FBH Fantasia Second: Difference between revisions

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=System=
Now running with D&D5 sometime in the new year.  
==Basic Actions==
In FBH Fantasia 2nd (FBHF2) you roll all actions with a D20 + Attribute + stat + bonus (from equipment, magic, or whatever). All actions that require a roll are taken like this.


==Character Creation==
5 player slots open, everyone who wants to try should contribute a concept and I'll pick by fair methods. A possible sixth slot may open if there's more interest.  
A person is a combination of natural abilities and those learned through life experience, nature and nurture. Nature abilities tend to be broader, but you will receive less points to divide among them, and they are more difficult to raise, as they are mostly inborn, or at least long trained traits.  


===Nature===
REMINDER: While Arcane casting is cool, a D&D party needs a cleric, a rogue and a fighter. Remember that 5th edition allows arcane options in other classes such as Eldritch Knight (Fighter) and Arcane Trickster (Rogue)
Nature is the stuff that you're born with, or develop as a result of your physical body.  


====Attribute====
=General campaign story=
Each Attribute starts at 1, and a starting character has a further 12 points to divide between them. No attribute may go above 5
For a thousand years or more, the Larent Hegemony, the greatest Empire since the days of the Asheni twelve thousand years ago, ruled the land from one ocean to another. They kept the deeper races in the earth and the giants and orcs in the hills and mountains. Their sorcery was such that they gained congress even with the hidden elven and dwarfish homelands. Three hundred years ago the Hegemony fell.   It was no invader or natural disaster that undid the empire, but rather the petty ambitions of its many lords and nobles. Internecine feuding grew to outright civil war, a civil war in which the sorcerous engines of the Imperial arsenals were widely unleashed. The land was devastated. In the ashes, numerous petty kingdoms grew up, preying on one another and preyed on by those forces the Hegemony had once held at bay.
:Power - Your body's brute physical power
:Speed - Your body's natural speed
:Grace - Your dexterity and skill at fine movements
:Endurance - Your ability to stay standing in difficult situations.  
:Perception - The sharpness of your senses
:Logic - Your skill at solving puzzles and riddles
:Memory - Your ability to remember facts
:Beauty - How good you look
:Charm  - How good at talking to people you are socially


After character creation, raising an Attribute costs 5 XP per level
It is said that a hero is at work in the land, a man of strength and courage who will restore the world to its proper order.  You are not him, but that doesn't mean you're unimportant.


====Advantages and Disadvantages====
==Currently==
:


:
You are travelling through the Dutchy of Sardis, on the Eastern Coast of Linrain, once the poorest of the Northern Hegemonic provinces, now the least damaged. The Dutchy, more of a petty kingdom now, is racked by economic problems due to trade disruption in the inner sea, and by strikes by peasants and lesser land owners against the baron's harsh taxes. This dispute has led to a sharp increase in banditry, which so far the baron has declined to deal with, more interested in maintaining security against the threat of the high forest and Mire of the Dead to the East.


===Nurture===
=Backstory Choices=
'''The Princess''' <br>
Heir to a lost Kingdom <br>
Proficient in Court <br>


====Skills====
'''The Princess's Friend''' <br>
These are the things you've learned over the years. If you think of one I've missed, add it here. You begin with 30 points of Skills and may purchase new ones for 1 XP per level
The only friend who knows. <br>
Proficient in helping their princess <br>


:Animal Friendship - Making Nice with the BEasts
'''The Slave''' <br>
:Alchemy - recognizing and creating potions and stuff
Entrapped in Bandit's chains. <br>
:Appraisal -Figure out what treasure is
Proficient in local knowledge <br>
:Archery - Shooting Missiles
:Athletics - Jump Over Things
:Abjuration - Defensive Magic
:Brawl - Fighting with Fists
:Melee Weapons - Fighting with Weapons
:Crafting (Thing) -Smithing, Sowing, Whatever
:Cooking - Can be pretty useful or at least popular
:Healing - Binding Wounds and restoring hit points
:Herbalism - Recognizing different herbs
:Thrown Weapons -Duh
:Invocation - Attack Magic
:Find and Remove Traps -Getting rid of traps
:Riding - Doing stuff on horseback. Usually more than just staying on the horse
:Stealth -Hiding yourself
:Survival - Not dying in the wilderness
:Spotting - Seeing things
:Tracking -Finding tracks
:Lore (thing) -knowledge of a subject
:Path Finding - Direction sense etc.
:Toughness - ~Surviving hits


