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.
Alright, so I'm not sure if this was really covered or not, since I am completely guilty of skimming this thread rather than thoroughly reading every post, but I just had a few questions concerning Isabel's mutation.
Like Slade, Isabel can create projectiles from her skeleton, or from the bones of others if she got the chance. However, these bones do not need to rely on Isabel for them to exist. She just changes their shape and density. So my question is this: I know she'd be unable to manipulate the bones within the Adapted's range, but would any projectiles or weapons that she created with her bones fizzle into nonexistence, or would they simply return to their original shape?
For example, the claw-like bones that she sometimes grows from her fingertips are made up of the bones of her fingers. So, would those spines disappear once she entered the range of the Adapted, or would they turn back into the finger bones they had originally been?
Is it the same for bones she gets from others? Do they fizzle out, or return to natural shape?
I’m just a well-adjusted gal who likes to leave a serious amount of mayhem in her wake.
Posted by Luke Jacobs on Nov 29, 2008 15:56:51 GMT -6
Omega Mutant
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Sept 8, 2010 9:05:47 GMT -6
In reading over Raina's objections and the different questions that have been thrown out I'm going to step forward with a... suggestion. I personally still believe that the aura should automatically cancel all mutation but this is an option to consider as a possible compromise. In the atribute profile stats we have two that deal specifically with just mutations...
Mutated Strength: Mutated Control:
Perhapse for those that play adapted humans we have take the Mutated Strength and change it to Adaptation Strength. By setting up a very simple scale we can allow each player to decide how powerful their aura is.
Example: 1-5 = A mutant's power is weakened by not completely nullified. 6-10 = A mutant's power is canceled but objects already affected by the mutation are not changed back. (i.e. bone knives do not revert back to normal shape (Isabel), ice shaped spears or knives do not dissapear (CS), etc, etc, etc.) 11+ = A mutant's powers are completely cancled out but the aura.
By allowing the player to choose their strength then they can encounter the RP however they wish and by keeping the scale from being to high they can still start out completely protected from the very beginning if they wish.
***
As to Isabel's question about... I would have to believe that the bones would revert to their original shape. They wouldn't dissapear as the bone is still a bone, however, without her control to affect it it would return to normal shape.
[qoute]One aspect which I think needs discussion here though is the question of enhanced senses since it affects a wide number of players and it could be argued that said senses are also physical traits and therefore should not be canceled out by the adepts. My first instinct is to say that any enhanced senses would be rendered null and void because a human brain (which is essentially what a mutant is left with when they enter the field), is only built to handle a certain range of scents, lights, and sounds. Having said that though I would not be completely against ruling in the opposite manner and allowing any enhanced senses to be immune to the barrier under the argument that a mutants brain has been changed physically and thus would still be able to interpret all the information given to it by enhanced senses.[/quote]
Nika was born half cat and half human. So the cat features are part of her DNA. So how would this work?
In reading over Raina's objections and the different questions that have been thrown out I'm going to step forward with a... suggestion. I personally still believe that the aura should automatically cancel all mutation but this is an option to consider as a possible compromise. In the atribute profile stats we have two that deal specifically with just mutations...
Mutated Strength: Mutated Control:
Perhapse for those that play adapted humans we have take the Mutated Strength and change it to Adaptation Strength. By setting up a very simple scale we can allow each player to decide how powerful their aura is.
Example: 1-5 = A mutant's power is weakened by not completely nullified. 6-10 = A mutant's power is canceled but objects already affected by the mutation are not changed back. (i.e. bone knives do not revert back to normal shape (Isabel), ice shaped spears or knives do not dissapear (CS), etc, etc, etc.) 11+ = A mutant's powers are completely cancled out but the aura.
By allowing the player to choose their strength then they can encounter the RP however they wish and by keeping the scale from being to high they can still start out completely protected from the very beginning if they wish.
My next question is what happens if a mutant with a higher Mutation strength and control encounters and Adapt with a lower Adaptation Srength (ie...Tricity has a high MS and MC.
I like Luke's scales. That way if Raina or someone else wanted to create an Adapted that couldn't completely block an attack, the option is there; but for those of us that want complete nullification, it's easy to get.
