Welcome to [img]http://txt-dynamic.static.1001fonts.net/txt/dHRmLjcyLmRiMDAwMC5Ua0ZTUVU1S1FTQkhVa0ZPUkVVLC4w/3rd-man.regular.png[/img] [youtube]https://www.youtube.com/watch?v=gn9C1vKd7Gc[/youtube] [sub]Obligatory mood beatsies.[/sub] In order to get into the Naranja Grande Private Experimental Facility, you have to be either an unlucky villain, or a [i]very[/i] unlucky prison guard. No one visits Naranja Grande, no one gets off on good behaviour from Naranja Grande. No one's scheduled for parole for years. The employees [i]live[/i] there in year-long shifts with breaks for major holidays if they're lucky... The only contacts Naranja Grande has with the outside world are HAM radio, Landlines, and the US Postal Service. Occasionally, investors and Federal Wardens will drop by for a tour, but only for decidedly special occasions. Not a single inmate has ever stayed their full sentence. Maybe they've appealed to the courts for some reason or another and were transferred, pardoned, or found to be not guilty. A few smartasses have managed to skid by on the fact that some of their restraints could be considered cruel and unusual. The biggest smartasses [i]escape[/i], of course. And sometimes, friends of escapees get "Kidnapped" out. Here, you will play as a super-powered (Or perhaps just an especially dangerous normal) convict, or specially qualified member of prison personnel in a maximum security correctional facility. The Naranja Grande is a trailblazing, highly experimental facility run by a government Think Tank in southern Nevada. Things are done with dubious legality and good intentions, usually in the interest of humane discipline and rehabilitation... But, make no mistake, the think-tank has its share of hardasses who will waste no time in cracking down whenever they can find a reason. A Supervillain can manipulate their way out, or just get ahead, perhaps by corrupting or coercing guards and officials. They can build prison gangs and contraband rings, perhaps... Even find proteges, if they choose. After all, who isn't just [i]one bad day[/i] away from ending up here? Or, y'know, you could do what you're supposed to do and try to emulate an upstanding member of society. If not for keeps, at least until you're deemed safe enough to be transferred somewhere nicer. Hell, you might even be an unlicensed Super[i]hero[/i] in here for vigilantism. An employee is generally in charge of their work tasks. While supers are generally hired into law enforcement branches, no doubt a few of them are held in emergency supply in prisons. Particularly Superhuman-specialized Prisons like this one. Hold parties, commit conspiracies, engage in debaucheries, and maybe start a good old-fashioned riot... Anything's possible in a comic-book prison. How else would people get out of it all the damn time? Rules: 1. Standard Roleplay stuff. Metagaming, Bunnying, etc. Ya’ll know that ain’t right. 2. Be civil and stuff. Standard community rules. No dolphin tits! 3. No Kryptonians or the like, the whole appeal of their stories is the morality of their actions, and not whether they’ll overcome the odds stacked against them… Which kind of defeats the point of facing your characters with the adversities of prison. As far as upper limits go, keep their power level in the neighborhood of fellas like the cinematic Avengers… Minus Hulk. 4. This [i]is[/i] a gender-intergrated prison, (Separate cell wings and public lavatories for people with different parts.) so even straight people could, in theory, get a slice of that action if the guards aren’t looking or listening. Romance is allowed, and so is sex if ya’ll keep it to yourselves. I know that this is a prison, and non-consensual stuff happens all the time, but this isn't exactly a gritty manifesto on the sexual issues of today. Avoid it, unless you have a really awesome plot in mind or something. 5. If Sombrero wrote one of the things in the hiders in a way that seems weird/incomplete, let him know. He was very excited at the time of posting and wrote this with long breaks in between. [hider=Prison Information] [b]Prison Structure:[/b] [img]https://images.moviepilot.com/images/c_limit,q_auto,w_710/clxsmp4wgjvaygo0zfdj/everything-we-know-about-belle-reve-in-suicide-squad.jpg[/img] [sub]Like dis, but there's no road, and it's just a cracked, dry Death Valley for miles around.