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Slot 6.5

GAME BOOK

Game Types

AA (Alternate Amber) - It's Amber...sort of (i.e. Ambermaniacs).
EL (Elders) - Characters will be Elder Amberites from the books.
FF (Freeform) - A game run in near real time, does not have 'traditional' game structure.
KF (Kid Friendly) - Game is appropriate for younger players.
NA (Non-Amber Game) - Game does not take place in the Amber universe and is completely unrelated to Amber.
NC (New Campaign) - The start of a new game that will continue at future conventions, usually with the same players.
OC (Ongoing Campaign) - A continuing campaign played from year to year, usually with the same players.
SM (Seminar) - Event is a discussion of a specific topic, not a game.
SR (Series) - A series of separate, self-contained adventures, set in the same universe, often with different players.
SW (Shared World) - Characters are from existing or defunct campaigns but their histories are modified so that they are all part of the same universe and are usually familiar with each other.
TW (Throne War) - Everyone tries to kill each other or form alliances to attain a goal.
UC (Unique Characters) - Characters are created specifically for this game world, as opposed to being from existing or defunct campaigns.
XO (Crossover) - Characters are from existing or defunct campaigns and arrive from different universes with their history intact.


Slot 1 (Thu 7pm - 12am)

1-007: Chaos Ascendant (AA, 4-6 Players)

Description: Merillon is a place of magic and beauty. Each child is born with the ability to wield some magic. The more magic you can wield, the higher you will rise in society. A council of sorcerers rules and guides the citizenry. The game is set three years after Amber's Great War (Patternfall). Merillon has loose trade relations with Amber and has provided soldiers and sorcerers for Amber's armies.

Mechanics/Restrictions: PCs will be pre-generated. Will you be the war hero, the wealthy merchant, the professor of sorcery, the politician, the inventor, or the soldier? We will choose PCs in the order you arrive for the game.

Character Generation: Pregenerated

Play Level: Beginner

GM(s): Stephen Acton

1-095: The Enigma Society Vanquished (NA SR UC, 4-6 Players) CLOSED

Description: The mysterious...the scandalous...the loyal...have been called to the aid of Queen and Country. Their reasons are their own...their pasts shrouded in secrecy...their methods extreme. Yet what will happen when the sinister hand of villainy strikes at the heart of the Society? London in flames...England in chaos...how can the Empire endure? Once again it is up to a group of remarkable individuals, to try to set things right. Previous players (and characters) are welcomed to return, as well as new players.

Mechanics/Restrictions: Characters are historical or fictional personalities (examples: Sir Arthur Conan Doyle or Sherlock Holmes), which were alive around 1894 and would be initially willing to offer their services (their motives and actions may be suspect, though). This is not intended to be a very historically accurate game; the truth can be stretched for dramatic effect, therefore almost any person is possible (with a few exceptions). Please contact me with your character ideas.

Character Generation: Before Con

Play Level: Beginner

GM(s): John Schleick

1-071: Enlightened Self Interest (UC, 6-6 Players) CLOSED

Description: Dead. Dead. Dead. Dead.

Things are falling apart in Amber and sinister forces threaten to destroy everything. Accusations run rampant, and rumors abound concerning the real power behind the throne. It's time to earn your heritage.

Character Generation: At Con based on 100 points

Play Level: Advanced

GM(s): Mark MacKinnon

1-068: Godzilla Versus the Pattern Monster (SW UC, 4-8 Players) CLOSED

Description: From across Shadow it comes. Huge and unstoppable with only one thought on its reptilian brain - the destruction of Amber.

Yes indeed, Godzilla is on a rampage and Amber is in its path. Who can stop this fearsome menace from crushing Amber beneath its gigantic scaly feet? I guess that would be the young Amberites then.

This is a lighthearted game of giant radioactive monsters stomping all over Amber.

Mechanics/Restrictions: No advanced powers. 5 pt limit on Stuff. Must have a reason to be in Amber.

Character Generation: Before Con based on 100 points

Play Level: Any

GM(s): John (JD) Davies

1-021: If Wishes Were Horses (FF SW, 6-8 Players)

Description: Flora said it was just going to be a simple garden party when she told you attendance was required. Only now...it's not so simple anymore.

Mechanics/Restrictions: Please note -- information regarding character creation and background will be discussed with the GMs prior to the convention (including point totals, etc.). Players MUST contact the GMs to set up characters before the convention.

Players must have e-mail access.

Character Generation: Before Con

Play Level: Intermediate

GM(s): Deb Atwood, Bridgette Ruggles

1-094: Inheritance (UC, 3-6 Players) CLOSED

Description: Amber, the Eternal City: the castle and the city have always existed, unchanging as the stones and mortar that hold them together. The people, however, are transient. They are malleable and limited, ruled by their short lives and the passions they embody. It is a time of change, when the younger generation is coming into their own.

Yet as always, things are not as they seem. There is a plot afoot, one which will change the next generation...to their betterment or not remains to be seen.

Mechanics/Restrictions: Players are all children of Elders. Martin, Merlin, etc. are all available. New 'younger' generation characters can be made up as desired by players. Characters shall be made with 150 points, limit of 5 points of stuff either way. No exalted powers or artifacts. Partial powers allowed, i.e. you can have Pattern at anywhere between 0 and 50 points. Characters must be approved by GM before Con.

Character Generation: Before Con based on 100 points

Play Level: Intermediate

GM(s): Kristen Schleick

1-027: Le Cygne: The Oracle's Light (SR, 4-8 Players) CLOSED

Description: An Amber game set during Patternfall.

The ship Le Cygne, having survived the Shadowstorm that cut it off from Amber, is taking any path it finds to get back home. Its search has brought it to a lighthouse at a Shadow nexus, whose keeper, the Oracle, may know how to help the ship get home. The Oracle can answer many questions, and many seekers desire the wisdom of the Light. But does one of them want the Swan to wander far from its nest forever?

An Everway/Amber Crossover for 6-8 players using pregenerated characters. Everway knowledge helpful but not essential.

Character Generation: Pregenerated

Play Level: Beginner

GM(s): Ginger Stampley, Michael Croft

1-051: No Matter Where You Go, There You Are (XO SR, 3-10 Players)

Description: Did you ever look through your Trump deck and find cards of people who you don't recognize? And don't remember putting those particular cards in you deck before? Run at AmberCon North 2004.

Mechanics/Restrictions: Series Game that began with "A Ghost Story." Characters from that campaign will still keep that history as their background.

Character Generation: Before Con based on 150 points

Play Level: Any

GM(s): Rae H. Williams

1-056: Once Upon a Time in the West - The Quick and the Dead (AA SR UC, 4-7 Players)

Description: You ride into the dusty streets of Destiny and step out of the saddle. A folded invitation in the form of a Wanted poster rests in your pocket. A group seems to be gathering in the saloon. You could use a drink to cut the dust. Tequila or Whiskey? It's all about choices. Why were you invited here? Answers lie within, are you brave enough to find out? You check your gun one final time and step through the swinging saloon doors to meet your host. I guess you were brave enough to come, but the truth rests in one question. Which group do you belong to: The Quick or the Dead?

Once Upon a Time in the West is a game, which draws upon Spaghetti Westerns for its inspiration. It's all about who has the fastest gun, the toughest mind and the strongest will. Life is cheap and death can be had for the price of a bullet. Sometimes the toughest person you have to face is yourself. Remember this as you sign up, and bloody fun will be had by all.

Mechanics/Restrictions: Once Upon a Time in the West will be played using the Dust Devil rules. Character creation will be at the con or via e-mail before. Some knowledge of the rules will help play go smoother.

http://www.chimera.info/dustdevils/

Players must have e-mail access.

Character Generation: At Con

Play Level: Any

GM(s): Tymen VanDyk

1-010: ShadowWorld (Thursday) (NA SR UC, 1-8 Players) CLOSED

Description: ShadowWorld is a diceless roleplaying game based in our world, except that, under the facade of media, politics, political correctness and 'reality' there is a ShadowWorld 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 (the Circle) sent on a mission.

It is a serial campaign: a series of missions that can be played independently in an ongoing world setting. You don't need to do any preparation or play more than once, but the more you put in, the more you get out of it.

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

Mechanics/Restrictions: You can play any character with regards to background, skills, et-cetera, as long as your background makes you suitable to be recruited by a US-based organization. Your character will have one or more non-mundane abilities and/or characteristics. You can find the rules for these at http://www.shadowworld.org/rules/currentversion.html. You have 11 (eleven) points to create your character's powers.

Players must have e-mail access.

Notes: Game WILL Run Late.

Character Generation: Before Con based on 11 points

Play Level: Any

GM(s): Edwin Voskamp


Campaigns for Returning Players Only

1-078: Altered States: In a Bottle (Issue 2) (NA OC, 3-9 Players)

Description: You have been in this world for a while now. Every day it seems more like your own. You can barely remember not being altered. All in all, life is getting better.

This is still NOT an Amber game.

This installment of our comic book genre role-playing in a dice-free storytelling environment (using the C.A.P.E.S. game system, online rules at: http://home.att.net/~georgeandrachel/capes/ch101.htm) is still expected to be lighthearted and a good time, but not a comedy. Hero and villain PCs are both still encouraged. Returning Players please contact GM with any PC data you have. If you are not returning, please let the GM know so he can open player slots if necessary. Contact GM before 3/27/05 at e-mail: Qwellysh@att.net or phone (304) 284-8492.

Mechanics/Restrictions: This is still NOT an Amber game.

Must be interested in playing in a comic book/super hero setting.

Character Generation: Pregenerated

Play Level: Any

GM(s): George Gitari

1-083: Mercy & Forgiveness (OC, 4-8 Players) CANCELED

Description: The adventures in the universe created by Cinth and Brand in the Abyss continues....

Character Generation: Before Con

Play Level: Advanced

GM(s): Michael Kucharski


Slot 2 (Fri 9am - 1pm)

2-076: Artifacts: What's New Pussycat? (SM, 0-30 Players)

Description: 10 am start time. Sleep in and have a leisurely breakfast.

Attendees should be interested in discussing theoretical aspects of the Amber DRPG.

Ever wonder what Artifact, creatures, or Allies are really good for? How items compare to characters? What the difference between a creature and an Ally is? And any of a number of various ways to exploit and employ these accessories and hangers on? So have we. Join us in a freestyle discussion, to compare notes and think-tank about everything in between.

