The X-men run missions and work together with the NYPD, striving to maintain a peaceful balance between humans and mutants. When it comes to a fight, they won't back down from protecting those who need their help.
Haven presents itself as a humanitarian organization for activists, leaders, and high society, yet mutants are the secret leaders working to protect and serve their kind. Behind the scenes they bring their goals into reality.
From the time when mutants became known to the world, SUPER was founded as a black-ops division of the CIA in an attempt to classify, observe, and learn more about this new and rising threat.
The Syndicate works to help bring mutantkind to the forefront of the world. They work from the shadows, a beacon of hope for mutants, but a bane to mankind. With their guiding hand, humanity will finally find extinction.
Since the existence of mutants was first revealed in the nineties, the world has become a changed place. Whether they're genetic misfits or the next stage in humanity's evolution, there's no denying their growing numbers, especially in hubs like New York City. The NYPD has a division devoted to mutant related crimes. Super-powered vigilantes help to maintain the peace. Those who style themselves as Homo Superior work to tear society apart for rebuilding in their own image.
MRO is an intermediate to advanced writing level original character, original plot X-Men RPG. We've been open and active since October of 2005. You can play as a mutant, human, or Adapted— one of the rare humans who nullify mutant powers by their very existence. Goodies, baddies, and neutrals are all welcome.
Short Term Plots:Are They Coming for You?
There have been whispers on the streets lately of a boogeyman... mutant and humans, young and old, all have been targets of trafficking.
The Fountain of Youth
A chemical serum has been released that's shaving a few years off of the population. In some cases, found to be temporary, and in others...?
MRO MOVES WITH CURRENT TIME: What month and year it is now in real life, it's the same for MRO, too.
Fuegogrande: "Fuegogrande" player of The Ranger, Ion, Rhia, and Null
Neopolitan: "Aly" player of Rebecca Grey, Stephanie Graves, Marisol Cervantes, Vanessa Bookman, Chrysanthemum Van Hart, Sabine Sang, Eupraxia
Ongoing Plots
Magic and Mystics
After the events of the 2020 Harvest Moon and the following Winter Solstice, magic has started manifesting in the MROvere! With the efforts of the Welldrinker Cult, people are being converted into Mystics, a species of people genetically disposed to be great conduits for magical energy.
The Pharoah Dynasty
An ancient sorceress is on a quest to bring her long-lost warrior-king to the modern era in a bid for global domination. Can the heroes of the modern world stop her before all is lost?
Are They Coming for You?
There have been whispers on the streets lately of a boogeyman... mutant and humans, young and old, all have been targets of trafficking.
Adapteds
What if the human race began to adapt to the mutant threat? What if the human race changed ever so subtly... without the x-gene.
Atlanteans
The lost city of Atlantis has been found! Refugees from this undersea mutant dystopia have started to filter in to New York as citizens and businessfolk. You may make one as a player character of run into one on the street.
Got a plot in mind?
MRO plots are player-created the Mods facilitate and organize the big ones, but we get the ideas from you. Do you have a plot in mind, and want to know whether it needs Mod approval? Check out our plot guidelines.
Character's full name: Artair Hawke. Alias/ Nickname/ Code name: Hawk(AKA Why don’t I get a nickname?). Gender: Male. Age: 21. Date of Birth:12/20/95 Birthplace/ Home/ Place of origin: Kirkwall, Scotland. Nationality: British. Ethnicity/ Cultural Heritage: White/Gaelic
Appearance
Hair colour and style: Short red hair, usually wild, very, very occasionally gelled. Skin Tone: Caucasian(very pale). Eye Colour: Dark Blue. Height: 5ft 10/11 Inches. Build: Slightly broader than average and well-muscled. Visible mutation: None. Scars/ Tattoos/ Piercings: Black tattoo on his left shoulder of Celtic bear, deep surgical scars down the centre of his chest and over his heart. Other features: Bounces between clean shaven and having a short ginger beard/moustache.
Everyday clothing style: Jeans, t-shirts and hoodies are standard fare. Found his clothing habits in the early 2000’s and has stuck with it. Not picky about clothes, except jumpers (He hates jumpers). Uniform: N/A Sleepwear: Boxers, if anything. Miscellaneous clothing: His “formalwear” is a kilt, with all the trappings. That includes the knife. He’s pretty comfortable in it, but that’s not hard considering how freeing they are to wear. He’s so far worn it at every formal do he’s been too. A ring inscribed with the language from the Ogham stones on Orkney, bought for him when he left to go to NYU.
