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SPN - COMMENTARY & MUSINGS

WRITER/AUTHOR

TOO MANY HEROES

Tabletop Card Game and 'Hero' Universe

2020 / MARCH




TABLE OF CONTENTS

What Could Have Been

Interview - Guru Magazine


TOO MANY HEROES - PRIMARY UNIVERSE BIBLE

Introduction

Regarding This Document

Ultimate Mission Statement: The Great Correction

The Importance of Franchise From Universe

Phase 2.5 -- A Truly Global Voice

Too Many Heroes

About 'Too Many Heroes'

The State of the World and Heroes

Too Many Heroes - The Card Game

The Eventual Reveal

The Too Many Heroes Universe

The Universe

Facets of The Universe

The Timeline

The Meta


TOO MANY HEROES - HEROES, VILLAINS, AND CORPORATIONS

Hero Bios (001 - 020)

Hero Bios (021 - 040)

Hero Bios (041 - 060)

Hero Bios (061 - 080)

Hero Bios (081 - 100)

Villain Bios

Corporate Bios





PRIMARY UNIVERSE BIBLE


TOO MANY HEROES


About 'Too Many Heroes'

In a world of Too Many Heroes bureaucracy is the greatest enemy.

In order to curb the rampant oversaturation of heroes, world leaders and government entities across the globe enacted 'The Zero Day Event.’ A legislation passed requiring all heroes wishing to operate in an legal and official international capacity to be licensed.

Licenses are highly coveted serving as a binding agreement between hero, super team and the Bureau of Hero Control Systems (BOHCS) in accordance with international law. A licensed hero is provided means of legal income, in addition to tax breaks. However as part of the contract, heroes, must sign their trademark and rights away for the benefits of remuneration, media rights and tax breaks.

In the wake of this event, deemed a promotional gold mine, brimming with merchandise, book deals, movie rights, sponsorship and more, corporations have seized the opportunity to fund their team in a race to have the first officially licensed super team.

Being a licensed hero comes rife with lawsuits and red tape, as ‘The Zero Day Event’ provides a new source of funds for governments around the globe, offering precedent to raise taxes and dictate new laws, further allowing for corporations to thrive all the while taming the growing hero threat.

Heroes are stuck in this corporate loop, busy battling each other for the holy grail of licenses, wrangling sponsors and fighting lawsuits, as civil unrest breaks out with both anti and pro hero protests. Villains are lethal, unregulated, and highly capable. Seemingly the more they kill, in multiples the better the world might be, like icing on a sick cake, a ripe dessert.

It is in this turbulent climate where players are introduced to the world of Too Many Heroes, in which they take on the roles of rival corporations, racing to build their fully licensed super team, netting them all the accolades and glory that comes with it.

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The State of the World and Heroes

The world of 'Too Many Heroes' is an exaggerated reflection of our reality, with variations on history funnelled through relative parables and commentary, rather than heinous parody. Effectively grounded more in real world operations, than the allowance of pop-corn logic and paper-dragons. Similarly the representation of *super* heroes through the eras (gold, silver, modern etc.) are a representation of the times, albeit less veiled and more evident for the aware, without sacrificing subtlety (unless appropriate.)

The turbulent time in which players are introduced to the world, is one rife with spectacles of economic empires and human nature, where corporate entities operate beyond countries, holding relative power greater than governments, with heroes running rampant in the mix, the situation is determined to be on the brink of critical mass.

To contain the pandemic before conflict escalation, BOHCS opted for a variation of attached specialisation, resolving to privatise 'heroes,' in effect, heroes as a team, effectively operating under similar structures as Private Military Corporations.

Under the guise of maintaining a semblance of socio-political order through economics, power is re-centralised. Similar to PMC's, heroes are folded into governments and organisations irrespective of countries, only with better public relations, managers, lawyers and representation, in essence: 'Heroes as a Service.'

Whereby heroes, like PMC's, provide services ranging from private security, aide and emergency assistance, policing, training, to fighting proxy wars, but not limited to commercial avenues, pending contracts and corporate affiliation.

The results are a world of Contract Heroes, some of which are corporate shills, in it for the fame and fortune, others for the glory, and some simply out of the need to survive.

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Too Many Heroes - The Card Game

Relation in the Meta-Narrative

Much as how in our so-called reality games are used as training tools for organisations such as the CIA or the UN, the same parallel exists here, wherein the 'Too Many Heroes' board game exists in the 'Too Many Heroes' universe, as designed by BOHCS.

This realised commercial edition of the game however, is a streamlined variation of their internal tool and simulation, to the intent that it exists as a micro-sim sourcing players results as data (whilst not to the extent of the SETI screensaver, at the turn of the century.)

In Relation to the Zero Day Event

This iteration of the game has less to do with the predicted, perhaps even instigated, Zero Day Event, where registration was required, but not enforced, offering enticing trojan incentives rather than the current mandatory registration. The released game is a variant based on the original, designed for mainstream consumption, public relations and remunerations.

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The Eventual Reveal

Elements of this meta-component will initially be obfuscated, with hints appearing in different forms, leading up to the release of the game and after, a gradual meta-narrative which branches into and evolves within the universe.

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<-- Previous Page - "Introduction." | Next Page - "The Too Many Heroes Universe." -->





TABLE OF CONTENTS

What Could Have Been

Interview - Guru Magazine


TOO MANY HEROES - PRIMARY UNIVERSE BIBLE

Introduction

Regarding This Document

Ultimate Mission Statement: The Great Correction

The Importance of Franchise From Universe

Phase 2.5 -- A Truly Global Voice

Too Many Heroes

About 'Too Many Heroes'

The State of the World and Heroes

Too Many Heroes - The Card Game

The Eventual Reveal

The Too Many Heroes Universe

The Universe

Facets of The Universe

The Timeline

The Meta


TOO MANY HEROES - HEROES, VILLAINS, AND CORPORATIONS

Hero Bios (001 - 020)

Hero Bios (021 - 040)

Hero Bios (041 - 060)

Hero Bios (061 - 080)

Hero Bios (081 - 100)

Villain Bios

Corporate Bios