Past Game Books – TirCon 2026
Tir-Na Nog’th Con 2026 Game Book
Wednesday – Slot 1 (UK Evening)
(7pm – Late BST)
Game 1/1: Meanwhile … an Avalon ghost story
GM: Simone PM
Cast: 4-6 + GM
System: Meanwhile
Genre: Investigation
Description:
Strange creatures are abroad in Avalon, and your cousin Rose is requesting your assistance.
Characters:
Amber endures, and its heroes are celebrated, having put an end to the threat of Olary Verrow and her coalition of pirates. The social seasons have gone on unabated, with various new parties making the lists as new eclipses old. King Oberon seems preoccupied these days, but he makes the odd appearance.
Meanwhile… is a shared world, currently working its way toward the Corwin Chronicles, currently almost six centuries away. We are producing a companion campaign, trying to contradict as little as possible of the first Amber series. Meanwhile… is an episodic campaign, and no one is expected to be at every session, especially since they run at most any Ambercon, with GMs from our player base running games that tell us more about their characters.
Characters should fit the power level and story of the Corwin Chronicles as we approach them. New players will have to contact Scott “Stormy” Whitney at godbossman @ gmail . com to get their characters set up for the campaign or request a pre-gen, as the system in use is his own creation. In particular, the elders’ children are pretty set, so younger generations may come into play.
Players:
- Amanda R
- Guy A
- John N
- Kris F
- Scott W
- Simone PM (GM)
- Tracie M
Game 1/2: First Born
GM: Kevin D
Cast: 4-6 + GM
System: ADRPG+
Genre: Celebrations… and Spy Games
Description:
“Hear ye, hear ye….”
However you hear it, you find out about the party of the… well, the only party of any consequence… ever! The birth of King Mandor’s first child! The party at Chaos will be one to remember!
Characters:
Characters are people of Chaos, Floraville (all the remains of Amber that once was), the Strix (the land beyond the Horizon), Lyonesse (the refugees from Rebma), Vespera, Timberlake and many more. If you sign up, we’ll craft an origin story! If you’ve played in any of my ‘Fresh Start’ story lines (Beyond the Horizon, Fresh Start, On His Majesties Secret Service etc etc) you’ll already have a viable character. If not, please provide:
- What do you look like? Pictures please.
- Why are you going to Chaos for the celebrations?
Characters should be constructed using 250 points. Returning players can have an extra 5pts of advancement.
Players:
- Avon B
- Darrell H
- Keith PM
- Kevin D (GM)
- Penny F
- Stephanie I
- Stephen Q
- Tym N
Game 1/3: Silence of the drive
GM: George K
Cast: 3-6 + GM
System: ADRPG
Genre: Investigation, Horror, Road Story
Description:
A team of negotiators from Amber have been sent to group of shadows forming a space fearing civilizations called Advent Federation, where space travel uses engines based on Broken Pattern. Technology is similar to Star Trek and void of space between worlds cannot be crossed by standard means like Logrus, Trump or Magic. The drive uses dilithium crystals that have elements of broken pattern in them that need to be re-arranged for a drive to work. Aim of negotiation is to obtain some of those crystals so they can be tested how they work in other shadows as that would be first ‘portable’ version of Pattern, beside artefacts like Greyswandir.
Advent Federation will provide starship shuttle to travel to one of three mining worlds that can offer exchange for dilithium. Alternatively team can use their own vessel of similar size where drive can be installed. Meeting with Advent Federation was arranged on holiday resort on planet Raisa on its edges, that can be reached by any means.
Characters:
Characters 100 points. Artefact and Stuff limited to 6 points. No advanced powers. Game is set after books with no major conflicts. Please provide reason from the time of King Random reign to include you on the team.
Players:
- Everett I
- Gabriel PM
- George K (GM)
- Laura B
- Mel M
Wednesday – Slot 2 (UK Night/US Evening)
(1am – 6am BST)
Game 2/1: You Must Leave This Party Engaged!
GM: Ryan G
Cast: 3-5 + GM
System: Good Society
Genre: Comedy
Description:
Tonight is the final ball of the season, and you are one of the young debutantes that have yet to secure engagements. Why not? What’s wrong with you, and perhaps worse, what’s wrong with the suitors who are still eligible? Put on your fake smile and prepare to settle for less, because you will surely die a spinster if you do not leave this party engaged!
This is a farce set (loosely) in the Regency era.
Characters:
Characters will be created together in session. Each player creates their debutante and two potential suitors for the assembly to compete over and/or try to avoid.
We will collaborate regarding sensitive topics using lines and veils, and do some limited worldbuilding such as having each player contribute one Party Detail. The game should be appropriate for all ages.
Players:
- Ashley L
- Avon B
- Elvi D
- Mayra M
- Ryan G (GM)
- Stephanie I
Game 2/2: Free Republic of Ygg: the Rainbow
GM: Ginger S
Cast: 3-6 + GM
System: Amberway – Amber + Everway
Genre: Adventure & Intrigue
Description:
In the far future, King Martin rules Amber and Emperor Merlin rules Chaos. Between them, the universe is frozen in tyranny. The last bastion of freedom is the Free Republic of Ygg, ruled by the ancient wizard Tree, and their agents: you!
Rumor has reached the Free Republic of a wizard creating rainbow bridges between Shadows. Traveling in an airship, this person is linking shadows that had previously been far apart and collecting favors for their work. Is this an agent of King Martin? An agent of Emperor Merlin? An independent agent? Tree wants to know and they’ve asked you to find out.
Characters:
GM will provide Everway character creation rules. New players will need to generate a character with GM assistance AND do questions & answers with other players. Most characters will be Shadow dwellers though we have had both Amberites & Chaosites in the past. Our tone can be comic and characters can be funny, but the game treats them seriously. Game elements may include cosmic horror and canon-appropriate violence & death. Game is not guaranteed to be teen-friendly.
Players:
- Game Cancelled.
Game 2/3: Sorcerer of Avalon
GM: Mike W
Cast: 3-5 + GM
System: ADRP
Genre: High Adventure
Description:
“Announcement, everybody!” she cried, springing to her feet. “I have just noticed that this is not really Corwin! It has to be one of his shadows! It has just announced a belief in friendship, dignity, nobility of spirit, and those other things which figure prominently in popular romances! I am obviously onto something!”
Fiona, from Sign of the Unicorn
“Know then that what is remembered of the shadow of yourself that once reigned here is not good. Children are not named Corwin in this place, nor am I brother to any Corwin here.”
Benedict to Corwin, about Avalon, from Guns of Avalon
After being considered dead for centuries, Prince Corwin returned to Amber and defended the realm against total destruction. A few of his siblings noticed a great change within him. Some may have even considered him a hero. The city and royal family of Amber cast infinite shadows, imperfect reflections of reality. Prince Corwin once dwelled in a shadow called Avalon and was known as a sorcerer. The silver towers of the true Avalon fell long ago, but its legend lives on in other shadows of the same name. They remember a sinister version of Corwin with fear and loathing. From this dark past, a dormant threat has finally awakened…
A one session tabletop for five Amberites
Benedict, Bleys, Caine, Corwin and Fiona
Using the Amber Diceless Role Playing Game System
Knowledge of the books and/or rules is useful but not essential
Characters:
Elders previously designed by GM: Benedict, Bleys, Caine Corwin, Fiona
Players:
- Everett I
- Kris F
- Laura B
- Mike W (GM)
- Rob W
Thursday – Slot 3 (UK Morning/US Night)
(10am – 5pm BST)
Game 3/1: When time stood still
GM: Esther vR
Cast: 5-6 + GM
System: ADRPG
Genre: Mystery/fun
Description:
For several days in a row, every clock (or other time telling device) in Amber, and Rebma stops at precisely 3:00 AM.
It first no one seem to notice the great scale of the event, but after a couple of days it changed from being a bit inconvenient to quite creepy and people started to talk and find out they were not the only ones with defective clocks. This recurrent instance does not seem to affect daily life at the slightest. That is until it starts to live a life in the brains of the people.
As is typical of people, conspiracy theories were quickly born, and the most absurd and ridiculous ideas fly at Random during his daily meetings with his counselors.
A quick ask around tells him the problem occurs not only with Amber and Rebma, but also with other known shadows where time is of relevance.
He soon is fed up with the situation and decides to put a team together to investigate what is going on.
Characters:
You are part of this team. You can either be a sibling, nice or nephew, diplomat, advisor, general or whatever you like.
I need to know who you are, why Random would ask you and why you would be motivated to help out. I like to write around characters so please tell me this as soon as possible so I can design an inclusive game. Picture would be nice.
Players:
- Becca D
- Esther vR (GM)
- George K
- Mel M
- Pete M
- Stephen Q
- Tym N
Game 3/2: The Rule of Three….
GM: Simone PM
Cast: 4-6 + GM
System: Amber | Things There Are | DRPG Modified
Description:
Things there are that have never loved Amber and their ilk of Shadow nor those of Chaos and their vassals born of the Abyss. That have existed outside of the Dominion of the Courts of Amber and of Chaos Spheres. Long before their Trespassing Kindreds rents Stones from the shores of the Dreaming and brought Order to the curve of the Hills of the Far Shores and dug up Iron and other Bane’s from the very Bones of the Seeming and wrought their petty Chaos Tricks and Magiks against the Primordials, Spirits and Beasts that guarded the Boundaries and Hidden Paths of the Farwilds of the Dream. Binding some and Taming others.
So that once when the Dream had been the Heart of the Youngest of Days there had been The Mountains that Sang with Voices. The Great Lakes and Rivers from which flowed the Magic of the Dreaming, the Endless Forests of Whispers, The Fair Folk and the Fae Folk born of the First Cause and the Sea of Stars that boarder the Nightmare Realms of the Outermost Void from whence they had banish the Great Old Ones of the Time Before Time.
But the Trespasses of the Kindreds of Amber and Chaos grow more and more insistent, they have brought the bitter bite of Iron to the Trees and wretched stench of fire and smoke to the Dales along the Fastness of the Far Shores. They have tamed some of the humbler Beasts and drive the Ancient Spirits to grief and heartache. And they also the knowledge of good, evil and death for they were both virtuous and blind.
The High King Fanvarra and His Fairest Queen Onagh Champions and Wise among the races of the Dream went forth and saw the vile deeds committed by these who trespassed upon the edge of the Dreamworlds of Tír na nÓg. They entered a temporary Truce with the forces of Amber and brought Weal to Chaos . Though a taint was loosed
Characters:
Characters are Sidhe, Yōkai, Feadh-Ree or Fairy kind spoken of in mortal myths and legends tasked with investigating and taking action against those that have grown more and more persistent in causing harm to the Dream. Characters will be built around 150 points plus 10 points for any short myths concerning them in the Otherside.
Players:
- Gabriel P
- Keith PM (GM)
- Kevin D
- Ythamar PM
Thursday – Slot 4 (UK Evening/US Morning)
(7pm – Late BST)
Game 4/1: I am become Death
GM: Pete M
Cast: 4-6 + GM
System: ADRPG & home-brew
Genre: Investigation horror
Description:
On July 16, 1945, the Manhattan Project reached fruition. The first atomic bomb was detonated at the Trinity Site near Alamogordo, New Mexico. The explosion ripped a hole in the fabric of space, and Dr. Oppenheimer’s words “I am become Death, the destroyer of worlds” unknowingly closed a necromantic ritual. The fireball vanished, but the mushroom cloud remained. It began to rotate, a stationary tornado shot with red lightning about 5 miles in radius. The southwestern United States experienced freak weather conditions: violent lightning storms, hail, torrential rain, even snow. These died down after a week, but the tornado – officially the “Trinity Event,” but nicknamed the “Hellstorm” remained. It’s still there today, 80 years later.
Imagine a world where this event brings magic into the world. Where the great wizards are Oppenheimer, Hawking, Teller, Feynman, etc. Where magic is part of the scientific world view and industrial systems. Where the prerequisite to be a competent mage is a maths or physics background and the right genetic mutation.
What’s happened? ‘A dozen bodies have been discovered south of Phoenix in the middle of the Gila River Reservation. All are missing their head and the top of their spines, an indicator associated with the creation of a particular type of vampiric undead, Your task to determine if true, if so then locate and terminate.
Characters:
Not a sequel/prequel to “The Destroyer of Worlds”, just set in the same universe.
You are a member of a joint Agency Task Force commonly known as the “CDC Stake Squad”, among which are possibly personnel from the Centers for Disease Control and Prevention (CDC), Bureau of Alcohol, Tobacco, Tactical Talismans and Firearms (A3TF), Drug and Alchemy Enforcement Agency
Stats; you’re human, 30 points, split between stats and magic (no other powers)
Stats Human average for a stat is 3 in general. So that’s your starting point, 3 in each stat. Psyche will determine how powerful your spells are or your resistance to most spells (for aimed spells like fireballs, all a high psyche will do is allow you to realise it’s really going to hit you) Strength covers all the usual, plus melee weapons plus dodging the afore mentioned fireballs and the like. Endurance is the usual plus how much magic you can cast (less than you want probably) and Warfare the usual including melee weapons and effectiveness with aimed spells (doesn’t matter how big your fireball is, if you can’t hit the target what’s the point!)
