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VALIANT

VALIANT ADVENTURES
ADVENTU
QUICKSTART
SUPERHEROIC ROLEPLAYING IN THE WORLD OF VA

SUPERHEROIC ROLEPLAYING IN THE VALIANT UNIVERSE SCAN THE CODE


STEVE KENSON • ALEXANDER THOMAS TO BACK IT ON
VALIANT ADVENTURES V
QUICKSTART

STAY VALIANT!
W
elcome to the Valiant Adventures Quickstart! This is your introduction to the exciting world of super-powered
roleplaying in the Valiant Universe using the Mutants & Masterminds game system. This Quickstart is intended
for readers who may have played other roleplaying games and are interested in learning how to play Valiant
Adventures. It is also suitable for readers who have never played a tabletop roleplaying game but are interested in
learning how.
In this book, you’ll find a step-by-step guide to roleplaying, an introduction to the game system and the Valiant Uni-
verse, and a starter adventure to begin playing right away.

in Pub The Valiant Adventures Quickstart is ©2024 Green Ronin Publishing, LLC. All rights reserved.
Ron l References to other copyrighted material in no way constitute a challenge to the respective
ish
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copyright holders of that material. Green Ronin, Valiant Adventures, Mutants & Masterminds,
Gree

ing

and their associated logos are trademarks of Green Ronin Publishing, LLC.
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Valiant and all its associated characters and logos are registered trademarks of Valiant
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w n R u les s Entertainment LLC.
1
Introduction
WHAT IS A ROLEPLAYING GAME? system that powers Valiant Adventures, providing the Valiant
Universe with a time-tested and refined set of game rules.
A ROLEPLAYING GAME (or RPG for short) is a game of the
Valiant Adventures makes some modifications to the current
imagination, where you and some friends get together
(third) edition of the M&M system to customize it to suit the
and create fictional characters, then play out their ad-
Valiant Universe, but previous players of M&M will find most of
ventures around a tabletop or online. One player takes
the game (and this Quickstart) familiar. You can find out more
the role of GAMEMASTER (or GM) and describes the setting
about Mutants & Masterminds and its current system and prod-
and the challenges your characters encounter. The Gam-
ucts online at mutantsandmasterminds.com.
emaster plays the supporting characters and villains in
the story and acts as a referee to adjudicate the rules of
the game and make sure everything’s handled as fairly WHAT YOU NEED TO PLAY
as possible. Here’s what you need to start playing Valiant Adventures right
Your imagination is the only thing limiting the sorts of away:
adventures you can have since you and your friends • This book, contains the essential rules on how to play the
create the world, the characters, and the stories. It’s like game, pre-generated characters, and the RE:GENERATION
writing your own Valiant comic book but with your char- starter adventure.
acters as the heroes! All the action takes place in your
imagination, and the story can go on for as long as you • A group of four to six players, one of whom takes the role
want, with one exciting adventure after another. You of Gamemaster.
can pick up and play the game whenever you want, and • Some writing implements and scratch paper for making
stop at any point, like reading the chapters of a graphic notes.
novel or saving and putting a video game on hold.
• At least one twenty-sided die—available at game and
WHAT IS VALIANT hobby stores or in any dice application on your mobile
device—to resolve actions during the game. The die is
ADVENTURES? often abbreviated “d20” (for a twenty-sided die) or “1d20”
The Valiant Adventures roleplaying game focuses on (for one twenty-sided die). It’s usually easiest if each
creating characters and adventures in the Valiant Uni- player has their own die.
verse of comics published by Valiant Entertainment, • Copies of the character sheets from this book. You have
including Archer and Armstrong, Faith, Ninjak, Quan- permission to reprint or photocopy them as needed.
tum and Woody, Shadowman, Rai, X-O Manowar, and
many others. Visit valiantentertainment.com to find
out more. Players can take on the roles of characters
HOW TO USE THIS BOOK
from the Valiant comics or create their own charac- The Valiant Adventures Quickstart is intended as an introduc-
ters within the Valiant Universe to embark on their tion, to provide new players with an easy guide to how to play
own adventures, even crossing over with some of the game. It’s useful for Gamemasters looking to introduce
those Valiant heroes and villains. players to the world of roleplaying games in general or to Val-
iant Adventures and Mutants & Masterminds in particular.
The main Valiant Adventures game consists of the
Valiant Adventures Hero’s Handbook, containing all The Quickstart is divided up into sections. The first section, THE
the rules you need to create characters and play BASICS, tells you about the essentials of the game system. Then
the game, and the Worlds of Valiant sourcebook, de- there is a set of six original PRE-GENERATED CHARACTERS intended
tailing the Valiant Universe and its important char- for players to modify and use. Finally, RE:GENERATION gives you a
acters, giving you a setting for endless adventures. starter Valiant adventure about a group of young psiots who
This Quickstart is just intended as an introduction, learn some startling things about themselves and the lives they
you’ll find much more in the full game! think they are leading.
The six pre-generated characters presented between the GAME
WHAT IS MUTANTS PLAY section and the adventure have been assigned names and
& MASTERMINDS? descriptions, but players should feel free to modify those de-
tails, including the characters’ given names, code names, gen-
Mutants & Masterminds is a roleplaying game sys-
ders, and backgrounds, to suit them.
tem, a set of game rules first published by Green
Ronin Publishing in 2002 and developed and re- The Quickstart concludes with a GLOSSARY of important game
fined over the years for superhero roleplaying. terms and a WHAT’S NEXT? section detailing how you can learn
Mutants & Masterminds (or M&M for short) is the more about Valiant Adventures.

2
The Basics
THE BASICS
V
aliant Adventures provides a rules framework for your imagination to create adventures. Like other RPGs, it has rules
to help you decide what happens in your stories and to resolve conflicts between characters and the challenges
they face. With it, any adventure you can imagine is possible.

THE CORE SYSTEM: CHECKS SAMPLE DIFFICULTY CLASSES


DIFFICULTY (DC) EXAMPLE (SKILL USED)
The Mutants & Masterminds rules use a standard, or “core,” sys-
tem to resolve actions. Whenever you’re not sure if your char- Notice something in plain sight
Very Easy (0)
acter will succeed or fail at something, you roll a CHECK, called (PERCEPTION)
that because you’re “checking” to see what the outcome will be. Easy (5) Climb a knotted rope (ATHLETICS)
A Check is simply: Hear an approaching security guard
Average (10)
1. Roll a twenty-sided die (or d20). (PERCEPTION)
Tough (15) Disarm an explosive (TECHNOLOGY)
2. Add a CHECK MODIFIER (for things like character Abilities,
Skills, Powers, or Conditions). Swim against a powerful current
Challenging (20)
(ATHLETICS)
3. Compare the total, or CHECK RESULT, to a number called
Climb a wet, slippery rock face
a DIFFICULTY CLASS (abbreviated DC), set by the GM and Formidable (25)
(ATHLETICS)
game rules based on the circumstances.
Overcome a cutting-edge security
Heroic (30)
4. If the result equals or exceeds the Difficulty Class, system (TECHNOLOGY)
your character succeeds! Convinces the guards, even though
you’re not wearing an ID badge and
5. If the result is lower than the Difficulty Class, your Super-Heroic (35)
aren’t on their list, they should let
character fails. you into the building (DECEPTION)
So, a DC of 10 requires a Check Result (die-roll plus modifiers) of Track a trained commando through
10 or greater to succeed. That’s it: as easy as 1–2–3! Nigh impossible (40) the jungle on a moonless night
after 12 days of rainfall (PERCEPTION)
This core system is used for nearly everything in Valiant Ad-
ventures, with variations based on what modifiers are made effects of success and failure. You can find out
to the roll, what determines the Difficulty Class, and the exact more in the GAME PLAY section

3
The Basics
THE GAMEMASTER can and can’t do. Traits are broken down into four main categories:
ABILITIES, SKILLS, ADVANTAGES, and POWERS, all described here. Charac-
One of the players in a Valiant Adventures game takes the ters also have COMPLICATIONS, which are potential challenges they
role of GAMEMASTER or GM. The Gamemaster is responsible face that reward players when they come into play.
for running the game, a combination of writer, director,
and referee. The Gamemaster creates the adventures ABILITIES
for the heroes, portrays the antagonists and support-
ing characters, describes the world to the players, and All Valiant Adventures characters are defined by eight basic
decides the outcome of their characters’ actions based ABILITIES. They each have a numeric ABILITY RANK, measuring
on the guidelines given in the rules. It’s a big job, but a their effectiveness. A rank of 0 is unremarkable or average, 6 is
rewarding one. about as good as a normal person gets while 7 or more is fairly
extraordinary, even superhuman. The basic abilities (and their
If you’re going to be the Gamemaster, you should read abbreviations) are:
through this entire book carefully. You should have a
firm grasp of the rules since you’re expected to inter- STRENGTH STR
pret them for the players to decide what happens in the
STRENGTH is muscle power and the capacity to apply it. The
game. You’ll likewise want to read through the RE:GENERA-
Strength Rank applies to Damage dealt with close combat at-
TION adventure if you plan to run it for a group of players.
tacks, how far your character can jump and throw things, and
RULE NUMBER ONE their ability to lift and break things.

Like all games, Valiant Adventures has rules. At first STAMINA STA
glance, it might seem like there are a lot of rules, but The Stamina Rank applies to your character’s TOUGHNESS and
most of them are just variations on the core system. FORTITUDE Defenses, resisting physical hazards, and recovering
Once you get the hang of how the game works, the from damage and injury.
rules themselves are pretty straightforward.
AGILITY AGL
The first, and most important, rule is: Do whatever is
the most fun for your game! AGILITY is grace, speed, and overall physical coordination. Agility
Rank applies to your character’s DODGE Defense, INITIATIVE Rank,
While we’ve made every effort to ensure that Mutants and Checks for feats of coordination.
& Masterminds is as complete a game system as pos-
sible for powering Valiant Adventures, no tabletop DEXTERITY DEX
game system can cover every situation an imagina- DEXTERITY is hand-eye coordination, precision, aim, and manual
tive group of players might dream up. From time to dexterity. Dexterity Rank applies to ATTACK CHECKS for Ranged
time, a strict interpretation of the rules may give you Attacks, and Checks for feats of fine motor control.
strange or undesirable results. If so, ignore them!
Modify the outcome of die rolls and other events in FIGHTING FGT
the game as you see fit to make it fun and enjoy- FIGHTING is the Ability used in the game to attack and defend in
able for everyone. If you’re uncertain, call for a Check close combat, both unarmed and with weapons. Your Fighting
using what sounds like an appropriate Ability, Skill, Rank applies to ATTACK CHECKS for Close Attacks and to Parry De-
or Power against a suitable Difficulty Class to deter- fense against Close Attacks.
mine an outcome. It’s your game, so run and play it
the way you want! INTELLECT INT
INTELLECT covers reasoning, education, and the ability to learn
VALIANT HEROES new things quickly. Your character’s Intellect Rank applies to
Checks to solve problems, recall information, or work with tech-
The players in a Valiant Adventures game can choose
nology.
to play Valiant heroes or to create their own heroes,
the main characters of their own adventures, like AWARENESS AWE
an ongoing comic book series. This Quickstart fea-
AWARENESS is common sense, intuition, perception, and self-aware-
tures a selection of ready-made heroes to use. The
ness. Your Awareness Rank applies to WILL Defense, and Checks to
Valiant Adventures Hero’s Handbook gives you mul-
notice things or get a “gut feeling” about people or situations.
tiple character archetypes and resources to create
heroes of your own. PRESENCE PRE
Characters in the game are defined by their TRAITS, PRESENCE is your character’s force of personality, persuasiveness,
certain qualities with numerical values assigned to charm, and leadership ability. The Presence Rank applies to
them that tell you briefly what a particular character Checks to convince or intimidate others, or to impress people.
4
The Basics
SKILLS
SKILLS represent training in a particular sort of task, everything
from acrobatics to defusing bombs, programming computers,
or driving a vehicle. Skills are knowledge learned beyond any
natural talent, represented by Abilities. They are easier to im-
prove than Abilities, but also more limited.
Skills are also measured in RANKS. If you have no Ranks in a
Skill, you are UNTRAINED in it. If you have a Skill related to a
Check, add your Rank in that Skill to the Ability Rank the Skill
is based on to determine your SKILL MODIFIER and then add it
to your die roll:

SKILL CHECK RESULT =


D20 + SKILL MODIFIER (ABILITY RANK + SKILL RANK)
SKILL DESCRIPTIONS
The Skills in Valiant Adventures are listed here with their de-
scriptions. Each Skill’s key ability is listed alongside its name.
The Valiant Adventures Hero’s Handbook provides expanded
information on these Skills as well as additional Skill op-
tions for your character.

ACROBATICS AGL, TRAINED ONLY


Balance, flip, tumble, and perform other acrobatic ma-
neuvers.
A successful DC 10 Acrobatics Check lets your character
move over or around obstacles, or while balancing on a nar-
row surface, like a ledge, at half speed or at full speed with
two Degrees of Success (Check Result 15 or more). More dif-
ficult or treacherous surfaces might increase the DC of the
Acrobatics Check. A DC 20 Acrobatics Check lets you take
the Stand Action, removing the Prone Condition, without
becoming Hindered that Round (see STAND, page 12).

ATHLETICS STR
Perform athletic tasks like climbing, jumping, and swim-
ming under normal conditions with a DC 10 Athletics
Check. Difficult circumstances, like climbing a rock face
or swimming in choppy waters increase the DC. Make an
Athletics Check to jump a distance and the DC is equal to
the meters jumped x 6 for a standing long jump, meters
jumped x 3 for a running jump, and meters jumped x 10
for a vertical jump.

CLOSE COMBAT FGT


Training with a particular type of close combat—such
as unarmed attacks or swords, for example—gives you
a bonus to your Attack Checks equal to your Skill Rank.
See ATTACK CHECKS on page 9 for details.

COMPUTERS INT, TRAINED ONLY


Skilled with computer programming and software, as
well as computer hacking. Checks range from DC 10 for
5
The Basics

average code to DC 30 or more for hacking into the than building one from scratch, typically, and reduces the Skill
most advanced, hardened, and protected systems. Check DC by −5.