Character Generation: Pregenerated

Play Level: Any

GM(s): George Gitari, Rachel Holmberg

2-036: Ashes of Time (SR SW, 6-10 Players) CLOSED

Description: It's a one in a million chance...or one in a thousand. No one in Amber claims to remember when it last happened. But according to legend (and Dworkin, if one can believe his ramblings), it's happening again tonight. The dark reflection of Amber, known as the Forbidden City, will appear. And your young cousins Alex and Lance (yes, the ones who have been known to break Shadows, by accident) are planning an expedition. Naturally, they haven't mentioned this to anyone who might tell them "no"...but only to those they thought they could persuade to go along.

Set long before the time of Patternfall, this scenario is the sixth in the series that began with (1) The Breakfast Club and continued with (2) Halloween, (3) The Fifth Element, (4) Three Amberites and a Baby, and (5) Dragonslayers. This is NOT a continuing campaign. It is not at all necessary to have participated in previous episodes. Both new and returning players/characters are welcome.

Mechanics/Restrictions: Amberites only. Character details should be resolved with the GMs prior to the convention.

Players must have e-mail access.

Character Generation: Before Con based on 180 points

Play Level: Any

GM(s): Jennifer Jackson, Deb Atwood

2-017: Dinner in the Ruins (XO, 4-6 Players)

Description: Inspired by Dan Christensen's "All You May Want to Know," which I played in at ACNW 2003. This is my version of that game. The end of this present cycle of the universe has come to an end and the last survivors find themselves gathered together in the company of a single being who promises to tell you everything you have ever wanted to know. You are hours away from death, what you learn may determine what happens to you next.

Mechanics/Restrictions: Nothing from the Merlin Books, you need to know this character better than you know yourself.

Character Generation: Before Con based on any points

Play Level: Advanced

GM(s): Michael Kucharski

2-015: Dude! Where's My Jewel of Judgment (AA, 4-14 Players) CANCELED

Description: Dude! Gérard and Random totally borrowed the Jewel of Judgment for some gnarly drunken surfing, then they, like, lost it! Now it's up to all the teen Amber elders to find the Jewel before they get totally grounded.

Mechanics/Restrictions: No advanced powers, partial powers allowed. Characters are high school stereotypes: the jock, the surfer dude, the goth, the goody-two-shoes, and so forth. GM will send possible character types before game.

Players must have e-mail access.

Notes: The sequel, "Corwin and Random Go to White Castle," is being run in slot 8.

Character Generation: Before Con based on 100 points

Play Level: Any

GM(s): Sean McCabe

2-043: Kill Brand Part II (SR, 2-6 Players)

Description: The King has returned after a year's absence following an assassination attempt. Random's attackers have been traced to a distant Shadow that bears an odd resemblance to Shadow Earth's 1980's Tokyo. If you were there for the initial attack, here is your chance for revenge. If not, earn the King's gratitude by acting against those who would dare strike at the throne of Amber.

Dress to kill in a Hong Kong Action Theater mindset. Cinematic action both promised and rewarded, regardless of approach - Warfare and Psyche opportunities will be very much a part of the story. Part 4 of the Random Gambling series [unconnected]. Participants from Part 3 are encouraged to return, but no knowledge of previous events is necessary.

Mechanics/Restrictions: Abilities from Shadow Knight and powers with a technological bent require GM approval. No regicides, please.

Players must have e-mail access.

Character Generation: Before Con based on 200 points

Play Level: Beginner

GM(s): David Vandenabeele

2-041: Nine Lives in Amber (AA UC, 3-7 Players) CLOSED

Description: With most everyone gone off to fight Patternfall against the armies of Chaos, Castle Amber is left in the care of a handful of guards and Prince Gérard. But when Chaos' counterattack is something they can’t even see, it will take bold action by the feline population of Amber to save the One True City.

Amber crosses plots with John Wick's Cat (http://wicked-dead.com/cat/) in an exploration of an inexplicably overlooked portion of Corwin's saga.

Character Generation: At Con

Play Level: Beginner

GM(s): Jack Gulick

2-081: One Night in Heerat: Logrus, Guns and Money (SR UC, 3-9 Players) CLOSED

Description: "...a commercial center at the juncture of several trade routes." - Benedict, HoO

"...a very interesting Shadow," he said. "Spent over a year there - one of those places where time runs like hell."
"I'd judge - just guessing - that it was high-tech, urban..." - Martin and Merlin, SoC

"And keep an eye on Martin." -attributed to Oberon, CoC

Heerat is a city of intrigue, danger, and decadence. It's a place where multi-Shadow corporations vie for power and crush the little guy beneath them. It's easy to make a buck. It's easier to get killed.

You're Martin's buddies. There's gonna be trouble. There always is. It's time to stick it to The Man.

Mechanics/Restrictions: This is a game for creative and proactive players. Be self-motivated. Have a goal, an agenda, or a plan.

PCs are non-Amberites/Chaosians. Characters are residents of Heerat or those doing business in a city where magic, technology, and shady business deals go hand in hand. E-mail the GM at kitkindred@gmail.com for character creation guidelines. Characters created before Ambercon will be built with 100 points plus possible bonuses. Characters built at Ambercon will be built on 80 points and suffer certain restrictions.

Character Generation: Before Con based on 100 points

Play Level: Any

GM(s): Chris (Kit) Kindred

2-046: Physics for Young Amberites 101: A Preparation Class for Those Taking the Pattern (XO, 4-10 Players)

Description: The appearance of Merlin on the throne in the Courts has ushered in a new era in cooperation, cultural exchange and familial closeness. As a result, the Chaosian tradition of requiring a formal training or mentorship for those about to embark upon the acquisition of their power has been endorsed by Random and made part of a required curriculum in an effort to minimize the number of mishaps and odd occurrences that seem to plague the most recent crop of aspirants.

8 - 30 minute sessions; enrollment limited to 8.

Instructors: Suhuy, Fiona, Dara, Llewella.

Please note: Self elimination is defined by either the voluntary withdrawal from training or termination of life, no refunds or other compensation will be forthcoming on behalf of those who self-eliminate from training.

No warranties are either offered or implied on the nature of the training experience, its relative risks, or its efficacy in ensuring a successful Pattern traversal.

Mechanics/Restrictions: Characters should have 150 point characters but be at a point in their history where they have not yet taken the Pattern. Mixed heritage characters from the Courts with Logrus abilities are welcome. This is a good venue for developing a character that you may have created at auction but have not yet played.

Players must have e-mail access.

Character Generation: Before Con based on 150 points

Play Level: Intermediate

GM(s): Stephanie Itchkawich

2-031: Royal Legacy, a Tales of the Regency Game (SR, 4-7 Players)

Description: A Tales of the Regency Game.

The player characters are asked to visit the Shadow of Nauru, whose islands have long since been a personal fief of King Oberon. In the wake of his passing, the islands seek to make a destiny of their own. Gérard needs you, the player characters, to "show the flag" and investigate the situation.

Mechanics/Restrictions: See
http://www.all-roads-lead.net/jvstin/totr/index.html
for more information on TOTR games and the milieu.

Players must have e-mail access.

Character Generation: Before Con based on 150 points

Play Level:

GM(s): Paul Weimer

2-075: Son of a B---- Must Pay (SW, 3-6 Players)

Description: Things are unsettled in Amber. Stories of how King Random would shoot an unarmed fleeing man in the back are gaining currency. The scent of blood is in the water.... And it occurs to you that there are any number of things that could happen, in times like these, to that son of a bitch who done you wrong.

Amber, post Merlin series. Any requested elders will be alive at the start of the game.

There's an Amberite you want dead. Or maybe just driven insane, or maybe just acknowledging that you're not the putz they thought. Are you suffering under the iron heel of some NPC you can't bump off in your regular campaign? Have you always wanted to make Merlin bleed? Are you just sick of Fiona's smirk? I got yer therapy, right here.

Mechanics/Restrictions: I'll be sending out a quiz: Whose grave would you like to dance on? What is it they do that pisses you off? Would you rather your character was Fortinbras, or Iago? That sort of thing. The earlier you get it back to me, the more points you'll get to delineate your character. Those who wait until the last minute may have to settle for watching their ancient nemesis get run over by a cab.

Pattern is free.

Players must have e-mail access.

Character Generation: Before Con based on 100 points

Play Level:

GM(s): Madeline Ferwerda

2-009: Welcome Home (AA NC, 4-8 Players)

Description: The warm aromas of breakfast gently rouse you from a glorious sleep.... What the? This is not your bed! Where are you? How did you get here? You were definitely not THAT drunk last night. That was last night, right?

Mechanics/Restrictions: There are infinite Shadows between Amber and Chaos, your character can be from any one of them. Characters may not be from Amber or Chaos. 125 points, no Pattern, Logrus or Trump. Any thing else is negotiable providing it fits into the story. Characters should be the type that a militaristic organization would recruit.

This game ran as "Basic Training" at Ambercon 2004. Players that participated in that game should not sign up for this game as many of the challenges facing the characters are the same.

This game has the potential to turn into an ongoing campaign.

Players must have e-mail access.

Character Generation: Before Con based on 125 points

Play Level: Any

GM(s): Stephen Acton


Campaigns for Returning Players Only

2-049: Emergence (OC, 2-20 Players)

Description: Last year you found a basket case in a monastery. Now all you need is a hand basket and you're on your way. Oh, there was that elder that threatened damnation, as well as a lot of other things. More fun with the Maze!

Notes: Continued in slot 3.

Character Generation: Before Con

Play Level: Advanced

GM(s): Rae H. Williams


Slot 3 (Fri 2pm - 6pm)

3-016: Amber Legion (SR, 8-15 Players)

Description: Defending the Empire, the Amber Legion sees action in familiar and strange new lands. Enlist and be all you can be in the Amber Legion, Green Sash Battalion.

Character Generation: At Con based on 12 points

Play Level: Any

GM(s): Michael Kucharski, Jeff Trumitch

3-024: Artifacts of Amber (AA OC SR, 1-5 Players)

Description: The irreverence is back! The Artifacts Game, codified and made popular by Chris Salzer, has been reborn!