Character
Personality: Artair is generally polite, if not friendly, and treats most people he meets with the same amount of respect. In true British fashion, the closer a friend you are to him, the more he’d swear at you and insult. It’s not malicious, but a general show of comradery. He’s also a sarcastic sod, to the point where some people can’t tell when he’s not being sarcastic. He has a quick wit, something he employs to entertain friends, or worse, belittle so-called “opponents”. His temper has always gotten him into trouble, especially considering it’s started more than one fight. While he’s better at controlling his temper, it’s still as hot and fiery as it was when he was a teenager.
Smaller minded people would call him a pessimist, but Artair prefers the term realist. He knows how bad life is, and expects more of the same. This doesn’t mean he isn’t happy, but he know more struggles are around the corner and is standing ready to face them. He is however, jaded when it comes to people and their motivations and will tend to act cynically when asked to consider other people/ humanity at large.
He’s more introverted than anything else but is up for a good time with friends. He’s not generally the one trying to organise group events but if no one else will he’s willing to try to lead. In contrast, he is outgoing in regards to trying new and interesting experiences. Looking for a friend to try paintballing or parkour? Give Artair a call.
When it comes to politics he generally ignores it, especially since most of what he’s exposed to he can’t change (being a foreign student and all) but when it comes to the idea of personal freedom against national security, he stands against the government. Especially when it comes to mutants and the controlling polices being levied against them.
Hobbies/ Interests: Took H.E.M.A (Historical European Martial Arts) for a few years when he lived on Orkney and while at university he tries to spar and train while studying. Also enjoys rugby, even if he’s terrible at it. Job or part time job and description: Full-time Student, Part-Time Entertainer (musician) Fears/ phobias/ concerns: General distrusting of people, takes a while to warm up to someone. Phobia of being on open water. Special talents: Semi-professional skill at violin and guitar. Like many from Orkney his first language was Scots Gaelic, not English. He speaks both fluently, along with at least conversational French.
Morality
Good/ bad/ neutral/ other: Good-Neutral – Mostly a good person, believing in equality and freedom. He’s willing to get his hands dirty and sees violence as, sometimes, a viable solution to a problem.
Mutations
Mutation description: Psychic Constructs – Artair can project simple, solid weapons and move them within a field. They appear as 3D white outline’s but act as if solid. The general strength, when one weapon is created, is slightly harder than steel. He can increase their density and cutting power, however this drops the amount of time he can maintain them drastically. He can also create multiple constructs, with increased mental strain based on the size and density of the weapon. Simple mechanical weapons like crossbows can be made however it is more difficult and requires more energy. More mechanically complex weapons, for instance guns, are currently out of his ability to create. His power includes the ability to form shields.
Strengths:
· Maintaining a construct is easier than changing or creating it, increasing the length he can keep them out if need be.
· Can form simple crossbows and throwing weapons, adding ranged options to his repertoire.
· While the constructs are simple, he can change them on the fly, giving him a large range of options in a fight.
· Capable of forming moving weapons within his field, and throwing them out of it.
Weaknesses and Limitations:
· Limited to 3 “regular” sized weapons at any one time, which increases to 5 around the size of knives. He can try to push it past this but he very quickly exhausts himself physically and mentally.
· Can maintain a regular sized weapon for close to 20 minutes without pushing it and can be used like this 4-5 times a day given enough rest between. Pushing past the time limit reduces or nullifies his ability to use it more, and can even “short out” his power for a couple of days. Maintaining more constructs significantly reduces time.
· The more weapons he creates the weaker their hardness and strength, making it harder for them to pierce armoured targets and easier to break.
· The field he can move weapons around him is only 10 feet around him and any weapons thrown outside this area will dissipate after 10 seconds or if moved more than 30 feet away.
· Overuse causes severe migraines and blurred vision, progressing to nosebleeds and unconsciousness soon after.
Physical Abilities
General Physical Capabilities: Slightly higher than average fitness and strength, Artair is certainly faster than he is strong. He’s got decent stamina, able to exert himself for long periods of time. Fighting Style: Moderate H.E.M.A training, Artair can easily hold his own against untrained fighters and at least not be beaten soundly by anyone with some training. Fighting Style Pros/Cons: Mostly relies on weapons, with only a minimal amount bare fist training. His training is in a variety of weapons, so his ability is more akin to a jack of all trades.
History Of Your Character
Artair was born in Kirkwall on the island of Orkney off the north coast of Scotland. Before he could remember his dad had been the only parent he had, his mother having abandoned them when he was only 2 years old. Grew up in relative comfort, given that his dad was a doctor at the local hospital. Unfortunately, he hadn’t gotten to spend much time with his dad and spent most of his childhood at his aunt and uncles house rather than at home. This had suited him just fine giving him free rein to explore the hills and glens around his home town and gave him a solid independent streak from a young age. His cousins had already left home by the time he was born and because of the size of Orkney, he hadn’t had many friends. Most children had found him strange and prone to long bouts of silence.
