Shaq
The Libertine
- Joined
- Apr 25, 2002
- Posts
- 12,552
Yes, yet another X-Men thread. While I don't expect this one to last any longer than the others this time I'm going to lay foundations that I hope will create a fun experience for all involved.
This RPG will borrow HEAVILY from many video game and MMORPG concepts like a "point" system and other attribute related factors. More information will be forthcoming.
Check this post often because it will be updated and edited to include the guidelines of the rp.
It will take about a week for me to list everything and then we will probably need another week or two to practice and hopefully get more players but while we wait concentrate on developing your character. Think of abilities and personality and try to learn the way the rp works so we can all hit the ground running!
So here is the setup
The Xavier Mansion is now world renown as a chief private learning institution and home to some of the world's foremost superheroes. A center of learning, the Xavier Institute is a fully accredited private school offering a wide curriculum to a diverse range of students both human and mutant. It offers a traditional curriculum as well as specialized courses designed to promote control and development of mutant powers. Some of the schools professors such as Charles Xavier (Psychology), Henry McCoy (Genetics), Emma Frost (Buisness and Industry), and Forge (Engineering) are leading figures in their respective fields.
As a center of superhuman and mutant activity the Institute is home to a group of established superheroes. These heroes have been divided into teams that specialize in specific areas.
-X-Factor : Mutant investigators, they use their powers and resources to aid law enforcement in uncovering mysteries when conventional methods fail. They typically offer their services to superhuman and mutant related crimes and mysteries.
-X-Calibre : Not all phenomenon falls under the range of mutant or even superhuman activity. Supernatural, mystical and magical phenomenon garners the attention of this group.
-X-Force : A highly efficient well trained strike force their job is to is seek out potential threats to mutant-human harmony and respond to established threats with optimum force.
-Generation X : Superheroes in training. They lack experience but members of this group have been identified as the next generation of superheroes.
Different names and different teams but all of them are X-MEN.
-Students : The general body at Xavier's. This includes mutants, humans and others (aliens, dwarfs, hybrids, etc) who have come to learn. Any of these may hope and study to become superheroes but only the best will be selected to be X-Men.
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Okay, here is the background. This rp follows the one from the same name last year. Time has passed and the world is much different. While mutants are still feared, mistrusted and sometimes hated they are now ACCEPTED. The best example of this is at the Xavier Institute which is now relied upon as a institute of learning. Scientists, Athletes and even military officials flock to the institute to learn under some of the best the world has to offer. They may do so reluctantly but even racist human parents apply to Xavier's because they trust their child to be well protected and to receive a premium education. West Point can't offer the military training one receives studying under Wolverine, Bishop and Gambit. MIT pales in comparison to the courses taught by Shadowcat and Cable.
And the Xavier Institute is the first ever accredited learning body to offer "Superhero" as a course of study.
As a registered superhero institute the X-Men are now relied upon more than any other superhero team including the Fantastic Four (scientific and extraterrestrial superhero specialists) and the Avengers (a group of solo heroes who unite only to combat threats no one hero can face alone). Still, they face the daunting task of teaching and protecting a world that hates and fears them, but has come to understand they need them.
CHARACTERS
The Following are NPC
-Professor Xavier
-Phoenix (dead)
-Elixir (temporarily)
-Forge (temporarily)
-Danger (temporarily)
-Cosmic level Powers (This includes Nate Grey, Franklin Richards etc.)
-Villains are playable and will be offered when the storyline calls for it OR when a good arc is offered.
-Story arc suggestions are HIGHLY recommended as this rp is designed to accommodate multiple storylines. If one would like to play a villain, suggest an arc for that villain, if it is approved the villain is then playable. "Missions" will have more info about this.
Mansion Fixtures are playable by every character when appropriate but can't be primary characters (Primary Characters can go on missions and are the "perspective" of a post)
Mansion Fixtures include but aren't limited to:
-Forge (provides specialized technology and inventions)
-Danger (Yep, the entity behind the Danger Room has made nice and is now an X-Man. Can't go on Missions but Danger is in charge of Internal Security at Xavier's and Training as she powers the "Danger Room" at the Institute.)
-Cerebra
-Elixir
Their character bios are forthcoming so players will have an idea of WHO can use them, how they can use them and how they can't.
-Player created characters are acceptable but they cannot be primary characters at this point. They can only be part of a group of general body "students". Created characters are students at the Institute and have to audition for Gen X through training. If they are successful there they become X-Men. So a player with a created character has to choose another primary character to go on missions until the created character becomes an X-Man.
Every selected character must post a bio (it can be short or even linked from wikipedia or uncannyxmen.net) but they must also list at least 5 offensive or defensive uses of their abilities. Every character must have a team designation and a specialty. For characters without a specialty "Training (Gen X)" will be their specialty.
To give an idea of a full character bio I'll post mine.
Name: Cyclops
Bio: http://en.wikipedia.org/wiki/Cyclops_(comics) (wikipedia or uncannyxmen.net are recommendations for established X characters. Write a bio for created characters)
Powers: Can project a beam of pure concussive force from his eyes (keep it simple, bios will be updated as the game progresses)
Designation: X-Force-Offensive (More information forthcoming. But cause of this designation Cyclops will have expanded offensive ability.)