Magic, First chose the level of magic you want to be able to cast, higher levels means more powerful spells
level 1 costs 1 point, level 2 costs 3 and level 3 costs 6
Then chose the Spell groupings you are interested in, 1 costs 1 point, the second costs a further 2. the third 3 on top of that level and the fourth another 4. Spell groupings defined in separate doc.
Anything Else? You could chose to be a chimera, half human half creature, the creature is most likely something native to the SW US or Northern Mexico (so think Coyote, snake, spider, Grey Fox, Bighorn Sheep, etc.) Costs 6 points
Items? No more than 2 items, limited to 2 points each and frankly I wouldn’t bother.
What about Trump? Like you guys are getting near the White House. Or put another way, what do you think smart phones, tactical radios and Gate Magics are for?”
Players:
- Andy R
- Ashley L
- Kevin D
- Mayra M
- Pete M (GM)
- Rain D
- Stephanie I
Game 4/2: Silver Spires – Writ in Stone
GM: Dave C
Cast: 4-6 + GM
System: Amber DRPG’ish
Genre: Expansion and Exploration
Description:
Corwin is dead and you buried him, heading through shadow and the path of his blood to the new place. It is indeed different and you think the rules you knew may no longer entirely apply. There are questions left unanswered and perhaps some will be in the new place bound on land between waters both bitter and sweet. Since then some of you have gone further into the New Space than others, there as always with any expedition risks involved.
Characters:
Existing characters only may have Pattern.
New Characters in this place may be built using ADRPG and ShadowKnight as a guideline from 75 points. Please note no Logrus or Pattern available, no stupid dominating powers either. No artefact, mentor or similar of more than 2pt values with a total value of no more than 6pts. Also, the powers won’t work as written as this is a new place. Send me a character idea and let’s build something. I reserve the right to say no.
The New Place:
The Pattern lies on an isthmus of raised land. To one side a fresh water loch with a marshy border. To the other a stretch of tidal salt water and a bay with sand, the water goes to the horizon. In front the land rolls on and there is a stone circle part overgrown atop a henge and beyond that the remains of old stone dwellings mostly buried beneath sand and soil. Behind, the land rises a little and there is a smaller more irregular circle of stones around which are mounds. Further in that direction the sun sets and you can glimpse some farmed land
Players:
- Alan W
- Dave C (GM)
- Gabriel P
- Jason P
- Laura B
- Simone P
- Tym N
Game 4/3: Crown Casino
GM: Trish H
Cast: 3-6 + GM
System: Modified ADRPG
Genre: Mission-based investigative
Description:
The Crown Casino is a new series of self-contained, mission-style games set and around in The Crown Casino and Hotel, King Random’s hobby project in Amber City, at the other end of the multiverse from the Helgram Game. Random has been King for about fifteen years and, on accession, promptly pulled Amber’s tech level up to Steampunk. He is happily married to Vialle and they have one son, Gwillym, who is currently in his early-forties.
Random is a less formal Monarch than Oberon. He’s aware that young Amberites need to get some life experience in a “safe” setting, before launching out on their own, or being given a formal job in the Amber government. He also feels that, unlike their parents, they ought to have some experience of working together in a non-world shattering situation. Being Random, he believes this can best be achieved by them spending a few years helping to run a casino: the Crown Casino and Hotel.
After a young Amberite has walked the Pattern – usually between 21yo and 25yo – and has sworn allegiance to Random and the Unicorn, they are assigned to work as lower management at the casino for a few years, to meet folks from all walks of life, and to co-operate to solve any issues that might arise.
The first series happened as written, ending with the Patternfall War. In the years that immediately followed, Amber occupied the Courts until a peace could be brokered between them. This was achieved about three years later, and was made possible because, much to everyone’s surprise, King Swayvill and King Random get along.
Characters:
This game is set at the Amber end of the same universe as the Helgram Game. Will they ever meet? Who knows? But the Character Creation systems are similar to save the GM’s sanity. Characters are young Amberites, aged 25-30, and were born during the Regency of Prince Gérard. They may have been born in Shadow, but were brought to Amber by their parents at a young age during the Patternfall War, for their own protection.
Characters are built on 50pt, with all stats starting at Amber. In addition, all of them have walked the Pattern, and know how to use Pattern defence and manipulate probability (you need to know when people cheating the casino!), and need to be created before the con. Select the area of the casino you want to be working in (for example, overall management, security, pit boss, dealer, accommodation, food and drink, entertainment, or whatever takes your fancy in a casino setting). If two or more people choose the same area, then the first one to select that area will be the senior among the PCs. Full character creation rules can be found here: https://helgramgame.org/character-creation/
Players:
- Darrell H
- George K
- Guy A
- Stephen Q
- Tim H
- Trish H (GM)
Game 4/4: Stargate SG-13
GM: Anna J
Cast: 4-6 + GM
System: None
Genre: Stargate
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.
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:
- Amanda R
- Anna J (GM)
- Everett I
- John N
- Kris F
- Rob W
- Tracie M
Game 4/5: The City of Roses
GM: Rich D
Cast: 6 + GM
System: Amberway
Genre: Investigation
Description:
Once more a full moon shines over Amber and the shimmering, inconstant city of Tir appears in the sky. Your Uncle Corwin has agreed to lead an excursion of his nieces and nephews into the ghostly city in search of answers amidst the dreams and half truths of the place.
The group had barely started receiving their oracular advice when a tinge of pink was seen on the horizon. Panic soon turned to confusion as your Trump tethers on the ground confirmed that it was still deep night and dawn was hours off. Moments later, a full moon, pink as a maiden’s first blush, rose over the silver city of Tir and with it a deep, sweet floral perfume. A staircase of similar hue now stretches up into the sky.
So captivating was the moon’s appearance that you all missed that Corwin has left you. By the time you make it to the top of Tir’s castle, all you see is Grayswandir stabbed into the first step of the stairway as though anchoring it in place.
Characters:
–
Players:
- Keith PM
- Mel M
- Penny F
- Richard D (GM)
- Simone C
Game 4/6: Empire of Night
GM: Avon B
Cast: 3-6 + GM
System: Vampire the Masquerade: 20th ed
Genre: Gothic Punk/Heist
Description:
It’s the late 1990s, and the world has gone insane. The Camarilla is teetering on collapse. The Setites, Giovanni, and Salubri have all petitioned to join. The Tremere have started disappearing, and there are rumors someone diablerized Tremere. There are rumors of a prophet giving dire warnings to the Kindred, and of another prophet stirring the shifters. The Sabbat are on the verge of a mass uprising, as are the Shifters. Supernatural war is looming.
And something very old, very dark, and very powerful is stirring in Russia.
Characters:
You will be playing Russian Brujah who are on a mission to get to Russia’s nuclear arsenal and prevent Baba Yaga’s takeover of the country before it’s too late. Standard creation rules for 20th apply, and if I need to modify anything we’ll discuss beforehand. This is mostly a heist scenario – steal the codes, break in to secure facilities, launch the nukes, get out undead.
Players:
- Avon B (GM)
- Becca D
- Marieke K
- Scott W
Thursday – Slot 5 (UK Night/US Evening)
(1am – 6am GMT)
Game 5/1: Meanwhile…The Social Season
GM: Avon B
Cast: 3-6 + GM
System: Meanwhile
Genre: Scandal/Gossip
Description:
The Social Season of Amber is in full swing once again. Lords and Ladies (and eligible children) of Amber City and the Golden Circle have been making the rounds at Court. Balls, parties, hunting…the festivities are underway. In the background, deals are negotiated, trade agreements signed, and marriages are made. Most of the Family seems to be in Amber.
Come join the Family for gossip, scandal, and power plays against a backdrop of several events during the Social Season.
Amber endures, and its heroes are celebrated, having put an end to the threat of Olary Verrow and her coalition of pirates. The social seasons have gone on unabated, with various new parties making the lists as new eclipses old. King Oberon seems preoccupied these days, but he makes the odd appearance.
Meanwhile… is a shared world, currently working its way toward the Corwin Chronicles, currently almost six centuries away. We are producing a companion campaign, trying to contradict as little as possible of the first Amber series. Meanwhile… is an episodic campaign, and no one is expected to be at every session, especially since they run at most any Ambercon, with GMs from our player base running games that tell us more about their characters.
Characters:
Characters should fit the power level and story of the Corwin Chronicles as we approach them. New players will have to contact Scott “Stormy” Whitney at godbossman @ gmail . com to get their characters set up for the campaign or request a pre-gen, as the system in use is his own creation. In particular, the elders’ children are pretty set, so younger generations may come into play.
Players:
- Avon B (GM)
- Drew W
- John N
- Larry B
- Scott W
- Tracie M
Game 5/2: Leverage International – The Village Job
GM: Amanda R
Cast: 4-6 + GM
System: Key System by James A
Genre: Investigation, Heist
Description:
You are one of them. Maybe a little bit of all of them. But you also aren’t alone. You and your compatriots pick up where the law left off. Using your special skills and a whole lot of imagination, your team knows how to provide… Leverage.
You are part of a team for “Leverage International.” In fact, you were personally picked to help carry on the banner by a member of the original team. While familiarity with the Leverage TV show is helpful, it isn’t a must. I do hope to use a lot of the tropes from the show, however, like flashbacks, twists and things going pear-shaped.
Characters:
I will be using @James A’s Key System for character creation and the running of the game. This is a very rules light system with a lot of adaptability.
Leverage pretty much always involves a corrupt NPC, so you can assume there will be at least a little bit of politics. But we game to get away from the real-world, so I will not be putting a ton of topical things in.
Think about which original Team Leverage member you’d like to have been the one that recruited you. If you aren’t familiar with them, let me know and I can help you figure it out.
If you’ve played in a previous Leverage: International game that used the Key System, you’re welcome to bring back that character, even if I wasn’t the GM. But please remember that I don’t have access to anyone else’s notes, so if I wasn’t the GM you’ll need to provide me with the entire character, not just “I’m bringing back So-and-so.”
Players:
- Amanda R (GM)
- Ashley L
- Darrell H
- Laura B
- Mayra M
- Rain D
- Richard D
Game 5/3: Silver Spires
GM: Mike W
Cast: 3-5 + GM
System: ADRP
Genre: Interpersonal Drama
Description:
“Beyond the River of the Blessed, there we sat down, yea, we wept, when we remembered Avalon. Our swords were shattered in our hands and we hung our shields on the oak tree. The silver towers were fallen, into a sea of blood. How many miles to Avalon? None, I say, and all. The silver towers are fallen.”
Corwin, from Guns of Avalon
At the beginning of time King Corwin created the universe by drawing the Pattern. He founded the beautiful city of Avalon, where silver towers reach for the stars…
Underneath the silver spires, inner turmoil is tearing the royal family apart. Corwin has been missing for years. The coronation day of the eldest brother looms closer, and the mysterious threat of the Dark Tower approaches. The royal family possesses godlike powers, but consists of individuals who lack the wisdom necessary to prevent the coming cataclysm. They must find themselves before they can save the kingdom…
A look at power, identity and personal transformation…
A rebel with no dreams,
An explorer with no frontier,
An heir with no tears,
A romantic with no passion,
and an artist with no hope.
A one session multiform for five members of the royal family of Avalon
Based loosely on the Amber Diceless Role Playing Game System
and concepts presented in Roger Zelazny’s Amber Chronicles
Knowledge of the books not necessary (or useful)
This is a cathartic multiform and covers mature subjects
Characters:
GM has predesigned characters that are children of Corwin. This a cathartic game that covers adult subjects.
Players:
- Declan H
- Everett I
- Guy A
- Kris F
- Mike W (GM)
- Ryan G
Game 5/4: Enclave
GM: Connor H
Cast: 3-4 + GM
System: Enclave
Genre: Exploration+
Description:
In the infinite world of Manifold, where anything is possible, there is only one constant: the shadowy mercenary organization known as The Enclave. You are an agent in its employ, tasked with accomplishing missions across infinity alongside a squad of your fellows.
ENCLAVE is a diceless roleplaying game of high-stakes storytelling. The game is played in one-shots using continuous characters, with every session telling the story of a full mission. Each mission is set in a different part of Manifold — there is no set worldbuilding, fixed timeframe, or forced theme in Enclave, meaning that missions settings, plots, and tones will wildly vary.
Missions are created on the spot, designed to fit the capacities of the participating characters. Players will each be asked to provide a Focus Word (any word or short phrase), which their Conduit (game host) will use as inspiration when designing the mission.
Characters:
Enclave Agents come from all corners of Manifold, allowing players full control over the aesthetics and theming of their character so long as it fits the mechanics of their chosen class. A character can be created in about 15 minutes, either before the session or at its beginning with help from the Conduit.
