Last Episode

Rescued from his CEGA handlers at the Intersettlement Scientific Convention by a daring team of Jovian operatives, Dr. Peyarje and his rescuers have fled Venus aboard the Beautiful Dreamer, a privateer ship commanded by Aglaee DesSources. Unfortunately, they have not lost the CEGA forces seeking to recapture Peyarje. The 3rd Squadron of the CEGA 4th fleet, commanded by ace exo-pilot Ranho Garand, is in hot pursuit.


The Scenario

Low on fuel, with Garand closing in fast, the crew of the Beautiful Dreamer find themselves with few options. Stealth and careful planning has allowed them to evade their CEGA pursuers thus far, but Garand’s 3rd Squadron is slowly closing in, blocking the orbits they could use to travel out-system. Another Squadron of the 4th Fleet’s 1st Battlegroup, the 2nd Squadron, has launched from Earth to intercept them.

The ship’s best choice seems to be change course and head for the Earth system, the closest source of supplies and fuel. There, they can loose their pursuers in the high-traffic Orbitals, then contact DesSources’ mysterious associates for resupply and slip back on-course for their trip to Jupiter. If all goes well, their pursuers will be left far behind.

DesSources’ skillful helmsmanship makes the most of their limited reaction mass, barely bringing the Dreamer within reach of the 2nd Squadron. (Which, of course, provides an opportunity for pilot PCs to fight off interceptors and exo-armors launched by the 2nd Squadron to disable or destroy the Beautiful Dreamer) Then, with the last of the Dreamer’s reaction mass, she puts them on an orbit that will take them through the most heavily traffic’d regions of the Orbitals and drop them cleanly into lunar orbit mere days later.

The players (and Ysa and any other appropriate NPCs) are sent to the Lunar surface to make contact with DesSources’ associates while she supervises repairs to the Dreamer. Her associates decline to make contact themselves (not wanting to risk exposure) but should instead direct them to Ismael Li’s burgeoning rebel group, which has the connections to provide them with the fuel and parts they need… For a price!


Character Involvement

This episode is fairly open-ended. The main plot point is Ismael Li’s doomed Copernicus rebellion, an effort he wants the PCs’ help with. In exchange, his organization can provide fuel for the Dreamer without tipping off CEGA (they have insiders in several important fuel manufacturing plants) and even provide some extra booster engines, which will give the Dreamer an important edge over her pursuers when it becomes time to leave. Exactly what help characters will be able to provide depends on who they are.

JAF pilots probably won’t be able to provide much help with exo-armors or fighters, unless you’re running a very cinematic game and want the rebellion to include a minor war on the moon’s surface or in lunar orbit. Fortunately for pilot characters, Li’s rebels have managed to procure a small number of Sand Stalker and Sabertooth exo-suits from Martian arms dealers. These suits are much better suited to close-quarters fighting in Copernicus, but Li doesn’t have enough pilots to use them effectively. Fighter pilots could be given makeshift support aircraft, or, for a slightly different challenge, have to fly supply/troop shuttles while evading CEGA pursuit.

Note that this shouldn’t be all that pilot PCs do. Try to involve them in other aspects of the rebellion. As they have military experience, they will probably be able to offer valuable advice to Li’s staff on matters of tactics, organization, and strategy.

JIS agents are generally well-suited to intrigues, backstabbing, and conspiracies in the buried and domed cities of Luna. Greasing the wheels of revolution through raids, assassinations, and intrigue fit the typical skill set of JIS agents well. They can provide Li with badly-needed behind-the-scenes assistance and professional intelligence gathering. See the Plot Points sections below for more ideas on subplots that JIS agents can be involved in.

Reporters will face the most daunting task of all. They must make Ismael and his revolution not only palatable but sympathetic to the average CEGA citizen. This is harder than it sounds, as the Earth system (especially the Orbitals) still have the massive, dense, high-speed communications networks that characterized the early 21st century. The citizens, used to assimilating a massive amount of information, have a very short attention span. Not only that, but CEGA employs some of the best spin-doctors in the solar system. On the upside, this gives the PCs a chance to fight CEGA’s propaganda against them, especially since they can call upon Ibrahim Youssef’s skills and knowledge.


