Venture City
Venture City
Venture City
VENTURE
VENTURE
VENTURE
VENTURE
CITY
CITY
CITY
STORIES
CITY
STORIES
CITY
STORIES
STORIES
STORIES
A WORLD OF
ADVENTURE FOR
BRIAN ENGARD
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INSIDERS
Alan Dan Moody James F Joshua Reubens Michael Shea Ryan
Alexander Gräfe Daniel Gallant Thunberg June Nathan Ryan Singer
Alexander R. David Jason Keith Stanley Nick Bate Sanchit
Corbett David Dorward Jason Blalock Ken Nick Reale Scott Hamilton
Andrew Sier David L Kinney Jason F Kenji Ikiryo Nicola Urbinati Sean
Anne-Sylvie David Reed Broadley Kevin Jiyang Li Nicolas Sean O’Dell
Betsch Dustin Evermore Jason Sperber Larry Hollis Marjanovic Sean Smith
Antero Garcia Eden Brandeis Jean-Christophe Leif Erik Furmyr Osye Pritchett Sean Smith
Ariel Pereira Edgardo A Cubertafon Mark Miller Owen Selene O’Rourke
ArthurDent Montes Rosa Jeff Craig Markus Wagner Thompson Shane Russom
Bastian Elsidar Jeff Xilon Marshall Smith Patrick Ewing Sharif Abed
Clarenbach Amhransidhe Jere Krischel Marty Patrick Shervyn von
Brandon Burger Emmanuel Jeremiah McCoy Matt and Nykki Mueller-Best Hoerl
Brett Abbott eneko zarauz Jeremy German Boersma Peter Gates Tim Czarnecki
brian allred Frédéri Jim Matt Anderson Peter Hatch Tim L Nutting
C. J. Hunter POCHARD Johannes K. Matthew Philip Nicholls Timothy Carroll
C.K. Lee Gavran Rasmussen Matthew Rafael Meyer Ulf Bengtsson
Charlton Wilbur Gregory Hirsch John Beattie Matthew Randy Oest William Huggins
Chris Caporaso Griffin Mitchell John Rogers Dickson Richard William J. White
Christopher Haakon John Rudd Matthew Bellingham William Lee
Christopher Thunestvedt Jon Whiteacre Rick Woodrow Jarvis
Gunning Jacob Moffitt Jordan Dennis Michael Barrett Rick Jakins Hill
Christopher M. Jaime José Luis Michael Rob Kirchner Zach
Sniezak Robertson Porfírio Bowman Robert Hanz
Dan Josh Flint Michael Riabov Roger Edge
ADVENTURERS
Aaron Cody Marbach Ibon Presno Katie Ramsey Nathan Reed Scott Dexter
Aaron Cole Busse Gonzalez Kean Stuart Nicholas Pilon Scott Greenleaf
Adam Colin Irene Strauss Ken Mcferren Nicholas Sokeland Scott Krok
Gutschenritter Craig Andera Ismael Kenny Snow Nick Scott Martin
Aidan Grey Craig Mason Jack Gulick Kerry Harrison Nick Townsend Scott Puckett
Alan Phillips Cyrano Jones Jackson Hsieh Kevin Flynn NPC CAST Scott Thede
Alasdair Dain Jake Linford Kevin Harrison Olav Müller Seán Harnett
Alejandro Dan Behlings James Husum Kevin Veale Owen Duffy Sean M. Dunstan
Alejandro Angel Dan Hall James Schultz Krista paolo castelli Sean Smith
Alexis Lee Daniel Chapman James Stuart Kurtis Peterson Paul Arezina Sergio
Allan Bray daniel hagglund Jared Hunt LarrxX N’Gham Paul Baldowski Seth Hartley
Andrew Dacey Daniel Hernandez Jason Bean Les Simpson Paul Stefko Shane Harsch
Andrew Lloyd Daniel Kraemer Jason Best Lindsey Wilson Paul Yurgin Simon Brunning
Andrew Loch Daniel Ley Jason Cotton Link Hughes Pavel Zhukov Simon Withers
Angus MacDonald Daniel Markwig Jason Lee Waltman Lisa Hartjes Pete Stacey Chancellor
Anthony Popowski Daniel P. Espinosa Jason Lund Loren Norman Pete Figtree Stan Shinn
Arlene Medder Daniel Roe Jason Pasch Luca Agosto Peter Griffith Stefan
Asier Serras Daniel Taylor Javier Ludo Bermejo Peter Kahle Stephanie Bryant
athalbert Darren Hennessey Jayna Pavlin M Kenny Peter Woodworth Stephen Holder
Augustas Dave Jayson Stevens M. Alan Thomas II Philip Eisner Stephen Hood
Vaitkevičius Dave Jeff Tilotson m.h. Philip Harboe Stephen Waugh
Barac Wiley David Jeffrey Boman Manfred Larsen Steve Ela
Bastien Daugas David Jeffrey Collyer Marc Philipp Pötz Steve Gilman
beket David Bellinger Jens Marc Mundet Philippe Marichal Steve Kunec
Benjamin Welke David Bowers Jens Ameskamp Marcel Lotz Porter Williams Steve Radabaugh
Blackdere David Jeremy Glick Marcel Wittram R. Brian Scott Steven Code
Brad Davies Buswell-Wible Jeremy Wong Marcello Pellegrino Ralf Wagner Steven D Warble
Brandon David Millians Jesse E. Hamer Marcus Raun Sedlock Steven K. Watkins
Brandt David Olson Jesse Pudewell Mark A. Schmidt Raymond Toghill Steven Whitelock
Brent Ritch David Rezak Joanna Mark Gedak Reynaldo Svend Andersen
