When the Developer Plays: Miscellaneous Insights!

Over several articles in this series, I’ve talked about a few insights I’ve acquired playing a Threefold setting Modern AGE campaign in a bit of depth. Over the past while, however, things have become a bit more scattershot. So, think of this time around as a grab-bag of insights about Modern AGE and Threefold, and RPGs as a whole, that I hope you’ll find interesting.

Insights into the universe of Threefold in Five and Infinity!

Sometimes there are just too many damn universes. From Five and Infinity, Chapter 5.

I Got My Character Wrong

Last article I told you about my character…but I took a disallowed focus! Andrzej took Longarms for 8th level, but he’d taken Pistols at Level 7, breaking the rule that says you can’t take a focus for the same ability twice in a row. (You also can’t improve the same ability twice in a row.) Yes, I, the Modern AGE developer, forgot that. As a wise being once said, Pobody’s Nerfect. The reason for this rule is to encourage characters to develop in a balanced fashion. I took Fighting (Grappling) instead—still combative, but it doesn’t make me look like I only learned gun things for two levels.

Stunts Can Be Minigames

Now that we’re a bit more experienced and are digging more deeply into the stunts, it becomes apparent that some stunt sets are, in effect, minigames within the larger Modern AGE rules. Grappling, Investigation, and some social stunts from Modern AGE especially tend to work this way, where there are various options and counter-options in the stunt list. For instance, Takedown has advantages (extra damage) and disadvantages (opposed test, you fall prone as well) over the simpler Knock Prone, and contextually, Human Shield may be a better choice than either, in some situations. In play, Knock Prone is generally a better idea with single, tough opponents a team can gang up on, Takedown is superior for one-on-one combat, and Human Shield works best for a larger number of ranged attackers. These are insights into an emergent property of the rules that I think will influence my future work in AGE games.

Five and infinity Chapter 5Strategically Omit Answers

Right now, the campaign revolves around plans by a rogue alternate-universe version of the Aethon’s plans to make their own timeline the “true” one, or primeline, instead of our Earth (well, minus the existence of everything in Threefold). What does that even mean? According to the GM, it would destroy the primeline and wreak havoc with every other plane of existence, and the secret to shifting which Earth is the primeline is an algorithm processed by a sufficiently large group of god-computers called Machinors. The great thing about these answers is even as the setting’s creator, I didn’t know that. I have opinions regarding various things, and the Five and Infinity adventure On the Threshold of Apocalypse presents one possible scenario, but I’m not really sure how that works. Inspiring ideas by not providing all the facts is nothing new, but this has given me an idea of the most effective ways to do this. In this case, we left a hook in Threefold indicating the primeline had changed before, and of course we talked about deleting alternate Earths, so these big structural ideas were just waiting for a bold GM to mix them together.

Clarifications Needed?

Long term play has also raised a few questions and options about Modern AGE and Threefold rules, but these are a bit out of step with the general tone of this article. Next time I’ll give them a go.

When the Developer Plays: Let Me Tell You About My Character!

(No wait! Come back!)

As many people know, telling random folks about your character is simultaneously the greatest temptation in RPG talk, yet the lowest form of discourse. However, since I develop Modern AGE I guess I can get away with it! Beyond that, there is honestly some broad relevance, since I ended up accidentally playing an iconic Threefold character based on…me. This was not entirely voluntary.

An Iconic character in Threefold

Andrzej Paterseki (Sword Dad)

The Story of Sword Dad

People who know me know I’m a parent, and a practitioner/sometimes-coach of historical fencing (late medieval Italian longsword, a bit of rapier, a smattering of other stuff), which is why that kind of stuff ended up in the adventure I wrote, Warflower, whose name alludes to a real-life fencing treatise. At some point, this produced the internal nickname “Sword Dad,” about which I have…mixed feelings.

Then in 2018, we were working on Threefold, and wanted some new iconic characters: folks who appear in examples of play and illustrations. H.D. Ingham created several of them, including, as a bit of fun, one Andrzej Paterski, a swordsman working for the Sodality faction, based on the Sword Dad joke. Andrzej is younger and handsomer than I am, of course, but this was less wish fulfillment than wanting a marketable iconic character. Thus, a guy with a sword and glasses became one of the faces of Threefold.