DECEPTION PRE EXPERTISE INT, TRAINED ONLY


This covers acting, fast-talk, misdirection, and out- This is an area of specialized knowledge or practice, each treated
right lies. Your Deception Check is opposed by the as a separate Expertise Skill. You can roll an Expertise Check to
target’s Deception or Insight Check when trying to answer a question or perform a task related to the specific Exper-
con or mislead someone. A successful Check indi- tise. The DC is 10 for average questions or tasks, 15 for questions
cates the target reacts as you want—at least for a considered tough for a random person, and 20 to 30 for challeng-
Round—or believes what you say. ing, formidable, or even heroic questions or tasks. You can make
an Intellect Check for an area of Expertise where the character
DRIVING DEX, TRAINED ONLY has no training, but can only answer easy or basic questions.
Driving ground vehicles under difficult and dan-
INSIGHT AWE
gerous conditions. The DC ranges from DC 10 for
dodging obstacles in your path to DC 20 or more The Skill to discern someone’s true intentions by paying atten-
for jumps, rolls, and sudden shifts into reverse. tion to their body language, inflection, and intuition. A success-
ful Insight Check allows your character to avoid the Effects of
ELECTRONICS INT, TRAINED ONLY some Interaction Skills or detect deceptions.
This Skill is in repairing, building, and working with
INTIMIDATION PRE
electronic devices. Figuring out and operating an
unfamiliar device requires a Check ranging in dif- The Skill to use threats to get others to do what you want. Make
ficulty from average (DC 10) to formidable (DC an Intimidation Check, as opposed by the target’s Intimidation,
25). Building an average device like a timer or a Insight, or Will Check (whichever has the highest total Bonus). If
radio requires a DC 15 Check and two hours, while your Check Result is higher, the target cooperates while in your
complex devices like computers and advanced character’s presence, sufficiently afraid and they will provide in-
scientific equipment require a DC of 30 or more formation and/or advice, do simple tasks, or advocate on your
and days to complete. Repairing a device is easier character’s behalf while intimidated.
6
The Basics
INVESTIGATION INT, TRAINED ONLY acter actively searching for your character. While using
Stealth, Move at half your character’s speed at no Penal-
Searching for and analyzing evidence. Make an Investigation
ty. If they Move any faster than that up to full speed, you
Check to search an area for evidence (DC 10 to 25, depending
take a Penalty Die on the Stealth Check.
on the evidence) and a DC 15 Check to analyze what is found
for information. Generally, the GM reveals one important fact THIEVERY DEX, TRAINED ONLY
or clue per Degree of Success.
This is the Skill for burglary and theft. You can use this
MECHANICS INT, TRAINED ONLY Skill to open locks and shut off or disable security sys-
tems, ranging from DC 10 for basic home systems and
This is used for repairing, building, and generally working with
cheap locks to DC 20 for business-quality equipment,
mechanical devices. Figuring out and operating an unfamiliar all the way to DC 40 for ultra-secure military systems.
device requires a Check ranging in difficulty from average (DC The same sort of Check applies to disabling traps and
10) to formidable (DC 25). Building a simple mechanical device snares set for thieves.
like a clockwork or small motor requires a DC 15 Check and two
hours, while complex devices like robots or vehicles require TREATMENT INT, TRAINED ONLY
a DC of 30 or more and days to complete. Repairing a device
You can diagnose illness and treat injuries. You can re-
is easier than building one from scratch and reduces the Skill
move a Dazed or Stunned Condition or stabilize a Dying
Check DC by −5.
character with a Standard Action and a successful DC 15
PERCEPTION AWE Treatment Skill Check.

This Skill is normally used to notice and/or find specific things


or in an Opposed Check against another character’s Sleight of
ADVANTAGES
Hand or Stealth Check. If distracted, you take a Penalty Die on ADVANTAGES are special abilities—talents, knacks, or
your Perception Checks. Making out details—such as clearly perks. An Advantage allows your hero to do some-
hearing conversation or reading text from a distance—requires thing other characters can’t normally do or makes
two Degrees of Success or more. your hero better at doing certain things. In essence,
they give the hero an advantage over others. The Ad-
PERSUASION PRE vantages of the characters in the Quickstart are de-
This Skill is used in getting people to like or agree with you. scribed with that character’s game information. Many
NPCs have attitudes along a spectrum of Hostile, Unfriendly, other Advantages are described in the Valiant Adven-
Indifferent, Friendly, and Helpful. The DC to move a character’s tures Hero’s Handbook.
attitude one step towards Helpful is 10 per step away, so DC 10
for Friendly, DC 40 for Hostile. These same DCs determine how POWERS
hard it is to ask someone for a favor based on their attitude to-
POWERS are special abilities beyond those of ordi-
ward your character.
nary people. They’re like Advantages, only more so.
RANGED COMBAT DEX Whereas an Advantage might give your hero a mi-
nor special ability, powers grant truly superhuman
Your character is trained with a particular type of ranged com- abilities. The effects of the powers of the characters
bat—such as guns or energy blasts—giving you a bonus to in this Quickstart are described with that character’s
your attack checks with it equal to your Skill Rank. See ATTACK game information. The Valiant Adventures Hero’s
CHECKS on page 9. Handbook presents a wide range of power options
for characters you can choose as you create them.
SLEIGHT OF HAND DEX, TRAINED ONLY
Performing feats of legerdemain such as picking pockets, COMPLICATIONS
palming small objects (making them seem to disappear), and
so forth. A check against DC 10 allows a palm of a coin-sized ob- COMPLICATIONS range from disabilities or person-
ject. When this Skill is performed under close observation, such al issues to unusual vulnerabilities. Overcoming
as trying to take something from another person, your check is Complications is part of the challenge of playing
opposed by the observer’s Perception check. a Valiant Adventures hero and earns the player
HERO POINTS. Complications include a character’s
STEALTH AGL MOTIVATION—what drives them. You can see exam-
ples of Complications on the pre-generated char-
Trained in hiding and moving without others noticing your
acters in this book. The Valiant Hero’s Handbook
character. The DC is typically 10 + the highest Perception Mod-
presents many other examples and options.
ifier of someone who might notice your character. Your Stealth
Check is opposed by the Perception Check of any other char-
7
Game Play

GAME PLAY
N
ow that you have an idea of what Valiant Adventures characters and their Traits look like, let’s look at how you put those
Traits to use in playing the game. This section covers how to make different kinds of Checks, how to handle conflicts
between characters, and the Conditions that result from them, as well as how characters remove those Conditions.

CHECKING TRAITS Bonuses and Penalties of the same sort cancel each other out:
If a character has a +2 Bonus, a −1 Penalty, a Bonus Die, and a
As described under THE BASICS, a CHECK is a roll of a Penalty Die for some reason, they just have a +1 Bonus, since
1d20 die, plus or minus a CHECK MODIFIER, comparing the remaining +1 Bonus is canceled by the −1 Penalty and the
the CHECK RESULT to a DIFFICULTY CLASS to determine if Bonus Die and Penalty Die cancel each other out.
the character succeeds or fails. The following addi-
tional factors can apply to Checks in the game: OPPOSED CHECKS
For Checks that test your abilities directly against someone
BONUSES AND PENALTIES else’s, there is no set DC. Instead, you and your opponent each
In some situations, a character has a BONUS or PEN- roll a Check, and whoever rolls highest succeeds or beats the
ALTY on a Check. This can either take the form of other. This is an OPPOSED CHECK. If an Opposed Check Result is a
a set value, like +2 or −1, added to or subtracted tie, whoever has the highest Bonus to their Check wins. If both
from the Check Result, or it can be a BONUS DIE or Bonuses are the same, determine who wins randomly; flip a
PENALTY DIE: coin or roll a die.

• If you have a BONUS DIE for a Check, roll the d20


a second time and use the highest number
GRADED CHECKS
rolled on all the dice for the Check Result. While most Checks are pass-fail—you either succeed or you
don’t—sometimes how well you succeed (or how badly you fail)
• If you have a PENALTY DIE for a Check, roll the
is important. This GRADED CHECK tracks how you do with DEGREES
d20 a second time and use the lowest num-
OF SUCCESS and DEGREES OF FAILURE. Just succeeding on a Check is
ber rolled on all the dice for the Check Result.
one Degree of Success. Failing a Check is likewise one Degree of
• All the other rules for the type of Check ap- Failure. For every 5 more your Check Result exceeds the Difficulty
ply. Figure those outcomes based on the Class, you gain one more Degree of Success. Likewise, if you fail
final Check Result. by 5 or more, you gain an extra Degree of Failure.
8
Game Play
GRADED CHECK RESULTS equal to the EFFECT RANK of the hazard + 10. Most Resis-
tance Checks are Graded, using Degrees of Success and
CHECK RESULT DEGREE
Failure to determine how you are affected.
DC -10 Three Failures
DC -5
DC -1
Two Failures
One Failure
CONFLICTS
A CONFLICT is when two or more characters face off against
DC One Success
each other. Most Conflicts in Valiant Adventures are fights,
DC+5 Two Successes but there could be any situation where the characters’
DC + 10 Three Successes Conditions and strategies might change from moment
to moment instead of being just a straightforward series
ADDED SUCCESS: If you roll a 20 on the die for a Graded of Checks with a single consequence at the end.
Check, you score an ADDED SUCCESS. Determine the Check’s
outcome normally and then increase it by one degree. An
Added Success when an Attack Check is rolled is called a
ROUNDS
CRITICAL HIT, discussed later. When it’s important to track how long something takes,
or which character acts first, the Mutants & Masterminds
ADDED FAILURE: If you roll a 1 on the die when making a Grad- system tracks time in ROUNDS. A Round is about six sec-
ed Check, you’ve scored an ADDED FAILURE. Determine the onds, like two or three panels in a comic book—just
Check’s outcome normally and then decrease it by one enough time for everybody to do something once.
degree. An Added Failure with an Attack Check is rolled is There are 10 Rounds in a minute.
called a CRITICAL MISS, also discussed later.
During a Round, each character involved takes their
Combat particularly tracks how well or how badly you do based TURN, and can perform one STANDARD ACTION—some-
on Degrees of Success and Failure. See the DEFENSE AND DAMAGE thing complex that requires focus—and one MOVE
section on page 13 for details. ACTION—a simpler action that doesn’t need as much
attention, as well as various FREE ACTIONS, which essen-
ATTACK CHECKS tially don’t use up any real time or effort. Additionally,
every character can take a REACTION during the Round,
Valiant heroes tend to get into fights, so one of the most com- which happens in response to something else and
mon Checks in the game is the ATTACK CHECK. If your Attack does not need to occur on the character’s Turn.
Check result equals or exceeds the Check DC, your attack hits
Once everyone has taken their Turn, a new Round
the target. If it doesn’t, then you miss it.
begins, and play continues until the Scene is over.
CLOSE ATTACKS: If you attack someone in CLOSE COMBAT, with The characters escape the trap, stop the danger, or
your fists or a handheld weapon, your Attack Check adds defeat the villains—or are defeated by them.
your FIGHTING Ability Rank and Close Combat Skill, and the Not every Scene needs tracking in Rounds. You’ll
DC is equal to your target’s PARRY Defense plus 10. use them mostly in Conflicts. Players decide among
themselves who goes first when doing something
RANGED ATTACKS: If you attack in RANGED COMBAT, using guns,
like grilling a witness, and it’s usually not necessary to
energy blasts, bows, or thrown weapons, your Attack Check
track how long it takes to travel from place to place.
adds your DEXTERITY Ability Rank and Ranged Combat Skill,
and the DC is equal to your target’s DODGE Defense plus 10. Remember that each character involved during
a Round gets a Turn, including both Player and
RESISTANCE CHECKS Non-Player Characters. Players choose actions for
their characters on their Turns, while the GM han-
When your character is exposed to danger, they can avoid some dles all Non-Player Characters’ Turns.
or all of it with a RESISTANCE CHECK. If your Resistance Check suc-
ceeds, you ignore some or all of the dangers, but if it fails you INITIATIVE
suffer consequences, usually in the form of various CONDITIONS
(see page 15). To figure out who gets to go during a Round, every-
one involved rolls an INITIATIVE CHECK. The Gamemas-
Your Resistance Check adds one of your four DEFENSES as the ter telling everyone “Roll for Initiative!” is the surest
Check Modifier: DODGE for Effects that can be avoided with quick sign that a Conflict has begun, and time is now being
reflexes and reaction time, FORTITUDE for effects that leave you measured in Rounds. An Initiative Check is:
sickened, poisoned, tired, or physically changed, TOUGHNESS for
effects that cause direct Damage, and WILL for effects that influ- INITIATIVE CHECK: D20 +
ence your mind or emotions. The DC for a Resistance Check is INITIATIVE MODIFIER (AGILITY + BONUSES)
9
Game Play
first Round of a Conflict, meaning Surprised characters do
not take actions on that Round, and are Vulnerable to attack.

DELAYING
You are always free to pick a lower Initiative Check Result
than the one you rolled, letting other characters act before
you take your Turn. This is called DELAYING. You can delay
immediately or in a later Round, but once you pick a lower
Initiative Check Result, which becomes your new Result for
the rest of the Conflict. If you delay until the end of a Round,
essentially giving up your Turn that Round, you can act first
the next Round. Delaying can’t interrupt another character’s
Turn, for that see the READY action on page 12.

ACTION TYPES
There are three types of actions your character can take on
their Turn: STANDARD, MOVE, and FREE. There are also REACTIONS,
which happen in response to something else and can occur
outside of a character’s Turn.
Some Conditions, like being Dazed or Stunned, limit the num-
ber or type of actions you can take.

STANDARD ACTION
Your INITIATIVE MODIFIER is equal to your Agility Rank, A STANDARD ACTION allows your character to do something quick
plus any Bonuses from other sources, like Advantages but complex, like attacking someone or using a Skill, Advan-
or Powers. tage, or Power. The ACTIONS section gives more information on
what can be done with a Standard Action. You get one Stan-
The higher your Initiative Check Result, the sooner
dard Action on your Turn.
you get to act in the Round. The characters are placed
in an Initiative Order, from the highest Check Result You can use your Standard Action to perform a Move Action
to the lowest, and then each gets a Turn until every- instead, effectively giving you two Move Actions in one Turn.
one has taken one.
MOVE ACTION
If two characters roll the same Initiative Check Result,
tie-breakers for Initiative Order are the highest Initia- A MOVE ACTION is a simpler task requiring less attention than a
tive Modifier, highest Agility, and then the highest Standard Action, like walking (or flying, or swimming), stand-
Awareness. If there is still a tie, each tied player should ing up, picking something up, or something similarly simple.
roll a die, with the highest roll going first at that point Possible Move Actions are listed in detail in the ACTIONS section.
in the Initiative Order. You get one Move Action on your Turn unless you also use your
Standard Action as a Move Action.
Characters use the same Initiative Check Result for
each Round of the Conflict. If characters join a Con- FREE ACTION
flict after it begins, the newcomers roll an Initiative
A Free Action is simple and fast and requires almost no atten-
Check when they join in and act when their Turn
tion, such as dropping something your character was holding,
comes up in the Initiative Order.
falling to the ground, speaking, or stopping an activity they were
SURPRISE already doing. You can perform as many Free Actions on your
Turn as your GM thinks is reasonable.
Sometimes enemies leap out from ambush, or a
stealthy hero gets the drop on a villain, resulting REACTION
in the SURPRISED Condition (see page 17) for one
A REACTION is something that you do as a reflex or in response
or more characters. Characters are most often Sur-
to something else and doesn’t even need to happen on your
prised when they fail a Perception Check to notice
Turn. The game rules specify when you can use your Reaction
an opponent at the start of a Conflict.
to do something. You can perform one Reaction per Round and
A character with the Surprised Condition is Stunned regain your Reaction at the start of your Turn if you used it on
and Vulnerable for one Round. Typically, this is the the previous Round.
10
Game Play
ACTIONS you make a disarm attempt with a melee weapon and lose
the Opposed Check, the defender may immediately at-
The most common actions characters take during Conflicts are tempt to disarm you; make another opposed Damage vs.
described here. The GM should use these as guidelines for deal- Strength Check. If this disarm attempt fails, you do not get
ing with any unusual actions that players might try. The Valiant an additional attempt to disarm the defender.
Adventures Hero’s Handbook details added actions and modifi-
ers to actions. DROP PRONE FREE ACTION
Dropping prone, gaining the Prone Condition, is a Free
AID STANDARD ACTION
Action, although getting up normally requires a Move
If your character is close enough to attack an opponent, they can Action (see STAND). While Prone, you can only move by
attempt to aid an ally in close combat with that opponent. Make crawling at half your normal ground speed.
an Attack Check against DC 10. If you succeed, you don’t hit or
affect the opponent but rather grant your ally a +2 Bonus on an ESCAPE MOVE ACTION
Attack Check against that opponent or a +2 Bonus to Defense You attempt to escape from a successful GRAB (follow-
against that opponent’s attacks (your choice) until the end of ing). Make a Strength or Dexterity against a DC of your
their next Turn. Three or more Degrees of Success on your Check opponent’s Effect Rank +10. If you succeed, you end
grant your ally a Bonus Die on an Attack Check or impose a Pen- the Conditions of the Grab and can move away from
alty Die on the opponent’s attacks against your ally instead. your opponent, up to your normal Speed Rank −1. If
you fail, you are still grabbed.
AIM STANDARD ACTION
By taking a Standard Action to carefully aim, you get a Bonus to FEINT STANDARD ACTION
hit when you make an attack. If you’re making a Close Attack or You attempt to mislead an opponent, leaving them un-
a Ranged Attack at Close Range, you get a Bonus Die on your prepared for your real attack. Make an Attack Check or
Attack Check. If you’re making a Ranged Attack from a great- a Deception Skill Check (your choice) opposed by the
er distance, you get a +2 Bonus to the Attack Check. You are better of your target’s corresponding Attack Bonus, De-
Vulnerable while aiming until after you attack; and it requires ception, or Insight. If your Check succeeds, the target
a Sustain Action to maintain your aim before you make your is Vulnerable against your next attack until the end of
attack. If you are unable to maintain it, you lose its benefits. your next Turn (see VULNERABLE on page 17).
ATTACK STANDARD ACTION You can attempt to Feint as a Move rather than a
Standard Action, but have a Penalty Die on your
You make an Attack Check against an opponent within your at-
Check if you do so.
tack’s range. If the attack is an Area Effect or Perception Range,
no Attack Check is needed. See the specific attack’s description GRAB STANDARD ACTION
for what happens if your attack is successful.
You attempt to Grab a target. Make a Close Attack
CONCENTRATE STANDARD ACTION Check against the target. If successful, make an Op-
posed Check using your Strength Rank against the
Your character concentrates to maintain an Effect with the Con-
target’s Strength or Dodge Rank (their choice).
centration Duration. So long as you continue to take this action
on each of your Turns, the Effect continues. • FAILURE: You Grab the target, but fail to hold them.

