
Nova City Heroes · The core rulebook
First Light
Twelve thousand heroes vanished in a day. This is the game about who steps up next.
The game
Nobody is coming. Except, perhaps, you.
The light over Nova City turned violet, and every hero in the world was gone. Powers are waking in ordinary people. Gangs are moving into the gap. Every neighbourhood is waiting to see who will stand with them.
In Nova City Heroes you play those people: new, untested heroes protecting a Community they love, in a city that has to decide what to do now the legends are gone. You tell the story in plain words, and the dice only come out when it matters.
What’s inside
Everything you need to play, in one book
The World
The history that led to the Vanishing, and a street-by-street guide to Nova City’s twelve districts, with a full-colour city map.
The Hero
The Rising System in full, the nine families of power and how to build your own, the Community you fight for, and The Becoming, a solo origin story for one player and a GM.
The Game Master
How to run it well, a rogues’ gallery from the street corner to the end of the universe, and a complete starter adventure, Issue #1: Condemned.
The Deck, and making it yours
The optional Rising Deck for a jolt of the unexpected, campaign levels from street to cosmic, and an open licence to build your own Novaverse.
Reference
Play aids, character and Community sheets, ready-to-play heroes, the GM’s Oracle for when you need an answer fast, and a glossary of every term.
Want to play tonight?
You don’t have to read the whole book first
- Read the one-page quick reference.
- Hand out the three ready-made heroes: Aura, Vault and Echo.
- Turn to Issue #1: Condemned.
- Start. Condemned teaches the rules as you meet them.
All you need is three to six people, a handful of ordinary six-sided dice, some paper and an evening. The Rising Deck is optional; the game runs completely without it.
Want to see how it plays first? Watch the 1-Minute Game System.
Questions
Before you buy
How many players?
Three to six is the sweet spot: one GM and two to five heroes. It plays well with two, and The Becoming gives you a full solo mode for one player and a GM.
Do I need the Rising Deck?
No. The deck adds an optional spark of the unexpected, but every rule works with dice alone.
I’m new to roleplaying games. Is this for me?
Yes. The starter adventure teaches the rules as you play, and the one-minute videos cover every rule in about sixty seconds each.
What comes after?
Requiem, a six-issue campaign that picks up where First Light leaves off.
Who will you be when the light comes up?
First Light is available as a PDF and in print on DriveThruRPG. Not sure yet? Start with the free QuickStart.



