Raise your glass for Aldis! Six of Cups is an adventure anthology for Blue Rose, the AGE Roleplaying Game of Romantic Fantasy. Set in the fantastic world of Aldea, these six adventures are suitable for characters of varying levels. They also provide resources to Narrators and serve as examples for their own adventure building.
Forgotten Things: When the heroes agree to rescue some laborers trapped in the subterranean ruins of Ellendar, beneath the modern Aldin city of Ellsport, they get more than they bargained for. Witching Weather: The Aldin port city of Garnet has been battered by storms for months, and as the heroes are dig into the cause of the seemingly endless tempest, they must save five otherworldly children from the evils that seek to claim them. Sundered Stone: While investigating tremors shaking Khaldessa Valley in central Aldis, the heroes face the presence a powerful elemental entity, and must act quickly to save Khaldessa from disaster. A Shattered Crown: An investigation into increasingly severe weather in the Scatterstar Archipelago reveals a conflict between warring Shadow cults who must be dealt with before their feud leaves the archipelago a storm-tossed ruin. Out of Exile: Trouble is brewing in the Veran Marsh, and a small community of banished Aldinfolk dwelling in the marsh stands to take the blame for problems in the border town of Lysanna's Crossing. Hemlock's Bane: In the town of Hemlock in the northern Pavin Weald, the heroes must find a way to uphold Aldin virtue and justice as factions struggle for conflicting outcomes and a sorcerous threat uses the crisis as cover. From the Pavin Weald to the southern coasts, this anthology provides an unconnected selection of adventures filled with combat, roleplaying, and exploration. But more than that, it also shines a spotlight on six undetailed locations in Aldis, providing Narrators a close-up view of some of the diverse places in the nation of the Blue Rose, all ready to be used as a setting for adventure and romance.
The Dragon Age RPG brings Thedas to your tabletop! Now you can experience BioWare's rich and engaging world in a classic pen & paper roleplaying game. This new Core Rulebook combines the rules and background of the original game under one cover for the first time, and adds a brand new adventure as well. The game system is easy to learn and play, and the book is packed with lore from the world of Thedas. Dragon Age also features an innovative stunt system that keeps combat and spellcasting tense and exciting. So gather your friends, grab some dice, and get ready to enter a world of mages and templars, of Grey Wardens and darkspawn, of gods and demons ... the world of Dragon Age!
The Blue Rose Adventurer's Guide opens up the award-winning romantic fantasy world of Aldea for players of the Fifth Edition of the world's most popular fantasy roleplaying game. It comes complete with all of the ancestries, class options, feats, and more you need to create your own Blue Rose adventurers, and details on the unique arcana, magic items, and creatures of Aldea.
The Sovereignty and its people need heroes! Will you answer the call and become one of the Sovereign's Finest? Swear your allegiance to the light and to the rightful Sovereign - adventure and romance await!
The most comprehensive pantheon in roleplaying games is back in a new edition for 5E. This massive tome provides more than 20 pick-up-and-play churches, whose organization and beliefs are described in lavish detail. These churches can be used in any campaign setting to bring a whole new level of detail to the religious characters. Plus, for those who don't have a complete cosmology in their game, The Book of the Righteous provides a comprehensive mythology that unifies all of the gods in the book.
The original edition of Book of the Righteous was one of the most critically acclaimed books of the d20 era. Now Dungeons & Dragons Fifth Edition designers Robert J. Schwalb and Rodney Thompson have brought the new edition up to date with the 5E rules and the whole book is in glorious full color. The Book of the Righteous is truly a divine sourcebook like no other.
Seven decades ago, there were cities upon cities; kingdoms and nations, the remains of ancient empire. Cultures at war, cultures at trade. Humans, dwarves, elves, and others. Magic and monsters, rare but real. Regions of desolation, but also regions of plenty. And so it was for millennia, through two dynamic ages the lorekeepers and scribes called Ascensions. Until the world ended. Most call it the Fall, but whatever term a given people choose to use, it marked the point where everything changed. Nations crumbled. Races died. Magic sputtered. Nature sickened. The Dead woke.
