TEXT: BRIAN ENGARD
  Ed Turner
  A WORLD OF 
  ADVENTURE FOR
  Venture City
  
  It’s not safe to venture 
  into Venture City... 
  Take a trip to Venture City, a world of super-
  powers, villainous corporations, and ruthless 
  gangs, set in a near-future where powers 
  are for sale. From the corporate sponsored 
  heroes to the supervillains in the news, and 
  all the way down to the little guys who try 
  to hide their powers, there are superheroes 
  everywhere you see. Bring them to your Fate 
  Core table with this Venture City compilation, 
  which includes both Venture City Stories and 
  Venture City Powers, written by masterminds 
  Brian Engard and Ed Turner.
  The Venture City compilation requires Fate 
  Core to play. Inside, you’ll find:
  • An exciting new take on Fate-style super-
  powers, including suggestions on power 
  suites
  • A fully developed world full of rival factions, 
  shady figures, and a variety of locations for 
  the perfect showdown
  • A simple system that uses issues to drive 
  plot and gameplay
  • A variety of pregenerated characters to drop 
  into your campaigns
  • A sample adventure—Nothing Ventured—
  plus a series of adventure seeds to help 
  build a variety of campaign lengths
  Venture City. Pick a side, 
  pay your bill, and power up!
  EHP00XX • ISBN 978-1-61317-XXX-X • US $20.00 
  www.evilhat.com • @EvilHatOfficial
  facebook.com/EvilHatProductions
  LEONARD 
  BALSERA
  BRIAN 
  ENGARD
  JEREMY 
  KELLER
  RYAN 
  MACKLIN
  MIKE 
  OLSON
  FATE • CORE SYSTEM
  EHP0001
  CHARACTERS LIVE AT THE
  CORE OF FATE
  A High Priestess of the barbarian hordes, 
  an undead Wild West gunslinger, and a 
  Second Lieutenant of the Intergalactic 
  Security Forces are about as diff erent 
  as they come, but they’ve got one thing 
  in common: they need a strong engine 
  to drive their stories. 
  Fate Core is that engine.
  Fate Core is the latest evolution of the 
  award-winning Fate roleplaying game 
  system from Evil Hat Productions. 
  We’ve streamlined and clarifi ed the 
  rules while maintaining the system’s 
  trademark fl exibility. Name your game; 
  Fate Core can make it happen.
  Inside, you’ll discover:
   
  ➤ Easy-to-follow rules for character 
  and world creation.
   
  ➤ Rock-solid storytelling advice for 
  players and GMs to produce the best 
  play experience.
   
  ➤ Clearly-deﬁ ned systems to guide 
  players both new and old.
   
  ➤ New and improved approaches to 
  character actions, aspects, compels…
  and more!
  TELL YOUR TALE.  ROLL THE DICE. 
  EMBRACE YOUR FATE!
  EHP0001 • ISBN 978-1-61317-029-8 • $25.00 US 
  www.evilhat.com • @EvilHatOffi  cial
  facebook.com/EvilHatProductions
  FOR USE WITH  
  FATE CORE
  
  VENTURE 
  CITY
  A WORLD OF 
  ADVENTURE FOR
  WRITING
  BRIAN ENGARD 
  & ED TURNER
  DEVELOPMENT
   ROB DONOGHUE
  EDITING
  JOSHUA YEARSLEY
  PROJECT MANAGEMENT
  SEAN NITTNER
  ART DIRECTION
  MARISSA KELLY
  LAYOUT
  FRED HICKS
  INTERIOR & COVER  
  ARTWORK
  TAZIO BETTIN & 
  ENRICA EREN ANGIOLINI
  MARKETING
  CARRIE HARRIS
  BUSINESS DEVELOPMENT
  CHRIS HANRAHAN
  
  An Evil Hat Productions Publication
  www.evilhat.com • feedback@evilhat.com
  @EvilHatOfficial on Twitter
  facebook.com/EvilHatProductions
  Venture City
  Copyright © 2016 Evil Hat Productions, LLC, Ed Turner, and Brian Engard.
  All rights reserved.
  Portions first published in 2015 by Evil Hat Productions, LLC.
  10125 Colesville Rd #318, Silver Spring, MD 20901.
  Evil Hat Productions and the Evil Hat and Fate logos are trademarks 
  owned by Evil Hat Productions, LLC. All rights reserved.
  No part of this publication may be reproduced, stored in a 
  retrieval system, or transmitted in any form or by any means, 
  electronic, mechanical, photocopying, recording, or otherwise, 
  without the prior express permission of the publisher. 
  That said, if you’re doing it for personal use, knock yourself 
  out. That’s not only allowed, we encourage you to do it.
  For those working at a copy shop and not at all sure if this means 
  the person standing at your counter can make copies of this thing, they can. 
  This is “express permission.” Carry on.
  This is a game where people make up stories about wonderful, terrible, 
  impossible, glorious things. All the characters and events portrayed in this 
  work are fictional. Any resemblance to real people, superheroes, corporate 
  raiders, private security firms, or disgruntled office workers who can shoot 
  frickin’ lazer beams from their eyes is purely coincidental, but kinda hilarious.
  
  CONTENTS
  Venture City  .   .   .   .   .   .   .   .   .   .   .   .  4
  Heroes and Villains  .   .   .   .   .   .   .   .  4
  Crime and Punishment .   .   .   .   .   .  5
  Daily Life   .  .  .  .  .  .  .  .  .  .  .  .  . 5
  How This Book Works  .  .  .  .  .  . 6
  Making Your Character & Powers 7
  Basic Power  .   .   .   .   .   .   .   .   .   .   .   .  8
  Enhancements  .  .  .  .  .  .  .  .  .  . 8
  Power Synergy  .  .  .  .  .  .  .  .  .  . 9
  Power Themes  .  .  .  .  .  .  .  .  .  . 9
  Special Effects and 
  Improved Special Effects  .  .  .  . 10
  Drawbacks   .  .  .  .  .  .  .  .  .  .  .  . 10
  Collateral Damage Effects .   .   .   .  11
  Sample Characters  .  .  .  .  .  .  .  . 12
  The Flamer  .  .  .  .  .  .  .  .  .  .  .  . 12
  The Psychic  .  .  .  .  .  .  .  .  .  .  .  . 13
  The Brick   .  .  .  .  .  .  .  .  .  .  .  .  . 14
  The Ghost  .  .  .  .  .  .  .  .  .  .  .  .  . 15
  The Speedster   .  .  .  .  .  .  .  .  .  . 16
  The Transhuman  .  .  .  .  .  .  .  .  . 17
  The Chameleon  .   .   .   .   .   .   .   .   .   . 18
  The Deity  .  .  .  .  .  .  .  .  .  .  .  .  . 19
  The Doppelganger  .  .  .  .  .  .  .  .20
  The Formless  .  .  .  .  .  .  .  .  .  .  . 21
  The Insect  .  .  .  .  .  .  .  .  .  .  .  .  . 22
  The Merc .   .   .   .   .   .   .   .   .   .   .   .   .   . 23
  The Metalhead  .  .  .  .  .  .  .  .  .  . 24
  The Monster .   .   .   .   .   .   .   .   .   .   .   . 25
  The Oracle .   .   .   .   .   .   .   .   .   .   .   .   . 26
  Powers Catalog  .  .  .  .  .  .  .  .  .  . 27
  Animal Control  .  .  .  .  .  .  .  .  .  . 27
  Creature Summoning   .  .  .  .  .  . 29
  Disguise  .  .  .  .  .  .  .  .  .  .  .  .  .  .30
  Duplication  .  .  .  .  .  .  .  .  .  .  .  . 31
  Elasticity .   .   .   .   .   .   .   .   .   .   .   .   .   . 33
  Energy Absorption  .   .   .   .   .   .   .   .34
  Energy Blast .   .   .   .   .   .   .   .   .   .   .   . 35
  Flight .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .36
  Gadgeteering  .  .  .  .  .  .  .  .  .  .  . 37
  Harm  .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .39
  Healing .   .   .   .   .   .   .   .   .   .   .   .   .   .   .40
  Illusion  .   .   .   .   .   .   .   .   .   .   .   .   .   .   . 41
  Influence .   .   .   .   .   .   .   .   .   .   .   .   .   .42
  Invisibility  .  .  .  .  .  .  .  .  .  .  .  .  .44
  Item Summoning  .  .  .  .  .  .  .  .  .45
  Plant Control  .  .  .  .  .  .  .  .  .  .  .46
  Machine Control  .  .  .  .  .  .  .  .  . 47
  Material Mimic   .  .  .  .  .  .  .  .  .  .48
  Natural Weapon   .  .  .  .  .  .  .  .  .49
  Phasing  .  .  .  .  .  .  .  .  .  .  .  .  .  .50
  Power Amplification  .  .  .  .  .  .  . 51
  Power Nullification  .  .  .  .  .  .  .  . 52
  Power Replication  .  .  .  .  .  .  .  . 53
  Precognition   .  .  .  .  .  .  .  .  .  .  .54
  Regeneration  .  .  .  .  .  .  .  .  .  .  . 55
  Shape-Shifting  .  .  .  .  .  .  .  .  .  . 57
  Shielding .   .   .   .   .   .   .   .   .   .   .   .   .   . 58
  Slowing  .  .  .  .  .  .  .  .  .  .  .  .  .  .59
  Super Agility  .  .  .  .  .  .  .  .  .  .  .60
  Super Intelligence  .  .  .  .  .  .  .  . 61
  Super Senses  .  .  .  .  .  .  .  .  .  .  . 62
  Super Speed  .  .  .  .  .  .  .  .  .  .  .63
  Super Strength  .  .  .  .  .  .  .  .  .  .64
  Super Toughness  .  .  .  .  .  .  .  .  .65
  Telekinesis  .   .   .   .   .   .   .   .   .   .   .   .   .66
  Telepathy  .  .  .  .  .  .  .  .  .  .  .  .  . 67
  Teleportation  .  .  .  .  .  .  .  .  .  .  .68
  Wall-Crawling  .   .   .   .   .   .   .   .   .   .   .69
  Weather Control  .  .  .  .  .  .  .  .  .70
  Power Themes   .  .  .  .  .  .  .  .  .  . 71
  Corruption .   .   .   .   .   .   .   .   .   .   .   .   . 71
  Electricity Projection .   .   .   .   .   .   . 72
  Fire Projection  .  .  .  .  .  .  .  .  .  . 73
  Frost Projection .   .   .   .   .   .   .   .   .   . 74
  Shadow Projection  .  .  .  .  .  .  .  . 75
  Super-Form  .  .  .  .  .  .  .  .  .  .  .  . 76
  Technology  .  .  .  .  .  .  .  .  .  .  .  . 77
  Making Your Venture City  .  .  .  . 78
  Issues   .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 78
  Factions, Places, and People  .  .80
  Splitstream’s Crew  .  .  .  .  .  .  .  . 81
  Mitsuhama Splice Corporation  .84
  Aegis Securities .   .   .   .   .   .   .   .   .   .89
  The Neighborhood Watch  .   .   .   . 92
  Mini-Adventures .   .   .   .   .   .   .   .   .   . 98
  How These Work  .  .  .  .  .  .  .  .  .98
  The Tail   .  .  .  .  .  .  .  .  .  .  .  .  .  .99
  The Casualty  .  .  .  .  .  .  .  .  .  .  .99
  The Tower  .  .  .  .  .  .  .  .  .  .  .  .  .99
  The Mob  .   .   .   .   .   .   .   .   .   .   .   .   .   .99
  The Press  .  .  .  .  .  .  .  .  .  .  .  . 100
  The Blackout  .  .  .  .  .  .  .  .  .  . 100
  The Nemesis   .  .  .  .  .  .  .  .  .  . 100
  
  VENTURE CITY
  Welcome to Venture City! It’s a city of millions, a sprawling urban metropolis 
  full of crime, corruption, and violence. It’s a city where the rich and elite—few 
  as there might be—control nearly everything. It’s a city where crime prevention 
  and public safety are privatized, and police forces are owned by corporations. It’s 
  a city with a huge, disenfranchised underclass that will do what they must to 
  make ends meet. 
  Venture City is a place of extremes, a place of deep, concealing shadows and 
  stark, antiseptic light. It’s a place of heroes and villains, exemplars of justice and 
  personifications of evil. 
  Okay, maybe that last bit is a lie.
  What Venture City really is is gray. Sure, you’ve got extremes: rich and poor, 
  light and dark, safe and dangerous, hero and villain. But in between are vast 
  expanses of murky morality, people who don’t exist as part of the established 
  system. People like you. 
  Welcome to Venture City. It’s a lot like the rest of the world.
  Heroes and Villains
  You know the heroes and villains. You see them on TV, you know their names, 
  you buy their action figures. Here’s the thing, though: anyone the media calls 
  a “hero” is sponsored by one of the big multinationals. Every one. Do they 
  do good things? Sure. But they do it on the company dime, and that makes 
  them beholden to company policy. You see the heroes saving people, stopping 
  disasters, thwarting villains. But who decides who’s worth saving, what’s really a 
  disaster, who’s really a villain?
  Villains. Yeah. That’s a much murkier area. Some of them are bad, don’t get 
  me wrong; some of them do things that would make history’s greatest monsters 
  proud, and they do it for personal gain or revenge or for no reason at all. But 
  most people who get painted with that “villain” brush are just supers without a 
  corporate sponsor. They’re off-book. Unsanctioned.
  So where do they all come from? A while back, maybe sixty years ago, supers 
  started cropping up. You’d find people who could fly or teleport or burn things 
  with their eyes, and nobody knew quite what to make of them. They all had 
  their own spin on the origin story. Aliens, radiation, traumatic injury, super-
  science, whatever. Some of it had a kernel of truth; some was pure bunk.
  Here’s what we know now: Supers have a particular gene sequence that enables 
  their powers. The potential for these powers is in every man, woman, and child, 
  but it’s only turned on for certain people. Different things can turn it on, but—
  like getting cancer from smoking or dying from a lightning strike—it doesn’t 
  happen to everyone. There’s no reliable way to reproduce it.
  At least, there wasn’t until about five years ago. See, the corporations rounded 
  up a bunch of these supers, shipped them off to R&D, dissected them and 
  studied them and poked and prodded to see what made them tick. And then 
  4
  FATE: WORLDS OF ADVENTURE
  
  one corp, Mitsuhama Splice Corp, figured it out. They figured out how to turn 
  that gene sequence on and off, how to alter it to get specific effects. How to 
  custom-build superheroes. 
  Didn’t take long for the tech to spread. Some spy stole the research for their 
  corporation, then maybe sold it to a third party for some filthy lucre, and now 
  they’ve all got it. That’s the key, though: the corporations have it. Regular folk? 
  We have to rely on happenstance to get our superpowers, if we get them at all. 
  The corps hold all those cards.
  Crime and Punishment
  Like the rest of the world, all policing—crime prevention and investigation, 
  public safety, and so forth—is privatized. Each corporation has its own private 
  police force, every one happy to take your cash for the privilege of their protec-
  tion. If you can’t pay, you’re on your own. 
  Crime, as you might expect, is rampant in those places where nobody can 
  afford corporate security. It’s an accepted fact of life. In the nice parts of town, 
  most of the crime is white-collar, corporate espionage and embezzling and that 
  kind of thing. Out in the sprawl, anything goes. It’s only illegal if it steps on the 
  toes of someone who can actually do something about it.
  The heroes help some. When the corps need some good PR, they send their 
  pet supers into the sprawl to stop big, high profile crimes . . . when they’re not 
  busy perpetrating crimes on other corporations, at least. Sometimes you also 
  get unsanctioned heroes, non-corp supers who will help a neighborhood out for 
  maybe some free room and board or just a heads-up if the corporate heroes come 
  knocking. They’ve got to keep a low profile, though. Stop too many crimes and 
  you’re stepping on the corporations’ toes, cutting into their bottom line. And 
  that, of course, is illegal.
  Daily Life
  You’ve got three socioeconomic strata in Venture City. First, there are the rich. 
  Politicians, CEOs, and other bigwigs who are tied to one or more corporations 
  and who can afford luxury and safety. They make up maybe a half a percent of 
  the population, but they hold the lion’s share of the power and money. 
  Then you’ve got the wageslaves. They work for the corps, so they get pro-
  tection and security and a place to live and a monthly wage to spend at the 
  company store. But they aren’t called “slaves” for nothing. You sign with a cor-
  poration, they own you in perpetuity. Hell, they own your corpse when you 
  die—you know, for science. Leaving one corporation for another, or just going 
  your own way, is called “defection” because it’s illegal. It’s a crime punishable by 
  a good long time in prison—also privatized.
  Then you’ve got everyone else. We live out in the sprawl, we work at local 
  stores or out of our homes, we make just enough to scrape by, and we don’t get 
  any kind of security or protection from anyone unless we can pay.
  5
  VENTURE CITY
  
  HOW THIS BOOK WORKS
  Venture City is an adventure toolkit for Fate Core. It’s a sandbox environment 
  where you can create your own stories, sort of a mini-setting with situations you 
  can use as springboards to tell the stories you want to tell. 
  First we’ll give you rules for creating characters (page 7), as well as some 
  partially pregenerated characters (page 12). The character creation rules will 
  tell you how you can make your own superpowers, and the pregens provide some 
  examples. There are some examples in the adventure proper, too.
  After that you’ll find an extensive list of pre-made powers you can use 
  (page 27). This isn’t an exhaustive list of all the superpowers you can use in 
  Venture City, and it’s not meant to be. If you want to make something that isn’t 
  listed there, do it!
  Then we’ll give some guidelines for making your very own Venture City 
  (page 78), along with a bunch of example issues for your game. We’ll talk 
  about the different things your adventure might be about, and we’ll provide 
  you with some impending and current issues you can use to steer things in that 
  direction. 
  Alongside these guidelines is the adventure Nothing Ventured. We’ll go into 
  the various factions in Venture City: the corporations, private security forces, 
  heroic and villainous organizations, street gangs, and other groups. Each faction 
  has its own aspects and skills, places important to them, and some prominent 
  people you might run into—the movers and shakers, or otherwise noteworthy 
  individuals. Finally, we give some mini-adventures you can run (page 98). 
  You don’t have to use everything we give you; choose what suits your story best.
  6
  FATE: WORLDS OF ADVENTURE
  
  MAKING YOUR CHARACTER AND POWERS
  When you make your character, do so exactly as in Fate Core, but with one addi-
  tion: you get powers. 
  Powers are a lot like stunts, except bigger, flashier, more powerful, and more 
  complex. Each power you build costs a certain number of stunts, but don’t 
  worry about not having enough! We’re giving you three bonus stunts on top 
  of what you normally get from Fate Core to use exclusively for building powers. 
  To add to your powers or build new ones, you can also spend refresh and use 
  your normal allotment of free stunts as you would when building normal stunts. 
  The three free stunts you’re getting in this adventure have to be used for powers, 
  though.
  Most characters have a single power. Some might have two, but that’s where 
  it tops off. Powers are big and complex enough that more than two would be a 
  bit unwieldy. What you can do, however, is build multiple effects into a single 
  power, creating a power suite that does a bunch of related things. 
  To build powers, you can use the list of powers starting on page 27 to create 
  a working power suite in just a few minutes. As a player, if you know the basic 
  sort of super you want to play, you can jump straight into the action. As a GM, 
  this can help you come up with powers quickly when players encounter new 
  super-powered NPCs.
  POWER BUDGET
  NPCs’ power suites aren’t usually as complex as the player charac-
  ters’, so when you’re designing powers for them, you’ll be spending 
  fewer stunts. Nameless NPCs, when they have powers at all, have 
  one or at most two stunts’ worth of powers, and they don’t get col-
  lateral damage or special effects. Supporting NPCs may have three 
  to four stunts’ worth of powers, including a collateral damage effect. 
  Main NPCs are built the same way as PCs, including their powers.
  7
  VENTURE CITY
  
  Basic Power
  To start, think about what you want your power to do. What is your character’s 
  shtick? What’s the big flashy thing you do that other people can’t do? Maybe 
  you’re inhumanly fast, or super strong, or you can fly, or you shoot energy blasts 
  from your hands.
  Then, find a power that matches your concept and buy its basic form. This is 
  the stunt-like ability that covers the absolute minimum of what the power can 
  do, and purchasing it costs one stunt. This is just the most stripped-down form 
  of your power, so don’t worry if sounds a little generic; you’ll make it more excit-
  ing in a moment.
  Miles isn’t sure what sort of hero he’ll be playing, but he knows that he 
  wants to fly, so he starts with Flight. After purchasing Basic Flight, he 
  still has two stunts that he must spend on powers, three free stunts, 
  and three refresh he can trade in for stunts if he wants.
  Enhancements
  An enhancement is an extra effect that you stack onto your basic power. Every 
  enhancement costs one stunt. You can purchase as many enhancements as 
  you can afford, and some enhancements can be purchased multiple times. For 
  instance, most powers have an enhancement titled Master [Power Name], 
  which just improves the basic power, usually by adding a +2 bonus to the appro-
  priate rolls. You can buy that enhancement as many times as you want, knocking 
  the bonus up to +4, +6, or beyond.
  Miles wants to be a great flyer, so he invests in Master Flight, pur-
  chasing the enhancement twice. In total, this adds a +4 bonus to his 
  Athletics rolls while in the air. He’s now used the three stunts that 
  must be spent on powers, but still has three free stunts and three 
  refresh left.
  8
  
  Power Synergy
  A power synergy is another basic power added to your foundational power. You’re 
  not making a new power from scratch: your power suite will still only have one 
  drawback and one collateral damage effect. The synergy just adds a new facet 
  to the power suite you’re creating. Purchasing a power synergy costs one stunt.
  Each power has a short list of common synergies: powers that often work 
  well with the foundational power. Your synergy might be a set of complemen-
  tary powers—like being super strong and super tough—or perhaps your synergy 
  lets you use a power in a specific, new way—like combining your abilities to 
  summon fire and to shoot energy blasts in order to throw fireballs at your enemy.
  You are not limited to the suggested synergies, though. You can take any other 
  power you want, as long as you can justify how they’re part of the same power 
  suite. For instance, Wall-Crawling and Energy Blast don’t necessarily go together, 
  but if you explain that the energy blast is really a concentrated ball of the same 
  sticky stuff you use to climb walls, then you have a power synergy. 
  When you purchase a power synergy, you can also purchase any enhance-
  ments that apply to your new power. In addition, when it comes time to pick 
  special effects, drawbacks, and collateral damage effects, you can pull from your 
  foundational power or any of the power synergies you’ve added to it.
  Miles sees Super Speed on the list of power synergies for Flight, and 
  thinks it would be a good addition: he’ll be able to move quickly when 
  he needs to, though he’ll still focus on deft maneuvering. He pur-
  chases it, as well as the Improved Reaction Time enhancement for 
  Super Speed, so he’ll be able to jump into a fight faster. He spent two 
  stunts, leaving him with one free stunt and three refresh.
  Power Themes
  Power themes are like enhancements and power synergies, but they don’t add 
  new abilities to your power suite. Instead, they color how your power presents 
  itself. You might add an elemental effect to your power, or make it based on 
  technology rather than on the superpower gene. 
  Because the actual effects of power themes are limited, you may purchase one 
  for free. Each theme beyond the first added to a power costs one stunt. Like 
  power synergies, each theme has a short list of enhancements, drawbacks, and 
  collateral damage effects, which become available to purchase or select when you 
  purchase the theme.
  Miles imagines his speedy flyer moving like a bolt of lightning, so 
  he takes the Electricity Projection theme. Now, whenever he flies or 
  moves at super speeds, he generates sparks. He also picks up the 
  Stunning Blow enhancement for Electricity Projection, which will 
  make him slightly more valuable in a fight. Picking up the theme was 
  free because it was his first. The enhancement cost his last free stunt, 
  leaving him with three refresh.
  9
  
