Game Book - ACNW 2011

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Thu, Nov 3, 2011 - 7 PM - midnight
All That Glitters: From Chaos with Love
 

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

   
  Teen Friendly? no

Game Description: Mystery - Amber with a Twist

I was at a ball in Deiga, wearing a pretty dress and pretending to be interested in what the weaselly ambassador from Weirmonken had to say. That's when I saw him. I knew him by an assortment of names, but I always referred to him by the first name I'd met him as: Jack. I knew he'd try to stop me if he had the chance, so I pressed in close to the ambassador and used his distraction to empty my vial into the punch.

I suggested in a whisper that the ambassador join me somewhere private, hoping to make my escape seem in character, but the palace guards barged in at that moment and proceeded to block all the entrances.

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.

Returning players will have a bump in power.

Player Information: Minimum: 3 Maximum: 5

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

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Civil Blood and Civil Hands
 

GameMaster: Ben Bernard

   
  Teen Friendly? yes

Game Description: Adventure / Heroic - Amber with a Twist

Two destinies: one light, one dark await souls to fulfill them. Two siblings, born of the same womb are woven into these fates. As the children grow apart, the parents wonder, who will be corrupted and who will be saved? Are their children fated to destroy each other or is there another way? One light, one dark, one success, one failure. Which child will live and which child will die, and who will make the choice?

---

This is a game about the journey of a pair of twins into adulthood. One destined for greatness and one for infamy. One will be corrupted by those who influence them, and one will be purified.

This game will play out a little differently, players will be given scene prompts before the con, and roles will be decided before the con. Players will have an opportunity to brainstorm up ideas for out to fulfill these prompts, and at the con we will weave the scenes together into a tale of redemption and betrayal; of need and want fulfilled.

Setting: Post patternfall - many eons later

Character Instructions: Characters will be built off of 100 points, and will either play one of the twins or a person very close and important to them.

Player Information: Minimum: 4 Maximum: 6

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

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Enoch Is Burning
 

GameMaster: Michael Sullivan, Madeline Ferwerda

   
  Teen Friendly? no

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

The City of Enoch is the camp of the religious cult known as the Enochians, disliked by the good Christians in town.

The City of Enoch is the former home of your parents, where they did things they won't talk about.

The City of Enoch is a place you've known about your whole life, but never been to.

The City of Enoch is burning.

The sheriff's gathering up a posse to go investigate, but there are dark rumors of massacres and stranger thing: hell-dogs with eyes like flame; shadows that walk like men but aren't. Load your rifle, clean your six-shooter, and keep your horse saddled, because you have the suspicion you might need a quick getaway.

Setting: In America's Wild West, in the 1870's. Out on the frontier where weird cults and utopian societies like the Enochians uneasily coexist with cattlemen, farmers, prospectors, outlaws, and bounty-hunters.

Character Instructions: Pregenerated characters. You are people whose parents were once part of the City of Enoch cult, who will find that connection grants you fantastic powers. In moments of stress, you will get to choose which aspect of your character sheet to explore more deeply, in a unique nested sheet system.

Player Information: Minimum: 5 Maximum: 10

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

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Forever the Moonlight
 

GameMaster: Stephanie Itchkawich

   
  Teen Friendly? no

Game Description: Exploration - Amber with a Twist

It is known in Amber that there are certain times when the stairs into the sky may be ascended and Tír na nÓg may be visited. Traditionally, those of amber have ascended into the sky to receive strange portents and consider their plans. What is less well known is that there are times of convergence when it is possible for those of Tír na nÓg to visit Amber.

And so the knights descend from the Heavens to walk the corridors of power and work their own wills upon the devices of the mighty.

Players will all be knights of Tír na nÓg sent by their Queen to set certain paths in motion among the powerful of Amber.

Characters will do generation using the usual rules for ADRP, however will be given options to take several new powers specific to the denizens of Tír na nÓg: Rilth Wraith, one who is skilled in shaping moon metals; DreamWalkers, one who is able to stand forth in the sleeping minds of others and manifest their will on the mental landscape; Mirror Mages, those who are able to use mirrors and reflections to create sorcerous effects; LightWlakers, those who traverse moonbeams and TimeBenders, those who are able to make slight alterations in the perception of time.

Setting: Post Merlin Chronicles

Character Instructions: 250 point characters plus additional allowances for new powers. GM will give details prior to con.

Player Information: Minimum: 4 Maximum: 10

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

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Forgotten Scions - Loose Ends
 

GameMaster: Dawn Greenlee

   
  Teen Friendly? no

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

And what shall be done with the Mr. Coffee - Brand? is only one of the many loose ends -- needing addressing.

Setting: Amber, Earth Prime and many Shadows in between.

Character Instructions: Returning characters only.

Player Information: Minimum: 2 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: moonryu [at] yahoo [dot] com, please let me know if your characters are going to do anything between the last game and this game.

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King of the Impossible
 

GameMaster: Jack Schleick

   
  Teen Friendly? yes

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

Picture a place…a vast Empire, filled with wonders beyond imagination and terrors to dark to comprehend, governed by an array of scheming, power-hungry Princes and Princesses, and ruled by a tyrannical Overlord, whose power is so great that with a wave of his hand whole worlds are laid to waste…the name of this legendary realm…Mongo.

Setting: It is set in the Flash Gordon universe, with strong emphases on the 1980 movie (do not take this to mean that it is a silly game, think more along the lines of Space Opera), and will begin with the arrival of the Earthlings (Flash Gordon, Dale Arden, and Dr. Zarkov). Earth is basically present day with regards to culture and technology, with some exceptions.

Character Instructions: Characters will be created prior to the con, using a simple system similar to Amber’s (stats/powers/items). There are only two restrictions regarding characters, if you want to play an existing character (Flash, Prince Barin, Kala, etc.) it will be on a first request basis, and the only character off limits to players is Ming, otherwise feel free to come up with your own ideas.

Player Information: Minimum: 4 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: Jack Schleick j.skellington [at] juno [dot] com

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Lady Faiella's Finishing Academy
 

GameMaster: Dawn Vogel

   
  Teen Friendly? yes

Game Description: Mystery - Amber with a Twist

You’ve always suspected that you were a little something more than you seemed. So it came as no real surprise to you when you received your acceptance letter to Lady Faiella’s Finishing Academy for Fine Young Ladies and Gentlemen. It’s said to be one of the best places a young person can get an education, even if it’s a little vague as to where the school actually is. But no matter. All of the arrangements are taken care of, and you’re off for the opportunity of a lifetime!

Setting: in Amber, a few decades into King Random's reign (characters will not be from Amber)

Character Instructions: Characters will be normal humans between the ages of 13 and 15, about the age most high school freshmen would be. They will have grown up in a Shadow, but the details of that Shadow, along with some details of your background and upbringing, are left up to you. The characters will begin at a VERY low power level, with no powers or items to speak of. There will be opportunities to learn/gain some of these things during the course of the game, however. If you can get me background information and/or a character quiz (along with your character sheet) by October 30th, you'll increase your chances of having the things you want.

I'm intending for this to be a game where players who are fairly new to Amber can get their feet wet. If your knowledge of the series is limited, it's probably enough to get by in a game like this. On the other hand, if you've read the series yearly for the past decade, this game might be a bit more basic than you're interested in.

Player Information: Minimum: 4 Maximum: 8

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

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Mutiny! (A Poison'd game)
 

GameMaster: Ben Lehman

   
  Teen Friendly? no

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

In the Year of Our Lord 1701 did end the career of Captain Jonathan Abraham Pallor, known to his crew as Bloody Jack. He did not die in battle with the French nor Spanish, but in vile mutiny from his own crew.

This is what happened next.

A pirate RPG and for adults only please.

Setting: The Carribean, 1701.

Character Instructions: You are all at least marginally-willing participants in the mutiny.

This game is quite adult.

Player Information: Minimum: 3 Maximum: 5

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

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Night Watch: New Orleans
 

GameMaster: Eric Todd

   
  Teen Friendly? no

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

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

However, here in the aftermath of huricane Katrina, Darkness threatens to drown the city and the Grand Treaty along with it. You and your Watch are all that stands between the world and the beginning of the end of all things.

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

Character Instructions: Players will be asked to fill out a short character quiz before the game, centering around who your character is, what they're good and bad at, why they're in the New Orleans Night Watch and what their occult abilities are.

Every character will have significant occult abiilities, though none will have major-league powers.

Players do NOT need to be familiar with Lukayenko's books.

Player Information: Minimum: 4 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: Please contact Eric Todd (erictodd [at] gmail [dot] com) prior to the con. I'll send out the character quiz shortly after assignments are announced and will need folks to get them back to me no less than a week before the con!

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O2STK: The Hellacious Hallowe'en Hallucination
 

GameMaster: Emma Sansone

   
  Teen Friendly? yes

Game Description: Humor / Spoof - Non-Amber

The group of young, intelligent, creative but sadly underemployed and underpaid people who joined an Organization Too Secret To Know last year have become familiar with Wendy Watson, Ida, much Middle-Equipment, and even Sensei Ping. It's October in Portland, OR., and Hallowe'en approaches - always a busy time for the MiddleMen...

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 an unusual temp agency has found unusually talented employees.

Character Instructions: Characters are human, no older than mid-20s; they know each other, they live in the same building, and they have abandoned their crappy temp jobs to join The Jolly Fats Wehawkin Temp Agency, which is the cover name for... MiddleMan!

Returning characters get 5 MiddlePoints to spend on stats or other cool stuff.

Player Information: Minimum: 4 Maximum: 7

Players are requested to contact the GM(s) prior to the convention: Emma Sansone, 2861 S. Illinois Pl., Chandler, AZ 480 699 8471 emma [at] campobianco [dot] com

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OMENOUS: Prelude. Escape from Eisenstalag
 

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

   
  Teen Friendly? no

Game Description: Adventure / Heroic - Non-Amber

Eisenstalag. The Iron Prison. The fortunes of war are fickle, and your luck is definitely down. You are a prisoner, held deep within the Austro-German Empire. In a fortress designed to keep you in. Do you have the ingenuity, the skills the resources and the guts to keep fighting? To fulfill your duty as a soldier? Can you make the Great Escape?

Characters are military personel of the Allied Forces Held in the Eisenstalag. This game is a Prelude to Friday Night's OMENOUS game. Characters from this game can be played in Friday's game, but it is not neccessary to play both. More information on the OMENOUS world can be found at omenous.proboards.com

Setting: This game is set in the OMENOUS universe. An alternate earth in which America is a monarchy and the supernatural exists. It is 1945, and the Second Great War is being fought.

This game is not listed as teen friendly. However, given interest it could be. I can usually edit my content and conduct.

Character Instructions: Characters will be built using a questionnaire. Characters will be Allied troops currently held within the Eisenstalag. As such they must be active duty military.

Players must complete the questionnaire prior to the con. Days prior rather than hours. Please do not sign up for this game if you are unable/unwilling to do so.

Player Information: Minimum: 4 Maximum: 10

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

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Pub Theory & Game Crawl 6
 

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

   
  Teen Friendly? no

Game Description: Other; N/A - 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 friendly conversation and laughter 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 6th annual Ambercon NW Pub Theory and Game Crawl. This "game" is dedicated to visiting every open bar of the Edgefield before last call. Perfect for the slow-starter, those new to the Edgefield grounds or those who just love to talk games and gaming.

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

Setting: McMenamins Edgefield, Troutdale, OR, USA, Earth / Evening of November 3rd, 2011 AD

Character Instructions: Be one.

Player Information: Minimum: 2 Maximum: 20+

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

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The Shadow in the Cell
 

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

   
  Teen Friendly? no

Game Description: Horror - Other; N/A

A darkness lurks the halls and rooms of Greenwood Hospital, a private mental facility in upstate New York. What secrets lurk in its depths and can you survive when they resurface? And what does the heavily sedated amnesiac in room 223 have to do with it?

This game will use a diceless system based on Trail of Cthulhu

Setting: Greenwood Hospital...earth...

Character Instructions: Characters will be provided with some slight personalization options. All will be "normal" people drawn to the Hospital.

Player Information: Minimum: 4 Maximum: 7

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

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ShadowWorld Thursday Night
 

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

   
  Teen Friendly? no

Game Description: Dark / Grim - Non-Amber

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

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

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

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 twenty-three 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: Contact Edwin Voskamp by email before the last weekend before the con at gm [at] shadowworld [dot] org.

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Shadows in the Lee
 

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

   
  Teen Friendly? yes

Game Description: Mystery - Amber with a Twist

You don’t remember walking into the Starbucks, you don’t remember much of... anything. But there’s something you have to do, something only you can do. You don’t remember what, but someone did something very bad to you, and you think it is time to do something very bad back.

Setting: Modern Day Earth - but with some special bits.

Character Instructions: Characters will be provided at the game, no need for players to prepare anything.

Player Information: Minimum: 5 Maximum: 5

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

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Stone Walls Do Not A Prison Make...
 

GameMaster: Stephen Acton

   
  Teen Friendly? no

Game Description: Tense / Real-time - Alternate Amber

Workers say the mine is cursed. One miner is dead and several others are in critical condition. Investigative journalists say the injuries are from lightning or a discharge of magical energy. Corey Industries' official position is the accident is the result of human error.

Your team is being sent in to investigate.

Setting: At the bottom of a platinum mine shaft in the mountains north of Avalon City.

A few thousand years after the Brothers' War (Patternfall) in which the royal family of Amber fought until they utterly destroyed the kingdom. Avalon City is a free city-state built on the ruins of Amber City.

Character Instructions: PCs built on 50 points. Attributes start at Chaos level. Pattern, Trump, and Logrus powers are not available. Sorcery, Conjuration, and items are allowed.

Player Information: Minimum: 3 Maximum: 6

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

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在市七陰影 "The City of Seven Shadows"
 

GameMaster: Todd Worrell, James Mueller, Dennis Castello, Dan Christensen, Vrin Thomas

   
  Teen Friendly? yes

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

Ok it's about time I get back to running games at Ambercon, For the first time in years I have weekends off and can make it!!! So I'm very excited to start things off with a bang... a big bang!

So lets get this Con blasting with a no holds barred Kung Fu, Asian Chopsaki, battle to the death. That's right Thursday night is action night! save the brainy games for the rest of the con, here you will be defending the sacred honor of your school with your fists and the skills you have mastered under either

Sifu Dworkin master of 麒麟中學 Unicorn School or Sifu Suhuy, master of the 蛇學校 Serpent school.

Before you lies the City of Seven Shadows a city of mystery and of enemies. To survive your school must be the first to unlock the mysteries of the city and recruit others to help you in defense of your school. Only one school will remain standing by the end of the game, will it be yours.

Be ready for Action, be ready for Mystery, be ready for Betrayal, be ready for Adventure!

Need some help? http://www.youtube.com/watch?v=RJjhJtp4bQU&feature=watch-now-button&wide=1

Despite the many players in the game you will have to be interacting with one another far more then in traditional Amber games, Caffeine, good shoes and some pre game stretching might help because there may not me much down time. You will not be getting bored I promise you.

Setting: 在市七陰影 The City of Seven Shadows.

Located in the Dreaming Lands a crossroad between Amber and Chaos

The Dreaming Lands reflecting both realms but is slave to neither.

This Asain land represents mixture of all things from the far east from Kung Fu, to Samurai to Geobukseon it's all here.

Character Instructions: If you contact the GM's with Character information requests you will suffer in the hell where people are boiled alive it's just that simple. You will not need any character prep for this game just bring your honor and your skills.

We have enough room for 16 plus players, in the game you will be working in teams to accomplish your goals. Being alone in this game is very dangerous so players will need to have a creative, cooperative mindset because if you don't the other team will.

If you bring anything that adds to the flavor of game by ways of items or dress you will get some GM love for that. Oh and you will want that GM Love.

Player Information: Minimum: 8 Maximum: 16

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

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Fri, Nov 4, 2011 - 9 AM - 1 PM
Aurellis - The First One
 

GameMaster: Tim Hart

   
  Teen Friendly? no

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

Following on from events which occurred during the ACUK Aurellis Scenario this year, changes are afoot at Special Operations. The inquiries that followed the incursion into the El Toro base have led the enlightened parts of the US Government to determine that a more hands on approach is required, and this has resulted in the transfer of the entire Special Operations Unit out of FBI control. Commissioner Helgram is out, and a new boss is in charge.

As repercussions still continue to rumble, and the personel settle down to a new life as part of the US Department of Defense, events still arise that need the skills and expertise of the Special Operations unit. Will you be joining them this year?

This will be the first of three independant Aurellis scenarios at ACNW this year.

Setting: Modern Day Earth (ish), perhaps elsewhere.

Character Instructions: New characters are developed before the con using a character quiz. Existing characters are welcome to return for more mayhem.

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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Cages
 

GameMaster: Sara Mueller
**Game start at 9:30 am.**

   
  Teen Friendly? yes

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

Scions of Amber have woken up in some fairly odd places, but not usually on the inside of a pet crate, cage, or aquarium.

Setting: After Corwin's books, and before Merlin's.

Character Instructions: Please make a standard child of Amber. 75 pts. No advanced powers. No Logrus. No Shapeshifting. You may take up to +/-10 stuff. While you may or may not have access to all or even most of your powers, they will determine what sorts of abilities you have as a critter.

Player Information: Minimum: 4 Maximum: 6

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

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Clover
 

GameMaster: Ben Lehman

   
  Teen Friendly? yes

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

Clover is a game about the best five year old girl in the world and her adventures with her dad and her friends both young and old.

The game is short and we will play 2-3 sessions.

Setting: An ordinary neighborhood.

Character Instructions: Characters are built into the game and we'll choose them as we play.

