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Dec. 30th, 2032 11:24 pm
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MORPH from X-MEN '97
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XAVIER'S SCHOOL FOR GIFTED YOUNGSTERS


Beyond a brick fence and a wrought-iron gate is a circular driveway leading up to the X-Mansion, a stately buildings that originally served as the headquarters of the X-Men. This mansion was pulled from X-Men '97 and may be different than what mutants from other timelines are familiar with.

The mansion has been left open and unlocked during the day, until around 10 PM each night, for easy access to the Danger Room. There's a sign in the entryway pointing to the elevator, and another sign in the elevator indicating what floor it's on. Check the entry for the Third Basement below for more details.

Please note that all high-tech attributes of the mansion, other than the Danger Room, are missing entirely. That means no Cerebro, no security systems, and none of the advanced computer systems that the X-Men make use of for missions are there. There's also no garages or underground jet hangers; the basement tunnels that used to lead to the jets have been replaced with solid walls where those entrances used to be.


See below for more information:


Ground Floor - Living Areas


 

The interior of the mansion is stately, with large double doors opening up to large spaces with warm wood paneling and decor that is largely understated, but definitely high-class. The first floor contains a living room with an entertainment center that boasts a big CRT TV screen and speakers; there's also a large kitchen and a formal dining room. The library is of particular note too; it houses both a great deal of books and also some of the Professor's treasures and trinkets from past adventures. Fireplaces can be found in several rooms for additional comfort.

There is an office with a KEEP OUT sign on the door, though it's not left locked. This was Professor Xavier's office, but despite the sign there's not much of interest here, even though it's been left untouched.


Second Floor - Bedrooms
 

Both wings of the upper floor have 10 individual rooms on each side, with a study hall at the ends that each have desk space and a couple of conventional late 90s computers. There's a central master bedroom, and each of the smaller bedrooms also have their own bathroom and closet space.

The master bedroom has a KEEP OUT sign on the door, as well as one of the bedrooms on the men's side. All the other are up for grabs, however items belonging to the original residents have been left behind and will need to be moved into storage. If you're a retro aficionado, this floor has a variety of smaller CRTVs, VCRs, boom boxes, and even one or two 90s gaming consoles.


First Basement - Utility

The first basement down is typical, as far as basements go. Notable features include a laundry room and a wine cellar, along with a mundane workshop and a couple of other rooms used for storage. There's a large empty room to the right where computer systems were once housed, but has been left completely emptied.



Second Basement - Tech Lab, Med Lab, Gym, Locker Rooms


This basement level is the first look at the true nature of what the mansion's hiding; the hallway and rooms are all lined with thick steel that's meant to hold up to serious attack. This space houses a gym and indoor swimming pool, locker space, and extra dorms, as well as a medical area and a couple of laboratories geared towards the hard sciences.

Anyone that investigates the labs in particular will find that while there's basic tools and certainly evidence of the labs being used, computer systems are missing and any projects that might have been housed there are also gone.



Third Basement - Danger Room, War Room
 

THE DANGER ROOM - Combining the latest in 90s Earthling and alien Shi'ar technology, the Danger Room is a full holographic suite designed for combat simulations. There's a digital schedule outside the doors letting you know who's booked practice time; on the inside the room is basically a fancy metal box. There's an upper room with an observation platform that contains the computer systems that run the whole thing, but anyone inside the room itself can issue voice commands to run certain programs, change the difficulty settings, or pause/shut off the program entirely. (The computer does not talk back.)

Anyone with half-decent computer knowledge can put together their own Danger Room programs using the databank of assets that's already there, or with programming know-how can make their own from scratch. Combat is not a requirement if you'd rather just hang out in a hologram to get away from it all! However, there are both difficulty settings and safety protocols involved in each Danger Room program. Difficulty will change how tough the combat encounters are within the program, while the safety protocols are there to keep fighters from getting anything more than bruises from the holograms. Be careful tinkering with either one.

THE WAR ROOM - This is a room containing a circular table in the center with plenty of seats. Lining the room is a variety of large CRT screens, computer interfaces, and other high-tech equipment. This equipment is NOT FUNCTIONAL - TV screens will turn on but only show static. The computers that used to be attached are missing, and there will be no result from pressing buttons on the built-in interfaces.

Likewise Cerebro is missing; the doors to Cerebro's room are locked for safety's sake. It can be opened, but anyone who does will find that the actual console and equipment is simply not there.



CLAIMED ROOMS:
Women's Dormitory
  • Rogue
  • Fauna


Men's Dormitory
  • Morph