Copies of Enclave’s ruleset will be distributed by email before the session. Players are NOT obligated to read the full ruleset before playing — ENCLAVE is very easily learned on the fly.
Players:
- Adam E
- Connor H (GM)
- Scott A
- Stephanie I
Friday – Slot 6 (UK Morning/US Night)
(10am – 5pm BST)
Game 6/1: The Poisons We Drink
GM: Alan W
Cast: 4-6 + GM
System: ADRPG
Genre: Survival Horror
Description:
“For what your seed tilled has levied a cost. If led down a garden path, do not get lost.”
― Bethany Baptiste
The village of Regaleira is safe. Everyone knows this. The path from your front door to the market, to the well, to the tavern is oft traversed and holds no fear. Beyond the bridge is a different matter. No-one goes out there, because why would you? Everything you need is here. But what if your sanctuary becomes a prison? If all that is familiar becomes a threat, what then?
Characters:
PCs are inhabitants of Regaleira occupying a particular role in society with appropriate skills, e.g. blacksmith, herbalist, farmer etc. No need for points prior to the game, as long as I know the archetype you want to play.
Players:
- Alan W (GM)
- Keith P
- Mel M
- Penny F
Game 6/2: Convergence
GM: Simone PM
Cast: 4-6 + GM
System: ADRPGish
Genre: Investigation
Description:
It was all going so well.
You’d learned how to use your powers, completed your training and passed/survived the challenges sent to test you.
Then, once you’d escaped from the castle with the item you’d been told to retrieve, some of your classmates have gone and run off with it. Apparently there are many reasons why that is a bad thing.
~ * ~ * ~
You grew up in ignorance, in a quiet village somewhere, your powers suppressed.
Until puberty, when your powers found a way to make themselves known. Unfortunately, that meant that you were revealed, exposed to outside forces, and your guardians quickly whisked you away.
You, and others like you, spent the next few years at various temporary training camps, learning to use your powers, but often being taken to a new camp at short notice, “for your own safety”.
Things haven’t always gone smoothly, but you have learned to control your power.
Characters:
Step 1: Name and physical description
As a 16 year old, you have 10 points to spend on psyche, strength, endurance, warfare and weirdness. Describe your weirdness, it is how your power begins to show itself. How did you respond to it?
What are you good at?
List three particular skills you have.
Step 2: A few years older, you have 20 more points to spend, and can add three more skills. Describe your power.
Step 3: A few more years older, another 20 points, another three skills. Describe what you can achieve with your power, how much, how fast, how precise, etc. What can you not do, and what are you looking to improve?
Step 4: You’ve been challenged, and passed. 5 more points to spend.
All welcome, but characters from last year’s Ascendance need only do Step 4, characters from the previous year’s Emergence should start at Step 3, and characters from Chrysalis the year before should start at Step 2.
Players:
- Gabriel PM
- George K
- Kevin D
- Simone PM (GM)
- Vivek D
- Ythamar PM
Game 6/3: Where Angels Fear
GM: Pete M
Cast: 4-6 + GM
System: ADRP with some homebrew
Genre: Cinematic WWII, err, Adventure?
Description:
Wanted: Volunteers for immediate overseas assignment. Knowledge of German to native speaker level required. History of successful operation either behind enemy lines, or in Occupied Europe preferred. Other skills preferred, expert small arms skill, unarmed combat, demolition, intrusion skills (to include moving stealthily and locksmithing skills) plus any other appropriate skills. Likelihood of an extremely hazardous mission guaranteed.
Opening Scene: A snow covered mountain range, somewhere, lit by the light of an almost full moon. The view roams over this landscape soaring over mountains and dropping into valleys. It swoops now to climb over a high rocky ridge-line when a three engined aircraft flashes overhead. Our focus now follows it. This aircraft keeps below the surrounding mountain tops and ducks into gorges giving the impression of not wanting to be seen. The aircraft is mostly gray with long dark green streaks randomly applied. The only distinguishing feature is the large black cross painted on the side of the fuselage. Roll credits.
It is January 16th 1942, and information has reached the Allies that a meeting is about to occur that will enable radical improvements to the logistical structure of the Wehrmacht. (Only the Japanese had a worse logistical set up in WW2, even the Soviets were more efficient.) So any operation that continues their current level of incompetence is very popular with the High Command.
Characters:
Pre-gens so select from
1) The Major, guy in command, good at all the non-specialised stuff, with some spy skills.
2) The Lieutenant (“that’s Loo-tenant, can you people actually speak English?”) the combat specialist, also the medic.
3) The Honourable, Demo guy, Aristocrat, chemist, ranker
4) The Lady, social infiltrator, with more tricks up her sleeves than, well, she’s just got very big sleeves
5) The Lieutenant (“that’s Lef-tenant old boy”) If it has an engine and a control system he’ll make it do things your stomach will regret and that’s if you keep your eyes closed.
6) The Greek One, He can probably repair it, if it’s mechanical or electrical, also has scouting & sneaking skills.
All Chars are human and aged somewhere in the range 25-40.
Stats are the usual 4 plus Presence (used in social situations)
Players:
- Becca D
- Chris A
- Jason P
- Pete M (GM)
- Tym N
Friday – Slot 7 (UK Evening/US Morning)
(7pm – Midnight BST)
Game 7/1: The Destroyer of Worlds
GM: Pete M
Cast: 3-6 + GM
System: ADRPG & home-brew
Genre: Investigation horror
Description:
“On July 16, 1945, the Manhattan Project reached fruition. The first atomic bomb was detonated at the Trinity Site near Alamogordo, New Mexico. The explosion ripped a hole in the fabric of space, and Dr. Oppenheimer’s words “I am become Death, the destroyer of worlds” unknowingly closed a necromantic ritual. The fireball vanished, but the mushroom cloud remained. It began to rotate, a stationary tornado shot with red lightning about 5 miles in radius. The southwestern United States experienced freak weather conditions: violent lightning storms, hail, torrential rain, even snow. These died down after a week, but the tornado – officially the “Trinity Event,” but nicknamed the “Hellstorm” remained. It’s still there today, 80 years later.
Imagine a world where this event brings magic into the world. Where the great Mages are Oppenheimer, Hawking, Teller, Feynman, etc. Where magic is part of the scientific world view and industrial systems. Where the prerequisite to be a competent mage is a maths or physics background and the right genetic mutation.
What Happened: Your team, acting on information acquired are in Boston on the trail of Elrond Carver, the so-called “Dark Lord of Chicago,” who controls Mafia operations across the Midwest and is looking to add Boston to his realm. Currently the Mafia areas of interest have changed in that their main business now is smuggling either drugs into the US and Canada (illegal) and then selling them on to other gangs (also illegal) or magical items into Europe (only illegal in Europe for the most part), Description of Carver. a fire-charred skeleton that glows in the dark. Height; 6ft Hair: none, Eyes: Black glowing orbs, Distinguishing features: radioactive, that delivers 0.5 grey/min to anyone in close proximity (a few yards)”
Characters:
You are a member of a joint Agency Task Force commonly known as the “CDC Stake Squad”, among which are possibly personnel from the Centers for Disease Control and Prevention (CDC), Bureau of Alcohol, Tobacco, Tactical Talismans and Firearms (A3TF), Drug and Alchemy Enforcement Agency (DAEA), Federal Bureau of Investigation (FBI), National Astromancy and Space Administration (NASA), Enchantment Regulatory Agency (ERA), Sorcerous Activities Center (SAC), Kelpie Team Six, Black Berets, 101st Spellborne or wherever your fevered imagination takes you.
Stats; you’re human, 30 points, split between stats and magic (no other powers)
Stats Human average for a stat is 3 in general. So that’s your starting point, 3 in each stat. Psyche will determine how powerful your spells are or your resistance to most spells (for aimed spells like fireballs, all a high psyche will do is allow you to realise it’s really going to hit you.) Strength covers all the usual, plus melee weapons plus dodging the afore mentioned fireballs and the like. Endurance is the usual plus how much magic you can cast (less than you want probably) and Warfare the usual including melee weapons and effectiveness with aimed spells (doesn’t matter how big your fireball is, if you can’t hit the target what’s the point!)
Magic, First chose the level of magic you want to be able to cast, higher levels means more powerful spells
level 1 costs 1 point, level 2 costs 3 and level 3 costs 6
Then chose the Spell groupings you are interested in, 1 costs 1 point, the second costs a further 2. the third 3 on top of that and the fourth another 4. Spell groupings defined in separate doc.
.
Anything Else? You could chose to be a chimera, half human half creature, the creature is most likely something native to the SW US or Northern Mexico (so think Coyote, snake, spider, Grey Fox, Bighorn Sheep, etc.) Costs 6 points
Items? No more than 2 items, limited to 2 points each and frankly I wouldn’t bother.
What about Trump? Like you guys are getting near the White House. Or put another way, what do you think smart phones, tactical radios and Gate Magics are for?
Players:
- Ashley L
- Chris A
- Darrell H
- Kenneth M
- Kevin D
- Mayra M
- Pete M (GM)
- Tym N
Game 7/2: Helgram Game
GM: Trish H
Cast: 3-6 + GM
System: Modified ADRPG
Genre: Mission-based investigative
Description:
The Helgram Game is a mission-style team-based game set in primarily in the Black Zone, based out of the Helgram Zócalo, the major area of “civilisation” in its particular region of the Black Zone. The Zócalo is a base and port of call for traders, refugees, businessmen, diplomats and travellers from a hundred Shadows. Pretty much anything you might care to buy is available in the Zócalo somewhere, and it’s often wisest not to ask where it came from.
Characters are young Members in Good Standing of House Helgram, on their first posting for the House, The PCs work for Duke Jowan, the Helgram Representative in the Black Zone, based in the Zócalo. They may occasionally be asked to undertake tasks back in the House proper, or the Courts, but the focus of the game is the Black Zone. This is a team-centred game, not one for lone wolves.
Characters:
The first series happened as written, ending with the War Between the Powers. In the years that immediately followed, Amber occupied the Courts until a peace could be brokered between them. This was achieved about three years later, and was made possible because, much to everyone’s surprise, King Swayvill and King Random get along.
Characters will have been born either in the last days of the Bleys as Grand Duke or since Ian Cushing-Helgram became Grand Duke. They will be no older than 40, and probably somewhat younger than that. Characters are built on 65pt with the basics of shape shift (inherent crisis management plus the basic four forms), or 75pt without, and need to be created before the con. All stats start at Chaos. Full character creation rules can be found here: https://helgramgame.org/character-creation/.
Preference will be given to returning characters from any iteration of the Helgram Game.
Players:
- George K
- Guy A
- Jason P
- Marieke K
- Rain D
- Tim H
- Trish H (GM)
Game 7/3: Why didn’t they ask Blandings?
GM: Mel M
Cast: 4-6 + GM
System: Homebrew – a crossover of Amber and the novels of PG Wodehouse. Notes will be supplied for new players.
Genre: Wodehousian comedy with a touch of Agatha Christie
Description:
For the first time since the War, the 8th Viscount Windermere is formally inviting guests for an event at Normanhurst Castle, the Featherstonehaugh family’s imposing pile in the beautiful and atmospheric Lake District. The occasion will see a Surprise Announcement. Algernon and Eleanor, his children, have invited some of their Cousins to prevent the whole affair becoming too boring. But no one expected it to become this exciting…
Welcome, to a Blandings Murder Mystery!
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 – it should be related to legal or investigative skill. If players choose a special skill that is something that would be perennially useful, they will need to tweak their main character skills and add it there (and send me an updated character sheet).
Full character notes will be supplied to new players.
Please note that we are asking players to choose the TWO Blandings games they most wish to play.
Players:
- Anna J
- Claire M
- Laura B
- Mel M (GM)
- Richard C
- Richard D
- Simone PM
- Tom M
Game 7/4: Get us out of here!
GM: Scott W
Cast: 4-6 + GM
System: Narrative
Genre: Investigation/Rescue/Comedy
Description:
Two of Clan Midian’s Delmae request rescue for a mass breakout, and transport back to the Clan for an indeterminate number, currently thirteen (on the first notice – later deliveries have higher totals, highest is thirty). We have sent this note out on several occasions. Know others may be working toward the same goal.
We are incarcerated in Omega Facility 17. Do not attempt to rescue us directly – the Clan learned to our cost that we cannot beat the Decency Police.
Sphere City is our best bet – two upcoming contests (a bake-off and something musical) will result in winners going to Sphere City. Failing that, we’ve determined that summer break will be on a UFP ship, but we don’t know which one.
DO NOT COME TO THE ATTENTION OF THE DECENCY POLICE. You will end up in an Omega facility.
Compensation will be at the discretion of the Clan, taking into account effort expended, dangers surmounted, and people rescued.
When the back of this document is signed, it will return to us. Do not count on any further communication, but you may also write back to us before signing.
(signed)
Illyana, Delmae Midian
Kei, Delmae Midian
PS: tl:dr Get us OUT OF HERE! We’ll pay. Sign the back.
