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Ghosts Albion

of

roleplaying game

Derby Day

Table of Contents

Introduction

Rules

Background
Characters

Tamara Swift

William Swift

Nigel Townsend
Queen Bodicea
Lord Byron

Lord Nelson

The Rules of Play


The Basic Roll

Resisted Actions
Modifiers

Base Modifiers Table

Success Level (SL)

Success Level Table

Penny Dreadfuls
Fear Table

Combat

Close Combat

Ranged Combat

Ranged Modifiers Table

Damage

Effects of Injury
Getting Better
Drama Points

Magic

Uses for Drama Points

1
2
3
5
7
9

11
13
15
15
15

Defensive Magic Types

Lesser Sensing

Credits
Blank Character Sheet
Director Quick Sheet

21

20

The Cast

21

Act One: Set-up

15
16
16
16
16
16
17
17
17
17
17
17
18
18
18
18
18
19
19
35
36

22

Rundown

22

Class Information

22

Joining the Festivities


Aristocracy

Middle Class

Working Class

The Peoples Charter

The Chase Is On!

18

Defensive Magics

Derby Day

Plot Synopsis

15

15

Repeat Casting
Spell Defense

20

15

18

Dispeling

Introduction

The Cane Gentlemen

Spellcasting

Spell Backfire Table

Derby Day Adventure

Gypsy Visions

Act Two: Complications


Rundown

Mystic Battle

Cane Gentleman

The Urchins
A Finnegan

Act Three: Revelations

22
22
23
23
24
24
24
25
25
25
25
26
26
27
28

Rundown

28

The Coin

28

Coachhouse Fight

Brulshar Demon

Act Four: Climax


Rundown

Lording Over

Angus MacTaggert

A Grand Brouhaha

William Atherton
Viscount Duncannon

Act Five: Resolution

28
29
30
30
30
31
31
32
33
34

Rundown

34

More Skulduggery?

The Aftermath

34

Inside Back Cover

Ghosts Albion
of

roleplaying game

Tamara Swift: Well, something foul is afoot. Lets have a look!


Embers, Act I

Introduction
Welcome to the Ghosts of Albion RPG introductory demo
pack!
These pages provide all thats needed to begin telling tales and
battles evil forces in the universe of Ghosts of Albion. Gather
a few friends and a 10-sided die or two and get ready to play. If
that kind of dice cannot be found (look in any good adventure
game store), a deck of cards (face or suit cards removed and
shuffled) will do in a pinch.
One amongst you should take on the role of Directorthe one
that actually runs the game, keeps the story moving, and embodies everyone who is not a Cast Member. This person should read
all the rules laid out here and the specifics of the adventure Derby
Day (see p. 22). The others play the Cast Membersthe characters actually participating in the events of the game. They can
read the rules portion of this pack and should be provided with
copies of the Original Cast (see p. 5-15). They should not read
the adventure (that will spoil the excitement of the game).
For more information on the Ghosts of Albion RPG, kindly
visit http://www.edenstudios.net. For more information on the
Ghosts of Albion universe, please visit the Ghosts of Albion
website at http://www.ghostsofalbion.net

Background
Ghosts of Albion takes place in a version of 1839 England, a
year after Queen Victorias coronation, where magic, the supernatural, and various monsters all exist. Supernatural evil is real
and very deadly. Demons, undead, cold-hearted Faeries, werewolves (called ferals), and many other creatures stalk the wilds or
fringes of humanity. Fortunately, the soul of each land empowers
a human or two with great magical abilities to fight against these
forces of darkness. These people are called Protectors, and they
wield powerful spells. Although it is a time when many people
still believe in superstitions, the Protectors role is still a secret
one, not widely recognised, acknowledged, or appreciated.
The Protectors are not alone in their fight, however. They are
aided by the ghosts of fallen individuals, be they famous or obscure, who have the power to come when called and affect other
supernatural beings even while most of humanity cant see them.
Some faeries can also be counted on for aid. These supernaturals
are more benign, or at least realise that our world and theirs are
connected and if mankind becomes corrupted or falls into darkness they are likely to follow. Human magicians, poets with occult skills, or simply ordinary people with a sense of duty towards
Jolly Old England also assist. One may even find an unusual
vampire whose conscience and ethics are stronger than normal for
their race.

[  ]

The setting itself is a time of transition and turmoil. The Industrial Revolution began in England around forty years ago, but has
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
power has been harnessed for some textiles factories and a limited
number of steam ships, but has generally not become common
place yet. London is lit mostly by oil lampsgas light is reserved
for the main streets and theatre district, and is not widely accepted. This is not the time of Jules Verne, H.G.. Wells, Sherlock
Holmes, or Jack the Ripper, but that of Charles Dickens. The
English Empire is nowhere near as extensive as it will become
later, and the urge to colonise and explore is in abeyance till the
home situation can be stabilised.

Characters
In a role playing game the players, except the Director, take on
the roles of various characters like the original cast in Ghosts of
Albion. In the full game players will be able to make up their
own characters to play, but to test the waters the original cast will
do nicely.
All characters have Attributesbasic physical and mental
abilities. They are Strength, Dexterity, Constitution, Intelligence,
Perception, and Willpower. Human Attributes range from one to
six, with two being average.
Life Points (LPs) represent the amount of
damage a character can absorb. When a
characters Life Points are exhausted
he is at or near death.

Life is changing for every class in England. The upper


class faces challenges to its privileged position. While
deference still exists, wealth can now be acquired
through business and various trades, not just land.

Drama Points are the extra


storytelling edge that allows a
character to succeed when it
is vital or dramatically appropriate. Starting Drama
Points are based on the
Character Type, but go up
and down throughout an
adventure as they are spent
and earned by the characters actions.

The middle class is just forming. Black jacketed work like that of clerks, bookkeepers, and
other middle managers, along with a demand
for specialists in engineering, management,
chemistry, and many other industries has
pushed the need for education and granted
a higher income than most ever hoped to
see. The middle class is searching for identity and has turned to the idea of propriety,
doing what is expected in terms of religion,
marriage, and personal actions. The middle
class also desires the right to vote and to
influence the nations future.
The working class is in a miserable position. They toil up to 14 hours a day for six
days a week. Wages are low and the cost
of food high due to tariffs on imported
grain. Many are on the brink of starvation.
Life is short, brutal, dirty, and overcrowding in ramshackle buildings or tenements is
typical. There is a tax on windows so quarters are small, lightless, and filthy. Open air
dunghills exist in many of the courtyards in poor
sectors and the sewers are woefully inadequate. Whether the
working classes will revolt as they did in France in 1830, ally with
the middle class to take power from the aristocracy, or wallow in
their own misery is yet to be determined.
This miasma is thickened further by the various machinations of
evil powers. Demon Lords like Balberith seek to enter into mans
world to spread evil and chaos. Powerful vampires pass amongst
humanity with goals of their own, feeding off the mortals, yet
maintaining the secrecy of their existence and actions. Evil magicians abound, some serving the Demon Lords, others form their
own orders trying to increase their wealth, power, and control
over human affairs. Mix in random packs of feralssavage werewolf creatures that kill and rampage, dark-oriented ghosts that
feed off the living, evil faeries such as goblins, and all manner of
legendary creature that would do mankind harm.
At this point in time, perhaps more than any other, the Protectors and their allies are hard pressed to keep evil at bay. Beset by
change within society, by supernatural and mundane plots, and by
conspiracies and crises, the course of humanity itself hangs in the
balance.

Additional actions are


allowed to those with high
Intelligence or Dexterity.
They can be either mental
(spellcasting mostly) or
physical actions.
Qualities and Drawbacks
are positive and negative
traits that help round out a
character and flesh out their
personality. The game effects of
a characters Qualities and Drawbacks are explained under each
entry, and bonuses to other Attributes are already applied.
Skills are learned abilities and are counted in levels. Where
skills may overlap (such as the ability to sneak around in the case
of Athletics and Crime), the Director decides which applies in
any given situation.
Manoeuvres are a list of a characters most used actions, broken
down between mundane actions on top and magical ones on the
bottom. Their associated scores are already calculated.
Some characters know spells that they can use with a spellcasting roll. Some of their effects are based on the Success Levels
(SL) of that roll.
The following Original Cast Members are provided to get the
group playing as quickly as possible. The Director should hand
them around to the players or have each one select which Cast
Member they wish to play. There are notes for each, describing
the starting situations and personalities of each for the included
adventure.

[  ]

f
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

Strength
Dexterity
Constitution
Intelligence
Perception
Willpower

2
3
3
5
3
6

Armed Mayhem
Art
Athletics
Crime
Drive / Ride
Engineering
Fisticuffs
Influence
Knowledge
Languages
Marksmanship
Notice
Occultism
Physician
Science
Wild Card

4
3
2
0
0
0
0
3
3
3
0
4
6
1
0
0

Skills

Monetary Conversion
4 Farthings / Pence
12 Pence / Shilling
20 Shillings / Pound

Success Level Table

Roll

Total SL Description
9-10
11-12
13-14
15-16
17-20
21-23
24-26
27-29
30-32
33-35
+3

1
2
3
4
5
6
7
8
9
10
+1

Modest
First Rate
Jolly Good
Topping
Brilliant
Extraordinary
Magnificent
Outstanding
Smashing
Ripping

Qualities

Attractiveness 2
Bookish
Hard to Kill 3
Magic 4
Nerves of Steel
Occult Library (Impressive)
Protector Albion
Quick Reflexes

Resourses (Well Off)


Status 3

Drawbacks

Adversary 3
Honourable (Serious)
Love (Platonic William)
Minority (Woman)
Naive

Observation:
Initiative:
Appearance:
Armour:
Fear:
Survival / KO

Name
Dodge / Parry
Grapple
Punch
Sword
Spellcasting
Dispel
Deflect
Hold
Lesser Sensing
Volley

Mental Problems
(Obsession: Mild)
Mental Problems
(Recklessness: Mild)
Obligation (Total Albion)

Useful Information

d10 + 7
d10 + 5
+1

Languages: English, French,


Latin

+4
12 / 9
To Hit
Bonus

Combat Maneuvers

+7
+5
+3
+7

Damage

4
8

+16
+13
+16
+15
+11
+10

Varies

[  ]

Description
Defence Action
Resisted by Dodge
Bash
Slash / Stab
By Spell (see next page)
Magic defence action; dispels spell
Magic defence action; deflects spell 45
Magic defence action; delays spell SL turns
Notice magical effects, nature, or possession
Magic defence action; returns spell to caster

f
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

10

--

50

24 + (SL x 2)

1
2

1
1

touch
self

--

50

--

Solid Air

50

--

Poseidons
Trident

50

6 + (SL x 3)

Eldritch Ball
of Flame
Healing Touch
Shield
Morpheus
Repose

to Cast

Exorcism

Level

Actions

Casting Actions

Spell Name

+16

Power

Spell Casting Bonus

Range

Damage

Current Repeat
Casting Mod

Effects
If Spell casting roll is greater than possessing Entities Willpower
(doubled) roll, possession is ended.
Small green fireball hits one target within 100 feet; will set flammable
objects on fire
SLs x 2 Life Points healed; once per target per day
SLs x 2 AV; protects caster only for SL number of strikes
Targets Willpower (doubled) vs. spellcasting roll to avoid falling
asleep for 1 Min per SL
Targets Strength (doubled) vs spellcasting roll to move (can be attempted once per Turn); lasts for SL Turns (or until Strength roll
succeeds)
Spear of water hits one target

[  ]

f
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

Strength
Dexterity
Constitution
Intelligence
Perception
Willpower

Skills

Armed Mayhem
Art
Athletics
Crime
Drive / Ride
Engineering
Fisticuffs
Influence
Knowledge
Languages
Marksmanship
Notice
Occultism
Physician
Science
Wild Card

3
4
4
5
3
5
5
0
3
0
1
3
1
3
3
3
0
2
6
0
3*
0

Monetary Conversion
4 Farthings / Pence
12 Pence / Shilling
20 Shillings / Pound

Success Level Table

Roll

Total SL Description
9-10
11-12
13-14
15-16
17-20
21-23
24-26
27-29
30-32
33-35
+3

1
2
3
4
5
6
7
8
9
10
+1

Modest
First Rate
Jolly Good
Topping
Brilliant
Extraordinary
Magnificent
Outstanding
Smashing
Ripping

