Mythic Fate A JRPG

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This is the Wiki page for the Mythic FATE, A JRPG. It's a fantasy JRPG themed play by post game inspired by games like Chrono Trigger, Suikoden, Dragon Quest, Fire Emblem and of course, Final Fantasy. It's run ran using FATE Core rule-set and the Mythic GM emulation system.

The game setting is being developed using the 'Bottom Up' method. We've started small, defining the specifics as the characters travel and the game continues. This leaves a lot of material undefined, which means new players can still have in impact and help shape locations, histories, cultures and races.


The game started in the Kingdom of Gerdermia, specifically the Capital City Saiden. So far the players have travelled through the Southern Forest to the small village of Lusta nestled on the forest's outerkirts.


Updated map 3.png

  • The Kingdom of Gerdermia
    • The Green Waters, The great Lake of Gerdermia
    • The Capital Saiden on the banks of The Green Waters
      • The Palace of the ruling Family Mollian
    • South Road Forest aka Southern Forest
      • Lusta, A Captured village deep in the forest
    • Bloom-Harvest, A village with an interesting past
  • Bemari kingdom a small country that shares its borders with Gerdermia Enemy in the last war.
    • Worlee Hill a village near Bermari kingdom and unnamed country with a large Ratten population and aided soliders from botg sides in the war.

City town and village racial break downs


Common Races[edit]

Humans: Folk of Action and Decision (Currently just filler)

One of the most common races and the most common to find in power. Relatively short lived compared to other races they make up for it with stable drive and focus.

Kitsune: Foxes of Fire and Illusion

Shapeshifting anthropomorphic Foxes, After their second decade count centuries as decades.

Naga: Snakes of Water and Poison

A snake like head and tail fused to a humanoid torso Naga take after the world's snakes, Those living in small Naga villages taking after a single species of snake those found in large urban environments are often a mixture of snakes.

Trolls: Folk of Earth and Strength

Rock like humanoids with a slumped like posture, not uncommon for them to nurture plants on their backs for decoration. People make the mistake of confusing their slow and methodical nature for stupidity only once.

Siren: Birds of Air and Communication

Taken the form winged anthropomorphic birds, These people are often found as nomads or traders.

Gnomes: Rabbits of Wood and Beasts

Two foot tall cone hat wearing Rabbit folk. Using their close bonds with animals they are a powerful economic force in the world.

Automaten: Robots of Metal and Lightning

Automaten are mysterious machine beings, of nominally humanoid form. Most people are unclear of where they first came from but their metal and lightning bodies perform almost exactly like any other races.

Imperfect Race Height Guide

Rare Races[edit]

Ratten: Rats of poison and death

Short ratmen who live in the disused corners of the world. While this races innate connections sounds disturbing it mostly shows as an immunity to illnesses and poisons rather then users

Nekojin: Catfolk of Beast and life

Cat like humaniods with the power to shift into animal forms. They always keep their cat like ears no matter the form.

Exotic races[edit]

Racial Stunts[edit]

The following list are example stunts are based on common abilities among the main races.

Kitsune's mask

May spend a fate point to instantly disguise yourself without needing any equipment, while disguised gains the aspect "perfect disguise of X" where x is what or who you are disguised as.

Naga's bite

When succeed with style on a fight check may apply the poisoned effect to the target

Troll's blood

Once per conflict may roll physique vs difficulty 2 to clear current physical stress.

Siren's wings

You have the innate power of flight and a +2 to navigation when 3d movement would help.

Gnome's Tongue

You can talk to animals as if they are people who share a language with you, and you gain +2 when using social skills against them. Most animals have limited intellegence and difficulty recall complex events or requests.

Automaten's Upgrades

+2 to crafts when using create advantage to place an upgrade on a machinery (including Automaten/self) or tool

Facts skimmed from backstories and forum conversations[edit]

  • Exile (but Alkyne might have just been removed from Court) and Imprisonment are common punishments for crimes.
  • Traitors families are safe from reprisal.
  • Each race has their own language but they can be learnt.
  • Hybrids exist but look like only one of their parents races but may have unusual traits and abilities.
  • While the world is entering the renaissance, due to the power of the Automaten and Metal magic unusual technology exist.
  • Gerdermia is a green and fertile country with a small obsession with the color green.
  • Demons exist and can sprawn children, or least that's what people believe
  • Literacy rate is between 30% to 40% fairly high for this age.

