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==Structure== ===[[Triumvirate]]=== [[File:Triumvirate by YunYunHakusho.JPG|thumb|292px|Illustration by [https://www.reddit.com/user/YunYunHakusho YunYunHakusho] on Reddit|alt=]] The Triumvirate, consisting of [[Legend]], [[Alexandria]] and [[Eidolon]], formed the core leadership of the Protectorate for most of the story, with [[Legend]] being the official leader. In addition to leading several teams, they were the first responders and ''de facto'' leaders of every fight against [[S-Class]] threats across the globe. Due to sensitive information becoming public knowledge during the Echidna attack, all of the members of the Triumvirate retired from the Protectorate. While they still participated in all Class S fights following this, they no longer took leadership positions. [[Legend]] was eventually replaced by [[Chevalier]]. ===Top Tier Heroes=== These are the cream of the crop among the Protectorate. Typically powerful heroes who lead their own departments or have some other major presence in the community. In superhero team posters that advertise the Protectorate, posters will typically include the Triumvirate in front, followed by [[Myrddin]], [[Chevalier]], [[Cinereal]], [[Narwhal]] (leader of the [[Guild]]), [[Rime]], [[Exalt]] and [[Armsmaster]], with [[Dragon]] (another member of the Guild) in the back represented by a Dragon suit with its wings extended.<ref name="SBWoh"> Parahumans IRC said:<br>Wildbow: Armsmaster appears in the posters and such of the top Protectorate heroes.<br>Wildbow:When they do the image of everyone standing in a 'v' formation<br> Parahumans IRC said:<br>Wildbow: Nah. Legend in front, Alex and Eidolon to the left and right, respectively. Then Myrddin, Chev, Cinereal, Narwhal, Rime, Exalt, Armsmaster, Dragon suit silhouette in the background, wings echoing the wings of the PRT logo over their heads. - [https://forums.spacebattles.com/posts/21173580/ IRC conversation archived on Spacebattles]</ref> ===Regional Protectorate Teams=== Each PRT department 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. Leaders will have likely spend time with the Triumvirate before being trusted with their own teams.<ref name="R1.3.1">It's not a hard and fast rule. Some teams find leadership in other ways. But before a cape really gets branded and presented to the nation at large as 'leader of [city]'s Protectorate', they'll be vetted and tested and given time with the Triumvirate. Until then, it'll often be something along the lines of... sure, you're in charge of the team until someone says different, but don't go saying you're in charge and if someone asks you if you're leading the team, deflect or be sure to say it's temporary.<br><br>Because they ''really'' want to vet people and make sure things are a good fit. - [https://redd.it/5ezjhd Protectorate Heroes typical Day] ([[Wildbow]], [Reddit.com], 2016-11-26)</ref> <!-- <ref name="R[1].3.1"> first chronological reddit citation (from 2016) <ref name="R1.[3].1"> third post by WB on that page <ref name="R1.3.[1]"> first citation from that post <ref name="R1.2.1"> - [https://redd.it/5ezjhd comment by WildBow on Reddit]</ref> look into Chev's page Chop up the below and add <ref name="R2"> - [https://redd.it/cu7i6h comment by WildBow on Reddit]</ref> In terms of responsibilities: '''Crisis Points''' - New Protectorate members and Wards will go with other capes to visit locations of disasters, reported cases of assault, gang violence, hospitals, and such, with the intent to both show their faces, indicate they care, open avenues for communication for anyone who triggered, and/or just find people with powers. This is pretty mind numbing and a lot of stuff gets lost in the shuffle, but for new members it can play into serving the community and keeping an eye on what's going on. Older and non Junior/probationary Wards may go with police and no cape supervision. Experienced Protectorate members can go alone. Very rare that something actually happens. '''Patrols''' - Loop through this area, look for crime, show your face, try to look cool. May work in conjunction with police, especially in areas where crime or problems are rampant - that one street downtown with tents set up side by side, homeless packed in, street corners where beefs over drugs are common. Just being around tends to reduce the crime rate. These are often tied into crisis points - half the workday might be just visiting one crisis point, talking to someone, going out on patrol, looping back to the site of another crisis point, going back to the department to write up any paperwork, then going home. '''Contact''' - Ties into Patrols. Not all capes out there are heroes and villains. If you've got a group of teenage anarchist women's rights activist capes who hang around the College, the PRT is going to want to keep tabs, so they send a hero around once in a while, to watch, talk to one of the capes, check there aren't any problems. Same for other ideologues, mercenaries, rogues, the naive kid capes who don't know how to cape and end up fumbling around, the corporate teams, the monsters and dregs. '''Intel gathering''' - more the province of experienced capes, others may be brought in when 24/7 observation is required (long stakeouts, etc -the rookies get the quiet/boring times of day). Can be a patrol with less roaming and more crouching on a rooftop & watching. Tends to be around points where a specific villain or gang is active. Intel gathering is often a prelude for... '''Operations''' - Anywhere from once every few days to once a month, depending on the scene, there'll be a big operation where the team acts in concert. Information is gathered first, and then the villain HQ or supply line is raided at the most opportune time (most inopportune for the villains). '''Emergency response''' - Something happens, capes go there. Fires, disaster, police. '''Events''' - once every week or two, some capes will be doing something