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Slot1234567
Slot 1 - Thu 7 pm to 12 am

Agents of Blackmoor - Assignment: RED Dossier
All That Glitters: No One's Business but the Kashfans
Amber the Madlibs Version
Behind the Yellow Wallpaper
Bitches All
Forgotten Scions -- A New Can of Worms
Grimoire
Guns and Glamour
Hot Guys Making Out
Keeping The Peace
Lady Faiella's Finishing Academy: Let's Start at the Very Beginning
Monsterhearts (Game 1)
Night Watch: New Orleans
Nine Princes in Onyx
O2STK: The Subtle Suburban Subdivision
OMENOUS
Pub Theory & Game Crawl 7
Running the Shadows
ShadowWorld Thursday Night
Under Endless Starlight

Game Book - ACNW   2012

Slot 1 - Thu 7 pm to 12 am


Agents of Blackmoor - Assignment: RED Dossier


Game Master Kat Lemmer, Christopher Midyette

  Game may run late into the evening.
Description Agents of Blackmoor -  You are the Magnified, beings of a higher reality whose unusual abilities are the result of an unexpected, and seemingly accidental, surge of multiversal energies.  These powers make you highly sought after by many factions who operate on the highest level of a vast cosmic game. You are servants of the Kingdom of Blackmoor, an ancient realm ruled by King Drake, the first of his name. At some point in your life you have been contacted and aided by a man named Bertram Rand. The debt may be implied, or otherwise, but it is personally binding. When a debt to Rand comes due, lives change forever. Your debt came due some time ago and Rand activated you, bringing you in on the big picture. You now serve Blackmoor as an agent of The Red Dome, a citadel floating on an inverted mountain deep within the spaces between. You are part of a team of agents, and though your backgrounds and magnifications are varied, you each bring something of value to the espionage/investigation game and are expected to function as a team when activated. The Red Dome has many rivals, both within the hierarchy of Blackmoor and without. Its activities are sometimes clandestine, often requiring agents to impersonate legitimate authorities in whatever world they find themselves in to fulfill their mission mandate and find answers. Agents frequently find themselves skirting treaties with foreign powers and playing on the melting edge of a long cold war, sometimes with violent results. Assignment: RED Dossier - Retirement...either dreaded or long-awaited, it's something which most mortals face. For Agents of the Red Dome, it may be anticipated, but it's rarely reached. Those agents who survive to retire were either stationed at a desk for the majority of their careers, seeing minimal (if any) action, extremely lucky, or extremely dangerous. Their histories are detailed within the Dome's personnel files, accessible at various levels of clearance depending on the sensitivity of their contents, but their retirement locations are sealed behind layers of the highest security within the Vault, Isabel Blackmoor's impenetrable data repository. Or at least they were. Recently, one of the most skilled hackers to ever take a crack at the Red Net's defenses managed, against all precautions, to win through and penetrate to the very heart of Intelligence Services. He or she had level 6 clearance (Triarch) access to the Vault for 18.4 seconds, before escaping counter-intrusion's efforts to trace their whereabouts within Web shadow. In the hacker's wake, a program was activated to obfuscate the path taken, and it remains unknown which and how may files they were able to access. Until four hours ago. Several scheduled call-ins by retiree minders have been missed, and Ops Director Bertram Rand now fears that the RED (Retired Extremely Dangerous) Dossier was compromised during the hack attack. The best and the brightest of his agents are called in to investigate, find out who is responsible, and protect the pensioners at all costs. GM Note:  Agents of Blackmoor is a procedural RPG, set in a world created by Kat Lemmer and Christopher Midyette -- two Amber geeks. The game uses a modified Fudge system. Players fill out a questionaire for their characters, each of whom may be a human/humanoid from any Earth type setting. Returning players will receive special consideration. New players welcome.

