Fate TTRPG.. maybe?

Version 1

So I decided to try my hand at writing up a simple module for a Fate Table Top game. Uses a d20 system and a lot of D&D as a baseline, but also makes some changes in order to attempt to preserve the “feel” of Fate. Also I attempted to remove some of the bloat from 5e which may end poorly but I can’t look at this with the right brain anymore.

Got this idea when having a conversation in the Stall Diary and my brain never let it go so I’m posting it here to sate the mind goblins. Let me know if this is what you were looking for, if it’s not no biggie just something I wanted to try my hand at.



Stat distribution will mostly follow D&D rules. Every 2 points in a stat add an additional +1 to a relevant modifier. However the names of each will be reworked simply to make the transition easier.

Strength remains the same.

Dexterity becomes Agility, but otherwise remains the same.

Constitution becomes endurance, but also otherwise remains the same. Master Health is Endurance level x4. Servant Health is Endurance level x10.

Intelligence becomes MP or Magecraft. This is the sole Casting stat as neither Wisdom nor Charisma exist.

Wisdom becomes Luck. This is perhaps the biggest change as I’m choose to interpret most Wisdom based actions as relating to either Magecraft or pure Luck. Perception and the like could arguably be as much up to luck as skill.

Charisma is scrapped, replaced instead with the NP stat-block. NP rank determines how often a Master can utilize a given Servant’s Noble Phantasm and to a lesser extent how often the Servant can fight at all. Should the Master lack the necessary NP points to perform certain actions the action will fail, if the action they fail to perform is manifesting then the Servant cannot be used for a day. Each point in NP is usable and replenishes at a rate of 1 per day for the Master provided they have adequate rest. Though there are… artificial means to restore this stat. Servants can only use NP points when within 100 meters of their Master unless stated otherwise.
NP Costs are as follows:
Manifesting for the day: 1(subject to change if Servant requires an NP to manifest)
Fighting normally: 1 per minute(10 rounds of combat)
Using a Utility Noble Phantasm: 2 per rank per encounter
Using an Offensive Noble Phantasm: 4 per rank per use
Servants have a preset number of points per summon available from 1 to 6. Using one of these points removes the cost for the Master once per use. There are no normal means to restore NP points for a Servant.

Servants stats begin at 20 meaning even if a Servant has E- as a rank the lowest is can go is 20 which is still superhuman. A minus or a plus in a stat temporarily boosts it by 3 for each plus once per day and reduces it by 3 for each minus randomly once per day.
E rank = 23
D rank = 25
C rank = 27
B rank = 29
A rank = 31
EX rank = 35

Master stats are caculated as though they were human with 10 being average and 20 being superhuman. A stat below 4 makes a Master ineligable to participate. Masters can either manually allocate their stats from a block of 70 points, or roll 3 d6+2 per stat for random results.


Combat uses competing rolls and damage is dealt when a Servant wins by 2 or more on a roll unless stated otherwise. Combat is conducted using Strength, Agility, or MP and the Combatant adds +1 to a roll in a given stat for every 2 points in a given skill past 10. They must also subtract -1 from any roll using a stat for every 2 points below 11 they possess.

A combat round lasts approximately 6 seconds. During each round a given individual may make 1 movement action, 1 active action, & 1 talk action.

Default movement is 10 meters per movement action for Masters and 30 meters for Servants with E rank Agility. Servants gain an additional 5 meters per round per rank above E. In addition is a Servant uses a + in their agility their movement is double for that round; likewise should a - in agility activate their speed is halved for the round.

Active actions are: Attacking, Spell Casting, Dashing(take a second movement action), & Noble Phantasm use.

Talking is talking. Communication is important so remember to do it.

Master Spells

Mystic Codes are highly personal and specific to each Master. It’s highly encourage you be creative and work with your GM to determine the specifics of what each Mystic Code will do for each player.

General Spells are available to all Masters, though each Mage still specializes in certain aspects. So while all Mages can use a given spell whether or not your particular Mage can is up to you. Each Mage is capable of using just 5 General Spells across a maximum of 3 fields, though you can sacrifice a General Spell slot to make the General Spells you do know more powerful. Additionally choosing to completely specialize in one field gives you an additional slot. Spell ranks cap at 3rd level. Each mage has a default of 5 spell slots. Mages with MP above 14 gain one additional slot per 2 levels above 14.

