Ambercon 2016

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Agents of the Argent Rose: City of Night (2016)

Boardroom
R.F. McCaughey
Slot 1 - Thu 7pm-12am - 5 hours
FULL

France. The year is 1924. An age of wonder and contentment has come upon the world. The modern vision of great bards like Jules Verne has begun to see realization. The world hub for artistry, genius, and innovation is the banks of the river Seine. Paris. Spring approaches and the Muse Queen is throwing a Party for Dion and Simone, who have the same birthday.

Corwin grumbles when he learns the Party will be in the Lands of Night. Grandpere warns that this is a bad omen and encourages all to turn down the Party invites. Kali has other ideas. Your mission, keep the peace and support the Great Republic. The Argent Alliance, the honor of your family and innocent lives may hang in the balance.

please note the web page to understand the background of Corwin's France and the Argent Rose is defunct, contact the GM

Could run late.

What do players need to do to prepare for the game
PCs must be from "Argent France" built for 80 pts. Characters submitted to GM prior to convention can be built for 100 pts. Note special costs for some powers at web site. Welcome to returning players (write me!), new players encouraged to make early contact with GM: arrefmak@gmail.com
Alternate Amber, Amber with a Twist, Series

Amber Wasteland

423
Mike Deneweth
Slot 1 - Thu 7pm-12am - 5 hours
1 TO 6 RETURNING PLAYERS ONLY

Continuing campaign of Amber characters trapped in the ruins of what used to be their universe.

What do players need to do to prepare for the game
Alternate Amber

Good Night Sweet Prince

314
Erik Florentz, Linda Duncan
Slot 1 - Thu 7pm-12am - 5 hours
SPACE FOR ANY 3 TO 6 PLAYERS

After putting the day to rest, you fall into a deep slumber.

You wake up in another place, not quite familiar.

Are you awake? Or still dreaming? Or... something else?

What do players need to do to prepare for the game
Play a favorite character you know well. Baseline 200 points. Please submit character sheets and background information to gm@spikard.com and lindapduncan@gmail.com prior to the Con.
Alternate Amber

Kung Fu Challenge: The House of Seven Dooms

Jim Phillips
Slot 1 - Thu 7pm-12am - 5 hours
DOES NOT RUN

Every nine years in the Imperial City of Kanraku, the Jade Emperor allows a few elite warriors to enter the House of Seven Dooms, there to compete in the Ikusa-Ko, a grand melee in which the fighters vie among themselves to determine which of them has the mightiest Kung Fu. When an uncontested victor emerges from the field of battle, he or she is awarded the post of Emerald Champion and the honor of standing at the Emperor's right hand for the next nine years.

But something has gone wrong. Nine years ago, although an impressive group of fighters entered the House of Seven Dooms, no new Emerald Champion emerged. It’s rumored that the Emperor's oracles were able to divine that all the fighters died within, visited by treachery most foul. Now, nine years later, you are one of the current year's contestants, and the Emperor asks that you accept the burden of a twofold duty. Not only must a new Emerald Champion be selected, but the Emperor wishes that the realm's greatest mystery be solved: that the dark fate of the previous contestants becomes known. Surely the mettle of both your wisdom and warfare will be tested. Could the same peril still be waiting for you, in the unfathomable shadows of... the House of Seven Dooms?

Character generation will be vaguely-not-quite quasi-similar to the Amber DRPG rules, and in-game bonuses will be awarded for admirably cheesy Kung Fu role-playing. Shout the name of your signature move as you attack, swear vengeance upon your foes in the name of your honored master, whatever – the cheesier, the better. Characters to be generated before the Con, using a diceless Kung Fu system concocted by the GM.

