TEXT: GAme Master’s Kit
  As Game Master, everything that happens between the Sun and the Outer Planets revolves around you. This indispensable accessory 
  for your Expanse RPG campaign will help you keep your game moving along like it’s in zero-G. 
  Inside, you’ll find:
  • GM Screen: Three hardbacked panels packed with rules, charts, and tables that will keep you out of the rulebook and in the game.
  • 5 Quick-Reference Cards: Put the stunts and actions at your fingertips.
  • 6 Pre-Generated Characters: Suited up and ready for play or use as NPCs.
  • Initiative Tracker: Use with wet- or dry-erase markers to know who’s up next.
  • Complete Adventure: Send a crew of level 1-3 characters into action on The Ganymede Insurance Job.
  The Expanse Created by James S.A. Corey
  Design & Development: Steve Kenson     Editing: Josh Vogt     Proofreading: Jaym Gates
  Graphic Design & Art Direction: Hal Mangold     Screen Art: Mauricio Calle, Ferdinand Ladera, Mirco Paganessi
  Interior Art: Biagio D’Aslessandro, Mirco Paganessi, Andrey Vasilchenko     Cartography: John Wilson
  Publisher: Chris Pramas
  Green Ronin Staff: Joseph Carriker, Crystal Frasier, Jaym Gates, Kara Hamilton, Steve Kenson,  
  Nicole Lindroos, Hal Mangold, Jack Norris, Chris Pramas, Evan Sass, Marc Schmalz, Malcolm Sheppard,  
  Mat Smith, Will Sobel, Owen K.C. Stephens, Dylan Templar, Veronica Templar, and Barry Wilson
  The Expanse Game Master’s Kit is ©2018 Green Ronin Publishing, LLC. All rights reserved.  
  References to other copyrighted material in no way constitute a challenge to the respective copyright  
  holders of that material. Green Ronin, The Expanse Roleplaying Game, and their associated logos  
  are trademarks of Green Ronin Publishing, LLC.
  The Expanse is © 2011-2018 Daniel Abraham and Ty Franck.
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  Take Full ConTrol oF The SySTem
  
  2
  The Ganymede InSuranCe Job
  THE EXPANSE ROLEPLAYING GAME
  T
  he Ganymede Insurance Job is an Expanse Roleplaying Game adventure suitable for a crew of three to six characters, 
  levels 1 to 3. As the crew hunts down a scammer in hiding on behalf of the Belter family he robbed, they discover they’re 
  not the only ones looking for him—or his money.
  The adventure starts with the Luongs, a family of Belter rockhoppers taken in by an insurance scam, and their 
  desperate play for justice, and leads to a conflict between Martian security forces and a dangerous, system-spanning crime 
  syndicate, the Loca Greiga. It takes place primarily on Tycho Station and Ganymede. Since many of the characters involved 
  are Belters, familiarize yourself with Chapters 10 and 11 of The Expanse Roleplaying Game, should you wish to showcase 
  Belter culture and language.
  InTroduCTIon
  Ganymede is a kind of safe haven for the people of the Belt. Sure, it’s run by the Martian government—who treat Belters no 
  better there than anywhere else in the solar system—but they still see it as a sanctuary of sorts. Built as a long-term colony 
  meant to sustain expansion into the Outer Planets, Ganymede grows the Belt’s crops. Many Belter women also travel there 
  to give birth, due to a low rate of birth defects and stillbirths, thanks by the moon’s magnetosphere. It is one of the few places 
  where the Inner Planets use a lighter touch, if for no more altruistic reason than the fear of driving the whole of the Belt into 
  the OPA’s eager arms.
  It’s this soft spot in the collective Belter psyche that an unscrupulous insurer named Thomas Katirci sought to exploit. 
  Reasoning that Belters have a tendency to see Ganymede as a nurturing, helpful place, he saw it as the perfect station from 
  which to run an insurance scam on rockhoppers, poor families living in independent ships and scraping by mining small 
  metal and ice claims in the Belt. 
  Katirci got away with his scheme for several years, charging very low premiums to insure rockhopper ships and paying out 
  minor claims from the money brought in by new clients lured in by his existing ones. The scheme came crashing down just a 
  few months ago when the Luong family came looking for a payout for a damaged Epstein drive and a few injured crew. Instead 
  The Ganymede 
  Insurance Job
  
  3
  The Ganymede InSuranCe Job
  THE EXPANSE ROLEPLAYING GAME
  of the helping hand they had come to expect, the Luongs found only silence from Katirci. Facing the loss of their ship—both 
  their home and the source of their livelihood—the family turned to the OPA and freelance troubleshooters for help. 
  Theme
  This adventure focuses on two of the main themes of the Expanse setting: wheels within wheels, and the idea of the Churn. The 
  first of these is an acknowledgement that the concurrent, conflicting, overlapping plans of billions upon billions of humans in 
  the solar system create intricate webs of cause and effect that can all-too-often appear to isolated individuals as indecipherable 
  chaos. But the Expanse series, with its shifts in perspective tracking multiple intersecting narratives, often demonstrates that 
  seemingly random events in one character’s life are actually the result of others’ unseen plans intruding on their own.
  The idea of the Churn builds off of these interwoven schemes. Being caught up in the wheels of humanity’s conflicts can 
  be a sudden, dangerous experience for an individual, and it will happen sooner or later. Change can come when a person 
  least expects it, and it often does. All of the characters in this adventure are working from incomplete information, and when 
  their plans collide, it creates continually escalating conflict.
  InCorporaTInG The Ganymede InSuranCe Job InTo a SerIeS
  At its heart, The Ganymede Insurance Job is a straightforward mission with a clear goal, on behalf of clients who won’t be able to 
  afford to hire the characters ever again, even in the unlikely event they have need. That makes it easy to slot into an ongoing series 
  as a self-contained episode with little permanent impact beyond the payout and a sense of righteous accomplishment, should you 
  choose. Of course, the competing interests of Mars, the Loca Greiga, the rockhoppers, and the OPA offer ample opportunities to 
  connect the adventure to existing stories or use it as the start of ongoing relations or rivalries with these organizations.
  There are a number of scenes included to allow you to tailor how intricate you want the web of interests surrounding the 
  insurance scam to be. If this is the first adventure in a series, these scenes offer excellent foundations for why a particular 
  Martian security officer sees the characters as criminals, or why Fred Johnson sees them as OPA loyalists. Read through all 
  of the scenes and plot which ones to include to best tailor the interested parties to the details of your series.
  parT 1
  TakInG The Job
  These scenes are designed to introduce characters to the basic elements of the adventure and entice them to help the rock-
  hoppers find justice—or at least a payout. They begin with the first meeting between the Luongs and the player characters, 
  leaving it up to the GM to decide how the meeting was actually arranged.
  SCene 1
  ClIenTS and VICTImS
  SOCIAL ENCOUNTER
  Open the scene by reading the following:
  You find yourselves packed into the dining room—if a total of two folding tables and four cracked plastic chairs can 
  be called that—of a small lunch counter on Tycho Station, an hour before it opens. The place is clean and orderly in 
  the typical Belter fashion, but shows signs of years of constant use. Variously seated or standing around the periphery 
  are the Luongs, husbands Kofi and Hien, wives Thanh and Isabella, and their three young children. The oldest kid 
  can’t be any more than eight, though she’d tower over any Earth or Martian kids her age. Nearly all of the family have 
  recent injuries or just-barely-healed scars.
  The adults take turns filling you in on their situation. The family lives on a rockhopper named the Tall Ship, where they 
  make a living mining and making short cargo runs through the Belt. Their ship is badly damaged and in dock for repairs, 
  but they’re running low on money and fear it may be repossessed to pay their debts. They explain that they have the ship 
  insured, but that the insurer seems to have fallen off the grid. After three weeks of trying to reach him, they’ve turned to 
  your crew in desperation, before they run out of money.
  Hien hops off the counter, wincing as he puts too much weight on a foot in an inflatable cast. “Please,” he begs, 
  “Creds wamali, yeah. Too few, milowda sasa. Milowda bist mal, tell truth. Help milowda, else finished we.”
  
  4
  The Ganymede InSuranCe Job
  THE EXPANSE ROLEPLAYING GAME
  As they discuss the job, the Luongs share the following details with the crew:
  Their ship is insured through a man named Thomas Katirci, an Earther based on Ganymede. The Luongs and some of 
  their friends were approached by him a couple of years ago and couldn’t pass up his incredibly low premiums. Kofi says 
  he looked into the man as best as he could before they bought in, and didn’t find anything suspicious.
  Katirci started out very easy to deal with, and paid out reliably for small claims. This is the first time in over two years 
  they haven’t been able to reach him.
  Thanh got fed up after a week of silence, and reached out to the Martian authorities on Ganymede. They were initially 
  sympathetic, but have so far only offered vague assurances that the matter will be followed up on. Thanh’s last message 
  was sent three days ago; there’s been no answer so far.
  Isabella thinks speaking to the “dusters” was a waste of time. She was the one who reached out to the OPA for help and 
  convinced her spouses to put out the contract.
  The Luongs want the characters to find Katirci on Ganymede and bring him back to Tycho to stand trial for fraud, under the 
  nebulous jurisdiction of the OPA. Isabella speaks up to ask them to try to find the money her family is owed. She promises 
  to up their payment if they do, which draws worried glances from her spouses.
  The payout for the job is enough to increase each character’s Income score by +1. If they retrieve the money as well, 
  Isabella’s extra payment is enough to give each character a +2 to a single Income test. As Hien observed, they don’t have 
  much to offer.
  The crew can attempt to negotiate for additional payment, but the Luong family is at the end of their finances. With some 
  prodding, Kofi can attempt to leverage some OPA contacts he knows to get the characters the promise of more work in the 
  future. Should you wish to include the Smuggling Run scene from this section, Kofi can potentially play the part of the contact.
  
