|
|
|
#51 |
|
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
|
50. Political Split
There is a very deep, very serious political split in the rank of those aboard the fleet. If at all possible, the issue causing the split should be relevant to the goals and events the fleet is going through. Examples include argument over the legislation aboard a nomad fleet with its own government, questions regarding wars and alliances, or some seemingly silly conflicts (like former rivals refusing to cooperate even for the good of the fleet). Usually the situation can be handled peacefully through some combination of relevant skills (see below), but if the first roll, or any major roll that is related to performing highly unpopular actions (abridging freedoms, declaring martial law, setting up curfew etc.), a critical failure results in a mutiny/resistance movement/civil disobedience etc. If such is the case, roll against the security chief's Intelligence Analysis to detect it reasonably in time - on a failure, the resistance manages to pull of at least one major action before the authority can react. Relevant skills: Politics, Law, Administration, Public Speaking, Propaganda. If an outright mutiny/revolution breaks out, treat it as such, with all the bells and whistles. |
|
|
|
|
|
#52 |
|
Join Date: Jun 2007
Location: Texas
|
51. We're Home Already/Again?
The ship or fleet encounters a system and world exactly like their own origin system and world in all immediately recognisable respects. Even down to family and friends left behind. It takes some time before the differences and/or hidden trap emerge. The world might be an illusion generated by a space-god, an elaborate trap by shape-changing face-hugging aliens, a temporary space-time discontinuity etc. |
|
|
|
|
|
#53 | |
|
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
|
Quote:
Roll 1d, reroll if inappropriate: 1. System/planetary data matches, but not the population. E.g. 2. System data matches, and the planet superficially seems to match, but is later found to be different (might cause a hit to the fleet's morale if they're looking for a place to settle). 3. System different, but the planetary data are a match (as per 1). 4. System, planet and population are 'ours', but not exactly. 5. System, planet and population are exactly 'ours', including friends. 6. System, planet and population are exactly 'ours', including friends . . . and the characters themselves! Ignore 4-6 in campaigns with lower level of weirdness; if they're not skipped, they may or may not be some sort of illusion/anomaly. If the 'home' is a fake, and the nomad fleet is in search of home, this crisis will cause a huge hit to the fleet's morale. This crisis may or may not result in the end of a nomad campaign under certain circumstances. If this is the case, but the GM wishes to continue the campaign, s/he/it should roll another crisis, and delay this one as many times as needed. |
|
|
|
|
![]() |
| Tags |
| crisis, events, space, space opera |
|
|