Phantasia 2nd Edition
Welcome to the Phantasia 2nd Edition web site.
Step 1: Basic Abilities
First we need to create the bare bones of your character. Roll up the attributes and record them on the character sheet. Using a pencil is recommended as these numbers can change during character creation and through role-playing.
**A note on rolling random numbers. This game uses a 10-sided die so simply roll a die wherever you see "R". The "R" stands for random number. If you have to roll more than one the entry will appear as "2R", "3R", and so on. It simply means that you roll two 10-sided or three 10-sided and add them together**
The Basic Attributes
Attack: 20+2R
Strength: 20+2R
Intelligence: 20+2R
Defense: 20+2R
Dexterity: 20+2R
Intuition: 20+2R
Health: 20+2R
Senses: 20+2R
What each attribute means
Attack:
This is your characters natural offensive ability. Or more simply, how he fights. His attack attribute includes all forms of unarmed combat ranging from light jabs to round house punches. While it includes aspects of both strength and dexterity it is effectively its own ability. There have been many instances where a person's fighting ability isn't adequately represented by any one physical trait; this special something is what the attack attribute represents. Admittedly it's more of a dramatic device than an accurate calculation of abilities, but that's why we play these games.
Defense:
This is the exact opposite of Attack. This is your ability to stop an attack from hurting you. It covers your basic dodges, parries, and blocks. While it may be very disparate from your attack, that can be totally reasonable. Maybe you’re the aggressive fighter who cares more about wounding than personal protection. Or you could be the wily little guy who doesn't hit much but can dodge anything.
Health:
Health is your ability to survive. It is both the amount of damage you can take and the effective constitution you possess. Every time you take damage it temporarily reduces your hit points. If they hit zero the character dies. I suggest avoiding that as much as possible.
Strength:
Strength covers your character's raw physical prowess. It is used whenever he needs to lift or move something. Whenever you want to deal with the physical limits of your character, you will generally use his strength attribute.
Dexterity:
This is the measure of agility your character possesses. This attribute will determine if you character is an Olympic ballroom dancer or the klutz who can't walk straight. If he needs to jump over a chasm or scale a wall you would normally use the dexterity attribute.
Senses:
Your character's senses indicate how well he notices the world around him. The more alert he is the quicker he can react to a given situation. His senses can mean the difference between life and death. Whenever the Game Master (GM) decides to test your character's ability to notice something, this is the attribute he will use.
**OPTIONAL RULE**: If your game master allows, you may increase any one of your senses at the cost of another. Note that if you choose to do this the amount of increase and decrease must be equal.
Intelligence:
Intelligence is your character's book learning and abstract thinking processes. This attribute rates how much you basically know and understand. Having a low intelligence will not mean that your character is mentally handicapped. He may only be ignorant. Having a great intelligence also doesn't mean that you’re a genius, you may have simply learned a lot. A player ultimately decides the character's raw potential, either through their actions or choice of character personality.
Intuition:
The intuition attribute is the gut feeling we all possess. When you want to get a feel for what your character may be thinking when you as a player is unclear about something, feel free to ask your GM to role against this attribute. Occasionally the GM may take pity on the pc's and roll this attribute just to see if they understand the level of danger their in. Intuition also governs your chance of being surprised. This may be the most subjective attribute listed. As always use your best judgment when checking against it.
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Step 2: Environment
Where did your character grow up? Was he born in the capital cities or provincial towns? Did he live among the field magi toiling the crops and herding the animals? The place your character called home in his youth has a great affect on how he turned out. Each environment offers differing experiences and opportunities. At this point you must decide if you want to be from the "Rural" or "Urban" settings.
If your character grew up in the "Rural" setting of the farmlands or forests that border the Wilds he receives an additional d10 roll to add on to his Health attribute. This reflects the harder life and greater challenges for surviving to the age of majority. If your character grew up in the "Urban" setting made up of the cities and towns across the land then he receives an additional d10 roll to add on to his Intelligence attribute. This isn't to say that people are smarter in the city. Only that they get a better education.
