I am a very rules-light person and usually like superpowers in a setting.

First of all, I like to use Wearing the Cape’s power level just as a notion to quickly understand the power level of the campaign, but not to use it mechanically. Also from Wearing the Cape, for less creative players I like to introduce the power classes, but for more creative ones I prefer Four-colour Fate’s Power Facts.

Now on magic, I like to use Five Elements – A Fate Core Magic System. The only issue with this book is, as a magic system, it is not as versatile as others – but it does not propose to, it is just for elements, which how it does it is great. I also love the example stunts and descriptions in it. For a more versatile system, I would build one based on this one, just expanding it.

Now, for pokémon-like games, I use a bit different version of How to Train Your Mutant Fire Dog: Monster Training in Fate Accelerated, where each “pokémon” is has 1 stunt with the Pokemon’s name and an aspect in the player’s character sheet, so it won’t fill the sheet with 18 stunts (6 pokémon × 3 stunts). But I don’t play Pokémon, I play Yu-Gi-Oh with a pokémon vibe ^^“

That’s all, folks!