Hard to Kill 2
Magic 3
Nerves of Steel
Occult Library (Impressive)
Protector - Albion
Quick Reflexes
Resources (Well Off )

Adversary 3
Honourable (Serious)
Love (Platonic Tamara)
Love (Romantic Sophia)
Obligation (Total Albion)

Observation:
Initiative:
Appearance:
Armour:
Fear:
Survival / KO

Name
Dodge / Parry
Grapple
Punch
Sword
Spellcasting
Dispel
Deflect
Hold
Lesser Sensing
Volley

d10 + 5
d10 + 6

Qualities

Status 4
Well Educated 2

Drawbacks

Obligation (Major
Edinbourgh University)

Useful Information

Languages: English, French,


Latin

* William has a Science


specialization in
Architecture

+4
11 / 9
To Hit
Bonus

Combat Maneuvers

+9
+7
+5
+9

Damage

6
12

+14
+11
+14
+13
+8
+8

Varies

[  ]

Description
Defence Action
Resisted by Dodge
Bash
Slash / Stab
By Spell (see next page)
Magic defence action; dispels spell
Magic defence action; deflects spell 45
Magic defence action; delays spell SL turns
Notice magical effects, nature, or possession
Magic defence action; returns spell to caster

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 quietly 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

Cardeas
Passage

Exorcism
Eldrich Ball
of Flame
Healing Touch
Shield
Morpheus
Repose

to Cast

Actions

Azure Wave

Level

Spell Name

+14

Power

Spell Casting Bonus

Casting Actions

Range

Damage

50

12 + (SL x 2)

50

10

50

24 + (SL x 2)

1
2

1
1

touch
self

50

Current Repeat
Casting Mod

Effects

Target knocked back SLs x 5 feet; range 50 feet

If bolt spellcasting roll is greater than barrier spellcasting roll when


erected, barrier drops; will allow a vampire to enter a private dwelling
If Spell casting roll is greater than possessing Entities Willpower
(doubled) roll, possession is ended.
Small green fireball hits one target within 100 feet; will set flammable
objects on fire
SLs x 2 Life Points healed; once per target per day
SLs x 2 AV; protects caster only for SL number of strikes
Targets Willpower (doubled) vs. spellcasting roll to avoid falling asleep
for 1 Min per SL

[  ]

f
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

Strength
Dexterity
Constitution
Intelligence
Perception
Willpower

7
7
6
3
4
6

Armed Mayhem
Art
Athletics
Crime
Drive / Ride
Engineering
Fisticuffs
Influence
Knowledge
Languages
Marksmanship
Notice
Occultism
Physician
Science
Gambling

3
2
4
2
0
0
7
5
3
4
0
4
5
0
0
2

Skills

Monetary Conversion
4 Farthings / Pence
12 Pence / Shilling
20 Shillings / Pound

Success Level Table

Roll

Total SL Description
9-10
11-12
13-14
15-16
17-20
21-23
24-26
27-29
30-32
33-35
+3

1
2
3
4
5
6
7
8
9
10
+1

Modest
First Rate
Jolly Good
Topping
Brilliant
Extraordinary
Magnificent
Outstanding
Smashing
Ripping

Qualities

Age ?
Attractiveness 2
Fast Reaction Time
Hard to Kill 2
Increased Life Points 2
Innate Magic
Magic 1

Mesmerize (Charming Voice)


Natural Weapon (Claws)
Resources (Well Off )
Status 2
Vampire

Adversary 3
Archaic 1
Covetous (Lechery: Serious)
Honourable (Minimal)
Love (Tragic Louise)

Mental Problems
(Cruelty: Mild)
Mental Problems
(Laziness: Mild)
Secret 4

Observation:
Initiative:
Appearance:
Armour:
Fear:
Survival / KO

Name
Bite
Claws
Dodge / Parry
Grapple
Punch
Sword
Spellcasting
Dispel
Deflect
Hold
Lesser Sensing
Volley

d10 + 8
d10 + 12
+2

Drawbacks

Useful Information

Languages: English, French,


Latin, Spanish

+1
14 / 12
To Hit
Bonus

Combat Maneuvers

+16
+14
+14
+16
+14
+10

Damage
21
21

14
28

+12
+9
+14
+11
+13
+6

Varies

[  ]

Description
Slash / Stab
Slash / Stab
Defence Action
Resisted by Dodge
Bash
Slash / Stab
By Spell (see next page)
Magic defence action; dispels spell
Magic defence action; deflects spell 45
Magic defence action; delays spell SL turns
Notice magical effects, nature, or possession
Magic defence action; returns spell to caster

More about Nigel...

Personality

Sir Ludlows greatest friend, the almost amusingly pessimistic Nigel loves the night life. He should. He has been a vampire 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 necessarily 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 temptation 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

to Cast

Actions

Level

Spell Name
Obscure
Sunlight

+14

Power

Spell Casting Bonus

Casting Actions

Range

Damage

touch

Current Repeat
Casting Mod

Effects
Allows target vampire to travel during daylight for one hour per SL

[  ]

f
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

Strength 0 (6)
Dexterity 0 (7)
Constitution 0 (6)
Intelligence
3
Perception
3
Willpower
7

Skills

Armed Mayhem
Art
Athletics
Crime
Drive / Ride
Engineering
Fisticuffs
Influence
Knowledge
Languages
Marksmanship
Notice
Occultism
Physician
Science
Wild Card

8
0
6
2
5
0
4
4
3
6
4
4
2
2
0
0

Monetary Conversion
4 Farthings / Pence
12 Pence / Shilling
20 Shillings / Pound

Success Level Table

Roll

Total SL Description
9-10
11-12
13-14
15-16
17-20
21-23
24-26
27-29
30-32
33-35
+3

1
2
3
4
5
6
7
8
9
10
+1

Modest
First Rate
Jolly Good
Topping
Brilliant
Extraordinary
Magnificent
Outstanding
Smashing
Ripping

Qualities

Age 10
Athletic
Attractiveness 3
Daredevil
Fast Reaction Time
Ghost
Hard to Kill 4

Increased Life Points 2


Innate Magic
Situational Awareness

Adversary 7
Antisocial Impulses
(Violence: Severe)
Archaic 3
Honourable (Rigid)

Humorlesss
Love (Tragic Husband and
Daughters)
Mental Problems
(Cruelty: Mild)

Observation:
Initiative:
Appearance:
Armour:
Fear:
Survival / KO

Name
Dodge / Parry
Grapple
Punch
Spear
Spear (Thrown)
Deflect
Lesser Sensing

d10 + 7
d10 + 14
+3

Drawbacks

Mental Problems
(Recklessness: Mild)
Mental Problems
(Zealot: Deranged)

Useful Information

Languages: English, French,


Gaelic, Latin, Manx, Norman
(can only speak, not write)

+1
14 / 12
To Hit
Bonus

Combat Maneuvers

+15
+13
+11
+15
+12

Damage

12
21
18

+12
+10

[  ]

Description
Defence Action
Resisted by Dodge
Bash
Slash / Stab
Slash / Stab
Magic defence action; deflects spell 45
Notice magical effects, nature, or possession

a
Personality

More about Queen Bodicea...

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

[ 10 ]

f
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

Strength 0 (4)
Dexterity 0 (5)
Constitution 0 (3)
Intelligence
4
Perception
4
Willpower
6

Skills

Armed Mayhem
Art
Athletics
Crime
Drive / Ride
Engineering
Fisticuffs
Influence
Knowledge
Languages
Marksmanship
Notice
Occultism
Physician
Science
Wild Card

2
6
3
1
0
0
5
4
4
5
2
3
5
0
0
0

Monetary Conversion
4 Farthings / Pence
12 Pence / Shilling
20 Shillings / Pound

Success Level Table

Roll

Total SL Description
9-10
11-12
13-14
15-16
17-20
21-23
24-26
27-29
30-32
33-35
+3

1
2
3
4
5
6
7
8
9
10
+1

Modest
First Rate
Jolly Good
Topping
Brilliant
Extraordinary
Magnificent
Outstanding
Smashing
Ripping

Qualities

Artist
Charisma 2
Explorer
Ghost
Hard to Kill 4
Increased Life Points 1
Innate Magic

Occult Poet
Quick Reflexes
Reputation / Renown
Worldly

Addiction (Alchohol: Mild)


Adversary 3
Clown
Covetous (Lechery: Desperate)

Honourable (Minimal)
Love (Tragic Wives, Lovers)
Mental Problems
(Obsession: Severe)

Observation:
Initiative:
Appearance:
Armour:
Fear:
Survival / KO

Name
Counter
Dodge / Parry
Grapple
Jab
Punch
Uppercut
Deflect
Lesser Sensing
Poetic Suggestion

d10 + 7
d10 + 7
+2

Drawbacks

Useful Information

Languages: English, French,


German, Greek, Latin

13 / 9
To Hit
Bonus

Combat Maneuvers

+8 / +8
+10
+7
+10
+10
+8

Damage
8

6
8
10

Description
Parry, if successful also punch as one action
Defence Action
Resisted by Dodge
Bash; +2 Initiative
Bash
Bash

+14
+14
+14

Magic defence action; deflects spell 45


Notice magical effects, nature, or possession
Magic defence action; returns spell to caster

[ 11 ]

a
Personality

More about Lord Byron...

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

[ 12 ]

f
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

Strength 0 (3)
Dexterity 0 (5)
Constitution 0 (3)
Intelligence
4
Perception
3
Willpower
5

Skills

Armed Mayhem
Art
Athletics
Crime
Drive / Ride
Engineering
Fisticuffs
Influence
Knowledge
Languages
Marksmanship
Notice
Occultism
Physician
Science
Wild Card

5
0
3
0
0
2
2
5
4
4
3
4
2
0
2
5

Monetary Conversion
4 Farthings / Pence
12 Pence / Shilling
20 Shillings / Pound

Success Level Table

Roll

Total SL Description
9-10
11-12
13-14
15-16
17-20
21-23
24-26
27-29
30-32
33-35
+3

1
2
3
4
5
6
7
8
9
10
+1

Modest
First Rate
Jolly Good
Topping
Brilliant
Extraordinary
Magnificent
Outstanding
Smashing
Ripping

Qualities

Ghost
Hard to Kill 3
Increased Life Points 1
Innate Magic
Quick Reflexes
Reputation / Renown
Situational Awareness

Soldier (Officer)
Status 4 (Admiral)
Well Educated

Adversary 2
Honourable (Serious)
Humorless
Impaired Senses (Vision)

Love (Tragic
Mental Problems
Emma, daughter)
(Weak Constitution: Mild)
Mental Problems
Physical Disability
(Cruelty: Mild)
(Missing Arm))

Drawbacks

Observation: d10 + 7 (4)


Initiative:
d10 + 9
Appearance:
Armour:
Fear:
Survival / KO
11 / 8

Name
Dodge / Parry
Grapple
Pistol
Punch
Sword
Deflect
Lesser Sensing

To Hit
Bonus

Useful Information

Languages: English, French,


Latin, Spanish

Combat Maneuvers

+10
+9
+8
+7
+10

Damage

12
6
12

+10
+10

[ 13 ]

Description
Defence Action
Resisted by Dodge
Bullet
Bash
Slash / Stab
Magic defence action; deflects spell 45
Notice magical effects, nature, or possession

a
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. Regal, 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

[ 14 ]

The Rules of Play


Roleplaying games, like all other games, have rules. The main
rule for the Director and the players is to have fun.
Rules are not necessary for many aspects of the game. Simple
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
of that action are important, do the rules come into play. Thats
when its time to start rolling dice.

The Basic Roll

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
intellect).

Modifiers
Sometimes circumstances make an attempted task easier or
more difficult. In such a case, a positive or negative modifier may
be added to the attempt. The Base Modifiers Table gives some
modifiers and provides guidance on when to use them.

