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RPG QSR SUPPLEMENTAL

: GENERATION
ZERO
© & TM 2014 VALIANT ENTERTAINMENT INC. ALL RIGHTS RESERVED.
• Project Rising Spirit created Bloodshot to be the perfect weapon. They named Cronus and calling themselves Generation Zero — has taken over the
infused him with nanites that provided him with an extraordinary array of Bellagio in Las Vegas.
powers, allowing him to accomplish missions with lethal accuracy. He was Project Rising Spirit, however, want the psiots back, and they aren’t the
frequently sent to capture super-powered individuals known as psiots, only ones. Toyo Harada — leader of the Harbinger Foundation, which trains
many of them children. However, Bloodshot freed himself from his psiots for a private army, has led a team of his top soldiers to confront
programming and turned on his masters, assaulting the P.R.S. facility Bloodshot in the ghost town.
where many of the psiots were held. During the conflagration, Bloodshot Meanwhile, Peter Stancheck — a former Harada pupil who had a falling-
liberated many psiots, but the children were separated into two groups out with his would-be mentor — has been sent by the enigmatic precog
amid the chaos. One is led by Bloodshot, who has led them to an known as the Bleeding Monk to save the children. He leads his Renegades
abandoned town in the Nevada desert. A second group — led by a psiot on a mission to recover them…

THE RENEGADES THE HARBINGER FOUNDATION


Leader Leader
• Peter Stanchek – Troubled youth in possession of vast telepathic and • Toyo Harada – Billionaire founder of the Harbinger Foundation in possession
telekinetic powers of vast telepathic and telekinetic powers
Members Members
• Torque – A disabled young man now blessed with an immensely strong body • Ion – Can produce and control electricity
thanks to the psychic projection he surrounds himself with • Stronghold – Is able to gather kinetic energy and then expel it with
• Flamingo – Beautiful firestarter that can create and control flame tremendous force
• Kris – A non-psiot and brilliant team tactician • Saturn – Possesses the ability to create and control powerful tornadoes
• Zephyr – The heart of the team with the ability to fly and cyclones

Peter Stanchek Torque Flamingo Kris Zephyr Toyo Harada Ion Stronghold Saturn

BLOODSHOT & ESCAPED PSIOTS GENERATION ZERO


Leader Leader
• Bloodshot — The perfect soldier. His bloodstream is infused with nanite • Cronus – Militant leader of Generation Zero. Possesses vast healing abilities
technology giving him a range of post-human abilities that can be used to destroy cells as well
Members Members
• Clem – Can control the minds of living beings • The Telic – Possesses precognitive abilities, allowing her to see into the
• Cloud – Obscures peoples’ thoughts, allowing Clem to take them over immediate future
• Serenade – Is able to manipulate the emotions of others via pheromone • Traveler – Can teleport by quickly slipping into and out of an unknown space
emission • Isiah – Projects an impenetrable shield around himself at all times
• Ramsey – Possesses the ability to control and manipulate hard light objects • Hive – Can absorb the thoughts and memories of others, storing them in
• Graham – Can psychically project a father, mother, and sister that appear his mind
real to onlookers • Astral – Can project her consciousness outside of her own body
• Baxter – Is able to unleash a terrifying monster conjured from deep within • Atomus – An extremely fast flyer
his imagination • James – Holds a powerful telepathic link with his sister, Katherine
• Katherine – Holds a powerful telepathic link with her brother, James • Howl – Ability to raise the dead
• Maggie – Powers unknown • Eliphas – Can mimic any power, talent, or ability that he sees

Clem Cloud Serenade Ramsey Cronus The Telic Traveler Isiah Hive

Graham Baxter Katherine Maggie Bloodshot Astral Atomus James Howl Eliphas

PLAYER WARNING: Players should remember these are the quick-start rules. Every effort 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 reflect a player's expectations surrounding their favorite characters.

