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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)

1-004: Agents of the Argent Rose: "City of Swords" (SR, 3-7 Players) CLOSED

Description: France. The year is 1923. An age of wonder and contentment has come upon the world. The modern vision of great bards like Jules Verne has begun to see realization. The world hub for artistry, genius, and innovation is the banks of the river Seine. Paris.

You have been asked to attend the inauguration of a new President since your Aunt Lenaig and her party have lost the election. Private purpose, insure that Grandpere Corwin and Stigmatist radicals do not interfere with this event and thereby blacken the impartial process of the great republic.

Your mission, keep the peace and support the new President of France. The Argent Alliance, the honor of your family and innocent lives may hang in the balance.

Mechanics/Restrictions: PCs must be from "Argent France" built for 80 pts. Characters submitted to GM prior to convention can be built for 100 pts. Note special costs for some powers at web site.

Welcome to returning players, new players encouraged to make early contact with GM.

Character Generation: At Con based on 80 points.

Play Level: Intermediate

GM(s): R.F. McCaughey

1-069: Amber All Over Again (AA, 3-6 Players)

Description: In the beginning Amber was created by - the first player to arrive at the game. What happens next is up to you. Characters will be created during game play.

Character Generation: Non-Applicable

Play Level: Any

GM(s): Glen Seymour

1-068: Amber Asylum (AA EL, 5-5 Players) CANCELED

Description: You wake up in an insane asylum on Shadow Earth. What are you doing here? Who brought you here? What's wrong with you? Are you really insane? Characters will be chosen at random, so will their 'malady'.

Character Generation: Pregenerated.

Play Level: Intermediate

GM(s): Sean McCabe

1-033: The Enigma Society Maneuver 2 (NA SR, 0-3 Players) CLOSED

Description: As the sun rises on an unsuspecting London, our heroes reflect upon the past night's revelations; Invaders from the Moon...an associate's betrayal...a dark book in the hands of a madman...War looming on the horizon. What surprises await them, in the light of day, and will they live to see tomorrow? Previous players (and characters) are welcomed, and although this is a continuation of last year's game, new players are welcomed.

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.

Players must have e-mail access.

Character Generation: Before Con based on 0 points.

Play Level: Any

GM(s): Jack Schleick

1-031: A Night in the Forest (KF NC UC, 3-9 Players)

Description: Ah, the halcyon days of childhood. When the trees seemed to stretch up to touch the sky and the summers were endless. These are your days now when as a child you have nary a care in the world, the machinations of adults are irrelevant and life is simply for fun. You are so excited; Uncle Julian has suddenly announced that he is taking you on a camping trip into Forest Arden. This will be a Great Adventure. But why do your parents seem so worried these days and why are they so anxious that you go on this camping trip?

Mechanics/Restrictions: This is a game for the young children of Amber, aged between eight and twelve years old. Please note though that this is NOT a comedy kids' game; this is a very serious game (but of course with light hearted moments). It is also the first part of a three-part campaign with parts two and three run over successive years.

This game was developed, and first run, by John "J.D." Davies at ACUK many years ago.

Players must have e-mail access.

Character Generation: Before Con based on 100 points.

Play Level: Any

GM(s): Kit Kindred

1-043: OMG! We're like totally BFFs! (NA, 5-7 Players) CANCELED

Description: This will be a game of Best Friends. You can find more information here: http://www.rpgnow.com/product_info.php?products_id=7418

Stolen From Book:

So, what's this [game] all about?

Well, it's a role-playing game about being a girl.

Yeah, everyone plays a girl. If you're not down with that then just put Best Friends back wherever you found it and walk away. No hard feelings, eh?

So, still here?

OK, it's a game about being best friends and all the little hatreds that best friends have for each other.

Oh, I know. You're gonna say that y'all get along just peachy. Well, that's fine too. No one said any of this was true.

But, between you and me: it probably is.

Anyway, you and some friends all play girlfriends and try to do stuff together while secretly hating each other. And getting little frissons of excitement out of getting one up on your best friends.

* You're sixteen!
* Your parent's are out of town!
* The party of the year is happening tonight!
* Everyone who is anyone will be there!
* What are you going to wear!?

Character Generation: At Con.

Play Level: Beginner

GM(s): Lee Bynum

1-095: Polaris: In This Bloody Hour (NA UC, 2-4 Players) CANCELED

Description: "'This is a time for swords, not sentiment,' growled the sergeant-at-arms as he tore my heart from my chest, locking it in a silver casque. Thus freed of pity, there was nothing to stop me from betraying the People; but the casque must never be opened, lest the demon named Guilt devour me entire."

A game of chivalry and tragedy, set at the North Pole in a time before the Sun, among the dying remnants of the greatest civilization our world has ever known. Bring your poetic imagination.

Mechanics/Restrictions: ALLERGY WARNING: contains one six-sided die.

Notes: This game will run in more than one slot, but each slot's game is separate. You're welcome to sign up for more than one---it's never the same twice. We will not break for food.

Character Generation: At Con.

Play Level: Any

GM(s): Seth Blumberg

1-055: Resist the Moonlight (SW, 3-8 Players) CLOSED

Description: A lazy day. Not much happening. In fact, there is nothing happening. No noise, no trouble, no problems at all. Something must definitely be wrong.

Mechanics/Restrictions: No exalted powers or vampires or werewolves. Will take characters from various corners of the universe. Powers different from the books must be run by me first.

Notes: Depending on what time we arrive, it may start a bit late.

Character Generation: Before Con based on 150 points.

Play Level: Any

GM(s): Rae H. Williams

1-071: ShadowWorld (NA OC SR UC, 1-9 Players) CLOSED

Description: The real world in the current day, with a few changes (e.g. Quebec, Ontario the provinces east of it became a country and, with Cuba, Ecuador and Vanuatu, formed a Commonwealth). For (much) more detail, register at http://mainline.shadowworld.org/forums/ and let me know, so I can provide access to the 'operators only information' and read the 'Public Knowledge' forum.

ShadowWorld is a diceless roleplaying game based in our world, except that, under the facade of media, politics, political correctnes 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. Things have been getting seriously out of hand. The players are psionically gifted operators of a secret organization sent on a mission.

Though an ongoing world setting, it is an episodic campaign: new players are welcome.

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

Mechanics/Restrictions: You can play any character with regards to background, skills, etcetera, as long as your background makes you suitable to be recruited by a US-based organization. Your character will have one or more psionic powers. You can find the rules for these at http://mainline.shadowworld.org/forums/files/shadowworld_corerules_r8v3.pdf. You have sixteen (16) points to create your character's powers.

Players must have e-mail access.

Character Generation: Before Con based on 15 points.

Play Level: Any

GM(s): Edwin Voskamp

1-061: There Are More Things In Heaven and Earth, Horatio (EL, 4-6 Players) CLOSED

Description: "The dark hour is upon us, and I have seen the face of Death. But like the Phoenix from the ashes, Amber shall be reborn. Seek and ye shall find, children of my son, and know not the taste of defeat...for it shall be Eternal. Quickly, quickly. You carry my legacy in your blood, and you must survive divided or together."

An elders game of establishing the future and rebuilding your past.

Character Generation: At Con based on 400 points.

Play Level: Intermediate

GM(s): Mark MacKinnon

1-086: The Tomorrow League (NA SW, 4-8 Players)

Description: When evil has risen up through the centuries, bands of extraordinary men and women have banded together to oppose that evil. And so it is that in 1940, with the war in Europe growing, that the greatest heroes of Earth will rise up to battle back the rising tide of evil.

Mechanics/Restrictions: This game is meant to be a riff on the League of Extraordinary Gentlemen set during World War 2. Characters must be provided before the convention. There will be no specific game mechanic for making characters, just a series of questions to define your characters abilities. Nearly all of my work on the game will be based around the characters provided so failure to do so on your part will only diminish your ability to have fun in the game. I am open to most characters, fictional or historical, that would be around at that time: Golden Age superheroes, aging 1920s pulp heroes, elderly Victorian heroes, extremely long lived characters, other heroic characters of the time period, etc. My main restriction will be that I'd like to maintain the pulpy feel of the game, so if you play a classic superhero (Batman, Superman, Green Lantern) I ask that it be the Golden Age interpretation of that character, not the modern one. Also please keep the power level low. Golden Age Superman is on the outside edge of what I will accept.

I will also warn potential players that I am not a history geek. I have a superficial and eclectic knowledge of WW2, not a very detailed one. I could not tell you off the top of my head what sort of tanks the German army used in 1940, and I don't really care. If you want a supernatural WW2 game that is well grounded in history you may want to try out Edwin Voskamp's "ShadowWorld WWII." If you want a pulpy romp where you beat up Nazis (Kapow!) and countries will be made up as the plot demands it, then please join in.

Players must have e-mail access.

Character Generation: Before Con based on 0 points.

Play Level: Intermediate

GM(s): Jeremy Zimmerman


Campaigns for Returning Players Only

1-053: Altered States: Fall Out (Issue 5) (NA OC, 4-8 Players)

Description: You must now deal with the reprocusions of what you did.

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

This installment of our comic book genre role playing in a dice free story telling 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. This is still NOT an Amber game.

Players please contact GM with any PC data, motivations, schemes, etc. you have in mind (especially to let him know that you will be coming). Contact GM up to two days before the Con via e-mail: qwyllysh@verizon.net, or phone (304) 685-6480.

Character Generation: Non-Applicable.

Play Level: Any

GM(s): George Gitari

1-062: The Enigma Society Maneuver 2 (NA SR, 4-5 Players) CLOSED

Description: As the sun rises on an unsuspecting London, our heroes reflect upon the past night's revelations; Invaders from the Moon...an associate's betrayal...a dark book in the hands of a madman...War looming on the horizon. What surprises await them, in the light of day, and will they live to see tomorrow? Previous players (and characters) are welcomed, and although this is a continuation of last year's game, new players are welcomed.

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.

Players must have e-mail access.

Character Generation: Before Con based on 0 points.

