Celticfury
King
In ages past, before the Calamity, Those Before reigned in all of Estria, divine in the power and majesty. From Their hands They forged us, the Younger Races, Their loyal and trusted servants. For ages we served Them, and They in turn gave us purpose, and protection. You, students of the Argent Spire, have the great honor and privilege of preserving Their legacy. You must not falter in this most sacred duty, for Those Before shall return, and we Their humble servants shall surely be rewarded for our devotion.
-Master Harun Samara, addressing a gathering of new students.
--------------------------------
Welcome, one and all, to the very first (and hopefully not the last) CelticAC.
You, the players, will take the role of students in the Argent Spire, studying under Master Javad Armand. Unlike some places of learning, in the Argent Spire, there is no set curriculum or standard for admission. The individual masters are free to accept whatever students they desire, and may teach any subject, so long as it is approved by the ruling Rais. Thus, the Spire boasts a diverse student populace; from dedicated scholars and priests, to members of the Emerald Blades hoping to gain that much needed edge through magic, to adventurers hoping to better understand the relics they bring back from the Ruined Quarters.
This game will use the FATE system, which has been used before in ACs. While I am certain most of the people I am likely to have sign up already know the system, for those who don't, there are some very useful tutorials made by Patchy here and here, or you can check out the Fate SRD here.
Character Sheet:
Skill List
Magic
The system of magic being used will be the Vodun system, as explained here and here. For the Thirty second version:
The AC will be hosted http://celticac.chatango.com/. Since I am now an official(-ish) GM, I will try to be on http://specservdiv.chatango.com/ more often to answer any questions and the likely many complaints/critiques you will have, though sending me a message on Steam is likely to be more reliable.
I aim to have the game take place at 5 PM EST, on Thursdays, hopefully starting next week on the 19th. If this day does not work with anyone, contact me and I will see about setting up another day to run.
-Master Harun Samara, addressing a gathering of new students.
--------------------------------
Welcome, one and all, to the very first (and hopefully not the last) CelticAC.
You, the players, will take the role of students in the Argent Spire, studying under Master Javad Armand. Unlike some places of learning, in the Argent Spire, there is no set curriculum or standard for admission. The individual masters are free to accept whatever students they desire, and may teach any subject, so long as it is approved by the ruling Rais. Thus, the Spire boasts a diverse student populace; from dedicated scholars and priests, to members of the Emerald Blades hoping to gain that much needed edge through magic, to adventurers hoping to better understand the relics they bring back from the Ruined Quarters.
This game will use the FATE system, which has been used before in ACs. While I am certain most of the people I am likely to have sign up already know the system, for those who don't, there are some very useful tutorials made by Patchy here and here, or you can check out the Fate SRD here.
Character Sheet:
Spoiler :
Name:
Gender:
Age:
Race:
Description / Appearance:
Personality & History:
Refresh: 3
Fate Points: 3
Physical: 1[] 2[]
Morale: 1[] 2[]
Consequences:
Mild (2):
Moderate (4):
Severe (6):
Aspects:
High Concept:
Trouble:
Aspect:
Aspect:
Aspect:
Skills:
Great (+4):
Good (+3):
Fair (+2):
Average (+1):
Stunts: Choose 3 Stunts.
Equipment: [weapon] (+1)
Gender:
Age:
Race:
Description / Appearance:
Personality & History:
Refresh: 3
Fate Points: 3
Physical: 1[] 2[]
Morale: 1[] 2[]
Consequences:
Mild (2):
Moderate (4):
Severe (6):
Aspects:
High Concept:
Trouble:
Aspect:
Aspect:
Aspect:
Skills:
Great (+4):
Good (+3):
Fair (+2):
Average (+1):
Stunts: Choose 3 Stunts.
Equipment: [weapon] (+1)
Skill List
Spoiler :
Athletics - The Athletics skill represents your character’s general level of physical fitness and nimbleness.
Contacts - Contacts is the skill of knowing and making connections with people. Networking.
Crafts - Crafts is the skill of working with machinery, or in this game: making things in general.
Deceive - Deceive is the skill about lying to and misdirecting people.
Empathy - Empathy involves knowing and being able to spot changes in a person’s mood or bearing. It’s basically the emotional Notice skill.
Fight - The Fight skill covers all forms of close quarters combat. For its ranged counterpart, see Shoot.
Investigate - Investigate is the skill you use to find things out, it revolves around concentrated effort and in-depth scrutiny.
Lore - Knowledge is the skill of education and intelligence, a very flexible skill.
Notice - The Notice skill is a counterpart to Investigate, representing a character’s overall perception, ability to pick out details at a glance, and other powers of observation. It also affects your turn order like initiative.
Physique - The Physique skill is the counterpart to the Athletics skill in that it represents pure brute strength. Fair gives an extra physical slot and Great gives another one.
Provoke - Provoke is the skill about being a jackass at someone and eliciting negative emotional response from them
Rapport - The Rapport skill is all about making positive connections to people and eliciting positive emotion. It's the diplomacy skill.
Resources - Resources describes your character’s general level of material wealth in the game world and ability to apply it.
Shoot - The counterpart to Fight, Shoot is the skill of using ranged weaponry, either in a conflict or on targets that don’t actively resist your attempts to shoot them (like a bull’s-eye or the broad side of a barn).
Stealth - The Stealth skill allows you to avoid detection, both when hiding in place and trying to move about unseen.
Vodun - The specific kind of magic used in this world.
Will - The Will skill represents your character’s general level of mental fortitude. Fair gives an extra moral slot, and Great gives another one.
Contacts - Contacts is the skill of knowing and making connections with people. Networking.
