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Ghosts Albion

of
roleplaying game

Derby Day
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Table of Contents
Rules Derby Day Adventure
Introduction 1 Introduction 20
Background 1 Plot Synopsis 20
Characters 2 Derby Day 21
Tamara Swift 3 The Cast 21
William Swift 5 Act One: Set-up 22
Nigel Townsend 7 Rundown 22
Queen Bodicea 9 Joining the Festivities 22
Lord Byron 11 Class Information 22
Lord Nelson 13 Aristocracy 22
The Rules of Play 15 Middle Class 23
The Basic Roll 15 Working Class 23
Resisted Actions 15 The Peoples Charter 24
Modifiers 15 The Cane Gentlemen 24
Base Modifiers Table 15 Gypsy Visions 24
Success Level (SL) 15 The Chase Is On! 25
Success Level Table 15 Act Two: Complications 25
Penny Dreadfuls 16 Rundown 25
Fear Table 16 Mystic Battle 25
Combat 16 Cane Gentleman 26
Close Combat 16 The Urchins 26
Ranged Combat 16 A Finnegan 27
Ranged Modifiers Table 17 Act Three: Revelations 28
Damage 17 Rundown 28
Effects of Injury 17 Coachhouse Fight 28
Getting Better 17 The Coin 28
Drama Points 17
Brulshar Demon 29
Uses for Drama Points 17
Act Four: Climax 30
Magic 18
Rundown 30
Spellcasting 18
Lording Over 30
Spell Backfire Table 18
Angus MacTaggert 31
Repeat Casting 18
A Grand Brouhaha 31
Dispeling 18
William Atherton 32
Spell Defense 18
Viscount Duncannon 33
Defensive Magics 18
Defensive Magic Types 19
Act Five: Resolution 34
Rundown 34
Lesser Sensing 19
The Aftermath 34
Credits 35
More Skulduggery? 3
Blank Character Sheet 36
Director Quick Sheet Inside Back Cover

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Ghosts Albion roleplaying game


of

Tamara Swift: Well, something foul is afoot. Lets have a look! Background
Embers, Act I
Ghosts of Albion takes place in a version of 1839 England, a
year after Queen Victorias coronation, where magic, the super-
Introduction natural, and various monsters all exist. Supernatural evil is real
and very deadly. Demons, undead, cold-hearted Faeries, were-
Welcome to the Ghosts of Albion RPG introductory demo
wolves (called ferals), and many other creatures stalk the wilds or
pack!
fringes of humanity. Fortunately, the soul of each land empowers
These pages provide all thats needed to begin telling tales and a human or two with great magical abilities to fight against these
battles evil forces in the universe of Ghosts of Albion. Gather forces of darkness. These people are called Protectors, and they
a few friends and a 10-sided die or two and get ready to play. If wield powerful spells. Although it is a time when many people
that kind of dice cannot be found (look in any good adventure still believe in superstitions, the Protectors role is still a secret
game store), a deck of cards (face or suit cards removed and one, not widely recognised, acknowledged, or appreciated.
shuffled) will do in a pinch.
The Protectors are not alone in their fight, however. They are
One amongst you should take on the role of Directorthe one aided by the ghosts of fallen individuals, be they famous or ob-
that actually runs the game, keeps the story moving, and embod-
scure, who have the power to come when called and affect other
ies everyone who is not a Cast Member. This person should read
supernatural beings even while most of humanity cant see them.
all the rules laid out here and the specifics of the adventure Derby
Some faeries can also be counted on for aid. These supernaturals
Day (see p. 22). The others play the Cast Membersthe char-
acters actually participating in the events of the game. They can are more benign, or at least realise that our world and theirs are
read the rules portion of this pack and should be provided with connected and if mankind becomes corrupted or falls into dark-
copies of the Original Cast (see p. 5-15). They should not read ness they are likely to follow. Human magicians, poets with oc-
the adventure (that will spoil the excitement of the game). cult skills, or simply ordinary people with a sense of duty towards
Jolly Old England also assist. One may even find an unusual
For more information on the Ghosts of Albion RPG, kindly vampire whose conscience and ethics are stronger than normal for
visit http://www.edenstudios.net. For more information on the their race.
Ghosts of Albion universe, please visit the Ghosts of Albion
website at http://www.ghostsofalbion.net

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The setting itself is a time of transition and turmoil. The Indus-
trial Revolution began in England around forty years ago, but has
Characters
not run its course yet. Over half of the population is still living in
rural areas. There are only around 200 miles of railways. Steam In a role playing game the players, except the Director, take on
power has been harnessed for some textiles factories and a limited the roles of various characters like the original cast in Ghosts of
number of steam ships, but has generally not become common Albion. In the full game players will be able to make up their
place yet. London is lit mostly by oil lampsgas light is reserved own characters to play, but to test the waters the original cast will
for the main streets and theatre district, and is not widely ac- do nicely.
cepted. This is not the time of Jules Verne, H.G.. Wells, Sherlock All characters have Attributesbasic physical and mental
Holmes, or Jack the Ripper, but that of Charles Dickens. The abilities. They are Strength, Dexterity, Constitution, Intelligence,
English Empire is nowhere near as extensive as it will become Perception, and Willpower. Human Attributes range from one to
later, and the urge to colonise and explore is in abeyance till the six, with two being average.
home situation can be stabilised.
Life Points (LPs) represent the amount of
Life is changing for every class in England. The upper damage a character can absorb. When a
class faces challenges to its privileged position. While
characters Life Points are exhausted
deference still exists, wealth can now be acquired
he is at or near death.
through business and various trades, not just land.
Drama Points are the extra
The middle class is just forming. Black jack-
storytelling edge that allows a
eted work like that of clerks, bookkeepers, and
character to succeed when it
other middle managers, along with a demand
for specialists in engineering, management, is vital or dramatically ap-
chemistry, and many other industries has propriate. Starting Drama
pushed the need for education and granted Points are based on the
a higher income than most ever hoped to Character Type, but go up
see. The middle class is searching for iden- and down throughout an
tity and has turned to the idea of propriety, adventure as they are spent
doing what is expected in terms of religion, and earned by the charac-
marriage, and personal actions. The middle ters actions.
class also desires the right to vote and to Additional actions are
influence the nations future. allowed to those with high
The working class is in a miserable posi- Intelligence or Dexterity.
tion. They toil up to 14 hours a day for six They can be either mental
days a week. Wages are low and the cost (spellcasting mostly) or
of food high due to tariffs on imported physical actions.
grain. Many are on the brink of starvation.
Qualities and Drawbacks
Life is short, brutal, dirty, and overcrowd-
are positive and negative
ing in ramshackle buildings or tenements is
traits that help round out a
typical. There is a tax on windows so quar-
ters are small, lightless, and filthy. Open air character and flesh out their
dunghills exist in many of the courtyards in poor personality. The game effects of
sectors and the sewers are woefully inadequate. Whether the a characters Qualities and Drawbacks are explained under each
working classes will revolt as they did in France in 1830, ally with entry, and bonuses to other Attributes are already applied.
the middle class to take power from the aristocracy, or wallow in Skills are learned abilities and are counted in levels. Where
their own misery is yet to be determined. skills may overlap (such as the ability to sneak around in the case
This miasma is thickened further by the various machinations of of Athletics and Crime), the Director decides which applies in
evil powers. Demon Lords like Balberith seek to enter into mans any given situation.
world to spread evil and chaos. Powerful vampires pass amongst Manoeuvres are a list of a characters most used actions, broken
humanity with goals of their own, feeding off the mortals, yet down between mundane actions on top and magical ones on the
maintaining the secrecy of their existence and actions. Evil magi- bottom. Their associated scores are already calculated.
cians abound, some serving the Demon Lords, others form their
own orders trying to increase their wealth, power, and control Some characters know spells that they can use with a spellcast-
over human affairs. Mix in random packs of feralssavage were- ing roll. Some of their effects are based on the Success Levels
wolf creatures that kill and rampage, dark-oriented ghosts that (SL) of that roll.
feed off the living, evil faeries such as goblins, and all manner of
legendary creature that would do mankind harm. The following Original Cast Members are provided to get the
group playing as quickly as possible. The Director should hand
At this point in time, perhaps more than any other, the Protec- them around to the players or have each one select which Cast
tors and their allies are hard pressed to keep evil at bay. Beset by Member they wish to play. There are notes for each, describing
change within society, by supernatural and mundane plots, and by the starting situations and personalities of each for the included
conspiracies and crises, the course of humanity itself hangs in the adventure.
balance.

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Ghosts Albion of
roleplaying game
Life Points 39
Drama Points 10
Experience Points
Additional Actions 1 Mental

Character Name Tamara Swift


Character Type Protector of Albion
Description See next page

Attributes Qualities
Strength 2 Attractiveness 2 Resourses (Well Off)
Dexterity 3 Bookish Status 3
Hard to Kill 3
Constitution 3 Magic 4
Intelligence 5 Nerves of Steel
Perception 3 Occult Library (Impressive)
Willpower 6 Protector Albion
Quick Reflexes
Skills
Armed Mayhem 4 Drawbacks
Art 3 Adversary 3 Mental Problems
Athletics 2 Honourable (Serious) (Obsession: Mild)
Love (Platonic William) Mental Problems
Crime 0
Minority (Woman) (Recklessness: Mild)
Drive / Ride 0 Naive Obligation (Total Albion)
Engineering 0
Fisticuffs 0
Influence 3 Useful Information
Knowledge 3 Observation: d10 + 7 Languages: English, French,
Languages 3 Initiative: d10 + 5 Latin
Marksmanship 0 Appearance: +1
Notice 4 Armour:
Occultism 6 Fear: +4
Physician 1 Survival / KO 12 / 9
Science 0 Combat Maneuvers
Wild Card 0
To Hit
Name Bonus Damage Description
Monetary Conversion
Dodge / Parry +7 Defence Action
4 Farthings / Pence
Grapple +5 Resisted by Dodge
12 Pence / Shilling Punch +3 4 Bash
20 Shillings / Pound Sword +7 8 Slash / Stab
Success Level Table
Roll Spellcasting +16 Varies By Spell (see next page)
Dispel +13 Magic defence action; dispels spell
Total SL Description
Deflect +16 Magic defence action; deflects spell 45
9-10 1 Modest
11-12 2 First Rate
Hold +15 Magic defence action; delays spell SL turns
13-14 3 Jolly Good Lesser Sensing +11 Notice magical effects, nature, or possession
15-16 4 Topping Volley +10 Magic defence action; returns spell to caster
17-20 5 Brilliant
21-23 6 Extraordinary
24-26 7 Magnificent
27-29 8 Outstanding
30-32 9 Smashing
33-35 10 Ripping
+3 +1

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More about Tamara...
Personality
Feisty, smart and not afraid to voice her opinions, nineteen year-old Tamara Swift is way ahead of her time. She is the
youngest of the two Swift children and, like her brother, inheritor of their familys business, fortune, estate and legacythe
legacy of the Protectors of Albion. Called Tam by her brother William, Tamara chafes under the society perception that she
should be a second class citizen.

Qualities Explanation
Attractiveness 2: +2 on all social tasks due to her good looks
Bookish: mental benefits but 1 on all social tasks
Hard to Kill 3: +3 on Survival Tests
Magic 4: +4 to spellcasting and Lesser Sensing; can quick cast
Nerves of Steel: +4 on Fear Tests; only necessary under very unusual circumstances
Occult Library (Impressive): Ludlows old library, shares with William
Protector: of Albion
Quick Reflexes: +2 initiative
Resources (Well Off): decreased to 30 shillings weekly disposable income because shes a woman
Status 3: upper middle class, 1 because shes a woman

Drawbacks Explanation
Adversary 3: occupational hazard; Protectors have many enemies
Honourable (Serious): always keeps word and does best to fulfil any promises
Love (Platonic William): Willpower (not doubled) 3 roll to follow head not heart when William is involved
Minority (Woman) 2nd class citizen
Mental Problems (Obsession: Mild understand magic): trying to figure out some magical problem dominates her life to the
exclusion of most other things
Mental Problems (Recklessness: Mild) says whats on her mind with little consideration for diplomacy or courtesy, rushes into
dangerous situations, and rarely wastes time on second thoughts
Nave: +2 to others Influence rolls against her, 1 to Knowledge rolls on city and crime
Obligation (Total Albion): Protectors duties to their land

Arcanum
Current Repeat
Spell Casting Bonus +16 Casting Actions 2 Casting Mod
Actions
to Cast
Power
Level

Spell Name Range Damage Effects


If Spell casting roll is greater than possessing Entities Willpower
Exorcism 2 2 10 --
(doubled) roll, possession is ended.
Eldritch Ball Small green fireball hits one target within 100 feet; will set flammable
5 1 50 24 + (SL x 2)
of Flame objects on fire
Healing Touch 1 1 touch SLs x 2 Life Points healed; once per target per day
Shield 2 1 self -- SLs x 2 AV; protects caster only for SL number of strikes
Morpheus Targets Willpower (doubled) vs. spellcasting roll to avoid falling
1 1 50 --
Repose asleep for 1 Min per SL
Targets Strength (doubled) vs spellcasting roll to move (can be at-
Solid Air 3 1 50 -- tempted once per Turn); lasts for SL Turns (or until Strength roll
succeeds)
Poseidons
2 1 50 6 + (SL x 3) Spear of water hits one target
Trident

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Ghosts Albion of
roleplaying game
Life Points 42
Drama Points 10
Experience Points
Additional Actions 1 Mental

Character Name William Swift


Character Type Protector of Albion
Description See next page

Attributes Qualities
Strength 3 Hard to Kill 2 Status 4
Dexterity 4 Magic 3 Well Educated 2
Nerves of Steel
Constitution 4 Occult Library (Impressive)
Intelligence 5 Protector - Albion
Perception 3 Quick Reflexes
Willpower 5 Resources (Well Off )

Skills
Armed Mayhem 5 Drawbacks
Art 0 Adversary 3 Obligation (Major
Athletics 3 Honourable (Serious) Edinbourgh University)
Love (Platonic Tamara)
Crime 0
Love (Romantic Sophia)
Drive / Ride 1
Obligation (Total Albion)
Engineering 3
Fisticuffs 1
Influence 3 Useful Information
Knowledge 3 Observation: d10 + 5 Languages: English, French, * William has a Science
Languages 3 Initiative: d10 + 6 Latin specialization in
Marksmanship 0 Appearance: Architecture
Notice 2 Armour:
Occultism 6 Fear: +4
Physician 0 Survival / KO 11 / 9
Science 3*
Wild Card 0 Combat Maneuvers
To Hit
Name Bonus Damage Description
Monetary Conversion
4 Farthings / Pence Dodge / Parry +9 Defence Action
12 Pence / Shilling Grapple +7 Resisted by Dodge
20 Shillings / Pound
Punch +5 6 Bash
Sword +9 12 Slash / Stab
Success Level Table
Roll Spellcasting +14 Varies By Spell (see next page)
Total SL Description Dispel +11 Magic defence action; dispels spell
9-10 1 Modest Deflect +14 Magic defence action; deflects spell 45
11-12 2 First Rate Hold +13 Magic defence action; delays spell SL turns
13-14 3 Jolly Good Lesser Sensing +8 Notice magical effects, nature, or possession
15-16 4 Topping Volley +8 Magic defence action; returns spell to caster
17-20 5 Brilliant
21-23 6 Extraordinary
24-26 7 Magnificent
27-29 8 Outstanding
30-32 9 Smashing
33-35 10 Ripping
+3 +1