Welcome to the first anthology set in the death-ravaged world of The Lost Citadel?. In Tales of the Lost Citadel, you'll find 14 flights of dark speculation on the nature and people of the last city of Redoubt, courtesy of some of the finest writers working in fantasy and horror today. Come inside these dwarf-built walls and hear their tales. Come, be haunted by a bone-shaker's daughter, a dark dressmaker, and a Forerunner; a Corpseman of the Undertaking, a desolate widow, and a witch of the wood. Introduced by editor and world-builder C.A. Suleiman, these stories combine to paint a portrait of a dark fantasy world unlike any other - one where all that's left of civilization has come together in a struggle to survive?
The city is called Redoubt... Some say the doors to the Underworld flew from their hinges. Others believe that the god of the dead went mad. Whatever the cause, across the lands of Zileska, the dead have become the Dead. Whether human, elf, dwarf, or monstrous gh–l, all must survive the horror of this world overrun by death, where all that's left of civilization has gathered behind the walls of the world's last bastion of the living?The city of Redoubt....it is the last.
The world of The Lost Citadel awaits! The Lost Citadel Game Master's Screen is a key accessory for your campaign in the world of The Lost Citadel Roleplaying. It features a sturdy, three-panel hardcover screen that puts all the essential game information right in front of the Game Master, including conditions, setting- specific item statistics, charts for the Woe sub-system, and names common to the civilizations and cultures of Zileska! The Lost Citadel Game Master's Screen is the perfect complement to the The Lost Citadel Roleplaying. (Requires the Fifth Edition core rules to play.)
Leap into sword & sorcery RPG adventures with the Fantasy AGE Core Rulebook! Powered by the popular Adventure Game Engine, Fantasy AGE 2nd Edition is easy to learn, fun to play, and welcoming to new roleplayers.
The Fantasy AGE Core Rulebook includes these features: Simple Character Creation: Pick an ancestry (such as draak, dwarf, goblin, and wildfolk), pick a class (envoy, mage, rogue, or warrior), pick a specialization (such as duelist, diplomat, pirate, and sword mage), and jump into the action. Heroic Stunts: The heart of the game is the stunt system, which brings dynamism and drama to the table. Roll doubles on 3d6 to pull off unexpected moves in combat, cast more potent spells, perform amazing feats of physical and mental prowess, or even cut a rival down to size with a few clever words. Mighty Magic: Spell casters learn arcana, which are themed groups of spells. Mixing and matching the 19 arcana gives the mage class a huge amount of flexibility. To get started, choose two arcana like Beast, Cold, Death, Earth, Fate, Fire, Healing, Protection, Mind, and Shadow. Game Master Guidance: If you are new to RPGs or have never GMed before, the Core Rulebook breaks it all down for you. Not just GM advice but practicalities as well. There's guidance for each of the GM's four roles: Game Planner, Game Host, Game Runner, and Game Moderator. Customizable Rules: The GM can use optional rules for the campaign to better reflect the setting. Choices include the twin systems of Peril and Daring, which allow for dramatic swings from disadvantage to advantage as the tension builds. Horror rules can give the campaign a sinister turn. The Fortune system is an alternate way to handle health and damage first introduced in The Expanse RPG. The Stranger Shores: The Core Rulebook introduces a campaign setting of its own called Stranger Shores. Brave the Deeps, which have been the doom of many a ship. Sail with a Mystic Navigator to travel to distant lands. Breakwater Bay: Enter the Stranger Shores with Breakwater Bay, a starting adventure area to kick off your campaign. The book includes Set Sails for Breakwater Bay, a complete adventure. So Much More: You'll also find character talents, challenging monsters, chase rules, magic items, relationships and bonds, and more. This is the complete package. Part of the Family: Green Ronin publishes other RPGs powered by the Adventure Game Engine: The Expanse, Modern AGE, Blue Rose, Cthulhu Awakens, and Fifth Season. If you ve played any AGE games, you already know the core of the system. Veteran gamers will be pleased to hear that Fantasy AGE 2nd Edition is largely compatible with all previous Fantasy AGE releases. Swords, sorcery, stunts, and Stranger Shores-the-Fantasy AGE Core Rulebook is your portal to exciting new RPG adventures!
