Mythic Fate 2

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So what's the game? A Jrpg inspired Fate core game most likely stealing ideas from this game I played gm-less in a JRPG nature of a sequel that has nothing to dop plot wise just shares some mechanics and details.

So what you can assume before we dive into a create a JRPG sub world, that maybe with some refinement that anything mechanical and the races will definitely be real, that I will be running the game based on a variation of the JRPG plot structure, that I would like an element of "side quest" lead play by which I mean not just rushing through the main plot structure but doing interesting diversions (player and GM directed) and personal actions as well. Finally I will be using a roughly bottom up as needed setting building as the game goes on rather then having a completely planned world.



PC and NPC team members

Character template

Allied NPCs

Enemy NPCs

Important NPCs

Zinzae Akapold, the caretaker of the orphanage

=== Named NPCs

Professor Glaswulf: Alchemy researcher


The Free City of Aurumia

The Aurumia Savana


Common Races

Not common races bare human make out 40% of people as a collective group with humans by themselves making up another 40%.

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

These rare races as a collection make up 13% of people would wide but have a tendency to cluster together, A rare Race is usually aligned to a Racial element and and an ephemeral element of a trio.

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 than users

Nekojin: Catfolk of Beast and life

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

Exotic races

Exotic Races make up 7% of people worldwide but are almost self isolating to the extreme, exotic races are usually aligned with a physical and ephemeral elements of a trio.

Racial Stunts

The following list are example stunts are based on common abilities among the main races, you are not limited to this list and free to choose a stunt that fits your characters focus of their racial abilities.

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 intelligence 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



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


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 practice 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 requirement to learn.

Spellcasting requires intense focus. Many spellcasters, especially near Aurumia, 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

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

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

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 a Stunt 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