Welcome to Fate/Mechanics Test, which is a test of a system I’ve created for running games based on the Fate series, specifically for servants. I created this system with the intent to run a game called Fate/Lost Record, but first I need to see how it works. The system is built for players to play as servants without masters, as experience with various Fate games has made it clear players don’t want to play masters, and is currently focussed on the 7 normal classes, though both masters and extra classes could be adapted in with further work. I intend to run some tests of PVP, PVE, group combat, combat against bosses, exploration, role play, and other tests that may appear to be necessary. Please, feel free to try out various things. You can design servants you would want to play in the actual game, ones you are curious about but wouldn’t normally play, or simply create servants to mess around with system mechanics, in order to see what the limits are.
The main points of a servant sheet are the Origin, True Name, Class, Traits, Mana, Allignment Parameters, Class Skills, Personal Skills, and Noble Phantasm. For Casters, there are also Spells.
For Origin, True Name, Class, and Alignment, see the sheet format.
Traits
Traits are various identifying factors of a servant, such as gender, nationality, being a member of a specific group, specific ages, if they are human or not,if they have dragon blood, ect. A list of example traits can be found
here.
Mana
Mana is a combination of MP and HP. When you are attacked, mana is used up to recover your injuries, and when mana runs out, you begin sustaining injuries. Mana is also used to activate noble phantasms or spells, for casters. The amount of mana you have depends on your mana parameter. You recover 10 mana per action when not in combat.
A: 100
B: 80
C: 60
D: 40
E: 20
Parameters and Class skills can be in various ranks, from E-A, with Parameters being at Minimum E, unless allowed otherwise. Class skills can be reduced to the level of no longer being present. You have 22 points to buy parameters and class skills, with basic levels for class specific class skills given based on class, which can be reduced to increase your total points.
Parameters
You succeed at a roll that falls under a specific parameter if you roll under the number of your parameter. If you succeed, you can roll a second die, and if you roll under your parameter - your first roll, you perform a critical success.
Strength: Used for rolls related to physical power
Endurance: Used for rolls related to constitution and how much physical effort you can expend without tiring.
Agility: Used for rolls related to speedy movement, evasion, and accuracy.
Mana: Used for rolls related to spells and magic resistance. Also determines how much mana you have.
Luck: Used to determine miscellaneous rolls.
Rank | - | Flat | + | ++ |
A | 5 | 10 | 15 | 20 |
B | 4 | 8 | 12 | 16 |
C | 3 | 6 | 9 | 12 |
D | 2 | 4 | 6 | 8 |
E | 1 | 2 | 3 | 4 |
While E is the minimum rank for a parameter, it is still considered to be worth 1 point. For clarity's sake, here is the list of how many points each parameter rank costs.
A: 5
B: 4
C: 3
D: 2
E: 1
Class Skills
The effects of class skills by rank are listed on the following table. Below them is the starting level of each skill based on your class. You can take class skills that are not specifically listed for your class. A skill can boost your parameters more than a skill of that level would normally if it is made more specific. Riding (Horseback) C will provide a greater bonus than Riding C, but only activate when on horseback rather than on any mount.
Skill | E | D | C | B | A |
Magic Resistance | +1 to your roll under number for Mana when rolling to resist Debuffs or Spells | +2 to your roll under number for Mana when rolling to resist Debuffs or Spells | +3 to your roll under number for Mana when rolling to resist Debuffs or Spells | +4 to your roll under number for Mana when rolling to resist Debuffs or Spells | +5 to your roll under number for Mana when rolling to resist Debuffs or Spells |
Independent Action | +1 to your roll under number for Endurance when rolling to resist damage. | +2 to your roll under number for Endurance when rolling to resist damage. | +3 to your roll under number for Endurance when rolling to resist damage. | +4 to your roll under number for Endurance when rolling to resist damage. | +5 to your roll under number for Endurance when rolling to resist damage. |
Battle Continuation | The first time in each combat your mana reaches 0, gain 5 mana. | The first time in each combat your mana reaches 0, gain 10 mana. | The first time in each combat your mana reaches 0, gain 15 mana. | The first time in each combat your mana reaches 0, gain 20 mana. | The first time in each combat your mana reaches 0, gain 25 mana. |
Riding | +1 for your roll under number for Agility when controlling a vehicle | +2 for your roll under number for Agility when controlling a vehicle | +3 for your roll under number for Agility when controlling a vehicle | +4 for your roll under number for Agility when controlling a vehicle | +5 for your roll under number for Agility when controlling a vehicle |