(Fill in the rest later)
'''The Destined''' <br>
====Experiences====
Fate entwined with that of the hero<br>
These are a lot like white wolf backgrounds. The events in your life that have shaped you as to who you are.
Proficient in things about the hero <br>


===Magic===
'''The Normal''' <br>
Magic is a constant in the world of FBHF2. Most everyone contains a combination of innate magical energies, said to be the remains of the blood of the five goddesses, mixed with humanity's own when she gave birth to the first humans. The blood of the goddesses gives each human a level of enhancement and a measure of the primal goddess's power. The question is now what you have, but how much of each? Rank each blood from 1, to 5. You gain all bonuses up to that level. This also represents your bonus for effects of that cast a spell, with each point in an effect added together to form a total pool. If you use an effect purely from one bloodline, that dicepool is doubled, however this creates strong limits on what can be achieved.
An every day person of ambition, seeking travel and adventure


In general, the more an effect defies normal physics, the harder it is to achieve. So for instance, if you were to teleport across a room with pure Distance, this would be far more difficult than to jump the distance with distance + breath.  
'''The Traveler''' <br>
A far traveled foreigner, come to this land seeking their ambitions.
Proficient in knowledge of distant places <br>


Note that even if a spell is successfully cast it may miss or otherwise fail. In general there are three ways to channel magic to create a successful effect. First you may channel magic through a skill. For instance to take an inhumanly long leap you'd roll Distance + Breath, and then athletics + power roll for the leap.
[[F&F Timeline]] <Br>
[[F&F Background]] <br>


Higher levels of the divine blood maybe developed in play, through the refinement of one's spiritual essence. It requires 5 XP to gain one level of the divine blood. Gaining divine blood above 6 will give further, TBH bonuses.
=Characters=


'''Alessia''' Void <br>
[[Kaija Rintaala]] - Acatalepsy<br>
:1)
[[Chouje]] - Peel<br>
:2)
[[Aveth]] - BM<br>
:3)
[[Prince Pietari]] - Exhack<br>
:4)
[[Alyxena Arkenafin]] - Silence <br>
:5)
'''Adrenla''' Breath <br>
:1)
:2)
:3)
:4)
:5) 
'''Indris:''' Flame <br>
:1)
:2)
:3)
:4)
:5)
'''Tehmon:''' Water  <br>
:1)
:2)
:3)
:4)
:5)
'''Sathena:''' Distance <br>
:1)
:2)
:3)
:4)
:5)


Magic outside the spheres exists, though it is often more strange and limited. See the Spirit Blood and  Divine Healer Backgrounds for examples.
=Party Loot=
Quest Loot / Investigation Items:
* Necromancer Cave
:Personal Jewellery of the (Murdered) Heir to the House of Dale.  
* Hegemony Shelter
:Books (inc. elven classics, hegemony philosophy, LE goddess worship)
* Goblin Cave (3/14)
:Kobold Ledger
:Strange Liquid
:Scrolls ([[First scroll|1]], 2, 3)


===Derived statistics===
Usable Loot:
:Initiative:
:Boric's Staff (Command Word:Tantalus) [Alyx]
:Mental Integrity:  
:Mystic Herbs [Aveth]
:Deep Road Shortsword [Kaija]
:Red Leather Armor (+1 Leather) [Kaija]
:Mithral Breastplate (????) [Peitari]
:Bag of Holding (?????) [????]
:Dust of Sneezing and Choking
:Potion of Hill Giant Strength
:Potion of Healing x 2
:Air Elemental Gem


==Combat==
Mundane Gear
:Cart


===Initiative===
Cash Reserves:  
At the beginning of the combat, each player rolls initiative: d20 + Grace + perception + bonuses.  Everyone must their declare their first rounds actions and stance, beginning with the lowest initiative.
:(None for now!)
 