Flash Air: Allows you to substitute objects at the cost of reducing the durability of all objects involved. Higher levels(2nd) reduce or eliminate item degredation. The highest levels(3rd) allow this in-combat to block or deflect attacks. Cannot be used on high level Magical Constructs. Instant cast. Range: 10 meters.
Memory Partition and Thought Acceleration: Increases spell-casting speed. At higher levels(3rd) it allows the use of multiple spells simultaneously. Cast time reduction halved at each level. Range: Personal.
Transmutation: Allows the alteration of one item into another, often turning usless raw materials into useful objects instantaneously. Higher levels(2nd) allow alternation into basic magical constructs. Highest levels(3rd) allow alteration into limited magical weapons. 10 minute cast. Range: Touch.

Golemancy: Allows the creation of a construct made of hard materials such as stone, crystal, ice, and metal. Higher levels gives the golems more size, strength, and durability. 20 Health, 1 meter, & 1 extra dice(d6) per level. 10 minute cast. Range: Touch.

Default Golem

50 health
15 Strength
8 Agility
18 Endurance
0 MP
0 Luck
0 NP
On hit: 1 d6 + Strength

(Can be run in parallel with Level 3 Partition)
Necromancy: Allows the use of corpses as familiars(3). Higher levels increase the number of corpses one can reanimate and control at once by 2 per level. 10 minute cast. Range: 10 meters.


Health 20
14 Strength
10 Agility
10 Endurance
0 MP
6 Luck
0 NP
On hit: 1d4 + Strength

Shikigami: Allows the creation of single purpose familiars that can more easily remain hidden(3). Higher levels allow one additional command per level. Instant cast. Range: Touch.


Health 10
0 Strength
18 Agility
4 Endurance
10 MP
10 Luck
0 NP
(Cannot Attack by default)

Shared Perception: Allows shared use of the 5 senses provided contact has been made and consent has been provided. Higher levels(2nd) allows you to bypass contact and the highest levels(3rd) allows the bypass of consent to a limited degree(provided the necessary MP checks have been made). Instant cast. Range: 30 meters.
Transfered Consciousness: Allows full transfer of consciousness and control to an empty vessel provided the original body remains unmolested. Higher levels allow the mage to cast passive spells using the familiar’s MP stat. Highest levels allow the use of Attack spells and runecraft. 1 minute cast. Range 100 meters.

Edict of Binding: Allows the restraint of non-humans. Higher levels increase the number of entities that can be restained by one per level. Variable cast time(1 minute per target for guaranteed success, Instant must make a competing check with each target[standrd rules apply]).
Shuku: Completely offensive spell that allows you to apply significant crushing force to an area(one cubic meter). Higher levels increase dice pool by 1 per level. 12 second cast(2 rounds). Range: 10 meters.
(Dice pool: 3 d10)

Mental Interference:
Memory Manipulation: Allows you to alter the memory of subject conditional to their will. Higher levels increase your odds of success. 1 minute cast. Range: Touch.
(Competing check: Threshold for success is to win by 4, additonal levels lower the threshold by 2 each).
Command: Allows you to force a simple action in a subject. HIgher levels increase your odds of success. Instant cast. Range: 10 meters.
(Competeing check: Threshold for success is to win by 6, additional levels lower the threashold by 1 each).

Flight: Allows basic flight with the use of an appropriate item(up to GM). Higher levels increase flight speed and weight capacity by 20 MPH and 100 pounds respectively. Instant cast. Range: Touch.
(Capacity: 30 MPH, 200 pounds)
Healing: Allows you to restore a portion of health to yourself or others. Higher levels increase health restored by one dice per level. Instant cast. Range: Touch.
(Health pool: 3 d10)
Reinforcement: Allows the strengthening of an object or portion of the body to increase it’s durability and offensive attributes. Higher levels improve the level of enhancement by +1 per level.
(Strengthening: +2 Strength, +2 Endurance)
Formalcraft: Allows you to restore NP points with rituals, often sacrificial in nature.


