World of Freedom: FC Setting Builds....

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Screaming Mimi

Post by Tattooedman » Tue Mar 26, 2013 2:41 pm

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Screaming Mimi:
PL:
10
Strength 3
Stamina 3
Agility 4
Dexterity 3
Fighting 5
Intellect 2
Awareness 2
Presence 2

Skills: Acrobatics 6 (+10), Athletics 6 (+9), Deception 9 (+11), Expertise [Criminal] 3 (+5), Expertise [Professional Wrestler] 6 (+8.), Insight 6 (+8.), Perception 6 (+8.)

Advantages: Daze [Deception], Defensive Roll 4, Fast Grab, Improved Feint, Improved Grab, Improved Hold, Power Attack, Set-Up 3, Skill Mastery [Acrobatics], Teamwork

Powers: Power House Cyber-Sonic Implants:
Hypersonic Scream: Damage 10 (Extra: Area [Shapeable])
-Harmful Hallucinations: Illusion 5 [visual] (Extra: Area [Cone]); (Flaw: Sense Dependent [Hearing]) & Damage 5 (Extra: Area [Cone])
-Stunning Scream: Affliction 10 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extras: Area [Shapeable], Cumulative); (Flaw: Sense Dependent [Hearing])

Offense: Initiative +4
Melee Attack +5
Ranged Attack +3

Defense: Dodge +12
Parry +12
Toughness +7*/+3 [*Defensive Roll]
Fortitude +6
Will +7


Costs: Abilities 48+ Skills 14+ Advantages 16+ Powers 22+ Defenses 24= 124 pts.


Real Name: Jessica Gold
Height: 5’ 5”
Weight: 135 lbs
Hair: White
Eye Color: Green


Complications:
Motivation ~Greed: All Mimi wants is enough money to last her the rest of her life so that she doesn’t ever want for anything ever again.

Quirk ~Hates Drunks: During to the abuse she suffered during her childhood, Mimi cannot stand drunken men and will lash out at them.


Background: Jessica Gold ran away from an abusive, alcoholic father after suffering years of abuse by him following her mother’s incarceration when she was a child. She survived on the streets by using her plying her wiles on a string of young men who would take care of her until she found someone better able to supply her with the lifestyle she wanted.

Unfortunately most of those men’s form of employment was criminally based and Jessica ran with a rough crowd. She soon met one Debra Delano, a semi-professional female wrestler who occasionally worked extortion rackets. Somehow the two young women struck up a friendship and Delano started teaching Jessica some basic wrestling moves she could use to protect herself on the streets; this eventually led to Jessica becoming a semi-professional wrestler as Delano’s tag-team partner and together they developed a good enough gimmick that they were soon part of bigger and better events and making decent money doing it. It was during this time that Jessica became friends with some of the other female wrestlers she commonly worked - Andrea Jackson, Trish Feliciano, Mary Kesel, and Traci DeVito. At some point all six women (including Delano) became a stable of wrestlers (a group whose members “hang out” together for protection as well as camaraderie) calling themselves the Furies (after the Greek Myths), they all had colorful ring-side personalities and at one point held many of the women’s championship belts for their wrestling federation.

Despite the success the Furies experienced during this time, it paled in comparison to their male counterparts - who were often times paid more money, were able to pursue acting careers (granted straight-to-DVD-movies aren’t all that but it pays pretty well), as well as being able to travel abroad more (as most American wrestling companies don't see the vaule of actual skilled female wrestlers, prefering to rely on a pretty face and a bit of skill instead) and better develop their reputation and chance of attracting more fans to their appearances, and Jessica and the other women wanted their “fair cut” of that money but were blocked by those who ran the various federations. It was around this time that the Unlimited Wrestling League was becoming more popular with the public and the members of the Furies saw their chance to make the kind of money they’d always dreamed of, they just needed to get some kind of super-gimmick.

