Fate RPG - Fate Reverse Engineered « Thread Started on Jun 7, 2004, 1:46am »
Well, at least I hope so. God knows how many little typos I've made so far but I'll fix those later when I start listing skills. May also make a few edits if something bad comes up. Anyway... time to begin the posting. I spent all night on this so I hope people are happy.
And by the way, people who are playing, please go to the other thread and confirm the time so we know if we need to find another one. I also need my questions answered about setting. Very important.
I also need to get basic character ideas as soon as possible.
Edited Remarks:
Blarg, d**n tabbing won't work here. So that being said just read from left to right and follow along when required. You should be able to figure it out.
Things yet to do:
Provide list of skills and determine statistics for the official ones.
Work out rules for transferring mana between masters and servants.
Work out any rules for stealth and the like if we're still doing that. I am not sure exactly how to make it do it right.
I know this looks incredibly long... but consider how succint I am compared to people who write RPG books and get paid for it.
If I've made mistakes or people have serious criticisms feel free to air them, but do so right away. If you make mean-sounding criticisms though I should remind you I've been up all evening doing this. Hence I will likely go on a rampage and kill your family and rambunctiously cuddle your pets.
Additional Edits:
See later post on second page for additions to rules.
I have added in a third post of additions. There is also about the first 2/3 of the skill list up. Discussion encouraged.
Re: Fate RPG - Fate Reverse Engineered « Reply #1 on Jun 7, 2004, 1:46am »
Creation Points
Total Master Creation Points: 60 Total Servant Creation Points: 80
Initial Information and Contract Attributes:
Gender, Height and Weight, Hair Color (this could affect descriptions rather severely the way anime is), and Attribute (Chaotic/Lawful, Good/Evil) for both masters and servants.
For servants, give their class, who the master is and their true name and affection towards the master (see below).
For the master give their name and either the organization they belong to or the school(s) of magic they follow, along with who their servant is. Also state how many controls they have left and how wealthy they are (see below).
New contracts with servants take three days to solidify completely. During this time your mana transfer rate to the servant is halved so far as standard transfers. In addition, the only abnormal transfer method that works is People Hunting. Keep this in mind when choosing options.
Servant Affection (Affects Master Point Pool):
Contempt (+2 Points):
The servant is difficult to control and doesnt like you. You can still control them but they might be conveniently slow to assist at times or otherwise cause indirect harm and if you ever do lose control theyll almost certainly turn on you.
Rebellious (+1 Point):
The servant is difficult to control and doesnt really respect you, but also doesnt exactly hate you. They will probably grudgingly help you consistently and are more likely to just up and leave if you lose control then attack. It is unlikely they would recontract with you.
Neutral (0 Points):
The servant is ambivalent. He will be helpful and follow orders within the venue of the grail war, but thats pretty much it. The situation, his own goals, and whether your objectives mirror each others, will affect what he does if you lose control more than anything.
Amiable (-1 Point):
The servant likes you and will be helpful around the house and other situations, even if the situation is not related to the grail war. They will generally work towards your interests more often than not, even unwatched, so long as they are not significantly threatened by doing so. It is reasonably likely they will recontract with you after you lose control, so long as it doesnt involve a significant loss on their part. Attacking you in any case is unlikely unless they contract with someone else.
Devoted (-2 Points):
Devoted servants will do almost everything they can to help you, even at risk to themselves, no matter the situation. It is very likely they will stay and recontract with you after you lose control, even at some loss to themselves. They would behave in a contemptible fashion towards anyone who tried to make them attack you if another master gained control of them.
Initial Controls (Affects Master Point Pool):
As a note, this attribute gives so little as it only affects the initial contract and you get the points forever. If you acquire a different servant or recontract with your old one then you will get three new ones.
All Three Remaining (0Points):
You still have the full design left and can summon your servant or force them to do things three times.
Two Remaining (+1 Point):
You have already used one part of the design to make them do something.
One Remaining (+2 Points):
If you ever have to make them do anything again theyll break free.
