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Fate Play by Post game

I know this is a HUGE block of text but EVERY homebrew rule that's being used in this game is listed here (only thing not listed here are the servant specific skills). If you want to join just contact me saying if you want to be a master or a servant. You can contact me either by PMing me on Roll20 or by contacting me on skype. Skype Name is tate.renforth (my current DP is Thresh Prince of Belair) I'm looking for around 14 players for a Play by Post game set in the Fate universe. Each of the players will be taking on the role of either a Master or a Servant and working in teams of 2 (or more if you are a savvy enough diplomat with the other players) with the ultimate goal of being the only team left alive. You are free to chose which role you take but there can only be one Servant of each class and it will be on a first come first served basis. For those not aware a Master is an Arcane Spell caster of some kind who has summoned a servant to help them fight in a battle over "The Holy Grail", an omnipotent wish granting device. A servant is a Heroic Spirit from the past or myth, some servants that have appeared in the series include King Arthur, Lancalot, Medusa, Alexander the Great, Medea, Gilgamesh and Hercules. Rules for character creation: Servants: 36 Point Buy Master: 26 Point Buy Servants will start at lvl 6 and masters at lvl 4 for appropriate power difference between a human and an epic spirit. Servants will be restricted to classes relevant to their servant class and will receive some special bonuses granted to their servant class. The masters can use any normal D&D 3.5 class so long as they have at least one level in any Arcane Caster class (Wizard, Bard, Warlock, ect.). All characters are human as a race unless specified by a legend to have a certain type of blood these details should be worked out with the DM. The permitted servant classes are as follows SABER, LANCER, ARCHER, RIDER, CASTER, BERSERKER, and ASSASSIN SABER:str+3 dex+1 con+3 cha+3 LANCER:str+4 dex+3 con+3 ARCHER:dex+6 con+2 wis+2 RIDER:dex+4 int+3 cha+3 CASTER:con-2 int+5 wis+2 cha+3 BERSERKER:str+4 dex+2 con+6 int-3 wis-3 cha-3 ASSASSIN:dex+3 int+3 wis+2 cha-1 Masters get no stat bonuses but use a connection to their servants called prana or mana this can be given or recharged in a few ways. The magus will roll 1d6 to figure out how many generation their family has been practising magic. Then roll 10d10 to decide how many magic circuits they have. Times the d6 result by the 10d10 result to figure out how much Prana you can have and you restore 1/2 your prana per 8 hours of rest or 16 hours of activity (Best case scenario you have 6000 prana, worst case you have 10) Your servants Max Prana is 1/2 of yours but cannot regenerate it on their own. To give prana to someone you normally couldn't or a servant you have no contract with physical contact must be made. By sitting with your servant with physical contact you can give 10 prana for every hours, full body contact such as sitting in their lap and or sleeping with bodies touching transfers 30 prana per hour, or (and no I didn't make up this rule) you can transfer prana between both servants and masters is to make a romantic consensual, connection such as intercourse which can transfer 100 prana per 30 minutes. Any of these acts being interrupted shall cancel the transfer and no prana will be transferred. All servants consume prana and if a servant runs out of prana they are unable to act in a normal fashion and will be treated as if they are crippled, if they are without prana for a calculated time (specified under Independent action) they die. Each Servant has a noble Phantasm unless there is a reason for their noble phantasm to no longer exist or to have never existed in the first place. The only true rule for Noble Phantasms is that I have to sign off on them, but to here are the base rules. You can have as many Nobel Phantasms as you want, excluding Assassin who may only have 1. You will have 12 points (unless you are Assassin in which case you have 16) to spend on your noble phantasms. Each of the parts of a noble phantasm can be measured in a 0 to 5 scale with 0 meaning it is not in use or not a part of the phantasm. Area creation: Ranging from 1(a small area only encompassing one person to a 5 allowing to bring many people and larger objects into the phantasm also allowing for more detailed personal areas.) Accuracy: ranging from 1 (ensuring a hit on the general large target or large area. To a 5 ensuring a hit on a certain area.) Crit chance: ranging from a 1 (giving the noble phantasm an additional range of 2 adding another 3 per rank until 5 which guarantees a crit on any successful phantasm roll also making the attack max weapon damage also at rank 5 your multiplier for crit goes up by one like from x2 to x3 ect.) Special item: ranging from a 1 (a minor item weapon or mount to a 5 a legendary weapon or mount giving a special effect that the DM and player should agree upon.) Circumstance: ranging from a 1 (a set or of circumstances that need very little set up to a 5 a set of circumstances that seems to supernaturally always be present or even at 5 the circumstances being such as the phantasm manifesting itself as the servant either being multiple people that must activate any additional phantasm abilities together or splitting into multiple weaker versions of its original self.) Followers or servant’s servant:{only able to be used with a reality marble a rank 3 through 5 area creation ability} ranging from 1 a single helpful follower of ½ lvl of the original to a 5 being a random 3d100 followers of 1/5th the original characters lvl.) Divinity: ranging from 1 (a small grace or unreal unnatural blessing from the DM) to a 5 (a miracle granted by the DM or some kind of ability completely out of all normal realms of D&D 3.5) The game is set in in the year 2019 in the city of New Fuyuki (I'll post up the map of the city when i can, shouldn't take to long). As such most firearms are available and since there is a magical item vendor any magic items you might want can be sold to or at least crafted for you. The last thing I think you should know is that each master starts play with 3 command seals on their right hands. You can give them to other people or use them they are proof of your participation in the holy grail war if you lost them all your contract with your servant is null and thus they don't have reason to listen to you any more. However you can use those command seals on your servant to make them follow a command that are all most impossible to disobey, but it can also be used increase the effectiveness of the servant in a task. The more specific and quicker to complete the task is, the harder it is for the servant to disobey and the more effective the servant is at the task. For example if the master used up a seal using the command "With your next attack kill your opponent" the damage of the servants next attack would be doubled and would automatically crit, assuming that your attack hits, but if you used the command "Beat your enemy" you'd only receive a +2 to your attack rolls.
Bump
Word of advice, because of how varied Fate/Stay Night is in general, Mutants & Masterminds 3e would be a much better choice of system. It's still d20 but is classless and much more flexible. Trying to run Fate/ in 3e is like ramming a square peg into a round hole.
actually i have run this game several times using the 3.5 and it does actually work out really well. There are certainly better systems for it (I have tried it with M&M and Palladium and they have both worked out great! But since games like this usually bring in the people that are completely new to RPG's I've found that D&D works really well since it is one of the simpler systems to learn