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.
Sennyo: "Ghost" player of Raine, Noel, Jude, Kalos, AJ, and Spencer
Fuegogrande: "Fuegogrande" player of The Ranger, Ion, and Rhia
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 Welldrinker Cult
A shadowy group is gaining power, drawing in people who are curious, vulnerable, or malicious, and turning them into Mystics. They are recruiting people into their ranks to spread the influence of magic in the world, but for what end goal?
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.
Member of the X-Men Mansion Swim Teacher MRC Detective
Seablue
Heterosexual
Married to Gemma
2,223
468
May 31, 2023 17:51:34 GMT -6
Jorge
Make them an offer they can’t refuse.
Humans are a thing of the past. It’s time for the truly evolved species to take its spot at the top of the food chain. However, in order to do that, we need to beat the humans at their own game. They have built civilizations, governments, little nuances of power and prestige that keep them the ruling class. Brute strength won’t win this fight; only control and all-encompassing reach. A network of mutants enabling mutants to cause trouble and claim our share of this world's wealth (by any means necessary), we push the ill-gotten gains of humanity into the hands of mutantkind and help to build those forgotten souls up. Only together can be topple the homo sapiens from their throne. We are united. We are everywhere. We are… The Syndicate.
NPC Staff:
DUKE MANCHESTER: Head of Security and Loss Prevention for The Syndicate Duke possess organic steel musculature. On the outside his skin is a very health dark brown and he looks just like everyone else. However, just underneath the epidermis, his muscle tissue is made of a living organic steel. This protects him from most bodily harm and he uses his abilities to enforce the rules, address problem people personally, and defend his boss. Since the fall of Poseidon, he was promoted both for his experience and so Jayda could keep an eye on him.
WILLOW [LAST NAME VARIABLE]: Record-Keeper and Recruitment Management
RIVER RED FISH: Tech Support / P.L.A.T.O. Maintenance and Coding (River sacrificed herself to transfer The Atlantis Club from one Universe to the other.)
How to Join
Do you want to be a part of the family? Though the Syndicate doesn't outright advertise themselves, joining is simple. In fact, if your character has previous ties or connections to the criminal underworld, you can ask to have your character "discovered" by Willow and "recruited" by Wisp either off-screen or in a solo. A recruitment thread isn't needed unless you want one!
If you do want a thread to tie you in, contact a current member of the Syndicate OOC. If you have the means to justify a meeting with a higher-up, you can request a meeting, and if you are more ground-level, maybe cross paths with/work with an Associate or Soldier who can vouch for you as a potential addition to The Syndicate's Network.
If you just want your member to be more of a freelancer, working within The Syndicate's Network, but not being part of their operations, you'll want to ask for an Associate's Coin.
If you want to help The Syndicate grow and prosper, and you can prove your trustworthiness, you can seek to join the group's inner workings. Prospective members tend to start on the Soldier level, and through good work and deeds, can earn higher rankings in the family by gaining the attention of higher-ups. But there is a difference between doing an excellent job and attention-seeking; mind yourself so you don’t choke on your aspirations.
Faction Titles (if applicable)
Boss – Leader of the organization. His or her word is law and should be respected as it carries weight behind it.
Underboss – Second-in-command, close associate to the Boss being groomed to take over should the boss fall. No one can reign forever, after all.
Counselor – Trusted advisor. In the chain of command, they are considered the third-highest rank, offering advice directly to the Boss or Underboss as needed and overseeing operations.
Captains - Ranking members of the organization who lead crews of soldiers or manage bases of operations. They carry out orders to their troops from above. These individuals must be trusted enough that, if their base is compromised and they are burnt, they dare not betray their knowledge of the remaining bases.
Soldiers – Unlike Associates, Soldiers are organizational members of Syndicate. They have specific roles they perform that allow Syndicate to function. This position requires loyalty and competence, and is rewarded with a wider understanding of Syndicate operations.
Associates -- A coin-carrying member of The Syndicate who can access Syndicate resources, take and conscript work through The Syndicate's network, and has a surface-level familiarity with the organizational operations. Low commitment and may not have full knowledge of all Syndicate bases of operation. Mutant thieves, mercs, assassins, and other shady elements are welcome to take part.
The Syndicate is an organized crime family created by Jorge Cervantes that has roots based from Florida. Wanting to reach a wider audience, Jorge started taking over or edging out smaller families in the New York area. He won them by creating a safe place for mutants and promoting their superiority. Now The Syndicate (simply a symbolic name for which Jorge chose as a means of terrifying humans and opposing groups) runs like a mutant mafia. Paying off officials to look the other way and shake down small, human-run businesses, and cause well-intentioned destruction wherever the need arises.
Instead of hiding inside a towering building of steel and glass, the operations of The Syndicate run behind several blocks of storefront properties bought out by Jorge and filled with mutants loyal to his cause. These networks of neighborhoods are run by mutants who have been given second chances by The Syndicate and are loyal to the organization. Though they may not like humans, they do begrudgingly work with them as necessary.
