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Awun
2012-12-05, 10:51 PM
This is meant to be a supplement to the existing d20 system for the purposes of staging a Grail War based on the system of Masters and Servants that appears in the various works of Kinoko Nausu under the “Fate” title. The below assumes at least a basic familiarity with the “Fate” series, and some of the explanations will be series specific.


Required materials:
D&D 3.5 character Sheets
D&D Core
D20 Modern core

Suggested Materials:
D&D: Complete Series, Tome of Battle, Tome of Magic, Spell Compendium, Magic Item Compendium, D&D Epic Level Handbook
D20 Modern: Urban Arcana, Shadow Chasers, Dark Matter, Modern Past, Weapons Locker, Players Compendium 1 & 2,Thaumatech


Setting/Time Period
As a rule the war for the Holy Grail is set in Fuyuki city, and the surrounding areas. However, there are precedents for Grail Wars in other locations, so it is really up to the DM and the players.
In general a game will be set at some period between the 1800s and any date there after. According to the official material Grail Wars took place in the 1800s, 1860s, 1930s, 1990's, and 2000. Officially the the Grail was dismantled in 2010. However, for the purposes of running a campaign based on this theme that can easily be ignored, unless you are trying to replicate one of the known Grail Wars( in other words “open a can of worms”).



Character creation
Each player is to create two characters, a Master, and a Servant. The creation process for each of these characters follows the standard rules for character creation outlined in the D&D core rule book, except as follows:

Master:

Starting level 8th
A master must have at least half their levels in a(n) class(es) with a caster level
Ex. Wizard, Sorcerer, Cleric,Beguiler, Duskbade, Dread Necromancer,Druid, Warmage,or Warlock.
Though not casters in the same sense classes such as Psion, Shadowcaster, and Truenamer are also viable
Prestige classes subject to campaign restrictions/ DM discretion.
Select an occupation as outlined in the D20 Modern Core rule book
additional occupations appear in other source books (Ex. Urban Arcana)
Roll for starting Wealth(use this to acquire items from the D20 Modern books). The Wealth system will be used to obtain mundane resources, magical weapons and armor, and other mundane and magical items and equipment found in the D20 Modern source books.
Starting GP is 19,000 gp. This is to be used for obtaining magical items excluding weapons and armor, found in the D&D 3.5 source books . Any gp left after character creation is lost.
Masters gain an extra bonus feat, this is in addition to any of other feats they would otherwise have, and must be selected from the list entitled “Master Feats”.
no teleportation spells,spell-like or supernatural abilities
no polymorph or polymorph sub-school spells, no wild shape(if Druid use a variant class ability), or similar effects
Con is the important stat for the Prana Casting sub-system
3 command seals (may be used to compel a servant or to provide a “miracle”)
Ex.- At the cost of one command spell
At the beginning of each day a master’s “action point” total becomes 3
all spell lists are subject to DM approval and modification
classes with fixed spell lists will have additions and subtractions, to suit restrictions and the greater variety of spells offered by the D20 Modern source books.
Roll a d4 to determine how many weeks before the begining of the grail war you arrive in the city. This time constitues how long you have to plan, fortify a dwelling, or collect resources before the fighting begins.


Master Feats:
Only on of these feats may be taken, and must be selected during character creation

Mystic Code (unique magical item): requires back-story and character personality profile
Example: This was designed for a player who had as part of his back story named Dr. Johannes Faust as a direct ancestor
Codex Faustus:
This slim black bound tome will only function for a direct descendant of Dr. Johannes Faust. This volume contains the sum total of Faust's research and knowledge. This is no mere book, but a mystic contract between the Faust bloodline and the Demon Mephistopheles shaped into the form of a book. It is powered by its own Prana core; most of the Prana produced by this core is used to maintain the books own magics, but it leaks one excess point of Prana every four hours.
Closed:+5 to any knowledge check made while holding it, and grants the feat “Knowledge Devotion”
Open: +2 caster lvl, Sudden Empower as the Feat
1/ day: Magic Circle Against ___, Geas
1/week: Greater Restoration(as the spell)
Blood Pact: Access to Blood Magic as the feat,this damage may be healed naturally or magically. In addition you may take 1d2 Constitution damage to gain 5 units, this damage can not be healed magically

Thaumaturgical Crest: -2 Fort save, one additional spell known/spell slot for each level you could cast, 5+1d10 extra prana per day

