(Ignore the name. It's pretty much only labeled as such so people will be aware that this is the sequel to my old one. Once the IC is up, the game's real name will take its place)
An IntroductionHello curious RPers! This here is an X-Men/Marvel RP featuring a (mostly) original cast of characters, who are students to the first generation. However, the twist here is that rather than having a school setting or something similar, it takes place in a dystopian era where the world has been turned upside down. It should be noted that this RP is a semi-sequel to another RP I created, the long-running
X-Institute. For the most part, this RP is for those players, who are free to carry over their characters and their progress from the old game. Other players, however, are free to join, so long as they can write relatively well, abide by my rules, make a great character, and accept that they won't be as powerful as the old players' characters. And now, a short story to introduce you to the hell you're dropping your characters into:
The World“All I see before me is death, destruction, and suffering. The world is nothing more than a shadow of its former self, with all things living slowly withering away into nothingness. Humanity itself is on the brink of extinction, with the last few remnants struggling to survive in this barren wasteland called Earth. Everything that I've come to love and care for have been taken from me. The same can be said for almost everyone else on this forsaken planet. There's almost nothing left for anyone any more. Not even hope.
It wasn't always like this. Sure, the world wasn't exactly at its brightest point, but it most certainly wasn't Hell on Earth. Not for everyone, at least. I suppose you could say it all started with us. It all started with the rise of the
mutants. I don't remember when, exactly, but it must've been decades ago when mutants began to suddenly increase in population. What was once a rare occurrence in nature, suddenly began to appear with alarming regularity. By the time I was born, mutants had become a significant portion of humanity. We were, at least, an acknowledged existence... although certainly not accepted.
It is only natural for people to fear things that they don't understand... and they certainly didn't understand us. We could do things normal people could only dream of doing, and there were was little science could do to explain how men could read minds or manipulate metal. Initially, we were just a curiosity... then, we became feared... and finally, hated. That's when two men rose to champion the cause of mutantkind. Friends and allies, the two worked together to create a peaceful coexistence between so-called “regular” people and mutants. They sheltered and taught the young mutants how to control their powers, and use it for good. Their names were Charles Xavier and Erik Lensherr.
Unfortunately, Erik Lensherr, having experienced years of prejudice before and after becomes a mutant, could no longer tolerate the aggression and hatred of “homo sapiens.” He and Professor Xavier split ways, no longer being able to agree on the same vision. While Xavier sought coexistence, Erik sought supremacy. To show his separation from the “inferior” humans, he tossed aside his “human” name and became Magneto, the Master of Magnetism. He then began to adopt a campaign of terror and violence against “normal” people, for the purposes of placing mutants into power.
They struggled with one another for many years, with Xavier forming a team of his mutant students, the “X-Men,” in order to stop him. He, however, had his own powerful group of followers... followers who were sick of living in fear and being oppressed. They called themselves the “Brotherhood of Mutants.” Fortunately, more often than not, the X-Men would stop the Brotherhood's acts of extremism. This rivalry would continue with later generations, as other young mutants took up either cause. I was, and still am, honored to have counted myself among them. The victories the X-Men gained, however, would be so small when compared to the monumental losses that would come later.
Around 6 years ago from now, Magneto managed to get a hold of a nuclear warhead: mankind's greatest and most destructive weapon. Using it as a means of leverage, he created his own mutant nation. He promised it would be a utopia for mutants everywhere, and that all would be welcome. All they would need to do was swear loyalty to their new nation, and discard all previous affiliations. It was a small price to pay for a place where they could live freely without hatred, oppression, or fear from humans. It was called “Genosha.”
However, its continued existence was anything but guaranteed. Many nations, including the United States, refused to acknowledge its sovereignty. In fact, they threatened military action to retake what was theirs, only being stopped by the possibility of sparking a war. Magneto, seeking to preserve his sanctuary and end the threat to his people, came up with a plan to end all of the conflict. To do so, he needed many different tools and mutants, willing or not. And, unfortunately for us, the X-Institute was the perfect place to find the latter.
For the first time since he had parted from the school, Magneto and his Brotherhood attacked the mansion. Although we all fought valiantly and skillfully, our losses far outweighed the victories we gained in battle. Two of our own were kidnapped from us, many more were injured, and one... one lost her life. To Magneto, these casualties and crimes were no doubt necessary for what he saw as the greater good. He now had thousands, if not millions, of his own people to think of now.
Utilizing the abilities of the mutants he captured and attempted to sway, alongside the skills of those of his own, he created a powerful device that which he believed would cement mutantkind's place in the world. It was a psychic amplification device that, via the use of various mental powers, would be able to change the way every human being on the planet thought of mutants and even themselves. It was, at its core, a worldwide brainwashing machine.