Presence Concealment | +1 for your roll under number for Agility when rolling to evade an attack. +4 for your roll under number for Luck when rolling to evade detection. When in direct combat, - to Strength and Endurance. | +2 for your roll under number for Agility when rolling to evade an attack. +5 for your roll under number for Luck when rolling to evade detection. When in direct combat, - to Strength and Endurance. | +3 for your roll under number for Agility when rolling to evade an attack. +6 for your roll under number for Luck when rolling to evade detection. When in direct combat, - to Strength and Endurance. | +4 for your roll under number for Agility when rolling to evade an attack. +7 for your roll under number for Luck when rolling to evade detection. When in direct combat, - to Strength and Endurance. | +5 for your roll under number for Agility when rolling to evade an attack. +8 for your roll under number for Luck when rolling to evade detection. When in direct combat, - to Strength and Endurance. |
Item Construction | +1 for your roll under number for Mana when rolling to cast a spell. | +2 for your roll under number for Mana when rolling to cast a spell. | +3 for your roll under number for Mana when rolling to cast a spell. | +4 for your roll under number for Mana when rolling to cast a spell. | +5 for your roll under number for Mana when rolling to cast a spell. |
Territory Creation | When not in combat, you can declare one non hostile area. When in that area, you gain 5 mana every action. | When not in combat, you can declare one non hostile area. When in that area, you gain 10 mana every action. | When not in combat, you can declare one non hostile area. When in that area, you gain 15 mana every action. | When not in combat, you can declare one non hostile area. When in that area, you gain 20 mana every action. | When not in combat, you can declare one non hostile area. When in that area, you gain 25 mana every action. |
Madness Enhancement | +4 to your roll under number for Strength, Endurance, and Agility. -4 to your roll under number for Mana and Luck. +20 to your mana. +10 to mana costs. | +5 to your roll under number for Strength, Endurance, and Agility. -5 to your roll under number for Mana and Luck. +25 to your mana. +15 to mana costs. | +6 to your roll under number for Strength, Endurance, and Agility. -6 to your roll under number for Mana and Luck. +30 to your mana. +20 to mana costs. | +7 to your roll under number for Strength, Endurance, and Agility. -7 to your roll under number for Mana and Luck. +35 to your mana. +25 to mana costs. | +8 to your roll under number for Strength, Endurance, and Agility. -8 to your roll under number for Mana and Luck. +40 to your mana. +30 to mana costs. |
Saber: Magic resist (C), Riding (D)
Archer: Magic resist (D), independent action (C)
Lancer: Magic resist (D), battle continuation (C)
Rider: Magic Resist (D), Riding (C)
Assassin: Presence Concealment (D)
Caster: Item creation (C), Territory creation (D)
Berserker: Madness enhancement (C)
Divinity is also listed in the same section as Class skills, but is not decided by the point buy system, but rather based on the true name of your servant.
Rank | Requirement | Effect |
A | Avatars of a god or demigods who became deities after death | +25 Damage |
B | Pseudo servants of gods, demigods who are very involved with their parents, and Pre-Ptolemaic Pharaohs | +20 Damage |
C | Demigods who are distant from their parent, children of minor gods, figures heavily related to Jesus, and fallen deities. | +15 Damage |
D | Descendants of gods, people who will achieve divinity in the future, children of a god and a monster, figures distantly related with holy figures, and Ptolemaic Pharaohs. | +10 Damage |
E | Those with unrecognized or intentionally reduced divinity | +5 Damage |
Personal Skills
Personal Skills act as passive, situational boosts to abilities and parameters. They are defined by the player, though balanced by the GM. Personal skills provide an advancement to your parameters in certain situations, such as an increase to strength when fighting enemies of a certain type, or increased agility in a certain terrain. You have 3 personal skills. A skill can boost your parameters more than a skill of that level would normally if it is made more specific. See the example sheets for examples.
Noble Phantasm
For simplicity, all players will have 1 active noble phantasm. Noble phantasm rank is independent of the point buy system. Your noble phantasm is activated by paying mana. Higher ranking noble phantasms are able to have more effects or do more damage, but also cost more mana to use. Noble phantasms are capable of doing a variety of things, such as buffing allies, debuffing enemies, summoning mounts or objects, etc. Something summoned by a noble phantasm will have a mana total acting as HP. This total must be 20 less than the cost of the NP, but further effects can be used to increase the total.
Rank | Cost | Bonuses |
A | 50 | +4 Effects or +80 Damage |
B | 40 | +3 Effects or +60 Damage |
C | 30 | +2 Effects or +40 Damage |
D | 20 | +1 Effects or +20 Damage |
E | 10 | 1 effect or deal 20 damage |
Spells
Spells are essentially minor noble phantasms for Caster class servants. Spells may perform up to 2 effects and use mana to activate. The roll for a spell’s successful activation uses a servant’s Mana stat.
Rolling
Rolls use a roll under system. After you roll, you can roll a second time using your original roll under number minus your first roll as your new roll under number. If your second roll is also a success, you have rolled a critical success. In contested rolls, whoever rolls the most successes wins. If both parties roll an equal number of successes, the party with the higher remainder succeeds.
IMPORTANT: A huge thanks to Takosher. No matter how much of an insane mess this ends up being when players start to test the system, it would not have gotten far enough to have players mess around with it without your help.