Mystic Eyes: activation is a full-round action (at creation DM rolls a d8 to determine which you receive)
1: Nullification: at will Dispel Magic (as the spell) caster lvl10
2: Binding: at will Hold Monster as the spell) caster lvl10
3: Charm: at will Charm Monster(as the spell) caster lvl10
4: Distortion: ​​​​​​​​​​​​​​​​????????????
5: Whisper: at will Suggestion(as the spell) caster lvl10
6: Illusion: at will Major Image or Mirror Image(as the spell) caster lvl10
7: Jinx: once every 1d6 rounds as a gaze attack you may interfere with the next strength or dexterity check that the target would make.
8: Truth:“Arcane Sight” as the spell, +4 to perception and sense motive while active

Know Thy “Origin”(unique feat): requires back-story and character personality profile
Example:
Origin : Analysis
Strategic Mage [General] [Metamagic]
Benefit:
+5 inherent bonus to perception and sense motive
After at least 2 full rounds of combat have passed you may as a swift action attempt a DC 5+Target CR, Knowledge (Tactics) check. You may only select one target for this ability each round. If the check succeeds you gain a +2 insight bonus to AC and saves verses enemies targeted by this ability. 3/ day you may attempt to maximize (as the feat Maximize Spell) a spell cast against a successful target of this feat.

Master of Boundaries: required for barriers beyond minor, and for "True Boundaries", normal prana cost applies.
Wall of Force: 2/day
Resilient Sphere: 1/day
Time Stop: 1/week
Mage's Private Sanctum: 3/day
Globe of Invulnerability: 1/day
True Boundary:See prana system rules

Master of Summons: +2 to any two of your servant’s ability scores, and non-servant summons cost 50% less prana, rounded up, to summon and maintain.

Master of Reinforcement: required for reinforcement and magic resistance beyond minor,normal prana cost applies.
Protection From Spells: 1/week
Iron Body: 1/week
Haste: 2/day
Bear's Endurance: 1/day
Bull's Strength: 1/day
Cat's Grace: 1/day
Purge (Sp): 1/day by expending 20 units of Prana, you may as a full-round action reverse the effects of one status effecting spell(ex. Evervation,Ray of Fatigue),poison, or disease. The target of this effect must be willing and they are Fatigued for 1d4 rounds. This is a touch attack, and does provoke attacks of opportunity.

Power Overwhelming: Divide your health by 4. Multiply your base prana per day by 2 (round down), gain a +2 caster lvl bonus when using evocation,conjuration, and abjuration spells or similar abilities, and gain a bonus spell slot or spell prepared of each lvl you could cast . You also count as having the Feats “Master of Boundaries” and “Master of Reinforcement” for the purpose of accessing abilities granted through the Prana sub-system.

Executor of the Holy Church: Access to the Black Key Conceptual Weapon, +4 bonus to Knowledge Religion, +1 to will and fort saves.
Black Key Conceptual Weapon:
+1,Rapier

This weapon may be throw, range increment is 30ft.
Shadow Bind:as an attack action the wielder may attempt to impale the shadow of any animate object (shadow AC= target's touch AC). If the attack is successful the owner of the shadow and the owner of the Black Key may make opposed will saves. If the owner of the Black Key wins the loser can not move from their current square for 1d4 rounds under their own power.
Hand of Faith: As a swift action an Executor may summon a Black Key into their hand,if they are not already holding one. Any unattended key vanishes at the end of one minute.
Power of the Heretic:Fireball,Summon Swarm(Bats),or Dispel Magic. While holding a Black Key you may expend 10 units of prana and select one of the preceding spells and cast it using your character lvl as caster lvl. This ability functions only once in a 24 hour period.

Servant:

20th lvl whatever, class combinations and prestige classes are subject to DM approval
Thematically must be based around a historical or mythical figure,
you may select skill ranks, but some servant classes have requirements
you can suggest gear and Noble Phantasms
+24 Natural Armor Bonus to AC
5 additional Ability points, to be divided among and used to increase any ability score or scores
In addition to any other qualities a given Servant is to be assigned one of the classes below. The can only be one of any given class. In the event of a conflict have players flip a coin.


