Tunneling, a Venture City power


You don’t have to go through obstacles, you can around them.


Basic Tunneling: You travel through earth as easily as a burrowing animal. Choose either Athletics or Physique. You are either fast or have inordinate endurance, gaining a +2 to that skill when burrowing.  While you can burrow through earth, you cannot tunnel through materials like stone.




Master Tunneling: You are a proficient digger.  Gain an additional +2 to rolls for tunneling.

Better Digger: You have endurance and speed, making you one of the fastest and unrelenting tunnelers around.

Going Deeper: You can dig through soft stone materials like pumice and sandstone.

Fissure Sense: Tunneling is dangerous work as there is always the chance that the ground will collapse on top of you.  You are so used to tunneling that you gain a +2 to Investigate rolls when checking the stability of the ground to avoid or trigger a collapse.


Common Power Synergies


Super Strength: You can tunnel through anything.

Super Senses: Your connection to the ground has left you able to detect vibrations traveling through the ground.




  • You spend a lot of time underground—a whole lot. You prefer being in the ground because you’re Agoraphobic.
  • Digging has its drawbacks, especially when you do it as often as you do. No matter how hard you try, you Always Seem Covered in Dirt.
  • You cannot hide you who you are. You try, but you Smell of the Earth and nothing can hide the scent.
  • Tunneling can get you where you want to go, but it’s a dark way to go. Your eyes are Sensitive to Light.


Collateral Damage Effects


            Sapper’s Delight: You have the ability to unleash a brutal attack against a zone by undermining it.  You tunnel under the weak points of buildings so they come crashing down unexpectedly on everyone in the zone.  Nameless NPCs are killed, while named NPCs and PCs make an Athletics roll against a Fair (+2) obstacle to avoid the debris or take a moderate physical consequence.

Earth Geyser: You can, without concern to others, cause the ground to explode under your feet and attack everyone in the zone.  The debris thrown out by this attack slam into opponents and injure anyone in the way.   Nameless NPCs are taken out, while named NPCs and PCs make a Physique roll against a Fair (+2) obstacle or take 2 points of physical stress.

Trick Shots, a Venture City power

Trick Shots

They can duck for cover, but they can’t hide—not from you, that is.  You can make projectiles do things physical improbable at best and impossible at worst look routine.


Basic Trick Shot: You get a +2 to strike opponents using zones or aspects granting them cover.  Whenever you use Shoot to hit a target, you can bank it off of other objects in the zone, or find the unprotected part of an opponent.






Master Trick Shot: You get an additional +2 to use Shoot to get around obstacles between you and your target.

Thread the Needle: Once per scene, you can fire through a melee or crowd to hit a target up to two zones away and ignore any penalties imposed by the intervening group used as cover.  The projectile passes by all intervening bystanders/combatants as if they were just moved out of the line of sight.

Curve the Shot: Your opponents think they can dodge your attacks, but you have learned how to arc your projectiles, making dodging a Fair (+2) obstacle to the target’s attempt.’


Common Power Synergies


Gadgeteering: You not only are a crack shot, your ammo performs tricks as well.

Energy Blast: When you throw energy, it’s deadly accurate even if it takes a circuitous route.

Telekinesis: Your attacks rarely miss because you control them with your mind.


Improved Special Effect


Locked On: Your shots follow their target.  While not a fire-and-forget ability, you can be assured that if the opponent goes around a corner, your projectile will follow suit.




  • You are so used to banking your attacks that you Can’t Aim Close Up.
  • You’ve honed your skill to the point that you Only Use Trick Shots because of the panache.
  • Because it isn’t fair to your opponents, you Explain the Angles before firing to level the playing field.
  • Your weapon uses special ammo which you have to make or is hard to find. You have Limited Shots.


Collateral Damage


Bring Down the House: If you aren’t concerned with who gets caught in the attack, you can strike a critical point keeping a structure in the next zone from collapsing.  Of course, this takes time as the rest of the supports slow down the inevitable.  Nameless NPCs are killed while named NPCs and PCs get a Physique roll against a Fair (+2) obstacle to avoid a moderate consequence.

Plenty of Shrapnel: When you tear up a place, you really tear it up.  Your projectile bounces around and causes parts of objects to explode and fly around the zone, striking everyone and everything indiscriminately.  Anyone caught in the maelstrom, including you, makes a Physique roll against your Shoot; if they fail they take that much stress.

Time Control, a Venture City power

Time Control

You can manipulate fate because you can see the threads of time.  You might not be able to choose an outcome or see the future, but you can twist possibility, perhaps even edit things.


