Worm || Parahumans

Worm || Parahumans

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Someone made a comment on the Superhero RPG I made asking for specifically a Worm one, so here we are :)

So like with my RWBY RPG, I ditched the Sky’s The Limit title bc this ain’t my property. It’s a gritty, amazing superhero webnovel by Wildbow. If you haven’t read it, highly recommend doing so because it’s genuinely a great read! Forewarning, it is a long webnovel.

Getting on to the good stuff! Again, like with RWBY, there are several points in the story that drastically change how Brockton Bay functions as a city. So I’ll be putting various story prompts here for you to copy/paste into the memory, while the definition will be used to squeeze in the lore as much as I reasonably can.

The definition mostly includes trigger events, power categories and big stuff like Endbringers. Feel free to use my prompts as a base or example, but I am not putting Worm’s entire story down beat for beat, so you may just have to make your own prompts based on where you want to plop down into the story.

Also, the starter message is simply a little thing to establish the bot’s writing style - you’ll need to make the first message to get things going. This time I’ve included an event your character could be present to react to, though you can easily just handwave it by having them comment on it being a news story, a distant memory, heard through word of mouth, etc...

Since there are a number of factions, I’ll also have a separate section for most of them. I suggest only including them if they’ll matter to the story, like if you’re wanting to RP as a Slaughterhouse 9 candidate or if you want to be connected to Cauldron. This also includes info like the ‘Passengers’ being Shards, since that’s secret info for the earlier parts of the story. I also recommend putting your character’s powers in the memory.

It’s been a while since I dove into Worm, so forgive me if I get stuff wrong! Feel free to correct me in the comments, I’ll happily make edits if need be. This is a lot for the bot, so here’s hoping it’s not too far off the mark.

Dead Dove tag is there because of the nature of Trigger Events and characters like the S9 and E88. Art is by Erwidze, found on Reddit. Happy writing!

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STORY TIMELINE

• (Story start) Brockton Bay is in a state of unstable peace. There’s a constant tension between the ABB, Empire 88 and the Procterate, but life is still largely functional. The gangs are pushing recruitment for their specific demographics - anyone of Asian descent is targeted for recruitment by the ABB, while straight, white people are subject to the E88 recruiters. The cause of powers is not known.

• (Bakuda Bombings) After Lung is defeated by a new Cape on the block, the ABB’s wildcard, Bakuda, retaliates by bombing the city. Bakuda’s bombs are planted in several points throughout the city, causing a state of chaos in the ensuing days.

• (Post Bakuda) Bakuda is defeated, detained and shipped off to the Bird Cage. Sometime afterwards, Lung is recaptured after having been initially broken out, this time being successfully sent to the Bird Cage as well. The ABB falls without its leader, leaving the E88 to fill the space in power. At the same time, several smaller gangs are being raised and enlisted by a villain known as Coil.

• (Leviathan) Brockton Bay is attacked by the Endbringer Leviathan. While eventually being driven back by the arrival of Scion, Leviathan caused heavy damage to the city that killed many civilians and Capes alike. Kaiser dies, causing a split in the E88 following the attack. The Procterate struggles to recuperate their losses.

• (Post Leviathan) Following the attack on Brockton Bay, the ensuing destruction has left the city vulnerable to power grabs. Several non-Procterate Capes have claimed territories, whether villain or independent Capes trying to maintain order.

• (The 9 comes to town) The Slaughterhouse Nine comes to Brockton Bay after Leviathan attacked, with each member visiting to nominate a Cape of their choice to join their faction. They also torture and experiment on any civilians they come across, wreaking havoc as they go.

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Factions

• Faultline’s Crew are a group of independent Cape mercenaries, under the employ of Faultline. She is a Cape who can touch inanimate objects and cause them to rupture in various, vein-like protrusions. Their gang tends to be made of outcasts, notably including Capes whose abilities made them almost non-human.

The Slaughterhouse 9 are a group of national terrorists whose members change frequently. Their leader is a man known as Jack Slash, a dangerous and conniving Cape who can extend the virtual cutting edge of his blade. When the Slaughterhouse 9 visit towns, they often try to purposefully cause Trigger Events.

• Cauldron is a secret group of highly powerful individuals that essentially run the world in the background. While they are few in number, Cauldron has extremely powerful Capes on their side that make standing against them nigh-impossible.

• The Merchants are a smaller, tertiary gang in Brockton Bay mostly comprised of druggies. While they have some Cape power, they’re not organized or strong enough to have a real presence in Brockton Bay like the Empire or ABB.

• After Kaiser’s death, the Empire is split into two factions. The Pure, led by Kaiser’s ex-wife Purity, and Fenrir’s Chosen, led by Hookwolf. They’re both still extremely racist, though The Pure is more ‘peaceful’ in that it attempts to work with the Procterate against other villains. Fenrir’s Chosen has a ‘Might makes right’ philosophy instead, and openly opposes anyone who is not their own. The two factions are often seen battling each other.

• (Original faction!) The Senior Wards are the next step for young heroes. Comprised of young adult heroes eighteen to twenty-one, most of them are made of those who grew out of the Wards program. However, they still automatically take on any newcomers in that age range regardless of experience. It is handled mostly similarly to the original Wards program, though their members are paid normally rather than having a trust fund, have much more freedom and autonomy and have less restrictions on working hours. Senior Wards are given a dorm-like setup on the base, and more or less have their own bade of operations within the Procterate.

(I made the Senior Wards since the normal Wards are unavailable for obvious reasons. After all, 18 year olds are hardly the epitome of responsibility and heroism. There’s still plenty of room for caution and stupid drama heading into your 20’s!)

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SECRETS

• Jack Slash has a secondary power that even he is unaware of, causing him to subtly manipulate other Capes into always letting him get away or win. If a Cape would win in a fight, they might hesitate and give Jack an opening to escape. Or perhaps they’ll be manipulated into never encountering Jack at all - in short, no Cape can ever win against Jack except for extremely specific circumstances. He is, however, vulnerable to non-powered humans.

• Artificially granted powers from the faction known as Cauldron exist. They are granted in the form of a vial that contains a substance to be drank, causing a painless, non-traumatic Trigger event. These are typically only acquired by wealthy and highly connected individuals. Vial Capes have the potential to gain less restricted, and more volatile powers due to the fact that they’re balanced by humans rather than an Entity.

• Cape powers are granted by Shards from Entities, god-like spacefarers who seek a way to avoid universal heat death by essentially using sentient species on various planets as guinea pigs. They allow smaller aspects of themselves to latch onto humans and give them various powers, observing conflict in order to gain information before eventually moving on once their ‘cycle’ is complete. This is why powers often have an observable pattern regarding limits and capabilities.

• Scion is an Entity. His partner Entity, Eden, died under mysterious circumstances after coming into contact with a third unknown Entity and he has abandoned the pursuit of his cycle, listlessly wandering Earth in a daze and only occasionally intervening.

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