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More about William...
Personality
The twenty-one year old scion of a wealthy London banking family, William is apprenticed to one of the most reputable
architects in England. William is the more skeptical than his sister Tamara, and has difficulty accepting his legacy, even when
faced with incontrovertible physical and visual evidence. Despite any bickering, however, he loves his sister dearly and is qui-
etly proud of her independence and her accomplishments.
Qualities Explanation
Hard to Kill 2: +2 on Survival Tests
Magic 3: +3 to spellcasting and Lesser Sensing; can quick cast
Nerves of Steel: +4 on Fear Tests; only necessary under very unusual circumstances
Occult Library (Impressive): Ludlows old library, shares with Tamara
Protector: of Albion
Quick Reflexes: +2 initiative
Resources (Well Off): three pounds weekly disposable income
Status 4: upper middle class
Well Educated 2: extra skills

Drawbacks Explanation
Adversary 3: occupational hazard; Protectors have many enemies
Honourable (Serious): always keeps word and does best to fulfil any promises
Love (Platonic Tamara): Willpower (not doubled) 3 roll to follow head not heart when Tamara is involved
Love (Romantic Sophia Winchell): Willpower (not doubled) 3 roll to follow head not heart when Sophia is involved
Obligation (Total Albion): Protectors duties to their land
Obligation (Major Alma Mater, Edinbourgh University)

Arcanum
Current Repeat
Spell Casting Bonus +14 Casting Actions 2 Casting Mod
Actions
to Cast
Power
Level

Spell Name Range Damage Effects


Azure Wave 3 1 50 12 + (SL x 2) Target knocked back SLs x 5 feet; range 50 feet
Cardeas If bolt spellcasting roll is greater than barrier spellcasting roll when
1 1 50
Passage erected, barrier drops; will allow a vampire to enter a private dwelling
If Spell casting roll is greater than possessing Entities Willpower
Exorcism 2 2 10
(doubled) roll, possession is ended.
Eldrich Ball Small green fireball hits one target within 100 feet; will set flammable
5 1 50 24 + (SL x 2)
of Flame objects on fire
Healing Touch 1 1 touch SLs x 2 Life Points healed; once per target per day
Shield 2 1 self SLs x 2 AV; protects caster only for SL number of strikes
Morpheus Targets Willpower (doubled) vs. spellcasting roll to avoid falling asleep
1 1 50
Repose for 1 Min per SL

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Ghosts Albion of
roleplaying game
Life Points 88
Drama Points 10
Experience Points
Additional Actions 2 Physical

Character Name Nigel Townsend


Character Type Vampire
Description See next page

Attributes Qualities
Strength 7 Age ? Mesmerize (Charming Voice)
Dexterity 7 Attractiveness 2 Natural Weapon (Claws)
Fast Reaction Time Resources (Well Off )
Constitution 6 Hard to Kill 2 Status 2
Intelligence 3 Increased Life Points 2 Vampire
Perception 4 Innate Magic
Willpower 6 Magic 1

Skills
Armed Mayhem 3 Drawbacks
Art 2 Adversary 3 Mental Problems
Athletics 4 Archaic 1 (Cruelty: Mild)
Crime 2 Covetous (Lechery: Serious) Mental Problems
Honourable (Minimal) (Laziness: Mild)
Drive / Ride 0
Love (Tragic Louise) Secret 4
Engineering 0
Fisticuffs 7
Influence 5 Useful Information
Knowledge 3 Observation: d10 + 8 Languages: English, French,
Languages 4 Initiative: d10 + 12 Latin, Spanish
Marksmanship 0 Appearance: +2
Notice 4 Armour:
Occultism 5 Fear: +1
Physician 0 Survival / KO 14 / 12
Science 0
Gambling 2 Combat Maneuvers
To Hit
Name Bonus Damage Description
Monetary Conversion
4 Farthings / Pence Bite +16 21 Slash / Stab
12 Pence / Shilling Claws +14 21 Slash / Stab
20 Shillings / Pound Dodge / Parry +14 Defence Action
Grapple +16 Resisted by Dodge
Success Level Table Punch +14 14 Bash
Roll Sword +10 28 Slash / Stab
Total SL Description
9-10 1 Modest Spellcasting +12 Varies By Spell (see next page)
11-12 2 First Rate Dispel +9 Magic defence action; dispels spell
13-14 3 Jolly Good Deflect +14 Magic defence action; deflects spell 45
15-16 4 Topping Hold +11 Magic defence action; delays spell SL turns
17-20 5 Brilliant Lesser Sensing +13 Notice magical effects, nature, or possession
21-23 6 Extraordinary Volley +6 Magic defence action; returns spell to caster
24-26 7 Magnificent
27-29 8 Outstanding
30-32 9 Smashing
33-35 10 Ripping
+3 +1

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More about Nigel...
Personality
Sir Ludlows greatest friend, the almost amusingly pessimistic Nigel loves the night life. He should. He has been a vam-
pire longer than he cares to mention. Hes quite the gentleman dandy, always on the town. Still, Nigel lives alone with more
than his share of secrets. In a past shrouded in mystery, he has travelled the world and had a great many adventures. Note
that Nigel can move about during the day with his Obscure Sunlight spell, though he does not like using it.

Qualities Explanation
Age: Nigel has not revealed his true age
Attractiveness 2: +2 on all social tasks due to his good looks
Fast Reaction Time: +1 on Fear Tests; +5 initiative
Hard to Kill 2: +2 on Survival Tests
Increased Life Points: +20 Life Points
Innate Magic: +3 to Deflect, Lesser Sensing, and Mesmerise
Magic 1: +1 to spellcasting; can quick cast
Mesmerise (Charming Voice): if Mesmerise manoeuvre succeeds target is helpless for one Turn; target must hear, but not neces-
sarily understand, Nigels voice
Natural Weapon: concealable clawed hands
Resources (Well Off ): three pounds weekly disposable income
Status 2: middle class
Vampire: 1/5 damage from bullets; able to heal 5 Life Points per day from fire damage, 5 per hour otherwise; cannot enter private
dwellings without being invited;2 to all physical activities during the day; casts no reflection or shadow; stake through the heart
immobilizes

Drawbacks Explanation
Adversary 3: various enemies, both personal and due to his vampire status
Archaic 1: has trouble with some modern items or ideas
Covetous (Lechery: Serious): resisting this compulsion requires a Willpower (doubled) roll at a penalty of 1 to 3 if the tempta-
tion and possible rewards are great
Honourable (Minimal): does not lie or betray friends, loved ones, or people he respects
Love (Tragic Louise): Louise died due to his nature
Mental Problems (Cruelty: Mild): seldom allows the problem to control him during times of crisis especially when friends and
loved ones are involved
Mental Problems (Laziness: Mild): seldom allows the problem to control him during times of crisis especially when friends and
loved ones are involved
Secret 4: many different secrets, including being a vampire (though William, Tamara and the Ghosts know the truth)

Arcanum
Current Repeat
Spell Casting Bonus +14 Casting Actions 1 Casting Mod
Actions
to Cast
Power
Level

Spell Name Range Damage Effects


Obscure
2 1 touch Allows target vampire to travel during daylight for one hour per SL
Sunlight

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Ghosts Albion of
roleplaying game
Life Points 90
Drama Points 10
Experience Points
Additional Actions 2 Physical

Character Name Queen Bodicea Queen of the Iceni Celts


Character Type Ghost
Description See next page

Attributes Qualities
Strength 0 (6) Age 10 Increased Life Points 2
Dexterity 0 (7) Athletic Innate Magic
Attractiveness 3 Situational Awareness
Constitution 0 (6) Daredevil
Intelligence 3 Fast Reaction Time
Perception 3 Ghost
Willpower 7 Hard to Kill 4

Skills Drawbacks
Armed Mayhem 8
Adversary 7 Humorlesss Mental Problems
Art 0
Antisocial Impulses Love (Tragic Husband and (Recklessness: Mild)
Athletics 6
(Violence: Severe) Daughters) Mental Problems
Crime 2 Archaic 3 Mental Problems (Zealot: Deranged)
Drive / Ride 5 Honourable (Rigid) (Cruelty: Mild)
Engineering 0
Fisticuffs 4
Influence 4 Useful Information
Knowledge 3 Observation: d10 + 7 Languages: English, French,
Languages 6 Initiative: d10 + 14 Gaelic, Latin, Manx, Norman
Marksmanship 4 Appearance: +3 (can only speak, not write)
Notice 4 Armour:
Occultism 2 Fear: +1
Survival / KO 14 / 12
Physician 2
Science 0
0
Combat Maneuvers
Wild Card
To Hit
Name Bonus Damage Description
Monetary Conversion
Dodge / Parry +15 Defence Action
4 Farthings / Pence
Grapple +13 Resisted by Dodge
12 Pence / Shilling
Punch +11 12 Bash
20 Shillings / Pound
Spear +15 21 Slash / Stab
Success Level Table Spear (Thrown) +12 18 Slash / Stab
Roll
Deflect +12 Magic defence action; deflects spell 45
Total SL Description
9-10 1 Modest
Lesser Sensing +10 Notice magical effects, nature, or possession
11-12 2 First Rate
13-14 3 Jolly Good
15-16 4 Topping
17-20 5 Brilliant
21-23 6 Extraordinary
24-26 7 Magnificent
27-29 8 Outstanding
30-32 9 Smashing
33-35 10 Ripping
+3 +1

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More about Queen Bodicea...
Personality
Bodicea is very tall with long red hair. She is completely naked, covered in Gaelic woad swirls, and carrying only a spectral
spear.

Note that as with all ghosts, purely physical attacks by non-supernatural beings cannot affect Bodicea. She cannot affect
purely non-supernatural opponents. Bodicea is invisible to mortal eyes unless she chooses to be visible (this does not take an
action and requires no roll). All supernatural creatures (vampires, faeries, demons, etc.) can see ghosts whether they are visible
to humans or not.

Qualities Explanation
Age: seriously old
Athletic: 1 to all mental tasks
Attractiveness 3: +3 on all social tasks
Daredevil: likes to take risks
Fast Reaction Time: +1 on Fear Tests; +5 initiative
Ghost: can move through barriers and even other living humans; can physically attack and be attacked only by supernatural beings
and means
Hard to Kill 4: +4 on Survival Tests
Increased Life Points: +20 Life Points
Innate Magic: +3 to Deflect and Lesser Sensing rolls
Situational Awareness: +2 initiative, +2 to Observation rolls vs. surprise or danger

Drawbacks Explanation
Adversary 7: Assorted supernatural threats from long existence & life
Antisocial Impulses (Violence: Severe): Bodicea tends to rush in swinging her spear
Archaic 3: born in the 1st Century, Bodicea has trouble with most of the items and concepts of the 19th Century. This includes
modern weaponry restricting her marksmanship to use with archaic weapons only
Honourable (Rigid): refuses to ambush, strike a helpless or unsuspecting foe, cheat or lie
Humourless: lacks the ability to laugh at life and takes everything with the utmost seriousness
Love (Tragic husband and daughters): Everyone she loved is dead
Mental Problems (Cruelty: Mild): seldom allows the problem to control her during times of crisis especially when friends and
loved ones are involved
Mental Problems (Recklessness: Mild): says whats on her mind with little consideration for diplomacy or courtesy, rushes into
dangerous situations, and rarely wastes time on second thoughts
Mental Problems (Zealot: Serious): may control herself out of fear of being stopped, or discovered by the law, or other major
threat, but when no such fear exists, watch out

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Ghosts Albion of
roleplaying game
Life Points 60
Drama Points 10
Experience Points
Additional Actions 1 Physical

Character Name Lord George Gordon Byron


Character Type Ghost
Description See next page

Attributes Qualities
Strength 0 (4) Artist Occult Poet
Dexterity 0 (5) Charisma 2 Quick Reflexes
Explorer Reputation / Renown
Constitution 0 (3) Ghost Worldly
Intelligence 4 Hard to Kill 4
Perception 4 Increased Life Points 1
Willpower 6 Innate Magic

Skills
Armed Mayhem 2 Drawbacks
Art 6 Addiction (Alchohol: Mild) Honourable (Minimal)
Athletics 3 Adversary 3 Love (Tragic Wives, Lovers)
Crime 1 Clown Mental Problems
Covetous (Lechery: Desperate) (Obsession: Severe)
Drive / Ride 0
Engineering 0
Fisticuffs 5
Influence 4 Useful Information
Knowledge 4 Observation: d10 + 7 Languages: English, French,
Languages 5 Initiative: d10 + 7 German, Greek, Latin
Marksmanship 2 Appearance: +2
Notice 3 Armour:
Occultism 5 Fear:
Physician 0 Survival / KO 13 / 9
Science 0
Wild Card 0 Combat Maneuvers
To Hit
Name Bonus Damage Description
Monetary Conversion
4 Farthings / Pence Counter +8 / +8 8 Parry, if successful also punch as one action
12 Pence / Shilling Dodge / Parry +10 Defence Action
20 Shillings / Pound Grapple +7 Resisted by Dodge
Jab +10 6 Bash; +2 Initiative
Success Level Table Punch +10 8 Bash
Roll Uppercut +8 10 Bash
Total SL Description
9-10 1 Modest Deflect +14 Magic defence action; deflects spell 45
11-12 2 First Rate Lesser Sensing +14 Notice magical effects, nature, or possession
13-14 3 Jolly Good Poetic Suggestion +14 Magic defence action; returns spell to caster
15-16 4 Topping
17-20 5 Brilliant
21-23 6 Extraordinary
24-26 7 Magnificent
27-29 8 Outstanding
30-32 9 Smashing
33-35 10 Ripping
+3 +1

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More about Lord Byron...
Personality
Byron lives on not only in his poetry, but also in his creation of the Byronic herothe persona of a brooding melancholy
young man, forever pondering a dark mysterious past. How much of this brooding personality was due to the darker forces
Byron no doubt knew existed is debatable. Still, in death he still fights for liberation of a greater kind, as one of the defenders
of Albion.

Note that as with all ghosts, purely physical attacks by non-supernatural beings cannot affect Byron. He too cannot affect
purely non-supernatural opponents. Byron is invisible to mortal eyes unless he chooses to be visible (this does not take an
action and requires no roll). All supernatural creatures (vampires, faeries, demons, etc.) can see ghosts whether they are visible
to humans or not.