Player Information: Minimum: 2 Maximum: 4

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

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Daybreak
 

GameMaster: Jen Edwards

   
  Teen Friendly? yes

Game Description: Adventure / Heroic - Amber with a Twist

It is the birth of a new world. A world created by Dworkin Barimen, the apostate priest of Chaos. A world destined to be ruled by those of Dworkin's blood. But therein lies the thorn, for the two remaining sons of Barimen have vastly different ideas of what the fledgling Amber should be, and each will do anything to possess it.

Prince Ailill of the House of Bsrimen is disgraced by his father's treachery and determined to win back his honor by conquering Amber and placing it under Chaos' crown. Ailill has already proven himself willing to kill a brother for questioning his policies, and he hardly considers the mongrel Oberon worthy of breathing in any case. With his warrior queen, Maeve of Chanicut, at his side, he will set Shadow ablaze snd lead a demon army to capture Amber - and Dworkin with it.

Oberon, the young hard son of this lonely land, naturally views its kingship as his right. Armed with artifacts forged by Dworkin, as well as elusive tutelage from the mystical creature known asthe Unicorn, he has carved a small empire for himself around his fortress at the peak of Kolvir. Most recently, he has added to his rulership with marriage to Titania of Ghenesh, taking her as his primary wife and setting her ahead of his other numerous concubines. How this might afect the pecking order among Oberon's existing offspring has notbeen largely considered, as has the simple idea that someone other than Obeon or Ailill might rule.

But power is as fickle a thing as time, and Amber largely wild and unexplored.

Setting: Amber at her dawn.

Character Instructions: Most of the Npcs, detailed in the introductory email, are old enough to have adult offspring, or at least teenaged ones. While the simplest options might be for the children of Oberon and Titania or Oberon and Cymnea, there is no need to be constrained. Play Finndo's child, a Gheneshi fae, or a renegade child of Ailill and Maeve.

For the purposes of this game, all Npcs are available as parents with the exception of Dworkin And King Tam. However, to foster a more cohesive game, all pcs should be pro-Oberon or peacemakers. If enough of you have a pro-Ailill bent, we may be able to play a little.

Player Information: Minimum: 4 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: Jen edwards, jmenovels [at] gmail [dot] com

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Doorways
 

GameMaster: Amy Wood

   
  Teen Friendly? yes

Game Description: Mystery - Non-Amber

(This continues last year's Doorways game, but with a brand new scenario, so new and returning players are all welcome.)

Lately you have been restless, your wanderlust and desire for adventure not satisfied by your usual pursuits. Finding yourself at loose ends one day, you sort through some old personal belongings to discover a small package addressed to you in the handwriting of a close personal relative. Inside the package is a large brass skeleton key, a picture of a sprawling French style Chateau, and a sealed letter…

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: Return and new characters welcome. 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: 6

Players are requested to contact the GM(s) prior to the convention: Please contact Amy Wood, at dragonmaker [at] elltel [dot] net, for charcter questions. Or, if a returning character, to discuss what you may have been up to. :)

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The Family Jewels
 

GameMaster: Lee Short

   
  Teen Friendly? yes

Game Description: Adventure / Heroic - Alternate Amber

The PCs are the grown children of Eric and Flora (or possibly one or the other). Eric has ruled Amber since before they were born. A new crisis has arisen; Eric cannot attend to it and the PCs must take action.

Setting: The setting diverges from the books at the point of Corwin and Bleys' assault on Amber. After Bleys was forced out, Corwin successfully continued the assault...with trumped-in help from Dierdre. Eric and Julian fled, leaving Corwin with a short-lived regency. Eric, Julian, Caine, and Flora ousted him after just a few months, and Eric and Flora wed. Now it's later, and the PCs are Eric and Flora's grown children. Flora is under house arrest, and none of the other elders are welcomed in Amber.

Character Instructions: Characters will be generated at the con, using a new character system that aims to keep the spirit of the original while streamlining the choices and keeping the math to a minimum.

Player Information: Minimum: 4 Maximum: 6

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

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Friday Morning Board and Card Games
 

GameMaster: Jason Ray
**Game start at 9:30 am.**

   
  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 2011.

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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Geriatric Park
 

GameMaster: Daric Jackson

   
  Teen Friendly? yes

Game Description: Humor / Spoof - Traditional Amber

The elders of Amber, at least those who have achieved extreme old age without dying, are "retired" and living in a nursing home on the edge of the forest of Arden. Their convalescence shall not be a peaceful one, though, as a new threat to Amber arises.

Setting: Centuries after the events of the Corwin books, hundreds of years after the events of the Merlin books (either of which may or may not have happened as your age- addled mind remembers them), dozens of decades after pretty much anyone's Amber campaign, ever.

Character Instructions: You may play your favorite elder prince or princess. Points or character sheets are not necessary; you are (of course) so old and wise that anything you ever wanted to learn you mastered long ago, if you could just remember how it all worked.

Elders known to be dead through events in the novels are negotiable.

Player Information: Minimum: 4 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: Please send your ordered preferences for elders, and any amusing tidbits about them, to amber [at] jingoro [dot] net.

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Heathers of Hogwarts 1984: The Breakfast Club
 

GameMaster: Dawn Vogel

   
  Teen Friendly? no

Game Description: Humor / Spoof - Non-Amber

Now you’ve gone and done it! You’ve ended up in trouble, and while the rest of the third year students at Hogwarts get to go to Hogsmeade for the day, you’re stuck in detention. Well, at least your BFFs are here as well, right?

Setting: The Harry Potter universe, in the fall of 1984.

Character Instructions: This game will use a modification of 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, a preferred house (all four houses are available for this scenario), and what your magical ancestry is (wizarding family, Muggle parents, or half- breed)! Knowledge of the Harry Potter universe is helpful, but not required. The game is set in the 1980s, which means it’s years before the well-known crop of Hogwarts students turn up.

If you played a character in Heathers of Hogwarts (ACUS) or Fast Times at Hogwarts High (ACUS or Roles and Rolls) this year, you can bring those characters back for this game. If you played in the Heather of Hogwarts game at ACNW (last year), you can bring your character back IF you still have your character sheet. Otherwise, you can use the same character name, but we’ll have to rebuild them with the new group of Best Friends.

Player Information: Minimum: 4 Maximum: 6

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

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Hellcats & Hockeysticks: Field Trip!
 

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. Approved school field trips are extremely rare, as most faculty retain some concern for the fate of humanity. Nevertheless, the girls of St. Erisians have quite a bit of initiative. In the past, students have had excursions to New Jersey in 1937, Tehran in 1979, and the Ukraine in 1986. Rumors of their involvement in disasters are unconfirmed, however.

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

Setting: Modern day - location to be determined...

Character Instructions: It is preferred to have character concepts in advance, though details can be left to the session.

Player Information: Minimum: 4 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: jhkim [at] darkshire [dot] net

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In the Eye of the Storm
 

GameMaster: Colin Schwarting, Edwin Voskamp

   
  Teen Friendly? yes

Game Description: Adventure / Heroic - Throne War

You are children of the Elders, scions of Amber. Oberon, King of Amber has disappeared, it is rumored to find his lost, some say favorite, son Corwin. But he has been gone a long time, and, with the support of his siblings, Eric has reluctantly taken up the regency. Your Amber parent has been imposed upon by the regent to have you raised in Amber. The regent and your proud parent have watched you walk the Pattern and come into your inheritance. There are whispers that some of the so-called children of the Elders did not make it. What this so-called inheritance means you are not certain about: you have not left the kingdom of Amber since you've come here.

Setting: Amber, during Eric's regency, i.e. before Corwin's walked the Pattern in Rebma and regains his memories.

Character Instructions: Standard Amber character creation rules, no advanced powers. You get basic Pattern for free and have 50 points to create your character. No Chaos powers, no shape shifting, no Logrus. No intelligent, aware,multiple-based items. Keep it in line with the general feel of the first (two) books of the first series. You must have a reason to want the Throne of Amber, given the right circumstances (if your parent were inclined, you could know about the Eric/Caine/Gerard and Brand/Bleys/Fiona cabals).

Player Information: Minimum: 4 Maximum: 6

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

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The Last Alliance
 

GameMaster: Seth Blumberg

   
  Teen Friendly? yes

Game Description: Dark / Grim - Non-Amber

The Apocalypse has come, and the forces of darkness have nearly overwhelmed the defenders of Gaia. A handful of mages and shapeshifters have found a new Earth in the depths of the Void. They must gather a minimum self-sustaining population of untainted humanity to colonize the new world, then forever seal the gates behind them to prevent Gaia's death throes from contaminating Paradise. (This scenario was run at ACUS 2011 to good reviews. Players from that game, please do not sign up here.)

Setting: Inspired by the "old" World of Darkness setting from White Wolf Game Studio, in a new and (hopefully) less tainted world. Players need not have any experience with the setting, but those who do will have a wider variety of character types open to them. Homebrew diceless rules.

Character Instructions: Characters will be generated by the GM based on questions answered before the con. Anyone who fails to answer the character quiz in a timely fashion will get whatever the GM feels like giving them.

Player Information: Minimum: 3 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: Contact Seth Blumberg sethb [at] pobox [dot] comfor more setting details and a character quiz.

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A Right Royal Revel
 

GameMaster: Louisa McGuinness

   
  Teen Friendly? yes

Game Description: Humor / Spoof - Alternate Amber

Five hundred years ago, the realms of Dream and Nightmare went to war.

Conflict between the Great Powers was nothing new. Their history -- when they actually acknowledged each others' existences -- was littered with countless minor skirmishes, scuffles and duels won and lost out in the shadows that lay between the Dominions of Day and Night. But nothing had ever encroached on the realms themselves. Not until this.

The armies sallied forth; black road met rainbow bridge in a maelstrom of power that tore whole worlds apart. The battle raged as far as the golden walls of the Castle of Dreams and to within sight of the twisted Tower of Thelbane. Queen Titania and Empress Mab themselves locked hooves and horns in a battle of epic proportions. Both sides suffered losses; both sides won successes. But in the end, only one side could truly emerge victorious.

Five hundred years ago, Dream defeated Nightmare, and now it reigns supreme.

But Queen Titania never returned from the battlefield, perhaps slain by Mab even as she slew the Empress. Princess Erica, Princess Branwen and Prince Diederik were also lost. Princess Benedicta was crippled, not in battle, but by an act of treachery. Princess Corinne simply wandered off in shadow one day and never came back. (Although, there are rumours that she had been acting rather strangely even before the end.) So many losses. Such a high price to pay for victory.

But that was all so long ago.

Five hundred years ago, Queen Rane ascended the Golden Throne, ushering in a new age of peace and prosperity. And that is all you've ever known.

For five hundred years, the realm has been at peace, with no enemies but each other and no true battle but the games of court.

That calls for a celebration.

You are cordially invited to attend the Grand Gala at Dream Castle. There will be music and dancing, feasting and games; all manner of entertainments. It will be the party of a lifetime.

If that isn't enough, Queen Rane has sent for you, personally. She wants you to meet with her privately, just before the festivities are officially opened. There is, she says, a matter of great importance that she urgently has to discuss with you.

Maybe she's finally chosen an heir. Or maybe she's found out your secret.

But it wouldn't be a party without surprises.

Would it?

Setting: Amber meets My Little Pony by way of a little Celtic mythology.

Character Instructions: The PCs are the children of My Little Pony versions of the Amberite elders, born sometime after the War of Night's Ending (this universe's Patternfall).

Character creation details -- including a list of possible parents -- will be sent out by e-mail before the con.

Player Information: Minimum: 3 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: Louisa McGuinness - louisaenator [at] gmail [dot] net

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The Sable Game (Game 1)
 

GameMaster: Trish Hart

   
  Teen Friendly? no

Game Description: Adventure / Heroic - Amber with a Twist

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, such as the Brotherhood of the Martyr and the Machine, 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: 4 Maximum: 7

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

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Squirrel Attack! Operation: Get Mr. Jones' Nuts
 

GameMaster: Chris Lightfoot
**Game start at 10:00 am.**

   
  Teen Friendly? yes

Game Description: Humor / Spoof - Non-Amber

Crisis in Nuttopia! A blight has destroyed all the nuts in the kingdom. Without more supplies, starvation is certain. There are sources of nuts in the Other World, but it is a long and dangerous journey.

The Princess Cashew has assembled a team from all of the Squirrel Tribes: Grey, Black, Red, Flying, even the Squirrelferatu and Squirrelcanthropes. You are a member of this brave band, sent to the Mortal World to save all of Squirrelkind.

Setting: When man was young and first walked the Earth all was a paradise. At his side was Annut, the first Squirrel. But a foul betrayal by the dreaded Cat spirit Anmeow sent Annut and his Squirrel kin fleeing into the Other World. For centuries the paths have been hidden and Annut's descendants have lived in peace. But disaster looms, and a group of daring Squirrels must walk the path to the Other World and secure life-saving nuts from Mr. Jones' groves.

Character Instructions: The game system is Iridium Lite. Core rules are available as a free download at http://www.hinterwelt.com/ but prior knowledge of the system is not required. Characters are pre-generated and the players need not contact the GM before play. However, GM will send out an e-mail with more information on the setting prior to the game.

Player Information: Minimum: 4 Maximum: 6

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

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Threats Foreign and Domestic
 

GameMaster: Eric Todd

   
  Teen Friendly? no

Game Description: Adventure / Heroic - Non-Amber

Special Task Force Orange is where FBI careers go to die. Ostensibly, being given the cases no one else can make heads or tails of - much less close - is the hightest of compliments, but the reality is simpler: You're a special snowflake. There's a reason you're languishing on STF Orange and there's a reason you weren't fired.

What started as Special Agent Candice Johnson following up on leads relating to a string of gang-related murders in three states, turned into a full-blown investigation in San Francisco. Aren't you lucky? You got tapped to lend Agent Johnson a hand.

Setting: Modern day occult, set in San Francisco. Think Dresden Files.

Character Instructions: All characters will be active field agents assigned to STF Orange. Each will have some secret connection to the occult, though none will have major league powers.

Players will be asked to fill out a short character quiz before the game, centering around who your character is, what they're good and bad at, why they're on STF Orange and what their occult twist is.

Player Information: Minimum: 4 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: Please contact Eric Todd (erictodd [at] gmail [dot] com) prior to the con. I'll send out the character quiz shortly after assignments are announced and will need folks to get them back to me no less than a week before the con!

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Who Was That Masked Man
 

GameMaster: Linda Duncan

   
  Teen Friendly? yes

Game Description: Mystery - Traditional Amber

It was a dark and stormy night; a flash of lightening lit the bar like high noon. For a moment you thought you saw a familiar face. Some enchanted evening you may see a stranger across a crowded room, but there is something rather familiar about that stranger. He rode off in a cloud of dust; leaving a silver bullet and a dozen outlaws ready for trial. Who was that masked man? You thought you knew him. Are you lost? Caught in a bad movie? Dreaming, Insane? All the above?

Setting: This game takes place after the Merlin books. Random rules in Amber; Merlin reigns in the Courts and the multi-verse is reasonably quiet and stable. Characters will begin the game in shadow.

Character Instructions: Characters need some knowledge of Amber history. This is an old fashion shared world Amber game. It is a chance to play a favorite character. While limited to 200 points, a strong concept and well-known background are more important than points.

Player Information: Minimum: 4 Maximum: 4

Players are requested to contact the GM(s) prior to the convention: Please contact Linda Duncan - lindapduncan [at] gmail [dot] com

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Writers Brunch
 

GameMaster: Kath Nyborg
**Game start at 10:00 am.**

   
  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 flow of people around you? Join us for Writers Brunch, a no-frills, no-agenda hunk of morning time to create, caffeinate, and luxuriate in whatever type of writing or creating hits you.

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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Fri, Nov 4, 2011 - 2 PM - 6:30 PM
Adventures of the HMS Guiding Star
 

GameMaster: Bradley Matson

   
  Teen Friendly? no

Game Description: Adventure / Heroic - Non-Amber

Premise: Britain, Late August, 1766. A voyage of Pacific Ocean exploration is planned for departure in 1768. It will last two years. Royal Navy leaders, navigators, scientists, medical doctors, botanists, artists, and hardened sailors ready to embark on and record the adventures of the HMS Guiding Star.

Background: Britain is all a buzz. Everyone is talking about it: The Narrative of the Honourable John Byron which came out in June of 1764. Byron's true story of action, hardship, descriptions of exotic lands, uncharted coastlines, danger, riches, hostile Spanish warships, and triumph reads far more exciting than any fictional novel. Now it is up to the HMS Guiding Star to continue the adventure.

The Game: This game is akin to a fictional novel regarding the adventures of maritime exploration of the South Pacific and Pacific Northwest. The game is not-too-loosely based on the state of politics, technology, navigation, classest interactions, and scientific belief of the Pacific. This game will focus on the interactions amongst characters. Some characters will have strong views, not all of which are popular. Some characters will do their best to get the job done. Characters in this diceless role playing game will have no points nor stats. Players will choose from a list of character outlines, then they will be asked to provide a short written description to fill in the details of their personality, strengths, weaknesses, fears, dreams, and motivations. Characters are human without special powers, but each has unique skills as noted in the character outlines.

Setting: A slightly fictionalised late 1700's Britain and Expansive Pacific Ocean.

Character Instructions: Characters will be developed before game time. Characters should be developed in conjunction with the GM prior to game time based on a list of character outlines. Players are requested to contact the GM at nodice [at] hokaar [dot] org prior to the convention.

Player Information: Minimum: 4 Maximum: 7

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

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Amber in Space!
 

GameMaster: Felicity Shoulders

   
  Teen Friendly? yes

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

Perhaps it's natural that most Amberites, raised in Shadows full of swords and towers, have never walked into the Shadows where they might lose the use of gravity and air. Now, though, a menace is gathering in a constellation of space-operatic Shadows that lie between Earth and Chaos, and the scions of Amber, whether or not they know one end of a raygun from another, will need to play galactic hero!

Setting: Briefly in Amber/Golden Circle, then IN THE STARS. A few decades into Random's reign.