Brett Ritter David Wendt Joe Patterson Mark Harris Ricardo Gesuatto Ted Childers
Brian Koehler Denis Ryan John Mark Mealman Rich Palij Teresa Oswald
Brian Kurtz Derek John Bogart Mark Whittington Richard Greene Thom
Brian McDaniel Dianne John Buczek Mark Widner Richard Lock Thomas
Brian S. Holt Didier Bretin John Fiala Markus Haberstock Richard Warren Thomas Balls-Thies
Bruce Dillard John Lambert Markus Schoenlau Rishi Agrawal Tim
Bruce Harlick Don Arnold John Portley Markus Widmer Rob Voss Tim
Bryan Doug Blakeslee John Taber Martin Deppe Robb Neumann Timo
Bryan Gillispie Doyce Testerman John Tobin Marzio Spairani Robert Biskin Timothy Seiger
Bryce Drew Shiel John William Mason Robert Daines Todd Grotenhuis
Caleb Figgers Duncan McDonald Mathias Exner Robert Huss Trevor Crosse
Carl McLaughlin Eirch Mascariatu Johnathan Wright Matthew Hartwell Robert Rees Trevor Stark
Charles Chapman Florian Greß Jon Rosebaugh Matthew Miller Robert Zasso Tyler Hunt
Chip Dunning Francisco Jon Smejkal Matthew Whalley Roland Tyson Monagle
Chris Challacombe Frank Beaver Jonas Richter Matti Rintala romain fleurant Urs Blumentritt
Chris Edwards Frank G. Pitt Jonathan Hobbs Max Kaehn Ron Vladimir Filipović
Chris Heilman Frank Jarome Jonathan Rose Melior Via Ron Müller Warren P Nelson
Chris Kurts Frédérick Périgord Jonathan Young Michael RoninKelt Wayne Peacock
Chris Lock Gabriel Whitehead Joonas Iivonen Michael Ross Hellwig William Carroll
Chris Nolen Garrett Jones Jose Espinoza Michael D. Roy William Chambers
Chris Turner Gary Anastasio Joseph Formoso Blanchard Roy LaValley William Johnson
Christian Lajoie Geoff Josh Rensch Michael Hill Russell Hoyle William Wilson
Christoph Thill Gonzalo Joshua Haney Michael Hopcroft Ryan Lee Winston
Christopher Allen Graham Meinert Joshua Ramsey Michael McCully Ryan Macklin WinterKnight
Christopher Greg Park Joshua Turton Michael Thompson Ryven Cedrylle Zeb Walker
Sigmund Gustavo Campanelli JP Michele Samuel Zed Lopez
Christopher Smith Hillary Brannon Jürgen Rudolph Mick Bradley Samuel Zonk PJ Demonio
Adair Howard M Justin Mike de Jong Steinbock-Pratt Sonriente
Christopher W. Thompson Justin Thomason Mike Esmailzadeh Sarah Williams
Dolunt Huston Todd Kaarchin Naomi McArthur Scot Ryder
Chuck Ian Stanley Kalle Saarela Nathan Barnes Scott Acker
VENTURE
CITY
STORIES
A WORLD OF
ADVENTURE FOR
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trademarks owned by Evil Hat Productions, LLC. All rights reserved.
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This is “express permission.” Carry on.
Venture City................................................................... 2
How It Works..................................................................4
Issues...............................................................................5
The Block..............................................................................8
Splitstream...........................................................................9
Archard Cole..................................................................... 12
Raina Sanjarian................................................................. 13
Solar Man............................................................................ 14
Aegis Towers..................................................................... 15
Henry White.......................................................................17
Rakaru Heights................................................................. 18
Abby Dynes...................................................................... 20
Shadow................................................................................ 21
Sample Characters......................................................26
VENTURE CITY
Welcome to Venture City! It’s a city of millions, a sprawling urban metropolis
full of crime, corruption, and violence. It’s a city where the rich and elite—few
as there might be—control nearly everything. It’s a city where crime prevention
and public safety are privatized, and police forces are owned by corporations.