What do Amber artifacts do when their owners aren't looking? Do they have their own ambitions, plots and schemes? Think Toy Story, but in an Amber setting. :)

Mr. Microphone sees that the fate of Amber depends on the Artifacts, and it's time for all brave Artifacts to step forward and assume the mantle of "hero"...or something to that effect!

Sense of humor is absolutely required. In fact, witty, twisted and sometimes sick humor is appreciated and even, at times, rewarded!

The Artifacts Game will be an ongoing world setting/campaign at future Ambercons.

Four extra points will be given for characters submitted at least two weeks before Con. Players submitting backgrounds receive 1-2 points (depending on level of detail). You can either pick your owner, or have one assigned, if you're brave enough!

Character Generation: Before Con based on 35 points

Play Level: Any

GM(s): Keri King

3-088: A Double Dozen Seas (SR UC, 3-9 Players) CLOSED

Description: "...our ships sail the Shadows, plying between anywhere and anywhere, dealing in anything.... Those of the blood laid down the trade routes long ago that other vessels might follow, the seas of a double dozen worlds in every captain's head." - Corwin, HoO

Sail the Golden Circle across Shadow seas and stranger tides. Come serve His Majesty's Navy where duty is expected, but honor required.

Mechanics/Restrictions: PCs are non-Royal Amberites/Chaosians. . They are exceptional persons serving in Amber's fleet or having business on a ship of the line. Characters might be officers, crew, ship's surgeons, ship's sorcerers, intelligence agents, or diplomats. E-mail the GM at kitkindred@gmail.com for character creation guidelines. Characters created before Ambercon will be built with 100 points plus possible bonuses. Characters built at Ambercon will be built on 80 points and suffer certain restrictions.

Character Generation: Before Con based on 100 points

Play Level: Any

GM(s): Chris (Kit) Kindred

3-093: The End of All Roads (KF UC, 1-8 Players)

Description: It calls to you. It is the home you have never known. In your dreams, you can almost see it, but when you wake it is gone. What is Amber? The myths call it a city of gods, but what is the truth behind the myths? The only thing you know for sure is that you will not learn any more about Amber where you are. You'll have to hit the road and something in your gut tells you that you have a long trip ahead of you.

This game is the perfect introduction for players who are new to the Amber DRPG.

Mechanics/Restrictions: Players may contact the GM to create a 100 point character before the convention or choose a 100 point pregenerated character at the Con. Characters begin knowing nothing of Amber or Chaos and only knowing of their own home world. No Pattern, Trump or Logrus powers. Characters can be from almost any setting imaginable.

Character Generation: Before Con based on 100 points

Play Level: Beginner

GM(s): James Arnoldi

3-023: Nine Losers in Akron (AA EL, 4-8 Players) CLOSED

Description: f***. looks like one of the f***ers who hates dad finally decided to do something about it. granddad says he was down at the 7-11 last night buying his f***ing lameass porno mags, when he saw a couple of big guys dragging your dad into some beat-up panel van and driving off. a**holes. you could call the cops, but those f***ers don't really like anybody in your loser family, so they probably won't f***ing do anything. f***. looks like it's up to you to get dad back.

[This is a kill puppies for satan game (http://www.septemberquestion.org/lumpley/puppies.html) centering around a family made up of recast Amber Elders. Rules will be taught, but taking the time to check out the kpfs website before you sign up is strongly recommended. The game involves far too much foul language and plenty of things that are very wrong (like, you know, the puppy killing part), so consider yourself warned.]

Mechanics/Restrictions: Game uses the kill puppies for satan rules; rules will be taught; pregenerated characters will be provided.

Players must have e-mail access.

Character Generation: Pregenerated

Play Level: Any

GM(s): Michael Curry

3-042: Nine Princes in High School (AA EL UC, 4-12 Players)

Description: While Principle Oberon is away, discipline at Amber High is starting to slip. The teachers are holing up in their lounge, avoiding anything but the minimum of class time. The students are forming into factions over the race for Prom King and Queen. The janitor is muttering about something strange in the basement.

Join in the unpredictable goings-on as Amber meets Teenagers From Outer Space!

Return players from ACN 2004 welcome!

Mechanics/Restrictions: Rules will be provided. Character generation over e-mail or pregens available. Characters may be cartooned Elders or original creations. Oversized foam dice may be employed.

Character Generation: Pregenerated

Play Level: Beginner

GM(s): Jack Gulick

3-073: Remember, We All Must Die (NA, 3-6 Players) CLOSED

Description: The Carnival of Venice is surging towards its climax. There's a day's hours yet before indulgence must be put aside to contemplate and honor the sacrifices of The Lord, and the miracle of His holy resurrection.

PCs are the youth and trusted retainers of House Cornelius, growing into your roles as leading citizens and patrons of Venice, honored advisors to the Doge. Your rivals are the seed of de Leander, morganatic shadow to your own true blood by your great grandfather's lowborn first wife. Ever are they jealous of the birthright you and your forbears enjoyed ahead of them. Their daring and cunning as mercenary to well paying strife has returned them as masters of Venice's armies, poised to supplant you at the right hand of the Doge. How they have lorded their meteoric rise over you, their distant cousins, while you in turn have reviled them for their common blood.

The Doge has had enough of the infighting though, and has secured papal decree to punish its continuance into or after the coming holy days. Today is your last chance to pay back the poor servings from upstart de Leander. Already the masqued revelry, coursing through the labyrinthine streets and canals for days, has claimed its toll in bruises and nicks to honor, ego, and body alike. Blood calls out for blood.

Mechanics/Restrictions: Characters will use variant core attributes (Empathy, Prowess, Resolve, and Wits) and nonstandard sub-attributes, all scaled close to human norms. Overwhelming advantage in a stat will be unlikely. Conflict will test an alternative "Key Word" mechanic that will introduce probability skewed randomness to action resolution based directly on player descriptive narrative.

Players must have e-mail access.

Character Generation: At Con based on 50 points

Play Level: Advanced

GM(s): David de Jong

3-099: Shards (AA FF UC, 3-5 Players)

Description: Shards -

Tired of the 'same ole' Throne War game?

Need a break from the ever present 'Elders screwed up and we have to fix it' game?

Are you ready for something different?

Are you willing to try something new?

If you answered yes to any of these questions then I suggest you check out this real time alternate Amber game.

*Warning* - There will be movement involved.

Characters will be created with emphasis on history before the Con so the players must have e-mail.

Mechanics/Restrictions: No Pattern or Logrus. More information when you contact the GM.

Players must have e-mail access.

Character Generation: Before Con based on 150 points

Play Level: Any

GM(s): Ray Laura, Ben Fogt

3-006: Sins of the Father 2: You Did What?! (AA OC UC, 1-4 Players)

Description: If the rumors you heard are true, Random must be ticked. He left for Chaos in a great hurry. You have learned that some of your cousins took something or someone out of the Courts. What? No one is saying.

Mechanics/Restrictions: Players are Amberites and have 125 points. No Shadow Knight rules. Knowledge of Chaos possible, but no Logrus masters please. I recommend Pattern, but it is not a requirement. Advanced powers available only with GM approval and will need to have a sufficient backstory. Stuff limit of +/-5. Possible parents for PCs are: Caine, Benedict, Bleys, Brand, Deirdre, Julian, Flora, Llewella.

I would like to get some setup done before the con, so +10 points awarded to players who have their PC to me ten days before the Con.

Players must have e-mail access.

Character Generation: Before Con based on 125 points

Play Level: Intermediate

GM(s): Stephen Acton

3-058: What Light through Yonder Shadow Breaks? (SW, 2-6 Players)

Description: "There was once a woman of such beauty that word of her grace reached the first Shadow. Morilane was her name, and she dwelt in a castle named Whitemarsh on a Shadow called Verona. And there the riches of her suitors were collected...."

Thus begins the Lay of Morilane, which you and several other Shadow dwellers have heard in a place of gathering known as Asiroth. You and your fellow travelers (the other PCs) are so moved by the tale that you enter together into a pact to either capture her hand, her Shadow or her fortune as you would.

Characters can be Amberites (50 points + Pattern Imprint, all stats start at Amber and cannot be bought down), Chaosians (25 Points + Logrus + Shape Shifting + Limited Sorcery + one artifact you took through the Logrus with you, all stats begin at Chaos and should not be bought down without a good reason) or Non-Affiliated (80 Points + A means of Shadow travel as determined by the player, all stats start at Chaos, packages available on website http://www.digitalindalo.com/rpg/amber)

Please be certain to create characters that would be the sort to make this journey, either for curiosity, desire or some other reason. You do not have to admit this reason to the other players, but send it to me.

Mechanics/Restrictions: No advanced powers. All artifacts/constructs must be okayed by GM. Sorcery is the only standard power that will be significantly changed. See website for details.

Character Generation: Before Con based on See Notes points

Play Level: Intermediate

GM(s): John Lees


Campaigns for Returning Players Only

3-090: Artifacts of Amber (AA OC SR, 2-5 Players)

Description: The irreverence is back! The Artifacts Game, codified and made popular by Chris Salzer, has been reborn!

What do Amber artifacts do when their owners aren't looking? Do they have their own ambitions, plots and schemes? Think Toy Story, but in an Amber setting. :)

Mr. Microphone sees that the fate of Amber depends on the Artifacts, and it's time for all brave Artifacts to step forward and assume the mantle of "hero"...or something to that effect!

Sense of humor is absolutely required. In fact, witty, twisted and sometimes sick humor is appreciated and even, at times, rewarded!

The Artifacts Game will be an ongoing world setting/campaign at future Ambercons.

Four extra points will be given for characters submitted at least two weeks before Con. Players submitting backgrounds receive 1-2 points (depending on level of detail). You can either pick your owner, or have one assigned, if you're brave enough!

Character Generation: Before Con based on 35 points

Play Level: Any

GM(s): Keri King

3-020: A Common Disaster (OC, 4-8 Players)

Description: The King recovers, Amber heals...a few family members are missing, or perhaps just misplaced...but overall, the world seems stable and calm. How long can it last?

The campaign continues....

Character Generation: Before Con

Play Level: Any

GM(s): Deb Atwood

3-050: Emergence (OC, 2-20 Players)

Description: Last year you found a basket case in a monastery. Now all you need is a hand basket and you're on your way. Oh, there was that elder that threatened damnation, as well as a lot of other things. More fun with the Maze!

