The Facility
Demographics
80%-90% of participants are those convicted of one or more crimes and were imprisoned. The remaining percentage are volunteers. Virtually everyone ends up in a gang or some sort of group, as working with others is almost necessary to survive. Many participants were already members of gangs or other criminal organizations before their entries, so they tend to group up and have a head start on claiming a place for themselves. Typically, the fewer members of a group or gang, the weaker you are in both power and social standings. The most powerful groups maintain broad connections with other groups, and are lead by those with powerful abilities.
Typically, fighting and violence are how disputes are settled.However, outside of more violent and powerful gangs, there are groups that create and maintain day to day facilities, luxuries, and transactions, that may operate relatively peacefully. Many have taken the roles of bartenders, cooks, barterers and the like in order to stay as neutral or safe as possible. This demographic, though regarded with more respect and generally more protected, is rather small compared to other groups.
Government
Rules
- Participants are prohibited from leaving the facility unless one of two conditions are met: A bounty of $X,XXX,XXX,XXX is paid on their behalf, or they survive to until they are the last/one of the last people alive.
- Attempting to remove the tracking chip placed inside a participant is grounds for immediate termination. Said tracking chip may only be removed upon victory.
- All participants that are not on excused medical absence must be out of their rooms by 08:00 or will be terminated. Participants are allowed back in their room at 22:00. A return to their rooms is allowed for a cumulative period of 30 minutes per 24 hours. Going over this time will result in termination.
- Breaking and entering a participants room is strictly prohibited and will result in termination. If a participant dies however, their room will be unlocked and entry will be permitted. Participants can add the biometrics of trusted people to their door scanner, allowing them to enter at any time. Thefts committed by trusted participants will not be punished.
- Participants are allowed to send letters outside of the facility to whomever they please, packages prohibited. Incoming packages are allowed, but will be searched. All mail, inbound and outbound will be inspected for code or any dangerous information. Please read the postage and donation guidelines.
- Assault of any kind on a Facility guard, doctor, or employee of any kind is grounds for either physical discipline or termination.
- Obey any commands given by guards or high ranking officials, or face punishment or termination.
Defences
The Facility is located in a very remote area, with few people knowing of its location. It is surrounded by very tall walls, manned by guards that will shoot on sight upon attempt to escape. The walls are built a few miles from The Facilities city limits.
Industry & Trade
While participants are provided food and basic necessities, trade and barter is often necessary. Supplies can deplete quickly, and individuals may desire things that they can't normally find. Participants can receive donated goods and items, and they are often traded. Entertainment and sweets are the most sought out luxuries. These include portable consoles, music, games, and things like chocolate and alcohol.
Though weapons aren't allowed to be donated, bullets are an exception. Bullets are a commodity in The Facility. Used often, but seemingly never provided enough, they've almost become a currency. They're often donated to individuals, obtaining them from interloper trade rings is far more profitable due to the abundance in which they are able to smuggle them in.
Interlopers may also bring goods, especially those that are not normally permitted. In fact, they are the most popular way to receive blades such as knives and swords, along with chemicals to make explosives or poisons. Marijuana and hard drugs are the most popular imports however.
Infrastructure
As The Facilities handlers and Game Master have left the participants to fend for themselves, it has largely been up to the participants to create the facilities they need. There are several bars and makeshift shops populating The Facility, many of them rebuilding where its predecessors once stood. Courtyards periodically dot the landscape, and become grounds for shops, trades, battles, and more. Roads exist man-made from The Facilities conception, but many have been carved out, so to speak, from previous generations of usage. Bathrooms are present frequently throughout The Facility. While vandalizing these aren't explicitly against the rules, it is an unspoken rule between guards and participants to leave them clean enough.
Despite the hands-off attitude toward the Participants, there are dorms built for every single participant. These are assigned randomly, one room for each participant. As it's against the rules to break and enter a living participants dorm, it's locked via a proximity chip scan. If the owner of said dorm has trusted teammates, they can be added to enable entry by the proximity scan. Every dorm room has a fully functional bathroom and laundry unit, along with a kitchen, and attached living and bedroom.
Districts
WIP
Assets
WIP
Guilds and Factions
WIP
Founding Date
19XX
Founders
Alternative Name(s)
Hell
Type
Town
Population
Roughly , not including the employees.
Inhabitant Demonym
Participants
Included Locations
Owner/Ruler
Characters in Location
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