The Fantasy AGE Companion provides a plethora of new rules and play options for your Fantasy AGE roleplaying game campaign. This book expands upon the core Fantasy AGE rules and provides alternative game systems so that you can build rules and characters which fit any setting and genre you desire.
This book contains the following: New character races for Fantasy AGE, from the primal Beastfolk to the mechanical Orean. New Talents and Specializations, including Bard, Diplomat, Gunfighter, and Martial Artist. New magical Arcana, new spells for existing Arcana and new forms of magic. Channel power from the gods or learn the Death Arcana to become a necromancer. Advanced rewards, including honorifics such as Master of the Blade, titles, and organizational memberships, which give characters power and respect in your game world. Mighty artifacts which demand epic quests - and their dangerous drawbacks. Rules for mass combat and organizations, which place the fate of thousands in characters' hands. Vehicle, chase, and structure rules covering everything from steampunk car chases to chariot races and attacks on castle walls. Rules for Relationships, followers, and antagonists, which let you design boon companions and dire enemies. Numerous ways to customize Fantasy AGE's rules. Organize stunts into packages, adjust the game's lethality, and more.
This book opens the way to new genres and campaign styles. Run a steampunk campaign with gunfighters and clockwork cars, or a battle of good versus evil featuring divine magic and Blooded characters, descended from dark and angelic beings. The choice is yours!
The Fantasy AGE Game Master's Kit is a key accessory for your Adventure Game Engine campaign. It features a three-panel hardback screen with all the essential game info you need at the table. It also includes 4 quick reference cards that put the stunts and actions at your fingertips, and a combat tracker that you can write on with wet or dry erase markers. The Game Master's Kit is the perfect complement to the Fantasy AGE RPG and will help you kick off your game with style.
Make Modern Worlds. Ride the rails across the Old West. Face unspeakable terrors on the high seas. Uncover alien conspiracies and thwart ancient cabals. With the Modern AGE Companion, the possibilities for adventure are endless.
Inside, players will discover new backgrounds, professions, talents, and many other options for customizing characters and giving them the edge they need to survive whatever comes their way. Play an elf or alien. Master the sword. Game Masters can explore new rules and guidelines that let them build exactly the campaign they desire, shaping stunts, technology, and world-spanning organizations to fit their visions. Build your own stunts, explore different genres, experiment with extraordinary powers, and integrate advanced technologies. Chart the rise of a revolution, or the threat of an apocalypse. Modern AGE Companion shows you how.
The Modern AGE Game Master's Kit is the key accessory for your Modern AGE campaign. It features a three-panel hardback screen that puts critical game information in front of you, and hides the adversaries and surprises your game's heroes will face. It also includes 6 quick reference cards that put stunts and actions at your fingertips, and a combat tracker that you can write on with wet or dry erase markers. Organize your Modern AGE game with style!
Master the Modern AGE - as a Player or GM
The Modern AGE Mastery Guide is a core resource for taking your Modern AGE game to the next level, as a Game Master or player. This exhaustive guide to improving your game includes the following:
The Modern AGE Mastery Guide requires the Modern AGE Basic Rulebook. Together, they represent the next development for Modern AGE's core rules.
Make Modern AGE your own!
Leap into exciting adventure in any era from the Industrial Revolution to the modern day and beyond. The Modern AGE roleplaying game allows you to shape the setting to suit your style - whether it's gritty action or high adventure, urban fantasy or a dystopian future. With a new, classless character-building system, twenty levels of advancement, and optional rules for psychic and magic powers, you can create the heroes your world needs. Along with an innovative stunt system, rules for thrilling chases, and an introductory adventure, you'll find all the action you're after inside the Modern AGE Basic Rulebook.
