LET'S READ: Wild Talents: Progenitor (Watchmen for TTRPGs)

CHAPTER ONE: These Changing Times New
Pronouns
He/Him
Watchmen is one of the seminal works of art in the graphic novel medium. It's not just outstandingly written, but also ingeniously designed - the artists (Moore and Gibbons) used the form and function of comic books to create evocative scenes and induce sensations as diverse as nearly cosmic horror to a transcendent feelings of connection with humanity. Also, there's a squid!

But the frustrating thing about Watchmen adaptations - all of them - is that they try and adapt the specific branding and elements of plot and characterization. They put Dr. Manhattan's tastefully rendered CGI dick on screen and think that means they've gotten us to watch some mans. And from a certain perspective, this is true (even though I think Zack Snyder's take on Watchmen is so wildly contrary to every single thing that Alan Moore wrote and Dave Gibbons drew that it can be studied in a film class purely to show how framing and direction can completely alter everything about a pretty closely adapted story) but from another perspective, it's still wanting.

Because, at the end of the day, none of the adaptations have adapted the format cleverness. Because you can't! They're different mediums!

...or...

Can you?

ENTER!


Thanks Greg!
Wild Talents: Progenitor is my favorite superhero setting. Not my most beloved (Aberrant is still there, because my girlfriend gave a copy of Aberrant 1st edition to me in the earliest days of our relationship, so, I have a huge soft spot for it), nor the one I've played the most (sadly, actually organizing TTRPGs pales in comparison too the ease of just booting up Freedom Force vs the Third Reich) - but it is my favorite. It's my favorite for a lot of reasons - cast of compelling characters, evocative setting, rad premise, Greg Stolze's trademark pitch perfect blending of humor, tragedy and absurd weirdness - but it is also my favorite because it's to TTRPGs what Watchmen is to comic books.

It uses mechanics to do stuff that only tabletop games can do in the field of superheroes and alt history.

So, lets take a trip trip through Progenitor (or as me and my girlfriend call it, Proggers) and see what makes this sucker tick.

But first, a warning: This book is huge and it is dense and it is also sometimes EXTREMELY FUCKING DARK. There will be content warnings on the worst bits, but some heads up for violence against children, sexual violence, mind control, mass death, racism, sexism, all the range of our bloody 20th century. There will be laughs, but there will also be moments where you will put your hands over your face and wince.

However, take heart.

Progenitor, as written, is a sourcebook for tabletop roleplaying games. This means that, unlike Watchmen, you are not bound by Dr. Manhattan's perfect foresight and implacable, clockwork universe. In fact, the precise opposite is the case. Think of this not as the "canon" Progenitor - but rather...a Progenitor setting without the most important character.

A setting without you.

Also, I ran a quest where I crossed this over with Worm, you can read that too.

***
Proggers said:
Not
Talking
About
the War

by Owen Creed
Special to Life Magazine


The most powerful person on the planet touches my arm. It's so natural that I don't notice, don't think about it until afterwards, typing up my interview notes. I've seen the footage of her throwing a car engine, lifting with the appearance of effort even though she's upended tanks, raised planes, levitated buildings with no grunts or grimaces. When I ask her how much she can carry, she shrugs.

"I've never found anything I couldn't lift, if I wanted to enough." But her arm has no exceptional weight, it isn't immobile, it isn't anything but the hand of a nice Kansas lady in her early forties, not as far as I can tell. She's about five feet, three inches tall in sandals. For our interview she's wearing light blue capri pants and a short sleeved white blouse. Her hair is somewhere between ash blonde and mouse brown. It's collar length, with bangs parted in the middle and held back with a white band.

She is pretty in an ordinary way, with healthy teeth and bright green eyes. She can create a sonic boom when she flies and is able to survive alone in outer space.

"Want coffee?" With that, Amanda Sykes hops up and bustles to the kitchen, returning with a tray, sugar and a cow-shaped jug of cream.


Okay, before we get into the book itself, I just want to call out how fucking good Greg Stolze is as prose? His writing is breezy, easy to read, personable, clear, with a deft hand at characterization - he manages to hold the voice of several different people throughout the book and does so quite well. Still, we're tossed feet first into this setting and if you've only seen the front, you can guess this is a superhero setting, and we're meeting The Superhero: Amanda Sykes.

Our viewpoint writer, Owen Creed, has been teleported from New York to somewhere in North America - farm country is all he can narrow it down too. And they set out the first stipulation of the interview: we're not talking about the war.

What war? Well, we get to narrow that down pretty fucking fast because, even ignoring the cover which clearly shows Vietnamese troops and a 1960s American helicopter, the first thing Amanda does talk about is the famous Days of Rage protest in 1969 - and the Weathermen are there. Thanks to watching way too much Quantum Leap growing up, I have a faint sense that there were student protest organizations, but to be clear, the Weathermen were one of the more extreme branches of the SDS (Students for Democratic Society) - and their extremism here goes so far as to blowing up a statue in protest of the police, society, the 1960s, they had a lot of things to be mad about.

Proggers said:
"Well, everything you do becomes a symbolic gesture."

"What?" She shakes her head. "No, no. What I do, the things I do… they're real. I'm not trying to…" She waves her hands aimlessly. "I'm trying to help people, not make a point."

"You restored the statue though."

"Abe did that," she says. Then she looks away and takes a deep drag. "Probably felt bad for the sculptor."

"The Weathermen tried to use you as a lightning rod," I say. "Claimed that you were the government made manifest, hovering over them."

"Yeah, John Jacobs called me a 'tool of the warfare state.' 'They say you can do anything,' he said. 'You couldn't think of anything better than helping Johnson destroy Vietnam?' He acted like I was validating them by being there, that I showed what a real threat they were to the government. I wanted to tell him he didn't know anything, I was there to keep people from getting hurt."

"But you didn't answer him. You just floated there in midair, staring down at them."

"Honestly? I couldn't think of anything to say. I'm not…" She shrugs. "I've never done any speaking in public, really. What was I going to tell them, that they couldn't be angry about the war? The whole point of America is that they can be angry about anything they want. But I wanted them to know they were being watched, that they couldn't get away with anything."

God, I am going to need to watch myself. With Zir'an (my other Let's Read), it was easy to know when to cut off because, by and large, the text is not as good as the mechanics, and with Fitzpatrick's War (my first Let's Read) I had to type it all in, but Progenitor is both real good and also, easy to copy and paste. So, we've got some additional information: There's more than one superman, this referenced Abe (good thing too - while some players may want to be a The Boys in a game with just one Dr. Manhattan, not many will) but also, we have an immediate picture of what the person with the ability to do anything is like. And unlike Dr. Manhattan, who is utterly trapped by his awareness that he's in a comic book (which is my personal take on his future/past vision), Amanda is simply...herself.

For good and for ill.

The big running throughline of Progenitor, you're going to see, is what i will flippantly call Amanda Skye's Evil Meter - which is less flippantly called a tragic story about a woman who kinda only made one gigantic mistake that then led on to every single other mistake she made. And, like many things in Progenitor, it's actually SHOCKINGLY variable based on not just the GM's whims but player actions. I'll get into it more later, so, keep her Evil Meter in mind. I'd put her at a solid 30% right now - the average amount for an American at any time.

The conversation continues - Amanda doesn't at any point hurt the protestors, but she definitely protects public property by inhibiting movement and using telekinesis. When asked how she did so, she is a bit at a loss to explain, but does demonstrate by sucking all the kinetic energy out of a cloud of smoke (it's the 1960s, of course she and Owen are smoking like chimneys) and it falls onto the ground in a little bit of...like...normalized magic, a bit of the surreal creeping into this normal room and normal seeming woman doing a normal conversation.

The next question is about Japan Air 351 Hijacking - a bit of world history I'd never heard of until I read the book. A faction of communists in Japan hijacked a plane to fly to Cuba and join revolutionary militias there. They had a katana?

In the real world, no one died.

In the Progenitor timeline?

Proggers said:
"Did you know what you were going to do?"

"I planned to turn invisible, phase through the wall of the plane, find the hijackers and stop them."

When I ask her again what failed, she's silent for some time. "I didn't know exactly how many hijackers there were. I didn't identify them all when I was scouting the plane, I saw the ones with the swords and pipes but I missed the bomb." She frowns and taps at the ashtray with her finger. "I thought about just teleporting them out over the ocean, you know. It would have been just as easy as putting them to sleep but… well, maybe it would have been a symbolic gesture. I wanted them to see that I could not only stop their crummy little scheme, I could do it clean. And when one of them realized what was going on, he set off the bomb."

"You were able to save some of the hostages and crew."

"Four of them. I wasn't ready for the explosion, I was…I hadn't gotten a lot of sleep, which sounds ridiculous I know, but… I guess I was overconfident, too." She fiddles with her fingernails. "I thought I could handle it. I'm really sorry to everyone whose family didn't make it. I screwed up."

There's a long silence then.

"I don't know what else you want me to say. I screwed up."

She goes on to explain how a future hijacking had her be more careful and bring "Abe" with her to help, using his power of molecular reinforcement. SHe explains that she can do anything she can think of.

But she can't do everything and that's the rub.

(This is also, mechanically, one of the features of Wild Talents, the game, that makes it so very exciting in play and I will be talking about the mechanics later. But just know that everything that Amanda describes is also modeled precisely in the mechanics. In fact...)

She talks a bit about Abe now - and it's clear that they're husband and wife. Though, uh...the relationship is a bit rocky, since Amanda says: "Abe couldn't be with me all the time. We were starting to… ah, I don't know. When John Cross got kidnapped that October, Abe said he could handle it himself." And Abe does go and handle it himself. He can not just reinforce molecular structures, but he can also see through time. Owen, at this point, asks if she means James Cross, and Amanda's like, oh right, yeah. Amanda is clearly not too happy with her husband going in and essentially defusing a hostage situation by just being impossible to kill and yanking guns out of people's hands. No one died, but it was...chaotic.

Proggers said:
"Shouldn't one expect a little chaos in a hostage rescue?"

"Smart alec."

The world's most important person sticks her tongue out at me.

Amanda has a cute side!

The next story is a bit happier: Amanda talks about how she rescued the Apollo 13 astronauts. In it, she mentions flying to NASA when she gets word, and Owen asks her why she didn't teleport, and she's like, "Uh...it's actually easier to...to fly..." And hilariously, THAT'S ACTUALLY TRUE mechanically speaking. For a character with Amanda's powers (or with a similar powerset), it is actually mechanically easier for her to fly there than it is to set up a point to point teleport, and I find that deeply pleasing. It makes the game designer brain inside of me go all tingly and giddy. Love it.

Amanda does mention that she was worried Apollo 13's exploded oxygen tank had been due to someone named "Sét" but it was "too small" for him - which is alarming to think about. Also, most of her time in space rescuing the Apollo 13 crew was not the rescue, it was finding them which makes sense for someone who can fly around but has no HUD or guidance systems.

At the end, there's this.

Proggers said:
"The energies are… pretty vast, right? I mean, compared to the power that's going through me, the actual 'me' is just a speck. And keeping that speck safe from those energies means tying them up a lot, putting them in check so they don't just rip me apart when I'm distorting space or uncoupling energy from matter or what have you." She says this in such a matter of fact tone, like she's talking about going to the store for a jug of milk. "Sometimes that balance gets a little bit off."

"And when that happens, you materialize with holes in your chest and back with green fire shooting out of them?"

She frowns, tight and small. "It's not like it took me any time at all to put myself back in place." She gathers up the empty coffee cups and takes them into the kitchen.

I know you're all going to get sick of me saying this, but I just find this book extremely well written. By now, Amanda's powers have begun to be...kind of rote feeling, like you're getting used to the idea she can just do things - and she explains them so simply. "Oh I turned invisible, then scanned through the walls, then teleported here" - she talks like she's doing chores. Then Greg Stolze reminds you what is actually going on here is there is a seemingly normal woman who seems to contain an infinite source of raw, unknowable energy that can pour out of her in moments of inattention. The shifting of comfort here really does feel like what it'd be like to talk to a superhuman in a normal conversation - you think: Oh, this is just a normal conversation and then the floor shifts out from under you.

It's great!

Then...we move onto another real disaster: Ancash.

This is one of the worst disasters in Peru. I think it might actually be THE worst, by pure numbers of killed and buildings damaged. Amanda, of course, rushed there immediately.

...gonna slap a CW on this quote: Descriptions of mass death.

"Twenty-four seconds," she says and there's a bitter tone there. She's looking out the window now and lightning flashes in the distance. "They say the quake under the sea took twenty-four seconds, and then Mount Huascarán just fell on them. Two towns, buried under snow and ice and rock before they had a chance to know what happened. Luckily, I was in the States when it happened, Abe and I were… taking a little breather, you know? But we heard about it and we went, as soon as we could. But it was too late before we even got there."

"Some reports say you healed… thousands."

"Yeah."

"I mean, the pictures, that glowing sphere a thousand feet across and everyone in it…"

"I remember, I was there." Amanda Sykes barks it at me, her delicate nostrils flaring, face grim. This is not a woman remembering a success.

"People called it a miracle," I say quietly.

"Some miracle. You want to know what I remember about the Ancash disaster? The bodies. Just bodies everywhere, bodies stacked up like firewood, broken, some of them in pieces and you had to look twice to realize that was an arm, a foot, part of a head! It's like that, that French artwork, the surrealism, where things are where they don't belong. I saw some horrible things in Vietnam, just… just terrors, and I thought I'd seen it all, but Peru, my God!"

She puts a hand to her face, pinching her eyes shut and collecting herself

This is where the world got the first image of Amanda Sykes' face. While trying her best to save as many lives as possible, glowing with radiant green energy, her powers...stopped and she dropped out of the air, her normal shroud of metal and fire that protected her identity gone. Apparently, the photographer who snapped the pictures of her falling and landing got the Pulitzer. It's a wrenching scene, and another great depiction of how Amanda can do anything - but not everything.

(it's also mechanically what would happen - which I'll describe later.)

Amanda talks about how she took so long to recover that she couldn't go to Cambodia - and some people blame the Khmer Rouge on her (though, gonna say, I'm shocked that the Khmer Rouge even made it to the 1970s in this timeline for reasons you'll learn later.) She does recover her powers, eventually, but...what she doesn't recover is her secret identity. Hence this interview. She talks about what hurt about losing her privacy.

Proggers said:
"Were people… asking you for…?"

"Oh, not directly. Never directly, but it's hard not to read it into things when they talk about their crops going dry or their old backache or money troubles from unexpected tractor repairs. Abe, it doesn't bother him, anyone who needs anything he just goes and does it. Our old neighbors, they have the best preserved homes and bodies and farm equipment you can imagine. Or, I guess, that Abe can imagine. But it's different for Abe, he's the saintly one, the healer and repairer and they look at me and it's like they see…"

She trails off and I keep silent until she says, "It's like they see a monster. I'm not a monster. I killed… oh God, I tried to kill as few people as I could. Over there, in the war. I took out so much equipment, you know. Tore the tanks apart and smashed the anti-aircraft guns and found the ammo dumps, waited until people were away from them before lighting them up but… but yeah, people got hurt, they got killed, it was war! That's what war is and if they couldn't hurt me it doesn't mean they weren't golly well trying! And you know who they could hurt? Our troops, our G.I.s, those poor draftees with sore feet and sleepless nights and malaria. I didn't get into the war because I hate communism, or because I'm a racist or a Johnson nut or for anything ideological like that. I saw Tet, the Tet offensive on TV and I… I just couldn't sit and do nothing." She looks away and bites her lip, and I almost miss the next part.

"...especially since I can do anything."

This here is one big old dial the GM has available: Exactly how many people Amanda killed in the Vietnam War is up to you. This passage implies it's "as few as possible" - and if you want to play a more sad, tragic Amanda, you can have that number be quite low. Like, if you're a good person, killing one person can fuck you up for a while, let alone...say...twelve. But if you want Amanda to always be a somewhat sinister figure - an unthinking tool of American imperialism and hegemony (which is, by the way, an ABSOLUTELY fair interpretation of her character) you can have that number be quite a bit higher.

But either way you turn the dial, I...still think this is a better characterization than John Osterman gets, at least Amanda has an emotional reason to get involved, John just does it cause Nixon asks him too, the prick.

By the way, my girlfriend and I talk about Proggers a lot, and sometimes, she says big brained wise words, which I can quote!

Dragon's Girlfriend Sez: "Also, like.. I feel like Amanda only killed people because the people around her failed her. Like, she never had to kill anyone if people were willing to like.. help her think about how her powers worked? She could have easily turned all the VC's bullets to bubbles or made forcefields or like.. all sorts of shit, but for SOME reason, a midwestern housewife took a while to master her FUCKING SUPER POWERS!"​

Very good point, Luci! The interview has come to an end, and Owen writes about him preparing to leave.