  Special Effects and Improved Special Effects
  A special effect is an extra-special thing you can pull off when you succeed with 
  style. Whenever you succeed with style on a roll that utilizes one of your powers, 
  you can forgo the normal benefits of succeeding with style to add one of your 
  special effects instead. You can also spend a fate point to add a special effect to 
  any successful roll, even if you’ve already got a special effect attached to that 
  action. Special effects always happen in addition to the normal effects of success.
  Your power starts with two special effects. If you want more, you can buy them 
  with a stunt or refresh; each stunt or refresh you spend gets you two more special 
  effects. If you need special effects, use the following list. If our suggestions don’t 
  suffice, you can create your own special effects using this list as a guideline.
  • Forced Movement: You move your target up to two zones.
  • Area Attack: Attack everyone in a zone.
  • Inflict Condition: You add an aspect to the target, which you can invoke 
  once for free.
  • Extra Movement: You can move up to two zones for free.
  • Physical Recovery: You recover from all physical stress.
  • Mental Recovery: You recover from all mental stress.
  • Extra Action: You can split your shifts between two different yet related 
  actions, adding a +1 to each action.
  In addition, some powers have an improved special effect. An improved spe-
  cial effect works just like a special effect: you can use the effect when you succeed 
  with style or spend a fate point while using your power. However, improved 
  special effects are unique to their power and do bigger stuff than regular ones. 
  The trade-off is that they’re more expensive: one stunt buys one improved special 
  effect. 
  Miles really likes the look of the Bullrush improved special effect for 
  Flight. He picks Physical Recovery and Inflict Condition as his two 
  free special effects, and purchases Bullrush. He converts one refresh 
  into a stunt, allowing him to purchase Bullrush. Now he’s down to two 
  refresh and thinks he should stop there.
  Drawbacks
  Every power has a short list of possible drawbacks. These highlight problems 
  that the power may bring you—a limitation on the power or a nasty side effect. 
  Drawbacks are aspects, like a power’s trouble, but do not replace your character’s 
  trouble. Choose one drawback or create one of your own.
  Miles looks at the drawbacks associated with his powers. He’s tickled 
  by the idea of a hero with giant, visible bird wings, so he picks Very 
  Noticeable as his drawback for Flight. He imagines that the wings 
  crackle with lightning as he flies.
  10
  FATE: WORLDS OF ADVENTURE
  
  Collateral Damage Effects
  Super-beings throw a lot of power around, power that often has unintended con-
  sequences. Sometimes city blocks get leveled; sometimes innocent bystanders get 
  hurt. Your collateral damage effect is an extra benefit—something super-potent 
  you can do with your power, often to great narrative effect. 
  Each power lists a number of collateral damage effects. Choose one from a 
  power you’ve chosen, or make one of your own.
  You can choose to use this effect at any time, but using it comes at a cost: you 
  inflict a situation aspect on the area around you that represents the collateral 
  damage you’ve caused. The GM gets to determine the exact nature of that aspect 
  each time you use it.
  Miles really wants the Megaton Punch effect so he can attack every 
  target in a zone. However, because he’s also a super-speedster, he 
  decides that instead of smashing the ground to make a shockwave, 
  he uses his lighting-infused speed to zip around and shock everyone 
  in the zone, tearing up the place with random flying sparks.
  OTHER COLLATERAL DAMAGE OPTIONS
  Instead of picking the collateral damage effect for a power you’ve 
  purchased, you can pick a power that you don’t have, and either use 
  a collateral damage effect from its list, or create a collateral damage 
  effect from the basic power itself. This can represent an aspect of your 
  character’s power suite that they haven’t trained with, or an application 
  of their power that’s a bit outside what it should be able to do, which 
  is why it causes collateral damage. Building a collateral damage effect 
  like this is especially useful for adding versatility to a character, granting 
  someone with a lot of utility powers a strong attack, or giving a charac-
  ter who’s built for fighting a way to get out of trouble fast. 
  Miles changes his mind about the Megaton Punch: he wants a power 
  that makes him more mobile. Seeing Phasing on the list of power syn-
  ergies for Super Speed, he decides to make that his collateral damage 
  effect. It’s something his power lets him do, but it’s too outside of his 
  comfort zone to do safely. He turns it into a new collateral damage 
  effect: If he needs to, he can build up enough speed to phase right 
  through virtually any amount of solid matter, but doing so leaves last-
  ing damage in whatever structure he moved through.
  11
  
  The Flamer
  You like fire. You can make it, control it, even wreathe your body in it. It’s hella 
  fun.
  SAMPLE CHARACTERS
  Each of these characters has some suggested aspects, some suggested skills, and a 
  power or two. They’re all of equivalent power level, though some may have more 
  stunt slots and refresh left than others.
  Suggested Aspects: Burn Burn BURN!; 
  Hardened by Fire; High Body Count; 
  Simmering Rage; Purifying Flames
  Suggested Peak Skill: Shoot
  Suggested Other Skills: Athletics, Fight, 
  Provoke
  Power
  Pyrokinesis: You can shoot fire from your 
  hands with Shoot up to 3 zones away. You 
  can also control existing fires with Provoke. 
  Finally, you’re immune to damage from fire 
  or heat.
  POWER BREAKDOWN
  • Energy Blast
  • Fire Projection
   
  9 Friend to Flames
   
  9 Fire Control
  Special Effects: Area Attack, Inflict Condition
  Drawback: Uncontrollable
  Collateral Damage Effect: If you’re willing to 
  burn everything and everyone you touch, 
  you can wreathe yourself in flames for a 
  few minutes. During this time, people who 
  you touch—or touch you—get burned to 
  the tune of a mild physical consequence, 
  and you set things on fire with your mere 
  presence.
  Costs: 3 stunts
  Stunts Left: 3
  Refresh Left: 3
  12
  FATE: WORLDS OF ADVENTURE
  
  The Psychic
  The psychic has amazing mental powers, both telepathic and telekinetic. He can 
  control and read minds, move objects, and even fly.
  Suggested Aspects: First Class Telepath; I Know Things; Puppet Master; Can’t 
  Shut the Voices Out; Will of Iron; Heart of Stone
  Suggested Peak Skill: Will
  Suggested Other Skills: Deceive, Empathy, Investigate, Notice, Rapport
  Power
  Telepathy: You can use Empathy, 
  Investigate, or Notice to glean things 
  from peoples’ minds. For example, you 
  could use Empathy to find out what 
  someone is feeling, Notice to detect 
  the presence of unfamiliar minds, or 
  Investigate to delve into someone’s 
  thoughts. You can also use Will to 
  launch mental attacks. If you take 
  someone out with such an attack, you 
  can either render them comatose or 
  take control of their mind.
  POWER BREAKDOWN
  • Telepathy
   
  9 Telepathic Flexibility ×2
   
  9 Mental Blasts
  Special Effects: Area Attack, Inflict 
  Condition
  Drawback: Psychic Feedback
  Collateral Damage Effect: If you choose 
  to inflict collateral damage, you can 
  lock down everyone else in a scene, 
  effectively freezing them. They can’t 
  take physical actions, but they can still 
  invoke aspects and perform mental 
  tasks. They can also attempt to break 
  out with an overcome action with Will, 
  opposed by your Will. On each of your 
  turns, you must concentrate (using 
  your action) to keep them frozen. The 
  psychic brain-lock will definitely have 
  lasting effects on their brains.
  Costs: 4 stunts
  Power
  Telekinesis: You can move physical 
  objects and make attacks with Will as 
  you would with Physique or Fight; you 
  can affect anything within three zones 
  of you. You can also defend against 
  physical attacks with Will by erecting 
  a telekinetic shield. Finally, you can use 
  Will to fly; it works like Athletics, but 
  allows for vertical movement as well as 
  horizontal.
  POWER BREAKDOWN
  • Telekinesis
   
  9 Long-Distance Telekinesis
   
  9 TK Shield
  • Flight
  Special Effects: Extra Movement, Forced 
  Movement
  Drawback: Hard to Control
  Collateral Damage Effect: If you’re will-
  ing to deal collateral damage, you can 
  pretty much punch through any barrier 
  or lift any object within reason, or lash 
  out at every target in a zone with a full 
  strength attack.
  Costs: 4 stunts
  Total Cost: 8 stunts
  Stunts Left: 0
  Refresh Left: 1
  13
  VENTURE CITY
  
  The Brick
  The brick is big and tough and strong. She can smash through most barriers, 
  turn enemies into red stains, and soak up huge amounts of punishment with 
  nary a flinch.
  Suggested Aspects: Living Engine of 
  Destruction; Giant with a Gentle Soul; 
  Monstrous Appearance; Shrug It Off; 
  “Time to SMASH!”
  Suggested Peak Skill: Fight or Physique
  Suggested Other Skills: Athletics, Provoke, Will
  Power
  Powerhouse: You’re inhumanly strong and tough. 
  As long as you’re using brute strength, you get a 
  +4 to Physique rolls and a +2 to Fight rolls. You 
  also get Armor:4 against physical attacks like 
  punches, stabs, gunshots, and getting thrown 
  through buildings.
  POWER BREAKDOWN
  • Super Strength
   
  9 Master Super Strength
  • Natural Weapon
  • Super Toughness
   
  9 Implacable
  Special Effects: Area Attack, Forced Movement, 
  Inflict Condition, Physical Recovery
  Drawback: Destructive Rage
  Collateral Damage Effect: When you choose to 
  inflict collateral damage, you can choose one 
  of the following: take out a nameless NPC (or 
  more than one, if you use Area Attack), inflict 
  a moderate physical consequence on a named 
  NPC, attack all targets in a zone at full strength, 
  or ignore a physical attack entirely. This effect 
  likely occurs because you’re smashing things or 
  because the area around you gets damaged as 
  you shrug the attack off.
  Costs: 6 stunts
  Stunts Left: 0
  Refresh Left: 3
  14
  FATE: WORLDS OF ADVENTURE
  
  Suggested Aspects: “You won’t see me 
  coming.”; Easily Overlooked; Attachments 
  Are Weaknesses; Troubled Past; Silence Is 
  Golden
  Suggested Peak Skill: Stealth
  Suggested Other Skills: Burglary, Contacts, 
  Deceive, Investigate
  Power
  Ghost: You can turn invisible, granting you a +6 
  bonus to Stealth rolls to avoid visual notice. 
  You can also use Burglary to walk through 
  walls; the denser the material, the harder it is 
  to walk through.
  POWER BREAKDOWN
  • Invisibility
   
  9 Master Invisibility ×2
  • Phasing
  Special Effects: Inflict Condition, Physical 
  Recovery
  Drawback: Exhausting
  Collateral Damage Effect: You can 
  teleport to any location you 
  can see or know intimately, 
  but your arrival causes an 
  electrostatic discharge that 
  messes with machines, causing them to go 
  haywire.
  Costs: 4 stunts
  Stunts Left: 2
  Refresh Left: 3
  The Ghost
  The ghost goes unnoticed. He walks through walls, turns invisible, and can even 
  teleport when she needs to. He’s the ultimate infiltrator.
  15
  VENTURE CITY
  
  The Speedster
  The speedster doesn’t just move fast, she practically flies along the ground. She’s 
  so fast that she can even move across liquids and up vertical surfaces. You don’t 
  want to get into a fistfight with her.
  Suggested Aspects: Live Fast, Leave a 
  Pretty Corpse; Adrenaline Junkie; Now 
  You See Me . . .; “Hope you can keep 
  up!”; High Risk, High Reward
  Suggested Peak Skill: Athletics
  Suggested Other Skills: Fight, Notice, 
  Physique, Provoke
  Power
  Super Speed: You can move really fast. 
  You get a +6 bonus to Athletics rolls 
  involving moving quickly, and you can 
  use Athletics to run up walls or across 
  liquids. You also get a +2 to Fight rolls, 
  provided you’re up close and personal 
  and you’re fighting in a situation where 
  superior speed would help you.
  POWER BREAKDOWN
  • Super Speed
   
  9 Master Super Speed ×2
  • Natural Weapon
  Special Effects: Area Attack, Extra 
  Movement
  Improved Special Effect: Lots of Actions 
  (an improved Extra Action: you can split 
  your shifts among up to three different 
  actions, adding +1 to each)
  Drawback: Burn Out
  Collateral Damage Effect: If you’re willing 
  to tear up the streets—shattering glass, 
  injuring pedestrians, and such—you can 
  travel pretty much anywhere in the same 
  city in the span of a single exchange.
  Costs: 5 stunts
  Stunts Left: 1
  Refresh Left: 3
  16
  FATE: WORLDS OF ADVENTURE
  
  The Transhuman
  The transhuman has a superpower gene that just wouldn’t activate, so she 
  invested in some old-fashioned cyberware instead. She’s covered with chrome, 
  and she’s a little better at just about everything.
  Suggested Aspects: More Machine than Human; “I just 
  wanted to be special.”; Unpredictable Equipment; 
  Healthy Distrust for Supers; Lots of Money to Spend
  Suggested Peak Skill: Physique
  Suggested Other Skills: Fight, Notice, Athletics, 
  Investigate
  Power
  Cyberware: 
  You’ve 
  had 
  numerous 
  black-market 
  enhancements grafted into your body: a new arm, an 
  old-fashioned cybernetic eye, specially encased nerves 
  in your legs, and aluminum-plated bones. The ulti-
  mate result of all this: You gain +2 to Physique when 
  using pure physical strength, +2 to Investigate when 
  using your cyber-eye, +2 to Fight when using your 
  prosthetic arm, and Armor:2 against physical damage. 
  Finally, because your body has been so modified, you 
  can use your special effects whenever you succeed with 
  style while using Athletics.
  POWER BREAKDOWN
  • Technology Power Theme
   
  9 Intense Training (Athletics)
  • Super Strength
  • Super Senses (sight)
  • Natural Weapon
  • Super Toughness
  Special Effects: Physical Recovery, Mental Recovery, 
  Inflict Condition, Forced Movement, Extra Movement, 
  Area Attack
  Drawback: Need to Recharge
  Collateral Damage Effect: You have a pop-up shoulder-
  mounted grenade launcher. Of course you do. You can 
  attack every target in a zone, up to three zones away, 
  using Shoot. This will, of course, cause a bit of col-
  lateral damage.
  Cost: 7 stunts
  Stunts Left: 0
  Refresh Left: 2
  17
  VENTURE CITY
  
  The Chameleon
  The chameleon doesn’t want to be seen. He can blend in with his surroundings 
  to the point where he becomes a part of them. When trouble brews, he runs up 
  the wall and away.
  Suggested Aspects: Easily Overlooked; One with My Surroundings; 
  Silent as a Breeze; “When in doubt, run away!”; A Sneaker, Not a 
  Fighter
  Suggested Peak Skill: Stealth
  Suggested Other Skills: Physique, Athletics, Deception
  Power
  Chameleonic Camouflage: By altering the color and patterns of your 
  skin, you can blend into your surroundings, giving you +4 to Stealth 
  against being seen. By rolling Physique against Fair (+2) opposition, 
  you can actually convert your body into the substance you are mim-
  icking, gaining the aspect Body of [Substance] for as long as you stay 
  in contact with it. In addition, you have the chameleon’s ability to 
  climb up walls and even across ceilings as easily as you walk along the 
  ground.
  POWER BREAKDOWN
  • Invisibility
   
  9 Master Invisibility ×2
  • Material Mimic
  • Wall-Crawling
  Special Effects: Extra Movement, Physical Recovery
  Drawback: Spontaneous Chameleon Reflex
  Collateral Damage Effect: If you’re in a tight spot, instead of simply 
  mimicking a surface, you can phase right through it, emerging on the 
  other side. While it’s a useful escape mechanism, it’s very unpleasant 
  and can damage the structure you’re moving through in unpredictable 
  ways.
  Cost: 5 stunts
  Stunts Left: 1
  Refresh Left: 3
  18
  FATE: WORLDS OF ADVENTURE
  
  The Deity
  The deity has styled herself after the Greek gods: inhuman strength, invulner-
  ability, and the ability to toss lightning bolts at anyone who annoys her. A toga 
  completes the look.
  Suggested Aspects: I’m Only Arrogant Because I’m 
  Better than You; Purveyor of Ancient-Seeming 
  Wisdom; Gods Have Short Tempers; The Center of 
  Attention; Intimidated by High Technology
  Suggested Peak Skill: Physique
  Suggested Other Skills: Shoot, Fight, Provoke, Athletics
  Power
  Godly Mantle: You have the powers of a god of thun-
  der. Because you have godly invulnerability, you have 
  Armor:4 against all physical attacks and an extra 
  physical stress box. You gain +2 to Physique when 
  performing feats of strength. You have domain over 
  lightning: you can generate bolts of lightning, which 
  you can hurl with Shoot up to six zones away. In addi-
  tion, you can briefly convert yourself into lightning, 
  allowing you to pass short distances through conduc-
  tive materials.
  POWER BREAKDOWN
  • Super Toughness
   
  9 Master Super Toughness
   
  9 Implacable
  • Super Strength
  • Electricity Projection Power Theme
   
  9 Conductive Trip
  • Energy Blast
   
  9 Long-Range Blaster
  Special Effects: Inflict Condition, Physical Recovery
  Drawback: Don’t Know My Own Strength
  Collateral Damage Effect: You can encase yourself in a 
  shell of electrical energy, which keeps you safe while 
  firing off random bolts of power everywhere. While in 
  this shell, you have Armor:6 against physical assaults, 
  and anyone who tries to attack you using Fight suffers 
  a mild consequence as the lightning strikes them.
  Cost: 7 stunts
  Stunts Left: 0
  Refresh Left: 2
  19
  
  The Doppelganger
  The doppelganger likes to sow chaos by pretending to be someone else. He can 
  use this for clever spying, but it’s more fun when his target is right there, and 
  nobody knows who to trust anymore.
  Suggested Aspects: Good at Reading People; Everyone’s 
  Best Friend; Classically Trained Actor; At Home When 
  Everyone Else Is Panicking; Learned to Pick Locks in 
  Grade School
  Suggested Peak Skill: Investigation
  Suggested Other Skills: Deceive, Rapport, Stealth, Burglary
  Power
  Mirror Image: As long as you’ve spent a few minutes observ-
  ing someone closely, you can change your appearance, 
  body shape, and voice to mimic them. While mimick-
  ing, you gain +4 to Deceive against anyone attempting 
  to see through your disguise. You can even disguise your 
  clothes and generate small props, although they won’t be 
  functional. In addition, you gain +2 to Investigate when 
  trying to read the mind of a target in your zone or an 
  adjacent zone, searching for specific memories and infor-
  mation you might find useful. Unfortunately, both your 
  disguise and the memories you pick up are temporary; 
  after about ten minutes, they fade away.
  POWER BREAKDOWN
  • Disguise
   
  9 Master Disguise
   
  9 Sartorial Deception
  • Telepathy (using Investigate)
   
  9 Master Telepathy
  Special Effects: Inflict Condition, Mental Recovery
  Drawback: Short-Term Effect
  Collateral Damage Effect: You can use your telepathic 
  powers to throw an area into chaos. You psychically link 
  up everyone in the scene and turn their mental volume 
  up to the max, forcing everyone to hear everyone else’s 
  thoughts shouting at them. This effectively deafens every-
  one in the scene, and introduces a Good (+3) obstacle to 
  anyone who attempts a purely mental task.
  Cost: 5 stunts
  Stunts Left: 1
  Refresh Left: 3
  20
  FATE: WORLDS OF ADVENTURE
  
  The Formless
  The formless might have been human once, but when its power kicked in, its 
  body collapsed into a shapeless mass of flesh. But there’s still an intelligence 
  animating that flesh, moving it and changing its shape.
  Suggested Aspects: “I was once a man!”; A Grotesque 
  Monster; Keeps Out of Public View; No Obvious 
  Vulnerable Spots; Would Give Anything to Turn Back
  Suggested Peak Skill: Physique
  Suggested Other Skills: Fight, Athletics
  Power
  Morphing: As an action, you can change your shape by 
  rolling Physique against Fair (+2) opposition. You can 
  turn into any creature you can think of, including a 
  human, gaining the aspect Body of [Creature] for the 
  duration, although you will always be an unconvinc-
  ing facsimile. Whatever your form, you have enhanced 
  strength because you don’t have bones holding you 
  back: you gain +2 to Physique when performing feats 
  of strength. You can also stretch and squeeze yourself; 
  this lets you interact with objects or make Fight rolls 
  in adjacent zones without moving, just by stretching a 
  limb or tendril over there, and you can squeeze through 
  enclosed spaces easily.
  POWER BREAKDOWN
  • Shape-Shifting
   
  9 Master Shape-Shifting
  • Super Strength
  • Elasticity
  • Corruption Power Theme
  Special Effects: Physical Recovery, Area Attack
  Drawback: Hard to Hold Together
  Collateral Damage Effect: You can lunge up and slam 
  down on a target, completely engulfing them. Doing 
  so takes out nameless NPCs entirely; PCs and named 
  NPCs cannot move or take physical actions except 
  attempting to escape, which is a Fight roll against your 
  Physique with a +4 bonus. You can still take action, but 
  if you move, you release whomever you are holding.
  Cost: 4 stunts
  Stunts Left: 2
  Refresh Left: 3
  21
  VENTURE CITY
  
  The Insect
  The insect has all the advantages of a bug—walking up walls, incredible strength 
  relative to her size, and an innate ability to sense and evade danger—without the 
  disadvantage of being an inch long.
  Suggested Aspects: “Can’t catch me!”; 
  At Home in High Places; My Big Mouth 
  Gets Me In Trouble; Natural Gymnast; 
  “I can’t stand bullies.”
  Suggested Peak Skill: Notice
  Suggested Other Skills: Athletics, Fight, 
  Provoke
  Power
  Insectoid: You have the powers of the insect 
  world flowing through you. You can walk up 
  walls and across ceilings as easily as moving 
  along the ground, and your proportionally 
  enhanced strength gives you +2 to Physique 
  during feats of strength. In addition, you 
  have an insect’s enhanced reaction time; you 
  can use Notice with a +2 bonus to defend 
  against all forms of physical attacks, and you 
  always act in combat before anyone without 
  enhanced reactions.
  POWER BREAKDOWN
  • Wall-Crawling
  • Super Strength
  • Precognition
  Special Effects: Extra Movement, Extra Action
  Drawback: Small
  Collateral Damage Effect: If there’s an attack 
  coming for you, you can bug out, leaping 
  from the floor to a wall or a lamppost in 
  a single bound. This lets you shrug off all 
  physical damage from a single source, but 
  the attack still lands wherever you were and 
  does a mess of collateral damage.
  Cost: 3 stunts
  Stunts Left: 3
  Refresh Left: 3
  22
  FATE: WORLDS OF ADVENTURE
  
  The Merc
  The merc is a hired killer, and he excels at his work. He’s got two powers at his 
  disposal: a nearly supernatural skill with guns, and a decidedly supernatural abil-
  ity to just not get hurt no matter what goes down.
  Suggested Aspects: No Connections to Tie Me Down; I’ve Outlived All My 
  Friends; Pain Hardly Registers Anymore; Always Packing Heat; Gone a Little 
  Bit Crazy
  Suggested Peak Skill: Shoot
  Suggested Other Skills: Fight, Athletics, Provoke, Will, Physique
  Power
  Literally Unkillable: You cannot be 
  killed by any means, even if you’re 
  taken out in a deadly combat. In addi-
  tion, you heal at an accelerated rate; 
  anyone attempting to start recovering 
  one of your conditions gets +2 to their 
  roll, and if they succeed, the condi-
  tion is immediately downgraded if 
  there’s a free slot for it. Furthermore, 
  you automatically heal a mild conse-
  quence at the end of a scene.
  POWER BREAKDOWN
  • Regeneration
   