NPCs, Organizations, and Plot Points

Dr. Agram Peyarje (NPC)

Faction: Jovian Confederation
Suggested Stuff: See Episode 2.

Peyarje will most likely stay on the Dreamer, rather than travel to the surface and risk capture by CEGA. Even there, his technical skills could be invaluable to the crew if the Dreamer or the players’ exo-armors suffered damage in battle that needs to be repaired. However, his family could be held somewhere on the moon, prisoners but not yet executed because CEGA still aims to recapture him and will need a hold on him when they do so. As he doesn’t plan to return to Earth, there is no doubt that they will eventually be executed, so he will request that the PCs attempt to free them. This could be one reason for the PC’s initial journey to Copernicus: Peyarje’s family is being held somewhere near there.

Of course, freeing Peyarje’s family is just the first step. The players the need to get them off Luna. And since Copernicus Dome is going to have a bad case of the revolutions, that’s not going to be easy. Especially not if Peyarje’s family includes some impetuous teenaged grandchildren looking to give CEGA a kick in the teeth for keeping them locked up.

Whether or not Peyarje’s family is in captivity, and whether or not the PCs successfully free them is left up to the GM.

The Society of the Evolved Human (Organization)

The Society is a shadowy and mysterious organization. It appears in no government records, has never been on the news, and has no uniform or logo. Despite this, it still appears to have a massive network of contacts and not-insubstantial resources. Even the Society itself does not maintain a record of its membership - it is a loose collection of people who know people.

The Society is fed up with the status quo. They believe that humanity has entered a period of evolutionary stagnation, stuck in the old ways of doing things and thinking despite moving to a new and radically different environment. They also believe that each person has the potential within themselves to become Evolved Humans, taking advantage of their existing abilities in extraordinary ways. This potential is, they claim, kept bottled up by the comforts of everyday life among the colonies, or the constant struggle for survival in the Belt. To unlock it, they believe that individuals need the right mix of easy access to basic necessities and danger and adventure. The science behind the Society’s claims is questionable, and their continued existence and secrecy is a strong indicator of either the success or failure of their theories.

The duties of members of the Society are threefold:

  1. Keep their presence and work secret at all times. With the Edicts and the widespread prejudice against genetic engineering, their work could easily be misinterpreted.
  2. Seek out those who can easily become Evolved Humans, wherever and whoever they might be. Members of the Society must always keep their eyes open for extraordinary feats that could be the sign of someone who’s already become an Evolved Human, or who could easily become one.
  3. Aid others in realizing their potential. While their beliefs are egalitarian in the sense that they believe that everyone has the potential to improve themselves and become an Evolved Human, the Society only has limited resources, and so must focus their efforts.

The Society has its eye on the player characters, and has instructed DesSources to work to help them realize their true potential. DesSources is an experienced operative of the Society, and while the PCs should catch hints that she’s up to something, it shouldn’t be easy for them to work out what. While much of the time, DesSources will simply provide the PCs with the things they need - exo parts, fuel, transportation, air, etc. - she will occasionally work against them to place them in dangerous situations that can help them to realize their potential. Placing them in the middle of Li’s rebellion could be an example of this.

Of course, its also possible that the PCs aren’t the Evolved Human candidates at all. The Society could be aiming to help Garand, Li, Peyarje, Ysa, or any number of other NPCs to realize their potential. Despite this, in the interests of keeping the PCs central to the plot, they should also attract the attention of the Society through their actions, even if they did not initially.

Aglaee DesSources (NPC)

Faction: Society of the Evolved Human
Suggested Stuff: See Episode 2.