Potential Religion



Left and missing


Friends and allies[edit]


Mollian:- The royal family of the green waters[edit]

Group aspect: All Powerful rulers of the small kingdom of Gerdermia

  • Lady Victoria Mollian, Human,
  • Prince Edward, Young heir to the Gerdermian throne

Enemies, Rivals and Threats[edit]

Kitsune Threat[edit]

  • Fenrin, kitsune, Aspect:Vainglorious trickster kitsune
  • Porsea, Kitsune, head of kitsune agents in Gerdermia

The Green Scar[edit]

Green ScarA Large? bandit group hidden in the South Road Forest



Default Skill list with the following change

  • Addition of Magic skill


Player characters and allies gain 1 extra stress box.

PC and allies stress boxes[edit]

Physical stress = 3 + Physique skill

Mental stress = 3 + Will skill

Magical stress =3 + Magic skill

Neutral and Antagonistic Characters stress boxes[edit]

Physical stress = 2 + Physique skill

Mental stress = 2 + Will skill

Magical stress =2 + Magic skill


When hit by an attack stunt that causes the poisoned condition, the victim must make a defense action each round Vs a set attack based on Attackers Physique if natural venom, Crafters craft/set at purchase if Applied to a weapon, this attack value reduces each round by one with no limit, On a fail the victim takes 1 physical stress, on a success nothing happens and on a success with style the poison is cleared. The poisoned condition may also be cleared by explicit overcome action outside of this save.


Everyone is born with magic... it's a natural part of the world so it's a natural part of everyone living in it.

Spellcasting is what people often think of when they hear the term Magic. The two are often mistakenly used interchangeably, which often leads to confusion for the layman. At it's core, Spellcasting is the practice of harnessing the elements, energy or fundamental laws of the world in one form or another and using it do do miraculous things. Given enough time and practic just about anybody can learn Spellcasting... at least to a limited degree. Some people have a greater affinity for it than others and some races are more adept at certain elements than others, but at the end of the day it's a learned skill. While the skill of spellcasting is as common as literacy it is not a requirment to learn.

Spellcasting requires intense focus. Many spellcasters, especially near Gerdermia, often chant to help them harness their power and shape their spells. Some use hand gestures, while others have trained to use an external object as a focus. Truly gifted spellcasters can do minor magical feats without using one of these focus methods, but for larger spells they are still required.

If the spellcaster is unable to chant, make the gestures or use their focus item they are unable to cast spells. Each of these forms of concentration is also noticeable... which means trying to go unnoticed while casting spells can be problematic.

Magic is a broad term however, it encompasses spellcasting but is also a blanket term used for any sort of magical effect.

For some races, certain specialized uses of their magic comes naturally to them. The same is true for some practitioners that hone a specialized use of their magic to such a degree that it has become second nature to them. In both instances, that individual use of magic is so natural to the person that it doesn't suffer from the concentration requirement. These are called Racial and Practiced Arts, respectively.

Some people learn how to draw upon magic to enhance or empower their natural skills and abilities. These are called Mystic Arts. A woodsman who instinctively tracks his prey or never leaves a footprint is one example. A warrior who's blade strikes with amazing accuracy or incredible power is another.


  • Minor Sorcery: minor uses of magic that don't provide a mechanical benefit. Doesn't cost MP, and doesn't require concentration for talented mages. (fluff)
  • High Sorcery: Uses the Magic skill, is tied to an Element, costs MP and requires Concentration.
  • Racial Arts: Innate mystical abilities of a race that are purchased with a stunt and don't cost MP to use. (like kitsune's mask)
  • Practiced Arts: A Mystical art bought as a stunt and therefore doesn't cost MP to use.
  • Mystical Arts: also known as hedge wizardry. Costs MP and enhances the use of a non-magical skill. The use must make sense given the characters Aspects.


Magic mechanics are based on the following 4 ideas

  • There is a skill called magic and placing it in your skill pyramid unlocks the ability to do magic.
  • Magic skill gives an element starting at rank +1 and every 3 after that (+1,+4,+7 ect) and each point of refresh gives you 2 extra elements.
  • To do something with magic requires a Magic roll with the difficult the same as achieving the same effect without magic.
  • The magical elements are the ones listed with the races plus healing or the list of disciplines from the High fantasy magic list. A simplified version of this list is below.

Magic stress/MP[edit]

Every character has a magical stress which represents their inner supply of magic power and their connection to the natural flow of energies. The calculations for the number of stress boxes are found in the stress section. Most basic cantrip level of magic doesn't cost any stress and magical stress can be spent in the following ways.

