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Zitiervorschau

Issue #2

SUPERS

Create heroes! Defeat villains! The villain's villain’s guide How to create memorable villains Creating adventures for supers How to organize ideas on an incredible adventure

This issue is only possible thanks to the support of these incredible people on Patreon www.patreon.com/fateplus

Alexander Corbett Jaime Tobar

FAIR

AVERAGE Adam Al Billings Alex Clarke Amazing Rando André alias DD Ask Charly Leetham Brett Taylor CH Fl Charles Evans Christophe Fontaine Clyde Clark Daniel Daniel Gallant Daren McCormick David Fergman David Goodwin David Lawson David Morfin Don Arnold Emanuelle Delfino Ernie Sawyer

Evil Hat Productions Frédéri POCHARD Gustavo Campanelli Jochen Linnemann Joe Trzos John Rogers Keith R. Potempa Marcel Wittram Martin Deppe Matt Michael Bowman Rachael Hixon Serge Beaumont Shain Edge Simon White Stefan Feltmann Steve Stone Thomas Balls-Thies Thor Sundqvist Volker Mantel William King

ISSUE 2 — 2018, JUNE FÁBIO SILVA CONCEPT — WRITING — LAYOUT PAULO GUERCHE WRITING CEZAR CAPACLE FÁBIO SILVA TRANSLATION FREEPIK.COM ART COVER CEZAR CAPACLE PROOFREADING

PARTNERS

Fate Plus is ©Pluma Publications. Fate Plus and its texts are licensed under a Creative Commons Attribution 4.0 License International. To view a copy of this license, visit http://creativecommons.org/ licenses/by/4.0/ That is: use it at ease, but give the credits :) Read it here! When performing a work that uses something derived from this publication, attribute of the form follows “This work uses as base the article [article name] published by Fate Plus, Issue #2, by author [author name] and is licensed under a Creative License Commons Attribution 4.0 International. http: // creativecommons. org / licenses / by / 4.0 / The arts and layout belong to their respective authors and all rights to these elements are reserved to them. Contact them for use permissions. This work is based on Basic Fate and Fate Accelerated (found at http: //www.faterpg.com), which are products of Evil Hat Productions, LLC, created and edited by Leonard Balsera, Brian Engard, Jeremy Keller, Ryan Macklin, Mike Olson, Clark Valentine, Amanda Valentine, Fred Hicks and Rob Donoghue. and licensed under a Creative LicenseCommons Attribution 4.0 International. http://creativecommons.org/licenses/by / 4.0 / The FATE CORE font is © Evil Hat Productions, LLC and is being used under permission. The four stock symbols were designed by Jeremy Keller

PREFACE

It is important that you read this preface. Because this issue was originally created in Brazil. Here, we do not have (until the release of this issue) Venture City in Portuguese. We are lacking superheroes for Fate. So when I thought of creating a issue about superpowers, heroes and villains, some Fate fans asked me to create it using the power layout of Venture City (the first edition). And then this issue was born. Many ideas have come up. Some powers are inspired by comic book heroes and TV shows (such as Arrow and The Flash) while others have been special requests from supporters in Brazil. When I announced the English edition, William King said “You just gained yourself a new patron” and this made me so happy that I decided to create more ideas. By commenting on a topic on the patreon page (if you are reading this issue in the distant future, go to patreon at www. patreon.com/fateplus) supporter Gustavo Campanelli has asked for the powers The Destiny, The Aquatic, The Item Bearer, The Magician and The Possessed while supporter Jaime Tobar asked for The Restricted Shapeshifter powers, like the Wonder Twins — that was an incredible idea! He also called for The Resilient power. So thank you so much for supporting the project and for interacting. If you think that something in this issue may or should be different, you can contact me through my social networks or email (you find these addresses on my Patreon home page). In this edition there are tips for you to create superheroes and villains adventures and stories. There is an “evil manual” with ideas for you to create interesting challenges for your players and of course a list of ready-made powers for you to use in your Fate games. Have a good game. Fabio Silva

CONTENTS Creating a Superhero Adventure .............................. 7 The Style ............................................................. 7 The Intensity ....................................................... 10 The Little Manual of Evil ........................................... 12 The Heroes ................................................................. 20 Creating Powers ........................................................ 31

CREATING SUPERHERO ADVENTURES CREATE HEROES, FIGHT EVIL By Fábio Silva When you think of a Fate Super adventure, you need to think about Style and Intensity. These are the two main points that help you organize an adventure of heroes and villains.

THE STYLE Superheroes stories can be of many styles. What helps us find out what we want in our supers adventure is answering these two questions: How did the superheroes get their powers? What are the challenges they will face? THE HUMAN HERO This is the favorite hero style of many. This is because people easily identify with heroes who are inherently human (after all, people are human). In this supers adventure style, heroes fight crime and worldly challenges. They have skills and resources that ordinary people do not, but they may suffer in the face of a substantial challenge like a gang or a group of enemies with guns. This is a realistic superhero style, but you can include advanced technologies that can help them as if it were a superpower, as they are unlikely to have supernatural abilities. You see this style of superheroes in

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comics like Batman, Iron Man, Green Arrow, Watchmen, etc. Current and Impending issues in this kind of adventure are things like Crime takes over the city; Corporations dictate local laws; The police are corrupt; Criminals with exotic weapons. CLASSIC SUPERHEROES We are surrounded by these heroes in all kinds of fiction. They have supernatural abilities and strange origins. They are powerful and can handle huge problems; things that can affect a city or even a whole country. In case of such adventures, small crimes are solved by local authorities — there’s no need for heroes. In this adventure style it is possible to have various types of powers. Some heroes gather in groups and form alliances or leagues that work together to fight evil. The X-Men and The Avengers are good examples. Some of these heroes can be powerful and face hordes of soldiers or even travel between worlds to destroy threats. Superman, Thor and Hulk are examples of such heroes. Usually they do not care about small problems that affect only a city or a country, but they often face obstacles that can destroy the world and spread throughout the universe. In this kind of adventure, colossal threats come to Earth, such as powerful alien races that open portals to explore other planets, or it may be that heroes have access to interstellar travel, dimensional portals, and so on. Some examples of current and impending issues in such adventures are Governments being manipulated; Portals need to be closed; We need the formula for the secret weapon; The alien army marches! YOUNG HEROES Some comic books portray young people who are discovering their powers. Maybe they meet in a teaching institution (like the X-Men, for example) or decide to learn on their own (like the TV show Heroes and 4400). They are ordinary people who suddenly discover they have incredible powers. In this kind of adventure, FATE PLUS—ISSUE #2 + 0 -

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these heroes face local challenges and difficulties of their daily lives (family problems, revenge against bullies, etc.). Current and Impending issues in this style of adventure can be small things that gain greater proportion over time. Examples are One of my best friends disappeared in the neighborhood; My cousin gained powers in a mysterious way; Strange signs splashed at the university. ANTI HERO This kind of hero is famous for having no sense of duty. They usually target their own interests, which may or may not be of interest to other heroes and groups. This does not mean that they go around shooting people, but they can kill if necessary—or conveniently. They may be a cold-blooded mercenary or an avenger who has their own motivations to do what they do. This can be an interesting character because it brings the potential for drama. Most heroes have a strict ethical code and a group of heroes and anti-heroes can have a number of serious debates about which decision to take in some situations. Some may want to kill their enemies while others want to turn them over to the police. It is important for the group to talk about it to see if they are up to this kind of situation in their game. For some, it’s a lot of fun. Some current and impending issues are personal things like Revenge my uncle; The mafia shall perish; I will not allow the laboratory to continue its experiments; Who wants me dead? ALL TOGETHER Some comics, movies or cartoons mix various styles of superheroes. Usually they seek the same ideal. Perhaps the hero is a solitary knight, but seeks the league of heroes when they discover the plans of a villain; or maybe they are a group of students who seek a mutant training school to ally with their cause.