  9 Master Regeneration
   
  9 Immortality
  Special Effects: Physical Recovery, 
  Extra Movement
  Drawback: Constant Pain
  Collateral Damage Effect: Let’s not 
  mince words here—you’ve wired a 
  bomb into your chest, and if you’re 
  in dire enough straits, you’ll just blow 
  up. It hurts, but it won’t kill you. You 
  take a major consequence, but so does 
  every PC and named NPC in your 
  zone. PCs and named NPCs in adja-
  cent zones take a mild consequence. 
  Nameless NPCs caught in the blast, 
  encompassing your zone and all adja-
  cent zones, are killed outright.
  Cost: 3 stunts
  Power
  Superhuman Accuracy: You are always 
  armed with at least one pistol with 
  which you are incredibly skilled. You 
  can fire it up to three zones away with 
  +4 to Shoot.
  POWER BREAKDOWN
  • Energy Blast
   
  9 Master Energy Blast ×2
  • Technology Power Theme
  Special Effects: Inflict Condition, Extra 
  Action
  Drawback: Limited Ammunition
  Collateral Damage Effect: You can 
  trade accuracy for speed, firing wildly 
  enough to strike every target in a zone 
  within range at full strength, but at 
  the same time striking a lot of things 
  you don’t exactly mean to.
  Cost: 3 stunts
  Total Cost: 6 Stunts
  Stunts Left: 0
  Refresh Left: 3
  23
  VENTURE CITY
  
  The Metalhead
  The metalhead has an ear for machinery. She can tell them what to do, and they 
  actually listen to her.
  Suggested Aspects: Plugged In; Born with a 
  Wrench in My Hand; Never Far from My 
  Motorcycle; Always Wanted to Be a Superhero; 
  Insatiable Enthusiasm
  Suggested Peak Skill: Crafts
  Suggested Other Skills: Empathy, Drive, Rapport
  Power
  Techno-Wizardry: You can control machines 
  up to a zone away without physically touching 
  them, using Empathy with a +2 bonus. Because 
  you understand machines so well, you gain +4 
  to Crafts when creating or repairing machin-
  ery. Among the many devices you’ve invented 
  is a handheld teleportation device, far more 
  advanced than anything else on the market. 
  You can use your teleporter to move up to three 
  zones away as an action, ignoring all obstacles, 
  as long as you can see your destination.
  POWER BREAKDOWN
  • Machine Control
   
  9 Master Machine Control
  • Gadgeteering
   
  9 Master Gadgeteering
  • Teleportation
  Special Effects: Extra Movement, Extra Action
  Drawback: Machine Feedback
  Collateral Damage Effect: By plugging your 
  handheld teleporter into your souped-up cycle, 
  you can get extra distance, enough to take you 
  anywhere in the city. Downside is, the cycle 
  has to be moving for it to work, so you tend 
  to arrive by smashing though walls or windows 
  or people.
  Cost: 5 stunts
  Stunts Left: 1
  Refresh Left: 3
  24
  FATE: WORLDS OF ADVENTURE
  
  The Monster
  The monster isn’t much to look at most of the time, but when trouble brews, she 
  shifts from a mild-mannered human into a giant, deadly beast.
  Suggested Aspects: Gentle When I Want to Be; “Don’t 
  get in my way.”; Always Ready to Fight; Looks Can Be 
  Deceiving; Death from Above!
  Suggested Peak Skill: Fight
  Suggested Other Skills: Physique, Athletics
  Power
  Monstrous: You normally appear human, but you can 
  spend an action to shift into your monstrous form. Your 
  most obvious feature is your size—you’re nearly ten 
  feet tall, and your size gives you +1 to all of your attack 
  rolls. In addition, your huge arms and razor-like claws 
  grant you an additional +4 to Fight when using your 
  bare hands, for a total of +5 with bare-handed attacks. 
  Your senses are also enhanced, giving you +2 to both 
  Investigate and Notice when it comes to hearing or 
  smelling things. Your beastly body has enhanced 
  physical agility as well; you can jump across a large 
  street in a single bound, and gain +2 to Athletics 
  when performing feats of agility.
  POWER BREAKDOWN
  • Natural Weapon
   
  9 Master Natural Weapon
  • Super Senses
   
  9 Sensory Suite
   
  9 Alertness
  • Super Agility
  • Super-Form Power Theme
   
  9 Growth
  Special Effects: Inflict Condition, Extra Action
  Drawback: Physically Hideous
  Collateral Damage Effect: If you’re mad enough, you 
  can enter into a berserk mode, making you even more 
  deadly. You become a whirlwind of claws for a few min-
  utes, instinctively striking everyone in your zone for 1 
  physical stress on each of your turns. You also gain an 
  additional +1 to Fight.
  Cost: 7 stunts
  Stunts Left: 0
  Refresh Left: 2
  25
  VENTURE CITY
  
  The Oracle
  The oracle’s mind was opened to the universe. It’s given her intelligence far 
  beyond that of most people, and even allows her to peek through the veil of 
  time and see what the future has to hold.
  Suggested Aspects: A Walking Encyclopedia; “I can’t 
  be surprised anymore.”; Insufferable Genius; The 
  Universe Speaks to Me; Can’t Shut It Out
  Suggested Peak Skill: Will
  Suggested Other Skills: Notice, Investigate, Lore
  Power
  One With the Universe: Your mind is open to the 
  future; once per scene, you can ask the GM a ques-
  tion about future events, which the GM must answer 
  honestly. When performing a mentally absorbing 
  task, such as solving a problem or riddle, you gain +4 
  to Will. Also, you can spend a fate point to treat any 
  test of knowledge as a mentally absorbing task, rolling 
  Will (with your +4 bonus) rather than Lore. Because 
  you have flashes of future, you can defend using 
  Notice against all physical attacks, and in conflicts 
  you always act before someone without precognition.
  POWER BREAKDOWN
  • Precognition
   
  9 Master Precognition
   
  9 Visions
  • Super Intelligence
   
  9 Master Super Intelligence
   
  9 Walking Library
  Special Effects: Mental Recovery, Extra Action
  Drawback: Ever-Present Migraine
  Collateral Damage Effect: While fighting isn’t nor-
  mally your strong suit, you do know exactly how and 
  when to throw the most devastating punch; you can’t 
  go halfway on this, it’s tossing someone through a 
  wall or nothing. You can throw a single hit that takes 
  out a nameless NPC entirely, or deals a PC or named 
  NPC a mild consequence and forces them into an 
  adjacent zone. This does not require a Fight roll.
  Cost: 6 stunts
  Stunts Left: 0
  Refresh Left: 3
  26
  FATE: WORLDS OF ADVENTURE
  
  POWERS CATALOG
  Animal Control
  You can walk with the animals, talk with the animals, and fight with the animals 
  on your side.
  Basic Animal Control: Choose one favored type of animal. You may communi-
  cate with favored animals of this type as if they were human NPCs, although 
  their understanding of the world is limited. In addition, you gain a +2 bonus 
  to Rapport when asking an animal of that type to do something for you.
  “Type” is an intentionally broad category. It doesn’t necessarily line up with a 
  taxonomic category, but rather how useful the animal is and how often you’ll 
  see it. Only multicellular animals can be controlled; bacteria are too simple 
  to order around. Some types of animals you might control include fish, birds, 
  insects, rodents, and dogs.
  Enhancements
  Master Animal Control: You can be very convincing when talking with your 
  animal friends. Gain an additional +2 bonus to Rapport when asking an 
  animal to do something for you.
  Zoological Polyglot: You may speak to any animal as if it were a human NPC. 
  However, your bonus to Rapport only applies to your favored type of animal.
  Animal Telepathy: You can communicate with animals of your favored type 
  telepathically. In addition, you are aware when animals of that type are around 
  you, even if you can’t see or otherwise sense them.
  Common Power Synergies
  Super Abilities: You can speak for animals and, in return, they have trained 
  you, pushing you to the upper limits of human ability. You have Super Agility, 
  Super Strength, Super Toughness, or Super Senses (pages 60–65).
  Influence: Humans are, after all, just another type of animal, albeit ones who 
  are a little more complex to control (page 42).
  Drawbacks
  • Your animal friends don’t just like you, they love you, and want to be 
  around you all the time. You have an Unwanted Menagerie at all times.
  • Your connection to the minds of animals works both ways: their psyches 
  rub off on you, and you need to contend with Overwhelming Animal 
  Instincts.
  • You have control over an animal with certain environmental needs—say 
  fish, or hawks—which means your powers are Not Useful Indoors.
  27
  VENTURE CITY
  
  Collateral Damage Effects
  Come to Me!: No matter where you are, the animals around you can hear your 
  call and will come running to your side, even if they need to break down 
  doors or walls to get there. You can summon a large group of your favored 
  animal to your zone as an action.
  Direct Control: If you can touch an animal of your favored type, you can pos-
  sess it. Your body turns to smoke and pours into the animal, and you gain an 
  aspect with the same name as the animal. This may frighten or unnerve the 
  people who saw you disappear, or you might cause damage by maneuvering 
  an unfamiliar body. The effect lasts until you end it or at the end of the scene. 
  When the effect ends, you return to your original body and lose the animal 
  aspect.
  28
  FATE: WORLDS OF ADVENTURE
  
  Creature Summoning
  You’ve always got someone, or something, to watch your back.
  Basic Creature Summoning: Once per scene, you can generate a creature that’s 
  under your control. You might bring forth an elemental, or something mun-
  dane like a sidekick shows up to help out. When you take this power, create a 
  creature with one aspect to describe it and one Good (+3) skill. Your creature 
  has two physical and mental stress boxes, and it can take mild and moderate 
  consequences. Your creature will dissipate or wander away at the end of the 
  scene, clearing its consequences.
  Your summoned creature is not an NPC, but another character under your 
  control. When your creature is active during a conflict, it acts on your turn. 
  Both of you take a free movement, but only one of you can take an action.
  Enhancements
  Master Creature Summoning: Your summoned creature gains an additional 
  Good (+3) skill.
  Tough Little Thing: Your summoned creature gains a severe consequence slot.
  Menagerie: You can now summon two other creatures, each with a different 
  aspect and skill. When you summon your creature, you can pick any one 
  from your stable.
  Common Power Synergies
  Animal Control: You can call forth hordes of animals when you want to, but one 
  specific animal is your special companion, always by your side (page 27).
  Projection: The creature you call forth is an elemental avatar of fire, frost, elec-
  tricity, or shadow (pages 72–75).
  Drawbacks
  • The thing you summon is not quite as under your control as you’d like 
  people to think. You can tell it what to do, but It Has a Mind of Its Own.
  • Your little summoned buddy might be as friendly as anything, but since 
  It Looks Like a Living Nightmare, people tend to freak out.
  • Saying you choose to summon your creature isn’t quite right. It’s more 
  accurate to say that you Can’t Get Rid of Your Creature, no matter how 
  hard you try.
  Collateral Damage Effects
  Dramatic Entrance: When your creature comes into the scene, it does so with 
  gusto, possibly by breaking through a skylight or appearing in a burst of 
  eldritch flames. However it arrives, it can show up in any zone, and it imme-
  diately attacks any one target in that zone with a +4 bonus.
  Noble Sacrifice: If your creature is within one zone of you, it can leap to your 
  defense. If you would take any physical stress, your creature moves to your 
  zone and takes it instead. Of course, even if the creature survives the attack, it 
  will almost certainly have knocked things around in its scramble.
  29
  VENTURE CITY
  
  Disguise
  Your ability to disguise yourself as another person is uncanny. Who are you, 
  really?
  Basic Disguise: You can alter your face, build, and voice at will in order to 
  become a completely different person. Once you spend time interacting with 
  someone, you can imitate them near-perfectly. Gain a +2 bonus to Deception 
  to oppose others trying to see through your disguise.
  Enhancements
  Master Disguise: Your mimicry is more convincing than ever. Gain an addi-
  tional +2 bonus to Deception to resist being recognized.
  Sartorial Doubling: Your ability to copy a person extends beyond their body. 
  You can also change the clothes you are wearing, and even imitate guns or 
  other props—although they are, of course, non-functional.
  Close Observation: You can mimic a target without getting close; you only 
  need to spend a few minutes observing them at a distance. You can even 
  double a target you’ve only seen on video.
  Common Power Synergies
  Shape-Shifting: Altering your face and body is good practice for your fine detail 
  work, but you can change your entire shape when you need to (page 57).
  Illusion: You aren’t actually altering your face; you’re just projecting a disguise 
  over it, using your mastery of illusions (page 41).
  Drawbacks
  • There’s a reason you spend most or all of your time wearing someone else’s 
  face: your own is an Inhuman Visage.
  • Too much time spent being someone else. Too many faces, too many 
  lives. You’ve reached the point where you Don’t Know Who You Are 
  Anymore.
  • You can’t consciously control the way your face changes. Instead, your 
  power is Touch-Activated; it only triggers when you physically touch 
  your target.
  Collateral Damage Effects
  Killing Disguise: You might take a target’s identity completely—not just 
  appearance and voice, but also their mannerisms and memories, perfectly 
  duplicated. Anyone attempting to see through your disguise faces Legendary 
  (+8) opposition. This is an invasive procedure, and you need to physically 
  poke around in your target’s brain. You can use this effect to take out and then 
  imitate a nameless NPC, but to imitate a named NPC or PC, you will need to 
  kill them or otherwise access their fresh corpse.
  Demonic Gaze: While you’re generally limited to a human disguise, you have a 
  face in your repertoire that’s grotesque and terrifying, which you can pull out 
  when you need to scare a crowd. Everyone who can see you must defend using 
  Will against Great (+4) opposition or get a mild mental consequence.
  30
  
  Duplication
  You can be an entire team, all by yourself.
  Basic Duplication: Once per scene, you can create a copy of yourself up to 
  one zone away. This copy has your aspects and skills, but it takes a -1 penalty 
  to all rolls. The duplicate is not an NPC, but another character under your 
  control. During a conflict, both you and your copy get a free movement, but 
  only one of you can take an action. You may dismiss the copy at will, or it will 
  fade away on its own at the end of the scene. Your duplicate has its own physi-
  cal stress boxes and consequence slots for physical damage. If your duplicate 
  would take mental stress, you take it instead.
  31
  VENTURE CITY
  
  Enhancements
  Master Duplication: You can create a copy an additional time per scene, even 
  while you already have a copy present.
  Effective Duplication: Your duplicates do not take a penalty on rolls.
  Disposable Duplicates: Your duplicates have no sense of self-preservation, so 
  they shrug off minor injuries. They gain Armor:2 against physical attacks.
  Common Power Synergies
  Teleportation: By creating a duplicate some distance away and then willing 
  away your original body, your consciousness jumps into the spare body, effec-
  tively teleporting you. There are metaphysical concerns here, but you try not 
  to think about them (page 68).
  Energy Blast: You…there’s no clean way to put this. You can try to create a copy 
  of yourself inside someone else. It’s unsettling. But effectively it works like 
  throwing a blast of energy at them (page 35).
  Improved Special Effect
  Duplicate Action: You can split your shifts between two different actions, each 
  performed by a separate iteration of you. Your duplicate cannot succeed with 
  style in this way, and the opposition to its action can’t be higher than the 
  opposition to your action.
  Drawbacks
  • You would think that you and your duplicate get along smashingly, but 
  you don’t. Trouble brews when you Don’t Get Along with Yourself.
  • Your duplicates are, if anything, too perfect. Sure, you don’t get hurt 
  when they do, but you do Feel Their Pain.
  • It would be great to send duplicates off on adventures without you, but 
  when they get a hundred yards away from you they just fall over, dead. 
  You have Short-Range Control.
  Collateral Damage Effects
  Army of Me: It’s exhausting, but you can duplicate yourself well beyond your 
  stated limits…at the expense of your ability to control them. This creates a 
  swarm of you-NPCs under the GM’s control.
  Extra Copies: You can make an extra clone of yourself, even after you’ve reached 
  your limit for the scene. It’s straining to create these new clones, though, so 
  something goes wrong: they burst in knocking things around, or move slug-
  gishly and clumsily, or just aren’t right.
  32
  FATE: WORLDS OF ADVENTURE
  
  Elasticity
  You’ve got a body as stretchy as rubber and twice as resilient.
  Basic Elasticity: Your body stretches to incredible lengths. By stretching your-
  self, you can interact with objects and make melee attacks in an adjacent zone 
  without moving. Additionally, you can contort your body into rough approxi-
  mations of animals, objects, and tools, although your mass doesn’t change and 
  you still very much look like yourself.
  Enhancements
  Master Elasticity: You are extra stretchy. You can stretch yourself one zone 
  further.
  Eye of the Needle: You can stretch yourself thin enough to squeeze through 
  impossibly small gaps. If there is an opening as large as a keyhole in a barrier, 
  you can move through it as an action.
  The Right Tools for the Job: You can change your hands into a functional tool, 
  such as a crowbar, hammer, or lockpick. Scissors are about as complex a tool 
  as you can make this way.
  Common Power Synergies
  Super Toughness: Your body is a shifting, inconsistent mass of vague stuff. It’s 
  hard for it to get hurt in a meaningful way (page 65).
  Disguise: With a little careful manipulation, you can reshape your face, body, 
  and even voice into convincing facsimiles of someone else’s (page 30).
  Natural Weapon: Your elastic arms can turn into blades, hammers, clubs…all 
  manner of built-in weaponry (page 49).
  Drawbacks
  • Because all of your bones shift and slide around, you can never really 
  bring good leverage to bear during physical tasks. You are actually quite 
  Weak.
  • You aren’t so much “elastic” as you are a formless, shapeless horror. 
  You might be able to put on a fairly humanoid form, but you Need to 
  Concentrate to Stay Solid.
  Collateral Damage Effects
  Balloon: You can swell up like a balloon, large enough to completely fill your 
  zone. This is an attack on everyone, friend and foe, in your zone, which deals 
  2 physical stress. Every target who takes stress is moved into an adjacent zone 
  of your choice. Meanwhile, everything else in the zone gets moved or crushed.
  Rubber Vengeance: When you bounce back, you do so with style. When some-
  one attacks you with a projectile, you can use your body’s rubbery quality to 
  reflect it back at them. If you do, both you and your attacker must defend 
  against your attacker’s roll, and any special effects created by the attack apply 
  to both of you. Doing this may send wayward projectiles in the direction of 
  innocent bystanders, however.
  33
  VENTURE CITY
  
  Energy Absorption
  You are a human capacitor, able to absorb pure energy into your body and 
  release it at will.
  Basic Energy Absorption: You may use Physique, with a +2 bonus, to defend 
  against any energy-based attack and to overcome energy-based obstacles, 
  simply by absorbing the energy into your body. Energy-based threats include 
  electricity—such as stun guns and tasers—radiation, fire, and most super-
  powered blasts; in short, things that can hurt you but aren’t solid objects.
  Enhancements
  Master Absorption: Gain an additional +2 to Physique to defend against 
  energy-based attacks or to overcome energy-based obstacles.
  Capacitance: Absorbing energy empowers you. Whenever you successfully 
  defend or overcome an obstacle using your power, in addition to any other 
  effects, you gain a Filled with Energy boost, modified to reflect the type of 
  energy you absorbed. You may only have one such boost at a time.
  Common Power Synergies
  Energy Blast: The energy you absorb doesn’t bleed away slowly; you release it 
  with force. As an energy blaster, you can shoot out energy of the same type 
  that you most recently absorbed (page 35).
  Harm: People need energy to live, and you can take grim advantage of this fact 
  by draining it out of them (page 39).
  Super Toughness: Kinetic energy is energy too, after all. You can’t stop a physi-
  cal attack, but you can slow it enough that it doesn’t hurt so bad (page 65).
  Drawbacks
  • The human body is not a perfect battery, which is why you’ve blown out 
  a few walls without meaning to. You suffer from Involuntary Bursts of 
  Energy.
  • Wherever you go, lights flicker, TVs show static, and cars won’t start. You 
  tend to stay away from hospitals because you Can’t Shut It Off.
  Collateral Damage Effects
  Killswitch: You can suck out basically every last joule in the area to empower 
  yourself. This instantly shuts down anything electrically powered in your zone, 
  but clears all your physical stress and erases a mild consequence.
  Grounded Discharge: You can release all the latent energy you’ve stored up in 
  one deadly burst, right through the heart of one target in your zone, dealing 
  a moderate consequence. But it’s not a perfectly accurate discharge: random 
  bolts of energy flare around you.
  34
  FATE: WORLDS OF ADVENTURE
  
  Energy Blast
  A classic power with innumerable variations: you can shoot stuff. Lasers from 
  your eyes, fire from your fists, things like that.
  Basic Energy Blast: You can fire a projectile of some sort, with a range of three 
  zones, using Shoot.
  Enhancements
  Master Energy Blast: Your shots are especially accurate. Gain +2 to Shoot when 
  using your power.
  Long-Range Blaster: Your projectile is tightly focused; you can fire up to 6 
  zones away.
  Defensive Blasts: You throw out energy blasts quickly and accurately enough to 
  intercept other projectiles. You can defend using Shoot against attacks from 
  another zone that you are aware of.
  Kinetic Acceleration: Anything that you can physically lift, from a playing card 
  to a person, you can toss with all the power of an energy blast. This is an attack 
  using Shoot. If your projectile could be harmed, it defends against your attack 
  as well.
  Common Power Synergies
  Projection: What you fire isn’t just a blast of undifferentiated energy; it’s a 
  specific element. Pick from Fire Projection, Electricity Projection, Frost 
  Projection, or Shadow Projection (pages 72–75).
  Item Summoning: You aren’t throwing pure energy; you’re just throwing stuff 
  that you pull out of thin air (page 45).
  Flight: Basic physics. Point your energy blasts down, and you go up (page 36)!
  Drawbacks
  • Your energy blast takes the form of lasers shooting from your eyes. This 
  is great for sniping at a distance, but not for tracking nearby targets. You 
  are Inaccurate at Close Range.
  • Your blasts come with huge bursts of concussive force, which generate 
  Lots of Collateral Damage.
  • You don’t have true control over your blasts: energy pours out of you non-
  stop, but you have safety equipment to hold it in check until you need to 
  fire. You Need a Mask to Protect Those Around You.
  Collateral Damage Effects
  Rapid Fire: You can shoot every target within your zone at full strength. If you 
  throw out that many shots, though, you can’t help but hit something you 
  don’t mean to.
  Charged Shot: If you take a few seconds to concentrate, you can generate a blast 
  with enough force to blow open the door to a bank vault, destroy a reinforced 
  wall, or otherwise eradicate an obstacle. Of course, a blast this big is slow and 
  imprecise. It’ll tear up the entire room.
  35
  VENTURE CITY
  
  Flight
  For many people, flight is the reason to activate their super gene. You are one of 
  the lucky ones, able to take to the air as easily as most citizens walk down the 
  street.
  Basic Flight: You can move vertically through the air as easily as moving along 
  the ground. Use Athletics to overcome obstacles or create advantages related 
  to flying.
  Enhancements
  Master Flight: You can fly better than most people can walk. Gain +2 to 
  Athletics rolls while airborne.
  Eagle-Eyed: You can, in fact, see your house from up there. Gain +2 to Notice 
  and Investigate rolls that involve seeing distant things.
  Supersonic Flight: Without gravity getting in your way, it’s surprising how 
  quickly you can get around. During conflicts, you may move up to two zones 
  in an exchange, rather than one, in addition to your action.
  Common Power Synergies
  Super Speed: Without the ground to slow you down, you can get where you 
  need to go in a hurry (page 63).
  Improved Special Effect
  Bullrush: Move yourself and a target in your zone by up to two zones. Both of 
  you end up in the same zone.
  Drawbacks
  • Your ability to fly comes from the pair of great big wings sprouting out of 
  your shoulder blades. You are Very Noticeable.
  • You can’t actually fly on your own. Instead, you have artificial assistance, 
  whether it’s a drug cocktail to stimulate your super gene or an honest-to-
  goodness jetpack. Your power has Limited Fuel.
  • Humans aren’t actually built to fly; without wings or a tail to act as a 
  rudder, you find that it is Hard to Maneuver in Flight.
  Collateral Damage Effects
  Megaton Punch: By flying a few stories up and slamming yourself back into 
  the ground at top speed, you create a shockwave. This attacks every target in 
  a zone at the expense of the structural integrity of the zone.
  Whirlwind: You fly in a tight circle at top speed, whipping up intense winds 
  that push every other target out of the zone. You determine who is pushed 
  into which adjacent zone.
  36
  FATE: WORLDS OF ADVENTURE
  
