Game Book - ACNW 2009

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Thursday, November 5, 2009 - 7pm to midnight

Anarchy in the U.K.: God Attack the Queen...
 

GameMaster: Dawn Vogel

   
  Teen Friendly? Yes

Game Description: Other; N/A -- Non-Amber

Puttin' the PUNK into steampunk... oi oi oi...

You've heard rumors from time to time that people from the upper classes have been replaced with androids to extend their "life," but never before has the replacement been so high placed. The Queen is dead, so they say, and the person that England defers to now is said to be one of these androids. The monarchy is bad enough, but being ruled over by a steam-powered mechanical Queen? Something must be done, and you're just the folks to do it. Down with the system! Expose the Queen for what she is! Long live anarchy!

Setting: An alternate past in which the Victorian era meets anachronistic advances in technology.

Character Instructions: Characters all need to have anarchistic tendencies, punk sensibilities, and/or a simple desire to see the monarchy out of power and replaced with something "better." Character creation will be handled over E-mail before the con, and will be a homebrewed variation on the basic Amber system.

Player Information: Minimum: 3 Maximum: 5 Players are requested to contact the GM(s) prior to the convention: Dawn Vogel, scarywhitegirl [at] gmail [dot] com

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Bliss Stage: After the Fall
 

GameMaster: Ben Bernard

   
  Teen Friendly? No

Game Description: Dark / Grim -- Non-Amber

The world ends, right now. All adults fall into the bliss forever, never to awaken. We, the children, are left behind to scrounge for food and survival, waiting for the day we grow too old and fall into the final sleep.

After two years, the aliens show themselves. Giant robots roam the land and our dreams, hunting us all. Food becomes scarce.

After three years, humanity is completely driven off the face of the Earth. Forced to hide in tunnels and in crumbling buildings we live in fear of the day the remotes will come for us.

After five years, a group of fighters manage to take out one of the remotes. We learn its secrets and prepare for the coming battle.

It is now year seven after the fall, and we're finally ready to take back Earth. Armed with chimerical mecha built from our passions and hope, there is no way we can fail. As long as our love prevails, nothing will stand against us.

---

This game will be played with Bliss Stage, a great game by Ben Lehman. We will play children dream-mecha pilots attempting to take back the earth. Game play centers around the relationships between the children, and the battles they fight. Mecha are made from the strength of relationships, so expect some deep emotional play as well as some awesome bomb-pumped missile laser mecha combat. This is completely non-Amber based. There will be some shared narration pieces, so come with your creative caps on. Come and try out one of the best recent indie RPGs!

Setting: Set 7 years in the future of our world

Character Instructions: In email before the con we will create characters, a whole group of pilots, anchors, and secondary characters (we will all play several characters). Rules are fairly easy to understand, and you need no prior experience.

Player Information: Minimum: 3 Maximum: 7 Players are requested to contact the GM(s) prior to the convention: Ben Bernard - amberconnw [at] benjaminbernard [dot] com

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The End of Everything
 

GameMaster: Thaddeus Rice
**Game may run late into the evening.**

   
  Teen Friendly? No

Game Description: Dark / Grim -- Amber with a Twist

Fault lines are appearing throughout shadow, powers flickering and fading, the jewel of judgment grows dim. It is as foretold, the universe is ending. King Llewllyn II, Emperor of the Dominion of The Pattern, King of Amber, has summoned you, the most powerful elder Amberites still alive for one last mission: Find out who is responsible and make them pay.

The only problem: it might be you. After thousands of years of immortal existence, maybe you've grown tired of it all, maybe you've slowly gone insane, maybe you had a cunning plan that went horribly awry, maybe this is the ultimate act of vengeance, or maybe you're just a nihilist.

With your character proposal send in a detailed motivation for why YOU want to destroy the Universe and how far you are willing to go.

Setting: Thousands of years after the reign of Random I, in a multiverse dominated by the Pattern and The Rule of Amber. A rule that stretches from the Imperial Seat in Castle Amber, past the Golden, Silver, Bronze, and Brass Circles, around the valley of Ygg, and right up to the shores of Chaos.

Character Instructions: Each player takes the role of an immortal Amberite who may have decided to destroy everything.

Characters will be built prior to the game using 250 points and may be of your own design or aged versions of "named" Amberites from the established Amberverse. All characters are expected to have basic Pattern imprint. Other abilities are as per the rules, with Advanced mastery and other "special" abilities being limited and determined prior to the game by "first come first served" polls on yahoo. More detailed character gen. rules sent via email.

Given the date, power, and extent of the game, it is safe for you to assume all sorts of details about the universe, and a familiarity with the history of amber and various plots to destroy, such that you may "make up" almost anything about the past in relation to your character and his/her bloodline.

Character work prior to the Con is essential. Player Information: Minimum: 4 Maximum: 7

Players are requested to contact the GM(s) prior to the convention: Contact me and send a brief character description and your possible Motivation for wanting to destroy the Universe and how far you are willing to go. I will then send folks detailed chargen instructions.

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Forgotten Scions: To Rescue Random or Not -- that is the Question
 

GameMaster: Dawn Greenlee

   
  Teen Friendly? No

Game Description: Other; N/A -- Amber with a Twist

King Random has been kidnapped at the New Orleans Ren Faire, and now its up to the Forgotten Scions of Amber to decide, do they rescue Random or decide there is someone better for the Throne of Amber or something else all together different.

Setting: Start out briefly at the New Orleans Ren Faire, and then moves beyond to Amber at the least -- where else after that is up to the characters.

Character Instructions: Open to New Players.

Please contact the GM for character information. Now this is Amber with a twist, so along with Amber abilities, I allow quirk/talents other uniqueness for each character.

Note this is a recurring campaign that is open to new characters as well. If any new players sign up for this slot, I will need a good week before Con to get their characters into position to start. Player Information: Minimum: 3 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: Contact Dawn Greenlee at moonryu [at] yahoo [dot] com

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Fun Must Die
 

GameMaster: Drew Wood
**Game may run late into the evening.**

   
  Teen Friendly? No

Game Description: Other; N/A

Chow Yat Fun must die! So you have been told. And you are to make sure of it.

You are an enforcer, wetwork specialist, troubleshooter, killer, assassin. You work for an organization whose scope and power you have stopped trying to grasp. There is the job and you are good at it. This may be your most challenging job yet. You must work with others, and the deadline is brutal. Can you succeed in time?

Setting: This game takes place in 'our' world. Or at least the world of crime film and tv. Characters are all members of a shadowy criminal or governmental agency determined to shape the world in its pattern. Happy shiny characters need not apply.

Character Instructions: Characters should be built on 75 pts using ADRP stats. NO POWERS. Characters will also be asked to have a signature method of killing and a tag line. A 3 to 5 point questionnaire will also be used to add some depth to the characters.

Player Information: Minimum: 4 Maximum: 8 Players are requested to contact the GM(s) prior to the convention: Drew Wood at xexorg [at] gmail [dot] com

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Giants In the Playground
 

GameMaster: Lee Short & Melissa Kocher

   
  Teen Friendly? Yes

Game Description: Humor / Spoof

It's Friday night, and the Amber geeks are gathered around a gaming table to play some D&D. Merlin is the dungeonmaster, Mandor plays a brawny barbarian, and Corwin plays a wanton succubus.

Giants In The Playground will be a spoof of D&D tropes and the social foibles of roleplaying. D&D 4E rules will be used; some player knowledge will be expected. D& D characters are based on characters from Rich Burlew’s “Order of the Stick” webcomic (http://www.giantitp.com/Comics.html).

Setting: Dara's Basement

Character Instructions: The players should email the GM with their first three choices of Amberites (listed below with their D&D characters). The Amberites' player characters will be generated by the GM.

Mandor (Thog, half-orc barbarian)
Jurt (Belkar, halfling ranger)
Random (Elan, half-elf bard)
Dara (Haley, half-elf rogue)
Flora (Hilgya, dwarven cleric)
Julian (Leki Windstaff, gnome druid)
Benedict (Miko, human paladin)
Bleys (Nale, human rogue)
Luke (Roy Greenhilt, human fighter)
Fiona (Vaarsuvius, elven wizard)
Martin (Yek-yek, kobold rogue)
Corwin (Sabine, succubus)
Gerard (Durkon, dwarven cleric)
Julia (Celia, sylph)
Gilva Hendrake (Therkla, ninja)

Player Information: Minimum: 4 Maximum: 10

Players are requested to contact the GM(s) prior to the convention: Lee Short, blackcat [at] pro [dash] ns [dot] net

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GM Egomaniacal
 

GameMaster: Kath Nyborg

   
  Teen Friendly? Yes

Game Description: Exploration -- Non-Amber

Be a GameMaster, or just look like one! This loose, free-form game is all about YOU as a GM, and the expansive possibilities of role-playing. Hilarity (and a mystery) ensue!

(Originally run by Erick Wujcik during a brief over-nighter in Seattle in August of 2006, this off-the-cuff, low-key, puzzle-solving, RP romp in modern times was just too. much. fun. Sharing this piece of Wuj extemporanea needs to happen so others can pass along the goodness.)

Setting: November 2009, in a hotel room in the Edgefield Inn, in Troutdale, Oregon.

Character Instructions: If you had the opportunity to play this with Erick (or another GM), please take a pass on this game. Once you've played it, you already know how it goes. It's a come-as-you-are game, so no characters need to be created ahead of time.

Player Information Minimum: 4 Maximum: 7

Players need not contact the GM(s) in advance of the convention.

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Kissed by Chaos
 

GameMaster: Jennifer Zimmerman, Chris Lightfoot
**Game may run late into the evening.**

   
  Teen Friendly? No

Game Description: Humor / Spoof -- Amber with a Twist

The dirty minds behind last year’s “Brand and Fi Make a Porno” are back at it with a bigger, longer, harder entry into the same slot!

Amber Family Jewelers is better than ever with the Acquisition of the Jewel from Judgment and a few creative hires. Now a business partner, The Chaos Corporation, has invited the executives for a luxurious weekend retreat at the fabulous Club Thellbane. Of course, since Amber Jewelers exists in a Shadow known as the Porniverse, a private paradise created by Corwin for the express purpose of physical pleasure, the weekend promises any number of forbidden delights – and surprises.

Setting: The Porniverse, a 24/7 Adults-Only Shadow.

Character Instructions: *Returning Players Only.*

Player Information: Minimum: 6 Maximum: 10

Players need not contact the GM(s) in advance of the convention.

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Objects of Obsession: Key to excess
 

GameMaster: Stephen Acton

   
  Teen Friendly? No

Game Description: Tense / Real-time -- Non-Amber

The Objects are real, you've held them in your hand, felt their power, and still hear their silent call. What will you do to keep the Object of your Obsession?

This is a continuation of a story arc started at ACNW'08. New players are welcome and encouraged. This setting allows for the easy integration of new characters and plots into they existing main thread.

Setting: Objects is set in a modern day world much like our own with a slightly darker tone.

Character Instructions: Character creation will be an interactive process between the GM and players via email before the con. I'll ask you to describe what your character does and we'll take it from there. Once the players are selected, I will send out more creation details.

This is the first of two independent sessions of Objects. Players are welcome in both games.

Objects of Obsession is based on the SciFi Channel mini-series, The Lost Room. It is not necessary to have seen or be familiar with The Lost Room to participate in, and hopefully enjoy, this game.

Player Information: Minimum: 3 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: sacton99 [at] gmail [dot] com, 262-388-3659

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Pub Theory & Game Crawl 4
 

GameMaster: Leslie Lightfoot
**Game may run late into the evening.**

   
  Teen Friendly? No

Game Description: Other; N/A -- Other; N/A

Our quest – illuminating conversations in a convivial atmosphere. Our goal – drink in every bar at the Edgefield before last call. Our single unifying spirit – “Hey, hey, hey – you, you ‘member that (hic) time Benedict had Corwin backed up against the Abyss and (hic) and....”

Well, perhaps not *that* much spirit. The Pub Theory & Game Crawl is my annual warm-up to AmberCon Northwest. Sign up to explore the various watering holes at the Edgefield. Meet up with friends old and new, and discuss our mutual passion: gaming.

As an added bonus, I will by the first round.

Setting: McMenamins Edgefield, Black Rabbit bar starting at 7pm. Thereafter, roaming loose around the Edgefield grounds.

Character Instructions: Be one.

Player Information: Minimum: 2 Maximum: 10

Players need not contact the GM(s) in advance of the convention.

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The Rocky Horror Chaos Show
 

GameMaster: Murray Writtle (The Narrator)

   
  Teen Friendly? No

Game Description: Humor / Spoof -- Amber with a Twist

Let me take you, if I may, on a strange journey. It was a Dark and Stormy night, when Brad of House Majors and his fiancée, Janet of House Weiss, got caught in a Logrus Storm outside a dark mysterious Ways very far from anywhere. There was a Light in the Darkness...

Setting: Long before Amber came into existence, out in the far reaches of Chaos, one dedicated (mad) Chaos Lord seeks to create the perfect Creature. But even here he cannot escape the long arm of chaotic politics...

Character Instructions: Characters are semi pre-gen. No Pattern (duh!) but plenty of other stuff going on. Are you Brad of House Majors, Janet of House Weiss, Riff-Raff, Magenta or Dr. Frank'n'Furter of House Transylvania, Eddie or Dr. Everett of House Scott or the strange creatures known only as Columbia and Rocky! Extra points for costumes, props, soundtracks and any other general silliness. No replica weapons or riding motorbikes inside the buildings at Edgefield.

Player Information: Minimum: 6 Maximum: 9

Players need not contact the GM(s) in advance of the convention.

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ShadowWorld (Thu)
 

GameMaster: Edwin Voskamp
**Game may run late into the evening.**

   
  Teen Friendly? No

Game Description: Dark / Grim -- Other; N/A

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.

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, though there has been a lot more terrorist activity observed and a few major changes: Quebec, Ontario the provinces east of it became a country and, with Cuba, Ecuador and Vanuatu, formed a Commonwealth. Terrorists detonated a nuclear weapon in Japan and China sent military units for humanitarian support. Germany, Italy, France, Israel and a few others went to war over the Ark of the Covenant, with Israel threatening the use of nuclear weapons. China forcibly deported all Christians. And then, recently, it got worse, much worse. For (much) more detail, see http://mainline.shadowworld.org/forums/ and read the 'Public Knowledge' forum.

NOTE: To avoid spambots and to maintain player privacy, contact me by email (gm [at] shadowworld [dot] org) to get access.

Character 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 seventeen (17) points to create your character's powers.

Player Information: Minimum: 2 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: Edwin Voskamp, gm [at] shadowworld [dot] org

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Sign of the Unicorn and Zombies
 

GameMaster: Madeline Ferwerda, Michael Sullivan

   
  Teen Friendly? Yes

Game Description: Other; N/A

Osric and Finndo, dead centuries. Mirelle, dead scores of decades. Bleys, dead five years. Eric, dead a week. Caine, dead yesterday. You might be a bit concerned about the accelerating pace of Amberite mortality if you thought of it in those terms, but there's a lot else on your mind.

Corwin's caretaker government: how will you position yourself in his push for the throne? His fuzzy soldiers with guns: what will that mean for the future of Amber? Last week's devastating push by the creatures that come from the Black Road: will you be able to defeat them forever? What are they, anyway? Who is the "Amber will be destroyed" Pattern-walker? Is Oberon dead? Why hasn't Brand been around? What are your siblings lying to you about, and why?

The low sounds of moaning, bourne on occasional breezes from the city, don't even register.

Setting: This game starts the day after Corwin told you about the death of Caine, which was apparently not at all his fault. You're to be at the castle for an evening meeting. Here's your chance to be first person on Gerard's mugging and the library scene and all the rest... Or to do something completely different.

Secrets from the books revealed after this point can't be relied on. For example, Ganelon may not be Oberon.

Character Instructions: You'll play pregenerated versions of the elders. Available elders are: Benedict, Corwin, Deirdre, Flora, Fiona, Gerard, Julian, Llewella, and Random. Send Madeline mail with your top 3 choices after the game assignments go out.

This is a time in Amber's history when the talk about fratricide is more than talk. Life is cheap. With that in mind, we would like you to send us blurbs on two citizens of Amber who your elder cares about. If a knifeman in your bedroom manages to do you in, you will continue on thusly... Otherwise, a gruesome fate most likely awaits those unfortunates.

Player Information: Minimum: 3 Maximum: 9

Players are requested to contact the GM(s) prior to the convention: Madeline Ferwerda, acnw09 [at] z [dash] amber [dot] com

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Friday, November 6, 2009 - 9am to 1pm

Aurellis - The First One
 

GameMaster: Tim Hart

   
  Teen Friendly? No

Game Description: Other; N/A -- Non-Amber

This is the first of several independent Aurellis game slots at this con - players may try and sign up for as many as they wish.

Starting out in a world very similar to ours, this game has evolved as the characters have discovered a multitude of other worlds, and powerful beings that consider themselves superior to the locals.

Now, the special operations section, somewhat loosely associated with the FBI, is the last great hope for Earth, keeping the world safe from others, keeping the people of Earth safe from the truth, and increasingly keeping themselves nicely supplied with the booty and loot which seems to naturally occur when dealing with mega powerful interdimensional criminals and enemies - I mean - we can't hand it in, can we? We'd have to explain where it came from them...