All tested actions are resolved with a ten-sided die (D10). A


player rolls a D10 and adds the appropriate Attribute and/or skill
to the number rolled. If the result is nine or higher, the action
was successful. If the result is less than nine, the action failed.
Some actions may be more difficult than others (see Modifiers
below). The higher the final total result the more spectacular the
success (see Success Levels below).
Most actions add the values of one Attribute and one skill to a
D10. The Director always determines which Attribute and skill
should be used for a particular action. When no skill is appropriate, the Attribute is usually doubled and added to a D10. Some
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


magician. George wants Bernard to climb from a balcony up to
the roof of a building. The Director decides that this should be
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
skill 2). The result is 10. Since this is higher than nine, Bernard succeeds in making his way to the rooftop.
George then decides that Bernard will attempt to jump down to
a ledge on the neighbouring building. The Director decides that
due to the precarious footing, once the jump is successful (using
a Dexterity and Athletics roll), the player must roll a Dexterity (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
that Bernard wobbles, but is able to keep from falling from the
narrow ledge.

Sample Modifiers Table


Childs Play:
Moderate:
Average:
Challenging:
Difficult:
Very Difficult:
Herculean:
Promethean:

+5
+3 to +4
+1 to +2
No modifier
1 to 2
3 to 5
6 to 9
10 or worse

Success Level (SL)


In some situations, how well a character succeeded is important.
In that case, check the result against the Success Level Chart.
When a character attacks someone, how well he struck influences how much he hurt the target. Add the Success Levels of
the attack roll to the base damage of the attack (for Supporting
Cast Members with Ability Scores, the damage listed in their
Combat Manoeuvres already includes the bonus for Success
Levels). Alternatively, for uses of the Physician skill, each Success
Level heals one point of damage.

Resisted Actions
Sometimes a character attempts something and another character tries to stop him or avoid the action. This is resolved as a
normal action, but both sides get to roll. If both rolls fail, neither
side gets the desired effect. If one fails and one succeeds, the successful character wins. If both rolls are successful, the better result wins. In the case of a tie, the defender (if there is a defender)
wins; otherwise it is just a tie.
Resisted actions occur most often in combat. The attacker rolls
his attack; the defender rolls his defence. However, the basic
roll usually applies only to Cast Members and (if the Director
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-

[ 15 ]

Success Level Table


Roll Success
Total Levels
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
36+
+1

Penny Dreadfuls
When something fearful happens, the characters must roll
Willpower (doubled). This is known as the Fear Test. Modifiers
may be called for. Thats up to the Director.
If the result of the roll is nine or higher, the character may be
afraid or apprehensive, but he can act normally. If the result is
eight or less then things start to happen. Use the Fear Table
below for inspiration.

Fear Table

Roll
Result Effect
9+ Steady: The character, although perchance
afeard, has mastered it and can act normally.
7-8 Startled: Initiative is lost and the character acts
last on that Turn.
5-6 Unnerved: The character screams and/or
flinches away. Only defensive actions may
be attempted on that Turn and Full Defence
(see p. [?]) is unavailable. The unnerved suffer
a 2 penalty on all actions (including subsequent Fear Tests) during the next Turn.
3-4 Frightened: The character seeks to avoid the
situation and suffers a 3 penalty to all actions for the next three Turns.
2-1 Terrified: The character flees hell for leather for
a full Turn, unless cornered, in which case he
cowers. No attacks are possible, and defence
actions suffer a 2 penalty. After the first
Turn, a new Fear Test can be rolled (reduce
any penalties by one with each successive
Turn until the character snaps out of it).
0 or Overcome: The character is completely
less
overcome. He may pass out, soil himself, or
suffer some other debilitating and embarrassing fate.

Combat
To make things go a bit easier when the rough stuff starts, tense
situations (such as combat) are divided into segments, known as
Turns. A game Turn represents a short bit of timefive seconds
or soduring which characters can attack and defend.
At the beginning of each Turn, the players declare the intentions of their Cast Member. This is where they say, I want to
aim my crossbow, or I cast a spell. The Director decides if that
action is possible in one Turn. Most simple actions are, but if a
character wants to knock a large hole in a wall with an axe, he is
going to need more than five seconds.
Then the Director determines who has the initiativewho acts
first. The simplest way is to have each character roll and add their
Dexterity (and any Quality or manoeuvre bonuses).

Once initiative is determined, the intended tasks are rolled.


Usually a character may only take one attack and one defence
action per Turn. Exception characters gain extra actions, which
may be physical (in the case of high Dexterity) or mental/spell
casting (in the case of high Intelligence).

As it is difficult to do more than two things at once, additional


actions suffer cumulative penalties of 2. The player only rolls
oncesuccessive attacks or defences each reduce the total by two.
If the target defends against any of those attacks, the character
can no longer continue attacking on that Turn.

Close Combat
In close combat, attacking uses Dexterity and the appropriate skill (Fisticuffs for bare handed or Armed Mayhem with a
weapon) or the Combat Score. In a pinch, Athletics might be
substituted for swinging attacks with a stick (cricket bat, croquet
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
maximum of +4 for four or more attackers.
Weapons may only be parried by weapons. A hand-to-hand
attack may be parried by a weapon and thats going to cause half
normal damage for that weapon to the bonehead who rushed in
unarmed. Thrown weapons can be parried at a 2 penalty. Arrows and crossbow bolts are parried at a 6 penalty. No character
can parry bullets.
Anyone may attempt to dodge an attack. Dodging hand-tohand attacks can be done once per Turn without penalty; dodging
missile attacks (bullets, arrows, harpoons) suffers a 2 penalty on
top of any other modifiers.
Engaging in Full Offence means the character foregoes any defence against attacks that turn, in exchange for a +2 bonus on all
attacks. The flip side is Full Defence, which allows the character
to defend against two attacks at no penalty (and against others
if extra actions are available), and gives him a +3 bonus to all defence actions. No attacks are allowed on any Turn the character is
in Full Defence mode.
Sometimes a character just wants to grab someone. That requires 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
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
a Strength (doubled) roll, or the Muscle Score versus another
Grapple action.

Ranged Combat
Generally speaking, ranged combat works just like close combat.
Attackers make their rolls or use their Combat Score, and the target tries to defend by Dodging. Sometimes it pays to take careful
aimif the character misses the demon with a crossbow shot, he
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
Marksmanship roll, or just uses the Brains Score. The subsequent
shot action gets a bonus equal to the Success Levels of the Aiming roll.

[ 16 ]

The ranges (in yards) of various weapons are listed on the Range
Table. Modifiers to attack rolls are included in parenthesis after
the range heading.

Weapon Ranges Table


Pistol, Regular
Flintlock/Musket
Spear, Thrown

Point
Blank Short Medium Long Extreme
(+1)
(0)
(1)
(3)
(6)

3
5
5

10
25
20

20
50
45

40
100
70

80
200
100

Damage

Damage is measured in Life Points. Each attack action has a


base damage number or a formula, which is calculated and listed
under Combat Manoeuvres. The actual damage inflicted is equal
to the base damage, plus one per Success Level of the attack roll,
minus any Armour Value (AV) possessed by the defender, multiplied by any damage type or other modifiers. In the case of Bullet
or Slash/stab type, damage is doubled against normal humans
(bullet damage is not doubled against vampires). Bash damage
has no multiplier.
Bash attacks (pugilism moves, billiards cues, cricket bats, and so
on) can be turned into Knockout attacks, using a Dexterity and
Fisticuffs 2, or Dexterity and Armed Mayhem 2 roll, or the
Combat Score 2. The total damage of the attack is halved, but
the victim has to make a Constitution (doubled) roll (or use the
Muscle Score) with a penalty equal to the Success Levels of the
Knockout roll. If he fails, he goes down for the count.
Recovery from a knockout is in the Directors hands; the victim
may recover in a few turns, or wake up an hour later . . . possibly
in captivity.
Fire damage is a special case. A person on fire takes three points
of damage every Turn until somebody puts him out. If more
than 20 points of Fire damage are inflicted on a character, some
scarring occurs. Fire damage also heals at half the normal rate (or
one Life Point per Constitution level per day for vampires); the
player should keep track of fire damage separately.

Effects of Injury
Characters reduced to 10 Life Points or below are severely injured and find it hard to continue fighting; all combat rolls suffer
a 2 penalty. If reduced below five Life Points, this penalty goes
up to 4. At zero Life Points or below, the character is knocked
down, stunned, and only semiconscious. A Consciousness Test
(Constitution and Willpower minus the number of Life Points
below zero) is required to remain conscious. Thus, at 7 Life
Points, a Consciousness Test suffers a 7 penalty.

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.

[ 17 ]

Getting Better

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
some kind of medical care). Supernatural creaturesfaeries, ghosts, vampires, etc.heal much quicker, usually at
the rate of one Life Point per Constitution level every hour
or sometimes even faster. Use of Drama Points can greatly
speed recovery.

Drama Points
Drama Points are what make noteworthy characters worthy of the tales we tell about them. A player must announce
that his character is using a Drama Point during the Intentions phase of a Turn, or before rolling during non-combat
situations. Drama Points can be used in several ways.
Heroic Feat: By spending a Drama Point, the character gets
a +10 bonus on some value. This can be an attack or defence roll, any use of a skill, or even for a Fear or Survival
Test. The Heroic Feat can also make things hurt more;
the +10 bonus is added after Success Level bonuses, armour, damage type, and other modifiers are applied. Only
one Heroic Feat may be performed in a Turn.
I Think Im Okay: For a mere Drama Point, half the Life
Point damage (round down) the character has taken up
to that point is healed up. I Think Im Okay can be used
only once per Turn, but it can be used several Turns in a
row, each use halving whatever damage remains. If the
character had suffered enough damage to be incapacitated
or unconscious, however, healing does not necessarily
awaken him. The Director decides if the time is right for
the character to revive and join the action.
Plot Twist:: Each character can spend a Drama Point and
get a break. This is not a free ticket. If the hero stupidly
walked into a ferals lair and he is surrounded by a horde
of hungry werewolves, a Plot Twist wont allow him to escape unscathed. If the Director decides that a Plot Twist
is not possible, the player gets back the Drama Point.
Righteous Fury: By spending two Drama Points, the
character gets a +5 bonus to all attack actions, including magical attacks, for the duration of the fight. These
benefits may be cumulative with Heroic Feats. There must
be an appropriate provocation to invoke the Righteous
Fury rule, however. He needs to be truly provoked, such
as a brutal attack on a loved one, an unexpected betrayal of
trust, or the raising of a monster that killed her lover years
ago. Not even the injury of a party member is sufficient
unless there is some further emotional tie between the two
characters.

Magic
Magic is a vital part of the Ghosts of Albion universe. It has
been around for thousands of years and is the Protectors chief
weapon in the fight against the enemies of Albion.
Each spell has a Power Level. This determines the overall
strength of the spellthe higher the Power Level, the more
difficult the spell is to cast properly and the more damaging the
consequences of failure.

Spellcasting
Casting a spell requires a spellcasting roll using Willpower and
Occultism (with a bonus equal to any levels of the Magic Quality). A target must be within the spells range, in the area of affect
if the spell has one, and in the casters sight. A blinded magician
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
roll.
For the purposes of the Quck Start rules only: Unless otherwise stated, any spell may be cast with one action.
If the spellcasting roll fails (i.e. the total is less than nine), the
spell doesnt workthe ritual simply fails as the proper mindset
or energies were not engaged. Generally, theres no other downside here; the character just wasted some time, candle power,
words, and gestures.
If successful, the rolls Success Levels are compared to the spells
Power Level. If the Success Levels are equal to or greater than
the Spells Power level the spell effects occur as described.

If some Success Levels were generated, but were not equal or


greater than the Power Level of the spell, magical energies were
created but not controlled. Bad show, chap. The Director consults the Spell Backfire Table below or decide what is dramatically more appropriate.

Repeated Casting
Casting certain spells is taxing on the old grey matter. For the
purposes of the Quck Start rules only: A cumulative 1 penalty
is applied for each spell cast without a good three to four hours
rest. This could be eating, meditating, or other relaxing activity,
but not research.
Defensive magics (see below) do not count as spells cast for
incurring a Repeated Casting modifier. They are affected by the
current cumulative modifier, but do not increase it.

Dispelling

At some point a magician may want to end the effect of one of


his ongoing spells. He may do this at will, though it does take
an action to accomplish. Stopping the ongoing affects of other
casters spells is not so easy, however. There are three ways to do
this.
Reverse: If the character knows the spell that he wants to end,
he just casts it in reverse using a normal spellcasting roll. As
long as Success Levels equal to the spells Power Level minus
one (to a minimum of one; its easier to reverse than cast), the
spell ends. If the character has access to the original casters
spell books or version of the spell, the Power Level is reduced
by two.