Specialty: Executive Team Lead, Field Leader (Only Xavier has more access to X-Men resources. Great tactician and combat analyst)
Offensive Uses of Power
1. Short beam : 5-90 (This is the potential points value. More info coming.) - Can be as wide as a pen this beam can shoot through keyholes
2. Long Beam : 10-100 - Can be as wide as Cycs visor or as a football field
3. Obliteration Beam : 100+ - A pulverizing beam that occupies Cyc's total field of vision. Everything in his sight may be destroyed after this.
4. Riccochet[I/] :20-40 - Cyc can project a beam that can bounce off of mirrors, some walls and other objects and if aimed can hit another individual
Defensive Uses of Power
5. Long Beam : 10-100 - Scott can fire a beam in his direct line of sight obliterating an oncoming projectile
So keep these things in mind when selecting a character:
1. Why are they at Xavier's? (backstory and motivation)
2. How can their power be used offensively? (to hurt or influence another)
3. How can they be used defensively? (to save oneself or another)
4. What special abilities does this character have?
-For example most know that Cyke can shoot beams from his eyes, but he is also a life long leader and arguably second only to Captain America in terms of field leadership. So one of Cyke's "Specialties" will be leadership. Other X-Men will have that as a designation too and "Team Leads" will have expanded resources and abilities.
Other examples include Storm's lockpicking ability, Gambit's stealth skills, and Beast's intellect.
5. What situations or missions is your character best suited for?
-Using Cyclops as an example he would be great in a battle against other superhumans but NOT against something supernatural. Search and Rescue, and Investigations are also not his strong suits. For Search and Rescue a flyer like Archangel would be better, in an investigation Wolverine's senses or Madrox's overall intelligence would be better suited.
CHOOSE CAREFULLY
Mission System
This will work a lot differently than it has in every previous lit X-Men rp. Instead of the gamesmaster just handing out a mission or story line for every one to play MULTIPLE missions will be offered to players.
Since this is a rp it won't be a rigid story structure. No one will be "forced" to do anything to fulfill a story only a basic foundation will be preplanned. The catch is that only those planning the story will know what is planned. What may seem like a simple search and rescue mission that requires only a few X-Men who can fly may be part of a much bigger plot. What seems like a catastrophic scene that requires the X-Men's complete attention may be far smaller and divert resources that leave the team vulnerable elsewhere.
To be fair, surprises that happen in a story will be planned in advance so if you make a post a wrench won't be thrown in the plans just to complicate the story.
But to be fun, EVERY choice in the game will have a consequence. So accept and decline missions wisely, and always be prepared for anything.
The mission system will work as follow:
-A mission will be suggested or offered to team leads who have the option to accept or decline the mission.
-Once a mission has been accepted by a team lead(s) they begin to assemble their team. More information on Team Leads and Team Members is coming. Team Members will be briefed by the leads and can then choose whether or not they are willing to go on the mission.
-Missions will pop up in a variety of ways. A news broadcast may alert the X-Men to an immediate situation like a hostage or mutant attack. Or it may broadcast something that seems benign but may deserve closer investigation like the disappearance of a group of scientists working on a machine that could dampen mutant powers. An ally of the X-Men may call asking for help. Or a member of the school may have a dark past that has followed them to the Xavier Institute. The only information available about a mission will be what can be learned while at the Institute via available means of communication including the news, allys or cerebro. But for more detailed information a team will need to go investigate.
WHEN A MISSION IS ACCEPTED
-Any team leader can accept a mission. Team members that are aware of the mission can argue to persuade a leader against or for accepting a particular mission if they feel strongly about it. Once a team leader accepts a mission they begin to assemble their team. Choosing who to take on a mission is important. Any member of the X-Men (which includes Gen X) can go on a mission. Students and Mansion Fixtures are the only ones who can't go on missions (ie: leave the mansion. So mansion fixtures and students can only rp in the Xavier Institute thread)
-Once a mission is accepted then a SEPARATE thread is created for that mission. The team lead and the "villain" in charge of the mission can create a title and the team that goes on that mission will then "Go to that thread" to rp in it.
-Everyone is encouraged to come up with missions. The requirements for a mission will be included in another post (characters, purpose, predicted consequence if not stopped, etc)
WHEN A MISSION IS DECLINED
-Whoever created the mission will then predetermine the consequence. Some consequences don't happen immediately, others do. Based on the story the mission creator will decide what the consequence was for the X-Men's deference. The consequence should be planned in advance for fairness. Sometimes it may have been for the best the X-Men didn't participate. A consequence can range from bad publicity for the X-Men, resentment from those who felt the X-Men should have helped, or even strengthening a threat that may later pose a bigger problem. The mission creator will decide what is fair and appropriate.
SELECTING A TEAM FOR A MISSION
-Any X-Man is initially eligible to go on any mission once it is accepted. There are certain restrictions.
