Past Game Books – ACNI 2015
AmberCon NI 2015
Players Listed: 16
Friday – Morning Game
(11am – 5pm)
Game 1/1: I am the Hunter
GM: Kevin D
Cast: As many as are able to make the Friday Morning game.
System: ADRPG using the partial powers found on By Design.
I am the Hunter.
Description: “I am the Hunter.”
Characters: Characters should be based on 100pts and represent a fairytale (or pantomime) character of your choice (first come, first served). Please provide me a copy of the fairytale you’re basing your character on (5pts if provided before the Con). ‘Non-Standard’ abilities can generally be crafted using the partial powers linked, but if you get in early enough, we can tailor things too. A single full-length picture representing your character will net you an additional 5pts. As always, the GM can be bribed on the day with suitable snacks 🙂
Players:
- Jonathan A
- Dave C
- Marieke K
- Richard U
Game 1/2: StrangeWays Here We Come
GM: Alan W
Players:
- Sarah A
- Anthony W
- Jane W
- Tym N
Friday – Evening Game
(7pm to Late)
Game 2/1: No More Heroes
GM: Dave C
Cast: 6-8 (expandable) all of whom need to be able to chat to me by email prior to the game so that I can sort stuff out.
System: Lords of Gossamer and Shadow’ish
Whatever happened to Leon Trotsky?
He got an ice pick
That made his ears burn
Description: Across the Gossamer Worlds the rumour is out. The Great Beacon in Shatterlight is failing. The symbol of the supremacy of Lady Vala is guttering in the wind. Rumours of dark things being seen in odd parts of the Stair are whispered across the Stair. Is this the return to War? Are the old enemy once more at the Doors of Gossamer? Who were the enemy? Is this just some convoluted plot by the Lords of Gossamer? And what are you going to do about it?
Characters: Casting sheet will go out before game as I need to know what I’m getting with respect to characters. Characters will be constructed using 150pts from Lords of Gossamer and Shadow. All Artifacts must be pre-approved so no Christmas Tree characters please. Partial Powers available on enquiry for Eidolon and Umbra. I would advise against Invocation – if you really want it make sure you talk to me. No more than 5 pts of Bad/Good stuff. No more than one attribute at Superior or lower (-10pts). No player contributions.
Players:
- Gary B
- Vivek D
- Anthony W
- Jane W
- Kevin D
- Edith B
- Rachel W
- Marieke K
Game 2/2: The Ossuary in Winter
GM: Tym N
Cast: A game for 4 to 6 players.
System: Amber Diceless RPG
Description: It started with the gardeners complaining about ghosts near the mausoleums, then the rest of the servants got spooked and now no-one will go up Mount Kolvir after dark. Which is why, partly out of a sense of adventure, partly for a dare and partly to please Random, you find yourselves trudging uphill through the snow just as the sun is setting…
Characters: 100 point ADRPG characters. I would like characters in early and reserve the right to veto any that I consider unsuitable.
Players:
- Matthew B
- Simone PM
- Richard U
- Sarah A
- Jonathan A
- Alan W
Saturday – Morning Game
(9am – 5pm)
Game 3/1: Amber to Ashes
GM: Alan W
Cast: 6-8
My name is Alex Dee. I’ve just been shot, and that bullet has taken me back to 1983. I could be one second away from life…or one second away from death.
All I know is that I have to keep fighting. Fight to live. Fight to see my daughter. Fight to get home.
Characters: Characters are law enforcement officers in the Golden Circle kingdom of Hyde. Events occur post-Patternfall. Details on Powers and backgrounds from the GM. Characters are based on 50pts. No artefacts, allies or constructs.
Players:
- Dave C
- Simone PM
- Matthew B
- Kevin D
- Jonathan A
Game 3/2: Implausible Deniability
GM: Vivek D
Cast: 6-8
System: Amber DRPG (60 points, no Pattern or Logrus)
Background: You are all members of an elite squad of troubleshooters who deal with incursions of what can only be described as weirdness into the everyday world.
This game is set in the same timeline as last year’s “Implausible Deniabilty” and players may return, although knowledge of the events of that game is not required (or even helpful).
If you are playing a returning character, you have 10 points to spend on last year’s build.
