TEXT: 1 
   
  Between Star & Void 
   
  By Matthew Skail 
  And James M. Spahn 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Review By: Kirt Dankmyer, Eric Fabiaschi, Richard, LeBlanc, Walt Robilard, 
  Peter Schweighofer 
  Cover Art By: Joe Singleton 
  Additional Art By: Luigi Castellani, Anthony Cournoyer, Mark Huffman, David 
  Lewis Johnson, Joyce Maureira, Juan Ochoa, Jeshields, Joe Singleton 
  White StarTM is a trademark of James M. Spahn. 
  Autarch, Adventurer Conqueror King, Adventurer Conqueror King System, and ACKS 
  are trademarks of Autarch LLC. 
   
  
  2 
   
   
  Dedication 
   
   
   
  To Mom 
  For always believing in me 
   
   
   
   
   
   
   
   
  To James M. Spahn 
  Without whom none of this  
  would have happened. 
   
   
   
  
  3 
   
  Table of Contents 
   
  Chapter 
  Page 
   
  History of the Way 
   
  4 
  Orders of the Way 
   
  6 
  Meditations 
   
  18 
  Martial Styles of the Star Knight 
   
  31 
  Star Sword Construction and Modification 
   
  37 
  Campaigns 
   
  40 
  The Void 
   
  43 
  The Knight’s Panoply 
   
  57 
  Appendix A: Focused Meditation System 
   
  62 
  Appendix B: Fantasy Conversion 
   
  89 
  Appendix C: Reaction Rolls 
  103 
   
   
   
  
  4 
   
  Chapter 1 
  History of The Way 
   
  The nature of a riddle is to demand an answer. 
  Master Star Knight J’ame Syn 
   
  The philosophy of The Way, with its tenants of inspiration, self-sacrifice, hope, 
  and society is generally welcome by most civilizations that understand it. But 
  with its wide-spread nature and diverse membership, its history is oddly 
  obscure. No one truly knows where The Way began or how it was discovered. It 
  has been in the galaxy for so long that its true history is long since lost in the 
  ashes of time. 
   
  Various races hold many theories. Some claim it originated from a single world 
  inhabited by some ancient enlightened species who have since passed into the 
  cosmos after leaving their teaching behind. Others claim it was discovered on 
  many worlds simultaneously or close enough as to make no difference. Some 
  even believe it is merely a biological mutation or the result of some nano-virus 
  leftover from an ancient war. 
   
  It is said the Void Knights have their own theories. Some whisper they believe 
  The Void is a sentient, conscious thing, an entropic intelligence as distant from 
  us as we are from insects. They claim all Meditations spring from the Void. The 
  Void does not like its tools being squandered by those who do not surrender to 
  its will. The Star Knight order dismisses these theories as simply the ramblings 
  of mad men. They do not seem overly appreciative, however, when it is pointed 
  out that they often believe in trusting in ‘the will of The Way’ as though their 
  own philosophy is, or possesses, some guiding sentience. 
   
  The Star Knights themselves predominantly maintain The Way is an inherent 
  part of the universe, a power that those with sufficient training, innate talent, 
  and wisdom can learn to master. Though one must know The Void to utilize The 
  Way, it is, they claim, because an adherent of The Way must walk between 
  being and non-being to utilize the Meditations. The Star Knight must look 
  beyond the darkness of The Void, to see the brightness of the stars. This is why 
  they pity Void Knights, lost souls who could not see past their own nihilism and 
  the horrors of the universe to see the hope and beauty that shines inside every 
  living thing. 
   
  
  5 
   
  The history of the Star Knights is one of glory and, sadly, terrible conflict. Their 
  history recounts involvement in some of the greatest battles and wars in the 
  history of the galaxy. It was their power that helped stopped the invincible 
  psychic Vren and their Akashic Empire. It was their dedication to life that saw 
  them face the Nightmare Children and their Void Engines. It was their 
  determination that saw them help bring down the Machine Hegemony. They 
  have helped end numerous system wars and planetary struggles. And they are 
  much loved for it. 
   
  And much hated. 
   
   
  
  6 
   
  Chapter 2 
   
  Orders of The Way 
   
  The Orders refine who we are; The Way defines us. 
  Master Thew Mathail 
   
  Despite common belief to the contrary, there are more followers of The Way 
  than Star Knights. The following pages detail all the classes who have access to 
  The Way, including reprinting the Star Knight. 
   
  Star Knight 
  Star Knights are wandering protectors of the galaxy. They combine martial 
  prowess with a unique religion known simply as “The Way.” Through their 
  mystic beliefs they are able to achieve feats unknown to other beings. They 
  travel from world to world, bringing justice to the oppressed and compassion to 
  the down-trodden. 
   
  While not as skilled in direct combat as the Mercenary, a Star Knight's unique 
  abilities allow him to play a support role both in and out of combat. He is capable 
  of calming aggressive foes, healing the wounded, and engaging in devastating 
  melee combat. 
   
  Star Knight Advancement 
  Level 
  XP 
  HD 
  BHB 
  ST 
  1 
  0 
  1 
  +0 
  15 
  2 
  2,500 
  2 
  +0 
  14 
  3 
  5,000 
  3 
  +1 
  13 
  4 
  10,000 
  3+1 
  +1 
  12 
  5 
  20,000 
  4 
  +2 
  11 
  6 
  40,000 
  5 
  +3 
  10 
  7 
  80,000 
  6 
  +3 
  19 
  8 
  160,000 
  6+1 
  +4 
  8 
  9 
  320,000 
  7 
  +5 
  7 
  10 
  640,000 
  8 
  +5 
  6 
   
   
   
  
  7 
   
  Star Knight Meditation Advancement 
  LEVEL 
  1st Level 2nd Level 3rd Level 4th Level 5th Level 
  1 
  – 
  – 
  – 
  – 
  – 
  2 
  1 
  – 
  – 
  – 
  – 
  3 
  2 
  – 
  – 
  – 
  – 
  4 
  2 
  1 
  – 
  – 
  – 
  5 
  2 
  2 
  1 
  – 
  – 
  6 
  2 
  2 
  1 
  1 
  – 
  7 
  2 
  2 
  2 
  1 
  1 
  8 
  2 
  2 
  2 
  2 
  2 
  9 
  3 
  3 
  3 
  2 
  2 
  10 
  3 
  3 
  3 
  3 
  3 
   
   
  Star Knight Class Abilities 
  WEAPON/ARMOR 
  RESTRICTIONS: Star Knights are 
  protectors and defenders, not true 
  warriors, so they have a limited 
  selection of weapons.  They can 
  wield dagger, laser pistols and star 
  swords – their preferred weapon. 
  They can wear light armor and use 
  shields. 
   
  MEDITATIONS: Star Knights are 
  able to activate meditations as 
  shown on Star Knight Meditation 
  Advancement. Each day a Star 
  Knight spends time focusing his 
  mind on the Meditations. He 
  prepares a number of meditations 
  determined by his level as shown on 
  the table above after fifteen 
  minutes 
  of 
  mind 
  cleansing 
  exercises. A Star Knight requires six 
  hours of consecutive rest before 
  cleansing his mind. He can prepare 
  
  8 
   
  the same Meditation more than once if he so chooses, but may not prepare 
  more Meditations than the number determined by his experience level. 
   
  STAR SWORD DUELIST: The Star Sword is the preferred weapon of the Star 
  Knights. They receive +1 to all “to-hit” rolls when wielding a laser sword. All Star 
  Knights receive a laser sword at no cost at 1st level. 
   
  ESTABLISH MONASTERY (10TH): When a Star Knight reaches 10th level he will 
  often find a secluded location on an out of the way planet where he will 
  construct a small monastery. If other, less experienced Star Knights learn about 
  this monastery they will often seek out the senior Star Knight for training. They 
  will serve him loyally while training. 
   
  SAVING THROW: Star Knights receive +2 to all saving throws made to resist 
  meditations and gifts. 
   
  XP BONUS FOR WISDOM: A Star Knight with a Wisdom of 13 or 14 receives a 
  5% Experience Bonus, and those with a 15 of higher get 10%.  
   
  Mystic 
  Mystics are masters of The Way. Unlike Star Knights, they focus less on martial 
  prowess and trust in their unique gifts to see themselves through the day. They 
  master powers even Star Knights cannot. Though they are trained to use a Star 
  Sword, it is only rudimentary training as they are not warriors. They prefer to 
  use their skills to avoid conflict whenever possible.  
   
  Like a Star Knight these characters make excellent support characters.  
    
  Mystic Advancement 
  LEVEL 
  XP 
  HD 
  BHB 
  ST 
  1 
  0 
  1 
  +0 
  14 
  2 
  2,250 
  1+1 
  +0 
  13 
  3 
  4,500 
  2 
  +1 
  12 
  4 
  9,000 
  2+1 
  +1 
  11 
  5 
  18,000 
  3 
  +2 
  10 
  6 
  36,000 
  3+1 
  +2 
  9 
  7 
  72,000 
  4 
  +3 
  8 
  8 
  144,000 
  4+1 
  +3 
  7 
  9 
  288,000 
  5 
  +4 
  6 
  10 
  576,000 
  5+1 
  +4 
  6 
   
  
  9 
   
  Mystic Meditation Advancement 
  LEVEL 
  1ST 
  LEVEL 
  2ND 
  LEVEL 
  3RD 
  LEVEL 
  4TH 
  LEVEL 
  5TH 
  LEVEL 
  1 
  1 
   
   
   
   
  2 
  2 
   
   
   
   
  3 
  3 
   
   
   
   
  4 
  3 
  2 
   
   
   
  5 
  3 
  3 
  2 
   
   
  6 
  3 
  3 
  2 
  2 
   
  7 
  3 
  3 
  3 
  3 
  2 
  8 
  3 
  3 
  3 
  3 
  3 
  9 
  5 
  5 
  5 
  3 
  3 
  10 
  5 
  5 
  5 
  5 
  5 
   
  MYSTIC CLASS FEATURES 
  WEAPON/ARMOR 
  RESTRICTIONS: Mystics 
  may use clubs, daggers, 
  laser pistols, staves and 
  Star Swords. They may 
  wear Light Armor, but not 
  use shields. 
   
  MEDITATIONS: 
  Mystics 
  are 
  able 
  to 
  activate 
  Meditations as shown on 
  the table above. They use 
  the same rules as Star 
  Knights for the purpose of 
  preparation and recovery 
  of Meditations.  
   
  UNIQUE MEDITATIONS: 
  Mystics 
  can 
  access 
  Meditations unlike those 
  of 
  their 
  Star 
  Knight 
  Brethren.  Mystics may 
  choose one Gift of levels 1, 
  2, and 3 to add to their 
  Meditation list. These are 
  used and prepared as 
  
  10 
   
  normal Meditations in all ways, though they are considered one level higher as 
  a Meditation than they would be as a Gift. Once these are chosen, they cannot 
  be changed. 
   
  SAVING THROW: Mystics receive a +3 to all Saving Throws to resist 
  Meditations and Gifts. 
   
  XP BONUS FOR WISDOM: A Mystic with a Wisdom of 13 or 14 receives a 5% 
  Experience Bonus, and those with a 15 of higher get 10%. 
   
  ESTABLISH MONASTERY (10th): When a Mystic reaches 10th level he will 
  often find a secluded location on an out-of-the-way planet where he will 
  construct a small monastery. If other less-experienced Mystics learn about this 
  monastery they will often seek out the senior Mystic for training. They will serve 
  him loyally while training. 
   
  Star Pilot 
  It is said that piloting is an instinct, not a learned skill and none personify this 
  more than the Star Pilot. Star Pilots are specialized Star Knights who have 
  focused their connection to The Way through heightened skills as hot shot 
  stick-jockeys and fighter pilots. Star Pilots sacrifice swordsmanship and 
  traditional uses of their Meditations to become expert pilots capable of 
  performing dangerous maneuvers and unbelievable stunts when they’re in the 
  cockpit. They are often more independent and reckless than other Star Knights, 
  regarded as loose cannons. Unlike the majority of Star Knights, they do not 
  receive extensive training with a Star Sword and because they prefer to be 
  amongst the stars and exploring the far reaches of the galaxy they do not 
  establish or lead monasteries. 
   
   
   
   
  Referees may be concerned that this class will overwhelm the regular Pilot 
  class. They have many differences that help differentiate them. Mundane 
  Pilots advance more quickly and for the first five levels have huge advantages 
  over Star Pilots in space. Also, Star Pilots bonuses tend to spike in combat for 
  a short time, whereas a mundane Pilot has their abilities for the entire 
  duration of any space battle, no matter how long the fight lasts.  
  
  11 
   
   
   
  Star Pilot Advancement 
  Level 
  XP 
  HD 
  BHB 
  ST 
  1 
  0 
  1 
  +0 
  15 
  2 
  2,500 
  2 
  +0 
  14 
  3 
  5,000 
  3 
  +1 
  13 
  4 
  10,000 
  3+1 
  +1 
  12 
  5 
  20,000 
  4 
  +2 
  11 
  6 
  40,000 
  5 
  +3 
  10 
  7 
  80,000 
  6 
  +3 
  19 
  8 
  160,000 
  6+1 
  +4 
  8 
  9 
  320,000 
  7 
  +5 
  7 
  10 
  640,000 
  8 
  +5 
  6 
   
  Star Pilot Meditation Advancement 
  LEVEL 
  1st Level  2nd Level 3rd Level 4th Level 5th Level 
  1 
  – 
  – 
  – 
  – 
  – 
  2 
  1 
  – 
  – 
  – 
  – 
  3 
  2 
  – 
  – 
  – 
  – 
  4 
  2 
  1 
  – 
  – 
  – 
  5 
  2 
  2 
  1 
  – 
  – 
  6 
  2 
  2 
  1 
  1 
  – 
  7 
  2 
  2 
  2 
  1 
  1 
  8 
  2 
  2 
  2 
  2 
  2 
  9 
  3 
  3 
  3 
  2 
  2 
  10 
  3 
  3 
  3 
  3 
  3 
   
   
  STAR PILOT CLASS FEATURES 
  WEAPON/ARMOR RESTRICTIONS: Star Pilots receive the same training as 
  other Star Knights. They can wield daggers, laser pistols, and Star Swords. 
  They 
  can 
  wear 
  Light 
  Armor 
  and 
  use 
  shields.  
   
  MEDITATIONS: Star Pilots are able to activate Meditations as shown on the 
  table Star Pilot Meditation Advancement. They use the same rules as Star 
  
  12 
   
  Knights for the purpose of preparation and recovery of Meditations. 
   
  THE WAY OF THE PILOT: A Star Pilot can choose to expend one of their 
  prepared Meditations in order to gain bonuses while piloting a starship. When 
  they expend a Meditation in this way they lose the ability to activate the 
  previously prepared Meditation and instead may grant themselves a +1 to 
  Initiative while piloting a starship per level of the Meditation sacrificed for a 
  duration of one round per level of the Meditation sacrificed. Alternately, they 
  can grant a bonus to their ship, granting the ship a +1 to Armor Class, 
  Movement, or Targeting for the duration of one combat round per level of the 
  Meditation sacrificed. A Star Pilot can only sacrifice one Meditation per combat 
  round and if sacrificing a Meditation of second-level or higher may choose to 
  divide the bonus 
  between 
  their 
  personal Initiative, 
  their 
  starship’s 
  Armor 
  Class, 
  Movement, 
  or 
  Targeting as they 
  see fit. A Star Pilot 
  must declare they 
  are 
  sacrificing 
  a 
  Meditation in this 
  fashion 
  before 
  Initiative is rolled in 
  each combat round. 
  Example: A 4th level 
  Star Pilot sacrifices 
  a 
  2nd 
  level 
  Meditation before 
  Initiative is rolled 
  during 
  a 
  space 
  combat round. He 
  can choose to add 
  +2 to his Initiative, 
  +2 to his starship’s 
  Armor 
  Class, 
  Movement, 
  or 
  Targeting. 
  Alternately, 
  he 
  
  13 
   
  could choose to add +1 to any two of these categories. 
   
  SAVING THROWS: Star Pilots receive a +2 bonus to all Saving Throws made 
  to resist the effects of Meditations and Gifts.  
   
  XP BONUS FOR HIGH DEXTERITY: Star Pilots with a Dexterity of 13 or 14 
  receive a 5% Experience Bonus and those with a 15 or higher receive a 10% 
  bonus. 
   
  Way Adept 
  Throughout the galaxy there are people who are gifted with an inclination 
  towards the The Way but who received no formal training for whatever reason. 
  On numerous worlds, these witches, hedge magicians, and psychics live a life 
  touched by a power they never fully understand. If they are discovered later in 
  life, they are too old or too set in their ways and philosophies to become true 
  Star Knights or Mystics, but many find their way serving the order regardless 
  (where they are often call Star Squires). Whether it is in hopes of understanding 
  why they are the way they are or because they are simply happy to be among 
  people who appreciate their experience, is up to each to say.  
   
  Many, however, simply live their lives and find their way without aid or 
  understanding. Their powers give them an edge over others in their respective 
  fields and more than a few are happy to take advantage of this. 
   
  Way Adepts fulfill whatever role their original class did, with the added 
  advantage of a small amount of Meditations.  
   
  Way Adept Advancement 
  LEVEL 
  XP 
  1st 
  Level 
  2nd 
  Level 
  3rd 
  Level 
  1 
  0 
  - 
  - 
  - 
  2 
  +500 
  - 
  - 
  - 
  3 
  +1000 
  1 
  - 
  - 
  4 
  +2000 
  1 
  - 
  - 
  5 
  +4000 
  2 
  - 
  - 
  6 
  +8000 
  2 
  - 
  - 
  7 
  +16000 
  2 
  1 
  - 
  8 
  +32000 
  2 
  1 
  - 
  9 
  +64000 
  2 
  2 
  1 
  10 
  +128,000 
  2 
  2 
  1 
  
  14 
   
   
   
   
  WAY ADEPT CLASS FEATURES 
  WEAPON/ARMOR RESTRICTIONS: Way Adepts are proficient in whatever 
  weapons and armor their base class uses. 
   
  MEDITATIONS: Way Adepts are able to use a limited number of Meditations 
  as indicated in the table above. They use all the rules for preparing and casting 
  Meditations used by Star Knights. If a Meditation has a level based effect, they 
  are considered to be half their level, rounded up. 
   
  CLASS BOND: Way Adepts are not a full class in and of themselves. Instead, 
  they are a template added to another class. The benefits they bring are 
  represented in an increased Experience cost for their primary class to advance.  
  For example: Speaker Timas Dinklen is a 3rd level Aristocrat-Way Adept. In order 
  to advance to 4th level, he will need 6,000 + 2,000=8,000 Experience. He will have 
  all the benefits of both his Aristocrat class and the ability to use a 1st level 
  Meditatons each day. 
   
  Any class, even alien races, can be Way Adepts, except those who already have 
  ability with The Way (unless, perhaps, the Referee wanted to allow some sort 
  of ‘Chosen’ one who was simply better than other similar users of The Way, in 
  which case this template might facilitate such a concept).  
   
  SAVING THROW: Way Adepts receive a +1 to all Saving Throws to resist 
  Meditations and Gifts. 
   
  XP BONUS FOR WISDOM: A Way Adept receives Bonus XP for both their 
  Wisdom and whatever ability their base class benefits from. However, their base 
  class cannot benefit from an ability that gives it double the attribute bonus (they 
  can only receive 5% from a score not matter how high it is). 
   
   
  Alien Star Knights 
  Humanity is not the only race to have proficiency with The Way. In fact, some 
  alien races with greater life spans and different philosophical mindsets are even 
  better suited to following The Way than their human counterparts. 
   
  The Alien Star Knight is just such a being. Coming from any variety of races with 
  a predilection towards the arts of The Way, these beings serve the same noble 
  
  15 
   
  causes and class roles as their human counterparts. If anything, their differences 
  make them potentially more dangerous than other Star Knights. 
   
  Alien Star Knight Advancement 
  Level 
  XP 
  HD 
  BHB 
  ST 
  1 
  0 
  1 
  +0 
  14 
  2 
  4,000 
  2 
  +1 
  13 
  3 
  8,000 
  3 
  +2 
  12 
  4 
  16,000 
  3+1 
  +2 
  11 
  5 
  32,000 
  4 
  +3 
  10 
  6 
  64,000 
  5 
  +4 
  9 
  7 
  128,000 
  6 
  +4 
  8 
  8 
  256,000 
  6+1 
  +5 
  7 
   
  Alien Star Knight Meditation Advancement 
  LEVEL 
  1st Level 2nd Level 3rd Level 4th Level 5th Level 
  1 
  – 
  – 
  – 
  – 
  – 
  2 
  1 
  – 
  – 
  – 
  – 
  3 
  2 
  – 
  – 
  – 
  – 
  4 
  2 
  1 
  – 
  – 
  – 
  5 
  2 
  2 
  1 
  – 
  – 
  6 
  2 
  2 
  1 
  1 
  – 
  7 
  2 
  2 
  2 
  1 
  1 
  8 
  2 
  2 
  2 
  2 
  2 
   
   
  Alien Star Knight Class Abilities 
  WEAPON/ARMOR RESTICTIONS: Alien Star Knights are protectors and 
  defenders, not true warriors, so they have a limited selection of weapons.  They 
  can wield dagger, laser pistols and star swords – their preferred weapon. They 
  can wear light armor and use shields. 
   