Proggers said:
We stand and as I check if I've forgotten any equipment, tapes or a notepad, she says, "Oh, let me," and she closes her eyes for a moment. "No, you have everything," she says.

It's unnerving. I'm not even sure what she did or how, but the combination of certainty and casual thoughtlessness makes this display of power somehow chilling, alienating. She not on did something impossible (Looked through the walls? Mentally rewound time? Read my mind to determine what I brought and what I had?) she did it with the automatic neglect of someone getting water from a tap or turning the ignition of a car.

It's then that I realize that this woman is not normal, cannot be normal, and will never be normal

Fuck this rules! Sorry, just, I fucking love this book, man. What an pitch perfect reminder of the uncanny and the spectacular. I think I find this single moment more electrifying and exciting lifting a dozen cars - a single moment of application of power that is made all the more impressive and shocking by the sheer mundanity of it. Also...holy shit I wish I had magic remember everything powers.

Then, while you're absorbing that, Greg, smiling old Greg Stolze, just steps up and sticks a knife into your kidney.

Proggers said:
It isn't easy to ask the last question, bring up the last topic, but I knew it would be hard and I swore I'd do it. As we're heading to the door, I just blurt it out.

"You're not together with Abe," I say. "What happened?"

She turns on me suddenly, and I flinch, and the look I get is so wounded, so raw… no different from the look any housewife might give a relative stranger who presumed to pry into her divorce.

She looks at me and I'm ashamed.

"We're not," she says at last, "talking about the war."

MAXIMUM OOF.

With that, we've got the introduction down and while we both know a LOT about the game - that there's a very powerful superhero named Amanda Sykes, and its set in an alternate 1960s with an eye towards big fucking huge changes to the world - we also know ALMOST NOTHING. How did she get her powers? What are the player characters gonna do? Well, good news, we move on to-

CHAPTER ONE: THIS CHANGING WORLD

The first part of this chapter lays out the big idea in plain words, using the mechanics of Wild Talents to do so. One of Wild Talent's big brained ideas is the concept of the Four Colors for Superheroic Settings. The four colors are Red, Gold, Blue and Black.

Red is the color of communism, and materialist analysis - great men, no matter how great, don't make or break history. Instead, history is decided by the large mechanics of the world and society and mass action. So, a high red setting has history go along the same route even if you have people dropkicking battleships and flying into orbit on magic carpets. Meanwhile, a low red setting has these great beings wildly change things through their actions. Most settings are pretty high red because it is, to be honest, WAY LESS WORK.

Progenitor starts as a low red setting with the advent of the Progenitor, Amanda Sykes.

The goal is to give the player characters the tools to spike that red down into the negative numbers.

Proggers said:
The notion of PCs grabbing the last third of the twentieth century by the huevos and twisting is, for many GMs, alarming. But it's also exhilarating. There's no reason to hold back, hand-wave or fudge the result. If Progenitor PCs want to overthrow the sovereign state of North Carolina and declare it their own personal fiefdom (and for Amanda's close descendants, that's not at all impossible), they can. The GM may not make it easy, but this book gives GMs the tools to operate a story on that scale. Those tools are discussed in more length starting on page 32, but the basic idea is to answer the "Now what?" questions raised when PCs can directly interfere with historical trends. Possibly with malice aforethought.

The other colors, by the way, are Gold: Gold is a non-reactive element. So, a high gold setting has characters that, by and large, do not change. They stay as they are, in the mode that is expected of them. In a high gold setting, the Joker and the Batman will always be circling one another, forever. Low Gold, they're more human - Batman and the Joker can just give it up after a bad string of run ins. Why not?

Progenitor is a solid two: Metahumans are expected to be larger than life but they're still people, they change and can do whatever they want, they're not locked into being superheroes forever. Or at all.

Blue: Out of the blue! The "wild and strange randomness" of comics. High blue settings can bring in anything at any time - alien invasions, time travel, other dimensions. Low Blue settings stay confined to fairly mundane save for the 'one weird thing.'

Progenitor starts at Blue 1, then jumps to Blue 3 by 1970 thanks to the creation of Atlantis (yes, really) and other knock-on effects from metahuman actions. It stays around there from here on out...but player characters can change that, if you decide to make a REALLY WEIRD fucking superbeing, you can easily punt that up to Blue 4 by your own lonesome, and a party working together can absolutely haul Progenitor to Blue 5 through sheer force of will. THis isn't Greg saying this, by the way, this is me, Dragon Cobolt, telling you you can do this. Make a character that imparts sentience to dogs and create an entire new species. Build artificial intelligences and implant them into self replicating nanoswarms. Get a power that opens portals to fictional universes and haul the Fantastic Four to new york and get sued by Jack Kirby and Stan Lee! Do it! Do you fucking coward! I made Skizm B. Johnghost, the self replicating ghost hive mind of LBJ, you can do it too!

And, the final color: Black, the color of moral relativism. High black settings are black and white (GET IT!?) with obvious villains and obvious heroes and neither the twain shall meet. To the shock of exactly zero people, Progenitor is a 2-3 setting.

With this established, we move onto Intersections, which covers the next BIG HOOK of Progenitor. The thing that I immediately tell people to sell them on the game.

Here it is.

The powers...are infectious.

Proggers said:
The math and mechanics of the spread is described on 26. What I'd like to address here is its impact, not on the characters of the game, but on the game itself. It goes back to a powerful comic book trope.

Heroes and villains alike create their own nemeses.

In some versions of the Superman origin, Clark and Lex Luthor are buddies until Superman accidentally pushes Lex over the edge. A gunman in Gotham city turns Bruce Wayne into Batman, tying their destinies together forever after. Batman, in turn, makes the Joker possible, in some versions of the tale actually disfiguring him personally. Spiderman creates a second Green Goblin out of his friend Harry Osborn, and there's a similar tie between him and Venom. It comes up again and again. The hero creates the villain who dogs his heels. The villain's victim returns, seeking justice.

This makes for some kick ass stories, because it enables character development beyond "this week's masked freak." It makes it personal, justifies recurring characters, and permits both heroes and villains to show sides of themselves that don't get a chance to shine when they're just brawling with a stranger.

GREG YOU FLIPPING GENIUS. This is what I mean when I say this is the Watchmen of TTRPGs because player choice and character creation are DIRECTLY and MECHANICALLY tied together to the comic book conceit that keeps the setting interesting, using the mechanics of the game. Skipping forward to the infection mechanics, it's pretty simple: If you use your power on someone and they survive, then there's a percentile chance that you infect them and they get powers one step less potent than yours.

So, Amanda has 500 power points and a 100% to infect 10 people. Those people have 450 power points and have a 90% chance to infect 9 people. Those people have 400 power points and have a 80% to infect 8 people. This goes on until you hit Tier 10, where people have 50 power points and have a 10% chance to infect one person - that person becoming a "mark", which is basically a character with the metahuman archetype but no powers, which actually is a lot more life changing than you think because of how the Wild Talents mechanics works.

Greg wraps up the infection idea with this wonderful bit of GMing advice.

Proggers said:
The Passions and Loyalties in Wild Talents can offer a useful handle for GMs to create gripping foils for their PCs. Giving power to, or receiving it from someone with diametrically opposite Loyalties (like Amanda Sykes and Nguyet Cam) is a recipe for ongoing conflict, but when spiced with similar Passions, it creates a dynamic where the characters can work together if the circumstances are right. Or, someone with the same Loyalties but drastically different Passions can form a dark reflection of the PC, unless he's serving as a frustrating or unreliable ally. Someone with his heart in the right place, seeking the same ends but with very different means can also provoke good questions (or interesting actions) from a PC. Power choices that play up or contrast with these different opinions just help move the conflict from words to deeds.

With that, we move onto character creation!

It's possible to just make someone with a different archetype than metahuman in Progenitor - like, say, someone with nothing but normal abilities and lots of money and a cool animal themed suit. But, counterpoint, fuck you, engage with the game's most interesting concepts, you fucking coward. You get about 100 points to make your human stats and skills, and then get X number of points based on your tier and the Metahuman Archetype. So, in Wild Talents, an Archetype is made up of a Source (where the powers come from), a Permission (what kind of powers you can buy) and a variable number of Intrinsic (a range of special features that aren't powers and are often flaws.)

The Metahuman Archetype has the source of Unknown for -5 points, and the Intrinsics of Immutable and Infectious for -5 points each, for a total of -15 points. The permission is "Super", which means you can get any power you want of any kind in any amount, which is 15 points. Every single time I make a proggers character, I am faintly shocked that this all maths out to 0, meaning I have the total power point pool for building character powers. Every single time.

"But Dragon, you said you almost never get to play Progenitor?"

Yes, I said make characters, not PLAY characters, don't be silly.

So, you already know about Infectious! But what does Immutable mean? Simple: In normal play, in Wild Talents, you can improve your powers by spending in game resources - Base Will (representing your innermost passions) can be burnt off permanently to then spend Willpower (your momentary reserves of mental energy and focus) as if it were power points to improve a power. This is a great Shonen Anime vibe because you can ONLY do it when under direct life or death moment. It's when you go, "Hhnrr...they're...COUNTING...ON MEEEE!" and then spend a base will and 24 willpower to add +4 boosters to your hyperstrength so you can lift 1,000 times as much weight and save the day.

Well, you don't get that in Progenitor. In Progenitor, characters get what they get and they STAY there. This doesn't mean you don't get to Shonen Anime things, though. Because while you cannot permanently improve powers, you can burn base will for incredibly powerful effects that no one in a normal Wild Talents game EVER USES because you want to spend that base will on upping your powers permanently, not for a one time dice roll. Well, in Progenitor, once you get used to the idea that your character is as is forever, and you begin to tap into the headspace that isn't interested in raw advancement in a dice/mechanics perspective, you realize that this...actually DOES NOT remove advancement.

It just changes it.

See, Base Will is invested into Passions and Loyalties. If you have 4 Base Will, you might have Passion: Heroism (3) and Loyalty: The United States (1). Well, now, your character advancement shifts from "I've burned a base will to get +1 dice to my power" to "Reflecting my in character journey, I have bought Loyalty: Communism (1)...and when I'm ordered to fire on these student protestors, I will burn my Loyalty: United States to resist the command!" The advancement is personal and narrative.

This is, as they like to say, sickrad.

However, it does have the weakness that...if you didn't build your character good, it can feel real shitty. However, there are some diegetic methods in universe to fix that - ranging from asking a hypergenius to build you a jetpack to just finding the guy who can CHANGE PEOPLE'S POWERS as his power and ask him to juice you. So, you're not SOL. But, as a veteran Wild Talents player, my suggestion is to 100% ask more skilled people for advice! Seriously!

Now, we do get some additional wrinkles for Infectious: You can be a Strong Vector, Stable Vector, Weak Vector or Closed Vector. A strong vector automatically infects anyone every single time, automatically - Amanda Skyes is one, but others can be too at GM's whims. Stable Vector is the most common and rules as written. Weak Vector has a pathetically tiny 1% to 10% chance. Closed Vector, meanwhile, is something you, as the player, have a lot of choice in...because if your powers don't influence other people, then you can't infect people.

Lets say you wanna be Toph from Avatar's The Last Korrabender (wait, that was just Asami Sato, wasn't it?) and you want to get earth throwing/manipulating powers. Well, with 350 points for being a Tier 4, you can throw the fuck out of rocks! But since the rocks are being what is influenced, you don't give anyone powers - not even if you, say, squish them! With rocks!

Cool!

We next have a quick breakdown of Hypermind in Progenitor. So, hyperstats are a pretty common superheroic idea, and in wild talents they're modeled by having stats go from 1-5 for humans, and superhumans can bump those up to 6-10. The core book has examples of what various dice levels have, but in general, hitting 6d is when the stats start becoming really superhuman. For example, 6d in coordination means you can dodge gunfire without needing to dive into cover - something normal humans simply cannot do. 10d in Charm means you can convince anyone of anything in a few rounds of conversation. 7d in Sense means you can perceive everything in a quarter mile radius., that kind of thing.

Well, Greg Stolze decides to throw us EVEN MORE mechanical support for hypercharm, hypercommand and hypermind. The first two will be covered...much...much...much later in chapter 4, but for hypermind, we have a quick rundown of what the superhuman dice levels getcha.

6d is just as written in the core book: You have a photographic memory for all senses and can recall anything with a successful roll.

But at 7d, Progenitor gives us have Casual Riches: A hypermind is just assumed to be so fucking good at brains - stocks, optimizing production, management, investment, that they're assumed to be lower upper class within 12 months of starting from 0. Normally, pulling yourself up by your bootstraps is impossible, but normally, lifting a car is impossible and someone with 7d in body can fucking do that.

At 8d, Progenitor goes Sicko Mode.

Proggers said:
Imagine picking up the spare phone in the bedroom and listening in on a private conversation. That's what it's like using telepathy on a regular mind with 7d or less. Now imagine that you thought you were picking up a spare phone, but were actually pressing your ear right up against an air raid siren a half second before it went off. That's what using telepathy on a Hypermind is like.

The Hyperbrain doesn't even have to do anything. The telepath does it to himself. By reading that magnificent mind, the telepath exposes himself to supergenius thought-forms. His mind begins to mirror those forms in the process of scanning them. In a Hyperbrain, however, those ideas are so advanced and complex that, under the right conditions, they can develop self-awareness and reshape themselves in order to become viral ideas in a new host. "Getting mind-read" is one of those conditions.

Fuck OFF Greg, how dare you come up with something so fucking cool and weird and inventive and...fucking terrifying??? What's fun is, this isn't even a GM dick move tool, YOU CAN BE THE HYPERMIND! There are NPC telepaths who might be reading your mind - like J. Edgar Hoover (I'm sorry to have to inform you of this, but...J. Edgar Hoover has telepathy and shapeshifting, I...I'm sorry, I'm so sorry) - so, like, you can absolutely have this work for you OR against you. It rules. The mechanics are elaborated on but they're not too necessary to go into, just trust me that they work great.

At 9d, you understand all languages in a few hours of listening to them. It's neat, and extremely useful, and...honestly really cool, but it's also pretty simple.

At 10d? You can, once per week, ask the GM a question about the STEW metrics (more on that later), or about a hypothetical, and the GM has to answer honestly and truthfully. Like, "What are the consequences for me invading North Carolina with my army of mole men" or "what happens if we blew up that space elevator and framed the Soviet Union?" that kind of thing. This is amazing for people who want to be the big bad master manipulators - though there's a wrench in their predictions, one that we will talk about later. BUt...what could it be!?

(It's Amanda)

Next, we have some simple breakdowns for pre-made powers and, uh, I'm going to skip them. Not because it's bad to have a chart for "how to make a superman using 350 points" but, like, because you're not BORING, you're going to make an ACTUAL character, right?

RIGHT!?

Next, we have a description of how the powers spread and get a handy chart of power lineage that I showed to a friend once and they cackled and said, "WOD VAMPIRE SUPERHEROES!" which is...true, yes, actually, that is exactly how it works, they're World of Darkness vampire style superheroes, you got me. We also have this sidebar.

Proggers said:
Strangely, dark energy never seems to transfer to people who die immediately thereafter (usually from the application of that power). Consider, for example, all those Vietnamese that Amanda kills in 1968. Presumably there's a point, even if it's a fraction of a second, between when her laser eye bolts puncture an enemy soldier's chest, and when he actually clinically experiences brain-stem termination and death. But none of those dead soldiers developed powers—particularly powers like "immunity to laser eye bolts," which one presumes they ardently desired. Even geniuses like Jason Weeks (p. 195) are puzzled by this conundrum, leading to speculation that dark energy has some kind of prescient function that precludes symbiosis with a doomed consciousness. Ngyuet Cam (p. 164) leans towards a more practical theory that those who die immediately after exposure simply hemmorhage their power back into their original host. But she was unwilling to experiment with pre-equilibrium metahumans to get relevant data.

I just shared this because 1) the line "immunity to laser eyebolts, which one presumes they ardently desires" makes me cackle like a loon and 2) it leads into the idea that there's "backwash" - if the GM wants to keep people on their toes, they can rule that when a hero dies, their power ancestor is "recharged" and is no longer at equilibrium. Which I personally like because the idea of killing all your supervillains is just...it's so boring, man. So, having a good in universe reason for 'why do you not just kill this guy' and the answer is 'i know what he does and what he can do, meanwhile, who knows what happens if this power backwashes and i infect someone worse?' - like, you can still kill someone whose REALLY bad, but if they're just annoying? Nah.

We also get some descriptions of Marks, which I mentioned earlier, and here I want to explain why they're actually really interesting.

So!