Level 1: Meditative Ritual - Expend 4 hours to restore an additional NP point.
Level 2: Animal Sacrifice Ritual - Regain 3 point per animal sacrificed(Must be at least the size of a chicken).
Level 3: Human Sacrifice Ritual. Retain half you total points per person sacrificed.

Runecraft is equivalent to Cantrips. They can be used indefinitely but have very minor effects or require a significant length of time to cast in most cases. Mages can learn at most 3 different Runes, though they can sacrifice knowledge of other runs to increase how effective their runes are.

Bounded Field: Applies specific effects over a limited area, theoretically unlimited. Specification on effects and potency should be decided by GM. Maximum of 3 effects at baseline, each additional level gives an additional 2 effects. 5 minutes of casting per effect.
Ansuz: Casts a flame that can be used to start fires or attack outright. Fire deals 1 d8 per level. Instant cast. Range: 10 meters.
Ath nGabla: Prevents retreat by either side until one is dead or both agree to leave. 1 minute cast. Range: 10 meters.
Barkano: Allows tracking through use of an inscribed item. 1 minute cast. Range: touch.
Ehwaz: Strengthens durability on objects but only when inscribed. Only 1 item can be strengthened at a time. Strengthening adds 1 d4 to all checks with the item. Add 1 dice level(d4 -->d6) per level. 10 minute cast. Range: touch.
Gandr: Projectile magic. Projectile deals 1 d6 per level. Instant cast. Range: 20 meters.
Kenaz: Enhance senses for a limited time at a rate of 1 sense per level. Gives advantage to any checks requiring a given sense for 1 minute. Instant cast. Range: touch.

Priests have a unique kit possessing Black Keys and the Baptism Sacrament which have an overwhelming effectiveness when pitted against Spiritual Beings, though these abilities are greatly reduced when used against Servants or higher level entities.


Command Spells work as they do in the series. They can be used to force compliance on an action and only Servants with A rank Magic Resistance have even a chance to resist such an order. Alternatively they can be used to temporarily(one minute) raise all parameters by one rank or increase the rank of a Noble Phantasm for one use.

True Name Revelation occurs when a Noble Phantasm is used or a Master/Servant correctly identifies an opposing Heroic Spirit. Though confirmation is not required on an opponent’s guess, the Heroic Spirit involved must from this point forward deduct 2 from each roll when facing said Master/Servant.

Servant Passives:

Divinity: Once per day add 1 per rank to any roll.
Independent Action: Allows Servant to replenish NP points when outside the range of their Master(one per rank per day).
Item Construction: Once per day summon a number(1 per rank) of a Servant’s basic construct.
Madness Enhancement: Servant can expend an additional NP Point to add more to their rolls for 1 minute. Ranks E-C add 1 per rank to attacks using Strength or Agaility. Ranks B-EX can add an additional 1 per rank(starting at Rank B) to Noble Phantasm attacks.
Magic Resistence: Servant gains advantage against magic based attacks once per day. Magic effects agains Ranks E-C must beat an Endurance roll by an additional 1 per level. Magic attacks against ranks B-EX must beat the roll by an additional 1 per level.
Prescence Concealment: Allows a Servant to enter concealment during combat. When attacking from concealment gain advantage for 1 attack.
Riding: Servant has an inate understanding of any given vehicle at all ranks. Ranks E-C gain a bonus when performing a check involving a vehicle(1 per rank). Ranks B-EX gain an additional bonus when using a vehicle in combat(1 per rank beginning at rank B).
Territory Creation: Designate an area as territory. When inside your own territory add 1 to all your rolls. Territory size determined by rank(10 meters per rank).

Ranks with a + can choose to roll(threshold 10 or higher for success) for an additional +1 using their skill once per day. Ranks with a - must make a roll the first time the skill is used during a given day, failing this roll will cause the skill to fail once(threshold 10 or higher for success).

Servant Summoning:

It is highly recommended to force Masters to roll for their given Servant. with multiple options available for each result, in order to preserve the fun of the game. Though ultimately it is up to the GM and their players. Lostbelt and Grand Servant candidates should remain unavailble due to potential balancing issues.

Each random roll will allow the player to choose from at least 2 choices, but remember Servants are people more than they are weapons so choosing a Servant that will work with you and aligns with your fighting style is imperative. Command Spells are limited and using them for force compliance is a bad idea.

