1-2 MONITOR: Stay hidden and do support_variants:
not engage overwhelming enemy forces.
> 3-4 INFILTRATE: Stealth is > 1-2 CONVOY: Escort a moving caravan.
priority, leave no trace.
> 3-4 DEFENSE: Protect a location.
> 5-6 CAPTURE: Locate an important > 5-6 BOLSTER: Assist an assailed party.
faction member to gather information.

37 38
Themes provide the personality and tone of a location.
Each Theme has a list of Moves that the GM may use at any
time during the mission to reinforce the feelings of the location.
They can be used as consequences to Spark rolls, or brought into
play to remind the Sparks of the dangers and unknown of the Dusk.

theme_table:
1) PALE 4) RAVAGED
2) FORTIFIED 5) RADIANT
3) WILD 6) GROTESQUE
A location where the narrative of the mission takes place and encounters
with the enemy are commonplace. A location has two parts: pale:
Lunar hymns and whispers.
fortified:
Bulwark, fortress, prison.
> THEME: Give the location its personality, as well as moves for the 1) GUIDE 1) DEFEND
GM to call on to reinforce the tone of the location.
2) DECEIVE 2) REPEL
> STRUCTURE: Specific locations that can be explored, providing 3) SHADOW 3) TRAP
locales and scene prompts for the GM. 4) PREDICT 4) CAPTURE
5) ENCHANT 5) BOLSTER
When creating locations for missions, you must consider the zone 6) PACIFY 6) CHALLENGE
it is taking place in. Each zone provides a different combination of
Themes and Structures.
wild:
Overgrown and feral.
ravaged:
Wave of destruction.
Crimson missions take place near the city, and so have simplified
locations. A location here is made of a single Theme and Structure. 1) STALK 1) RUIN
Dusk missions require travel and navigation. They have a single 2) ROT 2) DEFILE
Theme, but transition from one Structure to another at some point
during the mission. Umbral missions create unexplainable situat- 3) BEWITCH 3) SCREAM
ions for the Sparks, and so are a combination of two Themes at a 4) NURTURE 4) HAUNT
single Structure.
5) ENVENOM 5) TRAMPLE
6) SNARE 6) REAP

CRIMSON: THEME + STRUCTURE radiant:


Sun touched-blessed.
grotesque:
Dusk-soaked malice.

