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.
Posted by Iris/Rayne on Dec 28, 2007 20:56:06 GMT -6
Mutant God
1,558
0
Nov 20, 2008 23:33:20 GMT -6
I hope I'm not stepping on any toes, but I thought this deserved to be moved to its own thread. Quoted and pasted from A Simple Proposal If I missed anything, please PM me and I'll edit it in.
rainewater said:
So I do agree that we need some sort of plot shift to happen in the camps so that everyone there can actually have something to do otherwise I worry we will actually start losing members of the board as people are getting bored!
Anyway, as for a solution, I think we need to give members in other areas then the camp a chance to catch up, while also including something for the people in the camps to do. Perhaps some mutants could be accompanied by special workers or something to do BS community service so the government can say they're working towards peace and intigration when really we all know what's happening behind the scene? I don't know that was just literly a random thought! lol
So what is the solution? I dont know. Let's develop a sub-plot line for those of us in the camps to keep busy till the resistance comes. I know Cal and I have been planning for months about Raina and Rupert and the breakout so I'd really like a chance for that to come to fruition.
so like I said! Let the brainstorming for what to do in the camps begin!
sonya said:
re: brainstorming stuff to do in the camps
well, this may be moot with the "X-Men Attack" plan being worked out else-thread, but if it isn't... maybe it's a good idea for the inmates to start making active plans for a breakout?
I don't mean actually escaping from the camps -- everyone has already weighed in on how bad an idea that would be. I mean more like... "OK, let's assume someone's going to try to break us out. When that happens, we'll need to be ready to move and move quickly. So let's set up an organization internally, find ways to pass messages quickly, build up a map of the Camps, keep track of numbers of guards and what their patrol schedules are, etc. Maybe we can find out more about their defenses, what weapons they use, where the armory is. Maybe we can trick or seduce one the guards into sending messages to the outside. Etc."
You know, being less passive. Even if it doesn't result in any big dramatic breakout stuff, it might lead to more interesting interactions/conversations.
If it helps at all, I started a Sonya-infiltrating-the-camps thread a couple of weeks ago that hasn't gone anywhere... if anybody wants to join me there to kick off something like this, feel free.
n33na said:
The idea of Community service sounds good too. Like street clean up or park clean up, or other types of things. It might be kind of interesting for someone to set up a picket protest for Mutant Rights during such an event. It would help show that some humans are mutant sympathizers, not just having the debate as Mutants vs. Human. It could also provide some of the more human looking mutants out there with an opportunity to rp.
rainewater said:
Well Neena, I've been thinking more and more about the idea of community service. I figure maybe the the higherups can start investigating the camps and decide the mutants need to be put to more good work- perhaps after pressure from mutant right groups. It could satisfy the mutant haters too because they see the mutants being used for something good. It would give mutants in the camps an opprotunity to communicate with each other (like guys and girls) as well as the outside world. Maybe there could be conditions to mutants being allowd to do the community service- like good behaviour in the camps and x amount of hours working in the camps allows for x amount of hours working outside. Of course they'd all be monitored by stalker bots etc. But it might give us more of a chance to RP for those of us stuck in camps. It may even provide more info for the resistince
zephyr said:
Simply taking an idea off the top of my head, which I believe was inspired by Gladiator, would it be at all feasible to add some kind of arena to the camps? It would add to the sense of cruelty and brutality that the mods seem to want and it would give some of those in the camps a chance to do something with their characters.
As you can probably tell from what I mentioned above I envision this as being a type of miniature coliseum where the more violent mutants and the occasional troublemaker would be forced to fight each other for say a meal, a bed, or depending on far you want to take this, a "bunk mate" of their choosing.
The interesting thing about this is that anyone taking part in these fights would not be able to use their powers because of the bracelets and so would have to demonstrate real initiative and skill in order to emerge triumphant.
In regards to the Xmen there are two options as I see it: 1) The suggestion of having the group go in guns blazing only to be met with total defeat at the hands of stalkers and such. Not only would this show them what they are truly up against it would give them more incentive to work with the resistance/order/kabal becuase they will have realised that they can't do things on their own.
2) Skip the impossible battle and go straight to working with the resistance, I believe Cass that you and Calley have a going somewhere which could create an ideal opening for communication between the xmen and the resistance (something to do with rocks through windows and such, sorry I'm tired and my mind isn't at it's best).
Alternatively both ideas could be performed although this would require greater organization among various individuals.
mistero said:
like the community service idea, but I was also thinking that if you wanted something a bit more high end or action packed you could go with a mystery or something where mutants are disappearing but to where? a fighting arena under the camps? npcs are being killed and taken apart, for study? Hypnotized in barracks to work for the govt. you could figure this out Ic or ooc.
That's it to date; any other thoughts/suggestions/schemes/comments? Let's hear 'em!
The arena idea sounds cool to me. Gives chars who enjoy that sort of thing an opportunity to get into fights without immediately getting the snot beaten out of them. Also allows for some "prisoners cooperating to give the guards a good show without really hurting each other" interactions.
