Harbinger Wars - Generation Zero

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    RPG QSR SUPPLEMENTAL

    GENERATIONZERO

    :

    Derek Armstrong (order #5983480)

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    &

    TM2

    014VALIANTENTERTAINMENTINC.

    ALLRIGHTSRESERVED.

    Derek Armstrong (order #5983480)

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    THE RENEGADESLeader Peter Stanchek Troubled youth in possession of vast telepathic and

    telekinetic powersMembers TorqueA disabled young man now blessed with an immensely strong body

    thanks to the psychic projection he surrounds himself with Flamingo Beautiful firestarter that can create and control flame KrisA non-psiot and brilliant team tactician Zephyr The heart of the team with the ability to fly

    Project Rising Spiritcreated Bloodshotto be the perfect weapon. Theyinfused him with nanites that provided him with an extraordinary array ofpowers, allowing him to accomplish missions with lethal accuracy. He wasfrequently sent to capture super-powered individuals known as psiots,many of them children. However, Bloodshotfreed himself from hisprogramming and turned on his masters, assaulting the P.R.S. facilitywhere many of the psiots were held. During the conflagration, Bloodshotliberated many psiots, but the children were separated into two groupsamid the chaos. One is led by Bloodshot, who has led them to anabandoned town in the Nevada desert. A second group led by a psiot

    named Cronusand calling themselves Generation Zero has taken over theBellagio in Las Vegas.

    Project Rising Spirit, however, want the psiots back, and they arent theonly ones. Toyo Harada leader of the Harbinger Foundation, which trainspsiots for a private army, has led a team of his top soldiers to confrontBloodshotin the ghost town.

    Meanwhile, Peter Stancheck a former Harada pupil who had a falling-out with his would-be mentor has been sent by the enigmatic precogknown as the Bleeding Monkto save the children. He leads his Renegadeson a mission to recover them

    Design: Rian Hughes

    THE HARBINGER FOUNDATIONLeaderToyo Harada Billionaire founder of the Harbinger Foundation in possession

    of vast telepathic and telekinetic powers

    Members Ion Can produce and control electricity Stronghold Is able to gather kinetic energy and then expel it with

    tremendous force Saturn Possesses the ability to create and control powerful tornadoes and cyclones

    StrongholdTorquePeter Stanchek Toyo HaradaFlamingo Kris Zephyr SaturnIon

    HowlAtomus James EliphasAstral

    The Telic Traveler Isiah HiveCronus

    Baxter Katherine

    Ramsey

    Graham

    Serenade

    Maggie

    CloudClem

    Bloodshot

    BLOODSHOT & ESCAPED PSIOTSLeaderBloodshot The perfect soldier. His bloodstream is infused with nanite

    technology giving him a range of post-human abilities

    MembersClem Can control the minds of living beingsCloud Obscures peoples thoughts, allowing Clem to take them overSerenade Is able to manipulate the emotions of others via pheromone

    emissionRamsey Possesses the ability to control and manipulate hard light objectsGraham Can psychically project a father, mother, and sister that appear

    real to onlookersBaxter

    Is able to unleash a terrifying monster conjured from deep within

    his imaginationKatherine Holds a powerful telepathic link with her brother, JamesMaggie Powers unknown

    GENERATION ZEROLeaderCronus Militant leader of Generation Zero. Possesses vast healing abilitiesthat can be used to destroy cells as wellMembersThe Telic Possesses precognitive abilities, allowing her to see into theimmediate future

    Traveler Can teleport by quickly slipping into and out of an unknown spaceIsiah Projects an impenetrable shield around himself at all timesHive Can absorb the thoughts and memories of others, storing them in

    his mindAstral Can project her consciousness outside of her own bodyAtomusAn extremely fast flyerJames Holds a powerful telepathic link with his sister, KatherineHowlAbility to raise the deadEliphas Can mimic any power, talent, or ability that he sees

    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.

    Derek Armstrong (order #5983480)

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    THE RENEGADES, PART 1: ON THE RUN

    GENERATION ZERO

    2 GENERATION ZERO MISSION BRIEFS

    CATALYST GAME LABS Cue System Game Design Matt Heerdt

    Additional Game Design Randall N. Bills

    Project Development Randall N. Bills

    Production Assistance Bryn K. Bills

    Writing Randall N. BillsPhilip A. Lee

    Editing Jason Schmetzer

    Cover Artwork Clayton Crain

    Graphic Design & Layout Ray Arrastia

    Additional Graphics David Kerber

    Artwork Clayton Henry

    Manuel Garcia

    Clayton Crain

    Pere Prez

    Barry Kitson

    2014 All Rights Reserved. All characters, their distinctive likenesses and related indicia featured in this publication are trademarks of

    Valiant Entertainment, Inc. in the United States and/or other countries. Catalyst Game Labs, the Catalyst Game Labs logo

    and Cues System are trademarks or registered trademarks of InMediaRes Productions, LLC. Printed in the USA.