  Gadgeteering
  You have special insight into how stuff works, letting you assemble incredible 
  devices with seemingly no resources.
  Basic Gadgeteering: You have an intuitive understanding of machines of all 
  types. Just by seeing a device, you can tell what it does, at least in general. In 
  addition, you gain +2 to Crafts when repairing or building complex devices.
  Enhancements
  Master Gadgeteering: You gain an additional +2 to Crafts when repairing or 
  building complex devices.
  Superior Gadgeteering: When you use an overcome action to build or repair a 
  device and succeed with style, instead of gaining a boost you create a situation 
  aspect with one free invoke. This aspect fades away at the end of the scene, 
  even if you hold onto the device.
  Useful Devices: You have any number of fantastically useful contraptions 
  tucked into your utility belt. You can spend a fate point to create just about 
  anything you could possibly carry on your person.
  37
  VENTURE CITY
  
  Common Power Synergies
  Super Gadgeteering: Virtually any power can become an ability that you have 
  thanks to a gadget you have created. You might have jetpack-powered Flight 
  (page 36), a device which lets you Phase through walls (page 50), or a 
  ray to create energy Shields (page 58). Even though these powers come 
  from devices, the devices only work because of your superhuman craft, so 
  they can be affected as standard powers can by Power Amplification, Power 
  Nullification, and other means.
  Technology: Your mechanical aptitude is superior, but it’s not quite superhu-
  man. Likewise, the devices you create aren’t super-gadgets, just bleeding-edge 
  pieces of tech (page 77).
  Drawbacks
  • You learned to build things out of sheer necessity, not because you like it. 
  It turns out, despite your skills, Machinery Tends to Fail Around You.
  • If not for your gadgeteering, you wouldn’t be here today. After a horrible 
  accident some time ago, you are Kept Alive by Your Own Devices.
  Collateral Damage Effects
  Highly Experimental Device: Once per scene, if someone is taken out (includ-
  ing you), you can pull a highly experimental device out of your pocket, 
  prepared for just such an occasion. Not only does your device completely 
  negate all the stress which would have caused the target to be taken out, it 
  also clears your target’s highest consequence. After that, your device explodes, 
  misfires, goes rogue, or otherwise renders itself inoperable while dishing out 
  some collateral damage.
  Handmade Off Button: You’ve got a very useful little remote control in your 
  pocket, which you can use to just shut off one or more devices in the scene—
  anything as technologically advanced as a flashlight is a viable target. You can 
  choose what to target, but your control isn’t perfect. Also, sometimes you 
  “shut things off” by making them explode. You’re trying to work that bug out.
  38
  FATE: WORLDS OF ADVENTURE
  
  Harm
  You have a deadly touch. You don’t have to hit people to hurt them; just brush-
  ing up against them can be fatal.
  Basic Harm: By maintaining skin-to-skin contact with another person for a 
  moment, you deal them 2 physical stress. Additionally, when you attack a 
  target using your bare hands, add 2 physical stress to result.
  Enhancements
  Master Harm: Your touch is considerably more painful. You cause 2 additional 
  physical stress when you use your power.
  Ray of Harm: You may harm anyone in the same zone as you without touching 
  them. If they are resisting, use Shoot.
  Lasting Harm: When you cause harm, if your target does not have a mild con-
  sequence, you may instead choose to inflict a mild consequence.
  Piercing Damage: Your ability ignores the target’s Armor rating. Additionally, 
  you do not have to maintain skin contact for your power to work; you can 
  cause harm through multiple layers of clothing.
  Common Power Synergies
  Healing: It’s not unusual for someone with your power to trade damage for 
  healing or vice versa (page 40).
  Drawbacks
  • The cause harm in the form of strange, cancerous lesions all over your 
  target’s skin. Unfortunately, you show them as well, making you look 
  Grotesque.
  • Despite your best attempts to keep it in check, your power is always 
  active in small ways: pencils rot in your hand, and food spoils when you 
  touch it. You Can’t Turn It Off.
  • Your power is usually inactive, which means you aren’t accidentally dam-
  aging those around you, but it means you can’t always bring your ability 
  to bear; you have to be furious at a target to harm them. Your power is 
  Fueled By Rage.
  Collateral Damage Effects
  Mass Illness: You can emanate a wave of harm from your body that affects 
  everyone in your zone. It kills nameless NPCs, while named NPCs and PCs 
  must successfully defend with Physique against Fair (+2) opposition to avoid 
  taking a moderate physical consequence.
  Ravage: Instead of decaying flesh, you can use your ability to weaken metal. 
  Every metallic object in the scene—including handcuffs, deadbolts, and weap-
  ons—either falls apart or becomes so fragile that a single hit will shatter it.
  39
  VENTURE CITY
  
  Healing
  You are, invariably, the most popular person to have on hand during a fight. You 
  make hurt people not hurt so much.
  Basic Healing: You can make a Will roll against Fair (+2) opposition to clear 
  another character’s physical stress. A character may only benefit from your abil-
  ity once per scene. Additionally, you can use Will to start healing any kind of 
  physical consequence on another character.
  Enhancements
  Master Healing: You gain +2 to Will when you roll to start healing another 
  character’s consequence.
  Fast Healing: When you cause another character’s consequence to begin healing, 
  its severity decreases by one step if the lower consequence slot is available. If 
  it’s a mild consequence, it disappears altogether.
  Overhealing: When you heal a target’s physical stress, they gain another physi-
  cal stress box, which lasts until the end of the scene.
  Common Power Synergies
  Regeneration: Most doctors can’t operate on themselves, but there’s no reason 
  you can’t turn your power inward (page 55).
  Harm: Medicine and poison are the same thing, really. It’s all about the propor-
  tions (page 39).
  Improved Special Effect
  Healing Wave: Everyone in your zone clears their lowest physical stress box.
  Drawbacks
  • Your healing is tied to your emotional state and your ability to feel com-
  passion for your target. No matter how pressed, you Can’t Heal Someone 
  You Don’t Like.
  • Your healing ability isn’t perfect; like any healer, you’ve lost patients 
  before, and like any healer, you’re Racked with Guilt about it.
  • The human body is incredibly complex, which means you Require 
  Complete Concentration to heal your targets.
  Collateral Damage Effects
  Invulnerability Charge: If someone in your zone is attacked, you can turn 
  the full extent of your power onto them, causing them to ignore the damage 
  entirely. The damage still has to go somewhere, though: Bullets or energy 
  blasts would pass right through your target, and kinetic energy from powerful 
  punches would pour into the ground.
  Pacifist Aura: You can turn up your power to such a point that it’s almost physi-
  cally impossible for people to get hurt in your presence. Everyone in your 
  zone gains Armor:6 until scene ends or you end the power. However, the 
  vital energy filling the area tends to make inanimate objects leap about in 
  unpredictable ways.
  40
  FATE: WORLDS OF ADVENTURE
  
  Illusion
  You can make things that aren’t there…there.
  Basic Illusion: You can project an illusory image, up to about human size, as far 
  as one zone away. You can also generate sounds, including voices. You must 
  concentrate to keep the illusion active. Others must actively try to see through 
  your illusion. This is an overcome roll using Investigate, which you actively 
  oppose using Deceive.
  Enhancements
  Master Illusion: You gain +2 to Deceive when opposing someone trying to see 
  through your illusions.
  Giant Illusions: You can create illusory images that fill up an entire zone. 
  Instead of being limited to individual illusory objects, you can create and 
  populate entire rooms.
  Full Sensory Overload: Your illusions cover all the bases: sight, sound, smell, 
  and even touch. That said, anyone attempting to physically push through an 
  illusion will quickly realize it offers no actual physical resistance.
  Common Power Synergies
  Shielding: By combining the sensory input of your illusions with physical barri-
  ers to reinforce them, you can create incredibly convincing simulacra. You can 
  encase the shields you generate within illusory walls (page 58).
  Telepathy: While you generate your illusions in the minds of those around you, 
  you can poke around in those minds. This is especially useful if you want to 
  project someone’s darkest secret or hidden fear (page 67).
  Drawbacks
  • Everyone has demons, of course. Not everyone has the latent ability to 
  bring their subconscious thoughts into the real world when they aren’t 
  paying attention. You suffer from a Subconscious Made Real.
  • Your illusions aren’t projections; they’re hallucinations you make people 
  have. This means your Illusions Don’t Show Up on Video.
  • You spin your illusions together out of shadows. Indoors or at night 
  they’re perfectly serviceable, but your Illusions Dissipate in Daylight.
  41
  VENTURE CITY
  
  Collateral Damage Effects
  Mass Hysteria: You can fill an entire zone with disturbing images: demons, 
  monsters, the worst things you or anyone else can imagine. This illusory bar-
  rage stays in place until you will it away or leave the zone. Everyone who 
  enters your zone or ends their turn in your zone must overcome a Fair (+2) 
  obstacle with Will or gain a mild mental consequence.
  Virtual Possession: By focusing on someone in your zone or an adjacent zone, 
  you can completely control what they see, causing them to confuse friend for 
  foe. You force your target to make one attack against another target of your 
  choice, after which they will snap out of your influence. Unfortunately, in 
  their confusion, your quarry will usually favor an over-the-top attack that 
  leaves a lot of collateral damage.
  Influence
  You are a natural people person—whether people like it or not. You can’t control 
  minds outright, but you can make them malleable.
  Basic Influence: You can use Rapport to attack, defended against with Will. If 
  you succeed against a nameless NPC, you may give them a task, which they 
  will then attempt to fulfill. Against a named NPC or a PC, they may follow 
  your order or take mental stress from the attack, their choice. Anyone you give 
  a task to will try their best to accomplish it until they succeed or the scene 
  ends, whichever comes first. The tasks you assign are short-term objectives, 
  such as “Give me that gun,” or “Go away.” Because even the weakest-willed 
  are driven by self-preservation, you cannot force someone to directly harm 
  themself or put themself in an inevitably fatal position, such as jumping off 
  a building, but you can force them to take riskier actions than they would 
  like to.
  42
  FATE: WORLDS OF ADVENTURE
  
  Enhancements
  Master Influence: You are very convincing. Gain +2 to Rapport when using 
  your power.
  Overwhelming Voice: If you would inflict mental stress on someone using your 
  power, you may instead inflict a mild consequence, if your target does not 
  already have one.
  Convincing: Because people tend to believe what you say, you gain +2 to 
  Deceive when lying to someone.
  Familiar Presence: Your power makes you seem vaguely familiar to everyone. As 
  a result, as long as you don’t interact with them directly, security guards and 
  other official personnel will assume that you have the right to be wherever you 
  are, and won’t demand ID. If you draw attention to yourself, or are forced to 
  speak to personnel—for instance, because they are guarding a door you are 
  trying to go through—the effect will wear off.
  Common Power Synergies
  Telepathy: Your power already lets you rewire someone’s brain. Might as well 
  pick up some information while you’re there (page 67).
  Drawbacks
  • Something about always being able to get everything you want has left 
  you, well, a little dead inside. You have No Empathy.
  • While you can direct your power, you can’t turn it off. You have an inces-
  sant aura of likability, so you always wind up Surrounded by Admirers.
  Collateral Damage Effects
  “DIE!”: Normally your orders are limited to things your target might be willing 
  to do, but if you’re mad enough, you can instruct an entire zone to just die. 
  Nameless NPCs are taken out instantly, while named NPCs and PCs must 
  use Will to successfully overcome a Fair (+2) obstacle or take a moderate 
  physical consequence as their own body tears itself apart.
  Puppetry: You can attempt to control someone else’s body entirely. They can 
  still take actions in a conflict as normal, but on your turn you may either 
  take an action yourself or have your target take an action. You cannot make 
  someone attack themself or cause themself purposeful harm—for instance, by 
  leaping off a rooftop when they can’t fly—but you can have them target their 
  allies and move into disadvantageous positions. Collateral damage tends to 
  stem from the imperfect control you have over their body, or the psychologi-
  cal damage you cause to the both of you.
  43
  VENTURE CITY
  
  Invisibility
  Sorry, who said that?
  Basic Invisibility: You can completely fade from view, including your clothes 
  and anything you’re carrying. Cameras and similar devices cannot detect you 
  at all, and you gain +2 to Stealth against being seen by living targets.
  Enhancements
  Master Invisibility: You gain an additional +2 bonus to Stealth against being 
  seen.
  Sharable Invisibility: You can render other objects invisible along with you. 
  This includes other people, pieces of furniture, or even walls. You must main-
  tain contact with the invisible object.
  Precise Invisibility: You don’t need to turn invisible all at once; you can make 
  parts of yourself invisible, like your head or arms, or keep objects you’re hold-
  ing invisible while you can be seen.
  Common Power Synergies
  Phasing: When you’re invisible, you’re practically a ghost, able to walk through 
  walls (page 50).
  Illusion: You are the master of what is seen and unseen (page 41).
  Drawbacks
  • Your invisibility is not actually visual; your power works by effectively 
  writing yourself out of the minds of those around you. Unfortunately, 
  you still have a Completely Visible Reflection.
  • Your power is a reflection of your personality: you were always a meek, 
  background sort of person, even before you learned to fade from view. 
  You are Easily Forgotten, even by your companions.
  • Unfortunately, your invisibility is only skin deep, it Doesn’t Work on 
  Clothes.
  Collateral Damage Effects
  Hyper-Visibility: You can apply your power in reverse, turning the world dim 
  and making you the most visible thing around for several minutes. During 
  this time you are extremely noticeable; anyone in your zone or an adjacent 
  zone must overcome a Great (+4) obstacle with Investigate to see anything 
  other than you.
  Perfect Evasion: If you are in a conflict, you can duck briefly out of sight and 
  turn invisible to evade everyone’s notice. On any subsequent turn of yours, 
  you can appear in any zone. Furthermore, if you attack a target in your zone 
  on the turn you reappear, you gain +4 to that attack. Alternately, you can just 
  leave the conflict. Unfortunately, your sudden disappearance will make your 
  enemies more paranoid, which may encourage them to call in reinforcements.
  44
  FATE: WORLDS OF ADVENTURE
  
  Item Summoning
  You always have what you need close at hand.
  Basic Item Summoning: You can create simple items, such as hand tools or 
  weapons, just by willing them into existence. If you want something with 
  no moving parts that you can hold in one hand, roll Will against Average 
  (+1) opposition; larger or more complex items will increase that opposition. 
  While the item you summon can have multiple parts—for instance, a sack 
  of marbles—you can’t summon electronic gadgets, explosives, or items that 
  require precise manufacturing, like firearms. You may only summon one item 
  at a time, but you can summon as often as you’d like. Increase the opposition 
  by +2 for every other item summoned by you in the scene. You can cause 
  summoned objects to dissipate at will, but they’ll disappear on their own after 
  a few minutes or the end of the scene, whichever comes first.
  Enhancements
  Master Item Summoning: You gain +2 to Will when attempting to summon 
  items.
  All the Things: Why would you summon one object when you can summon a 
  whole bunch? When summoning objects, only increase the opposition by +1 
  for each other object you summoned in the scene.
  Complex Summoning: You can summon small functional gadgets, like calcula-
  tors or flashlights.
  Common Power Synergies
  Natural Weapon: You can summon a weapon right into your hands; you don’t 
  even need to think about it (page 49).
  Shielding: By summoning small walls or just piles of junk, you can create ad 
  hoc shields (page 58).
  Drawbacks
  • You aren’t summoning physical objects; you’re actually constructing hard-
  light holograms. But the light isn’t that hard—your Summons are as 
  Fragile as Glass.
  • Your idle thoughts constantly create a stream of things. It disappears 
  eventually, but you still Leave a Trail of Random Stuff.
  Collateral Damage Effects
  Sweet Ride: You can concentrate for a moment to summon forth a cool car. It’s 
  destructive when it appears—cracking the ground, possibly knocking down 
  walls and scattering people—but once it arrives, you can drive it wherever you 
  need to go.
  Bad Ride: You can concentrate for a moment to summon forth a cool car, in 
  midair, right above someone you don’t like. Gravity does the rest. The car is 
  totaled, and the target must overcome a Great (+4) obstacle. If the target ties 
  or succeeds, they take 2 physical stress that cannot be negated by any armor; 
  if they fail, they take an additional 3 unpreventable stress.
  45
  
  Plant Control
  You have a green thumb and then some: plants respond to you.
  Basic Plant Control: You can communicate with plants up to two zones away. 
  You can direct and accelerate their movements, animating them and using 
  them to take physical actions or even make attacks. When an animated plant 
  takes actions, you roll with Empathy to control it. Picking up objects is a 
  Mediocre (+0) challenge, while manipulating them will be Fair (+2) or above, 
  depending on complexity. Having plants uproot themselves and move around 
  is a Fantastic (+6) challenge or greater.
  Enhancements
  Master Plant Control: You gain +2 to Empathy when animating plants.
  Accelerated Growth: You can induce a plant to grow from only a seed to fully 
  grown in just a few seconds.
  Dryad Step: Your fine control over plants means that they never obstruct you. 
  You can walk through a tree, phasing through the trunk as if there were noth-
  ing there. Furthermore, you can phase through any objects made of plant 
  matter, such as wooden doors.
  Common Power Synergies
  Slowing: No matter where you go, there’s enough grass or weeds underfoot to 
  let you tangle up an opponent (page 59).
  Harm: You have a natural expertise with plant-based toxins. You might even 
  secrete them (page 39).
  Drawbacks
  • Occasionally, you curse the fact that you developed your powers in the 
  city, because you are Not Very Useful Indoors.
  • You are part plant yourself, or too much time in their presence has caused 
  chlorophyll to leech into your flesh. Either way, you’re walking around 
  with Bright Green Skin.
  Collateral Damage Effects
  Rapid Reforestation: You can summon forth an entire grove of trees, filling 
  your zone. It is a Great (+4) obstacle for anyone attempting to enter or leave 
  the zone. Of course, this revenge of nature will tear up anything on the ground.
  Deadly Ivy: You can plant a little sprig of ivy at the base of a wall or any solid 
  object. After a few seconds, the ivy covers the obstacle, extends tendrils 
  through it, and then collapses it entirely, allowing you to pass through the 
  barrier.
  46
  FATE: WORLDS OF ADVENTURE
  
  Machine Control
  You have a powerful psychic bond with machines of all sorts. They do what you 
  tell them to. You don’t even need a manual.
  Basic Machine Control: You can control machines up to one zone away with-
  out touching them. Most machines won’t resist you at all, but something 
  computerized will put up Fair (+2) opposition, and more complex and pow-
  erful computers will offer greater opposition; you use Empathy to overcome 
  this opposition. You can only make a machine do something it’s capable of; 
  while you couldn’t make a toaster float, for instance, you could make a car 
  drive itself.
  Enhancements
  Master Machine Control: You gain +2 to Empathy when telling machines what 
  to do.
  Machine Language: You can communicate with machines psychically, although 
  their intelligence is limited by their capabilities. For example, a toaster couldn’t 
  tell you who all has passed through the room, but it could tell you if someone 
  has made toast recently.
  Built-in Wi-Fi: Your brain is able to pick up signals of all sorts. You have a per-
  manently active Internet connection, and you can hear both sides of nearby 
  cell phone conversations.
  Alarm Bypass: Technology has so great an affinity for you that security mea-
  sures—from alarm systems to landmines—simply do not go off for you. They 
  will, however, go off for anyone traveling with you.
  Common Power Synergies
  Gadgeteering: Because machines listen to you, and you to them, you can create 
  and repair devices much better than anyone else (page 37).
  Drawbacks
  • Because you have a bond with machinery, it has a bond with you. In 
  a technologically advanced city, that means The Machines Never Stop 
  Talking!
  • Your ability to control machinery is psychic in nature and tied into your 
  emotional state. This can cause Unwanted Feedback.
  • You might be able to sense machinery near you, and control it when it’s 
  away from you, but the only way to access a psychic link is by physi-
  cally touching the machine you want to influence. Your power Requires 
  Physical Contact.
  Collateral Damage Effects
  Escape Plan: Wherever you are, whatever the situation, you can summon a vehi-
  cle, such as a car or helicopter, to take you and your allies to safety. Generally 
  speaking, this vehicle will arrive by crashing through a wall or the ceiling.
  Overload: You can make any electronic device overcharge itself to the point 
  where it violently explodes. This counts as a Fantastic (+6) attack against 
  everyone in the same zone as the exploding device.
  47
  
  Material Mimic
  You are what you touch.
  Basic Material Mimicry: While in contact with any material—iron, stone, 
  wood, and so on—you can alter your body to mimic that substance, turning 
  into a living statue. To do so, create an advantage using Physique against Fair 
  (+2) opposition. If you succeed, you gain an aspect reflecting your new state, 
  such as Body of Steel. You may only have one such aspect at once, and it goes 
  away if you break contact with the substance you’re mimicking.
  Enhancements
  Master Mimicry: You are skilled at converting your body into esoteric stuff. You 
  gain +2 to Physique when using your power.
  Multiple Mimicry: If you concentrate, you can mimic multiple forms of matter 
  at once, becoming, for instance, a wood-and-iron hybrid. You may have two 
  Material Mimicry aspects at once.
  Mimicry Memory: When you break contact with the substance you’re mimick-
  ing, you do not lose your Material Mimicry aspect. Instead, the aspect lasts 
  until the end of the scene or until you begin mimicking a new substance.
  Common Power Synergies
  Super Toughness: You can be literally made of iron at a moment’s notice; of 
  course you’re hard to hurt (page 65).
  Natural Weapon: When you change form, you can sharpen your hands into 
  impressive blades or form them into a mighty warhammer (page 49).
  Invisibility: Your ability to mimic the color and design of materials makes you 
  a natural chameleon (page 44).
  Drawbacks
  • You can’t turn into just anything you want; your power is Limited to 
  Organic Materials.
  • You often trigger your power without meaning to. You suffer from 
  Involuntary Mimicry.
  Collateral Damage Effects
  Bulking Up: If you’re mimicking something sufficiently massive, like a brick 
  wall or the asphalt in the street, you can actually absorb the material. You 
  become huge, up to eight feet tall, and gain +2 to Physique while you mimic 
  that substance. This transformation lasts a few minutes before the extra mass 
  begins to leech out, and the absorption does a lot of damage to whatever you 
  stole the mass from.
  Untouchably Airy: If an attack would hit you, you can take on a body of air, 
  allowing it to pass right through you. You take no stress and can move up to 
  two zones away before you resolidify. The attack, however, still goes some-
  where and causes collateral damage.
  48
  FATE: WORLDS OF ADVENTURE
  
  Natural Weapon
  You come pre-armed for everyone’s inconvenience.
  Basic Natural Weapon: You have some sort of built-in weaponry, whether it be 
  claws or crackling energy that surrounds your fists. You gain +2 to Fight while 
  brawling unarmed in close quarters.
  Enhancements
  Master Natural Weapon: Your weapon is deadlier than most. Gain an addi-
  tional +2 bonus to Fight when unarmed in close combat.
  Critical Hit: Whenever you cause stress using your natural weapon, you may 
  instead cause a mild consequence, if the target doesn’t already have one.
  Bloody Weapon: When you attack with your natural weapon and succeed with 
  style, give the defender the situation aspect Bleeding with one free invocation. 
  If they are already Bleeding, add another free invocation to the aspect.
  Common Power Synergies
  Energy Blast: Your natural weapon is just the close-up version of a power blast, 
  encasing your fists with energy rather than tossing it at distant foes (page 35).
  Super Agility: Your favorite opening maneuver is leaping at your prey from a 
  distance, claws first (page 60).
  Drawbacks
  • You don’t know which came first, the retractile claws or the animal sen-
  sibilities, but you can’t have one without the other. While you’re armed 
  with a natural weapon, you are also Half-Feral.
  • Your weapon isn’t as simple as jutting bone spurs; your fists generate a 
  strange energy that you can’t entirely shut off. It makes you dangerous to 
  foes, but you’re also A Danger to Anyone Nearby.
  • Your natural weapon isn’t attached to your hands, but to your elbows or 
  knees. It’s no less effective, but you’re Only Good Up Close.
  Collateral Damage Effects
  Eviscerate: If you are unconcerned with the damage you cause to the city, let 
  alone the psyches of those around you, you can dive weapons-first into action. 
  You can instantly take out a nameless NPC, or cause a mild consequence to a 
  named NPC or PC.
  Berserk: Of course someone with knives jutting from their fists has a berserk 
  mode! If you fall into an incomprehensible rage, you become an especially 
  deadly combatant, gaining Armor:2 and +1 to all attacks. Because you are in 
  a berserk rage, though, you can’t stop yourself from causing collateral damage. 
  This rage lasts until the end of the scene or you choose to end it.
  49
  VENTURE CITY
  
