So a few weeks ago I picked up a number
of PDFs from RPGnow since they were having a big sale on everything
in your wishlist. I picked up a number of games, two of which I have
read a good deal of at this point, those being Remnants and
Spellbound Kingdoms (written a guy I used to play D&D with when I
lived in NYC). Both of these have very interesting mechanical bits,
and have put me to thinking about my old game, Last Knights of
Camelot.
The basic idea for Last Knights of
Camelot is a post-apocalyptic re-telling of the King Arthur mythology
where one of the few surviving forms of technology are armour suits,
which are effectively giant robots. Most have long ago run out of
ammunition, so instead carry massive swords, maces, and other simple
weapons (only the best pilots can managed bows). These armour suits
are the height of military power available in the setting; one such
suit can defeat hundreds of infantry in open combat and the true
power of a king is how many armour suits he can bring to his banner.
The men who pilot theses suits are knights, using their massive war
machines to secure power, fame, wealth, etc. They meet in
tournaments and the battlefield, trampling underfoot those unlucky
enough to get in their way. These armor suits are maintained by
Squires, many of which are genetically engineered to have inborn
training in advanced technical arts, creating a caste of highly
valued mechanics who are the only ones who can keep these ancient
machines functional. There are several other types of knights as
well such as rail knights (command giant war trains), blade knights
(have helicopters), wagon knights (drive tanks), etc. Magic exists,
but it is a rare and dangerous force. I once called the game a
feudalpunk setting, but then realized that was a horrible idea and
stopped.
When building a group of player
characters for Last Knights of Camelot, each character takes a role
in supporting the group's armour suit. While a group could could not
have a giant robot, why are you playing this game if you don't want a
giant robot? If a group wants to have more than one armour suit it
is possible, but each suit must have its own knight. You'd just be
splitting resources between the two suits.
Players should each choose one of the
following roles to represent their place within the group and how
they relate to the group's armour suit. When the armour suit enters
combat the entire group jointly controls it, each player making
choices and rolling dice according to the facets of operation covered
by his or her role. Such choices and roles may reflect choices made
or actions carried out before the battle, but that only come to
fruition in the battle field, such as acquisition of supplies or
spreading terrible tales of the deeds of the armour suit to inspire
fear in its enemies. This system is designed so all players in the
group will have a hand in the action when it comes time for the
thirty foot tall robots to pull out their swords instead of everyone
looking bored while the knight kills everything.
My thought is to also include a Song of
Ice and Fire-esque system for the organization that supports the
armour suit and the characters and each role would have an impact on
that.
If the group has fewer than four
players theGM may allow players to take an additional role; but the
total, number of roles should be in the 4-6 range. Note groups will
not have someone in every role; this is expected, though every group
should have a Knight and Squire. Without someone to drive and fix
the armour suit, not much is going to happen. The roles chosen also
help determine the flavor of the group; a group with a Knight,
Squire, Lord, Bard, and Priest may well be a noble household, while a
group with a Knight, Squire, Merchant, Captain, and Gunner may be a
mercenary company lucky enough to have an armor suit.
Knight: The knight operates the armor
suit, usually from a cavity in the chest. The knight may make one
action each that can be a move or an attack using a melee or ranged
weapon. The knight also makes defensive rolls involving Armor Suit
Operation skill checks, like dodging. The target number to hit the
armour suit is determined by the knight's Armor Suit Operation skill.
The Knight chooses one melee weapon for the armour suit. +3 Armour
Riding, +2 Gunnery, +1 Tech
Squire: The person responsible for
maintaining and repairing the armor suit. Squires do not normally
ride with the Knight into battle, but instead watch nearby so they
can quickly make repairs as needed. The Squire makes all resistance
rolls for the armour suit based on his Repair skill and may spend one
action per round activating systems in the suit, like repair drones
and emergency power supplies, or change power allocation in the
armour suit. The Squire can choose one Armor, Frame, Power, or
Gadget upgrade for the armour suit. +3 Tech, +2 Craft, +1 Armour
Riding
Gunner: Gunners operate weapon systems
within the armour suit, usually riding along in it with the Knight
but some suits also have remote weapon systems that can be operated
outside the suit. The Gunner may take one action each round to fire a
ranged weapon of some type. The Gunner can choose one ranged weapon
system for the armour suit (which it comes with enough ammunition to
fully reload it six times if it requires ammunition). +3 Gunnery, +2
Perception, +1 Tech.
