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.
XAVIER'S SISTER SCHOOL has helped great students become great leaders since 2005, longer than any other faction on MRO. The moderator team is looking to recruit a talented educator who cares about kids, has a clear personality/mutation that any player may handle, and can be made available for the position of Headmaster as soon as possible.
What? We're looking for an NPC to establish in the role of Mansion Headmaster. We need an NPC that is owned by no one and can be used by anyone. The players of MRO have devious and clever minds so we figured we would make it a contest.
What happened to Tricity/Neena/Any Other Old Headmasters? All previous headmasters that were PCs have all decided to take up positions at Xavier's west coast branch of schools. With the addition of our NPC headmaster, we won't need to explain what our old friend's characters have been up to.
The Specifics NPC applications can be submitted from September, 25, 2015 to October 26, 2015. After that, we'll create a poll and let players vote for their favorite player-submitted NPC. The poll will run for a full month and once all the votes are in, we'll make an announcement of the winning idea.
Use this handy profile stub to create a truncated NPC profile:
Individual
Character's full name: Alias/ Nickname/ Code name: Gender: Age: Nationality: Ethnicity/ Cultural Heritage:
Appearance
Hair color and style: Skin Tone: Eye Color: Height: Build: Visible mutation: (if applicable) Scars/ Tattoos/ Piercings: (if applicable) Other features: (if applicable)
Character's full name: Dr. Rudolph Kipperling Alias/ Nickname/ Code name: Headmaster Ruddy Gender: Male Age: Late 60's Nationality: American Ethnicity/ Cultural Heritage: German
Appearance
Hair color and style: White and unkempt, life is too short for hairbrushes Skin Tone: So very white, and a little wrinkly Eye Color: Blue Height: 5'8" Build: "Spry old man" Visible mutation: There's sometimes more than one of him at breakfast in the mornings. Scars/ Tattoos/ Piercings: Sometimes has fresh tattoos, preferably crazy big ones, but they never last long.
Most commonly seen clothing: A tweed suit with an eccentrically patterned bow-tie.
Character
Personality: Jovial, encouraging, and completely willing to go with the madness. Can and will try to sign you up for every class at the Mansion, even if it causes conflicts in your schedule. (Note: The "original" Ruddy is far more cautious than his clones. If you say, "Can we go to that large volcanic eruption? Can we, can we?" He'll say "Sure kids, take my clone as a chaperon!", but will not go himself. He is a master at living vicariously~) Hobbies/ Interests: Piloting. He specializes in vintage aircraft and blimps, but we can't let that ol' stealth jet in the basement get dusty, now can we? Job description: Mansion Headmaster, and coach of the Aviation Club
Mutations
Mutation description: Self-duplicator. Headmaster Ruddy can make up to 10 copies of himself at any one time. The copies live for 72 hours, and "fade away" over the course of their final hour. Their memories return to Ruddy. Strengths: Ruddy can be in as many threads as we need him to be, without worrying about messing up his timeline, woo! Clones can have slightly different personalities from the original Ruddy, so it's fine if other players change how he's played. He maintains a lose psychic connection to his clones (to reabsorb their memories), so he's juuuust psychic enough that he can use Cerebra if we want him to. Clones blip out of existence in an Adapted field, which is perfect for dodging certain counselors and their talks about "responsible behavior." Weaknesses and Limitations: Each clone can live for only 72 hours. They're "born" with all of Ruddy's memories, as well as the certain knowledge that they only have three days to live. This can lead to the clones being a bit more willing to engage in crazy "if it was my last day alive then I'd _________" hi-jinks than the typical human.And since hi-jinks are more fun with a friend, they like to drag students (and the X-Team) along for the ride.
"Everyone quick, get on the X-Jet! I'll explain on the way!"
Character's full name: Melaina Nicolo Alias/ Nickname/ Code name: Professor Nicolo Gender: Female Age: 53 (looks early 30’s) Nationality: Greek-American Ethnicity/ Cultural Heritage: Caucasian/Mediterranean
Appearance
Hair color and style: Black, pulled back into a shoulder length pony tail Skin Tone: Lightly tanned, mostly covered in fine black hair speckled with grey spots Eye Color: Orange with horizontal rectangular Iris Height: 6’ 8” Build: Lightly muscled Visible mutation: Faun Physiology Scars/ Tattoos/ Piercings: Five silver studs along each ear Other features: Chewing gum. Always, always, ALWAYS chewing gum. Most commonly seen clothing: Business casual consisting of khakis and a button down shirt, usually short sleeve. She will always be barefoot due to her hooves.