  • 1 box may be tick for any magic attack or magical effect beyond a simple cantrip using an element you have.
  • 2 boxes may be ticked for an unusually large effect or attack that affects a zone using an element you have.
  • 1 box may be ticked to perform a cantrip using an element you lack.
  • 2 boxes may be ticked to perform any magical attack or magical effect beyond a simple cantrip using an element you lack.
  • 1 box may be ticked to apply a magical benefit to other skills, such as mystical arts to shoot and fight.
  • 1 additional box may be ticked to add a +2 to a magic or mystical roll.

On Stunts, A stunt never costs MP to use even if they are a mystical art , in which case they are known as a practised Art, but if they are magic or mystical art based they may use the mp for bonus rule.

Like other stress a consequence may be taken to mitigate this stress, these consequences represent blow back or draining of magic or life-force and can be physical or mental in nature.


Magic Systems Inspiration

The elements can be divided into two ways of grouping the first is the simple physical, racial and Ephemeral groups and is as follows.

Simple Groupings[edit]

Physical elements

  • Fire
  • Water
  • Air
  • Earth
  • Metal
  • Wood/Nature

Racial Elements

  • Illusion
  • Poison
  • Communication
  • Strength/Empowering
  • Lightning/Energy
  • Beast

Ephemeral Elements

  • Sight
  • Death
  • Teleport
  • Transform
  • Mind
  • Healing/life

The second break down is the fundamental trios which is a more complex system based on fundamental aspects of reality that the elements relate to and are as follows

Fundamental Groupings[edit]

The Trio of Truth

Fire, Illusion and Sight

Now illusion and sights relation to truth are simple Illusion is hiding and creating false truth and sight is the ability to see truths. Fire's relation to truth is more symbolic, fire burns both barriers to truth and evidence of truth, It warms like comforting facts and hurts like a hash thoughtless truth.

The Trio of Equilibrium

Water, Poison and Death

Water is equilibrium as it settles and is calm but the smallest of changes causes massive changes in behaviour, Poison is what at it heart disrupts the equilibrium of the body and mind and finally death the total equilibrium of body and the balance of the cycle of souls.

The Trio of Movement

Air, Communication and Teleportation

The simplest as Air is the movement of wind and what it carries, communication the movement of knowledge and emotion and teleportation is the fastest movement of substance.

The Trio of Growth/Change

Earth, Strengthening and Transmutation

Weird one and pulls from traditional alchemy, Earth is the source of growth and change for plant, metals and crystals. Where as strengthening is the growth and change of the body and transmutation the change and growth of physical objects.

The Trio of Power

Metal, Lighting/energy and Mind

Metal is the power of the gear and machine [Addendum: Includes the power of tools, weapons and armour] , Lightning/energy is the rawest expression of the power of the world and the mind is the most powerful mover and holder of true power.

The Trio of Relationship

Nature, Beasts and Life

Nature is the interconnected complex relationship of the forest, field and other bodies of plants, Beast is the relationship of person and beast and Life is the intimate relationship of parts of a living thing.


Gaining a summon costs an aspect and is build as a Supporting NPC with the following traits, Summons lack consequences and itstead are automatically dismissed once a stress track is filled and cannot be summoned till the next day. An individual Summon can be be summon by the caster as an action but can only be summoned once per conflict.

  • high concept, a trouble, one more aspect
  • One stunt
  • 1 good skill 1 fair skill and 2 average skills
  • 2 + relevant skill stress boxes


Tried to keep it simple while still having differences.

Corvette's are the smallest ship capable of long distance/open sky journeys. Anything smaller would be considered a lifeboat or leisure boat for use in or around a city.

Corvette's and Tradeships are the thew 'merchant' class vessels, though they can be converted for use as warships. Corvette's are the fastest ship and are often used important cargo, transporting mail or passengers. Tradeships are slower but carry a lot of cargo.

Frigate's and Cruisers are the main warships, though they can be converted to use as merchant ships. They make up the bulk of most Sky Navy's.

Battleships are relatively new and only the largest countries or Navies have them.

Class Size Type Turn Radius Speed Min Crew Max Crew Cannons Cargo
Corvette Small Merchant 5 5 6 50 8 20 tons
Frigate Small Warship 4 4 8 75 12 40 tons
Tradeship Medium Merchant 2 2 12 50 8 80 tons
Cruiser Medium Warship 3 4 12 125 20 60 tons
Battleship Large Warship 2 3 24 300 48 100 tons

Running the game[edit]

Current Issue: Impersonating kitsune in leadership

Impending Issue: Shifting and confusing laws


Random table of current threads


1-2 On the run from capital forces

3-4 Dealing with green scar bandits

5-6 Reach Bloom-Harvest a safe harbor.