A Mark is a metahuman with no powers. But what this means is they DO have Willpower. Baseline humans have Base Will and no willpower, but marks DO have willpower. And what can willpower do? Well, you gain it by fulfilling your passions or loyalties, and you lose it when you fail to uphold those. If your willpower ever hits 0, then your powers crash out: The dice pools are halved and any super-dice become normal dice. This is what happened to Amanda in Peru, you remember? She hit 0 Willpower (most likely due to a combination of failing her passion to help people, already being deeply depressed due to her troubled marriage, and the simple expedient of being hit with a willpower sapping trauma check for seeing so much horror.)

But, if you have willpower you can also SPEND IT. You can get some bonus dice. Or, you can use it to negate damage! So, 1 willpower blocks 1 shock damage, or turns 1 killing into 1 shock damage. 2 willpower negates the killing damage, flat out. And most importantly, you can use it to gobble dice for any non-attack power that is used on you.

Say you're a mark with 11 WP and some fuckhead teleporter tries to teleport you to the Sahara with their powers. So, they get a 2x8 and you spend 1 willpower to eat their dice down to a fail (you need a set, so one 8 is nothing.) He blinks in confusion as you walk up and bean him with a baseball bat.

For a certain kind of player, this concept is probably one of the most satisfying ideas you've ever heard and, hey, playing Progenitor as a Mark with gadgets and gizmos, working as a The Boys? That's perfectly cromulent.

But it's also great for the GM - nothing like having a seemingly normal baseline nosell your hypercharm, eh?

Greg Stozle then throws the keys at the GM and players by letting them decide how many NPCs are strong, average or weak vectors. If there's a lot of strong vectors, then there's way more metahumans. Weak? Fewer and you're more special. I prefer the former cause I like being surrounded by weirdoes! but with that, we move onto the final...and most impressive part of this chapter.

CHANGING THE WORLD.

This mechanic? This one mechanic is about 25% of why I wanted to do this entire lets play. So, here's how it works. There are four metrics: Suspicion, Technology, Economy and Warfare. STEW, for short! As the players and NPCs act, they raise or lower those metrics! Fail to stop a supervillain and he uses mind control to conquer New York for a week? Suspicion is probably going up. Invent an antigravity engine? Raise the technology! Stop the Vietnam War in 1969 with a world changing peace conference? Warfare's going WAY down!

The two highest metrics combine to form the "global mood" - which breaks down to

Authoritarianism (S+T)
Espionage (S+E)
Tribalism (S+W)
Globalism (T+E)
Conflict (T+W)
Imperialism (E+W)

One you have a mood, once per year, as the GM, you total all the dice up and ROLL them. The sets are compared to one chart, the spare dice are compared to another. These random events are then combined with the PC's actions and the canonical events of Progenitor, and thus, will create a continual bubbling crockpot of SHIT HAPPENING.

...let me talk about Aberrant for a bit. Aberrant is also a superhero game ostensibly about big people and big decisions and big choices and politics. So, in Aberrant, if you invented a new gadget that revolutionizes computing technology, you know what I, as the gamemaster, had to mechanically support this?

FUCKING NOTHINNNNNNNNNNNNNNG.

NOTHHHHHHHHHHHHHHIIIIIIIIIIIIIIIIIIIIIINNNNNNNNNNNG.

Do you know how mind-paralyzingly terrifying, how completely enervating it is to sit there with an entire imaginary planet of 9 billion monkeys and try and come up with something, ANYTHING, to reflect the decisions made? Without a framework, without a guide, it's worse than a blank piece of paper. Well, Progenitor comes swinging in and just throws ideas at you like they're candy.

Say, we're at a Suspicion of 2, Technology of 3, Economy of 1 and Warfare of 3. Mood: Conflict! So, we roll 9d and get 7 6 6 5 5 4 4 3 3!

That's 2x6, 2x5, 2x4, 2x3 and a 7!

2x6: An ethnic enclave claims kinship with a rival neighbor, thereby justifying a 'limited' war of 'liberation.'
2x5: A nation uses chemical warfare on a minority group.
2x4: There's a flareup on a border that has been tense and built-up for a long time.
2x3: A nation sponsors a major act of terrorism, or several lesser ones, while consistently denying its involvement.

7: Some local mastermind is seeking WMD. His plan is to rig them to release or explode when his heart stops. (Yeah, he read Snow Crash.)

Now, you take what the PCs have done, look at the countries they're involved with, and start stitching together ideas. The 7 idea could be a fun short session, building up to something more dramatic - maybe combine the 2x4 and 2x5, and have the minority group that got hit by the chemical weapon be on that boarder. The PCs have been doing a lot in the Philiphines, maybe something there?

It's...so good, for the GM.

And with that, we have the final pages: A short run down of the main characters and major events. But, honestly, I think it will be more fun to read those in detail.

The next chapter, we jump right into history in the year 1968.

We will see Amanda's ever shifting evil meter! We will groan at bad decisions, wince at horrible events, and forever ask...

What would I do if I was there?

Because, at the end of the day: The world of Progenitor needs you.

It needs you bad.
 
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God just imagining Amanda as a real living person doing not only superwoman shit in real life 60s-70s disasters and altering history with fuck-ups and successes on real life hostage situations and etc..., and not just the nega-superwoman stuff of the ugliness of Vietnam, but just awkwardly floating over and not-really-internalizing-what-she's-doing but basically negating with her very presence all that the hottest burning currents of the great protest waves and counter culture moments can muster...

Its like, if Yankee Doodle, the not particularly Patriot or arch-Loyalist Tory just random Jane Smith put out all the effigies of the colonial governors and King George just to not have mobs lighting bonfires on the public square, and again protected the public property of the British garrison occupying Boston and not even particularly supporting the British but just preventing the riotous rock and snowball throwing triggering the Boston Massacre and etc... etc..., in the face of all that, would the increasingly mobilized colonial revolutionary movement just sadly wither away? Would America just, not exist?
 
God just imagining Amanda as a real living person doing not only superwoman shit in real life 60s-70s disasters and altering history with fuck-ups and successes on real life hostage situations and etc..., and not just the nega-superwoman stuff of the ugliness of Vietnam, but just awkwardly floating over and not-really-internalizing-what-she's-doing but basically negating with her very presence all that the hottest burning currents of the great protest waves and counter culture moments can muster...

Its like, if Yankee Doodle, the not particularly Patriot or arch-Loyalist Tory just random Jane Smith put out all the effigies of the colonial governors and King George just to not have mobs lighting bonfires on the public square, and again protected the public property of the British garrison occupying Boston and not even particularly supporting the British but just preventing the riotous rock and snowball throwing triggering the Boston Massacre and etc... etc..., in the face of all that, would the increasingly mobilized colonial revolutionary movement just sadly wither away? Would America just, not exist?

Fortunately, she's not the only metahuman out there - there are quite a few metahumans from the radical end of politics, including some famous historical figures you may recognize...but that's for later!

I am trying to decide if I should read the book linearly, or bounce around - like, each time a character is introduced, should I zip over to the character chapter and break down their character sheets? I'm thinking I might do that, so you can grasp what and why these people are doing what they can do.
 
Oh rad, I remember reading this a while back, and really liking it as a setting, even if I'm not a fan of Wild Talents as an actual system. Really looking forward to the rest of this.

I am trying to decide if I should read the book linearly, or bounce around - like, each time a character is introduced, should I zip over to the character chapter and break down their character sheets? I'm thinking I might do that, so you can grasp what and why these people are doing what they can do.

This sounds like a good idea, since IIRC the books hits you with a massive timeline but then doesn't actually explain who any of the people are until the next chapter.
 
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Oh, hey, Greg Stolze game, always a treat.

I'm not very familiar with Progenitor, so looking forward to you dissecting it. With Amanda being so important to the setting and her powers being what they are, maybe I'll finally understand how Variable works.

The next question is about Japan Air 351 Hijacking - a bit of world history I'd never heard of until I read the book. A faction of communists in Japan hijacked a plane to fly to Cuba and join revolutionary militias there. They had a katana?

Oh, yeah, Zenkyoto. I've actually learned about this incident from an essay on this very site. The essay doesn't go into details on hijacking itself, just describing it as the last hoorah of once prominent leftist organization that was systematically dismantled, but it's an interesting overview of the political history of Japan and its effect on pop culture.

However, it does have the weakness that...if you didn't build your character good, it can feel real shitty. However, there are some diegetic methods in universe to fix that - ranging from asking a hypergenius to build you a jetpack to just finding the guy who can CHANGE PEOPLE'S POWERS as his power and ask him to juice you. So, you're not SOL. But, as a veteran Wild Talents player, my suggestion is to 100% ask more skilled people for advice! Seriously!

Yeah, the thing about Wild Talents is that it's very crunchy and complicated compared even to many other supers game out there. There are usually several ways to build the exact same power, some of which are more mechanically potent and effective than others.

It's very satisfying to realize some wild character concept successfully, but there is a lot of effort involved in learning and understanding the system.

There is an interesting conversation to be had about the difference between the feel of character abilities in games like Wild Talents compared to more rules-light fiction-first games like, say, Don't Rest Your Head. Anything you can do in Wild Talents you can do in DRYH just by saying that that's how your powers work, but the actual mechanics is that you roll a bunch of dice against GM's own dicepool, count successes, figure out which mood (Discipline, Exhaustion, Madness, Pain) dominates, then figure out how the whole conflict at hand resolves based on that. Your powers add flavor and allow you to resolve situations in ways normally impossible (you cut the hostility out of hearts of your enemies, making them mere strangers and such), but there is no... weight to them for lack of a better world, not compared to Wild Talents powers clearly defined in all their might and flaws on your charsheet. You don't turn into a terrifying monster with thousand teeth, you say you do that. (Still a great game for what it's going for, one of my favorites.)

Or, like, Shadowrun, which was ported on more modern games several times because its mechanics are pretty awful, but people still return to it because there is something hypnotic about big ol' shopping list of guns and spells and augments compared to more modern "simply describe what you have, take a bonus in situations where it's relevant" approach.

In the wild, this discourse is dominated by the shadow of deeply flawed and outdated GNS theory, which is a shame since, as I see it, the modern trend embodied by PbtA, FitD, Spire and other games is to attempt to find a middle ground here, with character abilities being both concrete, codified, present in mechanics while also being constructed to work better with the fiction-first ethos.

What's fun is, this isn't even a GM dick move tool, YOU CAN BE THE HYPERMIND! There are NPC telepaths who might be reading your mind - like J. Edgar Hoover (I'm sorry to have to inform you of this, but...J. Edgar Hoover has telepathy and shapeshifting, I...I'm sorry, I'm so sorry) - so, like, you can absolutely have this work for you OR against you. It rules.

That's the general ethos of Wild Talents: GM/player mutually assured destruction. The game provides essentially zero guardrails in regards to building your character, allowing for any utterly busted build you can imagine and saying nothing about how it's a bad tone to be completely invulnerable to everything. Be Superman, be Dr Manhattan, whatever, sky's not really the limit. But, of course, the GM has access to all those tools as well, and more, they're fully able to engage in asymmetrical warfare, targeting not your character directly but your loyalties and passions. You may never be defeated in combat, but can you protect your Uncle Ben?

The downside of this approach is that the players really need to be on the same page in regards to what conflicts are acceptable and what would be a dick move, moreso than in many other TTRPGs, otherwise things can spiral out of control. The game is impressively dedicated to complete freedom of player expression, but you really want a robust social contract to make use of it.

"Zero guardrails" is a broad trend in Greg Stolze's games, manifesting differently in each. Unknown Armies, for instance, allows for a very wide variety of characters exploring different aspects and themes of the setting, which must be curated through a session zero agreement to actually have a game. If you just allow players to come up with whatever they feel like, they could very well return with the following PCs (absolutely not based on personal experience how dare you): a shady avatar of the Demagogue campaigning for mayor on the platform of filthy lies and Russian voodoo, an aging boxer and the avatar of the MVP increasingly relying on steroids to keep up the edge, a runaway trans teen epideromancer dedicated to becoming perfect one cut at a time and moonlighting as a street doc for the local mafia, and a dude with a shotgun. All of those characters are valid and engage with the themes of the game in various ways, but getting them together for an adventure could be... a challenge, especially if you want to keep them together afterwards.
 
Yeah, wild talents is not kidding when it says that it trusts you, the player - the game breaks down mechanically how to build a character that can turn off the sun.

If you just allow players to come up with whatever they feel like, they could very well return with the following PCs (absolutely not based on personal experience how dare you): a shady avatar of the Demagogue campaigning for mayor on the platform of filthy lies and Russian voodoo, an aging boxer and the avatar of the MVP increasingly relying on steroids to keep up the edge, a runaway trans teen epideromancer dedicated to becoming perfect one cut at a time and moonlighting as a street doc for the local mafia, and a dude with a shotgun. All of those characters are valid and engage with the themes of the game in various ways, but getting them together for an adventure could be... a challenge, especially if you want to keep them together afterwards.

This is why Unknown Armies 3rd edition kicks so much ass, the session zero agreement is now mechanically required for chargen and tied into setting building in a really fun way. But this is not a "Lets Read Unknown Armies 3rd Edition thread" ...or is it?

Yeah, the thing about Wild Talents is that it's very crunchy and complicated compared even to many other supers game out there. There are usually several ways to build the exact same power, some of which are more mechanically potent and effective than others.

It's weird, WT always struck me as a relatively simple, elegant system compared to the other supers games I've read, but...that may be because my exposure to superhero games was (other than the relatively breezy Aberrant system by White Wolf), uh, the HERO system, Palladium, and GURPS.

And, like...

The hero system looks like this.






So, like, you can see why I'm looking at things from a "Wow, this is so breezy and elegant!"

Oh rad, I remember reading this a while back, and really liking it as a setting, even if I'm not a fan of Wild Talents as an actual system.

I'm kind of curious what you don't like about it - it's one of my favorite systems, but my girlfriend also doesn't get along with it and you have the same issues, then I can share them with her!
 
It's weird, WT always struck me as a relatively simple, elegant system compared to the other supers games I've read, but...that may be because my exposure to superhero games was (other than the relatively breezy Aberrant system by White Wolf), uh, the HERO system, Palladium, and GURPS.

Yeah, my main exposure to supers and adjacent systems is stuff like Masks, Apocalypse Keys and aforementioned DRYH, lol, so definitely a different paradigm in play.
 
Next, we have a description of how the powers spread and get a handy chart of power lineage that I showed to a friend once and they cackled and said, "WOD VAMPIRE SUPERHEROES!" which is...true, yes, actually, that is exactly how it works, they're World of Darkness vampire style superheroes, you got me. We also have this sidebar.
So is there a Diablerie style optional mechanic? :p
 
So is there a Diablerie style optional mechanic? :p

...actually...yeah, I can totally see a character being built around being a Dark Energy power drainer. It'd probably be a pretty expensive power and need expenditure of Base Will to activate - the go to "how to balance" powers rule in Wild Talents is if a power seems like it can really fuck around with your setting, slap a Base Will cost onto it. This is what is used for stuff like Time Travel in the core book.
 
I'm kind of curious what you don't like about it - it's one of my favorite systems, but my girlfriend also doesn't get along with it and you have the same issues, then I can share them with her!

1: No talent equivalents, so any character who isn't a super-both normal human NPCs and PCs who decide to go normal human and/or gadget hero or similar, are going to be extremely boring because there's no way to differentiate non powers abilities or skills beyond 'Take another dice in Martial Arts'.
2: I hate how every ORE engine game does combat skills. You should not have to take separate skills for different weapon types.
3: Weapons, armor, and equipment is generally boring as it is in the vast majority of tabletop RPGs.
4: It's an enormous pain in the ass on the GM's side to be making enemies with the power system constantly, especially if you're not going to be doing a small coterie of recurring villains.
5: Minor thing, but not a fan of how Hard Dice interact with the hit location system-Hard Dice are supposed to be about always hitting with maximum force, but no precision-but in gameplay the way it works out is...they always hit the head, which is pretty damn precise.
6: The damage system is better than most RPGs but still pretty mediocre. I'm not a fan of there being very few change states beyond 'Crippled Location, Unconcious, Bleeding, or dead'. There's no real way to simulate a character being hamped by injury but still able to fight.

There's probably others but it's been literally years since I last ran Wild Talents, or anything else ORE related.

To be clear, there's a lot I like. The Power System is very flexible, even if it's a pain to use. One Roll Engine is a very smooth, clean engine that can handle differences in player power very well, and it's base combat system (especially the Initiative/declaration system) is fantastic, with a lot of combat options that are actually meaningful that other games don't offer.

I actually did run an (extremely homebrewed) campaign of Wild Talents using the Parahumans setting and enjoyed it, but it required an insane amount of work and homebrew, so it's not a system I'd ever want to use again, personally.
 
Well, I have some good news for you!

1: No talent equivalents, so any character who isn't a super-both normal human NPCs and PCs who decide to go normal human and/or gadget hero or similar, are going to be extremely boring because there's no way to differentiate non powers abilities or skills beyond 'Take another dice in Martial Arts'.