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So it’s important that everyone shares the spotlight. Some may be good at fighting while others have interesting abilities for rescuing, healing, or even calming crowds. A mutant may have ice power and freeze a bomb at the last moment while a character with speed power rescues the innocents from a burning building. It is also interesting to have parallel missions, not just a major conflict. The group can split between destroying the alien threat and saving people in the city or facing minor threats; or maybe while a part of the group takes care to distract the villain, other heroes enter fortress to sabotage their plans. Characters should have different roles within a superhero adventure. In this campaign style, impending and current issues can be a mix of simple things like a bank robbery or as complex as an alien invasion across the earth. You can mix the examples shown above.

THE INTENSITY Intensity defines the scope of the adventure, how the themes above come together. The play style can be realistic, cinematic or classic. REALISTIC This does not mean that the adventure will be like our reality, but it is something close to that. There may be a super science that explains the strange happenings, but it is a dangerous world with violent and deadly fighting. In such adventures, magic or extravagant ideas do not work well because they are out of context. Punisher and heroes who face street crime are common ground here. Some may find it interesting to create a noir mood, with police and government sold into crime and heroes are just a bit better than ordinary people, as they still have some ethical code and the willing to act. To include this realistic tone in your adventures, you can create issues or scene aspects as Heroism? This is a movie thing; Dark days and violent nights; Heroes are more mortal than they think.

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CINEMATIC This tone is something between realistic and fantastic. Heroes possess an ethical code, but their conduct may be malleable as they may use physical force or even kill in extreme cases. Civilians and innocents can die in cinematic battles and characters can dramatically leave the scene. They may not need deep explanations of why there may be magic, other forms of life, genetic mutation, etc. To include this cinematic tone in your adventure ADVENTURE SEED you can create issues or scene aspects like The THE PSYCHIC THREAT Invasion Must Be Fought; The Dominant Mind is a villain that The government will fall wreaks havoc wherever he goes. He has if nothing is done; Mr. created an equipment that expands his Villain will attack soon. psychic ability to dominate people and CLASSIC These are some ideas for scenarios that can create several dramatic adventures. We can combine these ideas and we will have even more possibilities. You should also seek inspiration from your favorite media—comics, movies, animations, games, books, etc.—and experience incredible adventures!

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he is convincing the population that heroes are actually villains. His intention is to dominate the top city leaders while wiping out all the heroes on his way; In fact, he will control the population for this very purpose! Impending Issue: The Dominant Mind Must Be Stopped! Current Issue: People are being controlled!

SUPERS

THE LITTLE MANUAL OF EVIL OR HOW TO CREATE GREAT CHALLENGES By Paulo Guerche The cathedral clock strikes three times, making it clear that you have been hiding in this alley for too long. Your comrades have been wiped out and you barely managed to escape with life. “It was a simple robbery,” they said, “there’s no way it could go wrong.” Of course they did not expect flying men and super-strength, but damn, were you ill-prepared! “Hey, you!”, a hoarse voice echoes on your back. Was there someone in this alley all the time? How? You could swear that... “Yeah, you,” says an old man with a bent back as he leaves a cardboard hut. “It seems you’re tired of getting caught up, aren’t you?”. Still somewhat frightened by the startling apparition, you nod in agreement. “So it’s time to stop being a henchman and become a pro,” he says, straightening his back. You finally understand that this is not an ordinary street dweller and, with nothing to lose, you follow him through the trapdoor hidden in the middle of the junk and wet cardboard, entering a hall brighter than usual and full of monitors with masked faces—wait a minute, isn’t one of them the guy who screwed up your robbery?

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Torturing the heroes and heroines your players create does not have to be torture to you too. This article will be your Little Manual of Evil, with all the tips you need to prepare the most diverse adventures for your group, regardless of the style of Supers you create, guaranteeing your fun, theirs and giving them creative freedom. Interested? So let’s begin. For starters, you’ll need some ideas, a sheet of paper that will serve as a map, some index cards, and something to write with— obviously lasers, but you can use a pencil if your hideaway has been attacked recently. First, at the beginning of your sheet comes the hooks of past adventures or any completely new things you devise to engage the super characters in the story. Stolen Nuclear Warheads, Terrorists at the UN Convention or Where Will the Villain Fled in the Last Session be? can be good ways to get things started. On the index cards, better explore the chosen trigger, as in the example below. * Terrorists in the UN Convention; * “Bloody Hand” soldiers disguised as waiters / security guards / interpreters; * They will attack in Arabic to incite total war

Now you have to control your impulses. During all those years, you’ve probably learned that the more detail you put into your plan, the better. You learned that now would be the time to start creating aspects, descriptions, stunts, stress, NPCs and any other things that are relevant to you and your players. Well, today you will do something different. Today you will leave as little information as possible in each block you make, I’ll explain why later. Instead of filling a card with aspects and explanations, create separate blocks, smaller and closer to the main one. Soon you will see your sheet becoming a network of ideas that originated together, but are still free from each other. As we

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move through this little “map of ideas,” we will see that each part represents a stage of the adventure: an interesting start to spark things up, an interlude full of elements with the potential to leave the players on the edge of their seats and a climax in which all the emotion and drama unload, leaving players eager for what comes next. “And what is the advantage of using these blocks?”, you may ask. The answer is simple. You have room for improvisation. Suppose the Supers are following clues on the Bloody Hand Organization’s plans—hey, another block to our page. After losing an informant in a central area of São Paulo, they decide to scrutinize every street in the area, since his life may be in danger. On one of the streets near the old center, instead of drug dealers and drug users, the group finds a man lying under dirty coverings and surrounded by an unusual sign of destruction: cars tipped, bodies of Blood Hand mercenaries hurled against walls hard enough to crack them and an unmistakable scent of cheap cachaça. You, as a GM, know that this was the result of a confrontation between an NPC who acts as a “vigilante” in the area and that the drunk man didn’t even notice the chaos around him when he passed out. The players, however…

They are in a rush, arguing frantically about the scene. Who could have done that? What role would this homeless person have in this whole destruction? Could he also be a meta-human? * The Bloody Hand Organization; Objective: to promote a “purge” in the world population; * Secretly led by a large war industry

