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, welcome to [Fate Core] CAMELOT Trigger

17:55, 24th April 2024 (GMT+0)

The Rules.

Posted by MerLNFor group 0
MerLN
GM, 3 posts
Scene Setter
Fate Point Dispenser
Tue 22 Apr 2014
at 16:28
  • msg #1

The Rules

We'll be using FATE Core as the system for our game. For ease of reference, here's the Fate Core SRD

In addition we'll be using the changes for CAMELOT Trigger listed below. That should be absolutely everything you need to play. If you find yourself really enjoying the CAMELOT Trigger, show your support to Evil Hat and Rob Wieland (CAMELOT Trigger's author) by buying Fate Worlds: Volume 2 - Worlds in Shadow.

Armour Damage
Armour uses the knight’s stress track and consequences. Instead of tracking armour damage on its own stress, damage to the armour is represented by shutting down systems.

Armour absorbs stress like consequences. the player chooses when the armour absorbs stress in this manner and which Systems to shut down. Shut-down Systems no longer provide their bonus or benefit: they are damaged or out of ammo, or power needs to be diverted to other systems. the armour can be used to absorb stress once per hit. the player may also choose to take regular consequences as well. Stress absorbed by the armour does not create a consequence. Depending on how much stress is absorbed, one or more Systems shut down for the remainder of the conflict. Stress applies to the character and not the armour, unless the knight chooses instead to shut down systems.

Armour absorbs 2 stress: Defender chooses a System to shut down.
Armour absorbs 4 stress: Attacker chooses a System to shut down.
Armour absorbs 6 stress: Defender and attacker each choose a System to shut
down.

Armour Repair
Repairing Systems is a Smithy roll, with a di&culty equal to the number of shutdown Systems. If the Smithy roll ties, one of the Systems is tagged with the Aspect Unreliable for the next battle.

Example: In  his  duel  with  Sir  Melissa,  Sir Byron shut down three  systems.  To repair all the systems, he must make a Good Smithy roll. If his total is Good, he must choose one system to give the Unreliable aspect.

Vassals
While armour usually clashes one-on-one, there are often other ships, cruisers, and fighters on the battlefield. these Vassals can be used to keep your armour fighting longer. A Great (+4) battlecruiser has four boxes of stress. Each member of a starfighter squadron offers one box of stress. the GM may assign Vassals to zones or to armour at the beginning of a battle. these Vassals serve as extra stress boxes the enemy must punch through. When they suffer stress, they mark it in consecutive boxes rather than a single box.

Example: Sir Boris is accompanied by his honor guard into battle. The  guard  is made up  of two  small  starfighters.  He  will  take  a  3-shift  hit.  Instead, he describes how the starfighters are destroyed by the massive blast and his armour only takes one stress.
This message was last edited by the GM at 21:22, Tue 22 Apr 2014.
MerLN
GM, 4 posts
Scene Setter
Fate Point Dispenser
Tue 22 Apr 2014
at 16:37
  • msg #2

SKILLS

Several Skill choices in CAMELOT Trigger differ from Fate Core; those renamed are discussed below. those skills may use stunts from Fate  Core in addition to stunts listed below. Some of the coverage shifts slightly and some Skills have been adjusted. All Skills include new Stunts that can be imported into Fate Core with a bit of tinkering. One new skill, Armour, has been added, detailed below.

Armour
In battle, knights use armour: giant constructs that enable trained fighters to clash in the black void of space or on the surface of any planet or moon. For humans, armour is usually constructed anthropomorphically—albeit on a huge scale—with a head, torso, two arms, and two legs. the knight controls the armour by means of a “neurohelm,” a device worn on the head that reads their brainwaves, linking their nervous system to the armour’s mechanical and hydraulic systems. For example, when the knight lifts and swings his own arm, the armour’s arm lifts and swings in similar fashion. Because of this need for body movement, the armour’s cockpit must be roomy enough for the knight to maneuver. the armour designs of the Emergent are typically non-human shapes, like the MerGN-B “Basilisk,” which consists of a head, a front torso, a back torso, and two legs. All other vehicles are covered by the Pilot skill.

