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RPG QUICK START RULES

Featuring
Derek Armstrong (order #5983480)


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Derek Armstrong (order #5983480)
VALIANT UNIVERSE
WHAT IS
VALIANT UNIVERSE RPG?
Have you ever sat around with your friends talking
about comics? About how in issue X your favorite hero or
heroine did Y and sure, that was cool, but if itd been you,
youd have done Z!? Or always wondered why if your hero
can do X, Y and Z with his or her powers, why not Triple
Z!? Well nows your chance to step in, suit up and answer
those questions for yourself!
Valiant Universe: The Roleplaying Game is set in Valiant
Entertainments brilliant superhero universe. A setting
spanning millennia, where decisions made at the dawn of
time ripple into the far distant future and todays heroes can
be tomorrows villains when the hard choices are made. A
dark and gritty tapestry of stories that you join and bring
to life at your gaming table!
QUICK-START RULES
We have specifically designed these quick-start rules
(QSR) to drop you straight into the action and adventure of
the Valiant Universe in minutes! Read through these quick-
start rules, including the Unity adventure, onceit wont
take long. Then jump right into playing the Unity Events!
For ease of reference, the first time an important
term is introduced, it will be bolded.
Dice
Valiant Universe uses polyhedral dice: D4, D6, D8,
D10, D12 and D20 (the value representing how many faces
each die has); anytime D is used, as in D12, its shorthand
for die.
BEFORE THE GAME BEGINS
Gameplay in Valiant Universe revolves around two
things: Building The Story and Rolling Dice. Once more
detail is provided on what you need before your game
begins, well dive into explaining both aspects.
THE LEAD NARRATOR
Valiant Universe does not require a gamemaster for
play. Instead, the responsibilities of the Lead Narrator (LN)
rotate from player to player throughout the game. However,
an appointed LN isnt prohibited either. Ultimately, its up
to the player group. If the group performs better with a
dedicated LN, appoint one. But if the group doesnt require
one, simply use the rules as presented.
CHOOSE A HERO
Each Character Dossier (starting on p. 19) consists
of an illustration and all the pertinent information for
characters in Valiant Universe. To make sure you choose a
character youll like, youll have to understand the different
parts of a Dossier. Lets take a look at the Dossier for Toyo
Harada (see p. 19).
Stats and Stat Dice
Beginning at the top of the Dossier, youll see the
different stats for Harada and the different dice that
represent those stats (Stat Dice).
Might: This represents the physical build of the
character, whether endurance, brute strength, sheer
stamina, and so on.
Intellect: This corresponds to the mental faculties of
a character, whether street smarts, learned science or just
plain inherent brilliance.
Charisma: The ability of a character to lead or to
talk his way out of a situation is based on charisma; a
characters presence as he walks into a room.
Action: How good a person is in combatwhether
ranged, close quarters, hand-to-hand or even vehicle-
to-vehicleis covered by this stat. Basically any action
oriented maneuver a character wants to try that doesnt
use his or her Powers.
Luck: Luck is a very special number for each
character. Its not a Stat Die, but instead a static number
that represents the capriciousness of fate. If any Stat,
Action or Power Dice result on any roll should ever match
the character's Luck Stat, the roll is a success, no matter
what. When rolling two Dice for a Power, check the Luck
Stat against both dice before discarding the lower value.
Powers
Each character has a unique set of Powers, with a
corresponding Power Die. Whenever a player uses that
particular Power to accomplish an action, what the Power
Die is rolled with is based upon the type of Power: if it's a
weapon-oriented Power, roll it along with the Action Die;
if it is a non-weapon-oriented Power, roll it alongside the
appropriate Stat Die. In both instances, the lowest value
result is then discarded. (The rolling of Powers in the full
rules occurs in a variety of ways that create tons of additional
fun as player's explore their abilities, but here we've kept it
straightforward to ease players into these quick-start rules.)
Powers are not just superhuman in nature. Instead,
Powers represent the unique capabilities and/or qualities
of a given hero (or villain) and what they excel at, whether
thats Livewires psionic ability to talk to machines, the
endless years of training and drive that allows Ninjak to
move silently through the shadows or Zephyr's Pop Culture
Knowledge that weaves with her Optimism to act as the
glue keeping the Renegades together no matter how dark
it gets. During the game players may quickly find that some
of the most memorable moments come when using "non-
Power" Powers to save the day.
If a Power has a direct translation as armor, a weapon,
or some other aspect that applies to the rest of the character
sheet, either the Power, or that portion of the sheet will
include a name in parenthesis. In other words, thoroughly
review your sheet to ensure you know where all the
elements that make up a Power are located. The various
sections, then, provide all the details a player needs to
appropriately explore what he or she can accomplish with
their abilities during a game.
The name of each Power provides a guideline for
what the power does, but ultimately itll be up to the
player, the Lead Narrator (LN) and the roleplaying group
to determine what a character can and cant do with each
Power. For example, a player may want a given Power to do
two relatively different things in a given gaming session.
The LN may allow both, or he may allow the second only
1 QUICK START RULES
Derek Armstrong (order #5983480)
VALIANT UNIVERSE
after the use of a Plot Point, or after lowering the Power
Die value. In the end, as with all the great comic books, a
character is as strongor as weakas a plot needs him
or her to be and your stories will need the same flexibility.
Cues
In the center-right of the Dossier are the characters
Cues. Cues are statements or quotes that help define
the characterwhether its attitude, capabilities or
personality. Each Cue helps form the basis of a Narration
(see p. 4). Additionally, they are split into Cues and
Action Cues. While they are interchangeable as the
situation dictates, generally Cues are more oriented
toward the character in their hidden identity and Action
Cues for when theyre storming the heavily secured
facility in all their superhero majesty.
Armor
The Armor track gives the number of Armor pips
the character has; this is a generic term that covers
everything from an armored jacket, military-grade
body armor, superhero thick skin, to extreme agility that
keeps a person from being hit, and beyond. Toyo Harada
is a businessman and so if surprised hes got very little
armor; but hes almost never caught unaware and his
Psionic Shield Power acts as armor; note the notation on
Psionic Shield in the Powers section pointing toward the
corresponding Armor portion of the character Dossier.
Armor helps deflect damage during combat (see p. 7).
Health
The Health track defines the characters Health
status. Once a characters Armor (or any Power acting
as Armor) has been depleted from damage, he begins
to take damage to his Health track. As injuries pile up,
a character will start to suffer negative performance
effects (see p. 8).
Weapons
In a dangerous universe, most characters carry
one or two weapons. The weapons column lists those
weapons and the damage they inflict on a successful
hit, as well as their range. In some instances, additional
rules might be included for the effects of the weapon.
Remember that Powers that act as weapons can
have additional stats here. Since Haradas Atomize Power
is a weapon, it has (Weapon) next to the name in the
Powers portion of the Character Dossier, which directs
the player to the Atomize stats in the Weapon section.
These two sections combine to provide all the details
a player needs to use this attack. In the case of Harada,
the player rolls a D12 (alongside the appropriate Stat
Die as determined by the LN, and discard the lowest
value result) when attacking with Atomize (as noted in
the Powers section), and the Power can be used at any
range. If an attack is successful, the player rolls a D8 to
determine damage (as noted in the Weapons section).
Chris is playing Livewire as the
characters are trying to exfiltrate
from a P.R.S. facility with crucial
stolen data. Time for Livewire to
step up, especially as Ninjak just
finished taking care of some security
personnel at their station.
One of her Powers is Manipulate
Electronic Devices. Obviously this is
wide open, and so Chris knows hes
got a lot of latitude. Chris provides
the following Narration: Livewire
sprints to the station and touches
the computer screen. This will only
take a moment. She then taps into
the buildings security feeds to find
out where the bad guys are and
devise a path out.
The LN doesnt have any issues
with this use of her Power, and so
Chris makes a standard Challenge
dice roll (see p. 6).
In a subsequent turn, Livewires
team is nearing the outer wall of the
facility, but are out of explosives and
the door access is crawling with ever-
increasing numbers of P.R.S. security.
The LN sets the stage of the
current turn: The characters
find themselves in a small, fully-
automated assembly hub. A myriad
of loud sounds, whirring wheels and
rotating robotic arms doesnt mask
the shouting of guards as they seal
the two doors and begin sweeping
into the cluttered space searching
for you with deadly intent. Chris,
youre up.
Chris thinks for a moment, then
snaps his fingers and smiles at a new
idea and begins: Livewire notices a
large flywheel spinning at high RPM
near the outer wall. Cover me. She
crabs over to a terminal, plugs into
the machine with a touch, overrides
the safety protocols and revs the
RPM as high as the machine will
go, and then drops the brake. The
machine vibrates wildly as the howl
spikes up to a screeching pitch, then
the flywheel breaks free and slams
into the wall, shattering open a hole.