Also, a variation on Mr. O's idea: what about if a guard turns up dead, and nobody knows why? The other guards go apeshit, of course, and start interrogating/punishing everyone. So the mutants start investigating on their own out of self-protection. Maybe it turns out that the murderer was another guard for some reason that had nothing to do with the camps, and figured he'd blame it on mutants?
Posted by rainewater on Dec 29, 2007 10:21:09 GMT -6
Guest
I realy like Mr.O's idea. I'd like to use both ideas and wouldnt mind working with some others on the site to make mine a little more tanigible and congruent with the arena idea. But also I think it would be interesting and just throwing this out there for anyone brave enough to do it- if some mutants developed that disorder where you sympathise with your 'abductor'. There's a name for it, but it's basically when people who have been kidnapped start working with the person who did it. So what if some of our braver people start being model prisoners and win over the guards to make them less suspect? I was kinda thinking of what Rupert is doing with everyone to not blow his cover and thought it might just be an interesting character thing to throw in there.
Anyway, that was just sorta a brainstorm maybe for people who are stcuk right now with nothing to do.
1. I like the idea about the arena. I don’t know how that would work out though. From reading the camps I don’t think our player character would go to a fight willingly. If more people want that idea going, someone could introduce an NPC mutant guard to hypmotise NPC mutants in the camps. I know we already have at least one Mutant guard, BloodFang. So who says there couldn’t be another. Or another thought. It could be guard vs. Mutant for the Guards who want to make bets with their buddies, feel particularly violent, and want to torture the mutants even more. Like what was already said, the mutants wouldn’t be able to use their abilities. At least not easily thanks to the collars and cuffs.
As far as that idea goes I don’t believe either of my characters that are at the camps, Shya or Sara, could participate unless the guards were feeling particularly evil. Shya being blind and Sara having her healing abilities kick in at will. That is still an interesting idea.
2. I like the community service bit. Especially about the pro mutant humans showing up and protesting the camps. I might be able to throw something in with my NPC’s family there. Plus Sara would hate that just being in front of people without her normal disguise. Other then that I like the idea about using it to communicate between the camps.
3. Speaking about being able to communicate with the camps and passing messages, there was something said at the beginning of the camps, with using a code in beads and things like that. Perhaps something like that could be done with things that the mutants are receiving, like snuck into trays of food or stitched into clothing, pages stuck in medical suplies. Maybe even a place in the dirt along the side of a building that someone arranges stones or something odd like that, that a guard wouldn’t normally think about. I don’t see it being a big part of the threads but learning the coad and teaching it could make some interesting writing. Just some ideas to try to get people to start thinking.
(I’ll see if I can brainstorm some other ideas. Meanwhile, I hope these make sense. )
Neena and Shrapnel had been exchanging bits of info before he and Gore broke out, via the Infirmary. If anyone else wants to take over that role, Neena, and I'm assuming Sara as well (Laundry) is in and out of almost every facility because of Laundry Duty, and can pass info. Same goes for the bead code, if I can find the page we were thinking of again. lol
I'm casting my vote for Community service, mainly because Neena doesn't fit any of the other roles really. However, I'd be more than willing to have her go snooping around if one of Mr. O's other ideas, or Sonya's 'guard killed' idea.
Amp on the other hand would be perfect for the arena. lol
Posted by TheLibrarian on Jan 5, 2008 9:21:58 GMT -6
Delta Mutant
Narrator of Plots, Moderator of Attribute Profiles
188
0
Jan 17, 2009 20:41:29 GMT -6
Okay personally I do like Zeph's idea the best. The first one that is. But I am gonna edit it a wee bit.
I think that the X men that are there should go in, guns blazing and should rescue maybe at the most 4 mutants that were in the camps. However they get pushed back and are forced to retreat. During this the collars will be unlatched temporarily due to a mornic mistake by one of the guards. and as soon as the 'raid' is over they will latch back on whoever is in range AKA the people that are still in the camps.
After regrouping back at the mansion the x men come to the conclusion that they will need more help then they thought and they go to the restiance and form an uneasy relationship with them in order to get everyone else out of the camps.
Whoever is left in the camps will do the community service thing or the Arena thing. Whichever people like more.
I will narrate the first post of this if need be.
"Look, I... I may not be an explorer, or an adventurer, or a treasure-seeker, or a gunfighter, Mr. O'Connell, but I am proud of what I am."
I like the idea of getting the x-men to try and free people from the camps but I have one problem with the number of the people being freed. Maybe if your going to do that make it only 1 or 2 because it’s getting hard enough to keep threads going in the camps. Yes they do need a way of realizing they have to team up but I worry about taking too many people away from the camps.
Posted by dragonfang on Jan 5, 2008 15:51:32 GMT -6
Guest
Or, have it so they fail completely and don't free anyone. It's hard to believe that without a Mod's power, a small band of broken Xmen are going to storm the camp, get through all of the guards and the Stalkers and free people. It takes a fair number of people to take on ONE Stalker. I don't believe the Xmen should succeed in any way, except to give those in the camps hope, letting them know they're not forgotten about and people are trying to help.
