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his section describes five classic scenarios or campaign frameworks that you can run using Stronghold. You already have the crucial information you need — details on the superprison, its security systems and proce- dures, and its personnel, plus detailed maps of the important areas — so it’s just a question of how you put them to use. These scenarios are more in the nature of outlines than fully fleshed-out adven- tures, since they all represent highly dynamic situ- ations and depend to a large extent on the specifics of your campaign (what your PCs are like, which villains are inmates, and the like).

Obviously this section is for the GM’s eyes

only. If you’re a player, don’t read these scenarios!

You’ll only spoil the fun you might otherwise have seeing them unfold during play.

GETTING THE HEROES TO STRONGHOLD

Since Stronghold is so isolated, a common element in many of the scenarios described below is how to get the PCs involved in the action. Unless you want to draw out the events so the heroes have time to get to New Mexico from the campaign city, which is likely to stretch the boundaries of believability, you have to arrange for them to be on the scene when the events of the adventure begin to unfold. Some of the ways you can do this include:

 the heroes have come to Stronghold to tour the

facility and/or meet with Warden Wildman

 one or more of the heroes has been called in to

serve as a consultant to Stronghold on an impor- tant matter (a security issue, the powers and per- sonality of his archenemy who’s now an inmate, advances in security technology based on a PC’s invention, or the like)

 the heroes help the SSPTS transport a prisoner

to Stronghold for added security

 the wrongly-accused PCs have been convicted

and sent to Stronghold. Once the scenario begins, their willingness to fight the other inmates rather than take advantage of the opportunity to escape proves they were improperly convicted and con- vinces the authorities to let them go free. Alter- nately, if the wrongful conviction were engineered by an inmate, the evidence clearing their names comes to light during the adventure.

 the PCs are passing through New Mexico on

their way to somewhere else when they get word of a crisis at the superprison

 the PCs are in a local city (such as Albuquerque)

responding to some other crisis

 someone with foreknowledge of the incident

— such as a “mystic guardian of reality” or Cap- tain Chronos — arranges for the PCs to be near Stronghold, or “kidnaps” them and puts them there at the right moment. Alternately, an outside agency might accidentally move them to Strong- hold against their will at just the right time by sheer superheroic coincidence.

Clever GMs can no doubt come up with even more ways to get the PCs to Stronghold based on the specifics of their heroes and campaigns.

esCaPe fRoM

sTRonGHolD

The classic story for nearly every prison is about escaping from it, particularly in a Comic Book Superheroes setting where villains tradi- tionally escape from prison again, and again, and again to attack their heroic archnemeses. This scenario discusses how to run an escape involving Stronghold, whether it’s just one or two villains or a repeat of the Great Stronghold Breakout.

TYPES OF ESCAPE

Broadly speaking, all efforts to escape from Stronghold fall into one of two categories: internal breakouts; and being broken out.

An internal breakout is an escape engineered primarily from inside the prison by one or more inmates. The escapees use force or subterfuge to get outside the prison’s walls and then flee the vicinity. They may have some outside help, like a corrupt guard who smuggles them an item they need or a friend waiting to pick them up when they get out, but for the most part they do all the work themselves.

Being broken out means an escape in which outside help — typically, supervillain colleagues or hirelings — plays a primary role. One example is a team of villains that smashes its way into Stronghold to “rescue” an incarcerated teammate, but historically deception has worked better than brute force. For instance, on at least two occasions the villainess Masquerade has used her shape- shifting powers to impersonate a prison worker and free a prisoner.

In a Champions campaign, breakouts are far more common than being broken out, because they tend to offer greater scope for PC involvement and a richer scenario. But don’t overlook the possibilities of getting outside help involved, especially when that help shows up just as the PCs think they’ve got the whole situation under control....

sCenaRIos

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STRONGHOLD’S VULNERABILITIES

While Stronghold is extremely secure and is rarely escaped from, it’s by no means escape-proof. Like any prisons it has its weak points, especially when one considers all the superpowers that could factor in. While no one can predict every weakness Stronghold might have or method a superhuman could use to break out of (or sometimes into) the super-prison, some tactics are more common or obvious than others. Some of Stronghold’s vulner- abilities include:

Brute Force

Stronghold is very secure, but it’s not a mili- tary fortress. Enough brute force brought to bear by a supervillain team, an army of VIPER agents, or the like could smash its way into the prison to rescue whoever it wanted... and would no doubt free plenty of other inmates to cover its tracks and slow down the authorities.