Qualities Explanation
Artist: has a creative soul
Charisma 2: +2 on social tasks
Explorer: loves to experience new things
Ghost: can move through barriers and even other living humans; can physically attack and be attacked only by supernatural beings
and means
Hard to Kill 4: +4 on Survival Tests
Increased Life Points: +10 Life Points
Innate Magic: +3 to Deflect, Lesser Sensing, and Occult Poet rolls
Occult Poet: can recite a poem and implant a simple suggestion in a person; cannot be done in combat
Quick Reflexes: +2 initiative
Reputation/Renown: Little recognized (12 on D10), Good reputation (+2 Influence if recognized)
Worldly: has experienced many things

Drawbacks Explanation
Addiction: (Alcohol: Mild)
Adversary 3: Demon Lord
Clown: finds humour in all situations, even inappropriate ones
Covetous (Lechery: Desperate): makes lewd comments in most situations
Honorable (Minimal): does not lie or betray friends, loved ones, or people he respects
Love (Tragic): wives, lovers
Mental Problems (Obsession: Severe): fascinated with new things

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Ghosts Albion of
roleplaying game
Life Points 53
Drama Points 10
Experience Points
Additional Actions 1 Physical

Character Name Lord Admiral Horatio Nelson


Character Type Ghost
Description See next page

Attributes Qualities
Strength 0 (3) Ghost Soldier (Officer)
Dexterity 0 (5) Hard to Kill 3 Status 4 (Admiral)
Increased Life Points 1 Well Educated
Constitution 0 (3) Innate Magic
Intelligence 4 Quick Reflexes
Perception 3 Reputation / Renown
Willpower 5 Situational Awareness

Skills
Armed Mayhem 5 Drawbacks
Art 0 Adversary 2 Love (Tragic Mental Problems
Athletics 3 Honourable (Serious) Emma, daughter) (Weak Constitution: Mild)
Crime 0 Humorless Mental Problems Physical Disability
Impaired Senses (Vision) (Cruelty: Mild) (Missing Arm))
Drive / Ride 0
Engineering 2
Fisticuffs 2
Influence 5 Useful Information
Knowledge 4 Observation: d10 + 7 (4) Languages: English, French,
Languages 4 Initiative: d10 + 9 Latin, Spanish
Marksmanship 3 Appearance:
Notice 4 Armour:
Occultism 2 Fear:
Physician 0 Survival / KO 11 / 8
Science 2
Wild Card 5 Combat Maneuvers
To Hit
Name Bonus Damage Description
Monetary Conversion
4 Farthings / Pence Dodge / Parry +10 Defence Action
12 Pence / Shilling Grapple +9 Resisted by Dodge
20 Shillings / Pound Pistol +8 12 Bullet
Punch +7 6 Bash
Success Level Table Sword +10 12 Slash / Stab
Roll
Total SL Description Deflect +10 Magic defence action; deflects spell 45
9-10 1 Modest Lesser Sensing +10 Notice magical effects, nature, or possession
11-12 2 First Rate
13-14 3 Jolly Good
15-16 4 Topping
17-20 5 Brilliant
21-23 6 Extraordinary
24-26 7 Magnificent
27-29 8 Outstanding
30-32 9 Smashing
33-35 10 Ripping
+3 +1

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Personality
More about Lord Nelson...
Horatio Nelson was born a sickly youth with a profound limp. He began his legendary naval career as sailor at age 12. Re-
gal, refined, and the perfect picture of British Military might, Vice Admiral Horatio Lord Nelson continues to wage war in the
name of Albion and England.

Note that as with all ghosts, purely physical attacks by non-supernatural beings cannot affect Lord Nelson. He too cannot
affect purely non-supernatural opponents. Lord Nelson is invisible to mortal eyes unless he chooses to be visible (this does not
take an action and requires no roll). All supernatural creatures (vampires, faeries, demons, etc.) can see ghosts whether they are
visible to humans or not.

Qualities Explanation
Ghost: can move through barriers and even other living humans; can physically attack and be attacked only by supernatural beings
and means
Hard to Kill 3: +3 on Survival Tests
Increased Life: +10 Life Points
Innate Magic: +3 to Deflect and Lesser Sensing rolls
Quick Reflexes: +2 initiative
Reputation/Renown: Well known (16 on D10), Stellar reputation (+4 to Influence rolls if recognized)
Situational Awareness: +2 initiative, +2 to Observation rolls vs. surprise or danger
Soldier: Officer
Status 4: Admiral
Well Educated: extensive training

Drawbacks Explanation
Adversary 2: Minor
Honourable (Serious): always keeps word and does best to fulfil any promises
Humourless: lacks the ability to laugh at life and takes everything with the utmost seriousness
Impaired Senses (Vision): missing one eye, 3 to vision Observation rolls
Love (Tragic Emma, daughter)
Mental Problems (Cruelty: Mild): likes to inflict pain and suffering on those who have angered or attacked him
Mental Problems (Weak Constitution: Mild): 1 to any Constitutionbased roll
Physical Disability (Missing Arm): any task requiring two hands is at a disadvantage (3 or worse) or simply impossible

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The Rules of Play porting Cast Member in question. No dice for them! There are
three Ability Scores: Muscle (for Strength contests), Combat
(for attacks and defences), and Brains (for perception and feats of
Roleplaying games, like all other games, have rules. The main
intellect).
rule for the Director and the players is to have fun.
Rules are not necessary for many aspects of the game. Simple Modifiers
things like talking or picking up an object do not require rules or
rolls. Only if the outcome of an action is in doubt and the results Sometimes circumstances make an attempted task easier or
of that action are important, do the rules come into play. Thats more difficult. In such a case, a positive or negative modifier may
when its time to start rolling dice. be added to the attempt. The Base Modifiers Table gives some
modifiers and provides guidance on when to use them.
The Basic Roll
All tested actions are resolved with a ten-sided die (D10). A
player rolls a D10 and adds the appropriate Attribute and/or skill
Sample Modifiers Table
to the number rolled. If the result is nine or higher, the action Childs Play: +5
was successful. If the result is less than nine, the action failed. Moderate: +3 to +4
Some actions may be more difficult than others (see Modifiers
Average: +1 to +2
below). The higher the final total result the more spectacular the
success (see Success Levels below). Challenging: No modifier
Difficult: 1 to 2
Most actions add the values of one Attribute and one skill to a Very Difficult: 3 to 5
D10. The Director always determines which Attribute and skill
Herculean: 6 to 9
should be used for a particular action. When no skill is appropri-
ate, the Attribute is usually doubled and added to a D10. Some Promethean: 10 or worse
tough actions dont get the doubling. The Director makes the call
on which Attribute is used and whether it is doubled or not.
Example: George is playing Bernard St. John, an apprentice Success Level (SL)
magician. George wants Bernard to climb from a balcony up to
In some situations, how well a character succeeded is important.
the roof of a building. The Director decides that this should be
In that case, check the result against the Success Level Chart.
resolved using Bernards Strength 4 and Athletics 2. The player
rolls a four on a D10, and adds six (the sum of Attribute 4 and When a character attacks someone, how well he struck influ-
skill 2). The result is 10. Since this is higher than nine, Ber- ences how much he hurt the target. Add the Success Levels of
nard succeeds in making his way to the rooftop. the attack roll to the base damage of the attack (for Supporting
Cast Members with Ability Scores, the damage listed in their
George then decides that Bernard will attempt to jump down to Combat Manoeuvres already includes the bonus for Success
a ledge on the neighbouring building. The Director decides that Levels). Alternatively, for uses of the Physician skill, each Success
due to the precarious footing, once the jump is successful (using Level heals one point of damage.
a Dexterity and Athletics roll), the player must roll a Dexter-
ity (doubled) action for Bernard to keep his balance. Bernards
Dexterity is three, so this is doubled to six. A D10 is rolled and
comes up six, for a total of 12. The Director informs the player Success Level Table
that Bernard wobbles, but is able to keep from falling from the
Roll Success
narrow ledge.
Total Levels Description
9-10 1 Modest
Resisted Actions 11-12 2 First Rate
Sometimes a character attempts something and another char- 13-14 3 Jolly Good
acter tries to stop him or avoid the action. This is resolved as a 15-16 4 Topping
normal action, but both sides get to roll. If both rolls fail, neither 17-20 5 Brilliant
side gets the desired effect. If one fails and one succeeds, the suc-
21-23 6 Extraordinary
cessful character wins. If both rolls are successful, the better re-
sult wins. In the case of a tie, the defender (if there is a defender) 24-26 7 Magnificent
wins; otherwise it is just a tie. 27-29 8 Outstanding
30-32 9 Smashing
Resisted actions occur most often in combat. The attacker rolls
his attack; the defender rolls his defence. However, the basic 33-35 10 Ripping
roll usually applies only to Cast Members and (if the Director 36+ +1
chooses) important Guest Stars and Adversaries. Whenever
Cast Members need to fight or outwit other characters, they need
only beat the appropriate Ability Score number for the Sup-

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Penny Dreadfuls Once initiative is determined, the intended tasks are rolled.
Usually a character may only take one attack and one defence
When something fearful happens, the characters must roll action per Turn. Exception characters gain extra actions, which
Willpower (doubled). This is known as the Fear Test. Modifiers may be physical (in the case of high Dexterity) or mental/spell
may be called for. Thats up to the Director. casting (in the case of high Intelligence).
If the result of the roll is nine or higher, the character may be As it is difficult to do more than two things at once, additional
afraid or apprehensive, but he can act normally. If the result is actions suffer cumulative penalties of 2. The player only rolls
eight or less then things start to happen. Use the Fear Table oncesuccessive attacks or defences each reduce the total by two.
below for inspiration. If the target defends against any of those attacks, the character
can no longer continue attacking on that Turn.

Fear Table Close Combat


Roll In close combat, attacking uses Dexterity and the appropri-
Result Effect ate skill (Fisticuffs for bare handed or Armed Mayhem with a
9+ Steady: The character, although perchance weapon) or the Combat Score. In a pinch, Athletics might be
afeard, has mastered it and can act normally. substituted for swinging attacks with a stick (cricket bat, croquet
7-8 Startled: Initiative is lost and the character acts mallet). When two or more attackers gang up against a single
target, they get a +1 bonus to all actions for each attacker, to a
last on that Turn.
maximum of +4 for four or more attackers.
5-6 Unnerved: The character screams and/or
flinches away. Only defensive actions may Weapons may only be parried by weapons. A hand-to-hand
be attempted on that Turn and Full Defence attack may be parried by a weapon and thats going to cause half
(see p. [?]) is unavailable. The unnerved suffer normal damage for that weapon to the bonehead who rushed in
a 2 penalty on all actions (including subse- unarmed. Thrown weapons can be parried at a 2 penalty. Ar-
quent Fear Tests) during the next Turn. rows and crossbow bolts are parried at a 6 penalty. No character
can parry bullets.
3-4 Frightened: The character seeks to avoid the
situation and suffers a 3 penalty to all ac- Anyone may attempt to dodge an attack. Dodging hand-to-
tions for the next three Turns. hand attacks can be done once per Turn without penalty; dodging
2-1 Terrified: The character flees hell for leather for missile attacks (bullets, arrows, harpoons) suffers a 2 penalty on
a full Turn, unless cornered, in which case he top of any other modifiers.
cowers. No attacks are possible, and defence Engaging in Full Offence means the character foregoes any de-
actions suffer a 2 penalty. After the first fence against attacks that turn, in exchange for a +2 bonus on all
Turn, a new Fear Test can be rolled (reduce attacks. The flip side is Full Defence, which allows the character
any penalties by one with each successive to defend against two attacks at no penalty (and against others
Turn until the character snaps out of it). if extra actions are available), and gives him a +3 bonus to all de-
0 or Overcome: The character is completely fence actions. No attacks are allowed on any Turn the character is
less overcome. He may pass out, soil himself, or in Full Defence mode.
suffer some other debilitating and embarrass- Sometimes a character just wants to grab someone. That re-
ing fate. quires a Grapple (Dexterity and Fisticuffs or the Combat Score).
The victim resists with a Dodge action. When grappled, the
target suffers a 2 penalty to actions that involve the grappled
limb (Directors decision), or 1 to all actions if grappled around
Combat the body. If two attackers grapple both arms, the penalty is 4
and no Dodges are possible. The victim can try to break free with
To make things go a bit easier when the rough stuff starts, tense a Strength (doubled) roll, or the Muscle Score versus another
situations (such as combat) are divided into segments, known as Grapple action.
Turns. A game Turn represents a short bit of timefive seconds
or soduring which characters can attack and defend.
Ranged Combat
At the beginning of each Turn, the players declare the inten-
tions of their Cast Member. This is where they say, I want to Generally speaking, ranged combat works just like close combat.
aim my crossbow, or I cast a spell. The Director decides if that Attackers make their rolls or use their Combat Score, and the tar-
action is possible in one Turn. Most simple actions are, but if a get tries to defend by Dodging. Sometimes it pays to take careful
character wants to knock a large hole in a wall with an axe, he is aimif the character misses the demon with a crossbow shot, he
going to need more than five seconds. may not get a second chance. Aiming delays the shot action until
near the end of a Turn. The player aims with a Perception and
Then the Director determines who has the initiativewho acts Marksmanship roll, or just uses the Brains Score. The subsequent
first. The simplest way is to have each character roll and add their shot action gets a bonus equal to the Success Levels of the Aim-
Dexterity (and any Quality or manoeuvre bonuses). ing roll.