Spell Backfire Table

Roll D10 and add the Spells Power Level.


Roll Total
Result
4 or less Jammy! The spell still works.
5-7 The spell appears to have failed, but is merely
delayed. It manifests normally at a time of the
Directors choosing (ideally, a dramatically appropriate time).
8-10 The spell is less effective than expected. The
duration, damage, area, range, or effect is halved
(if not applicable, then the spell is delayed as
above).
11-13 The spell manifests but magical backlash strikes
the caster. The caster suffers five Life Points of
damage per Power Level of the spell.
14-15 The spell affects the wrong target (the Director
decides who gets to be the lucky recipient).
16+ The spell has a completely unexpected effect.
The magical energies run rampant, ofttimes
causing physical damage to the area or summoning dangerous entities from beyond our
reality. This might also occur if something disrupts the spell during a critical point in casting.

[ 18 ]

Disperse Magic: This spell must be used if the specifics of


the spell sought to be dispelled are not known. The Success
Levels must equal or be greater than the Power Level of the
spell to be dispersed.
Persuasion: The character can find the caster of the spell he
wishes to end and get him to stop it. Obviously persuasion
here will work, but so will more dire measures. Furthermore,
continuing spells stop working, but permanent ones may not.
In any event, wholesale slaughter is discouraged.

Spell Defence
Anyone can attempt to dodge a bolt, ball, cone, etc. spell.
This uses a defensive action. Reduce the incoming damage
from the spell by the targets Success Levels times three. If
the damage is reduced below zero, the spell is considered to
have missed the target and any other affects the spell might
entail are ignored.

Defensive Magics
Those with the Magic or Innate Magic Qualities can
employ defensive magics. One can also save an action from
multiple spell actions for extra defensive magics (with the
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.

These manoeuvres use Willpower and Occultism, and are modified by Magic levels or Innate Magic. A standard Resisted Action between the original casters spellcasting roll and the targets
defensive magics roll is conducted. Failed defensive magics
means the spell goes off as the original caster desired.
The magician must choose his defensive magic manoeuvre before he knows what the opposing magician rolled for spellcasting.
Deflect: The magician deflects an incoming spell approximately
45 degrees. The magician can choose which side, but the
Director decides where the spell ends up. This defence action
only protects the character using Deflect, and redirects only
that portion that would affect him in an area spell. This is the
only defensive magics manoeuvre that those with Innate Magic
may use. The Deflect defence roll suffers no penalty.
Hold: The magician delays the opposing spell a number of Turns
equal to the Success Levels of the defensive magics roll before
resolving. If the spell is a ball, bolt, cone, etc., when the Hold
runs out it continues to its full range, striking whatever is in the
way. If the spell affects a specific target directly and the target
is out of the area, spells range, or line of sight, it has no effect.
Hold will protect the caster and, if a Protector, delay a portion
of an area spell equal to the magicians Magic Level in feet.
The Hold defence roll suffers a 1 penalty.

Dispel: The Magician can try to dispel the incoming spell, totally
negating it and dispersing the magical energies harmlessly.
This is much harder on the fly and the roll to accomplish this
Defensive Magic is 3. Note that the Magician does NOT
need to know the incoming spell to attempt this. Dispel will
protect the caster and, if a Protector, dispel incoming spells in
an area up to the magicians Magic Level x 2 in feet around
him. The Dispel defence roll suffers a 3 penalty.

Volley: The Magician can try to volley, return or reflect the spell
back upon the caster, who will suffer all the effects of the spell.
The roll to accomplish this difficult Defensive Magic is 6.
Volley will protect the target only, rebounding just the portion
of an area spell affecting him. If successful the original caster
may not use a Defensive Magic to protect himself, he just takes
the spell effects. The Volley defence roll suffers a 6 penalty.

Lesser Sensing

Any creature with Innate Magic or Magic levels has the Lesser
Sensing ability. This allows them to make a Perception and
Magic (+3 instead for Innate Magic) roll while concentrating to
see certain things. Success reveals any active spells, whether a
being or item has magical abilities (but not what type they are),
if a ghost is present (but again not the exact particulars), or if a
person or object is possessed (though not any details on the possessing entity). Higher Success Levels give clearer results.

[ 19 ]

Derby Day

~or~

A Day at the Races

Introduction

Plot Synopsis

Derby Day is an adventure for the Original Cast, known to


those who have visited the BBC Ghosts of Albion site: Tamara,
William, Nigel, and the three ghosts. This material includes
background and period information to get players into the
setting and the concerns of the times. They can learn about
the different horses, notice the betting establishments and the
extensive preparations for lunch, interact with others revellers,
and discuss matters of recent concernall the while trying to
ferret out the supernatural threat. Several fights will occur, both
magical and physical, and plenty of chances for roleplaying with
various Director-played Supporting Cast Members will arise.
As always, the first rule is to have fun. Novice Directors
should attempt to keep the Cast on the basic story path, even
if that means dropping broad hints or simply dictating which
direction they take. Experienced Directors should allow the
Cast more leeway and use their imaginations to fill in blanks
when unexpected decisions occur (and they will).

The overall plot of Derby Day revolves around the attempt of


one William Atherton to pass two specially prepared coins containing Allitra demons to two Cabinet Ministersthe Home
Secretary and the First Commissioner of Woods and Forests.
In doing so, Atherton hopes to take control of the two individuals. He is doing this at behest of Lord Winchester, a member
of the aristocracy who objects to the route of the Great Western
Railway near his estate. The Lord desires the route changed,
and seeks to control the two Ministers in order to do so.
Complications arise when a child steals one of the coins. If
he fails to recover it, Atherton will be forced to convince the
person it was meant for to come Athertons home in Epsom
and perform a longer, more complicated summoning and possession ritual.
The Cast must negotiate the teeming throng at Derby Day
and thwart the machinations of Lord Winchesters agent, Mr.
Atherton.

[ 20 ]

Derby Day
The Derby Day holiday at the centre of this story takes place
in May 1839, about a month prior to the first anniversary (usually called a Jubilee) of Queen Victorias coronation in June
(she ascended to the throne in June 1837, but the coronation
is always a year later). Derby Day is a national holiday and
even Parliament is adjourned then. The aristocracy deigns to
set aside prejudices for the day and mixes shoulder to shoulder
with the working class. The middle class is less well represented, but is still present. (The Ascot, generally a month later,
is more of an elite race with just the aristocracy attending.)
Derby Day takes place at Epsom, a short trip south of London.
All the popular racing literature: Baileys Racing Register,
Picks Racing Calendar, The Turf Register, and the Sporting
Magazine predict a jubilant crowd and an exciting race. The
railroad from London opened last year and was a rousing success with a few thousand arriving by railway. While not a big
number for the large throng expected50,000-70,000 totalthese newcomers added a touch of colour to the event, and
more are expected to travel in this manner this year. Smoke
belching engines combined with the large number of coaches
and carriages that travel down the dry roads from London will
bathe the whole area in dust giving everyone a slightly dirty,
almost chimney sweep look. White or tan is definitely not a
wise choice for clothes. So much for some clear, fresh air away
from the grim and soot of coal-powered London.
Think of Derby Day Epsom as a giant faire. Beer and ale
houses are filled to overflowingareas are set up outside for the
additional patrons and prices are actually lowered slightly due
to the high expected volume. The Downs, the track itself, has
no rails or stands, so most watch it from nearby, open fields. A
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
horses, and a place for the judges, thats it for facilities.
Although Epsom is normally a smallish community, the village is flooded with all sorts of entertainers for the day. Booths
made of wood frames, canvas, ropes, and other materials are
erected in the area around the Downs to house a wide variety of
faire-like activities. Booths hold dancing areas, drinking contests, tableaux vivant (living picturescostumed entertainers
posed in still-life displays), darts and other sporting events, terrible melodramas, puppet shows, burlesque, pugilism sparring
(no full events as these would last way too long.), and gambling
of all sorts: roulette, card games, even/odd, and three-card
monte. Men pass through the crowd handing out cards with
various house names and the rules of the game that establishment is running. The general buzz of crowd noise is accentuated as they yell their pitches, inviting all to come and join in.
Colourful and bedazzling gypsies with their garish wagons sell
elixirs and tonics, tell fortunes, and add a touch of exotic.

Betting shops for the race usually stand alone or share space
with tobacconists or shoemakers, and money is passed through
a small pigeon hole. Asking around a bit reveals some of the
more reputable brokers, who give reliable buzz. In 1836 Lord
Jerseys horse, Middleton, won. He had no entry the last
couple years, but has returned with a spirited newcomer, Isle of
Oak, this year. Many like his chances. Last years winner was
Amato, owned by Sir Gilbert Heathcote and ridden by John
Chappel, a fine jockey. Their horse this year, Majestic, won a
race last month largely due to the wet conditions. Today is
overcast and rain is possible. Majestic just beat out a newcomer,
Bloomsbury, owned and trained by William Ridsdale . These
well regarded newcomers are thought to have a excellent shot
at the win this time, provided the weather holds. (Note that
historically, this is the horse that won in 1839. He was ridden
by S. Templeman.)

If the Cast picks a betting house at random, it is more likely


than not one of ill-repute. Many are set up to fleece the customers by trumpeting second rate horses as front runners. These
houses might put forth either Norman Beau, a horse of French
lineage, or Lucky Gentleman as two relative unknowns. These
horses have great stamina and strong legs. Their chances are
good, supposedely, as this race is more egalitarian and not so
blue-blooded as the Ascot or 1,000 Guineas races. A few other
horses that could be mentioned are Plovers Folly and Lucky
Lady. Each has little chance of winning, but can be used to
muddy the betting field, as it were.
The actual race itself lasts only three minutes and is generally
run just before lunch. This year, the organizers have decided to
start after lunch around 2:00 p.m. or so, with more festivities following. They are hoping to entice more of the crowd to spend the
afternoon and evening in Epsom (spending freely). The Day lasts
until darksome stay on for a nights merriment but the bulk of
the crowd departs at various times before that. The main action
in this adventure should take place before the race begins.

The Cast
Through various contacts, William, Tamara, and Nigel have gotten word that certain omens point to demonic activity. The exact
nature is unknown, but it is definitely old, evil, and of a subtle
rather than brute-force nature. The portents hint at a larger
threat to all of England, but something that is slow or delayed,
and hidden.
Queen Bodicea has been contacted by members of the Faerie, who explain that their seers have felt a great heat coming
from Epsom. Something mystical is happening there involving human-style magic and demons. The threat derives from
past events that the humans are unaware of, and that even the
long-lived Faerie do not fully comprehend. The seers see deep
machinations amongst the humans that will lead to great tragedy
for Faerie kind. They hope that Bodicea and her friends will address the situation.
With the previous information in mind, the Cast sets off to
Derby Day. They arrive via coach, which Farris, their more-thancapable 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.

[ 21 ]

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 performances, 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 Gentleman 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 preparations 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
selections of food can be found and purchased.

Act One: Set-up

Finally, the Cast should notice that a few members of the


Metropolitan Police Force are present and providing some
measure of security for the occasion. There are only a hundred
of these constables and they tend to be lost in the crowd, but
they are around.

William: Your Lordship, Im quite certain all of this must be a


terrible shock to you. I assure you, theres a perfectly reasonable
explanation.
(beat)

Throughout this scene, the characters should talk about or


overhear discussions on various topics. The subject varies by
class and the most important elements are listed first.

A scientific explanation, really.


Embers, Act II

Rundown

The flow of this act depends quite a bit on whether the Cast
stays together or splits up. For the most part they should get
a taste of the day, a chance to see some of the sights, overhear
what is being discussed, and get a lay for the land. During
this portion they should see, but not encounter, a couple of the
strange cane gentlemen, and speak with an old gypsy woman
who knows who the protectors are and has some important
information to relate.
At that point, the Cast should notice the two children running through the crowd, pursued by some cane gentlemen. The
act should culminate with a chase through the crowd heading
towards the outskirts of town, toward a burned-out building.

Aristocracy: The dominant subject is the Queens birthday


which is 24 May, when she will be only 20. What celebrations will occur and the various balls and receptions for
that are important matters for the elite. In addition, her
first jubilee is next month, on 28 June. With such a young
queen, the talk is that her mother, the Duchess of Kent, and
her mothers advisor, Sir John Conroy, are dominating the
Crown. Others feel that Lord Melbourne, the Prime Minister, seems to have taken her under his wing and perhaps
she will be more independent than was expected. This news
is followed by the usual talk over who is being presented
at Court next, what the coming balls will be like, who will
dance the best, and the quality of various card players.