Deciding that their best bet were to get natural powers, the Furies put together every nickel and dime they had and went to the Power House to get them. They barely had enough, and that was even after the Furies pulled a couple lower-end robberies to boost their funds. But in the end all the women underwent various processes that the Power House offered and Jessica choose to be implanted a unique set of cybernetics that converted her voice to high-frequency sonics for various effects.

The Furies ringside antics translated well in the UWL and soon all of them were enjoying their success, but Poundcakes (Delano) still continued to work her side job as hired muscle and at one point a representative of Grant Conglomerates approached her with a job to break into ASTRO Labs to steal a device that had belonged to the criminal Mastermind. Realizing the job was too much for her alone, Delano convinced the other Furies to help her (offering them a cut of the payoff, which was sizeable). Unfortunately for them several of the super-powered students of Claremont Academy were present; Sonic, Mega Star, Bowman, Elite, Whoop-Ant along with guest chaperone Johnny Rocket, and the group of heroes quickly set themselves against the Furies.

It was only because of the women’s teamwork that they were able to get away, but they were forced to leave without the item they’d been sent to steal. This left them in a lurch with their employer, who then sent the Furies out again to try and steal the device while it was being moved to an AEGIS lab a few days later. This time they ran into the full membership of the Next-GEN but despite having a better feel for the Furies tactics as well as outnumbering them, the Furies were successful in getting their prize and keeping their collective freedom.

At one point there were a few other members of the Furies; Valkyrie - a woman of German descent that carried a magical sword and enchanted armor, La Pyra – an illegal immigrant from Mexico that possessed fire manipulating abilities. The Furies were hired to rob Federal Reserve Bank in Bay City but were stopped by the Champions and both Valkyrie and La Pyra were captured and eventually went to prison, but while Valkyrie kept her mouth shut La Pyra broke under the pressure law enforcement put on her to talk about other crimes the Furies had committed and from her information Valkyrie’s prison time is almost equal to life imprisonment. The rest of the Furies have washed their hands of the two women, honestly neither of them really fit in with the original members as they saw it and they prefer to keep things as drama free as possible – something that neither Valkyrie nor La Pyra were very good at.

In response to being voted out of the Furies, Valkyrie escaped while being taken to a scheduled court appearance and went after the members of her old team to avenge her bruised pride only for her former teammates to kill her in response. None of them liked doing the murder but they all knew that Valkyrie would continue to come after them time and again until she’d done the same to them and view their actions as justified.

The Furies continue to sell themselves as muscle for hire, willing to do pretty much any job a potential employer might have in mind as long as the price was right. The Furies still wrestle too, but nowadays they’re part of the Circuit Maximus giving the women’s fights all the same flair and pop they did during their wrestling careers.
Last edited by Tattooedman on Fri Sep 20, 2013 2:45 pm, edited 2 times in total.
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Bloody Mary

Post by Tattooedman » Tue Mar 26, 2013 2:43 pm

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Bloody Mary:
PL:
10
Strength 1
Stamina 6
Agility 2
Dexterity 2
Fighting 4
Intellect 1
Awareness 2
Presence 2

Skills: Acrobatics 6 (+8.), Athletics 6 (+7), Deception 6 (+8.), Expertise [Criminal] 4 (+5), Expertise [Professional Wrestler] 7 (+8.), Insight 8 (+10), Intimidation 9 (+11), Perception 8 (+10), Ranged Combat [Telekinetic Attacks] 8 (+10), Stealth 6 (+8.)