Overcome: Armour is used to overcome obstacles and aspects applied directly it; to overcome obstacles in the field and attached to zones, use Zeal instead.

Create An Advantage: Perfect for executing battle maneuvers writ large. You can use Armour to create aspects like Take Cover Behind that Mountain! or Death From Above!

Attack: this skill is rarely used for a direct attack, though stunts and Systems can change that.

Defend: the knight uses armour to defend against Blast and Melee attacks. You may also use Melee to defend against Melee when in armour.

Armour Stunts
Power Surge Shut down a System to gain +2 on an Armour roll.

Bang the War Drum On Thy Chest. Use Armour instead of Daunt on your first mental attack by showing off how tough your armour is.

Inertial Strike. You may immediately move one zone after taking physical damage from an attack while in your Armour.

Blast (Shoot)
Most ranged weapons are energy projectiles that function equally well in atmosphere or in space. Rocket-propelled explosives are also used, but usually at the  armour scale. Use Blast when firing armour weapons, shooting laser pistols, or anytime you want to cause damage at range. Blasts are rarely used in tournaments and duels for love. In the void of space or the heat of battle, even the most honored knights may turn a blind eye to a well-placed shot.

Blast Stunts
Bombardment. Gain a +2 to creating advantages involving suppression fire.

A Polite Society. Use Blast instead of Daunt to create advantages to intimidate a target if you have a gun pointed at them.

Circuit Breaker. When an Emergent target takes a consequence from your Blast attack, you get an additional free invocation of that consequence.

Chivalry (Empathy)
Honor is important to every knight. You can use chivalry to demonstrate how honorable you are, as well as determining how honorable others are. You can use this skill to see if someone is lying, to discover aspects, and inspire troops.

Chivalry Stunts
We Happy Few. If you succeed with style on a Chivalry roll to create a Rousing Speech aspect, choose a number of characters equal to your base Chivalry that receive a free invocation of that aspect.

What Drives A Man? Gain a +2 to create an advantage based on a character’s aspects.

The Quality Of Mercy. When an opponent accepts a consequence, you may lower the consequence by one step once per scene. If you do, gain a fate point.

Cunning (Deceive)
Clever knights live longer. Honor is important, but so is staying alive. Knowing when to break the rules is an important survival skill. Use Cunning to set ambushes, spread rumors, and win battles through trickery.

Cunning Stunts
You Win Or You Die. Gain +2 to create advantages with Cunning when using dirty tricks on the battlefield.

Looks Worse than It Is. When an opponent uses a free invocation on one of your consequences, make a Cunning roll equal to the amount of stress absorbed by the consequence. If successful, the consequence may not be invoked for the rest of the conflict. A success with style removes the consequence immediately. You may do this once per conflict.

To Catch A Thief. Use Cunning instead of Inquisition when searching a scene for clues.

Daunt (Provoke)
Intimidation is one of the knight’s most important weapons. A fearful opponent makes mistakes, and being known as a terror of the battlefield instills fear in any who meet you in battle. You can use Daunt to cause mental stress, create advantages from your fearsome reputation, or set up an obstacle to cow your inferiors from attacking you.

Daunt Stunts
Braggart. Use Daunt instead of Intrigue on first meeting someone to create an advantage based on your reputation.
Broken Spirit. When inflicting physical stress, spend a fate point to inflict it instead in the corresponding box on their mental stress track.
Enough Talk! Use Daunt instead of Melee in the first round of a conflict to make a physical attack.

Devotion (Will)
A knight fights for a cause: love, loyalty, family, or faith. this cause is what spurs the knight onward though her body is broken and her eyesight dim. Devotion determines any extra mental stress boxes. Use Devotion to resist temptation, steadfast when your friends abandon you, or to be the last knight standing.

Devotion Stunts
Guilt. If you succeed with style on a Devotion defense, you may choose to inflict a 2-shift mental hit rather than take a boost.

Pain Is My Blade. Once per scene when you have a consequence, you can choose to make your next attack roll with a bonus equal to the value of your highest consequence (+2 for mild, +4 for moderate, +6 for severe). If you do, the consequence is stepped up by one level—that is, mild becomes moderate, moderate becomes severe, severe becomes taken out.