  MEDITATIONS: Alien Star Knights are able to prepare and use Meditations as 
  a Star Knight does. 
   
  
  16 
   
  STAR SWORD DUELIST: The Star Sword is the preferred weapon of the Alien 
  Star Knights. They receive +1 to all “to-hit” rolls when wielding a laser sword. All 
  Alien Star Knights receive a laser sword at no cost at 1st level. 
   
  ALIEN RACIAL BENEFITS: Alien Star Knights come from a plethora of 
  different races and so choose any two of the following abilities to represent their 
  racial benefits: 
   
  Aquatic: This race can both breathe under water and swim at their 
  walking speed. 
   
  Avian: This race is winged and can fly at 15 (you need around 15’-20’ of 
  clear space to fly though). However, their walking speed is only 6 and 
  they cannot wear armor or equipment not specifically made for their 
  species (costs twice as much).  
   
  Angry: This race has a capacity to fly into berserk rages. When they 
  choose to, they gain a +2 To Hit, but a -2 Armor Class. Once entered, 
  they cannot flee and they cannot leave this rage until combat is 
  finished. 
   
  Armed: 
  This 
  race has natural 
  weapons 
  of 
  some sort, such 
  as claws, barbs, 
  spines, 
  horns, 
  brutal punching 
  fists, etc. They 
  can inflict 1d6 
  damage 
  in 
  unarmed 
  combat. 
   
  Armored: This 
  race has tough 
  natural armor. 
  They receive a 
  +2 to Armor 
  Class. 
   
  Fast: This race 
  is faster than 
  humans 
  and 
  increases their 
  move by +3. 
  
  17 
   
   
  Massive: This race is especially tall, at least 7 feet. They inflict +1 
  damage in melee combat and can carry twice the encumbrance of a 
  normal character.  
   
  Nightvision: This race can see in the dark up to 40 feet away. 
   
  Quick Reflexes: This race is especially fast. They get a +1 to Initiative, 
  Armor Class, and Saving Throws versus attacks that can be dodged or 
  avoided. 
   
  Sensitive: This race has heightened senses and so can detect hidden or 
  concealed doors and objects they pass near on a 1-2 on 1d6. If actively 
  searching, they will discover them on a 1-4 on 1d6. In addition, they 
  have a +1 to avoid surprise (normally surprised only on a 1 on 1d6).  
   
  Stealthy: For whatever reason, due to natural sneakiness or 
  camouflage, this race can surprise targets on a 1-4 on 1d6 in the proper 
  circumstances. 
   
  ESTABLISH MONASTERY (8TH): When an Alien Star Knight reaches 8th level 
  he will often find a secluded location on an out of the way planet where he will 
  construct a small monastery. If other, less experienced Star Knights (both alien 
  and human) learn about this monastery they will often seek out the senior Star 
  Knight for training. They will serve him loyally while training. 
   
  SAVING THROW: Alien Star Knights receive +2 to all Saving Throws made to 
  resist meditations and gifts. 
   
  LANGUAGES: For campaigns that give each race its own dialect, Alien 
  Space Knights should be able to speak the language of humans and any other 
  languages that fit the style of the Referee’s campaign. Alien Space Knights are 
  often very learned and able to speak several languages. 
  
  18 
   
  Chapter 3 
   
  Meditations 
   
  The Way moves through us to do its will, we are merely vessels. 
  Knight Waless J’ter 
   
  This chapter details all the Meditations in the core rules, as well as new ones 
  for use in campaigns. In all cases where a Meditation refers to Star Knight, it 
  also applies to any other user of The Way. New Meditations are listed in italics. 
  Star Knight Meditations 
  Level 1 Meditations 
  Charm Person 
  Detect Evil/Good 
  Detect Gifted 
  Detect Life 
  Healing Meditation 
  Healing Trance 
  Leap 
  Mind Voice 
  Minor Force 
  Protective Meditation 
  Read Languages 
  Speed Burst 
    
  Level 2 Meditations 
  Channel The Way 
  Combat Coordination 
  Detect Thoughts 
  Detect Invisible 
  Find Traps 
  Locate Object 
  Mind Thrust 
  Resist Energy 
  Speak with Animals 
  Telekinetic Shield 
   
  Level 3 Meditations 
  Alter Reflexes 
  Dark Vision 
  Defensive Coordination 
  Greater Healing Meditation 
  Offensive Form 
  Protection from Missiles 
  Remote Viewing 
  Telepathy 
  Water Breathing 
    
  Level 4 Meditations 
  Block Energy 
  Confusion 
  Dispel Effect 
  Expand Senses 
  Heal Other 
  Mind Burst 
  Neutralize Poison 
  Speak with Plants 
    
  Level 5 Meditations 
  Adaptation 
  Charm Creature 
  Foresight 
  Mind Probe 
  Mind Shield 
  Protection from Missiles II 
  Telekinesis 
  Vision 
  
  19 
   
  Level 1 Meditations 
   
  Charm Person 
  Range:   
  120 ft 
  Duration:  
  One hour 
  This meditation affects living bipeds of approximately human size, including 
  most aliens. If the meditation succeeds (saving throw allowed), the 
  unfortunate creature falls under the caster’s influence. 
   
  Detect Evil/Good 
  Range:  
  120 ft 
  Duration:  
  20 minutes 
  The Star Knight detects any creatures with evil intentions or evil thoughts, as 
  well as evil places within the meditation’s range. Poison is not inherently evil, 
  and cannot be detected by means of this spell. 
   
  The reverse Meditation, Detect Good, works the same way except that it 
  detects intentions and places that are “good”. 
   
  Detect Gifted 
  Range:  
  120 ft 
  Duration: 
  20 minutes 
  This Meditation allows a Star Knight to detect the presence of any living 
  creature within 120 feet that possess the ability to use either Meditations or 
  Gifts. It does not determine the specific number or location of those 
  detected, only that they are present. 
   
  Detect Life 
  Range:  
  120 ft 
  Duration: 
  20 minutes 
  This Meditation allows a Star Knight to detect the presence of any living 
  creature within 120 feet and whether or not they are sentient creatures. It 
  does not determine the specific number or location of those detected, only 
  that they are present. 
   
   
  
  20 
   
  Healing Meditation 
  Range:  
  Self 
  Duration: 
  Immediate 
  This Meditation heals the Star Knight of 1d6+1 points of damage. 
   
  Healing Trance 
  Range:  
  Self and Touch 
  Duration: 
  8 hours 
  This Meditation allows the Star Knight to recover an additional point of 
  damage per level after a day’s rest. Alternatively, they can use this 
  Meditation to assist another’s healing by concentrating with them while they 
  rest. 
   
  Leap 
  Range:  
  Self 
  Duration: 
  1 hour 
  Once activated, this Meditation allows the Star Knight to leap and jump 
  prodigious distances. They can easily leap 30 feet horizontally or 15 feet 
  vertically. If an enemy is unsuspecting, this can easily surprise them on a 1-4 
  on d6 or allow the user to retreat from combat without suffering an attack. 
   
  Mind Voice 
  Range:  
  200 ft 
  Duration: 
  1 hour 
  This Meditation allows the Star Knight to send and receive surface thoughts 
  to a target.  This power does not allow mind reading, only those thoughts the 
  target wishes to share.  This communication transcends language barriers.   
   
  Minor Force 
  Range:  
  60 ft 
  Duration: 
  1 hour 
  This Meditation allows the character to lift and manipulate one or more 
  objects, up to 5 lbs per level in weight. It requires no more concentration to 
  lift an object than it would with one’s hand. Objects may be carried along in 
  this fashion, floating at the user’s whim. This power can be used on multiple 
  
  21 
   
  objects during the duration. This power only manipulates the entire object, 
  so buttons cannot be pressed nor can triggers be pulled.  
   
  Protective Meditation 
  Range:  
  Self 
  Duration: 
  2 hours 
  The Star Knight centers himself and prepares to face his foes. All enemies 
  suffer a -1 penalty on any “to-hit” rolls made against the Star Knight and he 
  receives a +1 bonus to all saving throws made to resist any abilities they have 
  which can be resisted with a saving throw. 
   
  Read Languages 
  Range:  
  Reading distance 
  Duration: 
  One or two readings 
  This Meditation allows the Star Knight to read directions, instructions, and 
  similar notations written in unfamiliar or even unknown languages. 
   
  Speed Burst 
  Range:  
  Self 
  Duration: 
  2 hours 
  This Meditation doubles the Star Knight’s movement. 
   
  Level Two Meditations 
   
  Channel The Way 
  Range:  
  Self 
  Duration: 
  1 round/level 
  For the duration of this Meditation, the character can perform tremendous 
  abilities beyond their racial norms. The character could lift 500 lbs, see in the 
  dark, hold an object with an unbreakable grip, run with a +3 movement, leap 
  as though under Leap Meditation, or ignore poison in the atmosphere or your 
  own blood stream. This Meditation requires too much concentration for use 
  in combat. 
   
   
   
  
  22 
   
  Combat Coordination 
  Range:  
  Self 
  Duration: 
  One Hour 
  The Star Knight focuses his mind on battle at hand, gaining a +1 to all “to-
  hit” rolls for the duration of this Meditation. 
   
  Detect Thoughts 
  Range:  
  60 ft 
  Duration: 
  Two hours 
  The Star Knight can read the surface thoughts and emotional state of other 
  living beings within range. 
   
  Detect Invisible 
  Range:   
  Line of Sight 
  Duration:  
  One hour 
  The Star Knight can perceive invisible creatures and objects. This includes 
  objects or individuals concealed by obstruction, concealment or a personal 
  cloaking device. 
   
  Find Traps 
  Range:   
  30 ft around character 
  Duration:  
  20 minutes 
  The Star Knight can perceive both mechanical and technological traps at a 
  distance of 30 ft. 
   
  Locate Object 
  Range:   
  90 ft (C) 
  Duration:  
  1 round/level 
  This Meditation gives the Star Knight the correct direction (as the crow flies) 
  toward an object the character specifies with a description. The object cannot 
  be something the character has never seen, although this Meditation can 
  detect an object in a general class of items known to the Star Knight: stairs, 
  a Star Sword, etc. 
   
   
   
  
  23 
   
  Mind Thrust 
  Range:   
  30 ft 
  Duration:  
  1 round/level 
  This Meditation gives the Star Knight a potent weapon, allowing them to 
  either thrust targets towards or away from themselves with but a thought for 
  the duration of the power. The target is allowed a Saving Throw, but if failed 
  will be either flung 30 feet away from the character, or pulled directly towards 
  them. If they impact a solid object, such as a wall, they will suffer 1d6 
  damage. If they are pulled towards the Star Knight, they may make an 
  immediate attack against the target at a +2. 
   
  This can also be used to snatch an object from a target. If they fail a Saving 
  Throw, you can pull an item from their hands or off their clothing into your 
  hand or fling it further away.  
   
  Resist Energy 
  Range:  
  Self 
  Duration: 
  2 hours 
  For the duration of this Meditation, the Star Knight is resistant to all forms of 
  energy attack. They can comfortably withstand extremes of temperature, gain 
  a +3 to Saving Throws versus attacks involving cold, heat, electricity, and similar 
  effects. They suffer only half damage from energy based attacks, including 
  lasers and Star Swords unless it is wielded by someone proficient in The Way 
  (i.e. Star Knights, Void Knights, etc). Note this does not protect from kinetic 
  energy attacks. 
   
  Speak with Animals 
  Range:   
  30 ft 
  Duration:  
  One hour 
  The Star Knight can speak with animals within range. There is a chance that 
  the animals will assist him, and they will not attack him or his party (unless 
  he’s got something particularly offensive to say). 
   
  Telekinetic Shield 
  Range:  
  Self 
  Duration: 
  One Hour 
  
  24 
   
  The character wraps themselves in waves of telekinetic force, protecting 
  them from attacks. They gain a +2 to Armor Class and Saving Throws. 
   
   
  Level Three Meditations 
   
  Alter Reflexes 
  Range:  
  Self 
  Duration: 
  Thirty Minutes 
  The Star Knight doubles their personal movement and may attack twice per 
  round for the duration of this Meditation. He also receives +2 to initiative 
  rolls. 
   
  Dark Vision 
  Range:  
  Self 
  Duration: 
  One Day 
  The Star Knight can see in low light and even total darkness at a range of up 
  to 60'. 
   
  Defensive Coordination 
  Range:  
  30 feet 
  Duration: 
  2 hours 
  The Star Knight and all his allies within 30' receive a +1 bonus to all saving 
  throws and all enemies who attack them suffer a -1 penalty to all “to-hit” rolls 
  for the duration of this Meditation. 
   
  Greater Healing Meditation 
  Range:  
  Self 
  Duration: 
  Immediate 
  This Meditation heals the Star Knight of 2d6+3 points of damage. 
   
  Offensive Form 
  Range:  
  Self 
  Duration: 
  1 hour 
  
  25 
   
  This Meditation focuses the Star Knight’s combat technique into a whirlwind 
  of destruction. They inflict an extra d6 damage with every attack so long as 
  they are wielding a Star Sword. 
   
  Protection from Missiles 
  Range:  
  Self 
  Duration: 
  2 hours 
  The Star Knight is able to block any missile attacks made with a personal 
  weapon. He automatically blocks these attacks, suffering no damage. He 
  must be wielding a Star Sword while this Meditation is active. 
   
  Remote Viewing 
  Range:  
  60 feet 
  Duration: 
  2 Hours 
  This Meditation allows the character to see through metal and stone and 
  other obstacles within 60 feet.  
   
  Telepathy 
  Range:  
  360 feet and special 
  Duration: 
  2 Hours 
  The character can send and receive mental communication with any target 
  within 360 feet. If they are intimately connected with a target, such as long-
  time friends or lovers, then they can communicate with them if they are 
  within one mile per level. A target can make a Saving Throw to drive the 
  character out of their mind. This power will only allow the reading of surface 
  thoughts.   
   
  Water Breathing 
  Range:  
  Self 
  Duration: 
  2 hours 
  The Star Knight can breathe underwater for the duration of this Meditation. 
   
  Level Four Meditations 
   
  Block Energy 
  Range:  
  Self 
  
  26 
   
  Duration: 
  2 hours 
  This Meditation works exactly as Protection from Missiles except the 
  character no longer needs to be wielding a Star Sword. They can deflect 
  energy attacks and catch or deflect physical missile attacks with nothing but 
  their hands.  
    
  Confusion 
  Range:   
   
  120 ft 
  Duration:  
   
  2 hours 
  This Meditation confuses sentient beings and beasts, making them act 
  randomly. Roll 2d6 to determine the creature’s behavior: 
   
  Confusion Reaction 
  Roll (2d6) 
  Reaction 
  2-5 
  Attack the Star Knight and his allies 
  6-8 
  Stand baffled and inactive 
  9-12 
  Attack each other 
   
  The effects of the confusion may shift every ten minutes or so, and the dice are 
  rolled again to determine any change. 
   
  The Meditation affects 2d6 creatures, plus an additional creature for every 
  Star Knight level above 8th. Creatures of 3 HD or fewer are automatically 
  affected by the Meditation, and it takes effect immediately.  Creatures of 4 
  HD or more automatically resist the confusion effect until it builds up to its 
  full power (which takes 1d12 minutes, minus the Star Knight’s level), but are 
  required to make a saving throw at this time. Eventually, these creatures are 
  likely to succumb to the confusion, for they must continue to make another 
  saving throw every 10 minutes until the Meditation’s 2 hour duration has run 
  its course. 
   
  Dispel Effect 
  Range:  
  120 ft 
  Duration: 
  Immediately 
  
  27 
   
  This Meditation can be used to immediately end any single Gift or 
  Meditation that is currently active in range. 
   
  Expand Senses 
  Range:  
  360 ft 
  Duration: 
  2 hours 
  The Star Knight is able to see and hear far off places, up to 360' away, though 
  he must name a specific location or direction within that range. He must close 
  his eyes and concentrate to do so while this Meditation is active. Any 
  distraction will draw him back to his normal senses. 
   
  Heal Other 
  Range:  
  Touch 
  Duration: 
  Immediately 
  The Star Knight can touch a wounded individual and instantly restore 1d6+1 
  hit points. 
   
  Mind Burst 
  Range:  
  60 ft 
  Duration: 
  One hour 
  This Meditation works like the lower level Mind Thrust, except it allows the 
  user to attack a number of targets equal to their level simultaneously. In 
  addition, they have access to the power for far longer and targets hitting a 
  hard surface suffer 2d6 damage.  
   
  When used to disarm targets, they suffer a -2 to Saving Throws. 
   
  Neutralize Poison 
  Range:  
  Touch 
  Duration: 
  Immediately 
  The Star Knight can purge poison from either himself or another living being 
  with a touch. 
   
  Speak with Plants 
  Range:  
  30 ft 
  Duration: 
  One hour 
  
  28 
   
  The Star Knight can speak to and understand the replies of plants. Plants will 
  obey his commands as far as they are able (e.g. twisting or bending aside to 
  ease his passage, etc.). 
   
  Level Five Meditations 
   
  Adaptation 
  Range:  
  Self 
  Duration: 
  8 hours 
  This Meditation allows the character to adapt immediately to hostile 
  environments. They could walk nude through the arctic or unprotected in a 
  volcanic cavern and breathe underwater or in a methane atmosphere. Energy 
  based attacks that do damage are automatically reduced by half (fire, cold, 
  lasers, etc).  
   
  Charm Creature 
  Range:  
  120 ft 
  Duration: 
  One hour 
  This manifestation functions similarly to Charm Person, but can effect large 
  creatures or massive beasts. Alternately, the Star Knight may use this 
  meditation to charm up to 3d6 human-sized creatures. 
   
  Foresight 
  Range:  
  Self 
  Duration: 
  2 hours 
  This Meditation gives the Star Knight a prescient awareness. For the 
  duration, they gain a +2 to Armor Class and Saving Throws, and they cannot 
  be surprised.  
   
  Mind Probe 
  Range:  
  120 ft 
  Duration: 
  1 round/level 
  For the duration of this Meditation the character can probe a target’s mind 
  and learn one fact per round that the target knows or knew (this Meditation 
  can retrieve suppressed or hidden memories). The target can make a Saving 
  
  29 
   
  Throw versus each round to hide a fact, but the Star Knight can continue to 
  try each round to until the duration expires to discover the hidden fact. 
   
  This is a truly invasive power and it must be used with caution and restraint 
  to avoid gaining Corruption. 
   
  Mind Shield 
  Range:  
  Self 
  Duration: 
  24 hours 
  This Meditation protects the mind of the Star Knight for the next 24 hours. 
  During that time, they are immune to all Meditations and Gifts that effect 
  the mind. They cannot be sensed or detected by powers that otherwise 
  would, instead simply not appearing. Effects that allow sight or hearing at a 
  distance will not detect their presence. Finally, they are also immune to any 
  natural, technological, or chemical attempt to influence their mind. Pain and 
  torture are useless against them, as are truth serums or pheromones.  
   
  This power can be nullified as normal by Dispel Effect.  
   
  Protection from Missiles II 
  Range:  
  Self 
  Duration: 
  2 hours 
  The Star Knight is able to block any missile attacks made with a personal 
  weapon. He automatically blocks these attacks, suffering no damage. 
   
  In addition, the Star Knight may reflect an attack made with a laser pistol or 
  laser rifle back on the attacker who attempted to injure them. The Star 
  Knight need only make a successful saving throw for each attack. If the save 
  is successful, the attacker suffers damage equal to the laser pistol or laser rifle 
  they used to attack the Star Knight. If the save fails, the attack is deflected 
  harmlessly away. 
   
  The Star Knight must be wielding a Star Sword while this meditation is 
  active. 
   
   
  
  30 
   
  Telekinesis 
  Range:   
  120 ft 
  Duration:  
  One hour 
  The Star Knight can move objects using mental power alone. The amount of 
  weight he can lift and move is 20 pounds per level. 
   
