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.
Posted by Historian on Jun 15, 2008 20:04:26 GMT -6
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What's the max size for Avatars and Signatures?
Avatars: 120 x 155 pixels Signatures: 555 x 190 pixels
You can see those sizes modeled by my dummy account, the gorgeous fallback.
If you make your avi and/or sig bigger than that, it will start to stretch the page; the Mods can and most likely will ask you to resize it. Make sure you do not link your avi/sig to a larger picture, and rely on Proboards to auto-resize it for you: MRO has a glitch that breaks auto-resizing a good deal of the time, and large image sizes slow down the site considerably for our members with slow internet connections. Please manually resize all images, and link to the resized version.
Resizing your avi/sig
There are many ways, using many programs. You can always ask a Moderator or another member, if you have trouble doing this.
One easy way, using MS Paint:
1) Get your image into Paint. Right click over the image; select "Copy Image" (or your browser's equivalent option). Open MS Paint; hit CTRL+V (Paste).
2) Resize it. Go to "Image" > "Stretch/Skew," and fiddle with the Vertical and Horizontal percentages until your avi/sig is a nice size. Save your image to your hard drive after you're done.
3) Upload it, and get it on your profile. Go to your photo-hosting service of choice (MySpace, Facebook, Photobucket, etc), and upload your image. Right-click over your newly uploaded image and select "Save Image Location". Go to your profile > modify profile and replace your current avi/sig img link with this new one.
That should do it.
Adding a Profile Link to your Sig
Do you have an image in your signature? Use this code: [url=YourCharacterProfileUrl][img]YourImageLocationUrl[/img][/url]
Don't have an image in your sig? Use this code: [url=YourCharacterProfileUrl] Your Character's Name[/url]
Note: All players are required to link to their profile in their signature, as a courtesy to other members--that way, it's easy for everyone to look up other characters' profiles.
Posted by Historian on Jun 14, 2008 13:53:15 GMT -6
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((ooc: This is the "scene setting" post for all the folks returning from Stage 3. Once you've made your post there, you may post on this thread, or start your own side-thread.
Either this Tuesday or Wednesday, us Mods will do the official hand-wave to get the Registration Law revoked, and everyone can return to the Mansion and Sanctuary boards.
For now, if you've wrapped up everything you were doing in the Camps, feel free to run amok in Mondragon Labs.
Just to be entirely clear: RPing in Mondragon Labs after the breakout is NOT mandatory.))
Mondragon Labs: for months, it had kept New York's Mutant Resistance safe within its sprawling complex and labyrinthine hallways. The Camp breakout earlier that day had been an undeniable success. Now, as the tired fighters and liberated inmates rolled into the parking garage, they could breathe easy. This was home base; they were safe.
The light smell of smoke in the air of the parking garage might be telling them otherwise. There had been a fire on its upper levels--sooty guards were directing the returning traffic back into the Labs proper, and away from the stairs leading up to where that smell was coming from.
The hallways themselves were a little... wet, in places. The sprinkler system had done its job in keeping the fire from spreading, and left the place looking like a spring shower had gone through.
The library looked like some foul adolescent immortal beast had played a game of dominos with its bookshelves.
We won't even mention the music room.
The returning mutants were being strongly encouraged to head either to the Canteen, where enough spaghetti to feed an army (and a little more besides) was waiting for them, or to the Infirmary, which had been left relatively untouched by whatever had happened while the Resistance fighters were away. On that note: any guard asked about the damage would simply say, "It's been taken care off." If anyone bothered to ask Noin Mortman at the reception desk, she would simply give a confident smile and twirl a wooden pencil over her four-fingered left hand.
Welcome to Mondragon Labs, where the staff has got your back.
((ooc: For those who haven't noticed, those of us who didn't fight with the Resistance have been, umm, keeping busy back at the Labs: "The Last Stand". Just a little minor property damage, that's all...))
Posted by Historian on Jun 10, 2008 23:05:04 GMT -6
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Posted on behalf of Raina, who popped onto the Cbox earlier tonight, Tusday the 10th:
I don't have long enough to make a post just wanted to let you know I'm in the hospital dealing with some things for the past few days and the next little while hence being away. Miss you guys, will be back as soon as I can convince em to let me haul my sick little butt to the computers again! bye
Posted by Historian on Jun 10, 2008 18:30:23 GMT -6
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PS: Iris/Enigma and Calley/Historian now have the powers to change the member groups (aka, the pretty colors on your names), so PM one of us if'in there's been some mistake there.
