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Jimmy ([personal profile] danzan) wrote in [community profile] xmansion2018-04-30 04:15 pm
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OPEN LOG #1

INTRODUCTION
Welcome to Xavier's School for Gifted Youngsters, where we're the best there is at we do! Founded by Charles Xavier, the school exists to help young mutants understand their powers in order to use them wisely in the real world. Being approved by the educational board of the United States means that the school has all your typical classes: Mathematics, English, Science, Phys Ed, et cetera -- but being a mutant school means there's even more than that, like Outer Space Survival, Possible Histories, and The Art of Fighting without Fighting.

We offer classes, extracurricular activities, sports activities, field trips, and everything else that fine institutes are known for. Just count us a little higher than the rest, though -- especially since we're the only school that can handle mutants.

PROMPT 1: FIRST DAY
It's the welcome ceremonies, which means you've all assembled on the front grounds of the school to listen to Headmaster Logan's big speech. It's not a very good speech, mind you -- something like welcome new students and hope you learn a lot here -- but you can tell he has a lot of heart.

After the ceremonies are over, you're free to explore the school, whether on your own or with one of the professors or a student who's already been here a while and knows the way things go. There's a GREENHOUSE, the LIBRARY, the ATRIUM, the CAFETERIA, the COURTYARD, the ARCHERY RANGE... you name it, the mansion probably has it. Charles Xavier's not one to skrimp out on money when there's things to be learned, you know.

Alternatively, maybe you just want to go to your NEW ROOM and maybe meet your roommate on the way. Maybe some neighbours? Maybe you're sleeping right next to the room one of the chaperoning professors sleep in. Either way, there're definitely some new strangers for you to get to know now!

PROMPT 2: BAMF-CATCHING
You've been at the school a while. Classes are definitely interesting, and there're some subjects you've never even heard of. Of all the things you've never seen, though, the Bamfs are pretty out there. These tiny blue things teleport in and out of all inches in the school, both outside of class and right in the middle of it. They write graffiti on the walls, yell out "BAMF!" and "WHISKEY!", and stare at pretty girls in ways that are probably considered uncomfortable. Sometimes they grab students and teleport them to other areas in the school!

The staff know about it, of course. Headmaster Logan is especially aware of them, and sometimes you can hear him yelling in the halls for the damn things to come back with his whiskey!. They're too big a threat to be able to take down, however, and are far too crafty to keep tame.

One day, you see a sign on the bulletin board reading: BAMF CATCHING - MONETARY PRIZE FOR WHOEVER CATCHES THE MOST BAMFS. SACKS CAN BE FOUND OUTSIDE HEADMASTER LOGAN'S OFFICE.

Do you dare try?

PROMPT 3: DANGER ROOM TRAINING
When you hear the first "Danger Room Quiz" is coming up, you expect to be taken to the place where the X-Men train. What you don't expect, however, is for Friday homeroom to have this announcement on the PA systems in a voice that is absolutely Hank McCoy's:
"Good morning, students! As you already know, today is your first Danger Room Quiz. Now, typically we bring students in batches into the Danger Room, but Charles and I have decided to try something new... turning the entire school into one!

[There is quite a bit of laughter.]

What this means is that the whole school will be transformed for the next 24 hours into one of three survival possibilities: Prehistoric, Zombie, or Cyber Dystopia. The first setting will involve fighting dinosaurs, and requires you to find or create a shelter to protect you from the comet that destroys all prehistoric kind. The second setting will involve fighting zombies, and requires you to travel the pre-set path towards the cure hidden at the end of the road. The third setting will involve fighting smaller, weaker versions of Sentinels -- mutant-killing machines, that is -- and finding the laboratory they come from in order to turn them off.

This is a pass-fail quiz, which means either one, a group, or all of you work together to succeed, or none of you do. Fortunately, you may ask some of your professors for help if you find them along the way.

You have an hour from this broadcast to collect the items you believe necessary to take with you on this journey before the whole school is put into Danger Room simulation.

Good luck, students! And don't worry: if you die in the simulation, you'll wake up nice and cozy in your bedrooms the next day with an equally nice "F" grade to your name."
With that, the broadcast ends.

Your homeroom teachers offer you a sheepish smile.

And then they dismiss you for the quiz.

PROMPT 4: WILDCARD
If none of these prompts appeal to you, make one of your own! Have fun!

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