Advantages: Close Attack 6, Daze [Deception], Defensive Roll 2, Fast Grab, Improved Grab, Improved Hold, Improved Initiative, Power Attack, Set-Up 3, Teamwork, Uncanny Dodge

Powers: Bio-Energy Vampire: Weaken Stamina 9
Sense Bio-Energy: Senses 6 [Life Awareness (Accurate, Extended, Radius, Ranged)]
Mentally Dominate Her Victims: Ranged Affliction 10 [Dazed, Compelled, Controlled; resisted by Will] (Extras: Cumulative, Perception); (Flaw: Limited [only useable on those who have failed against Bio-Energy Vampire])
-Telekinetic Blast: Ranged Damage 10
-Telekinetic Beam: Move Object 10

Offense: Initiative +6
Melee Attack +10
Ranged Attack +2 // Telekinetic Attacks +10

Defense: Dodge +12
Parry +12
Toughness +8*/+6 [*Defensive Roll]
Fortitude +10
Will +8


Costs: Abilities 40+ Skills 24+ Advantages 19+ Powers 47+ Defenses 28= 158 pts.


Real Name: Mary Kesel
Height: 5’ 6”
Weight: 140 lbs
Hair: Red
Eye Color: Blue (glow red when using powers)


Complications:
Bio-Energy Vampire: Bloody Mary must periodically feed on the bio-energy of other people to survive.

Motivation ~Money & Thrills: Bloody Mary loves the rush of living her life the way she wants, taking what she wants when she wants and getting paid to do a good deal of it as well.


Background: How Mary Kesel became part of professional women's wrestling isn't known but she developed a reputation as one of the few "hardcore" female wrestlers, one of the more intense styles of matches where the performers often suffered horrible injuries in an effort to be more extreme than one another, and earned her nickname of "Bloody Mary". She eventually became part of the Furies, an all-women stable of wrestlers, along with Debra Delano, Andrea Jackson, Jessica Gold, Trish Feliciano and Traci DeVito.

Despite the success the Furies experienced, it paled in comparison to their male counterparts - who were often times paid more money, were able to pursue acting careers (granted straight-to-DVD-movies aren’t all that but it pays pretty well), as well as being able to travel abroad more (as most American wrestling companies don't see the vaule of actual skilled female wrestlers, prefering to rely on a pretty face and a bit of skill instead) and better develop their reputation and chance of attracting more fans to their appearances, and Mary and the other women wanted their “fair cut” of that money but were blocked by those who ran the various federations. It was around this time that the Unlimited Wrestling League was becoming more popular with the public and the members of the Furies saw their chance to make the kind of money they’d always dreamed of, they just needed to get some kind of super-gimmick.

Deciding that their best bet were to get natural powers, the Furies put together every nickel and dime they had and went to the Power House to get them. They barely had enough, and that was even after the Furies pulled a couple lower-end robberies to boost their funds. But in the end all the women underwent various process that the Power House offered and for the most part, they were successful (some less so than others but still they all had powers now) with Mary choosing to have bat DNA spliced with her own. But this ended up actually triggering her unmanifested powers and mutating them into their current state. The process left her with a need to "feed" on other people's bio-energy to survive and a mindset willing to do it and a enjoy it to the point that she somewhat makes a game of it, so much in fact that Mary would feed on her opponents in her matches.

The Furies ringside antics translated well in the UWL and soon all of them were enjoying their success but Poundcakes (Delano) still continued to work her side job as hired muscle and at one point a representative of Grant Conglomerates approached her with a job to break into ASTRO Labs to steal a device that had belonged to the criminal Mastermind. Realizing the job was too much for her alone, Delano convinced the other Furies to help her (offering them a cut of the payoff, which was sizeable). Unfortunately for them several of the super-powered students of Claremont Academy were present; Sonic, Mega Star, Bowman, Elite, Whoop-Ant along with guest chaperone Johnny Rocket, and the group of heroes quickly set themselves against the Furies.

It was only because of the women’s teamwork that they were able to get away, but they were forced to leave without the item they’d been sent to steal. This left them in a lurch with their employer, who then sent the Furies out again to try and steal the device while it was being moved to an AEGIS lab a few days later. This time they ran into the full membership of the Next-GEN but despite having a better feel for the Furies tactics as well as outnumbering them, the Furies were successful in getting their prize and keeping their collective freedom.