Design: Rian Hughes


THE RENEGADES,
GENERATION ZEROPART 1: ON THE RUN
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 didn’t even know what “psionic” or “psiot” even
meant, and sometimes I wish that were still the case. Life would’ve 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 leg—it 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 don’t even know if they’re
still alive.
But these other kids—they’re all younger than me. Unless whole families were silenced to cover
up the abductions, their parents have to be alive.
Tara—the Telic—is the one I want to reunite with her folks the most. She and I are only about a
year apart, so she’s in the same boat as I am: she doesn’t know if her family survived either. She’s tried
to look at the patterns in the quantum flux, but not even her precognitive powers can tell us the truth.
Monica Jim—Animalia—has had one of the most tragic experiences here. She loves animals—at
least she thinks she does—because she’s only seen them in cartoons and picture books. I was taken
young, but even I’d gone to enough petting zoos to know what real animals looked like. Our captors
have warped her sense of reality, and I hope she’s not too disappointed once we make our way out
into the real world.
Of course, my heart breaks the most for Isiah—the 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 won’t even be able to hold him, since feedback from his force bubble would throw her across
the room.

CATALYST GAME LABS VALIANT ENTERTAINMENT


Cue System Game Design Matt Heerdt Chairman Peter Cuneo
Additional Game Design Randall N. Bills CEO & Chief Creative Officer Dinesh Shamdasani
Project Development Randall N. Bills CFO & Head of Strategic Gavin Cuneo
Production Assistance Bryn K. Bills Development
Writing Randall N. Bills Publisher Fred Pierce
Philip A. Lee VP Executive Editor Warren Simons
Editing Jason Schmetzer VP Operations Walter Black
Cover Artwork Clayton Crain Director of Marketing, Hunter Gorinson
Graphic Design & Layout Ray Arrastia Communications & Digital Media
Additional Graphics David Kerber Sales Manager Atom! Freeman
Artwork Clayton Henry Production & Design Manager Travis Escarfullery
Manuel Garcia Associate Editor Alejandro Arbona
Clayton Crain Assistant Editor Josh Johns
Pere Pérez Logo & Trade Dress Design Rian Hughes
Barry Kitson Operations Manager Peter Stern
Operations Coordinator Robert Meyers
President, Consumer Products, Russ Brown
Promotions & Ad Sales
HOW TO USE THIS PDF Vice Chairman Jason Kothari
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 you’re off into the action!

©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.

2 Generation Zero Mission Briefs


GENERATION
THE RENEGADES,
ZERO, PART
PART1:1:FALSE
ON THE
ALARM
RUN
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 particular—Subjects 11 through 14—show 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. That’s 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 they’ll all fall in line. Don’t worry, Director. I have faith these subjects will do what they’re told.
Oreck: Very well. But I’m not taking the fall for this if something goes awry.
<Unknown>: You should know by now that idle threats don’t 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. You’ll have my report by next week.
<<<END TRANSCRIPT>>>

Cronus’s Journal
I’m not a kid anymore. I’ve 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 we’re
special. I know we can do things that the guards can’t. But we’re not a danger
to anyone else. Why can’t we leave the Nursery whenever we want? Why can’t
we eat, play, or sleep whenever the mood strikes us?
I’m 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.
I’ve 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, we’ve all decided to take
matters into our own hands.
I’ve spent nearly my entire life inside this prison, and it’s time to do
something about it. We just need to wait for the right moment, or this will all
be for nothing.

OBJECTIVES
 Escape cells
 Rescue test subject
 Defeat security
 Reach the Nursery’s outer perimeter

CUES
 escape attempt  We’re getting out of here  This is way too easy
 psionic dampeners  a dull headache  Where to now?  They’re right behind us!

TAGS
 The Nursery  Generation Zero  P.R.S. A-team
 the Lab  training  Gamma  escape helicopter