For simplicity's sake, I would say all NPCs (at least of the more generic, faceless variety) should have complete nullification. That way we don't have to deal with Attribute Profiles for NPCs.
For Issie's question: I'm going to agree with Luke; the bones revert back to their original form, whether they're from her own body or another human's. Though the "completely disintegrated" option would also work--Issie, which would you prefer? They both make sense to me, so go ahead and pick one. For the record, complete disintegration would probably be easiest for keeping everything consistent (a la Slade's bullets disintegrating), but I think Issie's bones reverting to normal bones is inherently easier to grasp than Slade's bullets reverting to an accelerated mass of body pulp. Again, I think sheer simplicity should be our aim in determining what happens.
For Nika's question: I think Nika falls under the "physical mutations do not disappear" ruling. So Nika's ears, claws, etc would stay when she entered a field, but any boosted speed, agility, strength, etc should disappear.
My next question is what happens if a mutant with a higher Mutation strength and control encounters and Adapt with a lower Adaptation Srength (ie...Tricity has a high MS and MC.
This is a very good question, and I'm glad you raised it so early, Nika.
I vote that a mutant's mutated strength and control do not affect an Adapted's ability to nullify. Reason one: it makes things far too complicated. Reason two: the point of the Adapted having the mutated strength/control scales was just to give players the option of making an Adapted who couldn't completely nullify things, not to give mutant's a chance to nullify the Adapteds. lol
I think we should raise another question, as well: what happens if an Adapted puts 20 or 30 points on mutated strength/control? Does their ability turn into something greater?
Personally, I vote 'no': the Adapted are meant to be human, after all. I do not think they should gain power growths and developments like a mutant does; I like the idea that they have this single unconscious ability, and that's all. I don't think they should ever gain a range that's greater than 10 ft, or any other sort of power growth; they should just creatively deal with the hand that's been dealt them. I think everyone who chooses to RP as an Adapted should agree to that: no power growths. The one exception would be an Adapted who comes in unable to completely nullify things; I think it's fair for them to be able to work up to that "complete nullification within a 10 ft range" level. That's the glass, ceiling, though; no higher.
Thank you for answering my DNA question and I'm fine with the Nullifying comparison.
I also agree Adapts don't gain power growth since they don't even know they have the ability. But what about the strike teams? How do they know they have the ability and how are they gathered to become a team?
But what about the strike teams? How do they know they have the ability and how are they gathered to become a team?
Excellent question, again. I was wondering if everyone was clear on this.
This plotline will play out slowly. First Luke's Adapted and mine will show up as characters who don't know what they are in the least; then slowly, others like that will also be noticed in the population. At first people won't know what they are--are they mutants? But they don't have the X-gene. Are they human? But they have powers! Probably at first, they'll be hit with the same prejudices as mutants are.
As the IC months go by, the government will realize the usefulness of these people--who are, indeed, human--and begin working to gather some of them into a strike team. Since Adapted are rare, this will be a slow process, and the team small. And, at first, they won't be the best trained thing in the world--some of them might come from army backgrounds, but some of them would have been regular civilians, as well. It's only over time that they'll develop into something that's tough and experienced at fighting mutants.
How each Adapted discovers their ability will vary, but in short: there will be a lot of confusion at first, and the strike team will take several IC (and OOC) months to actually appear.
This is more than just a simple plotline: once the Adapteds appear at the site, they will be part of the MRO universe. They'll never go away. Therefore, we can take it slow, and not have anything "appear out of nowhere", like the Camps did.
Does that make sense? And is that what you were thinking as well, Luke?
For Issie's question: I'm going to agree with Luke; the bones revert back to their original form, whether they're from her own body or another human's. Though the "completely disintegrated" option would also work--Issie, which would you prefer? They both make sense to me, so go ahead and pick one. For the record, complete disintegration would probably be easiest for keeping everything consistent (a la Slade's bullets disintegrating), but I think Issie's bones reverting to normal bones is inherently easier to grasp than Slade's bullets reverting to an accelerated mass of body pulp. Again, I think sheer simplicity should be our aim in determining what happens.