Setting: New characters start out on Earth, modern day, with some reason to have come to the attention of the Spec Ops section of the FBI (X-Files), either as a straight recruit or as someone with some 'special' talent, that would be useful.

Character Instructions: Characters will be created by use of an email quiz, which must be completed before the con. While points exist, they will not be known to the players, and may be awarded arbitrarily by the GM depending on game events. Existing characters may get some development, depending on what they have been doing.

Player Information: Minimum: 4 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: tim [at] fugfue [dot] org

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A Cosmic Encounter
 

GameMaster: Anne Goldberg, Don Ide
**10:00 am Start-Time**

   
  Teen Friendly? Yes

Game Description: Sci-Fi / Futuristic -- Amber with a Twist

The royal families of Amber and Chaos are on constant lookout for good followers.

Recently you have discovered a fascinating shadow which holds a race of beings that is perfect for your goals. They are loyal, love you, and have unique abilities waiting for you to harness.

Unfortunately, it has recently come to your attention that others have discovered the same shadow. They to have found other races of followers on different worlds to serve them.

They may be rivals (or worse family), but one thing holds true: It's time to form alliances (and betray them as needed), pile your followers into space vessels, and claim this shadow as your own.

Setting: Players take on the role of a character from the Amber Chronicles while we play a slightly modified version of the board game Cosmic Encounters.

Character Instructions: Please contact the GMs with your top 5 character choices. (Please rank in order of preference.)

Player Information: Minimum: 4 Maximum: 9

Players are requested to contact the GM(s) prior to the convention: Anne Goldberg: frzn [dot] one [at] gmail [dot] com Don Ide: wistol_logrus [at] yahoo [dot] com

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The Drifter's Escape
 

GameMaster: Ben Lehman

   
  Teen Friendly? No

Game Description: Other; N/A -- Non-Amber

Men walkin' 'long the railroad tracks
Goin' someplace there's no goin' back
Highway patrol choppers comin' up over the ridge
Hot soup on a campfire under the bridge
Shelter line stretchin' round the corner
Welcome to the new world order
Families sleepin' in their cars in the southwest
No home no job no peace no rest

--Ghost of Tom Joad, by Bruce Springsteen

Tonight, somewhere in America, a homeless drifter blows into town, looking for a place to sleep or a warm meal or just a stop on his way to God knows where. But this town will present the drifter with unexpected danger and unexpected opportunity. Confronted by a choice between two evils, the drifter must choose, find his own way, or escape.

We will generate the characters and setting in play. No familiarity with the system is required. A certain amount of improvisational skill is helpful, however, you can get by without it.

One player will have a more central role. This will be voluntary, depending on who's feeling like it at the time.

Setting: America, somewhere, tonight.

Character Instructions: Characters will be made before we play

Player Information: Minimum: 2 Maximum: 6

Players need not contact the GM(s) in advance of the convention.

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Friday Morning Board and Card Games
 

GameMaster: Jason Ray

   
  Teen Friendly? Yes

Game Description: Other; N/A -- Other; N/A

The annual short board and card games slot, bring your own favorite short game or select from some that I'll drag along. New games are always welcome, and we'll also have some old favorites available as well.

The main focus is on games that can be played in one hour or less. Definitely contact me in advance if you'd like to arrange to play a longer game. I'm up for it, but we would need input from the group - or a big enough group that we can split up into multiple games.

Setting: Set in a Shadow of Earth, the time line has advanced to approximately early November 2009.

Character Instructions: Limited to Earth residents of the early 21st century with a mania for gaming.

Player Information: Minimum: 2 Maximum: 20+

Players need not contact the GM(s) in advance of the convention.

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Get Shao-Ji
 

GameMaster: Madeline Ferwerda

   
  Teen Friendly? Yes

Game Description: Sci-Fi / Futuristic -- Non-Amber

The Unification War wasn't one of those terribly shiny wars like they sing about, not even for those of you on the winning side. There was one death, though, that you can be proud you had a part of. You helped wipe Alliance Lieutenant Shao-Ji Huang off the ass of the 'verse.

Which means you weren't best pleased at the Unification Day reunion, when in the midst of another round of "Miranda... What the hell? Feng le", Chuy comes up and says, "Say, I saw that lieutenant you used to rant about... Huang? What a houzi de pigu! Didn't you say he was dead?" No. Apparently he's mixed up in something criminal, hiding on New Melbourne... And still breathing.

So now you're taking a bit of time to look in on dear old Shao-Ji. If he knows it was you what helped his shuttle explode, well, somehow you doubt that you could make the Alliance understand that he needed killin'. If he doesn't... Either way, saying goes, if you're going to do a job, best do it right.

Setting: This is a Firefly game set a few months after the events of "Serenity". I'm using the Firefly timeline found here: http://www.mts.net/~arphaxad/firefly.html. The Unification War started in 2506, ended in 2511, and today it is 2518 or so. In 2508, Shao-Ji was the only person on a shuttle that blew up lifting from the battlefield on Santo. Such a terrible incident. War is hell.

Character Instructions: Characters were members of, or closely associated with, the Alliance military during the Unification War. You all know each other, you all have a reason to want Shao-Ji Huang dead, and you all took a stab at it.

If you would like to build a character to suit yourself, that will happen in group emails before the con. If you don't have time, I will build you someone who fills niches not covered by other players. The questions every character will answer are: what niche do you fill in this expedition; what did Lt. Huang do to push you to murder; what were you in the war and what are you now? We'll use the Amber attributes.

Player Information: Minimum: 3 Maximum: 6

Players need not contact the GM(s) in advance of the convention.

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The Kolvir Prince, Part 1
 

GameMaster: Pôl Jackson
**This is the first part of a two-part game, so make sure you sign up for Part Two in Slot 3**

   
  Teen Friendly? Yes

Game Description: Other; N/A -- Alternate Amber

"My children..."

The Trump contact is faint, but the presence is unmistakable, even after all these long years: King Oberon, your father.

"My children. A sorcerer from the Courts of Chaos has taken Castle Amber, and his demons overrun Kolvir. This so-called 'Kolvir Prince' is somehow suppressing the Pattern. We are no longer able to walk the shadows, and all paths to Amber are closing. I lay upon you this task: ascend Mount Kolvir, and slay this upstart Prince.

"I know you have been in exile these long years, and may not care what happens to me or to Amber. Know, then, that if you aid me, I will restore you to your rightful station in Amber, if that is what you wish. In addition, I will grant a single boon to the group who succeeds in slaying this 'Kolvir Prince'. I do not offer this boon lightly. Remember the great power I wield, both as King of Amber and as master of the Pattern. I am weakened now, but will return to full strength once the Kolvir Prince is slain.

"If you will aid me, then return to Amber at once. Meet your siblings there, and fulfill the task I have laid before you. Go!"

* * *

This game uses the rules in "The Mountain Witch" RPG, adapted for Amber. Familiarity with the rules is not necessary to play. It's an extremely rules- light system, and uses a "trust points" mechanic that helps keep things interesting.

Setting: In this version of Amber, we're wiping clean the old history and starting with a blank slate. The characters and the setting are the same, but nothing in the books ever occurred. These characters have their own histories, rivalries, plots, and entanglements. Perhaps in our Amber, Corwin and Eric are best of friends; perhaps Gérard is hated by all. We'll develop these connections and rivalries during play.

Character Instructions: You will be playing a prince or princess of Amber from the books, one of the thirteen "elder Amberites". You and your siblings have been in exile for many years, either against your will or self-imposed.

We'll create characters through e-mail, before the game. First, you'll be dealt a Dark Fate, to be kept hidden from the other players until it is revealed during the game. Second, you'll pick an Amberite to play. Third, you'll choose up to three abilities for your character. Lastly, you'll answer two questions: "Why is my character in exile?" and, "Why does my character need Oberon's boon?"

Don't create too elaborate of a backstory. You'll be making connections with other characters, and defining elements of your own character, through your actions during the game.

Player Information: Minimum: 3 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: We'll create characters through e-mail, before the game. After I've dealt you your Dark Fate, give me your top three choices for the Amberite you'd like to play. After that, we'll work together to define your character's abilities, and then find out a little about your character's background.

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Nine Pieces of Flair
 

GameMaster: Ogre Whiteside

   
  Teen Friendly? Yes

Game Description: Humor / Spoof -- Amber with a Twist

"AmberJack's is a fun festive work environment that seeks hardworking vibrant personalities for a career in dining entertainment." -AmberJack's employment brochure.

AmberJack's is the reflection of the Pattern in a chain restaurant. Characters will play shadow versions of canon Amberites as the employees of AmberJacks on a busy Saturday night.

Players will take turns setting scenes where their character is in the spotlight and attempts get what they want.

"Wanna know a secret? This place is a meatgrinder and the best thing you could do for yourself right now is run screaming back home and forget this place ever existed. No? Ok, then welcome to the crew. I weep for your soul." -Former employee of the month, Barry D. Workins to a new employee.

Setting: AmberJack's, a fictional chain restaurant on an earth just like our own.

Character Instructions: We'll just quickie up some characters when we sit down, so no worries.

Player Information: Minimum: 3 Maximum: 5

Players need not contact the GM(s) in advance of the convention.

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GameMaster: Malcolm Heath

   
  Teen Friendly? No

Game Description: Dark / Grim -- Amber with a Twist

A thousand battles, together with your brothers and sisters. And a thousand more. With guns and knives and swords, in armor and in machines and with your bare hands. Against all kinds of enemies, and on a hundred worlds. The voice has told you what the mission was. And you have obeyed, and been victorious.

You have never seen your sisters and brothers, not truly. You feel each other, know when each has been hurt, know if they are fearful, angry, upset, happy. You know them each, like a shining light of a different color at the edge of your vision. The light that shines from each of you is what’s real. The rest is just the mission, and the mission must be completed. The voice tells you this.

The only time you felt alone was with the men in masks. There was no voice then. Your brothers and sisters were so hard to feel – their lights were only barely there. Your brothers and sisters couldn’t help you, then, when you needed them most. You couldn’t move, you couldn’t resist – they cut you, hurt you, did things to you. And then they turned you off.

These times you barely remember, but you know now that each of your brothers and sisters have felt them too. You have forgiven them for not being able to help you. You share that as well, the hate for the masked ones.

Now, though, it’s dark. You feel your brothers and sisters near you, but cannot see them. They are confused, but their lights shine bright. You can move, but only a little – something surrounds you. Some dim red dots, blinking steadily, float around in your vision. And there’s a humming, a deep pulsing note that resonates in you.

You wait for orders. None come. The voice, the command, isn’t there. What sort of place is this? What are you to do?

Setting: Alternate timestream shadow. Somewhere dark.

Character Instructions: Characters to be developed before the con. You MUST contact Malcolm prior to the con, and provide him with the following:

Your true name

A list, by preference (however you want to rank things is fine) of the 4 attributes.

A paragraph or two on how you seem to the others - this is describing your presence, your light, your emotions and core. If you feel moved to describe a part of a mission you and your siblings engaged in, feel free.

Your color (as "seen" by the others).

After these are collected, they will be shared. Then I will want a statement of how you feel about each of the others. Bonus points for descriptive and in-depth assessments of your relationships.

There will be no opportunity for powers, trump, pattern, logrus, magic, devices, or any of that at the start.

Player Information: Minimum: 4 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: Contact Malcolm at malcolmpdx [at] gmail [dot] com

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The Sable Game, Game 1
 

GameMaster: Trish Hart

   
  Teen Friendly? No

Game Description: Adventure / Heroic -- Non-Amber

The PCs are talented mortals who are the trusted agents of the King of Sable, chosen to help in the smooth running of the Kingdom, and to thwart the plans of Sable's age-old enemy, the Reich, as well as those of newer enemies who have come on the scene in recent years, and any other threats to the Kingdom which might arise. Preference will be given to returning characters from any iteration of the Sable Game. Note, this will be a stand-alone game. You do not need to sign up for the Slot 3 version as well.

Setting: The game is based in a Pattern-based world, but the setting and NPCs are specific to the Sable Game. Full details are available on the game website at: http://www.sable.org.uk/.

Character Instructions: Character generation is based on 75 points starting at Chaos stats, and only limited powers are available to players. Players must have email access.

Player Information: Minimum: 3 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: Trish Hart

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Scooby Doo and the Black Road Mystery
 

GameMaster: Cort Odekirk

   
  Teen Friendly? Yes

Game Description: Humor / Spoof -- Amber with a Twist

Scooby and the gang are hired by the mysterious Eric Barimen who needs their help to save his ancestral castle from scarey demons in the Black Road Mystery!

Setting: The cartoon universe of Scooby Doo.

Character Instructions: Players will be playing the Scooby Gang, Fred, Velma, Daphne, Shaggy and Scooby. Characters will be provided. Players wishing to play a specific scooby can contact the GM at webmaster [at] maelstromx [dot] com, roles will be first requested, first granted.

Player Information: Minimum: 4 Maximum: 5

Players need not contact the GM(s) in advance of the convention.

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SW1905, Part 1
 

GameMaster: Joe Zottola
**This is the first part of a two-part game, so make sure you sign up for Part Two in Slot 3**
**9:30 am Start-Time**

   
  Teen Friendly? No

Game Description: Adventure / Heroic

A game set in 1907 before computers, cell phones, fast cars, jets and instant coffee. Be a member of the Society a organization dedicated to the preservation of humanity and allowing humanity to develop un-influenced by those who would do so for their own gratification

Setting: The Setting is Earth in the early 20th century in the United States. Theodore Roosevelt is still president, Stalin is found dead in a beer hall in Moscow, Los Angeles CA, suffered a major earthquake in 1905, and no one has gone to rescue Santa yet.

Character Instructions: New characters always welcome, old dusty ones can come and play too. Please contact me before the con so we can get all the messy details out of the way and have fun..

game uses rules loosely based on Edwin Voskamps Shadow world system..

Player Information: Minimum: 4 Maximum: 10

Players are requested to contact the GM(s) prior to the convention: Joe Zottola arumel33 [at] gmail [dot] com

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To Be Young In Chaos
 

GameMaster: Lee Bynum

   
  Teen Friendly? No

Game Description: Adventure / Heroic

Your parents, the elders, are visiting Chaos for some sort of treaty or conference or something. You don't really know and honestly it doesn't matter all that much to you. What does matter is that you are a multiverse away from your friends and regular parties and are completely wasting spring break.

Your parents figure you could "learn from the experience" but so far you are just bored. Fortunately there is supposed to be some sort of party or get together tonight for the "kids." At least you'll be able to get out and maybe even try some of that Chaosian booze dad keeps locked in his room.

Obviously this will be a lighthearted game of very young adults looking for fun in Chaos.

Setting: Very post-patternfall Chaos in a relatively stable shadow.

Character Instructions: Characters are built with 50 points. You must be the child of a living Amber Elder. "Pattern" is free but is a unreliable version given how little practice you've had using it. Full Pattern can be purchased for 20 points. Chaos powers are allowed but discouraged as they will make the bizarreness of chaos slightly less exotic.

If you can, I'd like characters before the con. If not, then no worries. If you get a character to me by midnight of the Friday before the con you can have 10 extra points.

Player Information: Minimum: 4 Maximum: 10

Players are requested to contact the GM(s) prior to the convention: email: kainesh [at] yahoo [dot] com

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An Uncommon Cold
 

GameMaster: Daric Jackson

   
  Teen Friendly? Yes

Game Description: Dark / Grim -- Traditional Amber

While exploring and expanding the Golden Circle, the ever-healthy and immortal Amberites contract a highly-contagious, fatal disease.

Setting: The Golden Circle, during Random's Golden Age.

Character Instructions: Straight-up by-the-book characters; 100 Points spent according to the original ADRPG Character Creation rules. Chaosians must be descended from Dara and be able to assume a true-human form, which will be their only form if they do not buy shapeshifting. No alternate powers, no powers from Elder descriptions in the rule book. No Shadow Knight or Rebma. Psychic contact requires more than just eye contact.

The entire party is limited to 10-times the number of players worth of bad-stuff, first come, first served. Please contact the GM as soon as you know you are assigned to this game, so that I may let everyone know the number of players and just how big the pool of available bad-stuff is. Please submit characters at least one week prior to the convention. If you do not submit a character, you may be assigned one by the GM at the convention containing all the remaining unclaimed bad stuff.

Player Information: Minimum: 4 Maximum: 10

Players are requested to contact the GM(s) prior to the convention: Contact Daric Jackson at amber [at] jingoro [dot] net

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Wildfire, Bonefire, Skyfire
 

GameMaster: Meera Barry

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic -- Non-Amber

"Fire that's closest kept burns most of all." - Shakespeare
(The Two Gentlemen of Verona (Lucetta at I, ii))

"They'll fall to steel, though it's fire they'll bleed - not blood." - Zelazny
(Corwin in _Prince of Chaos_)

All worlds begin and end in fire. A divine spark draws forth the kind of light that many crave. Some see it as a light that can hold true against the darkness, some see it as a power to cradle against the cold within them, some fear it presages a burning of all they hold dear.

It doesn't belong to you, but it may be within your grasp. Are you afraid of getting burned?

