OOC/Casting Call: Xavier's Institute for Higher Learning

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!
 
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Hellion

Name: Hellion, a.k.a. Julian Keller

Bio: http://en.wikipedia.org/wiki/Hellion

Powers: Telekinesis

Designation: X-Force Offensive

Being somewhat cocky, he feels he should be in the place where he can get out and show off his powers. Also, Professor X sees the underlying leadership capabilities and hopes Julian can learn from Cyclops not only in a leadership role, but also in self-control.

Offensive Uses of Power:

1. Force Projection – Can project a telekinetic force that can be gentle (push or shove – 10-20) or very formidable (Knocking down buildings – 50-100 Depending on Construction)
2. Object Manipulation (Large) – Lifting and throwing things like bank safes (30), garbage trucks (50), etc.
3. Object Manipulation (Small) – Lifting and hurling smaller objects, such as bricks or lead pipes, at supersonic speeds (10)

There is a 5% chance Hellion will lose control of his power when using it to manipulate objects. One instance is when he accidentally destroyed a floor of the Danger Room when he was only trying to pick up a paper clip.

Defensive Uses of Power:

1. Project a Temporary Force-Shield Around Himself and Others (10-100 Depending on Attack Being Defended Against and Area Being Defended)
2. Subsonic Flight (Avoidance of Projectiles, Gaining Tactical and Positional Advantages) (1-10 Depending on Distance)

Hellion’s offensive telekinetic capabilities are refined and generally only drain 20% of their value from him when used, but defensive powers require a full 100% drain to be effective. (Example: He could hurl 4 garbage trucks (50x4x20%) and repel a 50 point attack directed against him, but he’d be pretty worn out afterwards having used 90 energy.

(I’ll adjust accordingly as more information becomes available.)
 
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MilkManDan007 said:
Hey Shaq:

Sounds like an interesting thread idea.

I'm going to call dibs on Hellion (Julian Keller) before anyone else gets to him. You can figure where you'd like to place him.


Good choice. Hellion is a budding favorite of mine too.


And as more info becomes available, you'll find where Hellion gets placed depends on you too:)
 
I shall once again assume the mantle of that ol' beer drinking, cigar chompin' canuckle head Wolverine.
 
rengadeirishman said:
I shall once again assume the mantle of that ol' beer drinking, cigar chompin' canuckle head Wolverine.


Welcome back:)
 
Oh and everyone be sure to read and re-read the initial post. Instead of listing the rules by making a new post I'm just going to continually edit my first post for as long as the reply limit allows until all the rules are posted and new rules become available.


I'm by no means a guru so much like a real MMORPG "updates" whether new rules, features or whatever will become available as we play.

But the initial experience isn't just a whimsical idea either, everything so far was the original plan Jeremy Davis and I came up with for the updated thread from last summer.
 
hey

I love the idea of this and would like to play 2 charcters.

Firstly i want to make my own character who would a student in training.

Secondly i would like to play Beast (Hank McCoy) because he is my favbourite x-man and plus becuase you said we would need a primary charcter.

if this is ok, i'll post for the bio's for each as soon as i get the go ahead.
 
MilkManDan007 said:
Name: Hellion, a.k.a. Julian Keller

Bio: http://en.wikipedia.org/wiki/Hellion

Powers: Telekinesis

Designation: X-Force Offensive (Being somewhat cocky, he feels he should be in the place where he can get out and show off his powers. Also, Professor X sees the underlying leadership capabilities and hopes Julian can learn from Cyclops not only in a leadership role, but also in self-control.)

Offensive Uses of Power:

1. Force Projection – Can project a telekinetic force that can be gentle (push or shove) or very formidable (Knocking down buildings)
2. Object Manipulation (Large) – Lifting and Throwing things like safes, cars, etc.
3. Object Manipulation (Small) – Lifting and hurling smaller objects at supersonic speeds

Defensive Uses of Power:

1. Project a Temporary Force-Shield Around Himself and Others
2. Subsonic Flight (Avoidance of Projectiles, Gaining Tactical and Positional Advantages)

(I’ll adjust accordingly as more information becomes available.)


Yep, so far you've got it. The points system is the only major addition you have to make and I'll give more info on that in the coming days.
 
