Hero Ceritifcation Program (HCP)
The HCP is the underground (literally) program through which supers can become heroes. It is intensely rigorous training and isn't for everyone who enters. Students will be eliminated from the program if they cannot keep up with it's demands, but they can also be removed if they fail to keep a C+ in all above-ground classes, if they are discovered as being in the program and are reported, fight humans with their powers, or use lethal force against any other student during any official fights or tests. In the 'freshmen' year, only fifty students will enter the program. There are only two classes for freshmen year; Ethics of Heroism and Gym. Ethics of Heroism is a discussion class with little actual work to be done, graded more on participation than actual paperwork and students will only have an hour and a half of this class on Tuesdays and Thursdays. Gym is taken 3 hours daily for the first year of classes, Sundays being the only day they don't take gym. There are various tests and events throughout the year, but not all are done by the program itself. Second year, only a maximum of 28 students will remain in the class, there even being a chance of having some who failed their second year getting a spot in the class if they did better than another student. This year will be team-based, splitting the class into 4 teams of 7 people. This year will also bring with it more classes, starting off the students' training for their majors. The classes are Close Combat, Weapons, Ranged Combat, Control, Focus, and Subtlety. Close combat is straight forward, training students in hand-to-hand combat. Weapons teaches students about the various weapons they will encounter and how to use weapons effectively. Ranged combat will train students in how to use their powers for long-ranged combat, or train those with less frontline abilities to still effectively fight. Control teaches students about how they affect the outside world with their abilities. Focus trains more on the self, helping those with mind abilities to better direct them. Subtlety is the art of stealth and recon, allowing for even heroes to be spies and is the fine line between hero and villain. Not all of these classes will be for everyone, so each student will only take three of them based on data the staff collected from the previous year. Gym will be reduced to two hours every other day and students will drop Ethics this year. Third year, 20 students will remain and focuses more on training students to go solo against groups of enemies. Training becomes more of a focus for students, thus tend to have less free time. They learn more about the world of heroes during this year and how they will fit in it should they graduate. Fourth year only has 15 students and will focus more on simulating the real world of heroes and is also the year that actual heroes come to watch the simulations and figure out who are good shoe-ins for graduating and who they want to mentor for two years after. This year will also have the intramurals where the top three students of each school, four for the home field, will participate in combat trials against each other to win glory for their school. At the end of the fourth year, 10 of the 15 who entered will graduate and earn their 'white capes', giving them their liscenses to become heroes. The program has few staff, the dean and the teachers for each of the classes at most, and a few support staff who either work for the DVA or are retired heroes who can still help out a lot within the program itself. The dean of the HCP is intended to protect the world from the students and their untrained abilities, as well as protect the students from the world that would use them for political or personal gain as well as from attempted assaults from the outside and that includes the DVA. The HCP does not look for just punching power, but they will not settle for weakness either. Students who have criminal records either need government approval or have an approved hero vouche for them in order to get into the program, otherwise they would be barred.
Department of Variant-Human Affairs (DVA)
The DVA rule over the hero world. They consist of elected senators and other politicians, generally working through agents or interns to get their jobs done, with one elected senator at the head of the Department. They are the most transparent agency in the government by necessity, trying to keep most of the politics out of the hero world so people aren't taking sides or so money isn't getting into pockets that it shouldn't be, keeping the hero world out of the mud. The DVA are the one's called in to haul off criminal supers or powereds who need something to keep their powers in check. They are also the ones who are called after particularly violent or destructive events, spiriting the hero(es) responsible for the event's departure from scuffle to gross negligence. To most in the hero world, the DVA are the devil you know and are not always so bad as one would think.
The Company
The Company are a somewhat shady little group. They consist of supers who have incredibly useful powers, but didn't want any of the glory or spotlight of the hero world. They act in much the same way a subtlety hero operates, but go a bit further than any hero should. They do the work that heroes cannot, should not, and/or will not. They are not entirely separate from the hero world, even taking cases from the same center as the heroes do when it's something above and beyond the need of a hero. They're generally seen as cold and calculating, but those individuals are just as human as everyone else. The Company is more vulnerable to corruption as their work in the shadows, even though a necessity, breeds such an affliction. Even still, they are necessary to keep the peace and to keep heroes from losing the support of the people.
Super Athletics Association (SAA)
The Super Athletics Association deal primarily in sports activities. This might seem trivial, but when supers can break the laws of nature, it sort of becomes unfair, so supers are given their own sports group to support that to keep them separate from the humans. From HCP washouts to retired heroes, the SAA recruits supers to compete in multiple sports, including football. These people are widely known, both locally and internationally. They are best-of-the-best in sports, but only ever really compete against each other. What most would consider the best thing of all, though, is the pay. SAA members get paid exceedingly massive amounts of cash to play. For anyone who gets kicked from the program or retires from the hero life, it is a good back-up plan if one needs to be active.
