As Aberrants and their cultists scour the moon for remnants of the Aberrant War, the Aeon Trinity's Section Minerva fights to make sure the Space Brigade's legacy remains buried.
Description:
It's 2123. Decades ago, during the Aberrant War against superpowered once-human monstrosities, the Space Brigade made the moon their personal fiefdom. After driving them and the rest of their ilk away, humankind has recovered from the War, reconnected with the stars, and unlocked the powers of the mind. As the Aberrants return, the Aeon Trinity has discovered that they and their followers seek to uncover treasures and horrors left behind by the Brigade. Can Section Minerva uncover the Aberrants' influence in the criminal underworld and stop them from finding what the Brigade left behind?
Lost Asset - Found Asset, sounds easy, right? Round 1 of 2.
Description:
An "Asset" has been lost and an "Asset" has been found that could potentially swing the balance into favor for the Crucible Cell Rebel Alliance against the ravages of the Empire. The easy part should be making contact. Round 1 of 2. You must play Sparks 124A to participate in Sparks 124B with the same character.
Sparks 124B Operation: Really Dumb Orphan or Lost in the Works
Summary:
Stranded with a missing asset.Round 2 of 2.
Description:
With their "Asset" missing and no way out, what will the stranded operatives do to turn lemons into lemonade? Round 2 of 2. You must have completed Sparks 124A to play Sparks 124B with the same character.
The Rebel Alliance wades into the labyrinth of Cloud City's underworld hoping to obtain rare, valuable and very illegal tibanna gas to power its weapons systems.
A lone prisoner has escaped the planet Dathomir and set a chain of events in motion. Force-using witches, oversized rancors, and Imperials all await this mission of diplomacy, survival, and freedom.
Relaxation, sight seeing, shopping - what could go wrong?
Description:
Once again aiding the fledgling rebel cell on Tammuz-An, your group encounters a rare opportunity: to relax, sight see, and do a little shopping. As usual, nothing is as it seems and even a seemingly tranquil mission can go horribly awry.
Sparks 244A: Oh, the Places You Will Go - Vol 2 Part 1
Summary:
Just a little trip, what could be easier?
Description:
Player: "We aren't actually going there!?!" GM: "Yes, yes you are." Player: "We can bring what!?!" GM: "Yes, yes you may." Player: "How in the blazes will we get there <and not die>!?!" GM: "They think they have that covered <evil grin>." Round 1 of 4.