Saber Pool: Roll 2 d6

Gawain/Bedivere/Lancelot - 2
Mordred/Nero Claudius/Richard the Lionheart - 3
Suzuka Gozen/Shiki Ryougi/Benni-enma - 4
Charlemagne/Gilles de Rais/Chevalier d’Eon - 5
Siegfried/Sigurd/Astolfo - 6
Diarmuid Ua Duibhne/Gaius Julius Caesar/Fergus mac Roich - 7
Ibuki-Douji/Watanabe no Tsuna/Saito Hajime - 8
Jason/Rama/Senji Muramasa - 9
Yagyu Munemori/Sasaki Kojiro/Okita Souji - 10
Prince of Lan Ling/Jacques de Molay/Setanta - 11
Arthur Pendragon/Artoria Pendragon/Altera - 12

Lancer Pool: Roll 2 d4

Fionn mac Cumhaill/Diarmuid Ua Duibhne/Cu Chulainn - 2
Vlad III/Bradamante/Gareth - 3
Elice Utsumi/Hozoin Inshun/Musashibou Benkei - 4
Hector/Medusa/Caenis - 5
Leonidas/Romulus /Longinus - 6
Li Shuwen/Nezha/Qin Liangyu - 7
Bryhildr/Enkidu/Vritra - 8

Archer Pool: Roll 2 d6

Robin Hood/Billy the Kid - 2
Chiron/Atalanta - 3
David/Arash - 4
Euryale/Paris - 5
James Moriarty/Nikola Tesla - 6
Napoleon Bonaparte/Sei Shounagon - 7
Oda Nobukatsu/Oda Nobunaga - 8
Tawara Touta/Tomoe Gozen - 9
Tristan/William Tell - 10
Sita/Artemis - 11
Heracles/Gilgamesh - 12

Rider Pool: Roll 1 d12

Batholomew Roberts/Edward Teach - 1
Georgios/Martha - 2
Christopher Columbus/Red Hare - 3
Anne Bonny and Mary Reed/Boudica - 4
Mandricardo/Darius III - 5
Marie Antoinette/Medb - 6
Europa/Astolfo - 7
Ushiwakamaru/Sakamoto Ryouma - 8
Perseus/Medusa - 9
Francis Drake/Iskandar - 10
Odysseus/Minamoto no Raikou - 11
Achilles/Ozymandius - 12

Assassin Pool: Roll 1 d6 & 1 d4

Hassan of the Hundred Personas/Sasaki Kojirou/Hassan of the Cursed Arm - 2
Henry Jekyll/Phantom of the Opera/Charlotte Corday - 3
Semiramis/Cleopatra/Hassan of Serenity - 4
Jack the Ripper/Carmilla/Charles-Henri Sanson - 5
Fuuma Kotarou/Katou Danzou/Mochizuki Chiyome - 6
Jing Ke/Yan Qing/Wu Zetian - 7
Li Shuwen/Mata Hari/Stheno - 8
Shiki Ryougi/Okada Izou/Shuten-douji - 9
Osakabehime/Yu Mei-ren/Kiichi Hougen - 10

Caster Pool: Roll 1 d10

Gilles de Rais/Mephistopheles/Nitocris - 1
Medea/Asclepius/Circe - 2
Hans Christian Andersen/Nursery Rhyme/Williams Shakespeare - 3
Avicebron/Charles Babbage/Thomas Edison - 4
Semiramis/Anastasia Nikolaevna Romanova/Chen Gong - 5
Cu Chulainn/Queen of Sheba/Scheherazade - 6
Geronimo/Helena Blavatsky/Leonardo da Vinci - 7
Medea(Lily)/Wolfgang Amadeus Mozart/Paracelsus - 8
Miss Crane/Murasaki Shikibu/Francois Prelati - 9
Xuanzang/Gilgamesh/Tamamo-no-Mae - 10