The LN slowly closes his mouth as
he thinks it over then determines that
seems a bit much for the Power as
is. As such the LN tells Chris that it
can happen like this, but instead of
Livewire's usual D10 Power Die, she
must use a D8rolling it with the
Intellect Diefor the Challenge and
Chris needs to spend a Plot Point to
show the flywheel casing had a hairline
crack from lack of proper maintenance
to allow the catastrophic event.
Chris happily tosses in the Plot
Point and grabs dice to make the roll!
2 QUICK START RULES
Derek Armstrong (order #5983480)
VALIANT UNIVERSE
Dont forget, though, that even while the Power is
noted as primarily a weapon, the Power can be used in a
variety of ways only limited by the imagination. What if
a player wants to simply heat up a gun at 100 meters by
using Haradas Atomize to force the atoms to move rapidly,
without a big disintegration giving away their location?
Make the Narration and see if your LN likes where youre
taking it!
Equipment
While the characters trust their abilities, they also
carry various tools and supplies, as shown on their
Equipment column of their Dossiers. Unlike weapons,
equipment in Valiant Universe has no set stats. Take a
look at Haradas Dossier, under Equipment. Exactly what
does the Digital Assistant do, and how does it work?
What if in a previous game the player determines its
actually a predictive AI named Cassandra, and during
the current game the LN decides Cassandra has moved
up in the world of AIs and become sentient enough
to try and seizing control of a Harada Conglomerate
facilitywhat might happen? The player may have to
answer those questions during gameplay with a clever
Narration (see p. 4).
NPC Dossiers
Finally, there are two types of Dossiersthose
for fleshed-out characters like the heroes players will
become, or particularly important enemies, and those for
less-important characters like henchmen or supporting
characters. These non-player character (NPC) Dossiers
are a third the size of normal Dossiers and contain much
less information. Lead Narrators can modify the NPCs in
this QSR (see p. 23) to expand the number of enemies for
a given Event; they can also visit www.catalyst.com/valiant
to download a blank NPC Dossier.
It's important to remember that the nature of these
simplified rules, alongside most NPCs as "disposable"
villains, means the characters you run up against in
these Events do not reflect their full nature. Obviously
Anchor and the Eggbreaker have more Powers at their
disposal (while their Stat Dice may seem a little "light").
And the LN can certainly tweak up a Stat Die and/or add
additional Powers if he or she feels they are necessary
to create a bigger challenge. But they are meant to be
more minor characters, with X-O Manowar acting as the
star NPC, hence why he has more details (though even
X-O Manowar's stats are truncated due to his NPC nature
here). Playing as those actual characters in the various QSR
Supplementals (see inside back cover) will provide a much
more robust experience showcasing a wider range of what
each can offer.
THE EVENT BRIEF
The four-part Unity Event Briefs (see p. 11) supply
all the information youll need to start a gameplay session
with little effort required on the part of the players.
z Intro: A short overview of what the Event will
be about, what the objective will be and what
opposition the characters can expect to find. This
will be presented as sourcebook fiction, as though
the reader was a character transplanted into
the game universe, reading military documents,
historical texts, security briefs, intercepted personal
communications, local newspapers and so on.
z Event Objectives: The Objectives list a set of events
or accomplishments that characters are expected
to do in order to complete the Event successfully,
though they arent mandatory.
z Event Cues: The Events Cues function the same as
the Cues on a Character Dossier. Each Cue can be
the basis for a Narration as well as a description of
the Event itself.
z Event Tags: Tags give short descriptions of the Event
in order to give players the gist of the adventure or
to aid the creation of a campaign.
z The Setting: Below that is the Settinga description
of the area where the characters find themselves at
the beginning of the Event.
z Enemies and Obstacles: Finally, an Enemies/
Obstacles list gives the opponents and obstacles
that the characters may have to defeat or
overcome to successfully complete the Event, with
each considered a Scene, or section, of the overall
Event Brief.
BUILDING THE STORY:
PLAYING VALIANT UNIVERSE
Once each player has a set of dice, the appropriate
Character Dossier at hand, an Event Brief selected, and an
LN chosen, your group is ready to get started.
Valiant Universe play is divided into a series of
segments that build on each other: Turns & Narrations,
Scenes, Event Briefs and Campaigns.
TURNS AND NARRATIONS
Valiant Universe gameplay is divided into a series of
turns. Each turn, every player will have a chance to play
out and describe his characters actions. These descriptions
are called Narrations, and as the game progresses these
Narrations will build on each other and form the story of
the game.
Lead Narrator
Each turn begins with the LN and continues with the
player on the LNs left until all players have had a turn at
Narration.
The LN begins the turn by giving a narrative of the
current situation and advancing the plot, as described
under Event Briefs (see p. 11). The LN also makes any
actions or die rolls for enemies the characters may
encounter. Though the LN begins the turn, he is the last
to act with his character.
Once all players have had a chance to narrate their
characters actions, the turn ends and a new turn begins.
3 QUICK START RULES
Derek Armstrong (order #5983480)
VALIANT UNIVERSE
SCENES
A Scene is defined as the start and finish of a given
section of time within an Event Brief. A Scene will contain
a number of turns, which will vary depending upon whats
occurring within a given Scene.
For example, take a look at Unity (see p. 11). Each of
the three descriptions of the Enemies/Obstacles found in
that Event Brief is a Scene. There is no hard and fast rule
on how many turns are in a Scene. Instead, that will be
based on how many players are involved, their style of
play and their Narrations, which ultimately leads to how
quickly (or slowly) theyre able to accomplish the goals of
a given Scene.
Scenes and the LN
The LN starts a Scene and is the LN for every turn
until a Scene is accomplished. Once a Scene is finished,
the player to the right of the current LN becomes the new
LN. The new LN starts the first turn of the new Scene by
providing a narrative of the current situation, and so on,
as described above.
EVENT BRIEF
An Event Brief usually constitutes a single game
session and is finished when all of the Scenes within
an Event Brief are accomplished. How many Scenes are
required to finish an Event Brief is detailed in each Event
Brief, but can be modified by the player group.
CAMPAIGN
The four-part Unity Event Briefs are designed
to stitch together a larger story that will span many
gaming sessions.
BUILDING THE STORY:
NARRATION AND FLOW
Giving a Narration is quite easy. All a player has to do
is describe what his or her character is doing: whether its
engaging in combat, exploring a room, using a Power, or
repairing a device.
If any action has a chance of failure, then a dice roll is
made to determine whether the action succeeds or fails.
Many Narrations are based on Cues provided on
Character Dossiers or Event Briefs.
CUES
Cues are building blocks players can use as a basis
for Narrations. Cues are both suggestions and descriptions.
Cues can be positive and negative and never have to be
narrated the same way twice. If a player draws a blank or
wants to make sure hes staying on-topic, he can take a
look at a list of Cues and choose an appropriate one to
base a Narration around.
MOVING THE STORY FORWARD
Collaborative Narration is about creating a story
and moving it forward. Valiant Universe is about making
impossible choices, facing terrifying challenges and
overcoming them in fantastic and fun ways. It is all about
saying yes to fun, not no to something unexpected.
So when you are faced with the impossible, you
smile and say, Yes, and Then you make it up! There is no
wrong way in Valiant Universe. Want to have the characters
swallowed by a timearc into the Faraway that just appeared
in San Franciscos Chinatown and took half a building and
a taxi with you? Then do it! But be ready for the LN to have
a Generation Zero psiot step out of that taxi for some butt-
kicking on you. After all, the rule is Yes, and...
For example, the players are all gathered around
the table for the nights adventure (Event Brief ) and are
already in the thick of the action. In the previous turn,
Brandie, the current LN, revealed that after being swept
into the Faraway by a timearc and being hunted by a large
warband of what appears to be Mesoamericans, one of
the walls of the cave theyve been backed into suddenly
appears to be acting funny.
PLOT POINTS
Plots create twists you never saw cominga HALO
drop of H.A.R.D. Corps troopers right in the middle of your
firefight, that hidden button that does something, an alien
beast suddenly rampaging out of a timearc. Plot Points can
make all these happen!
In gameplay, Plot Points may be used in many
ways. They are used to interrupt or alter another players
Narrationa method of adding a twist to the game. But
they can also be used to change player turn order, alter a die
roll or gain back a point of Health. The ways players utilize
Plot Points are only limited by how creative they want to be.
Philplaying as Toyo Harada
fi nds hi msel f i n peri l ous
circumstances. Hes the first player
to make a Narration this turn and
the situation isnt good: the players
are trapped in an alien spaceship
thats crashed and is heading toward
the bottom of the ocean. Phil takes
a quick look at Haradas Dossier and
sees the Cue We have very little
time. That couldnt possibly fit the
situation more perfectly. Whats
more, from reading the comics, Phil
knows that Harada is a dominant
leader. He also knows that with such
a charismatic character there needs
to be some gravitas, even as death
looms immediate and large.