Classes
Archer:+4 to attack and damage rolls if using a ranged weapon, must have max ranks in tumble, SR 24
Eye of the Mind(False): After 3 rounds of battle, Archer as a free action may make an int check (DC 20) to immediately gain a +1 insight bonus to attack/damage rolls and AC

Saber: +4 to attack and damage rolls if using a sword, must have max ranks in tumble, SR 32
Eye of the Mind(True): after 3 rounds of battle, Saber as a free action may make an int check (DC 20) to immediately gain a +3 insight bonus to attack/damage rolls and AC

Lancer: +4 to attack and damage rolls if using reach weapon or any type of pole arm, must have max ranks in tumble, SR 26
Eye of the Mind(False): After 3 rounds of battle, Lancer as a free action may make an int check (DC 20) to immediately gain a +1 insight bonus to attack/damage rolls and AC

Rider:+4 to attack and damage rolls if mounted or operating a vehicle, must have max ranks in Ride, SR 19
Ride(A rank): Rider may ride, drive, steer, operate, or other wise control any vehicle and most mounts at no penalty. For the the purposes of making checks ranks in the Ride skill also count as ranks in Pilot and Drive.

Caster: must have max ranks in Spellcraft, and Knowledge arcana, has Prana pre day equal to their con score-5
Territory Creation: Can create up to a “Temple” class “Mage's Territory”
Item creation: Once per day as a 5 hr ritual Caster can create a magic item with a gp value of up to 30,000 as though they had the requisite feats, materials, and spells. The creation of such an item uses (cost in gp/1000)x5 units of prana with a minimum cost of 5 units. Such magic item as phantasmal in nature, therefore they need as constant supply of prana to sustain their existence. To maintain a crafted magical item Caster must expend 5 units of prana every 12 hrs on any given item.

Assassin: must have max ranks in Stealth(replaces hide and move silently)
Presence Concealment (Ex): Assassin can use the Stealth skill even while being observed. As a move action Assassin can hide herself from view in the open without having anything to actually hide behind. An Assassin class servant can move through any type of terrain and leave neither footprints nor scent. Tracking Assassin is impossible by nonmagical means.

Berserker:
Mad Enhancement(permanent until dispelled and can not be reapplied), loss of special attacks and Noble Phantasms. The use/activation of a personal Noble Phantasm dispels this ability. +8 to Con, +8 to Str., +4 to Will saves, and -2 to AC. Mad Enhancement replaces any “Rage” abilities derived from class levels.

Noble Phantasms and Personal Skills:
This is perhaps the most difficult prospect of a “Fate/” themed game, given that each servant has unique items based on their respective mythology. In most level Noble Phantasms are magic items appropriate for a level 20 character, weapons, armor, etc.. However some are unique artifacts in their own right and have unique properties as such tailored around the abilities, items, and heroic deeds of their associated hero. Below are some examples with explanations. Also, when the examples below were created they were balanced relative to the skill and play style of the player that would be using them, in order to create an even playing field in which strategy and planning tipped the balance in a battle instead of “who can be the biggest munchkin”.

Note: Unless otherwise noted activation of an ability is a swift action, and all abilities marked “Prana Activation” are activated and maintained separately.

Saber (Jack): this character is an amalgam of the figure from the various “Jack Tales” (ie. Jack the Giant Killer, and the Beanstalk, the Solider)

Old Man's Sack-The gaping void that holds and binds
Bag of Holding Type 4
activation: 10 units of prana
use: 5 units of prana per hit die held, per hour
You banish the subject(s) into the sack's extra-dimensional space, which takes the form of a labyrinth of force planes. Upon activation each other creature in a 10ft radius must make a save against being pulled into the sack. This effect only works on creatures of medium size or smaller. A DC20 will save or a DC25 reflex save negates. Each round on its turn, any creature in the sack may attempt a DC 20 Intelligence or Wisdom check to escape as a full-round action.

Imp's Vial -The crystal fountain that stays Death's hand
At the beginning of each week this small glass vial fills with pure spring water, that will not leave the vial even if it is inverted. If the water from the glass is imbibed the following spells with be cast simultaneously on the drinker.
Heal (as the spell)
Break Enchantment (as the spell)
Greater Restoration (as the spell
There is enough water in the vial for three doses, For all intents and purposes consider the water to be a potion of the aforementioned spells.
Prana Cost: 10/round- Anything viewed through the vial will appear to the holder as though they had cast True Seeing.