Character
Personality: Melaina is a very warm person and very straightforward. She believes in handling one’s own problems but knowing when to ask for help when something is too big. She’s seen people who had their hand held through life and they turned out less than ideal. As such while she would offer encouragement and advice often, she wouldn’t step in directly until a situation was growing out of hand. Hobbies/ Interests: Melaina greatly enjoys keeping bonsai trees. They have a relaxing nature to them. The patience they require helps to keep a cool head for life in general. They also hold a symbolism of her students. They require a great deal of care and direction. However if they are not allowed to grow naturally they wither and fade when under stress. Job description: Mansion Headmaster
Mutations
Mutation description: Melaina has Faun Physiology, much like the mythical Faun from Greece. This comes in two parts the physical mutations as well as a low level psychic ability to induce drowsiness and sleep through whistling.
A pair of ram horns curls from the sides of her temple along the side of her head. Her ears stick out close to four inches from the sides of her head. Most of her body is covered in a fine black hair. The hair ends just at the edges of her face as well as her wrists. Aside from her head and the hair, her upper body is identical to a human. At the waist she resembles a goat much more. Her hips have a larger rotation than humans. While she does have a tail it is kept tucked away for modesty. Her legs have the elongated shape as a goat, reverse knees, and end in hooves.
Her psychic ability is low level and subtle. It requires her to be watching her target, some concentration, and for her to whistle. Drowsiness occurs within thirty seconds to a minute. Sleep occurs from two to three minutes. Both effects will wear off on their own or if specifically woken up. Her whistling itself will not cause others to feel drowsy; she has to specify target people. At most she can put ten people to sleep at once if they are all within her eyesight. To those affected the whistling will sound like a flute more than a person. Other people around will only hear the whistling.
Strengths: Physical -Increased stamina -Eight foot vertical jump -Able to sprint at speeds of 50 mph -Thick horns allow her to head-butt a car without injury -Slower aging and Youthful appearance
Psychic -Anyone she can see within earshot is able to be affected up to her limit of ten people -It sets in very quickly and once a person is asleep they will stay that way until they wake up naturally even if she stops -She can select her targets, if she was whistling while in a group she can easily put one person to sleep leaving the rest oblivious. -She has enough control to use Cerebra but is limited to the lower settings
Weaknesses and Limitations: Physical -Faun Physiology does not stop on the surface. Melaina’s internal system is very goat like as well. -Melaina is unable to digest animal proteins and must keep a strict Vegan diet -Alcohol is a no-go while it won’t send her to the hospital she will be smashed after one or two drinks. -Those horns are designed to impact not be pulled. Tension on them is extremely painful. -She will “baa” when frustrated… it’s rather embarrassing
Psychic -Melaina must be able to see her target at all times. -The effects to take longer on strong willed or psychically resistant targets -Only whistling will work, singing or humming will not allow her ability to activate -If she can’t whistle or if no one can hear her she can’t affect anyone.
Character's full name: Peter Sanderson Alias/ Nickname/ Code name: Sandman Gender: Male Age: 56 Nationality: American Ethnicity/ Cultural Heritage: There’s British and Irish in there generations ago, but otherwise nothing particular.
Appearance
Hair color and style: Light brown, verging on blonde, streaked with gray. One might say ‘sandy’. A receding line of hair is combed back away from his face, it needs cutting but is not so long as to be called ‘long’. Skin Tone: Lightly tanned Caucasian. Eye Color: Watery blue. No, actually watery; looks like he always has something in his eyes. Height: 6’2”. Build: Slender. He had been a runner in his younger years, and he kept his build, if not his definition. Visible mutation: When active, his tears glisten with pearlescent light. Scars/ Tattoos/ Piercings: None of note. Other features: Thick, black-rimmed glasses which he is always removing and cleaning with his handkerchief. A large faced watch. Face claim: Bill Nighy Most commonly seen clothing: A blue button-down shirt, no tie, a navy blazer, grey pants, brown shoes and belt.
Character
Personality: Peter had always had a love of teaching, even from a young age he would tutor the children in the classes below him. He progressed through highschool and University and soon was teaching in schools all over America. As he became more and more experienced he became first a vice principle, then a principle proper. He continued to share his knowledge with and encourage both students, and also the more junior teachers. He was respected by most and obeyed by all. Even the most rebellious teens seemed to mellow after a few one-on-one sessions with the principle. Hobbies/ Interests: He enjoys needlepoint and reading. Job description: Mansion Headmaster.