  Phasing
  Walls are something other people have to deal with. You’ve always found it easier 
  to ghost on through.
  Basic Phasing: You can use Burglary to walk through walls and other physical 
  barriers. A standard interior wooden door is a Fair (+2) obstacle, while thicker 
  barriers of sturdier materials provide more opposition.
  Enhancements
  Master Phasing: You gain +2 to Burglary when attempting to move through 
  objects.
  Tunneling: If you phase through a barrier, you can keep the path you created 
  out of phase for a few moments more, long enough to let your companions 
  through as well.
  Defensive Phasing: If you can see an attack coming, you can try to let it phase 
  right through you. You get +2 to defense rolls against attacks that originate 
  from your zone.
  Common Power Synergies
  Invisibility: When you go out of phase, everything passes through you, even 
  light (page 44).
  Material Mimic: When you pass through an object, you retain some of its prop-
  erties (page 48).
  Drawbacks
  • Your control over your power isn’t as absolute as you’d like. You can keep 
  solid most of the time, but Sometimes Things Drop Right Through Your 
  Hands.
  • If you’re out of phase with the world, you’re out of phase with everything, 
  even the air. You Can’t Breathe While Phasing.
  Collateral Damage Effects
  Missed Me: If you aren’t worried about where the shots actually end up, you 
  can phase out as someone is attacking you. You can ignore all physical damage 
  from a single source, because it strikes everything around you instead.
  Armor Piercing: By imparting some of your intangibility to a rock or other 
  small object and then tossing it, you can have it become solid inside a target. 
  This will make the projectile shatter violently, sending shards ricocheting 
  around the area, which deals a mild consequence to anyone in your zone or 
  an adjacent zone.
  50
  FATE: WORLDS OF ADVENTURE
  
  Power Amplification
  You don’t do much on your own. But when there are other super-powered fight-
  ers around, you are vital.
  Basic Power Amplification: By touching a super-powered individual, you can 
  give them the boost Empowered, which they may invoke during any use of 
  their power. You may only have one such boost in play at a time; if you gener-
  ate another, the first goes away. If unused, the boost goes away at the end of 
  the scene. Additionally, you always know who around you is super-powered 
  and generally what their power is.
  Enhancements
  Master Power Amplification: You can create an additional Empowered boost. 
  You may apply multiple boosts to a single target, or spread them around.
  Ray of Empowerment: You can empower a target even if you cannot touch 
  them, up to one zone away.
  Lingering Power: Select any power you have, including power synergies, besides 
  Power Amplification. Anyone with your Empowered boost gains access to the 
  basic form of that power.
  Common Power Synergies
  Power Nullification: You can give power, and you can take it away. That makes 
  you pretty scary in a super-powered melee (page 52).
  Electricity Projection: You amplify others’ powers with bolts of crackling red 
  lightning. You’re not sure how it works, but it’s effective (page 72).
  Drawbacks
  • Your ability is less than short-range; you Must Maintain Physical 
  Contact to keep someone empowered.
  • When you empower an ally, they’re taking some of your energy away. 
  Your power Leaves You Weakened while your allies are empowered.
  Collateral Damage Effects
  Mass Empowerment: You can give your Empowered boost to every super-
  powered individual in the scene, friend and foe, in a single wave of energy. 
  Outputting this much energy in a single go, however, has unpredictable 
  effects on inanimate objects and unpowered humans; they get tossed around, 
  thrown in the air, and might even explode.
  51
  VENTURE CITY
  
  Power Nullification
  The guys who amplify powers are more popular, but you’re arguably more 
  important, if only as a jailer.
  Basic Power Nullification: You can render your zone inhospitable to the use 
  of superpowers. If someone attempts to use a power in your zone, and that 
  power prompts opposition, increase its opposition by +2. If the power doesn’t 
  prompt opposition, they must overcome a Fair (+2) obstacle with Will to use 
  it. This nullification field does not affect you, and you can dismiss it at will. 
  Additionally, you always know who around you is super-powered and gener-
  ally what their power is.
  Enhancements
  Master Power Nullification: Increase the opposition to the use of powers by +2.
  Distant Power Nullification: You can create a power nullification zone up to 
  two zones away. This zone may exist in addition to the one in your zone. You 
  can only maintain one zone of distant power nullification at a time.
  Full Nullification: By touching a target, you can temporarily strip away their 
  power. If they resist, you can make an attack using Fight to grab them against 
  their will. Once stripped, they cannot benefit from their superpower in any 
  way until the end of your next turn.
  Common Power Synergies
  Power Amplification: You can take powers away, but you can give them back 
  and even make them better (page 51).
  Frost Projection: When your ability is active, the affected zone isn’t just resis-
  tant to powers, it is a frigid and inhospitable place (page 74).
  Drawbacks
  • Nullifying powers requires a lot of concentration, and keeping a nullifica-
  tion zone active for more than a few seconds is Exhausting.
  • Rather than strictly nullify powers, your ability causes superpowers to 
  short out, go off randomly, and generally still work but work wrong. Your 
  nullification zone suffers from Unpredictable Superpower Misfires.
  Collateral Damage Effects
  Super-Power Strike: By concentrating, you can unleash a burst of energy that 
  strikes at the heart of a super-powered individual. A nameless NPC with 
  powers gets taken out instantly, while super-powered named NPC or PCs 
  must either take a mild consequence or lose access to their powers entirely 
  until the end of the scene. This energy blast resonates throughout the area, 
  causing everyone there—whether they have powers or not—to become dazed 
  and disoriented.
  52
  FATE: WORLDS OF ADVENTURE
  
  Power Replication
  You never need to suffer from power envy. If you can find someone with the 
  power, you’ll have it too.
  Basic Power Replication: If you are touching a super-powered individual, you 
  can mimic their power. If they resist, you may make an attack using Fight to 
  grab them against their will. You may use one stunt’s worth of effect from their 
  power suite, but you cannot access their special effects or collateral damage 
  effects. You can change which effect you can access, but you cannot use two 
  effects at the same time. Additionally, you always know who around you is 
  super-powered and generally what their power is. If you are touching some-
  one with super powers, you know exactly how their power works.
  Enhancements
  Master Power Replication: When the power you are replicating requires you to 
  roll—for instance, to attack—you gain +2 to that roll.
  Lingering Power Replication: You can keep one stunt’s worth of power after 
  you let go of the person you took the power from. This power goes away at the 
  end of the scene or if you replicate another power.
  Power Vampire: While you are replicating someone’s power, their ability to 
  use superpowers is hampered. If they attempt to use any superpower, and it 
  prompts opposition, its opposition increases by +2. If the power prompts no 
  opposition, they must overcome a Fair (+2) obstacle with Will to use it.
  Power Suite Duplication: By spending several minutes closely concentrating 
  on a super-powered individual, you can copy most or all of their power suite. 
  During this time, you gain one stunt’s worth of effect from your target’s power 
  suite for each stunt’s worth of effect you purchased in your power suite. Stunts 
  in excess have no effect. You also gain their special effects, improved special 
  effects, and collateral damage effects, and you lose access to all of your powers, 
  including special effects and collateral damage effects. You keep these powers 
  for a full scenario or until you willingly get rid of them, at which point your 
  original powers return.
  Common Power Synergies
  Power Amplification and Nullification: If you know how to replicate powers, 
  improving or hampering them should be easy (pages 51–52).
  Harm: You’re stealing someone’s power. You’re stealing a very real part of who 
  they are. That’s gonna hurt (page 39).
  Drawbacks
  • Too much time thinking about how powers work and how to get 
  access to them has left you a little psychologically damaged: you are 
  Power-Hungry.
  • A light tap on the arm isn’t enough for you to borrow someone’s ability; 
  your power-theft Requires Sustained Physical Contact.
  Collateral Damage Effects
  Replicated Collateral Damage: You can use the collateral damage effect of the 
  person whose power you are replicating.
  53
  
  Precognition
  You have a bit of insight into how things are going to go; mainly you know how 
  to dodge just before a punch gets thrown.
  Basic Precognition: You can see hits coming early, letting you use Notice to 
  defend against all physical attacks. Also, during a conflict you always act 
  before anyone who does not have Precognition.
  Enhancements
  Master Precognition: You gain +2 to Notice when defending against physical 
  attacks.
  Visions: Once per scene, you may ask the GM a question about future events, 
  the likely outcomes of your actions, or any other information you can only 
  access through seeing the future. The GM must answer as honestly as possible, 
  but may be vague.
  Common Power Synergies
  Super Senses: Your senses aren’t actually heightened, but you have an uncanny 
  knack for looking in the right spot at the right time (page 62).
  Telepathy: Your mind has a unique construction; it allows you to see into the 
  future and also to read the minds of those around you (page 67).
  Drawbacks
  • There are so many different futures that you can half-see; it’s overwhelm-
  ing, leaving you with Constant Migraines.
  • Your ability to see the near-future is so finely tuned that it eclipses your 
  ability to stay in the now, leading you to answer questions before they’re 
  asked and dodge blows before they’re thrown. You Have Trouble Seeing 
  the Present.
  Collateral Damage Effects
  Expected Backup: At any point, you can announce that you knew there would 
  be trouble several hours ago, so you called in a tip to local law enforcement. 
  This law enforcement immediately arrives in force, most likely breaking 
  through windows or kicking down doors to get there. Whether this backup 
  means corporate police, a registered superhero, or gangsters defending their 
  territory depends on the scene and is up to the GM.
  Future Echoes: You open up your mind and fill the brains of everyone around 
  you with visions of the near-future. This leaves everyone else in the scene con-
  fused and disoriented. Every time someone else makes an attack, they suffer a 
  -4 penalty to the roll because they keep aiming where someone is about to be. 
  This effect lasts a few minutes or until you dismiss it.
  54
  FATE: WORLDS OF ADVENTURE
  
  Regeneration
  You aren’t made of iron. You can get stabbed just as easily as the next guy. 
  Difference is, once the knife gets pulled out, you’re ready to fight again.
  Basic Regeneration: Whenever one of your physical consequences begins to 
  recover, it gets renamed and moved to the next lower consequence slot, if 
  available. This clears away mild consequences immediately. Additionally, at 
  the end of a scene, if you have any mild physical consequences—whether they 
  are recovering or not—they get cleared away automatically.
  Enhancements
  Master Regeneration: It’s easier for you to start the healing process. Anyone, 
  including yourself, attempting to begin healing one of your physical conse-
  quences gets +2 to their roll.
  Human Pincushion: Sometimes you got a spear sticking out of your chest, and 
  you just gotta deal with that. Gain a mild consequence slot, which you can 
  use for physical injuries.
  Immortal: You can be taken out in combat, but nothing can make you actually 
  die. Ever.
  Quick Recovery: By spending a fate point, you can use Will to attempt to begin 
  recovering one of your physical consequences. You can do this at any time, 
  even as an action during combat.
  Common Power Synergies
  Super Toughness: It’s not that you don’t get hurt, it’s that the things that hurt 
  normal people just don’t matter that much for you (page 65).
  Harm: Part of your enhanced regenerative ability is an immune system so pow-
  erful it actually attacks anyone who gets too close to you (page 39).
  55
  VENTURE CITY
  
  Drawbacks
  • You don’t heal perfectly. Every time you come back from an injury, there’s 
  a scar, even if it’s just a little one, and those things add up. By this point, 
  you are Grotesquely Scarred.
  • You are older than you look—much, much older. You may have lived 
  several lifetimes, or spent a few decades trapped in ice before you were 
  revived. Either way, you are From Another Time.
  Collateral Damage Effects
  Horror Show: If there is a way of breaking enemy morale that’s more efficient 
  than tearing off your own head and running, screaming, into a crowd, you 
  don’t know what it is. You can perform an act of horrifying self-mutilation in 
  front of everyone in your zone. When you do, nameless NPCs will flee in fear, 
  and named NPCs and PCs must roll Will against Fair (+2) difficulty to avoid 
  taking a moderate mental consequence.
  Foreign Objects: Your body is full of bullets, blades, bones, and all kinds of 
  detritus from past battles. If you don’t mind embedding all that stuff in the 
  walls and people around you, you can force your body to eject the foreign 
  material en masse at top speed. By doing so, you attack everyone in your zone 
  and one adjacent zone using Shoot.
  56
  FATE: WORLDS OF ADVENTURE
  
  Shape-Shifting
  You are what you want to be.
  Basic Shape-Shifting: You can change your form into that of any creature. You 
  can use Will to create an advantage of Creature Form. The opposition is 
  generally Fair (+2), though it increases for particularly large or small shapes 
  and for complex transformations like a swarm of bees. Your new shape persists 
  until you decide to end it or get taken out.
  Enhancements
  Master Shape-Shifting: You gain +2 to Will when attempting to change your 
  shape.
  Skill-Shifting: When you change your shape, select one skill. Gain +2 to that 
  skill as long as you remain in creature form.
  Rapid Shifting: Changing your form is nearly instant; it does not take an action.
  Common Power Synergies
  Flight: With a little fine control over your shape-shifting ability, you can sprout 
  wings whenever you need them (page 36).
  Animal Control: Your time being an animal has taught you to think like an 
  animal—and consequently, how to order an animal around (page 27).
  Drawbacks
  • Your transformations aren’t perfect; whenever you return to human shape, 
  some animal features remain. You Don’t Look Quite Human.
  • While your transformations are impressive, you can only tweak your form 
  a little bit; you can’t change it entirely. You are Limited to Terrestrial 
  Mammals.
  Collateral Damage Effects
  T-Rex: You can turn into a giant dinosaur or similarly massive force of destruc-
  tion, able to crush everything around you. You can only hold this form for a 
  few minutes, though, and you’re sure to tear up everything around you. While 
  massive, you gain +1 to attack rolls and your attacks are Weapon:2.
  Stegosaurus: You can turn yourself into an armored dinosaur or similarly 
  unstoppable juggernaut, unfazed by anything around you. You can only hold 
  this form for a few minutes, though, and you’re sure to crush everything 
  around you. While armored, you gain +2 to defend rolls and can knock down 
  obstacles like thick concrete walls just by walking through them.
  57
  VENTURE CITY
  
  Shielding
  You keep people safe with invisible walls of force. It’s not flashy, but it’s a solid 
  defensive ability.
  Basic Shielding: With a moment’s concentration, you can erect a barrier 
  between your zone and an adjacent zone, which lasts until the end of the 
  scene or you will it away. This barrier is transparent, but no matter can pass 
  through it. When someone attempts to attack through the barrier, or attacks 
  the barrier itself, you intercept the attack, using Will to defend. If the attack 
  succeeds, you may either take the shifts as mental stress or allow the barrier to 
  shatter and take mental stress equal to half of the shifts, rounded down. You 
  may erect multiple barriers, but each active barrier after the first reduces your 
  Will roll to defend by one.
  Enhancements
  Master Shielding: You gain +2 to Will when attempting to maintain your barriers.
  Opaque Shields: When you create a barrier, you can make it transparent, 
  opaque, or anything in between.
  Precision Shielding: You can create much smaller shields, surrounding a single 
  human-sized target within your zone.
  Semi-Permeable Shield: You and your allies can attack through your barriers, 
  but at a -2 penalty.
  Common Power Synergies
  Telekinesis: With a little concentration, you can demonstrate finer control over 
  your shields, letting you manipulate objects in your own zone or an adjacent 
  zone (page 66).
  Invisibility: Light doesn’t pass through your shields quite cleanly; it bends a 
  little. With practice, you’ve learned to get light to bend all the way around 
  your shield, making everything within invisible to the naked eye (page 44).
  Drawbacks
  • Because you can throw up protective barriers with ease, you’ve never had 
  to really defend yourself. As result, anyone who breaks through your 
  shield will find that you’re Quite Frail.
  • Your barriers don’t appear instantly; instead, they coalesce as the air solid-
  ifies. Your shields are Slow to Form.
  Collateral Damage Effects
  Shield Bubble: By creating a small shield around yourself and expanding it out 
  at high speed, you can knock every target—enemies and allies—in your zone 
  into an adjacent zone of your choice. Each pushed character takes one physi-
  cal stress. Using this effect also pushes around anything else that happens to 
  be in your zone.
  Deflection: If you are aware of a projectile attack against you, you can generate 
  a shield at a precise angle, redirecting the attack to any other target in your 
  zone or an adjacent zone. The new target defends against the attack. Doing 
  this makes your shield break apart, however, throwing shards of invisible force 
  all around your environment.
  58
  
  Slowing
  You have the ability to stop a person in their tracks.
  Basic Slowing: Select a target up to one zone away and make a roll using Shoot. 
  That target cannot move to another zone until you release them or they over-
  come an obstacle with opposition equal to your roll.
  “Slowing” is a broad term for several different means of getting an opponent 
  to stop in their tracks. The skill used to overcome your slowing depends on 
  the nature of your power:
  • If you are physically entangling your opponent, as with vines or webbing, 
  they use Athletics.
  • If you are encasing your target in a barrier, such as a mound of ice, they 
  use Physique.
  • If you are slowing them with a psychic force, they use Will.
  Enhancements
  Master Slowing: You have perfected your ability to hold people in place. Gain 
  +2 to Shoot when slowing targets.
  Slow Field: You can affect an entire zone with your power. Select a zone up 
  to one zone away, and roll Shoot with a -2 penalty. Your power affects every 
  target in the zone, friend and foe.
  Stop: When you entangle your opponents, you entangle them completely. When 
  slowing a target, you may choose to roll Shoot with a -2 penalty. If you do, 
  your target cannot take any physical actions until they escape from your power.
  Common Power Synergies
  Super Speed: In a rather bizarre defiance of physics as we understand them, you 
  can move so quickly that you steal speed from your opponents (page 63).
  Super Toughness: You have an aura of slowness around you. You can still get 
  hit, but punches land a little slower than they otherwise would (page 65).
  Drawbacks
  • You don’t slow someone by force of will alone; you hit them with a bola, a 
  sticky web, or something of that nature. Whatever the precise form, you 
  Require a Prop to make it work.
  • Your ability to slow others is a reflection of your own personality; you’re 
  just a Lethargic person.
  Collateral Damage Effects
  Mass Slowing: When pressed, you can apply your slowing effect on a massive 
  scale, targeting everyone in your zone and every adjacent zone. Of course, by 
  affecting so many targets, you’re likely to damage something in the environ-
  ment as well.
  Timeless Zone: Your power comes from an ability to manipulate time itself. You 
  can turn your zone into a bubble of stopped time; nobody and nothing—not 
  even you—can enter or pass through it, and nobody within it can take any 
  actions, until you release the effect or the scene ends. However, the border 
  between regular and timeless space is a strange and dangerous thing, which 
  will kick up powerful winds and potentially destroy whatever gets too close.
  59
  
  Super Agility
  You are an acrobat without compare, a position you show off best with your 
  graceful leaps.
  Basic Super Agility: You are preternaturally graceful, and gain +2 to Athletics 
  when leaping, balancing, or otherwise demonstrating your agility. In addition, 
  you have a prodigious leap: leaping up to a second-story window or from 
  rooftop to rooftop across a wide alleyway is a simple task that, without further 
  complication, requires no Athletics roll.
  Enhancements
  Master Super Agility: You gain an additional +2 bonus to Athletics when dem-
  onstrating your superior agility.
  Cat’s Landing: You know just how to land after even the highest fall. When you 
  fall, you land on your feet and take no damage, regardless of the height you 
  fall from, as long as you are conscious.
  Uncanny Dodge: If you can see a projectile coming, you can get out of its 
  way with some clever gymnastics. You gain +2 to defense rolls when dodging 
  ranged attacks.
  Common Power Synergies
  Super Strength: They tell you to lift with your legs, and you have strong legs 
  indeed (page 64).
  Flight: You might not have true flight, but your leaps are so superhumanly good 
  that they are nearly indistinguishable from flying (page 36).
  Drawbacks
  • Your legs are perpetually coiled springs, and they don’t like being still. 
  When you aren’t leaping through the air, you are Restless.
  • While your leaps are decent enough, what actually moves you are lines of 
  sticky webbing that work like grappling hooks. You Need Solid Anchor 
  Points in order to move.
  • Your leaps are amazing, but not incredibly accurate. Outside that’s not a 
  problem, but you are Accident-Prone While Indoors.
  Collateral Damage Effects
  Mighty Bound: If you put everything you have into it, you can leap incred-
  ible distances, from the ground to basically any outdoor point in the city. Of 
  course, putting that much muscle into a jump will crack the pavement, both 
  where you jump from and where you land.
  Hair-Trigger Reaction: If you are targeted by a ranged attack from another 
  zone, you can use your superhuman agility to not just leap out of the way, but 
  also leap toward your attacker, landing in their zone. This causes the attack to 
  miss you, but it will still hit something in your zone.
  60
  FATE: WORLDS OF ADVENTURE
  
  Super Intelligence
  You are the smartest person in the room, whatever room you happen to be in.
  Basic Super Intelligence: You gain +2 to Will when working though puzzles, 
  riddles, or other mentally absorbing tasks. In addition, you can answer com-
  plicated mathematical problems instantly.
  Enhancements
  Master Super Intelligence: You gain an additional +2 to Will when demon-
  strating your mental acuity.
  Walking Library: You’ve forgotten more than most people will ever know. By 
  spending a fate point, you can use Will in place of Lore and gain the bonus to 
  Will from Super Intelligence, even if it’s not a mentally absorbing task.
  Chessmastery: You don’t just understand facts; you understand how people 
  operate. You gain +2 to Empathy when attempting to predict someone’s 
  future actions.
  Taskmastery: Once you see how someone fights, you can exploit their weak-
  nesses. When someone deals physical stress to you in a conflict, you gain +2 
  to all attack rolls against them until the end of the scene.
  Common Power Synergies
  Precognition: Your intelligence is so far beyond the norm that you can predict 
  the near-future with uncanny accuracy (page 54).
  Influence: People are just complex systems that a clever mind can manipulate 
  with the right words, and your clever mind always knows just what to say 
  (page 42).
  Natural Weapon: Your fists are no stronger than anyone else’s, but your ability 
  to read an opponent means you know exactly where to strike for maximum 
  effect (page 49).
  Drawbacks
  • Perhaps unsurprisingly, it’s sometimes difficult for the very brilliant to get 
  along with the more normal. You Think You’re Better than Everyone.
  • Your brain just. Doesn’t. Shut. Off. Because of your endlessly bubbling, 
  productive mind, you are Intensely Sleep-Deprived.
  Collateral Damage Effects
  Pawn Interception: You can use your gift for analysis to divert an incoming 
  attack. When an attack would hit you, you can have it instead strike a name-
  less NPC in your zone—they just happened to wander into the line of fire 
  at the exact right moment. When this happens, you take no damage and the 
  NPC is taken out.
  Battle Plan: Your tactical mind has figured out exactly how a given conflict will 
  shape up—you just need to remind your companions what to do. You can 
  shout out a battle plan to give yourself and every ally in the scene the boost 
  We’ve Planned for This. Unfortunately, doing so will give whomever you’re 
  fighting a little insight into your tactics.
  61
  VENTURE CITY
  
