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Prison Break

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dmfubar

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« on: <08-01-12/1518:17> »
I am designing a mission that involves breaking someone out of prison... someone that doesn't want to be on the outside because 1) he has it good inside for the most part and 2) He'll be dead within 24 hours of getting out on the streets again (he was a bad man, on the level of the Aztec Killer).  My question is, what would be the typical security you would see in such a complex, what might the team run into?

The facility will be one of the older Lone Star facilities (the prisoner was taken before the change over), and I am thinking primarily drone security with Lone Star Prison Riot teams as well.  But what do you think?

This will actually be the first job in a new campaign, but the players are experienced, and I am starting them out with 50 extra karma after character creation (standard 400 BP builds) to show a little character experience on the streets.

Thoughts? Opinions?  throw em at me, please!

As a famous song once stated "Domo Arigato" (Mr Roboto)

*edit* Almost forgot, the prisoner is in Solitary, not so much because of his actions since imprisonment, but because he wouldn't last a week inside.  He is hated that much!  (Crimes include homicide, rape and cannibalism - think Hannibal Lector but definitely not as suave)

Thanks again.
« Last Edit: <08-01-12/1520:49> by dmfubar »

Ympulse

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« Reply #1 on: <08-01-12/1520:27> »
How high-security do you expect the compound to be? Even if the post is manned mostly by drones, the construction alone in most prisons makes getting a singular entity out nigh-impossible, unless your team gets an in. Forcefully breaking someone out, for most runners, is a dangerous proposition at best, and a death sentence at worst.

dmfubar

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« Reply #2 on: <08-01-12/1528:08> »
The prison itself used to be of the highest security when Lone Star was in charge in Seattle, but due to budget constraints after losing the contract, it has become a bit lax overall.  Still a bit better than Medium Security would be, but not at the highest levels.

I hadn't thought about it (honestly, this mission just popped into my head as one of several options to start with, and I kinda liked it), but I can definitely see some inside help being available to the team from the Johnson.  Just have to decide how much is available that won't point back to the Johnson's client.

ArkangelWinter

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« Reply #3 on: <08-01-12/1541:09> »
In addition to impressive armories, redundant sealing doors, a generally scattered pod-style campus, drone watch towers, paracritter patrols, CCTV, spiders, and the exterior walls themselves, prisons have a complicated political structure, where certain factions quickly become entangled in maneuvers against each other directly or through proxies.

That said, the more modern, successful escapes from Max or higher prisons have involved shooting in and out. It's just too hard to infiltrate.

JustADude

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« Reply #4 on: <08-02-12/0233:17> »
The prison itself used to be of the highest security when Lone Star was in charge in Seattle, but due to budget constraints after losing the contract, it has become a bit lax overall.  Still a bit better than Medium Security would be, but not at the highest levels.

I hadn't thought about it (honestly, this mission just popped into my head as one of several options to start with, and I kinda liked it), but I can definitely see some inside help being available to the team from the Johnson.  Just have to decide how much is available that won't point back to the Johnson's client.

Might I suggest having this be a "Connect The Dots" run? Johnson provides them with some fake IDs as a transfer team, and a transit vehicle, they have to do the actual grunt-work of getting the guy out and then ghosting?

Complications come when some of the guys that want him dead hit the transport before you can ditch it, and you guys have to start shooting.
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