QUOTE (Plasteel Frankenstein @ May 2 2014, 11:14 PM)

If you take the example of modern American prisons which are built around a purpose of secure housing at the lowest cost/highest profit, and allow that supplying a prisoner with appropriate nutrition and health requirements while holding them constitutes an appropriate level of human rights, then prisons in Shadowrun could easily be imagined as massive VR warehouses. Small holding cells (think Japanese pod hotels) with medically supplied nutrients and mechanical cleaning of the residents could be used to establish sentences served entirely in VR. It would be a lot cheaper than any kind of 'live' holding would be. No risk of violence, no need for guards (just orderlies and machine maintenance workers). Maximum profit. Minimum effort. It's the MegaCorp wet dream.
It sounds like a MegaCorp wet dream right up until you realize that a prison without guards is just begging for a street gang with aspirations to show up with several semi-trucks full of pipe-hittin' trog heavies and go on a "recruitment drive," by which I mean shanghaiing anyone they like the look of. To say nothing of the cybered killer's friends trying to get them out.
Anyway, the way I look at the problems in the OP...
QUOTE (mister__joshua @ May 2 2014, 04:07 AM)

1) How do prisons handle magic users long-term? I can't see 24/7 mage hoods being a solution.
Simple, and rough on the mages: they use a forced drug regimen to burn their Essence until their Magic stat is zero. Or, for a faster option which is slightly more expensive but uses largely reusable parts, they forcibly install cheap, bullshit cyberware, then uninstall it. Think "secondhand standard-grade headware radio" until Essence <1. With an essence score of less than 1, you are dealing with an ex-mage, unless he was already at capped and initiated.
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2) How do prisons handle cyberware and bioware? Some things can be easily disabled, but what about (for example) bone lacing, or muscle toner, or an internal deck or commlink?
Internal commlinks are basically an internal hook-up into which commlink hardware is installed. They'd be designed to be easily accessed by cutting back the scalp from around them, so the hacker could have their implanted 'link upgraded at some point or another. It would be basically an outpatient procedure, so the prison could
easily remove the decking components, even without removing the actual cybernetic bits.
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We've been put in a temporary lockup already and the internal deck had a plug in the socket, and there is no outside access so it's on but of limited use. The mage had mage cuffs but no hood, so he could cast but only once before being shocked into unconsciousness.
That sounds more like jail, not prison. There is a difference. Jail is where you go whilst awaiting a trial and having been denied bail or having proven unable to make it; prison is where you go when you've been found guilty. Of course, this being Shadowrun, jail for SINners is likely much nicer than jail for the SINless.
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The adept wasn't restricted at all, as we didn't really know what you'd do to restrict him?
For the less-permanent, "innocent until proven guilty" phase: physical restraints at all times. He wants to use the hopper, they manacle his legs to the wall before they uncuff his hands. Same with eating.
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Weapons and stuff were obviously disabled but things like cyberarms were left as-is (but weaponless) as you can't really expect people to be limbless.
Yes you can. You absolutely can, if it's a cyberarm that grants some sort of advantage. Also, if the 'Star removes someone's cyberarm, they can put a cheap, type Owen clonal arm on them, or a Secondhand Basic no-frills purely prosthetic restoration-of-function cyberarm, and sell
his criminal cyberarm for money.
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Is there an official source for this sort of info, or is it just something we'll have to work out for ourselves?
Honestly? Landing in prison (and not being given one of those "we'll slip you out the back, but you work for and report to us from now on, oh and here's a nice cranial bomb to ensure compliance" deals,) is Game Over for any kind of Shadowrunner, but especially those who are heavily reliant on augmentations, because they'll be confiscated and sold because they're probably not legal, and even if they are, a lot of things which are legal for most people are definitely not legal for convicts still inside prisons.
And probably also for Awakened, too: "metahuman rights" can get stuffed, when you're trying to contain someone who could potentially mind control the Warden into letting him out or make someone burst into flames or crush a man's skull with a flung spitball,
you do not take chances and you remove that ability from them. Forced burnout should be standard for Awakened characters who land in prison.