Difference between revisions of "FBH Fantasia Second"

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Revision as of 17:51, 6 December 2014

System

Basic Actions

In FBH Fantasia 2 (FBHF2) most rolls consist of a number of d10s equal to (Attribute+ skill + bonuses) with a success number of 6, and any 1's subtracting a success, while 10s count double.

Alternatively, a player may take a purely static result of (Attribute + skill + bonus)/2.

Every success over the target number gives a better result. Every success below the target number gives a worse one.

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 spell dice 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.

Note that even if a spell is successfully cast it may miss. Personal spells use (Abjuration + stat) while distant spells use (invocation + stat) to make sure they go off without a hitch in stressful situations.

Alessia Void
Adrenla Breath
Indris: Flame
Tehmon: Water
Sathena: Distance

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

Stance

Attack

Weapons

Defense

Armour