Generation Zero Mission Briefs 3


GENERATION ZERO, PART 1: FALSE ALARM

THE SETTING guards arrive. Treat each cell door has having 10
Armor pips, but there are a number of other ways
Countless doors line both sides of this main
the team can free themselves.
corridor. Each door leads to a room—a prison cell,
Scene 2: After the team frees the Lab subject,
more like. The guards call this place the Nursery
more security floods into the corridor. Leading them
since it’s populated with children and young adults
is Gamma, the Nursery’s elderly psiot jailer, who is
of all ages.
more formidable than she appears. In their bid for
On the opposite side of the hall lies a
escaping the Nursery, the team will need to find a
laboratory. Most children who go to “the Lab” are
way to bypass Gamma and the security, but with the
never seen again.
base now on full alert, this won’t be easy.
There are no windows, so it’s impossible to see
Scene 3: Beyond the Nursery lie more corridors
outside. Most of the children who live in the Nursery
and labs of the Project Rising Spirit facility. The
were kidnapped and brought here at a very young
team’s ultimate goal is the door leading out of the
age, and this is the only world that they know. Only
main building, which leads to the helipad between
a select few have ever seen outside the Nursery’s
the base and the exterior wall. The whole place is
walls, and those given that privilege would rather
crawling with security, and even the base’s security
be outside.
chief makes an appearance.
The helicopter out on the helipad turns
ENEMIES/OBSTACLES out to be a hologram. Upon the team learning
Scene 1: The team begins inside their cells. this, a man in a business suit—P.R.S. Director
One member (LN’s choice) has been chosen to Simon Oreck—makes an appearance. His hand
undergo potentially lethal experimentation in holds a device with a red trigger. “Ah, ah, ah,”
the Lab, and at the beginning of this scene, a pair he says. “Move any further and I’ll detonate the
of P.R.S. Security Guards open the intended test micro-shrapnel explosives implanted in your
subject’s cell to escort him or her down the hall. brains. The good news is, you all passed the
The walls of each cell are lined with psionic test. Congratulations! You all have qualified for
dampeners and synaptic disruptors, so any positions on our A-team.”
Powers (or Weapons used as Powers) will incur a Any character who refuses to follow Oreck’s
–2 modifier to their rolls. The team needs to find instructions will be immediately killed when the
a way to break free from their cells and keep the cranial explosives detonate regardless of how many
test subject from reaching the Lab before more Armor or Health pips the character has remaining.

4 Generation Zero Mission Briefs


GENERATION
THEZERO,
RENEGADES,
PART 2: PART
NO SECOND
1: ON THE
CHANCE
RUN
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 Bloodshot’s status. That
traitor Kuretich set him loose, and we’ve been having trouble tracking either of them down.
<Unknown>: Mr. Oreck, we assure you—
Oreck: Not to worry. It’s being handled. I’ve 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 doesn’t 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>>>

Cronus’s Journal
I’d be a fool to think the people in charge of this facility can’t read this
journal, but after getting thrown into the grinder only to get promoted to this
so-called A-team, I don’t care anymore. Our captors could kill us at any time.
They don’t 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? We’re worm food.
To them we’re just a bunch of dogs that could turn rabid at any moment,
and they’ll 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 they’ve 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. He’s
coming to kill us. I just know it. But maybe we can use his arrival as a distraction.
I don’t care if they detonate the bomb in my head. I’d rather die free than
live another moment of this nightmare, and we may not get another chance at this.

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 Mission Briefs 5


GENERATION ZERO, PART 2: NO SECOND CHANCE

THE SETTING –1 on all Action rolls due to the heightened alert


level and the presence of Bloodshot somewhere
Klaxons go off in the middle of the night in the
in the facility. (The team should never encounter
Nursery’s sleeping bay D. Red emergency lights click
Bloodshot—or, at most, they should only catch a
on, bathing the whole of the sleeping bay in crimson.
glimpse of him somewhere at the end of a hallway
Most of the guards in this section have disappeared,
they aren’t going down. Bloodshot’s path is meant
so security is abnormally light. The few guards still
to cross with a different group of Generation Zero
hanging around seem nervous and distracted.
psiots. See the PDF-exclusive Valiant Universe RPG
QSR Supplemental: Harbinger Wars (Bloodshot).)
ENEMIES/OBSTACLES Scene 2: Just outside the base but inside the
exterior wall sits a military-grade helicopter with
Scene 1: Sleeping bay D isn’t heavily guarded
due to events happening elsewhere in the base, but four rotors. This helicopter isn’t a hologram, and a
there are still guards milling about and waiting for trio of P.R.S. Security are guarding it. These guards
orders. The team can either try to sneak past the are tasked with protecting the aircraft at all costs
guards or take them down by force. and thus do not suffer the –1 Action roll modifier.
Once the team escapes the sleeping bays and The helicopter takes off when powered up and
the Nursery section of the base, they find the rest of begins flying on autopilot over the Nevada desert.
the facility in a state of chaos. Security locks and blast Disengaging the autopilot requires passing an
doors have been activated, so the team either needs Intellect Challenge with a –4 modifier. To manually
to disable them (by passing an Intellect Challenge) fly the helicopter after disabling the autopilot,
or destroy them (locks have 4 Armor; blast doors Cronus or the Telic can take an Action Challenge; if
have 10 Armor). Any guards encountered while the this fails, the emergency override kicks in before the
team attempts to travel through the base suffer a helicopter can crash, and the autopilot reengages.