Aglaee will likely spend most of the episode getting things sorted out aboard the Beautiful Dreamer. Any help she provides should probably be through the Society, in the form of contacts, equipment, or personel. She will also offer to provide transport to as many refugees as the Dreamer can handle safely, once things turn bad.

Ismael Li (NPC)

Faction: Selenite Rebels
Suggested Stereotype: Curiousity or Expert
Suggested Archtype: Spacer or Soldier

Ismael Li is the leader and driving force behind the burgeoning Lunar resistance movement. Once a miner, Li worked hard, long hours in the tunnels deep below the Lunar surface and in the close cabins of the Helium-3 harvesters. He quit in disgust when he realized that the company he’d worked ten hard years for was constantly operating at a loss and systematically abusing its employees in order to provide CEGA and massive Earth corporations with cheap access to raw materials. Putting the excellent education provided to all Selenties to use, Li spoke out against the CEGA occupation, making speeches and distributing eloquent pleas for regime change in an attempt to awaken the populace to the truth of their situation.

Five years ago, under investigation by CEGA police forces, Li took his crusade underground. No matter what he did, legitimate means had only succeeded in getting him arrested. He set about building a proper revolutionary organization out of the public eye, aiming to drive CEGA off the Lunar surface by force of arms. Strangely, this has won him many more converts among the usually peaceful Selenites than his speaches ever did. He finds this somewhat disheartening, but still forges ahead.

Li is now ready to launch his uprising. The arrival of the PCs has moved his timetable up a bit, as their actions on Venus have distracted many of CEGA’s forces and their skills can be a great help to him. He is a fundamentally honest man, and will promise fuel, parts, and provisions in exchange for the PCs’ help. He will give them what he promised without short-changing or holding back. He also truly believes in his cause, and would willing sacrifice his life to save any of his supporters.

Ibrahim Youssef (NPC)

Faction: Selenite Rebels
Suggested Stereotype: Rookie
Suggested Archtype: Reporter

Youssef is a young reporter, sent by his company to do a piece on the madman plotting rebellion from deep within the abandoned mining tunnels under Copernicus City. Instead of a madman, he found a rational, honourable gentleman seeking to end the exploitation of his people. For the first time in his life, Youssef found a cause he could really connect with. When his employers received a thoughtful, well-reasoned piece on the corruption and exploitation rampant on the moon instead of the propaganda piece on the madman who opposes the righteous might of CEGA, Youssef found himself abruptly unemployed. Not that he really cared - Li provided Youssef with the financing for a pirate news stations, on which Youssef has been broadcasting the Truth from the Tunnels ever since.

Now that the hour of uprising is at hand, Youssef is standing by to cover the Selenites’ fight for freedom. He plans to broadcast live coverage of the fighting in Copernicus, fighting CEGA propaganda as his comrades fight CEGA’s garrison troops. But Youssef has no idea how effective his broadcasts have been at turning public opinion against CEGA, or how wrong he is in thinking that the authorities won’t take notice of him and attempt to curtail his activities once the fighting starts. During the uprising, Youssef could be targeted by CEGA special operations squads seeking to take him off the air permanently, even as he fights a battle against CEGA’s spinmasters.

After the uprising, assuming he survives, his skills could be of use to parties faced with a CEGA propaganda campaign against them. He has years of experience fighting such campaigns, and could help to turn public opinion in the inner solar system back towards the players.

Catherine Glit (NPC)

Faction: Selenite Rebels
Suggested Stereotype: Expert
Suggested Archtype: Medic

One of the first to join Li’s cause, Catherine Glit is a doctor from one of the Lunar mining corporations, retained to treat miners who succumb to the many diseases caused by long hours working in low gravity. She witnessed first-hand the casualties of CEGA’s lunar policy, and believes that Li might be able to convince them to change their ways… If he could cool his head a bit! Glit provides a steady head and unshakable rationality to offset Li’s dedication and passion. She has, against her better judgment, become the rebels’ strategic advisor as well as their chief physician.