  5
  The Ganymede InSuranCe Job
  THE EXPANSE ROLEPLAYING GAME
  SCene 2
  FlIGhT To Ganymede
  INTERLUDE
  The crew can use the trip to Ganymede as an Interlude, giving them a chance to roleplay relationships, as well as gather 
  preliminary information from Ganymede. The trip will take just over a week at a standard burn of 0.3 g, so there is plenty of 
  time to dig for all the information they can get. They’ll need to do more extensive legwork once they are on the station, as 
  detailed under Scene 1 of Part 2.
  Anyone who takes the time to work through the transmission delay between the ship and Ganymede can make a TN 11 
  Intelligence (Research) test to comb through public records to find details on Thomas Katirci. Success uncovers an apart-
  ment suite owned by TKO Holdings, a holding company that eventually links back to him. They also find that TKO has a lot 
  of real estate transactions in its name, with some indications that they’re not all entirely legit.
  Characters with a Background in law enforcement or as a criminal can attempt a TN 11 Communication (Investigation) 
  test to find out some of the shady history behind Katirci and TKO Holdings. A success reveals that Katirci has links to the Loca 
  Greiga, a volatile crime syndicate operation involved in drugs, prostitution, and racketeering on every station, moon, and 
  planet in the system. He’s never directly implicated in anything, but the real estate transactions are almost certainly money 
  laundering operations. If he’s one of the syndicate’s money cleaners, it would make sense that he keeps such a low profile. 
  A failure on the test by more than 5 results in word of the inquiries getting back to Katirci and the Loca Greiga.
  SCene 3
  FIndInG a berTh
  EXPLORATION/SOCIAL ENCOUNTER
  Ganymede is a busy port, strictly controlled and protected by the Martian Congressional Republic Navy. The Martians are 
  currently conducting exercises in the area, so traffic is slowed to a crawl by the extra security. Since they lack the kind of 
  official paperwork that might speed up the bureaucracy, the characters either need to wait 48 hours for a berth to open 
  up—and pay a stiff docking fee of Cost 13—or search for a faster way onto the moon.
  The most straightforward way of speeding things along is to fast-talk or bribe a flight controller. Due to the tight security, 
  characters who wish to accomplish this must succeed at a TN 13 Communication (Bargaining) test. Success reduces the 
  wait time to 24 hours, but failure extends it by another 24 hours while the crew is questioned and their ship searched by 
  suspicious, offended officials. Offering a bribe increases the difficulty of the test to TN 15 but success reduces the wait 
  to only a few hours.
  Characters possessing the Contacts talent and a connection to either the MCRN or the Ganymede government may 
  attempt a TN 11 Communication (Etiquette) test to speed things up through more legitimate means, without exposing the 
  crew to suspicion or retaliation.
  Characters who want to leverage criminal contacts can be put in contact with Fiona Ivashin, a smuggler who maintains a remote 
  landing pad connected to the city via maintenance railway. The price to use this berth is even higher than the official docks, a 
  Cost of 15, but they can land immediately, and avoid customs, should they be involved in smuggling the bio sample off the moon.
  SCene 4
  a WarnInG
  ACTION/SOCIAL ENCOUNTER
  If the characters tipped off the syndicate through their investigation in Scene 2: Flight to Ganymede, a crew of three armed 
  Loca Greiga thugs accost them at the docks, just outside of their berth. The three thugs aren’t afraid of a fight, but have 
  orders to only threaten the characters at the moment.
  Standing in your path are three heavily-muscled Belters, two men and a woman. All three are dressed like dock 
  workers, but openly sport tattoos associated with the Loca Greiga crime syndicate. One of the men steps up and 
  flashes a piece tucked into a pocket of his coveralls.
  “Hoy! Where you ‘tink you headed, coyos?” he asks in a thick Belter patois. “You want off da ido, you gon’ need 
  pass security. Dat’s us, sasa ke?”
  
  6
  The Ganymede InSuranCe Job
  THE EXPANSE ROLEPLAYING GAME
  See the Loca Greiga Thug stats at the end of the adventure. The three thugs demand to know what the characters 
  are doing in the city, and tell them to stay away from residential block 16, containing Katirci’s apartment, claiming it’s Loca 
  Greiga territory. They also demand a “dock maintenance fee” of Cost 13. In lieu of the bribe, a character can succeed at a 
  TN 13 Communication (Deception) or Strength (Intimidation) test to convince the thugs they’re either too broke or too 
  dangerous, respectively, to mess with.
  Should the scene become violent, the thugs take cover behind a free-standing walk-in cooler. They fight until one of them is 
  Wounded or taken out, and then retreat to inform their bosses and get help.
  SCene 5
  SmuGGlInG run
  SOCIAL ENCOUNTER
  An OPA operative on Tycho Station offers the crew a chance to earn some extra income by smuggling a biological sample 
  off of Ganymede. This person could be Kofi Luong, who would be subcontracting the job to the characters in an effort to 
  earn a little extra money and incentivize the people helping his family. Alternatively, you can use an OPA middleman by the 
  name of Vinicius Otero.
  Regardless of the identity of the operative, they tell the characters the run will be easy. A researcher in a biolab on 
  Ganymede has offered to sell some frozen pig embryos to the OPA. This breed of pig is supposed to be tolerant of 
  confined spaces and ultra-efficient at building muscle mass from minimal food, making them ideal for attempting to raise 
  on stations. Should it work, this would give the OPA a way to boost food production in the Belt, as well as income from 
  the luxury meat.
  The OPA operative will attempt to reason with any crew members who express reservations about carrying bio-samples, 
  afraid they’ll unknowingly transport some of the protomolecule. They offer to let the characters read the communications 
  with the scientist on Ganymede, and tell them to open up the portable freezer to check the embryos.
  The operative offers payment enough to increase each character’s Resources score +1 but a character can haggle them 
  up to +2 Resources with a successful TN 13 Communication (Bargaining) test. Only after the characters accept the job 
  does the operative warn them that they will have to be circumspect when returning with the sample, as station leadership—
  namely Fred Johnson—doesn’t know about the plan.
  parT 2
  FIndInG kaTIrCI
  These scenes are where the job starts to become difficult, as the crew starts to encounter their first true obstacles, and 
  discovers how many other competing interests are involved. They also provide some of the first opportunities for the char-
  acters to decide how best to serve their clients and justice, if that interests them.
  SCene 1
  FIndInG leadS
  EXPLORATION ENCOUNTER
  Have the players roll a TN 11 Communication (Investigation) test to represent their characters asking around and combing 
  through public records to find dirt on Katirci. Ask if a character is working through legitimate or criminal channels and 
  tailor the information they uncover accordingly. For example, criminal contacts likely wouldn’t know anything about Katirci’s 
  finance background, but they would pay more attention to the movement of police and crime bosses than the local records 
  office clerk.
  Characters wishing to gather information on Katirci’s apartment can find plans filed with the city without a test, provided 
  they know his address. He lives in a luxurious three-bedroom apartment that includes individual bathrooms for each suite, 
  as well as a large central living area that has its own hydroponic walls. If they wish to know what security may be present, 
  a character must make a TN 11 Intelligence (Security) test. Success reveals an upgraded door lock (requiring a successful 
  TN 13 Intelligence (Technology) test to bypass), as well as an electrified plate just inside the door. He also has an alarm 
  system that doesn’t alert any of the registered security companies on Ganymede.
  Checking through criminal contacts gets word back to the Loca Greiga bosses. They seek out the characters in Scene 2: 
  Other Players, attempting to keep them away from Katirci.
  
  7
  The Ganymede InSuranCe Job
  THE EXPANSE ROLEPLAYING GAME
  Legal methods of inquiry likewise tip off Pinkwater Security, who are keeping 
  an eye out for anything suspicious going on around Katirci. Security officers either 
  locate the crew at their berth, if it’s legal, or track them down in public. Either way, 
  they ask the characters to come in to the security offices for a meeting, as detailed 
  in Scene 4: Negotiations with the Government.
  SCene 2
  oTher playerS
  ACTION/SOCIAL ENCOUNTER
  If the Loca Greiga were tipped off after the characters’ investigations in the previous 
  scene, they send a group of thugs similar to those used in the scene A Warning in 
  Part 1. If you made use of that scene, the syndicate won’t be so forgiving a second 
  time, and the thugs start a fight once they recognize the characters. If the crew 
  managed to avoid the syndicate’s attention, skip this scene.
  The Loca Greiga send three thugs, plus a crew chief by the name of Dan-Dan. 
  If the criminals are inclined to talk, read the following; otherwise, they attempt to 
  ambush the characters in the streets.
  You face off against a group of hardened men and women led by a 
  wiry Belter who calls himself Dan-Dan. None of them could pass for truly 
  respectable, but you notice they’ve each taken steps to hide their Loca 
  Greiga tattoos and keep their weapons inside jackets and deep pockets—
  just barely.
  “I don’ know what you done, an’ I don’ care,” says Dan-Dan, clearly trying 
  to avoid lang Belta. “Bosmang says you stop. Now.”
  “You get professional courtesy, like. Right up until you leave tomorrow. You 
  here after, well…not so courteous, sasa ke?”
  leadS
  TN
  DETAILS
  7
  Legal: Thomas Katirci is some kind of real 
  estate investor, though not many people 
  know him. If the characters didn’t know his 
  address, they learn it.
  7
  Criminal: Local criminals are reluctant to 
  talk about Katirci. He may be protected by 
  some powerful people.
  9
  Legal: Katirci has suspiciously few 
  connections with local financial companies. 
  People in his neighborhood think the police 
  were called to his apartment a few weeks 
  ago, but no one’s sure.
  9
  Criminal: Pinkwater Security, the local police 
  contractors, have stepped up their presence 
  in Katirci’s residential block.
  11
  Legal: Police were called to Katirci’s apartment 
  just a few days after the Luongs reported him 
  to the local authorities. He was released from 
  custody early the next morning, but there 
  doesn’t appear to be a police report on file.
  11
  Criminal: Katirci is a money launderer for the 
  Loca Greiga. Word is the syndicate has a cash 
  transfer coming through the station in the 
  next day or two.
  kaTIrCI’S 
  aparTmenT
  1. Hallway
  2. Main Living Area
  3. Katirci’s Suite
  4. Guest Suite 1
  5. Guest Suite 2
  A. Electrified Plate
  B. Turret Location
  1
  2
  3
  4
  5
  a
  b
  3 meTerS
  