[/sub] Naranja Grande is a large, heavily fortified structure in the middle of an otherwise biologically dead section of the Mojave. After classified incidents left several acres of Nevada Desert as officially lifeless glass and sandstone flats, the powers that be saw fit to put a prison right smack in the middle of it. No cacti, no game, no survival... Somehow, they [i]still[/i] get out to wreak havoc. On the "First Floor" the walls expand into a large courtyard filled with traditional cell blocks for inmates who can be contained traditionally. It is heavily guarded, lots of manpower around it. Prisoners can have an authentic "Outdoors" experience in the domed courtyard, which is still sectioned in places with fences and razorwire, primarily for psychological reasons. The massive, blocky tower to the northern side, "Affectionately" nicknamed "The Castle", is a complex of personnel living quarters, offices, "Thinking Environments" for the scientists in the Naranja Grande Think Tank. Perhaps the most notable room, and the room they always show the investors during tours, is the "Trophy Room". While it's officially an evidence and contraband warehouse on the second floor of the Castle, it features the most prominent and unique equipment of their notorious inmates displayed like museum pieces, in bulletproof glass cases with chickenwire... A lucky little escapist could get quite the arsenal on his hands... On the bottom floor of the Castle is a mess of beds and guards, full of concrete walls and angry mutants in orange. This lobby is what one could generously call "Reception". Take a number and hold, unless you were deemed slippery enough for a personal, pre-planned escort… Below the Courtyard is Basement I. This is where the cafeteria, commons, and shops are. There are also some public bathrooms around there for convenience sake, but only personnel and non-suspicious prisoners are able to use them. This is also the floor where they put the cells for most Supers. Below that is Basement II, which is higher in security. Cells here are specialised to specific inmates, and different “Domes” are used to simulate environments for those whose conditions recquire certain living conditions to be contained, or to survive. Below Basement II is the final, third basement, which is Solitary. It’s a very spooky place, lots of accidents have happened. Some cells have been filled in with concrete after certain accidents and miscalculations have occurred. Rumor has it that their occupants were buried alive. Skeptics say they were just covering up something hazardous or creating columns for expansion. This is just going to be a general description. We can get into the shape and structure of rooms and maps of the area if and whenever we get into actual siege and riot tactics. I don’t want to fall into the trap of writing entire books on settings right at the start. I did that once years ago, and I’ve yet to finish anything on it... [b]Prisoner Conditions:[/b] Cells are standard "Supermax" one-person units: [img]https://upload.wikimedia.org/wikipedia/commons/thumb/9/97/ADX_prison_cell.svg/2000px-ADX_prison_cell.svg.png[/img] Due to the highly unique nature of certain occupants, location, size, contents, and materials of these cells can be changed. They are neither fun nor comfortable to live in, and so hours and accommodations can be made flexible for lesser criminals in certain wings of the prison. Standard Privileges: Limitted Television Use. Access to Wood and Metals Shop during free hours. Access to Support Groups and Rehab Programs during set hours. Phone Calls during free hours. Use of out-of-cell private facilities. Unsupervised (As in you don't have personal guards following you around. Inmates are never [i]unsupervised[/i] unsupervised.) roam of the prison wings, Cafeteria (When open) yard, commons, and bathing facilities during free hours. 15 hours of free time. Mandatory Curfew for all inmates is 10:30, with an hour or so to fall asleep, giving inmates a (Hypothetical) 8 hours. Schedules can be adjusted for inmates with [i]Heliophobic[/i] properties... Privileges may be altered or restricted as a result of poor behaviour. Privileges that can be earned for good behaviour: You may have up to three books at once in your cell. Must be requested from administration and its content must be screened for appropriacy. (Weapon Manufacturing and potentially Reality-Influencing grimoires of Death are not allowed in inmate possession!) You may sign up for the Pen Pal Program. You may apply to borrow a movie from cooperating library systems. Must be requested from administration and its contents must be screened for appropriacy. (Pornography