You: You’ve seen some ‘stuff’. You’re good at what you do, and what you do has gained you at least something of a cross-Shadow reputation. You tend to do it for whoever’s paying, but you’ve been bored lately.
The Job: A huge purple demon wearing a black vest and smoking a foul stogie (handed over/dropped off with your secretary/dropped when he vanished when you attacked him/revealed over drinks if you already knew S’ym) the note above, dot-matrix printed (save for the two signatures and PS) on yellowed paper.
The Problem: Sphere City? Omega Facility 17? Decency Police? You’re going to have to check your sources. UFP is probably the United Federation of Planets, but Shadow is vast. Clan Midian has a rep, but no one’s seen them in half a decade, and they’ve never had a home base.
OOC:
This will be run based on player plans. If you plan a heist, I’ll run a heist. If you plan a jailbreak, I’ll run a jailbreak (Gods help you). If you play multiversal Mycroft Holmes and solve it all remotely, I’ll run that. If you are players and simply head out, I’ll run with that.
This game, despite having teens all over it, is NOT Teen-Friendly! NSFW themes (and chars, frankly)are bound to abound. Themes of punishment and torture are present – you are rescuing folk from a nasty ‘correctional’ facility.
Characters:
I encourage players to talk among themselves to cover various angles. You may know each other, you probably at least have heard of each other (gossip can traverse shadow barriers). You could build a team, all individuals, or some combination. There are plenty of cross-Shadow watering holes you might meet in – the Floating Vagabond, Eerg’s Out, Knowhere, even the Meat Market if you design an evil team.
I would like about four paragraphs on your char – description, history, powers/toys/whatnot, and where & how you received the above message. This will be a narrative game for the most part, but having a d20 might come in handy.
You should all be long-lived, powerful, and unsatisfied. Most Amberites fit the bill, but so would many others. You need some method of getting across Shadow, and some method of gathering info on places you have yet to visit. You will need transport, probably for at least three dozen. You may need weapons and/or safe houses. You might need bribes.
Players:
- Amanda R
- Ari M
- Avon B
- Everett I
- John N
- Scott W (GM)
- Thom d
Game 7/5: Burning Coal
GM: Vivek D
Cast: 4-6 + GM
System: Cinematic Diceless, explained in game summary
Genre: Burning Coal
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:
Characters require: A name; A schtick (1-5 words summing up who they’d be in a Steampunk movie, eg “”Werewolf””, “”Reluctant Undead Soldier””, “”Slightly Demon Infested Sorceror””, etc); One (1) Extraordinary stat (eg Strong, Agile, Tough, Strong-willed); 0 or more pairs of Extraordinary/Terrible stats (eg Tough/Slow, Strong/Frenzying, Immortal/Vulnerable-to-sunlight); A reason or reasons they would work for the Ministry.
Re content warnings: It all depends on the characters. If the characters are prone to commit war crimes and other heinous acts, then those will happen. If they are rather more civilised in their approach (it’s been known to happen) then the game will be more genteel. Players with particular triggers should let me know beforehand, and I will either work around them or let them know in good time that the game will probably not be suitable for them.
Players:
- Andy R
- Becca D
- Gabriel PM
- Jane P
- Keith PM
- Rob W
- Vivek D (GM)
- Ythamar PM
Game 7/6: Pattern Paradox
GM: Scott A
Cast: 3-6 + GM
System: Modified ADRPG
Genre: “Children of Elders” family drama with a focus on history and legacy. A bit of psychological / body horror
Description:
These are the last days of Amber. The resurgence of Chaos has been held for a time, but at what cost? Many of our best are dead defending this land, which we call home. The death of Merlin allowed those within his advisors with anti-Amber sentiments to select the current Emperor of Chaos, who united the Courts with the goal of annihilating Amber.
For a time, we held, but that was an illusion. Chaos and the Serpent had been long preparing for this conflict and they would not underestimate us this time. The remaining Elders are even now leading the last defense of Amber. Each of you has been involved in this defense, but you have now been called home by Dworkin. Is this some new hope, or is it the madness yet again…
IMPORTANT NOTE: No repeat players, if you have ever been in a version of this game, please do not sign up for this one or reveal what will happen to the ones who do sign up, thanks
Characters:
Children of Elders (i.e., characters from the Corwin series), only one child per Elder (there will not be two children of Brand, for example), first-come, first-served. No power/point limits (within reason), but must bring real characters with a substantial history with your parent or be willing to make one up before the game begins. Shared world. You are welcome to port over characters from any other game. The more family drama you bring, the better
Players:
- Alan W
- Jill P
- Kris F
- Patrice T
- Scott A (GM)
- Simone C
- Stephanie I
Game 7/7: Perchance to Dream
GM: Kevin D
Cast: 4-6 Players
System: ADRPG+
Genre: Saving the Queendom
Description:
The Strix was once a verdant world of dreams ruled over by Queen Agnieta. Now, the Queen is morning for the Strix that once was and has effectively locked herself in the dreaming while your people find themselves in a world oddly technological, oddly serious, oddly devoid of the Dreaming.
Corwin Princess Athena rules the Strix as it stands but there are dissenters. Where will you stand when called upon to take a side?
Characters:
Characters are people of the Strix. Further information will be provided later.
- What do you look like? Pictures please.
- Why are you going to Chaos for the celebrations?
Characters should be constructed using 150 points. Returning players can have an extra 5pts of advancement.
Players:
- Game Cancelled due to numbers.
Friday – Slot 8 (UK Night/US Evening)
(1am – 6am BST)
Game 8/1: Lost and far away from home
GM: Dave C
Cast: 4-6 + GM
System: ADRPG
Genre: Angst
Description:
Dad died and you fled through shadow to the other place. It’s cold and brutal here and nothing works the way it did.
Characters:
Pregen or characters from Ambercon NW2025
Players:
- Adam E
- Dave C (GM)
- Ian N
- Kelsey S
- Ryan G
- Suzette M
- Tracie M
Game 8/2: Descent to Fallen London
GM: Richard D
Cast: 3-6 + GM
System: Amberway
Genre: Investigation
Description:
You must really be onto something this time. While on a deep Shadow exploration, your group discovered a rune carved stone brimming with power and unknown secrets. From the moment you took, your steps have been dogged by burly goat-demons chasing your through shadow and fast as you can shift it. Convinced they must be tracking the stone, you decide to stash it in an innocuous looking shadow, one of those ubiquitous fog shrouded cities and lead off your pursuers.
Having ditched the goat demons, you return to claim your prize and discover a giant hole where the city once stood. Apparently, it has been dragged into the bowels of the earth by a flock of bats and your prize with it. Even now you descend to this Fallen London down the Cumean Canal as much out of stubbornness as curiosity. Welcome, Delicious Friends.
Characters:
—
Players:
- Avon B
- Darrell H
- Declan H
- Richard D (GM)
- Scott W
Game 8/3: The Lizard of Oz
GM: John N
Cast: 3-6 + GM
System: Freeform narrative
Genre: Investigation/horror/comedy, depending on players
Description:
It is 1893. You and your fellow members in the League of Extraordinary Gentlefolk have chased Professor Moriarty across the Atlantic, all the way to Chicago, where he has gone to ground. While trying to pick up his trail, you’ve managed to engage a promising journalist named Lyman Frank Baum to chronicle certain of your adventures. It is through Baum that you’ve met his brother-in-law, Thomas Gage, who recently returned from Australia with a truly fantastic tale: one that, if true, holds grave implications for the very future of humanity.
In this game, you’ll play an exceptional individual from 19th and early 20th century literature. It is very loosely inspired by Alan Moore’s comic book series “The Leage of Extraordinary Gentlemen”, but diverges from in many ways, so absolutely no knowledge of the comic is required. Knowledge of the movie of the same name is actively discouraged. Note this game will have zero connections to Amber.
The game will be diceless and freeform, although there will be things each PC is better or worse at. I’ll provide pre-gens, and I’ll distribute a list of fairly well-known characters for you to choose from, a week or two before the game. I’m still working out possible PCs, but they may include: Irene Adler; John Clayton, Viscount Greystoke; Henry Jekyll; Wilhelmina Murray; Captain Nemo; Allan Quatermain; and Clark (“Doc”) Savage. However, if there’s a particular character not listed that you’re interested in playing, let me know and we can discuss; gender swaps will be accomodated as requested.
Characters:
Pre-gens will be provided, chosen in advance.
Players:
- Amanda R
- Everett I
- John N (GM)
- Kris F
- Laura B
- Rain D
Game 8/4: Uncanny
GM: Drew W
Cast: 4-6 + GM
System: Characters will be built with a few short questions.
Genre: Suspense, Investigation, bordering on Horror.
Description:
There is a school of thought that the ‘uncanny valley’ effect is a survival instinct amongst humankind, that there have always been dangerous creatures that are not quite human amongst us, ans spotting them has saved many lives.
The world is a scary place to those in the know. Monsters of all sorts hide amongst the sheep of humanity. Some few are the guardians, the protectors, the shepherds of the many. You are one of them.
But things are not always easy nor straightforward. Recent events point to a wolf in the fold. After months of investigation, you are here, in a run down little bed and breakfast, with a motley assortment, and you know one of them is the wolf. You are also quite sure that more than a few of your fellow guests are also more than they seem. Can you find your prey? Can you keep your secrets, can you protect the innocent?
What is a monster?
Who is a monster?
Characters:
This game will deal with horror themes, death is possible for characters. This may not be fully cooperative.
I will send out a short set of questions, to determine what sort of a ‘protector’ each player is. Pictures, and descriptive language will be of help.
Players:
- Ashley L
- Chris A
- Drew W (GM)
- Mayra M
- Simone C
Game 8/5: Enclave
GM: Connor H
Cast: 3-4 + GM
System: Enclave
Description:
In the infinite world of Manifold, where anything is possible, there is only one constant: the shadowy mercenary organization known as The Enclave. You are an agent in its employ, tasked with accomplishing missions across infinity alongside a squad of your fellows.
ENCLAVE is a diceless roleplaying game of high-stakes storytelling. The game is played in one-shots using continuous characters, with every session telling the story of a full mission. Each mission is set in a different part of Manifold — there is no set worldbuilding, fixed timeframe, or forced theme in Enclave, meaning that missions settings, plots, and tones will wildly vary.
Missions are created on the spot, designed to fit the capacities of the participating characters. Players will each be asked to provide a Focus Word (any word or short phrase), which their Conduit (game host) will use as inspiration when designing the mission.
Characters:
Enclave Agents come from all corners of Manifold, allowing players full control over the aesthetics and theming of their character so long as it fits the mechanics of their chosen class. A character can be created in about 15 minutes, either before the session or at its beginning with help from the Conduit.
Copies of Enclave’s ruleset will be distributed by email before the session. Players are NOT obligated to read the full ruleset before playing — ENCLAVE is very easily learned on the fly.
Players:
- Connor H (GM)
- Guy A
- Rob W
- Stephanie I
Saturday – Slot 9 (UK Morning/US Night)
(10am – 5pm BST)
Game 9/1: To Serve the Table
GM: Jason P
Cast: 4-6 + GM
System: Tweaked ADRP
Genre: Investigation
Description:
“I was taught the usual things a gentleman should know – magic, weapons, poisons, riding, dancing.” – Merlin, Courts of Chaos.
Set during the days while Merlin is establishing his rule as King of Thelbane, various Houses are making power plays and counter moves to establish the new hierarchy. Of course, the permanent removal of obstacles is legitimate, however there are rules and traditions to settle matters, because how else has that the Courts been able to maintain its existence for countless ages and through many a crisis?
A debt in the form of a marker that you all owe to a powerful individual has been called in and to clear the debt a mission for you and others, all skilled individuals has been set up – to deal with a rogue lord of Chaos who has thus far escaped judgement and is believed to be holed up somewhere in Shadow.
Characters:
Characters will be Chaosians and built using 150 points. No Pattern, no exalted level or Shadow Knight powers. Total item points 10 points maximum. No good stuff.
The nature of the game will draw upon elements from the John Wick films, although knowledge of said films will not be essential.
Fuller details will be sent when games have been allocated.
Note – This game was previously ran at ACUK ’25
Players:
- Esther v
- Jason P (GM)
- Keith P
- Kevin D
- Mel M
- Penny F
- Tym N
Game 9/2: Burning Coal
GM: Vivek D
Cast: 4-6 + GM
System: Cinematic Diceless, explained in game summary
Genre: Burning Coal
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:
Characters require: A name; A schtick (1-5 words summing up who they’d be in a Steampunk movie, eg “Werewolf”, “Reluctant Undead Soldier”, “Slightly Demon Infested Sorceror”, etc); One (1) Extraordinary stat (eg Strong, Agile, Tough, Strong-willed); 0 or more pairs of Extraordinary/Terrible stats (eg Tough/Slow, Strong/Frenzying, Immortal/Vulnerable-to-sunlight); A reason or reasons they would work for the Ministry.
