SF

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Uncharted Worlds: Planetary Salvage

Facilitator: 
Idiot Savant

It was meant to be a simple job: recover a "package" from the locked cargo vault of a crashed starship on SR-388. And then everything went wrong...

"Uncharted Worlds" is a Space Opera roleplaying game of exploration and debt, powered by the Apocalypse. Players will select and customise their characters, including their relationship to the galaxy's key factions, before being dropped into an SF heist gone horribly wrong. How they dig themselves out is up to them.

System: 
Uncharted Worlds

Don't Mind the Donkey

Facilitator: 
Mike Foster

Welcome to Gately Comprehensive, a secondary school where no two days are the same. It could be anything, from the swimming pool being filled with jelly, a stampede of zebra through the gymnasium, right up to an alien invasion.
As the put upon teaching staff it's your job to take care of these problems, while ensuring you still cover all your classes, keep up with the marking and avoiding being volunteered for any extra-curricular activities. And all sorted in time for a pint down the pub after school, of course.

System: 
Something

Mission Drift

Facilitator: 
Mike Foster

The Mission could not be allowed to fail. Lives depended on your success.
Now you’re adrift in space and nobody knows what happened. You don't even remember the mission. But it hardly seems important right now, because you need to find out what's going on right now. The navigational aid has vanished, and that's never a good sign.

System: 
special

Doctor Who: FIFTY

Facilitator: 
Morgan Davie

Fifty years of Doctor Who! Here's a game to mark the occasion.

The Chatfields were an ordinary enough family, until 1963. Then things went a bit strange. And they kept on getting stranger. Over the ensuing decades they would keep crossing paths with a very interesting man indeed. He was called the Doctor, and he would change their lives forever...

This is an 11th Doctor adventure, so you'll be playing the Matt Smith incarnation and companions from his run.

It is also the Moffatiest adventure I could come up with. It will probably work best with people who've watched some recent Doctor Who and have enthusiasm for timey wimeyness. Obviously. But there'll be plenty of nods to the history of the show - classic Who geeks might enjoy the references, but you don't need to know anything about them to get along.

Anyway. This will probably be a bit unpredictable and might not work. It would be good if players came ready to set scenes and do some narrative stuff. Oh, and I have no idea how to end it, but that's just another Moffaty feature, innit.

System: 
Doctor Who: Adventures in Time & Space

Eridanus Rising

Facilitator: 
Viveka Nylund

The fantastically wealthy and eccentric Henry Delacroix is throwing his sixtieth birthday party in his vacation home in Antarctica, inviting the handful of associates who can actually stand to be around him. That night, old crimes will resurface and fallen souls will rise in rebellion. Isolated from the rest of the world, the guests must untangle the old man’s life and his disturbing theology in order to take sides in a cosmic battle. Their successes and failures will decide the fate of the gods and the future of the world.

A LARP with some very disturbing, adult themes from Shifting Forest Storyworks.

System: 
LARP (non-costume)

Shadows

Facilitator: 
IdiotSavant

This is a Traveller World hack of the original Traveler Double Adventure 1: Shadows. Science fiction adventure in the far future, powered by the apocalypse.

System: 
Traveller World

LARP: Hell is Other People

Facilitator: 
Michael Foster

On a cold and snowy night in the year 2213 eight very dangerous individuals gather in a bar, in the city of Baumgartner on the planet of Magellan.
Why are they there? Who are they? What connects them? And just who is the guy with the duck head?

Tonight, these questions will be answered, but possibly not to everyones liking.

This is a SF themed game, set in THE FUTURE!

System: 
freeform LARP

Silence of Graia

Facilitator: 
Jon Ball

Graia is a foundry world that produces Hellhound tanks for the Imperial Guard. Ten days ago an electrical storm formed over the main factory there and communication was lost. The next day a garbled message came through which suggested something sinister was going on underneath the veil of the storm. An Imperial Guard company was dispatched to the factory, but were knocked out of the sky by the storm. Another unit landed outside the storm and made their way in on the ground, but nothing has been heard from them. As the storm grows, the authorities believe a malevolent presence is behind it. Rather than let their factories be used by the forces of Chaos, they prepare to nuke the site from orbit. You are the last attempt to find out what is happening on Graia. Can you save the planet (and yourselves) from the darkness that lurks there?

Set in the Warhammer 40,000 universe, The Silence of Graia is an adventure using the Dark Heresy system. In a dystopian future where mankind must fight for survive in the darkness of the universe, the players take on the roles of investigators into what has happened on Graia.

System: 
Dark Heresy

The Discarded

Facilitator: 
Tigger

In 2172 AD the most repulsive mutant horrors were expelled from earth. For 14 long lonely years, you, the dribbling, infected, creatures of nightmare have been doomed to wander the solar system in a rusty shell of a space ship – The Kalistrate. No refuge to be found on any of the terra-formed planets. No place to call home.
In a society seeking the ultimate in physical beauty, what becomes of those who are less than perfect? A challenging role-play set in the future, confronting the roles of beauty and humanity.
Costuming: This is very open. There is one common theme: All characters have physical mutations of some kind.
This has NOT been designed as a combat game.

System: 
freeform

Shadowrun: Something Completely Different

Facilitator: 
Grant Robinson

It's Not Just a Show, It's a Happening

As any artist will tell you, the art scene can be brutal, especially in
a high-octane setting like Manhattan. There are plenty of horror stories
to go around—but none of them can touch what’s about to go down at the
Guggenheim.

In this Mission, Shadowrun players will find themselves in the middle of
an art opening unlike any other, with chaos and screaming and dancing
statues. Unless they keep their wits about them, the latest masterpiece
in the museum will be painted in blood—and to make things worse, if they
can’t defuse the situation, they might not get paid.

Something Completely Different is the latest Manhattan Mission, giving
Missions players a chance to learn more about the creative spirit behind
some of the city’s artistic masterworks while also giving them the
opportunity to shore up their alliances with powerful megacorps.

Note, this mission is a part of the ongoing Shadowrun Missions campaign
set in New York. You are welcome to bring along a character if you have
one prepared, you are also welcome if you don't have a character and
would like to try out the latest edition of Shadowrun, since I will have
sufficient pre-generated characters at the table.

Dice required: between 5 and 15D6

System: 
Shadowrun 4th Edition
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