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RPG QSR SUPPLEMENTAL

GENERATION
ZERO
:
Derek Armstrong (order #5983480)


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Derek Armstrong (order #5983480)
THE RENEGADES
Leader
Peter Stanchek Troubled youth in possession of vast telepathic and
telekinetic powers

Members
Torque A disabled young man now blessed with an immensely strong body
thanks to the psychic projection he surrounds himself with
Flamingo Beautiful restarter that can create and control ame
Kris A non-psiot and brilliant team tactician
Zephyr The heart of the team with the ability to y
Project Rising Spirit created Bloodshot to be the perfect weapon. They
infused him with nanites that provided him with an extraordinary array of
powers, allowing him to accomplish missions with lethal accuracy. He was
frequently sent to capture super-powered individuals known as psiots,
many of them children. However, Bloodshot freed himself from his
programming and turned on his masters, assaulting the P.R.S. facility
where many of the psiots were held. During the conagration, Bloodshot
liberated many psiots, but the children were separated into two groups
amid the chaos. One is led by Bloodshot, who has led them to an
abandoned town in the Nevada desert. A second group led by a psiot
named Cronus and calling themselves Generation Zero has taken over the
Bellagio in Las Vegas.
Project Rising Spirit, however, want the psiots back, and they arent the
only ones. Toyo Harada leader of the Harbinger Foundation, which trains
psiots for a private army, has led a team of his top soldiers to confront
Bloodshot in the ghost town.
Meanwhile, Peter Stancheck a former Harada pupil who had a falling-
out with his would-be mentor has been sent by the enigmatic precog
known as the Bleeding Monk to save the children. He leads his Renegades
on a mission to recover them
Design: Rian Hughes
THE HARBINGER FOUNDATION
Leader
Toyo Harada Billionaire founder of the Harbinger Foundation in possession
of vast telepathic and telekinetic powers
Members
Ion Can produce and control electricity
Stronghold Is able to gather kinetic energy and then expel it with
tremendous force
Saturn Possesses the ability to create and control powerful tornadoes
and cyclones
Stronghold Torque Peter Stanchek
Toyo Harada
Flamingo Kris Zephyr Saturn Ion
Howl Atomus James Eliphas Astral
The Telic Traveler Isiah Hive
Cronus
Baxter Katherine
Ramsey
Graham
Serenade
Maggie
Cloud Clem
Bloodshot
BLOODSHOT & ESCAPED PSIOTS
Leader
Bloodshot The perfect soldier. His bloodstream is infused with nanite
technology giving him a range of post-human abilities
Members
Clem Can control the minds of living beings
Cloud Obscures peoples thoughts, allowing Clem to take them over
Serenade Is able to manipulate the emotions of others via pheromone
emission
Ramsey Possesses the ability to control and manipulate hard light objects
Graham Can psychically project a father, mother, and sister that appear
real to onlookers
Baxter Is able to unleash a terrifying monster conjured from deep within
his imagination
Katherine Holds a powerful telepathic link with her brother, James
Maggie Powers unknown
GENERATION ZERO
Leader
Cronus Militant leader of Generation Zero. Possesses vast healing abilities
that can be used to destroy cells as well

Members
The Telic Possesses precognitive abilities, allowing her to see into the
immediate future
Traveler Can teleport by quickly slipping into and out of an unknown space
Isiah Projects an impenetrable shield around himself at all times
Hive Can absorb the thoughts and memories of others, storing them in
his mind
Astral Can project her consciousness outside of her own body
Atomus An extremely fast yer
James Holds a powerful telepathic link with his sister, Katherine
Howl Ability to raise the dead
Eliphas Can mimic any power, talent, or ability that he sees
PLAYER WARNING: Players should remember these are the quick-start rules. Every efort has been made to ensure an enjoyable
and immersive experience at your gaming table. However, this is just a taste of all the action from the full rulebook. Due to the
limited nature of these rules, there may be some disconnect between the game stats shown and what a player might expect
from reading the comics. Rest assured that the full rules, including the two-page characters sheets (as opposed to the one-page
character sheets for these quick-start rules) will more fully refect a player's expectations surrounding their favorite characters.
Derek Armstrong (order #5983480)
THE RENEGADES, PART 1: ON THE RUN GENERATION ZERO
2 GENERATION ZERO MISSION BRIEFS
CATALYST GAME LABS
Cue System Game Design Matt Heerdt
Additional Game Design Randall N. Bills
Project Development Randall N. Bills
Production Assistance Bryn K. Bills
Writing Randall N. Bills
Philip A. Lee
Editing Jason Schmetzer
Cover Artwork Clayton Crain
Graphic Design & Layout Ray Arrastia
Additional Graphics David Kerber
Artwork Clayton Henry
Manuel Garcia
Clayton Crain
Pere Prez
Barry Kitson
2014 All Rights Reserved. All characters, their distinctive likenesses and related indicia featured in this publication are trademarks of
Valiant Entertainment, Inc. in the United States and/or other countries. Catalyst Game Labs, the Catalyst Game Labs logo
and Cues System are trademarks or registered trademarks of InMediaRes Productions, LLC. Printed in the USA.
VALIANT ENTERTAINMENT
Chairman Peter Cuneo
CEO & Chief Creative Officer Dinesh Shamdasani
CFO & Head of Strategic Gavin Cuneo
Development
Publisher Fred Pierce
VP Executive Editor Warren Simons
VP Operations Walter Black
Director of Marketing, Hunter Gorinson
Communications & Digital Media
Sales Manager Atom! Freeman
Production & Design Manager Travis Escarfullery
Associate Editor Alejandro Arbona
Assistant Editor Josh Johns
Logo & Trade Dress Design Rian Hughes
Operations Manager Peter Stern
Operations Coordinator Robert Meyers
President, Consumer Products, Russ Brown
Promotions & Ad Sales
Vice Chairman Jason Kothari
Living in captivity, I never had what one could call a normal childhood. Our captors stole me away
from my parents when I was just a little kid. Back then I didnt even know what psionic or psiot even
meant, and sometimes I wish that were still the case. Life wouldve been so much easier.
