Game Book - ACNW 2010

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Thursday, November 4, 2010 - 7pm to midnight
The Agency
 

GameMaster: Kat Lemmer, Christopher Midyette

   
  Teen Friendly? No

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

You are members of the Agency, in service to the Crown of Blackmoor. Your skills, often supernatural, make you and your team the most qualified in dealing with threats: foreign, domestic, and extra-dimensional to the Kingdom of Blackmoor, her allies and protectorates. Your professional expertise in problem-solving, diplomacy and world-rescuing will serve well in the delicate act of supernatural clean-up, fixing, and information gathering (sometimes in that order). Your missions will take you around the multiverse, to other dimensions and the afterlife. Come, answer the call of King Drake and service to the throne of Dragon.

Setting: Though pcs are generally not from the court of Amber, Random is king, events of Corwin's books took place roughly as described.

Character Instructions: Characters will be submitted ahead of time. Gms will contact players with character creation guidelines (but feel free to email us if you are jonesing to get something sent in). Think of someone that would be recruit (or press ganged) into working for a covert group that deals with the supernatural.

Player Information: Minimum: 4 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: Kat Lemmer mordaleah [at] gmail [dot] com Christopher Midyette tusitala23 [at] gmail [dot] com

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All That Glitters
 

GameMaster: Jeremy "Bolthy" Zimmerman

   
  Teen Friendly? No

Game Description: Mystery -- Amber with a Twist

It was in a cafe in Kashfa that I saw her. She'd dyed her hair since I'd last seen her, but I couldn't forget that face. Last time I'd run afoul of her was in Weirmonken, swilling down cheap lager and playing high stakes poker for an odd bit of real estate and information. She was slathering the charm onto the Deigan ambassador and he was lapping it up. We'd had some good times back in Weirmonken, listening to the nobles howling at the moon. But she'd left me buried in an avalanche with her dagger in my leg. Love's fickle that way. I almost regretted signalling the crossbow man on the nearby rooftop to take the kill shot.

Setting: In the Golden Circle, several years after the Corwin series but before the Merlin series kicks off.

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

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

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

Player Information: Minimum: 3 Maximum: 5

Players are requested to contact the GM(s) prior to the convention: Please email bolthy [at] bolthy [dot] come for character instructions and get your character to him ASAP.

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Clarity of Vision
 

GameMaster: Kath Nyborg

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic -- Traditional Amber

It the midsummer holiday and Florimel, as Random's Regent, knows how to do it right. The annual week-long festivities, culminating in tonight's Grand Ball, are the talk of the town and the combined Golden Kingdoms and everyone who is anyone has wangled an invitation. Sure, there have been rumors that Random, after five hundred years, is getting sick of the King job and has taken Vialle off to who knows where for a permanent vacation. Sure, it seems as if time is running a little slower these days, and the sun's a little hotter than last year and, now that you mention it, the year before. Sure, the Elders have been complaining of headaches for a while now, but with the shit they throw at each other just to keep from being bored, it's no wonder they're a little tense and cranky, right? The Golden Circle is peachy keen, and trade has never been better. Chaos has been silent as the grave for over a decade, almost as if they've fallen off the map, though their unambitious ambassadors keep coming and going. So, sure, what's not to celebrate? Amber's doing fine and as Amber does, so does the rest of the universe!

And you? Flora asks specifically that you and your cousins attend the ball for appearance sake, and stick around for a family meeting the next day. She tells you to consider it an act of morale support if nothing else.

Yeah, right, as if Amber has ever had morals. Still, a party is a party, and not all your cousins are yobs. Why not? What could possibly go wrong?

Setting: In Amber, 500 years after the Unicorn dumped the king job on Random.

Character Instructions: You are a child of an Elder. Pick an Elder, any Elder. You have reason and inclination to be in Amber for the festivities. You have no advanced powers or artifacts, but 75 pts to spend otherwise. No enemies or allies, please. Partial powers okay. Beyond that, whomever you want to play is good by me! This is a "Kath Game", which means it's going to be more about fun and characterizations than anything else. Build the character you want to play, not the character that covers all contingencies.

Player Information: Minimum: 4 Maximum: 6

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

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The Last of Corwin
 

GameMaster: Amy Edwards
**Game starts late at 7:15pm**
**Game may run late into the evening.**

   
  Teen Friendly? Yes

Game Description: Mystery -- Amber with a Twist

"I like any game where you don't have to move." "You don't have to move for this one - if you're smart enough." -The Last of Sheila

"Let's make it a real family reunion. Bring your gun." -The Living Daylights

Five years after the disappearance of Corwin from Amber, you receive an invitation from your sister Deirdre to attend a weekend party at her estate near Garnath. Although you know her to be vain, manipulative and fond of sadistic games, you have your own reasons for attending.

*****

The evening will consist of a game within a game, a scavenger hunt of sorts which may take you to anywhere on the campus, and a live-action murder mystery.

I have it marked as teen friendly, but it may begin late and end late in the evening.

Setting: Deirdre's estate on the border of the Valley of Garnath, in Amber, five years after the disappearance of Corwin (before Nine Princes in Amber).

The game may very well become AU over the course of the evening.

Character Instructions: Player Characters will be playing canonical princes or princesses of Amber to be found in the first five books, and not including Deirdre or Corwin.

Characters will be determined on a first email, first served basis. Thus you should send me an email with your three top choices, in order, of the following characters: Benedict, Eric, Caine, Fiona, Bleys, Llewella, Brand, Flora, Julian, Gerard or Random. Also include in the email your reasons for attending Deirdre's soiree, as well as the answers to the following questionnaire.

What are your evening goals or objectives? (I.e. To form alliances, to embarrass so and so, to conceal information, etc.):

What are your primary skills? List between one and three (I.e. Swordplay, sorcery, subterfuge):

What are your secondary skills? List between one and three (I.e. medicine, shadowmastery, endurance):

What are your weaknesses? List between one and three (I.e. low willpower, blinding temper, seriously disliked):

After everyone has a character, you may email each other and form alliances, should you so desire, or email Deirdre through me and delineate your past relationship.

Should you fail to email me at all within two weeks of learning you are in my game, I will determine your character and email you with it. If I do not hear from you at all, I will also determine your backstory, so please contact me as soon as possible.

Player Information: Minimum: 6 Maximum: 6

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

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O2STK: The Adelphic Oneiric Inspiration
 

GameMaster: Emma Sansone

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic -- Non-Amber

A group of young, intelligent, creative, well-educated but sadly underemployed and underpaid friends are involved in strangely coincidental occurrences of a highly unusual nature; as a result of which, they come to the attention of an Organization Too Secret To Know.

I could tell you more, but then I'd have to kill you.

Setting: A present day Earth where many impossible things are totally possible; where aliens walk (or slither, or crawl, or glide) among us; where supervillains and mad scientists utter triumphant monologues; and where a very unusual temp agency is looking for employees.

Character Instructions: Characters are human, no older than mid-20s; they know each other; they live in the same building; they all have crappy temp jobs they are wildly over-qualified for. Stats at the high end of human; no powers.

More details when you contact me.

Player Information: Minimum: 4 Maximum: 6

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

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Pattern Ghosts and Paternity
 

GameMaster: Stephanie Itchkawich

   
  Teen Friendly? No

Game Description: Exploration -- Amber with a Twist

Eternity is a long time, especially for the entity upon which all creation is modeled. A long time for thought, consideration, and observation; especially of those most peculiar creatures who are the only creatures directly able to make contact with you.

A disappointing lot really.

Self absorbed, petty, thieving, murderous...and those are the better qualities.

You'd think it would be possible to come up with something better.

And we have.

Oh sure, there have been a few prototypes in the past, feeble constructs that served their limited purpose and allowed the occasional walkabout; but not like these, definitely not like these. :)

Players have the option to choose to be either a traditional Amberite 1.0 or one of the new Pattern Ghosts 2.0. A player may also offer a personality concept and ask to be randomly assigned a designation as traditional or ghost.

The Pattern has waited long enough, it is now time to move on with plans of its own!

Setting: After Merlin's ascension in Chaos.

Character Instructions: Players should create 250 point characters of their choosing with the understanding that the character will be edited somewhat by the GM based on their status as traditional or ghost.

Players who do not have a submitted and approved character 7 days prior to the convention start will be dropped from the game. No exceptions. No kidding.

Player Information: Minimum: 4 Maximum: 10

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

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Poison'd
 

GameMaster: Ben Lehman

   
  Teen Friendly? No

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

In this the Year of Our Lord 1701, did end the bloody career of the pirate Captain Jonathan Abraham Pallor, called Brimstone Jack.

He did not die on the gallows, nor by the sword, nor shot in two by cannon. He died of poison, administered to him by his cook, an assassin under the King’s orders.

This is what happened next.

Warning: This game contains betrayal, sodomy, rape, murder, deviltry, and blasphemy. Your character's morality is on your head, but don't play if you don't want a game with those things.

Setting: The Caribbean, 1701

Character Instructions: We will make characters at the table.

Player Information: Minimum: 3 Maximum: 7

Players are requested to contact the GM(s) prior to the convention: Please contact benlehman [at] gmail [dot] com if you'd like to look at the rules ahead of time.

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Priesthood of Thieves
 

GameMaster: Eric Todd

   
  Teen Friendly?

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

Were you born in Camorr or did fortune wash you on her shores as an Orphan? Truly, these were the least of the Thiefmaker's concerns. Could you follow orders? Could you charm copper from the pockets of merchants in the market? These were the questions that governed whether you were fed each night... at least until your true character became clear and your choice was to join the service of the Crooked Warden or meet Aza Guilla, Lady of the Long Silence.

Setting: Camorr is essentially a version of Renaissance Venice in which some forms of magic are a part of the background and day-to-day life. The players will all be part of the criminal under-class and the game will broadly take on the form of a heist movie.

This game is set in the world of Scott Lynch's Gentleman Bastards series, years before the events of the first book. It's not necessary to have read the books to play in this game.

Character Instructions: No prep is necessary. Characters will be collaboratively built during the first hour of the game.

Player Information: Minimum: 4 Maximum: 6

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

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Pub Theory & Game Crawl 5
 

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

   
  Teen Friendly? No

Game Description: Other; N/A

It's been raining for a while and you're tired from your long journey. The lights of the local tavern seem to welcome you as the sound of laughter and music wafts out into the night. You enter the bar and are immediately hailed by a likely-looking group of adventurers.

"Hey, you! Tell this Thelbane-lover I'm right. Flora does too pack some serious Psyche in that airhead of hers."

Welcome to the 5th annual Ambercon NW Pub Theory and Game Crawl. This "game" is dedicated to visiting every bar of the Edgefield before last call. Perfect for the slow-starter, those new to the Edgefield grounds or those who just love to talk games.

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

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: 12

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

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Scions of Amber - To Free the King or Not?
 

GameMaster: Dawn Greenlee

   
  Teen Friendly? No

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

It’s now been a few days, Random is still kingnapped, by parties unknown.

The scions of the Amber Elders are gathered in Amber to discuss latest round of information from their investigations and encounters. The least of which was multiple Jewels of Judgment and a new Power? All of which had revealed that was not only One True Amber, but Others, just as Real places/multiverses?. And of course, the discovery that maybe .. fairly certain Brand (who was suppose to be dead) wasn't and was working though 2 of his children Ashyr and Kira -- to cause the ?destruction of Amber? -- or did he have some other purpose.

Setting: So gathering of the Scions start in the infamous Jade Room -- Castle Amber, with a light dinner (amber style), to discuss the next steps.

Character Instructions: Returning Players only.

Please email me before game with your character sheets or notes if that is all you have. Any anything you remember from last year game. I will award advancement points prior to Con starting for you to spend before the actual game.

I will also if you get me your information in advance, do an email thread, if you want to for anything your character needs to do before game starts.

Player Information: Minimum: 2 Maximum: 6

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

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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 (20) 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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Tales by Tavern Light
 

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

   
  Teen Friendly? No

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

Join us for a evening of drinking, story-telling, and exaggeration, using the Baron Munchausen RPG. Tell stories, make bets, duel, and drink. A great way to spend Thursday evening!

Setting: The Edgefield and its' many drinking establishments.

We will be using the Baron Munchausen RPG.

Character Instructions: 'Characters' are obviously members of the Amber, Chaosian, or Golden Circle Nobility well versed in the arts and acts of the upper classes.

Player Information: Minimum: 4 Maximum: 10

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

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Twilight of Heroes
 

GameMaster: Marlin Pohlman
**Game may run late into the evening.**

   
  Teen Friendly? No

Game Description: Adventure / Heroic -- Non-Amber

This game will be set in the Pacific Northwest.
Characters will be from the Twilight or NBC Heros Universes.
Omitting NBC Heros, Amber and Twilight Cannon characters as PC's

Expect adult content, graphic horror and some comedy....very dark comedy

Setting: Pacific Northwest (Eugene ~ Vancouver BC centered on Seattle Metro, Portland and maybe Forks) NBC Heros post-final episode, Twilight post Breaking Dawn.

May run multiple evenings

Amber universe characters may participate although this shadow will constrain some Amberite abilities as it lies closer to shadow.

Character Instructions: If you don't contact me 1 week prior you will be assigned a pre-generated character

To submit your own character
Use 100 point Amber
plus: http://theories.activatingevolution.org
plus suggestions from: http://www.twilightlexicon.com/
http://www.equinoxrpg.com/
Each "Power" costs a min of 25pts with Shifter-Package* costing 50pts and Vampire-Package* costing 100pts. Multi-Power "Powers" (on the Miscellaneous list) cost 100 (e.g. Peter Patrelli) and are subject to GM restrictions to be determined in game time (e.g you never know when you might hit a limit) and a 1/2 page character description

Player Information: Minimum: 4 Maximum: 10 Players need not contact the GM(s) in advance of the convention.

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When the Bough Breaks
 

GameMaster: Ben Bernard

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic – Traditional Amber

You remember having a family, once. You remember that weak time in your life when everything as good and right, and the future was full of possibilities. Then you were awoken. The chaos masters don't know that you remember. But you and your brothers and sisters of the spear do, and the time has come for you to break out of this place. Can you overcome your conditioning and leave the only place you've ever known? Can you make it back to the land of forgotten things, and what will be waiting for you when you do?

Setting: This game is set post-pattern fall, and at least will start in Chaos.

Character Instructions: Everyone will play kidnapped children of elders, who have been trained to be chaos's greatest weapon. Characters built on 150 points, no pattern.

Player Information: Minimum: 4 Maximum: 6

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

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Wilderness of Shadows aka Corwin, Agent of A.M.B.E.R.
 

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

   
  Teen Friendly? Yes

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

An ancient trump deck has turned up in the shadow of Texarami, its images and secrets could tip the balance in the cold war between Amber and Chaos. King Random has sent you, his trusted and loyal siblings (?!), to retrieve it. Agents of C.H.A.O.S. are sure to be present, as are nefarious mercenaries working for the criminal empire known as L.I.O.N., so watch out!

This is a fairly "traditional" Amber game, but using John Wick's game of spies, intrigue, and betrayal (so not too much of a stretch) Wilderness of Mirrors, to simulate a mission into shadow.

Setting: The game is set during Random's reign, ignoring most details from the second series, and mostly within Texarami.

Character Instructions: Characters will be pre-made using the Wilderness of Mirrors rules, with obvious twists for Amber powers. Players should send a request for their top two canonical characters (including Non-Elder, Non-Amberites, but not including Chaosians, Dalt, or Jasra (ie characters opposed to Amber), to the GM before the con.

Player Information: Minimum: 4 Maximum: 6

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

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Friday, November 5, 2010 - 9am to 1pm

And Then...
 