  Vision 
  Range:  
  Self 
  Duration: 
  Three questions 
  The Star Knight senses their destiny and the player may ask the Referee 
  three questions regarding the events of the current campaign. The Referee 
  may answer as directly or cryptically as they wish. 
   
  This meditation is very taxing to the Star Knight and may only be used once 
  per week.  
   
  
  31 
   
  Chapter 4 
  Martial Styles of the Star Knights 
  Without your will and skill to guide it, even a weapon as powerful as the Star Sword is 
  nothing more than an ornament.  
  Master Sel ‘elenal 
   
  As with any weapon, there are numerous ways to wield a Star Sword. The Star 
  Knights have spent centuries honing their mastery of the special weapon 
  indelibly linked to their image. Like any mundane martial artist, the Star Knight 
  studies to master a style and can learn more than one with time and dedication.  
   
  These rules are optional and add a slight increase to the power level of Star 
  Knights and other characters who can use Star Swords. Learning new styles 
  should be difficult, time consuming, and potentially expensive as a means of 
  keeping the character from becoming too powerful compared to other classes.  
   
  In a campaign where all or nearly all characters are Star Knights or related 
  classes, Styles are an excellent way of helping to differentiate characters. 
   
  Learning Styles 
   
  All classes with the Star Sword proficiency begin the game with Style I, Tashi. 
  This is the fundamental building block of all combat styles with the Star Sword. 
  It allows use of the Star Sword at full attack bonus and without risk of hurting 
  one’s self and the duelist can use their Strength modifier To Hit and Damage 
  (normally only a benefit of Mercenaries and Alien Brutes). In addition, a duelist 
  can combine Tashi and one other Style and receive the benefits of both. If they 
  possess three of more styles, they can switch between which styles they use or 
  combine with Tashi from round to round at the beginning of their action. 
   
  Learning additional styles takes time, credits, and experience: 
   
  Styles Learned 
  XP COST TRAINING 
  TIME 
  CREDITS 
  2nd Style 
  250 x lvl 
  1 month 
  1000 
  3rd Style 
  500 x lvl 
  3 months 
  5000 
  4th Style 
  1500 x lvl 
  6 months 
  15000 
   
  Experience costs are based on your current level. A character cannot spend so 
  much Experience that they would be reduced a level. 
  
  32 
   
   
   STYLE I: Also known as the Tashi style, this style is known for its utilitarian and 
  balanced approach to combat. While using it, the dualist gets their Strength 
  modifier as a bonus To Hit and Damage, if their Strength is high enough. 
   
  STYLE II: Some say Du’Nat was the second style of Star Sword combat 
  developed by the Star Knights. If that is true, its use has declined in this age. 
  Du’Nat focuses on defense over offense, sacrificing some of the damaging 
  ability of other styles, but providing the user with a +2 to their AC. While using 
  this style, the character suffers a -2 to damage rolls (minimum of one points of 
  damage). 
   
  STYLE III: One of the 
  most elegant styles, La 
  Shea is seen as a style for 
  dedicated 
  duelists. 
  It 
  favors precise, controlled 
  lunges over aggressive 
  swings. While not as 
  overtly 
  damaging 
  as 
  other style, La Shea is 
  more precise, and gives 
  the user an additional +1 
  To Hit but they suffer a -
  1 to Damage. In addition, 
  the duelist can use their 
  Dexterity 
  instead 
  of 
  Strength for To Hit and 
  Damage 
  rolls. 
  This 
  cannot be combined with 
  Tashi 
  (except 
  by 
  a 
  Grandmaster 
  of 
  Meditation of the Blade 
  when using the alternate 
  Meditation system), however it can be combined with a single other style as 
  Tashi. 
   
  Note: If using the alternate Meditation system, then anyone with Teacher 
  level Meditation of the Blade, gains a free extra style. At Grandmaster level, 
  they learn another free style and can benefit from all their styles 
  
  33 
   
  STYLE IV: The favored style of reckless and aggressive warriors, Karat Mon 
  focuses on the user’s anger and rage and entices the user to lose themselves in 
  battle. This might be why so many Void Knights use this style. The duelist can 
  enter a Void Rage and gain a +2 To Hit, but they suffer a -2 to AC. Once Void 
  Rage is entered, the wielder cannot exit it until combat is finished. The style is 
  not inherently corrupting, but acts of needless brutality still earn Corruption as 
  normal. 
   
  STYLE V: This style, Tano Asok, is both unorthodox and rare, with the 
  practitioner wielding their weapon in a reversed grip, with the blade pointed 
  downward when held. It creates short, quick strikes that often surprise an 
  opponent at the expense of damage. This style provides a +1 bonus to Initiative 
  for the wielder, but reduces their Damage by -1.  
   
  STYLE VI: Tryn’Das, often called the "Twin-Star Style" it is the most difficult of 
  all known styles of Star Sword fencing. The wielder fights with a blade in each 
  hand, allowing them to engage in a flurry of attacks. Correctly wielding a Star 
  Sword is difficult enough but wielding two at the same time is nigh impossible. 
  Wielders using this style may make two attacks each combat round, but suffer 
  a -3 penalty to both of these attacks. 
   
  STYLE VII: This ancient style, called Kal style, is said to have once been used 
  during trial by combat in the earliest days of galactic society when such rituals 
  were still common. It is a simple style, designed to be taught in a matter of 
  weeks for those on trial. Practitioners of Kal Style are not Star Knights, but are 
  instead students, scholars and amateur sportsman. Wielders of this style gain 
  no additional mechanical benefit - but if they spend six weeks actively practicing 
  Kal Style (and sacrifice 250 XP times their level to represent time spent 
  learning), the character is considered to be proficient with Star Swords, 
  regardless of previous restrictions. This is the only style a class that is not 
  innately proficient with a Star Sword can learn. 
   
  STYLE VIII: This rare style, Nelian, combines the use of Star Sword with an 
  Energy Shield, allowing the combatant to use both blade and shield as means 
  of protection and attack. The practitioner can choose to forgo the Armor Class 
  bonus they receive for wielding an Energy Shield in battle to receive a +1 bonus 
  to hit. This must be declared at the beginning of each combat round and lasts 
  only one round. Alternatively, they can choose to suffer a -1 penalty to their 
  attack and receive a +1 bonus to their Armor Class to represent a more 
  defensive posture. 
   
  
  34 
   
  STAR SWORD TECHNIQUES 
   
  Because of their unique property as a weapon with a weightless blade of energy 
  capable of cutting through most surfaces and being deactivated with a 
  moment's notice, the weapon has several unique applications in combat. Some 
  of them are detailed below and the referee is encouraged to develop more to 
  suit their own campaign. 
   
  In order to learn a Star Sword Technique, a character proficient with a Star 
  Sword must spend a reasonable amount of time studying and practicing a 
  technique (typically 6 weeks). Tricks cost 500xp for the first, 1500 xp for the 2nd, 
  2500 xp for the 3rd, and 5000 xp for each other one they learn. Some example 
  techniques are detailed below, though the referee is free to develop others to 
  suit their campaign. 
   
  Blade Drop: By making a quick adjustment on the Star Sword’s power 
  regulator, they shorten the blade to a mere half-meter. This allows them to 
  close in on their unsuspecting opponent, reverse their grip and get inside a 
  target’s defenses. This attack may be attempted once per combat. The Star 
  Knight makes an attack with a +2 bonus to their “to-hit” roll, but inflict -3 
  damage. 
   
  Blurring Strike: This technique requires the Star Knight to keep their sword 
  deactivated until the last absolute second before striking at foes. Having closed 
  upon their unsuspecting foe, they can strike quickly and devastatingly. This 
  attack can only be used once per combat, in the first round of combat. If the Star 
  Knight wins initiative against their opponent, they can attack twice in that first 
  round.  
   
  Deactivating Feint: A clever and quick Star Knight will sometimes deactivate 
  his blade in mid-swing then reactivate the weapon a moment later, thus 
  avoiding an opponent's parry all together and catching them by surprise. This 
  technique allows a Star Knight to ignore any protection the opponent gains 
  from a physical or energy shield.  
   
  Reflecting Defense: This technique is rare and difficult, as it duplicates the 
  power of a potent Meditation. However, some dedicated Star Knights learn this 
  ability before their supernatural powers have reached such a pinnacle. A 
  character who has learned this technique may, once per fight, choose to ignore 
  the damage from a ranged attack as they deflect the attack with their Star 
  Sword.  If they pass a Saving Throw, they can reflect the attack and make an 
  
  35 
   
  attack roll to cause it to strike an opponent. This technique can be learned 
  multiple times, allowing additional uses in a fight. 
   
  Sunder Strike: This technique is often learned by those Star Knights who wish 
  to end duels without killing their opponents. With a successful strike, the Star 
  Knight can choose to force the opponent to make a Saving Throw. If the target 
  fails, their weapon is destroyed (or shield if it is not an energy shield). If they 
  pass, they suffer no damage. 
   
  Throw Star Sword: This technique is reserved for Star Knights who are able to 
  make use of the Telekinesis Meditation. By using a very minor form of their 
  telekinetic abilities the Star Knight can throw their Star Sword as a ranged 
  attack while it is activated, with a range of 30 feet. The weapon can be 
  summoned back to the Star Knight’s hand in the same round. 
   
  
  36 
   
   
  
  37 
   
  Chapter 5 
  Star Sword Construction and Modification 
  Building your first blade is the final step in rebuilding your soul. 
  Master Jo’Leod Mcohn 
   
  Though they have an aura of mystery, Star Swords are simply technological 
  constructs. A power cell is housed in a cylinder and when the weapon is 
  activated, a meter-long laser beam springs to life from the tip of the handle 
  through an emitter at one end. In most cases this emitter is surrounded by a hilt 
  to protect the wielder's hand from slipping on the blade – but the designs of a 
  Star Sword handle are as varied and personal as the Star Knights who wield 
  them. 
   
  In spite of their simple design, Star Swords are remarkably difficult to construct. 
  They require precise measurements and exact specifications. The slightest 
  miscalculation can result in a non-functioning weapon – or worse, one that 
  explodes when activated for the first time. Still, Star Knights must construct 
  their own personal Star Sword to finish their training. Particularly powerful Star 
  Knights construct several different Star Swords over their careers to reflect 
  their diversity and broadened point of view as they walk further in The Way. 
   
  Constructing a Star Sword 
   
  To construct their own Star Sword a Star Knight will need to gather the 
  components, which are surprisingly inexpensive and available at most modern 
  cities and on most space stations. The construction itself is difficult. It requires 
  the clearest mind, the keenest eye, and precise hands.  
   
   
  Construction typically takes 2d6 days and costs 50 credits in supplies. At the end 
  of this time, the Star Knight makes a Saving Throw. If the Saving Throw is 
  successful, the Star Knight has successfully constructed the Star Sword. With 
  the referee's permission, the Star Knight can choose to accept a penalty to this 
  saving throw to speed up the process. For every -1 penalty the Star Knight 
  accepts, they may reduce the construction time by one day, up to a maximum 
  penalty equal to their level. Thus a 6th level Star Knight could take up to a -6 
  penalty to their Saving Throw when constructing their Star Sword in order to 
  reduce the construction time by six days. It always takes at least one day to 
  
  38 
   
  construct a Star Sword and the Star Knight must spend at least eight hours 
  each day on this construction. Regardless of success or failure, the supplies are 
  expended and in the case of failure will need to be replaced if the Star Knight 
  wants to try again. 
   
  It is considered bad form for a Star Knight to carry more than one Star Sword 
  (unless they are masters of Tryn’Das, if using the optional styles from Chapter 
  4), as it is seen as a sign of aggression and paranoia and the Star Knight may be 
  drawing closer to the Void. 
   
  Other classes can also attempt to construct Star Swords, but it is very difficult 
  for them. They suffer a -10 penalty to the Saving Throw when attempting to do 
  so and it requires at least 5d6 days. They cannot incur additional penalties to 
  reduce this construction time. 
  Modifying Star Swords 
   
  A Star Knight of at least 3rd level may attempt to modify their Star Sword in 
  order to harmonize the weapon’s energy output and balance the hilt. Doing so 
  can alter the properties of their blade dramatically. The Star Knight must spend 
  one week attempting this modification. They must then attempt a Saving 
  Throw (modified as shown by the chart below) and pay a cost in supplies and 
  tools in the attempt. If the saving throw is successful, they receive the 
  modification. If not, the resources and time are expended, but the modification 
  fails. A roll of 1 on any save results in the Star Sword exploding, causing 1d6 
  damage plus an additional d6 per point of modification. 
   
  A Star Sword can only successfully receive five points of modifications.  
   
  Modifications must be performed in order, one modification at a time. So to 
  reach five modifications the character will have to have successfully modified 
  their blade five times. 
   
   
  When playing with the alternative Meditation system, those characters with 
  Meditation of the Blade gain a +2 to their Saving Throws when constructing 
  or modifying Star Swords. 
  
  39 
   
  Modification Save Penalty 
  Cost 
  Time 
  1 
  -2 
  1000 cr 
  2d6 days 
  2 
  -3 
  1500 cr 
  3d6 days 
  3 
  -4 
  2500 cr 
  3d6 days 
  4 
  -5 
  5000 cr 
  4d6 days 
  5 
  -6 
  10000 cr 
  5d6 days 
   
  Modification 
  Effect 
  Accurate 
  +1 To Hit per Modification spent on it. 
  Armor Piercing 
  Ignore 2 points of Armor Class from worn armor or 
  shields per point of Modification. 
  Brutal 
  +1 Damage per Modification spent on it. 
  Defensive 
  +1 to Armor Class per Modification spent on it. 
   
  Example: Thade, a skilled Star Knight, decides to modify his Star Blade. First he 
  decides to make his weapon more Accurate. Spending 1000 cr and spending 2d6 
  days, he makes a Saving Throw at a -2. Succeeding, the weapon gains a +1 To 
  Hit. After a few adventures and some run ins with a potent Void Knight, he 
  decides to make his second Modification and makes the weapon Defensive. He 
  spends 3d6 days and another 1500 cr and makes a Saving Throw at a -3. After 
  succeeding, his Star Sword grants a +1 to Armor Class. Many levels into his 
  career, Thade has succeeded in making his weapon even more Accurate (for a +2 
  To Hit), Defensive (+1 to Armor Class), and Brutal (+1 to Damage). He attempts 
  his fifth modification, trying to make the weapon Armor Piercing. After spending 
  10,000 cr and 5d6 days, he rolls a 1 on his Savng Throw! The weapon he’s carried 
  all these years explodes for 5d6 damage! If he survives, he will have to build a new 
  Star Sword and start the modification process all over again. Only The Way can 
  guide him to peace in this time of frustration! 
   
   
   
   
  
  40 
   
  Chapter 6 
  Campaigns 
   
  Our stories are told in the stars themselves. 
  Grand Master Skaitin Marle 
   
  There are many uses for Star Knights in a campaign. 
   
  One of Few 
  In this style of campaign, the Star Knight is one of only a handful of such 
  characters in the galaxy. Perhaps there was a galactic war or purge that left their 
  numbers reduced to nearly nothing. This makes a player’s character especially 
  unique. Depending on why their numbers are reduced, it also can lead to the 
  character being hunted by every bounty hunter going.  
   
  With this style of campaign, finding mentors to learn Meditations will be very 
  difficult. Players may enjoy this or not, but it gives a definite tone to the setting. 
  Referees may wish to include holo-teachers or computer programs characters 
  can hunt down to include a method of learning abilities without putting more 
  Star Knights into the campaign.  
   
  A goal for this style of campaign may be rebuilding the fallen order of the Star 
  Knights or defeating the force that destroyed the order originally. Void Knights 
  make good villains for this style of campaign.  
   
  Any concern for imbalance in the powers of Star Knights will be controlled by 
  the rarity of trainers, the antagonists who hunt them, and the need for secrecy. 
   
  One of Many 
   
  In this setting, Star Knights are a common feature of the campaign. This is a 
  good style of setting for a game where many players want to play Star Knights. 
  In this campaign the Star Knight order is flourishing. Perhaps they exist as 
  galactic peace keepers and mediators. Perhaps they are the front line troops of 
  the galactic armies. Or perhaps they are simply a hyper-specialized combat 
  order with many off-shoots and conflicting agendas. 
   
  This type of game can feature an entire party of Star Knights allowing a central 
  theme for adventures to revolve around. Perhaps the characters hunt down the 
  enemies of the order. Perhaps they serve alongside soldiers in some galactic 
  
  41 
   
  war. Perhaps they are more like ronin, wandering space lanes and fighting for 
  whatever cause strikes their fancy. Or maybe they serve noble houses as 
  specialist combatants, elite warriors in the endless wars of dominion. This would 
  be an interesting option for allowing Star Knights to battle against one another.    
   
  Due to the fairly common nature of Star Knights in such a campaign, regular 
  characters should be given access to more and better equipment. If normal 
  equipment feels insufficient, making Cybernetics and a piece or two of 
  Advanced Equipment being more common would help to make regular 
  characters not feel overshadowed.  
   
  Things to Do Amid the Stars 
   
  What do Star Knights do exactly? That has a lot to do with the nature of Star 
  Knights as a whole. Regardless of what the Referee decides is the nature of 
  their order, there are a number of adventures for Star Knights to get involved 
  with. 
   
  • 
  Galactic Troubleshooters: The galaxy is a dangerous place and 
  someone has to make it safe. This style of game would fit the ‘knight 
  errant’ or ‘wandering lawman’ story tropes, as the Star Knight travelled 
  from place to place fighting evil and protecting innocents. 
  • 
  Keepers of Ancient Knowledge: A default assumption about Star 
  Knights is that they are an ancient order. This means there are 
  numerous ancient secrets and relics that may need to be found and 
  safe-guarded or destroyed. This style of play is very similar to fantasy 
  based magic-item hunting, but with a more clear historical context. It 
  also allows the players to discover the hidden and ancient secrets of the 
  universe of the Referee.  
  • 
  Rekindle the Fire: If the Star Knights have been wiped out, or are a 
  new order in the galaxy, then stories could revolve around finding new 
  apprentices and (re)establishing the order. Working towards building a 
  temple would be extremely important in this kind of story. 
  • 
  Galactic Police: Similar to the Toubleshooter style game, only this 
  time the Star Knights represent a well-known and recognized arm of 
  the galactic government. Agents are sent to investigate crimes and 
  deal with political incidents. This style of game allows for all manner of 
  criminal and political hijinks and casts the characters as both detectives 
  and diplomats (and often spies!).  
  • 
  Revenge Seekers: If the order of the Star Knights has been destroyed, 
  then perhaps the player characters are some of the only survivors. 
  
  42 
   
  Depending on the nature of their order’s downfall, they may well want 
  revenge. This style of campaign will typically be one of skullduggery 
  and high action.  
  • 
  An Enemy Only You Can Face: This is a difficult style of campaign to 
  run unless everyone is playing a Star Knight or similar class. A new alien 
  race (or vast group of Void Knights) threatens the galaxy and only the 
  Star Knights can stop them. Perhaps they have no defense against 
  Meditations or have strange powers of their own to use against normal 
  humans, but regardless, the Star Knights hold the key to victory. 
  Again, this is another high action kind of campaign that will have the 
  player characters involved in many battles and possibly even leading 
  armies before it is all finished.  
   
   
  
  43 
   
  Chapter 7  
   
  The Void 
   
  Light is a temporary aberration; the Void is eternal. 
  Void Knight Klasshic 
   
   
   
   
   
  
  44 
   
  Star Knights face many foes, but none more deadly and insidious than the Void 
  and its champions, the Void Knights. The Way teaches a path of hope, 
  inspiration, societal connection, and selflessness. Its dark mirror, The Void, is a 
  philosophy of bleak nihilism that teaches that in a universe spiraling towards 
  ultimate decay and entropy, only the self truly matters. Followers of The Void 
  believe their interests and concerns are the only truths, the highest good; power 
  is the only goal worth striving towards for only power allows one to achieve their 
  desires. 
   
  Star Knights must seek to balance their desires and wishes with the needs of 
  others. A devout knight would sacrifice their lives for or the sake of others. This 
  self-sacrifice affirms their belief in selflessness and the importance of society, 
  but they would also hope their death would serve as inspiration to others and 
  light a beacon of hope in the darkness and despair.  
   
  A Void Knight would find such sentiment laughable. A Void Knight does not 
  sacrifice or modify their emotions. They experience whatever they are feeling 
  fully, reveling in the moment to indulge their desires no matter what the cost. 
  They use their power to crush anyone who would dare try and stop them. 
   