Artairs’ life changed drastically however, when he turned 10. His dad had decided to take them fishing for his birthday, as a way form them to have a few days together, just the two of them. Things hadn’t gone as planned and a savage current had ripped the boat they’d hired further out than they’d planned and carried them straight into rough waters. Having known them to have been in a notoriously dangerous area his dad had desperately called for help via radio. The gods had other plans though and the boat was smashed against the rocks of a small, rocky island. Artairs body had been thrown hard onto the island and his last memory from that day was the sound of waves beating at the rocks. His broken body was found and he’d been rescued from the brink of death. It had taken multiple, extensive surgeries in order to fix the damage that had been done to him. His father on the other hand, had never been found.
He’d spent the next few months in a coma and the following year in recovery, rehabilitation and therapy. An unfortunate side effect of this incident was a deep and powerful phobia of being out on open water with even flying over enough to have put him on edge. After he’d finally being discharged from hospital and on a list of prescriptions longer then his arm, his aunt and uncle had taken him in and refused to use the money Artair’s dad had left behind. Instead they insisted it be put in an account he would access when he turned 18, stating it hadn’t been theirs to use. Following this incident, Artair had become even more withdrawn and had turned his attention more towards studies while he was undergoing the painful physical therapy. It was because of his dad’s death and his treatment in hospital that he’d been able to discover what he’d wanted to do with his life. He wanted to become a doctor, a choice that drove him to study hard and apply himself in every aspect of life. After he had most of his movement back he’d then taken up H.E.M.A, as a way to build up fitness.
The following years had passed as a blur for Artair. Between school, H.E.M.A and practicing instruments, he hadn’t had much time for any of the normal hobbies that a teenager usually has. During this time he hadn’t really formed any lasting friendships, and any relationships he’d had were superficial. The major remarkable event during this time was when he discovered his power. During a particularly intense sparring match against his instructor, he’d been disarmed. That was the moment he’d discovered that even when disarmed he’d always be well-armed. He’d managed to form the outline of a shield in his hand and blocked a blow meant to finish the match. It had only been there for an instant, and thanks to the bright lights he’d gotten away with no-one really seeing what had happened. It’s also when Artair discovered the side effects, when he’d promptly bleed from the nose and passed out. While no-one there had seen what happen clearly, Artair had always refused to believe he’d imagined it, and spent the next few years practicing his ability whenever his schedule permitted. While he’d been able to generally increase his ability to control and maintain his power, without formal training and the undisciplined and easily frustrated mind of a teenager, he’d never been able to increase his efficiency with his power.
When the time had come to apply for university, Artair leapt at the chance to study abroad. With his high grades and good endorsement from teachers and members of the community, he’d easily secured a deferred place at NYU to study medicine. Even though he’d applied after finishing school he started studying when he was 20, due to medical reasons. Before he’d finally left for university, his aunt and uncle had gifted him his ring, ‘To carry a wee bit of Scotland where ever he went’ they’d said. With this he’d turned his back on his home town and country, to maybe find somewhere he’d feel alive again.
Roleplay
What’s your OOC alias?: Khzar Where did you learn about this site?: Serena/Emily Do you have any other characters on MRO, if so who: Alice Rivers Sample RP:
“So then Art, we going to talk or you going to dodge me again?” a very firm, very upset voice had said from behind Artair.
“I thought we had,” he replied turning to face Jenette, “We agreed that we don’t work.”
“Yeah, we don’t, so you fix the problems not run away to a bar to get wasted.” She’d given a pointed look around at Artairs choice in drinking companions and carried on regardless “Or is hanging out with these…… people how you’d rather spend your time.”
Artair had sighed and thought back on his first thoughts on meeting Jen. He cursed his younger, drunker self for once again getting him into a relationship he’d known would fail. Well, she had looked gorgeous that night, but dammit that’s no excuse.
“Look, Jen, we had fun right? We both know this had no future, so why get hung up on how it ends.”
Which might not have been the best choice of words however, as one moment a slightly irate, if beautiful girl had been giving him dirty looks. The next, his drink had been snatched away and thrown in his face. Being whiskey, it had burned his eyes like hellfire. Worse still is it’d cost him 6 dollars.
When his stinging vision had finally cleared Jen had already stormed out and the rest of the bar’s patrons had found this exchange terribly amusing. Torn between replacing the drink he’d hoped on finishing, or heading home, his decision was made when the bartender had firmly suggested he take his domestics outside.
Clearly that night wasn’t his night and, smelling like a collapsed distillery, he’d decided to head back to his dorm. When he’d stepped out the door and down the street, fate once again decided he hadn’t suffered enough and the heavens had burst open and thick, heavy rain had fallen.
