Metal |
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Portrayed by Steve Grand W/CGI |
Statistics |
Full Name |
Mike Drakos |
Age |
21 (21) |
Height |
6'2" (var) |
Build |
muscular lanky (var - robot) |
Eyes |
Blue |
Hair |
Blue |
Factions |
X |
Occupation |
Automotive Designer |
Alignment |
Hero |
Claim to Fame
Famous in limited circles for having designed race-winning power-plants at the age of 15, Mike is considered a bit eccentric. He disappeared from public view in August of 2012, with his parents claiming 'non-life-threatening medical issues.' He's since reappeared, as a mutant member of X-Men Red Team.
Reputation
Mechanical Genius, parse that however you want
Biography
Born in a small hospital on New Years Day 1993, first kid born that year in his town, Mike's parents were (respectively) a 25-year-old student of Orthodox Theology (Kyrios Drakos), and a newly fledged 26-year-old Deacon in the Episcopal church (Ana Running Elk Drakos). Kyrios was on track for ordination in the Orthodox Church, but was not accepted when he refused his Metropolitan's direction to order his wife not to become a Priest. Instead he fell back onto his "hobby" and became an engine designer and race car mechanic.
As a kid, Mike always said he wanted to be a motorcycle when he grew up. When he was 11 his mutation became active, and was found out by his parents when he started eating metal (without harm) and talking to machines — with them answering. He began suggesting improvements to his father's designs, and at the age of 15, an engine entirely his design placed second at the Indy 500. He remained in school for socialization reasons, even though parts of his body were sometimes spontaneously replaced by metal and mechanisms for up to a day at a time. Whenever he took any kind of physical trauma, the part would be slowly replaced by a robotic equivalent, and the reversion after a few days was particularly grotesque, as he would painfully grow back the flesh while ejecting the machine parts as a slurry of liquid metal and computer parts, in a sort of siezure. He saw doctors, but none of them could explain it. He was registered with the SRD as a metahuman, and remains on good terms with the agents assigned to his case.
Despite the occasional interruption, he was able to get through high-school and college, and eventually he went to Metropolis University for two years, on an accelerated, unstructured program, and graduated with a Master of Science in mechanical engineering.
The accident happened on his parents' anniversary in 2012. Mike was heading to their home in a sports-car he had built, planning to gift it to his parents, when he was trapped at an intersection in traffic and his car was struck by a train that derailed and crushed his car, while he used his power to fling back the other vehicles, saving their occupants. During the cleanup, the car was towed, and no body was found. The car was being stripped of useful parts when they found the registration, and Ky Drakos was called because his name was listed as the owner. It was already in the crusher, when he got there — but Mike woke up, finding himself a part of the metal, as it was being smashed. He emerged, when his father touched the mangled block, as a complete robot.
After it became apparent that he wouldn't be returning to human, he decided to make the most of his change, to learn and master his abilities. Then, he spent a year building up his network, and working out a way to look human, while still being able to do dramatic vehicle things. He is not a perfect LMD but can fool casual and airport searches if prepared.
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Character Details
Mike has a deep fondness for cars, motorcycles, performance vehicles of all types, and can sometimes be distracted by them.
Despite being traditionally masculine in appearance and attire (in his human-sim format), he may accept 'flirty behavior' from either gender, but not past the flirting stage. He acts like it's just a game to him - perhaps because he isn't really human physically, or he hasn't developed the necessary neural net simulations for relationships other than friendship. Or perhaps he doesn't want them because he hasn't dealt with this whole _suddenly you're a machine!_ thing.
Mike has a strong religious faith (Episcopalian) but he doesn't push it on others either. Like other characters who have religious beliefs, it may come up in conversation, but he's never going to push it on someone; he won't be trolled about it either.
Since he went metal, when he's in situations where his emotional balance is being overwhelmed, he can and will simply disable his emotional emulation. This causes his basic survival emotions to operate at reduced intensity, and his higher emotional processes to be suspended. He appears to be coldly logical when this happens, very quickly falling into the "uncanny valley" where his robotic nature is easily discerned.