    VALIANT ENTERTAINMENT Chairman Peter Cuneo

    CEO & Chief Creative Officer Dinesh Shamdasani

    CFO & Head of Strategic Gavin CuneoDevelopment

    Publisher Fred Pierce

    VP Executive Editor Warren Simons

    VP Operations Walter Black

    Director of Marketing, Hunter GorinsonCommunications & 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 BrownPromotions & Ad Sales

    Vice Chairman Jason Kothari

    Living in captivity, I never had what one could call a normal childhood. Our captors stole me away

    from my parents when I was just a little kid. Back then I didnt even know what psionic or psiot even

    meant, and sometimes I wish that were still the case. Life wouldve been so much easier.

    The only reason our captors abducted me in the first place was because of that one stupid soccergame. I was playing in a peewee league, and this kid from the other team slipped on wet grass and

    broke his leg. Compound fracture. I felt sorry for him, so I touched him on the arm, and the bone poking

    out of his legit started fixingitself. Not even two days later, some men appeared in my room at night,

    and I never saw my parents ever again. That was probably fifteen years ago. I dont even know if theyre

    still alive.

    But these other kidstheyre all younger than me. Unless whole families were silenced to cover

    up the abductions, their parents haveto be alive.

    Tarathe Telicis the one I want to reunite with her folks the most. She and I are only about a

    year apart, so shes in the same boat as I am: she doesnt know if her family survived either. Shes tried

    to look at the patterns in the quantum flux, but not even her precognitive powers can tell us the truth.

    Monica JimAnimaliahas had one of the most tragic experiences here. She loves animalsatleast she thinksshe doesbecause shes only seen them in cartoons and picture books. I was taken

    young, but even Id gone to enough petting zoos to know what real animals looked like. Our captors

    have warped her sense of reality, and I hope shes not too disappointed once we make our way out

    into the real world.

    Of course, my heart breaks the most for Isiahthe appropriately codenamed Little Castle. I

    assume he wants to go home like the rest of us, but when our captors activated his powers, he got

    trapped in a permanent psionic force bubble. Even if we do break out of here someday, his own

    mother wont even be able to hold him, since feedback from his force bubble would throw her across

    the room.

    HOW TO USE THIS PDFThe following Supplemental is for use with theValiant Universe RPG Quick-Start Rules(which can be

    downloaded for free on either www.catalystgamelabs.com/valiant

    or DriveThruRPG.com). Simply replace the Events and Character

    Dossiers in that QSR with these and youre off into the action!

    Derek Armstrong (order #5983480)

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    THE RENEGADES, PART 1: ON THE RUN

    OBJECTIVES

    Escape cells

    Rescue test subject

    Defeat security

    Reach the Nurserys outer perimeter

    CUES

    escape attemptWere getting out of hereThis is way too easy

    psionic dampenersa dull headacheWhere to now?Theyre right behind us!

    TAGS

    The NurseryGeneration ZeroP.R.S. A-team

    the LabtrainingGammaescape helicopter

    GENERATION ZERO, PART 1: FALSE ALARM

    PROJECT RISING SPIRIT STATUS MEETING PPJ671256-Z

    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.

    :Excellent. [whistles] This group in particularSubjects 11 through 14show incredible

    promise.

    Oreck:About that, Senator. Subject 13 is probably toopromising. 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.

    :Nonsense. Kids rebel. Thats what they do. Yourjob is to channel that rebellious energy in a

    positive direction. Might I suggest a trial run of ? Remind them of the safeguards we already

    have in play, and theyll all fall in line. Dont worry, Director. I have faith these subjects will do what theyre told.

    Oreck:Very well. But Im not taking the fall for this if something goes awry.:You should know by now that idle threats dont frighten me. Continue with your current

    course and notify me if anything changes. I want these subjects ready for field work ASAP.

    Oreck:Yes, Senator. Youll have my report by next week.

    Cronuss Journal

    Im not a kid anymore. Ive known that for awhile now. But why do I not feellike an adult yet?

    From listening to the security guards talk, normal adults can do whateverthey want. So why am I and the others still locked in these cages? I know werespecial. I know we can do things that the guards cant. But were not a danger

    to anyone else. Why cant we leave the Nursery whenever we want? Why cantwe eat, play, or sleep whenever the mood strikes us?

    Im tired of being lorded over, of being told what to do and when to do it.I feel like I was meant for something more than just these four walls.

    Ive been talking with some of the other kids, and all of them just want togo home to their families. For better or for worse, weve all decided to takematters into our own hands.

    Ive spent nearly my entire life inside this prison, and its time to dosomething about it. We just need to wait for the right moment, or this will all

    be for nothing.