Setting: This is an urban fantasy setting. Races other than humanity are not known by humanity, but there are a handful of suspected wizards. (Those who read the "Portal Doctor" series will see, ahem, a lot of similarities.) That doesn't, of course, mean that they don't exist. Inspirations strongly include _the Dresden Files_ series, _Weaveworld_, the collection "Season of Mists" from "The Sandman" comics, and, of course, much much more. The actual physical setting is Denver, Colorado, starting a few days before October 31st.

Character Instructions: Characters are pregenerated. Preferences for first choice, second choice, and "absolutely not" if any, requested. Characters can be adapted to male or female (and maybe both or neither!) upon request.

Characters include:
Zale Barbossa, a werewolf from a Denver pack.
Elijah Fuentes, a truck driver. No, really.
Nandy Bluemouse, a fey of ferocious temperament.
Deirdre Lester, an accountant whose father showed her a few tricks.
M. Argent, a witch.

System is a derivative of (mostly) Prime Time Adventures using tarot instead of traditional cards. No dice, lots of spice.

Player Information: Minimum: 4 Maximum: 5

Players are requested to contact the GM(s) prior to the convention: Please contact the [dot] fierce [at] gmail [dot] com with character choices as noted above, or, of course, any questions.

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Friday, November 6, 2009 - 2pm to 6:30pm

All the Myths Are True: The Wyrd West
 

GameMaster: Dawn Vogel

   
  Teen Friendly? No

Game Description: Adventure / Heroic -- Non-Amber

Strange things are afoot in the town of Deadwood. Folks have gone missing, temples have been defiled, and they say there's a city that shows up in Woodville Lake when the moon rises. The women who watch at the base of the local Ygdrassil tree have asked that any men and women who are brave and strong enough to deal with these problems meet on Lithasblot to receive a blessing and ride out to find the source of this chaos.

Setting: Loosely set in an alternative Deadlands setting, in which the Norse pantheon is widely venerated, at least among those of Nordic stock. Settlers in the vicinity of Deadwood have seen enough proof of the machinations of the Norse gods that they are among the strongest proponents of this faith in the Northern States. (Knowledge of Deadlands and/or Norse mythology are not necessary.) Character Instructions: Character creation will be handled over E-mail before the con, and will be a homebrewed diceless system.

Player Information: Minimum: 3 Maximum: 5

Players are requested to contact the GM(s) prior to the convention: Dawn Vogel, scarywhitegirl [at] gmail [dot] com

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The Hooded Men
 

GameMaster: Jules Morley

   
  Teen Friendly? Yes

Game Description: Dark / Grim -- Amber with a Twist

You've lived your entire life in the forest, tilling the meadows, fishing the brooks or working the trees. But life in Arden is never simple - sometimes the honest are forced by circumstance to break the King's Law.

Some would take their punishment and hang. Others would flee the forest and take their chances down one of the many roads that lead to other places, never to be seen again. But those choices were not for you - instead you chose the life of an outlaw, living on the fringes of your known world, constantly on the run from the White Prince and his hunt. Recently, however, the hunt has been the least of your problems.

The forest is changing, and fell creatures from deep in the Greatwood are roaming closer to home...

Setting: The forest of Arden during the reign of King Eric.

Character Instructions: Players should expect to play inhabitants of Arden who have been forced into banditry. You should be willing to play a character who has a solid reason to chose banditry (or living with bandits) and have ties to other members of the gang - no loners. The game will use a simple d6-based system with character generation on the day.

Player Information: Minimum: 4 Maximum: 7

Players need not contact the GM(s) in advance of the convention.

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The Kolvir Prince, Part 2
 

GameMaster: Pôl Jackson
**This is the second part of a two-part game, so make sure you sign up for Part 1 in Slot 2**

   
  Teen Friendly? Yes

Game Description: Other; N/A -- Alternate Amber

"My children..."

The Trump contact is faint, but the presence is unmistakable, even after all these long years: King Oberon, your father.

"My children. A sorcerer from the Courts of Chaos has taken Castle Amber, and his demons overrun Kolvir. This so-called 'Kolvir Prince' is somehow suppressing the Pattern. We are no longer able to walk the shadows, and all paths to Amber are closing. I lay upon you this task: ascend Mount Kolvir, and slay this upstart Prince.

"I know you have been in exile these long years, and may not care what happens to me or to Amber. Know, then, that if you aid me, I will restore you to your rightful station in Amber, if that is what you wish. In addition, I will grant a single boon to the group who succeeds in slaying this 'Kolvir Prince'. I do not offer this boon lightly. Remember the great power I wield, both as King of Amber and as master of the Pattern. I am weakened now, but will return to full strength once the Kolvir Prince is slain.

"If you will aid me, then return to Amber at once. Meet your siblings there, and fulfill the task I have laid before you. Go!"

* * *

This game uses the rules in "The Mountain Witch" RPG, adapted for Amber. Familiarity with the rules is not necessary to play. It's an extremely rules- light system, and uses a "trust points" mechanic that helps keep things interesting.

Setting: In this version of Amber, we're wiping clean the old history and starting with a blank slate. The characters and the setting are the same, but nothing in the books ever occurred. These characters have their own histories, rivalries, plots, and entanglements. Perhaps in our Amber, Corwin and Eric are best of friends; perhaps Gérard is hated by all. We'll develop these connections and rivalries during play.

Character Instructions: You will be playing a prince or princess of Amber from the books, one of the thirteen "elder Amberites". You and your siblings have been in exile for many years, either against your will or self-imposed.

We'll create characters through e-mail, before the game. First, you'll be dealt a Dark Fate, to be kept hidden from the other players until it is revealed during the game. Second, you'll pick an Amberite to play. Third, you'll choose up to three abilities for your character. Lastly, you'll answer two questions: "Why is my character in exile?" and, "Why does my character need Oberon's boon?"

Don't create too elaborate of a backstory. You'll be making connections with other characters, and defining elements of your own character, through your actions during the game.

Player Information: Minimum: 3 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: We'll create characters through e-mail, before the game. After I've dealt you your Dark Fate, give me your top three choices for the Amberite you'd like to play. After that, we'll work together to define your character's abilities, and then find out a little about your character's background.

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The Limits of Chandrasekhar
 

GameMaster: Thaddeus Rice

   
  Teen Friendly? Yes

Game Description: Sci-Fi / Futuristic -- Non-Amber

For 47 years, the Terran Empire has been at war with the alien Virv; now, an end is in sight as a massive fleet makes its way to an historic peace conference. What happens next will change the galaxy forever. What part will you play?

Setting: The Far Future- Space Opera complete with giant starships that can break the C barrier, alien civilizations, and world destroying weapons. High concept: Babylon 5 as written by Alastair Reynolds or Peter Hamilton.

Character Instructions: Characters will be generated pre-con via email. Take the role of civilian, political, or military personnel on the flagship Damocles. Rules will be simple traits and descriptors with a minor random factor and the earning of "decorations" in game to alter chances of success.

Player Information: Minimum: 4 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: contact for character generation details.

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A Mook's Life
 

GameMaster: Chris Lightfoot, Nick Lightfoot

   
  Teen Friendly? Yes

Game Description: Humor / Spoof -- Non-Amber

"Minion Tested, Villain Approved"

You've got your chops in the henchman business. Karate chops, usually: you’ve been punched, shot, and kick-boxed in the service of Doctor No, KAOS, The Order of Skull and Bones, or one of the umpteen other villains and villainous organizations bent on world domination. They've never succeeded (that you know of) but at least you get paid. Usually. And they provide medical.

Your latest boss is a big brain that calls himself Master Plan, another walking ego in a tin suit. You've worn his uniform for the past few months, guarding the renovation of Plan Inc.'s secret island fortress, and now it's time for a little R&R.

Too bad the intruder alarms had to go off...

A Mook's Life is a comedy/adventure showcasing a day in the life of the goon, that staple of spy, superhero and adventure genres.

Note: This is the same game run previously at ACNW 2006.

Setting: A secret villain lair located on a remote island in the South Pacific.

Character Instructions: Rules are Amber Diceless, bastardized to fit the unique Mook experience. Pre- generated characters will be available at the start of the game. You'll have the opportunity to “fill in the blanks” and personalize your Mook's checkered past.

Player Information: Minimum: 3 Maximum: 6

Players need not contact the GM(s) in advance of the convention.

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NINF: The Lady Dark
 

GameMaster: Sara Mueller

   
  Teen Friendly? No

Game Description: Adventure / Heroic

Of the Holy Book of the Serpent 96731:8-11

Empress - Two great ladies will catch your fall, for they are the ones who catch us all.

Justice - Their children kept them far apart, the Lady Light and the Lady Dark

Strength - Blood spoken, trust forsworn, Light broken, Dark torn.

Priestess - But we shall bring you home.

Setting: but the Jewel of Judgement was shattered in the repair of the Pattern, and there was no hope that the children of Oberon would survive the massive storm which swept down on them through Shadow; but Princesses Fiona, Llewella, and Flora joined their efforts together and parted the world storm. In the aftermath, Fiona became Queen of Chaos, and Flora was made Queen of Amber. Llewella walked the worlds between, and kept the peace.

One hundred and fifty years have passed since Patternfall. You are the Speakers of The Law, sworn to no country, no queen. Some call you Llewella’s Hounds. You ride the Between Lands from Black Zone to Golden Circle, and you keep peace.

Character Instructions: Speakers come from all walks of life, all places, all social circles. Characters 175 pts, plus 10 for character questionnaire, plus 10 points for picture (You need not be an artist. Torn out of a magazine is fine as long as it can give the other players a grip on your character.) You must possess a power which allows Shadow travel.

If you are a returning player, just show up with your character in hand.

Player Information: Minimum: 4 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: gwirithil [at] gmail [dot] com

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Objects of Obsession: Bookworms
 

GameMaster: Stephen Acton

   
  Teen Friendly? No

Game Description: Sci-Fi / Futuristic -- Non-Amber

You have seen Objects in action and held them in your hand. Now you are finding out what it means to possess something which others covet. Items of power always attract drama and intrigue. What role will you play in the destiny of the Objects?

This is a continuation of a story arc started at ACNW'08. New players are welcome and encouraged. This setting allows for the easy integration of new characters and plots into they existing main thread.

Setting: Objects is set in a modern day world much like our own with a slightly darker tone.

Character Instructions: Character creation will be an interactive process between the GM and players via email before the con. I'll ask you to describe what your character does and we'll take it from there. Once the players are selected, I will send out more creation details.

This is the second of two independent sessions of Objects. Players are welcome in both games.

Objects of Obsession is based on the SciFi Channel mini-series, The Lost Room. It is not necessary to have seen or be familiar with The Lost Room to participate in, and hopefully enjoy, this game.

Player Information: Minimum: 3 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: Stephen Acton - sacton99 [at] gmail [dot] com or 262-388-3659

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Paranoia in Amber
 

GameMaster: James (Ryan) Craig

   
  Teen Friendly? No

Game Description: Humor / Spoof -- Amber with a Twist

Amber-Paranoia crossover.

Paranoia now runs rampant in Amber. The last great war with Chaos nearly destroyed the kingdom and the pattern itself. In fact, none of the royal family survived. But now Amber is under the protection of the Unicorn.

The Unicorn is your friend. The Unicorn is the only one you can trust. The Unicorn knows all, sees all, and punishes all. Aren't you glad the Unicorn is your friend and not your enemy, citizen?

You are chosen to serve the Unicorn as troubleshooters and route out the threats to Amber: traitors tainted by Chaos, secret societies, unregistered sorcerers and the unclean influences of Shadow. (Of course, the PCs are all shadows of the original princes/princesses, are members of secret societies and have Chaos powers/sorcery. Just don't tell anyone!) And if you should perish in your service to Amber, one of your shadow-copies will take your place.

Setting: In Amber! The greatest city. The only city. Decades, perhaps centuries after the last great war with the forces of Chaos. The kingdom is locked down and security is tight (for the safety of Amber's citizens, of course).

Additional game info will be sent out after players have signed up. After all citizen, information is on a need to know basis.

Character Instructions: Each player will be playing a shadow of one of the original princes/princesses of Amber (one of Oberon's children). Personality and abilities will be based on the original characters, but with less power & items.

Player Information: Minimum: 4 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: Email me (Craig) with your top 3 picks for characters. I will email you character sheets (with stats, powers & background info) a before the con.

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Playing the Devil
 

GameMaster: Irene Schwarting

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic

"There are no whole truths; all truths are half- truths. It is trying to treat them as whole truths that plays the devil." Alfred North Whitehead (1861 - 1947)

For the first time in centuries, the surviving royal family of Amber is united, working together for a common goal. At least, temporarily. At Oberon's order, most of them have departed for the Courts of Chaos, taking with them the royal armies and fleets of Amber in a last, desperate pitched battle to save Order. Gerard has been left behind as Regent, to rule the war-weary realm and - although has not been officially spoken - to maintain the royal bloodline, should his siblings fail to return.

Rather than leaving that up to Gerard, many of the princes and princesses brought forth their own scions, to take their place in the Royal City. This new generation, thrust abruptly into Amber, are widely viewed as indications that their parents do not expect to survive the battle of Chaos, and indeed, there has been no news from the front lines for years. Mourning has been done, but life goes ever on, even, especially, in Amber. A new dawn, it seems, is finally beginning to break.

Now there are rumours rising, though, of word from the far end of reality. Of spirits, forces, moving in the city, clustering for reasons unknown. Of ghosts stirring, and the disturbing of beings best left to their rest.

And of a hideous, dark reality emerging from behind the gilded mirrors of the Royal Palace. What was, is, and will be the truth.... and who wants to know?

Setting: In Amber City, during the Regency of Gerard.

Character Instructions: Characters are the children, or designated representatives, of the Princes and Princesses, brought to Amber by their parents during the early stages of the Patternfall War.

Standard Amber character development rules, 150 pts, no exalted powers.

Player Information: Minimum: 4 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: Irene Schwarting ischwarting [at] gmail [dot] com

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Razors and Rings
 

GameMaster: Amy Edwards

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic -- Traditional Amber

Over two hundred years after the Patternfall War and the brief but bloody vendetta staged by Rinaldo, son of Brand, Amber has stabilized and returned to its rightful place as the most powerful, rich and influential of nations. King Random is popular both at home and abroad, and his new policies of modernization, expansion of the Golden Circle and treaties with Chaos have all proved both successful and lucrative.

You were raised in the peace time, by parents who remember war and sought to keep you out of it - to greater or lesser effect.

Recently, Delwin and Sand, those thought lost, returned to Amber with odd tidings. They informed Random that it was not the Broken Patterns or the existence of Corwin's new one which had been the source of the odd increase in shadow storms and isolated incidents of Shadow implosions, but rather a destabilization of Shadow itself, for unknown reasons. They claimed that only by finding all of the spikards and using them for their original purpose - to stabilize Shadow - could these events be stopped, and worse still, if they were not, the depredations would eventually extend to what was Real.

Somewhat swayed, but not entirely convinced, Random decided to send a group of younger relations (you) to find the spikards and enact the rituals Delwin and Sand suggested. After all, it loses nothing, it shouldn't be *that* dangerous and you weren't doing anything important anyway.

The game begins as the group designed to seek those spikards not already accounted for gathers in Amber Castle.

Setting: Amber, a little over two hundred years after the Merlin Chronicles.

Character Instructions: Player characters should be made with 150 points.

Advanced powers and Shadow Knight only powers only by request and with back story.

Please send me:

#1: A background including your character's lineage, past, personality, and a few hooks for me to play with if I want to.
#2: A character sheet. Explain any items, creatures, advanced powers or Shadow Knight only powers.
#3: A picture, if you care. Otherwise, we'll assume you look like you.

Finally, most importantly CONTACT ME as soon as you find out you are in this game and we'll start the creation process. If you DON'T you will be assigned a premade character at game start with its own history and hooks.

Player Information: Minimum: 2 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: amyeedwards [at] gmail [dot] com

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The Sable Game, Game 2
 

GameMaster: Trish Hart

   
  Teen Friendly? No

Game Description: Adventure / Heroic -- Non-Amber

The PCs are talented mortals who are the trusted agents of the King of Sable, chosen to help in the smooth running of the Kingdom, and to thwart the plans of Sable's age-old enemy, the Reich, as well as those of newer enemies who have come on the scene in recent years, and any other threats to the Kingdom which might arise. Preference will be given to returning characters from any iteration of the Sable Game. Note, this will be a stand-alone game. You do not need to sign up for the Slot 2 version as well.

Setting: The game is based in a Pattern-based world, but the setting and NPCs are specific to the Sable Game. Full details are available on the game websiteat: http://www.sable.org.uk/.

Character Instructions: Character generation is based on 75 points starting at Chaos stats, and only limited powers are available to players. Players must have email access.

Player Information: Minimum: 3 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: Trish Hart

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The Scavenger Hunt
 

GameMaster: Jason Dettman

   
  Teen Friendly? Yes

Game Description: Exploration -- Traditional Amber

The war with Chaos ended years ago and the new peace brought to Amber by King Random has also brought you. You are a child of a Prince or Princess of Amber born after the war with Chaos ended. You have much to learn.

