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GHOSTS OF ALBION ROLEPLAYING GAME Derby Day

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  • Ghosts of Albionroleplaying game

    Derby Day

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    FA

    RulesIntroduction 1

    Background 1Characters 2

    Tamara Swift 3William Swift 5Nigel Townsend 7Queen Bodicea 9Lord Byron 11Lord Nelson 13

    The Rules of Play 15The Basic Roll 15Resisted Actions 15Modifiers 15

    Base Modifiers Table 15Success Level (SL) 15

    Success Level Table 15Penny Dreadfuls 16

    Fear Table 16Combat 16Close Combat 16Ranged Combat 16

    Ranged Modifiers Table 17Damage 17Effects of Injury 17Getting Better 17Drama Points 17

    Uses for Drama Points 17

    Magic 18Spellcasting 18

    Spell Backfire Table 18Repeat Casting 18Dispeling 18Spell Defense 18Defensive Magics 18

    Defensive Magic Types 19Lesser Sensing 19

    Credits 35Blank Character Sheet 36Director Quick Sheet Inside Back Cover

    Derby Day AdventureIntroduction 20

    Plot Synopsis 20Derby Day 21The Cast 21

    Act One: Set-up 22Rundown 22Joining the Festivities 22Class Information 22

    Aristocracy 22Middle Class 23Working Class 23

    The Peoples Charter 24The Cane Gentlemen 24Gypsy Visions 24The Chase Is On! 25

    Act Two: Complications 25Rundown 25Mystic Battle 25

    Cane Gentleman 26The Urchins 26A Finnegan 27

    Act Three: Revelations 28Rundown 28Coachhouse Fight 28The Coin 28

    Brulshar Demon 29Act Four: Climax 30

    Rundown 30Lording Over 30

    Angus MacTaggert 31A Grand Brouhaha 31

    William Atherton 32Viscount Duncannon 33

    Act Five: Resolution 34Rundown 34The Aftermath 34More Skulduggery? 3

    Table of Contents

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    Background Ghosts of Albion takes place in a version of 1839 England, a

    year after Queen Victorias coronation, where magic, the super-natural, and various monsters all exist. Supernatural evil is real and very deadly. Demons, undead, cold-hearted Faeries, were-wolves (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 ob-scure, 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 dark-ness they are likely to follow. Human magicians, poets with oc-cult 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.

    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 embod-ies 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 char-acters 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

    Ghosts of Albionroleplaying game

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    The setting itself is a time of transition and turmoil. The Indus-trial Revolution began in England around forty years ago, but has 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 ac-cepted. 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.

    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.

    The middle class is just forming. Black jack-eted 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 iden-tity 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 posi-tion. 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 overcrowd-ing in ramshackle buildings or tenements is typical. There is a tax on windows so quar-ters 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 magi-cians 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 were-wolf 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 Protec-tors 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.

    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.

    Drama Points are the extra storytelling edge that allows a character to succeed when it is vital or dramatically ap-propriate. 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 charac-ters actions.

    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 spellcast-ing 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.

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    Life Points 39Drama Points 10

    Experience PointsAdditional Actions 1 Mental

    Character Name Tamara SwiftCharacter Type Protector of Albion

    Description See next page

    AttributesStrength 2

    Dexterity 3Constitution 3

    Intelligence 5Perception 3Willpower 6

    SkillsArmed Mayhem 4

    Art 3Athletics 2

    Crime 0Drive / Ride 0Engineering 0

    Fisticuffs 0Influence 3

    Knowledge 3Languages 3

    Marksmanship 0Notice 4

    Occultism 6Physician 1

    Science 0Wild Card 0

    Monetary Conversion4 Farthings / Pence

    12 Pence / Shilling20 Shillings / Pound

    Success Level Tableroll

    total sl Description9-10 1 Modest11-12 2 First Rate13-14 3 Jolly Good15-16 4 Topping17-20 5 Brilliant21-23 6 Extraordinary24-26 7 Magnificent27-29 8 Outstanding30-32 9 Smashing33-35 10 Ripping

    +3 +1

    QualitiesAttractiveness 2 Resourses (Well Off)Bookish Status 3Hard to Kill 3Magic 4Nerves of SteelOccult Library (Impressive)Protector AlbionQuick Reflexes

    DrawbacksAdversary 3 Mental ProblemsHonourable (Serious) (Obsession: Mild)Love (Platonic William) Mental ProblemsMinority (Woman) (Recklessness: Mild)Naive Obligation (Total Albion)