    3GENERATION ZERO MISSION BRIEFSDerek Armstrong (order #5983480)

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    GENERATION ZERO, PART 1: FALSE ALARM

    THE SETTINGCountless doors line both sides of this main

    corridor. Each door leads to a rooma prison cell,

    more like. The guards call this place the Nurserysince its populated with children and young adults

    of all ages.

    On the opposite side of the hall lies a

    laboratory. Most children who go to the Lab are

    never seen again.

    There are no windows, so its impossible to see

    outside. Most of the children who live in the Nursery

    were kidnapped and brought here at a very young

    age, and this is the only world that they know. Only

    a select few have ever seen outside the Nurserys

    walls, and those given that privilege would rather

    be outside.

    ENEMIES/OBSTACLESScene 1: The team begins inside their cells.

    One member (LNs choice) has been chosen to

    undergo potentially lethal experimentation in

    the Lab, and at the beginning of this scene, a pair

    of P.R.S. Security Guards open the intended test

    subjects cell to escort him or her down the hall.

    The walls of each cell are lined with psionic

    dampeners and synaptic disruptors, so any

    Powers (or Weapons used as Powers) will incur a

    2 modifier to their rolls. The team needs to find

    a way to break free from their cells and keep the

    test subject from reaching the Lab before more

    guards arrive. Treat each cell door has having 10

    Armor pips, but there are a number of other ways

    the team can free themselves.

    Scene 2: After the team frees the Lab subject,

    more security floods into the corridor. Leading them

    is Gamma, the Nurserys elderly psiot jailer, who is

    more formidable than she appears. In their bid for

    escaping the Nursery, the team will need to find a

    way to bypass Gamma and the security, but with the

    base now on full alert, this wont be easy.

    Scene 3: Beyond the Nursery lie more corridors

    and labs of the Project Rising Spirit facility. The

    teams ultimate goal is the door leading out of the

    main building, which leads to the helipad between

    the base and the exterior wall. The whole place iscrawling with security, and even the bases security

    chief makes an appearance.

    The hel icopter out on the hel ipad turns

    out to be a hologram. Upon the team learning

    this, a man in a business suitP.R.S. Director

    Simon Oreckmakes an appearance. His hand

    holds a device with a red trigger. Ah, ah, ah,

    he says. Move any further and Ill detonate the

    micro-shrapnel explosives implanted in your

    brains. The good news is, you all passed the

    test. Congratulations! You all have qualified for

    positions on our A-team.

    Any character who refuses to follow Orecks

    instructions will be immediately killed when the

    cranial explosives detonate regardless of how many

    Armor or Health pips the character has remaining.

    4 GENERATION ZERO MISSION BRIEFSDerek Armstrong (order #5983480)

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    THE RENEGADES, PART 1: ON THE RUN

    OBJECTIVES

    Escape sleeping bay D

    Escape in the helicopter

    CUES

    The psiot killer is herealarm sirenssleeping bay D

    micro-shrapnel brain explosivesdistracted security guardsautomated flight plan

    TAGS

    Project Rising Spirit the Nurserythe A-teamGeneration Zero

    intrusionBloodshotmilitary helicopter

    GENERATION ZERO, PART 2: NO SECOND CHANCE

    PROJECT RISING SPIRIT COMMUNICATION PSV137280-G

    :Director, we wanted to inform you of a potential problem.

    Simon Oreck, Director of Project Rising Spirit:Yes, I am well aware of Project Bloodshots status. That

    traitor Kuretich set him loose, and weve been having trouble tracking either of them down.

    :Mr. Oreck, we assure you

    Oreck:Not to worry. Its being handled. Ive got my best people on the case. Agent Hutch deployed

    codename Pulse against Bloodshot, but some civilian jumped in and helped him escape. He is in

    a severely weakened state and should be recaptured soon. As for Dr. Kuretich, his whereabouts

    are unknown, but we suspect he has thrown in his lot with Toyo Harada, who doesnt have our

    best interest in mind. Either way, the good doctor is in no position to be a direct threat to us.

    :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.

    Cronuss Journal

    Id be a fool to think the people in charge of this facility cant read thisjournal, but after getting thrown into the grinder only to get promoted to thisso-called A-team, I dont care anymore. Our captors could kill us at any time.

    They dont even need to wait for us to get out of line before detonating theexplosives 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 weplan to use our psionics against them? Were worm food.

    To them were just a bunch of dogs that could turn rabid at any moment,and theyll put us down as quickly as possible if we turn on them. Of course,sometimes I wonder if that might be the better way to go. Some of these

    missions theyve sent us on still give me nightmares.Tara has seen images of the psiot killer, the pale gray man with the red

    circle on his chest. The same man who stole most of us from our parents. Hescoming to kill us. I just know it. But maybe we can use his arrival as a distraction.

    I dont care if they detonate the bomb in my head. Id rather die free thanlive another moment of this nightmare, and we may not get another chance at this.