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Your group is departing completely from what you had planned. The guy was just there to offer the old city center some veracity— that is, at least until speculation began. Common villains would try to get the Supers back on the rails of the investigation, but you no longer belong to this world. Because your information blocks were made as simple as possible—I said this would be useful—it’s extremely easy to “pull” this vigilant NPC to the beginning of the adventure by making only minor changes to our notes. Now we have a new box for our collection, a meta-human with problems of alcoholism, super-strength and almost no self-control, whereas before we had only an unreliable witness of what happened there. It sounds like little, I know, but the devil is always in the details, isn’t he? By welcoming the paranoia of your players, you give a green light for interaction and for collective narration. They will be sure that their ideas have a real impact on the world of their adventures and will take every opportunity they have to contribute. Believe me: nothing does more damage than a group of motivated Superheroes, and knowing how to follow the crumb trails that players leave is one of the most important skills for a storyteller. That’s where this simple Manual comes in handy, giving you plenty of room to devour those crumbs and throw them against the players. Just practice a little and voilà, you will never be taken by surprise. DO NOT WASTE ANY IDEAS Pay close attention to what I’m about to say: absolutely any idea is likely to become a block of information by itself. This is one of the bases of the functioning of this Manual: more blocks mean more possible paths and, consequently, more freedom for your narrative. Faces, places, objects, aspects: everything can constitute metaphorical places in the “map” of your adventure. And if you find that there are too many blocks, relax, because you will need a generous amount of them. Have. Many. Blocks. In fact, have more blocks of information than you need to feed a family of twelve! Get

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any ideas and ask yourself “Will this contribute to the story?”If so, put it on the paper, if not, throw it into the shark tank. I know you have one. Among the dozens of ideas that will end up on your sheet, some blocks will naturally be bigger and more important, others smaller and marginal, but everyone of them will have some chance of composing the adventure at some point. Any ideas you record will be important later; some of them will be better developed and will be crucial to unfolding your story, but make no mistake about the others: they might still save your life. You, as a rising criminal mind, must have begun to understand how this game works. Just as some unexpected ideas can come up on the radar, your players can go straight for several of the ideas you left on the way, but that’s okay. Just take Belize’s Butcher, Warehouse 7 or even that Psionic Duel against AI and plug into new plans for your next act of villainy. Do not get too attached to ideas because, like thugs, they are disposable. Suddenly, his mentor chokes and a small squirt of blood comes out of his mouth, running down his jaw. It looks like you put your knife into the bastard’s lung. “You ... Learn ... Quick,” he says, dying in your hands. Congratulations, it looks like you have a new hiding place now! I hope this Little Manual of Evil has been helpful so that the act of planning the sessions is no longer long and agonizing. If you want to read more about this model of adventure organization, I recommend the article “Island Design Theory” by John Arcadian, available at http://www.gnomestew.com/game -mastering/gming-advice/island-design-theory/, or his article in the book Unframed: The Art of Improvisation for Game Masters, from the Gnome Stew website (www.gnomestew.com). Both changed my way of looking at planning and inspired me deeply in the creation of this article. FATE PLUS—ISSUE #2 + 0 -

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NAMELESS NPCS These nameless NPCs are generic and have been created for the adventure seed The Psychic Threat, but they can be easily used in any other scenario, with minor adjustments. Try to use these NPCs in mobs (Fate Core, p.216) so that they represent a greater challenge, without being a huge obstacle.

COPS Aspects: Law and order; I can’t always be impartial Skills: Fight Good (+3), Athletics and Shoot Fair (+2), Physique and Will Average (+1). Stress: 2 CITIZENS Aspects: We fear what we do not know; Easily manipulated Skills: Provoke Fair (+2), Athletics and Fight Average (+1) SUPPORTING NPCS Supporting NPCs, like the others, are complementary to the adventure seed The Psychic Threat. They are thugs who serve the Dominant Mind and possess some skills (they are in training). If they survive, either by escaping or if the PCs do not kill them (perhaps because of their code of honor), they may reappear in the future, as important NPCs (but also consider the possibility that they may repent of their actions and become allies, if players have mercy).

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LIZARD Aspects: Half man and half lizard (furtive and treacherous); I tend to act on impulse; The Dominant Mind is my leader, I must defend him. Skills: Fight Great (+4), Stealth and Notice Good (+3), Shoot, Burglary and Athletics Fair (+2). Power: Claws of the Beast: Once per round your hand becomes a single claw of bones and scaly skin. Perform an Attack roll with the Fighting skill, if successful, you expel a poison that imposes the Mild Consequence Stunned by biological toxin. If successful with style, you also create a boost. Stress: 2

WEB FACE Aspects: Arachnid humanoid; I feel confused at stressful situations; The Dominant Mind gave my life meaning. Skills: Athletics Great (+4), Physique and Shoot Good (+3), Notice and Fighting Fair (+2). Power: Entangled: You can Create an Advantage using Athletics to entangle the adversary by involving them on resistant spider webs released through your mouth. Target may Defend or Overcome with Physique. If successful, you enforce the aspect Entangled by steel-like resistant webs. Instead of receiving the aspect, the target may choose to receive 3 physical stress (continuous effort to get rid of the webs). Stress: 2

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DOMINANT MIND Aspects: They will pay; Self-confidence and arrogance; The supers need to be detained; Do not get in my way; I use people as a shield. Skills: Will Great (+4), Shoot and Provoke Good (+3), Lore, Deceive and Fight Fair (+2), Athletics, Physique, Notice and Stealth Average (+1); Stunts Indomitable (Fate Core p. 127) Armor of Fear (Fate Core p. 120) Okay, Fine! (Fate Core p. 120) Powers: Total Domain: Dominant Mind can perform a Create an Advantage roll using Will to impose the aspect You must obey only me. The targets defend themselves with Will. If the targets do not have character sheets, the difficulty is +2 per zone. Each extra zone increases the difficulty by +2. Everyone affected by the aspect accepts his orders and acts accordingly. The targets use only Dominant Mind’s Will skill (+4) (and act on the same turn as he does) for all thier rolls while they are under this effect. If there are any Nameless NPC or PC in the zone, they act on their own turns, but must use the Will skill (+4) for all their actions (and they must obey him until they get rid of the aspect). Ordinary people are treated as mobs (Fate Core p. 216) with Will (+4), 4 boxes of mental stress and 3 boxes of physical stress (same characteristics as the Dominant Mind). Special Effect: Area Attack, Inflict Condition (one extra aspect on top of the one created by the power). Drawback: Uncontrolled fury Collateral Damage Effect: If you decide to inflict collateral damage effects, you paralyze everyone on the scene. Whoever is paralyzed can still perform mental actions. Mental stress: 4 Physical stress: 3 Mild, Moderate and Severe Consequences

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THE HEROES YOU HAVE THE POWER TO SAVE THE WORLD By Fábio Silva Super characters are, as always, the center of attention in an adventure. You may want to know how the campaign will work, to better define the details about what types of characters will be available. THE POWER LEVEL In any style of play, it is common for characters to have a compatible level of power. This may indicate that they receive their resources and abilities from the same source or that all of them, to a certain extent, have the same origin (they are humans, belong to the same planet, have the same employer, etc.). To shape this balance, use a format similar to that presented on Fate Plus #1, about horror, but now adjusting to the level of abilities available to each character. Below are four character profiles, separated by power level. Use them only as a base, modifying the idea to fit your group: Starting Talent: Characters are normal humans who, by their resources or experience, have acquired a group of interesting and powerful skills. Here we frame the stories of espionage and combat against other humans with super abilities. They can also be superhuman in training, taking the first steps, possessing just a few incredible skills. To do so, use the standard character creation rules presented in Fate Core.