Accidentally Andrzej

Then in 2020, our group’s regular GM decided he wanted to run a Modern AGE game with Threefold, which I’ve talked about in a few past posts. I went for random character generation and ended up with a character with the Warsmith sword-maker profession in Threefold, along high Fighting and Strength. Dammit, I ended up with Sword Dad. I just admitted this was him, wrote down Andrzej’s name, and got playing. So, this is how I was used as the basis for an iconic character as a joke, and then ended up playing him.

In fact, I’ve been playing Andrzej for a year now, in our Pulpy-Mode game, and he recently hit Level 8. (Playing without GMing has taught me a lot.) The focus of the campaign so far has been tracking down demonic para-technology connected to intervention from an alternate Earth. This became entangled in an organized crime family that traded in souls, but ultimately circled back into a plot to destroy the primeline—the “true Earth” by some measures—and replace it with an alternate world. In the process we discovered that the original primeline itself replaced a previous “true Earth,” Eld. We explored its ruins in sealed powered armor, as one does, and briefly examined the wreckage of a giant robot built by some classical Greece-derived civilization before learning the reality-modeling algorithm required to shift primelines via a trapped transcendental quasi-AI. Then we leveled up.

(Yeah, this is the kind of stuff you can play in Threefold, and there’s even a series of five adventures to get you started.)

Now that I’ve set the context, here’s Andrzej at Level 8. I thought that, even leaving the above backstory aside, folks might be interested in seeing an organically developed Modern AGE character of this level.

Andrzej Modern AGE Threefold 8 PDF character sheet

So You Want to Play a Dimension Hopping Trickster God for Some Reason, Part 2: We Got Your Timelines Right Here

Last time on SYWtPaDHTGfSR, I chose an article series title that did not lend itself to a catchy acronym. I also explained how you could, if you were somehow moved by some unlikely situation that made the idea of a dimension hopping trickster god exploring timelines —such as Loki, say, if we were to look at Norse mythology and I assure you, nothing else—part of the zeitgeist, how to make such a character for the Modern AGE roleplaying game, using the Modern AGE Basic Rulebook, the Modern AGE Companion, and the Threefold campaign setting.

Aethon has many agents who travel the Timelines

I didn’t just pick Threefold because of the character options, however. I chose it because if you want a dimension-hopping setting with an overarching theme to bind the infinite smorgasbord of varied realities, this is the setting to do it with. Threefold binds alternate worlds, fantasy realms, and hellish dimensions together in a common storyline. It’s so big, one of the main questions people have is, “How do I get started with so many options to choose from?”

Now we created the Five and Infinity adventure series to help answer this, but we also set it up in the setting book itself, by presenting two organizations that regularly travel the Metacosm—that’s Threefold’s term for the set of all universes. And I think one of them would be especially appropriate for those of you interested in the SYWtPaDHTGfSR play style: Aethon, the guardians of Earths various timelines and branches.

Aethon works out of a secret, super-scientific installation in Invindara, an obscure island nation between southern India and Madagascar, in the “primeline,” which is its term for the universe it prefers to cultivate. Parallel standard universes are typically defined by the presence of Earth. In the generally accepted tracking code use for other dimensions, it’s listed as EU-00004. E is “Earth.” U is “Uninitiated,” meaning most of its inhabitants don’t know about the existence of other universes. The number is the order in which it was logged compared to other dimensions. Yes, it’s a 4. Yes, you should get the book to find out why.

Things You Might Recognize from Somewhere

  • Aethon explores parallel worlds with the help of highly trained agents called operants in its missions in various timelines. Aethon maintains a higher technological base than the current present; operants have access to improved body armor and weapons. Of course, they also have access to powered armor, cybernetic augmentations, and canisters of cloned human neurons psychically attuned to stabilize natural laws on site, but if you want to stick with a SWAT outfit and a pointy stick that sends people to an undisclosed location, that’s fine too!
  • Aethon teams, called sections, possess devices allowing them to travel from world to world, these aren’t just portals hanging in the air—though in some cases those can exist. They use quantum arks: metal boxes that travel from one timeline to another. If you’re into retro interfaces, I’m afraid there’s no brass or wood paneling (though I guess you could decorate one that way), but you do throw a lever!
  • Aethon does “prune” timelines it deems undesirable. This is called deletion. Sometimes the reasons for this are obvious, such as when another timeline—an “Alt” in Aethon parlance, bases its technology on summoning demons and/or eating souls, something that has come up in the Modern AGE/Threefold game I play in, in fact. But other reasons are mysterious.
  • Many people have parallel universe counterparts called alters. Sometimes they can become problems. The culminating adventures in the Five and Infinity series deal with a series of alters who can be friends, enemies, and in one case, might destroy a universe after having become a kind of god.
  • Aethon is led by the Machinors, beings who have been described as both gods and transcendental artificial intelligences, but nobody ever meets them—well, not directly, anyway.
  • Yes, there is a “dumping ground at the end of the universe, it’s not a parallel Earth, but a hell-plane named Blattarum (NI-00099 in the standard index), described in the Threefold setting book and the final Five and Infinity adventure, On the Threshold of Apocalypse.