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The ranges (in yards) of various weapons are listed on the Range Getting Better
Table. Modifiers to attack rolls are included in parenthesis after
the range heading. For most Cast Members (the purely human kind), injuries
heal at the rate of one Life Point per Constitution level every
day spent under medical care (no healing is gained without
Weapon Ranges Table some kind of medical care). Supernatural creaturesfaer-
Point ies, ghosts, vampires, etc.heal much quicker, usually at
Blank Short Medium Long Extreme the rate of one Life Point per Constitution level every hour
(+1) (0) (1) (3) (6) or sometimes even faster. Use of Drama Points can greatly
Pistol, Regular 3 10 20 40 80 speed recovery.
Flintlock/Musket 5 25 50 100 200
Spear, Thrown 5 20 45 70 100 Drama Points
Drama Points are what make noteworthy characters wor-
thy of the tales we tell about them. A player must announce
that his character is using a Drama Point during the Inten-
Damage tions phase of a Turn, or before rolling during non-combat
Damage is measured in Life Points. Each attack action has a situations. Drama Points can be used in several ways.
base damage number or a formula, which is calculated and listed
Heroic Feat: By spending a Drama Point, the character gets
under Combat Manoeuvres. The actual damage inflicted is equal
to the base damage, plus one per Success Level of the attack roll, a +10 bonus on some value. This can be an attack or de-
minus any Armour Value (AV) possessed by the defender, multi- fence roll, any use of a skill, or even for a Fear or Survival
plied by any damage type or other modifiers. In the case of Bullet Test. The Heroic Feat can also make things hurt more;
or Slash/stab type, damage is doubled against normal humans the +10 bonus is added after Success Level bonuses, ar-
(bullet damage is not doubled against vampires). Bash damage mour, damage type, and other modifiers are applied. Only
has no multiplier. one Heroic Feat may be performed in a Turn.
Bash attacks (pugilism moves, billiards cues, cricket bats, and so I Think Im Okay: For a mere Drama Point, half the Life
on) can be turned into Knockout attacks, using a Dexterity and Point damage (round down) the character has taken up
Fisticuffs 2, or Dexterity and Armed Mayhem 2 roll, or the to that point is healed up. I Think Im Okay can be used
Combat Score 2. The total damage of the attack is halved, but
only once per Turn, but it can be used several Turns in a
the victim has to make a Constitution (doubled) roll (or use the
row, each use halving whatever damage remains. If the
Muscle Score) with a penalty equal to the Success Levels of the
Knockout roll. If he fails, he goes down for the count. character had suffered enough damage to be incapacitated
or unconscious, however, healing does not necessarily
Recovery from a knockout is in the Directors hands; the victim awaken him. The Director decides if the time is right for
may recover in a few turns, or wake up an hour later . . . possibly the character to revive and join the action.
in captivity.
Plot Twist:: Each character can spend a Drama Point and
Fire damage is a special case. A person on fire takes three points
get a break. This is not a free ticket. If the hero stupidly
of damage every Turn until somebody puts him out. If more
than 20 points of Fire damage are inflicted on a character, some walked into a ferals lair and he is surrounded by a horde
scarring occurs. Fire damage also heals at half the normal rate (or of hungry werewolves, a Plot Twist wont allow him to es-
one Life Point per Constitution level per day for vampires); the cape unscathed. If the Director decides that a Plot Twist
player should keep track of fire damage separately. is not possible, the player gets back the Drama Point.
Righteous Fury: By spending two Drama Points, the
Effects of Injury character gets a +5 bonus to all attack actions, includ-
ing magical attacks, for the duration of the fight. These
Characters reduced to 10 Life Points or below are severely in-
jured and find it hard to continue fighting; all combat rolls suffer benefits may be cumulative with Heroic Feats. There must
a 2 penalty. If reduced below five Life Points, this penalty goes be an appropriate provocation to invoke the Righteous
up to 4. At zero Life Points or below, the character is knocked Fury rule, however. He needs to be truly provoked, such
down, stunned, and only semiconscious. A Consciousness Test as a brutal attack on a loved one, an unexpected betrayal of
(Constitution and Willpower minus the number of Life Points trust, or the raising of a monster that killed her lover years
below zero) is required to remain conscious. Thus, at 7 Life ago. Not even the injury of a party member is sufficient
Points, a Consciousness Test suffers a 7 penalty. unless there is some further emotional tie between the two
characters.
At 10 Life Points, a Survival Test is required (Constitution
and Willpower minus one for every 10 Life Points below zero).
The Survival Test must be passed once each minute until the
character receives some medical aid. Each additional Test suffers
a cumulative 1 penalty. A successful Intelligence and Physician
roll stabilises the character.

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Magic If some Success Levels were generated, but were not equal or
greater than the Power Level of the spell, magical energies were
Magic is a vital part of the Ghosts of Albion universe. It has created but not controlled. Bad show, chap. The Director con-
been around for thousands of years and is the Protectors chief sults the Spell Backfire Table below or decide what is dramati-
weapon in the fight against the enemies of Albion. cally more appropriate.
Each spell has a Power Level. This determines the overall
strength of the spellthe higher the Power Level, the more Repeated Casting
difficult the spell is to cast properly and the more damaging the
Casting certain spells is taxing on the old grey matter. For the
consequences of failure.
purposes of the Quck Start rules only: A cumulative 1 penalty
is applied for each spell cast without a good three to four hours
Spellcasting rest. This could be eating, meditating, or other relaxing activity,
but not research.
Casting a spell requires a spellcasting roll using Willpower and
Occultism (with a bonus equal to any levels of the Magic Qual- Defensive magics (see below) do not count as spells cast for
ity). A target must be within the spells range, in the area of affect incurring a Repeated Casting modifier. They are affected by the
if the spell has one, and in the casters sight. A blinded magician current cumulative modifier, but do not increase it.
could still cast a spell at a target sensed through hearing or smell,
or in a specific direction, but would be at 6 to his spellcasting Dispelling
roll.
At some point a magician may want to end the effect of one of
For the purposes of the Quck Start rules only: Unless other-
his ongoing spells. He may do this at will, though it does take
wise stated, any spell may be cast with one action.
an action to accomplish. Stopping the ongoing affects of other
If the spellcasting roll fails (i.e. the total is less than nine), the casters spells is not so easy, however. There are three ways to do
spell doesnt workthe ritual simply fails as the proper mindset this.
or energies were not engaged. Generally, theres no other down- Reverse: If the character knows the spell that he wants to end,
side here; the character just wasted some time, candle power, he just casts it in reverse using a normal spellcasting roll. As
words, and gestures. long as Success Levels equal to the spells Power Level minus
If successful, the rolls Success Levels are compared to the spells one (to a minimum of one; its easier to reverse than cast), the
Power Level. If the Success Levels are equal to or greater than spell ends. If the character has access to the original casters
the Spells Power level the spell effects occur as described. spell books or version of the spell, the Power Level is reduced
by two.
Disperse Magic: This spell must be used if the specifics of
Spell Backfire Table the spell sought to be dispelled are not known. The Success
Roll D10 and add the Spells Power Level. Levels must equal or be greater than the Power Level of the
spell to be dispersed.
Roll Total Result
4 or less Jammy! The spell still works. Persuasion: The character can find the caster of the spell he
wishes to end and get him to stop it. Obviously persuasion
5-7 The spell appears to have failed, but is merely
here will work, but so will more dire measures. Furthermore,
delayed. It manifests normally at a time of the
continuing spells stop working, but permanent ones may not.
Directors choosing (ideally, a dramatically ap-
In any event, wholesale slaughter is discouraged.
propriate time).
8-10 The spell is less effective than expected. The
duration, damage, area, range, or effect is halved Spell Defence
(if not applicable, then the spell is delayed as Anyone can attempt to dodge a bolt, ball, cone, etc. spell.
above). This uses a defensive action. Reduce the incoming damage
11-13 The spell manifests but magical backlash strikes from the spell by the targets Success Levels times three. If
the caster. The caster suffers five Life Points of the damage is reduced below zero, the spell is considered to
damage per Power Level of the spell. have missed the target and any other affects the spell might
14-15 The spell affects the wrong target (the Director entail are ignored.
decides who gets to be the lucky recipient).
16+ The spell has a completely unexpected effect. Defensive Magics
The magical energies run rampant, ofttimes
causing physical damage to the area or sum- Those with the Magic or Innate Magic Qualities can
moning dangerous entities from beyond our employ defensive magics. One can also save an action from
reality. This might also occur if something dis- multiple spell actions for extra defensive magics (with the
rupts the spell during a critical point in casting. normal penalties applying). Note that defensive magics
work against a supernatural creatures targeted power. Like
normal defence actions, they can be used in response to an
opponents offensive action.

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These manoeuvres use Willpower and Occultism, and are modi- Dispel: The Magician can try to dispel the incoming spell, totally
fied by Magic levels or Innate Magic. A standard Resisted Ac- negating it and dispersing the magical energies harmlessly.
tion between the original casters spellcasting roll and the targets This is much harder on the fly and the roll to accomplish this
defensive magics roll is conducted. Failed defensive magics Defensive Magic is 3. Note that the Magician does NOT
means the spell goes off as the original caster desired. need to know the incoming spell to attempt this. Dispel will
protect the caster and, if a Protector, dispel incoming spells in
The magician must choose his defensive magic manoeuvre be- an area up to the magicians Magic Level x 2 in feet around
fore he knows what the opposing magician rolled for spellcasting. him. The Dispel defence roll suffers a 3 penalty.
Deflect: The magician deflects an incoming spell approximately Volley: The Magician can try to volley, return or reflect the spell
45 degrees. The magician can choose which side, but the back upon the caster, who will suffer all the effects of the spell.
Director decides where the spell ends up. This defence action The roll to accomplish this difficult Defensive Magic is 6.
only protects the character using Deflect, and redirects only Volley will protect the target only, rebounding just the portion
that portion that would affect him in an area spell. This is the of an area spell affecting him. If successful the original caster
only defensive magics manoeuvre that those with Innate Magic may not use a Defensive Magic to protect himself, he just takes
may use. The Deflect defence roll suffers no penalty. the spell effects. The Volley defence roll suffers a 6 penalty.
Hold: The magician delays the opposing spell a number of Turns
equal to the Success Levels of the defensive magics roll before Lesser Sensing
resolving. If the spell is a ball, bolt, cone, etc., when the Hold
Any creature with Innate Magic or Magic levels has the Lesser
runs out it continues to its full range, striking whatever is in the
Sensing ability. This allows them to make a Perception and
way. If the spell affects a specific target directly and the target Magic (+3 instead for Innate Magic) roll while concentrating to
is out of the area, spells range, or line of sight, it has no effect. see certain things. Success reveals any active spells, whether a
Hold will protect the caster and, if a Protector, delay a portion being or item has magical abilities (but not what type they are),
of an area spell equal to the magicians Magic Level in feet. if a ghost is present (but again not the exact particulars), or if a
The Hold defence roll suffers a 1 penalty. person or object is possessed (though not any details on the pos-
sessing entity). Higher Success Levels give clearer results.

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Derby Day
~or~
A Day at the Races

Introduction Plot Synopsis


The overall plot of Derby Day revolves around the attempt of
Derby Day is an adventure for the Original Cast, known to
one William Atherton to pass two specially prepared coins con-
those who have visited the BBC Ghosts of Albion site: Tamara,
taining Allitra demons to two Cabinet Ministersthe Home
William, Nigel, and the three ghosts. This material includes
Secretary and the First Commissioner of Woods and Forests.
background and period information to get players into the
In doing so, Atherton hopes to take control of the two individ-
setting and the concerns of the times. They can learn about
uals. He is doing this at behest of Lord Winchester, a member
the different horses, notice the betting establishments and the
of the aristocracy who objects to the route of the Great Western
extensive preparations for lunch, interact with others revellers,
Railway near his estate. The Lord desires the route changed,
and discuss matters of recent concernall the while trying to
and seeks to control the two Ministers in order to do so.
ferret out the supernatural threat. Several fights will occur, both
magical and physical, and plenty of chances for roleplaying with Complications arise when a child steals one of the coins. If
various Director-played Supporting Cast Members will arise. he fails to recover it, Atherton will be forced to convince the
person it was meant for to come Athertons home in Epsom
As always, the first rule is to have fun. Novice Directors
and perform a longer, more complicated summoning and pos-
should attempt to keep the Cast on the basic story path, even
session ritual.
if that means dropping broad hints or simply dictating which
direction they take. Experienced Directors should allow the The Cast must negotiate the teeming throng at Derby Day
Cast more leeway and use their imaginations to fill in blanks and thwart the machinations of Lord Winchesters agent, Mr.
when unexpected decisions occur (and they will). Atherton.

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Derby Day Betting shops for the race usually stand alone or share space
with tobacconists or shoemakers, and money is passed through
The Derby Day holiday at the centre of this story takes place a small pigeon hole. Asking around a bit reveals some of the
in May 1839, about a month prior to the first anniversary (usu- more reputable brokers, who give reliable buzz. In 1836 Lord
ally called a Jubilee) of Queen Victorias coronation in June Jerseys horse, Middleton, won. He had no entry the last
(she ascended to the throne in June 1837, but the coronation couple years, but has returned with a spirited newcomer, Isle of
is always a year later). Derby Day is a national holiday and Oak, this year. Many like his chances. Last years winner was
Amato, owned by Sir Gilbert Heathcote and ridden by John
even Parliament is adjourned then. The aristocracy deigns to
Chappel, a fine jockey. Their horse this year, Majestic, won a
set aside prejudices for the day and mixes shoulder to shoulder race last month largely due to the wet conditions. Today is
with the working class. The middle class is less well repre- overcast and rain is possible. Majestic just beat out a newcomer,
sented, but is still present. (The Ascot, generally a month later, Bloomsbury, owned and trained by William Ridsdale . These
is more of an elite race with just the aristocracy attending.) well regarded newcomers are thought to have a excellent shot
Derby Day takes place at Epsom, a short trip south of London. at the win this time, provided the weather holds. (Note that
historically, this is the horse that won in 1839. He was ridden
All the popular racing literature: Baileys Racing Register,
by S. Templeman.)
Picks Racing Calendar, The Turf Register, and the Sporting
Magazine predict a jubilant crowd and an exciting race. The If the Cast picks a betting house at random, it is more likely
railroad from London opened last year and was a rousing suc- than not one of ill-repute. Many are set up to fleece the custom-
cess with a few thousand arriving by railway. While not a big ers by trumpeting second rate horses as front runners. These
houses might put forth either Norman Beau, a horse of French
number for the large throng expected50,000-70,000 to-
lineage, or Lucky Gentleman as two relative unknowns. These
talthese newcomers added a touch of colour to the event, and
horses have great stamina and strong legs. Their chances are
more are expected to travel in this manner this year. Smoke good, supposedely, as this race is more egalitarian and not so
belching engines combined with the large number of coaches blue-blooded as the Ascot or 1,000 Guineas races. A few other
and carriages that travel down the dry roads from London will horses that could be mentioned are Plovers Folly and Lucky
bathe the whole area in dust giving everyone a slightly dirty, Lady. Each has little chance of winning, but can be used to
almost chimney sweep look. White or tan is definitely not a muddy the betting field, as it were.
wise choice for clothes. So much for some clear, fresh air away
The actual race itself lasts only three minutes and is generally
from the grim and soot of coal-powered London. run just before lunch. This year, the organizers have decided to
Think of Derby Day Epsom as a giant faire. Beer and ale start after lunch around 2:00 p.m. or so, with more festivities fol-
houses are filled to overflowingareas are set up outside for the lowing. They are hoping to entice more of the crowd to spend the
afternoon and evening in Epsom (spending freely). The Day lasts
additional patrons and prices are actually lowered slightly due
until darksome stay on for a nights merriment but the bulk of
to the high expected volume. The Downs, the track itself, has
the crowd departs at various times before that. The main action
no rails or stands, so most watch it from nearby, open fields. A in this adventure should take place before the race begins.
single rail fence on the inner side of the track marks the best
route for the horses; a strain of rope keeps the crowd away from
the outer rim. Other than a starting area and stables for the
The Cast
horses, and a place for the judges, thats it for facilities. Through various contacts, William, Tamara, and Nigel have got-
ten word that certain omens point to demonic activity. The exact
Although Epsom is normally a smallish community, the vil-
nature is unknown, but it is definitely old, evil, and of a subtle
lage is flooded with all sorts of entertainers for the day. Booths rather than brute-force nature. The portents hint at a larger
made of wood frames, canvas, ropes, and other materials are threat to all of England, but something that is slow or delayed,
erected in the area around the Downs to house a wide variety of and hidden.
faire-like activities. Booths hold dancing areas, drinking con-
Queen Bodicea has been contacted by members of the Fa-
tests, tableaux vivant (living picturescostumed entertainers
erie, who explain that their seers have felt a great heat coming
posed in still-life displays), darts and other sporting events, ter-
from Epsom. Something mystical is happening there involv-
rible melodramas, puppet shows, burlesque, pugilism sparring ing human-style magic and demons. The threat derives from
(no full events as these would last way too long.), and gambling past events that the humans are unaware of, and that even the
of all sorts: roulette, card games, even/odd, and three-card long-lived Faerie do not fully comprehend. The seers see deep
monte. Men pass through the crowd handing out cards with machinations amongst the humans that will lead to great tragedy
various house names and the rules of the game that establish- for Faerie kind. They hope that Bodicea and her friends will ad-
ment is running. The general buzz of crowd noise is accentu- dress the situation.
ated as they yell their pitches, inviting all to come and join in. With the previous information in mind, the Cast sets off to
Colourful and bedazzling gypsies with their garish wagons sell Derby Day. They arrive via coach, which Farris, their more-than-
elixirs and tonics, tell fortunes, and add a touch of exotic. capable manservant, has parked and is currently looking after.
Nigel has cast his spell and has six hours of protection before he
must find darkened shelter. It is about 10:00 am.

