E-CAT7100X5 Valiant QSR Harbinger Wars Renegades

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RPG QUICK START RULES

Experience the
© & TM 2014 VALIANT ENTERTAINMENT INC. ALL RIGHTS RESERVED.
VALIANT UNIVERSE

WHAT IS Stats and Stat Dice


Beginning at the top of the Dossier, you’ll see

VALIANT UNIVERSE RPG? the different stats for Peter and the different dice that
represent those stats (Stat Dice).
Might: This represents the physical build of the
Have you ever sat around with your friends talking character, whether endurance, brute strength, sheer
about comics? About how in issue X your favorite hero or stamina, and so on.
heroine did Y and sure, that was cool, but if it’d been you, Intellect: This corresponds to the mental faculties of
you’d have done Z!? Or always wondered why if your hero a character, whether street smarts, learned science or just
can do X, Y and Z with his or her powers, why not Triple plain inherent brilliance.
Z!? Well now’s your chance to step in, suit up and answer Charisma: The ability of a character to lead or to
those questions for yourself! talk his way out of a situation is based on charisma; a
Valiant Universe: The Roleplaying Game is set in Valiant character’s presence as he walks into a room.
Entertainment’s brilliant superhero universe. A setting Action: How good a person is in combat—whether
spanning millennia, where decisions made at the dawn of ranged, close quarters, hand-to-hand or even vehicle-
time ripple into the far distant future and today’s heroes can to-vehicle—is covered by this stat. Basically any “action”
be tomorrow’s villains when the hard choices are made. A oriented maneuver a character wants to try that doesn’t
dark and gritty tapestry of stories that you join and bring use his or her Powers.
to life at your gaming table! Luck: Luck is a very special number for each
character. It’s not a Stat Die, but instead a static number
that represents the capriciousness of fate. If any Stat,
QUICK-START RULES Action or Power Dice result on any roll should ever match
the character's Luck Stat, the roll is a success, no matter
We have specifically designed these quick-start rules
(QSR) to drop you straight into the action and adventure what. When rolling two Dice for a Power, check the Luck
of the Valiant Universe in minutes! Read through these Stat against both dice before discarding the lower value.
quick-start rules, including the Renegades adventure,
once—it won’t take long. Then jump right into playing
the Renegades Events! Powers
For ease of reference, the first time an important Each character has a unique set of Powers, with a
term is introduced, it will be bolded. 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
Dice weapon-oriented Power, roll it along with the Action Die;
if it is a non-weapon-oriented Power, roll it alongside the
Valiant Universe uses polyhedral dice: D4, D6, D8,
D10, D12 and D20 (the value representing how many faces appropriate Stat Die. In both instances, the lowest value
each die has); anytime “D” is used, as in “D12,” it’s shorthand result is then discarded. (The rolling of Powers in the full
for “die.” 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.)

BEFORE THE GAME BEGINS 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
Gameplay in Valiant Universe revolves around two that’s Livewire’s psionic ability to talk to machines, the
things: Building The Story and Rolling Dice. Once more endless years of training and drive that allows Ninjak to
detail is provided on what you need before your game move silently through the shadows or Zephyr's Pop Culture
begins, we’ll dive into explaining both aspects. 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
THE LEAD NARRATOR of the most memorable moments come when using "non-
Valiant Universe does not require a gamemaster for Power" Powers to save the day.
play. Instead, the responsibilities of the Lead Narrator (LN) If a Power has a direct translation as armor, a weapon,
rotate from player to player throughout the game. However, or some other aspect that applies to the rest of the character
an appointed LN isn’t prohibited either. Ultimately, it’s up sheet, either the Power, or that portion of the sheet will
to the player group. If the group performs better with a include a name in parenthesis. In other words, thoroughly
dedicated LN, appoint one. But if the group doesn’t require review your sheet to ensure you know where all the
one, simply use the rules as presented. 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
CHOOSE A HERO their abilities during a game.
The name of each Power provides a guideline for
Each Character Dossier (starting on p. 19) consists
of an illustration and all the pertinent information for what the power does, but ultimately it’ll be up to the
characters in Valiant Universe. To make sure you choose a player, the Lead Narrator (LN) and the roleplaying group
character you’ll like, you’ll have to understand the different to determine what a character can and can’t do with each
parts of a Dossier. Let’s take a look at the Dossier for Peter Power. For example, a player may want a given Power to do
Stanchek (see p. 19). two relatively different things in a given gaming session.
The LN may allow both, or he may allow the second only

Quick Start Rules 1


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 strong—or as weak—as a plot needs him Chris is playing Livewire as the
or her to be and your stories will need the same flexibility. characters are trying to exfiltrate
from a P.R.S. facility with crucial
stolen data. Time for Livewire to
Cues step up, especially as Ninjak just
finished taking care of some security
In the center-right of the Dossier are the character’s
personnel at their station.
Cues. Cues are statements or quotes that help define One of her Powers is “Manipulate
the character—whether it’s attitude, capabilities or Electronic Devices.” Obviously this is
personality. Each Cue helps form the basis of a Narration wide open, and so Chris knows he’s
(see p. 4). Additionally, they are split into “Cues” and got a lot of latitude. Chris provides
“Action Cues.” While they are interchangeable as the the following Narration: “Livewire
situation dictates, generally Cues are more oriented sprints to the station and touches
toward the character in their hidden identity and Action the computer screen. ‘This will only
Cues for when they’re storming the heavily secured take a moment.’ She then taps into
facility in all their superhero majesty. the building’s security feeds to find
out where the bad guys are and
devise a path out.”
Armor The LN doesn’t have any issues
with this use of her Power, and so
The Armor track gives the number of Armor pips
Chris makes a standard Challenge
the character has; this is a generic term that covers
dice roll (see p. 6).
everything from an armored jacket, military-grade body
In a subsequent turn, Livewire’s
armor, superhero thick skin, to extreme agility that keeps team is nearing the outer wall of the
a person from being hit, and beyond. Peter Stanchek is facility, but are out of explosives and
a young man that doesn’t think about wearing body the door access is crawling with ever-
armor; if he’s surprised he’s got very little protection, but increasing numbers of P.R.S. security.
he’s almost never caught unaware and his Psionic Shield The LN sets the stage of the
Power acts as Armor. Note the “(Armor)” next to Psionic current turn: “The characters
Shield in the Power’s section pointing toward the Armor find themselves in a small, fully-
portion of the character Dossier. Armor helps deflect automated assembly hub. A myriad
damage during combat (see p. 7). of loud sounds, whirring wheels and
rotating robotic arms doesn’t mask
the shouting of guards as they seal
Health the two doors and begin sweeping
into the cluttered space searching
The Health track defines the character’s Health
for you with deadly intent. Chris,
status. Once a character’s Armor (or any Power acting
you’re up.”
as Armor) has been depleted from damage, he begins
Chris thinks for a moment, then
to take damage to his Health track. As injuries pile up, snaps his fingers and smiles at a new
a character will start to suffer negative performance idea and begins: “Livewire notices a
effects (see p. 8). large flywheel spinning at high RPM
near the outer wall. ‘Cover me.’ She

Weapons
crabs over to a terminal, plugs into
the machine with a touch, overrides
In a dangerous universe, most characters carry the safety protocols and revs the
one or two weapons. The weapons column lists those RPM as high as the machine will
weapons and the damage they inflict on a successful go, and then drops the brake. The
hit, as well as their range. In some instances, additional machine vibrates wildly as the howl
rules might be included for the effects of the weapon. spikes up to a screeching pitch, then
Remember that Powers that act as weapons can the flywheel breaks free and slams
have additional stats here. Let’s take a look at Flamingo’s into the wall, shattering open a hole.”
The LN slowly closes his mouth as
Dossier (see p. 21). Her Pyrokinesis Power can be used as
he thinks it over then determines that
a weapon and so it has a “(Weapon)” next to the name
seems a bit much for the Power as
in the Powers portion of the character Dossier directs is. As such the LN tells Chris that it
the player to both the Fireblast and Immolate stats in can happen like this, but instead of
the Weapon section. These two sections combine to Livewire's usual D10 Power Die, she
provide all the details a player needs to use this attack. must use a D8—rolling it with the
In this case specifically the player rolls a D8 (alongside Intellect Die—for the Challenge and
the appropriate Stat Die as determined by the LN, and Chris needs to spend a Plot Point to
discard the lowest value result) when attacking with show the flywheel casing had a hairline
either “weapon” (as noted in the Powers section), with crack from lack of proper maintenance
the range of the Power determined by which the player to allow the catastrophic event.
chooses to use. If an attack is successful the player rolls Chris happily tosses in the Plot
either a D4 or D6 to determine damage (as noted in the Point and grabs dice to make the roll!
Weapons section).