Setting Post Corwin series. There are three major realms in the multiverse: Thelbane, Amber, and Blackmoor

Character & Player Instructions Players will be sent character quiz. We ask that the quiz be completed as soon as possible. Characters can not be created at the con.

Genre/Type
Adventure / Heroic - Amber with a Twist
Teen Friendly No
Number of Players 2 - 6
Player Preference Returning players have preference, new players welcome.
  Players should contact the GM at 'mordaleah@gmail dot com' prior to the convention.


All That Glitters: No One's Business but the Kashfans


Game Master Jeremy "Bolthy" Zimmerman

  Game may run late into the evening.
Description As the men came at me with swords, I grabbed a mooring line and dove over the railing of the gondola. I looked about frantically as I rappelled down, hoping to find some place of safety on the belly of this zepplin. But all I could see was the sheer wooden hull and clouds below me.

The the rope began to jerk in my hands as someone began chopping at it above me.

Setting In the Golden Circle, several years after the Corwin series but before the Merlin series kicks off. This year will probably start in Begma. 

Character & Player Instructions Players will portray the mid-level movers and shakers in the Golden Circle. This can include spies, pirates, ambassadors, criminal masterminds, whatever. Characters will be made using a grab-bag system derived from the system I've used for Pulp Chaos, but operating at a higher level of power. The game will start in a Golden Circle kingdom, but may range about throughout the rest of the Golden Circle. Character concepts should be built around the idea that you will not be tied to a single shadow.

Though the characters may represent different factions, the core of the game will revolve around a mystery that players are expected to collaboratively work on. Some level of rivalry is fine, but this is not intended to be a
competitive/throne-war style game.

Because I build the plot around the player characters as much as possible, it is vital that you provide your character before the con with enough time for me to integrate him or her. I will reward those who submit early with extra character
resources. Those who fail to provide the character in advance will diminish their experience and probably the experience of others.

Returning players will have a bump in power.

Genre/Type
Mystery - Amber with a Twist
Teen Friendly No
Number of Players 4 - 6
Player Preference Returning players have preference, new players welcome.
  Players should contact the GM at 'bolthy@bolthy dot com' prior to the convention.


Amber the Madlibs Version


Game Master Roberta Tower

Description Random rules! Not only in Amber, but in this game as well. Random locations, events and even dialogue will test the Amberite elders as they begin a madcap journey through Shadow. Welcome to an evening at the improv! This game is a cross between Madlibs and Whose Line Is It Anyway? Locations and situations will be randomly generated, with predictably unpredictable results. Polish up your improv skills and bring your sense of humor. No need to contact the GM before the Con. It wouldn't help you anyway. Characters will be pre-generated Amberite Elders, chosen at - what else - random.

Setting Anytime after the first five books

Character & Player Instructions Pre-generated characters chosen at random.

Genre/Type
Humor / Spoof - Amber with a Twist
Teen Friendly Yes
Number of Players 3 - 6
Player Preference Any
  Players need not contact the GM in advance of the convention


Behind the Yellow Wallpaper


Game Master Mickey Schulz

  Game may run late into the evening.
Description They put you in an asylum, said you were dangerous to yourself and others.  Maybe you are, but only to those things, evil things that only you can see.  Only you can see the true selves behind the facades.  One day, while you are in the asylum, a woman comes to visit you, wearing black mourning clothes.  After the attendants have left, she leans in close and says, "What you see is real.  And I can show you how to kill them."  

Setting Victorian England/US

Character & Player Instructions Character gen before the game.  Email me at mickey.schulz@gmail  I will send you a questionnaire for character creation. 

Genre/Type
Horror - Non - Amber
Teen Friendly Yes
Number of Players 4 - 8
Player Preference Any
  Players should contact the GM at 'mickey dot schulz@gmail dot com' prior to the convention.