At one point there were a few other members of the Furies; Valkyrie - a woman of German descent that carried a magical sword and enchanted armor, La Pyra – an illegal immigrant from Mexico that possessed fire manipulating abilities. The Furies were hired to rob Federal Reserve Bank in Bay City but were stopped by the Champions and both Valkyrie and La Pyra were captured and eventually went to prison, but while Valkyrie kept her mouth shut La Pyra broke under the pressure law enforcement put on her to talk about other crimes the Furies had committed and from her information Valkyrie’s prison time is almost equal to life imprisonment. The rest of the Furies have washed their hands of the two women, honestly neither of them really fit in with the original members as they saw it and they prefer to keep things as drama free as possible – something that neither Valkyrie nor La Pyra were very good at.

In response to being voted out of the Furies, Valkyrie escaped while being taken to a scheduled court appearance and went after the members of her old team to avenge her bruised pride only for her former teammates to kill her in response. None of them liked doing the murder but they all knew that Valkyrie would continue to come after them time and again until she’d done the same to them and view their actions as justified.

The Furies continue to sell themselves as muscle for hire, willing to do pretty much any job a potential employer might have in mind as long as the price was right. The Furies still wrestle too, but nowadays they’re part of the Circuit Maximus giving the women’s fights all the same flair and pop they did during their wrestling careers.
Last edited by Tattooedman on Fri Sep 20, 2013 2:45 pm, edited 2 times in total.
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Re: World of Freedom: Whole lot of new stuff for FC Setting

Post by Shock » Tue Mar 26, 2013 2:51 pm

I think Mr Magnificent has found his Rogue's gallery ;}

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Re: World of Freedom: Whole lot of new stuff for FC Setting

Post by Arkrite » Tue Mar 26, 2013 2:57 pm

I think Sean's found his new harem ;~)

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Re: World of Freedom: Whole lot of new stuff for FC Setting

Post by Horsenhero » Tue Mar 26, 2013 3:01 pm

Shock wrote:I think Mr Magnificent has found his Rogue's gallery ;}
What you talkin' 'bout Willis?

Do you know how awful it would be for a character who has the personality of a wrestler to have a rogues gallery full of (hot) super-powered wrestlers?

Just...

Awful. :wink:

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Re: World of Freedom: Whole lot of new stuff for FC Setting

Post by Shock » Tue Mar 26, 2013 3:11 pm

Arkrite wrote:I think Sean's found his new harem ;~)
Well either way, when there's a room full of evil women, HH is sure to be involved.

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Re: World of Freedom: Whole lot of new stuff for FC Setting

Post by ClassDunce » Tue Mar 26, 2013 5:08 pm

Shock wrote:I think Mr Magnificent has found his Rogue's gallery ;}
What?

These ladies were obviously tailor built for Dovetail's Rogue's Gallery. I don't know what you guys are talking about. :wink:
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Re: World of Freedom: Whole lot of new stuff for FC Setting

Post by Arkrite » Tue Mar 26, 2013 5:10 pm

Or even more girls to chase poor hapless Graham? ;~)

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Re: World of Freedom: Whole lot of new stuff for FC Setting

Post by ClassDunce » Tue Mar 26, 2013 5:23 pm

Arkrite wrote:Or even more girls to chase poor hapless Graham? ;~)
Pffft please. Graham would end up being kept as a pet/mascot.
Tattooedman wrote:Despite the success the Furies experienced, it paled in comparison to their male counterparts - who were often times paid more money, were able to pursue acting careers (granted straight-to-DVD-movies aren’t all that but it pays pretty well), as well as being able to travel abroad more (as men’s professional wrestling is received much better internationally than women’s is) and better develop their reputation and chance of attracting more fans to their appearances, and Mary and the other women wanted their “fair cut” of that money but were blocked by those who ran the various federations
I just wanted to make a note here at the bolded portion of the paragraph. It's not entirely true. I'm a closet wrestling fan, I have a metric shit ton of Independent DVD's and online subscriptions to streaming sites just for wrestling content (I'm looking at you HULU). Internationally female wrestlers are far more respected and received than they are here in the states. Japan, Mexico and Australia are the hotbeds for fantastic women wrestlers. WWE and TNA currently just don't value quality female wrestlers, they mainly just are looking for the prettiest faces and not for actual wrestling talent. For those companies you'll hardly see a women's match last longer than ten minutes even if it's for the belt. Right now the best American women's wrestling company is SHIMMER and they wrestle in what amounts to a VFW hall that may seat a hundred.