2 Quick Start Rules


VALIANT UNIVERSE

Don’t forget, though, that even while the Power is zz Intro: A short overview of what the Event will
noted as primarily a weapon, the Power can be used in a be about, what the objective will be and what
variety of ways only limited by the imagination. For example opposition the characters can expect to find. This
on the Dossier you already have Vectored Thrust (Pseudo- will be presented as “sourcebook fiction,” as though
Flight) and Micro-Combustions Powers—all abilities the reader was a character transplanted into
connected to her primary Pyrokinesis. But what if a player the game universe, reading military documents,
wants to simply heat up a gun at 100 meters without a big historical texts, security briefs, intercepted personal
“fireball” giving away their location? Make the Narration and communications, local newspapers and so on.
see if your LN likes where you’re taking it! zz Event Objectives: The Objectives list a set of events
or accomplishments that characters are expected
to do in order to complete the Event successfully,
Equipment though they aren’t mandatory.
While the characters trust their abilities, they also zz Event Cues: The Event’s Cues function the same as
carry various tools and supplies, as shown on their the Cues on a Character Dossier. Each Cue can be
Equipment column of their Dossiers. Unlike weapons, the basis for a Narration as well as a description of
equipment in Valiant Universe has no set stats. Take a the Event itself.
look at Flamingo’s Dossier, under Equipment, where zz Event Tags: Tags give short descriptions of the Event
it says: Copy of Heat, Thermodynamics, and Statistical in order to give players the gist of the adventure or
Physics. Did she pick that up herself or did someone give to aid the creation of a campaign.
it to her? Is there a secret character in her life the others zz The Setting: Below that is the Setting—a description
aren’t aware of? Is he a mundane or is a psiot? What if of the area where the characters find themselves at
during a game the LN decides the time is perfect for the beginning of the Event.
dropping the bombshell that Flamingo’s been “hiding” zz Enemies and Obstacles: Finally, an Enemies/
a psiot….what might happen?! The player may have to Obstacles list gives the opponents and obstacles
answers those questions during gameplay with a clever that the characters may have to defeat or
Narration (see p. 4). overcome to successfully complete the Event, with
each considered a Scene, or section, of the overall
Event Brief.
NPC Dossiers
BUILDING THE STORY:
Finally, there are two types of Dossiers—those
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
PLAYING VALIANT UNIVERSE
less information. Lead Narrators can modify the NPCs in Once each player has a set of dice, the appropriate
this QSR (see p. 23) to expand the number of enemies for Character Dossier at hand, an Event Brief selected, and an
a given Event; they can also visit www.catalyst.com/valiant LN chosen, your group is ready to get started.
to download a blank NPC Dossier. Valiant Universe play is divided into a series of
It's important to remember that the nature of these segments that build on each other: Turns & Narrations,
simplified rules, alongside most NPCs as "disposable" Scenes, Event Briefs and Campaigns.
villains, means the characters you run up against in these
Events do not reflect their full nature. Obviously the
H.A.R.D. Corps Member, P.R.S. Escapee and Eggbreaker
have more Powers at their disposal (while their Stat Dice
TURNS AND NARRATIONS
Valiant Universe gameplay is divided into a series of
may seem a little "light"). And the LN can certainly tweak turns. Each turn, every player will have a chance to play
up a Stat Die and/or add additional Powers if he or she out and describe his character’s actions. These descriptions
feels they are necessary to create a bigger challenge. are called Narrations, and as the game progresses these
But they are meant to be more minor characters, with Narrations will build on each other and form the story of
Bloodshot acting as the star NPC, hence why he has more the game.
details (though even Bloodshot'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
Lead Narrator
Each turn begins with the LN and continues with the
a wider range of what each can offer. player on the LN’s left until all players have had a turn at
Narration.
The LN begins the turn by giving a narrative of the
THE EVENT BRIEF current situation and advancing the plot, as described
The four-part Harbinger Wars: The Renegades Event under Event Briefs (see p. 11). The LN also makes any
Briefs (see p. 11) supply all the information you’ll need to actions or die rolls for enemies the characters may
start a gameplay session with little effort required on the encounter. Though the LN begins the turn, he is the last
part of the players. to act with his character.
Once all players have had a chance to narrate their
character’s actions, the turn ends and a new turn begins.

Quick Start Rules 3


VALIANT UNIVERSE

SCENES Phil—playing as Toyo Harada—


A Scene is defined as the start and finish of a given
section of time within an Event Brief. A Scene will contain finds himself in perilous
a number of turns, which will vary depending upon what’s circumstances. He’s the first player
occurring within a given Scene. to make a Narration this turn and
the situation isn’t good: the players
For example, take a look at Harbinger Wars: The
are trapped in an alien spaceship
Renegades, Part 1 (see p. 11). Each of the three descriptions
that’s crashed and is heading toward
of the Enemies/Obstacles found in that Event Brief is a the bottom of the ocean. Phil takes
Scene. There is no hard and fast rule on how many turns a quick look at Harada’s Dossier and
are in a Scene. Instead, that will be based on how many sees the Cue “We have very little
players are involved, their style of play and their Narrations, time.” That couldn’t possibly fit the
which ultimately leads to how quickly (or slowly) they’re situation more perfectly. What’s
able to accomplish the goals of a given Scene. more, from reading the comics, Phil
knows that Harada is a dominant
leader. He also knows that with such
Scenes and the LN a charismatic character there needs
The LN starts a Scene and is the LN for every turn to be some gravitas, even as death
until a Scene is accomplished. Once a Scene is finished, looms immediate and large.
the player to the right of the current LN becomes the new “‘Attend!’ Harada commands.
LN. The new LN starts the first turn of the new Scene by He forcefully sweeps his arms
to include his team. ‘We have
providing a narrative of the current situation, and so on,
very little time. Give me status
as described above.
updates immediately and your
recommendations for action.’”

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 MOVING THE STORY FORWARD
required to finish an Event Brief is detailed in each Event Collaborative Narration is about creating a story
Brief, but can be modified by the player group. 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
CAMPAIGN saying “yes” to fun, not “no” to something unexpected.
So when you are faced with the impossible, you
The four-part Harbinger Wars: The Renegades Event
Briefs are designed to stitch together a larger story that smile and say, “Yes, and…” Then you make it up! There is no
will span many gaming sessions. wrong way in Valiant Universe. Want to have the characters
swallowed by a timearc into the Faraway that just appeared
in San Francisco’s Chinatown and took half a building and

BUILDING THE STORY: 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-

NARRATION AND FLOW


kicking on you. After all, the rule is “Yes, and...”
For example, the players are all gathered around
the table for the night’s adventure (Event Brief ) and are
Giving a Narration is quite easy. All a player has to do already in the thick of the action. In the previous turn,
is describe what his or her character is doing: whether it’s Brandie, the current LN, revealed that after being swept
engaging in combat, exploring a room, using a Power, or into the Faraway by a timearc and being hunted by a large
repairing a device. warband of what appears to be Mesoamericans, one of
If any action has a chance of failure, then a dice roll is the walls of the cave they’ve been backed into suddenly
made to determine whether the action succeeds or fails. appears to be acting funny.
Many Narrations are based on Cues provided on
Character Dossiers or Event Briefs.
PLOT POINTS
Plots create twists you never saw coming—a HALO
CUES drop of H.A.R.D. Corps troopers right in the middle of your
firefight, that hidden button that does something, an alien
Cues are building blocks players can use as a basis
for Narrations. Cues are both suggestions and descriptions. beast suddenly rampaging out of a timearc. Plot Points can
Cues can be positive and negative and never have to be make all these happen!
narrated the same way twice. If a player draws a blank or In gameplay, Plot Points may be used in many
wants to make sure he’s staying on-topic, he can take a ways. They are used to interrupt or alter another player’s
look at a list of Cues and choose an appropriate one to Narration—a method of adding a twist to the game. But
base a Narration around. 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.