All that, from a setting released in 2019! Curious….

Things That Might Be New

  • Deleting an undesirable universe is…messy. The standard protocol involved eradicating all intelligent life and making the remaining world uninhabitable: a “Z class plane” in standard parlance. This isn’t that big a deal when a world has become totally corrupted—zombie apocalypses and insane supercomputers with nukes don’t inspire much second thought—but when Aethon decides an Earth needs to go for less explicable reasons, you might be tempted to rebel.
  • Aethon does not exist outside conventional time and space. This means, among other things, there absolutely are parallel Aethons. Many of these work in harmony with the primeline Aethon but others can be neutral or even belligerent. In the case of the last outcome, this often happens when an Aethon on an alternate Earth asks itself why it gets to be the “alternate” one, at risk of manipulation and deletion.
  • The Machinors—those mysterious machine gods that run Aethon—don’t always agree. Some of them work for those renegade parallel Aethons. Some of them manipulate timelines for their own ineffable amusements.
  • Remember what I said about fantasy worlds and hells? Threefold has planes of existence where the world is the scaly back of a dragon swimming through space, where people are exiled via catapult. It has a hell consisting of an infinite coiled ribbon of rock whose edges grind against each other, that was liberated from a demon prince.
  • The vast scope of the Metacosm means Aethon doesn’t work alone. These stranger planes beyond Earth are studied by the Sodality, who work with Aethon for stability across countless universes. The Sodality is a little nicer, too.

This gives your rebellious, adventure-prone trickster god a huge set of possibilities indeed, and that’s before you, say, make them a rhy-alligator by hacking in the rules for Blue Rose. When the GM goes that route, it’s better if you don’t question it.

So You Want to Play a Dimension Hopping Trickster God for Some Reason, Part 1: Making a God in Modern AGE and Threefold

Let’s imagine that somehow, the cultural zeitgeist has moved to the unlikely place of trickster deities jumping through alternate universes. How did this happen? Could it be that an exceptionally large media franchise owned by one of the largest entertainment companies in the world produced a show with this concept? But more importantly, do you want to play such a character in a coherent RPG setting, tailored for the needs of games? Modern AGE and the multi-planar Threefold setting have got you covered.

Not the sort of place you'd expect to meet a Trickster God

Making a Trickster God

The Threefold Metacosm has many beings who might be called gods, but the ones most amenable to play are the Optimates: children of a prior generation of semi-retired deities. Some of them rule the Divine Empire, but others are free agents or exiles. To make our trickster, you’re going to need the Modern AGE Basic Rulebook, the Modern AGE Companion, and the Threefold setting book. The unusual part here is you want to figure out the trickster god’s powers first, to figure out what level character they need to be.

Naturally, we need the Master degree in Illusion Arcana (Modern AGE Basic Rulebook), which requires three talent advancements. Our deity needs to be a bit stronger and tougher than mortals too. Going by the guidelines in the Modern AGE Companion, a x2 multiplier to Strength (Jumping) and Strength (Might), along with 2 points in Vicious Blow as a favored stunt, requires four talent advancements and represents sufficient strength as portrayed in…let’s say some popular streaming program in which such a character might appear. We’ll add +2 to the character’s Toughness using a magical version of the Dermal Armor enhancements. This costs two more talent advancement “slots.” That brings us to 9 degrees’ worth of advancements. A 7th level Modern AGE character has this many talent advancements available, but it’s not just about the powers, so let’s make our trickster god 10th level.

With that settled, we need to devise the basic Level 1 character, then work our way up through these advancements.