Bitches All


Game Master Madeline Ferwerda

Description You're good at what you do. Very good. And now it's up to you and your sisters in crime to trick or swashbuckle or steal well enough to beat King Eric of Amber on the third anniversary of his coronation. The tide of bitter Things from the Valley of Garnath burbles ever higher, and King Eric's pride refuses to admit that he may not be able to turn them back alone. For the glory of it; for the money; out of an enduring lust for revenge... Whatever your motive, you have the audacity to take the King of Amber down a few notches.

Your client has brought you together to effect the rescue of the blind and starved Prince Corwin, and set the kingdom of Amber onto a different path.

Setting This is the City of Amber during the Patternfall War. The waves of demons from the south crash higher and higher every battle, and there seems to be no end to their numbers. Sure, Amber still holds the seas, trading ships still bring their goods to the one city that is at the center of everything... But each month, brave sailors and true fall, stilled, in the blackened dirt of Garnath.

Character & Player Instructions You are nobles, or people of Amber, or mysterious strangers from dark alleys... Possibly dark, Southern alleys. At ACUS I ran this game with the Leverage system, but srsly eff dice. This game will be run diceless, though inspired by Leverage. Grifter, Thief, Intel, Hitter, Forger... These are going to be the stats. I'm allowing for email chargen, so if you really want to stake your claim to one character area, send it to me before I get the general mail out to the group. The general mail will have specific details about points. Anyone who hasn't made a character by the Monday before the con: I will make you a couple characters to choose from, who fit in amongst the others. I don't mind!

The rule of Leverage-the-system that I am carrying over directly into this game is, make sure in the course of the game to make each other awesome!

Genre/Type
Adventure / Heroic - Traditional Amber
Teen Friendly Yes
Number of Players 3 - 5
Player Preference Any
  Players should contact the GM at 'acnw@z-amber dot com' prior to the convention.


Forgotten Scions -- A New Can of Worms


Game Master Dawn Greenlee

  Game may run late into the evening.
Description Brand has been dealt with many sighs of relief from all. Corwin found .. yes .. summoned no less .. he was not pleased with his new NAME! The various new Powers sorted and stabilized.
And finally there be Dragons and a whole lot more out there. Other REALITIES, and they now KNOW that not only that Amber exists but others do as well.
What shall we, the not so Forgotten Scions now -- do? Off to explore? Off to take a much needed R&R? Or was there a loose end, that might be not so loose that is ..yet another worm in the New Can of Ambers.
XP will be awarded for those that send me in something notes wise (if you have any) that you remember your character did, anything you would like to have your character do and -- current versions of your character sheets with notes on where you would spend points if you had them.

Setting Virtually Anywhere -- especially now that it is known that there are more than 1 REALITY with all of its attending Shadows.

Character & Player Instructions Returning Characters Only.

Genre/Type
Adventure / Heroic - Amber with a Twist
Teen Friendly No
Number of Players 2 - 6
Player Preference Any
  Players should contact the GM at 'moonryu@yahoo dot com' prior to the convention.


Grimoire


Game Master Jennifer Edwards

  Game may run late into the evening.
Description It is a time of relative peace and growth in Amber, with unprecedented cultural and economic growth under the auspices of King Random and the powerful Golden Circle. Unfortunately, it is also a time of unprecedented political complexity, with espionage, favor-trading and white collar crime at an equal all time high. Agents for various organizations are in a state of cold war, not least those serving the King's Intelligence Service (assuming such an organization existed) with Amber's Council of Lords and Tradesmen, agents of the Rebman crown with their surface counterparts, and agents of certain influential Golden Circle shadows with each other and with the more politically conscious princes and princesses of Amber.

In the midst of this quiet controversy, a new situation has arisen: an item in Shadow, a Book, with qualities of Shadow-manipulation, cosmic secrets, and powers rumoured to be similar to those of the spikards. Princess Fiona adamantly insists that the book must be brought to Amber for study, and the Intelligence Service (insofar as it exists) cautiously agrees. However, other factions, the Council most vocally, insist the entire thing is superstition or a silly hoax, that such an item could not simply appear out of nowhere with no one ever having heard of it, and refuse to allow 'serious Amberite resources' to be used to investigate it. King Random is reputedly on the fence.

