You are on page 1of 49

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

FAIR
Alexander Corbett
Jaime Tobar

AVERAGE
Adam Evil Hat Productions
Al Billings Frédéri POCHARD
Alex Clarke Gustavo Campanelli
Amazing Rando Jochen Linnemann
André alias DD Joe Trzos
Ask Charly Leetham John Rogers
Brett Taylor Keith R. Potempa
CH Fl Marcel Wittram
Charles Evans Martin Deppe
Christophe Fontaine Matt
Clyde Clark Michael Bowman
Daniel Rachael Hixon
Daniel Gallant Serge Beaumont
Daren McCormick Shain Edge
David Fergman Simon White
David Goodwin Stefan Feltmann
David Lawson Steve Stone
David Morfin Thomas Balls-Thies
Don Arnold Thor Sundqvist
Emanuelle Delfino Volker Mantel
Ernie Sawyer 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

7 SUPERS
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 - 8
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.

9 SUPERS
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.

FATE PLUS—ISSUE #2 + 0 - 10
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
you can create issues or ADVENTURE SEED
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
he is convincing the population that
CLASSIC heroes are actually villains.
These are some ideas for His intention is to dominate the top
scenarios that can create city leaders while wiping out all the
several dramatic adventures. heroes on his way; In fact, he will control
We can combine these ideas the population for this very purpose!
and we will have even more
possibilities. You should also Impending Issue:
seek inspiration from your The Dominant Mind Must Be
favorite media—comics, Stopped!
movies, animations, games, Current Issue:
books, etc.—and experience People are being controlled!
incredible adventures!

11 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?

FATE PLUS—ISSUE #2 + 0 - 12
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

13 SUPERS
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

FATE PLUS—ISSUE #2 + 0 - 14
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

15 SUPERS
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 - 16
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).

17 SUPERS
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

FATE PLUS—ISSUE #2 + 0 - 18
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

19 SUPERS
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.

FATE PLUS—ISSUE #2 + 0 - 20
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

21 SUPERS
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)

FATE PLUS—ISSUE #2 + 0 - 22
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.
23 SUPERS
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 - 24
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).

25 SUPERS
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 - 26
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

27 SUPERS
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.

FATE PLUS—ISSUE #2 + 0 - 28
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

29 SUPERS
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

FATE PLUS—ISSUE #2 + 0 - 30
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 CC-
BY 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

31 SUPERS
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 - 32
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.

33 SUPERS
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 - 34
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
35 SUPERS
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

FATE PLUS—ISSUE #2 + 0 - 36
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

37 SUPERS
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

FATE PLUS—ISSUE #2 + 0 - 38
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

39 SUPERS
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

FATE PLUS—ISSUE #2 + 0 - 40
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

41 SUPERS
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 - 42
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
43 SUPERS
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

FATE PLUS—ISSUE #2 + 0 - 44
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

45 SUPERS
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

FATE PLUS—ISSUE #2 + 0 - 46
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

47 SUPERS
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 - 48
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

49 SUPERS

You might also like