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===Treason=== Treason is much like a Cracked Crewman, and indeed, it may well be the result of a crewman who has completely lost it, and the GM may wish to roll on the Cracked Crewman Tables to determine who, what, and where. The difference is that unlike a Cracked crewman, who is behaving erratically, a Traitor has crossed a line that can't be swept under the rug and come back from. They mean to damage the ship severely, have murdered and possibly will murder more, are possibly trying to defect to the Tau Empire or just plain desert, or have just violently lost it and are breaking everything and everyone they can get their hands on. As before, it's your problem to handle, possibly because you're the only ones close enough to do any goddamn thing about it. For example... Say you rolled an 87, 78, and 8. This indicates that your traitor is a Petty Officer, somewhere in Officer Country, and his grievance is a personal dispute. In this case, it would be reasonable to decide that this Petty Officer felt that a less-deserving former Petty Officer was promoted over him, and stewed in jealousy and rage, until some slight by the promoted Midshipman, real or imagined, set him off. He murdered the target of his ire, and is now on a murderous rip through Officer Country wearing full carapace armor and wielding a combat shotgun, aiming for the friends of the slain man, the Lieutenant who promoted the Middie, and anyone else who gets in his way. If the players are Armsmen or members of some other armed group, they may be the first armed responders who can show up. If they're not, then they may simply have the great misfortune of being around when the traitor begins his rampage, and must attempt to escape with their lives or somehow bring him down before he can kill many people.
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