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Nova Aetas Renaissance: Mediceo

Expansion for Nova Aetas Renaissance

Nova Aetas Renaissance: Mediceo Rulebook

Table of Contents

Table of Contents

  • Components
    • Skill Sheets
    • Starting and Advanced Equipment
    • Companion Card
    • Gadget Card Texts
    • Black Rose Wars and Rebirth Components
  • How to Use This Expansion
  • New Rules
    • Inspiration Card
    • Gadget Cards
    • Destiny Cards
  • Destiny - Mediceo
    • ME-1
    • ME-2
    • ME-3
    • ME-4
    • ME-5
    • ME-6

Components

The expansion contains:

  • 1 Mediceo miniature
  • 1 Mediceo Activation Token
  • 2 Hero Sheets
  • 2 Skill Sheets
  • 3 Starting Equipment Cards
  • 6 Advanced Equipment Cards
  • 1 Inspiration Card
  • 5 Gadget Cards
  • 6 Destiny Cards
  • 1 Companion Card
  • 1 Blessed Token
  • 1 Shielded Token

Skill Sheets

The number after each Skill name is the cost printed in the corner of the Skill's box. The number before a colon on a Skill's rules line is the Action Point cost of using it.

Focused Shot (cost 1, keyword: Intimidate) +1 (Upgrade): this Attack gains: Bleed. Inspired: you may [symbol] used for this Attack. You must keep the new result.

Shield of Force (cost 2, keyword: Survival) Reaction 1: when you perform a Defense Test against any Attack, you gain 1 additional [symbol] for each [symbol] obtained. Inspired: you may [symbol] used for this Defense Test. You must keep the new result.

Survivor (cost 3, keyword: Survival) Passive. When you perform a Defense Test against an Attack of an Enemy adjacent to you, roll 1 additional [symbol]. Inspired: instead, the Enemies adjacent to you suffer -1 on all Attacks that target you (up to a minimum of 1).

Gunsmith (cost 1, keyword: Survival) 1 Action Point: place a Lucky Token on one of your Weapons or on a Weapon of a Hero adjacent to you.

Relentless (cost 1, keyword: Search) Reaction 1: when you gain a Negative Status Token, suffer 1 Unblockable [symbol] and discard the newly gained Negative Status Token. Inspired: Instead, discard the newly gained Negative Status Token.

Disengage (cost 2, keyword: Intimidate) 2 Action Points: gain 1 Dash; this movement does not cause Reaction Attacks. You can use this Skill maximum once per Activation.

Defensive Exploit (Passive) Passive. +1: each time you become Inspired. 3 Action Points: discard all Negative Status Tokens; gain a Shielded Token and an Advantaged Token and place an Advantaged Token on one of your Weapons.

Starting and Advanced Equipment

Da Vinci's Rifle (Weapon) Pierce, Reload 2.

The Little One (Artifact) The Inspiration card begins the Mission on the Sleeping side.

Medicean Armor (Armor) Resistance 1.

Da Vinci's Armor (Armor) Resistance 2.

Medicean Cape (Armor) The value of the Enemies is considered 1 less against you.

Medicean Helmet (Armor) At the beginning of the Mission, place a Shielded Token on this card.

The remaining Advanced Equipment Cards, including the Sword of the Force gained in Destiny - Mediceo, are not transcribed here: their printed effect text could not be read in the source file.

Companion Card

The Companion Card shows the Mediceo's three Skills, three Equipment and keyword.

Focused Shot (1 Action Point) Until the end of this Activation, each Enemy to whom you inflict at least 1 gains a Bleeding Token.

Relentless (Reaction 2) When you gain a Negative Status Token, you suffer 1 Unblockable [symbol] and discard the newly gained Negative Status Token.

Disengage (2 Action Points) Gain 1 Dash; this movement does not cause Reaction Attacks. You can use this Skill a maximum of once per Activation.