Basic Time Control You are able to narrow down the likely outcomes of events within your zone.  You make a Notice check, but time provides a Fair (+2) obstacle.  If you succeed, you create a boost with a free invoke; if you succeed with style, you create an advantage you and your allies can use for the scene so long as you remain conscious and are able to communicate with your teammates.  You cannot control the actions of others, even if it feels like you are pulling the strings.




Master Time Your ability to shape the future is uncanny.  Gain +2 to Notice when trying to manipulate the future.

Exhaust: When you touch an object or person, you can fatigue them.  They must make a Physique roll against a Good (+3) obstacle or take a minor consequence.

Loop: At the cost of a fate point, the zone is in a time loop for all intents and purposes.  The characters “repeat” the current round without worrying about countdowns and the like triggering regardless of the outcome.

Edit: By spend a fate point, you get to change the events of the last round, either by forcing the actions to be done over or by exchanging one roll with another.


Common Power Synergies


Duplication: You slow time enough that you can appear to be in several places at once.

            Super Speed: You aren’t faster than the average person, you dilate time and appear to move faster by stepping between the moments others perceive.


Improved Special Effect


Compress/Expand Time: You can do more than move the odds in your favor, you can manipulate it.  You use Will to exert this effect in your zone.  You can also affect a zone adjacent to you, but doing so is a Fair (+2) obstacle.

Blink: Spending a fate point, you move out of the current exchange and appear in the next, where you surprise your opponents.

Delayed Strike: Oh, you hit your opponent.  They just don’t know how damaging your attack was—yet.  During the scene, the damage reveals itself at a time of your choosing and it’s one step worse for the waiting.  Alternatively, if the GM agrees, you can have the damage occur at another time.  However, each encounter you wait, the severity decreases by one step.




  • Viewing so many potential variables to consider means you are inundated by information. You are Always Distracted.
  • Knowing how time flows and seeing the world as it is, was, and may be leaves you with Analysis Paralysis as you try to hedge your bets.


Collateral Damage Effects


Shatter Time: If you don’t mind breaking reality just a little, you can fracture time so that it is constantly in flux within your zone.  The temporal stress this puts on everything within the zone causes nameless NPCs to die, while named NPCs and PCs must roll a Physique against Fair (+2) opposition or take a moderate physical consequence reflecting the extreme fatigue this causes as parts of the body age and regress simultaneously.

Warp Time: You disorient everyone in the zone.  Their actions take places before or after they intend anything that requires timing, like throwing or avoiding a punch, might not go off as expected.  This warpage causes clocks to speed up or down without a discernable pattern.  Nameless NPCs can’t act while named NPCs and PCs must roll a Will save against a Fair (+2) obstacle each exchange to avoid the effect.  This persists until you choose to end it or the end of the scene.

Swimming, a Venture City power


In water, you are a match for most aquatic life.


Basic Swimming: You travel through water as easily as a fish. Choose either Athletics or Physique. You are either fast or have inordinate endurance, gaining a +2 to that skill when swimming. You also have the buoyancy of a ship, meaning you are not at risk of sinking.




Master Swimming: You are a proficient swimmer. Gain an additional +2 to checks for swimming.

Cross-trained: You have endurance and speed, making you one of the most fearsome foe the aquatic world has ever seen.

Water like Air: You are able to move through water like it was air, allowing you to Fight without the water serving as an obstacle.

Sense Currents: There are rivers in the ocean and you can feel them tugging you. You know if you’re drifting and you gain a +2 to Notice rolls when looking for currents.


Common Power Synergies


Creature Summoning: You are able to call aquatic creatures to your aid.

Sonic Manipulation: You are able to use and disrupt sonar.




  • You’ve spent so much time in the water that you Forget Your Center of Gravity and sometimes get thrown off balance.
  • Spending too much time in the water does have its own share of maladies. Unfortunately for you, that means Swimmer’s Ear.
  • Water allows movement in virtually any direction, a freedom you’ve come to enjoy. Spending time on land means your Movement Feels Confined.


Collateral Damage Effects


            Dead Wake: Sometimes you need to be somewhere in a hurry. This is good for you, but bad for anything in the zone you’re leaving. The water gets so churned that anything in the zone starts to drown. 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 nearly drowning.