-Team leads must accept every mission but need not actually go on it. A team lead can decide that a capable team member can accomplish a mission with minimal assistance or even by themselves (they won't rp by themselves they will rp with the mission creator but they will be the only X-Man represented on the mission)
-A team should be selected based on the particular strengths and weaknesses of the members available AND what the mission needs. EVERY character must have strengths and weaknesses. Size and team composition are determinations the Team Lead who accepts the mission must make.
EXAMPLE:
Cyclops is solid firepower and will be able to analyze battle situations well but he isn't a good investigator unlike Beast or Madrox. So Cyke may be oblivious to the identity of a mysterious killer where as others would have deduced his identity and prevented more killings.
On the other hand a mystical threat may require a mix of investigation and firepower but only those X-Men who are trained and comfortable dealing with those threats should be chosen. Emma Frost's telepathy won't help against a being of the undead and Hellion's telekinesis won't matter much against a magical force. So choosing WHO to take on a mission is important.
How many X-Men a mission requires is also an important choice. If Magneto and the Acolytes attack NYC, and Beast accepts the mission, he and Jubilee probably are NOT going to be enough to stop them. On the other hand selecting 6 X-Men to go on a mission to save a kitty may mean good publicity but it would keep some of the team from stopping other threats. Who to take and how many will be an important decision for team leads to make.
REMEMBER!
Once a team lead accepts a mission they have to go on it. And every other member they select has the option of accepting or declining. The politics of this must be part of the rp. Do you choose the player that rarely posts and may no show leaving you alone in battle? Do you take a risk of letting a powerful team lead go on a mission with out you and get valuable experience and then not pick you for future missions that you want to go on?
Accepting a mission is fun but has a great deal of risk. Simply put, make a wrong move and you will die. If a team lead foolishly accepts a mission that no one else wants to take they may suffer for it. Beast and Jubilee fighting Magneto and his army would probably mean the failure of the mission and the deaths of both characters. To continue rping the players would have to select different characters.
POINTS SYSTEM (optional except in training)
-The points system is a loose guideline to aid in rp combat. It is the most complicated part but may be the most useful and rewarding. The purpose of the points system is to give a numerical description to the health and mutant power levels of characters.
-Its basic structure is based on a scale of 0-100
-For certain characters health or mutant energy a percentage also based on 0-100 will be applied.
-Players will assign points and percentages to their own characters. Points vary depending on the character and the situation.
HOW POINTS WORK WHEN ATTACKING
-When a player attacks a point is used to describe the force with which they are attacking which is also the amount they potentially can take away AND the amount of energy they are using to do so.
EXAMPLE: Cyclops shoots a long optic blast (40) toward Storm then a long optic blast (50) toward Colossus.
That means that the second blast Cyclops fired was stronger than the first and took more energy and effort from Cyclops.
HOW POINTS WORK WHEN BEING ATTACKED
Look at the previous example. Based on that it means if Cyclops performs a long optic blast with a force of 40 attack points that means that if it fully hits a normal healthy superhero or villain it will decrease their health by 40 which is pretty considerable.
So if Cyke were to hit an unsuspecting mutant like Storm with a blast worth 40 points she would lose 40 health points.
But a mutant like Colossus would be slightly different. If Scott blasts Colossus a PERCENTAGE is also applied. Because of his powers Colossus' durability allows him to sustain a great deal of impact with little harm. I would estimate that while Colossus would be affected by the blast 80 percent would do no damage.
So the first blast would have taken 40 points from Storm's health and even though the second blast of 50 is stronger and takes more mutant energy from Cyclops, when done to Colossus it would only take away 10 points after his 80 percent damage reduction is applied.
HOW POINTS AFFECT MUTANT ENERGY
-Using a mutant power just like regular activities like walking and running requires energy and effort. For a mutant like Cyclops who needs to absorb energy from the sun to use his powers if he uses more than he has stored he runs out of power.
So using the above example if Cyclops were to fire blasts worth 40 and 50 he would lose 90 points from his power reservoir of a hundred. But Cyclops energy projection capabilities are vast so in this area a percentage would be applied and he would only lose about 5 percent of the amount he expended. (he would have to fire both of those exact same shots about 22 times before he would run out of energy)
A mutant like Bishop is different. Bishop can only use the exact amount he stores. So Bishop may begin the game with 0 as his mutant energy level with a maximum of 100. Over that Bishop would not be able to absorb any more.
Other mutants like Colossus don't get tired. So they never really lose mutant energy and a player is welcome to assign a percentage reduction of 0% when it comes to them losing mutant energy while using their powers.
Don't worry. You won't have to do math.
http://mistupid.com/math/percents.htm
^^^^^Percentage Calculator
-The player will determine what an appropriate percentage is for their character and use that based on how they are attacked or attacked.
-Other factors that determine the amount of health points lost include where one is hit. A stab toward the heart may be worth only 50 attack points but if that pierces one's heart then they will die (0 health points)
-Sometimes a blow may connect but not completely. If a attack grazes your character a fair percentage is applied.
http://www.random.org/integers/
^^^^^^
-The link above is a random number generator. Some mutant powers involve chance. Longshot, Scarlett Witch and Domino have probability based powers and mutants like Nate Grey and Hellion always face the probability that one day they may lose control of their powers.