After rolling up your character's attribute bonus, you may choose one skill listed in the summary chart. These skills represent some of the opportunities that were available to him while growing up. Choose the skill that best suits the image you have for you character so far, not what you think will help within the game mechanics.
Summary of Advantages of Rural and Urban Settings
Rural:
+1R to Health
Skills (choose one):
Animal Handling
Direction Sense
Farming
Fishing
Survival (One Type)
Weather Sense (Practical Only)
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Urban:
+1R to Intelligence
Skills (choose one):
Drive Coach
Etiquette
Gaming
Haggling
Politics
Read/Write
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Step 3: Choose Your Mystery
Listed here are the seven basic mysteries available to beginning characters and players (There may be more mysteries to choose from later). For a more complete description of each mystery, look over them in the Cantuses.
Mystery of Fire (special creation rules, look at the introduction)
Mystery of Earth: Shapers and Conjurers of the world.
Mystery of Water: Healers and Druids
Mystery of Air: Weather Shapers and Masters of Transportation
Mystery of Life (special creation rules, look at the introduction)
Mystery of Shadow: Illusionists (artists and storytellers)
Mystery of Death: Technologists, this mystery is forbidden in most lands (be careful).
The Mysteries of Time and Spirit are thought to be dead. So they are unavailable for play in the modern setting.
Each mystery increases one of your attributes and gives you several more skills to choose. Pick what you've learned over your training carefully it may or may not save your life someday.
Step 4: Personality/Upbringing
At this point you know where your character was raised and what mystery he was trained in. Now we must decide what he tried to grow up to be. Sure he was a pron-alban born to the fields, but what is he now? The most common answer is field magi. Sure it can be yours too, after all that's what Mosiah was and look how he turned out. But maybe the local lord noticed that the whelp had a flair for sculpting and sponsored him as an artist or craftsman. Maybe you were a kan-hanar from the mystery of air that really hated the need to depend on the duuk-tsarith to solve their problems. So instead of studying trade routes and market shares you spent all your time and energies into trying to become a champion of the people (commonly called defender for short). There are several options available to you,
so choose something that you feel best depicts the character you want to give birth to, not what sounds right for game mechanic purposes.
***Please note that each upbringing modifies two attributes by increasing one and decreasing the other. Only roll one die and modify both attributes by the same amount.
You will also be choosing two skills from the list provided with each description.***
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Artisan
Roll 1D: Add it to Senses
Subtract it from Attack
Skills (choose two):
Etiquette History Sculpting
Haggling Painting Weaving
Hearth Lore Politics Writing
These are the painters and artists that exist all across the lands. They are found peddling their talents in theparks, groves, and street corners all across Thimhallan. Those with great talent (or at least good luck and politics) canoften be found working for a noble house, or even royalty. These gifted individuals also ply their trade at schools and universities in all the lands. The Mystery of Shadow favors the artisan, though they are not the only ones to take up the profession (but they do run the guilds).
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Athlete
Roll 1D: Add it to Strength or Dexterity
Subtract it from Intuition
Skills (choose two):
Acrobatics Heraldry Swimming
Climbing Jumping Throwing
Endurance Running Xantar Combat
Athletes are the physical heroes that represent the finest the people of the land have to offer. They are a newer addition to the world, plying their abilities at competitions and sponsored events. A good athlete will live a comfortable life in one of the nicer cities travels the corridors to reach the events. A poor athlete may end up living the life of meager field magi if they aren't careful. Besides it beats starving to death. Athletes come from all backgrounds at mysteries.
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Bard
Roll 1D: Add to Intuition
Subtract from Strength
Skills (choose two):
Dancing Heraldry Musician
Etiquette History Old Language
Hearth Lore Local Lore Singing
Bards are the wandering storytellers and musicians of Thimhallan. They are the ones who, along with the kan-hanar merchants tell the news and stories of the lands. Their tradition is still going strong in the countryside, in the cities it has fallen on harder times. The various entertainers' guilds are trying to edge out the bard. This has led to several confrontations in recent times. Kan-Hanar and illusionists are the most common mysteries for the bard, and technologist bards are unheard of. Rumors say that more than a few sif-hanar have taken to this life to escape criticism of others.