The best female wrestler in the US is Sara Del Ray, hands down, and she was just signed by the WWE but not to wrestle... She's a trainer for their female talent in NXT. You have one of the top female talents in the world. The only woman on last years PWI top 500 list and you're not even going to have her wrestle. If you're a good women's wrestler in the states you'll be better off going overseas.
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Re: World of Freedom: Whole lot of new stuff for FC Setting

Post by Tattooedman » Tue Mar 26, 2013 7:19 pm

Good point CD, I'd forgotten that it's only in America that the women wrestlers tend to get the short end of the stick. Back a few decades ago I was a huge fan of wrestling but lost interest after all the wrestlers started jumping around from company to company and the storylines got horrible (which for tv wrestling says something).

Don't get me wrong I still like watching it from time to time, as it's basically a MAN'S soap opera show (it has dudes constantly fighting one another, explosions, & hot chicks in tiny clothing....what's not to love?).

Anyways, my point is you're right and I've amended that part to be a bit more correct. Thanks for pointing that out.
Last edited by Tattooedman on Tue Mar 26, 2013 7:45 pm, edited 1 time in total.
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Re: World of Freedom: Whole lot of new stuff for FC Setting

Post by Horsenhero » Tue Mar 26, 2013 7:43 pm

ClassDunce wrote:
Shock wrote:I think Mr Magnificent has found his Rogue's gallery ;}
What?

These ladies were obviously tailor built for Dovetail's Rogue's Gallery. I don't know what you guys are talking about. :wink:
Well, I was about to comment on them not being grim and gritty enough for Dovetail, BUT, they did kill a former member of their little cadre to keep her from killing them. They might be more Dovetail-y than Mr. Magnificent-y after all. Not that Mr. M avoids serious badguys who kill, it's just that he's not the back alley, gritty hero. Force Ops has Dovetail and Archer for those types of things.

Now, if the girls prefer a huge, public, property damaging showdown...Mr. Magnificent is their guy.

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Re: World of Freedom: Whole lot of new stuff for FC Setting

Post by Tattooedman » Tue Mar 26, 2013 7:48 pm

Horsenhero wrote:
ClassDunce wrote:
Shock wrote:I think Mr Magnificent has found his Rogue's gallery ;}
What?

These ladies were obviously tailor built for Dovetail's Rogue's Gallery. I don't know what you guys are talking about. :wink:
Well, I was about to comment on them not being grim and gritty enough for Dovetail, BUT, they did kill a former member of their little cadre to keep her from killing them. They might be more Dovetail-y than Mr. Magnificent-y after all. Not that Mr. M avoids serious badguys who kill, it's just that he's not the back alley, gritty hero. Force Ops has Dovetail and Archer for those types of things.

Now, if the girls prefer a huge, public, property damaging showdown...Mr. Magnificent is their guy.

Well to be honest their killing an ex-member was an oddity for them for the most part, they're more about getting whatever item (money, gems, item they were hired to steal) and getting out. That's not to say they wouldn't stand and fight if given a chance.

So yeah, I can see Mr. Magnificent fighting them more than Dovetail. She'd go after them for the robbery and put them down without much comment, whereas Mr. M would just banter back with them all day long.
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New Alcatraz

Post by Tattooedman » Thu Mar 28, 2013 5:31 pm

New Alcatraz:

For many years Blackstone Prison in Freedom City has been the only metahuman facility in the United States since its doors first opened. There have been periods where it was almost filled to capacity as well as a few breakouts (though you only need one hand to count them on). But despite the efforts of the facilities staff, it wasn’t as current on metahuman restraint technology as it could be as updating such things always seemed to move at a glacial pace given the space restrictions of the prison. There was no where the prisoners could be moved while any major overhauls could be made, at least none as secure as Blackstone that is.

