[x] Backup Generators
[x] Security Measures

Extra power + cameras to start with sounds like a good idea. I'll also go for Quality over Quantity, but I'm not sure if I can vote for both. I know we'd technically be short staffed but having guards that won't abuse prisoners and are generally on the up-and-up is a good idea.
 
If we can get Batman's B-lister or even C-lister we can manage, If we get Mister J... we transfer his Ass out before he even gets here.
One of the big possible usages of political support is keeping the joker out of your prison.
[x] Backup Generators
[x] Security Measures

Extra power + cameras to start with sounds like a good idea. I'll also go for Quality over Quantity, but I'm not sure if I can vote for both. I know we'd technically be short staffed but having guards that won't abuse prisoners and are generally on the up-and-up is a good idea.
Security measures won't affect the prisoners as you already have some cameras its more implementing extras to keep an eye on your gaurd since you don't full trust them.
 
Corperations of Gotham Part 1
Just decided to give you the lowdown of some of gothams evil capitalist overlords.

Ace Chemicals: Gothams premier chemical manufacturing corperation they have several locations throughout the city though one has notable all but been abandoned due to many, many, many attempts by the Joker to use it in his schemes. Some even say that the Jokers obsession with the place might be related to the origin of the Joker himself but what are the chances of that? Regardless if its chemical related and its made in Gotham its probably from an Ace Chemicals facility.... even if they aren't in control of the building itself whenever its made.

GothCorp: Its still around but this R&D form has been kicked to the lower end of the corporate overlord totem pole due to a lot of controversies... being known for the creation of Mr Freeze being by far the biggest of them.

Sundoller: An insiduius coffee store that seems to be pop up everywere. Not all that powerful in the grand scheme of things but its ability to show up just about everywhere someone can look almost makes you think that a supervillain is running the place and thats close enough in a lot of ways!

Wayne Enterprises: Probably the main reasons Gotham City is even on the map for any reason other than being a corrupt hive of scum and villain it would be easier to name the things Wayne Enterprises doesn't do in some form of another. Out of Gothams 'native' corperations Wayne Enterprises is by far the strongest and looks like it will maintain that position for many years to come.

Part 2 if I do it will cover some of the corpos that are present in Gotham but headquartered in metropolis... why are they in gotham? Nobody knows!
 
Adhoc vote count started by goable on Dec 12, 2023 at 12:26 PM, finished with 25 posts and 18 votes.
 
Turn 1
[x] Security Measures.
[x] Backup Generators.

You decide to fill up the room with backup generators, power is an important thing to have especially in this day and age after all, who knows when disaster could strike? Sure your cell doors aren't made up of force fields or something stupid like that but it's still for the better that you can keep the lights on if you get cut off from the main power grid. Given that cutting the power in some form had been involved in roughly 5% of breakouts within Blackgate you feel that the redundancy is more than warranted.

As for the guards, you decide to prudently install a few more security measures to keep an eye on them, this is Gotham after all and corruption is rife. Personal cameras for each guard, hallway cameras, remote controlled door locks, a safe full of enough blackmail on each guard with even the smallest hint of a criminal record to make sure they end up jailed here as prisoners for the rest of eternity if they even think about trying to undermine you.

Right now you appear to have quite a bit of leeway, after all nearly everyone is still getting settled in and you are still getting the hang of your position but if you know one thing about Gotham it's that relative peace and quiet do not last for long.

State of the Prison

Buildings
1st Block: The largest of the old facilities buildings 1st blocks cells are of moderate security, comfortability, and conditions, roughly 100 prisoners can be found here.
2nd Block: Like the 1st block but this building holds 50 prisoners instead of 100.
Block Walls: A set of walls that surround the two blocks, they have enough room on top for 3 people to walk shoulder to shoulder without issue.
Security Center: A shared Guard barracks, armory, and monitoring station that performs its role well enough for the initial state of the prison.
Wardens Office: Your office, locked up when you aren't present and you have the only way it… being the building itself is just so convenient in many ways.
Cafeteria: A simple cafeteria with a kitchen to feed it… it mostly serves gruel these days however.
Yard: A prison yard…. It's a yard where the prisoners can go to enjoy the nice swampy atmosphere!

Prisoner Menu (-20 Moral)
Gruel: Yuck this stuff is nasty.