In this game, you will be playing a child of one of the Princes or Princesses of Amber, aged 18 to 25. You were born after the war with Chaos ended as part of a royal "baby boom." You are being raised as part of the royal household learning your duties and responsibilities to Amber and your family. You spend most, if not all, of your time in Amber. As part of your royal training, you are learning about your powers with your cousins. This is one of those sessions.

Setting: This game is set after the events of "The Courts of Chaos" and ignores the events of any material set after. Play begins in Amber, where you reside.

Character Instructions: Create a character using 50 points and the standard ADRPG system, with the following caveats and modifications:

* Available powers: Pattern, Trump, Magic, Shape-shifting.
* Spend no more than 20 points on any single power.
* Points spent in powers will be taken as an indication of a mixture of talent and training with an emphasis on talent (your character has not yet walked the Pattern or been fully trained in any other power).

Feel free to contact me at jadettman [at] gmail.com if you have any questions.

Player Information: Minimum: 3 Maximum: 6

Players need not contact the GM(s) in advance of the convention.

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Stand and Deliver!
 

GameMaster: Emma Sansone

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic -- Alternate Amber

In Albion, the most powerful kingdom in the world, King George reigns. His kingdom includes the restless Colonies where rebellion was quashed just last year, most of the Caribbean (still plagued by pirates) Scotland and Ireland, (always troublesome), and the northern part of France (where some people are still not resigned to the defeat at Agincourt). There are rumours of war with the Low Countries, ambitions of territorial expansion disguised as trade through the East India Company. And below all this, desperation or greed that drive men and women to live outside the law and lie in wait for travellers with the cry: Stand and Deliver! Your money or your life!

Setting: Place: the Golden Circle Shadow known to Amber as Old Guinea, where Albion (of which late 18th century England is but the mere shadow) rules the waves.
Time: some time before the Corwin chronicles.

Character Instructions: Characters are outlaws or criminals living in London or just outside, making their living as thieves, pickpockets, burglars, robbers and/or highwaymen (there are technical differences).
Knowledge, Powers, Stats etc.: only a handful of people in the world know about Amber as a certainty, its existence ranks with Avalon, Eldorado and the Isles of the Blessed among legends.
Players are human, though highly gifted: you have 100 pts to spend, 10 is Human average, 25=Chaos, 35=Amber. No Pattern, Logrus or Trumps. Some amazing back story might get you Broken Pattern, talk to me. Magic is tricky, this is the Age of Enlightenment and nobody believes in it except quacks and their victims.
Items appropriate to background up to 4 pts.
Story flavour comes first, so if you have interesting ideas, let me know.

Player Information: Minimum: 4 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: emc [dot] sansone [at] gmail [dot] com

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SW1905, Part 2
 

GameMaster: Joe Zottola
**This is the second part of a two-part game, so make sure you sign up for Part 1 in Slot 2**

   
  Teen Friendly? No

Game Description: Adventure / Heroic

A game set in 1907 before computers, cell phones, fast cars, jets and instant coffee. Be a member of the Society a organization dedicated to the preservation of humanity and allowing humanity to develop un-influenced by those who would do so for their own gratification

Setting: The Setting is Earth in the early 20th century in the United States. Theodore Roosevelt is still president, Stalin is found dead in a beer hall in Moscow, Los Angeles CA, suffered a major earthquake in 1905, and no one has gone to rescue Santa yet.

Character Instructions: New characters always welcome, old dusty ones can come and play too. Please contact me before the con so we can get all the messy details out of the way and have fun..

Game uses rules loosely based on Edwin Voskamp’s Shadow world system..

Player Information: Minimum: 4 Maximum: 10

Players are requested to contact the GM(s) prior to the convention: Joe Zottola arumel33 [at] gmail [dot] com

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Think Tank 1: Building A Golden Circle
 

GameMaster: Leslie Lightfoot

   
  Teen Friendly? Yes

Game Description: Other; N/A -- Other; N/A

Those of the blood laid down the trade routes long ago that other vessels might follow, the seas of a double dozen worlds in every captain's head.

-- Corwin, The Hand of Oberon

Not too specific, was he? So you’re GMing and one of your players wants to investigate something in the Golden Circle? What to do? Make something up on the fly? All the Princes, Princesses, minor nobles and ships’ captains of Amber know about the Golden Circle but do the players?

Come join a collaborative world-building exercise where we will create a Golden Circle that you can use for years to come. Through a directed process, we will flesh out history, geography, etc for a unique, diverse and yet cohesive Golden Circle sure to enhance any Amber game.

The results of our exercise will be emailed to the creators after the Con and open-sourced on the Web.

Setting: NA

Character Instructions: NA

Player Information: Minimum: 2 Maximum: 8

Players need not contact the GM(s) in advance of the convention.

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Friday, November 6, 2009 - 8pm to midnight
Amber Infinitum XT: Chaos Phase
 

GameMaster: Andi Blija

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic -- Other; N/A

Damn, they were everywhere... The courtyard walls were draped with waves of demons, like a wall of living darkness - the sky filled with flocks of the small ones, circling. There was about a dozen of the really damn ugly ones in front of me. Bluish-black, with skin like tar and stank like it too. When you cut them, their blood burned when it touched the air of the castle grounds. Why does everything have to be on fire from Chaos?

They shuffled around the edges of the ward, testing it, waiting, my Design flaring before me defiant but wavering. They knew I couldn't keep it going for long. I was going to have to time this carefully. My grip tightened slightly on my sword.

"You ready?" I said to her, not taking my eyes off the demons. I heard her response in my mind, her gentle hand briefly touching my arm. "I love you, too." With that, my free hand gestured behind me, a sliver of my will making the trump gate manifest. She fled through, the demons pushed, the gate closed.

Once gone, I smirked at the horde in front of me. "Now, let me show you how a king defends his castle." I brought forth the full force of my will, the ward on the ground brightening like a star, streaks of blue-white light tearing up the courtyard, waves of eldritch flame following close behind...

Setting: Set after Patternfall War, Random is king, various Elders are off doing their own thing to eventually come together to fight off all of the Evil of the multiverse.

Character Instructions: Amber Infinitum XT is a high-action game using the Anima Prime rules, a Final-Fantasy - slash - just the stunts (without all the rules) from Exalted action-y action feel. Rules will be taught and pre-gen Elder characters will be provided atthe start of the game. You can download a copy of the general rules atanimaprimerpg.com if you'd like to read up and get a jump on how the system works.Come try a new RPG and a fun action/anime mashup of Amber!

Player Information: Minimum: 3 Maximum: 5

Players need not contact the GM(s) in advance of the convention.

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Attack of the B-Movies
 

GameMaster: Mickey Schulz

   
  Teen Friendly? Yes

Game Description: Horror -- Amber with a Twist

You've got to be kidding me. Last night we all went to bed after drinking far too much wine, I seem to remember Julian and Corwin in some sort of brawl. Then we woke up this morning, dressed in clothing reminiscent of Corwin's Earth in some sort of large, crumbing manse, and there are... things out there after us.

I blame Corwin.

May be run with either the Bridge System or Horror Rules. Expect a high mortality rate, especially for Amber.

Setting: B Horror movie land.

Character Instructions: Email GM. There can only be one of each elder Amberite, with the possible exception of Caine.

Player Information: Minimum: 4 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: Mickey Schulz sirriamnis [at] gmail [dot] com

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Campaign: Patternfall
 

GameMaster: James Mueller

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic -- Traditional Amber

While Corwin and his siblings engage in mysterious activities at the edges of reality, the war that has engulfed all of Shadow threatens worlds near and far. Many members of the Royal family who have previously lived unremarkable lives are called upon to defend everything they hold dear.

War, mayhem, magic, murder and a potentially collapsing multiverse. Love stories available on request.

Setting: Set in Amber and Shadow during the Patternfall wars. The game will reflect 'what else was going on at the time?', parallel with events in "The Courts of Chaos".

Character Instructions: Characters are children of Amber Elders, or people with strong Amber background, built using standard rules, 100 pts.

Chaosians need not apply.

Player Information: Minimum: 4 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: Contact GM: lixuekt [at] gmail [dot] com

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Crimson Dawn II
 

GameMaster: Murray Writtle

   
  Teen Friendly? No

Game Description: Adventure / Heroic -- Amber with a Twist

The wealth of the Benedikutu Shogun increases. The way of the Samurai declines. The Gift of the secluded Empress is on the move once more on the Iron Caterpillar that rides the Black Rail across the demon-infested Wild Frontier. Rumours offabulous lost gold, of beautiful haunting women and of spirits on the verge of breaking, draw folks of few words with a steely glint in their eye to do what theygotta do.

Setting: Centuries after Patternfall the reclusive and hidebound honour of Amber meets the wild and wooly, lawless exuberance of an expansionist Chaos. Any similarities to Japan and the Wild West are entirely intentional.

Character Instructions: Bodyguards or servants of an Amber Ambassador. Honour and Duty are your watchwords: 60 points plus an atrophied form of Pattern. No shapeshift, Trump, Logrus or advanced powers. You have only once travelled beyond the Golden Circle.

Wily Outlaws on the run from the Federal Marshals. Masters of the badlands. Survival and loot are your watchwords: 25 points plus shapeshift and free access to Logrus powered Trisps and Trisp-lances. No Trump or Pattern.

Notes: Logrus is powerful and has recently breached Pattern defenses. The geography of the frontier badlands is weird and ever changing and is plagued by bands of savage nomadic demons slowly being eradicated by unwashed settlements, missionaries and the Federal army. This is role-playing not power gaming.

Player Information: Minimum: 3 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: murray [at] campobianco [dot] com

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Firefly: Grounded
 

GameMaster: Kath Nyborg
**Game may run late into the evening.**

   
  Teen Friendly? Yes

Game Description: Sci-Fi / Futuristic -- Non-Amber

Six months have past since the Stardust flew her last commissioned flight. Six months since payment was received. Six months since you and the rest of the crew had steady work, since the jobs started evaporating before your eyes like water in the desert. There's ample work for other ships out of the Eavestown Docks, just not yours. You've barely got credits enough for fuel cells to blast off from this overpriced hellhole of a town, but not enough to run another job, and definitely not enough to cover the docking fees you owe. Times are hard for the Stardust, harder than they have any right to be.

What's a crew to do? Play the hand that's dealt, cash it all in, or turn the tables and make their own luck? There's an answer here somewhere ... you've just gotta find it.

Setting: Firefly: Grounded is set in a loose rendition of Joss Whedon's "Firefly" universe, primarily on the world of Persephone.

Character Instructions: Players returning from last year's game get first dibs, but everyone is welcome! Character creation is a simple home-brew, and instructions will be sent once we know who's in.

Player Information: Minimum: 4 Maximum: 7

Players are requested to contact the GM(s) prior to the convention: Kath Nyborg at kath [dot] nyborg [at] gmail [dot] com

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Genebank
 

GameMaster: Stephanie Itchkawich

   
  Teen Friendly? No

Game Description: Adventure / Heroic

It is the wise parent that knows his sons, and Oberon was no fool.

Perhaps it was prescience, perhaps pessimism, most likely it was having the pre-Creation example of his Courts heritage firmly to mind; but Oberon has looked upon his children and their ways...and decided that, if his intentions for his new universe are to succeed, a backup plan is needed.

And so, this time, he has chosen the mothers based on wisdom rather than whim. In some cases, the women have known him but once and never seen the father of their child again after being consigned to the habitat which houses the project. It is said that not all were willing, but many years have passed and most have become resigned to their fate.

The player characters will be the engineered offspring of Oberon and a woman selected for their superior qualities. They will be asked to design their character and give a write up of their mother.

At game start, no one will have had any experiences outside of the Habitat and none will have ever met Oberon. He simply never has been known to visit and even the staff and servants of the Project have never met him personally, although many revere him as nearly a God, and all feel he is a mystic figure of extreme importance.

For the first 40 years of the characters' lives they will have received tutoring and advanced training in a curriculum of classics, sciences, magic, mysticism and military arts. After that they will have been left to their own devices to determine their preferred interests and occupations.

The oldest known living person in the Habitat is 250. The oldest mother, is 245. The youngest mother is 80. The youngest member of the project staff is 76 H C (Habitat Cycles) old. All staff and the mothers over 100, remember a world or worlds outside the Habitat where the RULES did not apply. The mothers under 100 were born or engineered within the Habitat itself.

It has been centuries since the inception, and 80 years since last the hand of Oberon was felt within the project, however indirectly. Never before has such an interval been experienced.

Some say the time awaited is upon us, when the sons and daughters of Oberon must step forth to claim their heritage and set their mark on their father's creation as he has ordained.

Whatever the case, there is some indication that the Habitat is failing, containment may be breached, and things from the outside have appeared and been verified as foreign to the Project.

And if outside things may enter...surely that which is inside may leave?

Setting: Amber setting after death of Oberon.

Amber with a somewhat Logan's Run feel.

Character Instructions: Players must devise their own characters and a short history of what they feel they would have done during their time in the project. They mst also devise a description of their mother, or the person they perceive to have been their mother. You may also elect to have human, demon, cybernetic, or other creatures as friends or companions during your life to date.

Player Information: Minimum: 4 Maximum: 10

Players are requested to contact the GM(s) prior to the convention: Stephanie Itchkawich darkharp [at] darkharp [dot] com

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Princess of Heffalumps [Part 10 of the Winnie-ther-Pooh/Amber games]
 

GameMaster: Jeremy "Silly Old Bear" Zimmerman

   
  Teen Friendly? Yes

Game Description: Humor / Spoof -- Non-Amber

We walked little-used trails, passing through minor adventures, coming at length to the final battlefield of the Pogrusfall War. The place had healed itself over the years, leaving no indication of all that had transpired there. Eeyore regarded it for a long while in silence.

Then he turned to me and said, "It'll take some doing to sort everything out, to achieve a more permanent balance, to assure its stability."

"Yes."

"You think you can keep things peaceful on this end for a while?"

"That's the idea," I said. "I'll give it my best shot."

"That's all any of us can do," he said. "Okay, Piglet has to know what's happened, of course. I'm not sure how he's going to take having you as an opposite number, but that's the breaks."

"Give him my regards, and Alan Milne, too."

He nodded.

"And good luck," I said.

"There are still mysteries within mysteries," he told me. "I'll let you know what I find out, as soon as I have something."

He moved forward and embraced me.

Then, "Rev up that ring and send me back to the Hundred Acre Wood."

"It's already revved," I said. "Good-bye."

"...And hello," he answered, from the tail end of a rainbow.

I turned away then, for the long walk back to Heffalumps.

Setting: The Poohniverse

Character Instructions: Please note that this will be the last Pooh game that I run. Another GM is planning on taking up the Eeyore crown and scepter next year, but this is my swan song.

All characters will be created with the ever creative "Nine Princes in the Hundred Acre Wood" attribute system, starting with 100 points. This Groundbreaking System can be found at http://www.bolthy.com/pooh/.

As always I'd ideally like this to be a fairly character driven plot, with players going off on Adventures and doing Neat Things. If worst comes to worst, though, I again have a Plot I can impose on players. =) Returning players will have 10 points for advancement. Players who get their characters to me before the con also get an additional 10 points. Those who bring tea-related items may also get 10 points for contributions.

Player Information: Minimum: 3 Maximum: 10

Players are requested to contact the GM(s) prior to the convention: You can contact me at bolthy [at] bolthy [dot] com. But I'll probably contact you first.

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Random's Regular Game
 

GameMaster: Todd "Random" Worrell, Jason "Benedict" Ray

   
  Teen Friendly? No

Game Description: Strategy -- Traditional Amber

This game is one step removed from Jason Durall and Thaddeus Rice's "Drinking and Talking" Amber game. You get to pretend to be a character playing in Random's annual 'family and friends' poker game. Emphasis will be on fun, character development, and playing cards. There is no other 'plot' to the game.
Jet lagged and semi-inebriated people are especially encouraged to sign up. This is a game where drinking alcohol is encouraged.

We will be playing poker--specifically "Texorami Hold 'Em."
This is the poker game currently seen on most of the TV Poker Shows (commonly called "Texas Hold 'Em.")

If you don't know how to play poker, please don't sign up. Conversely, if you are looking for a serious poker game, look elsewhere. The addition of the Power Cards significantly lessens the skill factor in the game--but makes it more fun for the rest of us!

Setting: Random is King.
All of the elders alive at the end of the Corwin chronicles are still alive.
The game takes place in a back room of a seedy tavern in Texorami. All powers work here, but with a twist. Based on your character, you will have a very limited ability to affect the cards and/or chips. However, if you change a card in some way and the same 'real' card is later revealed, you have been caught cheating. For example, your power allows you to change the suit, so you change an 8 of spades to an 8 of diamonds. Another player reveals that she has the 8 of diamonds as one of her down cards. You are caught and get to have a 'special roleplaying experience' with your fellow players.
Elders with Advanced Powers (Fiona: Advanced Pattern; Caine: Advanced Trump; Suhuy: Advanced Logrus) begin the game with fewer chips than the rest of the elders.

Character Instructions: The GM's will be playing Random and Benedict. Everyone else is available. Note that over the years every single elder has been played, and since returning players get first choice, your elder might not be available.