NiteCrowe said:
hey

I love the idea of this and would like to play 2 charcters.

Firstly i want to make my own character who would a student in training.

Secondly i would like to play Beast (Hank McCoy) because he is my favbourite x-man and plus becuase you said we would need a primary charcter.

if this is ok, i'll post for the bio's for each as soon as i get the go ahead.



You're good to go on both. For the created character just make sure to be descriptive physically as best as possible and give us an idea of his offensive and defensive powers in the description.

I welcome rping with Beast who isn't chosen enough in my opinion.
 
Cool, i'll post both bio's asap.

I know, beast is hardly ever chosen but i have to admit that he is my 2nd favourite hero of all time

1st - Question
2nd - Beast
3rd - Cap. America

Ne way i'll post them asap.
 
Beast - Primary Character.

Name: Beast

Bio: http://en.wikipedia.org/wiki/Beast_(comics)

Powers: Animal-like physiology, superhuman agility and strength, Genius level intelligence, accelerated healing factor.

Designation: X-factor.
Speciality: Genius level intellect. Beast is a genius and has a wide amount of knowledge. This also helps with computers as he has mastered using them to an almost impossible level. (Using this can only work on a chance hit of 85% or less. There is always a 15% chance that the technology is above him.

Offensive Uses of Power:
1. Throwing (Medium) – Picking up objects and throwing them. Large Objects such as cars (10-50 depending on size i.e. Cars), and are thrown (10-50 depending on distance) Smaller objects (0 – 10 i.e. Bikes) and are thrown (0-10 depending on distance)
2. Kicking / Punching (Medium) – Superhuman strength used to punch (10-40) or kick (10-40)

NOTE: When picking up large objects, which range between 35-50 in power, Beast loses 0-5 healths, as it is taking vast amounts of energy to do so. Throwing large objects also causes the same effect.

Defensive Uses of Power:
1. Evasion – Beast has superhuman agility which he can use to jump far distances (5-75 depending on distance)
2. Climbing – Beast has claws which he can use to climb walls and hang from ceilings. Fortunately Beast has much experience from this and as such it does not cost him much (5-10 initially, 1 point per round is used for hanging, and 2-5 points is used for scaling)
3. Healing Factor – Beasts physiology has adapted to withstand certain amounts of damage (Damage reduction of 35%) And can also heal slowly from previous attacks. (0-5 Health regained per round.)
 
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Warfly (the student)

Name: Warfly aka Matthew McCoy.

Bio: Dr. Henry McCoy found Unknown, during an investigation. Has no memory of his past life, as he has amnesia caused by psychic manipulation, which he requests, Proffessor Xavier do nothing about.

McCoy, promptly adopted the child as his own and chose a name for him.

He is an 18-year-old boy, with a slightly athletic build. He has short black hair with green highlights. Has large fly type wings growing from his back.

It is suggested that he is the son of mutant terrorists. Though all he wants is to help people.

Powers: Flight (Granted by wings) Invulnerability

Designation: Student // Training.

Offensive Uses of Power:
1. Carrying – While in flight Warfly can carry small to medium sized object and drop them accordingly. Picking up (5-10), carrying (10-25 depending on distance carried, + 5-20 depending on weight), Dropping cost’s no points.
2. Ram – Warfly can increase his speed while flying and charge at an object or person. (20-60 depending on speed)


Defensive Uses of Power:
1. Early Warning – Warfly’s wings can detect changes in air currents, which can act like a kind of warning system similar to Spiderman’s spider sense. (85% chance of seeing and avoiding attacks)
2. Flying – Warfly can fly off and avoid attacks (20-40 depending on speed) he can also fly extremely fast and pull others from danger (30-60) depending on speed) Normal flying costs 0 – 3 points per turn)
3. Flight Damage - Because he is extremely good at flying and can avoid most attack or flow with them he has a damage reduction of 35% while in flight.
 
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NiteCrowe said:
Ok i know it probably needs tweaking but here it is.

Name: Beast

Bio: http://en.wikipedia.org/wiki/Beast_(comics)

Powers: Animal-like physiology, Superhuman agility and strength, Genius level intelligence, Accelerated healing factor.


