Tag Archive for: The Expanse

A Gathering of the AGEs: Consolidated Rules in Fantasy AGE 2e

Fantasy AGE Core RulebookHey folks, Malcolm here. I’m not the developer of the new edition of Fantasy AGE but I am one of the developers of the core rulebook. While I can’t give you a first-person perspective on the whole game, I can tell you a bit about the parts I helped work on. So, I thought I’d write a couple of pieces about that!

One of the goals of Fantasy AGE’s second edition was to consolidate various rules developments from multiple AGE games and supplements. If you’re an Adventure Game Engine completist you might recognize the following new and updated rules as familiar—with a few exceptions, because they’re from AGE works that haven’t come out yet but influenced development nonetheless! In any event, this is one of the factors that led us to eventually decide the new core rulebook was a true “Second Edition” of Fantasy AGE even though much of 1e remains compatible.

Challenge Tests: Challenge tests are advanced tests with certain special conditions, meant to emulate heists and other forms of dramatic extended tasks where characters need to apply multiple focuses, and fallout from failures can occur mid-test. Originally created by Crystal Frasier (and called “breaching tests”) for Modern AGE’s World of Lazarus supplement, it proved to be such a good idea we moved it to the core rulebook. The Expanse merged challenge tests and Modern AGE’s chase tests, and that final evolution is part of Fantasy AGE now.

Daring: Daring, an optional rule that promotes dramatic reversals in encounters, is an evolution of the rules for Serendipity, originally from the Modern AGE Companion.

Daring is one of the cool new optional rules in Fantasy AGE 2nd edition

Peril and Daring!

Defeat Conditions: Despite making their first appearance in Fantasy AGE 2E, Defeat Conditions were originally invented for Cthulhu Awakens, to provide alternatives to death as the result of dramatic combat.

Fortune: Fortune is an invention of Steve Kenson, originally devised for The Expanse roleplaying game, where escalating Health wasn’t appropriate but “script immunity” was a better fit. It was a great idea in that game, and it’s a cool option in Fantasy AGE, too.

Minor Arcana: These petty spells originally hail from the Threefold setting for Modern AGE.

Peril: Peril, where success lands you in deeper trouble, began as the Churn spiral in The Expanse. Interestingly, in the Modern AGE Companion it’s present and called Complications.

Relationships: Relationships, an optional rule to strengthen character connections in Fantasy AGE, was first introduced in Blue Rose.

Revised Spellcasting: In the new edition of Fantasy AGE spells only fail to be cast when a mage decides to abandon them or doesn’t have the magic points for them, because we determined spending MP on nothing happening wasn’t fun. Instead, if you fail a casting roll, the MP cost goes up. This is another option that was originally piloted in Modern AGE’s Threefold setting.

Simple Tests: A “test that doesn’t use stunts/SP” has existed in an ad hoc fashion since the beginning of the AGE system but the Simple Test concept, introduced in the Modern AGE Mastery Guide, gathers them all together as versions of simple tests and lets the GM use them at their discretion as well.

These nine examples aren’t the only ones, and notably, much of the Fantasy AGE Companion from the game’s first edition has been updated and added to the core of Fantasy AGE 2E.

Works Cited!

Want to know about the games that provided input for the new Fantasy AGE? Check them out:

Blue Rose: The AGE Roleplaying Game of Romantic Fantasy

Cthulhu Awakens

The Expanse Roleplaying Game

Modern AGE

Modern AGE Companion

Threefold (Modern AGE)

World of Lazarus (Modern AGE)

The AGE System is a Map

Nothing quite starts off a new year like a cryptic blog post title, so here we go! Seriously though, I’d like to chat about how I feel about what the Adventure Game Engine is as it now powers a wider array of games than ever: Fantasy AGE, Modern AGE, Blue Rose, The Expanse, Cthulhu Awakens, and as per our recent announcement, The Fifth Season. And of course, it all goes back to its roots in the Dragon Age roleplaying game and Chris Pramas’s design.

Unfamiliar with the Adventure Game Engine? We’ve got you covered with our handy “What Is AGE?” primer!

The AGE System provides nearly infinite story opportunities and options!