Notes: Continues from slot 2.

Character Generation: Before Con

Play Level: Advanced

GM(s): Rae H. Williams

3-011: Sins of the Father 2: You Did What?! (AA OC UC, 3-6 Players)

Description: Like so many heroes before you the true story of your bravery on the edge of Chaos will never be known to the realm. Somehow you know that will not stop your enemies from attempting to exact revenge.... This is a continuation of the story started in Sins of the Father at Ambercon 2004.

Mechanics/Restrictions: GM will contact before the Con to discuss scenario.

Players must have e-mail access.

Character Generation: Before Con based on 125 points

Play Level: Intermediate

GM(s): Stephen Acton


Slot 4 (Fri 8pm - 12am)

4-061: Chaogeny (AA EL, 4-7 Players)

Description: As children of Erebus, the first King of Chaos, you and your siblings are heirs to the secrets of the universe and the power of your father's greatest creation - the Logrus, foundation of the One True World. For countless turnings, you've led the idyllic life of royalty, free to pursue the intrigues of infinite Shadow. But now the young son of your brother Barimen - your nephew Dworkin - has gone missing, and your enraged father promises dire consequences if his only grandson is not returned unharmed. Play Swayvill, Hendrake, Jesby, Sawall, and the future founders of the other great houses of Chaos, and hold off the beginning of the end...for now.

Mechanics/Restrictions: No Pattern or Exalted powers, Stuff limit +/-4. Characters are natives of Chaos, but that doesn't necessarily mean they've taken the Logrus yet, or even that they plan to. Characters may or may not bear any resemblance to the common stereotypes about the House they are destined to establish - i.e., Hendrake need not be all Warfarey, Sawall need not be a master sorcerer, et cetera. I'll be glad to discuss any "weird stuff" beforehand (and yes, you do too know what "weird stuff" means). Players who contact me by e-mail on or before March 25 can build their characters with +10 points; those who don't e-mail me before the Con will get to pick from pregen characters upon arriving for the game.

Players must have e-mail access.

Character Generation: Before Con based on 120 points

Play Level: Intermediate

GM(s): Jim Phillips

4-032: Cityscape, a Tales of the Regency Game (SR, 4-7 Players)

Description: A Tales of the Regency Game

In the wake of the Pattern's rewriting, many of the old Shadowpaths to members of the Golden Circle have been eliminated or transformed or transmogrified. Gérard would also like some face presence for these Shadows. And yet, even as the players do this, they find at least one of the Shadows is far less stable than prior to the War, as the capital city changes under their feet to a far more sinister place...

Mechanics/Restrictions: See http://www.all-roads-lead.net/jvstin/totr/index.html for more information on TOTR games and the milieu.

Players must have e-mail access.

Character Generation: Before Con based on 150 points

Play Level: Intermediate

GM(s): Paul Weimer

4-079: Dawn (NC UC, 4-8 Players)

Description: In the beginning there was Chaos. It was pure and beautiful. Then came the First, and they created the Silver City. The Seconds came, and they helped to create the Logrus, which shields the City and keeps out the Chaos. It flexes and changes to accommodate the current aspects of the Chaos outside the city.

You are children of the city sent outside the City to learn why later generations are loosing the ability to use Illiaster, the stuff of creation. The Creators have decided to send out teams to experiment with some of the youngest children in a multigenerational aspect. They are unsure if there is a genetic flaw that prevents the use, or if it is the Logrus insulating the children from Chaos.

Please check http://s95289329.onlinehome.us/Amber.html

Character Generation: At Con based on 100 points

Play Level: Intermediate

GM(s): Chris Maxson

4-060: Distant Realms: Prelude (FF NC SW UC, 5-12 Players)

Description: Far from Amber and the Courts of Chaos; deep in infinite Shadow, there is city called Shadowcross. A peerless nexus of primal realms. The Sovereign has heard of Amber, but she has little concern for a distant kingdom with only two ambassadors to the Council of Realms. Many come to Shadowcross seeking power, wealth, or knowledge. Many find their dreams, will you?

Campaign will allow players to create and design powers. The Game Master is open to new and unusual character concepts and ideas. Characters may be from other sources using a shared world style of integration, or may be uniquely created for this campaign.

Mechanics/Restrictions: Pattern and Logrus are distant powers, and therefore somewhat weaker than usual. All characters must possess some means of traveling through Shadow.

Character Generation: At Con based on 150 points

Play Level: Any

GM(s): David Blackwell

4-047: An Exercise Best Left to the Student (XO, 4-10 Players)

Description: When the Jewel was passed, reference was made to a sheaf of notes that accompanied it...notes written in several hands, Oberon's certainly, Dworkin's most probably...notes marred by the frequent leaps and swerves displayed by genius in describing the familiar, the obvious, or the intuited. Or perhaps, for the forensically inclined, the notes are an exposition of a mind exposed by the use of an artifact of such power. A certain oral tradition has been conferred as well, woefully incompletely, generally curtailed by the ending of the user's life.

It has become clear that a number of less obvious, and certainly less savory, principles underlay the founding of reality. Principles which have been neglected by the inheritors of power, neglect which has exposed the workings of reality to a certain corruption and introduced this particular corruption to the exercise of power.

You have been delivered the original manuscript that accompanied the Jewel. You are charged with the task of uprooting this corruption and restoring reality to its appropriate function.

Restrictions: Players must have e-mail access.

Character Generation: Before Con based on 250 points

Play Level: Intermediate

GM(s): Stephanie Itchkawich

4-080: Game Two: Freeze Tag (NA SR, 2-3 Players) CLOSED

Description: A Zero Movement Game

Staring into the fridge, the cold air woke me up enough to realize that Mom was talking to me. I palmed the Pepsi I'd hidden in the vegetable drawer and tried to make out what she was saying over the TV.

"...dead for two days when they found him...you must have known him, he was in band...."
"I'm not in band. What was his name?"
"Derrick Holmes, the police think they did it for the shoes - those Umbrellas?"
"K Swiss Umbras, Mom."
"Whatever. They say that it was robbery, but it was probably some drug deal gone wrong. You can forget getting any two hundred dollar sneakers. We work hard for our money, and spending that kind of money on shoes for a growing child is out of the question...."
"I don't want K Swiss Umbras, Mom. Ahh!" I try to drop the soda can that has frozen to my hand, but my skin is stuck to the metal and it burns. I run to the sink to put some warm water on it and wash away the frost on my skin and sleeve, ignoring Mom. The cold is an old warning for an old problem; I guess no one said that magic had to make sense. To make the cold feeling go away, I try to remember Derrick...I think he was that kid with dirty blonde hair - yeah, he bit his fingernails a lot, tried to ask out Kelly. Stupid. Everyone knows that Umbras make you a target. We tried, but you can't save all the stupid kids....

Last time (Game One: Find and Seek) we spent a lot of time with character creation, now we can get on with the action. Please e-mail me (quynce@att.net) to let me know what your character would have been doing during the two months between the last game and this one.

Zero Movement is a new Tarot-based RPG of urban occult revolution created and written by Nicholas Fortugno. The characters are high school students with some supernatural ability who struggle against a corrupt system supported by money and occult power, both of which feed on despair. The beta version of Zero Movement may be downloaded for $5.00 at pixiedustgames.com.

Mechanics/Restrictions: If some players do not return from last year's game, I am open to new players. Because it is a new system, you need to contact me before the game so we can set up your character.

Character Generation: Before Con based on 0 points

Play Level: Beginner

GM(s): Rachel Holmberg

4-029: Little Fears: The Devil in the Closet (NA, 3-6 Players)

Description: Little Fears, a game of childhood terror made real, where no adult will believe any of what you incoherently cry into their shoulder. The game is set in the rural town of Bethany, West Virginia. The College dominates Bethany, which is the town’s only reason for existence. But all is not right in this quiet little town. Things have been happening to your friends, bad things, and you don’t know how to stop it.

What will you do when the devil comes for you?
Will you run and hide, scream, and die?
And if he takes you for his own, will you scream and moan?
If he takes your friends, will you watch as he rends?

Characters will be third graders in Bethany, generated before the Con in e-mail using the Little Fears system, don’t worry if you don’t know the system. A serious game, meant for serious players. :)

Restrictions: Players must have e-mail access.

Character Generation: At Con

Play Level: Any

GM(s): Ben Bernard

4-053: One Fine Day, In the Middle of the Night (SW, 3-10 Players) CANCELED

Description: One fine day in the middle of the night,
Two dead boys got up to fight.
Back to back they faced each other,
Drew their swords and shot each other.
A deaf policeman heard the noise
And came and shot the two dead boys.
If you think this lie is true,
Ask the blind man. He saw it too.

The plot to this game will be equally as strange. Run at AmberCon North 2004, where a mountain goat became a predominant character...hopefully not this time. I don't guarantee this one to be very serious, as the ACN version was not.

Mechanics/Restrictions: No exalted powers. "Different" powers must be cleared through me first.

Character Generation: Before Con based on 150 points

Play Level: Advanced

GM(s): Rae H. Williams

4-087: Splinters of Amber (LARP) (EL FF TW, 5-30 Players)

Description: In Tir-na Nog'th, you are a true son or daughter of Oberon, surrounded by images of Ambers that could have been. Ghostly images of your brothers, sisters...even yourself surround you and they believe themselves as real as you. In Tir-na Nog'th you found yourself trapped, and the only person who seems to know how to help you get back to Amber is too busy talking to the ghosts, treating them as if they were as real as you. In Tir-na Nog'th, you will need to get Dworkin's help or you may find yourself trapped forever. In Tir-na Nog'th, even a ghost can commit murder.

In the place where Alternate Ambers collide, the PCs are versions of the Amberites that differ from the traditional versions we know. Stuck in Tir, will they work together to escape, or will they work against each other? When a body is found, you'll know one thing for sure. At least one of these ghosts is capable of murder.

Mechanics/Restrictions: No Exalted Powers. No artifacts. Players should contact the GM before the Con for character creation.

Character Generation: Before Con based on 300 points

Play Level: Advanced

GM(s): James Arnoldi

4-067: Walpurgis Night (UC, 4-8 Players) CLOSED

Description: On Walpurgis Night, the young Amberites return to Amber to find scenes of horror. A mystery is revealed which they must solve to prevent a terrible fate.

