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There is one thing stronger than all the armies in the world; and that is an idea whose time has come.


After Washington

xxxxxAfter the disappearance of Charles Xavier in the Battle of Washington the X-Men seemed to hold up fine, at least on the surface. On a more personal level, however, for as much as he tried to prepare his students, none of them were ready to deal with a world that openly knows their existence. The X-Men must learn how to fill the gap left behind by mutantkind's greatest thinker, a man whose's existence assured many of them fighting was worth the pain, and that a better world would come, eventually.

State of Affairs

xxxxxThe X-Men are a clandestine organization of mutants with unknown goals so far as intelligence agencies know, and for now the X-Men believe that is to their benefit. Seen as the less extreme of both groups, the X-Men have saved many human and mutant lives, but thanks to their constant fights against Sentinels, or the attacks they suffer in public, it is all too easy to write them as menaces. However, in the aftermath of the Battle of Washington, they have risen to stardom amongst young mutants, and have opened a few human eyes, thanks to their efforts to save lives while fighting a demigod in Apocalypse.

xxxxxThe Xavier Institute is, nowdays, more of a mansion where a family lives together than an actual school. It is not advertised anywhere, and the shocking experiences survived by the members of the team have drawn them together as something closer than simple teachers and students.

HQ: Xavier Institute of Higher Learning, Salem

xxxxxThe Xavier Institute of Higher Learning is a special institute founded and led by Professor Charles Xavier to train young mutants in controlling their powers and help foster a friendly human-mutant relationship. The first time the mansion was destroyed, it was during Dark Phoenix' appearance. When the mansion was rebuild, it with upgraded with Shi'ar technology, which keeps it well-hidden from S.H.I.E.L.D. and other forces trying to find it.


xxxxxCerebro: After meeting Amahl Farouk, Charles Xavier decided to devote his life to protecting humanity from evil mutants and safeguarding innocent mutants from human oppression. After enrolling Jean Grey, Professor Xavier used her telepathic powers to help him calibrate Cerebro, which he had built under his ancestral home with the assistance of his lover. The technology used in the construction of the apparatus is incredibly advanced and of otherworldly origin, and allows telepaths to increase their powers by many increments to detect sentient beings around the globe.

xxxxxDanger Room: A training chamber created with Shi'ar hard-light holographic technology, the Danger Room is the main reason why the X-Men are so well trained and well-versed in the use of their powers. The training facility has endured extensive damage over the years, usually from X-Men training. There are security and safety protocols that ensure the safety of anyone using the Danger Room, but the many simulations that prepare the X-Men to fight enemies they have never faced, or to fight defeated foes in order to deal with them better next time, remain a key advantage in overcoming threats.


xxxxxApocalypse: En Sabah Nur believes domination is the birthright of the powerful, and that strife reveals the strong who are meant to rule the world. If he is to usher in his Age of Apocalypse, he must first destroy the X-Men, who stand against everything the ancient mutant represents. Although Apocalypse works in strange ways to achieve his goals, one thing remains clear: the X-Men have been judged and deemed unworthy of his future.

xxxxxFriends of Humanity: While the Brotherhood is what the Friends of Humanity loathe the most, the X-Men represent a far more dangerous enemy: the X-Men actually change hearts, and bridge the divide between humans and mutants. In doing that, they undermine the Friends of Humanity and their extensive network of allies all over the country, and cripple their operations. The Friends of Humanity and the X-Men battle a philosophical battle for the future of their species, and there can only be one standing in the end.


xxxxxThe X-Men do not believe in supremacy of mutantkind, and they believe in leading by example. Although a harder path to take, they believe homo sapiens and superior are all human, and will not accept a world born from violence, ignorance, fear and hatred.

xxxxxFounding Members: Professor X, Angel, Beast, Cyclops, Iceman and Marvel Girl
xxxxxIC Leaders: Cyclops (Field Leader/Headmaster) and White Queen (Headmistress)
xxxxxField Leaders: Cyclops, M, Phoenix, White Queen

Why Join The X-Men?

xxxxx These are just a few of the more prominent reasons one might join:

xxxxxTraining: The X-Men have the best training facilities in the world when it comes to helping young mutants control and master their powers. Their distance from the eye of the storm also allows for more time spent in self-improvement, something which the the mutants in the front can seldom afford.

xxxxxFaith: Charles Xavier's Dream starts from the premise that mutants and humans can coexist peacefully, and that humans just need to be shown mutants are here to live with them and share the Earth. Being an X-Man involves not only believing this dream is achievable and worth pursuing, but it is the only acceptable outcome.



xxxxxThe classes below are optional, extra-curricular activities. If you are an X-Men feel free to page these players for scenes involving these subjects, and maybe you and the player in question can come up with something neat to do. Feel free to use these as hooks for RP.

