Thursday, May 28, 2015



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.


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.

[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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