4 Quick Start Rules


VALIANT UNIVERSE

After the rest of the players the cave mouth, preparing to unleash
make their Narrations in an effort to a storm of knives and throwing stars
determine what’s going on, Brandie’s should the warriors try and rush
character (as the LN, her character the cave.”
is the last to act in a turn), says, “I Collin, Harada’s player, mouths to
use my scanner to see if the wall’s himself, “quantum field?” With a shrug
becoming unstable at a macro or micro and a smile he picks up the thread of
atomic level,” hoping that’ll provide the adventure. With his best gravitas
some data on the strange-acting wall. -style impression of a man like Harada
It is now the beginning of the next he responds, “You confirm my own
turn, and Brandie, still the LN, sets suspicions, Ninjak.” Collin drops one
the stage for the start of this turn’s of his Plot Point tokens on the table.
events. She takes a moment to gather “I’ll invert my Psionic Shield to act as
her thoughts, based upon what’s just a conduit for my digital assistant to
transpired from the previous turn, infiltrate the singularity and stabilize
and says, “Unfortunately, that didn’t it with the introduction of a quantum
bring up any data as whatever is field.” Out-of-character Collin then
occurring appears to be beyond the says to the LN, "I'll use the Plot Point
scanners’ abilities. A new row of loud to support this." Collin rolls a D12
but unintelligible shouting comes from for the Challenge (see p. 6) with a
the Mesoamericans outside, and result of 8; then rolls a D10 for his
another fusillade of arrows arcs into Power Die and a D10 for his Intellect
the partially blockaded cave, narrowly (after the LN agrees the Intellect is
missing one of you. Additionally, the the appropriate choice), getting a
cave wall now appears to be going result of 5 and 6 (after checking to
transparent in a beating rhythm. And see he didn't roll his Luck Stat, he
each time it goes transparent, you discards the 5 and selects the 6);
appear to see someone shouting at the LN decides there are no modifiers
you from within, or without—you can’t so the total is 14. Brandie, as the LN,
tell.” The LN, wanting to have a little rolls the opposing D20, rolling a 17
fun, then places a Plot Point into the (no modifiers are added). Looking at
pool and says, “Ninjak, you recognize the result, Brandie shakes her head.
the man from your young school days. “It appears your AI did its job too
Despite his exotic uniform, built from well. Yes, the cave wall is holding and
what appears to be crystal pellets, it’s now you can also hear Percy Fawcett
Colonel Percy Fawcett, the explorer yelling ‘Hurry it up, chaps, or those
who disappeared close to a hundred natives will be chopping you but quick.’
years ago in South America. Ninjak, However, the instability of the timearc
you’re up.” tunneling has breached Cassandra’s
Joshua—playing as Ninjak—to quantum field and is starting to
Brandie’s right gapes at the surprise consume the rest of the cave. If the
twist but quickly smiles and says, “Yes, instability reaches critical, it’ll bring
and on seeing Percy Fawcett during the whole mountain down on you.”
one of the wall’s phasing moments, Brandie turns to Bo, nodding to him
I yell ‘Harada, I think a timearc is that it is his turn now.
tunneling between parts of the Bo stays in character and panto-
Faraway. This might be an escape mimes sheathing a blade and affects
that doesn’t involve several hundred his best Gilad Anni-Padda voice, saying,
warriors. Use your AI and see if she “’Even the Eternal Warrior knows when
can’t establish a quantum field that’ll it is time for a strategic withdrawal,
stabilize the singularity enough for us especially as we appear to have
to escape. I’ll keep the warriors at unexpected allies.’ Gilad quickly leaps
bay.’ Ninjak moves carefully back to through the opening.”

Players will be earning and spending Plot Points


throughout the game, and using some type of tokens Earning Plot Points: Players
(such as poker chips) is the best method to track them. Players begin the game with three Plot Points each
However, players are free to use whatever system works and may be awarded more points by the LN for particularly
best, whether it’s chips, dice, noting them down on a piece good Narrations. Players may have a maximum of five Plot
of paper/table/smartphone, and so on. Points at any time and only one point may be awarded to
a player at a time.

Quick Start Rules 5


VALIANT UNIVERSE

ROLLING DICE
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.
No matter how well your storytelling is unfolding,

Earning Plot Points: Lead Narrator there will come a time when the dice need to come out
to help resolve a given situation.
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.
THE CORE MECHANIC
As a story-driven role-playing game, Valiant Universe
Unlike the players, the LN’s Plot Pool has no size limit.
uses a simple, cinematic dice-rolling mechanic to resolve
The Plot Pool transfers between LNs in between
Challenges, Tests and Combat.
Scenes. If the Plot Pool is empty at the start of a new Scene,
the new LN receives 1 Plot Point.
The Basic Mechanic for Challenges and Tests
Spending Plot Points: Players A D12 is the Base Die, and forms the foundation
that all players’ rolls are based upon. The result of this
No matter what effect you want to cause, the cost is
roll is modified by the appropriate Stat Die and any
one Plot Point and the change is immediately made to the
additional Modifiers. The basic dice rolling mechanic for
game. Players may not spend more than one point at a time
all Challenges and Tests is:
in an attempt to maximize the twist, though they can spend
multiple Plot Points during any player’s Narration (whether
D12 + Stat Die (D4, D6, D8, D10, D12) + Modifiers
their own, or another player’s).
vs. D20

A Challenge is any action taken against an inanimate


A new turn of Valiant Universe object, while a Test is any action taken against another
has started and Jason’s character character or any NPC that is non-combat related.
is injured. At the beginning of his Which Stat Die To Use: The appropriate Stat Die
turn, Jason spends one Plot Point to use will usually be very easy to determine: trying to
to regain a point of Health. lift something heavy? Might. Trying to outsmart an
He deposits his Plot Point token opponent? Intellect, and so on. Ultimately, however, if
into the Plot Pool and restores the situation is too muddy, the LN makes the decision on
one of the Health pips on his which Stat Die to use (see p. 1).
character’s Dossier. He then makes Modifiers: Modifiers represent good or bad
a quick Narration: situational circumstances that take an ordinary situation
“Gilad Anni-Padda, still bleeding and make it extraordinary. For example, while trying
after he tangled with X-O Manowar,
to work on X, the player is: being attacked (a negative
injects a medstim.”
modifier); he’s wounded (a negative modifier); there’s 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
Just remember, Plot Point use doesn’t always mean a
player trying to help); the device he’s working on is extra
positive change. Often plot twists are a negative event—
difficult (a negative modifier) or extra easy (a positive
something goes wrong that must be fixed or adapted to
modifier)—the sky’s the limit on what might happen. The
by the characters.
decision on what modifiers are applied to any die roll, if
any, and whether they are positive or negative, is always
Spending Plot Points: Lead Narrator made by the LN.
Powers: If the character is attempting a Challenge
Like players, the LN can spend Plot Points in any
or Test covered by a Power, roll the Power Die with the
fashion he chooses, with the following caveats:
appropriate Stat Die (as determined by the LN) and
discard the lowest value result; adding it to the result
zz Plot Points can only be spent to aid NPCs or create
of the D12 plus modifiers to compare against the D20.
plot twists; they cannot be spent to directly aid or
hinder a player.
D12 + (Stat Die (D4, D6, D8, D10, D12) + Power Die
zz The LN can only spend one Plot Point per turn, unlike
(D4, D6, D8, D10, D12) [discard lowest result]) + Modifiers
the players who can spend more than one per turn.
vs. D20

6 Quick Start Rules


VALIANT UNIVERSE

Luck Stat Ranges


Always remember that regardless of the overall All weapons (and any Powers that act as weapons)
result, if a Stat Die (or Power Die, if used; check both dice fall into three range brackets for combat (the range of each
rolled before discarding the lower value) result equals weapon/Power is noted on the Character Dossier).
the character’s Luck Stat, that character automatically
succeeds at his action (see p. 1). zz Close (Melee)
zz Near (Pistols)
zz Far (Rifles)

On a mission for MI6 to If a weapon (or Power) is used in a range bracket


infiltrate a potential Harbinger one higher than its noted bracket, apply a –3 modifier.
Foundation facility in Africa, A weapon cannot be used in a range bracket two higher
Ninjak comes up against a locked than its listed bracket, though it can always be used in a
door. And he needs to get past
closer bracket. For example, Shadowman’s sickle is a Close
it. Charlie, playing as Ninjak, knows
(Melee) weapon: if it’s used at Near range the player would
this is what Ninjak is famous for,
and so has an excellent chance of apply a –3 modifier; it cannot be used at Far range. Any
bypassing the security on the door rifle, however, which all have Far range, can be used at
to gain access. Near or Close without any issues.
Breaking a complicated lock It’s important to note, though that a specific Dossier
is definitely a Challenge as it’s may change these values based upon a specific weapon.
against an inanimate object. Charlie So if you see different values than the norm, those are
decides this is a test of Intellect not “in addition” to the standard above, but instead fully
(which the LN agrees with), which replace the above modifiers.
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
Power Die
As with non-combat situations, if the character has
Die). The LN rolls a D20 for the a Power Die that is combat-related and appropriate to the
lock; the LN decides there are no
current situation (as determined by the LN ), the player
special circumstances requiring any
will roll the Power Die with the Action Die and discard the
additional modifiers. The result is:
lowest value result.
4 (D12) + 9 (D10) + 0 (no
modifiers) = 13 vs. 6 (D20) (Action Die + Power Die [discard lowest result])
+ Modifiers vs. Action Die + Modifiers
A big success! With little effort,
Ninjak bypasses the security. Or, if two characters are fighting Power vs. Power the
However, the whole thing leaves dice would look like the following:
Charlie nervous. It looked like a
much more difficult door to bypass (Action Die + Power Die [discard lowest result])
regardless of Ninjak’s specialty. + Modifiers vs. (Action Die + Power Die [discard lowest
Charlie knows this is either a trap, result]) + Modifiers
or something else strange is going
on…time to find out.
Luck Stat
Always remember that regardless of the overall
result, if an Action Die (or Power Die, if used; check both
COMBAT dice rolled before discarding the lower value) result equals
the character’s Luck Stat, that character automatically wins
Combat is a variation on the basic dice rolling
mechanic for Challenges and Tests. The Action Die forms (see p. 1).
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: Unusual Circumstances
Any time an unusual circumstance arises not directly
Action Die + Modifiers vs. Action Die + Modifiers covered by the rules, the LN modifies the situation on the
fly. For example, if two combatants are at a significant
As shown, combat is a straightforward contest between range from one another and the LN decides the “winner”
combatants’ Action Dice, plus any applicable modifiers. of a combat roll couldn’t possibly damage the “loser,”
he simply doesn’t apply damage and moves on; in this
instance “winning” was simply an avoidance of damage
Modifiers on the winner’s part.
As with Challenge and Test rolls, combat can have
a variety of situational modifiers added, all of which are
decided upon by the LN.

