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Sophant

From Discovered

Sophant may refer to self aware, self directed, conscious individuals of an organic or inorganic species, or to the species itself. Sophant species have some standard aspects and abilities. Individuals inherit these, along with many personal characteristics. In terms of game mechanics, Sophants may have Fate Points and Refresh. Non-sophants may have power and act on the world, but they can not bend fate. Sophants include baseline Humans, Augmented Humans like Celestes, Uplifted animals, and aliens such as Tetras, Swarms, and Pentas. Sophant AIs have been for a while in distributed and embodied forms, but may be difficult to play as characters.

Choosing an Established Sophant Species

There are 8 defined sophants: Human, Celestes, Tetras, Uplifts, Augments, Swarms, Pentas, and AIs. Some of these are not available as player characters until specific events hav occurred.

If you want to play a non-human or augmented human character, there are some changes to the basic FATE and FAE systems to account for. An Uplifted Parrot/Great Dane has very different strengths and weaknesses from a normal human, a Tetra, or a cyborg. Established Sophants have individual pages that provide detailed instructions about how to define aspects and abilities.

As they gain experience it may be possible for a Sophant to change the aspects, abilities, and resilience that come with the species. This should be very difficult to do, and should not happen if any points of Overpower have not been paid off.

As always, the characters aspects are the most critical factor in creating a believable, fun-to-play character. Established sophants come with some aspects and abilities pre-defined, which may help you establish who the character is. The core of any character is still the high concept, trouble, aspects, and a backstory. Each Sophant page provides detailed information on how to handle abilities (including stunts), stress, and refresh for that type.

When considering additional abilities, it is often useful to start with what some notable high points in their backstory, and then work out what they had to be capable of to have had that success.

Creating a New Sophant Species

The rules below can be used to recreate any of the predefined sophant types, or to create a new type. Following these rules all points in characteristics are equivalent to points of Refresh. These can be allocated to approaches, abilities, and the capacity to soak damage. Different sophants may have alternate configurations for stress and consequences, and higher or lower limits for different characteristics.

Sophant Aspects, Abilities, and Resilience

All individual sophants follow the standard FAE/FATE rules for creating aspects, but sophants standard aspects, abilities and resilience that define them as a species. When creating a new sophant species define at least one aspect and one ability that distinguish the species from others. Resilience may be significantly different from humans as well.

  • Aspects are a word, phrase, or sentence that describes something centrally important to your character or to the narrative of the Discovered Universe. Aspects allow you to alter the narrative - to cheat Fate.
  • Abilities extend the standard Fate stunt to include Stunts, Teams, Augments, Magic, and Stuff. These all function like normal stunts in a broad sense, but may have specific rules that govern them, like Magic and Teams. See below for common abilities.
  • Stress slots define how much temporary damage a character can take in some domain. Physical Stress (PS) and Mental Stress (MS) are common to almost all characters. Characters that buy wealth also have Financial Stress slots (FS). Other kinds of stress may be defined to add resilience to a character's approaches or abilities. Stress is relatively trivial to heal or remove during a break in the action.

Refresh: Your Pool Of Power

Refresh is a pool of power that you allocate to Approaches, Abilities, and Resilience. Standard human characters have 24R allocated to:

  • 9R Approaches: +3, +2, +2, +1, +1, 0
  • 6R Refresh Pool + Abilities: Up to 5R of Abilities - usually 1R Stunts.
  • 9R Resilience: 3 Mental Stress Slots (1, 2, 3), 3 Physical Stress Slots (1, 2, 3), 3 Consequence Slots (2, 4, 6)

Other sophants have characteristics that are common to the species, such as Uplifts having two bodies with one mind, or Augments risking bad interactions among their enhancements. Non-human sophants usually have characteristics that limit their capabilities in some way. These Limits are designed to constrain the types of stories that the character can tell - so they add to the pool of Refresh available to that type of Sophant. Non-human Sophants end up more powerful and more vulnerable than humans.

This table compares a standard FAE sophant to sophants in this remixed system. Except for Limits applied to individual Augments, these notes apply at the species level, and not to individual characters. All centaurs will have the same basic outline. The same with all humans or all Celestes.

