Difference between revisions of "Mythic Fate A JRPG"

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(Locations)
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* The Kingdom of Gerdermia  
 
* The Kingdom of Gerdermia  
 
** The Green Waters, The great Lake of Gerdermia
 
** The Green Waters, The great Lake of Gerdermia
** The Unnamed Capital 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  
 
** South Road Forest  

Revision as of 14:59, 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

Inspiration

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)

Kitsune: Foxes of Fire and Illusion

Naga: Snakes of Water and Poison

Trolls: Folk of Earth and Strength

Siren: Birds of Air and Communication

Gnomes: Rabbits of Wood and Beasts

Automaten: Robots of Metal and Lightning

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


Template

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