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Medium Power: Heroes may be human, but are better than ordinary people. They can face more intense conflicts and missions, since they are reasonably trained to deal with such situations. Moderate Power: For whatever reason, heroes have a considerable power; they may not be fully human, achieving incredible deeds. The opponents of the characters can frighten even a country or a large part of the world. Super Hero: At this level of power, the characters call the attention of even more powerful governments and entities, since they can represent the salvation or condemnation of many— perhaps of a nation. Characters with this power level are good for campaigns with worldwide or even universal combat, with the heroes coming and going through portals or dealing with powerful alien creatures. GMs should use these power suggestions as a guide and not a rule, as the guidelines for each campaign may vary. It is interesting for everyone to talk to each other, to know the best outline for each character. Some may find it interesting to create a single powerful skill, while others may think of having multiple functions into one power or even choosing more than one field of action for their super skill.

STARTING TALENT Aspects: Five aspects, as presented in the core book Skills: 10 Skills (One Great (+4), Two Good (+3), Three Fair (+2) and Four Average (+1) Stunts: 3 general stunts and 3 extra for powers Refresh: initial refresh 3

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MEDIUM POWER Aspects: Five aspects, as presented in the core book Skills: 12 skills (one Great (+4), two Good (+3), four fair (+2) and five Average (+1) Stunts: 3 general stunts and 3 extra for powers Refresh: Initial refresh 3

MODERATE POWER Aspects: Five aspects, as presented in the core book Skills: 12 skills (one Great (+4), two Good (+3), four Fair (+2) and five Regular (+1) Stunts: 4 general stunts and 4 extra for powers Refresh: Initial refresh 4 Starts with three boxes of mental and physical stress - stunts or improved Physique or Will skills may allow more boxes (up to 5 boxes)

SUPER HERO Aspects: Five aspects Skills: 15 skills. Begin the pyramid from Superb (+5), being: one Superb(+5), two Great (+4), three Good (+3), four Fair (+2) and five Average (+1) Stunts: 4 general stunts and 5 extra for powers Refresh: Initial refresh 5 Starts with three boxes of mental and physical stress - stunts or improved Physique or Will skills may allow more boxes (up to 6 boxes)

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LIFE OF A HERO They are all heroes, but everyone has a world around them that has been there since they were born to the point in which they have become noticed (or not) for their superhuman powers and abilities. It is advisable that the details below be represented by aspects. To do so, use the three free aspects in addition to High Concept and Trouble. If you find it interesting to use more than five aspects, try to make them focus on the character’s life. THE LONELY HERO Everyone has friends or at least convenient contacts. Perhaps they coexist with a group or other individuals, but in pursuit of their own interests—which will always have a relationship with the interest of others. There is always the player who wants to be the lone wolf, the dark knight, the isolated orphan. Even if one of the players opts for it, find ways for them to collaborate with the other characters. An enemy in common; The WHY ONLY FIVE ASPECTS? Some may wonder why only five aspects while other characteristics increase in number. Well, for practical reasons, it is easier for the player to have control over just a few aspects—in this case, the five basic aspects of their character. During the game, several other aspects will emerge—boosts, consequences, situation aspects, etc.—and that can make things a little confusing. However, if the group finds it interesting, they could allow six or even seven basic aspects per character, which would give players a bit more work to manage—more decisions on invoking and compelling. This will also affect the fate points economy; characters with more aspects often receive high bonuses—+6 or +8—for multiple invocations, not to mention free invocations. In addition, someone can try and compel several aspects into a single scene in order to quickly recover the points spent. Think carefully, because a session with so many aspects will require a little more of all in every way—but it can be crazy and fun. SUPERS 23

POWERFUL ASPECTS Some players, out of malice or naivety, sometimes exaggerate a little in the idea of their aspects. Mighty as a God, No one can stop me, The strongest man in the whole region. There are two points about aspects that can make their use interesting during the game: they do not have to be complete and absolute truths of the game universe—they may be true only to the character or in their mind (as mechanically they represent only a bonus of +2 or a reroll, in addition to being able to add narrative details) and with great powers come great responsibilities. With that in mind, you can do the following: do not forbid the aspect, but try to model the idea with the player with the help of the group. If they still insist, use it in an interesting way, both in the sense that it is not an absolute truth as in the responsibilities of carrying such power. For example: Powerful as a God can be invoked to receive a bonus of +2 or reroll in various situations, but whenever it is invoked, the character can be recognized by such power and become a target of fanatics (or the main target of opponents who fear their power). The player may spend a fate point saying that “as I am Mighty as a God I can heal” and the GM could allow it, healing the stress or even a consequence, but that would bring consequences like Crocodile Scales instead of their normal skin, etc. In other words, every invocation carries with it a potential compel. Also use common sense when interpreting these possibilities; the character should not die or receive stress tensions for using it. They can receive a negative aspect that is connected to the situation— and that can be compelled in interesting ways. Note that the player does not always do this out of malice; sometimes they only misinterpret the creative freedom behind the aspects. The best way is always to use common sense to try and reach a middle ground that fits best in the proposal of the campaign and of the character. FATE PLUS—ISSUE #2 + 0 -

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league makes me more efficient in my revenge; One is good, several are better; Revenge is a dish best served cold, and accompanied are some examples of aspects that the player can explore for being connected to others. They will have a good reason to fight alongside them. THE LEAGUE OF HEROES Each hero has their particular reason to use their skills however they wish, but many often meet regularly to achieve common goals. They can be a group of heroes who want to bring peace on Earth, protect their own interests, work for an organization, and so on. What the GM needs to note is that there needs to be a crisis that can involve all of them, rather than just working on individual issues. It is interesting that everyone creates at least one aspect that connects them to each other or to the group as a whole. The interests of the league first; The league protects and maintains safety; I am faithful to the league as well as my father are some examples of ideas that can connect the characters well with each other and with the group as a whole, creating good opportunities to invoke or compel when other characters are involved in a situation. ORIGINS Everything has a beginning, and it is no different with the powers of a hero. The sources are the most diverse; from gods, blessings and aliens to mutations and experiences. The game style defines a lot about the origin of the powers, because depending on that choice, this will greatly expand or restrict the story possibilities. It may be a Mutation inherited from my father or else, if you are in a wide campaign where there is alien life, I do not belong to this land can designate a mysterious extraterrestrial origin or I belong to the Kithans race and describe to everyone your appearance and power relatively to humans (representing this in stunts, for example).

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KEEPING THE ASPECTS? You may find it interesting to change the idea the aspects of a character usually bring out by changing High Concept to Origin and adding some other aspect category. Some examples may be: Organization: Do I work alone? Am I a part of a group of heroes? Do I serve one’s interests or my own? Create an aspect that represents that. What am I?: Am I a simple human? Do I belong to an alien race? Origin: How did I obtain my powers? Am I a mutant? Try to think outside the box or even draw inspiration from your favorite heroes and comics; you will surely find great ideas.

