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 Calliope on Nov 27, 2008 23:59:14 GMT -6
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Mar 6, 2013 12:37:14 GMT -6
Zephyr, CS, and I had a brief discussion in the cbox as well that raises a few questions. Here's the discussion (read bottom to top):
Zephyr: Indeed, though it would be something of a pain in Zephyrs case as he would effectively be rendered useless in combat situations. Katrina: That is an interesting plot, too, Zeph. Cold Steel: if not they are still easy targets and not something that needs to be feared Zephyr: and then placed them on satellites all over the earth, effectively eliminating mutant powers. Cold Steel: or nullified t least Zephyr: Essentially some black ops entity has managed to identify the wave necessary to cancel out control of mutations made emitters to replicate them Cold Steel: *nods* i think the powers should disappear all together once they enter the field Katrina: They will be relatively easily sniped if energy and other attacks don't just disappear when they enter the field. Maybe it is more balanced if the attacks disappear. I dunno. Cold Steel: which would even the playing field Zephyr: Now that I think of it this seems quite a familiar to an arc currently underway in the comics. Cold Steel: *shakes head* what i was getting was you would not be able to use your mutaions to fight them Cold Steel: *nods* well i got the losing control part Zephyr: It will essentially revert to sniper like tactics though, at least with Zephyr it will. Katrina: I think that is what they are talking about now- things just disappearing. But that doesn't make as much sense to me as the mutant just losing control. Cold Steel: maybe they could have an energy field or something that just makes it dissapate faster than normal Cold Steel: lol Zephyr: yes, I don't see how you'd be able to explain energy blasts just disappearing either Cold Steel: *nods* i thought they would just disappear Katrina: than simply disappearing. Katrina: I personally think it would be the same with, like, fireballs or lightning. They can shoot toward the Adapt, but once the fire/lightning enters the field, its going to do what it wants to do, rather Zephyr: That's the adepts key weakness CS Cold Steel: other wise everyone could do something like that Cold Steel: *shakes head* but zep it shouldn't be enough to hurt him right? Zephyr: Correct. Katrina: Right, it would still be moving air, but control over it would be lost. Zephyr: As long as he is outside the field I believe it's fair game. Zephyr: effect Zephyr: That's something I'd like to argue actually Kat, I'd say the momentum from the wind blade itself would carry on within the barrier, it would no longer be lethal obviously but it would still have some Cold Steel: also if Gb were to pick up a 12foot pole and use it as a bat would GB's powers be nullified even though he was out of the range? Katrina: A person might be an Adapt without even knowing it. Katrina: I think it happens automatically without them knowing its active. Cold Steel: i'd imagine it would be constant Cold Steel: *nods* well i got that part it just they saud energy and elemntals so i was curious about other powers Zephyr: One thing I am slightly curious about though is whether the adepts nullifying power is constantly active or whether they have to consciously keep it on. Katrina: So, if Zephyr were to create blades of air, and send them flying toward an Adapted, they would fall apart into normal air once they crossed the barrier. Cold Steel: *shrugs* i had to read it over a few times to get it but i get what your saying Zephyr: *shrugs* it wasn't the most eloquent of explanations Katrina: I thought it made sense. Cold Steel: *nods* zep you just confused me *grins* Zephyr: What the adepts do is release a counter brainwave which nullifies the Zeta wave, rendering mutants incapable of accessing their mutatiuons. Katrina: But the mutation is what made it big, so if the mutation is nullified, then it would shrink upon entering the field. Zephyr: The way I think of it is that the x gene requires a specific brainwave, call it Zeta for arguments sake, in order for it to be activated/controlled. Cold Steel: so i wasn't sure Cold Steel: but it's not an elemental attack or a ray Cold Steel: *nods* thats what brainstorm said Zephyr: From my understanding that ability would also be nullified CS Cold Steel: like if i was to grow a pebble and throw it Cold Steel: regarding GB's powers, i know his main growing ability would stop but what about his ability to make other things grow?
