This game will be using a D20 system.
For combat, for example: Player stats will effect the results of the roll.
Magi: If you roll a 13-19, that is a hit. You deal Damage equal to 1 + your attack Modifier. 11-12 is a Glancing Blow, you only deal 1 + half (rounded down) your attack Modifier. If you roll a 20+, that is a critical. You deal damage equal to 1 + Attack Mod + 2x Luck. Anything less is a Miss.
Servants: Pretty much the same except the base damage is 2 instead of 1.
For example, if I make an Attack and have a Strength score of B (+ 3), my result will be (d20 + 3). Anything non-combat that requires a roll basically follows the same premise.
Oh yes, stats will be using a numbered system to match the source material.
EX (+5)
S (+4)
A (+3)
B (+2)
C (+1)
D ( 0)
E (-1)
F (-2)
The benefits are, admittedly, rather small for each score but I wanted to keep things very simple. Each rank has a Plus version that acts as a middle ground of sorts as you rank up (with exception of the lowest ranks). So B+ offers the same benefit of a B rank, but is a stepping stone for the A Rank.
An individual skill's leveling goes: F, E ,D, D+, C, C+, B, B+, A, A+, S, S+, EX.
The Servant's starting stats depend on what class they are, but players have the option to spread some stats around at the beginning. After defeating an enemy or playing excellently, Master and Servant will level up, gaining the option of increasing their stats.
On level up, a Master may increase one of their stats by a stage, and a Servant may increase two of theirs by one stage (Or one stat by two stages).
It's generally assumed that a Servant is defending their Master from attacks. So in combat, a Servant will be the primary target of attacks, though through trickery and traps a Master may be caught unawares!
To hit a Master you have to beat their Servant's Attack Roll on top of hitting. Well, as long as their Servant is still standing.
Lust Attacks:
Oh yes, what you're all here for. A Magi or Servant can make a sexual attack, by using magic or by doing a quick tease. You use either STR, AGI or MAG for the attack. STR involve showing off the body in slow detail, AGI involve a quick tease - fast flashing and flirts, and MAG involves outright magical manipulation. Lust attacks follow the same rules for normal attacks, but affect another health bar.
Loyalty:
Each servant will have a stat called Loyalty that will go up once a Master and Servant grow closer. Each Servant starts at Loyalty level C, with the exception of Berserkers and Avengers who start at Level D. A Servant's Noble Phantasm is unlocked at Servant Level A. Servants are often prideful individuals who wont reveal their true identities unless they trust their master. At Servant Level A, they reveal to their Master their true identity and the full extent of their abilities. Ranks S and EX merely strengthen the bond between the two of you. This will result in a visual change of the character.
The ranking goes:
EX
S
A
B
C
D
E
Servants are living individuals that have their own agenda separate from their Master's. This ranking doesn't serve a purpose of stat increase or additional numbers, merely a reward for good RPing. This rank goes up not through battle, but through character interaction and conversation. There is a mechanical bonus from A onwards, as a Servant starts to grow stronger than normal and unlocks their strongest attack.
Servant Matrix:
When you interact with an enemy Servant, you gain a 'Servant Matrix' directed towards them. This represents how much you know about the enemy servant. Each level in the Matrix adds a modifier to your actions towards that Servant as you formulate a plan to use against them. Knowledge is power. A Master who spends their time studying an enemy, to the point of having an EX, will have a huge advantage over a Master who knows nothing of their opponent.
The ranking goes:
EX (+3): You know the true identity of the target Servant and what their Noble Phantasm is. You have access to knowledge on all of their Skills.
A (+2): You know the abilities of the target Servant through studying them/piecing together information on them based on what you have seen.
B (+1): You know the class of the target Servant, giving you a vague idea of their abilities.
C ( 0 ): You know nothing of the enemy Servant.
So if I have an EX Matrix against my opponent, my attack is d20 + Attack Mod + 3.
If both Masters have an equal Servant Matrix against each other, the bonus is negated.
Noble Phantasm:
An NP is a powerful artifact that is the embodiment, or symbol, of the Servant's power and heroism. It is the name of both the object and their strongest attack. The NP can be a concept or a physical object. Some examples would be King Arthur's Excalibur, Gilgamesh's Treasury, EMIYA(archer)'s Unlimited Blade Works ability, Hercules' God Hand - Twelve Labours, Lancelot's honour or Cu Chulainn's Gae Bolg.
Unless the Noble Phantasm is a passive ability, a Servant will only reveal their ability to their Master if their Loyalty is at Rank A. At which point they can use it in battle. A Noble Phantasm Attack is an extraordinarily powerful attack, each one somewhat unique.
Instead of a rivaling attack roll, any who are targeted by such a strike make a roll to avoid or block it. Let's use Gae Bolg as an example. When thrown, the spear immedietly pierces the target's heart, then warps time and space so the strike hit in the first place. The victim makes a Magic roll, add their modifiers and try to beat their opponent's attack roll. If they do, the spear misses their heart and deals damage equal to 2x a normal attack. If it succeeds, the victim suffers 4x a basic attack + the user's AGI and the victim's LUK.
Being stabbed through the heart might not kill a Servant, but it will hurt a lot.
Noble Phantasms, specifically their mechanical effect and the specifics of the attack will be revealed/displayed when they are unlocked. They are unique and based on the Servant.