When an incursion of extradimensional hellpuppies (or whatever) occurs you and your team roll out, stop it from happening with as much or as little violence as you need (or want) and then make sure it never happened at all. Simple, really.
Characters:
-
- What kind of member of the team are you?
- Are you mostly there for the application of violence?
- Which, if any, mundane law-enforcement (and/or law-breaking) organisation (from any country) were you recruited from?
- Do you take care of the cover up?
- Do you do something else for the team?
-
- Also, have you picked up any strange abilities or gadgets during your time on the team?
- Shapeshifting (partial if you prefer), Conjuration and Sorcery are available, with varying levels of side effects.
-
- You have 60 points to spend.
- I’m sure you’re all familiar with the basic stats and powers but in case you arent:
- Psyche : Look into my eyes / Trussst in mee (willpower and mental power)
- Strength : Hulk smash! / I know Kung-Fu
- Endurance: It’s Just a Flesh Wound / Q: How long have you been awake? A: What day is it?
- Warfare : Weapons / Leadership / I’m not left handed either
-
- Powers:
- Shapeshift (partial):Depending on which powers you have, you may have an alternate form or forms (5 points each), be able to alter your features and general size and shape (with concentration, 10 points), heal wounds very fast (5 points) or have a similar power.The medics tell you it looks like cancer but is apparently not killing you. And is useful. They don’t understand why. They seem upset about the amount of paperwork this is causing.
- Sorcery:Magic(ish). You know a small set of ‘spells’ with specific effects (which we will work out before the game). Perhaps you have a simple power blasting ability or limited flight (5 points each), or hypnosis bordering on mind control (5 points and up) or telepathic communication (5 points).You don’t know where these powers came from – they started after one of your stranger missions. And sometimes you get these headaches.
- Conjuration:Once you have taken apart an item and figured out how it works you seem to be able to recreate it, apparently out of nothing, given a few minutes to concentrate and something to stop the nosebleeds.Anything your character could reasonably have disassembled or know how to make is included, if you want any unusual or complicated items ask me before the game and I’ll decide if you can or not.You probably can’t make anything more complicated than a gun, certainly anything with an integrated circuit is beyond your ability.
- Powers:
- General:
Psyche generally fuels sorcery and conjuration.Endurance means you can use shapeshift abilities without going into a coma. It’s also quite important for conjuration.A normal human has 0 points in all stats, which is not enough to use any unusual abilities: Generally at least 10 points is required in the primary stat concerned to use one of the listed powers effectively.
A 10 point difference represents overwhelming superiority.
You may also have picked up a strange device or gadget from one of your previous missions, and been allowed to keep it: Describe it to me and I’ll work out a cost and tell you if it’s allowable.
Players:
- Sarah A
- Edith B
- Gary B
- Marieke K
- Tym N
- Richard U
- Rachel W
Saturday – Evening Game
(7pm – Late)
Game 4/1: The Dutiful Grandchildren
GM: Dave C
Cast: 6-8 (expandable) all of whom need to be able to chat to me by email prior to the game so that I can sort stuff out.
System: Amber’ish homebrew
Description: Oberon may not be the man he once was but he knows the stench of traitors. The three redheads now adorn the castle walls as food for the crows. The redheads crime – an attempted coup d’etat. Attempted being the key word there of course. The rest of the “Elders” have fled into shadow or other boltholes refusing any contact by trump or other means.
Leaving only Oberon’s favourites, his grandchildren to hold everything together. His dutiful grandchildren, the ones who’d never want to disappoint their grandfather.
A delegation from the Golden Circle Kingdoms is due tonight and things must be maintained. Order must be mimicked if not managed and then perhaps things can go back to normal.
Characters: Casting sheet will go out before game as I need to know what I’m getting with respect to characters. 150pts Amber’ish. All Artifacts must be pre-approved so no Christmas Tree characters please. No Shadow Knight. No more than 5 pts of Bad/ Good stuff. No more than one attribute at Chaos or lower (-10pts). No player contributions.
Players:
- Jonathan A
- Matthew B
- Vivek D
- Anthony W
- Jane W
- Rachel W
- Gary B
- Kevin D
Game 4/2: Myths Forgotten by the Day
GM: Richard U
Cast: 6
System: ADRPG,
Amber Involvement: Cameo appearances only.
