1966. While the superpowers vie against one another in the Cold War, the real battles for the fate of the world are being waged in secret by elite agents.
Now, extraordinary circumstances demand that the world's greatest secret agents come together to face a threat greater than any one nation can handle. From the streets of Vienna to the casinos of Monte Carlo, the dark forces of SPECTRE, THRUSH, and SMERSH are making plans and the secret war for world domination has begun.
Heroes are sent to the Garden of Eden to save the world.
For centuries, the Blood have warred on Earth, hidden from the world at large. Long-lived and possessed of powers beyond those of normal men, their origin shrouded in mystery, the Blood battled in secret. All that changed when The Adversary came, seeking to draw the world under the shadow of his rule. Can the Blood set aside their differences to fight back and save their world? Blood: The Shadowing is a loose, episodic series - you don't need to have played in a previous game to join in.
The strongholds of the Blood's factions are shattered, and the Blood are on the run. The Adversary has infiltrated the governments of the world, twisting the minds of the unBlooded. Can the Blood unravel his schemes? If so, the question, as ever, becomes - who will take control?
Blood: the Shadowing is set in the world of Blood Shadow. It is an Amber game, but the players are unlikely to see Amber, and have no knowledge of the place. The Blood are the distant descendants of one or more Amberites who spent time in the Shadow a long time ago. Think World of Darkness, The Highlander TV show or The Matrix for a general feel - a modern world where people somehow manage to conceal large weapons under their trenchcoats. For more info, see here
Year 19: Will the characters survive and make it to Year 20? That remains to be seen. Is Cthulhu really gone? Or are the players just insane? Another year, another mess.
Amber: eternal; the city without an end. After the adventures of Corwin and Merlin, it is no longer believed to be the center of the universe. Instead it is one pole of reality. War and rivalries have reshaped the universe. Kings Random and Merlin sit on the thrones of Amber and Chaos. Random will call upon all the resources at his disposal to preserve and reassert Amber's primacy. Those resources include you, his nieces and nephews, the latest generation of Amber's growing royal family. Together you'll face a threat unlike many Amber has faced before. And if at all possible, don't let King Merlin know anything is going on. He'd only make it weirder.
Scratch that. It can't get any weirder. It may be time to tell Merlin.
NOTE: Though technically an 'ongoing series' this is highly episodic and new players will NOT be at a disadvantage.
Our heroes in Her Majesty's service are swept up in an ancient conflict between recently reborn faerie courts. Specifics of the plot will be tailored to the characters present. Some elements may carry over from slot to slot, but these are separate events.
Steampunk Victorian England a century after the return of Merlin and the reawakening of magic.
Your mission, should you choose to accept it (and if you don't accept it, you are clearly a commie mutant traitor and will be executed): Put on a show.
If your show is acceptable to The Computer, you will be the stars of Alpha Complex. Since the only conceivable reason it would not be acceptable to the computer is that you are commie mutant traitors who sabotaged the show, if the show is not acceptable to The Computer, you will be executed.
Players should be passingly familiar with The Muppets. Using funny voices for your Muppet is not required, though if you want to do it I'm certainly not going to stop you. Players will find it easier if they've at least read the Wikipedia page on the Paranoia roleplaying game, but you can probably muddle along with just "Security clearances are color coded, and you're going to get shot a lot but you've got spare clones so don't worry about it too much. Also, The Computer is your Friend."
Whether they followed a stranger through a magical Door or escaped from a sinister Expanse, there are children here that are more than just seen or heard.
These are their tales.
The Grand Stair has many gathering places and well... a kid's gotta eat, right? Welcome to the Agora. Just don't let them catch you picking pockets or shoplifting.