Yes there is, you can give extras and flaws to hyperskills and hyperstats. Want to have a Batman style guy who can take on a bunch of people at once, give him Radius and Controlled Effect and now he's a rapidly moving nimbus of punches (which models Arkham Asylum style bouncy punching styles.)

2: I hate how every ORE engine game does combat skills. You should not have to take separate skills for different weapon types.

Good news! The Kerberos Club spaltbook has rules for broader and more flexible skills, and it's extremely neat. Also, Reign 2nd edition differentiates between specific weapon skills and a broad Fight skill, so, if you wanted to be good at every kind of combat but not a specialist, you can take Fight dice! It's a fun differentiation, I think.

3: Weapons, armor, and equipment is generally boring as it is in the vast majority of tabletop RPGs.

They're simple, sure. If that's boring to you, there's not a lot I can do, true.

4: It's an enormous pain in the ass on the GM's side to be making enemies with the power system constantly, especially if you're not going to be doing a small coterie of recurring villains.

That's also true, lol.

5: Minor thing, but not a fan of how Hard Dice interact with the hit location system-Hard Dice are supposed to be about always hitting with maximum force, but no precision-but in gameplay the way it works out is...they always hit the head, which is pretty damn precise.

To be fair, hard dice aren't imprecise. What they are is inflexible. You either use all of em or you use none of them.

6: The damage system is better than most RPGs but still pretty mediocre. I'm not a fan of there being very few change states beyond 'Crippled Location, Unconcious, Bleeding, or dead'. There's no real way to simulate a character being hamped by injury but still able to fight.

Well, there's also burning, dazed (which imparts dice penalties, it's a power extra) and there are some additional rules in the Godlike book if you want to make things REALLY fucking mean.

Still, hope these factoids help! ...or are interesting, at least!
 
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February, 1968: Meet the Metahumans New
Chapter Two is an interesting and knotty one. Taking up a good chunk of the book (almost a third), it covers every year, every month of both our real world (albeit in bullet point style "here's something to google real quick" inspiration mode) and the Progenitor world, with plot hooks, character events, and a whole lotta people who that are later statted and described in full detail in Chapter Three, which is the other INCREDIBLY beefy chunky part of the book - filled with character sheets and motivations and, also, full on breakdowns of their future fates and destinies and they all mostly interweave in ways that make sense.

Well, okay, the first half of the characters (the high tier ones) are pretty relevant on the global stage. The minor tiers, the ones with less powers, who are far more numerous, tend to have more parochial, focused, personal stories that range from the hilarious, the tragic, and the tragically hilarious.

So, how am I going to handle this?

Simple!

I will go year by year and each time a character is introduced, we'll zoom to chapter three to get their basic summery and power write up. I'll tell you about their powers and how they work, maybe geek out about Wild Talents, then head back before talking about their ominous "destiny" section because...well, that's spoilers, man.

Some years will have no new characters, so I will cover them relatively quickly, but I assure you, I can write a ton about 1968 and the metric fuckton of characters that Greg throws at us.

1968
STEW METRICS

Suspicion: 0 | Technology: 0 | Economy: 0 Warfare: 0

"Whoa, wait," I hear you cry. "Why the frell is warfare at 0 in 1968!?"

Proggers said:
The global change metrics are listed at the beginning of each year, in each of the timelines. In 1968, they're all set at zero. This isn't because the year had nothing going on that impacted technology or the world economy, but rather as a convenience for following the changes wrought by dark energy (or the march of time). The metrics are zero only because that's the first year on the line.

See? Simple! ...also, as the GM, if you are starting your campagin at the beginning of the Progenitor timeline, you have enough on your plate without throwing in random events too. Characters at this level (unless you want to play people at the end of a very rapid chain of "Hey guys, check out what I can do!" style infections) are going to be Tier 3, 4, 5 which means they're still at the planet juggling, hovering ominously over crowds in lovingly shot slow motion while Pruit Igoe & Prophecies plays.

...man, I have issues with the Watchmen movie by Zack Synder but god he picked the right soundtrack...

We begin...

FEBUARY

Proggers said:
After seeing footage of Tet on television, Amanda Sykes (p. 159)-

BOOM, off to Chapter 3!

AMANDA SYKES - The Progenitor

SUM UP

Proggers said:
Up until 1967, Amanda Sykes was a normal woman. Born Amanda Carson in 1934, she went to high school in Longton, Kansas, attended the University of Kansas but left before completing a degree. She'd met Abraham Sykes and fallen in love. They got married, moved to his farm and had a baby, and then she got .5% of the total energies of the universe lodged in her.

It was fall of 1967, she and her daughter Amy were bringing Abe a picnic lunch on a sunny Saturday and something happened. None of the Sykes' were able to explain or describe it clearly, later, but it was random, and violent, and loud, and it hurt. Amanda felt like she was coming apart, but at the same time like she was forcing herself together. She screamed, and shattered every window within twenty miles.

Then it ended. But it had really only begun.

After a few months of fiddling to figure out what she can do, Amanda see's the Tet Offensive on television and in what might be the single worst possible backfiring of the NVA's operational and strategic goals of the Tet Offensive, she decided that she had to do something. The personality paragraph for Amanda underlines it: An idealist, but also, believes pretty much everything she was taught - in God, in country, in that country's law and in her elected officials.

This here is Amanda's one big gigantic mistake that then leads to every other mistake down the line, if you ask me - and, like, I'm not even sure if I'd call it a mistake exactly, since if I recall my history lessons right, American pop-consciousness about trusting the government was fairly high until the 1970s, where Watergate and such broke the dam and led to our modern world weary, cigarette smoking, doomer youth. She trusted her government to hear that God was real and American and for them to then tell her to do something that would make the world a better place.

Instead, LBJ sent her to Vietnam to atomize people.

POWERS

Reading Amanda Sykes' powers was when I, as a Wild Talents enjoyed, realized just what Greg Stolze meant when he said he trusts us. Turning off the sun is one thing - this is something else! We begin with her core power of Dark Energy Manipulation. It's a variable effect power, which means that it can be changed out to be any power you want, but it has a restriction! It can only influence observable patterns matter and energy.

Ah.

Only.

It can ONLY influence observab-

It can JUST do that, huh? SO, ALL it can do is JUST manipulate ANY kind of observable matter and energy!? REALLY, GREG? THAT'S IT? That's the main restriction? Jeeze.

Her power has the three types of qualities that a power can have - it can attack, it can defend, and it can do something useful. However, it also has the weakness of "if/then: for variable effects only" - which means that the ONLY thing the power can do, in its inherent state, is to be turned into another power (within the umbrella of manipulating matter/energy patterns.) This means that basically, Amanda can take an action and, with a successful dice roll, the attack, defend, or useful function of the power into whatever she wants. Since she has all three qualities, it can also become any stat she wants.

The power has 6 hard dice (HD) which means that she either has to use all of it or none of it, and every die always rolls a 10 - her power is terrifying and all encompassing. If she formats the attack function to fire laser eye bolts, those laser eye bolts are always going to hit the vitals or head for 6 shock and 6 killing damage, which is enough to turn pretty much anyone who doesn't have superhuman levels of protection into chunky salsa.

(Like, for comparison, the head has 4 health levels. So, like, there's enough damage left over to put 6s/4k into the torso, which would fully cripple the torso! So, like, the head isn't just gone, so is a good chunk of the sternum. That's one mean ass laser eyebolt!)

"So, cool, Amanda has a very strong power bu-"

Oh that's not her only power. Next, we have Immunity to Dark Energy effects, which is an endless utility power that has 9hd. This means she always has 9x10 dice that exist entirely to gobble effects created by Dark Energy effects. Try and teleport her? Nope. Read her mind? Nah. Turn her into lead? Nope! Shut her powers down? Mm, she might not even notice it happens. She's also immune to being hypercharmed by super-persuasive people, she can't have her personality modeled and predicted via the super-intelligence of schemes, even someone with hypersense has a hard time perceiving her with anything but their normal ass human vision and eyes.

"Okay, so, one strong power, one potent def-"

She has more powers, man, I'm not done yet. Next, she has Versattack, which is basically the attack function of her main Dark Energy Manipulation power split off by itself, then given 6d+1wd. This means she can have, say, her DEM set to Hypersense, and still have her Versattack prepped to shoot, you guessed it, LASER EYE BOLTS! Then she ALSO has Versatility, which is the same thing as Versattack except instead of attacking, it's useful. So, while she has hypersense, she also has laser eyebolts, AND she can have flight, all running at the same time. And then, FINALLY, she has a 9hd Defend power called D.E.Fense - it's nothing spectacular, just an impossibly good block that can swat pretty much anything out of the way before it hits her.

...and then there were a few bonus points left over, so she also got +12 Base Will, bumping her from normal human levels of confidence (4 base will) to...not quite Batman, but close to Batman (Batman is about 20-30ish base will, minimum.) There is a note that as the years go by, she spends her XP on getting more base will, and to assume she gets on average 1 per year.

Hoo boy. What a powerset. It's potent and flexible - but it also has some weaknesses, which you may not know how to notice if you're not a pro in Wild Talents. So, let me lay them out: Her hard dice DEM power cannot be easily split. Each action after the first she wants to do is -1d, so she goes from 6x10 to 5x10, and then she needs to make two sets. This means she can do two things at once with her hard dice...but not three. Three actions would be -2d (bringing it down to 4hd), which can only get two sets (2x10 and 2x10)

If she's under direct attack and hasn't established and enduring defensive effect like turning herself into hardened steel or emitting a force field or altering the brains of everyone looking at her at the molecular level so they miss, or whatever she chooses to do, then she has to use her D.Efense 9hd to defend. If she wants to both block AND attack, she uses the smaller of the two dice pools - and while 6d+1wd will always roll one set, it may not roll two, and if she's fighting someone with a really beastly attack, a 2x10 set (which is a great block, normally) won't be enough to stop them.

Amanda - and V.E power heroes in general - succeed not when they just pit raw power to raw power. THere are characters that can out-box Amanda, there are characters that can out-teleport Amanda, and good lord are there characters that can out-think Amanda (even if they have a hard time predicting what she will do, specifically.) But there's few characters who can just do anything they want

Knowing how hellacious this would be to run as a GM, Greg gives us Amanda's power wardrobe - a set of powers she usually uses, which gives us some...odd perspectives on her character.

SINGLE ARMORED TARGET

Set her DEM to Invisibility with the Slow flaw. This means she turns invisible for the scene (it takes a bit, but once it's done, it's done), and this invisibility gobbles 6 incoming attack dice per round, since...she's invisible. It also makes it hard to spot her or find her, thanks to the 6x10 "i'm invisible" useful effect.

Next, her Versatility power is set to Multiple Actions, allowing her to get a few bonus dice for all actions due to her speed and negating multiple action penalties.

And finally, she drops 42 goddamn willpower on her Versiattack to give it Obvious, Willpower Bid, HOrrific, Full Power, and Penetration 10 and Engulf, so she can blow through as much armor as humanly possible and do, on a basic 2xX set, 2s/2k to the entire body. It's scary as hell (horrifying.) Her tactic in here is to turn invisible, sneak up, then clobber the asshole as hard as possible.

SO MANY BUTTHOLES

This one has her DEM set to Heavy Armor with Obvious, Willpower bid and Horrifying. This is what also keeps her disguised for the first few years of her career, since she just presents herself as a flying demoness of green fire and metal because, as Greg says, she's not very imaginative. Rude!

Versiattack is either set to "Fires of Madness" or "Fire of Retribution." It's got the flaws of Obvious, Willpower Bid, Full Power, Horrific, and No physical change, with Spray and Burn. She hoses down the crowd and it hurts, clings, but does not "real" damage - unless she uses the Retribution power, which swaps out No Physical Change with Depleted.

Her versatility? She sets it to minions and summons flaming demons (thanks to horrific and full power only.)

This power suite really makes me feel like Amanda has a kind of unhealthy relationship with her powers PRETTY fast. As someone with a loyalty of 4 to "liberally interpreted Judeo-Christian morality", I just don't see the powerset themed entirely around being a horrifying being of green fire and demonic energy, spraying people down with fire from your palms like you're a level one to level one hundred Skyrim character as being a sign of someone whose happy with their ability to manipulate matter and energy at will.

FRIEND AND FOES

This one is set with DEM to insubstantial, as written in the Wild Talents corebook. The Verisattack is a obvious, WP bid, touch only, one use, and full power only....but for that huge panoply of flaws, she slaps on radius, daze, non-physical and controlled effect. This means it can't be dodged or blocked by armor, only resisted with a Body+Endurance roll, and anyone who fails is gonna be taking a 2s/2k hit to the brain (assuming she uses a called shot to the head), which is enough to knock out everyone in a 10 meter radius, while not hurting any of her friends. THose who are standing are going to be facing a -2d dice penalty from daze AND Amanda STICKING HER HAND INTO THEIR CHEST AND SQUEEZING THEIR HEART WITH INSUBSTANTIAL.

Yeah, she can use the Insubstantial attack too. And at 6hd, that's gonna be some grisly ass insubstantial bullshit.

Her versatility, meanwhile, is just a an on-touch healing power, to patch up any buddies (or surrendered bad guys, I presume) who need it.

This powerset is, to be honest, a lot more healthy than her Butthole Suite. Like, you can actually do insubstantial non-lethally, just take -1d to turn your attack into a Shock only attack (pulling your punch) means a 5x10 will do 5s to the head, which will render someone unconscious and, unless they dodge it, it'll go through most defenses (insubstantial is also non-physical.)

EVERYDAY

DEM: Hypersense, a good all purpose stat, you will never be sad to be able to always get a 6x10 on "roll perception" or "Roll empathy" checks.

Versattack: Whatever she used last.

Versatility: Flight, standard on the box flight (This gives her a flight speed of 160 MPH...but she can easily bump that up to 16,000 MPH with Obvious and HOrrifying, if she wanted to look scary while flying around.)

The Everyday is an important note: Most people who have variable effects like Amanda tend to pair them with Duration - so, you format them to a power, use them during the scene, then it fades back into your normal V.E power. Amanda has them on "Endless" - they last until she wills them to go away, loses all her willpower, or is knocked unconscious or killed.

So!

That's the Progenitor! She, uh, fits the fucking bill of Dr. Manhattan on goddamn steroids.

How do you, as a GM, use Amanda? It may seem on first blush that this is a wildly overpowered GMPC that exists to squish unruly player characters, but...really, she's not. For one thing, Amanda has the same weakness everyone has: She's a human being. She has passions and loyalties that erode her willpower if she goes against them (and considering how very, very rocky her relationship is with her husband and her daughter as time goes on, that passion (6) she has for her family is more of a curse than a blessing) and a team of superbeings throwing their weight at her can force her to blow through WP, which she may not have to spend. Also, she can do anything - not everything. So, a team of people dealing with her at once has a better chance than a single person.

However, she's also a human being in that she has shit to do. The Earth is, get this, a very large place and it's actually entirely possible to play a whole Progenitor game and never directly interact with Amanda - she's the most powerful person in the world, but a low tier character may not even meet her in the same way that a Vampire the Masquerade player will rarely meet Cain.

And, also, she's a human being in that...she's being totally failed by the government and people in her life. I may be biased because I really like her powerset, and I'm currently in a Progenitor game I call "saving the world via slowburn Amanda Sykes romance", but like...the lady can do anything, and the best LBJ and the US government can think of doing with her is use her to blow up Vietnamese people? At least unlike a certain Doctor, she uses her ability to do anything to ALSO heal people. Of cancer. Which is a THING SHE CAN DO, UNLIKE A CERTAIN DOCTOR WE ARE ALL THINKING OF RIGHT NOW.

These three facets allow the GM to use Amanda without abusing their players.

...I mean, or they can...they can just be assholes, I guess...

Anyway!

BACK TO 1968!

Proggers said:
Sykes Family: After seeing footage of Tet on television, Amanda Sykes (p. 159) reveals her capabilities to Sergeant Christopher Marshall (p. 171)-

sighs

Sergeant Christopher Marshall, the Infinite Recruiter

Sum Up

Proggers said:
Christopher Marshall was kind of a lazy kid. He graduated high school with decent grades but no real plans and not much ambition, so he joined the army. Honestly? He'd always got by on his charm and looks, but he recognized at some level that his life needed more direction and structure.

The army gave him that in spades. He joined in 1961 and was never stationed farther from the U.S. than Germany. When it was suggested that he might serve Uncle Sam best as a recruiter, he agreed and went back to his Midwest home.

Sergeant Marshall had never fired a weapon in anger and was comfortable with his Army life until a woman came in one day and said, "I want to help win the war, and I can do this." Then she levitated him out of his chair. Nothing was the same after that.

