Read here (Not short read!) https://parahumans.wordpress.com/ I'm planning this roleplay to take place within the Worm universe (for those who know what it means, the timeline is Earth Bet). Inside the Worm universe superheroes are common place. People who are superheroes get them through what is known as a trigger event. This takes place before the events at the end of the story (NO SPOILERS!) A trigger event comes from a particular traumatic experience, and because of this most people with powers become villains. Some people with powers are even known to have second trigger events. The first trigger event gives the person their power, with heavily laid restrictions in order to protect the user of said power. The second trigger event refines these restrictions, granting the person more power in almost all cases. The second trigger event also must come from a particular traumatic event. Almost no characters in the RP should know these particulars about trigger events. I'm just providing this for your sake, It refines character development. I'm also going to note that some people have their first and second trigger event simultaneously. People with powers are often referred to with the shorthand slang of "Capes", or even "Parahumans"(or beside humans while still being similar". Most powers have safeguards, as in line with the worm universe. (I.E. A pyrokinetic is flame resistant). Almost every power (with few exceptions) is governed by the [b]Manton Effect[/b]. [b]The Manton Effect[/b] refers to a parahuman's inability to affect a living being, though powers that exclusively affect living beings seem to be exempt. This effect prevents telekinetics from crushing someone's heart inside their chest or force field users from bisecting a person. Power classifications are as follows: [hider=Classifications] Mover, Shaker, Brute and Breaker. Master, Tinker, Blaster and Thinker, Striker, Changer, Trump and Stranger. [sub][url=http://worm.wikia.com/wiki/Power_Classifications][color=#4584dc]source[/color][/url][/sub] [hider=Mover] A mover has the ability to transport themselves and/or others to other locations, by means of enhanced speed, teleportation, flight, vehicles or the like. Known powers are listed next to the mover classification with the specific type of capability, eg Mover: Teleporter. [/hider] [hider=Shaker] A Shaker can affect a broader area, asserting some degree of control over the battlefield. May include gas, explosions, forcefields, and ambient or radiated effects. Most wide-area-effect, forcefield and spacetime manipulation powers fall under the Shaker classification. [/hider] [hider=Brute] A Brute classification typically indicates enhanced strength or durability, capes who are most dangerous in a melee and are typically very difficult to put down. While the execution may remain fairly stable, the source of this power can vary. [/hider] [hider=Breaker] A breaker is those who have some ability to ‘break’ the natural laws of the universe as far as those laws apply to them. This is frequently a side effect of powers to prevent them from harming their owners. They typically have the ability to alter themselves to a different state in which they maintain different abilities. Appends other powers, but only in this state. Can also include general altered states. [/hider] [hider=Master] A cape whose powers let them control others or create minions (be they humans, parahumans, animals or specific objects). Can range from ability to control simple insects all the way up to superhuman/projections. Varies from area (touch to long distance), number of beings affected (one being to nearly infinite), simple commands to absolute control and across a spectrum of time lengths and programming (short durations vs. indefinitely or programmed commands). Can be of pseudo-telepathic variety (there are no true telepaths except for the Simurgh) or require voice commands. [/hider] [hider=Tinker] Covers anyone with powers that give them an advanced grasp of science. Lets them make technology years ahead of its time. They can intuitively create or alter many devices beyond the usual restrictions of knowledge, resources and physics. Tinkers are less dangerous when removed from their gear, but should not be assumed to be harmless. A typical tinker can artificially assume any number of other classifications, depending on specialty. Specialty should be appended to the classification in every case possible. Many Tinker devices cannot be maintained or used safely by anyone except the Tinker in question. [/hider] [hider=Blaster] A cape with ranged, offensive attacks of some form. Can include blasts, thrown or moved objects, grenades. Not always damaging, but generally deleterious. Response varies greatly depending on the nature of the blaster. At low levels, cover is highly recommended. At higher levels, movement is a higher priority, and cover should be assumed to be useless. [/hider] [hider=Thinker] Possesses enhanced knowledge, skills and/or perceptions beyond any reasonable norm. Includes clairvoyance, precognition, skill acquisition, enhanced hearing and enhanced sight. Thinker capes, all numbers