CHARACTER
CLASSES
The four basic classes (Soldier,
Scientist, Scout, and Technician) are available in the KWN setting, each representing a
different background and/or focus of training for the Star Knight character. In
addition, players have the option of selecting the High-Born class
detailed below. PLEASE NOTE: Multi-Classing
is NOT an option in the KWN
setting.
High-Born
Though the galaxy is governed by the
Galactic Republic, individual planets and star systems have different methods
of ruling their citizens, including hereditary nobles and officials elected
from the wealthy upper class. High-Born individuals are those born into lives
of privilege, possessing the benefits of wealth, education, and well-placed contacts
as members of the galaxy’s ruling caste. While Star Knights set these things
aside in serving the Republic, those of this background tend to carry their former status as a badge of honor and their skills reflect their heritage.
High-Born Skills
Level
|
Credit
|
Culture
|
Linguistics
|
Overawe
|
1
|
+1
|
14+
|
15+
|
+1
|
2
|
+1
|
13+
|
14+
|
+1
|
3
|
+2
|
12+
|
13+
|
+1
|
4
|
+2
|
11+
|
12+
|
+2
|
5
|
+3
|
10+
|
11+
|
+2
|
6
|
+3
|
9+
|
10+
|
+2
|
7
|
+4
|
8+
|
9+
|
+3
|
8
|
+4
|
7+
|
8+
|
+3
|
9
|
+5
|
6+
|
7+
|
+3
|
10
|
+5
|
5+
|
6+
|
+4
|
Credit
(PRE): Even itinerant and altruistic
Star Knights have resources provided by the Republic; High-Born characters
supplement this with their family wealth, as well as business contacts and
financial acumen. The bonus listed is added to the PC’s credit roll (in
addition to PRE adjustments) when making a purchase as described in Chapter 2.
Culture
(INT): High-Born characters are
well-versed in galactic culture and often know much about the history and
customs of various cultures. Characters use this skill to discover vital and
useful information when visiting a new world or locale.
Linguistics
(INT): Similarly, High-Born
characters have extensive training in the languages of the Galactic Republic.
When dealing with member species of a non-primitive variety, characters can use
this skill to understand the gist of any particular conversation, and should be
able to say at least a few words in return (provided they have the ability to
vocalize like the species in question). A character that exceeds the target
number by 5 or more can be considered near-fluent in the language studied.
Overawe
(PRE): The bonus listed is added to
any PRE saving throw made in negotiation and diplomacy rolls with sentient
cultures due to the character’s regal bearing and commanding presence. This
bonus applies whether dealing with the wealthy elite or barbaric primitives;
the High-Born character is astute at picking up and adapting to the etiquette
of specific cultures with only the briefest exposure.
STAR KNIGHT ABILITIES
Star Knights possess all the same
abilities as a standard galactic adventurer. In addition, they are rigorously
trained in the psychic disciplines, learning to awaken their own intuition
and inner connection with the Star Force,
the energy that underlies the structure of physical reality in the
universe. The abilities they learn may seem like mysticism, superstition, or
sorcery to those untrained in their ways; to the Star Knight their powers are
based on scientific principle and directed application.
Because of their psychic training and
attunement with “the will of the Star Force,” all Star Knights have a psychic defense bonus equal to their level of experience. This bonus is added to the Star Knight’s Armor Class, though it is
lost when the character is weighted down by excessive equipment (see
the X-Plorers rulebook for
information on being “weighted down”). A Star Knight’s psychic defense bonus does not
add to the protection given by artificial or natural armor; only the best
protection is used. For example, a 5th level Star Knight would not
benefit from wearing armor other than combat armor (AC 16) because her psychic
defense bonus of +5 is better than the protection provided by both mesh suits and
reflec armor.
Along with the standard skills of their
chosen class, all Star Knights learn a number of psychic powers, called talents, which aid them in the course
of game play. To activate a psychic
talent, the character must succeed at a PRE saving throw, adding their tier as
a bonus; failure indicates mental distraction and a failure to muster the
focus needed to succeed. Each Star Knight begins the game with two psychic talents from the
list that follows, and can learn an additional two with each level of experience. Some talents have prerequisites; the character must have
or meet the listed prerequisite before they can learn a given talent. Because a
Star Knight learns two talents at a time, it is certainly possible for a
character to learn both a talent and its prerequisite upon advancing to a new
level.
