Valiant QSR Harbinger Wars Generation Zero
Valiant QSR Harbinger Wars Generation Zero
Valiant QSR Harbinger Wars Generation Zero
: GENERATION
ZERO
© & TM 2014 VALIANT ENTERTAINMENT INC. ALL RIGHTS RESERVED.
• Project Rising Spirit created Bloodshot to be the perfect weapon. They named Cronus and calling themselves Generation Zero — has taken over the
infused him with nanites that provided him with an extraordinary array of Bellagio in Las Vegas.
powers, allowing him to accomplish missions with lethal accuracy. He was Project Rising Spirit, however, want the psiots back, and they aren’t the
frequently sent to capture super-powered individuals known as psiots, only ones. Toyo Harada — leader of the Harbinger Foundation, which trains
many of them children. However, Bloodshot freed himself from his psiots for a private army, has led a team of his top soldiers to confront
programming and turned on his masters, assaulting the P.R.S. facility Bloodshot in the ghost town.
where many of the psiots were held. During the conflagration, Bloodshot Meanwhile, Peter Stancheck — a former Harada pupil who had a falling-
liberated many psiots, but the children were separated into two groups out with his would-be mentor — has been sent by the enigmatic precog
amid the chaos. One is led by Bloodshot, who has led them to an known as the Bleeding Monk to save the children. He leads his Renegades
abandoned town in the Nevada desert. A second group — led by a psiot on a mission to recover them…
Peter Stanchek Torque Flamingo Kris Zephyr Toyo Harada Ion Stronghold Saturn
Clem Cloud Serenade Ramsey Cronus The Telic Traveler Isiah Hive
Graham Baxter Katherine Maggie Bloodshot Astral Atomus James Howl Eliphas
PLAYER WARNING: Players should remember these are the quick-start rules. Every effort has been made to ensure an enjoyable
and immersive experience at your gaming table. However, this is just a taste of all the action from the full rulebook. Due to the
limited nature of these rules, there may be some disconnect between the game stats shown and what a player might expect
from reading the comics. Rest assured that the full rules, including the two-page characters sheets (as opposed to the one-page
character sheets for these quick-start rules) will more fully reflect a player's expectations surrounding their favorite characters.
©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.
Cronus’s Journal
I’m not a kid anymore. I’ve known that for awhile now. But why do I not feel
like an adult yet?
From listening to the security guards talk, normal adults can do whatever
they want. So why am I and the others still locked in these cages? I know we’re
special. I know we can do things that the guards can’t. But we’re not a danger
to anyone else. Why can’t we leave the Nursery whenever we want? Why can’t
we eat, play, or sleep whenever the mood strikes us?
I’m tired of being lorded over, of being told what to do and when to do it.
I feel like I was meant for something more than just these four walls.
I’ve been talking with some of the other kids, and all of them just want to
go home to their families. For better or for worse, we’ve all decided to take
matters into our own hands.
I’ve spent nearly my entire life inside this prison, and it’s time to do
something about it. We just need to wait for the right moment, or this will all
be for nothing.
OBJECTIVES
Escape cells
Rescue test subject
Defeat security
Reach the Nursery’s outer perimeter
CUES
escape attempt We’re getting out of here This is way too easy
psionic dampeners a dull headache Where to now? They’re right behind us!
TAGS
The Nursery Generation Zero P.R.S. A-team
the Lab training Gamma escape helicopter
THE SETTING guards arrive. Treat each cell door has having 10
Armor pips, but there are a number of other ways
Countless doors line both sides of this main
the team can free themselves.
corridor. Each door leads to a room—a prison cell,
Scene 2: After the team frees the Lab subject,
more like. The guards call this place the Nursery
more security floods into the corridor. Leading them
since it’s populated with children and young adults
is Gamma, the Nursery’s elderly psiot jailer, who is
of all ages.
more formidable than she appears. In their bid for
On the opposite side of the hall lies a
escaping the Nursery, the team will need to find a
laboratory. Most children who go to “the Lab” are
way to bypass Gamma and the security, but with the
never seen again.
base now on full alert, this won’t be easy.
