King arthur pendragon rpg resources
There’s a very sensible discussion on scale where humans are fighting Armour – that it should be resolved as a contest and not as a combat encounter, and a reminder that chivalry means this is unlikely to happen in an open battle. You might be accompanied by air support, in which case you’ll get some extra stress boxes – it’s all very streamlined and simple, and actually makes me want to see it in action. You use your pilot’s stress tracks, but can shut down systems on your Armour like Consequences to avoid them. Your Armour has systems (normally 5, one in each body location) that can have either skills – which replace the pilot’s skill if it is less – or stunts, which function just like stunts in regular FATE. Nevertheless, the mecha rules are refreshingly smooth, giving just enough complexity without adding too much handling time. There’s an allure now about new FATE supplements as the rules have evolved to cover lots of different scenarios, whether it’s steampunk combat that actually gives great rules for Age of Sail ship battles, or trapped-in-a-flooding-room traps that emulate the best pulp scenarios, and it’s wise to remember that Camelot Trigger came out relatively early in FATE’s lifetime. Other conceits – like Knights usually inheriting their Armour, and so keeping heraldic designations on them – feel like they fit the setting, but the names just grate for me. How do you say it? I’m guessing like “Lancelot.” So why not call him Lancelot? What’s wrong with the AIs being called Morgana and Merlin? It’s not like the original IP is in copyright. L4-NC3-L07, apparently, has kept the alphanumeric name he had as a slave in honour of all those beaten down, and… well, it’s my one problem with the setting. It’s a great setting, if it could just get past those clunky names. Each planet gets a paragraph of description, and each has lots of plot hooks – there’s a reason why adventurous knights would go to each one, and what problems they could find there. There’s lots to do, all described in enough detail to get you there and going – Mars is a manufactory dedicated to war machines, with arenas where hopeful knights can battle it out, the Asteroid belt is home to brigands and Edge Knights who have been cast out – maybe because of chivalrous misdeeds – and Saturn is wealthy and successful but refuses to acknowledge Arthur’s claim to the throne. As I said, Pendragon in mecha this is not. Now Arthur, Valerie Le Guin, and (wait for it) L4-NC3-L07 lead brave knights in giant mecha suits crossing the solar system trying to fight the remnants of MerGN-A’s hidden base and defeat her remaining Exurgent armies. When insane AI MerGN-A attacked Earth, humanity was scattered and defeated until John Arthur found MerLN, another AI, and worked together to turn the tide of conflict. The Fluff – Arthurian Knights… in spaaaaace! This Fate World came out pretty early and is, I think, only available in the Volume Two: Worlds in Shadow anthology, and I’m kicking myself I didn’t give it a proper read through earlier. Detailed exploration of the Arthurian legends this is not – think of changing the names to be more sci-fi (or more Paranoia – you’ll see) and adding in giant armour. Questing knights fight a posthuman AI threat across the solar system in this Fate World that sets gonzo to Flash-Gordonesque and gives a great mixture of options at a carefully curated level of complexity. Prep Techniques: The… on Prep Techniques: The 5-Room… Prep Techniques: The… on Prep Techniques / Review – Ret… Prep Techniques: The… on Prep Techniques: Three Pl… Prep Techniques: The… on Prep Techniques: The Con … Prep Techniques: The… on Prep Techniques: A Bag of…