Da Vinci's Rifle (Weapon) Pierce, Reload 2.

The Little One As long as you have less than 2 [Astro Symbol] Tokens, if your Attack Tests obtain [Astro Symbol] they gain: Critical 2.

Leather Bodice (Armor) At the beginning of your Activation, if you do not already have one, you gain a Shielded Token.

Keywords: Survival - Intimidate - Search

Gadget Card Texts

The five Gadget Cards are Steam Machine, Light Metals, Mechanical Bayonet, Spring Magazine and Arm Dragon.

Steam Machine (Gadget) Immunity: Hindered. You do not suffer Effects that affect your Movement Actions.

Light Metals (Gadget) The Encumbrance of this Weapon becomes [symbol].

Mechanical Bayonet (Gadget) If the minimum of this Weapon is 2, it becomes 1. If with this Weapon you inflict at least 1 [symbol] to a target within 1, the target gains a Bleeding Token.

Spring Magazine (Gadget) Spend 1 Action Point less to discard a Reload Token placed on this Weapon.

Arm Dragon (Gadget) Effect text not legible in the source file; not transcribed.

Black Rose Wars and Rebirth Components

The sheet at the end of the rulebook gives the Little One's use in the Lodge of Black Rose Wars and Rebirth.

The Little One can be chosen as a Mage during step 8 of the Setup described in the core game rulebook (use the Mediceo model to represent the Little One).

The printed Mage Card and three Personal Spell Cards for Black Rose Wars and Rebirth are not transcribed: their faces are icon-based and partly printed upside down in the source file.

How to Use This Expansion

This Expansion adds a new Hero to play any Campaign of Nova Aetas Renaissance. The Mediceo can be chosen as a Hero at the beginning of a Campaign as described in the core game Rulebook.

Alternatively, you can use its Companion version using the card included in this Expansion (see the Companion Cards entry in the core game Rulebook).

New Rules

Inspiration Card

This card represents the Little One's condition: Sleeping or Inspired.

During Setup, place this card to the right of the Equipment Card "The Little One" with its Sleeping side visible, as shown in the image.

Every time the player controlling the Mediceo gains 2 Astro Symbols during a Test, they flip the card to its Inspired side.

The player can discard Astro Tokens as usual in order to obtain this combination (see Astro Tokens in the Handbook).

As long as the Inspired side of this card is visible, the player controlling the Mediceo can choose to use the Inspired effect of their equipped Skills. After using a Skill's Inspired effect, the Inspiration Card must be flipped back to the Sleeping side.

The two printed sides of the card carry these texts:

  • Sleeping side (Inspiration): "When you obtain Astro Symbols in the result of any Test, turn this card over to the Inspired side." The Inspiration card begins the Mission on the Sleeping side (see The Little One).
  • Inspired side (Inspiration): "When you use the Inspired effect of a Skill, turn this card over to the Sleeping side."

Gadget Cards

These cards can be created the same way as a standard Formulae Equipment Card.

Once created, a Gadget Card can be associated with an Equipment Card showing the same Gadget symbol (printed as the letter A on the sample Steam Machine card).

Some of the Mediceo's Equipment Cards show 1 or more Gadget symbols. Each symbol represents a slot available for a specific type of Gadget. For example, Da Vinci's Armor shows 2 Armor Gadget symbols—therefore, up to two Gadget Cards of the Armor type can be associated with it.

An Equipment Card gains any effects or rules described on Gadget Cards associated with it. Consider these additional effects as if they were written directly on the Equipment Card.

Gadget Cards can be associated with Equipment Cards during the Setup Phase.

The association of a Gadget Card with an Equipment Card is not permanent; in each Setup Phase a Gadget Card can be associated with a different Equipment, as long as it features the correct Gadget Symbol.

This Expansion features 3 types of Gadgets, identified by the following icons:

  • B: this Gadget occupies a Weapon slot of an Equipment Card.
  • C: this Gadget occupies an Armor slot of an Equipment Card.