The central hub for the The Syndicate organization is the “Atlantis Club” located in Queens. No one outside the community knows how mutant-centric the night club is and no one but the employees know of the criminal organization that runs it. This is where Jorge’s office is housed and where he holds the majority of his meetings with his comrades. With the revenue attained through the Atlantis Club and the various storefront properties that he is attached to, The Syndicate is able to launder their more ill-gotten funds. The majority of their wealth comes from illegal activities, including racketeering, prostitution and brothels, and the production and selling of narcotics*. Of course only those associated with the “Family” know of The Syndicate’s shadier dealings.
Main Location - The Atlantis Club (Alt-Verse) ‘Just another nightclub.’ That is what most would think when looking at the heavy wooden doors of Atlantis. Located in an abandoned distraction of offices and rundown buildings, the truth is that behind the brick and neon lights, hides one of the most elaborate and expensive nightclubs in New York City.
The entrance to the club opens into a large staircase that head downwards a few feet. Upon reaching the bottom, patrons immediately feel a cooled from both the buildings air-conditioning and the fact that they were partially under the East River. Following along a curved wall, they find it opens into an elegantly situated room with a large open space for tables and chairs, a bar which lines the wall filled with a variety of drinks, and experienced bartenders that can make practically anything your heart deserves. The most impressive view is the opposing wall which is entirely made of thick glass that peers out underneath the East River where a variety of fish, animal life, and structures can be seen in a seemingly endless expanse of blue.
On the far side of the room is a stage where booked performers are allowed to play. On either side of the stage are towering structures that spill water from the top and send it cascading down into an open tub that collects and recycles it, creating an endless waterfall effect. Such décor is tastefully placed throughout the entire, cavernous room, including watery paintings, statues, pottery, and other such knickknacks that bring a sense of classical prestige to the establishment. But that is only the patron floors.
Behind the scenes, several offices honeycomb the establishment just out of patron sight. The largest office, has a one-way glass window that overlooks the entire patron floor and it is here where Jorge Cervantes, AKA Poseidon, sits and observes and meets with the organization leaders. The rest of the offices are used for other activities, including storage, meeting rooms for Captains, sleeping stations for Soldiers, and so on. The lower levels offer even more amenities.
Thanks to the efforts of a Technopath and engineer named River Red Fish, Jorge has created several lower floors. These are protected under tons of rock and water and house some of the shadier aspects of The Syndicate. The most well-known is a large, domed room for training and containment purposes of abilities. Dubbed “Practice of Lethal & Armed Training Operations” or P.L.A.T.O., the training room is the most high-end tech that River Red Fish could create. It runs very similar to the Danger Room of the MRO!Verse and affords a variety of scenarios and simulations for soldiers, captains, and leadership to train in.
(For a more in-depth description of the Atlantis Club and its varying sections, please check out the Atlantis Club Description link.)
Other Faction Locations (if applicable)
Secondary Location - The Sapphire Hotel (MRO-verse) The Sapphire is a sight to behold. About eight stories tall, the building was originally, Pennyworth Place , a failing hotel that seemingly could never get its act together. Years of code violations, uncaring owners, and the fading into obscurity allowed for the seizure and purchase of the hotel to be a relatively simple task. Of course, that isn’t to say that certain members of new, unknown crime organization, didn’t manage to bring the price even lower with some more aggressive negotiations.
The newest hotel in New York City, the Sapphire is preparing to open its doors. Instead patrons will find a classic, restored architecture, seamlessly mixed with a gorgeous modern decor. Rooms are sizeable, chic, and truly make people feel as if they are in the lap of complete luxury. The staff are all friendly and attentive, and the cuisine available in the Diamond Lounge is of the highest quality. Truly this hotel will be a new, rising star in the New York scene.
But its secrets are well hidden.
The top two floors of the hotel are under permanent reservation, the inhibants being set aside for those members of the Syndicate who need a home to stay in, as well as offering rooms for wayward mutants seeking escape from the prying eyes of the world. Upon reaching the front desk, mutants in need of assistance merely need to utter an important password that will alert front staff of the mutant’s predicament. Mutants will then be ushered to a hidden elevator to take them to their accommodations.
Each room dedicated to mutants is reinforced, to ensure that any out of control powers will be contained and will not alert people on the outside or other guests on the lower floors. Of course there is a separate kitchen, gym, and meeting rooms available on these floors of any mutants or Syndicate members who require them. Truly, those who will not care of working within the law, are fleeing the law, or seek to embrace humanitarianism, fill find a home with no judgements here in The Sapphire.
Of course, Syndicate rules of conduct still apply and any caught breaking said rules will, of course, have to deal with those in charge. And the ramifications are not pretty.
Member of the X-Men Mansion Swim Teacher MRC Detective
Seablue
Heterosexual
Married to Gemma
2,223
468
May 31, 2023 17:51:34 GMT -6
Jorge
Faction Manifesto
Faction Philosophy/Goals: Tear down the human world from the inside out by:
Uplift the downtrodden mutants of New York City.
Rescue mutants from experimentation, brainwashing, and dehumanizing situations.
Grow in strength through the attainment of wealth, influence, public image, and power.
Convert misguided mutant “heroes” who would attempt to stop us.