Attend! Harada commands.
He forcefully sweeps his arms
to include his team. We have
very little time. Give me status
updates immediately and your
recommendations for action.
4 QUICK START RULES
Derek Armstrong (order #5983480)
VALIANT UNIVERSE
Players will be earning and spending Plot Points
throughout the game, and using some type of tokens
(such as poker chips) is the best method to track them.
However, players are free to use whatever system works
best, whether its chips, dice, noting them down on a piece
of paper/table/smartphone, and so on.
Earning Plot Points: Players
Players begin the game with three Plot Points each
and may be awarded more points by the LN for particularly
good Narrations. Players may have a maximum of five Plot
Points at any time and only one point may be awarded to
a player at a time.
5 QUICK START RULES
After the rest of the players
make their Narrations in an effort to
determine whats going on, Brandies
character (as the LN, her character
is the last to act in a turn), says, I
use my scanner to see if the walls
becoming unstable at a macro or micro
atomic level, hoping thatll provide
some data on the strange-acting wall.
It is now the beginning of the next
turn, and Brandie, still the LN, sets
the stage for the start of this turns
events. She takes a moment to gather
her thoughts, based upon whats just
transpired from the previous turn,
and says, Unfortunately, that didnt
bring up any data as whatever is
occurring appears to be beyond the
scanners abilities. A new row of loud
but unintelligible shouting comes from
the Mesoamericans outside, and
another fusillade of arrows arcs into
the partially blockaded cave, narrowly
missing one of you. Additionally, the
cave wall now appears to be going
transparent in a beating rhythm. And
each time it goes transparent, you
appear to see someone shouting at
you from within, or withoutyou cant
tell. The LN, wanting to have a little
fun, then places a Plot Point into the
pool and says, Ninjak, you recognize
the man from your young school days.
Despite his exotic uniform, built from
what appears to be crystal pellets, its
Colonel Percy Fawcett, the explorer
who disappeared close to a hundred
years ago in South America. Ninjak,
youre up.
Joshuapl ayi ng as Ni nj akto
Brandies right gapes at the surprise
twist but quickly smiles and says, Yes,
and on seeing Percy Fawcett during
one of the walls phasing moments,
I yell Harada, I think a timearc is
tunnel ing between parts of the
Faraway. This might be an escape
that doesnt involve several hundred
warriors. Use your AI and see if she
cant establish a quantum field thatll
stabilize the singularity enough for us
to escape. Ill keep the warriors at
bay. Ninjak moves carefully back to
the cave mouth, preparing to unleash
a storm of knives and throwing stars
should the warriors try and rush
the cave.
Collin, Haradas player, mouths to
himself, quantum field? With a shrug
and a smile he picks up the thread of
the adventure. With his best gravitas
-style impression of a man like Harada
he responds, You confirm my own
suspicions, Ninjak. Collin drops one
of his Plot Point tokens on the table.
Ill invert my Psionic Shield to act as
a conduit for my digital assistant to
infiltrate the singularity and stabilize
it with the introduction of a quantum
field. Out-of-character Collin then
says to the LN, "I'll use the Plot Point
to support this." Collin rolls a D12
for the Challenge (see p. 6) with a
result of 8; then rolls a D10 for his
Power Die and a D10 for his Intellect
(after the LN agrees the Intellect is
the appropriate choice), getting a
result of 5 and 6 (after checking to
see he didn't roll his Luck Stat, he
discards the 5 and selects the 6);
the LN decides there are no modifiers
so the total is 14. Brandie, as the LN,
rolls the opposing D20, rolling a 17
(no modifiers are added). Looking at
the result, Brandie shakes her head.
It appears your AI did its job too
well. Yes, the cave wall is holding and
now you can also hear Percy Fawcett
yelling Hurry it up, chaps, or those
natives will be chopping you but quick.
However, the instability of the timearc
tunneling has breached Cassandras
quantum fiel d and is starting to
consume the rest of the cave. If the
instability reaches critical, itll bring
the whole mountain down on you.
Brandie turns to Bo, nodding to him
that it is his turn now.
Bo stays in character and panto-
mimes sheathing a blade and affects
his best Gilad Anni-Padda voice, saying,
Even the Eternal Warrior knows when
it is time for a strategic withdrawal,
especially as we appear to have
unexpected allies. Gilad quickly leaps
through the opening.
Derek Armstrong (order #5983480)
VALIANT UNIVERSE
Players with no Plot Points are automatically given
one at the beginning of their turn.
The LN is the only person who may award Plot Points.
Earning Plot Points: Lead Narrator
The LN also receives Plot Points into a Plot Pool. The
LN starts an Event Brief with one Plot Point and every time
a player spends a Plot Point (see below), the LN receives
a Plot Point.
Unlike the players, the LNs Plot Pool has no size limit.
The Plot Pool transfers between LNs in between
Scenes. If the Plot Pool is empty at the start of a new Scene,
the new LN receives 1 Plot Point.
Spending Plot Points: Players
No matter what effect you want to cause, the cost is
one Plot Point and the change is immediately made to the
game. Players may not spend more than one point at a time
in an attempt to maximize the twist, though they can spend
multiple Plot Points during any players Narration (whether
their own, or another players).
Just remember, Plot Point use doesnt always mean a
positive change. Often plot twists are a negative event
something goes wrong that must be fixed or adapted to
by the characters.
Spending Plot Points: Lead Narrator
Like players, the LN can spend Plot Points in any
fashion he chooses, with the following caveats:
z Plot Points can only be spent to aid NPCs or create
plot twists; they cannot be spent to directly aid or
hinder a player.
z The LN can only spend one Plot Point per turn, unlike
the players who can spend more than one per turn.
ROLLING DICE
No matter how well your storytelling is unfolding,
there will come a time when the dice need to come out
to help resolve a given situation.
THE CORE MECHANIC
As a story-driven role-playing game, Valiant Universe
uses a simple, cinematic dice-rolling mechanic to resolve
Challenges, Tests and Combat.
The Basic Mechanic for Challenges and Tests
A D12 is the Base Die, and forms the foundation
that all players rolls are based upon. The result of this
roll is modified by the appropriate Stat Die and any
additional Modifiers. The basic dice rolling mechanic for
all Challenges and Tests is:
D12 + Stat Die (D4, D6, D8, D10, D12) + Modifiers
vs. D20
A Challenge is any action taken against an inanimate
object, while a Test is any action taken against another
character or any NPC that is non-combat related.
Which Stat Die To Use: The appropriate Stat Die
to use will usually be very easy to determine: trying to
lift something heavy? Might. Trying to outsmart an
opponent? Intellect, and so on. Ultimately, however, if
the situation is too muddy, the LN makes the decision on
which Stat Die to use (see p. 1).
Modifiers: Modifiers represent good or bad
situational circumstances that take an ordinary situation
and make it extraordinary. For example, while trying
to work on X, the player is: being attacked (a negative
modifier); hes wounded (a negative modifier); theres no
gravity (depending upon what he is trying to accomplish,
it could be a positive or negative modifier); the player is
getting additional help (this also could be a positive or
negative modifier depending upon the Stat Die of the
player trying to help); the device hes working on is extra
difficult (a negative modifier) or extra easy (a positive
modifier)the skys the limit on what might happen. The
decision on what modifiers are applied to any die roll, if
any, and whether they are positive or negative, is always
made by the LN.
Powers: If the character is attempting a Challenge
or Test covered by a Power, roll the Power Die with the
appropriate Stat Die (as determined by the LN) and
discard the lowest value result; adding it to the result
of the D12 plus modifiers to compare against the D20.
D12 + (Stat Die (D4, D6, D8, D10, D12) + Power Die
(D4, D6, D8, D10, D12) [discard lowest result]) + Modifiers
vs. D20
A new turn of Valiant Universe
has started and Jasons character
is injured. At the beginning of his
turn, Jason spends one Plot Point
to regain a point of Health.
He deposits his Plot Point token
into the Plot Pool and restores
one of the Health pips on his
characters Dossier. He then makes
a quick Narration:
Gilad Anni-Padda, still bleeding
after he tangled with X-O Manowar,
injects a medstim.
6 QUICK START RULES
Derek Armstrong (order #5983480)
VALIANT UNIVERSE
Luck Stat
Always remember that regardless of the overall
result, if a Stat Die (or Power Die, if used; check both dice
rolled before discarding the lower value) result equals
the characters Luck Stat, that character automatically
succeeds at his action (see p. 1).