    5GENERATION ZERO MISSION BRIEFSDerek Armstrong (order #5983480)

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    GENERATION ZERO, PART 2: NO SECOND CHANCE

    THE SETTINGKlaxons go off in the middle of the night in the

    Nurserys sleeping bay D. Red emergency lights click

    on, bathing the whole of the sleeping bay in crimson.

    Most of the guards in this section have disappeared,so security is abnormally light. The few guards still

    hanging around seem nervous and distracted.

    ENEMIES/OBSTACLESScene 1:Sleeping bay D isnt heavily guarded

    due to events happening elsewhere in the base, but

    there are still guards milling about and waiting for

    orders. The team can either try to sneak past the

    guards or take them down by force.

    Once the team escapes the sleeping bays andthe Nursery section of the base, they find the rest of

    the facility in a state of chaos. Security locks and blast

    doors have been activated, so the team either needs

    to disable them (by passing an Intellect Challenge)

    or destroy them (locks have 4 Armor; blast doors

    have 10 Armor). Any guards encountered while the

    team attempts to travel through the base suffer a

    1 on all Action rolls due to the heightened alert

    level and the presence of Bloodshot somewhere

    in the facility. (The team should never encounter

    Bloodshotor, at most, they should only catch a

    glimpse of him somewhere at the end of a hallway

    they arent going down. Bloodshots path is meantto cross with a different group of Generation Zero

    psiots. See the PDF-exclusive Valiant Universe RPG

    QSR Supplemental: Harbinger Wars (Bloodshot).)

    Scene 2:Just outside the base but inside the

    exterior wall sits a military-grade helicopter with

    four rotors. This helicopter isnt a hologram, and a

    trio of P.R.S. Security are guarding it. These guards

    are tasked with protecting the aircraft at all costs

    and thus do not suffer the 1 Action roll modifier.

    The helicopter takes off when powered up and

    begins flying on autopilot over the Nevada desert.

    Disengaging the autopilot requires passing an

    Intellect Challenge with a 4 modifier. To manually

    fly the helicopter after disabling the autopilot,

    Cronus or the Telic can take an Action Challenge; if

    this fails, the emergency override kicks in before the

    helicopter can crash, and the autopilot reengages.

    6 GENERATION ZERO MISSION BRIEFSDerek Armstrong (order #5983480)

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    THE RENEGADES, PART 1: ON THE RUN

    GENERATION ZERO, PART 3: BEGINNERS LUCK

    PROJECT RISING SPIRIT COMMUNICATION P137280-G

    :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]

    :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]

    :Director, we must getting some interference on this line. Say again: what is your disposition?

    Oreck:[static]

    :[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?:Director Oreck?

    Oreck:[static] Orecks gone I think that gray-skinned monster killed him in cold blood!

    Cronuss Journal

    We made it. And were still alive, even those that didnt make it out on thehelicopter with us. Little James Zygos has a psionic connection with his sisterKatherine, and he told us theyre okay. Bloodshot captured them, but at leasttheyre all alive.

    And since all of us here on the helicopter are still breathing, that meansP.R.S. hasnt hit our kill switches yet. Tara and I assume that means eithertheyre holding out hope of recapturing us or the system that controls themicro-shrapnel explosives embedded in our brains was knocked out when thebase was attacked. I dont care why were alive so long as we stay that way. Nowthat were on the outside, maybe we can find someone to remove the bombsbefore P.R.S. sets them off.

    If P.R.S. purposely hasnt detonated us, that tells me they will go to war to getus back. If that happens, well need allies, and well need them fast. Problem is, wehave no money, no shelter, and this helicopter will run out of fuel at some point.

    So, what now? These kids look to me for leadership, and Im not sure theyshould. Just because Im the oldest doesnt make me the most qualified.

    7GENERATION ZERO MISSION BRIEFS

    OBJECTIVES

    Land the helicopter

    Secure the casino

    Fend off strike team

    Find allies

    CUES

    Pull up!Im too young to gamble casino security guardsclearing out the casinoHit the deck!Theyve found us!Theyre just like us

    TAGS

    Generation Zerohelicopter autopilot Las Vegasthe Bellagiocrash landing

    gambling tableshostagescovert opsthe Renegades

    Derek Armstrong (order #5983480)

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    GENERATION ZERO, PART 3: BEGINNERS LUCK

    THE SETTINGThe helicopter flies over the nocturnal desert.

    Far below, the giant blanket of dotted lights of a

    sprawling city illuminates the night. The city growscloser and closer as the helicopter descends, until

    the iconic Welcome to Fabulous Las Vegas can be

    seen below.