Wealth (Affects Master Point Pool):
You can always acquire more money by other means. However this is what you start with and what your income will allow you to live on without additional help from another source. It is assumed the basic income can be gathered without significant risk. Ventures to acquire money beyond it are more prone to failure, sometimes serious.
Poor (+2 Points):
You have very little money and will have a hard time even making basic ends meet. If you have a servant like Saber she will probably club you repeatedly for the poor quality of the food you can provide.
Below Average (+1 Point):
You can make ends meet but have little capability to buy any luxuries or much in the way of new equipment for the war. A little equipment here and there if you are careful.
Average (0 Points):
You have no problem keeping all the necessaries in line and you can buy a few luxuries and new equipment for the war, you just have to be careful not to choose poorly.
Wealthy (-1 Point):
Living expenses are nothing to you and you can buy most everything you need for a reasonable lifestyle, including luxuries and any kind of equipment that is actually being sold on the market. You likely live in a fairly large house.
Very Wealthy (-2 Points):
You can not only buy any kind of equipment on the market, you can buy groups of poorly trained ninjas to wield what you find. You likely live in a mansion or a small castle with many servants, some of whom may even be more competent than the ninjas.
Re: Fate RPG - Fate Reverse Engineered « Reply #2 on Jun 7, 2004, 1:47am »
Statistics:
Rank Point Cost E = 00 D = 01 C = 03 B = 06 A = 10
You pay for the base level of strength, endurance, agility, mana, and luck. Everyone defaults to E. Noble Phantasm rank is merely an indication of the power of your default weapon, which will be bought in the Noble Phantasm section. You do not pay for it here. Your default weapon is not your most powerful weapon, it is what you would use for standard fighting with zero to minimal mana expenditure. If you have abilities such that there is no reliable predictor of your default weapon usage, you should just enter it in as ??, such as in the case of Archer.
Saber classes get a plus one bonus in strength and endurance, Lancers get a plus one bonus in strength and agility, Archers get nothing, Riders get a plus one bonus in agility, Casters get a plus one bonus in mana, Assassins get a plus two bonus in agility, and Berserkers get a plus one bonus in strength. Masters do not receive any bonuses regardless of their tendencies in any direction. These bonuses can allow you to reach an A+ Rank. A++ is achievable only on Assassins and through use of Mad Enhancement (explained later) in conjunction with other bonuses. You may not buy any rank higher than A to begin with. These bonuses are added in after you buy the base skill. So, for example, a Rider who bought B as a base agility would have A agility after the bonus, for a total of 6 points. Someone just buying A agility outright would spend 10 points. Plus rankings count as full steps for any relevant calculations.
Casters receive an inherent level of the sorcery skill equivalent to their mana ranking. This is not added in as a bonus, it is a starting point. Therefore if you have a mana ranking of B, you start at B Sorcery level. If you want A, you must buy it as a personal skill and move from B to A ranking. Three points in that case. A Caster could start as high as A+ Sorcery. A++ if someone was odd enough to make a mad enhanced caster That wouldnt really be too wise a point expenditure though.
Strength:
Rank Str Atk Bonus Notes E = +00 Unarmed Strike Bonus +03, This Level Only D = +05 C = +10 B = +15 A = +20 A+ = +30 A++ = +40 EX = +50
Strength affects how hard you hit with attacks involving physical power. This primarily involves hand-to-hand weapons, giving you the full noted bonus to damage, though it also indicates your unarmed attack. E strength characters will punch for a value of three so they wont be slain by small rodents if they have no mana or weapon. In addition, ranged weapons such as longbows that require strength to draw will be used in the following formula: [Strength + Agility] / 2 > Rounded Up.
Strength also affects attempts to hold an enemy by grappling. After successfully grabbing an enemy (affected by agility) the stronger person will always win in these cases, making the enemys agility effectively zero. The winners agility will be 0 + Winner Strength Loser Strength. This value may never be greater than the winners initial agility. In case of a tie both fighters will be both reduced to zero agility until one weakens (affected by endurance) or they give up.
