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<blockquote data-quote="Rappy" data-source="post: 4021443" data-attributes="member: 58456"><p>The name is gleaned from Whateley Academy, but the stuff in the concept are all mine, other than the original premise of "mutant high-sec prison". I hope the fluff on some things aren't too wordy. <img src="http://www.enworld.org/forum/images/smilies/nervous.png" class="smilie" loading="lazy" alt=":heh:" title="Nervous Laugh :heh:" data-shortname=":heh:" /> </p><p></p><p><strong><span style="font-size: 12px"><span style="color: DarkSlateGray">Detention Six: Dirty Little Secrets</span></span></strong></p><p></p><p><a href="http://img341.imageshack.us/my.php?image=detentionsixmapdg2.png" target="_blank">Map of Detention Six.</a></p><p></p><p><img src="http://COMINGSOON" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p>Detention Six Death's Heads...bad to the bone, and not too lenient.</p><p></p><p>A combination of hush-hush technology, alien knowhow, superhero gadgetry, and magic, Detention Six is a massive prison in a terraformed sealed and force-fielded dome on Mars. It is the holding spot for magical, psionic, and superpowered criminals, and is considered the top in its class. While many Coreline prisons have anti-super pieces in their facilities, some cases are deemed too sensitive to be kept on-planet. This is where Detention Six comes in. The complex is a bunch of very large individual dome buildings connected with huge tubes that can be used to ferry the equivalent of an army to each other complex. Each complex itself is a three-story building has typical things such as corridors, cells, mess halls, etc., each tailor-made for the specific building's design. The exception of this is the completely unique guard posts and Main Area.</p><p></p><p><strong><u>Post-Vanishing Locales</u></strong></p><p><strong>Main Area:</strong> The main building of the prison complex, the oh so cleverly named Main Area houses the security mainframe, the sleeping quarters for the security, the various vehicles the security team utilizes, gadgets, weapons, and doodads, and the main office where the records of current and past convicts in the facility are housed. The building has enough wards on the outer shell to make an archmage have a heart attack out of fear, a telekinetic force field that could push off a nuke, and defense turrets that fire warheads with strength equivalent to three shells produced by an M-1 Abrams. </p><p></p><p><strong>Mentalist Zone:</strong> The Mentalist Zone is a specialist facility designed to keep high-level empaths and psions secured. Each cell is outfitted with a mental disruption beam that will fire a silent wave pattern that throws psionics off-kilter, rendering them useless. This "dirty little secret" of a device, despite being harmless to the physical condition of the inmates, could be seen as a psychological torture device. Hence why it's secret...you don't really want a protest that might let all your supervillains out.</p><p></p><p><strong>Guard Posts Alpha and Beta:</strong> The two nodes of the security system, Guard Post Alpha and Guard Post Beta each house a 100-man security team and 2 Tempest-class mecha prepared to defend against a prison riot, if it ever actually happens.</p><p></p><p><strong>Main Prisoner Chambers:</strong> This building houses all the "typical" supervillains in its many cells, the ones that don't need any specific special treatment to keep them under wraps beyond the wards and heavy-duty building materials (considered to have DR 18/+3). Most Bricks and masterminds are kept here. </p><p></p><p><strong>Blast Zone:</strong> The Blast Zone facility is designed to contain energy-slingers and other energy-utilizing villains with specially designed holding cells and an overall energy-hampering environment. Each room has a seperate energy design, such as the Hot Room (walls having fire immunity) defending against flamethrower villains, and the Canary's Cage (walls have sonic immunity) dealing with sound-based baddies.</p><p></p><p><strong>Sanctum of Horrors:</strong> Demons, undead, Lovecraftian things that make your eyes bulge with fear and repulsion..that's what the Sanctum of Horrors deals with. Fictions that are unearthly and horrifying will find themselves in this gloomy complex if they are ever captured. The walls are made of pure alchemist's silver (courtesy of Neo-Amestris), enough to make any vampire or werewolf in the area think twice about testing the facility's strength, and the "fire sprinklers" in the roof are in truth remote-activated holy water dispensers.