Which is to say: jet lag is a bitch.
Got back into Paraguay...what? Sunday? No...Saturday night. Took me a couple days to get acclimated to the environment, but I'm still having a hard time getting to sleep at night (with the three hour time difference). And since the kids are having the same difficulty, well, it's made for some rough nights for the wife and me. Mostly the wife (she had to get back to work, after all). Coffee helps. Lots of coffee.
I say "acclimated to the environment" but I'm not talking about the climate. No, I'm talking about settling down once again in this third world hell hole. Okay, yeah, that's an exaggeration...there are plenty of worse places to live (even on this continent). But the contrast between home and here is so great, the initial splash-shock of arrival is pretty extreme. We were not looking forward to leaving Seattle for Asuncion. As we drove to our house from the airport (I in a separate vehicle from my family because of the amount of luggage...we'll be here till November at least), I found myself sinking into a kind of depression as the realization of the situation sunk in. It ain't no Kansas, Toto.
Thankfully, that depression was (mostly) dissipated after 24 or 48 hours. There's a trick to living here: you forget the things you might miss as you adapt to the environment. The "lack of conveniences" fade into the back of the memory and "life as usual" takes over and you stop pining-whining. Besides my mother-in-law is with us and she brought a shit-ton of good eats/ingredients from Mexico with her...the cooking the last couple days has truly been exemplary stuff.
And there are other perks to life here: if you're a fan of association football ("soccer," as we call it in the States), and there's any kind of big tournament in which you've got an interest (like, say, the Women's World Cup or the Copa America...both going on right now), you couldn't do much better with television coverage than Paraguay. Futbol is a passion of most Paraguayans, and from the live TVs above the checkout lines in stores and supermarkets, to the general enthusiasm of the people (you should have heard the screams and fireworks when the national team beat Brazil to advance to the semi-finals)...well, that's a lot of fun. Plus, if you like the occasional slab of steak served to you on an iron skillet, Asuncion is probably only a little behind Buenos Aires in that department.
[tonight is Argentina versus Paraguay in the semi-finals by the way. Considering the Pope (who is Argentine) will be visiting Asuncion in the next couple weeks, the game could be said to have religious implications for the country...ha!]
ANYway...I'm back, more or less. Sorry to the folks who were worried or thought I was dead (and thank you for the concerned emails). No, nothing bad happened to me...I was simply, selfishly, enjoying my vacation. God, I was enjoying it. It was so good to be back in Seattle. Other than my daughter taking a little time to get used to it (she's spent eleven of her first fourteen months in South America, after all), the whole family had a helluva' good time. Gosh...family friendly brew-houses? Baseball and (real) pizza? On Demand cable TV? Self-serve checkout machines at the grocery? Paved streets? Customer service?! Oh, my! Not to mention my very own bed in which I slept like a baby every night.
[I strongly recommend anyone invest in a Tempurpedic mattress. I know they're expensive, but your back will sooooo thank you in the long run. The wife and I first got one close to eight years ago and...oh, man, do I miss having one down here. They just don't have shit like that here!]
Just good living. And it was an absolute pleasure to be able to spend time with family. My crazy brother is a little less crazy when I'm around, my mother a little less stressed and a lot happier with the grandkids toddling about her house. Hard to believe that in 24 hours, one can be more than a quarter the Earth's circumference away from the place you grew up.
*sigh*
Anyway: blogging stuff. Lots to get to. I spent much of my relaxation time reading and researching super-hero RPGs and comics and the genre in general. That will be an upcoming post. Continuation of the Kloane War Knights series, of course...though I'm not sure anyone missed it (in reading back over the blog role for the last couple weeks, it appears the whole "space gaming craze" brought about by White Star may have cooled somewhat, at least with regard to posting. Not sure what that means). I'm tempted to get back to Crowns of Blood as well (had the chance to catch up on my Game of Thrones watching, and I've some thoughts on that). A couple of SciFi related things are on my mind (conversations with Steve-O and my older child's current fascination with the old Star Blazers cartoon is responsible for this).