REPEATED SKILLS If your group uses the standard Fate Core skills list, especially with characters that have 12 or 15 skills in their pyramid, this will create characters with virtually the same knowledge and training, although levels may vary. A practical solution to that is to create specializations or specifications, in which the player chooses a knowledge field in a skill (aerial combat for the Fight skill, casting spells or magical projectiles for the Shoot skill, superhuman contacts for the Contacts skills, etc.) Maybe you don’t need to create new skills or describe the specializations in detail, but if you find it necessary and want to start playing quickly, do the following: For every +1 they have in a skill, the player chooses a specialization field for it. If they have Rapport +3, for example, they would choose three situations or fields of action, which in this case could be: specialist in communication with groups, with people who are tense and in negotiations. A character with Fight +4 could say that they are: an expert in unarmed combat, defend against ranged weapons, bladed weapons and fighting against more than one person at a time. Whenever a specialization applies, the player receives the full value of the skill in their roll. If they roll for something they have no specialty, they get -2 on the roll. FATE PLUS—ISSUE #2 + 0 -

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CYNTHIA CAMPOS Aspects Unarmed and dangerous; I have no time for sentimentalities; A life dedicated to martial arts; I have the respect of those who know me; Protector of the helpless. Skills Fight Great (+4); Physique and Will Good (+3); Shoot, Notice and Rapport Fair (+2); Stealth, Drive, Athletics and Lore Average (+1) Stunts Killing Stroke (Fate Core p. 111) Grappler (Fate Core p. 119) Indomitable (Fate Core p. 127) Powers Fists of Steel: Your skin literally turns into metal. You get +2 in Physique to defend against any physical attack—kicks, punches, shots, hits, falls, etc. You also get +2 when performing attacks and you can choose whether this bonus goes to the attack roll, the damage, or +1 for each. Special Effect: Force Movement, Physical Recovery Drawback: I do not calculate my strength Collateral Damage Effect: If you choose to use the collateral damage effect you can deflect the damage done to you for everyone in the same zone as you. Mental Stress: 4 Physical Stress: 4 One Mild, one Moderate, and one Severe Consequence

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RICHARD GUERNNISTER Aspects Pizza delivery boy; I don’t always know what I’m doing; Secret identity; The challenge is what drives me. Skills Athletics Great (+4); Shoot and Fight Good (+3); Will, Physique and Drive Fair (+2); Contacts, Notice, Deceive and Lore Average (+1) Stunts Dazing Counter (Fate Core p. 98) Called Shot (Fate Core p. 125) Backup Weapon (Fate Core p. 111) Powers Lord of Flames: You can use Athletics to fly, propelled by jets of flames coming out of your legs and you receive +2 in Create an Advantage and Overcome Athletics rolls whenever you use this ability or if the action is related to fire. You can use Shoot to attack with fire flames up to 3 zones away. All the belongings you hold are immune to the fire of your body. Special Effect: Extra Move, Force Movement Drawback: Problems with flammable materials. Collateral Damage Effect: If you choose to use the collateral damage effect, you can explode in the zone with full force, leaving a Flame trail and attack everyone in that zone using Athletics in a blaze of fire. Mental stress: 3 Physical stress: 3 One Mild, one Moderate, and one Severe consequence.

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ALEXANDRE BRHAM Aspects I have healing in my hands; I get too attached to people; Life is a precious gift; It is worth fighting for all; I know how to be violent when I need to. Skills Empathy Great (+4); Physique and Will Good (+3); Shoot, Fight and Rapport Fair (+2); Contacts, Notice, Athletics and Lore Average (+1) Stunts Lie Whisperer (Fate Core p. 109) A nose for trouble (Fate Core p. 109) Tough as Nails (Basic Fate p 119) Powers Healing Touch: You can heal or calm the feelings of anyone you touch. You must be in the same zone as the target and if they do not want to be touched, make a Fight roll to try and touch them. Then roll Will against a Fair target number (+2) or against the Will of the target. If successful, you heal a quantity of physical or mental stress equal to the amount of shifts you got in the roll. You can choose to reduce the severity of a consequence by one level, if you have enough shifts (Severe to Moderate, Moderate to Mild or fully cure a Mild one). If you choose to calm the target, make a contest of your Will against theirs (after having touched them). If successful, you create the Calm as an angel aspect with a free invoke. Special Effect: Inflict Condition, Physical Recovery Drawback: Unwanted mental effects Collateral Damage Effect: If you choose to use the collateral damage effect, you create a shock wave that imposes the Unconscious aspect and withdraws from the conflict everyone in the same zone as you. Mental stress: 4 Physical Stress: 4 One Mild, one Moderate, and one Severe consequen

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PALOMA LINCHER Aspects A dedicated lawyer; Well dressed for any occasion; I only care about who is convenient; A born leader; Hey! I am the center of attention here! Skills Deceive Great (+4); Shoot and Rapport Good (+3); Contacts, Empathy and Fight Fair (+2); Athletics, Lore, Drive and Perception Average (+1) Stunts Lies Upon Lies (Fate Core p. 104) Psychologist (Fate Core p. 109) Popular (Fate Core p. 121) Powers Blazing Gaze: You throw lightning bolts through your eyes and receive +2 when you perform Attacks and +4 when you Create an Advantage with the Shoot skill. Special Effect: Area Attack, Inflict Condition Drawback: Uncontrollable lightning under strong emotions Collateral Damage Effect: If you choose to use the collateral damage effect, you attack everyone in a zone with full force (friends and enemies). Mental stress: 2 Physical stress: 2 One Mild, one Moderate, and one Severe consequence

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CREATING POWERS WHO DO YOU WANT TO BE? By Fábio Silva Once you created your character, now it’s time to create their powers. The rules presented in this session come from the Venture City scenario published by Evil Hat and are available under a CCBY license. I chose to use the powers of the first edition of Venture City because they are simpler and functional. You can complete the information of a power, according to the new edition. In the format presented here, powers are similar to stunts, but improved—almost an extra. In addition to the three initial stunts, you have three more to build your power stunts. Of course, as with regular stunts, nothing prevents you from spending refresh points to improve what you already have (but you should keep at least one refresh point, as shown in Fate Core, p. 49 and on). In doing so, most characters will have only one really impressive power, while others may want to split their points between among different abilities, for more versatility. You can create various effects for your power and this can be more interesting than having two different powers—it is unlikely that you can create three different powers in a way that they are really useful. To create your power, follow the steps. CREATE THE CONCEPT Think, initially, how you want your power to be. How is your character’s special ability? What do you do that ordinary people can’t? It doesn’t have to be a refined idea, but it can be a general

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notion. From this idea, the group itself can help better define the concept of your power, even comparing it with someone in comics, movies or TV shows—rich and almost endless sources of inspiration. You may think you have the ability to conjure fire from your hands, but that you could also make your legs catch fire so you could fly. You could also say that your body does not stay on fire all the time, like some comic book heroes, but that, at will, your whole body bursts into flames in a frantic explosion. All of this is just one power, but with various effects. If you also have, apart from throwing flames and all, a healing touch, for example, then we are talking about two different abilities. TURN IT INTO A STUNT Now, think about how your idea will work mechanically—within the system, what are the benefits or changes in the rules that this power creates? Do this as if you were creating a stunt. What you need to consider is, since you are creating a super ability, it does not have to behave like a regular stunt—you can hit multiple zones using Shoot, even if you do not have a weapon, you can fly using Athletics (you can even have wings that represent it!), you can break the laws of physics and run through walls, cross them or run faster than human sight is able to follow, etc. ADDING EFFECTS Now this is where things begin to get interesting. Once you’ve created the stunt, you begin to add effects that modify its use, improving it or even complicating it a little bit. There are three types of effects for any ability: Special Effect, Accidental Effect, and Side Effect. Each of these effects will be explained below. Add a Special Effect Whenever you succeed with style on a roll using your power, you can choose to use one of the Special Effects instead of the normal FATE PLUS—ISSUE #2 + 0 -