That possibility can be reflected in the roleplay using a random number generator. Using Hellion as an example, if Hellion has a 5 percent chance of losing control every time he manipulates an object then set the randomizer between 1 and 100 and choose 5 numbers. (or 1 through 20 and just choose one number. I'm not trying to be patronizing just thorough) If those numbers come up then include the consequence of losing control in your post.
MANSION FIXTURES
THE DANGER ROOM
-The Danger Room is the home of the NPC Danger (picture of Danger and the Danger Room can be found on link.
-Danger powers the Danger Room which still serves as the traditional holographic training ground.
-The Danger Room is used to train both players and their characters. In the Danger Room we can fine tune the rules of the new thread before we step on missions and prove that our created characters or young superheroes have what it takes to be X-Men.
-Danger can only be authorized to run simulations by Team Leaders. She can only run one simulation at one time.
-Danger Room scenarios range from Low, Medium, or Severe. The harder the setting the greater the experience in terms of learning new ways to use ones powers and improving strength if the scenario is completed sucessfully.
The downside is the harder the scenario the more damage Danger allows and a hero will need time to heal or risk going on a mission injured.
http://upload.wikimedia.org/wikipedia/en/4/49/Dangeroom.jpg
http://marvel.com/universe/Danger
-Danger is also the primary internal security system and force at Xavier's
ELIXIR
http://en.wikipedia.org/wiki/Elixir_(comics)
-Josh Foley is a student at Xavier's whose been given the task of healing dangerously injured X-Men. He can't leave the mansion so any injured X-Man can only be healed there.
-He can heal up to 20 points health points per day (day as in our time. 24 real time hours equal 20 health points)
-He can only heal one person at one time and he can only heal one person per day (the time begins when the person being healed begins the post involving Foley)
-ANYONE can get Josh to heal them but be wise. A student training for Gen X that loses 14 points in the danger room can get Josh to heal them but if an X-Man who is near critical levels gets rushed back to the mansion and can't get help then it may cause friction (which would be kinda fun to read to be honest)
FORGE
http://en.wikipedia.org/wiki/Forge_(comics)
-Forge is a professor at the Xavier Institute and assists the X-Men in various ways. His main job is to create devices that assists the X-Men on missions and helps them to better utilize and control their powers.
-Only team leaders are able to get forge to create an invention. Students and Team member will have to appeal to team leads and convince them to get Forge to work on something.
-The amount of time it takes Forge to create something varies
-Forge can only work on one invention at a time
-A team in the field can communicate what they need from the field to the mansion to a team lead who can get Forge to create what they need but someone needs to either retrieve or deliver the device
Cerebra
-Cerebra is a mutant hunting device. It offers general location information
-Only telepaths can use Cerebra
CHARACTER DESIGNATIONS
TEAM LEADS (Senior Staff)
-Team Leaders are recognized as being key administrators and operators at the Institute. There can be a maximum of four team leaders and a minimum of one.
-Team Leaders have the most privileges AND responsibilities to the Institute (and hence thread)
-Only team leads:
A ) can run a danger room scenario so team leads must roleplay their character (though the team lead can simply be running the scenario and need not actually be involved), supporting characters, villains, etc
B ) Accept Missions. After a team lead accepts a mission then they can choose their team. Those they choose can then accept or decline.
C ) Get an invention from Forge
TEAM MEMBERS
-This includes every X-Man.
-All team members have access to Danger (using her as an internal security feature) and the War Room (which includes the communication room).
STUDENTS
-Those who major in "Superhero" will get special attention
-Through study (showing you understand the marvel universe) they get a chance to train, through training they get a chance to prove (they know how to roleplay) they can be X-Men.
So that's about it. The roleplay is set to begin. I will try to facilitate the roleplay and eventually I don't think a "gamesmaster" will be necessary. Initially I'll play the "villain" in the missions so Cyke may not necessarily be in the field.
A couple more additions may come up but everything is pretty much there.
A few reminders:
-Give your characters room to grow. Don't make them too powerful. Think of ways to limit your character in terms of how they use your powers so that after some danger room sessions and missions they will "learn" more and unlock those abilities.
-Differentiate and purposely create strengths and weaknesses in your ,character. Differentiate between power and control, offense and defense, long range ability, and potential. Some characters are very powerful but lack control and can hurt their teammates or innocents. Other characters aren't very effective at defending others so when attacked they are vulnerable. And some characters have cool powers that are kinda limited in what they can do in addition to their current abilities.
Few characters are strong in every category. Most X-Men will be limited in one or two and most students should be limited in two or three.
-Power
-Control
-Long Range Effectiveness
-Potential
-Offense
-Defense
Check your character in each area. Are they limited, moderate or strong?
-As far as X-Men players are not actively controlling they can be mansion fixtures that are used to add to your own character's post (as a foil) but they can't be used to influence the game unless a filled out profile of them is posted and they go through a danger room session.
