Mythic Fate A JRPG: Difference between revisions
Herodarwin (talk | contribs) |
Herodarwin (talk | contribs) |
||
Line 113: | Line 113: | ||
Humans: The Folk of Action and Decision (Currently just filler) | Humans: The 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. | 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 | Kitsune: Foxes of Fire and Illusion | ||
Shapeshifting anthropomorphic Foxes, After their second decade count centuries as decades. | Shapeshifting anthropomorphic Foxes, After their second decade count centuries as decades. | ||
Naga: Snakes of Water and Poison | Naga: Snakes of Water and Poison | ||
A snake like head and tail fused to a humanoid torso Naga take up 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. | A snake like head and tail fused to a humanoid torso Naga take up 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 | 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 only once. | 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 only once. | ||
Siren: Birds of Air and Communication | Siren: Birds of Air and Communication | ||
Taken the form winged anthropomorphic birds, These people are often found as nomads or traders. | Taken the form winged anthropomorphic birds, These people are often found as nomads or traders. | ||
Gnomes: Rabbits of Wood and Beasts | 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. | 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: Robots of Metal and Lightning | ||
Mysterious machine beings, it is unclear where they first came from but their metal and lightning bodys perform almost exactly like any other races. | Mysterious machine beings, it is unclear where they first came from but their metal and lightning bodys perform almost exactly like any other races. | ||
Revision as of 22:23, 18 December 2018
Indroduction
This is the Wiki page for the Mythic fate A JRPG, A Jrpg inspired play by post game ran using Fate core and Mythic the GM emulation system
Global Traits
Current Issue: Impersonating kitsune in leadership
Impending Issue: Shifting and confusing laws
System
Skills
Default Skill list with the following 2 changes
- Drive changed to ride
- Addition of Magic skill
Stress
Player characters and allies gain 1 extra stress box.
PC and allies stress boxes
Physical stress = 3 + Physique skill
Mental stress = 3 + Will skill
Magical stress =3 + Magic skill
Neutral and Antagonistic Characters stress boxes
Physical stress = 2 + Physique skill
Mental stress = 2 + Will skill
Magical stress =2 + Magic skill
Poison
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.
Magic
Magic work based on the following 4 ideas
- There is a skill called magic and taking ranks in it 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 dealing with it with out 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 simplifed version of this list is below.
Magic stress/MP
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 effects a zone using an element you have.
- 1 box may be ticked to preform a cantrip using an element you lack.
- 2 boxes may be ticked to preform 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 mysical arts to shoot and fight.
- 1 additional box may be ticked to add a +2 to a magic or mystical roll.
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.
Elements
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
Summons
Gaining a summon costs an aspect and is build as a Supporting NPC with the following traits
- high concept, a trouble, one more aspect
- One stunt
- 1 good skill 1 fair skill and 2 average skills
- 2 + relevant skill stress boxes
- 1 mild and 1 moderate consequence
Setting
Locations
- 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
- Bloom-Harvest, A village with an interesting past
Races
Humans: The 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 up 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 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
Mysterious machine beings, it is unclear where they first came from but their metal and lightning bodys perform almost exactly like any other races.
Racial Stunts
The following list are example stunts are 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 sgress.
Siren's wings
You have the innate power of flight and a +2 to navigation when 3d movement would help.
Gnome's Bond
You can talk to animals and once per scene use social skills on them with out problems.
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
- Exile (but Alkyne might have just been removed from Court) and Imprisonment are common punishments for crimes.
- Traitors families are save from reprisal.
- 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.
- 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
Characters
Players
- Hammel Playing Alkyne Rajin
- Herodarwin playing Rassra Trasrell
- Storynow playing Ileana Basarab
NPCs
Friends and allies
Neutral
Mollian:- The royal family of the green waters
Group aspect: All Powerful rulers of the small kingdom of Gerdermia
- Lady Victoria Mollian, Human,
Enemies, Rivals and Threats
Kitsune Threat
- Fenrin, kitsune, Aspect:Vainglorious trickster kitsune
The Green Scar
A Large? bandit group hidden in the South Road Forest