Starter Guide

Michal Lysek Ian Stewart

New Horizon

New Horizon
Starter Guide
Everything you need to play the RPG is available for free. All required materials can be downloaded from: http://www.newhorizon1.com/ Before you can join any role playing game you need to create a character to play with. Therefore, we will start with character creation in just a moment. However, if you feel that you want to learn a bit more about New Horizon then you should download this guide: http://www.newhorizon1.com/NewHorizonCampaignSettingGuide(shortpreview).pdf

Creating a Character

All players have to fill out a character sheet: http://www.newhorizon1.com/NewHorizonCharacterSheet.pdf If you want to do it fast and easy, without having to make any calculations, then we recommend using our Character Creation web-page. (See “Character Creation using our web-page” below.) However, if you prefer learning how to create a character in detail, then everything you need to know is provided in this book. (See “Character Creation using Pen and Paper” below.)

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

Character Creation using our Web-page
You can use our PHP-based character creation page, which will allow you to create a new character within a few minutes time: http://www.newhorizon1.com/volt/charactercreation/index.php After you have created your character, simply print out as copy of the Character Creation Sheet and write down all the data shown on the web-page onto your Character Sheet.

Character Creation using Pen and Paper
Creating a character using pen and paper takes a little longer time to do and there are a few calculations which you will have to perform as well. This is recommended for more experiences players. For newbie players we recommend using the Character Creation web-site, which will perform all the calculations for you. Character Creation Guide The Character Creation Guide is found on page 38. The guide requires that you learn how to distribute Points for your: • Backgrounds (see page 28), • Attributes (see page 30), • Traits (see page 32), Tables with Equipment and other things All the necessary tables are available for download from the web. Here you will find Stun, Injury and Willpower Penalty tables, Encumbrance tables, Trait tables, and Armor, Weapons, and Equipment tables, and more: http://www.newhorizon1.com/NewHorizonTables.zip

Preparing for a Role Playing Game

Game Masters (GMs) should learn about the Volt rule system and how to prepare and run a New Horizon Role Playing Game (RPG). Everything a GM needs to know is found in this book, but also in the Game Master’s Manual: http://www.newhorizon1.com/NewHorizonGameMastersManual(shortpreview).pdf The GM can use any Non-Player Characters (NPCs, page 45) or Monsters (page 57) he wants for his adventures. NPCs are also available here: http://www.newhorizon1.com/NewHorizonNPCs.pdf Monsters are also available here: http://www.newhorizon1.com/NewHorizonMonsterManual(shortpreview).pdf Last but not least, the GM must learn how to prepare and run an adventure for his players. Adventures are performed in the same way as for other games based on the D20 dice system. The only thing the GM has to learn is how to perform a battle using the Vo|t rule system. For this purpose, we have prepared a battle which you can learn from on page 62. Now you have everything you need to create characters and prepare games for the New Horizon setting.

New Horizon Role Playing Game
New Horizon Studios

New Horizon Credits and I ntroduction New Horizon Design Team Campaign Guide Design
• Michal Lysek • Ian Stewart New Horizon is a property of Michal Lysek, Ian Stewart and New Horizon Studios, and distributed by Lypson Intelligent Systems in Sweden. For more information contact Michal Lysek at Lypson Intelligent Systems.

Contents

Vo|t Rule System
• Mats Andersson • Niklas Berg

Hired Artists
Cover Artists
• Minties • Cushart

Conceptual Artists

• Eriance (concept art of buildings and characters) • Udana (concept art of monsters)

Graphic Designers
• Minties • Cushart

Additional Graphics Design
• Michal Lysek • Ian Stewart • The Glyph • Unrealsmoker

Copyright

New Horizon: What’s this book for? Reaching beyond the stars Taking the first step New Horizon Campaign Setting What makes New Horizon unique? Seven important facts about the setting The general area Heroes and villains Rumors of other life-forms Roaming the land Beware of the beasts The Planet People Races Languages Cities and their countryside Law enforcement Rogues and bandits Geodites Narehl Ministry of Stones Stores and shops Mercenaries for protection Treasure hunting Merchants and trade Military soldiers Hunters of the wild Bounty hunters Couriers Miners of the Azuremar Mountain Range Spies within the company or organization Journalists of the world Physician Cyber Life Physician Bionic Engineer Cross Genome Physician Continents and Factions: The land of New Horizon Continents Population Factions Youzem and the Walk of Man: Youzem and Narehl: Vo|t Rule System: Character Creation: Races: Humans Wafans Backgrounds: Attributes: Traits: Equipment: Character Creation Guide: NPC Organizations: Non-Player Characters (NPCs): Vo|t Rule System: Combat: Injuries: Hazards: Monsters: Preparing for a game:

3 3 3 3 4 4 4 5 5 5 5 5 6 6 6 6 6 6 6 7 7 7 7 7 7 8 8 8 8 8 8 8 8 8 8 9 9 9 9 11 17 18 19 22 24 26 28 30 32 34 38 44 45 48 49 52 56 57 62

New Horizon Studios and New Horizon logo are trademarks owned by Michal Lysek, Ian Stewart and New Horizon Studios. All New Horizon characters, character names, and the distinctive likenesses thereof are trademarks owned by Michal Lysek, Ian Stewart and New Horizon Studios. This material is protected under the copyright law of Sweden. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Michal Lysek, Ian Stewart and New Horizon Studios. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. © 2011 New Horizon Studios. All rights reserved. First Printing: April 2011 ISBN: 978-1-4475-3968-1 New Horizon Studios Lypson Intelligenta System (Lypson Intelligent Systems) Andersbergsringen 199, SE-302 55 Halmstad, Sweden VAT: SE969702477701 Phone: +46 (0)35 21 11 92 E-mail: info@newhorizon1.com Visit our website at http://www.newhorizon1.com Visit our forums at http://www.newhorizon1.com/forum/forum.php

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What’s this book for?

This book is a short summary of the New Horizon Role Playing Game Compendium, which is available here: http://www.newhorizon1.com/order.php The New Horizon Starter Guide contains everything you need to know if you want to create characters for the New Horizon setting and create your own New Horizon adventures for these characters. The book is intended to be used as a role-playing game (RPG) guide for New Horizon games in which participants assume the roles of New Horizon characters. As long as it is within the rules, players have the freedom to select different actions of their characters in order to shape the direction and outcome of the game. One of the players is expected to assume the role of a game master (GM). The GM creates a setting in which each player plays the role of a single character. The GM describes the game world and its inhabitants while the other players describe the intended actions of their characters. Based on this information, the GM describes the outcome of each action. Some outcomes are determined by the rule system, and some are chosen by the GM. New Horizon is a table top RPG. While the D20 tabletop system is the most popular, New Horizon uses an exciting new rule system called Vo|t. For this new rule system you only need two D20 dice, preferably one white and one black.

Beware of stepping outside the borders of your city, because certain death awaits you on the other side. Stay within the protective walls of your city and you’ll be safe. Only brave and foolish adventurers would consider doing the opposite. Adventures are easily found for those who seek them out, but for a price, and sometimes the cost can be just too high. If you do, however, consider going out to seek adventure, then make sure you are prepared at least. Purchase proper equipment, armor and weapons so that you will stand a chance against the dangerous animals living in this world. And keep in mind that most animals are more resilient against ranged weapons, which is why melee weapons are often the better choice. And when you go out into the wild world, we shall all pray that everything will go well, and that you’ll return safely home once more.

New Horizon Campaign Setting

New Horizon is a campaign about the ultimate destiny of the abstract concept of humanity. Not limited strictly to humans, the story is designed not just to explore humanity as we know it, but the many different directions it can possibly go in, what these new branches of humanity are like, and how the old-fashioned models of humanity, like us, deal with them, and deal with the changes in themselves. To that end, the series is broken into three distinct time periods: Road to New Horizon, New Horizon and Beyond the New Horizon, or, to put it another way, the familiar and mysterious past, the turbulent present and the distant and inexplicable future. The series begins in the middle, intentionally leaving many mysteries of the past behind on Earth, and exploring a future far removed from ours. We both set ourselves up for the notion that there are other forms of humanity walking the street with us, an incredible notion in and of itself, but also as a way of dressing the issues we find in the world around us as something other than what they are, in order to be able to look at them objectively in terms of issues of morality. The central phase is set 170 years after the colonization of the second moon of Epsilon Eridani IV, the planet dubbed New Horizon. The Colony Planet had a turbulent and somewhat hazy set of formative epochs, wracked with a few historical mysteries which weren’t properly committed to the history books. New Horizon, with its unknown regions and complex history, is a world that offers endless possibilities for the creation of RPG and video games. At the current point in time, full scale imperial expansion is now in swing, with many feuding or loosely allied city states sitting on top of many smaller renegade internal factions attempting to rise to prominence from within, or by less scrupulous means. In terms of a steady game play state, the world is divided into many different dynamically differentiated zones. Main zones are called factions, and each faction has its own look and feel. Each faction also has its own capital city, with smaller settlement cities scattered around it in the outlying zones. In terms of human and wafan history, New Horizon is a very young planet. It’s been around for more than 4 billion years but its most recent inhabitants arrived on the planet in the year 2325 AD. In approximately two hundred years they have established around ten large cities on 5 of the 7 different continents, and 7 main factions have achieved power and act as ruling governments. The people, both humans and wafans, live their lives as best they can, keeping themselves within their city walls. The wildlife around the planet is mainly unexplored and unknown, and very dangerous. The world offers amazing opportunities for villains to hatch schemes and for heroes to be born. So, once again, welcome to New Horizon, and have a wonderful time in our world…

Reaching beyond the stars

Long ago, the 20th century world that we once knew passed away. Rather than coming to a close with the extinction of humanity, it ended with the birth of its sister race, the wafans. Without realizing that this new species existed, humanity continued with its typical hubris in dominating the world, and, in the process, unwittingly enslaved the wafans. Since time immemorial, the subjugated people of the world have fought their way to independence, and the revolution that came from the wafans was no different. After nearly destroying planet Earth, the two sides came to recognize one another and, in the same breath, understood that their continued mutual existence was tenuous at best. If they were to survive, they would need to colonize other worlds and travel among the stars. In the hopes of finding such a place, the colony ship Icarus set out for the distant star system of Epsilon Eridani. Rather than finding an inhabitable world, the colonists instead discovered a verdant and water-covered moon, which they aptly named New Horizon. New Horizon was far from perfect, as they soon discovered: savage wildlife and daunting geography would make their new home a difficult place to survive. However, as the distant descendants of those original colonists are about to discover, the greatest danger on their new world is not a beast or a forest, but basic human nature and the unknown.

Taking the first step

Humans and wafans from Earth came to New Horizon in the year 2325 AD. About 250 000 of them arrived. To this date, they have only lived on the planet for slightly less than two hundred years. Only 2 million people (Humans and Wafans) live on New Horizon at present. The planet’s landmass is much larger than that of Earth. The people of New Horizon are spread out on the different continents, living in major cities that lie at least a few thousand kilometers away from each other. There are only about ten large cities on the planet with a population above 25,000, but there are also more than a thousand cities which are very small, with a population far below 10,000 people. Small cities usually have a big problem surviving on their own. The savage wildlife of the planet is capable of destroying anything that’s not big enough to defend itself.

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New Horizon New Hor izon What makes New Horizon unique?
Many things about New Horizon make it unique. One such, for example, is wafans, who are often confused with droid robots but who in reality are in fact living beings. There are also Medeans, who are the next evolution of humanity, and something both new and unique. They are humans who have been “merged” with the unique fauna of New Horizon and they are truly exceptional. The unique wildlife of this planet is yet another thing which makes New Horizon stand out. We also have the alien flora found all over the planet, and the inexplicable phenomenon known as Volitaires, Moai, Motes and Whoris. On Earth, humans reached what could be called a technological pinnacle. They had everything. They even created wafans. When they came to New Horizon, things changed. On Earth, humans had allowed their technological evolution to grow one step at the time. Everything was slowly but systematically evolving, for the better and for the sake of advancement. But when they came to New Horizon, certain things took a huge step back. Cities like Avalon felt the change. The capital of New Horizon is as modern as anything ever found on Earth, but cities like Trapper Town did not have the proper equipment to become a modern city. When Trapper Town was created, people had to use the materials and equipment which they had with them. No roads were available to transport any larger cargoes, and planes and trains are still of a small size, and thus not able to help in any larger extent. This is not to mention that raw materials were still hard to come by. Mining has begun, but not to a great enough extent to make a large difference, and only a few companies exist which can do something with such raw materials. Most of the things which are created go to Avalon, Warhead, Xanadu and Glacier Run City, so the rest of the world is still far less advanced. Many towns and cities look like something from the old Wild West or worse, but always with a certain touch of high technology. For similar reasons, many places on New Horizon look like something from either the Middle Ages in Europe or the 19th century in the USA. Certain things are state-of-the-art, but most of the rest is simply old and obsolete. Satellites do not exist, and neither does fast and reliable transportation (except for the few trains and airplanes available for travel between larger cities). New Horizon is much like the old west, if someone had accidentally teleported it into the future. New Horizon is a world of action and adventure, where people can explore enormous areas from the great heights of the Azuremar Mountains to the dark depths of the Narehlian jungles, from the frozen plains of the Aquilon’s Reach to the lifeless deserts of the Neo Titanian landscape. Adventurers are encouraged to explore every available part of the world, but know that not all places are easily attainable. Trains and planes exist, but only between major cities. Smaller cities and other areas which are more out of the way are usually harder to reach and sometimes even unattainable. The world also exhibits a somber side. Not all adventures end happily, even if some do. However, some individuals are still humorous enough to sprinkle the world with some rays of happiness. New Horizon is unique in many ways. Even though it is a science fiction type of world, it creates the feeling of being a fantasy type of world instead, where people are required to run all around the world on foot, explore forests, mountains, caverns and deserts. If it hadn’t been for the wafans and certain technologies, it would have been seen as a fantasy world instead. Last but not least, New Horizon also has something called “Ether”, which represents this world’s own kind of “magic”. Ether is a force bound by the physical properties on New Horizon and the mystical Ethereal realm. This may seem confusing at first, but there are actually two worlds out there, not just the one all of us live in. The normal world is where all people live, and what most of us see. The other world, however, is also all around us, but invisible to most people. Those few people who are able to see both these worlds have learned to manipulate its boundaries, and thus make use of the special laws of physics only possible in the other world, creating impossible things which can only be referred to as magic.

Seven important facts about the setting

1. The campaign setting lets you play a game that is not limited by geographical or historical boundaries and presents you with a world within which you can aspire to heights of status, power and intelligence and reach the pinnacle of your potential and skill. New Horizon offers you the chance to become the hero everyone has been waiting for, but only if you have what it takes to truly be a hero… 2. The current year for this Campaign Setting is 2495. 3. The humans of New Horizon are divided into Olympian humans, Promethean cyborgs, and Medeans. The wafans of New Horizon are divided into Aesir, Vanir and Jotun wafans. 4. The world is filled with wonders and has a lot to offer brave adventurers who dare to step outside the safety of their home. But exactly what wonders await is for you to find out. 5. The world is also filled with unimaginable dangers, so don’t jump into deep water if you have the feeling that the current might be too strong. 6. Different groups of people rule the world. The major groups are divided between the 7 main factions. Other minor groups are found in different cities and towns all over New Horizon. 7. There is an almost unlimited amount of adventure to be found in the unknown corners of the world. All you have to do to find them is to take a big step into the wild world and hope for the best. It’s very dangerous, and you might not live long enough to become a known hero, but if you do, then one day you might just become a legend.

The general area

The planet New Horizon was formed 4.54 billion years ago, and life appeared on its surface within a billion years after that. Life has therefore existed on the planet for a long time. Currently, however, the most intelligent forms of life on New Horizon are humans and wafans originating from Earth, or at least that’s what everyone believes. The people of New Horizon are spread out over an enormous area, not an easy feat considering that there are only about 2 million people living on the planet. Naturally, during the approximately 200 years they’ve been on the planet, they have set up about ten large cities where most people now live. Currently, there are three human races (Olympian, Promethean, and Medean) and the three wafan races (Aesir, Vanir, and Jotun). They all live together within the known cities of the world, with only a few exceptions. New Chania, for example has more Medeans than any of the other races. Xanadu is a city where mostly Olympians live, because Prometheans and Medeans are not liked very much by Xanadian Olympians. All cities are widely spread out, and there’s a distance of at least a few thousand kilometers between them, with few exception. Because of that, the people of each city are beginning to grow apart from each other. This can be best seen in the way they dress or in the way their city buildings are designed. Trapper Town largely resembles a typical western city, while the Garden of Zen has a more exotic Asian look to it. Warhead is solely focused on military power, while there’s no city as glamorous and impressive as the capital of New Horizon, Avalon. There are airports and railroads in each city, but most citizens keep to their own home and town and don’t travel to other cities very often. Generally, you only see adventurers move between the different cities. The isolation of cities and, more importantly, of the ruling factions caused their people to grow apart, which often leads to conflicts and sometimes even war. The people of New Horizon are mostly civilized and they live in the different cities of the world. There are no uncivilized people on the planet that anyone knows of as yet, but then again most areas are still unknown and unexplored.

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Heroes and villains

Heroes are important for every world. You usually don’t know who they are or where they come from, but in this case the heroes of New Horizon are you! The characters you create are the heroes, unless you aim to create a villain. Most villains, however, are usually pre-created NPCs. Heroes come in all shapes and sizes, and whether they are humans or wafans doesn’t matter. They often arise from the most unexpected places and surpass anyone’s imagination. Each and every one of them is different, as are their motivations also, because who knows what drives a hero to do the things that no one else dares to do. As a living and breathing character on New Horizon you can choose any type of profession or station. You can be anything from an impious rogue to a law-abiding sheriff, from a poor but skillful soldier to a wealthy but lazy businessman. No one is born a hero, but a hero can be found within anyone. It’s usually a product of triumphs and tragedies taken from a person’s past deeds, and mixed together into a masterpiece that will greatly influence future events and change the world as we know it. A hero’s ambition and motivation is often strongly influenced by his or her colorful background, and this is also what makes the hero intriguing. Put a team together and journey out to unknown places for some adventure and maybe, if you live long enough, you’ll find your hero within.

The Planet

Epsilon Eridani resembles the Sun as it may have existed 4 billion years ago. At the age of 1 billion years, Epsilon Eridani is a main-sequence star of the spectral class K2. It’s only 10.5 light years away from Earth’s solar system, and it’s the closest star in the constellation Eridanus. Epsilon Eridani is both smaller and less massive than the Sun, with a much higher metallicity (enrichment in elements heavier than helium). Epsilon Eridani weighs an estimated 85% of the Sun’s mass and 84% of the Sun’s radius, but possesses only 28% of its luminosity. Across the Milky Way, metallicity is higher in the galactic centre and decreases as one moves outwards. Since Epsilon Eridani is closer to the galactic center than the Sun, its metallicity is much higher than that of the Sun or any of the planets in the solar system. Star system • System: Epsilon Eridani • Mass: 1.657658 x 1030 kg Epsilon Eridani IV • Planet: Epsilon Eridani IV • Semi-Major Axis: 0.9525 AU (142 492 323 km) from star (sun) • Mass: 1.899 x 1027 kg • Surface Area: 6.218 x 1010 km2 • Volume: 1.083 x 1012 km3 • Orbital Period around star: 372 days Epsilon Eridani IVb (New Horizon) • Planet: Epsilon Eridani IVb • Type: Terrestrial • Semi-Major Axis: 0.009 AU (1 346 382 km) from Epsilon Eridani IV • Mean Radius: 5 786.3 km • Circumference: 36 356.4 km • Mass: 4.066 x 1017 kg • Surface Area: 420 738 018 km2 • Surface Land Area (45%): 189 116 497 km2 • Surface Water Area (55%): 231 621 521 km2 • Volume: 8.115 x 1011 km3 • Surface Gravity: 0.81 G (Gravitational Constant 6.67 x 10-11 m3 kg-1 s-2) • Length of Day: 28 hours • Length of Year: 372 days, 12 months / 31 days • Orbital Period around Epsilon Eridani IV: 10.095 days Epsilon Eridani IVb (New Horizon) is the second moon of the fourth planet in its star system, and the only planetoid in the system to sustain life. Epsilon Eridani IVb orbits a very large, reddish terrestrial desert world (a non-habitable planet with a rust desert which is very rich in ore under the surface, named Epsilon Eridani IV). Epsilon Eridani IVb has a barren sister moon devoid of atmosphere, Epsilon Eridani IVa (Nifelheim). The Epsilon Eridani star system has a yellow dwarf star (sun) and is orbited by 5 planets. On New Horizon there are two types of humanoid beings that roam the planet; humans and wafans (Wave Form Androids). The planet’s current citizenry, either Human or wafan, is currently rated as being around 2 million.

Rumors of other life-forms

There are rumors and theories that other intelligent life-forms have existed on New Horizon and that some might still exist. Ruins have been found deep inside the Vivid Jungles, and other traces have also been found in the Caledonia Mangrove. Some people believe that many hundreds, or even thousands, of years ago there were other intelligent creatures living on the planet. There creatures might even have been more evolved and more technologically advanced than we are, but for some unknown reason they disappeared. Adventuring deep into areas where no other human or wafan has ever been before might uncover hidden secrets or even treasures. It is not uncommon to find unknown and mysterious weapons, equipment or technology.

Roaming the land

Trapper Town is the peak of Lonely Mesa, surrounded to the north by the natural skyscrapers of the Azuremar Mountains Range, and to the south by the wild fauna of the Narehl jungles. The harsh winds knocking on the city walls from time to time remind the townspeople that beyond the safety of their city there are dangers sneaking about, ready to steal the life of anyone who’s unwary. Travelling north beyond the Lansdale Ocean to the icy lands of the Aquilon’s Reach will chill any man or beast not ready to take on the cold winds and harsh environment of the coldest place on the planet. Here the sheer strength of Mother Nature’s cold breeze can kill a man or wafan if they are not suitably prepared to protect themselves. The bare wastelands of Neo Titania are not exactly the safest place on the planet: the most resistant and savage beasts on the planet roam this barren land attacking anything they run into as food is scarce and survival is the only thing on the menu. The totally unknown forests and jungles of Verdura contain secrets that no man has ever seen. Let us not forget to mention the pearls hidden underneath the two large oceans on the planet. Exploring the world is extremely dangerous, but also exciting and rewarding to the same degree. If anyone has the nerves for it, that is…

Epsilon Eridani I

Epsilon Eridani V

Epsilon Eridani II

Beware of the beasts

Epsilon Eridani IV
Epsilon Eridani IVa (Nifelheim)

New Horizon is a planet that has been around for several billion years, and just like Earth, life exists on this planet. Therefore, it’s only logical that the planet has its own unique flora and fauna. The animals are usually very dangerous and they are capable of eating both humans and wafans alike. Humans and wafans are, however, new to the planet, so for most creatures they are unknown. Some creatures, though, like the Grim Stalkers have already gotten a taste for this new type of food and they gladly eat them whenever they are not protected by the walls surrounding their large cities.

Epsilon Eridani III

Epsilon Eridani IVb (New Horizon)

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New Horizon New Hor izon People
The humans of New Horizon are more versatile than ever before. What further defines them is that even though all humans are humanoid, there are three distinct groups which show an enormous amount of phylogeny, like ants. The three distinct sub-species all live, work, and even interact with one another differently. Each is tailor-made for a specific lifestyle and certain broad specializations. However, each human, regardless of creed, is a unique individual and cannot simply be labeled. Waveform Androids, colloquially known as wafans, were “created” by humans to in order to be their slaves. In time, they won their freedom through blood, sweat and tears and became the second species of humanity to inhabit Earth and, later, also the stars. Wafans are not machines, like you might think; they are in fact people. Wafans are not made in factories – they are “born”, not like people, but they are born nonetheless. 90% of all wafans are born in a Wafan Crèche. A Wafan Crèche is formed when six or more wafans of the same type are summoned by the local community to act as mentors to a new generation of a dozen or so wafans. They’ll be close with a few crèche mates and usually, but not always, consider them siblings. A Wafan is born with a fairly general set of skills and vocabulary, equivalent to a fifteen-year-old. He or she is raised and peered with one of the six mentors. Wafans are also born with a very general configuration to their body – a prototype form, if you will – bereft of decoration and weapons, or even ornamental components.

Cities and their countryside
Most people live within the major cities of the world. Here, they feel protected from the harsh environment and the wildlife beyond the borders of their city. Rural life is almost non-existent. Only larger groups of people have the means to withstand the dangers of living in open land. Exceptions do occur, but they are very rare.

Law enforcement

New Horizon is an untamed and wild planet, where beasts rule the land – and we’re not only talking about animals. Rogues and bandits have found it easy to attack and rob people who are travelling the land because there is not enough law enforcement around to make travel very safe. Because of this, law enforcement was bound to be improved, but mostly within city boundaries. Within the city limits of Trapper Town, the marshals and their sheriffs keep the peace and uphold the law. Trapper Town is where they have their headquarters. Even though the whole of Walk of Man is, on paper, at least, their whole jurisdiction, in practice they are mostly found within the boundaries of each city. Controlling such an enormous area as Walk of Man would be impossible. For one thing, there are not nearly enough people on the planet to manage such a task, and it is still too dangerous for policemen to just walk around in the wild by themselves. Those who wish to help protect the land should report to Trapper Town and sign up for a job as deputy of the Allied Regional Militia (ARM). Alabaster is the High Marshal of Trapper Town, which essentially amounts to Alabaster being the man who takes the reports from all the sheriffs and marshals in the entire Walk of Man, and dealing with all their problems. Every large city has its own law enforcement, and usually a police force. Policemen are very unlike soldiers, and in fact are generally the souls of discretion. As their goal is order, rather than strategic victories, they will only ever draw their gun if they have no other choice. However, some law enforcement agencies by their very nature must place slightly more fast and loose agents in their ranks to give them a variable response capability. This includes individuals as well as entire teams of SWAT officers.

Races

Since New Horizon hasn’t been occupied by humans and wafans for very long, there shouldn’t be many different races. However, we should keep in mind that, in time, these races will become more and more distinct, both in behavior and the way they look. New races will also come into existence, simple by allowing one group of a certain race to move to a different place, change their culture over time, and evolve into something different. Humans: 1) Olympian Humans, 2) Promethean Cyborgs, 3) Medeans. Wafans: 1) Aesir: Emulation Type Wafans, 2) Vanir: Composite Type Wafans, 3) Jotun: Solid Type Wafans.

Rogues and bandits

Where there is not enough law enforcement to keep people in check, there are always those who will find different opportunities to become rich in ways which are not always ethical or legal. Since law enforcement is generally confined within city limits, rogues and bandits are found in the wilderness where they can roam free and do anything they want. Different rogue organizations are hidden in different places, such as within the Azuremar Mountain Range. They are generally large enough to defend themselves from most of the dangerous wildlife. These rogue organizations are called “Animus” by most people.

Languages

English is the universal language of New Horizon. However, other languages do exist which were brought here along with the 250 000 colonists who came from Earth. Garden of Zen speaks a smattering of Mandarin Chinese and some Vietnamese. French is prominent in the Port of Narehl. Norwegian and a certain amount of Swedish can be found in the rural outlying areas of Aquilon, as well as a small hint of Cork. In New Chania people speak English and Latin. In Xanadu people mainly speak English with an American accent, as well as a smattering of German. Polish can be found in the north part of Neo Titania. A little bit of the Old Persian language was come back to use and it’s spoken in Al’Jannah (around the thousand mile desert), and Polynesian and some Samoan can be heard around the Chain of Tears.

Geodites

The idea that crystals are stored memories gives wafans a modest obsession with crystals of all sorts, and they often exhibit an irrational covetousness of crystals, similar to the desire humans have for money and precious metals. Not necessarily a weakness, but an interesting systemic quirk which has lead to specially grown tiny crystals called Geodites (often just called Geos, or Geo Crystals), which have a small metal band with serial numbers written on them around their middle. Geodites are the single universal currency of New Horizon.

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Role Playing Game

Narehl Ministry of Stones

The Narehl Ministry of Stones is the world’s sole source of Geodites, the synthetically crafted gemstones used as global currency. They are very carefully crafted in a secure underground laboratory, the location of which is kept strictly top secret, and presided over by the Minister of Stones. However, Geodites’ origins actually predate their use as currency. The original intention was to use them as uncounterfeitable chips for use in Narehlian Casinos. The cost of production proved prohibitive for mere poker chips, but the local Government caught wind of the technology and swiftly crafted their currency, the Narehlian Geodite, in the year 2380. When Avalon became a reality in 2390, they globalised the Geodite over the Xanadian Mark, the Walk of Man Dollar, the New Chanian Rupee and the Aquilonian Crown, making it the world’s only legal tender. Each Geodite is a meticulously crafted synthetic gemstone, inlaid with a gold seal of authenticity and a small id chip, which modern cash registers read as they are deposited. Hand-held scanners which can read these are common, and cost less than ten Geodites. Fake Geodites are known colloquially as ‘Rock Salt’, or ‘Pebbles’. Compared to currencies on Earth, one Geodite is roughly twenty cents, and 5 Geodites is about 1 USD. Forty Geodites per hour is what most people in Trapper Town earn, while the pay is better in larger or more modern cities like Xanadu or Avalon.

Trading is one of the most common lines of work on New Horizon, and visiting strange trading places is a great way to find those hard-to-find items everyone is looking for. Rare and powerful weapons developed by large weapon manufacturers sometimes find their way to the various trading places before they are officially released to the public. There are many different items which can be found and bought. Some are found within the boundaries of the major cities, in shops and stores, while other items are only found along the different trading routes on Youzem or Neo Titania, acquired only through negotiation with traders and other merchants. The Missive Union is establishing more and more small trading posts on major traffic routes to provide caravans and travelers with necessary goods and repairs. They have branches all over the world, and are usually contracted by the local government. The Xanadians are generally bent on expansionism, and they are the ones building roads. Paved roads are found in every major city on the planet, except Trapper Town and some of the smaller towns in Walk of Man line Crane Hill. Outside of most city borders, there are no real roads to be found, except for the very few which are being built outside Xanadu. The goal of the Xanadian government is to expand their roads to every major city, starting with those cities found on Neo Titania and then expanding towards Youzem. In the years to come, more and more roads will appear. Connecting Xanadu with Avalon by road and bridge, and after that also Warhead, is one of the main tasks these road builders have. A few examples of items which can be bought from merchants are: • Jannahlite carpets, produced in Al’Jannah. • Essential oils for perfumes, mostly produced in New Chania. • Platinum is a miners heart and soul, and the metal is found in Walk of Man. • Different metals, found by miners in Walk of Man. • Vehicles, developed mostly in Xanadu/Aquilon. • Slaves, exported from Port of Narehl, by the Night Panthers Criminal Syndicate. • Electronics, developed mostly in Xanadu/Aquilon. • Wood is exported from Port of Narehl. • Chocolate is found in Port of Narehl. • Spices are produced in New Chania. • Paper is a common Xanadian textile. • Ink is usually produced in New Chania. • Exotic fruits are found everywhere, but the most exotic fruits tend to be from Al’Jannah, deep desert fruits, and deep jungle fruits. Merchants have excellent trade skills and know how to legally or illegally transport goods by land, ocean or sky. Merchants usually belong to some trade’s guild.

Merchants and trade

Stores and shops

Stores and shops can be found in every major city. The merchandise can differ from place to place depending on the peculiarities of each city, but what is always consistent is that weapons, armor and equipment can be bought everywhere for any need an adventurer might have, as long as he/she has deep enough pockets.

Mercenaries for protection
Travelling outside the protective boundaries of the cities is extremely dangerous due to the wild fauna, and mercenaries are therefore highly regarded and paid very well for their services. A merchant travelling the land with his cargo without the escort of a team with mercenaries is either crazy or suicidal. Mercenaries are better trained at fighting as part of a team than duelists are, but are much worse at this than soldiers. On the other hand, mercenaries are better at fighting solo than soldiers, but cannot even rival duelists in this aspect. Unlike soldiers, mercenaries generally have little or no aggression: they are paid to do a job but they do not take their job personally.

Treasure hunting

If you are interested in exploring dungeons and caverns, there are plenty to be found in Youzem. The Azuremar Mountain Range is literally filled with caverns and tunnels leading to unknown places. It is not known who or what made these tunnels and what treasures can be found inside them by those who are brave enough to go and have a look. On New Horizon, any treasure found might be something other people would find very valuable, making treasure-hunting a very profitable and useful activity. Every jungle contains mysteries and treasures never before seen. The Narehlian Knights are the best jungle explorers in the world, but not even they have seen more than a small part of the Narehlian Jungles. Travelling the jungles of the world will lead any adventurer right into plenty of excitement and danger. These overgrown forests contain unknown ruins and crypts left behind by creatures who occupied this planet long before humans and wafans ever arrived. The treasures found here are also beyond value. Sailing the large seas can also lead to unknown wonders. There are plenty of unknown islands all over the world, with who knows what secrets, not to mention what might be underneath the sea. One thing can be said for certain: no matter where you go adventuring, you will easily stumble on secret places holding unknown treasures such as weapons, armors or other valuables of metals or other materials never before seen by either humans or wafans, some of them more powerful than anything the world has ever seen, some of them bound to Ether in ways unknown.