One last note about this enigmatic group; rumors persist that they know where many great fortunes lay in the ruins of cities and fortresses.
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Beast Trainer
Roll 1D: Add it to Intuition
Subtract it from Defense
Skills (choose two):
Animal Lore Appraising Herding
Animal Handling Climbing Plant Lore
Animal Training Haggling Running
Beast Trainers come from many different backgrounds. They help train farm and work animals; beasts used to transport goods across the land, and even in the circuses that wander all the lands. The one thing they all have in common is a general preference for the company of animals over men. Many of these strange men wander the world, looking for new and exotic animals to explore the psychology of.
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Courtier
Roll 1D: Add it to Senses
Subtract it from Strength
Skills (choose two):
Diplomacy Gaming Politics
Etiquette Heraldry Read/Write
Dancing History Stealth
Courtiers are the people found in the courts and salons all across the land.
These individuals make and break power brokers in their bid for wealth and glory.
The people who make up this class often fund ventures to recover lost artifacts, and when funds run a little low, they might sell a little influence. Corruption and runs rampant and the honest ones are seldom appreciated.
Sometimes things get a little too hot for the courtier and the have to take a holiday to the countryside to escape the "pressures" of court. This is often a life of intrigue. Many of this class are shallow and full of hedonism, but once in a while you find a courtier whom actually care about the welfare of the poor, be thankful.
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Craftsman
Roll 1D: Add it to Senses
Subtract it from Defense
Skills (choose two):
Appraisal Haggling Shaping (one type)
Architecture Politics Shipwright
Brewing Read/Write Stone Lore
Craftsmen shape the houses, furniture, clothes, and all other items used by the people of Thimhallan; they build the world. Craftsmen range from the makers of ships and houses all the way up to imperial class sculptors. This is a trade always in demand and seldom respected by the majority. The crafts are typically run by guilds, but roguish independents do exist. Many of the great explorers in Thimhallan's history have been these independents, mainly because they couldn't safely stay in one place.
In addition to this, many shapers have taken up the search for lost items, after all the reproduction of antiques has always been good business.
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Defender
Roll 1D: Add it to Attack
Subtract it from Intelligence
Skills (choose two):
Blind Fighting Law Tracking
Endurance Survival Throwing
Heraldry Swimming Xantar Arts
The Defender is a rare breed of person. These are the individuals who feel that the Duuk-Tsarith shouldn't be involved in all the problems people have. These brave souls have taken it upon themselves to help others of their community in whatever situations arrive. The Duuk-Tsarith seldom desire the help offered by the defenders. As a result the defenders find themselves wandering from town to town fixing the problems and mysteries that so often arise.
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Field Magi
Roll 1D: Add it to Strength
Subtract it from Attack.
Skills (choose two):
Animal Lore Farming Local Lore
Direction Sense Hearth Lore Plant Lore
Endurance Herding Weather Sense
Field magi are the people whose sweat and strength the entire society is built upon. They toil in the fields raising crops, herd the animals, clear the lands, and watch the borders. This life is a hard one, full of pain and misery. Few meek out a decent living, but most simply survive. Many young ones run away wanting to try life in the big cities, others out of fear or to escape crimes. Some are just taken with wanderlust.
It is dangerous to do, a great many have never returned from the wilds, those that do though occasionally bring in great fortunes. Enough wealth to buy the fame and fortune society denied them because of common birth. While this may be against tradition and caste, never forget the golden rule, "He who has the gold makes the rules." This is the way the world is run.