There are no windows, so it’s impossible to see
Scene 3: Beyond the Nursery lie more corridors
outside. Most of the children who live in the Nursery
and labs of the Project Rising Spirit facility. The
were kidnapped and brought here at a very young
team’s ultimate goal is the door leading out of the
age, and this is the only world that they know. Only
main building, which leads to the helipad between
a select few have ever seen outside the Nursery’s
the base and the exterior wall. The whole place is
walls, and those given that privilege would rather
crawling with security, and even the base’s security
be outside.
chief makes an appearance.
The helicopter out on the helipad turns
ENEMIES/OBSTACLES out to be a hologram. Upon the team learning
Scene 1: The team begins inside their cells. this, a man in a business suit—P.R.S. Director
One member (LN’s choice) has been chosen to Simon Oreck—makes an appearance. His hand
undergo potentially lethal experimentation in holds a device with a red trigger. “Ah, ah, ah,”
the Lab, and at the beginning of this scene, a pair he says. “Move any further and I’ll detonate the
of P.R.S. Security Guards open the intended test micro-shrapnel explosives implanted in your
subject’s cell to escort him or her down the hall. brains. The good news is, you all passed the
The walls of each cell are lined with psionic test. Congratulations! You all have qualified for
dampeners and synaptic disruptors, so any positions on our A-team.”
Powers (or Weapons used as Powers) will incur a Any character who refuses to follow Oreck’s
–2 modifier to their rolls. The team needs to find instructions will be immediately killed when the
a way to break free from their cells and keep the cranial explosives detonate regardless of how many
test subject from reaching the Lab before more Armor or Health pips the character has remaining.
Cronus’s Journal
I’d be a fool to think the people in charge of this facility can’t read this
journal, but after getting thrown into the grinder only to get promoted to this
so-called A-team, I don’t care anymore. Our captors could kill us at any time.
They don’t even need to wait for us to get out of line before detonating the
explosives they surgically embedded in our brains. We sass them to much?
Boom. We refuse to eat our vegetables? Bam. They even get a hint that we
plan to use our psionics against them? We’re worm food.
To them we’re just a bunch of dogs that could turn rabid at any moment,
and they’ll put us down as quickly as possible if we turn on them. Of course,
sometimes I wonder if that might be the better way to go. Some of these
missions they’ve sent us on still give me nightmares.
Tara has seen images of the psiot killer, the pale gray man with the red
circle on his chest. The same man who stole most of us from our parents. He’s
coming to kill us. I just know it. But maybe we can use his arrival as a distraction.
I don’t care if they detonate the bomb in my head. I’d rather die free than
live another moment of this nightmare, and we may not get another chance at this.
OBJECTIVES
Escape sleeping bay D
Escape in the helicopter
CUES
The psiot killer is here alarm sirens sleeping bay D
micro-shrapnel brain explosives distracted security guards automated flight plan
TAGS
Project Rising Spirit the Nursery the A-team Generation Zero
intrusion Bloodshot military helicopter
Cronus’s Journal
We made it. And we’re still alive, even those that didn’t make it out on the
helicopter with us. Little James Zygos has a psionic connection with his sister
Katherine, and he told us they’re okay. Bloodshot captured them, but at least
they’re all alive.
And since all of us here on the helicopter are still breathing, that means
P.R.S. hasn’t hit our kill switches yet. Tara and I assume that means either
they’re holding out hope of recapturing us or the system that controls the
micro-shrapnel explosives embedded in our brains was knocked out when the
base was attacked. I don’t care why we’re alive so long as we stay that way. Now
that we’re on the outside, maybe we can find someone to remove the bombs
before P.R.S. sets them off.