GameMaster: Jennifer Decker
**Game will end early at 12:30pm**

   
  Teen Friendly? Yes

Game Description: Mystery -- Amber with a Twist

You wake to what seems a normal, hum-drum morning in Amber Castle; only to realize that everything feels just a bit too cheery, looks a little too bright, and doesn’t want to piece together properly in your memory. But questioning the staff reveals little beyond a decadent State Dinner followed by a night of revelry and dancing. Still, you’re not quite convinced that your ill ease is aftereffects of an over-exuberant evening. I mean, it doesn't exactly explain your patchy recollections of the event ... does it?

-------------------------

This Amber-themed mystery can be as intense or lighthearted as the majority rules (although the GM prefers the dark side), and could easily steamroll into a series. That said, the run-time for this installment is 3.5 hours (9-12:30) because the GM doesn't want to ditch another GM's game early in order to go watch horse racing. ^-^

Setting: Amber, Oberon's Reign (pre-Patternfall).

Character Instructions: 50 points, no Pattern, basic "Order" powers only (Sorcery, Conjuration, Power Words, Trump Artistry). Characters are children of Oberon or his older immediate get (offspring of Cymnea, Faiella, Clarissa; others possible w/ GM approval).

Player Information: Minimum: 3 Maximum: 5

Players are requested to contact the GM(s) prior to the convention: Per restrictions listed, GM would like the chance to build up some character knowledge pre-Con.

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Aurellis - A short one
 

GameMaster: Tim Hart

   
  Teen Friendly? No

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

This is the first of three 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 Hart gm [at] aurellis [dot] org

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The Call of Paranoia or why are there no angles in Alpha city
 

GameMaster: Joe Zottola, Rob Haight, Wayne Davis

   
  Teen Friendly? No

Game Description: Humor / Spoof

You have lived in Alpha Complex your entire life, MOM takes care of you and your fellow clones. You have a good life, a job a place to live, fairly good food except for the eggplant they serve on wednesdays. Yesterday though Fred 26 showed you what happens when two lines meet, he told you it was called an angle. Then as you watched a tentacle reached out and grabbed him. Fred 26 was gone. But it was all good as you knew Fred 27 would take his place.

Then the blacks arrived sirens and vehicles. They questioned you wanted to know what you saw. They then gave you juice and you forgot. The next day MOM made an announcement outlawing angles.

That evening you dreamed, not the pleasant relaxing dreams, but of nasty monsters and tentacles. Something was wrong in Alpha Complex and you have decided to find out what is going on.

Setting: Alpha City

Character Instructions: Clones will be provided

Player Information: Minimum: 4 Maximum: 10

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

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Change in the State of Amber
 

GameMaster: Murray Writtle

   
  Teen Friendly? No

Game Description: Adventure / Heroic

Realizing you could time travel within the Lives of your own bloodline, you stepped into the fount of fire and vanished. A feisty little guy in a multi-coloured suit, tie and waistcoat, clenching a cigar appears out of nowhere. He stares ferociously at a jewelled box in his left hand and thumps it exasperatedly. It squawks. He looks at You and takes in your dawning incomprehension. "Not again!" he mutters. "Listen. Your memory is swiss-cheesed. When Caine killed Deirdre and Corwin went over the edge trying to save her, Brand fried Fiona and now we're all goose-stepping. But it doesn't have to be like that. Ghostweel isn't sure what you are here to do, but we should have some idea when Merlin programs the new datascan." He flickers and disappears.

Can you put right what once went wrong?

Setting: An homage to the venerable old TV show, Quantum Leap. A few years after Patternfall ended differently Benedict, Random and Merlin sent young scions of Amber back in time to episodes from the chronicles in the hope of changing the outcome...

Character Instructions: You draw a random set of characteristics and do not get to see them. They are approximately 100 points plus Pattern. What you need to come up with is an attitude to life and maybe a profession or a passion. Who were you before this amnesia?

Player Information: Minimum: 4 Maximum: 6

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

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Doorways
 

GameMaster: Amy Wood

   
  Teen Friendly? Yes

Game Description: Mystery -- Non-Amber

You receive a letter from a solicitors office, informing you that you have received a bequest from your great uncle...who? You have never heard of him before. You are apparently a joint inheritor of a large estate, but there is a catch; you have to go in person to the estate for the reading of the will.

Enclosed with the letter is a picture of a massive, sprawling French style Chateau, and a large brass skeleton key--as well as paid tickets and travel arrangements to speed your arrival.

Setting: Undefined. It will begin on 'earth' but after that...anywhere, everywhere, or nowhere, depending on character actions.

This is not an Amber universe game.

Character Instructions: Characters are from earth, but can choose any time period from the 1800's to present day. Abilities above the human norm can be expected of you--you will be allowed some extra sensory abilities, extraordinary physical skills, etc. A (brief) character quiz will be sent to players to help define attributes.

Player Information: Minimum: 3 Maximum: 5

Players are requested to contact the GM(s) prior to the convention: Please contact Amy Wood, at dragonmaker [at] elltel [dot] net

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Friday Morning Board and Card Games
 

GameMaster: Jason Ray
**10:00 am Start-Time**

   
  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 2010.

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

Player Information: Minimum: 2 Maximum: 10

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

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Heathers of Hogwarts: 1984
 

GameMaster: Dawn Vogel

   
  Teen Friendly? No

Game Description: Mystery -- Non-Amber

One of the highlights of being a third year student at Hogwarts is the freedom to visit Hogsmeade. SHOPPING! You and your BFFs have things to buy, and nothing can stand in your way... or can it? Strange things are afoot in Hogsmeade, and what better way to earn a ton of points for your house than to figure out the mystery!

Setting: Harry Potter universe

Character Instructions: This game will use the Best Friends system, which is an easy to learn diceless system. Character creation will take place at the beginning of the slot. All you need to come up with beforehand is a name for a female character! Knowledge of the Harry Potter universe is helpful, but not required.

Player Information: Minimum: 4 Maximum: 6

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

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"Hide Yer Wimmen!"
 

GameMaster: Meera Barry

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic -- Traditional Amber

The Black Road grew organically, slowly, more like a mold on Shadow, or even a crack from one end of Reality to the other. It slowly disappears, but some Things have hidden inside the Golden Circle, and as per the negotiated treaties, the Kings and Queens of these various nearby lands have requested Amber's help.

You and the others of this younger generation have been tasked to this as a way to grow your powers and understanding of your roles in the universe. Are you heroes? Are you mutant monsters with a blood-borne ability to manipulate reality? What will the new Amber without Oberon look like, and are you making this new realm or simply following the rules of the old?

Setting: After the Patternfall War, inside the shadows of the Golden Circle. (Unless, of course, we go elsewhere.)

This is a grittier Amber, not the "constantly parrying potential invisible opponents" ADRPG style. Four guys and a crossbow could make your life really suck. You're good, don't get me wrong, but you're not great...yet.

Character Instructions: You are a child of Amber, and in ceremonies (my goodness how they dragged on and on and on!) they introduced you to the King, all the local nobility and Golden Circle royalty, and especially to the Pattern. While you would never deliberately step on those glowing lines again, you do have Basic Pattern (50 points) and, well, something a little special. (Name two ways the Shadows Lie for you - we can call them Aspects or 0-point powers as you prefer.) You're young (40 points of attributes maximum, please) and you're going places (you can put up to ten points as "initiation" into other powers - ask me if you have questions.) The Shadows haven't really had a chance to learn to hate you (Stuff is +/- 3 points.) Trump Decks are as per my usual rule (http://www.alkime.org/mtfierce/blogarchive/amber/2006/11/new_rule_new_rule.html). Sorcerers make me happy - ask me how! Oh, and a special GM bonus if you correctly guess where I got the quote for the game name.

Player Information: Minimum: 3 Maximum: 5

Players are requested to contact the GM(s) prior to the convention: The usual applies - if you want me to base details off your characters and their background, I will need the character details by October 20th to the [dot] fierce [at] gmail [dot] com ... otherwise, you get potluck and whatever GM tricks I manage to pull.

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The Hunger Games
 

GameMaster: Ben Bernard

   
  Teen Friendly? Yes

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

The 13 Golden Kingdoms have always been enslaved to Amber, at least as far as you know. The great capitol far away issues their edicts, and we fall in line, tripping over ourselves to do their bidding lest they destroy us. Another year has come and it is time again for Oberon’s Hunger Games. Every kingdom must send 2 children, a boy and a girl, to fight in the games each year. Why do these gods demand a sacrifice? Some say it is to remind us of our places, that we willingly give up our children for their pleasure. Some say it is pure vile amusement that drives them. This year, you have been chosen. Will you kil the other tributes and emerge victorious from the Games? Will you die in the opening moments to the delight of the crowd and the sorrow of your parents?

This year’s games promise to be different, though. What has become a route sacrifice has been upset, for there are spoilers in the games this year. It is rumored that the children of the gods themselves participate this year.

----

This game is based on Suzanne Collin’s wonderful book series “The Hunger Games”, with a slight Amber twist. Yet pre-chronicles when the kingdoms all danced to Oberon’s tune and Amber was the only thing in the universe. Players will be asked for narration of at least 3 scenes (semi-prepared before the con, in cooperation with another player) to help flesh out the characters and the story, though the rest of play will be standard Amber system. No knowledge of the books is necessary to play.

Setting: Pre-chronicles, set in shadow.

Character Instructions: You will all play children of Elders (though you may not know it), and will get to choose between several story lines worked out in advance. Characters will be based on 50 pts. There will be some generation and discussion before the con.

Player Information: Minimum: 4 Maximum: 6

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

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Inception
 

GameMaster: Daric Jackson

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic -- Traditional Amber

Rebma is a foreign land. They do things differently there. Their city glitters, reflecting the sunlight from the depths from a million mirrored facets. The magic of the place is as strange and old as anything in Amber. Many would say stranger. Some say they can use a mirror as if it were better than Trump, traveling and exploring through shadow with the freedom of a true Amberite. Some say they can even travel and explore our dreams.

Setting: Rebma, after the events of the books. Random is King of Amber. Merlin is King of Chaos. Lewella is Queen of Rebma. Characters may be Amberite, Chaosian or Rebman. Characters should be fully aware of Amber and Chaos, and will at least be aware of the existence of Rebma.

Character Instructions: Each player should bring a 100 pt. character, per the Character Creation rules (no other sections of the rulebook permitted) in the original Amber Diceless Role-Playing Game book (no Shadow Knight permitted).

Logrus is exclusive of Pattern, and the reverse is also true. By taking The Logrus, you are declaring your character a Chaosian. By taking Pattern, you may declare your character either an Amberite or a Rebman. You may declare your character a Good, Bad, or Zero Stuff character without concern for points. Most Elder Amberites have visited Rebma many times, and your parentage is far from certain, even if you are a Rebman. This will be decided by the GM.

You may have an additional 10 pts. if you bring a 8.5" x 11" picture of your character to the event at the convention. The picture can be anything, original or appropriated, so long as it gives some sense of who your character is. You may have an additional 20 pts. if you email the picture and a one-page public writeup of your character background to the GM at least 2 weeks prior to the convention. These will be reviewed and collected, and distributed to all other players at least 1 week prior to the convention.

Feel free to include private background in your email to the GM. Players who do this are likely to also get a 'free' boon from the GM. For -10 pts. and "bad stuff", you can take a GM-constructed character issued to you at the convention. Mwa ha ha ha. Oops, did I just write that?

Player Information: Minimum: 3 Maximum: 6

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

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Mercenary Maladies
 

GameMaster: Andy Ransom

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic

"He was a mercenary, a Robin Hood figure out of Eregnor, and a sworn enemy of Amber." -- Merlin about Dalt in Prince of Chaos.

As a member of Dalt's elite mercenary unit (the most successful mercenaries in living memory) life can be pretty good. Then again it can also be pretty dangerous especially when Dalt assigns you one of his "special" projects. Most of Dalt's operations take place on the fringes of the Golden circle, or more covertly inside the Golden Circle or in Amber itself.

Note this is a new and entirely stand alone mission, not a repeat or continuation of previous scenario, new and returning players equally welcome.

Setting: N/A

Character Instructions: Shadowfolk who are highly trained mercenaries. That doesn't just mean "muscle", you might be an engineer or a scout or a "security" mage, but ultimately you are all loyal and trusted members of an elite military unit lead by Dalt.

Player Information: Minimum: 3 Maximum: 6

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

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Remind Me Of The Man
 

GameMaster: Madeline Ferwerda

   
  Teen Friendly? Yes

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

For time immemorial, the shapeshifting Lords of Chaos commanded the one-form demons as they would; and the Logrus given to shifters by the Serpent was twisted around the demons' necks. Then came one-form Lords from Amber, beyond the edge of the universe, and overmastered all.

The priests were wrong. There were other ways, besides that of the Serpent, to touch the power of the eternal Abyss... Invite into oneself the mystery spirits of Amberites, and they would ride you and bring knowledge and skill.

Now, there is a measure of hope among you. They try to stamp this knowledge out, but they have succeeded only in strengthening the bonds of brotherhood in your secret societies.

Only from within could destruction come. And so it is that when the oldest of your priestesses lies dead at the hands of the shifter-son she herself introduced to the Mysteries, you will hunt him down, yes, even if he runs to the very edge of the universe.

Setting: This is set in the years of Random's reign, a bit past the time of the Merlin Chronicles. The action of the game will likely be in Amber, though central Chaos is also a possibility.

Character Instructions: You are Chaosites, highly respected followers of the Amber mystery cult, which turns out to be a great deal like Voudou. Depending on how you spend your points, you may be able to channel the spirits of the Amberites we all know and love, and play for awhile as, say, Benedict or Flora while still caring about and following the desires of your Chaosite. I will send nitty-gritty point details when I get the player list.

If you would like to make a character in advance, email me before the con.

If you don't have the time, I will have a couple pregens ready to choose from at the con, that will fit in with the other characters.

Player Information: Minimum: 3 Maximum: 6

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

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The Sable Game [first game]
 

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.

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 85 points starting at Chaos stats, and only limited powers are available to players. Players must have email access, as I’m not willing to do character creation at the con.

Player Information: Minimum: 3 Maximum: 7

Players are requested to contact the GM(s) prior to the convention: Trish Hart, sablegm [at] sable [dot] org [dot] uk

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Speaking for Amber
 

GameMaster: Mike Hewner

   
  Teen Friendly? No

Game Description: Adventure / Heroic -- Traditional Amber

Young scions of Amber patrolling in the Golden Circle near the Chaosean army find Amber's borders abruptly closed and communication cut off: a disease ravages Amber and the elders have sealed themselves away. At a time when any sign of weakness could trigger a massive Chaosean assault, these young Amberites must do what needs to be done to preserve Amber even has it's princes and princesses die one by one.

Setting: This game takes place in an alternative Amber history. Eric has retained the throne for a century. Corwin is still locked in the castle dungeon. The massive Chaosean army has conquered up the black road and threatens most of the Golden Circle. Amber and its allies have stalled Chaos's advance but have been unable to drive the demon army from its entrenched positions on the edge of the Circle. For the past 10 years, neither side has pursued a major campaign: both sides are waiting for someone to make a mistake.

Character Instructions: Characters are recognized children of elder Amberites and must be loyal to Amber. Character generation will happen before the con via email (150 pt characters, no attribute auction).

Player Information: Minimum: 3 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: Mike Hewner hewner [at] gatech [dot] edu

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The Sword
 

GameMaster: Ogre Whitesdie

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic

Four adventurers have travelled into the ruins of the citadel, down into the muck filled corridors and into the crumbling temple. There on the altar is what they seek, the sword. Each has a reason to want it; who will claim it? The Sword is an intro scenario to the Burning Wheel system and is designed to teach the high points of the game. A word of warning, the situation is aimed a PVP, so come expecting to have to argue, maneuver, and fight for what your character wants.

Setting: An implied setting of high fantasy.