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benefits. In that case, if you have more than one Special Effect, only one of them can be applied to a success with style. You can also spend a fate point to activate a Special Effect at any time, even if you didn’t succeeded with style or if you have already activated a Special Effect (in that case, activations can be cumulative, as long as you have points to pay for it). Your power starts with two Special Effects. If you wish to purchase more, you can buy using a stunt or a refresh point; each stunt or refresh buys two more Special Effects. Below are some suggestions that you can use for your powers or as a reference to create your own effects. If you have any ideas of cool effect, share them with us! • Extra Action: You can divide your result between two different related actions, and you get +1 in each action. • Area Attack: You attack everyone (allies and opponents) in the same zone as you, using your attack minus two (if you hit your target with +6, everyone in the zone defends against +4). • Force Movement: You move your target two zones. • Inflict Condition: You add an aspect to the target and gain a free invocation for it. • Extra Move: You move two zones at no cost. • Physical Recovery: You recover all physical stress. • Mental Recovery: You recover all mental stress. ADD A DRAWBACK Whatever power you have, it is not perfect. Be it you or your ability, there is a weakness. The weakness related to your power is presented as an aspect, that both you and the GM assess situations in which it is convenient to be compelled. You should think of it as any other aspect: when creating it, imagine situations in which you can both compel and invoke such an aspect. Each power you possess needs a different accidental effect, or Drawback. Some examples are: Out of control when I have strong emotions; I can not disable it!; Undesirable effects to treacherous people; I affect all electronic objects in the zone.

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ADD A COLLATERAL DAMAGE EFFECT Every super is not always fully aware of how great their power is, or sometimes you just have to use it with full force. This can affect people around you, the objects or even a region. See its Collateral Damage Effect as an extra benefit, but one that can bring serious consequences if not used with caution. To create a Collateral Damage Effect, do not worry about numbers, aspects or things like that. This is, in fact, a description. You can say that it deals maximum damage to everyone in the affected zone, that all electronic objects are burned, that you ignore all damage from the current round, etc. You can see some examples of Collateral Damage Effect in the sample character sheets in this edition and in the powers listed below. When you choose to use its Collateral Damage Effect, you create an aspect in the scene that represents the situation you caused. The details of this situation and the nature of the aspect are up to the GM to create whenever you use the power.

EXAMPLES OF POWERS But of course! Or did you think you would not have ready-made powers? It’s the icing on the cake. Here is a list with several powers to start playing fast—just copy to the character sheet and you’re done (if you prefer, you can print or photocopy, cut them out and deliver them to the players). Again, you can upgrade each of the powers using the new rules of the Venture City second edition. Only some new information needs to be added. You will find, in parentheses, how many stunt points it took to buy each power effect. This serves as a guide for you to create your own effects and to help players create their powers without too much extravagance. The idea is: for each +2 bônus, for every two extra zones of range, for each new rule broken, the cost increases in one stunt. Try to modify the details of one power or another so that you can give your seasoning to the ability (by changing the Special, Drawback, or Collateral Damage Effect, for example) or even by FATE PLUS—ISSUE #2 + 0 -

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changing the rules to make it the way you want it—that is, even two characters that have the same power may still be different from each other. Enough with the chit-chat, let’s go! THE ANT You can shrink in size and become the size of an ant. You receive +4 in all your Defense actions against physical attacks (2 stunts). You can, once per scene, create one aspect and invoke it once for free as if you succeeded in a Create an Advantage action, as long as it has a link to your size (1 stun). Special Effect: Inflict Condition, Physical Recovery Drawback: Trouble with routine tasks Collateral Damage Effect: If you choose to use the collateral damage effect, you can reduce your size to that of an atom and can enter anywhere and cause the desired damage—enter the blood system and cause a disease, get into an electronic device and change their functions or damage it, etc., but it may be difficult for you to get back to its original size. Cost: 3 stunts Remaining stunts: 3 Remaining refresh: 3

THE ARCHER You have a bow and arrow that can perform various effects. You get +4 to Create an Advantage or Overcome with Shoot and +2 when performing attacks (3 stunts). Special Effect: Inflict Condition, Area Attack Drawback: Is the quiver full? Collateral Damage Effect: If you choose to use the collateral damage effect, you can take a nameless NPCs or a mob or inflict a mild consequence on everyone up to three zones by shooting an explosive arrow. Cost: 3 stunts Remaining stunts: 3 Remaining refresh: 3 SUPERS 35

THE AQUATIC You throw water jets through your hands like a Shoot attack, up to three zones away (1 Stunt). You can use your Provoke to control water in an environment (1 Stunt) and you are immune to water damage (such as attacks or drowning) and can breathe underwater (2 Stunts). Special Effect: Area Attack, Inflict Condition Drawback: Fish out of water Collateral Damage Effect: if you choose to use the collateral damage effect, you can transform your body into water to pass through small cracks or to create a stream of water capable of dragging everyone in one area or filling an environment like a room or shed. Cost: 3 stunts Remaining stunts: 3 Remaining refresh: 3

THE BLAST You shoot lightning attacks through your eyes with a +4 Shoot attack at up to three zones away (3 stunts). Special Effect: Area Attack, Extra Action Drawback: Vision Problems in Clarity Collateral Damage Effect: If you choose to use the collateral damage effect you can cause incalculable destruction around you by using the maximum force of your ray beam. All nameless NPCs leave the scene and all others up to three zones receive a mild consequence. Cost: 3 stunts Remaining stunts: 3 Remaining refresh: 3

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THE BRUTE You get a +4 bonus to Create an Advantage and Overcome for actions of breaking, crushing, moving, throwing, etc. (2 stunts). Your unarmed attack is considered a Weapon 1 (Fate Core p. 277). Special Effect: Inflict Condition, Extra Action Drawback: Things break! Collateral Damage Effect: If you choose to use the collateral damage effect you can either inflict maximum damage on a target or lift absurdly heavy weights. Cost: 3 stunts Remaining stunts: 3 Remaining refresh: 3

THE CLAW You have tough claws that come out of the back of your hands providing +4 on Fight and they are considered Weapon 2 (Fate Core p. 277) (3 stunts). Special Effect: Inflict Condition, Force Movement Accidental Effect: Clumsy Collateral Damage Effect: If you choose to use the collateral damage effect you can climb any surface, even the hardest ones, using your claws, or dampen a fall by sticking your claws against the walls, no matter the height. Cost: 3 stunts Remaining stunts: 3 Remaining refresh: 3

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THE CLEVER You have an armor or outfit that gets you out of trouble. You get +4 to Create an Advantage or Overcome with Athletics (incluindo fly). Also, you get +2 on Defense rolls against Fight and Shoot physical attacks. Special Effect: Physical Recovery, Mental Retrieval Drawback: A bit heavy and slow Collateral Damage Effect: If you choose to use the collateral damage effect, you can save everyone in the same zone as you against physical damage by using multiple devices. Cost: 3 stunts Remaining stunts: 3 Remaining refresh: 3

