Table of Contents

History

(Note: Up until 1900, it can be assumed that in-character history roughly mirrors out-of-character history, just with more superheroes, except as noted)

Extract from "A History of Supers", by Prof. Duncan Drake

Superheroes have always existed. Stories have been handed down from ancient times of those with special powers that set them above most. Hercules, a fantastic warrior with god-like strength, is not so different to our own Mr. Universe. The ancient Egyptian Osiris (worshipped as a god, but probably no more powerful than many of the mages today) was brought back to life after his body had been torn to shreds through the supernatural healing abilities of Isis. Even in mediaeval times, we have King Arthur and his knights, warriors of immense skill who protected the land, and the powerful Morgaine, who worked against them. However, the supers of the past were much rarer; perhaps a few hundred worldwide in a generation. It is only in recent times that the number of superheroes has exploded. Now each town has at least one protector, and acts as the base for at least one person of great and terrible ambition.

The turning point seems to have come in the late 1800s as, hot on the heels of the industrial revolution only a generation earlier, the first “tech” supers began to emerge. With the new technologies using electricity, and great advancements in mechanical devices, early powersuits, energy weapons, and even primitive force shields became possible for the first time. This allowed anyone with the brains or the money to elevate themselves to the level of a hero (or, as many did, to pursue less noble goals). Of course, the most famous conflict of this early age is the tragic rivalry between Coil1) and The Wizard of Menlo 2). Tragic not just in the eventual turn to darkness of The Wizard of Menlo 3), but also in opportunities lost: one has to wonder how much science could have been advanced by such great minds working together, rather than against each other. Events worldwide have surely been influenced by the rise of superheroes, both for good and for ill.

Unsurprisingly, science became glamourous, with fame, infamy, or both available to any who could push the boundaries to obtain some small advantage in the constant struggles that plagued the super community. Given such a scene, it is hardly surprising that humankind's progress continued apace. In the 1960s, the nuclear age dawned, with the promise of clean power, so cheap that it would not even be worth counting the price. Of course, such promises neglected the serious security needs of a power source that could so easily be weaponized by those of ill intent. Following the Australia Crisis, nuclear weapons were banned, and nuclear power came under considerable regulation. With the nuclear age came a shift in the landscape of supers. As well as a new generation of tech heroes, those with powers in their very DNA became much more frequent. Previously reserved for the children of the gods of myth, alien exiles, or the occasional very rare birth, mutants began to make themselves known. Some of these were deliberate, scientists experimenting on themselves or others to create a new breed of superheroes; some arose by accident, a chemical spill in Japan famously gave a whole village powers overnight; and some were simply born powerful, perhaps a product of the generally increased radiation levels.

Timeline

(Note: Up until 1900, it can be assumed that in-character history roughly mirrors real-world history. There will be some differences (mostly, a lot of major figures will be superheroes), but the broad course of events will be the same. After 1900, the timeline diverges significantly from that of the real world.)

18th Century: Groups in support of American independence turn to technology to combat British Redcoat superpowered fighters. These factions would eventually form the basis for the modern-day separatist movements.

1880-1930: Devolution of Empires: The old empires (starting with the creation of the Dominion of Canada) eventually succumb to mounting internal and external pressure to give more power to their colonies. By the end of this period, most adopted a structure where the central government handles constitutional and foreign policy matters, while all other internal affairs are handled by the colonies. Some arguments over where the borders of each colony should be arise, and these are dealt with in various ways. For example, France allows free movement, but stubbornly refuses to move the lines on the map, Britain creates a system of referenda which allow the borders to be determined by the locals. Neither prevents all the arguments, but they help to reduce them. Each Empire takes a different approach to the formation of the central government, some forming it only from the “home” country, and some allowing various degrees of representation from each colony. This is supported in many places by the separatists and their various regional chapters. This process is greatly sped up by the various crises which occur during this period, meaning that the empires no longer have the resources to tightly control all their territories. By the end of this period, each of the empires is greatly reduced, with most of the territory away from their capitals either semi-autonomous or fully independent.

1905-1909: The Russo-Japanese war, the last great war of the Imperial Age, results in Japan controlling much of Northern Asia, including Manchuria, Mongolia, and large sections of the former Russian Empire. The instability this causes results in revolution in Russia, the monarchy dissolving, and their empire crumbling. Over the period of devolution, Japan retains a tighter control over the constituent regions of their empire than most of the other countries, and manages to crush any independence movements.

1920-1931: Global Financial Collapse: After nearly a decade of increased international cooperation and trading, rising speculation by the emerging financial sector causes a bubble of prosperity which peaks in the early '20s, and then bursts spectacularly. Starvation and poverty causes riots all over the globe. Many superheroes attempt to alleviate the worst of the problems, using their powers to help quell the uprisings or distribute food to those in need. However, the only real winners of this decade are the villains who thrive on the chaos, using the instability to advance their own plans or simply sow more discord.

