Past Game Books – ACNI 2023
AmberCon NI 2023
Wednesday – Slot 3 (Evening)
(7pm – Late)
Game 3/1: Diocesan College
GM: Kevin D
Cast: 4-6
System: ADRPG
Description:
“The Diocesan College is an Independent Denominational school in the heartlands of our country and has a long history, a strong academic ethos combined with a commitment to all-roundedness, and a proud record of achievement that our students, through their experience with us, will grow into fulfilled and responsible members of our society.” Or so the prospectus says along with details on the many extra curricular activities available at the school, pictures of grand buildings featuring teachers wearing academic gowns, and an eyewatering price tag. What you know though is that at the tender age of 11 you’re being shipped off to boarding school.
Characters:
Your characters should be from a home (and setting) of your choosing. The wilder the better. This is not an ‘earth’ setting despite the somewhat familiar feel to the description above. Some questions you may want to consider:
* So how did you end up in the boarding school? Are your parent Rich? Poor? Too busy making money to bring you up? Giving your the opportunity of a lifetime? It’s sports, right – you got a scholarship and you’re desperate for an education of a lifetime? You’ve dreamed about this your whole life?! Mom and Dad had my name down since I was born. The headmaster sent me a personalised invite by owl… I couldn’t very well refuse?
* Are you looking forward to it?
* What’s your ‘claim to fame’? While you’re only 11, you’ve great things ahead of your. You’re into music? Duelling? Teacher’s pet? Played Mary in the school play?
* What do you dream about? I’m not talking about those silly dreams where you’re falling, scared of spiders etc… What do really dream about? What haunts you – in a good? Or bad way?
* One secret that you’ve never told anyone….
Players:
- Kevin D (GM)
- Shadow A
- Marieke K
- Mascha L
- Simone PM
- Keith M
Game 3/2: SG-13
GM: Anna J
Cast: 4-6
System: –
Description:
Okay so you may be the butt of a few jokes at the SGC (Stargate Command) for having the unluckiest call sign, but you’re part of a skilled Stargate team with a number of successful off-world missions under your belt. Sure you don’t get the same high-profile assignments as SG-1 but while they’re off getting most of the glory, the rest of the SG teams like yours are quietly getting on with the job, keeping the Earth a safer place. So it’s a bit unusual when your latest mission is scrubbed at the last minute and you’re given a new destination instead – P3Y-793 – well, you have your orders – time to suit up. Background should include education, how you came to be in SGC (e.g. through the armed forces, NASA or because of a relevant academic background) and why you suspect you were passed over for a spot on SG-1.
Characters:
Background should include education, how you came to be in SGC (e.g. through the armed forces, NASA or because of a relevant academic background) and why you suspect you were passed over for a spot on SG-1.
Players:
- Anna J (GM)
- George KJ
- Guy A
- Natalie A
- Stephen Q
- Vivek D
Thursday – Slot 4 (Morning)
(10am – 5pm)
Game 4/1: Way Leads on to Way
GM: Shadow A
Cast: 3-6
System: Wanderhome systems with an Amber setting
Description:
Wanderhome is, in its essence, a system for telling stories about journeys. The characters in this game will be people who have a reason to travel in the shadows near to Amber. What happens will depend on who they are and why they are travelling. Wanderhome emphasises a culture of care, respect, and lending a voice to the voiceless; if that’s not for you, this probably isn’t the game for you.
Characters:
Characters will be created based on templates that will be circulated in the New Year, along with rules for character creation. Character creation won’t be onerous, but players will need to interact with other players by email when instructed in order to complete character creation.
Players:
- Shadow A (GM)
- Keith M
- Marieke K
- Masha K
- Natalie A
- Stephen Q
Game 4/2: Meanwhile… in fair Avalon
GM: Simone PM
Cast: 3-6
System: Custom
Description:
Some years ago, Corwin used the pretext of losing to Caine as a reason to leave Amber and return to Avalon. He’s not been seen in Amber often since then. You were quite surprised when Corwin suddenly invited you to Avalon to witness some rite of passage for his daughter Rose. Your parents consider this an ideal opportunity for you to investigate what Corwin’s been up to.
This scenario exists within the shared world of Meanwhile…
It’s 950 years pre-Patternfall. King Oberon is back on the throne, having returned from mourning Queen Paulette. Everyone has sworn an Oath to Amber’s Crown, but not everyone works for the Crown. Secrets exposed in Corwin’s Chronicles are still secrets. Amber is once again at relative peace, and is the centre of Reality.
Characters:
The desire is to establish a shared world with players who may also GM a session or two as the campaign progresses, focused on some part of their own character’s impact or legacy, like an introduction to a personal Shadow, an invitation to see your character compete in some Shadow sport, a call for aid in finding just the right present, and so forth. There is an overall structure in place, some of which will be shared as other GMs step up. Returning players are strongly encouraged to continue with their existing characters. Characters are Oberon’s grandchildren, character creation details will be provided.
Players:
- Simone PM (GM)
- Alan W
- Anna J
- George K
- Guy A
- Kevin D
- Vivek D
Thursday – Slot 5 (Evening)
(7pm – Late)
Game 5/1: Tabula Rasa
GM: Matthew B
Cast: 4-6
System: ADRPG
Description:
You wake in an unfamiliar room, standing with your hand touching a crystalline sphere. There are others here but it is apparent to you that none of them are sure what is going on either. The sphere is on a basalt pedestal, a close look at it reveals internal fractures leading up from the base.
As you pull your hand away you realise that your name is….
Characters:
Name your character and describe your characters appearance. Please no more than a few paragraphs. Then pick two elders you want involved in the plot for a personal point of view. Your character will remember nothing apart from their name at the start of the game, the characters you pick will be relevant to the plot but may not be connected to your character. All characters will know of Amber, and know the language Thari. The earlier you respond the more your character will be written into the revealing plot, your characters backstory and amber stats will be written by the GM after reading your character descriptions. You will get a character sheet on the day.
Players:
- Matthew B (GM)
- Alan W
- Amber B
- Anna J
- Edith B
- Masha K
- Simone PM
Game 5/2: Glitch in the System
GM: Amber B
Cast: 2-6
System: ADRPG
Description:
All players make a character in an existing or made up arcade game.
With their own strengths weaknesses and stories.
Things go well as they usually go. Until the characters become aware.
Characters:
You make a character in an existing or made ip arcade game. Your character has fulfilled that role as long as you are aware…
Which you only just became.
Mail me or PM me with a character concept.
Players:
- Cancelled due to limited player numbers.
Game 5/3: Sleep loss in Seattle
GM: Natalie A
Cast: 3-6
System: Reskinned Don’t Rest Your Head in an Amber Setting. Note this uses a lot of dice (supplied)
Description:
It seemed like a good idea to end the semester with a road trip, aiming for Alaska, but we’d got bogged down in the lights of Seattle. I don’t know what we’d consumed during the party on our second night but as dawn approached we all sobered up suddenly with the eerie realisation that somehow everything had changed, the world was not the one we knew, and absolutely it was not a safe place to sleep…
Characters:
Characters should be sophomore students at UC Berkeley who I have just finished their final examinations for the year. I’ll send out character creation details once I have a list of players.
