Power Descriptions
A complete description of powers can be found here: https://fate-srd.com/venture-city
Modifications for the Raised Fist Campaign
Stress
Raised Fist uses the Fate Condensed rule set. As such, stress boxes are worth one stress each, and there is only one stress bar, not two.
Fate points for power enhancement
Example The Blue Bolt has energy blast. For a fate point, Blue Bolt can add a level of Master Energy Blast for more oomph.
Fate points for new, yet related powers
For a fate point, a basic power can be used once, provided it is thematically tied to your character, or can be fueled by a situational aspect.
Example Inferno, a fiery super hero wants to save some people from a burning building -- that xe might have started, but that's beside the point. For a fate point, he creates a basic shield against heat damage to lead them out of the building.
About the World
The Source of the Superpowers
You know the heroes and villains. You see streaming, you know their names, you buy their merch. Here’s the thing, though: anyone the media calls a “hero” is sponsored by one of the big multinationals. Every one. Do they do good things? Sure. Butthey do it on the company dime, and that makes them beholden to company policy. You see the heroes saving people, stopping disasters, thwarting villains. But who decides who’s worth saving, what’s really a disaster, who’s really a villain?
Villains. Yeah. That’s a much murkier area. Some of them are bad, don’t get me wrong; some of them do things that would make history’s greatest monsters proud, and they do it for personal gain or revenge or for no reason at all. But most people who get painted with that “villain” brush are just supers without a corporate sponsor. They’re off-book. Unsanctioned.
So where do they all come from? A while back, maybe sixty years ago, supers started cropping up. You’d find people who could fly or teleport or burn things with their eyes, and nobody knew quite what to make of them. They all had their own spin on the origin story. Aliens, radiation, traumatic injury, super- science, whatever. Some of it had a kernel of truth; some was pure bunk. Here’s whatwe know now: Supers have a particular gene sequence that enables their powers. The potential for these powers is in every man, woman, and child, but it’s only turned on for certain people. Different things can turn it on, but— like getting cancer from smoking or dying from a lightning strike—it doesn’t happen to everyone. There’s no reliable way to reproduce it. At least, there wasn’t until about five years ago. See,the corporations rounded up a bunch of these supers, shipped them off to R&D, dissected them and studied them and poked and prodded to see what made them tick. And then one corp, Mitsuhama Splice, figured it out. They figured out how to turn that gene sequence on and off, how to alter it to get specific effects and build their own super heroes.
It didn’t take long for the tech to spread. Some spy stole the research for their corporation, then maybe sold it to a third party for some filthy lucre,and now they’ve all got it. That’s the key, though: the corporations have it. Regular folk? We have to rely on happenstance to get our superpowers, if we get them at all. The corps hold all those cards.