DUSK: THEME + STRUCTURE → STRUCTURE 1) BLESSED 1) WARP


2) WARM 2) BAFFLE
UMBRAL: THEME + THEME + STRUCTURE 3) SCORCH 3) LURE
4) SHINE 4) TORMENT
5) DAWN 5) DISPLACE
6) BLIND 6) FEED
39 40
old_sunwell:
A crater where past and future collide.
2) COLLAPSED TUNNEL 8) MAZE OF NARROW
Structures provide you with specific locales for the action 3) FLOODED CHAMBER PASSAGES
to take place in while out on missions. Roll 2d6, or 4) ROUGH-HEWN CAVE 9) MINESHAFT
choose from the list, to determine where the Sparks are as 5) CRUMBLING CHAMBERS
they move throughout a location. 10) SHRINE
6) EXCAVATED CHAMBER
7) DWELLING OR 11) PRESERVED VAULT
GATHERING PLACE 12) UNEARTHED SECRET
structure_table:
1) UNDERGROUND FACTORY 4) STRONGHOLD
2) METROPOLIS 5) TANGLE stronghold:
3) OLD SUNWELL 6) TUNDRA A towering proclamation.
2) ALTAR 7) HALL
3) CONNECTING PASSAGES 8) LADDER OR STAIRWELL
4) TOWER 9) COURTYARD
underground_factory: 5) COMMAND CENTER
10) STORAGE
Machinery, long rusted. Creaking and groaning. OR LEADERSHIP
2) CATACOMBS OR TOMBS 8) STEELYARD 6) BARRACKS OR COMMON 11) ARCHIVE
3) SLEEPING QUARTERS QUARTERS 12) TEMPLE
9) WAREHOUSE
4) DESCENDING STAIRS
OR PIT 10) ASSEMBLY LINE
5) LARGE HALL
11) LABORATORY
tangle:
6) FOUNDRY OR WORKSHOP A snarling maw of greens and browns.
7) CARVED PASSAGES 12) MINE SHAFT 2) ELDER TREE 8) BRAMBLES
3) WATERWAY 9) OVERGROWN STRUCTURE
4) OVERGROWN PATH
10) ROCKY OUTCROP
metropolis: 5)
6)
GLADE OR CLEARING
CAMP OR OUTPOST 11) DEN OR NEST
Reminders of a lost era.
2) IRRIGATION CANAL 8) CRUMBLING BUILDING 7) DENSE THICKET 12) REMAINS OR CARRION
3) SEWER ENTRANCE 9) HIGHWAY OVERPASS
OR TUNNELS
4) RUSTED TROLLEY
10) RESIDENTIAL AREA tundra:
5) OCCUPIED BUILDING 11) CRATER Icy winds howl for your judgement.
6) OVERGROWN PARK 12) BLOCKED 2) NEST OR DEN 8) OVERLOOK
7) RUINED STREETS INTERSECTION 3) ICY PEAK 9) SUMMIT PATH
4) OUTPOST OR CAMP
10) ALCOVE
5) BRIDGE
6) TUNNEL OR CAVERN 11) CRASHING WATERFALL
7) WINDING PATH 12) GRAVE MARKER

41 42
The Dusk has no shortage of threats hidden away in the shadows,
beyond the light of the sun shards. Humans on their own path,
animals changed by the environment, a menace from beyond our
system, and a group worshipping the moon are just some of the
elites
Elites are the most dangerous enemies the Sparks will face out in
enemies the Sparks will face. the Dusk. These would be considered “boss” enemies in many other
games, and represent a final foe the Sparks might face when trying
Enemies have the following characteristics, though to topple one of the enemy factions.
they might not have all of them:
Elites function using the same mechanics as regular enemies,
HEALTH: How much Harm they take before dying. with a few additions:
HARM & RANGE: Amount of damage done to the FOLLOWERS: A list of enemies that always accompany the Elite
target's Health, and at what range. when they’re encountered. These are their most loyal followers, and
will defend them with their lives.
MOVES: The actions, reactions, motives, and tactics
that enemies use during combat. Moves are narrative
flavors for using the enemy’s keywords and Harm.
LAIR: Specific Themes and Structures where the Elite is located,
as well as possible additional complications that can be found there.
KEYWORDS: Special rules or effects. See the list of COMMANDS: Ongoing effects or moves the Elite provides to their
keywords on PAGE 44.
allies throughout a fight, providing them bonuses to make the fight
VARIANTS: Optional alternative versions of the more challenging.
enemy, with any noted changes.

enemy_keywords
> AURA: Ongoing effect as long as the enemy is alive.
AN EXAMPLE ENEMY... > BERSERK [X]: Deal additional Harm equal to X on their next
action. This effect can stack.
> DISRUPT [X]: Prevent a Spark from using a Power or
benefiting from a mod during their next turn.
> DRAIN [X]: Target Spark loses X Fuel.
> EXPIRE: Effect that triggers when the enemy dies.
> FLIGHT: Cannot be Harmed at Close range.
> IMMUNE: Cannot be harmed until a condition is changed.
> LOCK: The Spark cannot Move during their next turn.
During the GM’s Turn, Spencer (GM) activates one of the Lunar > PROTECT [X]: Reduce harm received by X to the named allies.
Heretics. Spencer describes the Lunar Heretic conjuring a beam > RESTORE [X]: Enemy recovers X Health.
of moonlight and firing it towards Kate’s Pyre Spark, who is at a
Near range. Pyre takes 1 Harm from the Lunar Heretic’s action. > SPLASH [X]: Inflict X Harm to units Close to the target.
Later, during Kate’s turn, she cuts down the Lunar Heretic, which
activates its Expire keyword, dealing 3 Harm to any Close Sparks.
> WEAKEN [X]: Reduce an Attribute by X, down to a minimum
of 1 for the listed duration. Sparks may be affected by this effect
You will find a number of example enemies in this book. They multiple times at once.
don’t represent all the threats that can be found in the Dusk, but > WOUND: Effect that triggers when the enemy causes Harm.
should give the GM a starting place for where to begin.