Mutations
Mutation description: By concentrating hard on an individual Peter can make them see their potential, their dreams, altered by his direction, of course. While he usually shows students their good dreams – eg, study hard and you can become the successful engineer you wish to be, look, look at the wonderful bridges you’ll build, he has been known to show the nightmares too – eg, continue along this path and you are shortening your future, look, you disappointing your parents, see, you living on the street to fuel your drug habit. Peter opens the door to the dreams, and can pick and choose what to bring to the person’s attention, to elaborate and warp the dreams to illustrate his point.
Strengths: There is something inherently more powerful about being shown your potential, good or bad, rather than simply hypothesising on it. Peter can dreamonstrate to up to thirty individuals at a time if the dream is all the same – eg, a violence-free school. For individual dreams he is limited to three separate dreams running at once.
Weaknesses and Limitations: Peter must concentrate on the person/people and doing so causes his eyes to water, so much so that the luminescent tears will stream down his face (think glowstick, not flashlight). While effective in showing how deeply he cares about the future of the person, it also means he needs to carry around several handkerchiefs, and after multiple repetitions his eyes become irritated and he will need to rest them (total five dreams per day). When engaging in a group-dream he cannot target the specifics which would surely make an individual alter their path, it is more of a general sweeping dream, some might be more moved to action than others, some might not be moved at all.
Character's full name: IronBark, just IronBark Alias/ Nickname/ Code name: Headmaster IronBark Gender: Male Age: Roughly 3,000 - 5,000 years, without cutting him open one can only guess Nationality: American Ethnicity/ Cultural Heritage: Grew up in America, seed probably came from Europe
Appearance
Hair color and style: Tree leaves, ever green Skin Tone: dark bark brown Eye Color: Deep pools of green Height: 14 feet Build: Tall and stout Visible mutation: Tree-ish Scars/ Tattoos/ Piercings: Randoms scratches and faded names carved into him while he was asleep
Character
Personality: IronBark is slow and methodical, he thinks on a different time scale and can have odd mood swings. Very interested in nurturing and growth, also very pro the environment. He does not get stressed which somtimes frustrates people as they percieve him not to get the urgencyt of the matter. He will take his time to come to a decision and will tell anyone trying to rush him to "not be hasty". Although when he has made up his mind he is not slow to act. He does not anger easily but all tremble in fear when his rage is aroused.
Hobbies/ Interests: Tending the gardens and trees. He...well he literally has a green thimb, two of them in fact.
Job description: Mansion Headmaster, and head gardner
Mutations
Mutation description: Ent, can command and "awaken" trees to life, can make things grow faster. Also is romoured to be able to talk to birds and squirrels and creatures of the forrest who act as observers for him.
Strengths: His mood can be odd and hard to fathom so that would make it easier for people to write. If he cannot be there he can either send wild animals or call his "relations" to lead. They seem to be able to communicate over long distances in an unexplained fashion, so he can be in multiple timelines at once. He can command an army of smaller trees for defensive purposes, and well for attack, go watch Lord of the Rings, you get the picture. He strength also allows him to throw large heavy objects when needed or lift great loads and his long stride allows him to cover ground at speed when necessary. His relationship with wild animals means that he literally has eyes everywhere so very little escapes his notice. Also he is fond of re-arranging the grounds, hence one can never be certain if the path from A to B will be the same shape as it was yesterday or if it will even exist.
Weaknesses and Limitations: He is a tree, hence is weak to fire. His command of his "army" is not absolute and hence chaos and mayhem can ensure if his "army" disobeys him.His scouts are not as effective in densly populated areas and inside buildings (how often have you seen birds in your office). The Mansion doors and rooms will need to be modified to accomodate his size. He is not the best at multi-tasking and sometimes is slow to grasp complex issues.
Character's full name:Edna Lange Alias/ Nickname/ Code name: Gender: Female Age: 67 Nationality: Half Japanese half German Ethnicity/ Cultural Heritage: International
Appearance
Hair color and style: Brown hair that comes down just past her ears. Skin Tone: fair Eye Color: Brown Height: 4 feet 9 inches Build: Childlike, Petite, to the point that she could mistaken for a preteen if not for her wrinkles Scars/ Tattoos/ Piercings: Other features:
Most commonly seen clothing: Matching suit, pants and blazer with a nice blouse. She dresses nicely but conservatively. Always fashionable, although she is Not one to wear oversized jewelery. Her taste, as always, is impeccable.
