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.
We are the X-men. We act. We dream – of heroes. For everyone.
The X-men Ideals
In the proud tradition of M. L. King, the X-Men send the call out.
We have a dream to share with you. We have a dream of a new New World, where all people look out for each other. A dream for a world where these people strive to bring out the best in themselves and in others. A dream for a nation in which people who have power use it to bring justice and peace to everyone – so that any may accomplish their betterment under the rule of law they deserve, securing human birthright.
In the proud tradition of Nelson Mandela, we want to be able to say: “We stand here before you not as prophets but as humble servants of you, the people.”
We will serve those that the humans commonly label 'Mutants' by educating them on the use of their gifts without harm. We will teach them to have the pride and maturity to take the high road. We want to serve the people by helping to enforce the law for everyone. We want to serve the people by fostering peace.
We want to fulfil James Hinton's words: We must make peace heroic.
NPC Staff: Rudolph "Ruddy" Kipperling: Headmaster Self-duplication Link to NPC profile
To become a student or staff member: Arrive at the mansion grounds or call ahead and schedule a tour! You might have to fill out some paperwork, but there are plenty of rooms if you need a place to stay. To sign up as a teacher or other staff member, request an interview. PM a mod when you have completed an IC interview and we will add you to the list and append your title in the sidebar.
To become an X-Man/X-Trainee: You must be at least 17 years old to be a full X-Man and 15 years old in order to be an X-Trainee. All members of the X-Team start as Trainees and must learn the ropes and earn their team's trust in character in order to be granted full team membership. Communicate your interest to a Team Leader, either through IC or OOC means. Team Leaders will assign up to 3 sponsors to cover your team training. After completing 6 months apprenticeship or 6 training/mission threads with one or more of your sponsors, you qualify for full team membership. X-Trainees will never be sent on missions alone.
To become an X-Kid: Children 5-14 are allowed to help too! Simply have an adult sign your character up for the X-Kid program where aspiring vigilantes can help the community in ways that don’t involve potentially fatal fights. Most of the time. >.>
To become an X-Man: Communicate your interest to join to a Team Leader, either through IC or OOC means. X-leaders run interviews and tryout threads, but can delegate said responsibilities to full X-Men, if they so choose. All members of the X-Team start as trainees, and must work their way up the totem pole to full team membership IC. You must be at least 17 years old to be a full X-Man.
Faction Titles
Team Leader: A member of the X-Team that is responsible for leading missions and directing a team of their fellow X-Men and trainees. Team Leaders are the ones that will conduct tryouts.
Member: Members of the X-Men are expected to participate in team missions and help to make the world a safer place. You must be at least 17 years old to be a full member. Members will also be expected to “sponsor” Trainees, meaning that they take them on missions and ensure that their training goes well.
X-Trainee: A partial member of the X-Men. Every member must start here and work their way up the ropes. An X-Trainee will never be expected to go on a mission alone. You must be at least 15 years old to be a Trainee.
X-Kid: X-Kids are children ages 5-14 that are allowed special privileges to help out with X-Men duties. Non-lethal missions only.
Location of Faction HQ
The Mansion: AKA Xavier's Sister School for Gifted Youngsters Xavier's Sister School is a K-12 mutant boarding school that doubles as a safe house for mutants of any age. Primarily the students that take classes at the mansion range from middle school to high school, since mutations generally appear during puberty. The school was founded after the original Xavier's School for Gifted Youth grew too big for a single building. While the two schools share a founder, they operate completely independently from each other.
Classes Offered
Basic Security
Giant brick wall with a wrought iron front pedestrian gate/visitor car gate. The pedestrian gate is locked with a numeric keypad and residents are each given a unique entry code. Visiting pedestrians and vehicles can also be buzzed in by the attending security.
Security cameras.
Motion-activated floodlights along the fence.
Wrought iron garage gate around back can only be opened by those who have registered vehicles with the main office.
X-men and X-Trainees are on rotating patrol. (Chief has also been contracted to help cover security.)