and potentially magical movies (not the Disney kind, fortunately!) are not allowed in Prisoner Possession!) Supervised use of blank papers and pencil may be allowed within contained areas such as your cell or the Rec Room. Some inmates have been known to use paper and pencil to summon real-life things. That cannot be allowed. You may be allowed to play any available board games in the Rec Room (Cafeteria when it's closed off to non-“honor-roll” inmates) with screened peers and employees that are not marked down for disciplinary action. We have most of the standards, (Monopoly, Cluedo, Four in a row, etc.) Chess (Chinese and Everywhere Else-style) Checkers, and one of the older editions of Ogres and Oubliettes, if you've got lots of free time! (O&O will be banned the moment it seems to cause suspicious or gang-like behaviour.) You may be allowed a speakerless ipod with headphones. Music will be screened for content and anomalous properties. Groups of inmates may apply for a communal speaker-ed CD player for use in the yard. They will be screened for gang affiliations. You may be allowed one musical instrument for use in the Rec Room. [/hider] [hider=What happens if I escape?] Thing about the desert of Southern Nevada is that all roads lead to one little gem of civilization, even if it is miles and miles away… You’ll always see its light over the horizon at night. That little corona on the edge of the desert makes the 36 miles ahead of an aspiring escapee feel like mere seconds away from freedom… In truth, it’s about 14 hours* in the daily scorched and nightly freezing desert with nothing there to keep you alive but the air you’re breathing, but oh, the freedom that lies ahead! [img]http://www.digitaljournal.com/img/4/4/2/1/2/6/i/5/7/0/o/DSC07518.JPG[/img] If you dodge and weave your way through the many trials and tribulations ahead… Well, you might just get to Vegas, a glistening world of vice and glory as always. Shady place to be, but you’ll be satisfied to know that the tougher neighborhoods and lack of leadership in most underground organizations have made both the perfect petri dish for an enterprising criminal overlord. It also seems to be the place to be for up-and-coming superheroes, if your moral compass twists the other way… *This is assuming you walk at a constant speed without stopping or attempting to shelter yourself from dust devils and the sun or lack thereof. [/hider] [hider=Character Sheets] Employee Name: Occupation: (Try to avoid being a straight-up guard if this is going to be your main/only character. Standing around is a very boring job, and doesn't offer many opportunities for interacting with other characters. Counselors, administrators, wardens, and even janitors might have more opportunities for roleplaying in this scenario. Since legitimate combat with superpowered beings puts even Supermaximum Security-tier Guard Personnel at a disadvantage, heavy emphasis is put on avoiding and defusing situations diplomatically, as well as first aid... For several reasons. When violence and suppression needs to be done, guards will be given Psuedo-SWAT gear, because that's dangerous shit around here, as you can imagine.) Age: Sex: Description: Skills: Extranormal Abilities: (If any...) General History: Prisoner Name: Alias: (If any) Charge: (It doesn’t have to be very bad. The prison isn’t housing for heinous criminals as much as it is for criminals who would be difficult to contain under normal standards. This place doesn’t house that many mass murderers, but you don’t exactly get thrown into Naranja Grande for never paying your taxes and also happening to have superpowers… At least, not unless the DA’s feeling particularly pissed off at you.) Age: Sex: Description: Skills: Extranormal Abilities: Suggested Containment Procedures: (What are their weaknesses? What measures need to be taken that require the resources and attention of the the Naranja Grande? If it's just because they escaped regular prison too many times, list it.) Confiscated Material: (What did they use to get by when they were free? Can extend to real estate and vehicles. Some of it may be available in the Trophy Room.) (Optional) Nemesis: (Did a Superhero bring you to justice?... Was it under strictly legal circumstances?) Transferred From: (Gonna go out on a limb here and assume not all of you were taken into custody in Nevada… The Naranja Grande screening and transference program extends overseas as of recent NATO legislation.) General History: [/hider]