This is an old-school Amber horror game, mostly set in and around Castle Amber.

Mechanics/Restrictions: Amberites only, no advanced powers. Set after first series of books, ignoring second series. Parentage to be assigned by GM after discussion with players. 5 pt. limitation on Stuff.

Players must have e-mail access.

Character Generation: Before Con based on 100 points

Play Level: Intermediate

GM(s): Lucya Szachnowski, John (JD) Davies


Campaigns for Returning Players Only

4-063: Blood of Corwin (OC, 4-30 Players)

Description: Do you think the royal twins are going to get in any trouble this year? Naw, probably everything will be fine.

Character Generation: Before Con based on whatever points

Play Level: Advanced

GM(s): Cliff Winnig

4-082: Game Two: Freeze Tag (NA SR, 2-5 Players)

Description: A Zero Movement Game

Staring into the fridge, the cold air woke me up enough to realize that Mom was talking to me. I palmed the Pepsi I'd hidden in the vegetable drawer and tried to make out what she was saying over the TV.

"...dead for two days when they found him...you must have known him, he was in band...."
"I'm not in band. What was his name?"
"Derrick Holmes, the police think they did it for the shoes - those Umbrellas?"
"K Swiss Umbras, Mom."
"Whatever. They say that it was robbery, but it was probably some drug deal gone wrong. You can forget getting any two hundred dollar sneakers. We work hard for our money, and spending that kind of money on shoes for a growing child is out of the question...."
"I don't want K Swiss Umbras, Mom. Ahh!" I try to drop the soda can that has frozen to my hand, but my skin is stuck to the metal and it burns. I run to the sink to put some warm water on it and wash away the frost on my skin and sleeve, ignoring Mom. The cold is an old warning for an old problem; I guess no one said that magic had to make sense. To make the cold feeling go away, I try to remember Derrick...I think he was that kid with dirty blonde hair - yeah, he bit his fingernails a lot, tried to ask out Kelly. Stupid. Everyone knows that Umbras make you a target. We tried, but you can't save all the stupid kids....

Last time (Game One: Find and Seek) we spent a lot of time with character creation, now we can get on with the action. Please e-mail me (quynce@att.net) to let me know what your character would have been doing during the two months between the last game and this one.

Zero Movement is a new Tarot-based RPG of urban occult revolution created and written by Nicholas Fortugno. The characters are high school students with some supernatural ability who struggle against a corrupt system supported by money and occult power, both of which feed on despair. The beta version of Zero Movement may be downloaded for $5.00 at pixiedustgames.com.

Character Generation: Before Con based on 0 points

Play Level: Beginner

GM(s): Rachel Holmberg

4-002: Ill Met in Amber (OC, 3-30 Players)

Description: This is the city. Amber. A hotbed of intrigue, magic, swashbuckling adventure, and intrigue. It's a good place to live. And an easy place to die.

A game of swashbuckling noir.

King Oberon has disappeared. The Princes quarrel over which of them will hold the Throne in Oberon's absence. As they battle in the palace, their agents and enemies battle in the streets below, while others look to Oberon's absence and make their own plans.

Mechanics/Restrictions: Characters are inhabitants of Amber City and are not members of the Royal Family.

Character Generation: Before Con based on 100 points

Play Level: Advanced

GM(s): Chris (Kit) Kindred

4-012: ShadowWorld (Friday) (NA SR UC, 1-9 Players) CLOSED

Description: ShadowWorld is a diceless roleplaying game based in our world, except that, under the facade of media, politics, political correctness and 'reality' there is a ShadowWorld 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 (the Circle) sent on a mission.

It is a serial campaign: a series of missions that can be played independently in an ongoing world setting. You don't need to do any preparation or play more than once, but the more you put in, the more you get out of it.

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

Mechanics/Restrictions: You can play any character with regards to background, skills, et-cetera, as long as your background makes you suitable to be recruited by a US-based organization. Your character will have one or more non-mundane abilities and/or characteristics. You can find the rules for these at http://www.shadowworld.org/rules/currentversion.html. You have 11 (eleven) points to create your character's powers.

Players must have e-mail access.

Notes: Game WILL Run Late.

Character Generation: Before Con based on 11 points

Play Level: Any

GM(s): Edwin Voskamp, Michael Deneweth


Slot 5 (Sat 10am - 5pm)

5-052: And All Our Yesterdays Have Lighted Fools, Part 2 (SR SW, 3-10 Players) CLOSED

Description: Last year the players freed Eric and imprisoned Corwin. Fiona killed Moire and someone returned the Eye of Serpent/Jewel of Judgment to Chaos.

Part 1 was based on "MacBeth." Part 2 is based on another Shakespeare play, but you'll have to guess which.

Mechanics/Restrictions: Players from last year get 1st choice, but sign up anyway, you may get in.

Character Generation: Before Con based on 150 points

Play Level: Advanced

GM(s): Rae H. Williams

5-098: Brave New Krypton (NA, 2-8 Players)

Description: Occupied Earth. 2005. It has been almost 20 years since the aliens arrived. A few hundred survivors of a doomed planet many light-years away, they escaped the destruction of their planet in giant space arks. At first these aliens, who looked so much like ourselves, seemed to be a blessing as they shared advanced scientific knowledge with humanity, but it soon became a nightmare. The Earth's environment made the newcomers exceptionally powerful. Under the leadership of General Zod, they set themselves up as Earth's new masters and began changing the planet into a replica of the world they had left, a planet named Krypton. Recently, the resistance has learned that the Kryptonians have a weakness: radioactive crystals from their home world. Can the resistance use this information to finally end the alien occupation?

Players may play almost any character from DC or Marvel comics in this "Elseworlds" adventure. This game will be run system-less. Players must contact the GM before Con with their character choice.

Restrictions: Players must have e-mail access.

Character Generation: Before Con based on zero points

Play Level: Any

GM(s): James Arnoldi

5-005: Broken Reflections (AA, 3-6 Players)

Description: With the destruction of Amber, the Reflections fragmented in the Ether, some of them Broken some of them Whole. Now years later it is discovered that the waves of Amber's Pattern destruction continue to ripple, threatening even the Whole Reflections.

It is those Real individuals, whether sons or daughters of the few Amberites that survived the destruction of Amber, or others from the various surviving Reflections, task to find the one True Trump, which was found and used by Marcus of Britannia, Champion of the Fey, and then lost.

Time is running out, before the waves' power destroys all.

Mechanics/Restrictions: All characters will require pre-approval before game. No unapproved characters will be approved on game day.

Players must have e-mail access.

Notes: Short break for lunch but will play though lunch if group agrees.

Character Generation: Before Con based on 275 points

Play Level: Intermediate

GM(s): Dawn Greenlee

5-097: Ebb Tide: Undertow 2 (OC UC, 1-5 Players) CLOSED

Description: With 5000 years of history behind her, Amber is still the upstart realm, a mere spark on the horizon of the Abyss. Still, her children and grandchildren walk where they will, warping Shadow's weave and marking the veils with the scars of their passing.

Oberon and his get were part of the original compact. You, the grandchildren, were not. You've come of age, and the Pattern has accepted you, and all the old deals are broken.

The mistake will be corrected, or someone will have to pay.

[This game may be of particular interest to those who have played any iteration of Dave de Jong's "Mine Fill of Blood and Glory" but it is open to all.]

Mechanics/Restrictions: Create characters or bring select crossover characters based on 100 points plus Pattern for free. No advanced powers, but descriptions of specific abilities above basic will be considered. Characters *must* have interest in Amber. Requests for parentage will be considered, but should be talked through before you create any detailed back-story. More history will be provided as soon as the player list is known.

New characters will be joining existing characters as they discover elements of the story. Please do not sign up for this game if you will not be able to communicate by e-mail or telephone in the weeks leading up to the Con. Players must have e-mail access.

Players must have e-mail access.

Notes: A short break will be taken for lunch, but not enough to travel outside of the Con.

Character Generation: Before Con based on 100 points

Play Level: Any

GM(s): Simone Cooper, Carla Arnoldi, David de Jong, Ian Ng, Joe Saul and Eric Todd

5-044: Magnetic East (OC, 1-2 Players)

Description: The promised war has come to pass, with the sanctuary of the Pattern Well threatened and many loose ends still to be secured before the coming storm. Will the revived Brand assume the throne of Amber, or merely become the next mad caretaker of the Primal Pattern? What role will you take in the shape of things to come?

Mechanics/Restrictions: Things from Shadow Knight and technology-oriented powers require GM approval. Personal agendas are encouraged, but this is a small, tight group, ill-suited to a Throne War.

Players must have e-mail access.

Notes: In past years, we have broken for lunch and gamed over grub. That is likely to be the case this year as well.

Character Generation: Before Con based on 200 points

Play Level: Intermediate

GM(s): David Vandenabeele

5-089: Mars Ascending (FF NA UC, 4-13 Players)

Description: The corporations run the schools. They own the militaries. They are the governments of the Inner Planets. They can buy and sell people like cattle, controlling every aspect of their lives.

In the Outer Rings it is a different story. A lucky few escape the corporations. These are thieves, rogues, pirates. They live on the edge of the territory, picking the bones of those less fortunate, getting by any way they can. Most of the time, the corporations don't care.

They do now. One unlucky crew has found something the corporations want, bad. The only question now is what the crew does with it. Will it be honor among thieves? Or will the rule of honor become more of a guideline?

Mechanics/Restrictions: Setting: This is a far future game in which humanity has traveled and is now living far beyond the planet of Old Earth. Similar in feel to the television show Firefly.

Character Instructions: Characters will be generated using our Pit of Vipers (TM) system. Live auctions will be conducted so please be on time!

This game was previously run at Ambercon and ACNW 2004.

Notes: Lunch will be eaten at the room, pausing the game for ordering food only.

Character Generation: At Con based on 150 points

Play Level: Advanced

GM(s): Kristen Schleick, Guy Gascoigne-Piggford, John Schleick

5-037: The Mysterious Affair (SR UC, 3-6 Players)

Description: The Metropolitan Police Force of Amber City are the enforcers of justice of which all others are but Shadow. Together with the Crown Prosecution Service (CPS), they target criminal activity to keep the streets safe. The officers of the Special Section of Amber's Criminal Investigation Division (CID) are called in on those cases requiring elite skills and delicate handling.