[ 22 ]

Some members of the House of Commons present. A little


business might be done, but not much. This is pretty normal,
but always worth noting. It is also thought that Lord John
Russel, the Home Secretary, one of Queen Victorias Cabinet
Ministers, a known Whig and liberal reformer, is also likely
to be present. He enjoys pugilism quite a bit and always bets
on the matches. He also well known for his interest in horse
racing and other equestrian events.
The fad of the railway bringing some wealthy and influential folk down to Epsom has split the crowd. Some think
it novel and interesting, others decry the added smoke and
clamour and feel it should be eliminated. This leads to talk
about Lord Winchester, the 2nd Earl of Winchester, Herbert
Weston Penthingham, who has been speaking with the Duke
of Reading, Michael Hollingsworth, to set up a commission
in the House of Lords to review railway bills in the House of
Commons. (In order to build a railway line, an Act of Parliament must be passed detailing the route and the location of
any stations prior to construction). Lord Reading has been
trying to get support in the Lords to limit railway construction because the smelly, loud, and uncouth machines threaten
the hunting, shooting, and aesthetics of the countryside.
Lord Winchester has just realised that the Great Western
route will pass very near his estate and is trying to get the
route altered so that it will not pollute the forest nearby or
damage the crops of his tenant farmers. He wants the route
moved to the north side of a nearby hill (Olde Baldy) to put
the high ground between his estate, lands, and the railway.
There are some who say he also fears that if the railway
comes directly into Winchester, it will bring union agitators
and Chartists, whom he obviously despises.
More than a few sly comments are uttered about the ridiculous Chartists, their petition and National Charter, published
just over a year ago. Their idea that working men can aid in
the governance of the land, or even vote, is clearly preposterous. A man with no stake in society, as established by ownership of real property, has no vested interest to protect. As
such, his vote would be available to the highest bidder or any
he was dependent on for his own livelihood.
Middle Class: Wealthy commonfolk and those on the fringes
of the aristocracy focus mostly on the Great Western Railway. It is claimed that it will open up many new markets and
bring more people to Londonclearly a great opportunity
for those with the proper business acumen. A large amount
of foodstuffs, Welsh coal, and other raw materials can be
brought into London from the western regions of Albion.
The railway coming down to Epsom is seen as the wave
of the future and something that should be supported and
advanced. Many bemoan the difficulties of getting railway
acts through Parliamentthe cost of construction is already
enormous, less Parliamentary interference would be much
preferable. Lord Reading and Lord Winchester have let selfinterest colour their proposal to bring the House of Lords
into the process.

Talk revolves around the growing scandal that the Rookeries and eastern districts of London are becoming. The
ramshackle tenement housing, the increase in disease due to
inadequate circulation, the poor sanitation, and the lack of
religious fervour has brought great shame to England. If the
poor could just be made to understand that thrift, sobriety,
and hard labour lead to prosperity their plight could be alleviated. The condition of the Irish in the Rookeries around St.
Giles is an especially good example of the evils of too much
drink, Catholicism, and lack of moral fibre. A Royal Commission should be formed to study the situation.

The Anti-Corn Law League established last year under


Richard Cobden and John Bright in Manchester is fast
becoming a national movement and this is seen as very
good. Corn is generic for all grains, including wheat, rye,
oats, barley, etc. The League proposes removing the import
tariff on all grains. That in turn will lower the price of bread,
the primary foodstuff of the poor. More importantly, it will
encourage other countries to lower or restrict counter tariffs
on English manufacturers, thus opening new markets and
expanding trade. Anything that promotes free trade and
business opportunities abroad is highly laudable, especially if
it involves less government intervention in the economy.
Some are concerned about the Londons Working Mans
Association attempt to establish itself as a respectable union.
They press to restrict free trade through collective bargaining and support the adoption of the National Charter. Such
interference is bad in itself; combined with the universal suffrage proposal, theres no end to the trouble possible. However, some in the middle class feel that the Chartists should
be supported as it will weaken the aristocracy. Feelings are
heated and split on this topic.
A few talk about the troubles in Canada. An unseemly
border dispute has broken out with the former Colonies in
North America. The southerners are all criminals or deserters and their influence has doubtless corrupted the lower
provinces of Canada, causing the current problems. Fortunately, Earl Durham has been sent to settle things and when
his report comes in things should hopefully improve. It
would be a shame if some sort of border conflict cropped up
and lead to increased taxes to pay for the fighting.
Many think it is time that Anglican Church reform be expedited. There are anti-pluralities acts and acts for building and
enlarging churches pending in Parliament that need to be expanded and strengthened. Hopefully this will bring a revival
in church attendance and keep the dissenters and Catholics
at bay. (If the person speaking is dissenter-inclined, reform
efforts are described as a sop to the public intended to maintain the states Anglican-favoured position.)
Working Class (or the rougher parts of town): The Peoples
Charter published by the National Charter Association last
year has led to them becoming known as Chartists. Their sixpoint platform is of great import to the working class:

[ 23 ]

Naturally, both the middle and upper classes see this movement as a threat, particularly since its popularity is rising in
working classes. The Chartists current efforts revolve around
getting names on a petition to present to Parliament. With
enough signatures, they hope to force them to recognize their
support and adopt the Charters provisions. Thomas Atwood,
Member of Parliament (MP), House of Commons for Birmingham, will present the petition next month. The Chartists
have a booth here along with part of the petition and are actively trying to secure more signatures, especially amongst the
better sorts of people. Some agitators are moving throughout
the crowd trying to get people to sign, and at least one of
the Cast Members should be approached (William or Nigel
is best; few indeed consider granting voting rights to the
fairer sex). All is not entirely smooth amongst the Chartists,
however. The convention to get it adopted has moved from
London to Birmingham and a large debate is occurring over
the use of physical or moral force to get the Charter adopted.
The move north seems to indicate the physical force element
under Feargus OConnor has the upper hand.
As usual in any crowd, nearly everyone claims times are
hard, wages are low, and food is expensive (in truth, life was
exceedingly hard in Victorian England). Some mention the
new Anti-Corn Law League and how it may lower the food
prices. Some support this but the Chartists view this as a
stop-gap sell out to middle class dominance and feel only the
National Charter and petition should be supported.

The Peoples Charter

If any pay attention to the pugilism matches, keep Angus


MacTaggert (see p. 36) out of sight unless Act Two is imminent. Usually it is useful to have the Pugilism booths across
from the Gypsy encampment, as both are things players find
interesting and set up the chase below.

The Cane Gentlemen

This scene should evolve at some point as the Cast wanders


the festival.
Anyone using Lesser Sensing (no roll necessary) glimpses
unfamiliar magical swirls and filigree around a couple of
gentlemen wearing brown bowlas (derbies), brown waist coats,
whitish shirts (now dusty), dark brown trousers, and fashionable shoes. They each have identical deep brown, lacquered
canes, inlaid with a dark, almost burnt, silver that traces various
shapes. Two joints divide the canes into thirds. Their handles
are also burnished silver. The gentlemen do not wear gloves.
If a Cast Member sees the magical swirls around the cane
gentlemen, have that character make a Lesser Sensing roll.
Success indicates that gentlemen appear to be magicians and
that the darker silver on their canes appears corrupt and malignant. Three Success Levels further reveals that a demon is
bound in each cane, but the type is unknown.
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
similar (brothers?), but not identical.
Troubleshooting: Attacking the cane gentlemen at this point
results in a near riot in the crowd. The gentlemen disappear in
the melee and Peelers quickly appear to restrain the Cast. The
officers can be dissuaded from acting further as long as the Cast
ceases violent action.

Universal male suffrage: The right to vote is currently


restricted to those with 40-pounds property ownership.
Secret ballots: Voting is currently done in the open and
every man expected to stand up for his viewpoint. In
effect, if suffrage were expanded, a landlord or employer
could determine how those beholden to them voted.
No property requirements to serve in Parliament: This
would allow working class and lower middle class men
to be elected.
Payment for members of Parliament: This would allow
the non-wealthy to be elected and serve.
Equal electoral districts: Rotten and pocket boroughs
had not been entirely eliminated, nor was representation
based on population.
Annual Parliaments: This would make them more responsive to the people.

Anyone trying to steal a cane will fail and is graced with a bop
on the noggin by said cane. The gentleman immediately calls
a nearby Peeler and asks that the Cast Member be restrained.
As each cane contains a demon, sneaking up on a gentleman is
impossible.

Gypsy Visions

Troubleshooting: This scene should mostly be a prelude that


allows the characters to mingle with the crowd, observe, look
around, and get a feel for the times. It can be very open-ended,
but shouldnt last too long. Keep things moving by avoiding
lengthy exposition of each characters specific actions. The ultimate goal is to get the Cast into roughly the same area of town,
a crowded street with a number of pugilist sparring booths.
This scene simply sets up the others.

Much information is presented aboveuse whatever seems to


fit the players interest or catches your fancy. The most important point is the railway controversy and a Chartist encounter.

William or Tamara specifically, if using Lesser Sensing, notice


that one old gypsy fortune-teller, named Antonia, has magic
and seems to be genuinely gifted. She is standing with her
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,
but also takes them to have their fortune read. The old gypsy
knows who William and Tamara are, though theyve never met
before. She knows what a Protector is, and can even name
other members of the group if it is necessary to impress them
with her abilities. She has the usual small wagon decorated
with gaudy tapestries, a table, a crystal ball, tarot cards, and
other paraphernalia for fortune telling, though she prefers to
have her customers put their hands on the ball and use it and
palmistry to read their futures. The ball itself is not magical.

[ 24 ]

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 darkness 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 enticed inside to her them. Perhaps the beautiful young daughter 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 congregate in the pugilism area. Other booths are nearby, maybe
near the gypsies, though the Cast does not have to be all
together. In fact it works better if they are in various places
around the area. Have everyone who isnt at the gypsys make
Observation rolls. Those that succeed notice two fine Lord
types (one is shorter and has brown hair touched with grey;
the other is taller, thinner, and seems younger with black hair)
amongst a party of ladies and servants, as well as few other
gentlemen, watching a red-haired giant of a man fighting
another large pugilist. The match goes for the rest of the round
and the red-haired man wins, knocking the other out with a
tremendous roundhouse punch. One of the Lords, the shorter,
goes to congratulate the winner while the rest of the party
waits and excitedly discusses the match. This is Lord Russel,
the Home Secretary, inviting Angus MacTaggert to join him
watching the Derby. The rest of the party includes Viscount
Duncannon (more on him later), another cabinet member, and
a few members of the House of Commons.
At that point, all Cast Members notice two children, a twelveyear-old boy and a similarly aged girl being chased by cane
gentlemen. Those who gain two Success Levels see one fellow
wave the cane and a small, dark silver bolt streak out. The
boy dodges out of the way at the last moment. The bolt hits a
working class man who falls to the ground with blood running
from his thigh. One of the other cane gentlemen obviously
chastises the one who fired the bolt. Another makes a circle
with his cane and a small, faint yellow area appears under the
boy just as he jumps around a lower class woman. That person
steps in the area, is held fast, and looks around puzzled.
The entire Cast should jump to the chase. Have the Cast roll
Dexterity and Athletics to keep up with the men and move
through the crowd.

Troubleshooting: This scene marks the point where the pace


of the adventure increases. Try and get everyone involved in the
chase, though keep in mind that the cane gentlemen are used
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
drag the chase out too much either. Dont forget to describe
the crowd thinning as the pursuit heads towards the outskirts of
town. Remind William and Tamaras players that just cooking
off fireballs into the crowd is a bad idea.

Act Two: Complications


Bodicea: So come, then. Attack me. Kill me. But wonder,
first, who among you will survive.
Astray, Act VII

Rundown

A mixture of scenes occur in this act. It starts with a struggle


against the cane gentlemen, the goes on to some information
gathering from the girl being chased. The group should learn
about the demon-bound canes and the coins. Some information on the childrens overseer Neal comes out and he must
be dealt with. Just as Traegers hiding place is found, a scream
sounds.