Finally, strength affects how much you can lift, which is relevant in case you need to catch something falling, carry a heavy object, etc. Too much weight can also cause an agility penalty. This will be determined at the time because Im too apathetic to weigh things like concrete blocks, tree trunks, and space stations made from cheap soviet equipment.
In general, E class ranking would be someone who spends all their time at a desk and does little physical labor, D class someone who does moderate labor and gets out on a regular basis, C class someone who is physically fit and could handle most sports, B class a notable, but not exceptional, athlete, A class someone who strength trains regularly and could get a job in body building most anywhere, A+ someone who could wrestle a large bear and punch through most walls, A++ someone who could win against small vehicles and break down almost any wall that isnt a major alloy without much trouble, and EX something you might see on mythical monsters like dragons, cyclops, things like that. Keep these general ideas in mind as this is what I will be using to eyeball any situations that are not directly covered by rules I have explicitly stated. Lifting included here.
Endurance:
Rank Hit Points Def Bonus Notes E = 100 +00 +00 Bonus to Physical Resistance D = 200 +00 +00 Bonus to Physical Resistance C = 300 +05 +01 Bonus to Physical Resistance B = 400 +10 +01 Bonus to Physical Resistance A = 500 +15 +02 Bonus to Physical Resistance A+ = 600 +20 +02 Bonus to Physical Resistance A++ = 800 +30 +03 Bonus to Physical Resistance EX = 1000 +40 +05 Bonus to Physical Resistance
Each rank of endurance gives you the hit points listed. This is your base life and probably the only life you will have. If it dissipates a master is permanently dead unless someone knows resurrection magic. Which isnt too likely unless the GMs checking account coincidently expands suddenly. A servant is permanently dissipated. A master or a servant become unconscious at 1/10 of their total life, whatever that is. This may not hold true for certain monsters and the undead so be warned when assuming things are unconscious or when you are trying to beat them unconscious. Hit points are the main consideration in endurance.
Hit Points regenerate at two percent of the maximum per hour without outside interference. Servants do not regenerate hit points naturally but can use their mana to regenerate themselves. It takes 1 mana point for every 2 hit points and requires 1 minute for each transfer. The Servant must not be under significant exertion to regenerate.
The defense bonus shaves off the damage listed from an attack. It is a level behind attack stats in power for the bonus. An A strength bonus will narrowly overwhelm an A defense bonus and be nullified by an A+ defense bonus.
Physical resistance is natural immunity to things like poisons and disease. Whether or not you are affected is controlled by the following: Strength of Affliction (Resistance + 1d4). If the number is zero or less you avoid being affected. The afflictions bonus will be one point per level as a general rule (+00 at E, +06 at A++). EX afflictions will be unresistable without additional protection. There may be some exceptions depending on how deadly the affliction is that could increase chances of resistance.
Endurance also affects exertion done over a sustained period. After a period of running or other strenuous activity you will temporarily lose levels of endurance. These levels do not affect your hit points, defense, or resistance. After hitting another period of loss at E ranking you must roll under or equal to your initial value with 1d10 (E=1, D=2, etc). Failure causes temporary unconsciousness. Each successive time you receive a minus to your initial value for purposes of the roll. This may prove a deciding factor in contests of strength or in extended combat.
Agility:
Rank Agi Atk Bonus Hum Speed Notes E = +00 02.0 m/s D = +05 02.5 m/s C = +10 03.0 m/s B = +15 04.0 m/s A = +20 05.0 m/s A+ = +30 07.0 m/s A++ = +40 09.0 m/s EX = +50 12.0 m/s
Agility affects attacks involving ranged weapons that can be reliably aimed. This bonus would be used primarily for things like guns and crossbows that depend on a trigger and not physical power. In addition, ranged weapons such as longbows that require strength to draw will be used in the following formula: [Strength + Agility] / 2 > Rounded Up.
Initiative in combat is 1d10 plus your agility rank (E = 00 EX = 07). Equal initiatives happen simultaneously. Initiative may be held, but only until the end of the round. Untaken initiative is then lost. You may break in and use your initiative at any point, even during someone elses attack, though it counts as a simultaneous action then.