Command SealMasters have a mark called a Command Seal on them. This is the symbol of their bond with their Servant. The Command Seal has three 'stocks' of sorts, that can be consumed to do a bunch of things. However, they cannot be restored by any means. In this game, the seal's usage will be as brief but powerful buffs to your Servant. However, you may also consume a stock to order a Servant to do something they normally wouldn't. This can range from having them teleport to your side even if they are bound and sealed away, having them attack someone they would normally refuse to, order them to stab themselves in the chest or... well, you get the picture. It's an order that the body will obey even if the mind refuses.
A Seal can be used to: Empower an attack, guarantee a hit, increase a servant's durability briefly.
Health and Arousal - LosingUpon sustaining a certain amount of damage, a player falls unconscious and loses to their opponent.
They can also be aroused to the point of begging for release, which involves having their Arousal maxed out. They still lose to their opponent, of course, but things get fun right away.
Servant HP is equal to 10 + twice Endurance. Magi HP is equal to 10 + Endurance
Servant A is equal to 10 + twice Luck. Magic A is equal to 10 + Luck.
After a Master loses, both Servant and Master are added to the victor's Harem. You are no longer a participator of the War, but are simply a subsidiary of your Owner. Servant's can lose separately to their Masters. As long as the Master wins or gets away, they can re-summon their Servant. While you are Owned, all of your attributes are decreased by two stages and your Owner can use a single Command Seal on you. You can rejoin the game as a full-on player by getting permission from your owner, defeat them in a contest or outright fight, or some other series of events.
But if you lose to that individual again, you can't escape. Unless you're an Avenger.
If your Owner loses, you transfer to whoever beat them.
Basically this keeps you in the game, but your victories are for another. You can fight back, backstab them or undermine them as you go, or obey them. Ultimately up to you!
ManaServant's cost their Master Mana. Each Master will have at least 100 Mana at the start. Servant Attacks cost 10 Mana each, Magic attacks cost 15. Using special skills costs 20-30 (depending), while a Noble Phantasm costs 50-60. You regain 10 mana per turn normally.
If you run out of Mana, your Servant can no longer make attacks. They can still act, but they begin to fade away until you have enough mana to attack again. You can spend a turn Charging to regain mana, which deals arousal damage equal to how much you gain (eg, 1 damage = 10 Mana restore). How much you restore is up to you.
Cause, like, in Fate's canon semen and sexual fluid is used to charge mana. The series was an eroge originally. On that note, having sex fully recharges your mana. It doesn't charge in between fights otherwise.
A Magi's spells/attacks cost 5 mana and their specials use 10-15.
Stats:
Strength: Physical strength, the main attack stat of the Saber, Berserker and Rider(Riders may use STR or AGI) classes.
Agility: Speed and precision, the main attack stat of the Lancer, Assassin and Archer(Archers may use STR or AGI) Classes.
Magic: Magic power and defence, the main attack stat of the Caster class.
Endurance: Durability. Affects Health and some other results.
Luck: Affects a whole bunch of things, mainly damage reduction, mini games and crit damage. Primary attack stat for the Avenger class (Avengers may use LUK, STR or AGI).
Certain stats are used by certain classes for attacking, but circumstances may force them to use another stat. These situations could be checks, reacting to traps or defending against magic.
Classes:
Servants are assigned a class, which grants them a specific ability. Some are RP focused, others are stat focused.
Saber:
Battle Hardened - If you are damaged by a target that you also have damaged on the same turn, you take half damage.
Archer:
Independent Action - You can act separate to your Master for longer periods of time, act without consuming mana or partially resist orders.
Lancer:
Greater Magic Resist - You have a minimum Magic Resist A (+3).
Rider:
Greater Riding - You may pilot any vehicle/animal with great skill, including divine and sacred beasts. Riders summon or call upon the powers of other beings or vehicles in combat, this ability adds half of your attack stat to theirs. What the Rider summons depends on the individual.
Caster:
Territory Creation/Item Creation - You may create an area of special terrain that is advantageous to you and your Master. You gain + 2 to Magic related rolls while within your Territory. Item Creation allows you to spontaneously create mundane items, or spend time crafting enchanted/magical items.
Assassin:
Presence Concealment - An invisibility cloak. Until you attack, you are nigh impossible to detect or notice, even granting you passage into sealed and protected places. Your Master is shrouded in a weaker version of this ability when you activate it.
Berserker:
Madness Enhancement - Exchange sanity for power. Endurance and Strength are increased by Two Stages, but Luck and Magic are decreased by two stages too.
Avenger:
Oblivion Correction/Mana Surge - Your unforgettable resentment and hatred gives you strength. You immedietly break free from defeat, freeing yourself from a victor's Harem at your whim and gain + 3 to all rolls against them. - You endlessly regain mana until your vengeance is dealt, gaining 30 per turn. Take Double Damage from all other Servants who you are not targeting for Vengeance.
Ruler: God's Resolution - Take half damage and deal double damage to all other servants. You have two Command Seals for each servant in the game and can freely negate their Noble Phantasms. Take double damage and deal half damage to Avengers, who are immune to the effects of your Command Seals and negation abilities.
This link leads to a list of skills for the Fate games, the first ones being class skills. You may read over them at your leisure.
http://typemoon.wikia.com/wiki/Skill