Random table of current NPCs in Mythic groups can count as NPCs


1 Kitsune Conspiracy

2 Fenrin

3 Porsea

4 The mollian Family

5 Lady Victoria Mollian

6 Prince Edward, Young heir to the Gerdermian throne

7 The green scar gang

8 The green scar bandit that have taken over the village

9 Green Scar females that have charmed the villagers.

10 Villagers of the south forest village

11-12 reroll

Situation and Scene Aspects[edit]

Suspicious Movements

Current Combat[edit]

Creature and Character Stats[edit]

Dungeons and Wilderness[edit]

A method of running dungeons and other maze like locations where exploration and ability to travel are important. When calling for a dungeon a goal must be chosen then the location must be planned.

Designing a location[edit]

First give the location a defining aspect and 2 to 4 environmental description aspects

Second stat up the location using the following skills.

  • Complexity: The average obstacle to navigate this location, low complexity is a well lit straight path high complexity is complex branching maze with many mental effects.
  • Density: The average Obstacle to movement in this location, low Density have no to little impairment to travel, while high density is full of rubble, plants or pits that block paths.
  • Hazards: The average obstacle that causes harm be it mental or physical in this location, failure on these rolls can causes stress or peril rather then increased depth. Low Hazard locations have little in the way of danger mostly natural hazards and high hazard locations are full of actively maintained traps.

Optional These are skills used to make a location more interesting and dynamic but can ignored and replaced with aspect invokes and compels or Mythic questions.

  • Rewards: The average difficulty in finding useful and valuable goods in this location. The types of rewards are defined by the location aspects. This skill is rolled as the result of success with style in a location or the result of explicit searching. Low reward locations are barren and picked clean while high reward locations are rich jungle temples filled with treasure and rare herbs.
  • Threats: This denotes the chances of having an encounter with local creatures. How often this is rolled against is dependent on location but usually measured in once in X turns. Low Threat locations have a few weak passive creatures while high threat locations a full to the brim with strong aggressive actively hunt creatures.

Finally all locations gain a depth which is the number of shifts needed to traverse the location. Locations where the goal is to reach a centre and get back out again will have 2 depths (most often equal) for the inward and outward journey, with sometime the skills and aspects shifting. Standard depth is 2*number of active characters.

Method of Running a Dungeon[edit]

  1. Create an initial Obstacle that fits the location and choose a location skill that fits that type of obstacle.
  2. One character is chosen to take the lead in solving this obstacle describing how they and the rest of the party work solve this issue.
  3. The player rolls one other their characters skills fitting the description VS the skill describing the obstacle.
  4. Successes reduce the depth needed to complete the goal, while failure increase the depth. (Hazards have the option of dealing stress instead)
  5. Once the changes of depth is done the player who attempted to solve the last obstacle chooses a new one and describes it to the rest of party.
  6. A New party member is chosen to take the lead in solving this obstacle and the system repeats.

Future Plans and Ideas[edit]

Plot Structure of a standard JRPG[edit]

  1. A bunch of strangers (with occasional pre existing connection) meet up
  2. Have a short linear route to learn the mechanics (one town, one dungeon + area boss)
  3. Meets the first villain proves themself a jerk
  4. Spends the first disk chasing this character or running from them with the villian doing more stuff
  5. mean time spend time dealing with local problems and points of interest
  6. Finally meet and fight the villain, most often lose this fight but find out he just an agent of a bigger bad
  7. The wider world opens
  8. The second disk is spent dealing with the big bads agents including the first and their plots
  9. plus spend more time dealing with local problems and points of interest
  10. Defeat/befriend the last agent of the big bad find out the location and true plan of the boss
  11. focus in story and mechanically by doing the last few optional and side quest to build up power
  12. Challenge the stronghold of the big bad (sometimes the body/soul of the big bad)
  13. fight and defeat the final big bad (who has multiple forms)
  14. a final cutscene/post game where you see how the world has changed due to the effect of the big bad and his agents no longer doing evil.

Mechanically you can treat dealing with local problems and points of interest as minor milestones, stopping an agent's plot as significant and dealing with agents as major milestones.

Potential Locations[edit]

  • A Snake statue Oasis Harbouring a naga village.
  • An abandoned Research laboratory
  • some sort of no mans land on one border of Gerdermia. A fallen kingdom of some kind, that's now a scarred series of unaligned villages with plenty of ruins and old castles for pirates to hid in.