  Super Senses
  Some of your senses are much more acute than is normal. It sometimes surprises 
  you when you realize just how blind the rest of the world is.
  Basic Super Senses: Pick a single sense—sight, hearing, smell, taste, or touch. 
  You gain +2 to Investigate when using that sense. In addition, that sense 
  cannot be impeded; for instance, you can see in darkness or hear clearly in a 
  cacophony.
  Enhancements
  Master Super Senses: You gain an additional +2 to Investigate when using your 
  superior sense.
  Sensory Suite: Pick another sense for your bonus to apply to.
  Alertness: Your senses are heightened even when you aren’t really trying. You 
  gain +2 to Notice against anything you could identify with your superior 
  sense.
  Common Power Synergies
  Super Agility: Included among your enhanced senses is proprioception—your 
  ability to recognize where your body is in space. That lets you pull off some 
  superhuman gymnastics (page 60).
  Precognition: Included among your enhanced senses is one we don’t have a 
  name for just yet; you can sense things before they occur (page 54).
  Drawbacks
  • The human brain wasn’t meant to deal with this much input all at once. 
  You are Easily Overwhelmed.
  • You can’t tune out or narrow your super senses, which makes it hard to 
  focus on what’s important at the moment. As a result, you suffer from a 
  Slowed Reaction Time.
  Collateral Damage Effects
  Mental Map: Your senses are so finely tuned that you can create a full mental 
  map of an entire floor of a building in an instant; all you need to do is clap 
  your hands and listen to the echoes, or perhaps light a fire and watch the way 
  the air currents move the smoke. Whatever the method, it gets you the layout 
  of the building, but it’ll likely attract unwanted attention.
  Hyperfocus: You can focus the full power of your super sense on someone any-
  where in the scene. Because of your superior focus, you gain +4 to all attack 
  and defense rolls against your target until you end this effect or the target is 
  taken out. However, you cannot attack anyone else while hyperfocused, and 
  you are liable to cause collateral damage because you’ve stopped paying atten-
  tion to your surroundings.
  62
  FATE: WORLDS OF ADVENTURE
  
  Super Speed
  Gotta go fast, gotta go fast!
  Basic Super Speed: You gain +2 to Athletics rolls that involve moving quickly. 
  Additionally, you can move quickly enough to run across liquids or up sheer 
  vertical surfaces—although if you slow down or stop, you’ll fall.
  Enhancements
  Master Super Speed: You are faster than fast! Gain an additional +2 bonus to 
  Athletics when moving quickly.
  Improved Reaction Time: You can use Athletics in place of any other skill for 
  the purpose of determining turn order.
  Common Power Synergies
  Phasing: By concentrating carefully, you can accelerate the molecules in your 
  body to such a point that they no longer interact with common, unacceler-
  ated matter (page 50).
  Natural Weapon: When you fight, you might not hit harder than anyone else, 
  but you get a whole flurry of hits in at once, which is just as good (page 49).
  Super Intelligence: It’s not just your body that moves quickly; your mind also 
  operates at light speed (page 61).
  Improved Special Effects
  Lots of Actions: You can split your shifts among up to three different actions, 
  adding +1 to each.
  Drawbacks
  • Even a super-speedster gets tired, and when your hyperactive metabolism 
  is on the downswing, you can suffer from intense Burnout.
  • In your world, people are moving in slow motion; they take forever to do 
  the simplest tasks. No wonder you are so Easily Distracted.
  Collateral Damage Effects
  Quantum Tunneling: If pressed, you can run fast enough to break through 
  time itself. You and anyone and anything you are holding onto disappear 
  completely, reappearing in the same position in the future—as little as one 
  exchange later, but up to a week, with no time having passed for you. The 
  spontaneous return to the natural flow of time, however, is sudden and poten-
  tially violent.
  Speed Demon: If you’re willing to tear up the streets—shattering glass, injuring 
  pedestrians, and such—you can travel pretty much anywhere in the same city 
  in the span of a single exchange.
  63
  VENTURE CITY
  
  Super Strength
  You are a powerhouse, a wall of muscle, an unstoppable 
  force. Are you strong? Listen, bud…you really are.
  Basic Super Strength: You gain +2 to Physique in all situ-
  ations that require pure strength.
  Enhancements
  Master Super Strength: There’s strong, and then there’s 
  you. Gain an additional +2 bonus to Physique in situa-
  tions requiring pure strength.
  Stand Fast: You aren’t going to get pushed around so easily. 
  You are immune to all forced movement.
  Common Power Synergies
  Natural Weapon: Who needs weapons when you can put 
  this much muscle behind every hit (page 49)?
  Super Toughness: Tough and strong, strong and tough. A 
  natural fit (page 65).
  Improved Special Effect
  Hammer Toss: You can move a target of your attack up to 
  four zones away.
  Drawbacks
  • Your super strength also makes you super aggressive. 
  Sometimes you can’t help but fly into a Destructive 
  Rage.
  • Your power isn’t as supernormal as some others; it 
  comes from having muscles on muscles on muscles. 
  You are big and beefy but, unfortunately, Clumsy.
  • Super strength isn’t quite the gift everyone makes it 
  out to be; just ask the trail of broken doors, shattered 
  plates, and other chaos you leave in your wake. It’s 
  not fun when you Don’t Know Your Own Strength.
  Collateral Damage Effects
  POW!: It’s pretty trivial for you to just pick someone up 
  and toss ‘em through the scenery. You can take out a 
  nameless NPC entirely, or deal a mild consequence to 
  anyone else, at the expense of the structural integrity of 
  the buildings around you.
  SMASH!: You can raise your mighty fists and hit the 
  ground with enough force that the whole earth seems 
  to shake, attacking everyone in your zone with Physique.
  64
  
  Super Toughness
  It’s not that you’re too strong to show that you’re hurt, or that you recover espe-
  cially well from being hurt. It’s that you just don’t get hurt.
  Basic Super Toughness: You gain Armor:2 against any purely physical damage.
  Enhancements
  Master Super Toughness: Pain don’t hurt. You gain an additional physical stress 
  box.
  Implacable: The best defense it not even noticing that someone is attacking you. 
  You gain Armor:4 against physical damage.
  Juggernaut: Running around obstacles is for people afraid of running through 
  them. You gain +2 to any attempt to overcome an obstacle impeding your 
  movement by smashing right through it.
  Common Power Synergies
  Regeneration: Wow, you are truly, deeply, impressively hard to kill (page 55).
  Shielding: Your super toughness is actually an unconscious side effect of your 
  ability to throw up energy shields (page 58).
  Improved Special Effect
  Shrug It Off: You immediately heal a mild consequence.
  Drawbacks
  • Your toughness is actually a form of armor, either literal armor that you 
  have to put on or armor that you can encase your body in at will. Either 
  way, it impedes your mobility, leaving you Slow.
  • You’re super tough and can’t really feel pain, but that’s because your 
  entire sense of touch has been dialed down to 1. You Can’t Feel Much 
  of Anything.
  • The source of your super toughness isn’t internal; it’s in the series of chi-
  tinous plates sprouting from your joints, or the shadowy clouds that 
  always surround you, or something else similarly Horrifying to Behold.
  Collateral Damage Effects
  Bulletproof: You can, at will, shrug off any amount of physical stress from a 
  single source—bullets simply bounce off your chest, uselessly. However, 
  the damage is reflected into your environment; bullets gotta go somewhere, 
  after all.
  Interception: When someone, up to one zone away, is attacked, you can 
  intervene, throwing yourself in front of them to defend for them. Leaping 
  into action and throwing targets out of the way, however, will incur its own 
  damage. All this assumes you are able to move there, of course.
  65
  VENTURE CITY
  
  Telekinesis
  You are a genuine spoon-bending, mind-over-matter psychic, able to enforce 
  your will on the world.
  Basic Telekinesis: You can move small objects in your own or adjacent zones 
  without physically touching them. By hurling objects around, you can attack 
  with Will against targets in your zone.
  Enhancements
  Master Telekinesis: You gain +2 to Will when attacking with telekinesis.
  Long-Distance Telekinesis: Your mental abilities stretch unusually far. You can 
  move objects and make attacks up to three zones away using telekinesis.
  Telekinetic Might: You can use Will to lift large objects. Lifting something 
  human-sized is a Fair (+2) obstacle, while a car is a Great (+4) obstacle.
  TK Shield: You can ward off physical attacks with the power of your mind. By 
  erecting a telekinetic shield, you can defend with Will against physical attacks.
  Common Power Synergies
  Flight: You can hoist your body into the air using your power (page 36).
  Shielding: You can use your telekinesis to erect shields, either generated from 
  nearby detritus or composed of sheer psychic force (page 58).
  Super Strength: By working your muscles and mind in tandem, you can de-
  liver more power than either on its own, effectively giving you super strength 
  (page 64).
  Drawbacks
  • A lifetime of pulling things toward you with your mind, rather than your 
  arms, either led to or was a result of your own Weak and Frail Body.
  • There’s no easy way to say this, but your mental prowess is tied to your 
  Huge, Visible, Pulsating Brain.
  Collateral Damage Effects
  Holding Pattern: By pouring everything you have into your telekinetic power, 
  you can lift everyone and everything in your zone and adjacent zones off the 
  ground. Lifted targets cannot move or take physical actions that require move-
  ment, such as using Fight, but they can still use Shoot or mental attacks.
  Unstoppable Telekinesis: You can use your mental powers to lift something 
  up to the size of a tank and hurl it, either to destroy a wall or similarly robust 
  obstacle, or to attack every target in your zone or an adjacent zone.
  66
  FATE: WORLDS OF ADVENTURE
  
  Telepathy
  You know what everyone is thinking.
  Basic Telepathy: Choose one skill from Empathy, Investigate, or Notice. You 
  can use this skill to glean information from the minds of people in your zone 
  or adjacent zones. If your target knows or suspects you are reading their mind, 
  they can actively oppose you with Will. Empathy can discover what someone 
  is feeling, Investigate delves into deep thoughts and memories, and Notice 
  picks up surface thoughts and detects unfamiliar minds. You can also project 
  words into the minds of anyone within range.
  Enhancements
  Master Telepathy: You are a skilled mind reader. You gain +2 to your telepathic 
  skills when reading minds.
  Long-Distance Telepathy: You can read the minds of others regardless of dis-
  tance, so long as you can see them.
  Mental Blasts: You can use Will to launch mental attacks up to three zones away. 
  If you take out someone with such an attack, you can either render them 
  comatose or take control of their mind.
  Telepathic Flexilbility: You know many ways to read a mind. Choose another 
  skill you can use to read minds.
  Common Power Synergies
  Influence: Not only can you read minds, but you can also tweak them. Just a 
  little. Just to your advantage (page 42).
  Animal Control: Human minds aren’t the only ones worth reading; animal 
  minds are versatile and very malleable as well (page 27).
  Drawbacks
  • When you can read others’ thoughts but nobody’s reading your own, you 
  Tend to Abuse Your Power.
  • Delving too deep into someone’s brain is risky; their thoughts may start 
  to resonate with yours and generate Psychic Feedback.
  Collateral Damage Effects
  Psychic Lockdown: You can mentally overwhelm everyone else in the scene, 
  effectively freezing them. They can’t take physical actions, but they can still 
  invoke aspects and perform mental tasks. They can attempt to break out by 
  overcoming with Will, opposed by your Will. On each of your turns, you 
  must concentrate, using your action, to keep them frozen. The psychic brain-
  lock will definitely have lasting effects on their brains.
  Psychic Maelstrom: You open your mind, and your entire zone becomes inun-
  dated with psychic energy. Anyone who ends their turn in your zone takes 2 
  mental stress, and anyone who ends in a zone adjacent to yours takes 1 mental 
  stress. This effect persists until you choose to end it or the end of the scene.
  67
  VENTURE CITY
  
  Teleportation
  You go where you want, whether there’s a path there or not.
  Basic Teleportation: You can move up to three zones as an action, provided that 
  you can see where you are moving to.
  Enhancements
  Teleportation Mastery: You can move an additional zone when you teleport.
  Collective Teleportation: Normally you can only teleport yourself, but with a 
  little effort you can teleport any human-sized target you touch. If the target 
  resists, make an attack using Fight to grab them against their will.
  Mark and Recall: By concentrating for a few minutes in a location, you can 
  mark it. Thereafter, you can always teleport back to your marked location, 
  regardless of distance. You may change your marked location whenever you 
  want, but you can only have one marked location at a time.
  Common Power Synergies
  Energy Blast: You don’t actually fire bolts of energy, but you can teleport bursts 
  of fire, plasma, or similar nastiness directed at your foes, and that works pretty 
  much the same (page 35).
  Item Summoning: Back home you’ve got a big collection of useful things, 
  which you can teleport into your hands whenever you need to (page 45).
  Drawbacks
  • Your teleportation fills you with energy that discharges as soon as you 
  appear at your destination. You create an Involuntary Energy Field.
  • When you teleport, you actually move through another dimension, one 
  where physics works differently. The process creates Massive Bursts of 
  Ill-Smelling Smoke.
  Collateral Damage Effects
  Wormhole: You can chain together two zones with a slightly unstable wormhole, 
  tearing reality as you know it into little bits. Pick any two zones you can see; 
  these zones are considered the same zone for all purposes.
  Jaunt: You can teleport to any location in the city that you have seen before, 
  even if just in photos. Unfortunately, this imprecise maneuver usually ends 
  with you crashing through something important.
  68
  FATE: WORLDS OF ADVENTURE
  
  Wall-Crawling
  Gravity is something that other people have to worry about; you just need a 
  surface to put under your feet.
  Basic Wall-Crawling: You can move along any solid surface, even upside-down, 
  as easily as you move along the ground. In addition, you get +2 to Athletics 
  while navigating obstacles that involve climbing.
  Enhancements
  Master Wall-Crawling: You gain an additional +2 bonus to Athletics when 
  climbing.
  Wall Kick: You can leap off the wall to put a little more punch into your punches. 
  You gain +2 to Fight if you can attack someone by jumping off a wall.
  Tireless Grip: If you find a comfortable spot on a wall or ceiling, you can hang 
  there for hours if need be. You can even sleep there perfectly safely.
  Common Power Synergies
  Super Agility: You are made to leap from wall to wall like a flea (page 60).
  Super Strength: You can pull your entire body up a sheer surface by the power 
  of your fingertips alone. Yeah, your strength is above average (page 64).
  Drawbacks
  • Fact is, the ability to hang onto a wall comes from the strange, viscous 
  substance oozing out of your hands and feet. You are Sticky-Fingered 
  (Literally).
  • You can get a finger hold on even the tiniest, most insignificant nooks 
  and crannies of a wall, but you Can’t Climb Perfectly Smooth Surfaces.
  Collateral Damage Effects
  Gravity Manipulation: Your wall-crawling ability actually comes from your 
  ability to adjust the pull of gravity on yourself so that “down” is where you 
  want it to be, at least for a few minutes. You can expand this gravity trick to 
  cover an entire zone, pulling everyone and everything not nailed down into 
  the wall you’re standing on. Anyone who hasn’t braced for impact must over-
  come a Fair (+2) obstacle using Athletics; otherwise, they land poorly and take 
  a mild consequence.
  Hold Fast: You can bring any moving object, up to the size and speed of a 
  train, to a complete halt, provided you can hold onto it with one hand and 
  onto something reasonably solid, like the ground, with the other. Doing this 
  doesn’t hurt you—your body is built to handle these forces—but it will prob-
  ably damage whatever you’re trying to stop.
  69
  VENTURE CITY
  
  Weather Control
  You can rain on anyone’s parade.
  Basic Weather Control: You can fill your zone with specific weather patterns 
  by creating an advantage using Will. The opposition is generally Fair (+2), 
  but increases with especially difficult weather, such as tornadoes, or especially 
  inclement weather, such as snow during high summer. These weather patterns 
  fade away when you will them to, when you leave the zone, or otherwise at 
  the end of the scene.
  Enhancements
  Master Weather Control: You gain +2 to Will when creating a weather pattern.
  Weather Precision: You can use Will to attack any target in a zone in which 
  you’ve created a weather pattern.
  Lingering Weather: Weather patterns you create linger while you are in an adja-
  cent zone. In addition, you can create weather patterns in adjacent zones.
  Common Power Synergies
  Energy Blast: Rather than firing blasts of pure energy, you can induce winds 
  to blow with pinpoint precision, as effectively as another super might toss a 
  fireball (page 35).
  Flight: With a few carefully choreographed updrafts, you can take to the skies 
  (page 36).
  Improved Special Effect
  Dangerous Weather: Your weather pattern makes a Great (+4) attack against a 
  single target in its zone.
  Drawbacks
  • Your moods tend to leech into the room’s weather, no matter how hard 
  you try. You suffer from Sympathetic Weather Patterns.
  • The weather you create can be impressive, but it’s easily overpowered by 
  nature. That’s why you’re Only Effective While Indoors
  Collateral Damage Effects
  Sturm und Drang: When you need to, you can dial up your storms dangerously 
  high. Your weather pattern attacks every target in its zone with a Great (+4) 
  attack.
  Winds of Change: Your weather pattern fills its zone with enough wind to push 
  everyone except you into an adjacent zone of your choice. Until you end the 
  effect, nobody can re-enter the zone.
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  FATE: WORLDS OF ADVENTURE
  
  POWER THEMES
  Corruption
  You are…unfortunate. Whatever turned on your superpowers did not do so 
  nicely, and you’ve been rendered an almost-inhuman mess.
  Basic Corruption: Your powers have a particularly disturbing aesthetic. You 
  might be obviously mutated or disfigured, you might look like a corpse or 
  a monster, or you might simply seem “wrong” to everyone around you on 
  a subtle, psychological level. Regardless of the specifics, your presence is 
  unnerving.
  Enhancements
  Horrifying to Behold: Something about your appearance is so unsettling that it 
  actually hurts people to get close to you. Anyone who attacks you using Fight 
  takes a mild mental consequence if they don’t already have one.
  Ongoing Mutations: Once per scene, you can spend a fate point to undergo a 
  dramatic sudden mutation. This lets you to switch the ranks of any two skills 
  of adjacent rank.
  Obvious Target: You don’t need to work hard to get someone to want you dead. 
  You gain +2 to Provoke when attempting to make a target attack or follow you.
  Common Power Synergies
  Elasticity: It works like elasticity, but actually what you have are eldritch ten-
  tacles sprouting from your back, dribbling ichor on the floor (page 33).
  Harm: The corruption in you can spread to others with a little physical contact 
  (page 39).
  Regeneration: You’re basically falling apart already—your power just makes you 
  good at pulling yourself together (page 55).
  Drawbacks
  • No explanation needed for this one: Visibly Corrupted.
  • Your power kicked in when you were irradiated in an accident that 
  should have been fatal. Instead, you survived, but your body is twisted 
  and Radioactive.
  Collateral Damage Effects
  Decay: You can use your corruption to accelerate the natural decay of virtually 
  everything in your zone. Living targets have some resistance and only take 2 
  physical stress, while inanimate targets are more adversely affected—virtually 
  everything, including the walls and the floor, withers to dust.
  71
  VENTURE CITY
  
  Electricity Projection
  You are filled with enough electrical potential to make Tesla blush.
  Basic Electricity Projection: Your powers are electrical in nature, and you’re 
  infused with electrical energy. Whenever you use your power, you create 
  sparks and bolts of lightning.
  Enhancements
  Power Generation: You can power any electrical device just by holding it. If you 
  put your fingers to an electrical outlet, you can provide power for an entire 
  apartment.
  Conductive Trip: You can briefly convert your entire body into electricity and 
  push through conductive material. You can use this power to pass through an 
  otherwise impenetrable barrier, such as a door with a metal doorknob, as an 
  action.
  Stunning Blow:When you succeed with style on a melee attack, give your target 
  the situation aspect Stunned with one free invocation. If they are already 
  Stunned, add another free invocation to the aspect.
  Common Power Synergies
  Energy Blast: You can pull a lightning bolt out of nowhere and hurl it like a 
  spear (page 35).
  Machine Control: The power you create isn’t just normal electricity; it’s got a bit 
  of your essence in it. It’s starting a machine with your own energy that puts it 
  under your control (page 47).
  Drawbacks
  • As a walking, talking nexus of electrical activity, you find that Modern 
  Tech Just Doesn’t Like You.
  • You are filled with electrical energy, just all the time. It’s like being hopped 
  up on sugar and caffeine, only more so! You are Hyperactive.
  • People notice that you tend to keep your superheroics indoors on rainy 
  days. It’s not your fault: Water Shorts You Out.
  Collateral Damage Effects
  Through the Grid: You can leap into any electrical outlet in the city and emerge 
  a moment later from another one, provided you have a general idea where it 
  is and you are willing to short out and overload electronics at your destination.
  72
  FATE: WORLDS OF ADVENTURE
  
  Fire Projection
  You like fire. Fire likes you. It doesn’t have to get more complex than that to be 
  fun.
  Basic Fire Projection: Your powers are infused with flame, creating fireballs and 
  billowing smoke when you use them.
  Enhancements
  Friend to Flames: You cannot be harmed by fire of any sort, whether you gener-
  ated it with your power or not.
  Fire Control: In addition to generating fire, you can manipulate it, causing 
  flames to spread where you want them to. Getting flames to spread in a spe-
  cific direction requires you to overcome a Fair (+2) obstacle with Provoke; 
  more complex fire maneuvers increase that opposition.
  Hot Blooded: Whenever someone successfully attacks you using Fight, they 
  take 1 physical stress due to the sheer heat pouring off of you.
  Improved Special Effects
  Flame On: You light yourself on fire. It’s GREAT. You gain the situation aspect 
  On Fire with one free invoke. If you are already On Fire, gain another free 
  invoke and clear your highest marked physical stress box.
  Common Power Synergies
  Energy Blast: Fire is good. Fireballs are better (page 35).
  Flight: Heat rises, right? So if you surround yourself in flames, you can coast on 
  your own thermals (page 36).
  Drawbacks
  • Some personality traits just go well with the ability to summon flames. 
  You are Hot-Tempered.
  • You aren’t wreathed in flames at all times, but you’re never entirely extin-
  guished; even if it’s just a little smoke drifting from your hair, you are 
  Always On Fire.
  • You can induce a small flame to become huge, but you can’t create fire 
  from nothing at all. At a minimum, You Need a Spark.
  Collateral Damage Effects
  Flaming: You can surround yourself in flames that burn everything and every-
  one. Fires start near you, and anyone who touches you gets a mild physical 
  consequence, or 1 physical stress if they don’t have the open slot. This effect 
  lasts until the end of the scene, but you can end it at will.
  73
  
  Frost Projection
  You bring winter wherever you go.
  Basic Frost Projection: Your power expresses itself through ice and cold. 
  Whenever you use your power, the temperature of the room drops.
  Enhancements
  Temperature Reduction: You can create freezer-cold temperatures at will, ren-
  dering your zone or an adjacent zone uncomfortably chilly.
  Ice Slick: As an action, you can create a patch of ice that fills your zone or an 
  adjacent zone. You can move through the ice easily, but to friends and foes 
  it is a Fair (+2) obstacle. The slick lasts until the beginning of your next turn.
  Icy Aura: Whenever someone successfully attacks you using Fight, they take 1 
  physical stress from the sheer cold.
  Common Power Synergies
  Energy Blast: You can fire off a concentrated blast of sub-Arctic temperature 
  (page 35).
  Slowing: You can encase your opponents in ice, stopping them in their tracks 
  (page 59).
  Natural Weapon: You can freeze the moisture in the air around your fists, form-
  ing a painful set of ice knuckles (page 49).
  Improved Special Effects
  Ice Shield: You can encase yourself in a thin shell of ice, giving you Armor:4 
  against the next attack you suffer, at which point the bonus ends. Moving or 
  taking a physical action breaks the shell, ending this bonus.
  Drawbacks
  • Weather that others would consider merely chilly is, to you, sweltering. 
  You can Only Live in the Cold.
  • You aren’t just cold to the touch; you bring the temperature down all 
  around you, whether you like it or not. You don’t mind it, but you are 
  Always Freezing.
  Collateral Damage Effects
  Blizzard: You can dial down the temperature so quickly that snow forms in 
  your zone and every adjacent zone. You can move through the snow without 
  a problem, but to everyone else it’s a Fair (+2) obstacle that persists until the 
  end of the scene.
  74
  
