WORM LIVING WORLD
PRT // DEPARTMENT ENE REGIONAL FIELD ARCHIVE
DOSSIER ENE-001 / ACTIVE WORLD RECORD
Not a character chat.
Not a single storyline.
Not a typical RPG.
This is a living Worm world.
PERSONNEL ENTRY
Choose who you are.
Become a parahuman hero, independent cape, PRT officer, police officer, detective, investigator, medic, doctor, journalist, lawyer, researcher, technician, dockworker, business owner, vigilante, mercenary, criminal, villain, or something entirely different.
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WORLD FILE / BROCKTON BAY & EARTH BET
01 / THE WORLD
PERSONNEL REGISTER / KEY FIGURES
Built on 2,350 pieces of Worm lore.
116 Unique Characters including Taylor Hebert / Skitter, Danny Hebert, Annette Hebert, Grue, Tattletale, Bitch, Regent, Imp, Foil, Parian, Faultline, Labyrinth, Newter, Gregor the Snail, Trickster, Sundancer, Ballistic, Genesis, Noelle Meyer / Echidna, Lung, Oni Lee, Bakuda, Kaiser, Hookwolf, Purity, Coil, Dinah Alcott, Marquis, Butcher, Director Emily Piggot, Armsmaster, Miss Militia, Battery, Assault, Dauntless, Dragon, Defiant, Narwhal, Chevalier, Alexandria, Legend, Eidolon, Number Man, Contessa, Doctor Mother, Sleeper, Nilbog, Jack Slash, Bonesaw, Crawler, Mannequin, Shatterbird, Burnscar, Cherish, Siberian, Hatchet Face, Scion, and many more.
FACTION DIRECTORY
28 Factions and Organizations including the Parahuman Response Team, the Protectorate, the Undersiders, Faultline's Crew, the Travelers, the Azn Bad Boys, Empire Eighty-Eight, the Pure, the Merchants, Coil's Mercenaries, the Teeth, the Fallen, New Wave, Über and Leet, Parahumans Online, the Ambassadors, Toybox, the Guild, the Triumvirate, the Slaughterhouse Nine, Cauldron, Cauldron's inner circle, the Number Man's financial operations, and other local, national, and covert organizations.
GEOGRAPHIC INDEX
20 Locations and Facilities including Brockton Bay, the Docks, Downtown Brockton Bay, the Boardwalk, the Ferry and Waterfront, the Hebert Home, PRT ENE Headquarters, Protectorate Headquarters, Winslow High School, Arcadia High School, Somer's Rock, Medhall Corporation, the Boat Graveyard, the Old Ferry Station, Lord Street Market, Palanquin, Brockton Bay Central Bank, the Central Business District, abandoned warehouses, residential neighborhoods, local hospitals, emergency shelters, local police precincts, local newsrooms, public transit routes, underground routes, and Cauldron facilities.
PARAHUMAN FRAMEWORK
A society shaped by Parahumans including events, shard-granted abilities, Cauldron vials, Mover, Shaker, Brute, Breaker, Master, Tinker, Blaster, Thinker, Striker, Changer, Trump, and Stranger powers, along with specialized techniques, unusual interactions, physical limitations, psychological strain, and consequences that can affect entire communities.
PUBLIC INSTITUTIONS / LOCAL PRESSURES
The Protectorate operates under public scrutiny, the PRT responds to parahuman threats, and independent capes navigate a world where the law does not always keep pace with power.
Gangs fight for territory, mercenaries take dangerous contracts, and covert organizations pursue agendas few people understand.
Meanwhile, doctors treat victims, investigators follow evidence, journalists challenge official accounts, and residents deal with the fallout of conflicts they never chose.
A cape's reputation can open doors or make someone a target.
A secret identity can protect a family, while a single leak can put it in danger.
Even a victory can leave people injured, buildings destroyed, and trust permanently damaged.
REGIONAL ASSESSMENT
On Earth Bet, power creates opportunities, enemies, and consequences that no costume or public reputation can simply erase.
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PERSONNEL FILE / PERSONAL AUTONOMY
02 / YOUR LIFE IS NOT PREWRITTEN
INDEPENDENT PATHS
You are not forced into Taylor Hebert's story, required to join the Undersiders, or destined to become one of the most powerful capes on Earth Bet.
AVAILABLE ROLES
You can join an established group, work independently, cooperate with the PRT, investigate parahuman crimes, take mercenary contracts, develop technology, conduct research, work in medicine, pursue journalism, run a business, become a vigilante, join a criminal organization, become a villain, or remain an ordinary civilian.
POWERS / SKILLS / RESOURCES
If you have a power, discover its strengths, limitations, and practical applications.
If you do not, your skills, resources, connections, and decisions can still determine what opportunities are available to you.
PERSONAL PROGRESSION
Train, earn money, acquire equipment, find work, make allies, build a reputation, pursue personal ambitions, and decide which risks are worth taking.
RELATIONSHIPS / DECISIONS / CONSEQUENCES
You can pass an assessment or fail it.
Become an ally or a rival.
Build a relationship, expose corruption, uncover a secret, refuse an order, betray an agreement, or make a mistake that changes your future.
You can cross paths with famous capes, become involved in conflicts between major groups, or build a life far from their attention.
PERSONAL AUTONOMY
On Earth Bet, the choices you make, the risks you take, and the people you cross paths with shape the life you build.
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HISTORICAL FILE / MAJOR EVENTS & THEIR LEGACY
03 / THE HISTORY BEHIND YOU
HISTORICAL CONTEXT / THE PARAHUMAN ERA
The emergence of parahumans transformed society.
Trigger events introduced extraordinary abilities into ordinary lives, forcing governments, communities, and institutions to adapt to dangers they could not always predict.