Re content warnings: It all depends on the characters. If the characters are prone to commit war crimes and other heinous acts, then those will happen. If they are rather more civilised in their approach (it’s been known to happen) then the game will be more genteel. Players with particular triggers should let me know beforehand, and I will either work around them or let them know in good time that the game will probably not be suitable for them.
Players:
- Andy R
- Gabriel PM
- George K
- Jane PM
- Marieke K
- Vivek D (GM)
- Ythamar PM
Game 9/3: Once a companion…
GM: Anna J
Cast: 3-6 + GM
System: Not really
Genre: Dr Who
Description:
It’s been hard fitting back into the world and lonely – after all it’s not the same now that you know that time travel is real, that other worlds and aliens exist, that the universe is vast and dangerous and cold.
When you first spotted the poster for the support group, you thought you were seeing things – “Friends of the Doctor. For former companions to share their stories about their time travelling in the blue box and provide mutual support.” – but curiosity got the better of you and you went along only to find you were not as alone as you had thought.
It was some weeks after that you received the invitation. The embossed UNIT logo was the only indication of who it was from and it requested your secrecy and your presence at an urgent meeting in London.
Characters:
You are former companions of the Doctor (TV series, BFA, NA and EDA all permitted). First come first served on characters – returning players welcome. Please tell me how long it’s been and what you’ve been up to since you parted ways with the Doctor.
Players:
- Anna J (GM)
- Pete M
- Scott W
- Simone P
- Suzette M
- Tim H
- Trish H
Game 9/4: On A Bank, By Moonlight
GM: Andy R
Cast: 3-5 + GM
System: Cthulhu Deep Green (note Cthulhu Deep Green uses dice, it is dice-light, rolls will only be made when it matters and any combat will be narrative driven, but it isn’t diceless)
Genre: Investigation/Horror
Description:
1968
Two people in the small town of Milltown, NY die on the same night. One was a tragic car accident; the other, shot in self-defence by the police.
Both were members of the same commune of hippies and drop-outs that’s taken over a farm just outside town.
Police reports contain references to chanting… To carven idols… To strange ceremonies by moonlight!
As Agents of DELTA GREEN, a top-secret branch of the US Government, your mission is to investigate those deaths, find out the truth – and take whatever action is necessary to eradicate any unnatural influence while keeping the American public in the dark.
This game was originally published by Pelgrane Press for The Fall of DELTA GREEN/GUMSHOE, however I’ll be running it using the much lighter weight Cthulhu Deep Green which is a Delta Green adaptation of Cthulhu Dark.
Content Warnings: Cults, Government conspiracies, Government experimentation, summoning rituals
Characters:
Pre-generated characters will be provided
Players:
- Game Cancelled due to Numbers
Saturday – Slot 10 (UK Evening/US Morning)
(7pm – Late BST)
Game 10/1: Aurellis
GM: Tim H
Cast: 3-6 + GM
System: Homebrew
Genre: Evolving Series
Description:
“There are several places in the Greater Aurellis multiverse where games can be based, or at least start, and it tends to depend which players sign up for a given session as to where things sit.
There is something akin to modern Earth, currently set at 2013. Not completely the same. But … similar.
There is Edwardiana, which is currently mid-way through 1911. George the Fifth is King already, but hasn’t had his formal coronation yet.
There is Excelsior, which is a Superhero-heavy world currently in about 1983. Very similar to Earth right up until 1945, when there was a major divergence.
There is an Amber, with most of the Amberites that you might expect to exist.
There is a Thelbane, with some familiar names, Houses and places.
There is a second Courts of Chaos – because – Chaos. Obviously.”
Characters:
New Characters are created via a quiz. Existing characters are welcome. Existing players who wish to build a different character are also welcome.
Players:
- Darrell H
- Jason P
- Kenneth M
- Kris F
- Marieke K
- Tim H (GM)
- Tym N
Game 10/2: “Tempus Fu**it” or “Corner and Jenkins’ first time.”
GM: Stephen Q
Cast: 4-5 + GM
System: Homemade Diceless
Genre: Investigation with Comic Overtones
Description:
A London in the year 1896. A city of fog, crime, and more fog. A city from which the Queen Victoria, rules the greatest empire the world has ever known. A city vibrant with trade, diplomacy, crime, and fog. A city at the heart of technological innovation where scientists and engineers grapple to harness the new powers of electricity, magnetism and internal combustion for the betterment of mankind, or at least make more powerful weapons.
Protecting the law abiding are the men of the Metropolitan Police Force. Their sworn duty to protect the citizens of the great capital and bring criminals to justice. Their only solace in this endeavour – tea (and biscuits) (and cake if they can get it) (and the occasional bribe).
Will you join the men of Ramsbottom Street station’s blue watch and investigate the theft of a valuable experimental machine from the strong room of the Royal Society?
Characters:
Pregens will be provided.
Players:
- Becca D
- Gabriel PM
- Keith PM
- Pete M
- Simone PM
- Stephen Q (GM)
Game 10/3: Has Blandings met its Match?
GM: Mel M
Cast: 6 + GM
System: Homebrew – a crossover of Amber and the novels of PG Wodehouse. Notes will be supplied for new players.
Genre: Wodehousian comedy.
Description:
There have been recent weddings at Blandings, and the Aunts have been feeling inspired. Surely now would be the perfect time to see if they could persuade any other cousins to the altar? Fortunately, there is a country house in Devon, Lovelace Hall, that hosts special, discreet gatherings, in the style of Edwardian house parties (without the bed hopping) where nice young gals can meet likely nice young men. These take the form of a long weekend where there will be opportunities for walks, sports, and social gatherings, ranging from meal-times and cocktail parties, to a ball on the final evening.
The Aunts have signed the available cousinage (i.e. the unmarried ones) en masse. Flora will be helping with styling for the event, with Lewella’s assistance; Random and Bleys are offering those who need to know a few games of cards. And roulette. How could you possibly refuse?
(Regular players who are already married can also join the fun by playing a one-off NPC who is also at the gathering, and who can be as delightful or dreadful as you choose. Think Madeline Bassett. Think Mr Collins.)
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 – it should be related to house party behaviour. If players choose a special skill that is something that would be perennially useful (e.g. skill with a bow an arrow, as opposed to being shot from a cannon at the circus) they will need to tweak their main character skills and add it there (and send me an updated character sheet)
Players:
- Ari M
- Claire M
- Lacara T
- Laura B
- Mel M (GM)
- Richard C
- Stephanie I
- Tom M
Game 10/4: The God Pattern
GM: Michael McC
Cast: 4-6 + GM
System: ADRPG
Genre: Investigation/Exploration, Metaphysics, Lost Lamb Amberites
Description:
You are the next generation of Amberites, all born of the blood of Amber, but also born as “lost lambs” to your heritage. You awoke as a child into a Shadow where it seemed like everyone else’s thoughts were connected, and where you always felt as if something was monitoring you without intent or desire. As you became a teenager, you experienced a powerful vision of a Unicorn, majestic and eternal yet also melancholic. It taught you of Shadow and the means to travel amongst it, and it imprinted on you the sense of a true family out there somewhere.
You spent your teenage years exploring your newfound place in the universe, and the powers that accompanied the role, always aware of the watchful monitor. You have recently had your twentieth birthday, and again you have been overwhelmed by a burst of energy. You felt another communication, from something connected to the Unicorn, by blood and by spirit. A human face, with a name and a voice, it calls for aid and for liberation, and in exchange it offers to tell you of a lost place named Castle Amber.
Characters:
You are a “lost lamb” Amberite, you grew up in Shadow and have had to discover your heritage through trial and error. All your life you have experienced an awareness of an all-seeing presence that has monitored your existence. When you hit puberty, the Unicorn connected to your being and shared the knowledge of Shadow and the means to travel it. You are now 20 years old and have had a second vision, of a human who is connected to the Unicorn, they call for your aid.
- Use ADRPG rules
- Start with 50pt Pattern Attunement
- 75 points to spend on everything else
- no Logrus mastery
- you may pick your Amberite parent, but you do not know their current status or whereabouts
Character questionnaire, answer as many as you like:
- Describe the Shadow where you awoke, do you like it, do you return there?
- How did you survive your youth, do you have an adoptive family, what are they like?
- What is your preferred fashion and mode of dress?
- Where do you live now, do you have a permanent home?
- How do you occupy your days?
This is an introductory adventure for a new setting I am working on, if things go well I will most likely run more adventures in this setting which will probably be loosely connected.
Players:
- Ashley L
- Kevin D
- Mayra M
- Michael M (GM)
- Penny F
- Ryan G
Game 10/5: City in Time, a Ghost Story
GM: Simone C
Cast: 3-5 + GM
System: Homebrew Storytelling
Genre: Horror / Ghost Story
Description:
This is the scene: rain, police tape, wet newspaper, a hubcap, a single black shoe. The police are here to investigate, to find and nail a perpetrator, to punish, or, vanishingly unlikely, to prevent.
You are here because the weight of your lives drew you together like beads of mercury, because you are lost to the present, robbed of the future, and hungry for a glimpse of the past.
You are here because that shoe belonged to one of you, and your city is dying.
—
You remember your love for this city and its people, and you remember one other thing: perhaps a calling, a piece of art, music, the lake, the lights, just that goddamned gorgeous view. That memory pins you here after you should be gone. And night after night, your numbers grow, and the city shrinks.
But you are only watching, aren’t you? Your blood and the city’s heart may have summoned you, but you are only ghosts. What good can a ghost do?
Characters:
Come ready for creative collaboration. This is a game of “yes, and” and “yes, but,” in which we will build a city out of memories and inhabit it with ghosts.
The only thing I know as GM is what is killing you and why.”
Players:
- Alan W
- Anna J
- Simone C (GM)
- Tracie M
- Trish H
Game 10/6: Amber Special Ops
GM: Scott A
Cast: 5 + GM
System: Simplified ADRP with a few resolution tweaks for close comparisons
Genre: Adventure, antagonistic buddy cop, tinges of horror and cosmic revelation
Description:
You are one of Benedict’s elite special ops units. Deadly, efficient, and completely deniable. You are coming off a complete FUGAZI mission, where half the team is taking a dirt nap. And now you have a steaming pile of orders attaching you to Caine for some black ops and they won’t even give you a briefing. Yeah, there’s no way that’ll go badly…
Characters:
https://docs.google.com/document/d/1X_8xxxGQmxBk5YfzfD1JjH8MvE9Kwvn–cEtIVTWuVE/edit?usp=sharing
Show character to GM for approval before play
- 20 Points
- Pick a Heritage: Shadow, Monster, Bastard Amberite
- Determine your Team Role
- Purchase ranks in Skills, cost 1 point for each +1, Max +7
- Buy any desired Extras, 1 point each
Players:
- Adam E
- Ian N
- Patrice T
- Scott A (GM)
- Thom dJ
Game 10/7: Meanwhile… Portents and Omens
GM: Scott W
Cast: 4-6 + GM
System: Meanwhile…
Genre: Exploration
Description:
Alex got back to Amber recently, and is intending to go up to Tir-na Nog’th for a look around. Given the last time, he’s once again opened it up to anyone who’d like to join him.
Amber endures, and its heroes are celebrated, having put an end to the threat of Olary Verrow and her coalition of pirates. The social seasons have gone on unabated, with various new parties making the lists as new eclipses old. King Oberon seems preoccupied these days, but he makes the odd appearance.
Characters:
Meanwhile… is a shared world, currently working its way toward the Corwin Chronicles, currently almost six centuries away. We are producing a companion campaign, trying to contradict as little as possible of the first Amber series. Meanwhile… is an episodic campaign, and no one is expected to be at every session, especially since they run at most any Ambercon, with GMs from our player base running games that tell us more about their characters.
Characters should fit the power level and story of the Corwin Chronicles as we approach them. New players will have to contact Scott “”Stormy”” Whitney at godbossman @ gmail . com to get their characters set up for the campaign or request a pre-gen, as the system in use is his own creation. In particular, the elders’ children are pretty set, so younger generations may come into play.
Players:
- Everett I
- Guy A
- John N
- Richard D
- Scott W (GM)
Game 10/8: Star Wars: Jedi of the Outer Rim
GM: James A
Cast: 4-6 + GM
System: Homebrew- Key System
Genre: Sci-Fi
Description:
Far from the shadows of Coruscant’s skyscrapers lies the dangerous Outer Rim. Far from the heart of the Empire, even the Jedi can remain hidden from those that would exterminate them. The monks of the Narma Uktal temple have done just that. On a planet far from the busier spaceways, they continue a path of the Jedi that many other sects have forgotten and they have stayed hidden by not getting involved. However, sometimes the hardest thing is to do nothing and sometimes walking the path of the Jedi means walking towards danger. This game is set in the more lawless areas of the Star Wars universe during the Rebellion period. The game will use the KEY Cross-Dimensional RPG, my own homebrew. While this is a series game, it has been designed as more of a loosely related set of one-shots.
The system is easy to learn. Players may create their own characters via email or take pregens. If you played a pregen in a previous year, you may request the same character.