  This is not to imply followers of The Void cannot be cunning and crafty. While 
  some are truly mad with lusts and anger, many enjoy bringing destruction to 
  something from within. They play the long game, infiltrating and destabilizing 
  groups, orders, worlds and even systems. Along the way, they enjoy the 
  comforts and wealth such devious politicking provides.  
   
  Corruption 
   
  Star Knights who fall to The Void typically do so incrementally. A heated 
  moment of rage or desire leads to a dark act. In the future, a similar action may 
  seem ‘necessary’ or prudent. Each act compounds the last, each lapse leads to 
  a greater permissiveness in behavior, until finally the Star Knight believes all of 
  their choices are just and right, no matter who suffers because of them. At that 
  point, they are truly lost.  
   
  Most campaigns will either ignore this possibility or handle it entirely 
  narratively. If a Referee decides to make corruption a potential danger for users 
  of The Way, then the following rules can be used. 
  
  45 
   
   
   
  A character can suffer an amount of Corruption equal to their level (half their 
  level rounded up for Way Adepts). This number increases by +1 if they have a 
  13+ in Wisdom and by +1 if they have a 13+ in Charisma. If they ever gain more 
  Corruption than this, they must pass a Saving Throw or else permanently fall to 
  The Void and become an NPC. Each additional Corruption gained over this limit 
  requires an additional Saving Throw at a cumulative -1. 
   
  Characters gain Corruption in the following manners: 
   
  Using The Way to cause great harm or suffering. For Example, using 
  Charm Person to humiliate, kill or enslave a person rather than achieve 
  a truly important or worthy goal. 
   
  Performing an Empowerment.   
   
  Swapping a prepared Meditation for an unprepared one of equal level. 
   
  Performing acts of great evil or depravity (mass-murder, enslavement, 
  etc). 
   
  The Way is not a tool meant to cause suffering, so using it to inflict undue harm 
  on others is a dark act. While some use of The Way in combat is acceptable, such 
  as knocking a target back with telekinesis, using it to torture or cause undue pain 
  is unacceptable.  
  
  46 
   
   
  Meditations are a reflection of inner peace and spiritual preparedness. In the 
  heat of a moment, some practitioners of The Way are not willing to trust in the 
  will of The Way and demand use of a power they did not previously prepare that 
  day. As such, in a desperate situation, they may plumb the depths of The Void 
  and call upon a power they had not readied for use. The power must be of the 
  same level. This choice, often made for the best of reasons, still leads one down 
  the dangerous path towards inner corruption, as the needs of the moment 
  overtake one’s trust in the will of The Way. Swapping a Meditation for an 
  Empowerment results in 2 Corruption.  
   
  Depravity and evil are the marks of The Void. Forgetting one is connected to all 
  things, forgetting one must serve as an example and bringer of hope and not 
  fear, these are the ways of The Void. 
   
  Eclipse Knights 
   
  The Empowerments of The Void are dark 
  perversions of The Way. Though their teaching is 
  forbidden, some still learn or uncover them. A 
  small group of Star Knights risk damnation to 
  plumb the depths of The Void in order to 
  understand, or overcome, their enemies the Void 
  Knights. Those who walk this path willingly gain 
  corruption for the power it brings, dancing on the 
  edge of losing themselves forever to darkness.  
  Their moods are dark and grim, and the slightest 
  provocation can set them off into explosions of 
  violence and depravity if they do not exercise the 
  utmost control.  
   
  A character with half or more of their limit in Corruption may prepare an 
  Empowerment per power level (for example, preparing one 2nd level 
  Empowerment instead of a single 2nd level Meditation) and use them without 
  gaining additional Corruption (unless used in a spectacularly horrific way). 
  These must be prepared exactly as Meditations are normally, and cannot be 
  spontaneously chosen or they will generate Corruption as normal.  
   
  Star Knights who reach this stage are often called Eclipse Knights and are 
  viewed with much fear and concern by their brethren. Those who walk this path 
  are mistrusted by allies and enemies both, for one could fall on either side of the 
  
  47 
   
  razor’s edge at any time (for a mechanical impact of this distrust, see Appendix 
  C).  
   
  Eclipse Knights are also more susceptible to the powers of The Way and lose 
  their class benefit of a +2 to Saving Throws versus Miracles and Gifts. In 
  addition, in times of high stress or anger, an Eclipse Knight may be required by 
  the Referee to pass a Saving Throw (with modifiers based on how strong the 
  stimuli are) or else give into an act that will gain them more Corruption if it is the 
  easiest or most convenient means of achieving their current goal. For example, 
  an Eclipse Knight who is interrogating a recalcitrant prisoner for time sensitive 
  information may have to pass a Saving Throw or else give into the temptation 
  for torture.  
   
  Most Eclipse Knights do not walk the middle road for long. 
   
  Removing Corruption 
   
  How dark, the stains upon one’s soul? 
   
  There is no definitive answer. Each Referee must decide what feels right for 
  their campaign. The only guiding rule is that it should be very difficult, if not 
  impossible. 
   
  Several options are presented below: 
  1) Never. The stains of Corruption will linger with a character until they 
  die or fall to The Void. 
  2) Great Sacrifice. The character must undergo some terrible penance 
  and terrific sacrifice to remove Corruption. A grand quest and losing a 
  level might suffice, for example. 
  3) Time Heals All Wounds. A character can remove Corruption with time 
  and intense meditation. A month of downtime spent in quiet 
  contemplation per point of Corruption would be about right. During 
  that time, the character cannot use any Meditations, and if they do 
  they must start their meditation period over. 
  4) People and Places. In the galaxy, there may be places and individuals 
  strong in The Way. A 10th level Star Knight in a secluded temple, for 
  example, or a planet with an ancient connection to the forces of The 
  Way. Finding these people and places should be an adventure in and of 
  itself. Once located, the character may have to undergo other trials to 
  prove themselves worthy of purification. How long the purification 
  takes is up to the Referee at this point. It could be instantaneous or take 
  
  48 
   
  time as in option 3 above. Perhaps option 3 can only happen after they 
  special sites are located. 
   
   
   
  THE VOID KNIGHT 
   
   
   
  ARMOR CLASS  
   
  3 [16] 
  HIT DICE  
   
  5-10 
  TOTAL HIT BONUS  
  +3 (5-6 HD) 
  +4 (7-8 HD) 
  +5 (9+ HD) 
  ATTACKS  
   
  Star Sword (1d6+4) or Corrupted Energy (5d6) 
  SAVING THROW   
  14 (5 HD) 
  13 (6 HD) 
  12 (7 HD) 
  11 (8 HD) 
  10 (9 HD) 
  9 (10 HD) 
  SPECIAL  
   
  Star Knight Abilities, Corrupted Energy, Force of Will 
  Movement  
   
  12 
  HDE/XP   
   
  7/1,100 (5 HD) 
  8/1,400 (6 HD) 
  9/1,700 (7 HD) 
  10/2,000 (8 HD) 
  11/2,300 (9 HD) 
  12/2,600 (10 HD) 
   
  The dark mirror of the Star Knight is the Void Knight. Most Void Knights were 
  once noble Star Knights who began to lust for greater power, which turned to 
  The Void into new and terrible powers. This is not always the case, however, as 
  some began as Mystics or Alien Star Knights. All Void Knights are able to use 
  Star Knight Meditations at a level equal to their own Hit Dice. In addition, Void 
  Knights may launch a bolt of Corrupted Energy from their hands that inflicts 5d6 
  points of damage up to three times (x3) per day. They can also attempt to 
  psychically kill their opponent through Force of Will once (x1) per day; 
  characters who fail a Saving Throw for this psychic attack are slain instantly. 
   
  
  49 
   
  There 
  are 
  many 
  differences between 
  followers 
  of 
  the 
  Void and those who 
  walk The Way. Void 
  Knights, unlike their 
  enemies, 
  give 
  themselves 
  over 
  fully to war and 
  brutality. Their dark 
  powers 
  are 
  not 
  impeded by armor 
  the same way as 
  those 
  of 
  the 
  meditative 
  Star 
  Knights. Because of 
  this, they are full 
  capable of wearing 
  any armor and most 
  wear the heaviest 
  available.  
   
  EMPOWERMENTS 
  Though called Corruptions by the followers of The Way, the dark powers of The 
  Void are called Empowerments by those who experience them intimately. 
  Surrendering themselves to The Void and the pointlessness of existence, frees 
  them from any restraint, doubts, or moral qualms about their self-aggrandizing 
  actions.  
  Unlike Meditations, Empowerments do not have to be prepared ahead of time 
  for use. A character can sacrifice a Meditation at any time to cast an 
  Empowerment in its place. Doing so will cause a follower of The Way to gain 
  Corruption as detailed previously. The Referee can determine which, if any, 
  
  50 
   
  Empowerments a Star Knight might have access to. Usually such knowledge is 
  forbidden by the Temples but fighting The Void often enlightens warriors in the 
  most unseemly of talents. 
   
  VOID KNIGHT EMPOWERMENTS 
   
  Level 1 Empowerments 
  Aura of Malevolence 
  Cause Fear 
  Inflict Pain 
  Void Choke 
    
  Level 2 Empowerments 
  Corrupted Energy 
  Dark Impulse 
  Overwhelm Senses 
  Surrender to Brutality 
   
  Level 3 Empowerments 
  Entropic Infection 
  Eyes of the Void 
  Shadow Step 
  Syphon Life 
    
  Level 4 Empowerments 
  Reveal Weakness 
  Thought Eater 
  Void Blood 
    
  Level 5 Empowerments 
  Bind Soul 
  Deadly Will  
  Master of Life 
   
  Level 1 Empowerments 
   
  Aura of Malevolence 
  Range:   
  Self 
  Duration:  
  2 rounds, +1 round per level 
  The Void Knight exudes an aura of black malevolence so strong and palpable 
  that they fill those around them with dread. To act against the Void Knight is 
  unthinkable. Attempting to attack or otherwise harm a character using this 
  power requires the attack to make a Saving Throw or else find their fear and 
  hopelessness too much to take action against the character. If the Void 
  Knight attacks during this duration, the effect ends.  
   
  Cause Fear 
  Range:  
  120 ft 
  Duration:  
  20 minutes 
  
  51 
   
  The Void Knight instills in a target creature within range an overwhelming sense 
  of terror of their own purposelessness. This will cause them to flee the Void 
  Knight if they fail a Saving Throw. The target will run away as fast as possible for 
  the entire duration, using whatever abilities they possess to escape. If cornered, 
  they will defend themselves normally (or at a penalty if the Referee feels it 
  makes sense). 
   
  Targets of level 6 or higher are immune to this effect.  
   
  Inflict Pain 
  Range:  
  120 ft 
  Duration:  
  2 rounds, +1 round per level 
  With a glance, the Void Knight sends waves of agony to a distant target. If the 
  target fails their Saving Throw, they suffer a -1 to their Armor Class, To Hit, 
  Saving Throws, and Damage. 
   
  Void Choke 
  Range:  
  60 ft 
  Duration:  
  Special 
  With this Empowerment the character focuses their telekinetic power on a small 
  area, namely the throat of an opponent. If the target fails a Saving Throw, they 
  suffer 1d6 damage and are rendered helpless as they are choking to death. 
  Every round, they receive a new Saving Throw. If they succeed, the power stops, 
  otherwise they continue to take damage and remain helpless. The Void Knight 
  cannot take any action beyond concentration while this power is in use. If they 
  are struck or forced to make a Saving Throw, it will break their concentration. 
   
  Level 2 Empowerments 
  Corrupt Energy 
  Range:  
  120 ft 
  Duration:  
  Instant 
  This power allows the Void Knight to fire bolts of dark energy inflicting 1d6 
  damage per 2 levels/HD. The target can make a Saving Throw to take half 
  damage.  
   
   
  
  52 
   
  Dark Impulse 
  Range:  
  120 ft 
  Duration:  
  One hour 
  When nothing truly matters, why deny yourself anything? This 
  Empowerment affects living bipeds of approximately human size, including 
  most aliens. If the Empowerment succeeds (Saving Throw allowed), the 
  unfortunate creature surrenders to their negative emotions; fear, hate, and 
  anger. They might turn on and attack former friends, verbally castigate a 
  close companion or loved one, or sacrifice any notion of honor out of fear of 
  their own suffering during an interrogation. They regard the Void Knight as a 
  trusted mentor and seek to please them. Otherwise this is similar to Charm 
  Person. 
   
  Overwhelm Senses 
  Range:  
  120 ft 
  Duration:  
  90 minutes 
   
  This devious power is both a cruel tool of punishment and an addictive reward. 
  The Void Knight sends waves of intense pleasure or pain at 1d4 target within 
  120 feet. Regardless of the sensations provided, the victim is effectively 
  paralyzed for the duration of the effect, unable to act due to the crippling pain 
  or pleasure unless they succeed at a Saving Throw. 
   
  If the Void Knight focuses on a single target, they suffer a -2 to their Saving 
  Throw. 
   
  Surrender to Brutality 
  Range:  
  Self 
  Duration:  
  30 minutes 
  The Void Knight surrenders themselves to 
  wrath and anger, calling up every failure and 
  defeat they have ever suffered. With this 
  rage, they can now attack twice a round for 
  the duration of the effect. If using a range 
  weapon, they double the RoF.  
   
   
  
  53 
   
  Level 3 Empowerments 
  Entropic Infection 
  Range:  
  60 ft 
  Duration:  
  Instant 
  All life will fall to entropy eventually, and with this power the Void Knight 
  simply speeds this process along by riddling a target with disease and 
  infection. The target must make a Saving Throw or else suffer a -2 to all 
  Attacks, Saving Throws, and Armor Class. They cannot be healed by Gifts or 
  Meditations (except those that target diseases specifically) and will die 
  within 4d6 days unless they receive treatment for the diseases and infections 
  ravaging their bodies. 
   
  Eyes of the Void 
  Range:  
  120 ft 
  Duration:  
  Permanent 
  Calling upon the infinite darkness of the Void, the Void Knight blinds a foe so all 
  they ever see is darkness. The target must make a Saving Throw or else be 
  permanently blinded. Only ocular replacement (such as eye replacement or 
  cybernetics) or potent mystical powers (such as Heal Other or Master rank 
  Meditation of the Wise) can restore the lost sight. 
   
  Syphon Life 
  Range:  
  120 ft 
  Duration:  
  Instant 
  The Void Knight embodies the dark hunger of the Void itself. Pointing at a living 
  target within range, they attempt to drain the life force to fuel themselves. The 
  target must make a Saving Throw. If they fail, they suffer 2d6 damage and the 
  Void Knight heals the same amount of damage. 
  Level 4 Empowerments 
  Reveal Weakness 
  Range:  
  0 ft 
  Duration:  
  Instant 
  With a glance, the Void Knight reveals their foes truth depths of cowardice. All 
  targets within a cone 60’ long and 30’ wide at its end point must pass a Saving 
  Throw or else flee from the Void Knight as quickly as possible for 30 rounds.  
  
  54 
   
   
  Shadow Step 
  Range:  
  360 ft/miles 
  Duration:  
  Instant 
  A Void Knight can walk between the darkness of the stars now. With a thought 
  they can travel safely anywhere with 360 feet of their current location (even a 
  place they cannot see), taking anything (even another person) that they can 
  carry. Targets who do not wish to travel with them can make a Saving Throw to 
  avoid being dragged along. 
   
  When in space, either on their own or piloting a small space craft (no larger than 
  a fighter), the Void Knight can use this ability to travel 360 miles in an instant. 
  This travel is always safe and they do not need to see their final destination. 
   
  If they would accidentally appear in an object, they will simply appear in the 
  closest safe space instead. 
   
  Thought Eater 
  Range:  
  Touch 
  Duration:  
  Instant 
  Entropy destroys thoughts as well as bodies and the Void Knight can use this to 
  their advantage. If the target fails a Saving Throw the Void Knight can choose 
  to erase or alter up to an hour of the target’s memory. This could be as simple as 
  removing the Void Knight from the target’s thoughts, or rewriting a successful 
  negotiation with aliens into a brutal attack warranting nothing more than total 
  retaliation.  
   
  Void Blood 
  Range:  
  60 ft 
  Duration:  
  Instant 
  No longer content to wait for entropy to corrupt a target’s body, the Void Knight 
  transforms the target’s blood into a virulent poison. If the target fails a Saving 
  Throw they collapse from the deadly poison and die.   
   
  Level 5 Empowerments 
  
  55 
   
  Bind Soul 
  Range:  
  60 ft 
  Duration:  
  Special 
  The Void Knight binds the soul of the target, forcing them to complete a task or 
  obey a long term command. If the target fails a Saving Throw the Void Knight 
  can tell them a specific task that they will then be compelled to complete. 
  Anything up to, but not including, suicide can be ordered by the Void Knight and 
  the target will be forced to carry it out. When presented with the opportunity to 
  do so, the target can make a Saving Throw to resist. If successful, they can avoid 
  acting on the compulsion for one round. If used this way, the power lasts until 
  the task is completed. If the task is open ended, such as ‘protect me from all 
  harm’, or ‘kill anyone but me who enters this spaceship’, then it will last for one 
  day per level of the Void Knight. 
   
  Instead of a task, the Void Knight can enforce a taboo upon the target, an action 
  the target cannot take. There is no additional Saving Throw to allow breaking 
  such a taboo. This will last for one day per level of the Void Knight. 
   
  Deadly Will 
  Range:  
  120 ft 
  Duration:  
  Instant 
  The Void Knight’s will is so strong and full of darkness that they can snuff out 
  the light of others with a thought. The target must make a Saving Throw or else 
  die from the psychic assault. 
   
  Master of Life 
  Range:  
  Touch 
  Duration:  
  Instant 
  The Way accepts that death is an inevitable part of life. Those who master the 
  Void accept no such limitations. With this Empowerment they can restore life to 
  a dead creature. The creature must not have been dead for more than seven 
  days, and the body must be relatively intact (a missing head prevents the use of 
  this ability). If the conditions are met, the Void Knight spends 10 minutes in 
  meditation over the dead creature, filling them with the darkness of The Void. 
  The Void Knight must succeed in a Saving Throw for this Empowerment to 
  succeed. If they do, the target lives again! Any damage the body was suffering 
  
  56 
   
  at the time is repaired (though often cybernetic implants will remain, blocking 
  off this healing process). 
   
  Any being returned to life by this ability will return under the effects of a Bind 
  Soul Empowerment of the Void Knight’s choice (if they do not choose the target 
  will be bound to protect the Void Knight at all costs). There is no Saving Throw 
  for this effect. If they choose to make the effect a taboo or an open-ended task, 
  the duration is one month per level of the Void Knight. 
   
  Using this ability grants a follower of The Way two points of Corruption instead 
  of the usual single point of Corruption gained from using an Empowerment.  
   
   
   
   
   
  
  57 
   
  Chapter 8 
   
  Knight’s Panoply 
   
  Our tools, like ourselves, are but extensions of The Way. 
  Master J’ame Erniss 
   
  Star Swords are not the only items that serve the practitioners of The Way. 
  Centuries of study and research have led to the development of many additional 
  wonders or modifications to aid the Star Knights in their cause. Based on the 
  particular campaign, these items may either be common or rare, depending on 
  the prevalence of Star Knights. 
   
   In most cases, a non-Star Knight found owning these items would cause 
  questions and suspicion on the part of members of the Order. They would want 
  to know how such an item made its way into the hands of non-members. While 
  a black market might be suppressed with all force of the local law, an individual 
  is more likely to be offered recompense for the item unless it is shown they 
  obtained it through murder. At the end of the day, a recalcitrant owner, or one 
  with a good reason for ownership, will probably be recorded but otherwise left 
  alone. Obviously, the nature of the campaign might change how this even is 
  viewed by characters. 
   
   
  Weapon 
  Damage 
  Weight 
  Cost 
  Special 
  Star Sword 
  1d6+4 
  1 lb 
  100 cr 
  None 
  Double Star Sword 
  1d6+1 
  3 lbs 
  250 cr 
  Can attack once, or twice at -2/-2 
  Training Star Sword 
  1d6* 
  1 lb 
  50 cr 
  Causes only stun damage 
  Star Lance 
  1d6+4 
  5 lbs 
  500 cr 
  Defensive +1 to AC 
  Star Tanto 
  1d6+1 
  1 lb 
  100 cr 
  +1 to hit and AC 
   
  STAR SWORD: When not activated, a Star Sword looks like a chrome hilt with 
  no blade. However, with the press of a button a meter-long beam of energy 
  springs to life from it. This is the favored weapon of Star Knights, for which it is 
  named. 
   
  DOUBLE STAR SWORD: Like a normal Star Sword, this weapon appears to be 
  a chrome tube about twice the length of a normal hilt. The user can activate one 
  or both ends, producing two blades, one at each end. The wielder can choose to 
  strike with a single blade, or ignite both and attack twice (though at a -2 with 
  each). While both blades are active, these weapons cannot be used with nor 
  
  58 
   
  benefit from Style VI, if the optional martial styles from Chapter 4 are being 
  used. 
   