Military soldiers

Every “Avalon faction” has its own military, usually divided into three bureaus: Army, Air Force and Navy. Soldiers are recruited through standard recruitment avenues in the same way as was done on Earth. Military service is strictly professional, and drafts are forbidden by Avalon. Avalon council members are not allowed a legal draft (compulsory service call) by their rules. Pretty much every faction except Walk of Man and Missive Union has a small group of MPs (military police). Different types of soldiers exist, such as, for example, Long Range Recon, Line Men, Infiltration Specialists, Infantry, Technicians (they help set up and tear down defenses and guns), Sharp Shooters/Snipers, Field Medics, etc.

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New Horizon New Hor izon Hunters of the wild
Hunters are the rangers of New Horizon. They are mostly called “Hunters” but the name “Trapper” is also widely used. For a Hunter to learn a specific area very well usually takes years, and the different areas of New Horizon are quite large indeed. Hunters usually reside in a specific area, such as the Jungles of Narehl, the Lonely Mesa in Youzem, Azuremar Mountain Range in Youzem, the Forsaken Land in Neo Titania, or the Snow Waste in Aquilon. Hunters know how to survive in the wilderness, and they are better at it than anyone else.

Journalists of the world

Bounty hunters

Bounty Hunters are most common in Walk of Man. They can also be found in Xanadu, Avalon and Aquilon’s Reach, but much less so due to the more constant law enforcement in those factions. To become a Bounty Hunter, one is required to apply for a license, which is done in Avalon. It would most likely require a clean criminal record for a certain length of time. Bounty Hunters and Couriers are very similar, and, like Couriers, Bounty Hunters may have less knowledge about different areas than the Hunter, but their job is to find their fugitive quickly and transport him back to his employer. The Bounty Hunter also has access to resources which can help him in his work.

There are several leading newspapers on New Horizon, generally one large one for each faction. Most journalists work for one of these newspapers, but there are a few exceptions. These newspapers are: • A Walk of Man newspaper called ”The Rough Life”. • Aquilonian major paper named “Aurora Daily”. • “Spice of Life” for Narehl. • Xanadian volume called “The Business of Life”. • New Chania could have “Life in Print”. • “The Working Man” for Missive Union. • Warheads has the “Blunt Truth”. • Avalon has the “World United”.

Physician

Human and Wafan physicians practice medicine, and they are skilled at maintaining and restoring health. Physicians are divided into different specialties. For humans, there are several to choose from, including Bionic Engineer which focuses on Promethean Cyborgs and Cross Genome Physician who focuses on Medeans. Physicians who specialize on Wafans are sometimes called Cyber Life Physicians.

Cyber Life Physician

Couriers

The difference between a Courier and a Hunter is that the Courier has much less knowledge about the land than the Hunter has. Hunters, however, only know their specific area well, while other areas are totally unknown to them. Couriers may have less knowledge about the area which the Hunter is expert on, but they usually travel longer distances, delivering packages or other equipment from one area to another. A Courier also has access to resources which can help him in his work, including how to find vehicles for travel or how to smuggle items in secret. It is a difficult but very interesting profession.

Physicians and Cyber Life Physicians are not two different professions. They are one and the same, although one learns more about medicine while the other learns more about repairing. Humans and Wafans are considered one people, even though they are two races, and medical students study how to repair or heal both of them. Wafans don’t have programming as such: they’re not really like computers, and their automated functions are controlled by micro computers, like the subconscious. Wafans aren’t based on known AI systems. They’re extraordinarily sophisticated analog. Their subconscious, so to speak, which keeps them up and running like the bits of our brain not under our direct control, are, by comparison, more digital, though. A cyber life surgeon has a very unique specialization where he has learned to repair or restore a Wafans unique cybernetic physiology. The cyber life surgeon is capable of sustaining and repairing the sophisticated Luminous Core, which sends controlled light waves through the heavy water and particle clouds creating the Wave Form, which in turn forms the Wafan mind. A damaged Luminous Core can be repaired but the Wafan will never be the same again, as a new mind replaces the damaged one and forms a new personality for the Wafan. The cyber life surgeon is also able to repair a Wafans Lucid Codex which forms a Wafans crystalline memory array. A damaged Lucid Codex can be repaired but previous memories are usually either partly or completely gone. There are a few truly skilled cyber life surgeons who specialize in only one of the Wafans cybernetic physiologies, and who excel in their work, but most of them are all-rounders of medium skill who perform their work adequately.

Miners of the Azuremar Mountain Range

There are many miners living in Walk of Man. Cities like Crane Hill and Bleeding Hill thrive because of them. There are a lot of caves in the Azuremar Mountain Range, and mines are just as common. Gold is almost worthlessly on New Horizon, used mainly in electronics, but rarer metals like platinum are definitely looked for by prospectors.

Spies within the company or organization

Corporate spies are pretty common and they are primarily used to steal corporate secrets or data for the purposes of enhancing their own company’s competitive advantages, or to acquire state-of-the-art technology. Corporate spies are only interested in helping their own company, usually for monetary reasons. Military spies are mostly interested in supplying their military with stateof-the-art weapons. Their interest is not monetary, since weapons are of higher value to the military than money. Spies are found pretty much all over the world – after all, paranoia makes the world go around. Spies are much like investigators, including their excellent disguise abilities. Espionage or spying involves a person obtaining information that is considered secret or confidential without the permission of the owner.

Bionic Engineer

The Bionic Engineer is often a mixture between a traditional physician and an engineer. Specializing in Promethean Cyborg technology, he is able to create or repair artificial limbs or Promethean electronics. At least one Bionic Engineer is employed by most hospitals in the world, except for those in Xanadu. Only a rare few Xanadian hospitals have their own Bionic Engineers, since Xanadians shun Promethean technologies.

Cross Genome Physician

The Hershey University on New Chania is the only successful school on the planet when it comes to producing physicians with specialization in Medean Engineering. The Cross Genome Physician who only focuses on Medean Engineering is required to select a specific medical specialty (everything from Neurology to Pediatrics to Surgery). A physician who completes his education usually either stays at the university or is employed by one of the many Asclepieion Hospitals in the world.

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Role Playing Game Continents and Factions The land of New Horizon
• Youzem • Neo Titania • Aquilon • New Chania • The Chain of Tears • Verdura • Cain Ocean • Lansdale Ocean From the frozen steps of Aquilon’s Reach to the greatest depths of the Narehl jungles, New Horizon stretches out as far as the eye can see. The geography of New Horizon is divided into the following 6 main zones:

Factions

Avalon Factions

Factions and continents are two totally different things. Continents are defined by land and they are separated from each other by large expanses of water. Factions, on the other hand, are like nation states, defined by humanly laid out borders. A continent can contain people but it can also be totally unknown. A faction is defined by the people of whom it is made up. There are 7 main factions on the planet. They trade with each other during times of peace. In the not-so-good times, fighting can break out, often to the brink of war. The Council of Avalon does not consider itself to be a faction but rather an international organization whose main purpose is to facilitate cooperation in international law, international security, economic development, social progress, human rights, and the achievement of world peace. It contains multiple subsidiary organizations to carry out its missions. The 7 main factions of New Horizon are members of the Avalon Council. These factions are Aquilon’s Reach, the Port of Narehl, The New Chanian Conclave, the Missive Union, Trapper Town (Walk of Man), Warhead Keep, and Xanadu. Other factions exist, but they are not members of the Avalon Council. People capable of controlling other people and society have always been important for any civilization, and the same is the case even on New Horizon. Civilized areas have high levels of control, but areas off the beaten track much less so. Fingerprints, teeth, and DNA are all common human identifiers. For wafans, latex traces, chips of paint and foot prints are also pretty good indicators commonly used to identify people living on New Horizon. Factions like Xanadu and Warhead Keep, where all citizens are closely monitored, have an extremely high level of control and they all need to be able to identify themselves by different means. Other factions, like Aquilon’s Reach, Port of Narehl, New Chanian Conclave and Missive Union, are also well controlled, but much less so than Xanadu and Warhead Keep. Trapper Town however, is different, and as wild and uncontrolled as it gets. Cities outside the Avalon accords can vary, but they usually have little or no identification methods.

Continents
• Youzem • Neo Titania • Aquilon • New Chania • The Chain of Tears • Verdura/South Pole

A continent is one of several large landmasses on New Horizon. They are generally identified by convention rather than any strict criteria, with six regions commonly regarded as continents, they are:

Conventionally, continents are usually described as large, continuous, distinct masses of land, which are usually separated by expanses of water. New Horizon and its different continents stretch over a landmass that is approximately one hundred and eighty nine million square kilometers. Sub-arctic extremes chill its northern reaches, where ice sheets like the Perpetua Glacier dominate the terrain in blinding white snow. Youzem is a gigantic place where you will find the equatorial Vivid Jungles and the tropical coasts of the Port of Narehl. It’s bordered on the north-east by the Lansdale Ocean and on the south-east by the Cain Ocean. Neo Titania is mostly covered by the Forsaken Land, a barred wasteland that only offers danger to travelers.

Population

Non-Avalon Factions

New Horizon is home to slightly more than 2 million people, all of who live in the borders of approximately ten large cities. But there are also more than a thousand small towns scattered here and there with a population below 1000 people: • Avalon: 349 201 • Xanadu: 271 298 • Glacier Run City: 214 932 • The Port of Narehl: 153 891 • Union Hold: 126 776 • Trapper Town: 97 092 • Garden of Zen: 61 439 • Warhead: 59 291 • New Crete: 37 445 • Streamdown Haven: 11 032 • Crane Hill: 4 722 • Bleeding Hill: 4 298 • Fort Mile-High: 3 392 • Fort Fixed-Wing: 2 957 • Fort Horus: 2 271 • Red Feathers Rest: 1 337 • Beloreas Port: 716 • Renegades Rest: 483 • Remaining towns/cities: 668 952 _______________________________ • Total population: 2 071 525

Besides the 7 main factions which belong to the Council of Avalon there are several other smaller factions which are neutral, and most are far weaker than the 7 Avalon Council Factions. Some of them are Al’Jannah, Riverguard, Savage Isles, Rogues Alliance and Escuerzo Clutch. Al’Jannah is a faction from the Thousand Mile Desert of Neo Titania, which keeps primarily to itself due to its strong ancient religious beliefs. However, despite their reclusive nature, they will offer food and shelter at reasonable prices, as well as detailed maps of the desert. Riverguard is a faction which is a former splinter of Warhead. They use more old fashioned military doctrines, and act as wardens of the waterways of the Youzem continent, charging small tolls at their checkpoint, and larger fees for armed escorts. Riverguard’s are found everywhere where there’s a river. Savage Isles are a back to nature group of Medeans and Olympians who shun advanced technology in their daily lives. They still have it, but use it only when necessary. They’re nomadic hunter gatherers who ply their islands water ways on mobile boat homes. Savage Isles are found in the right hand portion of the Chain of Tears, from the east of Union Hold, all the way to the north. Rogues Alliance are outlaws and thieves, even assassins, but they have their own code of honor and dignity. They live in the Azuremar mountains and they are ruled by the four ‘Aces,’ their de facto leaders. They spend years at a time out in society, just blending in and doing small jobs occasionally. Escuerzo Clutch is a faction of filthy god damned highway robbers trying to pass as a nation. They took over the only major overland route from the Walk of Man to Port of Narehl region, and attack passing convoys.

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New Horizon

Avalon

Avalon excels at arbitration, and as such is the global center for dispute mediation between factions, businesses and even individuals. (We may even make an Arbiter a job of a sort, like New Horizon’s Jedi.) They have excellent covert ops, light peace keeping forces, and very little internal industry.

Warhead Keep

Warhead produces dedicated and talented soldiers, but they are not warmongers. They see war as a necessary evil, and choose to be the best at exercising it. They produce some of the world’s most impressive weapons and armor.

Trapper Town (Walk of Man) Xanadu

Walk of Man excels at resource gathering, extensively mining and harvesting the wealth of New Horizon. They are easy going, laid back people with a relaxed outlook and only token law enforcement, as most of their denizens are trained from birth to protect themselves.

Aquilon’s Reach

The people of Aquilon’s Reach are extremely progressive both technologically and socially. They are regarded as lunatics and weirdoes by many of their contemporaries.

The New Chanian Conclave

Xanadu excels at providing a comfortable lifestyle approximating Earth’s through carefully controlled corporate management by their government. They have excellent air force and covert ops. They have very polite people but also plenty of individual rogue groups due to the government’s inability to keep them in check. The people are polite, as mentioned before, but at the same time distrustful of others.

New Chania excels at the growing and harvesting of global dietary staples, training of medical personnel and the development of pharmaceuticals, and is the birthplace of Medeans. This is the place where Medean Splicing was born. New Chania is somewhat modest in their standard of living, and they are very close to nature.

The Missive Union

The Port of Narehl

The Port of Narehl excels at marketing, providing massive venues for goods from around the world, as well as hospitality. They have incredible elite Knights. Very friendly and open, and they want your money.

The Missive union is a powerful organized workforce capable of tackling jobs with immense gusto. They have virtually no military power except their own security force. They manage most of the world’s shipping, airlines and trainlines.

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

Azuremar Plains

Azuremar Plains are as vast as the eye can see. A place of strategic importance during times of war, this land has seen its share of battles. Azuremar Plains is a place filled with tall, blue-green grass that grows on the many corpses that have littered the ground during the years. The resources to be found here are abundant to any scavenger, if they dared to scavenge into the hunting grounds of the Grim Stalkers, the planets alpha predators. Looming on the horizon is the hunter nest. Once small, this giant structure is made from the smashed and mangled remains of vehicles, and even wafans, a food the Hunters aren’t typically fond of. The area for two miles around the nest is completely barren of other life. Entering here is, to put it lightly, suicide.

Walkers

It’s somewhat common for any young man or woman on New Horizon to leave home and seek their fortunes on their own in many regions, but it’s a 50/50 chance whether young folks will settle down or move on from this region. Young men and women in The Walk of Man who decide to travel the region to seek their fortune are often called ‘Walkers’. Walkers are typically aged 16-24, if human, or 8-20 if Wafan. The most common motivating factor that drives them to get out and explore their homeland is the immensely isolated nature of many of the smaller towns, which drives the young folks to seek new stimulus through adventure and exploration. While, as often as not, parents are dismayed, or even horrified, when they discover their son or daughter is a Walker, it’s a commonly honored tradition for the parents to give them a gift of a method of self protection and a modest secured line of Geodites (Geodite Credits) so they can last long enough to find their fortune. Wealthy families also provide their children with a personal form of transportation. A Walker’s first weapon can vary. Many families have traditions of swordsmanship or gunplay, and either weapon is a very common gift to a young Walker. It’s not altogether uncommon for a parent to hand off their own weapon from their walking days to a son or daughter for luck. Vehicles for a Walker are usually very rustic, often one-seated deuterium motorcycles, or small two-man four-wheel drive vehicles with a storage hatch in the back. Most are little more than basic frames and often second or third hand at best. But a walker who comes from a wealthier family will often drive something slightly sportier. Walkers often begin their career as freelance couriers, taking small contracts to move packages from place to place until some location or another catches their fancy enough to slow them down for awhile and sink their teeth into meatier jobs. Walkers with a chip on their shoulder will often start their careers with bounty hunting, seeking the scum of the region for much juicier pay. Walkers hiring out as security or hired guns for mercantile convoys are also not unheard of. Furthermore, some Walkers turn to banditry, and often end up finding themselves the target of younger, surlier Walkers out to make a name for themselves.

Narehl

Narehl is the largest jungle region in the world, and covers 2/3 of the Youzem continent. The most fearsome animals can be encountered in this place and it’s not something you’d want to do if you do not have enough protection to defend yourself. Many brave souls have wandered into these lands hoping to find lost ruins filled with unknown treasures never to be heard from again. Only the most fearless and skilled warriors, such as the Narehlian Rangers, can survive in the midst of these damp and dark woods, and even they travel in groups. A lone person does not stand a chance against the hunters that haunt this place. Most areas within this jungle are still totally unknown, and even large expeditions have not yet managed to discover much. These jungles hold many secrets, many treasures and many dangers.

Walk of Man

The Walk of Man is an extremely widespread area which covers approximately half of the Youzem continent. The northern half of the continent is part of the Walk of Man, which envelopes the gigantic mountain complex named the Azuremar Mountain Range. Lonely Mesa, with Trapper Town at its heart, Dusty Hollows with Bleeding Hill at its center and Blighted Dunes with the massive city of Warhead are all part of the Walk of Man. The jungle areas of Youzem are not included in this area, and neither are the Azuremar Plains. The lands of Walk of Man contain countless small cities. Most of these are not marked on any map, since some of them are unexpectedly destroyed by the dangerous wildlife on the planet while others are just as suddenly set up by people who are in search of a new home. These small cities therefore often disappear just as quickly as they appear. However, without a major alliance with a major city which promises to protect the small settlement from any type of danger, a small city does not have any chance of surviving any longer period of time, unless they are extremely lucky, or powerful, on their own. The Walk of Man is also a place that welcomes people of any background or heritage. Criminals can easily find a place to hide in this place, as well as people who try to flee from their former lives and want nothing more than to start anew.

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New Horizon Youzem and the Walk of M an

Lonely Mesa

Much like the fertile plains of central North America, dotted with forests and hills, this area covers a sizable stretch of land, with many native grazers and predators running amok, as well as areas of controlled grazing lands used for genetically modified Earth livestock, cattle and sheep. Ongoing concerns are the deadly Grim Stalkers, the planet’s alpha predators, stalking and killing Men and wafans. Additionally, there is the outlaw faction ‘Rusty Stars’, posing as bandits when their real goal is to take over the zone, toppling Trapper Town and running it for themselves with more ruthless efficiency to line their pockets with gold.

Alabaster personally oversees all bounty contracts and leads any official law actions. The local government is called The Voice of the West, a group of four local citizens from the four major walks of life. The Voice of the West is made up of the senior regional representatives of the Hunters, the Farmers, the Miners and the Lawmen. They work together as a council of three, with the fourth member (whoever drew the short straw) sent off to represent the Walk of Man as their Septumvir. Their will is carried out and administered/interpreted by the Marshal or Mayor of each town throughout the region. Trapper Town has a strange mix of low- and high-tech equipment and facilities. Many buildings are made of primitive materials, and may look scrounged. The technology they use is as advanced as anywhere else on the planet and it clearly sticks out like a bright star in the black sky. Most roads in the town are not paved. Trapper Town is divided into two halves by a river. The left half is all businesses and warehousing, called the Business Halfway. The right half is divided into the northern residential and governing body, called the Office Quarter, and the southern living and dining area, called the Copper Quarter. There’s a large market place at the juncture of the three regions. The roads are more paved in the Office Quarter and the Business Halfway than in the Copper Quarter. Trapper Town is protected by a fifteen foot wall, approximately eight feet thick, with heavy weapon turrets every fifty feet. Trapper Town also has a railroad station and an airport located to the south of town.

Trapper Town

The regional capital city, Trapper Town, is a minor trading hub. Though nowhere near as impressive as any of the coastal trading centers, it supports a bustling economy. The primary exports are slug thrower firearms, livestock and minerals. The peace is kept by the Marshall’s posse, led by the infamous Wafan Lawman, Alabaster.

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Role Playing Game

Crane Hill

Crane Hill is a small town atop a dusty red hill, comprised mostly of living quarters. The town has a small circular neighborhood of row houses called the Circular Quarter. This neighborhood is sandwiched between a red light district called Rat’s Nest on the northern side of town and a railroad station for miners amidst the Mining Industry section found in the southern part of town. Crane Hill is approximately 1/5th the size of Trapper Town. It lies on the southern edge of the Azuremar Mountain Range, next to Mare Lake, which in turn lies not far from the much larger Moon Lake.

Dusty Hollows

After the fall of Neo Titania, New Horizon was starved for mineral wealth. With the discovery of Bleeding Hill, a hill so intensely iron-heavy that red rain ran from it, it was decided that the Dusty Hollows would have to be the mining center of New Horizon with the city of Bleeding Hill as its primary settlement. The Rusty Stars frequently attempt sabotage this region, as well as attempting to hijack various mineral convoys sent to Trapper Town. Also, there are frequent stampedes of the aggressive pack predators called Unicorns in the region, as well as flash floods often triggering frenzied breeding activities from Horizon Moles.

Bleeding Hill
Sheriff’s Office

The law is upheld by the Lawman Alabaster and his many Marshalls. Therefore, several Marshall’s offices can be found around Trapper Town, and some in other cities within the Walk of Man. This isn’t “the” Sheriff’s office, but one of the more common ones like those found in Trapper Town. A standard sheriff’s building is usually a mixture of old western fashion and modern high-technology and architecture. It is also not uncommon to see a lazy dog sleeping on the front porch.

Bleeding Hill is actually three towns, all within a five mile radius of one another. North Hill acts as an administration center for the region, and is also home to the Marshals’ Refuge, the major law enforcement hub for the region. West Hill is the home to most of the regions vices, male and female escort services, bars, movie theaters and most other forms of entertainment to help keep the miners and smelters who call this region home from going completely insane – a slice of Las Vegas on an Alien Planet. South Hill is home to most of the mercantile establishments, the lion’s share of resident housing as well as many of the more familyfriendly forms of recreation, as well as the primary barracks for the unwed miners and smelters who make their living here. The local Mayor is popular, but ineffective, and much of the local administration is done through his deputy mayor and the local posse. Here, even more than in Trapper Town, bounty hunters are the second arm of the law.

Captain Booze’s Bar

Captain Booze’s bar is a locally well-known establishment in Trapper Town, filled with a lot of people almost every day of the week. The bar itself looks like any Trapper Town building, with a mixture of western style and high-tech elements. There are water-filled steel barrels in front of the bar, a stylish neon sign visible from a distance and even a satellite dish on the roof (used for radio communication between neighbors). This place doesn’t usually host the finest people, but that does not mean that there are any people in Trapper Town that could be labeled “high class”. However, it is a very popular place nonetheless for anyone who’s interested in having a drink, picking up a lady for the night or even starting a good bar fight when things get too boring.

The Candlewax Expanse is a 1600 km forest in the far south of The Walk of Man composed primarily of the rare beeswax trees. The local economy is simplified, the scent of the trees keeping most external predators away, and at the same time attracting the rare insects called Firedragons. Criss-crossed with mountain runoff, the forest is a virtual safe haven for many of the planet’s more primordial creatures, much akin to Earth’s Australia or New Zealand. During the nights in warm seasons, the trees emit their stored hydrogen, creating brilliant blue flames to attract pollinating arthropods, their light creating a long season of warmth and fertility brought on by their rotting shed wax which supports a rich undergrowth of loose vines and flowering creepers as well as giant ferns, producing a superb breeding ground for all manner of bizarre creatures found nowhere else in the world. The terrain is primarily meadow-like, with small rocky hills, but grows swampy towards the river separating it from the jungles to the south.

Candlewax Expanse

The Goddamn Liar

‘The Goddamn Liar’ is another crowded bar in Trapper Town. It is common to hear people telling stories about gunfights and other battles here. The only place with a decent elbow room is probably in the pool hall, kept clear by angry men armed with pool sticks. Poor lighting, the smell of old wood, smoke and cheap booze is enough to make any native of the town feel perfectly comfortable, despite the high decibels and crowding.

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New Horizon Youzem and the Walk of M an

Blighted Dunes

An arid, desolate and sandy stretch of coastline and hills, notable for prominent offshore fishing as well as gem mining in the coastal foothills. The only real scenery is the small, narrow forests which dot the foothill’s slopes. The Rusty Stars frequently attempt to sabotage gem mining operations in the region, but more frequently local trouble is caused by The Lodestone Group, who frequently discretely purchase the services of mercenaries to run settlers off of their land so they can buy at reduced prices.

Warhead is a massive, roughly round military base built on top of a massive offshore rock outcropping. However, the entire side of the oddly shaped outcropping is pockmarked with many buildings carved out of the rock, and many gun emplacements. The central district is Warhead Hold, and there are four quarters around it, the Barracks, the Market, the Training Pavilion and the Armory. Since the city was built alongside cliffs, it came to be divided into two levels. The lower level is more or less underneath the city and is called ‘Down Below’. Down Below contains mostly civilian quarters and storage facilities, as well as the generators and prisons. The upper level contains the central district and its four surrounding quarters. Warhead buildings are more rounded off than most typical military structures, and have a sort of bronzed color scheme mingled with reds and whites. Warhead is surrounded by a small wall, only five feet tall, but with a city build out of the rock itself the city wall is barely necessary. Warhead also has a heliport located slightly south of the central citadel. There is also a sea port at the north eastern edge of town. Warhead is about the same size as Trapper Town, and half the size of Avalon. The city is three times the size of any military base found anywhere on the planet. It’s also blackened by plumes of smoke and steam from their munitions development departments. The sky above Warhead is constantly dark as a result of the smoke emission by its many steel industry and military factories, casting the whole city under a dark and forbidding shadow.

Warhead

Warhead Keep is one of the factions of New Horizon. The city is something of a training camp for the Vanguard Military. The sturdy fortress has stood off attacks of surprising violence. Warhead, once a war-ravaged dilapidated garrison city, has risen into a fortified city under the leadership of its dictator and ruler, general Trask. The most feared outlaws and mercenaries gravitate around this place, but it is also where the best weaponry in all New Horizon can be found, as well as employment for the unscrupulous.

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Role Playing Game

Azuremar Mountain Range

A mountain range of truly titanic proportions, nearly the size of the North American continent back on Earth. Perilous by any standards, these glacier-covered mountains earn their name from the deep blue glaciers which crest and calve, with the icebergs falling more than half a mile vertically into Moon Lake. The region is very difficult to traverse, but amid its great heights lay many hidden communities in the many high altitude valleys. There’s little to no traditional criminal element in the Azuremars, but their many hundreds of thousands of peaks, valleys and caves make it a place where many secretive factions, such as the now seemingly extinct Scarlet Moon Mercenaries, often hide themselves away from the rest of the world. There are many people dwelling within their peaks who are enemies of the outside world. The Azuremar Mountains spew thousands of tons of volcanic debris into the air every year. The highest peak of the mountain range is called Mt. Michal, after the first mountain-climber who explored its deepest recesses. Mt. Michal is covered in perpetual snows up until a few thousand feet from the summit, where it blasts its hot ash into the atmosphere. The area around the mountain range is surrounded by small snowy forests.

Red Feathers Rest

The only major city in the north of Blighted Dunes is the Red Feathers Rest, home of the self described Iron Mustang Tribe and the largest and most prosperous of the renewed ‘Native American’ culture movement. Though only about twenty percent of their numbers are ‘Native American’ in genealogy, they live a life which, while composed of more high technology than the average man of the Walk of Man in their glorious city, is simple, regimented and deeply in tune with the nature of the land. Trask’s Stronghold is found in the middle of the central district called Warhead Hold. This stronghold is the personal fortress of Warhead’s military dictator, general Trask. This building serves as the main garrison, the War Room, and the executive office of the city. Security is tight, and no one but Trask’s top advisors have ever entered this sanctum. The General’s District surrounding Trask’s Stronghold is the home of Trask’s lackeys in the military aristocracy of Warhead. This is as close as one gets to ‘upper class’ in Warhead, with large, but not well decorated and very foreboding looking houses. Inhabitants here, and in the whole city in fact, are highly guarded, obeying the laws of the city to the letter, as there are constant examples of what disobedience brings. So petrified and fearful are they by the examples, the inhabitants actually cooperate whole-heartedly with their rigid enforcers to bring in anyone caught breaking the law. They can’t be blamed: the enforcers are part of Trask’s personal police force, the Black Templars. Trask’s men are tough, but they don’t care to handle jobs that don’t affect Warhead or their general. That’s where mercenaries come in. The Mercenary Guild hires guns that can make a killing – in both senses of the word – serving the desperate or lazy people who are offering the job.

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New Horizon Youzem and the Walk of M an

Azuremar Plains

The importance of the Azuremar Plains is well known to most people with a military background. This place has seen more than one major war. Many people have died which are now buried underneath its surface. There is treasure to be found here, for those brave enough to wander into the territory of the Grim Stalkers. Many have tried and only a few have safely returned. Grim Stalker’s have their nest here. They are the Alpha Predators of this planet and they eat both Humans and Wafans with equal satisfaction. The area around their nest is completely barren of other life, stretching out in a two mile radius. Walking into this area is practically suicide.

The city is a massive circular walled settlement, with much remaining wilderness between its central governmental complexes and the surrounding industrial complex. One can go from a crowded city center to manicured wilderness in a matter of minutes. The city has a few principal regions: the Gouge, the Kinto, the Housing District, and the outer rim. The Gouge is the downtown area with the shops, restaurants and recreational areas. The Kinto is the district where the most industry is, along with the marketplace to get Wafangrade weapons and armor. The Housing District is where most wafans and humans live. The outer rim of Avalon contains a few hangars with transportation vehicles and hovercrafts. A protective wall surrounds the city to protect its citizen from the dangers beyond.

Avalon

Avalon, the heart and soul of the emerging civilization of New Horizon, is the world’s centralized government centre and home of the Vanguard Security Force. As such, it’s considered a prime target for any possible insurrection. The Avalon Council, which is also part of the city, is a massive complex of buildings located outside the central area of the city. The Avalon Council doesn’t really count itself as a faction because it’s more of an international organization whose stated aims are to facilitate cooperation between all the factions in the world. They also focus on international law, international security, economic development, social progress, human rights, and world peace. The Avalon Council has at its disposal many different subsidiary organizations to carry out its missions. All 7 factions of New Horizon – Aquilon’s Reach, the Port of Narehl, the New Chanian Conclave, the Missive Union, Trapper Town, Warhead Keep, and Xanadu – are members of the Avalon Council.

Heart of Avalon

The Heart of Avalon is another complex of buildings within the city of Avalon, with a gigantic skyscraper of splendid beauty in the center which has a large halo running around the top of the building. It holds the offices of some of the largest companies on the planet. The complex is located in the center of Avalon City’s downtown financial district and contains 1.72 million m2 of office space. Anchored by the Financial District of Avalon, Avalon City is the financial capital of the world and the home to the Avalon Stock Exchange. The Avalon Stock Exchange is the world’s largest stock exchange by market capitalization of its listed companies. The Heart of Avalon is the highest building in the city of Avalon, as well as one of the most beautiful.

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Role Playing Game Youzem and Nareh l

Narehl

Narehl is the largest jungle region in the world, and covers 2/3 of the Youzem continent. The most fearsome animals can be encountered in this place and it’s not something you’d want to do if you do not have enough protection to defend yourself. Many brave souls have wandered into these lands hoping to find lost ruins filled with unknown treasures but never been heard from again. Only the most fearless and skilled warriors, such as the Narehlian Rangers, can survive in the midst of these damp and dark woods, and even they travel in groups. A lone person does not stand a chance against the hunters that haunt this place. Most areas within this jungle are still totally unknown, areas that even large expeditions have not yet managed to discover. These jungles hold many secrets, many treasures and many dangers.

The Treetop Housing is where the Narehlians live. While most of the lower-class people live on the lower levels, the high end of the populace live in their wooded skyscrapers overlooking a gorgeous view of the lagoon and the coasts. Tourists and visitors, along with the upper echelons of the populace, are treated with more respect. The Touristic Plaza is where you find the accumulation of all the hotels, shops and entertainment that caters to the tourist. If there is anything they want, chances are it’ll be here. Service is so good that, should there be something you are unable to find, they’d get it for you by the next morning. However, everything has its price. The cost is worth the money, though, as everything here is both luxurious and branded. The Port of Narehl also offers entertainment in the form of sightseeing and adventures. Small trips into the jungle to see some of the wildlife in its natural habitat are quite popular. Luckily, these trips are not taken very far into the jungle, as it’s too dangerous to do so. They are also guided by professional hunters and highly skilled rangers, so there is almost no danger to the tourists, even if accidents do happen. The tourists like it this way, as they believe its part of the adventure. The Repair Facilities are run by engineer wafans from Narehl. These engineers are expert at fixing soft body Wafans. Considering the seriously over-priced tags surrounding this shop, these prices are more than reasonable. The Port of Narehl is an internationally renowned resort city for gambling, shopping and fine dining. It is most famous for its several casino resorts and associated entertainment.

The Port of Narehl

The Port of Narehl, one of the factions of New Horizon, is the largest jungle city in Narehl. A sanctuary for the Narehlians and its tourists, it boosts the finest comfort and luxury that money can buy. The Port of Narehl is literally built around its titanic trees. The buildings in Narehl are built from the roots and intertwined with the bark as it ascends. A hover lift is constantly maintained beside the buildings to facilitate movement up and down the high-rise buildings. At night the city comes alive with lights that rival the stars in the sky. The nightlife seems never ending as tourists gamble, sing, dance, and basically party their night and cash away in a Las Vegas type of setting. Every type of entertainment is available to those who have enough Geodites to cover the costs.