I personally prefer the idea of the weapons reverting back to their original shape. It's a pleasing mental image, and not only does it give her a potential mode of weaponry to use even once her mutation has been nullified, but the Adapted can make an attempt to use the bones in the same manner if he/she chose to do so. Kind of evens things out, even if just a little bit.
However, if it comes down to consistency we're aiming for, then I don't mind too terribly much if the bones disappear all together. I can find ways to work around it, I'm sure. =]
I’m just a well-adjusted gal who likes to leave a serious amount of mayhem in her wake.
*grins* I also find the mental image of the bones reverting to normal bones quite... entertaining. Just the look on the Adapted's face when they realize what just hit them would be priceless. But yeah, consistency...
What do people like Slade think? Should Issie's bones disintegrate entirely like the bullets, to be fair, or simply revert, for the amusement factor?
Posted by brainstorm on Nov 30, 2008 1:36:05 GMT -6
Guest
I think they should just revert. Unlike the other projectiles, the bones are made from something that already existed, sort-of, like GB's enlarged rocks. So what was changed is reverted back, but the intial bone is still there.
Posted by Luke Jacobs on Nov 30, 2008 6:26:41 GMT -6
Omega Mutant
1,041
0
Sept 8, 2010 9:05:47 GMT -6
My next question is what happens if a mutant with a higher Mutation strength and control encounters and Adapt with a lower Adaptation Srength (ie...Tricity has a high MS and MC.
I completely agree with Calley/Slate on this one. I think that the 'Adaptation Strenth' and the 'Mutation Strenth' should have nothing to do with each other. I simply introduced the idea as something that would allow people to be creative with their adaptives if they should choose. If you don't want to have an adapted that completely nullifies powers right off the bat... great. Here's the scale, so just set the level where you want it to be. In my mind the 'Adaptation Strength' is a stand alone scale with a max level of whatever number the mods choose to use. If you go over that max number the character doesn't gain any extra strength and neither does it become more powerful.
But what about the strike teams? How do they know they have the ability and how are they gathered to become a team?
In my mind, as Slate and Calliope have described this is a long term plot. To begin with, there will be no strike teams and quite honestly it may take more than just a few months for actual strike teams to begin to form. The first few times an adapted shows up, their abilities will probably be attributed to luck. After that the government will probably begin to monitor them from a distance. Finally the government will approach these people to be tested for the X-Gene. When it's proven they don't have it then the government might begin to see about putting together a strike team. However, as Slate described a lot of these adapteds are going to be civilians. They won't know how to fight well enough to be an effective strike force until down the line. There might be a few that are ex-military or ex-police force but for the most part these are civilians that are not combat ready.
I think they should just revert. Unlike the other projectiles, the bones are made from something that already existed, sort-of, like GB's enlarged rocks. So what was changed is reverted back, but the intial bone is still there.
What Brainstorm said makes plenty of sense to me. We've already discussed GB's enlarged rock reverting so it is along the same line of thought that Isabel's bones would revert. In my mind the distinction would be... anything that is modified would revert back to its original form. Anything that is created would dissapear completely.
Posted by rainewater on Nov 30, 2008 11:49:13 GMT -6
Guest
I think it would be cool too, I mean in evolution traits just dont come out of nowhere right, you could gradually go from having a small ability to nullify/weaken powers and have it grow. It would make more sense to me to have some people with the complete power (I keep using that word for lack of better word) and some with partial that's still changing. Different situations bring out surpressed traits as well, so maybe a human adaptive spending time around mutants would having a stronger adaptive ability then one who's never put in the situation where it's tested. Think of people with really strong immune systems... it's not usually just because they're super healthy... you can be the biggest health nut on the planet and still get sick, but people who have been around illness and been exposed to certain things get immune to them. Just like we usually only get the chicken pox once. If an adaptive was living at the mansion or something I could see the mutant's abilities never ever working around that person and their adapability being stronger due to constant exposure, while an adaptive who lives somewhere rural with less exposure to mutants may not have as much of a reason for the adapatilbity to show itself. They're still born with it, it's still there... just not turned up yet.
Anyway, it's all just things to consider, my main point was just that I'd like the option to consider and freedom to choose. I like the attributes profile idea and I think that will help a lot.