New Marvel is a Marvel Universe RPG that centers particularly around the stories of the X-Men and the Brotherhood of Mutants. Enroll as your own Superbeing/Mutant in this parallel Earth of the Marvel Universe! |
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| The Danger Room consists of two parts, the Danger Room itself, and the Control Room which is housed above the Danger Room. To the untrained eye, the Danger Room is a featureless room. To those who are (un)fortunate enough to engage its systems, it is the ultimate battle simulator. It employs highly advanced technologies from sources with superior scientific knowledge. The Danger Room pits its opponents against an array of physical and holographic opponents that tests a trainees' mastery over their mutant powers to peak endurance.
Using the advanced technologies, the Danger Room can give the illusion of being many times bigger than it actually is. Anything from gravity, heat, humidity, or texture can be manipulated from the control booth.
Students are not permitted to be in the Danger Room unless accompanied by an instructor or adult supervisor.
| 0 | 0 | | | To most people, it's a big, round room. To those who actually know what it is, it is no less than amazing. The Cerebra chamber houses Cerebra, a mutant locating and telepathic ability amplifier. When a telepath uses Cerebra, their telepathic abilities are boosted to an incredible degree. It is usually used for scanning for new mutants, but it can be used for other purposes.
A non-telepath can also use the Cerebra machine, although this is not recommended unless they are trained because they may experience various degrees of psychic trauma.
| 0 | 0 | | | The holding cells are an underground storage facility for those villains that the more experienced, and trained mutants of the Lorenis Institute deem too unsafe to let roam about freely. The holding cells consist of small titanium-steel cells with the same type of door. Various safety measures can be taken such as erecting an internal force field to back up the titanium-steel walls, a nullification field to 'switch off' mutant abilities, and various other precautions. There are also stasis tubes which hold inhabitants in a state of suspended animation until they are awakened.
| 0 | 0 | | | The War Room is located near the Danger Room. It is the 'operating center' of the more trained and experienced mutants of the Lorenis Institute. This is where briefings are given, missions are planned, and meetings take place.
There are various computers and monitors around the War Room, each with their own function. The War Room monitors news feeds from every news network on television and radio, and scans every known frequency for reports on events occurring around the world. Thanks to the artificially intelligent computer program Cerebra running throughout the mansion, the more trained and experienced mutants don't need to scan 24/7. If Cerebra picks up something, it will notify the Teachers, and more experienced/trained mutants through their communication links.
| 0 | 0 | | | These labs are usually used by Dr. Michael Stonewell and other medically-trained Institution staff. ARTE, the holographic doctor is also installed in the lower-level Medical Lab in the event that Dr. Stonewell or another member of the medical team is unavailable.
| 0 | 0 | | | This is one of the very few places on the Estate that is actually as it seems. The Hangar Bay is just that, an underground area for the storage of the Institution's aircraft, means of transportation, and other supplies. It is entered from an underground scanner-locked stairway, that leads down to it, and it leaves from a large hatch camouflaged by the soil/grass above its position.
| 0 | 0 | | | This is a secret chamber in the sub-levels that only Maximus Lorenis and a select few besides his first pupil know about. It is a psi-proof room, but other than that, nothing more is known about it.
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