assumed to be equal, take the highest priority in engagements. [/hider] [hider=Striker] A cape with the ability to apply some effect by touch or at point-blank range. Has a power that applies on physical contact. Often applies a changed state, like the breaker classification, but isn’t personal. Melee range, including strength only without any durability, else it is classified as a Brute power. The striker classification could include certain Breaker effects as they were applied to things other than the cape themselves, but not always. Other strikers included those who used energy weapons, those who had certain kinds of superstrength that weren’t accompanied by durability and those with pyrokinesis or such that didn’t extend more than a foot around them. [/hider] [hider=Changer(shifter)] Can alter their form, appearance, and/or natural abilities through some manipulation of their bodies. Does not include new powers beyond natural weapons, armor, or durability. [/hider] [hider=Trump] Can manipulate powers in some capacity, altering, granting, strengthening, weakening or removing them entirely, or has powers that interact solely with the powers of others. Can have different powers or effects based on circumstances. [/hider] [hider=Stranger] Stranger powers predominantly lend themselves to infiltration. Ability in question might bypass defenses, mislead, or help to avoid notice or otherwise affect a person's mind. [/hider] [/hider] You are given a power classification, by the PRT, with the scale being 1-10, with ten being a high level of effectiveness in that category, and the reverse with one. The scale goes beyond ten, but that classification is reserved for very high level threats. The PRT are the Parahuman Response Team, a police force and emergency response team trained to deal with parahumans and the fallout of their actions. The PRT has multiple management levels (Chief Director, Deputy Chief Director, etc.) that are not relevant. PRT officers wear chain mesh and Kevlar vests, helmets that cover their faces, and firearms. Their human-on-parahuman attack method normally entails using a special type of gun which fires containment foam. It sprays as a liquid, then expands into a foam. The foam is flexible and porous, allowing people to breath while fully entrenched in it, and is extremely sticky. It's impact resistant, so heavy hitters can be contained or safely catch falling individuals. The foam is also completely heat and fire resistant, although all PRT personnel have a canister of vapor-based melting agent for the foam, that has no negative human side effects. [sub][url=http://worm.wikia.com/wiki/Parahuman_Response_Team][color=#4584dc]source[/color][/url][/sub] The Protectorate is a government-sponsored superhero organization that spans the United States of America and Canada. It works in conjunction with the PRT, wholly managed by the PRT. In exchange for government funding and legitimacy, the Protectorate has agreed to follow a special set of laws laid out for capes, to accept bureaucratic oversight and cooperate with local authorities. Every city in the US with a sizable cape population has a corresponding Protectorate team. These teams operate out of the local Protectorate Headquarters (PHQ), maintaining regular patrols and responding to reports of villain activity. Large cities known to host Protectorate teams include Austin, Boston, Brockton Bay, Chicago, Houston, Las Vegas, Los Angeles and New York, with New York being the largest. [sub][url=http://worm.wikia.com/wiki/Protectorate][color=#4584dc]source[/color][/url][/sub] The [b]Wards[/b] are the under-eighteen sub-division of the Protectorate, and where all of your characters will start out, as the title implied. Wards are granted a trust of $50,000 a year, as well as a base minimum wage salary, the latter of which is doubled on full membership. In all other respects, Wards are similar to the Protectorate in membership types and status, but bear additional protections and measures. Probationary Wards lose their probationary status at the age of eighteen, regardless of their history and record. Wards of any status are not permitted full access to confidential or classified records without permission. Wards are to attend school during typical hours and maintain satisfactory grades and failure to do so will see their pay docked. Wards must be allowed to receive a full night's sleep with regularity. The Wards' PRT department can remove Wards from school or wake them up in the case of an emergency on a school night, but the department heads have been urged to use this in moderation. Termination of a Ward requires the formation of a tribunal (made up of PRT personnel) and thorough review. All parties are heard, incidents are detailed and investigated, and all paperwork of any relevance is reviewed. Where possible, punishment or transfer to a better environment is preferred over termination. Should a termination be deemed necessary, measures taken can include suspension, firing, arrest and execution. [sub][url=http://worm.wikia.com/wiki/Wards][color=#4584dc]source[/color][/url][/sub] - - - - - This is just a general outline.