Sneaker Wave: If you are unconcerned with the wide scale damage you can cause, you can effectively take out an adjacent zone by generating so much force from swimming that it throws a wall of water at the targeted zone. The water destroys structures and can crush characters in a mix of water and debris. Nameless NPCs are killed, while named NPCs and PCs make a Physique roll against a Fair (+2) obstacle to avoid suffering a moderate physical condition from being battered by the onslaught.

Learning by Design – Interaction and Play for Ages 13+

Some of the developmental milestones at this point are effectively continuations of those for those seen at the age of 12 on.  The differentiation in physical characteristics, especially those pertaining to sex and transition to adulthood continue and often leave the child feeling awkward as their minds also are moving from adolescence to adulthood.  At 13-15, teens begin to question more, especially authority and structures of rules.  They still retain thinking in absolutes while also believing bad things happen to others with some sort of personal exemption for them.  This dovetails with the belief that they’re the center of the universe (for good or ill).  Emotionally this has the teen vacillate between independence and reliance on caregivers, which can lead to frustration and inner turmoil as these are issues stemming from a search of personal identity.  The teen will want to spend more and more time with friends and develop a social network, but will also have time where family takes precedent.

From 15-18, there’s more confidence in the teen, but there also comes a bit of hesitancy as well.  The teen is able to use more sophisticated techniques to problem solve, but they cannot apply these tools consistently.  Teens at this stage are learning to organize their lives and establish school/work/life balances, but they are still exploring these concepts as part of the continued search for identity.  Because this often runs up against established authority, teens often question rules and procedures.  Concerns with appearance often go hand-in-hand with identity and growing sexual desires on top of stress and excitement from decisions about a teen’s future.  Thus, there’s a lot of emotion ups and downs for the teen, which can lead to emotional turmoil.  The desire to spend less time with family and more with their social network means teens are subject to peer pressure, but they are more likely to resist as their identities are firmer than in their younger years.

These aspects of development help lead teens to the styles of games that cater to exploration, especially ones where player agency has primacy.  Such games often have a strong social component as well, which contributes to the interactivity in the game and adds another method for exploration.  While not all will gravitate to 4X (explore, expand, exploit, and exterminate) games like Civilization, most of the games that are of interest do contribute to expression and exploration of identity.  The sociability of the games may transfer to online play or a group crowding around a screen to watch, but the conceptual space to find one’s sense of self is still there, albeit in a manner that may have little to do with the game.

Spirit Summoning, a Venture City power

Spirit Summoning

You can call forth spirits to heed your words.


Basic Spirit Summoning: Choose a type of spirit (natural, elemental, animal, ghost, etc.). Calling forth spirits is no easy feat. Depending on the nature of the spirit, it may be downright hostile and attempt to psychically leech the summoner or try to possess the individual. You gain a +2 on Lore rolls to overcome the natural barriers that keep the physical and spiritual worlds separated to bring forth the spirit you call upon.

“Type” is left as a broad category. The main reason for this is balance as different spirits have different capabilities depending on their nature and areas of influence. Another consideration is how often that type of spirit will come into play, the more common and useful it is, the smaller the definition of type should be. Also, not all spirits are created equally, however, and the difficulty in calling forth some beings may be beyond even that of accomplished summoners or they end up with more than they bargained for.




Master Spirit Summoning: You know especially powerful methods for calling forth spirits, adding +2 to Lore rolls.

Spirit Bind: Not all ephemeral beings wish to cooperate or stay within their defined limits. You have learned how to force such creatures to remain within a zone or item of your choosing. The spirit may not leave the area until they can break free with a Will roll with your level of success as the obstacle. You get a +2 to Will rolls to attempt the binding. Even if successful, the spirit can make Will rolls against an obstacle equal to your success to break free.

Contractual Limiters: You’ve summoned enough spirits that you know how to limit their actions, especially concerning their ability to turn against you. Should a spirit you’ve summoned attempt to attack you, it must make a Will roll against a Fair (+2) obstacle to overcome the conditions restricting its actions.


Common Power Synergies


Spirit Control: Your powers come directly from your ability to call forth and dominate spirits who carry out the tasks for you.

Arcane Power: You broker in power what most mortals fear to tread, trucking with beings beyond mortal ken.




  • Summoning spirits leaves you a little bit more drained than the last time. Even if you haven’t lost your soul, you Don’t Feel Human more often than not.
  • The methods you use to call up these entities is to use yourself as a gateway. The psychic echoes means you are Spirit Ridden and can’t fully close the door you opened.
  • You have grown so used to having unseen servants on hand that you scarcely register the difference between beings of flesh and those of spirit. You Expect to be Catered to by those to whom you speak.