Mystic Battle

The chase from Act One ends at the burnt-out building


described in A Good Deed. The girl is visible just inside the
remains of the doorway, trapped by a yellow circle from one of
the cane gentlemen. The boy is not in sight. The cane gentlemen head towards the doorway by the time the Cast gets close
enough to stop them.

Time for a fight! Point out that while the street isnt crowded
in this area of town, a number of potential onlookers are nearby.
Too much flashy magic could attract attention. Generally any
spell without a bolt, cone, wave, ray, or ball is pretty much invisiblejust people waving their hands at each other and talking
strangely. The cane gentlemen may start out circumspectly, or
cut loose with Dark Bolts (theyre unconcerned about hitting
bystanders) depending on the situation and the players actions.
If they do, the onlookers run in fright. This allows William and
Tamara to safely cut loose if they desire.
If one of the cane gentlemen is reduced to five or less Life
Points, he leaves via the Smoke Translocation spell. An Intelligence and Occultism roll reveals what the spell was and that a
Solid Air spell around a person would probably counteract it (as
long as it is cast before the Smoke Translocation).

[ 25 ]

Character Name Cane Man


Creature Type Human Magician
Motivation Follow the Masters will

Attributes

Str: 3
Dex: 5
Con: 3

Int:
Per:
Will:

5
3
4

Life Points 40
Drama Points 2
Additional Actions 1 Physical & 1 Mental

AV 4
Demon Cane
Hard to Kill2
Magic4

Ability Scores

Special Abilities

Muscle:
Combat:
Brains:

12
14
15

(the Cane Men get one free attack and defense as


normal, their canes allow an extra physical and mental
action, one at -2 and the other at -4, the Director can
choose which is which.)

Name

Score

Damage

Cane Strike
Dodge / Parry
Observation

+15
+15
+15

to Cast

Spell Name

+16
+19
+18
+19
+13

Actions

Dispel
Deflect
Hold
Lesser Sensing
Volley

Maneuvers

Description

15

Bash
Defence Action
Perception Action

Magic defence action; dispels spell


Magic defence action; deflects spell 45
Magic defence action; delays spell SL Turns
Notice magical effects, nature, or possession
Magic defence action; returns spell to caster

Range

Damage

Blindness

100

--

Darkbolt
Rectangle of
Force
Smoke
Translocation

100

37

50

33

self

--

Yellow Disk

100

--

Cane Man
Arcanum

Spell Casting Bonus


Casting Actions
Current Repeat
Casting Mod

+19
2

Effects
If targets Con (doubled) roll is less than spellcasting roll target cant see; comat or spellcasting is at -5 penalty. If resisted penalty is -3. Duration: 1/2 SL turns.
One target within 100 feet
If hit, target also knocked back five feet per SL. Defensive magics -1 per Cane Man
Casting this spell.
Transforms caster to small wisp of smoke which moves very swiftly out of sight through
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
ground. Lasts SL turns.

Troubleshooting: The fight should be not overly difficult,


but could have a fair amount of magic flying back and forth.
Since the cane gentlemen are magicians and have a ward pact
with the demon bound in their canes, the ghost Cast Members
can affect them directly. Five cane gentlemen are present if the
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
fight is not intended to be exceptionally dangerous.
The group might confront the cane gentlemen, ask them to
stop, demand to know what they are doing, etc. If so, they
refuse to discuss the matter, and attack the group with magic,
mostly disabling blindness and the yellow disk. They know they
have to catch the kid before he gets away and wont want to
waste much time chatting.

Remember to have one can gentleman escape via the Smoke


Translocation spell so that the group realizes this is possible
and thinks about how it could be countered. It is not vital, but
should help them keep William Atherton from leaving himself
in Act Four.

The Urchins
After the fight, a number of things should catch the casts
interest and need to be resolved. Keep in mind that the Peelers
might be coming if the fight lasted too long or got too obvious.
Dead cane gentlemen must be dealt with or ignored, as
must live and conscious ones, and then the girl is still trapped,
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.

[ 26 ]

Cane Gentlemen: Unconscious ones disappear, along with their


canes. Those that are dead remain, as do their canes.
Canes: At least one cane should be left behind by a dead cane
man (someone should kill one during the fight) and it can be
examined. The group should have seen the cane gentlemen
manipulate the canes as part of their magic use.
Any Success Level with Lesser Sensing reveals the magical
swirls around the cane and the corruption of the darker silver.
Two Success Levels (the task is easier as the characters can
take their time examining the cane) shows a demon bound
into the cane. Intelligence and Occultism indicates that the
demon in the cane is bound to it and helps with magical
spells, if one has made a pact with it. An Exorcism can drive
the demon out, but isnt necessary immediately as it is quite
bound and incapable of getting loose. Holding it cannot hurt
the possessor, but an incessant buzzing and background whisper may be heard. Three Success Levels with an Observation
roll shows that the handles of the canes can be broken apart
and fit into different shapes. Think of it as a three-sectional
staff, only not so loose or big.
Mary, the girl: Mary is scared and needs to be calmed down
(Willpower and Influence and some good roleplaying).
The ghosts should frighten her, while Tamara has the best
chance of getting her to settle down. Once calmed, she tells
her name and that her friend is called Traeger. They used
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
pass something gold to some fine lord type. He went over
to investigate and nip something of value from the passer,
and the next thing she knew he was running past her with a
scared look on his face. Her usual job is to act as distraction
and maybe trip someone pursuing, but she never expected so
many people to be chasing them. She thinks Traeger filched
something, but isnt sure what. She is very worried about
him. The group can convince her to show them their new
living housethe basement of an old stable/storage area
where they sometimes kept horses in the winter. It is sort of
sturdy and better than this place was, but she fears it will be
used again come winter and theyll need another place later.
Traeger, the boy: He escapes out the back during the fight and
is lost from sight. No one, no matter what they do, amongst
the Cast can catch him. Drama Points cannot change this.

Troubleshooting: This is mostly an informational scene with


some good roleplaying potential. Mary is young, scared, and
worried about Traeger. She also distrusts adults and definitely
fears being taken off to the Workhouse, but in the end should
take the group to her home. The canes should resist any attempts to mess with them, but arent dangerous at the moment.

A Finnegan
Mary takes the Cast to a stable at the fringe of the Downs
area, amongst some older stables that have obviously been
neglected recently. Newer, more modern ones stand closer to
the racetrack itself. The Cast finds a stairway down to a storage
area below the stables. In the underground area, Neal and several other children are examining their takings for the day. The
area has a small pot and fire, various sleeping pads, and a maze
of rags that act as curtains dividing the large, long room.
Neal Briscombe is a neer do well who acts as a Finnegan for
the den. He is a tall manan inch shorter than six feetand
very fat, around 380 pounds. He wears a stained and grey
undershirt and dark trousers held up by suspenders and a wide
belt. In his mid thirties, he is partially bald with greying black
hair. He is loud, blustery, and antagonistic at first. If pressed,
he becomes more sullen and deferential. Neal is a bully and a
coward and while he may cow several children or maybe one
adult, he dares not be antagonistic to a larger group. He is not
overly cruel, just mostly unsympathetic.
If pressed, Neal states that Traeger hasnt been back yet. Still,
if he was scared or pursued, Neal knows where he might have
gone. Neal tries to get some money for the information, but
again if pressed describes a coach repair and workshop to the
east that Traeger always liked. The boy would go up in the loft
amongst the paints and dyes or climb about the rafters and hide
in the darkness up there. He especially liked that spot in the
winter as it was warmer. Mary is willing to take the Cast there.
Neal is not, unless threatened.
The group arrives at the coach workshop and finds a long
barn, with big double doors (one open) at both ends. A regular
door is located on one side. A small place to stable horses extends from one side, and a large water trough sits beside it. As
they approach, a mans scream rings out.
Troubleshooting: If for some reason, the group kills or
incapacitates Neal or something else happens to him, one of
the other children remembers seeing Traeger head to the coach
workshop in the past.

[ 27 ]

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 Success 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.

Act Three: Revelations


Byron: Why do we always have to fling ourselves into the melee
without forethought? I wonder if taking a few moments to create
a more intricate plan of attack might behoove
Legacy, Act V

Rundown

This battle could be the climax if time is short. Have Atherton present with the Brulshar attempting to get the coin back,
throw in a cane gentleman or two, and run this as the culminating battle. Afterwards jump to Act Five, skipping Act Four.

The Coin

Coachhouse Fight

After the fight, Traeger is still frightened, maybe a little hurt.


Some doctoring or healing puts him in a better mood, and if
Mary brought the group, she tells him that they helped save
her. In any case, some roleplaying is in order to convince the
boy to talk about the guy he pinched from earlier. He relates
that he was hanging around the pugilism area, saw a couple
of fancy toffs, and decided to lift something from them. He
spied this bloke in a fine black coat, nice hat, white shirt, and
dark pants pass a gold coin to one of the toffs, the bigger one.
That fella then stiffened for a moment and the two talked like
long-lost friends. They went off a short ways into the crowd,
presenting Traeger with his chance. The guy he pinched the
coin from was young, say late twenties, had brownish hair, and a
crest on his jacket, which he can describe.

Standing on the floor is a dark grey-skinned demon about


seven feet tall with smoky hoofed feet, large similarly obscured
clawed hands, and a big head with grey-black teeth, dark grey
eyes, and bull horns. Black smoke issues from its mouth. A
coach repairman lies on the ground with a black demon handprint on his chest. A second demon is in the loft and heading
towards Traeger in the upper rafters. The boy seems petrified.

The first demon bellows and its Fear Test time: 4 for supernatural, 1 for dead body, 2 for demons horrible visage, and
2 for the bellow and its terrifying nature (9 in total). Drama
Points should probably be spent.

Troubleshooting: This should be a tougher battle than


the previous one. Use Drama Points for the Brulshar to
make them tougher as needed, or hold back if fewer players are
present or the Cast rolls particularly badly. Traeger should be
saveda lot of information goes with him if he dies. Still, as
long as the Cast gets the coin in the end, they should be able to
learn the bulk of it.

This short act begins with a pair of Brulshar demons, creatures


specializing in smoke magics, trying to get Athertons coin
back from Traeger. Once Traeger is saved, the Cast still has to
convince him to admit he has the coin. They learn that the coin
contains an Allitra demon that specializes in possession, influence, and control.

If about, Neal runs the other way when the scream sounds.
Marys worry for Traeger overcomes her fear, but she hangs
back, out of harms way, till everything seems safe. Entering
the coachhouse, the Cast sees a long area with three coaches
in various stages of work. One is being painted and lacquered,
another has some reupholstering done, and the last has a broken axle and is lifted partially off the ground. Tools lie about,
along with workbenches, supplies of wood, leather, and stuffing.
A loft runs along one side holding paints, thinners, grease, and
caulk. The rafters form a latticework above big enough to walk
on.

After the fight in the coach repair shop, the Cast should
be able to talk to Traeger. The bodies of the Brulshar turn to
ectoplasmic goo, then dissipate over the next ten minutes or so
leaving no trace of their existence.

From Traegers description, an Intelligence and Knowledge


roll with a 3 penalty can be made by modern human types
no ghoststo recognize the crest as Lord Winchesters. The
person wearing it is probably someone in his employ, as he is
known to be much older. A similar roll indicates that the other
two men are Lord John Russel (the shorter), the Home Secretary, and Viscount Duncannon, John William Ponsonby, 4th
Earl of Bessborough, Lord Privy Seal and First Commissioner
of Woods and Forests, both cabinet-level ministers. Cabinet
ministers advise the Queen, and have great power in both the
House of Lords and House of Commons to influence members
and get bills altered or enacted. Someone controlling them
would have great sway in the country.

