Mutations

A mutation, also known as a meta ability, is a special superhuman ability that a person can have.

Along with being unique to each user, mutations are compartmentalized into multiple categories. Mutants are also limited to one ability and are thus unable to achieve any other.

First Gen

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The first generation of mutants were born in the 28th century and manifested mutations from direct contact with the Xitrakkian Voidwalkers that led to a highly contagious virus.

At first, most infected populations perished quickly but over time, certain individuals adapted to this contagion and differences in their genetic make-up could soon be seen. Our science provided a way to stop the spread of the virus but already infected individuals passed on this aberration to their offspring. The genome that carries this mutation can be found in all mutants to this day. It is called the X-gene and may sometimes be dormant in some people, failing to lead to the manifestation of a mutation.

This generation of mutants were the human body's first attempt at mitigating the damage of the Xitrakkian virus and thus, they were poorly adapted; their bodies could not take the strain of the rapid changes, leading to horrific, undesirable mutations across the board. The only thing these unsightly mutants had in common was their ability to shapeshift, often from boneless masses into objects of their choosing.

The Slime Man (original name unknown) was the first recorded Gen. 1 mutant.

Second Gen

The second generation of mutants born in the 29th century, had adapted to their X-genes much better than their predecessors. Their mutations were still primitive and a raw copy of the Voidwalkers' abilities; there was an abundance of compound mutations among the second generation, made up mostly of individuals who possessed a combination of at least 2 (or most times all) of the following abilities:

Long-distance teleportation
Free-form shapeshifting
Elemental manipulation (wind, water, frost, plasma)

This generation matched the alien visitors in combat with ease and won the war for humanity after a century of devastating conflict.

The first mutants to manifest mutations not related to the compound mutation, and a sign of the evolution of the human X-gene, were Bliss and Scott Ada. They possessed psionic abilities which included telepathy and control over interdimensional, astral planes.

Bliss Ada is renowned for her high-level telepathic displays and her sealing of Limbo; the void in space that facilitated the aliens' (and mutants') teleportation, thereby ensuring that the Voidwalkers could never return and at the same time, eradicating teleportation mutations for good.

With no space to portal between locations, teleportation became impossible and mutants born with this mutation simply never manifested or displayed an ability as their X-genes lay dormant.

Third Gen (Present)

This generation comprises all mutants born in the 30th century until present day. They are mutants with more evolved, diluted X-genes and hence, have more complex mutations with complex functionalities and structured mechanisms.

Mutants of the 3rd generation have a vast, possibly endless variety of possible mutations but their abilities are so structured that they can all be placed into one of several classes of the mutation classification system provided by the brilliant minds of the League of Heroes.

All known living mutants are of the 3rd generation.

Currently roughly 30% of the population are mutants but that number is ever-growing. Previously feared, now only mildly discriminated against in specific circles, mutants have become a major part of the workings of human society.

Mutations are often inherited genetically through Mendelian Inheritance: offspring receives a mutation of either parent or a mutation that is the natural combination of both.

Sometimes, the child's mutation will have nothing to do with that of their parents' and there are also rare cases of mutant parents birthing non-mutant progeny.

Even rarer is the occurrence of mutant births in non-mutant families, but it does happen.

Awakening (Ranking Up)

After initial mutation manifestation, it is possible for the mutant to undergo an "Awakening".

The right catalyst, practice or training can cause mutations to evolve on the spot.

This results in one's mutation gaining a new level of strength and/or new aspects to its nature that were previously not possible.

Mutant Restriction Laws

In an effort to preserve order in the superhuman society, there are several laws and procedures in place to ensure the conscientious use of mutations. Public display of mutations is against the law, except in cases of self-defense, such as when one is under attack or preventing someone else from being attacked.

Mutants are registered at birth by the League's extensive global network and given the highest standards of training and education at one of numerous prestigious schools worldwide. During elementary school, children receive counseling in order to learn how to use their powers responsibly.

The goal is to understand and help these mutants understand what their powers are, how they work and what they do so that they can be prepared when taking active part in society, regardless of what occupational (and otherwise) fields they choose to join.