The Modern AGE RPG features:
Use Modern AGE in the campaign setting of your choice, including the World of Lazarus, based on Greg Rucka's creator-owned comic series of near-future feudalism, or use it to run adventures in the world you create. Grab three six-sided dice, and you're ready to play in the Modern AGE!
In the near future, time has rendered death obsolete, and life infinitely cheap. In the wake of governments' failure and global upheaval, the Families stepped in and divvied up the world. Now peace and order reign in a world of technological marvels and neo-feudalism. Play members of a Family in the highest of high-stakes game, Serfs fighting for their Family's interests to maintain order and safety, or disaffected Waste fighting for a better life in the burned ruins of the old world.
The World of Lazarus is the first campaign setting for Green Ronin's new Modern AGE RPG. Based on the critically acclaimed Lazarus series by Greg Ruckaand Michael Lark and presented by Image Comics, the book brings this noirdystopia to tabletop roleplaying games.
Astonishing Adventures Assembled presents six complete scenarios for the Mutants & Masterminds RPG. In these adventures you can face the icy villains of the Cold Front, tangle with robot dinosaurs, bring order to a city where super pets run amok, escape the whims of a cosmic trickster, and more!
Astonishing Adventures Assembled also includes info on fleshing out your world with locations, relationships, and NPCs that can act as contacts, love interests, or rivals. Each adventure stands alone but there's also advice on connecting them into a campaign and adjusting them for unusual groups or different Power Levels. Grab a scenario and you're ready to go with Astonishing Adventures Assembled!
Visit a world not our own, but strangely familiar - a world of heroes and villains, of wonders and dangers, and limitless adventure!
The Atlas of Earth-Prime is a trip around the world of the Freedom City and Emerald City settings for the Mutants & Masterminds RPG. Your heroes can explore the sites and perils of all seven continents, as well as fabled Atlantis, the Lost World, and the strange realms of Sub-Terra that lie at the center of the earth. Packed with locations, heroes, villains, and worldwide agencies, the Atlas of Earth-Prime is the campaign setting book Mutants & Masterminds fans have been waiting for!
Every hero needs an origin story and this can be yours! Written with new gamers in mind, the Basic Hero's Handbook streamlines and clarifies the flexible, robust third edition rules of Mutants & Masterminds. With simplified character creation and a selection of ready-made adventures, the Mutants & Masterminds Basic Hero's Handbook lets players jump right into the action.
The book is fully compatible with the Deluxe Hero's Handbook and the entire library of third edition Mutants & Masterminds supplements, instantly expanding your character options and adventure potential. Whether you're just getting started, or want an extra player-friendly reference at the table, the Mutants & Masterminds Basic Hero's Handbook is the choice for your world-saving needs!
Shovin' into overdrive! Atop a rushing subway car, trapped in a raging apartment fire, crushed beneath the animated oaks of a possessed parkland, superheroes face as much danger from the world around them as they do from their most nefarious villains.
Danger Zones helps you bring your world alive by describing over thirty different urban backdrops for superheroic action, from the classic warehouse to the neighborhood coffee shop to the hospital they'll need to recover in when the adventure is done. Every location includes a map, as well as useful information on how to use that setting's unique features in a cunning plot or superhero slugfest. To help populate your urban jungle, Danger Zones also provides a catalog of colorful characters, ready to come alive in your Mutants & Masterminds, Third Edition campaign! Heroes, get ready for danger!
Fly into super-heroic battle with Mutants & Masterminds! You and your friends take on the roles of super-powered heroes in a world of criminal masterminds, paranormal terrorists, destructive brutes, and other insidious villains. You get to thwart their evil plans and bring them to justice! Since 2002, Mutants & Masterminds has earned its title as the World's Greatest Superhero RPG, inspiring countless game sessions and winning many awards for excellence. The Deluxe Hero's Handbook is the revised and expanded core rulebook of the game's Third Edition and it gives you everything you need to have your own super-heroic adventures:
A flexible and powerful system for creating the hero that you want to play. A huge variety of super powers, skills, and advantages to choose from and customize. A core system that emphasizes action and uses only a single 20-sided die. Integrated rules for gadgets, vehicles, and headquarters. Ready-to-play archetypes and a Quickstart Character Generator if you want to get to the action even faster. Advice for Gamemasters on creating and running your own adventure series. Introductions to Mutants & MasterMinds premier settings, Emerald City and Freedom City. Two brand new adventures, Ghost Town by Seth Johnson and Time of the Apes by Christopher McGlothlin. So what are you waiting for? Choose your powers. Put on your mask. Fight the forces of evil and... Save the world!
