Wellington Anniversary Weekend January 20th - 21st 2018

Star Wars: Dead in the Water

Facilitator: 
Fraser

Across the Galaxy, the spark of rebellion has been lit in the wake of the destruction of the Death Star, the Empire's ultimate weapon.

Emboldened, the Rebel Alliance has significantly expanded its operations.

However, for your team, what began as a routine cargo run for Rebel Intelligence is about to take a drastic turn for the worse....

System: 
Star Wars: Age of Rebellion

Dusk City Outlaws

Facilitator: 
Paul Wilson

Dusk City Outlaws

Dusk City Outlaws is set in the sprawling city of New Dunhaven. The players take on the roles of criminals on the wrong side of the law, collectively known as the Right Kind of People to those who run in outlaw circles. These criminals come together to form a crew, and take on a Job, a criminal enterprise brokered to them by a third party.

Each member of the crew is a member of one of the eight cartels that rule over the city’s criminal underworld. These cartels each have their own turf, their own specialties, their own motives, and their own methods, but they are all bound together by the Arrangement, an agreement that the cartels entered into to preserve themselves against too much infighting. In short, the cartels agree that they have enough enemies without warring with one another, and that they all want the same thing: to get rich. The cartels agree to respect each others' turf, and while some bickering and fighting is allowed, large-scale conflict is forbidden, and revenge is frowned upon.

To maintain this peace, when someone from the cartels has a Job they want done, they call upon the crew, which has members from several cartels, to pull off the Job. Each cartel gets a cut of the take from that Job, and the crew gains some wealth, prestige, and influence, plus the promise of future Jobs from those brokers.

Once the Job has been assigned, the crew must come up with a plan, do the legwork to set it into motion, pull off the plan, and then survive long enough to get paid.

System: 
Dusk City Outlaws

Nightmare Town

Facilitator: 
Alasdair

"It was the middle of the day when the dame walked into my office. I could tell the moment I saw her that she was trouble - good-looking trouble, but trouble nonetheless. She slammed a foot-long wooden stake down on my desk and said she had a problem, a vampire problem, and she wanted it gone. I told her I didn't believe in vampires. She produced a thick wad of cash and asked how much. 'Honey, for $500 a day, I'll believe anything...'"

I'm going back to my roots for KapCon 2018: you'll be playing hard-boiled detectives working for the San Francisco branch of the Continental, stolen from Hammett. I'm going to bring to the table Tommy guns, fast cars, sultry seducers of all genders, clues, murder, extortion, arson, and because we love tropes: Vampires. You're going to bring hard-boiled dialogue, hard-boiled action, and hard-boiled morals. Together we're going to kill a lot of Vampires or die trying. Probably die trying.

System: 
Night's Black Agents

Soul Searching

Facilitator: 
Thomas Borrmann

Something is wrong in hell. There is a distinct lack of new souls arriving and the big boss is not happy. You and a random band of other devils are send to earth to investigate and reinstate the flow of souls.

The system is based on a house ruled version of In Nomine developed by someone called Björn. The rules are simple and aimed at allowing feats and stunts worthy of the masters of hell while providing for surprises and creating an utter mess.

System: 
House Ruled In Nomine Satanis

Watchers in Death

Facilitator: 
NZ Starlord

In the underhive of Bellaphon III something stirs, a malign presence that has lain dormant for generations.
In response to rumors of warp disturbances, and mysterious disappearances Inquisitor Amberley Vail of the Ordo Xenos embarked upon investigations in the main under warrens of Tarsis Ultra, the capitol hive of Bellaphon III.
Last transmissions from the Inquisitor are garbled, what little that can be deciphered by the Astropathic choir speak of untold horrors beyond the imagining of mortal man, and of cults whose devotion and loyalty puts shame tothe Imperial Creed. Few outside the Inquisition have knowledge of what could be the cause of such devotion, but to the Ordo Xenos the signs are eerily familiar.
The Ordos has little choice but to resort to its finest and deadliest weapon. The battle brothers of the Adeptus Astartes, those who make wear the sigil of the Inquisition in place of their chapter marking, are recruited, for a time, from the many and varied chapters of Space Marines. Exemplars in the arts of killing all forms of foul Xenos, clad in the Black Power armour, and armed with the finest instruments of death found in any Imperial Arsenal you are the emperor's finest
You are the Deathwatch

System: 
Deathwatch

Dungeon Delvers

Facilitator: 
Seth

Come explore a dynamically-generated dungeon using Dungeon Delvers, a simple d6 system with 4 classes, 3 races, spells, healing, conditions, and monsters.

System: 
d6, OSR

Hammer Haus

Facilitator: 
Seth

A widowed tavern owner needs a crew of builders to help finish building her retirement house. You're not doing anything this weekend, why not make some coin? It'll be easy!

System: 
Pathfinder, d20

Interface Zero: I Got a Funny Feeling

Facilitator: 
Seth

Interface Zero is a cyberpunk setting using the Pathfinder rule system. Get augmented, jack in, dye your hair.

System: 
Pathfinder, d20

The New Neighbours

Facilitator: 
Michael Foster

The teens of Grantsville, New Mexico, don't have a lot to do during the long hot Summers. Too old for stories of "Shiny Man" with his missing face and bottomless pockets for stealing children, or the vampire who supposedly used to live in the big ranch house back in the 70s. The new USAF tracking station has certainly revitalised the town, but it's not exactly a tourist attraction. Back in the 80s, plucky kids breaking into a military place was commonplace, but in a post-9/11 world it'll just get you shot. Meaning the so-called Alpha Kids are at a loose end and looking for a suitably interesting distraction to keep them occupied. Lucky for them some odd new people have moved in across the street...

System: 
Grantsville light

Dr Maxwell and the World Snake

Facilitator: 
Bruno Knewstubb

A group of young people running away from an orphanage are granted the power of the Nobilis! What super-powers will they be granted, why does the 600-mile long snake want to give away magic gifts, and should they trust Dr Maxwell?

Setting note:
Nobilis characters possess considerable power over one aspect of creation - such as fire or paper clips. While not all Nobilis are created equal, the chief limit on their power is their creativity. Cinematic awesomeness should overcome gritty realism. :)

System: 
Nobilis
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