    The Bellagio casino, a thirty-six story resort

    building, looms just ahead, and a helipad sits on

    top of the building. This is where the autopilot

    beacon was heading. Unfortunately, no one has

    yet invented an autopilot capable of landing

    safely, and the helicopter is heading straight for

    the penthouse

    ENEMIES/OBSTACLESScene 1:If the team managed to disable the

    helicopters autopilot in the previous Event, the pilot

    may attempt to land atop the Bellagio by passing

    an Action Challenge. If the Challenge fails or if the

    autopilot is still engaged, the helicopter crashes into

    the penthouse floor of the casino and all passengers

    suffer 3 Health damage that bypasses Armor and

    ignores any Armor Power effects.After the crash, the casino will be in utter

    chaos. Gamblers and workers evacuate, but casino

    security believes the Generation Zero psiots are

    thieves trying to break into the vault, so they will

    use lethal force. The team must defend themselves

    (or convince the security to flee) and consolidate

    their positions before more opposition arrives. Any

    civilian hostages the team takes can be herded intothe casinos theater hall.

    Scene 2: Hours later, a group of U.S. covert

    operatives rappels onto the casino rooftop

    and attempts to sneak in and incapacitate the

    Generation Zero psiots. If none of the psiots can

    pass an Intellect Test, the operatives go unnoticed

    and may all take an action before any of the players

    can take a Narration. These covert operatives will

    attempt to use non-lethal force at first.

    After the first group has been driven off

    or neutralized, another covert ops team will try

    sneaking in through the basement. This team has

    been authorized to use lethal force.

    Scene 3: A quartet of psiots wearing

    matching uniforms arrives on the abandoned

    Vegas Strip. The Generation Zero psiots will likely

    be inherently distrustful of these new arrivals who

    call themselves the Renegades. The team either

    convinces all of them to stand togethersince

    Bloodshot, the psiot killer, is on his way to Vegas

    with an unknown agendaor they can attempt todrive off the Renegades and go it alone. (If combat

    occurs, use the Eggbreaker NPC Dossier as a stand-

    in for the Renegades.)

    8 GENERATION ZERO MISSION BRIEFSDerek Armstrong (order #5983480)

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    THE RENEGADES, PART 1: ON THE RUN

    GENERATION ZERO, PART 4: ROOFTOP SCRAMBLE

    INTERCEPTED H.A.R.D. CORPS RADIO CHATTER FROM P.R.S. RESEARCH FACILITY THETA

    Lifeline:All right, Major. Your mission status is green. Nearing insertion point.

    Major Charles Palmer:Good copy, Lifeline. Were geared up and ready for your signal. All H.A.R.D. Corpspersonnel, radio check!

    Hammerhead:Copy that, Major. Hammerhead here!

    Shakespeare:Shakespeare, reporting for duty.

    Maniac: [grumbling] Maniac here, for what its worth.

    Lifeline:Major, youre coming up on the drop.

    Major:Shakespeare, do you have a few words for us to take into battle?

    Shakespeare:Cowards die many times before their deaths. The valiant never taste of death but once.

    Maniac:Hear, hear!

    Hammerhead:Bah! What about Cry havoc! And let slip the dogs of war!?

    Shakespeare:[laughs] Dont forget, Hammerhead: The empty vessel makes the loudest sound.

    Hammerhead:Why, I oughtta

    Major:All right. Cut the chatter. Lets go take out these kids before they can hurt any of their hostages.

    Lifeline:Major, you are go for descent.

    [radio screech; screaming from operatives]

    Lifeline:Flight bio-config is active. Good hunting, Major.

    Cronuss Journal

    Me and the other kidswe could all die at any moment.P.R.S. put these little explosives in all of our brains. One press of a button,

    andpfft!were all dead. I dont even think I could bring someone back fromthatand P.R.S. would probably hit my kill switch first, just to make sure. Sowhy are we still alive even after all this time?

    But once they get the kil l-switch control system back online, were allgoners. Which makes me wonder whether P.R.S. already has some other meansof taking us out of the picture in the meantime. The U.S. government triedsending teams after us, but that didnt work. P.R.S., on the other hand, has had

    plenty of experience dealing with psiots Before they kill us all, we have to show the world what has been done to

    us. Only by parading in front of the cameras will people know our struggle andtake action against our tormentors. Thats why were here.

    Id rather not be a martyr if I can help it, but if thats what it takes, then I ammore 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

    CUESshoot to kill P.R.S.s hit squadBlock the stairwell! Cover me

    Get the kids to safetycant outrun thoughtwont get fooled again

    TAGS

    Las VegasBellagioGeneration ZeroH.A.R.D. Corps

    Project Rising Spirit Harbinger Foundation

    9GENERATION ZERO MISSION BRIEFSDerek Armstrong (order #5983480)

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    GENERATION ZERO, PART 4: ROOFTOP SCRAMBLE

    THE SETTINGMoments ago, the Las Vegas Strip was quiet

    as quiet as an abandoned section of a major U.S. city

    could be, considering a military helicopter recentlycrash-landed into the penthouse of the Bellagio

    luxury hotel and casino. Now, the Strip is a veritable

    war zone, even when viewed from the Bellagios

    rooftop. Armored cars, flying bullets, roaring flames,

    and raging monstersno one in their right mind

    would want to be down there in that mix.