The sample Gadget Cards printed with these markers are Light Metals (B) and Arm Dragon (C).

Destiny Cards

The Mediceo has 6 Destiny Cards like every other Nova Aetas Renaissance Hero. These cards work exactly the same as the other Destiny Cards described in the core game Rulebook, but the paragraphs they refer to are found in this Rulebook (from ME-1 to ME-6).

Destiny - Mediceo

ME-1

The Medici—the Lords of Florence in exile—had entrusted you with another mission. You were hired to eliminate a dangerous creature with strong mind powers, hiding in the woods. Things didn't go as smooth as always, though. Once you got face to face with your target—after being through many ups and downs to track it down—you found out the "dangerous creature" was but a Faun cub, an offspring of strange savage beings you already met before. The little thing smiled at you, holding out its arms, and something within you melted. Why did the Medici want you to commit such a despicable act? You decided not to go any further until you learn more about it. You took the cub and brought it with you—an act that your powerful employers wouldn't appreciate. For your safety and that of your new little friend you opted for a change of scenery. While traveling, you met a small group of young mercenaries. These mercenaries asked you to join them in their important mission. They seem to be decent fellows and right now this looks like your best chance to earn some Florins and get some extra protection.

◆ Reveal 2 Mediceo - Hunter.

ME-2

At night, while you and your companions recover after your latest battle, the Little One disappears. Alarmed, you split up and look for him in the area's surroundings. At one point, his innocent laughter rings in your ears, off in the darkness. You follow the sound until you stumble upon a cloaked figure holding the Little One, who laughs, carefree, playing with the stranger's fingers. At the sight of the uninjured baby, you breathe a sigh of relief—as well as the impulse to strangle him for scaring you so much—and address the cloaked individual.

"Hand the cub back to me and you can walk out of here on your own legs," you threaten.

"Calm down, Florentine, I am not here to hurt either of you," he answers in a guttural voice. The figure lowers his hood, revealing a horned head. It is a Faun. You instinctively put a hand on your rifle. "I said calm down, human. I am no threat to you. In fact, I owe you. By saving him, you did my cause a great service."

"I don't see what you're talking about. Make yourself clear! Patience is not my greatest virtue," you answer menacingly. "This cub is an anomaly for our kind. Among us, females are the only ones who develop magic powers. But him—he's a male. You probably noticed his… qualities."

"I did."

"Our tribe was planning his ritual sacrifice. A way to get rid of what Gaea's priestesses consider a threat to their caste."

"If you came to finish the work, I have bad news for you," you say, shouldering the rifle,

"Don't be a fool. Had I wanted to, you'd be both dead by now! No—my followers and I wanted to save him. But then you came, and I thought of a better plan," he tells you with a mocking grin. "He chose you as his warden, and I believe he'll be safer with you until his time comes." He draws near and hands you the Little One.

You stow the rifle and take the smiling bundle.

"We'll meet again soon. Meanwhile, protect him at any cost. Many things depend on him."

The Faun speaks these words staring intensely at the Little One, so that you are not sure whether he is talking to you or to him.

The Faun goes back to the woods, leaving you with hundreds of questions—first of all, what is the best way to protect the Little One?

◆ Choose which Advanced Class to undertake: Guardian or Custodian. ◆ Upgrade to your chosen Advanced Class, then: ▶ If you chose the Custodian Advanced Class, reveal 3 Mediceo - Custodian. ▶ If you chose the Guardian Advanced Class, reveal 5 Mediceo - Guardian.

ME-3

Your old friend and trusted inventor has helped you once again. The fantastic armor he gave you really makes a difference on the battlefield, and once improved with some gadgets, you will become a real war machine! However, it is still incomplete. Leonardo has written to you, giving you an appointment at a nearby village inn to bring you the Helm which will complete your new suit of armor.