Description:
What if you slept
And what if
In your sleep
You dreamed
And what if
In your dream
You went to heaven
And there plucked a strange and beautiful flower
And what if
When you awoke
You had that flower in you hand
Ah, what then?
― Samuel Taylor Coleridge
I have dreamt in my life, dreams that have stayed with me ever after, and changed my ideas; they have gone through and through me, like wine through water, and altered the color of my mind. And this is one: I’m going to tell it – but take care not to smile at any part of it.
― Emily Brontë
Characters: “Normal” Earthlings, designed by the players before the con.
Players:
- Sarah A
- Edith B
- Marieke K
- Tym N
- Simone PM
- Alan W
Sunday – Morning Game
(9am – 5pm)
Game 5/1: Birthright
GM: Simone P-M
Cast: 6
System: Amber
Description: You were very young when Dworkin brought you here. You probably don’t really remember your parents or what happened to them, but you know that you are all orphans, kept safe in a secret shadow and taught all the skills you need to survive. Whenever Dworkin came for one of his rare visits, he took away with him all those who had graduated. Now it should be your turn, but Dworkin hasn’t been back in a long time…
Characters: Characters are young adults eager to experience the world they’ve been taught about. You will have all grown up together, so any rivalries will run deep. Character creation details will be sent to players.
Game 5/2: Tainted Life
GM: Matthew B
Cast: 4-6
System: Amber
Setting: Amber, Post Corwin’s Saga
Description: A brown bird delivered a message to you in shadow. On it is Benedict’s neat and formal script.
Amber has fallen, there is an enemy of unknown provenance that has taken its gates, and a disease is in its soldiers. The ‘malady’ is transmittable through psychic connection. The Castle is still secure for the moment, it is being held by myself, Random, Vialle and Fiona. Llewella is holding Rebma. All other family members may be contaminated. Meet on Shadow Earth in Trafalgar Square, recover the Jewel of Judgement, get it to Amber so we can use it to heal infected Family and purify the contaminated pattern.
Characters: 150pt characters with free pattern, no more than 16 points in total to be spent on items, shadows or artefacts. Nobody can buy attunement to the Jewel of Judgement. All characters are grandchildren of Oberon with publicly known parentage and reputations, but who have been away for at least a couple of years. No contribution points. Finally Stuff will be treated like an attribute and be ranked. Please submit both a public (including description) and a private summary of your character (no more than 200 words in each).
Players:
- Sarah A
- Marieke K
- Anthony W
- Jane W
Game 5/3: No Beast So Fierce
GM: Kevin D
Cast: 4-8
System: Lords of Gossamer and Shadow
Description: This game is a Lords of Gossamer and Shadow pre-release play-test. Further details will be available directly from the GM.
Players:
- Gary B
- Dave C
- Simon PM
- Alan W
Game 5/4: Through the Silent Nights
GM: Rachel W
Cast: 4-6
System: ADRPG
Description: First Prince Martin loses his Pattern powers halfway through a shadow walk. And now Merlin has gone missing. Is someone targeting the younger generation of Amberites? You could be next… So when King Random commands you to investigate, you have a vested interest in complying.
Characters: 100 point ADRPG characters – no Shadow Knight, no advanced powers.
Players:
- Jonathan A
- Edith B
- Vivek D
- Tym N
- Richard U
Sunday – Evening Game
(7pm – LATE)
NOTE: We’ll be playing this by ear as some folk may not be up for the late night game, be tired, be more interested in general chat, etc. This is more for the numbers!
Game 6/1: Matthew’s ‘Beer and Pretzel Style’ after-con games
GM: Matthew B
Cast: Everyone’s welcome!
System: Various
Description: Dependant on player availability, demand or need of sleep!
Players:
- Gary B
- Dave C
- Kevin D
Game 6/2: Burning Coal (Vivek’s ‘Unofficial’ Game)
GM: Vivek D
Cast: Everyone’s welcome!
System: Burning Coal (see below for details)
Setting: It is 1901 – You are all agents of The Ministry (it has an official name but everyone refers to it as The Ministry) – the chief Propaganda, Intelligence & Espionage organisation of the British Empire in a steampunk setting.
