A factual guide to how Imposters differs from classic Necessary Evil.


1. The Core Tone of the Setting

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.

2. Player Identity & Tone

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.

3. Mission & Story Structure

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.

4. Setting & Threat Presentation

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...

5. Supernatural & Mythic Influences

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.

6. Tech, Resources & 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.

7. Overall Feel