Collateral Damage Effects


Spirit Wrack: Given the power you have, you can let go of your control and perform an act that is as egregious as it is effective in getting others to concede to your dictates. Few within a zone up to one zone away from you can withstand having their souls temporarily wrenched from their mortal shell. Nameless NPCs pass out, while named NPCs and PCs make a Will roll against a Fair (+2) obstacle or suffer 3 mental stress from the excruciating mental pain from disjointing one’s soul. If the roll is successful, they suffer 1 mental stress instead.

Hellstorm: In a moment of unmitigated power, you call up a host of infernal spirits to cause wanton chaos within a zone up to two zones away. The resultant spree by the poltergeists you unleash wreaks havoc on the minds of those within the affected zone. Nameless NPCs are die of fright, while named NPCs and PCs make a Will roll against a Fair (+2) obstacle or suffer a moderate mental consequence from the torment the spirits inflict on their victims.

Spirit Form, a Venture City power

Spirit Form

Your flesh transcends the physical realm to become etheric.


Basic Spirit Form: You take on the form of a spirit, meaning your entire physical being shifts into the spirit world. You can still see the physical realm, but you are subject to the laws of the spiritual region. Thus, you may be able to pass through physical barriers and are safe from physical attacks, but there are creatures in the spirit realm that can cause greater amounts of harm to your being. You get a +2 to Empathy rolls to transition to the spirit realm.




Master Spirit Form: You easily step between the worlds of flesh and spirit. Gain an additional +2 to Empathy rolls.

I Strike At Thee: At the cost of a fate point, you can attack opponents using Fight across the veil between the spirit and physical world regardless of which side you are on.

As Above, So Below: You can exist in both worlds at the same time. You make an Empathy roll against a Good (+3) obstacle to enter this state. Since your body is not wholly in one realm or the other, you have Armor:2 for the scene or until you end the effect.


Common Power Synergies


Spirit Control: You master the spirits as you’ve mastered yourself.

Invisibility: You walk amongst the denizens of the physical and spiritual realms unseen.


Improved Special Effects


Soul Amalgamation: You’ve learned how to transform the essence of the soul itself. You fashion part of the target’s form spirit to physical and vice versa in such a way that you gain a boost with a free invoke to inflict greater harm during the scene.




  • You shift between the two realms so often that you Aren’t Sure Where You Belong
  • The spirit world is filled with humanly incomprehensible beings and somehow you’ve managed to understand them. It is disconcerting to others because you have Unearthly Thoughts and Desires.
  • The spirit world does not work the same way as the physical world and you’ve learned enough to follow them and keep the spirits at bay. You Perform Bizarre Rituals to carry out normal activities when you don’t need to.


Collateral Damage Effects


Psychic Maelstrom: You can transition from one world to the next with incredible speed. The problem is that in your wake, you create a rift that causes damage to everything in the zone you just left and floods it with emanations that leave those on that side of the veil in an inner turmoil as their psyche briefly merges with other entities on the other side. Nameless NPCs are taken out, while named NPCs and PCs make a Will roll against a Fair (+2) obstacle to avoid taking 2 points of mental stress.

Transmogrification: In an extremely grotesque display of power, you can instantly bring a zone up to one zone away to a grinding halt as you change the form of every entity from spirit to physical or vice versa without them moving across the veil. Nameless NPCs are killed, while named NPCs and PCs make a Physique or Will roll (depending on their normal state) against a Fair (+2) obstacle or are unable to interact with the world until the end of the scene or you end the effect. This essentially freezes them in place.

Spirit Control, a Venture City power

Spirit Control

The spirits of the hidden realms speak with you, do your bidding, and fight alongside you.


Basic Spirit Control: Choose a type of spirit (natural, elemental, animal, ghost, etc.). You may communicate with these spirits as if they were human NPCs, although in some cases their understanding may be limited or alien to your own. You gain a +2 to Rapport when making requests of this spirit type to do something on your behalf.

“Type” is left as a broad category. The main reason for this is balance as different spirits have different capabilities depending on their nature and areas of influence. Another consideration is how often that type of spirit will come into play, the more common and useful it is, the smaller the definition of type should be.




Master Spirit Control: You have an understanding with the spirits you commune with. Gain an additional +2 to Rapport when making requests.

Spiritual Conduit: You may communicate with any spirit as if they were human NPCs, but you do not get to use your bonus for your favorite spirit type.