I like the idea about the hope. A few of the camp people have kept hope. My NPC Shya, and Sara is slipping but still clinging to the idea of hope. Plus it would allow a thread for some of the camp residence to have a short interaction with the x-men in the resistance. It might encourage more writing again.
Posted by Iris/Rayne on Jan 5, 2008 16:18:42 GMT -6
Mutant God
1,558
0
Nov 20, 2008 23:33:20 GMT -6
If I counted right, there are 17-20 people who have posted in both sides of the camps (including NPC, not guards) My suggestion would be to PM them and find out who wants out and who wants to wait for the main Raid, before deciding on the failure. I agree that only a few should leave, and that hope would be greatly beneficial to those left behind.
I can make it a bit easier on you by volunteering my 2 (Neena and Amp) to stay. Also if you'd like, I can also compile the PM list for you. Just let me know. It seems this should be done first, before any other decisions.
Posted by dragonfang on Jan 5, 2008 16:29:30 GMT -6
Guest
My point is logically, the Xmen shouldn't be able to do it and get people out, unless there's Mod intervention. If they stand against the camps, there are more than enough Stalkers to nab them and throw them inside with the others. That seems the most likely thing to happen if the Xmen go and push through trying to get people out, that they get captured themselves. But if they go, and try, fight the best they can, realize they can't win on their own and leave post-haste, they should be mostly alright.
If catching one Stalker is going to nearly be a death sentence, then going against the camps with a small band of Xmen is...you're dead, no chance.
They can't do it (except for Bast, who can teleport in and out again). I don't like how that small band will be able to rescue a few people through all the defenses because certain people favor the Xmen, while it's going to take a big part of the resistance to capture ONE Stalker.
Edit:
And I don't agree with the collars/bracelets magically coming off because of some guard's mistake when the Xmen try to free people in the camps. I see that as favoring the Xmen again. since Rupert is the warden, wouldn't HE be in charge of the collars? Unlike prisons, where certain guards have keys, and the inmates are not mutants, it's too important and dangerous for guards to have access to the collar controls, thus only the warden, the overseer, the one in charge of keeping them there would be given access to those controls. If the Xmen just go in 'guns blazing' how would Rup know? And how could he help in that situation?
Along with that, lets say Bast teleported some of the camp detainees out, to me, the collar should shock the hell out of them, induce a seizure or something of the sort since they passed the perimeter of the camps. So unless someone with great technical know-how and quick thinking, and knowledge of how the collars worked and tools they've brought to get the collars off, it shouldn't be possible. This is again where planning and knowledge come into play, thus a rushed 'free the camp people' raid should fail completely.
Posted by TheLibrarian on Jan 5, 2008 17:01:25 GMT -6
Delta Mutant
Narrator of Plots, Moderator of Attribute Profiles
188
0
Jan 17, 2009 20:41:29 GMT -6
Okay Kaz, have you not seen any of Cassiel's or Daria's posts? The two are very powerful mutants, Both class five mutants if you do your research.
Rupert could have gone home for the night when the guards ((who hate them if you havent noticed)) break into his office ransack it and turn off the collars. Maybe they will do it on purpose for a challenge even though that the drugs will not wear off for another several hours.
The raid is supposed to fail and only a few people will escape.
"Look, I... I may not be an explorer, or an adventurer, or a treasure-seeker, or a gunfighter, Mr. O'Connell, but I am proud of what I am."
Posted by Iris/Rayne on Jan 5, 2008 17:38:50 GMT -6
Mutant God
1,558
0
Nov 20, 2008 23:33:20 GMT -6
There are many powerful mutants here, most definitely. Unfortunately in this case there are only two, and they have the disadvantage of lack of knowing what they are up against, a disadvantage power alone very rarely overcomes. Unless they go on a reconassence (sp?) mission, their strength would only tip the scale slightly in their favor, but not much.
From a practical standpoint, (at least in my mind, which we all know is rather wacky, ) it doesn't make sense for the guards to release all of the collars, especially not as a prank on Rupert. Considering all that has happened so far in the Camp, and the fact that mutants outnumber the guards so vastly, and the marjority are rather violent, it would be like signing their own death warrants. Also it doesn't make sense that Rupert wouldn't keep the main shut off with him, in or out of the Camp. It would be too high risk to leave the control where any guard would have access.
A prank would definitely add spice to things however. Could we come up with a way that only one or two collars are unlocked, say someone like Deathstar or Ted (just a thought considering their mutations can be violent, but not overly so, so it wouldn't just be a bloodbath). Those mutants can cause havoc by trying to free others, or whatever else can be brainstormed. That would both get Rupert in a bit of hot water (sorry Rup ) and give a side plot for the Camp.
If you want to really add a twist, have the mini Xmen raid happen right at that time, as a fluke. Then you have double chaos, double confusion, and that would aid in maybe 2 or 3 escaping.
As for the collars, I didn't realize they would activate once outside the camp perimiter, though that would make sense. Again, getting them off at the Mansion would be difficult, unless perhaps Cassiel could block the shocks long enough for Daria and Chip to get them off, a draining experience if I understand correctly.