It’s a city with a huge, disenfranchised underclass that will do what they must to
make ends meet.
Venture City is a place of extremes, a place of deep, concealing shadows and
stark, antiseptic light. It’s a place of heroes and villains, exemplars of justice and
personifications of evil.
Okay, maybe that last bit is a lie.
What Venture City really is is gray. Sure, you’ve got extremes: rich and poor,
light and dark, safe and dangerous, hero and villain. But in between are vast
expanses of murky morality, people who don’t exist as part of the established
system. People like you.
Welcome to Venture City. It’s a lot like the rest of the world.
Daily Life
You’ve got three socioeconomic strata in Venture City. First, there are the rich.
Politicians, CEOs, and other bigwigs who are tied to one or more corporations
and who 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 wageslaves. They work for the corps, so they get pro-
tection 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 cor-
poration, 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 it’s illegal. It’s a crime punishable by
a good long time in prison—also privatized.
Then you’ve got everyone else. We live out in the sprawl, we work at local
stores or out of our homes, we make just enough to scrape by, and we don’t get
any kind of security or protection from anyone unless we can pay.
Nothing Ventured
Throughout the Venture City write-up, you’ll see boxes like this. If
NEXT: PAGE 6
you don’t want to put together your own starting adventure, then
look at these boxes. They tell you what elements of the city to use
and how to use them, so that you can hit the ground running with
minimal effort. If all you do is read these sidebars and the specific
elements they reference, you’ll have a complete adventure called
Nothing Ventured.
Then we’ll go into the various factions in the city. These are the corpora-
tions, private security forces, heroic and villainous organizations, street gangs,
and other groups in Venture City. Each faction has its own aspects and skills,
places important to them, and some prominent people you might run into—
the movers and shakers, or otherwise noteworthy individuals. Check them out
on page 6. You don’t have to use everything we give you; choose what suits
your story best.
The end of the book has rules for creating characters (page 23), as well as
some partially pregenerated characters (page 26). The character creation rules
will tell you how you can make your own superpowers, and the pregens provide
some examples. There are some examples in the adventure proper, too. If you’re
ever confused about what things like special effects and collateral damage mean,
flip back to this section.
Current Issues
• “Crime and politics, is there a difference?”
• Not Safe After Dark
• “There’s the rich, and everybody else.”
• Are Supers Still Human?
Impending Issues
• Gangland Powderkeg
• The Superdrug
• Terrorist Bombings Rock City
• Citywide Blackout
PREV: PAGE 4
Nothing Ventured has a current issue and an impending issue. The
current issue Are Supers Still Human? is a manifestation of a
question that’s very much on the public’s mind—according to the
underground media, at least. Supers—in particular the corporate-
sponsored superheroes—are viewed with significant distrust by
much of the underclass and even many of the wageslaves. They
stop crime, but they also do terrible things for the corporate mas-
ters. Do they have free will? Do their powers distance themselves
from humanity so much that they can no longer understand or
sympathize with their fellow human beings? Are they the next step
in evolution, or the next big threat?
The impending issue is The Superdrug, a potent pharmacologi-
cal cocktail that’s hit the streets recently. It gives you superpowers,
but they only last as long as you keep taking the drug. Also, there
are the side effects. Is it safe? Did one of the corporations make
NEXT: PAGE 7
it? Did it get leaked to the street deliberately? Is this whole thing
some sort of experiment? What are the long-term implications of
the drug? What happens when terrorists or violent criminals get
their hands on it?
Into this volatile mix come the PCs: unsanctioned supers from
the underclass hired by a corporate suit as disavowable assets. Their
job: find out who’s flooding the streets with the superdrug.
NEXT: PAGE 8
makes them a proposition. She’s concerned with the increase in
violence and crime caused by the superdrug, and she wants the
PCs to find out how it’s getting to the streets and to put a stop to
the supply. She promises a big payday in return.
Emily’s only lead is that Splitstream’s Crew seems to be profit-
ing quite a bit from the sale of the drug, and many of Splitstream’s
gangbangers are using.
Splitstream’s Crew
Venture City is home to more than a dozen gangs. Some of them are very small,
a handful of violent people trying to grab what power they can. Others are huge,
sprawling organizations that control large sections of the city. Splitstream’s Crew
falls into the latter category.
