Prison Break (Plot)

:This article is about the Criminal Plot called a "Prison Break". For other uses, see Prison Break.
A Prison Break is one of the possible Plots in a game of Covert Action. This is a fairly common Plot, appearing in no fewer than three Mission Sets. The Prison Break plot is somewhat convoluted, despite having a relatively small number of Participants involved. On the other hand, intimate experience with this plot should allow most participants to be caught without too much risk to your score. This Plot can be delayed effectively with judicious use of Confiscations.
==General Plot Overview==
In a Prison Break scenario, 6 participants attempt to rescue a fellow criminal from jail, usually a "Hit-man" or other specialist. This is performed loosely in four general steps:
The plot begins with several participants planning the operation and getting in touch with all the other participants.
In the next step, the Inside Contact delivers details about the Prison Layout directly to the Extractor. Money is withdrawn from the bank with which to pay off the Inside Contact for his trouble. At the same time, a Kidnapper kidnaps a helicopter pilot to be used in the prison break.
In the third step, the Extractor commits the Primary Crime by staging the prison break.
In the final stage, the Extractor proceeds to deliver the Escapee to the Travel Agent. The Escapee is then delivered to the Mastermind, though an apparent glitch in the program makes it unclear who exactly makes that final delivery.
==Mission Sets==
The Prison Break plot appears as part of 3 different Mission Sets:
* Federal Prison Break
* Financial Strike
* Political Assassination
In the Financial Strike set, the Prison Break will likely occur as the first mission. In the Political Assassination set, it will likely occur as the second mission. In both cases, some randomness is involved, so the Prison Break may occur first or second in either of these.
In the Federal Prison Break mission set, the Prison Break is always the last mission. Succeeding or failing in this mission will cause the set to end, and a new one chosen at random by the game.
==Participants==
Role 	Role Arch. 	Actions
Planner 	Organizer/Paymaster	A unique two-role character.
Begins the plot by contacting two other Participants.
Later on, he plays the role of Paymaster by withdrawing funds to pay the Inside Contact.
Organizer 	Organizer 	Contacts the Kidnapper and Extractor to explain their roles in the plot.
Inside Contact	Inside Contact 	Divulges inside information to assist in the prison break, in return for a hefty .
Kidnapper 	Minor Agent 	Kidnaps an , and coerces him to assist in the prison break.
Extractor 	Major Agent 	Performs the prison break, rescuing the .
Delivers the Escapee to the Travel Agent.
Travel Agent 	Courier 	Delivers the from the Extractor to the Mastermind.
A glitch in the program means he/she actually only does half this job.
Mastermind 	Mastermind 	Waits for the to be delivered to him at the end of the plot.
==Items==
During a Prison Break plot, three items are created and will move between participants as the plot dictates:
Icon	Item Name	Sequence of Events
 	Payoff 	Acquired by the Planner in a Minor Crime during the second part of the plot.
Transferred to the Inside Contact sometime afterwards.
The Inside Contact will take this item with him into hiding.
 	Pilot 	Acquired by the Kidnapper in a Minor Crime during the second part of the plot.
Delivered to the Extractor sometime afterwards.
The Extractor will take this item with him into hiding.
 	Escapee 	Acquired by the Extractor during the Primary Crime.
Delivered to the Travel Agent, and from him to the Mastermind.
The Mastermind takes this item with him into hiding.
==Plot Outline==
The following actions are performed by the participants in the plot. The order in which these actions will occur is not strict, and may change slightly depending on random factors, as well as in reaction to Max Remington's actions.
===Activation===
During this stage, the various Organizers activate one another as well as the Inside Contact and the Minor and Major agents.
By this point, the Organizer has completed his mission. He will go into hiding if not arrested or turned.
===Acquisitions===
During this stage, the Planner and Minor Agent acquire the necessary info and payoff to facilitate the plot. The Inside Contact divulges information, and receives the payoff in compensation for his efforts.
By this point, all three of the above participants (Inside Contact, Planner and Kidnapper) have fulfilled their mission and will go into hiding if not arrested or turned.
===Execution===
No participants complete their missions at this stage.
===Resolution===
In this stage, the Escapee makes his way towards the Mastermind. This is the first time that the Travel Agent is contacted during this plot.
At this point all participants have completed their missions, and will go into hiding if not arrested or turned.
==Scoring==
This is a list of the points you will be rewarded for performing various actions during the course of the mission.
Action 	Target 	Points																																																																																																	
Arrests 	Planner 	45 																																																																																																	
Arrests 	Organizer 	35 																																																																																																	
Arrests 	Kidnapper 	35 																																																																																																	
Arrests 	Inside Contact	40 																																																																																																	
Arrests 	Extractor 	35 																																																																																																	
Arrests 	Travel Agent 	30 																																																																																																	
Arrests 	Mastermind 	200 																																																																																																	
 	 	 																																																																																																	
Confiscations	 	50 																																																																																																	
Confiscations	 	50 																																																																																																	
Confiscations	 	50 																																																																																																	
In addition, the following failures will increase the Maximum Score by the listed amount of points:
Action 	Max. Score Increase
Fail to prevent the Primary Crime 	160
Fail to prevent the from reaching the Mastermind	240
Category:Plots