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Joining the Festivities
The Cast is presented with a large crowd in
festive spirits enjoying the day. The Director
should relate the cacophony of people and
establishments. The Cast can take part in
political discussions, watch some of the perfor-
mances, bet on the race, or gamble in general.
They may wish to watch some of the pugilist
sparring. If so, Lord Byron comments with
some expertise since he was trained by Gentle-
man Jackson, a famous champion pugilist.
Normally pugilism is fought bare-knuckled
and bare-chested in upwards of 50 rounds,
each separated by 30 seconds. Each round
lasts till someone is knocked down. The sport
isnt commonly called boxing yet, and the
Marquis of Queensbury rules dont come into
affect until 1867. Wrestling holds above the
waist are legal and contestants fight in a roped
off area about eight feet per side. Derby Day
sparring matches are basically best two out of
three roundsanyone knocked down twice, or
being knocked out, loses.
The Cast cannot fail to notice the prepara-
tions for lunch. This is a very big deal at Derby
Day and usually lasts quite some time with
various specialties all over the area. Plovers
eggs, one-shilling blanc manges of the Gunter
School, a variety of cold fruit, and meat pies
are among the offerings. Six foot vats ring
the finer establishments dispensing the best
champagne into gobletsbeer is in abundance,
and finer wines are also available. All sorts and
Act One: Set-up selections of food can be found and purchased.
Finally, the Cast should notice that a few members of the
William: Your Lordship, Im quite certain all of this must be a Metropolitan Police Force are present and providing some
terrible shock to you. I assure you, theres a perfectly reasonable measure of security for the occasion. There are only a hundred
explanation. of these constables and they tend to be lost in the crowd, but
they are around.
(beat)
Throughout this scene, the characters should talk about or
A scientific explanation, really.
overhear discussions on various topics. The subject varies by
Embers, Act II class and the most important elements are listed first.
Aristocracy: The dominant subject is the Queens birthday
Rundown which is 24 May, when she will be only 20. What celebra-
The flow of this act depends quite a bit on whether the Cast tions will occur and the various balls and receptions for
stays together or splits up. For the most part they should get that are important matters for the elite. In addition, her
a taste of the day, a chance to see some of the sights, overhear first jubilee is next month, on 28 June. With such a young
what is being discussed, and get a lay for the land. During queen, the talk is that her mother, the Duchess of Kent, and
this portion they should see, but not encounter, a couple of the her mothers advisor, Sir John Conroy, are dominating the
strange cane gentlemen, and speak with an old gypsy woman Crown. Others feel that Lord Melbourne, the Prime Min-
who knows who the protectors are and has some important ister, seems to have taken her under his wing and perhaps
information to relate. she will be more independent than was expected. This news
At that point, the Cast should notice the two children run- is followed by the usual talk over who is being presented
ning through the crowd, pursued by some cane gentlemen. The at Court next, what the coming balls will be like, who will
act should culminate with a chase through the crowd heading dance the best, and the quality of various card players.
towards the outskirts of town, toward a burned-out building.

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Some members of the House of Commons present. A little Talk revolves around the growing scandal that the Rook-
business might be done, but not much. This is pretty normal, eries and eastern districts of London are becoming. The
but always worth noting. It is also thought that Lord John ramshackle tenement housing, the increase in disease due to
Russel, the Home Secretary, one of Queen Victorias Cabinet inadequate circulation, the poor sanitation, and the lack of
Ministers, a known Whig and liberal reformer, is also likely religious fervour has brought great shame to England. If the
to be present. He enjoys pugilism quite a bit and always bets poor could just be made to understand that thrift, sobriety,
on the matches. He also well known for his interest in horse and hard labour lead to prosperity their plight could be alle-
racing and other equestrian events. viated. The condition of the Irish in the Rookeries around St.
Giles is an especially good example of the evils of too much
The fad of the railway bringing some wealthy and influen-
drink, Catholicism, and lack of moral fibre. A Royal Com-
tial folk down to Epsom has split the crowd. Some think
mission should be formed to study the situation.
it novel and interesting, others decry the added smoke and
clamour and feel it should be eliminated. This leads to talk The Anti-Corn Law League established last year under
about Lord Winchester, the 2nd Earl of Winchester, Herbert Richard Cobden and John Bright in Manchester is fast
Weston Penthingham, who has been speaking with the Duke becoming a national movement and this is seen as very
of Reading, Michael Hollingsworth, to set up a commission good. Corn is generic for all grains, including wheat, rye,
in the House of Lords to review railway bills in the House of oats, barley, etc. The League proposes removing the import
Commons. (In order to build a railway line, an Act of Parlia- tariff on all grains. That in turn will lower the price of bread,
ment must be passed detailing the route and the location of the primary foodstuff of the poor. More importantly, it will
any stations prior to construction). Lord Reading has been encourage other countries to lower or restrict counter tariffs
trying to get support in the Lords to limit railway construc- on English manufacturers, thus opening new markets and
tion because the smelly, loud, and uncouth machines threaten expanding trade. Anything that promotes free trade and
the hunting, shooting, and aesthetics of the countryside. business opportunities abroad is highly laudable, especially if
Lord Winchester has just realised that the Great Western it involves less government intervention in the economy.
route will pass very near his estate and is trying to get the
Some are concerned about the Londons Working Mans
route altered so that it will not pollute the forest nearby or
Association attempt to establish itself as a respectable union.
damage the crops of his tenant farmers. He wants the route
They press to restrict free trade through collective bargain-
moved to the north side of a nearby hill (Olde Baldy) to put
ing and support the adoption of the National Charter. Such
the high ground between his estate, lands, and the railway.
interference is bad in itself; combined with the universal suf-
There are some who say he also fears that if the railway
frage proposal, theres no end to the trouble possible. How-
comes directly into Winchester, it will bring union agitators
ever, some in the middle class feel that the Chartists should
and Chartists, whom he obviously despises.
be supported as it will weaken the aristocracy. Feelings are
More than a few sly comments are uttered about the ridicu- heated and split on this topic.
lous Chartists, their petition and National Charter, published
A few talk about the troubles in Canada. An unseemly
just over a year ago. Their idea that working men can aid in
border dispute has broken out with the former Colonies in
the governance of the land, or even vote, is clearly preposter-
North America. The southerners are all criminals or desert-
ous. A man with no stake in society, as established by owner-
ers and their influence has doubtless corrupted the lower
ship of real property, has no vested interest to protect. As
provinces of Canada, causing the current problems. Fortu-
such, his vote would be available to the highest bidder or any
nately, Earl Durham has been sent to settle things and when
he was dependent on for his own livelihood.
his report comes in things should hopefully improve. It
Middle Class: Wealthy commonfolk and those on the fringes would be a shame if some sort of border conflict cropped up
of the aristocracy focus mostly on the Great Western Rail- and lead to increased taxes to pay for the fighting.
way. It is claimed that it will open up many new markets and
Many think it is time that Anglican Church reform be expe-
bring more people to Londonclearly a great opportunity
dited. There are anti-pluralities acts and acts for building and
for those with the proper business acumen. A large amount
enlarging churches pending in Parliament that need to be ex-
of foodstuffs, Welsh coal, and other raw materials can be
panded and strengthened. Hopefully this will bring a revival
brought into London from the western regions of Albion.
in church attendance and keep the dissenters and Catholics
The railway coming down to Epsom is seen as the wave
at bay. (If the person speaking is dissenter-inclined, reform
of the future and something that should be supported and
efforts are described as a sop to the public intended to main-
advanced. Many bemoan the difficulties of getting railway
tain the states Anglican-favoured position.)
acts through Parliamentthe cost of construction is already
enormous, less Parliamentary interference would be much Working Class (or the rougher parts of town): The Peoples
preferable. Lord Reading and Lord Winchester have let self- Charter published by the National Charter Association last
interest colour their proposal to bring the House of Lords year has led to them becoming known as Chartists. Their six-
into the process. point platform is of great import to the working class:

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Naturally, both the middle and upper classes see this move- Much information is presented aboveuse whatever seems to
ment as a threat, particularly since its popularity is rising in fit the players interest or catches your fancy. The most impor-
working classes. The Chartists current efforts revolve around tant point is the railway controversy and a Chartist encounter.
getting names on a petition to present to Parliament. With If any pay attention to the pugilism matches, keep Angus
enough signatures, they hope to force them to recognize their MacTaggert (see p. 36) out of sight unless Act Two is immi-
support and adopt the Charters provisions. Thomas Atwood, nent. Usually it is useful to have the Pugilism booths across
Member of Parliament (MP), House of Commons for Bir- from the Gypsy encampment, as both are things players find
mingham, will present the petition next month. The Chartists interesting and set up the chase below.
have a booth here along with part of the petition and are ac-
tively trying to secure more signatures, especially amongst the The Cane Gentlemen
better sorts of people. Some agitators are moving throughout
the crowd trying to get people to sign, and at least one of This scene should evolve at some point as the Cast wanders
the Cast Members should be approached (William or Nigel the festival.
is best; few indeed consider granting voting rights to the Anyone using Lesser Sensing (no roll necessary) glimpses
fairer sex). All is not entirely smooth amongst the Chartists, unfamiliar magical swirls and filigree around a couple of
however. The convention to get it adopted has moved from gentlemen wearing brown bowlas (derbies), brown waist coats,
London to Birmingham and a large debate is occurring over whitish shirts (now dusty), dark brown trousers, and fashion-
the use of physical or moral force to get the Charter adopted. able shoes. They each have identical deep brown, lacquered
The move north seems to indicate the physical force element canes, inlaid with a dark, almost burnt, silver that traces various
under Feargus OConnor has the upper hand. shapes. Two joints divide the canes into thirds. Their handles
are also burnished silver. The gentlemen do not wear gloves.
As usual in any crowd, nearly everyone claims times are
hard, wages are low, and food is expensive (in truth, life was If a Cast Member sees the magical swirls around the cane
exceedingly hard in Victorian England). Some mention the gentlemen, have that character make a Lesser Sensing roll.
new Anti-Corn Law League and how it may lower the food Success indicates that gentlemen appear to be magicians and
prices. Some support this but the Chartists view this as a that the darker silver on their canes appears corrupt and ma-
lignant. Three Success Levels further reveals that a demon is
stop-gap sell out to middle class dominance and feel only the
bound in each cane, but the type is unknown.
National Charter and petition should be supported.
These men are quickly lost in the crowd, but a second pair
might be seen a little later. They are human and all look fairly
The Peoples Charter similar (brothers?), but not identical.
Universal male suffrage: The right to vote is currently Troubleshooting: Attacking the cane gentlemen at this point
restricted to those with 40-pounds property ownership. results in a near riot in the crowd. The gentlemen disappear in
Secret ballots: Voting is currently done in the open and the melee and Peelers quickly appear to restrain the Cast. The
officers can be dissuaded from acting further as long as the Cast
every man expected to stand up for his viewpoint. In
ceases violent action.
effect, if suffrage were expanded, a landlord or employer
could determine how those beholden to them voted. Anyone trying to steal a cane will fail and is graced with a bop
No property requirements to serve in Parliament: This on the noggin by said cane. The gentleman immediately calls
would allow working class and lower middle class men a nearby Peeler and asks that the Cast Member be restrained.
to be elected. As each cane contains a demon, sneaking up on a gentleman is
Payment for members of Parliament: This would allow impossible.
the non-wealthy to be elected and serve.
Equal electoral districts: Rotten and pocket boroughs Gypsy Visions
had not been entirely eliminated, nor was representation
William or Tamara specifically, if using Lesser Sensing, notice
based on population.
that one old gypsy fortune-teller, named Antonia, has magic
Annual Parliaments: This would make them more re-
and seems to be genuinely gifted. She is standing with her
sponsive to the people.
daughter before one of the garishly painted wagons, and all are
wearing traditional gypsy garb. Her daughter, Fiona, tries to
sell anyone approaching some elixirs, tonics, or other trinkets,
Troubleshooting: This scene should mostly be a prelude that but also takes them to have their fortune read. The old gypsy
allows the characters to mingle with the crowd, observe, look knows who William and Tamara are, though theyve never met
around, and get a feel for the times. It can be very open-ended, before. She knows what a Protector is, and can even name
but shouldnt last too long. Keep things moving by avoiding other members of the group if it is necessary to impress them
lengthy exposition of each characters specific actions. The ulti- with her abilities. She has the usual small wagon decorated
mate goal is to get the Cast into roughly the same area of town, with gaudy tapestries, a table, a crystal ball, tarot cards, and
a crowded street with a number of pugilist sparring booths. other paraphernalia for fortune telling, though she prefers to
This scene simply sets up the others. have her customers put their hands on the ball and use it and
palmistry to read their futures. The ball itself is not magical.