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17

New Horizon Vo|t Rule System Introduction
Different role-playing rule systems can be applied and/or used with the New Horizon world and its different games. Vo|t is a role-playing system developed to be used for different genres and worlds, with only a few adjustments for the setting. Vo|t has been adapted for New Horizon and is the official rule system for this book. This book is using version 3.0 of the Vo|t rule system. Vo|t is a set of rules and practices designed to quickly and accurately determine the realistic outcome of a character’s action, taking both skill and circumstance into account. The abilities of a character are summed up on the character sheet, and chance is represented by two twenty-sided dice (d20). No other dice or tables are used in-game.

3

Strength 9, dice 18 and 3.

Example 1: Egon, Strength 9, attempts to move the boulder. He rolls two 20-sided dice. His results are 18 and 3. Since 3 is less than 9, the attempt is “3 success” - not a very good success. The boulder will be moved, but it will take time. Had Egon rolled an 18 and a 19 the result would have been “18 failed”. Since 18 is a high number, the attempt fails in a relatively harmless way - not much time or energy is wasted. The boulder, however, stays where it is. Example 2: Morgan, Strength 3, attempts the same thing. The results 3 and 18 would still be “3 success”, 18 and 19 still a mild failure. However, Morgan rolls 5 and 17, which is “5 failed”, a low result - several minutes are lost, and Morgan is very tired afterwards. The basic idea is that, when compared to other results of the same type (successful/unsuccessful), higher is always better.

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How to read

The idea is to read through the entire text in the order it’s been written, just like any ordinary book, not following any page references. The references are there to serve as a guide to the reader who, once familiar with the text, might use the text more as a reference work.

Varying difficulty
In the example used above, the boulder might be large or small. It can be argued that moving a smaller rock would be easier than moving a large one. This is expressed as a temporary modification of the Target number. An exceptionally heavy and troublesome boulder might give a -5 penalty, while a smaller and lighter rock might award a +5 bonus. Example: Egon attempts to move an exceptionally large and heavy boulder. He gets a -5 penalty. When rolling, Egon’s Strength attribute is treated as if it were 4 instead of the usual 9.

The Basics
The Dice Roll
A character’s ability to affect the world is described as a number of Attributes - the traditional example here is Strength. The value of the Attribute indicates how competent the character is in that particular area. In the case of Strength, how strong the character is, how well he or she tends to perform in situations in which success depends on the character’s ability to use muscular force. The higher the Strength value, the stronger the character. Normally, Attributes have a value between 1 and 15. Vo|t uses exactly one type of dice roll. Basically, it’s used to determine the outcome of actions, taken either by a character or an NPC. It uses two 20-sided dice. Ideally, the two dice should be in different colors. Any combinations will do, but we will assume that one die is black and that the other one is white.

Luck
There is often a chance of success and a risk of failure, regardless of skill or circumstance. To simulate such once-in-a-blue-moon deviations, the Luck mechanic uses the difference in color between the two dice in each Roll. • If the black die comes up 1, the roll is always a success. The degree of success is determined by the white die, ignoring the Attribute. • If the black die comes up 20, the roll is always a failure. The degree of failure is determined by the white die, ignoring the Attribute. In other words, there’s always a 5% chance of success, and a 5% risk of failure. Note that the GM may veto absurd intentions without a roll, simply stating that the attempt fails. Example: Egon attempts to sneak up on a guard. He is not very good at it; his Stealth score is 3. This time, however, the black die shows 1 and the white one 12 - a 12 Success. He just happens move where the guard isn’t looking.

6

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One white die, and one black die. http://www.newhorizon1.com/volt/index.php

Competition
When competing, like when someone is trying to open a door someone else attempts to keep closed, a roll is made for both (all) the people involved. • A successful roll always beats an unsuccessful roll. • A high successful roll beats a low successful roll. • If both rolls are failed, there’s a stalemate. If for any reason a stalemate is impossible, roll again.

The results of the rolled dice are not added together, but remain separate. Each result is compared to the Target Number, usually the value of a suitable Attribute, and if at least one of the results are equal to or lower than the value of the target number, the action is a success. If a character, for instance, attempts to move a boulder which lies in the way, one “rolls Strength”. If one or both of the dice show a result which is equal to or lower than the character’s Strength, the character succeeds in moving the boulder. A die that shows a value equal to or lower than the Attribute with which it is compared is called a “successful die”. This means one can end up with zero, one or two successful dice. • The higher the value of a successful dice, the better the result. • The higher the value of an unsuccessful dice, the less catastrophic the result. • If both dice are successful, the highest result is used. • If both dice are unsuccessful, the lowest result is used. • A successful roll where the highest successful dice shows a result of 5 is called “5 success” and a failed roll of 15 is called “15 failed”.

Extended tests
Some actions require more continuous effort, like fixing a broken-down vehicle, digging a trench or picking a lock. In order to resolve this kind of actions, extended tests may be used. An extended test is a series of consecutive rolls, whose results are added together. Each extended test has a Target Sum and a time scale. The time scale determines how often a roll is made. The rate of Success from each roll is added together. When the sum is equal to or higher than the Target Value, the Action succeeds. Target values are written [in brackets], followed by the time scale. If no time scale is specified, it is one second. If deciphering an encrypted message calls for a Science [20] one hour test, a roll against Science is made every hour. The rate of each Success is added up, until the sum exceeds [20]. Example: Fixing a jammed machine gun requires a Ranged Combat [10] roll. The first second, the roll is a success of 4. The next roll is a failure, and nothing happens. The third roll is a Success of 7, clearing the jam after three seconds: 4+7 = 11. In the third second, the sum of the successful rolls is 11, more than the required [10].

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Role Playing Game Ch ar acter Creation
Repeated attempts
When circumstances permit, a character that has failed a roll may try again. Unless some new tools or tactics are included in this new attempt, the character suffers a -2 penalty. This is cumulative; after two failures the penalty is -4, and after four it is -8. When the Target Number is reduced below 1, the character is no longer able to make constructive efforts: the task has proven to be too difficult. This rule does not apply to attacks (for example trying to hit a distant target with a rifle) or routine extended tests.

Overview

The Character

A character, in the context of role-playing games, generally refers to a player’s alter ego inside the fictional world in which the game takes place; in this case, New Horizon. The characters are created using the rules in this text. Collaboration is generally beneficial - characters created at the same time are more likely to fit in with the rest of the group. All characters must be approved by the Game Master (GM) before the game starts. All persons in the world of New Horizon which are not controlled by a player are referred to as “NPC’s”, which is traditional shorthand for “nonplayer character”. These are created and controlled by the GM. In creating them, the GM may use these rules, or just make up whatever values that fit the NPC in question.

Preparation

Before the process of assigning numbers and spending points begins, the nature of the character should at least be somewhat fleshed out. Think about the character’s background, occupation, personality, family and main areas of expertise. These are the meat of the character, that which makes it a person rather than mere statistics.

Points

Points are used to measure a character’s general competence, and also to show how that competence is divided. The GM decides how many points the players should use to build their characters. The exact number depends on what kind of a campaign the GM had in mind: 20 points each, Unskilled: A very young or unsuccessful group of adventurers, a gang of teenage street brat. 30 points each, Average Joe: farmers, librarians, electricians, nurses and cab drivers - ordinary people, typically with very little combat training and few extraordinary traits. 40 points each, Competent: A team of some renown - top investigators, a prestigious military unit, the most respected scientist in a particular field, or the like. A story about a group of heroes with legendary skills might call for 50 points or more.

The character creation process follows these simple steps: 1. Receive points: The game master tells the players the amount of points they are allowed to spend on their characters. 2. Spend points: • Choose a race: There are six races available in New Horizon. The three human races are Olympian, Promethean and Medean, and the three wafan races are Aesir, Vanir and Jotun. For more information, see Races, page 22. • Purchase one or more Backgrounds: Your character has probably had a life before adventuring. Use points to purchase values in one or more Backgrounds. For more information, see Background, page 28. • Purchase Attributes: The basic Attributes are the foundation of the character. A higher value in an Attribute is better, and values are purchased for points. For more information, see Attributes, page 30. • Purchase Traits: This step is not mandatory. A character doesn’t have to have any Traits at all. For more information, see Traits, page 32. • Equipment: Together with the game master, figure out what, if any, equipment the character should have at the beginning of the game. One way to do this is to give each character a set amount of geodites, appropriate for the campaign and its setting, and let them spend it on their starting equipment as they see fit. Calculate the various thresholds and values of the character’s weapons. For more information, see Equipment, page 34. 3. Calculate final values: There are a few extra values that need to be calculated, based on the values of the existing attributes: • Stun thresholds: See damage thresholds on page 31, 36. • Injury thresholds: See damage thresholds on page 31, 36. • Encumbrance: See Encumbrance on page 31. • Weapon modifiers: See Weapon modifiers on page 31. In step 2, spend Points, the order in which the purchases are made is not set; one may for instance begin with Traits, move on to Attributes, then purchase Backgrounds - and then go back to spend any remaining points on Attributes or Traits.

Spending Points

On the character sheet, each Attribute and each line intended for Backgrounds has a number of circles next to it. Above each column of circles is a number, representing the value gained by filling each circle. The circles are always filled in from left to right. One point fills up one field, and all the fields must be filled before the circle itself counts as filled: 2 points used

4 points used

Progress
It is customary (but not necessary) to award additional points during the campaigns. The GM decides what rate of progression is appropriate for the campaign; one point after each session is generous, one for every two or three sessions is more common. The players spend these points freely, but should focus on areas which have been relevant since the last time points were spent. If there has been no combat or contact with firearms, then spending points on Ranged Combat is probably inappropriate and may be vetoed against by the GM. Since the purpose of the point system is to maintain a balance of power within the group, it is recommended to give the same number of points to every player. If a new player joins an ongoing campaign, the number of points should be set reasonably close to that of the older characters, or the new character should progress faster until balance is achieved. The same goes for characters whose players have been absent for a while.

12 points used 9 points used

How attributes are filled, with corresponding numbers.

A circle divided into two fields cost two points to fill completely, one divided into three fields costs three, and so on. The value of the Attribute or Background is the number above the last circle to be completely filled.

Combat Attributes
The circles to the right of Close combat and Ranged combat are different from those of the other Attributes: For balance reasons, Ranged combat is more expensive to learn. A character who engages in close combat will also have to be strong and fast, whereas a shooter relies solely on one Attribute: Ranged combat. The cost of Close combat is the same as a regular Attribute, but the circles are arranged differently to match the numbers above them.

Races

There are six races in New Horizon; three human races (Olympian, Promethean and Medean) and three wafan races (Aesir, Vanir and Jotun). For more information about the six different races, see page 22.

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New Horizon Ch ar acter Creation
Background Attributes Traits
The Backgrounds describe what a character has been spending his or her time on before the game begins. The Backgrounds the character chooses are written on the empty lines in the centre of the character sheet. For more information regarding Backgrounds, see page 28. The majority part of the Character Sheet is only filled out once. All calculations required for a character are set before even starting a game. Once completed, the player only needs to compares dice rolls with the completed character sheet values. The only exception is when a character finds or buys a new armor or a new weapon, because then its statistics must be recalculated.

The Attributes are used to measure the character’s competence and skill in different areas. There are 18 Attributes in New Horizon, and they are all listed on the character sheet. For more information, see Attributes on page 30.

Character Creation Example
During character generation, a GM sets a number of Points and a sum of Geodites for each player (recommended 40 Points and 50 000 Geodites). For each of the following points, describe the example character’s reasoning when making choices: 1) Race, recommend non-olympian to get a chance to explain the nature of the cost of Traits (both Geodites and Points). The player also chooses Size here. 2) Backgrounds, perhaps a high value in one and a little lower in another. 3) About 25 points are spent purchasing the necessary Attributes. 4) The character spends a few points on Traits. 5) The remaining Points are spent increasing a few Attributes. 6) The remaining Geodites are spent purchasing additional gear.

Traits are properties of the character which cannot be accurately described as part of an Attribute. They can either be advantages or disadvantages. Advantages cost points, while disadvantages give points. Medean gene splicing, Promethean cybernetics and Wafan built-in technology are all described as Traits. For more information on Traits, as well as a list of examples, see Traits on page 32.

Equipment

Together with the GM, the player decided what weapons, armor and other equipment the character starts the game with. Often, the players can be assigned a set sum of resources that can be used to purchase equipment. The following are guidelines for an appropriate amount of starting geodites for different levels of wealth, as well as a short description of what sort military equipment each level can afford: Destitute: 1 000 Poor: 10 000 Walker: 20 000 Adventurer: 50 000 Professional: 100 000 Wealthy: 500 000 Rich: 2 000 000 Tools and improvised weapons. A cheap weapon. Decent weapons and armor, or one good weapon. Good weapons and armor. Excellent weapons and armor. Top of the line equipment, perhaps a small vehicle. Geodites (money) is not an issue.

Races
There are six playable races in New Horizon; three human ones, and three Wafan ones. Being a Wafan comes with a few benefits. First, their injuries can be repaired, meaning they need not wait for a natural healing process. Second, they bleed much more slowly than humans do. In the interest of balance, this means that being a Wafan race costs 3 Points. Write down your character’s race on an empty line in the central column of the character sheet. If it is a Wafan race, check three circles by that line. The race determines the character’s limitations in available Traits, but also in size.

At the GM’s discretion, the characters may also start with loans of up to twice their starting Geodites. Loans have an interest of 10% per month, and when the game starts the dept equals 150% of what was lent. Rules regarding equipment are found on page 34. A lists of weapons and armor can be downloaded from the web-page.

Size
The playable races in New Horizon are categorized as four different sizes, which determine the highest permitted value in some Attributes. Any character that does not take any such Trait is considered normally sized, meaning 10 is the highest permitted Attribute value. There are advantages and disadvantages of all sizes, so they cost no Points. As a guideline, Small characters are around 1,5 meter high, Large ones closer to 2 meter, and Huge ones are 2,5 meter or more. Size is not only length, however: an extremely muscular character can be Large at 1,8 meter of height. Conversely, a very slender character could still be normally sized at slightly above 2 meter in height. Choose your own size from what’s available for your race. If it is not Normal, write it down on the character sheet. This chart shows what sizes are available to the human and wafan races. Human: Aesir: Vanir: Jotun: Small Small Normal Normal Normal Normal Large Large Large Huge

Character Sheet

The character sheet can be downloaded from this link:
http://www.newhorizon1.com/NewHorizonCharacterSheet.pdf

Attributes The player’s name The character’s name Encumbrance Backgrounds and Traits
vo|t

Player:

Name:

Attributes
Strength Constitution Toughness Willpower Movement Agility Perception Stealth
3 5 7 8 9 10 11 12 13 14 15 3 5 7 8 9 10 11 12 13 14 15 3 5 7 8 9 10 11 12 13 14 15 Value 3 5 7 8 9 10 11 12 13 14 15

Value

3

5

7

8

9 10 11 12 13 14 15

Encumbrance
0 -2 -5

Damage thresholds
Stun Negligible Minor Moderate Serious Severe Injury Negligible Minor Moderate Serious Severe Deflect Stop
Coverage:

Legs Arms

Armor

Slow

Acting Speaking

3

5

7

8

9 10 11 12 13 14 15
Coverage:

Your Size determines the upper limits of four Attributes: Strength: Toughness: Agility: Stealth: Small 9 9 11 11 Normal 10 10 10 10 Large 11 11 9 9 Huge 13 13 8 7

Coverage:

Humanities Science Medicine Repair Animal ken Driving Close combat Ranged combat

3

5

7

8

9 10 11 12 13 14 15

Weapons
Fence
3 5 7 8 9 10 11 12 13 14 15

Chance to hit Attacks Range
Pierce Strike Snap shot Guard Directed Grapple Aimed Defense Auto

Damage
Stun Injury

Ranges
1 10m 2 20m 3 50m 4 100m 5 200m 6 500m 7 1000m 8 2000m 9 5000m

Power Precision

3

5

7

8

9 10 11 12 13 14 15

3

5

7

8

9 10 11

12

13

Note that Huge characters are considered Large Targets.

Weapons and weapon statistics Damage thresholds Armor and armor statistics

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Role Playing Game
Jotun Wafan Aesir Wafan Jotun Wafan

Jotun Wafan

Medean

Medean

Promethean Cyborg

Vanir Wafan

Vanir Wafan Olympian Human

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New Horizon R ac es The different races
Two races exist on New Horizon: humans and Wafans. Each of these two races has three sub-races. Humans are divided into Olympian humans, Promethean Cyborgs and Medeans. Wafans are divided into Aesir Wafans, Vanir Wafans and Jotun Wafans. Jotun Wafans are the strongest of all races. The weakest Jotun Wafan is as strong as a physically powerful Vanir Wafan or Medean. Jotun Wafans are also slower and less agile than any of the other races. Vanir Wafans are second only to Jotun Wafans in resilience. Aesir Wafans, Olympian humans, and Medeans are the most agile of all races. Aesir Wafans are physically the weakest race, along with Olympian humans. However, most Aesir Wafans are slightly more powerful than Olympian humans. Vanir Wafans and Promethean Cyborgs are often equally powerful. They are often what you would call fighters or warriors. Medeans can acquire special abilities through DNA manipulation and the merging of their DNA together with the DNA of a New Horizon creature.

Humans

The humans of New Horizon are more versatile than ever before. Back on Earth, they were divided into two separate groups: normal humans and those which received robotic implants. When humans reached New Horizon, a third group was added to the mix: DNA manipulated humans, mixed with the unique fauna of the new planet. These three distinct subspecies co-exist as best they can, but their differences have been the cause of many wars. However, each human, regardless of race or gender, is and always will be a unique individual.

Wafans

Names

One of the most important things is giving your character a name. It is more and more common for people living on New Horizon to only have a single name, or a nick-name. This is especially true for people living on Youzem and The Walk of Man. Lysekoid, Grenzenlos, Kaila, Ember and Silhouette are good examples of this. Aquilonians, however, are fond of having a family name as well. Jana Cainsdottir (which means the daughter of Cain) and Zack Arthursson (which means the son of Arthur) are examples.

Waveform Androids, colloquially known as Wafans, where “created” by humans to be their slaves. In time they won their freedom through blood, sweat and tears and became the second species of humanity to inhabit Earth and later also the stars. Wafans are not machines, like you might think; they are in fact people. Wafans are not made in factories. Wafans are “born”, not like people, but they are born nonetheless. 90% of all Wafans are born in a Wafan crèche. A Wafan Crèche is formed when six or more Wafans of the same type are called up by the local community to act as mentors to a new generation of a dozen or so Wafans. They’ll be close with a few crèche mates and consider them siblings, though not always. A Wafan is born with a fairly general set of skills and vocabulary, equivalent to that of a fifteen-year-old, so a ten-year-old Wafan is more or less as mature as a 25-year-old human. A Wafan is usually raised and peered with one of the six mentors. Wafans are also born with a very general configuration to their body – a prototype form, if you will – bereft of decoration and weapons, or even ornamental components. What further defines them is that even though all Wafans are humanoid, there are three distinct groups which show an enormous amount of phylogeny, like ants. The three distinct sub-species all live, work, and even interact with one another differently based on their creed. Each is tailor-made for a specific lifestyle and certain broad specializations. However, each Wafan, regardless of creed, is a unique individual and cannot simply be labeled. Feet Enormous

Backgrounds

No character start at the age of one, and therefore, he/she usually has a background. A background represents the life which the character has had before this day. A background should normally contain a place of birth and the story about how the character became the man/ woman he/ she is today. If the character has a certain set of skills, the background should normally be able to give a reason for that. A character’s background should also be able to explain a character’s view on life and society, morals and attitude towards other people and races.

12 11

10
Large

9 8

Humans
Olympians

Prometheans

Medeans
Medium

7 6

Small

5

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The life & death of a Wafan

If a Lucid Codex is removed, the Wafan can, theoretically, survive. However, their memories are entirely gone. Their Luminous Core is the portion of their anatomy which, in conjunction with their Lucid Codex, makes them alive. The unique Wave Form of their Luminous Core creates their thought patterns, their souls, if you will. If it’s disabled for too long, their system will be unable to recreate it properly. Up to a certain point, a Wafan can be reactivated, and will suffer only marginal personality alterations from their offline period, dependent on the extent of damage to the core. After a certain point, it can’t be reproduced with more than a marginal success rate, and the Wafan is essentially dead as its personality cannot be resurrected. Placing an intact Lucid Codex in a new Wafan body would give a new personality the memories of another Wafan, which it may or may not be able to read properly, as each Wafan formats its stored memories in a different fashion. Reading memories which are too different from one’s own format could lead to pretty nasty insanity.

Luminous Core

The first of these technologies is their Luminous Core, which is essentially an extraordinarily heavy-duty environment pod containing heavy water and precisely controlled amounts of radium particles which are suspended in the liquid medium. The specially calibrated shell sends controlled light waves through the heavy water and particle clouds, creating a living and rapidly evolving three dimensional fractal image called a Wave Form. Wave Forms act as a virtual computer processor, and respond to changing data which is sent to them in the form of light waves in a semi-random way, much as a human mind might react to them, allowing them an almost organic diversity of thought. Certain particular components of the Wave Form are often related to certain powers an individual Wafan might posses, such as the ability to manipulate air molecules, or electromagnetic fields (i.e. combat powers, such as the ability to hurl metallic blades at a foe with the power of electromagnetism). These wave forms may be duplicated by other Wafans, but the success of this is not guaranteed. The Luminous Core provides a certain systemic weakness in Wafans. Vibrations and the supersonic range are as irritating to a Wafan as they might be to a dog. Additionally, ultra sonic weapons or sound waves can cause excruciating pain by disrupting the vibrations in their Luminous Core, and can render them comatose, or even brain dead, by breaking down the Wave Form if the intensity is strong enough.

Wafan Architecture

What makes Wafans truly alive is their unique cybernetic physiology, most important of which is their Luminous Core. The Luminous Core is a heavy metallurgical reinforced ceramic shell, lined with a reflective mirror surface and special light emitters. The hollow interior is filled with deuterium oxide, commonly known as Heavy Water, and particles of magnetically impelled reflective metal, set along a preset series of magnetic loops and spires in a fractal pattern. The interior of the chamber is lit by special lighting units which, when interacting with the particle flows, creates a constantly evolving aurora of light. It is used as a random thought generator which gives Wafans their capacity for illogical thought and intuitive leaps previously exclusive to organic life . Next most important is their Lucid Codex. A crystalline memory array which develops as the Wafan grows, with their memories constantly being etched into deeper and deeper layers of the crystalline structure, the Lucid Codex grows ever more complex and unique in shape and color as the memory capacity increases. Memory is stored in a slightly different format for each Wafan, so it’s not possible to simply plug-and-play the memory data, and to view the data of a deceased Wafan often takes a super-computer several weeks of codex work.

Lucid Codex

The next crucial piece of technology is the Lucid Codex, a form of crystalline heart, and the method by which a Wafan’s memories are stored. A secondary tank contains a dense liquid carbon medium, at the center of which is a diamond, which is the Wafan’s data storage medium. Each diamond pool has special trace impurities which slightly color each diamond a distinct hue. As a Wafan grows and learns, the crystal grows steadily larger, from the size of the head of a pin to something the size of a football if a Wafan lives several centuries or absorbs a truly massive amount of data.

Jotuns

Wafans
Aesirs

Vanirs

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New Horizon R ac es Olympian Humans
Proper Name: Olympian Human. Slang Names: Progenitor, makers. Derogatory: Monkey boys, meat bags, breeders. Height Range: 5’0” to 6’4” female, 5’8” to 6’8” male. Weight Range: 120 to 220 lbs female, 150 to 275 lbs male. Weapon Types: Large to extremely large hand held. Armor Types: All armor, from light to heavy. Throughout the last four centuries, humans have improved their living conditions and medical care to such a degree that they could no longer simply call themselves “just” humans. Olympian humans are generally a little stronger and a little faster compared to what humans were four hundred years ago. They are more resilient to cuts and bruises, and much more resilient – almost immune, in fact – to most common diseases. Olympian humans can go without food, drink or sleep for longer periods than what was possible for humans, and they can hold their breath for up to a half an hour. They also live longer, in general close to 150 years, as their cellular breakdown process has been slowed down noticeably. Some Olympians humans are very intelligent, beyond what has ever been seen before. However, stupidity still surfaces in some families despite their brave efforts in the past to remove this unwelcome trait from the general gene pool. Nevertheless, the general Olympian human is still more intelligent than the general human a few hundred years past.

Promethean Cyborgs

Proper Name: Promethean Human / Cyborg. Slang Names: Augments, cyborgs. Derogatory: Canned meat, retread, chopjobs. Height Range: 5’2” to 6’8” female, 5’2” to 7’2” male. Weight Range: 130 to 300 lbs female, 180 to 400 lbs male. Weapon Types: Large to enormous handheld. Small to large mounted. Armor Types: All armor, from light to heavy. During war, or even sometimes by accident, an Olympian human sometimes loses a limb or becomes fatally wounded. During such an event, the Promethean implantation process is the only option, where, more often than not, vital organs of the human are merged with advanced technology. During this process, advanced electronics are embedded into living tissue, merged on a cellular level with protein interactions and neuron signals. This extremely advanced engineering process is tailor-made for each individual, since no two individuals are even remotely identical on a cellular level, differing a thousand times over when it comes to protein interactions and biological pathways. The Promethean implantation process cannot be performed on Medeans since a Medean’s chemical and biological processes are totally unknown and differ for each individual. The Promethean implantation process is therefore only performed on Olympian humans.

Origin

Origin

Olympian humans are the first of the five sentient races to have originated from Earth, and arguably the craziest. This is fortunate, as their insanity is often the catalyst for some of the most shockingly amazing advances in science and arts in recorded history. However, by the end of the twenty-second century, the human population was beyond count. Such large masses of people, on a planet which only seemed to get smaller and smaller, led to a large set of new diseases and epidemic outbreaks. One day, when sudden death became just as common as everyday breeding, people realized that they were doomed. The world was facing many problems, and people knew that something extraordinary needed to be done if they wanted to survive another century. The planet was overpopulated. Food and medicine was in short supply, and many natural resources were already at an end. Last but not least, new and, at that time, unstoppable disease were killing people everywhere, to some degree solving the problem of overpopulation, but at the same time making people scared and forcing them to panic. Some scientists began to look to the stars for a new place to live, although it would take many more years before New Horizon was discovered. Other scientists focused on new medical advancements, trying to improve humans to make their immune systems better. These medicines soon came to fruition, and were improved year after year. With their help, people were able to more easily fight off dangerous diseases, until one day the dangerous diseases were no longer a threat. At that point, the human immune system had been improved to such a degree that humans became immune to many horrific hereditary conditions. Their physical strength and endurance was also improved. Some people think that if you believe that you cannot get sick, then your body will act accordingly, and so medical advancements were also made to improve the human mind. As a result, the intelligence of the average human was increased beyond anything they had ever hoped for, creating a sturdier strain of the old species. After years of evolution, humans began to look back and compare themselves to what they had been during the twenty-second century, and they realized that they were no longer anything like homo sapiens. They were superior in every way. In order to differentiate themselves from the previous generations, they began to call themselves ‘Olympians’. This all happened before people left Earth for New Horizon. The following describes Olympians as they are now, and on New Horizon.

Promethean Cyborgs are not actually a distinct race, but are rather a modification of baseline Olympian humans who have chosen to have their bodies altered with cybernetic components either to correct disfigurement or mutilation, or to improve their own physical performance. ‘Cyborgs’ existed as early as the 20th century, with the advent of technologies like the pacemaker, but what we call Prometheans did not appear until much later in history, and were actually an offshoot of the Wafan war for independence. At the height of the war, Wafans had made substantial inroads into toppling the human world government, but humans were beginning to hold their own, and use their unpredictable nature to very slowly push back. The current Wafan leader, an Aesir dubbed ‘Caligula’ by his former human masters, decided to use the humans’ own unpredictable creativity against them. Seeking the finest genetic specimens the human race had to offer, a trial and error process of surgical amputation and grafting produced many failures and unacceptable candidates before the ‘rictus exoroid’ project reached fruition with the subject designated as ‘Grenzenlos Ritter’. Grenzenlos Ritter was a cyborg whose base human form had a massive frame, well developed muscles, advanced cognitive abilities as well as the rare genetic condition called photographic memory & physical feat. This allowed the finished subject not just to remember anything he saw with perfect accuracy, but also to mimic any physical feat he had witnessed with a high degree of accuracy. Memory wiped and brainwashed, he was put to use in combat. His human limbs, spinal cord and many organs and bones were either replaced or reinforced to create a specimen with strength drastically superior to an ordinary human (and most Wafans) as well as impressive durability. However, instead of bringing a decisive end to the war, over the next few years the war escalated to heights previously unequalled at any point in history. This was brought about by the unexpected escape of a previous specimen, Tier Ritter, a new faction specifically forged to replace Wafans and humans as the dominant race, making them subservient to a race that Tier believed had both of their strengths and none of their weaknesses. Eventually Tier and Gren killed each other, putting an end to Tier’s plans. However, the legacy of cyborg technology remained. Cyborgs as extensive as Grenzenlos (known to history as ‘Gren’) were too expensive and too powerful to be mass produced, as, excepting all but the most powerful and skilled Wafan and humans, they were virtual gods on the battlefield. Those who later received the ‘fire of the gods’, as it has been dubbed since, were far less advanced in overall modification. They were named Prometheans, and despite having no direct connection to the grim horrors of all too well remembered war, they find themselves shunned even to this very day, centuries later.

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Medeans

Proper Name: Medean Human. Slang Names: Trow, spliced, fae. Derogatory: Flea bags, fuzz buckets, pixies, elves, fairies. Height Range: 4’8” to 7’2” female, 5’0” to 7’5” male. Weight Range: Substantial variation. Weapon Types: Small to enormous handheld, all DNA Helix weaponry. Armor Types: All armor, from light to heavy, and DNA Helix armor. Medeans are created from Olympian humans by a powerful substance called Medea. During the Medean transformation process, a chemical and biological chain-process occurs on a cellular level, changing the human completely.

Medean

Origin

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

Promethean Cyborg

Olympian Human

More information about Humans can be found here: http://www.newhorizon1.com/NewHorizonPlayersManual(shortpreview).pdf

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New Horizon R ac es Aesir Wafans
All these racial traits are relative except the height, weight and armor/ weapon types. Personality traits can, and do differ greatly from Wafan to Wafan. Proper Name: Aesir Wafan. Slang Names: Little guys, little gals, skin types, curves, last born. Derogatory: Turkey bacon, skin freaks, kosher pork, crunchiers, lawn jockeys, small fry. Height Range: 4’5” to 5’5” female, 5’0” to 6’0” male. Weight Range: 110 to 200 lbs female, 150 to 250 lbs male. Weapon Types: Small to large hand held. Extremely small mounted. Armor Types: All armor types except heavy.

Vanir Wafans

All these racial traits are relative except the height, weight and armor/ weapon types. Personality traits can, and do differ greatly from Wafan to Wafan. Proper Name: Vanir Wafan. Slang Names: First born, alphas, composite, sleeks. Derogatory: Hot rods, junkers, widgets, twonky, clunkers, stylists. Height Range: 5’8” to 7’0” female, 6’4” to 8’0” male. Weight Range: 250 to 400 lbs female, 350 to 500 lbs male. Weapon Types: Large to very large hand held. Small to medium mounted. Armor Types: All armor, from medium to heavy.

Origin

Origin

Last created of the Wafan creeds, the Aesir were designed for some of the least scrupulous uses. Originally they were created specifically for domestic duties as maids, chefs and all other viable manner of personal servants. Other common usage included 24-hour labor in small, cramped locations which a Vanir couldn’t enter, and it was not considered desirable for a human to enter. Therefore, many ancient towns had legions of naked, androgynous Aesir roaming their sewers and maintenance tunnels, performing endless series of maintenance tests. Created to be as human possible in every detail, although on a scale roughly one foot shorter than average, it came as no surprise when anatomically correct and functional Aesir were eventually created for no greater purpose than to serve as sex partners for wealthy humans. When the Wafans eventually rebelled, and public officials ordered them put down like animals instead of negotiated with, it was the Aesir who struck first, and struck deepest. Not joining the active rebellion immediately, they waited for their brethren’s signal, and then simply assassinated many wealthy and powerful owners and sabotaged many of society’s hidden and forgotten inner workings.

The first mass produced form of Wafan, built as a compromise between the originally theorized designs, which would eventually become Jotun and Aesir respectively. Their design was supposed to be such that they were of roughly the same size as humans, but capable of a superior physical performance and durability, allowing for a wide range of possible tasks. Vanir were originally built in truly enormous numbers, and thus, when Wafans originally rose up against the human masters, many rose to positions of power over their fellow Wafans.

Appearance

Vanir are built as a skeletal frame, over which their motor function mechanisms are sheathed in metal casings, and then foam is applied and molded to provide a rough approximation of human physique. Their bodies are then sheathed in a carbon fiber mesh to create a woven fiber ‘skin’, which is then imprinted with a semi-unique set of colored markings before incisions are made within the skin and mooring points are exposed. The mooring points are wired to, and affixed with a Vanir’s external plate armor, which is used to protect the most delicate joints and extremities as well as the vitals in the chest and stomach. They will often spend much money customizing their armor as they grow older, spending it on a better plate in more pleasing shapes, along with trim, inlaid lighting and chromed trims, as well as flashy paint jobs. A Vanir also has a very human face, head of hair, and sometimes neck and ears as well. Vanir take special pride in keeping their hair and face as appealing as possible.

