Inhuman, a Venture City power theme

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Inhuman

Whether alien, a Moreau, uplifted animal, or other sentient life form, you aren’t human and do not relate to them or share their experiences and your powers stem from your biology.

 

Basic Inhuman: Your powers are related to your clearly inhuman nature.  People may react differently towards you because your abilities stem from anatomical features they do not possess, but they do not necessarily fear you for it.  What they find bothersome is your ability to do what they cannot.

 

Enhancements

 

Anatomical Differences: Your organs aren’t in the same places as the majority of the population.  When you are attacked, you gain a +2 to Physique against attacks targeting your vital spots.

Fascinating: Just because you aren’t human doesn’t mean your appearance is gruesome.  Rather, you have an alluring visage that draws eyes to you.  You gain a +2 to Rapport when trying to deliberately draw attention to you.

Enchanting: Your anatomy confounds people.  When they get too close to you, they have to make a Will roll or take a mild mental consequence as they can’t comprehend how your body functions.

 

Common Power Synergies

 

Super Agility: Your species’ body structure is such that your reflexes provide you with superior flexibility beyond what average humans could achieve.

Natural Weapon: Compared to the soft flesh of humans, you possess features that can rend meat from bone.

Sonic Manipulation: Your anatomy allows you to create sounds or distort them in ways that defy most auditory processing—organic and otherwise.

 

Drawbacks

 

  • Equipment is designed with different body mechanics in mind. You find it Difficult to Use Human Devices, not because you don’t understand how they work but because your body doesn’t fit them correctly.
  • Even if you were once human, your experiences and perceptions don’t translate well to those around you. This can be awkward and leaves you a Stranger in a Strange Land.
  • The unique personalities of humans is far different than your species’ own traits. As such, no matter how long you’ve been around them Humans are Confusing.

 

Collateral Damage Effects

 

Toxic: Your natural defenses create a toxic environment for humans.  If you are unconcerned with the consequences, you can attack an entire zone by filling it with a chemical cocktail that’s noxious.  Every person in the zone suffers 2 stress boxes each exchange they remain in the zone.  A Physique roll against an Average (+1) obstacle negates the damage for the exchange.

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All Things April

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Earth Projection, a Venture City power theme

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Earth Projection

You channel the raw elemental powers of the earth itself.

 

Basic Earth Projection: Your powers are infused with rocks, soil, dust, or other elements from the ground.

 

Enhancements

 

Gaia’s Gift: You can’t suffocate when encased in soil, rocks, etc. It doesn’t matter how you got buried.

Rock Hard: It’s like you’re made of stone. Whenever anyone physically attacks you, they take 1 physical stress.

Rooted: People find it hard to knock you off your feet or move you without your consent. You meld with the ground just enough to maintain your balance, gaining a +2 to Athletics rolls.

 

 

Common Power Synergies

 

            Super Toughness: You are hard to damage because your skin is literally made of rock.

Phasing: Because you are so attuned to the ground, you can pass through materials as if they weren’t there, giving you an element of surprise.

 

Improved Special Effects

 

Strength of the Mountain: So long as you remain in contact with the ground, you strength is enhanced beyond your body’s limits. Gain a +4 to Physique rolls to pin or otherwise maintain a hold on a target.

 

Drawbacks

 

  • Your affinity for the earth is so strong that you are Acrophobic and will do just about anything to avoid losing that connection to the ground.
  • Given the nature of geology, you tend to think on geologic scales. To others, this makes you appear Indecisive.
  • Your body actually is harder than the average person’s, meaning you are often Slow to React and don’t like change.

 

Collateral Damage Effects

 

Earthquake: Your sympathies with the ground allow you to unleash shockwaves through the ground, causing the zone to shake, crashing it down upon those within. Nameless NPCs are killed while Named NPCs and PCs make an Athletics roll against a Fair (+2) obstacle or suffer a moderate physical consequence from the falling detritus.

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Construct, a Venture City power theme

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Construct

You were assembled or otherwise artificially created.

 

Basic Construct: Your body is resilient and unfazed by the things that affect organic beings.  Even if you were once flesh or your body is flesh, it has been engineered.  You get +2 to Physique against attacks that target organic functions.