As the rebellion heats up, Glit will be the one directing the effort, making sure that everyone’s in the right place at the right time and that no avenue is left open for the CEGA forces to strike at the rebels’ flanks or rear. As the battle turns against them, she will be the one to coolly arrange the evacuation of as many willing civilians as possible, to place them out of reach of CEGA reprisals. Focused on the needs of the moment, she will only grieve for the lost later, once the shooting’s finished and the depths of interplanetary space have swallowed the scattered refugees.

Glit will be wary of trusting the PCs, but glad for their help, both during the battle and during the desperate evacuation that follows. Glit keeps a cool mask between herself and the world and, like Aglaee DesSources, keeps most of her companions at a distance. Only Li is a true friend, but even he is nothing more. Unlike DesSources, Glit’s mask is because she is shy and feels more comfortable keeping those around her at a careful distance.

Luka Ansevik (NPC)

Faction: CEGA Military
Suggested Stereotype: None
Suggested Archtype: Official

Captain Luka Ansevik is the commander of the small CEGA lunar garrison force assigned to Copernicus City. Captain Ansevik is throughly unimaginative, a very by-the-book officer, assigned to a post not likely to tax her capabilities. After all, what threat could the unarmed and industrious Selenites pose to the military might of CEGA? When revolution erupts around her, Ansevik will do her best to contain it, but becomes increasing desperate as the situation unravels. She knows that failure to resolve the situation before her superiors are forced to take notice will be the end of her career.

Ansevik is an officer focused on strategic and administrative work. As such, her combat skills are virtually nonexistent - she is much more comfortable ordering others into combat than fighting herself. This leads to disaster, as it leaves Ansevik out of touch with her troops as they desperately fight the rebels in the streets of Copernicus. Finally, increasingly desperate to contain the situation, she could be the one to order the dome blown.

Ysa Cantroni (NPC)

Faction: Independent
Suggestions: See Episode 2

Ysa will be in her element during the Lunar uprising. Action, crusading for justice, and a bevy of human interest stories to practice her reporting skills on! Having spent a year touring the Earth system at one point, Ysa has a number of useful contacts on Luna that can supplement those provided by DesSources and Li, and those of the PCs themselves. Even if she doesn’t travel down from the Dreamer with the PCs initially, she will try to find some way down so she can help the Selenites of Copernicus fight for their freedom once the uprising begins.

Of course, Ysa might not be quite as good at street fighting as she thinks she is. Saving her from herself could be an exciting and frustrating subplot for a PC, especially one who has become emotionally involved with her. Having a mysterious masked figure in a red CEGA exo-suit (Garand, of course) help save her and keep her safe from CEGA forces, but carefully avoid aiding the rebels, might create an interesting mystery… Or not, depending on how sharp your players are.

Ranho Garand (NPC)

Faction: CEGA Navy
Suggestions: See Episode 2

Garand isn’t integral to this episode, and doesn’t fit into the action very well. He’s an ace, not a grunt, and is poorly-suited to the fighting in the Lunar tunnels both philosophically (he would see both fighting against and for the rebels as dishonourable) and in terms of his experience. He could, however, be involved with the players’ escape. Perhaps he covers the PCs as they withdraw, in an attempt to restore his honour after failing to stop the Copernicus Disaster, even if this means helping Peyarje get away. This is especially likely if Kleb was the one who ordered the dome blown. Or he could reluctantly don an exo-suit and enter the tunnels to protect someone or something he values - such as Ysa Cantroni. Both, of course, assume that his fleet either finishes whatever resupply they need quickly, or that he proceeds to the Moon independently before the episode ends. Given that it will probably take place over the course of a week or two, this isn’t unreasonable.

Russel Kleb (NPC)

Faction: CEGA Navy
Suggestions: See Episode 2

Kleb is, again, not integral to this episode, though he is Ansevik’s superior officer. If she fumbles the situation in Copernicus too badly or is killed, he’s likely to step in and take over, even though he’s not, strictly speaking, in her chain of command. By this point, the Venusian drugs have seriously impaired his judgement. He’s likely to order such drastic measures as the destruction of the dome or for the CEGA marines to fire on civilian targets.

