all of your ‘game sparks’ belong to us

So for my own brainstorm, I’m collecting all unrealized Game Sparks from the 15 years of this blog to see if I’m going to run a new game in slots at Ambercon US. For many of these ideas, they became ACUS games, so they will not appear on this list.

Please consult your Doctor before using Game Sparks.

 

Asskickers of the Fantastic

Once you were a mortal. Not anymore. Not since you died. The world however is becoming overrun with Fantastic Abberations like the one that killed you. Isis doesn’t like the direction things are taking. She’s pulled strings. Now you’re back in the land of the living, your one geas: kick ass! Your only comrades: Asskickers of the Fantastic!

 

the League of Extraordinary GentleMonsters

The darkness in the world was almost gone.

A few noble souls around the globe toiled for decades and succeeded in cutting low the masterminds of evil. Now a new generation inherits a better world…. until an improbable series of events starts a war that engulfs all of civilization. France and Germany are the center of the battlefield. Most of the world is taking sides. Weapons of this new war are taking lives at unimagined levels—What single event triggered it? Brought the darkness roaring up out of the trenches of the Bloody World War? Now France is a wasteland with a few scattered souls hiding from the dark. Germany is largely uninhabited except by the undead. Holmes is an old man now, but he knows many things. From his wheelchair, he telegrams to distant corners of the globe for those few Gentle Monsters that were never trusted enough to join the side of Good.

He has sent for you.

 

The Dire Tower

Up they go. It is a climb after a night’s search, but they are close to goal and quick up the height of the tower. Above now, they see beyond the railings not just the castle laid out below, but an overlay of colored mist that soon shows them a figure in battle. The mist rolls rapidly and the scene moves in slippery jumps until the figure dies, bravely tossing off a curse to his enemies.

This mist changes into a different figure, another man. In a narrow lane of a dark city, he fights like a dervish and dies speaking a vigorous curse upon his foes.

Again, the mist becomes a woman on an orange horse surrounded by a hundred foes. She cuts into them like wheat, but is dragged down in slippery moments, her mouth silently screaming their doom.

Again.
Again.
Again.

As our cousins realize they are seeing the complete roster of the Blood of Oberon gone down into death. Men and women not even remembered now.

Time to leave, perhaps.

 

Pawn to Queen’s One

What do you get the fellow who has everything? Who takes the throne of Chaos by surviving assassinations? Who wears a spikard and keeps another one nearby in a vault?

The Chaos Elders get King Merlin a bride.

Merlin makes it through his ‘gauntlet’ fifty-years as Heir and becomes King of Chaos. Now he has to guide some poor gal through the same process. He needs a queen.

The PCs are the best candidates from every House of Chaos. The assassins are primed. The fifty-year period of courting has begun.

Ready.
Set.
Go.

 

The Lessima Protocols

Forms of ceremony and etiquette observed by House leaders are called House Protocols. This also means the code of correct conduct—including the secret methods by which Chaosi Houses handle their internal justice, resources, and ecology.

There is nothing more sacred than the House Protocol. It is the accumulated secrets of success for a House. It is worth your life and/or career to leak protocol secrets to another House. An anonymous offer has reached a few Chaosi Houses of a complete set of House Protocols that are available for barter.

Unthinkable.

And the exchange desired is even more unthinkable. The Protocols are for the vanished House Lessima. And the asking barter is one of the two known spikards held by the Houses of Chaos.

PCs are Chaosi who are asked to find and recover the Lessima Protocols before someone takes the awful step of trying to steal a spikard from Thelbane. If any of your team are caught or killed, your House will disavow any knowledge of your actions.

May the Serpent watch over your soul.

 

Ambassador ExtraOrdinary

The other PCs notice the Ambassador-Extraordinary to the Fae Court is much distracted of late. Sometimes the A-E seems to be in a fog, or tired, or generally not themselves. Food is being ignored—always a bad sign with amberite appetites.

Perhaps the A-E is looking a bit pale.

The Khan of the Zhan Zi is known as Shi-Who-Must-Be-Obeyed. Shi has taken a shine to the A-E and there are long ‘diplomatic’ sessions in the Black Palace of the Zhan Zi through the prolonged nights there.

Direct questions to the A-E often only garner an enigmatic smile. A very good friend of the PC may find in confidence that there is an affair in progress between Shi and the PC.

Any actions here need to move carefully. The Fae are very different than Amber and have strange magics. One certainly cannot forget that some of the Fae are worshipped by the warrior culture of Ghenesh. The King would not be pleased to be confronted with diplomatic fury as a result from actions of the PCs.

Is some sort of tax being charged of your Cousin? Does the A-E know about it or is she/he fogged by glamour?

 

A Farewell to Spikards

And how do you verify that weapons put down are really gone? When does a forbidden tactic become viable again? Who watches the watchmen? When the consequences are so far in the past that the present needs to re-learn the lesson, those weapons come back.

IMC, the spikards are forgotten and forbidden. There are very good reasons for not opening the vault and bringing them back into use.

But they are used. In canon.

Would Chaos continue to restrain itself if Corwin and Merlin and Rinaldo use spikards routinely? Would Darrheabarr? Would Glantri?

Is there no way to put the terror of spikard misuse to bed once and for all?

The Lords of the Living Void invite the PCs to go on a surreal journey to un-make the spikards and remove this threat against the future of civilization once and for all.

Volunteers take one step forward.

 

Chaosi Pilgrimage

Six Chaosi arrive in Amber. They are secret cabalists who (despite Swayville’s outlawing the cult celebration of amberites centuries ago) have made their way, at great cost, to Amber. Now they have a chance to see the Worthies and perhaps take home some exalted experiences.

 

the Demmed Few!
Restrictions: PC’s must be from Chaos built for 70 pts. Characters submitted to GM prior to convention can be built for 100 pts. No Logrus, no Pattern. Note special costs for powers at web site.

Before your eyes your Chaos Elders incandesced in Logrus-spun fires as the Wavefront passed. Now younger cousins gather your remaining troops and beasts. The Black Road remains yet, but sorcery fails and your flyers have fallen sickened from the horrid blue skies above. Trump does not work. All your Chaser and Guardian demons are black bones but a few Chine survive. Scouting suggests you outnumber the remaining enemy eleven to one. Your allied House commanders confirm none of their Logrus wielders survived the Wavefront. What foul weapons have the Amber madmen loosed? Can you rally before they strike so again?

It falls to you! For your fallen blood! For your House! For Fidelis!

Gerard and his skirmish forces are all that remain between the ragged strength of Chaos and the castle on Kolvir. Your honor demands the enemy shall surrender or perish. What are your orders? Will inexperienced allied officers support you? Can you convince Amber to surrender? The Black Road War shall be won or lost by the Demmed Few.

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