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.
Attention Campers! Attention Campers! Time to plot Revenge! Bwahahaha!!!
Sort of.... *clears throat*
Anyway, it was suggested that we Camp inmates begin plotting our own form of Resistance within the camp walls. No, we're not talking fighting just yet, though I'm sure that will come eventually. There are roughly 15-20 active rpers in both sides of the camps, a large enough number that the suggestion came up a couple times that we needed to handle this here, rather than PMs.
Copy of the original PM sent out:
Hello Fellow Campers,
Lovely whether we’re having isn’t it?
Okay, so rumor is spreading around the camps IC that there is a Resistance forming. In the likelyhood of a breakout, the idea has been put forth (y'all know who you are ) that perhaps we, as camp inmates and helpful guards, should have a plan as to what to do when it happens. So, I was hoping to gather thoughts and suggestions on what we should do.
Obviously we inmates won’t be able to do much until the collars/bracelets have been deactivated. Since we don’t know when that will happen IC, it seems we might want to plan more along distraction lines, at least at first. Also, I don’t think we need to worry about the stalkers; The Resistance will have their hands full with that.
A lot can happen off camera, not all has to happen in the actual rping, so things don’t get bogged down. Also, if y’all want, we open this up and post a planning thread in the plots board. Personally, I’d rather not see a whole lot of trivial details, as it seems to slow things down, but that’s just my personal opinion. On the other hand, lack of detail equally slows things down.
So those are my thoughts; please let's hear yours. I’m sending this PM to everyone currently active in the camps, as well as Sonya/Doug and Rupert. If you hear or think of someone who’s been overlooked, please let me know, so we can all get on the same page in advance and, hopefully, avoid any major OOC and IC confusion.
Thanks in advance, Iris/Amp/Vibe/Neena
Some ideas thus far recieved:
I think in addition if the connected mutants can find out where the Resistance is planning on staging the breakout, we can do some work to weaken the defenses from the inside out. Just a thought.
Okay. To me, the first thing to do when planning a resistance would be to catalouge and create teams/groups of poeple with similar talents (mundane as well as mutant). Slick characters would be info collectors within the camps, sneaky charries would be gatherers of compulsory things, fighters would work on strategies for (aptly enough) fighting. Charismatic and organised charries would organise, take lead of the resistance. Just some thoughts. ;D
i would say trip up the guards, and stuff like that
I guess we are gonna have to meet somewhere to plan the distraction or sumthin
Maybe we could have the inmates planning things at times when the guards aren't looming over their shoulders, like at night, and thanks to the handy new community service we'll get plenty of chances for the two sides of camp to chat. As to what we may be planning, I'm thinking that it would be rather funny if we could get a spare bracelet onto one of the guards and get the control, so we shock him into not attacking us. Obviously we could only do this during the chaos caused by the resistance, but I think it would be too hysterical to not do it
Just to reiterate: This is not a fight planning thread. Fighting will likely come later. This is more of a brainstorming session for how to get the human guards out of the way inside, while the Resistance battles outside. Because of the bracelets/collars, our fighting options are limited. Think more along the lines of..... let's say, 'Home Alone meets Shawshank Redemption'. lol
Also restating the fact that much of this can happen off camera. We don't have to rp every little detail that's decided on. We'll be here 'till the cows decide they want to rule the earth if we did that. Plus we don't want to dictate every little detail that everyone has to rp. There's no fun in that either.
So, ideas/thoughts/suggestions/criticisms? Anything else?
Though Nika is primarily a fighter she does have potential for being sneaky due to her cat skills. I agree with trying to either weaken the defenses or at least finding out where things are so when time comes we can disable them. I also agree with finding a way of slowing down or incapacitating the guards somehow.
I like the stuff here so far. Especially the part about the different groups like the sneaky, the strong, and the manipulative (So to speak.). My character Sara would probably go anywhere she is needed. I can make her fit almost anywhere.