DEFEND STANDARD ACTION • SUCCESS (ONE DEGREE): Your target is Restrained


(Immobile and Vulnerable).
You focus on defense instead of attacking. Until the start of
your next Turn, if anyone attacks you, their Attack Check has a • SUCCESS (TWO DEGREES): Your target is Bound (De-
Penalty Die. fenseless, Immobile, and Impaired).
You can attempt to improve an existing Grab with
DISARM STANDARD ACTION
another Grab Action and Opposed Check on a later
You attempt to knock an item—such as a weapon—out of an op- Turn, no Attack Check is required. Any Degrees of
ponent’s grasp. Make an Attack Check against the defender with Success are cumulative, but if you fail the Opposed
a −2 Penalty. If you attempt to disarm with a Ranged Attack, you Check, the target escapes.
instead have a Penalty Die. If your Attack Check succeeds, make
You are Hindered and Vulnerable while Grabbing
an Opposed Check of your attack’s Damage Rank against the de-
or holding an opponent. You can maintain a Grab
fender’s Strength Rank. If you win, the defender drops the object.
with a Sustain Action each Turn but cannot per-
If you made the disarm attempt unarmed and are adjacent to form other actions requiring your arms while do-
the target, you can grab the dropped object as a Free Action. If ing so.
11
Game Play
You can drag a Restrained or Bound target along with you ing is a Standard Action, so you can take a Move Action in ad-
when you move. The target may resist with an Opposed dition to it.
Strength Check. If their Check fails, you move, and the
You can Ready a single Standard, Move, or Free Action. To do
target moves with you. If the target’s Strength Check suc-
so, specify the action you will take and the circumstances un-
ceeds, you are Immobile unless you release them first.
der which you will take it. Then, any time before your next
You can end a Grab (releasing your target) as a Free Turn, you can use your Reaction to perform the Ready action
Action. If you are unable to take a Sustain Action to in response to the circumstances. Your place in the Initiative
maintain the hold, the target is automatically released. Order then becomes the point where you take the Readied
A target can attempt to Escape from a Grab as a Move action and stays there unless you Ready again.
Action (see Escape, previously).
RECOVER STANDARD ACTION
MOVE MOVE ACTION You take a Standard Action to catch your breath and bounce back
You Move up to your normal speed in any mode of a bit. You can also take a Move Action on your Turn to ESCAPE or
movement you have. This means up to 8 meters of STAND while you Recover, but you can’t Move any distance during
ground speed for most people. If you choose to Move the same Round you attempt to Recover. You can choose to make
twice on your Turn (taking two Move Actions) then you a Recovery Check for your most severe Damage Condition (see RE-
Move your speed each time. COVERY, page 15), remove your most severe Fatigue Condition, or
make a new Resistance Check against an Ongoing Effect.
OVERWHELM STANDARD ACTION
You can only successfully Recover once per Conflict. Once you
You attempt to use sheer force of personality to Over- have done so, any further recovery from any remaining Condi-
whelm someone, forcing them to briefly do as you tions or Ongoing Effects occur normally with time, outside assis-
wish. Your target must be able to hear you. If they can- tance, or by spending Hero Points (see page 18).
not see you, you make your Check with a Penalty Die.
While you Recover, you gain a +2 Bonus to your Dodge and Par-
Make an Interaction Skill Check or an unskilled Pres-
ry Defenses until the start of your next Turn.
ence Check against the result of your target’s Insight
or Will Check (their choice): SMASH STANDARD ACTION
• FAILURE: No effect. You attempt to Damage or break an object held or worn by
• SUCCESS (ONE DEGREE): Your target is Dazed, hesi- another character. Make an Attack Check with a Penalty Die
tant, and uncertain. against the Parry Defense Class of the character with the ob-
ject. If your Attack Check succeeds, you inflict Damage on
• SUCCESS (TWO DEGREES): Your target is Compelled the object rather than the character. See DAMAGING OBJECTS on
to be Helpful towards you. page 15 for details on breaking things.
• SUCCESS (THREE DEGREES): Your target is Con-
STAND FREE ACTION
trolled to be Helpful towards you.
You stand up from a Prone position by either making a successful
Any Condition imposed by Overwhelm is removed
DC 20 Acrobatics or Speed Rank Check or becoming Hindered,
at the end of your next Turn. Immunity or Resistance
moving at half your speed until the start of your next Turn.
to Interaction or Will Effects applies against Over-
whelm attempts. SUSTAIN FREE ACTION
You can attempt to Overwhelm as a Move rather You focus a little of your concentration to maintain an Effect with
than a Standard Action, but have a Penalty Die on the Sustained Duration. So long as you continue to take this action
your Check if you do so. on each of your Turns, the Effect continues.
You can attempt to Overwhelm multiple Minion TRIP STANDARD ACTION
characters (see MINIONS, page 14) at once as a group:
The Minions make one Resistance Check as a group You try to trip or throw an opponent to the ground. Make a
against your attempt, but do not automatically suf- Close Attack Check with a –2 Penalty against your opponent’s
fer the worst degree of the Effect for failure, as they Parry Defense Class. If the attack succeeds, make an Opposed
would individually. Check of your Acrobatics or Athletics against your opponent’s
Acrobatics or Athletics. Use whichever has the better Check
READY STANDARD ACTION Modifier in each case.
Readying lets you prepare to take an action later If you win, the target is Prone in an area of your choice adjacent
after you would normally act on your Turn in the to you. If you lose, the target immediately gets another Op-
Initiative Order but before your next Turn. Ready- posed Check to try and trip you. If it fails, the trip attempt ends.
12
Game Play
DEFENSES & DAMAGE
DEFENSES are measured in Ranks, like Abilities, Skills, and
Powers. Each Defense is based off an Ability, but may
be higher thanks to Powers, Advantages, and other Bo-
nuses.
• DODGE is based on Agility and is used to avoid Ranged
Attacks and evade dangers using quick reflexes.
• FORTITUDE is based on Stamina and used to resist dis-
ease, poison, transformation, and other physical dan-
gers.
• PARRY is based on Fighting and is used to avoid Close
Attacks.
• TOUGHNESS is based on Stamina and is used to resist di-
rect physical Damage if an attack hits.
• WILL is based on Awareness and is used to resist psychic
powers, illusions, stress, and other mental dangers.

DEFENSE CLASS
Add your Defense Rank to 10 to determine your DEFENSE CLASS
against attacks targeting that Defense. This is the DC of an op-
ponent’s Attack Checks against you:

DEFENSE CLASS = DEFENSE RANK + 10


Each Defense has its own Defense Class. Most of the Attack
Checks in Valiant Adventures target your DODGE DEFENSE CLASS
(for ranged attacks like energy beams and firearms) or your
PARRY DEFENSE CLASS (for close attacks like fists and swords).
Some magical or psychic attacks target your WILL DEFENSE
CLASS.
Two common CONDITIONS (see page 15) affect your Dodge and
Parry Defenses:

VULNERABLE grants attackers a Bonus Die on Attack Checks


against you.
Resistance Checks are not Actions and happen au-
DEFENSELESS reduces your Dodge and Parry Defenses to 0,
tomatically when a character is subjected to an Ef-
so most Attack Checks hit you if they roll a 10 or higher.
fect that calls for one.

RESISTANCE CHECKS ONGOING EFFECTS


When an attack successfully hits your Defense Class, or if an Ef- Some Effects stick around until you successfully
fect automatically hits, bypassing your DC, your character then Overcome them with a Resistance Check. These are
tries to resist it with a RESISTANCE CHECK against the attack’s Ef- called ONGOING EFFECTS.
fect Rank. You make a new Resistance Check against an On-
going Effect at the end of your Turn each Round. A
D20 + RESISTANCE DEFENSE VS.
successful Check ends the Effect and removes any
DC [EFFECT RANK + 10] Conditions it caused. A failure means the Effect’s
The Resistance Check Result determines what happens. Some Conditions remain. Different Effects describe the
Effects (like Affliction or Damage) have added consequences results of Resistance Checks in more detail, and
for each Degree of Failure on your Resistance Check, or even some Ongoing Effects only allow a new Resis-
for success! tance Check each minute or even longer.
13
Game Play
DAMAGE
Most attacks in the Mutants & Masterminds system cause
DAMAGE, either NON-LETHAL or LETHAL. A successful attack with a
Damage Effect requires the target to make a TOUGHNESS RESIS-
TANCE CHECK:

D20 + TOUGHNESS RANK VS. DC [10 + DAMAGE RANK]


SUCCESS: You receive the BRUISED (non-lethal Damage) or
INJURED (lethal Damage) Condition. For Each Bruised or In-
jured Condition that you have, apply a –1 Penalty to your
further Resistance Checks.

FAILURE (ONE DEGREE): You receive two Bruised or Injured Con-


ditions, plus you are DAZED (non-lethal Damage) or STUNNED
(lethal Damage) until the end of your next Turn.

FAILURE (TWO DEGREES): You receive three Bruised or Injured


Conditions, plus you are STAGGERED (non-lethal Damage) or
WOUNDED (lethal Damage). If you fail another Damage Re-
sistance Check by any degree while you have either Con-
dition, you take the third degree result instead.

FAILURE (THREE DEGREES): You are INCAPACITATED (non-lethal


Damage), usually knocked unconscious, or you are DYING
(lethal Damage). If you are already Incapacitated and
suffer this degree of Damage, you are Dying. If you are
already Dying and fail a Damage Resistance Check by any
degree, you are DEAD.

See the CONDITIONS section (page 15) for details on the ef-
fects of the various Damage Conditions.

MINIONS
One special category of foes is MINIONS, who are easier to
overcome. Minions may be weak or strong, ordinary, or
blessed by strange powers, but they are not as resilient,
resourceful, or lucky as major heroes or villains.
Minions work according to the following rules:
• Minions cannot achieve Added Successes against
non-minions.
• If a non-minion’s Attack Check Modifier equals or
exceeds a Minion’s Defense Rank, their attack on
that Minion automatically hits. So, an attack with
a +10 modifier automatically hits a Minion with a
Defense Rank of 10 or less.
• If a Minion fails a Resistance Check, the Minion
suffers the worst degree of effect, regardless of
the actual degree rolled. So, a Minion failing a
Resistance Check against non-lethal Damage, for
example, is automatically Incapacitated. If it’s le-
thal Damage, they’re automatically killed! Attack-
ers can choose to have a Minion suffer a lesser
degree of Effect if they want.
14
Game Play
• Non-minions can take the Overwhelm Action (see page RECOVERY TIMES
12) against groups of Minions. The group makes a sin-
CONDITION RECOVERY TIME
gle Resistance Check against the Overwhelm Action as
a whole but does not automatically suffer the worst de- Dying Stabilized
gree of Effect for failing, as an individual Minion would. Incapacitated 1 Minute
Wounded 1 Day
DAMAGING OBJECTS Staggered 1 Hour
You can damage nonliving things but Dazed, Stunned, and Injured 1 Hour
Staggered Conditions have no Effect on inanimate objects Bruised 1 Minute
since they do not take an action. Objects capable of an ac- Stunned 1 Round
tion—like cars, robots, or laser turrets—can be Dazed, Stunned,
Dazed 1 Round
and Staggered normally.
Characters remove the Dying Condition when they sta-
Animate objects have their own Defense Classes. Inanimate ob-
bilize or when they are Dead (see DYING, page 16). Char-
jects are Defenseless.
acters automatically recover from being Stunned or
Attacking an object held or worn by another character is a Dazed due to Damage at the end of their next Turn, with
Smash Attack (see MANEUVERS). no Recovery Check required.
A success on the Resistance Check applies a HIT to an object, im- Objects without a Stamina Rank do not recover from
posing a –1 Penalty on Damage Resistance Checks. Failure on Damage Conditions on their own. Instead, they must
the Damage Resistance Check imposes the BROKEN Condition be repaired, requiring time and a suitable Skill Check,
on an object, while two or more Degrees of Failure mean the such as Mechanics, in place of the Recovery Check.
object is DESTROYED.
The Toughness Ranks of some common materials for objects CONDITIONS
are: Heroes run into their share of difficulties. One way the
Mutants & Masterminds system models this is with dif-
TOUGHNESS RANKS FOR MATERIALS ferent CONDITIONS—persistent limits on a character’s
MATERIAL EXAMPLES TOUGHNESS RANK Traits or Actions. Conditions are shorthand for the
Paper, Soil 0 game modifiers imposed by Effects, Maneuvers, or
Glass, Ice, Rope 1 other circumstances.
Wood 3 This section describes the different Conditions that
Stone 5 can affect characters in the Quickstart. If multiple
Iron 7 Conditions apply, use all of their Effects combined.
There are added Conditions described in the Valiant
Reinforced Concrete 8
Adventures Hero’s Handbook as well.
Steel 9
Titanium 15 BLIND
Super Alloys 18+ The character cannot see (Visually Unaware). They
are Hindered, Visually Unaware, and Vulnerable, and
RECOVERY may be Impaired or Disabled for activities where vi-
sion is a factor.
Characters can recover from their Damage Conditions over
time. Recovery always starts from the most severe Damage BOUND
Condition and proceeds to the least severe in this order:
A Bound character is Defenseless, Immobile, and Im-
DYING, INCAPACITATED, DISABLED, STAGGERED, paired.

