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Post by RazzleDazzle on May 16, 2005 19:51:16 GMT -6
Greetings, and welcome to The Xavier Institute of Higher Learning. We are pleased that you are interested in visiting our grounds. However, there are a few things that you should know before you "drop in" unannounced.
Located as we are, approximately 5 kilometers outside of Salem Center, our relative seclusion is our first security. However, the growing awareness of our location by some of our foes demands that we be even more vigilant, even more cautious.
The estate is equipped with state-of-the-art environmental and individual protective technology. Prudence dictates that some of the Mansion's security parameters are not to be committed to hard copy. Complete security procedures are, however, psionically implanted in each student during orientation. As new threats to our safety become apparent, we will upgrade environmental and individual protective technology accordingly.
Welcome!
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Post by RazzleDazzle on May 16, 2005 19:55:18 GMT -6
SURVEILLANCE
The grounds of the Xavier Institute are monitored 24 hour a day. Cameras scan the estate grounds, as well as specific areas inside the Institute itself. These are relayed to the surveillance booth (located at the gates, monitored by security personnel) and in the War Room (access granted for X-Men team members only).
There are Communications Towers located sparsely throughout the vast grounds. These provide communication monitoring and equipment logs. They are also what enables the X-Men's communicator units. The structures are explosion-proof and have standard battery backups. Each tower provides seismic alarms below ground and motion detection alarms above ground.
P-4 Cameras {designed by G.A.L.} Each camera is a half-sphere, about the size of a baseball. The cameras are independent – there is no central system controlling them. Each camera records on four "phases" simultaneously : normal visible light, the infrared spectrum, heat-sensitive recording, and a unique “air displacement” phase. In the last, the recording simply follows the change of airflow and pressure. It is designed to detect someone who is invisible to the other phases – as long as they have mass and displace air, they will be recorded. The “recording” for the air displacement phase looks much like TV static, and the person or object being seen will appear as an outline.
The P-4 cameras are motion activated. They record at 120 degrees but scan for motion over a 180 x 360 degree field. In other words, if the half-sphere camera was placed on a flat wall, it could record anything that happened on all sides.
The compound lenses on the camera can auto-focus up to a range of 1,000 yards. The cameras are shielded against electro-magnetic pulses. Although there is no central control unit, the cameras send their signals via UHF tight-beam signals to a “black box” recorder that stores the video data from the cameras. The cameras installed by G.A.L. are equipped with UTD (Universal Tagrgeting Data) technology, which means they can be integrated with defense/weapons systems at any time.
CAMERA PLACEMENT 1 at either end of upper level hallway 2 in the Main Hall 1 just outside the front door 1 on each side of the main gate 1 attached to the peak of the Mansion's roof 2 in the gardens 7 spread throughout the grounds 1 placed evey 100 yards on the outside wall surrounding the property
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Post by RazzleDazzle on May 16, 2005 19:58:05 GMT -6
FRONT GATES
Located just outside of the gates onto the estate grounds, there is a voice/vision intercom linked to mansion security, as well as a bio-scanner. The area immediately on either side of the gates are equipped with Stark International Anti-Acceleration Field Generators that prevent ramming. Seismic motion sensors can activate guard robots, as well as alert human security personnel. The typical guard robot is mainly used for deterence, but has limited offensive capabilities. These guard robots are part of in-ground anti-aircraft emplacements.
Authorized vehicles and personnel are detected by long-range sensor scans.
When arriving, all visitors must submit proper identification and are subjected to voice/vision screening via intercom to mansion security. Also, visitors are scanned by the Wells-Ordin Bio-Metabolic Indicator at this time. Then, visitors are issued a one-shot electro-pass at the gates, which serves to identify and vocally guide them through the mansion. Access to other levels can only be gained with a team member or through an emergency computer decision.
Wells-Ordin Bio-Metabolic Indicator - This device scans at Excellent intensity. This scan is a purely physical scan. It uses thermal, sound, and humidity based sensors to match metabolic activity to a "norm" variance. As an example, Armorskin will dull the readings the device recieves, heightened strength or endurance will show a higher body temperature or increased blood flow, etc. This will detect Self Alteration powers, Physical powers, and others on a case by case basis. Range is within 50 feet of the sensors. Once the scan is completed, the results will be checked against a continually updated database of known foes and allies.
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Post by RazzleDazzle on May 16, 2005 19:58:46 GMT -6
GROUND DEFENSE
Laser Turrets - the perimeter of the estate, as well as the mansion itself, is protected by strategically spaced laser turrets. Damage is Excellent, material strength is Excellent.