THE CYBER You can go into any computerized system and manipulate it, but you have to touch it or touch a cable that is connected to the network. You get +4 to Create an Advantage or Overcome with the Investigate skill (2 stunts). You can store information in your mind but you need to touch the device long enough to copy the information (1 stunt). Special Effect: Inflict Condition, Extra Action Drawback: Absent-minded Collateral Damage Effect: If you choose to use the collateral damage effect you can overturn an entire computerized system by simply touching it. Cost: 3 stunts Remaining stunts: 3 Remaining refresh: 3

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THE DESTINY You have the aspect I sense that... and get a free invocation per scene (1 Stunt). You can invoke this aspect in any situation (Create an Advantage, Overcome, Attack, or Defend), as if you already knew what would happen (you can predict an opponent’s moves to attack or defend, or predict small details in a scene that help you overcome or create an advantage). You get +2 on Notice rolls, as you can sense what’s about to happen (1 Stunt) and you’re always the first to act in a round (1 Stunt). Special Effect: Inflict Condition, Force Movement Drawback: Unforeseen events can happen Collateral Damage Effect: if you choose to use the collateral damage effect, you cause a chain reaction that gives you some advantage but causes damage to everyone on the scene. Cost: 3 stunts Remaining stunts: 3 Remaining refresh: 3

THE ELASTIC You can stretch your body up to three zones (horizontal or vertical) (1 stunt). You get a bonus of +4 to crush objects or people in an attack with Physique skill by stretching and curling around them (2 stunts). Special Effect: Inflict Condition, Force Movement Drawback: Tangled Collateral Damage Effect: If you choose to use the collateral damage effect, you can trap everything and everyone within the same zone as you and they remain paralyzed unless they get a success on an Physique dispute with you. Cost: 3 stunts Remaining stunts: 3 Remaining refresh: 3

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THE FELINE You get +4 in Notice to Overcome obstacles that are connected to vision (2 stunts). You get +2 in Fight whenever you attack someone, and cause 2 extra stress when you attack someone who did not notice you (1 stunt). Special Effect: Inflict Condition, Extra Action Drawback: Yawwwwn, so sleepy Collateral Damage Effect: If you choose to use the collateral damage effect you can roar like a beast and everyone in the area is paralyzed by fear. Cost: 3 stunts Remaining stunts: 3 Remaining refresh: 3

THE FENCE You create an energy barrier that you can use to defend or overcome with a +4 against physical attacks in the same zone as you (2 stunts). You gain +2 when you Create an Advantage in the same zone using your barrier to paralyze objects or people. Special Effect: Inflict Condition, Force Movement Drawback: Physical Exhaustion Collateral Damage Effect: If you choose to use the collateral damage effect you can paralyze everyone with your energy or grab/drop something as large and heavy as a car. Cost: 3 stunts Remaining stunts: 3 Remaining refresh: 3

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THE FLAME You throw fire through your hands that can reach up to 3 zones away using the Shoot skill (1 stunt). You can also control existing flames using the Provoke skill (1 stunt), and are immune to fire damage (1 stunt). Special Effect: Area Attack, Inflict Condition Drawback: The flames spread rapidly Collateral Damage Effect: If you choose to use the collateral damage effect you can make your body on fire and burn anything you touch— objects or people—, causing a mild consequence and things catch fire around you simply because of your presence. Cost: 3 stunts Remaining stunts: 3 Remaining refresh: 3

THE ILLUSIONIST You get +4 on Deceive when you Create an Advantage to fool people by creating visual or sound illusions and get a free invocation (2 stunts). You get +2 and can use Deceive to Attack, causing Mental Stress by making people confused (1 stunt). Special Effect: Inflict Condition, Area Attack Drawback: I get too worked up sometimes Collateral Damage Effect: If you choose to use the collateral damage effect, you may disappear from the view of everyone on the scene, in an unexpectedly way sometimes even for you. Cost: 3 stunts Remaining stunts: 3 Remaining refresh: 3

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THE ITEM BEARER You have an item that is special. It may be a ring, an amulet, a cloak, etc., which obeys your will and shapes itself according to your desire. You get +4 in Create an Advantage or Overcome actions because your item transforms or creates something or some effect to help you in a situation. It can also provide you with +1 to perform attacks and defend yourself by turning into a weapon (a cloak could become pointed tissue, a ring can turn into a powerful glove, etc.) and it is considered a weapon 1 (3 Stunts). Special Effect: Extra Action, Inflict Condition Drawback: Sometimes my item has a will of its own Collateral Damage Effect: if you choose to use the collateral damage effect, you can perform an attack that deals maximum damage to everyone within a zone or get out of a desperate situation in a really unusual way (your item reacts unexpectedly to protect you). Cost: 3 stunts Remaining stunts: 3 Remaining refresh: 3

THE LAUNCHER You turn small objects into energy projectiles and throw them up to three zones away with a +4 on Shoot and they are considered Weapon 1 (Fate Core p. 277) (3 stunts). Special Effect: Area Attack, Inflict Condition Drawback: I do not care about the value of things Collateral Damage Effect: if you choose to use the collateral damage effect, you can concentrate more energy on one or several objects and carry out an explosive attack on an area. Everyone in that area is affected with a Mild Consequence. Cost: 3 stunts Remaining stunts: 3 Remaining refresh: 3 FATE PLUS—ISSUE #2 + 0 -

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THE MAGICIAN You have the ability to manipulate the mystical forces. You may receive your magical power from a god, a magical item, etc. You get +4 to perform Create an Advantage rolls to open portals that can take you to places you’ve visited at least once in your life or to create items made of pure mystical energy to aid you in your tasks (2 Stunts). Also, you can manipulate the magical forces, using the same bonus, to float, at the same speed you walk or run (1 Stunt). You receive a +2 bonus on all your Defense and Attack rolls by creating shields or mystic energy weapons (1 Stunt). Special Effect: Extra Action, Inflict Condition Drawback: My power manifests unexpectedly Collateral Damage Effect: if you choose to use the collateral damage effect, you can perform a great magical feat such as getting back a little in time, or paralyzing everyone in an area, or creating a magical explosion in an area, or performing an astral projection. Cost: 4 stunts Remaining stunts: 2 Remaining refresh: 3

THE POSSESSED There is an entity or force that dominates you. When it possesses you, you still have awareness, but feel that there is someone else with you. Your appearance may change a little (your eyes, skin, size, weight, etc.). You get +4 Athletics and +2 to attack or defend using Fight. In addition, their attacks are considered Weapon 1 (4 Stunts) Special Effect: Extra Action, Extra Move Drawback: Sometimes the entity does its own will Collateral Damage Effect: if you choose to use collateral damage effect, your body undergoes a temporary mutation representing the entity that takes possession of you for a round or even a scene. You have access to some ability that the limitations of the human body would not allow, like flying, lifting large weights, seeing in the dark, attacking everyone in one area, etc. Cost: 4 stunts Remaining stunts: 2 Remaining refresh: 3 SUPERS 43

THE RESILIENT You are indifferent to pain and once per session can ignore a mild consequence (1 Stunt). Also, you are tolerant of physical discomfort and can endure extreme conditions such as cold, heat, hunger, thirst, long walks, etc., and get +4 on Overcome and Defend against these factors (2 Stunts). Special Effect: Physical Recovery, Mental Recovery Drawback: I can be indifferent to emotions Collateral Damage Effect: if you choose to use the collateral damage effect, you can completely ignore any damage received, but this damage is reflected in the environment or on people around you. Cost: 3 stunts Remaining stunts: 3 Remaining refresh: 3