-EVERY playable character has to go through at least one danger room session
-X-Men that aren't being played are considered either away on a mission or injured but not dead (unless they are dead)
Good luck everyone!
This RPG will borrow HEAVILY from many video game and MMORPG concepts like a "point" system and other attribute related factors. More information will be forthcoming.
Check this post often because it will be updated and edited to include the guidelines of the rp.
It will take about a week for me to list everything and then we will probably need another week or two to practice and hopefully get more players but while we wait concentrate on developing your character. Think of abilities and personality and try to learn the way the rp works so we can all hit the ground running!
So here is the setup
The Xavier Mansion is now world renown as a chief private learning institution and home to some of the world's foremost superheroes. A center of learning, the Xavier Institute is a fully accredited private school offering a wide curriculum to a diverse range of students both human and mutant. It offers a traditional curriculum as well as specialized courses designed to promote control and development of mutant powers. Some of the schools professors such as Charles Xavier (Psychology), Henry McCoy (Genetics), Emma Frost (Buisness and Industry), and Forge (Engineering) are leading figures in their respective fields.
As a center of superhuman and mutant activity the Institute is home to a group of established superheroes. These heroes have been divided into teams that specialize in specific areas.
-X-Factor : Mutant investigators, they use their powers and resources to aid law enforcement in uncovering mysteries when conventional methods fail. They typically offer their services to superhuman and mutant related crimes and mysteries.
-X-Calibre : Not all phenomenon falls under the range of mutant or even superhuman activity. Supernatural, mystical and magical phenomenon garners the attention of this group.
-X-Force : A highly efficient well trained strike force their job is to is seek out potential threats to mutant-human harmony and respond to established threats with optimum force.
-Generation X : Superheroes in training. They lack experience but members of this group have been identified as the next generation of superheroes.
Different names and different teams but all of them are X-MEN.
-Students : The general body at Xavier's. This includes mutants, humans and others (aliens, dwarfs, hybrids, etc) who have come to learn. Any of these may hope and study to become superheroes but only the best will be selected to be X-Men.
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Okay, here is the background. This rp follows the one from the same name last year. Time has passed and the world is much different. While mutants are still feared, mistrusted and sometimes hated they are now ACCEPTED. The best example of this is at the Xavier Institute which is now relied upon as a institute of learning. Scientists, Athletes and even military officials flock to the institute to learn under some of the best the world has to offer. They may do so reluctantly but even racist human parents apply to Xavier's because they trust their child to be well protected and to receive a premium education. West Point can't offer the military training one receives studying under Wolverine, Bishop and Gambit. MIT pales in comparison to the courses taught by Shadowcat and Cable.
And the Xavier Institute is the first ever accredited learning body to offer "Superhero" as a course of study.
As a registered superhero institute the X-Men are now relied upon more than any other superhero team including the Fantastic Four (scientific and extraterrestrial superhero specialists) and the Avengers (a group of solo heroes who unite only to combat threats no one hero can face alone). Still, they face the daunting task of teaching and protecting a world that hates and fears them, but has come to understand they need them.
CHARACTERS
The Following are NPC
-Professor Xavier
-Phoenix (dead)
-Elixir (temporarily)
-Forge (temporarily)
-Danger (temporarily)
-Cosmic level Powers (This includes Nate Grey, Franklin Richards etc.)
-Villains are playable and will be offered when the storyline calls for it OR when a good arc is offered.
-Story arc suggestions are HIGHLY recommended as this rp is designed to accommodate multiple storylines. If one would like to play a villain, suggest an arc for that villain, if it is approved the villain is then playable. "Missions" will have more info about this.
Mansion Fixtures are playable by every character when appropriate but can't be primary characters (Primary Characters can go on missions and are the "perspective" of a post)
Mansion Fixtures include but aren't limited to:
-Forge (provides specialized technology and inventions)
-Danger (Yep, the entity behind the Danger Room has made nice and is now an X-Man. Can't go on Missions but Danger is in charge of Internal Security at Xavier's and Training as she powers the "Danger Room" at the Institute.)
-Cerebra
-Elixir
Their character bios are forthcoming so players will have an idea of WHO can use them, how they can use them and how they can't.
-Player created characters are acceptable but they cannot be primary characters at this point. They can only be part of a group of general body "students". Created characters are students at the Institute and have to audition for Gen X through training. If they are successful there they become X-Men. So a player with a created character has to choose another primary character to go on missions until the created character becomes an X-Man.
Every selected character must post a bio (it can be short or even linked from wikipedia or uncannyxmen.net) but they must also list at least 5 offensive or defensive uses of their abilities. Every character must have a team designation and a specialty. For characters without a specialty "Training (Gen X)" will be their specialty.
To give an idea of a full character bio I'll post mine.
Name: Cyclops
Bio: http://en.wikipedia.org/wiki/Cyclops_(comics) (wikipedia or uncannyxmen.net are recommendations for established X characters. Write a bio for created characters)
Powers: Can project a beam of pure concussive force from his eyes (keep it simple, bios will be updated as the game progresses)
Designation: X-Force-Offensive (More information forthcoming. But cause of this designation Cyclops will have expanded offensive ability.)