I really really really like the idea of getting a collar or cuff on a guard and I have an idea of what guard just might be perfect for that job. *Shoves a disgruntled James out and forces him to raise his hand.* ok. It doesn’t have to be James but he’s been fun to write and read about so far.
Now for a very very odd question. While everyone else is getting rescued, would a team, or pair, be needed to open up the isolation cells so that those mutants that are there, can get out as well?
Posted by rainewater on Feb 12, 2008 22:33:25 GMT -6
Guest
someone better make sure Raina doesnt get wet or she's gonna need a whole crew to carry her out. Just kidding. Im all for things moving! I'll pretty much do anything at this point to get to the next plot, lol
Maintaining fast, secure channels of communication, such that when the word comes down that the raid is starting, all the trustworthy inmates in the Camps can know about it in a matter of minutes, without letting guards or collaborators know about it. This, in turn, suggests some tasks inmates can perform now:
Identifying collaborator inmates and trustworthy guards.
Establishing secret signals (Shield is already doing this IC).
Assigning networks of who-notifies-who (this is especially important for folks who are usually isolated).
Determining what the best extraction points are, and the safest exit-routes to those points, and assigning teams to secure those routes and herd the more fragile inmates (like Raina if she gets wet) along. After all, the goal is to rescue the inmates, not to raze the Camps to the ground while the inmates take their chances with security. Related to this is distracting guards in order to keep the extraction routes safe, and getting all the inmates to cooperate in escaping in an orderly way (as opposed to getting distracted by beating up guards, fighting other inmates who belong to other teams, etc. etc. etc.)
Finding out about the sedative drugs (Neena and Sonya are doing this IC) and working out how to neutralize them when the moment comes. (Rupert is working on this too.) The biggest issue here is warning. Given a couple of days’ warning, it’s relatively trivial to sabotage the drug-supply and let it trickle out of people’s systems. Given a couple of hours, it’s essentially impossible.
Working out how to neutralize the collars when the moment comes. (Rupert has this under control; if he’s given any warning at all he’ll be able to shut them down. Sonya knows this, and has told Neena, though not about who.)
If the inmates can take care of that while the Resistance takes care of breaking down defenses, neutralizing the Stalkers, and extracting inmates from extraction points, we’ll be in pretty good shape.
To Sonya’f first point, contacting people shouldn’t be too much of a problem. We could simply employ the idea of what is called a call tree. When one person gets the news, they are assigned two or three people to contact. The information can be spread through different ways. Kind of like the signals Shield has come up IC. Or they don’t even have to verbal. Maybe even sign language. For instance with getting the information to the boys’ side of the camp, that can either be done in the lunch room with the window between the girls and the boys, or it could be as simple as having one of the people who interact with both sides through their assigned jobs deliver the messages. If there are characters in the camps that people don’t trust, then they can simply be put at the bottom of the list. Again, not all of this has to be done IC.
To Sonya’s second point. This probably doesn’t have to be rped and planned to death. But I do like the idea of IC, deciding who will be teamed with who and getting some strategy there. I could even see Neena managing to arm some of the younger, 'more fragile' mutants with that cooking powder (Can't think of the name) as a sort of peper spray. A way of getting away if, by chance, they find them selves cornered in the chaos.
Posted by mourningmoon on Feb 13, 2008 8:37:28 GMT -6
Guest
Colyn has free access the the camp except to where the inmates stay, and can leave the area pretty easily. If he can be successfully "persuaded", he might be able to relay information from the outside into the camp or smuggle information to the Resistance. You people can find him in the infirmary.
By the way, he is a healer which 'should' be able to remove the effect of the sedatives from the mutant's system. He is sympathetic to the mutant side of the argument but no more than that so it might take a while to persuade him.
A name comes into mind though, Gwendolyn. I wonder what part she would play in all this.