INJURED, BRUISED, STUNNED, AND DAZED. BROKEN OBJECT, DAMAGE CONDITION


See the RECOVERY TIMES table for information on how long it A Broken object no longer functions, including
takes to potentially shake off a particular Damage Condition. something as simple as a barrier for a broken door
After the listed recovery time has passed, the character makes or wall, for example.
a RECOVERY CHECK, a DC 10 Stamina Check: Success removes
COMPELLED
that Damage Condition. If the Check fails, they wait for the
recovery time, then Check again, with a cumulative +1 Bonus A Compelled character is directed by an outside
per previous failed Recovery Check. force. The character is limited to a single Standard
15
Game Play
Action each Turn, chosen by another, controlling, char- EXHAUSTED
acter. As usual, this Standard Action can be traded for a
Move Action. Controlled supersedes Compelled. Exhausted characters are Impaired and Hindered. Characters
recover from an Exhausted Condition after four hours of rest
CONTROLLED (Time Rank 11), becoming Fatigued.
A Controlled character’s Actions each Turn are dictated FATIGUED
by another, controlling, character.
Fatigued characters are Hindered. Characters recover from a Fa-
DAZED DAMAGE CONDITION tigued Condition after an hour of rest (Time Rank 9). Exhausted
A Dazed character is limited to Free Actions and a sin- supersedes Fatigued.
gle Standard Action per Round, although the character HINDERED
may trade it for a Move Action, as usual. Dazed charac-
ters cannot take Reactions. Stunned supersedes Dazed. A Hindered character moves at half normal speed. Immobile
supersedes Hindered.
DEAD DAMAGE CONDITION
IMMOBILE
A Dead character is Defenseless, Stunned, Unaware,
and unable to recover (effectively having no Stami- Immobile characters have no movement speed and cannot
na Rank). The Dead Condition is normally the end of move from where they are, although they are still capable of
someone’s mortal existence, but some Effects in the taking Actions unless prohibited by another Condition.
Mutants & Masterminds system interact with Dead IMPAIRED
characters and can allow them to recover!
An Impaired character is at a –2 Penalty on Checks. If the impair-
DEAF ment applies to specific Checks, they are added to the name of
The character cannot hear (Auditorily Unaware). This the Condition, such as Attack Impaired, Fighting Impaired, Per-
may allow for SURPRISE ATTACKS on the character in ception Impaired, and so forth. Disabled supersedes Impaired
some circumstances (see page 10). if it applies to the same trait(s).

DEFENSELESS INCAPACITATED DAMAGE CONDITION

A Defenseless character loses their Dodge and Par- An Incapacitated character is Defenseless, Stunned, and Un-
ry Bonuses (if any) typically reducing their Defense aware of their surroundings. Incapacitated characters generally
Class to 10 (10 + 0). also fall Prone, unless some outside aid keeps them standing.

DESTROYED OBJECT, DAMAGE CONDITION NORMAL

A Destroyed object has been completely broken The character is unaffected by any other Conditions.
apart, usually into pieces, perhaps even reduced to PRONE
fragments or dust.
A Prone character is lying on the ground, Hindered, and has a
DISABLED Penalty Die on Close Attack Checks. Opponents receive a Bonus
A Disabled character has a Penalty Die on all Checks. Die on Close Attack Checks but a Penalty Die on Ranged Attack
If the Penalty applies only to specific Checks, they are Checks against the character. Prone characters are Hindered.
added to the name of the Condition, such as Attack The Stand Action (page 12) removes the Prone Condition.
Disabled, Fighting Disabled, Perception Disabled, etc. RESTRAINED
DYING DAMAGE CONDITION A Restrained character is Hindered and Vulnerable. If the re-
A Dying character is Incapacitated and near death. straints are anchored to an immobile object, the character is
When the character gains this Condition, immedi- Immobile rather than Hindered. If restrained by another char-
ately make a DC 15 Fortitude Check. If the Check acter, the restrained character is Immobile but may be moved
succeeds, nothing happens. With two or more De- by the restraining character.
grees of Success, the character stabilizes, becoming STAGGERED DAMAGE CONDITION
Incapacitated. If the Check fails, the character re-
mains dying. Three or more total Degrees of Failure A Staggered character is Dazed and Hindered.
mean the character dies. Dying characters make a STUNNED DAMAGE CONDITION
Fortitude Check each Round until they either die
or stabilize. Another character can stabilize a dying A Stunned character cannot take any Actions, including Free
character with a successful DC 15 Treatment Check. Actions or Reactions.

16
Game Play
SURPRISED
A surprised character is Stunned and Vulnerable, caught
off-guard and unable to act. Surprised normally only lasts
for one Round.

UNAWARE
The character is oblivious to their surroundings. If the
Condition applies to a specific sense, it is added to the
name of the Condition, such as Visually Unaware (or
blind), Tactilely Unaware (or numb), etc. Everything ef-
fectively has Total Concealment from all of a character’s
Unaware senses.

VULNERABLE
Vulnerable characters are limited in their ability to defend
themselves. Attacks against them gain a Bonus Die. De-
fenseless supersedes Vulnerable.

WOUNDED DAMAGE CONDITION


A Wounded character is gravely injured, leaving them
Dazed, Disabled, and Hindered.

EXTRA EFFORT
Heroes rarely let their limitations define them. They routine-
ly face threats more powerful than themselves. That’s when
real heroes dig deep and give it their all! To simulate this part
of Valiant Adventures stories, the Mutants & Masterminds sys-
tem uses EXTRA EFFORT.
Extra Effort lets your character push themselves past their lim-
its, straining body and mind to do more when it really counts.
Using Extra Effort is not an Action, although it may modify Ac-
tions characters take. When you use Extra Effort, you may do
one of the following listed actions.

ACTION: You gain an extra Standard Action or Move Action


to use during your Turn. SPEED: You double your speed in one mode of move-
ment you have by until the start of your next Turn.
BONUS: You gain a +2 Bonus on a single Check you’re about
to make, or improve an existing Bonus of +2 or more on a STRENGTH: You increase your Strength Ability Rank
Check to a Bonus Die. by +1 until the start of your next Turn, doubling
your lifting capacity during that time.
POWER: You immediately increase the Rank of one of your
Power Effects by +1 until the beginning of your next Turn. There are a few other uses of Extra Effort beyond
You can’t increase the Rank of an Effect with a Permanent the scope of this Quickstart, detailed in the Valiant
Duration using Extra Effort. Adventures Hero’s Handbook.

RENEWED ATTEMPT: Some Effects require Extra Effort in order At the start of your next Turn after using Extra
to use or attempt them again within the same Scene (or Effort, your character gains the Fatigued Condi-
other defined period of time). This use of Extra Effort sim- tion. A Fatigued character who uses Extra Effort
ply makes the Renewed Attempt possible; it provides no becomes Exhausted, and an Exhausted character
other benefits. who uses Extra Effort becomes Incapacitated. You
can spend a Hero Point (following) to immediate-
RESISTANCE: You immediately make another Resistance ly Recover from the Fatigue of using Extra Effort,
Check to recover from an Ongoing Effect, like an Affliction. meaning your Condition doesn’t change.

17
Game Play
play and make your hero’s life more difficult. Your GM may
also reward you with a Hero Point when you act heroical-
ly (especially when it makes things more challenging or
gives the villain an opening), such as saving a bus full of
schoolchildren instead of fighting, or whenever the GM
introduces a plot Complication that puts the heroes at a
disadvantage.
Players are welcome—indeed, encouraged!—to take ac-
tions that will earn their characters Hero Points and to sug-
gest to the GM situations and changes in the story that could
do so. If you notice a perfect opportunity for one of your he-
ro’s Complications to come into play or to make things more
challenging and interesting for your hero, suggest it!
All your Hero Points go away at the end of an adventure,
and you start the next adventure with the automatic 1 Hero
Point, so spend your Hero Points when it feels important, es-
pecially during the adventure’s thrilling climax!

USING HERO POINTS


When you spend a Hero Point, you may choose one of the
benefits listed following.

RE-ROLL: You can re-roll a d20 result you just rolled. If the
die on your re-roll shows a 1-10, add +10 to the result, so
the re-roll is always an 11–20. If you are using a re-roll on
a Check where you have a Bonus Die or Penalty Die, you
can re-roll one of the dice of your choice, but the Bonus
or Penalty still applies, making you either take the highest
result (for a Bonus) or the lowest result (for a Penalty) of

HERO POINTS the dice after you re-roll one of them.

EDIT THE SCENE: You make a small change to the description


Sometimes sheer ability just isn’t enough, or bad luck
of the Scene, or add some new detail to help you or your
ruins your best efforts. But heroes always manage to
allies out. The Gamemaster has to approve any edits, and
overcome the odds, find a lucky break, or see acts of
generally edits can only help you, not automatically let you
heroism earlier in the story return to help them out
win. For example, while you’re fighting a plant-based foe,
later.
you could Edit the Scene for there to be some weedkiller or
The Mutants & Masterminds system uses HERO defoliant nearby, provided that would make sense for the
POINTS to represent a Valiant Adventures charac- locale. Similarly, you could Edit the Scene to say a thunder-
ter’s good fortune, heroic acts, and the gener- storm just happens to knock out the power, and the lights,
al tendency for heroes to triumph in the end. during a tense conflict.
Spending a Hero Point allows a character to turn
the tide in their favor with a sudden bit of good INSPIRATION: You gain a flash of insight or otherwise stumble
luck or an unexpected twist in the story. across an important clue. You might figure out the trick to
escaping a villain’s deathtrap, or find important evidence
While Extra Effort represents a hero pushing them- at a crime scene. The GM decides exactly what you find
selves to do better, Hero Points are the things a or what you learn, but it should help move the adventure
hero has already done helping them when they along in the right direction.
need it most!
RECOVER: You immediately remove one of the following Con-
GAINING HERO POINTS ditions from your character: Dazed, Fatigued, or Stunned.
Spend a Hero Point to immediately Recover from Fatigue
Every player gets a Hero Point automatically at the lets you effectively use Extra Effort (previously) at no cost,
start of an adventure. You gain additional Hero other than the Hero Point.
Points when COMPLICATIONS (see page 7) come into

18
PREGENERATED CHARACTERS

Pre-Generated Characters
The following pages contain ready-to-play Valiant Adventures characters for RE:GENERATION. The characters are all young
psiot subjects of Project Rising Spirit’s program in Rook. Players should feel free to change names, backgrounds, and de-
scriptions as they wish.

THE PARAGON - ACE


Ace, ANDREW WARD, is the all-star high school jock with the classic super-powers of super-strength,
near-invulnerability, and flight, although his versions of them are psionic in origin. He’s a natural
leader and inspiration to others and has the ability to throw himself between danger and his
teammates. His powers depend on his confidence in himself and his abilities, which sometimes
needs some bucking up. Ace is the simplest and most classically “super-heroic” character to play.

THE HACKER - KAPT’N KRUNCH


Kapt’n Krunch, CHRISTOPHER KOLE, is an archetypal tech nerd and hacker with “technopathic” pow-
ers to interface with and control electronics. With the amount of tech in Rook, that gives him
a lot of options. Krunch has a protective suit and a flying jet pack he built in addition to his
powers. He’s definitely the smartest character in the group, and knows it, and is a bit of a rebel
and trouble-maker.

THE TELEKINETIC - FETCH


ZARA NASSAR, Fetch, is a teen Arab girl with telekinetic powers, she can’t always precisely control.
Fetch is one of the physically most powerful and flexible characters in the group. Her telekinet-
ic strength isn’t quite as high as Ace’s super-strength, but she can do more with it. She wants
for everyone else to accept her, “reaching out” in more ways than one. Fetch is a great charac-
ter for players interested in the EXTRA EFFORT rules on page 17.

THE TELEPATH - LINK


Link, LILLIAN BARRET, has an array of telepathic powers, including the ability to keep all of the
other characters networked in mental communication. She’s a team player, at least partially
because of how her powers clue her in to what everyone else is thinking and feeling. Her
power to influence other minds troubles her. She’s the most aware and perceptive of the
characters, and good for players who like to be in-the-know and coordinating others.

THE FORCE PROJECTOR - MASON


MASON CREST, who just goes by Mason, since he hasn’t settled on a code-name, can project
psionic “hard light” force fields in different shapes and sizes. Although he can use his projec-
tions offensively, Mason’s power is primarily defensive, and he’s one of the more physically
powerful and flexible characters. Mason also has a fair amount of luck, good for players who
feel the dice don’t favor them or who want to be able to try just about anything.

THE BIOKINETIC - PANACEA


Filipino student JULIE MENDEZ, Panacea, is a “biokinetic”. Although she has healing powers,
making her an excellent support character, she can also enhance her own physiology and
bio-shock others at a distance as an offensive power. Panacea is the best athlete and fighter
in the group, fast and accurate in unarmed combat with a few related Advantages. She also
supports the others with her healing powers, helping reduce the potential lethality of the
threat they encounter.
19
Ace
A
NDREW WARD is a star athlete, star student, someone with a
bright future—and a personal case of imposter syndrome.
Andrew just doesn’t feel like he deserves all that he has,
and that is only compounded by the discovery that he has su-
perpowers when he helped people involved in a car accident
by tearing off the car door with one hand! Andrew has superhu-
man strength, toughness, and the ability to fly, but his powers
PL8

are psionic in nature, projections of his mind, which is why they


can wane when his confidence does.
Although he’s the kind of person everyone looks to for leader-
ship, and he’s good at it, Andrew feels there’s something...off
about his life. Still, if he can do some good, he’s going to keep
doing his best while he tries to figure things out.

INTERPOSE: If an ally is targeted with an attack, Ace can use his


Reaction to move in between them and the attack, making
him the target.
LEADERSHIP: Ace can spend a Hero Point to remove the Dazed,
Fatigued, or Stunned Condition from an ally.
ABILITIES
SKILLS
STRENGTH 10 FIGHTING 5 ATHLETICS 4 (+14), EXPERTISE: POP CULTURE 4 (+6), PERCEPTION 4 (+6),
STAMINA 8 INTELLECT 2 PERSUASION 4 (+6), RANGED COMBAT: THROWING 4 (+6)

AGILITY 2 AWARENESS 2 OFFENSE


DEXTERITY 2 PRESENCE 2 INITIATIVE +2
THROW +6 RANGED, UP TO DAMAGE 10
POWERS UNARMED +6 CLOSE, DAMAGE 10
FLIGHT: Ace can fly at a speed of up to 500 kph, 2 km per
Round.
DEFENSE
INVULNERABILITY: In addition to his high Toughness Rank, if
Ace gets two or more Degrees of Success on a Damage DODGE 6 FORTITUDE 10
Resistance Check, he takes no Damage Conditions from it. PARRY 6 TOUGHNESS 10
ADVANTAGES WILL 4

CLOSE ATTACK: Ace gets a +1 bonus to Close Attack Checks COMPLICATIONS


(included).
MOTIVATION—DOING GOOD: Ace knows he’s meant to do good and
DEFENSIVE ATTACK: When making an attack, Ace can take help people with his extraordinary abilities, like a true super-
up to a –5 penalty on Attack Checks to gain an equal hero.
bonus to Dodge and Parry. The changes last until the
start of his next turn. POWER LOSS: Ace’s powers are based on his self-confidence and
when it wanes, so do they. Gain a Hero Point when a crisis of
INSPIRE: Ace can spend a Hero Point to grant any allies confidence causes your powers to stop working until you get
able to see and hear him a +3 on their next Check that yourself back together.
Round.
PL8
C
HRISTOPHER KOLE may be just another “computer lab geek,”
but “Kapt’n Krunch,” his online alter-ego, is one of the
most infamous hackers in the world. Krunch has used his
technopathic powers to find his way into all kinds of secure
online systems. While he’s happy to stick it to corporations
and governmental institutions, the Cap’n is still a champion
of the downtrodden and wants to do good with his powers,

Kapt'n Krunch
especially if he can have some fun and prove that he is the
greatest hacker in the world in the process.
Along with his ability to control and affect machines, Kapt’n
Krunch can use his technopath talent to channel raw bursts of
electricity (a crude, high-powered version of his normal elec-
trokinesis) and he has a high-tech suit he’s designed with a com-
pact jet-pack and protective layering for “field operations.”

