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Fate/d20 Rules

Jan 27th, 2013
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  1. The System: Modified Fate/d20
  2. Roll d20: Highest dice roll out of the first three rolls is used for the Dice Check (DC), while all three rolls are averaged to determine other internal factors, if applicable. Natural 20’s and Critical Failures (1) supersede all other rolls made.
  3.  
  4. Roll d100: d100’s are used for different factors, the most applicable of which will be listed at the call for the roll. Higher is always better.
  5.  
  6. Rolling for Time: When asked to roll for time, the first roll response will be used, with additional rolls used as necessary. This is the only time low rolls are desired.
  7.  
  8. How the PASS score applies as a bonus:
  9. When an MS Pilot is rolling for an Action (i.e.: an Attack or Evade roll), the first digit of their pass score will be added as a positive modifier to the roll. A d20 roll of 5 for Jean (PASS 60) would yield a +6 modifier, giving you a total of 11 towards the DC.
  10. PASS Scores are not applied towards Passive checks (i.e. Search and Spot) as they relate to how well the Character Pilots the MS in Action.
  11.  
  12. Types and Traits
  13. Every Character has three listed Traits, and some have secret traits that can be revealed. These are used as per the Fate 2.0 Aspects system. See Fate 2.0 manual for more information.
  14.  
  15. Types refer to the Gundam Universe specific ‘NewType / OldType’ classifications.
  16. As the characters mature and progress, they may unlock hidden NT potential. There are other classifications beyond NewType within the Universal Century; most are made via offhand comments about characters within the series of UC Gundam. You might have some of these different types within your team!
  17.  
  18. NewType powers, since they can be plot breaking, will have their use restricted to a point system. Using an NTP requires three votes by three different players.
  19.  
  20. Please refer to the Tally in this post for the current NTP Totals.
  21.  
  22. For every natural 20 you roll on a d20, the character whose actions were being rolled for will receive .5 NTP. If an 11 is rolled on a d20, it will be worth .25 of a NTP.
  23. Double rolls on a D100 will garner .25 NTP. A 100 will not yield .5 NTP, as a 100 will have other, high powered effects.
  24.  
  25. NTP Exchange Rate:
  26. 1 NTP may be used for a re-roll, to gain an automatic success, or to enact a plot breaking idea.
  27. 1 NTP may also be exchanged to reduce an opposing main character's ‘Plot Armor’ by 1/4 to as much as 1/2 on any actions taken against them - the amount reduced, and any ability to ‘stack’ this bonus, will be situational, depending heavily upon what the players wish to do, and how feasible it is within the theme / genre of the Universal Century Gundam Timeline. IE, Mass producing the BigZam is easier than Assassinating Gihren Zabi.
  28.  
  29. There may be other uses for NTP’s – use your head!
  30.  
  31. At A Glance Table:
  32.  
  33. d20:
  34. 01 = Crit. Fail
  35. 11 = +0.25 NTP
  36. 20 = Crit. Pass and +0.5 NTP
  37. Roll ABOVE DC to Succeed.
  38.  
  39. d100:
  40. Higher is better
  41. +0.25 NTP on ALL Doubles
  42. Can be used as unites of time
  43.  
  44.  
  45. COMBAT
  46. d20 + Pilot’s PASS Modifier to HIT
  47. MS DEF + PASS Mod = Armor Class
  48. Weapon Damage is STATIC per Weapon.
  49.  
  50. Pilot Ability Standardized Score
  51. 10’s column equals Action Modifier
  52. PASS Levels Up via Training, Combat, and use of NTP.
  53. PASS Maxes out at 100 (+10) unless Pilot is a NT / Other Enhanced Human.
  54.  
  55. NTP
  56. Burn for ‘Rule of Cool’
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