FATE Venture City | Red Queen Rising
Queen City bleeds neon: the Aces and Crazy Eights clash as whispers of the Red Queen echo through the streets.
$10.00
/ Session
Details
Weekly / Tuesday - 12:30 AM UTC
Nov 11 / Session 9
Session Duration / 3 hours
4 / 5 Seats Filled
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Schedule
About the adventure
š How the Campaign Runs This game is structured in 2ā3 session story arcsāshort, punchy adventures that each tell a complete tale. At the same time, those arcs connect into larger, ongoing story threads that reward players who stick around. ā³ Commitment Youāre welcome to join for just one arc (2ā3 sessions) if thatās what your schedule allows, or stay for multiple arcs to follow the unfolding long-term story. Both drop-in and returning players will find a place at the table. Queen City burns in neon. Two super-powered gangs tear the streets apart: The Aces, sharp-dressed kingpins running casinos and corporate fronts, and The Crazy Eights, anarchic legends who thrive on loyalty, fire, and fear. Between them lies a city bleeding from every block. In the middle of this war is a legend: The Red Queen. Some say sheās real. Others insist sheās a ghost. And now, the whispers say: The Red Queen is rising. š² What is Red Queen Rising? This is a superhero cyber-noir campaign using the FATE: Venture City ruleset. Think Sin City colliding with The Boys: neon-lit alleys, larger-than-life powers, and moral choices with real consequences. Youāll create powered characters struggling to survive and shape Queen City. šļø The Setting: Queen City š“ Ace Turf: The glittering Highstakes Strip, the enforcer-heavy Iron Mile, and the corporate-ruled Cloveryards šµ Eight Turf: Eightball Junctionās warehouses, smuggler-dense Lucky Town, and fire-scorched Ashburn Heights š£ The Battlegrounds: Dead Manās Crossing, The Red Row, and Queenās Court: lawless districts where the gangs clash and the Queenās name is whispered like a prayer or a curse Every district is alive with danger, opportunity, and rumors of the Queen. š The Tone This is a story of power, corruption, and survival. Heroes and villains blur together in neon rain, and every choice leaves a mark. Expect: āļø Super-powered street fights in alleys and casinos š£ļø Tense negotiations with dangerous factions š„ Explosive clashes that redraw the city map āļø Hard choices that decide who the Red Queen truly serves Game Details š® System: FATE: Venture City š§ Style: Narrative-driven superhero noir š Themes: Gang wars, neon grit, corruption, the rise of the Queen šļø Player Agency: High: your alliances, betrayals, and choices shape Queen Cityās fate š„ Why Play? 𧬠Design unique superpowers with Venture Cityās modular system š Explore a living city caught in a gangland war ā„ļø Discover the truth of the Queen of Hearts: real, ghost, or myth š² Decide if youāll bow, rebel, or become the Red Queenās chosen Each session runs about three hours, paced for cinematic punch and momentum. Weāll move quickly through the neon-lit streets of Queen City, spotlighting tense showdowns, super-powered clashes, and dramatic choices without bogging down in dice. The city is bleeding. The Queen is rising. Will you fight for her, against her⦠or become her?
Game style
Rule of Cool (RoC)
Sandbox / Open World
Theater of the Mind
Game themes
Meet the Game Master
About me
Rules-lite RPGs are my passion. Collaborating with players to create background and backstory is what I enjoy most. Creating a great character-driven narrative that we will tell for years is my goal. My preference is for RPG systems that support the story and also allow for players to have the option to succeed at a cost, driving the story to a climactic finish where all those checks must be paid. RPGs work best when it's like a jazz ensemble, where the whole group plays together most of the time but everyone gets a chance to step forward for their solo from time to time. I've been running a lot of "legacy campaigns" lately, where the characters can have a profound impact on the game world in a short campaign. Then start a new campaign set a few years or decades in the future in that changed world, with some of the players coming back, while some new players may also join, with characters that may or may not be related to the previous campaign. I'm available for a custom session or campaign. I ask that, if you book a custom game, that the table be at least four players, even if one of those seats ends up being empty. Custom campaigns are offered at $11/seat, including a session 0 and at least 6 additional sessions. One-shots are offered at $16.50/seat. I can put together a quality one-shot in a few days if it's a system on my list. If it's not on my list, it may be similar to something I already know, please, feel free to ask.