Fly into super-heroic battle with Mutants & Masterminds! You and your friends take on the roles of super-powered heroes in a world of criminal masterminds, paranormal terrorists, destructive brutes, and other insidious villains. You get to thwart their evil plans and bring them to justice!
Since 2002, Mutants & Masterminds has earned its title as the World's Greatest Superhero RPG, inspiring countless game sessions and winning many awards for excellence. The Deluxe Hero's Handbook is the revised and expanded core rulebook of the game's Third Edition and it gives you everything you need to have your own super-heroic adventures:
So what are you waiting for? Choose your powers. Put on your mask. Fight the forces of evil and... Save the world!
Emerald City opens up a wider world for Third Edition of the World's Greatest Superhero RPG,Mutants & Masterminds! Set on the ?Earth-Prime? of the award-winning Freedom City, Emerald City provides a home base for your heroes and all new places for adventure and excitement!
This book describes a growing Pacific Northwest metropolis where life was quiet and routine. It didn't have alien armadas filling the sky, or mad gods trying to turn it into a Hell on Earth. Things were stable? until the Silver Storm tore through the city and unleashed a flood of new superpowers - and threats!
Included in this 336-page hardback book are:
In the wake of the Silver Storm, super-criminals have cast aside years of fragile peace, ready to go to war to settle old scores and claim the throne of the city's underworld. Emerald City has no established super-team to call on in this crisis; it is a city that needs heroes.
Answer the call!
Where do you get all those wonderful toys? Right here! Gadget Guides is a collection of diverse devices for the Mutants & Masterminds Superhero Roleplaying Game, from armor and weapons to psychic crystals and steamtech. In this book are twenty-two individual guides, each looking at a particular type of gadget, putting together the effects and modifiers from the Hero's Handbook to create a catalog of dozens of ready-to-use items.
The Mutants & Masterminds Superhero Roleplaying Game gives you all the tools you need to create the super powers you imagine. Power Profiles gives you those powers... and more!
In this book are more than thirty power types from Air and Armor to Water and Weather, each with some two dozen or more powers described and built in M&M game terms. That's more than seven hundred different ready-to-use powers, all in one book!
Power Profiles includes something for everyone. Think your ideal hero doesn't have any powers? Think again: Power Profiles includes Luck Powers, Martial Powers, and Talent Powers, special abilities that could all be described as superior training or skill!
You can find endless ideas for M&M heroes and villains just by turning the pages of Power Profiles and letting your imagination go, and you can point both new and experienced players to just the right section for the hero they want to play.
Power Profiles includes new power options, extras, flaws, and variants to modify the basic power effects from the Hero's Handbook, so you can create the powers you want. More than just powers, each profile also covers complications associated with those powers, to give your characters added depth and to help you earn hero points in play.
Power Profiles refines and greatly expands the power options from Mutants & Masterminds, taking its basic effects and turning them into a wealth of options you can choose from. With this book, there's no limit to your power!
Champions Assemble! No hero can stand up to every challenge alone; nor should they! Legendary heroics demand teamwork, and teamwork demands a team. Are you a super-powered minority fighting to protect a world that fears you? A family of gene-freaks trying to scrape by? Or super-powered ex-cons trying to do right? Whatever brings you together, your teammates are your friends, rivals, co-workers, and family all in one - with all the love and hate that implies. But together you can achieve incredible things none of you could alone. Whether a ragtag band of vigilantes falls in together by accident or Earth's greatest protectors train to work as a single unit, heroes are always more than the sum of their parts!