Shall We Hang The Holly, Or Each Other? +2 to Devotion to defend against mental attacks from family members.

Household (Resources)
Knights do not live in their armour. They have a place to retire and repair, and/or have concerns that put coin in pocket to allow for traveling around the system. Those knights without a Household are called Edge Knights, because their armour is often on the edge of not working. Use Household to determine loose cash, impress a potential spouse with a lavish gift, or bribe the courtier into forgetting what she saw.

Household Stunts
Home Is Where the Forge Is. You may use Household for rolls to repair armour so long as you are able to get it back to your home base.

Honor Squadron. You begin every armour battle with a Vassals rating equal to your Household level.

Gold Cools The Blood. You may use Household to remove mental consequences, provided the consequence is something that can be dealt with by throwing gobs of money at it.

Inquire (Investigate)
Knights don’t investigate, they inquire—sheriffs and constables do the dirty work of rounding up criminals and evidence. Knights with this skill are excellent trackers and detectives on their own. Use Inquisition to interrogate a prisoner, track a fugitive, or discover who poisoned the Baron’s wine.

Inquire Stunts

Just One More Thing. You may use Inquisition instead of Chivalry to defend against Cunning.

Thumb On the Scales Of Justice. You may use Inquisition instead of Cunning when falsifying evidence of a crime.

The Fox And Hound. +2 to Inquisition when tracking a fugitive planet-side.

Intrigue (Rapport)
The rules of court and social protocol are as challenging as any battlefield. Wearing the correct fashion in court or speaking the proper word in the right ear are just as important to war as the blow of a depleted uranium warhammer to the beryllium breastplate of an enemy. Those who do well in the court possess Intrigue. Those without it are wise to stay silent and look foolish, lest they open their mouths for proof. Use Intrigue to negotiate treaties, woo a potential lover or spouse, or politely insult your inferiors.

Intrigue Stunts
A Toast To My Squire. You may use Intrigue instead of Intimidation to inflict
mental stress on someone you’ve defeated in battle.

But, Of Course. Use Intrigue instead of Cunning when you lie to someone who
is of a higher station.

May The Rings Run The Rains. +2 to Intrigue when negotiating with a member
of the Saturnine Senate.

Larceny (Burglary)
Not only does this skill cover criminal enterprises, it also covers the know-how and ability to find those willing to do dishonorable deeds in your name. Lineage represents contacts amongst knights and lords. Larceny does the same for cutpurses, disgraced armoursmythes and brigands. Use Larceny to break into treasure vaults, hijack armour, and find someone to quietly sell it off piece by piece.
Larceny Stunts
That Old Trick? Use Larceny instead of Mark to spot traps or ambushes.

Done Dirt Cheap. Gain +2 when creating advantages for others to do your dirty work.

It Was Like That When I Got Here. Use Larceny instead of Smithy when sabotaging armour.

Lineage (Contacts)
The bloodlines that field armour are linked like a crimson web across the systems. Knowing who a knight can count on by blood is vital. Use Lineage when asking favors, scouring the systems for someone, or trying to get a meeting with the King.

Lineage Stunts
Black Sheep. Use Lineage instead of Larceny when looking to contact criminals
and brigands.

An Untarnished Reputation. Gain a +2 to overcome any advantages attempting
to besmirch your reputation, such as Rumours or Petty Gossip.

A Favorite At Avaluna. +2 to Lineage when creating an advantage involving aid
from a knight of Earth.

Lore
The more knowledgeable a knight is about the worlds, the less likely something will surprise them when they encounter it. Lore is the skill to use when showing mastery of technology outside of battle. Use Lore to identify Emergent technology, other knights, or a specific planet.

Lore Stunts
Studied The Technical Readout. You may spend a fate point to target a specific system on enemy armour that you have encountered previously.

Know Thine Enemy. Use Lore instead of Smithy when repairing Emergent
technology.

Now A Templar, But Once... +2 to Lore to know the history of a current Templar.