View Profile āCharacter creation
Creating your character
𦸠Character Creation Weāll be using the Venture City rules as written to create our heroes. You donāt need a complete sheet before arrivingācharacters can be built between sessions, finished collaboratively at the table, or you can even start play with blanks and fill them in as we go. If youād rather skip the process, pre-generated characters are available. Theyāre designed to fit the tone and setting of Queen City, but thereās always room to customize them if you want to make them your own. Hereās what character creation involves: š” Brainstorm Concepts: Talk through your heroās core idea, influences, and where they fit into the city. āļø Write Aspects: Define who your character is, what drives them, and what complications shape their story. š² Pick Skills & Stunts: Choose your characterās strengths, specialties, and those unique moves that make them shine. š§ Design Powers: Venture City powers are modularābuild anything from neon-blazing firestarters to bulletproof juggernauts to psychic masterminds. š¤ Team Connections: Establish how your hero relates to the othersāwhat bonds tie you together, and where tensions might spark. Youāll finish with: 𦸠A fully fleshed-out hero ready to hit the streets. š Clear ties to Queen City, its gangs, and its dangers. š¤ Connections to your fellow players, so you start as a team, not strangers. Above all, character creation is collaborative and flexible. Whether you want to play a gritty vigilante, a reluctant powered citizen, or an ambitious antihero, weāll make sure your character fits both the system and the story weāre telling together.
Our party currently consists of a Power Leeching Gadget Master a Phase-Shifting Investigator with Powers of Invisibility a Young, Gullible Telekenetic
What to expect
Preparing for the session
š§° Preparations Getting ready to play Red Queen Rising is simple. You donāt need prior experience with FATE or Venture City ā just bring yourself and be ready to dive into the neon-soaked streets of Queen City. š¬ Join our Discord server: Weāll use it for voice chat, scheduling, and table chatter. š² Join our Roll20 game: All maps, tokens, and handouts are set up for you. šļø Have a working mic: Clear audio helps keep play smooth and immersive. š No rules knowledge required: Everything you need will be explained at the table. 𦸠Characters: You donāt need to make one ahead of time. Weāll build heroes together during Session Zero, and pre-generated characters are also available if youād prefer to jump right in. Thatās it ā no stress, no heavy prep. All you need is your mic, your imagination, and the courage to walk into Queen Cityās neon warzone.
What Ukulele Mike brings to the table
⨠What You Can Expect When you sit down at the (virtual) table for Red Queen Rising, youāll get more than just a game: youāll get a fully supported experience designed to immerse you in Queen Cityās neon noir. š¬ Dedicated Discord Server: A home base for scheduling, questions, and post-game chatter. š² Roll20 Pro Virtual Tabletop: Smooth online play with dynamic lighting, integrated rolls, and custom features. š Virtual Handouts: Quick-reference rules, tables, and cheat sheets at your fingertips. šŗļø Maps & Diagrams: Visuals to bring Queen Cityās districts, gangs, and battles to life. 𦸠Custom Character Tokens: Distinctive avatars tailored for your heroes. š°ļø 40+ Years of GM Experience: A long history of running countless systems, from classics to indies. š» 35+ Years Online: Tech-savvy play that keeps sessions smooth and focused. š Clear Rules Support: Mechanics explained as needed, with a focus on story over crunch. š NPC Voices: Memorable gang leaders, corrupt politicians, and mysterious queens. š ļø Player-Driven Storytelling: Your ideas, your choices, your Queen City. ā„ļø Passion for the Source: A love for Venture City and the superhero-cyberpunk-noir genre. The goal: a high-energy, collaborative game where every session feels like an episode of your own comic series ā full of action, drama, and unforgettable characters.