Quick Start Rules 7


VALIANT UNIVERSE

zz Second X: When the second “X” (on the third row) is


reached, a –1 to all future Might and Action rolls is
Aaron’s character, Bloodshot, immediately applied.
is facing off with a Harada Global zz Staggered: When the first “Staggered” pip is crossed
Conglomerates security agent. out, the character simply cannot give anymore and
Bloodshot is using a rifle he secured may take no actions (he does not give any more
earlier in the game. Unfortunately Narrations until he’s healed, nor can he spend any
the security agent was previously
Plot Points). (There are instances in which a Power
disarmed—though he managed to
could still work even if the character is Staggered,
escape—and so only has a crowbar
such as Bloodshot’s nanites; the final call on whether
and is on the other side of a large
open area. a Power is still active while a character is Staggered
Aaron rolls a D8 (Bloodshot’s is up to the LN.)
Action Die) and the LN rolls a D6 zz Knocked Out: The character is wounded so badly
(the security agent’s Action Die). he or she has slipped fully into unconsciousness
Because Bloodshot can attack from and is completely out of the action for the rest of
a distance and the security agent the Event. (This is NOT the same as a dead character;
can’t, the LN awards a +1 modifier the character will fully heal before the next Event.
to Bloodshot’s roll. Aaron rolls a 7 Really "killing off" a character should be reserved for
and adds the +1 bonus for a final truly epic moments of storytelling where the players
result of 8. The security agent will be recounting stories about the game for years
rolls a 3; with the –3 modifier for to come.)
trying to attack with a weapon into
a larger range bracket, the result
Secondary Effects: Generally speaking,Valiant
is 0. The security agent loses and
Universe doesn’t assume weapons have any other effects
gets shot.
beyond straight-up damage as noted on the various
There are numerous ways the
encounter could play out. Just Dossiers. However, like the equipment also noted on
remember to roll with the dice and the Dossiers, players and LNs are free to come up with
the Plot Points—anything can happen! 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
Vehicle Combat restore Health. Additionally, some characters are doctors
There is no separate system for combat between or engineers or even have the Power of healing and can
vehicles. Instead, the focus is kept where it should be, use a Narration to fix Armor or help heal a teammate; in
on the action of the characters, with the LN deciding this instance how much they repair the Armor and/or
what Challenges/Tests/Combat should occur under any the Health of a character could largely depend upon the
given situation. quality/uniqueness of their Narration, with the LN fixing
two or even more pips for a particularly superb recitation.

Damage, Armor and Health


Whenever a fight occurs, or a dangerous situation is Weapons
encountered, there’s a chance a character could take damage. Weapons come in all shapes, types and sizes. You
Damage: On every Character Dossier, there’s a name it, and it probably comes in a variety of colors
Weapons column that lists the weapon (or Powers) the and styles as well. Valiant Universe characters start each
character started the game with and its Damage Value. Event with a default set of weapons. These are listed on
Whenever a character takes damage, the damage is first the Character Dossier along with the amount of damage
applied to the Armor column of the Dossier. Once all they do when used successfully against a target, and their
Armor pips are marked off, damage then begins to apply range bracket.
to the Health column. If that happens, it’s time for some
serious heroics!
Health Flow Chart: The Health column of the Equipment
character Dossier takes the form of a flowchart. Players Besides weapons, many characters also carry a
start at the top, left-hand pip and move to the right until variety of equipment to use during Events. The uses of
the first row is marked off, then move to the top, left-hand many of the different items may be obvious: a first aid kit
pip of the second row and move to the right until the would help treat a character who’s been injured or a tool
second row is marked off, and so on. kit could be used to repair Armor or other devices. The
intended application of other equipment may be obscure
zz First X: When the first “X” (on the second row) is or even totally unknown. In many cases, this is intentional
reached, the character immediately applies a –1 and gives the players a chance to decide exactly what that
penalty to all future Might Die rolls. equipment does, based on the name.

8 Quick Start Rules


VALIANT UNIVERSE

PSIOT CHILDREN • During a violent confrontation with Project Rising Spirit, Bloodshot freed a group of super-powered adolescents
from a maximum-security research facility where they were experimented on and used as weapons of war. Now
they are out in the open and are being hunted by the most powerful forces in the Valiant Universe, including Toyo
Harada and Peter Stanchek and his Renegades.

PSIOT CHILDREN
PETER STANCHEK from
• During a violent confrontation with Project Rising Spirit, Bloodshot freed a group of super-powered adolescents
a maximum-security research facility TOYO
where they HARADA
were experimented on and used as weapons of war. Now
they are out in the open and are being hunted by the most powerful forces in the Valiant Universe, including Toyo
and the RENEGADES Harada and Peter Stanchek and his Renegades.• A survivor of the bombing of Hiroshima, Toyo Harada has used
his extraordinary telepathic abilities to build the incredibly
• Peter Stanchek was once Toyo Harada's prize pupil before he powerful Harada Global Conglomerates. With HGC as a front,
PETER
abandoned hisSTANCHEK
would-be mentor and formed his own team of TOYOhasHARADA
Harada created the Harbinger Foundation, where he can

and the
looking for othersRENEGADES
psiot Renegades. Together they have set out on their own,
like themselves to oppose Harada and his
train and build his own private army of psiots that will help him
• A survivor
carry out hisofvision
the bombing of Hiroshima,
for a better Toyo Harada
world. However, Haradahas
willused
his extraordinary telepathic abilities to build the incredibly
stop
Eggbreakers. Peter and the Renegades will do everything in at nothing to see his dream come to pass. Harada wants the
•their
Peter Stanchek
power was once
to prevent Toyopsiot
the P.R.S. Harada's prizefrom
children pupil before up
winding he powerful P.R.S.
escaped Harada Global
psiot Conglomerates.
children With HGC as a front,
to join his ranks.
abandoned
in the handshis of would-be mentor and formed his own team of
Toyo Harada. Harada has created the Harbinger Foundation, where he can
psiot Renegades. Together they have set out on their own, train and build his own private army of psiots that will help him
looking for others like themselves to oppose Harada and his carry out his vision for a better world. However, Harada will stop
• On the run from • Possesses • Possesses • Perhaps the most
Eggbreakers. Peter and the Renegades will do everything in at nothing to see his dream come to pass. Harada wants the
the authorities immense immense powerful man on
their power to prevent the P.R.S. psiot children from winding up escaped P.R.S. psiot children to join his ranks.
for most of his telepathic and telepathic and the planet
in the hands of Toyo Harada.
life, Peter has telekinetic telekinetic
used his abilities abilities abilities
On the runand
•recklessly from • Possesses • Possesses • Perhaps the most
the
often authorities
self- immense immense powerful man on
for most of to
medicated his telepathic and telepathic and the planet
life,
drown Peter
outhas
the telekinetic telekinetic
used
voiceshisin abilities
his abilities abilities
recklessly
head and
often self-
medicated to
drown out the
voices in his
head