Play Level: Any

GM(s): Jack Schleick


Slot 2 (Fri 9am - 1pm)

2-098: Ahead of the Storm (UC, 5-7 Players) CLOSED

Description: You are a proud child of Amber, born in the golden age that is Emperor Benedict's eternal reign. Power is your birthright, duty your mother's milk.

For twenty years you and your small cohort of young scions have paid your years of service, have learned the ways of the empire. Today you step forward into the sunlight of adulthood, unaware of the storm that looms behind you, threatening to wash all away.

Benedict is the Emperor of Amber and has been such for nearly two thousand years. Think Rome ruled by an eternal Augustus.

Most of the other elders and characters from the books are long dead or missing.

You are Benedict's youngest children, born of his harem, raised to be fierce and duty-bound. He is a distant, demanding, god-like father.

Mechanics/Restrictions: No advanced powers. No artifacts. No sold-down stats.

Players must have e-mail access.

Character Generation: Before Con based on 100 points.

Play Level: Any

GM(s): Eric Todd

2-052: Fighting Amongst Ourselves: Resolving Battles and Other Conflicts (SM, 3-15 Players)

Description: Every RPG has battles, even diceless RPGs. Although diceless may try to shy away from fights, or disguise them as some other form of conflict. Approaches to combat and other conflicts vary widely and can enhance or ruin the atmosphere of a game.

How does a GM create compelling storylines without letting the battle take over the game? Are there alternatives to resolving conflicts that don't seem arbitrary or contrived? If you had a past disaster, how would you handle it differently now? This will be a workshop on effective narrative strategies, mechanic variations, and interpersonal relations.

PLEASE NOTE we start the seminar at 10:00 am and everyone is welcome. Sleep in and come ready to share ideas.

Notes: Late start: 10 am.

Character Generation: Non-Applicable.

Play Level: Any

GM(s): George Gitari, Rachel Holmberg

2-006: First Time GMing: Workshop (FF SM, 3-7 Players)

Description: Bring the Amber Diceless game you'd like to GM to this workshop and we will cheer you on and help find your unique answers!!
'First time' GMing butterflies caught and examined!!

The slot will cover general topics and specific advice.
You can game sample scenes that address your questions.

Topics may include:
GM as a relationship with Players.
How to manage time in a finite slot.
How to keep combat a clean process.
How to respond to Players that break your plot.
How to attempt 'mood' on the fly.
How to arbitrate advanced powers.
Balance GM experience versus GM prep time.
Rewards for PCs, rewards for Players.
Create NPCs who do not grab spotlight from Players.

Questions sent in before the Convention will have 'play time' samples designed. Prospective GMs can also look here for 'partners' to share the GM tasks with. Use this slot to hook up with another person and share the GM load.

Notes: We will start at 10am. Grab a good breakfast and then join us. Be prepared to play as well as ask questions.

Character Generation: Pregenerated.

Play Level: Beginner

GM(s): R.F. McCaughey, Kristen Schleick

2-044: God War (NA TW, 3-15 Players)

Description: You are a God. Or possibly Goddess.
You rule not just a world, but a whole Universe.
But something has gone wrong, Universes are colliding, becoming one space. When Gods go to war for control of the multiverse, who will win?

Mechanics/Restrictions: Create a God, 200 points. Use powers from the books, or create your own powers. Use a God from a pre-existing pantheon, or create your own. Then pit your powers and followers against other Gods to see who is the best.

Players must have e-mail access.

Character Generation: Before Con based on 200 points.

Play Level: Intermediate

GM(s): Sean McCabe

2-028: The Ides of March (EL TW, 6-12 Players) CANCELED

Description: King Oberon requests your presence (and that of one guest at your discretion) at the Annual Ides of March Masquerade Ball this season in the First City. Please RSVP as soon as possible to the Lady Calpurnia.

This year, the Ides Ball coincides with the Day of the Lamb, when the King gives amnesty to anyone under Amber's power. The King has declared that the one who wins the Guessing Game will be able to announce the lucky recipient of the pardon. Many will enter, one will win.

This year, as with all others, no red costumes are to be worn. You know why.

-----
In this game, the players will be elders, but no one will know (other than the readily apparent sexual identity and/or size depending on costume) who the other players 'really' are. During the Masquerade, there will be a Guessing Game of Remembrance (as in "Remember when") played by the players with one another. This game will be played out as remembrances by the players (potentially made up on the spot or rehearsed as you wish) of events from the past lives of their characters and the others in the Castle. These remembrances could provide clues to their identities.

Mechanics/Restrictions: Any game mechanics will be standard Amber Diceless with the exception of stuff (see below).

Players will have the opportunity to select an elder and give a list of three events which they have participated in with other Amberites. Anyone not doing these two things by one week prior to Con will be given an Elder and a list of events in which they participated generated by the GMs, who reserve the right to make you miserable.

Anything that affects Amberites who are selected as PCs will be communicated to them via e-mail, along with a random tale or two that they may have heard elsewhere. You may use these events in your remembrances or come up with something amusing as you wish.

Additionally, Each player will be given a number of tokens that they can use to reward or punish others linked to these tales. These will act as good and bad stuff for the players. Extra tokens beyond those handed out at the start of the game will be awarded for creative, dramatic, amusing, poignant or interesting tales by the GM.

Players must have e-mail access.

Notes: Special Note: While there will be a game plot, I sincerely hope to spend as much time playing the remembrance game as possible (a big hit from Cons prior) and the game plot will be adjusted to the time remaining.

Character Generation: Pregenerated.

Play Level: Intermediate

GM(s): John Lees, David McCreless

2-097: Musketeer! (NA, 3-16 Players)

Description: Participate in a playtest of the card game Musketeer. Musketeer is a game of swashbuckling tavern combat between the King's Musketeers and the Cardinal's Guard in 17th Century France, evoking the classic movies of yesterday and today. It is still in development -- hence the playtest -- and will be published later this year.

Mechanics/Restrictions: NOTE: This is not a role-playing game. It is a card game in the same category as Mayfair Games' Bang! It is out of the normal mold of Ambercon events, and is here by special invitation because the slot was depleted by cancellations.

Notes: A good event if you want to take it easy in this slot, as a session of Musketeer takes around 40 minutes, so we'll be doing several and people can drop in or out.

Character Generation: Non-Applicable.

Play Level: Any

GM(s): Joe Saul

2-039: Once Upon a Time in the West - Dead Man's Hand (NA SR UC, 4-7 Players) CANCELED

Description: Paradise Falls was a great place to stop, the women are beautiful, the booze flows freely and the Gold slips through your fingers like rain falling upon the desert. But the Gold is running out. So, when a down on his luck Gambler puts up his last coins, a silver pocket watch and his diary as his last bet, you took it. He called and laid down two pairs, Aces and Eights. He was poised and ready to scoop up the pot, when your 3 Deuces hit the table. His gun hand folded as your sixes spoke first and you let him lay. You scooped up your winnings and slipped out the door.

Little did you know that fate had its eye on you, for the diary held an account of an old Spanish mine and the Watch contained a folded up map which pointed the way. The possibility of more gold it would seem has dropped into your laps, but Gold has a way of bringing the vultures out of the woodwork. Danger lurks on this hunt for treasure, and many would like to find it. And so the race is on....

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 in this world 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.

Players must have e-mail access.

Character Generation: Before Con.

Play Level: Intermediate

GM(s): Tymen VanDyk

2-080: Rise of the Third Rose: A Tale of Three Kingdoms - Final Heresy (NA, 2-4 Players) CLOSED

Description: A Modern Urban Fantasy tale in the tradition of Underworld, Blood Ties, and Forever Knight. Players are Vampires, Changelings, and Prometheans at a time of civil war between the tribes of the supernatural. Will you work for peace, or victory? Can you embrace the Heresy of peace when so many of you were born of Vengeance? This event is part of an ongoing playtest. The specifics of the plot will be grown from the characters developed.

Mechanics/Restrictions: Played with diceless rules, but not Amber diceless; provided by e-mail. Please allow time to create characters beforehand. Players preferring to 'learn by doing' may provide a character description, and I will generate a character for them.

Players must have e-mail access.

Notes: I will start on time, and should break on time for lunch.

Character Generation: Before Con based on 50 points.

Play Level: Intermediate

GM(s): David Vandenabeele

2-019: Treacherous Waters (AA SR UC, 2-6 Players) CLOSED

Description: A Dashing Blades of Amber Adventure.

King Oberon's fleet is ambushed on a diplomatic mission to a new world, and it is up the swashbuckling Royal Blades to save the day.

This is a standalone game in the Dashing Blades of Amber universe. Both newcomers and players from the other Dashing Blades game are welcome.

Mechanics/Restrictions: See http://ralf.org/~colomon/amber/dboa.html for full rules and info on the setting.

Players must have e-mail access.

Character Generation: Before Con based on 11 points.

Play Level: Any

GM(s): Sol Foster

2-002: Welcome Home? (UC, 4-6 Players) CANCELED

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 may 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 have skills that a militaristic organization would find desirable.

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

2-057: Emergence (OC, 2-15 Players)

Description: Last year, we left a group of people about to set foot on the road to the utter destruction of the universe. Or maybe they were getting ready to sort it all out. I never know with these characters.

Notes: Continues in slot 3, we'll order out again, if you're interested.

Character Generation: Non-Applicable.

Play Level: Advanced

GM(s): Rae H. Williams

2-025: Under the Tyrant's Thumb (OC, 4-10 Players)

Description: Power corrupts, Ultimate powers destroys - Can the grandsons and granddaughters of Oberon survive Reynard, the ultimate Tyrant?

Character Generation: Non-Applicable.

Play Level: Advanced

GM(s): Michael Kucharski


Slot 3 (Fri 2pm - 6pm)

3-067: Amber Begins (EL, 4-6 Players) CLOSED

Description: This is a story of a time long ago: a time of myth and legend. When the ancient gods were petty and cruel, and plagued mankind with suffering. Only one man dared to challenge their power: Oberon! Oberon possessed a power the world had never seen, and cunning surpassed only by the strength of his convictions. He journeyed the multiverse, battling the minions of his wicked ancestors, the all-powerful Chaosians. But wherever there was evil, wherever an innocent would suffer, there would be: Oberon!