    Useful Informationobservation: d10 + 7 Languages: English, French,

    initiative: d10 + 5 Latinappearance: +1

    armour:Fear: +4

    survival / Ko 12 / 9

    Combat Maneuvers

    name

    to Hit bonus Damage Description

    Dodge / Parry +7 Defence ActionGrapple +5 Resisted by Dodge

    Punch +3 4 BashSword +7 8 Slash / Stab

    Spellcasting +16 Varies By Spell (see next page)Dispel +13 Magic defence action; dispels spell

    Deflect +16 Magic defence action; deflects spell 45Hold +15 Magic defence action; delays spell SL turns

    Lesser Sensing +11 Notice magical effects, nature, or possessionVolley +10 Magic defence action; returns spell to caster

    Ghosts of Albionroleplaying game

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    More about Tamara...Personality

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

    Qualities ExplanationAttractiveness 2: +2 on all social tasks due to her good looksBookish: mental benefits but 1 on all social tasksHard to Kill 3: +3 on Survival TestsMagic 4: +4 to spellcasting and Lesser Sensing; can quick castNerves of Steel: +4 on Fear Tests; only necessary under very unusual circumstancesOccult Library (Impressive): Ludlows old library, shares with WilliamProtector: of AlbionQuick Reflexes: +2 initiativeResources (Well Off): decreased to 30 shillings weekly disposable income because shes a womanStatus 3: upper middle class, 1 because shes a woman

    Drawbacks ExplanationAdversary 3: occupational hazard; Protectors have many enemiesHonourable (Serious): always keeps word and does best to fulfil any promisesLove (Platonic William): Willpower (not doubled) 3 roll to follow head not heart when William is involvedMinority (Woman) 2nd class citizenMental Problems (Obsession: Mild understand magic): trying to figure out some magical problem dominates her life to the exclusion of most other thingsMental 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 thoughtsNave: +2 to others Influence rolls against her, 1 to Knowledge rolls on city and crimeObligation (Total Albion): Protectors duties to their land

    ArcanumCurrent Repeat

    Casting ModSpell Casting Bonus +16 Casting Actions 2

    Spell Name Powe

    rLe

    vel

    Act

    ions

    to

    Cas

    t

    Range Damage Effects

    Exorcism 2 2 10 -- If Spell casting roll is greater than possessing Entities Willpower (doubled) roll, possession is ended.Eldritch Ball

    of Flame 5 1 50 24 + (SL x 2)Small green fireball hits one target within 100 feet; will set flammable objects on fire

    Healing Touch 1 1 touch SLs x 2 Life Points healed; once per target per dayShield 2 1 self -- SLs x 2 AV; protects caster only for SL number of strikes

    Morpheus Repose 1 1 50 --

    Targets Willpower (doubled) vs. spellcasting roll to avoid falling asleep for 1 Min per SL

    Solid Air 3 1 50 --Targets Strength (doubled) vs spellcasting roll to move (can be at-tempted once per Turn); lasts for SL Turns (or until Strength roll succeeds)

    Poseidons Trident 2 1 50 6 + (SL x 3) Spear of water hits one target

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    Life Points 42Drama Points 10

    Experience PointsAdditional Actions 1 Mental

    Character Name William SwiftCharacter Type Protector of Albion

    Description See next page

    AttributesStrength 3

    Dexterity 4Constitution 4

    Intelligence 5Perception 3Willpower 5

    SkillsArmed Mayhem 5

    Art 0Athletics 3

    Crime 0Drive / Ride 1Engineering 3

    Fisticuffs 1Influence 3

    Knowledge 3Languages 3

    Marksmanship 0Notice 2

    Occultism 6Physician 0

    Science 3*Wild Card 0

    Monetary Conversion4 Farthings / Pence

    12 Pence / Shilling20 Shillings / Pound

    Success Level Tableroll

    total sl Description9-10 1 Modest11-12 2 First Rate13-14 3 Jolly Good15-16 4 Topping17-20 5 Brilliant21-23 6 Extraordinary24-26 7 Magnificent27-29 8 Outstanding30-32 9 Smashing33-35 10 Ripping

    +3 +1

    QualitiesHard to Kill 2 Status 4Magic 3 Well Educated 2Nerves of SteelOccult Library (Impressive)Protector - AlbionQuick ReflexesResources (Well Off )

