FBH Fantasia Second: Difference between revisions
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===Initiative=== | ===Initiative=== | ||
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. | |||
===Stance=== | ===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=== | ===Attack=== |
Revision as of 08:03, 9 December 2014
System
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
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
Nature is the stuff that you're born with, or develop as a result of your physical body.
Attribute
Each Attribute starts at 1, and a starting character has a further 12 points to divide between them. No attribute may go above 5
- 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
Advantages and Disadvantages
Nurture
Skills
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
- Animal Friendship - Making Nice with the BEasts
- Alchemy - recognizing and creating potions and stuff
- Appraisal -Figure out what treasure is
- 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)
Experiences
These are a lot like white wolf backgrounds. The events in your life that have shaped you as to who you are.
Magic
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.
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.
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.
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.
Alessia Void
- 1)
- 2)
- 3)
- 4)
- 5)
Adrenla Breath
- 1)
- 2)
- 3)
- 4)
- 5)
Indris: Flame
- 1)
- 2)
- 3)
- 4)
- 5)
Tehmon: Water
- 1)
- 2)
- 3)
- 4)
- 5)
Sathena: Distance
- 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.
Derived statistics
- Initiative:
- Mental Integrity:
Combat
Initiative
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.
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.