Designation: X-factor.

Offensive Uses of Power:
1. Superhuman Strength – (Medium) About half the strength of Juggernaught.
2. Superhuman Agility – Can use his agility to throw himself like a missile.

Defensive Uses of Power:
1. Superhuman Agility – Can quickly evade attacks.
2. Accelerated Healing Factor – Can heal most minor wounds, and is non-affected as much by incident which could kill normal humans (i.e. falling from a building, wouldn’t hurt him very much)
3. Genius Level intellect – He can quickly asses and deduce thing, can also operate most machines by using knowledge and logic.


So far most of it looks good. You've got the info all there its just spread into different categories.


You can pick whichever designation you like but I think you picked a perfect one for Beast. You've got his powers and bio right. The only touch ups I would recommend are....


1. Genius Level Intellect would be Beast's specialty. Start thinking of specific things that intelligence will allow him to do.

2. You've got a good grasp of the powers so now think of specific ways that Beast uses them.

Say:

-Clawing
-Using his strength to lift objects or people and hurling them
-Good ol fashioned kicking and punching

for defensive purposes

-Jumping out of the way
-clinging to surfaces with is claws
-healing factor

--------------------------
The reason for the specific list of moves will be explained in detail under that section but it is mostly to help us understand combat roleplaying and to give us a reasonable understanding of the potential and limits of the character.

Potential meaning a power Beast potentially has (ex: the intelligence specialty could allow Beast to augment his own Body ala the Dark Beast thus making you stronger and faster) but can't do yet. So for now we will stick mostly to the listed moves but potential moves will become available if we stick with the thread and gain experience.

Medium strength for Beast is about correct. Once I explain the points system you can assign a value to his Strength and moves. The only thing is Beast isn't usually half as strong as Juggernaut. He's no weakling its just Juggs is just a grade below Hulk in terms of strength.


Once the points value is explained you can think of it like this:

A tank takes a certain amount of strength to lift.


Beast could lift a tank physically but it would take almost all of his strength (points) and it would leave him slightly tired and vulnerable.

Colossus or Juggernaut could lift a tank with one hand and feel no fatigue.


I hope that helps so far it looks good though.
 
NiteCrowe said:
Ok, i'm struggling with the whole powers bit (offenseive/defensive ect) and any help will be appreciated.

Basically here is my secondary char (a student) and i undertsand that he needs finishing but i am struggling with it.

Name: Warfly

Bio: Unknown, was found by Dr. Henry McCoy during an investigation. Has no memory of his past life, as he has amnesia caused by psychic manipulation, which he requests, Proffessor Xavier do nothing about.

He is an 18-year-old boy, with a slightly athletic build. He has short black hair with green highlights. Has large fly type wings growing from his back.

It is suggested that he is the son of mutant terrorists. Though all he wants is to help people.

Powers: Flight (Granted by wings), Can turn his hands into claws. Invulnerability

Designation: Student // Training.

Offensive Uses of Power:
1. Claws – Able to cut through Steel (Nothing harder)

Defensive Uses of Power:
1. Flight – Can Fly.
2. Invulnerability – Can hold of most attacks, and protect others.


Warfly looks good mostly. I would recommend some changes though and I'll explain why.

Player created characters offer the most fun (I can tell Warfly is X-Man material) but can also be the most difficult to rp with. Since you're going to be the first prominent student it looks like I would recommend these changes


1. Subtract the ability to turn hands into claws. Granted that means you won't be able to attack in that way but that's why its perfect. Power limitations are the key to a sucessful action rp. It will cause us to use more teamwork and ingenuity based on limited means instead of vast power resources.

Now imagine this: You want to be an X-Man and all you can do is fly. How do you attack? It would force you to be creative. You could also seek out help from an X-Man with a similar situation like Angel. If he's not around another senior X-Man. Who knows? Maybe if you impressed the right X-Man through training and practice they could get Forge to whip you up a pair of mechanical claws that work like the one you described....