A compromise has been proposed: Queen Moire will fund the expedition, in exchange for the inclusion of one of her top agents in the small group of operatives sent to investigate and if necessary, appropriate, the grimoire. Other agents will be chosen by the Council, the Intelligence service, Princess Fiona, and certain other powerful political entities at court. At least one agent of the blood royal must be included in order to travel safely past the established trade routes of Shadow to the book's current location. Good luck and godspeed.

Setting This is a traditional Amber game, set some years after the culmination of the Merlin chronicles, taking place mostly in the Shadow of Grimorye.

Character & Player Instructions Character types are pretty wide and extensive - come up with a concept you love. Spy/secret agent types, sorcerers or artifact experts, diplomats and assassins would all be quite useful. In addition, the Council is likely to choose the young Amberite they most want out of the city for a while, so a more classic (if roguish) son or daughter of the Elders wouldn't go amiss. Finally, there is a player character position available for the King of Grimorye. Have fun, and come up with the coolest concept you can.

Character creation will be slightly adapted from the standard rulebook and will be based on 100 points, with a five point bonus if I hear from you before October 20th. All characters may be of the Blood of Amber, even if they do not necessarily know it yet. A few Chaosites are also negotiable. I'll send a copy of my house rules for character creation along with my welcome letter. In the meantime, I'm interested in a brief description of who your character is, what his or her strong points and powers are, why he or she is here, who you'd most see him or her working for, as well as one major flaw, which can be personality-based, skill-based or a 'bad-stuff-esque' thing like having a nasty archenemy.

While I definitely want you to create the character you most want to play, try to be somewhat flexible about who you work for, since we'll have to determine who is the agent of what on a somewhat first-come, first-served basis. We'll make sure everyone can have fun and be who they want. ;)

Genre/Type
Mystery - Traditional Amber
Teen Friendly Yes
Number of Players 5 - 7
Player Preference Any
  Players should contact the GM at 'jmenovels@gmail dot com' prior to the convention.


Guns and Glamour


Game Master Clint L. Whiteside

Description The civil war in the summerlands ended with faeries of all sorts escaping as refugees to our world in southern Wisconsin in 1922, after a period of internment they were released into the wider world, with many settling in Chicago. As waves of immigrants on the bottom rung of society often do, many turned to organized crime. Play troll wheelmen, pixie bootleggers, redcap hitmen, and a whole host of other fae palookas in gangland Chi-town.

This is a playtest of the game Mickey Schulz (my wife) is currently writing. It's a hack of Monster hearts and Apocalypse World by Joe Mcdaldno and Vincent Baker, respectively.

Setting 1920s Chicago with faerie immigrants.

Character & Player Instructions Characters will be made at the table, it takes about ten minutes, but anyone who wants a copy of the first draft can ask me and I'll have Mickey send you her latest draft.

Genre/Type
Other; N/A - Non - Amber
Teen Friendly No
Number of Players 5 - 7
Player Preference Any
  Players need not contact the GM in advance of the convention


Hot Guys Making Out


Game Master Ben Lehman

Description Hot Guys Making Out is a yaoi role-playing game, set in the Spanish Civil War, in which a tormented nobleman and his young ward attempt to resist their forbidden love for each other, and fail.

It is for 2-4 players and quite short. We will play 2-3 sessions of the game. Rules will be taught.

Please be aware that this game is very gay.

Setting A small town in the Pyrenees during the Spanish Civil War.