Homebrew rules
šļø Queen City Weāll be using the Venture City rules as written for the most part. However, while Venture City provides rules and setting guidelines, we wonāt be using its official location, factions, or NPCs. Instead, our campaign takes place in Queen City: a supers-influenced, cyberpunk dystopia with a grittier, noir tone. Queen City is our own creation. It may even exist just a few hundred miles from Venture City, but it has its own identity: rival gangs, neon-lit battlegrounds, and whispered legends. Iāve seeded the initial plot with custom organizations, locations, and NPCs, but the city will grow organically. Through play, weāll be co-creating Queen City together, shaping its districts, factions, and myths based on the choices you make. ā±ļø Initiative & Turn Order Combat and action scenes in Queen City need to flow like a comic: fast, punchy, and cinematic. Initiative will work slightly differently depending on the situation: š Narrative First: If the scene is straightforward, turn order will be determined by what makes sense in the fiction. š² Skill Checks: When order matters, we may compare skills or use opposed rolls to decide which side gains the first move. šæ Popcorn Initiative (FATE Condensed): Once the first character acts, that player chooses who goes next. This continues until everyone has acted. The last player in a round chooses the first player in the next. This style keeps the action dynamic and unpredictable, encouraging teamwork, tension, and spotlight moments for everyone. 𦸠Reskinning & Powers The Venture City power rules are flexible by design. To fit Queen Cityās cyber-noir tone, players are encouraged to reskin and flavor powers to make them feel darker and grittier: 𦾠Cybernetics & Biotech: Many powers may represent implants, enhancements, or experimental drugs rather than ātraditionalā superhuman gifts. š§ Psychics & Influence: Mind powers can appear as cybernetic interfaces, brainwave disruptors, or experimental neurotech. š„ Elemental & Energy Powers: Firestarters, shockers, or light-benders might wield hacked power cells, unstable reactors, or biotech organs. 𩸠Street-Level Noir: Not every power is flashy. Enhanced toughness, hyper-awareness, or street-forged reflexes fit right alongside neon pyrokinesis and bulletproof skin. Youāll have the freedom to decide whether your characterās abilities come from mutation, corporate science, black-market tech, or something stranger but all powers are encouraged to be tweaked to feel like they belong in a city of neon lights, corruption, and danger. ⨠Why These Adjustments? The goal of these tweaks is to reinforce the noir, high-stakes feel of the campaign. Queen City should feel distinct from Venture City: familiar enough to use the rules smoothly, but unique enough that the city feels like ours. Initiative keeps the story flowing like the best superhero comics. Powers are reskinned to ground every ability in the cyberpunk-noir atmosphere of Queen City.
Equipment needed to play
Internet
Computer
Microphone
Platforms used
Safety
How Ukulele Mike creates a safe table
Your comfort and enjoyment come first. This campaign includes super-powered conflict, gang violence, cybertech enhancements, and organized crime themes. While the game will feature gritty action and tense situations, weāll work together to keep the table fun and respectful. Weāll use the following tools: š Session Zero: Weāll review expectations, tone, and lines & veils before play begins. š« Lines & Veils: Players can define what content is off-limits (Lines) or should fade to black (Veils). āøļø Breaks: We'll pause for ~5 minutes midway each session. More, if needed. ā X-Card / Pause: At any point, anyone may pause or skip content that makes them uncomfortable, no questions asked. šŖ Open Door Policy: Anyone may step away from the game at any time for any reason. ā Stars & Wishes: At the end of each session, weāll highlight moments we enjoyed (Stars) and share what weād like to see more of (Wishes). The goal is a collaborative, high-stakes superhero noir that keeps the edge sharp but never cuts into player safety.
Content warnings
Safety tools used