For background, we’ll look at the Threefold rules for ancestries. Let’s say our trickster god is actually an Arvu, one of the magical varieties of humanity (these are elflike) found in the setting. Maybe this god was adopted, eh? In any event, we can swap one background benefit for the Arcane Education ancestral trait, providing a rank in the Illusion Arcana, and the Trickster trait, which provides social stunt advantages which fit the character. Grace provides a similar benefit for other stunts, so we’ll take that. That’s three out of four background benefits. For the fourth, we’ll go outside the available rules and wing it a bit. Optimates like our trickster typically have the primal being quality on p. 139 of Threefold, which gives them social bonuses with beings who know them and allow them to understand Shabda, the universal language. We’ll treat this as a fourth ancestry trait.

For profession, we’ll pick Planar Envoy from Threefold as something the god’s parents probably wanted them to do, and which they sort of still do, in a twisted fashion. That’s 15 + Con Health, Resources 8, a degree in the Inspire or Linguistics (we’ll choose Inspire—Shabda knowledge means they effectively know every language already) talent, and either the Communication (Persuasion) or Intelligence (Current Affairs) focus—we’ll take Persuasion.

What about drive, our tricker’s “glorious purpose?” Let’s go with Achiever—the trickster has grand dreams, but may not be sure of exactly what they mean. That lets us pick Expertise or Inspire talent degrees. We already have a degree in Inspire, so we’ll take Expertise in Communication (Deception) in the sub-field “supernatural trickery.” We also get a Membership, Reputation, or Resources improvement. We’ll take Reputation: “Trickster God.”

From this point onward, we’ll use the Buying Abilities option on p. 12 of the Modern AGE Basic Rulebook to give the trickster Accuracy 0, Communication 3, Constitution 0, Dexterity 4, Fighting 0, Intelligence 2, Strength 0, Willpower 3—but be aware this is for a young trickster at level 1, and not the full-powered deity we want to emulate. With 9 other levels providing another 9 points in abilities, we can make them fully glorious—and get the talent advancements, additional focuses, and specializations to perfect our trickster according to plan.


The Trickster—10th Level

Accuracy 0, Communication 5 (Disguise +3, Deception, Investigation, Persuasion), Constitution 2, Dexterity 5 (Sleight of Hand, Sabotage, Stealth +3) Fighting 3 (Brawling, Light Blades), Intelligence 3 (Cryptography, Illusion, Occultism, Security), Strength 1 (Might), Willpower 1

Speed: 15

(Stats separated by slash are for Gritty/Pulpy/Cinematic Modes, respectively)

Health: 17/35/50

Defense: 15/16/17

Toughness: 4/5/6

Power Points: 60

Talents: Dual Weapon Style (Novice), Illusion Arcana (Master; Force 13), Expertise (supernatural trickery using Communication (Deception), Master), Inspire (Novice)

Ancestry Traits: Grace (With a Flourish or Oozing Confidence stunts for -1 SP), Trickster (Taunt and Class Clown stunts for -1 SP), Primal Being (spoken and written Shabda; +2 SP in social stunts against beings who have heard of them, who also gain +2 to tests to find out about them)

Extraordinary Powers: Dermal Armor (+2 Toughness), Favored Stunt (Vicious Blow costs 0 SP and can be used at will), Force Multiplier x2 for Strength (Jumping) and Strength (Might) tests (double the usual effect)

Specializations: Agent (Master)

Resources: 8

Social Ties: Reputation: Trickster God, and 7 Relationship slots to be determined


We’re missing equipment, Relationships, and a few other options, but this character is reasonably trickster-god-ish, and about twice as strong as a human of the same build. They can summon illusions easily and have several advantages when it comes to lies, betrayal, and the rest of a trickster god’s habits. Perhaps, in an alternate universe, they might have focused on direct mind control, but in the end, you’re left with the treacherous hand history deals you—or at least, this history. Next time, we’ll be looking at what our trickster might do in the Threefold Metacosm. Perhaps they work with an agency that prunes undesirable timelines. Isn’t that a thought?

Ships of the Expanse: Torpedoes Away!

Ships of the Expanse<Incoming transmission.>

<URGENT! Imminent contact detected!>

Ships of the Expanse is so close we won’t even experience any time delay on this transmission. Ty has signed off on the book, and it’s off to the printers. Since we’re so close, I thought now would be a good time to talk about combat.