THE RESTRICTED SHAPESHIFTER: ANIMAL You have a partner (it may be a friend, a brother, girlfriend, etc.) and each of you has a ring. When you combine the rings, you can transform into any animal (1 Stunt). This grants you +3 on your Create an Advantage and Overcome actions, as well as +2 in Attack and Defense, depending on the animal’s species (2 Stunts). Special Effect: Extra Action, Extra Move Drawback: Each animal, a limitation Collateral Damage Effect: if you choose to use the collateral damage effect, you can transform yourself into a rare or extinct animal and have one or two special actions with it (you can carry several people, attack all in one area, run fast, roar in a scary way, etc.). Cost: 3 stunts Remaining stunts: 3 Remaining refresh: 3

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THE RESTRICTED SHAPESHIFTER: LIQUID You have a partner (it may be a friend, a brother, girlfriend, etc.) and each of you has a ring. When you combine the rings, you can transform into any state of water, whether solid, liquid or gaseous (1 Stunt). This gives you +3 on your Creat an Advantage and Overcome actions, as well as +2 in attack and defense (you can turn into sturdy ice barriers, sharp ice blades, gas, etc.) (2 Stunts). Special Effect: Extra Action, Extra Move Drawback: Each water form, a limitation Collateral Damage Effect: if you choose to use the collateral damage effect, you can become one of the water forms and dominate an entire area. You can turn into gas and make it difficult to breath, into fog and hinder the view, into liquid and fill a room or into ice and paralyze everyone in the area. Cost: 3 stunts Remaining stunts: 3 Remaining refresh: 3

THE SIREN You can perform physical attacks with the Provoke skill with a bonus of +2 up to three zones away by amplifying and directing a sound that is in the same zone as you (your own voice, another person’s voice, a bird, a bike, etc.) (2 stunts). You get +2 on Provoke when you Create an Advantage or Overcome to confuse or change sounds in the same zone as you—change someone’s voices, create sounds that do not exist, etc. (1 stunt). Special Effect: Inflict Condition, Area Attack Drawback: Confused in noisy environments Collateram Damage Effect: If you choose to use the collateral damage effect you emit a burst of sound waves that cancels out all the sounds in the area you are in, causing stress to everyone in these zones—and everything made of glass can’t resist the burst. Cost: 3 stunts Remaining stunts: 3 Remaining refresh: 3

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THE SHADOW You can become invisible and grant +4 on your Stealth rolls (2 stunts). Also, you can use the Deceive skill to walk through solid objects (1 stunt). The more solid the object, the greater the difficulty. Special Effect: Extra Movement, Physical Recovery Drawback: Visible Aura wherever you go Collateral Damage Effect: If you choose to use the collateral damage effect, you can teleport anywhere you see or know intimately. But when you arrive at the local, you cause a short circuit in the mains—damaging electronic devices. Cost: 3 stunts Remaining stunts: 3 Remaining refresh: 3

THE SPEEDSTER You receive a +4 bonus involving any running Athletics action (2 stunts) and you can use Athletics to walk on walls or liquid surfaces (1 stunt). Special Effect: Area Attack, Extra Move Drawback: Clumsy Collateral Damage Effect: If you choose to use the collateral damage effect you can get anywhere in the city, but it breaks the sound barrier and everything on the way is shattered, broken or thrown away by the air displacement. Cost: 3 stunts Remaining stunts: 3 Remaining refresh: 3

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THE SPONGE You defend yourself from physical attacks with the Physique skill and whenever you succeed in your defense you turn your stress into bonuses on your next roll or the roll of an ally in the same zone (max bonus equal to your Physique skill) (2 stunts). Instead of the bonus you can turn the stresses of your defense into healing, recovering that same value in stress or consequence (maximum recovery equal to your Physique skill) (2 stunt). Special Effect: Inflict Condition, Physical Recovery Drawback: Not all energy absorbed is positive Collateral Damage Effect: If you choose to use the collateral damage effect you can make everyone in the same zone feel a strong discomfort— fainting, falling ill, vomiting, etc. They are unable to perform physical actions. Cost: 4 stunts Remaining stunts: 2 Remaining refresh: 3

THE TELEKINETIC You can move objects and perform Will attacks as though you were using Physique or Athletics in up to three zones (2 stunts). You can defend yourself from physical Fight and Shoot (not guns) attacks using Will (1 stunt). Special Effect: Extra Move, Force Movement Drawback: Difficult to maintain control Collateral Damage Effect: If you choose to use the collateral damage effect, you can reach everyone in the same zone with full force or reach a target you can’t see. Cost: 3 stunts Remaining stunts: 3 Remaining refresh: 3

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THE TELEPATH You can use Empathy or Investigate to read people’s minds and feelings (1 stunt). With Empathy you get to know what the person is feeling and with Investigate you get to know what they are thinking. You can use Will to perform mental attacks (1 stunt). If you cause enough mental stress to remove someone from the conflict, you take possession of their mind (1 stunt). Special Effect: Area Attack, Inflict Condition Drawback: Psychic Return Collateral Damage Effect: If you choose to use the collateral damage effect you can make all the people in the same zone mentally confused— they can change their personality for a moment, listen to each other’s thoughts, etc. Cost: 3 stunts Remaining stunts: 3 Remaining refresh: 3

THE VENTRILOQUIST You give life to inanimate objects that come to follow your orders—as if they were constructs. The object can perform attacks using your Will and possesses two boxes of stress—you can use them to defend yourself (2 stunts). When you touch an object, you know something about the last person who used it—you discover a related aspect with a free invocation (1 stunt). Special Effect: Inflict Condition, Force Movement Drawback: I am unbearably disorganized Collateral Damage Effect: If you choose to use the collateral damage effect, you can move all objects in a zone, taking all nameless NPCs off the scene and paralyzing all others in the environmen—they can’t perform physical actions. Cost: 3 stunts Remaining stunts: 3 Remaining refresh: 3 FATE PLUS—ISSUE #2 + 0 -

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THE WEATHERMAN You receive a +4 bonus on Provoke to Create an Advantage or Overcome by changing weather in three zones. You can raise or lower the temperature, make it rain or create gusts of wind (2 stunts). You can perform long range attacks using the Provoke skill in up to three zones, casting lightnings, gusts of wind, etc., with a bonus of +2 (2 stunts). Special Effect: Inflict Condition, Area Attack Drawback: Uncontrollable Collateral Damage Effect: If you choose to use the collateral damage effect, you can strike everyone in an area with a strong wave of some weather effect, leaving everyone exhausted, paralyzed, etc. No one can perform physical actions as long as the effect remains.. Cost: 4 stunts Remaining stunts: 2 Remaining refresh: 3

THE WALL Whenever you use brute force you get +4 in Physique (2 stunts) and +2 in Fight (1 stunt). Special Effect: Force Movement, Physical Recovery Drawback: Uncontrolled Collateral Damage Effect: If you choose to use the collateral damage effect you attack everyone in the same zone as you with full force. An interesting alternative is ignoring all physical damage during a round. Cost: 3 stunts Remaining stunts: 3 Remaining refresh: 3

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