Post by milo on Apr 25, 2009 18:51:00 GMT -5
The Facility
Many beings who fall under The X Factor or are otherwise called mutants at times seek help with their condition. When Xavier's School for the Gifted fell, some x-men remained and took it upon themselves to rebuild what they could, resulting in The Facility.
To most, this is just an institute of higher learning, a facility often referred to as a rehab for mutants to deal with their powers and learn to function in normal society. Some even call it a prison, a bootcamp for mutants where parents can drop off their failed offspring in hopes of a cure. While this is true in some cases, it is also a place mutants can learn to harness and control their powers, where a new generation of heroes can rise from the ashes of the fallen. Each has their own perspective.. and few know the truth behind the building... or why it seemingly has government granted immunity.
Rumor has it that The Facility is government run or run by a former x-man due to the technology and location. Nobody knows for sure, but what is true is that this facility is a spot many call home.
The Facility itself is the former mansion of Xavier's School for the Gifted. From the outside it looks like a mansion and inside resembles that aspect as well.
***It is NOT publicly known and information on it is hard to get. In most cases, staff somehow contacts students or allies of the school and its staff point those in need in the right direction.***
However, there are some areas of access that are privileged to some. Those who are a part of the X Factor training program and pass the preliminary tests get granted access to the more obscure parts of the building where x-men once were made and heroes learned to rise.
On foggy nights where the thick blanket rolls in from the bordering lake, it is said strange occurrences can be heard and glimpsed at from afar, rumors and whispers of large flying crafts and flashes of light.
The sub-levels are restricted to staff and trainees, requiring a DNA scan, voice activated passcode and numeral code. This area contains long winding halls of steel and multiple rooms ranging from specialized suites, training courses, storage, council room, and even the fabled Danger Room.
The Danger Room is marked by two large steel doors and a side lift that takes people up to the Observation Room, where they can watch those in the Danger Room. To enter either room requires a keycode and DNA scan which is used to load files and records pertaining to the user and gives them access to use voice commands to change their settings and programs. When the Danger Room is in use, the light on the outside is red. When it's open for use, it's green. If the light is yellow, a program is in play but it is accessible and open to any who wish to join. By joining, the new user scans themselves in then appears in the world at the nearest safespot, where they're free from interaction for a total of 10seconds to get acclimated into the program. The main user of the program has the option of setting the Danger Room to accept other users and can even bar them from the Observation Room so they're not watched if they don't want an audience. Things in the Danger Room feel, smell, taste and appear real. In some cases they are, being enough to fool the mind's perception. For this reason, it is a restricted room and it is not a toy, though at times some do goof off on occasion. There are rumors of malfunctions seeing as this setup is not as up to par as the original version.
The council chamber, or war room is where most find themselves wandering to by accident. It requires no code or pass, being marked by a single large door with an x-bar crossing its center. If someone somehow gets through the restrictions of the sub-levels, they usually find themselves here. There's a large table in the room and behind are the uniforms of old, the remnants of fallen heroes who are gone but not forgotten, their seats waiting to be filled should they return or another come to take their place.
To the right beyond a door that once required retina scans, DNA, voice code, keycodes and so much more.. now requires just a touch to open. Cerebro was once a powerful machine used by Xavier to pick up the brainwaves of mutants, to track them, hear their thoughts and grant him ultimate power by expanding and harnessing his own. Now it's merely referred to as the Chamber of Echoes. Many panels have long since fallen from their holsters. Though power runs through some of the circuits, the technology and ability to use the room has long since been lost. The only thing maintained in this room is the walkway, where many a mutant has found themselves sitting, thinking of the past.. and the future to come, questioning and being answered only by the silence of the emptiness.
Many beings who fall under The X Factor or are otherwise called mutants at times seek help with their condition. When Xavier's School for the Gifted fell, some x-men remained and took it upon themselves to rebuild what they could, resulting in The Facility.
To most, this is just an institute of higher learning, a facility often referred to as a rehab for mutants to deal with their powers and learn to function in normal society. Some even call it a prison, a bootcamp for mutants where parents can drop off their failed offspring in hopes of a cure. While this is true in some cases, it is also a place mutants can learn to harness and control their powers, where a new generation of heroes can rise from the ashes of the fallen. Each has their own perspective.. and few know the truth behind the building... or why it seemingly has government granted immunity.
Rumor has it that The Facility is government run or run by a former x-man due to the technology and location. Nobody knows for sure, but what is true is that this facility is a spot many call home.
The Facility itself is the former mansion of Xavier's School for the Gifted. From the outside it looks like a mansion and inside resembles that aspect as well.
***It is NOT publicly known and information on it is hard to get. In most cases, staff somehow contacts students or allies of the school and its staff point those in need in the right direction.***
However, there are some areas of access that are privileged to some. Those who are a part of the X Factor training program and pass the preliminary tests get granted access to the more obscure parts of the building where x-men once were made and heroes learned to rise.
On foggy nights where the thick blanket rolls in from the bordering lake, it is said strange occurrences can be heard and glimpsed at from afar, rumors and whispers of large flying crafts and flashes of light.
The sub-levels are restricted to staff and trainees, requiring a DNA scan, voice activated passcode and numeral code. This area contains long winding halls of steel and multiple rooms ranging from specialized suites, training courses, storage, council room, and even the fabled Danger Room.
The Danger Room is marked by two large steel doors and a side lift that takes people up to the Observation Room, where they can watch those in the Danger Room. To enter either room requires a keycode and DNA scan which is used to load files and records pertaining to the user and gives them access to use voice commands to change their settings and programs. When the Danger Room is in use, the light on the outside is red. When it's open for use, it's green. If the light is yellow, a program is in play but it is accessible and open to any who wish to join. By joining, the new user scans themselves in then appears in the world at the nearest safespot, where they're free from interaction for a total of 10seconds to get acclimated into the program. The main user of the program has the option of setting the Danger Room to accept other users and can even bar them from the Observation Room so they're not watched if they don't want an audience. Things in the Danger Room feel, smell, taste and appear real. In some cases they are, being enough to fool the mind's perception. For this reason, it is a restricted room and it is not a toy, though at times some do goof off on occasion. There are rumors of malfunctions seeing as this setup is not as up to par as the original version.
The council chamber, or war room is where most find themselves wandering to by accident. It requires no code or pass, being marked by a single large door with an x-bar crossing its center. If someone somehow gets through the restrictions of the sub-levels, they usually find themselves here. There's a large table in the room and behind are the uniforms of old, the remnants of fallen heroes who are gone but not forgotten, their seats waiting to be filled should they return or another come to take their place.
To the right beyond a door that once required retina scans, DNA, voice code, keycodes and so much more.. now requires just a touch to open. Cerebro was once a powerful machine used by Xavier to pick up the brainwaves of mutants, to track them, hear their thoughts and grant him ultimate power by expanding and harnessing his own. Now it's merely referred to as the Chamber of Echoes. Many panels have long since fallen from their holsters. Though power runs through some of the circuits, the technology and ability to use the room has long since been lost. The only thing maintained in this room is the walkway, where many a mutant has found themselves sitting, thinking of the past.. and the future to come, questioning and being answered only by the silence of the emptiness.