Do they really believe that crap? You were there, even if you were younger. It wasn't quite like that.

Character Generation: At Con based on 150 points.

Play Level: Intermediate

GM(s): Mark MacKinnon

3-075: Amber DRPG 2.0 Discussion (SM SR, 2-666 Players)

Description: Diceless by Design is Edwin Voskamp and Eric Todd. We have worked with Erick Wujcik to acquire his rights to the Amber Diceless Roleplaying Game and will be further developing and publishing an updated version of the Amber DRPG.

Please join us for a discussion on the why, what, how and when and what more of Amber DRPG 2.0.

Notes: Seminar will likely not run the full length of the slot.

Character Generation: Non-Applicable.

Play Level: Any

GM(s): Edwin Voskamp, Eric Todd

3-050: Brave New Gotham (NA, 4-8 Players) CLOSED

Description: An Elseworlds Adventure. Gotham City has often been called a hell on Earth. Thanks to the Hellmouth, it has the potential to be just that. The vamps and demons of the city are the boldest of any major city and the newspapers are filled with gruesome stories of horrific monsters that stalk the streets and alleys of Gotham. Led by apocalyptic prophecies, a small army of Slayers have arrived in Gotham to fight the newest "big bad," the vampire the Gotham Gazette has named "The Batman."

The setting is a blend of Buffy the Vampire Slayer Season Eight and superhero comics.

Mechanics/Restrictions: Players can play almost any character from Buffy, Angel, DC or Marvel Comics. Characters powers and histories may be tweaked to fit in to the setting.

Players must have e-mail access.

Character Generation: Before Con based on 1 point.

Play Level: Any

GM(s): James Arnoldi

3-009: A Double Dozen Seas: Raise the Aurora (SR UC, 3-9 Players) CLOSED

Description: HMS Aurora served as a ship of the line with distinction for centuries, until she was lost in valiant defense of Amber from the black fleet of the traitor, Prince Corwin. What secrets did she take to the depths with her? Now, the fate of Amber may well rest on finding HMS Aurora and retrieving her secrets before Amber's enemies.

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 must be created and submitted to GM before Ambercon.

New and returning players welcome!

Players must have e-mail access.

Character Generation: Before Con based on 100 points.

Play Level: Any

GM(s): Kit Kindred

3-041: Duplicity (AA, 3-6 Players) CLOSED

Description: You are a personality construct. At some point in time, your physical counterpart copied his/her mental structure and uploaded it into the virtual world. With the Rice Act of 2035, however, you have the same rights/responsibilities as your physical "parent."

A sci-fi game that explores the nature of reality. What precisely makes one real? Can a copy of an existing human being still be real? Does s/he have rights, too? What if the original is less than thrilled with being copied, or is unhappy with the actions of his/her duplicate?

Mechanics/Restrictions: Powers will be sci-fi equivalents of traditional Amber DRPG abilities. They'll cost the same, but will be tweaked to fit in with the settings. Characters can be from Amber, Chaos, or Shadow, and can have access to basic level of any power.

Character Generation: At Con based on 100 points.

Play Level: Intermediate

GM(s): Matthew Richardson

3-078: Haunted by the Past (AA UC, 3-8 Players) CANCELED

Description: The nightmares keep coming. You've screwed up big time, and the past won't let go. It haunts your waking steps; it skews your perceptions. It's eating you alive.

Too bad your conscious mind won't let you remember the details. Maybe within them there would be release.

Mechanics/Restrictions: Characters made at Con. Gaming experience not traditional Amber, though loosely set in that world.

Notes: Game runs in both slot 3 and slot 8, but is NOT a two slot game. Plot is largely driven by the character creation process (part of a scenario) so duplicate play is OK, but not ideal. Sign up for one slot or the other, but both only if you're a glutton for punishment.

Character Generation: At Con based on 150 points.

Play Level: Any

GM(s): John Czarnota

3-094: In the Shadows of Greatness (AA UC, 2-8 Players)

Description: Once upon a time there was a great valley full of light and happiness. Here industrial giants cared for the people and brought them great wealth. With that wealth, the people created mansions, parks, museums and universities. Then one day, the giants fell into a great slumber and despair swept crept across the land. The people became poor not just in pocket but in spirit. Many fell into the cracks, forgotten and alone. Decay soon overtook the land. Within that decay, others began to rise up, creatures born of dream, shaped by the last vestiges of hope. These unseen creatures lurked in Shadow among the forgotten and forged a new society, unbeknown to the mortals living among them.

The King of the Shadows, Oren, ruled for many peaceful years and brought prosperity to his people. During his reign, he bore many a strong son and daughter, yet named no heir. Now he is disappeared and a time of great darkness threatens the kingdom as his sons and daughters compete for control....

Mechanics/Restrictions: This is a classic throne war set in an alternate reality. Familiarity with the works of authors Charles DeLint, Emma Bull, or Neil Gaiman helpful but not necessary. Pre-gens for all Elders will be available at the Con. We will be using the ADRPG rules as our basis with some minor tweaks due to the world background. Questions and character preferences can be e-mailed to the GM's.

Character Generation: Pregenerated.

Play Level:

GM(s): Tara Kunkel, Kris Kunkel

3-096: Polaris: To Crush the Sun (NA UC, 2-4 Players) CANCELED

Description: "In those nights, the House of Cygnus held all Southreach in its grasp. Lord Deneb in his madness proclaimed that the Summer Triangle would be rebuilt; nor could any argument dissuade him. In that vain pursuit, more than a score of loyal knights graced the snow with their blood."

A game of chivalry and tragedy, set at the North Pole in a time before the Sun, among the dying remnants of the greatest civilization our world has ever known. Bring your poetic imagination. Rules will be taught.

Mechanics/Restrictions: ALLERGY WARNING: contains one six-sided die.

Notes: This game will run in more than one slot, but each slot's game is separate. You're welcome to sign up for more than one---it's never the same twice. We will not break for food.

Character Generation: At Con.

Play Level: Any

GM(s): Seth Blumberg

3-079: Random Gambling - Family Values (OC SR, 0-3 Players) CLOSED

Description: "I promise, we'll get to the poker table, but there are a few things I have to clean up first." Random is smiling, but it doesn't quite reach his eyes...and the fact that Caine is coming along can't be good news. A violent little romp to the edge of the Abyss, inspired by the Sin City movie and the actioner Replacement Killers; neither are required viewing to participate...but it does set the mood.

Mechanics/Restrictions: Contact the GM for details on Exalted Powers. Regicide discouraged, but kneecapping is okay.

Players must have e-mail access.

Notes: Bring snacks, but I usually don't run into dinner.

Character Generation: Before Con based on 200 points.

Play Level: Intermediate

GM(s): David Vandenabeele

3-021: Warlord's Quadrant: The Returned (NA, 4-8 Players) CANCELED

Description: After the loss of The Apogee, and the subsequent search and recovery missions that reclaimed much of the surviving crew and repatriated persons harvested by the Warlord Clans, the Federated Planets have expanded their efforts to exploit their technical advantage over the bordering Warlord culture.

Your task force has been given the mission gathering information relevent to reverse engineer the peculiar aspects of Warlord technology that might possibly represent a potential advantage over Federation standard.

Your force will be expected to prototype next gen systems that incorporate both technologies to maximum advantage for use by future expeditionary missions.

Mechanics/Restrictions: This is a serialized campaign using a variant of the old Space Opera rules. You need not have played before in order to participate and character generation guidance will be provided.

Players must have e-mail access.

Character Generation: Before Con based on 200 points.

Play Level: Intermediate

GM(s): Stephanie Itchkawich

3-091: Whither Wilt the Heart Go? (AA, 3-5 Players) CLOSED

Description: Once two once mighty powers, the transmigration of Pattern and the Diaspora into Hidden Places of Chaos have long since scattered them both out among their mingled bloodlines. The Family has maintained its enclave though -- their archives, traditions and ceremonies perhaps more integral to reality even then their ancient mortar and stones.

Within these transmissions of the past, the elders have warned again and again, against the siren song of Else. Yet every turning of the cycle sees youth yearning in their heart with the same question. Stay or go? But where else is there?

Mechanics/Restrictions: PCs may be loosely interpreted youth versions of Amberites, sans parents, to quickly establish character and relations. No standard powers, stats unlikely to be prominent. All characters will have a measure of awareness-based power over the setting.

Character Generation: At Con based on 100 points.

Play Level: Advanced

GM(s): David de Jong

3-092: Who Was That Masked Man? (SW, 3-4 Players) CLOSED

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

Mechanics/Restrictions: This game takes place after the Merlin books and characters need some knowledge of Amber history from those books. Characters are limited to 200 points, but a strong concept and well-known background are more important than points. You do not need to submit your character before the Con, but if you do, I'll have more time to plan ways to 'entertain' you.

Character Generation: Before Con based on 50-200 points.

Play Level: Any

GM(s): Linda Duncan


Campaigns for Returning Players Only

3-059: Emergence (OC, 2-15 Players)

Description: Last year, we left a group of people about to set foot on the road to the utter destruction of the universe. Or maybe they were getting ready to sort it all out. I never know with these characters.

Notes: Continues from slot 2, we'll order out again, if you're interested.

Character Generation: Non-Applicable.

Play Level: Advanced

GM(s): Rae H. Williams

3-085: Random Gambling - Family Values (OC SR, 2-2 Players) CLOSED

Description: "I promise, we'll get to the poker table, but there are a few things I have to clean up first." Random is smiling, but it doesn't quite reach his eyes...and the fact that Caine is coming along can't be good news. A violent little romp to the edge of the Abyss, inspired by the Sin City movie and the actioner Replacement Killers; neither are required viewing to participate...but it does set the mood.