  8
  The Ganymede InSuranCe Job
  THE EXPANSE ROLEPLAYING GAME
  Dan-Dan and his people don’t take no for an answer. Either the crew agrees to get off Ganymede as quickly as possible, 
  or they attack. If the characters have already run afoul of the Loca Greiga, Dan-Dan skips the talking.
  If the crew manages to kill or capture Dan-Dan, his hand terminal contains a message from his boss telling him to be 
  ready just down the corridor from Katirci’s apartment on the day of the deal, in case their money man is being watched by 
  security. They suspect Katirci has been compromised, but don’t know for sure.
  SCene 3
  STormInG The SuITe
  ACTION/EXPLORATION ENCOUNTER
  Thomas Katirci has been confined to his lush apartment by Pinkwater Security, waiting for an in-person meeting with his 
  Loca Greiga bosses. If the characters can’t arrive at a deal with either the security force or the syndicate, they’ll need to 
  extract their target from his gilded cage in the middle of a police raid. For the layout of Katirci’s apartment, see the descrip-
  tion and map in Scene 1: Finding Leads. 
  When the characters approach Katirci’s apartment, he is inside with two syndicate middlemen, Concepción Acosta-Rodrí-
  guez (who goes by “Chung”) and Ay-Das Ondar (who goes by “Ondar”). They’re deep in discussion about purchasing a block 
  of apartments from Katirci at inflated prices, and they’re haggling over the amount and how soon they can expect to re-sell the 
  real estate to get their cash back. Two groups of people mean to complicate this situation: 
  A squad of Pinkwater Security Officers equal to the number of characters, plus a commanding Sergeant, are waiting to 
  hear evidence over a wire before moving in to arrest Chung and Ondar. They storm the apartment after details of the deal 
  come in over the wire Katirci’s wearing, or they hear sounds of violence.
  A crew of Loca Greiga Thugs equal to the number of characters plus one, and a Loca Greiga Crew Chief, are waiting 
  in a café a few doors down. If the Pinkwater officers move in, the thugs move to ambush them from behind. They also 
  advance on the apartment if they hear violence over their open line to Chung and Ondar.
  
  9
  The Ganymede InSuranCe Job
  THE EXPANSE ROLEPLAYING GAME
  In a three-way fight between the characters, Pinkwater Security, 
  and the Loca Greiga, the other groups focus on each other over 
  the characters, giving them an opening to grab Katirci and run. If 
  the crew proves itself a real danger to either group, however, they 
  focus attacks on the characters.
  Given the number of adversaries they potentially face in a fire-
  fight at Katirci’s apartment, the characters may decide the safest 
  bet is to grab Katirci and run back to their ship. Any group that 
  doesn’t have a prior arrangement with the characters to let Katirci 
  go immediately gives chase. If this happens, proceed to the scene 
  Katirci in the Halls in Part 3.
  deFenSIVe meaSureS
  Katirci has a small taser turret in the ceiling of his living room, as 
  well as a 1 square meter electrified plate in the floor, just inside 
  the front door. 
  ELECTRICAL PLATE: The plate can be triggered with an 
  Activate action by a button on a ring Katirci wears, auto-
  matically dealing 1d6+4 penetrating damage to anyone 
  standing on it without specially insulated boots. It needs 
  1 round to recharge its capacitors after being activated.
  TASER TURRET: The turret is motion-activated, has six 
  shots, and will not target anyone wearing a special RFID 
  tag, which is located in the same ring. Katirci activates it 
  immediately if the situation becomes violent. The turret 
  makes a ranged attack with a +4 bonus, doing 2d6-2 
  penetrating damage if it hits. It is a small object (TN 13 to 
  attack) with Toughness 5. Any damage that gets past its 
  Toughness causes it to stop working.
  Both the electrical plate and the turret do non-lethal damage; 
  any characters taken out by them are left unconscious.
  SCene 4
  neGoTIaTIonS WITh The GoVernmenT
  SOCIAL ENCOUNTER
  Despite Isabella’s distrust of them, Pinkwater Security did act on the 
  Luongs’ complaint, and arrested Katirci on suspicion of insurance 
  fraud after only a few days’ investigation. He quickly broke under 
  interrogation and revealed his role in the Loca Greiga, offering to 
  sell them out to avoid prison. The police accepted the deal and did 
  their best to make the arrest disappear. Pinkwater is now using Katirci 
  as an informant, planning to arrest his bosses when they come to his apartment to work out a property purchase.
  The crew can come to Pinkwater’s attention through a number of ways. Read or paraphrase the following.
  You’re ushered into an interrogation room, but the door is left ajar to set you at ease. After a few minutes, an officer 
  steps into the room, flanked by a couple of beat cops. She is a short, broad woman with dark skin, wearing a hijab. 
  She introduces herself curtly as Lieutenant Iminathi Parsi and gets right down to business.
  “It has come to the attention of Pinkwater Security that you have been asking around about a Mr. Thomas Katirci. 
  I do not know what you want with the man, but I am here to tell you to stay away from him. He is a person of interest 
  in an ongoing investigation, and because my superiors do not believe you to be relevant to that investigation, I am 
  asking you to stay away. Am I understood?”
  She fixes each of you with a glare, looking for a nod or word of agreement.
  Lt. Parsi won’t reveal any more of Pinkwater’s interest in Katirci unless the characters make it clear they’re already in the 
  know. Once she’s informed of the possible danger to her men, she opens up a bit more. She works to get any scrap of informa-
  tion out of the characters that she can, anxious to keep the bust from falling apart.
  Once she learns all of the details they know, the lieutenant decides that she doesn’t have enough manpower at the 
  moment, and wants to delay the bust. The characters can convince her to allow them to help the security team with a 
  successful TN 10 Communication (Persuasion) test. In return for the work, Parsi offers to convince the Martian authorities 
  to add reparations for Katirci’s victims to his plea deal requirements.
  SCene 5
  neGoTIaTIonS WITh The SyndICaTe
  SOCIAL ENCOUNTER
  If the crew wants to circumvent the law and look for help from the other side, they can approach the Loca Greiga with proof 
  that Katirci has flipped on the syndicate. So long as they haven’t engaged in a firefight with Loca Greiga members, criminal 
  connections can put the characters in contact with a crew chief named Zhang Yin.
  Zhang is outgoing and free with information. He believes any evidence the characters produce that demonstrates Katirci’s 
  collaboration with Pinkwater, and immediately agrees to trade Katirci and his bank accounts to the characters if they can 
  get him away from security. What Zhang doesn’t tell them is that he plans to pin all violence committed against security 
  personnel during Katirci’s extraction on them. He reasons this will rid him of one problem without creating another.
  
  10
  The Ganymede InSuranCe Job
  THE EXPANSE ROLEPLAYING GAME
  SCene 6
  pIG pICkup
  SOCIAL ENCOUNTER
  If the characters accepted the smuggling run on Tycho Station, they come to Ganymede expecting to transport a sample of 
  frozen embryos back with them. Once they meet their contact, a scientist named Lidia Ma, they learn things are a little more 
  complicated.
  Lidia’s team was locked out of the lab containing the embryos, after the corporation she works for heard rumors 
  that someone is planning to steal them. Desperate for the payday, Dr. Ma turned to the only other thing she could 
  think of: the pregnant sow they were keeping for observation. When she meets up with the characters, pig in tow, 
  read the following:
  A short woman with a Belter build approaches you. She’s slight, even for someone raised in low gee, and dressed 
  in a hooded jacket and hat, pulled down to obscure her face. Whatever disguise she was attempting is doomed to 
  failure, however, by the short leash trailing from her hand and the very fat pig on the other end. She introduces herself 
  as “The Scientist.”
  “Are you my contacts?” she asks hesitantly. “I know you were expecting something smaller, but Jiaozi here,” she 
  gestures to the pig, “is the best I could do. She’s pregnant, so you’ll still get what you want. If anything, this is faster!” 
  she says, a hopeful note in her voice.
  If pressed, Dr. Ma explains to the characters about her lab’s lockdown and her last-minute improvisation. She’s desperate 
  for the money this deal will bring her, and cooperates with any requests, short of significantly reducing her payment.
  parT 3
  leaVInG Ganymede
  Due to the many ways the characters could proceed in Part 2, all scenes in Part 3 should be considered optional. You should 
  select those that best fit the outcome of Part 2 and match your desired pacing.
   SCene 1
  kaTIrCI In The hallS
  ACTION/EXPLORATION ENCOUNTER
  This scene is an extended chase with either the Loca Greiga or Pinkwater Security (or both!) hot on the characters’ heels. 
  Read or paraphrase the following: 
  You flee through the tunnels of Ganymede toward your ship, a reluctant Katirci in tow. Your pursuers aren’t far 
  behind you, and they’re closing in as you struggle to find your way through the unfamiliar labyrinth of hallways.
  Katirci knows better than to try to fight all of you, but that doesn’t stop him from dragging his feet and occasionally 
  increasing his offers to pay you off. He stops when the first bullets ricochet off the walls near you and he realizes that 
  his best chance is with you right now.
  Use the chase system from Chapter 5 of The Expanse Roleplaying Game. Each round, the characters make a TN 11 
  Constitution (Running) test. The success threshold is 20. One character is responsible for keeping Katirci moving each 
  round, and the TN of their test increases to 13 while doing so.
   SCene 2
  duST oFF
  EXPLORATION/SOCIAL ENCOUNTER
  It’s possible the characters are wanted by the authorities by the time they attempt to lift off from Ganymede. Even if they’re not 
  fleeing under the shadow of an all-points bulletin, they may need to take off quickly to escape pursuit. To do so, they either 
  
