Mutation. Adaptation. Equality, superiority, and order. Darwin dreams darkly in a world where change outpaces the norm day by day.
The school that Charles Xavier dreamed of as a safe haven has overflowed; now, all students are referred on to Xavier’s Sister School for Gifted Youngsters, a mansion complete with its own team of X-Men who strive to maintain the balance in New York.
Others have sneered at the Mansion’s naive ideals, and gone through the Sanctuary’s Golden Doors to claim their proper title of Homo Superior.
Still others look beyond these petty squabbles to the world’s rotting roots; war, suffering, chaos. At Mondragon Labs Medical, there is a healer who will cure them all.
The Mutant Factions grow in strength and number day by day; their threat and promise hangs heavy over the human world. Homo sapiens have always been the favored child of Adaptation, however. In the minds of a few rare men and women, a force is rising up to silence these challengers to the throne.
Fear and hatred are the lot of all things new. In this volatile world, what will you swear to protect?
Where Will You Stand?
The X-Men
The X-men are an idealistic group of mutants whose goal is to maintain a peaceful balance between humans and mutants and to protect the weak, even if it means facing off against fellow mutants to protect humans that may hate them anyway. They offer a safe shelter and an education to young mutants at Xavier's Sister School.
The Order
The Order is a group of radical mutants who have gathered in an effort to have their voices heard and demands met to gain an uppance in society, by any means necessary. They are led by a mutant and a fiercely vicious woman named Lori who houses the members at the Sanctuary. Join them and find your proper place in the world.
The Kabal
The world is full of distasteful chaos. It seethes with pointless hatred and cruelty. Let the X's and O's bicker like lovers in the streets of New York City; Slate's Kabal will bring the world itself to the worst degree of peace. Current takeover: Romania.
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The Idealist's Guide to the X-men « Thread Started on Mar 22, 2009, 3:43pm »
The X-men Ideals
Dedicated to protecting humanity from itself and from mutants who would do them harm, the X-men are a force of good, aiming for the idealistic goal of peace between mutants and humans. They are concerned with the basic rights of every individual, whether or not they carry an active X-gene. This heroic group does not back down from a battle when they know they are battling for what is right. (They are, of course, always both right and righteous.) They train diligently to perfect their abilities as individuals and as team members, run missions for the betterment of the world, and in their free time they teach the next generation of mutants how to swing punches for world peace.
Join the X-men! Make humans and mutants live side by side whether they want to or not.
The X-men
Full X-men The X-men function as a team to combat the powers of evil and create peace between the races of humans and mutants. Full X-men lead missions and help train in newer members of the team.
X-men Trainees Before becoming full members of the team, all X-men go through a trainee stage. During this time they are training their powers and their ability to work with teammates. They sometimes accompany the full X-men on missions, but the missions are lead by full X-men. Trainees may also lead Junior X-men in training sessions or on service projects.
Junior X-men, aka “X-kids” Instead of fighting crime the X-kids help to make NYC a better place by offering their abilities and their time to do service projects and help out around the city. Sometimes these projects require them to use their mutant abilities to help out, and other times they are just practicing working together as a team to look out for all of humanity and mutant kind. They're out to save the world, too, but not by fighting.
X-kid projects include repairing damage caused by mutants, feeding the homeless, cleaning up the city and parks, visit nursing homes to provide company to the elderly, participate in construction projects to build new homes or parks in poor neighborhoods. These missions are led by either a Trainee or full X-man.
Wallace, male Labrador owned by Ted Thorn (ask before using) Helix, a ferret owned by Ruby (ask before using) Aurora, female Husky, owned by Arielle Monteiro (ask before using) Belle, female Shina Ibu, owned by Arielle Monteiro (ask before using) Cammie, tabby kitten, owned by Cold Steel (ask before using) Thor, male, black and white husky, owned by Cold Steel (ask before using) Mackenzie, female, Golden Retriever, owned by Cold Steel (ask before using) Bruno, male, brown and white (with black ears), St. Bernard, owned by Cold Steel (ask before using) Roxxie, female, black and tan, German Shepherd, owned by Cold Steel (ask before using) Bruce, a Rottweiler brought to the mansion by Calley (Use as you please! He's suspicious towards stranger, protective of his “family”, and decidedly unfriendly towards vacuum cleaners and animals smaller than himself.)
How to Join
To join Xavier's sister school as a student, arrive at the mansion grounds or visit the greeter offices inside the mansion. You might have to fill out some paperwork to enroll, but there are plenty of rooms if you need a place to stay! To sign up as a teacher, request an interview when you show up!