The only reason our captors abducted me in the first place was because of that one stupid soccer
game. I was playing in a peewee league, and this kid from the other team slipped on wet grass and
broke his leg. Compound fracture. I felt sorry for him, so I touched him on the arm, and the bone poking
out of his legit started fixing itself. Not even two days later, some men appeared in my room at night,
and I never saw my parents ever again. That was probably fifteen years ago. I dont even know if theyre
still alive.
But these other kidstheyre all younger than me. Unless whole families were silenced to cover
up the abductions, their parents have to be alive.
Tarathe Telicis the one I want to reunite with her folks the most. She and I are only about a
year apart, so shes in the same boat as I am: she doesnt know if her family survived either. Shes tried
to look at the patterns in the quantum flux, but not even her precognitive powers can tell us the truth.
Monica JimAnimaliahas had one of the most tragic experiences here. She loves animalsat
least she thinks she doesbecause shes only seen them in cartoons and picture books. I was taken
young, but even Id gone to enough petting zoos to know what real animals looked like. Our captors
have warped her sense of reality, and I hope shes not too disappointed once we make our way out
into the real world.
Of course, my heart breaks the most for Isiahthe appropriately codenamed Little Castle. I
assume he wants to go home like the rest of us, but when our captors activated his powers, he got
trapped in a permanent psionic force bubble. Even if we do break out of here someday, his own
mother wont even be able to hold him, since feedback from his force bubble would throw her across
the room.
HOW TO USE THIS PDF
The following Supplemental is for use with the
Valiant Universe RPG Quick-Start Rules (which can be
downloaded for free on either www.catalystgamelabs.com/valiant
or DriveThruRPG.com). Simply replace the Events and Character
Dossiers in that QSR with these and youre off into the action!
Derek Armstrong (order #5983480)
THE RENEGADES, PART 1: ON THE RUN
OBJECTIVES
Escape cells
Rescue test subject
Defeat security
Reach the Nurserys outer perimeter
CUES
escape attempt Were getting out of here This is way too easy
psionic dampeners a dull headache Where to now? Theyre right behind us!
TAGS
The Nursery Generation Zero P.R.S. A-team
the Lab training Gamma escape helicopter
GENERATION ZERO, PART 1: FALSE ALARM
PROJECT RISING SPIRIT STATUS MEETING PPJ671256-Z
<<<BEGIN TRANSCRIPT>>>
Simon Oreck, Director of Project Rising Spirit: Progress in the Nursery is continuing apace. The
subjects in the control group continue to showcase remarkable abilities even under conditions of extreme
duress, and I believe we have some good candidates in this group. Here is the data we have gleaned so far.
<Unknown>: Excellent. [whistles] This group in particularSubjects 11 through 14show incredible
promise.
Oreck: About that, Senator. Subject 13 is probably too promising. The results look good on paper,
but there have been some behavioral issues. We may need to resort to reconditioning or even consider
termination, if necessary.
<Unknown>: Nonsense. Kids rebel. Thats what they do. Your job is to channel that rebellious energy in a
positive direction. Might I suggest a trial run of ? Remind them of the safeguards we already
have in play, and theyll all fall in line. Dont worry, Director. I have faith these subjects will do what theyre told.
Oreck: Very well. But Im not taking the fall for this if something goes awry.
<Unknown>: You should know by now that idle threats dont frighten me. Continue with your current
course and notify me if anything changes. I want these subjects ready for field work ASAP.
Oreck: Yes, Senator. Youll have my report by next week.
<<<END TRANSCRIPT>>>
Cronuss Journal
Im not a kid anymore. Ive known that for awhile now. But why do I not feel
like an adult yet?
From listening to the security guards talk, normal adults can do whatever
they want. So why am I and the others still locked in these cages? I know were
special. I know we can do things that the guards cant. But were not a danger
to anyone else. Why cant we leave the Nursery whenever we want? Why cant
we eat, play, or sleep whenever the mood strikes us?
Im tired of being lorded over, of being told what to do and when to do it.
I feel like I was meant for something more than just these four walls.
Ive been talking with some of the other kids, and all of them just want to
go home to their families. For better or for worse, weve all decided to take
matters into our own hands.
Ive spent nearly my entire life inside this prison, and its time to do
something about it. We just need to wait for the right moment, or this will all
be for nothing.
3 GENERATION ZERO MISSION BRIEFS
Derek Armstrong (order #5983480)
GENERATION ZERO, PART 1: FALSE ALARM
THE SETTING
Countless doors line both sides of this main
corridor. Each door leads to a rooma prison cell,
more like. The guards call this place the Nursery
since its populated with children and young adults
of all ages.
On the opposite side of the hall lies a
laboratory. Most children who go to the Lab are
never seen again.
There are no windows, so its impossible to see
outside. Most of the children who live in the Nursery
were kidnapped and brought here at a very young
age, and this is the only world that they know. Only
a select few have ever seen outside the Nurserys
walls, and those given that privilege would rather
be outside.
ENEMIES/OBSTACLES
Scene 1: The team begins inside their cells.
One member (LNs choice) has been chosen to
undergo potentially lethal experimentation in
the Lab, and at the beginning of this scene, a pair
of P.R.S. Security Guards open the intended test
subjects cell to escort him or her down the hall.
The walls of each cell are lined with psionic
dampeners and synaptic disruptors, so any
Powers (or Weapons used as Powers) will incur a
2 modifier to their rolls. The team needs to find
a way to break free from their cells and keep the
test subject from reaching the Lab before more
guards arrive. Treat each cell door has having 10
Armor pips, but there are a number of other ways
the team can free themselves.
Scene 2: After the team frees the Lab subject,
more security floods into the corridor. Leading them
is Gamma, the Nurserys elderly psiot jailer, who is
more formidable than she appears. In their bid for
escaping the Nursery, the team will need to find a
way to bypass Gamma and the security, but with the
base now on full alert, this wont be easy.
