GM: Richard Cunningham
Description: The two great kingdoms, Amber and Chaos, have subsided into an uneasy peace, following the War. But something….strange is happening in Shadow. The realms beyond Ygg are growing ever wilder, more difficult to cross. Portents of Doom abound, and Cards speak of great Change. Or great Destruction.
A handful of the Blood find themselves at a crossroads, here, with the fate of the Kingdoms in their hands. To them will fall the Choice, be it either Life, or Death.
Of course, they may not all agree…..
[Game takes place after First Series; Second Series has not happened. Slightly bespoke character generation rules, to be issued by GM]
Characters: Characters must be of the blood of Amber (although may be of mixed heritage), and must be possessed of strong feelings towards the Courts. Could be (for example) a child of Eric, who blames Chaos for their father’s death and hates it with a passion; a child of the Courts, born and raised to rule, who views it as a beloved home; some kind of love/hate impulse from a scion of the redheads; anything, but not apathy.
1/2 First Contact
GM: Vivek Dasmohapatra
Description: It will be a mostly standard game but the players will not be Amberites: It is not a direct continuation of the Serenissima games I have run before but it will be set in the same continuity (and some time after those games) should any players wish to return.
Characters: Characters should be based on 150 points with no pattern or logrus, unless they are returning characters in which case I’ll work out advancement with the player before the game.
Players: 6 – 8
1/3 The Sable Game
GM: Trish Hart
Description: The PCs are talented mortals who are the trusted agents of the King of Sable, chosen to help in the smooth running of the Kingdom, and to thwart the plans of Sable’s age-old enemy, the Reich, as well as those of newer enemies who have come on the scene in recent years, and any other threats to the Kingdom which might arise. Preference will be given to returning characters from any iteration of the Sable Game.
Setting: The game is based in a Pattern-based world, but the setting and NPCs are specific to the Sable Game. Full details are available on the game website at: http://www.sable.org.uk/.
Characters: Preference given to returning characters.
Character generation is based on 85 points starting at Chaos stats, and only limited powers are available to players. Players must have email access, as I’m not willing to do character creation at the con.
Players: 2 – 7
1/4 Princes of the Universe
GM: Simone Pharoah-Metcalf
Description: Oberon lied. Not just about the little things. You only found out the truth when you walked the Pattern. Yes, the Pattern can only be walked by one of your blood, and is fatal to everyone else, but it doesn’t grant the immortality and other powers that Oberon has always claimed. Sure, you’re tough, strong, and good in a fight. Mostly due to good nutrition and excellent training from an early age. And Oberon made sure to choose good breeding stock. It’s not a bad life though, if you can ignore the punishing training regime you grew up with, and you can fake the special powers with magic.
Then suddenly Oberon is gone and all his lies come back to haunt you.
Characters: Pre-generated elders. List your 3 favourites. Costumes, props and swaggering encouraged.
2/1 Tomes of the Vortex
GM: Anthony Edmonds
Description: Every man and his cat seems to have unraveled the secrets of trump artistry, no more are people struck with wonder at the little cards… and when something gets into the hands of the masses, it is only a matter of time before someone experiments too far.
A new form of trump has surfaced; faster and without the energy or concentration requirement – and also horribly disruptive to the operation of and fabric of shadow. No shadow is safe with the power of the Vortex Tomes.
Players: 4 – 6
2/2 When Darkness Falls
GMs: Seana and Louisa McGuinness
Description: Twenty years ago, Earth was infiltrated, and invaded. Now, it is a feed lot for the Thell. They collect a tithe of people every year. In the controlled territories people are registered, encouraged to have lots of children… farmed for their souls. But only a few out of a given population.
And it’s so much worse if you object…
Of course, in the uncontrolled territories their minions and they hunt as they will, as they dare. It’s not a free meal. There are some settlements that hold out, a precious few places where humanity is still free. Welcome to the resistance.
Characters: More concrete guidelines will be provided before the con, but in general you are the legends of the resistance, the names they whisper around campfires to boost morale, the names the quislings amongst the controlled territories fear. You’ll also need to decide on an Amber parent, though you won’t know of them.
Players: 4 – 8
2/3 The Seagod’s Own
GM: Keith Pharoah-Metcalf
Description: Fuelled by the Renaissance in Artifice and Art bloody wars continues to rage across Shadow and the Trade Circle and the White and Gold Banner of Amber continue to advance. In the Imperial City, the Empress Fiona has decreed that the Realm of Rebma should become a protectorate of the Empire for it stands too near the heart of Imperial Rule to allow it to remain independent any longer.