It was in the aftermath of the Proprietor War that the Director of AEGIS, Harry Powers, saw an opportunity to correct this problem by building a new metahuman prison in the fledgling Bay City. After gaining the support of a select group of congressmen (through various means of persuasion) a new bill was put forth to fund the construction of the new prison, all that was needed was a location. To which Powers simply answered: “There is already a location that’s perfect for a prison, in fact there is a retired prison in the local bay that is just waiting to be updated and expanded upon.”

That’s how New Alcatraz was born.

Well the concept of New Alcatraz to be honest, the actual prison itself took another year and a half to be expanded upon and reworked; even with the help of the likes of Dr. Metropolis (who did a great deal of the expansion by himself), and Daedalus working together with Doc Steele and Dr. Atom (who did a great deal of the work on developing and refining the negation system that is unique to New Alcatraz) working with a team of AEGIS technical agents and specially cleared scientists.

The end result is that New Alcatraz has not, to date, suffered any escapes (though a few have been tried but they were quickly ended before they could really be considered an escape attempt). One of its main tools is the use of prison-wide power nullification system; also known as the Cross system, after the physicist that initially designed it, though it was further refined by Daedalus, Doc Steele and Dr. Atom. The system covers every part of New Alcatraz where the prisoners reside, as well as the hospital wing and the administration wing and several key parts of New Alcatraz’s structure.

Using a form of energy called “Zero Energy”, the Cross system is able to uniformly suppress the abilities of most metahumans no matter the type of power they possess (psionic, natural mutation, industrial/radiation accident and so on). Little is really known about Zero Energy due to security provisions of the prison to prevent people from attempting to cause riots or breakouts.

Typically the emitters for the Cross system have been built next to the ceiling lights of every unit and floor, altering the lighting to a slight bluish tinge. Guards monitor the Cross system every day using handheld sensors to make sure there are no "dead spots" or malfunctioning units and when one is found the area is blocked off and a repair team is immediately dispatched to fix the problematic unit.

Needless to say no system is without its issues and the Cross system, while very advanced and well maintained, does have a few areas that New Alcatraz’s maintenance staff are constantly attempting to improve on.

-The Cross system has trouble dealing with magic, which makes sense in a manner given how technology and magic rarely work well together. Often times those inmates whose powers are mystical in nature are subjected to either cold sleep or have their cells covered in wards that prevent them from accessing their mystical abilities and have a magic negating charm that they wear when they are out of their cells (not that they have much choice as part of the charm’s construction physically bonds it to the prisoner’s body and cannot be removed until the removal spell is cast upon it.

-The Cross system can be overloaded, if a group (10-15 total) of powerful inmates were to try and access their abilities at once, to their maximum, it could be possible for them to overpower the system and cause it to overload and then shut down.

-Over a period of time some inmates have become acclimated to the energies the Cross system uses to nullify metahuman abilities and slowly started to regain their unique abilities. Nowadays all inmates are subjected to monthly tests, as certain chemicals are produced by subject’s bodies (non-harmful) due to long term exposure to the Cross system and can help the staff determine how effective the system is operating on a case by case basis and alter the method of imprisonment to suit their needs.

-Some inmates are more naturally resistant to the Cross system than others, and while the reason for this isn’t completely understood the staff continues to work to counter this phenomena while additional means are employed to negate the powers of such inmates.

-There are instances of inmates having to go somewhere in New Alcatraz that the Cross system doesn't cover and they are put into harness styled set of negating restraints and escorted by a five person team of guards.