    DrawbacksAdversary 3 Obligation (Major Honourable (Serious) Edinbourgh University)Love (Platonic Tamara)Love (Romantic Sophia)Obligation (Total Albion)

    Useful Informationobservation: d10 + 5 Languages: English, French, * William has a Science

    initiative: d10 + 6 Latin specialization in appearance: Architecture

    armour:Fear: +4

    survival / Ko 11 / 9

    Combat Maneuvers

    name

    to Hit bonus Damage Description

    Dodge / Parry +9 Defence ActionGrapple +7 Resisted by Dodge

    Punch +5 6 BashSword +9 12 Slash / Stab

    Spellcasting +14 Varies By Spell (see next page)Dispel +11 Magic defence action; dispels spell

    Deflect +14 Magic defence action; deflects spell 45Hold +13 Magic defence action; delays spell SL turns

    Lesser Sensing +8 Notice magical effects, nature, or possessionVolley +8 Magic defence action; returns spell to caster

    Ghosts of Albionroleplaying game

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    More about William...Personality

    The twenty-one year old scion of a wealthy London banking family, William is apprenticed to one of the most reputable architects in England. William is the more skeptical than his sister Tamara, and has difficulty accepting his legacy, even when faced with incontrovertible physical and visual evidence. Despite any bickering, however, he loves his sister dearly and is qui-etly proud of her independence and her accomplishments.

    Qualities ExplanationHard to Kill 2: +2 on Survival TestsMagic 3: +3 to spellcasting and Lesser Sensing; can quick castNerves of Steel: +4 on Fear Tests; only necessary under very unusual circumstancesOccult Library (Impressive): Ludlows old library, shares with TamaraProtector: of AlbionQuick Reflexes: +2 initiativeResources (Well Off): three pounds weekly disposable incomeStatus 4: upper middle classWell Educated 2: extra skills

    Drawbacks ExplanationAdversary 3: occupational hazard; Protectors have many enemiesHonourable (Serious): always keeps word and does best to fulfil any promisesLove (Platonic Tamara): Willpower (not doubled) 3 roll to follow head not heart when Tamara is involvedLove (Romantic Sophia Winchell): Willpower (not doubled) 3 roll to follow head not heart when Sophia is involvedObligation (Total Albion): Protectors duties to their landObligation (Major Alma Mater, Edinbourgh University)

    ArcanumCurrent Repeat

    Casting ModSpell Casting Bonus +14 Casting Actions 2

    Spell Name Pow

    erLe

    vel

    Act

    ions

    to

    Cas

    t

    Range Damage EffectsAzure Wave 3 1 50 12 + (SL x 2) Target knocked back SLs x 5 feet; range 50 feet

    Cardeas Passage 1 1 50

    If bolt spellcasting roll is greater than barrier spellcasting roll when erected, barrier drops; will allow a vampire to enter a private dwelling

    Exorcism 2 2 10 If Spell casting roll is greater than possessing Entities Willpower (doubled) roll, possession is ended.Eldrich Ball

    of Flame 5 1 50 24 + (SL x 2)Small green fireball hits one target within 100 feet; will set flammable objects on fire

    Healing Touch 1 1 touch SLs x 2 Life Points healed; once per target per dayShield 2 1 self SLs x 2 AV; protects caster only for SL number of strikes

    Morpheus Repose 1 1 50

    Targets Willpower (doubled) vs. spellcasting roll to avoid falling asleep for 1 Min per SL

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    Life Points 88Drama Points 10

    Experience PointsAdditional Actions 2 Physical

    Character Name Nigel TownsendCharacter Type Vampire

    Description See next page

    AttributesStrength 7

    Dexterity 7Constitution 6

    Intelligence 3Perception 4Willpower 6

    SkillsArmed Mayhem 3

    Art 2Athletics 4

    Crime 2Drive / Ride 0Engineering 0

    Fisticuffs 7Influence 5

    Knowledge 3Languages 4

    Marksmanship 0Notice 4

    Occultism 5Physician 0

    Science 0Gambling 2

    Monetary Conversion4 Farthings / Pence

    12 Pence / Shilling20 Shillings / Pound

    Success Level Tableroll

    total sl Description9-10 1 Modest11-12 2 First Rate13-14 3 Jolly Good15-16 4 Topping17-20 5 Brilliant21-23 6 Extraordinary24-26 7 Magnificent27-29 8 Outstanding30-32 9 Smashing33-35 10 Ripping