Okay, Fever has been gathering for his own purposes anyway, but he could be persuaded to part with some of treasure trove if it somehow benefitted him, IE: his own revenge on the guards was guaranteed. He currently has a stethoscope, a roll of bandage, some surgical scissors and a pair of rubber gloves. He's keeping the scissors and some of the bandaging for his own purposes, but the rest is open for anyone who can find a use for it.
PS: if you want it, you'd better send a persuasive charrie who is prepared to grovel. ;D
Hee! Actually, it would be fun to see an IC thread where the more socially minded "we're all in this together" superhero types attempt to convince the more selfish anti-social types to, you know, cooperate.
Posted by gorganite01 on Feb 13, 2008 15:54:28 GMT -6
Guest
Rupert can disable the collars? Awesome sauce! But, that removes the fun of collaring a guard... maybe we can try that in the early stages of 'the-chaos-that-will-be-the-escape'? I think we should do some RPing at night in the barracks, and of the two sides communicating.
I think we should do some RPing at night in the barracks, and of the two sides communicating.
(nods) I like that idea. This can be lots of individual threads, but I also kinda like the idea of a group meeting in the shadows somewhere.
One way to get there: Sonya/Doug probably has more of a clue at this point where the blind spots are in Camp surveillance... s/he could pick a place and time, and suggest to Neena and Sara that they arrange a meeting of folks they trust, to start coordinating their response to the eventual rescue. (Also so she can meet more inmates and find out what she can do to help, which is her basic goal in the Camps anyway).
Anybody else in?
If they get discovered, Sonya/Doug will "admit to" having a black market going, distributing cigarettes and stuff in exchange for "favors". Not much of an alibi, but it beats "o hi! we're in ur Camps, planning ur eventual downfall"
I know Sara would be in for the meeting. I liked how Sonya/Doug found the first blind spot in the camp. * Points at her NPC James.* So that would probably work. Just should get a list of those who want to be involved in that discussion OOC.
Incidentally, Rupert is likely enough of a detective to connect the Teresa -> Shrapnel -> murdered guards dots, given that he was there when we made the agreement. Which may figure into their next conversation... (grins again)
Also, I think Teresa ends up postponing the address delivery by a few hours, and does the handoff with the mother of all hangovers.
Posted by Amp/Vibe on Feb 13, 2008 22:22:48 GMT -6
Beta Mutant
684
0
Nov 20, 2008 23:30:31 GMT -6
OOC: Disclaimer, I'm really, really tired right now, so apologies if this seems rushed or doesn't make much sense. If need be, I'll clarify later.
IC: Excellent ideas all.
A night meeting sounds good, though it should probably be quick. But yeah, agreed that it should be on of the things rped out a bit.
I mentioned it a bit IC, (it doesn't necessarily have to happen that way of course) but Neena volunteered to be a liason between girls and boys sides, since she's in and out of almost everywhere, as it Sara. It might be easier for Sonya/Doug to do this, but its an option either way.
Sara, Neena and Shield (I believe) have already got a head start on collecting/stashing various items and info. If we can convince Fever and Colyn to help, that's a pretty good recon team, though I'll count Neena out of the 'socially gracious persuader' category. lol She's not exactly graceful about stuff like that.
As for the pepper bombs, great idea, and very easy to implement.
As for collaring a guard, is there any reason we can't drag James along when we leave? Blindfolded, gagged, tied, and torture him later? lol
As for IC code and the tree, again excellent ideas. I'm not sure if this would be overly elaborate, but again it was hinted about in earlier Neena threads and Cbox conversations: Zulu bead code. Choose a few colors of something small, ie pebbles, beads, fabric swatches, etc, to mean certain things. Something simple like green means go (start the distractions) red means stop (danger, guard Stalker approaching, whatever). When something needs to be done, the 'messenger' sets down the colored item in site of their two 'branches', who now know's to pass on the code to his two 'branches' of the tree. Stuff like that won't be noticed by guards.