About Elemental Powers |
An "Elemental" is a metahuman who has an innate ability to perceive and influence a specific substance, material, concept, or manifestation. The four primary states of matter — solid, liquid, gaseous, and plasma — more commonly known as earth, water, air, and fire, are often elementally attuned. Some Earth-attuned people can control, shape, and manipulate plant life; some can manipulate stone, dirt, sand and dust, others can do both.
Elemental Mastery refers to a much greater degree of influence in terms of range, power, ease of use, etc.
In some cases, truly advanced elemental attunement and mastery allows things that verge on magic, as the elemental is able to touch the "symbolic/alchemic/transcendent" nature of their element. |
Elemental Of Metal |
Mike is a Metal elemental, a master of metal able to sense, move, shape and manipulate metal by exerting his will. (Telekinesis, limited to metal, control at atomic level.) This is not magnetic control like that of Magneto. Metal for Mike means any substance indicated as 'metallic elements' according to http://en.wikipedia.org/wiki/Metal along with the 'special metals' invented for comic book purposes, like Uru, Adamantium, Nth Metal, and Inertron. (His ability to do things with the 'special metals' is much more limited in terms of amount he can affect and how hard it is to do so, see Disads: Strange Metals)
His range for this power is potentially unlimited but in practice, is limited by the amount of metal which is near him - he can normally only control about 100 tons of metal at a time, including his body, and because of the amount of metal normally found on Earth, while he can focus his power to exclude nearby metal in order to 'probe' in a direction, his sensing range is still limited to about a mile in most places on Earth due to the diffuse and pervasive metal everywhere, and his controlling range is usually limited to within a few hundred feet, with fine manipulations requiring him to be closer to the material he's manipulating.
He can normally sense, extract, shape, and manipulate, metal even from ores, but cannot create metal from nothing. The classical metals — iron, tin, gold, silver, platinum, lead, and mercury (basically, transition, post-transition, and actinide) are easiest to manipulate, the alkali/alkaline-earth metals (lithium, sodium, calcium, potassium, etc) are harder, the lanthanides (rare-earth metals) are hardest, and separately there are non-metals that are part of technology (see Technology Elemental), and Strange Metals. The difficulty is basically a measure of how long he can go and how much rest he needs before he can go again — for classical metals, he can work classical metals at his full mass for about six hours before needing rest, Alkali/alkaline for five hours, lanthanides for three, tech/strange for five hours, but his mass limits vary for those as described.
Metallic Alchemy — Doctor Magnus, creator of the Metal Men, was at one point described as using a form of "mad science" that had a strong correlation with the alchemetic ideas of metals as embodying various underlying principles.
Mike has the ability to 'speak' with metal, finding the inherent 'spirit' of the metal, its innate personality and sentience. He can converse with it, getting information (if it's willing) about what it's experienced. Most metal picks up a bit of the attitudes and personality of the people who use it and the purpose to which it has been shaped. This reads as magical when he does it, to people who can use the right kinds of magic. It's often more quirky than useful, but he can sometimes convince metal to do things when he's not there controlling it.
Manipulation of Metal — His ability has been honed over nearly a decade, so he can do quite complex, artistic, and elegant forms. He can move and shape metal extremely quickly, can reshape his own body, and can even use it to fly, though it's less confusing to his metal sense for him to make a platform to ride on, or wings or jet pack from available materials. The speed at which he can move things is aerodynamically limited. Moving faster than the speed of sound requires him to take on a specific shape, and takes a great deal of concentration.
Limitation — Any kind of self-aware "living" metal can easily resist being influenced by this power. For scaling purposes against the classical master of manipulating metal - Mike can more easily manipulate more different metals, but Magneto has him far outclassed in terms of the mass he can control, and the ease with which he can do so. Further, Magneto has been willing to use the metal in people's bodies to control them; Mike is much less willing to use this power to harm other people, even with his emotional emulation turned off. |
Elemental Of Technology |
Adjunct to his mastery of metal, and useful only if there is metal involved, Mike can move, shape, and manipulate technological creations (glass, circuit boards, chemicals, and other non-metals, but only if they have already been crafted by technology) while he's manipulating the metal that's associated with them.
