28464CAMELOT Trigger mental orientation
- Jul 17, 2014All,
I'm beginning to fiddle around with a Pacific Rim hack based on
the CAMELOT Trigger setting from Fate Worlds. (Yes, I know that this
would not be the first -- or likely even the fifteenth -- such project.)
The only element of CAMELOT Trigger that I'm having a little
trouble getting clear in my head is the Armour skill. In a lot of
cases, it seems to be an operating-mecha skill -- you can use it to
Defend against ranged attacks, and Creating Advantages that are (as the
text puts it) "battle maneuvers writ large." So, in those instances,
it's sort of a combination Athletics/Drive specifically for operating
mecha. However, it's explicitly *not* for Overcoming obstacles in the
field, but rather obstacles and aspects directly applied to the mecha
itself. For doing things like overcoming obstacles in battle, you'd use
Zeal. That confuses me a little -- I'd assume you used Armour for
overcoming battlefield (or otherwise external) obstacles if it wasn't
made explicit that it's *not* for that.
Contrariwise, if I think of Armour as a skill involving the
"connectedness" a knight has to their mecha, I'd be inclined to use Zeal
(which seems to have more to do with movement) to Create Advantages
involving maneuvering in the field.
I would, in point of fact, much rather stick to the setting
information as written, so I was hoping you folks could help orient my
noggin a bit better as to what the Armour skill is, and how it's
distinct from Zeal (and, in some cases, Melee).
Many thanks, as always.