The cap of knowledge
+6 int.
+6 to knowledge (arcana, religion, architecture, geography, nature) ( Prana Activation)

The cloak of invisibility,
+5 cloak of resistance
Walk Unseen(as the invocation)(Prana Activation)

Giant Slayer
+5 long sword
Keen(Prana Activation),
Speed(Prana Activation)
Defending(Prana Activation),
additional +5 the attack and damage against enemies of large size or greater.

The shoes of swiftness
+10ft enhancement to movement
3/day double move(Prana Activation)

Personal Skill:
Soul of a Rogue (A Rank)
+15 bluff, slight of hand, move silently, balance, jump, and climb.

True Assassin-female
Zabaniya: Dance of A Thousand Rending Shadows:
at will “Black Light”(as the spell using character level as caster lvl)
First Dance (ex): If you could take multiple attacks this round they are each at you full bonus. Cost: 30
Second Dance(Su): you may take a second full-round attack action this round. Cost: 60
Final Dance(Sp:) Greater Invisibility (as the spell) for one round. You may take four full attack actions this round, all attacks are at your your max attack bonus. Cost 120

Kukuri:
+5
keen
wounding(prana activation:5 units per use)
speed(prana activation:10 units per use)
+2d6 sonic damage

Darts:
+1,
damage: 1d2+1+dex
120ft range
Crits on a 15 or higher(uses 5 prana per use)

Vestments of the Old Man of the Mountain:
+6 Dex
+5 resistance
Greater Invisibility (duration 1 round/prana use) uses prana as a spell of the appropriate lvl
+10 insight bonus to AC

Personal Skill:
Al-Assaasin(A rank):
60ft Darkvision
+15 stealth, climb, jump, craft poison(you are counted as having your character lvl in rank). +30 ft movement.

Caster(Morganna Le Fey)
Personal Skill:
Golden Rule (C Rank): +5 to master's wealth checks

High Speed Divine Words(A Rank): Apply metamagic properties to spontaneously cast spells as a swift action and spells that normally have a casting time of 1 full-round can be cast as a standard action.

Charisma(C Rank): +5 to all Charisma based skill checks




Game Play
My intent was to arrange a rule set a Player vs. Player game with tactical elements, but a cooperative game is also viable. For the game this system was initially developed for one of the plot hooks was that a damaged and corrupted Grail system was spewing out monsters and undead. The purpose of this was to help give the players a common enemy and to moderate the pace of the game.

As a note while in general a player will control both their Master and Servant, there are circumstances under which this is not the case. For example ordering a heroic servant to do a decidedly evil act. Also if the the combination of Master and Servant results from character death they are each played by their respective creator.

The Moderator: Given that a Grail War is meant to be in essence a contest for supremacy between the participants, like any contest their are rules. Most of which involve keeping events of the war and the existence of magic a secret from the general populace. The rules are enforced by a neutral party referred to as the Moderator. This Npc holds bonus "Command Spells" which my be granted as reward or incentives, and are effectively the in game voice of the DM. If they are kill-able and how many bonus "Command Spells" they hold is up to the DM.

Command Spells: In addition to any uses mentioned above, further explanation can be found here : Command Spells (http://typemoon.wikia.com/wiki/Command_Spells)


Skills:
Some of the available skills are dependent on the time period selected for the setting. For example “Use Computer” would be out of place in the 1800s. Skills remain as written except as follows.

Stealth: replaces "Hide" and "Move Silently", any check* that would require either of these skills requires a "Stealth" check instead.

Perception:replaces "Spot" and "Listen", any check* that would require either of these skills requires a "Perception" check instead.

Spellcraft:
DC (15 + spell level): Modify spell or spell-like ability with prana, you can not take 10 on this type of check. A failed check causes the loss of the target prepared spell/spell slot. On a natural 1 the effect rebounds onto the caster, if applicable.

Use Magic(Psionic) Device:
Can not be applied to items classified as “Noble Phantasm”, “Mystic Code”, or the “Black Key” weapon


Character Death

As a note at any given point in time each player is in control of two character's, a Master and a Servant. If one of this pair should happen to die the other remains.
Servant without Master: In the event that a servants Master were to die they gain an amount of Prana equal to one half of their Master's daily production. They may persist for 24 hours after which they must find and form a contract with a new Master with "Command Spells". If a new Master is not found by the end of this period

Master without Servant: In such a case if the Master in question has at least one "Command Spell" left they may contract a Master-less servant as a replacement for the one they lost. Any benefits granted by the feat "Master of Summons" is automatically applied. Further a solo or former Master can continue to act independently until they have an opportunity to acquire a Servant and/or "Command Spells".



