FBH Fantasia Second

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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.

Attack

Weapons

Defense

Armour