Accuracy and Evasion in combat is (attacker agility + 1d10) (defender agility + 1d10). If it is positive the attacker hits. If not then they dont. If the attack is an area effect ability that they cannot avoid then a successful defense reduces damage. This will be explained further in the Noble Phantasms section. If additional attacks are made against the same target in a round, the defender suffers a penalty of 2. These minuses stack endlessly until it becomes a matter of free hits where defensive rolls are pointless. Evasion attempts interrupt attacks that are charging. You may choose not to evade if you so desire but the enemy will always hit without special defenses. Defending successfully with a melee weapon against someone at melee range without a melee weapon (unarmed attackers for example) will do damage to the attacker as if the noble phantasm was being used as a standard weapon. This is explained further in the noble phantasms section (Using Noble Phantasms in a Standard Fashion).
Sneak attacks cause the defender to suffer a penalty of -4, see luck for further information on this.
Speed is as applied to humans and humanoids of a typical size. In monsters or other creatures speed may differ greatly. Speed given is what you can sustain comfortably for at least a quarter of an hour without endurance checks. You can go as fast as half-again, but only for five minutes without a check.
Humans are assumed to be able to jump about a half a meter straight up from standing and about 1.5 meters with a running start. Neither of these includes grabbing something and pulling yourself over. These numbers involve clearing a barrier totally.
Re: Fate RPG - Fate Reverse Engineered « Reply #3 on Jun 7, 2004, 1:51am »
Master jumping distance can be increased through use of the sorcery skill. Servants can jump as far as 100 meters using 20 mana regardless of their skills. This distance can be either vertical, horizontal, or a combination of both. Your normal jumping abilities are also factored in (so you dont have to worry about using a small amount to clear a small barrier). They traverse this distance at their normal running speed.
Mana:
Rank Mana Points Mag Atk Bonus Notes E = 50 +00 +00 Bonus to Mental Resistance D = 100 +05 +00 Bonus to Mental Resistance C = 150 +10 +01 Bonus to Mental Resistance B = 200 +15 +01 Bonus to Mental Resistance A = 250 +20 +02 Bonus to Mental Resistance A+ = 300 +30 +02 Bonus to Mental Resistance A++ = 400 +40 +03 Bonus to Mental Resistance EX = 500 +50 +05 Bonus to Mental Resistance
Mana affects how many mana points you have. These are how you do special attacks, use magic, activate weapon abilities, etc. Fully using your mana as a master will cause unconsciousness and fully using a servants mana will cause them to dissipate as if they were killed.
Mana regenerates at 10% per hour while sleeping without outside interference. Servants do not regenerate mana naturally but it can be transferred instantly from their master so long as he has the sorcery skill (with the proper transfer rate according to rank).
Servants can acquire additional mana by killing off people as well and spending and absorbing their mana pools. Anything not important enough to have its own character sheet (random civilians and the like) will have D mana rank. It takes one minute to absorb one tenth of a mana pool.
Mana can be regenerated with sex at 10 times the masters regeneration rate per time spent. This does not deplete the masters mana pool. You can include whatever activities in there so far as your own mind. A time limitation is set to avoid the following: What? The Berserker is after me and will be here in five minutes? I quickly have sex with my half-dead servant, the only totally intact part of her body being her antenna, saving the day. So with equal mana pools this would take 1 hour. Longer if youre servant is more powerful in mana, less if not. This can ONLY be done between opposite genders and ONLY between a servant and their master. NO RIN AND SABER YURI FOR YOU. Anyone who uses this method and tries to bring it beyond vague exposition gets a tentacle monster thrown at them the following adventure. No NC-17 kids, at least while I have to run the NPCs.
Mana affects your damage bonus for using magical or energy attacks. Generally anything that doesnt rely on usage of a weapon or a part of your body to do the damage.
Magical Resistance works in a manner similar to Physical Resistance. The only difference is the target. This will resist things like attempts at mind control, causing paralysis through a stun spell, and other abilities that dont involve a biological agent. Otherwise it works in an identical fashion.