Genre/Type
Other; N/A - Non - Amber
Teen Friendly No
Number of Players 1 - 3
Player Preference Any
  Players need not contact the GM in advance of the convention


Keeping The Peace


Game Master Michael Sullivan

Description The Patternfall War damn near destroyed Chaos.  Damn near destroyed everything.  And so you, a shapeshifted Chaos deep-cover agent in City Amber, have one overriding mandate: Keep The Peace.  Do anything and everything necessary to keep Amber and Chaos from going to war again.  And now some idiots are trying to assassinate Random, trying to get this thing in gear.  You're going to have to fight your bretheren, and do so without tipping off the clueless Amberites to just how many Chaosite infiltrators there are in their homeland.

This is a DICED game based on Apocalypse World.  It will be action-heavy, and, while not comedic, neither is it intended to be terribly intellectual or heavy.  This game is for those of you who want to kick some ass on Thursday night.  It is not intended for those of you who just want to sleep on Thursday night -- please come with a certain level of energy.

Setting Amber City and environs, after the Corwin Chronicles, before the Merlin Chronicles, with a generally pretty traditional cosmology.

Character & Player Instructions Pregenerated characters will be provided in quantities greater than the number of players.

Genre/Type
Adventure / Heroic - Other; N/A
Teen Friendly No
Number of Players 3 - 6
Player Preference Any
  Players need not contact the GM in advance of the convention


Lady Faiella's Finishing Academy: Let's Start at the Very Beginning


Game Master Dawn Vogel

Description By the middle of the first week of classes, you've already seen one of your classmates fake his own death in order to get out of school. It's far too early to tell if he had the right idea or not. After all, you're still not even sure who this Brand character is, and whether or not it's possible that he's Gretchen's mom... At any rate, that entire day of history classes might be enlightening. And what exactly is the Metaphysics class about?

Setting several decades into King Random's reign, ignoring the Merlin series pretty much entirely

Character & Player Instructions Characters will be normal humans between the ages of 13 and 15, about the age most high school freshmen would be. This game will likely be mostly returning characters, so there may be additional restrictions on any new characters, as returning characters already have dibs on some things.

Genre/Type
Mystery - Amber with a Twist
Teen Friendly No
Number of Players 4 - 8
Player Preference Returning players have preference, new players welcome.
  Players should contact the GM at 'scarywhitegirl@gmail dot com' prior to the convention.


Monsterhearts (Game 1)


Game Master Andi Blija

  Game may run late into the evening.
Description "Monsterhearts lets you and your friends create stories about sexy monsters, teenage angst, personal horror, and secret love triangles. When you play, you explore the terror and confusion that comes both with growing up and feeling like a monster."
Monsterhearts is a story game about supernatural romance and teenage desperation -- dark, sexy and feral. Inspired by such shows as Vampire Diaries, True Blood, Buffy, Ginger Snaps and Jennifer's Body.

Setting A town with teenage monsters, likely a high school on (Shadow) Earth. I'll be running this game pretty traditionally, but if all the players feel comfortable with it, we may throw in some Amber reference. ... a version of Merlin in high school, with all sorts of inhuman things? Chaos High School Kids in Trouble? To be determined at game.

Character & Player Instructions No prior knowledge of Monsterhears is needed, characters are generated in-game. There is dice, rules and supplies will be provided. If you like, find out more at http://buriedwithoutceremony.com/monsterhearts/

Genre/Type
Horror - Other; N/A
Teen Friendly No
Number of Players 2 - 4
Player Preference Any
  Players need not contact the GM in advance of the convention


Night Watch: New Orleans


Game Master Eric Todd

Description New Orleans has long been known for its darkness; graveyards, voodoo and sordid sexuality have all drawn their share of tourists to the gaudy lights of Burbon Street. As a member of the New Orleans Night Watch, your task is to keep the peace and to maintain the balance between Light and Dark that the Grand Treaty requires.

You and your Watch kept the Grand Treaty from drowning in the floods of Hurricane Katrina, but now that the waters have receded, it's clear that you remain all that stands between the world and the beginning of the end of all things.

Setting Modern day New Orleans, shortly after Katrina. Set in the world of Lukyanenko's Night Watch. Players do not need to be familiar with the setting. 

