"Crew, cargo, and conspiracy across a fractured Sol system."
The Expanse Roleplaying Game brings James S.A. Corey's hard science-fiction saga to the table using Green Ronin's Adventure Game Engine. You play a scrappy crew of Belters, Martians, and Earthers chasing work, secrets, and survival across a divided Sol system. Every test rolls 3d6 plus an ability and focus against a Target Number, with one Drama Die driving cinematic Stunts. Fortune softens the blows instead of hit points, while the GM's Churn steadily tightens the screws until the crew's careful plans go sideways.
It is a lived-in future where humanity has spread only as far as the Sol system. Earth's teeming billions, a militarized independent Mars, and the exploited Belters of the Outer Planets circle one another in a cold, resource-hungry standoff. Play centres on an ordinary ship's crew caught between these powers, navigating scarce air and water, protomolecule mysteries, and politics that can turn a salvage run into an interplanetary incident.
3d6 and the Drama Die
Every test rolls three six-sided dice plus an ability and any relevant focus against a Target Number. One die, the Drama Die, stands apart and powers the game's signature Stunts.
Stunts
Roll doubles on a successful test and you earn Stunt Points equal to the Drama Die, spent from menus to disarm foes, land extra hits, or seize the narrative spotlight.
Fortune
Instead of hit points, characters spend Fortune to shrug off near-misses, boost rolls, and bend luck, modelling cinematic close scrapes rather than slow, grinding attrition.
Ships and the Churn
Detailed spaceships and space combat sit beside the Churn, a GM meter that tracks rising trouble and decides exactly when the crew's plans go sideways.
Open in Session Zero to let every player vote and see the results.