You leave the Little One in the hands of your friends and reach the meeting place, but something in the inn seems off. It is scarcely populated, despite the evening hour, and all the patrons eye you in a strange way as you enter.

The instincts that saved your life countless times kick in once again and you quickly unsheathe your weapons before five customers spring up and pounce on you—Medici's soldiers! The ensuing clash is swift and brutal—a minute later, the five of them are on the floor, doubled over in pain. You shake your head, thinking Giovanni de' Medici must be really desperate if he sent these pipsqueaks after you.

"Where's Leonardo?" you ask one of them, holding the rifle to his cheek and a foot firmly on his broken arm. The soldier screams.

"Damn you, Mediceo! We only had to give you a message! Our lord, Giovanni, wants you to know that you're summoned to His presence. You'll be told when and where—in the meantime, Leonardo da Vinci will be his guest. In case you should think of disobeying his commands once more!"

"You do have a peculiar way of passing down messages. Or were you hoping to impress your lord by bringing him the Mediceo in shackles?" you ask him in a mocking tone.

The soldier lowers his gaze, writhing in pain. "Tell Giovanni if he lays a hand on Leonardo he will be in serious trouble—he won't be able to buy his way out of it with a bag of florins, this time." You leave the place, deeply concerned. It is clear that Giovanni wants to use Leonardo to force you to hand him the Little One. But why does he care so much about seeing him dead? What is in it for him? These are questions you cannot answer yet. Letting others make the next move is not your style. It's time to find out where Giovanni is hiding, confront him once and for all and free Leonardo.

◆ Reveal 6 Mediceo - Guardian.

ME-4

Through your personal inquiries, you found out that cardinal Giovanni de' Medici, youngest son of Lorenzo the Magnificent, has left the comfort of his Roman residence and is following your group at a distance with a handful of men. Their encampment is not far—waiting for an invitation by the legate would mean walking straight into a trap. You will not let him have it his way.

In the deep of the night, while the others are asleep, you pack your things and say goodbye to the Little One, who answers with a worried smile. You then set forth to the cardinal's camp.

Getting there is not difficult. In complete silence, you knock out a couple of guards and infiltrate the encampment. You reach a broad, flashy tent—Giovanni de' Medici does not give up commodities when traveling.

Like a ghost, you get inside. Giovanni de' Medici and Leonardo da Vinci sit near a lit brazier. They both seem lost in thought; you sense a glimpse of concern in the cardinal's expression. Your friend seems to be in good health and you relax a bit, but you prefer not to run any risk—you slide unseen behind Giovanni and put the barrel of your rifle to his back.

"Good evening, 'your lordship'. I've been told you were looking for me."

Giovanni gives a start but does not look too surprised. "I knew you would've come before my invitation. You're too smart to wait sitting on your hands," he says.

"And here I am. I got questions for you, 'my lord'."

"I bet. Ask away, this matter dragged on too much and it's time for you to know the truth."

"Why did you send me to kill that Faun cub? I didn't think you capable of such a thing."

"You are right, and I am sorry. I was blinded by the possibility of avoiding a war and I made a terrible mistake," he says, regretfully.

"Avoiding a war? By killing a helpless youngling?"

"They came to me in Rome. Ominous individuals who got in the palace without alerting the guards. They called themselves Magisters of the Black Rose—a powerful Lodge in Turin. My father, may he rest in peace, told me of them long ago. He told me to fear their power, their influence."

"Black Rose? What is it?"

"Mystics, or phony sorcerers, maybe. Hard to tell. One thing's for sure, though—they are very powerful. Those who tried to learn more about them didn't end up well. But many think they secretly dictated the course of certain historical events."

"And what did they want from you?"

"They came with an offer. I had to find and eliminate a Faun cub. In return, they would have prevented a war between Rome and Venice. The Medici would have the credit for it, and my family would be able to finally return to Florence."