He can 'speak' to machines, bringing out an innate 'personality' which is based in the metal and circuitry, and is vaguely related to the 'spirit of the machine' which is a magical concept (and feels like it to magicians.) This allows him to tell what's in need of repair, and to find out what the machine has recently experienced. Machine spirits aren't generally malevolent but they do reflect their treatment.
Limitations — This ability cannot affect still-living techno-organic material but it can affect "dead" techno-organic material. (The living stuff inherently resists his power.) It can affect things like gasoline, explosives, rubber, and so forth only when the substance is part of a machine or directly relevant to the machine — usually his body, but sometimes, machines he is manipulating for other people. Any technological thing he is manipulating by this power must contain measurable amounts of metal (or be contained within or connected to metal) for him to manipulate it. |
Robot -0- General |
Mike's human body was replaced almost entirely by metal and machinery. His manipulation of this body was how he learned about the "Rest Mass" aspect of his power. He can switch his robotic form between his humanoid simulation and his "Z-Mech" robotic form (which is designed so he can gain or lose mass as required by the situation), and can even shift to motorcycle or personal flyer forms, and can become personal armor (ala Iron Man) when needed. He can pull metal and machinery from his environment to replace or augment his robot body, though he tends not to do that with his human-sim form.
His sensory systems as a robot are far superior to his original human systems. Normally he has optical, tactile, auditory, gyroscopic/geomagnetic positional, integrated visual-and-informational, taste and smell, accelerometer and kinesthetic sensors, as well as radio senses that allow him to tap phones, radio communications, etc. He can also jam them for a short distance.
Mike's android bodies generally use electrically impelled metal-tinged polymers that turn electricity into movement, and he has a power supply that stores enough power for him to move during a normal day; his robot chassis battery can be recharged with regular current that can be provided externally or from chemically digesting human food (or other materials). However, he can also use other mechanisms instead. |
Robot -1- Human Sim |
Mike's human-sim robot body exactly resembles his former human body, but instead of flesh, has a metal skin. It is identical in structure to a 6 foot 2 inch human male, which is what he was when he converted to this basic form. Every human system is emulated or has an equivalent in his body. He is normally hardware-limited to slightly-above-peak-human strength, speed, and agility. His maximum potential strength and speed could be about ten times human norms, but doing this usually damages the human-sim systems if they are active, and he would rather convert to Z-Mech in such situations.
His systems allow him to eat (the food is processed chemically for energy extraction and so forth, if he wishes. Or, it can be disintegrated to charge his systems.) His senses are a complete map of normal human senses, and are slightly better than human norms, but he can also pick up and send on most radio frequencies and encodings, which means he can impersonate a mobile phone, hack wifi, etc.
LMD simulation — He has a nanomachine foundry in his liver that generates a number of machine systems, including several that make him appear human. This includes generating a realistic feeling human skin, with human bio-electrical fields, appropriate scent, texture, and so forth. He can simulate realistic injuries, breathes, and can even use a blood-pack (if one is configured) for things like blood samples. He uses his metal-manipulation unconsciously to seem to have the same mass as a normal human of his size. |
Robot -2- Z-mech |
Mike's obviously robot body makes no attempt to look biological, and with a design that varies at need, it doesn't necessarily look like a human. It has all the sensor and power systems in his human-sim body but no LMD simulations. The body is called a Z-Mech, but he also calls it Z-Mike. He changes into this chassis by incorporating parts normally kept as a piece of heavy luggage he carries around as a suitcase or backpack.
The Z-Mech normally masses about three times what a comparably sized human would at the same volume, but can be modified (shedding material as a Part Depot) to go down to action-figure size, or adding it to go up to big-passenger-truck sized, and (in addition to moving his own mass) he is capable of managing loads between 1 ton and 50 tons depending on which governors are in place to control that strength. He can integrate with or become structures, such as heavy construction machinery like cranes, but they are subject to the 100 ton limit. Note — at incept he hasn't done the Giant Robot trick, but once he does, being a Giant Robot will be something he prefers to avoid - it takes much more work to keep those bodies functional, the materials tend to be unreliable and subject to sudden stress failures, they use up a LOT of Part Depot, etc. and it's horrifyingly dangerous to humans in the neighborhood.