Players:
- Natalie A (GM)
- Guy A
- Keith M
- Marieke K
- Pete M
- Shadow A
Game 5/4: Escape from Carnival Row…
GM: Mel M
Cast: 4-6
System: Set in the Carnival Row Universe, this game will be Bespoke Diceless. You should download information about the Carnival Row setting here: https://nerdist.com/wp-content/uploads/2019/09/Carnival-Row-RPG.pdf, and/or watch the TV series on Amazon Prime. NB This is for background ONLY – I will supply simplified character creation rules.
Description:
Set in the Carnival Row Universe, this game will be Bespoke Diceless. You should download information about the Carnival Row setting here: https://nerdist.com/wp-content/uploads/2019/09/Carnival-Row-RPG.pdf, and/or watch the TV series on Amazon Prime. NB This is for background ONLY – I will supply simplified character creation rules.
Characters:
You are someone involved in this. You can be a villager, or one of the Faerish that Made Moira has sent to safety … or one of the escorts. Come up with a proposal, and I’ll help you shape it. Returning and new players welcome. Note: This is the game I was planning to run at Tir, but couldn’t.
Players:
- Mel M (GM)
- George K
- Kevin D
- Scott S
- Stephen Q
- Tym N
- Vivek D
Friday – Slot 6 (Morning)
(10am – 5pm)
Game 6/1: She’s The One
GM: Alan W
Cast: 4-6
System: ADRPG
Description:
“The young queen, she fixed him with an arrogant eye
She said, “You won’t understand, and you may as well not try”
But her face was a child’s and he thought she would cry
But she closed herself up like a fan” [Suzanne Vega]
Where there was once peace and prosperity, there is now war and suspicion between the three realms. One man is the cause. You are the last champions of what was the Tripartite Alliance; the future depends on you.
Characters:
25pt characters; No creatures or artefacts. Partial powers available, details from the GM.
Players:
- Alan W (GM)
- Dave C
- Guy A
- Marieke K
- Mel M
- Kevin D
- Paul J
Game 6/2: Thicker than Water
GM: Edith B
Cast: 4-6
System: ADRPG
Description:
Deaths in the family can make you reassess things.
A year ago, Ambertime, Bleys took ship south in search of the mother he hadn’t seen in centuries. The last Fiona heard from him, he was nearing his destination, but she hasn’t been able to make Trump contact since. Pattern scrying hasn’t worked either.
She’s concerned.
Concerned enough to select and send a search party.
You are one of her chosen, one of those she has deemed trustworthy, competent and – a cynical person might say – dispensable.
Most importantly, it’s a jolly jaunt across the southern ocean to lands long forgotten. Almost as good as undiscovered, right?
Adventure calls!
The game is set at the end of the first five books, after the death of Oberon, and Random’s accession to the throne.
Characters:
Characters are next generation Amberites – i.e. grandchildren of Oberon, or equivalent. If you’re not a scion of Amber we’ll need to talk about what you have in mind and why Fiona has chosen to involve you.
You have 100pts to spend as you choose, with Pattern Imprint for free. You may use the ADRPG Main Rulebook and/or Shadow Knight but Compelling is not permitted.
Stats operate a little differently from the standard rules. Warfare covers tactics, strategy and defensive fighting, while Strength is used for attacking, and physical capabilities, such as balance and co-ordination, as well as brute force.
Stuff is limited to 3 points either way.
Players will be asked to complete a short character questionnaire prior to the game.
Being the product of my brain it’s set in the same version of Amber as “Beyond the Spires of Night” but is not designed to be a continuation game.
Note: This is a re-run of TirCon 2022’s ‘Thicker Than Water’ if you played in it.
Players:
- Edith B (GM)
- Anna J
- Jason P
- Jules D
- Pete M
- Sally P
Game 6/3: Ruin
GM: Matthew B
Cast: 4-6
System: Amber Mouseguard
Description:
Nobody knows what happened to the Great City of Giants and Gods generations ago. Their great castle lies empty and ruined above 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 the giants, still treating it with the fear and respect it deserved. Now there are three dozen cities and towns from the treetop houses of Oaktown and Pinetown on the edge of the great forest of Arden to the underwater settlement in Rebma, to the farm towns of the vale, and the mysterious underground cities of Clarissa and Dybelle in the grove of the unicorn. All these settlements are independently governed and although the manner of that government varies widely all the people have prospered.
Life is safer, but not safe. 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 countryside. There are enemies too: 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 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, or the desire of self above another. We strive for no less than to serve the greatest good.”
This masonry is wondrous; fates broke it
courtyard pavements were smashed; the work of giants is decaying.
Roofs are fallen, ruinous towers,
the frosty gate with frost on cement is ravaged,
chipped roofs are torn, fallen,
undermined by old age. The grasp of the earth possesses
the mighty builders, perished and fallen,
the hard grasp of earth, until a hundred generations
of people have departed. Often this wall,
lichen-grey and stained with red, experienced one reign after another,
remained standing under storms; the high wide gate has collapsed.
Still the masonry endures in winds cut down
– Written by an Unknown Author
Characters:
Will be on the day, this is a first in a new series of Amber Mouseguard so it will be all new characters. You will be mice of the Guard.
Players:
- Matthew B (GM)
- Amber B
- Becca D
- Natalie A
- Shadow A
- Simone PM
- Tym N
Game 6/4: Burning Coal
GM: Vivek D
Cast: 4-6
System: Cinematic Diceless, explained in game summary
Description:
It is the turn of the 19th century: The great imperial powers vie for dominance, fuelled by coal and steered by the industrial combines and their brass-and-steel difference engines:
But not all their conflicts are played out in the open, by displays of military might or commercial conflicts – there are other, more shadowy arenas where the Great Game is also played.
At the heart of the British Empire we find The Ministry (it has a name, officially, on paper – but never speak it. It is always just The Ministry).
Home to the freak, the monster, the superhuman, the undead, the spy, the assassin and the mad scientist* and those simply… less trammeled by ordinary moral considerations.
This means you.
* The Society of Hypercognisant Artisans and Master Engineers prefers “Enlightened Engineer” over the vulgar and somewhat pejorative “Mad Scientist”.
Characters:
Players should pick an archetype or template to build their character on – Mad Scientist*, Monster, Super-spy, Werewolf, Golem, Demon-ridden Sorceress – feel free to plunder any and all of Pulp, Sci-Fi, Fantasy for an idea (or even come up with your own).
That’s who your character is. In addition there should be a reason the ministry would want to employ you some extraordinary ability, power or skill-set.
A reason you work for the ministry:
* They might have stayed your execution for a crime (real or framed)
* Maybe they pay you vast sums of money.
* Perhaps they are the only source of a drug you need.
* Possibly you’re just the right mix of patriotic and amoral that you want to.
One superhumanly strong stat or trait, eg:
* Strong / Agile / Dextrous / Strong-willed / Perceptive / etc
* 0 or more additional strengths, each balanced by a weakness, eg:
Weak / Aged / Clumsy / Weak-willed / Vulnerable to iron / Berserk / etc
To be clear – your first strength is free. Only additional ones must be paid for.