Project Dragonstriker (Plot)

Project Dragonstriker doesn’t have much to do with the central events of this episode, though there are ways to incorporate it. CEGA could be holding the families of involved scientists and technicians hostage as insurance of good behavior has been covered above, under Dr. Peyarje’s entry. Freeing all the captive families, while likely a logistical nightmare, could provoke more scientists and technicians to dare to defect or desert, putting a serious crimp in Dragonstriker’s progress and CEGA’s future exo-weapon development work.

Its also possible that the main (or auxiliary) faculties for Dragonstriker are located on the moon, possibly even near Copernicus. To distract the CEGA garrison, the PCs might raid one of these bases, possibly with the help of a small group of rebels. While they would be more heavily defended than a civilian city, the installations could probably still be handled by a group of competent PCs, especially JIS agents skilled in infiltration and raids or, for a more action-oriented game, exo-armor pilots. The PCs might even be able to find a way to steal one of the early prototypes, though the main Dragonstriker prototype would (by now) have been loaded aboard Kleb’s flagship. An early prototype probably wouldn’t have all the gadgets of the Dragonstriker itself (no wide-angle beam cannons or nuclear missiles) but would probably have the CAT system and some other goodies of its own.

Project Methuselah (Plot)

Again, Project Methuselah doesn’t have a direct connection to the action of the episode. This doesn’t change the fact that the PCs (might) know about it, or at the very least, will have upset its smooth progress. And while the PCs might have lost the CEGA forces seeking to recapture Peyarje, there’s no guarantee that Malachai and his men aren’t still hot on their tail. What part Malachai and his Ronin servants play in the events on Luna will depend on just what his objectives are.

If the Bank’s still looking to make Peyarje disappear in an apparent disaster, having him right in the middle of a revolution offers some wonderful opportunities. They could be trying to get the PCs killed in the fighting, with some help from Ronin agents if necessary. And with refugees shuttling aboard the Dreamer, an agent or two could no doubt slip aboard and take care of Peyarje. Even if they aren’t seeking to get rid of Peyarje, the chaos of the revolutionary battles provides the perfect circumstances for the PCs to mysteriously disappear, as a warning to those that would cross the Bank, or simply to eliminate those that know too much about Project Methuselah.

Malachai and the Bank could also be helping the revolutionaries, seeking to weaken their CEGA allies (and acquire a new customer) by removing their conveniently nearby source of natural resources from their grasp. Not only would this give the Bank influence on the ground floor of a new customer/nation, but it means that CEGA must rely on the bank to prop up its weakened economy and pay shipping fees, and build up its armed forces to attempt to re-conquer its lost satellite. An especially sinister scenario would be for the Bank to dispatch Malachai as an advisor to the rebels. Of course, the players know who he is and why he’s there, but can they afford to out him without loosing Li’s trust or looking like they’re seeking to replace him?

The Bank could also be seeking to encourage and then foil the rebellion for their own ends. After all, even an unsuccessful rebellion would disrupt CEGA’s economy and spur a further build-up of military forces, giving the Bank a good way to increase its hold.

Rebellion (Plot)

The PCs are the last piece needed for Li’s revolution. After setting in motion arrangements to provide them with the fuel they need, he launches his armed uprising in the streets of Copernicus. Moving barricades outwards at carefully-regulated intervals, his troops and exo-suits advance through the dome, driving out the CEGA bureaucrats and policemen as they go. The few initial firefights go well for the rebels, and it takes several hours for Captain Ansevik to organize an effective response. Even then, though the rebels’ steady advance is only slowed, and they still win most engagements handily.