  11
  The Ganymede InSuranCe Job
  THE EXPANSE ROLEPLAYING GAME
  need to secure official clearance quickly or risk confronting the 
  MCRN by launching without permission.
  Characters wishing to obtain permission to lift off quickly 
  must make a TN 13 Communication (Persuasion) or Intelli-
  gence (Security) test. Success means they have convinced 
  traffic control to bump them up in the priority list, possibly due 
  to a fake emergency. If the characters create a real emergency 
  situation, like setting a fire in the dock, the test becomes TN 11.
  If the ship was docked at the smugglers berth listed as an 
  option in Finding a Berth in Part 1, the only option available is 
  to take off without clearance.
  Should the crew wish to risk a confrontation with the Martian 
  Navy, secretly roll a TN 11 Perception (Sensors) test with a +0 
  modifier. On a success, the characters’ ship is identified as an 
  illegal takeoff and they are hailed. If this happens, read the 
  following:
  “Attention unauthorized ship. This is the MCRN patrol 
  ship Tongzhi. You have left dock without filing a flight plan 
  and without authorization from flight control. Return to 
  dock immediately or cut your engines and prepare to be 
  boarded.”
  If the characters want to try to bluff their way past the patrol 
  ship by claiming emergency conditions, they must succeed at 
  a TN 16 Communication (Deception) test. The crew can lower 
  the TN to 13 by either causing damage to their ship or simu-
  lating it with a successful TN 12 Intelligence (Engineering) test. 
  If they can’t convince the Martians they lifted off for legitimate 
  reasons and they refuse to be boarded, the patrol boat moves 
  to intercept and disable them. If this occurs, proceed to Scene 
  3: Hard Burn.
   SCene 3
  hard burn
  ACTION/EXPLORATION ENCOUNTER
  It is likely the crew faces resistance from either MCRN patrol 
  boats or Loca Greiga tugs in orbit around Ganymede. If that 
  occurs, their best bet is to burn hard for Tycho Station and hope 
  to lose pursuit in the Belt. Clever pilots can use the sunlight 
  focusing mirrors in orbit around Ganymede as cover—because 
  no ships will risk damaging those—but they’ll have to have to 
  leave eventually, as MCRN ships in the area converge on the 
  disturbance.
  Represent this with another chase, this time with a TN 11 
  Dexterity (Piloting) test made by the pilot of the ship. Circling 
  around the mirrors increases the TN to 13 while in the area, 
  but prevents enemy ships within range from targeting them. 
  The success threshold for escaping into the Belt is 20. In the 
  process, the crew must make a TN 13 Constitution (Stamina) 
  test against 3d6 acceleration damage. Success on the test 
  means they take only 1d6 damage.
  
  12
  The Ganymede InSuranCe Job
  THE EXPANSE ROLEPLAYING GAME
   SCene 4
  JuSTICe
  SOCIAL ENCOUNTER
  If the crew returned Katirci, read the following:
  You haul Katirci on board Tycho station and frog-march him through the corridors to the café and the eager Luongs. 
  They all, even the children, regard him with cold eyes. Isabella spits in his face.
  Before the situation can devolve any further, two OPA agents arrive to take custody of Katirci. They promise the 
  family his trial will be quick, and his punishment final. As they drag him away, you can hear him begging for leniency, 
  offering to put his financial skills to use for the OPA.
  If they left him in Pinkwater’s custody to testify against the Loca Greiga, read this instead:
  Your clients eye you with a mix of anger and relief when you return to them with the money they need to move on, 
  but without the man they want to see punished. It’s clear they resent you for the call to leave Katirci on Ganymede, 
  even as they take pains to acknowledge that it’s good he can help punish other evil men. You’re not sure if the Luongs 
  will ever heal emotionally from the twin betrayals they’ve experienced lately, even as the money the Martian govern-
  ment paid will fix the damage they and their ship have suffered.
  This scene is meant as a denouement after the hard work of hauling Thomas Katirci all the way back to the Belt to 
  face justice for his crimes, or keeping him alive on Ganymede to help there. The Luong family is happy the characters 
  have succeeded, but they’re still bitter about the injury 
  they suffered at Katirci’s hands. This bitterness is only 
  compounded if the characters return without the scammer. 
  If the crew did bring him back, the OPA agents who take 
  possession of Katirci all but promise a guilty ruling against 
  him, and hint darkly at execution.
  The final outcome for all these people largely rests in 
  the characters’ hands. If they bring back Katirci, the OPA 
  gets a show trial and an attempt at legitimacy in the eyes of 
  some reluctant Belters, but the Loca Greiga on Ganymede 
  may escape prosecution. If they recovered the Luong’s 
  promised insurance payout, the family can get back to 
  rebuilding their lives, but the characters likely broke the law 
  or compromised with criminals to get it.
  Emphasize the choices the characters made to reach 
  their preferred conclusion, and reveal what those choices 
  mean for everyone involved.
   SCene 5
  Fred doeSn’T need To knoW
  EXPLORATION/SOCIAL ENCOUNTER
  The crew deliver Jiaozi, the pregnant sow, to their OPA 
  contact, whether that’s Kofi Luong or Vinicius Otero. 
  Neither knows quite what to do with the pig, but they’re 
  more amused than angry. They gladly pay the characters 
  the fee negotiated in the scene Pig Pickup in Part 2.
  “Well,” he says with a shrug, “I guess there’s no 
  hiding this from Fred. Let’s find you a crate, Jiaozi.”
  
  13
  The Ganymede InSuranCe Job
  THE EXPANSE ROLEPLAYING GAME
  loCa GreIGa ThuG
  ABILITIES (FOCUSES)
  Accuracy 2 (Pistols), Communication -1, 
  Constitution 1 (Tolerance), Dexterity 1 
  (Initiative), Fighting 2 (Light Weapons), 
  Intelligence -1, Perception 1 (Seeing), 
  Strength 2 (Intimidation), Willpower 0
  SPEED
  FORTUNE
  DEFENSE
  AR + TOU
  10
  5
  11
  2
  WEAPON
  ATTACK ROLL
  DAMAGE
  Pistol
  +4
  2d6+1
  Knife
  +4
  1d6+2
  SPECIAL FEATURES
  Favored Stunts: Double Team, Injure, Vicious Blow
  Talents: Tactical Awareness (Novice), Pistol Style 
  (Novice)
  Equipment: pistol, knife, heavy jacket
  ThreaT: Minor
  loCa GreIGa CreW ChIeF
  ABILITIES (FOCUSES)
  Accuracy 2 (Rifles), Communication 1 
  (Deception), Constitution 1 (Tolerance), 
  Dexterity 0 (Initiative), Fighting 1 (Light 
  Weapons), Intelligence 1 (Security), 
  Perception 1, Strength 2 (Intimidation), 
  Willpower 1
  SPEED
  FORTUNE
  DEFENSE
  AR + TOU
  10
  15
  13
  3
  WEAPON
  ATTACK ROLL
  DAMAGE
  Grenade
  +2
  3d6 (2m radius)
  Knife
  +3
  1d6+2
  Rifle
  +4
  3d6+1
  SPECIAL FEATURES
  Favored Stunts: Adrenaline Rush, Take Cover, 
  Taunt
  Talents: Inspire (Expert), Misdirection (Novice)
  Equipment: rifle, knife, one grenade, light body 
  armor
  ThreaT: Minor
  pInkWaTer rankInG oFFICer
  ABILITIES (FOCUSES)
  Accuracy 2 (Pistols), Communication 2 
  (Etiquette), Constitution 0, Dexterity 2, 
  Fighting 1, Intelligence 1 (Law, Research, 
  Tactics), Perception 2 (Searching),  
  Strength 1,  Willpower 1 (Self-Discipline)
  SPEED
  FORTUNE
  DEFENSE
  AR + TOU
  11
  15
  11
  4
  WEAPON
  ATTACK ROLL
  DAMAGE
  Baton
  +1
  1d6+1
  Pistol
  +4
  2d6+2
  Taser
  +4
  1d6+2 penetrating
  SPECIAL FEATURES
  Favored Stunts: Adrenaline Rush, Guardian 
  Angel, Skirmish
  Talents: Command (Expert), Pinpoint Accuracy 
  (Novice), Pistol Style (Novice)
  Equipment: baton, medium body armor, pistol, taser
  ThreaT: Minor
  pInkWaTer SeCurITy oFFICer
  ABILITIES (FOCUSES)
  Accuracy 1 (Pistols), Communication 1, 
  Constitution 1, Dexterity 1,  
  Fighting 2 (Light Weapons), Intelligence 0 
  (Security, Tactics), Perception 2 (Searching), 
  Strength 2, Willpower 1
  SPEED
  FORTUNE
  DEFENSE
  AR + TOU
  10
  5
  11
  5
  WEAPON
  ATTACK ROLL
  DAMAGE
  Baton
  +4
  1d6+2
  Pistol
  +3
  2d6+2
  Taser
  +3
  1d6+2 penetrating
  SPECIAL FEATURES
  Favored Stunts: Knock Prone, Injure, Take Cover
  Talents: Tactical Awareness (Novice), Pistol Style 
  (Novice)
  Equipment: baton, medium body armor, pistol, 
  taser
  ThreaT: Minor
  allIeS & adVerSarIeS
  This section contains the descriptions and stats for the major antagonists 
  encountered during The Ganymede Insurance Job.
  loCa GreIGa
  The Loca Greiga is a crime syndicate with its hands in a wide range of illegal 
  activities and a presence in nearly every port of call in the solar system. They 
  employ a large number of men and women who were raised in poverty and 
  hardship as thugs, drug dealers, and prostitutes. Crew leaders and above tend 
  to have a greater level of grooming and education, to better fit into the organized 
  command structure of the large organization.
  pInkWaTer SeCurITy
  Pinkwater Security is a private security company that holds the largest public 
  safety contract with Mars on the Ganymede colony. They are responsible for 
  keeping the peace and enforcing laws in all areas outside of direct corporate 
  control and policing. Their officers are well-trained, but the distance from their 
  Martian overseers, as well as a corporate board always looking to cut costs, 
  allows for not-insignificant level of graft and abuse of power.
  pre-GeneraTed CharaCTerS
  On the following pages are six pre-generated 1st level characters usable with this adventure to kick-off an Expanse game. They’re a fairly 
  diverse group with different origins and backgrounds. The default assumption is the characters are already a crew and have a ship of their 
  own. It is not detailed or named here, since it isn’t particularly relevant to the action taking place on Ganymede, but you can use the stats for a 
  small freighter from Chapter 6 of The Expanse RPG core book, if they’re needed. Alternately, if you prefer not to start the crew off with a ship, 
  assume they book passage to Ganymede on a larger ship, and make Scene 3 about bribing the officials at the entry point..
  