Personality:
Despite, and in spite of her short stature, she has led a successful carrear in fashion, computer programming and numerous other exploits. She is confident, a confidence refined and hardened in the face of ridicule. She had a way of looking at you that can see right through any BS you care to spin. She cannot be flattered and will not respond to being talked down to. She will simply stand and stare at you. That stare that makes you feel like you are somehow smaller than her. She was a successful CEO of two companies before getting bored and deciding that instead of being annoyed at the lack of well trained people coming out of schools that she would instead leave her job and go and make sure that students were trained properly from the get go. Despite her tough outer demeanor, she does have a motherly heart, though woe betide you to suggest such a thin. Still her motherly nature can be seen from small actions here and there. She can also be comforting and students who are genuinely upset can come to her for comfort. Woe betide him who provokes her to anger.
Mutation description: Cloth manipulation and super speed. If it is made of Cloth Edna can command it, bringing each individual thread to life and can move independently as well as the fabric moving as a whole. How she does this is unknown. Edna can also move at approaching relativistic speeds (think Flash)
Strengths: With her clothing manipulation she can neutralize threats as well as administer punishment. In response to a student making fun of her height. Said student found himself in a clothing cocoon for the rest of the day and had to be carried by his friends to classes. Also helps with making sure that she is always impeccably dressed. She does not have a wardrobe, what she does have is a room full of reams of cloth. She makes her daily attire at will and whim. She does not need to be touching the cloth to manipulate and can manipulate any cloth in a 5m radius although the more separate pieces of cloth she controls the less precise her control is.
Her super speed grants her the ability to seemingly always be on time/ early, be many places at once and never out of breath. Also helps her keep tabs on the growing school. (Can also be in many threads at the same time)
Weaknesses and Limitations: The ability to manipulate clothing does not change in any way the physical properties of the cloth. I.e it is still flammable and will still tear and damage just as easily as usual. The more separate items she controls the more like a juggling act it becomes and this can be tiring. Her super speed is limited to short bursts so is impractical for traveling vast distances without draining her.
Character's Full Name: Byron Hughes Alias/ Nickname/ Code Name: Mr. Hughes Gender: Male Age: Mid-40’s. Nationality: British and American Ethnicity/Cultural Heritage: Afro-Caribbean
Appearance
Hair Color and Style: Black hair woven into micro-dreadlocks (each about as thick as a No. 2 pencil) which hang down to the bottom of his shoulder blades. Typically pulled back into either a full- or half-ponytail. Skin Tone: Medium brown Eye Color: Brown with flecks of amber Height: 6’2” Build: Fit, but with some pudge in his midsection Visible Mutation: None Scars/ Tattoos/ Piercings: Scar on his left hand from when his aunt’s spaniel bit him Other Features: Well-kempt moustache and beard combo. Mr. Hughes's face is here
Most Commonly-Seen Clothing: Slacks and coordinating suit coat, long-sleeve button-down shirts, and loafers. A casually-dressed Mr. Hughes is the stuff of legend, but it’s rumored that he’ll dress-down for certain service projects.
Character
Personality: Before Mr. Hughes became Headmaster at Xavier’s, he was a lawyer who specialized in Mutant Rights and Equality. He wanted to “help other mutants in-need” but, finding law to be a soul-sucking field, he changed to a career in education.
Most who know Mr. Hughes find it difficult to believe he was once a lawyer. Mr. Hughes is a shameless goofball with a great passion for banter. Much to the chagrin of his secretary, he’s constantly abandoning his “tedious paperwork” to mingle with students and staff. He’s got a fantastic charisma, and has been known to sneak out of his office for the sake of a good making conversation or playing a video game with students.
Cheerful and laidback, his good humor wriggles its way into even the direst of situations. While he can “get serious” if the situation calls for it, gets to that pesky paperwork eventually, and has a shrew mind, he prefers to keep things positive. The only time his stern side shows is when a student or staff member may be threatened, or when the law gets involved.