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She can relate certain information to the group. She sees
gold in the future, but not the good kindits impure and
corrupt, filthy lucre with undue influence. Smoke and dark-
ness looms large and air is not always the answer. The young
shall end up leading the old, despite lack of wisdom. Water is
a friend this day and the Scotsman who defeated all comers
knows what they seek.
Troubleshooting: Antonias visions are important. Make
sure that William and Tamara, or at least one of the pair is en-
ticed inside to her them. Perhaps the beautiful young daugh-
ter can lure William inside with feminine wiles. Or maybe she
can speak with Tamara and appeal to her independent streak.
She could say Grandma has seen that the Protectors would
be present and would like to see them. Either of these should
get one of the Swifts inside.

The Chase is On!


When Act One is ready to wrap up, have everyone congre-
gate in the pugilism area. Other booths are nearby, maybe
near the gypsies, though the Cast does not have to be all Act Two: Complications
together. In fact it works better if they are in various places
around the area. Have everyone who isnt at the gypsys make Bodicea: So come, then. Attack me. Kill me. But wonder,
Observation rolls. Those that succeed notice two fine Lord first, who among you will survive.
types (one is shorter and has brown hair touched with grey;
the other is taller, thinner, and seems younger with black hair) Astray, Act VII
amongst a party of ladies and servants, as well as few other
gentlemen, watching a red-haired giant of a man fighting Rundown
another large pugilist. The match goes for the rest of the round
and the red-haired man wins, knocking the other out with a A mixture of scenes occur in this act. It starts with a struggle
tremendous roundhouse punch. One of the Lords, the shorter, against the cane gentlemen, the goes on to some information
goes to congratulate the winner while the rest of the party gathering from the girl being chased. The group should learn
waits and excitedly discusses the match. This is Lord Russel, about the demon-bound canes and the coins. Some informa-
the Home Secretary, inviting Angus MacTaggert to join him tion on the childrens overseer Neal comes out and he must
watching the Derby. The rest of the party includes Viscount be dealt with. Just as Traegers hiding place is found, a scream
Duncannon (more on him later), another cabinet member, and sounds.
a few members of the House of Commons.
At that point, all Cast Members notice two children, a twelve- Mystic Battle
year-old boy and a similarly aged girl being chased by cane
gentlemen. Those who gain two Success Levels see one fellow The chase from Act One ends at the burnt-out building
wave the cane and a small, dark silver bolt streak out. The described in A Good Deed. The girl is visible just inside the
boy dodges out of the way at the last moment. The bolt hits a remains of the doorway, trapped by a yellow circle from one of
working class man who falls to the ground with blood running the cane gentlemen. The boy is not in sight. The cane gentle-
from his thigh. One of the other cane gentlemen obviously men head towards the doorway by the time the Cast gets close
chastises the one who fired the bolt. Another makes a circle enough to stop them.
with his cane and a small, faint yellow area appears under the Time for a fight! Point out that while the street isnt crowded
boy just as he jumps around a lower class woman. That person in this area of town, a number of potential onlookers are nearby.
steps in the area, is held fast, and looks around puzzled. Too much flashy magic could attract attention. Generally any
The entire Cast should jump to the chase. Have the Cast roll spell without a bolt, cone, wave, ray, or ball is pretty much invis-
Dexterity and Athletics to keep up with the men and move iblejust people waving their hands at each other and talking
through the crowd. strangely. The cane gentlemen may start out circumspectly, or
cut loose with Dark Bolts (theyre unconcerned about hitting
Troubleshooting: This scene marks the point where the pace bystanders) depending on the situation and the players actions.
of the adventure increases. Try and get everyone involved in the If they do, the onlookers run in fright. This allows William and
chase, though keep in mind that the cane gentlemen are used Tamara to safely cut loose if they desire.
to seeing strange things and the sight of a ghost does not faze
them. Dont let the Cast catch up too quickly, but also dont If one of the cane gentlemen is reduced to five or less Life
drag the chase out too much either. Dont forget to describe Points, he leaves via the Smoke Translocation spell. An Intel-
the crowd thinning as the pursuit heads towards the outskirts of ligence and Occultism roll reveals what the spell was and that a
town. Remind William and Tamaras players that just cooking Solid Air spell around a person would probably counteract it (as
off fireballs into the crowd is a bad idea. long as it is cast before the Smoke Translocation).

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Character Name Cane Man Life Points 40
Creature Type Human Magician Drama Points 2
Motivation Follow the Masters will Additional Actions 1 Physical & 1 Mental

Attributes Special Abilities


Str: 3 Int: 5 AV 4
Dex: 5 Per: 3 Demon Cane
Con: 3 Will: 4 Hard to Kill2
Magic4
Ability Scores
Muscle: 12 (the Cane Men get one free attack and defense as
normal, their canes allow an extra physical and mental
Combat: 14
action, one at -2 and the other at -4, the Director can
Brains: 15 choose which is which.)
Maneuvers
Name Score Damage Description
Cane Strike +15 15 Bash
Dodge / Parry +15 Defence Action
Observation +15 Perception Action Cane Man
Dispel +16 Magic defence action; dispels spell
Deflect +19 Magic defence action; deflects spell 45
Hold +18 Magic defence action; delays spell SL Turns Arcanum
Lesser Sensing +19 Notice magical effects, nature, or possession Spell Casting Bonus +19
Volley +13 Magic defence action; returns spell to caster Casting Actions 2
Current Repeat
Casting Mod
Actions
to Cast

Spell Name Range Damage Effects


If targets Con (doubled) roll is less than spellcasting roll target cant see; comat or spell-
Blindness 1 100 --
casting is at -5 penalty. If resisted penalty is -3. Duration: 1/2 SL turns.
Darkbolt 1 100 37 One target within 100 feet
Rectangle of If hit, target also knocked back five feet per SL. Defensive magics -1 per Cane Man
1 50 33
Force Casting this spell.
Smoke Transforms caster to small wisp of smoke which moves very swiftly out of sight through
1 self --
Translocation various cracks and crevices, travelling at such a rate that even a ghost cannot follow it
If Spellcasting roll exceeds targets Willpower (doubled) roll targets feet become stuck to
Yellow Disk 1 100 --
ground. Lasts SL turns.

Troubleshooting: The fight should be not overly difficult, Remember to have one can gentleman escape via the Smoke
but could have a fair amount of magic flying back and forth. Translocation spell so that the group realizes this is possible
Since the cane gentlemen are magicians and have a ward pact and thinks about how it could be countered. It is not vital, but
with the demon bound in their canes, the ghost Cast Members should help them keep William Atherton from leaving himself
can affect them directly. Five cane gentlemen are present if the in Act Four.
full cast is being played. If less than a full Cast is playing, drop
an adversary or two from the mix. They are tough-ish, but the The Urchins
fight is not intended to be exceptionally dangerous.
After the fight, a number of things should catch the casts
The group might confront the cane gentlemen, ask them to interest and need to be resolved. Keep in mind that the Peelers
stop, demand to know what they are doing, etc. If so, they might be coming if the fight lasted too long or got too obvious.
refuse to discuss the matter, and attack the group with magic,
mostly disabling blindness and the yellow disk. They know they Dead cane gentlemen must be dealt with or ignored, as
have to catch the kid before he gets away and wont want to must live and conscious ones, and then the girl is still trapped,
waste much time chatting. though a reverse Paralysis (or Solid Air) spellcasting roll at a 2
(-1 for Solid Air) to try and dispel the yellow disc should get
her loose. Otherwise it will wear off in a few minutes.

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Cane Gentlemen: Unconscious ones disappear, along with their Troubleshooting: This is mostly an informational scene with
canes. Those that are dead remain, as do their canes. some good roleplaying potential. Mary is young, scared, and
worried about Traeger. She also distrusts adults and definitely
Canes: At least one cane should be left behind by a dead cane
fears being taken off to the Workhouse, but in the end should
man (someone should kill one during the fight) and it can be
take the group to her home. The canes should resist any at-
examined. The group should have seen the cane gentlemen tempts to mess with them, but arent dangerous at the moment.
manipulate the canes as part of their magic use.
Any Success Level with Lesser Sensing reveals the magical A Finnegan
swirls around the cane and the corruption of the darker silver.
Two Success Levels (the task is easier as the characters can Mary takes the Cast to a stable at the fringe of the Downs
take their time examining the cane) shows a demon bound area, amongst some older stables that have obviously been
into the cane. Intelligence and Occultism indicates that the neglected recently. Newer, more modern ones stand closer to
demon in the cane is bound to it and helps with magical the racetrack itself. The Cast finds a stairway down to a storage
spells, if one has made a pact with it. An Exorcism can drive area below the stables. In the underground area, Neal and sev-
the demon out, but isnt necessary immediately as it is quite eral other children are examining their takings for the day. The
bound and incapable of getting loose. Holding it cannot hurt area has a small pot and fire, various sleeping pads, and a maze
the possessor, but an incessant buzzing and background whis- of rags that act as curtains dividing the large, long room.
per may be heard. Three Success Levels with an Observation Neal Briscombe is a neer do well who acts as a Finnegan for
roll shows that the handles of the canes can be broken apart the den. He is a tall manan inch shorter than six feetand
and fit into different shapes. Think of it as a three-sectional very fat, around 380 pounds. He wears a stained and grey
staff, only not so loose or big. undershirt and dark trousers held up by suspenders and a wide
belt. In his mid thirties, he is partially bald with greying black
Mary, the girl: Mary is scared and needs to be calmed down
hair. He is loud, blustery, and antagonistic at first. If pressed,
(Willpower and Influence and some good roleplaying).
he becomes more sullen and deferential. Neal is a bully and a
The ghosts should frighten her, while Tamara has the best
coward and while he may cow several children or maybe one
chance of getting her to settle down. Once calmed, she tells
adult, he dares not be antagonistic to a larger group. He is not
her name and that her friend is called Traeger. They used
overly cruel, just mostly unsympathetic.
to live in this burnt-out building but left after the fire. She
knows that Traeger saw a man in a black coat and pants If pressed, Neal states that Traeger hasnt been back yet. Still,
pass something gold to some fine lord type. He went over if he was scared or pursued, Neal knows where he might have
to investigate and nip something of value from the passer, gone. Neal tries to get some money for the information, but
and the next thing she knew he was running past her with a again if pressed describes a coach repair and workshop to the
scared look on his face. Her usual job is to act as distraction east that Traeger always liked. The boy would go up in the loft
and maybe trip someone pursuing, but she never expected so amongst the paints and dyes or climb about the rafters and hide
many people to be chasing them. She thinks Traeger filched in the darkness up there. He especially liked that spot in the
something, but isnt sure what. She is very worried about winter as it was warmer. Mary is willing to take the Cast there.
him. The group can convince her to show them their new Neal is not, unless threatened.
living housethe basement of an old stable/storage area The group arrives at the coach workshop and finds a long
where they sometimes kept horses in the winter. It is sort of barn, with big double doors (one open) at both ends. A regular
sturdy and better than this place was, but she fears it will be door is located on one side. A small place to stable horses ex-
used again come winter and theyll need another place later. tends from one side, and a large water trough sits beside it. As
Traeger, the boy: He escapes out the back during the fight and they approach, a mans scream rings out.
is lost from sight. No one, no matter what they do, amongst Troubleshooting: If for some reason, the group kills or
the Cast can catch him. Drama Points cannot change this. incapacitates Neal or something else happens to him, one of
the other children remembers seeing Traeger head to the coach
workshop in the past.

A [ 27 ] F
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An Intelligence and Occultism roll with a 2 penalty
reveals that these are rare Brulshar demonsvery strong,
fairly tough, possessing smoke and pain magics. Two Suc-
cess Levels indicates knowledge that their smoky nature
reduces damage to a great extent. They are better fighters
than magic users, but are still competent in their area. Any
examination leads one to guess that air spells would work
well against them. If none of the players remember the
gypsy warning, have them make Intelligence (not doubled)
to recall that air is not always the answer and water is their
friend today. In fact, there is a trough of water outside for
horses brought with the wagons and a number of buckets
inside. If the cast get inventive with any of these give them
an extra drama point and it will make the combat a bit
quicker. No one is really observing this fight, so the group
can cut loose. Dont forget to save Traeger.
Troubleshooting: This should be a tougher battle than
the previous one. Use Drama Points for the Brulshar to
Act Three: Revelations make them tougher as needed, or hold back if fewer players are
present or the Cast rolls particularly badly. Traeger should be
Byron: Why do we always have to fling ourselves into the melee saveda lot of information goes with him if he dies. Still, as
without forethought? I wonder if taking a few moments to create long as the Cast gets the coin in the end, they should be able to
a more intricate plan of attack might behoove learn the bulk of it.
This battle could be the climax if time is short. Have Ather-
Legacy, Act V
ton present with the Brulshar attempting to get the coin back,
throw in a cane gentleman or two, and run this as the culminat-
Rundown ing battle. Afterwards jump to Act Five, skipping Act Four.
This short act begins with a pair of Brulshar demons, creatures
specializing in smoke magics, trying to get Athertons coin The Coin
back from Traeger. Once Traeger is saved, the Cast still has to After the fight in the coach repair shop, the Cast should
convince him to admit he has the coin. They learn that the coin be able to talk to Traeger. The bodies of the Brulshar turn to
contains an Allitra demon that specializes in possession, influ- ectoplasmic goo, then dissipate over the next ten minutes or so
ence, and control. leaving no trace of their existence.
After the fight, Traeger is still frightened, maybe a little hurt.
Coachhouse Fight Some doctoring or healing puts him in a better mood, and if
Mary brought the group, she tells him that they helped save
If about, Neal runs the other way when the scream sounds.
her. In any case, some roleplaying is in order to convince the
Marys worry for Traeger overcomes her fear, but she hangs
boy to talk about the guy he pinched from earlier. He relates
back, out of harms way, till everything seems safe. Entering
that he was hanging around the pugilism area, saw a couple
the coachhouse, the Cast sees a long area with three coaches of fancy toffs, and decided to lift something from them. He
in various stages of work. One is being painted and lacquered, spied this bloke in a fine black coat, nice hat, white shirt, and
another has some reupholstering done, and the last has a bro- dark pants pass a gold coin to one of the toffs, the bigger one.
ken axle and is lifted partially off the ground. Tools lie about, That fella then stiffened for a moment and the two talked like
along with workbenches, supplies of wood, leather, and stuffing. long-lost friends. They went off a short ways into the crowd,
A loft runs along one side holding paints, thinners, grease, and presenting Traeger with his chance. The guy he pinched the
caulk. The rafters form a latticework above big enough to walk coin from was young, say late twenties, had brownish hair, and a
on. crest on his jacket, which he can describe.
Standing on the floor is a dark grey-skinned demon about From Traegers description, an Intelligence and Knowledge
seven feet tall with smoky hoofed feet, large similarly obscured roll with a 3 penalty can be made by modern human types
clawed hands, and a big head with grey-black teeth, dark grey no ghoststo recognize the crest as Lord Winchesters. The
eyes, and bull horns. Black smoke issues from its mouth. A person wearing it is probably someone in his employ, as he is
coach repairman lies on the ground with a black demon hand- known to be much older. A similar roll indicates that the other
print on his chest. A second demon is in the loft and heading two men are Lord John Russel (the shorter), the Home Sec-
towards Traeger in the upper rafters. The boy seems petrified. retary, and Viscount Duncannon, John William Ponsonby, 4th
Earl of Bessborough, Lord Privy Seal and First Commissioner
The first demon bellows and its Fear Test time: 4 for super- of Woods and Forests, both cabinet-level ministers. Cabinet
natural, 1 for dead body, 2 for demons horrible visage, and ministers advise the Queen, and have great power in both the
2 for the bellow and its terrifying nature (9 in total). Drama House of Lords and House of Commons to influence members
Points should probably be spent. and get bills altered or enacted. Someone controlling them
would have great sway in the country.