Mark (Notice)
This skill covers noticing things in the moment. It can be passive or active. Mark is also the skill used to notice elements on the battlefield and the tactics of an opponent. Use Mark to look for the hidden knife, smell the distinctive perfume emanating from the closet, and discern information from someone’s accent.

Mark Stunts
I Have Tone. +2 to create an advantage like Target Lock while in your armour.
Hold Your Breath When You Pull the Trigger. Use Mark instead of Blast when shooting a target up to two zones away.

Eavesdropper. +2 to Mark when trying to listen in on a conversation.

Melee (Fight)
All knights receive some form of personal combat training. Being a trained fighter also helps out in those unfortunate moments when the knight is attacked outside their armour. Use Melee to fight in armour, to duel for honor, and to knock out an opponent. Melee defends against Melee, even in armour.

Melee Stunts
Last-Minute Feint. You may spend a fate point to force an opponent to choose a different system to shut down.

The Battlefleld Is My Weapon. Gain a +2 to create advantages involving improvised weapons.

The Titanian Lunge. Use Melee against targets one zone away.

Pilot
Any vehicle in the setting that’s not armour uses this skill. there are plenty of vehicles controlled by regular controls. Use Pilot to fly starfighters, space freighters, and armour drop ships.

Pilot Stunts
Photo Finish. When you use Pilot as part of a contest and tie, get a +1 bonus to your roll.

Attack Pattern Goliath. +2 to Pilot to create an advantage with other ships when attacking a single target.

Fly It Like You Stole It. Once per scene, after you’ve taken a consequence, your next Pilot roll gains a bonus equal to the value of that consequence (+2 for mild, +4 for moderate, +6 for severe).

Skulking (Stealth)
Knights who wish to remain in the shadows use Skulking. though combat on the field of honor is the preferred method of settling issues, sometimes a problem is best solved with a dirty deed done in the dark. Use Skulking to find a good hiding spot, slip past guards, or get out of a hostile area unnoticed.

Skulking Stunts
The Hidden Blade. You may use Skulking instead of Melee on your first attack in a conflict if your opponent thinks you are unarmed.

Fly Casual. You may use Skulking instead of Pilot when trying to remain undetected in enemy territory.

Silent Scrambler. Gain +2 to Skulking when sneaking along the outside of a vessel.

Smithy (Craft)
This skill covers repairs of any technology, but it is most often used to fix the damage to Armour between battles. Use Smithy for fixing armour, salvaging parts from a battlefield, and identifying weak spots in other armour.

Smithy Stunts
Start From Scratch. Gain a +2 bonus when repairing armour that’s had all of its systems shut down.

Direct Kinetic Restoration. Spend a fate point and give your armour a good whack. Bring a damaged system back online for the remainder of the scene, after which it shuts down and must be repaired normally. It cannot be shut down again to absorb additional stress.

Everything Is A Nail. You may use Smithy instead of Melee to attack when using a tool as a weapon.

Vigor (Physique)
Because of the physical motion required to use a neurohelm, most knights are in good physical shape. this skill determines any extra physical stress boxes available to the character. Use Vigor to survive in damaged armour, resist extreme environments, or outlast an opponent in a physical contest.

Vigor Stunts
Is that Your Best? Once per scene when you take physical stress, spend a fate point to immediately inflict an equal amount of mental stress on your attacker.

Bellow. You may use Vigor instead of Daunt to make a mental attack once per scene.

Survival Training. +2 to resist stress from hostile environments.

Zeal (Athletics)
A knight’s zeal is what keeping her moving quickly across a battlefield. their vigor represents her physical conditioning but Zeal represents how sure she is of movement. A knight uses her Zeal to move around the battlefield in her armour. Zeal is important when quickness is needed, enabling you to cover more ground in an armour, dodge Blast attacks outside armour, and stay on your feet when your armour is knocked around by explosions.

Zeal Stunts
Long Jumper. +2 to any Zeal rolls to leap.

Cat’s Grace. Use Zeal instead of Skulking when moving quickly to infiltrate a secure facility.

