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Tabletop RoleplayingRead your character's stats. Listen to your GM set the scene. Maybe roll a few dice. Above all, sit down and get into some tabletop roleplaying at Unicon. [ a macguffin called agrippa
| Beginner's Guide to Villainy |
Bill and Ted's Heinous Mission ]
[ back to the top ] Wanted: Four youths of craven heart and malevolent demeanor to administer fitting and ironic punishment to the pleasant people of Goodland. Good rates and bonus pillage. Work with the Public and the Undead. Willingness to maim indiscriminantly and ability to lead hordes of bloodthirsty villians a plus. Previous experience in terrifying the innocent not necessary. Must have own horse. Be Evil NOW! Applications must be made in person to Baron Evil. A single session AD&D
2nd Edition game for four. [ back to the top ] Hi. Welcome to the future. San Dimas California, 2693.
The air is clean, the water's clean, even the dirt is clean...this
place is great. But it almost wasn't. You see, 700 years ago the Two
Great Ones ran into a few problems. So I had to travel back in time
to help them out...more than once.
Now, my most excellent bosses the Three Most Important
People are sending me back again. In 1993, two years after the Two
Great Ones sent their message of hope and love to mankind, dark Satanic
powers are threatening to destroy the world in an all-consuming Apocalypse
well before schedule. Only the Two Great Ones, with the help of some
old friends, can stop the coming catastrophe. Hey, come on - did you
think they earned their titles only by forming the world's greatest
rock band?
So look out Forces of Darkness: Bill and Ted, Wyld
Stallyns, are coming for you!
A four-player single session game by Three Books based on the Bill
and Ted films, using our own rules that we made up. [ back to the top ] Blood
Calls For Blood 'We tell the tales of heroes to remind ourselves
that we also can be great' The shadowlands, the dark twisted nightmare of a
fallen god, a blight on the fertile green lands of Rokugan. For almost
a thousand years the Crab clan have performed the grim task of preventing
the advance of the Dark One's armies. Only one disgrace haunts the Crab,
only one defeat have the Crab never been able to avenge. Hiruma castle.
And while it is held in the dark lord's grasp, one of the Great families
of the Crab goes without a homeland, without honour, without a name.
On my blood this will change.
- From the journal of Hiruma Katsuda, recovered after his death during an attempt to retake Haikyo no Hiruma (Hiruma Castle). "Blood Calls for Blood" is a one session Legend
of the Five Rings game, for four players. [ back to the top ] Captain Planet
What do you do... Fire! after saving the world? Wind! You get on with your life. Water! But there’s always one last chance... Heart! For you to regroup, reform, By your powers combined... And do it all again. I, am CAPTAIN PLANET! Only this time, ... Captain Planet is dead. Go, Planet! A single-session game for five Planeteers. [ back to the top ] March 14, 1996 – US Military fly-by satellite picks
up unusual gravitational readings at Antarctic.
March 21, 1996 – Project Moondust recon team confirm
presences of downed alien craft in lower ice strata.
April 20, 1996 – Orpheus Station construction begun above crash site. May 1, 1996 – Excavation of crash site begun. May 28, 1996 – First ice core samples surrounding craft confirm ship predates to 29k BC. October 20, 1996 – Orpheus Station confirmed as chief Aegis alien research facility. Aegis Antarctic presence validated for next 20 years. August 3, 2000 – Contact lost with Aegis Antarctic research base during routine operations. August 5, 2000 – Aegis Prime contingency, A94Rb. Ocean military vessel ‘Hector’ sent with full compliment to respond to crisis. 4 days till land fall. August 6, 2000 – Emergency response team assembled for immediate reconnaissance before main strike force arrives. A one session Conspiracy
X game for four to six players by Scott Vandervalk and Cameron
Fraser. [ back to the top ] Captain's Log, Stardate 1245.6 My faithful science
officer, Mr. Potato Head, has been taken prisoner while investigating
the life-forms of the planet Cussen. I am about to lead an away team
to the planet's surface, along with Security Chief Buzz, Medical Officer
Jessie and Xenohorse Bullseye. Security Officer Ham will be standing
by with a full compliment of marines if anything should go wrong...
- Captain James T. Woody Star Trek meets Toy Story; find out what
happens when Andy's cousins visit... [ back to the top ] ‘German society in the 1930s was permeated by antisemitism,
racism, a utopian vision of humanity organized under German Hegemony,
and a deep-seated and basic callousness towards human life. All of
these elements contributed to the form of warfare waged by Nazi Germany
and were themselves reinforced by the war. Large and varied segments
of this society accepted the basic tenet that the Jews had to disappear.
Although the way to effect this disappearance was not clear, humanitarian
considerations were in any case irrelevant (Yad Vashem Publications;
http://www.yadvashem.org.il/holocaust/faq/index.html:
18/07/2000).’
In the mid-20th Century the Get of Fenris were torn
apart by belief.