Character Instructions: All characters are pre-generated. Nothing is required before play.

Player Information: Minimum: 4 Maximum: 4

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

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Two Faces of Tomorrow
 

GameMaster: Edwin Voskamp

   
  Teen Friendly? Yes

Game Description: Sci-Fi / Futuristic -- Other; N/A

Set in the near future. Humans are expanding into space, mining asteroids, harvesting comets. The first large scale permanent space habitat has been built.

But automated technology has become too complex and there have been several disasters and near-disasters with 'smart software'. The problem is in getting any smart programs to both develop common sense in applying problem solving constraints, and in generalizing these for broad applications. The race is on to develop an AI; if we fail we need to pull back on the technology out there.

You are amongst the team of people that are testing a potential candidate for this, poking and prodding the AI and exposing it to a variety of stimuli to have it learn to deal with situations and stresses beyond what it is programmed for, to apply common sense, to generalize, and to protect human life. Of course, every possible problem has been foreseen, and the testing is done in a carefully controlled, isolated, secure environment, so nothing can go wrong: you are using the newly built, fully self-sufficient orbital space habitat.

Setting: The real world a few decades forward.

Character Instructions: You can play any character with regards to background, skills, etcetera, as long as your background makes you suitable to be on the space habitat during this testing:

The AI is a university project and much of the university team that developed it is on the project.

The military is present to play in scenarios to 'threaten' the day-to-day operation of the AI, and to provide security.

There is normal personnel responsible for running the space habitat.

Many of the people on the team have even brought their families, including children, so there are also support staff, educational, etcetera, for these.

Player Information: Minimum: 2 Maximum: 8

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

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Writer's Brunch
 

GameMaster: Kath Nyborg
**9:30 am Start-Time**

   
  Teen Friendly? Yes

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

Want to spend time working on your current story, campaign, NaNoWriMo or other literary/game insanity and still be part of the Con? Want a group of like-minded, sleep deprived, caffeine-juiced creative types to bounce ideas off of? Want to be left alone with your joe and your laptop, but still want the company? Join us for Writers Brunch, a no-frills, no-agenda hunk of morning time to create, caffeinate, and luxuriate in whatever type of writing hits you that morning.

Setting: Wherever your imagination (or your tasty morning beverage) takes you.

Character Instructions: Edgefield has spotty wi-fi, so don't rely on being able to access the interwebz. I'll bring one or two power strips. You're on your own for the rest.

Player Information: Minimum: 4 Maximum: 10

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

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Friday, November 5, 2010 - 2pm to 6:30pm

Anarchy in the UK 2: God Save the Queen
 

GameMaster: Cyrano Jones

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic -- Non-Amber

Puttin' the PUNK back into bloody steampunk...

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: Alternate History Victorian London, 1888 Anno Domini

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." Pregen characters will be made available, and will be a homebrewed variation on the basic Amber system.

Game is a semi-sequel to last year's "Anarchy in the UK: God Attack the Queen" with no expected repeat of characters.

Player Information: Minimum: 3 Maximum: 5

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

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Cutting at the Demon's Heart
 

GameMaster: Don Ide

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic -- Non-Amber

Something has happened in Hotei village. Whether for Duty, Honor, Justice, Vengeance or Profit, the answers must be found.

Setting: Cutting at the Demon's Heart will be a samurai action game. Characters will be a collection of magistrates, samurai and former criminals trying to solve the mystery of Hotei Village.

Character Instructions: Cutting at the Demon's Heart will be a samurai action game. The time frame for the game is the mid-Tokigawa Shoganate.

Characters will be a collection of magistrates, samurai and former criminals trying to solve the mystery of Hotei Village.

Player Information: Minimum: 4 Maximum: 10

Players are requested to contact the GM(s) prior to the convention: Don Ide Wistol_logrus [at] yahoo [dot] com

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Dancing in the Devil's Shadow
 

GameMaster: Anne Hindman

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic -- Non-Amber

Penance is gone. The entire town has been wiped out by "Bloody" August Rayne and his gang.

Now it's up to you to hunt down this vicious gang of outlaws.

Penance is gone, but vengeance is here.

Setting: Dancing in the Devil's Shadow is a Western game about bloody vengeance.

Each character will have a stake in hunting down "Bloody" August Rayne and his gang.

Character Instructions: Characters will be pre-generated. The GM will send out a list of character concepts to choose from.

Player Information: Minimum: 4 Maximum: 10

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

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End of Z Line
 

GameMaster: Casey De Groof, Denise Gibbons, Michelle Bauer

   
  Teen Friendly? No

Game Description: Other; N/A

The outbreak started almost a year ago - it swept hard and fast - no country was left untouched, and the speed of the contagion left almost everyone unprepared - except for you.

The cause is still unknown, as well as the number of survivors, everyone has ideas, but no solid answers- other than if you are bitten, you will come back. So far you've managed to stay safe from the outbreak. According to the calendar, it's been well over six months in this small town, your radio quit working a couple of months ago and spring is coming. Every once in a while, someone from your small group leaves, but no one alive has made it back. It's been at least a month since you saw your last Zombie- maybe they've all died off...

Setting: Earth, Present Day

Character Instructions: Generate your own earth based character. Players can work with the GM to help flush out their story for incorporation. I will post a yahoo group for characters to get to know one another- as you would have been living with your co-players for at least 6 weeks.

For Game mechanics- you will have 50 points to place into Psyche (Intelligence), Strength, Warfare (Skills), Endurance (Zombie bite survival chances). No special powers- however you can have up to 5 points of good or bad stuff- with a caveat. They are expendable. 5 points of stuff will insure 5 screwed up or miraculous things happen to you, and then it's expended.

Player Information: Minimum: 4 Maximum: 7

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

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A Fiasco in Amber (First Game)
 

GameMaster: Pôl Jackson
*Note: this game will be run again in Slot 4.*

   
  Teen Friendly? No

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

Fiasco is the roleplaying game of "powerful ambition and poor impulse control". And who has more ambition than the royalty of Amber?

In this game, you'll play Amber royals whose petty schemes and jealousies get them into far more trouble than they can handle. You'll make terrible, short-sighted choices that lead to disaster - hilarious, awful disaster. It's the Chronicles of Amber, as directed by the Coen brothers. If you're very, very lucky, you might come out just a little worse off than you started.

Setting: Amber, Shadow, what-have-you.

Character Instructions: You'll play the royalty of Amber - a son or daughter of the king. Characters will be created around the table collaboratively. I imagine we'll end up with original characters, but there's no reason we can't mix it up with characters from the books.

Player Information: Minimum: 2 Maximum: 5

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

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Inception
 

GameMaster: Edwin Voskamp

   
  Teen Friendly? Yes

Game Description: Sci-Fi / Futuristic -- Other; N/A

Based on the movie. Set in the current day, but with dream invasion technology in existence. You are part of a team hired to push the boundaries, going into the dreams of a currently comatose car accident patient, to retrieve vital information and implant an idea. The sponsor will accompany the team into dreams three layers deep.

Setting: The real world.

Character Instructions: You can play any character with regards to background, skills, etcetera, as long as your background makes you suitable to be on the team invading the dreams.

Player Information: Minimum: 2 Maximum: 8

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

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The Limits of Chandrasekhar: Towards Collapse
 

GameMaster: Thaddeus Rice

   
  Teen Friendly? Yes

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

For 47 years, the Terran Empire waged war with the alien Virv. Now, in the strained weeks following an intergalactic peace accord, forces both within the TE and beyond it conspire to plunge the galaxy into an even more horrifying conflict.

Note: Though this game is a sequel to last year's "The Limits of Chandrasekhar", it is by no means necessary to have played in that game.

Setting: The Distant Future, Space Opera complete with giant starships, alien civilizations, and world destroying weapons.

Character Instructions: Characters will be generated pre-con via email. Take the role of civilian, political, or military personnel aboard the flagship Damocles.

Player Information: Minimum: 4 Maximum: 6

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

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Marque and Reprisal
 

GameMaster: Emma Sansone

   
  Teen Friendly? Yes

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

Continuation of last year's "Stand and Deliver!” game.

Off the coast of Cornwall, HMS "Sophie" is sailing away from a number of armed searchers on the cliffs. On board with Captain Jack Aubrey and Dr. Stephen Maturin are a group of adventurers who have just recovered a golden compass engraved with many strange symbols from a most improbable cave. More improbably still, a giant sea serpent has just reared its fearsome head out of the waters ahead.

Setting: Place: the Golden Circle Shadow known to Amber as Old Guinea, where Albion (of which late 18th century England is but the merest shadow) rules the waves. Only a handful of powerful people in the world know about Amber as a certainty. For everyone else, tales of Amber are on a level with those of Avalon, El Dorado, the Seven Cities of Cibola and the Isles of the Blessed.

Time: some time before the Corwin chronicles.

Character Instructions: Continuing game, but new players welcome if spaces are available.

Returning players get 5 points to spend.

Characters are human, though highly gifted: 100 points (10 in a stat 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, their victims and backward peasants... and yet... 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: Emma Sansone, emc [dot] sansone [at] gmail [dot] com

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Mystery Kids
 

GameMaster: Chris Lightfoot

   
  Teen Friendly? Yes

Game Description: Humor / Spoof -- Non-Amber

A new generation of superheroes is ready to kick ass...

Two decades after the idiosyncratic Mystery Men defeated the villainous Casanova Frankenstein’s plan to rule Champion City, a fresh crop of atypical supers are ready to pick up the torch - and maybe get burned.

Super activity has been on the wane for a long time (and some say good riddance). The original Mystery Men retired years ago...but someone seems intent on nipping their legacy in the bud. It seems The Shoveler’s kids - known collectively as The Construction Crew - have gone missing. In response, the children of Monica and Roy “Mr. Furious” Burden take on their own superhero identities. As Kid Furious and The Server, they hatch a plan to rally a new team, rescue their friends, and reclaim the fight for justice.

Before they get grounded.

Setting: The game is set about 20 years after the events of the 1999 film “Mystery Men,” and will also draw inspiration from the movies Kick Ass and Scott Pilgrim vs. the World (as well as the comic books that inspired them). Knowledge of these source materials is helpful but not required - only the ability to role-play in the spirit of struggling teen super-geeks.

Champion City is a near-future setting where super powers are real - although for most, really, really lame. I mean one of the original Mystery Men had combat flatulence...one can hope that The Spleen did not breed...

Character Instructions: Characters are teens with some minor super power, or a significant super power that is significantly unreliable (like invisibility that works only when no one's looking). The point is that they are trying to be heroic with less-than- impressive abilities. In the movie, powers included flinging silverware, martial arts with a shovel, and the aforementioned toxic farting...you get the idea.

Your character may also be the child of an original Mystery Man, be one of their friends or classmates, or just a recruit to the cause.

Game system is Amber, significantly altered to fit the genre. Warning: may contain dice.

Player Information: Minimum: 3 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: GM will send out an e-mail with character creation instructions. Characters should be submitted before the convention.

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NINF - And Then There Were Two
 

GameMaster: Sara Mueller

   
  Teen Friendly? No

Game Description: Mystery

...but the Jewel of Judgment 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.

Setting: One hundred and fifty-some-odd 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 185 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: Please contact Sara if you are an incoming character or wish for whatever reason you wish to play a new character.

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The Sable Game [Second Game]
 

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. v This is a separate game from the Slot 2 game. You do not need to sign up for both.

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 85 points starting at Chaos stats, and only limited powers are available to players. Players must have email access, as I’m not willing to do character creation at the con.

Player Information: Minimum: 3 Maximum: 7

Players are requested to contact the GM(s) prior to the convention: Trish Hart, sablegm [at] sable [dot] org [dot] uk

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Sandman: Shattered in Aspect
 

GameMaster: Jen Edwards

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic -- Non-Amber

Perhaps no one truly understands what it is to be one of the Endless. The eldest and wisest know that despite their title, there will be Ends for each of them: some brief, an individual existence transformed into something new. Delight becomes Delirium. The old Despair dies and a new one takes her place. Destruction simply leaves.

As the tangled web around Dream forms itself into a noose, there are only a few possible outcomes. The only one that no one could have expected was that when the end came, whatever essence could have transformed Dream's chosen successor was shattered - the jewel that housed it broken into myriad pieces, and bits of what for wont of a better word we can call his soul broken with them.

Though most of this energy passed into the boy Daniel, transforming him into, for all intents and purposes, Dream of the Endless, shards of it flew into nearby receptive energies: dreams, nightmares, sleeping mortals and even sleeping immortals of several kinds. These beings were imbued with the great powers of Dream's soul and its Endless potential, and became unlike anything else the world has known. Although Dream's essence is imprinted on them and they serve his purposes more or less, the universe itself holds its breath in anticipation, and many powers, great and small, are very curious to learn more about them and whether they can be used for other purposes.

Setting: Set in the multiverse of Neil Gaiman's the Sandman, and spanning many locations existing within that series and many new ones as well. This game begins shortly after the death of Morpheus, in an alternate universe where the jewel containing the essence of Dream was shattered before it could fully pass on to Daniel. Pieces of Dream's soul were spread among mortal dreamers, dreams, nightmares and perhaps even dreaming dignitaries such as Faeries and gods.

Character Instructions: You will be playing a being infused with a piece of Dream's soul. This has transformed your normal abilities into powerful supernatural ones, like unto a god (or part of an Endless). Since Shattered in Aspect is to be played with the Nobilis game rules, and I don't necessarily expect all my players to be familiar with them, don't worry - you can still play and enjoy, I'll take care of everything.

Just send a basic concept of who you want to play to strategissa@gmail.com, and I'll help work through building the character from a technical standpoint. If you are familiar with Nobilis, you can feel free to create the character with only a minimal discussion with me, but once again, knowing or not knowing shouldn't affect your enjoyment of the game at all, as this is primarily a Sandman game.

Note: I listed this game as teen-friendly because I know and have known many teenagers who were fans of Sandman and I think teenagers can handle it just fine, but like the series itself, this game may conceivably contain dark themes such as nightmarish scenarios, sexual situations, violence and disturbing imagery.

Player Information: Minimum: 3 Maximum: 7

Players are requested to contact the GM(s) prior to the convention: Jennifer Edwards - strategissa [at] gmail [dot] com

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Sea Change
 

GameMaster: Melissa Kocher

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic -- Alternate Amber

This game will take place (mostly) in the Soaking Pool, or Poolside, as necessary.

The Rebman court ebbs and flows with crisis and intrigue. A young Prince Random is in over his head, imprisoned in the dungeons under the sea, for causing the death of the queen's daughter Morganthe. Queen Moire seeks the advice of her court counselors to determine his fate. Will he be staked out on the tidal flats come dawn, with the tide to wash away his sins? Or will this cup pass from him, and he be granted a reprieve from that traitor's fate?

Two factions clash over this decision -- The Queen's Guard, loyal Pro- Amber conservatives, and the Rebman Independence Front, which seeks a return to a strong, independent Rebma.

While what happens to Random is important -- that's not what this game is really about. The game is really about your character's choices, emotions, and loyalties -- and what happens when these are more important than your life.

We will be using the rules from Mist-Robed Gate by Shreyas Sampat. A cinematic game that mixes action with angst, politics with passion, duty with desire. This is a story-telling GMless game wherein the players set scenes and orchestrate dramatic conflicts. The rules were created to facilitate gaming in the wuxia genre.

Setting: Corwin has come and gone in Rebma, after walking the pattern to regain his memories. In his wake, he leaves Random stranded in Rebma. Queen Moire must decide what to do with the irresponsible scion of Amber that caused the death of her beloved daughter.

Character Instructions: We will generate characters at the start of the slot, before heading to the soaking pool. We will be using rules from Mist Robed Gates, developed by Shreyas Sampat. This is a story-telling GMless game wherein the players set scenes and orchestrate dramatic conflicts. The rules were created to facilitate gaming in the wuxia genre. Half of the characters will belong to the Queen's Guard faction, and half to the Rebman Revolutionary Front faction.