Organiser’s Note: Both burning coal games happen in the same universe but the stories are neither repeats nor are they continuations. Due to popularity, you’ll probably not get into both.
Players:
- Vivek D (GM)
- Claire M
- George K
- Keith M
- Masha K
- Scott S
- Stephen Q
Friday – Slot 7 (Evening)
(7pm – Late)
Game 7/1a: Pax Britannica (Oneshot)
GM: Alastair J
Cast: 4-6
System: Homegrown Diceless
Description:
“Huzza for the Queen! Huzza for Old England!”
Jules Verne
Well Lord M’s team has done a splendid job of collecting the various shards from across the world completing every operation with “a certain degree of secrecy and tact”. So there shouldn’t be anything to worry about, right? All that needs to be done now is to put them together and ‘turn it on’…somehow. It just requires one final mission that will bring lasting security to the Empire. Sounds simple enough!
Huzzah!
It is the year 1872 and Britain is riding high with its technology and industry delivering advances in military prowess as well as for the economy. The power of steam, advances in clockwork and creation of difference engines have delivered not just economic changes but also social and environmental ones too, even resulting in flight. But there is no room for complacency though as other countries and empires seek opportunities to advance their various causes usually at the cost of others.
For various reasons which are unique to each character, you are working for the Government, in particular Viscount Lord Melbourne (nephew of the Queen’s first PM). You have been chosen because of your exceptional if not unique abilities and prowess which Lord M, as he is affectionately referred to, puts to use when awkward complications arise.
Characters:
Characters are truly exceptional shadow dwellers that can be found in the fictional literature based in that period, or alternatively from your own imagination. So the first step is to come up with a Concept. Examples include:
Intrepid explorer (e.g. Journey to the Centre of the Earth)
Invisible man
Mad scientist (actually they prefer Enlightened Engineer)
Sorcerer
Wolfman
Resurrected
Experimental super-soldier
Master/Mistress of disguise
Part machine (e.g. Lady Mechanika)
Amateur detective
Hunter
The second step covers the Attributes. These add some depth to your character’s concept by providing a bit more detail on their strength and possible weakness. Initially choose one primary attribute out of:
Strong – lifting, hitting
Dextrous – pickpocketing, piano playing
Agile – unnecessary backflips to get past security
Tough – getting punched, getting shot and shrugging it off
Untiring – you just keep going
Intelligent – mathematics, chess, mad science
Quick-witted – improvised combat, macguyvering, fast-talk
Strong-willed – hypnosis, sorcery or resisting the same
If you think of a different primary attribute that fits your character’s concept better, that’s fine too.
If you wish, you can choose to give your character a second attribute but it will need balancing with a weakness, so for example you might be Dextrous and Agile at the cost of being Fragile (anti-Tough).
The third step covers Skills the character has developed over the years. You have 20 points to spread amongst the skills which you deem appropriate for your character. A skill level of 1 means the character has a reasonable grounding in the skill or subject, a level of 3 would represents a professional level for which someone could earn a living from, and a score of 5 would represent someone who would be recognised as a true expert in the field. Skills are capped to a level of 5.
You can also select up to five ‘0’ level skills – these represent skills your character has somehow picked up, whether it maybe through causal interest, hobbies, and the like, and means you have a better understanding in these skills than someone who is totally unskilled.
Skills can offset differences in attributes and even overturn the results of contested actions, or be the tie-breaker in very close contests. Skills can be defined fairly broadly in scope. For example, the skill ‘Pistols’ would cover the firing of all types of pistols and the knowledge to load and maintain such weapons.
The fourth step is coming up with a Reason as to why your character is working for Lord M:
Are you a Loyal and Patriotic subject?
The money’s too good to say no?
They know where the bodies are buried and you’d rather not be buried there yourself?
They control the supply of the drug that fuels you?
Something else?
Finally all that remains is a Description of your character including some background, perhaps with one or two past heroic deeds. It doesn’t have to be too long but just long enough to give a feel for the character.
Players:
- Cancelled due to unforeseen events!
Game 7/1b: Aurellis (Edwardianna)
GM: Tim H
Cast: 4-6
Description:
This is a returning game that has run at Ambercons all over the place, and is coming to a live ACNI for the first time this year. Aurellis first ran in 1998 at ACUK. And some of the original PCs are still in it.
In the game world, we have now rolled into 2012. The last Aurellis was played at Tir-Con this year, and that scenario was 24th Jan 2012.
It’s a game set in a multiverse that has an Amber at one end and a Chaos at the other. But that’s not all. Not by any means.
It’s a game where Earth is known as St. James, and a lot of things are centred around there. Most PCs start out coming from there. Considering it’s not at one end or the other, it’s surprisingly important. But that’s not all. By any means.
Setting:
The game is set in a Pattern-based world, but the world and NPCs are specific to the Sable Game. Sable itself is somewhat British, 1940s but with magical-based technology and industry, although its associated Shadows vary. For an idea of the feel of the game, Randall Garrett’s Lord Darcy world is a pretty good analogue. For more information, take a look at the “New Players Start Here” section of the game website at: https://sable.org.uk/new-players-start-here/.
Characters:
Returning players (from any running of the game) get priority, but new players are always welcome too. We’ve got it all. Time Lords, Jedi, Asgardians, Angels and Daemons, Daleks, The Machine, the Staryy Bratva, and whatever history you believe, we’ve got What-If instances, where it went different.
And none of that takes into account any of the personal dramas of the various player characters. Weddings, children, embarrassing relatives, that sort of thing.
Players:
- Tim H (GM)
- Marieke K
- Jason P
- Pete M
- Trish H
- Tym N
Game 7/2: The Finndo Problem
GM: Dave C
Cast: 3-5
System: ADRPG
Description:
It’s that strange period just before the potential end of the Universe and the dawning reality that Gerard is on the throne as Regent pro tem. As one of the next generation Amberites or gifted shadow folk you are on Gerard’s list of people to get things done, and his arms are both long and extremely strong.
The long and the short of it is that some Begman Noble has been found rather dead, and dead in that odd, awkward to explain manner. He was found pinned by a spear to a wooden fence at the back of a ginell in one of the less than salubrious parts of town. Added to this well, that is one damn distinctive spear. A spear all in Unicorn Green and Gold, with a chunky haft and way too long and old of style for Oberon and that just leaves… ah, yes as we are now calling it, the Finndo Problem.
Characters:
10 point characters, no more than 4 points may be spent on any one artefact or creature – don’t buy shadows. Stuff capped at +/-5 points. Anything from Amber DRPG, Shadow Knight come and talk to me prior to the game. Cannot buy down more than -10 (Chaos) on any one stat and no more than 20 points in total buy downs on stats, you can buy down in integers not just lumps of 10.
If you choose to be of the Amberite blood and are formally acknowledged (everyone will know your name and your real actual lineage and this gives you status) you get Pattern for free and a trump deck and are taught how to use trumps. The deck will include a Trump or yourself and everyone else formally acknowledged including your parents, aunts and uncles etc. A couple of place trumps and of course the alley outside Bill’s Bar… Oh and Gerard’s friendship and how should we state this? Ah, yes familial expectations on duty etc.