The Superteam Handbook sourcebook for Mutants & Masterminds puts the focus on the heroes and their team, with details for players and gamemasters alike to make their team cohesive, dramatic, and fun! Understand what it means to be a team and form a common identity and responsibility, and when to buck the system and rebel. Learn the ins and outs of not just cooperation. Heroes can work closer together than ever before with new, team-focused powers, advantages, and attack options. In addition to new game material, the Superteam Handbook presents eight pre-made hero teams - ranging from PL 5 to PL 12 - to serve as campaign-kickstarters, with guidelines, resources, and advice for running a variety of heroic campaigns, along with background and statblocks for their members to use as player characters, rivals, or villains. Will you save the planet as part of the globe-hopping UNIQUE, battle to keep the urban jungle safe as one of the street-brawling Ferroburg Four, or take on ancient aliens from the cockpit of your giant robot as a member of MagnaForce? Whatever you choose, your friends stand by your side! All for One. One for All.
The Silver Storm has turned Emerald City from a quiet Pacific Northwest metropolis to a hub of super-criminal activity, and AEGIS - the American Elite Government Intervention Service - is on the job. Threat Report presents profiles on dozens of the new supervillains endangering Emerald City and the world. From "stormers" newly granted their powers to ancient and eldritch evils, from beneath Emerald City's streets to other dimensions and times, Threat Report gives you a plethora of villains to challenge your players. This book compiles most of Green Ronin's Threat Report series of electronic villain profiles, along with new content created just for this collection. You'll find a variety of villains ready-made for your Mutants & Masterminds game, from low-level mercenaries for hire to super-powered thugs and cosmic world-beaters, even gods pulling the strings from behind the scenes. Heroes get ready because the villains of Emerald City are on the loose!
New in this collection:
Heroism Knows No Century! Vikings plunder jewelry stores along the waterfront! Killer robots from the future hunt Abraham Lincoln! And the heroes are on trial for crimes they haven't committed... yet!
Time is a toybox for superheroes and villains, filled with colorful characters and convoluted plotlines. Time travel opens up new potential just as much as blasting off into space, with the convenience of all the major players and events already being written for you! With time as a canvas, you can pump up the grim or gonzo in your adventures, or build a whole campaign around protecting not just the world, but everything that has happened or ever will happen! The Time Traveler's Codex is a supplement for Mutants & Masterminds, Third Edition that launches heroes into the fourth dimension. The Time Traveler's Codex includes: A brief history of time travel, and an overview on the structure of time and how it functions in the Earth-Prime setting. Tips for deciding how time travel works in your campaign, complete with the consequences and hazards of meddling. Advice on creating your own time-hopping series, including optional rules, suggested power levels, and temporal dangers that lie along the way. Six causality-shaking villain archetypes who can harry heroes across the centuries, like the Immortal Conqueror and the Future Perfectionist, backed up by dozens of minions from across time and beyond! Guidance for players building time traveling heroes, complete with new advantages, powers, and equipment as well as a half-dozen time-sliding hero archetypes, like the Quantum Alien and the Temporal Tourist! Over a dozen different historical eras detailed, with rules guidance and statblocks for each, as well as adventure ideas and advice for setting individual adventures in that time period, or an entire campaign! Catapult your adventures out of the city streets and into medieval French castles, Aztec battlefronts, and the imperial Ming court with the Time Traveler's Codex! Take Your Superheroic Adventures Into the 4th Dimension!
With the Mutants & Masterminds RPG you have the power to become a hero. Freedom City gives you the world's most renowned city of heroes to rescue from the forces of evil! Freedom City is a fully realized and detailed metropolis that can serve as a home base for your heroes or just one of the many places they visit while saving the world of Earth-Prime from disaster. Your heroes can fight the forces of SHADOW, puzzle out the schemes of the Labyrinth, and defeat the alien invaders Syzygy and the Meta-Grue. With dozens of foes and hundreds of locations, Freedom City gives you everything you need to run an exciting Mutants & Masterminds campaign. Use it on its own or in conjunction with Emerald City and the Atlas of Earth-Prime for world-spanning action!