    But people are dying. And the line between

    heroism and cowardice grows starker with each

    passing moment.

    ENEMIES/OBSTACLESScene 1: Before the team can attempt to leave

    the Bellagio penthouse to aid anyone fighting down

    on the street, H.A.R.D. Corps operatives begin landing

    on the casinos roof. The operatives have been given

    shoot-to-kill orders and start attacking some of the

    younger, defenseless Generation Zero kids hanging out

    on the rooftop. The team must evacuate the kids from

    the roof and withdraw to a more defensible position

    in the penthouse floor or one of the floors below it.

    Scene 2: Fighting H.A.R.D. Corps head-on

    would be suicide, so the team must find a different

    approach to defeat or stall the operatives so they

    can get the more vulnerable kids to safety. The

    team can put the casinos surroundings to work,

    such as the buildings security systems (cameras,

    door locks, money vaults, anti-theft shutters, etc.),

    slot machines, card tables, pool tables, and other

    scenery. Feel free to get creative here, because

    H.A.R.D. Corps isnt going to stop until theyve

    eliminated all of the Generation Zero psiots.At one point during this scene (LNs discretion), an

    Air Force F-22 flying over the hotel launches a missile

    at the Bellagio, resulting in a huge explosion that rocks

    the whole casino. Any team members or NPCs on the

    penthouse floor when the explosion occurs must pass

    a Might Challenge or suffer 6 damage from falling

    when the floor collapses beneath them (Armor Powers

    that reduce damage can still be applied). Anyone not

    on the penthouse floorincluding NPCsmust pass

    a Charisma Challenge or lose their next action from

    being surprised by the blast.

    Scene 3: After the team defeats or eludes

    H.A.R.D. Corps, Toyo Harada and a small group of his

    Eggbreakers arrive in Las Vegas. Harada, the most

    powerful known psiot on Earth, extends a telepathic

    offer to all of the Generation Zero psiots: The world

    is cruel to our kind. Join my Harbinger Foundation,and I will ensure your safety.

    Any team member who passes a Charisma Test

    can tell that Harada cares more for his own agenda

    than for Generation Zeros well-being. The team can

    choose to either run from Harada, openly resist, or

    submit to his demands.

    If the team submits, they will be carted off in

    psionic-dampening restraints. While being worn,

    the dampeners inflict a 6 penalty on any Power

    roll, and the Luck stat is ignored.

    If the team resists or runs, they will need tofind some way to escape Las Vegas while fighting

    off Haradas Eggbreakers.

    AFTERMATH

    If Generation Zero escapes

    Cronus:For most of our short lives, we have

    been tortured, threatened, and treated as less than

    human. We dont care if the whole world comes after

    us. We are done being lied to and manipulated allfor someone elses benefit; we are donebeing slaves.

    Today, we start living for ourselves.

    If Generation Zero submits

    Toyo Harada: The

    Generation Zero psiots

    have made the right choice

    to join my Harbinger

    Foundation. Today, their

    fight ends. Today, they

    are no longer chainedto 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 BRIEFSDerek Armstrong (order #5983480)

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    VALIANT UNIVERSE

    11CHARACTER DOSSIERS

    MIGHT

    HEALTH

    EQUIPMENT

    INTELLECT

    CUES

    ACTION CUES

    CHARISMA ACTION LUCK

    RANGE

    DAMAGE Close Near Far

    POWERS

    D8

    D8Channel Energy(Weapon)

    Healing EnergiesHeal target for D6+1 Health

    Leadership

    Tactics

    D10

    D10

    WEAPONS

    We're alive, aren't we?

    So, how do we do that?

    Is something wrong?

    Our lives could be very, very short

    Everyone still breathing?

    Looks like a trap to me.

    Were in no position to bargain.

    They dont deserve to live.

    This is going to sting.

    CRONUSVITAL FACTORSName: Christian Affiliation:Generation Zero

    TAGSPsiotGeneration ZeroHealerLeaderCommitted

    Damaging Energies D6 OK

    Martial Arts 2 OK

    P.R.S. A-team Uniform Micro-shrapnel Brain Explosive

    Digital Copy of Grays Anatomy

    6D10

    1 TO MIGHT& ACTION

    STAGGERED

    KNOCKEDOUT

    1 TOMIGHT

    D8D8 D8

    ARMOR(REINFORCED UNIFORM)

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    VALIANT UNIVERSE

    12 CHARACTER DOSSIERS

    MIGHT

    HEALTH

    EQUIPMENT

    INTELLECT

    CUES

    ACTION CUES

    CHARISMA ACTION LUCK

    RANGE

    DAMAGE Close Near Far

    POWERS

    D8D8Martial Arts(Weapon)

    Acrobatics

    Flash PredictionsTarget gains +4 on next die roll

    Pattern RecognitionD10 D10

    WEAPONS

    Call me by my code name.

