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Key Notes

IRON & STEEL IS RESTRICTED

The major races and cultures of Celtica are unable or unwilling to smelt iron and steel. Steel is highly valued for both armor and weapons (rare, at least double base cost, except in Brythonic nations), and the knowledge to forge it is rare and very protected. Cold wrought iron is more valuable than steel as it has a greater effect on fairy kind. Non-metal armours such as leather, hide, lamellar, and even bone is the typical fare and several cultures still use primitive stone based weapons (the lesser faeries).

METAL SUSCEPTIBILITY

The Sidhe are susceptible to ferrous metals. Particularly iron, but also steel. It causes damage and negates any magic they use. Cold wrought iron is the most effective, followed by forged iron, then steel.

MAGIC ITEMS ARE COMMON

Magic Items of real power tend to be very rare, but minor magic items (with say, one charm) are common. Most royalty bear named magical weapons. Minor mages and hedge wizards, druids and witches may make charms for peasants. Tattoos and wode can be imbued with magical properties.

FAIRY REALMS

Lands inhabited by the Sidhe exist outside of the laws of physics of lands inhabited by humans, often in alternate dimensions. Time flows differently and there are magical portals between the otherworlds and the human world.

GLAMOUR

Things are not often as they appear and non-humans have codes of conduct that are not the same as humans.

Settings

TBD

Healing

TBD

Artifice Level

The Realm of Celtica's default Artifice Level is Low for technology and High for magic

Some regions, notably the Brythonic areas, are High for technology and Standard for magic.

Character Points

DEFAULT STARTING POINTS: 75+50

It is assumed that new characters in this paradigm start with 75 Base Points and up to 50 points from Disadvantages. This value can be altered by the GM at will.

This paradigm is expected to explode on the higher end of the point scale. A GM can easily kick start the campaign to a higher level of play by granting large chunks of Experience to characters to represent their status as veteran adventurers when the campaign starts. Similarly the GM could downscale the characters to represent that they are somewhat green when the campaign starts

The following chart vaguely indicates relative status levels by adjusted character points. The status titles are not intended to have any literal meaning; they are just intended to give an idea of the status of a character with that many character points.

Relative Status Base Max Disadvantage Points Starting Experience Max Starting Total Points
Sheltered Neophyte 50 25 0 75
Neophyte 50 50 0 100
*Youngblood 75 50 0 125
Seasoned Youngblood 75 50 25 150
Veteran 75 50 50 175
Seasoned Veteran 75 50 75 200
Hero 75 50 125 250
Champion 75 75 150 300
Famous 75 75 200 350
Legend 75 100 225+ 400+
* Asumed Default

Races

The core playable races of the Realm of Celtica are listed below.

  • Tuatha Dé Danann - "men of the three gods" - fairies, immortal.
    • Seelie (those more likely to help humans)
      • Hobgoblins
      • Brownie
      • Ferrishyn
      • Selkies
      • Lepracauns
    • Neutral
      • Tylwyth Teg
      • Aes sĂ­dhe
        • Bean (Banshees)
        • Cat (Fairy cats)
        • Cu (Fairy dogs)
        • Leanan (Fairy lovers)
        • Slough (The Wild Hunt / Ghosts)
    • Unseelie (those more likely to harm humans)
      • Bogies
      • Bogles
      • Boggars
      • Abbylubbers
      • Buttery spirits
  • Milesians - "sons of Mil" - humans, Celtic.
  • Brythonic - humans, Celtic/Anglosaxon/Norman/French. Arthurian.

Means to Power

There are many different ways for characters to gain power and be recognized in the Realm of Celtica.

TODO: MAGIC SYSTEM INCLUDE HERE

PSIONICS

TBD

SUPER SKILLS

TBD

MARTIAL ARTS

TBD

Professions

The following Profession are considered to be "core" to the Realm of Celtica.

Non Magic Users

TBD

Magic Users

TBD

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