Radiation Projection, a Venture City power theme

Radiation Projection

You are a true child of the modern age birthed in the nuclear fires of science.

 

Basic Radiation Projection: Your powers are a result of your radioactive nature, causing the energies of the universe to empower your abilities.

 

Enhancements

 

Magnetar: Your powers aren’t just a result of radiation, you can also use it to bend magnetic fields into powerful disruptors.  By making a Provoke roll against a Fair (+2) obstacle, you can scramble the magnetic fields that drive monitors, motors, and other similar devices that rely on magnetic fields within your zone.  The affected equipment malfunctions, taking a point of physical stress, but isn’t harmed beyond repair.

Ion Surge: You can shut down a device by touching it and flooding it with a surge of ionic radiation.  The device can be restarted after a successful Crafts roll against a Fair (+2) obstacle is made.

Radiation Burn: You can cause some deep tissue damage to anyone you touch.  To cause such an injury to an opponent, you make a Fight attack against a Fair (+2) obstacle to grapple and inflict the harm.  If you succeed with style, instead of taking the shift, you can instead cause a mild physical consequence to the opponent representing the irradiated tissue trauma, otherwise you create an advantage against that target with one free invoke for the scene.

 

Common Power Synergies

 

Energy Blast: You send pulses of radiation at your opponents to debilitating effect.

Telekinesis: Your powers are a form of magnetism that allow you to attract and repel metal objects within range.

 

Drawbacks

 

  • Playing with such high energy particles has a cost, a very dear one: you are Chronically Ill from the damage the radiation has done to your body.
  • Radiation has a lot of drawbacks. Fortunately for you, you don’t suffer them; unfortunately, you cause others around You Give Others Radiation Poisoning.
  • No matter how hard you try, you can’t hide yourself completely. You Always Leak Radiation, making it easy for someone to detect you with the right equipment.

 

Collateral Damage Effects

 

GRB: If you are unconcerned with the effects your powers have on others in your zone, you can cause some seriously lethal energies to flood the area and effectively sterilize it with a gamma ray burst.  Nameless NPCs are killed outright, while named NPCs and PCs can make a Physique roll against a Good (+3) obstacle to avoid a moderate physical consequence from intense radiation.

Mystic, a Venture City power theme

Mystic

Your powers come from having your inner eye opened.

 

Basic Mystic: Your powers derive from a source science cannot explain.  Attempts to define what grants you your abilities fail.

 

Enhancements

 

Mystical Training: Choose from Will, Lore, Empathy, or Provoke.  You may add special effects to any use of this skill as if it were part of your power suite.

Reliquary: Your powers are rooted in the tools of your trade and your fellow willworkers know your items of power have chosen you.  You gain a +2 to Contacts when dealing with members of the mystic world.

Mystic Reputation: Even if people haven’t met you, your exploits are known and embedded in your aura.  Whenever you truck with the mystic world, you may use Rapport with a +2 bonus in place of Resources to negotiate favors.

 

Common Power Synergies

 

Clairvoyant: You are a seer.  You not only view what happens afar, you are able to see across dimensional barriers.

Phasing: You don’t just possess the ability to walk through walls, you project into the astral and transcend the physical world itself.  Your body may be anchored to the physical world, but you are not tied to the dictates of the flesh.

 

Drawbacks

 

  • There are things mortals were never meant to know. You’ve seen things that are better off lurking in the recesses of the subconscious, leaving you Deeply Haunted by Living Nightmares.
  • Having connections to the mystical world have split your time between mortal life and that of the esoteric. You have Trouble Communicating with Fellow Mortals given your insight into the deeper nature of the universe.

 

 

Collateral Damage Effects

 

Part the Veil: The world just outside of mortal sight can be as wondrous as it is frightening to behold.  You can offer a glimpse into the beyond to anyone up to one zone away.  Everyone within that zone must make a Will roll against a Fair (+2) obstacle or take a mild mental consequence as they see the minding horrors underpinning reality.

Martial Arts, a Venture City power theme

Martial Arts

Your powers are the result of rigorous training in the arts of self-defense.

 

Basic Martial Artist: Your feats appear superhuman, but they’re really just secret techniques handed down by masters to their most trusted students.  Some powers may have improbable effects, but they can be measured scientifically.  Choose Athletics, Physique, Fight, or Will, to represent the source of your martial arts abilities.

 

Enhancements:

 

Master Martial Artist: You gain a +2 to Athletics, Physique, Fight, or Will when using your martial arts to enact your superpowers.

Trained in Multiple Styles: You aren’t just a one-trick pony.  You have learned multiple martial arts and switch between styles seamlessly.  You gain a +2 to Deceive to create an advantage when you opponent is caught off guard by the change in your attacks.

Chi Strike: With a bit of concentration and a Will roll against a Fair (+2) obstacle, you can create a boost with a free invoke to channel your energy into a single strike.  If this attack lands, it gets a 1-point shift.

All Hands and Feet: If you spend a fate point, you can turn into a whirling tempest of strikes designed to prevent an opponent from hitting you.

 

Common Power Synergies

 

Super Agility: You snatch arrows/bullets from the air and preform acrobatic feats in combat that stun opponents.

Wall-Crawling: You possess the ability to run up walls, trees, and other fantastical wuxia-style feats.

