You all know the setting, the world is our own. It is the summer of 2014 in the northern hemisphere. No strange events, supernatural disruptions, or alien invasions are in progress. People from all over the world are living their mundane, humdrum lives, while a few live more exciting ones, either by choice or force of circumstance.
People are people, and people have secrets, talents, and unexpected layers to surprise each other, or even themselves.You may not believe you are any different, but you are. And you are about to be thrown together on an adventure that is bound to have some real surprises.
Warning: This is an experimental system and an experimental setting.
Disclaimer: To the best of my knowledge this setting has nothing to do with Erick Wujick’s 47 rpg project. I was trying to work out a name for this session, and suddenly realized that the perfect choice was 47. A few minutes later, I remembered Erick’s project, then I double checked the number and verified that it was in fact the same. I have no idea what he was working on, or why he liked the name 47. I only know why I like it and why I chose it.
Character creation will take place before the convention, and characters will be built on 50 points. All characters will be between 18 and 30 years of age. You are probably orphaned or adopted, If you are over 18 your biological parents are dead, if you are 18, you might have been raised by a single mother, who may or may not have married since. Beyond that your background is open and you can write up anything you like.
There are five attributes; Strength, Endurance, Prowess, Affinity, and Intention. The two familiar ones are much the same as in the ADRPG rules. Of the remaining; Prowess is the attribute of combat and athletic endeavors that require more agility than power; Affinity is the attribute of empathy and understanding the motivations of others, both people and animals; and Intention is the attribute of will, focus and mental pursuits.
There is one other catch: Points come in three different colors; red, black, and gold.
You have 46 red points; these may be spent on attributes or saved for future use. You may reserve up to half of these points for future use, but you are not required to reserve any of them. This isn’t good stuff or bad stuff, reserved points are just reserved.
You have three black points, these may be spent on education or training. A single point is good for broad and deep experience focused on a particular area of human endeavor. For one point you can be a doctor, a lawyer, a sculptor, a novelist, a soldier, or a pilot and you will be very good at it. You cannot stack these points, but you can put them in similar and complementary skills. You can also reserve any or all of them.
Finally, you have one gold point. You can spend your gold point on anything. If you use it on an attribute you are world class in that attribute. Think of it as buying up to Chaos level. If you spend it for an additional area of training you are one of the best in the world, with an intuition that makes you the envy of others in your field. If you stack it with a black point, then you are a world recognized authority in your field. You can hold your gold point in reserve or, if you like, you can spend it on something stranger. (GM approval required)
Faith. It can be fragile enough to be shaken by words alone, or strong enough to withstand the test of hammer and anvil. If the will is brittle, it will shatter, but if the will is like iron, faith can deform and change shape to accommodate any challenge while retaining integrity and essence.
Most of the current crop of agents were recruited by Bertram Rand, and it was he they placed their main faith in. His grand, and sometimes grandiose, vision of Red Dome's mission, and his approach to recruitment, protocol, and secrecy were often eccentric, but his integrity and conviction were never in doubt...
Until New Pangea and the revelation that he was the architect of Pattern Fall, formerly known as Prince Brand. Until his ouster from the position of Chief Director of Red Dome Operations and Head of Sci-Corps. Until he was branded renegade by King Drake himself.
Now the family of Blackmoor, whom the agents serve, slips farther beyond the pale, some fighting one another within the newly formed Iron Ring of worlds about Blackmoor herself, some driven to madness by the debilitating effects of the failed power known as Draconoth, and some m.i.a. for many years. All of the agents make their homes within the Web and Hive worlds within Blackmoor's auspice, and many of them have found strong ties to the other Magnified agents they have served with, but who are they to place their faith in now?
Is the grand dream of Red Dome, to help newly empowered Magnified find their place in the Verse, to investigate strange new phenomena within the leyscape of the Tellurian, and to help those who have suffered at the hands of the Qwarim and worse enemies find sanctuary and healing, at an end? The expanded powers of Hive operatives and the seeming re-designation of Red Dome as a military outpost would seem to indicate that, at the very least, things will never be the same.
There are many who believe the Magnified must place faith in the unity of their common origins, thus carving out a separate identity from Blackmoor herself. Yet there are others who feel that Blackmoor can be saved, and that jumping ship now would amount to turning one's back on any chance of survival.