Characters: You are all out of the ordinary in some way – you have a power or ability that normal people don’t have. We’re using a cut down version of the system which works like this:
Schtick: Your theme, ability, background: An archetype or character from literature/movies/comics (as long as they vaguely fit). Think League of Extraordinary Gentlemen.
Examples have included:
- Mad Scientist/Enlightened Engineer (The Professor)
- Mind-wiped regenerating werewolf/human chimera whose skeleton ended up plated with steel (The Iron Man)
- Interdimensional Teleporter (The Invisible Woman)
- Bond (James Bond)
- Catburglar serving as the Ministry section chief’s official valet (no codename, he was just the chief’s batman)
- Master (or Mistress) of Disguise [we never found out] (also no codename: listed as missing in action.
- Master Difference Engineer and trainee sorceror, inventor of the first self-propagating program currently spreading through the world’s tube network. (file mysteriously erased from records)
- Son of [Captain] Nemo (The Submariner)
Focus: Pick one “trait” from the following that best describes your character:
- Strong – punching, lifting, pushing etc
- Agile – running, jumping, unnecessary backflips down corridors
- Tough – taking repeted blows to the face / surviving night on ouzo
- Dextrous – watchmaking, pickpocketing, lockpicking, typing
- Intelligent – deep thinking, analysis, inventing
- Quick-thinking – improvising, staying calm in a crisis, mcguyvering
- Strong-willed – resisting hypnosis, magic, enjoying wagnerian opera
- Manipulative – swaying people to your will with weasel words
- Charming – making friends and influencing people
That’s it. You will be briefed before the mission to the extent that the Ministry deems necessary.
Players:
- Jonathan A
- Sarah A
- Edith B
- Tym N
- Marieke K
- Richard U
- Rachel W
Backup Games
For GMs kind enough to offer ‘extra’ games even though they would prefer to be playing!
Game B/1: StrangeWays Here We Come
GM: Alan W
Cast: 6-8
Denizens of House Jesby, you have pleaded guilty to the charges brought by this court and it is now my duty to pass sentence. You are habitual criminals who accept arrest as an occupational hazard and presumably accept imprisonment in the same casual manner. We therefore feel constrained to commit you to the maximum term allowed for these offences — you will go to prison for five years.
Characters:
Characters are Chaosian malcontents. Events occur pre- Patternfall. Details on Powers and backgrounds from the GM. Characters are based on 50pt with free Basic Shapeshift. No artefacts, allies or constructs.
Game B/2: Amber Mouseguard: The Fall
GM: Matthew B
Cast: 4-6
System: ADRPG(ish)
Setting: Based on Roger Zelazny’s Amber and David Petersen’s Mouseguard
Character Generation: On the night
Description: Nobody knows what happened to the Great City of giants and Gods generations ago. A great castle, empty and ruined with its basement and the shining pattern that burns there. They built a great city and an underwater kingdom, but all of it lies empty and in ruins.
Over time we rose and inherited this realm and slowly built our civilisation and cities, we learned to read and write, to work stone in the manner of the great examples we were given, to work steel to arm ourselves. We inherited the wealth of giants, still treating it with the fear and respect it deserved. Now there are three dozen cities and towns from the tree top houses of Oaktown and Pinetown on the edge of the great forest of Arden to the underwater settlement in Rebma, the farms towns of the vale, the mysterious underground cities of Clarissa and Dybelle in the Grove of the Unicorn. All these settlements have self rule and although the societies can be different the people have prospered.
Life is safer, but not safe; and in the miles between cities paths and trails offer some protection from the wolves, dogs, snakes, foxes, owls, hawks and other beasts that rove the country side. There are enemies: savage mice from the mountains, weasels and other beasts from deep in the forest, even the weather can be an enemy. Against these stand the Guard, headquartered in the City of Amber near the outer walls of the Castle itself. The Guard all swear an oath, they are supposed to hold it to be sacrosanct:
“We as Guard offer all that we are to protect the sanctity of our species, the freedom of our kin, and the honour of our ancestors. With knowledge, sword, and shield, we do these deeds, never putting a lone mouse above the needs of all, of the desire of self above another. We strive for no less than to serve the greatest good.”
The leader of the Guard, Paulette, is worried, a settlement in Arden has fallen and an enemy army approaches. Who are they? Can they be stopped? These are the questions that have to be answered by you and your fellows.
[Previous: Past Game Books]