Character Instructions: You are a 100pt younger Amberite. Characters should have neutral or good relations with Random and the Court, or a good reason to want to wangle their way back into the good graces thereof by saving the day!

Characters with ties to Earth, other higher tech Shadows, or even the space operatic Shadows themselves, are also very acceptable.

You may want to think about your character's relationship to technology and to science fiction as a genre. There's room for both geek Amberites and Amberites who think anything more complex than a crossbow is sort of gauche, here!

Player Information: Minimum: 4 Maximum: 7

Players are requested to contact the GM(s) prior to the convention: Felicity -- felicity [at] faerye [dot] net

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Amber under the Microscope
 

GameMaster: Ryan Craig

   
  Teen Friendly? no

Game Description: Exploration - Alternate Amber

Wielding the Jewel of Judgement, a Pattern of Order is created and an new world is made real, from which all others are but shadows. Is this a new Pattern, created by Corwin or someone else? Or we can recreate the entire Amberverse; what if someone besides Dwarkin created who the first pattern? It is up to us to decide how the Amberverse starts, how it ends, and everything in between.

Setting: Using the Microscope system, we will create an entire history, describing broad periods of time, zooming in to create events, and roleplay pivotal scenes that make up dramatic events in our history.

Character Instructions: We will be creating characters for scenes on the spot as needed. You can even play as Time itself! Everyone has equal creative power, and there are no characters to be created before play. You don’t need to have played Microscope (or even Amber).

Player Information: Minimum: 2 Maximum: 4

Players are requested to contact the GM(s) prior to the convention: Ryan Craig: jrcraig42 [at] gmail [dot] com

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Animal Crime + Sea Dracula
 

GameMaster: Ben Lehman

   
  Teen Friendly? no

Game Description: Dark / Grim - Non-Amber

A look at crime and justice on the mean streets of Animal City.

First, ANIMAL CRIME. We will follow the investigations of Marmot Detective as he is drawn into a web of lies, villainy, and murder deep in the bleeding heart of Animal City.

Second, SEA DRACULA. With the crime resolved, we'll now follow the case through Animal City's unique and torturous legal system. Warning: Justice is not guaranteed and dancing will be required.

Setting: Animal City.

Character Instructions:

Player Information: Minimum: 3 Maximum: 8

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

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Beyond the Sea
 

GameMaster: Jack Schleick

   
  Teen Friendly? yes

Game Description: Horror - None

…and there were no survivors…In celebrity news, eccentric billionaire Henry Morgan, has once again shown us that he is full of surprises. Few could forget how, back in 2009, he abruptly resigning his position as CEO of the Morgan Group, and walked away from the industrial empire he personally created. It is rumored that he lost more than 700 million dollars, as well as controlling interest in the over 400 companies that comprise the Morgan Group, with his departure. Although little was known of his whereabouts, over the last two years, Henry Morgan has returned, in his trademark larger than life fashion, as Captain of an antique sailing ship. Unconfirmed reports claim that he personally restored this 180 foot long, sixth-rate frigate style tall ship, from wreckage recovered from the ocean’s floor. As of yet no one has been allowed aboard, but that will end tomorrow night, when Henry Morgan hosts a lavish private party, to christen his newest plaything… stay with Channel Five, for more on this story as it develops…and now to Ollie with the Channel Five Accu-track 4000 weather report…So Ollie will Henry Morgan have clear skies this Weekend…

Setting: It is set in the present day, with the world being as we generally know it, with only a few minor “cosmetic” changes.

Character Instructions: Characters are some of the party guest. There will be few restrictions as to who you can play, as long as there is a 'reasonable' explanation as to why you were invited.

Player Information: Minimum: 4 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: Jack Schleick j.skellington [at] juno [dot] com

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Changes in the Wind
 

GameMaster: Irene Voskamp, Rob Haight

   
  Teen Friendly? yes

Game Description: Adventure / Heroic - None

"Because things are the way they are, things will not stay the way they are." Bertolt Brecht

Things have been relatively peaceful in the Courts of Chaos for centuries, ever since the long ago attempted invasion by the scions of Oberon. The Houses have competed for power and status with might and magic, under the benevolent leadership of King Swayvill and his archmage, the great and mysterious Suhuy. Now, something new has come to the Courts, and everyone, EVERYONE, is looking for advantage.

Representatives of the near-legendary land of Amber have arrived, bringing with them promises and offers, requesting favors and assistance, and the opportunity to eliminate Oberon, to change the face of all the realms. What do they bring? What will it cost? Who stands to gain the most? Who will lose? What will the unverse look like in the end?

Setting: In the Courts of Chaos (mostly), prior to the Patternfall War. Long after Corwin's disappearance from Amber.

Character Instructions: Characters are pre-generated but generously customized selections from the following:

Fiona Brand Oberon Dworkin Suhuy Osric Finndo Mandor of Sawall Dara of Hendrake

Other characters may be considered if the players can provide the GMs with a sufficiently interesting justification.

Player Information: Minimum: 6 Maximum: 10

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

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Convergence
 

GameMaster: Erik Florentz, Linda Duncan

   
  Teen Friendly? yes

Game Description: Adventure / Heroic - Traditional Amber

Hey, Guys,

I could use your support. The bad news is - I'm going to be confirmed as Crown Prince of Rebma in a long, boring, solemn rite. The good news is - that except for the ceremony, Convergence is the best party Rebma has in a century. The best news is - the elders are not invited. Hope to see you there.

Martin

Oh yeah, RSVP so the staff can make 'proper arrangments.'

Setting: Set post Merlin books. Random rules in Amber; Merlin reigns in the Courts and the multiverse is relatively stable and peaceful. The game will begin in Rebma.

Character Instructions: This game is open to younger Amberites who are known to Martin and may enter Rebma without serious repercussions. It is a Shared World type of game and a chance to play a favorite characters. Characters are limited to 125 point, but basic Pattern is free. SPECIAL NOTE - Bring a swimsuit; weather permitting, we will play in the soaking pool.

Player Information: Minimum: 4 Maximum: 8

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

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Game of Spies: Tibet '57
 

GameMaster: Madeline Ferwerda

   
  Teen Friendly? no

Game Description: Adventure / Heroic - None

The late 50s! The Cold War is in full swing, and the intelligence community is rolling in money and freedom... But few are so free as you, who answer, so far as you can tell, directly and only to an eccentric multi-millionaire who goes by "Miss Flaumel". Elegant, incisive, snappily dressed, and deeply in love with knowing the dirt on everything in the world, she refers to you her agents as her "darlings". So far her influence has gotten you out of every sticky situation her curiousity has gotten you into, but the world is full of wars and conflicts and games of spies...

Setting: Sparkling manors, crowded slums, and dusty dead-end washes all over Shadow Earth, in the time before Corwin turned up again. The USA, the USSR, and Great Britian are the only nuclear powers. All phones are rotary phones. World War II ended 12 years before; the Korean War cooled 4 years ago; presently, there are wars, and conflicts developing into wars, almost everywhere you look.

Character Instructions: At the game, characters will be made and linked to each other.

Miss Flaumel is astonishingly broadminded, and tends to seek out for recruitment those who, for whatever reason, do not fit into the "usual type" found in the national services of the time.

Player Information: Minimum: 3 Maximum: 6

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

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Grimm: The Quest of the Black Rabbit
 

GameMaster: David Young

   
  Teen Friendly? yes

Game Description: Adventure / Heroic - Non-Amber

'The Chronicles of Narnia'. 'Bridge to Terabithia'. 'Alice In Wonderland'. Every kid knows these stories of ordinary children like them finding a way into a fantasy world where they have to save the land from some kind of evil. Maybe you read them as an escape from dreary day-to-day life. Maybe you pretended to read the story when the teacher handed out the stupid reading assignments. Or maybe your parents took you to one of the movies as a way of 'family bonding'. Whether you loved the stories or hated them, never in your wildest imagination did you think that they could really happen; they're just stories, right?. But now, after you wandered away from your class' field trip to chase after that black rabbit you saw, you've found out that the fairy tale stories are real, they've been twisted around, and it's up to you to sort them out if you want to get back home.

Setting: Grimm is a game where the players take on the roles of ordinary kids that find themselves in a world of twisted fairy tales. The theme is inspired by such movies and works as 'Tin Man', 'The Brothers Grimm', and the comic book series 'Fables'. The game itself is published by Fantasy Flight Games, and uses a simple, single d6 to determine action results, with very easy to learn game mechanics.

Character Instructions: Character creation will be done via e-mail beforehand. A summary of the rules and character creation will also be sent out via e-mail for players that don't have a copy of the book. Characters will be of late-Elementary School/Junior High age, about 10-13, and fit into one of the following 'archetypes': The Normal Kid, The Dreamer, The Outcast, The Bully, The Jock, The Popular Kid, & The Nerd. Each archetype has it's own advantages and disadvantages, which will be described in the e-mails to the players.

Player Information: Minimum: 4 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: Character creation will be done via e-mail. Any questions or discussions can be sent to nuada72 [at] comcast [dot] net

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NINF: And Then There Was One
 

GameMaster: Sara Mueller

   
  Teen Friendly? no

Game Description: Mystery - None

Llewella lies in coma beside Queen Flora of Amber, their minds narrowly saved and transfered into clones. They may recover, though it will possibly take years. Queen Fiona of Chaos, similarly saved and with knowledge of the bulk of Llewella and Flora's memories, has been detained in the Speaker offices under not-quite-arrest.

Prince Bleys' Patternsword was recovered from Fiona's rooms in Chaos. The Chaos quarrel that felled Flora has disintigrated.

Crown Princess Cassandra has no substantial control over her uncles, the Princes of Amber.

It's up to the Speakers of the Law to find out what's happened, and bring the killer of two queens and their own leader to justice. The fate of the Speakers of the Law hangs in the balance.

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

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

Character Instructions: Speakers come from all walks of life, all places, all social circles. Characters 190 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.

Player Information: Minimum: 2 Maximum: 8

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

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The Sable Game (Game 2)
 

GameMaster: Trish Hart

   
  Teen Friendly? no

Game Description: Adventure / Heroic - None

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, such as the Brotherhood of the Martyr and the Machine, and any other threats to the Kingdom which might arise. Preference will be given to returning characters from any iteration of the Sable Game.

This is a seperate game to 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: 4 Maximum: 7

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

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Sandman: Broken Hearts
 

GameMaster: Jen Edwards

   
  Teen Friendly? no

Game Description: Adventure / Heroic - Non-Amber

Previously: The multiverse has something new in it. The Powers of Dream, created when Morpheus' soul-gem shattered before his essence could be fully invested in his successor, Daniel, are beings well beyond anything heretofore imagined. In some ways they are like gods, in others they are still tied to their previous identities as mortals, dreams, and other things.

After the events of Shattered in Aspect, the tortured fabric of the Dreaming is finally properly healing, allowing the new Dream and his top advisers a much-needed moment to breathe. They are still troubled, however, by the mysterious presence that corrupted some of his chosen ones and created vast cancers on the landscape and on his own soul. Likewise, Desire has closed its borders and will speak to no one, even after a brief conversation with Dream's Nobilis that promised Desire a favor in times to come.

Now: The omens have become stronger. The world is beginning to come out of balance, atrophying from the disinterest of Desire just as Destruction's long-ago departure placed a bit more chaos in his own domain. Though for several weeks Dream had allowed his Nobilis to move free, dealing with their past or merely cleansing their minds of the struggles of past days, now they are called together again... called to meet the family, in Destiny's Garden.

For Destiny, for the first, last and only time, is afraid. And the absentee Desire is cashing in on its favor.

Setting: This game is set in Neil Gaiman's Sandman universe, with minor differences to fit better into the mechanics of Nobilis: 3rd edition. Most of the game will take place outside of the human world(s), but the possible scope of settings is potentially as Endless as Dream.

Character Instructions: Returning players will have priority in accessing the game and returning characters are welcome. However, new players are welcome to contact the GM for a list of Nobilis present in the first installation, Shattered in Aspect,-OR- to create a character of their own and work with the GM to figure out a proper history to get that character involved.

There are opportunities in this game for brand new characters and, no matter what your experience with Nobilis as a system, I'm happy to work with you and get the character built to your best specifications or simply to sit back and watch you work with a little encouragement on history and what might best fit the game.

Rule #1 is really 'play what will make you most happy.'

Most characters will be Nobles of Dream, with powers appropriate to Dream's normal milieu of influences, but feel free to poach on Desire's a bit too if you like... there's a good chance an agent of Desire will be quite useful.

Player Information: Minimum: 4 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: Contact Jen Edwards, jmenovels [at] gmail [dot] com. Please contact well in advance of game if you are a new player.

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Seachange
 

GameMaster: Melissa Kocher

   
  Teen Friendly? yes

Game Description: Adventure / Heroic - Alternate Amber

*** This game will take place in the soaking pool.***

"Full fathom five thy father lies, Of his bones are coral made, Those are pearls that were his eyes, Nothing of him that doth fade, But doth suffer a sea-change, into something rich and strange, Sea-nymphs hourly ring his knell, Ding-dong. Hark! now I hear them, ding-dong, bell."

--Shakespeare, "The Tempest"

In even normal times, the Rebman court ebbs and flows with crisis and intrigue. Now, with the untimely demise of the Patriarch of Lyr, Rebma is awash with vicious factional infighting. This tempest threatens to rip the realm asunder, and sink all hopes for Rebman prosperity.

Players will create characters embroiled in the doings of the court. 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.

For a quick description of gameplay in this system, see: http://bar-sinister.livejournal.com/31239.html

The game is not a continuation of last year's; but since each rendition is a unique game with unique characters, returning players are welcome, as are new players.

Setting: The Rebman Court. Players will determine when during the chronicles that the game takes place at the beginning of the slot during character creation.

Character Instructions: Characters created on site at the beginning of the slot before sallying forth to the soaking pool.

For ideas on the types of drama often seen in a Mist Robed Gate game: http://tvtropes.org/pmwiki/pmwiki.php/Main/MistRobedGate

Player Information: Minimum: 3 Maximum: 5

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

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Shadow Force Oberon
 

GameMaster: J.P. Brannan

   
  Teen Friendly? yes

Game Description: Adventure / Heroic - Traditional Amber

FOR YOUR EYES ONLY*

Operations Executive OLD JOHN requires your presence at FACILITY XANADU for immediate mission briefing. OpEx reminds all officers that the death of King Oberon during the [redacted] does not invalidate perpetual service oaths and the mission of SHADOW FORCE remains the long-term security and supremacy of Amber. All leaves are canceled. All agents KIA are hereby recalled. All Operational Security directives remain in full force, including the protocols requiring that the existence of SHADOW FORCE remain secret even from the royal family.

* If you are somehow able to view this without proper clearance remain calm and report to your section chief for medical examination and mnemonic redaction.

Setting: Post-Patternfall Amber. Random is King in Amber. Merlin is King in Chaos. Ole John runs Shadow Force.

Character Instructions: Player Characters will be non-royal agents of Amber in the employ of Shadow Force, a secret organization chartered by Oberon to ensure the continued supremacy of Amber. Character can be any age, recruited from anywhere. Shadow Force agents do not have access to Pattern Imprint or Logrus Mastery. They are built on 80 points using ADRPG rules. However, if necessary a means traverse shadow will be provided. Further, Old John considers death to be "slacking off" and will have utilized top secret means to painfully revivify agents who have had the bad taste to die. Please submit character concepts to the GM prior to the convention. Ultimately player preference will determine where on the Heroic vs Grim spectrum this game lands.

Player Information: Minimum: 4 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: jp [at] brannan [dot] jp

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The Six-Guns of Avalon
 

GameMaster: Chris Lightfoot; Nick Lightfoot

   
  Teen Friendly? no

Game Description: Adventure / Heroic - Alternate Amber

Brandon Fiero was as congenial, friendly, and creepy as hell. Sometimes when he smiled and looked at you with those big green eyes, he seemed just like a puppy: a puppy that might grow up to eat your babies. So it came as less than a shock when he up and murdered a few townsfolk, though Doc Gerard still can’t quite explain how Brandon killed ‘em. Marshall Ben Dixon ended Brandon: shot dead and sank into Lake Bionen, kinda like that riverboat Rebma a few years ago. His body was never recovered, which suited everyone just fine, except for his sister Fiona, who’s carrin’ a mighty big grudge.

Now Marshall Ben has retired to live with a native Chaosian tribe. Mayor Eric lifted the bounty on the outlaw Corey Rose, who dissolved the Rustler Gang after the death of Kid Random. Corey even got himself engaged to Didi Darling of the Double D Ranch. But Mayor Eric has a new civic concern: Madame Flora Belle just opened a new saloon, run by that gambler Blaze Fiero hisself. Word is that the mayor hired Cain the bounty hunter as his new stongarm, which suits Sherriff Jules not at all.

Still, things have been pretty peaceful ‘round Amber Flats. Leastwise until Sister Louella got everyone stirred up about how the lake ain’t safe no more...

Setting: The Old West town of Amber Flats, and the surrounding locales of the Golden Territories.

Character Instructions: Pre-generated characters with customization. Rules are Amber Diceless, with a few extras to evoke the flavor of the "Old West" genre.

Player Information: Minimum: 4 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: GMs will send out a welcome e-mail with a description of character options.

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This Mortal Coil
 

GameMaster: Stephen Acton

   
  Teen Friendly? no

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

“Come lonely hunter, chieftain, and king; I will fly like the falcon when I go. Bear me my brother under your wing; I will strike, fell like lightning when I go.”

“Today is a good day to die!”

“Death is a very dull, dreary affair, and my advice to you is to have nothing whatsoever to do with it.”

Wait! This is not how it’s supposed to happen, is it? There should be... something else. You recall realizing that this was it. Show’s over folks, time to bring down the curtain and join the choir invisible. Turn out the lights, the party’s over.

