Difference between revisions of "FBH Fantasia Second"

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=System=
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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==
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5 player slots open, everyone who wants to try should contribute a concept and I'll pick by fair methods.  
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===
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=General campaign story=
Nature is the stuff that you're born with, or develop as a result of your physical body.  
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For a thousand years or more, the Larent Imperium, the greatest Empire since the days of the Asheni eight 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, Then, three hundred years ago the Imperium 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 Imperium had once held at bay.  
  
====Attribute====
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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.
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====
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=Backstory Choices=
:
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'''The Princess''' <br>
 +
Heir to a lost Kingdom
  
:
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'''The Princess's Friend''' <br>
 +
The only friend who knows.
  
===Nurture===
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'''The Slave''' <br>
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Entrapped in Bandit's chains.
  
====Skills====
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'''The Destined''' <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
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Fate entwined with that of the hero
  
:Animal Friendship - Making Nice with the BEasts
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'''The Normal''' <br>
:Alchemy - recognizing and creating potions and stuff
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An every day person of ambition, seeking travel and adventure
: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 <br>
 
:1)
 
:2)
 
:3)
 
:4)
 
: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.
 
 
 
===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====
 

Revision as of 15:54, 26 December 2014

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.

General campaign story

For a thousand years or more, the Larent Imperium, the greatest Empire since the days of the Asheni eight 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, Then, three hundred years ago the Imperium 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 Imperium 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.


Backstory Choices

The Princess
Heir to a lost Kingdom

The Princess's Friend
The only friend who knows.

The Slave
Entrapped in Bandit's chains.

The Destined
Fate entwined with that of the hero

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