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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