The Initiatives first act was to establish training facilities, based on a potential heroes origin type, to help guide them in the use of their abilities, coordination in forming groups, and all the threats that they may encounter . These facilities are as follows:s:

The Xavier Institute for Mutant Studies – Mutant

The Sanctum of Mystical Mastery – Magic

Avengers Tower - Technology

Camp Hammond Field Training Institute – Natural

The Four Freedoms Foundation – Science

Heroes who join one of the five institutes are granted access to a network of resources from all facilities as well as S.H.I.E.L.D. While performing hero work outside the Initiative is not prohibited, doing so outside the law may get you branded a vigilante.

The Latverian Meta-Mystic Academy – Technology, Magic

The Hydra Advanced Combat Institute – Natural

A.I.M. The Beehive - Science

New Genosha School for Mutant Excellence

In this world, players start off neither as heroes or villains until they chose an affiliation either through one of the institutes or through their actions in the open world. If you stop a mugging, your affinity will lean toward hero, but ignore a mugging and you may lean toward villainy. Through your career, your affinity can change as is oft to happen in actual comics, but redemption or a fall from grace has a cost. In the case of an MMO, the cost is a level decrease, the notion being you may have been a good hero, but you still have something to learn about being a villain and vice-versa. Players who chose a particular training facility will have the ability to call upon known Marvel characters affiliated with each facility at a cost of influence (in-game currency) depending on how prestigious the character. If you decide to go freelance, you can call upon unaffiliated characters through contacts or unlocking them through team-up missions.