ABILITIES
STRENGTH 2 FIGHTING 4 GADGET: Kapt’n Krunch can produce a gadget, a tempo-
STAMINA 2 INTELLECT 5 rary device with one Power Effect of Rank 8 or less, either
throwing it together from available parts or declaring he
AGILITY 3 AWARENESS 4 already “happened” to have it with him. Each additional
gadget he produces after the first requires him to spend
DEXTERITY 3 PRESENCE 2 a Hero Point first.
SKILL MASTERY – COMPUTERS: When making a Computers Skill
POWERS Check, Kapt’n Krunch can choose to treat the die as a 10
rather than rolling. So, he succeeds automatically on any
FLIGHT SUIT: Kapt’n Krunch wears a high-tech flight suit with a Computers Skill Check with a DC of 24 or less.
jetpack that lets him fly at 125 kph (250 meters per Round).
The suit gives him a +4 increase to his Toughness Rank.
SKILLS
MACHINE INTERFACE: Kapt’n Krunch can mentally interface with
computers in his line of sight, letting him use his Computers COMPUTERS 9 (+14), ELECTRONICS 4 (+9), INSIGHT 2 (+6),
Skill with them as if he were accessing them directly. PERCEPTION 4 (+8), RANGED COMBAT: TECHNOPATH 5 (+8)

TECHNOPATH: His power to interface with technology and influ-


ence energy flows lets Kapt’n Krunch perform one of the fol- OFFENSE
lowing effects per Turn as a Standard Action:
INITIATIVE +3
• CONTROL TECHNOLOGY: Give a technological device the Con-
trolled Condition. If the technology has a Fortitude Rank DEACTIVATE +8 RANGED,
or is held by another character, they get a DC 18 Fortitude TECH OPPOSED CHECK +8
Check to resist. ELECTROSHOCK +8 RANGED, DAMAGE 8
• DEACTIVATE TECHNOLOGY: Make a Ranged Attack Check. On a UNARMED +4 CLOSE, DAMAGE 2
hit, roll an Opposed Check of Rank 8 vs. the highest Rank
technological item the target has. If Kapt’n Krunch wins, the
target’s technology all shuts off until reactivated. DEFENSE
• ELECTROSHOCK: Make a Ranged Attack Check. On a hit, the tar- DODGE 10 FORTITUDE 6
get has to resist Damage 8.
PARRY 8 TOUGHNESS 6
ADVANTAGES WILL 10
CONTACTS: Kapt’n Krunch has enough online resources and con-
nections that he can make an initial Investigation Skill Check
COMPLICATIONS
in a minute rather than an hour. MOTIVATION—RECOGNITION: Kapt’n Krunch wants to be
elite, to be recognized as the best, and loves a chal-
EIDETIC MEMORY: Kapt’n Krunch has total recall of everything
lenge...so long as he gets to win.
he’s experienced and has a Bonus Die on Checks to remember
things. TROUBLE-MAKER: A true hacker, Krunch doesn’t much
care for rules, except when it comes to finding ways
around them. They only apply to other people.
Fetch
Z
ARA NASSAR doesn’t particularly try to stand out. She does
well in school, minds her parents, and is proud of her
Arabic heritage and friendly with people.
A near collision while Zara was driving, right after she got her
license, resulted in the other car getting flipped over her car,
before landing on the side of the road some distance away!
Fortunately, nobody was seriously hurt, and it was passed off
as a strange accident where the other driver was at fault, but
Zara felt something, and discovered a newly awakened ability to
PL8

move things with her mind!


Even as she has practiced with her abilities, Zara has discovered
they may be much more powerful than anyone suspects, and
that scares her a little. Already impressive enough that she can lift
and flip over a car, and what if she can do even more than that...?

ADVANTAGES
ALL-OUT ATTACK: Throwing caution to the wind, when she takes an
Attack action, Fetch can take a Penalty of up to –5 to her Dodge
ABILITIES and Parry Ranks to add the same amount, up to +5, to her Attack
Check. The changes last until the start of her next Turn.
STRENGTH 1 FIGHTING 4 EXTRAORDINARY EFFORT: When Fetch uses EXTRA EFFORT (see page
17) she can gain two of the listed benefits at the cost of
STAMINA 1 INTELLECT 2 becoming Exhausted rather than Fatigued on the next Turn.

AGILITY 2 AWARENESS 2 IMPROVED INITIATIVE: Fetch has a +4 bonus to Initiative Checks


(including in OFFENSE, following).
DEXTERITY 2 PRESENCE 3 INTERPOSE: If an ally is targeted with an attack, Fetch can use her
Reaction to move in between them and the attack, making her
POWERS the target.

KINETIC SHIELD: As a Free Action each Turn, Fetch can create


and maintain a force field that grants her a +8 to her SKILLS
Toughness Rank and if she gets two or more Degrees of
ATHLETICS 4 (+5), COMPUTERS 2 (+4), INSIGHT 4 (+6), INTIMIDATION 4 (+7),
Success on a Damage Resistance Check, Fetch takes no
PERCEPTION 4 (+6), PERSUASION 4 (+7), RANGED COMBAT: Telekinesis 6 (+8)
Damage Conditions from it.
LEVITATION: Fetch can fly at 125 kph (250 meters per
Round).
OFFENSE
TELEKINESIS: Fetch can use her telekinetic power to INITIATIVE +6
perform one of the following effects per Turn as a KINETIC BLAST +8 RANGED, DAMAGE 8
Standard Action:
TELEKINETIC GRAB +8 RANGED, GRAB 8
• KINETIC BLAST: Roll a Ranged Attack Check, if successful,
the target resists Damage 8. UNARMED +4 CLOSE, DAMAGE 1
• KINETIC BURST: Targets within an 8-meter radius roll a
DC 18 Dodge Resistance Check, then resist Damage DEFENSE
8. If they succeed on the Dodge Check, they gain a
Bonus Die on the Damage Resistance Check. DODGE 7 FORTITUDE 7
• TELEKINETIC MOVE: Fetch can telekinetically pick up and PARRY 7 TOUGHNESS 9/1
move a single object with Strength 8, up to 6 tons. WILL 9
• TELEKINETIC FIELD: Alternately, Fetch can
simultaneously pick up and move objects in an COMPLICATIONS
8-meter radius area with Strength 5, so long as no
one object weighs more than 800 kilograms. MOTIVATION—ACCEPTANCE: Fetch wants to use her telekinetic
powers to do good, or at least not to do any harm, when
• TELEKINETIC MANIPULATION: Focusing her power, Fetch possible, and to feel less like a freak for having them.
can move a single object with Strength 4, up to
400 kilograms, but can manipulate it precisely like ACCIDENT: Sometimes Fetch’s control over her powers is less
using a pair of invisible hands, rather than simply than perfect and...accidents happen. You earn a Hero Point
lifting it. when you or the GM decide an accident occurs because of
Zara’s powers.
PL8
L
ILLIAN BARRETT is an honors student, who discovered her
sensitive and empathic nature was the first awakening of
telepathic abilities, which posed some challenges before
she got them under control. Link can communicate telepath-
ically and read other minds, and can “push” people to influ-
ence their emotions or hit them with a raw blast of mental
energy to overwhelm them, although she prefers not to do

Link
either when she can avoid it.
Link feels like she knows how everyone else feels, and what they
think. She tries to avoid prying with her powers, but sometimes
other people’s thoughts and feelings are too “loud” for her to
easily screen them out. If she’s in mental contact with someone,
she literally feels their pain, which can sometimes be overwhelm-
ing. This makes Link driven to help people, and sympathetic with
Panacea’s desire to do the same.

ABILITIES
STRENGTH 2 FIGHTING 2 EXTRAORDINARY EFFORT: When Link uses EXTRA EFFORT (see page
17) she can gain two of the listed benefits at the cost of be-
STAMINA 2 INTELLECT 2 coming Exhausted rather than Fatigued on the next Turn.

AGILITY 2 AWARENESS 5 TEAMWORK: When Link takes the AID Action (see page 11)
she gets a Bonus Die on the Check.
DEXTERITY 2 PRESENCE 2 WELL-INFORMED: Link can make an immediate Investigation
or Persuasion Check to see if she knows about something
POWERS happening in the area or community when encountering
that situation.
MENTAL AWARENESS: Link can sense when psionic powers are
used in her presence with a DC 10 Perception Check. The DC
increases by +1 per 3 meters distance.
SKILLS
ATHLETICS 2 (+4), DECEPTION 4 (+7), EXPERTISE: Streetwise 4
TELEPATHIC COMMUNICATION: As a Free Action, Link can establish
(+6), Insight 5 (+10), Perception 3 (+8), Persuasion 4 (+7),
telepathic communication with any willing mind known to
Sleight of Hand 2 (+4), Stealth 4 (+6)
her across a distance of a hundred kilometers or so.
TELEPATHIC DEFENSE: By subliminally reading an opponent’s inten-
tions as a Free Action each Turn, Link gives herself a +6 bonus
OFFENSE
to Dodge and Parry Defense and a +4 bonus to Toughness Re- INITIATIVE +2
sistance Checks.
EMOTION - PERCEPTION RANGE,
TELEPATHIC PROJECTION: Link can use her telepathic power to per- CONTROL DC 18 WILL CHECK
form one of the following effects per Turn as a Standard Action:
MENTAL - PERCEPTION RANGE,
• EMOTION CONTROL: Overwhelm a target in line of sight with emo- OVERLOAD DC 18 WILL CHECK
tion. The target must make a DC 18 Will Resistance Check: On
a failure, they’re Impaired, two Degrees of Failure, Disabled, UNARMED +2 CLOSE, DAMAGE 2
and three or more Degrees of Failure, Incapacitated. Targets
get a new Resistance Check at the end of each of their turns
to eliminate the Impaired and Disabled Conditions every
DEFENSE
minute to eliminate the Incapacitated Condition. DODGE 8/2 FORTITUDE 4
• MENTAL OVERLOAD: Blast the mind of a target in line of sight PARRY 8/2 TOUGHNESS 6/2
with telepathic energy. The target makes a DC 18 Will Resis-
tance Check against Damage (see page 15). WILL 10
• MIND READING: Link chooses a target in line of sight. If the tar-
get fails a DC 18 Will Resistance Check, Link can read their COMPLICATIONS
thoughts. The target makes a new Resistance Check at the
MOTIVATION—RESPONSIBILITY: Link feels great empathy for
end of each of their turns, with success closing off their mind.
other people and a responsibility to use her abilities
to help them when and where she can.
ADVANTAGES PSYCHIC FEEDBACK: When Link is using Mental Commu-
ASSESSMENT: Link can make an Insight Check against a target’s nication or Mind Reading on someone and they are
Deception. If she wins, she learns if the target’s Attack and De- Dazed or Stunned, she must make a Will Resistance
fense Bonuses are higher, lower, or the same as hers. Check against the same DC that imposed the condi-
tion or be Dazed or Stunned herself.
Mason
M
ASON CREST has always been interested in expanding his
mind, and the internet has helped that with a lot of infor-
mation. He’s gone deep down some conspiracy rabbit holes
from time to time, but then his investigations into meditation and
self-actualization also unlocked his latent psionic power to man-
ifest things out of “hard light.” (That his ability to make protective
barriers out of light might show some deep-seated trust issues is
something Mason has chosen not to deal with right now.)
Mason hasn’t been able to settle on a code name that sticks hav-
ing gone through Light-Smith, the Architect, Glow-Steel, Glow-
PL8

Forge, Force-Master, and a few others. Everyone still just calls him
“Mason,” which he pretends is a code name for his “crafting” of ob-
jects. In addition to being able to make various hard-light shapes
about the size of a minivan or large shed, Mason can “release” his
hard-light energy as a blinding burst of light around him.

ADVANTAGES
ACCURATE ATTACK: When making an Attack Check, Mason can
choose to lower his attack’s Rank by up to –5 in order to gain
ABILITIES the same value (up to +5) as a bonus on his Attack Check.
BEGINNER’S LUCK: Mason can spend a Hero Point to gain 5 tem-
STRENGTH 2 FIGHTING 4 porary Ranks in a Skill in which he has no Ranks. The bonus
Ranks last for the rest of the scene.
STAMINA 2 INTELLECT 2
IMPROVED AIM: When taking the AIM action (see page 11), Mason
AGILITY 4 AWARENESS 2 gains a Bonus Die on a Ranged Attack rather than a +2 Bonus.

BRUISED
INJURED
DEXTERITY 5 PRESENCE 2 LUCK: Once per game, you can choose to re-roll a die roll, as if
you had spent a Hero Point to do so (see HERO POINTS, page 18).

POWERS SKILLS
HARD LIGHT MANIPULATION: Mason can perform one of the
ACROBATICS 2 (+6), ATHLETICS 4 (+6), EXPERTISE: CONSPIRACIES 6 (+8),
STUNNED
BRUISED following effects per Turn as a Standard Action:
INSIGHT 4 (+6), INVESTIGATION 7 (+9), PERCEPTION 4 (+6), RANGED COMBAT:
• HARD LIGHT CONSTRUCTS: Mason forms an object of hard HARD LIGHT MANIPULATION 3 (+8), SLEIGHT OF HAND 2 (+7), STEALTH 2 (+6)
light up to the size of a minivan or so with Toughness
WOUNDED
BRUISED 8 (see Damaging Objects, see page 15). OFFENSE
• DAMAGING CONSTRUCTS: Mason creates a volley of small
hard light objects to damage a target. Roll a Ranged INITIATIVE +4
BRUISED
DYING Attack Check. On a hit, the target must roll a Toughness DAMAGING -
Resistance Check against Damage 8. Two Degrees of CONSTRUCT RANGED, DAMAGE 8+
Success on the Attack Check increases the Damage to
10, Three or more increase it to Damage 13. LIGHT - 8-METER RADIUS, DC 18
BURST FORTITUDE CHECK
• IMMATERIAL CONSTRUCTS: Mason creates a non-solid
BRUISED light construct that is just a convincing hologram of UNARMED +4 CLOSE, DAMAGE 2
whatever image he wants. It takes a DC 18 Percep-
tion Check to know if the hologram isn’t real. DEFENSE
• LIGHT BURST: Mason releases a blinding burst of
light. Everyone within 8 meters must make a DC 18
DODGE 8 FORTITUDE 8
BRUISED
DAZED
Fortitude Resistance Check: PARRY 8 TOUGHNESS 8/2
SUCCESS: No effect
FAILURE (ONE DEGREE): Impaired,
WILL 8
STAGGERED
BRUISED FAILURE (TWO DEGREES): Disabled
FAILURE (THREE DEGREES): Blind. COMPLICATIONS
Targets get a new Resistance Check at the end of
MOTIVATION—JUSTICE: Mason wants to see justice and fairness prevail
each of their turns to eliminate the Impaired and
INCAPACITATED
BRUISED whenever possible, and uses his powers to help that happen.
Disabled Conditions, every minute to eliminate
the Blind Condition. OBSESSION WITH CONSPIRACIES: Mason is a bit obsessed with
conspiracy theories. His opinion is that the easy explanation
HARD LIGHT SHIELD: As a Free Action each Turn, Mason
is rarely the correct one. Not when there might actually be a
can create and maintain a hard light shield that gives
secret plot behind it!
him a +6 to his Toughness Rank.
PL8
J
ULIE MENDEZ’s family is Filipino, originally from the West
Coast. A minor injury in gymnastics class activated Julie’s
biokinetic powers: She recovered from the sprain within
minutes, and later discovered she could feel the “energy” of
other people and living things, and heal them with just a touch.
Panacea’s bio-manipulation lets her sense living things and

Panacea
assess their health and well-being close up with a “diagnostic
scan.” She has an always-active healing effect on herself, quickly
recovering from injury within minutes. In addition to healing,
she can stimulate her own adrenal response, giving her a burst
of impressive athletic ability, or “bio-shock” other organisms,
stunning or incapacitating them.