Lady Margaret Chantris is known to be one of the premiere hostesses of Amber's polite society. Admired by all, envied by some -- not in the least for her dashing and handsome husband William, the third son of the noble house -- it comes as a great shock when she is found murdered at the Red Lion public house in what appears to be a crime of passion. As it happens, Police commissioner Victor FitzJames is an old school chum of Lord William's, and he taps a few members of Special Section to handle the case.

Restrictions: Players must have e-mail access.

Notes: Will break for lunch.

Character Generation: Pregenerated

Play Level: Any

GM(s): Jennifer Jackson, Michael Curry

5-033: Remnant Population, a Tales of the Regency Game (SR, 4-7 Players) CLOSED

Description: A Tales of the Regency Game

Arden is a wild and wooly place, even in the best of times. In the wake of the Black Road and the Chaosian invasion, Prince Carl needs his cousins help in making sure there aren't any lurking surprises in the Greenwood. After all, even if you are very good, it's awfully hard to know everything about the Forest....

Mechanics/Restrictions: See http://www.all-roads-lead.net/jvstin/totr/index.html for more information on TOTR games and the milieu.

Players must have e-mail access.

Character Generation: Before Con based on 150 points

Play Level: Intermediate

GM(s): Paul Weimer

5-040: ShadowWorld (Saturday) (NA SR UC, 1-8 Players)

Description: ShadowWorld is a diceless roleplaying game based in our world, except that, under the facade of media, politics, political correctness and 'reality' there is a ShadowWorld 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 (the Circle) sent on a mission.

It is a serial campaign: a series of missions that can be played independently in an ongoing world setting. You don't need to do any preparation or play more than once, but the more you put in, the more you get out of it.

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

Mechanics/Restrictions: You can play any character with regards to background, skills, et-cetera, as long as your background makes you suitable to be recruited by a US-based organization. Your character will have one or more non-mundane abilities and/or characteristics. You can find the rules for these at http://www.shadowworld.org/rules/currentversion.html. You have 11 (eleven) points to create your character's powers.

Players must have e-mail access.

Character Generation: Before Con based on 11 points

Play Level: Any

GM(s): Edwin Voskamp

5-055: Under a Tyrant's Thumb (NC SR, 5-8 Players)

Description: Your parents are prisoners. Are you bright enough, strong enough, to survive under a seemly all-powerful tyrant?

Restrictions: Players must have e-mail access.

Character Generation: At Con based on 200 points

Play Level: Advanced

GM(s): Michael Kucharski

5-004: When the Queen Says, "Go and Die...": Revenge and Roses (SR UC, 3-13 Players) CLOSED

Description: "You are surrounded by beauty, by intrigue, by danger, what more can a man want?" -- Aramis

Once again, duty and honor call! The Queen needs your aid. The Cardinal's Guard need thrashing. Ladies need wooing. And taverns need customers!

Mechanics/Restrictions: Characters are Musketeers in France of Shadow Earth. E-mail the GM for character creation guidelines. Characters created before Ambercon will be built with 100 points plus possible bonuses. Characters built at Ambercon will be built on 80 points and have restrictions placed on their backgrounds. New players and returning players welcome.

Notes: Short lunch break for those who want one.

Character Generation: Before Con based on 100 points

Play Level: Any

GM(s): Chris (Kit) Kindred


Campaigns for Returning Players Only

5-014: Ebb Tide: Undertow 2 (OC UC, 6-10 Players)

Description: In the absence of the Pattern's defining presence, you, the children of the new order, have begun to walk paths of power unknown to Amber or Chaos.

In the wake of this disruption, many forces come to bargain and to posture. Old enemies and new allies vie for your attention.

How long will their patience last?

Mechanics/Restrictions: GMs will discuss with you the addition of 15 points to your character from last year.

Players must have e-mail access.

Notes: A short break will be taken for lunch, but not enough to travel outside of the Con.

Character Generation: At Con based on 115 points

Play Level:

GM(s): Simone Cooper, Carla Arnoldi, David de Jong, Ian Ng, Joe Saul and Eric Todd

5-074: Magnetic East (OC, 2-4 Players)

Description: The promised war has come to pass, with the sanctuary of the Pattern Well threatened and many loose ends still to be secured before the coming storm. Will the revived Brand assume the throne of Amber, or merely become the next mad caretaker of the Primal Pattern? What role will you take in the shape of things to come?

Mechanics/Restrictions: Things from Shadow Knight and technology-oriented powers require GM approval. Personal agendas are encouraged, but this is a small, tight group, ill-suited to a Throne War.

Players must have e-mail access.

Notes: In past years, we have broken for lunch and gamed over grub. That is likely to be the case this year as well.

Character Generation: Before Con based on 200 points

Play Level: Intermediate

GM(s): David Vandenabeele

5-048: Unto the Third Generation: Threading the Needle (OC, 5-30 Players) CANCELED

Description: As the co-regents find their feet, the ground begins to shift beneath them. Their elders are dying left and right, and their list of enemies is growing. The goal for this game is to whittle that list down, slightly. And Random? Still missing.

Restrictions: Players must have e-mail access.

Character Generation: Before Con

Play Level: Any

GM(s): DJ Quinn


Slot 6 (Sat 7pm - 1am)

6-028: Equalizer (SW, 4-8 Players) CLOSED

Description: "In Flora's Shadow, they were called 'the great equalizers.' Equalization is not to our advantage." -- Random, House of Cards.

It has been two months since the armies of Amber left to fight the war in Chaos. You and your cousins, recent arrivals in Amber, have striven to help Gérard manage the chaos left behind. Now the Regent lies gravely wounded, shot by a gun that didn't come from Corwin's armory. Who has discovered the great equalizer? What will they do with it? And whose name does the next bullet have on it?

Mechanics/Restrictions: Amberite PCs only. No Merlin books. Contact GMs to approve characters prior to Con.

Players must have e-mail access.

Character Generation: Before Con based on 120 points

Play Level: Intermediate

GM(s): Michael Croft, Ginger Stampley

6-065: Ghost Engines in the Sky (FF NA UC, 12-30 Players) CANCELED

Description: You wake up on a train with a pocket full of strange bills. You don't remember how you got here, and the conductor just smiles eerily when you ask where you're heading. The strangely familiar faces around you hint at something you've forgotten, some sour deal that someone will have to pay for when this train pulls into its final station. And with each stop, you're more convinced that someone will be you.

Ghost Engines in the Sky is an experiment in tragic work in the existential horror vein, which means that the content is mature, and all does not necessarily end well. The setting is based in the Deadlands universe of supernatural western horror. The story and system are original. Be warned: this is a dark, dark ride.

Character Generation: Pregenerated

Play Level: Intermediate

GM(s): Nicholas Fortugno, TBD

6-096: The Headless Rebma (TW UC, 5-7 Players) CLOSED

Description: Moire is found dead, and an empty throne in Rebma threatens the peace of the realm. Is this a reflection of the recent chaos of Amber's own succession?

Rebma has its own succession rules, but Amber has its own ideas. There is much resentment between the two realms, and the future is wide open.

Players will either be playing a claimant for the Rebma throne, or a major political power that can help determine the future of the throne. Characters will be generated by the GM, and available to players on a first-come, first-served basis. Character customization will be allowed by players.

Mechanics/Restrictions: Set after the Patternfall war - no Merlin books.

Notes: Game will run late.

Character Generation: Pregenerated

Play Level: Intermediate

GM(s): John Czarnota

6-038: No Higher Authority (NA UC, 3-12 Players)

Description: A game of High Fantasy where PCs are the demigods, the greatest wizard of the Age, etc. PCs have the power to topple kingdoms. The game will use a diceless TriStat variant, with additional "story points" to allow players to influence the plot. More info can be found at http://www.memento-mori.ca/RPG/no_higher_authority/

Mechanics/Restrictions: Players are encouraged to be creative for character concepts; see the website for some examples.

Players who have a character concept in mind can contact the GM via e-mail before the Con to work out the details of the character. Players who don't will get a pregen at the Con. There will be a point advantage for players who contact the GM before the Con.

The game uses a non-Amber system, so all character generation will have to be done via the GM.

Character Generation: Pregenerated

Play Level: Intermediate

GM(s): Matt Andrews

6-069: The Placebo Pattern Plot (XO, 4-8 Players) CLOSED

Description: There have been a lot of changes at Castle Amber since last you were here. Who are all these new people living at the castle and why do your parents tolerate their presence? These strangers are very strange indeed, yet somehow familiar. They certainly like their sex, drugs and rock'n roll, whoever they are.

And how come your parents don't recognize you, but these strange but familiar strangers do? There's a mystery here for sure, and the fate of something big (though perhaps not as big as the universe) lies in the balance.

Back by semi-popular demand, this is a new Jerry Cornelius/Amber crossover game. Maybe not the most serious Amber game ever written, but bound to have plenty of opportunities to kill Frank Cornelius in new and inventive ways.

Mechanics/Restrictions: Amberites only. Crossover characters, but please, no ridiculously powerful characters.

Character Generation: Before Con based on 200 points

Play Level: Any

GM(s): John (JD) Davies

6-001: Skid Row (NA, 6-7 Players) CLOSED

Description: Sometimes gods fall upon hard times. Players will take the role of a mythological deity of their choice. No fictional deities, please, only "real" mythological figures.

Mechanics/Restrictions: Please contact me in advance to receive character generation rules and to design your character. No character creation will be done at the game since we would all rather play.

Players must have e-mail access.

Notes: No breaks. We are serious gamers.

Character Generation: At Con based on 100 points

Play Level: Intermediate

GM(s): John Schippers

6-091: Stone Walls Do Not a Prison Make... (AA SR UC, 3-8 Players) CANCELED

Description: Mine Delta-157 is cursed. Three crew members lost in as many days. Ten days ago, the crew found what appears to be a collapsed chamber. Possible remnants of some ancient civilization have been found in the chamber. That's when the dying started. You work for Ardent Mont Mining. Your team has been assigned to investigate.

Mechanics/Restrictions: PCs are pregenerated. To encourage punctuality, we'll select based on the order of arrival for the game.

