Scene: The Moat, Zigursky Penitentiary
"Shroedinger's Penitentiary" - Doom Pool: D6
'The Moat' as some of the staff at Zigursky Penitentiary have been known to call it...is a massive man-made barrier of water, sheer concrete walls, razor wire and automated security towers - complete with a unit of armed security at all times. Only one causeway bridges the spanse to Zigursky grimly referred to by the inmates as the 'Drawbridge'. The Moat is powered by an independent, off-site generator and is responsible for engaging and maintaining 'The Veil' in the event of an internal security breach or break-out event. While staff consider themselves 'the last line of defense against the worst society has to offer', civil rights activists claim their methods borderline to those they incarcerate as the causeway alone subjects individuals to some of the most intrusive security scans currently devised.
Formalities and paperwork were never Mark's strong point...it reminded him of the military, so when the bare necessities were covered - Crimson Fury took the time to bow out. Staying away from Kings Row as long as he did settled poorly with him. The poor sector of Paragon City never slept when it came to criminal activity...especially when it came to that profoundly annoying gang known as the Skulls and their ridiculous, but often highly volatile, turf war with the Hellions. Surrounding himself with baleful red hue, he launches skyward with the intent to head back home...
Tensing finds his assistance in regarding the unstable power grid to be well recieved having already performed a preliminary inspection of the damage. The industrial engineers coordinate their efforts in order to bring the power grid back to a more stable and sustainable level. Even with his assistance, rerouting power and repairing the damaged conduit responsible for the power surge in the first place proves time consuming. An hour passes quickly, though without incident - the Freaks seem to have taken this public defeat personally enough to keep their shenanigans to a minimal...
...then the general alert sounds...from Zigursky Penitentiary. By the time CF and Windwalker arrive - the exterior of Zigursky Penitentiary is on full alert, it's pyramid-shaped silhouette is blanketed by a shimmering energy field...
The mood is ill and foreboding among the unit present as they gear up and attend their positions. The seasoned veteran in charge looks only marginally relieved as Crimson Fury and Windwalker approach. "We don't know what's going on in there. The Zig's gone dark...no communication, even the hardlines are shot. If you got any ideas, I'd love to hear them...otherwise, we're prepping to pierce the veil. We contacted Hero Corps, said they had a member already on-site...UV, the one that brought in that mob of Freaks. Last time she was here, we called her Corona..." He adds, not with a sense of vengeful mindedness, but as a tactical consideration, "...think she's involved somehow?"
Scene Distinctions: Drawbridge & Guard Towers; Independent Off-Site Power Generator; and Moat Parameter & The Veil.
OOC: Okay, depending on how you describe your approach isn't so much important as to how you intend to proceed from here. The main gateway allows for entry, or exit, from the Zig across the 'Drawbridge', in the event that the veil should drop making for an excellent chokepoint in case a break-out event occurred...but there's nothing stopping the characters from taking an alternate route, they'll have to either shutdown the veil (smashing or blasting through it) or find some other way to overcome it (like teleporting or phasing). The veil is a persistent trait (D10), so exceeding it's value is required in order to bypass it, and if done in a destructive fashion, it only steps back one step instead of being removed completely.
Besides a squad of parameter security agents (D8), unless anyone joins them, they approach the interior doors to find them locked and none of their security codes or overrides seem to work.
This message was last edited by the GM at 20:11, Tue 29 May 2018.