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Character Name Brulshar Life Points 82
Creature Type Demon of Smoke Drama Points 4
Motivation Follow the Masters will Additional Actions 2 Physical

Attributes Special Abilities


Str: 7 Int: 4 AV 10 (zero vs water spells) Innate Magic
Dex: 7 Per: 3 Hard to Kill2 Increased Life Points1
Con: 7 Will: 6 Fast Reaction Time (+1 on Fear Tests; +5 initiative)

Ability Scores Vulnerability to water (besides reducing their


armor, water of any sort does 10 points of
Muscle: 20
extra damage to them. If they are submerged or
Combat: 19 dunked in a trough, they will take half their
Brains: 15 total (not current) Life Points damage.)

Maneuvers
Name Score Damage Description
Claws +19 26 Slash/stab + Smoking Hand Spell
Dodge / Parry +15 Defence Action
Horns +17 33 Slash / Stab Brulshar
Deflect +14 Magic defence action; deflects spell 45 Arcanum
Spell Casting Bonus +18
Casting Actions 1
Current Repeat
Actions
to Cast

Casting Mod
Spell Name Range Damage Effects
Can affect two targets; 2 to actions due to pain for five Turns; Constitution (doulbled)
Pain 1 100 10
roll greater than or equal to spellcasting roll negates eeffect,
Smoke Cone 1 - 23 Cone 50 feet x 40 feet, burns, chokes and stings
Smoking Target loses one action and suffers 2 penalty to all actions next Turn; Willopwer
1 touch
Hand (doulbled) roll greater than or equal to spellcasting roll negates eeffect,

A Dexterity and Art roll can be attempted from either They are difficult to detect as Lesser Sensing does not reveal
Treagers description of the crest or each of the two gentlemen them and the person possessed acts normally for the most part.
(toffs). Each Success Level in that task adds to a subsequent The demons are hard to summon, but actually enjoy coming to
recognition roll. our world and possessing humans.
The group doubtless asks Traeger where the coin is, and at The flip side of the coin contains a series of symbols. An
first hell say it is safe. If convinced that it is dangerous, that Intelligence and Languages rolls shows that they spell out Lord
the demons were trying to get it back from him, or that they John Russels name in a strange and obscure demonic script.
can provide its equivalent in worth (Traeger tries to hold out
If the sigil is recognized, any of the group recalls that both
for more, but if it is going to cause him harm . . . ), hell fish it
Allitra demons and Brulshar demons are servants of Balberith,
out of his coat and give it to the Cast.
a great demon lord whom Ludlow Swift, Tamara and Williams
The coin is a gold guinea with some unusual carvings on it. grandfather, defeated a while ago, and whom William and
One side shows a demon sigil. An Intelligence and Occultism Tamara barely frustrated in the events depicted in Ghosts of
roll reveals that a demon inhabits the coin, bound and powerless Albion: Legacy. Clearly, his machinations continue.
for the moment, but set to possess someone specifically. Anyone
Troubleshooting: If Treager winds up dead or not rescued,
else carrying it is in no direct danger, but the enemy does seem to Mary could describe the Lord types that Atherton passed the
be able to track it or locate it. A second Intelligence and Occult- first coin to. If for some reason the Brulshar get the coin and
ism roll suggests either putting it in a container with the Ward depart, well, bad show! Atherton is then able to possess Lord
spell on it, or a lead box or something with lead in it (like the Russel pretty easily, but all is not lost. If the group acts quickly,
various paints around) would help obscure it. it might come upon the Lords party and stop Atherton from
An Intelligence and Occultism roll with a 3 penalty shows passing the coin. They might also accost Viscount Duncan-
the sigil belongs to an Allitra demon. These are non-corporeal non and John Russel and remove the coin from their presence.
demons that have little direct power, though they are tough to de- This could occur at the track itself, at Athertons house if the
stroy. They specialize in the possession and influence of humans.
ministers head there after the race, or perhaps back in London,
though this is a less optimal and more open-ended choice.

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At this point, a number of approaches are possible.
The Cast could casually insinuate themselves with
the lords. This is not easy as no Cast Member is
an aristocrat. Still, a decent Willpower and Influ-
ence roll, as well as some good roleplaying, should
help. Lesser Sensing shows that none of the party
is possessed. If they ingratiate themselves to the
nobles, they are introduced to Angus MacTaggert,
and told that Lord Russel enjoyed his final match
and asked him to view the race with his party.
The lord is thinking about sponsoring Angus in a
series of pugilism matches back in London. If the
group mentions Earl Winchester, his crest, or his
man, Lord Russel mentions that they did indeed
meet earlier. They talked about the Great Western
Railway which Lord Winchester has some concerns
about, and his man has set up a meeting later to
present his masters views. This might devolve into
a little railway talk (see Act One for particulars).
Act Four: Climax Lord Russel is hesitant to talk business, but the
Viscount adds that he does view the growing number of acts
Nigel Townsend: Now we duel. And may you pray your death being passed with some apprehension. As First Commissioner
is quick. of Woods and Forests, he is worried about the impact on these
areas. It would be a shame to ruin the hunting and hinder the
Embers, Act II agriculture that makes the country great. He doesnt see the
need to eliminate the railways, they are too useful, but a greater
Rundown amount of guidance from a Railway Commission might be in
order. Viscount Duncannon is personable, level-headed. He
The Cast heads to the track to find the ministerial party.
simply wants the situation monitored and progress to proceed
However they approach the situation, they should find out that
slightly more slowly. They should watch the Derby, discuss the
William Atherton is Lord Winchesters agent at the race and
horses a bit, and then the lords depart. At this point, the Cast
that he has set up an appointment with the ministers at his
can either try to tail the nobles discretely or maybe talk with
house following the race.
Angus as he heads off separate from the ministers party.
The group ends up at Athertons house. They should know
The party might try talking with the Scotsman directly, or
that Atherton is trying to possess Lord Russel and that speed
during conversation with the Lords, get his attention. He may
is of the essence. A big fight with Atherton and his servants re-
recognize any in the group who watched one of his matches.
sult, and if all goes well the ritual is interrupted and prevented,
Angus is jovial, open, and fairly affable. He talks about the
Viscount Duncannon freed, and a few prisoners taken captive
matches that day, the race, his gratitude that Lord Russel is
to learn more of whats going on.
willing to sponsor him, and his upcoming bouts. If the group
asks him about the Earl of Winchester, or his man, Angus
Lording Over will mention that he met the gentleman in question and didnt
much care for him. Angus knows his name is William Ather-
Either Traeger takes the Cast to look for the two blokes he
ton, that he works for Lord Winchester, and that he lives here
saw, one of whom had a coin passed to him, or the group heads
in town. The lords are supposed to call at his house after the
off to locate Cabinet Ministers (of course these are the same
derby for a post race meeting and revel of sorts. It was actu-
individuals). Anyone can make an Intelligence and Knowledge
ally decided rather suddenly just a little while ago, and Angus
roll to realize that the Derby starts in about a half hour and the
is afraid he cant go as he has to help tear down booths. He
likely place for any aristocrats is near the Downs in a prominent
has some friends amongst the Chartists that he said he would
spot. By searching that area, they cut the time spent looking
help. Hes still divided about the whole Chartist issue, but
significantly.
his friends are pretty committed and he is willing to help out
Depending on where they look and the quality of several with the physical stuff. He knows that Athertons house is on
Observation rolls, the party comes across the Russel and Dun- the west side of town. He mentions that Atherton lives here
cannon party somewhat before or just before the race starts. while Parliament is in session (rather than in London or off in
Mention the masses of people moving towards the Downs, Winchester) and suggests asking one of the locals for the exact
horns sounding, growing excitement in the crowd, that sort of address (which is easy to do and shouldnt require a roll). If the
thing. Around the nobles are a few other members of Parlia- group asks his aid, is persuasive (a successful Willpower and In-
ment, several ladies in fine dress, a few children, servants, a fluence roll), roleplays well, he agrees to join them. Angus does
steward, and an enormous red-haired man, Angus MacTaggert, enjoy a good brawl and would consider evil creatures harming
whom they might recognize from their prior investigation of children an outrage.
the pugilism booths.

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Character Name Angus MacTaggert Life Points 80
Creature Type Human (Scotsman) Drama Points 4
Motivation Test self against other Pugilists, have rip-snorting Additional Actions 1 Physical
good time
Attributes Special Abilities
Str: 6 Int: 2 Increased Life Points1
Dex: 6 Per: 2 Hard to Kill4
Con: 6 Will: 3 Fast Reaction Time (+1 on Fear Tests; +5 initiative)
Pugilist
Ability Scores Situational Awareness (+2 to
Observation rolls vs. surprise or danger)
Muscle: 18
Natural Toughness (AV 4 vs Bash)
Combat: 18
Brains: 9

Maneuvers
Name Score Damage Description
Counter +16/+16 /16 Defence Action
Dodge / Parry +18 Defence Action
Haymaker +15 22 Bash Angus MacTaggert
Jab +19 15 Bash; +2 Initiative
Punch +18 17 Bash
Put em in
+18/+24 /19 Grapple and Punch in one attack action
Chancery
Uppercut +16 18 Bash

The direct approachHey, were the Protectors, your friend As this is a roleplaying game, theres always the potential
has been possessed, and we want to help himis always pos- for the unexpected. Whatever the Casts actions, manipulate
sible. Lord Russel, being Home Secretary, is aware of who the things so they end up at the Atherton house. Perhaps Lord
Swifts are and what a Protector is, although he does not fully Russel wants to speak with them, having noticed one of the
accept the situation. He has not seen any magic or supernatural earlier magical battles, or at least gotten reports of it. Maybe
creatures, just second hand accounts. While accepting in theory the Scotsman runs into them, on his way to get some ale, to the
the need to protect the nation from the occult or supernatural outhouse, on his way to aid his Chartist friends, or whatever.
menaces, hes not certain this is all real. Having Sir Horatio The ideal situation would be for Angus to be pivotal to steering
Nelson appear before him might make him more amendable, the group in the right direction and thus fulfilling the gypsys
but there is a 6 out of 10 chance that someone in the crowd fortune telling.
recognises the admiral as well. That causes something of a stir.
If the party is sincere and convincing enough, Lord Russel may Troubleshooting: The main point of this scene is to inform
go along with an exorcism to see what happens, but makes it the characters where Atherton is and put them in a place to do
clear that future relations depend on how this is handled and something about it. Following the gypsys fortune, the Scots
what happens. He warns in no uncertain terms that if this pugilist should factor highly into this.
is some sort of bilk, the consequences will be dire. The party
should not attempt the exorcism in such a public place. Dun- A Grand Brouhaha
cannon protests any movement away from the track, and trie to
leave if the party insists. A few cane gentlemen show up and a The party has now come to the final confrontation. If no one
short (and hopefully discreet) fight takes place before Dun- else does, Lord Nelson should suggest that some reconnoitring
cannon can be exorcised. After that, Lord Russel is definitely and a solid plan of action is a must before any boarding action.
convinced. He tells them where Athertons house is, and even
has his servants accompany the Cast to aid in whatever way The scene takes place at Athertons two-story house on the
they can. He also offers Angus services, who is happy to oblige west side of Epsom. The place is a classic middle class dwelling
his potential sponsor. with an outhouse and garden in the back, sturdy construction,
glass windows with shutters, and a front and rear entrance.
The Cast might decide to stake out Lord Russel and Viscount
Horses may be secured in the front, but the Lords carriages are
Duncannon and follow them after the race. Dont drag that out
not present (they would never have made it through the tangle
too muchdescribe them watching the race, the big red Scot
of coaches that came down from London).
being there and then leaving afterwards. The aristocrats head to
the west side of town and to Athertons house (though the Cast
wont know whose it is).

A [ 31 ] F
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Character Name William Atherton Life Points 77
Creature Type Human Magician with demon pact enhancement Drama Points 4
Additional Actions 1 Physical / 2 Mental

Attributes Special Abilities


Str: 4 Int: 7 AV 14 (from Shield spell)
Dex: 5 Per: 4 Hard to Kill2
Con: 3 Will: 8 Increased Life Points3
Magic5
Ability Scores
Muscle: 14
Combat: 15
Brains: 20

Maneuvers
Name Score Damage Description
Dodge / Parry +15 Defence Action
Awareness +20 Perception Action
Punch +15 12 Bash
Ritual Knife +15 16 Slash
William Atherton

Dispel +22 Magic defence action; dispels spell


Deflect +25 Magic defence action; deflects spell 45 Arcanum
Hold +24 Magic defence action; delays spell SL Turns Spell Casting Bonus +25
Lesser Sensing +19 Notice magical effects, nature, or possession
Casting Actions 2
Volley +19 Magic defence action; returns spell to caster
Current Repeat
Casting Mod
Actions
to Cast

Spell Name Range Damage Effects


If targets Con (doubled) roll is less than spellcasting roll target cant see; comat or
Blindness 1 100
spellcasting is at -5 penalty. If resisted penalty is -3. Duration: 1/2 SL turns.
Target must gain seven SLs on a Constitution (doubled) roll or one of his limbs
Break Limb 1 50 varies
breaks, inflicting one quarter of his Life Points in damage
Darkbolt 1 100 37 One target within 100 feet
Provides Amour Value 14 vs physical attacks; lasts seven Turns or seven attacks,
Shield 1 self
whichever comes first
Transforms caster to small wisp of smoke which moves very swiftly out of sight
Smoke
1 self through various cracks and crevices, travelling at such a rate that even a ghost cannot
Translocation
follow it
If Spellcasting roll exceeds targets Willpower (doubled) roll targets feet become stuck
Yellow Disk 1 100
to ground. Lasts SL turns.