Berserker Pool: Roll 2 d6 & 1 d4

Lancelot/Salome/ChaCha - 3
Caligula/Lu Bu/Boudica - 4
Minamoto no Raikou/Sakata Kintoki/Shuten-douji - 5
Li Shuwen/Vlad III/Mori Nagayoshi - 6
Frankenstein/Spartacus/Florance Nightingale - 7
Atalanta/Penthesilea/Asterios - 8
Beowulf/Darius III/Eric Bloodaxe - 9
Hijikata Toshizo/Ibaraki-douji/Kiyohime - 10
Phantom of the Opera/Jack the Ripper/Kijyo Koyo - 11
Magni/Galatea/Heracles - 12

Servant Weaponry & Noble Phantasms:

Given the… wide variety of Servant Weapons and Noble Phantasms it is highly recommended that GMs look at what Servants are in play and balance around that. But as this is still a guide for balancing I will attempt to illustrate the absolute minimums for each.
At minimum a Servant weapon should double the dice pool of a given standard weapon on a basic attack and quadruple it on a critical hit.

Weapon Dice Pool Minimums:
Club/Dagger/Sickle/Light Hammer/Whip/Dart/Sling - 2 d4
Handaxe/Javelin/Mace/Quarterstaff/Spear/Scimitar/Shortsword/Trident/Shortbow/Hand Crossbow - 2 d6
Greatclub/Battleaxe/Flail/Longsword/Morningstar/Rapier/War pick/Warhammer/Light Crossbow/Longbow - 2 d8
Glaive/Halberd/Pike/Heavy Crossbow - 2 d10
Greataxe/Lance/Handgun/Revolver - 2 d12
Greatsword/Maul/Rifle/SMG - 4 d6

Offensive Noble Phantasms should have, at minimum, double the dice pool of the Servant’s primary weapon and advantage on any secondary effects. Though ultimately whether a GM decides to focus on the secondary effects or raw damage for ranks is entirely up to them, but given ranks carry a higher NP cost for Masters the rank of a Noble Phantasm should be taken into account when balancing the dice pool. General advice would be to double the dice pool at rank E, triple it at rank C, & quadruple it at ranks A as an absolute minimum as well as give secondary effects advantage at rank D, minor secondary effects even when failed at rank B, and be unavoidable at rank EX(provided said effects aren’t some form of instant death).

Adapting for Dead Apostles and True Ancestors

Dead Apostles should be given ranks equivalent to Servants ranks E-C. Dead Apostle Ancestors should be given ranks equivalent to Servant ranks B-A. True Ancestors should be given Servant rank EX as an absolute minimum in any stat, true baseline stat block should be around 40 for a given stat.

Mages for these encounters should have the theoretical maximum removed and be granted at least 1 conceptual weapon each. New stat block should use either a distribution of 130 points or a dice roll of 5 d6 per stat. NP stat block will be used in determining the success or failure of conceptual weaponry. Conceptual weapons themselves should be stated similarly to Servant Noble Phantasms.

Version 2
Basics and Settings

Fate TTRPG.. maybe? - #860 by KamikazeAardvark

Character Creation

Fate TTRPG.. maybe? - #861 by KamikazeAardvark

Dice Tables

Fate TTRPG.. maybe? - #862 by KamikazeAardvark


You definitely put a lot of thought into this.

Maybe I’ll actually read through it when I’m more awake later…


so I get EX luck if I do this right?

Ooh, very cool. :fgo_gudako:

But very complicated. At least to an amateur like me. :fgo_casgilworry:

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Is this a concept?

Believe it or not I simplified or eliminated a lot from D&D when making this and yes it looks very complicated until you actually sit down to do it. What an individual player would need to keep track of is relatively simple and couple be contained in a single page of material. It’s one of those things that looks more complicated than it actually is.

@Master-of-Old Not 100% sure what you’re asking. This is a prototype engine for running a D&D style RPG if that’s what you’re asking.


That’s what I was asking

Sorry for confusing you friend Aard

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This looks like it would take some playtesting to work out balance issues, but there’s some good potential here. However, significant parts of the material, like Bounded Fields and Priest abilities, are left to the GM’s discretion, which could be problematic. NPs are another issue that should be addressed, e.g. Herc’s God Hand, or Gawain’s Numeral of the Saint. Additionally, everything not directly combat-related, like downtime, preparation, and searching for enemies, is essentially absent.