Character & Player Instructions Returning players are welcome to use their characters from last year. New players will be asked to fill out a short character quiz before the game, centering around who your character is, what they're good and bad at, why they're in the New Orleans Night Watch and what their occult abilities are. Every character will have significant occult abilities, though none will have major-league powers.

Genre/Type
Adventure / Heroic - Other; N/A
Teen Friendly No
Number of Players 5 - 7
Player Preference Any
  Players should contact the GM at '' prior to the convention.


Nine Princes in Onyx


Game Master John Kim

Description By some accounts, Onyx was created when the rainbow serpent gave grandfather Daquain the jewel - and from that he carved the primal Pattern.  But the future is being threatened now that prince Keyon has returned to vie for the throne.

This is a re-imagining of Amber with different cultural roots.  Like Zelazny, it isn't a particular real-world mythology, but it draws on various myths - just different ones than unicorns and knights on horses.  It is set at the parallel time to the first Amber books, as prince Keyon returns to Onyx after long absence.

This will be character-heavy, run using a variant of traditional Amber Diceless rules.

Setting The stronghold of Onyx, at the center of all universes.

Character & Player Instructions Pre-made characters will be available, or players may pick a parallel to a canonical Amber character to flesh out themselves.  Send a preference and any general ideas first to get further instructions.  

Genre/Type
Adventure / Heroic - Amber with a Twist
Teen Friendly No
Number of Players 4 - 6
Player Preference Any
  Players should contact the GM at 'jhkim@darkshire dot net' prior to the convention.


O2STK: The Subtle Suburban Subdivision


Game Master Emma Sansone

  Game may run late into the evening.
Description Since the events at Edgefield on Hallowe'en 2011, the Portland branch of the MiddleMen (and MiddleWomen - but alas, it's a rather old-fashioned Organization, though still Too Secret To Know) have saved the earth, or at least Multnomah County, several times. Not that anyone has noticed. But that is as it should be: you are preserving the illusion of safe normality for the majority of human beings. Ida is as bad-tempered as ever; your mentor, Wendy Watson, has not returned from the mission she set out on a year ago. In the course of your work over the past year, you have come across leads and rumours here and there, suggesting that the Edgefield event (dismissed as a collective hallucination and damage from burst gas and water pipes) may have wide-ranging connections.

Setting A present-day Portland that is home to a franchise of The Jolly Fats Wehawkin Temp Agency - a cover for The MiddleMen - Fighting Evil So You Don't Have To. (If you haven't read the MiddleMan comic or seen the sadly short-lived TV series, they are worth hunting down with your mighty google-fu.)

Character & Player Instructions Characters are human, no older than mid-20s; they know each other, they live in the same building, and they have abandoned their crappy temp jobs to join The Jolly Fats Wehawkin Temp Agency. Rules are ADRPG with slight modifications, new players please contact me for details. Returning characters get 5 MiddlePoints to add to stats or buy cool stuff - please let me know.

Genre/Type
Adventure / Heroic - Non - Amber
Teen Friendly Yes
Number of Players 4 - 7
Player Preference Returning players have preference, new players welcome.
  Players should contact the GM at 'emma@campobianco dot com' prior to the convention.


OMENOUS


Game Master Drew Wood

  Game may run late into the evening.
Description 1948.  The Second Great War is over.  Europe is tattered, but not completely broken.  The Kingdom of America is readjusting to peacetime.  The Red Menace of Mexico is fueling passions and fears.  Science seems to offer a bright and shiny future.  The Atomic Age begins.  
Characters, many of the veterans find themselves in service to the Ministry of Science of the Grand Duchy of New Orleans.  There is much to study, explore, and discover as a new age begins.  Mysteries, and threats can be found on many new fronts now that the war is over. 

Setting The Kingdom of America, circa 1947.  