Z-Mike can also move at vehicular speeds, with some obvious limitations, but 'super-speed' requires special re-designs, and isn't compatible with most of Z-Mike's normal functions.
Armor mode - Basically, becoming hollow, Z-Mike can act as armor for a passenger. This configuration can be made entirely mechanically, with some limits on size of passenger. He can provide Iron-Man grade armor, but unless his passenger has practiced or has powers that permit a psy or cyber link to Mike, there is a risk of injury if Mike moves on his own, so he basically becomes 'power-assist' armor that uses the movements of the passenger to direct actions. When he's armor he can only be form-fitting, and in larger configurations, the pilot is inside his chest cavity. He provides life support (complete) as necessary. |
Robot -4- Machine Mind |
Mike has a quantum-computer brain as a result of his metal transformation. It allows him to do all the usual 'computer brain' things - fast calculation, data aggregation, eidetic recall, etc. He can also multi-task (two or more threads) and can run computer programs on a secondary computer system in his body. Note that he's able to operate at a thought-level approximating mid-level super-speed (non-physics-violating) but that his body may not keep up; this mostly lets him speak with speedsters at something closer to their own rate.
Mike has a specific resistance to long-term telepathic tampering, although he is accessible both to normal telepathy and cyberpathy. This resistance is threefold. First, his 'signal' is not as strong as that generated by an organic brain so it's harder to hear him thinking (by standard telepathy; cyberpathy has no problem whatsoever.) This is easily treated as him being effectively 'one step' further away in range. Because he has only simulations of the brain-centers of normal humans, telepathic influence that relies on biological structures takes more effort, though it is still possible. And finally, because his brain runs a security process every few minutes, telepathic or cyberpathic tampering can be detected by the hardware and a pristine 'safe thread' can be generated from a backup state that can decide whether the influence that his main process is under, is acceptable or safe. He can snapshot at will. Why is he paranoid? Well, he's owned Windows computers and has one (virtualized) in his body. |
Robot -5- Self-repair |
Mike's human-sim body can repair itself fairly quickly under its own power, using nano repair systems, which resembles slow regeneration. His Z-Mech body has more robust structural self-repair systems but cosmetic repairs are slower. However, using his elemental power directly, he can usually repair himself very quickly. |
Fighty Stuff |
Mike would like to be a pacifist, but he isn't. Anticipating the problems he'd face eventually, he studied a form of ba gua kung-fu to help him deal with the few situations where he has to fight, which carried over to his robot form. His computer systems give him a natural targeting ability with guns that lets him shoot accurately. He also has the ability to deliver a 'stun-gun' zap drawing on his internal batteries, but he dislikes using it because (unlike the marketing team at TASER International) he is aware that it can be potentially lethal. |
Music |
Mike is heavily into techno music. This is because he is a synthesizer. He's also pretty good at it, having been trained musically as a boy growing up. |
Metal Refuge |
Mike can move his consciousness into metal. As long as there's metal around, Mike can shift himself into it, so in the event that his body is somehow destroyed or made useless to him, he may be able to "take refuge" in nearby metal to regain his strength and gather materials to make a new body. He may or may not require additional help for this. (The accident that made him permanently metal destroyed all his flesh-and-blood so thoroughly that he had to resort to this to recreate his body.) |
Education And Money |
Master of Science in mechanical engineering (specializing in battery and power systems) Metropolis University, 2012. Savings of over $500K. |
Parts Storage Depots |
Mike has a number of parts supply depots in various parts of the country — near Gotham and New York in particular but also one near Seattle (where his parents live) and he has arrangements with several others.