A few months later, he dreamed of soldiers emerging from the ground, ready for battle. He wakes up to a rap tap tapping at his window - and sees that the Turf Warriors have arrived. Personality wise, he's affable, generally likable, has a slight reserve to deep connections that can be uncovered if you really try.

POWERS

His first power is straight from Wild Talent's core book. He has Minions, with an attached useful of "the minions are also obedient" so they will not just emerge from the ground and follow his orders, but follow anyone's orders (assuming they're in the US military chain of command.)

Anyway, they're permanent.

Not endless like Amanda Sykes powers, which go away after she runs out of willpower or dies, no no. Permanent means PERMANENT. If he rolls his 2hd+8d dice pool and gets a set (and he always will), he will summon 10 Turf Warriors that are impeccable trained, excellent shots, and relatively hard to kill. They will last until they are killed. If Chris runs out of willpower due to the crushing weight of leadership, the Turf Warriors stand. If Chris dies of a heart attack, the Turf Warriors stand. If Chris' body is obliterated to the cellular level, his Turf Warriors stand.

This is his first power. Next, he has an attached variable effect useful power that is "if/then: for human frailties" - which lasts forever as well. It's attached to the Turf Warriors. What this means is that these turf warriors have an automatically adaptive general purpose immunity to human frailties. They can walk on the moon and mars, maybe the sun, and are generally sturdy against gasses, chemical weapons, and radiation. NBC? more like NBD!

The next power he has is more interesting because of what is attached to it, and because of it, again, having Permanent: Metal Officers. Metal Officers are formed out of steel, copper, iron, whatever metal is common in the area (he doesn't actually "use up" the metal, they just...step out of it.) They're the Sidekick power from Wild Talents, meaning they use his base mental stats for their own rolls...and, also, they have 5hd in light armor, 5hd in heavy armor, 5hd in extra tough, 2hd in the immunity effect turf warriors have, 20d in hyperskills (which are assigned to various soldierly abilities), and 8d+1wd in hyperbody and 6d+1wd in hypercoordination.

DID I MENTION THESE OFFICERS ALSO LAST FOREVER?

They're sentient, they last forever, they have superhuman strength, the toughness and general durability of an armored vehicle, and can dodge bullets. And he can make one per turn of combat 24/7 until he decides to stop.

...also, he has 7d in a general purpose attack/defend/useful "move dirt around" power but, like, it is so clearly "oh, I have 42 points left over, uh, what to do with them?"

This power is the next "Oh...Oh I see how it is" power that Progenitor throws at you. If you're ever worried that your power is too twink, or too world changing, or too ballsy, or too out there? Don't worry about it! Do not! Worry! We have Sergeant Marshal here shitting out 300,000 troops in TEN GODDAMN DAYS! Within a week of him arriving in Vietnam, I think there were more Turf Warriors than Americans there! And, hey, the Turf Warriors have perfect morale, never get angry, and are led by strict, nigh immortal officers with a complete understanding of the military code of justice, I think it might also have been the most ethical, least problematic army in the region for a little bit there in terms of following the rules of law at least.

Marshal is a fun character for the GM if only because, like...

Need to sick 10,000 creatures of dirt and clay carrying M16s and frag grenades on the PCs? It's his fault! Blame him

BACK TO 1968! ...we're not even out of the first sentence of the first month, oy vey.

Now, onto the second sent-

Proggers said:
He rapidly brings her to the attention of General Andrew Colt (p. 168).

Okay, you know what, lets at least get to the end of the paragraph first.

SOZ said:
Colt introduces her to the president, Lyndon Baines Johnson (p. 169). Although they don't know it, all three men receive dark energies of their own from Amanda as she demonstrates her powers on them. At this point, Abe and Amy Sykes are both exposed, though only Abe suspects his powers.

Hoover: Johnson develops massive persuasion powers, but they're subtle enough that he uses them without realizing it. He rapidly spreads dark energy to FBI director J. Edgar Hoover (p. 189), his secretary Brenda Harkness (p. 206), a staffer named Bryson Maas-Thierry (p. 206), a few other aides, and some bystanders at public events.

Sykes Family, Atlantis, Shavians, Jason Weeks: Left behind in Kansas, Abe Sykes (p. 173) asks friends to watch his daughter while he gets to Washington DC on his own. Frustrated with the separation from his wife, Abe centers himself by focusing on the less fortunate. He goes into a hospital and empties it of its most helpless cases. The first nine patients healed all become empowered. They are LeRoi Mathers (p. 207), Cynthia Carls (p. 214), Jarvis West (p. 203), Lin Wen (p. 216), Deionne Bright (p. 192), Tina Shaw (p. 205), Boris Mizurski (p. 217), Barbara French (p. 218) and Jason Weeks (p. 195). In this one night, Abe Sykes creates all of his direct power descendants.

Goddamn it Abe, you just have to make this post go on for-

GENERAL ANDREW COLT, THE PERFECT STRATEGIST

SUM UP
Proggers said:
Andrew Colt went straight up the ladder. From a military family, he attended West Point, got his first commission midway through World War II, served with distinction in Korea, and was coordinating recruiting efforts stateside as a two-star General when Sergeant Marshall came forward with "something he really needed to see."

General Colt saw Amanda Sykes tear apart a Jeep with her bare hands, fly unaided and, when he asked if she could restrain people at a distance, she responded by paralyzing him.

The visions started soon after that, but at first he refused to accept them. The voices were next and they alarmed him, but when he heard about Sét and learned that Amanda's energies might be contagious, he figured it out.

Andrew Colt is your average third generation army guy - formal, stern, enjoys hiking. I kinda imagine him like Irving Morell from the Harry Turtledove Southern Victory series in that he doesn't have much going on beyond really really really liking his country and wanting to smash the enemies of it flat with a big stick.

Well, he just got a world beater of a stick.

POWERS
Andrew Colt has a 2hd+8d telepathic attack, defend, useful power with 7 boosters!

Each booster increases the range by x10.

10d has a range of approximately 5000 meters (the book uses yards, a crime for which Greg Stolze will never truly atone for.)

Andrew Colt's powers have a range of roughly 50,000,000 kilometers.

He can read your mind from the FUCKING MOON.

He also has Clairvoyance with 10d, which, get this, also has 7 boosters.

He can see anything anywhere FROM THE FUCKING MOON.

That's it, his powers are breathtaking in their simplicity and terrifying in their reach. He can roll a set on clairvoyance to spot you, then roll 2x10 to read your mind, realize you're an issue and then roll 2x10 and, wham bam thank you ma'am, that's 2s/2k to the head. If he does a second time, you're dead, honey.

Andrew Colt is a character that either will be supreme background noise, unrelated to anything you do, or the worst/best thing to ever happen to a party. If they're his friends, Andrew Colt has the amazing ability to always be a useful friend that can help at any time - literally, any time! If they're his enemy, Andrew Colt is fucking impossible to evade without some kind of jamming power, and even then, the fact he's jammed means he'll probably know where you are since he can just skim around where you're NOT jamming him to narrow it in.

Fun!

LYNDON BAINES JOHNSON - PRESIDENT

SUM UP
Proggers said:
LBJ was born in Texas in 1908 and worked as a school teacher before entering politics. In 1937 he got elected to Congress as a New Deal Democrat. Notorious for a dirty (and failed) Senate run in 1941, he joined the military during World War II.

Though he requested combat duty, he was valued more as a political observer in the Pacific Theater. He has the distinction of receiving, quite possibly, the least-merited Silver Star in the history of US combat. Despite that, his reports on conditions at the front and his ruthless taste for streamlining bureaucracy had a powerful positive effect on the war on Japan.

After the war he cheated his way to a Democratic nomination for Senate, which he won in 1948, quickly becoming a party leader. He was whip from 1951 to 1953 and Senate Majority Leader during the passage of the 1957 Civil Rights Act...

...He became John F. Kennedy's Vice President in 1960, despite the disdain of many of Kennedy's Ivy League advisors. (Reputedly, Robert Kennedy called him "Uncle Cornpone" behind his back.) When JFK was assassinated in 1963, LBJ served out the rest of Kennedy's term before crushing Barry Goldwater in the '64 election and pushing an ambitious civil rights agenda. He was also a firm believer in the Domino Theory and, consequently, drastically deepened the US involvement in Vietnam. In 1967 he put Thurgood Marshall on the Supreme Court and in 1968 he met Amanda Sykes.

What a fucking mixed bag LBJ is. I genuinely find a lot of his domestic policies to be some of the best stuff the Democrats ever did when in office, and that's AFTER all the amazing shit FDR did. Then he goes and fucking cranks up the pressure on Vietnam, an insane, stupid, genocidal war that was fought for, as far as I can tell, literally no reason at all. He's like Biden, if Biden also did things.

Then he gets superpowers.

Terrifying!

POWERS

Did I say terrifying? I mean ahhhhhhhhhhh! LBJ's powers are simple as dirt and that's why they're scary. He has 10hd in hypercharm, 10hd in hypercommand, 1d+9hd in hyper-empathy, and 10hd in a power called "untochable" which is basically hard armor except it's entirely psychic - so, if you try and kill him you simply cannot do so unless you beat the 10x10 set compelling you not to do it. To put this into non-game terms, he can convince anyone of anything in about three seconds of conversation, he can order you to shoot yourself in the head and you will say, "Sure thing, Mr. President!", you cannot lie to him, and if you have his head in a crosshairs, he's so damn compelling and magnetic that you can't pull the trigger!

Oh, also, command is the stat you use to resist persuasion and mind control, as well as traumatic things like mass death or committing genocide and so on. Basically, so long as LBJ has willpower, he is nigh impossible to convince that he's wrong and utterly unshakable in his convictions.

The main weakness of his powers is they don't work at remove. For example, if you set a time bomb for him to walk into, that won't be blocked by his power. If you speak to him over a phone, his hypercharm and hypercommand are useless! So, uh, get used to ducking calls.

...or get the D.E Immunity that Amanda has, it's relatively cheap considering its utiltiy.

J. Edgar Hoover - the Man of Secrets

SUM UP
Proggers said:
J. Edgar Hoover backed America and was willing to do whatever it took to make sure he (and the USA) came out on top. He started out as a young lawyer with an interest in the famed postal inspector Anthony Comstock, a crusader against pornography and birth control information. It was an early sign of the tendencies that would mark his professional life before the radical change brought on by dark energy...

In 1968 Johnson didn't tell him a damn thing about Amanda Sykes (p. 159) but that didn't stop Hoover from trying to worm answers out of the President. He was so pushy that Johnson had to draw on parahuman means to dissuade him. Unwittingly, President Johnson thereby set Hoover on a radically different path.

In March of 1968, frustrated by February's ongoing civil rights demonstrations in the Carolinas, Hoover found himself desperately wishing he knew what was in the Reverend King's mind. Then suddenly, he did.

Not to quote too much, but...I find the personality passage so fucking good, I just want to quote it verbatim.

Proggers said:
Self-righteous, paranoid and obsessed with control. Particularly with information as a means to control. Hoover's a genuine patriot, but one whose ideal of America is dangerously narrow.

Dangerously narrow, what a phrase. What a perfect summation of Hoover and his ilk.

It gets worse, though.

POWERS

First power: Scan others! He can roll 10d, and if he gets it, he has a total template of that person - body, mind, dark energy powers, the whole shebang. It has a range of 3 million miles.

Second Power: Adjust Towards Other Apperance. This triggers off his first power - shifting him to look like the person he has scanned, and then it also triggers

Be Other: This also converts his mind and personality into a perfect clone of the other person. They have the Spray extra so that despite rolling multiple powers at once, each power can get a 2x10 set and, thus, both go off at the same time.

Skill Use and Power Clone are both variable effect dice pools that let him mimic (albeit in a much smaller dice pool, normally) any dark energy power that the person he scans has.

Well, once again, like Colt, Hoover here has a power set and position in society that he's either a quiet non-entity that your players never run into, or he will be the worst thing that can possibly happen to them. He's honestly way more interesting meet later than earlier, considering what happens to him after...uh...well...spoilers. Spoilers, spoilers everywhere! Just keep an eye on this man.

Also, I find it deeply, deeply funny that a man who probably hates black men, gay men, women of every type, and anyone who isn't a hardcore conservative American will use his powers to A) Scan those people so he can destroy them and B) then be forced to become them. He uses it to hurt people since he learns their secrets, but he's also forced to understand people on a level with a full blast, unavoidable empathy spray that most people never get, ever.

...also, like, he immediately infects a bunch of them, which is how we get so many superpowered civil rights leaders. Thanks, Hoover!

You schmuck.

BRENDA HARKNESS & BRYSON MAAS-THIERRY - The Woman who Would Be Queen (of Michigan) and Skull and Bones Man

SUM UP
Proggers said:
Brenda was a hard-workin' Texas gal who was part of LBJ's staff (p. 169) for years. She was a good do-be, modest, quiet, anticipated needs well and made barely a ripple on the President's consciousness until he accidentally infused her with dark energy. Then she, along with Bryson (see below) became one of the US's unofficial government hyperbrains.

Proggers said:
Bryson gets his powers at the same time as Brenda Harkness, and they're extremely similar to what she gets (which may just be a function of being spellbound by the same Johnson national security speech), and while he winds up as her partner for decades—advising Presidents and congressmen, detangling syntergenes for the government, having diplomatic missions blow up in their faces—their backgrounds couldn't be more different. Bryson's a child of privilege, ran track at Harvard, was in the Skull and Bones there while he studied Poli Sci, later picked up a law degree from Yale and served in the National Guard before coming to the Kennedy White House as what would later be called a "policy wonk."


POWERS
We don't get much more about Brenda or Bryson because they're both one of the "concise Tier Threes" that are crammed into a tight little packet. She's a basic supergenius with 10d in hypermind (note, regular dice, not hard dice, meaning she sometimes is wrong about things cause it is possible to roll no sets on 10d! ...rare, but still possible), 10d in charm, 5wd in coordination, 2hd+4wd in hyperempathy, a...DEEPLY bizarre dice pool I do not understand, there's zero reason to not just have 10hd in hyperempathy for the same point, but okay, 4hd in bog standard invulnerability, and +20 base will, giving her a superhuman levels of confidence and willpower.

Brenda is interesting because while she's a very background character compared to LBJ...this also means she's also likely to run into PCs since LBJ will send her out to do things. Her coordination (which covers dodging and shooting a gun) makes her a pretty scary combatant against non-combat focused characters, and her invulnerability and huge willpower pools make her tough.

Also, minor spoiler, but she gets extremely disillusioned by the 1980s (not shocked, she's a hardcore, old school democrat in the 1980s for god's sake) tries to make Michigan succeed from the union. It doesn't work, but she gives it a solid try.

Her buddy Bryson has almost the same powers, save swap Coordination for 10d in body and 10d in Sense, and he has 3hd in stability (which is the skill what you roll to resist being shocked, intimidated, traumatized, and so on.)

ABRAHAM SYKES - HUSBAND AND HEALER

SUM UP
Born a family farm, Abe had to grow up fast when both his parents were killed in a car wreck two months before he graduated with an Agriculture degree. His three younger brothers and two sisters ran the farm until he could graduate, and then he took over. It was basically the family's plan all along, just on an accelerated schedule.
There were some uneasy years as his younger brothers, still living on the farm in his custody, tried to work out whether he was supposed to be a peer or a parent, but eventually they left (Marines, college and a job in Alaska, respectively) and he got by, selling part of his land and hiring hands to work the remainder. He was content, if lonely, until he met Amanda Sykes at a bowling alley when she dropped a ball on his foot and fractured three of his tarsal bones. She felt awful, visited him in the hospital and, in time, married him. They were happy, though their politics were a little different, until a day in 1967 when she was bringing him a picnic lunch.

Firstly? That's an adorable meet cute. Secondly, Abe is a fascinating character. He's an almost saintly level of kind to strangers, but...from what I can tell, categorically incapable of handling his wife's superpowers or differing opinions. Whether this is because she's way too gung ho about trusting the US government or because he's just...a conservative guy who has unexamined biases about the place of a wife and woman in his worldview, or BOTH, is entirely up to...well, the GM (if the PCs get involved in the Sykes family drama which...I mean, c'mon, how can you resist? It's so juicy!)

This is one of those dials that you get to turn as a GM, and it's really fun because Abe is a character that lots of heroically inclined people are going to interact with - because for all that he wants Amanda to not stick her nose into things, he is so clearly about to go all over the planet and do stuff. Is the future problems with his wife her fault? Or his fault? Or both? The shape of those personal problems also reflect the political tenor of your game, and I just think that's really heckin' neato!

Speaking of, what are his powers?

Well, it's Progenitor. They're fucking mc bonkers.

