Application Tips
We highly recommend that you log on and chat with staff about your potential character. It can help give you a good idea of what fits us as a game and can save some extra work later. Staff is always more than willing to look at proposed character ideas, powers, histories, recruitment ideas, or anything else you'd like.The best place to start when writing a character for XMM:XF is to remember that you're creating a person who is a good fit for a secret government organization engaged in espionage, occasional combat, and other covert activities. So equip them with a useful history, skill-set, personality, ability to work with a team, and level of trustworthiness. It would be a good idea to make your character a US citizen, even if they were not born there.
Because we're a non-stated game, we spend a lot of time being sure that the game is balanced in terms of mutational or skilled abilities, so that our villians don't have to turn into Dr. Evil to be effective. We are typically much lower-powered than most comic or superhero based games.
In the interest of developing and maintaining a balanced grid, we try to keep a current list of things players and staff would like to see on the game, as well as those concepts which, for balance or thematic reasons, need to be restricted or prohibited. We review and update this list regularly, usually every few weeks, and adjust it according to current RP trends.
When apping, keep in mind that we place our emphasis on character rather than powers. Also keep in mind that some mutations are going to make more sense in a movie-based world than others.
We form this list from those things that players and staff would like to see while also keeping in mind concepts that we think would find ready hooks to other characters on the grid.
- Team players
- Characters 30 years old and up
- Investigators
- Trained Linguists
- Outdoorsy Characters
- Spy Tech Staff
- Female Characters
Overdone concepts are those that already exist on game in some number. As such, we tend to expect a bit more out of an application that contains overdone concepts.
- Reserved loners
- Redheads
- Multilingual characters speaking three or more languages
- French-speaking characters
- Non US-citizens
Restricted concepts are those which can be difficult to play for one reason or another, and so we prefer that you talk to staff before you app them. We tend to be a bit more careful about what we approve in this category, and we are unlikely to approve any of the following concepts for players new to the game.
- Technopaths (powers which have extensive control over technology such as computers, internet, machines, etc.)
- Obvious physical mutations
- Psionics (telepathy, empathy, dreamweaving, illusion, psychometry)
- Power Effects (mimicry, nullification)
- Predicitive abilities (such as 'fuzzy' predictions or probability-based mutations)
- Former Factions (XS, Inner Circle, BoM)
- Marvel Characters (characters which appear in the Marvel line-up, but are not necessarily in the X-Men canon. For example, The Thing or Tony Stark. Super-powered characters will have to be altered to fit our theme--usually powered down and origin story psuedo-scienced to include mutation)
Prohibited concepts may not be applied for.
- Aliens
- Clones
- Time travel
- Pre-cognitives (note that this does not include 'fuzzy' predictions or probability-based mutations.)
- Magic-based powers
- Immortal characters (ie, Sinister or Apocalypse)
- Radiation-based mutations
- Item creation (summoning objects from thin air)
- Non Marvel characters (ie, Superman or Batman)