"I didn't think you so naive as to give credit to a pack of charlatans," you mock him, but Giovanni raises his head and locks eyes with you.

"Believe me, my friend, had you been in front of them as I were, you would have believed them as well… And yet it was no easy choice, I pondered over it for days before deciding it was worth the trouble. The life of a young savage for that of uncountable men, and a chance for Florence to rise as the sole winner in this struggle, once again under the rule of the Medici."

The cardinal seems to be lost in his dreams of past glory. Leonardo breaks his silence to end the story, "So he thought it best to send his most formidable mercenary to solve the issue."

"You believe him?" you ask Leonardo.

"I do, Mediceo, he hasn't hurt me at all, he just wanted to make sure that you came—he wanted a chance to explain things to you. Moreover, I too am aware of the existence of the Lodge. Terribly powerful men and women."

"I see now that I was wrong," Giovanni says. "And I hope you can forgive me. I shouldn't have made a pact with those devils… But there are forces much more terrible than Rome or Florence behind this war."

"Alright. Enough of this, Leonardo and I are leaving now. Don't try and follow us."

"You have nothing to fear from me. I'll go back to Rome. You always served me well, Mediceo. My door is always open for you."

"We'll see…" you answer coldly, then grab Leonardo's things and lead him out of the encampment.

Once you get back to your camp, Leonardo reassures you that he is fine and gives you the last piece of your armor, as promised. You spend the rest of the night drinking and thinking about unanswered questions—why did the Lodge's Magisters plot to kill the Little One? And why get Giovanni de' Medici involved rather than settle the matter themselves?

◆ Gain Advanced Equipment: Medicean Helmet.

ME-5

You are worried for the Little One. Every time he uses his powers to help you, he faints and it takes hours for him to recover.

You tried to explain to him that you are perfectly capable of taking care of yourself and told him not to use his powers, but the Little One doesn't take it in.

Your friend Leonardo, intrigued by the creature, has studied him for a few days. He supposes that due to his young age the Little One has not yet developed the strength and skill necessary to master his powers.

The inventor has gifted you a strange sphere that emits lights and sounds, as a training tool. The Little One loves making it levitate and turning lights and sounds on and off. Leonardo thinks it should help him learn how to control his powers.

You are on watch while your comrades sleep when the Faun you met a few nights ago reappears.

He emerges from the shadows of the trees around the clearing where you made camp. "You're doing quite a good job…" he says, then interrupts himself. "Funny—I never asked you your name," he goes on, amused.

"They call me the Mediceo," you answer.

"Very well then, you're doing quite a good job, Mediceo," he replies in a playful tone.

"I don't know your name either, Faun."

"I'm Letorio, but enough pleasantries. I'm here to warn you."

"Warn me? Of what?"

"The priestesses of my tribe are on your tracks, they will soon attempt to take back the cub."

"Let them try… They'll find out that it isn't wise to go against me."

"You're bold, Mediceo, as many humans, but you mustn't take lightly the danger you're in. The priestesses channel the power of the Mother and can be lethal indeed."

"You still haven't told me why you—who are one of them—are exposing yourself so much to help us."

"Worry not, my friend, it's not goodness that moves me. I'll tell you everything at the right time, just know I need the Little One to stay alive."

"You don't make trusting you really easy," you answer, slightly menacing.

"I get it, but I'll give you important information, thanks to which you'll be able to be free of the priestesses once and for all—will that work as a token of loyalty?"

"Speak, and I'll decide if it's enough to trust you."

"When the time comes and my tribe gets to you, invoke the Force Embrace. It's a sacred ritual of our tribe. Even though you're human, they'll be compelled to abide by it."

"A ritual? Of what sort?"

"A duel to the death against the tribe's champion—he who brandishes the Force Blade, a sacred weapon, symbol of command. If you win, you'll be able to claim it for yourself and as its new bearer you will be granted one single request, which no one in the tribe can oppose."

"Let the Little One live," you say decidedly.