Luck:
Rank Luck Atk Bonus Notes E = +00 D = +05 C = +10 B = +15 A = +20 A+ = +30 A++ = +40 EX = +50
Luck attacks will generally be very rare and only involve things such as Unlimited Blade Works where its a random matter what kind of weaponry the enemy gets hit with and what it dodges. A luckier person using UBW would be more likely to hit the enemy with an A sword than a B sword, which is where the bonus comes from. Luck attacks will generally be area effect.
Luck also aids attempts at catching an opponent off guard and noticing hidden attackers in combat, allowing you to make sneak attacks or avoid the same.
In addition, the luck bonus (E = 00 EX = 07) will help in matters of fate and chance. Will a building that just got blasted by an EX area spell collapse on you, or if it does will you get one of those rare bursts of fortune where you end up just getting hit by a window instead of the five foot thick stone all around it? Are people going to notice you infiltrating someones house? Will an old bridge collapse and if it does might you find a convenient outcropping before you fall into the abyss?
In addition to avoiding bad things you could also get strokes of fortune like being able to locate someone or something by random searching a bit more easily or find just the right artifact to use against an enemy in the basement of an old ruin.
Luck is also perhaps the one stat that can stack between group members under the right circumstances.
In the end, luck is a skill that will likely seldom overtly aid you in a fashion you can measure, but those with higher luck are more likely to see things turn out right in the end. Many luck rolls will be secret.
Noble Phantasm
As I said earlier, merely assign the level of your default weapon to this stat. Do not spend points on it here. Instead, look below.
Class Skills:
Rank Point Cost E = 00 (00) D = 01 (01) C = 02 (01) B = 04 (02) A = 06 (02) A+ = 09 (03) A++ = 12 (03) EX = 16 (04)
These cover abilities that come with a class. It is obviously always to your advantage to have an E rank at the least since the cost is 0, and therefore it should be treated as a given when creating your character. Sabers and Riders have Magic Resistance and Riding, Lancers have only Magic Resistance, Archers have Magic Resistance and Independent Action, Casters have Territory Creation and Item Creation, Assassins have Presence Concealment, and Berserkers have Mad Enhancement.
Even if a skill may seem relevant to a class, like rapid speed spell cast for a Caster for example, if it is not listed here it is not a class skill. You may nullify a class skill for 2 bonus points (much like what happened with Black Saber). This is not generally recommended and you may never nullify Berserker Mad Enhancement or Rider Riding as they are too integral to the class. There should be a strong reason for doing this given even outside of these cases.
Riders have the additional bonus in their skills of starting with a mount of their Riding level. This is not true of Sabers or anyone who buys Riding as a personal skill. A list of all skills and their details will appear separately. You may not make new class skills.
Independent Action costs 1/2 the points at a given level (rounded UP). Item Creation and Presence Concealment costs 3/4 the points at a given level (rounded UP). Mad Enhancement costs nothing as it is special.
Class skills do not require mana to use. The sole exceptions are mad enhancement, which affects the masters mana, and sorcery. This may not be true if the same skill is used as a personal skill. Some class skills have charge times, such as territory creation.
A master has one school of Sorcery as a class skill. Additional schools must be bought as personal skills. A master cannot exceed A level sorcery in any event. Even if you are a really bad mage you need to be able to work your servant so you should have at least an E class school here. Even Shirou had more than UBW.
Personal Skills:
Rank Point Cost Archer Point Cost E = 01 01 D = 02 02 C = 04 03 B = 06 05 A = 09 07 A+ = 12 10 A++ = 16 14 EX = 20 18
Personal skills may include any Fate skill according to the list, which will appear separately. These may include class skills of other classes. There are no restrictions save you may not use specials like having a mount to ride if you are not a Rider class. All current Fate skills will be assigned any price reductions as needed, much like in the case above.
You may make your own skills but whether they are a complementary (0.50 cost), supplementary (0.75 cost), or battle (1.00 cost) and what effect the skill has is determined by the GM.