[ 28 ]

Character Name Brulshar


Creature Type Demon of Smoke
Motivation Follow the Masters will

Attributes

Str: 7
Dex: 7
Con: 7

Int:
Per:
Will:

Special Abilities

Vulnerability to water (besides reducing their


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

Muscle:
Combat:
Brains:

20
19
15

Name

Score

+14

to Cast

Actions

Spell Name

Maneuvers

Damage

+19
+15
+17

Deflect

Life Points 82
Drama Points 4
Additional Actions 2 Physical

AV 10 (zero vs water spells)


Innate Magic
Hard to Kill2
Increased Life Points1
Fast Reaction Time (+1 on Fear Tests; +5 initiative)

4
3
6

Ability Scores

Claws
Dodge / Parry
Horns

Description

26

33

Slash/stab + Smoking Hand Spell


Defence Action
Slash / Stab

Magic defence action; deflects spell 45

Range

Damage

Pain

100

10

Smoke Cone
Smoking
Hand

23

touch

Brulshar
Arcanum

Spell Casting Bonus


Casting Actions
Current Repeat
Casting Mod

+18
1

Effects
Can affect two targets; 2 to actions due to pain for five Turns; Constitution (doulbled)
roll greater than or equal to spellcasting roll negates eeffect,
Cone 50 feet x 40 feet, burns, chokes and stings
Target loses one action and suffers 2 penalty to all actions next Turn; Willopwer
(doulbled) roll greater than or equal to spellcasting roll negates eeffect,

A Dexterity and Art roll can be attempted from either


Treagers description of the crest or each of the two gentlemen
(toffs). Each Success Level in that task adds to a subsequent
recognition roll.

They are difficult to detect as Lesser Sensing does not reveal


them and the person possessed acts normally for the most part.
The demons are hard to summon, but actually enjoy coming to
our world and possessing humans.

The group doubtless asks Traeger where the coin is, and at
first hell say it is safe. If convinced that it is dangerous, that
the demons were trying to get it back from him, or that they
can provide its equivalent in worth (Traeger tries to hold out
for more, but if it is going to cause him harm . . . ), hell fish it
out of his coat and give it to the Cast.

The flip side of the coin contains a series of symbols. An


Intelligence and Languages rolls shows that they spell out Lord
John Russels name in a strange and obscure demonic script.

The coin is a gold guinea with some unusual carvings on it.


One side shows a demon sigil. An Intelligence and Occultism
roll reveals that a demon inhabits the coin, bound and powerless
for the moment, but set to possess someone specifically. Anyone
else carrying it is in no direct danger, but the enemy does seem to
be able to track it or locate it. A second Intelligence and Occultism roll suggests either putting it in a container with the Ward
spell on it, or a lead box or something with lead in it (like the
various paints around) would help obscure it.
An Intelligence and Occultism roll with a 3 penalty shows
the sigil belongs to an Allitra demon. These are non-corporeal
demons that have little direct power, though they are tough to destroy. They specialize in the possession and influence of humans.

If the sigil is recognized, any of the group recalls that both


Allitra demons and Brulshar demons are servants of Balberith,
a great demon lord whom Ludlow Swift, Tamara and Williams
grandfather, defeated a while ago, and whom William and
Tamara barely frustrated in the events depicted in Ghosts of
Albion: Legacy. Clearly, his machinations continue.
Troubleshooting: If Treager winds up dead or not rescued,
Mary could describe the Lord types that Atherton passed the
first coin to. If for some reason the Brulshar get the coin and
depart, well, bad show! Atherton is then able to possess Lord
Russel pretty easily, but all is not lost. If the group acts quickly,
it might come upon the Lords party and stop Atherton from
passing the coin. They might also accost Viscount Duncannon and John Russel and remove the coin from their presence.
This could occur at the track itself, at Athertons house if the
ministers head there after the race, or perhaps back in London,
though this is a less optimal and more open-ended choice.

[ 29 ]

Act Four: Climax


Nigel Townsend: Now we duel. And may you pray your death
is quick.
Embers, Act II

Rundown

The Cast heads to the track to find the ministerial party.


However they approach the situation, they should find out that
William Atherton is Lord Winchesters agent at the race and
that he has set up an appointment with the ministers at his
house following the race.
The group ends up at Athertons house. They should know
that Atherton is trying to possess Lord Russel and that speed
is of the essence. A big fight with Atherton and his servants result, and if all goes well the ritual is interrupted and prevented,
Viscount Duncannon freed, and a few prisoners taken captive
to learn more of whats going on.

Lording Over

Either Traeger takes the Cast to look for the two blokes he
saw, one of whom had a coin passed to him, or the group heads
off to locate Cabinet Ministers (of course these are the same
individuals). Anyone can make an Intelligence and Knowledge
roll to realize that the Derby starts in about a half hour and the
likely place for any aristocrats is near the Downs in a prominent
spot. By searching that area, they cut the time spent looking
significantly.

Depending on where they look and the quality of several


Observation rolls, the party comes across the Russel and Duncannon party somewhat before or just before the race starts.
Mention the masses of people moving towards the Downs,
horns sounding, growing excitement in the crowd, that sort of
thing. Around the nobles are a few other members of Parliament, several ladies in fine dress, a few children, servants, a
steward, and an enormous red-haired man, Angus MacTaggert,
whom they might recognize from their prior investigation of
the pugilism booths.

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 Influence 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).
Lord Russel is hesitant to talk business, but the
Viscount adds that he does view the growing number of acts
being passed with some apprehension. As First Commissioner
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
agriculture that makes the country great. He doesnt see the
need to eliminate the railways, they are too useful, but a greater
amount of guidance from a Railway Commission might be in
order. Viscount Duncannon is personable, level-headed. He
simply wants the situation monitored and progress to proceed
slightly more slowly. They should watch the Derby, discuss the
horses a bit, and then the lords depart. At this point, the Cast
can either try to tail the nobles discretely or maybe talk with
Angus as he heads off separate from the ministers party.

The party might try talking with the Scotsman directly, or


during conversation with the Lords, get his attention. He may
recognize any in the group who watched one of his matches.
Angus is jovial, open, and fairly affable. He talks about the
matches that day, the race, his gratitude that Lord Russel is
willing to sponsor him, and his upcoming bouts. If the group
asks him about the Earl of Winchester, or his man, Angus
will mention that he met the gentleman in question and didnt
much care for him. Angus knows his name is William Atherton, that he works for Lord Winchester, and that he lives here
in town. The lords are supposed to call at his house after the
derby for a post race meeting and revel of sorts. It was actually decided rather suddenly just a little while ago, and Angus
is afraid he cant go as he has to help tear down booths. He
has some friends amongst the Chartists that he said he would
help. Hes still divided about the whole Chartist issue, but
his friends are pretty committed and he is willing to help out
with the physical stuff. He knows that Athertons house is on
the west side of town. He mentions that Atherton lives here
while Parliament is in session (rather than in London or off in
Winchester) and suggests asking one of the locals for the exact
address (which is easy to do and shouldnt require a roll). If the
group asks his aid, is persuasive (a successful Willpower and Influence roll), roleplays well, he agrees to join them. Angus does
enjoy a good brawl and would consider evil creatures harming
children an outrage.

[ 30 ]

Character Name Angus MacTaggert


Creature Type Human (Scotsman)
Motivation Test self against other Pugilists, have rip-snorting
good time

Attributes

Str: 6
Dex: 6
Con: 6

Int:
Per:
Will:

2
2
3

Ability Scores
Muscle:
Combat:
Brains:

Name

Counter
Dodge / Parry
Haymaker
Jab
Punch
Put em in
Chancery
Uppercut

18
18
9

Score

+16/+16
+18
+15
+19
+18

Special Abilities

Increased Life Points1


Hard to Kill4
Fast Reaction Time (+1 on Fear Tests; +5 initiative)
Pugilist
Situational Awareness (+2 to
Observation rolls vs. surprise or danger)
Natural Toughness (AV 4 vs Bash)

Maneuvers

Damage

Description

/16

22
15
17

Defence Action
Defence Action
Bash
Bash; +2 Initiative
Bash

+18/+24

/19

Grapple and Punch in one attack action

+16

18

Angus MacTaggert

Bash

The direct approachHey, were the Protectors, your friend


has been possessed, and we want to help himis always possible. Lord Russel, being Home Secretary, is aware of who the
Swifts are and what a Protector is, although he does not fully
accept the situation. He has not seen any magic or supernatural
creatures, just second hand accounts. While accepting in theory
the need to protect the nation from the occult or supernatural
menaces, hes not certain this is all real. Having Sir Horatio
Nelson appear before him might make him more amendable,
but there is a 6 out of 10 chance that someone in the crowd
recognises the admiral as well. That causes something of a stir.
If the party is sincere and convincing enough, Lord Russel may
go along with an exorcism to see what happens, but makes it
clear that future relations depend on how this is handled and
what happens. He warns in no uncertain terms that if this
is some sort of bilk, the consequences will be dire. The party
should not attempt the exorcism in such a public place. Duncannon protests any movement away from the track, and trie to
leave if the party insists. A few cane gentlemen show up and a
short (and hopefully discreet) fight takes place before Duncannon can be exorcised. After that, Lord Russel is definitely
convinced. He tells them where Athertons house is, and even
has his servants accompany the Cast to aid in whatever way
they can. He also offers Angus services, who is happy to oblige
his potential sponsor.
The Cast might decide to stake out Lord Russel and Viscount
Duncannon and follow them after the race. Dont drag that out
too muchdescribe them watching the race, the big red Scot
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).

Life Points 80
Drama Points 4
Additional Actions 1 Physical

As this is a roleplaying game, theres always the potential


for the unexpected. Whatever the Casts actions, manipulate
things so they end up at the Atherton house. Perhaps Lord
Russel wants to speak with them, having noticed one of the
earlier magical battles, or at least gotten reports of it. Maybe
the Scotsman runs into them, on his way to get some ale, to the
outhouse, on his way to aid his Chartist friends, or whatever.
The ideal situation would be for Angus to be pivotal to steering
the group in the right direction and thus fulfilling the gypsys
fortune telling.
Troubleshooting: The main point of this scene is to inform
the characters where Atherton is and put them in a place to do
something about it. Following the gypsys fortune, the Scots
pugilist should factor highly into this.

A Grand Brouhaha
The party has now come to the final confrontation. If no one
else does, Lord Nelson should suggest that some reconnoitring
and a solid plan of action is a must before any boarding action.
The scene takes place at Athertons two-story house on the
west side of Epsom. The place is a classic middle class dwelling
with an outhouse and garden in the back, sturdy construction,
glass windows with shutters, and a front and rear entrance.
Horses may be secured in the front, but the Lords carriages are
not present (they would never have made it through the tangle
of coaches that came down from London).

[ 31 ]

Character Name William Atherton


Creature Type Human Magician with demon pact enhancement

Attributes

Str: 4
Dex: 5
Con: 3

Int:
Per:
Will:

7
4
8

AV 14 (from Shield spell)


Hard to Kill2
Increased Life Points3
Magic5

Muscle:
Combat:
Brains:

14
15
20

Name

Score
+15
+20
+15
+15

Spell Name

Maneuvers

Damage

+22
+25
+24
+19
+19
Actions
to Cast

Dispel
Deflect
Hold
Lesser Sensing
Volley

Description

12
16

Defence Action
Perception Action
Bash
Slash

Magic defence action; dispels spell


Magic defence action; deflects spell 45
Magic defence action; delays spell SL Turns
Notice magical effects, nature, or possession
Magic defence action; returns spell to caster

Range

Damage

Blindness

100

Break Limb

50

varies

Darkbolt

100

37

Shield

self

Smoke
Translocation

self

Yellow Disk

100

William Atherton
Arcanum

Spell Casting Bonus


Casting Actions
Current Repeat
Casting Mod

+25
2

Effects
If targets Con (doubled) roll is less than spellcasting roll target cant see; comat or
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
breaks, inflicting one quarter of his Life Points in damage
One target within 100 feet
Provides Amour Value 14 vs physical attacks; lasts seven Turns or seven attacks,
whichever comes first
Transforms caster to small wisp of smoke which moves very swiftly out of sight
through 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 ground. Lasts SL turns.

Inside, the front door leads to a foyer with a staircase leading


up, a big reception area/drawing room, and a decent sized study
off to the side. A library is located in the back, a dining area,
and a kitchen and pantry. The upstairs has several bedrooms
for Atherton and the servants, guest rooms, some storage, and
maybe a smoking room. The cellar contains a wine room and
more storage areas.

Life Points 77
Drama Points 4
Additional Actions 1 Physical / 2 Mental

Special Abilities

Ability Scores

Dodge / Parry
Awareness
Punch
Ritual Knife

Athertons goal at this point is to get Lord Russel into the


back library so that he can be possessed the hard way. Atherton
realises the coin is probably lost, and that a lengthier summoning and possession must be performed. He places a paralyzed
Lord Russel in a triangle of summoning on a yellow disk of
holding. The magician stands within a magical circle along
with two of his cane gentlemen, and perform the two-hour
ritual of summoning and possession.

