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 Deleted on Jun 14, 2017 23:05:26 GMT -6
Tempest, Allegra, and 2 more like this
Deleted
Individual
Character's full name: Aris Callin Alias/ Nickname/ Code name: Meld Gender: Female Age: 31 Date of Birth: 01/14/1986 Birthplace/ Home/ Place of origin: Vancouver, Canada Nationality: Canadian Ethnicity/ Cultural Heritage: Caucasian
Appearance
Hair color and style: Black, short and messy Skin Tone: Moderately pale Eye Color: Brown Height: 5’8 Build: Athletic/ well muscled Visible mutation: Varies depending on her melds. Currently her left hand is flesh and blood with glowing blue veins. Both her feet are metal with 3 talon-like toes, two in the front and one in the back. Her left eye is obviously electronic and can zoom in and out like the zoom on a camera. Her right arm is entirely metal with long bladed claws and a shield. She also has a metal tail with a ruby at the end and 4 blades surrounding it that can open and close like a flower. When the blade flower is closed, it covers the ruby eye. Scars/ Tattoos/ Piercings: Patchy burn scars covering the left side of her face. Various smaller scars dotted across her body. Other features: n/a
Everyday clothing style: Aris tends to wear practical, tight fitting clothing. She prefers dark, dramatic colors, including blacks, blues and reds. While she prefers not to show off much skin, she does take pride in her athletically toned body. She rarely wears jewelry or anything else that might be considered impractical. Uniform: n/a Sleepwear: A long t-shirt and a custom oven mitt over her bladed arm. Miscellaneous clothing: One black biker glove over her mutant hand.
Character
Personality:
Confident and brusque, Meld prefers to work alone but is willing to work with others if necessary. Self sufficiency and a willingness and ability to do whatever’s necessary to survive are traits she admires and strives to embody. Asking for help should only be done as an absolute last resort and one should never have to rely upon others to survive. Her word is her bond and once give is not easily revoked. To betray the trust of a loved one or a partner is the ultimate in sins.
The Mutant Cause is everything and her entire life has been dedicated towards furthering it. A mutant supremacist, humans are the inferior species and their time is quickly coming to an end. While violence for the sake of violence against them is mostly not warranted, sometimes collateral damage happens and one shouldn’t feel too bad about it.
Hobbies/ Interests: Martial arts, metalworking, electronics Job or part time job and description: She is a mercenary and sometimes assassin who works exclusively for mutant employers. Fears/ phobias/ concerns: Drowning or becoming a liability to her cause Special talents: Speaks German, French and English fluently
Morality
Good/ bad/ neutral/ other: Most would consider her evil. She’s willing to do whatever it takes to further the mutant cause, including killing, kidnapping and worse.
Mutations
Mutation description: Meldshaping: Aris has the ability to augment parts of her body at will. She is a mutant cyborg and can craft alterations out of metal and accompanying substances and then swap her biological matter for the new creation. For example, she could craft a hand out of steel, cut off her own hand, and her mutation allows her to meld the steel hand to her wrist, forming a perfectly usable, and much stronger, hand. While no true cybernetic science is utilized, the effects mimic those that might be considered cybernetic. The effects the can be achieved are limited to what actual modern science could apply to a robot.
Strengths: Meldshaping allows for a vast amount of adaptability. Many things traditionally associated with cyborgs can be mimicked with her flesh melds including replaced limbs, blades, enhanced senses, ect.
With no sense of touch, she can take a lot of damage without being aware of it
Weaknesses and Limitations: Meldshaping takes time. Creating a single meld can take anywhere from hours to days. In addition, because of the physical damage done to her body during the process of attaching a flesh meld, it is exhausting and requires some time to recover after completion.
For advanced effects, Aris needs to be able to study an object or effect she wishes to create in order to be able to replicate it in the form of a flesh meld.
The visible nature of Aris’ flesh melds makes her a very obvious mutant.
All flesh melds must come with their own weakness.
Melds must be a like for like transfer meaning she can swap out a hand for another hand but cannot graft another arm onto her body.
5 melds is the limit.
With no sense of touch, it is very easy to accidentally injure herself. As such, constant visual checks for injury are necessary. Additionally, there is no reduction in injury, just in her awareness of the physical pain of injury.