Character & Player Instructions Characters are built off of a questionnaire. Points, questions, and how they all work will be sent to players before the Con.  The quiz is long, and will take time.  People unwilling to fill it out and get it back before the con should not sign up.  Long answers are preferred. Magic is real but not a mundane part of life.  Characters without flaws are not welcome. 
Further information can be found at omenous.proboards.net.   Characters from last years 'Prelude' or regular OMENOUS game are welcome to return. 

Genre/Type
Exploration - Non - Amber
Teen Friendly Yes
Number of Players 4 - 10
Player Preference Returning players have preference, new players welcome.
  Players should contact the GM at 'xexorg@gmail dot com' prior to the convention.


Pub Theory & Game Crawl 7


Game Master Leslie Lightfoot

  Game may run late into the evening.
Description Mixing single malt and story share, chablis and character agency, pale ale and play balance -- the 7th annual Pub Theory & Game Crawl will be taking to the various drinkeries of the Edgefield once again this year.  This "game" is dedicated to visiting every open bar of the Edgefield before last call.  Perfect for the slow-starter, those new to the Edgefield grounds or those who just love to talk games and gaming.

As always, I will stand the first round and the evening goes from there.

Setting Black Rabbit Bar, McMenamins Edgefield, Troutdale Oregon, USA --  7pm, Thursday Nov 8 2012.  After that?  Who knows.

Character & Player Instructions Be One.

Genre/Type
Other; N/A - Other; N/A
Teen Friendly No
Number of Players 4 - 20
Player Preference Any
  Players need not contact the GM in advance of the convention


Running the Shadows


Game Master Ryan Craig

Description Oi chummer! Mr. Johnson is paying top nuyen for the best team of runners to swipe a magical cyber prototype from Amber Industries. They weren't available so you lot will have to due. Case the joint, plan the mission, get in, get the dingus, and get out. 

We will be using a variant of Wilderness of Mirrors, where players have some narrative control. This will be a very rules-lite Shadowrun heist with some ties to Amber. 

Setting A high tech dystopian Shadow where magic has returned, bringing with it elves, orks, trolls, dwarves and other paranormals. A world where mega-corporations fight a shadow war using cybernetic and magical mercenaries for fun & profit.

Character & Player Instructions Players take on the role of face, street samurai, shaman, rigger and thief, each with a hidden agenda to add extra conflict during the heist. Characters are partially pre-generated, but players will have flexibility to style them to their preference. 

Genre/Type
Sci-Fi / Futuristic - Amber with a Twist
Teen Friendly No
Number of Players 4 - 6
Player Preference Any
  Players need not contact the GM in advance of the convention


ShadowWorld Thursday Night


Game Master Edwin Voskamp

  Game may run late into the evening.
Description ShadowWorld is a diceless roleplaying game based in our world, except that, under the facade of media, politics, political correctness and 'reality' there is an Underworld where strange things happen: psionic powers, ancient secrets, dark conspiracies that are hidden from or dismissed by the general public. The players are psionically gifted operators of a secret organization sent on a mission. Though an ongoing world setting, it is an episodic campaign: new players are welcome.

The game has come to deal with (myths and legends regarding) the origins of reality, deities, monsters, and religions.

CONTENT WARNING: ShadowWorld involves many adult themes, in particular, if you take (your) religion seriously, playing ShadowWorld likely is not for you.

Setting The real world in the current day, with a few changes (e.g. Quebec, Ontario the provinces east of it became a country and, with Cuba, Ecuador and Vanuatu, formed a Commonwealth). For (much) more detail, see http://mainline.shadowworld.org/forums/ and read the 'Public Knowledge' forum.

NOTE: Contact me by email (gm [at] shadowworld [dot] org) to get access.