About six hours into the fighting, give or take, things begin to turn. Ansevik manages to get her exo-suit forces into Copernicus itself, and their numbers mean bad news for the rebels. Catherine Glit starts an evacuation of refugees - those who no longer want to live under CEGA’s fist (and there are many, especially now that Li has shown his willingness to take action). The rebels lift as many to hastily-contracted merchant and passenger ships in lunar orbit as they can. Things become even more chaotic as the Selenties abandon their usual reserve and scramble to be one of the lucky ones and the rebels fall back before the CEGA forces. Organizing such a retreat is no easy task, and PCs with organizational or oratory skills could no doubt be of great help.

Of course, this is a rough outline. The players’ actions will affect the course of events in unpredictable ways. But the final outcome is relatively certant - CEGA will crush the resistance however it has to. Especially since the judgment-impaired Admiral Kleb would likely seize control if Ansevik failed. It might be best to think of this outline as what would happen if the players hadn’t intervened. Their presence could well change the course of events, and allow the rebels to take and hold most of the city instead of being massacred by CEGA marines in the old mining tunnels beneath it.

DesSources will, of course, take as many refugees as possible aboard the Dreamer. Ysa will probably want to help the rebels fight to the bitter end, despite the wishes of her friends. Exactly what the players do is up to them, but they should be involved in the fighting or evacuation effort somehow. After all, it was their presence that provided the catalyst that started the rebellion. GMs that want to add a more personal edge to the rebellion could arrange for one of the PCs to befriend or even fall in love with one of the rebels. This could serve to either further highlight the cost of the rebellion, if the friend/love interest gets killed in the fighting or disaster, or add a note of hope if (s)he managed to make it aboard the Dreamer or another ship.

Copernicus Dome Disaster (Plot)

Her holds crammed with refugees and with more CEGA ships starting to move in to reinforce their beleaguered forces in the Copernicus dome, Aglaee DesSources sees no reason to wait any longer and orders the PCs back to the ship. Greatful for their help, despite the apparent setbacks, Li lets them go. Despite their protests, he sends Catherine Glit and Ibrahim Youssef with them at the last minute. As the PCs head for the spaceport, the rebels begin another counter-attack, slowly forcing the CEGA ground troops back and taking the spaceport and ground-to-orbit weapons. Even the citizens who couldn’t be evacuate help, pelting helpless CEGA infantry and marines with common (but heavy) household items. Things are obviously not going well for the CEGA troops.

In a panic, Ansevik orders the few warships under her command to open fire on Copernicus, fearing that the rebels could use the city’s ground-to-orbit weapons to take away her space superiority, one of the few advantages she has left, and drive the CEGA navy from lunar orbit. Alternately, Kleb could step in and order one of the 4th Fleet’s Battlegroups to fire on the dome, in an attempt to eliminate the PCs, though this option is probably best used if the PCs managed to eliminate Ansevik. The ships’ weapons shatter the armored dome and level the spaceport and orbital defense emplacements. Ismael Li’s last words, relayed to his friends and helpers aboard the Dreamer, are My life for freedom!

Alternately, the rebellion could be crushed by setting off charges or blowing seals on the dome itself. If the charges/seals were operated from a secured control station, a desperate scramble to prevent Ansevik from setting off the charges could be a suitable end to the uprising, especially for action-heavy campaigns. This would be followed by a hasty retreat into space by the PCs and the other surviving members of the strike force (such as Glit, Youssef) as the Dome opens to vacuum, killing rebel, civilian, and CEGA marine alike.

CEGA, of course, refuses to take the blame for the Dome disaster. Their first desperate response is to put the blame on the Jovian terrorists who abducted Peyarje, and later shift it to the extremist STRIKE organization. Reporter PCs can use Ansevik’s (or Kleb’s) actions as fodder for their own counter-attack against CEGA’s propaganda. After all, the Dreamer presumably has recordings of Ansevik’s ships opening fire on Copernicus and her orders.