Scene 3: Beyond the Nursery lie more corridors
and labs of the Project Rising Spirit facility. The
teams ultimate goal is the door leading out of the
main building, which leads to the helipad between
the base and the exterior wall. The whole place is
crawling with security, and even the bases security
chief makes an appearance.
The helicopter out on the helipad turns
out to be a hologram. Upon the team learning
this, a man in a business suitP.R.S. Director
Simon Oreckmakes an appearance. His hand
holds a device with a red trigger. Ah, ah, ah,
he says. Move any further and Ill detonate the
micro-shrapnel explosives implanted in your
brains. The good news is, you all passed the
test. Congratulations! You all have qualified for
positions on our A-team.
Any character who refuses to follow Orecks
instructions will be immediately killed when the
cranial explosives detonate regardless of how many
Armor or Health pips the character has remaining.
4 GENERATION ZERO MISSION BRIEFS
Derek Armstrong (order #5983480)
THE RENEGADES, PART 1: ON THE RUN
OBJECTIVES
Escape sleeping bay D
Escape in the helicopter
CUES
The psiot killer is here alarm sirens sleeping bay D
micro-shrapnel brain explosives distracted security guards automated flight plan
TAGS
Project Rising Spirit the Nursery the A-team Generation Zero
intrusion Bloodshot military helicopter
GENERATION ZERO, PART 2: NO SECOND CHANCE
PROJECT RISING SPIRIT COMMUNICATION PSV137280-G
<<<BEGIN TRANSCRIPT>>>
<Unknown>: Director, we wanted to inform you of a potential problem.
Simon Oreck, Director of Project Rising Spirit: Yes, I am well aware of Project Bloodshots status. That
traitor Kuretich set him loose, and weve been having trouble tracking either of them down.
<Unknown>: Mr. Oreck, we assure you
Oreck: Not to worry. Its being handled. Ive got my best people on the case. Agent Hutch deployed
codename Pulse against Bloodshot, but some civilian jumped in and helped him escape. He is in
a severely weakened state and should be recaptured soon. As for Dr. Kuretich, his whereabouts
are unknown, but we suspect he has thrown in his lot with Toyo Harada, who doesnt have our
best interest in mind. Either way, the good doctor is in no position to be a direct threat to us.
<Unknown>: You misunderstand, Director. Our sources place Project Bloodshot on a collision course for
the Theta facility. Consider this your only warning. If he is not stopped, we cannot guarantee your
safety. Our estimates give you approximately one hour before Bloodshot blows open your doors.
Oreck: He will not get far, I assure you. I will contact you again once we have him in custody.
<<<END TRANSCRIPT>>>
Cronuss Journal
Id be a fool to think the people in charge of this facility cant read this
journal, but after getting thrown into the grinder only to get promoted to this
so-called A-team, I dont care anymore. Our captors could kill us at any time.
They dont even need to wait for us to get out of line before detonating the
explosives they surgically embedded in our brains. We sass them to much?
Boom. We refuse to eat our vegetables? Bam. They even get a hint that we
plan to use our psionics against them? Were worm food.
To them were just a bunch of dogs that could turn rabid at any moment,
and theyll put us down as quickly as possible if we turn on them. Of course,
sometimes I wonder if that might be the better way to go. Some of these
missions theyve sent us on still give me nightmares.
Tara has seen images of the psiot killer, the pale gray man with the red
circle on his chest. The same man who stole most of us from our parents. Hes
coming to kill us. I just know it. But maybe we can use his arrival as a distraction.
I dont care if they detonate the bomb in my head. Id rather die free than
live another moment of this nightmare, and we may not get another chance at this.
5 GENERATION ZERO MISSION BRIEFS
Derek Armstrong (order #5983480)
GENERATION ZERO, PART 2: NO SECOND CHANCE
THE SETTING
Klaxons go off in the middle of the night in the
Nurserys sleeping bay D. Red emergency lights click
on, bathing the whole of the sleeping bay in crimson.
Most of the guards in this section have disappeared,
so security is abnormally light. The few guards still
hanging around seem nervous and distracted.
ENEMIES/OBSTACLES
Scene 1: Sleeping bay D isnt heavily guarded
due to events happening elsewhere in the base, but
there are still guards milling about and waiting for
orders. The team can either try to sneak past the
guards or take them down by force.
Once the team escapes the sleeping bays and
the Nursery section of the base, they find the rest of
the facility in a state of chaos. Security locks and blast
doors have been activated, so the team either needs
to disable them (by passing an Intellect Challenge)
or destroy them (locks have 4 Armor; blast doors
have 10 Armor). Any guards encountered while the
team attempts to travel through the base suffer a
1 on all Action rolls due to the heightened alert
level and the presence of Bloodshot somewhere
in the facility. (The team should never encounter
Bloodshotor, at most, they should only catch a
glimpse of him somewhere at the end of a hallway
they arent going down. Bloodshots path is meant
to cross with a different group of Generation Zero
psiots. See the PDF-exclusive Valiant Universe RPG
QSR Supplemental: Harbinger Wars (Bloodshot).)
Scene 2: Just outside the base but inside the
exterior wall sits a military-grade helicopter with
four rotors. This helicopter isnt a hologram, and a
trio of P.R.S. Security are guarding it. These guards
are tasked with protecting the aircraft at all costs
and thus do not suffer the 1 Action roll modifier.
The helicopter takes off when powered up and
begins flying on autopilot over the Nevada desert.
Disengaging the autopilot requires passing an
Intellect Challenge with a 4 modifier. To manually
fly the helicopter after disabling the autopilot,
Cronus or the Telic can take an Action Challenge; if
this fails, the emergency override kicks in before the
helicopter can crash, and the autopilot reengages.
6 GENERATION ZERO MISSION BRIEFS
Derek Armstrong (order #5983480)
THE RENEGADES, PART 1: ON THE RUN GENERATION ZERO, PART 3: BEGINNERS LUCK
PROJECT RISING SPIRIT COMMUNICATION P137280-G
<<<BEGIN TRANSCRIPT>>>
<Unknown>: Director, we have been informed of the attack on Research Facility Theta. Observers have
reported Project Bloodshot escorting a small group of your psiots into the desert, but a strike
team is currently en route to pick them up. What is your current status?