The magic circle stores energy and provides Atherton with six
free Success Levels usable two at a time for any spell he casts.
Its also a barrier against physical entry, deflecting spell and
physical missile attacks, and causes 25 points of fire damage to
anyone who crosses it, including any of the ghosts. An Intelligence and Occultism roll informs any Cast Member that the
circle is dangerous, offers great protection, and is hard to break.
To do so requires physically marring or obscuring it in some
manner. It could be scratched or disturbed with a weapon, but
the antagonist suffers the fire damage while doing so and must
beat Atherton in a Willpower (doubled) roll. Success allows
the attacker to roll Dexterity and Athletics with a 6 penalty to
mar the circle. A blast of air does not disrupt the marks as the
magical energy rebound off the barrier. If the group remembers
the gypsys comment that water is their friend they might think
of trying to wash it away. Tossing a pitcher or bucket of water

[ 32 ]

Troubleshooting: If the group decides to reconnoitre and is


discovered, the scene could get a bit dicey as Atherton and his
minions are prepared and ready to fight. Surprise is the Casts
best bet. Feel free to change the exact disposition and numbers
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
Duncannon with Atherton. This makes any attack easier. The
group might also just knock on the door and try and brazen
their way in, though any cane gentlemen who see them immediately attack and let out the alarm.

Viscount Duncannon

Motivation: Follow the masters will and influence


Parliament
Creature Type: Possessed Human

Life Points: 30
Drama Points: 1
Attributes

Str:

Dex:
Con:

2
2
3

Int:

Per:
Will:

Balancing a final battle is sometimes difficultthe use of


Drama Points against the Cast can definitely keep things tense
and in doubt. First time Directors might eliminate the magic
circle entirely to simplify things. Make sure that Atherton is in
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
which, he can take out his ire on the cast.

4
3
4

Ability Scores
Muscle:
Combat:
Brains:

Name

Dodge
Punch

14
15
20

Maneuvers

Score Damage
10
10

If the entire Cast is not present, the opposition should be


similarly weakened. The two cane gentlemen with Atherton
can be aiding in the ritual and unable to act until the circle
drops. Allowing them freedom to attack the Cast highlights
the power of the circle and sets taking it down as the groups
first priority.

Description

Defence Action
Bash

at the floor near the circle negates the magical protection. If


the water is actually tossed at the men in the circle it rebounds
off, being considered a physical attack. Another method would
be to cast Barrier Reduction Bolt against the circle, but there is
a 3 modifier for this and one must beat Athertons spellcasting score of 25. Once the circle is broken, its affects end and
Athertons summoning and possession spell is ruined. This also
frees him to take an active hand against the players. Atherton
does not act against the Cast until the circle is broken as the
possession spell is much more important to him. The two cane
gentlemen with him, however, can cast magic out of the circle
with no detriments.

Another way to help the cast is to have some open water


present, perhaps a large tub for washing dishes in the kitchen,
a horse trough out back near the stables or in front for carriage
horses, if the cast spend drama points for a plot twist, and this
should require two, not just one drama point, perhaps a fire
fighting wagon with a tank of water and some hoses is nearby.
If so, these require two men to pump the water through the
hoses, or perhaps just one very strong one.
Finally, Atherton could have a repeat casting modifier of 2 or
3 to reflect the ritual and other spells he might have previously
cast. This gives William and Tamara a better chance against
him.

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 without 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, Duncannon 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 Viscount 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.

[ 33 ]

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 committed treason by possessing
Viscount Duncannon and
trying to control the ministry. The Home Secretary
is in favor of executing him
immediately, and assuming Bodicea or Nigel wont
kill him, he orders one of
his servants do the deed.
Unconscious cane gentlemen are also similarly dealt
with. Its up to the players
to argue modern sensibilities about the death penalty; the
noblemen can object strenuously or not at the Directors choice.
In this time the death penalty was common for a variety of
crimes, and in the not too recent past for even minor transgressions.

Act Five: Resolution


Tamara: I am one of the Protectors of Albion, and I say this
foolishness is at an end.
Astray, Act VII

Rundown
Once Atherton is defeated, the Cast can interrogate any captives. Atherton reveals all he knows in hopes of more lenient
treatment. Basically Lord Winchester sent Atherton to possess
the ministers and get the route of the Great Western Railway
switched. The ministers should express their thanks for being
rescued from a horrible fate and the Swifts have made a useful
contact within the government that could also lead to further
adventures.

The Aftermath
Assuming the Cast is successful in the final battle, several
loose ends must be cleared up. First and foremost should be
the exorcism of Viscount Duncannon to free him of the Allitra
demons control. Putting the demon back in the coin requires
an Exorcism, but the presence of the sigil-marked coin grants
William and Tamara one free Success Level in performing that
spell.
Afterwards both Lord Russel and Viscount Duncannon
display their appreciation. The First Commissioner of Woods
and Forests remembers everything that happened while he was
possessed and is quite shocked by the experience. Some appropriate roleplaying and perhaps a Willpower and Influence roll
helps settle him down. The Home Secretary conveys that the
Swifts have done him a great service and he wont soon forget
that. They have made an important contact and potential ally.

If for some reason all of the foes are dead, Viscount Duncannon remembers much of what the Allitra demon possessing
him was told, what it intended to do, and should be able to
relate most of the following as well.

More Skulduggery?
The exact reason for Lord Winchesters actions depends on
the Directors future adventures. Here are some questions and
suggestions.
Was Lord Winchester specifically involved with the demons
or was he just using Atherton? Perhaps Atherton or someone
behind him was using Winchesters name as a ruse? Perhaps
this was all to manoeuvre the Protectors into attacking Winchester for some reason.
Why did Lord Winchester want the Railway moved? Was it
because of something in the woods it would go by, say Unseelie
allies? Was it to break ancient spells on the hill to get at something inside? Perhaps something was buried within itan
ancient artifact, a bound spirit, an evil magician or witch.
To twist things, perhaps Winchester is really a good guy helping Seelie faeries in the woods by his estate and hired Atherton
without knowing his methods. After foiling Athertons plans,
the group might have to take his place and help Winchester get
the railway route changed.
The possibilities are endless. The supernatural threats to
Albion never end. A Protectors work is never done.

[ 34 ]

Timothy S. Brannan has worked for universities,


the Navy, dot coms, and mental institutions. Oddly
enough, less than imagined separates these places.
He has graduate degrees in education and psychology, but pushed aside the loving arms of academia,
where he is a professor of statistics, to draft the
Ghosts of Albion role playing game. Amongst other
writings, he is the author of three (soon to be four!)
books on roleplaying witches in various game systems. When not writing, Tim can be found somewhere in the northwest suburbs of Chicago with his
beautiful wife and two wonderful sons.

Credits

Producers: M. Alexander Jurkat and


George Vasilakos
Director: George A Matzen
Writers: Timothy S. Brannan (game rules)
and Garner Johnson (adventure and rules)
Unisystem Game Designer: CJ Carella
Editor: M. Alexander Jurkat
Editing Assistance: David Chapman and
Laura J. Lexander

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, Alaeconomics and history, specialized in military hisbama where she enjoyed an imaginative childhood
tory and has written or edited a number of advenbefore 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
Ghosts of Albion created by Amber Benson and
tele-films. Amongst her film credits are The Crush,
Christopher
Golden
Bye Bye Love, Imaginary Crimes, Latter Days, and
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.
Christopher Golden is a Bram Stoker Awardwinning writer best known for his novels The Boys
Are Back in Town, The Ferryman, Strangewood, Of
Saints and Shadows, the Body of Evidence series of
teen thrillers, and co-author of the youth fantasy series 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.

All rights reserved. Used under license from Amber Benson and
Christopher Golden.
The Unisystem Game System 2004 CJ Carella. The Unisystem is used under exclusive license. Eden Studios, Inc. All
rights reserved.

[ 35 ]

f
Ghosts Albion
of

roleplaying game

Life Points
Drama Points
Experience Points
Additional Actions

Character Name
Character Type
Description

Attributes

Qualities

Skills

Drawbacks

Strength
Dexterity
Constitution
Intelligence
Perception
Willpower

Armed Mayhem
Art
Athletics
Crime
Drive / Ride
Engineering
Fisticuffs
Influence
Knowledge
Languages
Marksmanship
Notice
Occultism
Physician
Science
Wild Card

Monetary Conversion

Useful Information

Observation:
Initiative:
Appearance:
Armour:
Fear:
Survival / KO

Name

To Hit
Bonus

Combat Maneuvers
Damage

Description

4 Farthings / Pence
12 Pence / Shilling
20 Shillings / Pound

Success Level Table

Roll

Total SL Description
9-10
11-12
13-14
15-16
17-20
21-23
24-26
27-29
30-32
33-35
+3

1
2
3
4
5
6
7
8
9
10
+1

Modest
First Rate
Jolly Good
Topping
Brilliant
Extraordinary
Magnificent
Outstanding
Smashing
Ripping

[ 36 ]

Director Quick Sheet

Success Level Table

Range Modifiers Table


Type

Pistol

Flintlock/Musket
Spear (Thrown)

Point
Blank

Short

5
5

25
20

(+1)
3

(0)
10

Base Modifiers Table


Childs Play
Moderate
Average
Challenging
Difficult
Very Difficult
Herculean
Promethean

Roll
Result
9+

7-8

5-6

3-4

1-2

0 or
less

Effect

+5
+3 to +4
+1 to +2
No Modifier
-1 to -2
-3 to -5
-6 to -9
-10 or worse

Medium Long
(-1)
20
50
45

(-3)
40
100
70

Roll
Total

Extreme
(-6)
80
200
100

Monetary Conversion
4 Farthings / Pence
12 Pence / Shilling
20 Shillings / Pound

Fear Table

Okay: The character is doing fine and while


perhaps afraid, hes mastered his fear and can act
normally.
Startled: The character is startled, but not
paralysed, and can act normally. Initiative
is lost, however; the creature wins initiative
automatically on that Turn. Set the characters
initiative to one less than the being that caused
the Fear Check.
Unnerved: The character screams and/or flinches
away. Only defence actions can be attempted on
that Turn and the character cannot go on Full
Defence. She is at 2 penalty for all actions for
the next Turn.
Scared: The character embarrasses himself and
backs away slowly. He suffers a 3 penalty to all
rolls for the next three Turns.
Terrified: The character takes off running for
a full Turn, unless cornered, in which case she
cowers in terror. No attacks are possible, and
defensive actions suffer a 2 penalty. After the
first Turn, a new Fear Test can be rolled (reduce
any penalties by one with each successive Turn
until the character snaps out of it).
Overcome: The character is not in control of his
actions. He may pass out or suffer some other
humiliating fate.

9 - 10
11 - 12
13 - 14
15 - 16
17 - 20
21 - 23
24 - 26
27 - 29
30 - 32
33 - 35
+3

Success
Levels
1
2
3
4
5
6
7
8
9
10
+1

Decription
Modest
First Rate
Jolly Good
Topping
Brilliant
Extraordinary
Magnificent
Outstanding
Smashing
Ripping

Drama Points

Heroic Feat +10 to a die roll or +10 damage


I Think Im Heal half Life Point damage
Okay (round up)
Plot Twist Fate conspires in the players favor
Righteous +5 bonus to all attack actions
Fury (costs 2 Drama Points

Spell Backfire Table

Roll D10 and add the Spells Power Level.


Roll
Total Result
4 or less Phew! Jammy! The spell still works.
The spell is delayed. It appears the spell
failed, but it manifest normally at a time of
5-7
the Directors choosing (ideally, a dramatically
appropriate time).
The spell works, but is less effective than
expected. The duration, damage, area, range,
8 - 10
or effect is halved (if not applicable, the spell is
delayed as above).
The spell works, but the energy damages the
11 - 13 caster. The magician takes five Life Points of
damage per Power Level of the spell.
The spell affects the wrong target (the Director
14 - 15
decides who gets to be the lucky recipient).
Spell has a completely unexpected effect. The
magical energies run rampant, often causing
physical damage to the area or summoning
16+
dangerous entities from beyond our reality. This
can also happen if something disrupts the spell
during a critical point in casting.

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