Specialty: Executive Team Lead, Field Leader (Only Xavier has more access to X-Men resources. Great tactician and combat analyst)
Offensive Uses of Power
1. Short beam : 5-90 (This is the potential points value. More info coming.) - Can be as wide as a pen this beam can shoot through keyholes
2. Long Beam : 10-100 - Can be as wide as Cycs visor or as a football field
3. Obliteration Beam : 100+ - A pulverizing beam that occupies Cyc's total field of vision. Everything in his sight may be destroyed after this.
4. Riccochet[I/] :20-40 - Cyc can project a beam that can bounce off of mirrors, some walls and other objects and if aimed can hit another individual
Defensive Uses of Power
5. Long Beam : 10-100 - Scott can fire a beam in his direct line of sight obliterating an oncoming projectile
So keep these things in mind when selecting a character:
1. Why are they at Xavier's? (backstory and motivation)
2. How can their power be used offensively? (to hurt or influence another)
3. How can they be used defensively? (to save oneself or another)
4. What special abilities does this character have?
-For example most know that Cyke can shoot beams from his eyes, but he is also a life long leader and arguably second only to Captain America in terms of field leadership. So one of Cyke's "Specialties" will be leadership. Other X-Men will have that as a designation too and "Team Leads" will have expanded resources and abilities.
Other examples include Storm's lockpicking ability, Gambit's stealth skills, and Beast's intellect.
5. What situations or missions is your character best suited for?
-Using Cyclops as an example he would be great in a battle against other superhumans but NOT against something supernatural. Search and Rescue, and Investigations are also not his strong suits. For Search and Rescue a flyer like Archangel would be better, in an investigation Wolverine's senses or Madrox's overall intelligence would be better suited.
CHOOSE CAREFULLY
Mission System
This will work a lot differently than it has in every previous lit X-Men rp. Instead of the gamesmaster just handing out a mission or story line for every one to play MULTIPLE missions will be offered to players.
Since this is a rp it won't be a rigid story structure. No one will be "forced" to do anything to fulfill a story only a basic foundation will be preplanned. The catch is that only those planning the story will know what is planned. What may seem like a simple search and rescue mission that requires only a few X-Men who can fly may be part of a much bigger plot. What seems like a catastrophic scene that requires the X-Men's complete attention may be far smaller and divert resources that leave the team vulnerable elsewhere.
To be fair, surprises that happen in a story will be planned in advance so if you make a post a wrench won't be thrown in the plans just to complicate the story.
But to be fun, EVERY choice in the game will have a consequence. So accept and decline missions wisely, and always be prepared for anything.
The mission system will work as follow:
-A mission will be suggested or offered to team leads who have the option to accept or decline the mission.
-Once a mission has been accepted by a team lead(s) they begin to assemble their team. More information on Team Leads and Team Members is coming. Team Members will be briefed by the leads and can then choose whether or not they are willing to go on the mission.
-Missions will pop up in a variety of ways. A news broadcast may alert the X-Men to an immediate situation like a hostage or mutant attack. Or it may broadcast something that seems benign but may deserve closer investigation like the disappearance of a group of scientists working on a machine that could dampen mutant powers. An ally of the X-Men may call asking for help. Or a member of the school may have a dark past that has followed them to the Xavier Institute. The only information available about a mission will be what can be learned while at the Institute via available means of communication including the news, allys or cerebro. But for more detailed information a team will need to go investigate.
WHEN A MISSION IS ACCEPTED
-Any team leader can accept a mission. Team members that are aware of the mission can argue to persuade a leader against or for accepting a particular mission if they feel strongly about it. Once a team leader accepts a mission they begin to assemble their team. Choosing who to take on a mission is important. Any member of the X-Men (which includes Gen X) can go on a mission. Students and Mansion Fixtures are the only ones who can't go on missions (ie: leave the mansion. So mansion fixtures and students can only rp in the Xavier Institute thread)
-Once a mission is accepted then a SEPARATE thread is created for that mission. The team lead and the "villain" in charge of the mission can create a title and the team that goes on that mission will then "Go to that thread" to rp in it.
-Everyone is encouraged to come up with missions. The requirements for a mission will be included in another post (characters, purpose, predicted consequence if not stopped, etc)
WHEN A MISSION IS DECLINED
-Whoever created the mission will then predetermine the consequence. Some consequences don't happen immediately, others do. Based on the story the mission creator will decide what the consequence was for the X-Men's deference. The consequence should be planned in advance for fairness. Sometimes it may have been for the best the X-Men didn't participate. A consequence can range from bad publicity for the X-Men, resentment from those who felt the X-Men should have helped, or even strengthening a threat that may later pose a bigger problem. The mission creator will decide what is fair and appropriate.
SELECTING A TEAM FOR A MISSION
-Any X-Man is initially eligible to go on any mission once it is accepted. There are certain restrictions.