</p><p></p><p><strong>The Checkpoint:</strong> The name for a pair buildings on the far side of the facility, the Checkpoint is where all ships leaving and arriving the facility are docked. The first of the two is Checkpoint Green. Vital supplies come through this area, as well as any new security entering or security going on vacation or discharged leaving. It is also the only way into the Main Area, save for a lesser known and well-defended underground tunnel from Guard Post Beta. The other complex is Checkpoint Red. A well-warded spot, Checkpoint Red is where all the prisoner transports land and give their cargo for depositing in the proper facilities. In case of a supervillain actually escaping from the energy-draining cuffs that are placed on super-prisoners, there is a controversial Plan B: a remote-control "override switch" that will open the airlock the ships come through, allowing the cold vacuum of space to enter and dispose of the villain. </p><p></p><p><strong><u>Characters and Creatures:</u></strong></p><p><strong>Security Team Head Red:</strong> The leader of Detention 6 Security, Red is an alternate of Jango Fett that wears a gadgeted red-and-white pauldroned ensemble of the Clone Wars ARC troopers instead of the bounty hunter's tricked-out silver Mandalorian armor. Despite being a force of the law, Red hasn't forgotten his hunter past, and tends to be "creative" with his security options (Read: It's more likely than not that there's a button that releases a piranha beetle swarm into your cell, so don't push it, pal).</p><p></p><p><strong>Juggernaut:</strong> In a specially designed cell in the main prison area, you can find the X-Men mutant Juggernaut. Yes, the Brick Juggernaut. Kept in a movement-eliminating TK field, Juggernaut is basically in stasis until whenever his death sentence is..or until Magneto figures out some scheme to get him out.</p><p></p><p><strong>Death's Head:</strong> A type of "robot" designed for the facility's security team, the Death's Head was designed to resemble the villainous metallic humanoid mutant Killbot. This wasn't easy, seeing as all the gadgeteers had to work on was memory after Billie "Tennyo" Wilson antimattered the Regenerator to atoms. Death's Heads are hulking bipeds, almost resembling 30-foot tall metal-plate humans, their faces redesigned to have an inhuman face of anger designed to be used as a fear tactic. Death's Head's usually carry mecha weapons, since they are actually large enough to utilize them. Despite their appearance of being robots, Death's Heads are actually more "dirty little secrets": vat grown metallic humanoids with "pre-programmed" instinct to obey Red and Red only, designed to be the pinnacle of humanoid strength and dexterity. They will only listen to other security members if Red gives them the A-OK on the security members in question, and are take no prisoners sort of security, killing without question on Red's orders. The only real danger to Death's Heads are magnetic superpowers and fire, but they are usually outfitted with force fields to nip that little issue in the bud. </p><p>[Stats coming soon.]</p><p></p><p><strong>New Feat: Mechanical Weapons Proficiency</strong></p><p><strong>Prerequisites:</strong> Size Huge or larger.</p><p><strong>Benefits:</strong> You may wield mecha or vehicle weapons within your size without penalty.</p><p><strong>Normal:</strong> Organic creatures cannot wield mecha or vehicle weapons.</p></blockquote><p></p>
[QUOTE="Rappy, post: 4021443, member: 58456"] The name is gleaned from Whateley Academy, but the stuff in the concept are all mine, other than the original premise of "mutant high-sec prison". I hope the fluff on some things aren't too wordy. :heh: [B][SIZE="3"][COLOR=DarkSlateGray]Detention Six: Dirty Little Secrets[/COLOR][/SIZE][/B] [url=http://img341.imageshack.us/my.php?image=detentionsixmapdg2.png]Map of Detention Six.[/url] [img]COMINGSOON[/img] Detention Six Death's Heads...bad to the bone, and not too lenient. A combination of hush-hush technology, alien knowhow, superhero gadgetry, and magic, Detention Six is a massive prison in a terraformed sealed and force-fielded dome on Mars. It is the holding spot for magical, psionic, and superpowered criminals, and is considered the top in its class. While many Coreline prisons have anti-super pieces in their facilities, some cases are deemed too sensitive to be kept on-planet. This is where Detention Six comes in. The complex is a bunch of very large individual dome buildings connected with huge tubes that can be used to ferry the equivalent of an army to each other complex. Each complex itself is a three-story building has typical things such as corridors, cells, mess halls, etc., each tailor-made for the specific building's design. The exception of this is the completely unique guard posts and Main Area. [B][U]Post-Vanishing Locales[/U][/B] [B]Main Area:[/B] The main building of the prison complex, the oh so cleverly named Main Area houses the security mainframe, the sleeping quarters for the security, the various vehicles the security team utilizes, gadgets, weapons, and doodads, and the main office where the records of current and past convicts in the facility are housed. The building has enough wards on the outer shell to make an archmage have a heart attack out of fear, a telekinetic force field that could push off a nuke, and defense turrets that fire warheads with strength equivalent to three shells produced by an M-1 Abrams. [B]Mentalist Zone:[/B] The Mentalist Zone is a specialist facility designed to keep high-level empaths and psions secured. Each cell is outfitted with a mental disruption beam that will fire a silent