Solar Cross to the Rescue! (Plot)

The deaths of millions of civilians and rebels might simply seem like too much of a down point to end the episode on. Or the CEGA ships could maneuver to prevent the Dreamer from escaping, either because they know the PCs and Peyarje are aboard or as part of a larger operation to prevent word of the atrocity from leaking out. In either case, the Solar Cross provides a good plot device to allow the GM to resolve the problem.

If the GM is looking for a way to lighten the end of the episode slightly, the PCs could overhear a radio broadcast from (or hear the report of a reporter aboard the vessel) a Solar Cross ship moving in to investigate. If the GM chooses to have CEGA ships attempt to stop the Dreamer, the Solar Cross ship (and its 500 kilometer cease-fire zone) could save the day, either by forcing the CEGA ships to stand down or by forcing them to choose between preventing the Dreamer’s escape or attempting to cover up the Copernicus atrocity.

In either case, Captain Hannah Keflavik of the Amaterasu from Lightning Strike: Call to Arms is a good choice for the captain of the rescue vessel. (And a nice easter egg for long-time JC fans)


Timing and Objectives

Again, take your time with this adventure. Develop the rebellion and the rebels, especially Ismael Li. Emphasize the moon’s restrained and industrious culture and the rampant poverty and utilitarian nature of the domed, partially-buried cities. If appropriate, show the corruption of the CEGA officials that oversee the Selenite colonies. The rebellion itself should be fast-paced and chaotic. Cut from scene to scene, without always making the transitions between them clear. Play up the initial hope and final despair of the rebels, the desperation of the refugees to find a better life, and the chaos of close-quarters fighting in the Lunar streets.

The PCs’ primary objective is, of course, to get the supplies they need and escape alive. Depending on their motivations and the subplots the GM chooses to throw at them, they could also be trying to help the rebels, rescue Peyarje’s family, manufacture some advantage for themselves, or any number of other things.


Next Episode

On the run again, the Beautiful Dreamer boosts away from the Moon with a cargo of desperate Selentie refugees filling its holds. The only course open to it is straight for Mars, with Garand’s unit once more in hot pursuit. On the war-torn Red Planet, a seemingly peaceful layover will become a desperate struggle against impossible odds. Will our heroes ever find a respite from war?


Filler Suggestions

Again, the GM is confronted with the daunting prospect of a weeks-long haul through interplanetary space. This time, however, there is a much wider set of choices available for filler. With Garand in pursuit once more, pilot characters can again engage in face-to-face battles with their nemesis in desperate attempts to buy the Dreamer more time. A ploy involving a decoy drone and spare reaction mass tanks for the players’ exo-armors and fighters could be used to lure the pursuit fleet onto a false vector. (As it was in the original Green Book Odyssey) However, providing a justification to return the players to the Dreamer after this gambit can be challenging.

With a cargo of desperate Selenites crammed into its holds, the Dreamer will be facing serious strains on its life support systems and provisions. Rationing and seeking workarounds while providing medical aid to those wounded in the escape can provide a temporary, slower-paced relief from the fast encounters to date, especially for technically- or scientifically-inclined characters. The Selenite refugees, suddenly seeing a world beyond the tightly-packed dome cities of the moon, can also provide an interesting social encounter, giving the players a window into the minds of the least fortunate of their enemy’s citizens. Consider, for example, that many Selenites have probably never really seen the stars, living as they do beneath heavily-armored domes.

The Betrayl subplot from Episode #2 can again be put to use here. The GM has a wider variety of options and motives for the traitor, thanks to the Selenite refugees aboard the Dreamer. As mentioned above, Bank operatives could slip aboard and seek to punish or eliminate the PCs or Peyarje. Having to protect the refugees while taking out or discovering Ronin operatives could make for a more tense or action-packed interlude.


Vehicles

This episode will probably mostly involve exo-suits and civilian vehicles. The Rebels will probably be using Sand Strikers and Sabertooths, while the CEGA forces will use Sabertooths and Minotaurs. Of course, most of the actual fighting will be conducted by infantry, but playing a grunt is usually not a very fulfilling role for a player.