Let’s begin with stunts. We added a bunch of new command stunts to the original list to allow for some even crazier maneuvers, including my favorite, Burn Them, which allows a ship to use its Epstein drive as a weapon. (I know I mentioned this in a previous RRT, but I think it bears repeating.) There is also Down with the Ship, which allows the commander to expend their own Fortune to remove damage taken by other characters (as the result of a Collateral Loss) onboard the ship. Or, Rapid Reload which lets you launch an extra torpedo. We’ve also added fleet command stunts and individual crew stunts, allowing the commander to give their generated stunt points to individual crew members to be used on their action. Crew stunts like Not My Ship! permit the engineer to sacrifice their own Fortune to protect the ship, or Steady as She Goes, which allows the pilot to lessen damage from a high-G maneuver.

Next up, the expanded electronic warfare section goes into things like hacking another ship’s systems or even wresting control of a torpedo that is being manually guided. The ship’s gunner gets a little love with systems for trick shots, firing weapons without an automated targeting system, and new rules for targeting specific systems. There is also an extensive section on all the different ways you can hide in space as well as more details on stealth technology.

But, who really wants to hide? Would you rather blow things up? We’ve got you covered with a whole section on alternative weapons. This includes flinging asteroids, making debris screens from shattered asteroids, and we get into the versatility of a torpedo. No longer are these just “fire and forget” weapons. We cover using torpedoes as mines, proximity torpedoes, and even using a torpedo as a point defense weapon. PDCs down? Fire a torpedo at that incoming torpedo! Of course, we’d be remiss if we didn’t revisit the nuke and get down and dirty discussing the absolute devastation these weapons can cause.

Torpedoes Away!

Information can often be the best weapon and now you’re armed with details about the expanded combat rules. The countdown has begun; deploy PDCs and get ready to make contact. Yes, that means the PDF should be out sometime THIS WEEK, with the print copies coming as fast as we can. As I’m sure most of you know, printing and shipping is still a little wonky due to COVID-19, but I promise we’ll have them in your hands as fast as we can.

Over and out!

< Transmission ends.>

If you pre-order a print copy, you can add a PDF for just $5 in our Online Store! You can also pre-order the book from your Friendly Local Game Store if shipping fees, or changing customs regulations has made getting the book difficult in your neck of the woods. We can even send $5 PDF codes to your local game store as well!

Ships of the Expanse: The Ships and Deck Plans

<Incoming transmission.>

Ships of the ExpanseAlthough they come in the final chapter, the deck plans are very much the centerpiece in Ships of the Expanse. It is also, in part, the reason this book took so long to get out. Although the pandemic can take most of the blame there, making all these plans involved an incredible amount of time. We know it took a while, but a lot of blood, sweat, and tears went into this project. We apologize for the delay, but I think you’re really going to enjoy this book!

There are 28 ships detailed in this book, and we took a lot of time and care to get every one right. We wanted to make them useful for gameplay and make sure that they were as realistic as possible. You might be surprised how long it takes to figure out exactly what goes on each deck: how many crash couches are needed for the crew, how many bunks, where does the galley go, does this ship have a med bay, how many cargo holds, how can you access the cargo holds, and so on. Needless to say, it gets complicated.

Today, you get to see a preview of one of the deck plans, the UNN Monroe-class Light Destroyer, and I’ll break down what all you’ll find in the ships section of Ships of the Expanse. They are in the order of UNN, MCRN, Independents, and finally, a few unique ships such as the Anne Bonny from Abzu’s Bounty. Then they are then listed in alphabetical order. We debated organizing them by size class, but in the end, alphabetical seemed best for easy reference.

PDF PREVIEW for the Munroe-class Light Destroyer

Each ship opens with the ship’s specifications, which is very similar to how they are presented in the Expanse core rulebook, but these are a littleMunroe-Class Light Destroyer more detailed. They also feature the new qualities and flaws that are included earlier in this book. Following that are a few paragraphs that talk about the ship’s origins and history as well as its purpose within the military fleet or as a civilian vessel, followed by a story hook that presents how the ship might appear in an adventure. I think the story hooks will be especially useful for inspiration (and to give you an excuse to use your new deck plans) since it isn’t always easy to figure out how a group of PCs might end up interacting with some of these beasts.

Following the text, you get two silhouettes from different perspectives. One of these shows the actual decks as well as elevator or ladder shafts.  And then you get to the good stuff―the deck plans! For each individual ship you get deck plans for each type of deck. However, if there are four decks of crew quarters, we only provide one plan for that since they are going to be identical in most cases. There is also a key that indicates which decks are on which level.

