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Fate/Points

May 20th, 2015
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  1. This system will be based around the d20, with a declining score increasing success on roll. Skills, abilities, weapons, and the like will add positive or negative modifiers, with the best score possible being a 1.
  2.  
  3. Stats are as follows: Strength, Endurance, Agility, Magic, Luck, and Prana. These stats are ranked from A to E with the exception of Prana, with numbers representing them as follows:
  4. A=5, B=4, C=3, D=2, E=1
  5. An additional ranking of EX is used in special cases to represent a statistic that can't be quantified by numbers alone, such as Hans' magical abilities in Fate/Extra CCC or Gilgamesh's Ea.
  6.  
  7. Noble Phantasms also sport a rank ranging through EX, A, B, C, D, and E, though the rank does not add any modifiers to rolls. Rather the rank of a Noble Phantasm is used to determine its effectiveness in special circumstances, such as against Heracles' God Hand, and the amount of mana required for its activation. As a Noble Phantasm is meant to act as a Servant's trump card or "game breaker", the requirements for defending against a Noble Phantasm will be decided upon by the GM based on the hero the Noble Phantasm is associated with, their Master, the stat or stats associated with it, and its effect.
  8.  
  9. When creating characters, players will be given 15 points to distribute as they like among their Master's stat spread, barring Prana which will be calculated later in the document. Master HP is determined by rolling a d10 twice, choosing the best result, and then adding their endurance stat to it. Servant HP will be discussed later in the document.
  10. Players will then be awarded or penalized modifiers to be used on their Servant based on the Master's rank in Magic and any skills or abilities possessed by the Heroic Spirit summoned. The GM may also award or deduct points based on the Heroic Spirit's fame and identity.
  11. Points awarded or penalized based on the Master's Magic stat are as follows: A +2, B +1, C 0, D -1, E-2
  12. The base stats of each class are as follows-
  13. Saber: STR=A, END=B, AGI=B, MAG=C, LUK=D
  14. Lancer: STR=B, END=C, AGI=A, MAG=D, LUK=E
  15. Archer: STR=C, END=C, AGI=C, MAG=E, LUK=E
  16. Berserker: STR=C, END=D, AGI=D, MAG=E, LUK=E
  17. Rider: STR=D, END=D, AGI=B, MAG=C, LUK=E
  18. Caster: STR=E, END=E, AGI=C, MAG=A, LUK=B
  19. Assassin: STR=D, END=D, AGI=B, MAG=E, LUK=B
  20.  
  21. During combat, each character has by default four actions: Attack, Move, General, and one extra that can be used for any of the other three.
  22. An attack action is any sort of offensive move, or anything that would cause harm to the player's target, which means that barring Noble Phantasms activated via the general or free moves, this is the only way to inflict damage on the enemy.
  23. Anything involving movement, from running, to jumping, to climbing, and for some Servants, flying, is included in the movement action. Movement is determined by the agility stat.
  24. Anything that does not fit into the above categories is a general action, such as using an item, healing, activating a class skill or Noble Phantasm, etc.
  25. These four actions can be taken in any order.
  26.  
  27. By default, each character has a single attack with no penalties, barring special circumstances such as enemy Servant skills.
  28. If the attacker has an additional weapon, they also gain an additional attack at a penalty. Penalties will be given based on stats and weapon types.
  29. Each additional attack used during a round imparts a natural penalty to ALL attacks that round, beginning at +1, going to +2, and so on.
  30. When rolling to attack, the attacking character rolls a d20, subtracting from it the stat associated with the type of attack being made and any modifiers given by class, skills, or abilities. On a perfect 1, the attacking player rolls again, using the stat associated with their attack to decide bonus damage.
  31. When making a melee attack as a Berserker subtract 3, as a Saber or Lancer or Rider subtract 2, as an Assassin subtract 1, as an Archer subtract nothing, as a Caster add 1.
  32. When making a magical attack as a Caster subtract 3, as an Assassin or Rider subtract 2, as a Saber or Lancer subtract 1, as an Archer subtract nothing, as a Berserker add 1.
  33. When making a ranged attack as an Archer subtract 3, all other classes subtract nothing.
  34. All melee attacks will be based on the strength stat, all magical attacks on the magic stat, and all ranged attacks on the agility stat.
  35.  
  36. Each character also has three defensive options at their disposal: Block, Dodge, and Parry.
  37.  
  38. When choosing to block, the character rolls a d20, subtracting the associated stat and then applying modifiers based on skills and weapon type. When blocking a melee attack, the strength stat is used, and when blocking a magical attack, the magic stat is used. When blocking a magical attack, weapon modifiers are ignored unless the weapon being used to block has magical properties itself.
  39. When blocking with a shield subtract 3, axe or mace subtract 2, sword or lance subtract 1, bow or daggers add 1, unarmed add 2.
  40. If the defending character's final score does not at least match the attacking character's score, the defending character takes the attack, and damage is rolled. On an even match, the defender is staggered, suffering a +1 penalty to their next defensive action.
  41.  
  42. When choosing to dodge, the character rolls a d20, subtracting their agility stat and then applying modifiers based on skills and weapon type.
  43. When dodging with a bow or dagger or unarmed, subtract 3, sword or lance subtract 1, axe or mace add 1.
  44. If the defending character's final score does not beat the attacking character's score, the defending character takes the attack, and damage is rolled.
  45.  