Most non passive skills that are supplementary or better cost mana to use, even if they do not as a class skill. A passive skill is something that is always on like Magic Resistance or Divinity.
Dont underestimate personal skills. Even an EX skill can be well worth the cost.
Masters cannot exceed A rank personal skills and there will be a few abilities restricted on the list from use.
As shown, Archers have a slightly different table of point requirements for buying personal skills that is weighted in their favor. There are no restrictions as to how many skills may be bought with this table, or what skills, though they still may not use specials like possession of a default Rider mount.
Re: Fate RPG - Fate Reverse Engineered « Reply #4 on Jun 7, 2004, 1:51am »
Noble Phantasms
Rank Point Cost Base Damage Base Mana Cost for Special E = 01 10 10 D = 02 20 15 C = 04 30 20 B = 07 40 30 B+ = 12 40 / 60 / 80 45 A = 10 50 40 A+ = 15 50 / 75 / 100 55 A++ = 20 50 / 100 / 150 70 EX = 30 150 / 200 / 250 90
Rank:
First, you need to buy the rank, which gives you the base damage and mana costs of using the weapon. For weapons with damage ranges, determine the final damage by rolling 1d6 during each attack. For values of 1-2 use the first number, for 3-4 the second, and 5-6 the third. Damage bonuses are added in after the roll for the final value. Then you can get to customizing the phantasm. Generally you start with 0 customization points and this is what you must end with. Archers start with 1 free customization point.
Damage:
This may not be increased, but you may lower it by ranking for a customization point. Lowering from a plus value to a standard value counts as a step. After you get back to a ranking without any plusses however you just go down in a standard fashion. For example, A to B. You do not go from A to B+.
Type:
Just say what type of weapon it is here. Anti-unit, anti-castle, anti-personnel, etc. Examples of this are on the servant pages on the site. This is free and is just a note of what kind of weapon it is intended to be.
Targets:
All weapons default to one target. For one point you may increase it to a moderate number of targets, such as that seen with B+ Gae Bolg. This kind of area attack is difficult to avoid. The attacker gains a +05 bonus on their accuracy for the attack. If the defender evades it then the attack does not hit. If they fail to defend by 5 or more they are hit with the full attack. If they fail to defend by 1-4 (almost made it but still within radius of blast) then they reduce it by (5 Defense Failure) x 10% and the damage is reduced by that amount. For two points you may increase it to a large number of targets, such as that scene with Excalibur or Bellerophon. Unless they escape your range while you are charging this will always hit. A successful defense will reduce the damage by a rate of Defense x 5%. All defense percentages against area effects occur before armor and other considerations are brought into play.
Range:
All weapons default to melee range. For one point you make it medium range, such as B+ Gae Bolg (such a good example for things). You may also make long range weapons that have minimum range penalties that make them useless in any kind of close combat. Medium range attacks could be used from the opposite end of a hallway or from a roof to the ground. For two points you can make it long range with no minimum penalties of any note, such as Excalibur. These attacks can basically hit anything within a close field of vision. This includes things such as the far end of the street, from the roof of one building to one a couple streets over, or other things like that. It would not allow you to blow up someones house from the thermosphere or other kinds of ridiculous range where the person would at best be an indistinct little blot.
Summon/Charge Times:
This is how long it takes to initially summon the weapon and then how long it takes to use the weapons special ability once summoned. You get one free special attack upon summoning the weapon. If you use it as a standard weapon you cannot save it for later, but you will not expend any mana either. Standard attacks can always be used at will regardless of charge time. There are restrictions however to such usage, which is noted below. Every round of charging gives you a customization point.
Special Abilities:
These will vary in point cost, but will always be at a power equivalent with the initial ranking of the weapon, even if the damage is lowered. Special abilities will be subject to GM approval.
Duration:
This is really a subset of Special Abilities. This affects how long the ability lasts. If the ability is a timed effect, such as a slow acting venom, the time until it finishes the job may also be listed here.