PETER’S TEAM: THE HARBINGER FOUNDATION


• Torque, a.k.a. John Torkelson — Incredible • The elite of these psiots form Harada’s
strength and durability personal guard and are known as
• Flamingo, a.k.a. Charlene Dupre — “Eggbreakers”
Pyrotelekinetic ability to create • One in four latent psiots are killed
PETER’S TEAM: THE HARBINGER
and direct fire inFOUNDATION
the surgical attempt to
•• Torque, a.k.a. John Torkelson
Kris Hathaway — A non-psiot, — Incredible • The elite of these psiots form Harada’s
activate them
strength andresourceful
brilliant and durability personal guard and are known as
•• Flamingo,
Zephyr, a.k.a.a.k.a. Charlene Dupre —
Faith “Eggbreakers”
Pyrotelekinetic
Herbert — Flightability to create • One in four latent psiots are killed
and direct fire in the surgical attempt to
• Kris Hathaway — A non-psiot, activate them
brilliant and resourceful
• Zephyr, a.k.a. Faith
Herbert — Flight
• Project: BLOODSHOT is a super-weapon created by Project Rising Spirit
programmed to undertake incredibly dangerous missions, including capturing psiot
children. Once Bloodshot freed himself from his programming, he went rogue and
liberated the children from the facility. Bloodshot feels he must protect the children
from forces that would control them since he is largely, if indirectly, responsible for
• Project: BLOODSHOT is a super-weapon
capturing them in thecreated by Project Rising Spirit
first place.
programmed to undertake incredibly dangerous missions, including capturing psiot
BLOODSHOT
children. Once Bloodshot freed himself from his programming, he went rogue and
liberated the children from the facility. Bloodshot feels he must protect the children
from forces that would control them since he is largely, if indirectly, responsible for
HARBINGER WARS® #1 - APRIL 2013 VALIANT ENTERTAINMENT LLC. Office of publication: 424 West 33rd Street, New York, NY 10001 Copyright © 2013 Valiant Entertainment, Inc. All rights
reserved. All characters, their distinctive likenesses and related indiciacapturing them
featured in this in theare
publication first place.of Valiant Entertainment, Inc. The stories, characters, and incidents
trademarks
PLAYER
featured in thisNOTE: Players
publication should
are entirely fictional.remember thisForismore
Printed in the USA. theinformation,
quick-startpleaserules. Every effort has
visit ValiantUniverse.com. been made
First Printing. to ensure an enjoyable and
BLOODSHOT
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, the full array of characters and abilities are not included. Rest assured that the full rules, including Design: Rian Hughes
HARBINGER WARS® #1 - APRIL 2013 VALIANT ENTERTAINMENT LLC. Office of publication: 424 West 33rd Street, New York, NY 10001 Copyright © 2013 Valiant Entertainment, Inc. All rights
the two-page characters sheets (as opposed to the one-page character sheets for these quick-start rules) will more fully reflect
reserved. All characters, their distinctive likenesses and related indicia featured in this publication are trademarks of Valiant Entertainment, Inc. The stories, characters, and incidents
your favorite
featured Valiant
in this publication Universe
are entirely characters.
fictional. Printed in the USA. For more information, please visit ValiantUniverse.com. First Printing.

Harbinger Wars Mission Briefs 9


Design: Rian Hughes
THE RENEGADES,
HARBINGER WARS:PART
THE1:RENEGADES
ON THE RUN
There comes a point in everyone’s life when they doubt themselves, when they don’t do their best, when they
fail. This is where I doubted. This is when I failed. And I didn’t just fail me. I failed them, just like I failed Joe.
It all seemed like a good idea at the time. Toyo Harada’s a madman trying to play God with the universe, and
I know I need to stop him. But activating latent psiots to bring the war to his front door? Recruiting people into a
war they’re not even prepared for? I must’ve been nuts to think I could actually pull it off. Harada’s Eggbreakers have
been training their psionic abilities for years. And the Renegades—my Renegades, Kris likes to remind me—have
only been at this for an insanely short time. We’re toddlers stumbling around in the dark while our opponents are
adults using night vision.
Faith—God bless her—is what keeps this team together when I can’t seem to do it. She believes in us even
when she doesn’t believe in herself, and her “do-gooder” attitude is so infectious that it makes me smile even on
days when I think smiling is impossible. Activating her powers is probably one of the best choices I’ve ever made.
Could anything break her spirit, I wonder? I hope I never learn the answer to that.
And Charlene—we helped her out of a rough spot. But I worry she’s in far greater danger now than she ever
would have been before. Forcibly getting out of an abusive boyfriend relationship isn’t anything like going up against
hardened killers with guns, but she’s got guts when it counts.
John—Torque— just wants to beat on things. He wants to protect people incapable of protecting themselves.
I’m glad he’s on our side, but he lives in a fantasy world where he’s the sole headliner. Anything that shatters that
illusion might cost him dearly, so I’ve got no problems playing along for now.
The more I think of it, maybe I’m not the one who’s nuts. Maybe my friends are the crazy ones for believing that
I can hold this team together against Harada, Project Rising Spirit, or anyone else who comes after us. But whatever
comes next, no matter how hard we fall, I keep telling myself we’re doing the right thing.
We’re doing the right thing.
That’s the only thing keeping me going.

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
Writing Randall N. Bills Development
Philip A. Lee Publisher Fred Pierce
Editing Jason Schmetzer VP Executive Editor Warren Simons
Cover Artwork Tom Raney VP Operations Walter Black
Graphic Design & Layout Ray Arrastia Director of Marketing, Hunter Gorinson
Artwork Khari Evans Communications & Digital Media
Stefano Gaudiano Sales Manager Atom! Freeman
Trevor Hairsine Production & Design Manager Travis Escarfullery
Clayton Henry Associate Editor Alejandro Arbona
Barry Kitson Assistant Editor Josh Johns
Arturo Lozzi Logo & Trade Dress Design Rian Hughes
Pere Pérez Operations Manager Peter Stern
Mico Suayan Operations Coordinator Robert Meyers
Patrick Zircher President, Consumer Products, Russ Brown
Promotions & Ad Sales
Vice Chairman Jason Kothari

©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.

10 Harbinger Wars Mission Briefs


THE RENEGADES, PART 1: ON THE RUN
LAS VEGAS ON LOCKDOWN AFTER HELICOPTER CRASH
In the wake of what onlookers are calling a freak accident, Las Vegas has been placed on military
lockdown after a helicopter crashed into the penthouse of the Bellagio on the Las Vegas strip. According
to eyewitnesses, the helicopter was flying erratically and made no noticeable attempts to avoid colliding
with the world-famous luxury hotel and casino.
Shortly after the crash, the Nevada National Guard placed Las Vegas on lockdown and rerouted all
incoming civilian traffic around the city. Sources able to flee Las Vegas have been unable to provide any
plausible reason why a helicopter crash would prompt a citywide military blockade. These eyewitnesses
have been unable to positively identify the helicopter, which is reportedly still lodged in the hotel’s
uppermost story. However, descriptions of the rotorcraft strongly indicate that the helicopter was military,
not civilian, which has led to rampant speculation as to the exact nature of the lockdown.
“This is a temporary situation meant as a preventative measure to ensure the continued safety of the
people of Las Vegas,” Adjutant General Kendall Lloyd said, regarding the lockdown.
The number of fatalities involved in the Bellagio crash is unknown. One person of interest, Majid
Sajwani, an oil magnate from the United Arab Emirates, was believed to be staying on the floor that the
helicopter struck; his current whereabouts are unknown. Dubai officials were unavailable for comment.

Conversation with Kris:


Hey, Peter, those Project Rising Spirit people who tried to hunt you and Joe
down before Toyo Harada tried to recruit you—do you ever think they’ll come
after you again? You made it sound like they were pretty intent on keeping
you from Harada. Plus, with you finding and activating latent psiots, I imagine
you’re not just drawing Harada’s attention. How do you know P.R.S. isn’t still
trying to pick up your trail now that you’re a “free agent” again?
I guess it doesn’t really matter who’s after us so long as we avoid them,
right? Either way, I’m still trying to decide which camp is worse: a secret
organization with apparently unlimited funds, totally amoral and bent on who
knows what agenda or a megalomaniac psiot bent on shaping the world as he
sees fit …
Anyway…Something doesn’t feel right about this place. Let’s just grab
Torkelson and get out of here.
Wait. You hear that?

OBJECTIVES
 Avoid capture OR escape imprisonment
 Prevent P.R.S. from pursuing
 Locate escaped psiot children

CUES
 capture attempt  Project Rising Spirit  How did they find us?
 synaptic bombs  Aghhh, my head!  My powers don’t work!
 These aren’t the droids you’re looking for  phantom terrorists

TAGS
 Georgia  Torque’s Auto Shop  junkers  helicopters  vision
 Las Vegas  military blockade  Bellagio  psiot children