43 44
When humanity returned to our scorched world, there were some who
decided to break away from the sun shards and efforts to rebuild.
These factions splintered and took to the Dusk, where they could hide,
and wait, and hunt. These raiders are driven by a desire to pillage
whatever supplies they may need, attacking weakened cities or
vulnerable caravans, and so the locals took to calling them Hellions.

While the Hellions may lack in the technological advances we’ve seen,
especially when compared to the Sparks, they make up for it in
creative engineering and a complete disregard for their own safety.
Their equipment is slapped together with shoddy wiring and tape,
but that makes them all the more dangerous.

Travel into the Dusk has always been dangerous, but the Hellions
have made our very homes a target as well.

45 46
47 47
Humans weren’t the only ones on earth during the nova event. An
old adversary of ours from beyond this solar system has lingered,
waiting for their moment to mobilize and finish us off once and for all.

The Corvus Dominion is a militaristic alien force, wielding technology


and weaponry that rivals the Sparks themselves. Locals call them the
Corvids, since they are an avian humanoid species, wearing armor
hammered and shaped to look like feathered wings. They are
scattered across the planet, but if they rally, they might be too
powerful for us to stop.

What little records we have of them indicate they specialize in hit-


and-run tactics, relying on subterfuge to seize victory, rather than
brute force. This makes them unpredictable, which makes them
dangerous. Tread carefully where the Corvids fly.

49 50
51 51
In the devastating aftermath of the nova event, the flora and fauna of
our planet was warped by the Dusk. The creatures found in the wild
do not match our records of old Earth, and we seem to be discovering
new species or variants every time we delve into the unknown.

Their ability to survive the Dusk is testament to their ferocity and


resiliency. Hellions, lunar cultists, and even the Corvus are predictable
to a certain extent. But the ever-adapting creatures of the Dusk, known
colloquially as Haze Dwellers, are a threat not to be treated lightly.

53 54
55 55
While we were distracted by the Hellions and Corvus, something
whispered in the minds of those feeling hopeless. We wouldn’t know
it for many more generations, but it was slow and insidious.

When we began our research on the unlimited potential of the sun,


others began to seek out Lunar Shards, shattered remnants of our
once gleaming moon now shadowed by ink and starlight.

So-called Lunar prophets were sharing a belief to others: The Pale


Path. There’s a larger design, we are the cogs of a grander machination.
This filled many with a new sense of longevity.

Soon, many would take “pilgrimages” into the Dusk against the advice
of their family and friends. The results of these pilgrimages, and these
rituals, have created many of the unexplainable mysteries of the Dusk.

These rituals saw people being granted power matching our Spark
technology and a protection from the Dusk itself, even manipulating
it to bring ruin to those who would see the Pale Ones’ work undone.

56 57
58 59
example SOME TIPS AND IDEAS FOR THE GM:

MISSION > Corvus soldiers prefer darkness to ambush, so the


ambient light is tricky for them.

