Albion - free introduction, RPG, [różne]

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Albion
Celtic fantasy roleplaying in a once and future Britain
An introduction to Albion
Silver Branch Games
Writing, design, layout, tea, procrastination
Tim Gray
Feedback and testing – previous editions:
Ian Charvill, Steve Collington, Darren Coutts,
John Harris, Kevin Heeley, Steve Kinley, Tim
Partridge, Stefan Scrivener, Justin Shelton.
Art
Cover background and page frame by Sade
Map reformatted by Ralf Schemmann
Mark Huffman
Nicolai Nickson
Scott Purdy
Pawel Dobosz, Sylwia Siwiec and Maciej
Zagorski of The Forge Studios
Jonny Gray
Andy Hepworth
Storn Cook
Rick Hershey (inc from Standard Stock Art: Issue 1
by Small Niche Games)
Some artwork copyright William McAusland, used
with permission
Aon Cari Celtic font by Cari Buziak
Knotwork fonts by Todd Hallock
Parchment by WeeWarriors
Feedback and testing – reforged edition:
Bill Kokal, Adam Krump, Dain Lybarger, Paul
Mitchener, Tim Partridge, plus various convention
folks.
Thanks to all the above. Also to the past and
present inhabitants of Britain for help with the
setting.
Dedicated to Steve Kinley, one of the godfathers to
Albion over many years, who never got to see this
book. And to John and Tim for relentless
encouragement.
Disclaimer: although partly inspired by modern-day
fact, especially in the geography section, this is a
work of fiction. If the setting refers to your home
town as a den of foul sorcerers, please don’t take
this as a slur. Just bolt the door.
© Tim Gray 2011. All rights reserved, though you
may make copies of character sheets and reference
tables for personal use.
www.silverbranch.co.uk
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CONTENTS
Introduction
4
Workings of the Web
76
Halfmagic
77
Threats
78
Time
78
L
The Book of Birch
Beginnings
Athletics
80
Size
81
5
Combat
82
Special situations
82
Record of an address by
6
The gear of battle
83
Justin Rosemary
Who are these people?
Healing
86
8
Combat example
87
What is the world like?
10
Hordes
88
Map
11
Renown
90
Rules basics
16
Dishonest deeds
92
Fighting basics
18
Social conflicts
93
Magic basics
20
Trade
94
Currency bars
95
Objects
96
%
The Book of Holly
Character creation
Legendary objects
97
23
U
The Book of Rowan
Magic and mysticism
Making a character
24
Occupation and skill tables
26
99
Blank character sheet
27
Elements
28
The Web
100
Concept
28
Threads of Gold and Silver
100
Attributes
28
Web attacks
105
Skills
30
Spell magic
107
General knowledge
32
Casting
107
Investigation
34
Working with magic
111
Making an impression
36
Spell list
114
Quirks
38
Adding your own spells
114
Feats
42
Spell names and realms
115
Weavings
45
On illusions
129
Occupation programmes
46
On shapeshifting
137
Finishing off
66
On spirit binding
140
Character example
67
Ogham
145
Animal Spirits
152
^
The Book of Alder
The workings of the world
!
The Book of Ash
The world of Albion
71
157
Fire and Destiny
72
Fire
72
Life in Albion
158
Destiny
73
Social position
158
Non-player characters
75
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Resources and technology
159
The Druid Order
239
Trade
160
The Powers of Annwn
240
Geasa
161
Places
241
Communication and travel
162
Inspiration & reference
242
Festivals
164
Aldercombe – a sample adventure
245
Administration
165
Law
167
Index
250
Guilds
170
GM reference sheets
254
The Land
173
Alba
174
Gaelic
175
Anglia
176
Cymru
178
Cymraeg
179
Kent
180
Getting started
with this book
Mercia
182
Northumbria
184
Wessex
186
The Isles
188
London
190
This is a
roleplaying game
: a sort of interactive
storytelling where you and your friends play
through the adventures of a set of imaginary
characters, making up the story as you go
along.
Inhabitants
191
Animals
191
Animals by size and terrain
192
Woses
196
Wose speaker
200
Wastelanders
201
If you’re new to Albion
, read the
Book of Birch
first. That gives an overview of the main
elements of the setting, plus the basics of the
rules, in just a few pages. If you’re going to use
a character someone’s made for you, there’s
enough there to start playing and fill in the
gaps as you go.
Warp Power (Quirk)
203
Perils of the Wastelands
204
The Book of Willow
Otherworlds
c
205
If you’re a player
, the
Book of Holly
tells you
how to make a character to play. The
Book of
Alder
tells you more about how rules for
specific things work, and the
Book of Rowan
tells you about magic-related stuff – you can
look up the bits that are relevant to your
character. The rest of the book is mainly for
the GM.
Abred
207
The land that is no land
207
Spirits
210
Creatures of Abred
212
Energy Feed
218
Annwn
219
The Otherworld
219
Creatures of Annwn
221
If you’re running the game
(the “GM”), you
should read the more detailed rules on how to
do stuff in the
Book of Alder
and the
Book of
Rowan
(but not necessarily all the spells). The
Book of Spindle
is specifically aimed at helping
you to plan and run a game. It might be good
not to let the players read too much about the
setting, so you can reveal it as you go.
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The Book of Spindle
Game Master’s resources
229
Running the game
230
Planning stories
234
Style and theme
234
Factioneering
236
The Prophecy of Ash
237
Elements
238
3
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