Posted by Historian on May 25, 2008 12:26:57 GMT -6
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*takes Hunter's Mod cap and dons it* *...it's prettier than hers: you can practically hear the souls of disobedient players screaming for release*
Since I'm rolling in free time, I expect I'll notice all of the side threads and such going on and link to them without any prodding; if for some strange reason a day or two passes and your side thread's link hasn't made it on the list of links, then feel free to PM me, folks.
Posted by Historian on May 24, 2008 13:55:56 GMT -6
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The breakout has begun!
Stage 0: Spreading the Good News (done mostly OOC) -- Key inmates and collaborators have been informed of the plans. They stand ready to act, from both outside and in the Camps.
Stage 0 Threads:
Camps Training -- The inmates gather in Group Confinement to get prepared for the coming breakout; Sonya (wearing a Doug skin) confirms that the date has been set. Fancy Meeting You Here -- Day of the raid; Rupert and Lee meet in Rup's office.
Stage 1: The Air Drop -- Planes from Mondragon Labs have airdropped in the first wave of Resistance fighters. Their aim: create enough chaos to lure the Stalkers away from the inmates. A lone sniper has set up position with his crosshairs on the guards, as well...
Stage 2: Ground Assault -- As most of the Stalkers were being distracted by the air-dropped chaos-causers of Stage 1, a line of Resistance tanks was moving in to take advantage of their absence. The gates to the Camps have been blown open, and the Resistance is pouring in to get the inmates out...
Stage 3: Retreat -- As the were-vamp bellows, so do Inmates and Resistance members alike listen: the retreat has been called! Armored personal carriers are waiting to take everyone back to the Labs for some much needed R 'n' R.
Meanwhile, at the Labs... The Last Stand: Katrina, Iris, and Calley get a little more excitement then they'd bargained for when not participating in the Breakout leads to an encounter with a young immortal out for blood... That, and the Mansion gets destroyed. Again.
Posted by Historian on Mar 31, 2008 9:48:29 GMT -6
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Since the founding of the Camps, they have been divided into distinct sides for men and women. Now, the climbing death toll has caused the sides to be combined. Will this raise the inmate's spirits and help them organize from the inside, or will they merely share their misery?
Meanwhile, the Church of Humanity was dealt a heavy blow in a night of carnage as one of their own members revealed his true nature and tore through their leading council's ranks. His whole-sale slaughter was interrupted, though, as another creature from myth made its entrance to the MRO scene. The immortal evil is nothing but a young whipper-snapper compared to the immortal good: End Game.
With the main supporters for the Registrations Law licking their wounds and the catching a Stalker mission in progress, there may just be an end to all of this in sight. Potentially.
Posted by Historian on Feb 21, 2008 15:34:36 GMT -6
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The Resistance is in full swing despite its inner turmoils, with training and missions ( Unexpected harmonies of strife, Operation Skeletons of the Closet, Catching a Stalker) currently underway to smooth the path towards a full camp breakout. Unfortunately, the camps are in full swing too: people are dying every day of starvation and mistreatment at the hands of the guards. The survivors are clinging to hope of help from the outside, but beginning to take matters into their own hands on the inside, as well.
Amidst rising concerns from even the non-mutant public about the current state of things, the government has the audacity to put try and paint a rosy picture on its actions by starting up such charming activities as Develop-Genetically Challenged community service. Further concerns about Congressional wisdom are being raised in the wake of a bloodbath committed by the original Stalker unit.
Posted by Historian on Mar 25, 2008 19:48:17 GMT -6
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WereCat
"Half in half out, half way confused. Half wanting to care, and half wanting to just walk away."
HISTORY: Sara, also known as WereCat, has a long history, with the girl who shares her stories. Possibly dating back from the time her writer was 8 years old. Were joined MRO at the end of August 2007. Sara came to New York to find easier meals. The pockets were more plentiful for the picking and despite the way she looks, she prefers her meals cooked and well done. She arrived in the city with just enough time to make herself acquainted with the Order, before going one on one with a stalker bot, and getting captured during the mutant registration act, then shipped off to the camps. Sara is a peaceful individual, however the camps have presented her with old frustrations, and she does not know, yet, how to deal with such ugly truths.
POWERS: While the visual part of Sara’s mutation is evident to anyone, just cut Sara and watch her bleed, then watch her stop and hole you’ve made disappear. Out of Sara’s two mutations this is the one she knows is natural and occurred on it’s own. She can heal within a few minutes to almost any injury, and has a high immunity to drugs. The one that makes Sara look like a cat, fur and all, is the harder one for her to deal with. She is unsure whether this mutation is natural or was forced on her.