You're Quaestors, space police, on the trail of the notorious telepathic criminal "Shatter".
He was last seen on Caryatid, heading for an ancient alien remnant.
Whatever he has planned there, it's bound to be bad.
This is a playtest scenario for the in-development space horror supplement for Monster of the Week.
Your team of plucky anarchists have picked your next mission: blow up the space facsists' new battle station!
The only thing worse than not finishing your sampling run was being captured by Imperial soldiers. Fortunately, your team has escaped from what passes for a cell.
Now you just have to get out of the Imperial fortress, find your way back to the Xenogate, and return to base. It would be good to stop at the anomaly site and collect all the data recordings, too.
Hm, I wonder why that Imperial Legate was so interested in the anomaly site? Maybe you should figure that out too. It's bound to be something bad...
Your group of fortune-hunters and militant entrepreneurs known as the Handiwork Heroes all hail from a similar region of the Oathsworn League, in the world of Valn. Specifically, a number of the company have their roots in the settlement of Talden, a mixed community of halflings and humans nestled at the base of the mighty Cloudcaught Range, in the district of Oakfields in a country called Rutlandshire.
It is here that, after half a dozen years of adventuring together, vanquishing evil and aiding the helpless, your leader Captain Elminai “the Warbird” Bronaion has decided to return to for the occasion of Heartwinter’s Night.
You arrived in Talden three days before Year’s End of 140 Oathsworn Calendar, and spent the next three weeks either catching up with family members, helping out in the community, and/or being treated to rounds at the Frosted Flagon as the returning heroes you are while telling tall tales of your journeys. But rumours start to catch your ears something is amiss in your quaint little township...
The land of DUNGEON WORLD is a dangerous place, steeped in mysterious magic and beset by fiendish monsters, but within its crumbling ruins lie vast riches and ancient treasures for those hardy souls willing to brave their dangers. Sharpen your sword and prepare your spells, for adventure awaits!
Dunhaven. The largest city in the world, the gateway to the new continent, home of freedom of thought and the new ideals. A place where nobles and common folk alike work together for the betterment of all.
Dusk City. The other side of Dunhaven. Home of The Right Kind of People. A place where all criminal underbosses work together for the betterment of all.
A diverse crew of criminal specialists have been called together to pull off a grand heist. Earn wealth, prestige, and most importantly - influence. But rumours of the heist are spreading, and the heat is on for this job to go off without a hitch.
Dusk City Outlaws is a fast paced and fun game about heists in a fantasy city. Players will be creating criminals at the top of their field and through the mechanics of the rules they will role-play the planning, preparation, and execution of their heist.
Each session will involve a different heist that is chosen based on the combination of characters the players choose.
One of Dusk City's greatest strengths is how it encourages clever thinking and planning from players without getting bogged down in hours of debate. Don't worry about analysis paralysis - DCO keeps the heat on and provides systems to prevent endless player debate while keeping things enjoyable and engaging.
Also complications can always arise that risk disrupting plans, so be ready to think on your feet!

You are the Captains of Frankie Ciserello's gang, a subsidiary organisation under the general administration of Alfonse Capone. It's been a good couple of years, liquor, girls, gambling everything was at an all time high, then the feds moved in and it all started to go belly up. First Big Al went down, then a few more Captains from around the city, now everybody is nervous. People are getting wary. Your little empire is tight, everybody knows everybody but still, secrets have been leaked, damage has been done and if something ain't done about it you're all goin' down. It's time to rattle some cages, call in some favours and get to the bottom of this, else you're all heading for the Big House. One thing's for sure tho, don't trust nobody!
1520, France. The Field of the Cloth of Gold is one of the most popular destinations for the time-travelling tourist. It has everything: splendor, romance, excitement.
But what if your holiday was interrupted by a master criminal importting futuristic weapons that could swing the course of the Hundred Years' War and erase you from time? What if the forces of order could only preserve history with your help? Worse, what if stopping that criminal meant you would miss your ticket back to the modern day?
A slightly silly adventure in the distant past, based loosely on the TimeWatch setting for GUMSHOE and The Time Travel Handbook (Wyllie et al).
Its a simple job - obtain access to the "clear light" source code.
After a job gone wrong you were whisked away by your fixer to a tropical "holiday" with no chance to say good bye. Now after a year Sandra was called you back, how does a shadow runner pick up the pieces of a lost life.