Simon Oreck, Director of Project Rising Spirit: [static]
<Unknown>: Systems indicate the CHAINSAW program was ineffective in containing the threat Bloodshot posed.
If the incoming strike team cannot neutralize him or his escaped psiots, we will need to resort to more
drastic measures to prevent this from becoming a pubic spectacle. No one can afford that outcome.
Oreck: [static]
<Unknown>: Director, we must getting some interference on this line. Say again: what is your disposition?
Oreck: [static]
<Unknown>: [muffled, away from microphone] I think P.R.S.s situation in Nevada is worse than we feared.
Oreck: [female voice] Hello? Hello? Who is this?
<Unknown>: Director Oreck?
Oreck: [static] Orecks gone I think that gray-skinned monster killed him in cold blood!
Cronuss Journal
We made it. And were still alive, even those that didnt make it out on the
helicopter with us. Little James Zygos has a psionic connection with his sister
Katherine, and he told us theyre okay. Bloodshot captured them, but at least
theyre all alive.
And since all of us here on the helicopter are still breathing, that means
P.R.S. hasnt hit our kill switches yet. Tara and I assume that means either
theyre holding out hope of recapturing us or the system that controls the
micro-shrapnel explosives embedded in our brains was knocked out when the
base was attacked. I dont care why were alive so long as we stay that way. Now
that were on the outside, maybe we can find someone to remove the bombs
before P.R.S. sets them off.
If P.R.S. purposely hasnt detonated us, that tells me they will go to war to get
us back. If that happens, well need allies, and well need them fast. Problem is, we
have no money, no shelter, and this helicopter will run out of fuel at some point.
So, what now? These kids look to me for leadership, and Im not sure they
should. Just because Im the oldest doesnt make me the most qualified.
7 GENERATION ZERO MISSION BRIEFS
OBJECTIVES
Land the helicopter
Secure the casino
Fend off strike team
Find allies
CUES
Pull up! Im too young to gamble casino security guards clearing out the casino
Hit the deck! Theyve found us! Theyre just like us
TAGS
Generation Zero helicopter autopilot Las Vegas the Bellagio crash landing
gambling tables hostages covert ops the Renegades
Derek Armstrong (order #5983480)
GENERATION ZERO, PART 3: BEGINNERS LUCK
THE SETTING
The helicopter flies over the nocturnal desert.
Far below, the giant blanket of dotted lights of a
sprawling city illuminates the night. The city grows
closer and closer as the helicopter descends, until
the iconic Welcome to Fabulous Las Vegas can be
seen below.
The Bellagio casino, a thirty-six story resort
building, looms just ahead, and a helipad sits on
top of the building. This is where the autopilot
beacon was heading. Unfortunately, no one has
yet invented an autopilot capable of landing
safely, and the helicopter is heading straight for
the penthouse
ENEMIES/OBSTACLES
Scene 1: If the team managed to disable the
helicopters autopilot in the previous Event, the pilot
may attempt to land atop the Bellagio by passing
an Action Challenge. If the Challenge fails or if the
autopilot is still engaged, the helicopter crashes into
the penthouse floor of the casino and all passengers
suffer 3 Health damage that bypasses Armor and
ignores any Armor Power effects.
After the crash, the casino will be in utter
chaos. Gamblers and workers evacuate, but casino
security believes the Generation Zero psiots are
thieves trying to break into the vault, so they will
use lethal force. The team must defend themselves
(or convince the security to flee) and consolidate
their positions before more opposition arrives. Any
civilian hostages the team takes can be herded into
the casinos theater hall.
Scene 2: Hours later, a group of U.S. covert
operatives rappels onto the casino rooftop
and attempts to sneak in and incapacitate the
Generation Zero psiots. If none of the psiots can
pass an Intellect Test, the operatives go unnoticed
and may all take an action before any of the players
can take a Narration. These covert operatives will
attempt to use non-lethal force at first.
After the first group has been driven off
or neutralized, another covert ops team will try
sneaking in through the basement. This team has
been authorized to use lethal force.
Scene 3: A quartet of psiots wearing
matching uniforms arrives on the abandoned
Vegas Strip. The Generation Zero psiots will likely
be inherently distrustful of these new arrivals who
call themselves the Renegades. The team either
convinces all of them to stand togethersince
Bloodshot, the psiot killer, is on his way to Vegas
with an unknown agendaor they can attempt to
drive off the Renegades and go it alone. (If combat
occurs, use the Eggbreaker NPC Dossier as a stand-
in for the Renegades.)
8 GENERATION ZERO MISSION BRIEFS
Derek Armstrong (order #5983480)
THE RENEGADES, PART 1: ON THE RUN GENERATION ZERO, PART 4: ROOFTOP SCRAMBLE
INTERCEPTED H.A.R.D. CORPS RADIO CHATTER FROM P.R.S. RESEARCH FACILITY THETA
<<<BEGIN TRANSCRIPT>>>
Lifeline: All right, Major. Your mission status is green. Nearing insertion point.
Major Charles Palmer: Good copy, Lifeline. Were geared up and ready for your signal. All H.A.R.D. Corps
personnel, radio check!
Hammerhead: Copy that, Major. Hammerhead here!
Shakespeare: Shakespeare, reporting for duty.
Maniac: [grumbling] Maniac here, for what its worth.
Lifeline: Major, youre coming up on the drop.
Major: Shakespeare, do you have a few words for us to take into battle?
Shakespeare: Cowards die many times before their deaths. The valiant never taste of death but once.
Maniac: Hear, hear!
Hammerhead: Bah! What about Cry havoc! And let slip the dogs of war!?
Shakespeare: [laughs] Dont forget, Hammerhead: The empty vessel makes the loudest sound.
Hammerhead: Why, I oughtta
Major: All right. Cut the chatter. Lets go take out these kids before they can hurt any of their hostages.