On its face, the Crew—as they’re often called—is a dangerous organized crime
syndicate with a penchant for violent acts and a number of super-powered mem-
bers. The Crew is more than just a gang, though. Those in the know are aware
that the Crew is for hire. Splitstream runs his Crew like a gang, but he makes his
money from secret mercenary contracts. What look like acts of random violence
are often targeted strikes.
The Crew
Slogan: We Control the Sprawl
Secret: Services Rendered to the Highest Bidder
Skills: Espionage +3, Resources +3, Security +3, Tech +2,
Violence +6
Many of the gangs in Venture City are profiting from its sale, but
Splitstream is making a killing. He’s also distributing it to his non-super
subordinates so they can get a quick fix when the fighting starts.
Approaching Splitstream isn’t easy. He’s in the Block. He’s surrounded
by his men. The PCs can fight their way in; most of Splitstream’s bangers
are nameless NPCs (use the Crew’s Violence rating, page 7). A few
of them have superpowers from the drug; throw in four or five nameless
NPCs with one of the following stunts. Don’t worry about drawbacks or
collateral damage or special effects; they’re just nameless NPCs.
• Flight: The gang member can fly. This functions just like running or
walking, but with vertical movement.
• Super Strength: The gang member gets a +2 bonus on any attacks that
rely on brute strength.
• Pyrokinesis: The gang member can make ranged fire-based attacks
with a +2 bonus.
• Teleportation: The gang member can teleport around the battlefield,
moving up to 3 zones as an action.
If the PCs choose to approach with violence, Splitstream will fight
them, but he’ll concede if he takes a moderate consequence or worse.
They could also talk their way in somehow or use trickery. Either
approach might or might not involve a fight. Either way, they eventually
get Splitstream to spill the following information:
NEXT: PAGE 11
• He gets his supply of the drugs from a man named Henry White.
He’s pretty sure Henry works for Mitsuhama Splice.
• Mitsuhama’s R&D facility is known for their thriving smuggling
ring.
• A woman named Shadow—the only name he has—has been paying
him lots of money to distribute the drug to people in Rakaru Heights.
• He’s pretty sure the drug causes a psychotic break eventually.
Splitstream
Aspects: Brilliant Mercenary Gang Captain, Too Many Masters,
“Life and death are in my hands.”, Attachments Are a Weakness,
Brutal and Efficient
Skills
Superb (+5): Rapport
Great (+4): Fight, Provoke
Good (+3): Contacts, Shoot, Will
Fair (+2): Athletics, Notice, Physique, Burglary
Average (+1): Deceive, Drive, Investigate, Resources, Stealth
Stunts
Armor of Fear (FC 120)
Provoke Violence (FC 120)
Popular (FC 121)
Powers
Life and Death: Splitstream’s left hand induces rapid and aggressive cancer-
ous growth within anyone he touches. To use this power, he must touch
his enemy’s skin, which is a Fight roll if they’re resisting. If he succeeds, he
deals +4 physical stress. If he touches someone with his right hand, he heals
their wounds; make a Will roll at Fair (+2) to clear any physical stress. He
can also downgrade consequences instead of clearing stress; the opposition
to this roll is the shift value of the consequence he attempts to clear. While
he can heal as many people as he wishes, each person can only benefit from
it once per scene.
Special Effects: Inflict Condition, Physical Recovery
Drawback: Can’t Turn It Off
Collateral Damage Clause: If Splitstream doesn’t mind killing a lot of people,
he can touch his hands together to emanate a wave of sickness from his body
that affects everyone in his zone. The wave immediately kills any nameless
NPCs, while named NPCs and PCs must make a Physique roll against a
Fair (+2) difficulty to avoid taking a moderate physical consequence.
Physical Stress: 3 Mental Stress: 4
10
Nothing Ventured:
Following a Lead at Mitsuhama
PREV: PAGE 8
The Mitsuhama R&D complex is a good place to start looking for the truth,
but the PCs won’t find it there. At least, they won’t find the whole truth there.
Different people know different things.
Archard Cole knows about the superdrug. He also knows that Mitsuhama
used to manufacture it, but stopped when they found out about its side
effects. They had a huge quantity of the stuff, enough for millions of doses,
but it was all slated for destruction more than six months ago. Cole’s not
stupid; he knows that the drug out on the streets is either the same drug
supposed to be destroyed or is based on the formula for that drug. Without
a sample he can’t be sure which, but as far as he’s concerned Mitsuhama is
absolved of any wrongdoing in this instance. If pressed, Archard might hint
that his head of security Raina Sandarian knows more.