I’m the Modern AGE developer, and that means taking an expansive view of the system that has come to be my default. This makes AGE something of a map: The system has “bare metal” mechanical features I can play with in a number of different ways. Very few things about the system are fundamental, but what is there—the fixed points on the map—help me answer questions about how a given instance of the game is supposed to work, and what the play experience should be like.

Are classes essential? Modern AGE proved they weren’t, but that protecting unique niches still mattered. Spending points on spells and other powers? Not essential, but a sign saying power should have some kind of cost.

The core of the AGE experience is something I like to call a “punctuated curve.” The core mechanics are 3d6 + modifiers versus a target number. 3d6 outputs a curve of results, where some numbers on the dice, in the middle of the range, are more likely than others. So, a character’s abilities are fairly reliable. But this sort of thing wouldn’t be especially cool without an additional element. In AGE, this is scoring doubles and generating stunt points. Thus, in the set of successful rolls there’s just under a 50% chance of a more interesting success.

This principle doesn’t tell us what a “more interesting success” is, and of course, that’s up to what stunts the player will pick—and stunts turn out to be something we can greatly customize by a game’s genre and setting. In Fantasy AGE Trojan War, divine stunts can be acquired with the help of the gods. In Cthulhu Awakens, certain stunts represent mind-melting insights won through exposure to the Mythos. The Expanse has stunts related to spacecraft.

But that point on the map can be zoomed in on, divided by area, and customized even further. Stunts represent exceptional results, but we can split them off from doubles. This is how we get the stunt attack mechanic in newer AGE rules sets, and how we use Bonds, where we add an opportunity to do amazing things because of a relationship or belief.

This is the kind of flexibility that lets AGE work for multiple games—we strip it down, see what remains, and it shows us what we can play with to address themes and play experience. While we sometimes do aim for cross-compatibility between games, we usually don’t fret that option A in one game contradicts B in another. You can pick and choose when crossing over. The point is to generate familiarity that lets you make your own crossovers and house rules, while presenting lots of readymade options to choose from.

What do you think is essential to the AGE system? What’s flexible? What should be one, not the other? Feel free to let us know!

Wanted: Bounty Hunters – The Expanse RPG

Trades of the Expanse: Bounty Hunter

Available Soon!

Coming soon to the Green Ronin Online Store and DrivethruRPG, Bounty Hunters kicks off the new Trades of the Expanse PDF series of short, well, expansions for The Expanse RPG, looking at different trades and professions in the setting: how to create characters practicing that trade, game systems for handling their jobs, and adventure hooks and ideas for them, to name a few. Bounty Hunters starts off with the basic premise “Throughout human history there have been people who posed problems for other people, and those willing and able to deal with such problems—for a price. It may have been someone who needed to be found, apprehended, given a message or a warning, or simply eliminated.”

Makes a certain amount of sense to start with bounty hunters, since The Expanse essentially starts off with a “kidnap job” assigned to StarHelix detective Miller. Coincidentally, bounty hunters are also prominent in other science fiction media of late and might provide some additional inspiration.

The product takes a look at the practice of bounty hunting in the System of The Expanse, including its relative legality, the types of bounties, and the clients offering them. It provides guidelines for bounty hunters looking for work, and the ways in which they find it, from standing bounties to agency assignments. It also looks at the bounty hunting process from start to finish, from getting the job to tracking the target to getting paid.

Bounty Hunters offers AGE game system material as well. It includes handling bounty hunting as an investigative challenge, income rewards, “Tools of the Trade” equipment, a Bounty Hunter specialization, and a couple of ships suited for bounty hunters. It even has special bounty hunting stunts like “The Upper Hand,” “What Makes Them Tick” and my personal favorite, “Saw That Coming,” which lets you spend Stunt Points to retroactively declare that you planned for something that your target ends up doing and you’re prepared for it.

The product also offers resources for Game Masters, including dealing with bounty hunter reputations, some ideas for Churn effects while hunting a bounty, and a “Jobs Board” with some potential bounties you can use as starting points for your own Expanse adventures focused on bounty hunting.