By A Nose. When you roll Zeal as part of a contest and tie, get a +1 bonus to your roll.
MerLN
GM, 5 posts
Scene Setter
Fate Point Dispenser
Tue 22 Apr 2014
at 17:22
  • msg #3

Armour

The Steps of Building Your Armour:
• Assemble Your Armour
• Choose Systems
• Add Flavor
• Connect Your Pilot to the Armour

Step One: Assemble Your Armour Frame
A suit of armour has five equipment slots, corresponding to a specific body part. If you are using these rules for a setting other than CAMELOT Trigger, feel free to combine different slots for different shapes. these slots are mostly cosmetic, but visualizing your armour is the first step to walking around in it. What are the five things you want your armour to do? You can decide on your own, or choose cool things from other mecha media. If your gaming space has access to media, have some inspirational clips play in the background. Take a moment or two to think about how the equipment works, like perhaps the gun on your back slot might be mounted on the armour’s shoulder.

CAMELOT Trigger features the basic design of “head, front torso, back torso, arms and legs.” A non-human design, like a snake, might be “head, front body, mid body, end body, tail.” the Emergent often use non-human designs to throw off knights trained to fight human armour. In your game, you may allow non-human designs or change the human armour configuration to something like “head, torso, left arm, right arm, legs.” the slots are there to help visualize the armour.

Example: Aaron wants  to  build  armour  for  his Zodiac Templar.  Since he’s taken CANCER as his call sign, he wants his armour to look like a big, upright crab. He selects a head, front torso, back torso, arms, and legs as his armour frame. If he wanted a frame that looked like a giant crab, he could have chosen top torso, bottom torso, pincers, legs and legs.

Step Two: Choose Systems
You may choose either an internal or external system for the slot. Each slot gets one major piece of equipment. Your armour has lots of cool gadgets, but the equipment highlighted in the slot is the best feature. Internal systems are things built directly into the armour. External systems are items the armour holds, rides, or wears. A gun on the arm as an external system means the armour holds it, whereas an interior version might be directly built into the arm.

Internal systems give your character a higher skill level while in your armour, replacing the skill, although you may use the character’s skill if it is higher. These skills also affect available consequences while in the armour. Each slot offers a spread of skills ranging from getting one skill at Great (+4) to four skills at Average (+1). For example, if you have Fair (+2) Blast and the internal system has Average (+1) Blast, you are better off with your natural skill.

Internal systems substitute skills to simulate two things. the first is a collection of smaller equipment that adds up to a bigger punch. Rather than working out the specifics of fire-linking weapons or protection tonnage, internal systems combine those smaller pieces into a single bonus, allowing the knight to focus on skills outside the armour. A game where everyone has a vehicle often features several characters who take that vehicle skill as their main focus. You can be a Great armour pilot by simply devoting a slot to a system that gives you that bonus—it doesn’t apply outside the armour, nor if the system is shut down.

External systems work like many stunts, such as giving you a +2 for a skill in a narrow circumstance, the ability to swap out one skill for another, or the power to otherwise break the rules for the cost of a fate point. these do stack with internal systems, so if you have armour with a Great (+4) Blast and give it a weapon that adds +2 for targets up to two zones away, that’s a Fantastic (+6) when blasting at long range.

External systems add bonuses to the pilot’s existing skill. If the skill is provided by an internal system, it adds to the internal system’s skill. External systems enable the armour to specialize in a battlefield role. these systems can be used multiple times on the same skill, so long as the specific situation for each system is different, or substitute one skill for another in a very specific circumstance.

Example: Aaron wants his CANCER armour to absorb a lot of hits. For his head slot, he takes an external system to reduce the severity  of a consequence once per battle by spending a fate point. The Templars are known for their great skill at armour, so he chooses an internal system to give his knight Great armour skill. His back slot is filled by an external stunt that allows him to repair a system mid-battle. His arms slot is taken up by an internal weapons system that gives him Melee and Daunt at Fair. Finally, his legs system allow him to place a scene aspect on a successful  armour defense with style with a free invocation.

