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The Great Escape


Fraggloid

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Name of Event: The Great Escape

One Sentence Description:

CentCom are sending a prisoner transport to the Cyberiad for a supply stop and the station must contain them within perma; the Syndicate however wants their people back.

Map Changes: No

Code Changes: No

Suggested Number of Players:
Technically any. A number will be needed to play as the prisoners plus a SolFed/CC guard and ship pilot. The number of prisoners is up to the event admins - I'd say 6 would be a good number.

Full Description of Event:
A Centcom/SolFed prisoner transport is due to dock with the NSS Cyberiad as a supply stop-off and to repair & re-arm following an encounter with space carp while navigating an asteroid field, before it continues on it's way to [destination system]. Once it docks, the crew must deliver supplies to the vessel so it may continue it's journey.
Meanwhile, the prisoners aboard the vessel are to be held in the Cyberiad's own permabrig. Security must ensure they do not escape, as they are all hardened criminals with ties to various nefarious organisations - namely the Syndicate.

Speaking of the Syndicate, this is where the round's traitors come in. Embedded within the crew as usual, their objectives are to break the prisoners out of the permabrig - or attack the guarded convoy of prisoners as they move from the transport to perma itself. They may also have other objectives as normal, but this will be their primary goal. They should then take the prisoners to a location for extraction, much like the contractor system - though I imagine a ship outside the station would be a better alternative to this.

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