Your mortal journey done; you waited. Ready for… what? Anything? Something? In a flash, you saw the next step. It was indescribably magnificent. Elemental beauty surrounded you. For the briefest moment, eternity spilled over, into, and through you; it filled every fiber of your being with primal joy.

And then it stopped, leaving behind an abyssal void in its place.

Why did it stop? Where did it go? Will it return? What's that noise?

Maybe you’ll learn more at that roadside motel you’re walking towards.

Don't you hear that noise?

Strange, you don’t remember walking anywhere. You’re sure you would remember walking towards that dump.

Could someone please do something about that noise!?!

Apparently, you have unfinished business on this mortal coil. Or, perhaps, this mortal coil has unfinished business with you...

Setting: Somewhere on modern day Earth (if we lived in an Urban-Fantasy reality) near a middle-of-nowhere roadside motel.

This game is inspired by many of the Urban Fantasy stories I've read over the last few years and will fit players willing to take a slightly-less-than-serious approach to the afterlife and realms beyond.

The tone will be closer to Butcher’s Dresden-verse than Lukyanenko’s Nightwatch, but it could skew darker depending on the players’ contributions to the story. Don't know those books? No worries, this isn't a Dresden or Nightwatch game. Oh, but do put them on your Must Read list.

Character Instructions: The PCs were all modern day earthlings who died recently. Something made them exceptional (poet laureate, celebrity heiress, inventor of flubber, medal of honor winner, Nobel prize winning physicist, etc...) feel free to use your imagination. We will begin the scenario with the demise of the PCs.

Contact before the con is not required, but players are welcome to contact me via email before the con to discuss the scenario or character idea(s): sacton99 [at] gmail [dot] com

Player Information: Minimum: 3 Maximum: 6

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

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Wind and Weather
 

GameMaster: Emma Sansone

   
  Teen Friendly? yes

Game Description: Adventure / Heroic - Amber with a Twist

In Atlantis, a group of adventurers who had been sailing on HMS "Sophie" have escaped pursuing shark-men, while themselves pursuing a golden compass they recovered in a mysterious cave. Marko the cartomancer died, his blood floated in the water, driving the shark-men to frenzy. The thief is escaping up, up, up...

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; with side trips to Atlantis and perhaps even further. Knowledge of Amber is limited to a few powerful figures, but if Atlantis exists perhaps those stories about Avalon, El Dorado and the Isles of the Blessed have some substance to them after all.

Time: some time before the Corwin chronicles.

Character Instructions: Characters are human, though highly gifted: 100 points (10 in stats = human average, 25= Chaos, 35= Amber). No Pattern, Logrus, or Trumps. A convincing back-story might get you a partial power, talk to me. Magic is tricky - in Enlightened Old Guinea nobody believes in it except quacks, their victims and backward peasants... but you have seen Atlantis now. Items appropriate to the background, up to 4 pts. Story flavour comes first, so if you have interesting ideas, let me know.

New characters can be "Sophie" crew members, and need not be quite honest about their background... except to me.

Returning characters get 5 points to spend.

Player Information: Minimum: 4 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: Emma Sansone, 2861 S. Illinois Pl., Chandler, AZ 85286 480 699 8471 emma [at] campobianco [dot] com

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Fri, Nov 4, 2011 - 8 PM - midnight
Bedlam Wails
 

GameMaster: Robert Haight & Wayne Davis

   
  Teen Friendly? no

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

Summer; hot nights of restless sleep and disquieting dreams and the days feels short and distant. Friend’s faces turn foreign and strangers pass by with glances that suggest that they should know you. Something is wrong, the answer is lingering in the hackles of your neck and you know you won’t be able to hide from the truth much longer.

This is the first session of a new campaign, but with some serial elements. We will consider one shot players, but require a core group of players intent on the game.

Setting: Set in the universe of H.P Love's craft Cthulhu, but not the Call of Cthulhu game setting. Setting is modern day United States.

Character Instructions: Players can be of any background, from anywhere in the world, but should have a reason to live and work in the U.S. Since this is a new campaign, we would like to work with players to develop character background before the game.

Player Information: Minimum: 4 Maximum: 10

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

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A Daughter For Oberon
 

GameMaster: Michael Sullivan

   
  Teen Friendly? no

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

Amber and Ghenesh are at uneasy peace, brokered by Faiella, Oberon's wife and queen. Daughter of the Ghenesh, Faiella's marriage with Oberon eighteen years ago has averted war so far.

Now Faiella has borne her third child, and her kin, the Riders of Ghenesh, are coming, ostensibly to pay tribute to the child. Some want war, others peace. Faiella's sons, Corwin and Eric, are caught between worlds, and the fate of Ghenesh and Oberon's newborn kingdom of Amber are at a balance point.

This is a game of making choices (with potentially dire consequences) and guiding nations. It will probably be low in combat or other straight-up action scenes. The PCs will have different agendas and could possibly come into conflict with each other, but it is not a throne war or otherwise necessarily player-versus-player.

Setting: Early in Oberon's reign, at the birth of Deirdre. Corwin is 16, Eric 19, Benedict in his early 40's. The game will largely or entirely take place at Castle Amber and environs.

Character Instructions: Pregenerated characters will be provided. Eric, Corwin, and Benedict are possible PCs, as are up to three Gheneshi and Clarissa. Amberites do not overwhelm the other PC types at this point in history.

No contact needed prior to the con, but I can guide some of the pregens towards players who are interested in that. Contact sullivanmb [at] gmail [dot] com

Player Information: Minimum: 5 Maximum: 7

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

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Dim Sum at 5 'Til Apocalypse
 

GameMaster: Jen Edwards
**Game may run late into the evening.**

   
  Teen Friendly? yes

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

That day the sky was like a tear-streaked face, darkened by the black underbellies of threatening clouds. The sunset had been fierce and gaudy, a deeper and more brooding crimson than you could recall ever having seen it. The air was chill, occasional needle falls of rain the only shift in the monotonous weather. It was the sort of weather that raised the hairs on the back of your neck; made you want to check behind you.

Made you wish you were the sort of person who occasionally broke your promises.

All these flat dirt roads look the same, after all, and half the time you had to stop and get out of the car to check the road name on a fallen wooden sign. As far as your GPS was concerned, none of them existed. The only reason you didn't miss the place was that it was the only building in miles, so when its hulking bulk appeared, seemingly out of the night itself, you had pulled into the parking lot before you had time to register your surprise.

Jade Mirror Chinese Restaurant? What the... of all the places you had considered as a stage for returning this favor, this one had not even briefly touched your mind. Well, whatever. The lights are on inside, and while its looks don't do it many favors, there's the sense that in its prime - maybe the mid 1920s- this place was beautiful.

A sullen yellow moon peers out over the clouds, framed by the dark gabled roof. A chill runs down your spine for a moment: something's wrong. Something is horribly, dreadfully wrong and you know it the way you know where your feet are when you walk. The feeling is intense, and then suddenly gone, washed away by the shift of cloud back over the moon.

Well, let's hope the food's good.

Setting: Modern day Earth, at least as far as you know. A Chinese restaurant in the middle of nowhere.

Character Instructions: 5 'Til will use SEMI-pregenerated characters. You, as players, will choose (first come, first served) from the below list of archetypes, then you may create the character personality, name and basic concept. Send these to me via email and I will reply with a detailed description of why your character is there, what he/she knows, etc as well as a template for the character sheet, which you may edit as you like.

If you do not contact me prior to the game, you can choose from fully pregenerated characters at the door but will have a very limited ability to customize said characters.

1. The newlywed husband 2. The newlywed wife 3. The grandfather 4. The granddaughter 5. The serial killer 6. The local mayor 7. The college Professor 8. The exotic dancer

Note: Characters not chosen will either simply not exist or will be, in some cases, subsumed into other characters.

Player Information: Minimum: 4 Maximum: 8

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

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A Drink and a Tale
 

GameMaster: Ryan Craig
**Game may run late into the evening.**

   
  Teen Friendly? no

Game Description: Humor / Spoof - Amber with a Twist

A drinking talking game! We will be using the Baron Munchausen system to tell tall tales of our exaggerated exploits in the Amberverse and perhaps engage in a duel for honor, glory, and all the bar tab. It is basically drinking in character.

Setting: A drinking parlor that caters to lords and ladies of Amber and the Courts. (One or many of the Edgefield's fine bars)

Character Instructions: Any adventurous-type character (cannon or invented) from Amber, the Golden Circle or the Courts of Chaos. Nobles, the clergy or military officers highly encouraged!

Player Information: Minimum: 4 Maximum: 8

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

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The Final Fiasco
 

GameMaster: John Nienart

   
  Teen Friendly? yes

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

Have you STILL not played Fiasco? You should! Consider: here's what the authors have to say about the game....

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.

And here's what I say:

Fiasco is wickedly fun, and one the best indy RPGs I've ever played. I think everyone should have a chance to play it, but this is the last time I'll take such an easy way out of GM-ing at ACNW.

Setting: I'll bring a few different settings, new and old, and we can pick one at the start of the slot.

Character Instructions: Just show up. Characters are created at the start of the game

Player Information: Minimum: 2 Maximum: 4

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

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The Goat and the Ghost City
 

GameMaster: Meera Barry

   
  Teen Friendly? no

Game Description: Adventure / Heroic - Traditional Amber

On the three nights surrounding the full of the moon the ghost city rises above the skies of Amber. While the mystic portents are ripe monthly, the opportunity to learn some of its secrets comes maybe once in a lifetime.

When Rey Lukas offers you a chance to infiltrate, you can't resist. Seems like King Randy's going to be gone doing some kind of publicity tour of the Golden Circle, and Rey insists he has a way past the usual security and onto the stairs themselves.

You won't be alone. Every sorceror worth his liver and lights will be wanting a piece of the action. You've decided to hook up with some of the old gang, if only because only losers go anywhere without human shields.

Setting: Post-Patternfall, post-Kashfa, with a wink and a nod at a few fanfics, this is not the game where you find out your character is some lost Prince(ss). You're a sorceror in Amber, meaning people in Shadow are terrified of you because your ability to manipulate the Stuff Between is excellent, but Bleys'd wipe you out with a smile and a wink. (Well, he'd at least make you weak in the knees, but heck, he's Bleys. Of course he would.) You've worked with each other before, you have some history, and you mostly know what you can do... and you also know what you're going after.

Character Instructions: Pregenerated characters, first-come, first served - genders can always be switched around for your amusement:

Del The Thieftaker. He's an enforcer. Thinks he's some kind of superhero ridding the streets of the inept. His magic's in his fist and his feet.

Ro Jo the White. Sniper, snarky, he knows he's both pretty and good.

Mandalas. Morph. Kind of crazy, but what morph isn't? Real friendly with animals. Maybe they have guard dogs up there? Mandalas claims to be able to do the morph on others these days.

The Artist. Sure, the Artist has a real name, but why not use "Art" anyway? Wanted for that graffiti stunt on the King's fountain, but hey, they say the Artist can make pictures talk. Has a photographic memory, too.

Mina. There's not a door in the Circle that Mina can't get through, they say. She's an opener.

Goat. Has the morals of one, anyway. Takes brothel girls and makes them high class. The Artist's twin. Has some kind of death sentence down in the underwater. Something like that, anyway.

This is a heist - you're not here for sightseeing or sandbox, so there will be some system tweaks to make things move a little faster and more direct - possibly even dice.

Player Information: Minimum: 4 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: I need your picks in order of preference to my e-mail, the.fierce [at] gmail [dot] com ... but other than that, rest easy.

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Mists of Amber
 

GameMaster: Lee Bynum

   
  Teen Friendly? yes

Game Description: Exploration - Amber with a Twist

The mists rolled in like any other lazy Sunday morning. They rose from the harbors and lowlands and settled gently upon the towns and hills, blanketing the world in silence and peace. It would have been idyllic if not for the voice in the back of your head warning you this was wrong.

It was all you could do to stay ahead as the fog climbed higher and higher up mountains and through shadow. As the mist closed in it took on a intelligence, surging forth to cut people off and surrounding groups as if to toy with them. No one foolish or slow enough to fall behind escaped.

The few of you who made it to the peek of Kolvir could only watch and pray as the mist rose to the peek, licked at your feet and stopped. It appears the mists have gone dormant, but for how long? They feel safe, but do you dare venture forth? Is there really any other option?

Setting: The peek of Mount Kolvir, just after the multi-verse has been consumed by mist.

Character Instructions: Standard based on 150pts. Character are all children of the Elders. Pattern is encouraged but not required. Feel free to purchase shadows or allies, but they might have been consumed prior to the start of game.

Characters submitted by October 28th get 10 bonus points.

Player Information: Minimum: 3 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: Lee Bynum - kainesh [at] yahoo [dot] com Characters submitted by October 28th get 10 bonus points. Characters submitted after that have less opportunity for their backgrounds to be incorporated into the game.

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Nine Children in Amber
 

GameMaster: Karen Wells

   
  Teen Friendly? yes

Game Description: Humor / Spoof - None

We were all young once. And so was the "Amber" family. So what would it be like to play a 5 year old Flora, or a 9 year old Eric. This is your chance.

Setting: Set in castle amber, during a court, but the kids will not be attending the court.

Character Instructions: Please be aware you are playing young children. They will have little or no power. This is ment to be a fun/silly game. Stats will be provided, although I will let you pick your child, as long as someone else hasn't already picked them.

Player Information: Minimum: 4 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: Karen Wells, I will contact you once we get our list of players - Karen_in_WA [at] Yahoo [dot] com

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OMENOUS
 

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

   
  Teen Friendly? yes

Game Description: Adventure / Heroic - Non-Amber

It is 1947. The World is recovering form a Second Great War. The World is changing, as are the threats nations face.

Characters will be members of a Special Branch of the American Royal Ministry of Science, working to find and minimize threats to the Crown, People, and Welfare of America.

Setting: The Setting

The Omenous Game is set in a place both familiar and not. Fantastic and very real. Magic and the supernatural are a part of life, as common as fraternal orders, bowling leagues, or cigarette cases. The creatures of myth and legend walk the streets and halls of government. Many do so secretly, but it is the secret of membership in those same fraternal orders, the secret of the town drunk, the secret of what goes on in stag parties. However, Noble Houses of the Old World have the blood of the Sidhe in their veins; Gypsy women with crystal balls are consulted, and the shamans of the Tribes can still make the White Man know fear. Life is returning to normal, the Second War is over and the forces of Light, Truth, and Freedom won. The Dark Empires have been pushed back or broken. Peace is returning, life is looking up. Cars once again are being made in the factories of Detroit. Everywhere America is looking up and feeling fine.

This is a world of fine automobiles, weekend Matinees, cocktail parties and country clubs. Private Detectives, Mafia Dons and Rock Stars make the news and are the news. Television and Computers are in their infancy. The Moon is still unreachable. Telephones are heavy and connected by wires. Operators connect switches to place your calls. Fingerprints and rubber hoses are used equally by the cops. Sodas usually come from fountains and very seldom from cans. Air Travel is still by propeller planes. Plastic Surgery can change an identity. The Atomic Bomb is the most destructive thing known to man. Credit Cards are used almost exclusively by Traveling Salesmen. America is a Monarchy. Comrade Trotsky is the President of the People's Republic of Mexico. The Mexican Empress rules in exile in Havana. The future looks bright. Will it be?

Character Instructions: Omenous Characters are built through a questionnaire. This gives the player a chance to think about the character, and its place in the world. Do not worry about ’stats’ or ’class’ this is about the real ’who’ of the character. Be creative, add depth, write long answers. Each bit of information helps build the character, and give both player and GM something to work with. If you have questions about the World and Game feel free to ask them as you answer. Remember to have fun, be creative, and answer as the character.

IF YOU CANNOT OR WILL NOT COMPLETE A QUESTIONNAIRE AT LEAST 1 WEEK PRIOR TO THE CON PLEASE DO NOT SIGN UP FOR THIS GAME.

Player Information: Minimum: 4 Maximum: 10

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

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THE PLASKETT SYNCHRONICITY
 

GameMaster: Kristen Gibbs Schleick
**Game may run late into the evening.**

   
  Teen Friendly? no

Game Description: Dark / Grim - Non-Amber

“Through crimson stars and silent stars and tumbling nebulas like oceans set on fire, through empires of glass and civilizations of pure thought, and a whole, terrible, wonderful universe of impossibilities. You see these eyes? They're old eyes... and one thing I can tell you, Alex: Monsters are real.”

It starts with a disappearance. Someone walking down the street one moment, and gone the next. No sound. No light. They are simply gone. First there is anger and confusion, and then grief, then acceptance. Then they forget the person ever existed... in a matter of hours.

The Black Chamber has moved to high alert with the coming Universal Convergence. Every cult and clan seems to be active and moving toward their own version of Armageddon. The good news is that the crescendo is visible and palpable, even to non-magical folk. The bad news is the same – that even non-magical people have seen enough that they are starting to panic. This makes it difficult to get to the bottom of any mystery, but especially ones of a supernatural origin.

The Black Chamber Planetary Task Force has assembled to investigate a series of odd reports coming from Plaskett, the largest city on Luna. You are part of that task force.

Setting: This is one of a series of games inspired by The Laundry books by Charles Stross. Players should have read at least one of the books to be familiar with the genre. The Black Chamber is the US-based version of the Laundry. The setting is an alternate near-future universe where mankind has colonized all nearby planets.

Character Instructions: Contact the GM for instructions.

Player Information: Minimum: 4 Maximum: 7

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

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Paris, in the Rain
 

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

   
  Teen Friendly? yes

Game Description: Adventure / Heroic - Alternate Amber

(This continues last year's game, but new players are welcome.)