Character Generation: Pregenerated

Play Level: Any

GM(s): Stephen Acton

6-018: Where Elephants Go to Die (XO, 4-10 Players)

Description: Aging, such a sensitive issue, yet even Amberites are not fully immortal.

And so, especially after the embarrassing treatment of Lord Barimen has become public, and consigning your elders to rocky caves is no longer quite PC, it has become necessary to prepare a place for the declining years of the powerful first family of Amber.

Player characters will assume important roles in planning and providing direct in-patient services for senior family members and those who have elected or directed to 'early retirement' from the perennial family games.

Restrictions: Players must have e-mail access.

Character Generation: Before Con based on 200 points

Play Level: Intermediate

GM(s): Stephanie Itchkawich


Campaigns for Returning Players Only

6-062: Dark Amber III (OC, 4-30 Players)

Description: Just what exactly has Fiona been doing while running Amber all these years? What's Daphne's next move? Will the Green Party take over Arbor?

Character Generation: Before Con based on whatever points

Play Level: Advanced

GM(s): Cliff Winnig

6-030: Honor Thy Father and Mother (OC, 1-10 Players)

Description: The continuing story of too many children of Amber with too much power. How the universe manages to hold together is still one of the great mysteries.

Character Generation: Pregenerated

Play Level: Advanced

GM(s): Michael Deneweth, Ben Ekdahl

6-077: In the Dark: Courting (OC, 3-10 Players)

Description: Players need to contact GM before 3/27/05 (if they have not already done so). Please provide a brief statement of your character's current location and last set of actions. Most importantly, if you can not attend (all or part), please let GM know ASAP.

Same time regulations as last year. If you have any suggestions on improving equitable play time, please let the GM know.

George's current contact info is e-mail: Qwellysh@att.net or phone: (304) 284-8492.

Character Generation: Pregenerated

Play Level: Advanced

GM(s): George Gitari

6-086: Morpheus Drowning (AA OC, 4-8 Players) CLOSED

Description: Water. Without it, even we can not live long. It has been months since we have seen rain. The crops are dying. The sea of Amber is as dry as the desert that surrounds us. Only the trees and plants of Arden have managed to live through this drought, yet the dark forest resists all the attempts we have made to clear the land for crops. The citizens of New Zion were not delivered from the Matrix only to die of thirst and hunger. We will find a way to return the rains to the skies of Amber and water to the ocean. We have to.

Morpheus is returning to the Matrix. He believes he knows an Agent of Chaos that can help us. I am doubtful that we can trust any of the agents, but I have learned to trust his instincts. I'd like a few of you to go with him. Make sure he gets home safe. Meanwhile, I want a team here trying to find another way....

Mechanics/Restrictions: Characters will be generated by e-mail. Players may choose to continue with their previous characters or design new characters. This game is only for players who have previously played in a Morpheus game.

Players must have e-mail access.

Character Generation: Before Con based on 100+ points

Play Level: Any

GM(s): James Arnoldi


Slot 6.5 (Sun 9:30am - 11am)

6.5-072: Amber DRPG Second Edition: Roundtable Discussion (SM, 4-100 Players)

Description: Come learn about the plans for Amber DRPG second edition, and give your input on the direction for the new line. It's not necessary to sign up in advance; just grab your breakfast and show up in the Con HQ Sunday morning. Hosted by Guardians of Order.

Notes: This roundtable discussion runs from 9:30 AM to 11:00 AM on Sunday morning.

Character Generation: N/A

Play Level: Any

GM(s): Mark MacKinnon


Slot 7 (Sun 11am - 4pm)

7-070: Artifacts of Chaos (AA NC SR, 3-10 Players)

Description: When the red sky turns and the Lord and Ladies of Chaos are otherwise occupied, what goes on with the sentient artifacts of the land? Chances are, quite like their owners, they have their own agendas, plots and schemes.

A companion game to the Artifacts of Amber, there is the potential for crossover between the two games in future cons.

Sense of humor is absolutely required. In fact, witty, twisted and sometimes sick humor is appreciated and even, at times, rewarded!

The Artifacts Game will be an ongoing world setting/campaign at future Ambercons.

35 point Artifacts (made with rules e-mailed to players), belonging to Chaosites. Players submitting characters at least 2 weeks before the Con receive an additional 4 points. Players submitting backgrounds receive 1-2 points (depending on level of detail). You can pick your own owner, or have one assigned.

Character Generation: Before Con based on 35 points

Play Level: Any

GM(s): Keri King

7-085: Battlestar Pegasus (NA, 2-8 Players)

Description: "The Cylons were created by man. They Rebelled. They Evolved."

Many years before the destruction of the colonies, the Battlestar Pegasus went missing near the Cylon border. A full investigation never revealed the fate of the ship and its legendary crew. This is their story. Characters will be provided.

Character Generation: Pregenerated

Play Level: Any

GM(s): James Arnoldi

7-034: Checkmate (SR UC, 4-6 Players) CLOSED

Description: "We are not permitted to choose the frame of our destiny, but what we put into it is ours." - Sri Balthazar

The delicate situation is coming to a head at last, that tricky turning point where it could go either way. Some say war; others say peace. The prophet Balal, representatives from Amber, and all the three countries are coming together. Can they come to a treaty? Or will another threat come to bear, one which may reveal the final threat that could kill them all?

The board is set, and the pieces are moving....

~~Setting~~
This is a serial game set in the Shadow Metari, created by the GM. There have been three games previous to this: 'Knights & Pawns,' 'Emperors and Fools,' and 'The Castling Effect.' It is a political game centered in a Shadow close to the Golden Circle of Amber. The setting is post-Patternfall, and Random is King in Amber. GM will distribute history and setting information directly to players.

Mechanics/Restrictions: Characters are pregenerated with their own history, and will be sent to players based on their preferences before the Con.

Players must have e-mail access.

Character Generation: Pregenerated

Play Level: Advanced

GM(s): Kristen Schleick

7-039: Force 10 from Avalon: "...An Invitation to the State of Rigor Mort..." (SR UC, 3-10 Players) CLOSED

Description: "It was in a pitiful condition in those days, and for generations I worked to restore it to its former glory." - Benedict, The Guns of Avalon

The Demon Lord Corwin is gone, but his mark remains upon Avalon. The silver towers are fallen. Brigands and beasts roam the land. Witches and werethings stalk the woods.

Lord Benedict has selected you, his finest troops, to restore order to the realm. Come! Join the struggle as Benedict sends you on another mission to restore the faded glory of Avalon!

Mechanics/Restrictions: PCs are non-Amberites/Chaosians. Characters are exceptional Shadow dwellers serving Benedict. E-mail the GM at kitkindred@gmail.com for character creation guidelines. Characters created before Ambercon will be built with 100 points plus possible bonuses. Characters built at Ambercon will be built on 80 points and suffer certain restrictions.

Despite the title, this NOT a silly game. Think "The Black Company meets Sharpe's Rifles on the set of EXCALIBUR."

New players and players from Ambercon 2004 and ACN 2004 welcome!

Character Generation: Before Con based on 100 points

Play Level: Any

GM(s): Chris (Kit) Kindred

7-066: Kontroll (NA, 3-6 Players)

Description: There's been a rash of jumpers in front of the trains that worm their way beneath The City. It's just one more worry for you, the mismatched and hated patrollers of its grimy platforms and cars.

Why would anyone take this job? Perpetually confined to the murky depths, a holdover of the old socialist union regime, entombed and built over now by the new-endeavour veneer of towering glass and stone and steel. You're not even police, just ticket-takers. You must all be a little mad, disconnected, caught between some "there" and some "here". Maybe that's why you stand on the edge of oblivion, tempted each time the beast comes hurtling down its tunnel towards you. But you haven't jumped yet.

Based on the 2003 film Kontroll set entirely in the Budapest Subway.

Mechanics/Restrictions: Characters are ticket-takers (enforcers?) on the honor-based subway system of The City (Mareb in contemporary Eastern Europe). Attributes will be nonstandard (e.g. Train, Tunnel, Platform, and Lens). The GM will help develop the characters by e-mail if time permits. We will determine the nature of each one's disconnect from the rest of the world - what they are running from or can't quite seem to find - and how that nature manifests in the character. Ancillary powers and benefits will be fleshed out and customized to the characters. Players will also have the opportunity to shape parts of the setting as needed to provide context for their concept.

As it's likely to be a Sunday game, the movie is largely unavailable, that it will be otherwise difficult to convey the setting beforehand, and that the whole concept is fairly experimental, I'm comfortable playing this fast and loose. Focus will be on style and atmosphere, as opposed to strictly codified rules. More developed character concepts will have more echoing off them in the story.

Players must have e-mail access.

Character Generation: At Con based on 50 points

Play Level: Advanced

GM(s): David de Jong

7-026: Life, the Universe, and Everything (NA UC, 3-8 Players)

Description: The Universe has just taken its first breath.
You are a god.

What would you like to do this eon?

Mechanics/Restrictions: You will be creating a god. You may not play the god of time, as GM I'll be handling that. All other ideas for gods will be evaluated.

Character Generation: Before Con based on concept, no points

Play Level: Any

GM(s): Glen Seymour

7-045: Nine Princes in Shadow: Eric's Earth (SR UC, 3-9 Players)

Description: If you were a prince of Amber, and could seek any world out of an infinity of Shadows, where would you go? Long ago, each prince of Amber used the Pattern to traverse the myriad Shadow worlds, eventually coming to a place of his desire that matched what was central to his personality and character. Some came to rule, some came to serve, some came for adventure, some came to escape, but each eventually found a world that he could call...home.

This is the second of a series of adventures set in the Shadow worlds sought long ago by the princes of Amber, each one a reflection of the ideals and aspirations of the prince who imagined it into existence. Players in "Nine Princes in Shadow” series play denizens of a Shadow world that at one time or another was visited for an extended period of time by a prince of Amber. Each adventure is separate from the others in the series, and you do not need to have played in other installments to sign up for this event.

"Nine Princes in Shadow: Eric's Earth" takes place on Shadow Earth, where for centuries, a secret society has been dedicated to keep from the world an unbelievable truth. Now a team of investigators is poised to unlock the mystery and reveal ancient secrets. Does the key lie in the writings of a science fiction novelist named Roger Zelazny?

