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#14 |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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29. The prisoners escaped!
If the fleet contains any prisoners or slaves, they somehow managed to get out of their confinement (this includes circumventing such forms of confinement as droid Restraining Bolts, humanoid Explosive Collars, Mind Control Implants or whatever). There was likely a collaborator among the crew; if it matters, roll 1d - on a 5 or 6 at least one collaborator is still operating, in secret from the crew. If the prisoners/slaves were kept on a dedicated ship, then they quickly capture said ship, usually capturing at least some of its crew as hostages. The capture is automatic if there is no PC in a position to prevent that; if there's a PC trying to stop them, it is usually spotlight time. If the prisoners/slaves get a chance to negotiate, they will usually try to simple gain a clear escape path (and an FTL ship if they haven't captured one yet). Relevant skills: usually skills of diplomatic and/or tactical sort are relevant for dealing with the threat itself, while the PR types try to prevent panic in the fleet/station. If there are no prisoners/slaves aboard any fleet ships, roll 1d. On 1-2 go to 12. Hijackers; on 3-4 go to 13. Mutiny; on 5-6 go to 22. Strike. |
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| Tags |
| crisis, events, space, space opera |
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