  TRAINING STAR SWORD: Everyone has to learn somehow. This weapon 
  appears identical to a regular Star Sword though its blade is dimmer (something 
  recognizable to anyone proficient in Star Swords). Damage from this weapon 
  will not permanently harm an opponent. If they are reduced to 0 Hit Points from 
  damage by this weapon they will merely pass out for 1d6 rounds due to pain and 
  shock. They will recover one such lost Hit Point a minute. 
   
  STAR LANCE: Though its handle is similar in length to a Double Star Sword, 
  this weapon produces one, overly long blade nearly one and a half meters long. 
  Because of its length and ease by which it can keep opponents at bay, a user 
  gains a +1 to their Armor Class while using the weapon. 
   
  STAR TANTO: A rare side arm of some traditional Star Knights or those who 
  master Style VI, if the optional martial style system in Chapter 4 is in use. The 
  Star Tanto has a slightly shorter handle and produces a shorter, less damaging 
  energy blade about a third of a meter in length. The Tanto is a precise weapon, 
  granting its wielder a +1 To Hit and it is designed expressly for quick and sudden 
  parries, so it can grant its wielder a +1 to Armor Class. The character can receive 
  only one of these benefits each round and must choose at the beginning of the 
  round which they would rather use. 
   
  Armor Modification 
  Weight 
  Cost 
  Effect 
  Dura-Light Weave 
  +50% 
  x3 
  +2 AC versus Energy Attacks 
  Dura-Light Cloak 
  5 lbs 
  100cr 
  +2 AC versus Energy Attacks 
   
  DURA-LIGHT WEAVE: A rare material, dura-light weave is made from an 
  unusual synthetic compound. Rumored to be from the Akashic Wars and 
  possibly even originally created by the Vren themselves, this material 
  possesses potent light bending and anti-energy properties. The material 
  is embedded in cloaks or suits of armor and provides additional 
  protection from energy based weapons (including lasers and Star 
  Swords). Any item created with this material provides the wearer with a 
  +2 bonus to their Armor Class when attacked by energy weapons. 
  Further, it ignores any Armor Piercing quality a modified Star Sword 
  might have.  
   
   
  
  59 
   
  Special Items 
   
  The following items are rarer than the above. Often, even in a setting where Star 
  Knights are common or respected, these items can usually only be found in Star 
  Knight enclaves or temples. Otherwise these can only be found buried or lost, or in 
  the hands of thieves or murderers.  
   
  Special Items 
  Weight 
  Cost 
  Effect 
  Crystal, Attunement 
  1lb 
  500-1500 cr 
  Teaches Focused Meditations 
  Crystal, Discipline 
  1lb 
  3,000 cr 
  Doubles duration of Meditations 
  Crystal, Enlightening 
  1lb 
  1-5,000 cr 
  Grants bonus Meditations 
  Crystal, Reaching 
  1lb 
  2,500 cr 
  Doubles range of Meditations 
  Healer’s Focus 
  1lb 
  200 cr 
  Improves healing attempts 
  Lens of Sight 
  - 
  300 cr 
  Detects the presence of mystical forces 
  Sash of Protection 
  1lb 
  5,000 cr 
  Provides protection to a Star Knight 
  Thought Stones 
  1lb 
  300 cr  
  Send and receive thoughts 
   
  CRYSTAL, ATTUNEMENT: These beautiful luminescent crystals contain mental 
  imprints from Master teachers of The Way. Each will contain between 1-3 
  Focused Meditations the owner can learn over time. If not using Focused 
  Meditations but the Referee is treating the new Meditations as secret lore, then 
  they can substitute 1-3 new Meditations instead. It takes a month of meditation 
  to learn the powers contained in the Attunement Crystal.  They cost 500 cr per 
  Meditations.  
   
  CRYSTAL, DISCIPLINE: These blue-white crystals are highly sought after by 
  anyone with talent in The Way. When worn or in contact with the character’s 
  skin, this stone will double the duration of any Meditation they perform that has 
  a duration longer than Instant. 
   
  CRYSTAL, ENLIGHTENING: These small crystals glow based on how much power 
  they contain. Enlightening crystals are rated from one to five. When focusing 
  their mind to regain Meditations, a Star Knight can use an Enlightening Crystal 
  to prepare additional Meditation levels equal to the crystal’s rating (so a rank 3 
  crystal could provide one 3rd level Meditation or a 1st and 2nd level Meditation). 
  A Star Knight can use more than one crystal when preparing their Meditations 
  however they cannot gain more than one extra Meditation per Meditation level 
  they have access to. Enlightening Crystals cost 1,000 credits per rank, up to rank 
  5 for 5,000 credits.  
   
  CRYSTAL, REACHING: These purple stones improve the potency of any ranged 
  Meditation. When worn or in contact with the character’s skin, this stone will 
  
  60 
   
  double the range of any Meditation they perform that has a range greater than 
  Touch. 
      
  HEALER’S FOCUS: A small set of crystals, usually tied together as an armband. 
  When performing Meditations that heal damage, a character rolls twice and 
  takes the better result.  
   
  LENS OF SIGHT: This crystal lens is often supported by a crystal studded cord. If 
  held over an eye, the wearer can see any Miracles or Gifts in use within 60’ as a 
  dim glow around the person or object that is the focus of the power.  
   
  SASH OF PROTECTION: This sash is interwoven with ancient technology and 
  resonant crystals. When worn by a character connected to The Way or The Void 
  it provides a bonus +1 to Armor Class and Saving Throws. 
   
  THOUGHT STONE: These stones come in a pair, and allow any two Star Knights 
  to communicate over any distance by sending surface thoughts.   
   
  Ships of The Way 
  THE KNIGHT FIGHTER, KENRICK-CLASS STUNT FIGHTER 
   
  Armor Class:  
  2 [17] 
  Hit Points:  
  20 
  Shield Strength: 2 
  Movement:  
  18 
  Targeting:  
  +1 
  Attack:   
  Laser Cannon (4d6) [pilot-linked] 
  Modifications:  Proton Missiles (Optional) 
   
  Named for famed Star Ace Drawden Kenrick, the "Knight Fighter" is favored by 
  Star Knights and Aces for its amazing speed and extraordinary maneuverability. 
  It sacrifices heavier shielding and a reinforced hull and instead relies on the Star 
  Knight's instincts and lightning reflexes for combat effectiveness. Because of its 
  fragility it is not typically used by other pilots, who favor a more durable ship 
   
  ACADEMY CRUISER, MERLIN-CLASS STAR CRUSIER 
   
  Armor Class:  
  5 [14] 
  Hit Points:  
  85 
  Shield Strength: 5 
  
  61 
   
  Movement:  
  6 
  Targeting:  
  +1 
  Attack:   
  Laser Cannon x 2 (4d6) 
  Modifications:  Faster-than-Light Drive, Tractor Beam 
   
  The Academy Cruiser is literally a flying temple and school used by Star Knights 
  to travel the galaxy. They offer facilities to house up to one hundred students 
  and also include lecture halls, libraries, gymnasiums, holographic simulators 
  and meditation chambers for all who travel the stars while studying the Way. 
  While the Academy Cruiser is not heavily armed, the staff is almost always 
  comprised of at least a dozen Star Knights of at least 4th level and six Star Pilots 
  who maintain a squadron of Kenrick-Class fighters in the cruiser's hanger. 
   
  STAR KNIGHT BATTLE CRUISER, ANDRES-CLASS BLOCKADE RUNNER 
   
  Armor Class:  
  2 [17] 
  Hit Points:  
  100 
  Shield Strength: 8 
  Movement:  
  6 
  Targeting:  
  +3 
  Attack:   
  Heavy Laser Cannon x 6 (6d6) 
  Modifications:  Faster-than-Light Drive, Automated Weapons (6), Shield 
  Capacitor, Ion Charge (3) 
   
  The Andres-Class Blockade Runner is the warhorse of Star Pilots. Its reinforced 
  hull and heavy shielding means it regularly wades into the thick of battle before 
  releasing squad after squad of up to 64 Kenrick-Class fighters. It then offers 
  support to these zipping fighters with ion bombardments and automated heavy 
  cannon fire. More than once, the presence of an Andres-Class Blockade Runner 
  has meant the difference between victory and defeat against the enemies of the 
  Star Knights. 
   
   
   
  
  62 
   
  Appendix A 
  Focused Meditation System 
   
  The paths away from truth are many; the paths to truth are infinite. 
  Master Mic-ahn Amej 
   
  The system presented here is a fairly radical departure both from the existing 
  system and from the standard OSR treatment of powers and abilities. I hope you 
  enjoy it and find it useful. 
  I’ve taken a pretty drastic change in how powers are handled. Ye Olde Game and 
  its clones are, at heart, resource management games. While that works great for 
  dungeon adventures and even some other genres, it’s kind of thematically at 
  odds with science fiction settings, especially space operas, which are more about 
  the adventure and less about tracking things like ammo or spells. 
   
  While the goal was to make a system that recalled a certain specific series of 
  movies, comics, cartoons, and video games, it is impossible to really capture 
  exactly any version of the media’s depictions of their version of The Way. What 
  is amazing and suitable to a narrative where there is complete authorial control, 
  could be unplayable in a game. I kept an eye towards emulating the media while 
  keeping things in check and playable, so Star Knights do not completely 
  overwhelm other characters.  
   
  Upon viewing this system, some may be concerned the Star Knight has too many 
  powers to keep track of, especially at high level. Also there may be concern about 
  them overwhelming normal characters. In a fantasy based campaign, this would 
  be a reasonable concern. However, in a science fiction milieu where even a first 
  level character potentially has access to laser rifles, powered armor, cybernetics, 
  and numerous other technical gadgets depending on the campaign, normal 
  characters also have access to a plethora of options and abilities.  
   
  Under this system, a player does have numerous powers, but unlike normal 
  Meditations they are static and unchanging. The player makes a decision upon 
  gaining the Meditation, records the details, and then plays. With the default 
  system they have to change their powers from day to day and remember the 
  details of numerous options at the table. Both ways work fine of course, this one 
  simply avoids the decision point delay (preparing daily powers) and allows the 
  player to focus on only learning a small subset of potential power choices.  
   
  
  63 
   
  For ease of presentation, Star Knight is used here to refer to any class using 
  Meditations. 
   
  Overview 
  Star Knight’s mastery of the mysterious power of The Way sets them apart 
  from others. Each Star Knight focuses their learning on different aspects of The 
  Way, for it is impossible for anyone to master all elements of The Way. Within 
  their focus, they learn Meditations that allow them to master themselves and 
  the world around them. Once a Meditation is learned, the Star Knight can use 
  it at will.  
   
  Characters 
  Characters created under this alternate Meditations system use all the rules for 
  their classes as presented earlier in this book (and in the original White Star 
  rules) with the following exceptions: 
   
  Instead of following the character’s standard Meditation 
  Advancement Table, they use the Focused Meditation table (below) 
  appropriate to their class 
   
  • 
  The character uses the new rules for Meditations which follow 
   
  The first Meditation a Star Knight gains is called their Primus ability. There is a 
  potential for Star Knights (depending on their class) to gain a number of 
  additional Meditations as they gain levels. In the order of attainment, these are 
  the Secundus, Tertius, Quartus and Quintas abilities. Mystics also gain a Sextus 
  ability. 
   
  Once a Meditation is learned, it continues to improve as the Star Knight gains 
  levels, according to the appropriate class table below: 
   
  STAR KNIGHT FOCUSED MEDITATIONS 
  Level 
  Primus 
  Secundus 
  Tertius 
  Quartus 
  Quintus 
  1 
   
   
   
   
   
  2 
   Apprentice 
   
    
    
    
  3 
   
  Apprentice 
   
   
   
  4 
  Student 
   
    
    
    
  5 
   
  Student 
  Apprentice 
   
   
  6 
  Teacher 
   
    
   
    
  7 
   
  Teacher 
  Student 
  Apprentice 
   
  
  64 
   
  8 
  Master 
   
    
   
   
  9 
   
  Master 
  Teacher 
  Student 
   
  10 
  Grand Master 
   
    
   
  Apprentice 
   
  MYSTIC FOCUSED MEDITATIONS 
   
  Level 
  Primus 
  Secundus Tertius Quartus Quintus 
  Sextus 
  1 
   Apprentice 
   
   
   
   
   
  2 
   
  Apprentice 
    
    
    
   
  3 
  Student 
   
   
   
   
   
  4 
   
  Student 
  Apprentice 
    
    
   
  5 
  Teacher 
   
    
   
   
   
  6 
   
  Teacher 
  Student 
  Apprentice 
    
   
  7 
  Master 
   
    
   
   
   
  8 
   
  Master 
  Teacher 
  Student 
  Apprentice 
   
  9 
  Grand 
  Master 
   
   
   
   
   
  10 
   
  Grand Master 
  Master 
  Teacher 
  Student 
  Apprentice 
   
   
  WAY ADEPT FOCUSED MEDITATIONS 
  Level 
  Primus 
  Secundus 
  Tertius 
  1 
   
   
   
  2 
   
   
   
  3 
  Apprentice 
   
   
  4 
   
   
   
  5 
   
  Apprentice 
   
  6 
   
   
   
  7 
  Student 
   
   
  8 
   
   
   
  9 
   
  Student 
   
  10 
  Teacher 
   
  Apprentice 
   
   
   
  
  65 
   
  Learning Focused Meditations 
  Referees can decide on how difficult they want learning more powers to be. The 
  simplest method is to simply allow characters to choose new Meditations when 
  they reach the appropriate level, assuming the character has an off-screen 
  mentor who teaches 
  them when leveling 
  up.  This is good for 
  fast 
  and 
  furious 
  campaigns with little 
  down time. 
   
  Alternatively, 
  the 
  Referee may require 
  the character either 
  spend time with an 
  NPC (or PC) mentor 
  who has learned the 
  desired 
  ability 
  at 
  Teacher 
  rank 
  or 
  higher. The NPC must 
  be 
  paid 
  as 
  an 
  Assistant and it takes 
  two weeks times the 
  number 
  of 
  Meditations 
  the 
  character 
  will 
  now 
  know. In other words, 
  for a character to learn their Secundus power requires hiring a teacher for four 
  weeks, while one learning their Quintus power takes ten weeks.  
   
  If the character does not have access to a mentor, they may, if they have some 
  sort of training resource, teach themselves, but it takes twice as long. This 
  system works great for campaigns with long periods of downtime or as a means 
  to keep the Star Knights more balanced against their mundane fellows. Some 
  mentors accept favors or send the Star Knight on quests instead of payment, 
  which is a great motivating factor for PCs. 
   
  Once a Meditation is learned, it continues to improve as the Star Knight gains 
  levels, according to the table below.  
   
  
  66 
   
  Power Stacking 
  Many Focused Meditations provide similar benefits, as there is more than one 
  way to achieve the same goal. In general, if an ability provides a modifier (such 
  as +1 to initiative) then those abilities should stack. A character who is both 
  physically faster, and can see the future, should in fact be more likely to go first 
  (or dodge a bullet, etc.).  
   
  Abilities which provide a flat bonus (such as immunity, the ability to make two 
  attacks, or half damage) generally do not stack, unless the Referee feels they 
  should and determines a mechanical way for them to do so. 
   
  Conflicting Powers 
  When users of The Way contest their powers, you must compare their power 
  ranks. If one is superior (a Master contesting a Teacher or Student ranked 
  character), their power wins and the other character’s power has no effect (or 
  reduced effect at the Referee’s discretion). If the two characters are equal 
  ranked, then they must both make a Saving Throw. If they both win the powers 
  should both take partial effect if the Referee can work out a way for them to 
  both function. If they both lose, neither succeeds in their goal. If one wins and 
  the other fails, their power takes precedence.  
   
  Boosting Powers (Optional) 
  As an optional rule, followers of The Way may boost their powers temporarily, 
  though it is a dangerous prospect. This comes in two varieties, boosting their 
  rank to achieve a higher level effect, or attempting to utilize their power in a 
  nonstandard fashion. 
   
  To boost their rank, the Star Knight must pass a Saving Throw. If successful, 
  they can use their power at one rank higher than normal. If the power is a 
  constant ability, they may use it for one Turn. If they fail the Saving Throw, then 
  they exert themselves too much. At Student or Teacher rank, this exertion 
  leaves them with a -2 To Hit and Saving Throws for one hour. If they fail at 
  Teacher or Master rank, in addition to the penalty, they also suffer 1d6 damage.  
   
  Alternatively, a Referee might simply inflict the damage at all ranks, making it a 
  very dangerous prospect for low level Star Knights. 
   
  For example, Jepath Cal, a sixth level Star Knight is a Teacher of The Meditation 
  of Force. Wounded in a battle with a Void Knight, he tumbles off a gangway to 
  escape certain death at the hands of the evil warrior. The fall down the ventilation 
  shaft is over 100’, and the 5d6 damage he’ll take landing could easily kill him (as a 
  
  67 
   
  Teacher ranked character he ignores the first 50’ of damage). He attempts to boost 
  his power, hoping to survive the fall. Jepath rolls an 11 and makes the Saving 
  Throw! He hits the ground lightly, suffering no damage. Had Jepath failed the roll, 
  not only would he have taken the falling damage, he would have taken an 
  additional 1d6 damage and then suffered the exhaustion penalty for an hour. 
  Assuming the fall didn’t kill him. 
   
  Using their power in a nonstandard way is slightly different. The character can 
  only create an effect one rank lower than their maximum rank in the particular 
  meditation. They must pass a Saving Throw. Failure is as above. Success allows 
  them to temporarily use their new aspect of the meditation. The referee 
  determines how long they can use it, anywhere from a round to several hours, 
  depending on the nature of the effect they are creating. Typically attacks should 
  only be used once, while defensive or utility abilities might last much longer. 
   
  For example, Niri Padma, a 9th level Star Knight is traveling with her companions 
  when they are ambushed. As a Grand Master ranked user of The Meditation of 
  Force, she asks the Referee if she could cloak her companions in a telekinetic ward 
  to help protect them. The Referee considers and decides this would be a Master 
  ranked ability, if it existed, so allows her to try. She succeeds in her Saving Throw 
  so the Referee says she is successful in granting them all the benefits of the shield 
  (+1 to AC and some Saving Throws), and it lasts for one Turn. Had she failed, she 
  would have suffered 1d6 damage and the exhaustion penalty.  
   
  Mystic Unique Meditations 
  Since their class ability of learning unique Meditations relies on the normal 
  power system and is not compatible with Focused Meditations, this ability must 
  be handled differently when using Focused Meditations. Mystics instead gain a 
  handful of unique powers as they gain levels, choosing powers from a small list. 
  These powers are either permanent or, if they are offensive in nature, can only 
  be used against an opponent once per hour. Once an ability is chosen, it is a 
  permanent aspect of the character and cannot change. 
   
  At level three, they gain one of the following abilities: 
   
  Decipher Text: The Mystic can read and understand any written 
  language though it does not grant an ability to speak unknown 
  languages. 
   
  Drowse: With a flick of their fingers, the Mystic can cause a target of 
  4+1 HD or less within 60 feet to fall asleep for one hour. The target gets 
  a Saving Throw to avoid the effect and if passed, the power cannot be 
  used on them again for an hour.  
  
  68 
   
   
  Light: The character can choose to glow from within, or cause an 
  object they touch to gleam with brightness. This light has a radius of 20 
  feet and can be turned on or off at will. 
   
  Purifying Touch: When the character touches food or drink they 
  remove all spoilage, poisons, and impurities from it. 
   
  At level five, they gain one of the following abilities: 
   
  Float: The Mystic can float up or down at 6 feet per round, but only 
  vertically. 
   
  Key Mastery: The Mystic can close or open any sealed door, lock, or 
  window with a touch. If they use the power to close a door, only they 
  can open it unless a Dispel Effect, Seal, or similar ability is used on the 
  door. 
   
  Reflection: With a moment of concentration, the Mystic surrounds 
  themselves with 1d4 phantom visions of themselves. Whenever an 
  opponent attacks with melee or ranged attacks they will strike one of 
  these phantoms first. After the phantoms are destroyed, it takes two 
  hours before the Mystic can summon them again.  
   
  See The Unseen: The Mystic can see anything invisible or hidden 
  within 60’, whether through mystical or technological means. 
   
  At level seven, they gain one of these abilities: 
   
  Night Sight: The Mystic can now see 60’ in complete darkness. 
   