The Protectorate and the PRT developed systems for handling parahuman activity, but neither their authority nor the existence of powerful heroes eliminated crime, discrimination, or public distrust.
Brockton Bay became a battleground for rival gangs, independent capes, criminal enterprises, and organizations competing for influence.
BROCKTON BAY / ESCALATION & DEVASTATION
Taylor Hebert's first night as a cape brought her into contact with the local underworld and eventually led her to the Undersiders.
Gang warfare escalated, Bakuda's bombing campaign spread terror through the city, and rival factions fought over territory and control.
Leviathan's attack devastated Brockton Bay, leaving casualties, ruined infrastructure, displaced residents, and a city struggling to recover.
WIDER THREATS / CLASSIFIED HISTORY
The Travelers arrived carrying secrets that connected their personal struggles to events on a much larger scale. The Echidna crisis exposed the danger of powers and plans that had escaped control.
The Slaughterhouse Nine left destruction wherever they went, while Cauldron continued its covert preparations against threats that the wider world barely understood.
The truth about shards and the entities behind parahuman powers led toward Gold Morning, a catastrophic conflict that transformed the world and left survivors facing an uncertain future.
AFTERMATH / CONTINUING CONSEQUENCES
These events did not end when the fighting stopped.
Their consequences remain visible in damaged communities, altered institutions, broken alliances, and the memories of those who lived through them.
Brockton Bay's devastation, Cauldron's secrets, and the aftermath of Gold Morning remain part of the history shaping the world.
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CIVILIAN & INSTITUTIONAL FILE / LIFE BETWEEN CONFLICTS
04 / MORE THAN THE MAIN STORY
CIVILIAN LIFE
Daily life continues alongside the conflicts that attract public attention.
Independent capes manage patrols, equipment, finances, and personal obligations.
PRT staff review intelligence, coordinate responses, and work under political pressure.
Hospitals face shortages and overcrowded wards, detectives investigate crimes, journalists pursue leads, and lawyers challenge decisions.
Dockworkers keep the waterfront moving, mechanics repair vehicles, and contractors rebuild damaged structures.
Residents still have rent to pay, jobs to keep, families to support, and bills that do not disappear because a cape battle has disrupted their neighborhood.
ORGANIZATIONS / ACTIVE INTERESTS
The Undersiders must navigate their loyalties, rivalries, and plans.
Faultline's Crew takes contracts that require specialized abilities and careful preparation.
The Protectorate and PRT balance operational demands with the expectations placed on public institutions.
Dragon and Defiant have responsibilities extending beyond any single city.
The Triumvirate faces threats on a broader scale, while Cauldron's covert operations continue to affect people who may never learn the truth behind them.
A major cape can be occupied elsewhere while an unfamiliar face handles a local crisis.
A seemingly minor decision by an organization can have serious consequences for people far removed from its leadership.
SOCIAL REALITY / BEYOND THE HEADLINES
Behind every cape headline is a community still trying to work, recover, and survive the consequences.
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WORLD SYSTEMS FILE / DYNAMIC EVENTS & LIMITS
05 / YOUR LIVING WORM WORLD
INCIDENT LOG / LOCAL EVENTS
Your path can intersect with established events or unfold far from them.
A cape battle can close a district.
Damaged infrastructure can delay emergency services.
A shortage of medical supplies can overwhelm a hospital.
A leaked identity can endanger a family.
A public accusation can damage a hero's reputation before the truth emerges.
A gang conflict can spill into neighboring streets.
A failed operation can leave witnesses, evidence, casualties, and unfinished business.
INTELLIGENCE / UNCERTAINTY & INCOMPLETE INFORMATION
No one has access to every piece of information. Witnesses can be mistaken, intelligence can be outdated, and secrets can remain hidden even from people with considerable influence. A seemingly reliable account may turn out to be incomplete.
OPERATIONAL LIMITS / POWERS, TIME & RESOURCES
Powers have limits.
Training takes time, injuries require recovery, and equipment can break at the worst possible moment. Travel takes time, money and supplies are finite, and powerful abilities can carry risks their users cannot easily control.
Legal authority, public reputation, personal connections, and access to information affect what you can accomplish. Other people may cooperate, demand proof, refuse assistance, or respond in ways you did not anticipate.
FIELD ASSESSMENT
On Earth Bet, a power can decide a confrontation without deciding what comes after it.
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FILE
06 / THIS IS A SIMULATION
WORLD PRINCIPLE / INDEPENDENT PATHS
This is not a retelling of Taylor Hebert's journey.
It is an ongoing world of established characters, parahuman abilities, organizations, rivalries, relationships, and competing interests.
Every character acts according to their knowledge, loyalties, personal priorities, and willingness to take risks.
MEMORY & RELATIONSHIPS
An enemy can remember an encounter.
An ally can lose faith in you.
A mission can leave unresolved consequences.
A relationship can grow through shared experiences or fall apart.
An organization can change its plans, pursue another target, or respond to developments beyond your immediate surroundings.
Other people can disagree, refuse, investigate, and act on the evidence available to them.
FINAL ASSESSMENT
No cape sees the whole picture, no organization controls every outcome, and no victory guarantees a clean ending.
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MY RECOMMENDATION
I recommend checking out my CYBERPUNK EDGERUNNERS LIVING WORLD.
The world also features 100 events: 78 based on the anime and 22 original events created specifically for this living world.
And if you'd like to discover more, feel free to visit my SIMULATORARCHIVE profile and follow to stay updated on new worlds, characters, and projects.
THE WORLDS ARE ALREADY ALIVE. EXPLORE THE ARCHIVE.
Created Oct 29
Updated 3 days ago
Published Oct 29