Starting this year, players may play their own characters. We don't need an entire character sheet, just the following info about your character:

1. Name
2. Relationship to the family/Parent
3. Which Powers you use and/or which Stat(s) are your highest
4. Gender (optional)

Elders are listed below:
Corwin, Bleys, Fiona, Caine, Julian, Gerard, Flora, Llewella, Martin, Merlin, Mandor, Dara, Suhuy.

Player Information: Minimum: 4 Maximum: 10

Players need not contact the GM(s) in advance of the convention.

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Sea Dracula
 

GameMaster: Pôl Jackson
**9:00 pm Start-Time**

   
  Teen Friendly? No

Game Description: Humor / Spoof -- Amber with a Twist

Where Amber stops and Chaos begins, in a shadow beyond sanity, someone has committed a most terrible crime. Both Amber and Chaos demand justice, but where should the trial be held? As a compromise, representatives of both courts agree to collaborate with the local justice system, whatever it may be. If only they had listened to reason...

Setting: "Animal City is a magical town full of hardworking talking animals with crazy names and silly opinions. The city is famous for its nonsensical legal system, where the lawyers are responsible not just for prosecuting cases but also for fighting monsters and throwing parties. This was the legendary legal system pioneered by that great giraffe lawyer, Sea Dracula. The proud traditions of the Animal City legal system have been handed down from generation to generation, slowly losing their meaning and becoming strange and obscure. Don't mistake the ways of this legal system for those of your own! The lawyers of Animal City strive only to win! All other considerations, even the welfare of their clients and the sanctity of the law, are secondary. They dance the dance of the animal lawyers, and mere mortals such as us can only stand back and watch in awe and terror!"

Character Instructions: Up to six players get to be animal lawyers, and will dance for our amusement.
(Yes, literally.) Everyone else will have to be members of the jury.

The official Sea Dracula webpage

Download the free PDF

Player Information: Minimum: 4 Maximum: 20+

Players are requested to contact the GM(s) prior to the convention: If you've got a device that will play music (AKA "fat beats") at a decent volume, let me know. I'd rather not try to fit a portable stereo into my luggage.

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Separation's End
 

GameMaster: Michael Sullivan, Eric Todd
**Game may run late into the evening.**

   
  Teen Friendly? No

Game Description: Other; N/A -- Alternate Amber

Years have passed in Amber. Gerard has been King for a generation. He and his wife Anre Jesby, Lady of Chaos, have led an Amber much different from what was, their subjects a mix of humans, Chaos demons, and creatures out of Shadow. The Storm has cut Amber off from Chaos and Gerard's siblings for a generation.

But now the Amberites are returning, still fresh from a bitter war, and with their own King.

This is the final game in the campaign that previously involved the games A Separate Peace, Separate Peoples, and Separate Nations. New and returning players all welcome. The campaign will end this year, so there is no commitment to future games. New players will be given choices from pregenerated characters that do not require lots of catching up on backstory.

Game may run 30-45 minutes late into the evening, but we will attempt to wrap up reasonably promptly. Pre-con contact is not necessary, but for those who want to discuss things prior to the game, sullivanmb at gmail.com

Setting: Right at the end of the Corwin Chronicles, while Corwin is weathering the shadowstorm in Chaos, and Amber is at the other end of an intense time differential. Set in Amber and environs, with a first-series conception of Chaos.

Character Instructions: Returning players will get their old characters, new players will have a choice of pre-gens.

Player Information: Minimum: 4 Maximum: 8

Players need not contact the GM(s) in advance of the convention.

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ShadowWorld (Fri)
 

GameMaster: Edwin Voskamp
**Game may run late into the evening.**

   
  Teen Friendly? No

Game Description: Dark / Grim -- Other; N/A

ShadowWorld is a diceless roleplaying game based in our world, except that, under the facade of media, politics, political correctnes 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.

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, though there has been a lot more terrorist activity observed and a few major changes: Quebec, Ontario the provinces east of it became a country and, with Cuba, Ecuador and Vanuatu, formed a Commonwealth. Terrorists detonated a nuclear weapon in Japan and China sent military units for humanitarian support. Germany, Italy, France, Israel and a few others went to war over the Ark of the Covenant, with Israel threatening the use of nuclear weapons. China forcibly deported all Christians. And then, recently, it got worse, much worse. For (much) more detail, see http://mainline.shadowworld.org/forums/ and read the 'Public Knowledge' forum.

NOTE: To avoid spambots and to maintain player privacy, contact me by email (gm [at] shadowworld [dot] org) to get access.

Character 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 seventeen (17) points to create your character's powers.

Player Information: Minimum: 2 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: Edwin Voskamp, gm [at] shadowworld [dot] org

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Slacktastic Spontaneous RP
 

GameMaster: Karrin Jackson

   
  Teen Friendly? Yes

Game Description: Other; N/A -- Other; N/A

As in years past, we'll get together, toss around setting ideas, cobble together some characters, decide on a resolution system, and go for it. There is no plan. There is no prep. Show up and see what happens!

Setting: That is entirely up to you. If we get teen players, we'll keep it PG-13.

Character Instructions: Show up ready to brainstorm. This event can go in a number of different directions, so be prepared for anything. It's all about going with the flow.

Player Information: Minimum: 4 Maximum: 8

Players need not contact the GM(s) in advance of the convention.

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Strange Moon Rising
 

GameMaster: John Nienart
**Game may run late into the evening.**

   
  Teen Friendly? No

Game Description: Horror -- Non-Amber

San Francisco Emergency Services, 14 June 2010 01:43

TRANSCRIPT BEGINS
DISPATCHER: 911, please state the nature of your emergency.
CALLER: Hi, um, look, I'm walking home, and I think someone's following me.
DISPATCHER: Are you being threatened, sir?
CALLER: Yeah! No. Well, I mean, this guy's been like a half a block behind me for like 20 minutes now, and he's big so I got worried when I noticed him so made some weird turns like went around a block for no reason and he's just been right behind me the whole time.
DISPATCHER: Sir, can you think of any reason someone would want to follow you in particular?
CALLER: Nah, I dunno. I can't think of anything. I mean, I don't owe any money or ... [PAUSE] Oh god, I think he's closer!
DISPATCHER: Alright, sir, please confirm your mobile location so we can dispatch a patrol car.
CALLER: Yeah, I'm over by Corona Heights, on Roosevent, headed up towards 15th.
DISPATCHER: Thank you, sir. One moment. [PAUSE] Alright, I've dispatched a squad car to your area. Can you provide a description of yourself and your follower?
CALLER: OK, me, I'm 5'10", 26 years old, skinny, white, straight brown hair down to my shoulders. I'm wearing a black duster over jeans and a black shirt. This guy, I dunno, he's big, at least 6'5", and wide, but I can't really see him. It's like he's always in a shadow or somethin', 'cause I can't make out any details whenever I look back.
DISPATCHER: Sir, our car is approaching your area. What's your current location?
CALLER: I'm still on Roosevelt, I just past Buena Vista, and I'm gonna head up Alpine. And the guy, he's.... [PAUSE] Hey, he's gone!
DISPATCHER: Sir?
CALLER: If he was still back there I should be able to see him, but he must be [MASKED BY LOUD GROWLING] [MALE SHOUT] Shit! What the fuck is [SCREAMS AND SOUND OF STRUGGLE]
DISPATCHER: Sir? Sir?
CALLER: [SOUND OF PHONE HITTING PAVEMENT]
TRANSCRIPT ENDS

Setting: San Francisco, CA. 2010. For the most part, everything seems just as you'd expect it.

Character Instructions: The GM will send out brief descriptions of pre-gen characters before the con; rank your preferences and assignments will be made. All characters are ordinary residents of San Francisco. Feel free to contact the GM in advance; use john9art at yahoo or gmail.

Player Information: Minimum: 3 Maximum: 5

Players need not contact the GM(s) in advance of the convention.

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Saturday, November 7, 2009 - 9am to 4:30pm
The 4400: "Fifty-Fifty"
 

GameMaster: Amber Cook
**9:30 am Start-Time**

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic -- Non-Amber

(This game is open and welcome to new players as space permits.)

You were abducted, and then suddenly returned in mass on August 14th, 2004. A brilliant sphere of light deposited you on the shores of Highland Beach and then simply vanished, leaving you surrounded by four thousand and forty three fellow abductees and abandoning you to be herded into a quarantine facility outside of Seattle, WA and detained there for months by the government.

You remember nothing of the time you were gone, but now know that something happened to you or was done to you – because you returned with an ability. Some people believe there is a reason why you were ‘given’ this ability, some say you are here to save the future of humanity. Many more are either afraid of you or envious of your new power. The whole situation has been greatly inflamed by NTAC’s covert attempt to suppress the abilities of the 4400 on one side, the assassination of Jordan Collier, and retaliatory terrorist acts by the Nova Group (extremist members of the 4400) on the other.

Having escaped the affect of the inhibiting injections, your abilities emerged first, and have begun to grow beyond the others. Was this outcome planned ahead of time or is it coincidence? Some among you discovered and stopped one of your own - a serial killer bent on destroying the 4400. But was she placed there to do just that – murder certain individuals among the 4400 in the name of the long-term ripple effect? If not, why did they return her at all? Were you manipulated into place to put a check on her when she’d played out her role to a certain point?

When your unique status became known, the government returned you, along with other members of the care group, to Camp Dekker and held you for tests, until friends and family on the outside were able to successfully lobby for your release. Dennis Wryland, the ex-head of NTAC now working in the private sector, took it one step further and secured you in a private facility, where you were forced to push your abilities to the limits. While there, the motivation to escape bonded you into a formidable team, and you were not only able to secure your freedom, but destroy the facility in the process. Between incarcerations, you discovered a group photo of some of your care group in a newly opened time capsule dating back a hundred years, with a message on the back that lead you to Marco at NTAC and the unknown origins of the 4400, as well as the knowledge that agents from the future are among us, working against the 4400, trying to protect a future in which they are the haves and everybody else desperate have-nots.

After getting information to one of your own within the Nova Group, you were able foil a future agent’s plans to use the terrorist group to ignite a civil war and instead show the world that 4400 abilities can be harnessed for awe-inspiring positive changes in the world. Then you found and connected up with others from your care group who have been underground since their release from quarantine establishing a tight and secure network of hiding places and resources. As an advanced powered team, you know you will be ongoing targets, and were impressively ready when an attempt was made by an unknown agent with significant resources to get their hands on you. And you now have a way to get to them.

Welcome back.

Setting: Three years after the 4400 returned.

Your fellow abductees, after having been released from quarantine and now off the inhibitor, are exhibiting abilities left and right. The 4400 Center under Shaun Ferrell has become the nexus of 4400s activity, a place where 4400s can be themselves, together.

With the powerful, world-wide demonstration by the Nova Group, turning a huge section of dessert into fertile farmland, popular opinion of the 4400s has never been higher, while those who fear them are working harder than ever to try and find a way to match their power, assisted and manipulated by agents from the future.

And now Jordan Collier had returned from the dead, claiming that in the future:
The human race is dying out. And a privileged elite have locked themselves away in the world’s last city where they hoard the planet’s remaining resources, leaving the rest of what’s left of civilization to fight for survival in the wasteland the earth has become.

He stresses that 4400s and non-4400s must work together in order to prevent this bleak future, and roams the country spreading this message among people on the streets, and a nascent religion seems to be springing up around him.

Character Instructions: We will continue to build on the great characters you brought to the game in previous years – both in their personal lives, the effects of being a 4400, and the larger scale issues threatening to escalate into disaster.

The only thing I’d ask you to think about between now and the con is how the events of the game finale last year affected your character and where they want to go from here.

For new players, I’ll get you info on character creation by email and we’ll set you up a 4400 returnee before the con. Then we can work out what that character was up to during the first three years at the beginning of the game session in conjunction with the other players. New characters will have been part of the original care group in quarantine, but will have had reasons for not staying in the area once released, and reasons to become involved now.

Player Information: Minimum: 4 Maximum: 7

Players are requested to contact the GM(s) prior to the convention: changeling [at] hevanet [dot] com

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Amber Shadows
 

GameMaster: Lee Short

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic

This will be a collaborative storytelling game. I will come to the game with no prepared plot, and we will make it up as we go along -- so be prepared for that. Also be prepared for nontraditional player roes; each of the players will be GM for one of the other players. We will be using tarot-card-based rules (taught onsite). At http://www.darkshire.net/jhkim/rpg/starmoonandcross/ there is an summary with the resolution rules and the PlayAid/CharSheet I will be using for the ACNW game.

Setting: The Elders have gone off the to Patternfall War, leaving Gerard and you young pups. You have to tend house while the 'rents are gone.

Character Instructions: Characters will be pregens. If you contact me before the game and want to read the rules and generate your character, you can. But they must be completed at least a week before the con. Otherwise, no need to contact me before the con.

Player Information: Minimum: 3 Maximum: 5

Players need not contact the GM(s) in advance of the convention.

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BTB2: Old Gods
 

GameMaster: Sara Mueller
**9:30 am Start-Time**

   
  Teen Friendly? No

Game Description: Adventure / Heroic

A continuation of 'Before Time Began'. Returning players only please.

Setting: They say that at the end of the last world, when all things ended, the blood of the dead ran in a crimson flood from the edge of the worlds like rivers down a great fall, until the world crumbled into nothing. They say that the blood clung to itself in the dark nothing so tenaciously that it created new life. Is it true? Who can say. All that is certain is that in the endless black void a number of broken planes and realities have crashed together and stuck, or perhaps they have been drawn together by some manner of gravity while still more ragged chunks of worlds drift around them like the spiral arms of a galaxy. The how and why of any of this is unknown. What is important is that in that little, harsh collection of solidity a people have begun to spring up - a loose coalition of city-states, of clans and private armies. All that holds them united are the dangers that surround them. The demons from the pits of the Abyss prey around the edges of this precious and fragile huddle of civilization, and the pressures and infighting threaten to tear this new world apart even as it struggles to be born...

Character Instructions: Characters from last year plus 10 points

Player Information: Minimum: 4 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: Contact Sara at gwirithil [at] gmail [dot] com

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Children of the Storm - Balance of Power
 

GameMaster: Cort Odekirk

   
  Teen Friendly? Yes

Game Description: Mystery -- Amber with a Twist

It was a nice day, a normal day, then the storm came. Not like any storm you had ever seen, storms should be dark but this one just brought whiteness; colors fading to pastel then grey than to nothing at all.

It lasted forever, and no time at all, then it was a nice day again. Everything is the same, no one remembers anything, like it never happened. But you know it did, it had to, because ever since then you’ve felt, different.

The children have emerged and the race is on to discover their place in the world; but other existing powers may not take kindly to arrogant upstarts.

This game is the sequel to last years Children of the Storm, new players are welcome but old players have precedence.

Setting: Shadow Earth - Modern Day.

Character Instructions: Existing players will have their same characters, picking up where last years game left off. New players should create normal modern day earth humans, anything they like, within reason. Players will also need to complete a small character quiz before the game starts, contact the GM once you have been assigned to the game via email to get the quiz and work out merging your character into the storyline.

Player Information: Minimum: 4 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: New players only, contact the GM at webmaster [at] maelstromx [dot] com

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Dreadwood
 

GameMaster: Drew Wood

   
  Teen Friendly? Yes

Game Description: Other; N/A -- Other; N/A

"A Western town where even the Dark is afraid."

Silver mines and six guns collide with ancient horror in A west more Macabre then Wild. Witness the Struggle against the incomprehensible in this ill fated Settlement.

Setting: A 19th Century WEST with Supernatural ties currents.

Character Instructions: Pre-generated Characters will be provided. These simple sketches will be enhanced at the con with a quick question and answer session.

Player Information: Minimum: 4 Maximum: 10

Players need not contact the GM(s) in advance of the convention.

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Dust in the Wind (Firefly/Serenity)
 

GameMaster: Dawn Vogel

   
  Teen Friendly? Yes

Game Description: Sci-Fi / Futuristic -- Non-Amber

Life in the 'verse is never easy, and it's always a little harder when you've got to steal to keep your ship in the air. Some heists are a cake walk, and then there's the more typical heist, where everything that can go wrong will. Here's hoping that this next job ends up being more of the former than the latter. After all, what harm ever came from stealing a book?

Setting: Firefly/Serenity setting, after the Unification War and before the events of "Serenity" (the movie).

Character Instructions: Characters in this game will be Independents or at least Independent-friendly, and part of the crew of a Firefly-class ship known as Stardust. Character creation will be largely collaborative (so the ship will have a full compliment of crew), and take place at the beginning of the game. There will be some E-mail back and forth before the convention to get everyone ready for the game. The system will be a homebrewed variation on the Amber system.

Player Information: Minimum: 4 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: Dawn Vogel, scarywhitegirl [at] gmail [dot] com

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Jokers Wild
 

GameMaster: Jen Edwards

   
  Teen Friendly? No

Game Description: Dark / Grim -- Amber with a Twist

A table of players awaken out of a dark dream with no memory of who they are or why they have come to be around this table. Marked by the cards of the Tarot and warned by urgings toward images or memorabilia of a life left behind, each character must learn who they are, what they are here to win, and how to win it, before being unleashed on a world of darkness that they might control, redeem, or overrun.