ABILITIES
STRENGTH 2 FIGHTING 4
STAMINA 2 INTELLECT 2
AGILITY 2 AWARENESS 2 ADVANTAGES
DEXTERITY 2 PRESENCE 2 DEFENSIVE ATTACK: When making an attack, Panacea can
take up to a –5 penalty on Attack Checks to gain an equal

POWERS bonus to Dodge and Parry. The changes last until the start
of her next turn.
BIO-MANIPULATION: Panacea can perform one of the following ef- DEFENSIVE ROLL: As a Free Action for each Turn, Panacea can
fects per Turn as a Standard Action: give herself a +3 Bonus on Toughness Checks to resist
Damage.
• ACCELERATED HEALING: Touching another character, Panacea
rolls a DC 10 Check with a +8 Bonus: Each Degree of Suc- IDNJURED
ESIURB
IMPROVED TRIP: When Panacea makes a TRIP attack (see
cess on the Healing Check removes one Damage Condition, page 12) she has no Penalty to the Attack Check, and her
starting with the subject’s least severe condition, and work- opponent does not get an opportunity to Trip her.
ing towards the most severe. She can make one Healing
Check per subject per Scene. Additional uses on the same INSTANT UP: Panacea can perform the STAND Action (see page
12) without an Acrobatics Check or becoming Hindered. STUNNED
DESIURB
subject in that Scene require EXTRA EFFORT (page 17).
• ADRENAL SURGE: Panacea gains a +12 bonus to her Athletics
Checks. The bonus is reduced by 1 at the end of each of her SKILLS
Turns until it is gone.
WOUNDED
DESIURB
ATHLETICS 2 (+4), CLOSE COMBAT: UNARMED 4 (+8), INSIGHT 6
• BIO-STUN: Roll a Ranged Attack Check against a target. On a (+8), PERCEPTION 4 (+6), PERSUASION 4 (+6), RANGED COMBAT:
hit, they are required to succeed on a DC 18 Fortitude Resis- BIO-STUN 6 (+8), TREATMENT 8 (+10)
tance Check: DYING
DESIURB
SUCCESS: No effect OFFENSE
FAILURE (ONE DEGREE): Dazed
FAILURE (TWO DEGREES): Stunned INITIATIVE +2
FAILURE (THREE OR MORE DEGREES): Incapacitated.
Targets get a new Resistance Check at the end of each of
BIO-STUN +8 RANGED, DC 18 FORTITUDE CHECK BRUISED
DESIURB
their turns to eliminate the Dazed and Stunned Conditions, UNARMED +8 CLOSE, DAMAGE 1
every minute to eliminate the Incapacitated Condition.
ENHANCED IMMUNE SYSTEM: Panacea is immune to diseases and DEFENSE
toxins and can survive twice as long as normal without food DAZED
DESIURB
or water. DODGE 9 FORTITUDE 8
FAST HEALING: Panacea can make a Recovery Check (see page PARRY 9 TOUGHNESS 6/3
15) from being Injured by resting for one Turn (taking no
WILL 8 STAGGERED
DESIURB
actions) and from being Wounded after four minutes, rath-
er than a day. She has a total +5 Bonus on Recovery Checks
(including her Stamina Rank). COMPLICATIONS
INCAPACITATED
DESIURB
LIFE-SENSE: Panacea can sense living beings nearby with a DC MOTIVATION—DOING GOOD: Panacea wants to do good and
10 Perception Check. The DC increases by +1 per 3 meters dis- heal and help people with her abilities.
tance. She can also sense their overall health and any Damage
HELPFUL HEALER: Panacea feels honor-bound to use her
Conditions they have with two or more Degrees of Success on
abilities to help heal those in need where possible.
the Perception Check.
Re:Generation

RE:GENERATION
R
E:GENERATION is a starter story for Valiant Adventures, intended to introduce a group of players to the world of Valiant
Universe and provide an opportunity to try out the Mutants & Masterminds game system. “Re:Generation” should be
playable in a single three- to four-hour game session, although new players and groups might proceed more slowly
to get the hang of the rules and game-play.

INTRODUCTION tion Zero combined their powers to psychically install “safeguards”


in the minds of some young psiots who fled to Rook, making it so
A group of young psiots—people with the potential when Project Rising Spirit arrived, the young psiots were round-
for mental powers—known as Generation Zero es- ed up for “training” (i.e., brainwashing) but the dream scenarios
caped from Project Rising Spirit, which raised them they were plunged into weren’t always what Project Rising Spirit
to be living weapons. Generation Zero came to Rook planned. These “sleeper psiots” have lain dormant since the mas-
(the rebuilt city of Detroit) where they exposed the sacre killed their mentors. Until now….
PRS use of Rasa, a young psiot able to dream certain
things into reality to create high-tech weapons and PREPARATION
other “cutting-edge” technologies that made Rook
To play through RE:GENERATION, you need to do the following:

1
a reality. Ousting Project Rising Spirit, Generation
Zero declared Rook a “free city”—a haven for those First, decide who will be the Gamemaster. The GM moder-
in need, particularly psiots. Unfortunately, Genera- ates the game, handles any rules questions, and chooses
tion Zero’s “free city” was short-lived. A H.A.R.D. Corps the actions of the non-player characters. The Gamemaster
strike team raided Rook and killed most of the young should read all of the rest of the adventure before play begins.
psiots. Once the U.S. government reestablished Proj- If you’re going to be a player, do not read any further! You might
ect Rising Spirit, it was free to take up using Rook as spoil some surprises. (Hey, didn’t we tell you to stop reading?
a base again after “order was restored.” Go on! Shoo! Give this book to your GM. Avoid temptation.)

2
Cronus, the leader of Generation Zero, was a capable Okay, Gamemaster, have your players choose which char-
tactician, however. Knowing he and his team were acters they want to play from the pre-generated psiots on
under threat, Cronus took steps to safeguard those pages 20–25 of this book and either give them copies of
who came to them looking for sanctuary. Genera- the character sheets or time to copy the character stats down on

26
Re:Generation
a piece of paper for reference. If two or more players want to play
the same character, you can have them “roll-off:” each player rolls
BA, BA BLACK SHEEP
the die, with the highest roll getting to pick first. A dream version of BLACK SHEEP (see her write-up at the

3
end of this adventure) is leading the break-in. She’s ac-
Briefly familiarize your players with the material from the
companied by a number of criminals equal to the num-
rest of this book. If there’s time or you have multiple cop-
ber of Player Characters: two guarding the hostages, the
ies of the Quickstart (or both), you might want to have the
rest with her in the vault room. Use the PRS TROOPER stats
players read through the BASICS section on their own to familiarize
from the end of the adventure for them, but they’re
themselves with how the game is played. Otherwise, feel free to
dressed in dark civilian clothing instead, with nothing
summarize and show them how to play as the game goes along.
associating them with Project Rising Spirit.

CAMPAIGN KICK-OFF RUNNING THE SCENE


“Re:Generation” is intended as a “kick-off” story for a Valiant Adven-
How this scene plays out depends on how the players
tures campaign. It provides a common origin for the heroes and
choose to approach things. The following are starting
puts them all together in common cause: First, to discover what is
conditions to keep in mind:
really happening to them and to escape from Project Rising Spir-
it and then to stick together to figure out what they’re going to
do next. The CONTINUING THE ADVENTURE section at the end discusses
THE INNOVATION CENTER
possible directions that you can take things once the initial story is The Innovation Center building is a modern glass-and-
complete. If you and your players enjoy the story, you can keep it steel construction building with some modifications:
going with the Valiant Adventures Hero’s Handbook!
MATERIALS: The exterior walls and doors of the building
SCENE ONE are Toughness 8, while interior walls and doors are

THE DREAM TEAM


only Toughness 7. The door of the vault (following) is
Toughness 12, while its interior is Toughness 10.
CONFLICT MONITORING: Security video feeds show most of the
This scene is meant to put the heroes right into the action, so interior of the building. They’re controlled from a
start off by reading the following to the players and then asking security office. Hacking into the security feeds is a
them to roll for initiative (see INITIATIVE, page 9) going in Initia- DC 25 Computers Skill Check.
tive Check Result order to ask what their heroes are doing!
SECURITY: Many of the doors inside the Center have
Trouble in Rook! Criminals have seized control of the electronic locks keyed to security badges, but the
Rook Center for Innovation in the downtown core of criminals have overridden the locks, so they are
the most advanced city in the nation. Police have cor- non-functional during this scene. Characters can
doned-off the ultra-modern glass-and-steel structure, open doors without restrictions.
but an unknown group of criminals are inside with some
LIGHTING: Overhead lights provide a normal level of
of the most cutting-edge technologies being developed
light throughout the building and the lights come
in the world! At least some of the personnel working the on automatically whenever someone enters a
Center might be held hostage, and the criminals hav- room unless they’re specifically shut off using the
en’t issued any demands as yet. Your heroes are on the wall switches or otherwise overridden.
scene—let’s roll for initiative to see who acts in what or-
der and then tell me what you want to do. THE HOSTAGES
Don’t tell the players this, but none of this is real. This scenar- There are thirteen staff members of the Innova-
io is playing out like a dream inside of the virtual simulation tion Center being held hostage in a conference
the heroes are experiencing during their “waking” lives, a part room near the vault room. They have abilities of
of the psychic countermeasures provided by Generation Zero. Rank 0, with the addition of suitable scientific,
Because of this, feel free to make this scene a bit over-the-top technical, or management Expertise Skills, as the
in terms of seeming a bit more “comic book” or “action film” in Gamemaster sees fit. The hostages are frightened
style, and exaggerate some of the heroes’ abilities, if you want. but inclined to trust and follow the directions of
You also don’t need to worry about what happens to the he- heroes who appear confident and offer them a
roes (or anyone else), so this is a low-stakes opportunity to play way out of this situation, especially if they prove
around with combat. Whatever seems to happen to the charac- their capabilities by overcoming the two crimi-
ters, it’s not real and they’ll be fine when the scene ends, so feel nals standing guard outside of the room where
free to surprise the players a bit if you want.

27
Re:Generation
the hostages are held. It only takes a DC 10 Interaction on the Challenge Sequence, they can get past those guards
Skill Check to get the liberated hostages to do some- into the vault room unnoticed. The guards come running to
thing. help the others at the first signs of conflict, leaving the hostag-
es unguarded. If the heroes choose to deal with the guards first
THE VAULT ROOM to free the hostages, they have to do so quickly and quietly to
Black Sheep and the remaining criminals are breaking avoid alerting the criminals in the vault room; if either guard
into the vault. Black Sheep is pacing impatiently while gets a turn during the conflict, they call for help, if possible.
one criminal works at hacking the advanced electronic
lock on the vault. If the heroes enter the room and ob-
THE DIRECT APPROACH
serve for more than three Rounds, she utters a frustrat- Alternatively, the heroes might just walk right into the Inno-
ed sigh, orders the hacker out of the way, and rips the vation Center and fight anyone who gets in their way. In this
vault door off with her bare hands! This should give the case, the criminals know the heroes are there pretty much im-
Player Characters a good indication of what they’re up mediately. Black Sheep rips open the vault on the first Round,
against, and that Black Sheep isn’t just someone with a the time for subtlety over, and orders two of her men to start
penchant for cosplay. looting the place while the rest cover the door. They use their
first turn to Ready an Attack Action to shoot at anyone coming
The Vault Room has some technical equipment in it.
through the door (see READY on page 12).
Whether or not any of it is of use to the Player Char-
acters depends mostly on if any of the players want The guards outside the conference room holding the hostages
to spend Hero Points to Edit the Scene. If so, then order the heroes to stop and either withdraw or surrender, or
any small, useful, high-tech gadget might be lying else they will strafe the room with gunfire through the glass
around. If the Player Characters look into or search panels around it. It’s up to the players whether they think their
the vault room at the end of this scene, they see characters can act quickly enough to prevent any of the hos-
something else entirely (see the DID YOU HEAR…? sec- tages from being killed, but reward any player who tries to en-
tion following). sure their safety with a Hero Point.

THE STEALTHY APPROACH Black Sheep leaps into the fray with the characters as soon as
possible. She tends to pick on the strongest-looking hero and
The heroes might try sneaking into the Innovation simply looks to punch them through the nearest wall. All the
Center to scout things out and catch the criminals while, she taunts the heroes for being dumb enough to take
by surprise. This involves a Challenge Sequence to her on and generally boasts at being far too powerful for them,
ensure they’re not detected: Each minute of their in- at least until someone scores a successful attack and she fails
filtration, one of the heroes can roll a DC 15 Check a Resistance Check. Then she gets mad and focuses all of her
using an appropriate Skill, as follows: attacks on whoever managed to hurt her.
It is up to the players to decide whether they will deal
with the criminals guarding the hostages before go-
DID YOU HEAR…?
ing into the vault room or not. If they’re successful During this initial scene, the heroes experience a few unusual
things intended to make the players wonder, in particular:
STEALTHY APPROACH
• When the heroes first act, they hear a feminine voice
TIME: 1 minute
urge them “You have to be ready!” but can’t tell where it’s
CHECKS: Stealth (DC 15), Thievery (DC 15), or other coming from and don’t recognize it.
Skills, as appropriate.
• When one or more of the heroes first engage Black
SUCCESS: Four or more degrees of success mean Sheep in combat, they hear the same feminine voice say,
the heroes are not detected entering or moving “You have to believe in yourself!” Tell the players they can
through the Center. They surprise their oppo- choose for their character to be distracted by the voice,
nents the first time they initiate a conflict. giving attackers a Bonus Die on their next attack against
CONSEQUENCES: If the heroes fail two checks, the them, in exchange for a Hero Point.
criminals are alerted to their presence. • If the characters happen to look inside the vault after
SPECIAL: At the Gamemaster’s discretion, Decep- the conflict, they see a room lit with dim, green light,
tion, Stealth, or various powers can remove the containing transparent tubes with shadowy humanoid
effects of a failed check by covering the charac- figures floating in some type of liquid suspension. The
ters’ tracks, making them less likely to be discov- feminine voice says: “You have to help them!” Move on to
ered. SCENE TWO before they can investigate further.

