A sequel to A Ghost Story: Ice. This is a diceless game in the horror genre, intended to be character driven.
Following the events of Ice, a wrathful spirit has taken its revenge on those that wronged her in life. Now, our investigators have gotten wind of a strange series of murders in Chicago. Could a new wraith have risen, or is this something even worse?
No powers, no special abilities. Just an irresistible desire to know the truth. There may be blood, gore, and use of graphic description to inspire dread. It's a horror story.
Prior players and new players are welcome. Characters will be provided.
LoGaS is great, right? A breath of new life to an old and beloved system?
I miss the Amberites.
This is a new campaign set in the LoGaS universe with LoGaS mechanics, but the chief NPCS are the elder Amberites, modified to fit.
There will be lots of political intrigue, and lots of room for characters to develop their own agendas. There will be big, world-threatening plots, and lots of side-plots/plotting. In short, its all that you love about Amber campaigns, but with the new life of a different Multiverse.
The year is 1851, the newly formed state of California is awash in humanity. Northern ports once held by Imperial Russia, a newly formed legislature in San Jose, and fortune hunters from around the globe in deadly confrontations in the Sierra Nevada range, if they survive to make it that far inland. Any sin or vice you desire can be found on Pacific street, if you don't run afoul of the Sydney Ducks. But there is one thing on everyone's mind: Gold.
From around the globe, sailing ships and steamers make their way to the San Francisco bay, they carry goods and people, and hope to leave low in the water with the weight of the gold they carry. With just two of its First Class Frigates in the Pacific, the US Navy forces are stretched thin trying to cover over 800 miles of coast.
You have been wronged. What are you willing to risk to set the world aright?
The State of California in 1851, as it might have been described in the writing of Alexandre Dumas. "Business? It's quite simple; it's other people's money."
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.
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
Player Characters are Shinigami, a Japanese version of the Grim Reaper. They dwell in a place known as Soul Society or the afterlife (also called the spirit world). It is meant to correspond to Heaven or Nirvana in Human belief systems. It is the place where most departed souls and the Shinigami dwell. The culture is based on ancient Japanese customs and traditions, with a blend of high technology and high magic. Soul Society is ruled by the Spirit King, formally addressed as The Heavenly Sunflower or informally as Benedict. In actual practice a civilian government known as Central 46 calls the shots. Shinigami are sworn members of the military and are honor bound to follow the orders of their superiors. Things have been changing more rapidly than normal in the Real World. Rituals that have long been powerless are now starting to work. Names that have been tossed around since time began are now being used in the present tense. Shinigami have gone missing and the Balance of Souls is leaking. A Task Force has been assembled to confront these new circumstances.
A FSP (First Series Purist) Star Wars adventure.
A long time ago in a galaxy far, far away....
It is a period of civil war. Obi-Wan Kenobi and Anakin Skywalker have traveled to the Seral Spaceport to meet with members of the Clone Revolutionaries that threaten the galactic peace.
Meanwhile, the IMPERIAL SENATE prepares for the very real possibility of GALACTIC WAR....
This game takes place about 20 years before A New Hope and will explore what the universe might have been like before the classic sci-fi trilogy. Players will build their characters by e-mail using the KEY RPG system before the con. The order of the Jedi have been dwindling for centuries and are believed by most to be a myth, but players can play Jedis if they wish. There's also plenty of opportunities for scoundrels with a weak spot for hard luck cases, soldiers with a conscience turning away from their training to do the right thing, or any other character concepts...as long as you are a character with some sort of moral code. (NO DARK SIDE CHARACTERS.)
Please note: To be clear, nothing that happened outside of the original movie trilogy is canon for this game. No Jar-Jar. No Trade Federation. This is an alternate Star Wars universe.
Deep in antiquity, a Court rose up around the edge of the Abyss. It is a land of great splendor and imagination, as the people have learned to harness the energy of creation that the Abyss provides. Art, music, architecture, literature, poetry, magic... the Court overflows with wild creativity and abundance.
In celebration of the 500th Cycle of the Crimson King's rule, all are summoned to rejoice with the Court. There will be a tournament, balls, exhibitions, feasts and revelry. Everyone is invited, from the highest Lords and Ladies to travelers and those in the lower walks of life. But amidst the gaiety, rumors emerge. Tragedy strikes.
This game is set in the early days of the Courts of Chaos, before the drawing of the Pattern. More Court, less Chaos, and plenty of room for creative interpretation.
After the ravings of the dying Body in the Library of Castle Amber (yes it was Brand) lead our intrepid heroes though the Corridor of Mirrors to the Grand Stair, our heroes find themselves in possession of a Key - Kolwynia, the Key that was Lost. Now the trouble is everyone wants that Key and our heroes don't know whom to trust and where to turn for help, the Powers they know are ...different here on the Stair and the way back to Amber seems blocked.
This game is a continuation of last year's Body in the Library Amber to Lords of Gossamer Crossover. New and returning players welcome. Character creation and modification/advancement for returning players will be handled pre-con via email with the GM.
“Voices and visions’ll give you the choices to take! But voices and visions leave you the decisions to make!” A walk around Castle Amber can sometimes lead to the unlikeliest of places. Remember that one misstep can lead to happiness or misery. Where will this walk take you?