Various Privately Employed Emergency Response Supers (PEERS) groups
PEERS groups tend to be made up of supers who have useful powers, but aren't good enough for hero work. These people may even have hero-grade abilities, but simply want the money and fame with little of the gore and violence. These groups are authorized to help in emergencies, like earthquakes or after-action search-and-rescue when really bad fights have occured, but are not authorized to fight other supers unless in self-defense. To curb that problem, and to keep the PEERS from getting into any fights, a hero liaison is hired to keep the bad guys away from them. PEERS are owned by companies via contracts and so have to follow the companies' rules. Heroes tend to call these groups 'Corpies' because of their connections to corporations and their money and also tend to be frowned upon because they are seen as wanting to be heroes but can't make the cut in the program, but it's still a good choice for those who want to just help people. PEERS have had positive effects on the world and are generally loved and supported by the public for their efforts.
Sons of Progress
The Sons of Progress are a terrorist group made up of supers who believe the government and the HCP are a sham, calling heroes 'dogs'. They think supers are the superior species on the planet and should be ruling the world, not weak humans who simply want to control such beastly abilities through red tape. Since a situation where they invaded an HCP school and bombed the place, they had declined dramatically in numbers and almost entirely disappearing. Still, some who believe in the calling for the end of the government and the HCP have been building their powerbases, increasing their numbers, and moving resources to once again take on the chance of ending the government and establishing their own rule of power. Most everyone else hates them, and for good reason. It would be an utter shame for them to return in force.
Caduto
This group consists of supers with incredible abilities lead by a man named Abbadon. They acquire their names from biblical figures, mostly fallen angels and demons. They have no mercy and will toy with their prey. They plan more methodically and quietly than many other terrorist groups and tend to take more time in preparation. The last time they were active, they had torn through half of Atlanta and three hero teams before finally being beaten back, but the leader escaped to continue his work. That had been ten years ago. Few really know if they're even still around and plotting revenge, or even a bigger plan to be enacted. Only time will tell.
NYC hero teams
Hero teams are an important part of the hero world, usually consisting of eight or less members in all. Many of them are famous, but the local NYC teams are favorites of the residents. There are six in total in NYC; The Mad Dogs, Aurora Force, Impact Battalion, the Rebel Syndicate, Silent Guard, and Crimson Singularity. These teams protect the city and surrounding area to the best of their ability.
The HCP is the underground (literally) program through which supers can become heroes. It is intensely rigorous training and isn't for everyone who enters. Students will be eliminated from the program if they cannot keep up with it's demands, but they can also be removed if they fail to keep a C+ in all above-ground classes, if they are discovered as being in the program and are reported, fight humans with their powers, or use lethal force against any other student during any official fights or tests. In the 'freshmen' year, only fifty students will enter the program. There are only two classes for freshmen year; Ethics of Heroism and Gym. Ethics of Heroism is a discussion class with little actual work to be done, graded more on participation than actual paperwork and students will only have an hour and a half of this class on Tuesdays and Thursdays. Gym is taken 3 hours daily for the first year of classes, Sundays being the only day they don't take gym. There are various tests and events throughout the year, but not all are done by the program itself. Second year, only a maximum of 28 students will remain in the class, there even being a chance of having some who failed their second year getting a spot in the class if they did better than another student. This year will be team-based, splitting the class into 4 teams of 7 people. This year will also bring with it more classes, starting off the students' training for their majors. The classes are Close Combat, Weapons, Ranged Combat, Control, Focus, and Subtlety. Close combat is straight forward, training students in hand-to-hand combat. Weapons teaches students about the various weapons they will encounter and how to use weapons effectively. Ranged combat will train students in how to use their powers for long-ranged combat, or train those with less frontline abilities to still effectively fight. Control teaches students about how they affect the outside world with their abilities. Focus trains more on the self, helping those with mind abilities to better direct them. Subtlety is the art of stealth and recon, allowing for even heroes to be spies and is the fine line between hero and villain. Not all of these classes will be for everyone, so each student will only take three of them based on data the staff collected from the previous year. Gym will be reduced to two hours every other day and students will drop Ethics this year. Third year, 20 students will remain and focuses more on training students to go solo against groups of enemies. Training becomes more of a focus for students, thus tend to have less free time. They learn more about the world of heroes during this year and how they will fit in it should they graduate. Fourth year only has 15 students and will focus more on simulating the real world of heroes and is also the year that actual heroes come to watch the simulations and figure out who are good shoe-ins for graduating and who they want to mentor for two years after. This year will also have the intramurals where the top three students of each school, four for the home field, will participate in combat trials against each other to win glory for their school. At the end of the fourth year, 10 of the 15 who entered will graduate and earn their 'white capes', giving them their liscenses to become heroes. The program has few staff, the dean and the teachers for each of the classes at most, and a few support staff who either work for the DVA or are retired heroes who can still help out a lot within the program itself. The dean of the HCP is intended to protect the world from the students and their untrained abilities, as well as protect the students from the world that would use them for political or personal gain as well as from attempted assaults from the outside and that includes the DVA. The HCP does not look for just punching power, but they will not settle for weakness either. Students who have criminal records either need government approval or have an approved hero vouche for them in order to get into the program, otherwise they would be barred.