POWERS

First, we have Molecular Restoration, a beefy fucking 5hd+5d power that can attack, defend, or do something useful. What it does is it holds together molecules and rearranges them back into prior patterns. What this means is he can touch you and rewind your molecular structure back to before your arm got cut off. Or your car rusted. Or you aged. Now, if he de-ages your brain, your memories get rewritten back to where you were before you were this age, so he usually leaves brains un-aged, which...I think means that he can't keep you alive forever. but, counterpoint, so long as your brain doesn't fail, you are going to be living it up like a Jackson's Whole clone baron, damn son.

his attack power has disintegrate and an if/then that it "does not have an effect if it doesn't instantly kill the target" - representing that if he wants, he, uh...he can just reverse your molecular structure back to a zygote and let you splat onto the floor.

...does this count as an abortion, you think?

his next power is Corporeal Refinement! This one is an interesting power because he...like, almost never uses it since he doesn't want to be constantly bothered. But it's just a permanent useful power that, if he spends the WP required to activate it (remember, any power with a serious game-changing effect can be given a WP cost to "balance" it out), and gets a set, that character gets +1 to their weakest stat. Permanently. Forever. He can't use it on someone more than once, but it's still...free 5 XP. I guess he can give this to PCs as a reward, but it otherwise mostly seems to exist because it's ~neato.~

Though, also, you can always play these NPCs as PCs, if you have players who feel like that kind of thing! I'm sure a PC can think of something for this to do!

His last power (other than some bonus base will that many metahumans get because Greg was like, "What do I spend these last 30 points on? Ah, I know!") is Retroperception. Since he can turn molecules back to prior states, he can also see into the past (so he can know what to turn their states to, see?) which gives him an extremely effective, form of tracking and investigation skill. It comes in handy for a rescuer and superhero, needless to say.

Abe is not nearly the raw PC-plan disrupting powerhouse of the PCs, but if you somehow have a party of characters and NO ONE took healing, he's a great friend to have. His retroperception also means you always have a reason for why he can and will show up. He's also just...kind of interesting contrast to Amanda. She can do anything - but not all at once - while Abe Sykes is the best at what he can do, and what he can do is heal people.

LEROI MATHERS - US-1

SUM UP
Proggers said:
Healed of a broken arm by Abe Sykes' hospital sweep, LeRoi was one of the few to have a conversation with Sykes that fateful night. A truck driver by trade, Mathers developed several strength-related powers and put them to use when he could during his trips across the country.

POWERS

One of those concise Tier 3s that are all crammed into one space, Leroi has nothing much going on. He trucks, he has super-strength, he can drain strength, he can apply strength. In the right place, right time, he can be a fun heroic figure to run into!

CYNTHIA CARLS - THE FIRST ATLANTEAN
SUM UP
Proggers said:
An early hippie, Cynthia left her upper-middle-class parents for college and then for music, free love and, most importantly, enlightenment. Unfortunately, Cynthia pursued her spiritual ends with chemical means, much like her tier-mate Jason Weeks (p. 195). Like him and Jarvis West (p. 203) she was in a Washington DC hospital when Abe Sykes (p. 173) came to visit. Unlike Jarvis and Jason, she'd been there for three years, comatose.

She awoke to find Johnson (p. 169) twisting the US deeper into the war, a war being fought by inhuman armies and a flying woman of terrible might. She protested, but when the President spoke to the crowd she could feel him breaking their will, trying to break hers as well.

When MLK (p. 229) got shot, she despaired. She meant to walk out into the sea and drown herself, but when she went down for the second time, her body's natural panic kicked in. So did her unnatural power to shape earth and stone.

What if Toph Bei Fong was a hippy! Answer: Atlantis. She walks into the sea and creates Atlantis, which is a pitch perfect "PCS NEEDED, PLEASE HELP" setting I've ever seen - Cynthia has the power to make it, but she needs help to actually get it to work. Caught between the dangers of the world around it and some shady characters, Atlantis NEEDS YOU almost more than anywhere else in Progenitor does, and that alone makes Cynthia a really fun character - but the fact she's also this dreamy, glass half full person who will only resort to violence at the absolute, ABSOLUTE last resort, despite her powers being...quite dangerous.

POWERS

Her Earthquake and LAva power is a 6hd+3d with radius and spray and the mass quality, meaning it provides knockback ONTOP of doing a fuckton of damage. Terrifying!

She also has a 10hd in Large Shields of Stone, which is a ranged defensive power, meaning she can protect herself AND others very effectively.

Next, she has the most important power: 2hd+6d+2wd on a Useful that lets her shape earth. It's a little slow (literally, it has the slow flaw, and the go last extra), but what it also has is a bunch of boosters and permanent, which means the island she raises stays raised. She can shape 800,000 tons of material, at a range of 80 yards. With this, she can make a new very small continent, and the buildings upon it.

Cynthia is just a walking plot hook and quest giver, one of those amazing NPCs that invites entire campaign concepts. I love her utterly to pieces. Like, I hope you don't need me, Dragon Cobolt, to explain why "well meaning hippy makes island, builds utopia" is not an immediate invite for you to run a campaign that starts with "you are all refugees come to Atlantis with superpowers...and go!"

JARVIS WEST - A COMPLETE ASSHOLE

SUM UP
CONTENT WARNING: Sexual violence, mind control, abuse of women, uh, basically every awful thing you can think of involving mind control.
Proggers said:
Broken home. Absent father. No money. Poor education. Abusive mom. Drug addict. Petty crook. Jarvis West's personal history is pretty clear from these two-word phrases. There are no surprises here, he was just a person who got treated like garbage until he became garbage. He was getting ready to wind up his sad and worthless life with one word—"overdose"—when Abe Sykes happened along.

Jarvis could have taken his second chance as a wake-up call to turn his life around and not squander it. If he'd just been instantly healed of his addiction and saved from his OD, he might have. But Jarvis got empowered too. And when you give a whole lot of power to someone who's never had any, it doesn't always end well.

Jarvis West is a prick, he thinks he's entitled to anything he can take because the world treated him so shabbily for so long, and now he's ready for revenge. Also, he's perpetually high.

God, this...fucking guy. There are some supervillains in Progenitor who are genuinely hilarious in their sad, pathetic way. Jarvis West is just scum. He's selfish, arrogant, cruel, and he's not grandiose. He's just a dick, man.

He's got one point in his loyalties, ONE point in loyalty, and it's for the fucking Boston Red Sox, which somehow is so, so, so much worse if he had like, Loyalty "myself" or even none at all. I don't know how to explain why this is the case, but it is!

LUCI SEZ: ">.> I mean.. it's partly worse because that as in the era the Red Sox suuuuucked. Like.. between Babe Ruth leaving the team an.. some time between 95 and the early 2000s the Rex Sox were so bad they were considered cursed."​

POWERS

hoo boy. His first power is very simply named: Hurt People. It's an 2hd+8d+1Wd power with radius and no-physical effect, spray, traumatic, and it only does shock damage. Note, the traumatic extra means it triggers a trauma check, meaning it is so agonizing that you can have a serious mental break from being hit by this.

Proggers said:
It is not hard for Jarvis to get up and, on a whim, decide he's going to head downtown and just excruciate the business district for ten minutes, then hop on the subway, call City Hall and demand some money or else he'll do it again. That's one way he gets some walking-around change.

Next, he has 4hd in high all the time - he never sleeps, he doesn't pass out from shock damage to the head, and never takes penalties for a crippled torso. He's perpetually on a cocaine high, and it never, ever, ever turns off. Which definitely influences his decision making in a bad, bad way. He has hyperstability (5hd) meaning he's unpersuadable by all but the most potent hypercharmers, he can't be mind read, and he's essentially impossible to scare, traumatize, or freak out.

It, uh...it gets worse.

He has 10d of mind control. And it has radius. It's not mind control in that he makes people want to do things, or convinces them of things, it's mind control as in "they're trapped inside their minds as their bodies do whatever Jarvis West wants" which is SO much worse. The book goes into how he uses this power but...I think from the content warning you can fucking guess.

Oh, also, he has the same defense power LBJ has, at the same 10hd level. So. That's fun too.

Progenitor is one thing, and one thing only: An Any% Glitchless Kill Jarvis West Speedrun.

Also, the art for Progenitor is...servicable at best, kinda mid at worst, but the artist fucking nailed Jarvis.


...wait that's just Charles Mans-

LIN WEN - THE FASTEST WOMAN ALIVE
SUM UP
Proggers said:
The stereotype that "Asians are all smart" was not so well established in 1968, but even without that, Lin Wen always felt a little slow. She worked hard, she studied, but it always seemed like she was the last one to reach the answer. When there was time pressure, it got worse—instead of taking twice as long, it might take her four times longer than it would a normal high-school student her age. So when the car ran the red light and honked at her, she didn't jump out of the way. She froze. She was panicky, hyperventilating and wishing things would just slow down when they brought her into the E.R.

She didn't even notice the man in the flannel shirt standing unobtrusively in the corner, tipping his ball cap at her.

Lin Is deliberately placed in a fun midpoint in the personality write up: A good friend can push her towards genuine heroism, while a bad interaction can spiral her into selfish evil. Her midpoint is "I will do heroism if you give me a big briefcase full of delicious, delicious money", which...honestly, there's WAY worse things to be in Progenitor, fuck, we JUST did Jarvis fucking West, of course there are worse things.

POWERS

She's got 10hd in Multiple Actions, which DOES have duration, which means it is not always on, so you don't have that stupid "oh everything is always slowed down for speedsters" like, no, she can relax if she wants to. Jeeze, why do comic book authors always have to try and make superpowers so shitty sometimes. But something fun that multiple actions does is if you're doing a non-combat action, it reduces the timescale it takes by 1 per width using this time-table that goes from centuries to rounds...

Anyway, Lin can do something that would normally take a century in 1 round outside of combat. Need a Sistine Chapel built by one woman? A Notre Dam? Like, she'll need the stone and tools and probably a schematic and, also, a briefcase of money, but she'll do it. Next, she has Me First, which is a 10d pool that uses the Augment extra. Augment is the only power that is as expensive as Variable Effect, and what it does is it lets you EITHER add the Augment dice to another roll (so long as it is in the same attack/defend/useful quality that the Augment is attached too) OR you can roll the SMALLER of the two pools and use the extras attached to Augment.

"Wow, what the fuck does that mean?" Simple: Lin has basically no dice pools over 10d. This means that for anything she does, she can ADD the "Me First" extras to that roll, for free, without rolling the "larger" pool. So, if she was to use her Coordination 3d + Martial Arts 3d, she'd roll 6d to punch someone, and the Me First Extras would add to it!

Me First has +8 Go First extras.

This means that she adds +8 to the initative of literally anything she does, ever. So, if she got 2x10 to bean you with a baseball bat and you got a 6x10 to smash her with a car, sorry, her 2x10 goes as if she rolled 10x10. Fucking WILD.

She's also got Hyperrunning of 1d+1wd with 3 boosters, allowing her with her completely normal Body score of 2 to sprint 80 MPH. Now, she gets tired at the normal rate, but she can work on her endurance with XP and time, bump those speeds up. If she manages to live long enough to get Body 5 through hard work (the max of human potential), then she'll have a max speed of 160 MPH! Not too shabby for a girl without any hyperstats.

Lin's a fun little speedster to throw into the game, and the fulcrum point of her personality makes her an interesting wrinkle to throw at PCs. Have her be a bit bratty, a bit spoiled - see if they set her straight or make a really annoyingly fast enemy.

DEIONNE BRIGHT - ROCK STAR
SUM UP
Deionne always introduced himself as a musician, but despite some small skill with the harmonica, he made most of his steady money unloading grocery trucks. His insurance wasn't that great, so when one of those trucks backed into him and crushed his pelvic bones, it looked like he was going to have to sue somebody to pay for the reconstructive surgery, while at the same time enduring months of agonizing physical therapy. But he hadn't even had a chance to contemplate those issues when Abe found him. No, he was still being fed loads of morphine to deal with the horrible, horrible, horrible pain.

Abe, being a rather self-conscious superhero, healed Deionne and then crept out of the room without disturbing him, not realizing he'd infected the poor broken stocker with unbelievable degrees of power. That power was shaped by Deionne's subconscious mind into a form that helped him understand what had happened, explained the hellish agony and, more, helped his dreams come true.

Deionne. Deionne. Deionne. This guy. The first half of his powers look like...a total background character. He's an amazing rockstar, he's a superlatively good performer, and...like, that's cool! If the player characters go to Woodstock, they're going to have a MIND MELTINGLY good time even BEFORE the drugs hit. I'm sure listening to him do psychedelic rock hits like a mac truck. Oh, also, he has immortality. It's a surprisingly inexpensive power to just not age.

Then you get to the second half of his-

POWERS

HE CAN SUMMON THE FUCKING DEVIL. It's an 8d version of the sidekick without any ability to influence the physical world, but it has uncontrollable (a flaw that means that the power acts on its own recognizance unless Deionne makes a contested roll to control it), and it has...well, it says it has Duration, but the description makes it sound like it SHOULD have Permanent, and so I'm going to say it probably has Permanent.

And it has an attached Attack, Defend, Useful Variable Effect Power akin to Amanda Sykes, save the if/then is [Target must agree to sell the soul to the devil] which it uses to Grant Wishes. It also has an attached 6d of hyperbrain, making it SIGNIFICANTLY smarter than Deionne and able to manipulate him like a fucking fiddle.

The Devil fucking rules. No, it's not actually the Devil, it's just an autonomous self sustaining dark energy construct that looks like, acts like, and can do anything the Devil does. So, you know what, that makes it the FUCKING DEVIL in my book. This is what punts Deionne from a one scene "superpowered superstar" into an entire multi-session plot arc as you start running into people who what got Devil'd by an actual The Literal Satan running around, doing Satan bullshit! It's great.

I once described Progenitor as a book made entirely out of foils, and Deionne is the ur-example of that, his power set exists ENTIRELY to create cool plots and I adore him.

TINA SHAW - HEALER AND FONT OF MONSTERS
SUM UP
Proggers said:
She was twelve. Her cold turned into pneumonia which turned into pleurisy and her family had no money for medicine so by the time she got to the hospital it was touch and go. Except that this stranger in blue jeans and flannel heard her coughing and came into her room. "Poor girl," he said. "You're really suffering, huh?" But she couldn't answer until he glanced at the door, then quietly stepped over to her and stroked her hair. "Feel better," he said, and she did.

When her little brother got sick that winter, Tina patted his head and said, "Feel better," and he did, but what came out of him was horrible, and that was the real beginning of the story. Its title could be "Tina and the Shaw Monsters."

Hey, uh?

Are you...are you ready to...to get real sad? Real fast? Tina Shaw was a twelve year old girl who got the ability to heal any disease. But because powers are, in part, shaped by the person who has them, she conceptualizes sickness as a monster that she forces out of the body - and those monsters have to go somewhere.

They come out.

They come out and stay.

This turns a power that could have made Tina Shaw one of the most beloved people in the world, and a...a probably quite happy young woman into an extremely, extremely depressing story.

POWERS

So, Tina's powers are fairly complicated...except that I already explained how Sergeant Marshall's Steel Officers work! The Shaw Monsters, or Shavins, work in the same way: They're created, and they have some attached powers that they all get: 10d of Extra Toughness (this means they have anywhere between 1 health box for no sets to 10 health boxes at each hit location if you roll an impossibly good 10 width set on 10d10, but will average around about 2-4 health boxes), then they have 4d in hyperbody, hypercoordination, hypersense and hypermind. As a note, despite being called "hyper" stats, these Shavians don't start with any dice in those stats, so they're still in human ranges. Just...quite strong for humans. They also get a "random stat boost", which adds +3 to any of those based on a d10, so they COULD be boosted to superhuman ranges. Then they get 30 dice of Hyperskills, which have to be skills that either Tina Shaw has or the ailing paitent has, and they can't be higher than the scores of the person in question.

This alone would be unfortunate enough for reasons I will explain soon, but they also have 1d+1wd in flight (slow, ungainly, but good for the Shavians that don't have legs), 10d in a randomized power (it's they can never be complex powers, but they're always an attack/defend/useful power), and, finally...10hd of heavy armor. They're nearly impossible to kill.

This already sounds kinda bad. But you may notice something: The Shavians don't have a Hypercharm or Hypercommand. This means they have functionally 0 in those scores, and from the Wild Talents core book.

Wild Talents Core Book said:
Without a Command Stat: You are immune to emotional stimulus, and you have trouble understanding the very concepts of human authority and leadership. The notions of "leader" and "follower"—not to mention "government" and "law"—are completely lost on you. You can't comprehend imperatives, only declarations; the statement "You should go left now to avoid getting stepped on by Doc Saturn" makes sense; the instruction "Go left!" leaves you baffled. On the upside, you are completely immune to the effects of failed Trauma Checks.

Without a Charm Stat: You cannot fathom the concept of emotions. Because nothing has emotional content or context, you cannot interact with any other characters on anything more than a purely fact-based level. You are completely immune to emotional stimulus and are incapable of following even the simplest emotional cues. You might open fire on a six-year-old child because "it bared its teeth in a threatening manner."