> If the Sparks can find a way to harness some of the


BRIEFING remaining solar fuel, give them a temporary boost in
Recent reports have revealed a nearby industrial yard, its purpose power or performance.
from old Earth still unclear. Your mission is to locate the ruins,
eliminate any threats in the immediate area, and assess it for > The factory should be in stark contrast to the bright
sunwell, a perfect haven for the Corvus.
excavation. If the location is valuable enough, hold it until an
excavation team arrives. If the threats in the area are overwhelming, > The factory is valuable to the city, but difficult to secure.
or the ruins are otherwise compromised, burn it down. Either because the Corvus are in overwhelming numbers
there, or they’ve done something to the location that makes
the task of excavating it dangerous or time consuming.
POSSIBLE QUESTIONS TO ASK SPARKS:
> You’ve read the reports and have a guess as to the BUILDING ENCOUNTERS
purpose of the factory. What is it? During the early stages of the mission, send small groups of
Corvus soldiers at the Sparks. Start with a single type of enemy,
> This area of the Dusk has a particular reputation. and introduce new types as the Sparks advance through the
What is it?
mission. Each enemy should change the way the Sparks need to
> Have you seen an old sunwell before? What is it like? approach combat, which helps keep combat fresh throughout the
mission.
> There are signs of enemy movement in the area. What
are they telling you? NAVIGATING THE MISSION
The mission calls for the Sparks to change locations at some
> This enemy behaves in ways you aren’t used to. What’s point. Have them introduce setting details as they move from the
different about them?
old sunwell to the factory. What changes? These details are things
the GM can use when setting up future encounters with the Corvus.
MISSION TYPE: Recon Location
ZONE: The Dusk MISSION END & DEBRIEF
THEME: Radiant Depending on how the Sparks deal with the Corvus forces, the
factory may or may not be viable for future extraction. If it must
STRUCTURES: Old Sunwell, Underground Factory be destroyed, the final confrontation should pull the Sparks in two
ENEMY FACTION: Corvus Dominion directions: destroying the factory and holding back the Corvus. If
it can be extracted, what specifically must be done to hold the
The factory is accessible after crawling through the remains of site? The Sparks have likely fought plenty of Corvus at this point,
an old sunwell. The area still has lingering solar fuel in the air give them a special task that can bring the mission to an end.
and ground.
Regardless of the outcome, have the Sparks debrief how the city is
affected by their choices. What new benefits are had with the new
factory secured? What horrible fate did they avoid by destroying it?

60 61
setting & GENRE
NOVA is a sci-fi roleplaying game at its heart, but there are plenty of
opportunities to blend that with horror or even fantasy elements.
The Sparks themselves are unbelievably advanced technological
creations. So advanced that many of their abilities might be per-
ceived as magical by those who don’t understand the science. It’s
really important to note here, you don’t need to understand the
science as the GM. Much like we don’t ask for theories explaining
how our favorite science fiction shows and movies “work”, the tech-
nology in NOVA just works.

Out in the Dusk, the region beyond the cities and sun shards, things
are different. The end of the world changed things, as did the lunar
shards that hit our planet as well. You are encouraged to present the
Sparks with unexplainable things when they go out on missions,
As the GM, your role alongside the players is to tell a story of especially when the Sparks must go deep into the Dusk. Nobody
powerful Sparks going on dangerous missions. You play the enemy understands the Dusk, and that opens it up for GMs and players to
forces trying to stop them, as well as the people and factions at home put whatever they’d like out there.
that are counting on the Sparks. You are a storyteller, but you are
not the storyteller. The best stories are told with friends.

T H E .C I T Y
Here, you’ll find advice on how to run NOVA. No matter the advice,
the best thing to do is to discuss things as a group.