Cut off from her old allies with the recent victories of Amber. Betrayed by those she thought of as friends Queen Moire casts aside the worthless Treaty of Jade and turns to the City’s Generals, Nobles, Magnates, Scholars, Artificers, Crime Lords and even the Herders and Farmers in a desperate attempt to stem the tide. “Citizens of Rebma, we face now the end of our way of life and the loss of our freedom, and for many gathered here, our lives. We have all heard of the atrocities committed in Begma after its surrender to General Caine and his Sea Wolves I say to you no more! Rebma will not beggar her peoples to feed neither Amber’s wars nor sit quietly when She hears of the deaths of her children in Amber’s factories. We know the value of Amber’s promises and the price of her protection.
If we must pay in blood let it be for Rebma and not any false promises of her enemies!”
Characters: You will form the War Council of Rebma and your decisions and actions will shape the future of your homeland. Will you support the Crown, side with Amber, or use the opportunity to further your own agenda. Characters will be created on the day using the standard bidding system and based on 120pts. Brief background notes to follow.
2/4 The Mystery of Misty Rease
GM: Richard Urwin
Description: Life at the Carlos Cory School for Gifted Orphans is not a bed of roses; the academic regimen is punishing and the discipline is worse, but once a year you get to go on vacation. Two years ago you visited Miss Flaumel, and instead of going to socialite balls, you rescued Miss Trees from a sabre-tooth tiger and a sticky end. Last year you went camping in the national forest, and instead of rock-climbing, white-water rafting and so forth, you defeated a dozen demons and saved the world. It makes a change.
This year you are not going camping. All that rock-climbing, and rafting and stuff can be great fun, but it’s also cold and dirty and the food is terrible. This year you have a much better plan with more fun, better food and far fewer teachers. Just as soon as the rest of them go off camping and most of the staff clear off, you can put your plan into action. You have to admit though, it would be easier to organise your secret vacation if that new kid did not keep popping up. Everyone knows it is tough going to a new school and making new friends, especially if your parents have just died and stuff, it’s easy to try too hard. But does she have to follow you everywhere?
Characters: Characters comprising teenagers of between 11 and 14 years to be created by the players before the con.
For Character design requirements see http://www.soronlin.org.uk/the-mystery-of-misty-rease or contact the GM.
This is a continuation game; new and returning characters are welcome.
3/1 The Guns of Albion
GM: Jonathan Amery
Description: A continuation of last year’s Five Princes in Paris. There should hopefully be fake french accents, some sillyness, and I might even manage to get a plot nailed down before Ambercon starts….
Characters: Continuation game. New players are accepted, but I’m expecting that most of last year’s players will be interested again.
GM: Tim Hart
Description: Starting out in a world very similar to ours, this game has evolved as the characters have discovered a multitude of other worlds, and powerful beings that consider themselves superior to the locals.
Now, the Regiment of the Keys, reporting directly to Her Majesty the Queen, is the last great hope for Earth, keeping the world safe from others, keeping the people of Earth safe from the truth, and increasingly keeping themselves nicely supplied with the booty and loot which seems to naturally occur when dealing with mega powerful interdimensional criminals and enemies – I mean – we can’t hand it in, can we? We’d have to explain where it came from them…
Setting: New characters start out on Earth, modern day, with some reason to have come to the attention of the Regiment, either as a straight recruit or as someone with some ‘special’ talent, that would be useful.
Characters: Characters will be created by use of an email quiz, which must be completed before the con. While points exist, they will not be known to the players, and may be awarded arbitrarily by the GM depending on game events. Existing characters may get some development, depending on what they have been doing.
The actual scenario this year will greatly depend on who signs up to play the game – there are getting to be so many loose ends in this game that it would be nice to actually clear some of them up.
Players: 8 – preference for returning characters
3/3 The Man from A.M.B.E.R – The Kashfa Consignment Affair
GM: Jason Pickering
Description: ‘Open Channel D – Mr. Waverley please.’ A well-groomed dark haired man is standing in a quiet corner speaking into an odd-looking pen. Somewhere a trump connection is made.
‘Ah, Mr Solo – your report.’ It is an elderly stern-faced gentleman sitting in a well appointed office that replies.
‘Well Sir, our erstwhile members of Kashfa society is here in Monte Carlo spending money like it was confetti.’