Her final power is that she can touch a Shavian and make it pop like a pimple. It's gross, there's goo. And if the Shavians were all evil, it'd be EASY, because she's just expel the foulness, then pop the Shavian, and that'd be that. But they're NOT all evil - and they're often clever, and they're sometimes very persuasive, and they all scream and cry and beg for their lives when she approaches to kill them.

You can...probably see why this is going to hurt. Right?

BORIS MIZURSKI - MORAL PARAGON

SUM UP
Proggers said:
Middle class and middle aged, Boris taught middle school history in DC for years before multiple sclerosis caught up with him. A realist with hope, Boris had a lot of students come visit him in his decline. One of them even cried, she told him he didn't understand how he'd helped her just by being around when her parents were getting divorced. Talking to her later, Boris learned that she continued to cry out in the hall. When a man in jeans and work boots asked her what was wrong, she said, "The best teacher I ever had is dying!"

Abe Sykes (p. 173) told her, "Hang in there, kid. There's always hope, right?"

He's the platonic ideal of the best high school teacher you've ever had, in my mind, he looks and acts a lot like my teacher who introduced me to Bob Dylan by playing his songs in class.

POWERS

So, he's got a neat little power set: He has a very limited telepathy that only exists to pick up on one thing and one thing only: The hopes and aspirations of the people around him. This is really useful because his MAIN power is a V.E power called Paragonism - and basically, it's 5hd+8d that can only be turned into whatever the people around him need. If he's at a collapsed building, he gets the power to repair and heal. If he's at a sport game, he gets the best sportsball playing abilities ever. At a fire, he becomes the ultimate fire fighter. Then he has an absolutely preposterously huge +32 Base Will, of which 20 of which is attached to Paragonism. This means that when he's doing the moral good, he gets an ABSURD boost in his already preposterous willpower.

As a living Blue Glowing M-Shep level superbeing, Boris primarily exists to be that Super RAd Guy Who Needs Help, and then the PCs all get to go, "Man, what a fucking mensch, what a guy!" This is my experience, but players love to meet genuinely nice guys doing cool stuff! Like...it often feels that some campaigns are just one long, dreary run of either the powerless struggling underfoot, or the schemalicious waiting to knife you in the back, so just meeting a Cool Dude feels really nice.


JASON WEEKS - THE ANSWER MAN

SUM UP
Proggers said:
Jason never met a drug he didn't like, right up to the point that he met Abe Sykes. Ironically, Jason wasn't an addict. He'd smoked pot when it was available, but never missed it when it was gone. He'd had good experiences with both benzedrine and mescaline, and he believed that The Man was trying to keep folks off drugs with scare tactics because enlightenment would threaten the status quo.

So he decided he was going to blend science (in the form of LSD), tribal religion (represented by peyote) with some smooth hash and have himself an epiphany. It was working fine until he got hungry. He got in his car to go to the store, put it in drive instead of reverse, slammed into the front wall of his family garage, hit his head on the steering wheel and became too disoriented to realize he was in an enclosed space with a running car engine.

Abe was at the hospital when Jason was wheeled in.

We've had speedsters, we've had healers, we've had earthbenders, and we've had supercharmers. Well. Time to meet our first Sphinx (old Aberrant term for someone with superhuman intelligence.) Jason is the first of Progenitor genius we'll meet but far from the last - and something really interesting and fun about Progenitor is that...Greg Stolze clearly thinks that while intelligence is one thing, perspective, character, and goals are differently.

In short? Each Hypermind is so clearly shaped by the forces around them when they got their powers. Jason Weeks takes the path of a...drugged out hippy. People are usually good, so it is best to allow the chaotic ball of humanity gently glide towards better vibes with gentle, gentle pushes and subtle tweaks here and there. It probably helps explain his relaxed attitude to know that he's omniscient.

POWERS

Limited Omniscience works by having him roll a 9d+1wd pool and then shutting his hyperbrains down as his superhuman consciousness roams everything he can perceive (and he can perceive a lot), then in a timeframe that is established by his Width and Height (the wider it is, the faster each time unit is, while 11-Height is what it's multiplied by) he wakes up, writes down an answer that is no more than 100 words, and squints at it, going, "Hmm!"

Proggers said:
Jason asks if there really is a God. He rolls nine dice and gets 2x1, 2x7 and 2x9. Setting his Wiggle Die to 9, he has a 3x9 result. Eleven minus the height of nine indicates that it'll take two of whatever, and the 3x Width shows that 'whatever' means days. After two days stripped of his most extraordinary abilities, he gets the following answer.

"The question is inherently unanswerable, given all observable data that can be gathered within the range of one light year. On one hand, the structures of all observable physical, cultural, linguistic, psychological and spiritual phenomena can be explained through observable scientific laws that do not require the presence of an omnipotent creator. However, it is not possible to rule out the establishment of those laws by an external intelligence. There are no signs of specific miracles, nothing outside the realm of scientific law. But there is also no sign that all natural law is not, itself, the product of miracle."

Cool! He has 10hd in hyperbrain (making him supremely intelligent) so long as he isn't using his Limited Omniscience, and he has 10d clairvoyance that can perceive ANYTHING he wants within ONE

GOD

DAMN

MOTHER FUCKING

LIGHT YEAR.

...it also gives a handy dandy Defense roll that has the "Speeding Bullet" extra, which means that he can use it to dodge gunshots and other hypersonic attacks despite the fact that he is just a normal, somewhat schlubby guy. This is not because he's super-fast at dodging, it is because he is aware of every gun or gun-like object once it comes within 10 miles of his person. And in case that fails, he also has 10hd in hyperdodge, and 10d in hyperempathy, which covers all his defensive bases.

And finally?

He has gadgeteering, BABY!

Gadgetering is a unique variation of Variable Effect that has delayed effect and "for weird science only" - but it lets you make Foci, and Foci...can get the Manufacturable extra. Which, in fact, is a flaw that his gadgeteering has: All his foci HAVE to have Manufacturable - which makes them more expensive to build using willpower. BUt it means he can turn a one off gadget that only he has into something that any baseline human in a factory can make, given enough time and expense in both in-universe currency (moneydollars) and his own raw willpower (it takes a ton of Base Will...not refreshable Willpower points, but actual factual Base Will points.)

And he will use this gadgeteering a lot in the years to come!

FHEW!

These luminaries of the superhero scene all triggered off of TWO PEOPLE going, "Hey, look at what I can do" or using their powers carelessly. While the infection rate does slow significantly as percentages drop from 90% and 80% to 50% or 40%, you can still see how the infection conceit rapidly generates interconnected characters.

but with that, we reach the end of...Febuary.

1968.

Uh.

How many...years are in this book, again?

...32!?
 
Last edited:
This book goes month-by-month through 32 years of history and follows, what, dozens of characters? How long is it?
 
This book goes month-by-month through 32 years of history and follows, what, dozens of characters? How long is it?

TBF, not every month of every year is as eventful or needs to set up as much stuff as literally the first one in the timeline. A lot of entries are fairly brief updates on developing situation and such.

A lot of those characters are also going to fade out of focus. They're there if the GM wants to use them, doing their thing, but they don't shift geopolitics or Amanda's family drama that much.

What are the odds that this setting also has a Russian cosmonaut that can pop nukes like confetti?

There is some stuff on USSR, but actually not that much. It's worth noting that the setting is very America-centric. I don't think any other country gets Just Some Random Asshole's like Purple Man up there, it's all plot-important setting-defining pillars and their immediate underlings.

(Though you can play as KGB agents, that's one of the campaign frameworks provided.)
 
...actually...yeah, I can totally see a character being built around being a Dark Energy power drainer. It'd probably be a pretty expensive power and need expenditure of Base Will to activate - the go to "how to balance" powers rule in Wild Talents is if a power seems like it can really fuck around with your setting, slap a Base Will cost onto it. This is what is used for stuff like Time Travel in the core book.
Question:
Is not the whole intent of Progenitor, what with things like the STEW metrics, being allowed to 'really fuck around with your setting'?
 
Question:
Is not the whole intent of Progenitor, what with things like the STEW metrics, being allowed to 'really fuck around with your setting'?

True, but there's a difference between...like, fucking around with the setting in terms of history, events, and big structures and fucking around with your setting in "changing the basic premise of the game" - which I fully admit, is ENTIRELY a GM/table vibes. I personally wouldn't want to play Progenitor if it was too easy to remove, change, or zero out the immutable, big time powers - if only because...these powers create stories, and I feel bad if the stories are just snuffed out, rather than explored.

But, like.

That's entirely my own personal feeling - your table can and should be tailored to what you want!

There is some stuff on USSR, but actually not that much. It's worth noting that the setting is very America-centric. I don't think any other country gets Just Some Random Asshole's like Purple Man up there, it's all plot-important setting-defining pillars and their immediate underlings.

There's a very thin spread of non-American, non-Vietnamese heroes, but the majority of the focus is on those areas - which I choose to see not as a weakness, but a strength! Think of it as blank spots on the map to claim as your own (like, as you say, playing the Metahuman Soviet Justice League!)
 
True, but there's a difference between...like, fucking around with the setting in terms of history, events, and big structures and fucking around with your setting in "changing the basic premise of the game" - which I fully admit, is ENTIRELY a GM/table vibes. I personally wouldn't want to play Progenitor if it was too easy to remove, change, or zero out the immutable, big time powers - if only because...these powers create stories, and I feel bad if the stories are just snuffed out, rather than explored.

TBF, in this particular case (power vampire), I don't think it's too problematic on narrative level. If you play them as a PC, presumably you want to keep them somewhat sympathetic and limit the targets to really awful guys. That just gives you extra reasons to go out in the world and fight people, which is not too bad. (If you're edgy, you may go Alucard Hellsing route and stick with the party because you want to fight and eat strong opponents. Everyone's uneasy around you, but ultimately you still fight on the side of the angels.)

If they're an antagonist, then you have this dark figure stalking and killing powerful figures, climbing the tiers. Everyone on the character roster becomes a target, which may lead to some strange alliances. Sure, you may not like Hoover, but he's probably better than an indiscriminate killer scheduled to match the Progenitor if not stopped.

Or it could amplify the tensions between various groups because the surest way to ensure that the killer doesn't get more powerful is to kill powerful people yourself.

The actual issue here is mechanical as you get a permanent mechanical benefit for doing stuff in-universe. Progenitor does actually do it... once, with the power to increase a stat by one, once per person ever. So, yeah, you're operating outside of normal game paradigm here, go at your own risk.

Mechanically, probably the easiest way to realize something like that is to mess with the archetype. Replace Immutable with Power Vampirism: any character advancement in regards to gaining or upgrading your powers must be preceded by killing at least one person with powers, and your powers developed in such a way must be based on your victims and can never exceed them. Adjust as needed.

This way, you simply unlock the normal character advancement system from the corebook and will still need to spend Base Willpower on new powers.
 
Okay, so I get that "catching super" is only for people who have no dark energy stuff going on already so you don't get tier 7s or whatever trying to get hit by high tiers to tier up, but I am very sad that this means that Turf Warriors and Metal Officers never get power beyond what they star with. I mean the man of steel pun was right there.
 
March, 1968: Well, I Had to Post This One Today New
I wrote 15,000 words for my day job yesterday, but it struck me how...very important it is to actually write this update today, on this day, January 20th, 2025.

It's Martin Luther King Day!

Famously, MLK said that the arc of the universe bends towards justice. I don't know if I entirely agree with it as an axiom, but I sure as hell agree with it as a principle - it bends, but only because we strive towards it. MLK believed in God, and I believe in each other, so maybe we believe in the same thing, even when things are dark and scary. In the world, there often seems to be a pendulum swinging morality back and forth - there's a push towards freedom, then authority cracks back, and so on.

Well, in Progenitor, that pendulum comes with a heaping dose of dark energy infused irony.

Proggers said:
In the wake of disturbances in the Carolinas, J. Edgar Hoover discovers his powers. By using a form of telepathy on Martin Luther King Jr. (p. 229), Hoover passes on dark energy to one of the men he fears and suspects most in the world. Unaware that he is contagious, Hoover rapidly moves on to delve into the criminal minds of revolutionary Howard March (p. 225), kidnapper Judith Weissman (p. 232) and fugitive cop James Closterman (p. 235). A monstrous psychopath named Tyler Ford (p. 228), however, traumatizes the FBI man into temporarily abandoning his powers.

Eat shit, Hoover!

MARTIN LUTHER KING - THE DREAM

SUM UP
Proggers said:
His career continued with a march from Selma to Montgomery in 1965—the same year he began speaking out against the Vietnam war. The violence that met the Selma demonstrators was equalled or bested by the rage of Chicago's citizens when King began protesting there in 1966. During one march, King got hit with a brick.

His fame and influence began to wane after Chicago, however. By 1968 he was shifting his focus from the plight of American blacks to justice for the poor of all races. The Civil Rights movement was beginning to face internal tensions when King went to support a garbage workers' strike in Memphis. It was there that James Earl Ray shot and killed him.

Or so it seemed.

I mean, we all should know MLK - but I do like that the write up does underline that MLK didn't just talk about racism, and he was not just interested in America. He was against Vietnam, he was against capitalism, he was a pretty fucking radical dude in a ton of ways and considered a dangerous extremist by the government that would later make him an excuse for me to not have to work today. But what superpowers did he get?

POWERS

First, he's got insubstantial - an always on, permanent insubstantial. He can walk through stuff, he is hard to hurt physically, and more importantly, he cannot influence objects by touching them. He has no attack power, so he can't do the previously mentioned "reach into your chest and crush your heart" which, I think we can all admit would be slightly out of keeping with MLK's whole vibe. Combined with this, he has an even stronger invisibility (which stack together in defensive functionality, meaning anyone trying to attack him is being resisted by a 7x10 defense!) - this invisibility comes with inaudible. And no matter how badly he wants, he cannot become solid and he cannot become visible or audible again.

In short, he's...a ghost! A dark energy ghost!

Next, he has A teleport with a 29 million mile range because why the fuck not, this is Progenitor, limited teleporting is for losers and cheapskates. Next, he has an extremely subtle but potent emotional manipulation power - he can coax anger into simmering rage, but he usually uses it for hope, feelings of togetherness, reducing anger, and other things to try and deescalate situations. And finally, he has a very basic illusion power (which has willpower investment as a flaw, meaning he can't use it if he's low on willpower to invest into the dice, but once the illusion is done being used, he does get the willpower back) and he uses this for talking, showing plans, and generally interacting with people.

So, in short, MLK rebuilt himself after his death as a dark energy construct, and will haunt the remainder of the 20th century and beyond, trying to make it a better place.

I'm of two minds on this. On the one hand, I think that's...actually a really fun interplay of the metaphor of King's real impact on history - given a slightly more hopeful bent. In our world, King has haunted us for good - inspiring people, and pushing the message of equality and antiwar ideas that he also believed in...but he's also become an insubstantial, invisible thing, able only to speak through faint and ineffective illusion. He needs allies (us!) to do something. On the other hand, like...

Okay, I'm not an expert on race and race relations, but I am a literature student and I've read Spike Lee's writing on the Magical Negro, and if your player characters are all a bunch of fuckin' whiteohs like MANY TABLES CAN BE, then MLK as here is primed for being used as the magical black guy who shows up to help the white guys do the actual thing. Which is...mmm...not great?

Also, here's a fun reveal: While I love Progenitor, it is a huge beefy book and I've never actually followed through every single character's plotline through every convolution and detail it has because, well, the book tells you to not do that. Just pick what is interesting, and follow it for your game - do not try and use everything. So, I've never read much about MLK and his actions in Progenitor beyond the basic sum up here, so, we get to see how things are handled from here on out!

What fun!

Still, we're not done with famous black activists! Remember, Hoover also immediately scanned...

HOWARD "REDDY" MARCH
SUM UP
Proggers said:
A fiery speaker for Black Power, Howard "Reddy" March left a position at the Student Nonviolent Coordinating Committee in 1968 to join the Black Panthers. There his passion and rhetorical skill pushed him to enough prominence that, when J. Edgar Hoover (see p. 189) was first learning of his own powers, he scanned March and, in the process, passed dark energy on to the Black Power advocate.

So, I can't tell if Google is just absolute dogshit, or if Reddy here is a fictionalized riff on real world black panther leaders! Someone who is better at google OR bigger at knowing history, please chime in! Still, the in-book write up is fairly...weird. Not that it's bad, it's just that normally, the write up is split into "history" and then "destiny" to delineate between before the dark energy infection and after the dark energy infection but for some weird reason, Reddy gets a huge chunk of his post-DE infection life written in his history (up to fleeing to Africa in 1971) and then his destiny covers his actions in Africa...weird. Not sure why it's written like that, but format or no, the same information is there and...once again!

