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This title is printed to order. This book may have been self-published. If so, we cannot guarantee the quality of the content. In the main most books will have gone through the editing process however some may not. We therefore suggest that you be aware of this before ordering this book. If in doubt check either the author or publisher’s details as we are unable to accept any returns unless they are faulty. Please contact us if you have any questions.
Expert Nova - a role-playing game for action and mysteries in settings from the late Victorian era to a near future. Put your players to the test in London’s seedy alleys, the trackless jungles of the Amazonas, the catacombs under Paris, or the Templars’ hidden headquarter. The game’s flexible rules favour playability and encourage clever schemes and social interaction. Its speedy character generation produces hardy and versatile adventurers. Action is skill-based: roll 1D20 as low as possible. You adjust the grittiness and lethality of your adventures by applying optional rules. The campaign design guidelines has a 1950s Australian science fiction setting as a hands-on example.
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This title is printed to order. This book may have been self-published. If so, we cannot guarantee the quality of the content. In the main most books will have gone through the editing process however some may not. We therefore suggest that you be aware of this before ordering this book. If in doubt check either the author or publisher’s details as we are unable to accept any returns unless they are faulty. Please contact us if you have any questions.
Expert Nova - a role-playing game for action and mysteries in settings from the late Victorian era to a near future. Put your players to the test in London’s seedy alleys, the trackless jungles of the Amazonas, the catacombs under Paris, or the Templars’ hidden headquarter. The game’s flexible rules favour playability and encourage clever schemes and social interaction. Its speedy character generation produces hardy and versatile adventurers. Action is skill-based: roll 1D20 as low as possible. You adjust the grittiness and lethality of your adventures by applying optional rules. The campaign design guidelines has a 1950s Australian science fiction setting as a hands-on example.