Teacher Disciplines
Ms. Blaire Counseling, Music Education, Dance
Ms. Cameron Counseling and Physical Education
Ms. Frost Administrative Approvals, Discipline
Mr. Guthrie Auto Shop, Danger Room, Groundskeeping and Self-Defense
Ms. Grey Psychic Defense
Ms. Pryde Computer Science, Dance, Danger Room, Counseling, and Self-Defense
Ms. Rasputina Defense Against The Dark Arts
Remy Detention, Student Liaison, Delinquent X (Advisor)
Ms. Beaubier History, French
Mr. Rasputin Art

Team Roles

xxxxxCopy/Paste the Team Role template at the bottom of your wiki.

{{Team Role
| visible = false
| name = Your wiki title
| role = What do you think your character brings to the team, what kind of thing you would like others to come to you for, what kind of role do you think you fit during scenes (melee fighter, psychic support, grumpy person, etc).

Name Role
Cyclops Missions - Cyclops typically serves as a field leader during missions, organizing and deciding on tactics and strategy, things he excels at -- especially out on the field where improvisation is often key. While he often takes up leadership positions, he doesn't always, and in these situations he typically serves in some offensive role or another, with his optic blasts serving a variety of purposes and utility, from disarming to incapacitating to straight up, frightening destructive potential.

Institution - Scott Summers is co-Headmaster with Emma Frost and typically serves various administrative roles in the facility, addressing concerns with both faculty and students.

Colossus Missions: Colossus is a beatstick and a tank, but he prefers to do this work only after trying non-violent tactics. He's not a good talker, but that doesn't mean he won't try talking first.

Institute: Colossus assists with physical education and training, but his main task at the Xavier Institute is to teach art, inspiring creativity and expression among the students.

Magik Missions: First and foremost, Magik is a Team Taxi. She handles transport to and from missions and other activities. Second, she is one of the few (if not only) X'er equipped to deal specifically with problems of a magical nature. Not much of a frontliner or combat resource unless the opponent is supernatural or magical in nature.
Notes: Illyana has a bit of a unique ability set outside of 'on screen' activities. She is sorceress supreme of her own dimension, and can use her magical abilities to pursue information about plots or to help characters, if they wish to request her help. (And are willing to pay the potential moral prices.)
Gambit Missions: Gambit is, essentially, a Wild Card when it comes to missions. He's packing some serious combat skills, acrobatics ability and he's more thief than X-Man. Gambit can serve many different roles on a mission, depending on what's needed and what's going on. He can be used as a distraction, a heavy hitter (when using his explosive ability) or just another soldier on the battlefield. His thieving skills are top notch so that puts him in a league of his own when it comes to breaking and entering or heist-y situations. Remy LeBeau is also quite the charmer so if a Face was ever needed for a mission, Remy's ready and willing to take one for the team.

Institute: As far as the Institute goes, Remy serves a role that he probably shouldn't. He takes on the students that are more trouble than they probably should be. He wants to be able to show those that may have more "bad seed" in their blood than normal that they can also be good people. He's a token example of the Robin Hood Complex coming to fruition thus he helps students serve their detentions (usually with some clever heist or adventurous teachable moment) or by just taking them under his wing and showing them how to do bad things for good reasons. Gambit also leads his own unofficial squad of Institute students that he affectionately refers to as Delinquent X

Integral Missions: Integral is a mission support-role, able to provide prior intelligence and pertinent equipment for the team to take with, as well as being an on-hand genius who can interface with nearly all types of technology and adapt to unforeseen advances in same within minutes. She can absorb knowledge without fault (need a entire language learned in minutes? a security system broken in seconds?) and while she's hardly a leader, her mind can organize algorithmic patterns into tactical advantages. She's also intuitive enough that, given the resources, can build things on the spot. Eventually, she'll start composing equipment for herself to use, and then...

Institute: Beyond the X-Men, Integral is a bit of an anomaly among the Institute. She's flinty, fussy, and painfully asocial, preferring to "hide" and work. She does accept requests from others to have technological issues solved or equipment built for them -- seems to enjoy doing it too, despite impatient appearances.