Appearance

They’re most easily differentiated from humans by their smaller stature and typically lighter build. Also, Aesir will, as often as possible, wear clothing which shows the maximum possible amount of bare skin. An Aesir has visible but not unattractive seams in their skin at their major joints. An Aesir will also almost always have similar skin indentations applied as art across other areas of their body much like humans will apply tattoos. These are often even more distinct than a human’s fingerprint. Aesir are not limited to human skin tones, hair colors or eye colors. As such, the visual variety of Aesir is far greater than that of their human cousins. In fact, as often as not, an Aesir will try to be as unique as possible, and cultivate as distinctive an image as possible, often wearing vintage design clothing from eras long past to accomplish this feat. Aesir are also more easily distinguished from humans, in that they’re typically about one foot shorter in height, though perfectly proportioned in their seemingly diminished stature.

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Jotun Wafans

Jotun Wafan

All these racial traits are relative except the height, weight and armor/ weapon types. Personality traits can, and do differ greatly from Wafan to Wafan. Proper Name: Jotun Wafan. Slang Names: Big bones, second born, behemoths, leviathans. Derogatory: Tractors, garbage disposal, flapjack engines, donkey engines. Height Range: 7’0” to 10’0” female, 8’6” to 12’0” male. Weight Range: 500 to 800 lbs female, 700 to 975 lbs male. Weapon Types: Large to extremely large hand held. Medium to extremely large mounted. Armor Types: All armor rated heavy and above.

Origin

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

Appearance

Jotuns are the least physically human-like of the three Wafan creeds, resembling ancient automated labor droids far more than they resemble the androids they actually are. They tend to be large and burly of build, with enormous hydraulic systems and heavy metal or ceramic plating for heavy duty work capabilities over an extra thick metal and carbon fiber woven under-suit. Any tools of the trade a Jotun acquires will often be built into their structure or stored inside internal storage compartment built into their massive superstructures, and as such a Jotun will often be less symmetrical than other creeds. Jotuns very rarely have animate faces, more commonly having an artificial-looking sculpted face. Jotuns typically eat either by using ports located on their hands or by removing the lower portion of their sculpted face plate and revealing a smaller sculpted open mouth beneath their face to intake food. With their lack of facial expression, male Jotuns tend to communicate their moods by a shift in eye color and the small pin lights across their bodies, whereas the females have large tracks of LED lights arrayed across their body for the same purpose.

Vanir Wafan

Aesir Wafan

More information about Wafans can be found here: http://www.newhorizon1.com/NewHorizonPlayersManual(shortpreview).pdf

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New Horizon Backgrounds Background
In all but the most special of cases, people are not blank slates. Their knowledge comes from experience, their skill from training. That experience is described as a number of earlier careers or “Backgrounds”. Backgrounds represent several aspects of the character: Reputation: Fame and renown, respect from your colleagues. People think and speak of a character with three or more Points in a Background as competent, or maybe dangerous, all according to the player’s wishes. This aspect of the Background is optional. You may choose to have a lot of points in a Background but still be quite unknown, but not the other way around. Connections: You can make a Background roll to get in touch with colleagues or a member of a related profession; a lawyer for a Corporate Manager, another tradesman for a Merchant, an illegal arms dealer for a Mercenary and so on. You can also roll Background to get a job (doing what that Background does) or find someone to sell your goods to. When making such a roll, the GM takes the present circumstances into account; supply, demand and the quality of the goods. Backgrounds are written on the empty lines in the central column of the character sheet. The first point spent on a Background fills its first circle, granting a value of 3. Two points get you a 5, and so on. A character may have any number of Backgrounds, but must fill at least one circle in each one - Value 0 is the same as not having the Background at all. • Value 3 in a Background indicates a student or a fresh recruit who knows only the very basics of the trade. • Value 5 in a Background has (just barely) the connections and the know-how to make a living. • Value 7 in a Background is what can be expected of a professional with a few years of experience. • Value 8 and above is appropriate for respected professionals with good connections.

Walk of Man
• Close Combat: Knives, axes, spears and bows. • Ranged Combat: Thrown weapons, Pistols, shotguns and rifles. Mesa Trapper: Lonely Mesa. Dune Trapper: Blighted Dunes. Mountain Trapper: Azuremar Mountain Range and Dusty Hollows. Steppe Hunter: Azuremar Plains and Candlewax Expanse. Wild Child: Azuremar Plains and Azuremar Mountain Range. This Background does not include the use of firearms. Instead, a Wild Child knows how to use crossbows and blowpipes. • Close Combat: Knives, axes, spears. • Ranged Combat: Thrown weapons, bows, crossbows and blowpipes.

Narehl
Ranger: Narehl Jungle. Tracking -2. • Animal Ken: Ride Zakt. • Close Combat: Any melee weapon shorter than about 1 meter. • Ranged Combat: Thrown weapons, bows, crossbows, blowpipes, pistols, shotguns and submachineguns. Marsh Ranger: Vile Stretch in Narehl and Perianth Peninsula in Neo Titania. • Close Combat: Knives, clubs and polearms. • Ranged Combat: Bows, crossbows, pistols and shotguns.

Other
Aquilonian Tundra Hunter: Snow Waste, Aquilon. • Close Combat: Knives, clubs, axes and polearms. • Ranged Combat: Thrown weapons, bows and rifles. Desert Ranger: Thousand Mile Desert, Forsaken Land, Neo Titania. • Close Combat: Knives, clubs, swords och polearms. • Ranged Combat: Thrown weapons, bows and rifles. Diver: Accustomed to wearing a breathing apparatus and fighting in the water. • Driver: PWCs, Motorboats. • Close Combat: Knives, harpoons. • Ranged Combat: Harpoons (thrown and fired). Druid of New Chania: Tulgey Woods, New Chania. Accustomed to wearing a breathing apparatus although Medeans usually don’t need it. • Close Combat: Knives, clubs and staves. • Ranged Combat: Thrown weapons, bows and blowpipes. Fisherman / Pirate: The surface of the sea. Accustomed to some really nasty weather at sea as well as fighting in the water. • Driving: All shapes and sizes of fishing boats. • Close Combat: Knives, clubs and polearms. • Ranged Combat: Harpoons (thrown and fired), rifles. Tulgey Hunter: New Chania. Accustomed to wearing a breathing apparatus. • Close Combat: Knives, axes and polearms. • Ranged Combat: Bows, crossbows, blowpipes, shotguns and rifles.

Bounty Hunter

A bounty hunter captures fugitives for a monetary reward (bounty). Bounty hunters are quite common in The Walk of Man (Trapper Town), but much less so in the other factions of the world. Bounties can only legally be offered either by the local or the Avalonian government. However, not all bounties are strictly legal. Other factions usually rely on standard law enforcement agencies to recover suspects. For the bounty hunter to be able to track people in the wilderness, this should be combined with the appropriate Hunter Background. • Rolls: Find a specific person in cities, find out more about the target. • Knowledge: Basic law, criminal gangs, infamous criminals, black markets. Accustomed to wearing light body armor. • Animal Ken: Ride Corbie and Swift Seizer. • Close Combat: Knives, clubs, melee use of ranged weapons. • Ranged Combat: Thrown weapons, pistols, shotguns and rifles.

Hunter

The Hunter, also called a Trapper or Ranger, is someone who knows how to survive in the wilderness. Hunters have usually learned to survive in a specific environment. They have the knowledge of how to live in harmony with the native animals in that location, or at least how to avoid them. A hunter usually knows the land well: how to find safe shelter for the night, how to find food to eat, and how to avoid the dangerous animals which stalk the land. • Rolls: Tracking, read terrain, find water, make camp, prepare food. • Knowledge: Local terrain, climate, natural toxins and remedies. Accustomed to hiking. • Animal Ken: Local flora and fauna. Ride Corbie and Swift Seizer.

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Role Playing Game

Mercenary

Mercenaries are trained fighters who use their talents to make money. They are not part of a national or corporate army, but tend to work for the highest bidder. Few bands of mercenaries care whether an operation is legal or not, as long as the pay outweighs the risks. Mercenaries are often hired by merchants who travel the many caravan routes to protect them and their cargo. A character with the Mercenary Background may also have been a bandit, pirate or assassin. • Rolls: Contact shady dealers, find safe-house, set ambush. • Knowledge: Black markets, criminal gangs. Accustomed to wearing up to medium grade body armor. • Driver and Animal Ken: One vehicle, or one riding animal of the player’s choice. • Weapons: Four weapon types of the player’s choice.

Spy

Spies are used for infiltration, to acquire data, to bypass security or to sow dissent in enemy ranks. They may work for one of the governments, corporations, organizations, or for themselves. Espionage typically includes pretending to be someone else. If this is to be a realistic bluff in the long run, the Spy Background is combined with at least one additional Background – what the Spy can plausibly pretend to be. • Rolls: Analyze security, deduce location of person or goods of interest, memorize information, find/plant bug, find safe-house. • Knowledge: Methods of infiltration, security systems, police procedures. Familiar with concealable versions of weapons and equipment. • Science: Bypass electronic lock, data encryption, decryption and concealment. • Repair: Pick mechanical lock, improvise picks and sabotage. • Close Combat: Knives and clubs. • Ranged Combat: Pistols.

Miner

A Miner is a person whose work or business it is to extract ore or minerals from the ground. Miners have knowledge of the stress points of rock, tunnels, stone walls, etc. Miners know how to use advanced machinery as well pick and shovel to extract metallic ores and gem stones. They are also very proficient with commercial explosives, including demolition charges. • Rolls: Appraise minerals, read terrain, suggest most efficient method of exploitation of a deposit, identify explosion type, quantity, distance and probable purpose. • Knowledge: Commercial explosives, mining companies, corporate and faction exploitation procedures, known deposits. • Driver: Loaders, excavators, trucks, mining trucks. • Repair: Repair and maintain manual and automated mining tools, set and arm commercial explosives. • Science: Geology, geography, prospecting, use of automated equipment, calculate quantity, optimal position and probable effects of explosives.

Using Backgrounds

The Background can in some situations be used for rolls, just like Attributes. It is a measure of the character’s renown and connections in that particular field. People think and speak of a character with three or more Points in a Background as competent, and perhaps dangerous (according to the player’s wishes). As a result, you can make a Background roll to get in touch with colleagues or professionals associated with your trade. You can also roll Background to get a job (doing what that Background does) or find someone to sell your goods to. The Background also covers every aspect of a profession that isn’t included in any of the 18 Attributes. A character with the Soldier Background could use it to know how to get away with breaking some rules as well as knowing who to talk to in order to get things done within the military organization. Note that Backgrounds never replace Attributes. A physician uses Medicine to treat a wound - not the Physician Background. Example: A private eye rolls the Investigator Background to find out who might have seen something, but he must still use Speaking to convince a frightened witness to confide in him. The character’s Backgrounds also determine what the Attributes encompass. For an Aquilon Hunter, Ranged Combat applies mainly to hunting rifles and shotguns - not dealing with a jammed machine gun. Attempting tasks outside of your area of expertise typically results in penalties. For example, an Auto Mechanic would suffer -2 to Repair repairing a small boat, and along the lines of -5 to Repair trying to fix a surface-toair missile. The higher the Background, the more advanced the character’s knowledge in that field. For example, a character with Warhead Soldier 3 is familiar with one type of assault rifle and one type of hand grenade. Any other type of weapon would result in a -2 penalty. With Warhead Soldier 5 the character is trained in a handful of different rifles and SMGs as well as the most common machine guns, anti-tank rounds and mines. With Warhead Soldier 7 or better, only the most exotic military armaments will result in penalties. More Backgrounds are available here: http://www.newhorizon1.com/NewHorizonPlayersManual(shortpreview).pdf

Soldier

A Soldier is trained and employed by the military branch of a faction. Some are educated professionals in the skill of war and experts with weapons or in hand-to-hand combat, while others are less disciplined and might be more suitable as simple guards. One thing which all soldiers have in common is that they are all trained fighters of a specific military force, and they know how to follow orders. Medics also have the Physician Background. • Rolls: Dig trenches, march in line, know who can to get things done (officially and in practice), dodge undesired duties (but not direct orders). • Knowledge: Military procedures, tactics, military equipment and vehicles. Accustomed to wearing all manner of body armor. • Medicine: Stop bleeding. • Animal Ken: Ride Swift Seizer. • Close Combat: Knives and close combat use of ranged weapon. • Ranged Combat: Hand grenades, assault rifles and machine guns.

Aquilonian Soldier
Marines trained for arctic conditions. • Movement: Skiing, ice-skating, running in snow or on ice. • Animal Ken: Ride Corbie. • Driver: Submarines, PWCs, Motorboats, snowcat, snowmobile.

Warhead Soldier
Trained for desert conditions. • Driver: Jeeps, ATVs (wheeled and tracked), tanks.

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

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New Horizon Attr ibutes Attributes
The value of an Attribute depends on the amount of Points spent on it. The GM decides the amount of points a character should be worth, depending on the style, genre and mood of the campaign or adventure. Looking at the Character sheet, you will notice that the first circle in the top 10 Attributes is noticeably thicker than the others. These circles represent very basic abilities that most people take for granted. For example, a character with 0 Strength, Movement or Agility is unable to move, and character with 0 Speaking is unable to communicate. Players are strongly recommended to spend ten of their Points filling out these ten circles. Don’t leave one of these blank without a convincing reason, and check with the GM first. A typical Olympian has 5 (2 points spent) in these, and in Attributes pertaining to her Background. Agility: Agility is used for more complex maneuvers, like jumping, climbing, softening a fall, crawling through small openings or getting out of handcuffs or ropes. Perception: This Attribute measures the sensitivity and alertness of a character’s senses. Perception is used to spot traps, see through disguises and recognize people at long distances. Stealth: To not be seen, heard or otherwise noticed. Also includes concealing, planting or palming items. Acting: Acting is, put simply, pretending. It is used for impersonation, intimidation, cons or just maintaining a calm and relaxed manner when the lawmen pull over your truck full of contraband. Speaking: This Attribute is used to convince people of something through reasoning. Whether eloquent or blunt, spoken or written; any kind of persuasion, bartering, negotiation or even interrogation falls under Speaking. Note the difference between using words and arguments to interrogate and using brute force or an intimidating demeanor - intimidation has little to do with the words you use and everything to do with how you back them up, and is therefore usually more Acting than Speaking. Humanities: Humanities encompass all manner of cultural knowledge: language, psychology, sociology and cultural anthropology. It also includes knowledge of history and geography. A character with a single Point spent in Humanities can speak one foreign language - not very well, but enough to get by. The second Point in Humanities adds another two languages, the third Point another three and so on: 3 Points would be 1+2+3=6 languages. Two poorly spoken languages can be traded in for being reasonably fluent in one. Three poorly spoken languages can be traded in for native or near native fluency. Science: Natural, formal and applied science. This Attribute is theoretical in nature and is primarily used for programming, calculations or designing functional schematics. Medicine: The Medicine Attribute includes all kinds of medical or medicine-related knowledge, including first aid, surgery, or (medicinal or recreational) pharmacology. Repair: The maintenance, repair, construction or deconstruction of any kind of technological artifact. Animal Ken: This Attribute determines your ability to interact with animals: Soothe them, scare them or even tame them (if they are at all tamable). It is also used for riding, if you have any Background that states that you are able to ride that particular animal. When combined with a Soldier or Law Enforcement Background, Animal Ken also includes knowledge of how and for what purposes the police and military use and train animals. Driving: Like all Attributes, Driver is governed by Backgrounds. Alone, it refers to the ability to drive a car. For any other type of vehicle, you will receive penalties if no Background states that you are familiar with it. In combination with the Soldier Background, Driver also controls military vehicles and their turrets or guided weapons. More Points in the governing Background allows access to more advanced or exotic vehicles: • Pilot, 1p: propeller plane, 2p: jet plane, 3p: helicopter. • Helmsman, 1p: corvette, 2p: tanker, 3p: submarine. Close Combat: Fighting hand to hand, with or without any kind of melee weapon. Examples include swords, rifle butts, whips and broken bottles. Close Combat governs both offensive and defensive abilities. Ranged Combat: The use of any kind of ranged weapon such as bows, rocks, pistols or flamethrowers. Anything that hits a target from a distance uses Ranged Combat, whether the projectile is fired or thrown by hand.

Attributes
Strength Toughness Movement Perception Acting Humanities Medicine Animal Ken Close Combat Constitution Willpower Agility Stealth Speaking Science Repair Driving Ranged Combat

On the character sheet, each Attribute has a number of circles next to it. Above each column of circles is a number, representing the value gained by filling each circle. The circles are always filled in from left to right. One point fills up one field, and all the fields must be filled before the circle itself counts as filled. Seven points spent on Perception means the character has Perception 9. The first four circles cost one point each to fill, and values 9 and higher have been split into two or more fields.

Perception 9.

The human norm is 5, or 2 points spent. A value of 7 is appropriate for a trained professional, and the very best might achieve 9.

Attribute descriptions
Here are descriptions of the 18 Attributes that are used in New Horizon. The idea is that these descriptions should give players a better understanding of what spending points in each Attribute actually means. Strength: Raw muscle power. Strength affects the amount of damage the character can dish out in close combat, and also affects how much the body can take in terms of injury, since a lot of muscles means powerful bones. Constitution: Constitution is about endurance, and it forms the basis of a character’s immune system. It determines the quality of the character’s veins and lungs, and how well the body handles injury and infection. Constitution also determines rate of healing. Toughness: The higher value in the Toughness attribute the more abuse will the character’s body be able to withstand. Toxins, heat and cold must get through the character’s Toughness before they begin to do actual damage. This attribute also controls long-term endurance and the ability to function without food or water. Willpower: Basically, stubbornness. While Constitution sets the limits of your body’s endurance, Willpower determines the character’s ability to push it to those limits. High Willpower is not about refusing to change one’s mind, but rather the will to survive - the thing that holds the consciousness together when the body begins to falter. Movement: Speed, traveling by foot. No matter what Attribute is used, the character will never move faster than this - whether swimming, climbing, sneaking or running. The exception is flying, for those characters who have the appropriate Traits.

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Attribute limitations
An Attribute value 10, or 8 points, is usually considered human maximum. The character’s Size might dictate higher or lower maximums in Strength, Toughtness, Agility and Stealth. The GM may also change this limit depending on the campaign: a group of powerful heroes could be allowed to increase their Attributes a few notches higher than what would otherwise be permitted. For example, +1 when they have a total of 50 points, and +2 when they reach 75. Example: A Large Jotun can normally increase Strength to 11. In an epic campaign with characters built for 60 points, the GM increases all limits by +1: the Large Jotun may purchase Strength 12. On the character sheet, the first circle (the one that corresponds to Value 3) is thicker for first ten Attributes. These Attributes represent very basic abilities that most characters should have at least one point in - there is a huge difference between 0 and 3. One of these thicker circles left blank indicates some sort of handicap: 0 Strength 0 Constitution 0 Toughness 0 Willpower 0 Movement 0 Agility 0 Perception 0 Stealth 0 Acting 0 Speaking Unable to carry anything heavier than light clothes. Anything more strenuous than standing is exhausting. Extremely frail - beware of firm handshakes. Highly suggestible, and any pain prevents constructive action. Incapable of any self-propelled locomotion. Turning around requires ample room and plenty of time. Completely oblivious to the surroundings. Notoriously loud and unable to grasp the concept of visibility. Devoid of charisma, very easy to read (whether talking or not). Rudimentary vocabulary, barely literate, no rhetorical skills.

Damage thresholds
On the character sheet, under “Damage thresholds”, there is a table with three columns. The first (leftmost) one is titled “Stun” and the third (rightmost) one is titled “Injury”. The second column (in the middle) has no title. In these columns, values related to the character’s ability to withstand damage are recorded. Stun: The Damage thresholds table lists the five levels of Stun used by the system, in ascending order of severity. The first column holds a set of five values, which are the character’s Stun thresholds. They are calculated by adding the character’s Strength, Constitution, and twice the sum of Toughness plus Willpower (Strength + Constitution + (Toughness + Willpower) x 2) and comparing the result to the Stun thresholds table, see page 36, 53.

Jessica’s Stun levels.

Injury: The third column in the Injury table holds a set of five values, which are the character’s Injury thresholds. They are calculating by adding the character’s Strength, Constitution and twice its Toughness and comparing the result to the Injury thresholds table, see page 36, 53. The second and central column has a list of three values - these are the negative modifiers corresponding to each damage Jessica’s Injury values. level. They are determined by comparing the character’s Willpower to the wound penalties table, see page 52.

Encumbrance

The character’s Encumbrance table describes the amount of kilos the Character is able to carry before a given penalty sets in. Compare the character’s Strength with the Encumbrance table (which can be downloaded from our web-page) to get the specific thresholds.

The remaining eight Attributes are associated with more specialized skills; most people are completely unfamiliar with several of them. These Attributes are also much more closely linked to the character’s Backgrounds: The number of points you may spend on them is determined by the Background in which the character acquired those skills. As a rule of thumb, none of these Attributes should have a value more than 2 higher than its corresponding Background. Example: A mercenary who is an expert marksman (Ranged Combat 9) would inevitably have gained some renown because of this feat: The Mercenary Background value should not be lower than 7.

The encumbrance penalty affects rolls made with the following Attributes: Strength, Constitution, Movement, Agility and Stealth. It also applies to all Initiative checks (see Combat section in the GM’s Manual) and all aspects of Close Combat; Defense, Grapple, Guard and Strike.

Weapon Modifiers

These numbers describe how much better (or worse) the character is at fighting, compared to an average professional soldier. There are three weapon modifiers: Fence = Close combat - 7 Fence rates the character’s ability to defend or attack in close combat. If the fighting turns into grappling, this modifier becomes less important. Fence is the character’s Close combat Attribute minus seven. Power = (Strength + Close Combat) / 2 - 7 Power affects the character’s skill when performing or defending against grappling attacks. It also determines the force with which the character can attack. Power equals the mean value of Strength and Close combat (rounded up), minus seven. Precision = Ranged combat - 7 Precision governs all aspects of shooting or throwing. It is the character’s Ranged combat Attribute minus seven.

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New Horizon Tr aits Traits
Traits are special qualities of the character, which for some reason cannot be expressed through Attributes. They are usually either positive or negative. Each Trait comes with a “cost” in Points. Negative Cost means you get points back, to spend on other things. Some of the positive Traits have negative effects as well and vice versa - the cost reflects this, and a negative cost simply means the negative aspects outweigh the positive. Fill a circle for every point a positive Trait cost, or draw a minus in a circle for every point you got back from a negative trait. The character’s Traits are written on the same lines as Backgrounds. The column “Value” is left blank for Traits.

Eidetic Memory (1 point)
You can rapidly memorize and instantly recall numbers, dates, short texts, faces, maps and such.

Sense of Orientation (1 point)
You are far less likely to lose your way, perhaps due to an intuitive sense of the cardinal directions or remarkable spatial recognition.

Sense of Time (1 point)
Not only do you know roughly what time it is, you are also able to calculate how long something should take. Examples include the time it takes for opponents to reload, how fast it is plausible to travel in a certain kind of terrain with a given type of vehicle and, of course, at what time one is likely to arrive at a given location. Negative general traits:

Addiction (-1 to - points) 2
If the GM awards more points after a session, the player may use those to purchase new traits or buy off negative ones. New negative traits may also be acquired during play. The character may have been left hard of hearing after a nearby explosion, or had an arm chewed off by something lurking in a swamp. Regardless of whether a negative trait is bought voluntarily or is the result of in-game events, points are always awarded. The same goes for positive traits; if the GM permits, they may be acquired during play and will the cost the player points. In short, points are always awarded for new negative traits, and new positive traits always cost points. -1p: Constant use of a legal substance, to a point at which it becomes a nuisance to yourself and the other players. Examples include constant smoking or getting drunk every night (and hung-over in the morning). -2p: Frequent use of an illegal substance, which must be acquired, smuggled through customs and hidden from the law at all times. If you do not get your kicks at least once a week, the hunger for it will increase with every day, until it makes you disregard everything else.

Clumsy (-3 points)
In everything you do, there seems to be a small but crucial detail that you forget, or just mess up. Perhaps it’s just bad luck. Either way, a roll with a Black 19 counts as a Black 20; you fail, regardless of all skill.

Coward (- points) 2
Choosing a dangerous option when there seems to be a less risky solution requires a Willpower Roll. Less risky options include surrendering, hiding, running away from the battle or just not jumping over that gaping chasm (at least not right now). If you Willpower is higher than 7, you may not take this Trait. It must be bought off before Willpower can be increased above 7.

General Traits
Positive general traits:

With few exceptions, these are available to all six races in New Horizon, human and Wafan alike.

Ambidexterity (1 point)
This Trait negates penalties for using a non-dominant hand.

Combat Paralysis (-3 points)
Whether a result of a sheltered childhood, strictly non-violent moral standards or lacking courage, in each combat a Willpower-test must be passed before you are able to act. Each attempt takes one full Turn.

Beauty (1 point)
You look great. People are generally more inclined to like you at first glance, but on the other hand you’re more likely to be recognized. Jotuns normally don’t have a human face and they are usually not allowed to take this Trait..

Compulsive Behavior (-1 to - points) 2
Impulses, rituals or tics. For example: kleptomania, obsessive cleanliness or coprolalia. -1p: A disturbing habit, like spitting every 2 minutes or always repeating the last few words of every sentence. It won’t take long before people begin to wonder what’s wrong with you. -2p: These are behaviors that significantly impair your interaction with the world or are very likely to get you into trouble, like compulsive theft or lying.

Contact (1 to 3 points)
You know someone who might be able to help you out at times, if it’s not too risky. Each such person is purchased as a separate Trait. The cost is determined by the skill and influence of your contact, and by the loyalty to you. Remember, however, that friendship is a two-way street. 1p: Someone who’s reasonably well-connected or skilled; a shady dealer who can get rid of stolen goods for you, or a lawman you could call to help you out of some uncomfortable situations. 2p: Someone quite important in their context, like the chief physician at a hospital, the leader of a powerful street-gang, or a respectable diplomat. +1p: This is not just someone you know, it’s an old friend - or at least a close one. Someone you’d take great risks for, and who’d do the same for you.

Dark Secret (-1 to -3 points)
Everyone has them: Those dirty little secret that you’d rather not have anyone know about. Perhaps your family tree is just a little bit too tangled… Or maybe you’ve been a member of a secret cult that sacrificed live animals (or worse) to some dark god. A single point is highly embarrassing; -3p is something that you must keep a secret at all costs: threaten witnesses, steal evidence or murder if you have to.

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Delusions (-1 to -3 points)
Delusions range from fanaticism to paranoia or hypochondria - some can be quite imaginative. Remember, though, that what constitutes a “delusion” is relative to the culture one inhabits. The number of Points awarded, as usual, is in direct proportion to how inconveniencing the delusion is to the character. Examples: The firm belief that all water is toxic or that good always triumphs no matter the odds.

Reduced Sense (-1 to -10 points)
One or more of your senses doesn’t work the way they’re supposed to. This mainly means Sight, Hearing or Smell/Taste. -1p: No sense of Smell. This also means that you have no sense of taste. -1p: Reduced Sight / Reduced Hearing; -5 to Perception rolls involving that sense. Negated by glasses or hearing-aid. -2p if you can’t fix your problem by using glasses or a hearing-aid. -3p: Deaf. No Perception rolls can be made based on sound alone. You can read lips. -4p if you can’t. -5p: Blind. No Perception rolls can be made based on sight alone. Mutually exclusive with a high Ranged Combat Attribute.

Duties (-1 point)
A day-job, a family to look after, a garden that must be tended to - whatever the reason is, you cannot simply run off to distant adventures. There are arrangements that must be made first, and even then there may be uncomfortable side-effects to leaving.

Enemy (-1 to -3 points)
Someone has it in for you. The number of Points you get from this one depends on how powerful the enemies are, and how far out of their way they would go to make trouble for you. A -1 enemy might try to mess with you if you happen to be in the same place, while a -3 enemy will put considerable effort into destroying you in any way possible.

Ugly (-1 point)
Whether you were born that way or were injured, people tend to dislike you because of how you look, at least initially. This means you get slight penalties in many social interactions (and severe penalties in any seduction-attempts).

Forgetful (-1 point)
Whether you are notoriously absent-minded or just easily distracted, things tend to slip your mind. You will occasionally realize too late that you did not reload after the last firefight, or that you didn’t bring that climbing equipment after all.

Unintelligible (-1 point)
You cannot speak in a way or in a language that people in general understand, but your voice can still express emotion or a sense of urgency.

Gullible (-1 point)
There are no disadvantages to this Trait. None whatsoever, it’s a free Point. Trust me.

Missing Limb (- to -14 points) 2
-2p: Missing one arm. -8p: Both arms missing (not recommended). -3p: Per leg missing. Each missing (or disabled) limb is a -2 to all Grappling rolls. This Trait must be bought off before a replacement limb begins to function properly.

Vanir Wafan

Mute (- points) 2
You cannot speak or produce any audible sounds using your mouth, not even whispering. Persuasion rolls are limited to writing or hand gestures, which in many interactions results in penalties.

No Sense of Direction (-1 point)
Whether you are using road signs or a very good map, it is still difficult for you to find your way. Without either one, you’re lost in two minutes outside your own hometown.

No Sense of Time (-1 point)
What difference does an hour or two make, anyway? Please do not work with explosives, and I would recommend a job where time is relevant in any way.

Phobia (-1 point)
You have an irrational fear of something. Examples include fear of confined spaces (claustrophobia), heights (acrophobia), thunderstorms (astraphobia) and water (aquaphobia). You will go to great lengths to avoid what you are afraid of. If it cannot be avoided, you will suffer a -2 to -5 modifier to all rolls, depending on the degree of exposure. More Traits are available here: http://www.newhorizon1.com/NewHorizonPlayersManual(shortpreview).pdf

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New Horizon Equipment Equipment
The tables (which can be downloaded from our web-page) contain different kinds of weapons and armor. They are listed together with a number of acronyms and terms describing each item. Those acronyms and terms are also used in the chapters about Combat and Injuries (in the GM’s Manual). Please note that we do not in any way want to give the impression that weapons and armor are the only kinds of equipment that are important. They are simply the two kinds of equipment that need mechanics.

Weapons

Guard

Horizon Blade, with Strike 12.

• Record: the character’s Fence + the weapon’s Guard. Close combat weapons only. How well one can defend oneself with the weapon at its full range. Example: The Horizon Blade has a Guard modifier of 5. Robert adds Evelyn’s Fence, arriving at the number 5 (5+0). He records the number 5 in the Guard column.

Weapons may, beside their primary function, also be used as brass knuckles; you use the handle, shaft, stock, grip or the barrel to inflict blunt force trauma. If a weapon can be used in several ways, it might be a good idea to write them down as several “weapons” - one might, for instance, write Knife(Cut) and Knife(Thrust) as separate, even though the attacks are performed using the same physical weapon. In the weapon tables, each weapon and method of attack is listed with a number of values. These values describe an average professional soldier, here assumed to have a value of 7 in all relevant Attributes. Another way to put it is that the weapons table lists how dangerous someone who has Fence 0, Power 0 and Precision 0 is with this particular weapon and method of attack. If a character picks up a weapon, the player simply reads the numbers in the table, and adds the character’s Weapon modifier. On the character sheet, write down the sum of the number in the weapons table, and the relevant Weapon modifier. When adding a negative modifier, the result is a lower value than the original: 10 plus -3 is 7. Since only close combat weapons have Strike, Guard, Grapple and Defense, and only ranged combat weapons have Snap shot, Directed, Aimed and Auto, those two sets (four values each) share columns on the character sheet.

Grapple

Horizon Blade, with Guard 5.

• Record: the character’s Power + the weapon’s Grapple. Close combat weapons only. Describes how useful the weapon is when it comes to attacking while grappling. Short, convenient, cutting weapons like knives work well here. Sharp weapons generally have a higher Grapple than blunt ones. Some weapons are not usable at all at Grapple range. This is indicated by a “-” (or a blank spot) in the tables, which is also what is written on the character sheet. Example: The Horizon Blade has no Grappling; it’s ”-”. He records this by writing a minus in the “Grappling” column.

The weapons record sheet.

Horizon Blade, with Grapple -.

The small square to the left of the weapon’s name is used to distinguish close combat weapons from ranged weapons. If the weapon is close combat, fill the square. This corresponds to the small squares above certain columns - if the close combat square is filled, look at the Strike/ Guard/Grapple/Defense column headers. If it isn’t, look at the Snap shot/ Directed/Aimed/Auto column headers. The specifics of each type of value, and what should be recorded, are described below.