Player Information: Minimum: 3 Maximum: 5

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

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Space The Final Frontier
 

GameMaster: Joe Zottola

   
  Teen Friendly? No

Game Description: Sci-Fi / Futuristic

You are a member of the command staff of the HMS Victory, the flagship of the Empire. You have been dispatched to investigate an anomaly in sector 2x4x7. The Anomaly seems to be generating enormous energy and at the same time absorbing enormous amounts of energy. It is a threat to the sector and potentially the Empire. Your job is to investigate and neutralize it.

Setting: Space the universe, a really cool starship and aliens

Character Instructions: Players are to pick from the following positions, Captain, first officer, science officer, weapons officer, helmsman, Chief engineer, Chief Medical officer, Head of security, Communications specialist, Morale officer. choices are first come first get, ties will be decided by the GM who is open to bribes.

Once character type is chosen I will discuss with each of you character details.

Player Information: Minimum: 4 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: contact me at arumel33 [at] gmail [dot] com with character choice.

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Storms in the Shadows
 

GameMaster: Irene Voskamp

   
  Teen Friendly? Yes

Game Description: Mystery -- Alternate Amber

It is a dark and cold winter night in New England, the snow has been falling heavily all day and is forecast to continue through the weekend. Fortunately, though, at MacGuffin House Traditional Bed and Breakfast Resort, the fire is warm, the scones are fresh, the whiskey is aged, and the beds are soft. Regulars and newcomers alike are welcomed as they arrive for a weekend or a week, for host Murray Arkham screens his guests very carefully. Only the right people come to MacGuffin. Nice people. Our kind of people. Everyone knows that. If you’re at MacGuffin, you’re one of us.

But this is not a normal weekend at MacGuffin. For this time, someone has a secret. Everything is not what it seems, the shadows hold secrets, and the soft snow may conceal a multitude of ancient sins.

What if one of us is one of Them?

Players are guests and staff of MacGuffin Bed and Breakfast, brought together for a pleasant weekend of relaxing in the New England countryside, and, perhaps, to accomplish one or two things best left unspoken.

Setting: Game begins in New England, on Earth. Where it ends up will be determined by the character actions.

Character Instructions: Pregen characters are the idiosyncratic but endearing visitors and staff of a New England resort lodge. At least, that's how they start out. How they end up will depend on the character choices and actions

Player Information: Minimum: 6 Maximum: 10

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

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The Trafalgar Experiment
 

GameMaster: Jules Morley & Yi-Mei Chng

   
  Teen Friendly? Yes

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

Victory, off Cadiz, Monday October 21st, 1805.

At daylight saw the Enemy's Combined Fleet from East to E.S.E.; bore away; made the signal for Order of Sailing, and to Prepare for Battle; the Enemy with their heads to the Southward: at seven the Enemy wearing in succession. May the Great God, whom I worship, grant to my Country, and for the benefit of Europe in general, a great and glorious Victory; and may no misconduct in any one tarnish it; and may humanity after Victory be the predominant feature in the British Fleet. For myself, individually, I commit my life to Him who made me, and may his blessing light upon my endeavours for serving my Country faithfully. To Him I resign myself and the just cause which is entrusted to me to defend. Amen. Amen. Amen.

-- From the private diary of Admiral Horatio Nelson, 1st Viscount Nelson, 1st Duke of Bronte.

You are the British prize crew aboard a captured French ship of the line. October 22nd, 1805 is the first day of the rest of your lives.

Setting: Historical 'what if' in the vein of C.S. Forester and Patrick O'Brian, set in the immediate aftermath of the battle of Trafalgar. If you enjoyed Hornblower and Aubrey/Maturin then you know what you're in for, with generous support for folks who don't know their cleats from their yardarms.

Character Instructions: Pre-generated characters will be provided. Expect to play low to mid-ranked officers of the Royal Navy.

Player Information: Minimum: 4 Maximum: 6

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

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Friday, November 5, 2010 - 8pm to midnight

10pm on a Wednesday
 

GameMaster: Ogre Whiteside

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic

When the Seattle Police Department finds a gruesome, baffling, arcane crime scene they turn to officer Syd Jackson, Special investigations unit and her strange friends. Play Syd and Syd's friends Dylan (punk rock wizard), Erik (Warden of the White Council), Jess (Half-fae street kid), and Adam (hammerhanded tough guy with the mystic ability to withstand damage) and investigate this terrible crime and the evil it portends. For fans of the urban fantasy genre.

This game is run with the Dresden Files RPG, which is based on the FATE engine.

Setting: Seattle Washington through the lens of urban fantasy.

Character Instructions: Characters are pre-generated, nothing else is required to play.

Player Information: Minimum: 3 Maximum: 5

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

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Amber Family Therapy
 

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

   
  Teen Friendly? No

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

Oberon has decreed that you all learn to get along. He's mandated family therapy for the lot of you with a therapist on a shadow Earth.

This game was run at ACNW 2009, but repeat players are welcome to play again.

Setting: A therapist office in a Shadow Earth

Character Instructions: Just like last year, email me with your choice of elder Amberite. Three choices would be best. Also, tell me what sort of "issues" your character has, and who in the family they like/trust the most and who they like/trust the least.

Player Information: Minimum: 4 Maximum: 8

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

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The Beanstalk
 

GameMaster: Meera Barry
Game may run late into the evening.

   
  Teen Friendly? Yes

Game Description: Dark / Grim -- Alternate Amber

Another night of carousing, another night of losing yourself in the flesh of another, another night trying to not wake up to remember that you lost, and you can't find your way home.

Half the time you don't remember who you were, or why it was important. The other half, you simply don't care.

But... the dreams are getting more insistent. Last night the creature with the horns called you by a name that you thought was yours, only in the hungover mists of morning, you couldn't quite piece it together.

This morning, you don't recognize the bed you're sleeping in, even if you might recognize the person next to you.

You don't recognize the assassin who has now entered the room.

Setting: Oh, like you would know. You never kept track of days and nights. You never felt any older. When you can't die (and goodness knows, you've tried) what good is time except a way to remind yourself of all the people you've lost?

There...was a war. A terrible scream of burning and blood. Probably just a guilty conscience on your part, fueled by too many gladiatorial games and late nights. You don't remember what you ate Thursday, so why is it important? Why do you keep dreaming of the things that aren't human? Why do the therapists all go away? Why is the sun so wrong?

Character Instructions: Characters and setting are pregenerated in part based on your answers to the following five questions.

1) Who would you choose as your character's Real parent from the Amber series?
2 & 3) Would your character think it better to have loved and lost than never to have loved at all? Why or why not?
4) Does your character believe in any kind of "higher power"?
5) If it were a binary situation, would you prefer to play with "magic" or "science"?

Player Information: Minimum: 3 Maximum: 5

Players are requested to contact the GM(s) prior to the convention: Your input to the [dot] fierce [at] gmail [dot] com is appreciated.

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Caine's Dead
 

GameMaster: Lee Bynum

   
  Teen Friendly? Yes

Game Description: Mystery -- Traditional Amber

Caine has been murdered while vacationing on Shadow Earth. Since you are in the area, Random has sent you to get to the bottom of things before his siblings start playing the blame game. Fortunately, you've got some time. After all, this is Caine. He might not even be dead.

This is an investigative game in which getting to the truth is not necessarily the most important thing on the table.

Setting: Shadow Earth and nearby multiverse. Post Corwin, Pre-Merlin.

Character Instructions: Characters are to be children of the Amber Elders. Chaos ties are discouraged.

50 Point builds with free Basic Pattern. 5 bonus points for characters submitted in October. 5 more bonus points for how you killed Caine.

Player Information: Minimum: 4 Maximum: 7

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

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Crimson Dawn III
 

GameMaster: Murray Writtle

   
  Teen Friendly? Yes

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

Chaos Gunslingers and Rebel Amber Samurai carry the priceless and embarrassing blade of the Unicorn Empress back to the heart of Shogun Benedict's realm. Can the outlaws earn the one big bounty that will let them retire? Can the Samurai prevent the downfall of Amber? How long will the bullets hold out? Which is stronger; greed, honour or love?

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 mediaeval Japan and the Wild West are entirely intentional.

Character Instructions: Bodyguards, servants or relatives of the Amber Ambassador. Honour and Duty are your watchwords: 60 points plus an atrophied form of Pattern. No shapeshift, Trump, Logrus or advanced powers. You may have never travelled beyond the Golden Circle.

Wily Outlaws on the run from the Federal Marshals or or passionate rebels against Helgram oppression from South of the Border. 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.

Player Information: Minimum: 4 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: murray [at] campobianco [dot] com to flesh out character details and motivations

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The Dreamers of Beyond
 

GameMaster: Todd Worrell

   
  Teen Friendly? No

Game Description: Exploration -- Amber with a Twist

Amber is under attack! Benedict and Corwin have left to hold the pass. The other children of Oberon are marshalling the forces of Amber. But you have been chosen by the King for a mission of utmost importance and haste. He commands you to travel the byways of Tir na Nog'th to discover the secret Dreamers of Beyond and end their mystic assault upon the One True City.

Expect a rather freeform game with some player empowerment and limited player storytelling possibilities. Bring your weird ideas and a willingness to journey outside the normal expectations of Amber gaming.

Elders will be loosely based on their Archetypes, with a few weird abilities thrown in for fun.

Setting: Beginning in Tir and going elsewhere. Touching on points surreal and fantastic, but never stopping for long.

Character Instructions: Please email Todd with your top 3 choices in order of preference. Pregenerated characters: Bleys, Brand, Caine, Deirdre, Eric, Fiona, Flora, Gerard, Julian, Llewella, Sand, Delwin.

Player Information: Minimum: 3 Maximum: 5

Players are requested to contact the GM(s) prior to the convention: Todd Worrell at bluemonsta (at) gmail dot com. Please: no Ouija.

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Dungeon & Dragons 4th Edition Essentials Delve
 

GameMaster: Cort Odekirk
**Game may run late into the evening.**

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic -- Non-Amber

Ever wondered about the 4th edition of Dungeons & Dragons? Curious to see what the new Essentials product is all about? Come and play a Delve, run just like the formal Wizard's events, and find out what all the fuss is about!

Setting: Dungeons & Dragons 4th Edition, featuring the new Essentials products.

Character Instructions: Characters will be provided, no knowledge of 4th edition or essentials required.

Player Information: Minimum: 4 Maximum: 6

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

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Evolutionary magic
 

GameMaster: Robert Haight, Irene Voskamp
**Game may run late into the evening.**

   
  Teen Friendly? Yes

Game Description: Exploration -- Non-Amber

A group of settlers relocating to a new hope slips through a crack in the dimensions into a new and deadly land where the creatures and plants are unencumbered from the physics and chemistry. A world where magic works and the biosphere has evolved to tap into it.

Setting: This is an experimental game, the settlers can come from anywhere/when with the proviso that magic does not work, characters would have minor preconceptions on what the magic is and how it works. The game is in the style of man vs. nature or man vs. himself and player vs. player is a possibility as are character fatalities.

This is player driven game, we do not have any end-states in mind.

Character Instructions: Free form diceless game, character's to be created at the beginning of the session. GMs will contact players before the con for some character development ideas.

Player Information: Minimum: 5 Maximum: 10

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

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A Fiasco in Amber (Second Game)
 

GameMaster: Pôl Jackson
*Note: this game is not a continuation, but is also running in Slot 3.*

   
  Teen Friendly? No

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

Fiasco is the roleplaying game of "powerful ambition and poor impulse control". And who has more ambition than the royalty of Amber?

In this game, you'll play Amber royals whose petty schemes and jealousies get them into far more trouble than they can handle. You'll make terrible, short-sighted choices that lead to disaster - hilarious, awful disaster. It's the Chronicles of Amber, as directed by the Coen brothers. If you're very, very lucky, you might come out just a little worse off than you started.

Setting: Amber, Shadow, what-have-you.

Character Instructions: You'll play the royalty of Amber - a son or daughter of the king. Characters will be created around the table collaboratively. I imagine we'll end up with original characters, but there's no reason we can't mix it up with characters from the books.

Player Information: Minimum: 2 Maximum: 5

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

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Fiasco
 

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

   
  Teen Friendly? No

Game Description: Non-Amber; Other

THINGS CAN GO WRONG, FAST...

...Maybe some dude from youth group talked you into boosting a case of motor oil, but now your cousin is dead in a swamp and you killed him. Maybe you and your girlfriend figured you could scare your wife into a divorce, but things went pear-shaped and now a gang of cranked-up Mexicans with latex gloves and a pit bull are looking for you. It seemed like such a good idea at the time.

Fiasco is inspired by cinematic tales of small time capers gone disastrously wrong - inspired by films like Blood Simple, Fargo, The Way of the Gun, Burn After Reading, and A Simple Plan. You'll play ordinary people with powerful ambition and poor impulse control. There will be big dreams and flawed execution. It won't go well for them, to put it mildly, and in the end it will probably all go south in a glorious heap of jealousy, murder, and recrimination. Lives and reputations will be lost, painful wisdom will be gained, and if you are really lucky, your guy just might end up back where he started.

Fiasco is a GM-less game, designed to be played in a few hours with six-sided dice and no preparation. During a game you will engineer and play out stupid, disastrous situations, usually at the intersection of greed, fear, and lust. It's like making your own Coen brothers movie, in about the same amount of time it'd take to watch one.

Setting: I'll bring the set-up for a several settings; we'll start the session by picking one.

Character Instructions: Just show up and play. If we get done early, we can go join the drinkers. If we get done _really_ early, we can play twice!

Player Information: Minimum: 2 Maximum: 5

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

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Hot Guys Making Out
 

GameMaster: Ben Lehman
**Game may run late into the evening.**

   
  Teen Friendly? No

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

Llivia, 1936

* A mountain village in the Pyrenees, untouched by the horrors of the Spanish Civil War that rages in the south.

* An innocent orphan, unable to reconcile himself to the secret of his father's death, adopted in the middle of the night under the cover of darkness.

* His benefactor, the last of a noble line, as beautiful as he is mysterious.

* A forbidden romance in a war-torn age.

Hot Guys Making Out is a yaoi romance game, for two to four players. Each storyline takes about an hour to play: we will play 2-4 storylines during this session with breaks in between (and you can take a session off if you like.)

Warning: If you do not know what yaoi or slashfic is, you do not belong in this game.

Second Warning: This game is not in its finished state. I may adjust the rules between storylines.

Setting: 1936, Llivia. We're not going to worry about the historical or geographic details, though.

Character Instructions: Characters are implicit in the game system.

If you'd like, contact me and I will send you the rules.

Player Information: Minimum: 2 Maximum: 3

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

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Merlin’s Regular Game: Giants In the Playground
 

GameMaster: Lee Short & Melissa Kocher
**Game may run late into the evening.**

   
  Teen Friendly? Yes

Game Description: Humor / Spoof - Other, N/A

It's Friday night, and Merlin hosts his regular D&D game. While Dara was cleaning out the attic, she found Merlin's first white box set, and Merlin wants to play old school this time.

Players play Elder Amberites getting together to geek out down in Dara's basement. As the Elders, we'll roll up D&D characters, and hack n slash our way through a dungeon with wandering monsters and treasure tables.

Will Gerard be able to play a competent wizard? Will Julian relax enough to have fun for a change? Will Flora & Fiona get into a cat fight before the session ends? What is Corwin _really_ doing in Dara's basement? And how many Elders will leave with a basket of home care products from Luke's new business scheme?

Setting: Dara's Basement, at some point after the books. Hey, even Kings need a little relation time ... especially Kings of Chaos.