So far, his armour looks like this:
CANCER Armour:
Head: (Once per conflict, spend a fate point to reduce severity of a  physical consequence by one step)
Front: (Great Armour)
Back:  (Once  per  scene, spend a  fate  point  to  bring  a  system back online)
Arms: (Fair Melee/Fair Daunt)
Legs: (Gain a boost with two free invocations when you defend with  Armour and succeed with style)

Step Three: Flavor Your Systems
Building and adapting stunts is one thing, but adding flavorful descriptions to the equipment goes a long way to defining your mecha setting. An external gun that provides +2 to Blast at long range is nice, but there’s a lot of difference between a Neutron Tunnel Cannon and a MDK-3000 Sniper Rifle. Internal systems are also named. A Good (+3) Intimidation system could be an Intimidating Paintjob or a Psion Wave Generator. Naming the equipment gives everyone an idea on how it interacts with the story, and also suggests how aspects can be built to assist (or complicate) the working of the system.

Example: After discussing ideas with the rest of the players for names,  his CANCER armour looks like this:

CANCER Armour:
Head: Shell Helmet (Once per conflict, spend a fate point to reduce the severity of a physical consequence by one step)
Front: Templar Meditation Tank (Great (+4) Armour)
Back: Self-Repair Pack (Once per scene, spend a fate point to bring a system back online)
Arms: Crackling Energy Mace (Fair (+2) Melee/Fair (+2) Daunt)
Legs: Hyper-Kinetic Transmotors (Gain a boost with two free invocations when you defend with Armour and succeed with style)

Aaron envisions his armour as having a pair of arms that end in claws with energy that arcs between the pincers, with a self-repair pack that  looks like a shell, which blasts off after its used.

Step Five: Connect Your Armour to Your Pilot
Name your armour. It may be the model number, a classification, or even a personal nickname. Another common choice is a type of medieval weapon. this big suit is there to protect your character from hostile environments and the deadly weapons of a future war, so give it a cool name.

Also consider using one of your knight’s aspects to make a personal connection with your armour. this often comes with the high concept aspect, like Barrister the Bold, Champion of Europa! or Templar LIBRA. It could also connect with your Trouble, like Edge Knight or My Father Wants His Armour Back. Even the phase trio allows for some drama over the armour like My Mother Was A Templar? or Exiled to the Wreck.

Customizing Armour
Players who want to jump into the action can look in the Armoury thread for several examples of pre-built armour. Swapping out a system or two is very easy, and moving things around requires only a bit of re-skinning. Adapting stunts to systems is also very easy. Here are some examples:

Internal Systems
Focused  (Great  +4): these Systems illustrate a strength of the armour, like big guns, tough armour, and so on. Be careful about investing in too many Systems like these: if they are damaged in battle, the drop in skill can be the difference between life and death.
  • Quad Laser Guns (Great Blast)
  • Templar Meditation Chamber (Great Armour)
  • Plasma Chainsaw (Great Melee)
  • Fearsome Skeletal Paintjob (Great Daunt)

Wide (+3/+1, +2/+2): Wide Systems can be configured in two ways. An even split is a good mix of smaller Systems covering multiple areas in which the knight is found wanting. A tilted split shows something of secondary importance to the armour while shoring up a weakness.
  • Scout Scrambler Suite (Good Skulking/Average Mark)
  • Multi-Phase  Plasma  Riffe With  Bounty  Computer (Good Blast/Average Larceny)
  • Biosynthetic Enhancement (Fair Vigor/Fair Zeal)
  • Emergent Recognition Database (Fair Lore/Fair Mark)

Broad (+1/+1/+1/+1): these Systems deal with weaknesses in either the armour or the knight. A Broad System boosts skills that are Mediocre when out of the armour. Knights who aren’t devoted to being crack pilots often have a Broad System to keep them alive during battle.
  • Basic  Stealth  Package (Average Mark/Average Skulking/Average Lore/
  • Average Lineage)
  • Trainer’s  Loadout (Average Blast/Average Zeal/Average Vigor/Average
  • Melee)
  • Balanced Tactical Build (Average Melee/Average Armour/Average Vigor/
  • Average Devotion)
  • Short-Range Attack Software (Average Blast/Average Zeal/Average Vigor/
  • Average Mark )