6 Generation Zero Mission Briefs


GENERATION
THE RENEGADES,
ZERO, PART PART
3: BEGINNER’S
1: ON THELUCK
RUN
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] Oreck’s gone … I think that gray-skinned monster killed him in cold blood!

Cronus’s Journal
We made it. And we’re still alive, even those that didn’t make it out on the
helicopter with us. Little James Zygos has a psionic connection with his sister
Katherine, and he told us they’re okay. Bloodshot captured them, but at least
they’re all alive.
And since all of us here on the helicopter are still breathing, that means
P.R.S. hasn’t hit our kill switches yet. Tara and I assume that means either
they’re 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 don’t care why we’re alive so long as we stay that way. Now
that we’re on the outside, maybe we can find someone to remove the bombs
before P.R.S. sets them off.
If P.R.S. purposely hasn’t detonated us, that tells me they will go to war to get
us back. If that happens, we’ll need allies, and we’ll 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 I’m not sure they
should. Just because I’m the oldest doesn’t make me the most qualified.

OBJECTIVES
 Land the helicopter
 Secure the casino
 Fend off strike team
 Find allies

CUES
 Pull up!  I’m too young to gamble  casino security guards  clearing out the casino
 Hit the deck!  They’ve found us!  They’re just like us

TAGS
 Generation Zero  helicopter autopilot  Las Vegas  the Bellagio  crash landing
 gambling tables  hostages  covert ops  the Renegades

Generation Zero Mission Briefs 7


GENERATION ZERO, PART 3: BEGINNER’S LUCK

THE SETTING thieves trying to break into the vault, so they will
use lethal force. The team must defend themselves
The helicopter flies over the nocturnal desert.
(or convince the security to flee) and consolidate
Far below, the giant blanket of dotted lights of a their positions before more opposition arrives. Any
sprawling city illuminates the night. The city grows civilian hostages the team takes can be herded into
closer and closer as the helicopter descends, until the casino’s theater hall.
the iconic “Welcome to Fabulous Las Vegas” can be Scene 2: Hours later, a group of U.S. covert
seen below. operatives rappels onto the casino rooftop
The Bellagio casino, a thirty-six story resort and attempts to sneak in and incapacitate the
building, looms just ahead, and a helipad sits on Generation Zero psiots. If none of the psiots can
top of the building. This is where the autopilot pass an Intellect Test, the operatives go unnoticed
beacon was heading. Unfortunately, no one has and may all take an action before any of the players
yet invented an autopilot capable of landing can take a Narration. These covert operatives will
safely, and the helicopter is heading straight for attempt to use non-lethal force at first.
the penthouse … After the first group has been driven off
or neutralized, another covert ops team will try
sneaking in through the basement. This team has
ENEMIES/OBSTACLES been authorized to use lethal force.
Scene 1: If the team managed to disable the Scene 3: A quartet of psiots wearing
helicopter’s autopilot in the previous Event, the pilot matching uniforms arrives on the abandoned
may attempt to land atop the Bellagio by passing Vegas Strip. The Generation Zero psiots will likely
an Action Challenge. If the Challenge fails or if the be inherently distrustful of these new arrivals who
autopilot is still engaged, the helicopter crashes into call themselves the Renegades. The team either
the penthouse floor of the casino and all passengers convinces all of them to stand together—since
suffer 3 Health damage that bypasses Armor and Bloodshot, the psiot killer, is on his way to Vegas
ignores any Armor Power effects. with an unknown agenda—or they can attempt to
After the crash, the casino will be in utter drive off the Renegades and go it alone. (If combat
chaos. Gamblers and workers evacuate, but casino occurs, use the Eggbreaker NPC Dossier as a stand-
security believes the Generation Zero psiots are in for the Renegades.)