There is a large staff that works at New Alcatraz; including guards, medical staff, administration, and maintenance. They work in block styled shifts, staying at New Alcatraz during the two week period of a shift on a specific floor of the prison. Over the course of two days are the new personal brought on for their shift while the members of the previous shift depart for their two weeks off. Each block shift has enough members to work three 8 hour shifts (a 1st shift, 2nd shift and 3rd shift) no matter what job they do at New Alcatraz.

New Alcatraz is unique in the fact that they will put certain inmates into what is known as cold sleep - a combination of a virtual reality program that is set to help rehabilitate the inmate while their body is preserved cryogenically. The use of cold sleep has constantly been an issue with the media and certain prisoner's rights groups but the Warden has went on record stating that up until his stay at New Alcatraz, Grond had never spent more than an hour or two inside a cell but thanks to New Alcatraz's use of cold sleep the monster was incarerated for over eight months before he was broken free during a prisoner transport.


Prisoner Classification:
One way that the prisoners are managed to help ensure the safety of the prison’s staff is by the use of a two-axis classification system that sorts out the prisoners. One axis measures escape risk, while the other measures danger (or rather, how hostile a prisoner is and the likelihood that said inmate would attack guards or other inmates).


Escape Risk:
A prisoner’s Escape Risk category depends on several factors: intelligence, skill set and general aptitude, history of successful escapes in the past, and their powers among other things. Compared to Danger, it is a much more subjective judgment and in many cases more likely to be revised up or down over the course of an inmate’s stay at New Alcatraz.


~Level One: Nominal Risk
Level One prisoners have a relatively low probability of escaping a standard cell. Most Level One inmates are relatively lower-powered metahumans or have abilities that aren’t likely to help them escape; sometimes this category also applies to inmates who have such powers but lack the motivation to use them or have absolutely no history of escape attempts. Any inmate in this category is placed in a standard cell, with no customized power negation features or extra security precautions.

~Level Two: Minimal Risk
These prisoners can escape a standard cell given sufficient opportunity. Most of them possess abilities that aren’t directly useful for escaping, but which might make an escape attempt easier (such as telekinesis). They aren’t likely to merit customized power negation systems but might depending on the nature and extent of their abilities and their proclivity for escape attempts.

~Level Three: Moderate Risk
This is the standard Risk category for prisoners at New Alcatraz. It indicates that he/she has abilities that would tend to make it easy for him/her to escape a standard cell or otherwise lower-category inmate whose history of repeated escape attempts means he/she requires close supervision. The use of a customized power negation system in a prisoner’s cell is more likely than not and Level Three prisoners are monitored more closely than normal by guards.

~Level Four: Significant Risk
Prisoners assigned this classification are a constant risk of escape even from the fortified cells of New Alcatraz, either because they possess abilities that make escape easy or more likely, or because they have a history of successful or semi-successful previous escapes. Level Four inmates always have customized power negation technology built into their cells.

~Level Five: Extreme Risk
These prisoners are considered to be certain to escape usually because they possess highly powerful abilities. Except in the rarest of cases are these prisoners are normally sentenced to cold sleep for the safety of the prison’s staff.

Danger:
An inmate’s Danger rating indicates the potential for violent action on his/her part. Case histories play a major role in determining an inmate’s Danger rating, but there are also batteries of tests performed by trained staff psychologists to assist in the process. While an inmate’s Danger level helps New Alcatraz to determine the extent of privileges he/she receives and the way the guards generally treat him/her, every New Alcatraz employee is reminded that any inmate is capable of killing given the right situation. Desperation drives normal people to commit heinous acts and the potential for metahumans to do so tends to be even greater. Smart guards treat every prisoner as if he/she were an Orange, regardless of his/her actual classification.


~Blue: Low Threat
Prisoners categorized at this level of Danger constitute a minimal threat to others. They have no history of violence and no known inclination towards it. New Alcatraz as a few inmates who belong in this category.