  Nonbeing: The Mystic hides their life force in such a way that they can 
  no longer be sensed or detected by mystical or mechanical means. 
  Only naked eyes can see them, only naked ears can hear them unless 
  they actively choose to be seen. Negating this power means they 
  cannot use it again for an hour.  
   
  Sight Beyond Sight: The Mystic can form a link between themselves 
  and another individual by concentrating for 10 minutes. If the target is 
  unwilling or unaware, they can make a Saving Throw. So long as the 
  target stays within 60’, the Mystic can see whatever the target sees. If 
  the Mystic desires to work with another target, they must spend 
  another 10 minutes concentrating with them.  
   
  Star Flight: The Mystic can now fly at a Movement of 120 feet per 
  round.  
   
  Water Breath: The Mystic can now breath underwater. 
   
   
  
  69 
   
  If using the 20 level fantasy version of the class in Appendix B, they can gain 
  the following additional abilities. 
   
  At level eleven, they gain one of these abilities: 
   
  Charm Creature: With intense concentration, the Mystic can influence 
  the will of even the largest animals and alien creatures. If a target within 
  60 feet fails a Saving Throw they will fall under the influence of the 
  Mystic as though under a Charm Person Meditation. If the target 
  passes their save, this power cannot be attempted on them again for 
  24 hours.  
   
  Scry: The Mystic can focus their sight on a distant creature, object, or 
  place. The more familiar the target is, the clearer the vision will be. The 
  character must fully concentrate and remain stationary to use this 
  ability and it can last for a maximum of ten minutes. The vision allows 
  the character to see and hear the target for the duration as though they 
  were present. No other powers can be used through the vision. This 
  power can be used three times a day. 
   
  Shapeshift: The Mystic can shape their flesh as simply as they can shape 
  their thoughts. Once a day, for up to an hour, they can take the form of 
  any other living creature they have seen or an object with no more than 
  roughly twice their mass. While in the form of an object, they can sense 
  as though using their normal senses, but lack any ability to move or 
  manipulate objects. A living form cannot have more Hit Dice than the 
  character has levels. The Mystic gains any physical capabilities of the 
  new form (such as attacks per round, physical attacks, movement, 
  Armor Class, and mundane abilities such as the ability to breathe water 
  or fly with wings). They do not gain any supernatural abilities the form 
  may possess however. The new form can last for up to 60 minutes plus 
  10 minutes per level. The Mystic can end the power before the duration 
  expires but this ends the power for the day. 
   
  Star Shield: The Mystic can form a shield around themselves that 
  protects them from all spells, Gifts, and Meditations of levels 1 through 
  3 and Focused Meditations of Teacher rank or lower. This protection 
  lasts only one round a level and can only be used three times a day.  
   
  At level thirteen, they gain one of the following abilities: 
   
  Adaptation: The Mystic is now immune to the effects of dangerous 
  environments. They no longer need to breathe and are unaffected by 
  extremely hot or cold environments. Even intense pressure, radiation, 
  and vacuum have no effect on them. They still suffer damage from 
  direct attacks (fireballs, cone of cold). 
  
  70 
   
   
  Call World Servant: The Mystic summons a 16 HD elemental (any 
  kind) from the elemental planes of existence, and binds it to follow 
  commands. The elemental obeys the Mystic only for as long as the 
  caster concentrates on it; and when the caster ceases to concentrate, 
  even for a moment, the elemental is released and will attack its former 
  master. This power can be used once a day and lasts until the creature 
  is released or slain.  The attributes for Elementals can be found in 
  Labyrinth Lord, Swords & Wizardry Complete, and most fantasy 
  based OSR products.  
   
   
  Star Walk: With this power, the Mystic can step between the spaces 
  of the world and instantly travel to any location they are personally 
  familiar with and have visited before, regardless of distance. This 
  power can be used only once a day. 
   
  At level seventeen, they gain one of the following abilities:  
   
  Deep Knowledge: By meditating on a person, place, or thing that had 
  a significant impact on history, a Mystic can learn deep and hidden 
  truths. If the person or thing is at hand, or if the caster is in the place in 
  question, the casting time is 1d6x10 minutes. If the caster has only 
  detailed information on the person, place, or thing, the casting time is 
  1d10 days. If only rumors are known, the casting time is 2d6 weeks. 
  During the manifestation of the power, the Mystic can only engage in 
  routine activities: eating, sleeping, and so forth. When completed, the 
  divination brings legends or information about the person, place, or 
  things to mind, but always in the form of riddles, puzzles, symbols, or 
  other obscure forms that must be reasoned or intuited to understand. 
  If the character is attacked or otherwise disturbed while trying to use 
  this power, it is disrupted and no information is gained. This power 
  cannot be manifested again if the character is using it on a different 
  topic until either they gain the knowledge or the power is disrupted.  
   
  Dissipation: The physical world exists only as a distraction from The 
  Way. With concentration, the Mystic can cause up to ten cubic feet of 
  physical material in 60 feet to cease to exist. This ability can only be 
  used once a day and never on organic objects. At the Referee’s 
  discretion, some particularly advanced materials or robots might get a 
  Saving Throw to resist this effect.  
   
  Star Mirage: The character can project an image of themselves 
  anywhere within 240 feet that mimics their every action. Any power 
  
  71 
   
  the character uses will appear to originate from the image. This power 
  lasts for one hour and can be used once a day.   
   
  STAR PILOT MEDITATIONS 
  The Way of the Pilot is another class ability that, as written, does not work the 
  Focused Meditations. In order to use that class with these abilities, all Star 
  Pilots must take The Meditation of the Pilot as their Primus Meditation.  
   
   
   
   
   
   
  
  72 
   
  Focused Meditations 
   
  Meditation of the Blade: This meditation grants the character a greater 
  mastery of the fabled Star Sword. Not only does the character learn how to 
  create their own weapon and summon it to their hand, they also become more 
  dangerous with the weapon. 
   
  Meditation of the Blade 
  Apprentice 
   
  Learn to craft a Star Sword so long as you have access to proper tools 
  and parts at a cost of 50cr. See Chapter 6 for more details.  
   
   
  You can instantly call your Star Sword to hand from anywhere within 10 
  feet, effectively treating yourself as already armed if the weapon is 
  within range.  
  Student 
   
  You gain an additional +1 to hit and damage with Star Swords. 
  Teacher 
   
  You gain the ability to deflect missile attacks from personal weapons, 
  taking no damage while doing so as long as you are holding a Star 
  Sword. You can deflect one such attack per round. 
  Master 
   
  You gain an additional +1 to hit and damage with Star Swords, stacking 
  with the Student level ability. 
   
   
  If you reduce a target to zero hit points, you may immediately attack 
  another target within 5 feet. You can do this up to one time per level in 
  a round if you continue to down opponents. 
   
   
  You can now deflect two missile attacks a round. 
  Grand 
  Master 
   
  You gain the ability to reflect attacks made with a laser weapon back at 
  the attacker with a successful Saving Throw for each attack against you. 
  The attacker must then make a Saving Throw to avoid their own attack. 
  Alternatively, if you pass the initial Saving Throw, you may redirect the 
  attack to a location of your choosing (if it is a different target you must 
  make an attack roll to successfully strike them). You may perform this 
  ability as long as you are holding a Star Sword.  
   
   
  You can throw your Star Sword up to 100’ away and have it return to 
  your hand after striking a target. This effectively allows you to use the 
  blade as a ranged weapon. 
   
   
  When fighting with a Star Sword, you may make two attacks a round 
  (these can include throws). 
   
   
  You can deflect or reflect three missile attacks a round. 
   
   
   
  
  73 
   
  Meditation of the Body: One of the most common powers among Star 
  Knights, this meditation allows the character to master their body and push it 
  to inhuman limits.  
   
  Meditation of The Body 
  Apprentice 
   
  You have learned to slow your breathing, heart rate and other 
  metabolic functions. You can hold your breath twice as long as a 
  normal person, eat and drink half as much, and only need to sleep 4 
  hours a day. You heal twice as fast from rest and medical treatments. 
    
   
  Additionally you gain a +2 to Saving Throws versus poisons, toxins, 
  diseases, and pain effects. 
  Student 
   
  Your movement increases by +3.  
   
   
  You can move with such grace and stealth that you surprise opponents 
  on a 1-3 on a d6.  
   
   
  You can hold your breath for one hour without difficulty. 
    
   
  By meditating for one turn after taking damage, you may recover 
  1d6+1 hit points. This ability can only be used once on any set of 
  wounds (damage gained from a single fight or incident), and does not 
  function again until you suffer more damage.  
   
   
  You inflict 1d6-1 damage in hand to hand combat. 
  Teacher 
   
  You can channel your power into your physical abilities, granting you 
  an additional +1 bonus to Strength, Constitution, or Dexterity for one 
  Turn (treat your attribute bonus as one higher for all purposes, not your 
  attribute score). This power can only be used once an hour.  
   
   
  Your stealth continues to improve, allowing you to surprise opponents 
  on a 1-4 on a d6.  
   
   
  You can survive without oxygen for up to six hours and can survive in 
  arid deserts or arctic conditions without discomfort (though you still 
  suffer damage from cold or fire effects). 
    
   
  You can balance on a wire and climb even sheer surfaces on a 1-5 on d6 
  (you automatically succeed climbing regular surfaces with handholds).  
   
   
  By meditating for one turn and touching a wounded target, you may 
  heal 1d6+1 hit points. This ability can only be used once on any set of 
  wounds. 
    
   
  You inflict 1d6 damage in hand to hand combat. 
  Master 
   
  Your move increases another +3.  
   
  
  74 
   
   
  You are immune to poison, toxin, and disease. 
   
   
  You age at 1/5th the rate of your race.  
   
   
  You only need one seventh the food and water other need (you only 
  need to eat and drink one day out of every week). 
    
   
  You sleep only 2 hours to become fully rested.  
   
   
  You surprise opponents on a 1-5 on d6.  
   
   
  When recovering damage (as the Student level ability) you recover 
  2d6+3 hit points. 
    
   
  You inflict 1d6+1 damage in hand to hand combat. 
  Grand 
  Master 
   
  When you channel your physical abilities, the bonus is +2 instead of +1. 
  Alternatively, you can choose to boost all three by +1 instead. 
   
   
  You age 1/10th the normal rate of your race. 
    
   
  You only need to eat or drink once a month.  
   
   
  You take half damage from elemental effects (fire, cold, etc).  
   
   
  You are immune to vacuum and can survive unaided in space.  
   
   
  When struck by energy weapons (including Star Swords), you may 
  make a Saving Throw to take half damage.  
   
   
  Your speed is such that you gain an additional +6 to movement and can 
  make two attacks in a round. 
   
   
   
  
  75 
   
  Meditation of Force: This meditation is one of the flashiest of all Star 
  Knight powers, the ability to manipulate objects at a distance.  
   
  Meditation of Force 
  Apprentice 
   
  You can lift an object you can see within 50’ with your mind, so long as 
  it weighs 10 lbs or less. This requires concentration and you are unable 
  to take other actions. If the object is held or worn by someone, they get 
  a Saving Throw to resist your power. At this level, you lack any fine 
  manipulation ability and can only lift complete, solid objects. You lack 
  the accuracy to push buttons or perform other forms of fine 
  manipulation. 
   
   
  When falling you can cushion the blow. Ignore damage from the first 
  10’ you fall. 
  Student 
   
  Your mind can push or pull targets, throwing opponents away from you 
  or drawing them towards you. If the target, who must be within 30’ of 
  you, fails a Saving Throw, then you can push or pull them directly 
  towards or away from you. If a target is pulled towards you, you can 
  immediately attack them with a +2 bonus. Pushing them away from 
  you, you can throw them up to 30 feet away. If they strike a hard object 
  such as a wall, or you throw an object into a target with a push, they 
  suffer 1d6 damage. 
    
   
  Your ability to move inanimate objects improves allowing you to lift 
  and manipulate objects up to 100 lbs and 100’ away. These objects 
  move at your Movement. 
   
   
  You may perform prodigious leaps, thirty feet horizontally or fifteen 
  feet vertically.  
   
   
  Ignore damage from the first 30’ you fall. 
  Teacher 
   
  You can cloak yourself in a telekinetic shield, gaining a +1 to AC and +1 
  to saves versus physical and energy threats. 
    
   
  You can lift and manipulate objects up to 500 lbs. Creatures receive a 
  Saving Throw every round they are held like this to throw off your 
  control. Being held does not prevent them from attacking if someone is 
  in range (such as shooting with a gun). 
   
   
  You can launch a telekinetic assault on a target. It requires you being 
  able to see a target within 100’ and making a to-hit roll, using your 
  Wisdom modifier as a bonus to hit. If successful you inflict 1d6+1 
  damage. 
   
   
  Ignore damage from the first 50’ you fall.  
  Master 
   
  You can lift weights of up to a ton with your mind, including using your 
  push/pull ability on such objects. Anyone struck by an object or thrown 
  against something hard suffers 1d6+2 damage. Further, you can use 
  this power against one target per two levels so long as they are within 
  
  76 
   
  5’ of each other.  Creatures lifted and held in place receive a Saving 
  Throw every round they are held like this to throw off your control. 
   
   
  In addition, you gain fine, manipulative control. You could lift and fire a 
  laser gun, or use your Star Sword and attack at range (using your 
  Wisdom modifier instead of Strength). You can throw your Star Sword 
  and have it return to your hand after attacking a target up to 100’ away. 
   
   
  You can leap 60’ horizontally and 30’ vertically.  
   
   
  As long as you are conscious, you no longer take damage from falling. 
  Grand 
  Master 
   
  You can lift objects as large as a star fighter with your mind alone. 
  Creatures receive a Saving Throw every round they are held like this to 
  throw off your control. 
   
   
  Your telekinetic shield provides +2 to AC and saves versus physical and 
  energy threats. 
    
   
  When performing a push/pull, you can choose to affect any number of 
  targets within 30’ at once.  
   
   
  At this rank, striking a target with your telekinesis, whether directly 
  rending them or throwing about with a push, inflicts 2d6 damage. 
   
   
   
  
  77 
   
  Meditation of the Mind: This power allows the Star Knight to control 
  both their own minds and influence the minds of others.  
   
  Meditation of the Mind 
  Apprentice 
   
  At this level, you learn to gird your mind from the distractions of life 
  and the influences of others. You gain a +2 to all Saving Throws to 
  resist effects that detect or influence your mind or emotions. 
  Student 
   
  Your will strengthens to the point of actually impressing your thoughts 
  briefly upon the mind of another. You can send a thought of no more 
  than seven words to a target you can see within 60’. This requires 
  complete concentration (no other actions that round).  
  Teacher 
   
  You can hear the thoughts of others within 60’, if you concentrate, 
  regardless of line of sight. You only ‘hear’ surface thoughts.   
   
   
  You can convince a target of a single fact if they fail a Saving Throw. 
  You must be able to speak to the target (they must be willing to listen) 
  and the fact must take no more than seven words to say. 
  Master 
   
  At this level, you may send and receive thoughts to any target within 
  360’ even if you cannot see them. This no longer requires 
  concentration. A target only receives a Saving Throw if they have a 
  reason to believe their minds are being read and they actively resist 
  you. If successful, their mind is closed to you and cannot be read for a 
  full day.  
   
   
  In addition, you can force a living humanoid creature to fall under your 
  sway for an hour by concentrating and if they fail a Saving Throw. You 
  cannot attempt to use this ability on the same target more than once a 
  day, and you may never have more targets influenced than your 
  Charisma would allow you to have Assistants. 
  Grand 
  Master 
   
  Your will is indomitable. You cannot have your mind influenced by any 
  effect, mundane or supernatural, unless it is a power equivalent to 
  another Grand Master. Even then, you gain an additional +2 to your 
  Saving Throw (+4 total).  
   
   
  You may force large creatures and massive beasts under your sway for 
  an hour if they fail a Saving Throw. When using this power on 
  humanoids, you may influence 3d6 at once. Otherwise this is limited as 
  the Master Level power.    
   
   
  Finally, when reading other’s minds, you may delve more deeply and 
  retrieve hidden or concealed memories, though they always receive a 
  Saving Throw unconsciously, when this power is used. 
   
   
   
   
  
  78 
   
  MEDITATION OF THE PILOT: This power is almost unique to the Star Pilot 
  and must be the first Meditation they learn. No other class can choose this as 
  their Primus or Secundus power.  With it, a pilot skilled in The Way can fly and 
  react better than most mundane pilots.  
  Meditation of the Pilot 
  Apprentice 
   
  The Way guides your actions. You gain a +1 bonus to either your Armor 
  Class, Movement, Shield Strength, or Targeting when piloting a 
  vehicle.  This bonus can be switched to a different element at the 
  beginning of each new round. 
  Student 
   
  Your reactions improve dramatically behind the controls of a ship. You 
  gain a +1 to Initiative in Starship Combat. 
  Teacher 
   
  You now improve two attributes by +1 when piloting a vehicle.  
  Master 
   
  Your reflexes and precognitive senses are such that you can perform 
  feats of dangerous acrobatics to avoid damage to your ship. Anytime a 
  ship you pilot takes damage, but before it is rolled, you can choose to 
  ignore half of the damage. The physical and psychic strain of these 
  maneuvers is such that, unfortunately, you take the damage instead. 
  Grand 
  Master 
   
  You can now improve three attributes by +1 when piloting a vehicle. 
   
  When you roll a 20 on a vehicle weapon attack, you can ignore shields 
  (or inflict double damage if shields are down).  
   
   
  
  79 
   
  Meditation of the Senses: This meditation allows the Star Knight to 
  heighten their senses and feel and detect things hidden from mundane senses. 
  They become aware of the practitioners of The Way near-by (unless the 
  individual makes a Saving Throw, in which case they cannot be sensed for at 
  least a day or until they knowingly allow the character to detect them). This 
  power only grants them a vague idea of direction and distance, not a specific 
  pin-point awareness. As their power with this meditation grows, they can 
  eventually locate known users of The Way across the vast distances of space! 
   
   
   
  Meditation of the Senses 
  Apprentice 
   
  You are attuned to your surroundings better than most. You have a -1 
  to surprise rolls (normally only surprised on a 1) and gain a +1 to 
  initiative.  
   
   
  You can sense the presence of other users of The Way or Gifts within 
  50’. You only know they are there and their rough distance. Characters 
  gain a Saving Throw to avoid detection (see above). 
  Student 
   
  As a student of the senses, you gain a greater awareness of the world 
  around you. By concentrating, you may detect creatures with evil 
  intentions and thoughts within 120’. Alternatively, you may detect 
  
  80 
   
  living creatures within 120’, though not their number or location.  
   
   
  You may sense the presence of other users of The Way or Gifts within 
  120’, though they may make a Saving Throw to avoid detection. 
  Teacher 
   
  You can concentrate and detect thoughts of other beings within 60’.  
   
   
  You may sense a known user of The Way within a mile.  
  Master 
   
  At this level, you can see and hear far-off places up to 360’ away as 
  though you were present. You must concentrate to do this.  
   
   
  In addition, you have an additional -1 to surprise rolls (meaning only 
  characters with a bonus to surprise have any chance of surprising you 
  at all) and if fighting an invisible opponent, you only suffer a -2 to 
  attack rolls. 
    
   
  You can effectively ‘see’ in total darkness up to 60’ without penalty. 
    
   
  Finally, you can sense a known user of The Way from planetary 
  distance. 
  Grand 
  Master 
   
  A grand master of this meditation cannot be surprised and never 
  suffers penalties to noticing or attacking others, regardless of 
  environmental obstructions (such as fog, rain, darkness, loud noise, 
  terrible smells, etc).  
   
   
  Opponents suffer a -2 to attack rolls against you and you gain a +2 to 
  all Saving Throws versus attacks that can be dodged or avoided (total).  
   
   
  Your ability to sense other known users of The Way extends to 
  anywhere within the same star system (though targets are still allowed 
  Saving Throws as normal). 
   
   
   
  
  81 
   
  The Meditation of Foresight: This meditation grants the user awareness 
  of events before they have occurred. From granting split-second reflexes to 
  visions of the future, this power is a potent tool in a Star Knight’s arsenal. The 
  power shares many similarities with the Meditation of Senses, though has a 
  more specific focus. 
   
  Meditation of Foresight 
  Apprentice 
   
  When faced with a straightforward decision to be made in the next 
  turn, you can gain an insight into the future as to whether your choice 
  brings you mental or physical harm. You can only use this once an hour.   
   
   
  You get flashes of insight into the immediate future as well, so have a 
  better than average chance of winning games of chance.  
   
