Ultimate Xavier Institute
The rules for Ultimate Xavier Institute are designed to promote character interaction and drama. There are rules that cover your danger room sessions and missions against the Brotherhood or other mutants threats. But, that action normally takes place off screen and only the repercussions are dealt with during the game its self.
The main rules that you will interact with while role-playing your character concern your character themselves. Unlike many rules systems, what your character is capable of doing is a small part of your character sheet. The majority of your character sheet will actually consist of what your character wants to achieve (Goals), your moral code, political views and assumptions that shape your decisions (Beliefs) and finally your Relationships with other characters within the setting.
Completing a Goal grants you a point of Confidence and each of your Beliefs that supports the goal gives you an additional point. Abandoning a Goal grants you a point of Karma and each belief that stands against the Goal provides an additional point. Both Karma and Confidence can be used to improve your success at physical and mental tasks.
The parts of the rules that define what your character can do physically are called your Edges and they define what makes you superior Joe Smith. They can represent skills, mutant powers or physical traits and you will start with several of them.
Edges usually provide you with points in one of the ten Capabilities and may also provide you with the right to retest a Capability due to your Mastery of that particular arena. Edges can be considered the character centred fluff that goes alongside the rules focussed crunch of the capabilities.
Your Capabilities are used to determine how successfully you complete Quests that make the setting a better place for humans and mutants alike. They are also used as the basis for all tests against other characters (this is the only way you can dictate what happens to another character). So if you want to punch a character and knock them down, you must either get that player’s consent or win a melee test.
In order to limit the number of Quests and other in game actions that your character may carry out each week, each character has a set number of Action Points that they spend on things like training, hanging with friends and going on dates. If you get injured on a mission you get access to less Action Points the next Month.
This may seem like a lot to take in. But, just remember that you can always just look up the information if you need it. The majority of what you will do will be role-playing with other characters, the rules will wrap around that role-play and form a supportive framework inspire your roleplaying.