8 Generation Zero Mission Briefs


GENERATION
THEZERO,
RENEGADES,
PART 4: ROOFTOP
PART 1: ONSCRAMBLE
THE RUN
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. We’re 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 it’s worth.
Lifeline: Major, you’re 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] Don’t forget, Hammerhead: “The empty vessel makes the loudest sound.”
Hammerhead: Why, I oughtta—
Major: All right. Cut the chatter. Let’s 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>>>

Cronus’s Journal
Me and the other kids—we could all die at any moment.
P.R.S. put these little explosives in all of our brains. One press of a button,
and—pfft!—we’re all dead. I don’t even think I could bring someone back from
that—and 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, we’re 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 didn’t 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. That’s why we’re here.
I’d rather not be a martyr if I can help it, but if that’s 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  can’t outrun thought  won’t get fooled again

TAGS
 Las Vegas  Bellagio  Generation Zero  H.A.R.D. Corps
 Project Rising Spirit  Harbinger Foundation

Generation Zero Mission Briefs 9


GENERATION ZERO, PART 4: ROOFTOP SCRAMBLE

THE SETTING at the Bellagio, resulting in a huge explosion that rocks


the whole casino. Any team members or NPCs on the
Moments ago, the Las Vegas Strip was quiet—
penthouse floor when the explosion occurs must pass
as quiet as an abandoned section of a major U.S. city
a Might Challenge or suffer 6 damage from falling
could be, considering a military helicopter recently
when the floor collapses beneath them (Armor Powers
crash-landed into the penthouse of the Bellagio
that reduce damage can still be applied). Anyone not
luxury hotel and casino. Now, the Strip is a veritable on the penthouse floor—including NPCs—must pass
war zone, even when viewed from the Bellagio’s a Charisma Challenge or lose their next action from
rooftop. Armored cars, flying bullets, roaring flames, being surprised by the blast.
and raging monsters—no one in their right mind Scene 3: After the team defeats or eludes
would want to be down there in that mix. H.A.R.D. Corps, Toyo Harada and a small group of his
But people are dying. And the line between Eggbreakers arrive in Las Vegas. Harada, the most
heroism and cowardice grows starker with each powerful known psiot on Earth, extends a telepathic
passing moment. offer to all of the Generation Zero psiots: “The world
is cruel to our kind. Join my Harbinger Foundation,
ENEMIES/OBSTACLES and I will ensure your safety.”
Any team member who passes a Charisma Test
Scene 1: Before the team can attempt to leave
can tell that Harada cares more for his own agenda
the Bellagio penthouse to aid anyone fighting down
than for Generation Zero’s well-being. The team can
on the street, H.A.R.D. Corps operatives begin landing
choose to either run from Harada, openly resist, or
on the casino’s roof. The operatives have been given
submit to his demands.
shoot-to-kill orders and start attacking some of the
If the team submits, they will be carted off in
younger, defenseless Generation Zero kids hanging out
psionic-dampening restraints. While being worn,
on the rooftop. The team must evacuate the kids from
the dampeners inflict a –6 penalty on any Power
the roof and withdraw to a more defensible position
roll, and the Luck stat is ignored.
in the penthouse floor or one of the floors below it.
If the team resists or runs, they will need to
Scene 2: Fighting H.A.R.D. Corps head-on
find some way to escape Las Vegas while fighting
would be suicide, so the team must find a different
off Harada’s Eggbreakers.
approach to defeat or stall the operatives so they
can get the more vulnerable kids to safety. The
team can put the casino’s surroundings to work, AFTERMATH
such as the building’s security systems (cameras,
door locks, money vaults, anti-theft shutters, etc.), If Generation Zero escapes
slot machines, card tables, pool tables, and other Cronus: For most of our short lives, we have
scenery. Feel free to get creative here, because been tortured, threatened, and treated as less than
H.A.R.D. Corps isn’t going to stop until they’ve human. We don’t care if the whole world comes after
eliminated all of the Generation Zero psiots. us. We are done being lied to and manipulated all
At one point during this scene (LN’s discretion), an for someone else’s benefit; we are done being slaves.
Air Force F-22 flying over the hotel launches a missile 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


MIGHT INTELLECT VALIANT UNIVERSE
CHARISMA ACTION LUCK

D8 D8 D10 D8
6
Channel Energy Leadership
(Weapon) D10 D8
POWERS
Healing Energies Tactics
Heal target for D6+1 Health D10 D8

CRONUS
VITAL FACTORS
Name: Christian Affiliation: Generation Zero

TAGS
 Psiot  Generation Zero  Healer  Leader  Committed

CUES
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.
We’re in no position to bargain.

ACTION CUES
They don’t deserve to live.
This is going to sting.