Some people call these "auto recyclers" or "computer and auto part recycle centers" because that's what's on the sign out front, but they're actually junkyards. People often pay his employees or business partners to take away useful spare parts! So very convenient. Or they buy them for really cheap and make out like bandits. Mike regularly goes into these places, disassembles, cleans, and stores the good parts. Sometimes, he restores vehicles to like-new condition for resale. He may also use them to make new vehicles for sale to customers, or on special commission. He does similar things with the electronic pieces he gets — he can generally upgrade and repair nearly any electronic devices that are recycled, or pull them apart for the valuable metals, while rendering the toxic materials into a container-enclosed raw form for recycling to fabrication.
He keeps about 30 percent of what he processes, often the stuff that would end up being shipped off for total recycle, and uses them to make partial vehicle shells that he can easily add to his Z-Mech form or use for repairs to his human-sim body. And, he will often process them into 'Mike's Part Depot Units" — a mass of material held together in a lump that he can take away and store in a convenient location so he can use them when he needs to become something larger than usual.
Incidentally, Mike's Parts Supply Depots are generally cleaner and less disgusting than many junkyards, and they have positive security measures (including robotic patrol systems). They sometimes still have "u-pick" parts available. The one thing they usually do NOT have is a crusher. Mike has a horror of crushers.
Note that the usual cost overheads for these places are due to regulations about handling and disposal of toxic materials, managing the noise and other factors, and ensuring that environmental rules are observed. Mike has a system for managing this (as well as maintaining inventory etc.) that he installs on every site he works with, and as a result of this and the sale of rebuilt vehicles, his sites have net profits between $250K-750K per year, after paying employees (well above minimum wage) and partner percentages. But for Mike the important thing is that he can use them to generate Part Depot Units.
The Gotham site is in Otisburg, and is run by a friend, and is a partnership. The Seattle site is also a partnership with a friend. The New York site is Mike's own. Because he is openly a Metahuman he is careful to make sure his business arrangements are above-board and the sites near New York didn't want to deal with him because of the added cost to their Superhuman Rider on their business insurance. He ended up purchasing an existing junkyard from a man who was forced to close it, and re-opened it himself after cleaning up the incredible mess. (The EPA even gave him a pass on some fees because they were going to have to designate it a superfund site and he was able to safely remove and neutralize a couple hundred tons of toxic chemical waste - which took him several months to manage.) However, there is one drawback: it's actually in Jersey. |
Not Human |
Mike isn't human at all any more. He's effectively a robot. Barring the use of profound reality-twisting magic, he will never BE human. While he can participate in every activity humans do for procreation, he won't be able to have children with his genetic material because he doesn't have any - not even archived, although samples of his tissues have been archived in a few medical labs. While he can eat and drink, the experience is different enough from his former experience that he tends to do so only socially. (It's more efficient for him to consume things that wouldn't be food for humans anyway.) |
Mutant |
Mike's power is mutant in origin. There are genetic samples of his flesh and blood in storage from when his parents were trying to figure out what was happening with him. While his current body has no genetic material with which to test this, the information is available if someone manages to find the samples. Further, using his powers generates a recognizable signature to devices which detect the psionic component of mutant powers.
As a mutant, abilities or devices which suppress this component will make him unable to access his elemental metal or technomancer abilities, and may in the long term impede his ability to use some of his normal functions. However, he's normally able to operate for an extended time without them, even though he couldn't transition between human-sim and Z-Mech chassis. |
Strange Metals |
There are a number of highly unusual metals in the Marvel Universe, and a number of metals that are normally not used much in technology. For metals like Uru, Adamantite, Adamantium, Nth Metal, Unobtanium, Inertron, etc. while Mike can talk to them, and may be able to shape them with great effort, it's generally at a significant disadvantage. He can physically move them with his power (or in some cases, talk them into moving themselves) but his limit is 100 pounds, not 100 tons, that is, each pound equates to a ton in terms of mass he can manipulate.
Effort — Generally, manipulating metal is as easy as moving his own body, but (as described in the Metal Elemental ability) with Strange Metals, he tires faster. There are a few situations where this isn't the case, e.g. forming adamantium while it's in the process of being cast, but in general, this limit remains.