Power Growth (10/12/2009): Living Flesh Melds: Meld has gained the ability to graft body parts from others onto her own body. Living flesh melds have the exact same appearance and physical stats of the person they were taken from. Thus, if they were human the meld would look human and of the appropriate skin tone, if they were a visible mutant, the meld would retain that mutant appearance.
Living flesh melds can also include a limited form of mutant power replication. The power must be innately part of the body part in question. Thus, a super strong hand might still be super strong but if the person who originally owned that hand had telepathic powers no such powers would be imparted because they are not tied directly to the hand. Similarly, a hand from a mutant who could become invisible may be able to also become invisible, but that would not allow the rest of Meld to become invisible.
Strengths: Meld is able to replace lost limbs, both from flesh melding and through other mishaps. She is also able to gain a limited version of certain kinds of mutant abilities.
Weaknesses: Much like the melding of her traditional flesh melds, melding to living flesh melds is very tiring and cannot be done often. Although she does not need to prepare living flesh melds in the same fashion, her body can only tolerate melding with a living flesh meld about once a month. Melding with a living flesh meld more often will cause the meld to be incomplete and control to be sporadic and unpredictable.
It is evident that living flesh melds are not natural due to differences in skin tone, size, ect.
The limit of super-powered living flesh melds stacks with those of her traditional flesh melds and those limits do not stack. Thus, 5 is the limit to be used between traditional flesh melds and living flesh melds.
Current Flesh Melds:
Electronic Telescopic Eye: Left eye has an electronic appearance allowing it to see 8X further than a natural eye, assuming clear conditions. It physically zooms in and out much like the zoom on a camera.
Weakness: It has a poor ability to focus close up.
Titanium Feet: Both feet are large with a three pronged design, one in the back and two in the front. They are difficult to damage and because of the large area on the ground they help with balance. They can also grab onto thin objects, like bird feet.
Weakness: Because of their size and shape shoes cannot be worn over them and they are impossible to hide. They are also heavy enough to cause her to sink in water.
Clawed and Shielded Titanium Arm: Right arm is made entirely of titanium. Her fingers are clawed and there is a round 2 ft shield attached to her forearm with razor sharp edges. It is very strong and, impervious to most physical damage.
Weakness: The blades have to be covered when sleeping and the size makes some activities difficult.
Bladed and Eyed Titanium Tail: 4 ft titanium tail measuring about 3 inches in diameter. At the end are 4 blades in a sort of flower configuration around a red ruby eye. The tail is strong enough to lift and throw a large person. It is also quite agile, comparable to that of a monkey tail. and the blades are movable and the eye allows for sight in all directions.
Weakness: because there is only 1 eye, it offers no depth perception and it can be disorientating to use while using her regular eyes. Everything seen through the eye is tinted red. The location of the tail necessitates modifying pants in order to accommodate it.
Luminescent Blue Veined Hand: Power Switch: By touch Meld is able to turn on or off electronic objects, although she is unable to otherwise affect or control said objects. This functions in two slightly different ways. If an object is connected to a source of power, the power functions to merely turn on said object and afterward contact does not need to be maintained. If, however, the object is not connected to a source of power, the object is powered by Meld's hand itself and contact needs to be maintained throughout. Contact does not need to be maintained when turning off an object.
Meld's hand is also able to short out electrical objects.
Strengths: Through use of Jordon's hand, Meld is able to turn on and off electric objects as well as power objects without a source of electricity and is able to short out electronic devices.
Weaknesses: First, Meld must continually replenish the electricity stored in her stolen hand. Electricity can be replenished through contact with a source of electricity such as an electrical socket, and it takes about 45 minutes of direct contact in order to fully charge her hand.
Every use of her stolen power draws from the store of electricity in her hand. She has approximately enough electricity stored to turn on 10 objects already connected to a source of electricity, power a small electric for about an hour, a household device attached to an electrical outlet for about half an hour or a larger device like a car for about 5 minutes.
Meld is only able to her her stolen ability through direct touch.
Only enough charge can be stored in her hand to short out a single object before recharging.
Physical Abilities
General Physical Capabilities: Meld is fast and strong. She spends a great deal of time training in order to be in peak physical condition
Fighting Style: Shotokan Karate and jujitsu combined with liberal use of her bladed limbs.
Fighting Style Pros/Cons: Well practiced and unusual enough to throw off all but the most seasoned fighters, if the fight is up close and in her face she’s prepared for almost anything.