Setting: Who knows? ;D

Character Instructions: Accepted players will send a list of ideas to the gm at strategissa [at] gmail [dot] com. These ideas will be shuffled and applied to each character concept, creating things you know about your character's personality and things you will discover about your character's backstory over the course of the game.

Characters are encouraged to use themselves as the template for their characters, but if not please send a picture of your chosen character to the GM - if you use yourself, send a picture of yourself. These pictures will be edited and transformed into a Tarot card you can keep(which is why it might be more fun to use your own picture).

Question list:

1. Amberite, Chaosian, Shadow person, or other (fill in the blanks)
2. Position of importance (example (Knight at Arms of Amber, Commander of the Navy, Sorceror Ruler of Kashfa))
3. Goal (example (win Benedict's love, be the greatest sorceror, take Merlin's spikard))
4. Weakness (example (my wife, my children, flattery, need to conquer all))
5. Personality note (example (very introverted, likes tea, hates horses, etc))
6. Personality note 2
7. Bloodline (who's your daddy.. or mummy?)
8. Personality or plot note (anything your little heart desires)

These notes will NOT necessarily be for your character. They will be shuffled at random. You will be able to design about half of your character however, with a sheet to be provided after I receive everything else.

Player Information: Minimum: 4 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: Please contact me with picture and questionnaire list ASAP.

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Nursery Crimes in the Northwest
 

GameMaster: Jennifer Zimmerman
**9:30 am Start-Time**

   
  Teen Friendly? Yes

Game Description: Mystery

At first there was only a few of them, and their strangeness went unremarked upon by the resident hipsters and other dedicated weirdos of the area. Then their numbers grew, and it would have been rude to say anything in their hearing or to stare when they came in to the diner to order late-night pancakes.

And so their numbers continue to grow. Where they came from, no one seems to know, or those who do aren't talking. However, the progressive-minded civic leaders of Portland recognized a growing minority that might soon become a political force to be reckoned with, and earmarked a small portion of the city budget to serve them.

This is how the Portland Fable Authority came into being. Charged with serving the legal, social, medical, and community needs of the not-so-imaginary, a small band of dedicated professionals traverse the Pacific Northwest to assist denizens of the area that, until recently, were only real in the minds of children.

Setting: Alternate-history Pacific Northwest; loosely based upon Jasper Fforde's Nursery Crime books.

Character Instructions: Character generation will be done in email. If players are unable to create a character before the con, a pre-gen will be assigned.

Player Information: Minimum: 3 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: Jennifer Zimmerman zimmerman [dot] jennifer1107 [at] gmail [dot] com

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Pax America: 1947
 

GameMaster: Eric Todd, Michael Sullivan

   
  Teen Friendly? No

Game Description: Adventure / Heroic -- Non-Amber

You are an American, born in the roaring 20s, weaned on the energetic aftermath of the Great War. Your adolescence was marked by Black Tuesday, marred by the world-wide economic collapse that would some day be called the Great Depression. You grew to adulthood with the rise of nationalist demagogues, the return of War to Europe, and America's entry into that war.

You flourished within American Armed Services and when Hitler invaded Britain you rose to prominence. Now, with victory seeming near at hand, internal conflict has arisen within the US government and its military. Will defeat be snatched from the jaws of victory? Will government of the people, by the people, for the people, perish from the earth?

Setting: An alternate real world in the midst of World War 2. The game will being during 1947.

Character Instructions: Returning characters are welcome but not required. New players are welcome and will be given a summary of the events of last year's game!

You are a highly talented, pivotal member of the American war effort in WW2. Please describe your background, areas in which you are unusually skilled and how you have distinguished yourself in the war, thus far.

Player Information: Minimum: 5 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: Please contact Eric prior to the con with your character concept.

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Pulp Chaos 5: The Shadowmaster Always Rings Twice
 

GameMaster: Jeremy "Bolthy" Zimmerman

   
  Teen Friendly? Yes

Game Description: Mystery -- Amber with a Twist

We sat around a mushroom cap in the backroom of a cyclopean dollhouse, playing faro and swilling down absinthe by the pint. A great, lumpy bowl of sugar helped us beat down the foul taste of the cheap spirit. Our improvised table was lit by a conjured puff of light, and the sickly yellow smoke of our pipes swirled around it like oozing pus.

I'd been making and losing the same odd mix of coin from throughout the Black Zone all night, never quite getting ahead. I half suspected the dealer, and red skinned refugee left over from the Patternfall war, was cheating. But this was Daggerways. You had to expect to get screwed somehow.

"This game is getting a little dull," the dealer said with a gap-toothed smile, his cat-eyes glinting with cruel delight. "What say we liven it up a bit."

With that he produced a gleaming black coin of pit-gold. I half wanted to pack up and leave as soon as I saw it, but I owed a lot of people money and it would be nice to get out from underneath their collective thumbs. All I needed was one lucky hand...

Setting: While the schemes of the Lords of Chaos get all the attention, there is a seamy underbelly to the Courts that many would like to forget. Living in the barely maintained remnants of long-abandoned Ways, the lower class of Chaos lives and dies under a swirling sky. Here the runaway demons, the unwanted nobles, the Amberite provocateurs, the petty thieves and the cutthroat assassins rub elbows and share a drink.

This is their home. And this is their story.

This is the fifth in a series of games, taking place roughly a year after Pulp Chaos 4. After a brief trip to Amber last year, we return to the classic ways of Dagger Ways. Knowledge of the previous games is not necessary. New players are welcome.

Character Instructions: Character creation uses a fast-and-loose system that can be found here at http://www.bolthy.com/pulpchaos/. Players are heavily encouraged to supply characters in advance as the storyline will be heavily tailored to fit the characters in the game. Failing to provide a character in advance will only serve to make your own enjoyment of the game less.

Returning characters will get a small bonus, such as an ally or a promotion. This bonus is larger if you give me an update of what your character has done in the intervening time.

Player Information: Minimum: 3 Maximum: 5

Players are requested to contact the GM(s) prior to the convention: You can contact me at bolthy [at] bolthy [dot] com. But I'll probably contact you first.

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Stalemate
 

GameMaster: Daric Jackson

   
  Teen Friendly? Yes

Game Description: Strategy -- Traditional Amber

For an eon after Patternfall, Chaos and Amber have been at war. Constantly outnumbered, the children of Amber have held back the black hordes at the cost of much blood. The ramifications of numerous blood curses echo throughout the multi-verse. And yet, no side in countless centuries has achieved more than temporary victories. Neither Amber nor the Courts have been breached by the other side in over two millennia.

Now the houses of Chaos are faced with a fresh assault of stunning effectiveness. The lines held on the Plains of Yggdrasil by generations have been breached, and forces from Amber are advancing.

Setting: The far future. The elders of Amber, those who are left, remain ensconced within the walls of the palace. Their children run the mechanics of order, and their childrens' children fight on the front lines of a never-ending war.

The Lords of Chaos, unconstrained by the limits of generations, have multiplied, expanded and secured half of shadow, holding it by sheer strength of numbers.

As the unrelenting meet the immovable, the strain is unimaginable, and cracks begin to show. Each fallen Amberite is another blood curse. Another wedge driving apart the fabric of reality.

Character Instructions: Players will be Chaosians. 250 points, +-10 points of bad stuff. All published powers available. Items, shadows and constructs must be sent to the GM in advance. Creative new powers or ideas welcome if presented in advance.

Each player is expected to be the descendant of a long line of Lords of Chaos or a member of a distinguished house (the usual names apply), or closely involved with such a house. Each player is required to submit a brief description (1-2 paragraphs should be plenty, though don't let me limit you if you're feeling verbose) of a historic campaign their ancestors or house was critically involved in that ended in a victory for Chaos and the defeat of a blooded non-elder Amberite, followed by the blood curse made by said Amberite upon his demise.

Such write-ups are without restriction, so long as an Amberite dies and a blood curse is made. Have fun creating the sandbox you're about to play in, players! A pool of additional points, artifacts, and one special role will be divided up based on creativity of the history, and richness of the resulting blood curse.

Player Information: Minimum: 4 Maximum: 10

Players are requested to contact the GM(s) prior to the convention: As above to amber [at] jingoro [dot] net [ Top of Slot | Top of List ]


To Reign In Hell
 

GameMaster: Edwin Voskamp, Rob Haight
**9:30 am Start-Time**

   
  Teen Friendly? No

Game Description: Tense / Real-time -- Traditional Amber

To Reign In Hell is based on Steven Brust's book by the same name, as a Judeo-Christian framework for a setting for some of Dworkin's utterings to Corwin, believing that Corwin was Oberon, about his realizations and the creation of the Pattern.

In the beginning ...

In the beginning there was Chaos, raw, unformed Chaos. No Houses of Chaos, no Ways. Just you, and your peers or such, and the One. You scrabble for bits of reality, of realization, of realizing yourself.

This game is played using the interstices between games to define yourself, your attributes, abilities, awarenesses, abodes, allies, and alliances (how's that for some serious a alliterations?). Each turn, between slots, you pick a painting in the Edgefield and invest some of your Self in it. In its aspects, its places, or its thematic connections to other paintings. The paintings and connections are known, but anonymous. And then, from such beginnings ...

Setting: Chaos, before "Let There Be Light!"

Character Instructions: You can play any character in Chaos.

Player Information: Minimum: 6 Maximum: 20+

Players are requested to contact the GM(s) prior to the convention: Edwin Voskamp, edwin [at] voskamp [dot] org

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Warlord's Quadrant: Armada
 

GameMaster: Stephanie Itchkawich

   
  Teen Friendly? No

Game Description: Sci-Fi / Futuristic -- Non-Amber

It is a time of tension in the Federation. The joyful news of the return of the Apogee's crew, and the POW's from the Naval rescue action sent to recover a Federation Cultural Treasure from the Warlord's Quadrant has been followed by massive unrest and disruption. Returnees from the Warlord's Quadrant have made their mark on Federation society, technology and culture. Strange rumors abound, areas of space previously open to travel have been suddenly and forcefully interdicted, returnees have become homeless drifters cluttering the corridors of stations and docksides with their strange behavior and antics. Fleet movements have become erratic, rendezvous missed, and it has become increasingly obvious that a large portion of the Federation Fleet has gone missing.

A large group of returnees, reported led by renegades from the Apogee rescue mission who have culturally identified with their previous captors, have assembled a rag tag fleet of technically unsound and dangerous vessels containing returnees and those who have been co-opted to the antisocial customs brought back by the returnee group. Efforts are underway by Federation officials to intercept the fleet, rescue those innocents who have been swept up by the Returnees' cult like and potentially treasonous behavior, and eliminate any threat posed by the unproven technologies carried aboard these unlicensed vessels.

Meanwhile, reports of a large concentration of military ships have been reported along the established borders of Federation space and intelligence estimates that the Warlord culture, perhaps aided by returnee provocateurs, is planning an imminent strike deep into Federation Space.

Setting: Far Future

Character Instructions: This is based on the old Space Opera rules. Please contact GM for details and instructions. Returning and new players welcome.

Player Information: Minimum: 4 Maximum: 10

Players are requested to contact the GM(s) prior to the convention: Stephanie Itchkawich darkharp [at] hotmail [dot] com

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Saturday, November 7, 2009 - 7pm to midnight
Aurellis - The Second One
 

GameMaster: Tim Hart
**Game may run late into the evening.**

   
  Teen Friendly? No

Game Description: Other; N/A -- Non-Amber

This is the second of several independent Aurellis game slots - players may try to sign up for as many as they wish.

Starting out in a world very similar to ours, this game has evolved as the characters have discovered a multitude of other worlds, and powerful beings that consider themselves superior to the locals.

Now, the special operations section, somewhat loosely associated with the FBI, is the last great hope for Earth, keeping the world safe from others, keeping the people of Earth safe from the truth, and increasingly keeping themselves nicely supplied with the booty and loot which seems to naturally occur when dealing with mega powerful interdimensional criminals and enemies - I mean - we can't hand it in, can we? We'd have to explain where it came from them...

Setting: New characters start out on Earth, modern day, with some reason to have come to the attention of the Spec Ops section of the FBI (X-Files), either as a straight recruit or as someone with some 'special' talent, that would be useful.

Character Instructions: Characters will be created by use of an email quiz, which must be completed before the con. While points exist, they will not be known to the players, and may be awarded arbitrarily by the GM depending on game events. Existing characters may get some development, depending on what they have been doing.

Player Information: Minimum: 4 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: tim [at] fugue [dot] org

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Both Alike in Dignity
 

GameMaster: Ben Bernard

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic -- Traditional Amber

A game of forbidden love hidden in a peace summit. Lewella and Mandor have decided that it is time for the bickering and subtle warfare to stop. Towards that end, they have arranged for a meeting to hash out the details of their new, mutually beneficial relationship between the two realms. You have all been called, by your elders or the lords and ladies of your houses to attend this meeting. Each of you has been warned of the treachery of the other side, and of how you must keep yourselves above reproach if this is not to reflect negatively on your family.

But all is not well at this meeting, for the young ones that have been brought along are falling in love. True, pure and wonderful love. How will this affect the outcome of the talks is anyone's guess.

----

PCs will be made on both sides of the talks, and paired up before the con. Each couple will be responsible for setting up and guiding some scenes that will result in the two falling in love. The latter half of the game will consist of the couples facing a challenge together.

Setting: Post Patternfall

Character Instructions: a Chaosian or Amberite, based on 150 pts (we will need an equal number of each)

Player Information: Minimum: 4 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: Ben Bernard - amberconnw [at] benjaminbernard [dot] com

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False Dawn
 

GameMaster: Seana McGuinness
**Game may run late into the evening.**

   
  Teen Friendly? No

Game Description: Adventure / Heroic -- Amber with a Twist

It’s been forty years since, at the head of an army from Chaos and with the aid of an army from Amber, you wiped the Thell from your world. Peace, enforced with the aid of said of forces ghas descended upon your world, which you have called Hope. The one thing that you thought would never happen has. You’ve gotten old. You’re not as quick as you used to be, not as strong, not as tough. Your time is running out. And the wolves are circling.

The fate of your world is once again in the balance, as the detente between Amber and Choas once again is heating up. The Church of the Serpent is again on the ascendant in Chaos, and, with your aging, Swayvill is once again looking weak. And questions remain, such as whether Brand had any other aces up his sleeve on this world where he created you. Not to mention the prophecy that has yet to be fulfilled. “When the Thell enter the Bane, the Serpent shall fall."

Setting: On a shadow of Earth, that took a severe shift about sixty years ago. (Which was the rough equivalent of modern day.)

Character Instructions: New players welcomed, though old ones will be given priority. Given the length of time since the last game, there will not be a problem slotting new players in.

The GM will post character creation instructions for any new players. This will involve a bit of back and forth, so it would be appreciated if you would contact me before 30th October, as thereafter I will be travelling and not reliably contactable You will all be 'enhanced' shadow dwellers 65+ years old.

Player Information: Minimum: 4 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: Seana McGuinness

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A Gorier Shade of Pale
 

GameMaster: Jason Ray
**Game may run late into the evening.**

   
  Teen Friendly? No

Game Description: Other; N/A -- Non-Amber

A Gorier Shade of Pale

Things are always happening in the Nightside. Sacred, profane, sick, seductive, profitable and horrific things - if you want to look at the positive side. But now something big is happening. A new Power has come to town, and the apple cart looks like it's about to explode. The omens have been uniformly bad, what with wine turning sour and a blue-ribboned heifer bearing alive two insurance salesmen – to quote just this morning's Twitter feeds. Everyone with half a brain and any sense has already left on a two month tour of Nepal, or committed suicide.

This is why all of you are still here.

Not much is known about this new Power, other than maybe a name – Nebiros. It's rumored that once a long time ago he made a play at overturning the Authorities and taking over the Nightside. No one is talking about what happened, only that he almost succeeded. He probably would have won, but at the final battle when he supposedly called on the Devil for help, the Devil was in a meeting and couldn't get away.

Although you don't necessarily like or trust each other under normal conditions - you may even have tried to kill each other now and then, but it wasn't personal - you all have a common goal. Find out what is happening, and stop Nebiros' plan. We assume it's an evil plan, but it really doesn’t matter. It's a plan to change the balance of Powers, and that simply won't do.

You also want to make everything come out right in the end. Everyone in the Nightside, including you, has their own agenda so what is "right" is highly subjective and probably somewhat circumstantial. You're going to be talking to a lot of things – and I do mean things – along the way, and while a little unrestricted violence always speeds up a negotiation it's going to take a lot more than explosives to come out on top.

So lock and load, ladies and gentlemen – break out your guns and holy water, your best spells and worst curses, your smoothest pickup lines and your silver tongue, and get ready for an adventure in the Nightside. And don't take it personally when someone tells you to go to Hell – it is only a few blocks away, after all.

Setting: The game is set in Simon R. Green's Nightside - the dark heart of today's London in some alternate dimension. It is always 3 AM in the Nightside, the hour that tries men's souls. No previous experience with the Nightside is required, but it might ease some of the shocks. The universe is a seething mixture of science fiction, fantasy, and dark reality – with an extra helping of horror along with the whipped cream and nuts.

You can expect to run into monsters, robots, angels, demons, gods and yuppies, if you can get away from the hookers and the con artists. They have seen it all before in the Nightside, and they weren't impressed the first time either.