   
  Finally you have a +1 to Initiative and a -1 to surprise rolls (only 
  normally surprised on a 1 on d6). 
  Student 
   
  You meditate on the future and gain great insights into what is to 
  come. By spending one Turn in serene contemplation, you better 
  prepare yourself for potential dangers and gain a +1 to Hit, Damage, 
  Armor Class, and Saving Throws (Targeting, Armor Class, and 
  Movement when piloting a craft) for the next three turns.  
   
   
  When entering a potentially dangerous place, you have a sense of 
  foreboding, though you have no idea what form the danger might take. 
  Teacher 
   
  You gain an intimate sense of hostile intentions and a near prescient 
  awareness of danger. You gain an additional -1 to surprise rolls and 
  opponents suffer a -1 to attack you and you gain a +1 to all Saving 
  Throws versus attacks that can be dodged or avoided.  
   
   
  Once a day, when you enter an identifiable area (building, complex, 
  ruin, ship), you can make a Saving Throw and if successful, gain a sense 
  of what kind of dangers you might face there. Information gained 
  includes a general idea of how powerful the creatures are there, the 
  general amount of treasure present, and what kind of resistance to 
  attack is present and the nature of it, whether it is aligned with or 
  against you, or indifferent. 
  Master 
   
  At this level you can peer into the future to gain insight into what is to 
  come. Once a day you may ask the referee a single question that may 
  be answered with a ‘Yes’, ‘No’, or ‘Unclear’. It must revolve around 
  yourself and actions you are taking, planning to take within the next 
  day, or others who are working for or against you directly. Times of 
  great strife and the actions of Void Knights can potentially cloud this 
  vision however.  
   
   
  When meditating on the future as the student ranked power, your 
  bonus is +2.  
  
  82 
   
  Grand 
  Master 
   
  Once a week you may ask the referee three questions involving 
  yourself. These may be answered directly or cryptically. 
   
   
  Occasionally you have uncontrolled visions of great danger, anguish, or 
  dark events to come. 
   
   
  You can no longer be surprised. 
   
   
  You gain a permanent +2 to Armor Class and Saving Throws against 
  attacks that could be dodged or avoided. 
   
   
   
   
  
  83 
   
  Meditation of the Wise: This meditation is one of the most beneficial of 
  all. It allows the Star Knight to heal themselves and others from all manner of 
  ills. 
   
  Meditation of the Wise 
  Apprentice 
   
  You are trained in the healing arts. Between your knowledge of the 
  body and your power in The Way, you can treat injured as well as any 
  medic or doctor. Besides a number standard medical treatments (such 
  as diagnosing illness and diseases, delivering babies, and minor 
  surgery), you can perform medical miracles. By spending an hour in 
  meditation with a wounded character, you can heal them of one point 
  of damage per HD they possess, once a day per person. You can use 
  this ability on yourself.  
   
   
  You can bind wounds on a target after combat and, if the bind wounds 
  rule isn’t being used, heal 1d4 points of damage. If the binding wounds 
  rule is being used, you heal 1d6 instead.  
   
   
  Anyone you treat recovers 2 hit points per day of rest. You may treat 3 
  people plus one per rank of this meditation you possess. 
  Student 
   
  You can perform difficult and complicated surgery when needed, as 
  well as heal through direct application of The Way. By spending an 
  hour in meditation with a wounded character, you can heal them of 
  two points of damage per HD they possess, once a day per person.  
   
   
  If a character is poisoned, even with a death poison, you can make a 
  Saving Throw to stabilize them for 1 hour per level. This allows them to 
  ignore the effects of the poison until the duration runs out. Hopefully 
  you can find an antidote by then! 
   
   
  When you use a Med Kit it heals 3d4 hit points instead of 2d4. 
  Teacher 
   
  You can perform advanced surgery in unsanitary conditions or without 
  proper equipment as well as someone in the most advanced surgery 
  theater.  
   
   
  At this level you can attempt to purify a target of poison and disease. If 
  you succeed at a Saving Throw, you can remove a disease or poison 
  from a target. This power takes a turn to use, and if a target has ‘died’ 
  from a poison, you may resuscitate them if you start using the power 
  within one Turn. This power works on you as well, but reflexively, 
  effectively allowing you to make two Saving Throws and take the best 
  one versus such effects.  
   
   
  When you heal with meditation, you can heal 3 points per HD of the 
  target and it only takes 3 Turns. 
  Master 
   
  A Wise master lives in near perfect health. You are immune to poison 
  and disease.  
   
  
  84 
   
   
  You gain a +2 to any Saving Throws versus effects that target your 
  health or body.  
   
   
  You gain an additional Hit Point per hit die.  
   
   
  When you heal with meditation, you can heal 4 points per HD of the 
  target, and it only takes 2 Turns. When you bind wounds, you heal 
  either 1d6 or 1d8. 
  Grand 
  Master 
   
  Your power over life and death is so great you can literally pull 
  someone back from the brink of death. If you reach a dead character 
  within one hour and succeed at a Saving Throw, you manage to pull 
  them back from death and return them to one hit point. The body must 
  be relatively intact to start with (no disintegrations or beheadings). 
  Once restored, all injuries will be healed including lost limbs or scars 
  (accept those the Referee inflicts, see below). At the Referee’s call, the 
  target may lose a point of a random attribute or suffer some 
  permanent injury to represent their brush with death.  
   
   
  When you heal with meditation, you can heal 5 points per HD of the 
  target, and it only takes 1 Turn. When you bind wounds, you heal either 
  1d8 or 1d10.  
   
   
  When you use a Med Kit you heal 4d4 damage.  
   
   
  You can cure poison and disease in others merely with meditation and 
  do not require a Saving Throw. Finally, you can help a target remove 
  any other negative condition, even mental ones, by passing a Saving 
  Throw and spending one Turn meditating with them. You receive two 
  Saving Throws versus negative conditions targeting you. 
   
   
   
  
  85 
   
  FOCUSED VOID EMPOWERMENTS 
   
  Characters do not learn Void Empowerments the same way they learn normal 
  Meditations. Any character with Meditations may choose to access a Focused 
  Void Empowerment of a rank equal to their Primus rank in normal Meditations. 
  This causes them to gain a point of Corruption each time they do so. When 
  choosing to access a constant power in this way, it usually lasts for around an 
  hour, though for a second point of Corruption the character can choose to make 
  it last a full 24 hours. 
   
  Essentially this means all Void Knights have access to both of these 
  Empowerments at levels equal to their Primus ranked Focused Meditation. 
   
  Empowerment of the Tyrant: This power allows the Void Knight to 
  influence others with fear and pain. 
   
  Empowerment of the Tyrant 
  Apprentice 
   
  With a thought, you can inflict pain on a target within 120 feet. If the 
  target fails a Saving Throw they suffer a -1 to their Armor Class, To 
  Hit, Saving Throws, and Damage. A target who passes their save 
  cannot have this power used on them again for an hour. 
   
   
  You can show a target within 120’ the pointlessness of its existence, 
  filling it with intense fear unless they pass a Saving Throw. They will 
  run as quickly as possible to escape the Void Knight for the next 20 
  minutes. A target who passes their save cannot have this power used 
  on them again for an hour. 
   
  Student 
   
  Make others surrender to the dark emotions of fear, hate, or anger and 
  view you as a trusted mentor and guide into the darkness. The target, 
  who must be within 120’, receives a Saving Throw to avoid the effect 
  and if they succeed the power cannot be used on them again for 
  another hour. If they fail, they are under the sway of the Void Knight 
  for an hour.  
  Teacher 
   
  You exude a terrible, malevolent radiance when you wish to. Anyone 
  who can see you with unaided sight who wishes to attack you or hinder 
  you must first succeed in a Saving Throw. If they succeed they may 
  ignore this power, but if they fail their fear overwhelms them and they 
  will be unable to attack you for the next 30 minutes. This power is 
  broken for an hour if you attack anyone physically or with 
  Empowerments. 
  Master 
   
  At this level, others live merely to serve your desire for continued 
  existence. Select a target within 120’ and force them to make a Saving 
  Throw. If they fail, they suffer 2d6 points of damage and you heal the 
  
  86 
   
  same amount. If they succeed, you cannot use this power on them 
  again for one hour.  
   
   
  As the will is already your plaything, now you can corrupt the thoughts 
  of those you touch. If they fail a Saving Throw, you can erase or alter 
  up to an hour of their memories to suit your whims. If they succeed, 
  you cannot attempt to use this power on them again for 24 hours.  
  Grand 
  Master 
   
  Your will is indomitable. You cannot have your mind influenced by any 
  effect, mundane or supernatural, unless it is a power equivalent to 
  another Grand Master. Even then, you gain an additional +2 to your 
  Saving Throw. 
   
   
  Your will is so strong that you may crush the life out of others within 
  120’. A single target must make a Saving Throw or else die. This power 
  can only be used once a day.    
   
   
  You can bind the soul of a target within 60’ who fails a Saving Throw. If 
  they fail, you can compel them to complete either a specific or open-
  ended task. Anything up to, but not including, suicide can be ordered 
  by the Void Knight and the target will be forced to carry it out. When 
  presented with the opportunity to do so, the target can make a Saving 
  Throw to resist. If successful, they can avoid acting on the compulsion 
  for one round. If used this way, the power lasts until the task is 
  completed. If the task is open ended, such as ‘protect me from all 
  harm’, or ‘kill anyone but me who enters this spaceship’, then it will last 
  for one day per level of the Void Knight. Instead of a task, the Void 
  Knight can enforce a taboo upon the target, an action that the target 
  cannot take. There is no additional Saving Throw to allow breaking 
  such a taboo. This will last for one day per level of the Void Knight. 
   
   
  
  87 
   
  Empowerment of the Void: This power allows the Void Knight to control 
  energy and darkness. 
  Empowerment of the Void 
  Apprentice 
   
  With a thought, you can telekinetically crush the throat of a target 
  within 60 feet. If the target fails a Saving Throw they 1d6 damage and 
  are rendered helpless. They are allowed a new Saving Throw every 
  round to break the effect. You must concentrate and cannot take other 
  actions while this power is in effect. A target who passes their save 
  cannot have this power used on them again for an hour. 
   
   
  You can fire a bolt of corrupted energy at an opponent inflicting 1d6 
  damage unless they pass a Saving Throw.  
   
  Student 
   
  Your bolts of corrupted energy now do 2d6 damage.  
  Teacher 
   
  You can overwhelm the senses of a target with pleasure or pain, 
  rendering them paralyzed for 90 minutes unless they pass a Saving 
  Throw. The target must be within 120’ and if they succeed you cannot 
  use this power on them again for one hour. 
    
   
  Your corrupted energy now does 3d6 damage, and if the target 
  succeeds on their Saving Throw they still suffer half damage. 
  Master 
   
  You can corrupt someone’s flesh with the dark power of The Void. 
  Selecting a target within 60’, they must pass a Saving Throw or else 
  else suffer a -2 to all Attacks, Saving Throws, and Armor Class. 
  They cannot be healed by Gifts or Meditations (except those that 
  target diseases specifically) and will die within 4d6 days unless they 
  receive treatment for the diseases and infections ravaging their 
  bodies. If they successfully save, this power cannot be used on them 
  again for 24 hours.  
   
   
  You share a glimpse of The Void with a target within 120’. If they fail a 
  Saving Throw they are permanently blinded (until healed through 
  mystical means or ocular replacement). If they succeed you cannot use 
  this power on them again for 24 hours.  
   
   
  Your corrupted energy now inflicts 4d6 damage.  
  Grand 
  Master 
   
  You can walk within The Void and safely travel anywhere within 360’ of 
  your current location with anything you can carry (including another 
  person) unless they do not wish to go with you and pass a Saving 
  Throw. When in space on their own or piloting a fighter, they may 
  travel 360 miles. This is always safe and they will never appear inside an 
  object, simply appearing in the nearest safe space.  
   
   
  You can infect the blood of a target within 60’ with the dark energy of 
  The Void. If they fail a Saving Throw, they die from blood poisoning. If 
  they succeed, you cannot use this power on them again for 24 hours.    
   
  
  88 
   
   
  Death no longer stops you. You may touch a target who has been dead 
  for no more than seven days and concentrate for 10 minutes. After this 
  you must pass a Saving Throw. If successful, the target is immediately 
  brought back to life, assuming their body was relatively intact (and 
  their head wasn’t severed). This power will restore their body, even 
  healing lost limbs. A target brought back to life this way will be bound 
  to the Void Knight and must faithfully fulfill a single task, or carry out 
  an open-ended duty for one month per level of the Void Knight. 
    
   
  Your corrupted energy now inflicts 5d6 damage.  
   
   
   
  
  89 
   
  Appendix B 
   
  Fantasy Conversions 
   
  The idea of special, mystical warriors fits well with many fantasy settings. The 
  following guidelines help you include Star Knights in more traditional fantasy 
  environments. 
   
  The following classes could easily appear in Swords and Wizardry Complete, 
  Labyrinth Lord, or Adventurer Conqueror King campaigns.  
   
  Star Knight 
  Prime Attribute: Wisdom  
  Hit Dice: 1d6/level. Gains 2 hp/level after 9th. (1d8/level optional AEC rules)  
  Armor/Shield Permitted: Leather and Shields.  
  Weapons Permitted: Any.  
  Race: Only humans, elves and half-elves may be Star Knights. Elves may reach 
  10th level and half-elves may reach 14th. 
   
  Star 
  Knights 
  are 
  wandering protectors of 
  the world. They combine 
  martial prowess with a 
  unique religion known 
  simply as “The Way.” 
  Through 
  their 
  mystic 
  beliefs they are able to 
  achieve feats unknown to 
  other beings. They travel 
  from 
  place 
  to 
  place, 
  bringing justice to the 
  oppressed 
  and 
  compassion to the down-
  trodden. 
   
  Star Knights are often 
  confused with Paladins 
  due to their similar codes 
  of conduct and behavior. 
  While Paladins are devoted to their religion, Star Knights are devoted to their 
  philosophy of light against the darkness. 
  
  90 
   
   
  While not as skilled in direct combat as the Fighter, a Star Knight's unique 
  abilities allow him to play a support role both in and out of combat. He is capable 
  of calming aggressive foes, healing the wounded, and engaging in devastating 
  melee combat. 
   
  Star Knight Advancement 
  Level 
  XP 
  HD 
  BHB 
  ST 
  1 
  0 
  1d6 
  +0 
  15 
  2 
  2,500 
  2d6 
  +0 
  14 
  3 
  5,000 
  3d6 
  +1 
  13 
  4 
  10,000 
  4d6 
  +2 
  12 
  5 
  20,000 
  5d6 
  +2 
  11 
  6 
  40,000 
  6d6 
  +3 
  10 
  7 
  80,000 
  7d6 
  +4 
  19 
  8 
  160,000 
  8d6 
  +5 
  8 
  9 
  320,000 
  9d6 
  +6 
  7 
  10 
  470,000 
  9d6+2 
  +7 
  6 
  11 
  620,000 
  9d6+4 
  +7 
  5 
  12 
  770,000 
  9d6+6 
  +8 
  4 
  13 
  920,000 
  9d6+8 
  +9 
  4 
  14 
  1,070,000 
  9d6+10 
  +9 
  4 
  15 
  1,220,000 
  9d6+12 
  +10 
  4 
  16 
  1,370,000 
  9d6+14 
  +10 
  4 
  17 
  1,520,000 
  9d6+16 
  +11 
  4 
  18 
  1,670,000 
  9d6+18 
  +11 
  4 
  19 
  1,820,000 
  9d6+20 
  +12 
  4 
  20 
  1,970,000 
  9d6+22 
  +12 
  4 
  21+ 
  +150,000 
  +2hp/lvl 
  +13 
  4 
   
   
   
  
  91 
   
  Star Knight Meditation Advancement 
  Level 1st Level 2nd Level 3rd Level 4th Level 5th Level 6th Level 7th Level 
  1 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  2 
  1 
  – 
  – 
  – 
  – 
  – 
  – 
  3 
  2 
  – 
  – 
  – 
  – 
  – 
  – 
  4 
  2 
  1 
  – 
  – 
  – 
  – 
  – 
  5 
  2 
  2 
  1 
  – 
  – 
  – 
  – 
  6 
  2 
  2 
  1 
  1 
  – 
  – 
  – 
  7 
  2 
  2 
  2 
  1 
  1 
  – 
  – 
  8 
  2 
  2 
  2 
  2 
  2 
  – 
  – 
  9 
  3 
  3 
  3 
  2 
  2 
  – 
  – 
  10 
  3 
  3 
  3 
  3 
  3 
  – 
  – 
  11 
  4 
  4 
  4 
  3 
  3 
  – 
  – 
  12 
  4 
  4 
  4 
  4 
  4 
  1 
  – 
  13 
  5 
  5 
  5 
  4 
  4 
  1 
  – 
  14 
  5 
  5 
  5 
  5 
  5 
  2 
  – 
  15 
  6 
  6 
  6 
  5 
  5 
  2 
  – 
  16 
  6 
  6 
  6 
  6 
  6 
  3 
  – 
  17 
  7 
  7 
  7 
  6 
  6 
  3 
  1 
  18 
  7 
  7 
  7 
  7 
  7 
  4 
  1 
  19 
  8 
  8 
  8 
  7 
  7 
  4 
  2 
  20 
  8 
  8 
  8 
  8 
  8 
  5 
  2 
  21+ 
  9 
  9 
  9 
  8 
  8 
  5 
  3 
   
   
  Star Knight Class Abilities 
  WEAPON/ARMOR RESTRICTIONS: Star Knights can use any melee weapon, 
  and use any missile weapons. They can wear leather armor and use shields. In 
  Labyrinth Lord or systems that do not use a BHB or Single Saves, Star Knights 
  attack as Fighters and save as Clerics. They can use any magic weapons or armor 
  they can wear, and use magic items available to fighters and clerics. 
   
  MEDITATIONS: Star Knights are able to activate meditations as shown on 
  Table: Star Knight Meditation Advancement. Each day a Star Knight spends 
  time focusing their mind on the Meditations. They prepare a number of 
  meditations determined by their level as shown after fifteen minutes of mind 
  
  92 
   
  cleansing exercises. A Star Knight requires six hours of consecutive rest before 
  cleansing their mind. They can prepare the same Meditation more than once if 
  they so choose, but may not prepare more Meditations than the number 
  determined by his experience level. 
   
  STAR SWORD: The Star Sword is the preferred weapon of the Star Knights.  
  Knights enchant a melee weapon of their choice with a special ritual. 
  Mechanically, this is handled as building a Star Sword as described elsewhere in 
  this book. They receive +1 to all “to-hit” rolls when wielding their Star Sword. All 
  Star Knights receive a Star Sword at no cost at 1st level. A character can only 
  have one Star Sword at a time, unless they practice the dual form style VI, if the 
  optional martial style system is used. If the sword is stolen or lost, the character 
  can create another. If the ritual is performed on a magic weapon, the normal 
  enchantment is temporarily suppressed (except any intellect and special 
  powers, which the Star Sword retains) while the Star Knight wields it.  
   
  At level 2, the Star Sword becomes a +1 magic weapon in the hands of a follower 
  of The Way. It sheds light as a torch.  
   
  At level 5, the Star Sword becomes a +2 magic weapon in the hands of a follower 
  of The Way. 
   
  At level 8, the Star Sword becomes a +3 magic weapon in the hands of a follower 
  of The Way. 
   
  At level 12, the Star Sword becomes a +4 magic weapon in the hands of a 
  follower of The Way. 
   
  At level 16, the Star Sword becomes a +5 magic weapon in the hands of a 
  follower of The Way. 
   
  At level 20, the Star Sword becomes a +6 magic weapon in the hands of a 
  follower of The Way. 
   
  Characters may use the modification rules to add extra abilities to their Star 
  Sword, one modification per + of the sword maximum. If the sword explodes, 
  they must begin to consecrate a new weapon. It takes 1d3 additional days per + 
  of the weapon to reconsecrate it.  
   
  ESTABLISH MONASTERY (10TH): When a Star Knight reaches 10th level he will 
  often find a secluded location on an out of the way planet where he will 
  
  93 
   
  construct a small monastery. If other, less experienced Star Knights learn about 
  this monastery they will often seek out the senior Star Knight for training. They 
  will serve him loyally while training. 
   
  SAVING THROW: Star Knights receive +2 to all saving throws made to resist 
  Meditations, Spells, and Gifts. This bonus doesn’t apply if not using systems 
  with a Single Save. 
   
  XP BONUS FOR WISDOM: A Star Knight with a high Wisdom (15+) receives 
  twice (x2) the normal Bonus XP for that attribute (10% not 5%). In Labyrinth 
  Lord or Adventurer Conqueror King use the standard XP bonus progression. 
   