Aspiring Pro Heroes undergo special education during their high school careers and receive licenses that give them the authority to use their mutations freely. After training under an established Hero as a sidekick for a year (or longer, if need be) these aspirants become full-fledged Pros and can even take sidekicks of their own under their wing and tutelage.

Sentinels, also known as Peacekeepers, are government technology created by the UNO and deployed in every member nation as precautionary measures against rogue mutants. They are regarded as excessive and quite dangerous with some even questioning their effectiveness given how much collateral damage they do, but they have worked hand in hand with the League for over a century.

Mutation/Power Classification System

There are 3 current power classes all abilities must fall into: Emanator, Transformer and Abberant

Each and every Mutant falls only into one single class at a time, possessing one mutation only.

Only One Single Exception has been observed.

Emanator

Emanator mutations are abilities that allow the user to generate and possibly control certain things, or alter existing things around them in certain ways. The emissions of Emanator-type mutations can have a wide variety of properties and abilities.

Emanators can also have various ranges. While some users require physical contact to use them, others can have much longer ranges with no distance restrictions.

Some Emanator mutations cause the user's body to take on a temporary alternation. While such mutations would normally fall into the Transformer class, the difference is that these powers require the user to take in an outside resource in order for the mutation to activate (e.g. power activated by/when drinking tea)

Emanators are, by a wide margin, the most common mutants.

Transformers

Transformer mutations are abilities that cause the user to take on a temporary alteration of some kind. Transformation mutations allow the user to temporarily "transform" their body in a variety of manners, sometimes enhancing existing features, removing features, or adding new features to the body altogether.

Transformers usually require a conscious effort to "activate", though most can be trained to initiate them reflexively, depending on the conditions required for activation, and practice to initiate their powers with greater intent and precision.

Transformers usually require a close-range proximity in order to fully utilize their powers in combat due to them only affecting the user's body. While Transformers are often quite powerful, their biggest weakness is that their effects are often temporary, and over-exertion usually leads to negative repercussions on the user's behalf. Transformers can also be limited based on the user; how resilient their body is, and the resources they have available to them. Some users condition their body in certain ways so that their powers can operate more effectively.

Transformation mutations generally exclusively affect the user's body directly. They are a fairly common mutant class.

Abberant

Aberrants, also called Heteromorphic-types, are mutants with abilities that cause a permanent "abnormality" directly related to their power. Aberrants create bodily structures that grant the them more complex abilities that Emanators and Transformers cannot safely provide. Often times they will bestow prehensile appendages that the user can control or add structures to pre-existing limbs to enhance pre-existing abilities. Aberrant mutations even have the ability to channel certain aspects of their user through them in a similar manner to Emanator mutations.

While not necessarily a weakness, Aberrant mutations cannot be turned off, and sometimes cause the user inconvenience due to their malformations. Though because these powers are passively-active, they are sometimes partially or completely immune to mutation-disabling effects such as that of the X-gene reversing serum. Since Aberrants' powers are passively active they are the most identifiable at a glance.

They are the least common mutant class.

The League of Heroes

The League of Heroes is the oldest team of super-powered individuals and preside over all mutants and mutants regulations since their inception.

They were founded by Cosmos, Lightning Lad and Saturn Girl under the funding of an eccentric millionaire they had saved named R.J. Brande.

This alliance expanded to include dozens of members with a diverse array of powers and personalities.

Now, they are the parent organisation of every other lawful mutant group and all mutants licensed to act as superheroes are registered with the League.

The League is revered and adored worldwide for the plethora of legends that have been a part of it and some members (see: Saturn Girl, The Trinity, Cerebro) are even held in god status among mutants.

Origin

The Voidwalkers were bested and sent packing at the end of the 29th century by the second generation of mutants; mostly teleporters, shapeshifters and element wielders.

In the 30th century, the planet was a crowded place. There were thousands of mutants and billions of people and very few of them got along with each other. The third generation mutants (telepaths, force manipulators and more) were feared and laws were being put in place to control and slowly remove them from the picture. Governments seized all children who were deemed aberrations and internment camps were made to isolate them in whilst they were studied. Activist groups around the globe arose and vehemently and violently fought this ill-treatment of the mutant children whose parents had rescued us from an evil we had stood no chance against.