If you choose to be of the Amberite blood and not formally acknowledged you don’t get Pattern, or trumps or anything else nice unless you pay for them. Oh and if Gerard finds out you will have hurt his feelings, a bit like playing chess with a Wookie really one feels.
If you choose shadow folk all is fine let me know.
Also a bit of blurb please, a paragraph or two on your character, I may even send out a questionnaire for your delectation prior to game.
All characters in prior to game please, ref decision to say no to something unworkable as usual.
Note: This is a rerun of TirCon 2022’s Finndo Problem
Players:
- Dave C (GM)
- George K
- Paul J
- Shadow A
- Simone PM
- Stephen Q
- Vivek D
Game 7/3: Perfect Sunday Afternoon
GM: Amber B
Cast: 2-6
System: Reskinned Don’t Rest Your Head in an Amber Setting. Note this uses a lot of dice (supplied)
Description:
Life is good, nay dare I say perfect. The lovely neighbourhood you love in, with the fresh green lawns with colourful flowers. Pleasant neighbours and not a cloud in the sky.
Is there something as to perfect?
Characters:
Game will be a bit horror and psychological.
You live in a lovely neighbourhood, have the life you always dreamed of.
What is it?
What is your hobby?
What do you do for work?
What type of family construction do you have or do you live by yourself?
And of course a name.
What traits and quirks do you have?
A history can be written but who dwells to long in the past right??? Right? It’s all about the here and now.
Players:
- Amber B (GM)
- Anna J
- Guy A
- Keith M
- Matthew B
- Mel M
- Natalie A
Game 7/4: Amber Mouseguard
GM: Natalie A
Cast: 3-6
System: Amber Mouseguard
Description:
I don’t have a Game Description yet, but it will be Amber Mouseguard!
Characters:
Characters will be generated at the con, or could be returning characters if I can find the box with the previous con’s character sheets!
Players:
- Cancelled due to player numbers.
Game 7/5: There’s been a Murder….
GM: Scott S
Cast: 4-6
System: ADRPG
Description:
Random has been king for some time (circa 50 years) post Patternfall. There was some problems with a wee bit of weather near the start of his reign but that settled down pretty quickly. More recently Corwin has been declared persona non grata though the details of why are a mystery to the general populace. The King was busy with important matters for a while and absent from the public eye but has been seen recently at various functions so everything is alright now isn’t it??
The news spreads like wildfire through the court and Amber city… There’s Been a Murder…
Details vary wildly and you know you can treat most of them with a pinch of salt, however all stories agree on one thing Moire is dead….
The summons comes later in the day.. The King requires your presence….
Characters:
Characters are based on 100pts with Patten for free
There are options for being non family members – get in touch.
Why has Random chosen you to help investigate?
This is set in the same universe as my previous games (hence the brief history) – Old and New characters welcome (if you previously had a character with more points we can work out how to reduce them, I honestly cant remember my previous levels)
Players:
- Scott S (GM)
- Alan W
- Edith B
- Kevin D
- Masha K
- Sally P
- Thom dJ
Saturday – Slot 8 (Morning)
(10am – 5pm)
Game 8/1: My Glass Heart
GM: Matthew B
Cast: 4-6
System: ADRPG
Description:
With Corwin in prison and Eric on the throne, with the Black Road coming in from shadow, with a family “loyal” but troubled, you are asked to help the crown. You are Elders children who have been presented to Eric to prove loyalty, or perhaps as hostages. Hard really to say.
You were expecting a dull life of sitting in luxury with guards politely standing within a few rooms, locked doors, and the knowledge that if something went wrong you’d be labelled traitor, or executed. Then one day Eric invited you all to breakfast, and during that, with Benedict on his right side, and Llewella on his left, he asked you all to do him a favour. Knowing that “No” was not an answer you agreed. You were given the best horses of the stable (no not Morgenstern he is Julian’s and not of the stable), a backpack of food and gear, and a hand made copy of what was obviously an old map.
You are heading north into the mountains of Kolvier, to see if there is danger or opportunity. Hidden in the past.
Characters:
100 pt amber characters, no shadow knight weirdness. When the game starts no character will have racked spells, nor any personal items of power. Please also give who is your characters acknowledged parent (even if its a lie) and what you’ve been doing in your luxury house arrest in Amber.
Players:
- Matthew B (GM)
- Alan W
- Amber B
- Guy A
- Marieke K
- Scott S
- Vivek D
Game 8/2: The Lost Painting
GM: Pete M
Cast: 4-5
System: Luminal
Description:
Knowledge of the setting and/or system may be helpful but is not required. The game is based on the assumption that most supernatural creatures exist but only a few people are able to able to interact with them, so vampires, werewolves, ghosts, the Fey and other things exist.
Set sometime about the present day, the party are sitting around their employer’s offices catching up on all the paperwork. (The party is employed by a investigation agency to handle their “stranger” investigations.) When this strange customer walks in who wants a painting found….
Characters:
They will all be pre-gens so select from the following
1: Art Expert/Divination Mage
2: Hitter/H2H specialist
3: Diplomat/Face
4: Mage-Necromancer
5: Shooter, distance combat
6: Thief/Burglar.
It will be necessary to contact me prior to the game to sort characters.
Players:
- Pete M (GM)
- George K
- Jules D
- Keith M
- Natalie A
- Shadow A
- Tym N
Game 8/3: The Wheel Keeps Turning
GM: Jason P
Cast: 4-8
System: Diceless
Description:
An Invisible Library game, but perhaps not as you expected.
While the Library is awash with news and gossip about the recent signing of the Peace Accord between some of the Dragon Families, various factions within the Fae and the Library itself, the ongoing work of the Library to secure certain texts must continue.
The Senior Librarians have therefore assembled a small group of junior Librarians and their newly appointed apprentices to acquire a unique tome. As always, those sent out into the ‘Field’ trying to complete the assignment must do so keeping within the tenets of Library protocols.
You know very little about the assignment beyond the briefing room within the Library and the time you were instructed to attend. You are aware that Senior Librarian Shalken will handling the briefing and will hopefully explain the particulars of the mission and the details of the world where you will be sent. He will also be the person you will be reporting to after the mission is over. This is likely to be the first mission of significance that the Librarians and their respective apprentices as sent a team.
Characters:
Players can be apprentices or the Librarians responsible for them. In order to play a credible Librarian, you need to have at least read the Invisible Library book and understand the Language.
No points or system to worry about, although you need to provide details of your character via a submitted background, answering a number of questions. More game notes shall be provided once players have been allocated.
Players:
- Jason P (GM)
- Anna J
- Becca D
- Claire M
- Masha K
- Tim H
- Trish H
Game 8/4: The Osric Conundrum
GM: Dave C
Cast: 4-6
System: ADRPG
Description:
After the recent and politically awkward incident involving a spear belonging to one of the elders of the family and a member of the Begman embassy it was hoped that a time of peace would be in order. This alas is Amber, the family are almost all away at the other end of existence fighting in the Courts of Chaos. Leaving the collected detritus or children of the family left to manage things. Of course, not entirely on their own Amberites aren’t total idiots. They did leave a serious member of the family to overlook things and act as Regent – Uncle Gerard or as some might simply call him, Dad.