 
===Stance===
Each round you may take one of three stances, each of which give an escalating bonus known as a stance bonus. The stance bonus begins at +2 and each additional point maybe purchased at 1 XP, applied across all stances.
 
:Offensive: +X Attack -Half X Defense
:Defensive: +X Defense -Half X Attack
:Neutral: No bonus or penalty
 
Stance persists until the next action a person takes. So if you roll high initiative on the first round and take an offensive stance you maybe stuck in it the next round if your initiative goes bad.
 
===Attack===
 
====Weapons====
 
===Defense===
 
====Armour====

Latest revision as of 15:36, 21 March 2015

Now running with D&D5 sometime in the new year.

5 player slots open, everyone who wants to try should contribute a concept and I'll pick by fair methods. A possible sixth slot may open if there's more interest.

REMINDER: While Arcane casting is cool, a D&D party needs a cleric, a rogue and a fighter. Remember that 5th edition allows arcane options in other classes such as Eldritch Knight (Fighter) and Arcane Trickster (Rogue)

General campaign story

For a thousand years or more, the Larent Hegemony, the greatest Empire since the days of the Asheni twelve thousand years ago, ruled the land from one ocean to another. They kept the deeper races in the earth and the giants and orcs in the hills and mountains. Their sorcery was such that they gained congress even with the hidden elven and dwarfish homelands. Three hundred years ago the Hegemony fell. It was no invader or natural disaster that undid the empire, but rather the petty ambitions of its many lords and nobles. Internecine feuding grew to outright civil war, a civil war in which the sorcerous engines of the Imperial arsenals were widely unleashed. The land was devastated. In the ashes, numerous petty kingdoms grew up, preying on one another and preyed on by those forces the Hegemony had once held at bay.

It is said that a hero is at work in the land, a man of strength and courage who will restore the world to its proper order. You are not him, but that doesn't mean you're unimportant.

Currently

You are travelling through the Dutchy of Sardis, on the Eastern Coast of Linrain, once the poorest of the Northern Hegemonic provinces, now the least damaged. The Dutchy, more of a petty kingdom now, is racked by economic problems due to trade disruption in the inner sea, and by strikes by peasants and lesser land owners against the baron's harsh taxes. This dispute has led to a sharp increase in banditry, which so far the baron has declined to deal with, more interested in maintaining security against the threat of the high forest and Mire of the Dead to the East.

Backstory Choices

The Princess
Heir to a lost Kingdom
Proficient in Court

The Princess's Friend
The only friend who knows.
Proficient in helping their princess

The Slave
Entrapped in Bandit's chains.
Proficient in local knowledge

The Destined
Fate entwined with that of the hero
Proficient in things about the hero

The Normal
An every day person of ambition, seeking travel and adventure

The Traveler
A far traveled foreigner, come to this land seeking their ambitions. Proficient in knowledge of distant places

F&F Timeline
F&F Background

Characters

Kaija Rintaala - Acatalepsy
Chouje - Peel
Aveth - BM
Prince Pietari - Exhack
Alyxena Arkenafin - Silence

Party Loot

Quest Loot / Investigation Items:

  • Necromancer Cave
Personal Jewellery of the (Murdered) Heir to the House of Dale.
  • Hegemony Shelter
Books (inc. elven classics, hegemony philosophy, LE goddess worship)
  • Goblin Cave (3/14)
Kobold Ledger
Strange Liquid
Scrolls (1, 2, 3)

Usable Loot:

Boric's Staff (Command Word:Tantalus) [Alyx]
Mystic Herbs [Aveth]
Deep Road Shortsword [Kaija]
Red Leather Armor (+1 Leather) [Kaija]
Mithral Breastplate (????) [Peitari]
Bag of Holding (?????) [????]
Dust of Sneezing and Choking
Potion of Hill Giant Strength
Potion of Healing x 2
Air Elemental Gem

Mundane Gear

Cart

Cash Reserves:

(None for now!)