COMBAT
Combat is a variation on the basic dice rolling
mechanic for Challenges and Tests. The Action Die forms
the foundation of all combat rolls, instead of the usual D12
Base Die. The result of this roll is altered by any applicable
modifiers. The basic dice rolling mechanic for all combat is:
Action Die + Modifiers vs. Action Die + Modifiers
As shown, combat is a straightforward contest between
combatants Action Dice, plus any applicable modifiers.
Modifiers
As with Challenge and Test rolls, combat can have
a variety of situational modifiers added, all of which are
decided upon by the LN.
Ranges
All weapons (and any Powers that act as weapons)
fall into three range brackets for combat (the range of each
weapon/Power is noted on the Character Dossier).
z Close (Melee)
z Near (Pistols)
z Far (Rifles)
If a weapon (or Power) is used in a range bracket
one higher than its noted bracket, apply a 3 modifier.
A weapon cannot be used in a range bracket two higher
than its listed bracket, though it can always be used in a
closer bracket. For example, Shadowmans sickle is a Close
(Melee) weapon: if its used at Near range the player would
apply a 3 modifier; it cannot be used at Far range. Any
rifle, however, which all have Far range, can be used at
Near or Close without any issues.
Its important to note, though that a specific Dossier
may change these values based upon a specific weapon.
So if you see different values than the norm, those are
not in addition to the standard above, but instead fully
replace the above modifiers.
Power Die
As with non-combat situations, if the character has
a Power Die that is combat-related and appropriate to the
current situation (as determined by the LN ), the player
will roll the Power Die with the Action Die and discard the
lowest value result.
(Action Die + Power Die [discard lowest result])
+ Modifiers vs. Action Die + Modifiers
Or, if two characters are fighting Power vs. Power the
dice would look like the following:
(Action Die + Power Die [discard lowest result])
+ Modifiers vs. (Action Die + Power Die [discard lowest
result]) + Modifiers
Luck Stat
Always remember that regardless of the overall
result, if an Action Die (or Power Die, if used; check both
dice rolled before discarding the lower value) result equals
the characters Luck Stat, that character automatically wins
(see p. 1).
Unusual Circumstances
Any time an unusual circumstance arises not directly
covered by the rules, the LN modifies the situation on the
fly. For example, if two combatants are at a significant
range from one another and the LN decides the winner
of a combat roll couldnt possibly damage the loser,
he simply doesnt apply damage and moves on; in this
instance winning was simply an avoidance of damage
on the winners part.
7 QUICK START RULES
On a mi ssi on for MI6 to
infil trate a potential Harbinger
Foundati on faci l i ty i n Afri ca,
Ninjak comes up against a locked
door. And he needs to get past
it. Charlie, playing as Ninjak, knows
this is what Ninjak is famous for,
and so has an excellent chance of
bypassing the security on the door
to gain access.
Breaking a complicated lock
is definitely a Challenge as its
against an inanimate object. Charlie
decides this is a test of Intellect
(which the LN agrees with), which
again is perfect for Ninjak, who
has a D10 in that category. Charlie
rolls for the Challenge, rolling a
D12 (Base Die) and a D10 (Intellect
Die). The LN rolls a D20 for the
lock; the LN decides there are no
special circumstances requiring any
additional modifiers. The result is:
4 (D12) + 9 (D10) + 0 (no
modifiers) = 13 vs. 6 (D20)
A big success! With little effort,
Ninjak bypasses the security.
However, the whole thing leaves
Charlie nervous. It looked like a
much more difficult door to bypass
regardless of Ninjaks specialty.
Charlie knows this is either a trap,
or something else strange is going
ontime to find out.
Derek Armstrong (order #5983480)
VALIANT UNIVERSE
Vehicle Combat
There is no separate system for combat between
vehicles. Instead, the focus is kept where it should be,
on the action of the characters, with the LN deciding
what Challenges/Tests/Combat should occur under any
given situation.
Damage, Armor and Health
Whenever a fight occurs, or a dangerous situation is
encountered, theres a chance a character could take damage.
Damage: On every Character Dossier, theres a
Weapons column that lists the weapon (or Powers) the
character started the game with and its Damage Value.
Whenever a character takes damage, the damage is first
applied to the Armor column of the Dossier. Once all
Armor pips are marked off, damage then begins to apply
to the Health column. If that happens, its time for some
serious heroics!
Health Flow Chart: The Health column of the
character Dossier takes the form of a flowchart. Players
start at the top, left-hand pip and move to the right until
the first row is marked off, then move to the top, left-hand
pip of the second row and move to the right until the
second row is marked off, and so on.
z First X: When the first X (on the second row) is
reached, the character immediately applies a 1
penalty to all future Might Die rolls.
z Second X: When the second X (on the third row) is
reached, a 1 to all future Might and Action rolls is
immediately applied.
z Staggered: When the first Staggered pip is crossed
out, the character simply cannot give anymore and
may take no actions (he does not give any more
Narrations until hes healed, nor can he spend any
Plot Points). (There are instances in which a Power
could still work even if the character is Staggered,
such as X-O Manowar's Armor Regeneration; the
final call on whether a Power is still active while a
character is Staggered is up to the LN.)
z Knocked Out: The character is wounded so badly
he or she has slipped fully into unconsciousness
and is completely out of the action for the rest of
the Event. (This is NOT the same as a dead character;
the character will fully heal before the next Event.
Really "killing off" a character should be reserved for
truly epic moments of storytelling where the players
will be recounting stories about the game for years
to come.)
Secondary Effects: Generally speaking,Valiant
Universe doesnt assume weapons have any other effects
beyond straight-up damage as noted on the various
Dossiers. However, like the equipment also noted on
the Dossiers, players and LNs are free to come up with
additional fantastical effects from a weapon.
Regaining Armor/Health: Fortunately, there are
many ways to regain Health or repair Armor. A player could
spend a Plot Point to regain a pip of Health or Armor. Some
characters carry first aid kits as equipment, which can
restore Health. Additionally, some characters are doctors
or engineers or even have the Power of healing and can
use a Narration to fix Armor or help heal a teammate; in
this instance how much they repair the Armor and/or
the Health of a character could largely depend upon the
quality/uniqueness of their Narration, with the LN fixing
two or even more pips for a particularly superb recitation.
Weapons
Weapons come in all shapes, types and sizes. You
name it, and it probably comes in a variety of colors
and styles as well. Valiant Universe characters start each
Event with a default set of weapons. These are listed on
the Character Dossier along with the amount of damage
they do when used successfully against a target, and their
range bracket.
Equipment
Besides weapons, many characters also carry a
variety of equipment to use during Events. The uses of
many of the different items may be obvious: a first aid kit
would help treat a character whos been injured or a tool
kit could be used to repair Armor or other devices. The
intended application of other equipment may be obscure
or even totally unknown. In many cases, this is intentional
and gives the players a chance to decide exactly what that
equipment does, based on the name.
8 QUICK START RULES
Aarons character, Bloodshot,
is facing off with a Harada Global
Congl omerates security agent.
Bloodshot is using a rifle he secured
earlier in the game. Unfortunately
the security agent was previously
disarmedthough he managed to
escapeand so only has a crowbar
and is on the other side of a large
open area.
Aaron rolls a D8 (Bloodshots
Action Die) and the LN rolls a D6
(the security agents Action Die).
Because Bloodshot can attack from
a distance and the security agent
cant, the LN awards a +1 modifier
to Bloodshots roll. Aaron rolls a 7
and adds the +1 bonus for a final
result of 8. The security agent
rolls a 3; with the 3 modifier for
trying to attack with a weapon into
a larger range bracket, the result
is 0. The security agent loses and
gets shot.
There are numerous ways the
encounter could play out. Just
remember to roll with the dice and
the Plot Pointsanything can happen!
Derek Armstrong (order #5983480)
VALIANT UNIVERSE
9 UNITY MISSION BRIEFS
402 AD TO PRESENT DAY: THE JOURNEY TO UNITY
Aric of Dacia, a fth-century heir to
the Visigoth throne, came of age
under the oppressive thumb of the
Roman Empire.
Hoping to ambush a Roman battalion,
Aric and his men instead encountered
a hostile alien race disguised as
legionnaires. The creatures known
as the Vine abducted the Visigoths.
After years of torture aboard a Vine
colony ship, he and his fellow
prisoners rebelled, and made their way
to the alien armory . . . which was, in
fact a temple holding the Vines most
sacred relic, the X-O Manowar armor.
Bonding with it, Aric escaped the
ship and returned to Earth, only to
nd that 1,600 years had passed.
Furious, Aric left Earth and traveled
to the alien homeworld . . .
. . . and discovered that the Vines
slaves were descendants of the
Visigoths. Aric freed his people and
brought them to Earth, where he
declared their ancestral homeland of
Dacia now Romania his kingdom.
