A factual guide to how Imposters differs from classic Necessary Evil.
| Premise | OG NE | Imposters |
|---|---|---|
| The State of Villainy Before the PCs Enter | The Omegamen are already resisting the V’sori under the direction of Dr. Destruction. The PCs join an operation already in motion. | The Omega League is long-dead. Its power base annihilated by Alpha Force years before the invasion. When the V’sori arrive, no villains are left to resist. The PCs aren’t joining a rebellion — they are starting from zero under occupation. |
| Status of Dr. Destruction | Public, obvious, unavoidable. He introduces the campaign, recruits the PCs, commands operations, and provides all mission structure. He is the resistance. | A powerful relic of the past, defeated by the Commander and passed from memory. Not a public figure. Not even a whispered rumor in the streets. His legacy exists only as old villain gossip, and his current status is completely unknown to the PCs. |
| Status of the Omegamen | Active, operational villain coalition already resisting the V’sori before the PCs arrive. The players join an existing rebellion with command, infrastructure, and a plan. | A shattered relic. The Omega League was crushed years before the invasion — crippled by Alpha Force and left powerless. No standing resistance exists; the players aren’t joining anything, they’re surviving alone. |
| Where Resistance Comes From | Dr. Destruction’s network. The PCs plug into an established resistance movement with hierarchy, mission control, and long-term plans. | There is no resistance. The players are the spark. Any resistance that exists must be found, made, or dragged kicking and screaming into being. |
| Player Assumptions on Leadership | “We are following Dr. D to save the world.” | “There is no leader. Trust no one. When someone claims to lead, they must prove themselves.” |
| How Dr. Destruction Appears in the Story | Immediately, centrally, and continuously. | If he appears at all, it’s dramatic, dangerous, and ambiguous. Ally? Asset? Threat? Ghost? No guarantees. |
| Category | OG NE | Imposters |
|---|---|---|
| Player Role | Open super-villains forced into reluctant heroism. | Metahumans living in secrecy — imposters suppressing their superheroism, hiding from scanners, patrols, and informants. |
| Tone | Pulpy super-villain uprising. | Covert, tense, survival-oriented supers thriller. |
| Power Use | Open use is normal. | Using powers risks exposure, tracking, and danger. |
| Category | OG NE | Imposters |
|---|---|---|
| Mission Framework | Linear mission chain directed by Dr. Destruction. | Modular, reactive, and shaped by player decisions and faction interactions. |
| Story Momentum | Top-down. The plot leads you. | Bottom-up. Players define priorities and the city responds. |
| Consequences | Mostly contained to the mission. | Persistent. Patrol patterns, factions, and city dynamics shift based on actions. |
| Category | OG NE | Imposters |
|---|---|---|
| V’sori Presence | Strong, but often background until later chapters. | Active hunters with psionics, scanners, propaganda networks, drones, and massive occupation forces. |
| Civilians | Background dressing. | Meaningful: collaborators, informants, addicts, survivors, and wildcards. |
| Factions | Villains + small resistance groups. | Dense ecosystem: Purifiers, MJ-12 remnants, Chromes, gangs, covens, underground cells, etc... |
| Category | OG NE | Imposters |
|---|---|---|
| Presence of Magic | Magic exists but is minor, rare, and not central to the campaign’s themes. | Magic is active, consequential, and threaded through the city. Rituals, wards, covenants, and occult relics are all part of the resistance landscape. |
| Angelic Influence | None. | Rumors of fallen angels, sealed power, and divine echoes shape black-market artifacts, cults, and forbidden research. Some supernatural forces oppose the invasion — others welcome the chaos. |
| Demonic Influence | None. | Demonic covens manipulate drug trade (e.g., Sparq), corrupt metahumans, and bargain with the desperate. They are neither allies nor enemies by default — only opportunists. |
| Origin of Supernatural Threats | No major supernatural elements beyond individual villains. | Ancient beings tied to Earth’s mythic past, alien-empire secrets, and Outsider influence create a layered occult ecosystem beneath the invasion. |
| Interaction With the V’sori | V’sori view magic as an annoyance or outlier. | Magic is something the V’sori cannot fully quantify, and they fear or attempt to control it — giving players a rare asymmetrical advantage. |
| Player Awareness of the Occult | Not emphasized. | PCs will encounter magical factions, cursed zones, angelic remnants, occult artifacts, demon-backed drug rings, and supernatural predators. Discovery is part of survival. |
| Category | OG Necessary Evil | Imposters |
|---|---|---|
| Resources | Provided by Dr. D and established villain tech hubs. | Scarce. Black markets, stolen tech, hidden caches, improvised solutions. |
| V’sori Technology | Pulse weaponry. Ships with names no one can remember. | Saucer "UFOs", psionic blades, resonance scanners, alien-refurbished military tech, propaganda towers, magic-infused tech. |
| Life Under Occupation | PCs operate openly as villains. | PCs must maintain cover, avoid detection, and move carefully to avoid alien scrutiny, informants, and automated tracking systems. |