Crafts - Crafts is the skill of working with machinery, or in this game: making things in general.
Deceive - Deceive is the skill about lying to and misdirecting people.
Empathy - Empathy involves knowing and being able to spot changes in a person’s mood or bearing. It’s basically the emotional Notice skill.
Fight - The Fight skill covers all forms of close quarters combat. For its ranged counterpart, see Shoot.
Investigate - Investigate is the skill you use to find things out, it revolves around concentrated effort and in-depth scrutiny.
Lore - Knowledge is the skill of education and intelligence, a very flexible skill.
Notice - The Notice skill is a counterpart to Investigate, representing a character’s overall perception, ability to pick out details at a glance, and other powers of observation. It also affects your turn order like initiative.
Physique - The Physique skill is the counterpart to the Athletics skill in that it represents pure brute strength. Fair gives an extra physical slot and Great gives another one.
Provoke - Provoke is the skill about being a jackass at someone and eliciting negative emotional response from them
Rapport - The Rapport skill is all about making positive connections to people and eliciting positive emotion. It's the diplomacy skill.
Resources - Resources describes your character’s general level of material wealth in the game world and ability to apply it.
Shoot - The counterpart to Fight, Shoot is the skill of using ranged weaponry, either in a conflict or on targets that don’t actively resist your attempts to shoot them (like a bull’s-eye or the broad side of a barn).
Stealth - The Stealth skill allows you to avoid detection, both when hiding in place and trying to move about unseen.
Vodun - The specific kind of magic used in this world.
Will - The Will skill represents your character’s general level of mental fortitude. Fair gives an extra moral slot, and Great gives another one.
Magic
The system of magic being used will be the Vodun system, as explained here and here. For the Thirty second version:
- Buy a skill called “Vodun.”
- Take a half hour in a dark room with someone’s name, a voodoo doll, or similar accouterments, and make a Magic roll to create an advantage against the target of the spell.
- Put an aspect appropriate to a curse or blessing on the target. It lasts for three days, seven if you succeed with style.
Spoiler Spells :
Annoyance: The target rubs people the wrong way. If the spell has a subject, then the target of the spell is more easily annoyed by that subject.
Charisma: While related to love, this turns it on its head by improving the target’s general presence and demeanor. It’s sometimes a subject of ridicule—specifically, ridiculing those who would need such a spell—but it sees a lot of quiet use.
Clarity: Popular among those who fancy themselves sophisticated magi, for many this spell is their morning cup of coffee, sharpening their thoughts and senses. It’s also a popular “counterspell,” used to remove curses.
Clumsiness: You know those days where you dropped a glass, spilled your coffee in your lap, and ripped your shirt on a latch? This makes for that kind of day.
Confusion: People tend to misunderstand the target—or get easily lost if it’s a place.
Love: One of the most well known but also most contentious spells, especially when used with a subject. Without a subject, it simply makes the target more friendly towards the world, but with a subject, it inclines the subject toward the target. A lot of people view this as skeezy at best, and date rape at worst. It’s a touchy topic, and a number of magicians get around this by explicitly casting dud spells.
Health: The magical equivalent of fizzy tablets with vitamin C and zinc.
Luck: This is the most common spell in circulation, and it can take the form of good or bad luck.
Obscurity: The target is easily overlooked—by the subject, if appropriate. Whether this is a blessing or a curse depends a lot on your perspective.
Prosperity: Another popular blessing, financial things fall the target’s way. It’s rare that this turns into a large windfall, but it can show up as a loan extension or a free beer.
Rage: Small things annoy the target more than usual, as if they’d woken up on the wrong side of the bed. If the spell has a subject, then the target of the spell is more easily enraged by that subject.
Safety: Keeps the target—or area—safer than it would be.
Charisma: While related to love, this turns it on its head by improving the target’s general presence and demeanor. It’s sometimes a subject of ridicule—specifically, ridiculing those who would need such a spell—but it sees a lot of quiet use.
Clarity: Popular among those who fancy themselves sophisticated magi, for many this spell is their morning cup of coffee, sharpening their thoughts and senses. It’s also a popular “counterspell,” used to remove curses.
Clumsiness: You know those days where you dropped a glass, spilled your coffee in your lap, and ripped your shirt on a latch? This makes for that kind of day.
Confusion: People tend to misunderstand the target—or get easily lost if it’s a place.
Love: One of the most well known but also most contentious spells, especially when used with a subject. Without a subject, it simply makes the target more friendly towards the world, but with a subject, it inclines the subject toward the target. A lot of people view this as skeezy at best, and date rape at worst. It’s a touchy topic, and a number of magicians get around this by explicitly casting dud spells.
Health: The magical equivalent of fizzy tablets with vitamin C and zinc.
Luck: This is the most common spell in circulation, and it can take the form of good or bad luck.
Obscurity: The target is easily overlooked—by the subject, if appropriate. Whether this is a blessing or a curse depends a lot on your perspective.
Prosperity: Another popular blessing, financial things fall the target’s way. It’s rare that this turns into a large windfall, but it can show up as a loan extension or a free beer.
Rage: Small things annoy the target more than usual, as if they’d woken up on the wrong side of the bed. If the spell has a subject, then the target of the spell is more easily enraged by that subject.
Safety: Keeps the target—or area—safer than it would be.
The AC will be hosted http://celticac.chatango.com/. Since I am now an official(-ish) GM, I will try to be on http://specservdiv.chatango.com/ more often to answer any questions and the likely many complaints/critiques you will have, though sending me a message on Steam is likely to be more reliable.
I aim to have the game take place at 5 PM EST, on Thursdays, hopefully starting next week on the 19th. If this day does not work with anyone, contact me and I will see about setting up another day to run.
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