Description:
Discuss history, special aspects, etc of the weapon here as is relevant. This may be a place to go into more depth on the Special Ability as well if needed.
On Using Special Weapons in a Standard Fashion:
All weapon noble phantasms can be used as standard weapons without magical effects at your discretion. In this case the weapons are constrained under the laws of what they appear like physically so far as assigning bonuses and determining how far they can shoot. See stat tables for figuring this out. Melee weapons are melee range and bows would be medium range. Note that a ranged weapon like Excalibur, which uses mana, would become a strength based hand-to-hand weapon without mana. You cannot perform area attacks without mana.
Weapons used in this fashion will not be able to use plus or EX damage. B+ defaults to B and A+, A++, and EX to A. They will also not be able to use any special effects beyond added range, assuming the weapon is appropriate for such. If you took any damage penalties while balancing your weapon they remain. Charge times are erased save for the initial summoning and one round to aim/load/etc any type of ranged weapon.
Canceling:
Canceling attacks may only be done on equal initiative or with one combatant holding their initiative until the other attacks. This involves one combatant attacking another that is in the midst of an attack, their noble phantasm (possibly relevant if a range weapon that fires projectiles or a whip) or the energy discharge of their attack. They must either be A) The target of the attack, B) Within range of the target of the attack, C) Within range of hitting the attacking party, D) In the path of the attack or able to move into it. The raw damage of one weapon is set against the other and the stronger attack pulls through at FULL damage and continues its present path, though if the person countering is in the path and werent before they will get hit instead. The countering attack will not strike the initial attacker if the countering weapon does not have the base range. If the attacks cancel perfectly (such as 100 damage versus 100) then half the damage explodes as a mid-size explosion (in this case 50 damage) at the point of impact of the two attacks. This is sometimes irrelevant but could also serve to cause structural damage or harm someone who had to use a short-range attack. So it can be dangerous to counter long range attacks with a short-range one.
Note that there is also a degree of randomness with plus and EX attacks. An A++ skill that rolls a five or six for example can do a perfect counter of an EX attack that rolls a one or two. An A attack can always perfectly counter an A+ or A++ attack when a one or two is rolled. An A+ attack can overwhelm an A++ attack if it rolls better. This assumes equal attack bonuses, which could in fact make it possible for an A++ attack for example to overwhelm an EX attack in ideal conditions.
Weapons that are not magical (i.e. a sword you buy and not a noble phantasm) will shatter if they are overwhelmed in a cancellation. This does not affect ranged weapons, like bows, that are not involved in the cancellation since they use a projectile.
Armor:
You may only buy armor in E, D, C, B, and A ranks. Summoning armor always requires mana. Only damage level reduction, charge time, and specials may be selected for armor. Range is always 0 and the target is always self. Armor stacks with the Endurance defense bonus.
Special Phantasms:
If you have something that does not fit in here, then you need to discuss it with me and well try and figure out how many points it is worth. An example of this would be something like Herculess God Hand.
Draining Effect:
Noble Phantasms drain one-half their summoning cost every two hours they are in use. This is always rounded down time-wise, so if you dump all your phantasms at 1:59:59 it will not cost additional mana. Mana cost for maintainment is also rounded down. This is mostly to discourage people from hauling around summoned weapons and armor 24/7. If you want to be continually ready for battle then you have to pay for it.
Re: Fate RPG - Fate Reverse Engineered « Reply #5 on Jun 7, 2004, 1:52am »
Miscellaneous:
Measurements:
Hey, Type-Moon included it Guys do NOT have these numbers unless they are 600 pounds and wildebeests take refuge in the dank cave between their upper body fat and lower body fat. This is B/W/H.
Image Color:
I dont know what this really is, but put it in anyway since everyone needs trademark colors for no apparent reason. This is likely tied into your characters general appearance. For example, Arturia Saber has blue armor and her image color is blue. If there are two servants of the same type then until their true names are revealed they will use their colors as a prefix to prevent confusion over who is being talked about. Saber would be referred to as Blue Saber in this case. Remember you can be more creative than the basic colors. In case of duplicate servants AND duplicate colors then a similar color will be arbitrarily assigned in reference. If there were two Blue Sabers then it would be something like Blue Saber and Azure Saber.