  Permission is granted to reproduce this page for personal use. 
  baCkGround
  What’s a Martian, a participant by birth in the Great 
  Endeavor, doing so far out away from home? Just having 
  a good time and putting your talents to use, things that 
  were increasingly difficult to do back on Mars. In some 
  ways, you were born too late. There was a whole genera-
  tion of Martian pioneers who worked with their hands, tackled 
  technical challenges all day, and liked to unwind and blow off 
  some steam when the work was done. They knew how to live. 
  Nowadays, if you’re good at fixing things on Mars, you’re nothing 
  but a glorified handyman or superintendent—or worse, tech 
  support—and the old rough-and-tumble bars are restaurants and 
  spas these days. So you found your way out to the new frontier, 
  to the Belt and the Outer Planets, where the pioneer spirit of old 
  is still alive, you’re valued for being able to keep a bunch of tech 
  together with nothing but spit and bailing wire, and nobody cares 
  what you do with your off-hours.
  deSCrIpTIon
  You’re proof that blond hair, blue eyes, and a winning smile can 
  get you through a lot, especially combined with a certain zest 
  for life. Your stamina is deceptive, and you have drunk much 
  bigger people under the table. You keep on going until the 
  job is done. You’ve also learned to take “You’re smarter than 
  you look” as a compliment; might as well, since you hear it 
  so often.
   “I don’t know what’s in it or where  
  it’s from, but I guarantee it’ll get  
  you where you’re goin’. Want some?”
  You are an engineer with a zest for life who’s 
  good at fixing things and making friends.
  addISon “addy” GranT
  
  Permission is granted to reproduce this page for personal use. 
  3d6 + abIlITy SCore + FoCuS bonuS (+2) VS. TarGeT number
  TalenTS
  CAROUSING 
  NOVICE
  When making Constitution (Tolerance) advanced tests, you gain a 
  +1 bonus to the result of each Drama Die.
  IMPROVISATION 
  NOVICE
  You can make an ability test requiring a specific focus even if you 
  don’t have it.
  MAKER 
  NOVICE
  You can use Intelligence (Engineering) to make items with the 
  appropriate tools and materials.
  drIVe
  ECSTATIC: Your quality is zest for life and general willingness to 
  try new things. Your downfall is irresponsibility and a tendency to 
  overdo enjoyment at times.
  relaTIonShIpS
  THE CREW OF THE YOUR SHIP 1: Once per game session you 
  can get as many SP as your Relationship rating to perform any 
  stunt that would be in-character when it comes to helping other 
  members of the crew of the your ship. You choose this after you 
  see if you succeed on a test.
  aTTaCkS
  ATTACK
  BONUS
  DAMAGE
  Pistol
  +2
  2d6+1
  Unarmed
  +1
  1d6+3
  deFenSe 
  12
  Speed 
  12
  TouGhneSS 2
  deFenSe = 10 + dex     Speed = 10 + dex     TouuGhneSS = Con + armor
  orIGIn: marTIan
  SoCIal ClaSS: mIddle
  baCkGround: Trade
  proFeSSIon: TeChnICIan
  ForTune 20
  InCome 2
  CONDITIONS
  InCome TeST = 3d6 + InCome VS. CoST Tn
  aCCuraCy 
  2
  This ability measures aim and precision, and measures 
  Addison’s capacity to hit with ranged or thrown weapons.
  CommunICaTIon 
  1
  This ability covers Addison’s social skills and generally 
  making friends and influencing people.
  ConSTITuTIon 
  2
  This ability is Addison’s overall health, fortitude, and 
  resistance to harm, illness, and fatigue.
  TOLERANCE: This focus helps Addison to withstand the 
  effects of potentially toxic substances, whether imbibed 
  for recreation or by unwitting exposure.
  dexTerITy 
  2
  This ability covers deftness, agility, and reaction time, 
  affecting how quickly and gracefully Addison moves.
  FIGhTInG 
  1
  This ability is Addison’s capability in close combat, 
  ranging from a brawl to wielding weapons.
  InTellIGenCe 
  2
  This ability measures Addison’s reasoning, memory, 
  problem-solving, and overall knowledge.
  ENGINEERING: This focus helps Addison when making, 
  repairing, and maintaining technological items as well 
  as knowledge of the principles and practicalities of their 
  design and development.
  TECHNOLOGY: This focus helps Addison with knowl-
  edge of the design and operation of technology, partic-
  ularly computers. 
  perCepTIon 
  1
  This ability is Addison’s capacity to pick up on and notice 
  things using any of his senses.
  STrenGTh 
  0
  This ability rates Addison’s sheer muscle power and the 
  ability to apply it, from lifting heavy things to feats of athletics. 
  WIllpoWer 
  2
  This ability measures Addison’s self-control, self-
  discipline, mental fortitude, and confidence.
  addISon “addy” GranT
  
  Permission is granted to reproduce this page for personal use. 
  baCkGround
  Born and raised in the Central African Shared Interest Zone 
  on Earth, you experienced a relatively comfortable child-
  hood and youth because of your family’s wealth and busi-
  ness interests. That also produced expectations on you: to 
  behave properly, to learn, and to succeed. Although you 
  were given a number of advantages, you were expected 
  to make the most of them. That led to an extended “work 
  study” in the Outer Planets to learn about all of the aspects 
  of shipping and trade, with the largest flow of resources and 
  goods in the system being a closed loop between the Belt 
  and the Outers, and the Inner Planets, particularly Earth. 
  Seeing life away from Earth has certainly been a broad-
  ening experience, not necessarily in all of the ways your 
  family intended. Still, you have ambitions of doing well and 
  proving your leadership and management skills, including 
  dealing with those who wrongly assume that you have been 
  given things simply by accident of birth.
  deSCrIpTIon
  You have the build and musculature of an Earther, no mistaking it, 
  nor the features of your Yoruban African ancestry. You have a fair 
  amount of personal style, and enjoy dressing and presenting your-
  self well. That said, you tend to “dress down” just slightly on the job, 
  artfully making sure you don’t look too good. You’re comfortable in 
  social situations and have a natural way with people.
  “I’m sure if we all just calm down and talk 
  about this, that we can work out something 
  mutually beneficial to us all.”
  You are a natural leader with  
  ambition and an eye for intrigue.
  ade akInTola
  