Prana Sub-system
Prana powers your servants actions, it also provides you with several special abilities. Unless otherwise noted, prana derived abilities function as “spell-like” abilities


Per-day a Master has 10+Constitution score points of prana
If for any reason a Master's prana reaches zero or less, they immediately loose the following until they can replenish their supply:

access to all class abilities
any and all spells prepared, or that are available to cast spontaneously
any Prana effects that are being actively maintained (ex. Manifested Servants)

prana can be gained for other sources: (ex. you can grind non-combatants for 1/5 points of prana each)
prana regenerates every 24 hours


Prana:Usages for servants
1 unit per hr:maintain solid form
0 units:regular attack
2 units: full-round action
1 units:swift action/interrupt
5 units:Activate continuous effect of Noble Phantasm
Varies: Noble Phantasm use
0 units: cast prepared spell, use spell-like, or use spell-slot(up to 4th lvl spell effects)
2 units per spell lvl: cast prepared spell, use spell-like, or use spell-slot(5th lvl and higher spell effects)
Prana Burst(Sp): At a cost of 3 units of Prana per use, a 1d4
untyped magical bonus may be added to any combination of to AC, Melee/Ranged attack, Melee/Ranged weapon damage. Alternatively, you may spend 3 units of Prana for a 10 ft. enhancement bonus to movement speed. This ability may be initiated as a swift or interrupt action. Multiple concurrent uses of this ability may be initiated in the same action, but the Prana cost increases by 2 for each additional initiation (ex. 1 use=3units, 2 uses =8units, 3uses=21units)

Prana:Master/Casting Servant Usages(per-round)
Reinforcement:
1 unit: minor physical reinforcement DR10/-
1 unit:minor magic resistance+1 to all saves,temporarily gain Improved Evasion,can be initiated as an interrupt action,and sustained as a free action.
5 units: as a standard action at range touch heal 1d12 damage(self or other)
Boundaries:
1 unit:minor barrier+10toAC, block Magic Missile [interrupt burns next standard action, maintained as a free action]
30 units:True Boundary-5ft radius centered on self or target square
units = caster lvl of target spell effect: cause a true boundary to deflect spell effect
varies(units=spell lvl): Counter Spell (as an interrupt[burns next standard action] attempt to counter-spell]) using opposed caster lvl checks

5/1 unit(s)-Activate/Maintain Mystic Eye ability
0 units – cast prepared spell, use spell-like, or use spell-slot(up to 4th lvl spell effects)
2 units per spell lvl- cast prepared spell, use spell-like, or use spell-slot(5th lvl and higher spell effects)
5 units per level- raise caster lvl(max of +5, requires a Spellcraft check)

Summon (all are as the spell):
3 units-Summon Monster 1
6 units-Summon Monster 2
9 units-Summon Monster 3
12 units-Summon Monster 4
15 units-Summon Monster 5
4 units/every 4 rounds after duration ends,maintain each non-servant summon outside of territory

Mage’s Territory(Boundary):
Servants and other summoned creature can be maintained in theses spaces indefinitely at no prana cost. Mastersmay have only one active territory of workshop class or higher at a time you must designate one territory as your main, all others must be recharged for their full cost once per day else they will dissipate.
Room 10ft x 10ft space:requires a 1hr ritual and 9 units of prana(+2 to AC,caster lvl,and saves)enemies take(-1 to AC,caster lvl,and saves)

Workshop 30 ft x30 ft space: require a 24hr ritual and 18 units of prana (+4 to casting stat(master)or Con(servant),AC,caster lvl,and saves), enemies take (-2tocasting stat(master)or Con(servant),AC,caster lvl ,and saves)

Temple 500 ft x 500 ft space(Caster only):requires a 1 week (2hr/per day) ritual and 500 units of prana(+6 to casting stat(master and Caster),Con(servant), AC,caster lvl,and saves)enemy takes(-3to casting stat(master),Con(servant), AC, caster lvl)

Township 1mile x 1mile space space(Caster only):requires a 1week(12hr/per-day)ritual and 1000 units of prana(+8 to casting stat(master and Caster),Con(servant), AC,caster lvl, and saves)enemy takes(-4 to casting stat (master),Con (servant), AC, caster lvl) [I would only recommend this one if caster is an NPC]

Penalties can be overcome with a successful Will save DC21 (master) or Fort save DC 33 (servant)

Awun
2012-12-05, 10:52 PM
[Reserved for items]

The-Mage-King
2012-12-06, 02:43 AM
Hm. If this will mess up your reserved posts, let me know.