Character Instructions: Before the game, each player will select an Elder Amberite to play -- who may have an ulterior motive for attending Merlin's D&D game.

As the Elders, at the beginning of the game slot, we will role up the D&D characters that they will play. We will be using the rules from white box D&D as compiled in "Swords and Wizardy" a free downloadable PDF.

Please submit your top three choices of Elders before the Con.

Player Information: Minimum: 4 Maximum: 7

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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Paris: Black and White
 

GameMaster: Nate B.
**Game may run late into the evening.**

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic -- Alternate Amber

100 years ago, your father Corwin drew the Pattern. In doing so, he defined Paris. He created it from his fondest memories of another place and of other times. (A Paris of the XXth Century.) The creation of the Pattern served to fix this Paris in that age. Forever more, Paris would live in the times of the mid to late 1900's. People would come, people would go, but society would remain the same. Except it's not. The Shadows are growing darker; the ways between them more difficult. International tensions are rising: nearby Germany's government has collapsed and a military stratocracy has taken control. And you've been called home to be told your father is dead.

(Game may run a little late -- this is the first game I've ever run, so I'll do my best to end on time.)

Setting: Paris. Corwin's Paris. The Paris of his own blood and dreams. The Eternal City. The center of the universe. Your city. A city of sunlight and rain, of thieves and art dealers, smugglers and musicians, underground clubs and sidewalk brasseries, espresso and absinthe. (Don't even think about hellriding across Shadow for a laser pistol.)

Character Instructions: Film noir types of the mid twentieth century. 1930's to the early 60's. Jazz, not rock and roll. Revolvers, not automatic weapons. 80 points with which to create your alter ego. Stuff is limited to 5 points either way. Nothing crazy or advanced or Shadow Knigh-ish. No crazy artifacts, no munchkin power-gaming. More details at http://www.player.org/paris

Player Information: Minimum: 3 Maximum: 5

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

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Random's Regular Game - hosted by Benedict
 

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

   
  Teen Friendly? No

Game Description: Other; N/A -- 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 interaction, and playing cards. There is no other 'plot' to the game. Scandalous insults and scurrilous innuendos are expected, and in some situations actively encouraged.

Random has another commitment but the show must go on so Benedict is handling the logistics this year.

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--primarily "Texorami Hold 'Em." This is the poker game currently seen on most of the TV Poker Shows (commonly called "Texas Hold 'Em.") To spice things up a little, some rounds will be a slightly different poker game called "Crazy Pineapple", which is like Texas Hold 'Em with a crazy twist.

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.

The powers have been slightly revised for this year's game so that every Elder has one major power (will almost guarantee a win of a hand, if not countered) and two minor powers (may change the winner of a hand, but nothing is certain).

Character Instructions: The GM will be playing 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.

Players may make up 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: 3 Maximum: 9

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 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 (20) 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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Shadow Dances
 

GameMaster: Michael Sullivan

   
  Teen Friendly? No

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

Young Prince Osric to a Shadow city came. It was a pearl of cities, without peer in all of Shadow, eclipsing the then-young Amber. But its majesty was built on the sorcery of thousands of slaves.

As would so often prove to be the case, upheaval followed in the Prince of Amber's footsteps.

This is a game of a Prince of Amber trying to profit from Shadows, and Shadowdwellers trying to profit from a Prince of Amber. The main antagonists are NPC's, not other PC's. It has grim elements but is (probably) not a depressing game. No part of the game will take place in Amber, but its influence is present.

Setting: Before the Golden Circle, before the Moonriders of Ghenesh, before the first familial war, in the early days of Amber, when Shadow was much less tame and controlled. Action will take place largely in one Shadow.

Character Instructions: Pregenerated characters will be provided: Prince Osric and many Shadowdwellers. Note that the Shadow characters will all be slaves.

Player Information: Minimum: 4 Maximum: 7

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

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ShadowWorld Mars
 

GameMaster: Robert Alberti
**Game may run late into the evening.**

   
  Teen Friendly? Yes

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

Earth is dead. Two hundred thousand stalwart refugees have hurriedly colonized Mars in a last-ditch attempt to save mankind. But some of these refugees have a secret - abilities that separate them from the rest of Mankind. And others are members of secret organizations who sought to preserve powerful relics and traditions. Based on Edwin Voskamp's Shadow World game (http://www.shadowworld.org ) explore the forbidding landscape of Mars, and help ferret out the mysteries of its many domes.

Setting: The year is 2092, the setting is the domes of Mars.

Character Instructions: Characters can be developed in advance using the rules of Edwin Voskamp's Shadow World http://www.shadowworld.org/ as well as supplemental information provided by the GM via e-mail. A limited number of pregenerated characters will be available.

Game is rules-free, no dice necessary.

Player Information: Minimum: 4 Maximum: 10

Players are requested to contact the GM(s) prior to the convention: Contact Bob Alberti at albatross [at] albatross [dot] org

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Too Heavy a Crown
 

GameMaster: Dan Garrison
**Game may run late into the evening.**

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic -- Throne War

A retiring Random abdicates the throne of Amber in order to give the kingship to a scion of Amber’s next generation. The PCs are young Amberites competing to earn Random’s approval through a combination of tests and political machination... but the catch is that although each has a reason to present themselves in Castle Amber, none of them want the Crown either. Can they navigate the Throne War to get what they really want?

Setting: Castle Amber, after the published books

Character Instructions: All PCs are 100pt characters. Each character receives either the Pattern power free of charge or gets Pattern free upon walking the Pattern for the first time (each throne contender must at least have the potential to walk the Pattern in order to compete.)

Each PC has an Elder Amberite parent, but PCs are encouraged to have backgrounds in Amber, the Courts or Shadow. PCs should each have at least one compelling (if not necessarily insurmountable) reason they DON’T want to rule Amber and at least two or three reasons why they are attending anyway - whether it’s to please a parent, claim an inheritance, settle a feud, or plain curiosity.

There will also be some premade characters available if players would rather not generate their own - premades not taken as PCs will instead be NPC rivals for the Throne.

Player Information: Minimum: 4 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: Dan Garrison - garrisod1981 [at] gmail [dot] com

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Saturday, November 6, 2010 - 9am to 4:30pm

The 4400: Promise City
 

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.

This agent, one of the Marked, changed tactics and kidnapped one of you to begin the process of placing their consciousness in your bodies. The rest of you made new contacts and set up additional resources, while using your smarts and your abilities in sometimes ingenious ways to locate the one kidnapped. As you closed in on a small island in the Puget Sound, your missing care group member was able to escape his confinement with your help, interrupting the transfer process just in time. Triggered by his belief he was there to be tortured, he scoured the island as you searched it for him, one by one killing everyone who’d been part of holding him captive, leaving many of you disturbed and questioning your future with the group.

You’ve come back to the news that Jordan Collier has gathered together a dedicated band of 4400s and people who survived the promicin shot and gained abilities into an old, abandoned industrial section of Seattle and declared it an independent entity, Promise City, fueled by the belief that the entire world populace needs to take the shot and thereby protect themselves from becoming victim to the future Haves.

Welcome back.

Setting: Three and a half years after the 4400 returned.

After Jordan Collier 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...

And after distributing Wryland’s supply of promicin as free shots to anyone who wanted them around the country (with a fair warning to all of your fifty/fifty chance of survival), abilities became illegal.

Promise City is a haven for those with abilities, set up to be outside the law.

With the powerful, world-wide demonstration by the Nova Group, turning a huge section of dessert into fertile farmland, and Promise City citizens purifying a polluted, local river and turning an industrial nightmare into the beginnings of a flowering place of beauty and contribution, popular opinion of the 4400s and people with abilities is still high, while the government sees Promise City as a declaration of war on the United States.

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 plus 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: 8

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

New players contact me for character creation info.
Returning players please check in before the con.

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Amber Bleached
 

GameMaster: Erik Florentz

   
  Teen Friendly? Yes

Game Description: Amber With A Twist, Strategy

Sosuke Aizen has surprised everyone with his true plan, and produced the King’s Key without the destruction of Karakura town. He has ascended, fulfilling his vow to stand in the heavens and take the place of absent gods.

Shinigami are dispatched after Aizen, sent by the Captain-Commander with these orders:
1) Protect the Royal Family.
2) Execute the traitor Sosuke Aizen.
3) Recover or destroy the Hogyoku.

Setting: Tir-na Nog'th: Brand uses the Jewel of Judgment against Benedict, drawing ever closer to him. Suddenly an ornate oriental doorway appears between them both and Sosuke Aizen steps forth just as Brand disappears. Aizen makes eye contact with Benedict and there is a mutual recognition. Tir-na Nog'th begins to fade and Corwin pulls Benedict to safety through their mutual Trump contact. Aizen stands above in the sky where Tir-na Nog'th was, looking down at Amber.

Character Instructions: Players will be Shinigami. First come, first serve. Know your character, BE your character. Have a basic familiarity with the Bleach universe and who and what your character can do. Details can be easily found at http://bleach.wikia.com/wiki/Main_Page.

Player Information: Minimum: 4 Maximum: 10

Players are requested to contact the GM(s) prior to the convention: e [at] spikard [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: I will bring pregens. If you contact me before the game and want to read the rules and generate your character, you can. But characters 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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Battle and Glory! An Agon RPG
 

GameMaster: Andi Blija
**10:00 am Start-Time**

   
  Teen Friendly? No

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

"Agon is an action-packed roleplaying game about ancient Greek heroes who face brutal tests from the gods. With bravery, cunning, honor, and strength, one hero will prove to be the greatest and secure immortality in legend. Agon supports fast-paced, competitive play, with mechanics designed to create an even playing field for players and the game master. Oath-swearing and trash-talking are highly encouraged."

-- Agon RPG Website (agon-rpg.com)

There will be some slight rules modification to make it more appropriate for one-shot play. (This is the same scenario from RnR Game Day, with some tweaking.)

Setting: Starting on a festive Greek island. Sandals optional.

Character Instructions: Feel like trying a new RPG? Agon is a great place to start! Character sheets will be mostly pre-generated. Brush up on some eye-candy inspirations like "Spartacus: Blood and Sand" or "Clash of the Titans". Bring you mythical monster-slaying game face. Knowledge of the game is not necessary, but getting a chance to read the FREE PDF on the agon-rpg.com website is highly, highly encouraged. (If we spend less time on the rules, we have more time to gain Glory. Think about it...) This game also uses dice, which will be provided if needed.

Player Information: Minimum: 3 Maximum: 5

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

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Dream Thieves
 

GameMaster: Dan Garrison

   
  Teen Friendly? No

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

Using the premise of the film “Inception”, Dream Thieves uses the Amber DRPG conflict resolution system to allow PCs to infiltrate nested dreamworlds as Extractors, Forgers, Point Men or Architects. PCs should be familiar with the world of “Inception” but knowledge of the Amber Multiverse is unnecessary.

Setting: The "Inception" universe - modern day with advanced technology related to shared lucid dreaming.

Character Instructions: Players will be able to choose from a selection of premade PCs with a variety of concepts for each role. Players can email the GM ahead of time if there is a particular concept they would like to see.

Player Information: Minimum: 4 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: Dan Garrison - garrisod1981 [at] gmail [dot] com

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Dust in the Wind II: May You Live in Prosperous Times (Firefly)
 

GameMaster: Dawn Vogel

   
  Teen Friendly? No

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

Life in the ‘verse is easier when you’ve got a bit of cashy money, but all smugglers know that prosperity is fleeting. One wrong turn, one missed opportunity, and it can all go down the drain. And even a job that sounds like a sure thing can turn around in a heartbeat. Maybe it is a better idea to take the job that sounds like a disaster waiting to happen ...

Setting: Firefly universe

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. This game is a continuing game, so depending on who signs up, not all of the crew positions will be available. Character creation will be largely collaborative (so the ship will have a full compliment of crew), and take place over E-mail prior to the convention. The system will be a homebrewed variation on the Amber system.

Player Information: Minimum: 4 Maximum: 7

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

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Hellcats & Hockeysticks
 

GameMaster: John Kim

   
  Teen Friendly? Yes

Game Description: Humor / Spoof -- Non-Amber

St. Erisian's school for girls has stood for over a hundred years and survived war, plague, famine, demonic attack, strange explosions in the science block and countless attempts to get it closed by the government.

However, to be fair, not _all_ of these disasters were the fault of the girls who study there...

As the headmistress says, "At many schools, girls are left unprepared for the merciless world. At St. Erisian's, it is the merciless world which must be prepared for our girls."

This is a session of mayhem in the spirit of the St. Trinians movies, using the new Hellcats & Hockeysticks system - billed as "the role-playing game of chaos, anarchy, and decidedlyunladylike behavior." Characters are upper class girls at the strange and infamous St. Erisian's boarding school for young ladies.

Setting: Modern-day at the St. Erisian's boarding school in England

Character Instructions: Players may either create characters in advance or use pregenerated characters. Contact the GM to get character creation instructions.

Player Information: Minimum: 4 Maximum: 6

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

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Music Mystery and Mayhem
 

GameMaster: Drew Wood

   
  Teen Friendly? No

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

Wartime. It is nothing new. The last five decades have been war. The Great War, The Second War, the Wars of Independence, The European Civil War, The Third War, and now.. Now it is called the Money War, or the War of Silver.

You live in what remains of your hometown. Once a great city, the ruins, rubble, and refugee camps are all that now remain. Armed gangs clash with remnants of the Great Armies and the moreaus, androids, and cyborgs which once made up those armies. Rumours of peace circulate as always. Will they prove true? What will you do to survive? Or to shape history.

Setting: A Shadow of Earth, where things are just a bit different.

Character Instructions: Characters are to be built in the ADRPG system using 45 points. Pattern, Logrus, and Advanced Shape Shifting are not available. Additionally Sorcery, and Conjuration represent a lifelong study of banned and rare works. Characters do not know of Amber or Chaos. Additionally, character backgrounds are to be shaped with a theme song.

The Game's Soundtrack includes:
On the Border, by Al Stewart
Life in Wartime, by the Talking Heads
Old Man down the Road, by John Fogerty
London Calling, by the Clash
and
the tunes chosen by the players.

Any player bringing the soundtrack and a means of playing it to the game will receive 10 extra points to spend on their characters.

This Game is in the Series begun with 'Records and Dust' at this Summer's 'Rolls and Roles' mini con. Characters from that game are welcome.

Players must contact the GM prior to the Con. If for no other reason than letting the sound track be made.

Player Information: Minimum: 4 Maximum: 10

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

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Nursery Crime in the Northwest 2: Telling Tales
 

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

   
  Teen Friendly? No

Game Description: Mystery

After last year's adventure, the intrepid members of the Portland Fable Authority have remained under the public radar, continuing on with their work without the general populace being aware of how close the city came to disaster. However, they have received greater resources from the city budget, what with the loss of one murderous mayor and the gain of one helpful sentient panther.

Nevertheless, all of their combined experience will be put to the test when the Fables' beginnings reaches out to ensnare the lovely city of Portland, Oregon. How will the PFA ensure the safety of the city, the autonomy of the Fables, and continue to "keep Portland weird"?

Setting: Modern-day Portland, OR. Based loosely on Jasper Fforde's "Nursery Crime" novels.

Character Instructions: GM will send out character creation instructions.

Player Information: Minimum: 3 Maximum: 6

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

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The Pattern is your Friend
 

GameMaster: James Mueller

   
  Teen Friendly? Yes

Game Description: Humor / Spoof -- Alternate Amber

The Pattern is happy. The Pattern is crazy. The Pattern will help you become happy. This will drive you crazy. Being a citizen of Amber is fun. The Pattern says so, and The Pattern is your friend. Many traitors threaten Amber. Many happy citizens live in Amber. Most happy citizens are crazy. Which are more dangerous traitors or happy citizens? Rooting out traitors will make you happy. The Pattern tells you so.