Lord: The Lord is usually a noble of
some sort who technically owns the armour suit and bankrolls the
enormous funds needed to keep one operating. Such individuals do not
ride in armour suits, but instead keep an eye on their people from
nearby. Lord's provide leadership, inspiration, and fear to motivate
their followers. The Lord can reroll one failed skill check made by
another group member once per round using the Lord's Social skill.
The Lord can choose one upgrade of any type for the armour suit. +3
Leadership, +2 Wealth, +1 Social.
Bard: The Bard spreads word of the
armour suit's deeds plus helps the armour suit recognize enemies by
identifying their heraldry. Once per round the Bard can make a
Heraldry check either to inspire fear in enemies due to its
reputation (which the Bard is assumed to work between battles to
spread) or to identify one aspect of an enemy armour suit, such as
upgrades, favored tactics, etc (“Watch out, that's Sir Erebus! His
rocket lance is known throughout Northumberland!”). The Bard can
select one Reputation upgrade for the armour suit. +3 Heraldry, +2
Social, +1 Perception.
Merchant: The Merchant is one of the
struggling middle class or one of the few non-nobles who have fought
their way to the upper class of society. Such individuals usually
work to fund armour suits and make sure they have the parts needed to
stay in the field. Merchants can reroll one Repair, Computer, Armor
Suit Operation, or Gunnery skill check per round made by anyone in
the group on behalf of the armour suit using their Wealth,
representing money spent on higher quality parts and supplies.
Merchants can select one upgrade of any type for the armour suit. +3
Wealth, +2 Contacts, +1 Subterfuge.
Scout: The Scout surveys the
battlefield before the armour suit takes the field when possible,
identifying terrain threats like pits, rivers, and bogs. Before each
battle the Scout can make a Perception check; for each success the
scout can put one piece of terrain on the battlefield as long a it
makes sense in the area. The Scout should make all Perception checks
to detect enemies. +3 Perception, +2 Stealth, +1 Survival.
Priest: Most priests who accompany
armour suits are Christians, the remain worshippers of older faiths
rarely having the power and tech knowledge to keep one running. This
does not mean all priests are Christians by any means, but most are.
The Priest can reroll any failed Willpower or Toughness checks made
by group members in the armour suit using his Willpower, assuming
they are of the same faith or at least respect the faith of the
priest. +3 Willpower, +2 Social, +1 Leadership.
Captain: While armour suits are the
major power in modern combat, infantry, cavalry, and siege engines
have their place. Captains are the commanders of such units,
bringing to bear troops to support the armour suit in the field. The
Captain begins with one unit of troops, which he can apply three
upgrades too, or use an upgrade to get an additional unit of troops.
These can be fielded along with the armour suit in battle, but if not
properly prepared (such as using terrain created by the Scout)
they'll likely get massacred by opposing armour suits. +3
Leadership, +2 (skill used by one of the Captain's units), +1
Willpower.
Druid: One of the few arcane
practitioners of the older religions of Briton, druids use the magic
of natural cycles to create supernatural effects. They rarely are
found accompany knights, but can be found supporting tribal champions
and other less “refined” operators of armour suits. Each round a
druid can inflict an environmental effect on the field of battle,
such as calling in a fog or turning a terrain square to a bog, but
doing so drains the druid. This means each attempt gets harder and
will require the druid to rest extensively after the battle. +3
Arcane, +2 Survival, +1 Willpower
Roles Still Being Worked on:
Rogue: Maybe some sort of sabotage
attack?
Smith: While Squires maintain armour
suits, smiths are those technical geniuses who still have the tools
and knowhow to build armor suits from scratch. +3 Craft, +2 Tech, +1
Toughness
Wizard: Practitioners of magic are
rare, a few can be found supporting armour suits. They usually lend
support in the form of enchantments on the armour suit itself. +3
Arcane, +2 Willpower, +1 Lore
Upgrade Types
Armour – Armour plating, reactive
armor, etc.
Computer – AI assistance, targeting
computers, etc.
Electronics – ECM suites,
communications.
Frame – Size, strength boosters, etc.
Power – Power generator and control
system.
Sensors – Infra-red, radar, etc.
Weapons – Huge swords, ballistas,
artillery pieces, missiles, lasers, etc.