So, let’s talk deck plans. One of the choices I can see being controversial is the decision to include cargo and the like on the schematics. We felt that it added visual interest and also gave a better idea of space and scale. If you’re using the deck plans on a VTT or the like, you can just ignore the cargo if you want your cargo bay to be empty. I know everyone is going to have their own opinions on certain details. In the end, we had to make our own choices, often with very little actual information to go on. Though, I think you’ll agree that these things look fantastic and will be a wonderful addition to any Expanse game, not to mention just being a lot of fun to pour over.

Over and out.

< Transmission ends.>

Ships of The Expanse: Expanding How You Play

<Incoming transmission.>

Ships of the ExpanseShips of the Expanse is coming to a spaceport near you soon! In my last transmission, I presented overview of what all is in the book, but now I’m going to get into some of  the nuts and bolts.

The Expanse RPG presents  a solid basis for spaceship rules. There is more than enough information provided to set the stage for exciting adventures in space and breathtaking ship combat. Ships of the Expanse takes the framework laid out in the core rulebook and builds upon it to give the players and Game Masters more options for play and more opportunity for drama. Ships provides players and GMs with a lot of new styles of play, including being merchants, smugglers, prospectors, or even pirates.

Players interested in being merchants will be excited to find in-depth rules for buying and selling (and smuggling) cargo. There are charts, tables, and guidelines for buying and selling cargo and taking on passengers. These include Income modifiers and possible risks and complications. You’ll also find rules and details for prospecting for those who want to search the belt for ice and ore minerals. Of course, everything in this book is entirely optional, and players and GMs can pick and choose which rules they want to add to their campaign and which they want to ignore and keeping in line with the core philosophy of The Expanse RPG, these rules aren’t overly cumbersome and are intended to enhance rather than bog down gameplay.

Ships of the Expanse gives you costs and details for making post-market modifications to your ship. There are also Income rules for purchasing and repairing ships as well as selling salvage. Now you know exactly how much it costs to add hull plating or install a torpedo launcher. There’s also quite an extensive list of new Qualities and Flaws for ships. Here are a few to wet your appetite: Increased Acceleration (makes it easier to increase or decrease range), Gourmet Galley (might as well eat well on those long journeys), Drone Bays (keep drones on hand for ship repair, reconnaissance, or even combat), High-Charged Rail Guns (you know you want one), Advanced Security Systems (to keep nosy spies off your ship), Advanced Targeting Systems (make sure you hit your target), and much more.

Expanded rules for all your spaceship needs!

You’ll find many and expanded rules for combat. There’s a greatly expanded list of command stunts as well as the inclusion of fleet stunts and the option for individual crew (pilot, engineer, electronic warfare, etc.) stunts, and guidelines for creating stunts on the fly. Fire up your Epstein and go in weapons hot with new ship maneuvers, including using debris as a shield, skimming planetary atmospheres to shake pursuers, hacking other ships, and utilizing torpedoes for point defense. All of this only begins to scratch the surface, so this is a book that Expanse players are not going to want to miss.

And don’t worry, I didn’t forget the most important part – the new ships! Keep your comms open for my next broadcast, where I’ll get into details on all the cool new ships and deckplans!

< Transmission ends.>

Ships of the Expanse – Welcome Aboard

Ships of the Expanse<Incoming transmission.>

This is the book you’ve all been waiting for! The first major supplement for The Expanse RPG is all about ships and the dangers and rewards of space travel. So, strap into your crash couch–we’re in for a wild ride.

The focal point of many Expanse games is the characters’ ship. Characters are likely to spend most of their time on board a ship, and in many ways, the ship is a character in and of itself.  Ships of the Expanse features everything you’ll need to bring your spaceships to life. The book is packed full of new details and rules for ship construction and combat and also explores what life is like during long voyages throughout the solar system to the hazards and dangers of space travel. This transmission gives you a chapter-by-chapter overview of what all you can expect to find in Ships of the Expanse, but keep your comms open since there’s more to come.

Chapter 1 explores the various shipbuilding facilities throughout the solar system and offers rules for ship construction, repair, maintenance, and salvage. There are also tons of new vehicles, including drones, ground vehicles, mechs, rovers, and thruster packs for when you need to get around a space station or explore the surface of an alien world. For the ships themselves, there is an expanded list of Qualities and Flaws and detailed rules for upgrading your ship. You’re gonna need that new rail gun to fend off OPA pirates, after all. You’ll also find some guidelines for ship reputations, honorifics, and even ship Bonds.