Inside, the front door leads to a foyer with a staircase leading The magic circle stores energy and provides Atherton with six
up, a big reception area/drawing room, and a decent sized study free Success Levels usable two at a time for any spell he casts.
off to the side. A library is located in the back, a dining area, Its also a barrier against physical entry, deflecting spell and
and a kitchen and pantry. The upstairs has several bedrooms physical missile attacks, and causes 25 points of fire damage to
for Atherton and the servants, guest rooms, some storage, and anyone who crosses it, including any of the ghosts. An Intel-
maybe a smoking room. The cellar contains a wine room and ligence and Occultism roll informs any Cast Member that the
more storage areas. circle is dangerous, offers great protection, and is hard to break.
To do so requires physically marring or obscuring it in some
Athertons goal at this point is to get Lord Russel into the manner. It could be scratched or disturbed with a weapon, but
back library so that he can be possessed the hard way. Atherton the antagonist suffers the fire damage while doing so and must
realises the coin is probably lost, and that a lengthier summon- beat Atherton in a Willpower (doubled) roll. Success allows
ing and possession must be performed. He places a paralyzed the attacker to roll Dexterity and Athletics with a 6 penalty to
Lord Russel in a triangle of summoning on a yellow disk of mar the circle. A blast of air does not disrupt the marks as the
holding. The magician stands within a magical circle along magical energy rebound off the barrier. If the group remembers
with two of his cane gentlemen, and perform the two-hour the gypsys comment that water is their friend they might think
ritual of summoning and possession. of trying to wash it away. Tossing a pitcher or bucket of water

A [ 32 ] F
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Troubleshooting: If the group decides to reconnoitre and is
discovered, the scene could get a bit dicey as Atherton and his
Viscount Duncannon minions are prepared and ready to fight. Surprise is the Casts
Motivation: Follow the masters will and influence best bet. Feel free to change the exact disposition and numbers
Parliament of the enemies to best suit what is going on. One way to speed
things up is to have no cane gentlemen outside the library and
Creature Type: Possessed Human
Duncannon with Atherton. This makes any attack easier. The
Life Points: 30 group might also just knock on the door and try and brazen
Drama Points: 1 their way in, though any cane gentlemen who see them imme-
diately attack and let out the alarm.
Attributes
Str: 2 Int: 4 Balancing a final battle is sometimes difficultthe use of
Drama Points against the Cast can definitely keep things tense
Dex: 2 Per: 3
and in doubt. First time Directors might eliminate the magic
Con: 3 Will: 4
circle entirely to simplify things. Make sure that Atherton is in
Ability Scores the midst of the ritual and not reacting to the Cast until they
do something to him and force him to lose the spell. After
Muscle: 14
which, he can take out his ire on the cast.
Combat: 15
Brains: 20 If the entire Cast is not present, the opposition should be
similarly weakened. The two cane gentlemen with Atherton
Maneuvers can be aiding in the ritual and unable to act until the circle
Name Score Damage Description drops. Allowing them freedom to attack the Cast highlights
Dodge 10 Defence Action the power of the circle and sets taking it down as the groups
Punch 10 5 Bash first priority.
Another way to help the cast is to have some open water
present, perhaps a large tub for washing dishes in the kitchen,
at the floor near the circle negates the magical protection. If a horse trough out back near the stables or in front for carriage
the water is actually tossed at the men in the circle it rebounds horses, if the cast spend drama points for a plot twist, and this
off, being considered a physical attack. Another method would should require two, not just one drama point, perhaps a fire
be to cast Barrier Reduction Bolt against the circle, but there is fighting wagon with a tank of water and some hoses is nearby.
a 3 modifier for this and one must beat Athertons spellcast- If so, these require two men to pump the water through the
ing score of 25. Once the circle is broken, its affects end and hoses, or perhaps just one very strong one.
Athertons summoning and possession spell is ruined. This also
frees him to take an active hand against the players. Atherton Finally, Atherton could have a repeat casting modifier of 2 or
does not act against the Cast until the circle is broken as the 3 to reflect the ritual and other spells he might have previously
possession spell is much more important to him. The two cane cast. This gives William and Tamara a better chance against
gentlemen with him, however, can cast magic out of the circle him.
with no detriments.
Two cane gentlemen and a Brulshar are stationed in the
library outside the circle. One or two other cane gentleman
are mingling with the other guests (wives, ladies, servants, kids,
and even a few members of Parliament), along with Viscount
Duncannon, keeping the rest of the party entertained and from
asking questions. The group should disable Duncannon with-
out killing him, but he isnt much of a threat, unless they are
sneaking about and he sees them of course. If the group takes
down the cane gentlemen before approaching the library, they
must do so quietly. If they make noise, the cane gentlemen not
in the circle come to investigate, and if thats not sufficient, the
Brulshar follows. If the party attacks the library first, Duncan-
non and the cane gentlemen outside rush in once they hear the
scuffle.
The house staff consists of four servants, a doorman, a butler,
a maid, and a cook. The doorman and butler might aid to repel
attackers, but are only fairly normal human thugs (use the Vis-
count stats for these folks). The other servants flee any combat.
Athertons servants are loyal to him through suggestion, his
charismatic influence, good pay, and a little bit of fear. Turning
them against him would be difficult.

A [ 33 ] F
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If Atherton is still alive,
he can be restrained and
questioned. After that, the
issue of what to do with
him arises. He really is too
dangerous to live. He cant
just be jailed or triedhe
is too likely to get away.
He has also commit-
ted treason by possessing
Viscount Duncannon and
trying to control the min-
istry. The Home Secretary
is in favor of executing him
immediately, and assum-
ing Bodicea or Nigel wont
kill him, he orders one of
his servants do the deed.
Unconscious cane gentle-
men are also similarly dealt
Act Five: Resolution with. Its up to the players
to argue modern sensibilities about the death penalty; the
Tamara: I am one of the Protectors of Albion, and I say this noblemen can object strenuously or not at the Directors choice.
foolishness is at an end. In this time the death penalty was common for a variety of
crimes, and in the not too recent past for even minor transgres-
Astray, Act VII sions.

Rundown If for some reason all of the foes are dead, Viscount Duncan-
non remembers much of what the Allitra demon possessing
Once Atherton is defeated, the Cast can interrogate any cap- him was told, what it intended to do, and should be able to
tives. Atherton reveals all he knows in hopes of more lenient relate most of the following as well.
treatment. Basically Lord Winchester sent Atherton to possess
the ministers and get the route of the Great Western Railway More Skulduggery?
switched. The ministers should express their thanks for being
rescued from a horrible fate and the Swifts have made a useful The exact reason for Lord Winchesters actions depends on
contact within the government that could also lead to further the Directors future adventures. Here are some questions and
adventures. suggestions.
Was Lord Winchester specifically involved with the demons
The Aftermath or was he just using Atherton? Perhaps Atherton or someone
behind him was using Winchesters name as a ruse? Perhaps
Assuming the Cast is successful in the final battle, several
this was all to manoeuvre the Protectors into attacking Win-
loose ends must be cleared up. First and foremost should be
chester for some reason.
the exorcism of Viscount Duncannon to free him of the Allitra
demons control. Putting the demon back in the coin requires Why did Lord Winchester want the Railway moved? Was it
an Exorcism, but the presence of the sigil-marked coin grants because of something in the woods it would go by, say Unseelie
William and Tamara one free Success Level in performing that allies? Was it to break ancient spells on the hill to get at some-
spell. thing inside? Perhaps something was buried within itan
ancient artifact, a bound spirit, an evil magician or witch.
Afterwards both Lord Russel and Viscount Duncannon
display their appreciation. The First Commissioner of Woods To twist things, perhaps Winchester is really a good guy help-
and Forests remembers everything that happened while he was ing Seelie faeries in the woods by his estate and hired Atherton
possessed and is quite shocked by the experience. Some appro- without knowing his methods. After foiling Athertons plans,
priate roleplaying and perhaps a Willpower and Influence roll the group might have to take his place and help Winchester get
helps settle him down. The Home Secretary conveys that the the railway route changed.
Swifts have done him a great service and he wont soon forget
The possibilities are endless. The supernatural threats to
that. They have made an important contact and potential ally.
Albion never end. A Protectors work is never done.

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Credits Timothy S. Brannan has worked for universities,
the Navy, dot coms, and mental institutions. Oddly
Producers: M. Alexander Jurkat and enough, less than imagined separates these places.
George Vasilakos He has graduate degrees in education and psychol-
Director: George A Matzen ogy, but pushed aside the loving arms of academia,
Writers: Timothy S. Brannan (game rules) where he is a professor of statistics, to draft the
and Garner Johnson (adventure and rules) Ghosts of Albion role playing game. Amongst other
writings, he is the author of three (soon to be four!)
Unisystem Game Designer: CJ Carella
books on roleplaying witches in various game sys-
Editor: M. Alexander Jurkat tems. When not writing, Tim can be found some-
Editing Assistance: David Chapman and where in the northwest suburbs of Chicago with his
Laura J. Lexander beautiful wife and two wonderful sons.
Garner Johnson is a life long gamer who has been
associated with Task Force Games, TimeLine Ltd.,
About the Creators and Eden Studios and is assistant manager of a
local game and comic store. He earned degrees in
Amber Benson was born in Birmingham, Ala-
economics and history, specialized in military his-
bama where she enjoyed an imaginative childhood
tory and has written or edited a number of adven-
before moving to California to pursue a career as
tures or rules books for Buffy the Vampire Slayer,
an actor, writer, and director for film and television.
City of Heroes, and Ghosts of Albion. Although a
Though best known for her three seasons portraying
Chicago native, he currently resides in Nebraska,
the white witch Tara on the television series Buffy
when not found running events at various gaming
the Vampire Slayer, she also appeared on television
conventions.
as Brian Dennehys daughter in a trio of Jack Reed
tele-films. Amongst her film credits are The Crush, Ghosts of Albion created by Amber Benson and
Bye Bye Love, Imaginary Crimes, Latter Days, and Christopher Golden
Steven Soderberghs King of the Hill. In addition
to her acting roles, Ms. Benson wrote, directed and
produced the romantic comedy Chance, in which
she also stars, and is the co-writer and director of
Ghosts of Albion: Legacy, an hour-long animated
Ghosts of Albion & 2004 Amber Benson and Christopher
BBC serial. Ms. Benson lives in Los Angeles with Golden.
her family.
All rights reserved. Used under license from Amber Benson and
Christopher Golden is a Bram Stoker Award- Christopher Golden.
winning writer best known for his novels The Boys The Unisystem Game System 2004 CJ Carella. The Uni-
Are Back in Town, The Ferryman, Strangewood, Of system is used under exclusive license. Eden Studios, Inc. All
rights reserved.
Saints and Shadows, the Body of Evidence series of
teen thrillers, and co-author of the youth fantasy se-
ries Out Cast. He has written or co-written a great
many books, comic books, and video games related
to the television series Buffy the Vampire Slayer and
Angel. In the comic book field, he has written tales
of Batman, Spider-Man, Doctor Fate, and Hellboy.

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Ghosts Albion of
roleplaying game
Life Points
Drama Points
Experience Points
Additional Actions

Character Name
Character Type
Description

Attributes Qualities
Strength
Dexterity
Constitution
Intelligence
Perception
Willpower

Skills Drawbacks
Armed Mayhem
Art
Athletics
Crime
Drive / Ride
Engineering
Fisticuffs
Influence Useful Information
Knowledge Observation:
Languages Initiative:
Marksmanship Appearance:
Armour:
Notice
Fear:
Occultism Survival / KO
Physician
Science Combat Maneuvers
Wild Card To Hit
Name Bonus Damage Description
Monetary Conversion
4 Farthings / Pence
12 Pence / Shilling
20 Shillings / Pound
Success Level Table
Roll
Total SL Description
9-10 1 Modest
11-12 2 First Rate
13-14 3 Jolly Good
15-16 4 Topping
17-20 5 Brilliant
21-23 6 Extraordinary
24-26 7 Magnificent
27-29 8 Outstanding
30-32 9 Smashing
33-35 10 Ripping
+3 +1

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Director Quick Sheet
Range Modifiers Table Success Level Table
Point Roll Success
Blank Short Medium Long Extreme Total Levels Decription
Type (+1) (0) (-1) (-3) (-6) 9 - 10 1 Modest
Pistol 3 10 20 40 80 11 - 12 2 First Rate
Flintlock/Musket 5 25 50 100 200 13 - 14 3 Jolly Good
Spear (Thrown) 5 20 45 70 100 15 - 16 4 Topping
17 - 20 5 Brilliant
21 - 23 6 Extraordinary
Base Modifiers Table 24 - 26 7 Magnificent
Childs Play +5 Monetary Conversion 27 - 29 8 Outstanding
Moderate +3 to +4 4 Farthings / Pence 30 - 32 9 Smashing
Average +1 to +2 12 Pence / Shilling 33 - 35 10 Ripping
Challenging No Modifier 20 Shillings / Pound +3 +1
Difficult -1 to -2
Very Difficult -3 to -5
Herculean -6 to -9
Promethean -10 or worse Drama Points
Heroic Feat +10 to a die roll or +10 damage
I Think Im Heal half Life Point damage
Okay (round up)
Fear Table
Roll Plot Twist Fate conspires in the players favor
Effect
Result Righteous +5 bonus to all attack actions
Okay: The character is doing fine and while Fury (costs 2 Drama Points
9+ perhaps afraid, hes mastered his fear and can act
normally.
Startled: The character is startled, but not
paralysed, and can act normally. Initiative
Spell Backfire Table
is lost, however; the creature wins initiative Roll D10 and add the Spells Power Level.
7-8 Roll
automatically on that Turn. Set the characters
Total Result
initiative to one less than the being that caused
the Fear Check. 4 or less Phew! Jammy! The spell still works.
Unnerved: The character screams and/or flinches The spell is delayed. It appears the spell
away. Only defence actions can be attempted on failed, but it manifest normally at a time of
5-7
5-6 that Turn and the character cannot go on Full the Directors choosing (ideally, a dramatically
Defence. She is at 2 penalty for all actions for appropriate time).
the next Turn. The spell works, but is less effective than
expected. The duration, damage, area, range,
Scared: The character embarrasses himself and 8 - 10
or effect is halved (if not applicable, the spell is
3-4 backs away slowly. He suffers a 3 penalty to all
delayed as above).
rolls for the next three Turns.
The spell works, but the energy damages the
Terrified: The character takes off running for 11 - 13 caster. The magician takes five Life Points of
a full Turn, unless cornered, in which case she damage per Power Level of the spell.
cowers in terror. No attacks are possible, and The spell affects the wrong target (the Director
1-2 defensive actions suffer a 2 penalty. After the 14 - 15
decides who gets to be the lucky recipient).
first Turn, a new Fear Test can be rolled (reduce Spell has a completely unexpected effect. The
any penalties by one with each successive Turn magical energies run rampant, often causing
until the character snaps out of it). physical damage to the area or summoning
16+
Overcome: The character is not in control of his dangerous entities from beyond our reality. This
0 or
actions. He may pass out or suffer some other can also happen if something disrupts the spell
less
humiliating fate. during a critical point in casting.

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