May 9, 1994
Alexandria's black cape fluttered against the red stone wall of the Kremlin as she slowly descended onto the stone paving stones near the mausoleum of the first leader of the Soviet Union. The crowd of people gathered in the square looked with apprehension and caution at the approach of one of the strongest parahumans of this world, famous for her tough character. Behind her in the air were other Founders of the Protectorate - Legend, Hero, and Eidolon. A force capable of moving mountains and crushing an entire nation was now in one place, near the Kremlin, and it seemed that nothing could stop them.
A huge military column, dozens of tanks, and several thousand soldiers with weapons stopped, turning their gaze to a small group of heroes. Everything hung in a moment of tense anticipation, and none of those gathered dared to say a single word.
"Our duty to the world demands that we come here," Alexandria loudly announces. "For too long, America has been forced to accept injustice and cruelty in the world. For too long the innocent have suffered without anyone being able to help them."
Almost everyone's gaze turned to the heroine, while Eidolon stepped forward, beginning to speak quietly. However, everyone present could hear his every
"Indeed, our confrontation took too long and too often threatened the entire world. The time has come to put an end to this."
Only the Legend and the Hero were left hanging in the air, away from their colleagues, while another parahuman emerged from the Soviet side.
"Yes, you are right. You came to Moscow, and now the world will change forever."
Legend lands next and steps forward, holding out his hand:
"President, I am happy to attend the ceremony of entry of the Soviet Union into the Protectorate. It is time to end the Cold War, for the sake of all humanity."
The parade continued its movement.
*****
One month later.
Dark oak wood and heavy, massive burgundy curtains created a slightly oppressive feel in your new office. You were next to the window, and from here you had a beautiful view of summer Moscow. Gray buildings and pleasant green avenues. You had a good view from one of the Seven Sisters. Your gaze slid to the windowsill. It was covered in scratches and congealed blood.
"The Red Gate Incident," that's what the newspapers called it. Just one parahuman with an unfortunate superpower in an unfortunate place and the inhabitants of an entire huge building went crazy, and the leadership of the country of the victorious Revolution was ready to make many sacrifices for the sake of a sense of their own safety.
However, the bloodstain needs to be wiped off. Your floor is the highest in a 25-story building and therefore suffered less damage. On the lower floors, the effect was stronger and everything was much worse. On the other hand, your ministry now has one of the most elite buildings in Moscow as its headquarters. You couldn't help but feel like the Politburo had also chosen this building as a reminder of why parahumans were dangerous.
The country had many problems, but these problems created countless opportunities. The Cold War ended, but countries, much like during the space race, continued to compete. The capitalist States have four capes of incredible strength and power and were also among the first to create government agencies to control and recruit parahumans into the service of the state. The Soviet Union had no right to lag behind, even if it had to take a very difficult step - abandoning its own program and agreeing to send its people to the Protectorate. For all the achievements of this country, which in this century went from the agricultural outskirts of Europe to the second power in the world, the USSR was a country with many problems. This was the reason for the defeat in the Space Race. This will be a victory in the parahuman race. Now hard times are forging strong parahumans. But to win you have to work.
Sitting down at your massive oak table, you folded your hands and began to think. In the end you:
[X] Write the name. Keep in mind that this is the Soviet Union. The names may be strange, but common in Europe or Central Asia. Last names can be almost anything.
[X] Your gender. It would not strongly affect the plot, since the position of minister is already quite accessible to women in the USSR of the 90s, especially for the "new" ministry.
You have come a long path, but to be a successful politician in the USSR means to be able to occupy even unexpected positions. After the "Red Gate incident," your candidacy was proposed to the Politburo as the best for such a responsible position. However, the USSR is a bureaucratic system built around "career paths", most commonly divided along territorial or professional lines. You made your way to power from…
[X] Administrative. Despite the declarations of the political leadership of the Communist Party over society, during these past decades, the CPSU itself has been educating and raising cadres from the "industrial" and "administrative" branches. Officials and plant managers more often reach the political Olympus than the "political" branches. (You get a large pool of old loyal personnel who form a new ministry with you. Get +2 free dice. Critical success also returns 50% of the resources spent on the project.)
[X] Political. This is a wide spectrum, from politruks in the army and ideological workers in factories to the Komsomol and Soviets. Previously humiliated, these "branches" grew and rose in influence after Perestroika and Glasnost. Your experience in managing and organizing personnel in Moscow helped you establish a system for recruiting parahumans, that relies heavily on the younger generation while utilizing a system of "carrots" and "sticks". After the "Red Gate incident", you were the only option who understood the reasons why it happened. (You are significantly younger than the average Soviet official and unorthodox in dealing with ideological issues. Gain +3 Protectorate dice. Protectorate dice can be used in other areas at a -10 penalty.)