Characteristic Standard FAE Discovered Sophant
Refresh 3R 1R or more
Approaches 9 Approach points in 5 slots (1, 1, 2, 2, 3) 9R At least 4 points of approach in 2 or more defined slots. The maximum approach slot is +5 and the minimum is -2. Sophants may have specific slots assigned to particular approaches, so a sophant type could have +5, +3 Forceful, +2, +1, -2, -2 at a cost of 7R. Alternately, the Sophants may have slots and specific bonuses to particular approaches. For example, Celestes have slots with +3, +2, +1, +1 that can be applied to any approach, with an additional +2 Forceful, +2 Quick, and -2 Careful, for a total cost of 9R. At least 4R.
Abilities 3 Stunts 3R 0 or more species-specific abilities (Stunts, Magic, Augments, Teams, and Stuff). 1R per Ability
Resilience 3 Stress Slots

3Consequence Slots

6R Includes anything that allows the species to absorb, avoid, soak, resist, or repair damage, including stress and consequences, Damage Resistance, a Healing Factor, etc. Stress and consequences can be purchased as slots or as a pool.
Slots: Each slot costs 1 Refresh, so human characters have 9R invested in 3 mental stress slots (1, 2, 3), 3 physical stress slots (1, 2, 3), and 3 consequence slots (2, 4, 6).
Pool: A stress or consequence pool costs 1 Refresh for 2 points. This is expensive compared to slots, but grants a lot of flexibility. The sophant species should have an aspect that explains why they can handle a single huge hit or many small ones, compared to the normal slots system.
1R per type of resilience.
Overpowered n/a n/a Some sophant species are overpowered out of the gate, with up to 6 extra Refresh. These extra points come with significant long term costs. While Overpowered characters are tempting for their early power advantage, they are not able to twist fate like other characters. Gain up to 6R, which must be paid off with experience.
Limited n/a n/a Gain 1 or more Refresh per vulnerability, disadvantage, or weakness, up to 20R total. The severity and rarity of a vulnerability affects the number of Refresh points gained. For example, Vampires have a vulnerability to UV light that does 1 stress slot of damage per second of exposure. UV is common and the vulnerability is fatal in seconds, so Vampires get +8R to work with as a species from this limitation. If a limitation requires a roll, the magnitude of the limitation sets the DC for that roll. For example, Augments are limited by instability across their abilities (uncommon, damaging) which gives them an extra 4R and causes them difficulty every time their augments change. Limitations can make for unbalanced characters that are not enjoyable to play. Use with caution.
Limitation Bonus Severity Example (Vampire)
Fatal Damaging Inconvenient
Rarity Common -8 -6 -3 Garlic
Uncommon -6 -4 -2 Wooden Stake
Rare -3 -2 -1 Silver Bullet
Example (Vampire) UV Light Holy Symbol Invitation to enter

Gain up to 20R.
Total Points 21R 24R + limits + overpower

Common Abilities and Augments

Dedicating Refresh to Abilities

An ability that requires an investment of 1 Refresh can provide:

  • a temporary +2 to an approach under specific circumstances (e.g., a Stunt).
  • a limited +2 to an approach under specific circumstances (e.g., +2 Clever when performing metamancy (specific) in AR only (limited)).
  • a permanent +1 to an approach (e.g., an Augment or Stuff). Maximum 5 for new characters.
  • a permanent +2 to approach points under very specific and limiting circumstances (e.g., not while in combat, only IVR).
  • 1 additional stress or consequence slot (e.g., an Augment).
  • 1 point of Damage Resistance to something specific. Very narrow resistences may have a higher shift bonus per point of dedicated refresh. Each point of Damage Resistance (DR) cost (1R) and removes one point of damage in a narrow domain (e.g., heat, radiation, crushing, projectiles). Characters with DR take no damage under conditions that normally cause harm.
  • 1 point of Healing Factor. A Healing Factor grants the ability to regenerate one type of stress rapidly and completely. Each point of HF costs 4R and erases a point of stress every combat turn. If you have HF+1MS you regenerate 1MS per turn. HF+1PS regenerates 1PS per turn. Consequences may be healed at 1 shift per 15 minutes, if the consequence is related to the stress the HF can recover. The cost for HF assumes that it targets a single type of stress. HF+1 vs PS and MS will cost 8R.

Gaining Refresh with Weaknesses and Limits

A character's Refresh Pool can be expanded several ways. In general these are the inverse of the special powers gained from abilities. For example, Damage Vulnerability is the inverse of Damage Resistance, and Wounding Factor is the inverse of Healing Factor. Weaknesses that apply to very limited circumstances expand the refresh pool less than weaknesses that are broader or apply in more circumstances.

Many Weaknesses can be described in terms of Limits (see below). Limits are more flexible than weaknesses, but also require more consideration and power balancing. Limits and Weaknesses are both noted on a character sheet with the L notation, so a 3 point Weakness has (3L) at the end of the description.

  • 1L for a permanent -1 to an approach (e.g., an Augment or Stuff). Maximum of -2 on 2 approaches.
  • 1L for a permanent -2 to approach points under specific circumstances (e.g., not while in combat, only IVR).
  • 1L for 1 point of Damage Vulnerability to something specific. Each point of Damage Vulnerabilty (DV) adds one point of damage in a narrow domain (e.g., heat, radiation, crushing, projectiles). Characters with DV take damage under conditions that normally cause no harm.