Phoenix Missions: Jean is useful for many roles, from psychic protection and Astral stuff, to glorified comm system, information gatherer, etc. Basic telepath stuff, mainly support. Her best skills are often defensive, like shielding and psychic healing. She won't lead if there are other leaders around, mainly because she doesn't trust her own head that much anymore. // Institute: Psychic therapy (not that kind), counseling and psychic defense classes. Plot dispenser and Phoenix stuff.
Chamber Missions: Jono is well-versed in tactics and over the years has gained better control of his numerous talents. He's able to think and act strategically and can be counted on to be a handy operative to have in any team missions as he tends to think outside of the box and often returns with information that others wouldn't think of procuring. The years after his graduation from the Institute have seen him working as a solo operative for the Institute, as he prefers to work alone, and the fact that he survived those years with little to no support from the Institute speaks to his overall resourcefulness.

Institute: He does not teach, but finds himself rather popular with some of the lower years of the school anyway, especially those whose mutations have rendered leading normal lives impossible.

M Missions: Monet is a veritable Swiss Army knife of abilities: physical (near-)invulnerability, super strength, healing factor, enhanced senses, some kind of absurd and supernaturally acute intuition, 'Forge-level' genius, telekinetic flight capable of breaking the sound barrier, a fairly strong suite of telepathic abilities, etc. She's an extremely useful addition to virtually any team. Unfortunately, that also means dealing with Monet, who can be...'difficult.' She's absolutely trustworthy and competent, but unshy about making her opinions known and everybody knows she's an arrogant snob. There are years of significant trauma feeding into that state of affairs, but those details are definitely less public.

Institute: Aside from very recently having been tasked with leading teams in the field Monet has no official role at the School itself. She's an excellent resource and she has a room on the second floor where she can be easily contacted, but still: it would all involve Dealing With Monet.

Moroz Missions: Moroz is an experienced soldier and operative with a skillset suited both to general combat, and any quiet infiltration or information-gathering work that needs doing. He avoids leading, claiming he is 'too old for that shit anymore,' generally preferring an overwatch role to look after the others on the team. His powers make him capable of rapidly generating an obscuring, hostile environment for enemies the team might face.
Institute: Despite his grumpy appearance and tendency to say little, Aleksei is a good listener with a well of advice to give to anyone seeking counsel. They might just have to deal with said advice coming couched in a story about slogging through the snowstorms of Finland back in the winter of '39.
Sunspot Missions: With strong, flexible powers, Roberto is useful in a variety of physical situations; he's not quite an all-rounder though, lacking toughness commensurate with his strength. Clever and socially adept, Bobby also excels at less smashy missions, as well as making a decent leader while also following others' directions easily. He's also filthy rich and not at all averse to using that to accomplish goals.

Institute: So far, nobody's managed to pin him down long enough to give him a role outside of being an X-Man. This is probably for the best for everyone concerned.

Wasp One of the foremost if not the first female superheroes to really hit it big with the Avengers, the Wasp is probably famous on an international level. Used to be revered for her beauty, smarts and heroics by the media, she is now disparaged ridiculed and presented as one of the worst villains in the United States for her perceived betrayal of the Avengers and the public at large. Some believe what the media says, some do not. For the X-Men she is an asset in her field experience, ability to sneak in places with her tiny size, flight and Wasp Stings. As far as the Institute is concerned, she could offer advice and guidance to student who seek her help.
Mercury None
X-23 None
Iceman None
Sage None
Vange None
Goblyn None
Wolfsbane None
Marvel Girl None
Lifeguard None
Pixie None
White Queen None
Shadowcat None
Rockslide None

Active Members

Chamber Logo.png
Colossus Logo.png
Cyclops Logo.png
Gambit Logo.png
Goblyn Logo.png
Iceman Logo.png
Integral Logo.png
Lifeguard Logo.png
M Logo.png
Magik Logo.png
Marvel Girl Logo.png
Mercury Logo.png
Moroz Logo.png
Phoenix Logo.png
Pixie Logo.png
Rockslide Logo.png
Sage Logo.png
Shadowcat Logo.png
Sunspot Logo.png
Vange Logo.png
Wasp Logo.png
White Queen Logo.png
Wolfsbane Logo.png
X-23 Logo.png