All in all, Trades of the Expanse: Bounty Hunters is a powerful little package, whether you want your crew to try their hand at the trade for a change-of-pace, or you’re interested in a whole series focused on bounty hunting in the System (and even many systems, with the Beyond the Ring sourcebook).

Trades of the Expanse: Bounty Hunters will be available very soon!

Gen Con Indy 2022

The Green Ronin Convention Crew reports from Indianapolis that Gen Con is going well! Alex and Jonesy are running sold-out games, and some products are already sold out as well. Here is a view, care of Disembodied Troy, of what’s for sale at Booth 101.

Here’s a view from inside the dealer hall at Gen Con 2022 in Indianapolis, Indiana, showing off all of the goodness available for sale this weekend at booth 101, right inside the hall entrance next to Paizo. If you’re at the show, stop by and see us!

New at Gen Con are Cyberpunk Slice and Five and Infinity for Modern AGE RPG, Danger Zones and Starhaven for Mutants & Masterminds, Six of Cups for the Blue Rose RPG, the 5e adventure A Shadow in the Downs for The Lost Citadel, and a novel for The Lost Citadel, A Song of Eagles! And, as you can see in the video, we have tons of other great game products, like Sentinels of Earth-Prime, The Expanse RPG, Freeport, and more. Plus, we are running awesome bundle deals at the show. Booth 101!

We’ve since sold out of some things, necessitating some revised bundle deals, which look like this:

Secrets of Lemuria

Secrets of Lemuria for the Expanse RPG!

Available NOW!

<incoming transmission>

 

<handshake accepted… decryption protocol required>

 

<decryption completed>

 

“It’s been a long journey to the Ring gate and your final destination: Medina Station. Some weeks ago, you were all hired by an independent journalist, Sangra Velazquez, to escort him to a meeting on Medina with explorer/scientist Dr. Carly Toor. Sangra has been cagey about the exact details of this meeting, but has hinted that Dr. Toor has made an important discovery on one of the worlds beyond the Rings. Fearing that other parties and possibly even governments might be interested in this discovery, Sangra chose a private means of transportation–your ship.”

 

Mysteries aplenty lie beyond the Ring Gates. Secrets of Lemuria is the first adventure for The Expanse RPG that begins to explore those mysteries. The adventure is intended for a crew of 4 to 6 1st to 3rd level Expanse characters (although it would be easy enough to increase the danger for higher-level characters.) The story begins with a simple passenger transport and escort job. Independent reporter, Sanga Velazquez, has a meeting on Medina station with a scientist who claims to have made an incredible discovery on Lemuria, one of the many planets beyond the ring. Of course, things don’t go exactly as planned, and the PCs find themselves in a cross-fire between an OPA gang and another mysterious (and violent) group…. I don’t want to spoil the story here since some of you, undoubtedly, may end up playing the adventure. Suffice it to say there’s plenty of action and intrigue and stakes that could change the course of human history.

Oh, and did I mention that it comes with a preview of Beyond the Ring? If you haven’t yet ordered a copy,  Lemuria gives you a sneak peak at Medina station —a pressure cooker of merchants, explorers, colonists, businesspeople, gangsters, smugglers, and spies from Earth, Mars, and the Belt. You could easily run an entire campaign on Medina alone, and of course, you have the mysteries of Ring space, the hub, and gateways to 1300 worlds right on its doorstep.

Secrets of Lemuria is the first in an upcoming series of PDF-only releases for The Expanse RPG. We have lots of plans, including new adventures and even a new series we may be announcing soon. Stand by for more information about that!

So, keep your eyes open, and your sensors active. Secrets of Lemuria is available now as a PDF in the Green Ronin Online Store and on DrivethruRPG!

<end transmission>

Back Into The Expanse: Worlds and Systems

Some of you may have seen the recent actual play of Cthulhu Awakens that I ran in conjunction with the Kickstarter. I really enjoyed running the game, but after that brief foray into the realms of eldritch horror, I’m excited to say that it’s time for me to get back to The Expanse!