Characters:
Teen Friendly. Pregens or character creation before con.
Players:
- Amanda R
- Avon B
- Dave A
- Drew W
- James A (GM)
- Rob W
- Vivek D
Game 10/9: The Chain of Judgment
GM: Chris A
Cast: 4-6 + GM
System: Dresden Files/Fate-inspired homebrew
Genre: Amber, Chaos, war, occult heist, dark fantasy
Description:
The Black Road has reached Amber. Eric holds the throne. Corwin has returned with the guns of Avalon. History remembers this battle.
History is incomplete.
You are agents of Chaos, sent under sacred command of the Serpent to infiltrate Castle Amber during the assault and reclaim the stolen Eye. But when Eric reveals the Jewel on the battlefield, your mission changes. You cannot simply take the Eye from the king who wields it. Instead, you must find the hidden Chain that lets Amber command it.
While princes duel and armies die, you will move through the secret places of Castle Amber, hunting the oaths, relics, & anchors that tie the Serpent’s Eye to Amber’s throne. You may not be able to change who wins the battle. But if you succeed, Chaos may wound Amber’s claim to the Jewel forever.
Fail, and the Eye remains chained to Order.
Characters:
Characters should be Chaos-level, not Amberite-level. You are powerful, strange, dangerous, and probably not fully human by Amber standards, but you are not built on the same scale as Corwin, Eric, Benedict, or the royals.
Players may create Chaosians or other Chaos-aligned beings. Unusual appearances, shapeshifting, sorcery, demonic traits, ancient bloodlines, and strange personal customs are welcome. Magic is allowed, but Amber is hostile ground: the closer you get to the heart of Amber, the more stressful and unstable Chaos magic becomes.
The game uses a simple, fast, creative homebrew based mostly on the Dresden Files/Fate style of play. No prior rules knowledge is required. I will help players build characters before the game or they may use my pre gen characters.
Tone is dark fantasy adventure with war, occult danger, divided loyalties, and possible monstrous imagery. Expected content PG-13? unless the group agrees otherwise.
Players:
- Chris A (GM)
- Declan H
- George K
- Rain D
- Suzette M
Saturday – Slot 11 (UK Night/US Evening)
(1am – 6am BST)
Game 11/1: The Jewel Remembers II
GM: Larry B
Cast: 5 + GM
System: Amber Diceless
Genre: Amber
Description:
Do not make a new character.
Bring one you already know.
One you have played before—
in more than one Amber campaign.
Under more than one GM.
There is that ethos of the “Heroes of the Lance” Continuity that will be core to the game “Every story is true, especially the false ones.’
Something is wrong.
Not a war.
Not Chaos.
Not a throne dispute, a lost heir, or a cosmic emergency anyone remembers predicting.
There are versions of events you remember clearly that other people remember differently. Entire arcs that ended one way at one table and another way somewhere else. Normally, we hand-wave that away.
For this game, that’s a feature.
You (The character) Wake up in Amber (or the shadow of your choice). But…something isnt right. Something nags at you. You find your way to the Castle.
You will find some cousins, aunts and uncles, maybe Parents. And you can tell whatever it is that nags at you…does not bother them. You find yourself in a small dining room with a small pool of cousins whose faces are….similarly troubled.
And in this family when only a few of you see something is wrong….you best do something about it.
But a nagging thought haunts you “Actions have consequences
Characters:
GM will review
Players:
- Darrell H
- Everett I
- Larry B (GM)
- Laura B
- Scott A
- Scott W
Game 11/2: The King’s Beasts
GM: Dave C
Cast: 4-6 + GM
System: Folly/ mythic London homebrew
Genre: Mythic London
Description:
Nightingale is gone, the Folly in a state of flux with cutbacks and politics. It leaves the Slough Hearses to save the day. The information is sketchy but when there’s a call from the Royal Protection Squad people pay attention. There’s a problem and it involves the King’s Beasts and that is a whole bag of trouble, for a start what on earth are they?
Characters:
Doc prior to con or email me.
Players:
- Dave C (GM)
- Drew W
- Elvi D
- Jill P
- Kris F
- Rob W
- Simone C
Game 11/3: Leverage International – The BioTech Job
GM: Amanda R
Cast: 4-6 + GM
System: Key System by James A
Genre: Investigation and Heist
Description:
You are one of them. Maybe a little bit of all of them. But you also aren’t alone. You and your compatriots pick up where the law left off. Using your special skills and a whole lot of imagination, your team knows how to provide… Leverage. You are part of a team for “Leverage International.” In fact, you were personally picked to help carry on the banner by a member of the original team. While familiarity with the Leverage TV show is helpful, it isn’t a must. I do hope to use a lot of the tropes from the show, however, like flashbacks, twists and things going pear-shaped.
Characters:
I will be using @James A’s Key System for character creation and the running of the game. This is a very rules light system with a lot of adaptability. Leverage pretty much always involves a corrupt NPC, so you can assume there will be at least a little bit of politics. But we game to get away from the real-world, so I will not be putting a ton of topical things in. Think about which original Team Leverage member you’d like to have been the one that recruited you. If you aren’t familiar with them, let me know and I can help you figure it out. If you’ve played in a previous Leverage: International game that used the Key System, you’re welcome to bring back that character, even if I wasn’t the GM. But please remember that I don’t have access to anyone else’s notes, so if I wasn’t the GM you’ll need to provide me with the entire character, not just “I’m bringing back So-and-so.”
Players:
- Amanda R (GM)
- Ashley L
- John N
- Mayra M
- Rain D
- Stephanie I
- Suzette M
Game 11/4: Benedict’s Enclave
GM: Rich D
Cast: 4 + GM
System: Enclave Advent
Genre: Action/Investigation
Description:
If you travel Shadow long enough, you will encounter many unusual beings. The most unusual have a core of reality at their center, a well of power that lets the abilities and technologies they have honed in their home Shadows continue working where new Shadow laws should prevent them. Benedict has been recruiting these beings into a rapid response force to deal with problems out in Shadow, his Enclave.
Missions are created on the spot, designed to fit the capacities of the participating characters. Players will each be asked to provide a Focus Word (any word or short phrase), which their Conduit (game host) will use as inspiration when designing the mission.
Characters:
Enclave Agents come from all corners of Shadow, allowing players full control over the aesthetics and theming of their character so long as it fits the mechanics of their chosen class. A character can be created in about 15 minutes, either before the session or at its beginning with help from the Conduit. Copies of Enclave’s ruleset will be made available before the session. Players are NOT obligated to read the ruleset before playing — Enclave is very easily learned on the fly.
Players:
- Adam E
- Connor H
- Declan H
- Michael M
- Richard D (GM)
Game 11/5: The Church of the Unicorn: The Field Trip
GM: Avon B
Cast: 3-6 + GM
System: No System
Genre: Comedy
Description:
In order to promote a more Ecumenical harmony between the Powers and foster friendships between previously antagonistic organizations, a great Outing has been planned between the Church of the Unicorn and the Serpent Temple. Young members of the Serpent Temple (with chaperones) are attending a Field Trip with young members of the Church (chaperoned by the Church Choir, aka you!). For several days the groups will tour Holy Sites and Places of Importance within Amber City. Leading teenagers from opposing religious organizations on a field trip through a city the size of Amber should be easy, right?
Church of the Unicorn games are set following Patternfall, with Random as King, and designed to be played as one-shots. The setting is Amber, canon is dicey at best, and the game should be far more silly than serious. You may play your character from previous games, or make an entirely new character for the session. For new characters, character creation will be handled at the Con.
Characters:
If you are feeling excited and want to make a character before the con, all you need is 1. A Name. 2. What you sing (Alto, Tenor, etc) 3. Any Church Title you might have, but you don’t need to have one.
Players:
- Avon B (GM)
- Guy A
- Ian N
- Ryan G
Sunday – Slot 12 (UK Morning/US Night)
(10am – 5pm BST)
Game 12/2: When time stood still
GM: Esther vR
Cast: 5-6 + GM
System: ADRPG
Genre: Mystery/fun
Description:
For several days in a row, every clock (or other time telling device) in Amber, and Rebma stops at precisely 3:00 AM.
It first no one seem to notice the great scale of the event, but after a couple of days it changed from being a bit inconvenient to quite creepy and people started to talk and find out they were not the only ones with defective clocks. This recurrent instance does not seem to affect daily life at the slightest. That is until it starts to live a life in the brains of the people.
As is typical of people, conspiracy theories were quickly born, and the most absurd and ridiculous ideas fly at Random during his daily meetings with his counselors.
A quick ask around tells him the problem occurs not only with Amber and Rebma, but also with other known shadows where time is of relevance.
He soon is fed up with the situation and decides to put a team together to investigate what is going on.
Characters:
You are part of this team. You can either be a sibling, nice or nephew, diplomat, advisor, general or whatever you like.
I need to know who you are, why Random would ask you and why you would be motivated to help out. I like to write around characters so please tell me this as soon as possible so I can design an inclusive game. Picture would be nice.
Players:
- Esther vR
- Kelsey S
- Marieke K
- Patrice T
- Simone PM
- Stephen Q
- Vivek D
Game 12/3: Fate of the Chosen
GM: Keith PM
Cast: 4-6 + GM
System: ADRPG+
Description:
*Silver Gates, Golden Lines
They Promised Peace
They Swore it’s Right
White Wings Spread, Voices Pure
But I See Chains Behind The Doors
*
You awake in the small hours of the night, a feeling of unease draws you from sleep. You had the dream again. You are one of the Chosen of the Maiden of the Line and the Null, Melishan. The Transcendent Archmage. You have seen her in your dreams and heard her call your true name. She sort your aid. You recall her desperation. Your body feels chilled, damp with night sweats, a soulworn. Around you the City has gone quiet, The Radio station you fell asleep too – just static, no cars, no birds, no people.
Only You remain.
From your window the only persistent light you see pulses in the west seeming to mirror your uneasy heartbeat.
You knew your whole life that you were different. Your Family told you that you are descended of an Old Bloodline, one bound to a single powerful concept, a secret that has been past down in your family line since the Ancient Past. Your Kin help change the world. While the Old Blood has thinned and the Greater Aspects are no more than a myth twisted into the legends of Old Gods and Spirits. A spark of greatness remains.
Yours is a Lesser Aspect shrouded in faded whispers now twisted with lies and half truths. Your Ancestors were revered as Mages, Saints, Hengeyokai, Druids, Onmyōji, Shaman, Miko, Alchemists, Witches, Seers, Spirit-Folk, and others touched by the supernatural and otherworldly. At the core of your power is a single concept an aspect of reality defined by a simple word or at least touched by it. This word helps shape and grow your ability and at the same time contains and binds it.
Characters:
Characters are remnants of the old blood, half remembered legends and people not fully of the mundane world. Though you are of Shadow and not of Amber or Chaos. Amber Rules. 100 pt base with 10pts available for backgrounds. Characters idea with ability concept needed before the con. But I plan on doing a auction for this one.
Players:
- Alan W
- Anna J
- Keith PM (GM)
- Kevin D
- Penny F
Game 12/4: For A Rainy Day
GM: Andy R
Cast: 4-5 + GM
System: Sanction (note Sanction uses dice, it is dice-light, rolls will only be made when it matters, but it isn’t diceless)
Genre: Investigation
Description:
“A hand-me-down, Stefan Meunch, who was part of the local catalogue round, died three days ago, between weekly visits. The Factory has already gone in for a clean up, but in the process, identified digital records showing an obfuscated secondary offshore bank account containing a quarter of a million pounds.
No pensioned hand-me-down could muster that kind of bank balance on a Factory-funded pension. Identify the source.
For A Rainy Day is a scenario for “”Sanction: The Agency”” which showcases a team of losers who no one has the heart or authority to layoff or pension because they know too much to be allowed to roam free.
That and assassination as a form of redundancy has fallen out of favour…
Content Warnings: May Contain adult language and a potential for violence.
Characters:
Pre-generated characters will be provided.
Players:
- Andy R (GM)
- George K
- Mel M
- Pete M
- Suzette M
- Trish H
Sunday – Slot 13 (UK Evening/US Morning)
(7pm – Late BST)
Game 13/1: On His Majesty’s Secret Service
GM: Kevin D
Cast: 4-6 + GM
System: ADRPG+
Genre: Spy Games
Description:
“Far up, Far out, Far more!”
You were hand picked for the King’s Secret Service. The Aureate. Which King you might ask? Well, there really is only one King worth serving: His Imperial Majesty, King Mandor I. The only problem… actually, let’s not kid ourselves, there’s a whole host of problems….
(As this is a living world, the problems will be added closer to the convention!)
Did I miss anything important? The list could continue on indefinitely but we don’t have time for more. You’ve been summoned and you’d better not keep the King waiting.
Characters:
You’re a loyal agent, maybe even a special agent, of the only true King of Chaos and all shadow… and you have a particular set of skills.
- What do you look like? Pictures please.