Defense
• Record: the character’s Power + the weapon’s Defense. Close combat weapons only. Describes how useful the weapon is as a means to defend oneself when Grappling. See Combat section in the GM’s Manual. Note that bare hands are usually better for defending oneself in grappling than any weapon or implement. Example: Evelyn has Strength 9 and Close Combat 7, which amounts to Power +1. When recording the Defense of the Horizon Blade, her player (Robert) adds +1. The resulting value, 5 (4+1), is what he records in the “Defense” column of the weapon.

Strike
• Record: the character’s Fence + the weapon’s Strike. Close combat weapons only. How well the weapon works offensively at its full range. See Combat section in the GM’s Manual for more information about Range. Note that some attacks, such as Wrestling or biting, cannot be used at Striking Distance. This is indicated by the symbol ”-” under Striking in the weapons table. Example: the Horizon Blade has a Strike of 12. Robert adds Evelyn’s Fence: 0, and arrives at the number 12 (12+0). He records this number in the Strike column.

Horizon Blade, with Defense 5.

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Snap Shot
• Record: the character’s Precision + the weapon’s Snap Shot. Ranged weapons only. Used when changing direction of fire, or when the weapon has just been drawn and no time has been spent on aiming it properly. Lighter weapons are generally better in this regard. Example: Evelyn also gets a shotgun called Skinbreaker. While shotguns can be used to administer blows in close combat, they are primarily meant for ranged combat - which means they use the Snap Shot, Directed, Aimed and Auto column headers. Robert adds Evelyn’s Precision, which is -2, to the shotgun’s Snap Shot, which is 4. The result is a lousy 2, which he records in the Snap shot column.
Skinbreaker, with Auto 4.

Attacks

• Record: the weapon’s maximum number of attacks per turn, see Multiple Attacks in the Combat chapter found in the GM’s Manual. Ranged weapons only. This value represents the maximum number of attacks that might be made with the weapon. This is not just weapons capable of full auto - the value covers all sorts of rapid firing, including just pulling the trigger several times. Example: The Skinbreaker shotgun is a sturdy old break-action side-by-side, granting it an Attacks value of 2, so that’s what Robert puts down.

Directed

Skinbreaker, with Snap Shot 2.

• Record: the character’s Precision + the weapon’s Directed. Ranged weapons only. This value is used when the weapon is already pointed in the direction of the target. Example: Robert adds Evelyn’s Precision of -2 to the Skinbreaker shotgun’s Directed: 8. He records the resulting value of 6 in the Directed column.
Skinbreaker, with Attacks 2.

Range
• Record: The weapon’s Range.

Exceptionally long close combat weapons have Range X, indicating that they can be used at Extended Distance. This is explained in more detail under Close Combat, in the Combat section found in the GM’s Manual. For ranged weapons, this indicates the longest distance at which the weapon can be fired with reasonable accuracy.

Aimed

Skinbreaker, with Directed 6.

• Record: the character’s Precision + the weapon’s Aimed. Ranged weapons only. This value is used when you’ve taken your time to aim properly at a target before pulling the trigger. Heavier weapons with good stability often have higher values here. Example: A Skinbreaker’s Aimed is 9, which added to Evelyn’s Precision is a respectable 7, which is recorded in the Aimed column.

Example: The Skinbreaker shotgun’s range is 3, or about 50m. The weapon is not intended for use at a longer distance than this.

Pierce

Skinbreaker, with Range 3.

• Record for close combat weapons: the character’s Power + the weapon’s Pierce. • Record for ranged combat weapons: the weapon’s Pierce. This is a measurement of the weapon’s ability to penetrate armor. For close combat values, add the character’s Power to the weapon’s Pierce value. For ranged weapons it’s a separate value, not added to or modified in any way. Pierce is explained in more detail under Armor (see page 53). Example: Robert records the Pierce values of Evelyn’s Horizon Blade, which is her Power (+1) plus the Horizon Blade’s Pierce (7). The result is 8. He also records her Skinbreaker shotgun’s Pierce value straight from the weapons table (2). This means the Horizon Blade is better than the Skinbreaker for breaking through armor - on the other hand, the Skinbreaker has the added advantage of being usable at a distance.

Auto

Skinbreaker, with Aimed 7.

• Record: the character’s Precision + the weapon’s Auto. Ranged weapons only. Weapons capable of firing multiple shots per second have an Auto modifier, which is applied to each successive shot after the first. See the rules for Multiple Attacks in the Combat chapter found in the GM’s Manual. Example: Robert records a 4, which is the sum of Evelyn’s Precision (-2) and the shotgun’s Auto 6. If she fires both barrels in rapid succession, the second shot isn’t very likely to hit anything.

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

Coverage Stun
Pierce values; Horizon Blade 8, Skinbreaker 2.

• Record for close combat weapons: Power + the weapon’s Stun. • Record for ranged combat weapons: the weapon’s Stun value. The Stun value measures the ability to cause pain to and temporarily stun the target. Blunt weapons generally have more Stun than blades and firearms. Example: the Horizon Blade has a Stun of 26, which is added to Evelyn’s Power (+1) and becomes 27. Robert records this in the Stun column of the Horizon Blade’s row. The Skinbreaker has a Stun value of 25, which is he records in the Stun column of the Skinbreaker’s row.

Coverage is rated 0-20, depending on how much of the body it covers. Attacks that hit the armor and are strong enough to pierce it will damage the armor, reducing the Coverage. 20 is completely sealed - the only way to bypass this armor is by Wrestling, or by wearing it down to Coverage 19. In the Coverage column there are 20 boxes for each row of armor. Leave one box blank for every point of Coverage of the armor worn. Example: A Ravager Jacket has Coverage 10. The player fills the rightmost 10 boxes. The 10 boxes that are left blank indicate that the armor has Coverage 10.

Armor Coverage 10. Stun values; Horizon Blade 27, Skinbreaker 25.

Injury

• Record for close combat weapons: the character’s Power + the weapon’s Injury. • Record for ranged combat weapons: the weapon’s Injury value. The Injury value represents the weapon’s ability to cause life-threatening, lasting injuries. Blades and firearms generally have higher Injury values than blunt weapons. Example: adding Evelyn’s Power (+1) to the Horizon Blade’s Injury value of 35 gives Robert a nice 36 to write down in the Injury column of the weapon. The Skinbreaker shotgun has an Injury value of 34, which he records in the same column, but on the Skinbreaker’s row. Now, Evelyn is armed and ready to be unleashed into the world…

While some armor covers the entire body, most of them will only cover some vital area. For instance, a vest only covers the torso, and will leave the wearer vulnerable to attacks to the arms or legs. There is a small figurine next to each line of armor. Areas that are protected by that kind of armor are filled out.

Hardened armor
Armor is damaged when an incoming attack gets through the armor. Hardened Armor (marked with an “x” in the Hard-column in the armor table) is very rigid and provides better protection. It is, however, also more likely to crack, reducing its Coverage. Hardened armor is marked by writing an “x” by that armor’s name on the character sheet.

Reinforced areas
Some types of armor have a few strengthened sections that can withstand more damage than the rest. When such armor is equipped, write down the armor type on one row and “Reinforced Area” on another. Fill out their Coverage boxes as if they were two separate armors.

Protection
• Record: the armor’s Deflect, Stop and Slow values. Each armor has three degrees of protection: Deflect, Stop and Slow. When the armor is hit, the Pierce value of the attack is compared to each of these. • An attack with a Pierce lower than or equal to the armor’s Deflectvalue are completely deflected, and do no damage. • An attack with a Pierce lower than or equal to the armor’s Stopvalue are stopped by the armor. The impact might still hurt, but the attack does not draw blood or crush anything vital. • An attack with a Pierce lower than or equal to the armor’s Slowvalue gets through the armor at a cost of some of its kinetic energy. The damage is reduced. • An attack with a Pierce higher than the armor’s Slow-value goes straight through the armor, dealing damage as if it wasn’t there. Armored combat is described in the Combat section found in the GM’s Manual. The exact mechanics of the armor’s damage reduction is described in the Injuries section in the GM’s Manual.
Injury values; Horizon Blade 36, Skinbreaker 34.

Wrong hand

Any attempt to make an attack using a weapon held in the characters off hand incurs a -1 modifier to all four To Hit numbers: Strike, Guard, Grapple and Defense. If a weapon is designed to be used with both hands but is held in one, this results in a modifier of -3, cumulative with the penalty for “wrong hand”, if applicable.

Melee combinations
Having a close combat weapon in each hand applies bonuses and penalties apply to Strike, Guard, Grappling and Defense. Note that unless the character has the Ambidexterity-Trait, one of the weapons in the combination will also suffer the -1 Penalty for “wrong hand” to all four. The weapon tables list the specific bonuses for various types of offhand weapons. In general, combinations improve Strike or Guard at the expense of Grapple and Defense.

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

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

Combining armor
Medeans usually have natural armor. That also allows them to wear normal armor on top. If a character wears several kinds armor they are written separately. If an incoming attack strikes several layers of armor, use the best Deflect, the best Stop and the best Slow of those armors. Example: A medean has the Trait “Scales I”, and wears Duraplast Armor.

Medean with natural armor and wearing a normal armor.

Vanir Wafan

The white die of the incoming attack comes up 14. As this is lower than or equal to the Coverage of both armors, they are both struck. The attack has Pierce 7, which is not Deflected by either armor. It is, however, Stopped, by Scales I. Since Duraplast is hardened, it becomes damaged from attacks that achieve Stop. If the Pierce of the attack had been 9, it would not have been stopped by either layer. It would have been Slowed by Scales I, but both armors would have been damaged. If your armor is hit, then all of them which have a Coverage lower than the white die will be hit at the same time. Always the highest Deflection value, the highest Stop value and the highest Slow value is used. And if damage occurs, then all layers are equally damaged. It also means that wearing several layers of armor is pointless, and just one armor is good enough.

Medean

Close Combat vs. Ranged Combat

Close-combat weapons in New Horizon have superior damage and armor penetration compared to firearms. This balances their limited range, and it is why close-combat weapons are just as popular as ranged weapons. Some animals on the planet are almost immune to bullets, and can withstand almost an unlimited amount of piercing damage, and therefore bludgeoning and slashing damage is the only way to go. Because of this, close-combat weapons are very popular on the battlefield. Armor, whether it’s a tough hide or a worn suit, have a quite high protection (but not completely) against firearms. However, the penetration and damage of close-combat weapons is still high enough to pierce through armor and they often cause more Injury and Stun than firearms. The distinction between bludgeoning/crushing, slashing and piercing is seamless in Vo|t: Attacks with powerful penetration have a high Pierce value in Vo|t, while Slashing attacks have a high Injury value and Bludgeoning/Crushing have a high Stun value. Firearms typically have high Pierce, but low Stun and Injury. Bullets may bite through the armor but they will not tear up enough tissue on their way through the beast to really harm it. In short, you need to fire a lot of rounds into a target in order to achieve the same result as a single close-combat attack would manage. For this reason, close-combat weapons are usually a better choice than ranged weapons, especially if a player is planning on hunting some of the wildlife on New Horizon. Tables with Stun, Injury and Willpower Penalty, with Armor, Weapons and Equipment, are available for download from here: http://www.newhorizon1.com/NewHorizonTables.zip

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New Horizon Ch ar acter Creation Guide Character Creation Guide
This chapter will be all about creating a new character for the New Horizon RPG. The goal is to show you how easy it is to create a new character, while at the same time point out the very few places where mistakes can be made and where extra attention may be necessary. So what character should we create? A male or a female? A human or a Wafan? Which ever choice we make, the procedure is identical for each race. Only Traits will differ. So before we select a race, let us first decide upon a character name. How about… Alto. Writing a background story for your character is optional but recommended, so we’ll do that as well:
“Few individuals have as heroic a soul as the young man named Alto Merrimac. At a young age of 17, the Aquilonian man suffered serious physical trauma to most of his body, and cybernetic prosthesis would shorten his life span to little more than the age of thirty and cost most of his family’s life savings. The alternative was to live as a quadruple amputee. However, the ASTI corporation’s bio-tech branch offered him a third option, testing their experimental first generation organic replacement limbs. Having little choice, he accepted the procedure. After six grueling, horrible months, he became a new man. And though his new body wasn’t precisely human, he was debt free and able to walk and run like a normal man his age, despite his unusual limbs hampering his ability to pick up girls. Taken by wanderlust, he left home liquidating his savings for the best Promethean plate he could afford, he interfaced them with his body, and left home to see the world, meet interesting new people and occasionally have a bar brawl with them over Xanadian/Aquilonian politics, trying new and interesting beers and searching for the world’s most attractive Medean females to woo. Somewhere along the line, he developed a taste for odd jobs, which has given him a reputation as something of an explorer.”

Attributes

Attributes are the next thing you should take into account. Each player is given a certain amount of Points. How many Points you get is totally up to the Game Master (GM). However, a rule of thumb is that: 20 Points should be given to an unskilled young adventurer, 30 Points to a farmers, librarians, electricians, nurses and cab drivers - ordinary people, typically with very little combat training, 40 Points to a competent investigator or a prestigious military soldier, and 50-60 Points to a hero and skilled adventurer. So let us give Alto 45 Points, and make him a skilled enough warrior but not yet an elite soldier of renown prowess. Distribute your 45 Points freely amongst your Attributes. You can use all your Points for your Attributes or you can save some for your Traits and an occasional Background. When you play the role playing game, how well you perform any action will be decided by the dice values compared to your Attribute values. If you want to lift a stone, you roll your dice and compare it to your Strength Attribute. Your Attributes will cover most actions you want to perform, but not all. Remaining action will be covered by the Background you chose. You will notice that some circles are bold. This means you have to put a point in that circle. Strength is one of the Attributes which has a bold circle. So you have to put a point in it. If you don’t, you won’t be able to do anything which requires Strength, and that would be impossible, unless your character was armless. You will also notice that some circles are divided into two or more parts. That only means that they cost more Points to fill. A circle divided into two part cost two Points to fill, and so on. A circle which is not completely filled will not count during the game, so always fill out the whole circle.

So what should we make of this Alto character? How about a male hero, tall and proud? A warrior, wearing a fighter’s armor and wielding a… large massive Maul. So what would be the difference between the different race options you can chose from? Should Alto be a Olympian Human, a Promethean Cyborg, a Medean, an Aesir Wafan, a Vanir Wafan or a Jotun Wafan? The main difference between these races is the size of your character and the Race specific Traits you can select for them. For example, Medean Traits are only available for Medeans, and so on. Human: Aesir: Vanir: Jotun: Strength: Toughness: Agility: Stealth: Small Small Normal Normal Normal Normal Normal 10 10 10 10 Large Large Large Large 11 11 9 9 Huge Huge 13 13 8 7

I was planning to make Alto strong. Not very strong but strong enough. He would have to be able to wield his Maul after all. He should be fast on his feet, so that he could do pretty well in a close combat fight. He would fight well with his Maul at close combat, but I think a normal gun would be good to have as well, for ranged combat. I’d also give him some points in “speaking” and “acting”. The former would allow him to be able to talk well enough to talk himself out of certain situations, while the former would allow him to scare people, making him look more dangerous with his Maul than he actually is. Humanities would not be his strong point, but he should have decent knowledge about Science and how to Repair Wafans. He would also have high points in Animal Ken, which will allow him to bond with animals and learn how to communicate with them. He should also have decent values in Driving, allowing him to drive a car or other type of vehicles. That’s more or less how I think Alto would be. A pretty decent Vanir Wafan fighter. He’d know how to talk to people and how to make a living. He’d also know how to survive in the dangerous work that is New Horizon. PS! The GM should also decide how much Geodites each player should get to spend on Traits, Armor, Weapons and Equipment.

Small 9 9 11 11

If you select a Jotun, it is recommended to not exceed 9 feet in height. Usually, only NPC characters have Jotuns that are larger than 9 feet, up to 12 feet actually.

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After investing most of my Points into Attributes, I ended up with the value 8 for Strength (4 Points), the value 5 for Constitution (2 Points), the value 7 for Toughness (3 Points), the value 5 for Willpower (2 Points), the value 7 for Movement (3 Points), the value 7 for Agility (3 Points), the value 7 for Perception (3 Points), the value 7 for Stealth (3 Points), the value 3 for Acting (1 Points), the value 5 for Speaking (2 Points), the value 0 for Humanities (0 Points), the value 5 for Science (2 Points), the value 0 for Medicine (0 Points), the value 5 for Repair (2 Points), the value 7 for Animal Ken (3 Points), the value 5 for Driving (2 Points), the value 7 for Close Combat (3 Points), and the value 5 for Ranged Combat (2 Points).

Backgrounds and Traits

Now we are moving onto Backgrounds and Traits. I decided to make Alto a scientist and part-time mercenary, both Backgrounds. He will still have duties as a scientist, which is a Trait. He has contacts, both as a scientist and mercenary. Remember also that all Wafan races cost 3 additional points. Backgrounds are written in the same way as Attributes. The value shown above the right most circle should be written down. For Traits however, it’s different. For Traits you do not write down their value at all. Positive Traits just have their circle marked. Negative Traits have a horizontal line drawn in the circle. When you made a dice roll, you compare the values of your two dice against your Attribute values, and in some cases your Backgrounds. You never compare your dice to your Traits. This is why you never write down the values of your Traits, like you do with Attributes and Backgrounds. And try to make sure that you place your Backgrounds first on the Character Sheet, and your Traits last. Remember, that some Traits cost Geodites, and not only Points. Fortunately for Alto, I selected only Traits which are free and do not cost any Geodites. However, you should always look in the “Trait Costs.xls” file which can be downloaded from the web-page and check if your Medean, Promethean Cyborg or Wafan Traits cost any Geodites.

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

Encumbrance

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

Summarizing the Points spent, we get: 4 + 2 + 3 + 2 + 3 + 3 + 3 + 3 + 1 + 2 + 0 + 2 + 0 + 2 + 2 + 1 + 3 + 4 = 40 Points invested. That means I have 5 Points left to invest into Backgrounds and Traits, and don’t forget that I also have to invest 3 Points for making Alto a Wafan. The value written for the Attribute is the maximum value the Attribute has, and not the number of invested Points.

The three values shown for Strength 8 is what I will put for Alto’s three Encumbrance values. 0: 20, means 0 penalty if you carry something that weights 0-20 kg. When you reach 100.1 kg, you get no penalty because you simply cannot move.

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New Horizon Ch ar acter Creation Guide
Damage Thresholds
Stun Thresholds
To calculate the Stun Thresholds, you need this formula: • Stun Table Value = Strength + Constitution + 2x (Toughness + Willpower) For Alto, we perform the calculation like this: • Stun Table Value = 8 + 5 + 2x (7 + 5) = 13 + 2x (12) = 13 + 24 = 37 Then you compare the calculated value (37) to the Stun Table, to get your Stun Threshold values.
Take your calculated Stun Table Value (37) and see what Stun Threshold values the table will give you. This armor has an X marking for being Hard. Armor gets damaged during a battle when the attack results in a Slow, which means it gets through the armor. Armor with Hard is very rigid and it provides better protection. However, it still gets damaged by Stop, which causes it to crack.

Now we are going to calculate Alto’s damage thresholds. It’s almost as easy as doing the Encumbrance, but it requires a small calculation as well.

Armor

Now we are going to give the character some Armor. We will start with Armor and go for Weapons last. Armor and Weapons are found in the “Weapons and Armor.xls” file which can be downloaded from the webpage. Remember that Armor cost Geodites. Make sure you have enough Geodites to purchase the Armor which you select. And make sure you are strong enough to carry it as well. I have selected the Duraplast Armor with helmet for Alto.

Wound Penalties
To calculate the Would Penalties, you simple compare the Willpower of your character to the Wound Penalties Table.
Take the Willpower (5 for Alto) and see what Wound Penalty values the table will give you.

Injury Thresholds
To calculate the Stun Thresholds, you need this formula: • Injury Table Value = Strength + Constitution + 2x Toughness For Alto, we perform the calculation like this: • Injury Table Value = 8 + 5 + 2x (7) = 13 + 14 = 27 Then you compare the calculated value (27) to the Injury Table, to get your Injury Threshold values.
Take your calculated Injury Table Value (27) and see what Injury Threshold values the table will give you.

The Duraplast Armor has Coverage 16. Therefore, the first 16 squares are left blank (unfilled). The armor has Deflect 4, Stun 5 and Slow 6.

You are only able to wear one armor at the time. Remember that Armor cost Geodites. Make sure you have enough Geodites to purchase the Armor which you select for your Character.

Weapons

Calculating Weapon values for your Character is probably the most complicated part of the Character Creation process. Fortunately, these calculations are only done once, and don’t have to be redone during game play (unless your Attribute values change or your Character receives a new weapon). Remember to also select Punch, Kick and Wrestling as a weapon from the Table, unless your Character is unable to do any of those things. As a Close Combat weapon, we already have the “Maul” for Alto. As a Ranged Combat weapon, I chose to give him a handgun, the “Vincere P74 Pistol”.

Once you have acquired your Stun Threshold values, Wound Penalty values and Injury Threshold values, write them down in your Character Sheet.

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For both Close Combat weapons and Ranged Combat weapons, you do not simply take the values from the Table and write them down on your Character Sheet. The values in the Table (for each weapon) are Modifiers! These Modifiers are put into a formula, and the real values are calculated. The formula also differs between Close Combat weapons and Ranged Combat weapons.

Now that the values for Strike, Guard, Grapple, Defense, Pierce, Stun and Injury have been calculated for Punch, they can be written down on the Character Sheet.

Weapon Modifiers
To calculate the three Weapon Modifiers, you need this formulas: • Fence = Close Combat - 7 • Power = (Strength + Close Combat)/2 - 7 • Precision = Ranged Combat - 7 After making the calculations, you get: • Fence = 7 - 7 = 0 • Power = (8 + 7)/2 - 7 = 15/2 - 7 = 7,5 - 7 = 0,5 = 0 • Precision = 5 - 7 = -2 Now let us do the same calculations for Kick, Wrestling and Maul.

Calculations for Close Combat Weapons
We are going to calculate the values for Strike, Guard, Grapple and Defense, and we are going to do it for each Close Combat weapon: Punch, Kick, Wrestling and Maul. We also need to calculate the value for Pierce, Stun and Injury for each weapon. Close Combat weapons don’t have a value for Attacks, and they usually don’t have a value for Range. Punch: The formula for Strike is: • Strike = Fence + Weapon’s Strike Modifier The Table shows that the Weapon’s Strike Modifier for Punch is 10. So for Alto, the Strike value is: • Strike = 0 + 10 = 10 The formula for Guard is: • Guard = Fence + Weapon’s Guard Modifier The Table shows that the Weapon’s Guard Modifier for Punch is 4. So for Alto, the Guard value is: • Guard = 0 + 4 = 4 The formula for Grapple is: • Grapple = Power + Weapon’s Grapple Modifier The Table shows that the Weapon’s Grapple Modifier for Punch is 13. So for Alto, the Grapple value is: • Grapple = 0 + 13 = 13 The formula for Defense is: • Defense = Power + Weapon’s Defense Modifier The Table shows that the Weapon’s Defense Modifier for Punch is 8. So for Alto, the Defense value is: • Defense = 0 + 8 = 8 The formula for Pierce is: • Pierce = Power + Weapon’s Pierce Modifier The Table shows that the Weapon’s Pierce Modifier for Punch is 5. So for Alto, the Pierce value is: • Pierce = 0 + 5 = 5 The formula for Stun is: • Stun = Power + Weapon’s Stun Modifier The Table shows that the Weapon’s Stun Modifier for Punch is 26. So for Alto, the Stun value is: • Stun = 0 + 26 = 26 The formula for Injury is: • Injury = Power + Weapon’s Injury Modifier The Table shows that the Weapon’s Injury Modifier for Punch is 18. So for Alto, the Injury value is: • Injury = 0 + 18 = 18 • Strike = Fence + Weapon’s Strike Modifier • Guard = Fence + Weapon’s Guard Modifier • Grapple = Power + Weapon’s Grapple Modifier • Defense = Power + Weapon’s Defense Modifier • Pierce = Power + Weapon’s Pierce Modifier • Stun = Power + Weapon’s Stun Modifier • Injury = Power + Weapon’s Injury Modifier Kick: • Strike = 0 + 9 = 9 • Guard = 0 + 2 = 2 • Grapple = 0 + 12 = 12 • Defense = 0 + 6 = 6 • Pierce = 0 + 6 = 6 • Stun = 0 + 28 = 28 • Injury = 0 + 20 = 20 Wrestling: • Strike = • Guard = • Grapple = 0 + 12 = 12 • Defense = 0 + 9 = 9 • Pierce = bypass • Stun = 0 + 28 = 28 • Injury = 0 + 26 = 26 Maul: • Strike = 0 + 10 = 10 • Guard = 0 + 4 = 4 • Grapple = • Defense = 0 + 2 = 2 • Pierce = 0 + 11 = 11 • Stun = 0 + 35 = 35 • Injury = 0 + 30 = 30

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New Horizon Ch ar acter Creation Guide
Finally, when all the Close Combat weapons are in place, we only need to calculate the values for the Ranged Combat weapon, the “Vincere P74 Pistol”. The formulas are different though.

Step 4: Damage Thresholds

There are 2 calculations and 3 Table check-ups which must be made here: 1. Stun Table Value = Strength + Constitution + 2x(Toughness + Willpower) 2. Injury Table Value = Strength + Constitution + 2xToughness

• Snap Shot = Precision + Weapon’s Snap Shot Modifier • Directed = Precision + Weapon’s Directed Modifier • Aimed = Precision + Weapon’s Aimed Modifier • Auto = Precision + Weapon’s Auto Modifier • Attacks = Weapon’s maximum number of attacks per turn • Range = Weapon’s Range • Pierce = Weapon’s Pierce Modifier • Stun = Weapon’s Stun Modifier • Injury = Weapon’s Injury Modifier Vincere P74 Pistol: • Snap Shot = -2 + 4 = 2 • Directed = -2 + 6 = 4 • Aimed = -2 + 8 = 6 • Auto = -2 + 5 = 3 • Attacks = 2 • Range = 3 • Pierce = 4 • Stun = 11 • Injury = 24

Take the Stun Table value, go to the Stun Table, and see what Stun values you get for that Stun Table value. Take the Injury Table value, go to the Injury Table, and see what Injury values you get for that Injury Table value. Take your Willpower value (attribute), go to the Wound Penalty Table, and see what Wound Penalties you get for your Willpower value. Write the values from the 3 Tables on your Character Sheet.

Step 5: Select Armor

Only Table check-ups must be made here: Go to the Armor Table and select the Armor you want. Write the Deflect, Stop and Slow values from the Table on your Character Sheet. There are 20 squares on the Character Sheet which belong to your Armor. They represent the Armor’s Coverage value. If the Armor has Coverage 9 (see Armor Table), then leave the 9 left squares blank, and mark the remaining 11 squares black.

Step 6: Select Weapons

Calculations and Table check-ups must be made here: Weapon modifiers: 1. Fence = Close Combat - 7 2. Power = (Strength + Close Combat)/2 - 7 3. Precision = Ranged Combat - 7 Write these 3 values on your Character Sheet. As you can see, the order of the weapons has been rearranged. It does not matter whether you put Close Combat weapons first and Ranged weapons last or vice versa. Remember also that Weapons cost Geodites. Make sure you have enough Geodites to purchase the Weapons which you select for your Character. Close Combat weapons, including Punch, Kick and Wrestling: 1. Strike = Fence + Weapon’s Strike Modifier from Table 2. Guard = Fence + Weapon’s Guard Modifier from Table 3. Grapple = Power + Weapon’s Grapple Modifier from Table 4. Defense = Power + Weapon’s Defense Modifier from Table 5. Pierce = Power + Weapon’s Pierce Modifier from Table 6. Stun = Power + Weapon’s Stun Modifier from Table 7. Injury = Power + Weapon’s Injury Modifier from Table Write these 7 values for your Close Combat weapon on your Character Sheet. Ranged Combat weapons: 1. Snap Shot = Precision + Weapon’s Snap Shot Modifier from Table 2. Directed = Precision + Weapon’s Directed Modifier from Table 3. Aimed = Precision + Weapon’s Aimed Modifier from Table 4. Auto = Precision + Weapon’s Auto Modifier from Table 5. Attacks = Attacks value from Table 6. Range = Range value from Table 7. Pierce = Weapon’s Pierce Modifier from Table 8. Stun = Weapon’s Stun Modifier from Table 9. Injury = Weapon’s Injury Modifier from Table Write these 9 values for your Ranged Combat weapon on your Character Sheet.

Summary

A summary of the steps which you need to take in order to complete filling out your Character Sheet.

Step 1: Attributes
Take your Points and invest the amount you want in your Attributes. Mark the circles on your Character Sheet, and write down its values.

Step 2: Backgrounds and Traits
Take your remaining Points and invest them in Traits and Backgrounds. Write it down on your Character Sheet. Write them down on your Character Sheet. For Backgrounds, write down the value shown above the circle, just like for Attributes. For Traits, do not write down any values at all.

Step 3: Encumbrance

There is 1 Table check-up which must be made here: Take your Strength value (attribute), go to the Encumbrance Table, and see what Encumbrance values you get for your Strength value. Write the values from the Table on your Character Sheet.

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Conclusion

Try to avoid having a 0 value in the more important attributes. Someone without Humanities or Science probably didn’t go to school, but it could still be a socially functional character. The first ten Attributes, however, are very basic abilities - there is a huge difference between 0 and 3. If you leave one of these (thicker) circles blank, it indicates a serious handicap. Someone without Movement cannot walk, and someone without Constitution gets exhausted from just sitting. Similarly, a character with 0 Acting is someone so completely devoid of charisma that automated doors won’t open when approached. A character with 0 Speaking is unable to communicate more complex ideas than “me hungry”. So it is recommended to put at least 3 points into all, or most, Attributes, especially those which have thick circles. Now we have our Character Sheet filled out, and Alto is now ready for action. He can now be used for any New Horizon Role Playing Game (RPG). Each RPG is guided by a Game Master (GM), who will award players with new Points and Geodites after successfully completing a game/adventure. Each player is allowed to invest these new Points into Traits, Backgrounds and Attributes. Traits and Backgrounds represent the Characters “experience”. Just like in real life when a person completes a task he becomes more experienced and would most likely be able to complete the same task even better a second time. The player tells the GM which Traits, Backgrounds or Attributes he wants to increase using his new Points. However, it is the GM who actually decides if the player is allowed to increate them or not. You should only be allowed to increate something which is relevant to what the player has experienced during the adventure. Or at least it should be something which would help the player to complete the adventure better the next time a similar adventure is experienced. The GM very seldom allows players to invest new Points into new Attributes.