Harbinger Wars Mission Briefs 11


THE RENEGADES, PART 1: ON THE RUN

THE SETTING members will need to find some way to help them
escape. If the whole team was captured, they will
In the backwoods of Chatooga County,
need to find a way to free themselves. Captured
Georgia, Torque’s Auto Shop sits at the edge of a
team members are fitted with shackles and psionic-
densely forested area. A few junkers in various states
dampening helmets, which apply a –3 modifier to
of (dis)repair are collecting rust spots out in front of
any Action or Power roll while wearing the helmet.
the shop; none of them look like they’d ever start.
Once freed, the team will need to find tactics to
Torque’s big brother Jake runs this shop.
discourage P.R.S. from following, such as destroying
the helicopter, mind-wiping the pilots, or any other
ENEMIES/OBSTACLES creative means they can devise.
Scene 1: After Peter activates Torque’s psionic Scene 3: After losing P.R.S. pursuit, Peter will
abilities, Project Rising Spirit helicopters and soldiers receive a vision from the Bleeding Monk, Toyo
attack Torque’s Auto Shop and kill Torque’s older Harada’s advisor. The vision will show Peter that
brother. Each chopper has 12 points of Armor; once P.R.S. isn’t just after him and his Renegades: P.R.S.
those are depleted, the helicopter will crash. Among has been experimenting on children with psionic
their gear, the P.R.S. troopers also have tranquilizer abilities. Recently a group of these kids managed
guns (Close –2, Near –4, Far —). If a team member is to escape a P.R.S. facility and crash their escape
successfully hit with a tranq dart, treat the character as helicopter into the Bellagio in Las Vegas. Without
though they are Staggered for the remainder of this some kind of protection, P.R.S.—or any other group
scene. Any team member Staggered, either by weapon looking to exploit them—will just recapture the
damage or a tranq dart, is considered captured. escapees and torture these kids all over again.
Note: Throughout the duration of this Event, When the team arrives at the outskirts of Las
the LN controls the Narrations of the friendly NPC Vegas, they will encounter a military barricade
Kris Hathaway. However, keep in mind that Kris is turning away traffic. The team will need to find a
incredibly instrumental to the Renegades. The LN way around the barricade in order to reach the
should provide appropriate opportunities for Kris to Bellagio (use a P.R.S. Soldier Dossier as a stand-in if
shine as an important NPC for the characters. combat with the military occurs).
Scene 2: If no team members were captured in Upon entering the Bellagio lobby, the team
Scene 1, the LN can opt to skip to Scene 3. Otherwise, will encounter a large group of masked terrorists
the LN can devise a way for at least one team member with military-grade weaponry. Ultimately, these
to be captured at the beginning of this scene. “terrorists” are loud, scary, and threatening, but they
This scene can play out different ways, neither take nor receive damage: they are psionic
depending on whether only some or all of the team projections created by one of the P.R.S. escapees,
members were taken captive. The captive team a young girl codenamed Shadow. Once the team
members will be aboard a P.R.S. cargo helicopter en bypasses the illusion, they will find the rest of the
route to the nearest P.R.S. base, and the free team escaped psiot children.

12 Harbinger Wars Mission Briefs


THE RENEGADES,
THE RENEGADES,
PART 2:
PART
THE1:PSIOT
ON THE
KILLER
RUN
NATION IN PANIC OVER BELLAGIO INCIDENT
In the aftermath of the helicopter crash at the Bellagio in Las Vegas earlier this week, public sentiment
surrounding the crash and subsequent blockade of the city has turned into slowly simmering national
unrest. As of yet, official reports have given no satisfying explanations for the incident, and no foreign
powers have claimed culpability.
Official reports regarding the event have been populated with nebulous claims that the occurrence
is “currently under investigation” and was likely the result of “pilot error” or “mechanical malfunction.”
Few Americans seem to take these statements at face value. According to polls, 43% of Americans
believe the crash that prompted the Las Vegas blockade was perpetrated by a foreign power. 22% of those
polled contend that the incident is the result of a traitorous element within the United States government.
A significant number of Americans—nearly 15%—believe the crashed helicopter carried a biological agent
and the Las Vegas blockade is actually a quarantine zone intended to arrest the spread of the pathogen.
At 8PM EST tonight, Secretary of Defense Juliard is slated to hold a press conference to address the
Las Vegas situation. Few Americans are expecting any real light to be shed on the incident.

Conversation with Kris:


Cronus, the leader of these kids, believes Project Rising Spirit has sent
a cybernetic monster known as Bloodshot to collect him and the rest of the
escapees. If we’re going to have any hope of protecting the kids, then we need
to contend with this so-called psiot killer. And if even half of the rumors these
Generation Zero kids are feeding us about Bloodshot are true, this is going
to be a really tough fight. Bloodshot is a trained killer, and we’re not. I don’t
need to remind you we barely managed to get away from P.R.S.’s goon squad
back in Georgia. So unless we want our asses handed to us again, we need to
outthink Bloodshot, not outfight him.
I know we can count on Cronus and company to fight Bloodshot if he
manages to get by us and into the Bellagio, but we shouldn’t rely on them if we
can help it. They’re just kids, y’know? So it’s up to us to hold off this monster
long enough to figure out our next move.
I’d probably get seriously hurt down on the ground, so I’ll keep an eye on
you guys from the casino’s top floor and help with the big picture.
Now, let’s go teach this guy it’s not polite to kidnap children.

OBJECTIVES
 Plan for Bloodshot’s arrival in Vegas
 Protect the Generation Zero psiots at the Bellagio
 Incapacitate Bloodshot

CUES
 Vegas feels…empty  cybernetic killer
 He’s not slowing down  come at him from two directions
 Don’t hurt the kids  nanite regeneration

TAGS
 Generation Zero  Bloodshot  Cronus
 Vegas Strip  armored car  Humvees  military escort

Harbinger Wars Mission Briefs 13


THE RENEGADES, PART 2: THE PSIOT KILLER

THE SETTING Scene 2: In an effort to free himself from the


monstrous acts of his past, Bloodshot has freed a
The Vegas Strip near the Bellagio is completely
host of Generation Zero psiots and is on the way to
empty and feels like a ghost town. Cars sit
Las Vegas to try link up with more. He has no idea
abandoned. Countless fliers and other discarded
who Peter Stanchek is or who the Renegades are,
advertisements hitch a ride on the wind to flit lazily
but given his history he tends to shoot first and
across Las Vegas Boulevard.
ask questions later. When Bloodshot arrives, his
The psiot kids have done a remarkable job of
armored car is accompanied by a pair of Humvees.
using their psionic powers to keep everyone away
The team will put its plan into action and attempt
from the casino.
to stop or slow Bloodshot’s armored car. The car
also carries more than a half dozen other P.R.S. psiot
ENEMIES/OBSTACLES children—friends of Cronus’s group. The armored
car can sustain 15 points of Armor damage before
Scene 1: Cronus, the self-appointed leader
of the psiot children who escaped Project Rising its engine dies; the Humvees likewise have 12
Spirit, knows that Bloodshot, a cybernetic super- Armor apiece. The drivers of the Humvees are U.S.
weapon created by P.R.S., is coming to capture or military; use the P.R.S. Soldier NPC Dossier for them,
kill his friends. The team will need to put together if necessary.
a plan to try to stop Bloodshot before he can reach Note: Bloodshot is immune to mind-altering
the Bellagio. Bloodshot is traveling in a military- Powers and other psychic attacks, as anyone who
grade armored car and will drive straight up the tries to venture into his thoughts will find an “empty”
Vegas Strip in broad daylight to reach the casino. mind. Damage-causing psionic attacks deal damage
Once the team has come up with a plan to stop or as normal, however.
slow Bloodshot’s advance, they must move into Scene 3: Once the team has forced Bloodshot
position and wait for Bloodshot’s armored car to and his psiot companions to abandon their vehicles,
arrive. Regardless of the plan, Kris will remain in Bloodshot will attack the whole team by himself
one of the Bellagio’s upper floors to act as a lookout. in a no-holds-barred fight. (His psiot companions
Note: Throughout the duration of this Event, stay nearby, out of harm’s way.) In order to buy
the LN controls the Narrations of the friendly NPC Cronus's friends some time, the team will need to
Kris Hathaway. hit Bloodshot hard enough to incapacitate him.

14 Harbinger Wars Mission Briefs


THE
THE RENEGADES,
RENEGADES, PART
PART 3:1: ROUND
ON THE TWO
RUN
AIR FORCE MANEUVERS REPORTED OVER LAS VEGAS
Earlier today, eyewitnesses outside the Las Vegas military blockade reported signs of combat fighters
flying over Las Vegas. At least one pair of F-22 Raptors that took off from Nellis Air Force Base in southern
Nevada was confirmed to have flown a sortie over the besieged city, but conflicting accounts indicate
the potential involvement of more fighters.
The nature of the aerial maneuvers remains the subject of much debate. Sources consistently report that
the fighters maintained a low altitude of operation. This has led many aviation experts to speculate that the
fighters were employing reconnaissance or ground-combat tactics rather than combat air patrol maneuvers.
“Seemed so low it felt like I could have reached up and touched it,” said Artie Gardner, a car salesman
from Vermont who was vacationing in Vegas before the blockade was enacted.
Secretary of Defense Juliard has assured the American public that the Las Vegas flyovers are standard
training exercises designed to help the Nevada National Guard work in close coordination with aerial forces.
Despite the Defense Department’s explanation of the maneuvers, many Americans still fear Nellis
AFB’s aircraft may be used to combat threats upon American soil, which could put civilians at risk. “Fighters
are no good for surgical strikes,” commented USAF Gen. Marcus Hilliard (Ret.). “If the Air Force is using
F-22s on ground targets, they’re either really stupid or really desperate.”

Radio communication from Kris:


Guys, I’m glad to see that things are going okay down there on the street
for a change. Looks like Bloodshot’s down for the count, but if Cronus is right
about him, you don’t have much time to waste.
I’m keeping my binoculars on those psiot kids Bloodshot brought with
him, and they don’t look too happy to see you. Since I doubt you brought any
candy or toys with you, I’d suggest trying to placate them some other way
and convince them you’re not the enemy. If we’re going to keep Cronus and
company safe, we need to get these kids on our side. And be careful: it wouldn’t
surprise me if Bloodshot managed to brainwash one or more of them.
Hang on a sec.
[muffled] What is it?