If P.R.S. purposely hasn’t detonated us, that tells me they will go to war to get
us back. If that happens, we’ll need allies, and we’ll need them fast. Problem is, we
have no money, no shelter, and this helicopter will run out of fuel at some point.
So, what now? These kids look to me for leadership, and I’m not sure they
should. Just because I’m the oldest doesn’t make me the most qualified.
OBJECTIVES
Land the helicopter
Secure the casino
Fend off strike team
Find allies
CUES
Pull up! I’m too young to gamble casino security guards clearing out the casino
Hit the deck! They’ve found us! They’re just like us
TAGS
Generation Zero helicopter autopilot Las Vegas the Bellagio crash landing
gambling tables hostages covert ops the Renegades
THE SETTING thieves trying to break into the vault, so they will
use lethal force. The team must defend themselves
The helicopter flies over the nocturnal desert.
(or convince the security to flee) and consolidate
Far below, the giant blanket of dotted lights of a their positions before more opposition arrives. Any
sprawling city illuminates the night. The city grows civilian hostages the team takes can be herded into
closer and closer as the helicopter descends, until the casino’s theater hall.
the iconic “Welcome to Fabulous Las Vegas” can be Scene 2: Hours later, a group of U.S. covert
seen below. operatives rappels onto the casino rooftop
The Bellagio casino, a thirty-six story resort and attempts to sneak in and incapacitate the
building, looms just ahead, and a helipad sits on Generation Zero psiots. If none of the psiots can
top of the building. This is where the autopilot pass an Intellect Test, the operatives go unnoticed
beacon was heading. Unfortunately, no one has and may all take an action before any of the players
yet invented an autopilot capable of landing can take a Narration. These covert operatives will
safely, and the helicopter is heading straight for attempt to use non-lethal force at first.
the penthouse … After the first group has been driven off
or neutralized, another covert ops team will try
sneaking in through the basement. This team has
ENEMIES/OBSTACLES been authorized to use lethal force.
Scene 1: If the team managed to disable the Scene 3: A quartet of psiots wearing
helicopter’s autopilot in the previous Event, the pilot matching uniforms arrives on the abandoned
may attempt to land atop the Bellagio by passing Vegas Strip. The Generation Zero psiots will likely
an Action Challenge. If the Challenge fails or if the be inherently distrustful of these new arrivals who
autopilot is still engaged, the helicopter crashes into call themselves the Renegades. The team either
the penthouse floor of the casino and all passengers convinces all of them to stand together—since
suffer 3 Health damage that bypasses Armor and Bloodshot, the psiot killer, is on his way to Vegas
ignores any Armor Power effects. with an unknown agenda—or they can attempt to
After the crash, the casino will be in utter drive off the Renegades and go it alone. (If combat
chaos. Gamblers and workers evacuate, but casino occurs, use the Eggbreaker NPC Dossier as a stand-
security believes the Generation Zero psiots are in for the Renegades.)
Cronus’s Journal
Me and the other kids—we could all die at any moment.
P.R.S. put these little explosives in all of our brains. One press of a button,
and—pfft!—we’re all dead. I don’t even think I could bring someone back from
that—and P.R.S. would probably hit my kill switch first, just to make sure. So
why are we still alive even after all this time?
But once they get the kill-switch control system back online, we’re all
goners. Which makes me wonder whether P.R.S. already has some other means
of taking us out of the picture in the meantime. The U.S. government tried
sending teams after us, but that didn’t work. P.R.S., on the other hand, has had
plenty of experience dealing with psiots …
Before they kill us all, we have to show the world what has been done to
us. Only by parading in front of the cameras will people know our struggle and
take action against our tormentors. That’s why we’re here.
I’d rather not be a martyr if I can help it, but if that’s what it takes, then I am
more than willing to stand in the firing line if it keeps these kids safe and alive.