“Perfect!” he’d sworn to himself, adding a few choice words in Gaelic for good measure. “Got anything more to throw at me today world!” The world, apparently had, when it was that moment an explosion rocked the night, followed by scattered gunfire.
Character's full name: Caitrìona Hawke (Cait for short) Alias/ Nickname/ Code name: Shivs Gender: Female. Age: 21. Date of Birth:12/20/95 Birthplace/ Home/ Place of origin: Kirkwall, Scotland. Nationality: British. Ethnicity/ Cultural Heritage: White/Gaelic
Appearance
Hair colour and style: Medium length red hair, usually tied in a pony tail. Skin Tone: Caucasian(very pale). Eye Colour: Dark Blue. Height: 5ft 7/8 Inches. Build: Slightly broader than average and well-muscled. Visible mutation: None. Scars/ Tattoos/ Piercings: Black tattoo on her right shoulder of Celtic bear, stud earrings engraved in the Ogham Script. Everyday clothing style: Jeans, t-shirts and hoodies are standard fare. Found her clothing habits in the early 2000’s and has stuck with it. Not picky about clothes. Uniform: Plain black and blue leather jacket, black combat trousers and boots. Dark blue mask. Sleepwear: Vest and boxers Miscellaneous clothing: Owns only one dress, which she has never worn. She’s always felt uncomfortable in overly feminine clothes.
Character
Personality: Cait is bright, if somewhat reserved, she’s learned to hold her tongue. Generally happy and outgoing, she fully embraces life. She’s friendly to most people acting, more relaxed around friends. To rude or outright offensive people she is coolly professional. She has a fairly long temper but when pushed past it she becomes the classic angry Scotswoman. She can be sarcastic but tends to just act nicely.
She’s fairly extroverted, glad to hang out with friends and spend time in a group to recharge from life’s stresses. She’s up for most things and is always up for a night out. She kept a larger friend pool when younger, but has tended to prefer a smaller more intimate group now.
Politically she firmly believes in protecting those that have been abused, especially by larger bodies or governments. While she firmly believes in the rule of law, she feels it has let her and her kind down. If she has to push the boundaries to keep people safe she will.
Hobbies/ Interests: Her guilty pleasure is movies, she’s a complete film nerd. She has a particular fondness for old horror movies. In her spare time she uploads her own music to Youtube. Job or part time job and description: Full time musician as cover (X-Men member) Fears/ phobias/ concerns: Constantly concerned her secret will be exposed, putting her and her family in danger. She lives a double life and it comes with its own host of stresses, including lying to her parents. Special talents: Professional skill at violin and guitar. Like many from Orkney her first language was Scots Gaelic, not English. She speaks both fluently, along with conversational Spanish
Morality
Good/ bad/ neutral/ other: Good. She’s seen the state of the world and the hatred for mutants and she believes that humanity can be better, that it’s worth saving, even if it doesn’t want to be.
Mutations
(Unchanged)
Physical Abilities
General Physical Capabilities: High level of physical fitness. Stronger and more dextrous than the average person she also has a high degree of stamina. Fighting Style: Moderate level of fencing and relatively high level of CQC training. Fighting Style Pros/Cons: She’s skilled with the use of knives and piercing weapons able to fight in very close quarters, however she has no training with longer weapons and her unarmed combat skills are lacking.
History Of Your Character
Cait was born in Kirkwall on the island of Orkney off the north coast of Scotland. Her early life was relatively normal until her family moved to New York when she was 4. Her father had been offered a job in a large hospital as the Chief of Medicine and they had happily moved across. As such Cait grew up in the suburbs outside of New York, going through the American school system. As such she generally lost her accent, only keeping slight soft edge to it. Her school life was uneventful, if boring and she never really found a subject she had a passion for. Rather than stick in she spent her time with friends, enjoying her young life. It was during this time she discovered and fell in love with music.
Her powers manifested during puberty, a fact she kept hidden from everyone, including her parents. She’d often practice in secret, mesmerised by the weapons she could make. It was during this phase of her life she took up fencing. It was also when she started to become more politically aware, especially about the state of mutants. Her core beliefs of freedom kept leading her to the same conclusion, the X-Men. She spent the next few years quietly training, improving her physical fitness and practicing with her power.
At 15 she was determined to join the X’s, make a difference. What followed was her essentially stalking them, using every sighting of them, rushing to the scene every time they had appeared in the city. It took 2 years for her to get their attention and soon after she joined up with them. She took a job in the city playing music for a bar, as a cover, and moved into New York proper soon after. Her life from that point on belonged to the X’s.
What’s your OOC alias?: Khzar Do you have any other characters on MRO, if so who: Artair Hawke, Alice Rivers