Prisoner

Cost
Val
Ability
3
(base)
Bureaucratics
3
(base)
Gambling
3
(base)
Trading or Bribery
2
11-
KS: Law
5
(+1)
Streetwise
3
(+1)
Criminal or Legal Contact
-3
-
PACKAGE BONUS
-25
-
Phys. Lim: Imprisoned - All the time, Greatly
-20
-
Phys. Lim: Suppressed - All the time, Fully. [1]
-30
-
Watched: More POW, NCI, 14-, Imprison
-20
-
Psych Lim: Jailhouse Mentality - VC - Strong [2]
-105
-
TOTAL PACKAGE COST [3, 4]
NOTES
  1. This is only applicable if the prisoner is super-powered and Suppressed - either by use of drugs, special conditioned cell, or by one of the restraints described above.
  2. This includes both the strictures placed upon them by the guards and prison policies, as well as the prison populace. This may not be appropriate for supervillains locked-down in Stronghold, since they abide by completely different rules.
  3. Prisoners may also buy Public ID (though they are not required to do so), but may not purchase Secret ID except in very special circumstances (a good example would be those under Federal Witness Protection Program who are later jailed for something else).
  4. DNPCs (p. 120) can never be purchased by Prisoners at any frequency other than Infrequent (8-).
  5. This write-up is for prisoners of any jail, regardless of their Powers (if they have any) or what-have-you. Some entries will apply only to those held in Strongholds as noted, whereas others are for any prisoner. Prisoners can be Incompetent, Competent, Skilled - whatever you need - but all should have the package's contents in common.

Prison Patrol (Guard)

Cost
Val
Ability
1
8-
Fam: Small Arms
1
8-
Fam: Inmate Population [1]
2
11-
KS: Security
2
11-
AK: [Stronghold/Prison]
1
8-
Fam: Prison Security Systems [2]
3
(base)
Criminology [3]
5
(+1)
Streetwise
3
(base)
Tactics
1
8-
Fam: Criminal Law
2
11-
Criminal Contact [4]
5
(OCV)
Choke Hold
3
(OCV)
Martial Grab
-15
-
Dist Feat: Uniform - NC
-10
-
Monitored by Officials [5]
-3
-
PACKAGE BONUS
1
-
TOTAL PACKAGE COST
NOTES
  1. More than just being able to put a face to a name (or at least recognize most of the faces), this includes knowing a lot of the drama that goes on in the daily routines of the prisoners. Guard has a general idea of which gangs are active and who controls them, who is involved with whom and to what extent, who the fixers are and what they specialize in (booze, sex, drugs, info) and the like.
  2. Confers simple knowledge needed to complete job, such as how and which doors to open when. Guard is not able to actually operate these systems to any measurable degree, aside from what he has to in the course of his job.
  3. The guard is familiar with Jailhouse Mentality -- how most prisoners think -- and the like. He realizes how deadly common items can be, if used with malice in mind. He knows where to look for "hidey-holes" in cells and so on.
  4. Within Prison/Stronghold. Generally used to garner information on prison populace and goings-on but can sometimes be useful for other things, as well.
  5. More POW, NCI, Limited, 14-
    Some prisons do not maintain centralized records on their employees, meaning that a guard can be dismissed from one prison position and simply take up another in a different prison. This is not the case with Strongholds, which maintain a centralized database of all employees, officials, and prisoners.
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All Champions products are trademark(s) of DOJ, Inc., used by permission. All rights reserved. The HERO SystemTM is DOJ, Inc.'s trademark for its roleplaying system. See www.herogames.com for more information. The HERO System and all associated games, game products, terms, and images are copyright 2003 by DOJ, Inc. All rights reserved. The original material presented here is my own creation, intended for use with the HERO System and/or other products of DOJ, Inc. d/b/a Hero Games. This material is not official, and has not been approved or endorsed by DOJ, Inc.
Strongholds
Guardsmen's actual equipment, keyed to their location and function(s), varies but you can always use Turtle Armor (p. S43) with the appropriate capabilities (as opposed to randomly dicing) in a pinch. Basic Patrol Guards will not have riot gear or Turtle Armor, though they may be equipped with kevlar vests or similar. Patrol guards within the prison are also rarely armed with guns, as they work too closely with the inmate population; they are usually armed with mace/red pepper spray and a baton, as well as restraints. In some cases, they may be armed with a taser or stungun. There is no need to pay the points for these items, unless (of course) it is a PC; just assume they have them. All Guardsmen, regardless of position and duties, have some forms of communication.