    It's the safest route, but it'll be tight.

    There's a surge of color building all around us.

    It's almost here.

    Trouble in all directions!

    All around us the patterns of war and fear are taking shape.

    Something new is coming in, fast.

    Something terrible is about to happen!

    Whatever it is you're about to do, don't do it.

    THE TELICVITAL FACTORSName:Tara Affiliation:Generation Zero

    TAGSPsiotGeneration ZeroPre-cognitive

    Quantum StreamHyperaware

    Punches* 2 OK

    Kicks 3 OK 2

    *May make two Action rolls against the same target

    P.R.S. A-team Uniform Micro-shrapnel Brain Explosive

    Sketchpad

    2D6 D6 D10

    1 TO MIGHT& ACTION

    STAGGERED

    KNOCKEDOUT

    1 TOMIGHT

    D8

    ARMOR(QUANTUM REFLEXES)

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    VALIANT UNIVERSE

    13CHARACTER DOSSIERS

    MIGHT

    HEALTH

    EQUIPMENT

    INTELLECT

    CUES

    ACTION CUES

    CHARISMA ACTION LUCK

    RANGE

    DAMAGE Close Near Far

    POWERS

    D8

    Force Shield (Armor)Reduce damage taken by 3

    FeedbackInflicts 3 damage when hit by aClose weapon

    AthleticsD10 D6

    WEAPONS

    LITTLE CASTLEVITAL FACTORSName: Isiah Affiliation:Generation Zero

    TAGSPsiotGeneration Zero

    IsolatedSilentYoung

    Forcefield Slam D6+1 OK

    Forcefield Punch 2 OK

    P.R.S. A-team Uniform Micro-shrapnel Brain Explosive

    Eyeglasses

    3D6 D6 D6

    1 TO MIGHT& ACTION

    STAGGERED

    KNOCKEDOUT

    1 TOMIGHT

    D8

    ARMOR(QUANTUM REFLEXES)

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    VALIANT UNIVERSE

    14 CHARACTER DOSSIERS

    MIGHT

    HEALTH

    EQUIPMENT

    INTELLECT

    CUES

    ACTION CUES

    CHARISMA ACTION LUCK

    RANGE

    DAMAGE Close Near Far

    POWERS

    D8Lion Form(Weapon)Close only

    Pterosaur Form(Weapon/Flight)Any range

    Bull Form(Weapon)Close/Near only

    Cheetah Form

    D8

    Animal Form Armor(Armor)Reduces damagetaken by 1 while in animal form

    D10

    D10D6

    WEAPONS

    Dinosaurs are extinct? Yeah, right.

    What would Adventure Jane do?

    Maybe Ill be a vet someday. Who knows?

    Dont worry! I got this!

    Whats a cartoon?

    Yeah, I like animals. So what?

    Fly, run, chargeI do it all.

    Outrun this!

    Bull in a china shopthats me!

    ANIMALIAVITAL FACTORSName:Monica Jim Affiliation:Generation Zero

    TAGSPsiotGeneration ZeroCreativeFun-lovingYoung

    Animal Form Power Die * * *

    *See Power description

    P.R.S. A-team Uniform Micro-shrapnel Brain Explosive

    Animal Picture Book

    1D6 D6

    1 TO MIGHT& ACTION

    STAGGERED

    KNOCKEDOUT

    1 TOMIGHT

    D8 D8

    ARMOR(REINFORCED UNIFORM)

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    VALIANT UNIVERSE

    15CHARACTER DOSSIERS

    MIGHT INTELLECT CHARISMA ACTION

    ARMOR(MIL-SPEC BODYSUIT) HEALTH

    EQUIPMENT

    RANGE

    DAMAGE Close Near FarWEAPONSM27 Assault Rifle 2 OK OK OK

    Arc Charge (Lifeline Power) D4* OK

    *May target two enemies with the same attack action

    Lifeline Uplink Psionic Dampener

    Manacles

    CUES

    MIGHT INTELLECT CHARISMA ACTION

    MIGHT INTELLECT CHARISMA ACTION

    D6

    D6

    D8

    D8

    D8 D8

    ARMOR(PSIONIC SHIELD)

    HEALTH

    EQUIPMENT

    RANGE

    DAMAGE Close Near FarWEAPONSFists 4 OK 2

    Fear Siphon 2* OK 2

    *Target loses next action

    Nursery ID Badge Disciplinary List

    Eyeglasses Taser

    P.R.S.

    SECURITY GUARD

    GAMMA

    RANGE

    DAMAGE Close Near Far

    D10

    When our boots hit the ground, the world burns.