    +3 +1

    QualitiesAge ? Mesmerize (Charming Voice)Attractiveness 2 Natural Weapon (Claws)Fast Reaction Time Resources (Well Off )Hard to Kill 2 Status 2Increased Life Points 2 VampireInnate MagicMagic 1

    DrawbacksAdversary 3 Mental ProblemsArchaic 1 (Cruelty: Mild)Covetous (Lechery: Serious) Mental ProblemsHonourable (Minimal) (Laziness: Mild)Love (Tragic Louise) Secret 4

    Useful Informationobservation: d10 + 8 Languages: English, French,

    initiative: d10 + 12 Latin, Spanishappearance: +2

    armour:Fear: +1

    survival / Ko 14 / 12

    Combat Maneuvers

    nameto Hit bonus Damage Description

    Bite +16 21 Slash / StabClaws +14 21 Slash / Stab

    Dodge / Parry +14 Defence ActionGrapple +16 Resisted by Dodge

    Punch +14 14 BashSword +10 28 Slash / Stab

    Spellcasting +12 Varies By Spell (see next page)Dispel +9 Magic defence action; dispels spell

    Deflect +14 Magic defence action; deflects spell 45Hold +11 Magic defence action; delays spell SL turns

    Lesser Sensing +13 Notice magical effects, nature, or possessionVolley +6 Magic defence action; returns spell to caster

    Ghosts of Albionroleplaying game

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    More about Nigel...Personality

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

    Qualities ExplanationAge: Nigel has not revealed his true ageAttractiveness 2: +2 on all social tasks due to his good looksFast Reaction Time: +1 on Fear Tests; +5 initiativeHard to Kill 2: +2 on Survival TestsIncreased Life Points: +20 Life PointsInnate Magic: +3 to Deflect, Lesser Sensing, and MesmeriseMagic 1: +1 to spellcasting; can quick castMesmerise (Charming Voice): if Mesmerise manoeuvre succeeds target is helpless for one Turn; target must hear, but not neces-sarily understand, Nigels voiceNatural Weapon: concealable clawed handsResources (Well Off ): three pounds weekly disposable incomeStatus 2: middle classVampire: 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 ExplanationAdversary 3: various enemies, both personal and due to his vampire statusArchaic 1: has trouble with some modern items or ideasCovetous (Lechery: Serious): resisting this compulsion requires a Willpower (doubled) roll at a penalty of 1 to 3 if the tempta-tion and possible rewards are greatHonourable (Minimal): does not lie or betray friends, loved ones, or people he respectsLove (Tragic Louise): Louise died due to his natureMental Problems (Cruelty: Mild): seldom allows the problem to control him during times of crisis especially when friends and loved ones are involvedMental Problems (Laziness: Mild): seldom allows the problem to control him during times of crisis especially when friends and loved ones are involvedSecret 4: many different secrets, including being a vampire (though William, Tamara and the Ghosts know the truth)

    ArcanumCurrent Repeat

    Casting ModSpell Casting Bonus +14 Casting Actions 1

    Spell Name Pow

    erLe

    vel

    Act

    ions

    to

    Cas

    t

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

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    Life Points 90Drama Points 10

    Experience PointsAdditional Actions 2 Physical

    Character Name Queen Bodicea Queen of the Iceni CeltsCharacter Type Ghost

    Description See next page

    AttributesStrength 0 (6)

    Dexterity 0 (7)Constitution 0 (6)

    Intelligence 3Perception 3Willpower 7

    SkillsArmed Mayhem 8

    Art 0Athletics 6

    Crime 2Drive / Ride 5Engineering 0

    Fisticuffs 4Influence 4

    Knowledge 3Languages 6

    Marksmanship 4Notice 4

    Occultism 2Physician 2

    Science 0Wild Card 0

    Monetary Conversion4 Farthings / Pence

    12 Pence / Shilling20 Shillings / Pound

    Success Level Tableroll

    total sl Description9-10 1 Modest11-12 2 First Rate13-14 3 Jolly Good15-16 4 Topping17-20 5 Brilliant21-23 6 Extraordinary24-26 7 Magnificent27-29 8 Outstanding30-32 9 Smashing33-35 10 Ripping

    +3 +1

    QualitiesAge 10 Increased Life Points 2Athletic Innate MagicAttractiveness 3 Situational AwarenessDaredevilFast Reaction Time

    GhostHard to Kill 4

    DrawbacksAdversary 7 Humorlesss Mental ProblemsAntisocial Impulses Love (Tragic Husband and (Recklessness: Mild)

