CHAPTER
2: EQUIPMENT
As stated in Chapter 1, the KWN setting uses an abstract system for the purchase
of goods, rather than track the actual accumulation and expenditure of credits.
Characters begin the game with the equipment noted in the previous chapter;
when a PC wishes to acquire another piece of equipment, they must make a credit check: roll 2D6 and modify the
result by the character’s PRE adjustment.
RESULT
|
AVAILABLE
CREDIT
|
2 to 5
|
Cannot afford item
|
6 to 8
|
Cheap (A) items only
|
9 to 11
|
Moderately priced (B) items
|
12 to 13
|
Fairly expensive (C) items
|
14 to 15
|
Very costly (D) items
|
16 to 17
|
Exorbitant and excessive (E) items
|
18+
|
Ridiculously expensive (F) items
|
High-Born characters add their bonus to credit checks as
described in the previous chapter.
The equipment listed below converts the
credit cost of the X-Plorers rulebook
into the credit check codes (A-F)
listed above. The code associated with an item is not simply an issue of price;
it also accounts for availability and possibly legality and can be adjusted by
the Referee depending on the circumstances. For example: on a planet with strict laws prohibiting personal
ownership of weapons, all such items might be shifted one or two codes more
expensive. On a desert planet, a waterworld kit might be shifted to a D class, while on a watery planet it
may be only a B or even A (cheap) code!
No character can purchase more than one
item of C code or greater per game session, and Referees may even want to limit
lesser purchases by reducing the character’s buying power (usually a cumulative
penalty of -2 to the credit check
with each successive purchase). PCs who have come into a great deal of money
through a reward or lucrative mission might be given a one-time bonus to their
credit check of from +1 to +4 but only if the purchase is attempted in the game
session (otherwise, PCs are assumed to have spent the bulk of the reward money between
sessions).
It should be understood that a failed
credit check doesn’t necessarily mean a character is broke, but that funds are
unavailable (earmarked for other expenses), or that the seller backs out of the
deal for some reason (the item is promised to another or broken or otherwise
unusable), or perhaps that the character has the wrong currency for a
transaction in this particular locale.
Why
doesn’t my character ever get rich? As
in real life, not all people are created equally when it comes to gaining and
maintaining wealth. The character’s PRE adjustment (if any) accounts for a
character’s ability to haggle and negotiate, as well as her willpower when it
comes to saving and not wasting her money on frivolities. Characters with a low
PRE score are more likely to blow through their resources, while characters of
high PRE can get by on moderate means until their character really needs to buy
something…in addition to having better contacts for procuring “deals” on
high-priced and hard-to-get items.
In the end, KWN is not a game about
banking credits. If the system doesn’t suit your purpose, you can continue to
use the original rule system (High-Born character’s should receive a 15%
discount to costs for every +1 bonus to credit checks they would receive to
account for their wealth).
ADVENTURE
GEAR
Survival Pack (A), Mechanics Kit (B),
Medical Kit (B), Scientific Kit (B), Base Camp Kit (C), Sensor/Survey Kit (C), Waterworld
Kit (C), Environmental Suit (B)…space travel is fairly ubiquitous in the KWN
setting and E-suits priced accordingly.
DEFENSES
Mesh Suit (A), Reflec Armor (B), Combat
Armor (C). NOTE: There are no
personal “force screens” in the KWN setting.
VEHICLES
Ground Car (B), Skimmer Car (C), Ground
Cycle (B), Skimmer Cycle (C), Explorer (D), Air-Car Skimmer (D). NOTE: As stated earlier, costs should
be adjusted relative to their availability on a particular planet. Prices can
be adjusted downwards to represent a vehicle of poor or used quality, though
subject to breakdown if pushed being casual performance. Likewise, in some
locales vehicle “rental” may be available for lesser costs (price would be per
session in this case). While the codes listed may appear cheaper than those
costs in the original rules, keep in mind that “large ticket items” are usually
purchased with a gradual payment plan rather than the entire purchase being
made out-of-pocket at the point of sale; in this case, the credit code can be
viewed as meeting the initial “down payment.”
ROBOTS
(“BORGS”)
Standard AI Robot (C), Good AI Robot (D),
Advanced AI Robot (E), New Program (C), Upgrade (C). NOTE: The information under VEHICLES also applies; costs are
considered for a sophisticated planet where robots are fairly common. Purchasing
robots without the standard, factory-installed programs should be good for a
downgrade in cost, as is purchasing robots in used or poor condition. Likewise,
“high end” robots already outfitted with upgrades or additional programming may
warrant an uptick in cost (though the PCs won’t need to install the
modifications themselves).
In the KWN setting, robots are usually
referred to as mechanicals or cybernetic organisms…“cyborgs” or just “borgs” for short. Relationship to and tolerance of borgs varies
from planet to planet and from culture to culture. It is considered the height
of bad taste (or a deliberate insult) to refer to an organic sentient as a
cyborg or borg, even one with substantial cybernetic
reconstruction (see Chapter 3).
In KWN, most borgs encountered share
the First Directive discussed in X-Plorers; however, the Directive
applies to ALL sentient beings (including Kloanes!), not just humans.
[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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