Paris, in November. It's been raining for days. As if the city mourns with you as you bury your father, Corwin, this afternoon. So much has changed in so short a time. His murder. Your revenge. The trouble with the Shadows. Even with all of that crowding your head, you can not ignore the talk of war, and the declarations of peace that even in your ears sound hollow. Neighboring Germany's expansion into the nearby Shadows of Austria and the Sudetenland was not enough, they have invaded Poland. Will that sate them? Will they turn towards Paris? (last year's description: http://amberconnw.org/old/2010/Catalog-2010.html#fourthirteen)

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. Jazz, not rock and roll. Revolvers, not automatic weapons. Think BrassaÔ, and Alan Furst. 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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The Process Men
 

GameMaster: Seth Blumberg

   
  Teen Friendly? yes

Game Description: Horror - Non-Amber

Working rough in the chemical plant, you see some horrible things. Horrible like the way Branson died last week. He'd been talking funny for days, about visions in the smoke---a city of green stone under a yellow sky. Drugs? Everyone thinks so. You did too, until you saw the city yourself.

This scenario was run at ACUS 2009 with good reviews. Players from that game should not sign up for this one.

Setting: A chemical plant complex in a Rust Belt city in the present-day United States.

Character Instructions: Characters are normal adult humans. Players will choose from a pool of job descriptions, then assign attributes using a variant of the Amber system.

Player Information: Minimum: 3 Maximum: 6

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

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Random's Regular Game - hosted by Benedict
 

GameMaster: Jason Ray
**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.") .

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 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: 4 Maximum: 9

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

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Remember Tomorrow (Lite)
 

GameMaster: Andi Blija

   
  Teen Friendly? yes

Game Description: Sci-Fi / Futuristic - None

"Remember Tomorrow" is a story-centric cyberpunk future themed RPG, with quick character and faction generation, and gm-less scene and story generation. Please note that rules for the game will be slimmed down for one-shot play. If you're interested in trying a new indie game with a dark future spin and the chance to build a story, this is for you.

Setting:

Character Instructions: All rules and instructions will be explained at the game, see http://boxninja.com for more information on the game itself -- encouraged but not necessary. It does use some dice, everything you will need for the game will be provided. Do feel free to email before the con about questions on play, but there is no pre- game setup needed.

Player Information: Minimum: 2 Maximum: 3

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

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ShadowWorld Friday Night
 

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

   
  Teen Friendly? no

Game Description: Dark / Grim - Non-Amber

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

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

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

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 twenty-three 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: Contact Edwin Voskamp by email before the last weekend before the con at gm [at] shadowworld [dot] org.

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Shinigami
 

GameMaster: Erik Florentz
**Game may run late into the evening.**

   
  Teen Friendly? no

Game Description: Exploration - Amber with a Twist

This is the one of two independent Shinigami game slots - players may try to sign up for as many as they wish.

Player Characters are Shinigami, a Japanese version of the Grim Reaper. They dwell in a place known as Soul Society or the afterlife (also called the spirit world). It is meant to correspond to Heaven or Nirvana in Human belief systems. It is the place where most departed souls and the Shinigami dwell. The culture is based on ancient Japanese customs and traditions, with a blend of high technology and high magic. Soul Society is ruled by the Spirit King, formally addressed as The Heavenly Sunflower or informally as Benedict. In actual practice a civilian government known as Central 46 calls the shots. Shinigami are sworn members of the military and are honor bound to follow the orders of their superiors.

Things have been changing more rapidly than normal in the Real World. Rituals that have long been powerless are now starting to work. Names that have been tossed around since time began are now being used in the present tense.

Shinigami have gone missing and the Balance of Souls is leaking. A Task Force has been assembled to confront these new circumstances.

Setting: Soul Society & The Real World, present day.

Character Instructions: Players please contact the GM (gm [at] spikard [dot] com) in advance to create your character. Oriental names and terms add chrome but are not required.

Player Information: Minimum: 2 Maximum: 6

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

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Something Faery This Way Comes
 

GameMaster: Carla Balen

   
  Teen Friendly? no

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

There you were, drinking your night away at Merlotte’s when out of nowhere , these people appeared in the bar and well, you must have had too much to drink because you swear that one threw a fireball and the pool table erupted in a ball of fire, they paused and then one of them looked right at you, waved her hand and they both disappeared. Really, you’ve got to stop drinking so much.....

Welcome to Season 5 of True Blood. A civil war has been raging in Faery and up until now it has been contained in the Faery realm. The portals are weakening and strange things have been happening in Bon Temps. Faeries appear randomly, disoriented and unaware of their surroundings. What will they do when they begin to lose their realm? How will it affect Bon Temps? Will Sookie choose Eric or Bill? We’ll decide.

This game will be Indie style using Primetime Adventures (PTA). You will be in charge of the show, in PTA it's all up to you!

Setting: Based on the TV show True Blood. All events up through Season 4 have transpired.

Character Instructions: Players will be welcome to play any current True Blood character or develop a new addition to this year's cast.

Player Information: Minimum: 3 Maximum: 6

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

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Too Heavy a Crown
 

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

   
  Teen Friendly? no

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. And even if they're just here for the free buffet, now that the candidates are beginning to drop dead, the PCs may have to stop drinking and sleeping around long enough to stop some murders and elect a king.

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.

Returning characters are very welcome and they get 5 freebie points because they got so much done last time.

Player Information: Minimum: 4 Maximum: 7

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

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Weird West: Beggar's Tomb
 

GameMaster: Cyrano Jones

   
  Teen Friendly? no

Game Description: Dark / Grim - Non-Amber

Silver. Silver has brought activity, excitement, and money to Beggar's Tomb. The gleam of silver brought the railroad, and its shine now galvanizes the bustle of a thriving town. But beneath that shine has always been something sinuous and dark, something that gives the town its reputation for darker happenings - this is the town where the sweet old postmistress poisoned the well before the Easter picnic, where a homesteader wandered down Main Street the day after his wedding firing pistols at defenceless passersby. Good people do bad things sometimes. This little silver-mining outpost has become your life, and its troubles are a tarnish to its reputation; you would do anything in your power to make its silver pure again. Wouldn't you?

Setting: Beggar's Tomb, New Mexico, post Civil War.

Character Instructions: Characters will be pregenerated, with input from players. Be prepared to let me know what sort of character you want to play. I want to play this with a 'creepy' vibe. Please help me out with that.

Player Information: Minimum: 3 Maximum: 5

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

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Sat, Nov 5, 2011 - 9 AM - 4:30 PM
The 4400 6: Civil War
 

GameMaster: Amber Cook
**Game start at 10:00 am.**

   
  Teen Friendly? yes

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

This game is actively recruiting new players.

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 key 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 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 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 came back to the news that Jordan Collier had 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. Jordan believes that the entire world populace needs to take the shot and thereby protect themselves from becoming victim to the future Haves. While your loved ones contend with the question of whether to try the promicin injection or not, Jordan has offered you a home in Promise City as champions of the city in the coming conflict with the government, which may be very dangerous. But even more worrisome are the signs that you may be losing control of your abilities.

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.

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!

Note: Loner characters, or players who like to just do their own thing in a game may not be a good match for this game. Characters will have plenty of free reign, but with only one GM and being more character intensive, the game is a lot more fun when people are, overall, working together. Mature, older teens welcome, but this wouldn’t be a good game for younger players.

Player Information: Minimum: 3 Maximum: 6

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

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Agents of Blackmoor -- Operation: Vanishing Point
 

GameMaster: Christopher Midyette and Kat Lemmer
**Game start at 9:30 am.**

   
  Teen Friendly? no

Game Description: Adventure / Heroic - Alternate Amber

You are the Magnified, beings of a higher reality whose unusual abilities are the result of an unexpected and seemingly accidental surge of multiversal energies. These powers make you highly sought after by many factions who operate on the highest level of a vast cosmic game. You are servants of the Kingdom of Blackmoor, an ancient realm ruled by King Drake, the first of his name. At some point in your life you have been contacted and aided by a man named Bertram Rand. The debt is implied, but personally binding, and when a debt to Rand comes due, lives change forever. Your debt came due some time ago and Rand activated you, bringing you in on the big picture. You now serve Blackmoor as an agent of The Red Dome, a citadel floating on an inverted mountain deep within the spaces between. You are part of a team of agents, and though your backgrounds and magnifications are varied, you each bring something of value to the espionage/investigation game and are expected to function as a team when activated. The Red Dome has many rivals, both within the hierarchy of Blackmoor and without. Its activities are sometimes clandestine, often requiring agents to impersonate legitimate authorities in whatever world they find themselves in to fulfill their mission mandate and find answers. Agents frequently find themselves skirting treaties with foreign powers and playing on the melting edge of a long cold war, some times with violent results.

Operation: Vanishing Point --

It's been over three weeks since operatives of an, heretofore, unknown faction attempted to upset the balance between the Terminal Worlds and Earth Primal. Although their efforts might well have succeeded were it not for the persistent, often reckless, investigations of agents of the Red Dome, the incident has nevertheless produced significant blowback for Blackmoor, and shaken tenuous relations with the ancient powers behind the Alpha and Omega Termini.

The Termini and Earth Primal are currently under quarantine while damage is assessed and negotiations defuse mounting aggressions, but the agents of Blackmoor shall not remain idle. Strange reports from a listening station along Alpha Fringe have been coming in for weeks. Worlds within their monitoring range have been experiencing disappearances, not only of persons of note, but of geographical features, and if the reports are accurate, a town has gone missing as well. Now listening post #33 has gone silent, and Bertram's trusted agents must be activated once more to investigate.

Setting: Post-Patternfall. Amber and Chaos relatively unknown to PCs. PCs work for a third power: Blackmoor.

Character Instructions: Character quiz to be sent out once players determined. GMs available to work w/ players in crafting a character prior to con via email.

Player Information: Minimum: 4 Maximum: 6

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

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And All The World A Stage
 

GameMaster: Edwin Voskamp

   
  Teen Friendly? no

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

This world, here, now. Nothing strange. Nothing different. Well, until the world changes and you and everyone else learns the true meaning of survival and self defense: from one moment to another China no longer exists, or, at least, is no longer accessible: it is not visible, anyone or anything traveling to where it was cross to the other side of where it was. But the Chinese space ship that took off just before it happened is still in orbit, though nobody knows what its mission is.

Setting: This world, here, now. Nothing strange. Nothing different. Well, until everything changes, nothing is the same ever again and you learn the true meaning of self defense.

Character Instructions: Play anyone you like as long as you can do it well enough to not hurt other players' suspense of disbelief. No points, no rules.

Player Information: Minimum: 4 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: Players may contact the GM beforehand if they collectively want to convince the GM to run something else. Use edwin [at] voskamp [dot] org

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The Battle for Empire
 

GameMaster: J.P. Brannan

   
  Teen Friendly? yes

Game Description: Adventure / Heroic - Traditional Amber

The Patternfall War confirmed Amber's supremacy over both Shadow and Substance. The war ended differently than the books recorded by Roger Zelazny because, as Dworkin once speculated, the surpise introduction of a new generation of Amberites changed everything. Now Benedict commands the occupation of Chaos while Queen Deirdre wages war against mad Prince Corwin. Lady Fiona is recovering from traumatic wounds suffered at Patternfall, and Chancellor Florimel tries to hold Amber together. Events will come to a head. Secrets will be revealed. The next generation of Amberites will help determine the next chapter in Amber's destiny even as they unearth the secrets of Amber's earliest chapter.

Setting: Alternate Post-Patternfall Amber

Character Instructions: Characters will be the grandchildren of King Oberon. An alternative rule set will be used for "Infinite Amber", which will be circulated online at http://iocane.com/ia/current_rules.pdf. The GM will contact players to help with character generation prior to the convention. (For people already familiar with this: we'll be using the Infinite Amber version 2.1 rules, a simplified revision of rules that have been played at other conventions.)

Player Information: Minimum: 4 Maximum: 10

Players are requested to contact the GM(s) prior to the convention: jp [at] brannan [dot] jp

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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 'verse

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.

(This game is the game that I intended to run last year, until the attack of the evil gall bladder struck down Jeremy. Preference will be given to the players who were signed up to play in that game, so there might not be much room left for new folks.)

Player Information: Minimum: 4 Maximum: 7

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

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A Fellowship of Slaves
 

GameMaster: Ben Bernard

   
  Teen Friendly? yes

Game Description: Dark / Grim - Traditional Amber

For the last 40 years you have been planning your escape. As the Crystal General of Emerald bends you to his will deep in Brand’s mines, you have planned. Countless numbers of friends have been cut down by the whip, and you have planned. You have backing, and the time is near, the planning is almost done. Dierdre's religion will soon have all the necessary components, and we will act. Finally.

How many of your friends will you save? How many of your family will you save? Will you even be able to save yourselves?

----

The game will come in 2 parts, escape and revenge! Brand's Crystal Generals are ferocious, and will hunt you to the ends of shadow. Will you be able to escape? Will you be able to take on Brand once you do?

Setting: Post patternfall, but Brand is back!

Character Instructions: Characters are children of elders enslaved by Brand and his Crystal Generals, based on 150 pts, details to follow in email

Player Information: Minimum: 3 Maximum: 7

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

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Homecoming
 

GameMaster: Jennifer Zimmerman
**Game start at 9:30 am.**

   
  Teen Friendly? yes

Game Description: Mystery - None

You marched away from Amber, from your family and friends, to take the fight to the monsters' doorstep. You fought for your prince, for your home, for the Unicorn. And somehow, through terror and madness and blood, you made it back home again.

But this isn't the home you remember. Or are you so changed that you simply don't recognize it?

Setting: Amber, after Patternfall.

Character Instructions: PCs will be average people of Amber City who fought in Chaos during the war. GM will send email with brief character creation rules.

Player Information: Minimum: 3 Maximum: 6

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

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Music Mystery and Mayhem II
 

GameMaster: Drew Wood
**Game start at 10:00 am.**

   
  Teen Friendly? no

Game Description: Adventure / Heroic - Alternate Amber

The world is changing, life is altering, what was once known and held with absolute faith is now turned on its ear. What will the future bring?

The Lord Protector is gone and missing these many years. Prophets, omens, and soothsayers all say that CHANGE is coming. How will you react? How can you react?

This year's soundtrack: All along the Watchtowers: Jimmy Hendrix. The Hero takes a Fall: The Bangles. Wheel in the Sky: Journey. Land of Confusion: Disturbed. and the characters' Themes.

Setting: A world somewhat like our own. Most people know only the village they were born or grew up in, and may have traveled to one or two beyond. Technology is oddly a mix of the 1930's, middle ages Europe, and 17th Century America. Magic is also known as an unpredictable and fickle source of influence and information.

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.

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 last Summer's 'Rolls and Roles' mini con and continued last year at ACNW. Characters from those 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: Drew Wood strangemalk [at] yahoo [dot] com

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Pit "How Far Down Will You Go?"
 

GameMaster: Todd Worrell, Dennis Castello and Dan Christensen
**Game start at 9:30 am.**

   
  Teen Friendly? yes

Game Description: Adventure / Heroic - None

The Crown Prince is Missing!!!

It is feared his carriage has gone over into the Abyss. After all these years, few things are known about the Abyss save that the more power you wield the faster it affects you--and the more powers that are active about you the deeper you go.

The royal carriage, enchanted and protected by magic wards, may last months but no one knows for sure. It has gone beyond the reach of any one's powers or sight. There may yet be one chance to save the Crown Prince of the Courts of Chaos.

Player Characters are elite members of the Guild of Pit Divers. This guild is little more then a loose association of drinking buddies with access to sales agents who auction off items you recover. No one ever retires from pit diving because no one lasts that long pit diving. However, the player characters will be those who have proven the most durable and skilled in their profession.

Pit diving has long been laughed at as a suicidal profession for those with nothing else to offer, but now it is front and center as a plan is coming together to go deeper into the Abyss then any thought possible.

The Guildmaster of the Pit Divers has come to you for help. He has confessed to you that there is a chance that this rescue mission could work--a slim chance but a chance. He has helped you out, many times in the past, trained you, helped equip you, helped you get your start and has always been there for you. Now he needs your help.

Can you reach the Crown Prince in time?

Who knows what you will find? Who knows what horrors of the deep Abyss lay in wait for you? And could this be a one way trip for everyone?

You have been secretly recruited into the mission to save the Crown Prince being launched by the very worried Duke Regent Sintibar of House Hendrake who is making every honest effort to recover the Crown Prince from his icy doom.

What lays in wait at the bottom of the Abyss? Only those who play in this game will find out.

With Three GM's and a small amount of players you will have a silly amount of face time in this game. So be ready. There is limited down time in this game so you should be ready to hit the game running.

(Because the GM's are grumpy in the morning we will start a half hour late.)

Setting: The Courts of Chaos at the very brink of the Abyss.

Character Instructions: You should have and respond to Email for this game.

Let me say this again: "RESPOND to Emails."

Characters will be made by email and it's first come, first serve. Those that respond early will have more goodies to choose from.

If you don't respond, the GM's will scrape what's left after the other players have cherry-picked their characters into a pre-gen just for you. You don't want this.

Players will represent the best of the best at the craft of pit diving. Because you do not have Logrus or Pattern, you will be able to last longer in the Abyss than any Elder. You will know its ins and outs and its secrets. You will have acquired a level of attunement to the Abyss that few people even know is possible.

There will be many ways to earn GM Love in this game. From responding to emails, to sporting your pit diving harness at the Convention. You will want your GM Love for this game. It beats Good Stuff all to death.

Player Information: Minimum: 4 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: Contact Todd at bluemonsta [at] gmail [dot] com. In the subject line please put ACNW PIT

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Pulp Chaos 6: Put Your Lips Together and Blow [Take Two]
 

GameMaster: Jeremy "Bolthy" Zimmerman
**Game start at 10:30 am.**

   
  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.

NOTE: This game was originally scheduled last year, but was cancelled due to gall bladder hijinks. Players who had been scheduled in this game last year have priority, as my apology for my villainous organ.

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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Saints and Devils
 

GameMaster: Dan Garrison

   
  Teen Friendly? yes

Game Description: Adventure / Heroic - Non-Amber

For the town of Contention, at the edge of the desert, Judgment Day has come.