The X-Men made it their mission to stop him, and save their kidnapped pupils. Although it was against the Professor's wishes, the students would rally together and go to help too. I wish I could've gone with them, but they forced me to stay behind, saying I was too young. Funny, I remember the teachers saying the same thing to them. Even with their increased numbers though, the odds were too stacked against them. It was a fight against an entire nation of mutants... a fight the X-Men couldn't possibly win. Unhindered, Magneto flipped the switch on the device, and bathed the world in pure psionic energy. It seemed that the Brotherhood would finally claim ultimate victory. But then... something went wrong. Something went horribly wrong. The immense amount of energy awoke something... a being... a force that should have never been awoken.
It seized this power and took control of this machine with a mere thought, barely making a move within its ancient tomb. Then, all over the world, humans began to die. Men, women, children, it didn't matter. Whatever the psionic wave touched, it could kill. Magneto was only became aware of the sudden genocide when the machine even began targeting mutants, particularly those who harbored human sympathies. From what I hear of secondhand stories, Magneto bore witness to the last moments of the X-Men... he bore witness to the death of my family. It was then, I imagine, that Magneto, immune to the effects of the machine, knew where his duty lay. Not as a mutant or a leader... but as a human being, who must bear the weight of their own sins.
Summoning every bit of power within him, Magneto began to destroy the machine. Simultaneously, Professo Xavier began to shield all those he could from the psychic attack, using Cerebro to aid him. For one glorious moment, unbeknownst to the two, old friends worked together to save the world like they had so many times in the past. Xavier, as powerful as he was, could not persist with his protection for long. Before the device could be destroyed, he fell into a coma in which he would never awaken from. The destruction of the device also cost Magneto his life, as his spent body was unable to escape his collapsing fortress. Mutantkind lost their two foremost leaders within seconds of one another... and I, another loved one.
As if to fill that void, the ancient being who brought the catastrophe arose from his resting place, and made his intentions and identity clear to the world in a massive, seemingly psionic, message. I can remember it now as clearly as the day it was given. He claimed he was the progenitor of all mutants, the very first of his kind. 5,000 years ago, humanity somehow sealed him away, forcing mutants into a precarious existence for thousands of years, and forcing him to witness a dark age for his progeny. That dark age was all over now. No more would the weak subjugate the strong, and no more would his people suffer. All of mankind would perish. He gave his enemies no name for them to call him by, for they were unfit to know it. Thus, he gained many names. Some called him “The First” or “Mutant-Prime,” designating his status as the first of us, while others called him what he had brought to them all.
In fear of the sudden assault upon their very existence, humanity banded together. They revived the U.S.'s SENTINEL Program for the purposes of combating this threat, and the greatest minds of the world came together to perfect the technology. Any mutants left in these nations were given two choices: flee, or be placed in internment camps for their “protection.” Many fled to Genosha or to the side of their sudden Messiah, while some chose to stay and maintain their former loyalties. A war of enormous magnitude began, engulfing the entire world in its fire.
In spite of mankind's mastery of technology and their sheer numbers, the first year of the war brought them terrible losses. The Sentinels brought them little success, in spite of their overwhelming ability to kill and capture enemy mutants. There were too little of them, and they were too costly to create. As a result, the greatest scientific minds once again came together to resolve this dilemma. The solution was simple: they just had to create a method to mass produce their creations. They took a master mold, the first Sentinel in which all future Sentinels were based on, and repurposed it. It would be an enormous machine and A.I. that could automatically coordinate the creation and deployment of Sentinels all over the world. Although it took several more months of work, they managed to complete it in time to change the tide of the war. Little did humanity realize that it was only further cementing their doom.
Master Mold, being a learning A.I. that could continually gain more and more knowledge as time went on, began to reinterpret its purpose It was created to protect humanity and destroy mutants... but, how could it do so when both “races” were really just one? Seeing the flaw in its prime directive, Master Mold found a simple compromise: capture or kill them
all. Of those that it did capture, it would preserve and protect their existence in special, Sentinel-controlled settlements. Humanity barely stood a chance against one adversary, so the opening of a second front completely decimated them. Soon, the Mutant-Human War would become the Mutant-Sentinel War, and humanity itself became a mere afterthought.