Lifeline: Major, you are go for descent.
[radio screech; screaming from operatives]
Lifeline: Flight bio-config is active. Good hunting, Major.
<<<END TRANSCRIPT>>>
Cronuss Journal
Me and the other kidswe could all die at any moment.
P.R.S. put these little explosives in all of our brains. One press of a button,
andpfft!were all dead. I dont even think I could bring someone back from
thatand P.R.S. would probably hit my kill switch first, just to make sure. So
why are we still alive even after all this time?
But once they get the kill-switch control system back online, were all
goners. Which makes me wonder whether P.R.S. already has some other means
of taking us out of the picture in the meantime. The U.S. government tried
sending teams after us, but that didnt work. P.R.S., on the other hand, has had
plenty of experience dealing with psiots
Before they kill us all, we have to show the world what has been done to
us. Only by parading in front of the cameras will people know our struggle and
take action against our tormentors. Thats why were here.
Id rather not be a martyr if I can help it, but if thats what it takes, then I am
more than willing to stand in the firing line if it keeps these kids safe and alive.
OBJECTIVES
Repel H.A.R.D. Corps
Protect the younger kids
Avoid capture
CUES
shoot to kill P.R.S.s hit squad Block the stairwell! Cover me
Get the kids to safety cant outrun thought wont get fooled again
TAGS
Las Vegas Bellagio Generation Zero H.A.R.D. Corps
Project Rising Spirit Harbinger Foundation
9 GENERATION ZERO MISSION BRIEFS
Derek Armstrong (order #5983480)
GENERATION ZERO, PART 4: ROOFTOP SCRAMBLE
THE SETTING
Moments ago, the Las Vegas Strip was quiet
as quiet as an abandoned section of a major U.S. city
could be, considering a military helicopter recently
crash-landed into the penthouse of the Bellagio
luxury hotel and casino. Now, the Strip is a veritable
war zone, even when viewed from the Bellagios
rooftop. Armored cars, flying bullets, roaring flames,
and raging monstersno one in their right mind
would want to be down there in that mix.
But people are dying. And the line between
heroism and cowardice grows starker with each
passing moment.
ENEMIES/OBSTACLES
Scene 1: Before the team can attempt to leave
the Bellagio penthouse to aid anyone fighting down
on the street, H.A.R.D. Corps operatives begin landing
on the casinos roof. The operatives have been given
shoot-to-kill orders and start attacking some of the
younger, defenseless Generation Zero kids hanging out
on the rooftop. The team must evacuate the kids from
the roof and withdraw to a more defensible position
in the penthouse floor or one of the floors below it.
Scene 2: Fighting H.A.R.D. Corps head-on
would be suicide, so the team must find a different
approach to defeat or stall the operatives so they
can get the more vulnerable kids to safety. The
team can put the casinos surroundings to work,
such as the buildings security systems (cameras,
door locks, money vaults, anti-theft shutters, etc.),
slot machines, card tables, pool tables, and other
scenery. Feel free to get creative here, because
H.A.R.D. Corps isnt going to stop until theyve
eliminated all of the Generation Zero psiots.
At one point during this scene (LNs discretion), an
Air Force F-22 flying over the hotel launches a missile
at the Bellagio, resulting in a huge explosion that rocks
the whole casino. Any team members or NPCs on the
penthouse floor when the explosion occurs must pass
a Might Challenge or suffer 6 damage from falling
when the floor collapses beneath them (Armor Powers
that reduce damage can still be applied). Anyone not
on the penthouse floorincluding NPCsmust pass
a Charisma Challenge or lose their next action from
being surprised by the blast.
Scene 3: After the team defeats or eludes
H.A.R.D. Corps, Toyo Harada and a small group of his
Eggbreakers arrive in Las Vegas. Harada, the most
powerful known psiot on Earth, extends a telepathic
offer to all of the Generation Zero psiots: The world
is cruel to our kind. Join my Harbinger Foundation,
and I will ensure your safety.
Any team member who passes a Charisma Test
can tell that Harada cares more for his own agenda
than for Generation Zeros well-being. The team can
choose to either run from Harada, openly resist, or
submit to his demands.
If the team submits, they will be carted off in
psionic-dampening restraints. While being worn,
the dampeners inflict a 6 penalty on any Power
roll, and the Luck stat is ignored.
If the team resists or runs, they will need to
find some way to escape Las Vegas while fighting
off Haradas Eggbreakers.
AFTERMATH
If Generation Zero escapes
Cronus: For most of our short lives, we have
been tortured, threatened, and treated as less than
human. We dont care if the whole world comes after
us. We are done being lied to and manipulated all
for someone elses benefit; we are done being slaves.
Today, we start living for ourselves.

If Generation Zero submits
Toyo Harada: The
Generation Zero psiots
have made the right choice
to join my Harbinger
Foundation. Today, their
fight ends. Today, they
are no longer chained
to the greed of Project
Rising Spirit. Instead, they
will find protection in the
Foundation with the rest
of my psiots, and together
we can shape the course of
human history.
10 GENERATION ZERO MISSION BRIEFS
Derek Armstrong (order #5983480)
VALIANT UNIVERSE
11 CHARACTER DOSSIERS
MIGHT
HEALTH
EQUIPMENT
INTELLECT
CUES
ACTION CUES
CHARISMA ACTION LUCK
RANGE
DAMAGE Close Near Far
P
O
W
E
R
S
D8
D8
Channel Energy
(Weapon)
Healing Energies
Heal target for D6+1 Health
Leadership
Tactics
D10
D10
WEAPONS
We're alive, aren't we?
So, how do we do that?
Is something wrong?
Our lives could be very, very short
Everyone still breathing?
Looks like a trap to me.
Were in no position to bargain.
They dont deserve to live.
This is going to sting.