  Permission is granted to reproduce this page for personal use. 
  3d6 + abIlITy SCore + FoCuS bonuS (+2) VS. TarGeT number
  TalenTS
  CONTACTS 
  NOVICE
  You can make an NPC with a Neutral or better attitude into a 
  contact with a successful Communication (Persuasion) test.
  INSPIRE 
  NOVICE
  If you are conscious and allies are within sight of you, they gain +1 
  on all Willpower tests.
  INTRIGUE 
  NOVICE
  If you fail a Communication (Deception) test, you can re-roll and 
  keep the result of the second roll.
  drIVe
  ACHIEVER: Your quality is ambition, knowing what you want and 
  going after it. Your downfall is obsession, too focused on your 
  goals to see anything (or anyone) else.
  relaTIonShIpS
  THE CREW OF THE YOUR SHIP 1: Once per game session you 
  can get as many SP as your Relationship rating to perform any 
  stunt that would be in-character when it comes to helping other 
  members of the crew of the your ship. You choose this after you 
  see if you succeed on a test.
  aTTaCkS
  ATTACK
  BONUS
  DAMAGE
  Pistol
  +2
  2d6+1
  Unarmed
  +1
  1d6+3
  deFenSe 
  11
  Speed 
  11
  TouGhneSS 0
  deFenSe = 10 + dex     Speed = 10 + dex     TouuGhneSS = Con + armor
  orIGIn: earTher
  SoCIal ClaSS: upper
  baCkGround: arISToCraTIC
  proFeSSIon: exeCuTIVe
  ForTune 15
  InCome 6
  CONDITIONS
  InCome TeST = 3d6 + InCome VS. CoST Tn
  ade akInTola
  aCCuraCy 
  2
  This ability measures aim and precision, and measures 
  Ade’s capacity to hit with ranged or thrown weapons.
  CommunICaTIon 
  3
  This ability covers Ade’s social skills and generally 
  making friends and influencing people.
  LEADERSHIP: This focus helps Ade when guiding, 
  directing, and inspiring others.
  ConSTITuTIon 
  0
  This ability is Ade’s overall health, fortitude, and 
  resistance to harm, illness, and fatigue.
  dexTerITy 
  1
  This ability covers deftness, agility, and reaction time, 
  affecting how quickly and gracefully Ade moves.
  FIGhTInG 
  1
  This ability is Ade’s capability in close combat, ranging 
  from a brawl to wielding weapons.
  InTellIGenCe 
  2
  This ability measures Ade’s reasoning, memory, problem-
  solving, and overall knowledge.
  HISTORY: This focus helps Ade with knowing important 
  events, places, items, and personalities from the past.
  perCepTIon 
  3
  This ability is Ade’s capacity to pick up on and notice 
  things using any of his senses.
  STrenGTh 
  1
  This ability rates Ade’s sheer muscle power and the ability 
  to apply it, from lifting heavy things to feats of athletics. 
  WIllpoWer 
  2
  This ability measures Ade’s self-control, self-discipline, 
  mental fortitude, and confidence.
  SELF-DISCIPLINE: This focus helps Ade when he is 
  trying to focus his mental energy or control his impulses 
  and emotions.
  
  Permission is granted to reproduce this page for personal use. 
  baCkGround
  Your dad used to tell a dumb joke about how your family was 
  so Martian that you bled red, but it’s true. Your ancestors 
  were some of the first settlers in the Mariner Valley, and you 
  were raised to be proud of that heritage and everything 
  Mars was looking to achieve. Although earlier generations 
  of your family were technicians and engineers, you were 
  always one of the bigger and stronger kids, and there was 
  no doubt that you were going to sign on with the Martian 
  military. Turns out, however, that military superiors like their 
  orders followed and, well, sometimes you thought that you 
  knew better. After you left the service, you tried your hand 
  working private security in the Outer Planets, with pretty 
  much the same results. So you moved on to freelance secu-
  rity work on various ships, still looking for that place where 
  you fit in.
  deSCrIpTIon
  You’re tall (even for a Martian) and in great shape, with the features 
  of your South Asian Indian ancestors, but the distinctive twang of 
  a Mariner Valley accent by way of Texas. You have an easy smile 
  and you like to think you’re friendly, if only people will see that you 
  know how to get things done in the most efficient way. You tend to 
  spend off time either exercising or tinkering, and your technical 
  know-how has helped you out at least as much as your knack 
  for knocking heads.
  CaSey khaTrI
  “I wouldn’t do that if I were you.  
  But then, if I were you, maybe I would  
  want to end my miserable existence.”
  You are an ex-soldier, good to have in  
  a brawl as well as when it comes to  
  putting things together.
  
  Permission is granted to reproduce this page for personal use. 
  3d6 + abIlITy SCore + FoCuS bonuS (+2) VS. TarGeT number
  TalenTS
  GRAPPLING STYLE 
  NOVICE
  If you fail an opposed Fighting (Grappling) test to avoid being 
  grappled, you can re-roll it and keep your second roll.
  MAKER 
  NOVICE
  You can use Intelligence (Engineering) to make items with the 
  appropriate tools and materials.
  STRIKING STYLE 
  NOVICE
  Your unarmed attacks do a base 1d6 damage.
  drIVe
  BUILDER: Your quality is organization, figuring out how to struc-
  ture things so they work. Your downfall is stubbornness, so 
  caught up in structure that you lose flexibility.
  relaTIonShIpS
  THE CREW OF THE YOUR SHIP 1: Once per game session you 
  can get as many SP as your Relationship rating to perform any 
  stunt that would be in-character when it comes to helping other 
  members of the crew of the your ship. You choose this after you 
  see if you succeed on a test.
  aTTaCkS
  ATTACK
  BONUS
  DAMAGE
  Pistol
  +2
  2d6+1
  Unarmed
  +5
  1d6+3
  CaSey khaTrI
  deFenSe 
  12
  Speed 
  12
  TouGhneSS 2
  deFenSe = 10 + dex     Speed = 10 + dex     TouuGhneSS = Con + armor
  orIGIn: marTIan
  SoCIal ClaSS: loWer
  baCkGround: laborer
  proFeSSIon: SoldIer
  ForTune 20
  InCome 2
  CONDITIONS
  InCome TeST = 3d6 + InCome VS. CoST Tn
  aCCuraCy 
  2
  This ability measures aim and precision, and measures 
  Casey’s capacity to hit with ranged or thrown weapons.
  CommunICaTIon 
  0
  This ability covers Casey’s social skills and generally 
  making friends and influencing people.
  ConSTITuTIon 
  2
  This ability is Casey’s overall health, fortitude, and 
  resistance to harm, illness, and fatigue.
  dexTerITy 
  2
  This ability covers deftness, agility, and reaction time, 
  affecting how quickly and gracefully Casey moves.
  FIGhTInG 
  3
  This ability is Casey’s capability in close combat, ranging 
  from a brawl to wielding weapons.
  BRAWLING: This focus shows Casey’s proficiency in 
  fighting unarmed, from bare-knuckle boxing to various 
  styles of martial arts.
  InTellIGenCe 
  0
  This ability measures Casey’s reasoning, memory, 
  problem-solving, and overall knowledge.
  ENGINEERING: This focus helps Casey when making, 
  repairing, and maintaining technological items as well 
  as knowledge of the principles and practicalities of their 
  design and development.
  perCepTIon 
  1
  This ability is Casey’s capacity to pick up on and notice 
  things using any of her senses.
  STrenGTh 
  3
  This ability rates Casey’s sheer muscle power and the 
  ability to apply it, from lifting heavy things to feats of 
  athletics. 
  MIGHT: This focus helps Casey with feats of raw power, 
  such as lifting or holding up heavy objects.
  WIllpoWer 
  1
  This ability measures Casey’s self-control, self-discipline, 
  mental fortitude, and confidence.
  
  Permission is granted to reproduce this page for personal use. 
  baCkGround
  Like a lot of Belters, you were born on Ganymede Station, but 
  you also grew up there. Your parents were well-educated, your 
  father an engineering teacher and your mother a botanist, 
  at least until she got sick. You did well enough in school, 
  but spent a lot of time exploring the unused 
  areas of the station. After your mother 
  died, you and your dad kind of drifted 
  apart, and you became more and more 
  involved with Belter political causes, 
  which led you to the Outer Planets 
  Alliance. OPA friends benefitted 
  from your knack for getting around 
  station security, but that didn’t keep you from getting 
  into trouble. That meant the end of higher education and finishing 
  pre-med for you, and you and your father haven’t spoken since 
  he bailed you out. You left Ganymede behind and have used 
  your connections to make a life for yourself in the Belt, wondering 
  whether to further devote yourself to the OPA cause, or if maybe 
  they’ve already gotten enough from you.
  deSCrIpTIon
  Your heritage is primarily Chinese, Siberian, and Russian. Like 
  most Belters, you’re tall and thin, although life on Ganymede with 
  medically-connected parents spared you from any childhood scars 
  or major medical issues. You have a split-circle OPA tattoo on the 
  inside of your left forearm, and alternate between flaunting it and 
  discretely covering it up, depending on circumstances and your mood.
  “Don’t try to move, just lie still. 
  It’ll be alright, I promise.”
  You are a compassionate medic with a 
  criminal past, and the skills to match.
  Chao ZhanG SokoloV
  