    (Violence: Severe) Daughters) Mental ProblemsArchaic 3 Mental Problems (Zealot: Deranged)Honourable (Rigid) (Cruelty: Mild)

    Useful Informationobservation: d10 + 7 Languages: English, French,

    initiative: d10 + 14 Gaelic, Latin, Manx, Normanappearance: +3 (can only speak, not write)

    armour:Fear: +1

    survival / Ko 14 / 12

    Combat Maneuvers

    nameto Hit bonus Damage Description

    Dodge / Parry +15 Defence ActionGrapple +13 Resisted by Dodge

    Punch +11 12 BashSpear +15 21 Slash / Stab

    Spear (Thrown) +12 18 Slash / Stab

    Deflect +12 Magic defence action; deflects spell 45Lesser Sensing +10 Notice magical effects, nature, or possession

    Ghosts of Albionroleplaying game

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    More about Queen Bodicea...Personality

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

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

    Qualities ExplanationAge: seriously oldAthletic: 1 to all mental tasksAttractiveness 3: +3 on all social tasksDaredevil: likes to take risksFast Reaction Time: +1 on Fear Tests; +5 initiativeGhost: can move through barriers and even other living humans; can physically attack and be attacked only by supernatural beings and meansHard to Kill 4: +4 on Survival TestsIncreased Life Points: +20 Life PointsInnate Magic: +3 to Deflect and Lesser Sensing rollsSituational Awareness: +2 initiative, +2 to Observation rolls vs. surprise or danger

    Drawbacks ExplanationAdversary 7: Assorted supernatural threats from long existence & lifeAntisocial Impulses (Violence: Severe): Bodicea tends to rush in swinging her spearArchaic 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 onlyHonourable (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 seriousnessLove (Tragic husband and daughters): Everyone she loved is deadMental Problems (Cruelty: Mild): seldom allows the problem to control her during times of crisis especially when friends and loved ones are involvedMental 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 thoughtsMental Problems (Zealot: Serious): may control herself out of fear of being stopped, or discovered by the law, or other major threat, but when no such fear exists, watch out

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    Life Points 60Drama Points 10

    Experience PointsAdditional Actions 1 Physical

    Character Name Lord George Gordon ByronCharacter Type Ghost

    Description See next page

    AttributesStrength 0 (4)

    Dexterity 0 (5)Constitution 0 (3)

    Intelligence 4Perception 4Willpower 6

    SkillsArmed Mayhem 2

    Art 6Athletics 3

    Crime 1Drive / Ride 0Engineering 0

    Fisticuffs 5Influence 4

    Knowledge 4Languages 5

    Marksmanship 2Notice 3

    Occultism 5Physician 0

    Science 0Wild Card 0

    Monetary Conversion4 Farthings / Pence

    12 Pence / Shilling20 Shillings / Pound

    Success Level Tableroll

    total sl Description9-10 1 Modest11-12 2 First Rate13-14 3 Jolly Good15-16 4 Topping17-20 5 Brilliant21-23 6 Extraordinary24-26 7 Magnificent27-29 8 Outstanding30-32 9 Smashing33-35 10 Ripping

    +3 +1

    QualitiesArtist Occult PoetCharisma 2 Quick ReflexesExplorer Reputation / RenownGhost Worldly Hard to Kill 4Increased Life Points 1Innate Magic

    DrawbacksAddiction (Alchohol: Mild) Honourable (Minimal)Adversary 3 Love (Tragic Wives, Lovers)Clown Mental ProblemsCovetous (Lechery: Desperate) (Obsession: Severe)

    Useful Informationobservation: d10 + 7 Languages: English, French,

    initiative: d10 + 7 German, Greek, Latinappearance: +2

    armour:Fear:

    survival / Ko 13 / 9

    Combat Maneuvers

    nameto Hit bonus Damage Description

    Counter +8 / +8 8 Parry, if successful also punch as one actionDodge / Parry +10 Defence Action

    Grapple +7 Resisted by DodgeJab +10 6 Bash; +2 Initiative

    Punch +10 8 BashUppercut +8 10 Bash

    Deflect +14 Magic defence action; deflects spell 45Lesser Sensing +14 Notice magical effects, nature, or possession

    Poetic Suggestion +14 Magic defence action; returns spell to caster

    Ghosts of Albionroleplaying game

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    More about Lord Byron...Personality