Chapter 2 offers a ton of new rules for ship combat and operation. It’s full of new stunts, including cool things like Burn Them, which lets your turn your Epstein drive into a weapon. There are also new maneuvers and expanded rules for torpedoes and stealth technologies. A section on ship tactics covers things like hiding in space, using asteroid debris to shield yourself from incoming torpedoes, and expanded torpedo rules. You’ll also find new information on acquiring and carrying cargo and passengers, as well as smuggling and piracy. There are also a bunch of new hazards Game Masters can use to torment their players.

Chapter 3 is an in-depth look at life onboard a spaceship. What do the crew members do between the long passages between ports? What’s it like to live in micro-gravity? What do you eat in space? All these questions and more are answered here. There are also rules for Interludes while traveling between worlds, and guidelines for telling stories set entirely onboard a ship.

And finally, Chapter 4 is the section you’ve all been asking for: new ships! This chapter features expanded details on some of the ships provided in The Expanse RPG as well as a boatload of new ships from The Expanse novels. Not only are there stats and descriptions but also scaled deckplans. The deckplans are perfect for use if you like to use miniatures in your games or if you just want to get a better idea what these ships look like on the inside.

Check your seals and hang in there podnas! Ships of the Expanse is coming soon!

< Transmission ends.>

Putting Your Fantasy AGE Adventures in the Trojan War

Fantasy AGE Trojan War, out now (and at DriveThruRPG) is a condensed guide to running Fantasy AGE adventures in the Homeric Age, a mythic-historical period where ancient events inspired grand myths. The events around Troy can be thought of as one of the first popular fantasy series and shared universes, though to ancient Greeks and people who feel deeply connected to it today, they also represent the founding stories of a people. But let’s step back from profound musings to ask: How do I run adventures in it? The Trojan War has different participants, rewards, and challenges than mainstream fantasy RPG adventures, but that doesn’t mean you can’t convert various adventures to fit the period. Let’s get into tips on how to do just that.

Use other Adventures for Fantasy AGE Trojan War!

“The “tainted fey” Mallorsa should be framed as a renegade Nymph, corrupted by the valley.”

Use Greek Mythology

It’s common sense but needs to be said: Frame everything within Greek mythology! That means looking to the gods, titans, heroes, and their struggles for the origins of everything you use. Since Greek mythology is so influential, this often requires less effort than you might think. Monsters are the children or creations of immortals, or spring from their shed blood. Dungeons are the ruins of fallen heroes, secret temples, or built to house accursed creatures.

The Trojan War Isn’t All About Troy

As we note in Fantasy AGE Trojan War, it takes years for the Achaeans just to get to Troy, and they face plenty of challenges on the way. The Achaeans attack multiple islands, and raid Troy’s allies in Asia Minor, so there’s much more to do than simply make another run at the walls of Troy. Any island or rival kingdom can send an enemy force, rouse a divinely created enemy, or own a fortress that must be taken to reach a greater military objective. On the Trojan side, adventurers can ride out to aid allies against the Achaeans, or seek their help—and of course, these friends will want help in return, to retake land and fortifications seized by the Achaeans.

Heroes Are Monsters…Sometimes

The Trojan War is ultimately about heroes, and how the gods love or hate them, and meddle with their destinies. In Greek myths, heroes are not necessarily good or bad, but possess forms of excellence tied to their ultimate fates that attract the notice of the gods. Sometimes heroes act monstrously and can easily replace actual monsters. For example, when the Telamonian Ajax ravages Thrace, he even kills their animals, in a foreshadowing of the madness that would eventually seal his fate. With a small detachment of spear carriers, Ajax, a ruthless, spoils-hoarding killer, can fill the same role in an adventure as a dragon.

Monsters Sometimes, As a Divine Treat

Of course, in addition to using heroes as monsters, you can use, uh monster as monsters. In a Trojan War campaign, monsters are usually related to immortals such as gods and titans. In most cases, only the intelligent offspring of immortals are truly immortal, and even lesser immortals can be defeated, as they lack true divinity and access to the nectar and ambrosia the gods use to maintain their endless health. Animal and bestial creatures usually have an even more limited form of immortality, which is why killing the cattle of Helios is possible, but still a terrible idea. Other monsters are the result of divine curses. The Greeks created monsters as part of their stories, and when you create new stories, you can use them to justify monsters from other fantasy worlds, giving them an origin fitting the Homeric Age.