Desolidification

Individual cells can be configured to prevent an intangible villain from getting into or out of them; Stronghold as a whole cannot. A character with Desolidification who activates that power more than two kilometers away from the prison can approach without triggering the prison’s motion/vibration sensors (though if he’s not invisible he might still be seen by the guards). He could then walk through Devil’s Head Mesa and right into Stronghold. Of course, once he enters Stronghold he’s subject to the power negators and immediately becomes solid once again... assuming he hasn’t somehow “shielded” him- self from them in advance.

Stronghold is acutely aware of this approach; in 2003 four villains were broken out of the prison by an unknown superhuman who used Desolidi- fication, Invisibility, and some sort of shielding technology to free them. Unfortunately, intangibil- ity-proofing the entire prison isn’t technologically or financially feasible, so the prison has settled for increased vigilance.

Electrical Overload

Stronghold and its security systems depend heavily on electricity, and that creates a vulner- ability. No matter how well shielded an electrical system may be, there’s always some amount of electricity that can short it out. Some of Strong- hold’s systems, particularly the hot sleep coffins on Level 10 and the customized power negators built into the cells, have short-term independent power supplies. But the rest of the system (even the backup generators on each level) could be over- loaded in a single well-planned attack (or due to some natural disaster, see below), thus potentially freeing or re-powering dozens of supervillains.

Hostages

Some villains have concluded that they can break out of Stronghold with an indirect application of force: they take guards hostage and trade them for freedom. Despite the fact that this tactic has never worked — Stronghold simply won’t agree to trade freedom for hos- tages, and even if it did there’d be plenty of cops and superheroes outside the prison waiting to recapture the escapee — every now and then a villain tries it again. Maybe one day someone will find a way to make it work.

Magic

Totally unpredictable, and often able to interfere with technology in ways no scientist can satisfactorily explain, magic is a wild card that more than one escapee has exploited. The warding-spells placed on Stronghold by super- heroic mystics are powerful, but there’s always a way around that or an even stronger ritual if someone works and studies hard enough. Even if someone doesn’t use magic in a deliberate attempt to escape (or break someone out), the number of powerful mystics incarcerated there might act as a “lightning rod” for free-floating arcane energies, thus creating the occult equiva- lent of a natural disaster.

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Stronghold’s technology is designed to be the best it can be, and often involves redundant or triple-redundant backups... but much of it is cutting-edge stuff, and malfunctions are always a possibility despite the dedicated efforts of the prison’s corps of technicians. Most malfunctions are not themselves enough to allow an immediate escape (a malfunctioning hot sleep coffin being the main exception), but they create a window of opportunity that clever villains can exploit.

Natural Disaster

The Great Stronghold Breakout resulted, in part, from a particularly strong thunderstorm that struck the region where the superprison is located. Many other natural disasters could cause similar problems for Stronghold. Earthquakes are a par- ticular vulnerability; a strong enough one could crack open the mesa and potentially free every prisoner in the place.

Personnel

The weakest link in Stronghold’s security is its personnel, who can potentially be manipulated in many ways. First, some guards are corrupt, pure and simple. They’re the exception to the rule, but they do exist. It might take a lot of money or other influ- ence, but they could be persuaded to assist in an escape attempt. Second, a villain with shapeshifting powers could take a guard’s place. Unless he some- how shields himself against the power negators he’ll instantly revert to his true form when he enters the prison... but if he can shield himself, he’s a serpent waiting to strike from the very heart of Stronghold. Third, an outside villain with mental powers could take control of a guard’s mind. If the control is strong enough it will last until the guard gets inside Strong- hold and can execute the orders the villain gave him — and the power negators won’t detect or nullify the mental domination.

But a guard or technician doesn’t have to be manipulated to facilitate an escape. A Strong- hold worker who’s disgruntled or mentally unbalanced might start an escape by switching off a key security system or killing some guards; one who’s careless might forget or overlook something that an inmate could then exploit.

Power Negator Overload

While it’s not easy, past experience shows that it is sometimes possible for a villain (or, more likely, group of villains working together) to over- load the power negators in one area of the prison. That gives them full and easy access to their powers, which then makes it easy to destroy more power negators, escape, or the like.