[X] Siloviki. Your path ran through service to the state. You have been to Angola, Vietnam, Libya, and Afghanistan. This was not diplomatic work, unless you are a proponent of the "war is a continuation of politics by other means" view. Much of your life is classified, but with your experience, you have direct access to many of the country's officials and enough authority to order them around. Your appointment to this position is more like early retirement, made out of a belief that you'll "solve" this situation in the same way as you operated before. (You are more experienced than the other options and have risen enough to have your people occupy many positions among the military, police services, and intelligence. You effectively control the country's RIOT troops and can mobilize very large forces. Gain +3 siloviki dice. Once per turn, you can choose a project. For all dice on this project, the "Best of Two" rule applies until the end of the turn)
[X] Scientific. Although individual scientists enjoy enormous prestige in the USSR, they usually receive less power than they would like. However, this cannot be said about large scientific and industrial associations. You rose through the scientific ranks to the head of a research institute and even went further. Several small factories existed just to satisfy the needs of your researchers, preparing prototypes and test sites for your scientists. When the "incident" happened, you were chosen... not as a scientist, but as a person who had successfully shepherded dozens of brilliant people with egos the size of Mercury. (You get a huge staff of R&D specialists and specialized prototyping factories. Get +2 science cubes. Autofill triggers when the value is "less than 25 points remaining." Get +1 free mad science cube with a 25% chance of critical success and a critical failure 15%)
You will need a leader of your own Protectorate, a face for the Politburo, ordinary citizens of the Soviet Union, and the whole world. Although purely in terms of basic parameters, Soviet parahumans are inferior to American heroes, you have worthy individuals for the role of leader. Your choice for the next candidate is...
[X] Colossus. Gorsky Viktor Mikhailovich. Changer/Brute. A middle-aged man from the Transbaikal region, the son of a kolkhoz farmer, his power took the form of transforming into a metal, bronze-looking version of himself. The great thing about Gorski is that he can get bigger. The further, the slower, but its limits have not been found. Even with Behemoth included, he is still the tallest man in the world, as well as one of the strongest and most durable people if you give him time. He is distinguished by his kind and sweet character, as well as his ability to make friends. He is not the best tactical leader and tends to solve things by himself. Ideologically loyal, poorly educated politically.
[X] Metalhead. Volkov Alexey Sergeevich. Tinker. A young man, a laboratory assistant from a large city. He can create "cores" of machines or "sparks", as he calls them. After a quick installation, the "core" recreates an ordinary machine, from a bicycle to a ship, into something completely different. The list of modifications ranges from flying cars to mechs. He is smart, knows how to plan the team's actions well, and is prideful. Ideologically controversial, but well politically educated.
[X] Koshchei. Kravtsov Dmitry. Shaker. An elderly man, a WWII veteran. He is capable of creating an aura around himself within a radius of 30 meters where no one can die, including himself. At all. It does not stop the pain, but bodies slowly reassemble or regenerate. Even destruction into dust does not stop the process. A former assault sapper lieutenant, well trained and educated, ideologically loyal. Characterized by low motivation and low initiative, as well as a tendency not to take unnecessary risks.
[X] Riptide. Romashova Natalya Ivanovna. Mover. The fastest flightless woman on the planet. Has supersonic movement speed, as well as secondary abilities Breaker and Blaster. Capable of "fusing" into power grids, traveling almost instantly across the lines. She is also capable of absorbing and releasing electricity as man-made lightning bolts. Ideologically controversial, poorly educated politically. She is charismatic and easily builds an informal hierarchy, but rarely takes direct leadership. Easily breaks under stress.
[X] Chain Breaker. Vavilov Alexander Grigorievich. Trump/Stranger. The son of a major official, a young man. He can nullify other people's superpowers, but, more significantly, makes people under the influence of nullification forget that they are parahumans. Works more strongly on people with masks and double lives. The effect of his abilities is long-lasting and the longer, the more severe the memory loss. In fact, he sabotaged the program, but was caught and rehabilitated. Politically problematic, politically susceptible to scattered education. Aggressive, anarchist, charismatic, easily builds groups by direct leadership.
[X] Invincible. Antipova Ksenia Mikhailovna. Alexandria-set. Young girl, an athlete, a Komsomol member, excellent student. It has high strength, flight, and strength. She is inferior to Alexandria by all metrics, but the girl's abilities are still improving, albeit slowly. She could not have applied for the post due to age and lack of experience, if not for ideal political preparation and complete ideological loyalty. In addition, she has rational thinking and is aware of her position, which is why she is ready to obey and learn.
*****
In this quest, you will have to maintain your authority as a representative of the industry of the Soviet Union aimed at controlling parahuman threats and their impact on society. Inherited by the American Protectorate and created as part of an effort to reduce aggression, you are part of the state but are largely autonomous. Here are the things you need to pay attention to:
1. Maintain your political authority in order to be able to promote the decisions you want and prevent you from making decisions that are undesirable for you. This parameter increases from successful actions, reducing the risk of threats, and decreases from failures in your immediate activities.
2. Support from the Soviet Union and the United States, which determines the amount of possible funding they can provide to you. This parameter grows from the implementation of the policies desired by the two countries.
3. The number of parahumans who are not only present in the Soviet Union but also work for you. This parameter increases every turn depending on the number of active threats but can decrease from your actions, from participation in operations against Behemoth, or from banal desertion.
4. Threats – all those factors that can negatively affect public safety, and also lead to the emergence of new parahumans. Widespread threats like shortages of consumer goods do not threaten the stability of the state and provide you with easy-to-integrate parahumans. On the other hand, organized crime does threaten the state, and the parahumans created as a result have no desire to be integrated into your structures.