Um. Guys. We…appear to have a bit of a situation up here.
If anyone would like to say goodbye to me, now’s your only chance.

OBJECTIVES
 Drive off Bloodshot
 Protect psiot children
 Prevent missile launch OR stop launched missile from hitting the Bellagio
OR evacuate Bellagio observation post

CUES
 Why won’t he stay down?  We’ve got a problem here
 They know we’re trying to help them, right?
 Snap out of it!  out of time  Incoming!!!

TAGS
 Bloodshot  nanite regeneration  Generation Zero  P.R.S. escapees
 nightmare monster  falling debris  friendly fire  Vegas Strip
 Bellagio  F-22s  air-to-surface missiles

Harbinger Wars Mission Briefs 15


THE RENEGADES, PART 3: ROUND TWO

THE SETTING
The Vegas Strip looks like a small war
has been fought here. The cybernetic killer
Bloodshot is finally down, but he doesn’t appear
to be truly dead. And the kids he brought with
him don’t seem very happy about his fate.

ENEMIES/OBSTACLES
Scene 1: Bloodshot begins the scene
Staggered and will remain so for a total of
one round of Narrations, during which time
the team members can determine their best
course of action and get into position. Once
this round is up, Bloodshot gets back on his
feet with full Armor and Health. Since he’s
already taken a beating, this time his Nanite
Regeneration Power will only regenerate 1
Armor and 1 Health each time he Narrates.
Bloodshot is also a little bit pissed: any time
he performs a successful Action or Power roll
against a team member and also rolls the
highest number possible on his die, his attack
will do 1 extra point of damage. For example,
if Bloodshot rolls a D8 for his Action and gets
an 8, the attack causes 1 extra damage.
Bloodshot cannot be killed by standard
means, so the team will need to find some The team will need to either incapacitate,
way of removing him from the picture so they escape, or talk down the P.R.S. escapees.
can focus their attention on his psiot children Scene 3: In a last-ditch effort to eliminate the
companions. Feel free to get creative here. threat that the Generation Zero psiots pose, the U.S.
Note: Throughout the duration of this Event, government sent a pair of F-22s toward Las Vegas.
the LN controls the Narrations of the friendly NPC While the team is fighting down on the Vegas
Kris Hathaway. During this scene, Kris will still be in Strip, one of the fighters locks onto the Bellagio’s
the uppermost floor of the Bellagio. uppermost floor with its air-to-surface missiles.
Scene 2: Once Bloodshot is out of the picture, Unfortunately, this floor is right where Kris is, which
the Project Rising Spirit psiots that accompanied puts her and the rest of the Generation Zero kids at
Bloodshot will grow bold enough to join in the fight. the Bellagio in danger. The team will need to find
They believe Bloodshot rescued them from P.R.S., some way to deal with the fighters and/or their
so they will see the Renegades as a true threat to missiles or find some way to evacuate the targeted
their liberator. floor before the missiles can hit.
Titan, one of the P.R.S. escapees, will summon The F-22s have 12 Armor and two missiles
a psionic projection of a Nightmare Monster to apiece; if this Armor is depleted, the plane will
attack the team. This demonic-looking, dinosaur- plummet and crash. A launched missile will take D4
like creature has 12 Armor and a D6 Action die for Narrations before it reaches its target. Each missile
a Bite Weapon (Damage 3, Close OK, Near OK, Far has 3 Armor; if this Armor is depleted, it will explode
—). Once the monster’s Armor is depleted or Titan for D6 damage. If the missile strikes the Bellagio, any
himself is Staggered or Knocked Out, the monster team member or NPC still on the floor when the
will vanish. missile explodes will take 6 damage and risk falling
Headspace, another P.R.S. escapee, will attempt when the floor’s structural integrity gives way.
to control the minds of the team. During his turn, The planes flying over the hotel also rock
if he uses his Psionic Attack to successfully attack free the helicopter that was lodged in the hotel’s
one team member, instead of dealing damage he uppermost floor. Any team member still on the
will choose what that character does on his or her street when it falls must pass a Might Challenge or
next Narration. suffer D6 damage from falling debris.

16 Harbinger Wars Mission Briefs


THE PART
THE RENEGADES, RENEGADES,
4: A ROCKPART
AND A1:H.A.R.D.
ON THEPLACE
RUN
LAS VEGAS BLOCKADE LIFTED
A week after Las Vegas was placed under military cordon and closed off to the outside world, the
Department of Defense has reported that the blockade has officially been lifted. Certain areas of the Las
Vegas Strip remain closed to visitors, but the city is once again open for business.
When asked for the reason behind the blockade, Defense Secretary Juliard declined to comment,
leading political and military commentators to believe the helicopter crash that precipitated the incident was
either a classified matter or an inflated misunderstanding that the administration wants swept under the rug.
City officials have welcomed back Las Vegas residents and tourists with open arms. “I would like
to offer my personal assurances that the gambling capital of the world is once again a safe and secure
destination,” said Las Vegas Mayor Josef Ibanez. “My thanks also extend to Harada Global Conglomerates
for its assistance in helping clean up the damage that resulted from this freak accident.”

Conversation with Kris:


So, Peter, guess who just showed up?
Your good old friend Toyo Harada and his Eggbreaker goons. No, I don’t
think he knows we’re here. From what I can tell he’s not looking for us. He’s
looking for something—or someone—else. So long as we can keep a low profile,
I think he might not even notice we’re here.
You don’t think he’s looking for Cronus and company do you? Wait a
minute—No, no, no, it’s too good. There’s no way Harada could’ve—
Oh, good God. Why did I not see this before?!
This had to have been his plan all along. That vision you got, the one that
showed you the Generation Zero kids…What if you saw exactly what Harada
wanted you to see, because he knew you’d help gather all the P.R.S. escapees
in one handy location so he could snatch them—and us—all up at once?
Ugh. I think I’m going to be sick…

OBJECTIVES
 Avoid Harada’s Eggbreakers and stay hidden
 Escape H.A.R.D. Corps troopers
 Escape Las Vegas

CUES
 clever Harada  I feel a little bit used
 too many of them  I’m trying to shield us
 Where did he take them?  Harbinger Active Resistance Division

TAGS
 Toyo Harada  Eggbreakers  Cronus  Generation Zero  Las Vegas
 Bellagio  security room  helicopters  H.A.R.D. Corps

Harbinger Wars Mission Briefs 17


THE RENEGADES, PART 4: A ROCK AND A H.A.R.D. PLACE

THE SETTING performing mop-up actions when they encounter


the team. H.A.R.D. Corps members Gunslinger,
The Bellagio and the Vegas Strip lie silent
Shakespeare, Maniac, and Hammerhead are
once again. Most of Cronus and his friends are
under specific orders to eliminate any of the P.R.S.
unaccounted for, but there are more parties than
escapees. After the troopers positively ID the team
just Bloodshot who are interested in Generation as psiots, they will attack. The team will either need
Zero. One such interested party arrives, and its to take H.A.R.D. Corps head on or find some way
members look awfully familiar … around them and to safety.
Scene 3: After defeating or eluding H.A.R.D.
ENEMIES/OBSTACLES Corps, the team needs to get out of Vegas before
things get worse. Between them and freedom lie an
Scene 1: Now that Bloodshot has been
Eggbreaker or two that still might catch wind of the
removed from the picture, the powerful psiot
team’s presence, a few H.A.R.D. Corps stragglers on
Toyo Harada and some of his Eggbreakers arrive,
the lookout for unsecured psiots, and the remains
hovering above the Vegas Strip in search of the
of an abandoned military blockade comprising a
Generation Zero children. They are not actively
maze of armored cars and other military hardware.
searching for the team.
Once the team makes its way through or
Bloodied in the fight against Bloodshot, the
around the opposition, they will need to find a
team must do its best to stay hidden and regroup
working vehicle capable of driving them out of Las
in the Bellagio’s basement security room without
Vegas. Though most of them are capable of some
drawing Harada’s attention. The goal is to avoid
form of flight, the physical and emotional toll of
combat, but if the team is detected, the Eggbreakers
the ordeals they have survived will make long-term
will attempt to capture the team rather than kill
flight too risky, especially given that the Air Force
them. Harada will not join this fight, as he is still
could scramble more fighters at any moment. The
drained from an earlier encounter with Bloodshot
team will need to leave Vegas as quietly as possible.
(which occurred before the Vegas Strip fight).
When the team reaches the security room, they
will witness on the security monitors that Cronus AFTERMATH
and several Generation Zero kids are in psionic- In the whole scheme of things, this four-
dampening helmets and shackles and are being way battle—between Project Rising Spirit, Toyo
led to cargo helicopters. If the team attempts rush Harada’s Harbinger Foundation, Bloodshot, and
out and rescue the kids, the helicopters will have Peter Stanchek’s Renegades—goes to the Harbinger
already departed and vanished from sight. Foundation. By absconding with the Generation
Note: Throughout the duration of this Event, Zero kids, Harada’s private army of psiots has grown
the LN controls the Narrations of the friendly NPC just a bit larger, but there are a lot more unactivated
Kris Hathaway. psiots out there in need of the Renegades’ help.
Scene 2: As the team is attempting to sneak This battle went to Harada, but the war is far
out of the Bellagio, some H.A.R.D. Corps troopers are from over.