New Points are invested into Attributes only when it’s relevant. It depends on what the player did during the latest adventure. If the player performed heavy weight lifting during his adventure, then an increase is the Strength attribute would be in order. If the player spent a lot of time learning new Sciences, then an increase in the Science Attribute might be appropriate. But an increase in Movement would have been quite odd because it’s not likely that a player manages to learn how to run faster. Keep in mind that Attribute should be increased sparsely. Backgrounds and Traits are more commonly awarded. Investing new Points into Backgrounds which your player already has is much more common than adding a new Background to the Character Sheet. Normally, the player would have to go through some major training in order to gain a totally new Background. Many Traits also need to be earned, and should not be selected just like that. This life-like way of handling Attributes allows players to mimic real-life experience much better than what is possible using other rule systems. It means that Attributes compared between new players and veteran players will remain very similar, and it will allow new players and veteran players to play together. A veteran player will not be twice as strong as a new player, because in real-life, a 40 year old soldier is not twice as strong as a 20 year old soldier. However, the veteran player will have much more Backgrounds and Traits, which simulate experience. The veteran player will be much better equipped to handle new adventures, with so much more experience in the baggage after many years of adventuring. But remember, in the end, it is always the GM who decides what you can and cannot invest your new Point into. Our character creation web-page will also help you create a character: http://www.newhorizon1.com/volt/charactercreation/index.php

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43

New Horizon NPC Organizations The Rusty Stars
Every culture goes through hard times, some of them are harder than others. At times the entire younger generation can be left twisting in the wind so the older established generations can manage to remain stable and provide for them and theirs. However where does that leave the young folks in their twenties and thirties, desperate to leave the nest but unable and ostracized or scorned for their lack of jobs? The Walk of Man, always an old fashioned place run by some well to do senior gentry of the blue collar variety, have always been opposed to unnecessary modernization. In the face of the Walk of Man losing business to more modernized, albeit less plentiful, resource gathering operations countless orders for resources were shifted to regions that could provide them more quickly, like Aquilons deep water mining operations. In the face of the modern leaderships stubborn refusal to modernize and expand, many young folks were beginning to question the wisdom of their elders, believing that they, in fact, may have lost perspective on what’s really important, placing their generations values ahead of the well being of the current generation. To that end, an organization called The Shining Stars was founded to protest the so called Voice of the West’s system. Their many protests went unanswered, and one day after nearly a year, when their protests reached a fever pitch, as they assailed the Council of the Voices headquarters with over a thousand protesters, speaking from bullhorns, their leader personally called out Avery Savern, the current public representative of the voice. Their yelled arguments reached a fever pitch, and a line was crossed, guns were pulled, and one man was left dead. But with Saverns death, the local constables had no absolutely no choice but to clear the streets by force. Alabaster, the towns Sheriff yelled at them through his megaphone, calling them “you damned fools are nothing but rusty stars,” forever changing how these young folks were viewed. They were driven from the streets, arrested by the dozens, high ranking officers tracked down and arrested. Their leader, a young Olympian named Jebedia Kamerer. stood trial, a virtual kangaroo court trial, and was convicted of the murder in less than a week. Though due process was dubious, the video evidence was absolutely irrefutable. In the wake of Jebediahs hanging, the men now called the Rusty Stars faced difficult decisions without the benefit of their level headed leadership. Many now favored direct actions and those few that still favored rational discourse were quickly shouted down by the others who’d lost family and friends due to what they were calling The Purge. The change began with acts of vandalism, then theft of government property but with the governments dismissive denouncement of them as nothing more than petty criminals, it quickly spread to acts of arson and sabotage. With this change to a more violent standing, a new leader emerged. A disenchanted Vanir woman named Olga Redstream. Hailing from Cork, Olga was believed to have been the lover of Jebediah Kamerer. Her actions began leading the so called Rusty Stars down a dark and angry path. Reform was not forgotten, but revenge seemed to be a much stronger goal for many of their actions than any real sort of social justice. Spurred on by their seeming lawlessness, many gangs of bandits, and individual highwayman became far bolder and began rearing their ugly heads. Small groups of extra-national criminals were even beginning to suspect that the Walk was unable, or even unwilling to expend the resources to protect themselves. Lawlessness was running rampant in the walk. This led to the current proclamation of open war on outlaws, the s called ‘Season of Gunshots.’ With the somewhat reluctant proclamation of the bounty on outlaws, the Rusty Stars only stepped up their aggression. The typical rusty star agent wears cheap imported body armor when on mission, wearing a bandana of Red or white around their neck, pulled up over their faces on missions. Beyond that, they’ve got little in the way of formal uniforms. Their weapons are primarily imported semi automatic weapons, and full autos if they can get them. A few more elite soldiers in their group will carry heavier ordnance or impressive melee weapons. The leaders of their ‘freedom fighter’ groups are often simply called Leads, and their regular recruits called ‘the padfoots.’ A Lead will usually be slightly better armored and armed, as well as more experienced, and may be accompanied by an especially tough body guard, the duty usually falling to quick response trained Vanirs or Medeans. They have a few especially elite units, often extremely talented mercenaries, who they utilize for quick strike raids and guards for their crucial facilities where they hide their growing stocks of weapons and vehicles. Rust Stars tend to hole up anywhere they can, sometimes even taking over industrial facilities, and continuing their output for their own purposes, sometimes even feigning to continue shipments and maintaining the illusion of their bases standard operation as long as possible. However, they often go out of their way not to hurt the occupants if at all possible, often keeping them guarded for as long as they can, before pulling out with their ill gotten goods, but a few Rust Stars take liberties with their prisoners, or even kill them outright for ‘supporting a system that doesn’t work.’ Few other stars condone this.

Rusty Star Bandit

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Role Playing Game Non-Player Ch ar acters (NPCs) Non-Player Characters Alabaster
• Race: Aesir Wafan • Gender: Male Non-Player Characters (NPCs) are characters controlled by the Game Master (GM) in New Horizon role-playing games (RPGs). A GM can select the NPCs he/she wants to use in the game and makes them interact with the players who are part of the game. Extensively audits the other factions to maintain government transparency. Fights for equitable exchange rates of raw materials exported from the Walk of Man. Alabaster has to this day 135 arrests on his account, and 40 kills in the line of law enforcement duty. Those who wish to help protecting the land should report to Trapper Town and sign up for a job as deputy of the Allied Regional Militia (ARM). Talk to either Kaleb or Alabaster in Trapper Town for an admission into the ARM, which cost one Geodite. Each member will be given a numbered badge and work to keep them busy and our land clean. Alabaster is the High Marshal or Trapper Town. High Marshall essentially amounts to Alabaster being the man who takes the reports from all the sheriffs and marshals in the entire Walk of Man, and has to deal with all their problems. He’s also the local ARM contact.

From 2490

• City/Region: Azuremar Plains • Faction: The Avalon Council • Tenure: 9 years

• City/Region: Walk of Man • Faction: Trapper Town

2470 - 2490

Appearance

Alabaster
Attributes
Strength: Constitution: Toughness: Willpower: Movement: Agility: Perception: Stealth: Acting: Speaking: 7 8 9 9 8 7 8 5 8 9 Humanities: Science: Medicine: Repair: Animal Ken: Driving: Close Combat: Ranged Combat: 7 3 3 3 5 8 5 7

Alabaster is a grizzled looking older male Aesir Wafan in his late thirties. He has medium grade armor and two energy pistols, an Ultrasound Blaster and an EMP Blaster, one on each hip. He is also fairly solidly built.

Backgrounds & Traits
Law Enforcement Agent: 8 Mesa Trapper: 7 Aesir Wafan: 3p Ambidexterity: 1p Contact: 3p Sense of Orientation & Time: 2p Duties: -1p Enemy: -3p Silent Machinery: 1p Swiftness: 1p Coverage: Deflect: Stop: Slow: 11 4 6 11

Background

Alabaster is the former crèche mate of Kaleb, these two were born and raised in a Aesir and Vanir joint crèche, a very rare thing. They both took different paths, one an outlaw, but Alabaster was ever the prodigal son and worked his way up the law enforcement ranks until he became the High Marshall for the entire Walk of Man. Before 2490 he was a member of The Voice of the West but then he was kicked “upstairs” for personality conflict reasons. During 2470 he was a member of a Sheriff’s Posse for a time. He was raised in Trapper Town and he is the only remaining member of his family, although he follows them in politics.

Armor
Regnant Jacket

Alabaster

Encumbrance Attacks
Fence: -2 Power: -1 Precision: 0

0: 15

-2: 30

-5: 75

Chance to Hit
Attacks: Range: Strike / Snap Shot: 6 4 8 7 Guard / Directed: 8 7 2 0 Grapple / Aimed: 9 9 12 11 11 Defense / Auto: 7 8 7 5 8

Damage
Pierce: Stun: Injury:

Ultrasound Blaster: EMP Blaster: Punch: Kick: Wrestling:

2 3

3 3

1 10 4 5 BP

28 30 25 27 27

22 24 17 19 25

Damage thresholds
Stun Injury
Legs: Arms:

Ranges
1 2 3 4 5 10 m 20 m 50 m 100 m 200 m 6 7 8 9 500 m 1000 m 2000 m 5000 m

Negligible Minor Moderate Serious Severe

8 5 13 0 11 18 -3 18 23 -5 24 28 30

Negligible Minor Moderate Serious Severe

Difficulty: Average / Hard

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45

New Horizon Non-Player Ch ar acters (NPCs) Rusty Stars
Bandits are just as common in the Walk of Man as Hunters are. In fact, Bandits are common in every wild corner of the world, whether it is in Youzem, Neo Titania or Aquilon. Bandits prey upon hapless travelers and soldiers alike. They are lawless rogues who only live for thievery and burglary. Some bandits belong to a dangerous group called the Rusty Stars. Rampant banditry and blatant acts of sabotage by the Rusty Stars has been sighted all over the region. Their goal is to overthrow local government to create a so called ‘Democratically Correct Government of the Peoples’. The Trapper Town Marshalls are putting up large bounties towards the capture of these wretched humans and wafans, especially if they are part of the infamous Rusty Stars. During the recent economic down turn affecting the entire Walk of Man region the Animus bandits known as the Rusty Stars has been working overtime to make things even more unpleasant than what they already are. Rampant banditry and blatant acts of sabotage by the Rusty Stars has been sighted all over the region. Their goal is to overthrow local government to create a so called ‘Democratically Correct Government of the Peoples’. This is the so-called Season of Gunshots, with the Rusty Stars and other bandits making so much trouble that it threatens the whole economy of the world.

Creating a new NPC

Using these following guidelines you can easily create suitable NPCs for your game. Normal creation process for a new NPC: You can create a new NPC in the same way as you create a new player character. You invest a specific amount of Points into Attributes, Backgrounds and Traits, and then you select armor, weapons, equipment and complete the character sheet.

Rusty Star Leader (Lead)
7 5 7 9 8 5 5 8 5 7 Humanities: Science: Medicine: Repair: Animal Ken: Driving: Close Combat: Ranged Combat:

Rusty Star Bandit (Padfoot)
Attributes
Strength: Constitution: Toughness: Willpower: Movement: Agility: Perception: Stealth: Acting: Speaking: 7 5 7 7 7 5 5 7 3 5 Humanities: Science: Medicine: Repair: Animal Ken: Driving: Close Combat: Ranged Combat:

Attributes
Strength: Constitution: Toughness: Willpower: Movement: Agility: Perception: Stealth: Acting: Speaking:

Backgrounds & Traits
5 Trapper (any): 3 Sense of Orientation & Time: 3 3 5 5 8 8 8 2p

Backgrounds & Traits
3 Trapper (any): 3 Sense of Orientation & Time: 3 3 3 3 7 7 7 2p

Armor
Hunter Jacket

Coverage: Deflect: Stop: Slow: 10 4 7 12

Armor
Hunter Vest

Coverage: Deflect: Stop: Slow: 7 4 7 12

Encumbrance Attacks
Fence: 1 Power: 0 Precision: 1

0: 15

-2: 30

-5: 75

Encumbrance Attacks
Fence: 0 Power: 0 Precision: 0

0: 15

-2: 30

-5: 75

Chance to Hit
Attacks: Range: Strike / Snap Shot: 4 14 14 11 10 Guard / Directed: 9 7 7 5 3 Grapple / Aimed: 10 11 13 12 12 Defense / Auto: 8 5 6 8 6 9

Damage
Pierce: Stun: Injury:

Chance to Hit
Attacks: Range: Strike / Snap Shot: Guard / Directed: Grapple / Aimed: Defense / Auto:

Damage
Pierce: Stun: Injury:

Ophion F-40: Sword (cut): Sword (thrust): Punch: Kick: Wrestling:

4

3

5 5 6 5 6 BP

11 25 23 26 28 28

26 30 28 18 20 26

Ophion F-30: Short Sword (cut): Short Sword (thrust): Punch: Kick: Wrestling:

4 12 12 10 9

7 5 5 4 2

9 13 14 13 12 12

7 6 6 8 6 9

4

3

4 4 5 5 6 BP

10 20 22 26 28 28

24 29 27 18 20 26

Damage thresholds
Stun Injury
Legs: Arms:

Ranges
1 2 3 4 5 10 m 20 m 50 m 100 m 200 m 6 7 8 9 500 m 1000 m 2000 m 5000 m

Damage thresholds
Stun Injury
Legs: Arms:

Ranges
1 2 3 4 5 10 m 20 m 50 m 100 m 200 m 6 7 8 9 500 m 1000 m 2000 m 5000 m

Negligible Minor Moderate Serious Severe

6 4 12 0 10 17 -3 16 22 -5 22 26 29

Negligible Minor Moderate Serious Severe

Difficulty: Average

Negligible Minor Moderate Serious Severe

6 4 11 -1 10 16 -4 16 21 -8 22 25 29

Negligible Minor Moderate Serious Severe

Difficulty: Average

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Role Playing Game

You can also use a NPC without filling out his character sheet. If you want to fight an average NPC, then he will have the value 0 for his Modifiers: Fence, Power and Precision. It means that you don’t have to add these values to its weapon statistics. In other words, you can select a weapon from the weapon’s table and use its statistics without making any modifications to its statistics. Different improvised NPCs: • Average NPC: Just use the weapons table data without modification. • Better NPC: Assume all Weapon Modifiers are +1, or perhaps even +2. • Worse NPC: Set all Weapon Modifiers are -1, -2 or whatever’s appropriate. It is possible to create your own Non-Playing Characters (NPCs) for New Horizon, as well as your own Monsters which follow the same creation process.

Attributes for Player Character and NPCs have the values 3, 5, 7-15. Monsters on the other had have values 1-20. Here are some pointers: • 3 = Weak. • 5 = Normal. • 7 = Trained. • 8 = Experienced. • 9 = Elite, after a lot of hard work and time. • 10 = Phenomenal. Humanly maximum which is very rare, and it’s even more rare to have this value in several attributes. • 11 = Superhuman. Maybe possible with extreme talent or with the help of chemical, mechanical or biological advancements and with an enormous amount of training. • 12 = Legendary. More or less impossible to reach without the help of external sophisticated cybernetics or biological improvements.

Robber
Attributes
Strength: Constitution: Toughness: Willpower: Movement: Agility: Perception: Stealth: Acting: Speaking: 7 5 7 7 5 5 5 3 3 5 Humanities: Science: Medicine: Repair: Animal Ken: Driving: Close Combat: Ranged Combat:

Thug
Backgrounds & Traits
3 Trapper (any): 3 Sense of Orientation & Time: 3 3 3 3 5 5 7 2p

Attributes
Strength: Constitution: Toughness: Willpower: Movement: Agility: Perception: Stealth: Acting: Speaking: 7 5 5 5 5 3 5 3 3 5 Humanities: Science: Medicine: Repair: Animal Ken: Driving: Close Combat: Ranged Combat: 3 3 3 3 3 3 5 5

Backgrounds & Traits
Trapper (any): Clumsy: Coward: Ugly: 3 -3p -2p -1p

Armor
Leather Jacket

Coverage: Deflect: Stop: Slow: 10 2 4 7

Armor
Armor Jacket

Coverage: Deflect: Stop: Slow: 10 2 3 6

Encumbrance Attacks
Fence: -2 Power: -1 Precision: -2

0: 15

-2: 30

-5: 75

Encumbrance Attacks
Fence: -2 Power: -1 Precision: 2

0: 15

-2: 30

-5: 75

Chance to Hit
Attacks: Range: Strike / Snap Shot: 2 8 7 Guard / Directed: 6 2 0 Grapple / Aimed: 7 12 11 11 Defense / Auto: 4 7 5 8

Damage
Pierce: Stun: Injury:

Chance to Hit
Attacks: Range: Strike / Snap Shot: Guard / Directed: Grapple / Aimed: Defense / Auto:

Damage
Pierce: Stun: Injury:

Skinbreaker: Punch: Kick: Wrestling:

2

3

2 4 5 BP

25 25 27 27

34 17 19 25

Ares Pistol: Knife (slash): Knife (thrust): Punch: Kick: Wrestling:

3 9 8 8 7

3 1 2 2 0

6 13 14 12 11 11

4 6 6 7 5 8

2

3

4 1 4 4 5 BP

10 13 19 25 27 27

24 26 24 17 19 25

Damage thresholds
Stun Injury
Legs: Arms:

Ranges
1 2 3 4 5 10 m 20 m 50 m 100 m 200 m 6 7 8 9 500 m 1000 m 2000 m 5000 m

Damage thresholds
Stun Injury
Legs: Arms:

Ranges
1 2 3 4 5 10 m 20 m 50 m 100 m 200 m 6 7 8 9 500 m 1000 m 2000 m 5000 m

Negligible Minor Moderate Serious Severe

6 4 11 -1 10 16 -4 16 21 -8 22 25 29

Negligible Minor Moderate Serious Severe

Difficulty: Average

Negligible Minor Moderate Serious Severe

4 3 9 -2 9 14 -5 15 20 -10 22 24 28

Negligible Minor Moderate Serious Severe

Difficulty: Easy / Average

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47

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

How to read

The idea is to read through the entire text in the order it’s been written, just like any ordinary book, not following any page references. The references are there to serve as a guide to the reader who, once familiar with the text, might use the text more as a reference work.

Vo|t Doctrine 1: Pace

Doctrine 4: Immersion

In order to keep the focus on the story, the system needs to reach a result using as few and as simple operations as possible. The human brain tends to handle comparison better than calculation. Consequently, Vo|t will ask “Which is the higher of A and B?” rather than “What is A multiplied by B?” When comparison was not an option, the system uses single digit addition and subtraction only. Time in combat is measured in seconds, where each one is enough for a single, immediate intention (action): run a few meters, take cover, aim, shoot etc. Like in most systems, players take turns to describe the actions of their characters. Vo|t attempts to minimize the time needed to determine the outcome of each action. Every intention should require no more than one roll, and whenever possible - no roll at all. There are no tables or charts to look up in combat. The turn should pass swiftly, maintaining a steady flow of events as well as a sense of urgency.

The system is designed to keep the focus on the story as it is told; not on dice or charts. Only the Storyteller needs to be familiar with Vo|t, and no player needs to think or speak of rules or numbers in-game. Players merely describe their character’s intentions: • A: “I (want to) track them down”. • B: “I shoot him in the leg”. • C: “I (attempt to) stop the bleeding”. The Storyteller uses Vo|t to get an objective result of this intention: • A: Rolls Hunter, Success: “You find trampled grass, the trail leads to the south-east”. • B: Rolls Ranged Combat, Partial Success: “Your shot strays too high - the bullet hits him in the back”. • C: Rolls Medicine, Failure: “The wound is all wrapped up, but the bleeding won’t stop”. Vo|t is designed to run silently, with the Storyteller handling all the numbers and rolls. In the end how you choose to play it is a matter of personal preferences. If you’d rather have the players take care of their own rolls, the system won’t break because of it.

Vo|t Doctrine 2: Sense

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

3

11

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Role Playing Game Combat Combat
Conflicts in which the participants risk injury and/or death are what we call “combat”. This is the only part of Vo|t with its own, detailed mechanics. This is partly because it generally means a higher degree of risk than other things, and the characters also have a lot to lose: generally, life and limb. It is also because actual combat is usually so frenzied and confusing that it becomes very hard to keep track of what is actually happening, without using a structured system to describe it. We divide combat into two types: Close combat and Ranged combat. The exception: Close combat At any time during a Turn, a character who has not yet acted may use an Action to make a close combat attack against anyone in reach. This overrides Initiative and may interrupt the movement of another character. The target of a close combat attack may react immediately and take his or her Action in direct response to the attack. The counterattack is only possible if the defender has not yet acted in the current Turn and is aware of the attacker’s presence and hostile intent. Example: Eva decides to use her Action this turn to attack Jacob. This means Jacob is given the opportunity to respond immediately, and he chooses to do so by attacking Eva. Their attacks are resolved. Now, it’s Anna’s turn, and she chooses to attack Eva. Since Eva has already acted in this turn, she may not counterattack. She still defends herself, but she may not make an offensive Action. After Anna’s attack is resolved, the turn ends: Jacob has already acted in the turn, thereby using up his Action.

Close Combat
Close combat is divided into three distances: Grappling, Striking and Extended: • Grappling distance is when you’re close enough to hug your opponent, strangle her, or throw her to the ground. • Striking distance is when you or the weapon you’re holding can directly touch your opponent with just one quick step forward. • Extended is the distance when you require a long weapon, such as a spear or a staff, to reach your opponent. Supposing both combatants are aware of each other’s hostile intentions, combat usually starts at Striking distance, or at Extended if either of them has sufficient range to attack from it.

Actions

Ranged Combat
Ranged combat is any kind of combat taking place at greater distances than Close combat range. This means using weapons capable of injuring an opponent from a distance - examples include thrown rocks, bows and arrows, and automatic weapons.

Actions are things you attempt in the conflict, such as attacking, taking cover or reloading. When the turn comes up in the Initiative order, a character’s controlling player may declare an Action. This simply means that the action is described - it may be declared by using its name in theses mechanics, or by using some form of more fanciful description - an Attack could be described as a punch or a kick - or even be shown physically by the controlling player (“I hit him like this”, showing a punch in the air). It is then up to the GM to interpret the declarations and ask for clarification or further description if anything seems unclear. Once declared, the Action is resolved. How an Action is resolved depends on the nature and type of the Action. Attack type: There are four types of attacks, regardless of the range. Each type describes a particular kind of intent with the attack: • Most attacks are simply intended to maximize damage; this is the Default attack type. • It’s also possible to specify an intent to disarm an opponent. This usually means targeting the arms and hands, and is declared as the Disarm attack type. • The third attack type is Immobilize, which signifies the intent to put the opponent out of commission while not necessarily killing her, often by targeting the legs. • The attacker may also intend to Bypass armor in order to increase her chances of actually getting though the opponent’s armor. This is the fourth and final attack type. The attack type should be declared when the attack itself is declared. The GM should make sure that the players are familiar with the different types and intentions. Passive: Attacks have a distinct difference from other rolls: they must not only succeed, but also do better than the opponent’s attempts to not get hit. These attempts are called the opponent’s Passive. For an attack to hit the target, the Success must be higher than Passive. In Close combat, Passive is determined by the opponent’s skill and weaponry. For Ranged combat, Passive is determined by the distance to the target. The target’s size and motion may also come into play.

Taking turns
Initiative

In order to break combat down into manageable pieces, we divide it into Turns. One turn is about one second long. Each turn, each character or NPC involved is allowed to take one Action (see below). The order in which characters and NPCs take their turn is determined by their Initiative value. The Initiative value is generated only once, during the very first Turn. First, all combatants declare the Actions (see below) they plan on taking in the first Turn. Calculate their Target numbers. Those Target numbers are also the Target numbers for the Initiative roll, with the exception that Encumbrance modifiers are always applied, even for ranged weapon attacks. Roll against the Initiative target number. The result is the character or NPC’s Initiative value. The character or NPC with the highest successful Initiative roll acts first, meaning his or her Action is declared first in all turns but the first, and resolved first in all turns including the first, followed by the second highest successful roll, and so on. When all those whose Initiative rolls were successful have taken their turn, those who failed their rolls act - again, ordered from highest to lowest. When all have acted or chosen not to act, the Turn is over. Those able and willing to continue may do so, and the next Turn begins. The initiative values remain unchanged until the end of combat. Combat generally continues until all participants on at least one “side” are unwilling or unable to continue. Example: Eva, Jacob, Lee and Anna are about to begin fighting. They roll their Initiative rolls. Eva gets a 3 Success, Jacob an 8 Failed, Lee 4 Success and Anna 12 Failed. The initiative order for the battle is as follows: Lee, Eva, Anna, Jacob. In the first turn, after Initiative has been determined, characters and NPC’s resolve their Actions according to their newly determined Initiative order. In all turns after the first, this order is used - and Actions are resolved right after they are declared.

Close combat
Any character or NPC may choose to go into Close combat with anyone who is within range of the weapon used in the attack. Throwing a weapon does not count as a close combat attack. In close combat, the characters involved chose one attack each from the character sheet. This is done even if it is the character’s intention to only defend in this Turn. If the defender has used (or is about to use) a Close combat attack during this Turn, she must use the Passive values from that attack. Otherwise, the defender may choose an appropriate Passive (Guard or Defense, depending on the distance) from any readied weapon.

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New Horizon Combat
Close combat Attack: In Striking or Extended distance, the attacker rolls Strike, against the target’s Passive: Guard. In grappling distance, the attacker rolls Grapple, against the target’s Passive: Defense. The attacker needs a Successful result higher than the target’s Passive to hit. Otherwise, the attack has failed, being either blocked, dodged or otherwise averted by the defender. Both the attacker and the defender may be the subject of penalties, such as injuries, fighting in total darkness (-5), or Encumbrance, see page 31. Example: Abel tries to hit Kain with an axe. Kain isn’t within grappling distance, so Abel rolls his Strike, which is 9. Kain can defend himself, and his Guard is 3. Abel needs to roll between 4 and 9 with at least one die in order to hit Kain. Should the target be unable to defend for whatever reason (e.g. caught by surprise or tied to a chair), neither Defense nor Guard counts. Counterattack: When a close combat attack is made against a target who can see the attack coming, the defender may use her Action (if she has not used it already) to immediately make a counterattack. In the counterattack the roles are, of course, reversed - the defender becomes the attacker, and vice versa. In Close combat, both attacks are first declared, and then they occur simultaneously. This means that even if one attack causes injury or death, it will not affect the opponent’s attack in this Turn. It is possible (and not too uncommon) for two combatants to kill each other. Reckless attack: The intention to attack recklessly must be announced before the opponent takes any Action, for instance at the beginning of the Turn. The reckless character gains +3 to her attack, but anyone attacking her in this Turn gains +5. Both attacks and counterattacks can be Reckless. Example: At the beginning of the Turn, Kain’s player announces that the character is going to be reckless this Turn. His Strike is 8 and he gains the +3 bonus for a total Strike value of 11. On the other hand, Abel will gain +5 when attacking Kain, and so will anyone else attacking Kain in this Turn. Repeated Attempts in Close Combat: Making the same kind of attack with the same weapon against the same target two Turns in a row is predictable. In effect, the second attempt incurs a -2 penalty to Strike, Guard, Grapple and Defense. Switching back and fourth between two different attacks does not trigger this penalty, and making the same attack more than twice does not increase it any further. For example, if the attacker has already made one attempt to Disarm an opponent with a right hand knife thrust there are three ways to avoid this penalty: • Change the type of attack: Immobilize instead of disarm, or slash instead of thrust. • Attack using another weapon (this works even if it is an identical knife held in the left hand). • Attack another opponent. If both fighters attempt the same kind of maneuver, the change in distance is still only one step at a time: decreased distance from Extended becomes Striking - not Grappling. A character may attempt to decrease the distance from Grappling. This does prevent the opponent from increasing it to Striking distance without passing an Agility roll, but it has no other effect. While the Agility roll for Maneuvering is done before the attacks, the actual change in Distance occurs after the attacks have been resolved. Example: Faust and Josua are at Striking Distance. Josua attempts to close in to Grappling Distance. Not willing to take the risk of backing away, Faust stands his ground. Their attacks are resolved using Strike versus Guard. Faust did not attempt to increase the Distance: the next Turn they will be at Grappling Distance. When fighting several opponents at once, a character may only decrease the distance to one of them, but may roll Agility to increase the distance to each opponent.

Ranged Combat
The main difference between close and ranged combat is that in the latter, it is a lot harder to defend oneself directly against incoming attacks. Instead, one must rely on finding shelter, moving around and distracting the opponent - by returning fire, for instance - to increase the chances of getting out of the battle alive. Ranged combat Attack: The likelihood of hitting a target with a ranged weapon depends largely on to what extent the weapon is already pointed at it. • Aimed: If the entire previous Turn was spent Aiming at the target, the weapon’s Aimed value is used as the Target number. As soon as the first shot has been fired, however, the Aimed bonus is lost, unless another turn is spent Aiming. • Directed: A readied weapon can fire directed shots at any target in the direction in which it is pointed. Weapons are considered “directed” at an area as wide as the Range in meters. Example: 10m away (Range 2), the weapon is Directed at a circle with a 2m radius. • Snap Shot: When firing at a target outside the area covered by Directed, Snap Shot is used. Example: A sniper is aiming at an enemy lieutenant in a camp, 500m away (Range 6). Suddenly, a captured spy is dragged out of a tent 4m away from the target. The sniper can, this Turn, either fire an Aimed shot at the lieutenant, or a Directed shot at the captured spy (as the spy is within 6m of the target). If the spy had been 20m away from the lieutenant, the sniper could only have fired a Snap shot at him. • Against a moving target less than 5m away, one may only fire Snap Shots. There are factors which may affect the Target Number of a Ranged attack: • +5 Peace and quiet (not a combat situation, or anything else causing comparable levels of stress). • +2 Shooter is not threatened (target is unaware or unable to retaliate). • -2 Special Ranged Attack (i.e Disarm, Immobilize or Bypass Armor attack) • -2 Reduced sight (fog, gloom, blinded by light) • -5 Blind Fire (the shooter knows roughly where the target is, but can’t see it: always snap shot) There are also factors which may affect the target’s Passive: Target Size • -1 Large (the size of a car or a larger riding mount, Huge jotuns) • +1 Small (drones, the engine of a car, animals the size of a dog) Target Position • +1 Prone • +2 Partial Cover (mostly hiding around a corner or behind a large object) • +3 Entrenched (a good, well-prepared firing-position) Target Motion • +1 Walking • +2 Running (the target has moved a total of 10m or more during this and the previous Turn)

Maneuvering
Maneuvering is part of an Attack Action and represents the intentional change in distance between two combatants; decrease or increase. It is declared before the attacks, and the fighter with the lowest Agility value must decide first. Maneuvering does not require rolls, with one exception: In order to increase the distance to an opponent that wishes to decrease it, the character must pass an Agility roll. • If either fighter is Reckless, the distance automatically decreases, and no Agility roll is made. • If the Agility roll succeeds, the distance is increased. • If the Agility roll fails, the character may not attack that opponent this Turn, and the distance is not increased. If one combatant decreases the distance while the other successfully increases it, the distance remains unchanged.

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Ranges: For Ranged combat, much of the Passive is determined by the distance to the target: Range: Distance: 1 2 3 4 5 6 7 8 9 10 m 20 m 50 m 100 m 200 m 500 m 1 000 m 2 000 m 5 000 m

Natasha rolls one die for the remaining attack against Andrew. It comes up 11 - higher than the Auto value. It misses. She then rolls two dice for the attacks against Nick, which come up as 4 and 15. 15 is a miss. 4, however, is a hit. The weapon is no longer Directed at either one of the targets. Blind fire: Blind fire means shooting at a target with a more or less known location, but no visual contact (e.g. total darkness, blinded by strong light or firing around a corner without looking). Blind fire is always Snap Shot (or Auto when firing several rounds) at -5.

If the distance is about 10m, the Range is 1. If it is closer to 20m, it is 2.

Movement
As an Action, a character may move up to its Movement in meters. When attempting to outrun, catch up with, slink past or block the escape of someone in open terrain, an opposed Movement roll is used. In a more confined space, like indoors among chairs and tables, in an scrubby forest or under water, use an opposed Agility check. Movement can be combined with other Actions, with the following limitations: • Movement can be combined with a Close Combat Action without penalties. If the target is aware of the Movement, this gets the character no closer than Striking Distance from the target, or Extended if the target has a long weapon. From there, use Maneuver. • Attempting to Aim a ranged weapon while moving renders the weapon Directed, not Aimed. -2 to ranged attacks, Movement is halved. • All attacks end the Movement. A character may not (in the same Turn) attack and then move. • Combining Movement with any Action other than attacks incurs a -2 penalty to both Movement and the other Action, if applicable. • Ducking and weaving to present a more difficult target reduces Movement by -2. A successful Agility roll increases Passive to +3 (Irregular) instead of the usual +2 (Running).

The weapon’s Range value determines the longest Range at which it is still accurate. It can be fired at targets one notch beyond its Range (and no more than one), but this incurs a -5 penalty. Example: A pistol has Range 3, and is used to fire at a target 100m away (Range 4). The shooter receives a -5 penalty to the shot, and must score higher than 4 to hit. If the target had been 200m away, the shooter would not have been able to hit. Multiple Attacks: If the weapon has 2 or more Attacks per Turn, it may be fired multiple times each Turn. The number of attacks is not the same thing as the number of bullets leaving the weapon. Below is an approximation: Attacks: 1 2 3 4 5 6 7 Rounds: 1 2 5 10 20 50 100

“Rounds” being to total number of rounds fired that turn, including the initial one. Roll one die for each additional attack the player chooses to make. Every die that is equal to or lower than Auto but higher than the target’s Passive is a hit. For every hit, the initial attack becomes more dangerous: • Pierce +1 • Stun +3 • Injury +3 If two or more attacks made in one turn miss, the weapon is no longer Directed. Resolve the effect of the initial attack using the modified damage. No other rolls are made. Example: The initial Aimed shot of an automatic burst hits the target. The weapon has 4 Attacks, and one die is rolled for each of the three remaining attacks. Two of them are lower than or equal to Auto but higher than Passive, so the Pierce of the Attack is increased by 2, and Stun and Injury are increased by 6 each. Since two of the attacks missed, the weapon is no longer Directed at the target. Multiple Targets: The attacker may distribute the attacks over several targets no more than 90° apart, from the attackers point of view. For every full 5m between the intended targets the furthest apart from one another, one Attack is lost. After having firing upon multiple targets, the weapon is never considered Directed. Example: Natasha is shooting at Andrew and Nick with a machine gun. She has declared that she wants to “empty the magazine at them”, which means using the maximum amount of attacks per turn. In the case of this machine gun this means 4 attacks - or 10 rounds. The GM determines that they will receive two attacks each. Since she had already pointed it towards Andrew, her first attack is made with the weapon’s Directed value as the Target number. The value is 8 (her Ranged combat of 7 plus the weapon’s Directed modifier of 1), and she rolls a 5 Success. The first shot hits. The remaining attacks are made against her Auto value, which is 5.

Wait
Another possibility is to wait, simply passing the turn on to the next Initiative score in line. A waiting character may choose to act immediately after any other character, but may not interrupt their Actions. When the waiting character has acted, she returns to her regular place in the Initiative order, as of the next turn. When it is the waiting character’s turn to act again, she may continue to wait, or do something else. A waiting character may be ready to perform one specified Action, such as firing in a certain direction (about 90°maximum width, Snap shot unless a target is specified), drop prone, remotely trigger an explosive charge etc. The specified waiting Action may be used to cut off another character’s Action. If several waiting characters react to the same event, they act simultaneously. If it for some reason is very important in what order they act (e.g. a good old Mexican standoff), they roll a temporary Initiative to determine the order. If the waiting character wishes to take an Action that is not specified as above, this Action will take place after the event that the character reacts to. It may not interrupt the Actions of another character. Aiming: A character that is Aiming at a target may continue to do so while waiting, provided that the target remains the same.