Spoilers :)

POWERS

Okay, if you thought MLK's powers were edging towards uncomfortable racial tropes, Reddy drives over the line, possibly while cackling. And like MLK, I the perennial wishy washy, easily influence dorkus, am of two minds about it! The first, I'll just quote from the book!

Proggers said:
Race Reversal Ray 10d (100 Points): A beam that radiates from March's hands or eyes, the Race Reversal Ray has two effects on those struck by it. First, it switches their race. If they are black (according to March's subjective standards of what qualifies as black and non-black), it turns them white: They gain caucasian features as well as the skin tone and hair color of a white European. Anyone who isn't black becomes black, gaining the color, hair and facial features common to Africa.

The second and more startling effect is that it instantly creates memories of a parallel reality in which everything was the same except for the target's family's race. For example, a white southern police officer struck by the beam would remember growing up as a black child in the same town—if schools were segregated, he'd remember going to the black school. These artificial memories are proven to be quite accurate: That police officer might never meet a woman who attended that segregated school in his "white life" but could recall a romance and even marriage to her. She would remember nothing of the sort, having experienced only the actual course of reality.

These memories do not replace the individual's native memories, but rather exist beside and interleaved with them. Similarly, though the target's look is completely different, his fingerprints don't change.

So, the two brains! One: This is the exact kind of extremely fucking blunt, kinda...I don't know how better to describe it, but it's...cringy? Not cringy, but like...there has been increasing sophistication in the discussion of race and race relations - how race is constructed, how to deal with the problems of racism, it's not just as simple a fix as 'walking a mile in your shoes.' However, then rears up my other brain: This is also a very simplified view of the past. If you go back and read the writings of the Black Panthers (of which I've only read a shamefully small amount), they're quite articulate and highly sophisticated.

But...then there's the third brain: It may not be the most elegant method to "fix racism", but also, it may not entirely exist to "fix racism" because I can tell you for sure, I have sometimes very badly wanted to fire the beam that makes you transgender at certain senators, purely out of spite.

It's...complicated, I don't really know what to make of my conflicted emotions about this power. I like it! I don't like it! I'm not sure if it's appropriate for this character. Is it too far? Is it too much? I don't even feel entirely qualified to say.

FORTUNATELY, the rest of Reddy's powers are fucking rad and if you wanted to swap out his race-reverse ray with literally ANYTHING ELSE that costs 100 points, then I'd say go for it, no one is going to be upset. But what are those powers? First, he has a 10hd power in "mind freeing", which lets him give his width (I.E, 10) of Free Will tokens to everyone who hears him in a rather large area - which means potentially hundreds of thousands, if not millions of people depending on his microphone access and broadcast watching. What do free will tokens do?

Simple!
They count as a Base Will point, but exist entirely to resist mind control and other influences. So, those people now can, ten times in a row, just nosell...say...

President LBJ's speeches?

Jarvis West's mind control?

...Reddy's reverse race ray too, okay, that's a bit counterproductive to his radical aims, but, also, polite of him.

Next, he has 5hd in light armor, 2hd in heavy armor (the light/heavy armor distinction is actually tactically significant and interesting but too crunchy for me to go into now), 2hd in regeneration (which does exactly what it says on the tin, it makes him X-Man's most famous and beloved character, world famous for their regenerative powers, Jubilee after she got infected with vampirism) and a normal ass 8d+1wd in hyperbody.

As a note, that'd give him roughly 13 tons of lifting weight and the ability to punch as hard as a gunshot.

My overall thoughts on Reddy are that if I were writing the book, I would not give him the race reversal ray. But I am also a coward sometimes - and Greg Stolze usually goes for it - whatever it is, and sometimes, that leads him to great shit, but it can also sometimes get him burned with a bad idea. And I'm far, far, far too white to make a definitive call on this beyond 'i wouldn't, because i'm a coward.'

Vote now in the comments!

JUDITH WEISSMAN - DANGEROUSLY ADDICTIVE
SUM UP
Proggers said:
At the age of 24, Honduran biology student Judith Weissman took a research trip with Gabriel LaTour and fell in love. LaTour was a burly man with a forceful personality and a dazzling intellect: Judith was petite, conversant in four languages, and directionless. So far, an ordinary story. The addition of LaTour's wife (whom he quickly abandoned) made it sordid, but still unexceptional. It takes a turn with LaTour's master plan: To get rich quick by kidnapping an heiress and using the ransom to flee with Weissman to Europe.

The plan worked, to a point. They grabbed the college-age daughter of a wealthy real estate developer and buried her alive in a ventilated fiberglass capsule. They got the payoff and, after 83 hours, the hostage was freed. But LaTour was not quite the criminal genius he thought himself. A couple lucky cops happened upon the first cash drop, forcing LaTour to abort and Weissman to abandon their getaway car. The vehicle, quickly found by the police, contained more than enough information to identify both plotters. LaTour made another cash demand, got it, and was captured soon after.

Judith Weissman, without the big pile of cash to attract attention, went on the lam and vanished. With the distinction of being the first woman on the FBI's Most Wanted list, Judith got scanned by J. Edgar Hoover.

OH RIGHT, I forgot to mention that earlier in the book, it was mentioned that real world crim-crams (criminals, to use a non-Dragon Cobolt wordism) would have their names changed, but were largely based on real people. So Jarvis West? Probably based on a real guy. Judith Weissman, same! If you know the major hits of famous 1960s criminals, now is your time to shine. I've checked, and I know who she is based on...but do you? (it's not hard, I googled "First woman on FBI's most wanted" list :V)

Her personality is listed as "cunning, selfish, charming, witty, bright, fun and lazy" with the last being the important part. Progenitor has this thing where there are a few people who get really WORLD sharking, history changing powers but don't...do...much because they don't really wanna. And I find that hilarious and very charming.

POWERS
Her powers are a fairly simple but potent set of hyperstats - 10d in hypercharm, 10d in hypercommand, 3wd in hyperbody (meaning not superhumanly powerful, but superhumanly skillful - think, batman, not superman), 2wd in hypersense (same), 2wd in hypermind (someone whose just human level intelligent, but never, ever, ever wrong is an interesting concept, gotta admit), 5wd in hypercoordination (this definitely bumps her coordination stat into "dodge bullets range") and, finally...5hd in invisibility and 9d in "addictive."

What is addictive? Literally, she's addictive, touching her addicts you to touching her. IF you go a day without, you start suffering penalties of -1d that get worse until they hit the width of the set she rolled to addict you, and it can only be shaken off...when she chooses to unaddict you or someone else cures you using dark energy or mad science (which is dark energy, but at a remove, gonna be honest.)

And then Greg realized that he had 1 point left over and also gave her a completely superfluous dot of Persuasion, the skill. Like...

It's not a waste, it is mechanically useful, it's just kinda small potatoes next to the fact she's more laid back version of Snowflame.
Judith is a character that exists to be a fun background detail, or someone to drag you into a plot through the people she has influenced - because if she's made someone addicted, the only cure is a healer or other body manipulator to fix it up, and if she gets entangled in something complex that you can be a part of, that's a good hook. But unless you are inspired for some sleezy hypercharmer beachside romantic drama, she can mostly simply remain as she wishes: Pampered and spoiled by a string of incredibly wealthy dudes.

JAMES W. CLOSTERMAN - WANTED MAN

SUM UP
Proggers said:
Closterman was a cop and, if not a great one, at least a clever one. When he got arrested for taking bribes and for theft, he chose not to face the jury. He skipped town, was charged in absentia, and became a full-bore fugitive.

Closterman insists until his dying day that he was innocent and that he ran because he knew the fix was in. Regardless, the fact that it was a cop running away from the bond made everything a bit more intense for his pursuers. After all, he knew the techniques and tricks just as well as they did, and the longer he stayed free, the worse they looked.

Closterman wound up on the FBI's Most Wanted list and he was one of the first fugitives J. Edgar Hoover (p. 189) scanned as his own powers were coming into their full bloom.

Again, pretty sure this guy's name was changed from real history. Still, we have a man who became a violent criminal known for brutality and violence! Also, he took some bribes I guess, after he started being a cop. BOOM GOTTEM! Personality wise, he's written up as a guy with cop-brain (sees most crooks as scumbags, fine with violence) but sometimes able to see people as down on their luck and sympathetic. A bit sarcastic and sardonic too.

POWERS

Well, first, he got 10hd of immunity to mind control and telepathy, which is probably one of the more useful powers to have in Progenitor considering how many globe spanning psychics there are. Then he's got 2hd+8d telekinesis, 10d flight, 8hd in a telekinetic shield (with radius, so he can protect everyone around him) and a little bit of extra willpower (not base will, just willpower) with the chump change points left over. Simple powers, but extremely fun and effective. James just got one of those powersets that is obviously cool and does not need me to go into details. He can fly, he's hard to kill, he's a powerful telekinetic, and he's never, ever, ever going to get scanned or tricked by hypercharmers ever again.

Him being a kind of lighthearted criminal makes him a good companion for more roguish characters, while also being a fun "low stakes" punch up if your PCs are a bunch of irredeemable fucking squares.

...gonna slap a BIG OLD CONTENT WARNING on this next part for rape and sexual violence. It's not graphically described but it is mentioned, so, if required, just skip Tyler T. Ford's entry.

TYLER T. FORD - VIOLATOR

SUM UP
Proggers said:
J. Edgar Hoover (p. 189), whatever his other flaws, was a dedicated lawman who did what he could to put the worst of humankind behind bars. It was that impulse that led him to apply his dangerous powers to people on the Most Wanted list, thereby turning several of them into far greater threats than they were before.

Tyler T. Ford was sometimes called "Model T" by his friends before they disavowed him for (among other things) rape, murdering his grandmother and getting into a shootout with the cops. On the run in 1969, he seemed an excellent candidate for Hoover to find via duplication.

What Hoover experienced as Tyler Ford, he never shared with anyone, not even his close confidante Clyde Tolson. All Tolson knew was that Hoover had said he was going to "make a special investigation," (their catchphrase for Hoover's strange new ability). Hoover closed the door to his office, and then there were horrible sounds from within. Tolson rushed in and grappled with someone who was apparently Ford. Tolson was badly bruised before the figure before him began to shrink back into the familiar form of the Director. Hoover spent the next twenty minutes sweaty, shaking and vomiting.

Ford's just that kind of guy.

Eeeesh. Ford is what we like to call in the biz a "morality free crumple zone". Tyler has not fucking redeeming qualities, barely any motivation, and essentially zero personality beyond loathsome. A living Steven King stereotype, he is rendered incredibly chilling by both Greg's...matter of fact prose and his powerset. By avoiding the actual details beyond a few terse descriptions of Tyler's pathology and aims, Greg leaves your imagination to fill in the awful, awful gaps.

But you know what I find so much worse about Tyler, and why he's actually way more fucking creepy to me than Jarvis West?

Jarvis...has scale. Like, he's a greedy, selfish amoral asshole, but he acts on a scale that FORCES people to take action. Tyler T. Ford kills people by the ones or twos. He skates by on the low-level churn of violence that exists in our society. A person dies here and there, and there's a few hundred million of us in America, so...they're missed. But not enough that Tyler is actually ever stopped. He does nearly NOTHING on a historical scale, because his desires are modest.

But on a personal scale, he's devastating. And how does he do it?

POWERS
9hd in invisibility (albeit, this is with no physical change - he's not actually invisible, your eyes just...slide off him) and 9hd in a power called Without a Trace. It's subtle, it's fast, and it has a range of about 2.5 million kilometers, and all it does is just...erase evidence of him that exists. Clairvoyants can't find him, postcognatives like Abe Skyes see no sign of his passage, cameras pick up nothing, he leaves no fingerprints, bushes un-crumple, his scent vanishes. The only way to find him is to be in the same room as him and blow a Base Will OR 8 willpower to beat through his invisibility and FORCE yourself to see him.

Course, once you do, it's probably too late: He has 8hd in an attack power called Violate. The way it works is simple: He telefrags someone and consumes their memories at the same moment, absorbing every thought they ever had. To quote: "Sometimes he uses these cherished recollections to taunt survivors, but more often he just enjoys them, the way a kleptomaniac might secretly fondle the underpants he stole off a clothesline."

Guh. He makes my skin crawl.

Tyler exists primarily to do one thing: If you ever wanted your Progenitor game to take a sharp, hard turn into SERIOUS, hard hitting, Unknown Armies level dear god horror, you bring Tyler into the scene. He's almost impossible to catch - even with your incredible powers. It becomes a game of either will (burning the base will it takes to beat his clairvoyance suppression) or of cunning (using your deduction and knowledge of his actions and motives so far to guess the next spot he's going to strike and trying to lure him out somewhere) and then it wraps in a tense showdown with a man who cannot be seen and loves to kill.

Otherwise, and I'm never gonna talk about him again because he does nothing in the main timeline, Tyler just ambles through the latter half of the 20th century, racking up a modest but horrifying body count until his shitty lifestyle and poor diet catch up with him in 1985. After escaping the hospital he's taken, he stumbles around, tries to kidnap a doctor to "fix him", and then gets cornered by a superheroine who zilches out his invisibility defense with willpower and smears him across the pavement.

Good fucking riddance.

However, I didn't tell you everything that happened in March!

Armed with Hypercharm, Johnson buries Eugene McCarthy in the primaries—and in the process, transforms both George McGovern and Robert Kennedy (described briefly on page 189) into metahumans. They are the last two people he infects.

Sykes Family: Amanda Sykes begins fighting in Vietnam.

Jarvis West begins abusing his powers, though initially in minor ways.

Amanda Sykes "fighting in Vietnam" is once again, kept relatively vague because...this is not just a Vietnam War book (the war ends eventually, after all) but also because what and how she fights during that time makes a BIG difference in how exactly your game will handle Amanda and her role in history, as mentioned earlier in the GM dials. However, my personal Amanda Evil Meter rating has her at a solid 35% right now - for all that she has been lied to and given some moralizing justification for going to war, she's still fighting in Vietnam, one of the least justifiable conflicts I can imagine.

Oh wait, do you want stats for McGovern and Kennedy's superpowers? Well, fortunately, you ALREADY GOT THEM! YES! Greg, the LAZY* HACK** already gave them, because he writes...

Proggers said:
In addition to empowering J. Edgar Hoover, Lyndon Johnson (p. 169) also infuses George McGovern and Robert F. Kennedy with dark energy. RFK gets Hypercommand and a form of free-roaming clairvoyant "answers" power similar to that of Jason Weeks. George McGovern becomes mildly bulletproof, but his primary power suite is to look at someone, know their deepest desires, and (if he so chooses) grant their wish with his extremely variable abilities. His power is, in this respect, very similar to the powers of Boris Mizurski (p. 217) and Deionne Bright's 'devil.'

See? Just scroll up and you can see em!

And with that we have wrapped March! Things are going to speed up monthwise!

...not next month

Next month we meet the first of the really big important power players and, get this, my favorite character in the game!

Can't wait!


*: he wrote a 380 page alt-history watchmen level TTRPG supplement, this man is many things but not lazy
**: I keep talking about how good his prose is :V
 
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Okay, so I get that "catching super" is only for people who have no dark energy stuff going on already so you don't get tier 7s or whatever trying to get hit by high tiers to tier up, but I am very sad that this means that Turf Warriors and Metal Officers never get power beyond what they star with. I mean the man of steel pun was right there.

Mad science powerset is still around and is capable of producing gadgets that operate independent of you. Nothing stops you from going into augmentation with this, and you can make your powers cheaper by slapping "can only be used by inorganic beings" flaw on them.

If you think that what American army truly lacked in Vietnam was the ability to literally spit napalm, nothing stops you from giving it to them. Even though something should.
 
Mad science powerset is still around and is capable of producing gadgets that operate independent of you. Nothing stops you from going into augmentation with this, and you can make your powers cheaper by slapping "can only be used by inorganic beings" flaw on them.

If you think that what American army truly lacked in Vietnam was the ability to literally spit napalm, nothing stops you from giving it to them. Even though something should.
I was thinking more like an Iron Giant reference. Maybe they get hyperbrains and realize the war is stupid, maybe they get hyperempathy and literally cannot kill people. Maybe they get a Zipperman package and get ideas after reading a superman comic.
 
My main exposure to Wild Talents in play is RPPR's big ol' actual play campaign of it, and it's fascinating to see the Progenitor side of things.

The big question I have is that... with each 'generation' (Greg worked on oWoD, if people weren't aware, so the fact it's Vampire mechanics for superpowers should surprise no-one) there's a hard limit to the number of people who can have powers, right? Each person can only infect X others, if I'm reading right. Do we know what happens when people with powers die? What happens when the only people left with powers are the ones with 'Immortality' as one of theirs?

(I mean, if you're playing on a relatively short scale this doesn't matter at all, I'm just curious if there's an answer of if there's a range of options or whatever.)
 
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