wave pattern that throws psionics off-kilter, rendering them useless. This "dirty little secret" of a device, despite being harmless to the physical condition of the inmates, could be seen as a psychological torture device. Hence why it's secret...you don't really want a protest that might let all your supervillains out. [B]Guard Posts Alpha and Beta:[/B] The two nodes of the security system, Guard Post Alpha and Guard Post Beta each house a 100-man security team and 2 Tempest-class mecha prepared to defend against a prison riot, if it ever actually happens. [B]Main Prisoner Chambers:[/B] This building houses all the "typical" supervillains in its many cells, the ones that don't need any specific special treatment to keep them under wraps beyond the wards and heavy-duty building materials (considered to have DR 18/+3). Most Bricks and masterminds are kept here. [B]Blast Zone:[/B] The Blast Zone facility is designed to contain energy-slingers and other energy-utilizing villains with specially designed holding cells and an overall energy-hampering environment. Each room has a seperate energy design, such as the Hot Room (walls having fire immunity) defending against flamethrower villains, and the Canary's Cage (walls have sonic immunity) dealing with sound-based baddies. [B]Sanctum of Horrors:[/B] Demons, undead, Lovecraftian things that make your eyes bulge with fear and repulsion..that's what the Sanctum of Horrors deals with. Fictions that are unearthly and horrifying will find themselves in this gloomy complex if they are ever captured. The walls are made of pure alchemist's silver (courtesy of Neo-Amestris), enough to make any vampire or werewolf in the area think twice about testing the facility's strength, and the "fire sprinklers" in the roof are in truth remote-activated holy water dispensers. [B]The Checkpoint:[/B] The name for a pair buildings on the far side of the facility, the Checkpoint is where all ships leaving and arriving the facility are docked. The first of the two is Checkpoint Green. Vital supplies come through this area, as well as any new security entering or security going on vacation or discharged leaving. It is also the only way into the Main Area, save for a lesser known and well-defended underground tunnel from Guard Post Beta. The other complex is Checkpoint Red. A well-warded spot, Checkpoint Red is where all the prisoner transports land and give their cargo for depositing in the proper facilities. In case of a supervillain actually escaping from the energy-draining cuffs that are placed on super-prisoners, there is a controversial Plan B: a remote-control "override switch" that will open the airlock the ships come through, allowing the cold vacuum of space to enter and dispose of the villain. [B][U]Characters and Creatures:[/U][/B] [B]Security Team Head Red:[/B] The leader of Detention 6 Security, Red is an alternate of Jango Fett that wears a gadgeted red-and-white pauldroned ensemble of the Clone Wars ARC troopers instead of the bounty hunter's tricked-out silver Mandalorian armor. Despite being a force of the law, Red hasn't forgotten his hunter past, and tends to be "creative" with his security options (Read: It's more likely than not that there's a button that releases a piranha beetle swarm into your cell, so don't push it, pal). [B]Juggernaut:[/B] In a specially designed cell in the main prison area, you can find the X-Men mutant Juggernaut. Yes, the Brick Juggernaut. Kept in a movement-eliminating TK field, Juggernaut is basically in stasis until whenever his death sentence is..or until Magneto figures out some scheme to get him out. [B]Death's Head:[/B] A type of "robot" designed for the facility's security team, the Death's Head was designed to resemble the villainous metallic humanoid mutant Killbot. This wasn't easy, seeing as all the gadgeteers had to work on was memory after Billie "Tennyo" Wilson antimattered the Regenerator to atoms. Death's Heads are hulking bipeds, almost resembling 30-foot tall metal-plate humans, their faces redesigned to have an inhuman face of anger designed to be used as a fear tactic. Death's Head's usually carry mecha weapons, since they are actually large enough to utilize them. Despite their appearance of being robots, Death's Heads are actually more "dirty little secrets": vat grown metallic humanoids with "pre-programmed" instinct to obey Red and Red only, designed to be the pinnacle of humanoid strength and dexterity. They will only listen to other security members if Red gives them the A-OK on the security members in question, and are take no prisoners sort of security, killing without question on Red's orders. The only real danger to Death's Heads are magnetic superpowers and fire, but they are usually outfitted with force fields to nip that little issue in the bud. [Stats coming soon.] [B]New Feat: Mechanical Weapons Proficiency[/B] [B]Prerequisites:[/B] Size Huge or larger. [B]Benefits:[/B] You may wield mecha or vehicle weapons within your size without penalty. [B]Normal:[/B] Organic creatures cannot wield mecha or vehicle weapons. [/QUOTE]
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