A proactive approach would seem to be in order, for the worlds will keep moving while men sit in committees, and the Agents of Red Dome are rarily idle. When a request for aid comes from an unlikely sector, the agents will have an opportunity to test themselves against the challenges facing Blackmoor herself, in an assignment to the Iron Ring.
A Forgotten Realms adventure for 4-6 3rd level characters.
Slaying the dragon was easier than expected. Your new companion is tougher than he looks. He also didn't join you for the gold. He wants to hire you for a dangerous expedition in to the heart of his homeland. He claims to be a prince of the far-off kingdom of Amber. His tyrant brother usurped the throne from him and terrorizes the kingdom. He uses his necromantic magics to raise the dead in an army that may someday threaten the Realms.
Deep in the dungeons of Amber is a font of power called the Pattern that rivals the Pool of Radiance. It is well-guarded from any assault through the castle, but Prince Eric knows a way to reach it through the Underdeep and if he can reach it, he can use its power to set his people free from the tyrant: Corwin of Amber.
You are a newly captured slave, sent to the Arena in ancient Rome (semi-historically). You will fight. You will earn glory, or you will die... You will find a way to thwart the system. Are your fellow slaves worthy of conspiring with, or merely future enemies in the Arena?
There will be combat, but there will be a lot of role-playing. This scenario isn't primarily about combat, despite the setting.
Twelve people from modern earth have somehow found their way to the Escalara, the Grand Stair connecting the multiverse. Someone or something continues to pursues them. Having fled to the Athaneum, can they learn enough to survive before they become casualties in the great games of the Gossamer Lords?
The official Lords of Gossamer & Shadow Ambercon campaign continues.
The expanse of the Grand Stair known as Hero's Rise was once the contest ground for two masters of cosmic forces. Each sculpted worlds to challenge a single hero designated by their opponent. This "game" played out over centuries, changing hundreds of worlds forever.
Now, Wardens of the Stair are assembling to safeguard this expanse from depredation and uncover the ancient secrets hidden past its many Doors. They answer the request of a venerable Master of the Stair that assures them a great destiny is playing out and that these worlds will need heroes once more.
You are a group of gamers at Ambercon US. Imagine your surprise when you discover a portal in your hotel room - a portal that leads to a library where a man dressed in black and silver is shuffling through a deck of cards.
Inspired by the TV series Lost in Austen, players will play idealized versions of themselves who land in Castle Amber near the beginning of Nine Princes in Amber. Can you help the plot of the novel progress as it should? Will your very presence there cause change? Are you wily enough to even survive in Amber?
A familiarity of the plot of Lost in Austen is helpful, and a deep love of/familiarity with the Chronicles of Amber (especially Nine Princes of Amber) is strongly suggested. Hilarity is encouraged.
This serial campaign is set on Earth in the 1950s, an alternate timeline where psionics exist and most psionics for various reasons turn to a life of crime. Characters are drawn into a newly established criminal syndicate to use their wits, cunning, powers and brute force in the transformational years where old world orders are crumbling with money and power to be had in plenty for those who can take it. Note: This game has the potential to turn historic and religious events upside-down. Players who have difficulty separating their personal cultural or religious beliefs from those of their characters may find elements of this game disturbing and may wish to look elsewhere.
Psionic ability is not a heritage of the privileged unless they have gone off to war or suffered terrible misfortune. It is much more common among the poorest classes struggling for survival. However psionic abilities remain largely unknown to the general population. Science pokes and prods at the concepts of psionics, but because few people come forward claiming psionic ability and because scientists have been unable to bring people to the breaking points where psionic abilities emerge. Psionics are often drawn into the underworld because they have grown up on the street and their abilities give them a chance at a step up in life, they are combat veterans looking to stay in the profession or variously find that what they seek in life is not to be found in more reputable occupations and lifestyles
With due credit to Agatha Christie, there is a body in the library of Castle Amber. The body looks vaguely familiar and he's not quite dead yet but can his dying ravings and declarations give you a clue to who he is (or was), where he has been, what brought him back to Amber now and why? Oh and maybe figure out who killed him?
This is a cross-over Amber and Lords of Gossamer & Shadow mystery and adventure. Players will play Amberites thrust into a scenario involving figures, powers and places familiar and not so familiar. Characters will be built using Amber DRPG rules with a 150 points prior to the con or may request a pre-gen be provided for them.
The story line is somehow familiar. The characters have changed a bit, but there is no innocence. Is this Chaos or Castle Amber? Or somewhere else?
Still in the works at GM deadline, but have an idea.