Mechanics/Restrictions: Contact the GM for details on Exalted Powers. Regicide discouraged, but kneecapping is okay.

Players must have e-mail access.

Notes: Bring snacks, but I usually don't run into dinner.

Character Generation: Before Con based on 200 points.

Play Level: Intermediate

GM(s): David Vandenabeele


Slot 4 (Fri 8pm - 12am)

4-042: The Corey Family Reunion (AA KF, 4-6 Players)

Description: One of the more distant relatives of the Corey family, a very wealthy man by the name of Eric Barimen, has decided to stage the biggest family get-together ever! More than two hundred family members have been invited from all over the world to gather together for the maiden voyage of the most luxurious ocean liner ever built.

Mechanics/Restrictions: Characters are partially pre-generated. You'll get to spend points on attributes; powers will already be set, as will significant items.

Character Generation: Pregenerated.

Play Level: Beginner

GM(s): Matthew Richardson

4-065: Murder and Mystery in the Dreaming City (NA, 3-6 Players) CLOSED

Description: The Aes Sidhe, the elven creators of Murias, the Dreaming City, rarely come down from "Snob Hill", unless it's to show up at City Hall and tell us how to run this city. So, we're not sure what this elven youth was doing in this dive of a neighborhood, but whatever it was...it got him killed. A patrolman found him laying in the gutter, with a .45 calibre runeslug in his back and his blue blood all over the pavement. Maybe it was a hate-crime. There's no shortage of people with a grudge against the Aes Sidhe, but I've got a nose for a mystery...and I smell something rotten.

Mechanics/Restrictions: Characters are built on 120 pts using the Dreaming City system found here: http://www.geocities.com/nuadha_silverhand/dreamingcity/index.htm.

Players must have e-mail access.

Character Generation: Before Con based on 120 points.

Play Level: Any

GM(s): James Arnoldi

4-046: Proof Positive (NA, 4-7 Players) CLOSED

Description: ::message received::
*encryption enabled*
The movement is losing speed. Even the shock that the Purplebellies caused those monsters hasn't been enough to flip the inner planets. They keep on with their lives, thinking it makes no difference to them, that the ones who did it have been punished. We have to reach in and show them that their own children have been hurt by this regime. It's time to act. This particular run will have personal interest to your crew, I'm sure. Meet me at the bar where you punched me out that one time. Surely you can't forget such a singular event.
-Captain Kim
::end of message::

Mechanics/Restrictions: A Firefly game set one month after the events in the movie 'Serenity'.

Players must have e-mail access.

Notes: May go late.

Character Generation: Pregenerated.

Play Level: Intermediate

GM(s): Kristen Schleick

4-022: Reservoir Hellhounds (XO FF, 12-16 Players)

Description: As the wise sages have said, this is NOT a light-hearted romp through Castle Amber. It is violent. It is, however, fun.

This game was developed, and first run, by John "J.D." Davies at Ambercon many years ago. It was most recently run at ACNW in 2007. It's back.

Mechanics/Restrictions: No exalted powers.

Character Generation: Before Con based on 120 points.

Play Level: Any

GM(s): Joe Saul, Nathan Bardsley, Mark MacKinnon

4-014: The Sable Game (SR UC, 0-3 Players)

Description: The PCs are talented mortals who are the trusted agents of the King of Sable - soldiers, diplomats, merchants, investigators, etc. - chosen to help in the smooth running of the Kingdom, and to thwart the plans of Sable's age-old enemy, the Reich, and any other threats to the Kingdom which might arise. Returning characters from any iteration of the Sable Game are welcome.

Mechanics/Restrictions: Character generation is based from Chaos stats, and only limited powers are available to players.

The game website is available at: http://www.sable.org.uk/.

Players must have e-mail access.

Character Generation: Before Con based on 75 points.

Play Level:

GM(s): Trish Hart

4-072: ShadowWorld (NA OC SR UC, 1-9 Players) CLOSED

Description: The real world in the current day, with a few changes (e.g. Quebec, Ontario the provinces east of it became a country and, with Cuba, Ecuador and Vanuatu, formed a Commonwealth). For (much) more detail, register at http://mainline.shadowworld.org/forums/ and let me know, so I can provide access to the 'operators only information' and read the 'Public Knowledge' forum.

ShadowWorld is a diceless roleplaying game based in our world, except that, under the facade of media, politics, political correctnes 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. Things have been getting seriously out of hand. The players are psionically gifted operators of a secret organization sent on a mission.

Though an ongoing world setting, it is an episodic campaign: new players are welcome.

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

Mechanics/Restrictions: You can play any character with regards to background, skills, etcetera, as long as your background makes you suitable to be recruited by a US-based organization. Your character will have one or more psionic powers. You can find the rules for these at http://mainline.shadowworld.org/forums/files/shadowworld_corerules_r8v3.pdf. You have sixteen (16) points to create your character's powers.

Players must have e-mail access.

Character Generation: Before Con based on 15 points.

Play Level: Any

GM(s): Edwin Voskamp

4-003: Through Her Majesty's Eyes (UC, 2-6 Players)

Description: Gather around the pyre, my friend, and let me share.
Quiet now, one can still hear their whispers upon the wind.
If one looks yonder Faiella-bionin, at that ancient estate,
It was where their legend began...

Some were born of axe and sword.
Some were born of bolt and flame.
Some were born of quill and debate.
Some were born of wit and song.

Some would become chiseled out of sorrow and pain.
Some would become chiseled out of laughter and joy.
Some would become chiseled out of revenge and greed.

But, all held one thing in common.
They were bonded by duty, to their queen.
This was above all else, etched within their souls,
By their mentor, her Majesty's solider of arms.

...They were Queen Vialle's elite champions.
They were her eyes in and outside of Amber's borders.
And tonight, my friend, alongside the warmth of the pyre,
Listen and embrace their first tale.

Mechanics/Restrictions: Characters are to be created by e-mail prior to the Con. Information for character creation can be found at http://hometown.aol.com/feargus0/myhomepage/index.html.

Players must have e-mail access.

Notes: May run until 1am.

Character Generation: Before Con.

Play Level: Any

GM(s): Wayne Goodwine

4-045: Zombie Crisis (NA UC, 3-15 Players)

Description: There are reports coming in from all over the city of the dead rising from the grave and attacking the living. You and your friends must attempt to survive this strange and horrifying menace. How well would you do in a Zombie Crisis?

Create a 100 pt version of yourself using the All Flesh Must Be Eaten rules and try to survive.

Mechanics/Restrictions: All Flesh Must be Eaten rules...mostly.

Players must have e-mail access.

Character Generation: At Con based on 100 points.

Play Level: Intermediate

GM(s): Sean McCabe


Campaigns for Returning Players Only

4-037: Blood of Corwin (OC, 2-15 Players)

Description: "Of course you realize this means war...."

Character Generation: Non-Applicable

Play Level: Advanced

GM(s): Cliff Winnig

4-063: Games People Play: Hangman (NA OC, 3-8 Players)

Description: FROM: Varney07@hotmail.com
TO: JBWilson@uofm.edu
SUBJECT: Daddy Dearest

So fine, you said I should go and try this "Bright Promise Scholarship" thing, so I did. It's been two days, I've done the tour, met the other bright and shiny students -- so can I come home now?

It's a total waste of time. Everybody here is just a bunch of drones who go on and on about themselves; none of them care about who I am. They had a fight over some girl last night. What a bunch of stupid jocks.

The thing with the car was a mistake. I said I was sorry. If I can work at the record store for a few weeks, I can even pay for the detailing. It was just an accident, I don't see why you're so worked up about it. It's not like YOU never make mistakes, DAD.

Call me when you get on campus, it will take me five minutes to get my stuff.

Mechanics/Restrictions: Zero Movement is a diceless role playing game about urban decay and the occult created by Nick Fortungo. At Ambercon 2007, our high school graduates won Bright Promise Scholarships, and started their on-campus special orientation. The game will be as player-centric as last year, but with a splash of action and a jigger or two of the occult.
(Just to clarify, last year the game ran in the same slot and was called: "Game Four: Red Rover")
E-mail me if you have any questions: rachel.holmberg@mail.wvu.edu

Character Generation: Non-Applicable.

Play Level: Intermediate

GM(s): Rachel Holmberg

4-010: Ill Met in Amber (OC UC, 3-15 Players)

Description: "Attend! The anniversary of the first year of the reign of Eric, by grace of the Unicorn and right of blood, King of Amber, draws nigh!"

Mechanics/Restrictions: Players will be e-mailed with a special assignment before the game.

Players must have e-mail access.

Notes: Let's talk dinner sometime before the game. May run late, as usual.

Character Generation: Non-Applicable.

Play Level: Advanced

GM(s): Kit Kindred

4-020: The Sable Game (SR UC, 2-4 Players)

Description: The PCs are talented mortals who are the trusted agents of the King of Sable - soldiers, diplomats, merchants, investigators, etc. - chosen to help in the smooth running of the Kingdom, and to thwart the plans of Sable's age-old enemy, the Reich, and any other threats to the Kingdom which might arise. Returning characters from any iteration of the Sable Game are welcome.

Mechanics/Restrictions: Character generation is based from Chaos stats, and only limited powers are available to players.

The game website is available at: http://www.sable.org.uk/.

Players must have e-mail access.

Character Generation: Before Con based on 75 points.

Play Level: Any

GM(s): Trish Hart


Slot 5 (Sat 10am - 5pm)

5-056: And All Our Yesterdays Have Lighted Fools (AA XO SR, 3-10 Players)

Description: First year, the players freed Eric and imprisoned Corwin. Fiona killed Moire and someone returned the Eye of Serpent/Jewel of Judgment to Chaos. Second year, the players spent time in a maze world, thanks to some caskets that were delivered to Amber. Third year, there were a bunch of duplicate Elders running around. Fourth year, the group helped to unite a pair of lovers from Rebma and Chaos who seemed ill-fated prior to their intervention.

