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− | = Indroduction = | + | == Indroduction == |
− | This is the Wiki page for the Mythic | + | 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 |
− | + | == Running the game == | |
− | + | Current Issue: Impersonating kitsune in leadership | |
− | + | Impending Issue: Shifting and confusing laws | |
− | == | + | ===Threads=== |
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− | + | Random table of current threads | |
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− | + | 1d6 | |
− | + | 1-2 On the run from capital forces | |
− | + | 3-4 Dealing with green scar bandits | |
− | + | 5-6 Reach Bloom-Harvest a safe harbor. | |
− | + | ===Characters=== | |
+ | Random table of current NPCs in Mythic groups can count as NPCs | ||
− | + | 1d10 | |
− | + | 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 | |
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− | + | ===[[Mythic_Fate_JRPG/CurrentCombat|Current Combat]]=== | |
− | + | == System == | |
− | + | === Skills === | |
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Default Skill list with the following change | Default Skill list with the following change | ||
*Addition of Magic skill | *Addition of Magic skill | ||
− | == Stress == | + | === Stress === |
Player characters and allies gain 1 extra stress box. | Player characters and allies gain 1 extra stress box. | ||
− | ===PC and allies stress boxes=== | + | ====PC and allies stress boxes==== |
Physical stress = 3 + Physique skill | Physical stress = 3 + Physique skill | ||
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Magical stress =3 + Magic skill | Magical stress =3 + Magic skill | ||
− | ===Neutral and Antagonistic Characters stress boxes=== | + | ====Neutral and Antagonistic Characters stress boxes==== |
Physical stress = 2 + Physique skill | Physical stress = 2 + Physique skill | ||
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Magical stress =2 + Magic skill | Magical stress =2 + Magic skill | ||
− | == Poison == | + | === 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. | 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 === |
− | + | [[Mythic_FAte_A JRPG/Magic Systems|Magic Systems]] | |
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− | + | 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. Just about anybody can learn to do magic. 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. Given enough time and practice just about anybody can learn to do magic at least to a limited degree. | |
− | Magic | + | Magic requires intense focus. Many magic users, 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 magic users can do minor magical feats without using one of these focus methods, but for larger magical tasks they are still required. |
− | + | If the magic user is unable to chant, make the gestures or use their focus item they are unable to use magic. Each of these forms of concentration is also noticeable... which means trying to go unnoticed while casting spells can be problematic. | |
− | + | 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. | |
− | ===Terms=== | + | ====Terms==== |
− | * | + | *Low Arts: minor uses of magic that don't provide a mechanical benefit. Doesn't cost MP or require concentration. (fluff) |
− | *High | + | *High Arts: 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) | *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) | ||
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*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. | *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. | ||
− | ===Mechanics=== | + | ====Mechanics==== |
Magic mechanics are based on the following 4 ideas | 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. | * 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. | ||
− | ===Magic stress/MP=== | + | |
+ | ====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. | 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. | ||
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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. | 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 === | + | ==== Elements ==== |
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[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 === | ||
+ | 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 | ||
− | === | + | ===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. | ||
− | + | ====Designing a location==== | |
+ | 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==== | |
− | + | #Create an initial Obstacle that fits the location and choose a location skill that fits that type of obstacle. | |
− | + | #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. | |
− | + | #The player rolls one other their characters skills fitting the description VS the skill describing the obstacle. | |
− | + | #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. | |
− | + | #A New party is chosen to take the lead in solving this obstacle and the system repeats. | |
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− | + | ====Skyships==== | |
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Tried to keep it simple while still having differences. | Tried to keep it simple while still having differences. | ||
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− | = | + | == 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 aka Southern Forest | ||
+ | ***A Captured village deep in the forest | ||
+ | **Bloom-Harvest, A village with an interesting past | ||
− | + | === Races === | |
+ | |||
+ | ====Common Races==== | ||
+ | |||
+ | '''Humans''': Folk of Action and Decision (Currently just filler) | ||
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+ | 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. | ||
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+ | '''Kitsune''': Foxes of Fire and Illusion | ||
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+ | Shapeshifting anthropomorphic Foxes, After their second decade count centuries as decades. | ||
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+ | '''Naga''': Snakes of Water and Poison | ||
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+ | 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. | ||
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+ | '''Trolls''': Folk of Earth and Strength | ||
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+ | 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. | ||
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+ | '''Siren''': Birds of Air and Communication | ||
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+ | 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 | |
− | + | [[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. | |
− | + | ====Rare Races==== | |
+ | '''Ratten''': The 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 | ||
− | + | ====Exotic races ==== | |
− | + | ==== Racial Stunts ==== | |
+ | The following list are example stunts are based on common abilities among the main races. | ||
− | + | '''Kitsune's mask''' | |
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− | + | 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=== | |
− | + | *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 | ||
− | + | Potential [[Mythic_Fate_A_JRPG/Religion|Religion]] | |
− | == | + | == Characters == |
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− | == | + | === Players === |
− | + | * Hammel Playing [[Mythic_Fate_JRPG/Alkyne|Alkyne Rajin]] | |
+ | * Herodarwin playing [[Mythic_Fate_A_JRPG/Rassra|Rassra Trasrell]] | ||
+ | * Llayne playing [[Llayne's Characters - Kyran Galvaynes|Kyran Galvaynes]] | ||
− | + | '''Pending''' | |
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− | + | * ''The Discerning Gentleman playing'' [[Mythic_Fate_JRPG/Benjamin Wade Luther III|Benjamin Wade Luther III]] | |
− | + | '''Left and missing''' | |
− | * | + | * Storynow playing [[Mythic_FAte_A JRPG/Ileana|Ileana Basarab]] |
− | * | + | * wormmonda Playing [[Mythic_Fate_JRPG/Kuon|Kuon & Yuki]] |
− | + | [[Mythic_Fate_JRPG/PCTemplate|Template]] | |
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− | + | === NPCs === | |
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− | + | ==== Friends and allies ==== | |
− | === | + | ==== Neutral ==== |
− | + | ===== Mollian:- The royal family of the green waters ===== | |
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− | + | 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 ==== | |
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− | + | =====Kitsune Threat===== | |
− | + | * Fenrin, kitsune, Aspect:Vainglorious trickster kitsune | |
+ | * Porsea, Kitsune, head of kitsune agents in Gerdermia | ||
− | + | ===== The Green Scar ===== | |
− | + | A Large? bandit group hidden in the South Road Forest | |
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