[just as an aside, my Frontier Space micro game has been downloaded nearly 500 times since it went up. Reading over it again, I find that I really, really like it, especially the combat system. I kind of want to develop this into something, or at least play test it. Also, after re-reading Knight Hawks I find I'm not terribly interested in converting KH in any way, shape, or form...which means the starship skills in FS probably need to be re-written. Yet another "something to do" on the list]
Finally, my most recent obsession of the last couple days (besides watching soccer) has been the old Dungeons & Dragons cartoon and some ideas/concepts the thing has given me. I want to blog about that this week as well.
But all that's going to have to wait a bit: it's market day (only comes one day a week here) and my suegra is finally awake and coffee'd up (she's got the jet lag, too). More later!
: )
Tuesday, June 30, 2015
Monday, June 8, 2015
KLOANE WAR KNIGHTS - C.5 P.2
SECRETS OF THE STAR KNIGHTS
The information
in the first four chapters provides all the information necessary for a
starting PC Star Knight. Referees can reveal the following “secrets” to PCs as
their characters grow in power and ability.
Psychic Sensing
Having
developed a connection to the Star Force, all psychics have a greater awareness
of things around them. When they are calm and at peace (in other words, not in
the middle of combat, or a chase sequence, or some other hairy adventure
moment), the Referee can use this ability to reveal useful information and
clues to the players. Some things a psychic’s intuition should naturally detect
include the presence of life (and life forms), psychics, corrupt psychics (i.e.
Shadow Lords), and old relations (including family, friends, and former foes).
The range of a psychic’s senses is determined by the character’s tier:
Tier 1:
City-wide (or ship-wide if on a large vessel)
Tier 2:
Planet-wide
Tier 3:
System-wide (possibly extending into nearby systems)
A 10th
level psychic of the third tier are so attuned to the Star Force that they can
detect things on a galaxy-wide scale, but this ability will probably only be
exhibited by NPCs in most games.
The
presence of multiple “detectable” items can make it difficult to pinpoint a
specific item (for example, locating a single, specific person in a city of
people may be impossible unless in the same small building or room), so the
Referee can feel free to limit psychic sensing to a “feeling” of someone’s
“presence.” Also, use of the psychic talent mask presence can
disguise a character’s personal “Star Force signature,” reducing the range of a
psychic tracker’s senses by a number of range bands equal to the disguised
character’s tier (for example, a second tier psychic using mask presence would
reduce a third tier psychic’s sensing to “city-wide”). If the mask
would reduce a psychic’s tier to zero the character could still be detected in
the same building or room; if reduced below zero the masked psychic cannot be
detected at all.
Mentors
Each PC
Star Knight is presumed to have a mentor responsible for their training;
however, the PCs' demonstration of exceptional ability (and the strains brought
on by the war with the Kloanes) means they are not shepherded as closely as
they may have otherwise been in more peaceful times. Some PCs’ mentors may no
longer be available at all. For each PC,
roll on the following chart:
ROLL 1D8
|
MENTOR IS…
|
1 to 2
|
Deceased
|
3
|
Alive, but too old or crippled to adventure.
|
4 to 7
|
Alive, though usually unavailable
|
8
|
Alive, but fallen to Shadow
|
Roll D6 to
determine the tier of living mentors: 1-3 Adept, 4-6 Master. Starting (first
tier) Star Knights will usually receive their missions from a mentor, and
mentors may be a source of additional information or aid to the PCs (at the
Referee’s discretion); however, they are far too busy with adventures of their
own to accompany the PCs. At the end of every mission, the Referee can roll D6
for each active PC mentor: on a roll of “1” the mentor is no longer available
in any capacity (having died or fallen to Shadow).