Of course, getting in to actually talk to Cole is going to be a trick and a
half. He’s protected by lawyers, yes-men, bureaucrats, corporate security—the
works. Use whatever faction skill seems most appropriate to keep the PCs
away from him, but don’t use it to frustrate their efforts. If they’re really intent
on talking to Cole and have a good idea for how to do just that, let them
succeed—just don’t make it easy. When they finally do talk to Cole, he feigns
being cooperative but his goal is to keep himself and Mitsuhama covered
against liability—in that order.
Raina Sanjarian knows more of the particulars, but doesn’t let on that
she does. She’s easier to get access to than Cole is, but she’s better at play-
ing dumb, which she’s anything but. Sanjarian knows three very important
things. First, she knows that the supply of the drug was destroyed more than
six months ago. Second, she knows that the formula was smuggled out of
the complex around the same time and sold to someone. Third, she knows
who Henry White is, but she won’t volunteer this information unless the PCs
specifically mention him by name; she doesn’t understand his involvement
until they do so.
If the PCs get Sanjarian talking about Henry White, she can tell them that
he’s a mid-level exec for Aegis Securities. She knows he’s not happy being a
salaryman, and she figures that he was probably the buyer for the superdrug
formula. If that’s the case, then either Aegis is manufacturing and distributing
NEXT: PAGE 16
it, or White is doing so on the side. Either way, he should be their next stop.
One more thing: an incursion into the R&D complex, either overt or
covert, is a golden opportunity to bring Solar Man into the mix, probably
accompanied by a cadre of Bright Sun soldiers (use Mitsuhama’s Violence
rating, page 10). If the PCs approach using either violence or stealth, that’s
your cue to get a big superhero fight ready.
Archard Cole
Aspects: Mitsuhama R&D Headman, Owned by the
Company Store, Secret Super, “Limitations are for
other people.” , Genetically Perfect
Skills
Superb (+5): Resources
Great (+4): Lore, Rapport
Good (+3): Contacts, Deceive, Athletics
Fair (+2): Crafts, Empathy, Fight, Physique
Average (+1): Investigate, Notice, Provoke, Shoot, Will
Stunts
Mind Games (FC 104)
Specialist (Genetics) (FC 115)
Best Foot Forward (FC 121)
Savvy Investor (FC 123)
Powers
Wind Control: Cole can use Athletics to fly. He can also
summon gusts of wind, and he gets a +2 to Athletics
rolls to create advantages from doing so.
Special Effects: Forced Movement, Extra Movement
Drawback: Hard To Use Indoors
Collateral Damage Clause: If Cole is willing to deal collat-
eral damage, he can fly directly through solid objects—
walls, ceilings, people—without injury. If he flies
through a person, treat this as an Athletics attack with
a +2 bonus.
Physical Stress: 3 Mental Stress: 3
Raina Sanjarian
Aspects: Mitsuhama Head of Security, Justice Above All, No
Sense of Humor, Tactical Virtuoso, Quietly Menacing
Skills
Great (+4): Shoot, Provoke
Good (+3): Athletics, Fight, Physique
Fair (+2): Contacts, Investigate, Rapport, Will
Average (+1): Drive, Empathy, Notice, Deceit, Resources
Stunts
Lie Whisperer (FC 109)
Backup Weapon (FC 111)
Attention to Detail (FC 113)
Tough as Nails (FC 119)
Physical Stress: 4 Mental Stress: 3
Solar Man
Aspects: “A bright spot in the darkness!”, Genetic Kill Switch, Wants
To Be a Hero, Espionage Expert, Bright Sun Mascot
Skills
Superb (+5): Shoot
Great (+4): Athletics, Stealth
Good (+3): Deceive, Fight, Physique
Fair (+2): Burglary, Empathy, Notice, Rapport
Average (+1): Contacts, Investigate, Provoke, Will
Stunts
Best Foot Forward (FC 121)
Powers
Light Control: Solar Man can fly with Athletics and shoot lasers from his
hands with Shoot. He can also wrap himself in darkness or make him-
self invisible by bending light, granting him a +2 to overcome rolls with
Stealth when vision or light is a factor. Finally, he can spoof security
systems with his light-based powers, giving him a +2 to create advan-
tages with Burglary when dealing with electronic security systems.
Special Effects: Area Attack, Inflict Condition
Drawback: Burns Hot
Collateral Damage Clause: If Solar Man doesn’t mind dealing a little col-
lateral damage, he can control a swath of light the size of about a city
block, flooding it in blinding light or dousing it in darkness. He can
maintain this power for a whole scene.
Physical Stress: 4 Mental Stress: 3
Aegis Securities
Slogan: Keeping You Safe
Secret: To the Highest Bidder
Skills: Bureaucracy +2, Espionage +2, Resources +4,
Security +6, Tech +3, Violence +6
Aegis Towers
The corporation’s base of operations, Aegis Towers is an impressive corporate
arcology in the center of Venture City. The central of the three towers is the tall-
est structure in the city, and you can see both helicopters and superheroes taking
off from and landing on its three helipads at any time of day.