CRONUS
VITAL FACTORS
Name: Christian Aliation: Generation Zero
TAGS
Psiot Generation Zero Healer Leader Committed
Damaging Energies D6 OK
Martial Arts 2 OK
P.R.S. A-team Uniform Micro-shrapnel Brain Explosive
Digital Copy of Grays Anatomy
6
D10
1 TO MIGHT
& ACTION
STAGGERED
KNOCKED
OUT
1 TO
MIGHT
D8 D8 D8
ARMOR
(REINFORCED UNIFORM)
Derek Armstrong (order #5983480)
VALIANT UNIVERSE
12 CHARACTER DOSSIERS
MIGHT
HEALTH
EQUIPMENT
INTELLECT
CUES
ACTION CUES
CHARISMA ACTION LUCK
RANGE
DAMAGE Close Near Far
P
O
W
E
R
S
D8 D8
Martial Arts
(Weapon)
Acrobatics
Flash Predictions
Target gains +4 on next die roll
Pattern Recognition D10 D10
WEAPONS
Call me by my code name.
It's the safest route, but it'll be tight.
There's a surge of color building all around us.
It's almost here.
Trouble in all directions!
All around us the patterns of war and fear are taking shape.
Something new is coming in, fast.
Something terrible is about to happen!
Whatever it is you're about to do, don't do it.
THE TELIC
VITAL FACTORS
Name: Tara Aliation: Generation Zero
TAGS
Psiot Generation Zero Pre-cognitive
Quantum Stream Hyperaware
Punches* 2 OK
Kicks 3 OK 2
*May make two Action rolls against the same target
P.R.S. A-team Uniform Micro-shrapnel Brain Explosive
Sketchpad
2
D6 D6 D10
1 TO MIGHT
& ACTION
STAGGERED
KNOCKED
OUT
1 TO
MIGHT
D8
ARMOR
(QUANTUM REFLEXES)
Derek Armstrong (order #5983480)
VALIANT UNIVERSE
13 CHARACTER DOSSIERS
MIGHT
HEALTH
EQUIPMENT
INTELLECT
CUES
ACTION CUES
CHARISMA ACTION LUCK
RANGE
DAMAGE Close Near Far
P
O
W
E
R
S
D8
Force Shield (Armor)
Reduce damage taken by 3
Feedback
Inicts 3 damage when hit by a
Close weapon
Athletics
D10 D6
WEAPONS
<blink>
<frown>
<glare>
LITTLE CASTLE
VITAL FACTORS
Name: Isiah Aliation: Generation Zero
TAGS
Psiot Generation Zero
Isolated Silent Young
Forceeld Slam D6+1 OK
Forceeld Punch 2 OK
P.R.S. A-team Uniform Micro-shrapnel Brain Explosive
Eyeglasses
3
D6 D6 D6
1 TO MIGHT
& ACTION
STAGGERED
KNOCKED
OUT
1 TO
MIGHT
D8
ARMOR
(QUANTUM REFLEXES)
Derek Armstrong (order #5983480)
VALIANT UNIVERSE
14 CHARACTER DOSSIERS
MIGHT
HEALTH
EQUIPMENT
INTELLECT
CUES
ACTION CUES
CHARISMA ACTION LUCK
RANGE
DAMAGE Close Near Far
P
O
W
E
R
S
D8
Lion Form
(Weapon)Close only
Pterosaur Form
(Weapon/Flight)Any range
Bull Form
(Weapon)Close/Near only
Cheetah Form
D8
Animal Form Armor
(Armor)Reduces damage
taken by 1 while in animal form
D10
D10 D6
WEAPONS
Dinosaurs are extinct? Yeah, right.
What would Adventure Jane do?
Maybe Ill be a vet someday. Who knows?
Dont worry! I got this!
Whats a cartoon?
Yeah, I like animals. So what?
Fly, run, chargeI do it all.
Outrun this!
Bull in a china shopthats me!
ANIMALIA
VITAL FACTORS
Name: Monica Jim Aliation: Generation Zero
TAGS
Psiot Generation Zero Creative Fun-loving Young
Animal Form Power Die * * *
*See Power description
P.R.S. A-team Uniform Micro-shrapnel Brain Explosive
Animal Picture Book
1
D6 D6
1 TO MIGHT
& ACTION
STAGGERED
KNOCKED
OUT
1 TO
MIGHT
D8 D8
ARMOR
(REINFORCED UNIFORM)
Derek Armstrong (order #5983480)
VALIANT UNIVERSE
15 CHARACTER DOSSIERS
MIGHT INTELLECT CHARISMA ACTION
ARMOR
(MIL-SPEC BODYSUIT)
HEALTH
EQUIPMENT
RANGE
DAMAGE Close Near Far
WEAPONS
M27 Assault Rie 2 OK OK OK
Arc Charge (Lifeline Power) D4* OK
*May target two enemies with the same attack action
Lifeline Uplink Psionic Dampener
Manacles
CUES
MIGHT INTELLECT CHARISMA ACTION
MIGHT INTELLECT CHARISMA ACTION
D6
D6
D8
D8
D8 D8
ARMOR
(PSIONIC SHIELD)
HEALTH
EQUIPMENT
RANGE
DAMAGE Close Near Far
WEAPONS
Fists 4 OK 2
Fear Siphon 2* OK 2
*Target loses next action
Nursery ID Badge Disciplinary List
Eyeglasses Taser
P.R.S.
SECURITY GUARD
GAMMA
RANGE
DAMAGE Close Near Far
D10
When our boots hit the ground, the world burns.
Once more unto the breach, dear friends!
Get your head in the game!
