BEAMRAZORS
The beamrazor is the heart and
soul of the Star Knight: a symbol of who they are, a tool for focusing their
power, the only defense needed in their travels across the galaxy. The weapon
appears to be nothing more than a metallic cylinder 20-40cm in length; however,
a touch of a button causes a meter long “blade” of plasma to spring forth from
the cylindrical “hilt.” Cunningly kept in place by a magnetic field, the
focused energy of a ‘razor is capable of slicing through nearly anything except
a similar energy field (though energy resistant materials like starship hulls
require time and concentrated effort to cut).
As with any melee weapon, Star
Knights add their PHY adjustment to their attack roll with the ‘razor. However,
instead of using their PHY modifier to adjust damage, the beamrazor damage roll
receives a bonus equal to its wielder’s level
of experience (+1 to +10 in other words). Non-psychics add nothing to the damage roll when using a ‘razor.
In addition, Star Knights are
trained to use their beam razor for defense, moving the blade with
uncanny foresight and speed to block attacks…even ranged attacks like blaster
fire. To represent this, Star Knights add their tier rank (+1 to +3) to their Armor Class, though ONLY when
wielding an activated beamrazor.
If a melee attacker misses
their attack roll against a Star Knight wielding a beamrazor, the Knight may automatically
disarm the opponent by destroying the attacker’s weapon; this effect does not
apply to opponents using beamrazors
or shield blades.
Over centuries of use, the
Star Knights have developed a number of different fighting styles (called “forms”) for wielding their ‘razors,
and these have been passed down to trainees for generations. Each form embodies
a different philosophy of combat, and provides special bonuses when using a
beamrazor. A Star Knight begins the game trained in a single ‘razor form, and
may choose to learn a new form in place of a psychic talent when advancing in level. Star Knights who have
achieved the second tier (Adept) can also choose to “master” any form that is already known, in place of learning a psychic talent.
Star Knights who know more
than one form must choose which form to use when entering combat; having so
chosen, her tremendous mental focus prevents the Knight from changing forms
during the duration of the engagement. Descriptions of the forms and their
bonuses follow:
Way of Balance
A defensive form, the Star
Knight uses sweeping blows to protect against vital areas, while keeping an
opponent busy with the possibility of a counter-blow. The form used by Knights
to master two-weapon fighting. When using this form, characters add an
additional +1 to their Armor Class when wielding a beamrazor. With mastery, the character suffers
no penalty when attacking with two ‘razors at once.
Way of Cunning
The most passive form, the
Star Knight concentrates on defense while waiting for his opponent to make a
mistake. Created to counter the proliferation of blaster technology throughout
the galaxy.
When using this form, characters may add their PRE
adjustment to their Armor Class (in addition to tier) when wielding a ‘razor. With mastery, the character is allowed to
make an immediate extra attack against an opponent that misses an attack roll.
No more than one such bonus attack can be made in a single round of combat.
Way of Finesse
The path of the duelist, the
Star Knight uses deft footwork and blade placement to defend and launch
lightning ripostes; strong in melee. When using this form, characters may add
their INT adjustment to their Armor Class (in addition to tier) when wielding a
‘razor. With mastery, characters are
allowed to reroll failed melee attacks with their beamrazor, though never more
than one attack roll per combat round.
Way of Speed
The Star Knight uses agility
and acrobatic leaps to attack with a flurry of blows. A fast and aggressive
‘razor form. Characters using this form add their AGI adjustment to their
attack roll with the beamrazor instead of their PHY adjustment. With mastery, characters are allowed to make
a second, bonus attack against any opponent in melee range, provided their
first attack of the round was successful and did damage.
Way of Strength
The Star Knight uses brute
strength and physicality to relentlessly attack her opponent, driving the foe
about with tremendous blows. A brawling ‘razor form. When using this form,
characters add their PHY bonus to any damage inflicted on a successful melee
attack. With mastery, the Star
Knight can make an immediate bonus attack against any opponent who inflicts
damage on the character in melee. Regardless of how many attackers inflict
melee damage on the character, no more than one free attack is allowed in a
round.
COMM-LINKS
A comm-link is a portable two-way communicator, common to the KWN
setting, though variable in physical form (it can be a bracelet, headset,
or something akin to the size of a cell phone, for example). Comm-links only
convey sound, not images, but they can be used for data transfer from one
computer to another. They have a fairly long range, including planetary
surface to low orbit, but can be blocked by extensive construction or rock formations
(for example, they may not be able to transmit across mountains or from
underground locations).
Referees should always
consider comm-links to be on and in-use unless otherwise noted by players; the
comm-link rule allows PCs to keep in constant communication even when
separated during a game session (so there’s no reason for PCs not to “know”
what is happening to the rest of their team when in different locations). Of
course, when captured by enemies, comm-links are usually the first things confiscated
after a character’s weapons. All PCs start with a comm-link; buying a new one
is credit code A.
[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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