What do players need to do to prepare for the game
Put as much work into character creation as you prefer or are able! Players are welcome to write me a novel or accept a pregen character, or anything in between. System info will be provided to all players via e-mail.
Teen-friendly, Adventure, Humor, Mystery

Memetic Incursion Bureau: Clurichauns and Mayhem

355
Anne Delekta
Slot 1 - Thu 7pm-12am - 5 hours
FULL

"Here's the first thing you need to know: all the fairy tales are true. The second, and most important thing... once a story starts, it won't stop on its own. There's too much narrative weight behind a moving story, and it wants to happen too badly. It won't stop until somebody stops it." -Seanan McGuire, Indexing

Saint Patrick's Day is normally full of drunken disorderliness; this year, things have gone decidedly weird. There are reports of little men riding dogs, sharp-toothed women swimming in the Detroit River, and drunks running around ranting about pots of gold. The first wave of police response seems to have been absorbed into the crowd of revelers, and it's time to call in the big guns: you.

You are agents of a secret government agency known as the Memetic Incursion Bureau. Fairy tales are real. Your job is to stop narrative intrusions into Reality - and this one will be a doozy. You have badges, guns, and a little bit of Fairy Tale on your side. They have leprechauns, and it's Saint Patrick's Day.

What do players need to do to prepare for the game
Customizable pre-gen characters distributed at con. If you have a character idea you are eager to play, contact me at zimradancer@gmail.com and we can work something out. This is loosely based on Indexing by Seanan McGuire. A quick glance at the book's description should tell you all you need to know.
Teen-friendly, Adventure, Non-Amber

No game in slot 1

Slot 1 - Thu 7pm-12am - 5 hours
SPACE FOR ANY 1 TO 1 PLAYERS
What do players need to do to prepare for the game

Princesses Unknown: Episode I, Tabula Rasa In Parte

419
Adam Easterday
Slot 1 - Thu 7pm-12am - 5 hours
SPACE FOR ANY 3 TO 7 PLAYERS

You have been having a dream, nay, a nightmare...it is odd in that you know it is a dream, you usually don’t know that until after you wake up. You know something cataclysmic has occurred and you struggle to break the surface of your consciousness and awaken - with increasing desperation. But something, no someone, is holding you back, the voice...you know the voice, an old one, one you have not heard in centuries...Dworkin.

Around you there is the odd nonsensical scene of your dreamstate - a visual and aural cacophony of unrelated images, snippets and fragments of things familiar and unfamiliar but his voice cuts through clearly - he’s speaking slowly,steadily, ignoring your struggle to awaken as if narrating the whole thing, speaking to you as if to a child. After a moment or two you hear his voice repeating the same narrative: “All is not lost. I failed but you must not. Begin again, you are the best of what we are or were. What was is not all gone, but do not trust it, do not rely on it - I have tried to keep the pieces that might work intact but I cannot tell what remains that should and what remains that must not. Awaken and begin anew.”

You awaken in Castle Amber - or a version of it -- you remember your dream, the message from the old man but the rest of your memory is unclear, you are a Princess of Amber, these are your rooms but beyond that there is nothing much you remember , not even your own name.

Princesses Unknown: Episode I - Tabula Rasa In Parte is an alternate Amber campaign whose events align largely with those of the Corwin Chronicles and gamestart occurs roughly around the time of Oberon’s attempt to re-draw the Pattern in The Courts of Chaos.

What do players need to do to prepare for the game
Character generation will be handled pre-con via email and will be based on your responses to a series of quiz questions. Your characters will be roughly 150 point characters but the specifics of Powers, Attributes, Items etc. will be revealed through gameplay. Contact GM.
Alternate Amber, Exploration, First Game, Ongoing

Razor-Edge of Fate (Thursday Night)

455
Kit Kindred
Slot 1 - Thu 7pm-12am - 5 hours
FULL

"My child, know this: though you are the offspring of a god of Olympus, you are not one of them. That as long as you live you will stride across two worlds, but not truly be welcome in either. Both men and gods will want to use you to their advantage. And because you are greater than mortal men, your better nature must rise to meet the challenges that are set before you, for in your heart of hearts you are a hero. As a hero, a demigod, you will be stalked by monsters, demons and lesser gods who will hate you for the sake of your mere existence. The artifacts of the modern world will not make fighting them any easier than if you limited yourself to the weapons used by the ancient Greeks. Know that when the worlds of men and the halls of the gods are threatened, it will fall to you to undertake the task for such is your life, your purpose, and the geas that the Fates have set upon you at birth."