History Of Your Character
Aris grew up in a fairly typical middle class household in Vancouver, British Columbia, Canada. Her parents were financially comfortable although not rich and, although Aris didn’t get everything she wanted, she was a little spoiled and never needed for anything. Her older sister, Jennifer, was 3 years her senior.. Aris was always an exceptional student, getting straight A’s all throughout school and while she didn’t have tonnes of friends, she rarely lacked companionship either. Her mother was German and her father was English and both languages were spoken regularly in her home. Additionally, her parents insisted she learn French and enrolled her in French immersion school until she graduated. One of her main passions growing up was her martial arts and she won several minor tournaments as a teenager, going so far as to compete on a provincial level.
Aris didn’t develop her powers until after high school, shortly before she was supposed go off to university. It was late at night and her parents were out. Only her and her sister were home when a thief broke into the place, brandishing knives. The sisters were tied up while the thief robbed them blind. Bound as she was, Aris could do nothing. He then moved onto her, untying her partially in order to achieve what he wanted. Because of her martial arts training, Aris was able to subdue the culprit, but not without major damage to herself. In the process of subduing the intruder, her hand was severed from her wrist. Despite the vast amount of blood, there was, strangely, no pain.
Aris could never explain afterwards what she did next, it had no logical reason behind it. She had been working on a sculpture of a hand over much of the summer. Maybe on some unconscious level she knew she was a mutant as some instinct drove her upstairs upstairs to her room. Trailing blood behind her, she found the hand she had been working on and, when she touched it to her wrist…something…happened. Somehow, the hand sculpture melded to her wrist giving her a completely usable hand.
The following hours passed in a blur. The ambulance arrived but there was nothing that could be done about Jennifer. The paramedics refused to come near Aris because of her Frankenstein-like hand. Traumatized by the death of her sister and the revelation that she was a mutant, Aris grabbed as much money as she could and fled her house never to return.
Over the next several months and years Aris experimented with the bounds of her powers. She discovered that she could create and meld things from different metals and other substances and meld them onto almost any area of her body. Furthermore, she could remove and re-meld body parts, updating her hand several times. She even discovered she could enhance her senses, though her eye experiment was only partially successful. In order to survive, she moved from city to city, never staying in the same place for very long. She found that her mutation and other skill made her very marketable to the criminal underground. Mostly she stuck to smaller jobs. Body guarding, roughing people up and thieving were her primary activities. She wasn’t proud of her life, but it allowed her to survive.
Since coming to the city Meld has been staying at Sanctuary and has become a member of The Order. She has discovered a new calling, fighting for mutant rights and mutant ascension over humans. In promoting this cause she has been on the news several times, including killing an anti-mutant SWAT officer and massacring numerous police who were trying to capture her. She is suspected of being a member of an all mutant terrorist organization by the police.
2008-2010 - During her time in New York, Meld became a prominent member of the Order. Working alongside her partner Aura, she began her crusade for mutant rights in bloody and definitive fashion. Always leaning towards violence and criminal behavior, it was during this time that she found her real calling life and during this time that she gave away her soul for the all important Mutant Cause. This was the time in which she simultaneously lost and found herself. She lost what little innocence she had left but she found the cause towards which she would come to dedicate her entire life. Mostly, there were no regrets.
2010-2015 - Had she had a choice, Meld never would have left New York and she never would have left The Order. She was doing good work for her people and making good progress. Unfortunately, the universe didn’t always do what one wanted. She was sloppy one day, in taking out a target with known ties to anti-mutant hate groups. The cops came and she was caught and tried as a known mutant terrorist. Only her contacts in the Order and the high priced lawyer they had managed to hire for her ensured that she wasn’t imprisoned for the rest of her life. Many a criminal contact were met and solidified while behind bars and in just over 5 years, with good behaviour, she was free.
2015-2017 - For the next two years after being freed from prison, Meld worked as a mutant mercenary exclusively for mutant employers, honing her craft, refining and re-sharpening her skills and preparing for her return to the Order. She was more careful this time around, less obvious in the things she was doing. This time she didn’t get caught. Once she once again felt confident in her abilities and when her bank account was sufficiently full, it was time to return to New York and time to fully return to fight the for the Mutant Cause again.
Roleplay What’s your OOC alias?: Mage Where did you learn about this site?: A long time ago through Google. Do you have any other characters on MRO, if so who: Currently, Amber and Darshift Sample RP:Meld got off the greyhound, metal feet clanging lightly on the steps of the bus, and took a deep breath. She was back. Finally. After years in prison, after doing work for countless different thugs who barely understood the first thing about what the mutant cause as all about and after countless victims made to bleed by her claws. She was finally back.