2. Tone down invulnerability to something more similar to Angel. The reason Angel is able to fly so fast and never break a bone when he lands is because his skeletal structure is almost like a bird. He has no body fat, his lungs can extract oxygen even at great heights, so every bit of his 180 lbs frame or so is muscle making him stronger than men that may be 300+ lbs in a regular build. To land like you do would require something like that so warfly would be stronger though not necessarily invulnerable.


Those are just my recommendations but you don't have to accept them.


One thing that caught my eye though is this.

http://en.wikipedia.org/wiki/Housefly


A regular housefly does have some attack capability.


Could warfly bite people and spread disease like they do? The limit is it wouldn't work against machines or metal stuff but you could royally destroy people whose skin could be pierced.

-A fly's "evasion factor". Personally I think flies are harder to kill than spiders. It would seem highly plausible with your wings you'd have a "spider sense" like ability that may even be better than spiderman's.


Those are just my suggestions. Once you decide what Warfly's powers are then just think of specific moves he can do and he's good to go.

EDITED TO ADD:

Backstory looks good. There is definitely potential to explore there.
 
Codename: Wolverine

real name: James Howlett (commonly known as Logan)

Bio: http://en.wikipedia.org/wiki/Wolverine_(film)#Films

Powers: hyperaccelerated healing factor, mutated physiology that includes 6 foot long retractable bone claws, 3 on each arm. superhuman senses, (sight, hearing, and smell) adamantium skeleton, has been known to fly into berserker rage that increases his strength and resistance to telepathic abilities


Designation: X-force Offensive

Specialty:combat. having trained as a soldier, spy, assasin, ninja, samurai etc. Wolverine is proficient in virtually all styles of hand to hand combat and proficient with most forms of weapons both melee and ranged



Offensive Uses of Power:
1. Superhuman Strength – due to his hyperaccelerated healing his muscles do not strain the same as a normal humans. also, the strain of constantly supporting over one hundred pounds of adamantium built his body up as well as removing the limitations he would have been subject too with normal bones.
2.Adamantium skeleton-The weight and hardness of adamantium add alot of power to his strikes.
3.Claws- his adamantium claws can cut through most substances, depending on their thickness and the amount of force he can exert.
4. Berserker- Wolverine can fly into a berserker rage wherein his attacks become quite powerful and frenzied

Defensive Uses of Power:
1. Senses-can sense dangers around him
2. Accelerated Healing Factor – has been known to be reduced to little more then his skeleton and regenerate fully
3. adamantium skeleton-almost unbreakable
4.berserker-becomes extremely resistant to telepathic attacks.
 
Okay a tentative description of the points system is up.


I'll be posting examples of how we should include that in our character profiles in a minute.

The points and percentage allocations are up to you. The only guideline is try to make it appropriate for your character and try to make it fun.

The purpose of the system is so that we have to be more conscious of the damage we take and the amount of energy we expend so we will be wiser and more fair in battle.


----------------------------------------------------------------
This is just off the top of my head but if renegade for Wolverine


-A damage reduction percentage of 10-40 percent is appropriate meaning 10-40 of any attack will be taken off how much Wolvie actually suffers.

-You can choose to apply the healing factor immediately just for convenience sake and even more should be taken off then

-A damage addition should be added if Wolvie is in berserker mode. The damage he could do with his adamantium versus the rest of his body could also cause a percentage increase

-Mutant Energy is mostly nill because Wolvie rarely gets tired so unlike Cyclops, Havok or someone like that he really wouldn't run out of energy.


So if you were to write an attack if you wrote something like


-In a berserker rage Wolverine lunges at Cyclops, claws barred, and makes a vicious slice toward both shoulders (80, 100%)


That means that if that connects fully not only would Scott lose both shoulders cause they'd get sliced off (CONSEQUENCE), he would lose 80 health points AND another 80 because since Wolverine was in a berserker rage his strength was augmented.


It will take some getting used to. If it becomes TOO cumbersome we can ditch it but I think it will add a strategy like feel and it will prevent ambiguity in battles when someone is "Injured" but still fighting like Thor.
 
Thread should be up by the end of the week guys. I know it seems like a lot of information but its totally intentional. Hopefully everything we put into the thread we'll get out of it.



And X-Force is shaping up great. I think X-Factor and Gen X will round out too but I'm a bit worried about X-Calibre. One of the things I hope this thread allows is for other good roleplayers to hop into the X verse if they like.