‘Razor Construction
All Star
Knights begin the game with a beamrazor and are expected to care for it with
their lives; as with the ancient samurai’s katana sword, the ‘razor is
considered both a tool and a symbol of the Star Knight’s honor and mission of
galactic justice. It is presumed that each character received her beamrazor as
a gift from her teacher, the mentor with whom she first apprenticed.
Purchasing
a new beamrazor is generally outside the financial means of most PCs (credit code D). This is because they
are not manufactured, but hand-crafted by a skilled Star Knight. Any
Star Knight (or fallen Star Knight) of the second or third tier have the
ability to construct a beamrazor; doing so requires a special credit check
against credit code B. Characters
add both their PRE adjustment AND their tier (+2 or +3) to the roll, but no
other adjustments. Usually, Star Knights will only craft a beamrazor to
replace one that has been lost to misadventure, or to gift to a new apprentice;
they do not “sell them on the open market” (those available for sale have
generally been stolen or taken from dead Star Knights).
A Star
Knight using a beamrazor of her own construction receives a +1 bonus to attack
rolls made while using the weapon.
Tiers and Trials
In order
to advance in tier, characters must exemplify the honor and conscience of a
dedicated Star Knight (generally, the “heroic ideal”) and pass the trials set
down by tradition: the Trial of Fire and the Trial
of Legacy. Each trial is described below:
Trial of
Fire: character must survive
single combat (i.e. “one-on-one”) with an opponent of equal or greater stature,
usually defined as a beamrazor-wielding psychic of at least equal level.
“Survival” means fighting until one combatant is incapacitated by wounds; the
apprentice does not need to win the fight to succeed at the Trial of Fire, but it certainly reflects
better on her if she does (not to mention Shadow Lords aren’t known for leaving
defeated foes alive).
In the
current age of the Kloane Wars, most apprentice Star Knights will eventually encounter
a ‘razor-wielding opponent or two; the issue for the Referee is when and to provide such an
opportunity. Certainly, if PCs are
seeking out such encounters the Referee shouldn’t withhold them; the Kloanes
are just as interested in slaughtering Star Knights as they are in galactic
conquest. But Shadow Lords are difficult opponents, and faced too early can
result in dead PCs.
Star
Knights who have achieved 4th level but who are still only
apprentices are sometimes offered the chance at a Trial of Fire with another Star Knight; this was the usual method
of advancement before the Kloane Wars. The Star
Knight will be pitted against a fellow PC or against an NPC
Star Knight of equal level in a combat arranged by a mentor; such a combat is still
fought in earnest until one opponent is reduced to 0 hit points, disarmed, or otherwise rendered helpless. Such combats seldom result in death
(Star Knights instead choosing to grievously
wound their opponents), but it has occurred on rare occasions, usually when
one Knight bears a grudge against the other (but remember
that a Star Knight always earns a corruption point for killing an “agent of
the Star Force”).
Trial of
Legacy: character must train a
new apprentice to adept status. To train an apprentice the character must be an adept or master, and must actively search out and recruit a likely
subject (if a suitable NPC is not already available the character may make a
PRE check to find one, receiving one such check per game session). Such “found”
apprentices are generated randomly:
ROLL 1D8
|
APPRENTICE
CLASS IS…
|
1
|
High-Born*
|
2 to 3
|
Scientist
|
4 to 5
|
Scout
|
6 to 7
|
Technician
|
8
|
Soldier*
|
*High-born are less common than other character
classes, while soldiers are less likely to be good candidates due to their
violent nature.
The
apprentice begins as a 1st level Star Knight, and can either be “cut
loose” immediately or allowed to accompany the mentor on missions. If the
apprentice stays with the mentor, all XP earned by the mentor on adventures is
divided evenly between the two (half and half).
NPC
apprentices are controlled by the Referee, though they will generally follow
the directions of their PC mentor. NPC apprentices do not acquire corruption
points the same way as PC Star Knights; at the end of every mission, the PC
mentor attempts a PRE save (add +1
if the mentor is a third tier master). Failure indicates the apprentice earned D4 corruption points during the
adventure and must check for “falling to
Shadow” (as described in Chapter 1).