-Team leads must accept every mission but need not actually go on it. A team lead can decide that a capable team member can accomplish a mission with minimal assistance or even by themselves (they won't rp by themselves they will rp with the mission creator but they will be the only X-Man represented on the mission)
-A team should be selected based on the particular strengths and weaknesses of the members available AND what the mission needs. EVERY character must have strengths and weaknesses. Size and team composition are determinations the Team Lead who accepts the mission must make.
EXAMPLE:
Cyclops is solid firepower and will be able to analyze battle situations well but he isn't a good investigator unlike Beast or Madrox. So Cyke may be oblivious to the identity of a mysterious killer where as others would have deduced his identity and prevented more killings.
On the other hand a mystical threat may require a mix of investigation and firepower but only those X-Men who are trained and comfortable dealing with those threats should be chosen. Emma Frost's telepathy won't help against a being of the undead and Hellion's telekinesis won't matter much against a magical force. So choosing WHO to take on a mission is important.
How many X-Men a mission requires is also an important choice. If Magneto and the Acolytes attack NYC, and Beast accepts the mission, he and Jubilee probably are NOT going to be enough to stop them. On the other hand selecting 6 X-Men to go on a mission to save a kitty may mean good publicity but it would keep some of the team from stopping other threats. Who to take and how many will be an important decision for team leads to make.
REMEMBER!
Once a team lead accepts a mission they have to go on it. And every other member they select has the option of accepting or declining. The politics of this must be part of the rp. Do you choose the player that rarely posts and may no show leaving you alone in battle? Do you take a risk of letting a powerful team lead go on a mission with out you and get valuable experience and then not pick you for future missions that you want to go on?
Accepting a mission is fun but has a great deal of risk. Simply put, make a wrong move and you will die. If a team lead foolishly accepts a mission that no one else wants to take they may suffer for it. Beast and Jubilee fighting Magneto and his army would probably mean the failure of the mission and the deaths of both characters. To continue rping the players would have to select different characters.
POINTS SYSTEM (optional except in training)
-The points system is a loose guideline to aid in rp combat. It is the most complicated part but may be the most useful and rewarding. The purpose of the points system is to give a numerical description to the health and mutant power levels of characters.
-Its basic structure is based on a scale of 0-100
-For certain characters health or mutant energy a percentage also based on 0-100 will be applied.
-Players will assign points and percentages to their own characters. Points vary depending on the character and the situation.
HOW POINTS WORK WHEN ATTACKING
-When a player attacks a point is used to describe the force with which they are attacking which is also the amount they potentially can take away AND the amount of energy they are using to do so.
EXAMPLE: Cyclops shoots a long optic blast (40) toward Storm then a long optic blast (50) toward Colossus.
That means that the second blast Cyclops fired was stronger than the first and took more energy and effort from Cyclops.
HOW POINTS WORK WHEN BEING ATTACKED
Look at the previous example. Based on that it means if Cyclops performs a long optic blast with a force of 40 attack points that means that if it fully hits a normal healthy superhero or villain it will decrease their health by 40 which is pretty considerable.
So if Cyke were to hit an unsuspecting mutant like Storm with a blast worth 40 points she would lose 40 health points.
But a mutant like Colossus would be slightly different. If Scott blasts Colossus a PERCENTAGE is also applied. Because of his powers Colossus' durability allows him to sustain a great deal of impact with little harm. I would estimate that while Colossus would be affected by the blast 80 percent would do no damage.
So the first blast would have taken 40 points from Storm's health and even though the second blast of 50 is stronger and takes more mutant energy from Cyclops, when done to Colossus it would only take away 10 points after his 80 percent damage reduction is applied.
HOW POINTS AFFECT MUTANT ENERGY
-Using a mutant power just like regular activities like walking and running requires energy and effort. For a mutant like Cyclops who needs to absorb energy from the sun to use his powers if he uses more than he has stored he runs out of power.
So using the above example if Cyclops were to fire blasts worth 40 and 50 he would lose 90 points from his power reservoir of a hundred. But Cyclops energy projection capabilities are vast so in this area a percentage would be applied and he would only lose about 5 percent of the amount he expended. (he would have to fire both of those exact same shots about 22 times before he would run out of energy)
A mutant like Bishop is different. Bishop can only use the exact amount he stores. So Bishop may begin the game with 0 as his mutant energy level with a maximum of 100. Over that Bishop would not be able to absorb any more.
Other mutants like Colossus don't get tired. So they never really lose mutant energy and a player is welcome to assign a percentage reduction of 0% when it comes to them losing mutant energy while using their powers.
Don't worry. You won't have to do math.
http://mistupid.com/math/percents.htm
^^^^^Percentage Calculator
-The player will determine what an appropriate percentage is for their character and use that based on how they are attacked or attacked.
-Other factors that determine the amount of health points lost include where one is hit. A stab toward the heart may be worth only 50 attack points but if that pierces one's heart then they will die (0 health points)
-Sometimes a blow may connect but not completely. If a attack grazes your character a fair percentage is applied.
http://www.random.org/integers/
^^^^^^
-The link above is a random number generator. Some mutant powers involve chance. Longshot, Scarlett Witch and Domino have probability based powers and mutants like Nate Grey and Hellion always face the probability that one day they may lose control of their powers.
