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.
The Metation Guild The Spellsword Guild Mansion English Teacher
Witchblade
palegreen
Bisexual
Married to Mirror
1,797
299
Nov 15, 2024 15:26:23 GMT -6
Aly
AV!Rebecca Grey
Individual
Character's full name: Rebecca Michaela Grey Alias/ Nickname/ Code name: Becca (to the very few she allows to call her that,) Impact Gender: Female Age: 29 Date of Birth: 01/02/1988 Nationality/ Ethnicity: A United Kingdom Coalition; 25% Scot, 25% Welsh, 25% Irish and 25% Brit Birthplace/ Home/ Place of origin: London, United Kingdom
Appearance
Hair color and style: Copper Red hair, straight and going down between her shoulder blades
Eyes: Due to her heterochromia iridium, her right eye is a light blue and her left is a pale green.
Height: 5’5”
Build: Rebecca is toned and muscular from years of training and (relatively) good diet, with wide-hips and an ample chest that, while a complication in combat, suits her needs very well outside of missions.
Scars/ Tattoos/ Piercings: Rebecca has a bellybutton piercing, but no ear or facial piercings, feeling they could be a detriment in a fight. She does, however, have individual tattoos on her chest, shoulders, and arms, imagining one day they will join together to create sleeves
Other features: Rebecca has a mess of freckles on her face, shoulders, arms and legs
Everyday clothing style: Rebecca will often wear jeans and tanktops while working at the bar, but outside of work will rotate through t-shirts, buttoned shirts, and even dresses. She is not afraid to flaunt what she’s got, especially if it will benefit her.
Uniform: A carbon-kevlar weave light blue bodysuit with a pale green X emblazoned across the chest, along with matching green gloves, boots, and a domino masked fixed to her face with spirit gum. In costume, Becca will use a quick setting temporary brown dye in her hair to offset how recognizable her red hair is.
Sleepwear: None
Miscellaneous clothing:
Character
Personality: Rebecca cares for the state of the world, but she is past the point of looking at life through the shades of naivety. If there is something Rebecca wants or a goal she wants to achieve, she will plan meticulously and follow-through, more concerned with efficiency and effectiveness over pure morality. If her enemies are willing to go low, she is not going to handicap herself if sinking to their level is what it takes to win.
Being a planner can also manifest in being manipulative, and Rebecca is confident enough and charming enough to fit the bill. If Rebecca truly wants something, she will put herself in the position to take it.
The only thing that keeps Rebecca from letting herself go too far is her adopted daughter, Astrid. Some of her edges have softened over the years as she has to balance her own needs with the need to give Astrid a better example with the need to make her mutant daughter’s world a safe one. Morally, Rebecca can find herself in an internal war trying to make peace between herself as a mother, herself as a leader of mutants, and herself as a somewhat selfish woman.
Hobbies/ Interests: Rebecca sometimes tries her hand at writing in a notebook she tells no one about.
Job or part time job and description: Rebecca owns a dive bar in Hell’s Kitchen called “The Rock Bottom Pub”
Fears/ phobias/ concerns: Rebecca does not drive, and she gets anxious being in a car. Planes, trains, boats are all fine, as are ground vehicles in non-civilian settings. After her childhood, she has an unmovable fear of car crashes, since they can happen without reason and no amount of training can save you from one if it is going to happen.
Special talents: Combat, Drink Mixing, and she's actually not a terrible writer
Morality
Good/ bad/ neutral/ other: Rebecca’s goals are often good, but she is willing to work within questionable means to achieve the ends she desires
Mutations
Mutation description: Optic Concussive Blasts processed through Metabolized Radiation
Rebecca’s body metabolizes the trace radiation found in the world’s atmosphere since the first nuclear weapons were detonated, as well as other cosmic or electromagnetic radiation. This energy is released through Rebecca’s eyes as a Non-Newtonian concussive energy carrying no heat, but the force and impact of a physical mass. She has a mentally controlled ability to control the flow of energy through her eyes, going as narrow as the width of her irises (twelve millimeters in two parallel lines) or in a cone as wide as one hundred and forty degrees. A sixty degree cone is going to be the highest impact caused by Becca’s blasts, with the force being distributed more evenly across the cone with any wider blasts. The blasts can travel up to a hundred yards uninterrupted before dissipating, with twenty-five yards being the maximum distance it can travel without losing strength. Beyond twenty-five yards, the blast begins to dissipate in force the further it travels. Every time the blast ricochets, it loses a percent of its remaining strength and distance relative to the angle (a small ricochet would lose a small amount, with a greater change in direction losing more,) shortening the effective range each time it ricochetes.