18 Harbinger Wars Mission Briefs


MIGHT INTELLECT VALIANT UNIVERSE
CHARISMA ACTION LUCK

D6 D6 D8 D6
3
D8 Mind Wipe D12
Telepathy Target forfeits its next action
POWERS
Psionic Shield (Armor) D10 D6
Reduces damage taken by 2 Levitation (Flight)

PETER
VITAL FACTORS
Name: Peter Stanchek Affiliation: Renegades

TAGS
 Psiot  Harbinger  Aloof  “Sting”  “Omicron”

CUES
Stop. Talking.
Why won't you leave us alone?!
I'm going to make it right. I swear.
Great … more jackasses with guns.
I'm learning something new every day.
You don't know anything about me!

ACTION CUES
Forget. Forget everything you've ever known.
You want to dance with me?! Then let's dance!

RANGE
WEAPONS DAMAGE Close Near Far

Mind Whip D6 OK OK OK
-1 TO
MIGHT
Psychic Scream* D4 OK OK –2
-1 TO MIGHT *Can target 2 targets at once. Ineffective against nonliving targets
& ACTION

STAGGERED
EQUIPMENT
KNOCKED Photo of Joe Irons
OUT
Harbinger Foundation ID Bracelet
ARMOR HEALTH
(PSIONIC SHIELD) Character Dossiers 19
VALIANT
MIGHT UNIVERSE
INTELLECT CHARISMA ACTION LUCK

D8 D8 D8 D6
1
Weightlessness (Flight) D12 Optimism D10
POWERS

Companion Field (Flight) D8 Pop Culture Knowledge D8

ZEPHYR
VITAL FACTORS
Name: Faith Herbert Affiliation: Renegades

TAGS
 Psiot  Optimistic  Heroic  Fun-loving  Loyal

CUES
This is gonna be awesome.
Don’t be a jerk!
White's what the good guys wear.
I'm still here because the world needs me.
I AM this team!
Ghaa! You're so heavy!
We're totally superheroes.

ACTION CUES
I'm a superhero! I totally save lives and stuff!
It's scary. But this is what heroes do, right?

RANGE
WEAPONS DAMAGE Close Near Far

Flying Body Slam 3 OK OK OK


-1 TO
MIGHT
Divebomb 4 OK –2 —
-1 TO MIGHT
& ACTION

STAGGERED
EQUIPMENT
KNOCKED Comic Book Oxygen Tank w/ Breathing Mask
OUT
Goggles
ARMOR HEALTH
20 Character Dossiers
(AGILITY)
MIGHT INTELLECT VALIANT UNIVERSE
CHARISMA ACTION LUCK

D6 D6 D10 D8
6
Micro-Combustions
Pyrokinesis (Weapon) D8 (Armor) Reduce damage D8
POWERS taken from firearms by 1

Vectored Thrust
(Pseudo-Flight) D6

FLAMINGO
VITAL FACTORS
Name: Charlene Dupre Affiliation: Renegades

TAGS
 Psiot  Pyrokinetic  Cautious  Independent  Energetic

CUES
Did I hit anybody?
Don’t look at me.
You’d better slow your roll, or this is gonna get real. Got it?
Nobody looks like me. I’m a snowflake.
Let’s go be awesome.
I don’t know what that means, but I’ll take it!
Oh, God, please don’t let me die here!

ACTION CUES
Isaac Newton in the house!
That burning sensation you feel is probably me.

RANGE
WEAPONS DAMAGE Close Near Far

Fireblast D4 –2 OK OK
-1 TO
MIGHT Immolate D6 OK — —
-1 TO MIGHT
& ACTION

STAGGERED
EQUIPMENT
KNOCKED Lighter Roll of $1 bills
OUT
Copy of Heat, Thermodynamics, and Statistical Physics
ARMOR HEALTH
(MICRO-COMBUSTIONS) Character Dossiers 21
VALIANT
MIGHT UNIVERSE
INTELLECT CHARISMA ACTION LUCK

D10 D4 D6 D10
5
Psionic Projection (Armor)
Reduce damage taken by 1
D10 Super Strength D8
POWERS

High Jump D6

VITAL FACTORS
Name: John Torkelson
Affiliation: Renegades
TORQUE
TAGS
 Psiot
 Psionic Projectionist
 Physical Psionic Projection
 “Brobarian”  Tenacious  Self-Denial

CUES
You’re harshing my buzz, man!
How can it hurt so much?
This doesn't happen in Torquehalla, man!
This is stupid crazy!
Why you disrespect me all'a time?
Boom! Gun show!

ACTION CUES
Yooo, bro!!! Here comes the Condition!
Haha! I took out a helicopter with my bare hands!

RANGE
WEAPONS DAMAGE Close Near Far

Fist 4 OK OK –2
-1 TO
MIGHT
Fist 4 OK OK –2
-1 TO MIGHT
& ACTION

STAGGERED
EQUIPMENT
KNOCKED Baseball Cap Heavy Metal Magazine
OUT
First Aid Kit
ARMOR HEALTH
22 Character Dossiers
(PSIONIC PROJECTION)
BLOODSHOT MIGHT INTELLECT UNIVERSE
VALIANT CHARISMA ACTION

D10 D8 D4 D10

Control Change Nanite


D8 D6 Regeneration D10
Computers Appearance

POWERS
Heals 2 Armor and 2 Health

Pain Psionic
Resistance D10 Resistance D12

RANGE
WEAPONS DAMAGE Close Near Far

-1 TO M117 Assault Rifle* 3 OK OK OK


MIGHT
-1 TO MIGHT Carbon-fiber Knife 2 OK –2 —
& ACTION
*May target two enemies with the same attack action
STAGGERED
CUES KNOCKED
EQUIPMENT
I’m everybody’s problem. OUT Protein Shake

You’re just a bunch of playground soldiers. ARMOR HEALTH Implanted Memories


(NANITE REGENERATION)

MIGHT INTELLECT CHARISMA ACTION KRIS HATHAWAY


D6 D10 D6 D6

RANGE
WEAPONS DAMAGE Close Near Far

-1 TO 9mm Pistol 2 OK OK –2
MIGHT
-1 TO MIGHT Fists 1 OK — —
& ACTION

STAGGERED

KNOCKED
EQUIPMENT
OUT Day Planner Binoculars
ARMOR HEALTH Harbinger Foundation Uniform

H.A.R.D. CORPS MIGHT INTELLECT CHARISMA ACTION


TEAM MEMBER
D8 D6 D6 D8

RANGE
WEAPONS DAMAGE Close Near Far

-1 TO M27 Assault Rifle 2 OK OK OK


MIGHT
-1 TO MIGHT Fire (Lifeline Power) D4 OK –2 —
& ACTION

STAGGERED

KNOCKED
EQUIPMENT
OUT Lifeline Uplink Psionic Dampener
ARMOR Character
HEALTH Manacles Dossiers 23
(MIL-SPEC BODYSUIT)
P.R.S. SOLDIER UNIVERSE
VALIANT MIGHT INTELLECT CHARISMA ACTION

D6 D6 D6 D6

RANGE
WEAPONS DAMAGE Close Near Far

-1 TO M203 Carbine 2 OK OK –2
MIGHT
-1 TO MIGHT Synaptic Bomb D4* OK –2 –4
& ACTION
*Damage ignores Armor and applies directly to Health
STAGGERED

KNOCKED
EQUIPMENT
OUT P.R.S. ID Badge Pocket Computer
ARMOR HEALTH Photos of Renegades
(KEVLAR JACKET)

MIGHT INTELLECT CHARISMA ACTION P.R.S. ESCAPEE


D4 D6 D6 D6

RANGE
WEAPONS DAMAGE Close Near Far

-1 TO Psionic Attack 2 OK OK –2
MIGHT
-1 TO MIGHT Fists 1 OK — —
& ACTION

STAGGERED

KNOCKED
EQUIPMENT
OUT P.R.S. ID Bracelet P.R.S. Captive Uniform
ARMOR HEALTH Small Toy
(PSIONIC SHIELD)

EGGBREAKER MIGHT INTELLECT CHARISMA ACTION

D6 D8 D6 D8

RANGE
WEAPONS DAMAGE Close Near Far

-1 TO Psionic Attack 2 OK OK –2
MIGHT
-1 TO MIGHT
& ACTION

STAGGERED

KNOCKED
EQUIPMENT
OUT Harbinger Foundation ID List of Latent Psiots

24 CharacterARMOR
Dossiers
HEALTH Harbinger Foundation Uniform
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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,


card games and more. The Valiant Universe RPG is the first
71000

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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