Apprentices
that are sent off on their own are handled differently. After a mission, the
Referee awards the NPC XP equal to one-half what the PC mentor earned (though the
mentor’s earned XP is not reduced), and then makes a PRE save for the NPC
apprentice (again adding +1 if the
PC mentor is a master) to see if corruption points are acquired. Because it is
the lower level NPC making the PRE save (instead of the mentor), solo
apprentices are much more likely to fall to Shadow than those who accompany
their mentors.
To pass
the Trial of Legacy, the apprentice
must complete a Trial by Fire (see
above). This might occur during a mission (if the NPC is accompanying the PC),
or else can occur randomly (for solo NPCs). To determine random Trials, roll D6
every time the solo NPC achieves a level of experience: if the roll is less than the NPC’s new level, the apprentice has
succeeded and both mentor and student are promoted to the next tier.
However, if the D6 roll comes up a “6” the apprentice has been killed, and the Trial of Legacy failed.
A Star
Knight may never mentor more than one apprentice at a time, regardless of
whether the apprentice is accompanying the mentor or undertaking solo missions.
[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]
Friday, June 5, 2015
KLOANE WAR KNIGHTS - C.5 P.1
CHAPTER 5: REFEREE’S GUIDE
THE REFEREE’S RESPONSIBILITIES
In
addition to the responsibilities described in the X-Plorers rules, the Referee has a number of additional
responsibilities associated with the KWN setting, especially with regard to
player character development (both getting better and worse).
Handling PCs: Corruption
The
corruption point mechanic is present for several reasons: it acts as an
incentive to promote right (i.e. “heroic”) action, it adds a consequence to the
irresponsible use of power, it provides justification for the existence of
powerful antagonists equal to the PCs (“the Shadow Lords”), and it provides the
potential for adventure stories of falling from grace and (hopefully)
subsequent redemption.
That being
said, not all players will be happy at the prospect of their characters falling to
Shadow (and becoming NPCs). Especially with new players, the Referee should
always point out when an action would gain a corruption point for the PC. Give
the player a chance to reflect: Do you really
want to do that? Even though players
might act cavalier in their attitude as “do-gooders,” it’s important to
remember that their characters have
been trained to act and behave in a certain fashion; when a Referee informs
players of the consequence of their actions he is simply acting as the voice of
the character’s conscience and training.
Characters
that “go over” to the Shadow side should generally become NPCs at the end of
the game session. If the players are all interested in playing a game of psychically
corrupt Shadow Lords fighting against the Galactic Republic, the Referee may
decide to run the campaign in that way (pay special attention to the Damage & Death section of this
book, as the PCs will be hunted by ‘razor-wielding Star Knights!).
It may
seem odd that Corruption is
considered a milestone, since such a
character becomes an NPC under Referee control. However, Referees will no doubt
wish to bring these tragic figures back as antagonists in future game sessions
and the extra experience level ensures the NPC will be a tough challenge for
the PCs that remain. Also, it’s always possible the PCs will find a way to
redeem the character, or somehow convince the character to give up her evil
ways. If that somehow happens (and the corrupted character survives the
process), she will be even more powerful, having earned the milestone of Redemption.
A redeemed
character retains a number of corruption points equal to her level of
experience minus 1D4; if she ever goes over to Shadow again, her mind will be
irretrievably shattered (the character becomes utterly psychotic or simply
commits suicide) and cannot be recovered a second time. Such a character must
walk a very narrow line, having almost no margin for error.
Remember:
every time a character achieves a level of experience she can remove 1D4
corruption points from her character. Corruption can never be reduced below
zero.
Handling PCs: Death of a Player Character
Given the
war-torn background of the KWN setting, it is inevitable that some Star Knights
will fall in battle. While this should usually be a somber moment for the group
(remember Star Knights’ reverence for life, including their own!), it is
important the Referee not lose sight that KWN is a game…and that a player with a dead character needs to be brought
back into the game as quickly as possible! A player can take over an existing
support character if one is available (NPC apprentices are the best for this),
otherwise a new Star Knight can be created and dispatched to join the mission.