Anyway, it is some days after the Finndo incident now and things are somewhat fraying at the edges, loose end nagging at those eager scions of Amber to be snipped, knotted or possibly simply expunged.
Notes – follow on game from, “The Finndo Problem” but not playing the former is not needed, we just wedge you newly found waifs and strays into the plot. Please do read the character creation below carefully.
Characters:
10 point characters, no more than 4 points may be spent on any one artifact or creature – don’t buy shadows.
Stuff capped at +/-5 points.
Anything from Amber DRPG, Shadowknight stuff come and talk to me prior to the game.
Cannot buy down more than -10 (Chaos) on any one stat and no more than 20 points in total buy downs on stats, you can buy down in integers not just lumps of 10.
If you choose to be of the Amberite blood and are formally acknowledged (everyone will know your name and your real actual lineage and this gives you status) you get Pattern for free and a trump deck and are taught how to use trumps. The deck will include a Trump or yourself and everyone else formally acknowledged including your parents, aunts and uncles etc. A couple of place trumps and of course the alley outside Bill’s Bar… Oh and Gerard’s friendship and how should we state this? Ah, yes familial expectations on duty etc. If you choose to be of the Amberite blood and not formally acknowledged you don’t get Pattern, or trumps or anything else nice unless you pay for them. Oh and if Gerard finds out you will have hurt his feelings, a bit like playing chess with a Wookie really one feels. If you choose shadow folk all is fine let me know.
Players:
- Dave C (GM)
- Edith B
- Kevin D
- Mel M
- Paul J
- Simone PM
- Stephen Q
- Thom dJ
Game 8/5: The Clue
GM: Thom dJ
Cast: 4-6
System: ADRPG
Description:
She’s dead. Her body has been discovered, and it’s murder. Prinses Llewella is dead.
There were no witnesses.
King Eric has rounded up everyone with a motive and no conclusive alibi. He knows one of you did it, and you have until sunset to figure out who. If the culprit isn’t found by then, you’ll ALL be executed.
After all, these are trying times, and an example must be made.
Characters:
What I want from you, the player:
– who are you?
– why did you want Llewella dead?
– what alibi did you try to put forth?
– and last but not least: how did you do it? How did you murder Llewella?
That’s right, there’s a killer among you. I’ll be deciding who, and the guilty party will be informed beforehand. To the rest of you: the chase is on….
Players:
- Game cancelled due to player numbers.
Saturday – Slot 9 (Evening)
(7pm – Late)
Game 9/1: Breakfast in the Ruins
GM: Tym N
Cast: 4-6
System: ADRPG
Description:
The Patternfall War is over, Amber lost.
The sky turned red, flames fell from the clouds and Amber castle was all but demolished, the city likewise. The lucky ones died instantly. The unlucky died of their wounds later. The really damned lived on, many hideously mutated, hunted by the victorious Chaos forces.
You are one of the damned, barely surviving.
There are rumours of tunnels under the castle. Perhaps they will provide shelter and if, you’re really lucky, food. Dare you try to get there?
Characters:
Characters will be 20pt shadow dwellers in Amber city, all stats start from Chaos
Further character creation rules will be sent to players.
Players:
- Tym N (GM)
- Alan W
- Dave C
- Matthew B
- Natalie A
- Paul J
Game 9/2: Excuse Me, Are We Related?
GM: Stephen Q
Cast: 4
System: ADRPG
Description:
Set after the Patternfall war, King Random is concerned that there may be offspring of the royal family out there in shadow. This is not, in itself, a problem but Random’s worry is that one of them could become pattern aware and pose a threat to the pattern(s) or even Amber itself. So somebody needs to go and trek through shadow and find any of these missing family and deal with them appropriately. A task too trivial for any of his brothers or sisters but there several of his nieces and nephews knocking around the castle, getting in the way, eating expensive supplies, and occasionally causing mayhem on their forays into the city. Some of them will do.
Characters:
Characters are based on 100 points but must take pattern imprint so 50 points to spend. (After all, you are junior members of the family). Your parent may be any of the elder Amberites except for Corwin, Random, or Brand. Stuff is limited to +/- 5. Beyond that you are free to allocate points as you wish although it would be nice if your character had some of their parent’s characteristics.
Players:
- Stephen Q (GM)
- Amber B
- George K
- Guy A
- Vivek D
Game 9/3a: Pax Britannica (Campaign)
GM: Alastair J
Cast: 6
System: Homegrown Diceless
Description:
“Huzza for the Queen! Huzza for Old England!”
Jules Verne
Well Lord M’s team has done a splendid job of collecting the various shards from across the world completing every operation with “a certain degree of secrecy and tact”. So there shouldn’t be anything to worry about, right? All that needs to be done now is to put them together and ‘turn it on’…somehow. It just requires one final mission that will bring lasting security to the Empire. Sounds simple enough!
Huzzah!
It is the year 1872 and Britain is riding high with its technology and industry delivering advances in military prowess as well as for the economy. The power of steam, advances in clockwork and creation of difference engines have delivered not just economic changes but also social and environmental ones too, even resulting in flight. But there is no room for complacency though as other countries and empires seek opportunities to advance their various causes usually at the cost of others.
For various reasons which are unique to each character, you are working for the Government, in particular Viscount Lord Melbourne (nephew of the Queen’s first PM). You have been chosen because of your exceptional if not unique abilities and prowess which Lord M, as he is affectionately referred to, puts to use when awkward complications arise.
Characters:
Characters are truly exceptional shadow dwellers that can be found in the fictional literature based in that period, or alternatively from your own imagination. So the first step is to come up with a Concept. Examples include:
Intrepid explorer (e.g. Journey to the Centre of the Earth)
Invisible man
Mad scientist (actually they prefer Enlightened Engineer)
Sorcerer
Wolfman
Resurrected
Experimental super-soldier
Master/Mistress of disguise
Part machine (e.g. Lady Mechanika)
Amateur detective
Hunter
The second step covers the Attributes. These add some depth to your character’s concept by providing a bit more detail on their strength and possible weakness. Initially choose one primary attribute out of:
Strong – lifting, hitting
Dextrous – pickpocketing, piano playing
Agile – unnecessary backflips to get past security
Tough – getting punched, getting shot and shrugging it off
Untiring – you just keep going
Intelligent – mathematics, chess, mad science
Quick-witted – improvised combat, macguyvering, fast-talk
Strong-willed – hypnosis, sorcery or resisting the same
If you think of a different primary attribute that fits your character’s concept better, that’s fine too.
If you wish, you can choose to give your character a second attribute but it will need balancing with a weakness, so for example you might be Dextrous and Agile at the cost of being Fragile (anti-Tough).
The third step covers Skills the character has developed over the years. You have 20 points to spread amongst the skills which you deem appropriate for your character. A skill level of 1 means the character has a reasonable grounding in the skill or subject, a level of 3 would represents a professional level for which someone could earn a living from, and a score of 5 would represent someone who would be recognised as a true expert in the field. Skills are capped to a level of 5.
You can also select up to five ‘0’ level skills – these represent skills your character has somehow picked up, whether it maybe through causal interest, hobbies, and the like, and means you have a better understanding in these skills than someone who is totally unskilled.