Servant stats (as described in Fate) are not super consistent, and may not be the best idea for balancing. Okita has A+ AGI, but so does Bedivere and Fionn. Tamacat’s B+ in Strength is exactly the same as Gawain’s.

Nobukatsu is essentially unplayable - C’s, D’s, and E’s in every stat, and a pretty bad NP. Fujino might be a good fit for this slot. Additionally, EMIYA is not summonable, which would be a major oversight if not intentional.

Overall, this looks like a pretty solid system. Nothing looks too obviously broken, and the RNG element in rolling for Servants means that even not-great players can Unga Bunga their way to victory if they highroll. Might be fun to play this out with a full team of 7 to get a feel for how it plays, although this might make more sense in a Moon Cell-style tournament to get around the lack of out-of-combat options.


Downtime material is very subjective I find and requires substantial role playing on the part of the player. This still cribs a lot from D&D so most non-combat sections would be fairly standard in that category. Hard to write rules for the table top equivalent of recess I find :fgo_bblaugh:

NPs and Bounded Fields are so broad in numerous that citing each and every effect would add at least 10 pages of material, I could write some out to show certain balancing intentions but it just feels so very daunting when you consider the number of Servants with multiple NPs and a Bounded Field can do almost anything so I don’t like nerfing a player’s creativity by trying to narrow the scope. Could add a line about resistance checks and the field effects being entirely constrained to the field itself, but that’s as much limitation as I would feel comfortable with.

Stats are stats. I looked up what they do on the Fate wiki and balanced as best I could. Would have to be playtested to see if there’s issues. As for Emiya not being summon able that’s intentional. Rin being able to summon him in FSN was a very special case as most Counter Force Guardians don’t seem to be summon able normally without a special connection to the guardian in question.

Priest abilities I’m honestly not 100% sure what to do with. The wiki states that they have unique abilities and they have taken part in HGWs in the past, but the only ones I’ve seen are borderline Superhuman. Additionally they seem reluctant to engage with other magics but not incapable of doing so. I would need someone more familiar with the subject to help me nail them down statwise.

Do appreciate you taking the time to read all that though!

By the way I can GM a playtest of this if people are interested. Would take a week to set everything up given that I’d need to work with people to hammer out their Mystic Codes and Servants but certainly doable.


Here’s hoping people don’t get lucky and manage a roll to get Mystic Eyes. Most likely not MEoDP.


Sign me up in case this does get off the ground!


That sounds fun. I actually have a fun idea for a campaign story, but I’d have no idea how to manage it. Would be interesting to see a playtest to get an idea of how it all comes together. :fgo_gudao:

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Huh. Just realized the section I had for Mystic Eyes got deleted somehow. Have to re-type it out at some point but the long and short of it is you’d roll when making your Magus. You’d roll a d100, anything below 90 would make it an automatic failure. Results 91-99 would give a random common Mystic Eye of low rank. Getting 100 would net you a Special Mystic Eye at random, still low rank for balancing.

Notable the low rank requirement would be removed if you were doing something with True Ancestors since you’d need every advantage possible.

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@DapperAndDandy @Emprisk Would you mind running a small session with me on this? I have a short scenario in my head that would allow me to test everything but I need people that are not me to actually play and help me figure out where the issues are.

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I don’t mind, but wouldn’t it be better if you had more input with a few more interested or willing? Just a thought.

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Sure, I guess. What do I need to do?

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This would just be like an hour, not a full campaign to test how the actual combat and non-combat sessions would play. I have a feeling there’s less interest because I haven’t clarified how the non-combat parts would play out, but whether or not what’s in my head would work is something I’ll only see when I put it to the test.

@DapperAndDandy Thanks. If you have a throw-away character in-mind then PM me with your Servant roll and what the idea is and we’ll draw up what your Magus should look like. If you don’t I can create a basic character for you. Same with you Emprisk if you have something in mind already and don’t mind using a version of it.


Well, I like to build characters around the scenario, so I don’t have anything particular in mind without knowing anything else. You can just give me a throwaway character for testing purposes.

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If you want detail the setting is an alternate world(obviously) Third Fuyuki Holy Grail War. If you still want me to write one up that’s fine too.

Ah, interesting. So I would be a Master? Any idea which Servant I would get?