********

Amber is often paranoid; this one is more so. Paranoia meets Amber. You will be happy. You will die. You will die happy. Multiple times. Serve the Pattern well and you will be rewarded.

Setting: A dark, satirical Amber. When? Where? Who can say?

Character Instructions: Pregen characters provided, with clones, for when the originals die. They will die too.

Player Information: Minimum: 4 Maximum: 9

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

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Phineas's Crown
 

GameMaster: Ben Bernard, Mike Hewner
**9:30 am Start-Time**

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic -- Alternate Amber

Too long ago to remember, Amber and Chaos finally clashed at Arms. What was initially thought to be a short victorious conflict spiraled out of all control. The War has continued for centuries, every new century throwing more atrocities into the flames.

Meeting together as children, scions of Amber and Chaos secretly swear to bring peace and unity to Shadow. Their new hope: Phineas, son of Corwin and Dara. Caught for a brief moment away from the war that has defined their lives, they swear their lives to Phineas and to their secret mission to crown him King of Amber and Chaos.

---

This 7 hour slot will be divided into 2 related games, run by separate GMs. First we will support Phineas and then we will journey through the ramifications. Players will play the same characters for both parts.

Setting: The middle of a several millennia war between Amber and Choas, post patternfall. Corwin is the King of Amber.

Character Instructions: Children of Elders or children of Lords or Ladies of Chaos, who have been secretly preparing to support Phineas, and have achieved some measure of political clout. Built on 150 pts.

Player Information: Minimum: 3 Maximum: 7

Players are requested to contact the GM(s) prior to the convention: Ben & Mike - ambergm [at] technofetish [dot] net

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Pulp Chaos 6: Put Your Lips Together and Blow
 

GameMaster: Jeremy "Bolthy" Zimmerman
**10:30 am Start-Time**

   
  Teen Friendly? No

Game Description: Mystery -- Amber with a Twist

It was hard to gauge emotions when the suspect didn't have a face, but the movement of his many chitonous limbs seemed agitated. I was sure we'd break him any second.

"Where did you find all that pit gold," my partner repeated. "We're pretty sure that wasn't just your money set aside for when your ways fell into the Pit."

Our interrogation was on a chunk of rock floating in space, a distant star providing the only illumination while other stars hung hard like diamonds in the sky.

"Look, constables, like I said, I just happened to find it. Finders, keepers; losers--"

I snapped another of his legs. My partner and I were playing "Good Cop/Silent and Brutal Cop." He still had seven legs to go, so I hoped for his sake that he started talking. I hoped for my sake that he didn't.

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 sixth in a series of games, taking place roughly a year after Pulp Chaos 5. 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: 4 Maximum: 6

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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second chance
 

GameMaster: Denise Gibbons, Michelle Bauer
**9:30 am Start-Time**

   
  Teen Friendly? No

Game Description: Adventure / Heroic

Ever wonder what it would be like if the amberites had all grew up with a set of parents that was around and caring?? Well this is your chance to play the newest generation. You will all start out as siblings that work together, you know nothing of Amber and your other siblings; just that you where raised by a stern but caring father and a loving mother. But of course things change when Oberon needs your help with the black road a new world and new siblings to SAVE/DEAL WITH.

Setting: starts out in shadow about the time the black road and pattern are affected.

Character Instructions: Characters must work together. gms will contact you with your points and more background info.

Player Information: Minimum: 4 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: dthiessens [at] yahoo [dot] com,shellbauer [at] yahoo [dot] com

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The Second Corey Family Reunion
 

GameMaster: Andy Ransom

   
  Teen Friendly? Yes

Game Description: Mystery

The year is 1937 and you have been invited to New York by the wealthy American Eric Barimen to take part in a Corey family gathering. Included with your invitation was a ticket for transatlantic travel on the airship Hindenburg...

Character will be shadow earth dwellers who are (unbeknownst to them) descendants of Corwin.

Note: This game was inspired by Matthew Richardson's game "The Corey Family Reunion" run at ACUS some years ago but is not a sequel, no knowledge of the previous game is required.

It was also run at ACNW04 so please don't sign up if you played it then.

Setting: N/A

Character Instructions: Partially pre-generated with some room for player tweaking.

Player Information: Minimum: 4 Maximum: 6

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

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The Shores of Creation
 

GameMaster: Seana McGuinness, Jennifer Edwards

   
  Teen Friendly? No

Game Description: Exploration -- Amber with a Twist

Chaos is named that because it changes, constantly, in response to any disturbance. Close to the heart of Chaos, called the Well of Creation by the natives, called the Logrus by the nobles, it’s so sensitive that even a thought can change its nature, can form landscapes and give birth to creatures, dreams and nightmares. The more powerful you are, the more you twist this world on an unconscious level. The more issues you have, the more lies you tell yourself to get through the day, the more likely it is that your creations will turn on you.

The royal family of Amber do not approach the heart of Chaos.

You are members of a team selected by the royal family, trained to survive and even thrive in the environments near the Well, and promised your heart’s desire if you can breach the dwelling of the Keeper of the Logrus and retrieve a certain item. This will be a trial unlike any you’ve been through before. The defenses draw upon the nature of the Well, and will seek to deflect you using your needs, desires and obsessions. All you need to know is that they are not real.

What else is important?

This is intended to be a game of obsession, exploration and a certain amount of introspection.

Setting: Setting: The edges of the Well of Creation as detailed above.

Character Instructions: The GMs will hand out pregenerated characters on a first come, first served basis. Each character will be a highly trained human with a history and some powers based on their training and the flexible nature of local reality.

Player Information: Minimum: 3 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: Seana McGuinness (seanmcguinnessuk [at] yahoo [dot] co [dot] uk) and Jennifer Edwards (strategissa [at] gmail [dot] com)

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SW Gods The 5th Council of Nicaea
 

GameMaster: Joe Zottola
**10:00 am Start-Time**

   
  Teen Friendly? No

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

In the fall of 2012 the various pantheons decided to meet and formulate a plan to reassert their control over the destiny of Humanity. Tired of watching their followers killed, temples destroyed and various members of assorted pantheons eliminated, it was decreed that a council would be held. Representatives from various pantheons have been summoned to Nicaea to meet and formulate a united response to the continued erosion of their power base and deal with the forces of Humanity.

Players will be those representatives, your purview is to establish a frame work so that joint operations between pantheons will be successful and to also establish a clear mission statement, and then implement said statement.

Setting: Earth because it is where Nicaea is, time 2012, and since you should be aware, the forces of humanity are The Circle and her Allies, along with the Fae and Various Demons who have for some reason taken a liking to Humanity.

The world is a branch off of mainline, the rules for the game are a variant of Edwin's SW rules.

Character Instructions: You will need to decide which pantheon you want to represent, and then decide which member of the pantheon you are, you will be allowed 2 aides who will assist you in negotiations.

The only restriction is you cannot play a being from the christian mythos.

Player Information: Minimum: 4 Maximum: 10

Players are requested to contact the GM(s) prior to the convention: please send your choice to arumel33 [at] gmail [dot] com and then the fun can begin, I would like to have some prep done before the con.

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Tenfold Millennia: Janissaries
 

GameMaster: Simone Cooper

   
  Teen Friendly? Yes

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

Time outlasts us all, and today the machines that have kept you asleep succumbed to her embrace. Thus you awaken in your body, perfectly preserved, just as the explorers of the new Jedi orders breach the outer skin of your vessel.

Your mind, though, has suffered in its long stasis. Who and what you are and why you are in this state are lost to you. Does this detachment mean you are free, or does it mean that those who hold your leash have not yet themselves awakened?

Setting: Adrift in the Star Wars time-line ....

Character Instructions: Please choose a character gender, adult age and race from among: human, chiss, duros, kiffar, miraluka, twi'lek, or zabrak. Feel free to refer to "wookiepedia.org" http://starwars.wikia.com/wiki/Main_Page for information on the Star Wars races.

Create your character using 50 points and the standard Amber attributes of Psyche, Strength, Endurance, Warfare.

You also have 50 points in "The Force," which you may sell down in 10 point increments to gain 15 points in any attribute.

You may also choose three outstanding skills, which may include technical skills such as piloting or mechanics, the use of various weapon types including lightsabers, a martial art form, or "knowledge"--a place that will remain empty until your memory is jogged by circumstances.

We will discover your character's backstory during play, but know in advance that for some reason he or she was chosen for a great project ... to fight the Jedi of the Old Republic. We will develop relationships between characters during the game that will give advantages to certain character combinations.

Player Information: Minimum: 4 Maximum: 6

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

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Warlord's Quadrant - Confrontation
 

GameMaster: Stephanie Itchkawich

   
  Teen Friendly? No

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

The rebel fleet of returnees and other criminal sympathizers colluding with agents of the Warlord culture and enemies of the Federation has been located. A fleet engagement is about to ensue, thus eliminating the threat posed to Federation citizens by the unspeakable new planet killing technologies that have fallen into the hands of traitors and saboteurs working at the behest of the Warlord culture and bent upon the destruction of the Federation.

Setting: Space Opera

Character Instructions: This is a continuation of the Warlord's Quadrant games of previous years; however, new players are welcome and will be able to fit into the serial nature of the scenario.

Email GM for character creation rules using a modified Space Opera character generation system.

Player Information: Minimum: 2 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 6, 2010 - 7pm to midnight

Aurellis - A Wedding is Announced
 

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

   
  Teen Friendly? No

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

The time comes in any long running game when the characters start making their own plot - in this case matrimony looms for one PC.

The game will take place around the events of the wedding of Dr. Annike Aasgard (one of the PCs) to David Erikson, on 21st June 2008 (game time) at the family farm in Minnesota. You are all cordially invited.

Setting: You guys with existing characters know all this stuff - this one is for returning players only I'm afraid - you just need to have been there in the past for this scenario to mean anything.

Character Instructions: Please feel free to contact me if you think your character has been doing something that might have caused development since they were last played (or wish to make any advance plans for the wedding). Otherwise, just turn up and have fun.

Player Information: Minimum: 4 Maximum: 10

Players are requested to contact the GM(s) prior to the convention: Tim Hart gm [at] aurellis [dot] org

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A Candle to Light you to Bed
 

GameMaster: Seana and Louisa McGuinness

   
  Teen Friendly? No

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

Just another school reunion. That's what this was supposed to be. One of life's constants since graduation: every five years, regular as clockwork. Maybe there's a certain comfort in knowing that, come hell or high water, there will be always be a school reunion. Whether your pleasure is catching up with the local gossip, reminiscing about your time at the academy, visiting your old teacher or just having somewhere to go on the one day a year that everyone of your generation is banished from Amber, you've turned up to the place where you spent ten years learning how to control your abilities and work with each other. Just another school reunion, exactly the same as it always is.

Except it looks like this year is shaping up to be a little more exciting than most.

One minute, you're enjoying (or enduring, depending on your disposition) the festivities. The next, you're struggling to keep your feet as reality tries to shake itself apart around you. Someone curses; maybe one of your cousins.

"It's a shatterquake!" But this shard is supposed to be stable; the Shatter hasn't shifted around here in as long as you've known it. Not like this. Something's happened. Something bad. Something... in the direction of Amber.

Setting: It is around 200 years after the Patternfall war. You and a few other cousins are all the only children of the elders, born around 50 years ago (your timeline, given the vagaries of shadow), give or take a year or two. Maybe you were raised on some backwater world, or perhaps you lived in the Golden City itself, in the shadow of the Memorial on Kolvir. Wherever you called home, around thirty five years ago, you were all rounded up by your parents and taken to a small academy located in a stable shard in the Shatter around Amber. Under the watchful and calm eye of Headmistress Fiona, you and your cousins were taught a variety of subjects. Mandatory courses included walking the Pattern, the proper uses of power and teamwork. Optional courses included the study of sorcery, trump and other powers. For the more militarily inclined, the headmistress managed to rope in some of your parents for fieldwork. Everyone was encouraged to dabble in fields outside their interests, if nothing else to see how they could contribute to the success of more interested parties, as well as to see how other people could help them. The headmistress and the other staffmembers managed to make sure the students more or less behaved themselves, with a touch of sorcery from Fiona if things got truly out of hand. And then, after ten years, you all graduated and went your separate ways. Apart from the annual reunion.

Character Instructions: Characters are built on 75 points with Basic Pattern for free. No advanced powers are permitted. Parent will be chosen by the GMs.

Player Information: Minimum: 3 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: seanmcguinnessuk [at] yahoo [dot] co [dot] uk, louisaenator [at] gmail [dot] com

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The Doctor in Amber
 

GameMaster: Marlin Pohlman
**Game may run late into the evening.**

   
  Teen Friendly? No

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

Have you ever wondered what an Amberite patten would do to a TARDIS, the Logris to the eye of harmony. Using a Trump with in the Vortex. Two travelers with "othogonal" abilities time and alternate universes make for a mash up with a multitude of consequences with a villan you will have to defeat to believe.

Setting: The Where and When will begin in a shadow Cardiff England....where and when it will end is another matter

Character Instructions: Time Lords, Amberites, Lords of Chaos are encouraged but subject to approval.

Characters desiring to be member's of the Tharil race are encouraged to contact the GM immediately

Player Information: Minimum: 4 Maximum: 10

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

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Empire of the Petal Throne
 

GameMaster: Bob Alberti and Joe Zottola

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic -- Non-Amber

Empire of the Petal Throne was developed by Professor M. A. R. Barker across more than sixty years, and reflects his intense interest in Mayan and Southeast Asian cultures. You can learn more about Tekumel at http://tekumel.com

Setting: The Empire of the Petal Throne is named for the vine-carved jade seat of the Emperor of Tsolyanu. From the mountain fortress of Avanthar to urbane Bey Su to stuffy Usenanu and the sprawling stews of Jakalla, the central Empire offers many mysteries. But beneath these cities lie the ruins of the Great Ancients, corridors of smooth metal revealed by undying illumination, machines that move on their own, and creatures too horrible to describe. All of which is to say, I don't know yet where it will be set, but it will be cool, trust me.

Character Instructions: The game may use pregenerated characters if I get that organized. Otherwise feel free to bring a mid-level character who is not bristling with magical items.

Game is largely rule- and dice-free, with the exception of spell lists. Rules lawyers will be given the "high ride."

Player Information: Minimum: 4 Maximum: 10

Players are requested to contact the GM(s) prior to the convention: Bob Alberti, albatross [at] albatross [dot] org

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Game Design and Self-Publishing Seminar
 

GameMaster: Ben Lehman

   
  Teen Friendly? Yes

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

Are you interested in game design with the ultimate goal of publication (in any form)? Having trouble with some part of your game?

Are you interested in self-publishing and selling your own work?

This is a seminar style class by Ben Lehman (designer of Polaris, Bliss Stage, The Drifter's Escape, XXXXtreme STREET luge and others) about game design and publication.

The content of the seminar will be based on where the individual participants need and want, and where they are in the process.

Fiction writers interested in self-publishing may get some benefit from it as well.

Warning: I am quite critical, and will be pretty direct about the issues with your work and plans. Your feelings are not insured.

Setting: N/A

Character Instructions: If you're interested in a thorough critique of your game or publication strategy (or both), please send it to me beforehand so I can read it and possibly play it.

Player Information: Minimum: 2 Maximum: 12

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

Let's talk about what we want to get out of this.

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The Graduates
 

GameMaster: Malcolm Heath

   
  Teen Friendly? No

Game Description: Dark / Grim -- Non-Amber

There's a framed picture of you all, from graduation, hanging askew over the couch in the living room, above the mess of books and clothes and takeout boxes and wine bottles that cover the rest of the room. Up there, you're all in your robes, smiling, arm in arm, the bright sun making you squint. All smiling, all so young.

