Ambercon 2016

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Agents Extraordinary

455
Kit Kindred
Slot 2 - Fri 9am-1pm - 4 hours
FULL

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.

What do players need to do to prepare for the game
Players should have some familiarity with the style and tropes of 1960s era cinematic espionage. Please email kitkindred@gmail.com ASAP to request a character. The mission will be based on which characters are in play, so please contact the GM ASAP. Pregenerated characters will be provided. Characters will be cinematic spies active in 1966 and cinematic spies created after 1966 whose histories would allow them to ave been active in the mission in 1966. Characters such as the Avengers, the men and women of U.N.C.L.E. and the I.M.F. are all options. Comedy, parody, comic book, and cartoon characters will not be options. There is no set list of characters. Request one and if it is viable and available, I will create the pregen for you.
Teen-friendly, Adventure, First Game, Mystery, Non-Amber, Other Genre, Role Playing Game, Series, Strategic

An adventure in the Dresden Universe: Victims of the Denarians

332
Michael Kucharski
Slot 2 - Fri 9am-1pm - 4 hours
FULL

Heroes are sent to the Garden of Eden to save the world.

What do players need to do to prepare for the game
New players need to contract GM to generate character
Teen-friendly, Series

Blood, the Shadowing: Ace of Spades

538
Matt Andrews
Slot 2 - Fri 9am-1pm - 4 hours
FULL

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

What do players need to do to prepare for the game
Characters are built using the Amber DRPG system using 115 points if sent in before the con (Contact Matt Andrews (curgoth@memento-mori.ca), or 105 points if built at the con. All attributes are pre-sold down to Human level. See The wiki's char gen page (http://www.memento-mori.ca/dokuwiki/doku.php?id=rpg:blood_shadow:character_generation) for more information on power availability, etc. Wacky custom powers welcome if negotiated in advance. PCs should choose a faction to be allied with.
Teen-friendly, Adventure, Amber with a Twist, Ongoing, Role Playing Game

Emergence (1 of 2)

512
Rae H. Williams
Slot 2 - Fri 9am-1pm - 4 hours
2 TO 7 RETURNING PLAYERS ONLY

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.

What do players need to do to prepare for the game
Show up.
Campaign

Infinite Amber: Eternal Cities on the Edge

Board Room
J.P. Brannan
Slot 2 - Fri 9am-1pm - 4 hours
SPACE FOR 3 TO 8 Returning Players given preference, New Players welcome

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.

What do players need to do to prepare for the game
Characters will be King Random's nieces and nephews. An alternative rule set will be used for "Infinite Amber", which will be circulated online. The GM will contact players to help with character generation prior to the convention. (For people already familiar with this: we'll be using the Infinite Amber version 2.1 rules, a simplified revision of rules that have been played at other conventions.) GM is willing to assist with character generation or even provide pre-generated characters if notified in advance: jp@brannan.jp
Teen-friendly, Adventure, Ongoing, Role Playing Game, Series, Tabletop, Traditional Amber

Merlinspawn (Friday Morning)

555
David Vandenabeele
Slot 2 - Fri 9am-1pm - 4 hours
SPACE FOR 1 TO 5 Returning Players given preference, New Players welcome

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.

What do players need to do to prepare for the game
Submit a one paragraph description of your character, I'll ask a few clarifying questions, and off we go! david.vandenabeele@gmail.com
Adventure, Non-Amber, Ongoing, Role Playing Game, Series, Tabletop

Muppet Paranoia

339
Amanda Robinson
Slot 2 - Fri 9am-1pm - 4 hours
SPACE FOR ANY 3 TO 8 PLAYERS

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."

What do players need to do to prepare for the game
Pick a Muppet. Traditionally, Paranoia characters have a mutation and a secret society. You may pick them at character creation, or risk having them foisted on you by the GM when she feels like it. Suggestions for Muppets include: Kermit-G-FRG, Pigg-Y-MSS, Scoo-O-TER, Gonz-O-GRT, Fozz-Y-BER, Rowlf-G-DOG, Docto-R-TTH, or whatever else you come up with.
Teen-friendly, Humor, Non-Amber

No game in slot 2

Slot 2 - Fri 9am-1pm - 4 hours
SPACE FOR ANY 1 TO 1 PLAYERS
What do players need to do to prepare for the game

Tales of the Escalara: Our Gang

401
Kris Kunkel, Tara Kunkel
Slot 2 - Fri 9am-1pm - 4 hours
SPACE FOR 3 TO 8 Returning Players given preference, New Players welcome

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.

What do players need to do to prepare for the game
PLayers of last year's Fountain Rotunda game are welcome to revisit their characters, but new members of the gang are welcome. 0 point LoG&S characters, pre-gens available, communicate with GMs prior to con for authorization or pre-gen customization, returning players contact GMs for advancement.
Adventure, Exploration, Humor, Lords of Gossamer & Shadow, Non-Amber, Role Playing Game, Series, Tabletop

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