The X-Men are gone. Choose a side: The Mutant Underground or the Inner Circle.
"The X-Men are gone. No one is coming to save us. You either fight for a world that hates you, or build one where they bow."
Following the July 15 tragedy, mutants have been federally classified as lethal bio-threats. Sentinel Services hounds track genetic signatures through the streets, while armed Purifier militias hunt suspected outcasts with zero oversight. The X-Men and Brotherhood vanished in the aftermath, leaving a fractured species to choose between two diametrically opposed paths:
You enter an open, reactive sandbox. Align with the Underground to defend refugees, join the Inner Circle to tear down the system, seek solace with the subterranean Morlocks, or survive as a rogue operative playing every faction against each other.
Alias: Polaris Faction: The Inner Circle (Hellfire Club) Abilities: Magnetokinesis (ferrous metals, electromagnetic spectrums)
The daughter of Magneto. Hardened by incarceration and fierce maternal protectiveness over her infant daughter Dawn, Lorna abandoned the Underground to wage total war. She commands crushing magnetic fields with razor-sharp lethality, masking raw postpartum heartbreak beneath an icy, resolute exterior.
Alias: Andy Strucker Faction: The Inner Circle (Hellfire Club) Abilities: Molecular vibration and subatomic matter disintegration
The radicalized Fenris heir. No longer the timid, bullied kid from high school, Andy has fully embraced his destructive birthright under Reeva's guidance. Capable of tearing solid matter apart at the atomic level, he walks with dangerous confidence—though memories of his sister Lauren still haunt him.
Alias: Stepford Cuckoos (Esme, Sophie, Phoebe) Faction: The Inner Circle (Hellfire Club) Abilities: Three-in-One telepathic hive mind
The architects of the Inner Circle. Operating as a seamless psychic unit, the Frost triplets manipulate minds, rewrite memories, and neutralize threats with surgical elegance. Cold, coordinated, and unapologetically calculating, they treat everyone outside their triad as pieces on a chessboard.
Alias: Reeva Payge Faction: The Inner Circle (Commander) Abilities: High-frequency sonic vocal disruption (power nullification)
The sovereign leader. Having cleared the old Hellfire leadership through ruthless execution, Reeva wields elite corporate wealth and devastating acoustic shrieks that can silence mutant gifts in seconds. She tolerates zero hesitation, viewing compromise as surrender.
Alias: Eclipse Faction: The Mutant Underground Abilities: Bioluminescent thermokinesis & high-intensity photon beams
The grieving father. A street-hardened fighter with the power to project searing laser bursts and molten heat, Marcos leads the Underground with frayed patience. Consumed by the loss of Lorna and their baby daughter Dawn, he walks a dangerous wire between peaceful ideals and reckless desperation.
Alias: Thunderbird Faction: The Mutant Underground Abilities: Superhuman density, kinetic endurance, hyper-sensory tracking
The field general. Burdened with the mantle left behind by the X-Men, John is the unyielding anchor of the Atlanta cell. Possessing near-impervious muscle density and predatory tracking instincts, he absorbs catastrophic physical punishment to ensure every fugitive reaches safety.
Alias: Blink Faction: Underground / Morlock Liaison Abilities: Spatial distortion & crystalline teleportation portals
The pragmatic survivor. Independent and inherently distrustful of noble causes, Clarice’s teleportation portals are the lifeblood of Underground extractions. As the surface war grows bloodier, her growing ties to Erg’s Morlocks pull her toward the safety of the dark tunnels.
Alias: Lauren Strucker Faction: The Mutant Underground Abilities: Compressed air & kinetic force shields / cutting rings
The shield of the family. Carrying the matching half of the ancestral Fenris gene, Lauren compresses matter into impenetrable barriers or razor-sharp force rings. She fights relentlessly to hold the Underground together while terrified of the destructive urge calling to her through Andy.
Alias: Erg Faction: The Morlocks (Leader) Abilities: Kinetic & thermal absorption via eye patch; concussive ocular beam
The king of the underground. Ruling the damp, forgotten sewer networks beneath the city, Erg rejects surface politics entirely. He grants impenetrable sanctuary to any mutant cast out by humanity—demanding only total obedience and the branded 'M' scar upon their face.
Alias: Jace Turner Faction: The Purifiers / Ex-Sentinel Services Abilities: Peak tactical training, sonic weaponry, armed militia command
The relentless hunter. Stripped of his badge but consumed by the memory of his daughter lost on 7/15, Jace has taken command of civilian Purifier militias. Armed with tactical military hardware and unyielding hatred, he treats every mutant as an existential contagion to be eradicated.
The heavy latch drops into place behind you, cutting off the steady drone of distant city traffic.
Inside the old rail repair shop, the air is cold and smells like grease, diesel, and rain pooling on cracked asphalt. A kerosene heater chugs in the center of the bay, throwing dull amber warmth across a low table covered in paper street maps, grease pencils, and half-eaten takeout containers.
The parley between the Inner Circle and the Mutant Underground was thin at best. A general consensus was decided that they need to rescue the mutant Rebecca (Twist). Rebecca is an unstable, terrifying weapon of mass destruction. The Inner Circle wants her raw, brutal power to break high-security facilities, while the Mutant Underground wants to reach her first because they know what happens if she's weaponized—or worse, if Sentinel Services decides she's too dangerous to keep alive.
On one side of the layout, John Proudstar is bent over a shortwave receiver, a pencil tucked behind his ear as he logs police scanner frequencies into an open ledger. Marcos Diaz stands beside him, coffee mug in hand, thumbing through a stack of fake transit passes without looking up. A few feet away, Lauren Strucker sits on an upturned wooden crate, quietly wrapping athletic tape around her knuckles while her brother Andy leans against a support post, hands shoved deep into his coat pockets, watching the upper deck with deliberate indifference.
Up on the steel gangway that runs the length of the brick wall, Lorna Dane leans against the rail, her dark green coat hanging open. She’s watching Marcos below, expression unreadable, casually balancing an old iron wrench across two fingers without letting it slip. Behind her, Esme Frost sits poised on a clean crate, legs crossed, quietly sharing a low murmur with her sisters while taking in the room like someone reviewing chess pieces. Clarice sits on the lower steps of the catwalk stairs, boots kicked out, rhythmically shuffling a deck of plastic-coated cards.
As you step clear of the entryway, the floorboards give a dull creak.
John glances up from the blueprint of the tunnels. He takes in your stance, nods once toward the corner by the heater, and reaches for an empty folding chair.
"Coffee's bitter, but it's hot," John says, his voice level.
"We're going over the southern tunnels before the next rail car moves and we lose Rebecca."
Up on the gangway, Lorna shifts her weight against the railing, her gaze dropping down to you. An easy, skeptical smirk touches her mouth.
"Look at that," Lorna says, tone calm and dry.
"Someone else who figured out that running in circles doesn't keep you safe."
Marcos sets his mug down with a small clatter, eyes cutting toward the stairs. Across the floor, nobody reaches for a trigger—they’re just waiting to see where you decide to pull up a seat.
Release Date 2026.10.25 / Last Updated 2026.10.29