The beam from her right eye is light blue and from the left is pale green, mimicking the irises of the eyes they pass through. When the beams are wide enough to merge together, they create a gradient of blues and teals and greens.
Strengths: The full-on impact of Rebecca’s concussive blasts at full power is enough to punch a hole through an inch of steel. At an angle, the physical impact of the blast will lessen, but the blast will ricochet, allowing Rebecca to plan for “bank shots” to use the geometry of the area around her. Rebecca can control her blasts not only in width, but in the overall force exerted, so she can use her ability without worrying about accidentally punching a hole through a wall, (unless that’s the goal.)
Rebecca’s ability requires her to process forms of radiation that are often dangerous to most humans, but her ability to metabolize these energies leaves her immune to their negative effects, unless of course she absorbs an excess amount, making her unable to process additional radiation.
Since Rebecca’s own blasts originate from the kind of radiation she absorbs, (though they do not carry any negative radiation themselves,) she is still able to absorb them. If a blast ricocheted back to Rebecca, it would hit her body and be processed back within her harmlessly.
Weaknesses: Rebecca’s bank of energy is not limitless, which becomes a problem in two different ways. Rebecca can use her power with relative consistency, but if she is using high-powered blasts or excessive blasts in quick succession, she can quickly find herself draining her reserves.
Likewise, there is an upper cap on how much energy her body can metabolize. If Rebecca goes a few days without using her ability, she will start to feel effects on her body similar to illness: fatigue, achiness, migraines, and even fever. She will start to lose some control over her blasts, with small burst involuntarily being released from her eyes as though energy was trying to leak out of her. Unless she responds to this need to expend energy, eventually, her body will eventually force her to release an uncontrolled blast of energy that will not cease until her reserves are empty. The trauma of this event will leave her unconscious for days, with her body temporarily unable to metabolize radiation until she regains consciousness.
Being “force fed” radiation will speed along this process, so if she was left in a room filled with Gamma Radiation, it would only take minutes before Rebecca reached the point of being “full” and needing to expend energy, lest she overload and be left unconscious and unable to process the radiation around her.
Rebecca has an innate understanding of the geometry of the space around her. She is no mathematical genius and could not explain the process of what she understands, but her mind allows her a “sense” of the space and surfaces around her.
Strengths: This sense allows her to more accurately predict the angles her blasts will take off any given surface.
Weaknesses: This sense is does not allow her to “feel” past objects she would not be able to see behind, so if there was a wall with a door in front of her, she would not be able to predict where the blast would go once it went through the doorway.
Fighting Style
Explanation: Rebecca has trained in Aikido and Boxing for over a decade of her life.
Pros for fighting style: Rebecca’s skills in hand-to-hand combat combined with her mutation give her strong all-around coverage from close and long range.
Cons for fighting style: A skilled fighter, Rebecca still has a relatively light build, and could be matched well by a well-trained fighter or someone with heightened levels of strength
History Of Your Character
Rebecca’s life began in London, born as a UK mutt to her Welsh/Brit father Garrison Grey and her Irish/Scot mother Mackenzie McIntosh. Mackenzie’s parents disapproved at how young she was having a child and made it clear they were not going to welcome her back with open arms in Scotland, leaving the young couple to raise their daughter in the city. The young couple did their best, but struggled to make ends meet.
