Fate Core Sneak Peek: Camelot Trigger

Did you miss the Fate Core Kickstarter and the opportunity to get sneak peeks of the latest Hattish awesomeness? Don’t cry! We’ve selected a handful of projects to share with you here and tide you over until the books are available. Today, we’re giving you a free peek at the Fate Worlds Camelot Trigger setting! Robots! Knights! Deep space adventure! And did we mention the giant freaking robots!?!

From Shadowrun: 2050 author Rob Wieland, comes a campaign of mythic Arthurian fantasy with a gigantic robot twist!

Welcome to CAMELOT Trigger!

In humanity’s far future, a familiar tale is retold: a man named Arthur is crowned king. Brave knights rally to his standard, and in gigantic suits of armor, they clash with their great enemy in battles across the solar system. And as the epic struggle rages, the king finds his love and loyalty tested by his queen and his best knight…

This is CAMELOT Trigger: the romance and intrigue of the classic Arthurian legend combined with the spectacle and scope of giant robot battles in space – one of the world’s most well-known and beloved stories played out in a setting of sci-fi action and high adventure.

An Oral History of the Solar Sovereigns as told by MerLN, Master of the Wyrmgates

Hail and well met, Sir Knight! Prithee, wouldst thou set a spell and hear the tale —

MerLN>Interface>Options>Language>Modern

Greetings, knight! Thank you for accessing my databanks for the information you seek. As you travel the Wyrmgates, I shall be your companion and guide to our solar system.

CAMELOT Trigger Mecha Rules

If you’re here, it’s because you love big stompy robots. They come in many different flavors, from walking tanks, to nimble fighters, to giant robots made up of smaller robots. Each PC in CAMELOT Trigger is a knight who fights battles from inside a massive robot called armour. You can use these rules to build custom armour for your character, or as the basis for taking your favorite mecha setting and using Fate Core to adventure inside and outside the mecha – simply replace the word “armour” with mecha, and you’re set!

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) Shooting and the internal system has Average (+1) Shooting, 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) Shooting and give it a weapon that adds +2 to Shooting to targets two zones away, that’s a Fantastic (+6) when shooting 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)