We may need to go on a recruiting trip to get a magician or something cause I don't know how well we'd all hold up against magic.


I'm in the process of moving to San Francisco for the summer but tomorrow I'll make character bios for Danger, Elixir, a full one for Cyclops and I'm thinking of training as a student myself. I'm leaning toward Specter.
 
NiteCrowe said:
thanks for the advice, i'll get the profiles sorted out asap.


Still make sure to make the characters fit who you want to be but weakening created ones and young ones initially is part of the thread.


Wolverine, Beast and Cyclops I've already pegged as Team Leads and even in the comics they have almost maxed out their potential.

Leaving room to grow for some of the others is important because it will set the example for (hopefully) the next group of players to join and reward those who stick with the thread.
 
MilkManDan007 said:
Xaviers Institute for Higher Learning

http://forum.literotica.com/showthread.php?t=527716

Name: Hellion, a.k.a. Julian Keller

Bio: http://en.wikipedia.org/wiki/Hellion

Powers: Telekinesis

Designation: X-Force Offensive

Being somewhat cocky, he feels he should be in the place where he can get out and show off his powers. Also, Professor X sees the underlying leadership capabilities and hopes Julian can learn from Cyclops not only in a leadership role, but also in self-control.

Offensive Uses of Power:

1. Force Projection – Can project a telekinetic force that can be gentle (push or shove – 10-20) or very formidable (Knocking down buildings – 50-100 Depending on Construction)
2. Object Manipulation (Large) – Lifting and throwing things like bank safes (30), garbage trucks (50), etc.
3. Object Manipulation (Small) – Lifting and hurling smaller objects, such as bricks or lead pipes, at supersonic speeds (10)

There is a 5% chance Hellion will lose control of his power when using it to manipulate objects. One instance is when he accidentally destroyed a floor of the Danger Room when he was only trying to pick up a paper clip.

Defensive Uses of Power:

1. Project a Temporary Force-Shield Around Himself and Others (10-100 Depending on Attack Being Defended Against and Area Being Defended)
2. Subsonic Flight (Avoidance of Projectiles, Gaining Tactical and Positional Advantages) (1-10 Depending on Distance)

Hellion’s offensive telekinetic capabilities are refined and generally only drain 20% of their value from him when used, but defensive powers require a full 100% drain to be effective. (Example: He could hurl 4 garbage trucks (50x4x20%) and repel a 50 point attack directed against him, but he’d be pretty worn out afterwards having used 90 energy.

(I’ll adjust accordingly as more information becomes available.)


5% chance of losing control@?

Whoa!

I think you've got it!


And I'm impressed you distinguished between Hellion's offensive and defensive abilities. You nailed the character better than the current writers. He's young so he'd definitely focus on offensive skills and thus more efficient at them than defensive skills.

The first couple of exercises will be working out the Danger Room, Elixir and Forge but Hellion looks field ready.
 
My only issue with the points system that i can see so far in relation to wolverine is that wolverine doesnt choose to use his powers inasmuch as his powers are passive not active. his body will heal itself automatically with no reference to his choice and his enhanced senses are not something he can turn off either. i think the idea of the points system is good but i was wondering how those facts would be reconciled. Wolverine is nearly impossible to kill, his healing factor, especially in recent years, is so high that he is functionally immortal.

Also, i was kicking around a student character also, sort of like wolverine, that i was hoping to have been kind of taken under Wolvie's wing as it were.
 
rengadeirishman said:
My only issue with the points system that i can see so far in relation to wolverine is that wolverine doesnt choose to use his powers inasmuch as his powers are passive not active. his body will heal itself automatically with no reference to his choice and his enhanced senses are not something he can turn off either. i think the idea of the points system is good but i was wondering how those facts would be reconciled. Wolverine is nearly impossible to kill, his healing factor, especially in recent years, is so high that he is functionally immortal.

Also, i was kicking around a student character also, sort of like wolverine, that i was hoping to have been kind of taken under Wolvie's wing as it were.

Good point.

For Wolverine, Colossus and other mutants that come to mind they

A) Don't get tired by the use of their powers B) they are passive and not active.