RANGE
WEAPONS DAMAGE Close Near Far

Damaging Energies D6 OK — —
-1 TO
MIGHT
Martial Arts 2 OK — —
-1 TO MIGHT
& ACTION

STAGGERED
EQUIPMENT
KNOCKED P.R.S. A-team Uniform Micro-shrapnel Brain Explosive
OUT
Digital Copy of Gray’s Anatomy
ARMOR HEALTH
(REINFORCED UNIFORM) Character Dossiers 11
VALIANT
MIGHT UNIVERSE
INTELLECT CHARISMA ACTION LUCK

D6 D8 D6 D10
2
Martial Arts Flash Predictions
(Weapon) D8 Target gains +4 on next die roll D8
POWERS

Acrobatics D10 Pattern Recognition D10

THE TELIC
VITAL FACTORS
Name: Tara Affiliation: Generation Zero

TAGS
 Psiot  Generation Zero  Pre-cognitive
 Quantum Stream  Hyperaware
CUES
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.

ACTION CUES
Something terrible is about to happen!
Whatever it is you're about to do, don't do it.

RANGE
WEAPONS DAMAGE Close Near Far

Punches* 2 OK — —
-1 TO
MIGHT
Kicks 3 OK –2 —
-1 TO MIGHT
& ACTION *May make two Action rolls against the same target
STAGGERED
EQUIPMENT
KNOCKED P.R.S. A-team Uniform Micro-shrapnel Brain Explosive
OUT
Sketchpad
ARMOR HEALTH
12 Character Dossiers
(QUANTUM REFLEXES)
MIGHT INTELLECT VALIANT UNIVERSE
CHARISMA ACTION LUCK

D6 D6 D6 D8
3
Force Shield (Armor) Athletics
Reduce damage taken by 3 D10 D6
POWERS
Feedback
Inflicts 3 damage when hit by a D8
Close weapon

LITTLE CASTLE
VITAL FACTORS
Name: Isiah Affiliation: Generation Zero

TAGS
 Psiot  Generation Zero
 Isolated  Silent  Young
CUES
<blink>

ACTION CUES
<frown>
<glare>

RANGE
WEAPONS DAMAGE Close Near Far

Forcefield Slam D6+1 OK — —


-1 TO
MIGHT
Forcefield Punch 2 OK — —
-1 TO MIGHT
& ACTION

STAGGERED
EQUIPMENT
KNOCKED P.R.S. A-team Uniform Micro-shrapnel Brain Explosive
OUT
Eyeglasses
ARMOR HEALTH
(QUANTUM REFLEXES) Character Dossiers 13
VALIANT
MIGHT UNIVERSE
INTELLECT CHARISMA ACTION LUCK

D8 D6 D6 D8
1
Lion Form Bull Form Animal Form Armor
(Weapon)—Close only D10 (Weapon)—Close/Near only D8 (Armor)—Reduces damage D8
POWERS

taken by 1 while in animal form

Pterosaur Form Cheetah Form


(Weapon/Flight)—Any range D6 D10

ANIMALIA
VITAL FACTORS
Name: Monica Jim Affiliation: Generation Zero

TAGS
 Psiot  Generation Zero  Creative  Fun-loving  Young

CUES
“Dinosaurs are extinct”? Yeah, right.
What would Adventure Jane do?
Maybe I’ll be a vet someday. Who knows?
Don’t worry! I got this!
What’s a “cartoon”?
Yeah, I like animals. So what?
Fly, run, charge—I do it all.

ACTION CUES
Outrun this!
Bull in a china shop—that’s me!

RANGE
WEAPONS DAMAGE Close Near Far

Animal Form Power Die * * *


-1 TO
MIGHT

-1 TO MIGHT
& ACTION *See Power description
STAGGERED
EQUIPMENT
KNOCKED P.R.S. A-team Uniform Micro-shrapnel Brain Explosive
OUT
Animal Picture Book
ARMOR HEALTH
14 Character Dossiers
(REINFORCED UNIFORM)
H.A.R.D. CORPS MIGHT INTELLECT UNIVERSE
VALIANT CHARISMA ACTION
TEAM MEMBER D8 D8 D6 D10

Shield
(Armor) Reduces D8 Muscle D10
(Might)

POWERS
damage taken by 1

Invisibility
Flight D8 Enemy suffers a –2 Action roll D8
modifier against this character

RANGE
WEAPONS DAMAGE Close Near Far

-1 TO M27 Assault Rifle 2 OK OK OK


MIGHT
-1 TO MIGHT Arc Charge (Lifeline Power) D4* OK — —
& ACTION
*May target two enemies with the same attack action
STAGGERED
CUES KNOCKED
EQUIPMENT
When our boots hit the ground, the world burns. OUT Lifeline Uplink Psionic Dampener
Once more unto the breach, dear friends!
ARMOR HEALTH Manacles
Get your head in the game! (MIL-SPEC BODYSUIT)

MIGHT INTELLECT CHARISMA ACTION P.R.S.


