Board Thread:Random RP/@comment-26044791-20160228010108

Welcome to the deepest ring of Hell, The 4th Iris. A prison infamously mysterious, rivalling those even of the Mossad that are forever shrouded in mystery... Deep in the centre of Australia, 200 km away from the nearest town is a prison set up as an alliance between the nations of the Five Eyes. It may not be as secure as Supermax or as thurrough as somewhere like Guantamo Bay. But it has one advantage, it is in the middle of nowhere.

Your job is to try and break out, survive the extreme trip to the nearest town and avoid authorities wherever you go. But you aren't any ordinary prisoners, you are enemies of some of the greatest and most powerful democratic naitons in the world. You will get to choose to be a certain archetype or mix of two or three. These archetypes will help you escape or go free in a variety of ways, you could persuade your way out, begin a large scale riot, get a team together, go solo or even kill the adminsitrator and take over the prison, creating a city of anarchy. The archetypes are as follows:

Smooth-talker: good at passing bribes, getting people over to his side and negotiating his way out of things.

Driver: a master of motorised mayhem, they can use many vehicles and are dept with almost all of them.

Survivalist: Can ration food, start fires, make little noise and be very, very resourceful and good masterminds for an operation.

Grunt: The combat masters of the prison, they are the best at melee combat and are known to be able to delay and distract, acting as great stallers or front runners in a riot.

Gunman: Masters of armed combat, they can use pistols, rifles, shotguns and SMGs to a good degree.

Spy: Masters of illusion, stealth and impersonation, they are the backbone to a sophisticated escape.

You can choose to have perks from up to three of these archetypes, but if you use one class purely you will be far better at it than if you used it as one aspect of a mesh.

Your daily schedule is as follows (This is different for thos in solitary, the medbay or who are being intergrated as you will all be for the begining of the RP):

5:00 wake up

5:05-5:15 morning rollcall

5:15-5:30: dress

5:20-6:00: Random choice cell inspections (5 random prisoners a day)

5:30-6:30: Breakfast and announcements if there are any

6:30-7:00: morning chores, sweeping, cell cleanup and amenity cleanup

6:00-11:00: Morning break or jobs if a prisoner has acquired one

11:00-12:00 Showers

12:00-12:30 lunch

12:30-1:00 afternoon chores

1:00-4:00 yard time

4:00-4:30: begin the trip to the crag

4:30-6:30: compulsory labour

6:30-7:00: return trip to the 4th iris

7:00-8:00: dinner hour

8:00-8:30: Evening break

8:30-9:00: Night-time rollcall and announcements

9:00-9:10: return to cells

9:15: lock-up for the night, all cells are sealed

9:30: lights out

The 4th Iris' shape is a large octagon and is split into 4 sectors with a huge watchtower in its centre and smaller towers at every corner; the first sector goes from clockwise corners 1-4 and is cellyard A. Corners 5-8 make up cellyard B. In the centre rectangle left between Cellyard A and B are two more sectors that are both squares, leaving space for the centre tower. The top square is the prison yard, an open topped area with outdoor gym equipment and tarmac basketball court. The lower square is the prison management sector, where supply shipments are brought into and where everything is organised.

Outside the wall is the perimeter patrolled by dune buggies in a 12km radius. There are 45 guards permanently stationed at the prison, all of them ex-military officers who were honourably restationed at the Iris. Each is armed with a Desert Eagle pistol, baton, pepper spray and taser. Riot gear can be found in officer barrackses, in there are suppresion rifles, cattle prods, heavy armour, riot shields and shotguns.

Note, aspects of this RP will be narrated but combat will be done using dice rolls based on numbers of troops on either side, weapons used and skill in combat. Enjoy 