Powered Individuals

Inspired by the progress of modified foreign agents giving benefits to some Dalmer, several  governments tried to create powered individuals, while successful, several controversies arose.
The various government created powered individuals as elite soldiers or police officers of sorts to stop crime. The public knew of the government's program, and that's also why they know who the powered individual are and why they treat them as normal citizens.
The powers are given by inoculating the subject with a powerful bactericide which suppresses the Dalmers naturally weak immune system. This makes the subject very susceptible to the infection that will give them powers. The bacteria is then inoculated and the dalmer wait and see if the patient survives or dies of the bacteria. Most often the subject dies from cancer in seconds.
== Origins: ==
The candidates for the program were chosen by spying on children who showed promise, and were invited to a secret laboratory disguised as a chocolate business. In this laboratory they were experimented upon in cruel eugenics programs. They were then transferred to a facility for further experimentation. 
The facility was known as a prison for the criminally gifted, where the children were watched and kept safe. For those who were sociable and didn’t exhibit dangerous behavior, they were sent to a specially built school where they would learn to be citizens of the Empire. 
The candidates were subjected to the Mega Virus and its strains.  
=== Power ===
Main article: Power
The first successful powered individual is known as the Power, or Power, a Dalmer born with mutism. Power was the only candidate able to withstand MG I, II, III, IV V and VI, of all of these mega virus’ competing inside his organism only MGIV did not manifest itself in among Powers’ abilities. Power, due to his abilities must be assisted for everything he does lest he break himself. He is fed using a tube that constantly injects stimpack into him in order for him to survive outside his hyperbaric chamber. 
Today, Power is the most used powered individual and is only called upon to deal with alien invasions, the only downside is that his powers are fueled by sunlight. In some cities at risk of alien threat, mirrors and solar concentrators are pointed towards Power to aid him in combat. Power resides in a satellite above Welt, when needed the settlement in need of his services fires a flash of light beckoning him to them.
Power uses telekinetics, pressure stare and beams fired from his hands in combat, but his other abilities include increased speed and durability, powered flight, metal eating, extreme radiation resistance, and fast healing.
=== Alien Invasion ===
The first aliens to be fought by the Power. They were known for the multitude of ships and vessels they use. Most notable was the wrecking ball vessel, the building toppler, the caterpillar, the hallucination pylons, the camouflagers, the octopodian building cloner, the flower laser, and the most fearsome weapon the gigaton hammer, capable of destroying entire cities. 
=== Rise ===
Following the success of powered individuals as an alternative to police forces, more powered individuals were created, creating their own community within the Empire. 
What the government did not expect when the powers were given, is that the powers were passed on to the powered individual' children, because the "super gene" was actually present in the first generation of powered individuals.
Children born of powered individuals develop several powers in their youth until a particular one “sets in” and becomes the child's power for the rest of its life.
=== Decline ===
Later, the rise of ordinary crime made the need for traditional police forces necessary again and the public decided they didn't need powered individual, the governments slowly abandoned their respective powers project. 
When the powered individual were no longer being used, the government helped them into hiding. The powered individuals involved were forbidden from using their powers any more.
The powered individual in hiding are still financed, trained and hone skills common for highly trained spies. These include noticing the flaws in the architecture of buildings hacking into computers, knowing how to drag and hide bodies, and knowing how to pilot a fighter jet. This hiding and training was preferred to direct elimination so that the powered individual would act as sleeper agents for their respective governments. 
==== Return to civilian life ====
Now that the government had given up on the powered individual project, they're moving on to the next thing. They use the powered individual as spies and first responders against alien invasions and other threats. Should rebellions among the powered individual’ occur, the handlers working for the governments could shut down the turncoats’ bank account and assets. The government created a special relocation program so that the powered individuals could live quiet lives. However when some individuals refused to take out rebel powered individual’, the government created technology based powers to destroy the powered individuals, then ultimately created fighting machines to defeat them using AI pilots.
=== Aftermath ===
From the ashes of the powered programs, two main organisations were created, the Powered Police Force, or PPF which employs regular powered individuals, and the Death Prevention Agency, which employs only individuals capable of Super Perception
==== Powered Police Force ====
Today, certain cities still opt for superhero policing, if they have no active duty police. They use advanced PA systems and reporting to ensure civilian evacuation when powered individuals are at work. The PPF was created after the outbreak of Seafolk that created human cattle towns on coastal settlements. Dalmer settlements with PPF have superpower procedures in case of superpowered, natural, nuclear, biological or chemical incidents.
==== Death Prevention Agency ====
DPA agents are individuals that can stand the super perception fluid (SPF). DPA Agents are taught loss prevention, and are equipped with gloves that inject the super perception fluid, it allows high speed object manipulation. The gloves are so powerful they can catch bullets and other missiles and redirect them. DPA agents can use lethal force if necessary.
The hyper gloves are permanently attached to the agent. 
Agents use special clipboards to warp to their target to save. These clipboards give succinct information on the emergency at hand based on what the target has said. Upon arrival the SPF is injected into the agent so that it can see the scene unfolding at half speed, giving it time to react accordingly. DPA agents are typically called for muggings, laboratory evacuations, combat situations, building fires, bomb searches, hostage situations, search and rescue, and counter espionage.
The agents are summoned via a panic button on the dalmer slate, which gives the DPA the information on the situation. 
Death prevention agents were first made using agents with random onset telepathy. This allowed specialized agents that were forcefully rather than naturally linked to a customer. With every given situation an adapted agent was sent to deal with the situation and warp back to safety.
History 
The death prevention agency wasn't always staffed by super perceptives or Rotters. It used to be a free access job provider specialized in pest control, recovery and rescue. 
Following accusations of pillaging by the employees, the practice of free access was discontinued. 
==== Types of powers ====
Super strength: 
Strength in excess of 250 000 N is considered a handicap. This is because interacting with the environment is next to impossible, and often lethal. To remedy this, super sensitivity training is recommended to gradually lessen the energy output the individual exerts when in contact with everyday objects. 
Superweight: 
The ability to regulate weight, allowing for greater or lower mass and overall greater durability. 
Tactile telekinesis: 
Allows to lift objects touched,regardless of mass. 
Super perception: 
This ability is determined by depression, and is reduced by feelings of happiness. enduring constant pain triggers this sense, this is also the basis of many technologies such as SPATS.
Very depressed individuals can feel that minutes can last for days because they are literally experiencing days at a time that lasts minutes.
To combat the extreme mental health issues and dangers of having these individuals have powers they could not control. This led to the discovery of an alternative source of super perception available to the public, the super perception fluid. 
Category:Conditions
Category:Dalmer
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