Editing Mythic Fate A JRPG
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= Indroduction = | = Indroduction = | ||
− | 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 | + | 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. |
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= Setting = | = Setting = | ||
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== Locations == | == Locations == | ||
− | + | * The Kingdom of Gerdermia | |
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− | * The | ||
** The Green Waters, The great Lake of Gerdermia | ** The Green Waters, The great Lake of Gerdermia | ||
** The Capital Saiden on the banks of The Green Waters | ** The Capital Saiden on the banks of The Green Waters | ||
*** The Palace of the ruling Family Mollian | *** The Palace of the ruling Family Mollian | ||
** South Road Forest aka Southern Forest | ** South Road Forest aka Southern Forest | ||
− | *** | + | ***A Captured village deep in the forest |
**Bloom-Harvest, A village with an interesting past | **Bloom-Harvest, A village with an interesting past | ||
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== Races == | == Races == | ||
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[[Mythic A JRPG - Automaten|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. | [[Mythic A JRPG - Automaten|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. | ||
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===Rare Races=== | ===Rare Races=== | ||
− | '''Ratten''': Rats of poison and death | + | '''Ratten''': The Rats of poison and death |
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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 | 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 | ||
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===Exotic races === | ===Exotic races === | ||
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*Exile (but Alkyne might have just been removed from Court) and Imprisonment are common punishments for crimes. | *Exile (but Alkyne might have just been removed from Court) and Imprisonment are common punishments for crimes. | ||
− | *Traitors families are | + | *Traitors families are save from reprisal. |
− | *Each race has their own language but they can be learnt. | + | *Each race has their own language but they can be learnt or The kitsune threat is from another Kingdom. |
*Hybrids exist but look like only one of their parents races but may have unusual traits and abilities. | *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. | *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. | *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 | *Demons exist and can sprawn children, or least that's what people believe | ||
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Potential [[Mythic_Fate_A_JRPG/Religion|Religion]] | Potential [[Mythic_Fate_A_JRPG/Religion|Religion]] | ||
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== Players == | == Players == | ||
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=== The Green Scar === | === The Green Scar === | ||
− | + | A Large? bandit group hidden in the South Road Forest | |
= System = | = System = | ||
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Everyone is born with magic... it's a natural part of the world so it's a natural part of everyone living in it. | 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 | + | 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. |
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. | 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. | ||
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* There is a skill called magic and placing it in your skill pyramid unlocks the ability to do magic. | * There is a skill called magic and placing it in your skill pyramid unlocks the ability to do magic. | ||
− | * | + | * Unlocking magic gives a magical element to work with and more can be bought with refresh. |
* To do something with magic requires a Magic roll with the difficult the same as achieving the same effect without magic. | * 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. | * 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. | ||
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===Magic stress/MP=== | ===Magic stress/MP=== | ||
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[[Mythic_FAte_A JRPG/Magic Systems|Magic Systems]] | [[Mythic_FAte_A JRPG/Magic Systems|Magic Systems]] | ||
[https://fate-srd.com/odds-ends/high-fantasy-magic#air Inspiration] | [https://fate-srd.com/odds-ends/high-fantasy-magic#air Inspiration] | ||
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'''Physical elements''' | '''Physical elements''' | ||
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*Healing/life | *Healing/life | ||
− | + | === Summons === | |
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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. | 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. | ||
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* 2 + relevant skill stress boxes | * 2 + relevant skill stress boxes | ||
− | ==Skyships== | + | ====Skyships==== |
Tried to keep it simple while still having differences. | Tried to keep it simple while still having differences. | ||
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|} | |} | ||
− | = Running the game = | + | |
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+ | == Running the game == | ||
Current Issue: Impersonating kitsune in leadership | Current Issue: Impersonating kitsune in leadership | ||
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Impending Issue: Shifting and confusing laws | Impending Issue: Shifting and confusing laws | ||
− | ==Threads== | + | ===Threads=== |
Random table of current threads | Random table of current threads | ||
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5-6 Reach Bloom-Harvest a safe harbor. | 5-6 Reach Bloom-Harvest a safe harbor. | ||
− | ==Characters== | + | ===Characters=== |
Random table of current NPCs in Mythic groups can count as NPCs | Random table of current NPCs in Mythic groups can count as NPCs | ||
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11-12 reroll | 11-12 reroll | ||
− | == | + | ===[[Mythic_Fate_JRPG/CurrentCombat|Current Combat]]=== |
− | + | ===Dungeons and Wilderness=== | |
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− | ==Dungeons and Wilderness== | ||
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. | 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=== | + | ====Designing a location==== |
First give the location a defining aspect and 2 to 4 environmental description aspects | First give the location a defining aspect and 2 to 4 environmental description aspects | ||
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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. | 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=== | + | ====Method of Running a Dungeon==== |
#Create an initial Obstacle that fits the location and choose a location skill that fits that type of obstacle. | #Create an initial Obstacle that fits the location and choose a location skill that fits that type of obstacle. | ||
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#Successes reduce the depth needed to complete the goal, while failure increase the depth. (Hazards have the option of dealing stress instead) | #Successes reduce the depth needed to complete the goal, while failure increase the depth. (Hazards have the option of dealing stress instead) | ||
#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. | #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. | ||
− | #A New party | + | #A New party is chosen to take the lead in solving this obstacle and the system repeats. |
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