  Permission is granted to reproduce this page for personal use. 
  Chao ZhanG SokoloV
  3d6 + abIlITy SCore + FoCuS bonuS (+2) VS. TarGeT number
  TalenTS
  EXPERTISE (SECURITY) 
  NOVICE
  You have an additional +1 on Intelligence (Security) tests to fool or 
  bypass security sensors.
  KNOWLEDGE 
  NOVICE
  When you succeed on an Intelligence test with a knowledge focus, 
  you gain an extra piece of information.
  MEDIC 
  NOVICE
  Your treatment allows patients to add +5 to tests to overcome a 
  medical hazard or grants a new test to overcome that hazard, if 
  there is one. This includes saving a patient from dying or reviving 
  an unconscious patient.
  drIVe
  CAREGIVER: Your quality is compassion, naturally responding to 
  others’ needs. Your downfall is self-sacrifice, a tendency to place 
  those needs above your own.
  relaTIonShIpS
  THE CREW OF THE YOUR SHIP 1: Once per game session you 
  can get as many SP as your Relationship rating to perform any 
  stunt that would be in-character when it comes to helping other 
  members of the crew of the your ship. You choose this after you 
  see if you succeed on a test.
  aTTaCkS
  ATTACK
  BONUS
  DAMAGE
  Pistol
  +2
  2d6+1
  Unarmed
  +1
  1d6+1
  deFenSe 
  12
  Speed 
  12
  TouGhneSS 0
  deFenSe = 10 + dex     Speed = 10 + dex     TouuGhneSS = Con + armor
  orIGIn: belTer
  SoCIal ClaSS: mIddle
  baCkGround: aCademIC
  proFeSSIon: experT
  ForTune 15
  InCome 4
  CONDITIONS
  InCome TeST = 3d6 + InCome VS. CoST Tn
  aCCuraCy 
  2
  This ability measures aim and precision, and measures 
  Chao’s capacity to hit with ranged or thrown weapons.
  CommunICaTIon 
  2
  This ability covers Chao’s social skills and generally 
  making friends and influencing people.
  ConSTITuTIon 
  0
  This ability is Chao’s overall health, fortitude, and 
  resistance to harm, illness, and fatigue.
  dexTerITy 
  2
  This ability covers deftness, agility, and reaction time, 
  affecting how quickly and gracefully Chao moves.
  FIGhTInG 
  1
  This ability is Chao’s capability in close combat, ranging 
  from a brawl to wielding weapons.
  InTellIGenCe 
  3
  This ability measures Chao’s reasoning, memory, problem-
  solving, and overall knowledge.
  MEDICINE: This focus helps Chao when tending to the 
  sick and injured, and shows his medical and anatomical 
  knowledge.
  SECURITY: This focus accounts for Chao’s knowledge 
  of different security devices, systems, protocols, and 
  personnel.
  perCepTIon 
  1
  This ability is Chao’s capacity to pick up on and notice 
  things using any of his senses.
  STrenGTh 
  1
  This ability rates Chao’s sheer muscle power and the 
  ability to apply it, from lifting heavy things to feats of 
  athletics. 
  WIllpoWer 
  2
  This ability measures Chao’s self-control, self-discipline, 
  mental fortitude, and confidence.
  SELF-DISCIPLINE: This focus helps Chao when he is 
  trying to focus his mental energy or control his impulses 
  and emotions.
  
  Permission is granted to reproduce this page for personal use. 
  baCkGround
  You were born on Ganymede like many Belters, but lived 
  your early life in a tiny ship hopping from rock to rock in 
  the Belt, looking for mining opportunities. You’ve been 
  at home with technology since childhood and displayed 
  a knack for it, which your family encouraged to the best 
  of their ability. You learned a great deal from online 
  resources, downloads, and trial-and-error but, still, access 
  to higher education was limited for a Belter kid like you. 
  Eventually, you ended up using your burgeoning skills 
  to acquire the information you needed illegally. That 
  brought attention from certain criminal elements who 
  were happy to employ your skills, and you were fine 
  with that until you worried about getting in 
  too deep. Now you’re generally looking to 
  stay legit and to find ways to cut your old 
  ties with organized crime, or at least avoid 
  their notice until you can.
  deSCrIpTIon
  Your heritage is predominantly Korean and 
  Brazilian, and you have the long, lanky build 
  of someone born and raised in microgravity. 
  You tend to dress more for comfort and prac-
  ticality than style, going for a utility jumpsuit 
  over a T-shirt, for example. You usually have 
  a toolkit close at hand and useful small tools 
  in your various pockets.  
    “Sabez tech, not people. I do what I know, 
  you do what you know, sa-sa?
  You are a smart, self-taught 
  hacker who knows how to 
  make do with what’s at hand.
  IZZy moon
  
  Permission is granted to reproduce this page for personal use. 
  IZZy moon
  aCCuraCy 
  3
  This ability measures aim and precision, and measures 
  Izzy’s capacity to hit with ranged or thrown weapons.
  CommunICaTIon 
  1
  This ability covers Izzy’s social skills and generally making 
  friends and influencing people.
  ConSTITuTIon 
  0
  This ability is Izzy’s overall health, fortitude, and 
  resistance to harm, illness, and fatigue.
  dexTerITy 
  3
  This ability covers deftness, agility, and reaction time, 
  affecting how quickly and gracefully Izzy moves.
  FIGhTInG 
  1
  This ability is Izzy’s capability in close combat, ranging 
  from a brawl to wielding weapons.
  InTellIGenCe 
  3
  This ability measures Izzy’s reasoning, memory, problem-
  solving, and overall knowledge.
  TECHNOLOGY: This focus helps Izzy with knowledge 
  of the design and operation of technology, particularly 
  computers. 
  perCepTIon 
  1
  This ability is Izzy’s capacity to pick up on and notice 
  things using any of her senses.
  STrenGTh 
  1
  This ability rates Izzy’s sheer muscle power and the ability 
  to apply it, from lifting heavy things to feats of athletics. 
  WIllpoWer 
  2
  This ability measures Izzy’s self-control, self-discipline, 
  mental fortitude, and confidence.
  3d6 + abIlITy SCore + FoCuS bonuS (+2) VS. TarGeT number
  TalenTS
  HACKING 
  NOVICE
  Gain an extra piece of info from Intelligence tests involving tech 
  and use Intelligence (Technology) for investigation.
  IMPROVISATION 
  NOVICE
  You can make an ability test requiring a specific focus even if you 
  don’t have it.
  MISDIRECTION 
  NOVICE
  Make a Communication test against an opponent’s Willpower 
  (Self-Discipline). If you win, your opponent cannot perform stunts 
  until the end of your next turn.
  drIVe
  REBEL: Your quality is innovation, the ability to look at things from 
  angles no one else has considered. Your downfall is defiance, a 
  dislike of conformity, conventionality, and doing what you’re told.
  relaTIonShIpS
  THE CREW OF THE YOUR SHIP 1: Once per game session you 
  can get as many SP as your Relationship rating to perform any 
  stunt that would be in-character when it comes to helping other 
  members of the crew of the your ship. You choose this after you 
  see if you succeed on a test.
  aTTaCkS
  ATTACK
  BONUS
  DAMAGE
  Pistol
  +2
  2d6+1
  Unarmed
  +1
  1d6+1
  deFenSe 
  13
  Speed 
  13
  TouGhneSS 0
  deFenSe = 10 + dex     Speed = 10 + dex     TouuGhneSS = Con + armor
  orIGIn: belTer
  SoCIal ClaSS: loWer
  baCkGround: urban (STaTIon)
  proFeSSIon: TeChnICIan
  ForTune 15
  InCome 2
  CONDITIONS
  InCome TeST = 3d6 + InCome VS. CoST Tn
  
  Permission is granted to reproduce this page for personal use. 
  baCkGround
  Like billions of people on Earth, your family lived on 
  Basic Assistance, getting by living in government subsi-
  dized housing in the vast sprawl of Brasilia in the South 
  American Shared Interest Zone. You joined the United 
  Nations Navy as a way of leaving that kind of life 
  behind, and trained as a pilot. The strict rule of 
  military life wasn’t for you, however. You managed 
  not to get drummed out (barely) but you weren’t 
  looking to sign on for another hitch, either. You 
  took your skills, cashed out, and headed for the 
  Belt. Most of the ships you fly these days aren’t 
  as sexy as state-of-the-art military vessels, but 
  you’re still flying nevertheless.
  deSCrIpTIon
  On Earth, you’d be considered a touch below average height, 
  emphasized a bit more by how tall Belters and even Martians 
  tend to be. You have Latinx features and slim, dexterous 
  hands, and some have described your dark brown eyes as 
  “smoldering.” You keep your black hair almost military-short, a 
  habit you got into that still serves well on board ships and stations.
  “Hang on!  
  Time for some heavy Gs!”
  You are a cynical pilot, trained in the United 
  Nations Navy but not suited for the military life.
  nICo VeleZ
  