Talents:
Three skills you are particularly good at that do not relate to combat. Unless you are a loser like Assassin with his unranked noble phantasm.
Likes
Three things your character likes.
Dislikes:
Three things your character dislikes.
Natural Enemy:
You dont know who everyone is yet so you cant say specifics from the game, but do you dislike certain organizations, certain types of mages, certain types of servants? List it here.
Character History
Give a history of how your character became a master or servant, how they met their other half, what theyre doing at the tournament, etc. Give relevant information first that could be used to help build the story, interesting information that doesnt have much to do with anything second, and pointless things only if you really want to.
Dialogue Samples
I would like a few samples of everyday dialogue from servants (doesnt have to be conversations, just things they might say in a typical situation - like if they were evil for example how they would react to cheap taunts by girls in sailor suits) so I dont screw them up horribly when I have to have them say something. Dont ignore this, I know from personal experience that dealing with a servant who behaves in a fashion you didnt envision is incredibly annoying.
Banquo k\c@The Twenty Seven Dead Apostle Ancestors member is offline
#5 of the Dark Six: Flame on!!
Joined: Apr 2004 Gender: Male Posts: 1,044 Location: The land of misfit boys.
Re: Fate RPG - Fate Reverse Engineered « Reply #6 on Jun 7, 2004, 2:35am »
Can you include my stealth system for game purposes?
BTW Evaron I take back all the floogy I said about you. You rock!! or have an inordinate amount of freetime... Either way you have managed to salvage Fate/Stay D&D for me after my last fiasco.
Re: Fate RPG - Fate Reverse Engineered « Reply #7 on Jun 7, 2004, 6:57pm »
Thanks for the positive vote. I appreciate it as this is the first time I've really put together a system from the ground up.
So far as inordinate amount of free time I basically adapted what was in the Servant thread and put all this together in one sitting over the course of maybe six to seven hours or so. I think I forgot a few details but I'll just edit those in and list any changes in the first post.
Then I have to spell out the skills, which will take a little while I think but I know what they'll do roughly I believe.
Anyway, if you have any comments feel free to share. We can discuss stealth after I put up presence concealment I think. It seems to me that stealth would mostly entail finding people at random and that would probably be affected by presence concealment and luck? I don't mind implementing stealth but I just don't think I've ever entirely grasped it.
Banquo k\c@The Twenty Seven Dead Apostle Ancestors member is offline
#5 of the Dark Six: Flame on!!
Joined: Apr 2004 Gender: Male Posts: 1,044 Location: The land of misfit boys.
Re: Fate RPG - Fate Reverse Engineered « Reply #11 on Jun 7, 2004, 10:29pm »
Okay once again here is my stealth system.. All players start with a stealth rating of 2. Everytime the do something like a quest or rest their rating goes up by +1. Sometimes even more depending on where they sleep i.e Rins Mansion type thingie +2 or Ilya's Castle like base +3. In order to attack another master or servant you must role a d20. If your roll is lower than the person's stealth rating you detect him and can attack him. However should you fail your roll your stealth increases by +3. Doing extra quests cause a +1 to your stealth rating.
How to increase your stealth rating
Rest +1 Shirou like housing +2 Rin like housing +3 Ilya's crazy oversized castle complete with busty maids living space.
Quests +1 per each
Looking for another player or GM himself (if he's playing as all the servants we don't select) +3
Pulling out your Noble Phantasm +2 (per battle not each time)
BTW how will prescence concealment work since it will obviously lower your stealth rating? Will you automatically get a negative stealth rating or with your get an over all stealth rating reduction.
Re: Fate RPG - Fate Reverse Engineered « Reply #14 on Jun 8, 2004, 4:53pm »
That with regards to stealth? I'm assuming it would mostly involve people finding others via random searching or if they are in unlikely locations. Even if you're familiar with an area you can't check everything at once, just a few likely locales.