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]
Thanks for sharing this stuff JB.
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