H.A.R.D. CORPS
TEAM MEMBER
D6 D6
D4
D4
D12
P
O
W
E
R
S
Shield
(Armor) Reduces
damage taken by 1
Flight
Muscle
(Might)
Invisibility
Enemy suers a 2 Action roll
modier against this character
D8
D8
D8
D10
ARMOR
(KEVLAR VEST)
HEALTH
EQUIPMENT
WEAPONS
M215 Carbine 2 OK OK 2
Synaptic Bomb D4 1* OK 2
*Only usable once. Ignores Armor and applies directly to Health
Nursery ID Badge Radio Communicator Prison
Psionic Dampening Restraints Cell Keycards
1 TO MIGHT
& ACTION
1 TO
MIGHT
STAGGERED
KNOCKED
OUT
1 TO MIGHT
& ACTION
1 TO
MIGHT
STAGGERED
KNOCKED
OUT
1 TO MIGHT
& ACTION
1 TO
MIGHT
STAGGERED
KNOCKED
OUT
Derek Armstrong (order #5983480)
VALIANT UNIVERSE
16 CHARACTER DOSSIERS
MIGHT INTELLECT CHARISMA ACTION
ARMOR
(KEVLAR VEST)
HEALTH
EQUIPMENT
RANGE
DAMAGE Close Near Far
WEAPONS
9mm Pistol 2 OK OK
Extendable Baton 2 OK
Walkie Talkie Handcus
Security Badge
1 TO MIGHT
& ACTION
1 TO
MIGHT
STAGGERED
KNOCKED
OUT
MIGHT INTELLECT CHARISMA ACTION
EQUIPMENT
WEAPONS
MIGHT INTELLECT CHARISMA ACTION
ARMOR
(CARBONWEAVE UNIFORM)
HEALTH
EQUIPMENT
RANGE
DAMAGE Close Near Far
WEAPONS
Psionic Strike 4 OK OK OK
Force Field * OK OK OK
*Target cannot move on its next action
Harbinger Foundation Uniform Pocket Computer
Harbinger Foundation ID
CASINO SECURITY
D8 D8 D8
D8
D4 D4
EGGBREAKER
(AONISAIBUSHI)
RANGE
DAMAGE Close Near Far
MP5-N Submachine Gun 2 OK OK
Taser Pistol * 2 4
*Target forfeits next action
Night-vision Goggles Helmet
Gas Mask
COVERT OPS AGENT
D10
D6 D6 D10
D6 D6
ARMOR
(KEVLAR VEST)
HEALTH
1 TO MIGHT
& ACTION
1 TO
MIGHT
STAGGERED
KNOCKED
OUT
1 TO MIGHT
& ACTION
1 TO
MIGHT
STAGGERED
KNOCKED
OUT
Derek Armstrong (order #5983480)
A STORM IS COMINGBE A PART OF THE ACTION
The Valiant Universe RPG Digital Initiative rolls out a firestorm of heroic action onto your gaming table.
Starting on Free Comic Book Day with the Quick-Start Rules, a free PDF will release every other week to keep
the action pumping until the Valiant Universe RPG hits your local comics/game store shelves in August.
Free PDF Available May 3
rd
(Free Comic Book Day)
It all starts here: Rules designed to throw you into the action of the Valiant Universe in
minutes, with Events and characters from the Unity series (such as Harada, Ninjak and more) for
several evenings of action-packed adventure.
Free PDF Available May 17
th
Love the rules but want to tackle another part of the Valiant
Universe? This supplemental focuses on Bloodshot and is the first salvo
of several PDFs that cover the hit crossover series Harbinger Wars. Players
can tackle Bloodshot, Headspace and others at their gaming table.
Free PDF Available May 31
st
Another chapter in the Harbinger Wars supplementals, experience
the life of the first psiots. Held in isolation and experimented upon by
Project Rising Spirit, the psiots Cronus, the Telic and others are now free.
What will you unleash upon the world?
Free PDF Available June 14
th
Play the ultra-powerful Toyo Haradathe mastermind orchestrating
the Harbinger Warsor one of his Harbinger Foundation Eggbreakers, and
manipulate events behind the scenes. Via characters and Event Briefs, a
different chapter of this epic crossover event unfolds for you and your friends.
Free Print Book Available June 21
st
(Free RPG Day)
Think you know everything about the Harbinger Wars? Think again!
The Renegades unleashes Peter Stanchek, Zephyr and more onto your
gaming table. Visit your local hobby shop on Free RPG Day to grab this
print version that also includes the full Quick-Start Rules.
Print Pre-Orders and PDF available July 5
th
What youve all been waiting for since you grabbed that first PDF and
tossed some dice in the epic Valiant Universe! Print book will be available
on bookstore shelves in August.
Free PDF Available July 19
th
The final chapter in the Valiant Universe RPG Quick-Start Rules
supplementals allows players to tackle Major Palmer, Shakespeare and
others as they come out of retirement and are thrown into the brutal fray.
Las Vegas is caught in the grip of superheroes, villains, megacorps and
secret government organizations vying for dominance. Will you survive?
Free PDF Available August 2
nd
Unable to grab the Valiant Universe RPG Quick-Start Rules: Harbinger Wars (Renegades
Supplemental) booklet during the Free RPG Day event? Heres when you can snag the free PDF.
2014 All Rights Reserved. All characters, their distinctive likenesses and related indicia featured in this publication are trademarks of Valiant Entertainment, Inc. in the United States
and/or other countries. Catalyst Game Labs, the Catalyst Game Labs logo, Cue System are trademarks or registered trademarks of InMediaRes Productions, LLC. Printed in the USA.
Available exclusively at
CatalystGameLabs.com/shop and DriveThruRPG.com.
RPG QUICK START RULES
Featuring
RPG QSR SUPPLEMENTAL
BLOODSHOT
:
RPG QSR SUPPLEMENTAL
THE HARBINGER
FOUNDATION
:
DO YOU HAVE WHAT IT TAKES?
SENTIENT, ALIEN ARMOR
No matter the powers, no matter the choices, the price in body and mind may be more than youre willing to pay.
And your choices will lead to heroicsor to villainy. Howwill you be remembered?
The edge between superhero and villain has never been sharper. In the Valiant Universe RPG, players will immerse
themselves in a dark and gritty world where every mission and every battle has deadly consequences. Whether playing
X-OManowar, Bloodshot, Shadowmanor eventheall-powerful ToyoHaradaor any of dozens of charactersValiants
most fearless heroes will unite for the first time in a roleplaying game, allowing youto join their stories and create newones!
Whether youre a longtime fan or brand new to the Valiant Universe, this is the only source youll need to bring Valiants
leading characters to life in a fantastic superheroes setting!