Colony worlds and systems in the Expanse

During my first official visit to ThursdAGE last week, we talked a little about the new Expanse sourcebook, Beyond the Ring. (Check it out if you want to see some of the amazing art in this book) We also did a bit of a deep dive into Chapter 5: System & World Creation in Beyond the Ring. If you check out the stream, you’ll get a behind the scenes look as I go through both the system and world creation systems step by step. One of the challenges I have as the developer for The Expanse RPG is where to draw the line between story and science. This chapter, in particular, proved to be quite a balancing act in that arena. After all, this is a game about telling stories, not a science textbook. But on the other hand, The Expanse novels are heavily grounded in real science. Creating your own systems and worlds is an excellent opportunity for bringing a little more science into your games.

In Chapter 5: System & World Creation, we do our best to give you all the pertinent information needed to create your own worlds and systems without getting too bogged down. All of the charts and tables might look a little daunting for someone who doesn’t know much about the science of spectral types, orbital zones, or atmospheric compositions, but I promise you don’t need to know any of the science. Just follow the steps, and you can design a system without any difficulty. Truthfully, the luminosity of the star or a planet’s orbital period probably won’t come into play in your story, but being able to provide all of the star system information to your players lends a sense of authenticity that this is a real system with real planets. Your scientifically minded players will love it, and your story-driven players will appreciate the attention to detail.

One question I’ve been asked is whether science 100% accurate all of the time? My simple answer is: I’m sure it’s not. But it’s pretty close and certainly more than enough for telling a good story. Ultimately even The Expanse is about the story and the characters. The science is there to give it a backdrop of realism and authenticity, but in the end, it’s a good story that matters.

So, do you want to know more about Beyond the Ring and how you can use it in your own campaign? Well, you’re in luck! My appearance on ThursdAGE was just a teaser for what’s to come. In the following weeks I’m going to be running an actual play of The Expanse RPG that showcases a lot of the key systems in Beyond the Ring, especially colony creation and advancement. In Session Zero we’re going to build the colony that the PCs are going to be connected to using the rules in the book. Sessions 1 and 2 will be a story that centers around the colony. Finally, Session 3 will be the finale, and we’ll go through colony advancement, including the repercussions of the PC’s action during the adventure. So, keep your eyes peeled for the exact dates.

There will also be opportunities for those of you watching live to ask questions, and maybe even some audience participation. So, if you’re considering purchasing Beyond the Ring and want to know more this will be an excellent opportunity to see what it’s all about.


You can Pre-Order the print version of Beyond the Ring right now and receive the PDF for just an additional $5! But we understand that shipping internationally is a little difficult at the moment, so our overseas fans can also get the $5 PDF add-on by just letting their Friendly Local Game Store know that they would like to Pre-Order the book there. Just ask your store clerk to contact us, or their games distributor, and mention the Pre-Order Plus program, we will take care of the rest!

Beyond the Ring: Available Now

Beyond the Ring Available Now!

Available for Pre-Order Now!

The ring gates have opened up opportunities on 1300 worlds for scientists, adventurers, explorers, and colonists. Royal Charter Energy is seeking brave and bold individuals of many diverse backgrounds for colony and mining operations beyond the rings. Be the first to set foot on a new world. Make new discoveries. Explore. RCE is currently hiring scientists with backgrounds in geology, chemistry, as well as those with mining, agriculture, and security experience. Stuck on Basic Assistance? We may have a place for you. Find yourself on a new world.

Applications are being accepted by our offices in Lovell City, Luna, either in person or electronically.

 

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.

Once your colony is established, you get to see how your colony grows or fails. The rules for running a colony exist to provide new opportunities for adventure, provide a sense of investment in the protagonist’s community, and help players feel like an important part of the dynamic and ever-growing Expanse universe. The colony rules interact with the rest of a campaign in two ways: growth checks and plot actions.

For a colony to survive, it must endure the harsh realities of an alien world, grow to support itself, and thrive in the face of adversity–growth checks represent this. The frequency of these checks is usually from one to three months and can result in the colony growing or expanding or suffering a mishap. Mishaps can lead to adventure opportunities as players can sometimes take plot actions to mitigate their effects.