OBJECTIVES
Repel H.A.R.D. Corps
Protect the younger kids
Avoid capture
CUES
shoot to kill P.R.S.’s hit squad Block the stairwell! Cover me
Get the kids to safety can’t outrun thought won’t get fooled again
TAGS
Las Vegas Bellagio Generation Zero H.A.R.D. Corps
Project Rising Spirit Harbinger Foundation
D8 D8 D10 D8
6
Channel Energy Leadership
(Weapon) D10 D8
POWERS
Healing Energies Tactics
Heal target for D6+1 Health D10 D8
CRONUS
VITAL FACTORS
Name: Christian Affiliation: Generation Zero
TAGS
Psiot Generation Zero Healer Leader Committed
CUES
We're alive, aren't we?
So, how do we do that?
Is something wrong?
Our lives could be very, very short …
Everyone still breathing?
Looks like a trap to me.
We’re in no position to bargain.
ACTION CUES
They don’t deserve to live.
This is going to sting.
RANGE
WEAPONS DAMAGE Close Near Far
Damaging Energies D6 OK — —
-1 TO
MIGHT
Martial Arts 2 OK — —
-1 TO MIGHT
& ACTION
STAGGERED
EQUIPMENT
KNOCKED P.R.S. A-team Uniform Micro-shrapnel Brain Explosive
OUT
Digital Copy of Gray’s Anatomy
ARMOR HEALTH
(REINFORCED UNIFORM) Character Dossiers 11
VALIANT
MIGHT UNIVERSE
INTELLECT CHARISMA ACTION LUCK
D6 D8 D6 D10
2
Martial Arts Flash Predictions
(Weapon) D8 Target gains +4 on next die roll D8
POWERS
THE TELIC
VITAL FACTORS
Name: Tara Affiliation: Generation Zero
TAGS
Psiot Generation Zero Pre-cognitive
Quantum Stream Hyperaware
CUES
Call me by my code name.
It's the safest route, but it'll be tight.
There's a surge of color building all around us.
It's almost here.
Trouble in all directions!
All around us the patterns of war and fear are taking shape.
Something new is coming in, fast.
ACTION CUES
Something terrible is about to happen!
Whatever it is you're about to do, don't do it.
RANGE
WEAPONS DAMAGE Close Near Far
Punches* 2 OK — —
-1 TO
MIGHT
Kicks 3 OK –2 —
-1 TO MIGHT
& ACTION *May make two Action rolls against the same target
STAGGERED
EQUIPMENT
KNOCKED P.R.S. A-team Uniform Micro-shrapnel Brain Explosive
OUT
Sketchpad
ARMOR HEALTH
12 Character Dossiers
(QUANTUM REFLEXES)
MIGHT INTELLECT VALIANT UNIVERSE
CHARISMA ACTION LUCK
D6 D6 D6 D8
3
Force Shield (Armor) Athletics
Reduce damage taken by 3 D10 D6
POWERS
Feedback
Inflicts 3 damage when hit by a D8
Close weapon
LITTLE CASTLE
VITAL FACTORS
Name: Isiah Affiliation: Generation Zero
TAGS
Psiot Generation Zero
Isolated Silent Young
CUES
<blink>
ACTION CUES
<frown>
<glare>
RANGE
WEAPONS DAMAGE Close Near Far
STAGGERED
EQUIPMENT
KNOCKED P.R.S. A-team Uniform Micro-shrapnel Brain Explosive
OUT
Eyeglasses
ARMOR HEALTH
(QUANTUM REFLEXES) Character Dossiers 13
VALIANT
MIGHT UNIVERSE
INTELLECT CHARISMA ACTION LUCK
D8 D6 D6 D8
1
Lion Form Bull Form Animal Form Armor
(Weapon)—Close only D10 (Weapon)—Close/Near only D8 (Armor)—Reduces damage D8
POWERS
ANIMALIA
VITAL FACTORS
Name: Monica Jim Affiliation: Generation Zero
TAGS
Psiot Generation Zero Creative Fun-loving Young
CUES
“Dinosaurs are extinct”? Yeah, right.