- Why are you loyal to the King?
- Why were you summoned?
- What is your schtick? Your special skill? Everyone has an often jealously guarded speciality or two!
Characters should be constructed using 250 points. Returning players can have an extra 5pts of advancement.
As Chaosians, Power Words, Sorcery, Logrus and Shapeshifting are common. Trump Artistry is available though less common. Conjuration is simply a time consuming application of the former abilities. Demons are Chaosians too and you can choose to play one. The King is very likely to have contracted you, bound you or otherwise brought you into his service. Construct creation is a particular pleasure of the King. If you want to play one, he is very likely to have made you, brought you to life or otherwise created you. Pattern, while existing, is not available. Broken Pattern is, should you wish to embrace the utter madness of it. If there’s another power you want, speak to me and I’ll cost it.
Players:
- Ari M
- Darrel H
- Gabriel PM
- Keith PM
- Kevin D (GM)
- Stephen Q
Game 13/2: Aurellis
GM: Tim H
Cast: 3-6 + GM
System: Homebrew
Genre: Evolving Series
Description:
There are several places in the Greater Aurellis multiverse where games can be based, or at least start, and it tends to depend which players sign up for a given session as to where things sit.
There is something akin to modern Earth, currently set at 2013. Not completely the same. But … similar.
There is Edwardiana, which is currently mid-way through 1911. George the Fifth is King already, but hasn’t had his formal coronation yet.
There is Excelsior, which is a Superhero-heavy world currently in about 1983. Very similar to Earth right up until 1945, when there was a major divergence.
There is an Amber, with most of the Amberites that you might expect to exist.
There is a Thelbane, with some familiar names, Houses and places.
There is a second Courts of Chaos – because – Chaos. Obviously.
Characters:
New Characters are created via a quiz. Existing characters are welcome. Existing players who wish to build a different character are also welcome.
Players:
- Dave A
- George K
- Kenneth M
- Kris F
- Marieke K
- Rain D
- Tim H (GM)
Game 13/3: The Patrol that went missing
GM: Dave C
Cast: 4-7 + GM
System: AmberMus – homebrew, don’t worry
Genre: Mouseguard in Amber
Description:
Three of the Músnihtweard went out on patrol over a week ago, they were seen coming back with rumours of a cache of God’s food being found. Now they’re missing and rumours of foul play and Weasel agents abound. They need to be found before things get out of hand.
Characters:
Doc sent out prior to con or email me if interested.
Players:
- Becca D
- Dave C (GM)
- Elvi D
- John C
- Peter C
- Suzette M
- Trish H
Game 13/4: All Change at Blandings!
GM: Mel M
Cast: 4-6 + GM
System: Homebrew – a crossover of Amber and the novels of PG Wodehouse. Notes will be supplied for new players.
Genre: Wodehousian comedy.
Description:
The Vale of Blandings is generally a quiet little place. Sleepy, some have called it. Behind the times, others have said. And in a way, this last is literally true. When licensing laws were established in the First World War and the pernicious British Summer Time (with the clocks going backwards (EH? – Erik, Earl pf Emsworth) or forwards (What? WHAT? – – Erik, Earl pf Emsworth). Now, however, word has come from the government in London that all clocks and their owners, even in quiet backwaters, must conform to the tyranny of British Summer Time.
But, in the heart of every English person, there lies a faint spark of rebellion, waiting only for the right occasion to turn it into a flames of dogged resistance. And in the Vale of Blandings, has British Summer Time met its match?
Players might find this clip helpful in demonstrating the situation …
https://youtu.be/xZfQNvbSPF0?si=hq9AeceRmZOk4JBy
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 – it should be related to railways or clocks. If players choose a special skill that is something that would be perennially useful, they will need to tweak their main character skills and add it there (and send me an updated character sheet).
Full character notes will be supplied to new players.
Please note that we are asking players to choose the TWO Blandings games they most wish to play.
Players:
- Alan W
- Anna J
- Jason P
- Mel M (GM)
- Richard D
- Stephanie I
- Vivek D
Game 13/5: Meanwhile … A Surplus of Foresight
GM: Everett I
Cast: 4-6 + GM
System: ADRP/Meanwhile variant
Genre: Investigation (Has comedy and possibly rivalry elements as well.)
Description:
Strange dreams, set in a place unknown, but, somehow familiar, and dreams about prophesies coming due and true, some Amberites have been haunted by this recently. Well worth investigating, in between social obligations, and nothing else to pull on the attention of those effected.
But, in general, Amber endures, and its heroes are celebrated, having put an end to the threat of Olary Verrow and her coalition of pirates. The social seasons have gone on unabated, with various new parties making the lists as new eclipses old. King Oberon seems preoccupied these days, but he makes the odd appearance.
Characters:
Meanwhile… is a shared world, currently working its way toward the Corwin Chronicles, currently almost six centuries away. We are producing a companion campaign, trying to contradict as little as possible of the first Amber series. Meanwhile… is an episodic campaign, and no one is expected to be at every session, especially since they run at most any Ambercon, with GMs from our player base running games that tell us more about their characters.
Characters should fit the power level and story of the Corwin Chronicles as we approach them. New players will have to contact Scott “”Stormy”” Whitney at godbossman@gmail.com to get their characters set up for the campaign or request a pre-gen, as the system in use is his own creation. In particular, the elders’ children are pretty set, so younger generations may come into play.
Age appropriate, should not be overtly political, beyond either player or character biases, geared to work within the above framework.
Players:
- Avon B
- Everett I (GM)
- Guy A
- Ian N
- Scott A
- Scott W
- Simone PM
Game 13/6: The Body in the Library
GM: Adam E
Cast: 4-6 + GM
System: ADRP/LoGaS Mashup
Genre: Investigation
Description:
You get a Trump call and when you open your mind to the contact, you are pulled through to a hallway in Castle Amber. You realize you are standing outside the Library and from the sounds within it sounds like Corwin and Eric are dueling inside again….of course Eric’s dead so that cannot be it…better figure out what is going on in there….oh and who exactly Trumped you and how’d they pull you through…neat trick that!
The game is set in the Amberverse, post Patternfall but a handful of years….things have been relatively calm. You are the child of an Elder or maybe someone else connected to Amber in some way. You get throw right into the scenario. This is Corwin beer and pretzels stuff – this year, if things go well this may be a continuing nightmare…er game. No worries, you’ll figure it out as you go.
Characters:
Characters are built using 150 points, Stuff can go 5 Good or Bad – no more. You can feel free to use the Amber DRPG or LoGaS rules/options. Please please send me a character no later than a week before the game slot.
Players:
- Adam E (GM)
- Penny F
- Pete M
- Simone C
- Tracie M
Game 13/7: Dark Corners of New Babylon
GM: Rob W
Cast: 3-6 + GM
System: Otherscape (The Mist Engine)
Genre: Mythic Cyberpunk
Description:
Your team of local mercs has been hired by a group of Keshi, homeless residents of the New Babel Arcology to locate the anti-viral cure for the Bone Plague killing children and elderly residents of and get them to the streetdoc caring for the sick. Some of the Keshi believe the Bone Plague is a bio-weapon created and released into the Kesh neighbourhoods in an attempt to kill them all.
Characters:
Pregens are available, but character creation is pretty easy, and I can be on hand to guide players through the process as needed.
Players:
- Amanda R
- Andy R
- Drew W
- Laura B
- Rob W (GM)
- Ryan G
- Tym N
Game 13/8: Enclave
GM: Tomas
Cast: 3-4 + GM
System: Enclave
Genre: Exploration+
Description:
In the infinite world of Manifold, where anything is possible, there is only one constant: the shadowy mercenary organization known as The Enclave. You are an agent in its employ, tasked with accomplishing missions across infinity alongside a squad of your fellows.
ENCLAVE is a diceless roleplaying game of high-stakes storytelling. The game is played in one-shots using continuous characters, with every session telling the story of a full mission. Each mission is set in a different part of Manifold — there is no set worldbuilding, fixed timeframe, or forced theme in Enclave, meaning that missions settings, plots, and tones will wildly vary.
Missions are created on the spot, designed to fit the capacities of the participating characters. Players will each be asked to provide a Focus Word (any word or short phrase), which their Conduit (game host) will use as inspiration when designing the mission.
Characters:
Enclave Agents come from all corners of Manifold, allowing players full control over the aesthetics and theming of their character so long as it fits the mechanics of their chosen class. A character can be created in about 15 minutes, either before the session or at its beginning with help from the Conduit.
Copies of Enclave’s ruleset will be distributed by email before the session. Players are NOT obligated to read the full ruleset before playing — ENCLAVE is very easily learned on the fly.
Players:
- Ashley L
- Declan H
- Marya M
- Tomas (GM)
Sunday – Slot 14 (UK Night/US Evening)
(1am – 6am BST)
Game 14/1: Beta Test
GM: Avon B
Cast: 3-6 + GM
System: Paranoia Perfect Edition
Genre: Playtesting and probable silliness
Description:
I have an idea for an Amber/Paranoia game, but, while I’ve played Paranoia before, I’ve never run it. And before I unleash my grand scheme (which has potential to be a campaign, of all things), I would like to test out running Paranoia (Perfect Edition) with some good-natured (if likely to shoot other PCs in the back) folks who are willing to put up with me going “”hang on, let me look that up….”” a few dozen times or more while Friend Computer eyes you all suspiciously.
I need some guinea pi– I mean, Trouble-shooters (I capitalized it, so you know you’re important) to report in for a run through a mission (or two, depending on time and TPKs) and let me get a feel for running the ruleset.
Characters:
Pre-Gens will be made available. We’ll use a dicebot (and a different server, to avoid spamming here with dice rolls while others are gaming). I also don’t normally think of Paranoia as teen- or child-friendly
Players:
- Adam E
- Avon B (GM)
- Everett I
- Ian N
- Scott W
- Suzette M
Game 14/2: Beta Test
GM: Benedict’s Enclave
Cast: 4 + GM
System: Enclave Advent
Genre: Action/Investigation
Description:
If you travel Shadow long enough, you will encounter many unusual beings. The most unusual have a core of reality at their center, a well of power that lets the abilities and technologies they have honed in their home Shadows continue working where new Shadow laws should prevent them. Benedict has been recruiting these beings into a rapid response force to deal with problems out in Shadow, his Enclave.
Missions are created on the spot, designed to fit the capacities of the participating characters. Players will each be asked to provide a Focus Word (any word or short phrase), which their Conduit (game host) will use as inspiration when designing the mission.
Characters:
Enclave Agents come from all corners of Shadow, allowing players full control over the aesthetics and theming of their character so long as it fits the mechanics of their chosen class. A character can be created in about 15 minutes, either before the session or at its beginning with help from the Conduit. Copies of Enclave’s ruleset will be made available before the session. Players are NOT obligated to read the ruleset before playing — Enclave is very easily learned on the fly.
Players:
- Guyt A
- Richard D (GM)
- Rob W
- Stephanie I
Game 14/3: This Discord Has Ghosts in It
GM: John N
Cast: 5-15 + GM
System: This Discord Has Ghosts in It
Genre: Horror
Description:
You’ve been invited to a haunted house, full of ghosts. That haunted house is a Discord server.
This game is a Discord-based LARP, written by Adam Vass and Will Jobst. Players are divided into two teams, investigators and ghosts. Investigators may only speak; ghost players may only type. Throughout the game, ghosts haunt rooms and type their horror into them. Investigators explore each room, get spooked, and learn about the game, all while narrating the horror to all players, and hinting at their secret motives. Ghosts reveal parts of themselves by creating new rooms, in turn making the house a labyrinth.
We’ll play this game on a separate Discord server, created specifically for the game. As a group, we’ll decide when and where the game takes place, and what the “haunted house” is like, ideally no later than a week before the con so there’s time to set up the server beforehand. Time and place can be anything we decide: an old hotel, an abandoned space station, a swamp-rotten ruin, an Antarctic research base, a shuttered mental hospital, or even a recently renovated McMansion. If you sign up for this game, all you’ll have to do beforehand is participate in discussion about the haunt, and think about any Lines and Veils you’ll want around sensitive content. This is a horror game, so being clear up front about what is not OK for you is important to ensuring everyone has a good time.
Characters:
Think about your lines and veils; anything not excluded by a player may come up. No other prep will be required.
Players:
- Amanda R
- Ashley L
- Declan H
- Drew W
- John N (GM)
- Mayra M
- Simone C
Game 14/4: Other Side of the Rainbow
GM: Mike W
Cast: 4-5 + GM
System: ADRPG
Genre: Comedy
Description:
Why are there so many songs about rainbows
And what’s on the other side?
Rainbows are visions, but only illusions,
And rainbows have nothing to hide.
So we’ve been told and some choose to believe it
I know they’re wrong, wait and see.
Someday we’ll find it, the rainbow connection,
The lovers, the dreamers and me.