D6 D4 D6 D8
SECURITY GUARD
RANGE
WEAPONS DAMAGE Close Near Far

-1 TO M215 Carbine 2 OK OK –2
MIGHT
-1 TO MIGHT Synaptic Bomb D4 – 1* OK –2 —
& ACTION
*Only usable once. Ignores Armor and applies directly to Health
STAGGERED

KNOCKED
EQUIPMENT
OUT Nursery ID Badge Radio Communicator Prison
ARMOR HEALTH Psionic Dampening Restraints Cell Keycards
(KEVLAR VEST)

GAMMA MIGHT INTELLECT CHARISMA ACTION

D12 D6 D4 D8

RANGE
WEAPONS DAMAGE Close Near Far

-1 TO Fists 4 OK –2 —
MIGHT
-1 TO MIGHT Fear Siphon 2* OK –2 —
& ACTION
*Target loses next action
STAGGERED

KNOCKED
EQUIPMENT
OUT Nursery ID Badge Disciplinary List

ARMOR Character
HEALTH Eyeglasses Dossiers
Taser 15
(PSIONIC SHIELD)
CASINO SECURITY UNIVERSE
VALIANT MIGHT INTELLECT CHARISMA ACTION

D6 D4 D4 D6

RANGE
WEAPONS DAMAGE Close Near Far

-1 TO 9mm Pistol 2 OK OK —
MIGHT
-1 TO MIGHT Extendable Baton 2 OK — —
& ACTION

STAGGERED

KNOCKED
EQUIPMENT
OUT Walkie Talkie Handcuffs
ARMOR HEALTH Security Badge
(KEVLAR VEST)

MIGHT INTELLECT CHARISMA ACTION COVERT OPS AGENT


D6 D10 D6 D8

RANGE
WEAPONS DAMAGE Close Near Far

-1 TO MP5-N Submachine Gun 2 OK OK —


MIGHT
-1 TO MIGHT Taser Pistol * –2 –4 —
& ACTION
*Target forfeits next action
STAGGERED

KNOCKED
EQUIPMENT
OUT Night-vision Goggles Helmet
ARMOR HEALTH Gas Mask
(KEVLAR VEST)

EGGBREAKER MIGHT INTELLECT CHARISMA ACTION


(AONISAIBUSHI) D8 D10 D8 D8

RANGE
WEAPONS DAMAGE Close Near Far

-1 TO Psionic Strike 4 OK OK OK
MIGHT
-1 TO MIGHT Force Field * OK OK OK
& ACTION
*Target cannot move on its next action
STAGGERED

KNOCKED
EQUIPMENT
OUT Harbinger Foundation Uniform Pocket Computer

16 Character ARMOR
Dossiers
(CARBONWEAVE UNIFORM) HEALTH
Harbinger Foundation ID
A STORM IS COMING…BE 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.

RPG QUICK START RULES


Free PDF Available May 3rd (Free Comic Book Day) RED: 11 - 100 - 100 - 2

Featuring 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 17th RPG QSR SUPPLEMENTAL

Love the rules but want to tackle another part of the Valiant : BLOODSHOT
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.

RPG QSR SUPPLEMENTAL


Free PDF Available May 31st
: GENERATION
ZERO
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 14th RPG QSR SUPPLEMENTAL

Play the ultra-powerful Toyo Harada—the mastermind orchestrating : THE HARBINGER


FOUNDATION
the Harbinger Wars—or one of his Harbinger Foundation Eggbreakers, and
manipulate events behind the scenes. Via characters and Event Briefs, a
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RPG QUICK START RULES


Free Print Book Available June 21st (Free RPG Day)
Experience the
Think you know everything about the Harbinger Wars? Think again!
The Renegades unleashes Peter Stanchek, Zephyr and more onto your
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Print Pre-Orders and PDF available July 5th DO YOU HAVE WHAT IT TAKES?