Even if you don’t go through the Session 0 process together

& SAFTEY
(as seen on PAGE 30), the Sparks work out of a city, fueled by one
of the remaining shards of the sun. That city is full of people and

expectations
Before playing NOVA, it’s important to discuss expectations. Do you
factions that are working together (though not always) for the
rebuilding of humanity.

want to focus on tactical combat, or do you want fights to end quickly With each mission the Sparks go on, ask the players to help
so you can get to the places in between? How much time is spent at narratively populate the city with people and places connected to
the base before and after missions will vary based on group preference. the Sparks. Who’s waiting for them back home when the mission is
over? Who deploys the Sparks? Answering questions like this will
Safety tools should be used at your table as well. There are no tools not only breathe life into the city, but will provide plot hooks for
specific to NOVA, but I recommend looking over the TTRPG Safety future missions!
Toolkit (bit.ly/ttrpgsafetytoolkit) as a starting place. It is important for
everyone to feel safe and welcome at the table, and these tools help The city changes after each mission as well. The Sparks are doing
make sure that is the case. something to help their home. Between missions, consider how the
city might change. Provide new factions for the Sparks to work with
and new places for them to interact with. Make it feel like home.

62 63
Some players might want more challenging combat, or you might be
tempted to make it harder because the players are killing the enemies
so quickly. They are supposed to do that! If you do want to make
Sparks can’t die in this game. When they go dormant, they explode combat more challenging, avoid adding Health to enemies, as that
in a powerful supernova, and then wait for an ally to pick them back just slows the fighting down.
up. They may be rushing to the end of the mission with no Fuel left,
but death really isn’t on the table unless you as a group have decided Instead of changing numbers, change the way the enemies act in
it is. Instead, you should be pushing the players to reconsider their combat—that’s the purpose of the GM Turn. Have the enemies act
tactics, or change how they are prioritizing the mission objectives, not strategically, forcing the players to quickly change their course of
wipe them out. If the table is interested in allowing final deaths for action. In addition, add moves that allow the enemies to do multiple
their Sparks, then make sure they go out in a fiery and heroic fashion. things during their turn. For example, at first an enemy soldier might
take cover. But a more advanced and challenging enemy takes cover
and opens fire!

powers wording designing


The phrasing used for Powers is left intentionally vague. Powers are
opportunities for the Sparks to feel badass, so use the loose writing
to their advantage. For example, Scorch’s Erupt doesn’t have any
rules on how it might affect the environment. But a resourceful
MISSIONS
When putting together a mission, don’t try to prepare the whole
thing ahead of time. Instead, work out a general framework of how
Spark may decide to use the Power’s fiery destructive nature to smash
the mission will go, and let the player’s actions throughout dictate
down some terrain. Terrain doesn’t have Health, but it sure can burn.
what comes next. The tables for generating missions can give you
Lean into the cool, the badass.
that framework (Page 35).

<< The single most important thing you can do while designing and

& PLAYERS <<


running missions is to ask the players questions. During the Briefing,

FAST challenging ask the players questions like:

combat
NOVA is designed for fast combat. Because many elements of a fight
> WHO WANTS THIS WORK DONE?
have been streamlined, a player’s turn shouldn’t be spent analyzing > HOW ARE THEY PERSONALLY
all the best options. They may also come to you with ideas that aren’t CONNECTED TO THE MISSION?
entirely in line with the rules, but still highlight the powerful nature of
their Sparks. Embrace it. Don’t worry too much about specific distance During the mission itself, build the setting of the Dusk with the
ranges, keep the action flowing, let the players act in interesting players. It’s a nebulous, shifting place, and by asking the players
ways during their turn. what they know about it, or what they want to see while out there,
you can paint the picture together.
Some players may struggle at first to find uses of their Attributes
during combat, and may entirely focus on their Powers. That’s okay! The example mission (PAGE 61) is an example of the sort of prep you
With time, and comfort with the system, those opportunities to use could use to run a full session. Consider roleplaying opportunities!
the Attributes for actions will emerge. For example, hurling a giant Spending time inside the city and interacting with its people before
piece of machinery at a group of enemies isn’t covered by a power, and after missions gives the city and its inhabitants more personality,
but is a great opportunity for a Sun roll. Does the machinery Harm and makes the stakes more meaningful to the players. You can find
the enemies and pin them down? Ask the player what their intent is, advice on how to incorporate more roleplaying in your game on PAGE 69.
and interpret their roll accordingly!