So for you the points system would simply mean a maximum amount that Wolverine is able to attack. Someone who controlled Iceman or Storm could conjure up a pretty powerful maximum attack but Wolverine could never do near that much damage.

With regard to the healing factor, you are correct. The comics have GREATLY enhanced his power level but there is still some room for interpretation.

You'll have to separate how much of Wolverine's healing factor is due to the essence of the character and how much is it due to the fact Marvel doesn't want any character to die because they keep making money off of them?

I thought that when Magneto ripped the adamantium out of him and he was near death but recovered was pretty accurate. Given time especially when his body doesn't have to compensate for the adamantium, Wolverine could heal from that.


But when he's been exploded and decapitated WITH his adamantium and he heals within seconds?


Eh....bad writing in my opinion.


I would recommend the old school basics. His healing factor has to constantly compensate for his adamantium but is still pretty strong.

Decapitation (which Xavier suggested in the Xavier Protocols), mutilation (the battle with Cyclops in the age of Apocalypse that cost him his hand) and complete destruction of vital organs (like when Wolvie became canadian bacon thanks to the sentinel in days of future past) are the injuries I don't think he could heal from.

With time everything else he probably could but it would take him out of action for a while and if he didn't get that time to heal it may be a problem.

I think that roleplaying him would be more challenging and interesting that way (and it wouldn't hurt it if they wrote him like that in comics either)

I leave the specifics to you but I would recommend something deciding on a number to reflect his healing factor then dividing it in half.

Just off the top of my head reducing the damage he takes by 50 percent. Then if he doesn't get attacked again and doesn't have to attack (ie he can rest) then he gets back the rest of the 50 percent and is fully healed. But if he has to attack then his body won't be able to heal as quickly and if he gets attacked then he won't heal at all.

That doesn't exactly reflect the comics but it makes the game way more interesting and balanced.

And a student for Wolvie to mentor is great. One of the things I hope to see is created characters and relatively obscure characters finding a similar senior X-Man to model after.


EDITED TO ADD:

And Wolvie's enhanced senses wouldn't take any energy either you are right. Its one of those things, different mutants have different strengths and negatives. one of Wolvie's strengths is he doesn't get tired using his powers.
 
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http://en.wikipedia.org/wiki/Specter_(comics)

Name: Dallas Gibson

Codename: Specter

Powers: Dallas is able to blend with his own shadow giving him a variety of darkness based powers. When he blends into his shadow he can move quickly over light surfaces (whatever can have a shadow cast over it. He can't move over dark surfaces) and since he lacks a physical body he can't be harmed while he remains in shadow form. When his shadow covers him, he has enhanced speed and strength. The longer he stays in a shadow form the darker and more evil he becomes so Gibson cannot remain in his shadow form for very long.


Designation: Student/Training

Offensive Abilities

1. Shadow Cover (10) : When Gibson's shadow jumps from the ground and bonds to him he is granted increased strength and speed.

2. Shadow Covered Attacks (Punch, kicks and throws) 12-25 : When Gibson's shadow bonds to him his attacks are stronger than his blows as a regular human(2-5)

Defensive Abilities

1. Shadow Covered durability (10 mutant energy, 10% damage reduction) : When Gibson's shadow jumps from the ground and bonds to him he is granted increased durability.

2. Shadow Cover Speed (5) : Gibson is able to evade attacks and move quickly in his shadow covered form

3. Shadow Blend (10) : When Gibson blends into his own shadow he can't be harmed physically as long as he remains blended

4. Shadow Move (5): When Gibson is blended he can move quickly over any surfaces that can hold a shadow



NOTE: So each time I make a post blending into a shadow it cost 10 mutant energy points. (100% so I lose them all) If I move it costs 5 more. Move again 5 more. Switch from being in a shadow to shadow cover 10 more etc
 
Current Cast

Current Cast

Hellion - Milkmandan007
Beast - Nitecrowe
Warfly - Nitecrowe
Cyclops - Shaq
Specter - Shaq
Wolverine - Renegadeirishman




Note: The thread will be up within the next two days. Teams leaders get decided (don't hold back either! Storm and Cyclops fought over it once) and we'll have a danger room session!
 
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