After a few decades, mutants walked free again. Facing a myriad of challenges because of how they differed from the norm, they were at the mercy of their mutations; the more popular mutations (ref. flight, heat vision) were easily accepted and even celebrated as stars whilst the less pleasant mutations were shunned. Of course, with this came an increase in mutant crime, a new form of chaos. Many young mutants decided to put on capes and masks, like their parents and grandparents before them, and fight crime as vigilantes. Many were apprehended by Sentinels but most soon became household names and public heroes despite their role as super-powered outlaws.

There were those who believed that a united front for all mutants on the right side of the law was the best solution for everybody. One of those was R.J. Brande, one of the richest men on the planet in his time. He pushed for a League of Heroes organisation to handle conflicts between mutants, regulate and license mutant activity and even apprehend non-powered offenders. While he had some support, he also had a lot of resistance. There were some who opposed him so strongly for his vision of peaceful coexistence between humans and all mutants and the reduction of government interference and legislation over mutants, that they wished him dead.

One of these assassination attempts was in the presence of three teenage vigilantes, strangers to each other. Imra Ada from Titan, with her power of telepathy, Rok Krauss from Berlin, a manipulator of magnetic fields, and Garth Rand from Wisconsin, who had activated his mutant genes and gained his powers over electricity in a bizarre accident.

The three youths worked together instantly, foiling the assassination and capturing the suspects. Brande saw in them the embodiment of all he had been working towards, and convinced them to follow in the footsteps of the great heroes of the 29th century. They wore costumes and used code names and became the League of Heroes.

Imra Ada was Saturn Girl, Garth Rand was Lightning Lad and Rok Krauss was Cosmos. In time, their numbers grew

Organisation Profile

The League of Heroes' goal is to unite man and mutant-kind and foster long-lasting peace and coexistence. They monitor the world's mutant activity, recruiting young mutants from birth, providing training and education before letting them join society as contributing, valuable members. The League licenses superpowered activity of all kind and in all fields (academics, sports (2-bit Heroes), pro-hero-ing) often only to graduates of their numerous academies, ensuring the integrity of their validation.

The League is opposed to the governments' use of Sentinels as a mutant counter-measure but understands that a compromise like that had to be permitted to give those in power and on the other side a sense of power and a means to hold the mutants on the streets accountable. However, League members will often be on the scene sooner than any Sentinels and therefore, avoid unnecessary confrontations and violence more often than not.

Resources

As an old, global organisation with a monopoly of sorts, the League's resources are vast and immeasurable. They also have the backing of all major governments and a large number of affluent benefactors. Their headquarters is hailed as the most sophisticated compound of the 31st century.

Territory: Earth

Founding Members

A few of the League's founders worthy of note include:

Cosmos, Saturn Girl, Lightning Lad, Cerebro, Animal Man, Kronos, Morph.

These members are held in high regard and the likes of Saturn Girl are even often spoken of as gods or divine beings by aspiring Superheroes and civilians alike.

They have had statues made of them, places and buildings of great importance named after them and footage of some of their many heroic feats ensconced in museums and protected databases and files.

The Trinity

The Trinity of Superheroes as they are called, comprises Saturn Girl, Lightning Lad and Cosmos; the first 3 members of the League and the most idolised of all members to ever join the League.

Their feats were numerous and their heroics endless but perhaps what they are most remembered for is the unity they brought to the world and the ease with which they ended the anarchy.

Saturn Girl, the daughter of Bliss Ada who sealed our space and time off to the Voidwalkers, has a pedigree of Superhero royalty and her descendants continue to be looked up to and respected. In Titan, she is nothing short of a goddess.

In the twilight of their careers, the Trinity won over even more followers through their amicable and goofy personalities and public displays. Their weddings and events of the sort were great global feasts and it was considered the loss of the century to miss out on any one of such gatherings.

Present-day mutants are taught to aspire to be what the Trinity had been until the end of their days: Symbols Of Peace.

Logo and Uniform

League of Superheroes Logo

The League of Heroes Logo

The Uniform consists of a golden ring engraved with the organisation's logo.

It also acts as a long-range communicator (enabling constant vocal contact with other Leaguers, even across vast distances of space), a signal device, tracking device and a navigational compass, all powered by a micro-computer built inside the ring.