For returning players:

In the last year (real world, and game time: they're reasonably caught up), the Summer Sidhe invaded the Sithen of the Winter Court, 10% of Reality was destroyed (the High Queen and Artur had a child), which, amongst other things, brought down the end of the universe, and turned out to be the walls of the Prison of the Gods. They were mended, but the original Gabriel got out, as well as a non-human underwater god ... Preemptively, King Solomon got killed, but a massive alliance took of enemies assaulted CIRCLE HQ, freeing YHWH. Nell set off the self destruct, which changed reality where CIRCLE HQ was, trapping Simon. YHWH got rebound. In a massive battle at Megido, Gabriel got killed (Howard Storm ate him), while Isis and the Egyptian Pantheon returned.

In other news, Jeremiah became a Sun God (or the daemon Mandjet, the Boat of a Million Years that Ra drove the sun around in during the day), Harry Kincaid became human, Howard Storm a Master Vampire, Prester took on the Godhood of the White God, Dr. Heinz took on the captaincy of Nathan, the old ship in the moon.

And everyone's favorite CIRCLE ally, Mab, traded some help for a major Sidhe artifact, the sword Fragarach.

Character & Player Instructions You can play any character with regards to background, skills, etcetera, as long as your background makes you suitable to be recruited by a US-based organization. Your character will have one or more psionic powers. You can find the rules for these at http://mainline.shadowworld.org/forums/files/shadowworld_corerules_r8v3.pdf. You have TWENTY-SIX points to create your character's powers.

Genre/Type
Adventure / Heroic - Other; N/A
Teen Friendly No
Number of Players 2 - 8
Player Preference Returning players have preference, new players welcome.
  Players should contact the GM at 'gm@shadowworld dot org' prior to the convention.


Under Endless Starlight


Game Master Katherine Nyborg

  Game may run late into the evening.
Description In the Shadows of Faerie, all is not well. Inky darkness flickers at the edge of sight and the Fell creep across the land, stealing dreams and, some say, souls. Strangers, haloed in a golden light, bring visions and turmoil as they cut paths through the world.  The Enchanted Wood, the center of all that is Faerie, stirs, and its denizens are the stuff of nightmares.

Queen Ella reigns alone, grieving, in Castle Adamant.  Her husband, the King, was laid to rest after the Fell slew his hunting party a fortnight ago.  Now her daughters, the Princesses Rosella and Blanche, are missing, their party waylaid outside the Enchanted Wood, most of their company slaughtered.  The Queen's Advisors, General Benedicte and the Marquis of Argent, Brandwell are careful with their words, but you, the Queen's Champions, know they have little hope of the girls' safe return.

Benedicte departs soon to push back the Fell who gather in force in the Vale, the gateway to Argent and the capitol city.  He and Brandwell called you back from your adventures.  You are the Queen's Champions, and Faerie's need is great.

*This is a re-imagining of the game of the same title run at ACNW '06.  If you played then, you're more than welcome to return, though many plot points will be the same.

Setting In the realm of Faerie, somewhere out in Shadow.

Character & Player Instructions Characters must be taken from a fairy or folk tale (any country of origin).  Please no "gods" or other "all powerful" beings.  You get 1 Amber-level stat, 2 Chaos-level stats, and 1 Human stat.  Based on your character's story of origin, pick two skills and two powers they might have.  Also, pick one thing your character REALLY TRULY WANTS.  This can come from the story, or from the backstory you make for your character.  Run it all by me, and voila!  Extra love if you send me a character picture.

Two Hasty Examples:  
Cinderella:  Skills -- Disguise, Making Something from Nothing.   Powers -- Talk to Animals,  Song of Enchantment.  Really Truly Wants to be an independent woman.

Puss In Boots:  Skills -- Dashing Swordscat,  Lands on Feet.   Powers -- Extreme Jumping,  Silver Tongue Trickery.  Really Truly Wants to be human chevalier, not just a talking cat.

Genre/Type
Adventure / Heroic - Alternate Amber
Teen Friendly Yes
Number of Players 3 - 6
Player Preference Any
  Players should contact the GM at 'kath dot nyborg@gmail dot com' prior to the convention.
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