Miscellaneous Actions
Other Actions include anything that takes about a second: locking and loading a weapon, Aiming, standing up, taking cover, get into firing position, pulling the pin from a grenade, taking out an empty magazine or putting in a new one. Dropping a weapon or switching between holding a weapon with one or two hands does not count as an Actions. If an Action takes significantly more time than a second, it will reach across several Turns.

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New Horizon Combat and I njur ies
Taking cover: As an Action, a character may seek cover or a firing position, provided there is a suitable cover within half the character’s Movement in meters. A character taking cover is not visible at all and may not fire nor be directly fired at. A character in a firing position is harder to hit, increasing Passive. Going from a firing position to cover can be combined with a non-movement Action that does not require a roll, like reloading. Going from cover to firing position can be combined with directing (but not aiming or firing) the weapon at a target with a known location.

Injuries

Effects which are dangerous to the character are expressed as two damage values: Stun and Injury. Stun hurts, and you get it primarily from blunt violence like punches, kicks, falls and clubs. Injury means more slowhealing, lasting injuries such as cuts, bullet wounds and broken bones. The higher the value of the Stun or Injury, the more dangerous they are to the character. When a character is injured, the incoming Stun and Injury values are compared to her Damage thresholds. The worst Damage threshold not exceeded by the damage value determines the degree of Stun or Injury. For instance, if an attack’s Stun value exceeds a character’s Moderate but not her Serious Stun threshold, then she suffers Serious Stun. A wounded character suffers the Wound Penalties of the worst Stun or Injury sustained. Example: Jessica receives an Injury of 12. Her Minor damage threshold is 10 and her Moderate threshold is 16. Since the incoming Injury is above her Minor threshold but below her Moderate, she receives an injury of Moderate degree. This means she will get a -4 penalty to all rolls until the injury is healed.

Wrestling

Wrestling is a special type of unarmed close combat attack made at Grappling distance, against the target’s Defense. They can target the head or body (Default), the arms (Disarm) or the legs (Immobilize). If the attack is successful, the targeted becomes Seized at the end of the Turn. Once Seized, a character may not move out of Grappling Distance. A Seized opponent allows the attacker to make a Break attack: Break: A successful Wrestling roll deals damage to the target, bypassing all armor regardless of Coverage. The target is still considered Seized after a Break. Break attacks are considered Disarm against Seized arms and Immobilize against Seized legs. A Break as a waiting Action is enough to dissuade most people from further resistance. To break free, the victim makes a wrestling attack against the opponent that has Seized it. A successful roll breaks the Seize. Characters become Seized after Attacks are resolved, before the Distance changes: • Seizing the arm in which the opponent is holding a knife (Disarm) will not prevent the opponent from attacking with it the same Turn (but it will the next). • If the target is successfully freed in the same Turn the opponent is attempting a Break, the Break fails. Wrestling requires two empty hands and is very risky to attempt when outnumbered: • If the wrestler has only one hand empty and available, wrestling attacks are made at a -2 penalty. • A character that performs wrestling Actions has a -2 penalty to Defense and Guard when defending against attacks made by anyone other than the wrestling target.

Damage

Jessica’s Injury values.

From Attack to Damage

After a successful attack, the attacker has either rolled below or equal to the relevant Target number with one die or with two. A successful attack roll where one die is successful is called a “Hit”, while one with two successful dice is called a “Full Hit”. A Hit simply deals damage, regardless of the purpose of the attack. A Full Hit may have additional effects, depending on the attacker’s intention: • Maximum damage (default) • Bypass armor • Disarm • Immobilize If the attacker does not specify an intention, it is assumed that the goal is to inflict the most severe damage possible.

After a successful attack has been made - that is, an Attack roll with at least one successful dice - the quality of the hit is determined. A successful attack roll where one dice is successful is called a “Hit”, while one with two successful dice is called a “Full Hit”. • If both dice are below or equal to the target number, but one of them is lower than target’s Defense or Guard (or the Distance, for ranged weapons), it still counts as a Full Hit. • Lucky rolls (Black die comes up 1) are “Full hits” only if both dice are lower than or equal to the target number. They still have to beat the Defense, Guard or Range. The successful attack may result in an Injury. This process is explain in the Injuries section (see page 52).

Coverage
If the target is wearing an armor, the first thing to determine when resolving an attack is whether or not the armor protects. If the white die is higher than Coverage, the attack strikes where the armor does not protect. • Wrestling: Armor never protects against Wrestling attacks (exception in sci-fi: mechanized armor). • Coverage 20: If the Coverage is 20 the armor always protects, excepting only Wrestling attacks. • Disarm: An armor that does not cover the arms never protects against Disarm Full Hits. • Immobilize: An armor that does not cover the legs never protects against Immobilize Full Hits. • Bypass: Bypass Armor attacks ignore armor if any die, black or white, is higher than Coverage. In all other cases, the armor protects. Bypassing armor in close combat is difficult. The procedure often involves grappling and inflicting Stun damage on the opponent with punches in order to wear down the Defense.

Multiple Weapons

Firing two weapons: A character firing two firearms at once suffers a -2 modifier to Precision, cumulative with all other penalties, such as those for wrong hand (-1). This is handled as two separate attacks. Only one weapon at a time can be Aimed or Directed. The other attack is always a Snap Shot. A character may not fire more than two weapons as a single Action.

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Protection
If the attack strikes armor, the weapon’s Pierce is compared to the Deflect, Stop and Slow values of the target’s armor: • Pierce is lower than or equal to Deflect: The attack causes no damage. • Pierce is lower than or equal to Stop: The attack causes no Injury, and Stun is reduced one level. • Pierce is lower than or equal to Slow: Injury and Stun are reduced one level. The armor is damaged. • Pierce is higher than Slow: The armor has no effect, but is still damaged. Hard armor is damaged when the Pierce value of an incoming attack is higher than Deflect (it breaks from Stop as well as from Slow). When an armor is damaged, check the highest empty Coverage square. This indicates that part of the armor has been destroyed. Only blank squares count as Coverage.

Disarm: Normal Hit damage. If either Stun or Injuries is Serious, Severe or Critical, the target drops what was held in a hand of the attacker’s choice and is unable to use it until the wound heals. Mark the Injury in the Arms column, and mark it again as a Serious Injury in the main Injury column. A Critically injured arm is either crushed beyond repair, severed or torn off. Immobilize: Normal Hit damage. If either Stun or Injuries is Serious, Severe or Critical, the target falls to the ground, unable to stand up until the wound heals. Mark the Injury in the Legs column, and mark it again as a Serious Injury in the main Injury column. A Critically injured leg is either crushed beyond repair, severed or torn off.

Stun

There are five levels of Stun and five corresponding thresholds. In order to determine how Stunned the character becomes, compare the incoming Stun damage from the previous step with the character’s Stun thresholds. If the Stun damage is equal to or lower than a specific Threshold, then the character is Stunned to the corresponding degree. Minor, Moderate and Serious Stun are various degrees of dizziness that inflict penalties to everything the character attempts to do, but they are not very lasting (see Recovery).

Coverage 9, worn down to 8.

Severe Stun knocks the character to the ground, only vaguely aware of her surroundings. Severe Stun permits the character to crawl a meter each Turn. No other Actions are possible. Critical Stun is unconsciousness. The character may not act in any way whatsoever. This occurs when the incoming Stun is higher than the character’s Severe Stun threshold. Example: Jessica also suffers a Stun of 8. This is higher than her Negligible Stun threshold, but lower than her Minor level. This results in a Minor Stun.

If the armor is damaged by a burst of automatic fire, each Hit counts as a separate damage to the armor.

Reinforced Areas
If a character that wears an Armor with a Reinforced Area, first compare the incoming attack to the Coverage of the Reinforced Area. If the Coverage is lower, compare it to the Coverage of the rest of the Armor.

The damage roll
The white die symbolizes Stun, the black one Injury. Like with the usual Attribute rolls, the goal is to roll as high as possible below or equal to a Target number - in this case, the weapon’s damage values. The difference here is that there are generally two Target numbers, since most weapons have two damage values: one for Stun and one for Injury. They symbolize the weapon’s ability to cause Stun damage and Injuries, respectively. If it is possible to add an even multiplier of 20 (20, 40, 60…) to the result and still end up below or equal to the damage value, do it. Example 1: The Stun value is 32. The Stun die result is 10. 10+20 is 30, still below the Stun value. The Stun damage is 30. Example 2: The Injury value is 49. The Injury dice result is 8. 8+20+20 is 48, still below the Injury value. The Injury damage is 48. Example 3: The Stun value is 25. The Stun dice result is 16. 16+20 is 36, which is above the Stun value. The Stun damage is 16. Full Hits: Maximum damage: In a Full Hit with the intention of causing maximum damage the roll is made like a regular damage roll. The difference is that die that yields the highest result for Stun and Injury is used, disregarding the color of the dice. Example: The attack has Stun 16 and Injury 23. The black die comes up 15 and the white one 8. The highest Stun that can be achieved is 15. Stun is 15. The highest Injury that can be achieved is 15. Injury is 15. Bypass armor: Normal Hit damage. If either die is higher than the target’s Coverage, the armor is bypassed.

Injury

Jessica’s Stun.

There are also five levels of Injuries, each with their own threshold. In order to determine the level of Injury sustained, compare the Injury value of the incoming attack to the character’s Injury thresholds. If the Injury value is equal to or lower than a specific Threshold, the character receives an injury of the corresponding level. Injuries are recorded by striking a horizontal line through the corresponding circle in the Injuries table. Additional injuries are not recorded if they are of a lower level than the previous injury. Example: Jessica receives an Injury of 6. This would be a Minor injury, but as she’s already got the Moderate level, the new injury is not recorded.

Jessica’s Moderate Injury.

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New Horizon I njur ies
Negligible: Bits of hair or clothes chopped up, possibly a bruise. Doesn’t break the skin. Minor: Injuries limited to skin and surface muscle tissue. Except causing pain, they don’t limit the usability of the body part and will often heal quickly. Moderate: Might be cracks in or chipping of the skeleton, significant crushing or cutting damage to the muscles - limiting, but not completely eliminating, the usefulness of the body part. Serious: Extensive fractures and/or partly severed muscles. The injured limb works very badly, if it works at all, and any movement causes extreme pain. Severe: An injury is Severe when the character has received lifethreatening damages, or an arm or leg has been completely disabled. Examples include severed tendons, an arm being broken in several places, or a blown kneecap. Severe injuries will not heal without surgical procedures. Critical: These injuries are blatantly destructive in a permanent way: Bowels are all over the floor or half the cranium smashed in. This occurs when the incoming Injury is higher than the character’s Severe Injury threshold. Critical injuries that are the result of Disarm or Immobilize result in a Missing Limb Trait. Non-Disarm or Immobilize Critical Injury is instantly fatal beyond repair, unless genre-specific, high-tech or magical intervention is available. Some genres even lack a Critical damage level altogether. Example 3: André receives a Severe injury, with damage dice results 7 (black) and 13 (white). The black die is odd, so André will bleed to death in 13 minutes. Example 4: André receives another Severe injury. The damage dice are 8 (black) and 2 (white). Because of the previous bleeding, the black die counts as odd. Without competent medical attention, André has two minutes to live. Bleeding may be stopped by a successful Medicine roll (one roll per bleeding to be stopped): Bleeding: In arm or leg < 10 min left < 1 min left Treating yourself Modification to the Medicine Target number: +2 -2 -5 -2

These modifications are cumulative, when applicable.

Cumulative damage
If a character suffers both Stun and Injury, she only receives penalties for the highest of the two. Penalties from Stun and Injury are never added together. If the level of the incoming injury is equal in level to an injury previously sustained, it is usually ignored, as described above. There are, however, two exceptions: Moderate and Serious. When sustaining an additional injury of Moderate or Serious level, the new injury is recorded as one level higher. When determining bleeding, treat the injury as the recorded, higher level. Example: Jessica receives another Moderate injury. This is, decidedly, not her day. The additional Moderate injury is recorded as a new Serious injury.

Bleeding
Bleeding, in Vo|t, refers to life-threatening loss of blood, or other types of wounds that are fatal only after some time has passed. Minor Injury or worse does mean that blood is shed, but unless potentially lethal, the system will not consider it Bleeding. In New Horizon, wafans bleed more slowly than the human races. Bleeding is determined both by the damage level of the injury and whether or not the black die is odd. Minor and Moderate injuries do not lead to life-threatening blood loss. Serious injuries may be fatal if untreated, and Severe ones are. Critical injuries kill instantly, which means no bleeding rolls are needed. Severe and Critical Injuries to arms and legs count as Severe when determining bleeding. Bleeding is handled as the amount of time before the character bleeds to death. It is always a multiple of the value of the white die of the damage roll. A higher bleeding time is better, since it means there is more time before death occurs. If you incur multiple bleeding injuries, treat the black die as odd even if it isn’t. Only use the worst bleeding to determine the time before death occurs. Serious injuries • Black die is even: no bleeding. • Black die is odd: bleeding time is 10 x white die minutes (white die hours for wafans). Severe injuries • Black die is even: bleeding time is 10 x white die minutes (white die hours for wafans). • Black die is odd: bleeding time is white die minutes (10 x white die minutes for wafans). Example 1: Alice receives a Serious injury, with damage dice results 4 (black) and 6 (white). The black die is even, so Alice will not bleed to death from this wound. Example 2: Alice receives a Severe injury, with damage dice results 6 (black) and 18 (white). The black die is even, so Alice will bleed to death in three hours (10×18 = 180 minutes).

Jessica’s Injury values.

Note that additional Moderate injuries do not turn into Severe injuries. Injuries are only ever “raised” one level in this manner. The above also applies to Stun, with the addition that two Severe stun damages add up to Critical stun. If the level of the incoming stun is equal in level to stun damage previously sustained, Moderate, Serious and Severe Stun will increase one level.

Recovery
Stun

Both Stun and Injury heal after successful Recovery rolls, which are made using Constitution. There are three types of Stun Recovery: • Action. Minor, Moderate and Serious Stun can be cured by a the Recovery roll that requires an Action, taking the penalties for the Injury into account. A successful Recovery roll clears all Stun at the end of the Turn. Severe or Critical Stun cannot be cured this way. • A break. A minute’s relative peace and quiet. This Recovery roll does not take the wound penalties into account, If successful, it reduces the Stun one level. • Rest. An hour of rest removes any remaining Stun, no rolls required. A character that suffers Critical Stun makes a Recovery roll the next Turn, with Serious Penalties. A success lowers it to Severe Stun.

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Injuries
An Injury will, during the process of recovery, be Vulnerable. A Vulnerable Injury’s recovery is very easily undone - each time the same hit location gets a new injury (of any level), one level of recovery is undone. Any straining beyond light physical therapy might call for a Constitution roll to ensure the Injury’s recovery isn’t undone. The penalty incurred from the injury on all Actions involving the limb is based on the latest level to be Vulnerably recovered, not the level of the highest actual injury. Critical and Severe injuries will not heal without medical treatment, otherwise the original injury determines how often a Recovery roll may be done: • Minor: Every 2 days • Moderate: Every 5 days • Serious: Every 10 days Several Traits change the time required for each Roll. A successful Recovery roll lowers the effective Damage level of the injury one level. This recovery is Vulnerable, which is recorded by making a vertical line through the horizontal one used to mark the original injury. If all levels are healed this way, the most severe level is completely removed (both the vertical and horizontal lines).

Severe Injuries: In order for it to even be possible to make Recovery rolls for Severe injuries, a medically competent person is needed - as well as the right circumstances, such as peace and quiet in a structured environment and access to the applicable tools. The medically competent person makes a Medicine Attribute roll. Missing tools or unfavorable circumstances mean negative modifications on the roll. If the roll succeeds, the injury is lowered to Serious (vulnerable) and may begin healing naturally. Critical Injuries: Critically injured arms or legs do not grow back, unless the character has Regeneration. The procedure of the controlled amputation of a critically injured limb follows the same rules as Severe injuries: Surgery reduces it to a Serious injury, and after that recovery rolls are made to close the wound one level at a time. Wafans and Prometheans may replace the lost limb. Olympians may undergo cybernetic or genetic therapy, effectively becoming either Medean or Promethan (forfeiting any Olympian Traits). As long as they remain Olympian, however, critically injured arms or legs cannot be replaced.

Repairing Wafans
Wafans recover Stun damage just like humans do, but they do not heal Injuries (unless they have nanobots). The wafan process for recovering from Injury very much resembles to that of humans, but instead of making periodic Constitution rolls, wafans must be repaired. A Cyber Life Surgeon with the appropriate tools may spend one hour to make a Repair roll. Limbs are easier to repair, granting a +2 bonus to the roll. A success creates a vulnerable recovery, by the same rules as for humans. A failure means that the hour was wasted without any benefits to the wafan. Contrary to humans, which always require time to heal, wafans can be repaired again the next hour, and again until the damage is fully repaired. Critically injured wafan limbs cannot be repaired, but must be replaced. Replacing a limb is faster and easier, but also expensive. The procedure takes 10 minutes, and requires a Cyber Life Surgeon to pass a Repair test with +5. Failure will not damage the replacement limb. Keep in mind that most often healing requires certain equipment, and the physician should at least have a cyber life kit (see Equipment table).

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

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New Horizon H azards Hazards
Exhaustion
When a character is performing prolonged strenuous activity, the circumstances could call for a Constitution roll. Strenuous activity could be carrying a heavy bag up a hill, brawling in a bar or being ready for battle for several minutes, weapon raised and looking for hidden enemies. Prolonged exposure to heat or cold causes exhaustion. When the Constitution roll fails, the character becomes tired, which manifests as Stun damage. If the character is already Stunned, whatever the source may be, the Stun Threshold is increased one level: Minor becomes Moderate, Severe becomes Critical, and so on. If the endeavors are particularly taxing or time-consuming, the GM should apply penalties to the rolls. If the character got tired from just minutes of effort, exhaustion can be cleared with a successful Constitution roll, with wound penalties. One attempt per second is allowed, just like with any other Stun damage. However, if the character became tired after hours of effort, each attempt to shake the exhaustion takes one minute. When a character is exposed to a toxin, roll its Potency, using the subject’s Toughness as the Passive. • If the roll has no success that is higher than Toughness, the subject suffers a very lenient version of the toxin’s effect, and after twice the Delay. Stun and Injury are reduced by -10. • If the roll has one success that is higher than Toughness, Injury and Stun are reduced by -5. Other effects and their durations are halved, when applicable. • If the roll has 2 Successes, and the highest beats Toughness (a Full Hit), the subject suffers the full effects of the toxin. Example: A professor of archeology with Toughness 8 is hit by a poisoned dart, delivering one dose of an Injected Potency 15 Neural toxin with a Delay of 20s (seconds). Its effects are 35 Stun damage for 2h (two hours). The roll is 10 and 17. One success is above the Passive. The Stun is reduced to 30, and the duration to one hour. The Stun die turns up 8. Since 20 can be added to 8 without exceeding 30, the Stun damage is 28. This is more than the archaeologist’s Severe Threshold, so in 20 seconds he will pass out for one hour. Increasing or reducing the dose affects the Potency: Dose: x10 x5 x2 /2 /5 /10 Potency: +10 +5 +2 -2 -5 -10

Falling

Damage from falling inflicts both Stun and Injury damage. The base damage is set by the height, and then modified by the surface the character lands on, as well as the success of the Agility roll. When all modifications are made, roll the damage. Fall: 2m 5m 10 m 20 m 50 m 100 m+ Damage: 17 26 33 40 50 57

If an Absorbed or Injected toxin is used to coat a weapon, only a single dose can be administered in an attack. The first successful attack uses up the toxin. (A list of toxins is found in a table which can be downloaded from our web-page.) Toxic fumes: One of the most dangerous aspects of a fire is the smoke. If the concentration of smoke is high (e.g fires indoors, or when entire buildings or hundreds of trees burn), treat it as an Inhaled Potency 15 toxin with a Delay of 5 seconds. • Smoke from burning wood or plants causes 30 Stun damage for one hour. • Smoke from fires in certain plastic materials and chemicals turns into acid in the lungs, causing 30 Stun and 30 Injury. Adjust the Potency if the concentration is extremely low or high. Most buildings, even wooden ones, contain enough paint and plastic components in furniture, fabrics and electronics to make the smoke cause Injury. Smoke is typically clearly visible and lighter than the air around it, which means the effect can often be avoided or mitigated by crawling on the ground.

Note that fall damage does not increase beyond 100 meters. This is because the speed of the fall does not increase past that distance. Falling does not need to overcome the armor’s Protection levels to cause damage, but if the character is wearing at least a vest and a helmet, armor may reduce the damage (see page 52-53). Surface: -10 water (>3m) -5 snow (>1m) -2 slope (>45°) +0 sand or dirt (with or without grass) +2 hard, flat surface (metal, concrete, asphalt) +5 hard, rough surface (large rocks, cliffs) Agility and armor: - the Success rate of the Agility-check -2 wearing armor that covers torso and head Example: Thomas, Agility 7, misses a jump between two buildings, and falls 20m (damage 40). He lands on asphalt, which increases the damage to 40+2 = 42. His Agility roll is 4 and 16: a success of 4. This reduces the damage to 42-4 = 38. The damage roll turns up Black 4, White 12: Injury 24, Stun 32.

Disease

A disease is described by Transmission, Infectivity, Latency and Symptoms. Transmission could be, for example: Contact (touch), Oral (through food or drinking water), Vector (carried by an animal), or Airborne. Infectivity measures the likelihood of infection. Latency is the time between infection and the sign of the first Symptoms. The Symptoms, in this context, are the effects of the disease. When a character is exposed to a disease, roll its Infectivity, using the subject’s Constitution as Passive. • If the roll has no success that is higher than Constitution , the subject suffers a very lenient version of the Symptoms, and after twice the Latency. Stun and Injury are reduced by -10. • If the roll has one success that is higher than Constitution, the Symptoms and their durations are halved, when applicable. Stun and Injury are reduced by -5. • If the roll has 2 Successes, and the highest beats Constitution (a Full Hit), the subject suffers the full Symptoms of the disease. The Infectivity of the disease should be modified in accordance with the characters’ exposure to the pathogen (did they wade through the infected river, or did they drink from it?) as well as their counter-measures (e.g. good personal hygiene against Contact-transmitted disease, mosquito nets against Vector borne, and the like).

Toxins

A toxin is described by ROA (Route of Administration), Potency, Delay and Effect. The ROA could be Absorbed (through the skin), Enteral (eaten or imbibed), Injected or Inhaled. Potency determines how likely the subject is to be affected. Delay is how long it takes for the toxin to work. If no other unit is written, it is in seconds. The Effect could be simple damage for many types of poison, or a more elaborately described consequence.

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Role Playing Game Monsters of New Hor izon Arbor Strangler
• Fauna: Nemorisfauna. • Region: Youzem (Narehl), Neo Titania (Perianth Peninsula), New Chania. Appearance: The Arbor Strangler is one of the few instances of land bound gastropods found on New Horizon. A writhing mass of tentacles around a sacklike core, which contains an enormous vicious beak for tearing large portions from its prey, as well as two enormous golden eyes. It resembles an octopus as viewed through a nightmare. They’re capable of swinging from tree to tree with relative ease. If they lose a tentacle, another will grow out in short time. They also heal rather quickly. They come in a variety of colors and markings. Eating Habits: Arbor Stranglers dwell in trees near shallow or deep water, waiting for prey to pass, than drop and crush them to death in place, or drag them to water to drown them before consumption. Smaller prey may be grabbed with their whip like tentacles. Mating/Social Habits: Arbor Stranglers are sexless creatures. When they want to reproduce they simply allow one of their tentacles to break off and from it a new Arbor Strangler is born. The process usually happens very quickly, normally within a few days time. Behavior: Arbor Stranglers are not territorial creatures. They hunt alone and are usually not seen together with other Arbor Stranglers. They are not aggressive towards other animals which they do not want to eat. They also hunt during the night and stay hidden during the day. Environment: Arbor Stranglers are found throughout the forests of the world located near rivers or streams.

Belaboar

• Fauna: Terraefauna. • Region: Youzem (Lonely Mesa, Azuremar Mountains). Appearance: The Belaboar is a species of lizard. It is very large, between 8 and 14 meters long, and has a smoky grey color and red or orange dorsal spots, edged in a lighter shade. The dorsal pattern appears mottled or osculated. There are light crossbars on the dorsum, and light yellow or white on the venter. It has small granular scales and spikes on the back and legs. The large head is distinct from the neck, and the lining of mouth and throat are orange-black. Known Dangers: The Belaboar is a powerful bipedal runner. They run faster than any human or wafan, even if they are riding or driving. The adult beast can inflict a painful bite that is extremely corrosive. One powerful bite can make an armor useless. Eating Habits: The Belaboar is truly one of a kind. It’s a rust monster in every meaning of the word, and its saliva is able to make any metal rust into powder within minutes. Belaboars corrode and eat metal objects. Behavior: Belaboars are extremely aggressive predators, hunting in packs attacking everything in sight which they can eat. They form societies similar to Earthly wolves, and they are even more dangerous than Earthly Velociraptors (or at least that’s what scientists believe). Environment: Belaboars live on open terrain and among hills and mountains. They never go into a forest or jungle.

Arbor Strangler
Attributes
Strength: Constitution: Toughness: Movement: Agility: Perception: Stealth: 7 9 5 7 5 7 5

Belaboar
Attributes
Strength: Constitution: Toughness: Movement: Agility: Perception: Stealth: 11 9 7 17 8 9 8

Armor
Coverage: Deflect: Stop: Slow:

Hide
15 3 4 7

Armor
Coverage: Deflect: Stop: Slow:

Scales
15 2 5 7

Traits
1) Wild Regrowth

Traits
1) Acid Resistance

Attacks
Difficulty

Chance to Hit
Defense: Grapple: Guard: Strike:

Damage
Pierce: Stun: Injury:

Attacks
Average
Claws: Acid Bite:
Difficulty

Chance to Hit
Defense: Grapple: Guard: Strike:

Damage
Pierce: Stun: Injury:

Easy

Bite: Strangle:

3

11 12

2

5 8

12

25 27

29 27

6

14 13

4

9 8

9 16

25 32

33 36

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

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

Negligible Minor Moderate Serious Severe

9 5 14 -1 11 19 -3 17 24 -6 23 29 30

Negligible Minor Moderate Serious Severe

Negligible Minor Moderate Serious Severe

14 10 19 -1 16 24 -3 22 30 -6 29 34 35

Negligible Minor Moderate Serious Severe

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57

New Horizon Monst e rs Blog
• Fauna: Terraefauna, Aquaefauna, Subterraneafauna. • Region: Youzem (riverbeds). Appearance: A Blog is a large, brown, hideously fat and amorphous blob like creature which often poses as a log at the bottom of a river, to attract small fish which it than devours. It appears blob like, but is actually a cephalopod, and when riled up and reveal an odd number of ferocious tentacles, tipped with wicked hooks. Mating/Social Habits: Blogs seem to communicate by blowing noxious bubbles to attract one another for mating. The noxious bubbles seem to be composed of methane which it creates as a bi-product of its digestive tract. Blogs seem to mate in an oddly diplomatic way. The male will create a stream of especially disgusting brown bubbles laced with reproductive molecules and the female will then swim through them and absorb them through their skin. Eating Habits: Blogs eat almost anything they can catch. An adult Blog can be large enough to devour a Jotun whole. Juveniles are often as small as a man’s fist. Useful Attributes: An interesting trait of this creature is that it doesn’t extract any kind of smell. Even very smelly creates lose their smell if they are totally enclosed by a Blog. Environment: Blogs live near riverbeds and in caves all over Youzem.

Arbor Strangler

Blog
Attributes
Strength: Constitution: Toughness: Movement: Agility: Perception: Stealth: 0 2 2 1 1 3 5

Armor
Coverage: Deflect: Stop: Slow:

Belaboar

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

Attacks
Difficulty

Chance to Hit
Defense: Grapple: Guard: Strike:

Damage
Pierce: Stun: Injury:

Easy

Acid Slime:

10

22

17

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

Negligible Minor Moderate Serious Severe

1 0 7 -1 6 11 -3 11 14 -6 15 21 22

Negligible Minor Moderate Serious Severe

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Role Playing Game

Gavaron

• Fauna: Terraefauna. • Region: Youzem (Narehl Jungles, Lonely Mesa). Appearance: The Gavaron is a dangerous predator, and a vicious and deadly hunter. It looks a lot like a mutated reptile that has been crossed with a snake and a spider. It has a long snake-like tail and head, but it walks on 6 feet long spider-like legs. Gavarons possess some of the more dangerous qualities of a spider. It can jump long distances, climb upside down and bite very hard. The creature is covered with small scales, which protects it from damage and fire. The beast possesses huge fangs filled with necrotoxins which paralyzes and poisons the victim. Gavarons are usually golden orange or red in color with white spots on their legs. They can grow to be up to 3-4 meters long and up to 2 meter high. A Gavaron almost always attacks a creature that invades its lair or enters its territory. Eating Habits: Gavarons prefer food that do not make much resistance and are easy to catch. They can eat a human or Wafan on occasion, but they prefer smaller animals. Gavarons hunt both during the day and during the night. They have excellent night vision. Behavior: Gavarons live either alone or in a group. Usually they avoid other animals unless they are hunting. Environment: Gavarons live in the Narehl Jungles, especially on the west side. They do however leave the jungles on occasion to look for food on the open terrain.

Ravager

• Fauna: Terraefauna. • Region: Youzem, Neo Titania, Aquilon’s Reach, Verdura. Appearance: Ravagers are not the largest predators, but pound for pound not a single living creature on the planet is deadlier. Resembling a blunt nosed crocodile bastard offspring with a lion, and a long salamander liked webbed tail. These pebbly skinned creatures are hairless except for their long mane. Size: Ravagers are typically the size of a large terrestrial dog on average, but can be as small as a beagle. Known Dangers: Ravagers are relentless predators. They often go berserk in battle. Their vicious jaws are capable of tearing apart Human and Wafan alike. Eating Habits: Their appetites are scarcely voracious. A Ravager will follow its prey for days, merely because they aren’t yet hungry enough to eat it, and only to strike when its prey has grown complacent. Smaller, juvenile Ravagers will often move from carcass to carcass likes crows, eating carrion. Because of this, a group of Ravagers is called “a murder of Ravagers”. Behavior: Ravagers are aggressive animals who attack anything with a pulse. They are not territorial animals, as they travel everywhere their hunger leads them. Usually they hunt during the day, but some have been seen during the night as well, especially if they didn’t find enough food during daytime. They hunt in packs or alone. They have an amazing sense of smell and they know how to stalk a prey for miles. Environment: Much like Terrestrial wolves and coyotes, Ravagers can learn to hunt in virtually any terrain.

Gavaron
Attributes
Strength: Constitution: Toughness: Movement: Agility: Perception: Stealth: 11 10 8 13 10 9 8

Ravager
Armor
Coverage: Deflect: Stop: Slow:

Scales
14 3 5 9

Attributes
Strength: Constitution: Toughness: Movement: Agility: Perception: Stealth: 8 7 8 12 8 9 10

Armor
Coverage: Deflect: Stop: Slow:

Hide
16 3 6 7

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

Traits
1) Intelligent 2) Pain Resistance

Attacks
Average
Venomous Claws: Venomous Bite:
Difficulty

Chance to Hit
Defense: 7 Grapple: 13 12 Guard: 4 Strike: 11 9

Damage
Pierce: 9 11 Stun: 26 28 Injury: 32 31

Attacks
Average
Claws: Bite:
Difficulty

Chance to Hit
Defense: 7 Grapple: 13 14 Guard: 6 Strike: 9 6

Damage
Pierce: 7 7 Stun: 17 27 Injury: 17 22

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

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

Negligible Minor Moderate Serious Severe

14 10 19 -1 16 25 -3 23 30 -6 29 34 35

Negligible Minor Moderate Serious Severe

Negligible Minor Moderate Serious Severe

12 8 17 0 14 22 -2 20 27 -5 26 32 33

Negligible Minor Moderate Serious Severe

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59

New Horizon Monst e rs Scorpin
• Fauna: Terraefauna. • Region: Youzem (Lonely Mesa, Azuremar Plains), Neo Titania (Heshmeloch Badlands). Appearance: Scorpins are night living creatures. They resemble Earthly scorpions but with some differences. One species have a flat, non-dangerous tail, which it uses to hit the ground in order to send out a drum-like signal to other Scorpins. Another species have a tail with a blade or a sting at the end of it, which it uses for attacking enemies. Some of them have poisonous stings as well. Scorpins have a 20-40 centimeter long body. The front part has two nasty pincers. Right behind those is two pair of legs. The back part of the body has another two pair of legs. The middle part of the body has, on some species, two long tail-like tentacles with a poisonous sting at the end. Scorpins have two eyes on the top of the head, and usually two to five pairs of eyes along the front corners of the head. Mating/Social Habits: Most Scorpins reproduce sexually, and most species have male and female individuals. There are many different types of Scorpins, some are as large as 0,5 meter long, but most types are much smaller. Those that are large are usually the non-poisonous types, while the smaller ones are most dangerous. Scorpins come in different colors. Behavior: Scorpins can live alone or together in a group. They are territorial but at the same time they also often change territories whenever it suits them. They are not aggressive unless attacked first. Eating Habits: Scorpins eat bugs and other small creatures. Environment: Scopins live on open terrains.