  Shadow Projection
  You can surround yourself with shadows and use them to fuel your powers. It 
  doesn’t actually make sense as far as physics is concerned, but it works for you.
  Basic Shadow Projection: Your power is expressed in the creation and manipu-
  lation of shadows; whenever you use your power, you create swathes of living 
  darkness.
  Enhancements
  Dark Sight: You are built for the shadows. You can see perfectly well in any 
  lighting, down to and including pitch blackness.
  Shadow Dodge: While you’re hiding in the shadows, you gain +2 to defend 
  against ranged attacks.
  Out of the Shadows: If you initiate a conflict, you always act first, ignoring any 
  other factors that might determine turn order.
  Dark Aura: Your very presence sucks the light out of rooms. Once per scene, 
  you can create a situation aspect to reflect this, such as Darkened Room or 
  Deep Shadows.
  Common Power Synergies
  Invisibility: You can wrap yourself in the shadows even in the brightest room 
  (page 44).
  Teleportation: Shadows are connected in a metaphysical way even you can’t 
  quite understand. But you can use this fact to step into one shadow and out 
  of a distant one (page 68).
  Drawbacks
  • You can never actually leave the shadows—if you try to peel away, the 
  darkness clings to you. You are Always Shrouded in Darkness.
  • Your powers don’t just create shadows; they require shadows. You work 
  best in the dark, and you’re Weakened by Daylight.
  Collateral Damage Effects
  Shadow Beast: You can summon a creature made out of darkness itself into your 
  zone. This shadow beast has Great (+4) Physique, Fight, and Athletics, as well 
  as the aspects Made of Shadows and Bestial Fury. The beast is an NPC who 
  will attack nearby targets at random, although characters can use Provoke to 
  get it going after a particular target. It will not attack you; however, there’s 
  nothing preventing it from attacking your allies. The beast will dissolve away 
  at the end of the scene or when you dismiss it.
  75
  
  Super-Form
  You’ll be ready for action as soon as your transformation sequence finishes up.
  Basic Super-Form: Your power isn’t always active; instead, you need to take 
  a moment before battle to change form. You might grow a shell of metal 
  around your body, or charge up with cosmic energy, or just turn big and green. 
  Converting to your super-form requires an action, but while you’re not super 
  it’s impossible for anyone or anything to detect that you have a power at all.
  Enhancements
  Growth: You can use your super form to grow massive! While in this form, 
  you are at least twice your normal height, and you gain +1 to all attack rolls 
  because of your overwhelming power.
  Shrinking: You can use your super form to become tiny! While in this form, 
  you’re a quarter of your normal size or less, and you gain +1 to all defense rolls 
  because you’re so hard to hit.
  Cocoon: In addition to your standard super-form, you can use your ability to 
  encase yourself in a protective shell. While in the shell you cannot move or 
  take actions, but you have Armor:8 against all physical damage. You can only 
  hold onto this form for a few minutes at a time.
  Common Power Synergies
  Super Toughness: When you enter into your super-form, you surround yourself 
  with a layer of metal, rock, or some other material—or in some other way you 
  create your own armor (page 65).
  Natural Weapon: It takes a moment for you to unsheathe your claws, but it’s 
  worth the wait (page 49).
  Drawbacks
  • Your super-form is so powerful that you can’t dive into it instantly; you 
  suffer from an Extended Transformation Sequence.
  • Your normal and super selves aren’t the same person—they have distinct 
  minds and personalities that happen to share a body. They don’t hate one 
  another, but you are still Often Arguing with Yourself.
  Collateral Damage Effects
  Hyper-Mode: You are hiding an even more powerful transformation, one so 
  powerful that the very act of transformation does damage to your environ-
  ment, and which you can only hold on to for a few minutes at a time. While 
  in hyper-mode, you can use special effects whenever you tie or succeed on a 
  roll while using your power, in addition to when you succeed with style.
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  FATE: WORLDS OF ADVENTURE
  
  Technology
  Not everyone can take advantage of their superpower gene. Some people come 
  by their powers honestly.
  Basic Technology: Your power isn’t actually a superpower in the traditional 
  sense. Instead, it’s an ability that comes from advanced technology you have 
  access to, such as cybernetic implants. While your “power” isn’t necessarily 
  built into you, you always have access to your superior equipment and it never 
  breaks down. In addition, powers that affect other powers (such as Power 
  Amplification or Power Nullification) do not affect you.
  Enhancements
  Intense Training: Choose one skill from Athletics, Fight, Shoot, or Physique. 
  You may add special effects to any use of this skill as if it were a part of your 
  power suite.
  Nice Toys: Your incredible tech had to come from somewhere. You gain +2 to 
  Contacts when dealing with people who either built your tech or work in the 
  appropriate industry.
  Shiny Shiny: Sometimes just showing off your fancy equipment gets folks 
  on your side. You can use Resources, with a +2 bonus, in place of Rapport 
  when showing off the quality of your tech to someone would work to your 
  advantage.
  Common Power Synergies
  Super Tech: Just about any power can be explained away as using bleeding-edge 
  technology, from mental enhancement helmets (Telepathy, page 67) to a 
  cybernetic arm with built-in sonic cannon (Energy Blast, page 35) to drugs 
  that push your physical abilities to the human limit (Super Agility and Super 
  Strength, pages 60 and 64).
  Drawbacks
  • Your tech doesn’t work without power, and something this advanced 
  doesn’t run on dollar-store batteries. You have Limited Fuel.
  • Your equipment isn’t fancy. You cobbled it together in your basement 
  with duct-table and gumption. You’ve got Shabby Equipment.
  Collateral Damage Effects
  Take Up Arms: You can pass off your equipment to someone else. By doing so, 
  they can use your power in addition to their own, but you will be powerless 
  for the duration. Of course, being unfamiliar and untrained with your equip-
  ment, they’ll likely cause a lot of collateral damage just trying to use it.
  77
  VENTURE CITY
  
  MAKING YOUR VENTURE CITY
  In this chapter, we’ll go over what you’ll need to make your own Venture City, 
  including the city’s issues along with its factions, places, and people. You can 
  use these to make your own adventure. You’ll also find sidebars containing advice 
  and tips for building your own adventure.  
  Issues
  The issues you choose say a lot about what your game’s going to be about. Just 
  like in Fate Core (page 22), you’re going to pick or come up with two issues: two 
  current issues, two impending issues, or one of each. 
  Current issues in Venture City Stories are usually big things that the city strug-
  gles with. They color every scene set in Venture City, but it’s unlikely that your 
  PCs will resolve them over the course of a single adventure. It’s good to have 
  goals, though, and if you want your first adventure in Venture City to be the 
  start of a longer campaign, you’ll definitely want a current issue.
  Impending issues are more immediate. They’re threats happening right now, 
  and they’re great for getting started right away. If you want to direct the action 
  a little and steer the PCs toward a particular problem or bad guy, an impending 
  issue is a great way to do that.
  NEXT: PAGE 80
  Nothing Ventured
  Throughout this chapter, you’ll see boxes like this. If you don’t 
  want to put together your own starting adventure, then look at 
  these boxes. They tell you what elements of the city to use and 
  how to use them, so that you can hit the ground running with 
  minimal effort. If all you do is read these sidebars and the specific 
  elements they reference, you’ll have a complete adventure called 
  Nothing Ventured.
  78
  FATE: WORLDS OF ADVENTURE
  
  If you want to run Venture City Stories in one adventure—often called a “one-
  shot”—grab two impending issues. Current issues can have their place in a 
  one-shot, but giving the PCs two big, flashy, immediate things to tackle presents 
  them with a hard choice, and hard choices make for great drama.
  If you want to run something a little more freeform and allow the PCs to 
  pursue their own goals over the short term while threats await them in the long 
  term, get yourself a couple of current issues. That way the PCs will know what’s 
  wrong with the city and what problems need fixing, but also that these issues are 
  long-term things they have to worry about. In the near future, they can decide 
  what’s important and exert a lot of authorship over the story.
  Taking one of each will let you split the difference, which can be good for 
  both one-shots and campaign play. A one-shot with mixed issues gives the PCs 
  a tangible, immediate goal that they can accomplish, while the current issue sets 
  the tone, making the city feel more like a real, living place as it looms in the 
  background. In campaign play you’ll start off with a bang while giving your PCs 
  long-term problems they’ll have to deal with some day.
  Current Issues
  • “Crime and politics, is there a difference?”
  • Not Safe After Dark
  • “There’s the rich, and everybody else.”
  • Are Supers Still Human?
  Impending Issues
  • Gangland Powderkeg
  • The Superdrug
  • Terrorist Bombings Rock City
  • Citywide Blackout
  79
  VENTURE CITY
  
  Factions, Places, and People
  Factions are major groups within Venture City. Corporations, gangs, under-
  ground super-groups, private security forces, and such—they’re all factions. 
  Factions have two key game statistics: aspects and skills. Each faction has two 
  aspects: a slogan and a secret. A faction’s slogan summarizes its public persona, 
  the face it presents to the rest of the world. A secret represents all the things the 
  faction hides from outside scrutiny. They’re both a bit like a high concept and a 
  bit like a trouble. 
  A faction’s skills are the things it’s good at. If you need either passive or active 
  opposition, or a rating for a nameless NPC, use the skill that best matches what 
  you want. Not all factions have all faction skills; if a skill is missing from a fac-
  tion’s list, assume it defaults to Average (+1). The faction skills are Bureaucracy, 
  Espionage, Resources, Security, Tech, and Violence.
  Faction listings also contain places and people. Places each have an issue, 
  while people are either supporting or main NPCs. 
  NEXT: PAGE 81
  PREV: PAGE 78
  Nothing Ventured: Issues
  Nothing Ventured has a current issue and an impending issue. The 
  current issue Are Supers Still Human? is a manifestation of a 
  question that’s very much on the public’s mind—according to the 
  underground media, at least. Supers—in particular the corporate-
  sponsored superheroes—are viewed with significant distrust by 
  much of the underclass and even many of the wageslaves. They 
  stop crime, but they also do terrible things for the corporate mas-
  ters. Do they have free will? Do their powers distance themselves 
  from humanity so much that they can no longer understand or 
  sympathize with their fellow human beings? Are they the next step 
  in evolution, or the next big threat?
  The impending issue is The Superdrug, a potent pharmacologi-
  cal cocktail that’s hit the streets recently. It gives you superpowers, 
  but they only last as long as you keep taking the drug. Also, there 
  are the side effects. Is it safe? Did one of the corporations make 
  it? Did it get leaked to the street deliberately? Is this whole thing 
  some sort of experiment? What are the long-term implications of 
  the drug? What happens when terrorists or violent criminals get 
  their hands on it?
  Into this volatile mix come the PCs: unsanctioned supers from 
  the underclass hired by a corporate suit as disavowable assets. Their 
  job: find out who’s flooding the streets with the superdrug.
  80
  FATE: WORLDS OF ADVENTURE
  
  NEXT: PAGE 82
  PREV: PAGE 80
  Nothing Ventured: Setup
  In Nothing Ventured, the PCs are unsanctioned supers living in the 
  sprawl. Some might be associated with the Neighborhood Watch 
  (page 92), some with Splitstream’s Crew (page 81), and some 
  might be independent. Make sure they know each other and have 
  reasons to work together. 
  Each of the PCs has heard about the superdrug, but nothing 
  specific—just that it’s out there and it’s maybe not all it’s cracked 
  up to be. The drug becomes important, though, when they all get 
  the same anonymous text:
  “Need your help. High risk, high reward. Barton’s. Midnight.”
  Barton’s is a bar in Rakaru Heights (page 92). The text is from 
  Emily Shah, a resident of the neighborhood. She’s not a super and 
  isn’t much of a combatant. She is affiliated with the Neighborhood 
  Watch (page 92), though, doing legal aid and fundraising; use 
  the Watch’s Resources skill for any rolls Emily makes. She’s Loyal 
  to the Watch but also Repelled by Violence. She believes in what 
  the Watch does, but doesn’t always approve of their methods.
  When the PCs gather at Barton’s, Emily approaches them and 
  makes them a proposition. She’s concerned with the increase in 
  violence and crime caused by the superdrug, and she wants the 
  PCs to find out how it’s getting to the streets and to put a stop to 
  the supply. She promises a big payday in return.
  Emily’s only lead is that Splitstream’s Crew seems to be profit-
  ing quite a bit from the sale of the drug, and many of Splitstream’s 
  gangbangers are using.
  Splitstream’s Crew
  Venture City is home to more than a dozen gangs. Some of them are very small, 
  a handful of violent people trying to grab what power they can. Others are huge, 
  sprawling organizations that control large sections of the city. Splitstream’s Crew 
  falls into the latter category.
  On its face, the Crew—as they’re often called—is a dangerous organized crime 
  syndicate with a penchant for violent acts and a number of super-powered mem-
  bers. The Crew is more than just a gang, though. Those in the know are aware 
  that the Crew is for hire. Splitstream runs his Crew like a gang, but he makes his 
  money from secret mercenary contracts. What look like acts of random violence 
  are often targeted strikes.
  The Crew
  Slogan: We Control the Sprawl
  Secret: Services Rendered to the Highest Bidder
  Skills: Espionage +2, Resources +2, Security +2, 
  Violence +3
  81
  VENTURE CITY
  
  The Block
  Though the Crew controls about half of the sprawl proper, their base of power is 
  a decommissioned prison that everyone just calls “the Block.” Once used to keep 
  violent offenders off the streets, it is now a fortress that Splitstream uses to plan 
  attacks on various organizations and people in Venture City.
  Many cells have been converted into barracks, garages, server rooms, armories. 
  At any given time, about half of the remaining cells in the Block are occupied by 
  Splitstream’s enemies or targets, waiting to be interrogated, tortured, killed, or 
  ransomed. The structure’s only real weakness is its age: many of its electrical and 
  security systems are outdated and faulty.
  Issue: Outdated Systems
  PREV: PAGE 81
  NEXT: PAGE 85
  Nothing Ventured: Splitstream’s Involvement
  Splitstream is involved in selling the drug, and he’s not the only one. 
  Many of the gangs in Venture City are profiting from its sale, but 
  Splitstream is making a killing. He’s also distributing it to his non-super 
  subordinates so they can get a quick fix when the fighting starts.
  Approaching Splitstream isn’t easy. He’s in the Block. He’s surrounded 
  by his men. The PCs can fight their way in; most of Splitstream’s bangers 
  are nameless NPCs (use the Crew’s Violence rating, page 81). A few 
  of them have superpowers from the drug; throw in four or five nameless 
  NPCs with one of the following stunts. Don’t worry about drawbacks or 
  collateral damage or special effects; they’re just nameless NPCs.
  • Flight: The gang member can fly. This functions just like running 
  or walking, but with vertical movement.
  • Super Strength: The gang member gets a +2 bonus on any attacks 
  that rely on brute strength.
  • Pyrokinesis: The gang member can make ranged fire-based 
  attacks with a +2 bonus.
  • Teleportation: The gang member can teleport around the battle-
  field, moving up to 3 zones as an action.
  If the PCs choose to approach with violence, Splitstream will fight 
  them, but he’ll concede if he takes a moderate consequence or worse. 
  They could also talk their way in somehow or use trickery. Either 
  approach might or might not involve a fight. Either way, they eventually 
  get Splitstream to spill the following information:
  • He gets his supply of the drugs from a man named Henry White. 
  He’s pretty sure Henry works for Mitsuhama Splice.
  • Mitsuhama’s R&D facility is known for their thriving smuggling 
  ring.
  • A woman named Shadow—the only name he has—has been 
  paying him lots of money to distribute the drug to people in 
  Rakaru Heights.
  • He’s pretty sure the drug causes a psychotic break eventually.
  82
  FATE: WORLDS OF ADVENTURE
  
  Splitstream
  Splitstream is a cunning gang leader and mercenary captain. His power over life 
  and death, once he learned to control it, allowed him to shoot up through the 
  ranks of Venture City’s largest gang at a young age. Eventually, Splitstream chal-
  lenged the leader of the Crew, killed him, and had his loyalists kill anyone who 
  had supported his predecessor.
  Now he has a reputation as one of the most dangerous men in Venture City. 
  He has a tacit agreement with the Neighborhood Watch: as long as they stay out 
  of his territory, he leaves them alone. He also holds lucrative agreements with 
  the various corporations in Venture City. Many corporate troubleshooters hire 
  him and his Crew as deniable assets in exchange for significant compensation 
  and a blind eye from their security and police forces.
  Splitstream
  Aspects: Brilliant Mercenary Gang Captain; Too Many Masters;  
  “Life and death are in my hands.”; Attachments Are a Weakness; 
  Brutal and Efficient
  Skills
    
  Superb (+5): Rapport
    
  Great (+4): Fight, Provoke
    
  Good (+3): Contacts, Shoot, Will
    
  Fair (+2): Athletics, Notice, Physique, Burglary
    
  Average (+1): Deceive, Drive, Investigate, Resources, Stealth
  Stunts
   Armor of Fear (Fate Core, page 120)
   Provoke Violence (Fate Core, page 120)
   Popular (Fate Core, page 121)
  Powers
  Life and Death: Splitstream’s left hand induces rapid and aggressive cancer-
  ous growth within anyone he touches. To use this power, he must touch 
  his enemy’s skin, which is a Fight roll if they’re resisting. If he succeeds, he 
  deals +4 physical stress. If he touches someone with his right hand, he heals 
  their wounds; make a Will roll at Fair (+2) to clear any physical stress. He 
  can also downgrade consequences instead of clearing stress; the opposition 
  to this roll is the shift value of the consequence he attempts to clear. While 
  he can heal as many people as he wishes, each person can only benefit from 
  it once per scene.
  Special Effects: Inflict Condition, Physical Recovery
  Drawback: Can’t Turn It Off
  Collateral Damage Clause: If Splitstream doesn’t mind killing a lot of people, 
  he can touch his hands together to emanate a wave of sickness from his body 
  that affects everyone in his zone. The wave immediately kills any nameless 
  NPCs, while named NPCs and PCs must make a Physique roll against a 
  Fair (+2) difficulty to avoid taking a moderate physical consequence.
  Physical Stress: 3 
   
  Mental Stress: 4
  83
  VENTURE CITY
  
  Mitsuhama Splice Corporation
  Mitsuhama is the world’s biggest, richest, and most influential biotech corpora-
  tion. They’ve also got their hands in electronics, but genetic engineering is their 
  bread and butter. They’ve found cures for countless diseases, cures available in 
  hospitals the world over—as long as you can pay for them. 
  They’re also the ones who cracked the supergene, figured out how to activate 
  superpowers in just about anyone. That tech has since leaked out to other cor-
  porations, and most major corporations have at least one superhero on staff, but 
  Mitsuhama is still at the bleeding edge of supergene research. Other corps may 
  have supers, but Mitsuhama supers are just better. Fewer drawbacks and side 
  effects. More control over their powers. 
  There’s a rumor that Mitsuhama also outfits their supers—and even some of 
  their execs and salarymen—with kill switches: genetic code designed to replicate 
  into a system-crippling and lightning-fast cancer when it’s activated remotely. 
  But that can’t be true, can it?
  Mitsuhama Splice Corporation
  Slogan: Unlocking Humanity’s Potential
  Secret: Life: Cheap but Profitable
  Skills: Bureaucracy +3, Resources +3, Security +2,  
  Tech +3, Violence +2
  Mitsuhama R&D Complex
  While Venture City isn’t the seat of Mitsuhama’s 
  power and authority, it is where most of the sci-
  ence gets done. The company’s primary R&D 
  complex is situated on the edge of the sprawl, 
  and it’s the size of a small town on its own. 
  This is where the magic happens. This is where 
  Mitsuhama scientists conduct their experiments, 
  cure diseases, unlock the secrets of the supergene, 
  and create their heroes. 
  The complex is well guarded ’round the clock, 
  but every fortress has a weakness. In Mitsuhama’s 
  case, it’s that they don’t pay their security force 
  all that well. The corp relies on other methods 
  to inspire loyalty—or obedience—and unfortu-
  nately for them this means there are gaps in their 
  defenses. It’s a poorly guarded secret that a lot of 
  the designer drugs that make it out to the streets 
  are leaked by Mitsuhama security bulldogs trying 
  to make an extra buck. The company probably 
  knows about it, but tolerates it. 
  Issue: Thriving Smuggling Operation
  84
  
  PREV: PAGE 82
  NEXT: PAGE 90
  Nothing Ventured:  
  Following a Lead at Mitsuhama
  The Mitsuhama R&D complex is a good place to start looking for the truth, 
  but the PCs won’t find it there. At least, they won’t find the whole truth there. 
  Different people know different things.
  Archard Cole knows about the superdrug. He also knows that Mitsuhama 
  used to manufacture it, but stopped when they found out about its side 
  effects. They had a huge quantity of the stuff, enough for millions of doses, 
  but it was all slated for destruction more than six months ago. Cole’s not 
  stupid; he knows that the drug out on the streets is either the same drug 
  supposed to be destroyed or is based on the formula for that drug. Without 
  a sample he can’t be sure which, but as far as he’s concerned Mitsuhama is 
  absolved of any wrongdoing in this instance. If pressed, Archard might hint 
  that his head of security Raina Sandarian knows more.
  Of course, getting in to actually talk to Cole is going to be a trick and a 
  half. He’s protected by lawyers, yes-men, bureaucrats, corporate security—the 
  works. Use whatever faction skill seems most appropriate to keep the PCs 
  away from him, but don’t use it to frustrate their efforts. If they’re really intent 
  on talking to Cole and have a good idea for how to do just that, let them 
  succeed—just don’t make it easy. When they finally do talk to Cole, he feigns 
  being cooperative but his goal is to keep himself and Mitsuhama covered 
  against liability—in that order.
  Raina Sanjarian knows more of the particulars, but doesn’t let on that 
  she does. She’s easier to get access to than Cole is, but she’s better at play-
  ing dumb, which she’s anything but. Sanjarian knows three very important 
  things. First, she knows that the supply of the drug was destroyed more than 
  six months ago. Second, she knows that the formula was smuggled out of 
  the complex around the same time and sold to someone. Third, she knows 
  who Henry White is, but she won’t volunteer this information unless the PCs 
  specifically mention him by name; she doesn’t understand his involvement 
  until they do so.
  If the PCs get Sanjarian talking about Henry White, she can tell them that 
  he’s a mid-level exec for Aegis Securities. She knows he’s not happy being a 
  salaryman, and she figures that he was probably the buyer for the superdrug 
  formula. If that’s the case, then either Aegis is manufacturing and distributing 
  it, or White is doing so on the side. Either way, he should be their next stop.
  One more thing: an incursion into the R&D complex, either overt or 
  covert, is a golden opportunity to bring Solar Man into the mix, probably 
  accompanied by a cadre of Bright Sun soldiers (use Mitsuhama’s Violence 
  rating, page 84). If the PCs approach using either violence or stealth, that’s 
  your cue to get a big superhero fight ready.
  85
  VENTURE CITY
  
  Archard Cole
  Cole is Mitsuhama’s headman in Venture City. His title 
  is Vice President of Research and Development—he’s 
  effectively king of the company’s R&D machine. He 
  climbed the ranks because he’s both brilliant and 
  ruthless; he knows his science and he knows his busi-
  ness, and he’s not afraid to get his hands a little dirty. 
  Being head of R&D has a few perks too. The 
  man has an instant supply of drugs as well as the 
  treatments to make sure those drugs don’t hurt 
  him, genetic tweaks to make him live longer and 
  stay hale and hardy into his old age, and he’s 
  effectively free from disease. There are rumors 
  that his supergene’s active too.
  Archard Cole
  Aspects: Mitsuhama R&D Headman; Owned by the Company 
  Store; Secret Super;  “Limitations are for other people.”; 
  Genetically Perfect
  Skills
    