Part 1 was based on "MacBeth." Part 2 was "The Merchant of Venice." Part 3 was "The Comedy of Errors." Part 4 was "Romeo And Juliet." Part 5 is based on another Shakespeare play, but you'll have to guess which.

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

Notes: We can either take a break or bring lunch. I'll probably have leftovers from the day before for myself. I can run whoever is around through lunch, if others want to break.

Character Generation: Before Con based on 150 points.

Play Level: Advanced

GM(s): Rae H. Williams

5-030: Ashes and Sparks (UC, 4-6 Players) CLOSED

Description: Two hundred years after Benedict alone walked out of the ruins of Amber, the loosed powers that devoured Chaos and Amber alike still seek the final end of Oberon's bloodline. Scattered outposts linked by tenuous threads of Shadow allow some to survive, if you can call it that. Without the webs of magic and technology that move shattered limbs and replace poisoned lungs, there would be no life at all.

The rumor is that Benedict is tired. The rumor is he seeks some compromise at last, or even the final rest granted long ago to his enemies, his family. Why else would he leave Avalon, home and refuge, undefended?

Soldiers, though, say their general is not a man to go quiet to his grave. Restless, they wait, they hope, for orders.

Mechanics/Restrictions: Jacked in, jacked up, chrome-plated characters of Amber's blood and Tir's metal dreams; fighters, scouts, pilots and technomancers longing for and dreading an end to endless war; rogue Chaosians hoping to restore their lost homeland; children of Avalon, innocent of war...

...to be developed before the convention based on 100 points (no Pattern). You can add up to 50 points in "enhancement stats" or Chaosian abilities. More details will be given once players are assigned. Please do not sign up for this game if you will not be able to work on your character well in advance of the convention.

Players must have e-mail access.

Character Generation: Before Con based on 120 points.

Play Level:

GM(s): Simone Cooper

5-015: Aurellis (AA SR, 3-8 Players)

Description: Continuing adventures in the universe of the FBI Special Operations section, the British Regiment of the Keys, and parallel dimensions of worlds, where strange civilisations seem to think that Earth is either a resource or an opportunity for gain.

Mechanics/Restrictions: Existing characters are always welcome to return - new characters start on modern day Earth, somehow connected with either FBI or British army special operations, and characters are generated prior to the Con using a quiz I will send out.

This game will be different to the ones run in other slots. Players are welcome to sign up for one, some or all of them.

Players must have e-mail access.

Character Generation: Before Con.

Play Level:

GM(s): Tim Hart

5-007: Clandestine Chronicles of the Cobalt Charter (SR UC, 3-6 Players)

Description: The Cobalt Charter binds them in Blood.

It is a group of women that meets in a masked and hidden place under the turnings of a broken sky. Born in many Shadows, they come together under the Very Watch of great kingdoms to work their Secret Will upon Shadow.

Having agreed to their Will, they act and suffer no man or god to stand in their way.

http://www.skyseastone.net/itsog/shadows/003001.html

Mechanics/Restrictions: Build a female character of the Cobalt Charter for 50 points. Your Player Character may not have Pattern or Logrus.

Build also the "mission" your PC will bring to the next Charter meeting in a description to convince your fellow Sisters to work their Secret Will. Do not exceed 250 words with your mission description.

If your "mission" includes an Antagonist, build that person for 100 points and briefly describe them for the GM.

Information to the GM by e-mail before the Con. Don't sign up if you can't do the preparation, please.

Players must have e-mail access.

Notes: Will break for lunch.

Character Generation: At Con based on 50 points.

Play Level: Intermediate

GM(s): R.F. McCaughey

5-018: The Crimson Guard (AA UC, 4-8 Players) CLOSED

Description: Moving among the glorious fetes, backroom politics, and shadowy intrigues of young Franco-Argent are the valiant guardians of Empress Francesca, La Garde Cramoisie. A response to an unsolved assassination attempt, the Crimson Guard reports directly to the Emperor. The Assemblee Nationale has protested their creation, but Corwin has vowed politics will not interfere with his wife's safety. Though she is loved by Parisians, she has earned enemies.

It's been a almost two months since Chevalier Hillary recruited you. He sought only the bold and brave for this post where glory and renown might only be awarded posthumously. The Empress chose eight for wit and loyalty. The first musketeers, duelists, and sorcerers to be entrusted with her safety, it will be your job to protect her now that she's free to roam Paris again.

http://www.grayswandir.net/index.php/ACUS/HomePage

Mechanics/Restrictions: Mechanics/Restrictions: Familiarity with with Dumas and Carey may be more useful than the Everway fortune deck system. This game has adult themes: for mature players only. PC death is possible in the last quarter of the game. Be prepared for the mangling of all things French!

Character Generation: Pregenerated.

Play Level: Intermediate

GM(s): Elizabeth Ray-Trumitch, Kris Kunkel

5-083: Dark and Golden Ages (UC, 4-8 Players) CLOSED

Description: In the bygone era of Chaos, before Dworkin and his betrayal, the Courts of Chaos were just that: disparate feudal courts united by their ties to the Logrus. Of these Houses, eight houses, each bearing one of the First Artifacts, hold the most sway over the others. It is to this eight that the others turn to in times of need.

And when ancient enemies of the Courts of Chaos seek a reckoning, it is these eight houses that the others turn to for leadership and guidance.

Mechanics/Restrictions: Players will each play the Duke (or Duchess) of one of the eight major Houses. Ideally, characters should be created semi-collaboratively in e-mail before the game starts. Characters will be created using a variation of the Amber Diceless rules. In addition, players will receive one randomly assigned artifact on par with the Jewel of Judgment and a to-be-determined method for generating their House. It should be noted that this is meant to be a mostly collaborative game. Rivalry and one-upmanship is fine, but this is not a throne war in any sense of the word. If that is what you are looking for, do not sign up for this game.

Players must have e-mail access.

Character Generation: Before Con based on 300 points.

Play Level: Intermediate

GM(s): Jeremy Zimmerman

5-077: Magnetic East (OC, 0-2 Players)

Description: Prince Brand, Steward of the Primal Pattern of Amber, has installed Julian as King of Amber, and arranged for Princess Fiona to wed him and become Queen of the Realm. Is this the future you intend and accept?

Mechanics/Restrictions: Contact the GM for rules on Exalted Powers. This is not a Throne War, but most anything else goes.

Players must have e-mail access.

Notes: We usually grab dinner at a local place. Lunch TBD when we meet, or by e-mail beforehand, if strong preferences prevail.

Character Generation: Before Con based on 250 points.

Play Level: Intermediate

GM(s): David Vandenabeele

5-023: The Mulligan (AA, 4-8 Players) CANCELED

Description: In the beginning...

However poor the original design, and however flawed the subsequent reengineering, patches, and hotfixes; reality has ticked along...well, quite long enough really.

And so from the depths of the pit there comes a creature of unimaginable power spawned before the first moment in anticipation of the present, a creature unique in its ability to live outside the rules known within the Multiverse.

The Mulligan

And it has a design of its own.

Mechanics/Restrictions: None.

Players must have e-mail access.

Character Generation: Before Con based on 500 points.

Play Level: Intermediate

GM(s): Stephanie Itchkawich

5-040: Night in the Lonesome October (NA, 2-15 Players)

Description: This October 31st, the stars will be right for the return of the old gods. A strange collection of characters and their familiars gather to herald (or prevent) the end of the world. Players should pick an iconic character from history or fiction, no stats, just a simply character description.

This will be a mostly free-form role-playing game based on Zelazny's book of the same name. Knowledge of the book is highly encouraged, as this will be the first time I am attempting this.

Mechanics/Restrictions: Rules will be posted on-line at http://nitlo.wikidot.com/.

Players must have e-mail access.

Character Generation: Before Con.

Play Level: Any

GM(s): Paul Vlamis

5-011: When the Queen Says, "Go and Die...": The Lady in Question (SR UC, 3-9 Players) CLOSED

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

The sister of a Musketeer is missing! She must be found! The love of a lady has been spurned! She must be avenged! A lady and a Musketeer are in love! They must be wed! A new lady has captured the heart of all Paris! She must be wooed!

Romance! Revenge! Redecorating of taverns!

Mechanics/Restrictions: Characters are Musketeers in France of Shadow Earth. Contact the GM for character creation guidelines. Characters must be created before Ambercon.

New players and returning players welcome.

Players must have e-mail access.

Notes: Play may continue while Musketeers find food and wine.

Character Generation: Before Con based on 100 points

Play Level: Any

GM(s): Kit Kindred

5-070: www.grand-design.net (SR UC, 2-8 Players)

Description: Grand Design is a pioneering firm researching, developing and providing new media Internet products and services, using advanced alternate technologies for wireless products. The website at http://www.grand-design.net will give you more of an idea about life and work at Grand Design.

Setting: Earth, more or less.

Mechanics/Restrictions: Character Instructions: Non-Amber, no points, no rules 'system'. Characters are all Grand Design permanent employees, returning characters welcome. New players also welcome, but new character to be generated before the Con.

Notes: We'll break for lunch for people to go get food and continue.

Character Generation: Before Con based on special points.

Play Level: Any

GM(s): Edwin Voskamp, Irene Schwarting


Campaigns for Returning Players Only

5-084: Magnetic East (OC, 1-3 Players)

Description: Prince Brand, Steward of the Primal Pattern of Amber, has installed Julian as King of Amber, and arranged for Princess Fiona to wed him and become Queen of the Realm. Is this the future you intend and accept?

Mechanics/Restrictions: Contact the GM for rules on Exalted Powers. This is not a Throne War, but most anything else goes.

Players must have e-mail access.

Notes: We usually grab dinner at a local place. Lunch TBD when we meet, or by e-mail beforehand, if strong preferences prevail.

Character Generation: Before Con based on 250 points.

Play Level: Intermediate

GM(s): David Vandenabeele

5-027: Mercy & Forgiveness (OC, 4-11 Players)

Description: The Children and Grandchildren of Brand must discover and deal with the secret of the Abyss.