The world, however, will not take the
invasion of Romania lying down . . .
1 2 3
4 5 6
ROMANIA
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 UNITY
10 UNITY MISSION BRIEFS
CATALYST GAME LABS
Cue System Game Design Matt Heerdt
Additional Game Design Randall N. Bills
Project Development Randall N. Bills
Writing Randall N. Bills
Philip A. Lee
Editing Jason Schmetzer
Cover Artwork Tom Raney
Graphic Design & Layout Ray Arrastia
Artwork Lee Garbett
Doug Braithwaite
Khari Evans
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
<<<BEGIN ENCRYPTED FILE: HARADA14738-G>>>
[Translated from Japanese:] Cassandra tells me the Russians are going to launch
a nuke. If it were anyone else making such a claim, I would just laugh it off.
No normal human could know how the Romania situation is going to play out. But
Cassandrathe AI's predictions are nearly always right. Would that I could chalk
this projection to a glitch in her predictive subroutines. Not even my power and
influence on the global stage can stop mankind's most horrific weapon.
Whatever the cost, I cannot allow this to happen. I will not let Bucharest
become the next Hiroshima.
Gilad tells me his meeting with his old friend Aric of Dacia, wielder of the
X-O Manowar armor, did not go well. He had hoped to convince Aric to take his alien
ship and leave Romania peaceably, but Aric does not understand "peace." The so-
called Eternal Warrior may be effectively immortal, but today I learned he bleeds
just as well as the rest of us do. Aric broke Gilad's arm in the confrontation; he
will heal in due time, but that is not fast enough. A warrior with only one good
arm is only half as good to me.
Ninjak is still under MI6's thumb, but he won't turn down a lucrative contract.
He has worked for me in the past; he will work for me again. His one-of-a-kind skills
are necessary if we are to neutralize the threat before it goes critical. But his
go-it-alone strategy may prove problematic when integrating him into this team
And Livewiremy dear AmandaI believe she has learned her lesson by now. She
may not be wholly loyal to me anymore, but if I can convince her what is at stake,
she will use her abilities to help me. Her rapport with machines may very well be
the key to counteracting the Manowar armor.
Where an army will falter, we four can put an end to this nonsense in Romania.
But if we failthe world may never forgive us.
<<<END OF FILE>>>
Derek Armstrong (order #5983480)
THE RENEGADES, PART 1: ON THE RUN
OBJECTIVES
z Infiltrate the Visigoth perimeter
z Reach the hotel penthouse
z Find and defeat Aric of Dacia, the X-O Manowar
CUES
z team of convenience z no time to prepare z primitive Visigoth weaponry
z out of the armor z element of surprise z virtual thoughtscape
TAGS
z Bucharest z plowed field z infiltration z Visigoths
z X-O Manowar z hotel z balcony z training
UNITY, PART 1: TIME TRIAL
UNKNOWN VESSEL LANDS IN BUCHAREST
Today at 1403 GMT, a craft of unknown origin descended from the sky and landed in Bucharest,
Romania. Neither the craft nor its as-yet-undisclosed inhabitants have made any hostile overtures, but
the chaos caused by the vessels descent and landing has unleashed a wave of looting and other crimes
of opportunity in the Romanian capital.
Some Romanians are hailing the vessels arrival as definitive proof that we are not alone in the
universe. Others claim the vessel itself is a classified weapons program being developed by the Russian
military. Investigations have yet to determine the origin of the vessel itself.
Further reports indicate that the armored, blue-and-gold individual involved in the recent at the
Colosseum in Rome has been spotted near the craft. Whether this unidentified person of interest is
responsible for the vessels presence remains to be seen.
Rather than deny or confirm responsibility for the craft, the Russian leadership responded with a
declaration of military force. In a public address given at 1455 GMT, Russian Premier Sergeyevich declared
the vessel and the armored individual a threat to national security and vowed to mobilize against the vessel.
Incoming alert from Cassandra:
Harada-sama, the latest footage of the Bucharest incident confirms that
the armored individualcodename X-O Manowar, AKA Aric of Daciais indeed
involved with the craft. He appears to be protecting the ship and the people
that emerged from it. The ship itself matches no known configuration or design.
Conclusion: Vessel is of extraterrestrial origin.
Conjecture [93.8% certainty]: The Manowar brought the ship to Earth from
some unknown location.
Taking previous observation of the Manowar into account, predictive
extrapolation indicates he will defend the ship to his last breath, destroying any
and all who stand in his way with his array of offensive and defensive powers.
With the Russians threatening to send in military force, I predict a nuclear
solution will be pursued.
Conclusion: Neutralizing the Manowar situation will forestall a nuclear solution.
11 UNITY MISSION BRIEFS
Derek Armstrong (order #5983480)
UNITY, PART 1: TIME TRIAL
THE SETTING
In the night, the parked alien ship looms
overheada dark shadow, quiet and unyielding.
Beyond the vessel lies a grassy field that looks
recently plowed, and campfires dot the field. Past
the field sits an eight-story Romanian hotel building.
ENEMIES/OBSTACLES
Scene 1: Initial surveillance places X-O
Manowar in the penthouse suite of the hotel. Once
Aric gets into his armor, hell be all that much harder
to take down, so a bit of stealth will be required. To
reach him the team will first need to infiltrate the
perimeter of the field where the alien ship landed.
Visigothsdescendants of Arics countrymen from
the seventh centuryare wandering about the
encampment, but they are not expecting an attack.
The team must try to sneak past the Visigoths. If
any are alerted to the teams presence, they must
be dispatched quickly before they can raise an
alarm and give Aric a chance to don the Armor of
Shanhara.
Scene 2: Once the team reaches the hotel,
they will need to reach the penthouse before
Aric can realize anything is wrong. Aric, confident
in his mastery of the Armor of Shanhara, doesnt
have any personal guards watching over his suite,
but a number of Visigoth warriors have taken up
residence on the lower floors and will attack the
team when discovered.
Scene 3: When the team reaches Aric, assuming
they have managed to keep a low profile to this
point, Aric will still be unarmored, and it will take
him 1 full Narration to summon and don the Armor
of Shanhara. Aric fights alone, as the team will have
already dispatched or avoided all nearby Visigoths.
When using the NPC Dossier for X-O Manowar, ignore
the characters Powers for this scene.
Once Aric has been incapacitated, the
surroundings dissolve away, and the team finds itself
sitting in chairs in Haradas Harbinger Foundation
office in Pittsburgh. Stronghold, one of Haradas
nearby EggbreakersHaradas personal entourage
of powerful psiotscongratulates the team.
Harada-sama, Stronghold says, it appears your
thoughtscape training experiment was a success.
This team is fully capable of working together and
accomplishing our goals in Romania. I suggest you
get underway before were out of time.
The mission to defeat Aric, it turns out, was
a shared hallucination that occurred in Haradas
personal thoughtscape, as his way of ensuring that
the mission to come would not be a disastrous failure.
12 UNITY MISSION BRIEFS
Derek Armstrong (order #5983480)
THE RENEGADES, PART 1: ON THE RUN
OBJECTIVES
z Infiltrate the alien spaceship
z Escape capture (optional)
z Reach the bridge
z Defeat X-O Manowar OR plant computer virus in ships computer
CUES
z This time its real z corpses of eliminated Unity team
z high alert z breaking for orbit z virtual swordfight
TAGS
z Vine battleship z infiltration z captured z liftoff z space
z ships bridge z Visigoths z Wolf Class Armor z Aric of Dacia
UNITY, PART 2: GRAB THE WHEEL
RUSSIAN TANK BATTALION LOST NEAR BUCHAREST
Early today, the Russian Federation sent a tank battalion into Romania, and hours later the entire
formation was declared lost to enemy action. According to statements from the Russian government,
a battalion of the Fourth Guards Tank Brigade crossed the Romanian border this morning intent on
approaching the mysterious vessel that landed in Bucharest. The Russian military reported losing contact
with the battalion when it reached the Berceni district. No explanations for the loss were made public.
The Romanian government is denying any and all involvement in the incident and have threatened
retaliation if the Russians do not withdraw from their border. Russian Premier Sergeyevich claimed the
military movement was in proactive self-defense of Russian national security, and he blames the Romanian
government for the battalions loss. The United Nations has called an emergency Security Council session
to attempt resolving this dispute before it escalates into open conflict.
One possible explanation for the Russians loss comes from amateur photographer Renee
Rousseaux, who states she was on the scene during the Berceni attack. Her blurry photos show tanks
encountering a blue-and-gold blur that many believe is the unidentified perpetrator of the Colosseum
incident in Rome. Rousseaux claims this individual destroyed the Russian tanks with never-before-seen
weapons, but the subpar quality of the photographs only leads to further speculation.