  Superb (+5): Resources
    
  Great (+4): Lore, Rapport
    
  Good (+3): Contacts, Deceive, Athletics
    
  Fair (+2): Crafts, Empathy, Fight, Physique
    
  Average (+1): Investigate, Notice, Provoke, Shoot, Will
  Stunts
   Mind Games (Fate Core, page 104)
   Specialist (Genetics) (Fate Core, page 115)
   Best Foot Forward (Fate Core, page 121)
   Savvy Investor (Fate Core, page 123)
  Powers
  Wind Control: Cole can use Athletics to fly. He can also summon 
  gusts of wind, and he gets a +2 to Athletics rolls to create advan-
  tages from doing so.
  Special Effects: Forced Movement, Extra Movement
  Drawback: Hard To Use Indoors
  Collateral Damage Clause: If Cole is willing to deal collateral 
  damage, he can fly directly through solid objects—walls, ceilings, 
  people—without injury. If he flies through a person, treat this as 
  an Athletics attack with a +2 bonus.
  Physical Stress: 3 
  Mental Stress: 3
  86
  FATE: WORLDS OF ADVENTURE
  
  Raina Sanjarian
  Sanjarian is Cole’s head of security. She oversees both the security forces for 
  Mitsuhama’s complex in Venture City and Bright Sun Security, the privatized 
  police force that the company owns. Sanjarian is stern and ruthless, but she 
  doesn’t control her subordinates through fear. She has a strong sense of justice, 
  which informs her decision-making and managerial style. Bright Sun is quite 
  possibly one of the most disciplined and loyal private security companies in 
  Venture City, due in no small part to Raina Sanjarian’s leadership.
  This sense of justice is at odds, of course, with the active smuggling ring within 
  the Mitsuhama campus security force, at least at first glance. Though Sanjarian 
  enforces discipline and order here too, she recognizes the security force’s low pay 
  as an injustice, and turns a blind eye on the smuggling ring to help balance the 
  scales. As long as nothing too important gets leaked, there’s no problem.
  Raina Sanjarian
  Aspects: Mitsuhama Head of Security; Justice Above All; 
  No Sense of Humor; Tactical Virtuoso; Quietly Menacing
  Skills
    
  Great (+4): Shoot, Provoke
    
  Good (+3): Athletics, Fight, Physique
    
  Fair (+2): Contacts, Investigate, Rapport, Will
    
  Average (+1): Drive, Empathy, Notice, Deceit, Resources
  Stunts
   Lie Whisperer (Fate Core, page 109)
   Backup Weapon (Fate Core, page 111)
   Attention to Detail (Fate Core, page 113)
   Tough as Nails (Fate Core, page 119)
  Physical Stress: 4 
  Mental Stress: 3
  87
  
  Solar Man
  Bright Sun’s mascot—and Mitsuhama’s most popular superhero—is Solar Man. 
  Handsome, charming, and capable of flying and controlling light, Solar Man 
  flies around the city righting wrongs and protecting citizens. Of course, “wrongs” 
  are defined by Mitsuhama Splice Corporation, and “citizens” are people who 
  pay Bright Sun. 
  There’s a darker side to Solar Man, too. His ability to control light makes him 
  an expert infiltrator; he can do things like shroud an area in darkness, spoof 
  security systems, turn invisible, and more. Mitsuhama often uses Solar Man for 
  clandestine activities against other corporations.
  In truth, Solar Man is conflicted about his identity. He wants to be a good guy, 
  to help people. He doesn’t like refusing help to people who aren’t Bright Sun 
  customers, and he doesn’t like corporate espionage. But he does like his power 
  and fame, and he knows Mitsuhama can take both away easily. The genetic kill 
  switch he’s saddled with is also convincing.
  Solar Man
  Aspects: “A bright spot in the darkness!”; Genetic Kill Switch; Wants 
  To Be a Hero; Espionage Expert; Bright Sun Mascot
  Skills
    
  Superb (+5): Shoot
    
  Great (+4): Athletics, Stealth
    
  Good (+3): Deceive, Fight, Physique
    
  Fair (+2): Burglary, Empathy, Notice, Rapport
    
  Average (+1): Contacts, Investigate, Provoke, Will
  Stunts
   Best Foot Forward (Fate Core, page 121)
  Powers
  Light Control: Solar Man can fly with Athletics and shoot lasers from 
  his hands with Shoot. He can also wrap himself in darkness or make 
  himself invisible by bending light, granting him a +2 to overcome rolls 
  with Stealth when vision or light is a factor. Finally, he can spoof secu-
  rity systems with his light-based powers, giving him a +2 to create 
  advantages with Burglary when dealing with electronic security 
  systems.
  Special Effects: Area Attack, Inflict Condition
  Drawback: Burns Hot
  Collateral Damage Clause: If Solar Man doesn’t mind dealing a little 
  collateral damage, he can control a swath of light the size of about a 
  city block, flooding it in blinding light or dousing it in darkness. He 
  can maintain this power for a whole scene.
  Physical Stress: 4 
  Mental Stress: 3
  88
  FATE: WORLDS OF ADVENTURE
  
  Aegis Securities
  Aegis is the name in private security forces in Venture City. Somewhere in the 
  neighborhood of sixty percent of the private police in the city report to Aegis. 
  Another twenty is Bright Sun (page 87), and the rest is divided amongst a 
  number of minor corps.
  Aegis is looking to expand their influence. They’re the top dog in security 
  contracts, but they also want to supply the military with weapons and field 
  enhancements—oh, and they’re looking to get into biotech too. 
  Unlike Bright Sun, Aegis pays its soldiers and supers well. They’re loyal because 
  they’re treated like rock stars and because they know they’re the backbone of the 
  company. The salarymen and wageslaves, on the other hand, are a little restless.
  Aegis Securities
  Slogan: Keeping You Safe
  Secret: To the Highest Bidder
  Skills: Resources +2, Security +3, Tech +2, Violence +3
  Aegis Towers
  The corporation’s base of operations, Aegis Towers is an impressive corporate 
  arcology in the center of Venture City. The central of the three towers is the tall-
  est structure in the city, and you can see both helicopters and superheroes taking 
  off from and landing on its three helipads at any time of day.
  It’s also probably the most well-guarded and secure building in the city. 
  Anybody who’s ever tried to break in has been handled with finality. If the facil-
  ity has a weakness, it’s that the rank-and-file wageslaves are unhappy, poorly paid, 
  and not particularly loyal. Get one alone without a security officer nearby, and 
  you could learn all kinds of things.
  Issue: Disloyal Wageslaves
  89
  VENTURE CITY
  
  NEXT: PAGE 93
  PREV: PAGE 85
  Nothing Ventured:  
  Following a Lead with Henry White
  Henry White isn’t that hard to talk to—unless he doesn’t want to 
  talk. If the PCs approach him with a light touch, they can simply 
  go up and talk to him during his off-hours. If they’re more heavy-
  handed, Henry’s going to get security involved. This could wind 
  up being a temporary roadblock or it could be a fight.
  In a fight, Henry attacks at first, but he runs if he takes any stress 
  or consequences. He’s not a brave man, and the adrenaline rush of 
  using his power wears off once he sees the danger he’s in.
  Another option is to follow Henry into the sprawl when he 
  goes to meet his contacts. If the PCs opt for this approach, skip 
  to“The Vats” (page 93).
  When the PCs get a chance to question Henry, they can learn 
  quite a bit from him.
  • Henry bought the superdrug formula from Mitsuhama 
  with money he got from a woman named Shadow.
  • Henry bought the formula from a scientist named Roger 
  Dynes.
  • He and Shadow have been selling the superdrug to gangs all 
  around the city, including Splitstream’s Crew.
  • Henry and Shadow’s base of operations is an underground 
  lab beneath Rakaru Heights.
  • The superdrug works, but is volatile. The powers it creates 
  are unstable, and it can have extreme psychological side 
  effects.
  90
  
  Henry White
  Henry is the quintessential disloyal wageslave. He’s worked for Aegis for close 
  to fifteen years, and in that time he’s been promoted twice. He makes much less 
  than even a low-ranking security officer, and he knows it. He’s unhappy, but he’s 
  locked into a lifetime contract and can’t get out.
  Though he’s stuck in a discouraging job, that doesn’t mean he can’t supple-
  ment his income elsewhere. Six months ago Henry bought the formula for the 
  superdrug from someone at Mitsuhama, and he’s partnered with some shady 
  people to manufacture and distribute it. He’s also not above sampling the wares 
  himself; Henry wants to feel powerful, and the drug does just that.
  Henry’s family is worried about him. They’ve noticed a change in his behav-
  ior—staying out late, mood swings, coming home smelling of chemicals—and 
  they think something’s wrong. They’re right.
  Henry White
  Aspects: Wageslave–Turned–Drug Baron; Violent Mood 
  Swings; Lifetime Contract; Family Man; Friends in Low 
  Places
  Skills
    
  Great (+4): Deceive
    
  Good (+3): Contacts, Rapport
    
  Fair (+2): Empathy, Lore, Shoot
    
  Average (+1): Athletics, Crafts, Drive, Notice
  Stunts
   Lies upon Lies (Fate Core, page 104)
   Nose for Trouble (Fate Core, page 109)
  Powers
  Laser Eyes: Henry can shoot lasers from his eyes, allowing him 
  to make a Shoot attack at a +2.
  Special Effects: Area Attack, Inflict Condition
  Drawback: Uncontrollable Bursts
  Collateral Damage Clause: If Henry doesn’t mind inflicting 
  some collateral damage, he can attack everyone in a zone at 
  full strength.
  Physical Stress: 2  Mental Stress: 2
  91
  VENTURE CITY
  
  The Neighborhood Watch
  Out in the sprawl, most people can’t afford the premiums required to get pro-
  tection from one of the private police forces. They’re scraping by, living day to 
  day, existing in a world that is, in many ways, actively hostile toward them. The 
  police ignore them; whatever happens is what happens, right?
  But that doesn’t mean they’re helpless or without protection. Many of the 
  sprawlers belong to a loose-knit organization that takes care of its own. They 
  watch each other’s backs, band together when a threat appears, and make the 
  streets a little safer. There are even some unsanctioned supers in this group; they 
  lend much-needed clout in return for shelter from the corps. People call this 
  group the Neighborhood Watch.
  The Watch ain’t perfect, though. There’s plenty of crime and corruption in it. 
  There’s no central authority and no self-regulation other than what people are 
  and aren’t willing to do. As such, there are plenty of ways for you to hide your 
  sins. Protection rackets, money laundering, drug sales, prostitution, and more 
  exist within the Watch and sneak under its nose. The Watch needs money, and 
  that money’s got to come from somewhere.
  The Neighborhood Watch
  Slogan: Safer Streets
  Secret: Hides All Kinds of Sins
  Skills: Violence +2
  Rakaru Heights
  The people here have a saying: “When they talk about the mean streets, they’re 
  talking about Rakaru.” Rakaru Heights used to be the most dangerous place 
  in the sprawl. Huge, dilapidated, rife with crime—it was a microcosm of the 
  sprawl as a whole, but even more concentrated. The Neighborhood Watch didn’t 
  make the neighborhood safer, really, it just made Rakaru Heights dangerous to 
  different people. 
  The criminals no longer run Rakaru Heights, though crime still has its place 
  in the neighborhood. The Watch—Abby Dynes, specifically—has made Rakaru 
  a place that predators avoid, though. Rapists, muggers, drug dealers, and others 
  who prey upon the defenseless often steer clear, because there’s a price on their 
  heads in Rakaru Heights. Don’t be mistaken; it’s not really safe to walk the 
  streets at night, you’re just more likely to get justice if something happens to you. 
  Issue: Violence Is a Way of Life
  92
  FATE: WORLDS OF ADVENTURE
  
  NEXT: PAGE 96
  PREV: PAGE 90
  Nothing Ventured: The Vats
  The chain of clues eventually leads to the Vats, an underground lab beneath 
  Rakaru Heights where Henry and Shadow have been manufacturing the super-
  drug. It’s guarded by some of Shadow’s most trusted and skilled operatives. 
  There are about a dozen of them in the lab, and they all use the Neighborhood 
  Watch’s Violence rating. Worse, they’re all dosed with the superdrug, making 
  this a tough fight indeed. Use these powers for the operatives:
  • Flight: The gang member can fly. This functions just like running or 
  walking, but with vertical movement.
  • Super Strength: The gang member gets a +2 bonus on any attacks that 
  rely on brute strength.
  • Pyrokinesis: The gang member can make fire-based attacks at range 
  with a +2 bonus.
  • Teleportation: The gang member can teleport around the battlefield, 
  moving up to 3 zones as an action.
  The huge vats of the superdrug are a major hazard in this fight, as the 
  chemical is highly toxic and explosive in the quantities here. Anyone exposed 
  to the superdrug in the vats immediately takes the severe consequence 
  Overcharged. Anyone with this aspect who gets taken out will detonate, cre-
  ating a Superb (+5) explosion that everyone in the lab must defend against.
  If the PCs get the chance to question Shadow, they find out the following 
  info:
  • Shadow was acting without Abby Dynes’ knowledge.
  • Roger Dynes is Abby’s brother and works for Mitsuhama. He sold the 
  formula without Abby’s knowledge.
  • Shadow was dosing Neighborhood Watch members to give them 
  superpowers. Somewhere around twenty percent of the Watch has 
  been dosed at this point.
  • Prolonged exposure to the superdrug causes severe psychological 
  damage. However, very few of the Watch have received enough doses 
  for side effects to be an issue.
  93
  VENTURE CITY
  
  Abby Dynes
  The Watch doesn’t have any kind of centralized lead-
  ership, but it does have people who hold authority 
  in specific parts of the city. Abby Dynes is one of 
  those people. The Rakaru Heights neighborhood is 
  big and rough, the poster child for places that need 
  the Watch. Heck, the Watch probably started there. 
  Abby’s been living in Rakaru for as long as anyone 
  can remember, and she’s both respected and feared.
  It’s not that she’s cruel or unfair. Abby does 
  what she feels is best for Rakaru Heights, and she 
  stands up to people when the neighborhood needs 
  it. People look to her for guidance, counsel, leader-
  ship. She’s got no patience for fools or predators. She 
  doesn’t allow people to exploit each other, and she 
  doesn’t allow people to create weaknesses that others 
  can exploit. She’ll punish both crimes with the same 
  harsh measures: a beating, followed by expulsion 
  from the community.
  Abby Dynes
  Aspects: Vengeful Guardian of Rakaru Heights; 
  Quick to Anger; Quick to Action; Respect of the 
  Community; Ear to the Ground; Fiercely Protective
  Skills
    
  Great (+4): Fight
    
  Good (+3): Contacts, Provoke
    
  Fair (+2): Athletics, Empathy, Will
    Average (+1): Investigate, Physique, Rapport, Shoot
  Stunts
   Ear to the Ground (Fate Core, page 101)
   Heavy Hitter (Fate Core, page 111)
  Powers
  Stone Form: Abby can turn herself into a living statue of 
  solid granite. When in this form, she can use Physique 
  to defend against fists, weapons, and guns, and gets a +2 
  to do so. She also gets a +2 to any Fight attacks made 
  with her bare fists.
  Special Effects: Forced Movement, Physical Recovery
  Drawback: Slow and Heavy
  Collateral Damage Clause: If Abby doesn’t mind letting 
  the environment take the hit for her, she can completely 
  ignore the effects of one attack against her.
  Physical Stress: 3 
         Mental Stress: 3
  94
  FATE: WORLDS OF ADVENTURE
  
  Shadow
  Shadow is Abby Dynes’ spymaster. She’s got a talent for subterfuge—aided by 
  her ability to change shape—and she knows a lot of people. Shadow is unwaver-
  ingly loyal to the Neighborhood Watch, but she feels that Abby’s leadership is 
  somewhat lacking. 
  Shadow wants to empower the Watch so it can be a real force for good in 
  Venture City. To that end, she thinks they need more superpowered allies, so 
  she’s concocted a plan to distribute the superdrug to those friendly to the Watch, 
  all the better to bolster their numbers.
  95
  VENTURE CITY
  
  Shadow has little in the way of a personal life. Nobody knows her real name, 
  and she doesn’t have any family—none that anyone’s aware of, at least. The 
  Watch is her whole life.
  Shadow
  Aspects: Neighborhood Watch Spymaster; Haunted by 
  the Past; The Watch is Everything; The Ends Justify the 
  Means; No Attachments
  Skills
    
  Superb (+5): Deceive
    
  Great (+4): Contacts
    
  Good (+3): Burglary, Stealth
    
  Fair (+2): Athletics, Fight, Physique
    
  Average (+1): Investigate, Notice, Resources, Will
  Stunts
   Always a Way Out (Fate Core, page 99)
   Ear to the Ground (Fate Core, page 101)
   Face in the Crowd (Fate Core, page 126)
  Powers
  Shapeshifter: Shadow can disguise herself as virtually anyone, 
  changing her features entirely, provided she gets a chance to 
  touch them. This power grants her a +2 to Deceive rolls made 
  to disguise herself.
  Special Effects: Mental Recovery, Physical Recovery
  Drawback: Touch-Activated
  Collateral Damage Clause: If Shadow doesn’t mind killing 
  someone, she can take a person’s identity entirely—appear-
  ance, mannerisms, memories, voice, accent, and anything 
  else. Piercing her disguise requires an active attempt to find 
  deception against a Legendary (+8) opposition.
  Physical Stress: 3 
   
  Mental Stress: 3
  PREV: PAGE 93
  Nothing Ventured: Wrapping Up
  Emily Shah is good to her word: she pays the PCs and thanks 
  them. Abby Dynes is grateful for their involvement, and owes 
  them a favor if they handled things well. Splitstream’s likely 
  to start gunning for the PCs for having cut off his supply of 
  the superdrug. Mitsuhama and Aegis continue plotting against 
  each other.
  All this assumes the PCs stopped the drug problem. It’s 
  entirely possible they just took over the superdrug trade, in 
  which case things wind up pretty different. We’ll leave you to 
  figure that out.
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  97
  
  MINI-ADVENTURES
  Nothing comes easy in Venture City, not even when you’re super-powered—
  especially if you’re super-powered—and your powers have a nasty tendency to 
  cause collateral damage.
  What follows is a series of disasters, troubles, complications, and catastrophes. 
  These are mini-adventure seeds, not meant to hold a complete campaign, but 
  made to introduce trouble into the PCs’ lives in the middle of their ongoing 
  adventure. Specifically, these mini-adventures are made to be triggered by the 
  collateral damage that the players unleash on the city.
  How These Work
  Every catastrophe here has four parts: a trigger, an aspect, a description, and an 
  outcome.
  The trigger is an event that kicks off the catastrophe. While you can always 
  pull out a catastrophe whenever you want, collateral damage effects exist spe-
  cifically to cause trouble for the players, which makes them ideal triggers. You 
  should not, however, create big catastrophes every time players cause collateral 
  damage. Falling rubble or fire is usually trouble enough. Save these for special 
  occasions.
  The aspect is a situation aspect. Like all situation aspects, it’s temporary, last-
  ing until it’s no longer relevant. While situation aspects often disappear at the 
  end of a scene, they can last until the end of a session. In this way, a situation 
  aspect can work like a short-term issue, at least until the players deal with it.
  The description is just that: an elaboration on what the aspect is already saying.
  The outcome is the effect of ignoring the catastrophe for long enough. If 
  the players confront their problem directly, they can clear it up and avoid this 
  outcome, but if the situation aspect makes it to the end of the session without 
  being cleared up somehow, then the outcome happens. It’ll cause trouble for the 
  players in the next session, and possibly for the remainder of the scenario.
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  FATE: WORLDS OF ADVENTURE
  
  The Tail
  Trigger: Collateral damage takes out an unassuming building in a corporation-
  owned district.
  Aspect: Corporate Tail
  Description: Whatever you smashed into (or smashed someone else into) was 
  evidently a high-priority research facility. A group of corporate police has been 
  dispatched to follow your group around and figure out what, if anything, you 
  found out. You didn’t notice anything, but that won’t stop them.
  Outcome: If you can’t convince your tail that you didn’t see anything or that 
  you’re too dangerous to mess with, they’ll slink away eventually and put the 
  PCs’ names and photos in their High Security Risk database.
  The Casualty
  Trigger: A collateral damage effect hits all targets in a zone, somewhere public 
  in the sprawl.
  Aspect: Civilian Casualty
  Description: A citizen of Venture City—someone without superpowers or cor-
  porate sponsorship—got caught in the periphery. They need medical care and 
  soon.
  Outcome: If you don’t help this citizen, they’ll probably die. Legally, they don’t 
  matter enough for that to come back to hurt you, but it is a hit to your repu-
  tation; whoever runs the Neighborhood Watch or equivalent organization in 
  this area won’t want to work with you or your friends.
  The Tower
  Trigger: Collateral damage occurs inside a structure—be it a corporate tower, a 
  private residence, an underground lab, or anywhere else.
  Aspect: Slowly Collapsing
  Description: You hit a load-bearing pillar, and the space you’re in is going to 
  collapse soon.
  Outcome: There’s not much you can do to save the building. If you don’t get out, 
  and soon, the building will collapse around you, trapping you all.
  The Mob
  Trigger: Someone unleashes a collateral damage effect that causes mental stress 
  or consequences, or otherwise targets peoples’ psyches.
  Aspect: Rioting Mob
  Description: The psychic backlash you set off got out of control and started a 
  panic; soon the whole district is thrown into chaos. Some people are running 
  scared, others are just taking advantage of the chaos to break windows. It’s a 
  dang warzone.
  Outcome: You can try to calm people down or scare them into submission—
  either way will help keep the peace. If you don’t, overzealous law enforcement 
  will keep the peace by locking down the district and establishing a curfew.
  99
  VENTURE CITY
  
  The Press
  Trigger: Collateral damage causes something disturbing, perhaps a terrifying 
  transformation, demonic-looking energy, or an instantly killed NPC.
  Aspect: Hounded by Journalists
  Description: Your antics have caught the eye of the media, unfortunately. 
  They’re calling you the Terror of Venture City, following you around, inter-
  viewing bystanders, and basically running with the worst excesses of baseless 
  journalistic hit-pieces.
  Outcome: You can try to convince your followers to stop their story, either by 
  not being interesting or by pointing them at an even juicier target. If you 
  don’t, then their character assassination makes the nightly news. People will 
  recognize that it’s sensationalist bunk, but there’ll still be rumors attached to 
  your name for weeks.
  The Blackout
  Trigger: Someone causes collateral damage that’s electrical or affects the city’s 
  electrical grid in some way.
  Aspect: Blackout!
  Description: Something overloaded, somewhere in the old and inconsistently 
  maintained infrastructure of Venture City. Nearly the entire city has been 
  plunged into darkness.
  Outcome: You might be able to fix the problem, or even jump-start the system 
  if you have the right powerset. If nothing else, you can direct a repair crew to 
  the point where the problem started, which should speed up repairs. If you 
  don’t, the power will come back eventually, but hospitals and other emergency 
  services will be dealing with the fallout for a while.
  The Nemesis
  Trigger: A named NPC concedes a conflict because of a PC’s collateral damage 
  effect.
  Aspect: [NPC name] Is Out for Revenge
  Description: You didn’t kill this person, and you might not have even hurt them 
  badly, but you embarrassed them, and you made them run. They’re going to 
  make your life hell, just out of spite. Whatever power and connections they 
  can bring to bear, they will. If they can rile up a gang to take you out, they’ll 
  try it. And you know they’ll go after your friends and family.
  Outcome: You can put an end to this by confronting your nemesis and letting 
  the fight end decisively. Or you can ignore them, and eventually they’ll give 
  up…but only after they’ve killed or otherwise taken out one of your trusted 
  NPC allies.
  100
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SOURCE: textdata/thevault/FATE (fudge) [multi]/World of Adventure/Venture City.pdf