Character Generation: Non-Applicable.

Play Level: Advanced

GM(s): Michael Kucharski, Kat Lemmer


Slot 6 (Sat 7pm - 1am)

6-076: Brave New Oa (NA, 3-8 Players)

Description: An Elseworlds adventure. It was the worst war the Green Lantern Corps had seen; worse than the Kree-Skrull War or the Shi'Ar Dark Phoenix Defensive. Oa was under direct attack by a force responsible for the deaths of thousands of worlds and Lanterns were dying faster than the rings could find new recruits. When Oa finally fell, the remaining members of the galaxy's greatest peacekeeping force retreated to Earth to get the help of Earth's greatest superheroes. Earth has always had a unique place in the galaxy but now it has become the home to the great power battery and the Green Lantern Corps. Recruiting has begun. Will you stand with the Lanterns in their darkest night?

Mechanics/Restrictions: Players can play almost any character from DC or Marvel comic books. This scenario has been designed for "cosmic-level" characters, but characters with less power will be welcome and may get their own Green Lantern ring to help them stand against the latest threat to come to Earth.

Players must have e-mail access.

Character Generation: Before Con based on 2 points.

Play Level: Any

GM(s): James Arnoldi

6-032: Dashing Blades of Amber (AA SR UC, 2-5 Players) CLOSED

Description: Return to earlier times, when good King Oberon ruled over the growing trading port of Amber, and His Majesty's handpicked guard, the Royal Blades, kept the peace. The disaster that befell the fleet at Aramil must have roots in Amber. Can the King's men, paragons of honor and swashbuckling elan, find the traitors and bring them to justice?

Mechanics/Restrictions: Full rules and background at http://ralf.org/~colomon/amber/dboa.html

Players must have e-mail access.

Character Generation: Before Con based on 11 points.

Play Level: Any

GM(s): Sol Foster

6-089: For a Crust of Bread (AA UC, 3-8 Players) CLOSED

Description: Amber City. Sitting at the hub of the Golden Circle, she is easily the wealthiest city in many worlds. That you live day to day in abject poverty is thus unforgiveable.

Join us for a look at Amber's darker side - royalty from the perspective of a street waif.

Mechanics/Restrictions: No powers, just stats and "stuff." Accent on story and character, not system.

Players must have e-mail access.

Character Generation: Before Con.

Play Level: Intermediate

GM(s): John Czarnota

6-060: Grendel: Critical Mass (NA SR, 0-3 Players) CLOSED

Description: Everyone has scars. Very few scarred by Grendel or the storms that follow live to show them off. They are there, some long lost, some as normal on the surface as you. Or me.

Fifteen years after Grendel was killed and his myth unmasked in New York City, the wounds he left linger on....

If you have played any Grendel game before, and your character survived, you may bring him or her back to this game....

Mechanics/Restrictions: Modern day Earth characters will be developed IN ADVANCE OF THE CONVENTION based on a character quiz. Your enjoyment of this game is highly dependent on the depth of your character's development. DO NOT SIGN UP for this game if you are too busy to do the quiz and e-mail back and forth considerably in the weeks leading up to the Con.

Players must have e-mail access.

Character Generation: Before Con.

Play Level: Any

GM(s): Simone Cooper

6-093: It Could Be Worse! (XO, 4-7 Players)

Description: Misplaced Amberites from a variety of alternate Ambers are rescued from oblivion and given a new Amber to share, and a mission: All they have to do is survive.

Mechanics/Restrictions: Please bring characters that you've played in other Amber games. No exalted powers. No artifacts above 35 points. Constructs and personal Shadows will not come into play.

Players must have e-mail access.

Character Generation: Before Con based on 250 points.

Play Level: Beginner

GM(s): J.P. Brannan

6-048: Justice Legion Militia (NA SR UC, 6-6 Players) CLOSED

Description: The Justice Legion is the premier super-team, its roster composed of the world's mightiest heroes. Long have they striven to keep the citizens of the world safe by standing for truth, justice, and honor; however, there are some jobs that, while necessary, cannot be associated with the heroes in whom the public has placed their trust. These are handled by lesser-known and, in some cases, unacknowledged, members of the Justice Legion Militia.

Mechanics/Restrictions: Revised rules since last year, probably resolving some flaws resulting in unbalanced characters with apologies to the two players who were bored. Returning characters welcomed, but we need to rebuild them on the new rules.

Notes: May run late.

Character Generation: Before Con.

Play Level: Any

GM(s): John Schippers

6-001: Objects of Obsession (NA SR, 4-10 Players) CANCELED

Description: Are the Objects real? Oh yes, you have seen them in action. Some people think the Objects are a conduit to God. Some people think they contain a piece of the firmament of Heaven. Who's right? Does it matter? Some of the Objects are powerful, some are useful, some are odd, and some are just plain quirky. Together the Objects may be capable of changing the very fabric of reality. What are you willing to do to possess the Object of your obsession?

Objects is set in a modern day world much like our own with a slightly darker tone. Objects is inspired by the SciFi Channel miniseries The Lost Room.

Mechanics/Restrictions: Characters will be created via e-mail before the Con. Players will describe their character and we'll work together to fill in the underlying system info.

Players must have e-mail access.

Character Generation: Before Con based on 25 points.

Play Level: Any

GM(s): Stephen Acton

6-090: Volatile (AA UC, 3-7 Players) CLOSED

Description: "Amber isn't at war with Rebma! Unicorn forbid. His Majesty King Random is, of course, aware of the scuffles at the edges of Rebma's air trade network, and has offered whatever help with the matter Her Majesty Queen Moire desires." -- Amberite attache quashing an attempt to liven some interminably dull party.

You are the swashbuckling stalwarts of the skies, the captain and crew of a top-of-the-line Rebman airship, defending Her Majesty Queen Moire's air trade network from all that would threaten it! As much as you can be, in a political environment best described as "volatile". Honor and duty, of course; glory, almost certainly!; secrets and betrayals.... Well, yes.

The universe-rending Shadowstorms that came with the death of Amber's King Oberon swept many bits of human flotsam to the shores of the One True World. One of these was a brilliant scientist and engineer, who through methods perhaps shady and perhaps dashing, defected from Amber and came to rest in Rebma, where his presence kicked off a revolution in industry, economics, and equality. The Airship Corps offers for the first time a path to power for men in addition to women. The network of air-linked Shadows that Princess Llewella is building brings new faces and thoughts to the depths of Rebma. The old guard grumbles at the rapid changes muddying the waters.

In Amber, meanwhile, King Random is apparently devoted to stasis. Despite cosmetic patches, bad blood runs deep between the mirrored monarchs of the Real world. No one is sure when, or even whether, he will make some move to repress Rebma's new-made economic and military power. And somewhere out on the mad edges of reality Chaos still lurks, with none knowing what, precisely, the war won.

Mechanics/Restrictions: Characters will be generated using an auction modified by Kristen Schleick, Jack Schleick, and David Golden's Pit of Vipers system, so be sure to arrive on time. I will send out a more detailed explanation of what to expect before the Con.

Character Generation: At Con based on 150 points.

Play Level: Intermediate

GM(s): Madeline Ferwerda

6-082: Wilderness of Princes (AA, 4-8 Players) CANCELED

Description: Your family, scheming brood of vipers that they are, has ruled over the Realm for time out of mind. But now a powerful enemy is at the gates and the safety of the Realm is at stake. You must band together to protect your land, but you must do so while skirting the schemes of your family as well. Even with death at the door, their trecherous dance continues.

Mechanics/Restrictions: This game will use a variation on John Wick's Wilderness of Mirrors. The original rules are designed for spy based games but it seems like an excellent mechanic for representing a royal family defending their home against an external threat while simultaneously uncertain how far they can trust their own fellow defenders.

I will not come to the game with a plot or setting in mind. Instead we will collaboratively build them at the beginning of the game. We'll decide and define who the players represent (Royal family of Amber? Royal family of Chaos? Or, Heaven forbid, Dworkin's children in Juniper? Something else entirely?) and what the external threat facing the realm is (The Courts of Chaos? The armies of Dalt? Brain chiggers from beyond space and time? Who knows?) and then play from there.

It should be noted that this is less of a roleplaying game in the Amber sense of the term and more of a story game in the Primetime Adventures/InSpectres sense of the phrase. There are dice and the dice rolls are used less to determine success/failure but narrative control when taking a risk.

I will contact the players before hand with a summary of the rules for their benefit.

Character Generation: Before Con based on 0 points.

Play Level: Intermediate

GM(s): Jeremy Zimmerman


Campaigns for Returning Players Only

6-026: And So It Begins Again (OC, 4-12 Players)

Description: Oberon used up the lives of his first set of sons and daughters, will this next bunch suffer the same fate?

Character Generation: Non-Applicable.

Play Level: Advanced

GM(s): Michael Kucharski

6-038: Dark Amber III (OC, 2-15 Players)

Description: Year 5 of Dark Amber III, and year 15 of the Ambercon Dark Amber campaign. The final year. (Started in '93; we skipped '06.) We aim to wrap things up. Really. Truly. We'll see what Brand of trouble the player characters get into before the End....

Character Generation: Non-Applicable.

Play Level: Advanced

GM(s): Cliff Winnig

6-088: Grendel: Critical Mass (NA SR, 3-3 Players) CLOSED

Description: Everyone has scars. Very few scarred by Grendel or the storms that follow live to show them off. They are there, some long lost, some as normal on the surface as you. Or me.

Fifteen years after Grendel was killed and his myth unmasked in New York City, the wounds he left linger on....

If you have played any Grendel game before, and your character survived, you may bring him or her back to this game....

Mechanics/Restrictions: Modern day Earth characters will be developed IN ADVANCE OF THE CONVENTION based on a character quiz. Your enjoyment of this game is highly dependent on the depth of your character's development. DO NOT SIGN UP for this game if you are too busy to do the quiz and e-mail back and forth considerably in the weeks leading up to the Con.

Players must have e-mail access.