64 65
r
e
Rewards for players are in the advancement of
their Sparks. The Flare system is designed to
allow them to create builds for their Spark,
mixing and matching different combinations of
mods to support the playstyle they want to see.

W
There are no other mechanical incentives in
the game for completing missions. No currency,
XP, or new gear for the Sparks. You may be Some general guidelines you should keep in mind as a GM:
tempted to include some of this, especially new
tech and gear. I caution against it, because > You’re also a player in the game. You are not solely responsible

a
adding more levers and gears will likely slow for “fun” happening at the table, and you should be having fun too!
down the play. If you do decide to add more
mechanical incentives, I recommend allowing
> Be a fan of the players. They are badass solar-fueled mechs, and
should feel like it. Challenge them, but don’t crush them. Play to
the players to start creating or upgrading the the Sparks’ strengths more than their weaknesses.
mods in their Flare. As they learn how they like
to play their Spark, they may come up with > Keep it quick. Combat is supposed to be frenetic, and if a player

R
exciting mods that would support that playstyle. is taking a long time on their turn, feel free to “show your hand”
Work together if the players are calling for it! and have an enemy start acting. Have enemies begin to reposition
themselves, or have the sounds of incoming reinforcements echo
Alternatively, find ways to make the outcome off the walls.
of missions meaningful without having to give
> Spread responsibility. You are not solely responsible for knowing

D
them a mechanical gift when possible. They
all the rules. Players should read through their Spark’s abilities
are going on these missions for the betterment together at the start of a mission, and how their Flare system
of humanity, and the city they call home. Have might modify them.
the players describe changes in the city after
they come home. Provide non-mechanical > It’s a movie, not a simulation. Enemy characters should act and
rewards found in the city. “Access to the old react in combat in a reasonable way. Have them panic and retreat

s
Earth archives” is a fun idea that doesn’t require when necessary, but also rally and fight hard when the Sparks
rules behind it, but the players will probably want give ground.
it! That will keep them wanting to keep playing
even after their Spark is as powerful as it can get. > Find the story. Without context, the Sparks are just doing one
mission after another. Ask them why they do it, or what they care
about, and then explore the answers to those questions.

> The world is strange. While NOVA might be considered sci-fi, there
are no rules for what exists out in the Dusk. Surprise the players
with what they find. Create the unexplainable, and make the return
to the sun shards a welcome respite for the horrors beyond.

66 67
NOVA takes place in an alternate timeline of Earth, where one day
the sun in the sky mysteriously exploded, crashing down to our
planet and ending things as we know it. Your version of NOVA will
be your own, as the Sparks explore the Dusk and begin to help
humanity rebuild. Here you’ll find as close to a canonical history of
NOVA as the records can find.

Long ago, an extinction-level event rocked our planet: the sun exploded.
It wasn’t destroyed entirely, but large pieces of the sun crashed into
NOVA is a combat-focused roleplaying game (RPG). The G is there our moon and planet, wiping out most life on Earth. With the sun
in playing out fights, but often the RP is cast aside in these sorts of nearly gone, our sky became a hazy and eternal dusk.
games. Include roleplaying elements and opportunities in your session
to help ground that fighting in a context that gives it meaning. Before the event, some of humanity was hidden away, protected.
Records of this period are largely lost, but what little we remember
If you’re interested in including roleplaying opportunities in your comes from stories swapped in these bunkers. They waited, and
session, consider some of the following: generations passed before the readings from the surface showed
that it was safe to return. With great reluctance, humanity stepped
> Building and populating the city as a central hub. The Sparks live back to the surface to see what had happened their home. They were
there, deploy from there, and want to protect it, so spend some met with devastation, destruction, and darkness.
time walking the streets.

> After each mission, reflect on the outcome as a group. What changes
in the city as a result of their success or failure? Does this push
them to pursue some types of missions more than others?

