Mid-way through a routine shift rock-hopping, you notice something unusual on your long-range scans: A metallic body whose composition and shape isn't an asteroid, but almost certainly a ship.
Description:
Salvage law says “finder’s keepers” out in the black, and your crew may have hit the jackpot by finding a derelict military-class craft out in the Belt. All you have to do is broad it and take control, which should be easy, since it’s clear there’s nobody on board. Nobody alive, anyway. This is a “learn to play” game for The Expanse Roleplaying Game using Green Ronin’s AGE System rules.
Mid-way through a routine shift rock-hopping, you notice something unusual on your long-range scans: A metallic body whose composition and shape isn't an asteroid, but almost certainly a ship.
Description:
Salvage law says “finder’s keepers” out in the black, and your crew may have hit the jackpot by finding a derelict military-class craft out in the Belt. All you have to do is broad it and take control, which should be easy, since it’s clear there’s nobody on board. Nobody alive, anyway. This is a “learn to play” game for The Expanse Roleplaying Game using Green Ronin’s AGE System rules.
Mid-way through a routine shift rock-hopping, you notice something unusual on your long-range scans: A metallic body whose composition and shape isn't an asteroid, but almost certainly a ship.
Description:
Salvage law says “finder’s keepers” out in the black, and your crew may have hit the jackpot by finding a derelict military-class craft out in the Belt. All you have to do is broad it and take control, which should be easy, since it’s clear there’s nobody on board. Nobody alive, anyway. This is a “learn to play” game for The Expanse Roleplaying Game using Green Ronin’s AGE System rules.
Mid-way through a routine shift rock-hopping, you notice something unusual on your long-range scans: A metallic body whose composition and shape isn't an asteroid, but almost certainly a ship.
Description:
Salvage law says “finder’s keepers” out in the black, and your crew may have hit the jackpot by finding a derelict military-class craft out in the Belt. All you have to do is broad it and take control, which should be easy, since it’s clear there’s nobody on board. Nobody alive, anyway. This is a “learn to play” game for The Expanse Roleplaying Game using Green Ronin’s AGE System rules.
Mid-way through a routine shift rock-hopping, you notice something unusual on your long-range scans: A metallic body whose composition and shape isn't an asteroid, but almost certainly a ship.
Description:
Salvage law says “finder’s keepers” out in the black, and your crew may have hit the jackpot by finding a derelict military-class craft out in the Belt. All you have to do is broad it and take control, which should be easy, since it’s clear there’s nobody on board. Nobody alive, anyway. This is a “learn to play” game for The Expanse Roleplaying Game using Green Ronin’s AGE System rules.
Mid-way through a routine shift rock-hopping, you notice something unusual on your long-range scans: a metallic body whose composition and shape isn't an asteroid, but almost certainly a ship.
Description:
Salvage law says “finder’s keepers” out in the black, and your crew may have hit the jackpot by finding a derelict military-class craft out in the Belt. All you have to do is broad it and take control, which should be easy, since it’s clear there’s nobody on board. Nobody alive, anyway. This is a “learn to play” game for The Expanse Roleplaying Game using Green Ronin’s AGE System rules.
A psychic call for help and an ominous warning brings you, members of the Sovereign's Finest, to the deep woods of the Pavin Weald on a rescue mission.
Description:
While traveling on the Sovereign's business near the northeastern border of Aldis, you received a faint psychic call for help and an ominous warning of impending Darkness. The message summons you to the Tanglewood deep in the Pavin Weald, to aid a grievously injured border ranger.
Three infamous criminals are being transported to a secure facility. Be a hero or villain and let's discover what transpires along the way!
Description:
The Commander, Lady of Yu, and Tactical are forced at the last minute to take over responsibility for the transport of recently incarcerated Fallen Angel, Ursa, and Beguiler. Everything appears to be in order, but some matters of personal history between both the heroes and the villains they are transporting might complicate things. While combat is, of course, inevitable.
Three infamous criminals are being transported to a secure facility. Be a hero or villain and let's discover what transpires along the way!
Description:
The Commander, Lady of Yu, and Tactical are forced at the last minute to take over responsibility for the transport of recently incarcerated Fallen Angel, Ursa, and Beguiler. Everything appears to be in order, but some matters of personal history between both the heroes and the villains they are transporting might complicate things. While combat is, of course, inevitable.
In this adventure, you take on the role of a D.R.E.A.M unit, sent to recover a Vivid Dreamer. In this world, magic is fueled by dreams. Creativity emphasized.
Description:
You play as a group of Mages and Dreamers, who are attempting to recover a Vivid Dreamer, before the wrong people get their hands on him/her. Vivid Dreamers are very powerful, and potentially dangerous. This is because their dreams hold more magical power and can even warp the area around them before it is even tapped into by a mage. You are a D.R.E.A.M unit, (Dreamer Reconnaissance and Engagement for the Association of Mages). The organization most likely to be in opposition to you is a group that the Association of Mages calls M.A.R.E (Magic Abusing Revelers of Evil), who turn dreams to nightmares, and use them to fuel cursed magic, that slowly steals the humanity from the users. If M.A.R.E gets the Vivid Dreamer before you do, the results would likely be catastrophic.