Notable Prisoners/Gangs
N/A

Notable Guards
N/A

Other traits
Haunted: Your own mystical causes a wide variety of strange and unusual things to happen, usually in ways that inconvenience prisoners escape attempts such as the spoon they are currently using to dig a tunnel being unusually loud. -10 to prisoners escape rolls.
Mosquito Infested Swamp: You are also placed in miserable swampland. -5 to escape rolls, chance of swamp related inconveniences each turn.

Resources
Funding: 14 Units
Political Support: 12 Units
Time Per Turn: 20 Units

Actions (You may take 2)
[ ] Get some better Food: Honestly the gruel you've been forced to feed the prisoners is terrible and your ashamed at having to resort to that. Costs, 1 Initial funding opens up menu expansion sub turn.
[ ] Medical Wing: The fact that you don't have one of these already is a travesty, the city hates criminals though so you'll have to sell it too them. 2 Political Support 4 Funding.
[ ] Dog Kennel: Dogs are good at finding contriband among other problems, you should get a kennel build and put in the effort to get some. 4 Funding.
[ ] New beding: The beds in your prison are over a century old at this point and its honestly appalling that your inmates aren't the least bit bothered by the fact, get those beds replaced. 2 Funding.

OOC: The first turn and probably the shortest your action sheet is going to get, enjoy it while it lasts.
 
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[] Plan: Human Rights
-[ ] Get some better Food: Honestly the gruel you've been forced to feed the prisoners is terrible and your ashamed at having to resort to that. Costs, 1 Initial funding opens up menu expansion sub turn.
-[ ] Medical Wing: The fact that you don't have one of these already is a travesty, the city hates criminals though so you'll have to sell it too them. 2 Political Support 4 Funding.

I just want to get our prisoners in some not terrible living condtions. Also improving the condtons will up our prisoner trust in us and make some of them less likely to escape.
 
Less gruel Less cruel
[ ] Get some better Food: Honestly the gruel you've been forced to feed the prisoners is terrible and your ashamed at having to resort to that. Costs, 1 Initial funding opens up menu expansion sub turn.
[ ] New bedding: The beds in your prison are over a century old at this point and its honestly appalling that your inmates aren't the least bit bothered by the fact, get those beds replaced. 2 Funding.

First off lets get those gruel out. The more comfortable the prison less likely for them to think to escspe.
 
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[X] Medical Wing: The fact that you don't have one of these already is a travesty, the city hates criminals though so you'll have to sell it too them. 2 Political Support 4 Funding.
[X] Dog Kennel: Dogs are good at finding contriband among other problems, you should get a kennel build and put in the effort to get some. 4 Funding.
 
[X] Plan: Human Rights
-[X] Get some better Food: Honestly the gruel you've been forced to feed the prisoners is terrible and your ashamed at having to resort to that. Costs, 1 Initial funding opens up menu expansion sub turn.
-[X] Medical Wing: The fact that you don't have one of these already is a travesty, the city hates criminals though so you'll have to sell it too them. 2 Political Support 4 Funding.
 
[X] Plan: Human Rights
-[X] Get some better Food: Honestly the gruel you've been forced to feed the prisoners is terrible and your ashamed at having to resort to that. Costs, 1 Initial funding opens up menu expansion sub turn.
-[X] Medical Wing: The fact that you don't have one of these already is a travesty, the city hates criminals though so you'll have to sell it too them. 2 Political Support 4 Funding.
 
[X] Plan: Human Rights
-[X] Get some better Food: Honestly the gruel you've been forced to feed the prisoners is terrible and your ashamed at having to resort to that. Costs, 1 Initial funding opens up menu expansion sub turn.
-[X] Medical Wing: The fact that you don't have one of these already is a travesty, the city hates criminals though so you'll have to sell it too them. 2 Political Support 4 Funding.
 
[X] Get some better Food: Honestly the gruel you've been forced to feed the prisoners is terrible and your ashamed at having to resort to that. Costs, 1 Initial funding opens up menu expansion sub turn.
[X] New bedding: The beds in your prison are over a century old at this point and its honestly appalling that your inmates aren't the least bit bothered by the fact, get those beds replaced. 2 Funding.
 
[X] Plan: Puppy chow
-[X] Get some better Food: Honestly the gruel you've been forced to feed the prisoners is terrible and your ashamed at having to resort to that. Costs, 1 Initial funding opens up menu expansion sub turn.
-[X] Dog Kennel: Dogs are good at finding contriband among other problems, you should get a kennel build and put in the effort to get some. 4 Funding.

Reinforcing our locks and better food, less reason to leave and less means as well.
 
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