Talents are grouped by tier; a
character may not learn talents of a higher tier than their own. See the Character
Advancement section for information on tiers.
Tier
1 (Apprentice) Talents
Talent
|
Prerequisite
|
Beast Mastery
|
Empathy
|
Channel
Darkside*
|
-
|
Clear Mind
|
-
|
Deflection
|
-
|
Empathy
|
Premonition
|
Mind Meld
|
-
|
Move Many Objects
|
Move
Small Object
|
Move Small Object
|
-
|
Premonition
|
Clear
Mind
|
Reflex Pilot
|
-
|
Surge
|
-
|
Sustain Life
|
-
|
Telekinetic Shove
|
-
|
Visions
|
Premonition
|
Tier
2 (Adept) Talents
Talent
|
Prerequisite
|
Destroy Machine
|
Move
Many Objects
|
Detoxify
|
Surge
|
Healing Trance
|
Detoxify
|
Know Deception
|
Empathy
|
Mask Presence
|
Mind
Trick
|
Master
Darkside*
|
Channel
Darkside
|
Mind Over Matter
|
Clear
Mind
|
Mind Trick
|
Empathy
|
Move Object
|
Move
Small Object
|
Psychokinetic
Storm*
|
Telekinetic
Attack
|
Psychometry*
|
Visions
|
Resist
Death*
|
Channel
Darkside
|
Telekinetic
Attack*
|
Telekinetic
Shove
|
Telekinetic Disarm
|
Move
Small Object
|
Telekinetic Slam
|
Telekinetic
Shove
|
Touch Mind
|
-
|
Tier
3 (Master) Talents
Talent
|
Prerequisite
|
Ascension
|
-
|
Attunement
|
10th
Level
|
Battle Mind
|
Farsight,
Touch Mind
|
Dark
Lightning*
|
Master
Darkside
|
Disrupt Energy
|
Detoxify
|
Farsight
|
Visions
|
Mind
Rape*
|
Mind
Trick
|
Mind Warp
|
Mind
Trick
|
Mind Wipe
|
Mind
Trick
|
Move Any Object
|
Move
Object
|
Razor Throw
|
Move
Small Object
|
Rend
Space*
|
10th
Level, Dark Lightning
|
Shatterstrike*
|
Psychometry
|
Vitality Transfer
|
Healing
Trance
|
*Psychic
talents listed in bold have the
potential to earn a Star Knight corruption
points, twisting their souls and pushing them into evil and insanity.
All Star Knights are wary of psychic corruption; opening themselves
to the Star Force allows them access to the power of the universe, but if that
power is not used in the service of the justice and the greater good it becomes
a path to damnation and evil. Unfortunately, Star Knights are fallible
individuals and subject to the same emotions and selfishness as most folks. Add
to this the inherent pride in possessing abilities greater than the common
citizen and it becomes a real challenge to remain a humble “servant of the
people.”
In addition to the psychic talents
noted, certain actions always earn a corruption point when taken by a Star
Knight:
- Causing unnecessary physical harm
- Intentional cruelty resulting in harm or deprivation
- Torture of any type
- Cold-blooded murder (killing an unarmed foe)
- Slaying an “agent of the Star Force,” including any psychic that is not a corrupted follower of Shadow.
Players must keep track of the total
number of corruption points earned. Whenever a character earns a corruption
point (including the first time), the player rolls 1D8 subtracting the total number of corruption points accumulated
and adjusting the total by the character’s PRE modifier, if any. If the result is 0 or
less, the character has become corrupted:
an unbalanced, unhinged, selfish servant of Evil (what the Star Knights call “falling to Shadow”). At the end of the
game session, a corrupted character usually becomes a Non-Player Character
under the control of the Referee.
Over time, Star Knights learn from
their past mistakes and find ways to atone and heal their own damaged psyches. Whenever
a PC Star Knight achieves a new level of experience, the player may remove D4
corruption points from the character’s total.
[to be continued]
[Kloane War Knights is copyright 2013 by Jonathan Becker and
Running Beagle Games. The X-Plorers rpg is copyright 2009, Dave Bezio &
Grey Area Games. The X-Plorers trademark is used under the X-Plorers Trademark
License]
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