> There is a pilot inside that exosuit. Let the pilots breathe. What do
sUN* SHArds
There was hope. The remnants of humanity discovered that the shards
they do between missions to blow off steam, or to recover from a
particularly exhausting trip? Who is waiting for them? What of the sun had planted themselves deep in the ground, providing a
responsibilities do they have? source of light, warmth, and energy. We rebuilt around these shards.
The energy output was unheard of, rocketing forward technology as
> The factions and NPCs pull the Sparks in different directions. The humanity tapped into these solar founts. They were named sunwells,
Sparks can’t serve everyone equally, they’ll make difficult decisions and pockets of humanity cropped up across the planet around them.
about who to work for, and which causes to support. As a GM, throw
the Sparks missions from factions that oppose each other, and Cities were erected using the ruins of old Earth, and technology
have them remember who the Sparks chose.
developed at a pace we hadn’t seen before. But we were missing so
> Sparks should have time during missions to explore the location. much from our previous life. Technology, knowledge, memories…
Every scene doesn’t have to be a fight. Give them time to search they were all out in the ruins beyond the sunwells, what we call the
the space and make discoveries. Dusk. Someone had to go out there.

68 69
the THe dUSK
The great dark unknown beyond our city walls. The Dusk gets its
name from the hazy night sky that hangs eternal. Occasionally you
may catch a glimpse of the pockmarked moon, though it too was
crushed when the sun’s shards hit it. In fact, large pieces of the moon
fell to Earth during the nova event, and some say that lunar shards
hide out in the Dusk waiting to be found.

The further into the Dusk you go, the stranger things get. Near the
sun shards, in the region known as the Crimson, things are relatively
After trapping the power of the sun, the Sparks were the first major stable. Bastions of rebel human factions, warrens of animals that
innovation of humanity. These high-powered exosuits could be piloted survived the apocalypse, and plenty of ruins of old Earth’s past waiting
by our bravest to go out beyond the safety of the sunwells, and delve to be explored. The Sparks keep an eye on these regions closely,
into the Dusk for the secrets of old Earth. keeping them clear as often as possible. Some convoys travel
between cities through this territory. While it is stable, it is still very
The first wave of Sparks were created for a specific purpose or role dangerous, and Sparks always accompany any journey into the Dusk.
in a squad. The Voyagers were the first built, in order to begin learning
about the world beyond the protective light of the sun shards. When Beyond that, the Dusk becomes unmappable, or at least unpredictable.
dangers and horrors were found out there, production of Pyre and Scientists from all fields continue to be puzzled by the reports
Scorch Sparks began. Eventually as we began to send people out into brought back from Spark teams of what they saw. The beings that
the Dusk to excavate these ruins, and set up connections between live out there don’t match anything from the few pre-nova earth
cities, the Warden Sparks were designed as a defensive wall. records we’ve recovered. To add to that, deep regions of the Dusk
“shift” as far as we can tell. Opportunities come and go as the world
Once we had established ourselves, and the first wave of Sparks itself moves and twists in the dark. Deep in that dark though, is a
ensured humanity would begin to rebuild, new groups became silvery light waiting to be found.
interested in Spark development. Armament groups initially produced
the Drifter as a way of field-testing weapons. Grim, Pox, and Sanguine
Sparks all emerged as our understanding of science tried to keep up
with our booms in technology. This second wave of Sparks is divisive
THE LUNAR CULT
The one constant reported from the Dusk is the presence and influence
in their approaches, but few can argue against their effectiveness of lunar cults, worshippers of the moon which still hangs broken in the
out in the Dusk. To fight monsters, sometimes you need a monster sky. Very little is known about the cults, but reports show that they
of your own. tend to congregate near the lunar shards found in the Dusk. Each sect
has its own practices and beliefs, and so they are oftentimes found in
There is no central body that coordinates the Sparks. Each squad is conflict with one another over precious lunar shards. The few cultists
assigned to a city, usually the one where they were produced. From who have been questioned say they’re called to the shard, and given
there, they work together, and with the various factions and influential instructions on the various rituals to commit in the moon’s name.
people of the city to help with whatever needs doing. Voyager reports
are constantly coming back with enemy faction movement, new ruins The lunar shards have properties we can’t explain. Cultists embed
discovered, and other news from the Dusk. It is up to the Sparks to them in their own skin, or the skin of their animal companions, and
decide how they’ll use their incredible power. it...changes them. Larger lunar shards seem to be a power source of
their own, similar to the sun shards found back in our cities.

