Professional Documents
Culture Documents
of
roleplaying game
Derby Day
Table of Contents
Introduction
Rules
Background
Characters
Tamara Swift
William Swift
Nigel Townsend
Queen Bodicea
Lord Byron
Lord Nelson
Resisted Actions
Modifiers
Penny Dreadfuls
Fear Table
Combat
Close Combat
Ranged Combat
Damage
Effects of Injury
Getting Better
Drama Points
Magic
1
2
3
5
7
9
11
13
15
15
15
Lesser Sensing
Credits
Blank Character Sheet
Director Quick Sheet
21
20
The Cast
21
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
Middle Class
Working Class
18
Defensive Magics
Derby Day
Plot Synopsis
15
15
Repeat Casting
Spell Defense
20
15
18
Dispeling
Introduction
Spellcasting
Gypsy Visions
Mystic Battle
Cane Gentleman
The Urchins
A Finnegan
22
22
23
23
24
24
24
25
25
25
25
26
26
27
28
Rundown
28
The Coin
28
Coachhouse Fight
Brulshar Demon
Lording Over
Angus MacTaggert
A Grand Brouhaha
William Atherton
Viscount Duncannon
28
29
30
30
30
31
31
32
33
34
Rundown
34
More Skulduggery?
The Aftermath
34
Ghosts Albion
of
roleplaying game
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.
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.
[ ]
f
Ghosts Albion
of
roleplaying game
Life Points 39
Drama Points 10
Experience Points
Additional Actions 1 Mental
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
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
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
+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
Drawbacks Explanation
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
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
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
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
+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
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
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
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
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
[ ]
f
Ghosts Albion
of
roleplaying game
Life Points 88
Drama Points 10
Experience Points
Additional Actions 2 Physical
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
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
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
+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
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
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
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
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
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
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
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
+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
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
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
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
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
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
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
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
[ 11 ]
a
Personality
Byron lives on not only in his poetry, but also in his creation of the Byronic herothe persona of a brooding melancholy
young man, forever pondering a dark mysterious past. How much of this brooding personality was due to the darker forces
Byron no doubt knew existed is debatable. Still, in death he still fights for liberation of a greater kind, as one of the defenders
of Albion.
Note that as with all ghosts, purely physical attacks by non-supernatural beings cannot affect Byron. He too cannot affect
purely non-supernatural opponents. Byron is invisible to mortal eyes unless he chooses to be visible (this does not take an
action and requires no roll). All supernatural creatures (vampires, faeries, demons, etc.) can see ghosts whether they are visible
to humans or not.
Qualities Explanation
Artist: has a creative soul
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
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
Honorable (Minimal): does not lie or betray friends, loved ones, or people he respects
Love (Tragic): wives, lovers
[ 12 ]
f
Ghosts Albion
of
roleplaying game
Life Points 53
Drama Points 10
Experience Points
Additional Actions 1 Physical
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
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
Name
Dodge / Parry
Grapple
Pistol
Punch
Sword
Deflect
Lesser Sensing
To Hit
Bonus
Useful Information
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
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
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
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 ]
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.
+5
+3 to +4
+1 to +2
No modifier
1 to 2
3 to 5
6 to 9
10 or worse
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 ]
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).
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.
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
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.
[ 17 ]
Getting Better
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.
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
[ 18 ]
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~
Introduction
Plot Synopsis
[ 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.)
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 ]
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.
[ 22 ]
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.
[ 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.
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
[ 24 ]
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.
Rundown
Mystic Battle
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 ]
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
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
Range
Damage
Blindness
100
--
Darkbolt
Rectangle of
Force
Smoke
Translocation
100
37
50
33
self
--
Yellow Disk
100
--
Cane Man
Arcanum
+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.
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 ]
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 ]
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
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.
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.
[ 28 ]
Attributes
Str: 7
Dex: 7
Con: 7
Int:
Per:
Will:
Special Abilities
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
4
3
6
Ability Scores
Claws
Dodge / Parry
Horns
Description
26
33
Range
Damage
Pain
100
10
Smoke Cone
Smoking
Hand
23
touch
Brulshar
Arcanum
+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,
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.
[ 29 ]
Rundown
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.
[ 30 ]
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
Maneuvers
Damage
Description
/16
22
15
17
Defence Action
Defence Action
Bash
Bash; +2 Initiative
Bash
+18/+24
/19
+16
18
Angus MacTaggert
Bash
Life Points 80
Drama Points 4
Additional Actions 1 Physical
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 ]
Attributes
Str: 4
Dex: 5
Con: 3
Int:
Per:
Will:
7
4
8
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
Range
Damage
Blindness
100
Break Limb
50
varies
Darkbolt
100
37
Shield
self
Smoke
Translocation
self
Yellow Disk
100
William Atherton
Arcanum
+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.
Life Points 77
Drama Points 4
Additional Actions 1 Physical / 2 Mental
Special Abilities
Ability Scores
Dodge / Parry
Awareness
Punch
Ritual Knife
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 ]
Viscount Duncannon
Life Points: 30
Drama Points: 1
Attributes
Str:
Dex:
Con:
2
2
3
Int:
Per:
Will:
4
3
4
Ability Scores
Muscle:
Combat:
Brains:
Name
Dodge
Punch
14
15
20
Maneuvers
Score Damage
10
10
Description
Defence Action
Bash
[ 33 ]
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 ]
Credits
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
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 ]
Pistol
Flintlock/Musket
Spear (Thrown)
Point
Blank
Short
5
5
25
20
(+1)
3
(0)
10
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
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