 

Improved Special Effects

 

Whirlwind Attack: You attack a character with a dazzling display of martial arts prowess that involves multiple strikes and kicks.  Every attack you make suffers a cumulative 1-shift penalty, but every attack after the first adds 1 shift to the first.

 

Drawbacks

 

  • You are a consummate professional and know the lethality of your own attacks. You Can’t Strike First as a consequence.
  • Your clan’s secrets aren’t to be treated lightly and the special techniques you know how to use must not fall into anyone’s hands. To this end, No Living Witnesses of Your Special Moves can be left behind.
  • You’ve spent too much time in combat for it to have left you unscathed. You have PTSD from past combats.

 

Collateral Damage Effects

 

Everyone Wasn’t Kung-Fu Fighting: In an especially intimidating display of physical prowess, you can attack everyone in the zone as if they were in single combat with you either through a direct strike or the body of another character flying into them from a throw maneuver you execute in a dazzling onslaught.  Nearly every trick you know is used to subdue the entire zone.  Nameless NPCs are taken out while named NPCs and PCs make an Athletics roll against a Fair (+2) obstacle to avoid suffering a mild physical consequence.

Light Projection, a Venture City power theme

Light Projection

You powers are embodied in luminescence.  You glow with an inner light that permeates your being, bathing areas with your aura.

 

Basic Light Projection: Your power is rooted in the properties of light and how you can bend them to your whim; when your powers manifest, it is from a glow emanating from you.

 

Enhancements

 

Flash of Brilliance: You let out a dazzling display of light that blinds the unsuspected.  If you make a Deception roll against a Fair (+2) obstacle to create an advantage, you get a boost with a free invoke to blind an opponent.

Hidden by the Light: You can use light sources to hide your presence, allowing you the element of surprise, allowing you to act first in combat.

Bend o’ the Rainbow: When you project your light, you can change the color, masking either your power’s effect or the colors in the zone.  In either case, you get a + 2 to Deception rolls.

All Eyes on Me: The brilliance of your radiance draws the eye, making you a sight to behold.  Gain a +2 to Rapport.

 

Common Power Synergies

 

Teleport: You travel from location to location using reflective surfaces and the speed of light.

Illusion: It isn’t that your creations are all smoke-in-mirrors, rather they are a result of your ability to refract and reflect light to create holographic images.

 

Improved Special Effects

 

Blinded by the Light:  Instead of causing harm to your opponent, you blind them with a moderate consequence.  Their eyes will heal, but until then opponents affected by you Can’t See.

 

Drawbacks

 

  • You’re not just a metaphorical beacon of light, you’re literally one. You can’t turn off your inner glow because you are Bioluminescent.
  • You thrive on sunlight and it fuels your powers. You’ve never known a dim moment since you gained you powers to the point that you have A Fear of the Dark.
  • You can’t generate light whenever you want, you Need a Source to Amplify.

 

Collateral Damage Effects

 

Light of a Thousand Suns: You shine with a brilliance that dwarfs anything the human eye can conceive.  Your light becomes dangerously painful, threatening to sear the retinas of anyone in your zone who sees you in your full glory.  Nameless NPCs are blinded instantly, while named NPCs and PCs make a Physique roll against a Fair (+2) obstacle to avoid being blinded.  If successful, they take a point of physical stress from the intense pain caused by the light.

Intensive Study, a Venture City power theme

Intensive Study

Your powers are a result of the intense devotion you bring to focus your mind and/or body you bring.

 

Basic Intensive Study: You are adept at many things mainly through the extensive research you’ve done on your areas of focus. You may use Lore to overcome actions using your powers.

 

Enhancements

 

Finely Honed: Choose one of the four actions. You gain a +2 to use your power for those situations. If you have multiple powers, the bonus is +1 instead.

Synergistic Applications: Once per scene, you may spend a fate point to use one of your skills in place of another to approach a problem from a different angle. The selected skill is treated as if it had the same rank as the skill temporarily replaced.

Recognized Expert: You’re a respected expert in your field of study. Whenever you deal with fellow members who travel the same knowledgeable circles as you, you may use Provoke with a +2 bonus in place of Rapport to establish your bona fides.

 

Common Power Synergies

 

Gadgeteering: You’re a master craftsman with a patent or two to your name and the technical know-how to engineer a way out of a jam.

Arcane Power: As an expert in the occult, you’ve discovered how to attune yourself to the magical weaves of the cosmos.

 

Enhanced Special Effects

 

Precision Strike: Timing isn’t everything. You can’t control when someone will fall into your intricate traps, but when they do, you cause your target 2 points of stress.

 

 

Drawbacks

 

  • You spend so much time studying that you are the veritable egghead. People think you’re a Mad Genius for a reason.
  • You can go on endlessly about your field of study to the point that you Annoy People.
  • When people’s actions or situations are not within your purview, you Tend to be Aloof.

 

Collateral Damage Effects

 

Symphony of Destruction: There’s nothing like a well-orchestrated demolition up to one zone away to keep people on their toes. The effect takes an exchange to cause damage, but the results are spectacular. You create a devastating barrage that kills nameless NPCs instantly. Named NPCs and PCs get an Athletics roll against a Fair (+2) obstacle to get out of the zone or suffer a moderate physical consequence and being pinned in the rubble.

April Showers…

Inhuman, a Venture City power theme

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.

All Things April

Earth Projection, a Venture City power theme

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.