All Guardsmen are at least Skilled Normals, and many will be Competent (p. 133). This package represents the bulk of this profession; specialized and highly-trained individuals certainly exist. Some options include "Leeches" (operatives with powers or equipment that allow them to Suppress or Drain powers), "[Hell] Hounds" (professional huntsmen, snipers, and trackers - official bounty hunters), "Braindancers" (telepaths who use their powers to interrogate or brainwash prisoners into never committing [the same] crime[s] again, a la A Clockwork Orange), and so forth. The following Prison Patrol Guard is your basic "screw" who does the headcount and walks a daily path through the prison. This package is suitable for all prisons, though Strongholds have very few of these, if any (their personnel are more highly trained to deal with supes and the construct itself is built specifically to hold them).

Prison officials decide how the prison is run and make most of the important decisions but guards are often consulted. Most prison officials are not directly involved with the prisoners themselves, thus depend on this input. Basic Patrol officers are the low men on the totem pole; they simply enforce the rules and regulations higher officials set in place and have little or no say as to how the prison and prisoners are handled. They are still consulted by the officials and other guardsmen from time to time, as they are the ones who spend the most time dealing directly with the inmates. GMs may decide to have all guards choose the Perk: Fringe Benefit - Local Police Powers (2-pts., p. 44) but it is probably not necessary, as their authority technically extends only so far as the prison grounds.

Guardsmen have specific purpose(s); there are the general groundskeepers and patrol, riot/in-house heavies, and those designed to handle escapees (which generally includes all-out prison breaks, as well as those who have somehow bested their PSU or cell confines and are free within the prison). Guards with specific duties will have abilities and equipment more suited to their specific task(s).

Stronghold(s)

Stronghold is not just a prison for super-powered criminals; it is a maximum-security prison for supervillains; not all villains will be placed here just because they have powers. Still, with at least a half-dozen villain books, not to mention the scores I've made myself, there are three Strongholds in the Megacity campaign (none of which are actually in Megacity) - the original one in the Arizona Desert, one on the moon called Lunarhold (derogatorily referred to as the Lunatarium), and another in the middle of the Atlantic Ocean, officially termed Stronghold Atlantis (derogatorily called Neo-Alcatraz). Some of these stats are useful for all of them, where others are specific to the hold.

When deciding which Stronghold is appropriate for the villain, consider his abilities and choose the one which will impede him most. For example, if his abilities include anything to do with water, the desert is most apropos; those with space-travelling powers will likely not be held in Lunarhold; and so on.

All of the strongholds are multilevel, as the GM decrees, with the Basement or uppermost Level housing the control center and the Subbasement (or Basement) Level being a wide-open storage facility and hangar. In all cases, Room 1 (note Stronghold layout sheet) is a temporary holding room where prisoners are processed, for both entry and release. This is where prisoners are held while Power Suppression Units are adjusted for them. As noted on the Stronghold layout sheet (included in the Champions/HERO System Rulesbook), there is a small control center in the very middle of the complex, as well. All the levels extend to the center of the stronghold and stop short, leaving an open shaft from roof to floor (excluding Basement area[s]). Technically, this area contains the gears and mechanics needed to control each floor; the actual, computerized controls (the software of the system, if you like) are accessible only through the main control room and can be overridden only from there (Security Systems Check at -7). Characters may be able to "throw a wrench" into the mechanics (the hardware) by affecting the controls located at the center of each stronghold. This will only affect one or two operations (such as the gates or cell doors) on one floor or the like and should be determined by the GM as appropriate for the game.

Of course, this shaft is off-limits to prisoners and most personnel. Access is via man-sized doors, controlled by electronic lock from the control center. The walls have the same stats as the outer stronghold walls (q.v.).

Typical Stronghold Guard - Copyright, C Harris Lynn 2011
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