Phase Rockets - strategically spaced throughout the grounds, in subterranean bunkers. These are equipped with motion sensors. Once the alarm has been triggered, and weapons brought online, any motion within the immediate vicinity (10' x 10') will cause the mounted computerized warhead to rise from beneath the ground and fire a small rocket which detonates a microsecond later. The result is Monstrous damage that will bypass any natural or inorganic body armor or resistances. Collateral damage is minimal, Excellent damage to anything within 10' of the explosion.
Air Cannons (must be physically manned by X-Men or security personnel) - strategically located on perimeter walls and mounted on mansion. Can fire a jet of intensified wind of Amazing rank force. Range: 10 areas. Damage: mainly Stuns on Slams, but if the Human Torch (or a character with similar powers) is hit by the air jet, he must succeed at a Power FEAT or lose the ability to "flame on" for 1-10 rounds.
Hyper-Velocity Cannons - placed in positions similiar to laser turrets and air cannons. Also, because of extended range, they are spaced throughout the grounds. The cannon fires a 7-gram pellet into a cast aluminum block capable of inflicting Incredible damage. It uses standard, easy to find copper BBs. Range in Atmosphere: 1 Mile (Monstrous, 40 areas)
Inhibitor Field Generators - spaced throughout the immediate vicinity of the estate - 100 yard radius from mansion, and around the gates and perimeter wall. These generators come in packages of four. They can cover up to 1 area in a field bound in four corners by the generators. The generators are each the size of a football, are easily camouflaged, and are activated by remote / computer systems. The intensity of the field generated is Incredible (all superhuman abilities excluding magic, and all superhuman attributes are reduced by 35 pts). The generators are within the field when activated so are not vulnerable as much to mutant powers (standard munitions will still destroy them though - each has 40 Health). The field effect will last 8 hours before the generators need recharging.
Electro Magnetic Pulse - Winter-Bringer: This type emits concentrated amounts of protons that collide with existing electrons in electronic devices. This in turn cancels out the electric current. This can be considered as Unearthly Electrical Control, and Radiowave Control. - Ion Pulse: This type can cause the most damage to mechanical devices, robots, cyborgs, and spaceships. When used against electrionics it overloads them by causing causing power surges up to Unearthly rank.
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Post by RazzleDazzle on May 16, 2005 20:01:58 GMT -6
INTERIOR DEFENSE
Neuro-Darts - These are recessed into the walls throughout the mansion. When activated, they will pop out of their hidden space. A series of darts fired at +2CS that (if penetrating artificial armor) do Typical damage and inflict Typical damage for 1-10 rounds while giving of Neuro-stuns of Amazing intensity. The target must make an Endurance FEAT vs. this intensity each round or be stunned for 1-10 rounds cumulative.
Inhibitor Field Generators - these are located within each room of the mansion, and are electronically controlled. Please see GROUNDS DEFENSE for specs.
Stasis Guns - Also recessed into the walls throughout the mansion. They can be either electronically or manually operated. When fired, the weapon emits a stream of energy upto a range of 1 area. If the target is hit, he is caught in the stream and surrounded within a super hard energy shell. At this point the shell has Incredible material strength. If the stream is maintained for a further full round the stasis shell solidifies, gaining a permanent stength of Unearthly. Victims held within the stasis shell "freeze". They have no need for food, air or water. Nearly all body functions are suspended. They can however, see, hear, smell and feel what is happening around them. The stasis shell is permanent until physically broken or by reversing the gun's polarity and draining the shell. The gun can fire once per round and is capable of 10 shots before requiring a recharge.
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Post by RazzleDazzle on May 16, 2005 20:11:22 GMT -6
SECURITY PERSONNEL
Each security guard is given the following when employed by The Xavier Institute:
Black Ops Hardsuits: These suits are standard issue for the members of Black Ops elite Black Knight strike force. They are also issued to security personel and field agents who are expected to face extremly hazardous conditions. Each one can be modified to suit the wearers tastes or for a specific mission profile.
