Table of Contents

Rules Derby Day Adventure Credits 1 Introduction 22 About the Creators 1 Image of Derby Day 22 Introduction 2 Plot Synopsis 22 Background 2 Derby Day 22 Image of Queen Victoria 3 The Cast 23 Characters 4 Act One: Set-up 24 Tamara Swift 5 Rundown 24 William Swift 7 Joining the Festivities 24 Nigel Townsend 9 Class Information 24 Queen Bodicea 11 Aristocracy 24 Lord Byron 13 Middle Class 25 Lord Nelson 15 Working Class 25 The Rules of Play 17 The People’s Charter 25 The Basic Roll 17 The Cane Gentlemen 26 Resisted Actions 17 Gypsy Visions 26 Modifiers 17 The Chase Is On! 27 Base Modifiers Table 17 Act Two: Complications 28 Success Level (SL) 17 Rundown 28 Success Level Table 17 Mystic Battle 28 Penny Dreadfuls 18 Cane Gentleman 29 Fear Table 18 The Urchins 30 Combat 18 A Finnegan 30 Close Combat Sample18 Act file Three: Revelations 31 Ranged Combat 19 Rundown 31 Ranged Modifiers Table 19 Coachhouse Fight 31 Damage 19 Brulshar Demon 32 Effects of Injury 19 The Coin 33 Getting Better 19 Drama Points 19 Act Four: Climax 34 Uses for Drama Points 20 Image of Derby Day Race 34 Rundown 34 Magic 20 Lording Over 34 Spellcasting 20 Angus MacTaggert 36 Spell Backfire Table 20 A Grand Brouhaha 36 Repeat Casting 20 Viscount Duncannon 37 Dispelling 21 William Atherton 38 Spell Defense 21 Defensive Magics 21 Act Five: Resolution 39 Defensive Magic Types 21 Rundown 39 Lesser Sensing 21 The Aftermath 39 Blank Character Sheet 40 More Skulduggery? 39 Director Quick Sheet II

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

1 Tamara Swift: Well, something foul is afoot. For more information on the Ghosts of Albion RPG, Let’s have a look! kindly visit http://www.edenstudios.net. For more information on the Ghosts of Albion universe, please —Embers, Act I visit the Ghosts of Albion website at http://www. Sampleghostsofalbion.net file Introduction Background Welcome to the Ghosts of Albion RPG introductory demo pack! hosts of Albion takes place in a version of hese pages provide all that’s needed to begin 1839 England, a year after Queen Victoria’s telling tales and battles evil forces in the uni- coronation, where magic, the , verse of Ghosts of Albion. Gather a few friends and various monsters all exist. Supernatu- Gral evil is real and very deadly. Demons, undead, and a 10-sided die or two and get ready to Tplay. If that kind of dice cannot be found (look in any cold-hearted Faeries, werewolves (called ferals), and good adventure game store), a deck of cards (face or many other creatures stalk the wilds or fringes of suit cards removed and shuffled) will do in a pinch. humanity. Fortunately, the soul of each land empow- ers a human or two with great magical abilities to One amongst you should take on the role of Direc- fight against these forces of darkness. These people tor—the one that actually runs the game, keeps the are called Protectors, and they wield powerful spells. story moving, and embodies everyone who is not Although it is a time when many people still believe a Cast Member. This person should read all the in superstitions, the Protector’s role is still a secret rules laid out here and the specifics of the adven- one, not widely recognised, acknowledged, or ap- ture Derby Day (see p. 22). The others play the Cast preciated. Members—the characters actually participating in the events of the game. They can read the rules portion The Protectors are not alone in their fight, however. of this pack and should be provided with copies of They are aided by the ghosts of fallen individuals, the Original Cast (see pp. 5-15). They should not be they famous or obscure, who have the power read the adventure (that will spoil the excitement of to come when called and affect other supernatural the game). beings even while most of humanity can’t see them.

2 Some faeries can also be counted on for aid. These and granted a higher income than most ever hoped supernaturals are more benign, or at least realise that to see. The middle class is searching for identity and our world and theirs are connected and if mankind has turned to the idea of propriety, doing what is becomes corrupted or falls into darkness they are expected in terms of religion, marriage, and personal likely to follow. Human magicians, poets with occult actions. The middle class also desires the right to skills, or simply ordinary people with a sense of duty vote and to influence the nation’s future. towards Jolly Old England also assist. The working class is in a One may even find miserable position. They an unusual vampire toil up to 14 hours a day whose conscience for six days a week. Wages and ethics are stron- are low and the cost of food ger than normal for high due to tariffs on im- their race. ported grain. Many are on the brink of starvation. Life The setting itself is short, brutal, dirty, and is a time of transi- overcrowding in ramshackle tion and turmoil. buildings or tenements is The Industrial typical. There is a tax on Revolution began windows so quarters are in England around small, lightless, and filthy. forty years ago, Open air dunghills exist in but has not run its many of the courtyards in course yet. Over poor sectors and the sewers half of the popula- are woefully inadequate. tion is still living in Whether the working classes rural areas. There will revolt as they did in are only around 200 France in 1830, ally with the miles of railways. middle class to take power Steam power has from the aristocracy, or wal- been harnessed for low in their own misery is some textiles facto- yet to be determined. ries and a limited number of steam This miasma is thickened ships, but has gen- further by the various erally not become machinations of evil powers. common place yet. Sample file Demon Lords like Balberith London is lit mostly seek to enter into man’s by oil lamps—gas world to spread evil and light is reserved chaos. Powerful vampires for the main streets pass amongst humanity and theatre district, with goals of their own, and is not widely Queen Victoria feeding off the mortals, yet accepted. This is maintaining the secrecy of not the time of Jules their existence and actions. Verne, H.G. Wells, Sherlock Holmes, or Jack the Rip- Evil magicians abound, some serving the Demon per, but that of Charles Dickens. The English Empire Lords, others form their own orders trying to increase is nowhere near as extensive as it will become later, their wealth, power, and control over human affairs. and the urge to colonise and explore is in abeyance Mix in random packs of ferals—savage werewolf till the home situation can be stabilised. creatures that kill and rampage, dark-oriented ghosts that feed off the living, evil faeries such as goblins, Life is changing for every class in England. The and all manner of legendary creature that would do upper class faces challenges to its privileged posi- mankind harm. tion. While deference still exists, wealth can now be acquired through business and various trades, not At this point in time, perhaps more than any other, just land. the Protectors and their allies are hard pressed to keep evil at bay. Beset by change within society, by The middle class is just forming. “Black jacketed” supernatural and mundane plots, and by conspiracies work like that of clerks, bookkeepers, and other mid- and crises, the course of humanity itself hangs in the dle managers, along with a demand for specialists balance. in engineering, management, chemistry, and many other industries has pushed the need for education