The next five years of the conflict were far more terrible than any war the world has ever seen. The loss of human and mutant life was monumental, and the world itself became a desolate wasteland. The Sentinels, in spite of having a mere year to prepare, progress rapidly in their war against Mutant-Prime. With each passing year, their numbers multiplied, with more factories being created in the territories they captured, thus producing more Sentinels for their war machine. Eventually, they took hold of nearly half the world, with the mutant forces claiming the other half. Many of Earth's greatest heroes fell during this period, being unable to defend humanity against so many enemies. There are pockets of resistances here and there, made of humans and mutants who refused to to be a part of the massacre. Some have managed to hold a few territories as human safe havens, but they are a tenuous existence at best. There's talk that Latveria has also managed to maintain its sovereignty, but I can't imagine that being the case for long.
I am bearing witness to the last days of humanity. Although I have chosen to fight and chosen to protect those that I can, I am sure that I'll be killed any day now. As what many people believe to be the last surviving X-Man, people are looking to me for hope. They've even tried to give me the codename “X-Man,” a moniker I've refused. I could never bear their legacy. Some then tried to call me “Link,” as I was the last “link” to those past heroes. Somehow, I can still associate the name with a certain video game, and I can't say I'm fond of the mental imagery. I refused the name too. I eventually had to compromise with them with “Cable.” An acutely subtle connection, but one that suits my tastes. Personally, I'd prefer to just be called Jimmy, but if a name can give them some faint glimmer of hope, how can I deprive them of it?
I'm not sure why I've decided to record this... this retelling of the fall of mankind. Maybe I'm hoping that in some distant future, someone will listen to this and know our story... know how mutants and machines rose, mankind fell, and how we all doomed our planet. Maybe this can prevent them from repeating our mistakes. Then again, maybe this will just bear our history, so that even if we are all gone, there will still be some trace of us in this recording. There is no hope for a brighter tomorrow, not for us. It is an age of despair... an age of ruin... an
Age of Apocalypse.”
- a recording made by James “Cable” Yang.
COMPREHENSION CHECKRead the backstory? Great! Didn't? Then go back and read it! Read it
carefully too. Even if your character suffers from amnesia or suddenly woke up from a 6 year coma, I still want
you to know the details of the world you've decided to take part in. I'm so keen on it, in fact, that your acceptance will one part character, one part proof-of-skill, and one part quiz on the history above. Not only that, but you will HAD to have read it to understand what I'm going to explain in sections below!
Other Details of the WorldHere's a general layout of the world map in this new age. As you can see, old nations and borders have been practically wiped clean. The blue represents territories held by Master Mold and its Sentinels, while the yellow represents territories held by mutantkind and their Messianic figure (who, yes, is Apocalypse, but will not be regularly referred to as such in-universe). The white represents territories either still held by humanity, or are neutral (neutral meaning neither major force has actually come to conquer it yet). The tiny green spot is Latveria, a nation still held by Victor von Doom. Don't worry too much about him right now.
The Sentinels have separated their
territories into different “sectors,” giving each one a successively higher number as they capture them. Sector 0 is said to be their main base of operations, where Master Mold is thought to be. Each Sector, aside from Zero, contains heavily guarded “settlements” where humans are kept for their “protection.” Each of these settlements are called “Districts.” Each Sector has at least one District, starting from 1. Thus, Sector 1 and Sector 2 both have a District 1 (but aren't the same of course). I haven't bothered to label them on the map, since there are many of them. Players are free to make up their locations and their conditions, granted that the information doesn't overlap or contradict anything I or another player has said. And I mean, like, one district per player.
Apocalypse hasn't separated his territories at all. To him, they are all just under his dominion. Thus, if there's a need to describe locations, names of old nations or cities would still do. No one knows where Apocalypse resides, although some guess it to be within the nation formerly known as Egypt. He holds many prisons, where people who are captured are either tortured for information, or brainwashed into serving him.
Resistances will be entirely run by the players. However, one fact remains: there is no united resistance. Additionally, no resistance has managed to really take the fight to either force. New players are allowed to run their own small ragtag group of fighters, but the “privilege” of leading actual resistance forces are kept solely for the veteran players. If you make a good case for your character, however, I'm willing to reconsider.
Rules and GuidelinesThe Things to Know
- Your character is not a swiss army knife of super powers. Try to control yourselves.
- Canon characters are allowed. Being an AU, they can be of any incarnation as long as they’re the right age. However, I encourage you to be unique and original. Also, certain characters are entirely off limits. They include: the listed instructors, Wolverine, Cable, Nate Grey, Rachel Summers, Vulcan, Franklin Richards, Mister M, Kid Omega, and any manifestation of the Phoenix. Supervillians like Magneto and Apocalypse obviously go into this category as well.
- How the plot plays out will be based on the players’ abilities. If things are going well, you’ll lead a powerful resistance against all but impossible odds! If things aren't, you die.