Three Saints will come to town at midnight. Bearing divine weapons, theirs is the power to judge and punish, redeem and smite the wicked. Three Devils will accompany them, and with their magic they are granted the power to test, and tempt, and reveal sinners truly.

One might think that Saints fight Devils. But that'd be a lie. They share their mission: a Devil tests a man, showing how worthy he is when faced with his greatest temptation or worst nightmare. But a Devil is forbidden from killing. A Saint makes the judgment when a soul is bared true, and sometimes the sentence is death. However, without a Devil's help, a Saint may choose wrong, and bring judgment or death on himself for his negligence. Together they must root out the evil at the heart of Contention - or die trying.

Setting: Non-Amber - Supernatural Western setting.

We'll use the Amber DRPG conflict resolution system, but knowledge of the Amber Multiverse is unnecessary.

Character Instructions: First, find a partner from the players in the group. One of you chooses to be a Saint, and the other is the Saint's Devil. You'll be building 100-pt characters - a Saint is a gunslinger, armed with a supernatural weapon but with mundane skills. The Devils are people with powers to grant wishes, create illusions and tell imperceptible falsehoods, but are forbidden from physically harming others. The Saint and Devil's souls are entwined: if one dies, so does the other.

Once you have a partner, you can either create characters in advance or use pregenerated characters. Contact the GM to get more detailed character creation instructions.

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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Shadows of Amber
 

GameMaster: Brennen White

   
  Teen Friendly? yes

Game Description: Mystery - Amber with a Twist

You are a Amberite shadow living in a shadow Amber! You owe allegiance to the shadow king of your shadow Amber. Even though you are a shadow, you are aware of the existence of other shadows and of the possibility to travel to them, but you are not aware of the one true Amber, since for all practical purposes that's what your shadow Amber is...

Setting: This game is set in one or more Amber Shadows that resemble the one true Amber, but differ from it in subtle or obvious ways. The chronological events of Shadow Amber resemble the events of the actual Amber Chronicles books 1-10 up to and including Prince of Chaos, but differ in subtle or obvious ways.

For example: A shadow version of Oberon may be king. The Black Road might not have occurred in this portion of shadow.

Character Instructions: Because the characters are shadows rather than true Amberites, characters begin the attribute auction at Human Rank. Because they are shadows of true Amberites they may spend 100 points to raise those attributes (15 points in an attribute gets a character to Chaos Rank, while 25 points in an attribute gets a character to Amber Rank). Keep in mind that no shadow may walk the Pattern, but a shadow may walk the Broken Pattern of this shadow Amber. No Logrus abilities will be allowed or abilities originating from the Courts of Chaos in general for that matter.

Player Information: Minimum: 6 Maximum: 13

Players are requested to contact the GM(s) prior to the convention: zenjedi22 [at] live [dot] com

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The Spires of Arcadia
 

GameMaster: Amy Edwards
**Game start at 10:00 am.**

   
  Teen Friendly? no

Game Description: Adventure / Heroic - Amber with a Twist

Arcadia, city of legend, city of steel, city next to which other worlds seem shallow and drab, like a charcoal sketch. She sprawls like some spiderweb, covering thousands of miles, a city the size of a country, dominated by a castle the size of a town.

One can find anything one desires in Arcadia and many things no one has ever desired. It mirrors all creation, from the beautiful and the brilliant to the terrifying and obscene.

Arcadia is presided over by the Council of Nine, who rule the nine separate sections of the city and meet at the Equinoxes to exchange information and to decide who shall be King or Queen of the coming season. It is only the Council, their progeny and their favorites who share the knowledge of the worlds outside of Arcadia, and the ability (and clearance) to travel in those worlds.

In the City, existence is balance. Good exists alongside evil, beauty alongside ugliness, chaos with order, and death with life. But now, something has risen, something forgotten which threatens the very nature of that balance. The Council, in their infinite arrogance, which they call wisdom, bricked it up millenia ago, but it has escaped. Now they seek your aid to destroy it, although they admit there is a possibility it cannot die.

Perhaps the idea of immortality appeals to you. Perhaps you are a creature of balance. Perhaps it is only the next paycheck which can motivate you, or perhaps you are fighting for the idea and truth of love. The choice is yours: do you stand with the Council or do you forge your own road?

Setting: The City of Arcadia is the last bastion of Reality in a sea of Shadows, Shadows which grow more and more deteriorated as one travels away from Arcadia, eventually decaying, destabilizing and disintegrating into the Great Wall of Chaos.

Legends tell of a time long ago when there were other Real places. Nursery rhymes and fairy tales tell of golden Amber upon her verdant mountain, of the sunny walks and blossoming promenades of Paris de Corbin and of the technological splendor and freedom of Atlantis under the sea. These are simply stories to all but the most intrepid students of mythology. No one living, save the Council of Nine, was there to see the world 1500 years ago or the events which led to the Arcadia of today, and they do not speak of such things to outsiders.

For a description of the nine different provinces of Arcadia, an idea of the restrictions to travel, and the history that would be known by the average Arcadian citizen, take a look at the Arcadia website at http://castlearcadia.weebly.com.

Character Instructions: There are three major ways to create a character for Spires of Arcadia. Either way, I'd appreciate being the loop via email. Full character creation rules are available on the website http://castlearcadia.weebly.com. If you have any questions or issues feel free to contact me any time.

Character Creation Option One: Create your own character based on the rules on the website. There are a few things to keep in mind: first, this is a game set in a time when the Pattern has been destroyed and the Logrus is lost in Primal Chaos. Latent abilities and bloodlines create power. Trumps are a secret, hoarded commodity as only Darkeyed Faith knows how to make them, and it takes far too much of her energy for her to do so often. Second, this is a game which will be centered around roleplay and decision making at least as much as fighting (although fighting will also occur), so pay as much attention to background and personality as you do to points.

Character Creation Option Two: Say you want to create your own character, but the new and changed rules are confusing to you, or you don't have time to read the whole website. Email me with the concept you have, and we'll talk through what you want to play and I'll find a way to make a character sheet for it. This is also the best road to take if you have ideas for new bloodline powers or odd ways in which your bloodline works. Since they are my rules, I'll be more comfortable if I'm the one bending them.

Character Creation Option Three: If you don't have the time to make a character, or for any other reason prefer to play pregenerated characters, the website listed above has seven options for pregens along with their personalities, skills and connections. If one of them appeals to you, send me an email and I'll send you their character sheet.

*****************IF YOU DO NOT CONTACT ME WITHIN THREE DAYS OF THE CONVENTION, I WILL ASSIGN YOU THE PREGENERATED CHARACTER THAT I FEEL BEST SUITS THE NEED OF THE GROUP I HAVE AT THAT TIME.*******************

Player Information: Minimum: 3 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: Amy Edwards. Email amyeedwards [at] gmail [dot] com and reference either ACNW or Arcadia or both.

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Those Who Dream by Day
 

GameMaster: Alice J. Luxton

   
  Teen Friendly? no

Game Description: Exploration - Traditional Amber

Along the reaches of the street,
Held in a lunar synthesis,
Whispering lunar incantations
Dissolve the floors of memory
And all its clear relations...

--T.S. Eliot, 'Rhapsody on a Windy Night'

Days after your long journey home from Chaos, after the Patternfall War, all is not right in Amber. Another moon hangs in the sky like a lambent and feverish flame, and Tir na Nog'th rises night and day. What is more, all of Castle Amber is plagued by strange dreams...

Partly cloudy with an 88% chance of disturbing imagery. Labeled "not teen friendly" for this reason, but am more than willing to accept teen players who are on the emotionally mature side. Not quite horror, but expect myth, mindscrew and some twisting of the knife.

"It is the very error of the moon;
She comes more nearer earth than she was wont,
And makes men mad."

--Shakespeare, Othello

Setting: Castle Amber, Amber City and Tir na Nog'th.

Character Instructions: Play any favorite book Amberite assumed alive at the end of the Patternfall war.

Your character may not be located in Amber City at that point in the book timeline, but will be there in the game, so have an idea of why. (It can be as simple as, "Corwin bamfed back before he could be waylaid by Dara." Just know why you're there and have some motivation to stay.)

Email me with first, second and third choices, and your brief interpretation (one line is OK if you don't want to spend a lot of time on it) of each. From this you will receive a character assignment and questionnaire; answer soon and extensively for the best possible punishment gaming experience. After the questionnaire, we'll get you set up with some stats, probably game book versions altered to your interpretation of the character.

Player Information: Minimum: 4 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: Alice J. Luxton, ajluxton [at] gmail [dot] com

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The Tomb
 

GameMaster: Candace Carpenter

   
  Teen Friendly? yes

Game Description: Horror - Non-Amber

Call of Cthulhu Diceless - Join the Miskatonic University dig outside Cairo and help your school grab a few artifacts before those Harvard scoundrels scoop up everything interesting. One of your fellow students has found a map. Who knows what you'll find, buried within the Tomb.

Setting: 1920's Lovecraftian Horror

Character Instructions: Characters Provided

Player Information: Minimum: 4 Maximum: 6

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

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Trading Pawns
 

GameMaster: Meera Barry, Kyria Dane, Kingsley Lintz, Evan D.
**Game start at 9:30 am.**

   
  Teen Friendly? yes

Game Description: Tense / Real-time - Amber with a Twist

"To villany most naked, and unholiest writ, Borquist of the Void does not admit. Ashen House of Helgram, a durance most vile, has seen fit to work its wile! In pursuit of the most amazing prize, Dara of Form seeks your eyes. Inky Amblerash proves its sight, and invites you all this blue-moon night."

As is done traditionally on the night all moons turn blue, the Courts of Chaos assemble. The Court of Ash, the Court of Ink, and the Courts of Form and Void, as populated by the Houses of the Thelbane. Rumour has been vicious, saying that there will be a gift exchange this year, and that it is none other but the wicked Opener as prize. With Swayvill's health failing, this could change the balance of power significantly. Anyone who is *anyone* should decide to be there.

Setting: Set vaguely in a more fey Courts of Chaos, about the time and events of "Prince of Chaos." The main event is held in the Ways of Amblerash, on one end near the Cathedral of the Serpent.

Character Instructions: Characters will be pregenerated. Each character belongs to one of the four Courts of Chaos. The Ash Court, the Court of the undead, those who wear the Shroud, the Ink Court, those Artists and poisoners, the Court of Form, traditional allies of shapeshifters and duellists, and the Court of Void, pit divers and ty'iga. They may also belong to Houses - the Houses are bloodline and political entities within the Courts, but while each Court has its allied Houses, multiple allegiances are quite common.

Don't worry, there's cheat sheets included.

This is a LARP event wherein every character will have an interest in the disposition of of a particular prize, and their own goals to pursue politically with the other players. Four GMs will be on hand as NPCs and to help resolve any potential conflicts, as well as stir the pot up as necessary.

Possible Characters: Court of Ash: Rhanda, Belissa Minobee, Gryll

Court of Void: Gilva Hendrake, Poet Borquist, Prince Tubble of Jesby

Court of Form: Mandor Sawall, Fiona Barimen, Rinaldo

Court of Ink: Lord Bances, Sand, Delwin

Other Interested Players: Corwin of Amber, Sophia the Horned, Bardesanes, Martin of Amber

The most important power is knowledge. The deadliest weapon is truth.

Player Information: Minimum: 10 Maximum: 16

Players are requested to contact the GM(s) prior to the convention: Please send top three choices to the.fierce [at] gmail [dot] com ... This is a LARP set-up - please let us know if there are any mobility concerns as we will be using different locations to represent areas of the Ways of Amblerash (our hosts for the evening) and we want your comfort to be a priority.

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Warlord's Quadrant: Reckoning
 

GameMaster: Stephanie Itchkawich

   
  Teen Friendly? no

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

The Federation can no longer maintain the pretense that it is the power it once was, with entire sectors of space being abandoned to the predations of the periphery and Warlord incursions.

The fading leadership has seized on the notion that the refugee movement, led by the Norn and survivors from the Apogee is key, and is divided over whether they are the key to its salvation or its demise. Thus far, the information gathered by operatives sent to discover more about the movement, its objectives, and its capabilities has proven alarming and grim, fueling the paranoia of the High Council and damaging the position of those hoping to find rapprochement with the group.

Civilizations in the periphery, typically preoccupied with the unsettled socio-political situation and increasing military jockeying for position, are also becoming alarmed by the refugee movement and the Norn despite the Norn's timely intervention in peace keeping and system defense for areas otherwise unable to fend for themselves. Less ideologically bound than the Federation High Council, periphery civilizations have begun to give credence to rumors that the Norn and its crew are being scrutinized by agents of extra-dimensional forces for potential violations of reality constraints...speculation being rife as to what that might entail in terms of actions relevant to not just individual political units but reality itself.

A large volume of space, vacated by Federation citizens retreating core-ward, has degenerated into a point of contention, as has a section of what was previously Zhodani space. It is said new forces have appeared in the area recently: House Helgram, the Imperial Manticorean Space Navy Mapping and Expeditionary Force, House Barriman, House Sawall, and the Amber Royal Navy and 1st Marine Special Forces...jointly commanded by HRH Gerard of Amber and HRH Benedict of Amber.

Setting: Far future

Character Instructions: This is based on the old Space Opera rules but has a blended set to accommodate Amber characters. Please contact GM for details and instructions. Returning and new players welcome.

Player Information: Minimum: 4 Maximum: 10

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

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Watership Down
 

GameMaster: Joe Zottola
**Game start at 10:00 am.**

   
  Teen Friendly? no

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

you will play rabbits who live in a warren on the side of a hill, there will be no powers, no tech, you will simply be bunnies. I mean what could possibly happen when one is a bunny? There will be intrigue there will be conflict, and all you will have is your wits and of course your ability to run out of trouble. So really how much could really happen playing a rabbit?

Setting: a very nice meadow, the warren is in a hill beneath a large oak tree, there are no humans, there are how ever other wildlife one would find in a nature setting of the midwestern United states.

Character Instructions: you will be a bunny, only thing you need to come up with before the game is a name for your Bunny.

Player Information: Minimum: 6 Maximum: 10

Players are requested to contact the GM(s) prior to the convention: simply need to know the name you have chosen before the con.

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Sat, Nov 5, 2011 - 7 PM - midnight
Aurellis - The Second One
 

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

   
  Teen Friendly? no

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

Following on from events which occurred during the ACUK Aurellis Scenario this year, changes are afoot at Special Operations. The inquiries that followed the incursion into the El Toro base have led the enlightened parts of the US Government to determine that a more hands on approach is required, and this has resulted in the transfer of the entire Special Operations Unit out of FBI control. Commissioner Helgram is out, and a new boss is in charge.

As repercussions still continue to rumble, and the personel settle down to a new life as part of the US Department of Defense, events still arise that need the skills and expertise of the Special Operations unit. Will you be joining them this year?

This will be the second of three independant Aurellis scenarios at ACNW this year.

Setting: Current Modern Day Earth, and perhaps elsewhere.

Character Instructions: New characters are generated by means of a character quiz. Existing characters are welcome to turn up for more mayhem.

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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Blinded by the Gaslight
 

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

   
  Teen Friendly? no

Game Description: Adventure / Heroic - Non-Amber

(This is an ongoing game that easily accepts new players.)

Everything is back to normal. The universe has been saved, and the villains vanquished. Whether as a Power you were involved in those events or not, you felt the ripples in time as things were restored to the norm.

Alas for the universe, the norm is a dangerous and chancy place.

It is the Year of Our Lord, 1898, and you are in London. Perhaps for the first time, perhaps because it is home, or perhaps because you felt that Something Called you here. No matter what brought you, you were surprised when there was a discreet knock at your door mere moments after you entered your rooms. Immediately suspicious (after all, who would know you had just arrived?) you turned, only to see an envelope with an ornate “M” being slid under your door.

Snatching open your door, you find nothing outside. Whatever manner of creature delivered you the envelope, it has vanished into the cold swirling mists of London. Closing the door you open the envelope, which contains an engraved invitation that merely says:

“Your presence is requested at a gathering of your Peers, the most famous (or infamous) Powers of Our Age, wherein a situation of Dire Import will be discussed, to be held at the Diogenes Club tomorrow midnight.”

Why are they interested in you? And what kind of Dire Situation requires someone of your Powers to address? The answers are almost irrelevant - 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 - again. The last adventure was stopping Nazi’s from the future (using H.G. Wells’ Time Machine) from changing the past, and continuing characters from that adventure are most welcome.

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 at arthanyel [at] hotmail [dot] com

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Court Dances - Chapter One
 

GameMaster: Simone Cooper

   
  Teen Friendly? no

Game Description: Adventure / Heroic - Traditional Amber

Grandchildren of Oberon, Scions of House Barimen, Blood Heirs of Amber, you are welcome in the Courts of Chaos, healed these hundred fifty years of the scars of the Patternfall War. Your King, Random, plans for you to take advantage of that hospitality, as his first ambassadors--and first spies--in the Houses of the Courts.

Your cousin Merlin has been adopted into House Sawall, putting him in the formal line of succession there. Of course, there must be a party. And of course, you must attend.

Setting: In the Courts of Chaos, House Sawall, Ways Merlin, many years after the Patternfall War.

Court Dances is an old-fashioned Amber game, based in part on NPCs and situations I created for the Merlin's Ways campaign run in email from 1992-1997. I have altered major aspects of that setup for this game, however, so player knowledge of that setting will not help you (and may confuse you).

This will be the start of a serial campaign. Story arcs will be completed at each game, but the major story line may not be complete for several years. The structure of the game should allow for dropping in and out of continuity.

Character Instructions: Characters are all children of the "book" elders, born at or since Patternfall (40 Amber years, 160 Chaos years). All have at least basic Pattern plus 100 additional points to spend, plus some "free" extras based on parentage and backstory.

New characters will need considerable time to develop before the convention. Please do not sign up if you won't have access to and interest in email character development in the two weeks prior to the convention.