The cults wants nothing more than for the sun’s light to go out once
and for all. They do not covet our sunwells, but loathe them. It is up
to the Sparks to protect humanity’s last light from this force, and
anything else that might come lurking from the Dusk.

70 71
cHarACteR QUICK
SHEeT reference
> CORE MECHANIC: Roll a number of d6 equal to an Attribute (Sun,
Moon, or Shade) and keep the highest result.
> 1-2: FAILURE, with a consequence
> 3-4: SUCCESS, with a consequence
> 5-6: TOTAL SUCCESS, full effect with no consequence
> SPARK FEATURES
ATTRIBUTES: Descriptions of how the Spark acts in the world.
> SUN: powerful, emotional, sweeping, destructive
> MOON: reactive, quick, nimble, effective
> SHADE: methodical, practiced, surgical, patient
HEALTH: Amount of Harm a character can take before dying.
FUEL: Resource that allows the Sparks to use their Powers.
FLARE: Collection of modifications used to customize a Spark.
POWERS: Unique to the Spark, giving the Spark its purpose.
> COMBAT
ROUND: Every Spark and the GM have a turn.
TURN: Sparks may move and take one action.
ACTION: Typically using Powers or interacting with the environment.
> RANGE
CLOSE: In melee, or a few steps away.
NEAR: Anywhere within a standard sized room, a short sprint away.
FAR: Across a large hall or field, or down a long corridor.
BEYOND: Anything beyond Far and out of the Spark’s range.
> GM`S TURN
1. Choose one enemy per Spark and activate one of their moves or deal
Harm. Then, describe a meaningful change to the fight.
2. GENERATE DROPS: Roll a d6 for each enemy killed.
A. 1-2: No drop
B. 3-5: 1 Fuel
C. 6: 1 Health
cHarACteR-
QUICK
SHEeT reference
> CORE MECHANIC: Roll a number of d6 equal to an Attribute
(Sun, Moon, or Shade) and keep the highest result.

> 1-2: FAILURE, with a consequence


> 3-4: SUCCESS, with a consequence
> 5-6: TOTAL SUCCESS, full effect with no consequence
> SPARK FEATURES
ATTRIBUTES: Descriptions of how the Spark acts in the world.
> SUN: powerful, emotional, sweeping, destructive
> MOON: reactive, quick, nimble, effective
> SHADE: methodical, practiced, surgical, patient
HEALTH: Amount of Harm a character can take before dying.
FUEL: Resource that allows the Sparks to use their Powers.
FLARE: Collection of modifications used to customize a Spark.
POWERS: Unique to the Spark, giving the Spark its purpose.
> COMBAT
ROUND: Every Spark and the GM have a turn.
TURN: Sparks may move and take one action.
ACTION: Typically using Powers or interacting with the environment.
> RANGE
CLOSE: In melee, or a few steps away.
NEAR: Anywhere within a standard sized room, a short sprint away.
FAR: Across a large hall or field, or down a long corridor.
BEYOND: Anything beyond Far and out of the Spark’s range.
> GM’S TURN
1. Choose one enemy per Spark and activate one of their moves or deal
Harm. Then, describe a meaningful change to the fight.
2. GENERATE DROPS : Roll a d6 for each enemy killed.
1-2: No drop
3-5: 1 Fuel
6: 1 Health

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