What would Adventure Jane do?
Maybe I’ll be a vet someday. Who knows?
Don’t worry! I got this!
What’s a “cartoon”?
Yeah, I like animals. So what?
Fly, run, charge—I do it all.
ACTION CUES
Outrun this!
Bull in a china shop—that’s me!
RANGE
WEAPONS DAMAGE Close Near Far
-1 TO MIGHT
& ACTION *See Power description
STAGGERED
EQUIPMENT
KNOCKED P.R.S. A-team Uniform Micro-shrapnel Brain Explosive
OUT
Animal Picture Book
ARMOR HEALTH
14 Character Dossiers
(REINFORCED UNIFORM)
H.A.R.D. CORPS MIGHT INTELLECT UNIVERSE
VALIANT CHARISMA ACTION
TEAM MEMBER D8 D8 D6 D10
Shield
(Armor) Reduces D8 Muscle D10
(Might)
POWERS
damage taken by 1
Invisibility
Flight D8 Enemy suffers a –2 Action roll D8
modifier against this character
RANGE
WEAPONS DAMAGE Close Near Far
-1 TO M215 Carbine 2 OK OK –2
MIGHT
-1 TO MIGHT Synaptic Bomb D4 – 1* OK –2 —
& ACTION
*Only usable once. Ignores Armor and applies directly to Health
STAGGERED
KNOCKED
EQUIPMENT
OUT Nursery ID Badge Radio Communicator Prison
ARMOR HEALTH Psionic Dampening Restraints Cell Keycards
(KEVLAR VEST)
D12 D6 D4 D8
RANGE
WEAPONS DAMAGE Close Near Far
-1 TO Fists 4 OK –2 —
MIGHT
-1 TO MIGHT Fear Siphon 2* OK –2 —
& ACTION
*Target loses next action
STAGGERED
KNOCKED
EQUIPMENT
OUT Nursery ID Badge Disciplinary List
ARMOR Character
HEALTH Eyeglasses Dossiers
Taser 15
(PSIONIC SHIELD)
CASINO SECURITY UNIVERSE
VALIANT MIGHT INTELLECT CHARISMA ACTION
D6 D4 D4 D6
RANGE
WEAPONS DAMAGE Close Near Far
-1 TO 9mm Pistol 2 OK OK —
MIGHT
-1 TO MIGHT Extendable Baton 2 OK — —
& ACTION
STAGGERED
KNOCKED
EQUIPMENT
OUT Walkie Talkie Handcuffs
ARMOR HEALTH Security Badge
(KEVLAR VEST)
RANGE
WEAPONS DAMAGE Close Near Far
KNOCKED
EQUIPMENT
OUT Night-vision Goggles Helmet
ARMOR HEALTH Gas Mask
(KEVLAR VEST)
RANGE
WEAPONS DAMAGE Close Near Far
-1 TO Psionic Strike 4 OK OK OK
MIGHT
-1 TO MIGHT Force Field * OK OK OK
& ACTION
*Target cannot move on its next action
STAGGERED
KNOCKED
EQUIPMENT
OUT Harbinger Foundation Uniform Pocket Computer
16 Character ARMOR
Dossiers
(CARBONWEAVE UNIFORM) HEALTH
Harbinger Foundation ID
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©2014 All Rights Reserved. All characters, their distinctive likenesses and related indicia featured
in this publication are trademarks of Valiant Entertainment, Inc. in the United States and/or other
Available exclusively at
CatalystGameLabs.com/shop and DriveThruRPG.com.
©2014 All Rights Reserved. All characters, their distinctive likenesses and related indicia featured in this publication are trademarks of Valiant Entertainment, Inc. in the United States
and/or other countries. Catalyst Game Labs, the Catalyst Game Labs logo, Cue System are trademarks or registered trademarks of InMediaRes Productions, LLC. Printed in the USA.
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©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.