3 Characters

n a role playing game the players, except the Di- rector, 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 Icharacters to play, but to test the waters the original cast will do nicely. All characters have Attributes—basic physical and mental abilities. They are Strength, Dexterity, Con- stitution, 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 character’s Life Points are exhausted she is at or near death. Drama Points are the extra storytelling edge that al- lows a character to succeed when it is vital or dramat- ically appropriate. Starting Drama Points are based on the Character Type, but go up and down through- out an adventure as they are spent and earned by the character’s 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 character’s 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 abilitySample to sneak file around in the case of Athletics and Crime), the Direc- tor decides which applies in any given situation. Manoeuvres are a list of a character’s most used actions, broken down between mundane actions on top and magical ones on the bottom. Their associated scores are already calculated. Some characters know spells that they can use with a spellcasting roll. Some of their effects are based on the Success Levels (SL) of that roll. The following Original Cast Members are provided to get the group playing as quickly as possible. The Director should hand them around to the players or have each one select which Cast Member they wish to play. There are notes for each, describing the starting situations and personalities of each for the included adventure.

4 Life Points 39 Drama Points 20 Experience Points Additional Actions 1 Mental

Character Name Tamara Swift Character Type Protector of Albion Description See next page Attributes Qualities Strength 2 Attractiveness—2 Quick Reflexes Dexterity 3 Bookish Resourses (Well Off) Constitution 3 Hard to Kill—3 Status—3 Intelligence 5 Magic—4 Perception 3 Nerves of Steel Occult Library (Impressive) Willpower 6 Protector—Albion Skills Drawbacks Armed Mayhem 4 Adversary—3 Mental Problems Art 3 Honourable (Serious) (Mild—Obsession) Athletics 2 Love (Platonic—William) Mental Problems Crime 0 Minority (Woman) (Mild—Recklesness) Drive / Ride 0 Engineering 0 Fisticuffs 0 Influence 3 Useful Information Knowledge 3 Observation: d10 + 7 Languages: English, French, Languages 3 Initiative: d10 + 5 Latin Marksmanship 0 Appearance: +1 Notice 4 Armour: Occultism 6 Fear: Sample+4 file Physician 1 Survival / KO 12 / 9 Science 0 Wild Card 0 Combat Maneuvers To Hit Monetary Conversion Name Bonus Damage Description 4 Farthings / Pence Dodge / Parry +7 — Defence Action 12 Pence / Shilling Grapple +5 — Resisted by Dodge 20 Shillings / Pound Punch +3 4 Bash Sword +7 8 Slash / Stab

Success Level Table Spellcasting +16 Varies By Spell (see next page) Roll Success Counterspell +13 — Magic defence action; dispels spell Total Levels Description Deflect +16 — Magic defence action; deflects spell 45˚ Hold +15 — Magic defence action; delays spell SL turns 9-10 1 Modest 11-12 2 First Rate Lesser Sensing +11 — Notice magical effects, nature, or possession 13-14 3 Jolly Good Volley +10 — Magic defence action; returns spell to caster 15-16 4 Topping 17-20 5 Brilliant 21-23 6 Extraordinary 24-26 7 Magnificent 27-29 8 Outstanding 30-32 9 Smashing 33-35 10 Ripping +3 +1

5 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 family’s business, fortune, estate and legacy—the legacy of the Protectors of Albion. Called “Tam” by her brother William, Tamara chafes under the society perception that she should be a second class citizen.

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

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

SampleArcanum file Spell Casting Bonus +16 Casting Actions 2 Current Repeat Magic Threshold PL 2 Magic/Quick Cast Level 4 Casting Mod

Repeat Casting Spell Name Power Level Actions to Cast Range Damage Effects If SLs greater than possessing entity’s Willpower, posses- yes Exorcism 5 5 10’ -- sion is ended Eldritch Ball of Small green fireball hits one target; will set flammable yes 5 1 100’ 24 + (SL x 2) Flame objects on fire yes Healing Touch 3 3 touch -- SLs x 2 Life Points healed; once per target per day no Shield 2 1 self -- SLs x 2 AV; protects caster only for SL number of strikes Target’s Willpower (doubled) vs. spellcasting roll to avoid no Sleep 2 1 50’ -- falling asleep for half hour per SL Target’s Strength (doubled) vs spellcasting roll to move yes Solid Air 4 1 100’ -- (can be attempted once per Turn); lasts for SL Turns (or until Strength roll succeeds) Poseidon’s yes 3 1 100’ 6 + (SL x 3) Spear of water hits one target Trident

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