Skills can offset differences in attributes and even overturn the results of contested actions, or be the tie-breaker in very close contests. Skills can be defined fairly broadly in scope. For example, the skill ‘Pistols’ would cover the firing of all types of pistols and the knowledge to load and maintain such weapons.
The fourth step is coming up with a Reason as to why your character is working for Lord M:
Are you a Loyal and Patriotic subject?
The money’s too good to say no?
They know where the bodies are buried and you’d rather not be buried there yourself?
They control the supply of the drug that fuels you?
Something else?
Finally all that remains is a Description of your character including some background, perhaps with one or two past heroic deeds. It doesn’t have to be too long but just long enough to give a feel for the character.
Players:
- Cancelled due to unforeseen events.
Game 9/3b: What the King doesn’t know…
GM: Simone PM
Cast: 3-6
System: ADRPish
Description:
It’s been a challenge being one of Random’s most trusted agents, but you’ve acquitted yourself well, in Amber and further afield. Unfortunately, it’s Caine who wants to send you on a mission, and he seems quite insistent about it. It couldn’t hurt to have Caine owing you a favour though, could it?
Characters:
You are Random’s trusted agents. Whether you got here on your own merits, or because someone else engineered it, you have apparently proven your loyalty to the Crown and are now well-placed to capitalise on the situation.
Characters could be career military, explorers, sneaky bastards or other interested parties. Some minor powers and abilities available. Character creation details will be sent out later.
This game uses the same general background and character creation as my Hostile Territory game, and existing characters are welcome, but this is not a sequel and new players are welcome.
Players:
- Simone PM (GM)
- Anna J
- Claire M
- Mel M
- Sally P
- Scott S
Game 9/4: Sable
GM: Trish H
Cast: 3-6
System: ADRPG+
Description:
The Sable Game is a mission-style game set in the Kingdom of Sable and its associated Shadows. Characters are the trusted agents of the King of Sable and/or the Regent of Murray, rather than being of the Royal Family. They are the gifted residents of the Kingdom or its associated worlds, who the Family have to look after the day-to-day running of the Kingdom.
In their “day jobs”, they may be working directly for the Kingdom of Sable, such as diplomats and government officials, intelligence agents, couriers or soldiers; or they may be individuals with useful skills who may occasionally be asked to serve, such as journalists, mages, policemen, or other individuals with a useful talent. These people are then called together on occasion to perform a specific mission for the Crown.
Preference will be given to returning characters from any iteration of the Sable Game.
Setting:
The game is set in a Pattern-based world, but the world and NPCs are specific to the Sable Game. Sable itself is somewhat British, 1940s but with magical-based technology and industry, although its associated Shadows vary. For an idea of the feel of the game, Randall Garrett’s Lord Darcy world is a pretty good analogue. For more information, take a look at the “New Players Start Here” section of the game website at: https://sable.org.uk/new-players-start-here/.
Characters:
Character generation is based on 85pt with all stats starting at Chaos stats, and limited powers available to players. Character creation needs to be done before the con. Partial buy-ups and sell-downs between Chaos and Amber, or Chaos and Human are available. Character creation rules can be found here: https://sable.org.uk/new-players-start-here/character-creation/
Players:
- Trish H (GM)
- Keith M
- Kevin D
- Jason P
- Pete M
- Tim H
Game 9/5: Icarus
GM: Marieke K
Cast: 2-5
System: Collaborative storytelling
Description:
Icarus is a collaborative storytelling game about the fall of a great civilization. Every game begins in a city-nation known as Icarus at the height of its power where, in celebration, the city has decided to erect a massive, ever-growing monument in the center of town to display its prestige to the world.
During the game, you will be stacking dice to represent the construction of this monument, drawing cards from a story deck to create the escalating events in the city, and influencing the outcome of those events through actions driven by your characters’ motives.
By combing the tension of Jenga with the world-building elements of games like The Quiet Year and Dialect, Icarus allows you to explore what it means for a great civilization to collapse, as they all do with time. And when the dice tower finally falls, your civilization falls with it and the game comes to a volatile end.
Characters:
No prep needed, the creation and downfall of Icarus is the game. Icarus has been described as a game for GMs without players, so be prepared to vocalise your creativity!
If you want to take a look, there’s a pretty good explanation of the rules here: https://www.youtube.com/watch?v=FdFzH_Au05s, but it’ll all become clear during play.
This game is shorter than most game-slots are, so it’s a good choice if you want to make an early night of it, or if you want to have some time to spend in the bar!
Players:
- Marieke K (GM)
- Becca D
- Edith B
- Masha K
- Shadow A
- Thom dJ
Sunday – Slot 10 (Morning)
(10am – 5pm)
Game 10/1: But Who’s Watching the Kids?
GM: Amber B
Cast: 2-6
System: ADRPG
Theme: Psychological, funny, lighthearted.
Description:
King Random had it with children popping up here and there so to get a better eye on the newest expensions of the family he has ordered, to have your child eligible for walking the pattern on a later age, they have to be in school in Amber for at least 4 years.
Now you are one of these kids, mandatory school, bed times, mandatory dinners with family members and playing, studying and hanging out with the other kids….
Life of a kid in Amber isn’t easy.
Are you the rebel? The obedient kid, the people pleaser. And how much of the family ways have you already picked up?
Characters:
It is not so much a game on stats and points.
What i need to know:
* Name:
* Age: (it is up to your parent when they introduced you to the court of Amber but from that moment you are in school. )
* Parent or guardian: who is your Amber parent? And if they are not available who is your guardian.
* How are you to the staff in the castle and how are you known?
* What are 3 things you’re good at?
* What are 3 quirks you have?
* And of course a bit of history would be fantastic!
Players:
- Amber B (GM)
- Dave C
- Edith B
- Jules D
- Kevin D
- Matthew B
- Pete M
Game 10/2: Blandings and the Murder on the West Highland Express
GM: Mel M
Cast: 5-6
System: Amber/Blandings crossover – special rules (a variant of the Gentlemen and Players rules, created by Timothy Ferguson) which will be provided.
Description:
It’s Christmas! And you’re all invited to Uncle Benedict’s place in the Highlands of Scotland. There have been bad storms this year, and it seems best to take the railway train (especially as airports are closed).. Unfortunately the snow is rather worse than expected …
And that’s nothing tp when a family member is discovered murdered on the train.
Characters:
100 point characters. Stats are Eccentricity, Sport, Tenacity and Money – all will be explained. The characters are children of the Blandings version of Amberites (except that Fiona and Flora are Aunts). Mirelle and Random Threepwood are too young to have adult children, so also out. Players will also have a special free skill for this game – this time they can choose between a winter skill and a train skill.
Players:
- Mel M (GM)
- Anna J
- Claire M
- Jason P
- Marieke K
- Masha D
- Simone PM
- Vivek D
Game 10/3a: Ghosts
GM: Rachel W
Cast: 4-6
System: A diceless system with ghostly powers
Description:
In 1564, having made a miraculous recovery from the plague, a man named Corwin commissioned the construction of a large manor house in Hertfordshire, England. He lived there peacefully for 20 years. Then, one day, he announced that he was going away for a while, and left the house in trust with a friend. He never came back.