28
Re:Generation
SCENE TWO a glimpse of something out of the corner of their eye,

THE FIELD TRIP


but when they turn to look more closely, it’s gone. It’s
an oval with a diagonal line drawn through it, an em-
ROLEPLAYING blem for zero or null. It can appear as graffiti on a wall
or school bus, a patch or button on someone’s outfit,
At the end of SCENE ONE, or when you feel like the scene has a neon sign, a replacement for a traffic light or “walk”
played out or hit a suitable stopping point, go immediately into sign, or even a shape in the clouds, to name a few. If
this scene, reading the following to the players: you want to randomize it, roll a d20 for each Player
A blaring sound jolts you awake: It’s your alarm, in- Character: On a result of 11 or higher, they experience
dicating that it’s morning. What a strange dream! It the unusual sight. Keep rolling until at least half of the
characters have seen something, and award all of the
seemed so real. You’re inclined to flop back into bed
players a Hero Point after all of the strange sights are
and think about it, but you can’t be late for school, so
complete.
instead you take a deep breath and force yourself to
get up and get ready to go. Not long thereafter, you’re SHARED DREAMS
showered, dressed, and scrolling through your phone
At some point after they all arrive at Rook High, at least
on your way to another day at Rook High School— one of the characters should mention or hint at their
Go, Castlemen! strange dream the previous night. That is when the
If any of the players ask, so far as their characters can tell, what Player Characters realize they all had the same dream,
happened in SCENE ONE was just a dream. They’re ordinary peo- exact in every detail! Award each of the players a Hero
ple who attend (or work at, or are visiting) Rook High School in Point, telling them they feel a shiver like someone
the city. They don’t have superpowers and, while such things walked over their grave. How could they have all had
exist, they seem far away from ordinary day-to-day life in Rook the same dream?
for them. Pretend the Player Characters don’t have anything
other than fairly mundane Abilities and Skills. A STRANGE TRIP
Encourage each player to describe something about their After the characters have all gathered at Rook High
character’s morning routine and their arrival at the high and school begins for the day, the Player Characters
school. Do they walk, drive, or take the bus? How do they are told to gather with other students and teachers
dress and behave? Do they show up early, on time, or run for a field trip—to the Rook Innovation Center. Adult
late? If the Player Characters are not all teens (and therefore Player Characters might chaperone or be along on the
students) what is their role at the school? Are they teachers, trip as guests. The bus trip from the High School to the
administration, or maintenance crew? A visiting parent or Innovation Center downtown is another opportunity
guest? Their role in this scenario may or may not be like the for visions as mentioned under STRANGE SIGHTS, previ-
character’s real personality or identity—let the players get as ously, and for the Player Characters to talk and com-
creative as they want with it. During the initial roleplaying en- pare notes again, if they haven’t so far.
counter, two key things should happen:
The Innovation Center looks exactly as it did in the
STRANGE SIGHTS characters’ shared dream, even for the ones who
can’t recall having ever been there before. The tour
On the way to the high school, or while there, one or more group is met in the lobby. Read or paraphrase the
of the Player Characters experiences a strange sight, catching following for the players:

29
Re:Generation
EXTENDING THE SCENE You can also have the feminine voice from SCENE ONE speak to
them again, urging them: “You have to find them! Go deep-
If you want to extend this scene and make things
er.” If nothing else, you can just change the scene: The char-
even stranger, have the characters exploring the In-
acters turn a corner and find themselves separated from the
novation Center wander into “flashback” scenes from
tour group, in a completely different part of the building—if
the characters’ pasts, their real memories before they
they’re even still in the same building. Remember the events
were placed into this virtual reality. They might open
of this scene take place in the characters’ minds, so dream log-
a door or round a corner and step into a scene from
ic applies.
a character’s childhood, how they gained or acti-
vated their powers, or a formative experience that If the heroes get confrontational or belligerent with Adelle
determined their Motivation or another Complica- Poole rather than sneaking or wandering off, she maintains
tion. Encourage the players to make up and narrate her cool, pleasant, professional manner, but summons securi-
these little scenes. The Player Characters might just ty personnel to restrain anyone who gets violent or refuses to
be observers, unable to affect the scene as it plays back down. This can lead to a chase through the Innovation
out, or they could take roles in it, as you prefer. If you Center and a transition to SCENE THREE or to security capturing
choose to add these extra scenes, consider award- the characters and placing them in a conference room or the
ing the players a bonus Hero Point when they’re like. Suddenly, the lights grow dim and the corridor outside of
done, before moving on to SCENE THREE. the room is somewhere else, leading into the next scene. Play
up the surreal qualities of the scene as the characters ques-
tion exactly what is and isn’t real.
In the lobby of the Innovation Center, they
pass out temporary ID badges. “These will give SCENE THREE
you access to the parts of the Center on your
tour itinerary,” says a receptionist. Then there THE SLEEPERS WAKE
is the click of heels against the polished floor CHALLENGE
and a slim, blond woman in a black, skirted
business suit approaches your group. Her Once the Player Characters are separated from the tour group
in SCENE TWO, they find their way into a dimly lit metallic corridor
blond hair is up, and she wears dark-rimmed
in the depths of the Innovation Center. They might find it while
glasses but—it’s the woman from your
exploring on their own, taking an elevator down to a sub-base-
dream! The one in black leading the break-in
ment, or simply find themselves there without any real recol-
of the Innovation Center! lection of how they arrived—just turning a corner or stepping
“Hello, everyone,” she says, holding a slim through a doorway and ending up elsewhere.
computer tablet to her chest in one arm. “I’m
Adelle Poole and I’ll be your guide for this lit- The corridor ends in a closed metallic door that yields to the
tle excursion.” She smiles widely. “I just know heroes’ efforts to open it; you can call for a suitable check, like
Computers or Thievery, but the characters should be able to
you’re going to learn a lot here. Shall we get
manage it regardless. When they open the door to the room
started?”
beyond, read or paraphrase the following for the players:
Ms. Poole takes the students and their chaperones
The metallic chamber beyond is large, but cramped,
on a tour through parts of the Innovation Cen-
filled with the angled tubes and bulky machinery that
ter, going on about how the Center sponsors and
run along both walls to either side of the door. Pale
supports innovative research in numerous areas,
including computers, electronics, cybernetics, and greenish light from within the tubes sheds a ghastly
medicine, the kind of advancements that Rook, as glow over the room and other lights blink from display
the “City of Tomorrow” is known for. She mentions panels. The long tubes are made of some kind of thick
an “advanced placement internship program” in glass, banded in smooth, dark metal, and dark shapes
cooperation with Rook High and that she hopes float within each one.
“some of you may qualify to join us here.” Almost entranced by the sight, you feel drawn to
one of the tubes, moving closer to get a better look, al-
At some point, the Player Characters may choose
though part of you wants to turn away, to retreat out
to go off on their own to snoop around the Cen-
ter. Encourage them to do so, and lead into SCENE the door you came in and not look back. You see why
THREE. If the players don’t seem inclined for their as you look into the tube and see the limp form float-
characters to leave the tour, tell them their char- ing suspended there, look past the breathing mask and
acters feel a strange “pull” towards that, as if tube and the monitoring leads, and see … yourself.
something in the Center were “calling” to them.

30
Re:Generation
The characters are remarkably close to the truth now, and what ESCAPE FROM THE DREAM
they do in their dream-world here translates into their state in
the real world, particularly if they choose to follow the guid- TIME: 1 minute
ance of the disembodied voice. Their efforts to free themselves CHECKS: DC 18 involving any suitable trait for dealing
from the isolation tubes can actually do so. They should be con- with technology, moving, or breaking things (includ-
sidered to have full access to their normal trait values for the ing Move Object and Damage effects), coordinating
Challenge: ESCAPE FROM THE DREAM. efforts (including Persuasion Skill Checks), or sheer
determination (Will Resistance Checks).
When the characters complete the Challenge, read, or para-
phrase the following to the players: SUCCESS: Six or more total degrees of success over-
rides the systems on the isolation tubes: The liquid
As the tubes evacuate the liquid inside them, you
within evacuates through the grill at the bottom, the
hear—and even feel—the hiss of hoses and support support hoses and mask detach, and the tubes open
systems detaching. The world around you goes blurry, as the scene fades from the character’s minds and
and you feel like you’re falling into a dark void as you they begin to awaken in their own, real bodies.
hear a voice speaking in your thoughts, and see a vi-
CONSEQUENCES: Three or more failed checks result in
sion of a smiling, gentle young woman with kind eyes, the characters becoming Fatigued due to the effort
her head completely bald. of trying to escape; they can spend Hero Points to
“Hi, I’m Cloud! Well … not really. Actually, I’m just a remove this Fatigue condition, as usual. Five or more
memory of me implanted in your subconscious and if failed checks before achieving six total degrees of
you’re remembering this now then chances are that success mean the life support systems shut down:
I’m dead, which is a real bummer, but then you’re alive, The characters acquire two Injured conditions be-
and almost awake, which is a win! Anyway … fore the system overrides and frees them to prevent
“Here’s the thing: You’re psiots, people with psionic them from suffocating.
powers. You activated and heard our call to come to
Rook as a haven for people like us. My friends and me— • Any Conditions they suffered from in the virtual
that’s Generation Zero—were raised by Project Rising world are removed, except for the Fatigue or In-
Spirit to make us into living weapons. We escaped, and jured Conditions they might have gotten while
we took down PRS trying to do the same thing here in escaping in the previous scene.
Rook. We made the city into a place for our kind. But • The characters have none of their equipment or
we’ve heard government retaliation is coming and, devices, just a wetsuit-like garment they were
well, again, if you’re recalling this, it probably didn’t go wearing inside the isolation tube. Award an
well for us. added Hero Point to characters who are missing
“But Chronus—he’s our leader—is always thinking equipment or devices.
strategy. I know, because I can always hear him thinking • They have the full normal use of their powers
strategy. All the time! He produced this plan to firewall and other traits.
your real memories, to stop Project Rising Spirit from Any character with a Perception Skill Bonus of +2
brainwashing you, and to eventually trigger a way out. or greater notices the flashing red lights on the dis-
“Focus. Work together and, when you get out, help plays and consoles that suggest their escape has
others if you can. You deserve your freedom and I hope triggered an alarm of some sort.
we helped you to get it. I know you might be scared, but
you’ve got this. I believe in you. Be brave. Be valiant!” SHEEP HERDING
The vision fades and you gasp for air, suddenly sit-
The real Black Sheep (see the CAST section) and a
ting up in the newly opened tube.
group of PRS Troopers equal in number to the char-
SCENE FOUR acters confront the escaped prisoners on their way
out of the building. The secret PRS research facility
BREAKOUT is indeed located underneath the Innovation Cen-
ter in a secret sub-basement, like the characters
CONFLICT experienced in their dream-visions.
At the start of this scene, award all the players Hero Points for
Exactly where Black Sheep and her men confront
their characters escaping from the Project Rising Spirit virtual
the Player Characters depends on how quickly they
reality. The heroes are now awake and aware in the real world,
try to escape and where they go. If they wait for
in the following situation:

31
Re:Generation
EXTENDING THE SCENE
The easiest way to extend this scene is to add a Com-
plication for the Player Characters escaping from
Project Rising Spirit. Perhaps they are not the only
prisoners being held in virtual reality; once the char-
acters are awake, they may discover other chambers
like theirs, with other prisoners, perhaps even Valiant
characters or NPCs you want to introduce to the series.
They have to decide if they are going to try to free and
help the other prisoners, or escape while they can, with
an eye towards returning and helping the others later.

You could also complicate their escape by turning the


Challenge Sequence in SCENE THREE into a Conflict Scene
against virtual manifestations of their fears or “guard-
ian programs” that manifest as “shadow selves” or “evil
doubles” in the virtual reality they have to overcome in
order to wake up. Use the game traits of the pre-gen-
erated characters for their doubles. Damage Conditions
from this conflict carry over when the heroes awaken
and can complicate their escape in SCENE FOUR.

its powers, particularly Enhanced Strength and Toughness,


up to the full amount it grants. So, a Will check result of 20,
more than a minute (10 Rounds) in the room where for example gives the character +10 Strength and Toughness
they awakened, then Black Sheep smashes through that turn! Grant this check to any character who qualifies—it
a door or wall to attack, surprising anyone who fails may come as a surprise to them as much as it does to anyone
a DC 15 Perception check, with her men arriving on else. Anyone who spends a Hero Point against Black Sheep
the following Round. If the characters departed the while adjacent to her definitely qualifies.
room sooner, then the Project Rising Spirit forces
likely encounter them in the lobby of the building or If the fight is going too easily for the heroes, feel free to have
chase them to whichever floor of the Innovation Cen- additional PRS troopers show up to supplement or replace any
ter they go to: The elevator is the only means out of incapacitated ones. Also remember the fight may spill out onto
the sub-basement (short of teleporting or tunneling the street or endanger bystanders either in the Innovation Cen-
through the ground). Their escape locks it down to ter or outside. Characters who try to help or safeguard them
anyone except those with authorization, so using it even at risk to themselves earn a Hero Point.
requires a DC 20 Computers, Electronics, or Thievery
check to override the lockout. Alternately, characters
can open the escape hatch at the top of the elevator
EPILOGUE
and climb up the shaft, a DC 15 Athletics check. If the heroes overcome Black Sheep and her troopers, they
make a clean getaway from the Innovation Center and Project
Supremely confident, Black Sheep taunts and toys Rising Spirit—for now, at least. What happens next is largely
with the heroes, at least until someone manages to up to them, although the CONTINUING THE ADVENTURE section pro-
inflict a Damage Condition on her, at which point vides some suggestions.
she becomes deadly serious. She is under orders
to recapture the escapees alive, if at all possible,
although she may “slip” and injure some of them,
CONTINUING THE ADVENTURE
especially if they make her mad. Similarly, the Escaped and on-the-run from Project Rising Spirit, the heroes
PRS troopers are equipped with weapons set for have a number of options, which you can use to continue this
non-lethal damage initially. adventure and launch into a full-fledged Valiant Adventures
campaign:
Note that a confident and determined hero in
close proximity to Black Sheep can make a DC 10 ON THE RUN
Will check to tap into the potential of the Paragon
Actuator: For each point their check result suc- The characters go on the run, with Project Rising Spirit and its
ceeds, they can gain 1 temporary Rank of each of agents trying to hunt them down. This includes PRS Troopers

32
Re:Generation
and possibly some brainwashed psiot agents as well. You can ing powers to even defend themselves. Once the heroes
base additional psiots on the pre-generated characters, swap- have tracked down other prisoners and helped to free
ping or modifying their traits and powers as you see fit. Initially, them, there also becomes the question of where to take
they’ll need to find food, shelter, clothing, and transportation them and how to keep them safe.
but, eventually, they may find themselves in a position to strike
back at their pursuers, or even forge alliances with other fac- TAKING THE TOWER
tions of the Valiant universe once they get their bearings. The heroes might follow in the footsteps of their pre-
decessors in Generation Zero and try to overcome and
LIBERATORS oust PRS forces in Rook, taking over the city and turning
It’s likely the Player Characters are not the only psiots Project it into a haven for psiots and other people with pow-
Rising Spirit captured, in Rook or elsewhere. They may take it ers. Of course, to do so, they’ll need to contend with
upon themselves to find and free their fellow psiots, or other Black Sheep and any PRS-controlled psiots or superhu-
victims of PRS or government kidnapping. Some may be ful- mans, and they’ll have to be prepared for the kind of
ly-activated psiots like themselves—or people possessed of retaliation Generation Zero faced when H.A.R.D. Corps
other powers—while some might just be potential psiots, lack- slaughtered them and retook Rook.

PRS TROOPER PL5


P
roject Rising Spirit maintains a cadre of ex-military and
para-military troops to handle security and field oper-
ations, including dealing with rogue psiots and other
threats. Although they’re quite capable and well-armed
against ordinary people, the Troopers are still Minions and
not as capable as fully empowered psiots.

ABILITIES
STRENGTH 1 FIGHTING 1
STAMINA 1 INTELLECT 0
AGILITY 1 AWARENESS 1
DEXTERITY 1 PRESENCE 1
EQUIPMENT
BLASTER RIFLE: Troopers are equipped with high-tech blaster
rifles that can do up to Rank 5 Damage, lethal or non-lethal,
depending on their setting.
BODY ARMOR: PRS Troopers wear light body armor that gives
them +2 Toughness, included in their Defenses.
COMMLINK: Troopers are equipped with radio commlinks for
communication and coordination.

SKILLS DEFENSE
CLOSE COMBAT: UNARMED 4 (+5), DRIVING 4 (+5), INTIMIDATION 3 (+4),
DODGE 4 FORTITUDE 4
RANGED COMBAT: PISTOL 4 (+5) PARRY 4 TOUGHNESS 3/1
WILL 3
OFFENSE
INITIATIVE +1 COMPLICATIONS
BLASTER +5 RANGED, DAMAGE 5 MOTIVATION—LOYALTY: Most PRS troopers are indoctrinated
UNARMED +5 CLOSE, DAMAGE 1 for loyalty to the cause and following orders.

33
Black Sheep PL12
A
DELLE POOLE is the daughter of Jason Poole, Emergency
Manager, and later Mayor of Rook. She was in high school
when Generation Zero first came to Rook, and asked her
father for superpowers for her eighteenth birthday, so she
could kick the asses of those Generation Zero punks. Keisha
Sherman, a fellow student, and ally of Generation Zero, tapped
into the effects of her Paragon Actuator and gained the power
to take Adelle out instead. Still, Adelle outlived most of Gener-
ation Zero, and has continued working for Project Rising Spirit,
smugly believing she’ll mold a new generation to give her the
respect she is due. Black Sheep is selfish, petty, and vicious and
enjoys lording her power over others.