Assassination and espionage; should the occasion call for it.
Keep to the shadows, continue to build a reputation amongst the disenfranchised mutant populace. Earn their trust before taking the fight to the humans.
Faction Leadership Structure: The Boss is the undisrupted head of the faction. His word is law, however since he cannot be everywhere at once, he does trust and work through the advice of his Underboss and Counselor. These three individuals are the heads of the family and should be retreated with the utmost respect.
Captains run the soldiers but take orders from the three heads above them. Captains are to treat their soldiers respectfully but, at the same time, know that they need to doing what’s best for the Syndicate. Punishments towards soldiers are totally up to them.
In-fighting isn’t allowed in the Syndicate. As the organization can only thrive with respect and understanding towards one another, in-fighting is quickly squashed and this goes for any ranking member.
Should the Boss not be at his post, for whatever reason, the Underboss and Counselor are the ones in charge.
Crimes against the Syndicate (snitching, in-fighting, maliciously murdering one of our own, stealing, etc.) will result in severe ramifications for any and all parties involved, depending on the severity of the crime and who is in leading punisher. Examples include:
Reputational Damage (Evidence is turned over to officials framing you)
… (You don’t want things to get this severe)
Faction Expectations:
Boss, Underboss, and Counselors- You are expected to lead. If you have ideas for missions, even small ones, then by all means, share them with the group. Just don’t do anything that would either completely rework the system or destroy the faction. We’re trying to run a business here.
Be a Presence- The only way that the Syndicate is going to succeed is if it actually is out doing something. Be around, try to recruit mutants who are fed-up with the world, offer help and shelter to those mutants who need it, and hassle humans whenever possible.
It’s Just Business- Without a thriving business, the faction won’t stick around for long. Participate in the protection of operations and missions, be someone whom others can count on, and leave morals at the door.
Ideas?- Though the Boss, Underboss, and Counselors come up with most of the big ideas, every member has the chance to share ideas. This is a team effort, a family. If you have something you want to try out, a storyline or an aspect that you feel the Syndicate needs, PM us! We all want to know and I assure you, none of us bite; well…some might if asked nicely enough. Heh.
Have Fun!- This is a bit more of an OCC note, but just have fun. Heroes are only as great as their Villains are so let’s make the whole site great!
Evergreen Faction Thread Ideas:
Ambrosia Selling / Distributing / Protecting: The latest drug on the streets is Ambrosia, known in the MROverse as M. It grants humans the ability to become mutants for a limited time. Though humans are to be detested, they will gladly be driven into debtor’s prison for a fistful of lighting or a be able to lift a car. Push ambrosia on the streets, drain them of their funds, gain their influence, and discard the carcasses when done. This can also lead to tussles with the law, with good-hearted mutants like the X-Men, maybe a shipment is being targeted, the DEA is sniffing around, or maybe work to replace the vastly weak M-Drug in the MROverse. Have fun with it.
Mutantkind: Target both mutants who are barely scraping by and those who have managed to attain a place in the world. Offer assistance, build reputation, show them the face of the Syndicate that they know they can trust and will gain support from. Only through numbers and individuals in power can mutants fully break into their world and plant the seeds of the new regime. Maybe a poor mutant neighborhood is being overrun with human supremacists and needs protection? Maybe you’re just participating in a mutant run charity function? Maybe there is an organization that is kidnapping and brainwashing mutants and they need a rescue (>.>)? Again, open to interpretation.
MRO-verse: A universe where we don't exist? That won't do. We branch out, we plant the seeds, and we bring the mutants of this new dimension exactly the help that they need.
Differences from groups: X-Men: They risk their lives to save humans and to keep the same system that has subjugated mutants in place. Idealistic fools. N.Y.P.D. / S.U.P.E.R.: Humans, Adapteds, and brainwashed mutants. They seek to hold onto their place in the world, torturing, experimenting, and turning more evolved people into weapons. Haven: Depends on the universe. AV Haven works with the Syndicate to use up humans like a resource, MRO Haven wants to help mutants with minimal human interaction.
How to Interact with other groups: X-Men (MRO and AV): This group of do-gooders constantly gets in the way of the Syndicate’s operations, however, while the Syndicate gains strength, they are not to openly engage them unless attacked first. X-Men are still mutants, after all, and there is a belief that all that is needed to persuade them is some leverage. However, should they persist, make sure they do not interfere with operations. S.U.P.E.R.: The last desperate attempt by a dying species to try and hold a place in the world. Unless victory is assured, ignore and do not alert to presence. However, be sure that whatever S.U.P.E.R. agents you engage in are not just brainwashed mutants. They can be rehabilitated. Haven (MRO and AV): This one is strange. The Syndicate currently has a business relationship in place with Haven from its own universe (AV), but the Haven in this new universe (MRO) seems to run with a different agenda. Approach with cautious and test boundaries. Do not openly engage, especially if there is the possibility that they can be allies. Adapteds: Only good adapted is a dead one. Run across one and kill on sight. Humans: They have money. They are addicted to ambrosia (M). They can be easily manipulated. Humans are a second priority next to mutants but if they can be used for means other than target practice, use them to their fullest.