Incoming Alert from Cassandra:
Harada-sama, the situation has escalated as previously predicted.
Unfortunately, the Manowar is more of a variable than anticipated. His
destruction of the Russian tank convoy has driven the Russian Federation
one step closer to a nuclear solution, either to eliminate the Manowar and/or
to destroy the vessel and the people he is protecting. Predictive extrapolation
indicates that the Russians will resort to firing a tactical nuclear warhead unless
you directly intervene.
The Unity advance team you sent to confront the Manowarcodenames the
Captain, Mirror, Bomb, and Etheris currently underway, but I predict their
current success rate at less than three percent..

Warning: Unity advance team eliminated. Primary and secondary mission


failures. Updating my predictive matrices
Conjecture [97.1% certainty]: Attacking the Manowar directly will have
disastrous results.
Conclusion: Removing the Manowars vessel from the equation will leave
the Russians and Romanians nothing to fight over.
13 UNITY MISSION BRIEFS
Derek Armstrong (order #5983480)
UNITY, PART 2: GRAB THE WHEEL
THE SETTING
The area around the alien ship is positively
crawling with Visigoths this time of night, and the
hotel lies in the distance. The area looks hauntingly
familiar to the recent thoughtscape training, but
this time the goals have changed. And this time
its real.
ENEMIES/OBSTACLES
Scene 1: Ninjak arrives at the Vine ship first and
is encouraged to infiltrate the ship alone, in order
to get the lay of the land so the rest of the team
isnt blindsided when they arrive. [While its true to
the comics to always have Ninjak be the advance
scout, LNs should feel free to mix this up if they wish
for more flexibility and variety, allowing another
player to go in first.] The Visigoths are on high alert
after the Russian tank attack, so Ninjak will need to
slip past some Visigoth guards and take out a lone
Visigoth warrior patrolling the ship. Once inside the
ship, X-O Manowar discovers Ninjaks presence and
confronts him. If X-O Manowar makes one successful
Action roll against Ninjak, Ninjak will be temporarily
incapacitated and captured. This scene should move
at a fast pace so the rest of the characters can get in
on the action as soon as possible.
Scene 2: Once Ninjak is captured (or manages
to escape the Manowar), the rest of the team
arrives. Ninjak can free himself by passing both an
Intellect Challenge (to dislocate a thumb) and a
Might Challenge (to wriggle out of his restraints).
Otherwise, another team member will need to find
him and loosen his bonds.
Once the whole team is aboard the ship and
freed, the Vine ship breaks for orbit. The team will
need to reach the bridge in order to take control
of the vessel. Acceleration forces make it difficult
to stand or take action. Until the ship reaches orbit
(Lead Narrators discretion), team members will
need to pass a Might Challenge in order to keep
their footing and/or make any Action rolls. Team
members may attempt another try at a failed Test
on his or her next Narration.
Scattered throughout the corridors leading to
the bridge, where X-O Manowar is controlling the
ship, are some of Arics most dedicated Visigoth
warriors and one or more Vine Wolf-class Armor.
Scene 3: On the bridge, Aric is hooked directly
into the ship via his armor. In order to gain control of
the ship, Livewire must connect to the ship as well
(the LN may allow another team member to connect
if Livewire is out of action, but the player will have to
explain how they're doing iti.e., using a prototype
Harada comms system, or some other way in which
they can get around Livewire's abilities). Once
connected, Aric will engage her consciousness in
virtual combat inside the ships computer. The rest of
the team must fend off the Visigoths and Wolf-class
Armor until Livewire can either successfully plant a
computer virus that will kick Aric out of the system
or defeat Aric in virtual combat.
To plant the computer virus, Livewire may
take one Intellect Test on each of her Narrations (in
addition to making Action rolls in combat against
Aric). If she succeeds in three successive Tests, the
virus is planted; if she fails a Test, she must start over
again. Although Aric is fighting Livewire virtually,
he still uses the stats and weapons on his Dossier.
While Livewire is trying to take control of the
ship, the rest of the team must protect her from
Visigoths and Wolf-class Armor that will attempt to
enter the bridge.
Once Aric has been defeated or the virus is
successfully planted, the ship begins losing altitude
and plummets from space like a meteor.
14 UNITY MISSION BRIEFS
Derek Armstrong (order #5983480)
THE RENEGADES, PART 1: ON THE RUN UNITY, PART 3: A SINKING FEELING
M.E.R.O. REPORT: BUCHAREST SITUATION UPDATE
At 0315 GMT, the Priority 1 vessel we have been monitoring in Bucharest suddenly took flight and
headed for the upper atmosphere. After settling into a low orbit, the craft remained in place for 37 minutes
before plummeting 60 kilometers back to Earth at 0402 GMT and sinking relatively intact into the Atlantic
Ocean at N 472215, W 331219.
NASA officials believe the vessel did not survive reentry and broke apart before crashing in the sea, and for
now we are doing nothing to actively discourage this belief. Investigative efforts from the US, Russian, and Chinese
navies are currently underway, but we are certain that the vessel will have already sank before any of these fleets
can arrive on the scene. Fortunately, the pressure at those depths due to the pressure unable to get any agents
in place to steer them away from few hold any hope of finding the wreckage and putting this mystery to rest.
Were currently attempting to piece together just what happened. Surveillance is no longer seeing
signs of the X-O Manowar at the site, but his primitive associates are still on the scene. Infrared scans of
the area indicate the presence of unknown individuals nearing and entering the ship.
Please advise on our next course of action.
Incoming Alert from Cassandra:
Harada-sama, I am reading that Livewire has subverted the X-O Manowars
control over the alien vessel. I am also seeing that she has gained control over
the Armor of Shanhara itself.
This is an unexpected development. Updating my predictive matrices
The Armor of Shanhara is an article of extraterrestrial technology.
Conjecture [95.6% certainty]: Livewire interfacing with the Armor may give
her a greater understanding of how her teletechnopathic abilities work.
The following facts are also of immediate importance:
1) Livewires previous betrayal resulted in Omicron psiot Peter
Stancheks escape.
2) The Armor of Shanhara is one of the most powerful weapons yet seen
on this planet.
3) Livewire chose to join your Unity team to neutralize the worldwide threat
Aric of Dacia posed, and without the Armor, Arics threat has been neutralized.
Conjecture [63.2% certainty]: With the Armor now under Livewires control,
if she chooses to rebel against you a second time, you will be unable to stop her.
Conclusion: Keep Livewires focus on the mission.
In the meantime, I am calculating that the ship is currently falling from orbit
and will impact the Pacific Ocean in approximately five, four, three
two
one
15 UNITY MISSION BRIEFS
OBJECTIVES
z Escape the sinking ship
z Stop the nuke
z Broker deal with world powers
z Save trapped Visigoths
CUES
z Hang onto something! z There has to be a way out of here
z filling up with seawater z never enough lifeboats z when world powers collide
TAGS
z free fall z Pacific Ocean z Visigoths z Wolf Class Armor z Aric of Dacia
z the Armor of Shanhara z nuclear solution z Americans, Russians, and Chinese
Derek Armstrong (order #5983480)
UNITY, PART 3: A SINKING FEELING
THE SETTING
With no one able to directly control the alien
ship, the Earth is rapidly growing larger in the bridges
viewport. Flames obscure the view as the spacecraft
blazes through Earths atmosphere like a meteor.
Once the flames go out, the shining blue carpet of
the Pacific Ocean awaits, just seconds below
ENEMIES/OBSTACLES
Scene 1: With Aric defeated and taken
captive, the X-O Manowar suit transfers itself to
Livewire. Due to the rigors of interfacing with alien
technology for the first time, she will be unable to
perform any actions except interface with the Armor
for two Narrations. Once Livewire has bonded with
the Armor of Shanhara, she will immediately regain
all of her lost Armor pips. While wearing the Armor,
she gains an additional +7 Armor pips and the
Armor Regeneration Power (D8, see X-O Manowar
NPC Dossier, p. 23); all of her Stat Dice, Weapons,
and other Powers remain the same.
Arics defeat also means the ship is uncontrolled
and plummeting to the Earth. The fall takes D4
Narrations before the ship will hit the ocean, and
any action a team member or NPC wishes to take
during the free fall will require a successful Might
Challenge before the action can be attempted.
When the ship crashes into the ocean, each team
member or NPC who fails a Might Challenge will suffer
2 Health damage (ignoring Armor) from the impact.
The submerged ship quickly takes on water and
begins to sink. The team will need to find a way out
of the ship before being drowned, and before water
pressure crushes the ship like an egg. After navigating
the ships maze of flooding bulkheads, the team will
learn there is only one escape pod, and Visigoths and
Wolf-class Armor are standing in the way.