Anyway. I like this concept. Needs some cleaning up, though.


For the [Master] feats, like Master of Boundaries, do you get all of the SLAs? Or just one or two?



For Heroic Spirits, you seem to be missing a (http://typemoon.wikia.com/wiki/Avenger) few (http://typemoon.wikia.com/wiki/Saver) classes, no (http://typemoon.wikia.com/wiki/Ruler#Classification)? :smalltongue:


Regarding levels, I'd actually suggest setting a base such as... 8 for Masters, actually, and 17 or so for Servants and having players roll for each to give a bonus or penalty to level. Probably a d3, with 1 being -1, 2 being +0, and 3 being +1. Servants, I'd go with d6, 1 being -2, 2 being -1, 3 and 4 being +0, 5 being +1, and 6 being +2. More evenly shows the disparity between Servants and the levels of training of Masters.


More commentary will come later. If this is blocking up the reservations, just say so, and I'll move it to a later post.

Prime32
2012-12-06, 11:08 AM
My advice: D&D doesn't really work well as a basis for Fate/stay night. Most characters have abilities that are completely unique and require specific tactics to defeat, which doesn't fit with a level-based system. And by having the players/DM make up whatever artefacts they want, you're losing out on any benefit that D&D's structure could provide. You can run a game that's similar in premise, but it won't much resemble FSN in style.

An aspect-based system like FATE (specifically its Dresden Files RPG incarnation) or a point-buy one like Mutants & Masterminds is far more suited to this - I've seen both used to great effect. You don't have to go outside the system there to handle "My Noble Phantasm is a knife that can only hurt you if you can see it" or "There was an opening in your undodgeable technique because you bent your sword when you feinted earlier".

Awun
2012-12-06, 05:20 PM
Thanks for the input.

The-Mage-King: Don't worry about the reserved posts. The Master feats were one of the things that I was constantly tweaking during the brief time that I ran a campaign based on this. I was thinking that they would gain all of the SLAs, but I'm not sure. I like the idea about having a variable level for the Servants, I think that might have to add it. As for the irregular classes like Saver, I might have given them a look if I needed NPC servants :smalleek:

Prime32: I've actually ran Dresden RPG games before, so I can definitely see the advantages. I decided to go with a D&D base, despite the issues, because of the various systems I've tried its my favorite. BESM was another system I initially considered.

The-Mage-King
2012-12-06, 05:38 PM
The-Mage-King: Don't worry about the reserved posts.

Eh. Some projects take up like 5 or 6 posts, so I thought I'd make sure...


The Master feats were one of the things that I was constantly tweaking during the brief time that I ran a campaign based on this. I was thinking that they would gain all of the SLAs, but I'm not sure.

Maybe tweak them a bit? Make the most basic Master feats be 1st level only, as a bonus feat, and add additional ones that require those later?


I like the idea about having a variable level for the Servants, I think that might have to add it.

There's also the factor of how Masters are not all equal.

Rin is to Shirou as Shirou is to Ryuunosuke in terms of training and power, after all.



As for the irregular classes like Saver, I might have given them a look if I needed NPC servants :smalleek:

Eh. I figured I'd point them out too, at any rate.





I do agree with Prime regarding the system though- D20 is... Not designed for this kind of thing, and another might prove better.

AmberVael
2012-12-06, 06:02 PM
I do agree with Prime regarding the system though- D20 is... Not designed for this kind of thing, and another might prove better.

d20 is fine. Works great, even. D&D, however... not as much.

Mutants and Masterminds- as Prime suggested- is the d20 system to work off of here. It uses a lot of the same rules and underlying concepts as D&D, but has a character creation system far better suited to representing the various heroes and characters one would encounter in a Fate based game.

I've run one Fate game and am currently running another in the Mutants and Mastermind system, and it has worked quite well. I would highly advise trying it over attempting to create an appropriate system from scratch of a ton of homebrew and house rules.

Prime32
2012-12-06, 06:24 PM
BESM was another system I initially considered....don't. Especially not the d20 version. Mutants & Masterminds (with or without the Mecha & Manga supplement) does everything it does but better.