public-facing, with capes taking turns for the lesser stuff. Can be visiting a school, giving a speech, or playing a part in major festivals and events (Christmas, Easter, Pride, Marathons). '''Out of Town Trips''' - Less for Wards, a larger department might send members out to smaller towns in the periphery to check in, train Police in classifications and typical responses, handle minor villains, do a compressed & very full schedule of all of the above. Given how intensive this is, is either a full time job for a specific cape of a certain skillset or is followed by vacations. For capes in smaller towns and events, the opposite may occur - they'd make a trip into the larger cities for training, Branding meetings re: costume and icon, and to help with the aforementioned stuff (especially as extra feet on the ground for major missions). '''Paperwork:''' For all of the above. '''Classes & Training:''' Depends on the department, but yeah. The best capes are ones who improve over time, oftentimes by studying law, psychology, powers, civil service, etc. expand all of this section using these links Information on Patrol routes https://www.reddit.com/r/Parahumans/comments/dth19j/how_do_patrol_routes_work/ So to get into how, you have to look at why. A protectorate hero wants to do a few things: Establish a presence - there's something of a push-pull with local villains, and by establishing a presence, heroes discourage the villain 'brand' while encouraging their own. This involves being known to patrol an area, walking in visible locations at higher-traffic times. This is very different from the kind of patrolling you do when trying to impact crime rates. At best, it makes villains scramble to run and take a lower profile, and makes it harder to run protection rackets. Repairs the impression of 'broken windows' (as per broken windows theory). Community - This is more 'feel good', but just conveying the image of hey, we're around, we're doing stuff, we're yours. Works to combat the 'I.T.' phenomenon of "If we do our job right and get rid of criminals, then we're seen as unnecessary, but if we do our job badly then they wonder why they keep us around"; if there's a 'sports team' feeling or a 'if you hang around downtown at rush hour you might see Cavatina or Semifinal' kind of attachment. Gather Information - Applies both in the sense of getting to know an area and getting to know the people in that area. Can apply to both the 'riding down main street' and the 'patrolling back alleys at 2am' patrols - in the former it's the chance for the barbershop owner to say they've seen more trouble around their neighborhood. In the latter it's a chance for a guy to walk up and volunteer information, becoming a C.I. Stopping Crime - Organized criminals will tend to have people who can call or report to the higher-ups when a hero is in the area, keep an eye out, or whatever. Then they pack up shop or make themselves scarce. Having to do this is kind of a pain (playing into the first bullet point, above), but also means heroes won't run into serious gang activity in a regular patrol unless an area is doing really badly. Most of the time the criminals a cape runs into while patrolling are going to be the dumb and reckless ones. Chalks up wins for the good guys, keeps villains on their toes. Reassurance - Areas that have recently seen crime might feel vulnerable. Showing your face and being active can both reassure the populace and prevent follow-up predation. Building Rapport with law enforcement. Ride-alongs with police let the hero get info, help with the tougher stuff, and just build goodwill with the locals. This also helps tie the hero to the image of law and order. Patrols will tend to be fairly public during the day hours (and may favor active downtown areas, commercial areas), while targeting the back alleys, rooftops, and other places where crime might happen during the quieter times. Teams will organize (typically using computer programs that track other member's patrols, their previous patrols, and stick them over a heat map of recent incidents) to shake things up. Having too much of a routine can be self-defeating, as can sticking to the same routes. Patrols may start, stop in at, or end with a few crisis points - these are recent incidents which fit the criteria for trigger events happening, and tend to be the newsworthy stuff, but also include cases where nursing staff at hospitals or teachers might signal that they're worried about one case or another. Kid reportedly had a bad experience at a party and stopped going to school for a while? Heroes pay a visit under the guise of a 'stay in school' sort of thing, maybe a bit more personal. Pastor mentions a woman is having a really hard time after accidentally killing her husband and infant twins, heroes swing by. These might interrupt a patrol: an attempt to emulate a sciencey internet personality leads to a kid being scarred with chemicals, heroes get called out of patrol to make a detour and see how he's doing. They may also go to places where weirdness is reported, or where villains are reported as having been seen/being active. They tend to know what to look out for. Patrols will also vary depending on the cape. Front-facing capes with good public rapport and impressions might get more of those daylight-hour moments, while the less likable or niche capes might get the 'patrol the dark alleys and rooftops' things. --> Parahumans could request transfer to specific locations,<ref name="7.x">[[Interlude 7]]</ref> or simply be transferred to a new location.<ref name="7.x"/><ref>[[PRT Quest]]</ref> Known members include: {{The Protectorate Navibox}} ===Wards=== {{main|Wards}} The [[Wards]] are a parallel organization to the Protectorate that underage parahumans can join. If a cape is still in the Wards by the time they reach eighteen, Wards can be reassigned to a Protectorate team, but are generally kept in one city.
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