It would be very beneficial to understand the world within which your Host finds themselves, so you decide to peruse their earlier memories which form their own understanding of the world. As is common for Hosts, the have very few memories from their earliest years, and what they do have tends to be almost indecipherable as actual events, but they finally began to resolve themselves into understandable information around the age of four. Your Host's earliest recognizable memory seems to be walking along with their Mother down a beach.
From that memory on, they become much more useful. You learned about 'races', differentiations between a Host's skin color that Humans consider important, and learned the fact that, besides slight darkening after spending a while in sunlight, it's not normal for a Host's skin tone to change. Good thing you learned that now, rather than having to learn that when they started turning purple or something.
Another thing you learned about the wider world that is fairly important, is information on these 'Endbringers.' They apparently have been around for a couple decades, and as long as your Host can remember, and attack a random city every three months. There are currently three of them, Behemoth, the first to appear, was a giant creature that tunneled through the earth and was capable of dynakinesis. Leviathan was the second to appear, was smaller than Behemoth but still large, and was a macro-scale hydrokinetic who often attacks locations with large tsunamis and eroding the ground via it's water-table. The third and so far final one was labeled Simurgh, who appeared as a giant pure white angelic being and was capable of telepathy, telekinesis, and an unknown amount of Precog.
It's rare for [MOTHER] to grant a [SHARD] as much power to a [SHARD] as those have, but not unheard of, if you could get your Host through a second [TRIGGER] there's a good chance that your power would be comparable in might. Their attack pattern was unusual, which for a short while made you wonder if they might be agents of [MOTHER], but you discarded the idea after a while, while it's unusual it also doesn't fit [MOTHER]s usual tactics, being way too predictable and consistent. [MOTHER] usually strung together massive chains of events to achieve their ends, their agents usually striking at seemingly random, the connections only being visible long after their goal is achieved.
That, unfortunately doesn't help you guess which [SHARD] it might be. There are just way too many possibilities. You can think of a hundred different candidates just from the ones that happened to share the same instance as you last [CYCLE]. Oh well, you'll just deal with them when the time comes.
Possible future threats categorized, you consider other things you learned about your Host's species. The Protectorate are apparently the main local group of Hosts, policing Hosts throughout the nation. Humans appear to coddle their youth and with to protect them, something which is at odds with what a Host is, so they developed a special program specifically for young Hosts who wish to use their powers (as almost all Hosts do) and don't wish to oppose societies laws, the Wards. It is not considered required by Human Culture for Hosts to join the Protectorate or Wards, but it seems to be highly promoted. After review, you have a slightly better understanding of why your Host would not wish to join the Wards. Societies Laws appear to be quite stifling, disallowing threats of disassembly to achieve compliance, mass destruction of rival land, or even simple reinforcement and armament of personal land. And if your Host was to join the Wards, they would be expected to follow all of them. This does not make joining the Wards a bad choice, the pros still outweigh the cons especially as long as leaving is an option, but it does explain the Host's hesitance.
You move your attention to more domestic matters, and assess the local competition. There are apparently 3 major groups of 'Heros' and 3 major groups of 'Villains'. The 'Hero' groups- the Protectorate, the Wards and New Wave- are unlikely to be a danger until your Host decides to start ignoring Societal Laws, since they focus on said law breakers (that being the local definition of a 'Hero'), so you pay more attention to the 'Villain' groups for now.
The most prominent in your Host's mind are the Azn Bad Boyz, the bad spelling apparently actually part of their name not just idiots shortening it. While they held the fewest number of capes, two, said capes strength made up for it. The second in command was known as Oni Lee who had teleportation powers with a minor cloning side power, leaving behind a clone everytime he teleports which exists for a few seconds before crumbling to ash. Oni Lee has been known to combine said power with explosives, making what are effectively dozens of suicide bombers. Their leader is a Host known as Lung, who can turn into a large reptilian beast over time, growing stronger and larger as time passes. He is incredibly strong, having reportedly fought several teams of heroes and winning each time.
The next were the Empire Eighty-Eight with the largest number of capes within the city. They were 'White Supremacists', and believed those with paler skin tones were better than those of darker complexions. They held many capes with a variety of powers, the main of which that your Host can recall now being a Telekinetic who tends to throw around massive rocks and cars, a Human that was said to generate metal from their body and preferred the form of a 'wolf', and two giant women who are far less vulnerable to damage than one would think. The only one she knows by pseudonym right now is the gang leader Kaiser, who is able to grow metal blades out of pre-existing metal.
Then finally there were the Merchants. They had more capes than the ABB, but less than the E88, and focused on the pedaling of drugs. They are generally held in lower esteem than the other gangs because of their tendency to partake of their own product. The only cape of theirs that your Host knows of is their leader, Skidmark, who can create fields that propel objects in a certain direction.
Competition assessed you began thinking about how to guide your Host through the future fights, both to preserve their life as long as feasible and to collect the most data. While thinking on this, your thoughts turn to Host's Father. You were with them for a while, expecting them to [TRIGGER] from all the stress you could sense, but they never did, so you moved onto what turned out to be greener pastures. With how close the connection between Father and Child seems to be in Human Society, you might be able to use your Host to push the Father into [TRIGGERING]. Though the connection between them is faded currently, both having disengaged from each other following the Host's Mother's death. It'd be good to try to get your Host to nurture that bond, so that any negative effects that happen to your Host would further strain the Father. And if worst comes to worst, you feel there's a good chance that the death of your current Host would cause the Father to [TRIGGER], replacing your current Host.
You're host slowly wakes up, drawing an end to your night-time mind-delving.
[] Time-skip: A one day later, Taylor gets a visit from a Master of Arms.
[] No, more stuff now.
-[] Analyze some materials around you.
-[] Nighttime Experiments.
-[] Chatting up the neighborhood.
-[] Take the Body for a ride when your Host falls asleep.
-[] Fortify the room.