While growth checks represent the everyday ebb and flow of life in a community, plot actions represent deliberate efforts by the colony leadership toward specific goals. Often plot actions are made in response to a threat or rival colony, but colonies may also be proactive, attempting to undermine rivals or build new projects to improve conditions. Successful plot actions can hurt rivals, disarm threats, and make headway on projects, while failed plot actions do the opposite. The GM also gets to take plot actions. A group of pirates that the PCs previously tangled with past might become a direct threat to the colony.

Finally, this chapter offers a few sample colony operations that were built using these rules. These can be used as a guide for building your own colonies or plugged directly into an adventure if a GM finds they need a colony. As you can see, an entire campaign could be built around a crew starting and managing a colony in the worlds beyond the rings.
If you’re looking for inspiration for telling your own colony-based stories, Cibola Burn offers a lot of good material on what it’s like to live in a colony under threat from multiple directions. The novella Strange Dogs offers a good look into the early days of Laconia. And I was super excited to see that the final Expanse novella, The Sins of Our Fathers, is set entirely on a colony world. The story presents some of the difficult choices colonists might be forced to make. We can’t wait to hear the stories of the colonies on new worlds that you and your players create!


Expanse Beyond the Ring on ThursdAGE

Tune into ThursdAGE this Thursday, April 7th at 2p Pacific to catch designer Ian Lemke as he walks us through star system creation and world building in Beyond the Ring, with your pals Owen KC Stevens and Troy Hewitt

You can watch us on Twitch, YouTube, Twitter and Facebook and don’t forget to subscribe to Green Ronin’s official streaming channels to be notified when we go live with The Expanse RPG: Beyond the Ring Actual plays throughout the month!

The Expanse Meets Cthulhu Awakens!

Expanse meets Cthulhu!

Art by Tentacles and Teeth

The Kickstarter for Cthulhu Awakens, which brings cosmic horror from the unimaginable past, through the 1920s, and into the 21st Century, is now live! Both The Expanse RPG and Cthulhu Awakens are powered by AGE: the Adventure Game Engine, which opens new realms of possibility for both universes.

Cthulhu Awakens: On Kickstarter Now

Live on Kickstarter now!

The stars have truly aligned….

Part of the appeal of The Expanse are the elements of horror carefully blended within a science fiction setting. Certainly, some chapters are as chilling and terrifying as any horror novel. The changes that the protomolecule causes in humans are ghastly and reflections of Frankenstein’s monster can be seen in Project Caliban. And, of course, the entities beyond ring space could step right from the pages of the Cthulhu Mythos. By now, I suspect you know where I’m going with this: how can Cthulhu Awakens be used with your Expanse game? Even if you don’t want to bring the eldritch horrors into the Expanse universe, Cthulhu Awakens offers both players and narrators some intriguing new possibilities.

Alienation

Let’s start with the good stuff. In Cthulhu Awakens, alienation represents the influence of eldritch forces on the psyche. Through Holden’s eyes, we see throughout the Expanse series how much effect close encounters with the protomolecule can have on an individual, particularly through his ability to communicate with “ghost” Miller. A protomolecule connection like Holden’s could easily be replicated by the use of Enlightenment stunts which give Cthulhu Awakens characters insight into the Mythos. The other aspect of alienation—terror—could also be implemented to manifest the primal fear and horror resulting from many encounters with the protomolecule.

Bonds

Cthulhu Awakens has Bonds that are very similar to Relationships in The Expanse, but they are greatly expanded in both concept and utilization. Personal Bonds, which are much the same as Relationship Bonds in The Expanse RPG, are broadened to include a character’s ideals, oaths, or beliefs. There is also a completely new kind of Bond called External Bonds. These represent involuntary influences on characters and can be used by the GM to generate Stunt Points that put characters at a disadvantage. Interestingly, External Bonds may appear on the surface to be advantageous (membership in an OPA faction, a close relationship with a friend or sibling), but the GM controls them. Examples of External Bonds might be ties and obligations to organizations (the OPA, religious group, or employer), or individuals(someone you care about so much that it can become a detriment to you). And as with personal bonds, they could also be personal ideals, beliefs, or oaths. Alienation is also a form of External Bonds.

Talents

The talents in The Expanse are tightly focused and allowing some of the new talents from Cthulhu Awakens could offer some diversity that could make for interesting character development. Talents such as Bootlegger, Emergency Care, Esthete, and Hard Case could all fit quite comfortably into an Expanse campaign.