Synaptic Bond: Your mind touches those of the spirit realm, allowing you to freely share information between you and your interlocutors. You are aware when your chosen spirit type is in the area, even if you are not interacting with any of them.


Common Power Synergies


Super Senses: You can also see the entities you interact with and their world.

Arcane Power: You don’t cast spells at targets, you use magic that binds spirits to do your bidding.




  • You’re a born medium even if you don’t want to be. No, seriously, you don’t want to be and They Never Leave You Alone.
  • Having such intimate contact with spirits proves that there’s an afterlife. So much so, You Don’t Fear Death in an unhealthy way.


Collateral Damage Effects


Psychic Barrage: One of the most frightening effects in your repertoire isn’t how you can communicate with spirits but rather how you can turn others in your zone into mediums against their will. Nameless NPCs pass out under the strain while named NPCs and PCs make a Will roll against a Fair (+2) obstacle or take a moderate mental consequence from the assault of spirits invading their minds and vying to control their bodies.

Soul Wrench: You can make someone literally be beside themselves as you momentarily remove the soul from the body. This effect is debilitating and prevents everyone in the zone from acting. Nameless NPCs become permanently untethered from their bodies, leaving behind empty living husks while named NPCs and PCs make a Will roll against a Fair (+2) obstacle to rejoin their body. This effect lasts until you end it or the scene is over. Affected characters who recover after the fact take a moderate physical consequence from the trauma the body suffers without its attendant spirit.

Spatial Manipulation, a Venture City power

Spatial Manipulation

You can twist space to you whims. Distance conforms to your dictates.


Basic Spatial Control: You can expand or contract space, creating barriers to your opponents and shortcuts for you and your allies when you move through one zone to another. Gain +2 to Deceive to overcome the true distance across the zone to what you want it to be perceived as. If you succeed, you create an aspect with a free invoke. Opponents may make a Will roll against a Fair (+2) obstacle to ignore the spatial distortion.




Master Spatial Control: Your power to control space is unparalleled. Gain an additional +2 to Deceive when stretching or compressing the space between zones.

Co-location: Through sheer unmitigated force of personality, you are able to bend two zones so that they are considered the same place for combat and movement purposes. To create this effect, you make a Provoke roll against a Great (+4) obstacle.

Asynchronous Correspondence: The distortion you cause to space affects attacks across zones in random quantum fluctuations. You make a Deceive roll against a Fair (+2) obstacle. If successful, all attackers firing in the adjacent zone must roll a single fate die: on a –, the zone is adjacent; on a blank, the zone is an extra zone away; and on a +, the zone is treated as 2 extra zones away.

Bigger on the Inside: You can create an extradimensional pocket that holds more room than its interior suggests. You gain a +2 to Deceive when attempting to hide objects that you can then retrieve undetected. For a fate point, you can make the space big enough for you and your allies to hole up until the end of the scene or you end the effect by leaving the space.


Common Power Synergies


            Teleportation: You fold space without moving.

Time Control: All of space and all of time at your fingertips, you often get asked “where do you want to go today?”

Flight: You don’t just fly, you travel at incredible rates without disturbing the air around you.


Enhanced Special Effects


Spatial Break: You create a tear in space that cuts through an opponent’s form. The body isn’t damaged beyond the physical attack, but for the duration of the scene or you choose to end the break, it is effectively severed. The opponent suffers as if they had a mild physical consequence while the break lasts.




  • Having so many things within your reach has made life…just a little too convenient. You’ve gotten comfortable like this to the point that you Don’t Like Moving.
  • You’ve folded and stretched the fabric of space so much that it’s taken its toll on you in ways you sometimes have trouble admitting to yourself, but you’re Bad at Judging Distance as a result.


Collateral Damage Effects


            Twisted Space: If you really don’t care about how much damage you cause, you can lay waste to an entire zone up to two zones away. The affected region has its spatial fabric twisted so much that it destroys the structural integrity of objects within. Nameless NPCs are killed outright, while named NPCs and PCs make a Physique Roll against a Good (+3) obstacle to avoid a moderate physical consequence from the twisting caused by the spatial fabric.

Unseen Maze: You can affect a zone up to two zones away with a tangled maze that makes movement and attacks in the affected area travel circuitous routes. If you succeed with a Deceive roll against a Great (+4) obstacle, any motion-based actions taken in the zone must overcome a Fair (+2) obstacle to succeed as intended, otherwise a random target is selected or characters find they are in the same spot as where they started.

March Easy #2

Yeah, been running behind on these, so prepare for a flood.