Uncertain Times
After being captured in the last episode, the PC’s ship is flown to the secret Neo-Browncoat headquarters. Each crew member is politely interviewed and asked to join the cause. If they refuse they are kept onboard ship under close guard as manual labor force. Anyone agreeing to join is assigned back to ship, but with a “buddy” to ensure their loyalty until they have proven themselves. Since the Neo-Browncoats are on their home turf, they do not feel threatened; Stephen Montag will be extremely difficult to fool. To convince him that they are serious converts to the cause, they have to beat three opposed rolls of INT + Influence versus his INT D12 Interrogation D10 skill. Any result other than three successes, keep the PC a guest of the rebellion. Regardless of status, the crew is assigned to their own ship, either as deckhands if on “probation” or as stevedores if held captive.
Montag is all too proud to report that the Neo-Browncoats
ranks are swelling and they now have gathered enough local strength to go on
the offensive. In addition to aggressively attacking convoys to capture equipment
and shipping, the rebels will hit smaller and isolated
True his word, the ship lifts and heads immediately into
battle. Probationary PCs will be used as the missile deckhands and will have a
“Mark 1 eyeball” view of the battles. The “guests” will only know the ship is
in the middle of hard maneuvering and being tossed around by explosions. As
soon as the ship returns to normal flight, they begin to receive casualties.
Deckhands and guests alike are used as little bearers during these moments. PCs
can make INT + Medical Expertise to assist. The target number will vary based
on how wounded the person is. Roll a D4 1 = Average, 2 = Hard, 3 = Difficult, 4
= Formidable. Most of the wounded are Neo-Browncoats, but some are civilians,
an Average INT + Perception roll will quickly deduce that no
If the GM has a PC that has joined the Neo-Browncoats, they are deeply tied up with assisting in treating the wounded. If a PC can make a Hard AGL+ Covert roll they can get a few seconds with the rebel character and a Formidable INT + Influence roll will break through the psychosis enough for them to realize they have not acted in the best interest of the crew, but there isn’t enough time for them to free themselves of the need they has to “win” the Unification War this time. One of the medics returns and the PC is hustled out of the infirmary to fetch the next casualty.
After this first battle, the ship pulls back to headquarters
to offload wounded and restock medical supplies. Montag lets the crew know that
the successful raid netted three freighters, a tanker, and an
The GM is welcome to stretch this part of the adventure out with additional battles that show the aggressive nature of the fighting and the rumors of how well the rebels are doing. As this portion of the adventure is linear in nature and most players will be tired of being in POW mode, it might be best to get to the endgame quickly.
The crew that is still loyal to Captain work an angle to
free ship from Neo-Browncoat control during this downtime. The crew that has
“buddies” can finally earn enough trust to turn tables on their watchers and
get free. If they do one of two things, first participating in dragging the
loud mouth that questioned Montag to the sweatbox and making an Average INT +
Performance roll, or by making a Hard INT + Influence roll stating the big
mouth had it coming afterwards. If either of these tasks succeed, the “buddy”
will talk to Montag and that PC will be considered a full Neo-Browncoat. Just
as freed crew manages to gain their freedom, a warning klaxon sounds that a major