R-TEP represents an option to opt out of an ongoing encounter using special communication channels to call a specialized transport ship. Activating the R-TEP does not take an action, but the transport doesn’t arrive until 1 round later, which means the PCs must survive for another round before they get out. When the ship arrives, the party is immediately removed from the encounter. Dead and unconscious characters (and any gear in the same square as the character) are also extracted— and if dying are stabilized. The ongoing mission is aborted, and the Table GM doesn’t report a success to the Overseer GM, but the table may immediately start a new mission.
Admitting defeat and using the Society’s limited resources for extraction is stressful for the PCs, and as a result, each PC at the table must spend 1 Resolve Point when they activate the R-TEP. If a PC does not possess the necessary Resolve Points to afford this option, then another PC at the table must agree to spend an additional Resolve Point to cover them. If the PCs do not have enough RP amongst them to engage the R-TEP, then they must
continue with the encounter
This will also be used to move you guys to next parts of the scenario if you are still in an encounter when we move forward - that option will not cost resolve