 

Enhancements

 

Master Construct: You’re more resilient against organic function attacks.  Gain a +2 to Physique rolls.

Shrug it Off: Once per session, you can ignore the damage caused by an attack.  Further uses cost a fate point.

Temporary Upgrade:  Once per scene, you can spend a fate point to swap out one skill with another.  This causes a point of stress if it is a skill you have no training in.  When the scene ends, your skills revert to their original set.

 

Common Power Synergies

 

Machine Control: You speak with machinery on their level and they respond within their limits.

Elasticity: Parts of your body are telescopic, giving you an extended range for melee.

Super Senses: Your components pick up on sensory data that organic beings miss.

 

Improved Special Effect

 

Fleshless Body: Your body is not organic, making you immune to disease, asphyxiation, and poisoning.

 

Disadvantages

 

  • Your appearance is unsettling looking as it’s too realistic but not realistic enough you fall in the Uncanny Valley.
  • You have set sequences encoded in you that give you Predictable Moves.
  • Being artificial means you Don’t Heal Naturally and have to have extensive repairs to recover from consequences.

 

Collateral Damage Effects

 

Detachable Weapons: You can attack an entire zone without having to be in it.  Instead, parts of your body detach and cause massive damage, causing 2 points of stress to anyone caught in the melee.

Flailstorm: If you do not care what happens to the zone, your body can thrash around and cause extensive damage.  Everything caught in your wake makes an Athletics roll to avoid your Fight attack with its +4 bonus.

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Air Projection, a Venture City power theme

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Air Projection

You are whirlwind unto yourself.

 

Basic Air Projection: Your power calls upon the very air that surrounds you.  Whenever you use your power, the air is whipped into a gust.

 

Enhancements

 

Air Glide: You can levitate, allowing you to pass over hazards on the floor without them being used against you.

Clear the Air: As an action, you can bring up a wind that pushes any fumes or fouled air out of your zone and into another.

Clad in Sky: Whenever someone successfully attacks you using Shoot, their result is shifted down by 1.

 

Common Power Synergies

 

Weather Control: You bring the storm wherever you go.

Energy Blast: You channel bursts of air to slam into opponents.

Gravity Manipulation: You turn the atmosphere into a vice.

 

 

 

Improved Special Effect

 

Steel Air: You can create a barrier between you and the next incoming attack that grants you Armor: 4 at which point the effect ends.  If you move, the air shield breaks, ending the effect.

 

Drawbacks

 

  • Being like air, you don’t like to be held back. You Feel Constricted even when in loose fitting clothing.
  • Your powers require a lot of air in order to work. Your powers are Ineffective in Small Spaces.

 

Collateral Damage Effects

 

Snatched Breath: You don’t just force air into a weapon, you can force it out of your zone, creating a vacuum that strangles everyone within.  Nameless NPCs are killed while Named NPCs and PCs make a Physique roll against a Great (+4) obstacle or take a moderate physical consequence from apoxia.

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Learning by Design Tools, Games, Interaction, and Play for 18+

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There is one final group to discuss: adults.  Although development slows down around age 18, physical development doesn’t fully stop until about age 21 and the brain’s development finishes approximately at 25 years of age.  The reason this matters is that, while there’s a lot of intellectual and physical maturity for game players of this age, the brain is still looking for ways to maximize survival strategies.  As such, the risk mechanisms that older adults take for granted aren’t fully developed in adults who’ve yet to reach their mid-twenties with some research saying those centers of the brain being fully formed in the individual’s 30s.

What is different about games played and developed by this age group is that there is enough experience in the person’s life to draw from when creating based on themes, stories, or rules.  No additional tools are needed at this point, but the designers will have developed a strong sense of what they enjoy and what they would like to make.  These individuals gravitate towards their preferred styles of play and mechanics as ways to hone their already acquired skills with some more adventurous sorts looking to try developing new skills.  The games are also as likely to tend towards the abstract as much as they are towards story- or theme-driven systems.

Those new to design at this age can skip past a lot of the earlier aspects of the design program because they’ve already internalized much of the procedures and understand how games work.  That said, they can still benefit from some of the language used to help build a shorthand when discussing their ideas and projects while also avoiding a few of the well-known pitfalls in some designs based on game type.  The modules address some of these issues.

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Out Like a Lamb

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