Looking around the apartment, it's kinda hard to believe that it was less than a year ago that you graduated from Liongate College for Practical Magic. It's hard to believe that those smiling, happy faces are the same ones that you all wear now.

Moving in together after graduation seemed like such a great idea. I mean, you're all best friends, right? The unstoppable team that beat every test, took on every challenge, and won all those awards? Right? Friends forever. Good times.

Even with all that stuff that went down Junior year.

But, somehow, this isn't exactly what you imagined being a 23 year old magician would be like. The place is a sty. Nobody seems to be able to do the freaking dishes, magic or not. Half of you seem determined to drink or screw yourselves into oblivion every night, and the other half seem determined to shut out the world behind a book, stiff comments and half-hidden judgmental looks.

They make you do this, take some years off, to prepare you for what comes next, although no one ever says what that is. It's just a required break in your "path of the mystical arts", whatever the hell that means. Time to rest, to sow some wild oats, to figure out what you want to do next.

Now, you're wondering what the hell is supposed to happen next, and why it's taking so God-damned long to happen.

Setting: Modern day, in Portland, Oregon. Specifically the Pearl District, in a rather nice condo in one of the luxury towers. The characters are all pre-gen, 20-something magicians, all "on hold" and trying to figure out what they're supposed to do with the rest of their lives, how they relate to their best friends, and what it means to be slowly turning into something approximating adults, a particularly difficult sort of transfiguration.

This game is not one that you can "win". It's not a puzzle solving game either. It's a game about that interstitial moment in our lives where we're not quite one thing, and not quite another.

All the characters have lots of issues, complex relationships with each other, and lots of hidden stuff going on. This game is all about role-playing - if you like lots of emotion, character development and interpersonal interaction, and enjoy getting really into character, you'll probably like this game. If you want strategy, or clear objectives, look elsewhere.

Stuff outside of the initial setting will happen. But it's about how the characters will react to that, rather than how they "fix the problem at hand" that's the important thing, and the emphasis of the game.

This game will include sexual references, perhaps (off stage) sexual activity, the strong possibility of rather personal violence, love, hate, betrayal, mistakes and guilt, and (perhaps not surprisingly) some supernatural elements, some of which may be disturbing in nature. There is a definite risk of significant damage (mental, emotional, physical) to the characters, up to and including character death (although this will be negotiated if it comes up).

Character Instructions: Players will be provided a list of pre-gen characters before the con, and asked to pick three in order of preference. Further background material about how magic works, the school you all attended, and some relevant events in your past will also be provided at this time.

Once character selection has been completed, in-depth background for each character will be provided to the individual players, including various personal information that will relate to the character, events in that characters past, the shared experiences of the group, and relationships within the group.

Player Information: Minimum: 3 Maximum: 6

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

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Grindhouse 4
 

GameMaster: Thaddeus Rice and Jeremy
**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 "HELLBALL" In the year 2059, OmniView, a totalitarian mediacorp dominates the globe. It's #1 rated show is Hellball, where "lifers" have a chance to win their freedom by making their way through a series of "Hellzones" in a simulated prisonbreak. Survive 3 hellzones, walk away free men and women with a clean record, 500,000 in cash, relocation to a city of your choice, and a job offer from OmniView. Lifers are drawn from every class of criminal: murderers, revolutionaries, embezzlers, pirate broadcasters, armed robbers, and anything else except high rated sex-offenders and serial killers. Guess what, you have been selected for tonight's episode of Hellball.

Then: Jeremy Zimmerman's "Wulfgar und Olga" ("Wulfgar and Olga") In den gefrorenen Abfällen eines verlorenen Kontinentes, gegen Kanonen gilt kein Recht. Aber zwei Helder stehen bereit, die Kräfte von Tyrannei unten zu schlagen. (In the frozen wastes of a lost continent, might makes right. But two heroes stand ready to strike down the forces of tyranny.) Zum ersten Mal in einem Film: Wulfgar! (For the first time in one film: Wulfgar!) "Ich bin Wulfgar." ("I am Wulfgar.") Und Olga! ("And Olga!") "Ich bin Olga." ("I am Olga.") Im "Wulfgar und Olga." (In "Wulfgar and Olga.") Gegründet auf der Reihe durch Amy Edwards. ("Based on the series by Amy Edwards.")

Setting: For "Hellball": A near future corporate dystopia. For "Wulfgar und Olga": A Hyborean-esque sword and sorcery setting.

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. Hellball will use the rules for the indy game "Hell for Leather" to depict the struggle and chase across 3 Hellzones! Wulfgar und Olga will use "In a Wicked Age." 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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Out to the Black (Firefly)
 

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

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic -- Non-Amber

"Resolution" keeps flyin'. With a cargo of fine rice wine and a crew with skills and secrets, it leaves behind a bitter young woman, a dead young man, and maybe an old enemy or two. But the mining companies are going through a boom time, there are new mines opening up on planets and moons that are barely terraformed, and the price of futures for osmium, iridium, yterbium, ruthenium are climbing steadily. And everyone knows that what miners really want after a hard day's work (other than friendly company in a relaxed mood) is drink. Lots of drink.

Setting: The Firefly/Serenity 'Verse, a few weeks after the events of last year's episode.

Character Instructions: This is a continuation game, using ADRP with some modifications. Returning crew take precedence, new crew members welcome if berths become available. Contact me for details.

Returning characters get 5 shiny points to spend.

Player Information: Minimum: 4 Maximum: 7

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

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Remember Tomorrow
 

GameMaster: Mike Hewner

   
  Teen Friendly? Yes

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

In the chrome and neon future City of Somewhere, most people are simply tools. Gangs, corporations, and AIs dole out favors and those without a faction backing them are just a few short steps from an organ bank. But there's always a chance that someone with the right cyber-gear, the right plan, and the guts to pull it off can make their goals happen.

---

Remember Tomorrow is a cyberpunk game using a lightweight indie system: the mechanics are simple and will be taught. The focus will be on quick cool futuristic scenes and adventure.

This is a shared narration game (that is, players are required to 'GM' short scenes for other players).

Setting: N/A

Character Instructions: Players will generate both a character and a (evil) faction via email. An email will be sent out with full instructions.

Player Information: Minimum: 2 Maximum: 5

Players are requested to contact the GM(s) prior to the convention: hewner@gatech.edu

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Slacktastic Spontaneous RP
 

GameMaster: Karrin Jackson, Cort Odekirk

   
  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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Shadowworld: Crime Leagues
 

GameMaster: Robert Haight

   
  Teen Friendly? No

Game Description: Adventure / Heroic

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/

Psionic ability is not a heritage of the privileged unless they have gone off to war or suffered terrible misfortune. It is much more common among the poorest classes struggling for survival. However psionic abilities remain largely unknown to the general population. Science pokes and prods at the concepts of psionics, but because few people come forward claiming psionic ability and because few scientists are willing to push people to their breaking points they have made essentially no progress on the topic.

Psionics are often drawn into the underworld because they have grown up on the street and their abilities give them a chance at a step up in life, they are combat veterans looking to stay in the profession or variously find that what they seek in life is not to be found in more reputable occupations and lifestyles.

Character Instructions: This game has the potential to turn historic and religious events sideways. Players who have difficulty separating their personal cultural or religious beliefs from those of their characters may find elements of this game disturbing and may wish to look elsewhere.

Player Information: Minimum: 4 Maximum: 10

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

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Tripping the Gaslight Fantastic
 

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

   
  Teen Friendly? No

Game Description: Adventure / Heroic -- Non-Amber

The fog swirls sluggishly outside your hotel window, as you reflect on what has brought you to London in the Year of Our Lord 1898. An invitation signed only with an ornate M, delivered in a most peculiar fashion, invited you to attend a meeting described as, "A gathering of the most famous (or infamous) Powers of Our Age to discuss a situation of Great Interest that May Impact or Destroy the Very Universe in Which We Exist."

Could this be true? Perhaps – you of all creatures know how fragile the fabric of existence can be when attacked. Could it be an opportunity? Without a doubt. Could it be a trap? Virtually a certainty.

Nonetheless you decided to find out who has the audacity to propose such a meeting, how they knew that you were a Power in the first place – and how they found you to deliver the invitation.

And, most important of all, if there is a real threat that requires powers and abilities beyond those of mortal men to address, they have come to the right place.

----------

This is a game of intrigue and adventure, where a motley crew of Very Special People will be working together (or at least, in the same general area) to save the universe and find the fiend that threatens it (at which point you may kill it, imprison it, or friend it on Victorian version of Facebook, as you see fit).

Setting: The game is set in the late Victorian period and loosely based on the concept of "The League of Extraordinary Gentlemen" (the graphic novels, not the terrible movie) where the fictional characters of the period (Sherlock Holmes, Captain Nemo, Allan Quartermain, Dr. Jekyll/Mr. Hyde, John Carter of Mars, Dracula, Frankenstein, and the Invisible Man) actually exist.

Character Instructions: Characters may be created from these or any other background (or invented from whole cloth) or players can request a pre-generated character from the GM. If you request a pre-gen, please specify if you want to be a famous (or infamous) figure, where you would like to be found on the Good – Evil and Law – Chaos alignment dimensions, and whether you care about the Universe at large or only about your own agenda.

Prior to the game the GM will distribute background material and historical details your character knows, and possibly some personal agenda items you'd like to see resolved during the game.

Player Information: Minimum: 3 Maximum: 7

Players are requested to contact the GM(s) prior to the convention: Jason Ray, arthanyel [at] hotmail [dot] com, to specify characters and receive background materials

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Ways of Chaos: the Bridge
 

GameMaster: Michael Sullivan, Madeline Ferwerda, Eric Todd

   
  Teen Friendly? No

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

With the marriage of Erszi Minobee and Vencel Amblerash, the time has come to connect the Ways of these two great families. Your easily completed, routine job is simply to build the bridge between the two ancestral city-fortresses, uniting them into a whole. Have no fear, the far-distant war with Amber at the other end of the Black Road will have no impact on your task.

PC's are one level down from Lords of Chaos, creating and reshaping the magical fortresses called Ways. This game is about creating and protecting when adverse circumstances threaten your creation. It is largely cooperative, with the expectation of some negotiation and compromise between players. It is a serious game but not a depressing, bleak, or terribly dark one.

Setting: Chaos, towards the end of the Corwin Chronicles.

Character Instructions: Characters will be (quickly) generated at the time of the game. Character creation is not involved. No need to contact the GMs prior to the game, but if you have any questions, feel free to email sullivanmb@gmail.com

Player Information: Minimum: 11 Maximum: 15

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

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When the Animals Could Still Talk: A Legend of the Native Peoples
 

GameMaster: Bradley Matson

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic -- Non-Amber

Long, long ago, the animals could [still] talk - that was the time the Spirits of the Mountains, Lakes, and Rivers lost their voices - they lingered when the Animals were Created. In this time of the Animal Spirits there was Badger, Beaver, Coyote, Elk, and many more. Together they shaped the land and made it ready for People. When the Great Creator made the people, the Animals taught them what they needed to live: how to use fire, how to hunt, how to fish, how to dry Salmon. When the Animals had taught the People all they needed to know, the Animals lost their voices and grew to the size you see them. The Animal Spirits [now] rarely speak to People; the Mountain and other Spirits are like the memories of an old woman - there is [still] rivalry between the Animals and the other Spirits; and People care for the Creation.

This is the story of great acts of bravery, cunning, and feats of strength and speed that happened so many moons ago.

------------------

The player's characters of this diceless roleplaying game are the members of a Tribe of aboriginal peoples. Since People know the Spirits only through legend and through very infrequent encounters by (un)lucky individuals, characters must learn about the Spirits; their actions will become a legend to be told by father to son for generations.

Setting: The setting is the Columbia Basin about 7,000 (or more) years ago.

Character Instructions: Characters will be developed before game time. Characters may be assigned or developed in conjunction with the GM prior to game time based on one of four archetypal characters. Players are requested to contact the GM at nodice [at] hokaar [dot] org prior to the convention.

Player Information: Minimum: 2 Maximum: 7

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

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Your Story
 

GameMaster: Meera Barry

   
  Teen Friendly? Yes

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

Even fairytales have their own myths.

"East of the Sea and West of the Forest lies a castle that some say has been abandoned for a thousand years, under a terrible curse. They woke the Dragon, it is said."

"No, not that story. No one believes in Dragons anymore."

"A shame. Dragons eat so many. Alright. How about this one? Once upon a time there was a King and he was a good king, full of merriment and laughter and song. Until the wraiths came and took his wife away, and then he became sour and old and the kingdom around him fell to pieces."

"That one is too sad."

"Only because it was true. How about you tell me a story?"

"I don't know any but the ones you've told me."

"Maybe it's time you made your own."

Setting: How is it exile if you've never known anywhere else? You've heard stories, but all of them are nonsense, no matter which parent tells them. You've been raised on the stories of kingdoms and their sad, mad kings. Sometimes they have names, sometimes their names are Random.

You know the rules. Your blood is a power. Don't go through doorways. Be kind to magicians and old people who might be wizards hiding themselves. Believe. Home is really where the insanity starts, isn't it?

Strange, the outer world is pretty crazy, too.

Character Instructions: One of your parents is an Amberite, the other is a fable, a character from a story, a myth, or a nursery rhyme, adapting to the world to which they've been exiled. You're the unexpected: a new story.

What trait did you get from your mother? What trait did you get from your father? You have these two traits, and sixty points to spend on attributes and powers - no Pattern or Logrus, no Trump.

You have up to six points to spend on an item that matches your character's thematic roots. (A djinn is unlikely to get a viking ship sprinkled in fairy dust. A healer does not get an assassin-trained nuclear fireangel. You get it.) There will be no Stuff or paid Allies.

Player Information: Minimum: 3 Maximum: 5

Players are requested to contact the GM(s) prior to the convention: The usual applies - if you want me to base details off your characters and their background, I will need the character details by October 20th to the [dot] fierce [at] gmail [dot] com ... otherwise, you get potluck and whatever GM tricks I manage to pull.

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Sunday, November 7, 2010 - 10am to 4:30pm
Aurellis - The Aftermath
 

GameMaster: Tim Hart

   
  Teen Friendly? No

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

Well folks - in the previous session, one of the PCs may have successfully managed to get married. Or alternatively, the world may have had mighty and foul deeds wreaked upon it - who knows.

All I can say for sure is that today's game may or may not be in any way connected with the one played last evening. It just depends what people do/did.

Rest assured - if the Saturday evening scenario goes completely trouble free, with happiness and joy all round, I'll still have a game for you today - it just might not be the same one that it would be if last night ends up being a tsunami of woe.

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 Hart gm [at] aurellis [dot] org

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The Corwin Fiasco
 

GameMaster: Jennifer Zimmerman

   
  Teen Friendly? No

Game Description: Mystery/adventure.

We all know Corwin's story -- his father's favorite, object of his brother's envy, longtime visitor of Shadow-Earth, war hero, ladies' man, wielder of Grayswandir. But that's only part of the story, for he really had no way to explain to Merlin what really happened.

The real story -- how Corwin came unstuck in his own timeline, helping and hindering himself throughout his life -- is stranger and more dangerous than the tale that everyone believes to be the truth.

Game based upon "Fiasco" written by Jason Morningstar, and its playset "All the Damn Time" written by Will Hindmarch.

*Allergy warning: game will include 6-sided dice and some cooperative storytelling by the players.*

Setting: Corwin's life, canon and beyond.

Character Instructions: Pre-gens will be provided.

Players will each portray Corwin at a different period of his life.

Player Information: Minimum: 3 Maximum: 6

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

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Doctor Who: ‘When the Stars Align’, Part 1, ‘Tipping the Scales’, Part 2
 

GameMaster: Amber Cook
**10:30 am Start-Time**

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic -- Non-Amber

This year’s format is a four-hour, multiple-Doctor movie in two parts.