That possibility can be reflected in the roleplay using a random number generator. Using Hellion as an example, if Hellion has a 5 percent chance of losing control every time he manipulates an object then set the randomizer between 1 and 100 and choose 5 numbers. (or 1 through 20 and just choose one number. I'm not trying to be patronizing just thorough) If those numbers come up then include the consequence of losing control in your post.
MANSION FIXTURES
THE DANGER ROOM
-The Danger Room is the home of the NPC Danger (picture of Danger and the Danger Room can be found on link.
-Danger powers the Danger Room which still serves as the traditional holographic training ground.
-The Danger Room is used to train both players and their characters. In the Danger Room we can fine tune the rules of the new thread before we step on missions and prove that our created characters or young superheroes have what it takes to be X-Men.
-Danger can only be authorized to run simulations by Team Leaders. She can only run one simulation at one time.
-Danger Room scenarios range from Low, Medium, or Severe. The harder the setting the greater the experience in terms of learning new ways to use ones powers and improving strength if the scenario is completed sucessfully.
The downside is the harder the scenario the more damage Danger allows and a hero will need time to heal or risk going on a mission injured.
http://upload.wikimedia.org/wikipedia/en/4/49/Dangeroom.jpg
http://marvel.com/universe/Danger
-Danger is also the primary internal security system and force at Xavier's
ELIXIR
http://en.wikipedia.org/wiki/Elixir_(comics)
-Josh Foley is a student at Xavier's whose been given the task of healing dangerously injured X-Men. He can't leave the mansion so any injured X-Man can only be healed there.
-He can heal up to 20 points health points per day (day as in our time. 24 real time hours equal 20 health points)
-He can only heal one person at one time and he can only heal one person per day (the time begins when the person being healed begins the post involving Foley)
-ANYONE can get Josh to heal them but be wise. A student training for Gen X that loses 14 points in the danger room can get Josh to heal them but if an X-Man who is near critical levels gets rushed back to the mansion and can't get help then it may cause friction (which would be kinda fun to read to be honest)
FORGE
http://en.wikipedia.org/wiki/Forge_(comics)
-Forge is a professor at the Xavier Institute and assists the X-Men in various ways. His main job is to create devices that assists the X-Men on missions and helps them to better utilize and control their powers.
-Only team leaders are able to get forge to create an invention. Students and Team member will have to appeal to team leads and convince them to get Forge to work on something.
-The amount of time it takes Forge to create something varies
-Forge can only work on one invention at a time
-A team in the field can communicate what they need from the field to the mansion to a team lead who can get Forge to create what they need but someone needs to either retrieve or deliver the device
Cerebra
-Cerebra is a mutant hunting device. It offers general location information
-Only telepaths can use Cerebra
CHARACTER DESIGNATIONS
TEAM LEADS (Senior Staff)
-Team Leaders are recognized as being key administrators and operators at the Institute. There can be a maximum of four team leaders and a minimum of one.
-Team Leaders have the most privileges AND responsibilities to the Institute (and hence thread)
-Only team leads:
A ) can run a danger room scenario so team leads must roleplay their character (though the team lead can simply be running the scenario and need not actually be involved), supporting characters, villains, etc
B ) Accept Missions. After a team lead accepts a mission then they can choose their team. Those they choose can then accept or decline.
C ) Get an invention from Forge
TEAM MEMBERS
-This includes every X-Man.
-All team members have access to Danger (using her as an internal security feature) and the War Room (which includes the communication room).
STUDENTS
-Those who major in "Superhero" will get special attention
-Through study (showing you understand the marvel universe) they get a chance to train, through training they get a chance to prove (they know how to roleplay) they can be X-Men.
So that's about it. The roleplay is set to begin. I will try to facilitate the roleplay and eventually I don't think a "gamesmaster" will be necessary. Initially I'll play the "villain" in the missions so Cyke may not necessarily be in the field.
A couple more additions may come up but everything is pretty much there.
A few reminders:
-Give your characters room to grow. Don't make them too powerful. Think of ways to limit your character in terms of how they use your powers so that after some danger room sessions and missions they will "learn" more and unlock those abilities.
-Differentiate and purposely create strengths and weaknesses in your ,character. Differentiate between power and control, offense and defense, long range ability, and potential. Some characters are very powerful but lack control and can hurt their teammates or innocents. Other characters aren't very effective at defending others so when attacked they are vulnerable. And some characters have cool powers that are kinda limited in what they can do in addition to their current abilities.
Few characters are strong in every category. Most X-Men will be limited in one or two and most students should be limited in two or three.
-Power
-Control
-Long Range Effectiveness
-Potential
-Offense
-Defense
Check your character in each area. Are they limited, moderate or strong?
-As far as X-Men players are not actively controlling they can be mansion fixtures that are used to add to your own character's post (as a foil) but they can't be used to influence the game unless a filled out profile of them is posted and they go through a danger room session.
-EVERY playable character has to go through at least one danger room session
-X-Men that aren't being played are considered either away on a mission or injured but not dead (unless they are dead)
Good luck everyone!
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