Character Generation: Before Con.

Play Level: Any

GM(s): Simone Cooper

6-054: In the Dark: Maneuvers (OC, 3-10 Players)

Description: Year 13, Da-da-da-dummmm. Players should contact GM at least 48 hours before the Con (if they have not already done so). Game will start with player recapping events so far. Most importantly, if you can not attend (all or part) please let GM know ASAP.

You can give me your thoughts before the Con by e-mail or phone: qwyllysh@verizon.net and (304) 685-6480 respectively.

Character Generation: Non-Applicable

Play Level: Advanced

GM(s): George Gitari

6-073: ShadowWorld Invitational (NA OC SR UC, 3-8 Players) CLOSED

Description: The real world in the current day, with a few changes (e.g. Quebec, Ontario the provinces east of it became a country and, with Cuba, Ecuador and Vanuatu, formed a Commonwealth). For (much) more detail, register at http://mainline.shadowworld.org/forums/ and let me know, so I can provide access to the 'operators only information' and read the 'Public Knowledge' forum.

ShadowWorld is a diceless roleplaying game based in our world, except that, under the facade of media, politics, political correctnes 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. Things have been getting seriously out of hand. The players are psionically gifted operators of a secret organization sent on a mission.

Though an ongoing world setting, it is an episodic campaign: new players are welcome.

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

Mechanics/Restrictions: You can play any character with regards to background, skills, etcetera, as long as your background makes you suitable to be recruited by a US-based organization. Your character will have one or more psionic powers. You can find the rules for these at http://mainline.shadowworld.org/forums/files/shadowworld_corerules_r8v3.pdf. You have sixteen (16) points to create your character's powers.

Players must have e-mail access.

Notes: Let me know by e-mail if you want to play in this.

Character Generation: Before Con based on 16 points.

Play Level: Any

GM(s): Edwin Voskamp


Slot 7 (Sun 11am - 4pm)

7-016: Aurellis (AA SR, 3-8 Players)

Description: Continuing adventures in the universe of the FBI Special Operations section, the British Regiment of the Keys, and parallel dimensions of worlds, where strange civilisations seem to think that Earth is either a resource or an opportunity for gain.

Mechanics/Restrictions: Existing characters are always welcome to return - new characters start on modern day Earth, somehow connected with either FBI or British army special operations, and characters are generated prior to the Con using a quiz I will send out.

This game will be different to the ones run in other slots. Players are welcome to sign up for one, some or all of them.

Players must have e-mail access.

Character Generation: Before Con.

Play Level:

GM(s): Tim Hart

7-008: Candidate Day (AA UC, 2-6 Players)

Description: Today is a day of rest and reflection for many in Amber City. For the youngsters aspiring to the craft-guilds, it's a day of excitement, anticipation and in some instances despair. By then end of the day the Masters will have chosen their apprentices for the coming year. Fortunately you are not one of those.

Today is important because it marks the day that the Warden of Arden accepts new candidates for his Rangers. He does not limit the challenge to those adolescents vying for guild apprenticeship, but allows any citizen of Amber that's reached their majority to prove their worth.

They say that the test changes each Candidate Day and that he has never accepted more than a handful of recruits. Current rumors say that this year's challenge is the simplest in decades. How hard could it be to collect some back taxes from a hermit living a few hours ride into the great wood?

Mechanics/Restrictions: Cooperative more than competitive, something light and fun to start wrapping up the weekend.

Attributes can be bought down to Chaos rank. Characters submitted before the Con will receive a character boon for use in the session.

Character Generation: Before Con based on 25 points.

Play Level: Beginner

GM(s): Kris Kunkel, Tara Kunkel

7-036: The Enigma Society Diet (NA SR, 4-6 Players) CLOSED

Description: It is said that those who do not learn from history, are bound to repeat it. But what is to be done when those very same people will spare no expense to drag the horrors of the past, into the light of the present. Civilization as we know it, hangs in the balance. From the four corners of the earth they are gathered...their methods may be extreme...their pasts may be shrouded in secrecy...their lives enmeshed in scandal...but will they be able to stand before these tyrants, and survive? 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.

Players must have e-mail access.

Character Generation: Before Con.

Play Level: Any

GM(s): Jack Schleick

7-024: Force 10 from Avalon: "The Eregnor Sanction" (SR UC, 3-9 Players) CLOSED

Description: Brigands, outlaws, and renegades led by the rebel Dalt strike from a hidden fortress in Eregnor, the Begma-Kashfa frontier. With the stability of the Golden Circle threatened; Amber has vowed to restore order in the region.

General Benedict has assigned you, his finest troops, to this mission: neutralize or capture the enemy force and its leader.

Mechanics/Restrictions: PCs are non-Amberites/Chaosians. Characters are exceptional Shadow dwellers serving Benedict. Contact the GM for character creation guidelines. Characters are to be created and submitted before Ambercon.

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

New and returning players welcome!

Players must have e-mail access.

Character Generation: Before Con based on 100 points.

Play Level: Any

GM(s): Kit Kindred

7-047: The Gift (NA, 4-7 Players) CLOSED

Description: "Are you familiar with the writings of Shan Yu? No? Then let me introduce him to you."

You've been working the rim for a few years now, but pickings have never been so slim as this. You've finally reached the point where a job, any job, is the only thing between flying and not. It so happens that you are in range of Adelai Niska's Skyplex, and he has a job for you: deliver a gift to a wedding. It sounds simple, but these things are never so clean cut.

Mechanics/Restrictions: Players are *not* the Serenity crew, but a whole 'nother Firefly crew with their own sets of problems and joys, foibles and skills. Players will make new characters using GM's system, similar to Amber, before the convention.

Players must have e-mail access.

Notes: May run long.

Character Generation: Before Con.

Play Level: Advanced

GM(s): Kristen Schleick

7-066: Mazes and Monsters in the Dreaming City (NA, 3-6 Players) CLOSED

Description: The Dreaming City can be a rough place, however it is not without laws. Located in Faerie, the city of Murias is subject to a lot of unwritten laws that the police don't need to enforce. Reality does it well enough. One of the greatest laws of Faerie is, "Keep your promises." Bad things happen to people who break their promises. So, your not sure what ever made you think it was OK to promise Buck, the dog-faced Pookah, that you'd play in his Mazes and Monsters roleplaying game...but you and several of the roughest and toughest demon-hunters in the Dreaming City are about to sit down with Buck and his friends...and roll dice. At least its not as dangerous as the situations knowing Buck and his friends has gotten you into in the past...or is it? You better have your +2 knife of Ogre-slaying ready!

Mechanics/Restrictions: Characters are built on 120 pts using the Dreaming City Roleplaying System found here: http://www.geocities.com/nuadha_silverhand/dreamingcity/index.htm. Returning players will have additional points to spend on their characters. Pregenerated "Mazes and Monsters" characters will be provided by Buck.

Players must have e-mail access.

Character Generation: Before Con based on 120 points.

Play Level: Any

GM(s): James Arnoldi

7-051: Nine Princes in Shadow: The Glory of Bleys (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 fifth 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.

On the peace-loving world of Avernus, an ancient prophecy foretold the day when the great god Bleys would come and lead the faithful in one last glorious battle against his brother-gods, a battle that none would survive. But what do you do on the day the prophecy comes true?

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

Players must have e-mail access.

Character Generation: Before Con.

Play Level: Intermediate

GM(s): Mike Manolakes

7-064: The Renegado: Issue #0 Ashcan Edition (NA UC, 3-6 Players)

Description: A Four Colors Al Fresco Game.

To quote the creators: "Four Colors al Fresco is a roleplaying game of pulp-style adventure, set in an alternate Renaissance. The setting is Renaissance Italy -- as it might have been. Had there been fantastic, pre-industrial advanced technologies in the hands of a few. Had the Black Death never come. Had reality been governed by mystical Forces instead of scientific laws. Had there been maniacal geniuses constantly plotting to take over the world. And, most importantly, had there been superheroes to thwart them."

Come try a new superhero game with a truly unconventional style. The characters will be pure Renaissance drama (disguised princes, cross-dressing ladies, and foolish knaves), but the plot will unfold with pulp-level super powers (think Green Hornet rather than Green Lantern). I will partially pregen the characters, and then let you do the finishing touches. I'm planning a player-centric romp with about as much authenticity as a Renaissance Fair. Huzzah!

Mechanics/Restrictions: Go to the website and read the game rules with the understanding that I will tend to ignore anything I find cumbersome, or relies too heavily on random modifiers: http://www.tiltingatwindmills.net/alfresco/

E-mail me if you have any questions: rachel.holmberg@mail.wvu.edu

Character Generation: Pregenerated.

Play Level: Intermediate

GM(s): Rachel Holmberg

7-013: Riddles in the Attic (AA KF UC, 3-6 Players) CLOSED

Description: Your family is less than ordinary. Your parents, your aunts and uncles are all among the beautiful people. Well-to-do, dashing, daring, long lived and quick witted. Nobility even, though so far from Her Majesty's throne that it's not worth counting the line ahead of you. Of course, Great Uncle Bleys says, you don't want that one anyhow. But it's no time for silly, cryptic jokes. The year is 1942 and the world has descended into war again. This time the trouble has crossed the sea and planes pound the cities. Father is off to war and Mother has decided that you are going to Grandma Fiona's. A holiday in the country, she calls it, but lovely as Grandma might still be, she is a bitter old woman, made so, they say, when her youngest daughter vanished from a locked and secure house. Coincidentally, that was also when the family fortunes soured...along with the whole of the world's it seems.

A generation later the mystery has never been solved and the family has scattered, venturing into the cities and leaving the old manor, its memories, and its secrets, to gather dust.

Character Generation: Set in WWII England, PCs are the grandchildren (or even great grandchildren) of Fiona, Bleys, Gérard or Flora, age 5 - 13 yrs. Based on 80pts, create the Amberte you ideally see your child growing up to be. No Pattern, Logrus or Artifacts in play.

Restrictions: Players must have e-mail access.