Doctors and Companions, you are drawn to a picturesque, completely harmless-looking backwater on earth in the modern day — or beginning of the twenty-first century depending on Who you are. But strangely powerful and elusive energies are on the rise, building there. The Doctors can feel that something momentous is coming. The energies are intoxicating — or deeply disturbing depending on Who you are. And the Companions are about to meet the most unusual new allies and discover a gift they have no Doctor ever will.

It is the darkening, deadening time of year historically most associated with the supernatural – the beginning of autumn — with all the attendant superstitions and rumors, born out of the holy days and pagan rituals that once fell thick in that period of time.

Practitioners of various arts and their familiars are gathering for a dire purpose, but not all with the same agenda. Co-operation is the byword until the stars align and true intentions emerge.

Setting: The Doctor Who universe meets Roger Zelazny’s ‘Night of the Lonesome October.’

The setting is modern day Northwest US, deep in the crest of the Cascade Mountain range region of southern Oregon.

As in previous years, the Zelazny story is reworked for the game, so don’t worry - prior knowledge of Lonesome October could enhance, but won’t otherwise effect, game play and the outcome.

Character Instructions: You get to pick from several categories of pregens, including existing series Doctors and their Companions and Captain Jack Harkness, as well as historical/fictional characters of a supernatural bent or association.

It will be first come, first serve, so be ready to choose soon after game assignments — but there should be enough choices and flexibility for everyone to end up with a character they’ll look forward to playing.

I’ll be using a simplified variant on the ADRG system this year, meaning: points, four stats, stuff, and some abilities, but nothing that will take more than a short time to decide and allocate.

Player Information: Minimum: 4 Maximum: 8

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

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The Face of Death
 

GameMaster: Murray Writtle

   
  Teen Friendly? Yes

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

Shogun Benedict is dying. Preparations to honour his passing are well advanced. Woe to the house that dares slight his memory and the peace and glory he brought out of the Sibling Wars. Which house will so please his grandson and gain face before all others? Your house is not rich in material things, but there are legends...

Setting: A thousand years after Patternfall. Centuries of peace after Benedict tired of the internecine struggles for the throne and imposed order. Rigorously. Where can the finest memorial be found or constructed?

Character Instructions: One hundred point amberites. Members of or closely attached to a family of noble descent that is not in the first rank of the imperial councils.

Player Information: Minimum: 4 Maximum: 6

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

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Girl Genius: Divers Alarums
 

GameMaster: Jules Morley

   
  Teen Friendly? Yes

Game Description: Humor / Spoof -- Non-Amber

After their daring escape from the Kartoffelkopf ancestral castle and day spa, a group of errant young sparks have only one place where they can be truly safe from Baron Wolfenbach’s Social Re-adjustment Corps - the mythical undersea Republic of Free Sparks known only as Lusitania!

But what terrors await in the inky depths? Can our heroes escape the misbegotten Lobstrosities? Who will protect them from Commodore Shiva and his mechanical squid? And does Carpe Diem really mean ‘Death Fish’? Don't miss the next exciting episode of Heterodyne Theater!

Setting: Girl Genius universe: Mitteleuropa steampunk with mad Science.

Character Instructions: This is an unofficial sequel to last year’s Scientific Progress Goes Boom! (tm). Both new and returning players are welcome, but should expect absolutely no continuity or funny dances. Only six players this time, though. What happened to the other characters? Ia ia Cthulhu fhtagn, that's what.

Player Information: Minimum: 4 Maximum: 6

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

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A Hero's Welcome
 

GameMaster: John Kim

   
  Teen Friendly? Yes

Game Description: Humor / Spoof -- Non-Amber

On the run from the King's navy, pirate captain Barnabas planned a quick raid on an out-of-the-way town to gather much-needed supplies. What he didn't expect was to be greeted with joy and cries of praise. What exactly is going on here?

This is a comedic fantasy larp, in the spirit of The Princess Bride with nods to The Prisoner of Zenda and Hail the Conquering Hero. There is real intrigue and adventure, but also outrageous talents and improbable plot contrivances. The content will be suitable for both adults and teens.

Setting: A small town on the outskirts of the kingdom of Florin.

Character Instructions: Characters will all be pre-generated.

Player Information: Minimum: 9 Maximum: 16

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

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Iron GM!
 

GameMaster: Ryan Craig, Thaddeus Rice, Jeremy "Bolthy" Zimmerman

   
  Teen Friendly? Yes

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

Hello gamers. Look at your GM. Now back at us. Now back at your GM. Now back at us. Sadly your GM isn't us. But if he stopped running boring games and switched to Iron GM he could be as cool as us. Look down, back up. Where are you? You're in a game with the GMs your GM could be. Look down, back at us. What is it? It's a character sheet for that Amberite you love. Look again, that character sheet is now for a different genre! Anything is possible when your GM is an Iron GM. We're on a horse.

Setting: Gaming Stadium, where GMs battle it out to become the Iron GM! You, the players will be the judges. One slot. Three games. But only one will be the next Iron GM.

Character Instructions: During the Thursday night meet and greet, players in the game will provide the celebrity GMs with the "ingredients" that will go into each game. This can be anything, from zepplins to dinosaurs to sparkling vampires. If you do not make it to the meet-and-greet, you do not get to contribute. The GMs will then have until Sunday morning to create a two hours game, with pre-generated characters, that will be run back to back. Players will vote afterwards regarding how well the GMs used the ingredients and the winner will be the Iron GM!

Player Information: Minimum: 2 Maximum: 5

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

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The Kegger
 

GameMaster: Ogre Whiteside

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic

Small town, last day of school, time to party. With the outgoing class on their senior trip it's time for the incoming seniors to make a place for themselves, where better than a beer bash in the woods. If you've seen Dazed and Confused you get the idea. The twist? Pick an Amber character and make their small town high school shadow.

This will run with a shortened modified version of FATE with emphasis on social conflict.

Setting: Smalltown USA.

Character Instructions: Email me for discussion and help.

Player Information: Minimum: 3 Maximum: 10

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

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The League of Quantum Gentlemen and the Singular Situation of the Sphacelated Subtopia
 

GameMaster: Dawn Vogel

   
  Teen Friendly? Yes

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

There’s this man, who calls himself the Doctor. He’s been recruiting helpers to track down anomalies in time and space, and fix them. Though there aren’t many Time Lords left, those of us who were left sat up and took notice of his little band. Most of them wanted to stop him. I decided to join him. Now he’s given me my own team, and more than my fair share of the problems. So... care to take a ride in my TARDIS? --Romanadvoratrelundar, Time Lady

Setting: Who-niverse

Character Instructions: This game is a spin-off/sequel to the League of Quantum Gentlemen games run at ACUS by James Arnoldi (2009) and James and myself (2010). If you have played in one of these games previously, you are welcome to continue the same character (but you don’t have to). Players can play almost any character from science fiction (canon or non-canon). The game is centered around the Doctor Who universe, but characters are not limited to Doctor Who and its spin-offs. There are some characters that are already taken, but there’s still a lot available. Characters who are familiar with time travel and/or dimensional travel will work best. The system will be James’s KEY system, and character creation will take place over E-mail prior to the convention.

Please note: I am gearing this game to be CHILD friendly, to accommodate one or two young players who will be attending the convention. So please keep this in mind when deciding what character you would like to play!

Player Information: Minimum: 4 Maximum: 7

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

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Losers' Game
 

GameMaster: Jen Edwards
**10:30 am Start-Time**

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic -- Traditional Amber

The Blood of Amber. The best and the brightest of the multiverse. The movers and shakers. By definition, just better than everyone else, and you, as children of the Princes and Princesses of Amber, are naturally the best warriors, sorcerers, athletes and diplomats around.

At least, that's what your parents and your aunts and uncles have been telling you all your life.

Maybe you're the only son of Benedict and you're hopeless with a sword. Maybe you're one of Flora's many daughters and the only one with severe social phobia. Whatever the case, you're not what the world around you expects you to be, and you've always felt like a bit of a disappointment.

You don't necessarily want to be a little carbon copy of Mummy or Daddy. Maybe you do want to follow in their footsteps, maybe your dream takes you in a totally different direction. Whatever it is, you haven't gotten the chance to pursue it yet.

So you're at yet another social gala where the sniping, or the snide looks or the snickering has begun, and you come up with some excuse to get out of there. The story will be different for everyone. Nonetheless you find yourself where your talented siblings or superhuman parents can't save your bacon... in fact, it's looking like you may be the only ones who can save theirs.

Amber's screwed, isn't it?

Setting: Castle Amber, twenty-five years or so after Patternfall.

Character Instructions: Characters should be created by standard ADRPG rules except for the addition of a fifth stat: Charisma. Charisma does precisely what you would think it would do - high charisma characters are manipulative, instantly likeable and never at a loss in social situations (the grand-daddy of 'em all being Rinaldo).

I've included the stat because I don't feel it's fair to make less manipulative or outgoing players have to perfectly execute their socially powerful and charismatic characters' interactions with others, since I, for instance, don't have to demonstrate my high warfare character's tactics. :) This is not to say charisma as a stat will replace roleplaying - far from it. It will merely represent a social edge the same way the Strength statistic represents a physical one.

No advanced powers, no Conjuration, players are based in 150 points. No more than 5 points in Stuff, either positive or negative, and do realize 5 points of Bad Stuff makes you the unluckiest and most undesirable person in the world.

No character may be more than merely competent in the basic acknowledged major skill of their Amberite parent.

Player Information: Minimum: 4 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: Jen Edwards - strategissa [at] gmail [dot] com

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The Low Road
 

GameMaster: Simone Cooper, Michael Sullivan, Anneke Floor, and Nathan

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic -- Traditional Amber

The fabled city of Amber is half your heritage. You have trained in military, magical and psychological disciplines under Martin for all of your adult life; you have even seen the great Lord General Benedict a few times. You hope someday to be noticed, to earn your right to assay the Pattern that you have been told will awaken your true potential.

Now Martin has come to you, pale and wounded, full of fury. Someday might be today.

Setting: From the Shadow of the Tecys where the Shadows' best mercenaries train to that halls of Amber herself, when Brand used Martin's blood to lay the Black Road across all reality.

Character Instructions: You are a member of a team of bastard children of Amber, gathered in secret by Martin and Benedict against an unnamed threat.

Create your character, subjective ages between 20 and 50 years old, on 100 points, with no Pattern, no Logrus, and no more than two items of 4 points or less a piece. You may know who your Amber parent is or not, as you choose.

Player Information: Minimum: 3 Maximum: 10

Players are requested to contact the GM(s) prior to the convention: Please contact Simone (simonepdx at gmail dot com) with your characters as soon as possible. Photo or picture representations are encouraged.

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Mouse Guard of Arden
 

GameMaster: Lee Short

   
  Teen Friendly? No

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

Mouse Guard is a story game about cute little mice with sharp, sharp weapons. In this variant, the PCs will be the guard mice of Forest Arden. The dormant Black Road has recently become threatening again, and Julian is off to war. Can the guard mice stop the threat to the forest community?

Setting: Forest Arden, during the Patternfall War.

Character Instructions: Characters will be generated at the game.

Player Information: Minimum: 2 Maximum: 4

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

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Portland Titans -- After Halloween Crazyness
 

GameMaster: Dawn Greenlee
**10:00 am Start-Time**

   
  Teen Friendly? Yes

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

The Portland Titans are a group of late teens to early 20s super-heroes. Their arch-nemesis are the Rim Raiders.

Their day to day jobs vary from student to fast foods to the independently wealthy. Their after hour jobs are another story, for they yes, pull their share of cats stuck in trees, to stop a bank robber, to what the bleep-bleep-bleep was that -- is rampaging down the #3 metro line tracks.

Its just after Halloween and as usual, the weird stuff doesn't limit itself to Halloween. :)

Setting: Portland, Oregon -- Shadow Earth -- 2010

Superpowers do exist, magic does exist and yes, aliens exist.

Yes this an Amber game -- though your characters don't yet know they are Amber or Chaosites. Note: You don't have to be an Amberite or Chaosite. :)

Character Instructions: Player characters can play either heroes or villains, do note if you are playing the bad guys (yes villains), you will be assisting me GM wise. You have been warned, but I am not stopping you from doing so :)

Though if everyone wants to play the bad guys, rest assured I will play the good guys so you have fun too. If the group is split hero / villain -- I can work with that too don't worry about it. Though I might as for volunteers of each side to pick a team lead (GM assistant). For which I will be vastly appreciative.

Character creation: come up with a concept, what kind of powers you have, where they come from, how long you known you have them, etc. No points involved, simply state your power level for each power as low/med/high.

i.e. Fury is a flying brick as they say, so Flight (med), Invulnerability (med), Strength (high). Combat abilities: Physical Offensive (high), Physical Defensive Ability (med), Mental Combat Offensive (n/a), Mental Defensive (low).

I will be sending out additional information once I get my players before con. So there will be some level (up to you how much), character development before the con.

Note: You can only have 2 powers / abilities at high level.

Note: Characters can be an Amberite or Chaosite -- but they don't know they are though. It is not required. Let me know.

FYI note -- Superman, Magneto, and other extremely powerful characters are not allowed. You can have the potential for such power level but not start with it.

Note: If this is a well liked game, I will make it re-occuring next year. :)

Player Information: Minimum: 4 Maximum: 7

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

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Prisms of Amber
 

GameMaster: Sara A. Mueller

   
  Teen Friendly? No

Game Description: Adventure / Heroic

When the instrument that wrote the worlds into solidity lies in pieces, that solidity begins to crumble. What will you do to save your worlds? What will you sacrifice?

Setting: Alternate Amber. Backgrounds provided to players with character instructions.

Character Instructions: Based heavily on 'Out of the Frying Pan'. Players who have participated in any run that game are ineligible. Sorry!

Players from this summer's 'Out of the Woods' are eligible.

100 pts. Please contact the GM for instructions.

Player Information: Minimum: 4 Maximum: 7

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

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The Shadow of His Desire
 

GameMaster: Mickey Schultz, Karrin Jackson

   
  Teen Friendly? No

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

The brooding general whose long years at war have hardened his heart to sweetness and light. The pirate who cares only for the glimmer of gold. The fiery-haired temptress with a temper to match. The poet. The rake. All golden children of Amber's most powerful families. All wrapped up in their petty rivalries, their power plays. Meanwhile, war threatens to sweep over Amber, destroying everything in its wake. Closer to home, forbidden passions build beneath a flimsy veneer of polite society. Stolen glances become subtle flirtations, then illicit meetings, until finally... Ah, but there are obstacles at every turn. The course of true love never did run smooth. Will foolish pride and bitter hatred tear down what's left of this once-great but fading kingdom? Or will love overcome? Either way, a storm is brewing over Amber, and before the story is over, it will surely break.

Setting: An alternate Amber, where the royal family has been broken down into separate noble bloodlines, whose petty rivalries and power struggles, even the rather pressing matter of the war on Arden's doorstep, is overshadowed by forbidden attractions, foul betrayals, and passion both requited and not. It is, after all, a romance novel.

Character Instructions: Characters are pregen and will be (loosely) based on the Elder Amberites. Since it's Amber with a twist, not all of them will necessarily be related to one another. Keep in mind orientations and preferences will be extremely fluid in this setting, so pairings are as likely to be same-sex as they are opposite. Or both.

Player Information: Minimum: 4 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: Please contact the GMs with your top three picks of which Elder Amberite you'd like to play. If you've got a particular romantic trope you'd like to play (i.e. loner who has given up on romance, bon vivant who has never yet been snared by true love, rake with a heart of gold, etc.) please let us know.

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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 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 (20) points to create your character's powers.

Player Information: Minimum: 2 Maximum: 8

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

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Game-related questions should be directed to simonepdx [at] gmail [dot] com.
Last Modified: 9/24/10