Department of Variant-Human Affairs (DVA)
The DVA rule over the hero world. They consist of elected senators and other politicians, generally working through agents or interns to get their jobs done, with one elected senator at the head of the Department. They are the most transparent agency in the government by necessity, trying to keep most of the politics out of the hero world so people aren't taking sides or so money isn't getting into pockets that it shouldn't be, keeping the hero world out of the mud. The DVA are the one's called in to haul off criminal supers or powereds who need something to keep their powers in check. They are also the ones who are called after particularly violent or destructive events, spiriting the hero(es) responsible for the event's departure from scuffle to gross negligence. To most in the hero world, the DVA are the devil you know and are not always so bad as one would think.
The Company
The Company are a somewhat shady little group. They consist of supers who have incredibly useful powers, but didn't want any of the glory or spotlight of the hero world. They act in much the same way a subtlety hero operates, but go a bit further than any hero should. They do the work that heroes cannot, should not, and/or will not. They are not entirely separate from the hero world, even taking cases from the same center as the heroes do when it's something above and beyond the need of a hero. They're generally seen as cold and calculating, but those individuals are just as human as everyone else. The Company is more vulnerable to corruption as their work in the shadows, even though a necessity, breeds such an affliction. Even still, they are necessary to keep the peace and to keep heroes from losing the support of the people.
Super Athletics Association (SAA)
The Super Athletics Association deal primarily in sports activities. This might seem trivial, but when supers can break the laws of nature, it sort of becomes unfair, so supers are given their own sports group to support that to keep them separate from the humans. From HCP washouts to retired heroes, the SAA recruits supers to compete in multiple sports, including football. These people are widely known, both locally and internationally. They are best-of-the-best in sports, but only ever really compete against each other. What most would consider the best thing of all, though, is the pay. SAA members get paid exceedingly massive amounts of cash to play. For anyone who gets kicked from the program or retires from the hero life, it is a good back-up plan if one needs to be active.
Various Privately Employed Emergency Response Supers (PEERS) groups
PEERS groups tend to be made up of supers who have useful powers, but aren't good enough for hero work. These people may even have hero-grade abilities, but simply want the money and fame with little of the gore and violence. These groups are authorized to help in emergencies, like earthquakes or after-action search-and-rescue when really bad fights have occured, but are not authorized to fight other supers unless in self-defense. To curb that problem, and to keep the PEERS from getting into any fights, a hero liaison is hired to keep the bad guys away from them. PEERS are owned by companies via contracts and so have to follow the companies' rules. Heroes tend to call these groups 'Corpies' because of their connections to corporations and their money and also tend to be frowned upon because they are seen as wanting to be heroes but can't make the cut in the program, but it's still a good choice for those who want to just help people. PEERS have had positive effects on the world and are generally loved and supported by the public for their efforts.
Sons of Progress
The Sons of Progress are a terrorist group made up of supers who believe the government and the HCP are a sham, calling heroes 'dogs'. They think supers are the superior species on the planet and should be ruling the world, not weak humans who simply want to control such beastly abilities through red tape. Since a situation where they invaded an HCP school and bombed the place, they had declined dramatically in numbers and almost entirely disappearing. Still, some who believe in the calling for the end of the government and the HCP have been building their powerbases, increasing their numbers, and moving resources to once again take on the chance of ending the government and establishing their own rule of power. Most everyone else hates them, and for good reason. It would be an utter shame for them to return in force.
Caduto
This group consists of supers with incredible abilities lead by a man named Abbadon. They acquire their names from biblical figures, mostly fallen angels and demons. They have no mercy and will toy with their prey. They plan more methodically and quietly than many other terrorist groups and tend to take more time in preparation. The last time they were active, they had torn through half of Atlanta and three hero teams before finally being beaten back, but the leader escaped to continue his work. That had been ten years ago. Few really know if they're even still around and plotting revenge, or even a bigger plan to be enacted. Only time will tell.
NYC hero teams
Hero teams are an important part of the hero world, usually consisting of eight or less members in all. Many of them are famous, but the local NYC teams are favorites of the residents. There are six in total in NYC; The Mad Dogs, Aurora Force, Impact Battalion, the Rebel Syndicate, Silent Guard, and Crimson Singularity. These teams protect the city and surrounding area to the best of their ability.
Moderators: jinxchaos Walter Halvard (played by jinxchaos) Gerrard Bedinse (played by Tt1451)