‘I believe that he and his companion have received an invitation to a party night at the …..’
The line goes dead.
‘Mr. Solo? Do you still read me?’ No reply.
A flick of switch on a panel.
‘Can you send in the new team? I think Mr. Solo needs some assistance.’
Characters: Players are all newly recruited agents for a certain semi-covert agency charged with protecting Amber and the Integrity of Shadow from the Agents of CHAOS and other threats. Modified character generation will apply – I will contact players with details.
Players: 4 – 6
3/4 A Tale of Two Cities
GM: Alan Wake
Description: “It was the best of times, it was the worst of times, it was the age of wisdom, it was the age of foolishness, it was the epoch of belief, it was the epoch of incredulity, it was the season of Light, it was the season of Darkness, it was the spring of hope and the winter of despair….”
In Amber and the Golden Circle, Oberon’s new queen wages a war against the unbelievers with fire and steel.
In Rebma, the machines have all stopped, the glades are at peace and the swords turned to ploughshares.
Why should anyone be concerned that a long-neglected undersea crypt is empty?
Characters: Characters are Rebman nobles. Events occur during Oberon’s reign, when Amber begins its rise to greatness. Details on Powers from the GM.
160pt characters; Constructs developed with the Shadow Knight rules will be considered if submitted before the Con.
Players: 6 – 8
4/1 Pirates of the Cabra seas
GM: Richard Cunningham
[still working on the description, but, like, pirates, in Amber, right?]
[still working on this, too. It’ll be good, promise]
4/2 Warlord’s Quadrant
GM: Stephanie Itchkawich
Description: Genre: Amber meets Space Opera
Setting: A far future Shadow high along the tech spectrum
Player characters will be part of a joint task force between the Amber Crown and the Chaosian Crown charged with investigating a vessel known as “the Norn”. The intelligence gathering services of the respective Crowns have determined that this craft is the likely source of numerous Shadow boundary incursions and has been leaving half healed rifts in time and space that span multiple Shadowverses as a sort of wake through realities. Characters are asked to report on the nature of the vessel, its status as either an artifact or as a blood creature, and its tactical and strategic capabilities/vulnerabilities. Similarly, the Crowns wish to ascertain the intentions, allegiances and capacity of the agents that currently manipulate it.
Characters: Players may choose Amberite or Chaosian heritage and have 250 points to arrange as they see fit. All artifacts and power items must be approved in advance by the GM.
Players: 6 – 8
4/3 The Amber Strain
GM: Pete Marshall
Description: “Be wary of tools, the more powerful the tool, the more difficult it is to tell that which is using from that which is being used. This has caused me no little inconvenience in the past.
A man with binoculars. That is where this story begins: with a man standing by the side of the road, on a ridge crest looking down on Phoenix, on a winter midnight. Lieutenant General Manchek must have found the binoculars difficult. The metal was cold, and he was clumsy in his fur parka and heavy gloves. It was the image he saw, a small delicate chatoyant aurora dancing to some unhearable music, that made his decision. The card was in his wallet, not that he needed to read it anymore. All that was written on it was “In case of fire call Division 87”. Time to make the call.
Characters: PCs are humans, with 60 points starting from human (defined as 10, so Chaos is 25 & Amber is 35) [No, you cannot sell down!]. Players will be sent notes describing character generation & other alterations to the rules. (Main one is that all bladed & bashing weapon combat now falls under Strength, aimed weapons stay under Warfare.) No Powers, major or minor although in game other things may happen… Characters’ backgrounds will be limited to those that logically would investigate a physical phenomena that is regarded as some sort of Security/Environmental threat (i.e. there will be radiation!)
Time period for this game is pretty much now.
4/4 Descendants of Amber
GM: Andy Ransom
Description: You always knew you were different, special in some manner, but you didn’t know why until you were contacted by a mysterious stranger calling himself Ghost. He told you you were not alone that there were others like you and what’s more there were also people hunting you!
A game based on Shadow Earth with a slightly Heroes-esque (as in the TV show) flavour.
Note this is a new scenario and while it will build on the events of last year’s game, no previous knowledge is required, new and returning players welcome.
Characters: Characters are all of the blood of Amber but grew up on shadow Earth with no knowledge of Amber or shadow. Powers and abilities will be limited to those you could have inherited or learned while growing up on Earth (basically no Pattern/Logrus/Trump or Shadow travelling abilities).
Full rules for character generation to be provided before the Con.