Technomancy — While using his power as a Technology Elemental, Mike is able to manipulate things through the link provided by their metal, but they count as three times as much mass as they actually have, in terms of their cost against his 100 ton limit. If he's forced to manipulate Strange Metals in the process, he gets the _worst_ of the combination, with each pound of tech taking up three pounds against a 100 pound limit. |
Registered Metahuman |
While Mike's mutant nature isn't common knowledge, the fact that he was transformed into a robot is known to a number of people and is not a secret. He is registered with the SRD as a metahuman, starting in his teens when he was randomly becoming partially robotic. This ensured his continuity of citizenship, so his personal and civil rights were preserved. However, he does not advertise it widely either; it's simply something his business partners are aware of so that they can decide whether or not to accept him as a partner, and in only one case (NYC) was it enough of a problem that he wasn't able to enter a partnership. This is more of a disadvantage than an advantage, overall. |
Relationships
Image |
Name |
Relation |
Information |
|
Kyrios Drakos |
Father |
Mike has a good relationship with his yeti father |
|
Rev. Ana Drakos |
Mother |
Mike's Mom is a priest. Collar and everything. |
Notes
Bad Habits
Mike has a tendency to troll people with weird tricks, seeing how far he can go before they notice something is weird.
Mike likes to play very loud music … internally. It's normally not easy to detect unless (1) someone is a technopath, or (2) someone is listening to a music player of some sort and it's within 10 feet of Mike, in which case, his music will tend to override whatever their player is trying to play.
Since becoming a robot, Mike likes to spend recreational time as a sports car or motorcycle. He usually creates a reasonable facsimile of a driver. Usually.
Theme Songs
Saxon: Motorcycle Man
Do not stop me do not try
'Cause I'm a motorcycle man
I get my kicks just when I can
Motorcycle man
Motorcycle man
I can beat your street machine
We're taking risks, that's what we mean
'Cause I'm a motorcycle man
We get our kicks just when we can
When we can
Motorcycle man
Motorcycle…
If you see me riding by
Do not stop me do not try
'Cause I'm a motorcycle man
I get my kicks just when I can
When I can
Motorcycle man
Motorcycle man
Motorcycle, motorcycle
Motorcycle man
I can beat your street machine
I'm taking risks, that's what I mean
'Cause I'm a motorcycle man
We get our kicks just when we can
When we can
Motorcycle man
Motorcycle man
Motorcycle, motorcycle
Motorcycle man
Arlo Guthrie: Motorcycle Song
Steppenwolf: Born To Be Wild (from the movie Easy Rider)
Springsteen: Born to Run
Barcelona: Robot Trouble
silver pants and silver hair tonite an android make
my best friends has claws for hands and xray eyes to see
— his name is paul —
my parents think my robot's trouble
motherboard and cpu control the way paul thinks
my program was written fast and might not be bug free
— he's four feet tall —
my parents think my robot's trouble
oooh i only wanted a best friend
i only wanted someone that i could trust yeah
shiny head and shiny heart tonite an android make
my robot has hose for arms
and speaks through l.e.d.
my parents think my robot's trouble
i only wanted a best friend
i only wanted someone that i could trust yeah
silver pants and silver hair tonight a robot make
my best friend has claws for hands and xray eyes to see
i only wanted a best friend
i only wanted someone that i could trust yeah
All about Barcelona: http://www.musictory.com/music/Barcelona
Be More Human
Daft Punk, Robot Rock and more
Dodge Challenger Hellcat Engine
Character Gallery
Logs
Safe at Home
March 26, 2015: Lunair has escaped, and lets Mike know she's safe.
(log: 20150326-safe-at-home | tags: lunair metal | posted: 28 Mar 2015 03:29)
Fetch!
March 25, 2015: A day in the Centennial park in Metropolis goes south after some do-gooders help a lady regain her purse. Spoiler: Lunair gets yoinked.
(log: 20150325-fetch | tags: arsenal baroness lunair metal rp taskmaster | posted: 25 Mar 2015 18:39)
Eye for an Ally
March 11, 2015: The Dread Pirate Rose Wilson needs an eye upgrade…
(log: 20150311-eye-for-an-ally | tags: lunair metal ravager x-man x-men | posted: 12 Mar 2015 05:00)
Sins of the Future #5: Reunion
March 5th, 2016: Alex Summers and Scott Summers are reunited finally and to boot, Scott also gets a flying car. Mike, Lorna, Rachel and Calvin also discuss 'The Sisterhood'.