To become a Junior X-men (X-kid) a character must:
1. Be enrolled at the mansion and have an interest in joining. 2. There is no age requirement.
To become an X-men Trainee a character must:
1. Have at least one training session with one of the current members of the X-men team, either a full member or a trainee. 2. Write at least 2 threads of any kind with 2 different members of the X-men team, full member, trainee, or junior X-men. (This shows how well prospective trainees work with others.) 3. Successfully complete a trainee tryout session (in singles or pairs) overseen by any one of the following X-men leaders: Silver Streak, Cold Steel, Raina, Neena, or Tricity 4. The character has been mansion friendly for at least 2 consecutive out of character and in character months. 5. Character must be at least 15 years old.
To become a full X-man a character must:
1. Have at least 3 complete missions or training sessions as a trainee. 2. Have a nomination from a current member of the X-men. 3. The character has mansion friendly for at least 5 consecutive out of character and in character months. 4.Character must be at least 17 years old.
Xavier's Sister School
Xavier's Sister School is a K-12 mutant boarding school that doubles as a safe house for mutants of any age. Primarily the students that take classes at the mansion range from middle school to high school, since mutations generally appear during puberty. There are a handful of very young students, though, whose mutations manifested early. Older students can take online university courses while residing at the mansion. The school was founded after the original Xavier's School for Gifted Youth grew too big for for a single building. While the two schools share a founder, they operate completely independently from each other.
Somewhat more covert, the X-men also operate out of the mansion. While the X-men aren't exactly a secret, they aren't advertising either. The average person may of may not have heard of the X-men, but most New Yorkers know of and have an opinion about the all mutant school.
Basic Security
The school building:
Giant wall with a iron gate Security cameras on the grounds Flood lights
Areas with special security measures:
Danger Room: locked door, X-men or trainee authorization required to enter War Room: locked door, X-men or trainee authorization required to enter Basement Area (cerebra/ blackbird hanger): locked door with retinal scanner, unauthorized entry sounds alarm in mansion security / greeter office, electric pit trap in blackbird hanger, holographic guard in cerebra chamber Offices: locked door Katrina's room: prowling tigers, sleeping dragons
Cerebra
Description:
Cerebra is a mutant locating device run on psychic energies. It detects mutants based on the presence of an active X-gene. A mutant currently using their abilities is easier to track than someone whose ability is not currently in use. The machine cannot detect humans, Adapteds, or young children whose abilities have not yet activated. The machine is located in the basement of the mansion and can be used by the X-men to locate and track mutants. Because of the psychic feedback it feeds directly into the user's brain it can be very dangerous for untrained and undisciplined minds to use; psychics have an easier time adapting to use of the machine, but anyone can learn to use it with enough mental training and practice.
Cerebra searches become more taxing the more general they are. Looking for an individual person the user knows well is the easiest. Doing a general search for all mutants is the most difficult. Somewhere in the middle is searching for unknown individuals, small groups of known or unknown individuals, or generalized searches for types of mutants (such as young mutants, psychics, or elementals- the machine is not specific enough to search by exact mutation).
It is possible to 'hide' oneself from Cerebra by training one's natural mental strength to block it. The process would be similar to training the mind to block other psychic based mutations. Other factors may also contribute to partial blocking of Cerebro's tracking ability, such as electromagnetic fields that partially disrupt the psychic energies used for tracking or a person being hidden deep underground, for example.
The machine has a power setting of one through ten. One is the lowest setting and provides a limited range, but also poses less of a risk to one's health. Ten is the highest setting and provides the maximum boost in range, however it also provides the most risk of negative side effects to the user.
Special Notes: Cerebra is only able to track mutants. It is not able to amplify a mutant's range or abilities, psychic or not. Use of the machine does not cause any permanent changes to the user's own abilities, it merely gives them the temporary ability of tracking. Because the machine feeds off of the psychic energy of the user, the images look slightly different to each user.
Rules:
1) No 'seeing' a PC without their OOC permission. If it's an NPC, then get the creator's permission. If it's an entire location (ie, the Sanctuary, the Labs, Colombia), get the permission of the parties concerned. Mods should be informed of permissions that have been got, since unwanted Cerebra spying == God Modding.
2) The range within which a person can search for other mutants is the same as their mental strength plus the power setting of the machine (up to 10), as listed on the psychic communication scale on the attribute profile page. (Mutated Strength is not redeemable toward Cerebro's range. Only mental strength may be used.)
3) Cerebro takes time to learn how to use. No one gets it perfect the first time, or even the first ten times. Even after extensive mental training and practice using the machine, it can still be very risky and negative side effects still apply.
4) Negative consequences to using Cerebra include a range of side effects depending on the mental strength of the character using it, their level of preparation and training, the user's level of latent psychic ability, and the power setting in effect on the machine. Possible side effects include migraines, dizziness, nausea, fainting, temporary or permanent insanity, coma, temporary or permanent brain damage, or death.