Blue inmates enjoy all the privileges New Alcatraz is willing to extend to the inmates. They can eat with other inmates, visit their quad freely during recreation time, and attend classes and events without special permission.

~Green: Medium Threat (Non-Fatal)
Inmates categorized at this level of Danger are capable of using violence when necessary, but usually try to avoid it and are unwilling or unable to kills their victims. Many greed driven criminals who resort to violence only to escape capture are classified as Green.

Green inmates enjoy the same privileges as Blue inmates, with one exception: they must request special permission from the Warden to attend classes or special events. Whether they receive that permission generally depends on their recent behavior.

~Yellow: Medium Threat (Violent)
Inmates categorized at this level of Danger pose at least a moderate risk of violence to others. They’ve demonstrated a willingness to use violent means to achieve their ends, but are not deliberately homicidal or unnecessarily brutal. Yellow inmates are commonly the “roughhousers” who are guilty of manslaughter (Fatalities as the unintended result of their actions) or numerous acts of assault and battery.

Yellow inmates have the same privileges as Green inmates, provided they maintain a clean record in New Alcatraz. If they’re ever caught hurting a guard or other inmate, committing a crime, or the like, they lose all special privileges immediately. At that point they’re only allowed to mingle with other inmates while eating; otherwise they must remain in their cells during recreation time, are escorted to the showers by a guard and cannot attend classes or special events. They can regain their lost privileges by maintaining a clean record for six months.


~Orange: High Threat
Inmates categorized at this level of Danger are also referred to as “Homicidals”, have shown a marked tendency towards using violence and/or disregard for human life, but not necessarily a callous disregard or an inclination to engage in wholesale slaughter. Most of them have at least one first degree murder charge in their records. This category includes many so-called “principled” assassins or mercenary villains.

Orange inmates enjoy few privileges; they are escorted individually to and from the dining hall for meals and seated with other Orange inmates so guards can keep an especially close eye on them (in some cases, inmates of this level are forced to eat in their cell). Unless they’ve had a clean record for at least six months, they cannot leave their cells during recreation time and are escorted to the showers by at least two guards. Orange inmates cannot attend classes or special events.


~Red: Intense Threat
Inmates categorized at this level of Danger have shown a tendency to use violence often (just because they want to) and a callous disregard for human life. Most of them actively seek to kill on a regular basis, or have demonstrated a willingness to slaughter many people at once. Almost all inmates classified as Red qualify for cold sleep; if not the Warden can impose cold sleep (subject to a court review) if the inmate attacks any prison personnel or otherwise puts them at risk.

Red inmates have almost no privileges; if not in cold sleep they are rarely allowed out of their cells and cannot mingle with other inmates. Guards bring their meals to their cells and they are individually escorted to the showers once per day by three guards. They are not allowed to attend classes or special events.


Using The Classification System:
New Alcatraz classifies each inmate with a designation that lists his Danger Level first and Escape Risk second.

~Examples: Black Diamond would be a Green-1
Pulsar would be a Yellow-3
Orion the Hunter would be a Orange-4
Grond would be a Red-5

Any inmate that is rated as a Level Five Escape Risk is placed in cold sleep (subject to court review if that’s not a sentence already handed down by a court). Most inmates rated as Red Danger are also placed in cold sleep. The Warden may also invoke cold sleep for any inmate rated as Orange-4 if they feel that a situation calls for it (though the action will be reviewed a court).
World of Freedom Setting 3E

"Your ignorance is not my burden."
-- Chiun

catsi563
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Re: World of Freedom: Whole lot of new stuff for FC Setting

Post by catsi563 » Thu Mar 28, 2013 6:23 pm

What is it with you and reading my brain?!! :shock:

Ive got nearly the exact same set up for super prisons in the catsiverse upto and including the threat and power level indicators for incarceration :P
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

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Shock
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Re: World of Freedom: Whole lot of new stuff for FC Setting

Post by Shock » Thu Mar 28, 2013 6:43 pm

Do they do tours?

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