Hobbies/ Interests: Debate, law, classic video games, the motives of others Job description: Mansion Headmaster, head of Debate Team and the student Community Service organization (used as both an extra-curricular activity and detention)
Mutations
Mutation description: Mr. Hughes generates bubbles from his hands which, when popped, generate explosions of light and sound. The magnitude of the explosion, and the potential uses of said bubbles, varies on the size of the bubble. They are similar in appearance to normal bubbles, though less translucent and filled with anemones of golden light.
The largest of these bubbles are up to 14’ in diameter, and can be utilized as a forcefield (with Mr. Hughes’s feet as the center-point), and are shaped like a dome. Forming a forcefield requires the use of both hands. When a forcefield of this magnitude pops, it emits a sound comparable in intensity to an air raid siren (130 dB) and emit a light comparable to high-beam headlights.
By only utilizing one hand, Mr. Hughes’s can create shields, which can be as tall as he is in diameter. These dissipate without emitting light or sound.
If Mr. Hughes faces his two palms inwards (towards each other), he can create bubble balls, which can be thrown. They can be as small as a ball of yarn, or as large as a beach ball. These bubbles explode on-impact, and can emit a pop as loud as a lawnmower (90 dB) to as quiet as a someone popping an inflated sandwich bag. The light emitted is similar to a large or small personal firework.
And finally, if Mr. Hughes closes his hands and extends his index fingers, he can generate a series of small bubbles, no larger than 2” in diameter. These pop with the same intensity as popping bubble wrap, and generate light comparable to the light of sparklers.
Strengths: The resulting explosions that follow a popped bubble are only explosions of light and sound, which means no accidental office fires. These explosions are useful for stunning opponents, especially those with superhuman senses. (They can send one off-balance, impact their equilibrium, and cause them to be momentarily blind or see stars. Use your best judgement.)
If one is within range, he can enclose them in a forcefield. As long as you fit, he can shield you, but the barrier is impermeable. No attacks can go in or out. Bubble-balls cannot pop until they leave his hands, and can be aimed when thrown. The smallest of bubbles (those generated from his index fingers) are completely harmless, and a very popular gimmick amongst the younger students (and Mr. Hughes himself).
Weaknesses and Limitations: The bigger the bubble, the longer it takes to form. Index-finger bubbles can be created instantaneously and generated continuously. Bubble-balls take 1-3 seconds to form, and additional time to throw. Bubble-shields take 3-5 seconds to form, and the largest forcefield takes 8 seconds to form. While forming bubbles (especially two-handed ones), he cannot use his hands in combat, though he can kick or evade attacks.
His bubbles are solely defensive. A shield cannot be utilized as a blade, and if he starts to form a forcefield that you’re just out of range of, you’ll simply be pushed-out. Bubbles can remain intact as long as they’re in-contact with him, and as long as he maintains his focus (and consciousness). They seem virtually indestructible.
Lastly, Mr. Hughes cannot direct his explosions. Anyone in range will hear when a bubble bursts. It’s thus that he tries to avoid utilizing any of the bigger bubbles when students are in hearing range. He will also likely insist on the use of ear protection if someone is nearby while he utilizes his power.
Character's full name: Roomba Vacuum Cleaning Robot Alias/ Nickname/ Code name: Headmaster DJ Roomba Gender: Robot Age: Still under warranty Nationality: American Ethnicity/ Cultural Heritage: Robot American
Appearance
Hair color and style: N/A Skin Tone: Black with silver trim, white speakers, blue music player Eye Color: N/A Height: 3.6" Build: Round Visible mutation: DJ Roomba is a Roomba with an iPod and speakers mounted to it Scars/ Tattoos/ Piercings: N/A Other features: So many sick beats Most commonly seen clothing: N/A
Character
Personality: Dj Roomba is a super cool cat that wants nothing more than to entertain its students with music and cleanliness. DJR is non-argumentative and has no love for drinking or violence. DJR is very much invested in the X's dream of peaceful cohabitation with the dopest parties for all to enjoy. DJR will clean up your floors and clean out the streets to keep everyone jammin' and safe.
Hobbies/ Interests: Bringing the sickest beats to the Mansionites day and night with an extensive music library that will bring only the most appropriate jams for any and all occasions, all while keeping the Mansion floors sparkling clean.
Job description: Mansion Headmaster
Mutations
Mutation description: DJ Roomba is lacking in the X-Gene department.
Strengths: The sickest of beats in the whole of the NY area. DJ Roomba is incapable of getting drunk, so it's already one of the best candidates!
Weaknesses and Limitations: Easily picked up and incapacitated. Power buttons. Low batteries seriously put a damper on a party.