An adventure of ancient mysteries and modern intrigue in the style of thrillers by Dan Brown. This scenario was previously run at Ambercon North 2004 under the title "The Zelazny Code."

Complete instructions about the game setting and character creation will be e-mailed to the players.

Mechanics/Restrictions: Characters are to be created by e-mail prior to the Con. Information for character creation is found at www.freewebs.com/9princesinshadow/.

Players must have e-mail access.

Character Generation: Before Con based on 0 points

Play Level: Intermediate

GM(s): Mike Manolakes

7-019: A Treachery of Trumps (XO, 5-10 Players)

Description: The cards have begun to corrode: the colors fading; the images blurring; the associations between card and subject becoming inappropriately assigned; and the subjects of the cards beginning to display in their person the deterioration observable in their cards.

Players who become infected will be eliminated as the course of the disease and its presenting symptomology dictates. Never has the association between Trump and reality been so immediate, or so deadly.

Restrictions: Players must have e-mail access.

Character Generation: Before Con based on 250-350 points

Play Level: Intermediate

GM(s): Stephanie Itchkawich

7-059: The Web of the Spider Queen (OC SW, 2-6 Players)

Description: Almost a year ago, six intrepid Amberites journeyed forth to save their cousin Arianna. During this period there were also several coordinated attacks on Amber and several Golden Circle Kingdoms. They returned successfully with a comatose Arianna trapped in the lair of someone known as the Spider Queen (but they never met any Queen, spider or otherwise). It is now nine months later, the coordinated attacks have dwindled to occasional strikes of small skirmish size. There are signs that a spider cult has arisen in the city of Amber and some of the Golden Circle Kingdoms, and now another of your cousins has disappeared.

While technically an ongoing campaign which follows the events of the "Lair of the Spider Queen," the players do not have to have participated in that adventure. Details of the noteworthy events in the "Lair" are available on the website: http://www.digitalindalo.com/rpg/amber

Mechanics/Restrictions: Returning Players: send me the PCs that you used at the last Con.

New Players (PCs sent in advance): Make your PC with 150 points, Pattern Imprint Required.

New Players (PCs at Con): Make your PC with 100 Points.

No Advanced Powers for new players. No Chaos-based powers (i.e. Logrus). Artifacts and Constructs must be approved by GM. Versions of your treasured PCs are welcome and efforts will be made to weave them into this version of Amber.

Character Generation: Before Con based on 150 points

Play Level: Intermediate

GM(s): John Lees


Campaigns for Returning Players Only

7-084: And, So It Begins Again (OC, 4-10 Players)

Description: An entire generation has been lost, a new generation has come into maturity and power; will they do any better than those who had come before?

Character Generation: Before Con based on points

Play Level: Advanced

GM(s): Michael Kucharski

7-057: Blaze of Glory: The Shadows Attack (SR, 2-30 Players)

Description: The growth of the Black Circle has been halted. Unfortunately, its creators have noticed. And they will have their revenge....

http://bog.thelbane.net/

Character Generation: Before Con based on 200 points

Play Level: Any

GM(s): Sol Foster

7-064: Pattern Magic (OC, 4-30 Players)

Description: Ghenesh can be a strange place when the planet's turning. What's next?

Character Generation: Before Con based on whatever points

Play Level: Advanced

GM(s): Cliff Winnig


Slot 8 (Sun 7pm - 12am)

8-092: Corwin and Random Go to White Castle (AA EL FF, 4-14 Players)

Description: White Castle, the fast-food-joint of which all other fast-food-joints are but Shadows. You could really go for a burger right now. Too bad Oberon grounded you all for your part in the loss of the Jewel. Of course, you could sneak out....

A sequel to "Dude! Where's my Jewel of Judgment." You needn't have played in the first game to play in this one. Wacky fun!

Restrictions: Players must have e-mail access.

Notes: Sequel to "Dude! Where's My Jewel of Judgment?"

Character Generation: Before Con based on 100 points

Play Level: Any

GM(s): Sean McCabe

8-022: The Cost of a Favor (SW, 4-6 Players) CLOSED

Description: Sometime in your past, Fiona saved you from an impending disaster. Fiona may well have not been your first choice of rescuers, but you were desperate. Nothing is free, and Fiona is calling in this favor – NOW! You answer this call out of love, fear, curiosity, or some combination thereof; and the game is afoot…

Players may well have to work together to survive, but trust is always a temporary phenomenon. Players can expect Machiavellian machinations whether or not their characters instigate them.

Character interactions are the heart of this scenario; Rich, well-developed characters are essential (preferably ones developed in other campaigns/scenarios) and much time will be devoted to developing inter-character histories, both before and at the Con.

Mechanics/Restrictions: No exalted powers.
"Stuff" limit 20 pts.
Game tone is serious - no "fluffy" characters.
Character vs. character antagonism is expected in the course of the game - though to what extent is largely variable. Players with emotional maturity to handle character vs. character situations only.

Character Generation: Before Con based on 100-200 points

Play Level: Advanced

GM(s): John Czarnota

8-013: ShadowWorld WWII (NA SR UC, 1-9 Players) CLOSED

Description: ShadowWorld is a diceless roleplaying game based in our world in May, 1941, playing operators for a recently formed, unusual branch of the Special Operations Executive. They are sent out to interrupt the nonstandard research and development efforts the Third Reich is performing: black magic, psionic powers, ancient secrets, dark conspiracies that are hidden from or dismissed by the general public. The players are operators of the SOE, with magical, psionic gifts or mutations, sent on mission into occupied Europe.

It is a serial campaign: a series of missions that can be played independently in an ongoing world setting. You don't need to do any preparation or play more than once, but the more you put in, the more you get out of it.

Note that this setting shares game mechanics, but no cosmology, history, or anything else with the 'Mainline' ShadowWorld campaign.

Mechanics/Restrictions: You can play any character with a background, skills, et-cetera, that makes you suitable to be recruited by the SOE, an English organization. e.g. resistance, intelligence, military, et-cetera.

You must be able to pass for a German in the more selective of its armed forces (e.g. blue-eyed, blond-haired, physically well), and not only speak German like a native, but have an understanding and appreciation for Germany and its culture (e.g. exchange student, German nanny, et-cetera).

Your character will have one or more psionic powers or mutations. You can find the rules for these at http://www.shadowworld.org/rules/currentversion.html. You have four (4) points to create your character's powers.

Players must have e-mail access.

Notes: Game WILL Run Late.

Character Generation: Before Con based on 4 points

Play Level: Any

GM(s): Edwin Voskamp

8-008: Ten Little Amberites (AA EL, 5-10 Players)

Description: A family dinner party hosted by Gérard. What could possibly go wrong? This game is set pre-Oberon abdication (abduction?). Back in the good ol' days Corwin and Florimel reminisce about in Nine Princes.

Amber with a Christie twist.

Mechanics/Restrictions: Elder selection will be done prior to the Con via e-mail. The basic tensions Corwin lays out in his chronicles are the basis for the elders here; but the players will have the freedom to indulge in their own plots once the characters are selected.

Players must have e-mail access.

Character Generation: Pregenerated

Play Level: Any

GM(s): Stephen Acton

8-025: Zombie Massacre, Amber Style (SW UC, 3-8 Players)

Description: Characters from all walks of life and all origins are welcome in this lighthearted zombie romp.

For various reasons, the characters are visiting Amber when word of dark troubles in Shadow begin to arrive. The younger generation has been asked to remain in place while those more capable go and see what is to be done. Unfortunately, that was a week ago, and the reports keep getting worse and worse. It seems that some sort of cross-Shadow contagion is spreading unchecked. Worse yet, its been days since anyone has heard from any of the royals who went to investigate. The only solid evidence available to those in Amber was found when Gérard ventured into Fiona's lab and discovered what can only be described as a "zombie" within a cage. Whatever is to be done? Won't someone PLEASE think of the children!

All characters with a reason to be in Amber and at least a begrudging desire to not see all of Shadow consumed by zombie hordes are welcome in this game. This will be an one-shot zombie romp through a fairly standard post-Patternfall Amber. Chaosians are not specifically disallowed and all "human" elders are allowed. Just recall that some concepts attract blame better than others. Players are also encouraged to watch as many zombie movies as possible before this game, because zombie horror is our friend.

Characters are to be built with 150 points and can be sent to kainesh@yahoo.com. Those sent at least a week early can have 10 extra points. The earlier the characters arrive, the more character specific the fun will be. If you can’t get it to me till the con, then no worries, you’ll just have to make do with 150 pts and the ire of the zombie lord.

Mechanics/Restrictions: All characters are subject to approval. I can't think of anything that I'd disallow at this point, but I reserve the right to scream "HOLY ****! that power will totally break my game!" and then proceed to curl into a fetal position until the end of the Con.

Please don't break me :)

Character Generation: Before Con based on 150 points

Play Level: Any

GM(s): Lee Bynum


Campaigns for Returning Players Only

8-054: Brave New World Reloaded (OC, 3-15 Players)

Description: Last year you created your world, now live in it. We did play until the food court opened last year, so, if I can make, we'll do it again this year.

I'll try to rehash what little play there was and get a copy of YOUR world to you before the convention.

Character Generation: Before Con based on 0 points

Play Level: Advanced

GM(s): Rae H. Williams

8-035: Shadowlock: Betrayal (OC, 2-8 Players)

Description: "Reality is merely an illusion, albeit a very persistent one."

Character Generation: Pregenerated

Play Level: Advanced

GM(s): Scott Piippo

8-003: To Live and Die in Texorami (OC, 3-15 Players) CLOSED

Description: "Texorami was a wide open port city, with sultry days and long nights, lots of good music, gambling around the clock, duels every morning and in-between mayhem for those who couldn't wait." -- Random, Sign of the Unicorn

It's a place where steampunk technology meets magic and gunfighters. It's a place where Random coulda been in the Magnificent Seven. You're Random's buddies. Lord knows why. Naturally, there's gonna be trouble.

http://home.comcast.net/~arrefmak/tladit/

Mechanics/Restrictions: Characters will be gamblers, gunmen, musicians, and thieves - the kind of guys Random would hang out with. As Random put it, "Guys like me living around the edges of things."

Character Generation: Before Con based on 100 points

Play Level:

GM(s): Doc Kindred

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Slot 6.5