Ability Increase: +2 Ranks Fighting (Max of Amazing) +2 Ranks Agility (Max of Incredible) +4 Ranks Strength (Max of Unearthly) +1 Ranks Endurance (Max of Unearthly)
Standard Features:
Body Armor: Incredible vs. physical, Excellent vs energy
Flight: Excellent airspeed
Gauss Gun: Mnostrous damage, 3 area range
Infravision: Can see in the dark with no penalties
Protected Senses: Incredible protection from sensory-based attacks
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Post by RazzleDazzle on May 16, 2005 20:24:46 GMT -6
OTHER SECURITY ISSUES
The Elevator
There are two elevators in The Xavier Institute. One is public and simply goes from the basement up to the third floor (the basement, for our purposes, is where the weight room, pool, and hot tub are located, as well as laundry facilities). The other is concealed in the hallway, only able to be accessed by those that have the proper security clearance (X-Men and New Mutants). This elevator goes down, visiting each of the lower levels.
Lower Level Security Doors
Constructed of adamantium-melded stel to protect the most sensitive areas of the sub-basement complex, these special doors with bio-molecular locking mechanisms respond only to authorized personnel.
War Room Security
Security in this area is relatively light because of the difficulty in even reaching this area. Individual stations have constant monitoring for user integrity. Sensitive information sources, such as The Mission Planning Globe and The Training Coordination Center are passcoded, and codes are changed regularly.
Danger Room Security
The Danger Room doors and walls are primarily constructed of a nickel-titanium alloy. Layered within these walls are localized force fields triggers by a Master Control Intruder Detection System. Similarly, dedicated electromechanical security devices regulate entry into the Ready Room and Control Room.
Cerebro Security
Finger pads, retinal scans, and passcodes are all employed here. The scans conduct expressive body-field measurements that identify individuals. The Lo-Res Antenna info, plus the sesnor input is monitored throughout Cerebro use. Any irregularities could be a sign of deception or psi intrusion. The User List is subject to periodic review and battlefield update.
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Post by RazzleDazzle on May 16, 2005 20:42:35 GMT -6
GADGETS AND GIZMOS {in alphabetical order}
Bio-Enhancer {MedLab} The bio-enhancer is a healing device. It consists of a table surrounded by computer consoles. Energy is showered upon the subject and the table, artificially stimulating the bodies natural healing processes to it's ultimate extent. The bio-enhancer restores lost health and Endurance ranks to injured characters at Amazing rank, once per day. The machine will heal all types of damage except for damage from diseases and poisons.
Cerebro The Cerebro is an amplification device. To use it effectively, the wearer must first possess the mental powers Mutant Detection or Telepathy.
Mutant Detection: The wearer of Cerebro gains a +4CS bonus to his ability to detect mutants. Cerebro cannot amplify the wearer?' ability above Shift-Y rank.
Telepathy: Cerebro amplifies the wearer's power of Telepathy by +4CS. The device cannot amplify the user's ability above Shift-Y rank.
Energy Control Nullification Fields These are small modular components you can wire into an electical system that you wish to be free from energy control tampering. The small modular box will set up an E.M flux field that follows each wire and circuit that comprises the system. Only one module is needed for man-sized or smaller objects. For larger items, the rule of thumb is a module for every 20 feet of wiring. The field strength with regard to resisting energy control attempts is Incredible.
Forge's Scanner This hand held scanner will tell a character trained in reading its output who is or is not baseline human, mutant or alien. It even differentiates between Kree, Skrulls and other alien races. The scanner has a range of 10 areas.
Forge's Neutralizer This hand held device is in the shape of a hand gun. When it strikes a mutant character, it strips him od some or all of his powers, either temporarily or permanently, depending on the setting. The gun can be set for a removal time of 1-10 rounds, 1-10 hours, 1-10 weeks, 1-10 months or permanently.
Generator and Back-up Generator The normal everyday generator is found in the back of the mansion. A security passcode is required to entire its room. The material protecting it is Monstrous. The back-up generator's location is known only to Professor X, field leaders, and the dean of the school. A security passcode and fingerpad scans are required to access it.
Hologram Projector {War Room} A nifty little device that works via a handheld projector and a button sized transmitter. When activated the projector displays a 3D holographic image of events occuring where the transmitter is located. Up to 3 separate images can be displayed at once by one projector. Range is 11 areas.
Image Inducer This is a cigarette pack sized device that can be programmed to create an image around the user. The image can be any human character desired. This is Unearthly ranked illusion.
Passcodes As most technology in the Xavier Institute are either Shi'ar or a Shi'ar hybrid, these passcodes cannot be cracked unless your resources are at Unearthly or higher.
Retinal/Voice Scanners/Fingerpad scans: These are derived from Shi'ar technology and cannot be faked, unless your resources are Unearthly or above.
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