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

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

    Qualities ExplanationArtist: has a creative soulCharisma 2: +2 on social tasksExplorer: loves to experience new thingsGhost: can move through barriers and even other living humans; can physically attack and be attacked only by supernatural beings and meansHard to Kill 4: +4 on Survival TestsIncreased Life Points: +10 Life PointsInnate Magic: +3 to Deflect, Lesser Sensing, and Occult Poet rollsOccult Poet: can recite a poem and implant a simple suggestion in a person; cannot be done in combatQuick Reflexes: +2 initiativeReputation/Renown: Little recognized (12 on D10), Good reputation (+2 Influence if recognized)Worldly: has experienced many things

    Drawbacks ExplanationAddiction: (Alcohol: Mild)Adversary 3: Demon LordClown: finds humour in all situations, even inappropriate onesCovetous (Lechery: Desperate): makes lewd comments in most situationsHonorable (Minimal): does not lie or betray friends, loved ones, or people he respectsLove (Tragic): wives, loversMental Problems (Obsession: Severe): fascinated with new things

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    Life Points 53Drama Points 10

    Experience PointsAdditional Actions 1 Physical

    Character Name Lord Admiral Horatio NelsonCharacter Type Ghost

    Description See next page

    AttributesStrength 0 (3)

    Dexterity 0 (5)Constitution 0 (3)

    Intelligence 4Perception 3Willpower 5

    SkillsArmed Mayhem 5

    Art 0Athletics 3

    Crime 0Drive / Ride 0Engineering 2

    Fisticuffs 2Influence 5

    Knowledge 4Languages 4

    Marksmanship 3Notice 4

    Occultism 2Physician 0

    Science 2Wild Card 5

    Monetary Conversion4 Farthings / Pence

    12 Pence / Shilling20 Shillings / Pound

    Success Level Tableroll

    total sl Description9-10 1 Modest11-12 2 First Rate13-14 3 Jolly Good15-16 4 Topping17-20 5 Brilliant21-23 6 Extraordinary24-26 7 Magnificent27-29 8 Outstanding30-32 9 Smashing33-35 10 Ripping

    +3 +1

    QualitiesGhost Soldier (Officer)Hard to Kill 3 Status 4 (Admiral)Increased Life Points 1 Well EducatedInnate MagicQuick ReflexesReputation / RenownSituational Awareness

    DrawbacksAdversary 2 Love (Tragic Mental ProblemsHonourable (Serious) Emma, daughter) (Weak Constitution: Mild)Humorless Mental Problems Physical DisabilityImpaired Senses (Vision) (Cruelty: Mild) (Missing Arm))

    Useful Informationobservation: d10 + 7 (4) Languages: English, French,

    initiative: d10 + 9 Latin, Spanishappearance:

    armour:Fear:

    survival / Ko 11 / 8

    Combat Maneuvers

    name

    to Hit bonus Damage Description

    Dodge / Parry +10 Defence ActionGrapple +9 Resisted by Dodge

    Pistol +8 12 BulletPunch +7 6 BashSword +10 12 Slash / Stab

    Deflect +10 Magic defence action; deflects spell 45Lesser Sensing +10 Notice magical effects, nature, or possession

    Ghosts of Albionroleplaying game

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    More about Lord Nelson...Personality

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

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

    Qualities ExplanationGhost: can move through barriers and even other living humans; can physically attack and be attacked only by supernatural beings and meansHard to Kill 3: +3 on Survival TestsIncreased Life: +10 Life PointsInnate Magic: +3 to Deflect and Lesser Sensing rollsQuick Reflexes: +2 initiativeReputation/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 dangerSoldier: OfficerStatus 4: AdmiralWell Educated: extensive training

    Drawbacks ExplanationAdversary 2: MinorHonourable (Serious): always keeps word and does best to fulfil any promisesHumourless: lacks the ability to laugh at life and takes everything with the utmost seriousnessImpaired Senses (Vision): missing one eye, 3 to vision Observation rollsLove (Tragic Emma, daughter)Mental Problems (Cruelty: Mild): likes to inflict pain and suffering on those who have angered or attacked himMental Problems (Weak Constitution: Mild): 1 to any Constitutionbased rollPhysical Disability (Missing Arm): any task requiring two hands is at a disadvantage (3 or worse) or simply impossible

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    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).

    ModifiersSometimes 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.

    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 influ-ences 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.