Scene 2: Because the Russians lost a whole tank
battalion to the alien ships defenders, they dont
want anyone getting their hands on whatever is in
the ship. To ensure the vessels destruction, a Russian
plane launched a tactical nuke toward the sinking ship.
While adrift on an escape pod or the ships wreckage,
the team will need to find some way to destroy or
neutralize this missile before it can explode. There are
a number of creative ways in which the nuke can be
disabled, rerouted or destroyed.
To add some tension to the scene, the LN
can decide that the nuke takes a specific number
of turns to arrive at the ship, which will limit the
amount of time the team will have to plan their
strategy. To randomly determine how many rounds
of Narrations the team has, roll a D4.
Any unshielded team members or NPCs
near the nukes blast radius when it blows (LNs
discretion) are immediately Knocked Out for the
remainder of the Event.
Scene 3: After the nuke has been dealt with,
naval fleets from the United States, Russia, and China
converge on the alien ship. The team will need to
collectively meet with the officers from all three fleets
in order to prevent them from attacking each other
or going to war over the sunken ship. Bargaining
chips include such things as salvage rights to the Vine
ship and the X-O Manowar armor. The team must
convince all three powers that the Armor of Shanhara
is a dangerous weapon that remains under guard at
Harada Global Conglomerates.
During the meeting, one or more team
members can venture down to the sunken ship in
an effort to rescue any Visigoths before they drown.
16 UNITY MISSION BRIEFS
Derek Armstrong (order #5983480)
THE RENEGADES, PART 1: ON THE RUN
TRAITOR OBJECTIVES
z Steal the Armor of Shanhara from
Harada Global Conglomerates
z Return the Armor of Shanhara to Aric
HARADA OBJECTIVES
z Prevent the Armor of Shanhara from
being stolen OR regain stolen Armor
z Convince traitors to rejoin the cause
OR humble all holdouts
UNITY, PART 4: THE RIGHTFUL OWNER
COLOSSEUM AND BUCHAREST CULPRIT IN CUSTODY
INTERPOL officials released a statement declaring that the armored individual witnessed on the scene
of the recent incidents at Romes Colosseum and Bucharest, Romania, has been apprehended and taken into
custody. The culprits identity has not yet been revealed, but sources claim this international war criminal is
being held at a secure, undisclosed location.
The apprehended individual was responsible for using an unidentified form of self-contained aerial
combat armor to attack several Italian Aeronautica Militare fighters over Rome and cause havoc in Bucharest.
Photographs taken of the Bucharest incident indicate that this man was also responsible for the destruction
of the Russian military convoy in Bucharests Berceni district.
Italy and Romanias governments have both lobbied for the culprit to be remanded to their respective
custody to stand trial. So far no firm decisions have been reached, and no trial date has been established.
This is a delicate situation, said INTERPOL Secretary-General Jean-Baptiste Beaumont. The individual
in question represents a clear and present threat to global security, so all precautions have been taken to
ensure justice will be meted out accordingly.
Incoming Alert from Cassandra:
Harada-sama, I detect that something is amiss in your house.
Though the X-O Manowar armor is now under constant guard in this facility, many
different parties may seek to remove the armor from your protection.
Based on previous behavioral and speech patterns, and the performance of your
Unity team, I believe one or more of your associates will betray you:
Gilad Anni-Padda: 22.3% loyalty rating. The Eternal Warrior is a longtime friend
of Aric of Dacia and will not take kindly to Arics imprisonment. Recommendation: Release
Gilads leash ASAP and cut your losses.
Ninjak: 43.6% loyalty rating. The MI6 operative follows you for financial gain.
Recommendation: Maintain lucrative business relationship.
Livewire: 65.7% loyalty rating. Her earlier betrayal of you during the Omicron
incident has taught her a valuable and unforgettable lesson; she will only side against
you if she believes her cause is just. Recommendation: Provide specific examples to prove
the rightness of your goals.
Livewires Challenge
When I bonded with the Armor, it showed me how to use my powers in ways I
never imagined, so I now know every single plot Harada has put in motion, every
single person hes ordered killed. We took the Armor from Aric because it made
Harada and his company look good. Aric, on the other hand, just wanted to use the
Armor to create a home for his people.
Ive told Harada countless times that hes too powerful, that he needs something
or someoneto balance his ego and ensure he doesnt set himself up as a god among
men. I say we should be that balance. Whos with me?
CUES
z Were doing the right thing z three against one z I dont trust him
z breaking the Unity z Hes too powerful z Guard your thoughts
TAGS
z betrayal z Armor of Shanhara z infiltration z Harada Global Conglomerates
z Military Extraterrestrial Recon Outpost z Aric of Dacia z Visigoth prisoners
17 UNITY MISSION BRIEFS
Derek Armstrong (order #5983480)
UNITY, PART 4: THE RIGHTFUL OWNER
THE SETTING
Harada Global Conglomerates main
headquarters in Pittsburgh is a well-guarded
skyscraper with an extensive underground facility.
Between standard HGC security guards and the
Harbinger Foundations army of psiots, anyone
attempting to enter Toyo Haradas fortress without
permission will be in for a rude awakening.
The Armor of Shanhara is safe from all but the
most superhuman of would-be thieves.
ENEMIES/OBSTACLES
At the beginning of this Event, the players are
split into two groups: Harada in one and all of the
traitorsEternal Warrior, Ninjak, and Livewirein
the other. Throughout the course of this Event,
the traitors will attempt to complete the Traitor
Objectives, and Haradas player will attempt to
complete the Harada Objectives. A member of the
Traitors group can defect to Haradas group either
by doing so voluntarily, by Harada controlling
the character via one of his Powers, being
Knocked Out or Dead, or any other means the LN
deems plausible.
If Harada is ever Staggered or Knocked Out
during this Event, he will reappear in the next
scene with full Health and Armor due to having
gone into a regenerative trance. Any Traitor who
is Staggered or Knocked Out will reappear in the
next scene with full Health and Armor, but will be
on Haradas team instead.
Scene 1: The Traitors must sneak into Harada
Global Conglomerates building in Pittsburgh,
locate the Armor of Shanhara, and steal it. The
Armor is guarded by a psiot named Anchor and
some of Haradas Eggbreakers. Any character can
pick up and carry the Armor in its spherical form,
but Livewire is the only character who can don the
Armor. See p. 16 for Livewires stats when wearing
the Armor. Once the Traitors have stolen the Armor,
they must confront Harada and his Eggbreakers in
order to escape the HGC building.
Harada, on the other hand, must try to
convince the Traitors that the Armor of Shanhara
is too dangerous for anyone to wield. He and two
Eggbreakers will try to retrieve the Armor once it has
been stolen, and he can attempt to convince any of
the Traitors that they are doing the wrong thing.
Scene 2: If the Traitors managed to steal the
Armor, they must then learn where Aric of Dacia
is being held. He and his Visigoths are currently
at Camp Sigma, a military facility run by the
intelligence organization MERO. While the Traitors
are in hiding and attempting to locate Aric, Harada
can track them down and try to steal back the
Armor and/or convince more of the Traitors to
rejoin his cause. Likewise, the Traitors can attempt
to break Haradas hold on any former Traitors that
are currently under Haradas influence.
Scene 3: After the Traitors manage to locate
Aric, they must make their way to Camp Sigma,
which is out in the middle of the desert. At the
camp, Harada will have one last chance to try either
stealing back the Armor or coercing the remaining
Traitors to his side. If Aric is given the Armor, he will
immediately suit up and join the Traitors in their
fight against Harada.
AFTERMATH
If the Traitors prevail
Livewire: Harada was right about one thing
the Armor of Shanhara is indeed the most powerful
weapon on Earth. But it doesnt belong to us. The
Armor told me that it chose Aric of Dacia for a
reason. Watching him in the Armorhe is a natural
with it, and his experience in Romania has forged
him into a better person and a greater leader for
his people. I only hope we made the right decision.
If Harada prevails
Harada: The Armor of Shanhara is the most
powerful weapon on Earth, and I still believe no one
should ever wield it. This petty squabble with Amanda
and my former allies over the Armor has only proven
the rightness of my cause. Had I the nerve, I would
strap that accursed metal orb to a rocket and launch
it into the sun. But I cannot. There may yet come a day
when the Armor will be needed. I only hope that I will
never need to be the one to wear it.
18 UNITY MISSION BRIEFS
Derek Armstrong (order #5983480)
VALIANT UNIVERSE
19 CHARACTER DOSSIERS
MIGHT
ARMOR
(PSIONIC SHIELD)
HEALTH
EQUIPMENT
INTELLECT
CUES
ACTION CUES
CHARISMA ACTION LUCK
RANGE
DAMAGE Close Near Far
P
O
W
E
R
S
D8
D10 D10
D10
Atomize (Weapon)
Telepathy
Psionic Shield (Armor)
Reduces damage taken by 2
Levitation (Flight)
Psionic Projection D12
WEAPONS
The time to act is now.