Rather than requiring the player to begin play as a 1st level
character, the Referee may allow the new Star Knight to begin with XP equal to
one-half that of the deceased character.
Characters
that possess the ascension psychic talent, need not disappear entirely upon
dying (as explained in the description of the talent), but ascended masters
usually become NPCs under the control of the Referee, especially when the
character’s former player is controlling a new (living and breathing) Star
Knight.
Handling PCs: Milestones
Milestones
are included for several reasons. They give players goals to achieve besides
simple “fight the enemy, do the mission.” They allow players to better define
their characters (and the campaign) over time by pursuing milestone objectives.
They provide incentives for role-playing. They model the real world effect that
such achievements usually grant to people. And they also provide a quicker
method of advancement that rewards invested
play…something vitally important to the melodrama of the space opera genre.
To some
Referees, it may appear that the milestones are too easily met, or vulnerable
to exploitation by over-ambitious players. For example, there’s nothing to
prevent a player from saying “my dream has always been to leave my home world
aboard a starship, and now that dream has been fulfilled…in the first session!”
While some would object to such an “auto-level-up,” keep in mind that part of
the purpose of milestones is to allow faster advancement at higher levels than
would normally occur simply by fighting mooks. Players who use milestones at
the early stages of their career will have slower advancement at latter stages.
ALSO, many psychic talents (all of which are earned by level advancement) are
unavailable to characters of low tier and characters that advance quickly
through the lower levels without developing tier first may end up
short-changing themselves.
In the
end, however, milestones are present to provide incentive for players to become
involved in subplots. The “grand romance” is a staple of the space opera genre;
and yet without milestones there is no in-game benefit or reason to seek it
out…despite the real life human condition of wanting companionship. Without
milestones, why would any player want to take on the role of an elected
dignitary or military general? The danger and responsibilities that come with
the role certainly outweigh the benefits! And yet, people do seek positions of power and are
changed by them, becoming more confident of their abilities as they grow in
their office.
Milestones
reward players for exploring other avenues of game play and are true to the
genre of space opera. Players who choose to ignore them will take a long road
to the heights of power; players who embrace them will reap the benefit while
simultaneously helping enrich the campaign through their choices.
Handling PCs: Non-Star Knights
As stated
in Chapter 1, it’s possible that
players may want to play characters that are not Star Knights; alternatively,
some Referees may want to use Star Knight characters in an otherwise “standard”
game of X-Plorers (using either the
KWN setting or a different one). Non-psychics are created in the standard
fashion (and can use the High-Born class and/or the Alien rules found in this
book); in place of a beamrazor, the PC can choose any one non-beamrazor weapon
found in the equipment list (soldiers may choose TWO weapons). High-Born PCs
may choose to start the game with a starship of Class 1 to 3, though they will
still need to hire a crew for the ship.
XP gained
should be adjusted when a group contains both Star Knights and non-Star
Knights. If the Star Knights outnumber the non-Star Knights, all non-psychic
PCs earn +10% XP for the mission; if the Star Knights are outnumbered by the
“normal” PCs, the Star Knights receive a -10% penalty to earned XP.
It is
possible that a non-psychic character will want to be trained by a Star Knight
(who must be adept or master status). Undergoing psychic training takes a
number of weeks equal to the non-psychics current level of experience, after
which time the character must make a successful PRE save. Success indicates the
character is now an apprentice (Tier 1) Star Knight (receiving two talents, a
beamrazor, and a new beamrazor form). Such training counts as a milestone (the
character goes up in level), and the PC becomes subject to all Star Knight
rules, including psychic sensing
(see below) and the acquisition of corruption points. Prior levels are not
lost, but such a character will never be able to achieve the same level of
power as a character that began their career as a Star Knight at 1st
level.
[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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