1933: The Fall: Just as the world begins to recover from the financial turmoil, a meteorite impact in the Atlantic Ocean results in tremors felt throughout the world, amplified by the further destabilisation of faults, as well as the impact itself; and tidal waves over the Eastern coast of the Americas and the Western coasts of Europe and Africa. Quick response by superpowered individuals greatly reduces the loss of life, with even most of those previously considered villains pitching in to help. As one famously said, “What's the point of ruling the world if there's nothing left to rule?”

1935: First Contact 4): The Thuun, a tall, 8 limbed race of extraterrestrials, arrive on Earth offering advanced technologies and help in rebuilding the crippled world. Initial attempts to examine the new tech or construct it from the designs provided are unsuccessful. The Thuun shrug this off as a symptom of Earth's less advanced science which will be eventually alleviated with proper education. Soon, Thuun devices are in most cities, providing food, fuel, and power from seemingly any raw materials.

1936-1956: The Great Betrayal: In the unseasonably cold summer of 1934, the Thuun devices begin to spew out strange insectoid robots, which proceed to cause chaos in the cities, destroying any factories, transport infrastructure, and power networks, to cripple the abilities of humanity to resist. Supers attempt to fight back, and manage to blunt the initial strike, but humanity has quickly become reliant on the near-miraculous Thuun devices, and it takes some time for the world to build up to fight a war. Over the next two decades, humanity finally manages to gain the upper hand and destroy the Thuun invaders. Humanity's defence is handled mainly by groups of supers rather than conventional armies, as the armies of the various empires are too underfunded and underequipped to mount a successful counterattack. The Spanish, Japanese and British Empires go as far as nationalising local superhero groups and pouring their resources into the supers rather than trying to fight a conventional war.

1956-1970: The Restoration: Humanity finally has a chance to rebuild from the previous disasters. The few other extraterrestrial visitors to Earth are treated with suspicion or outright hatred, even though most are single castaways or explorers rather than organised invaders. Attempts to analyse Thuun technology prove fruitless, as whatever it is based on ceases to function under close observation. The science needed to even attempt such study significantly advances the fields of particle and quantum physics, and results in the development of multi-purpose programmable computers. However, the replication abilities of the Thuun devices remains out of reach. During this period, many nations make successful bids for independence (some peaceful, some less so). By 1970 all of the former empires save Japan are reduced to their founding nation and a few small, scattered colonies. The Global Council is formed, an intergovernmental organisation designed to allow better diplomacy between the nations of the world, and to coordinate responses to further global catastrophes.

1967: The Australian Crisis: Separatists from New Zealand attack Australia, trying to cripple the British Empire. After their initial success, they manage to incite much of the populace into open revolt. Tragically, this draws the attention of a brilliant but disturbed scientist, Dr Atom. Wishing to prove himself by eliminating the country full of criminals (as he saw it), he detonates nuclear weapons in all major cities of the continent, effectively rendering them uninhabitable. Following this incident, the use of nuclear weapons becomes banned completely, and much tighter controls are placed on the availability of potentially weaponizable material.

1973: Following the Australia Crisis, Gamasot Laboratories purchase a large proportion of the now barely habitable continent, and relocate their research and development facilities there. The general scientific community drops all research into genetic powers.

1970-2020: Harmonisation of Law: Through the Global Council, reforms are proposed which result in certain minimal standards of law in each Empire. These define both acts which are prohibited globally and fundamental rights for citizens of Earth (a term which encompasses both humanity and naturalised aliens, now that the tensions from the Great Betrayal are reduced). A series of agreements makes it much easier for people and goods to move between nations, and a World Court is established as a final line of appeal where a case relates to the directives set down by the Global Council.

1992: First landing of a human on the Moon as part of an international project organised by the Global Council. The first extraterrestrial landing is estimated to have occurred in 1534 based on the remains of a waystation found there.

2007: A chemical spill in Aichi, Japan, results in an entire village gaining the ability to see through walls. This lead to the Treaty of Mombasa, enforcing considerably tighter controls on substances which can cause alteration of human abilities. However, the Treaty had limited effect, as the corresponding directive from the Global Council was considerably diluted. Many blame lobbying by Gamasot for the reduced controls.

2020-2050: Political union: Eventually, in 2020, the Accord of Singapore is signed, officially naming the former Global Council as the World Government, Drachma as the global currency, and establishing SPEAR as a combined international police, army, and intelligence service. Capital City is founded in Switzerland, and grows steadily until it covers most of the former country. Similarly to the old model, the World Government retains control over broad constitutional affairs, setting minimum standards for law and citizen rights, and other powers are left to the regional administrations. While the old empires still share some cultural connections, the nations which formerly controlled them find that most of the powers they held are now wielded instead by the World Government; and attempts to claw back further powers are met with fierce political resistance.