I can stop this.
Believe me when I tell you, I will not let this happen.
Nuclear weapons will never be used again.
We have very little time.
That was just intuition.
Theres nowhere for you to run.
Prepare to have the world forget you ever existed.
I am the most powerful psiot on this planet.
HARADA
VITAL FACTORS
Name: Toyo Harada Aliation: Harbinger Foundation
TAGS
Psiot Visionary Controlling Confdent Omega
Atomize D8 OK OK OK
Mind Wipe 2* OK 3
*Target also forfeits its next action
Digital Assistant Expensive Suit
Designer Shoes
3
D6 D8 D10 D12
1 TO MIGHT
& ACTION
STAGGERED
KNOCKED
OUT
1 TO
MIGHT
Derek Armstrong (order #5983480)
VALIANT UNIVERSE
20 CHARACTER DOSSIERS
MIGHT
ARMOR
(EARTHS EMBRACE)
HEALTH
EQUIPMENT
INTELLECT
CUES
ACTION CUES
CHARISMA ACTION LUCK
RANGE
DAMAGE Close Near Far
P
O
W
E
R
S
D8
Weapon Mastery
(Weapon)
Tactical Genius
Accelerated Healing
Heals D4 1 pips of Health
Sure Shot
Adds +2 to next Action roll result
D8 D12
D4
WEAPONS
I hate being late.
Im the oldest living thing in the hemisphere.
Go away. I wont ask you again.
Theres always a war going on.
Youre never so alive as when youre killing something.
This wont end well.
The world is watching. There will be consequences.
My war is eternal.
I was around when war got invented.
ETERNAL WARRIOR
VITAL FACTORS
Name: Gilad Anni-Padda Aliation: The House of Earth
TAGS
Immortal Sumerian Patient Fist of the Earth Resilient
Axe 3 OK 2
Submachine Gun* 2 OK OK 2
*May target two enemies with the same attack action
Token of the House of Earth Cloak
Medical Cu for Broken Arm
10
D6 D8 D10 D10
1 TO MIGHT
& ACTION
STAGGERED
KNOCKED
OUT
1 TO
MIGHT
Derek Armstrong (order #5983480)
VALIANT UNIVERSE
21 CHARACTER DOSSIERS
MIGHT
ARMOR
(HEX-WEAVE FABRIC)
HEALTH
EQUIPMENT
INTELLECT
CUES
ACTION CUES
CHARISMA ACTION LUCK
RANGE
DAMAGE Close Near Far
P
O
W
E
R
S
D8
D8
Smart Gloves/Boots
(Climbing)
Ninjutsu Reexes
(Armor)
Reduces damage taken by 2
Explosive Foam
Poison Gas
Adaptive Camouage
Hologram Belt
D8
D10
D10
D6
WEAPONS
Ida done this job for free.
Its time.
Blunt-force trauma will sufce.
Alien tech or not, a locked door is a locked door.
Voil.
Only one chance
I guess you didnt get my Its a trap memo?
Go wage your war in the open. Ill wage mine in the shadows.
You can take away my equipment but not my training.
NINJAK
VITAL FACTORS
Name: Colin King Aliation: MI-6
TAGS
Precise Relentless Skilled Freelancer Super-spy
Katana 4 OK 2
Poisoned Shuriken 2* OK OK OK
*Target suers 1 additional damage over the next D4 rounds
Stealth Drone Vehicle Wing Suit
Pocket Computer
9
D10 D10
D8 D12
1 TO MIGHT
& ACTION
STAGGERED
KNOCKED
OUT
1 TO
MIGHT
Derek Armstrong (order #5983480)
VALIANT UNIVERSE
22 CHARACTER DOSSIERS
MIGHT
ARMOR
(DEFLECTION SHIELD)
HEALTH
EQUIPMENT
INTELLECT
CUES
ACTION CUES
CHARISMA ACTION LUCK
RANGE
DAMAGE Close Near Far
P
O
W
E
R
S
D8 D8
Manipulate
Electronic Devices
Multi-Tool Levitation
Field (Flight)
Multi-Tool
Deection Shield (Armor)
Reduces damage taken by 1
Martial Arts (Weapon)
D10 D6
WEAPONS
Ive a unique relationship with machines.
You reap what you sow.
Try to be less of a punk, will you?
Forgive me, Master.
Its nothing like Ive ever synced with before.
I need you to come with me.
There must be balance.
I dont much care for weapons. I prefer communication.
I can pull the code and twist it to ft whatever I need.
LIVEWIRE
VITAL FACTORS
Name: Amanda McKee Aliation: Harbinger Foundation
TAGS
Psiot Teletechnopath Rebellious Honest Logical
Electried Multi-Tool Whip D6* OK OK 2
Aerial Drone Cannon 2 OK OK OK
*+1 damage against non-living targets
Multi-Tool Bracelet Harbinger Foundation ID
First Aid Kit
4
D6 D6
D8 D8
1 TO MIGHT
& ACTION
STAGGERED
KNOCKED
OUT
1 TO
MIGHT
Derek Armstrong (order #5983480)
VALIANT UNIVERSE
23 CHARACTER DOSSIERS
MIGHT INTELLECT CHARISMA ACTION
ARMOR
(ARMOR OF SHANHARA)
HEALTH
EQUIPMENT
RANGE
DAMAGE Close Near Far
WEAPONS
Energy Blast 3 OK OK OK
Energy Sword 3 OK 2
The Sacred Armor of Shanhara
1 TO MIGHT
& ACTION
1 TO
MIGHT
STAGGERED
KNOCKED
OUT
1 TO MIGHT
& ACTION
1 TO
MIGHT
STAGGERED
KNOCKED
OUT
CUES
MIGHT INTELLECT CHARISMA ACTION
MIGHT INTELLECT CHARISMA ACTION
D6 D6
D8 D8
D8
D8
ARMOR
(PSIONIC HARDENING)
HEALTH
EQUIPMENT
RANGE
DAMAGE Close Near Far
WEAPONS
Fist 2 OK 2
Fist 2 OK 2
Unity Uniform
HGC Passkey Card
ARIC OF DACIA
(UNARMORED)
ANCHOR
ARMOR
(VISIGOTH TRAINING)
HEALTH
EQUIPMENT
RANGE
DAMAGE Close Near Far
WEAPONS
Dagger 2 OK
Fist 2 OK 2
Visigoth Emblem Prosthetic Hand
Visigoth Clothing
1 TO MIGHT
& ACTION
1 TO
MIGHT
STAGGERED
KNOCKED
OUT
D10
D10
P
O
W
E
R
S
D10
Armor Regeneration
(Armor) Restores 2 Armor
and 2 Health, even if
Staggered or Knocked Out
Anti-gravity
(Flight)
D6
Energy
Weapons
Wrist Rockets
Deals 2 damage to targets
in Close or Near ranges
D8
D8
Dacia belongs to my people!
I am king of the Visigoths!
Dont tell me what I can and cannot do!
X-O MANOWAR
(ARMORED)
D4
D12
D12 D12
Derek Armstrong (order #5983480)
VALIANT UNIVERSE
24 CHARACTER DOSSIERS
MIGHT INTELLECT CHARISMA ACTION
ARMOR
(VISIGOTH SHIELD)
HEALTH
EQUIPMENT
RANGE
DAMAGE Close Near Far
WEAPONS
Sword 2 OK 2
Spear 2 OK OK
Slave Rags Vine Necklace
Visigoth Emblem
1 TO MIGHT
& ACTION
1 TO
MIGHT
STAGGERED
KNOCKED
OUT
1 TO MIGHT
& ACTION
1 TO
MIGHT
STAGGERED
KNOCKED
OUT
MIGHT INTELLECT CHARISMA ACTION
ARMOR HEALTH
EQUIPMENT
WEAPONS
MIGHT INTELLECT CHARISMA ACTION
D6 D6
ARMOR
(PSIONIC SHIELD)
HEALTH
EQUIPMENT
RANGE
DAMAGE Close Near Far
WEAPONS
Psionic Lash 3 OK OK 2
Harbinger Foundation ID Pocket Computer
Harbinger Foundation Uniform
VISIGOTH WARRIOR
D8 D8
D8
D4 D4
D4 D4
EGGBREAKER
RANGE
DAMAGE Close Near Far
Energy Cannons 3 2 OK OK
Rending Claws 2 OK 2
Visigoth Warrior Pilot Repair Kit
Spare Parts
WOLF-CLASS ARMOR
1 TO MIGHT
& ACTION
1 TO
MIGHT
STAGGERED
KNOCKED
OUT
D10
D10 D10
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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