It’s also probably the most well-guarded and secure building in the city.
Anybody who’s ever tried to break in has been handled with finality. If the facil-
ity has a weakness, it’s that the rank-and-file wageslaves are unhappy, poorly
paid, and not particularly loyal. Get one alone without a security officer nearby,
and you could learn all kinds of things.
Issue: Disloyal Wageslaves
NEXT: PAGE 19
• He and Shadow have been selling the superdrug to gangs all
around the city, including Splitstream’s Crew.
• Henry and Shadow’s base of operations is an underground lab
beneath Rakaru Heights.
• The superdrug works, but is volatile. The powers it creates are
unstable, and it can have extreme psychological side effects.
16
Henry White
Henry is the quintessential disloyal wageslave. He’s worked for Aegis for close
to fifteen years, and in that time he’s been promoted twice. He makes much less
than even a low-ranking security officer, and he knows it. He’s unhappy, but he’s
locked into a lifetime contract and can’t get out.
Though he’s stuck in a discouraging job, that doesn’t mean he can’t supple-
ment his income elsewhere. Six months ago Henry bought the formula for the
superdrug from someone at Mitsuhama, and he’s partnered with some shady
people to manufacture and distribute it. He’s also not above sampling the wares
himself; Henry wants to feel powerful, and the drug does just that.
Henry’s family is worried about him. They’ve noticed a change in his behav-
ior—staying out late, mood swings, coming home smelling of chemicals—and
they think something’s wrong. They’re right.
Henry White
Aspects: Wageslave–Turned–Drug Baron, Violent Mood
Swings, Lifetime Contract, Family Man, Friends in Low
Places
Skills
Great (+4): Deceive
Good (+3): Contacts, Rapport
Fair (+2): Empathy, Lore, Shoot
Average (+1): Athletics, Crafts, Drive, Notice
Stunts
Lies upon Lies (FC 104)
Nose for Trouble (FC 109)
Powers
Laser Eyes: Henry can shoot lasers from his eyes, allowing him to
make a Shoot attack at a +2.
Special Effects: Area Attack, Inflict Condition
Drawback: Uncontrollable Bursts
Collateral Damage Clause: If Henry doesn’t mind inflicting
some collateral damage, he can attack everyone in a zone at
full strength.
Physical Stress: 2 Mental Stress: 2
Rakaru Heights
The people here have a saying: “When they talk about the mean streets, they’re
talking about Rakaru.” Rakaru Heights used to be the most dangerous place in
the sprawl. Huge, dilapidated, rife with crime—it was a microcosm of the sprawl
as a whole, but even more concentrated. The Neighborhood Watch didn’t make
the neighborhood safer, really, it just made Rakaru Heights dangerous to differ-
ent people.
The criminals no longer run Rakaru Heights, though crime still has its place
in the neighborhood. The Watch—Abby Dynes, specifically—has made Rakaru
a place that predators avoid, though. Rapists, muggers, drug dealers, and others
who prey upon the defenseless often steer clear, because there’s a price on their
heads in Rakaru Heights. Don’t be mistaken; it’s not really safe to walk the streets
at night, you’re just more likely to get justice if something happens to you.
Issue: Violence Is a Way of Life
Rakaru Heights where Henry and Shadow have been manufacturing the super-
drug. It’s guarded by some of Shadow’s most trusted and skilled operatives.
There are about a dozen of them in the lab, and they all use the Neighborhood
Watch’s Violence rating. Worse, they’re all dosed with the superdrug, making
this a tough fight indeed. Use these powers for the operatives:
• Flight: The gang member can fly. This functions just like running or
walking, but with vertical movement.
• Super Strength: The gang member gets a +2 bonus on any attacks that rely
on brute strength.
• Pyrokinesis: The gang member can make fire-based attacks at range with
a +2 bonus.
• Teleportation: The gang member can teleport around the battlefield,
moving up to 3 zones as an action.
The huge vats of the superdrug are a major hazard in this fight, as the
chemical is highly toxic and explosive in the quantities here. Anyone exposed
to the superdrug in the vats immediately takes the severe consequence
Overcharged. Anyone with this aspect who gets taken out will detonate, cre-
ating a Superb (+5) explosion that everyone in the lab must defend against.
If the PCs get the chance to question Shadow, they find out the following
info:
• Shadow was acting without Abby Dynes’ knowledge.
• Roger Dynes is Abby’s brother and works for Mitsuhama. He sold the
formula without Abby’s knowledge.
