Perspectives

 

After all the heavy action of the last few weeks the crew decides to take a break on Bellerophon to relax for a change. (GM Note: If ship was IDed during escape in last episode, shortly after landing, they will be met by four Alliance troops and will have to endure extensive questioning regarding smuggling charges. The only way to get out of this jam is to give up the name of the contact they got the equipment from and who was receiving the equipment. Getting out of this bind will require an impressive INT + Influence roll. A botch gets everyone thrown in jail, a Hard is a 1,000 credit fine, a 19 is a 100 credit fine, but a 23 will result in all charges being dropped.)

 

Despite keeping up a brave front, due to the injury she suffered in the last episode has severely rattled Cindy’s PTSD. Her nightmares have gotten worse and fatigue has affected her grip on reality. Brittle in the extreme, she relents to attend the events the rest of the crew attempt rather than face another confrontation. As the rest of crew enjoys the chance to have some fun in the ways they like most. off steam, Cindy slips away. Neo-Browncoats spot her during the revelry and manage to talk to her alone. This time in her unstable condition, she gets confused with the old days and the heavy appeals to her patriotism. Looking for an anchor while lost, she secretly joins the Rebellion. Feeling better than she has in a long time, Cindy rejoins the party, but now has a secret.

 

The options for fun on a Border world like Bellerophon are extensive. Consider the planet to be a resort location like the Caribbean or Saint Tropez. The GM is welcome to create group specific forms of fun for their crews. The main idea however, is for the PCs to have a chance to have some fun.  Some examples for the crew to get themselves into:

 

Gambling: Figure the house has INT D6 and skill D10.Three successes before three failures breaks even, five successes before three failures wins 50 credits. Any critical success with four wins before three failures will win 200 credits. Three failures before five wins will end with a loss of 2D10 credits. Three fails before any wins is a long night costing 5D10 credits.

 

Windsurfing, Jet skis, or Boogie boards are all Hard AGL + Athletics tasks. There will be small contests with 3 to 5 contestants each making three runs. Best average score wins 50 Credits for first place and 25 credits for second.

 

Meeting…um…friendly persons of the opposite (or possibly even the same) sex. Guys trying to get …lucky, will have to roll opposed INT + Influence versus the target’s INT D4 (no insult intended, this is a friendly planet and the opportunities are above average) + skill D6. A success allows for another roll, three successes or one critical success scores the goal and a fun night. Women wanting in on the same sort of action, just need to ask or say yes if asked.  

 

Scuba diving, rock climbing, lazing on the beach, drinking, whoring, and just about anything else the GM can think of to add are all also very available in a place like Bellerophon.

 

After the ship and crew are rejuvenated, the captain gets a wave to come to the home of their wealthy patron for a special job.