Hey all, I'm trying to write up/find some rules so that a group of mine can play in as competitors in the Holy Grail Wars from Fate/Zero. We have most of our experience from D20 (D&D 3.5 and Pathfinder) so if there isn't a pre-written RPG we'll be using those rules. This is what i have so far All groups will have 2 character sheets and 1 player per sheet. 1 for their summoner and one for their Heroic Spirit, Summoners are level 7 and Spirits are level 10. Heroic Spirits Each player who takes the Heroic Spirit role will roll a D20 to find out their spirits class (1,2 Saber 4,5 Lancer 7,8 Archer 10,11 Rider 13,14 Caster 16,17 Assasin 19,20 Berserker) if they roll a 3,6,9,12,15,or 18 they roll a D2. on a 1 the result is raised by 1, on a 2 the result lowers by 1 (eg. I roll a D20 and get a 3, so i have to roll a D2 which comes out as 1 raising the result to 4. Thus i would have a lancer as my Heroic Spirit). Each class informs the player of 2 things, the base class which the spirit will have, and the free ability/s the spirit will have (and the grade of it) along with their level of magic resistance YOU MUST HAVE 5 LEVELS OF YOUR LISTED CLASS Saber= Fighter, Riding (B) and Magic Resistance (B) Lancer= Scout, Battle Continuation and Magic Resistance (C) Archer= Ranger, Independent Action (B) and Magic Resistance (D) Rider= Knight, Riding (A+) and Magic Resistance (C) Caster= Sorcerer, Territory Creation (A), Item construction (A) and Magic Resistance (E) Assassin= Rouge, Presence Concealment (A+), Independent Action (C) and Magic Resistance (-) Berserker= Barbarian, Mad Enhancement (A-E, players choice), Rampaging Weapons Master (B) and Magic Resistance (D) All abilities (except magic resistance) can have their ranks increased by 1 level per 10 points above 10 are in the ability it corresponds to and by 1 rank per 10 character levels. You can increase your ranks in an ability even if your class doesn't usually have access to it (eg. I have a level 12 Lancer with a constitution of 20, I could increase my rank in Battle Continuation by 1 (making it 2) and Independent action by 1) If an ability is not mentioned next to the class assume they have the same proficiency in that skill as anyone else with their level of training Magic Resistance A : As B plus, Immune to spells of level 3 or below. B : Immune to spells with verbal components and of 2 or below. C : As D plus, Immune to 1st level spells D : Immune to spells with a caster level of 3 or less. E : Magic damage is 1/2ed. - : No resistance (Cha) Riding A+ : Can use any creature with a CR of their level -3 as a mount and still gain the full benefits of riding as if they were on a horse A : Can use any creature with a CR of their level -5 as a mount and still gain the full benefits of riding as if they were on a horse B : Most vehicles can be handled with above average skill. However, cannot ride animals with any better proficiency. (Con) Battle Continuation Gain Die Hard feat for free, if you already have this feat double the amount of negative health you have to be on before you die (cumulative). Can use Dimension Door to their Summoner 1/day (Con) Independent Action A+ : Servant can remain in this world indefinitely even without a Master. However, in order to activate his Noble Phantasm, it is necessary to first acquire an extra supply of prana from alternative sources. A : Can remain in this world for a week even after losing his Master. However, to use Noble Phantasms of great prana consumption, back up from the Master is necessary. B : Capable of remaining in this world for two days without an established contract. C : Capable of remaining in this world for one day without an established contract. E- : Materialization is possible for 30 rounds (Wis) Territory Creation (still working out how best to balance this ability) A : Designate an area as a "Temple" 1/day, while inside a Temple the Time needed to create an item is lowered by 75% and Exp needed is lowered by 20%. B : Designate an area as a "Workshop" 1/day, a workshop lowers the Time needed to create an item by 50% and Exp needed by 10%. (Int) Item construction Capable of making healing potions that grant limited immortality ( as a move action Immune to damage for 5 rounds a day, doesn't need to be consecutive) and gain 1 item creation feat that you meet the prerequisites for. (Cha) Presence Concealment A : Go invisible as the spell at will as a swift action (lasts 24 hours or until you attack) B : Go invisible as the spell at will as a move action (Last 24 hours or until you attack) C : Go invisible as the spell 2/day as a move action (Lasts 1 minute or until you attack) (Str) Mad Enhancement A : Gain 10 points to increase ability scores, but charisma and intelligence become -. B : Gain 5 points to increase ability scores (cannot increase charisma or intelligence) but receive -5 to charisma and intelligence. C : Increase Str or Con ability score by +2, but can no longer read or write and take -2 on intelligence or charisma. E : No changes to ability scores (Str) Rampaging Weapons Master A : Become proficient with every weapon (including improvised weapons) and +2 on attack rolls B : Gain Exotic Weapon Proficency and +2 on attack rolls Due to Balance issues Nobel Phantasms will not be available in the game Summoners While not able to go toe to toe with the Heroic Spirits they do have a few abilities and a lot more versatility then the spirits. They may take levels in any approved class, if you choose a non-spellcasting class then you gain the ability to cast 4 level 0 spells per day A total of 3 times (unless told otherwise by the DM) a summoner can, as a standard action, give their Heroic Spirit 1 order which they must follow (As per the Geas spell, though even orders such as forcing them to commit suicide are permitted) A summoner can contact their Heroic Spirit as telepathy with an infinite range