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Venture City: Raised Fist

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The Venture City Campaign

What is super punk?

A dark, speculative fiction genre that combines elements of science fiction, superhero narratives, and dystopian themes. Characterized by its bleak, high-stakes world-building and rebellious, counter-cultural spirit, super-punk often features protagonists with extraordinary abilities or advanced technologies, fighting against oppressive regimes, corrupt institutions, and societal collapse.

In Venture City, mega corporations bought the government and rendered it both draconian and ineffectual, until the people, frustrated with the control, refused to participate and became corporate citizens.  Everything -- the police, the fire department, are privatized and without government, corporations are the law, with large corporations having entire teams of arbiters to navigate the rules of individual corporations to establish consensus.

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

For a fate point, a power advantage can be applied to the basic version of a power that a hero already has.

Example The Blue Bolt has energy blast. For a fate point, Blue Bolt can add a level of Master Energy Blast for more oomph.

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.

Parts of the City and Social Strata

Venture City is no different than any other place. There's the top, there's the bottom and there's everywhere else in between. At the top are the Rich: Corporate executives. Venture City is run by the Rich, and by run, we mean loosely governed. Some companies don't even acknowledge Venture City other than "Its not the Sprawl". The people can afford luxury and safety. They make up maybe a half a percent of the population, but they hold the lion’s share of the power and money.

Then you’ve got the wage slaves. They work for the corporations, so they get protection and security and a place to live and a monthly wage to spend at the company store. But they aren’t called “slaves” for nothing. You sign with a corporation, they own you in perpetuity. Hell, they own your corpse when you die—you know, for science. Leaving one corporation for another, or just going your own way, is called “defection” because its a violation of your contract -- the one you were born with.  Its the closest thing to a crime in a world with no laws. It’s a crime punishable by a good long time in prison—prisons are also privatized.Then there is ... The Sprawl That's everyone else. The Sprawl forms a ring around Venture City, where Corporates might lend out security or more likely charge for it. Some areas can afford it, some areas cannot. Those areas rely on gigs for help, as well as whatever weapons they can acquire to form local militias. Manufacturing too dangerous for the corporate sector is here, and so are The Dumps

The Meta Net and Gigs

Meta Net

Chat, Videos, and Gigs from Top Corps! Premium HeroNet Five Star PatronsFantasy Fight Leagues -- bounties are put up for a fight, or reality drama. Originally created by ARGENT  on behalf of of a corporate consortium consisting, among others, ARGENT, Mitsuhama Splice and Parasol, the MetaNet was designed to be the Fedinet (Mastodon/Fediverse) with a mix of Craigslist/Lyft/Uber and handled all cyber-currency (freeing the corporations from having to issue their own script)

The MetaNet is a place where humans and meta-humans chat, buy, sell, wheel and deal. Until an AI called SID, built to manage the MetaNet, took over, and locked all the ARGENT Admins out, including all Mitsuhama Splice back doors. Since,  SID has quietly continued to support the MetaNet, and a quiet state of détente was established


MetaNet App

The app can fit on to tiny devices and display on goggles, or specialized contact lenses. There's a free tier for Gigs, and Metas get Chat, Videos and Gigs for free. There's a lot of trash talk.

Gigs

Gigs are posted in a forum. Each post describes the gig, and how much they're willing to pay for the gig. Descriptions vary in that everyone on the MetaNet can read them. There are more private lists, too, but it could be evidence, you don't see too many calls for outright villainy. There are a lot of bounties, too -- generally more alive than dead or alive. Gigs are posted by Corporations, private groups, other metahumans looking for backup/justice

Created 2 years ago. Last modified 6 months ago