Player Information: Minimum: 3 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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Grindhouse 5
 

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

   
  Teen Friendly? no

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

First: Thaddeus Rice's "Arkham Preparatory": Your parents have sent you to boarding school at the prestigious Arkham Prep...that pretty much says it all. Oh, you have a pet Monster that makes things a little more interesting... Harry Potter meets Call of Cthulhu...Deathly Hallows by a$$...try Soul Devouring Cafeterias.

Then: Jeremy Zimmerman's "Wulfgar und Olga" ("Wulfgar and Olga") Das Spiel, das die Unfallstation versuchte, zu stoppen. (The game that the emergency room tried to stop.) 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 "Arkham Prep" a prestigious prep-boarding school in Old Money Arkham, Massachusetts . 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. Arkham Prep will use "Monsters and Other Childish Things"! 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.

Players who signed up last year hoping to play in Wulfgar and Olga, but did not get to play due to ER shenanigans, will have top priority this year.

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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The Help
 

GameMaster: Cort Odekirk

   
  Teen Friendly? yes

Game Description: Humor / Spoof - Traditional Amber

Need a chair? a body hidden? a relatively unimportant soul? They have been used, abused and largely treated like furniture in campaigns uncountable. Come and enter their world, where no task is unreasonable, the table arrangement is always in good taste, no matter what your dimension and service is given with a smile, and whatever other body parts are required.

Setting: Classical Amber, just not in any of the nice rooms.

Character Instructions: Characters represent members of the servant class in Amber and should be created before play and submitted to the GM, they consist of:

Name and short biography

Responsibilities (e.g. is the character a cook, a maid, a gardener, a guard, etc)

Notable Thing - the character can have one things they are known for, a special trait, but it should be able to be described in a couple of words, i.e. “Unusually Attractive”, “Notices Details”, “Sleeps Around” or “Always Disappearing”

Stats - The character may have one stat at Amber rank, one at Chaos rank and two at Human rank.

Player Information: Minimum: 4 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: Cort Odekirk - cort.odekirk [at] gmail [dot] com

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Hogwart's Summer Camp
 

GameMaster: Amanda Robinson

   
  Teen Friendly? no

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

It's 1960, and Hogwart's has opened its summer camp for the first time ever. Hang out at the beach at Black Lake, camp in the forests nearby (except the Forbidden Forest, which remains off-limits), play pranks on the kids at the nearby Muggle summer camp, or just explore the ins and outs of Hogwart's School of Witchcraft and Wizardry without the tedium of having to actually go to class.

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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The Mine
 

GameMaster: Candace Carpenter
**Game may run late into the evening.**

   
  Teen Friendly? no

Game Description: Horror - Non-Amber

Cal of Cthulhu Diceless - A recent earthquake has uncovered some potential dangers in a very old New England coal mine. Your team of safety inspectors needs to investigate before the lucrative operation can be reopened. Grab your helmets and spelunking gear as you prepare to descend into...The Mine.

Setting: Present Day Lovecraftian Horror

Character Instructions: Characters Provided

Player Information: Minimum: 4 Maximum: 5

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

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No need to take names
 

GameMaster: James Mueller

   
  Teen Friendly? yes

Game Description: Adventure / Heroic - None

Hong Kong, in a world much like ours except...not.

Martial arts. Sorcery. Ghosts. Time travel. Dark plots. Unspeakable evil. Extraordinary heroes. Blood. Bullets. Death. Love.

It's time to save the world.

Setting: The game is set in an alternate modern-day Earth setting. Based heavily on a mash-up of Hong Kong gun/martial arts/mystical movies.

No particular relationship to Amber.

Character Instructions: Players are simply asked to submit a character concept. In a broad sense, almost anything that you might see in an over-the-top movie goes.

Please note that "over-the-top" does not mean "slapstick". The characters might amuse us, but people are preferable to caricatures.

Player Information: Minimum: 4 Maximum: 10

Players are requested to contact the GM(s) prior to the convention: Please send a character concept (just a few sentences if nothing else, please!) to James: lixuekt @ gmail.com

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Oranges and Lemons
 

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

   
  Teen Friendly? no

Game Description: Adventure / Heroic - Amber with a Twist

A bell rings out.

Using power changes things. It's part of the very definition of the term.

Actions have consequences.

And ripples grow as they spread outwards.

A bell rings out.

Whilst Amber has been cut off, isolated, who knows what the Courts of Chaos have been doing?

Who knows what effects these ripples will have when they reach the other side of reality?

Who knows why strange creatures, refugees fleeing... something, have started turning up at the edges of the world of Amber?

A bell rings out.

Who or what will answer?

Setting: This is a sequel to last year's "A Candle to Light you to Bed."

Basic Amber setting, a few centuries after Patternfall, but with a few twists and turns.

Returning players - This will pick up a little while after the events of the last game. We can discuss the consequences of your actions over e-mail.

New PCs will be from the Courts of Chaos. It's been a few centuries since Patternfall and there's been no contact with Amber during that time, so you'll only have hazy legends about the place. You will, however, know something about events elsewhere in shadow.

Character Instructions: Returning characters will have 50 extra points. There will be power restrictions, to be discussed over e-mail.

New characters will all be Lords or Ladies of Chaos, built on 95 points plus basic Logrus and basic Shapeshifting.

Player Information: Minimum: 3 Maximum: 8

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

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Resolution: No Shepherds!
 

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

   
  Teen Friendly? yes

Game Description: Adventure / Heroic - Non-Amber

The crew of Resolution made a stop on Beaumonde, stocked up on supplies, collected some mining equipment and a couple of exo-skeleton type bots (with fried circuitry, now), blew up a private yacht, rescued their kidnapped crew member, and are currently setting off for the mining areas in the Blue Sun system, via Harvest or Higgins'Moon. Just looking for an honest profit, is all. Not looking for trouble. Which is why Cap'n and crew came up with a set of ship's rules. Well, Rule 1, anyway: No Shepherds!

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

Character Instructions: This is a continuation game, using ADRP with some modifications. Contact me for details if you are a new player.

5 shiny points for returning characters, let me know where they should go.

Player Information: Minimum: 4 Maximum: 7

Players are requested to contact the GM(s) prior to the convention: Emma Sansone, 2861 S. Illinois Pl., Chandler, AZ 85286 480 699 8471 emma [at] campobianco [dot] com

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Reunion Wishes
 

GameMaster: John Kim

   
  Teen Friendly? no

Game Description: Tense / Real-time - None

In the spirit of the Dresden Files & Supernatural, this is a larp about a high school reunion where classmates who encountered mystic forces as teenagers get together ten years later. The forces that trailed two in particular warp time, and the events of the past collide with the present for everyone. All characters have unusual secrets, contributing to a suspicious and mysterious atmosphere.

Setting: A modern-day high school reunion.

Character Instructions: Characters are pre-made - you should contact me for the list and list preferences.

Player Information: Minimum: 6 Maximum: 10

Players are requested to contact the GM(s) prior to the convention: jhkim [at] darkshire [dot] net

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Shadowworld: Crime Leagues
 

GameMaster: Robert Haight

   
  Teen Friendly? no

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

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.

Setting:

Character Instructions:

Player Information: Minimum: 4 Maximum: 8

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

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Shinigami
 

GameMaster: Erik Florentz
**Game may run late into the evening.**

   
  Teen Friendly? no

Game Description: Exploration - Non-Amber

This is the one of two independent Shinigami game slots - players may try to sign up for as many as they wish.

Player Characters are Shinigami, a Japanese version of the Grim Reaper. They dwell in a place known as Soul Society or the afterlife (also called the spirit world). It is meant to correspond to Heaven or Nirvana in Human belief systems. It is the place where most departed souls and the Shinigami dwell. The culture is based on ancient Japanese customs and traditions, with a blend of high technology and high magic. Soul Society is ruled by the Spirit King, formally addressed as The Heavenly Sunflower or informally as Benedict. In actual practice a civilian government known as Central 46 calls the shots. Shinigami are sworn members of the military and are honor bound to follow the orders of their superiors.

Things have been changing more rapidly than normal in the Real World. Rituals that have long been powerless are now starting to work. Names that have been tossed around since time began are now being used in the present tense.

Shinigami have gone missing and the Balance of Souls is leaking. A Task Force has been assembled to confront these new circumstances.

Setting: Soul Society & The Real World, present day.

Character Instructions: Players please contact the GM (gm [at] spikard [dot] com) in advance to create your character. Oriental names and terms add chrome but are not required.

Player Information: Minimum: 2 Maximum: 6

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

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Short Games
 

GameMaster: Ben Lehman

   
  Teen Friendly? no

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

A plethora of short games, including but not limited to: Hot Guys Making Out Totally Legit Science Fiction Game On the Ecology of the Mud Dragon Gun Thief Maid: the role-playing game

Contact the GM to arrange what games to play / ask for more info about each.

Setting: Variable.

Character Instructions: Will be discussed in e-mail.

Player Information: Minimum: 2 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: Ben Lehman -- benlehman [at] gmail [dot] com to work out what games we will actually play.

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Sons of Ambarchy
 

GameMaster: Ogre Whiteside

   
  Teen Friendly? no

Game Description: Dark / Grim - Alternate Amber

Bikers plus Amber. Please forgive the awful pun title.

The sleepy town of Avalon, California has a few problems, law enforcement is corrupt, jobs are scarce, the mill might close on any day. The only trade doing well is drugs and that trade is hotly contested between the Princes of Amber MC, The Soldiers of Chaos, and former Princes member, Joe Dalton's Renegades.

With money scarce, and law enforcement scarcer, this town is a powderkeg, and the disappearance of Princes leader, Ron Obel, just lit the fuse.

Setting: Avalon, California. Much like the television show and its skewed perception of Northern California.

Character Instructions: Email me for character reservations and instructions. We'll be using a version of Amber Diceless.

Player Information: Minimum: 3 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: Contact me at Ogremarco [at] hotmail [dot] com The sooner the better.

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Tyger, Tyger.
 

GameMaster: Jules Morley

   
  Teen Friendly? no

Game Description: Dark / Grim - Non-Amber

Scotland, September 1984. A group of teenagers meet each other for the first time at a remote farmhouse to hear a rather unusual proposal. The next day, the world ends. This is what happens next.

Setting: Inspired by the early works of Grant Morrison and all the works of John le CarrÈ, "Tyger, Tyger" takes place in a world of super-powered spies and terrible secrets.

Character Instructions: Players will customize characters on the day from templates provided by the GM. Expect to play British late teens or university students.

Player Information: Minimum: 4 Maximum: 7

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

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When the Animals Lost their Voice: 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. 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 epic battles and cunning deceptions between Animals and other Spirits are like the memories of an old woman. Now, People care for the Creation.

This is the story of great acts of bravery, cunning, trickery, and feats of strength and speed that have not been told in many, many moons.

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

The player's characters of this diceless, statless role playing game are the members of a Tribe of aboriginal peoples, the Yakimas. As the characters try to find their way through hardship, conflict, jubilation, spiritual realisation, discord, and harmony, their actions will become a legend. The goal of the game is to create an epic story that the storytellers of your tribe will tell for generations. It will be fanciful!

This is not the same game, nor is it a continuation of, last year's game. Players of last year's game are welcome.

Setting: The Columbia Basin of Washington and Oregon about 7,000 years ago.

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

Player Information: Minimum: 2 Maximum: 6

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

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Sun, Nov 6, 2011 - 10 AM - 4:30 PM
Amber Shadows
 

GameMaster: Lee Short
**Game start at 10:30 am.**

   
  Teen Friendly? yes

Game Description: Adventure / Heroic - None

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 adapted from my game in development, Star, Moon, and Cross. On the website (http://www.darkshire.net/jhkim/rpg/starmoonandcross/) there is an excerpt from the game with the resolution rules and the PlayAid/CharSheet I will be using for the ACNW game.

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

Character Instructions: Characters will be pregens. If you contact me before the game and want to read the rules and generate your character, you can. But they must be completed at least a week before the con.

Player Information: Minimum: 3 Maximum: 4

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

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Aurellis - The Third One
 

GameMaster: Tim Hart

   
  Teen Friendly? no

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

Following on from events which occurred during the ACUK Aurellis Scenario this year, changes are afoot at Special Operations. The inquiries that followed the incursion into the El Toro base have led the enlightened parts of the US Government to determine that a more hands on approach is required, and this has resulted in the transfer of the entire Special Operations Unit out of FBI control. Commissioner Helgram is out, and a new boss is in charge.

As repercussions still continue to rumble, and the personel settle down to a new life as part of the US Department of Defense, events still arise that need the skills and expertise of the Special Operations unit. Will you be joining them this year?

This will be the third of three independant Aurellis scenarios at ACNW this year.

Setting: Modern present day Earth, and perhaps elsewhere

Character Instructions: New characters are generated by means of a character quiz. Existing characters are welcome to turn up for more mayhem.

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 Black Way
 

GameMaster: Amber Cook
**Game start at 9:30 am.**

   
  Teen Friendly? yes

Game Description: Mystery - Non-Amber

It all began when you joined the Bramburry Expedition, the focus of a field season in northern Belize. The archeological expedition originated at the University of Pennsylvania, with generous sponsorship by Leona Bramburry as head of AFAR (American Foundation for Antiquarian Research), and in co-operation with the Programme for Belize. The expedition is directed by Dr. Paul Hughbanks and his assistant/grad student, Kyle Woodson, and includes forty-eight other people. All the members met in Philadelphia for a weeklong orientation, and then departed for Belize on May 28th, 2006. You flew by commercial airline into Chicago’s O’Hare airport, and boarded another flight to Mexico City. The next day a charter flight took you over the Caribbean Sea directly to Belize City, and two days after that a convoy of Jeeps and SUVs headed north on increasingly bad roads into a world of swampy mangrove rain forest, ending at a Programme for Belize facility near Kate’s Lagoon.

The university’s directive is to survey and dig near Kate’s Lagoon. On your return, findings will be published, lectures will be held, and a portion of the artifacts turned over to AFAR the following year. The deep jungles in this part of the world have only begrudgingly revealed a few of its many secrets regarding the ancient Mayans. Aided by modern technologies, such as GPS, satellites, etc., further sites and artifacts of ancient Mayan civilization are being revealed, and the expedition leaders have high hopes of making an academically significant discovery.

The challenges of daily life on the expedition, the frequent rain and constant mud, never-ending insects, language barriers, lack of amenities and the fear of drug smugglers, who have been known to use this area because of its relative inaccessibility, have suddenly become worth it as the team receives a hard-won tip – the GPS coordinates of El Cacao, a Mayan pyramid not on the maps – developed through local contacts not historically friendly with US archeology. Despite the protests of Kyle Woodson that the expedition has no permit for this unregistered site, Dr. Hughbanks is hedging his bets by sending someone off to Belize City for the permit, while bringing some of his team to the site to stake some sort of claim to it. Yours is not the only archeology team doing a field season is Belize, and he argues, if we’ve been told about this El Cacao, they could already have told someone else, or be selling the information to as many people as they can before its discovery goes public. ‘A physical presence will go a long way to establishing precedence.’

You’re on your way there now.

(Inspired by a Call of Cthulhu game scenario, ‘The Mysterious Case of Kyle Woodson,’ significantly revamped.)

Setting: As described above, northern Central America – in northern Belize (formerly British Honduras), five years ago.

Character Instructions: You are one of the scholars, students, staff and volunteers – so you might be working on a PhD in mayanology or a student of a related field (anthropology, linguistics, etc.). You could be an adult dig volunteer for the experience of it, or a high-school student looking to put it on your transcript applying for college. Aside from general staff, the expedition needs a field doctor and a private consultant who is a Mayanology expert.

Players can either generate their own character, or I can supply a few pre-generated characters to choose from. Email me a month or so before the con for quick and easy character instructions, or to let me know you’re interested in a pre-gen.

Note, this game will play out much better if your character is engaged and involved some way or another, rather than a loner.

(And please don’t sign up for the game if you can’t be in contact with me before the con. Not much work is necessary, but no communication about your character before the game is really unfun and even kind of stressful for the GM.)

Teen friendly for older teens.

Player Information: Minimum: 4 Maximum: 6

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

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Borealis in Wonderland
 

GameMaster: Jason Ray

   
  Teen Friendly? yes

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

While the residents of Eureka, OR in 1959 have been busy developing technology for the 21st century (and yes, I mean 21st) the US government has been plagued with reports of unidentified flying objects. After the flap of the late 1940’s the Air Force had hoped the public would stop asking about these events, but just last week (September 24th, 1959) there was a major event near Redmond, OR where 6 fighter jets (appropriately, F-104 Starfighters) played tag with a Something that nearly crashed a couple of them.

Since this was close to Eureka, the Global Dynamics sensors captured some pretty interesting data from the event. Of course this has led to a spurt of research activity at GD, which is occupying everyone’s attention.

Well - almost everyone.

Because you received a text message asking you to attend an emergency meeting in a Section 5 conference room – a room you have been in before – immediately. Racing down and clearing security, you are joined an interesting assortment of other Eureka residents – and not all scientists. Before you can ask what this is about, an Air Force General comes briskly in, with the current head of GD, and tells you all the following:

“Ladies and Gentlemen. We have a situation and we need your help. One of our military research labs has suddenly gone silent. We can’t communicate with them by radio or phone, and the Brigadier General and staff dispatched to investigate has not reported in. Due to the unique nature of the lab, the next team to be sent will include you so that in the event something has gone awry in the lab we will have the best troubleshooters and problem solvers available without further delay.”

“You have been selected because of your specific skills and security clearances. You are not permitted to examine or use any of the equipment in the target lab, so take anything you think you might need with you. You are not permitted to discuss this lab, its contents, or this mission, with anyone either now or in the future. You are not permitted to notify anyone of your whereabouts until you return to Eureka. You are only to investigate the communications issue, resolve it, and return here. Please make sure that is ALL you do. A helicopter is waiting to transport you as soon as you have gathered your tools.”