She felt a tumult of emotion at seeing the familiar skyline that had only been visible through th power of television for almost a decade. This was where it had all begun, where she’d found her path and her passion. This was where she’d offered up her soul, willingly and without reserve, in order to better her people. So many battles had come since that time, both physical and metaphorical. She was still here. She was still alive. Scarred and abused, but still alive and still fighting.
Taking a piece of paper out of her pocket with an address written on it, she nodded to herself and began walking. A cab would either pick her up on her way or it wouldn’t, either way it was only a matter of time before she got to her destination. She was back. Now the real work would once again begin anew.
Character's full name: Aaron Callin Alias/ Nickname/ Code name: Graft Gender: Male Age: 31 Date of Birth: 01/14/1986 Birthplace/ Home/ Place of origin: Vancouver, Canada Nationality: Canadian Ethnicity/ Cultural Heritage: Caucasian
Appearance
Hair color and style: Black, short and messy Skin Tone: Moderately pale Eye Color: Brown Height: 5’8 Build: Athletic/ well muscled Visible mutation: Varies depending on his melds. Currently his left hand and right arm are titanium but otherwise human looking. His feet are replaced with rollerblades. He has metal down the back of his neck, across his shoulders and his entire back. His nose hand been refashioned into a metal one with 4 thick wires extending from his nose into the sides of his neck as a breathing apparatus. Scars/ Tattoos/ Piercings: Various smaller scars dotted across his body. Other features: n/a
Everyday clothing style: Aaron tends to wear practical, classy clothing. He prefers dark, dramatic colors, including blacks, blues and reds. Uniform: n/a Sleepwear: A long t-shirt. Miscellaneous clothing: Biker gloves over his metal hands.
Character
Personality:
Confident and capable, Graft is equally capable of working solo or as a part of a team. Self sufficiency and competence are traits he prises but part of being competent is knowing when to ask help and when to learn from others. He genuinely likes people and sometimes trusts more easily than he should. Those who betray the trust of another are among the lowest of the low.
As a proud and confident mutant, he works to see his people’s place in the world bettered. However, he is not a mutant supremacist and does not think mutants are superior to humans. The only way to ensure both peoples can co-exist happily is to deal with problematic mutants, either through reform of punishment. Words should always be used first but where words fail, one shouldn’t be shy about doing whatever is necessary to solve the problem at hand.
Hobbies/ Interests: Martial arts, metalworking, electronics Job or part time job and description: He works for S.U.P.E.R Fears/ phobias/ concerns: Being alone, being experimented upon Special talents: Speaks German, French and English fluently
Morality
Good/ bad/ neutral/ other: Neutral good - He wants to do the right thing. Sometimes that might mean punishing some baddies, but the force used should always match the threat at hand.
Mutations
Mutation description:
Unchanged although his melds are different.
Current Flesh Melds:
Swiss army hand: His right hand is made of metal. The metal on each finger can open to reveal a useful tool inside. From thumb to pinkie, he’s got a usb drive, a flashlight, a tiny blowtorch, a video camera and a pen knife.
Weakness: The moving parts have to be cleaned regularly lest they stick when opening or closing. The usb can hold 128 GB of data. The video camera does not have a direct neural interface with Graft. The feed is saved directly onto the usb which can be viewed on any device that can interface with a standard usb.
Electric rollerblade feet: Both feet have been replaced with titanium rollerblades with thick, rubber tires to make off-road movement possible. In clear conditions, up to 30 mph can be maintained between physically propelling them and utilizing their electric component. In rough conditions, this could be considerably less.
Weakness: The speed is dependent upon the terrain. Clear roads can maintain speeds of 30 mph while a rocky path might be half that. If there is no path at all, speeds might be the equivalent of normal human feet or, depending on the severity of the terrain, slower. Climbing is extremely difficult. Stairs are harder and slower to navigate than if he had regular feet.
Extendable titanium left arm: Left arm is made of titanium. When in normal position, it looks normal aside from the material. It can extend outwards up to 10 feet. It has enough strength to easily lift and throw a large human.
Weakness: Being entirely made of metal, it is heavy. The longer the arm is extended outwards, the less capable it is of fine manipulation because the signals from the brain need to go further to tell it what to do. At a distance, there is a small delay in action once an action has been decided upon.
