Mythic Fate A JRPG

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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

Running the game

Current Issue: Impersonating kitsune in leadership

Impending Issue: Shifting and confusing laws

Threads

Random table of current threads

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

Current Combat

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 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.
  • 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.
  • 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.

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

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 impairment to travel, while high density is full of rubble, plant 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.

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.
  • 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.

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.

Method of Running a Dungeon

  1. Create an initial Obstacle that fits the location and choose a location skill that fits that type of obstacle.
  2. 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.
  3. The player rolls one other their characters skills fitting the description VS the skill describing the obstacle.
  4. Successes reduce the depth needed to complete the goal, while failure increase the depth. (Hazards have the option of dealing stress instead)
  5. 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.
  6. A New party is chosen to take the lead in solving this obstacle and the system repeats.

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

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 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

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 based on 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 stress.

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

Potential Religion

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,
  • Prince Edward, Young heir to the Gerdermian throne

Enemies, Rivals and Threats

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