NEXT: PAGE 22
Abby Dynes
Aspects: Vengeful Guardian of Rakaru Heights, Quick
to Anger, Quick to Action, Respect of the Community,
Ear to the Ground, Fiercely Protective
Skills
Great (+4): Fight
Good (+3): Contacts, Provoke
Fair (+2): Athletics, Empathy, Will
Average (+1): Investigate, Physique, Rapport, Shoot
Stunts
Ear to the Ground (FC 101)
Heavy Hitter (FC 111)
Powers
Stone Form: Abby can turn herself into a living statue of
solid granite. When in this form, she can use Physique
to defend against fists, weapons, and guns, and gets a +2
to do so. She also gets a +2 to any Fight attacks made
with her bare fists.
Special Effects: Forced Movement, Physical Recovery
Drawback: Slow and Heavy
Collateral Damage Clause: If Abby doesn’t mind letting the
environment take the hit for her, she can completely
ignore the effects of one attack against her.
Physical Stress: 3 Mental Stress: 3
Shadow
Aspects: Neighborhood Watch Spymaster, Haunted by
the Past, The Watch is Everything, The Ends Justify the
Means, No Attachments
Skills
Superb (+5): Deceive
Great (+4): Contacts
Good (+3): Burglary, Stealth
Fair (+2): Athletics, Fight, Physique
Average (+1): Investigate, Notice, Resources, Will
Stunts
Always a Way Out (FC 99)
Ear to the Ground (FC 101)
Face in the Crowd (FC 126)
Powers
Shapeshifter: Shadow can disguise herself as virtually anyone,
changing her features entirely, provided she gets a chance to
touch them. This power grants her a +2 to Deceive rolls made
to disguise herself.
Special Effects: Mental Recovery, Physical Recovery
Drawback: Touch-Activated
Collateral Damage Clause: If Shadow doesn’t mind killing some-
one, she can take a person’s identity entirely—appearance,
mannerisms, memories, voice, accent, and anything else.
Piercing her disguise requires an active attempt to find decep-
tion against a Legendary (+8) opposition.
Physical Stress: 3 Mental Stress: 3
Concept
Figure out what you want your power to do. What is your character’s shtick?
What’s the big flashy thing you do that other people can’t do? Figure this out in
general terms. Maybe you’re inhumanly fast, or super strong, or you can fly, or
you shoot energy blasts from your hands.
You might have a power useful for doing many things. You might be teleki-
netic, for example, which suggests you can push people around and attack them
with force blasts, lift heavy objects with your mind, create a shield of force, and
fly by levitating yourself. These are all related abilities, so they’re all one power.
If you’re telekinetic and you can heal with a touch, though, those might be two
different powers.
Example: Thinking about what specific effects she wants out of her
power, Tara breaks it down into components. She wants to be strong,
so that’s maybe just a bonus to Physique and Fight rolls. She spends
two stunts to get a +4 to Physique rolls that rely on brute force, and
another stunt to get a +2 to Fight rolls that rely on smashing things in
close quarters. She also wants to be super-tough, so she spends two
more stunts to get Armor:4 against direct physical attacks, but not
energy attacks or mental attacks. In total, her power costs 5 stunts.
Add a Drawback
All powers come at a cost, and all superheroes have a weakness. Decide what
yours is, and phrase it as an aspect. A drawback is an aspect like any other,
though you should phrase it so it’s easier to compel than to invoke. Each power
gets a drawback, not each individual stunt within a power.
The Brick
The brick is big and tough and strong. She can
smash through most barriers, turn enemies into
red stains, and soak up huge amounts of punish-
ment with nary a flinch.
The Brick
Suggested Aspects: Living Engine of
Destruction, Giant with a Gentle Soul,
Monstrous Appearance, Shrug It Off, “Time
to SMASH!”
Suggested Peak Skill: Fight or Physique
Suggested Other Skills: Athletics, Provoke,
Will
Powers
Powerhouse: You’re inhumanly strong and tough.
As long as you’re using brute strength, you get
a +4 to Physique rolls and a +2 to Fight rolls.
You also get Armor:4 against physical attacks
like punches, stabs, gunshots, and getting
thrown through buildings.
Special Effects: Area Attack, Forced Movement,
Inflict Condition, Physical Recovery
Drawback: Destructive Rage
Collateral Damage Effect: When you choose to
inflict collateral damage, you can choose one
of the following: take out a nameless NPC
(or more than one, if you use Area Attack),
inflict a moderate physical consequence on a
named NPC, attack all targets in a zone at full
strength, or ignore a physical attack entirely.
This effect likely occurs because you’re smash-
ing things or because the area around you gets
damaged as you shrug the attack off.