External Systems
Strategic (Overcome): these Systems give a bonus to overcoming obstacles,
either built into the scene or attached to a knight.
  • Pneumatic Pitons (+2 to Zeal when climbing)
  • Ionic Scanner (+2 to Mark when dispelling stealth fields)
  • Streamlined Armour (Use Armour instead of Zeal when attempting to overcome a zone obstacle)
  • Reactive Boosters (Use Armour instead of Zeal in a contest involving speed)

Tactical (Advantage): Tactical Systems create advantages on the battlefield or assist in removing them from opponents.
  • Lockjammer Delta (+2 to Armour to remove a Target Lock)
  • Isolation Ba$es (+2 to Mark when detecting armour that has the aspect
  • Stealth Fields)
  • Double-Barreled Cryoblaster (+2 to Blast to create Frozen aspects)
  • Electromagnetic Trident (+2 to Melee when putting a Disarm aspect on an opponent)

Offensive (Attack): these Systems enhance attacks in specific situations.
  • Plasma Mace (+2 to Melee against armour with at least one shut-down
  • System.)
  • Autofire Delta Gun (+2 to Blast when attacking a target surrounded by
  • Vassals)
  • Sonic Destabilizer (Use Daunt instead of Melee on your first attack in a
  • conflict to inflict physical stress)
  • Holographic Sight (Use Mark instead of Blast to attack targets exactly two
  • zones away)

Defensive (Defend): these Systems enhance defense in specific situations.
  • Celestial Countermeasures (+2 to Armour against attacks from exactly two zones away)
  • Reactive Sensors (+2 to Zeal against explosives)
  • Recognition  Database (Use Lore instead of Armour to defend against attacks from Emergent opponents)
  • Knuckle Duster (On a success with style when defending with Armour, you may inflict a 2-shift hit on your attacker instead of getting a boost)


Specialty Armors

Combiner
Choose “Combination Socket” as one of your Systems. When you combine with armour that also has the right Combination Socket System, the following occurs:
• the Combined Form has its own stress track, with one box for every armour that’s part of the combined form.
• the Combined Form gets a mild consequence for every pair of Combination Socket Systems in the Combined Form.
• Everyone rolls initiative but the Combined Form uses the lowest result.
• the Combined Form gets an action for each active knight inside. Each knight may use a skill or System once in a turn.

Example: While  traveling  between  the  moons  of  Saturn,  the  GEMINI  Templar are ambushed by brigands. After a round or two of battle, their  stress boxes are filled, so they choose to join into their Combined Form. Any further attacks target the stress box of the Combined Form, and  they may now take  an  additional  mild consequence. After the battle, the Combined Form has taken two mild consequences of Dented Arms. When they separate, the GEMINI must decide whether each has a mild consequence, or if one takes two consequences and upgrades one to a moderate.

Siege Armour
Siege armour is much larger than standard armour, built like a Combined Form, except it always stays in that form. Instead of a Combination Socket, the equipment slot is filled with Superstructure Pylons. the bigger they are, though...

• Siege armour has its own stress track, with one box for every segment that makes up the massive craft.
• Siege armour gets an additional aspect for every pair of Superstructure Pylons. A common choice is Massive Size.
• Siege armour is considered its own zone.
• Siege armour uses the skills of one commander.
• Siege armour initiative is always Mediocre (+0).
• Siege armour takes a number of actions equal to the number of segments in its construction. Systems may only be used once per turn, but multiple Systems of the same type may be built into different parts.

Example: The Medusa Moon makes a surprise attack against Avaluna Base.  All armour attacking  it  get  to go before  it  does,  but then each section takes an action on Mediocre. The first segment rolls to attack an armour with Blast, then the second rolls to attack with Melee. The third launches  escort  Vassals,  and  the  fourth  creates  an  advantage  using nearby wreckage. Finally, the fifth moves the siege armour to sit inside a different part of the battlefield.
This message was last edited by the GM at 22:18, Tue 22 Apr 2014.
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