  Permission is granted to reproduce this page for personal use. 
  nICo VeleZ
  aCCuraCy 
  2
  This ability measures aim and precision, and measures 
  Nico’s capacity to hit with ranged or thrown weapons.
  PISTOLS: This focus shows Nico’s proficiency with 
  single-grip, short-barrel ballistic weapons.
  CommunICaTIon 
  0
  This ability covers Nico’s social skills and generally 
  making friends and influencing people.
  ConSTITuTIon 
  1
  This ability is Nico’s overall health, fortitude, and 
  resistance to harm, illness, and fatigue.
  dexTerITy 
  3
  This ability covers deftness, agility, and reaction time, 
  affecting how quickly and gracefully Nico moves.
  PILOTING: This focus helps Nico when operating vehi-
  cles that move in three dimensions like aircraft, drones, 
  and spaceships.
  FIGhTInG 
  2
  This ability is Nico’s capability in close combat, ranging 
  from a brawl to wielding weapons.
  InTellIGenCe 
  1
  This ability measures Nico’s reasoning, memory, problem-
  solving, and overall knowledge.
  perCepTIon 
  2
  This ability is Nico’s capacity to pick up on and notice 
  things using any of her senses.
  SEARCHING: This focus helps Nico with finding things 
  that are hidden or obscured, such as hidden compart-
  ments.
  STrenGTh 
  1
  This ability rates Nico’s sheer muscle power and the 
  ability to apply it, from lifting heavy things to feats of 
  athletics. 
  WIllpoWer 
  1
  This ability measures Nico’s self-control, self-discipline, 
  mental fortitude, and confidence.
  3d6 + abIlITy SCore + FoCuS bonuS (+2) VS. TarGeT number
  TalenTS
  FRINGER 
  NOVICE
  Other characters suffer a –2 penalty to test to find information 
  about you or your activities.
  PILOT 
  NOVICE
  Starting up a vehicle is a free action for you and you can perform 
  Dexterity (Driving or Piloting) tests as minor actions.
  PISTOL STYLE 
  NOVICE
  You gain a +1 bonus to damage with pistols against targets closer 
  than 6 meters.
  drIVe
  SURVIVOR: Your quality is preparedness: you survive by being 
  ready for anything. Your downfall is cynicism: you’re always antic-
  ipating and preparing for the worst.
  relaTIonShIpS
  THE CREW OF THE YOUR SHIP 1: Once per game session you 
  can get as many SP as your Relationship rating to perform any 
  stunt that would be in-character when it comes to helping other 
  members of the crew of the your ship. You choose this after you 
  see if you succeed on a test.
  aTTaCkS
  ATTACK
  BONUS
  DAMAGE
  Pistol
  +4
  2d6+2
  Unarmed
  +2
  1d6+3
  deFenSe 
  13
  Speed 
  13
  TouGhneSS 1
  deFenSe = 10 + dex     Speed = 10 + dex     TouuGhneSS = Con + armor
  orIGIn: earTher
  SoCIal ClaSS: mIddle
  baCkGround: mIlITary
  proFeSSIon: pIloT
  ForTune 20
  InCome 4
  CONDITIONS
  InCome TeST = 3d6 + InCome VS. CoST Tn
  
  orIGIn
  baCkGround
  SoCIal ClaSS
  proFeSSIon
  drIVe
  aCCuraCy
  Rating
  CommunICaTIon
  Rating
  ConSTITuTIon
  Rating
  dexTerITy
  Rating
  FIGhTInG
  Rating
  InTellIGenCe
  Rating
  perCepTIon
  Rating
  WIllpoWer
  Rating
  STrenGTh
  Rating
  name
  moVe
  run
  phySICal appearanCe
  armor Type
   
  Speed 
  deFenSe 
  TouGhneSS 
  armor 
  penalTy
  leVel
  ForTune
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  GoalS
  InCome
  experIenCe
   
  Weapon 
  aTTaCk roll 
  damaGe
  Weapon GroupS
  preFerred STunTS
  TalenTS & SpeCIalIZaTIonS
  relaTIonShIpS
  equIpmenT
  CondITIonS
  ❑ BLINDED
  ❑ DEAFENED
  ❑ DYING
  ❑ EXHAUSTED
  ❑ FATIGUED
  ❑ FREE-FALLING
  ❑ HELPLESS
  ❑ HINDERED
  ❑ INJURED
  ❑ PRONE
  ❑ RESTRAINED
  ❑ UNCONSCIOUS
  ❑ WOUNDED
  Permission is granted to reproduce this page for personal use. 
  ❑
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  CondITIonS Summary
   
  TalenT name 
  deGree 
  TalenT eFFeCT 
  BLINDED: The character cannot see and automatically fails ability tests reliant on sight, such as 
  Perception (Seeing).
  DEAFENED: The character cannot hear and automatically fails ability tests reliant on hearing, such 
  as Perception (Hearing).
  DYING: The character loses 1 point of Constitution score each round on the start of the character’s 
  turn. When the character’s Constitution score reaches –3, the character dies. Successful first aid 
  applied to a Dying character stabilizes their condition, making them Helpless, Unconscious, and 
  Wounded instead. They must recover from these conditions normally.
  EXHAUSTED: The character’s Speed is halved and they cannot take the Charge or Run actions. An 
  Exhausted character who receives an additional fatigued or exhausted condition becomes Helpless.
  FATIGUED: The character cannot take the Charge or Run actions. A fatigued character who receives 
  an additional Fatigued condition becomes Exhausted.
  FREE-FALLING: A free-falling character is effectively weightless in a microgravity or free-fall environ-
  ment. The character can only move with access to hand-holds or a surface to push off from or some 
  type of thrust (such as from a thruster pack) and, once moving, continues to move with the same 
  speed and trajectory unless acted upon to stop of change their movement.
  HELPLESS: The character cannot take any actions.
  HINDERED: The character’s Speed is halved (round down) and they cannot take the Charge or Run 
  actions.
  INJURED: The character has a –1 penalty to all tests and is Fatigued, unable to take the Charge or 
  Run actions. An Injured character who receives an additional Injured condition becomes Wounded.
  PRONE: The character cannot take the Charge or Run actions, as they can only move by crawling, 
  and standing up from Prone requires a Move action using half the character’s Speed. Melee attacks 
  have a +1 bonus against Prone characters, while ranged attacks have a –1 penalty.
  RESTRAINED: The  character’s Speed becomes 0 and they effectively cannot move. A Restrained 
  condition may prevent a character from taking certain other actions as well, defined by the nature 
  of the restraint.
  UNCONSCIOUS: The  character is unaware of their surroundings or the passage of time. The char-
  acter falls Prone and is Helpless, unable to take any actions.
  WOUNDED: The character has a –2 penalty to all tests and is exhausted, their Speed halved and 
  unable to take the Charge or Run actions. A Wounded character who receives an additional Injured 
  or Wounded condition becomes Dying.
  Permission is granted to reproduce this page for personal use. 
  name
  Type
  hull
  CreW
  SenSorS
  WeaponS
  drIVe
  SpaCeShIp STaTISTICS 
  name
  Type
  hull
  CreW
  SenSorS
  WeaponS
  drIVe
  qualITIeS
  FlaWS
  CreW role
  role TeST
  
  M
  i
  n
  O
  R
   C
  H
  U
  R
  n
  M
  a
  J
  O
  R
   
  C
  H
  U
  R
  n
  E
  P
  i
  C
   
  C
  H
  U
  R
  n
  Churn TraCker
  At the beginning of each adventure, the Churn Pool is “reset,” starting at 0. Add 1 to the 
  Churn Pool each time one of the following events occurs:
  • A character succeeds on an ability test and rolls a 6 on the Drama Die.
  • A character spends 4 or more stunt points to perform a stunt.
  • Fortune points are spent to alter a die roll.
  • The characters successfully overcome an encounter or hazard
  • At the end of a scene in the adventure.
  When the Churn Pool reaches 10 and 20, roll 
  1d6 and consult the Churn Over table.
  The Churn Pool then continues building. 
  When it reaches 30, an Epic Effect occurs 
  automatically (no die roll required) and the 
  pool “resets” to 0 and begins building again.
  MINOR: The characters face a setback, a minor complication that makes things more 
  difficult for them. Examples include:
  • CHALLENGE: A character automatically fails an ability test, or has to make 
  a second, follow-up test, to complete a task. The crew suffers a moderate 
  consequence on a challenge test.
  • HAZARD: A new hazard appears, or an existing hazard increases by one level.
  • INVESTIGATION: It takes an additional test or special circumstance to unlock a clue.
  • SOCIAL: An NPC’s attitude shifts one step less favorable or can only be maintained 
  through extra effort from the characters.
  MAJOR: The characters have to deal with a more serious setback, such as:
  • CHALLENGE: An existing threat is increased to the next rank (normal to Elite, 
  etc. see the Threats chapter of The Expanse RPG). The crew has go though an 
  unexpected challenge test.
  • HAZARD: A new hazard appears, or an existing hazard increases by two levels. 
  The crew suffers a Loss to their ship (see Losses under Space Combat in Chapter 
  6 of The Expanse RPG).
  • INVESTIGATION: Opposing forces are alerted to the investigation and misdirect it 
  so an additional lead or clue must be investigated to progress.
  • SOCIAL: An NPC’s attitude shifts two steps less favorable or can only be 
  maintained by performing a difficult task. An NPC learns a secret detrimental to the 
  characters. The PCs make a new minor enemy.
  EPIC: Things go from bad to really bad. A whole new threat enters the story, and its 
  worse than whatever the crew is already dealing with. Examples include:
  • CHALLENGE: A test can only succeed at a significant price, sacrificing lives, 
  valuable equipment, or social standing. A new Epic adversary enters the plot, or an 
  existing adversary is upgraded to that level.
  • HAZARD: A new Murderous Hazard enters the plot, or an existing hazard is 
  upgraded to that level.
  • INVESTIGATION: The investigation leads to a trap, where characters might be 
  ambushed, framed, or otherwise seriously harmed.
  • SOCIAL: An NPC with a favorable attitude becomes Hostile or one with an 
  unfavorable attitude becomes Very Hostile. An NPC learns a secret that could have 
  disastrous effects on the characters.
  Churn oVer
  Churn 
  Pool
  d6 Result 
  1–3
  d6 Result 
  4–6
  10
  Minor Effect
  No Effect
  20
  Major Effect
  Minor Effect
  30
  29
  28
  27
  26
  25
  24
  23
  22
  21
  20
  19
  18
  17
  16
  15
  14
  13
  12
  11
  10
  9
  8
  7
  6
  5
  4
  3
  2
  1
  0
  Permission is granted to reproduce this page for personal use. 
  
SOURCE: textdata/thevault/Adventure Game Engine (AGE)/The Expanse/The Expanse RPG - Game Masters Kit - The Ganymede Insurance Job {GRR6602d}.pdf