Make First Contact with an Alien Computer System!
When your starship’s warp drive fails, you encounter a strange subspace field generated by an alien construct – a Matryoshka Brain, a networked computer system large enough to completely surround a star.
As you attempt to make contact with the entities living within the Brain, you discover that the alien construct is... [click here for more]
Two intelligent species on the edge of destruction. The Prime Directive. What do you do?
When you encounter an ancient, damaged vessel - a forested geodesic dome – it does not respond to hails and you detect no intelligent life readings. Upon investigation, you discover that the dying trees on the ship are sentient. As you attempt to understand the cause of their illness, you uncover... [click here for more]
CLASSIC STAR TREK MYSTERY AND ADVENTURE IN THE ARACHNID NEBULA
"Captain’s Log, Stardate 3629.2. We have received an emergency distress call sent by the laboratory ship, Sirius. Reporting that it has suﬀered significant engine and power trauma, the results have left the ship crippled near the Arachnid Nebula, which it had been studying for several weeks. We are now en... [click here for more]
RESPOND TO A DISTRESS SIGNAL ON ZETA GRUIS VII
"Captain’s Log, Stardate 42802.3. We have diverted to the Zeta Gruis system in response to a distresscall from its seventh planet. Previous surveys have shown the planet to be uninhabited, abandoned by its native civilization as its star swelled into a red giant. The distress call appears to come from a city in the southern polar regions, still... [click here for more]
Lifes not easy. Dont matter whether youre flying a leaky boat along the Rim or dodging Alliance cruisers in the Core, theres always something or somebody getting in the way of a Crews honest days work. THINGS DONT GO SMOOTH presents a bakers dozen of shady crews, crime bosses, megalomaniacs, and unexplainable phenomena designed to get in the way of your Crew. Each includes a wealth of story hooks,... [click here for more]
Does your Crew have what it takes to fly the Good Shepherd’s Run? SMUGGLER’S GUIDE TO THE RIM is a supplement for the FIREFLY RPG that is designed for both players and GMs. The third supplement in the line, the SMUGGLER’S GUIDE TO THE RIM introduces Reputation rules for Crewmembers, 12 new archetypes, the Good Shepherd’s Run, more Chinese translations, more... [click here for more]