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== Locations ==
 
== Locations ==
[[File:Updated_map_3.png]]
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[[File:5OZ3rxD.png]]
  
* The [[Mythic Fate - Gerdermia|Kingdom of Gerdermia]]
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* The Kingdom of Gerdermia  
 
** 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  
***[[Mythic Fate - Gerdermia#Lusta|Lusta]], A Captured village deep in the forest
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***Lusta, A Captured village deep in the forest
 
**Bloom-Harvest, A village with an interesting past
 
**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.
 
[[Mythic_Fate_JRPG-racial_make_up|City town and village racial break downs]]
 
  
 
== Races ==
 
== Races ==
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===Rare Races===
 
===Rare Races===
'''Ratten''': Rats of poison and death
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'''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
 
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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'''Nekojin''': The Catfolk of Beast and life
'''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.
 
Cat like humaniods with the power to shift into animal forms. They always keep their cat like ears no matter the form.
  
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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 safe from reprisal.
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*Traitors families are save from reprisal.
*Each race has their own language but they can be learnt.  
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*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
*Literacy rate is between 30% to 40% fairly high for this age.
 
  
 
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 ===
[[Mythic Fate - Enemies#Green Scar|Green Scar]]A Large? bandit group hidden in the South Road Forest
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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. While the skill of spellcasting is as common as literacy it is not a requirment to learn.
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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.  
* 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.
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* 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]
 
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'''
 
'''Physical elements'''
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*Healing/life
 
*Healing/life
  
 
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=== Summons ===
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.
 
 
 
== 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.  
 
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==
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====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==
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===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==
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===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
  
==Situation and Scene Aspects==
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===[[Mythic_Fate_JRPG/CurrentCombat|Current Combat]]===
  
Suspicious Movements
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===Dungeons and Wilderness===
 
 
==[[Mythic_Fate_JRPG/CurrentCombat|Current Combat]]==
 
==[[Mythic_Fate_-_Enemies|Creature and Character Stats]]==
 
 
 
==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===
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====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===
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====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 member is chosen to take the lead in solving this obstacle and the system repeats.
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#A New party is chosen to take the lead in solving this obstacle and the system repeats.
 
 
==Future Plans and Ideas==
 
 
 
===Plot Structure of a standard JRPG===
 
 
 
#A bunch of strangers (with occasional pre existing connection) meet up
 
#Have a short linear route to learn the mechanics (one town, one dungeon + area boss)
 
#Meets the first villain proves themself a jerk
 
#Spends the first disk chasing this character or running from them with the villian doing more  stuff
 
#mean time spend time dealing with local problems and points of interest
 
#Finally meet and fight the villain, most often lose this fight but find out he just an agent of a bigger bad
 
#The wider world opens
 
#The second disk is spent dealing with the big bads agents including the first and their plots
 
#plus spend more time dealing with local problems and points of interest
 
#Defeat/befriend the last agent of the big bad find out the location and true plan of the boss
 
#focus in story and mechanically by doing the last few optional and side quest to build up power
 
#Challenge the stronghold of the big bad (sometimes the body/soul of the big bad)
 
#fight and defeat the final big bad (who has multiple forms)
 
#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===
 
 
 
*A [https://twitter.com/Ishton/status/1108223362243969024?s=19 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.
 

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