The Mythos

Finally, Cthulhu Awakens contains an enormous amount of information about the Mythos that has been adapted for the Adventure Game Engine. The two games are compatible and require very little tinkering to tell Mythos stories beyond the Weird Century. Or perhaps you want to take your Expanse campaign in a completely different direction and surprise your players with true cosmic horror. Perhaps the entities beyond the gate are something other than described in the novels and are, in fact, the Outer Gods, now awakened after untold millennia of slumber. Or maybe the Ring builders were the Mi-Go or the Elder Things. The possibilities are endless. The universe is yours to make as you will.

Bundle of Holding Encore!

The books may have come to their conclusion, but you can keep the story going at your own game table with The Expanse RPG available now for an amazing deal at the Bundle of Holding!

Check it out Right Here!

In case you missed it when this bundle was previously available at the end of 2020, it’s back for an encore!

From the Bundle of Holding page:

For just US$19.95 you get all six titles in this revived offer’s Modern Collection (retail value $84) as DRM-free ebooks, including the complete Modern AGE Basic Rulebook and the Modern AGE Companion; the cross-dimensional campaign setting ThreefoldEnemies & Allies for Threefold and other Modern AGE games; the adventure Missions: Warflower; and the Modern AGE Game Master’s Kit.

And if you pay more than the threshold price of $31.60, you’ll level up and also get this revival’s entire Expanse Collection with four more titles — the entire Expanse RPG line to date, worth an additional $60 — including The Expanse RPG standalone core rulebook and Game Master’s Kit, the full-length six-scenario campaign Abzu’s Bounty, and the short adventure Salvage Op.

And that’s not all!

Ten percent of your payment (after gateway fees) will be donated to this offer’s pandemic-related charity, Direct Relief. Direct Relief sends protective gear and critical care medications to health workers, with emergency deliveries to medical facilities across the US and Canada and to regional response agencies around the world.

The Expanse comes to Foundry VTT!

Introduction

Earlier this year, there was a Ronin Round Table that introduced the VTT team. Since then, we’ve had the release of the Mutants & Masterminds 3e sheet on Roll 20 along with various Danger Zones and the Condition Cards. We have revisited Freeport with the 5e content, also on Roll 20. Ahpook and Jonesy were the driving forces behind those projects respectively. After some discussion, Troy felt that we were in a good position for an update, so Charlotte spoke the 4 magic words.

The Expanse on Foundry VTT!

Current Status

We are happy to report that all systems are within optimal operating parameters, and we are go for launch for The Expanse system for The Foundry VTT!

During development, we made a strong effort to maintain a balance between gameplay and automation. It was our intent from the very beginning to not turn everything into a function of the system where the game can play itself with a click of a button, but rather maintain the feel of playing The Expanse at the table, just virtually.

What does that mean in a practical sense? As players, your rolls will be calculated step by step so the GM can provide information as needed. Rolls have the option to have modifiers, and/or additional dice added to the roll. Each character sheet has automated rolls for abilities, attack to hits, damage rolls, and income rolls. GMs have the added feature in NPCs to roll both the attack and damage rolls at the same time, to make their rolls a bit easier. Conditions have some functionality to them besides just being a checkbox. Some conditions are linked to attributes or other conditions to help make tracking easier. There are many other features that are implemented, and we can’t wait to get feedback from everyone once the system becomes available.

Foundry exampleFoundry exampleFoundry example

Timing

The release of The Expanse system, and The Expanse Quickstart module will be the first products available on The Foundry VTT, with core book, Abzu’s Bounty, and other adventuress scheduled for a later date.

How can people engage?

If you’re ready to start a life of adventure outside of the gravity well, You can find The Expanse system and Quickstart ready for download on the Foundry VTT system and module installer, and then come join us on the GRAAD server!


Charlotte is the tabletop dilettante, dabbling in all things tabletop roleplaying. From running communities in TTRPG spaces, games in her free time, and creating content for VTT’s, she’s doing it all. You can find her and her various projects on Discord: https://discord.gg/MJQQd6H or Twitter: https://twitter.com/foxfyre22