Helicopter back and shoulders: He has a helicopter blade that extends out from behind his head anchored to the top of his shoulders. When not in use, the blades are compressed and folded across his back.
Weakness: Each of the 4 blades is 3 feet long somewhat limiting the areas in which it can be utilized. His body holds enough energy for 5 minutes of lift after which point a minute of recharge is needed. If holding more than 50 lbs of weight, he cannot fly.
Breathing Aparatus: His nose and nasal region have been adapted into an air filtration system. His nose and the area surrounding it is made of metal and 4 thick metal wires extend from his nose into the sides of his neck, 2 on each side. With this, he is able to breathe comfortable no matter the air quality or any toxins floating in the air.
Weaknesses: The filtration system only affects breathing through his nose, not his mouth. In toxic environments, he cannot talk or otherwise open his mouth otherwise he will still be exposed to said toxins. The filtration system works in air only, it provides no ability to breathe under water.
Physical Abilities
General Physical Capabilities: Graft is fast and strong. He spends a great deal of time training in order to be in peak physical condition Fighting Style: Shotokan Karate and jujitsu. Fighting Style Pros/Cons: Well practiced and effective especially when combined with the hitting power of metal limbs.
History Of Your Character Aaron grew up in a fairly typical middle class household in Vancouver, British Columbia, Canada. His parents were financially comfortable although not rich and, although Aaron didn’t get everything he wanted, he was a little spoiled and never needed for anything. His older sister, Jennifer, was 3 years his senior. Aaron was always an exceptional student, getting straight A’s all throughout school and while he didn’t have tonnes of friends, he rarely lacked companionship either. Her mother was German and her father was English and both languages were spoken regularly in her home. Additionally, his parents insisted he learn French and enrolled him in French immersion school until he graduated. One of his main passions growing up was martial arts and he won several minor tournaments as a teenager, going so far as to compete on a provincial level.
Aaron didn’t develop his powers until after high school, shortly before he was supposed go off to university. It was late at night and his parents were out. Only he and his sister were home when a thief broke into the place, brandishing knives. The sisters were tied up while the thief robbed them blind. Bound as he was, Aaron could do nothing. Because of hir martial arts training, Aaron was able to subdue the culprit, but not without major damage to himself. In the process of subduing the intruder, his hand was severed from her wrist. Despite the vast amount of blood, there was, strangely, no pain.
Aaron could never explain afterwards what he did next, it had no logical reason behind it. He had been working on a sculpture of a hand over much of the summer. Maybe on some unconscious level he knew she was a mutant as some instinct drove her upstairs upstairs to his room. Trailing blood behind him, he found the hand she had been working on and, when he touched it to his wrist…something…happened. Somehow, the hand sculpture melded to his wrist giving him a completely usable hand.
The following hours passed in a blur. The ambulance arrived but there was nothing that could be done about Jennifer. The paramedics refused to come near Aaron because of his Frankenstein-like hand. Traumatized by the death of his sister and the revelation that he was a mutant, Aaron grabbed as much money as he could and fled her house never to return.
Over the next several months and years Aaron experimented with the bounds of her powers. He discovered that she could create and meld things from different metals and other substances and meld them onto almost any area of his body. Furthermore, he could remove and re-meld body parts, updating his hand several times. He even discovered he could enhance his senses by replacing body parts with melds. In order to survive, he moved from city to city, never staying in the same place for very long. He found that his mutation and other skills made him marketable to the criminal underground. Mostly he stuck to smaller jobs such as gody guarding, roughing people up and stealing. He wasn’t proud of his life, but it allowed him to survive.
In his first few years as a criminal, Aaron’s skill combined with more than a little dumb luck kept him out of prison. He was only caught once, at the age of 24 for breaking into the house of a minor local celebrity who had amassed a bunch of gambling debts. The intent was to bloody him a little bit and intimidating him into paying up. Unfortunately, he’d known what was coming and set up a couple of cops to protect him, resulting in his capture and imprisonment.
It was while behind bars that SUPER found and recruited him. Seeing the many possible uses of his power, they made him an offer. The agreement was that he give up the names of his employers, get himself a lighter sentence, clean himself up and go straight, working for SUPER and for the past 7 years he’s been working as a SUPER operative. He primarily works in the field, often involved in the apprehension of mutant targets.