    Once more unto the breach, dear friends!

    Get your head in the game!

    H.A.R.D. CORPS

    TEAM MEMBER

    D6D6D4

    D4D12

    POWERS

    Shield(Armor) Reduces

    damage taken by 1

    Flight

    Muscle(Might)

    InvisibilityEnemy suffers a 2 Action roll

    modifier against this characterD8

    D8

    D8

    D10

    ARMOR(KEVLAR VEST) HEALTH

    EQUIPMENT

    WEAPONSM215 Carbine 2 OK OK 2

    Synaptic Bomb D4 1* OK 2

    *Only usable once. Ignores Armor and applies directly to Health

    Nursery ID Badge Radio Communicator Prison

    Psionic Dampening Restraints Cell Keyc ards

    1 TO MIGHT

    & ACTION

    1 TO

    MIGHT

    STAGGERED

    KNOCKED

    OUT

    1 TO MIGHT

    & ACTION

    1 TO

    MIGHT

    STAGGERED

    KNOCKED

    OUT

    1 TO MIGHT

    & ACTION

    1 TO

    MIGHT

    STAGGERED

    KNOCKED

    OUT

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    VALIANT UNIVERSE

    16 CHARACTER DOSSIERS

    MIGHT INTELLECT CHARISMA ACTION

    ARMOR(KEVLAR VEST) HEALTH

    EQUIPMENT

    RANGE

    DAMAGE Close Near FarWEAPONS9mm Pistol 2 OK OK

    Extendable Baton 2 OK

    Walkie Talkie Handcuffs

    Security Badge

    1 TO MIGHT

    & ACTION

    1 TO

    MIGHT

    STAGGERED

    KNOCKED

    OUT

    MIGHT INTELLECT CHARISMA ACTION

    EQUIPMENT

    WEAPONS

    MIGHT INTELLECT CHARISMA ACTION

    ARMOR(CARBONWEAVE UNIFORM) HEALTH

    EQUIPMENT

    RANGE

    DAMAGE Close Near FarWEAPONSPsionic Strike 4 OK OK OK

    Force Field * OK OK OK

    *Target cannot move on its next action

    Harbinger Foundation Uniform Pocket Computer

    Harbinger Foundation ID

    CASINO SECURITY

    D8D8D8

    D8

    D4D4

    EGGBREAKER(AONISAIBUSHI)

    RANGE

    DAMAGE Close Near Far

    MP5-N Submachine Gun 2 OK OK

    Taser Pistol * 2 4

    *Target forfeits next action

    Night-vision Goggles Helmet

    Gas Mask

    COVERT OPS AGENT

    D10

    D6 D6D10

    D6 D6

    ARMOR(KEVLAR VEST) HEALTH

    1 TO MIGHT

    & ACTION

    1 TO

    MIGHT

    STAGGERED

    KNOCKED

    OUT

    1 TO MIGHT

    & ACTION

    1 TO

    MIGHT

    STAGGERED

    KNOCKED

    OUT

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    A STORM IS COMINGBE A PART OF THE ACTIONTheValiant Universe RPG Digital Initiativerolls out a firestorm of heroic action onto your gaming table.

    Starting on Free Comic Book Daywith the Quick-Start Rules, a free PDF will release every other week to keep

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    several evenings of action-packed adventure.

    Free PDF Available May 17thLove the rules but want to tackle another part of the Valiant

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    Free PDF Available May 31stAnother chapter in the Harbinger Warssupplementals, experience

    the life of the first psiots. Held in isolation and experimented upon by

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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 Statesand/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/shopandDriveThruRPG.com.

    RPG QUICK START RULES

    Featuring

    RPG QSR SUPPLEMENTAL

    BLOODSHOT:

    RPG QSR SUPPLEMENTAL

    THE HARBINGER

    FOUNDATION:

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    . li i ,

    ., ,

    ,

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    1 l l i h t r v . l l h r t r , th i r i t in t iv l i n n r l t i n i i t u ri nt hi u l i t i n r tr r l i nt En t rt i n n t, In . in th Un it t t n r t h r

    untri . t ly tG L , th t ly tG L l n u y t r tr r r r i t r t r r In i r u t i n, LL . rint i nth U .

    for sma lle r use

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    l l i l ll i i i i l i l i ii l i i .

    i l i ll r i i l ll l il i ii i ; i li i .

    l i l i i , ill i i illl i i i i i . ill i i

    r i l i !

    THE ROLEPLAYING GAME

    vr m .in // : :

    RPG QSR SUPPLEMENTAL

    GENERATIONZERO

    :

    RPG QUICK START RULES

    Experience the

    RPG QSR SUPPLEMENTAL

    H.A.R.D.CORPS

    :

    :

    Derek Armstrong (order #5983480)

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    WWW.CATALYSTGAMELABS.COM/VALIANT

    r llr u

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