The house has since passed through many hands, during which time several tragic, unfortunate, or just plain embarrassing deaths have occurred on site. The house gained a reputation for being cursed, or even haunted. But to the ghosts who live there, it is home.
Characters:
Characters are the ghosts haunting Corwin’s manor. They may have died any time from late 1580s to mid 1980s.
Players:
- Cancelled due to unforeseen events.
Game 10/3b: Remember Chaos
GM: Paul J
Cast: 4-6
System: ADRPG
Description:
As you become conscious again, you realise that others around you are doing the same. All you can remember are flashes of several people standing over you: an ancient crowned form; a white-haired man dressed in black; a large, stooped, grey and red, half-scaled figure; a young-looking, dark-haired man with a clipped beard. As you collect your senses, your memory is fuzzy, but you are aware that you are lying somewhere that resembles a place that pops into your head: the Courts of Chaos? But something is odd about it. It feels rather too ordered to be that place. Worse, there is a glimmering structure nearby and something in your head is telling you that it is not from where you came from. If only you could remember more clearly over the thrumming in your head.
Characters:
The time is sometime after Patternfall, and, maybe, before, during, or after the Merlin cycle. Characters are young Lords of Chaos based on 115 points plus basic shape-shift for free. All powers, apart from Pattern of any sort, are available. You can probably persuade me to allow Shadow Knight stuff, or LoGaS powers that do not duplicate existing Amber powers. No conferred powers, and you may not sell down more than one attribute, and that not below Chaos level.
Players:
- Paul J (GM)
- Becca D
- Keith M
- Sally P
- Scott S
- Stephen Q
Game 10/4: What Happens In Kashfa…
GM: Tym N
Cast: 4-6
System: ADRPG
Description:
CONGRATULATIONS!!! YOU HAVE WON AN ALL EXPENCES TRIP TO KASHFA & 1000 CROWNS SPENGING MONEY
Kashfa, the ‘Sin City’ of the golden circle and you’ve won a lottery prize of a week’s free holiday there, everything’s looking peachy… Except there’s one small fly in the ointment – Someone in high places wants you to have a discreet look around. Still, a free holiday is a free holiday, right? What’s the worst that can happen?
Characters:
Characters should be based in Amber and should be at least nominally loyal to the Crown.
Logrus is not available nor are items with 4pt or higher abilities
Based on 100pts.
Players:
- Tym N (GM)
- Alan W
- Guy A
- George K
- Tim H
- Trish H
Game 10/5: What the King doesn’t know…
GM: Simone PM
Cast: 3-6
System: ADRPGish
Description:
It’s been a challenge being one of Random’s most trusted agents, but you’ve acquitted yourself well, in Amber and further afield. Unfortunately, it’s Caine who wants to send you on a mission, and he seems quite insistent about it. It couldn’t hurt to have Caine owing you a favour though, could it?
Characters:
You are Random’s trusted agents. Whether you got here on your own merits, or because someone else engineered it, you have apparently proven your loyalty to the Crown and are now well-placed to capitalise on the situation.
Characters could be career military, explorers, sneaky bastards or other interested parties. Some minor powers and abilities available. Character creation details will be sent out later.
This game uses the same general background and character creation as my Hostile Territory game, and existing characters are welcome, but this is not a sequel and new players are welcome.
Players:
- Cancelled here due to player numbers and moved to Slot 9.
Sunday – Slot 11 (Evening)
(7pm – Late)
Game 11/1: Silver
GM: Matthew B
Cast: 4-6
System: Amber Mouseguard
Description:
Nobody knows what happened to the Great City of Giants and Gods generations ago. Their great castle lies empty and ruined above 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 the giants, still treating it with the fear and respect it deserved. Now there are three dozen cities and towns from the treetop houses of Oaktown and Pinetown on the edge of the great forest of Arden to the underwater settlement in Rebma, to the farm towns of the vale, and the mysterious underground cities of Clarissa and Dybelle in the grove of the unicorn. All these settlements are independently governed and although the manner of that government varies widely all the people have prospered.
Life is safer, but not safe. 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 countryside. There are enemies too: 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 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, or the desire of self above another. We strive for no less than to serve the greatest good.”
Slowly, silently, now the moon
Walks the night in her silver shoon;
This way, and that, she peers, and sees
Silver fruit upon silver trees;
One by one the casements catch
Her beams beneath the silvery thatch;
Couched in his kennel, like a log,
With paws of silver sleeps the dog;
From their shadowy cote the white breasts peep
Of doves in a silver-feathered sleep;
A harvest mouse goes scampering by,
With silver claws, and silver eye;
And moveless fish in the water gleam,
By silver reeds in a silver stream.
– Poem by Walter de la Mare
Characters:
Will be on the night, this is a first in a new series of Amber Mouseguard so it will be all new characters. You will be mice of the Guard.
Players:
- Matthew B (GM)
- Alan W
- Amber B
- Guy A
- Natalie A
- Sally P
- Shadow A
Game 11/2: The Hunt for the Red October Moon
GM: Dave C
Cast: 3-5
System: ADRPGish
Description:
The war was meant to be over, the embers of battle and enmity had long been banked and the time of revolution and countering the colonial expansion and imperialism had surely come to an end? The Great Protector had waged war against the great evils of the age – want, disease, ignorance, squalor and idleness. Every citizen had enough, access to a doctor, trained as fitting their capabilities, had access to clean water and most importantly was a member of the Forces of the Motherland.
For decades peace had been held between the Motherland and the countless counter-revolutionary forces in the decadent Chaos Marches. An uncertain peace at times but definitely a peace. Everything changed last night with the “death” of the Great Protector – it is being whispered – at the taloned hands of an assassin of Chaosian Hegemony. Worse still the Red October Moon has gone missing….
Your mission as members of the Sword and Shield of the Motherland (The Protector’s Commissariat for Internal Affairs) is to find out what is going on and stop things escalating out of control. The Red October Moon is the zenith of the Motherland’s technology, fusing together the awesome destructiveness of thermo-labyrinth infused multiple independent transreality re-entry vehicle warheads, a revolutionary stealth capability and the ability to traverse through the stuff of reality.
Characters:
120 points.
No advanced powers.
No artifacts, animals, constructs, shadows, widgets, trinkets, thingummyjigs or similar geegaws of more than 4 points.
Powers will vary slightly and I will punt those up later*.
*this is a bit like telling you that prices may vary, batteries are not included and of course stocks may go down as well as up. I have an idea of what I’m after just not the capacity at present to type it.
Players:
- Dave C (GM)
- Masha K
- Kevin D
- Pete M
- Scott S
- Tym N
Game 11/3: Burning Coal
GM: Vivek D
Cast: 6
System: Homegrown Diceless
Description:
It is the turn of the 19th century: The great imperial powers vie for dominance, fuelled by coal and steered by the industrial combines and their brass-and-steel difference engines:
But not all their conflicts are played out in the open, by displays of military might or commercial conflicts – there are other, more shadowy arenas where the Great Game is also played.