Character Instructions: Characters may be created or players can select one of the six pre-generated characters who appear in the Nightside novels. First come first served on the selection. They will also give you an idea about character range. Because the Nightside is a mixed-genre environment, almost any character concept would be possible –Elder Amberites, superheroes, wizards, gods, supernatural events or high tech cyborgs. Of course most of them end up in the Nightside because they are a little down on their luck, so be prepared for some discussions and judicious tweaking.

A brief description of the six pre-generated characters – and keep in mind that all of these are the GOOD guys:

1) John Taylor, son of Lilith, private detective. John has a reputation of such mythic proportions that he's essentially weaponized it. He defeats many enemies just by introducing himself. Sometimes he's bluffing, sometimes not. Taylor does have a gift – a psychic power that allows him to Find anything, from lost wallets to Finding the way out of his current predicament – assuming there is one. Using that power does tend to tell everyone else where he is, however, so it must be used with some caution and consequences.

2) Suzie Shooter. Also known as Shotgun Suzie, also known as "Oh Christ, it's her – RUN!" Bounty hunter and mercenary, she has built her reputation on the bodies of her enemies and a complete willingness to take risks even a Norse berserker would balk at. She's been known to use every type of gun known to man, and some she had specially made up. Suzie doesn't know the meaning of the word fear. Other concepts she has trouble with are mercy, restraint, and self-preservation.

3) Dead Boy. The name says it all - Dead Boy was killed by muggers at the age of 17. He made a deal with something (he won't say exactly what) and came back for revenge, a spirit possessing his own body. Now, he's super strong, unkillable, and held together with staples and duct tape. And he has a really cool car from the future, just don't make her mad.

4) Walker. If he has a first name, nobody knows it, probably not even his wife. Always the quintessential City Gent, Walker is the voice of the Authorities that run the Nightside – or at least claim to keep what takes the place of the peace there. Walker has a Voice that cannot be denied by anyone. Rumor has it he even made a corpse sit up on an autopsy table to answer his questions. Walker also has the most "official" power in the Nightside, and has access to almost unlimited resources if the Authorities agree with him.

5) Razor Eddie. The Punk God of the Straight Razor. A slick and vicious gangbanger by the time he was 14, with a particular fetish for a pearl handled straight razor. Something happened to him on the Street of the Gods and he disappeared – and came back as something both more and less than human. A homeless derelict living a life of violent penance for his earlier sins, Razor Eddie's targets are the bad guys no one else can touch. They tend to end up dead in mysterious, upsetting ways. Razor Eddie is an extremely disturbing agent for Good – and it's said Good didn't get any say in the matter.

6) Julian Advent. The Victorian Adventurer, tossed forward through time when his fiancé betrayed him to his archenemy. He created a formula that could distill the good or bad aspects of a person, and embraced the good. Kind of Mr. Hyde's "GOOD twin". Julian is extremely strong, fast, likeable and has excellent connections – and he runs a newspaper.

Player Information: Minimum: 3 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: Contact Jason Ray at: arthanyel [at] hotmail [dot] com to get characters selected. Unselected pre-gens will be available at the start of the game on a first come first selected basis.

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Grindhouse 3
 

GameMaster: Jeremy "Bolthy" Zimmerman and Thaddeus Rice
**Game may run late into the evening.**

   
  Teen Friendly? No

Game Description: Other; N/A -- Non-Amber

This winter, the Grindhouse brings you not one, but TWO pulsepounding games in one slot.

First: Thaddeus Rice's "2027: After The Nukes Fell"

Desert filled with shanty towns- check. Bondage gear and football pads- check. Punk Rock extras-check. Some beat up cars- check. A buddy who is really good at making latex "mutations" and radiation burns- check. It's time for a Post-Apocalypse game! Think "Hell Comes to Frogtown" meets "Steel Dawn" meets "Blood of Heroes" and, of course, Melanie Griffith's greatest film: "Cherry 2000".

You are survivors, eking out an existence in the radioactive wasteland of the future filled with mutants, biker gangs, and an evil warlord who wants to rule the great desert of Nor Rica and plunder the treasures of Icago.

Then: Jeremy Zimmerman's "Slaughter High"

William A. Slaughter High School has the usual collection of jocks, freaks, nerds and thugs, just like any American high school. But strange things are afoot at the local convenience store when an unlikely band of students get in over their heads when they start dabbling in the weird. With a little pluck and rock and roll, these kids will break all the rules to come out ahead in this whacky coming of age story.

Setting: For "2027: After the Nukes Fell": The radioactive wasteland of the frickin' future man!

For "Slaughter High": A high school in suburban Pacific Northwest, with elements of "Rock and Roll High School," "Class of Nuke Em High," "American Pie," "My Science Project," "Weird Science," "Ferris Bueller's Day Off," "The Breakfast Club," etc. thrown in.

Character Instructions: This game will feature two indie RPGs run back to back, each about two and a half to three hours long, each run by a different GM. 2027: After the Nukes Fell will hopefully use Shock: Social Science Fiction (provided my copy ever gets here!); elsewise it's In a Wicked Age. Slaughter High will use a variation on John Wick's "Houses of the Blooded."

Due to the very tight time frame for the game, the GMs ask that players be available before the con to discuss over email some of the details of the game and make characters as needed.

Player Information: Minimum: 3 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: We will send out an email to the players before the con, but feel free to contact us early at bolthy [at] bolthy [dot] com and thaddeusrice [at] comcast [dot] net to start the ball rolling.

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It Was A Dark and Stormy Night: A Mad Victorian Fantasy
 

GameMaster: John Schippers, Jack Schleick
**Game may run late into the evening.**

   
  Teen Friendly? Yes

Game Description: Tense / Real-time -- Non-Amber

Noted Victorian explorer, Lord Basingstoke-Mitrefinch, decides in his twilight years to display his amassed collection of anthropological artifacts and donate his ancestral manor as a museum for this purpose. His myriad friends, acquaintances, and mysterious strangers summoned from all over the globe for the dedication ceremony and dinner, bring with them their colorful personalities and their own sinister agendas. Then plans all go awry when the hand of fate causes an unseasonal storm to wash out the roads and trap the enigmatic entourage at the antique manor for one terrible night.

GM created characters only, contact me early for first choices and/or input on your character.

Setting: This has nothing to do with Girl Genius and was written at least 5 years previous to its existence.

Character Instructions: Premade characters are constructed by the GM. Each character is designed to have multiple intersecting plotlines. Unlike most live games it is designed to prevent players from losing their plotlines early and suffering eternal boredom. In the two testplays it was successful in this at least.

Player Information: Minimum: 15 Maximum: 18

Players are requested to contact the GM(s) prior to the convention: John Schippers jschippers [at] supervillainy [dot] com

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Mysterious Ways
 

GameMaster: Jim Phillips

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic -- Traditional Amber

On a quiet, fog-shrouded plain in a Shadow at the edge of the Abyss stands Mistways, a plush, exclusive resort and retreat for Chaosians of quality--or at least it was, until forty years ago, when an assassination attempt against Duke Hendrake during a Mistways sabbatical gave the House an excuse to take charge of the place. Now, it's a plush, exclusive resort and retreat with the best security this side of Thelbane. And of course, that protection attracts a whole new breed of clientele, seeking a safe place for commerce both mundane and... otherwise. But when King Merlin needs someone he can trust to go undercover in Mistways and avert a pending disaster that could throw all of the Courts of Chaos into bloody civil war, even a hundred hawkeyed Hendrake sentinels won't be enough to get the job done, and Merlin calls in his ace in the hole: you.

Setting: The action takes place several years after the end of the Merlin chronicles, with Corwin's and Merlin's chronicles commonly accepted to be more-or-less accurate accounts of history, unless you have a better idea.

Character Instructions: Characters are to be built with 235 points. The game takes place in the Courts' end of reality, among Chaosians, but characters may hail from any conceivable corner of the infinite multiverse--Chaos, Amber, or whatever point in between--as long as you can answer these three questions:

Why does Merlin feel he can call on you for help?
Why do you answer?
Are you actually loyal to Merlin; and if not, then to whom? (Your House? Nobody but yourself? An Amberite cult? The Church of the Serpent? A secret Amberite lover? Someone/something else completely?)
Players who submit their characters' answers to these questions by the end of the day on October 29 (that's one week before the Con) can claim 15 extra points to build characters with, and I'll also be able to work your background a bit more deeply into the scenario.

Player Information: Minimum: 4 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: Contact GM Jim Phillips by email, 10913 (at) wi (dot) rr (dot) com

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Nightwatch: Candle in the Twilight
 

GameMaster: Simone Cooper

   
  Teen Friendly? No

Game Description: Horror -- Non-Amber

They found a note in the coat Verducci left behind. It was in a Ziploc bag, as though he thought maybe they wouldn't find him for a long time.

Bodies are strung together like struggling beads;
Roses grow from the concrete;
The grey bleeds into the world.
We are all vampires.
That's the truth of the Twilight.
What Verducci didn't know when he went into the water is that what he saw before he went down was too important to die with him. Unfortunately, his eyes are missing. It's your job to find them, before the Day Watch does.

Setting: The offices and beat of the Chicago Night Watch on a perilous mid-August night... Based on the Night Watch books by Sergey Lukyanenko

Character Instructions: Nightwatch, Daywatch, and Inquisition characters will be chosen from among several types and created based on a quiz with stats developed in follow-up. Please do not sign up for this game if you will not have time to create a character who is part of a team.

Player Information: Minimum: 4 Maximum: 7

Players are requested to contact the GM(s) prior to the convention: Simone Cooper: simonepdx [at] gmail [dot] com

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The Ruikei Project
 

GameMaster: Ogre Whiteside

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic -- Amber with a Twist

One powerful man, a psychic, possibly the world’s first, passed on his genes to his children. Was his death and the subsequent destruction of old Tokyo the end or merely the beginning.

Those who live on the streets can constantly feel those who live inside the facility walls of the Project, and these within the walls can feel the ever growing pressure the project leaders are feeling to cancel it and destroy the specimens.

To add to this the whole of Neo-Tokyo is a political pressure cooker of discontent with corruption and draconian order.

This is an Amber/Akira style anime mash-up. Players will reinvent canon Amberites as psychic teenagers on the streets of a sprawling chaotic Neo-Tokyo or within the walls of the Ruikei Project. The game will use a simple diceless system where hard choices push the characters towards each other and towards psychic meltdown. There will also be group npc construction and major npcs will be reflections of your favorite Chaosians.

Setting: Neo-Tokyo

Character Instructions: We'll create characters on site, which should take about fifteen minutes.

Player Information: Minimum: 4 Maximum: 6

Players need not contact the GM(s) in advance of the convention.

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Shadowworld: Crime Leagues
 

GameMaster: Robert Haight

   
  Teen Friendly? Yes

Game Description: Dark / Grim -- Non-Amber

Psionic humans take to the underworld in the criminal organizations of Italian, Russia and Jewish Mafia, the Chinese Triads, Japanese Yakuza and all comers to vie for control of the United States in the 1950s.

Setting: Setting: Based on the Shadowworld setting, based on the rules found at
http://www.shadowworld.org/

Character Instructions: It would be nice to have new characters defined before the con, but not a requirement.

Player Information: Minimum: 4 Maximum: 8

Players need not contact the GM(s) in advance of the convention.

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Sign of the Phoenix
 

GameMaster: Mickey Schulz
**Game may run late into the evening.**

   
  Teen Friendly? Yes

Game Description: Humor / Spoof -- Amber with a Twist

The third (for real) installment of the Amber/Hogwarts cross-over game. Basically, Hogwarts, children of Amber, magic and teen angst and hormones... Do you really need more of a description than that?

Preference to be given to those who have played before in any of the previous Hogwarts games.

Setting: Hogwarts

Character Instructions: Players should email the GM with their character concepts. Previous players should let me know if they want to continue with the same characters. Everyone else should let me know gender, age, year in school, House of choice and specialty area of study.

Player Information: Minimum: 4 Maximum: 10

Players are requested to contact the GM(s) prior to the convention: Mickey Schulz sirriamnis [at] gmail [dot] com

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Take the Sky (Firefly 3)
 

GameMaster: Emma Sansone
**Game may run late into the evening.**

   
  Teen Friendly? Yes

Game Description: Sci-Fi / Futuristic -- Non-Amber

Previously on "Resolution": Cecily set up an auction, and got kidnapped before it could take place. This led Captain Yin, Billy and Jaime Dare to take off on a rescue mission. Meanwhile, a number of people who had had something to do with the antiques were murdered in creative ways. Mei Ling seemed most impressed by Shepherd Chen. Shepherd Jeremiah Jones found a photo of an old friend in an unexpected place. Jolee found the burned corpse of her old friend Harley in his wrecked warehouse. And when the questioning of a goon led to interesting knowledge, the crew decided to go public. And now, the conclusion: [cue Titles]

Setting: In the Serenity 'Verse, about eight years after the end of the Independence War.

Character Instructions: This is a continuation game, using ADRP with some modifications. Returning characters from " Burn the Land and Boil the Sea" '08 and '07 have preference, followed by characters from "Criminal Element" (should they wish to join), and new characters welcome if berths on board are available.

Returning characters get 5 shiny points to spend. Characters who send me summaries of last year's events get even shinier points (1 per event I've forgotten about. Trust me, I'm the GM.)

Player Information: Minimum: 4 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: emc [dot] sansone [at] gmail [dot] com

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Ultimate High School Testu No Sakana
 

GameMaster: Don Ide

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic -- Non-Amber

This is an Anime High School Comedy Game. It will be using guidelines of my own creation. (I just can’t bring myself to call them “rules”)

Setting: Testu No Sakana is know as the Ultimate High School for it’s high quality of educators, extensive facilities and extra curricular activities.

This high school has a club for everything. And we mean EVRYTHING. Teen Magic, Mech Piloting, Martial Arts, Transformation Club, Science, Robotics, Go, etc.

This leads to the elite and the unique to enroll their student in this prestigious school.

Character Instructions: Just bring a concept for a character that would fit into a Comedy Anime. Remember that the setting will be in Japan. Also this is TV style Anime, so no Hentai or purely adult concepts.

Player Information: Minimum: 4 Maximum: 10

Players need not contact the GM(s) in advance of the convention.

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Sunday, November 8, 2009 - 10am to 4:30pm
Amber Family Therapy
 

GameMaster: Mickey Schulz

   
  Teen Friendly? Yes

Game Description: Humor / Spoof -- Amber with a Twist

In an attempt to create some form of family tranquility, the elder Amberites have begun group therapy. Every week, they gather and try to talk through their "issues" with one another, led by a therapist from Corwin's earth, so that they can better work together to safeguard Amber.

Setting: A quiet, non-descript therapists office on Corwin's Shadow Earth.

Character Instructions: Please email the GM with your character preferences as there will only be one of each elder allowed, with the possible exception of Caine. There will also be email discussion of your particular Amberite's "issues" and how you want to portray them.

If no teens register for this game, the gloves are off.

Player Information: Minimum: 4 Maximum: 10

Players are requested to contact the GM(s) prior to the convention: Mickey Schulz - sirriamnis [at] gmail [dot] com

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Aurellis - The Third One
 

GameMaster: Tim Hart

   
  Teen Friendly? No

Game Description: Other; N/A -- Non-Amber

This is the third of several independent Aurellis game slots - players may try to sign up for as many as they wish.

Starting out in a world very similar to ours, this game has evolved as the characters have discovered a multiude of other worlds, and powerful beings that consider themselves superior to the locals.

Now, the special operations section, somewhat loosely associated with the FBI, is the last great hope for Earth, keeping the world safe from others, keeping the people of Earth safe from the truth, and increasingly keeping themselves nicely supplied with the booty and loot which seems to naturally occur when dealing with mega powerful interdimensional criminals and enemies - I mean - we can't hand it in, can we? We'd have to explain where it came from them...

Setting: New characters start out on Earth, modern day, with some reason to have come to the attention of the Spec Ops section of the FBI (X-Files), either as a straight recruit or as someone with some 'special' talent, that would be useful.

Character Instructions: Characters will be created by use of an email quiz, which must be completed before the con. While points exist, they will not be known to the players, and may be awarded arbitrarily by the GM depending on game events. Existing characters may get some development, depending on what they have been doing.

Player Information: Minimum: 4 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: tim [at] fugue [dot] org

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Book of Names
 

GameMaster: Eric Todd
**10:30 am Start-Time**

   
  Teen Friendly? No

Game Description: Adventure / Heroic -- Non-Amber

For uncounted centuries, the great river divided the two people. Each flourished in a peace born of isolation. Each found a path to mighty magics. To the West are the eternal fair folk in their trackless forests and mountain glades. To the East are the four cities of Man with their scholar-kings and their Book of Names.

Ignorant of the true risks, mankind now spreads to the western bank of the great river, seeking lumber to fuel their growth. Neither side sees the grave conflict that looms, threatening to engulf all.

Setting: This is a diceless non-Amber game, set in a primordial fantasy world.

Character Instructions: We'll create characters at the Con, but in general you'll play one of the greatest of the fair folk or one of the four scholar-kings of the east.

Player Information: Minimum: 6 Maximum: 9

Players need not contact the GM(s) in advance of the convention.