ADVANTAGES
ALL-OUT ATTACK: When she takes an Attack action, Black Sheep
can take a Penalty of up to –5 to her Dodge and Parry Ranks
to add the same amount, up to +5, to her Attack Check. The
changes last until the start of her next Turn.
BENEFIT—INFLUENTIAL: Black Sheep is an influential agent of Proj-
ect Rising Spirit and in charge of operations in Rook.
CONNECTED: Adele Poole has connections within Project Rising
Spirit she can draw upon for resources.
CONTACTS: Adele has sufficient connections to make an initial In-
vestigation Skill Check in a minute rather than an hour.
POWER ATTACK: When she takes an Attack action, Black Sheep can
take a Penalty of up to –5 to her Attack Check to add the same
BRUISED
INJURED amount, up to +5 to her Damage Rank. The changes last until
the start of her next Turn.

SKILLS
STUNNED
BRUISED
INSIGHT 4 (+5), PERCEPTION 4 (+5), PERSUASION 4 (+6), RANGED
ABILITIES COMBAT: THROWING 6 (+8)

WOUNDED
BRUISED
STRENGTH 10/0 FIGHTING 8/4 OFFENSE
STAMINA 2 INTELLECT 0 INITIATIVE +2
BRUISED
DYING THROW +8 RANGED, DAMAGE UP TO 10
AGILITY 2 AWARENESS 1
UNARMED +8 CLOSE, DAMAGE 12
DEXTERITY 2 PRESENCE 2
DEFENSE
BRUISED POWERS
DODGE 10 FORTITUDE 12/2
PARAGON ACTUATOR HARNESS: The technology Black Sheep
wears under her costume draws on the power of belief PARRY 10 TOUGHNESS 14/2
to turn the wearer into a true superhuman: While using it WILL 10/8
BRUISED
DAZED Adelle has the Strength, Fighting, Fortitude, Toughness,
and Will listed before the slashes in her stats; without it,
she has the Ranks listed after the slashes. She’s strong COMPLICATIONS
enough to lift 25 tons. Additionally, Black Sheep can fly
STAGGERED
BRUISED MOTIVATION—SELFISH: Adelle Poole is a selfish, spoiled, mean girl
up to 500 kph, her unarmed attacks do an extra 2 Ranks
who got superpowers for her 18th birthday.
of Damage (included in her OFFENSE section), and if she
gets two or more Degrees of Success on a Toughness Re- IF YOU BELIEVE: The Paragon Actuator harness is powered by be-
INCAPACITATED
BRUISED sistance Check, she takes no Damage Conditions from lief: So long as Adelle believes she’s a hero, she is, but anyone
the attack. Damage less than Rank 8 has no effect on her else nearby can potentially tap into that power themselves
at all; she doesn’t even need to make a Resistance Check. and gain similar benefits!

34
Glossary
GLOSSARY
The following terms are listed in alphabetical order and capitalized (or not) according to their standard usage in the text.
BOLDED words in definitions refer to other definitions in this Glossary. The Valiant Adventures Hero’s Handbook has a more
extensive and detailed Glossary.

ABILITY: Eight basic Traits that define all characters. The eight CHECK RESULT: The total of the number rolled on the die
Abilities are Strength, Stamina, Agility, Dexterity, Fighting, In- and the CHECK MODIFIER applied to a CHECK.
tellect, Awareness, and Presence. Abilities are rated in Ranks,
COMPLICATION: An element of a character’s background
with 0 being average or unremarkable.
or description that sometimes makes things more diffi-
ADDED SUCCESS: If you roll a 20 on the die for a GRADED CHECK, you cult or challenging for them. One key Complication is a
score an ADDED SUCCESS. Determine the Check’s outcome nor- character’s MOTIVATION. Some Complications have game
mally and then increase it by one Degree. An Added Success mechanics, others are primarily roleplaying prompts.
with an ATTACK CHECK is called a CRITICAL HIT. Whenever a Complication comes into play, that char-
acter earns a HERO POINT.
ADDED FAILURE: If you roll a 1 on the die when making a GRADED
CHECK, you’ve scored an ADDED FAILURE. Determine the Check’s CONDITION: A limitation or change in a character’s ca-
outcome normally and then decrease it by one degree. An Add- pabilities, Conditions are usually imposed by various
ed Failure with an ATTACK CHECK is called a CRITICAL MISS. EFFECTS, particularly DAMAGE, where they are called DAM-
AGE CONDITIONS. Each Condition has its own definition,
ACTION: A single defined thing a character does in-game. There
including how the character can recover from that
are Standard, Move, and Free Actions, as well as Reactions.
Condition and remove it.
Characters generally get one Standard and Move Action and
one Reaction per TURN and however many Free Actions seem CONFLICT: A type of SCENE involving combat or direct
reasonable. confrontation between two or more opposing sides.
ADVANTAGE: A special TRAIT that provides a character with a par- CRITICAL HIT: An ADDED SUCCESS with an ATTACK CHECK. A
ticular benefit or opportunity to bend the rules in some way. Critical Hit adds 5 to the attack’s Effect Rank.
ATTACK CHECK: A CHECK made to determine if an attack hits or miss- CRITICAL MISS: An ADDED FAILURE with an ATTACK CHECK.
es its intended target. Depending on whether the Attack Check A Critical Miss grants a Bonus Die for its Resistance
is made in close combat (a CLOSE ATTACK CHECK), or ranged combat Check; due to it being just a glancing hit.
(a RANGED ATTACK CHECK) determines the abilities that modify it and
D20: Abbreviation for “twenty-sided die,” the standard
the DEFENSE that determines the Check’s DC.
die used in the Mutants & Masterminds game system. In
BONUS: Circumstances where a character is more effective in mak- general, references to “a die” or “the die” refer to a d20.
ing a CHECK. A Bonus may be a set number added to the CHECK
DAMAGE: The EFFECT of various damaging attacks or haz-
RESULT or a BONUS DIE, typically for Bonuses greater than 4.
ards. Characters usually resist Damage with a DAMAGE
BONUS DIE: A BONUS where the player rolls an additional D20 and RESISTANCE CHECK, usually Toughness, with various Dam-
uses the higher number rolled on the dice to determine the age Conditions depending on the Check Result.
CHECK RESULT.
DAMAGE CONDITION: A CONDITION imposed by a DAMAGE
CHARACTER: A fictional individual in the context of the game. Char- Effect.
acters can be PLAYER CHARACTERS (PCS) controlled by the PLAYERS or
DAMAGE RESISTANCE CHECK: A type of RESISTANCE CHECK
NON-PLAYER CHARACTERS (NPCS) controlled by the GM.
specifically to determine the outcome of DAMAGE.
CHECK: A roll of a d20, plus any associated CHECK MODIFIER. The The DIFFICULTY CLASS of a Damage Resistance Check
total, or CHECK RESULT, is compared against a DIFFICULTY CLASS, or is generally 10 + the Damage Rank and Toughness
DC, to determine if the Check succeeds or fails. Checks are the is generally the Defense used for it.
prime mechanic in the Mutants & Masterminds game system for
DEFENSELESS (CONDITION): A Defenseless character los-
determining outcomes when they are in doubt.
es their Dodge and Parry Bonuses (if any) typically
CHECK MODIFIER: A total value applied to the die roll of a CHECK reducing their Defense Class to 10 (10 + 0).
to determine the CHECK RESULT, including applicable Trait RANKS
DEFENSE: One of five TRAITS that define how effective-
and any BONUS or PENALTY. Positive and negative Check Modi-
ly a character avoids or resists certain EFFECTS. The
fiers cancel each other out, so an equal amount of Bonus and
five Defenses are Dodge, Evasion, Fortitude, Tough-
Penalty means no change to the Check Result.
ness, and Will.

35
Glossary
DEFENSE CLASS (DC): A type of DIFFICULTY CLASS involving one GRADED CHECK: A CHECK that measures DEGREE OF SUCCESS or DEGREE
of a character’s DEFENSES, determining how difficult it is OF FAILURE based on how much the CHECK RESULT is over or under
for an attack or effect to succeed against that character. the DIFFICULTY CLASS. Every 5 points over the DC is an additional
Typically, a Defense Class is 10 + the Rank of the appro- Degree of Success, and every 5 points under the DC is an addi-
priate Defense. tional Degree of Failure.

DEGREE OF FAILURE (DF): A measurement of how badly a HERO POINT: A resource available to PLAYER CHARACTERS they can
CHECK failed. Every 5 points the CHECK RESULT is below the spend to gain various benefits, including re-rolling a die roll,
DIFFICULTY CLASS equals one Degree of Failure. Multiple editing the Scene, gaining an advantage, inspiration to gain a
Degrees of Failure are sometimes referred to as FAILURES clue, instantly countering an effect, or removing certain CON-
and sometimes abbreviated “# DF” where # is the num- DITIONS. Characters earn Hero Points for their actions and the
ber of Degrees. introduction of their COMPLICATIONS in play.

DEGREE OF SUCCESS (DS): A measurement of how well a INITIATIVE: A TRAIT used as a CHECK MODIFIER for an Initiative Check
CHECK succeeded. Every 5 points the CHECK RESULT is to determine who acts in what order during a SCENE measured
above the DIFFICULTY CLASS equals one Degree of Suc- in ROUNDS.
cess. Multiple Degrees of Success are sometimes re- MINION: A type of NPC with less significance to the story. Min-
ferred to as SUCCESSES and sometimes abbreviated “# ions are less hardy than other characters, easier to overcome,
DS” where # is the number of Degrees. and particular rules apply to interactions and conflicts with
DIE: A “die” or “the die” in Valiant Adventures refers to a them.
single twenty-sided die or D20. MOTIVATION: A COMPLICATION defining why a character does what
DIFFICULTY CLASS: Abbreviated DC. A value that deter- they do and what drives them, particularly why a hero is a hero,
mines how difficult a particular CHECK is. A CHECK RESULT and a villain is a villain.
equal to or higher than the Difficulty Class is a success, NON-PLAYER CHARACTER (NPC): A character controlled and por-
while a Check Result lower than the DC is a failure. trayed by the GAMEMASTER. Sometimes, the GM may have a play-
How much higher or lower determines the DEGREE OF er temporarily assume control of an NPC.
SUCCESS and DEGREE OF FAILURE.
OPPOSED CHECK: A CHECK where two or more parties each roll
GAMEMASTER (GM): The person responsible for manag- a CHECK RESULT, and whoever achieves the highest Check Re-
ing the game session. The GM prepares adventures, sult succeeds or beats the others. Some Opposed Checks are
presents the players with situations for their charac- made using the same traits or modifiers, others use different
ters, adjudicate the rules, and controls and portrays ones, depending on what the various parties are attempting
all of the NON-PLAYER CHARACTERS. to do.

36
Glossary
PENALTY: Circumstances where a character is less effective in mak- the DIFFICULTY CLASS based on the Rank of the resisted ef-
ing a CHECK. A Penalty may be a set number subtracted from the fect. Most Resistance Checks are GRADED CHECKS, using DE-
CHECK RESULT or a PENALTY DIE, for Penalties more severe than –4. GREES OF FAILURE to determine how the character is affected.
PENALTY DIE: A PENALTY where the player rolls an additional D20 ROUND: A basic measurement of time in-game. A Round
and uses the lower number rolled on the dice to determine the is a segment of about six seconds (Time Rank 0), during
CHECK RESULT. which each character involved in a Challenge or Conflict
Scene gets a TURN to take ACTIONS.
PLAYER: Someone who creates and takes the role of a specific
PLAYER CHARACTER in the game. SKILL: A measure of learning or talent in using an ABILI-
TY in a particular way. Skills are measured in RANKS and
PLAYER CHARACTER (PC): A character controlled and portrayed by
characters with Ranks in a Skill are considered TRAINED
one of the players in the game. Generally, each player controls
in that Skill. Skill Rank is added to an underlying Abil-
one Player Character.
ity Rank to determine the CHECK MODIFIER for that Skill.
POWER: A Trait beyond a normal Ability, Skill, or Advantage, con- Characters having no Ranks in a Skill are considered
sisting of one or more Effects and their assigned RANKS, along UNTRAINED in that Skill.
with any Descriptors defining the nature of the Power.
SKILL CHECK: A CHECK made to use a particular SKILL.
RANGE: The distance at which an ACTION, usually an attack, is ef- Characters with RANKS in that Skill add their Rank to the
fective. Standard ranges are Close (or ADJACENT), Ranged (at a CHECK MODIFIER for the Skill Check. Some Skill Checks
distance greater than adjacent, based on the Effect), and Per- can only be made by TRAINED characters.
ception, a distance at which the acting character can accurately
TRAINED: Having RANKS in a particular SKILL.
perceive the target or subject.
TRAIT: A defined character aspect in the game such as
RANK: A numerical value quantifying a particular game Trait.
an ABILITY, SKILL, ADVANTAGE, DEFENSE, or EFFECT. Traits are
Ranked Traits include ABILITIES, SKILLS, DEFENSES, many POWERS,
generally quantified by RANK.
and some ADVANTAGES. In some cases, a Rank is translated into a
MEASURE of mass, distance, speed, or time. TURN: An individual character’s part of a ROUND, where
they take their allocation of ACTIONS.
REACTION: A Free Action taken in response to another Action or
Effect, typically to resist or avoid it. Reactions are largely reflexive, UNTRAINED: Having no (or zero) RANKS in a particular SKILL.
take no time, and can occur outside of a character’s normal TURN.
VULNERABLE (CONDITION): Vulnerable characters are
RESISTANCE CHECK: A CHECK made to determine if a character can limited in their ability to defend themselves. Attack
resist or overcome a particular effect. A Resistance Check usually Checks against Vulnerable characters gain a Bonus
applies one of the character’s DEFENSES as a CHECK MODIFIER with Die. Defenseless supersedes Vulnerable.

37
WHAT’S NEXT?
What's Next?

N
ow that you’ve read through this Quickstart and solved the mystery of Rook, Michigan, you’re ready to take
your next steps into the wider Valiant Universe! Green Ronin Publishing is Kickstarting the creation of two
books to fuel all of your adventures in this amazing setting.

VALIANT ADVENTURES
HERO’S HANDBOOK
T
he Valiant Adventures Hero’s Handbook contains all of the
rules you need to forge stories of your own, including a
customized version of Mutants & Masterminds, Third Edi-
tion, a robust character creation section to facilitate building
your own and iconic Valiant heroes, and rules for Gamemasters
looking to run games in this world. The new rules are designed
to reflect the visceral, gritty Valiant setting, including new
ways to handle Damage, Healing, Toughness, and Regenera-
tion, new Advantages and Skills to deepen your character’s ex-
pertise, and new Reactions to give heroes and villains an even
more robust action economy.

WORLDS OF VALIANT
W
orlds of Valiant is your in-depth setting guide for the
diverse corners of the Valiant Universe, from the mod-
ern Earth of Bloodshot and the Harbingers to the
deepest reaches of space with X-O Manowar, Brittania to the
Stalinverse, and New Japan to the Deadside. We detail eight
specific settings with relevant rules considerations, equip-
ment, and characters. This book also has iconic statblocks for
over 80 Valiant characters! Gamemasters will find adventure
hooks for the various settings included within, as well as de-
tailed breakdowns of several nefarious organizations found
across the Valiant Universe. This is a great resource for people
who want to play the Valiant Adventures Roleplaying Game,
but fans of Valiant who haven’t played Mutants & Masterminds
will find value in the detailed histories and breakdowns of
the characters and locations contained within.

STAY VALIANT AND ANSWER THE CALL!


THE VALIANT ADVENTURES KICKSTARTER RUNS FROM JANUARY 23 TO FEBRUARY 21, 2024.
TO JOIN THE FUN, SIMPLY SCAN THE QR CODE TO GO TO THE KICKSTARTER PAGE OR GO TO
TINYURL.COM/VALIANTADVENTURES

MAKE YOUR PLEDGE AND ENTER THE VALIANT UNIVERSE!


38

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