Costs: 6 stunts
Stunts Left: 0
Refresh Left: 3
The Psychic
Suggested Aspects: First Class Telepath, I Know Things, Puppet
Master, Can’t Shut the Voices Out, Will of Iron, Heart of Stone
Suggested Peak Skill: Will
Suggested Other Skills: Deceive, Empathy, Investigate, Notice,
Rapport
Powers
Telepathy: You can use Empathy, Investigate, or Notice to glean things
from peoples’ minds. For example, you could use Empathy to find
out what someone is feeling, Notice to detect the presence of unfamil-
iar minds, or Investigate to delve into someone’s thoughts. You can
also use Will to launch mental attacks. If you take someone out with
such an attack, you can either render them comatose or take control
of their mind.
Special Effects: Area Attack, Inflict Condition
Drawback: Psychic Feedback
Collateral Damage Effect: If you choose to inflict collateral damage, you
can lock down everyone else in a scene, effectively freezing them. They
can’t take physical actions, but they can still invoke aspects and per-
form mental tasks. They can also attempt to break out with an over-
come action with Will, opposed by your Will. On each of your turns,
you must concentrate (using your action) to keep them frozen. The
psychic brain-lock will definitely have lasting effects on their brains.
Costs: 4 stunts
Telekinesis: You can move physical objects and make attacks with Will
as you would with Physique or Fight; you can affect anything within
three zones of you. You can also defend against physical attacks with
Will by erecting a telekinetic shield. Finally, you can use Will to fly;
it works like Athletics, but allows for vertical movement as well as
horizontal.
Special Effects: Extra Movement, Forced Movement
Drawback: Hard to Control
Collateral Damage Effect: If you’re willing to deal collateral damage, you
can pretty much punch through any barrier or lift any object within
reason, or lash out at every target in a zone with a full strength attack.
Costs: 4 stunts
Stunts Left: 0
Refresh Left: 1
The Speedster
Suggested Aspects: Live Fast, Leave a
Pretty Corpse; Adrenaline Junkie;
Now You See Me . . .; “Hope you can
keep up!”; High Risk, High Reward
Suggested Peak Skill: Athletics
Suggested Other Skills: Fight, Notice,
Physique, Provoke
Powers
Super Speed: You can move really fast.
You get a +6 bonus to Athletics rolls
involving moving quickly, and you can
use Athletics to run up walls or across
liquids. You also get a +2 to Fight rolls,
provided you’re up close and personal
and you’re fighting in a situation where
superior speed would help you.
Special Effects: Area Attack, Extra
Movement, Lots of Actions (an
improved Extra Action: you can split
your shifts into up to 3 different
actions, adding a +1 to each)
Drawback: Burn Out
Collateral Damage Effect: If you’re will-
ing to tear up the streets—shattering
glass, injuring pedestrians, and such—
you can travel pretty much anywhere
in the same city in the span of a single
exchange.
Costs: 5 stunts
Stunts Left: 1
Refresh Left: 3
The Ghost
Suggested Aspects: “You won’t see me
coming.”, Easily Overlooked, Attachments
Are Weaknesses, Troubled Past, Silence Is
Golden
Suggested Peak Skill: Stealth
Suggested Other Skills: Burglary, Contacts,
Deceive, Investigate
Powers
Ghost: You can turn invisible, granting you a +6
bonus to Stealth rolls to avoid visual notice.
You can also use Burglary to walk through
walls; the denser the material, the harder it is
to walk through.
Special Effects: Inflict Condition, Physical
Recovery
Drawback: Exhausting
Collateral Damage Effect: You can teleport to any
location you can see or know intimately, but
your arrival causes an electrostatic discharge
that messes with machines, causing them to
go haywire.
Costs: 4 stunts
Stunts Left: 2
Refresh Left: 3
The Flamer
Suggested Aspects: Burn Burn BURN!,
Hardened by Fire, High Body Count,
Simmering Rage, Purifying Flames
Suggested Peak Skill: Shoot
Suggested Other Skills: Athletics, Fight,
Provoke
Powers
Pyrokinesis: You can shoot fire from your
hands with Shoot up to 3 zones away.
You can also control existing fires with
Provoke. Finally, you’re immune to
damage from fire or heat.
Special Effects: Area Attack, Inflict
Condition
Drawback: Uncontrollable
Collateral Damage Effect: If you’re will-
ing to burn everything and everyone
you touch, you can wreathe yourself
in flames for a few minutes. During
this time, people who you touch—or
touch you—get burned to the tune of a
mild physical consequence, and you set
things on fire with your mere presence.
Costs: 3 stunts
Stunts Left: 3
Refresh Left: 3