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Merchant
Roll 1D: Add it to Intuition
Subtract it from Defense
Skills (choose two):
Accounting Geography Politics
Animal Handling Haggling Sailing
Appraisal Heraldry Trade Lore
Merchants travel the paths of the world selling the goods made and grown by others. They have unparalleled access to cities and markets of the all kingdoms. Even though the traders are organized along guild lines they have great freedom in their business dealings. Though some prefer to try their hand freelancing. These people move around often and frequently find great adventure and great risk in their travels.
It should be noted that merchants aren't just sellers and traders, illusionists, farmers, and information brokers can all easily bear this title. Don't think of this upbringing as limited only to the Kan-Hanar. While they are the main traders of the land, they are not the only ones. Any person interested in peddling their wares can take on the challenge.
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Pilgrim
Roll 1D: Add it to Intuition
Subtract it from Attack.
Skills (choose two):
Hearth Lore Old Faith Singing
Herbalism Plant Lore Survival
History Religion Writing
Pilgrims are those rare individuals who never gave themselves over to the faith of the Almin. They follow the beliefs of the old world handed down from parent to child and teacher to student since the great passage. This is a harassed and persecuted people. They spend their lives traveling the lands, looking in the ruins of forgotten ways searching for some small portion of ancient traditions. These wanderers have seen such wonder and awe as few others in the land have, of course they've also seen more than a few dungeons of the duuk-tsarith along the way.
There are rumored to be small enclaves where this is the only faith allowed and the catalysts there don't answer to the Church. If these heresies are true, then maybe there is a place in the world where wanderers can find refuge when on the run. But there would also be people who would pay a great sum if this information were shared with them.
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Rogue
Roll 1D: Add it to Defense
Subtract it from Strength
Skills (choose two):
Appraisal Haggling Scrounging
Forgery Law Sleight of Hand
Gaming Pick Magic Locks Stealth
The scoundrels and ne'er-do-wells that roam the land, these are the rogue. This sort of character makes their living of the well being of others. The rogue could be a thief, con man, pirate, or socialite leech. Survival is their specialty. The life they lead is one of fear and adventure. So often the rogue is welcomed with open arms upon arrival, and run out of town with all the anger the town could muster.
Stories of quick wealth and easy pickings mark the watchwords of this caste. As such the rogue often finds himself in interesting situations. Fun as they may be many end up dead.
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Scholar
Roll 1D: Add it to Intelligence
Subtract it from Strength
Skills (choose two):
Astronomy History Religion
Geography Law War Lore
Heraldry Old Languages Writing
The scholars of Thimhallan tutor the children, write the books (at least the educational ones), record the histories as they occur, and rediscover the knowledge lost during the iron wars. These men possess knowledge that kings and princes fear, and the duuk-tsarith are weary of.
Teaching the truth isn't always popular, and a wrong lesson can land one of these learned men on the streets. They also search for items long since lost to the rest of society. This can lead to dangerous and intriguing perils. Stuff often worthy of legend, if only they survived.
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Suburban
Roll 1D: Add to Dexterity
Subtract from Intelligence
Skills (choose two):
Animal Lore Running Stealth
Local Lore Sailing Survival
Plant Lore Swimming Weather Lore
A suburban is a person raised in the small towns that make up the border between the civilized cities and the wilds encompassing the rest of the world. They spent their time wandering in the woodlands and finding the dangers that make the wilds just that. Little time spent in schools has hurt them in some ways but their preparedness and reflexes help them in so many other ways. The hobbies of these wild individuals make them a little out of place in most of society, so they eventually take to wandering the world, looking for adventures, or at least a place where they can belong.
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Youth
Roll 1D: Add it to Dexterity
Subtract it from Strength
Skills (choose two):
Climbing Local Lore Stealth
Endurance Running Swimming
Hearth Lore Scrounging Throwing
From time to time children feel like they have gotten a bad deal. Maybe their parents were abusive, or they were orphaned, regardless of how they came to wander these are the kids alone in the world. The duuk-tsarith would gladly catch the "lost" children and put them where they belong. Always running from something, most of these kids just want a warm meal and a place to sleep for the night. Children don't have the same appreciation for danger adults do, and can often end up in the most unusual situations, be careful.
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