And here are the questions:
[/color]
2) How completely do powers disappear once they enter the field? There are several options here including:
[/ul] 3) This part of the discussion was pertaining to the question that Calley has already posed, whether or not the powers cancellation effect is constant or not.[/ul] Other questions still up for discussion (from earlier):
For question 1: I like the idea of calling the brainwaves that function to control mutations "zeta waves" and the brainwaves that cancel them out "anti-zeta waves" or something along those lines. The explanation seems to fit well with Luke's original idea and also seems to help explain how things work from a technical standpoint.
For question 2: I think option "a" gives the Adapts a bit more protection against sniping, which I like. However, option "b" seems to be the more logical occurrence for how we are explaining what happens when things enter the field and seems to fit with the preserved momentum of speedy mutants and such. At this point I would be fine with either option, though I am leaning toward option "b" because we can still make most of the effects from the mutations harmless once they enter the field.
For question 3/ Calley's question: I vote for no, they cannot turn off the field. I think it should be automatic and constant, and the Adapt's might not even realize that they are emitting the aura/anti-zeta waves.
4: It seems like we are leaning towards physical characteristics caused by mutations not disappearing, unless the mutant spends a significant amount of time within the aura. Mutants might lose control of extra limbs or tails within the aura.
5: Some say yea, some say nay. We're still at a fairly even split about whether Adapted humans are able to sense mutants.
6: Seems like a 'yes' all around for this one, thus far.
7: I vote for completely nullified! The whole point is to even the playing field between mutants and humans!
Posted by Calliope on Nov 26, 2008 10:46:46 GMT -6
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Mar 6, 2013 12:37:14 GMT -6
Also agreed on the physical characteristics not going "poof".
And a question for consideration: Do the Adapteds have a way of sensing who is a mutant and who is not, or does their ability work on mutants without them even realizing it is in effect? So, can they walk down the street and be able to pick out who the mutants are?
Posted by Calliope on Nov 23, 2008 22:47:38 GMT -6
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Mar 6, 2013 12:37:14 GMT -6
I like the idea that the radius is dependent upon the individual, and 6-10 feet sounds about right to me also.
I think if people want to try them out in Australia, that is fine with me. They might get a little confusing elsewhere in the FP, though, so perhaps we leave them in Australia for now.
Ghost/Lori: I like the idea that it could be something that throws everyone off. I like that the mutants may suspect the Gov, the Gov may think it's a new kind of mutant, and the new kind of human will be just as confused as everyone else. Super unexpected all around.
I agree with Ghost on that. Everyone is confused at first and if some sort of group forms, they do it IC.
I really like this idea as well. An ongoing thing, like Calley suggested, sounds best to me.
It would be kind of cool to get a couple of playable characters to be Adapteds (rather than have all NPCs). How we'll do that, I'm not yet sure.
And now... thinking out loud: It sounds from the way Luke described it that both X-genes and anything affected by them stop working within the radius, but there are several possible interpretations to how it could work out:
1) As described, neither Xgenes nor anything effected by them work with the radius. 2) Mutants within the radius have Xgenes that don't work, but those standing outside of it can still have an effect on the Adapteds. 3) Mutant abilities that work by affecting other people (such as mental abilities) don't work on Adapteds, but physical abilities, such as super speed or elemental abilities do still work.
I don't think that this should affect the FP, though. By the time we get this figured out, the FP will likely be over.
Haywire affects Xgenes by making them unstable. Humans who are affected get sick. Adapteds would most likely be affected the same way as humans.
Actually, we have an official place where the mods keep track of your attribute profiles for you, all official like. (Though it helps to have the explanations you have listed here for how strong each area is!) I've posted an official profile for you with the attributes you have posted here. If you need to make changes, just email mutantrevolver@yahoo.com, and the first available mod will make changes to your official profile.
Anyway, welcome to MRO!
If you put this code in your signature, people will be able to find your character profile very easily!