Areas with special security measures:
Basement Area (Danger Room/ Blackbird hanger/ War Room): Locked door with a retinal scanner. Unauthorized entry sounds a silent alarm in the Mansion Security, War Room, and Greeter offices. Palm scanners on the doors to the Danger Room (only X-Men or Mansion residents 16 years or older are given authorization to enter alone) and the War Room.
Administrative Offices: locked doors
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Cerebra
After years of faithful service, the X-men decided to retire the Cerebra system. The room has been disassembled and the space has been repurposed to extend the Danger Room area. The software has been destroyed rather than risk Cerebra falling into the wrong hands.
Other Faction Locations
The police-sanctioned X-men also operate out of the mansion. While the X-men aren't exactly a secret, they aren't actively advertising either. The average person may or may not have heard of the X-men, but most New Yorkers know of and have an opinion about the mutant school.
Promoting a healthy relationship between humans and mutants.
Educating the young people of our future - especially mutants.
Fighting for the safety of all people.
Being present at any catastrophe or even that results in fear, injury, or panic.
Attempting to change the public view of mutants.
Faction Leadership Structure:
The Team Leaders of the X-Men work together to figure out missions and pairings, ensuring that any and all needs of the city (and the world, if possible) are met. They will rely on the Members and Trainees to execute any orders and missions. There is no one Leader that is above the others, so all must work together cohesively.
Faction Expectations:
X-Men members will be expected to attend any and all missions that they are able to, as well as thread with the trainees that they are sponsoring. Team Leaders will be expected to come up with missions on a semi-regular basis, organize the members available into reasonably-sized groups for threading, and lead the mission to completion.
Evergreen Faction Thread Ideas:
Guarding the mansion and ensuring that it is safe - at all hours of the day. The mansion gets attacked a lot, so members of the team will be expected to make sure that the building (and the children) stay safe.
Recruiting a new mutant to the mansion - mutants are cropping up everywhere. The X-Men try to intercept them to make sure that they get the best possible education for their kind.
Containing a mutant (or otherwise) threat to New York City - like the mansion, the city is always under attack. It’s the X-Men’s job to protect it.
Danger Room training session: If your character is 16 or older, interested in joining the X-men, or would like to work on fine tuning their control, think about running a scenario in the Danger Room. Remember, it's okay to fail. Sometimes, that's even more fun.
Differences from groups:
NYPD/Government: The X-Men frequently work with the NYPD and have a working relationship with them. Though they may not always agree, they can usually find enough common ground to work together.
Haven: As far as the X-men know, X-men and Haven work toward similar goals, but because Haven's focus is more mutant-centric these two groups will not align in methodology. The X-men group is the media posterchild for how mutant factions should behave: they must always be aware of how their actions will be reported and recorded. Haven is secretive and willing to cross into morally grey situations that the X-men cannot.
SUPER: SUPER fights for human rights, while the X-Men fight for peace for all. Obviously, there’s going to be a clash of ideals.
The Syndicate: The Syndicate works toward mutant rights, no matter how that might get there. The X-Men want to stop that and ensure that both sides of the coin are cared for.
Humans: The X-Men want peace for the human race. The human race wants to do human things. Usually, they go hand in hand.
Adapteds: For the most part, adapteds and the X-Men either want the same thing or to coexist. Either way, it’s rare that they will clash.
How to Interact with other groups:
NYPD/Government: The X-Men have a working relationship with NYPD. Many of the X-Men work with both teams and split their time between the two. Treat Government workers with the utmost respect, protect them, and work with them whenever possible.
Haven: Haven and the X-Men will often team up or work together to achieve the same goal. Treat Haven members with respect and work with them, settling any differences along the way.
SUPER: SUPER and the X-Men clash and will fight for different ideals, fighting each other if it should come to that. Apprehend SUPER members if possible, but if not, do all that you can to diffuse the situation before fleeing.
The Syndicate: The X-Men and the Syndicate are natural enemies, fighting for different things. Apprehend if possible, but if not, do all that you can to diffuse the situation before fleeing.
Humans: The X-Men work to keep both mutants and humans safe. While they aren’t always liked by everyone, they will always work to keep the peace. Protect humans like you would mutants.
Adapteds: Treat adapteds as you would humans, but do all that you can to get them out of dangerous situations so that you can use your abilities for good.