Overloading a power negator is primarily a dramatic device the GM uses to justify an escape, not something you need to simulate in game terms. However, if it becomes a crucial plot point in a game, such as a scenario where the PCs have infiltrated Stronghold and need to break out, the GM should handle it as follows. First, for purposes

of overloading it, assume any power negator has 500 Active Points. A character or characters must “activate” and “use” more than 500 Active Points’ worth of superpowers for 1d6+3 Phases (using the lowest SPD of any character involved) to have a chance to overload a negator. Powers used for this purpose may be Pushed; Pushing adds 5 or 10 Active Points’ worth of effect to a power, but of course at an increased END cost. (For purposes of determining how much END a character has to spend on an overload attempt, use his full END when his Characteristics aren’t being negated down to low levels; otherwise no inmate would ever succeed.) After the powers have been in use for the specified time period, the GM should roll 3d6. In the first Phase he rolls, he has to roll 6- for a negator to overload. Each Phase thereafter the roll goes up by 1: 7-, then 8-, and so on. When the roll succeeds, the closest power negator overloads. If the GM makes the roll by half, the next nearest negator also overloads; if he rolls a three, the near- est negator and the four surrounding it all blow.

Of course, the guards aren’t going to stand idly by while an inmate or group of inmates tries to overload the system. Unless the villains who are trying to escape find a way to distract, hide from, or neutralize the guards, the odds are they’ll be restrained long before they can succeed.

Lastly, as noted on page 57, it’s possible for an inmate to get used to the effects of the power negators, and some inmates inherently have more resistance to power negation than others. To rep- resent that, the GM may reduce the power require- ments for an overload from 500 Active Points to something less.

POSSIBLE ESCAPE SCENARIOS

Here are brief descriptions of some possible escapes based on the current state of Stronghold:

The Juju B Concert

As mentioned on page 42, star rapper Juju B wants to hold a concert at Stronghold. Assuming the warden gives his permission, this is a chance for some inmates to mount an escape attempt. The most likely scenario is this: Requiem (see Chapter Four) or some other sonic-powered villain gains access to the rapper’s sound equipment and uses it to amplify his own powers to the point where the power negators don’t affect him. Since the con- cert’s in the Solarium Hall on Level One, the vil- lain uses his augmented abilities to blast the roof, destroying most of the power negators in the area and opening a big hole directly to the outside. Any villains who try to escape that way have to contend with the Zap Towers, but they can only handle so many (and in any event the initial blast might damage them or cut off their power supply).

Menton

The list of villains currently in Stronghold includes Menton, who’s held on Level 10 in hot sleep. However, Menton’s mind is so powerful that even hot sleep can’t completely shut it down

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for long. He’s already regained just enough use of his abilities to communicate mentally with his psionic henchmen, primarily Mind Slayer and Kevin Poe (see Champions Universe: News

Of The World, page 149). Soon he’ll be able

to communicate with Psimon, who’s also in Stronghold. If he stays there long enough, in a few months he’ll be able to mentally sense when the guards come to check the hot sleep area every shift... and in time he’ll have the power to mentally influence them. He has no intention of remaining incarcerated that long, though, if Mind Slayer et al. can figure out a way to assault Stronghold that’s reasonably likely to succeed.

Pete Willis, Disgruntled Technician

Page 92 introduces Pete Willis, a Stronghold technician who’s on the verge of becoming dan- gerously disgruntled. If he does go over the edge, all he has to do is switch off a few power negators and it’s off to the races.

Rumblings

An earthquake, either natural or supervillain- created, is Stronghold’s ultimate nightmare. For a scenario that could make the Great Stronghold Breakout look minor in comparison, hit the super- prison with a magnitude 7 or higher earthquake. Some supervillains will die or be injured, but many more will find the way to freedom opened before them... unless your heroes react quickly enough to shut it in their faces.

THE RESPONSE

See page 74 regarding how Stronghold’s personnel respond to escape attempts. But of course, ideally you want to let the PCs do the main work; they’re the heroes of the story, after all. So give some thought to either (a) having Stronghold’s personnel take a “backup” role when it comes to containing the escape, or (b) cripping Stronghold’s ability to respond so the heroes have to step up to the plate.

Depending on how many villains succeed in escaping, your PCs might dedicate themselves to tracking down and recapturing all of the fleeing felons. This could form a story arc in an ongoing game, or even the basis for an entire campaign.

JUsT leT Us Go anD no

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