  46. When choosing to parry, the character rolls a d20, subtracting their choice of agility or luck stat, and taking bonuses or penalties based on the type of weapon wielded and any modifiers given by skills or abilities.
  47. When parrying with a lance or sword subtract 3, bow or dagger subtract 2, shield subtract 1, axe or mace or unarmed add 1.
  48. If the defending character's final score does not beat the attacking character's score by a difference of 2 or more, the defending character takes the attack, and damage is rolled. The defending character is also staggered and receives a +1 penalty on their next defensive action.
  49. However, if the parry is successful, the defending character receives a -1 modifier to all attack actions during the next round.
  50.  
  51. Choosing the same defensive maneuver more than twice in a row will add a -2 to the defending character's current and next defensive action. For example, if Saber chooses to dodge during one round, chooses to dodge again, and chooses to dodge again, the third dodge and the following defensive action, regardless of what it is, will both suffer a -2.
  52.  
  53. When rolling for damage, the attacker takes the base attack damage and adds his associated attack stat to it, along with any modifiers gained from skills or abilities, and then subtracts the defender's endurance stat from the total, along with any other modifiers the defender may have against the attack.
  54. Base attack damage is determined by the weapon wielded. For axes or maces it is 5, for swords or lances or bows it is 4, for daggers it is 3. For Casters wielding magic it is 5, other classes wielding magic gain no bonus beyond their magic stat.
  55.  
  56. Masters will have a similar set of stats for rolling against each other with weapon modifiers being ignored, though when against a Servant a Master will be at a severe disadvantage, so much so that it may spell instant death for the Master, as all Servant attacks automatically land against Masters who are without their Servant, and the base damage taken by a normal human against a Servant is increased 10x it's normal amount. On the same note, all attacks against a Servant made by a Master, barring use of high level magecraft and conceptual weapons, are null, and will do little to no damage at all if they actually do land. To counteract this, Masters will be allotted a number of disposable Fate/Points based on criteria decided upon by the current GM, which will allow them to temporarily sway Fate itself in their favor when facing the inhuman monsters known as Servants. They may spend these however they like, within reason and at GM discretion.
  57. Note that spending a Fate/Point does not guarantee success on a roll against a Servant, but simply grants the Master the ability to roll against a Servant where such an act would normally be impossible, or to temporarily boost a stat of their choice to the level of a Servant.
  58.  
  59. As Servants cannot exist in the world without a supply of mana, a pool of points, known as "prana", will be included on the sheets of Masters and Servants that determines the amount of mana a Master can have at any given time and how much mana a Servant can hold. This stat will be based around the Master's magic stat and the strength of the connection between Master and Servant, known as "compatibility".
  60. To determine the strength of the connection between a Master and Servant, which will be referred to as the "compatibility" stat, Masters will roll a d10 four times, taking the best result and adding their magic stat and any modifiers the GM may have approved. The resulting number will determine the maximum amount of mana that can be transferred to their Servant from their mana pool per turn.
  61. To determine the prana stat of a Master, players will roll a d50 four times, taking the best result. After this, players roll their magic stat, multiplying the result by five and then adding the result of the d50 roll to it. The total is the prana stat. The prana stat of a Master refills entirely upon resting or eating.
  62. To determine the prana stat of a Servant, the magic stat, endurance stat, and luck stat are used. Roll each, taking the result from each stat roll. Multiply the result of each set of rolls by five and add them together, then roll a d50 four times, adding the single best result to the previous total.
  63. Each class also grants a base modifier to the Servant's mana pool: Caster grants a +20; Saber, Lancer and Rider grants a +15; Assassin and Archer grant a +10; Berserker grants a negative modifier of -10.
  64.  
  65. Servants needing mana to survive means that the Servant will be required to take mana from their Master. The Master or Servant may choose to do this as part of their general action each round. However, if one uses this action, the other may not use it in the same round. This effect activates every turn for Servants of the Berserker class, or other Servants that have been afflicted with Mad Enchantment, as the effect of Mad Enchantment causes the Servant to unnecessarily use mana.
  66. Outside of combat, a Servant's mana is replenished passively until full by half of the Master's compatibility stat per hour, unless the player specifies otherwise.
  67. The rate at which a Servant uses their own mana is determined by the rank of attacks and skills used.
  68. Each attack a Servant makes requires a minimum of 1 mana be used at rank E, drawing from their own pool of mana, with higher ranked attacks requiring more mana, increasing in increments of +1 per rank. This means that stronger Servants may choose to "hold back" in order to cut back on mana cost if they choose to do so.
  69. Activation of certain skills or abilities will also require mana from the mana pool. The value given to unique abilities and Noble Phantasms will be determined by the GM based on the effect of the ability and its rank, with ranks of Noble Phantasms giving a base modifier to the amount required as follows: A=30, B=25, C=20, D=15, E=10, with "+" or "-" symbols associated with a ranking causing the price to go up or down in increments of 2.
  70. When dealing with EX ranked Noble Phantasms and skills, the amount of mana points required for activation will need to be discussed with the current GM.
  71.  
  72. To determine the hit points of a Servant, the prana and endurance stats are used. Divide the total prana stat by four and round to the nearest fifth, and then roll the endurance stat four times, taking the best result and multiplying it by five. Add these numbers together and the total is the amount of HP the Servant has.
  73. Due to the nature of Servants, they can regenerate some of their lost health through use of their mana stores if they choose to do so. It is important to note that should either their HP or their prana stat hit zero, the Servant will die and disappear from the world.
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