2022: The Rothwell Science Park was founded as a hub for scientific endeavour within Capital City.

2036: JeevesCorp announces the creation of the first sentient AI, later released in 2040 as the JEEVES personal assistant.

2038: The first public operations by Firebrand and Batallion, marking the emergence of the vigilante group Garuda.

2050-Present (2075): Actions by separatist groups and others seeking independence from the World Government cause a tightening of restrictions on individual states of the unified world. In theory, each still has its own laws. However, the mandate of SPEAR expands sufficiently that if those laws disagree with the directives of the Council, they are barely worth the paper they are written on.

2057: The SolarMax project is completed, an array of solar satellites which co-orbit with Earth, and beam the generated power back to a network of geostationary satellites, and ground hubs located on the equator. The project promises free energy for all, but network load balancing means that various super-cities (such as Capital City), or facilities which use a lot of power in a small area still require their own power stations. The location of the downbeam is declared a no-fly zone, as the energies involved would obliterate almost anyone who tries to fly through it.

2062-2064: The California Rebellion: Growing unrest in California comes to a height after an independence referendum concludes with a very narrow loss for those seeking independence. Allegations of fraud are thrown by the Californian Free State (as those seeking to govern the new state call themselves), which escalates into rioting and violence. Several supers supporting the independence cause mount a series of attacks on World Government institutions in the region. These are officially condemned by the CFS, but several years later it is discovered that high-ranking members of the CFS funded the attacks. The Gladius division of SPEAR are brought in as peacekeepers, but are unable to prevent all of the incidents. At the climax of the crisis, the CFS headquarters is destroyed, causing the death of most of the leadership of the independence movement. With much of their independence and funding cut off, the independence movement eventually quietens down. SPEAR have always maintained that the destruction of the CFS headquarters was the sole responsibility of Scream Shifter, an anarchist supervillain seeking to escalate the chaos. She was captured in 2068, and is currently imprisoned in Tartarus.

The World Government Today

(More information on the geography page)

Approval ratings for the World Government hover around 40% globally, with many seeing it as a layer of bureaucratic busybodies who serve only to interfere in their daily lives. There is significant bad feeling in areas where World Government Directives have overridden local laws: for example setting price caps on essential services, declaring conservation areas in places earmarked for development, or ordering development in areas of importance to the locals. To add to the concerns of the separatists, the World Government has declared controls on superpowered individuals unconstitutional, ruling that a person should be judged for their actions, not their abilities. However, only around 30% of global citizens are pro-independence for their nation, as most are of the opinion that independence would leave them in an even worse position.

Notable supers of the past

N.B. Superhero names (where applicable) are translated into English to ensure that their meaning comes across.

Ancient/Classical (up to 500 AD)

Middle Ages (500-1400)

Age of Enlightenment (1400 - 1800)

Industrial Revolution (1800-1920)

The Collapse and The Restoration (1920-2020)

Unified Age (2020-present day)

Time Travel

The future is not set. Those who have come from the future report very different outcomes for the world, ranging from eternities of peace to all out war, alien invasion, and/or plagues which nearly wipe out humanity. Equally, there are several travellers who arrived in the preceding decades who remember totally different versions of modern history (and due to their influence, nailing down the inventor of time travel has proven nearly impossible). It is unknown whether it is possible to return to your home timeline after travelling into the past, or whether you are stuck in the future caused by any changes you made. In most (but not all) futures, time travel has sufficient resource cost that it's not practical to perform except in extreme circumstances. Certainly, it would take a large percentage of the current world energy supply to achieve even a short hop by any currently known methods.

Following a spate of murders, and some interesting legal wrangling, it is not a defence to any crime to claim that it was performed in order to prevent worse things happening in the future. Similarly, while knowledge of the future may be somewhat accurate shortly after arrival in the past, the timelines tend to diverge quickly from there, and any future history quickly becomes irrelevant. Therefore, you may use such knowledge to justify Tropes in your backstory (e.g. playing the stock market to give you “resources”), but it will not give you any in-game advantage.

Note that time travel cannot be taken as a superpower, but you may play a character from the future, the past, or from an alternate present, with some explanation about how you got here. If you could time travel during the game, you would end up on a different timestream to the rest of the playerbase with no way of getting back, and would effectively make yourself unplayable (and it's also OOC a massive headache for the GMs). This is a broad prohibition, a power relying on “future you” sending back items and information which are relevant to your current situation would also not work - you will not be in the timestream where those items appear.

1) Nicola Tesla
2) Thomas Edison
3) Edison
4) officially, in practice, aliens had been around on earth for a lot longer