Kermit the Frog, The Rainbow Connection, The Muppet Movie
When a young princess falls from a prismatic rainbow in the sky, the peaceful muppet kingdom of Embria is thrown into confusion. She claims to be Alanna, crown princess of the mythical realm of Amber, and in hiding from her wicked Aunt Fiona. Alanna brings knowledge of a reality beyond Embria, and her arrival poses a number of questions. Is the wise King Kermit actually a puppet king, controlled by dark and secretive forces? Are unseen hands manipulating the destiny of every muppet in Embria? Is it possible that they are all only a figment of someone else’s twisted imagination? And if so, does freedom lie on the other side of the rainbow?
A humorous look at the nature and perception of reality…
Princess Alanna, King Kermit, Lady Piggy, Prince Robin the Brave and General Sam Eagle
An intense one session multiform for five players
Based loosely on the Amber Diceless Role Playing Game System,
Concepts presented in Roger Zelazny’s Amber Chronicles,
And characters from Jim Henson’s Muppets
Knowledge of the books or characters is not necessary
Characters:
GM predesigned characters, 4 Muppets, 1 Princess of Amber
Players:
- Kris F
- Laura B
- Mike W (GM)
- Rain D
Sunday – Slot 15 (UK Morning/US Night)
(10am – 5pm BST)
Game 15/1: Things That Go Bump In The Night
GM: Stephen Q
Cast: 4-5 + GM
System: Diceless Nearly Worlds
Genre: Mystery, Conspiracy, Weird
Description:
A London in the year 1903. A city of fog, crime, and more fog. A city from which the new king, Edward VII, rules the greatest empire the world has ever known. A city vibrant with trade, diplomacy, crime, and fog. A city at the heart of technological innovation where scientists and engineers grapple to harness the new powers of electricity, magnetism and internal combustion for the betterment of mankind, or at least make more powerful weapons.
Protecting the law abiding are the men of the Metropolitan Police Force. Their sworn duty to protect the citizens of the great capital and bring criminals to justice. Their only solace in this endeavour – tea (and biscuits) (and cake if they can get it) (and the occasional bribe).
Will you join the men of Ramsbottom Street station’s blue watch and investigate loud explosions that have rudely disturbed a January night?
Characters:
Pregens will be provided.
Players:
- Esther vR
- Keith PM
- Mel M
- Stephen Q (GM)
- Tom M
- Vivek D
Game 15/2: Enclave
GM: Tomas
Cast: 3-4 + GM
System: Enclave
Genre: Exploration+
Description:
In the infinite world of Manifold, where anything is possible, there is only one constant: the shadowy mercenary organization known as The Enclave. You are an agent in its employ, tasked with accomplishing missions across infinity alongside a squad of your fellows.
ENCLAVE is a diceless roleplaying game of high-stakes storytelling. The game is played in one-shots using continuous characters, with every session telling the story of a full mission. Each mission is set in a different part of Manifold — there is no set worldbuilding, fixed timeframe, or forced theme in Enclave, meaning that missions settings, plots, and tones will wildly vary.
Missions are created on the spot, designed to fit the capacities of the participating characters. Players will each be asked to provide a Focus Word (any word or short phrase), which their Conduit (game host) will use as inspiration when designing the mission.
Characters:
Enclave Agents come from all corners of Manifold, allowing players full control over the aesthetics and theming of their character so long as it fits the mechanics of their chosen class. A character can be created in about 15 minutes, either before the session or at its beginning with help from the Conduit.
Copies of Enclave’s ruleset will be distributed by email before the session. Players are NOT obligated to read the full ruleset before playing — ENCLAVE is very easily learned on the fly.
Players:
- George K
- Pete M
- Simone PM
- Tomas
Monday – Slot 16 (UK Evening/US Morning)
(7pm – Late GMT)
Game 16/1: Robbery with a Rupert
GM: Pete M
Cast: 4-6 + GM
System: Honey Heist (a game where all the rules fit on one side of A4) & a bit of home-brew
Genre: Comedy and a strong denial of reality
Description:
It’s (you don’t need to know at this point ) 2017 and you are going to undertake the greatest heist the world has ever seen avoiding the apocalyptic shambles that (you don’t need to know that either) 2016 was, We shall not speak of it again, unless very, very inebriated. Two things:
1): You have a complex plan that needs crackerjack timing and precision,
2): You are a (you don’t need to know that as well)
3): Humans are stupid and don’t (mutter mutter mutter) the totally obvious, oh that’s 3 things, sorry!
Characters:
You’ll need a d6, or a few. Mostly you’ll only need 1, occasionally 2 and maybe 3.
A text editor, or pen & paper, and half a dozen counters/coins/ small things.
If it takes more than 10 mins to do an entire party char creation something is going wrong or you’re taking it far too seriously. It might take about another 10 mins to work out your disguise.
Players:
- Amanda R
- Ashley L
- Laura B
- Mayra M
- Pete M (GM)
- Stephen Q
- Suzette M
Game 16/2: Fragile Loyalties
GM: Andy R
Cast: 3-5 + GM
System: Augmented a rules light, narrative heavy Cyberpunk game with some dice
Genre: CyberPunk/Investigation
Description:
You didn’t plan on working for the Company forever.
But then your accident happened. Maybe you were blown to bits by some anarchist’s bomb, gunned down in a firefight between corporate strike teams, or just run over by an autocab as you left the office for the day.
Whatever the particulars, the Company’s doctors and engineers put you back together again. Now you’re Augmented, equipped with advanced cybernetic enhancements that set you apart from ordinary humans.
Of course, those fancy augmentations belong to the Company. Which means YOU belong to the Company, and if the fine print in your employment contract wasn’t clear enough, the medication you need to keep your metal bits from infecting the rest of your body with terminal cancer ensures that you’ll be on a short leash.
But enough feeling sorry for yourself. You have a new message.
The Company has an assignment for you…
Content Warnings: corporate greed, helplessness, moral dilemmas and mistrust
Characters:
Pre-generated characters will be provided, though making your own in advance of the game is also a fairly straightforward option I can guided you through.
Players:
- Adam E
- Andy R (GM)
- Darrel H
- Rob W
- Simone C
- Stephanie I
Game 16/3: Meanwhile… King Corwin’s Ball
GM: Scott W
Cast: 4-6 + GM
System: Meanwhile…
Genre: Social Interaction, Investigation
Description:
King Corwin has announced a ball in Avalon, and having heard, you and your cousins have decided to attend. Come in your finery and be prepared for dinner, dancing, romance, and maybe an announcement or two.
Amber endures, and its heroes are celebrated, having put an end to the threat of Olary Verrow and her coalition of pirates. The social seasons have gone on unabated, with various new parties making the lists as new eclipses old. King Oberon seems preoccupied these days, but he makes the odd appearance.
Characters:
Meanwhile… is a shared world, currently working its way toward the Corwin Chronicles, currently almost six centuries away. We are producing a companion campaign, trying to contradict as little as possible of the first Amber series. Meanwhile… is an episodic campaign, and no one is expected to be at every session, especially since they run at most any Ambercon, with GMs from our player base running games that tell us more about their characters.
Characters should fit the power level and story of the Corwin Chronicles as we approach them. New players will have to contact Scott “”Stormy”” Whitney at godbossman @ gmail . com to get their characters set up for the campaign or request a pre-gen, as the system in use is his own creation. In particular, the elders’ children are pretty set, so younger generations may come into play.
Players:
- Avon B
- Everett I
- George K
- John N
- Kris F
- Scott W (GM)
- Simone PM
- Ythamar PM
Game 16/4: Enclave
GM: Tomas
Cast: 3-4 + GM
System: Enclave
Genre: Exploration+
Description:
In the infinite world of Manifold, where anything is possible, there is only one constant: the shadowy mercenary organization known as The Enclave. You are an agent in its employ, tasked with accomplishing missions across infinity alongside a squad of your fellows.
ENCLAVE is a diceless roleplaying game of high-stakes storytelling. The game is played in one-shots using continuous characters, with every session telling the story of a full mission. Each mission is set in a different part of Manifold — there is no set worldbuilding, fixed timeframe, or forced theme in Enclave, meaning that missions settings, plots, and tones will wildly vary.
Missions are created on the spot, designed to fit the capacities of the participating characters. Players will each be asked to provide a Focus Word (any word or short phrase), which their Conduit (game host) will use as inspiration when designing the mission.
Characters:
Enclave Agents come from all corners of Manifold, allowing players full control over the aesthetics and theming of their character so long as it fits the mechanics of their chosen class. A character can be created in about 15 minutes, either before the session or at its beginning with help from the Conduit.
Copies of Enclave’s ruleset will be distributed by email before the session. Players are NOT obligated to read the full ruleset before playing — ENCLAVE is very easily learned on the fly.
Players:
- Guy A
- Keith PM
- Richard D
- Tomas (GM)
- Vivek D
Monday – Slot 17 (UK Night/US Evening)
(1am – 6am BST)
Game 17/1: The Essence of Shadows
GM: Larry B
Cast: 6 + GM
System: Modified Amber Diceless
Genre: Investigation/Exploration with the possibility of combat
Description:
In the Chronicles there are inferences and implications that Oberon and Dworkin have restarted Amber before.
This game is to explore a seam of this idea.
There will be a modified Amber Auction. Don’t commit to standard Amber Auction strategies.
You will have 100 points to Bid on your character. Then I will give you a sheet with your stats.
Categories for Bid:
- Who is your mother (mothers provide a stat boost and other mechanical features)
- What is your Birth Rank/Rank in the eyes of Oberon
- Stat Ranks (note: Stat ranks will not be your bid=the
- stat level you have)
- Service for Amber (What’s your role: Note Heir to the Throne is a role, but you must have bid on your mother being either the 1st,2nd, or 3rd queen)
- Secrets/Special abilities
- Powers (if you want to have advanced powers you bit here. If you want to be a power monger you bid here)
“Bad Stuff” will not be a point value they will be specific things [You betrayed Oberon’s Tailor and he will seek to punish you if he finds out would be 1 point of bad stuff. 5 points of bad stuff would be ‘actively plotting high treason against the realm’ or ‘Bore a Child with a sibling’]
Once bids are made I will assign the points to your character sheet.
Characters:
Make characters pre game
Players:
- Adam E/li>
- Avon B
- Darrell H
- Declan H
- John N
- Larry B (GM)
- Tracie M
Leverage International – The Miracle Job
Game 17/2: GM: Amanda R
Cast: 4-6 + GM
System: Key System by James A
Genre: Investigation and Heist
Description:
You are one of them. Maybe a little bit of all of them. But you also aren’t alone. You and your compatriots pick up where the law left off. Using your special skills and a whole lot of imagination, your team knows how to provide… Leverage.
You are part of a team for “Leverage International.” In fact, you were personally picked to help carry on the banner by a member of the original team. While familiarity with the Leverage TV show is helpful, it isn’t a must. I do hope to use a lot of the tropes from the show, however, like flashbacks, twists and things going pear-shaped.
Characters:
I will be using @James A’s Key System for character creation and the running of the game. This is a very rules light system with a lot of adaptability.
Leverage pretty much always involves a corrupt NPC, so you can assume there will be at least a little bit of politics. But we game to get away from the real-world, so I will not be putting a ton of topical things in.
Think about which original Team Leverage member you’d like to have been the one that recruited you. If you aren’t familiar with them, let me know and I can help you figure it out.
If you’ve played in a previous Leverage: International game that used the Key System, you’re welcome to bring back that character, even if I wasn’t the GM. But please remember that I don’t have access to anyone else’s notes, so if I wasn’t the GM you’ll need to provide me with the entire character, not just “I’m bringing back So-and-so.”
Players:
- Amanda R (GM)
- Ashley L
- Laura B
- Mayra M
- Laura B
- Scott W
- Stephanie I
Game 17/3: Enclave
GM: Lacara T
Cast: 3-4 + GM
System: Enclave
Genre: Exploration+
Description:
In the infinite world of Manifold, where anything is possible, there is only one constant: the shadowy mercenary organization known as The Enclave. You are an agent in its employ, tasked with accomplishing missions across infinity alongside a squad of your fellows.
ENCLAVE is a diceless roleplaying game of high-stakes storytelling. The game is played in one-shots using continuous characters, with every session telling the story of a full mission. Each mission is set in a different part of Manifold — there is no set worldbuilding, fixed timeframe, or forced theme in Enclave, meaning that missions settings, plots, and tones will wildly vary.
Missions are created on the spot, designed to fit the capacities of the participating characters. Players will each be asked to provide a Focus Word (any word or short phrase), which their Conduit (game host) will use as inspiration when designing the mission.
Characters:
Enclave Agents come from all corners of Manifold, allowing players full control over the aesthetics and theming of their character so long as it fits the mechanics of their chosen class. A character can be created in about 15 minutes, either before the session or at its beginning with help from the Conduit.
Copies of Enclave’s ruleset will be distributed by email before the session. Players are NOT obligated to read the full ruleset before playing — ENCLAVE is very easily learned on the fly.
Players:
- Guy A
- Lacara T (GM)
- Rob W
- Ryan G
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