Example: Valley of the Whispering Titans…er Giants

As an example of converting a mainstream fantasy scenario, let’s look at Valley of the Whispering Titans from Fantasy AGE Lairs. First step: Rename the valley! That’s because while titans come from Greek mythology, the ones in this scenario left behind their skulls, which the immortal titans wouldn’t do. Instead, make the lair a remnant of the war between the Olympian gods and the giants. In fact, we can say that this is a place where Uranus’ blood fell, giving birth to giants and numerous other twisted creations.

The valley is the lair of a corrupt druid—except there are no druids in the Homeric Age (at least, none near Troy) so instead we should make main antagonist Callem Ressmil a pharmakeus: a sorcerer who manipulates divine power without the leave of the gods, as detailed in Fantasy AGE Trojan War. He’s probably a hero with an immortal ancestor who committed an act of hubris by claiming the valley and harvesting its power.

The “tainted fey” Mallorsa should be framed as a renegade Nymph, corrupted by the valley. The Valley Huntsman requires the most changes, turning from a corpse possessing ghost (Hades usually prevents that sort of thing) to a phenomenon specific to the valley, where the blood of Uranus animates dead creatures to face the characters once again—perhaps under the control of the resident witch. The Hanging Vine is another creature made or changed by Uranus’ blood. The “titans’ skulls” should belong to giants but can be used as-is; Greek myths include stories of the Aegis, made from a fallen monster, and it is fitting that other semi-immortal remains should retain special powers.

Plus of course, you need to change the names!

You can set the valley in an obscure peninsula or large island if this challenge is for Achaean heroes, or within the territory of Troy but outside the city for heroes from all sides. Apollo may demand the Trojans do something about the cursed valley before helping them. Artemis may be offended by the phenomena in the valley, and demand the Achaeans deal with it, since they already offended her on the way to Troy.

Fantasy AGE Trojan War: Now Available!

Fantasy AGE Trojan War

Available Now! In the Green Ronin Online Store, and DrivethruRPG!

Cross the Wine-Dark Sea and Storm the Walls of Troy Again!

Fantasy AGE Trojan War, which is available now, revives the classic 3rd Era historical fantasy supplement in streamlined form for Fantasy AGE. This book explores the Homeric Age: a period that’s half history, half myth, and all about dramatic action, where gods and heroes battle each other…and the inescapable judgment of destiny. Enter the Iliad and other ancient tales in Fantasy AGE, using a host of new options:

  • Play Achaean Greeks, Trojans, and other ancient peoples, from Amazons to the divine offspring, with new backgrounds appropriate to the era.
  • Five new talents and six new specializations, from the Swift-Footed fighting style to Amazon ferocity and the strange magic of the Pharmakeus.
  • Three new magical Arcana, over 30 new magic items, and discussions of the role of magic in Homeric mythology.
  • Weapons, armor, and other gear appropriate to the Homeric Age, including rules for hit locations and partial armor in combat.
  • Chariots and ships of the Homeric Age, and how to use them.
  • Rules for divine intervention which let gods and heroes meaningfully interact without compromising divine immortality. Fall under the eye of a deity through a Divine Bond, or feel the wrath of their manifestations.
  • Advice for Game Mastering the Homeric Age, from changing mythology to suit you to interpreting Fantasy AGE monsters through the lens of Greek Mythology.

Inspired by the original d20 release, Fantasy AGE Trojan War takes a “Fantasy AGE native” design approach, where instead of a formulaic subject by subject conversion, we substantially designed for Fantasy AGE from the ground up, from specializations to divine intervention. This includes updating research to support a wider range of interpretations, from stricter Mycenaean technology to the ahistorical blend that made up the Iliad itself, and discussions of how to bring increased diversity to the legends.

Return to the Battlefields of Troy

Available in PDF and Print On Demand at DrivethruRPG, Fantasy AGE Trojan War requires the Fantasy AGE Basic Rulebook to play, and while it refers to the Fantasy AGE Companion, that book is not required. With minimal adaptation, it can be converted for use with other Adventure Game Engine roleplaying games.