‘There is no precise figure for the number of Jews
killed in the Holocaust. The figure commonly used is the 6 million
quoted by Adolf Eichmann, a senior SS official. Most research confirms
that the number of victims was between five and six million. Early
calculations range from 5.1 million (Professor Raul Hilberg) to 5.95
million (Jacob Leschinsky). More recent research, by Professor Yisrael
Gutman and Dr. Robert Rozett in the Encyclopedia of the Holocaust,
estimates Jewish losses at 5.59-5.86 million, and a study headed by
Dr. Wolfgang Benz presents a range from 5.29 million to 6 million
(Yad Vashem Publications; http://www.yadvashem.org.il/holocaust/faq/index.html:
18/07/2000).’
Feast of Worms is a five player, two session, Werewolf: The Apocalypse game set around the Third Reich, exploring the role of the Get of Fenris within it. As this game contains concepts and ideas that are harsh, unyielding, unsettling and deal with the darker side of human nature, an ability to deal with ethics and morals that may be in direct conflict with your own will be helpful (player discretion is highly advised). The contents of this game are not intended to discriminate, promote or condone the various historical aspects of the game, rather it is an examination of the why, how and wherefore of what happened so that such a series of events has less chance of occurring again. Seriousness: 5 Characterisation:
5 Genre Knowledge: 1 Feast of Worms is a Requiem Production written
by Andrew 'Avery' Stewart. [ back to the top ] It's 8:50am. You jolt awake: The tram has reached
your stop. You blearily scrape yourself off the seat, pausing to rescue
a backpack which has wormed its way under the bench in an effort to
escape its certain fate for the weekend.
You fall in a sort of coordinated avalanche into the street. The tram folds up its doors and continues, totally unsympathetic to your plight. I have to get up at 5am every morning, you can almost hear it say. Your woes are nothing to me. Blearily, you trudge down byways and side streets until the houses give way to concrete arid asphalt with institutional buildings and faded paintings that are supposed to enthral children but which. in reality would be hard pressed to enthral your average amoeba. This place is remarkable only in its carefully measured distance from any public transport, food services or even public telephones, and yet you are here several hours before you would even dream of abusing your alarm clock on a normal day, loaded with clothes, food, recreational substances and what little money you have. As you walk into the grounds you cannot help but notice that something is not right. There should be cars, and people milling about in strange clothes, and frazzled individuals with badges talking about overheads and pie warmers. Instead, there is darkness. And also three other slightly bemused people staring at the doors - which are firmly chained and padlocked. Oh god. No. Noooooooooooooo!!!!!!! A game for four players by Rusty Sponk Productions (Tom
Wark and Nicole Eckersley). [ back to the top ] [this document deleted for security reasons]
Paranoia
for 4 to 6, TEAMZERO style [ back to the top ] After the Apocalypse, Gehenna, the Ascension War and
the Winter, there was a time of quiet. And then there was a time of
confusion and rebirth as Gaia restored the balance, replacing what
was lost; spontaneously, without any discernible pattern, mortals
became supernatural. The New Breed of supernaturals were not Changed
or Embraced or Awakened or Chrysalised. They Became.
Governments changed and adapted. New laws were put in place about where and when supernatural abilities could be used. The New Breed were given the right to vote and to exist side-by-side with mortals. Cybernetics were developed to bridge the gap between the supers and the normals. In 2057, the thirteenth president of the United Federation of Nations was elected - an Old Breed supernatural. But a new danger looms. A new type of Creature, not seen before in living memory, has revealed themselves to the world. They seek to take back what they claim is rightfully theirs. They threaten the world with a bloody war the likes of which has only occurred once before; the War in Heaven. For they are the Celestines, lead by Gabriel and by Michael. There is a prophecy. It has been known to the Kithain for a very long time, since before the Shattering, since Arthur reigned. It speaks of one who is born the last of his kind, who will rise up and save the world from the Angels. The last four fae to have been born of Kithain blood, the last four to have undergone the Chrysalis and emerged as Changelings know this prophecy well, for it is their prophecy and their destiny. They are the last of the Old Breed Kithain, and the fate of the world rests in their hands. Shattered Illusions is a single session Changeling:
The Dreaming/ShadowRun
crossover for four players by Becka Orth. [ back to the top ] "They seem to be just ordinary kids. A bit quieter
than most, perhaps. But they are the Tomorrow People, forerunners
of a new race, Homo superior. Gifted with superhuman powers
they are Nature's response to man's aggression: a new species, wiser
and more peace-loving than Homo sapiens, and until more of
their race evolve they have intergalactic responsibility for the future
of Planet Earth.”
A single session tabletop game based on the 1970s SciFi
TV series, The Tomorrow People, by Shaun Hately. [ back to the top ] The
Unwritten Rules Collection This year, Unwritten Rules presents something special.
Something dangerous. Something new. Well, not that new. We're running
our back catalogue for your delectation and enjoyment. Ten separate
games from diverse backgrounds. Comedy, drama, pathos all rolled into
a warm fuzzy roleplaying experience. Sign up, pick a game and play.
Everything from science fiction to abject horror. Short Sharp Shocks
and long excruciating diatribes – all in the one place. Sign up for
as many sessions as you like, we'll provide something different every
time.
Blurbs available at the UR desk, or online at: http://vurt.net/unrules/blurbs.shtml [ back to the top ] |
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