“The lab is in the Nevada desert, in a zone previously designated as Area 51 . . .”

----------

This game is a high tech adventure with some “dungeon crawling” elements as well as significant role playing. And you can probably guess the action might not all happen in the Nevada desert. Characters from the previous episode (“Raiders of the Lost A.R.C.”) are encouraged to apply :-)

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

Although the game is set 1959, characters will have available virtually any technology currently available in 2011.

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

Pre-generated characters for the Sherriff and the Deputy will be available, as will several archetype Eureka residents, but please fell free to come up with your own character concept and background. Every character can have at least the equivalent of 3 PhD's (except the cops) and access to any equipment available in 2011 with some special effects to make it fit into 1959.

Player Information: Minimum: 3 Maximum: 6

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

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Burn, Phoenix, Burn
 

GameMaster: Meera Barry

   
  Teen Friendly? yes

Game Description: Adventure / Heroic - Traditional Amber

You know why you were running, bounding down the stairs after the dwarf mage, Dworkin. With no regard for life or limb you were following the trail of blood as the mad dash aimed for the Pattern Room.

Dworkin blasted open the doors that had just slammed shut after Rinaldo, screaming something in a language you just did not recognize. Faint blue-white afterglow lasted in the wake of the blast. You'd never seen anyone do that before, and whatever it was, you didn't like it.

Then something Rinaldo did made the ground shake beneath you. His arm was red to the elbow with blood and he was gripping something in his hand. He had stepped one foot on the Pattern, blue-white sparks up to his ankles, the air almost buzzing in tension.

"You!" he pointed at Dworkin. "WHY?" he screamed.

Dworkin did not give an answer, but instead, turned and blasted you and your siblings with another of the blue-white flares. It went cold, and then dark, and then hot and bright.

"I name Simon," said the boy. He had blue eyes and red hair. "Wake up. Please wake up. Amber need you. Words make you wake?"

The Pattern lies cracked and broken around you, red-and-orange glowing lines faintly flickering around the circle that has been inscribed across it. A circle of old blood.

Setting: That's a really good question. When you were last in Amber, Random was king, Vialle was Queen and reputedly pregnant, Martin was "exploring the acoustics" of Moire's Rebma, and Caine was dead or spending a century that way (for tax purposes). Eric was dead. Osric, Finndo, and a host of other forgotten brothers and sisters were dead. Corwin was missing, Dara was taking a few years off in a meditative retreat for Hendrake soldiers, Mandor was starting his own cross-dimensional restaurant chain, Merlin was haunting the Thelbane, and Ghostwheel had been deactivated. Rinaldo had been King in Kashfa, his wife Coral had just had their son, Simon. Actually, things had been going quite well.

Character Instructions: Pre-generated Elders. You can pick from a choice of Fiona, Julian, Gerard, Florimel, Caine, Dara, or Corwin. Your background perspective may differ a little from the events in the Pattern chamber listed above, of course.

Player Information: Minimum: 4 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: 1st, 2nd, and 3rd choice of characters to my e-mail, the.fierce [at] gmail [dot] com

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Even Death May Die
 

GameMaster: Jeremy "Bolthy" Zimmerman

   
  Teen Friendly? yes

Game Description: Adventure / Heroic - Non-Amber

In the grand scheme of things, you thought you were pretty normal. Exceptional at a few things, but nothing amazing.

Then one day a few weeks ago someone showed up on your doorstep, claiming to be an agent of one of your parents. One of your parents is a god, and now that the Titans had escaped their prisons in the Underworld they needed your help in the mortal world.

It sounded crazy, but something changed within you that day. You became stronger, smarter, more charismatic. And you received a heap of magic items that allowed you to bend the forces of the world to your will. And now you're supposed to help save the world.

Good luck with that.

Setting: This game is set in the [i]Scion: Hero[/i] universe created by White Wolf Games, where the Titans have broken free and the children of the gods are called forth to act as agents among the mortals to stop the Titanspawn.

Character Instructions: This game will use a variation of Amber Diceless, with different attributes and powers. Player characters will be children of the gods from a variety of pantheons with abilities akin to legendary heroes: The strength of Beowulf, the deductive reasoning of Sherlock Holmes, the guile of the Marquis de Carabas, and capable of bending the elements to your will.

Character creation information will be sent out to players before the con. Characters provided before the convention will receive more points than those provided at the convention. Providing a character to the GM before the con will also better allow the GM to tailor the game to your characters.

Player Information: Minimum: 4 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: Please contact the GM at bolthy [at] bolthy [dot] com to make your character

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An Eye for an Eye
 

GameMaster: John Kim

   
  Teen Friendly? yes

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

Months after the revelation of the horrendous disaster on the planet Miranda, a research facility open to the public has been set up to peacefully study psychic phenomena that contributed to the disaster. Security expects someone to attempt payback for the misdeeds here. However, the form of that payback comes in a way no one expects.

Setting: This is a LARP set in the Firefly/Serenity universe. Old West or Chinese themed clothing suggested but not required.

Children are welcome, but they should be prepared for a mostly serious game of intrigue.

Character Instructions: Characters are pregenerated.

Player Information: Minimum: 8 Maximum: 12

Players are requested to contact the GM(s) prior to the convention: John Kim jhkim [at] darkshire [dot] net

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The Face Of Death: Ephemeral Blossom
 

GameMaster: Murray Writtle
**Game start at 10:00 am.**

   
  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...

From a melted mirror a legendary blade emerges from the Shadows pursued by enraged Hordes of Chaos. The dragon reborn views the path ahead with foreboding. The three legged dog howls at the first sliver of moon in a thousand years.

Setting: A thousand years after Patternfall in the Japanese-style realm he cultivated, Shogun Benedict has steadily weakened. His spine is still straight but the thin frame and the transparent, wrinkled skin behind his snowy wisps of beard tell a clear tale.

The other clans are marshalling their resources to construct magnificent shrines to honour his passing. What can the profligate, wastrel Nightgleam clan achieve?

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

Player Information: Minimum: 3 Maximum: 6

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

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Firefly: War Wounds
 

GameMaster: Kristen Gibbs Schleick

   
  Teen Friendly? yes

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

“Even a decade after its end, the Unification War is difficult to discuss with any rationality or perspective. It is too easy to take one side over the other, to bring up old wounds not yet healed. This is a war that separated neighbors and towns, families and friends. Yet history requires that we remember this, our greatest civil war, and how close we came to the brink.”

It’s been 10 years since arms were laid down at the Valley of Serenity. Most folk have buried their dead and moved on, making a life as best they could. Some haven’t recovered as well; the hard part about surviving a war is that you never know when some small event, even a smell, can bring back horrible memories and deeds best forgotten.

Not all who fought during the war have been captured or punished, and the hunt for certain notorious war criminals continues even after the tumultuous events from Miranda toppled the party in power. But for this lone Firefly on the edge of the ‘Verse, all this seems a world away until one day they find something that brings it all back…

Time heals all wounds, they say. Ain’t been time enough, yet.

Setting: This game is set about a year after the end of the Serenity movie. Familiarity with both the Firefly TV show and the movie Serenity is required.

Character Instructions: Characters will be made before the con using the GM's own diceless Firefly generation system. All characters must have been involved in the war in some way.

Player Information: Minimum: 4 Maximum: 7

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

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How I Have Dreaded this Day
 

GameMaster: Ben Bernard

   
  Teen Friendly? yes

Game Description: Dark / Grim - Non-Amber

10 years ago something happened at Camp Lakonda. A boy lost his life, and none of you were ever the same. You continued on, as all people must, but everything since then has been shaped by that one summer. You try not to think about it these days, after all, you're in College now, and almost graduated at that. Perhaps you think you've put it all behind you, perhaps you've devoted your life to atoning for what happened. In any case, on this week, the last spring break of your life, you've decided to relax and go on a little whitewater rafting adventure, and you're going to have fun.

----

This is a horror game about the consequences of a secret kept for too long and what happens when it can no longer be hidden. You will all play college students, approximately the same age, who have a shared terrible secret (the exact nature of which will be determined by the players).

We will use the Dread system, a horror system that concentrates on upping the tension by using Jenga as the gaming mechanic.

Setting: Present Day. Present Time.

Character Instructions: Characters will be made by answering a few questions before the con in email. Details about the group will also be answered before the con

Player Information: Minimum: 3 Maximum: 6

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

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The Low Road
 

GameMaster: Simone Cooper, Nate B., Madeline Ferwerda, Anneke Floor, Michael Sullivan

   
  Teen Friendly? no

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.

Someday might be today.

Setting: From the Shadow of the Tecys where the Shadows' best mercenaries train, to the halls of Amber herself.

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.

Photo or picture representations are encouraged.

Priority will be given to folks who didn't get to play last year.

Player Information: Minimum: 4 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.

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Nine Engines In Sodor
 

GameMaster: Yi-Mei Chng, Jules Morley

   
  Teen Friendly? yes

Game Description: Humor / Spoof - Throne War

The Fat Controller left for the mainland three months ago and hasn't returned. In his absence the Railway is suffering from increasing confusion and delay. The honest steamies want to be Really Useful, but don't know how.

And then there was Trouble.

~

A Throne War in the style of Rev. W.V. Awdry's Railway Series and the Thomas & Friends TV/movies. AKA 'Nine Five Year Olds in Amber'.

Setting: Welcome to the Island of Sodor! Sodor is a beautiful island with sandy beaches, green fields, beautiful towns and lots and lots of railways. You don't have to be intimately knowledgeable about the Thomas & Friends canon to play; just be willing to create wanton destruction as an anthropomorphic steam engine in faux-1950s England.

Character Instructions: Players will be engines of the Sodor Railway, selected at the start of the game from character sheets provided by the GMs.

Player Information: Minimum: 4 Maximum: 10

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

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Portland Titans
 

GameMaster: Dawn Greenlee

   
  Teen Friendly? yes

Game Description: Adventure / Heroic - Amber with a Twist

The Portland Titans is a super hero team based out of Portland, OR. Its members ranged in age from a 18 to more than 100 (Magnus doesn't give anyone his age). Their powers range from skilled martial artists (Silverfox) to superpower dynamos (K-Ton).

Today is another day (or more) in the activities of the Portland Titans, the current items on the Status Board -- C-Dom Gang activities in and around the river; Rogue magical entity signature is a glowing blue hoof print; and last but not least ShadowJac has escaped yet again from prison.

Setting: Portland, OR -- Shadow Earth circa 2011

Character Instructions: This will if there is interest be the beginning of a new campaign. All characters will be members of the Portland Titans Team. I will not allow at this time rogue or independant heros. But I will allow that the characters recently joined the team.

Characters DON'T know they maybe Amberites or Chaosites.

Characters are not limited to being Amberites or Chaosites.

You can if you choose play a magical entity or alien or a really smart / skilled human. The only limitation is that there are no time travelers (from the future to the current day). Age of character is not limited, you can be Altantian from 40,000 years ago, but you didn't jump forward to this time -- you would have to 'lived' those years (even if its in statis). Advance technology is allowed but it must either be alien or the PC is a technical genius like Tony Stark or Reed Richards.

We will be using Amber rules with some minor changes. The following Stats: Strengh, Psyche, Endurance-Physical, Endurance-Mental, Warfare-Combat, Warfare-Tactics, Power-level (Offensive / Defensive -- this is a split stat! and can be split different for each combat), and Luck-Karma.

Characters will have 200 points to spend. If you choose to play an Amberite or Chaosite (player will know) -- this will cost you 15 points.

Stats range as noted in the Amber DRPG Human, Chaosite, Amberite, and then pointed.

All characters will be created before the actual con game. If you need to catch me before game but at the con, your best bet is to find out where I am going to be and arrange to talk to me on one of the breaks between games.

I will need to have something of a background (could be a paragraph -- but enough for me to get some plot hooks). Do they have a secret identity, wealth level, children, spouses, siblings. General information on skills they possess.

Super-powers -- I don't need alot of details but I do need enough to deal with ruling on combat. i.e. Super-strength -- can lift a tank etc. A character is limited to: 1 Offensive power, 1 Defensive power, 1 Movement power. Special senses/abilities and such will be on a case by case bases. Note: the offensive power could have different effects -- i.e. lethal force, non-letal force etc. I will be asking when declaring actions -- that you tell me what power effect you are using. i.e.: if you have a sword as your offensive ability you can fit someone with the edge (lethal), or the flat (non-lethal).

Ex: Sprite: Flying (Movement), Electrical energy attack (Offensive), Energy Shield (Defensive). Special senses/abilities: Shrinking down to 1"

Feel free to email any questions on character generation.

Player Information: Minimum: 3 Maximum: 6

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

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Scion: Blood Ties
 

GameMaster: David Young

   
  Teen Friendly? no

Game Description: Adventure / Heroic - Non-Amber

Wars. Famines. Environmental destruction. Rampant political unrest. The modern world seems to be teetering on the brink, and many are crying out that the end times are upon us. They shout that Judgment Day is nigh and the Apocalypse is about to begin.

You know they're only partially wrong. Earth is slipping close to an Apocalypse, but it's not the work of God, whether He goes by Yahwe, Jehova, or Allah. No, the forces that are pushing Earth towards oblivion are the ancient Titans, recently freed from their millenia-old prison and once again resuming their war against their rebellious children, the Gods. And while the Titans lay siege to Asgard, Olympus, The Endless River, and all the other abodes of the Gods, the agents of the Titans work on Earth, hastening the corruption of the planet to further the Chaos that empowers the Titans.

You know all this because you are a Scion: a child of one of the Gods with divine power flowing in your veins. You're not a God yourself, or even a Demigod; not yet. You have the potential to join your divine parent eventually, but first you need to craft your Legend, your divine story, by performing heroic deeds. Right now, you and your fellows are the first line of defense for Earth against the Titanspawn, protecting mortals against forces that seek the eradication or domination of all human life. Every epic story begins with the journey of the Hero; now is the time for you to take the first steps on that path.

Setting: Scion is a game by White Wolf Studios where the players take on the roles of children of the Gods of Classical Mythology. The setting is modern day, slightly altered to fit the needs of the theme. Normal humans are currently unaware of the existence of the Gods as anything beyond old stories. This game will be using the newer Mind's Eye Theater rules for Live Action RP, with custom rules for the Scion system added in.

Character Instructions: Character creation will be done via email. The creation process and rules summary will be sent out via e-mail to all players. Characters will be starting off at the Hero level, with a few bonus XP to start off. Characters will be limited to being Scions of one of the following Pantheons: Pesedjet (Egyptian), Dodekatheton (Greek), Aesir (Norse), Atzlanti (Aztec), Amatsukami (Japanese), Loa (Voodoo/African), Celestial Bureaucracy (Chinese), Tuatha (Celtic), and Devas (Hindu). A variety of Pantheon backgrounds is encouraged, but not required.

Player Information: Minimum: 4 Maximum: 10

Players are requested to contact the GM(s) prior to the convention: Contact the GM at nuada72 [at] comcast [dot] net for any questions or discussion.

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ShadowWorld Sunday Day
 

GameMaster: Edwin Voskamp

   
  Teen Friendly? no

Game Description: Dark / Grim - Non-Amber

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

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

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

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 twenty-three 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: Contact Edwin Voskamp by email before the last weekend before the con at gm [at] shadowworld [dot] org.

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Torchwood 1889: Celestial Fire
 

GameMaster: Dawn Vogel

   
  Teen Friendly? yes

Game Description: Mystery - Non-Amber

January 12, 1889. Torchwood Aberdeen has been contacted by an old ally, Lady Isobel Macleish. Although she no longer lives at the Torchwood Estate and Observatory in northeastern Scotland, she is afraid that something unusual is afoot at her former home, and that something unusual likely includes the Doctor.

Setting: Doctor Who/Torchwood universe, set in 1889 (a slightly divergent timeline)

Character Instructions: Characters will be operatives of Torchwood Aberdeen (a fictitious Torchwood created for this game). Your characters have likely had contact with alien races, alien technology (think along the lines of a steampunk level of tech), and other oddities of the world. I will send out a character quiz shortly after I have the list of players. This quiz MUST be returned to me with answers no later than a week prior to the convention--if you know that you will not have time to do so, you should probably not sign up for this game. The system will be a homebrewed variation on the Amber system.

Player Information: Minimum: 3 Maximum: 7

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

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We Carry the Darkness
 

GameMaster: Kath Nyborg

   
  Teen Friendly? no

Game Description: Adventure / Heroic - Alternate Amber

These are the glory days of Amber, before Brand's betrayal and Corwin's blood curse. These are days caressed by beauty and potential; days when sunshine glimmers on the green and golden leaves in Amber's city, and glints off the white stone of the castle perched high Kolvir's shoulders.

These are the early days when Oberon's first wife, Marjette from the Shadow Cymnea, would bear him several sons and daughters … only three of which were mentioned in Corwin's self-indulgent tomes. Finndo and Osric were little more than a footnote, and even then what was written of them was guesswork shaped by ignorance. And Benedict? We all know what he became, but few know what shaped him into something sharper than a sword and more dour than a fog-wrapped winter's day. Of Marjette's other children, no mention is given. Not even their names are whispered on the wind.

This is the story of those who came before, those who were found lacking, those who reached for something more than they were given. This is the story of their lives … and their deaths.

Or is it?

Setting: This is set primarily in Amber, in the days well before the events in the Corwin Chronicles.

Character Instructions: We Carry the Darkness is an almost-traditional Amber game, but whether it becomes a throne war or a recreation of the universe is up to the players. The game utilizes much of the PIT OF VIPERS adaptation of ADRPG for character creation and power usage. The GM will send information about the process beforehand, but creation will happen day-of. Feel free to contact her before if you have questions.

Players in Kath's FtF game, Fall of Heaven, could be in for some spoilers if they play this one. Fair warning.

Player Information: Minimum: 4 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: 9/29/11