    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 RollAll 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 appropri-ate, 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, Ber-nard 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 Dexter-ity (doubled) action for Bernard to keep his balance. Bernards Dexterity is three, so this is doubled to six. A D10 is rolled and comes up six, for a total of 12. The Director informs the player that Bernard wobbles, but is able to keep from falling from the narrow ledge.

    Resisted ActionsSometimes a character attempts something and another char-

    acter 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 suc-cessful character wins. If both rolls are successful, the better re-sult wins. In the case of a tie, the defender (if there is a defender) 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-

    Sample Modifiers TableChilds Play: +5

    Moderate: +3 to +4Average: +1 to +2

    Challenging: No modifierDifficult: 1 to 2

    Very Difficult: 3 to 5Herculean: 6 to 9

    Promethean: 10 or worse

    Success Level TableRoll Total

    Success Levels Description

    9-10 1 Modest11-12 2 First Rate13-14 3 Jolly Good15-16 4 Topping17-20 5 Brilliant21-23 6 Extraordinary24-26 7 Magnificent27-29 8 Outstanding30-32 9 Smashing33-35 10 Ripping36+ +1

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    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.

    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 inten-tions 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 appropri-

    ate 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. Ar-rows and crossbow bolts are parried at a 6 penalty. No character can parry bullets.

    Anyone may attempt to dodge an attack. Dodging hand-to-hand 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 de-fence 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 de-fence actions. No attacks are allowed on any Turn the character is in Full Defence mode.

    Sometimes a character just wants to grab someone. That re-quires a Grapple (Dexterity and Fisticuffs or the Combat Score). The victim resists with a Dodge action. When grappled, the target suffers a 2 penalty to actions that involve the grappled limb (Directors decision), or 1 to all actions if grappled around 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 tar-get 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 Aim-ing roll.

    Fear TableRoll

    Result Effect9+ 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 subse-quent Fear Tests) during the next Turn.

    3-4 Frightened: The character seeks to avoid the situation and suffers a 3 penalty to all ac-tions 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 less

    Overcome: The character is completely overcome. He may pass out, soil himself, or suffer some other debilitating and embarrass-ing fate.

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    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 creaturesfaer-ies, 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 wor-

    thy of the tales we tell about them. A player must announce that his character is using a Drama Point during the Inten-tions 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 de-fence 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, ar-mour, 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 es-cape 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, includ-ing 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.

    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.

    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, multi-plied 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 in-

    jured 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.

    Weapon Ranges TablePoint Blank (+1)

    Short (0)

    Medium (1)

    Long (3)

    Extreme (6)

    Pistol, Regular 3 10 20 40 80Flintlock/Musket 5 25 50 100 200

    Spear, Thrown 5 20 45 70 100

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    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 Qual-ity). 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 other-wise 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 down-side 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 con-sults the Spell Backfire Table below or decide what is dramati-cally 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.

    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 DefenceAnyone 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.

    Spell Backfire TableRoll D10 and add the Spells Power Level.

    Roll Total Result4 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 ap-propriate 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 sum-moning dangerous entities from beyond our reality. This might also occur if something dis-rupts the spell during a critical point in casting.

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    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 pos-sessing entity). Higher Success Levels give clearer results.

    These manoeuvres use Willpower and Occultism, and are modi-fied by Magic levels or Innate Magic. A standard Resisted Ac-tion 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 be-fore 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.

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    IntroductionDerby 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).

    Plot SynopsisThe overall plot of Derby Day revolves around the attempt of

    one William Atherton to pass two specially prepared coins con-taining 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 individ-uals. 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 pos-session ritual.

    The Cast must negotiate the teeming throng at Derby Day and thwart the machinations of Lord Winchesters agent, Mr. Atherton.

    Derby Day~or~

    A Day at the Races

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    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 custom-ers 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 fol-lowing. 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 CastThrough various contacts, William, Tamara, and Nigel have got-

    ten 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 Fa-erie, who explain that their seers have felt a great heat coming from Epsom. Something mystical is happening there involv-ing 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 ad-dress the situation.

    With the previous information in mind, the Cast sets off to Derby Day. They arrive via coach, which Farris, their more-than-capable manservant, has parked and is currently looking after. Nigel has cast his spell and has six hours of protection before he must find darkened shelter. It is about 10:00 am.

    Derby DayThe Derby Day holiday at the centre of this story takes place

    in May 1839, about a month prior to the first anniversary (usu-ally 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 repre-sented, 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 suc-cess with a few thousand arriving by railway. While not a big number for the large throng expected50,000-70,000 to-talthese 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 vil-lage 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 con-tests, tableaux vivant (living picturescostumed entertainers posed in still-life displays), darts and other sporting events, ter-rible 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 establish-ment is running. The general buzz of crowd noise is accentu-ated 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.