THE ROLEPLAYING GAME


What you’ve all been waiting for since you grabbed that first PDF and
tossed some dice in the epic Valiant Universe! Print book will be available SENTIENT, ALIEN ARMOR…

on bookstore shelves in August. NANOTECH


SATURATION…

Free PDF Available July 19th


CORE RULEBOOK

MAGICAL ENERGIES…

RPG QSR SUPPLEMENTAL


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The final chapter in the Valiant Universe RPG Quick-Start Rules


themselves in a dark and gritty world where every mission and every battle has deadly consequences. Whether playing

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CORPS
Whether you’re a longtime fan or brand new to the Valiant Universe, this is the only source you’ll need to bring Valiant’s
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supplementals allows players to tackle Major Palmer, Shakespeare and


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
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others as they come out of retirement and are thrown into the brutal fray.
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Universe pantheon? Quick and easy rules give you that freedom!
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Las Vegas is caught in the grip of superheroes, villains, megacorps and


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©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

secret government organizations vying for dominance. Will you survive?


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.

Cover comp 9.indd 1 4/7/2014 1:59:15 PM

Free PDF Available August 2nd


Unable to grab the Valiant Universe RPG Quick-Start Rules: Harbinger Wars (Renegades
Supplemental) booklet during the Free RPG Day event? Here’s when you can snag the free PDF.

Available exclusively at
CatalystGameLabs.com/shop and DriveThruRPG.com.
©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.
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WHAT IT TAKES?
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ARMOR…
SENTIENT, ALIE
Whether you’re a longtime fan or brand new to the Valiant
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The Valiant Universe RPG


NANOTEincludes:
CH
TURATION…
• Cue System: TheSArules-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.
C O R E R U LE

• Title Exposés: Detailed summaries of all the Valiant


MAGICAL ENERGIES…
Universe comic titles allow players to easily determine
which part of the universe theymore want toe willin
than you’r game in; a
g to pay.
and mind may be
ces, the price in body
perfect
the powers, no matt
er the choicompanion
iny. How will you to
be remeValiant
mbered? Entertainment’s imm
FCBD
erse
ics…or to villa RPG, players will
hoices will lead to hero
2014 ValiantneveUniverse
rhero and villain has
Handbook
r been sharper. oferse
In the Valiant Univ characters.
battle has deadly cons
equences. Whether
playing
t’s
between supe y mission and every of characters—Valian
y world where ever da—or any of dozens !
es in a dark and gritt all-powerful Toyo Hara es and create new ones
• Character Dossiers & Creation Rules: Along with
owman or even the
owar, Bloodshot, Shad first time in a roleplaying game, allowing
you to join their stori
BOOK

for the l need to bring Valiant’s


less hero es will
ready-to-play missions, superhero and villain character
unite
or brand new to the
Valiant Universe, this
is the only sour ce you’l

you’re a longtime fan


dossiers will have players in the thick of the action in
haracters to life in a
fantastic superhero
es setting!

no time. Or do you want to create your own superhero d RPG player to quic
kly get inside the
ncludes: a novice or uninitiate
Cue System allows
tem : The rules or villain and add it to the Valiant Universe pantheon?
-light and easy to learn
plunge into the actio
n. y determin which
e part of the
their superhero and allow players to easil
nt Universe comic titles
Quick and easy rules give you that freedom!. book of characters.
maries of all the Valia ment’s Valiant Hand
xposés: Detailed sum a perfect companion to Valiant Entertain n characte r doss iers will have
e they want to gam
e in; , superhero and villai and add it to the Valia
nt
ready-to-play missions superhero or villain
tion Rules: Along with t to create your own
for smaller use

cter Dossiers & Crea . Or do you wan


thick of the actio n in no time om!
s in the you that freed
k and easy rules give
Catalyst Game Labs publishes exciting, story-driven role-
se pantheon? Quic for larger use

playing games, tabletop miniatures games, board games,


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of several games planned


ctive likenesses and
toed cover the gamut of non-stop
related indicia featur
characters, their distin in the United States
and/or other
l Rights Reserved. All
blication are superhero action found within the Valiant Universe.
t Entertainment, Inc. arks or
trademarks of Valian Labs logo and Cue System are tradem
Catalyst Game 4/7/2014 1:59
. Catal yst Game Labs, the Printed in the USA.
iaRes Productions, LLC.
d trademarks of InMed

9.indd 1
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!

WWW.CATALYSTGAMELABS.COM/VALIANT
©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.

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