OK, this is Gerry, the GM, and I am starting off the adventure logs. Due to a busy week, I was not as able to study this new game beforehand. However, we were able to make characters of a sort, and had a limp grasp of the rules. Next game, we should have a better grasp of the rules and our characters. After this cobbled-together introductory scenario, I will likely run the published adventures
Our intrepid band of heroes have pooled their hopes, dreams & precious coin into a corporation (yet to be named) whose sole asset (at this time) is a Firefly-class transport, the Shiny Dream.
Needing to pay for their expensive toy, the crew hightail to a bar where a mysterious contact may have a job for them. Unfortunately, it is Unification Day and some drunken Alliance soldiers are celebrating just a little too much. Words turn to fisticuffs and soon the crew learns that the thugs at their feet are their contacts.
A few extra drinks and coin make for handshakes all around, though, as both groups need each other. It seems that the soldiers need transport to a world called Halcyon to pick up some strange cargo from a wrecked Independent ship shot down during the war.
Theres a problem. Botched helioforming has made the brown dwarf Halcyon orbits flare often and with great power. The constant electro-magnetic pulses make the nearside of Halcyon a place where standard electronics don’t work. That is where the wreck is.
With great difficulty, the group makes it to the wreck to find it stripped but one sealed cargo bay unbreached. Breaking upon the cargo bay, the characters try to leave with their plunder to find themselves surrounded by angry natives with primitive bioweapons and a floating island…!