Character Generation: Before Con based on 80 points.

Play Level: Any

GM(s): Bridgette Ruggles

7-034: The Roaring Ripples (SW, 3-6 Players) CLOSED

Description: A new foe has attacked Amber, and that attack is echoed alarmingly throughout Shadow. It is all Oberon's children can do to defend Amber and the Golden Circle; it falls to the younger generation to defend Amber's interests in Shadow, and try to track down the source of these new enemies.

Mechanics/Restrictions: Post-Merlin books. No Shadowknight, no exalted powers. If players provide information on a favorite Shadow before the Con, I will do my best to work it into the game.

Character Generation: Before Con based on 100 points.

Play Level: Any

GM(s): Sol Foster

7-029: Tales from the Banzai Archive: Buck Needs You! (NA, 4-15 Players)

Description: Attention all Blue Blaze Irregulars! Attention All Members of the Banzai Institute! Buckaroo Banzai needs you!

As you all know, Buck has been missing for some time now, but thanks to a recent Banzai Institute Operation (Ambercon 2007's "Boys from Springfield"), his whereabouts have been revealed. We need all of you in the vicinity to converge on Checkpoint Pierre at 19:00 Hours this evening! Anyone who arrives by then will be able to accompany the strike team to Buck's present location and help us get him back from the forces of 'Lotus', Hanoi Xan's daughter (presently in custody thanks to the earlier team's efforts).

A Thrilling sequel to last year's "Boys from Springfield" (and to a lesser extent the "The Screaming Jungle" using the Storycard System version 2 (updated for this year's game). Players from either game last year are welcome to bring their characters along and will be given experience awards. Knowledge of Buckaroo Banzai is a plus, not a requirement. Banzai Primers will be disbursed (with update inserts for folks who have them from either of last year's games).

Fair Notice: This adventure, will place an emphasis on combat. Players will receive the plans of the villa where Buck is being held in advance but should wait until gametime to discuss their plan.

Mechanics/Restrictions: The game will be run using the Storycard System, Version 2. The Storycard system debuted in Ambercon 2006 in "Demon Under Glass", was later refined in Ambercon 2007's Banzai games and "The Complex: Downtime" and has been further tweaked following input generously provided by those players. The Storycard rules will be provided to characters prior to Con by e-mail.

There will be a pool of pregenerated characters (largely stats, Players will be expected to breathe life upon them) selected on a first come/first served basis. Players who make arrangements in advance with the GM however may have input on specifics of their characters or even swap out the pregens for characters of their own design. Please keep in mind that all characters are from The Banzai Institute for Biomedical Engineering and Strategic Information and should be appropriate to that organization. Thus a Sweeny Todd or Punisher clone need not apply.

Players must have e-mail access.

Notes: Save Buck!

Character Generation: Pregenerated.

Play Level: Beginner

GM(s): John Lees, David McCreless


Slot 8 (Sun 7pm - 12am)

8-017: Aurellis (AA SR, 3-8 Players) CLOSED

Description: Continuing adventures in the universe of the FBI Special Operations section, the British Regiment of the Keys, and parallel dimensions of worlds, where strange civilisations seem to think that Earth is either a resource or an opportunity for gain.

Mechanics/Restrictions: Existing characters are always welcome to return - new characters start on modern day Earth, somehow connected with either FBI or British army special operations, and characters are generated prior to the Con using a quiz I will send out.

This game will be different to the ones run in other slots. Players are welcome to sign up for one, some or all of them.

Players must have e-mail access.

Character Generation: Before Con.

Play Level:

GM(s): Tim Hart

8-049: Dude: The Pattern Score (AA EL SR, 3-15 Players)

Description: Dude! The PATs (Pattern Aptitude Test) are coming up and due to your totally heavy party schedule you haven't had time to study! What's a Dude to do? Steal the answers obviously. One problem though dude, the answers are like totally in Mr. O's office, locked in his desk, hidden in the magically and technologically guarded Amber High...still it's easier than studying.

Mechanics/Restrictions: It is a Dude game. Characters are based on the Elders as high school stereotypes. The stoner, the jock, the nerd...etc. Attitude and having fun are way more important than stats.

Players must have e-mail access.

Character Generation: Before Con based on 100 points.

Play Level: Intermediate

GM(s): Sean McCabe

8-087: Haunted by the Past (AA UC, 3-8 Players) CANCELED

Description: The nightmares keep coming. You've screwed up big time, and the past won't let go. It haunts your waking steps; it skews your perceptions. It's eating you alive.

Too bad your conscious mind won't let you remember the details. Maybe within them there would be release.

Mechanics/Restrictions: Characters made at Con. Gaming experience not traditional Amber, though loosely set in that world.

Notes: Game runs in both slot 3 and slot 8, but is NOT a two slot game. Plot is largely driven by the character creation process (part of a scenario) so duplicate play is OK, but not ideal. Sign up for one slot or the other, but both only if you're a glutton for punishment.

Character Generation: At Con based on 150 points.

Play Level: Any

GM(s): John Czarnota

8-081: Rebma Confidential (SR UC, 3-5 Players) CLOSED

Description: He could taste death in the water long before he actually saw the body. Licking his lips, he guessed that it had been stewing down here for a few days before anyone found it. He hated himself for having such a refined palate in such matters, knowing that it meant he'd been doing this job too long.

An assortment of constables stood or swam about the area, taking in the details. A couple were sketching out the crime scene.

As he entered, one of the constables called out, "Hey Inspector! They sent you down here for this, huh?"

"Yeah, they thought it might be connected to that serial killer," the inspector called back. "What do we got, Seargant?"

"Hard to say," the seargant responded. "We left the body for you to look at, but there ain't much to see. Crabs and catfish have been working at it for a while so it's pretty chewed up. Some personal effects indicate that it may have been a prostitute, but that's all pretty iffy."

"I think we have something!" one of the other investigators called out, holding up something that he found tucked under some furniture. "Looks like a noble crest."

"Local?" the Inspector asked, dreading the question.

"Nah, looks like something from Amber," the investigator responded.

"Amber, huh?" the Inspector said with a sigh. "I hate dealing with those people."

Mechanics/Restrictions: Rebma is a hard realm where death comes easy, especially in the poor parts of town. All types can be found living in the poorer parts of the city: criminals, Amber nobles looking for a piece of strange, political refugees, migrant demons from the Courts of Chaos and squamous entities from the pelagic depths. They live and die in perpetual water and darkness, struggling to find their way in a harsh land of predators and prey.

This game is a gritty, street level game set in the poor parts of Rebma where the players will get caught up in intrigue, vice and murder. My hope is to have this be a character-driven mystery game. It will use a simple character creation system to build characters. Characters created before the Con will have more perks than those created at the Con. Because I build the game around the characters, your ability to enjoy this game will be severely impacted by not providing a character in advance.

Players must have e-mail access.

Character Generation: Before Con.

Play Level: Intermediate

GM(s): Jeremy Zimmerman, Jennifer Zimmerman

8-074: ShadowWorld WWII (NA OC SR UC, 3-8 Players) CLOSED

Description: The real world in the fall of 1941.

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.

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

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://mainline.shadowworld.org/forums/files/shadowworld_corerules_r8v3.pdf. You have four (4) points to create your character's powers.

If the kindly GM does not get any character updates he asks for by the weekend before the Con, you won't be able to play.

Players must have e-mail access.

Notes: We will splurge remaining food vouchers, money and all to conduct the traditional chicken armageddon sometime mid game.

Character Generation: Before Con based on 4 points.

Play Level: Any

GM(s): Edwin Voskamp

8-005: To Wed the Soft Cimmerian (SW, 3-7 Players) CLOSED

Description: The PatternFall war begun by the Amber family is now over many decades. Moire, Queen of Rebma has held that reflected turmoil away from the Enigmatic City by force of will.

Finally a price must be paid. You go to the palace to place yourself in Moire's hands and meet your destiny. Your noble families, knowing the power of their blood of old, have selected you to Wed the Soft Cimmerian and quiet the Fomoire. You will dare the Afanc Labyrinth of Mirrors and champion Rebma.

Be joyous. Those joined in the sight of the Sea Hag shall only be torn apart by the Darkness.

Now you will feel no storm, for each of you will be shelter for the other.
Now you will feel no cold, for each of you will be warmth to the other.
Now there will be no loneliness, for each of you will be companion to the other.
Now you are fluidic souls, but there is only one life before you.
May beauty surround you in the journey ahead and through all the years,
May happiness be your companion and your days together be good and long within the double-dozen seas.

Prior reading of 'Alyse through the Afanc Glass' by Llewes Carroll is not required.
Zelazny canon game.

Mechanics/Restrictions: PCs must be from Rebma built for 80 pts. Characters submitted to GM prior to convention can be built for 100 pts. Special powers only by GM approval.

Players must have e-mail access.

Notes: Expect the kind of fun that tired gamers generate.

Character Generation: At Con based on 80 points

Play Level: Intermediate

GM(s): R.F. McCaughey


Campaigns for Returning Players Only

8-058: Brave New World Reloaded (OC, 2-15 Players)

Description: The exploration of the New World continues in the overnight campaign.

Character Generation: Non-Applicable.

Play Level: Advanced

GM(s): Rae H. Williams

8-035: Oberon's Children (OC, 3-15 Players)

Description: While the cat's away...

Character Generation: Non-Applicable.

Play Level: Intermediate

GM(s): Scott Piippo, George Gitari

8-012: To Live and Die in Texorami: Kings High (OC UC, 3-15 Players)

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

Been a long time. Things have changed. Some folk have moved on. Some have passed on. Some have got themselves hitched. The Black Sands are just a mess of ugly black glass now. The storms have passed. Texorami endures.

So guess who just rode into town?

Restrictions: Players must have e-mail access.

Notes: May run late. Nothin' new there. Bring your leftover food vouchers for the traditional late night Texorami buffet.

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

Character Generation: Non-Applicable.

Play Level: Advanced

GM(s): Doc Kindred

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