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 Cheshire on Feb 11, 2008 18:16:22 GMT -6
Mutant God
3,233
18
Sept 24, 2018 19:41:05 GMT -6
Calley
I'd be happy to see us stop talkin' about it. Em originally agreed to having it in place, but almost no one seems to remember it/post consistently about its existence. Hand-waving the idea away would probably be the simplest solution.
Perhaps we could leave it as a simple sedative? Something to keep the inmates consistantly tired and weaker than normal. That would take care of both the problems of it affecting some mutations and not others, yet not have those who had made reference to it go back and change their rp. (Sorry, selfish reasoning there, but what ever works, lol)
Posted by mourningmoon on Feb 11, 2008 19:34:17 GMT -6
Guest
How about the drug that they induced is not as effective as they thought? I mean we all know that the X-Gene is the main cause for mutations, but what if the drug did not suppress mutation as much as they would like to? This can be explained as the drug is still not at its 100% stage but it was still manufactured as one of the means to control the mutants?
Some were merely weakens, some were effectively kept in check, some don't even feel the effects of the drug.
Posted by dragonfang on Feb 11, 2008 21:38:20 GMT -6
Guest
Hmm....I'm in favor of saying it's perhaps unrelyable. Perhaps it doesn't work as well as they believed it would all across the board. Though most mutants would be suffecently suppressed, others could be more resistant to it while others are really only being held in check by the collars with their powers weakened slightly.
Doing the retcon thing is sorta like completely dismissing what we've already been doing. DnD, World of Warcraft have done enough of this retcon crap (not to mention comics), that it's become a 'hate hate hate' thing in my mind.
Since it was made and put into effect fairly fast, as well as never being fully explained, it wouldn't really be hard to say it just didn't work exactly how they wanted.
Edit:
Just a side note.....Simple is not a word that seems to fit this plot....not one bit XD
Is also in favour of the drug not working as well as planned. A spin on it could be that they discover that it only works on mutants with conscious control over their powers, to a lesser or greater extent, but only has sedative properties on mutants with no 'off' switch. (think Raina's tail, Were's healing factor and Fever's anger.) The logic is that, for the drug to take affect on these mutants, it would have to alter the mutation itself rather than just suppress the X-gene.
However, I'm most in favour of Neena's sugg', in that it turns out the drug only acts as a sedative on all mutants.
Posted by dragonking on Feb 12, 2008 17:42:48 GMT -6
Guest
also from the basic design of the bracelets, i believe ther is no such thing as "going out of range" as far as i am aware, you use your powers, you get shocked period. the ohly other time you get shocked is when guards press the little button so i dont thin k that there would be a chance of going out of range
Posted by dragonfang on Feb 12, 2008 20:48:28 GMT -6
Guest
about the bracelets, I'm not sure if it's been discussed or not, but I don't see how they could be put on and them not being to come off except by: blowing yourself up (shrap), cutting a hand off (or wherever it's located) and slipping it off, or by having the warden press a button to release them. They were put on, so they have a hinge (unless they are one size but then shrink to fit the arm/hand/whatever), and a clasp, so with enough force or they should be able to be pulled off/apart.
It's logical they could be pulled off by someone with the strength enough to do so (if someone makes the excuse they're admantium or something like that....it would be EXTREMELY EXPENSIVE to make that many, so I doubt thats a possibility), but with the drug, most people wouldn't be able to, and even if they had the strength for whatever reason, the shock would stop most people.
If I'm repeating things that were said before, ignore me.
Posted by dragonfang on Feb 13, 2008 1:06:54 GMT -6
Guest
Not really. Since the Stalkers are a mix of adamantium and titanium. Which makes it essentually adamantium beta. Since the adamanium that is used in the Stalkers is a cheaper sort (called adamanium only because of similar properties) mixed with titantum, it really doesn't cost all that much, compared to the hundreds or perhaps thousands of bracelets they would need to have made to put on all the mutants.
Posted by Iris/Rayne on Feb 13, 2008 1:19:58 GMT -6
Mutant God
1,558
0
Nov 20, 2008 23:33:20 GMT -6
The Stalkers were funded by an immortal billionaire character who has since gone inactive. They were not made specifically for this plot, but they fit in perfectly.
The bracelets/collars, on the other hand, are considerably smaller, so the price of making them out of pure adamantium would no doubt be the same as the Stalkers made out of the alloy. Governments have been known to spend that much on a war, so I don't see it as being unusual in this case. Plus they have the backing of a rather large church, with access to large coffers. Price I doubt would be a big issue.
Not that it is really here nor there. There isn't anyone in the camps who can currently take them off by force, without getting shocked anyway. I would say the question would be more along the lines of:
Who is going to remove the bracelets/collars? A guard with a remote (Doesn't Rupert have a major role in this part?) Or a techie either in the Labs, or who comes along for the breakout?
Rupert has established IC that shift supervisors have a gadget that overrides the shock-cuffs, which was added to the arrangement to deal with over-zealous guards who were over-shocking prisoners.
So he can shut them off given some warning.
This ought not be especially difficult for the Resistance to figure out, since it's actually Camp policy, and presumably written down and stuff. Sonya knows, and has told Syn, but communications within the Resistance being what they are I don't know who else knows.
*gives a little wave* Yep, Sonya's completely correct with the Rup v. cuffs angle. He's just waiting for the signal. Poor guy thinks the whole Resistance knows about him.