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.
A mass teleport would likely be problematic because it would interfere with the characters main timelines I think.
While waking up from the dream idea is cool, I was reading through everyones responses and I'm realizing that that is pretty much exactly like the Future plot from before, or at least how everyone woke from that. I hate to suggest it again (but I didn't notice anyone objecting before), but I really do like the idea of an alternate timeline seperate from the main timeline in the style of Age of Apocolapyse
. Then when it ends the characters from the future timeline manage to warn our characters or maybe warn Seb or whoever? I think thats a little more impacting, so the characters will actually believe it and maybe want to join sebs cause or what have you.
Posted by Akshay Malik on May 13, 2012 15:15:59 GMT -6
Haven
Member of Haven
whitesmoke
Bisexual
Single
738
32
Sept 18, 2022 19:05:19 GMT -6
Jorge
*would not dream of angry so illustrious of a Calleycat* Sorry Ms. Calley. I couldn't resist.
As for the Alternate Timelines, personally, I prefer the dream sequence. It fits much easier and many of the people were not here for the first future plot so this will be a new experience (as it will be for me). Suddenly waking up from a dream just feels much easier than working with alternate times. When they wake up from the dream, then they will know the warnings anyway. In my opinion it just seems easier this way. Good suggestion though Emerald.
We could do something that blends both approaches. Say have it be an alternate timeline that a mutant in our normal timeline is viewing. When the time comes for the plot to end that mutant can coordinate with a telepath or other psychic of some sort to send out the experiences of each character out to their counterpart in this timeline. The warning still exists, doesn't interfere with the the normal timeline, and should be just as easy as 'waking up' from a dream sequence.
Posted by Cheshire on May 13, 2012 18:43:32 GMT -6
Mutant God
3,233
18
Sept 24, 2018 19:41:05 GMT -6
Calley
I'd just like to see everyone have the opportunity to keep memories from the Grim Plot, if they want too--so something along the lines of a wake up, that affords everyone that chance, is what I'd like to see. Plus, something simple to play. As someone who RPed in the original Future Plot, I'm not too concerned with re-using the dream set up: after all, the same unnamed NPC who sends warnings of horrid futures to us is still afoot, and if something even worse than the last Future Plot is about to go down, I think it makes sense for him/her to step in to change the course of events once more. Plus, only a handful of current players were around for the original Future Plot, so as Jorge pointed out, this will be new to most people. Something like Dahlia suggested could work, but it would complicate things, and I don't really see a reason why--the "and then we all wake up" framework is simple, elegant, and further hinting at that elusive future-dreaming NPC's presence. *is actually thinking of turning him of one of his family members with a weakened version of the power into a PC somewhere down the line*
The difference between this plot and the last future plot is in the substance of the future: the awesome alternate post-apocalyptic setting, as opposed to the still rather normal (if not-so-great) future of the original future plot. This is on a whooole 'nother level, and I'm not concerned about it being unoriginal in the MROverse.
Posted by Historian on May 13, 2012 18:57:03 GMT -6
Global Moderator
3,636
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May 5, 2017 20:39:19 GMT -6
*tucks on Mod hat to make this one official:*
Hello, Grim Plotters--
After weighing things out on the Mod Board, the Mods have decided that power growths will not be allowed for the Grim Plot.
However, we do think it makes sense for characters to be stronger in the future--so essentially, feel free to pretend that your Grim Plot characters have earned 10 extra attribute points in the intervening years which you can distribute in any way you want. Ever wondered what your character would be like with a 100 foot range instead of a 20 foot one? With three years of apocalypse-hardened mutation finesse? Go ahead and imagine your character's powers as bigger, badder, and better in this alternate future.
Anyone with questions on this, do feel free to ask us.
PS: No, you don't need to send us attribute profiles for this plot--just pretend you've got the 10 points, and update things in your imagination. We trust yah.
I don't really care either way about the set up. Just offering an alternative setup for those who are bothered by reusing the wake up. I like it either way.
Woot! Well Sebby shall have his Promise Keeper at his side enforcing the loyalty of the masses. And perhaps stirring a little rebellion in the ranks as well. Maybe.
Calley: Twins. One has the power to make people dream, but can't use it; the other has the ability to kind of turn on the first's power, so they both have to be cooperating for anything to happen.
...For power-type questions to the mods, can I just ask or is that another thing that has to be emailed? Because I really don't know if/how what I was thinking of for Allison might be counted in that.
And I really prefer the dreaming idea; I think it'd be more fun to write Allison actually having the memories (however faint or jumbled or broken they might be) than someone just showing up and telling her about it.
And... oh! We keep assuming that this would be a warning. Aren't there at least a few characters that might prefer the apocalyptic setting, and instead of being warned off, react by working toward it?
Okay then, about Allison's power in absurd detail:
Any "power growths" Allison might have (Grim future or actual future) wouldn't be growths, so much as the realization that what she's been paranoidly avoiding doing because it might hurt someone could be deliberately done to hurt people. Specifically, when moving ink through anything delicate, such as nerves, it will disturb said delicate thing, so she could sort-of-blind people by pushing ink into their eyes (not destroying vision altogether, but making it so blurry it's nearly useless if done to both eyes; she's done this to one of her own eyes accidentally in her history), or potentially kill them by pushing ink through sufficiently vital parts of their brain. (Causing pain by moving ink through skin and provoking the nerves there she's already done.) Moving ink through the spine I'm not sure if it would paralyze or just cause pain or what, so I'm kind of ignoring that option. Not messing with nerves, she could use toxic ink as poison by moving it into someone's veins (or nontoxic ink, if she had enough of it and enough time to get it all in, though that'd probably require the person she was trying to kill already being knocked out or tied up, so just cutting their throat would probably be easier). I'm sure none of these would really count as increases in power, but they aren't really finesse either, more like a loss of plot-induced ditziness/blind spot. I really have trouble imagining her not figuring out that what can hurt her can also hurt other people in an apocalyptic future, unless I give her brain damage or something. So, since I have been told any of that would OOCly be a power growth, and it's not really attribute point stuff, does 'no power growths in the Grim future' apply to it as well?
Just watching from the sidelines here, but if I may?
I have no problem with the Amazons. Its a logical idea and a fun one. But I think having a moving bone castle is a tad bit over the limit. I mean, if one thinks about it, no one else could ever raid from it. They get in, from what I gather, wouldn't be hard for Isabel to just seal them off and proceed to fill said room with bone spikes. Instant deathtrap. Plus with the sheer size of the thing, damaging it long term would be a tough thing too, if one considers how fast Isabel has managed to replace bone weapons in the past.
I'm just voicing a concern. The castle seems a little much and sways the balance in the fight for supplies towards the Amazons. Now, I fully expect to have an avalanche descend upon me for this so...have at it.
Posted by Skydancer on May 14, 2012 1:09:58 GMT -6
Gamma Mutant
328
0
Nov 10, 2013 17:18:54 GMT -6
Just one minor point to make and that is that Sky is planning on being with the Amazons and not the ferals. Currently its just Chase and Amber confirmed for the ferals and possibly IM's second if he gets it approved in time for the plot. Aside from that, much love for the whole plot <3