(log: 20150305-reunion | tags: cyclops havok marvel-girl metal mimic polaris sinsofthefuture x-man x-men | posted: 05 Mar 2015 19:54)
Sins of the Future #4: Havoc
February 27th, 2016: Members of the X-Men follow up on a lead they had found in New York City concerning the sisterhood. When they arrive at the estate, they detect a mutant presence in great pain; it was Alexander Summers and The Sisterhood was preparing to use him as a living weapon that would destroy a large portion of the Eastern Seaboard. If the X-Men didn't act quickly, Gotham, Metropolis and New York would be lost.
(log: 20150227-sins-of-the-future:havoc | tags: cable havok iceman lunair lux marvel-girl metal sinsofthefuture sunspot x-men | posted: 27 Feb 2015 18:31)
A Vampire Walks Into A Bar
February 27, 2015: Vampire hunts vampire, and a robot and an alien woman get caught up in the fray
(log: 20150227-a-vampire-walks-into-a-bar | tags: hawkgirl metal npc-andrewbennett | posted: 10 Mar 2015 22:17)
Sins of the Future #2: Reflection
February 23, 2015: The X-Men Red Team as well as a student from the Institute help the NYPD investigate a grisly murder, drawing them into a vast conspiracy far bigger than any of them. (Emits by Rachel)
(log: 20150223-sins-of-the-future:reflection | tags: cypher iceman lunair lux magik marvel-girl metal sinsofthefuture sotf sunspot x-men | posted: 24 Feb 2015 07:38)
GT or Flying Car?
February 23, 2015: Scott gets to know his time displaced children better, while Mike offers to build him a flying car. Scott Summers is having a good day.
(log: 20150223-gt-or-flying-car | tags: cyclops marvel-girl metal x-man x-men | posted: 24 Feb 2015 14:01)
Data From A Snakes Nest
February 18, 2015: Jericho goes to retrieve data from HYDRA nest and calls in some assistance
(log: 20150218-datafromsnakesnest | tags: aspect lunair mac metal metropolis zatanna | posted: 19 Feb 2015 19:44)
AIM to Bust
January 16, 2015: AIM Weapons deal disrupted by SHIELD and friends
(log: 20150116-aimtobust | tags: eliza metal the_calvary wasp | posted: 20 Jan 2015 07:14)
You Look Familiar
January 8, 2015: David Ironside ends up in M-Town and surrounded by people on the street
(log: 20150107-youlookfamiliar | tags: lunair metal ripper the_cavalry zatanna | posted: 09 Jan 2015 21:42)
Portals to Nowhere Good
December 26 2014: A dimensional disturbance threatens a bridge full of civilians in New York.
(log: 20141226-portals-to-nowhere-good | tags: iceman metal miss-america nyx x-men | posted: 28 Dec 2014 22:15)
Synthetic Humans and High Tech Handknits
December 5, 2014: Per a request from Howard Stark, Agent May takes Simmons to meet the inventor in his new lab in Stark Tower. They happen across Mike Drakos on the way so he tags along out of curiosity. Fenris 'drops' in later.
(log: 20141212-synthetic-humans-and-high-tech-handknits | tags: fenris howard_stark metal simmons the_cavalry | posted: 13 Dec 2014 06:58)
All Up To Get Lucky
Nov 09, 2014: How do you get someone out of a Cuban prison? It takes a village — or two robots and a CEO.
(log: 20141109-up-to-get-lucky | tags: crickt lucky metal pepper_potts | posted: 12 Nov 2014 08:25)
Tom The Demon
November 6, 2014: Klarion, The Witchboy summons a demon to Midtown and lets it run rampant, thinking it most fun. Heroes appear, and the fun really begins.
