Welcome to
Obligatory mood beatsies.
In order to get into the Naranja Grande Private Experimental Facility, you have to be either an unlucky villain, or a very 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 live 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 escape, 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 one bad day 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 Superhero 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 is 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.
Obligatory mood beatsies.
In order to get into the Naranja Grande Private Experimental Facility, you have to be either an unlucky villain, or a very 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 live 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 escape, 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 one bad day 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 Superhero 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 is 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.