"You're smart, Mediceo. That's right, with this request you'll get rid of the tribe and the priestesses."

"And what about you? Will I get rid of you as well?"

The Faun lets go another laugh, crystal clear, deep and mellow. "That's not so simple, but don't worry about it now. You should get ready for the duel. It won't be a walk in the woods." His silhouette silently goes back to the shadows and disappears.

You are left in silence, pondering what Letorio just told you. It would seem to be a good plan, but there is a high risk and many uncertainties.

You gaze at the improvised cradle where the Little One is sleeping. You make a decision—no matter the risk, he will live.

◆ Reveal 4 Mediceo - Custodian.

ME-6

Everything is going according to Letorio's plan.

You were passing through a dense forest when you were surrounded by a crowd of angry Fauns. Trying to flee would be pointless.

You warn your companions of this possibility and instruct them to surrender without resisting. That would solve everything.

A Faun in priestly robes comes forward and orders you to hand her the Little One. It is then that you invoke the Force Embrace, arousing bewilderment among the warriors and a rash gesture from the Priestess.

When she declares that you had no right—being a human—to invoke their most sacred ritual fight, you feared the worst. But her warriors disagree. Refusing the challenge of a man would have cast shame on the tribe's warrior caste. Eventually, she has to give in.

"Be it, then! Your fate is sealed, human—we will offer your remains to the Mother after our Champion slices you open like a lamb," she says, laughing.

You are now standing in a circle of Fauns, lined up at the edge of a clearing. They clash their weapons on shields, shouting: "Hoo! Hoo! Hoo!". You wait for your rival, testing the balancing of the Primaeval sword they gave you for the duel.

Suddenly, the ring of warriors opens up and their Champion comes into view. Your heart skips a beat when you realize your challenger is none other than Letorio!

Your mind is crowded by confused thoughts. Has the Faun led you into a trap? What is going on? Your survival instinct takes over. The only important thing now is defeating Letorio. Once you are face-to-face with Letorio, the priestess enters the clearing and starts the fight with words you don't understand.

A deadly dance begins, and you quickly realize Letorio is as good a dancer as you are. Your swords clash with both violence and grace.

"You deceived me, but you won't live to tell the tale!" You say, attempting a lunge.

"Don't speak, human! Try harder!" he replies, deflecting.

Letorio is an extraordinary combatant, but just like everyone else, he eventually makes a mistake—after a lateral thrust, his guard is open. You would not expect such a mistake judging by how well he fought so far, but you seize the opportunity and plunge your sword in his belly.

He falls in your arms. "Well done, Mediceo… Well done. We made it," he says in a faint voice. You see now that Letorio's deceit was of another kind. He planned everything so that you could win the duel and save the Little One. The truth upsets you, in spite of your mettle.

"Why?" You ask him, laying him down.

"A necessary sacrifice to let the Little One live… He's a male with Gaea's powers—the proof that our caste can hope to rise up. Take care of him, he's of utmost importance."

Letorio draws his last breath and the clearing falls silent. The Priestess looks shocked and irate. The warriors start singing a hymn, paying homage to the winner.

The Priestess reluctantly draws near to declare your victory. She picks up the Force Sword and hands it to you with hollow respect.

"The Mother has chosen! This is yours by right, and you are allowed to make a request to the tribe."

She speaks these words with ill-concealed disdain. You take the sword and raise it above your head.

"May the cub you wish dead come with me. Spare him and I will take care of him. Our paths shall never cross again."

"Be it!" The Priestess answers, slightly relieved. All in all this seems to be a condition she can accept—for now, at least. You, the Little One and your friends are freed and the tribe disappears into the forest. You cast one last, admired glance at Letorio's body while they carry it away.

He gave his life for his cause. The least you can do to honor him is protecting the Little One while you have the strength to, until he can start the revolution Letorio dreamed of.

◆ Gain Advanced Equipment: Sword of the Force.