The skein of Fate has drawn demigods together. Have they been drawn together for a heroic quest? Is there a great monster to slay? Or is something darker at work? Is someone or something hunting them?

What do players need to do to prepare for the game
Please email kitkindred@gmail.com ASAP for character generation instructions or to request a pregen character. Characters are demigods drawn by Fate to perform heroic tasks in a modern world that believes their godly parents are only myths and legends, a world that must remain blissfully unaware of the secret dangers that threaten it. There is another session of Razor-Edge of Fate in Slot 4. It is a different adventure in the same setting. Players may play in one or both games if they wish.
Teen-friendly, Adventure, Non-Amber, Other Genre, Role Playing Game, Series, Tabletop

ShadowWorld Mainline (Thursday Night)

555
Edwin Voskamp
Slot 1 - Thu 7pm-12am - 5 hours
FULL

ShadowWorld is a diceless roleplaying game based in our world, except that, under the facade of media, politics, political correctnes and 'reality' there is a ShadowWorld where strange things happen: psionic powers, ancient secrets, dark conspiracies that are hidden from or dismissed by the general public. The players are psionically gifted operators of a secret organization sent on a mission. Though an ongoing world setting, it is an episodic campaign: new players are welcome.

The real world in the current day, with a few changes (e.g. Quebec, Ontario the provinces east of it became a country and, with Cuba, Ecuador and Vanuatu, formed a Commonwealth). To the public there is more terrorist acts, more military action, and, recently, more weird events (e.g. Jupiter ignited into a star, astronomers claim we skipped ahead a day in Earth's orbit, Scotland got covered in ancient forests and physically became larger, the Ark of the Covenant was found).

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

Game will run late: I expect, and will work hard to, end at 1am.

What do players need to do to prepare for the game
If you don't have an existing character that you will play again, contact the GM by email (gm@shadowworld.org) with at least a vague idea for an outline of a concept. You can play any character with regards to background, skills, etcetera, as long as your background makes you suitable to be recruited by a US-based organization. Your character will have one or more psionic powers, have some mystical nature, or both.
Dark, Non-Amber, Ongoing, Role Playing Game, Series, Tabletop

Star Wars: Kanata Castle

401
Kris Kunkel, Tara Kunkel
Slot 1 - Thu 7pm-12am - 5 hours
SPACE FOR ANY 2 TO 8 PLAYERS

~30 years ABY

Just before the destruction of Republic capital on Hosnian Prime and the Resistance's retaliatory attack on the First Order's Starkiller Base there was a pitched battle between the two forces in the Western Reaches of the galaxy on the Mid-Rim world of Takodana. Once a haven for spies, pirates, smugglers and explorers, the battle left naught but ruins of Maz Kanata's castle, a free port that served the assorted scum and villany. The proprietress herself had spent centuries as a smuggler and pirate. Who knows what treasures might still be buried under the rubble?

What do players need to do to prepare for the game
Familiarity with any of FFG's Star Wars RPGs (Edge of the Empire, Age of Rebellion, or Force and Destiny) helpful but not necessary. We will be using their proprietary diced game mechanic. Contact GMs prior to convention for character generation rules or to request pre-gens.
Teen-friendly, Adventure, Non-Amber, Role Playing Game, SF, Tabletop

Time and Again

538
Sean McCabe
Slot 1 - Thu 7pm-12am - 5 hours
SPACE FOR ANY 3 TO 5 PLAYERS

You are a passenger or worker on an ocean liner on New Year’s Eve 1899. It's 30 minutes to midnight when the lights go out all over the ship. That’s when the clock starts ticking. From that point on the game is played in real time and you have until midnight to stop the ship from sinking. If you fail time restarts. Will you be trapped forever or save yourself and everyone else on board?

What do players need to do to prepare for the game
Players will create characters ahead of time via email using altered Amber rules.
Adventure, Dark, Non-Amber

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