- I will allow few non-Mutant characters (meaning, not born with powers but given them. Or alien). After all, in a setting where the whole world is involved, it's not just a mutant problem any more.
- You can give yourself your codenames, but if you can't think of anything, I'll be more than happy to suggest you some.
- Similar to how some RPs are separated into chapters, parts, or episodes, this RP will be separated into 'Issues.'
- More then one character is allowed (two being the maximum). Whether I will accept your second (or even your first) though, is another matter entirely.
- Special little warning: your character's death is a very real possibility. Although I feel your character is your creative property, you're still playing in
my sandbox. If you give me enough reason to, your character can and will be offed. In
- Include location markers with every IC post you make. That means, putting something like - In Abandoned Ruins - within your post. I like to have an easy way to see where everyone is.
- There is a "Three Strikes Rule of Godmodding" for this game. Basically, if you do
anything beyond the measure of what you're player can do or that you have previously specified
without my permission, that's one strike. This includes everything and anything under the sun that can be construed as godmodding or being a powersinker. This includes: 1) overstepping the boundaries of your power, 2) making your power do something you've never cleared with me, 3) auto-hitting without the direct permission of the target, 4) making another character do something without the permission of its owner unless the situation is determined to be absolutely necessary by a GM, 5) avoiding injury and damage during combat despite the fact your character should've incurred damage, 6) experiencing the damage yet still insisting that your character can barely feel it or can keep going like nothing happened, 7) saying your character knows what another's thinking or doing from across the room when realistically you can't (save certain exceptions, possibly involving telepaths or highly intelligent individuals with eidetic memory and superhuman observational abilities), 8) messing with the creative property of any player's without their express permission, 9) do any sort of action considered a GM only action, and 10) defying the decree of a GM unless the two other Co-GMs deem the decree unreasonable. This list is always subject to change. After three strikes, your character in question is suspended indefinitely, no questions, no excuses.
The Character SheetAh, finally, the character sheet! There's a bit of information exclusive to old players, so new players can just skip down to their part.
For old players:
For those of you who were part of the old game, assume that this universe has gone exactly as the old RP went, up until the assault on Genosha. The primary difference at that point is that Cable was never there to drive away Magneto, and he was never there to (eventually) aid the students in getting to the mutant nation. Thus, in this universe, the students got to the island nation much later than the older X-Men, resulting in the domino effect into AoA. Following their loss and the destruction of Magneto's machine, the students can have either stayed, or chosen to flee, resulting in their separation in the confusion. Because this is an alternate universe though, I will allow some alteration to characters' past events so long as they aren't drastic.
Name:
Codename: (Your old one, but if your character has taken on a new one, state it and then explain it in the history)
Age: (It's however old your character was in X-Institute, plus six years)
Gender:
Appearance: (What your character looks like. Hair, eyes, accessories, build, etc. What's really important here, though, is that you note how they've
changed. Have they just aged? Did they get more muscular? Lose an arm?)
Personality: (How your character acts. This is something that’s more for other players, so they can get a feel of what your character’s like. Include how they've changed as well)
History: (What has your character been doing for the last six years? Have they been leading resistance forces? Are they well known? Will other players know them as the “So-and-So, the Resistance leader of Sector 12”? Or did they choose to live in seclusion somewhere, away from all the fighting?)
Powers: (Keep in mind your powers have grown even more these past six years, especially if they chose to train or fight. Go wild, but don't go Omega here.)
Other: (Should I know anything else?)
For new ones:
Name:
Age: (Don't go too young. It'll be hard to justify bringing, say, a nine year old along into war)
Gender:
Appearance: (What your character looks like. Hair, eyes, accessories, build, etc.)
Personality: (How your character acts. This is something that’s more for other players, so they can get a feel of what your character’s like)
History: (Self-explanatory. You should probably go more into detail about where they were when the world fell, and what they've been doing since then.)
Powers: (Your powers should be pretty developed, but you're not exactly “powerful.” For example, if you chose to be a telekinetic, you could move objects or even people with your mind, but you won't be throwing abandoned cars at people.)
Other: (Anything else you feel I should know?)
Writing Sample: (Link me to something that indicates your level of writing ability. This is especially crucial if I've never RPed with you before, and/or I have no idea who you are)
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Characters and Their PlayersNPCsReturning PlayersNew Players -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
I post this fully aware that characters will most likely (and frankly should) take some time to make. I'm also aware interested players are in and out often in the forum, so it could take them even longer. Thus, don't expect the IC to start any time soon. And forgive me for taking so long to do this. It took a lot of thought, writing, and rewriting. And I'm
still not 100% satisfied!