2014 All Rights Reserved. All characters, their distinctive likenesses and related indicia featured
in this publication are trademarks of Valiant Entertainment, Inc. in the United States and/or other
countries. Catalyst Game Labs, the Catalyst Game Labs logo and Cue System are trademarks or
registered trademarks of InMediaRes Productions, LLC. Printed in the USA.
for smaller use
for larger use
7
1
0
0
0
This book includes:
z Cue System: The rules-light and easy to learn Cue System allows a novice or uninitiated RPG player to quickly get inside the
head of their superhero and plunge into the action.
z Title Exposs: Detailed summaries of all the Valiant Universe comic titles allow players to easily determine which part of the
universe they want to game in; a perfect companion to Valiant Entertainments Valiant Handbook of characters.
z Character Dossiers & Creation Rules: Along with ready-to-play missions, superhero and villain character dossiers will have
players in the thick of the action in no time. Or do you want to create your own superhero or villain and add it to the Valiant
Universe pantheon? Quick and easy rules give you that freedom!





C
O
R
E

R
U
L
E
B
O
O
K
NANOTECH
SATURATION
MAGICAL ENERGIES
THE ROLEPLAYING GAME
Cover comp 9.indd 1 4/7/2014 1:59:15 PM
RPG QSR SUPPLEMENTAL
GENERATION
ZERO
:
RPG QUICK START RULES
Experience the
RPG QSR SUPPLEMENTAL
H.A.R.D.
CORPS
:
RED: 11 - 100 - 100 - 2
Digital Initiative Ad.indd 1 4/7/2014 3:02:21 PM
Derek Armstrong (order #5983480)
2014 All Rights Reserved. All characters, their distinctive likenesses and related indicia featured in this publication are trademarks of
Valiant Entertainment, Inc. in the United States and/or other countries. Catalyst Game Labs, the Catalyst Game Labs logo and Cue System are
trademarks or registered trademarks of InMediaRes Productions, LLC. Printed in the USA.
WWW.CATALYSTGAMELABS.COM/VALIANT
DO YOU HAVE W
HAT IT TAKES?
SENTIENT, ALIEN ARMOR
No matter the powers, no matter the choices, the price in body and mind may be more than youre willing to pay.
And your choices will lead to heroicsor to villainy. How will you be remembered?
The edge between superhero and villain has never been sharper. In the Valiant Universe RPG, players will immerse
themselves in a dark and gritty world where every mission and every battle has deadly consequences. Whether playing
X-O Manowar, Bloodshot, Shadowman or even the all-powerful Toyo Haradaor any of dozens of charactersValiants
most fearless heroes will unite for the first time in a roleplaying game, allowing you to join their stories and create new ones!
Whether youre a longtime fan or brand new to the Valiant Universe, this is the only source youll need to bring Valiants
leading characters to life in a fantastic superheroes setting!
2014 All Rights Reserved. All characters, their distinctive likenesses and related indicia featured
in this publication are trademarks of Valiant Entertainment, Inc. in the United States and/or other
countries. Catalyst Game Labs, the Catalyst Game Labs logo and Cue System are trademarks or
registered trademarks of InMediaRes Productions, LLC. Printed in the USA.
for smaller use
for larger use
7
1
0
0
0
This book includes:
z Cue System: The rules-light and easy to learn Cue System allows a novice or uninitiated RPG player to quickly get inside the
head of their superhero and plunge into the action.
z Title Exposs: Detailed summaries of all the Valiant Universe comic titles allow players to easily determine which part of the
universe they want to game in; a perfect companion to Valiant Entertainments Valiant Handbook of characters.
z Character Dossiers & Creation Rules: Along with ready-to-play missions, superhero and villain character dossiers will have
players in the thick of the action in no time. Or do you want to create your own superhero or villain and add it to the Valiant
Universe pantheon? Quick and easy rules give you that freedom!





C
O
R
E

R
U
L
E
B
O
O
K
NANOTECH
SATURATION
MAGICAL ENERGIES
TH
E R
O
LEPLAY
IN
G
G
A
M
E
Cover comp 9.indd 1
4/7/2014 1:59:15 PM
The edge between superhero and villain has never
been sharper. In the Valiant Universe RPG, players
will immerse themselves in a dark and gritty world
where every mission and every battle has deadly
consequences. Whether playing X-O Manowar,
Bloodshot, Shadowman or even the all-powerful
Toyo Haradaor any of dozens of characters
Valiants most fearless heroes will unite for the rst
time in a roleplaying game, allowing you to join their
stories and create new ones!
Whether youre a longtime fan or brand new to the Valiant
Universe, this is the only source youll need to bring Valiants
leading characters to life in a fantastic superheroes setting!
The Valiant Universe RPG includes:
Cue System: The rules-light and easy to learn Cue
System allows a novice or un-initiated RPG player to
quickly get inside the head of their superhero and
plunge into the action.
Title Exposs: Detailed summaries of all the Valiant
Universe comic titles allow players to easily determine
which part of the universe they want to game in; a
perfect companion to Valiant Entertainments FCBD
2014 Valiant Universe Handbook of characters.
Character Dossiers & Creation Rules: Along with
ready-to-play missions, superhero and villain character
dossiers will have players in the thick of the action in
no time. Or do you want to create your own superhero
or villain and add it to the Valiant Universe pantheon?
Quick and easy rules give you that freedom!.
Additional Material Available Online!
The roleplaying game is coming this fall, but you can
download the additional free quick-start rules PDF
content and start gaming now; just use the url below!
Catalyst Game Labs publishes exciting, story-driven role-
playing games, tabletop miniatures games, board games,
card games and more. The Valiant Universe RPG is the frst
of several games planned to cover the gamut of non-stop
superhero action found within the Valiant Universe.
DO YOU HAVE
WHAT IT TAKES?
COMING TO COMIC/GAME SHOPS AUGUST 2014
VURPG ad.indd 1 4/7/2014 2:03:04 PM
Derek Armstrong (order #5983480)

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