Life took a dark turn early for young Rebecca when she was twelve. Driving through the city in the back seat of her parents’ car one day when they were involved in a multi-car accident in a busy intersection. The impact and the sense of panic triggered an awakening in Rebecca, and a large, bright flash of blue and green tore through several cars including the one she was in.
No one figured out what the flash was, but it was seen by many on the scene. When Rebecca woke up in the hospital days later, she could feel a stinging in her eyes. Panicking and confused about what happened, she made the impulsive decision to sneak out of the hospital. In the alley behind the building, she tried to calm herself down and focus on the pain in her eyes, which lead to her first intentional blast, putting a dent in the nearby brick wall.
Knowing public sentiment toward mutants was mixed, Rebecca tried to keep a low profile living on the streets in London for the next two years. She developed her wits and her distrust of others during this period, knowing she had to prioritize looking out for herself over anything else. Any wrong choice could be her last, and she was keen on surviving. It was her good fortune that, at fourteen, she was discovered by the X-Men on an overseas mission and taken in as a trainee.
Her time with the X-Men filled her with a drive and a sense of purpose. Her goal was still survival, but she opened the scope from self-survival to survival of her kind, since both desires went hand in hand. Committed to the cause, Rebecca became one of the Leaders of the X-Team at the age of twenty-one.
Two years later, Rebecca was leading a mission in France, trying to quell anti-mutant riots. Two orphanage kids were taking advantage of the chaos to bully a young girl with beautiful wings, and once Rebecca put a stop to this and the X-Men deescalated the riot, she was reminded of herself as a young teen. Astrid was still filled with the hope and optimism of a child, and Rebecca wanted to give her the same chance she was given years earlier. Though young, she became Astrid’s legal guardian, going through the necessary channels to bring her to America.
Now, with the world becoming more dangerous for mutantkind as the SUPERs grow in power, Rebecca is vocal with her team and fellow X-Leaders that now might be the time where they cannot afford to be hesitant or be “the better people.”
The Metation Guild The Spellsword Guild Mansion English Teacher
Witchblade
palegreen
Bisexual
Married to Mirror
1,797
299
Nov 15, 2024 15:26:23 GMT -6
Aly
Becca's Retired Mutation
Mutation description: Magnetic-Field Manipulation
Rebecca can sense the magnetic and gravitational field in her surrounding area within fifty yards, as well as the presence of magnetic objects (metals) within the field. With focus, Rebecca can affect the field around the object, controlling it. With possession of the metallic object, Rebecca can comfortably move up to 800 pounds, and at her limit can push toward 1200 pounds, which can cause mental strain with prolonged use.
Strengths: Rebecca can sense metal in the ground as well as above it, making her a human metal detector. She can extract metal from the ground, though it takes much more effort to move metal through earth than air. With light enough objects, she can move the object around quickly, giving her the ability to throw metal as a weapon or pull it close as a defensive shield.
Weaknesses: Extended or strenuous use of her power leads to mental stress, which can even become severe enough to incapacitate her. Momentum of an object also adds difficulty to controlling that object. If a 1000-pound metal object is thrown at her, she will be able to stop it, but it will not be an immediate stop; it has to be slowed down. The lighter the object or the slower the speed, the easier to stop it. If a bullet is shot at her, for instance, that level of momentum is next to impossible for her to stop; the best she could do is alter its path. Rebecca can put pressure on metal objects to attempt to crumple it, but she cannot alter metallic molecules; she cannot take a trash can and turn it into a sword. She could crumple it into a hunk of metal, but that is as far as shape-alteration goes.
Secondary mutation description: Magnetic Mental Interference Rebecca is always subconsciously creating magnetic interference in her mind. This interference goes largely unnoticed in most situations, but causes a problem for thought-detection or telepathy. Her mental presence and thoughts are obscured by the interference, creating static.
Strengths: Her thoughts are untraceable and unreadable by anyone who is not a high-level telepath.
Weaknesses: This interference is not a conscious choice, so a friendly telepath would still be locked out of her mind.