(log: 20141106-tom-the-demon | tags: booster_gold gotham metal oracle robin rowan vorpal witchboy | posted: 08 Nov 2014 19:16)
Flight Path
October 11,2014: After notifying Mike and Pepper about an attack, Jim gets summoned to Stark Industries.
(log: 20141013-flight-path | tags: corvinus lucky metal nyc pepper_potts | posted: 13 Oct 2014 15:38)
Not For Sale: Contact Made In The Non Creepy Way
October 11, 2014: A meet between Bobby, Robin and Oracle to discuss co-operating on the meta-human trafficking ring.
(log: 20141011-contact-in-non-creepy-way | tags: deadzone iceman metal not-for-sale oracle robin vorpal | posted: 12 Oct 2014 11:37)
Among The Flowers
September 30, 2014: A brief encounter with two mutants and a cheshire among the flowers.
(log: 20140930-among-the-flowers | tags: metal vorpal x_23 | posted: 09 Nov 2014 17:30)
By Fire and Ice: Antivirus
September 14, 2014: The technical wing of the joint SHIELD/X-men strike force takes out Hydra's viral storage facility in Greenland.
(log: 20140914-by-fire-and-ice:antivirus | tags: aspect crickt falcon fitz metal shield simmons x-men | posted: 15 Sep 2014 21:20)
By Fire and Ice: Aftermath
September 14 2014: The SHIELD Strike Team reconvenes in the Parking lot of the Tri, having been teleported away by an unknown agency.
(log: 20140914-by-fire-and-ice:aftermath | tags: aspect crickt falcon fitz hawkeye kitty_pryde lunair magik maria_hill metal paul_manning simmons vorpal wolverine | posted: 15 Sep 2014 23:43)
Westchester Blues: Back Yard
September 12, 2014: The X-men deal with one wing of the Hydra attack in the forest behind the Xavier Institute.
(log: 20140913-westchester-blues:back-yard | tags: aspect gambit metal rogue storm sunspot vorpal x-men | posted: 15 Sep 2014 01:10)
Eye of the Hurricane
September 13 2014: Melinda May, Mike Drakos and Jericho Trent share coffee before the mission to Greenland
(log: 20140913-eye-of-the-hurricane | tags: aspect metal the_cavalry | posted: 17 Sep 2014 19:57)
The X-Men go to Macy's
September 7, 2014: A group of X-Men members, from both Blue and Red teams, decide to go on a shopping trip to Macy's.
(log: 20140907-x-men-macys | tags: cyclops kid-omega lunair metal psylocke sunspot x-men | posted: 07 Sep 2014 22:15)
Nesting Instinct
September 6, 2014: Mike, Nancy and the Nesters show up to help Roberto clear the wreckage out of his home.
(log: 20140906-nesting-instinct | tags: deadzone metal nesters-npc sunspot x-men | posted: 08 Sep 2014 20:45)
First Delivery
September 1, 2014: Mike Drakos and Jim Reha make a delivery to Madison Jeffries' shop. There is much awe.
(log: 20140904-first-delivery | tags: corvinus mech metal nyc | posted: 02 Sep 2014 18:49)
Smoothing Things Over
September 2 2014: Kwabena returns to M-Town, determined to do something about the Smooth.
(log: 20140902-smoothing-things-over | tags: darkness iceman metal shift the-smooth | posted: 03 Sep 2014 21:39)
Street Sweeping
August 31, 2014: Mike and Lunair talk while Mike cleans up some of his broken toys in the streets of Mutant Town.
(log: 20140831-street-sweeping | tags: lunair metal | posted: 01 Sep 2014 01:20)
Burning Human '14: Part 2
August 30, 2014: The Burning Human Festival has gone mostly peacefully. That ends tonight.
(log: 20140830-burning-human-14:part-2 | tags: burning_human colossus daredevil hulk iceman loki lunair metal shift skaar the-smooth | posted: 01 Sep 2014 03:25)
Royal Funnel Cake
August 28 2014: People meet at the Burning Human Festival. Funnel cake ensues.
(log: 20140828-royal-funnel-cake | tags: aquaman aquawoman corvinus darce iceman metal nyc | posted: 01 Sep 2014 00:11)
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