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Check, Your Move
 

GameMaster: Jen Edwards

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic -- Throne War

Amber is in a state of disaster. Random I's grandson, Myron, has made a tremendous mess of Amber, both politically and militarily. The only thing in his favor is his good nature, his charisma, and the collection of excellent advisors he has gathered to his side. These advisors are the greatest minds of their generation in the military, in finance, in politics, and in everything else. They are individuals of great resource and power, with one goal in common - they must keep Myron I on the throne of Amber, no matter what may occur.

This is a difficult enough task. The Amber economy is low, war is threatening on two fronts, the Queen is an unpopular and terrifying visage who seems unlikely to ever produce an heir, and Amber itself is shaken by metaphysical omens. Nonetheless, those in Myron's service much prefer their kind, witty and good-hearted ruler (who is also easy to maneuver and manipulate) to his greedy, power-hungry siblings, all with their own dark agendas.

As a PC, you will strive to keep your power and your monopoly on the City of Amber by keeping Myron I on the throne and preventing a Throne War.

Setting: Two generations after King Random, the City of Amber.

Character Instructions: Characters are not of the blood of Amber. They are extremely skilled and powerful Lords and Masters of Amber in various fields. CharGen is first come, first served when it comes to purview (if someone claims the Amber Navy, next to come cannot have it). Character sheets are at 250 points, buy up from Human, with a restriction only to Pattern and Logrus.

If you have any desires for intelligence organizations, noble Houses, newspapers or monopolies in Amber, simply add them to your Character Sheet and we'll have a look-see. We don't want any one character to rule all, but being powerful in an intelligent, Medieval power sort of way is the point of this one.

Player Information: Minimum: 3 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: Please send a starting concept and character sheet.

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Doctor Who: ‘A Time Out of Mind’ Part 1, ‘Blood of Bel’kwinith’ Part 2
 

GameMaster: Amber Cook, Karen Francis
**10:30 am Start-Time**

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic -- Non-Amber

The good-natured, adventurous fun of Doctor Who meets the intriguing realm of Roger Zelazny’s novella ‘Roadmarks’.

For people who have, quite literally, lost their place in time yet yearn to return home, meeting a Time Lord may seem like all the help they need, but the Doctor and his Companions will soon discover that the ambit of Time has secrets and mechanisms even he has never known before - when they discover the Road and meet its immortal denizens.
Knowledge of the television series, or the book, are in no way necessary; players with different levels of knowledge and experience will be directed towards different characters, all of whom are central to the story.

This game will play out like a two-part episode of Doctor Who – aiming to end on a cliffhanger before we have lunch, and then returning to conclude the adventure in the next episode.

Players from last year’s “The Changing Land”, the previous year’s “A Timelord in King Merlin’s Court” and the first year’s “AMBER vs. the Flying Saucers” games are welcome back, and new players are welcome as well, to the fourth installment of the Doctor Who/Roger Zelazny Crossover series. The games are all stand-alone scenarios.

Setting: The Doctor Who-niverse of the new series, with the Roadmarks world as subsumed therein.

[Players in my Roadmarks game, which ran at ACNW 2001 and 2002 are welcome to play in this game, and could conceivably make themselves very useful in certain roles.]

Character Instructions: Available characters include the Doctor and Captain Jack, a pre-existing Companion from the series, and pre-generated Companions and denizens of the Road created specifically for this game.

Start off by emailing me, letting me know your familiarity with Roadmarks, before we begin the character selection process.

Player Information: Minimum: 5 Maximum: 10

Players are requested to contact the GM(s) prior to the convention: changeling [at] hevanet [dot] com

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The Eye of the Dawn
 

GameMaster: Kai Ford, Malcolm heath

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic -- Non-Amber

The Eye of the Dawn

It’s November, 1889, and the annual meeting of the World Explorers Society is being held in London. This august body, the largest and most prestigious collection of explorers, scientists and worldly gentlemen and ladies, meets every year to discuss recent findings, gather funds for further exploration, and have vigorous debates over it’s subjects of interest.

Previous years have been exciting. Two years ago, Professor A.L.V. Willingsworth stunned the gathered assembly when he claimed to have found a way into the center of the earth, which he further claimed was hollow and filled with tiny men. He was mocked terribly, and has since disappeared, vowing to return with proof.

Last year, Lord Justice Henley, for his handling of the Burmese “faceless men” affair, was both lauded for his bravery and decried as having destroyed a priceless artifact, thus putting the science of exploration decades behind.

Now, rumors are swirling again, and it seems that a longstanding member of the Society, the reclusive Mr. R.A. Hargrove, a man of great wealth, and even greater privacy, is seeking members for an expedition to some far off land. It’s all been kept very secret, but some sort of announcement is expected. The Society is abuzz with who might be selected, and what sort of secrets might be disclosed.

Quite separate from all of this, each of you have been approached by a representative of Mr. Hargrove, and asked if you were interested in joining his expedition. Details were not provided, but it was intimated that your previous work had been keenly observed by Mr. Hargrove, and that he would be personally made very happy if you would consent to allow him to explain himself, at a private dinner at his residence the day before the annual meeting begins.

Mr. Hargrove is known to have a most excellent library, where he spends much of his time. What strange clues has he gathered? What does he expect to find? What dangers await this brave expedition?

This game is a more or less system-less run at a grand Steampunk adventure. Characters will be pre-gen, but sent out ahead of time, allowing customization and fleshing out, if desired.

Setting: A Steampunk setting, that is, a re-imagining of our world, circa 1889. For those unfamiliar with this genre, the works of Jules Verne and H.G. Wells are inspirations, and a quick googling of "steampunk" will give you a sense of the style. Specific to this game is a sense of 19th century discovery - when much of the world was still unexplored, at least by Europeans.

Character Instructions: Pre-gen Characters will be provided well before the con. If you have a strong preference for a particular type of character ("The mechanic", "the Scientist", "the dashing aristocratic explorer", "the daring treasure hunter") please let the GM's know, and we'll try to accommodate you.

In collaboration with the GM's, a pre-con opportunity to customize or flesh out your character will be offered. It is not, however, required.

Player Information: Minimum: 3 Maximum: 10

Players are requested to contact the GM(s) prior to the convention: Contact Malcolm or Kai at malcolmpdx [at] gmail [dot] com and touchingsky [at] kaiford [dot] com

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The Illusion of Time!
 

GameMaster: Ian Goodwin

   
  Teen Friendly? Yes

Game Description: Other; N/A -- Amber with a Twist

10,000 Amber years have passed and the events of the Corwin and Merlin chronicles have turned into myth. Chaos and Amber still exist as relics of times past and popular tourist attractions, somewhere you will take kids to learn their heritage. You are living comfortably in your own shadow until

(Yes, I do know, but I don't want to spoil the story and anything you tell me before the game will be used against you!)

Setting: This is the Amber universe, except 10,000 Amber years have passed. It turns out Amber/Chaosites are not immortal and have a normal lifetime measured at about 2,000 Amber years, the oldest known person was roughly 3,000.

There may be Sci-Fi/Futuristic elements, but that is not germane to the story.

Character Instructions: You are a relatively young person, maximum of 200 Amber years, and have lived in your own shadow of desire for the last 50 Amber years. You can have as many points to spend as your character is Amber years old.

Please provide your character background before the convention, including details on your shadow of desire, what it is like and why you chose it. Plus I would like a deep dark secret and a reoccurring nightmare your character has!

Be warned, anyone not setting up a character can only be 50 Amber years old and considered a child, probably of another Player Character with foresight :)

Player Information: Minimum: 5 Maximum: 9

Players are requested to contact the GM(s) prior to the convention: Ian Goodwin by e-mail igoodwin [at] live [dot] com

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InSpectres of Amber
 

GameMaster: Jennifer Zimmerman

   
  Teen Friendly? Yes

Game Description: Mystery -- Amber with a Twist

Every city has its creepy buildings, spooky stories, and fabled ghost sightings, and Amber City is no exception. In the years following the Patternfall War, with public attention so intent upon the aftermath of those bloody years, the local constabulary is overwhelmed with complaints of wandering spirits and other hauntings.

An intrepid group of citizens decides to form a business to investigate and hopefully exterminate the things that go bump in the night. You are a member of this team, bringing your unique skill set, love of adventure, and nerves of steel to your new employment.

Setting: Post-Patternfall.

Character Instructions: Character creation will be a brief task in email. If players are unable to create a character before the con, a pre-gen will be assigned.

Player Information: Minimum: 3 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: Jennifer Zimmerman at zimmerman [dot] jennifer1107 [at] gmail [dot] com

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It's For Science!
 

GameMaster: Meera Barry

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic -- Non-Amber

"Did we get them all?"

"All? No. We got what they gave us."

"But the ones in charge?"

"We'll never know. I...think we got some of the worst."

"He won't be happy."

"Even a mastermind can slip up."

You might remember seeing the "JOIN THE HSEL" posters when you were a kid, especially if you or your family hung out on Primus before the Hyperdrive Experiment went haywire. (You couldn't have hung out on Primus afterwards, anyway.) The Human Sciences Exploration League (posters now have "Experimentation" written in graffiti over "Exploration" all over the galaxy) was a fabulous conceit, a celebration of all it was to live in the Empire without the messy caste structure of the Pure Human wars.

After the raid on Kumo, the HSEL leaders were summarily found and executed. You can presume there was a trial. There's still a bounty for anyone who worked at the HSEL, custodian, receptionist, or scientist, if you would like to inform the Sisters of Eternal Mercy of your suspicions.

You are a passenger on a cruiseliner that skirts Imperial Space. Two hours ago the lights went out, as did the whine of the oxygen recyclers. The background music faded and the emergency systems began their unpleasant warnings. Ten minutes ago, a voice came over the comm. "We have reasons to believe that a member of the controversial scientific organization the HSEL is aboard our ship. If you are that individual and you surrender peacefully, we will give you to the Merciful. If you intend to resist, we will pass judgment unto Him without the benefit of trial. To our legitimate passengers, we apologize for the inconvenience. We will attempt to make the violation of your sanctity as quick and sanitary as possible. We will have chaplains available to return your soul to their original state. Please return to your cabins for the duration of this unpleasant experience. Thank you for flying with us! And have a nice day!"

Something has gone terribly wrong.

Setting: "There is only one god, myself, and you shall not have any others before me."

That's how it reads in interplanetary law, anyway. When His Imperial Majesty made the edict, He didn't care who else it impacted. Now, small gods are being moved onto the frontier planets, far from the wars being held by the major players in the inner systems. God Merchants make deals to take the family legacies to places where they can continue to be believed, from household gods, tooth fairies and closet monsters, to the M8k's peaceful cupid-like combers. (M8k are covered in fur.) Soul Jockeys protect the heroes, adepts, avatars, and other special psyches marked for reincarnation or resurrection. You've got space pirates, special agents of the Emperor, aliens, telepaths, wizards, robots, and the occasional mad scientist. And, hey, if you're unlucky enough, all of those might already be on board with you.

Character Instructions: Characters will be pregenerated. You are expected to make a first choice, a second choice, and a "anyone but this person!" choice. Also let me know which gender you'd prefer your character to be.

Characters include:

Mack "The Lizard" Jack - here for a little R&R from the last assignment, but one's special skills should never go without a little workout, right?

Dr. Reednough - ambassador from a little half-frozen red planet they'd rather no one really remember well.

Luscious Lucille (or, if male, Gorgeous George) - a sexbot in the employ of the cruiseship.

Huli Jing - a God Merchant hiding the fourth most dangerous cargo in the galaxy, depending on how you count it.

Who-Spoke-And-Is-Now-Silent - a monk geased to silence by His Majesty, with very interesting paperwork.

Gameplay will be using a diceless ADRPG variant.

Player Information: Minimum: 4 Maximum: 5

Players are requested to contact the GM(s) prior to the convention: the [dot] fierce [at] gmail [dot] com for character choices, and, of course, as always, questions. If you are available for e-mail pregaming, please so indicate.

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Raiders of the Lost A.R.C. - Eureka, 1959
 

GameMaster: Jason Ray

   
  Teen Friendly? Yes

Game Description: Exploration -- Non-Amber

You may remember that Hitler was a fanatic for all things mystical and supernatural, not to mention advanced technology developments like the V2 rockets and the heavy water experiments to build hydrogen bombs. At the end of World War II, isn't it odd that the fruits of this fanatical pursuit were never found? We know the Ark of the Covenant is in Warehouse 13, but what happened to everything else the German's gathered from all over the world? And where was their ultra-secret technology development happening?

As the United States has been leaning on Werner Von Braun and his team of ex-German theoreticians to try and win the space race, the people from Eureka have, of course, worked with them. The stress of the space race is getting to everyone, and several Eureka residents including members of Von Braun's team have turned to psychological counseling to help manage that stress.

One night, during an especially intense counseling session with Werner himself, the town's therapist and bed-and-breakfast manager, Victoria Peoples, resorted to regression hypnosis to try and ease some of his stress. And under hypnosis, Werner revealed that he had once been taken (blindfolded) to Hitler's A.R.C. – the Advanced Research Center, where the most secret technologies and mystical devices were being studied. Werner didn't know where the A.R.C. was, but he knew it had to be somewhere near Berlin.

Or, as it turns out, underneath it.

A deep cover spy in Moscow had sent an urgent message just the week before that the Russians were "intensely interested in some construction under East Berlin." With that and the regression results, the President is convinced that the US has to get into the A.R.C. before the Russians do, and bring anything of significance back to Eureka.

This game is a high tech dungeon crawl with some supernatural twists. And like any really good dungeon crawl, of course the A.R.C. is not devoid of life – or undefended. Characters are people from Eureka, selected to go on this mission because only the truly bleeding edge techie types from Eureka will be able to understand what they are seeing in the A.R.C. – and deal with some of its challenges. And don't think for a second that "dungeon crawl" means minimal role playing – the acronym "ARC" wasn't chosen by accident.

Setting: The setting is an alternate reality of this world in 1959, based on the universe of the Syfy channel television show Eureka. Eureka is a small town in Oregon where all the smartest scientists live, handling research and development at the most extreme frontiers.

Although the game is set 1959, characters will have available (and possibly encounter) virtually any technology currently available in 2009. The game will take place mostly in the A.R.C. itself.

Character Instructions: All characters are scientists and other super-smart members of the Eureka community, or the current Sheriff and Deputy Sheriff. In an odd coincidence the current Sheriff is a nice guy that tends to find the practical answers all the geniuses miss (and has a more personal connection to some of the more supernatural myths and legends) while the Deputy is an ex-Special Forces soldier with all the competence that implies.

Pre-generated characters for the Sheriff and the Deputy will be available, as will several archetype Eureka residents, but please fell free to come up with your own character concept and background. Every character can have at least the equivalent of 3 PhD's (except the cops) and access to any equipment available in 2009 with some special effects to make it fit into 1959.

Player Information: Minimum: 3 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: Contact Jason Ray at: arthanyel [at] hotmail [dot] com

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Scientific Progress goes BOOM!
 

GameMaster: Jules Morley

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic -- Non-Amber

Captured by the devilish and socially-maladjusted Dr. Kartoffelkopf, a group of youths suspected of possessing the Spark - an innate ability to create fantastic inventions, aka the 'Mad Scientist' gene - must escape the Kartoffelkopf ancestral castle and day spa before they fall victim to the good doctor's experimental treatments or Baron Wulfenbach's Social Re-adjustment Assault Corps. Can the players navigate the Pool of Woe? Will they be able to resist the siren call of the carnivorous chaise lounge? Who will live to tell the world of the fiendish contraptions that lurk within the caverns of the Inconsequential Sheik? Don't miss this exciting episode of Heterodyne Theater!

Setting: The Girl Genius universe - mad science in an alternate Europa. See

http://en.wikipedia.org/wiki/Girl_Genius for more info.

Character Instructions: Character backgrounds will be created on the day using a communal technique known as 'lazy GM'.

There's at least a 50% chance this game will use Spirit of the Century as a resolution mechanic.

Player Information: Minimum: 4 Maximum: 10

Players need not contact the GM(s) in advance of the convention.

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ShadowWorld (Sun)
 

GameMaster: Edwin Voskamp

   
  Teen Friendly? No

Game Description: Dark / Grim -- Other; N/A

ShadowWorld is a diceless roleplaying game based in our world, except that, under the facade of media, politics, political correctnes 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.

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, though there has been a lot more terrorist activity observed and a few major changes: Quebec, Ontario the provinces east of it became a country and, with Cuba, Ecuador and Vanuatu, formed a Commonwealth. Terrorists detonated a nuclear weapon in Japan and China sent military units for humanitarian support. Germany, Italy, France, Israel and a few others went to war over the Ark of the Covenant, with Israel threatening the use of nuclear weapons. China forcibly deported all Christians. And then, recently, it got worse, much worse. For (much) more detail, see http://mainline.shadowworld.org/forums/ and read the 'Public Knowledge' forum.

NOTE: To avoid spambots and to maintain player privacy, contact me by email (gm [at] shadowworld [dot] org) to get access.

Character 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 seventeen (17) points to create your character's powers.

Player Information: Minimum: 2 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: Edwin Voskamp, gm [at] shadowworld [dot] org

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Game-related questions should be directed to Simone.
Last Modified: 10/15/04