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    Act One: Set-upWilliam: Your Lordship, Im quite certain all of this must be a terrible shock to you. I assure you, theres a perfectly reasonable explanation.

    (beat)

    A scientific explanation, really.

    embers, act ii

    RundownThe 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 run-ning 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.

    Joining the Festivities The Cast is presented with a large crowd in

    festive spirits enjoying the day. The Director should relate the cacophony of people and establishments. The Cast can take part in political discussions, watch some of the perfor-mances, bet on the race, or gamble in general.

    They may wish to watch some of the pugilist sparring. If so, Lord Byron comments with some expertise since he was trained by Gentle-man Jackson, a famous champion pugilist. Normally pugilism is fought bare-knuckled and bare-chested in upwards of 50 rounds, each separated by 30 seconds. Each round lasts till someone is knocked down. The sport isnt commonly called boxing yet, and the Marquis of Queensbury rules dont come into affect until 1867. Wrestling holds above the waist are legal and contestants fight in a roped off area about eight feet per side. Derby Day sparring matches are basically best two out of three roundsanyone knocked down twice, or being knocked out, loses.

    The Cast cannot fail to notice the prepara-tions for lunch. This is a very big deal at Derby Day and usually lasts quite some time with various specialties all over the area. Plovers eggs, one-shilling blanc manges of the Gunter School, a variety of cold fruit, and meat pies are among the offerings. Six foot vats ring the finer establishments dispensing the best champagne into gobletsbeer is in abundance, and finer wines are also available. All sorts and selections of food can be found and purchased.

    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.

    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.

    Aristocracy: The dominant subject is the Queens birthday which is 24 May, when she will be only 20. What celebra-tions 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 Min-ister, 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.

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    Talk revolves around the growing scandal that the Rook-eries 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 alle-viated. 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 Com-mission 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 bargain-ing and support the adoption of the National Charter. Such interference is bad in itself; combined with the universal suf-frage proposal, theres no end to the trouble possible. How-ever, 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 desert-ers and their influence has doubtless corrupted the lower provinces of Canada, causing the current problems. Fortu-nately, 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 expe-dited. There are anti-pluralities acts and acts for building and enlarging churches pending in Parliament that need to be ex-panded 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 main-tain 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 six-point platform is of great import to the working class:

    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 influen-tial 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 Parlia-ment 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 construc-tion 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 ridicu-lous 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 preposter-ous. A man with no stake in society, as established by owner-ship 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 Rail-way. 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 self-interest colour their proposal to bring the House of Lords into the process.

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    Naturally, both the middle and upper classes see this move-ment 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 Bir-mingham, will present the petition next month. The Chartists have a booth here along with part of the petition and are ac-tively 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.

    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 ulti-mate 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 impor-tant point is the railway controversy and a Chartist encounter.

    If any pay attention to the pugilism matches, keep Angus MacTaggert (see p. 36) out of sight unless Act Two is immi-nent. 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 GentlemenThis 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 fashion-able 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 ma-lignant. 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.

    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 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.

    thE pEoplEs chartEr

    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 re-sponsive to the people.

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    Act Two: ComplicationsBodicea: So come, then. Attack me. Kill me. But wonder, first, who among you will survive.

    astray, act vii

    RundownA 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 informa-tion 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 gentle-men 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 invis-iblejust 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 Intel-ligence 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).

    She can relate certain information to the group. She sees gold in the future, but not the good kindits impure and corrupt, filthy lucre with undue influence. Smoke and dark-ness looms large and air is not always the answer. The young shall end up leading the old, despite lack of wisdom. Water is a friend this day and the Scotsman who defeated all comers knows what they seek.

    Troubleshooting: Antonias visions are important. Make sure that William and Tamara, or at least one of the pair is en-ticed inside to her them. Perhaps the beautiful young daugh-ter can lure William inside with feminine wiles. Or maybe she can speak with Tamara and appeal to her independent streak. She could say Grandma has seen that the Protectors would be present and would like to see them. Either of these should get one of the Swifts inside.

    The Chase is On! When Act One is ready to wrap up, have everyone congre-

    gate in the pugilism area. Other booths are nearby, maybe near the gypsies, though the Cast does not have to be all 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 twelve-year-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 firebal