(Growth Approved: 4/27/2017)Mutation Growth: Communicable Magnetic Charge Magnetism, at its core, is about negative and positive charges interacting. There are only certain metals that have the innate polarity to react to these charges, and up until now, Rebecca has been limited to affecting these metals. In comes the new evolution to Rebecca’s mutation.
Rebecca’s body can generate two magnetic charges, that can be imparted unto any inorganic solid object. These charges can only be distributed via direct contact, and then only through her hands, (with the right hand imparting a positive charge and the left a negative one.) Only two charges can exist at a time, so if a new left-handed or right-handed charge is created, its predecessor becomes uncharged. These charges are temporary, and after an hour of existing apart from Rebecca’s body, they will become inert.
Rebecca can only generate up to six hours of charged energy without requiring a period of restful sleep to regather herself, and this time is split between both charges, so if she has right charges existing for four hours and left charges existing for two hours, all active charges will go inert and she will be unable to use this ability again until after a restful sleep.
The whole interaction of imparting a charge is invisible to standard sight, but a new charge will, of course, be visible to Rebecca, who will sense the innate disturbance in the magnetic fields around the object. The change would be generally unnoticed by others, unless they have a collection of magnets resting atop a recently charged marble countertop.
Strengths: Rebecca can use this ability to affect objects with her magnetic pull that she would not typically hold sway over. The duration of the charge is relatively generous and gives Rebecca a versatility she once lacked.
When creating a charge, the polarity is always oriented the same, with the side she touched becoming the positive end and the opposing side becoming negative. Knowing this allows Rebecca to quickly affect newly charged objects with her primary mutation.
Weaknesses: Rebecca can only have two active charges at a time, so she cannot just go nuts and charge every object in a room, gaining ultimate control over her environment. She has to be selective with what she exerts control over, and if she knows her mission or situation is long-term, she has to be aware of how often and how long she is using this power for, lest she be left without it at a time it might have benefited her.
Her power is also limited to objects that are inorganic. This means no magnetic trees, feathers, wooden tables, and especially people. Rebecca cannot take control of a person like a leaf in her magnetic whirlwind. Similarly, with her power only working on solids, she cannot provide a charge to a lake or a vanilla coke, so there is no pseudo-waterbending to be had here either.
(Growth Approved: 8/25/2018)Muation Growth: Increased Magnetic Force Rebecca's ability to exert magnetic push or pull is heavily increased. At full levels of control, Rebecca can lift and manipulate 5000 lbs, putting a car within her scope of control.
She can exert enough force to crudely push or pull an object of up to 10,000 lbs, but this is not as controlled, and the force is pressed on the general area of the object rather than carefully controlling it.
Rebecca's maximum magnetic strength can only be exerted as a pulse in all directions. The wave is strong enough to push a 25,000 lbs object within twenty feet of her, with the strength quickly dissipating from there, being ineffectual past forty feet.
Strengths: Having this much raw magnetic power at her fingertips cannot be dismissed. Being able to lift and throw a car has many practical and dangerous applications. Her higher level ability to exert a wall of magnetic force in any one direction is taxing but useful in high-stress situations, going so far as to slow down and veer bullets off course.
Her maximum strength pulse can be devastating. Bullets will lose most of their momentum, and legitimate property damage can be done to structures with ferrous elements.
Weaknesses: Beyond higher level use of her power being mentally draining to the point of losing focus or consciousness, the big problem here is control. This sudden boost to her base-level leaves Becca essentially in need of retraining her power. Using smaller applications of magnetism need to be relearned because limiting herself manually requires so much careful control. It is akin to someone suddenly gaining superpowers and having to learn to do anything physical without breaking everything around them.
No level of training will give her precision with her higher levels of strength. The 10K push and pull are not careful manipulations of an object; they are a wall of force shoving the object and nearby objects in a given direction. Even that does not compare to her large pulse, which emanates outward from Rebecca in all directions. There is no avoiding anything near her; ferrous objects in radius will be pushed hard with Becca as the epicenter of the wave. This kind of pulse requires a lot of energy and leaves Rebecca lethargic, sluggish, and extremely dizzy.