Shut up! You am Ork! Enter the bone-cracking World of Orkness with Ork: The Roleplaying Game. This new edition is the standalone, streamlined roleplaying game of orkish mayhem: a "beer and pretzels" game where monstrous, hilarious adventure matters more than rules and tables. Claw your way out of the Gunk Pit, earn your name with acts of spectacular violence, and bring terror to the Squishy Man villages in the name of Almighty Krom.
Includes a blood-soaked combat system, other, lesser rules, and a complete series of adventures to take your orks from nameless youth to sharp-toothed, unholy terrors--if you can avoid the wrath of Krom. Being a monster has never been such fun! There are 128 pages included in this full colour, hardcover new edition.
Readers of The Expanse novels have thrilled to the adventures of the crew of the Rocinante. Now it's your turn to make your mark! Abzu's Bounty presents six full-length scenarios designed for a new crew of characters in The Expanse Roleplaying Game. They embark on a series of adventures, from a fateful discovery in the rings of Saturn to acquiring their own ship to a deadly confrontation that could change the course of history for the entire solar system.
Abzu's Bounty is the perfect way to kick off a new campaign. Get ready for launch!
Ever wanted to run an off-world colony? Beyond the Ring presents a whole new way to play The Expanse RPG. Instead of traveling the Sol system, the player characters can be a part of a new colony. They get to make decisions about the colony's advancement and deal with issues and threats as they arise. Chapter 4: Colonies opens with rules for designing your own colonies. Colonies have abilities just like player characters.
You have three options for creating colonies, freeform (basically make it up), point allocation (you get a number of points to spend) or random (speaks for itself). There are five core abilities for colonies: Economy, Force, Infrastructure, Media, and Science. In addition to these, every colony has three additional statistics: Size, Stability and Resolve, which help determine how resistant the colony is to disasters and setbacks. Colonies also have Focuses that represent things like specialty installations (like greenhouses), extraordinary knowledge (like local ecology), special resources (like lithium), or colonists with specific expertise (like a doctor or security forces). Disasters can have an impact on both these abilities and Focuses.
The Expanse RPG brings the universe of James S.A Corey's sci-fi novels to the tabletop. Being a GM for such a rich setting is a big job, so The Expanse Game Master's Kit is here to help. It provides a sturdy, fullcolor GM screen with essential tables and references for game-play on one side and evocative artwork on the other. It also includes 4 quick reference cards that put the stunts and actions at your fingertips, a combat tracker that you can write on with wet or dry erase markers, a set of pre-generated Player Characters, and a complete adventure to launch your crew right into the exciting universe of The Expanse!
Contents:
The Expanse is vast, and traversing the space between worlds in the solar system requires a ship. For a crew, a ship is freedom, home, safety, and a source of income, but also a source of responsibility and often debt. Out in space, other ships are potential targets, allies, or threats.
The Ships of the Expanse offers details on many of the kinds of space ships characters in an Expanse game might encounter, or perhaps even own. From shuttles and racing pinnaces to lumbering ice-haulers and massive warships, the sourcebook describes them all. Ships of the Expanse also features information on space stations and new rules for maintenance and repair, buying and selling cargo, new stunts and hazards, and much more.
The Sol System - humanity's cradle. The discovery of the protomolecule has changed everything, and tensions between Earth, Mars, and the Belt are white hot. The pressure rises as the exodus through the Ring gate escalates, and war seems inevitable. Opportunities abound for shrewd crews willing to take risks.
Sol System provides information on the governments, corporations, and organizations that vie for power within the star system that birthed humanity. Details on trade between the planets and stations of the solar system and beyond lie within, along with an in-depth overview of the layout, operations, and people of two of the most important locations in the Belt, Tycho and Ceres stations. Sol System also offers a comprehensive guide to running planetside stories, either as a prequel or a campaign, as well as rules for creating and running corporations, media outlets, security firms, or religious groups that jockey for money and influence between Earth, Mars and the Belt.
Sol System explores bold new ways to tell your stories in The Expanse Roleplaying Game. Welcome home.