At the heart of the British Empire we find The Ministry (it has a name, officially, on paper – but never speak it. It is always just The Ministry).
Home to the freak, the monster, the superhuman, the undead, the spy, the assassin and the mad scientist* and those simply… less trammeled by ordinary moral considerations.
This means you.
* The Society of Hypercognisant Artisans and Master Engineers prefers “Enlightened Engineer” over the vulgar and somewhat pejorative “Mad Scientist”.
Characters:
Players should pick an archetype or template to build their character on – Mad Scientist*, Monster, Super-spy, Werewolf, Golem, Demon-ridden Sorceress – feel free to plunder any and all of Pulp, Sci-Fi, Fantasy for an idea (or even come up with your own).
That’s who your character is. In addition there should be a reason the ministry would want to employ you some extraordinary ability, power or skill-set.
A reason you work for the ministry:
* They might have stayed your execution for a crime (real or framed)
* Maybe they pay you vast sums of money.
* Perhaps they are the only source of a drug you need.
* Possibly you’re just the right mix of patriotic and amoral that you want to.
One superhumanly strong stat or trait, eg:
* Strong / Agile / Dextrous / Strong-willed / Perceptive / etc
* 0 or more additional strengths, each balanced by a weakness, eg:
Weak / Aged / Clumsy / Weak-willed / Vulnerable to iron / Berserk / etc
To be clear – your first strength is free. Only additional ones must be paid for.
Organiser’s Note: Both burning coal games happen in the same universe but the stories are neither repeats nor are they continuations. Due to popularity, you’ll probably not get into both.
Players:
- Vivek D (GM)
- Anna J
- Edith B
- Marieke K
- Mel M
- Simone PM
- Trish H
Game 11/4: Aurellis
GM: Tim H
Cast: 4-6
System: ADRPG+
Description:
This is a returning game that has run at Ambercons all over the place, and is coming to a live ACNI for the first time this year. Aurellis first ran in 1998 at ACUK. And some of the original PCs are still in it.
In the game world, we have now rolled into 2012. The last Aurellis was played at Tir-Con this year, and that scenario was 24th Jan 2012.
It’s a game set in a multiverse that has an Amber at one end and a Chaos at the other. But that’s not all. Not by any means.
It’s a game where Earth is known as St. James, and a lot of things are centred around there. Most PCs start out coming from there. Considering it’s not at one end or the other, it’s surprisingly important. But that’s not all. By any means.
Setting:
The game is set in a Pattern-based world, but the world and NPCs are specific to the Sable Game. Sable itself is somewhat British, 1940s but with magical-based technology and industry, although its associated Shadows vary. For an idea of the feel of the game, Randall Garrett’s Lord Darcy world is a pretty good analogue. For more information, take a look at the “New Players Start Here” section of the game website at: https://sable.org.uk/new-players-start-here/.
Characters:
Returning players (from any running of the game) get priority, but new players are always welcome too. We’ve got it all. Time Lords, Jedi, Asgardians, Angels and Daemons, Daleks, The Machine, the Staryy Bratva, and whatever history you believe, we’ve got What-If instances, where it went different.
And none of that takes into account any of the personal dramas of the various player characters. Weddings, children, embarrassing relatives, that sort of thing.
Players:
- Tim H (GM)
- George K
- Jason P
- Keith M
- Paul J
- Stephen Q
Game 11/5: Remember Chaos
GM: Paul J
Cast: 4-6
System: ADRPG
Description:
As you become conscious again, you realise that others around you are doing the same. All you can remember are flashes of several people standing over you: an ancient crowned form; a white-haired man dressed in black; a large, stooped, grey and red, half-scaled figure; a young-looking, dark-haired man with a clipped beard. As you collect your senses, your memory is fuzzy, but you are aware that you are lying somewhere that resembles a place that pops into your head: the Courts of Chaos? But something is odd about it. It feels rather too ordered to be that place. Worse, there is a glimmering structure nearby and something in your head is telling you that it is not from where you came from. If only you could remember more clearly over the thrumming in your head.
Characters:
The time is sometime after Patternfall, and, maybe, before, during, or after the Merlin cycle. Characters are young Lords of Chaos based on 115 points plus basic shape-shift for free. All powers, apart from Pattern of any sort, are available. You can probably persuade me to allow Shadow Knight stuff, or LoGaS powers that do not duplicate existing Amber powers. No conferred powers, and you may not sell down more than one attribute, and that not below Chaos level.
Players:
- Cancelled due to player numbers, and moved to Slot 10.
Monday – Slot 12 (Morning)
(10am – 5pm)
Game 12/1: Order 66 – The School Trip
GM: Kevin D
Cast: 4-7
System: ADRPG/LoGaS
Description:
So you know the story and you know the outcome. But they didn’t get everyone. We were students in the Jedi Temple on Coruscant and somehow… we survived. Despite the odds, despite the explosion, despite the droids… we survived. What started as a school trip for the younglings became an headlong fear-crushing flight for our survival. Untrained, unprepared, unexpected And yet we survived.
In hiding, fearing for your life, you live in the rubble – all that’s after the devastation of Coruscant and the attack on your school bus…. Along with the few other younglings who survived. But you can’t remain here long. A feeling of unease has been growing within you and while you’ve been doing your best to ignore it, as have the others, you know it is time to step out, move on, and risk it all.
Characters:
You character has 50pts to spend and should spend points in multiple areas. Stats and Powers start at 0 and can be increased any amount.
Stats: (0+)
* Warfare –> Tactics: Planning, Ingenuity, Leadership, Vision etc.
* Strength –> Physicality: Hand-to-Hand, Melee, Martial Arts, Exertion etc.
* Endurance: Recovery, Longevity, Resistance and perhaps most importantly, Survival Instincts.
* Psyche –> Will: Willpower, adeptness, alertness, mental strength and agility
* Stuff –> Force Tendency: Towards the Light or the Dark. This does not force your actions, but can colour the outcomes.
Powers and Skills: (0+)
* The Force: Your understanding of the Force, Light or Dark, and what it is capable of. While you are a youngling, you can suggest ONE power that you have some ability with.
* Sorcery: A representation of magical aptitude and understanding. Magic has many forms.
* Conjuration –> Artificer: A representation of technical and mechanical aptitude. An Artificer of sorts.
In addition to the above, unlisted powers or skills can be purchased which again represents specific skill in an area. There are many possible. If something takes your fancy and you’d like to try it out, please ask.
Stat and Power Use:
Powers and Skills will generally be used in conjunction with stats to perform an outcome. A Force enhanced punch could, for example, leverage Tactics to land a blow where the opponent least expects, Physicality to hit the opponent harder than expected, Endurance to outlast the opponent or Will to hit the opponent at range. Of course, stats can be used on their own.
Players:
- Kevin D (GM)
- Alan W
- George K
- Guy A
- Keith M
- Natalie A
- Scott S
- Shadow A
- Simone PM
Game 12/2: Bar Games
Cast: All Welcome
Description:
For those who will be leaving early, we will have small board and card games available. Alternately, you are not far from the City Centre and you may have enough to pop in for a short walk around before heading to the airport!
Card games include:
* 6 Nimmt!
* Citadels
And anything else folk may wish to bring along.
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