  Notes for Adventurer Conqueror King 
  As written, the Star Knight class is not exactly legal according to the class 
  creation system of ACKS. To build this class would take 5 creation points, one 
  more than what is allowed to any human class. Further, if their values were 
  added up, the XP for 2nd level would only come out to 2300 (2 Fighting +2 trade 
  offs, 1 HD, 2 Divine). Arguably, ‘breaking the rules’ should come at an additional 
  cost, so the xp chart above should prove sufficient. For sticklers though, 
  reworking the chart from 2300 should suffice. 
   
  Star Knights can perform magical research and Ritual Magic as a Cleric of the 
  same level. Star Knights gain the damage bonus and cleaves of a fighter. 
   
  Star Knight Proficiencies: Alertness, Apostasy, Blind Fighting, Combat 
  Reflexes, Combat Trickery (force back, incapacitate, overrun, sunder), 
  Command, Diplomacy, Divine Blessing, Divine Health, Dungeon Bashing, 
  Endurance, Fighting Style, Healing, Illusion Resistance, Knowledge (history), 
  Laying on Hands, Leadership, Manual of Arms, Martial Training, Military 
  Strategy, Mystic Aura, Profession (judge), Riding, Running, Weapon Focus 
   
  Mystic 
  Prime Attribute: Wisdom  
  Hit Dice: 1d4/level. Gains 1 hp/level after 9th. (1d6/level optional AEC rules)  
  Armor/Shield Permitted: Leather.  
  Weapons Permitted: Clubs, Daggers, Staves, Star Swords.  
  Race: Only humans, elves and half-elves may be Mystics. Elves may reach 12th 
  level and half-elves may reach 14th 
   
  Mystics are masters of The Way. Unlike Star Knights, they focus less on martial 
  prowess and trust in their unique gifts to see the day. They master powers even 
  
  94 
   
  Star Knights cannot. Though they are trained in the Star Sword, it is only 
  rudimentary training as they are not warriors. They prefer to use their skills to 
  avoid conflict whenever possible.  
   
  Like a Star Knight these characters serve as excellent support characters.   
   
  Mystic Advancement Table 
  LEVEL 
  XP 
  HD 
  BHB 
  ST 
  1 
  0 
  1d4 
  +0 
  14 
  2 
  2,250 
  2d4 
  +0 
  13 
  3 
  4,500 
  3d4 
  +1 
  12 
  4 
  9,000 
  4d4 
  +1 
  11 
  5 
  18,000 
  5d4 
  +2 
  10 
  6 
  36,000 
  6d4 
  +2 
  9 
  7 
  72,000 
  7d4 
  +3 
  8 
  8 
  144,000 
  8d4 
  +3 
  7 
  9 
  288,000 
  9d4 
  +4 
  6 
  10 
  408,000 
  9d4+1 
  +4 
  5 
  11 
  528,000 
  9d4+2 
  +5 
  4 
  12 
  648,000 
  9d4+3 
  +5 
  4 
  13 
  768,000 
  9d4+4 
  +6 
  4 
  14 
  888,000 
  9d4+5 
  +6 
  4 
  15 
  1,008,000 
  9d4+6 
  +7 
  4 
  16 
  1,128,000 
  9d4+7 
  +7 
  4 
  17 
  1,248,000 
  9d4+8 
  +8 
  4 
  18 
  1,368,000 
  9d4+9 
  +8 
  4 
  19 
  1,488,000 
  9d4+10 
  +9 
  4 
  20 
  1,608,000 
  9d4+11 
  +9 
  4 
  21+ 
  +120,000 
  +1hp 
  +10 
  4 
   
   
   
  
  95 
   
  Mystic Meditation Advancement 
  LEVEL 1st Level  2nd Level 
  3rd Level 
  4th Level 
  5th Level 
  6th Level 7th Level 
  1 
  1 
  – 
  – 
  – 
  – 
  – 
  – 
  2 
  2 
  – 
  – 
  – 
  – 
  – 
  – 
  3 
  3 
  – 
  – 
  – 
  – 
  – 
  – 
  4 
  3 
  2 
  – 
  – 
  – 
  – 
  – 
  5 
  3 
  3 
  2 
  – 
  – 
  – 
  – 
  6 
  3 
  3 
  2 
  2 
  – 
  – 
  – 
  7 
  3 
  3 
  3 
  2 
  2 
  – 
  – 
  8 
  5 
  5 
  3 
  3 
  3 
  – 
  – 
  9 
  5 
  5 
  5 
  3 
  3 
  – 
  – 
  10 
  6 
  5 
  5 
  5 
  5 
  – 
  – 
  11 
  6 
  6 
  6 
  5 
  5 
  – 
  – 
  12 
  8 
  6 
  6 
  6 
  6 
  2 
  – 
  13 
  8 
  8 
  8 
  6 
  6 
  2 
  – 
  14 
  9 
  8 
  8 
  8 
  8 
  4 
  – 
  15 
  9 
  9 
  9 
  8 
  8 
  4 
  – 
  16 
  9 
  9 
  9 
  9 
  9 
  5 
  – 
  17 
  10 
  11 
  11 
  9 
  9 
  5 
  2 
  18 
  10 
  11 
  11 
  11 
  11 
  6 
  2 
  19 
  12 
  12 
  12 
  11 
  11 
  6 
  4 
  20 
  12 
  12 
  12 
  12 
  12 
  8 
  4 
  21+ 
  14 
  14 
  14 
  12 
  12 
  8 
  5 
   
  MYSTIC CLASS FEATURES 
  WEAPON/ARMOR RESTRICTIONS: Mystics may use clubs, daggers, staves 
  and Star Swords. They may wear leather armor, but not use shields. In Labyrinth 
  Lord or systems that do not use a BHB or Single Saves, they fight and save as 
  Clerics. They can use any magic item available to Clerics. 
   
  
  96 
   
  MEDITATIONS: Mystics are 
  able to activate Meditations 
  as shown on the table above. 
  They use the same rules as 
  Star Knights for the purpose 
  of preparation and recovery 
  of Meditations.  
   
  UNIQUE 
  MEDITATIONS: 
  Mystics 
  can 
  access 
  Meditations unlike those of 
  their Star Knight Brethren.  
  Mystics may choose one 
  Magic-User Spell of levels 1, 
  2, 3, 4, 5, and 6 to add to their 
  Meditation list. These are 
  used and prepared as normal 
  Meditations in all ways, 
  though they are considered 
  one 
  level 
  higher 
  as 
  a 
  Meditation than they would 
  be as a Spell. Once these are chosen, they cannot be changed. Mystics cannot 
  choose spells that inflict direct damage (such as magic missile, fireball, lightning 
  bolt, et al).  
   
  STAR SWORD: The Star Sword is the preferred weapon of the Mystics.  Mystics 
  enchant a melee weapon of their choice with a special ritual. In the case of 
  Mystics this can be any sword, even though they are not proficient with swords 
  normally. Mechanically, this is handled as building a Star Sword as described 
  elsewhere in this book. They receive +1 to all “to-hit” rolls when wielding their 
  Star Sword. All Mystics receive a Star Sword at no cost at 3rd level. A character 
  can only have one Star Sword at a time, unless they practice the dual form style 
  VI. If the sword is stolen or lost, the character can create another. If the ritual is 
  performed on a magic weapon, the normal enchantment is temporarily 
  suppressed (except any intellect and special powers, which the Star Sword 
  retains) while the Mystic wields it.  
   
  At level 4, the Star Sword becomes a +1 magic weapon in the hands of a follower 
  of The Way. It sheds light as a torch.  
   
  
  97 
   
  At level 7, the Star Sword becomes a +2 magic weapon in the hands of a follower 
  of The Way. 
   
  At level 11, the Star Sword becomes a +3 magic weapon in the hands of a 
  follower of The Way. 
   
  At level 16, the Star Sword becomes a +4 magic weapon in the hands of a 
  follower of The Way. 
   
  At level 21, the Star Sword becomes a +5 magic weapon in the hands of a 
  follower of The Way. 
   
  Characters may use the modification rules to add extra abilities to their Star 
  Sword, one modification per + of the sword maximum. If the sword explodes, 
  they must begin to consecrate a new weapon. It takes 1d3 additional days per + 
  of the weapon to reconsecrate it. 
   
  SAVING THROW: Mystics receive a +2 to all Saving Throws to resist 
  Meditations, Spells, and Gifts. This bonus doesn’t apply if not using systems 
  with a Single Save. 
   
  XP BONUS FOR WISDOM: A Star Knight with a high Wisdom (15+) receives 
  twice (x2) the normal Bonus XP for that attribute (10% not 5%). 
   
  ESTABLISH MONASTERY (10th): When a Mystic reaches 10th level he will 
  often find a secluded location on an out-of-the-way planet where he will 
  construct a small monastery. If other less-experienced Mystics learn about this 
  monastery they will often seek out the senior Mystic for training. They will serve 
  him loyally while training. 
   
  Notes for Adventurer Conqueror King 
  As written, the Mystic class doesn’t approach legal according to the class 
  creation system of ACKS. To build this class would also take 5 creation points, 
  one more than what is allowed to any human class. Further, if their values were 
  added up, the XP for 2nd level would only come out to 2500 (1 Fighting, 4 Divine). 
  Whether a referee wants to increase their xp cost or leave it as is, is up to them. 
  Either decision is fair.  
   
  Mystics can perform magical research and Ritual Magic as a Divine Caster of 
  equal level. Mystics cleave as a Cleric. 
   
  
  98 
   
  Mystic Proficiencies: Alchemy, Alertness, Animal Husbandry, Apostasy, 
  Arcane Dabbling, Battle Magic, Beast Friendship, Combat Reflexes, 
  Contemplation, Diplomacy, Divine Blessing, Divine Health, Healing, Illusion 
  Resistance, Knowledge, Laying on Hands, Loremastery, Magical Engineering, 
  Martial Trianing, Mystic Aura, Naturalism,  Prestidigitation, Profession, 
  Prophecy, Quiet Magic, Sensing Evil, Sensing Power, Unflappable Casting 
   
  MEDITATION MODIFICATION 
   
  The following Meditations are modified when used in a fantasy context. 
   
  LEVEL 1 
  Detect Gifted: This also detects spell casters and spells. 
  Healing Meditation: This heals as much as the spell Cure Light Wounds. 
   
  LEVEL 3 
  Greater Healing Meditation: This heals as much as the spell Cure Serious 
  Wounds. 
   
  LEVEL 4 
  Dispel Effect: This also acts as a Dispel Magic. 
  Heal Other: This spell heals as much as Cure Serious Wounds. 
   
  LEVEL 5 
  Mind Shield: This also protects from spells that effect the mind. 
  Protection from Missiles II: The character can reflect missile weapons and 
  ray-like spells or magical attacks. 
   
  ADDITIONAL HIGH LEVEL MEDITATIONS 
   
  Level Six Meditations 
   
  Animate Object 
  Range:   
  60 feet 
  Duration:  
  1 hour 
  The character “brings to life” inanimate objects such as statues, chairs, carpets, 
  and tables. The objects follow the character’s commands, attacking foes or 
  performing other actions on the caster’s behalf. The Referee must determine 
  
  99 
   
  the combat attributes of the objects (such as armor class, speed, hit dice, and 
  to-hit bonuses) on the spur of the moment. A stone statue, as a basic example, 
  might have AC of 1 [18], attack as a creature with 7–9 HD, and inflict 2d8 points 
  of damage. Wooden furniture would be considerably less dangerous. 
   
  Find the Path 
  Range:   
  Self 
  Duration:  
  1 hour +10 minutes/level; 1 day outdoors 
  The character perceives the fastest way out of an area, even if the area is 
  designed to be difficult to navigate, such as a labyrinth or an alien space ship. 
  Outdoors the Meditation has greater power, lasting a full day. 
   
  Speak with the Voice 
  Range:   
  Speaking range 
  Duration:  
  30 minutes 
  The character opens their mind to The Way and connects with the minds of 
  other beings.  For the duration, they can speak with any living creature, even 
  animals. This doesn’t make the creature obey the character however. 
   
  Starwalk 
  Range:   
  Indefinite 
  Duration:  
  Immediate 
  The Star Knight teleports without error back to a prepared sanctuary, even over 
  interplanetary distances. This must be a place they have spent at least 24 hours 
  in and ritually prepared for such a power. They can only have one ‘sanctuary’ at 
  a time. 
   
  Level Seven Meditations 
   
  Spirit Walk 
  Range:   
  Touch 
  Duration:  
  1 day or until dispelled 
  The character and one other person in contact with them merge with the power 
  of The Way and become incorporeal and mist-like, able to travel through walls 
  and other obstacles. The character can bring this companion along and travel at 
  60 feet per minute indoors (or in subterranean settings) and much faster 
  outdoors. 
   
  Star Servant 
  Range:   
  N/A 
  Duration:  
  Until completed or insanity 
  
  100 
   
  It is said that when one dies, their being joins The Way. This Meditation 
  summons a powerful creature from The Way (or The Void), to fetch and return 
  one thing (or creature) to the caster or to do battle with a being that serves the 
  opposite nature of the character (so a Star Knight could call a servant to do 
  battle with a servant of The Void). Only a creature with a Strength of 18 can fight 
  its way from the servant’s grasp, and even then the chance is not likely to be 
  greater than 50%. The servant can carry up to 500 pounds in weight. An aerial 
  servant has the following attributes: HD 16, AC 3 [16], Atk Bonus +17, Atk 1 
  (4d4), Move 240 feet.  
   
  Restoration 
  Range:   
  Referee’s discretion 
  Duration: 
  Immediate 
  This Meditation restores any damage a target has suffered, including 
  regenerating lost limbs or organs. It cures all negative status effects, including 
  diseases, lost attribute points, and poisons. It will even restore ‘lost levels’ if such 
  a condition exists. Using this Meditation incapacitates the character for 2d10 
  days during which they can use no other Meditations.   
   
  Resurrection 
  Range:   
  Referee’s discretion 
  Duration:  
  Immediate 
  This Meditation raises the dead back to life. So long as the target has not been 
  dead for longer than 5 days plus 5 days per level over five. A Void “reversal” of 
  the Meditation can also be cast, which causes death unless a saving throw is 
  passed at a -2. This causes Corruption if used by a follower of The Way. 
   
   
  
  101 
   
  FOCUSED MEDITATION ADVANCEMENT 
   
  STAR KNIGHT MEDITATIONS 
  Level 
  Primus 
  Secundus 
  Tertius 
  Quartus 
  Quintus 
  1 
   
   
   
   
   
  2 
   Apprentice 
   
    
    
    
  3 
   
  Apprentice 
   
   
   
  4 
  Student 
   
    
    
    
  5 
   
  Student 
  Apprentice 
   
   
  6 
  Teacher 
   
    
   
    
  7 
   
  Teacher 
  Student 
  Apprentice 
   
  8 
  Master 
   
    
   
   
  9 
   
  Master 
  Teacher 
  Student 
   
  10 
  Grand Master 
   
    
   
  Apprentice 
  11 
   
  Grand Master 
  Master 
  Teacher 
   
  12 
   
   
   
    
  Student 
  13 
   
   
  Grand Master 
  Master 
   
  14 
   
   
   
   
  Teacher 
  15 
   
   
   
  Grand Master 
   
  16 
   
   
   
   
  Master 
  17 
   
   
   
   
   
  18 
   
   
   
   
  Grand Master 
  19 
   
   
   
   
   
  20 
   
   
   
   
   
   
  
  102 
   
   
   
   
   
   
   
   
   
   
   
  MYSTIC FOCUSED MEDITATIONS 
  Level 
  Primus 
  Secundus 
  Tertius 
  Quartus 
  Quintus 
  Sextus 
  Septimus 
  1 
   Apprentice 
   
   
   
   
   
   
  2 
   
  Apprentice 
    
    
    
   
   
  3 
  Student 
   
   
   
   
   
   
  4 
   
  Student 
  Apprentice 
    
    
   
   
  5 
  Teacher 
   
    
   
   
   
   
  6 
   
  Teacher 
  Student 
  Apprentice 
    
   
   
  7 
  Master 
   
    
   
   
   
   
  8 
   
  Master 
  Teacher 
  Student 
  Apprentice 
   
   
  9 
  Grand 
  Master 
   
   
   
   
   
   
  10 
   
  Grand 
  Master 
  Master 
  Teacher 
  Student 
  Apprentice 
   
  11 
   
   
   
   
   
   
   
  12 
   
   
  Grand 
  Master 
  Master 
  Teacher 
  Student 
  Apprentice 
  13 
   
   
   
   
   
   
   
  14 
   
   
   
  Grand 
  Master 
  Master 
  Teacher 
  Student 
  15 
   
   
   
   
   
   
   
  16 
   
   
   
   
  Grand 
  Master 
  Master 
  Teacher 
  17 
   
   
   
   
   
   
   
  18 
   
   
   
   
   
  Grand 
  Master 
  Master 
  19 
   
   
   
   
   
   
   
  20 
   
   
   
   
   
   
  Grand 
  Master 
  
  103 
   
  Appendix C 
   
  Reaction Rolls 
   
  There are times, especially when running a sandbox game, it helps to have a 
  random way of determining how strangers or creatures react to the players. This 
  can be useful when the Referee is uncertain or wants to be as surprised as the 
  players. It is also helpful when handling negotiations with NPCs or potential 
  hirelings. 
   
  When encountering a group of unknown characters or aliens, and the NPC’s 
  reaction is not immediately obvious (a robot programmed to attack, crazed 
  reavers looking for blood, guards ordered to keep everyone outside, etc), the 
  Referee can roll 2d6 adding any adjustments they deem reasonable, and consult 
  the table below: 
   
  Adjusted Roll 
  Results 
  2 or less 
  Hostile/Attack 
  3-5 
  Negative 
  6-8 
  Neutral/Indifferent 
  9-11 
  Positive/Favorable 
  12+ 
  Friendly 
   
   
  Common Modifiers 
  Bonus/Penalty 
  Charisma Modifier 
  +/- 1 
  Aristocrat 
  +1 
  Eclipse Knight 
  -2 
  In a restricted area 
  -3 to -5 
  Offering an additional 50% 
  pay increase 
  +1 
  Star Knight versus a Void 
  Knight 
  -5 
  Wanted Enemy 
  -3 
  Bribes 
  +1 to +2 
   
  The table and results are intentionally vague so the Referee can interpret them 
  based on the situation the characters are in. A Negative result could simply 
  mean the characters are warned off, or attacked immediately. A Positive result 
  could mean the characters are welcomed and palled around with, or simply let 
  
  104 
   
  off with a friendly warning. A Friendly result means the character or group is 
  welcomed and treated as ‘one of the gang’. 
   
  When used for hiring retainers, a Neutral result means the character can roll 
  again if they wish, but they must offer more than their original bid. A Hostile 
  result means not only do they refuse, but they are likely to try and smear the 
  character’s name and/or reputation. A Friendly result means they not only hire 
  on, but are more loyal than most.  
   
   
   
   
   
  
  105 
   
  DESIGNATION OF PRODUCT IDENTITY 
  “DYS-Games™“ logo and the name "DYS-Games™", are 
  trademarks of Matthew Skail, 2015. Licensed artwork are the 
  copyright and Product Identity of the respective artists, used with 
  permission. 
   
  DESIGNATION OF OPEN GAME CONTENT 
  All other content not designated Product Identity is open content. 
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. and 
  is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All 
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  13. Termination: This License will terminate automatically if You 
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the 
  Coast, Inc. System Reference Document Copyright 2000-2003, 
  Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, 
  Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich 
  Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James 
  Wyatt, based on original material by E. Gary Gygax and Dave 
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  106 
   
  ADVENTURER CONQUEROR KING PRODUCT IDENTITY LICENSE Version 1.0 
  Subject to the terms of the Open Game License, above, you may create derivative works 
  based upon the Adventurer Conqueror King System (this document). However, the Open 
  Game License protects the Product Identity (explained and detailed above) such that you 
  must have permission from the copyright holder before you may use any of the listed 
  Product Identity. 
  You may use certain items of the listed Product Identity under the following conditions: 
  1. You must comply fully with the Open Game License, version 1.0a, as  described above; 
  and 
  2. The work may not be obscene in nature; in general, any work containing subject matter 
  that would qualify for an NC-17 movie rating in the United States, or an R rating due to 
  explicit sexual content, is considered obscene for purposes of this license.  
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  1. Include the text “Designed for use with the Adventurer Conqueror King System” 
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  needed, but must not be distorted and may not be altered other than to resize it.  
  3. Use the product identity elements “Autarch”, “Adventurer Conqueror King”, “Adventurer 
  Conqueror King System”, and “ACKS” for the purposes of identifying the source of open 
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  END OF LICENSE 
    
  
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