Gavaron

Scorpin
Attributes
Strength: Constitution: Toughness: Movement: Agility: Perception: Stealth: 3 3 3 8 7 5 7

Ravager Armor
Coverage: Deflect: Stop: Slow:

Exoskeleton
12 1 3 5

Traits
1) Small 2) Poison Resistance 3) Venom Resistance

Scorpin
Chance to Hit
Defense: Grapple: Guard: Strike:

Attacks
Difficulty

Damage
Pierce: Stun: Injury:

Easy

Pinch: Sting:

3

10 10

1

7 8

5 6

19 16

17 14

Damage thresholds
Stun Injury
Negligible Minor Moderate Serious Severe 5 1 9 -1 6 14 -3 12 18 -6 17 21 22 Negligible Minor Moderate Serious Severe
Tentacles: Tail: Wings: 2x Hind Legs: 2x Front Legs: Pincers:

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Role Playing Game

Scrap Gobbler

• Fauna: Terraefauna. • Region: Youzem (Lonely Mesa, Azuremar Plains, Narehl Jungles, Azuremar Mountains) Appearance: The Scrap Gobbler is a bloated ovoid beast covered with a tough, metal-like skin, which is extremely sticky and more often than not has tons of dung, trash, metal pats and scraps of decaying organic matter stuck on it. The Scrap Gobbler is an ugly creature. It has a round body, and its 50 centimeters tall. It walks on four deformed legs, and has several vine-like tentacles that are between 60 and 180 centimeters long rising from the top of its head. The end of each tentacle has deformed claws, spikes and suck-plugs. The Scrap Gobbler doesn’t have any eyes, and relies on a keep ability to detect metal which it eats. The beast works a bit like a metal detector in that aspect. The Scrap Gobbler also has an inner thermosense. The beast has a big mouth in the centre of its body, which is just like a wide gash filled with razor sharp teeth made out of a unique type of metal. Eating Habits: The Scrap Gobbler is a grotesque monster that lurks within heaps of debris and refuse. The primarily eat metallic objects but they never say no to a meal of fresh meat when the opportunity arises. The beast also stinks like an open sewer.

Mating/Social Habits: Scrap Gobbler’s are sexless creatures. When it’s time for them to produce young, they start to eat everything with a pulse. Then one they, some cocoon-like jelly-things leaks out from under them. Its outer layer hardens quickly. Two weeks later it cracks open like an egg and a new Scrap Gobbler comes into the world. Behavior: Scrap Gobbler’s live by themselves. They do not like other animals or their own kind for that matter. They attack and eat everything that comes near them and they do so with great fury. Environment: The Scrap Gobbler is mostly a night living creature but they can be seen during day time as well. They lives almost anywhere on Youzem, both in the jungle, on open terrains and in the mountains. Their metal-like skin can be sold for 75 Geodites a piece.

Scrap Gobbler
Attributes
Strength: Constitution: Toughness: Movement: Agility: Perception: Stealth: 5 5 5 5 3 3 5

Armor
Coverage: Deflect: Stop: Slow:

Metallic Skin
8 8 9 11

Debris Armor
10 4 6 8

Scrap Gobbler

Traits
1) Small

Attacks
Difficulty

Chance to Hit
Defense: Grapple: Guard: Strike:

Damage
Pierce: Stun: Injury:

Easy

Bite:

4

11

3

7

7

27

21

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

Negligible Minor Moderate Serious Severe

6 2 10 -1 7 14 -3 12 19 -6 18 22 23

Negligible Minor Moderate Serious Severe

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61

New Horizon Prepar ing for a game Performing a RPG battle
Role Playing Games in the New Horizon setting are performed just like for any other setting, whether that setting is based on Science Fiction or Fantasy. A Game Master (GM) leads the adventure with one or several players. The GM can use any Non-Player Characters (NPCs, page 45) or Monsters (page 57) he wants for his adventures. More NPCs are available here: http://www.newhorizon1.com/NewHorizonNPCs.pdf More Monsters are available here: http://www.newhorizon1.com/NewHorizonMonsterManual(shortpreview).pdf The only new thing to learn is how to perform battles, because all adventures contain battles in one form or another. The GM should learn how to perform battles. Players usually battle Non-Player Characters (NPCs) or Monsters. For that purpose, we have set up a team of two Players: Megan, a Promethean Cyborg, and Sucher, a Vanir Wafan. Megan is a female Bounty Hunter and Trapper (points were invested in those backgrounds, page 28). Sucher is a professor who happens to enjoy adventures. They have been tracking down a notorious Jotun Wafan who is wanted by the law in both Trapper Town and Warhead Keep. They finally track him down in an area of ruins, probably a former small town which was either destroyed by a Grim Stalker attack or a war between local tribes.

The battle begins

Megan and Sucher are about 20m away from K-OS, and about 10m from each other. Everyone is armed and well aware of the hostile intentions of the other party. K-OS has Fence +3 and Power +4. A mace is: Strike 12, Guard 4, Grapple 9, Defense 4, Pierce 8, Stun 30, Injury 27. K-OS uses two Mass Weapons, which decreases Grapple and Defense by -1, but increases Strike by +1. As K-OS has the Ambidexterity Trait, the left Mace suffers no penalty. K-OS has a Medium Jotun Armor, Coverage 20, Deflect 5, Stop 6, Slow 8. The armor has a Reinforced Area, Coverage 10, Deflect 6, Stop 8, Slow 11 (hardened). K-OS is Huge, so any ranged attacks against him have one less point of Passive to beat.

K-OS
Attributes
Strength: Constitution: Toughness: Willpower: Movement: Agility: Perception: Stealth: Acting: Speaking: 12 9 9 7 7 5 7 3 5 3 Humanities: Science: Medicine: Repair: Animal Ken: Driving: Close Combat: Ranged Combat: 3 0 0 0 0 0 10 3

Backgrounds & Traits
Warhead Soldier: Jotun Wafan: Huge: Ambidexterity: Delusions: Enemy: Pain Blocker: Jotun Armor: 5 3p 0p 1p -1p -2p 1p 1p

(Promethean Cyborg)

Megan

Armor
Reinforced Area (hard) Medium Jotun Armor

Coverage: Deflect: Stop: Slow: 10 20 6 5 8 6 11 8

Sucher Savant
(Vanir Wafan)

Encumbrance Attacks
Fence: 3 Power: 4 Precision: -4

0: 50

-2: 100

-5: 250

Chance to Hit
Attacks: Range: Strike / Snap Shot: 16 16 13 12 Guard / Directed: 7 7 7 5 Grapple / Aimed: 12 12 17 16 16 Defense / Auto: 7 7 12 10 13

Damage
Pierce: 12 12 Stun: 34 34 Injury: 31 31 22 24 30

Crusher (right mace): Smasher (left mace): (Mass Weapons) Punch: Kick: Wrestling:

9 30 10 32 BP 32

Damage thresholds
Stun Injury
Legs: Arms:

Ranges
1 2 3 4 5 10 m 20 m 50 m 100 m 200 m 6 7 8 9 500 m 1000 m 2000 m 5000 m

Negligible Minor Moderate Serious Severe

8 6 13 -1 13 19 -4 19 24 -8 25 28 31

Negligible Minor Moderate Serious Severe

Difficulty: Hard

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Role Playing Game

Megan has Fence -4 and Power -3. A Punch has Strike 10, Guard 4, Grapple 13, Defense 8, Pierce 5, Stun 26 and Injury 18. Megan has Precision +1. The Ophion F-50 has Snap shot 3, Directed 8, Aimed 10, Auto 7, Attacks 3, Range 3, Pierce 6, Stun 14 and Injury 26. Sucher has Precision 0. The Aero-1k Rocket Launcher has Snap shot 2, Directed 10, Aimed 11, Auto 6, Attacks 1, Range 3, Pierce 7, Stun 30 and Injury 34. Dice Rolls are written as Black:White. 13:8 means Black 13, White 8. ----------------------------------------

Turn 1 (Roll Initiative)

Megan: Aims at K-OS with the Ophion F-50. Initiative using Aimed, Target Number 11, 6:14, success of 6. The weapon is Aimed at K-OS. K-OS: Runs towards Megan. Initiative using Movement, Target Number 7, 3:19, success of 3. K-OS advances 7 meters out of 20 meters. Sucher: Shoots at K-OS. Initiative using Snap shot, Target number 2, 14:11, failure of 11. Acting last, Sucher fires a Snap shot at K-OS. The target is running, which increases the Passive by +2. The range is approximately 1, but K-OS is huge, so there’s also a -1 reduction to Passive for ranged attacks against him. 2+1-1 = Passive 2.

Megan
Attributes
Strength: Constitution: Toughness: Willpower: Movement: Agility: Perception: Stealth: Acting: Speaking: 5 5 5 5 9 7 8 9 3 5 Humanities: Science: Medicine: Repair: Animal Ken: Driving: Close Combat: Ranged Combat: 5 5 3 5 0 7 3 8

Sucher Savant
Backgrounds & Traits
Bounty Hunter: 5 Mesa Trapper: 7 Beauty: 1p Contact: 1p Sense of Orientation & Time: 2p Gullible: -1p Cybernetic Limb (Arm): 1p

Attributes
Strength: Constitution: Toughness: Willpower: Movement: Agility: Perception: Stealth: Acting: Speaking: 7 8 7 7 7 7 5 5 3 7 Humanities: Science: Medicine: Repair: Animal Ken: Driving: Close Combat: Ranged Combat: 3 10 5 9 0 5 3 7

Backgrounds & Traits
Physician: (Cyber Life Surgeon) Programmer: Scientist: Teacher: Vanir Wafan: Contact: Eidetic Memory: Duties: 8 8 12 8 3p 3p 1p -1p

Armor
Synthetic Fibre

Coverage: Deflect: Stop: Slow: 16 3 4 6

Armor
Reinforced Area Steel Armor

Coverage: Deflect: Stop: Slow: 11 17 7 5 12 7 14 12

Encumbrance Attacks
Fence: -4 Power: -3 Precision: 1

0: 10

-2: 20

-5: 50

Encumbrance Attacks
Fence: -4 Power: -2 Precision: 0

0: 15

-2: 30

-5: 75

Chance to Hit
Attacks: Range: Strike / Snap Shot: 4 7 6 6 5 Guard / Directed: 9 -1 0 0 -2 Grapple / Aimed: 11 11 12 10 9 9 Defense / Auto: 8 4 4 5 3 6

Damage
Pierce: Stun: Injury:

Chance to Hit
Attacks: Range: Strike / Snap Shot: Guard / Directed: Grapple / Aimed: Defense / Auto:

Damage
Pierce: Stun: Injury:

Ophion F-50: Knife (slash): Knife (thrust): Punch: Kick: Wrestling:

4

3

6 -1 2 2 3 BP

14 11 17 23 25 25

26 24 22 15 17 23

Aero-1k Rocket Launcher: Punch: Kick: Wrestling:

2 6 5

10 0 -2

11 11 10 10

6 6 4 7

2

4

7 3 4 BP

30 24 26 26

34 16 18 24

Damage thresholds
Stun Injury
Legs: Arms:

Ranges
1 2 3 4 5 10 m 20 m 50 m 100 m 200 m 6 7 8 9 500 m 1000 m 2000 m 5000 m

Damage thresholds
Stun Injury
Legs: Arms:

Ranges
1 2 3 4 5 10 m 20 m 50 m 100 m 200 m 6 7 8 9 500 m 1000 m 2000 m 5000 m

Negligible Minor Moderate Serious Severe

4 3 9 -2 9 14 -5 15 19 -10 21 23 27

Negligible Minor Moderate Serious Severe

Difficulty: Easy / Average

Negligible Minor Moderate Serious Severe

6 4 11 -1 11 17 -4 17 22 -8 23 26 29

Negligible Minor Moderate Serious Severe

Difficulty: Average

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New Horizon Prepar ing for a game
The roll comes up 2:7. 2 is a miss because it does not beat Passive, and 7 misses because it is higher than Sucher’s Snap shot. A more experienced fighter with a few Points in combat-related Backgrounds might have realized the futility of this attack. ---------------------------------------K-OS: Runs the last few steps to Striking distance and attacks Megan with his left Mace. As Megan has Guard 0, there is no Passive to beat. Megan has Guard 0: If the character has several weapons, then you have to decide which Guard value you should use. Megan has a knife but she is not holding it, and therefore the Guard value for the knife cannot be used. Guard for Punch is 0, and Guard for Kick is -2. A negative value cannot be used since the die does not have negative values. -2 is therefore the same as 0. Thus, it does not matter if you use the Guard value for Punch or Kick. But you always select the highest value you can. K-OS is still stunned, however, and suffers a -3 to his roll; Target Number 13. The roll is 9:16, a Hit. White 16 does not beat the Coverage of Megan’s Fibre Armor, so the armor is struck. However, as a Mace with half a ton of Jotun behind it has Pierce 12, Fibre Armor (Slow 6) makes no difference whatsoever. The damage roll is 19:8, that is Stun 28 (8+20) and Injury 19. This surpasses Megan’s Severe Stun threshold (23), which makes it a Critical Stun. Megan is out. The Injury surpasses the Moderate threshold (15) and ís therefore Serious. It does not surpass the Serious threshold (21) and is thus not Severe. The Black die is even, so Megan does not bleed. Sucher: Still Aims at K-OS, with the attack as a Waiting Action. He orders K-OS to drop his weapons. ----------------------------------------

Turn 2

Megan: Fires a 20-round salvo at K-OS, which corresponds to 4 Attacks. The first shot is Aimed, Target Number 11, and the remaining 3 Attacks use Auto, Target Number 8. K-OS has a Passive difficulty from the distance to the shooter, ~10 meters, which is Range 1, negated by the -1 from Large Target. K-OS is running, but moving towards Megan, which means no bonus from “moving target”. Passive is 0. The first attack comes up 15:8, a Hit. The White die of the first roll, 8, is lower than or equal to the Coverage of the Reinforced Area (10) of K-OS’ armor, so that’s where the attack lands. The extra 3 Attacks come up 18:10:5. 18 and 10 miss, but 5 is a hit. Two Attacks hit, so Pierce is increased by +1, and Stun and Injury are increased by +3 each (rule for multiple attacks, see page 51). Half of the attacks made by Megan this Turn hit their target, so the weapon is still Directed at K-OS. Pierce (6+1=7) is compared with the armor’s Protection levels: Pierce 7 is higher than Deflect, but not higher than Stop. The attack is stopped by the armor, and so it deals reduced Stun damage and no Injury damage. Stun damage is 14+3=17 (+3 from the extra Attack that hit). The damage roll comes up 10. To K-OS, that is a Minor Stun, reduced one step to Negligible by the Armor. Since the Reinforced area is Hardened, it loses 2 Coverage from stopping the bullets (one per Attack that hit). Reinforced Area: [ ][ ][ ][ ][ ] [ ][ ][ ][x][x] [x][x][x][x][x] [x][x][x][x][x] A horizontal line is drawn through the two rightmost squares of K-OS’ Medium Jotun Armor. Together with the Reinforced Area the Jotun Armor covers the whole body: Coverage 20. When the Reinforced Area breaks down then is weapons the whole coverage, even if the weaker armor parts were not damaged at all. This is illustrated by also lowering the Coverage of the whole armor and it can no longer be 100%, in other words, it cannot be 20. This is why you also need to lower the coverage of the Jotun Armor with just as much as you have lowered the coverage of the Reinforced Area: by two levels. This is marked by vertical lines and not by crosses, since it illustrates areas which are no longer covered (protected). When you repair the Reinforced Area, the damage to the whole armor marked by vertical lines is automatically repaired as well, for free. Jotun Armor: [ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ] [ ][ ][ ][-][-] K-OS: Keeps running towards Megan, moving another 7 meters out of 13 meters. Sucher: Aims at K-OS. ----------------------------------------

Turn 4

K-OS: Stands still, seemingly hesitating. Is this bald little man really prepared to fire an explosive weapon with his accomplice this close? Meanwhile, he struggles to control the pain from the bullet he just took. K-OS rolls Constitution (-3 from the Stun), 2:7, success, Minor Stun subsides. Sucher: Continues to Wait.

K-OS

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

( Jotun Wafan)

Turn 3

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

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Turn 5

K-OS: Charges Sucher, attempting to dodge the shot. K-OS has Agility 5, and rolls 2:19, a success. His Movement is considered Irregular, which gives him a Passive of +3, -1 for being Huge = 2. On the other hand, it slows him down to Movement 5 (7-2). Sucher: Fires both remaining missiles at just over 5 meters distance, as the Waiting Action permits him to interrupt K-OS’ movement. The target has a Passive of 2, Suchers Target Number is 11. The first attack comes up 2:20, a miss (as the successful die does not beat Passive). The second attack is a roll of 4, a Hit that beats Passive. The white die of the first attack was 20, which is higher than K-OS’ reduced Coverage. The armor does not protect. The damage roll is 10:17, Stun 17, Injury 30 (10+20). K-OS suffers Severe Injury and will bleed to death within 17 hours without medical attention. ----------------------------------------

Reckless Attacks: During an Attack a player can choose to make a Reckless Attack which gives that player’s character a +5 bonus to his/ her Attack value, but disables the character’s Defense and Guard values during the next counterattack. Abel tries to hit Caine, but this time with a Reckless Attack. Caine is not within wrestling range so Strike is the proper attack type. Therefore, Abel must make a dice roll for his Strike-value which is 9 according to his Character Sheet. Since Caine is able to defend himself his Guard value must be subtracted from Abel’s Strike-value before the dice roll is made. Caine’s Guard value is 3, and Abel must roll a die that is lower/equal to 6 (9 - 3) in order to successfully hit Caine with his attack. However, since this attack is Reckless Abel is able to add a +5 bonus to that value and now he must roll a die that is lower/equal to 11 (6 + 5 bonus) in order to successfully hit Caine with his attack. But since Abel performed a Reckless Attack during his action, Caine will be able to ignore subtracting Abel’s Defense/Guard value from his Grapple/Strike value during his next attack.

Additional Advice

Here are some additional advice and battle related examples. Close Combat: Each character or Game Master character can choose to go into Close Combat Battle with whomever they want as long as they are within range of their weapon. Throwing a weapon at someone is not counted as a Close Combat Battle. Attacks and Maneuvers are counted as Close Combat Battles. Attacks: When a player declares that he wants to perform an attack with his character, the first thing which must be decided is whether the attack will be a Grapple or a Strike. If the opponent is within wrestling range then the Attribute-comparing dice rolls are made for Grapple-related attacks minus the opponent’s Defense-value, but if not then the Attribute-comparing dice rolls are made for Strike-related attacks minus the opponents Guard value. If the opponent is not able to protect him/herself at all, then the Defense/Guard value is not subtracted from the attack. If the dice roll results in at least one of the two die being a successful roll then the Attack is counted as successful and it hits its target. In such a case, a Damage roll is made (see Damage on page 52). Example: Abel tries to hit Caine. Caine is not within wrestling range so Strike is the proper attack type. Therefore, Abel must make a dice roll for his Strike-value which is 9 according to his Character Sheet. Since Caine is able to defend himself his Guard value must be subtracted from Abel’s Strike-value before the dice roll is made. Since Caine’s Guard value is 3, Abel must therefore roll a die that is lower/equal to 6 (9 - 3) in order to successfully hit Caine with his attack. The attacker must roll a die that is below or equal to the hitvalue, which for this example is 6 (the attackers Strike-value minus the targets Guard value). When a character is attacked in Close Combat Battle by another character, then the defending character is able to instantly perform a counterattack, ignoring Initiative-order. Both attacks are performed at the same time.

Having an Aimed value of 20 is very rare. Only the best shots in the world can achieve that since a value of 20 will always be a successful hit when a D20 die is used. However, if a weapon has a laser sight then it will allow the user to always hit a target.

When a weapon hits an armor of an opponent, the weapon’s Pierce value is compared to the Armor’s Deflect, Stop and Slow values. If the Pierce value is lower than the Deflect value, then no damage is inflicted by the weapon. Adam’s armor has the value 11 for Deflect while Mark’s weapon has the value 10 for Pierce. It means that no matter how much Mark tries to damage Adam, his weapon will never penetrate his armor. To bypass this problem Mark would have to upgrade his weapon or go for Wrestling. If Mark’s weapon is a pistol, then he should upgrade to armor piercing bullets. In Wrestling mode, you usually use daggers or similar weapons which have high Grapple values, perfect for bypassing tought armor. Or you can perform Wrestling attacks which can “break” an opponent’s neck or bones no matter how good the armor is (see page 52). If you perform a close combat attack then in that moment you have to apply Guard and Defense to that attack. In other words, at Striking or Extended Distance the attacker rolls Strike against the opponents Guard, and at Wrestling (Grapple) Distance the attacker rolls Grapple against the opponents Defense. The Target Number will be either Strike minus Guard or Grapple minus Defense. For your Guard or Defense values, you use the weapon you are currently using. If you are holding a gun, and the gun is a Ranged weapon which does not have a Guard or Defense value, then you use the Guard or Defense value for either Punch or Kick (preferably the highest value). But if you have a Close Combat weapon in your hand then you use the Guard or Defense value for that combat weapon instead of the value from Punch or Kick. If you Kick someone and that person makes a counter attack, then you have to use the Guard or Defense value for Kick and not for Punch of any Close Combat weapon you are holding in your hand.

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65

New Horizon Prepar ing for a game Initiative roll (Turn 1)
When starting a new battle you always make an Initiative roll. This is the very first thing you do. The order in which a character or a NPC makes his turn is determined by their Initiative value. The Initiative value is generated only once, during the very first Turn. Normally, an Action only requires making a dice roll if there is a chance that your may fail and you need to make the dice roll in order to determine whether you will fail or not. For example, a sniper lying under cover where no one can see him is trying to aim at a target. No one knows that he is there so he has all the time in the world to aim. He does not need to make a dice roll to see if he will make a successful aim. On the other hand, if a soldier draws his gun during battle he only has a fraction of a second to aim. In such a case, the likelihood of failing is pretty high and he has to make a dice roll to determine if he will make a successful aim or not. The Initiative roll is different though, because here you’re mainly focusing on getting your initiative value. Let’s take the same example again. A sniper lying under cover where no one can see him is trying to aim at a target. No one knows that he is there so he has all the time in the world to aim. He does not need to make a dice roll to see if he will make a successful aim. But since this will be his first action, he needs to make an Initiative roll. His sniper rifle has an Aimed value of 12 (the Target value). He makes a dice roll, white die has the value 13 and the black die has the value 17. He failed because both die values are above the Aimed value 12. But in this case, the aim did not fail, because he would not be able to fail with aiming when he had all the time in the world to aim successfully. Therefore, what happens is that his aiming is still a success, but his Initiative value is 17 (failure). So when you start a new battle, all combatants declare an Action which they want to perform during the first Turn. Select a Target value, for example the Aimed value of your weapon if you are trying to aim, or your Movement attribute value if you are trying to run. Roll against the Initiative Target value. The result is the character or NPC’s Initiative value. The character or NPC with the highest successful Initiative roll acts first, meaning his or her Action is declared first in all turns but the first, and resolved first in all turns including the first, followed by the second highest successful roll, and so on. When all those whose Initiative rolls were successful have taken their turn, those who failed their rolls act - again, ordered from highest to lowest. Adara makes a dice roll for damage: • Adara makes a dice roll for damage against Butcher (White die: 20, Black die: 19). Adara’s weapon has a Stun value of 14 and an Injury value of 29. Her dice values must be lower or equal to these values. Injury is not applied this time however. White die 20 is used for Stun, which is higher than 14. It is not lower or equal to 14, so the attack fails. Butcher is unaffected by the attack. Adara’s aimed value of 12 will never come up above 12 in order to hit the armor which is not reinforced. Unless she is lucky and gets a lucky shot with a black die value of 1. So hitting the reinforced area is all she can plan for. Her Pierce value of 8 will always be Stopped by Bucher’s armor. That means that she will never cause any Injury damage, only Stun damage. And since her Stun value is low for this weapon, only 14, she will never cause him any higher damage than Minor since Butchers Negligible value is 12 and Minor value is 17 for Stun. Two Minor damages are added together and can cause Moderate damage, but that is the best Adara can ever hope for. She will be wise to not continue this battle and run away instead, because even with Moderate damage Butcher can kill her. However, if she is lucky (5% chance) to get a lucky shot, she could reach above Butcher’s armor values and cause much higher Stun and Injury damage.

Full Hit

Adara’s aimed value is 12 for the weapon she is using. Butcher is standing 15 meters away, giving her a passive value of 1 since 15 meters is exactly between 10 (passive 1) and 20 (passive 2). The dice roll must come up above 1 but below or equal to 12. Adara shoots an aimed shot at Butcher (White die: 2, Black die: 7). • Die values 2 and 7 are both a success, which means this is a Full Hit. Since both values are below 12 it means that it is a Full Hit. Full Hit’s always cause maximum Stun and maximum Injury damage. If the target is wearing armor, the first thing to determine when resolving an attack is whether or not the armor protects. If the white die is higher than Coverage, the attack strikes where the armor does not protect. Butchers armor coverage is 20 for the main armor and 12 for the reinforced area. Adara’s white die is 2, which is lower than the reinforced area. That means that the reinforced area is hit and the armor protects. All reinforced areas, except for those which are part of the very best and most expensive armor, are Hardened. It means that the reinforced area is damaged by an attack which reaches Stop damage. It means that the Coverage of the reinforced area is lowered. Maximum damage: In a Full Hit with the intention of causing maximum damage the roll is made like a regular damage roll. The difference is that die that yields the highest result for Stun and Injury is used, disregarding the color of the dice. Adara’s Pierce value is 8. Butcher’s armor (reinforced area) has Deflect 7, Stop 11, and Slow 14. That means that the armor Stops the attack and the attack causes no Injury while Stun is lowered by one level (see Protection page 53 in the New Horizon Role Playing Game Compendium). Adara makes a dice roll for damage: • Adara makes a dice roll for damage against Butcher (White die: 3, Black die: 14). The highest value is used for both Stun and Injury damage! Adara’s weapon has a Stun value of 14 and an Injury value of 29. Her dice values must be lower or equal to these values. Injury is not applied this time however. The highest die has the value 14, which is used for Stun. 14 is lower or equal to 14. Bucher’s Stun Damage Thresholds show the value 8 for Negligible, the value 13 for Minor, and the value 19 for Moderate Stun damage. Value 14 therefore counts as Moderate Stun damage, but lowered one level it becomes Minor Stun damage.

Standard Battle

Adara’s aimed value is 12 for the weapon she is using. Butcher, her enemy, is standing 15 meters away, giving her a passive value of 1 since 15 meters is exactly between 10 (passive 1) and 20 (passive 2). The dice roll must come up above 1 but below or equal to 12. Adara shoots an aimed shot at Butcher (White die: 8, Black die: 13). • Die value 8 is a success. If the target is wearing armor, the first thing to determine when resolving an attack is whether or not the armor protects. If the white die is higher than Coverage, the attack strikes where the armor does not protect. Butchers armor coverage is 20 for the main armor and 12 for the reinforced area. Adara’s white die is 8, which is lower than the reinforced area. It means that the reinforced area is hit and the armor protects. All reinforced areas, except for those which are part of the very best and most expensive armor, are Hardened. It means that the reinforced area is damaged by an attack which reaches Stop damage. It means that the Coverage of the reinforced area is lowered. Adara’s Pierce value is 8. Butcher’s armor (reinforced area) has Deflect 7, Stop 11, and Slow 14. That means that the armor Stops the attack and the attack causes no Injury while Stun is lowered by one level.

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Lucky Shot

Adara’s uses a bad weapon and aimed value is 6, very low. Butcher is standing 15 meters away, giving her a passive value of 1 since 15 meters is exactly between 10 (passive 1) and 20 (passive 2). The dice roll must come up above 1 but below or equal to 6. Adara shoots an aimed shot at Butcher (White die: 11, Black die: 1). Normally, White die 11 would be a failure. But since Adara got Black die 1 which means Luck, she simply had luck on her side and hit Bucher with the value 11. • Die value 11 is a success. Lucky shots always hit! If the target is wearing armor, the first thing to determine when resolving an attack is whether or not the armor protects. If the white die is higher than Coverage, the attack strikes where the armor does not protect. Butchers armor coverage is 20 for the main armor and 12 for the reinforced area. Adara’s white die is 11, which is lower than the reinforced area. That means that the reinforced area is hit and the armor protects. All reinforced areas, except for those which are part of the very best and most expensive armor, are Hardened. It means that the reinforced area is damaged by an attack which reaches Stop damage. It means that the Coverage of the reinforced area is lowered. Adara’s Pierce value is 8. Butcher’s armor (reinforced area) has Deflect 7, Stop 11, and Slow 14. That means that the armor Stops the attack and the attack causes no Injury while Stun is lowered by one level (see Protection page 53 in the New Horizon Role Playing Game Compendium). Adara makes a dice roll for damage: • Adara makes a dice roll for damage against Butcher (White die: 10, Black die: 8). Adara’s weapon has a Stun value of 14 and an Injury value of 29. Her dice values must be lower or equal to these values. Injury is not applied this time however. White die 10 is used for Stun, which is lower or equal to 14. Bucher’s Stun Damage Thresholds show the value 8 for Negligible and the value 13 for Minor Stun damage. Value 10 from the white die therefore counts as Minor Stun damage, but lowered one level it becomes Negligible Stun damage.

Self-healing with a Constitution roll
Stun damage

Minor, Moderate and Serious Stun damage can be healed with a Constitution roll during battle. Minor, Moderate, Serious and Severe Stun damage can be healed with one hours rest without any dice rolls required.

During battle: Minor, Moderate and Serious Stun damage can be cured during Battle by a Recovery roll for Constitution that requires an Action, taking the penalties for the Injury into account. A successful Recovery roll clears all Stun at the end of the Turn. Severe or Critical Stun cannot be cured this way. But if a Physician makes a successful dice roll (during his Turn) for Medicine (Human) or for Repair (Wafan) then the Severe or Critical Stun damage is lowered one level. While resting: A minute’s relative peace and quiet can also remove Minor, Moderate and Serious Stun damage one level at the time. A Recovery roll (Constitution roll) is still required if you only rest a short while, but it does not take the wound penalties into account. If successful, it reduces the Stun one level. An hour of rest removes any Minor, Moderate, Serious and Severe Stun damage, no rolls required. A character that suffers from Critical Stun damage makes a Recovery roll (Constitution roll) with Serious Penalties. A success lowers it to Severe Stun. An hour of rest removes any remaining Stun, no rolls required.

Injury damage

An Injury will, during the process of recovery, be Vulnerable. A Vulnerable Injury’s recovery is very easily undone - each time the same hit location gets a new injury (of any level), one level of recovery is undone. Any straining beyond light physical therapy might call for a Constitution roll to ensure the Injury’s recovery isn’t undone. Minor, Moderate and Serious Injury damage can be healed with a Recovery roll (Constitution roll). The original injury determines how often a Recovery roll may be done: • Minor: Every 2 days • Moderate: Every 5 days • Serious: Every 10 days Critical and Severe Injuries will not heal without medical treatment! A physician’s job is to make sure the patient’s wounds have the best conditions for healing. But actual healing must be done by the body itself. The Medicine Attribute of a Physician and the Repair Attribute of a Cyber Life Physician helps the patient with his Recovery roll (Constitution roll). The Physician makes a dice roll for Medicine/Repair. If he is successful and he gets a dice value 4 success, then the value +4 is used. Afterwards the patient makes a Recovery roll (Constitution roll) and if the patient has the value 6 in Constitution then he adds the Physicians value +4 to his Constitution value, and must make a dice roll that is <= 10 to succeed. If the Physician fails with his Medicine/Repair roll then no bonus is added to the patients Constitution value when the patient makes his Recovery roll (Constitution roll). For Severe and Critical Injury damages the Physician must have a Medkit and the Cyber Life Physician must have a Cyberlife-kit. If the patient has Nanobots, then the Cyber Life Physician can use his Repair roll and if successful it can be added as a bonus to the patients Constitution roll.

Bleeding

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

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A New World Beyond the Horizon
The New Horizon® Starter Guide contains everything you need to know to learn how to create a playable character and how to set up RPGs for the New Horizon setting. This book contains the most important parts of the New Horizon Role Playing Game Compendium, suitable for all new players.

Don’t miss out on the New Horizon Role® Playing Game Compendium which contains the New Horizon Campaign Setting Guide, the Player’s Manual, the Game Master’s Manual, the Monster’s Manual and the complete Vo|t rule systemTM. The compendium is suitable for both new and experienced players. For more information, visit: http://www.newhorizon1.com/order.php

New Hor izon

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