X-Men: Omega Point
The Xavier Institute
The Xavier Institute was founded in 1961 by Charles Xavier and Erik Lehnsherr with the mission of providing a home for young mutants and a place where they could learn to control their powers. The school opened one year after J. Edgar Hoover’s report to the House Committee on Un-American Activities on the existence and powers of mutants, which rated mutants on a scale using Greek letters from those that posed the least threat to national security (alpha-level) to the greatest threats (omega-level). Xavier and Lensherr were both rated as omega-level mutants and given extensive consideration in the report.
The following year, 1962, Erik left for Uganda, which had just gained its independence from Britain and was preparing for its first election. Erik founded the Mutant Brotherhood as a political party there intent on attracting mutants from around the world to tip the election and turn Uganda into a mutant homeland.
At the same time, unbeknownst to his students, J. Edgar Hoover approached Charles Xavier. He promised the safety of his school if he agreed to form a counter-revolutionary team with members selected from the school’s best students that could shut down threats from other mutants. Hoover realized that he would need mutants of his own to match the threat they posed, while Xavier was focused on assuring the safety of the school and its students. The team was called the X-Men as a pun on Hoover’s own G-Men in the 1930s.
Xavier selected Scott Summers, Hank McCoy, Warren Worthington III, Bobby Drake, and Jean Grey as the original members of the team. Their first assignment was to disrupt Erik’s efforts in Uganda. This caused a serious rift between Xavier and Lensherr. Lensherr felt betrayed, as he had helped Xavier fulfill his dream of creating the Institute, and Xavier had immediately moved in to destroy his own dream of creating a mutant homeland analogous to the Jewish homeland in Israel.
Over the next six years the X-Men and the Mutant Brotherhood continued to encounter each other around the world, but the relationship between Xavier and Hoover continued to grow more tense. During the Watts Rebellion, Xavier sent the X-Men in to separate the police and the protesters long enough to reach a peaceful resolution. This proved to be the breaking point for their relationship. According to Hoover, at that point the X-Men became a rogue operation. However, without something to back him up, there was very little Hoover could really do to punish Xavier.
After the Tet Offensive, mutants began to have a serious impact on world events. The Cold War ended as both the United States and the Soviet Union turned their attention to mutants, and the conflict between the X-Men and the Brotherhood began to take center stage.
Xavier Institute Unlockables
[5/10 XP] Danger Room Combat Training: Professor Xavier has recorded telepathic scenarios for his team to train in relative safety. The X-Men call this the “Danger Room.” For 5 XP, gain the specialty Combat Expert D8. For 10 XP, gain the specialty Combat Master D10. This lasts for the remainder of the event.
[5 XP] Danger Room Power Control Training: Add the following SFX to one of your power sets for the remainder of the event:
Focus. In a pool containing a die from this power set, replace two dice of equal steps with one die of +1 step.
[5 XP] Danger Room Power Application Training: Add the following SFX to one of your power sets for the remainder of the event:
Versatile. Replace a D8 power die with 2D6 or a D10 power die with 2D8 or 3D6.
[5 XP] Blackbird: You have access to Charles Xavier’s secret stealth jet, the Blackbird. Supersonic Flight D10, Missiles D6.
[5 XP] Cerebro: Charles Xavier can track down the precise location of a mutant and pass that information to you telepathically.
[10 XP] Telepathic Assistance: Charles Xavier can help you track down a piece of critical information (e.g., the location of a non-mutant).
[5 XP] Telepathic Skill Download: Charles Xavier telepathically plants knowledge into your mind, giving you the use of any one Expert (D8) specialty you do not possess for a single scene.