Gain 1 or more Refresh per vulnerability, disadvantage, or weakness, up to 20R total. The severity and rarity of a vulnerability affects the number of Refresh points gained. For example, Vampires have a vulnerability to UV light that does 1 stress slot of damage per second of exposure. UV is common and the vulnerability is fatal in seconds, so Vampires get +8R to work with as a species from this limitation. If a limitation requires a roll, the magnitude of the limitation sets the DC for that roll. For example, Augments are limited by instability across their abilities (uncommon, damaging) which gives them an extra 4R and causes them difficulty every time their augments change. Limitations can make for unbalanced characters that are not enjoyable to play. Use with caution.

Limitation Bonus Severity Example (Vampire)
Fatal Damaging Inconvenient
Rarity Common -8 -6 -3 Garlic
Uncommon -6 -4 -2 Wooden Stake
Rare -3 -2 -1 Silver Bullet
Example (Vampire) UV Light Holy Symbol Invitation to enter


Limitations that cause damage may result in consequences without causing stress.

  • 3L for an automatic 2 point consequence triggered by rare event or circumstance (e.g., electrical shocks strong enough to cause stress add the 2 point consequence "Blind: Bionic eyes short out and must be replaced."
  • 6L for an automatic 2 point consequence triggered by an uncommon event or circumstance (e.g., when anyone with a smart dust perfusion takes physical stress that involves accelerating the head, they must take a 2 point consequence called Concussion).
  • 9L for an automatic 2 point consequence triggered by an common event or circumstance (e.g., when my cybernetic legs get visibly wet or immersed add a 2 point consequence called "Unreliable: Bionic legs may malfunction at any time until thoroughly dried and serviced."

If the electrical shock 2L example were taken as a normal Limit (Rare, Damaging) it would be worth 2L instead of 3L - but the character could soak the stress in their PS slots or pool. This may seem like a really good deal in the Refresh Economy, and it is... until your character dies from accidental exposure to dry air with a 9L limit related to humidity.

Common Stunts

Follow the normal rules of FAE for these. Stunts are tricks, maneuvers, or techniques your character has that focus your abilities and let you twist fate in focused ways.

Common Teams

Teams tend to be customized to specific circumstances. Follow the rules for Teams. Teams are groups of sophants who work together to achieve a goal. Most of these teams are described using the same form as is used for Characters, but with a lot less detail and personality.

Common Augments

Augments are people who have altered themselves significantly from baseline for their species, or the specific alterations they have made to their bodies and minds. The most common augments are mechanical/cybernetic, neural, genetic, or chemical. Augments begin with 24R for approaches and abilities, 4R of normal Refresh, and 4L for their Unstable Augment limitation (28R/4L). They can take up to 44R/20L. This kind of min/max character is likely to be very fragile.

Title: Imact to Approaches, Abilities, or Resilience. Description. Cost if applicable.

In general, an augment provides

  • a temporary +2 to an approach under specific circumstances (e.g., a Stunt),
  • a permanent +1 to an approach,
  • 1 additional stress or consequence slot,
  • 2 additional points to a stress or consequence pool,
  • 1 point of Damage Resistance to something specific, or
  • 1 point of Healing Factor.

Some augments relatively common, and are described here, to be easy to a character sheet.

Enhanced Senses

Choose 2 for 1R. This augment can be taken up to 3 times for a given sense. The actual text of the enhancement can be altered to better fit the character. Like any stunt, the enhancement has to help the character Attack, Defence, Overcome, or Create an Advantage. If several sensory enhancements have the same purpose - to detect deception, for example - the bonuses can be stacked into a single roll. Syd has enhanced vision, hearing, and chemosenses that are all honed to detecting deception, so if he can see, hear, and smell/taste a person all at once, his roll to Cleverly Overcome Deception is made with an extra +3.

'''Enhanced Vision''': +1 to [approach] see something tiny, obscured, subtle, or distant with my amazingly sharp sight - even in dim light. (Overcome);
'''Enhanced Hearing''': +1 to [approach] hear something quiet with my amazingly sharp ears - even in noisy environments. (Overcome);
'''Enhanced Chemosenses''': +1 to [approach] detect, analyze, identify, and even track a scent or taste using my incredible tongue and nose. (Overcome);
'''Enhanced Kinesthetics''': +1 to [approach] move with amazing precision because of my amazing body awarenesss balance, and sensitive sense of touch.(Overcome);

Resilience

The capacity to absorb physical damage and recover from it. Augments need to justify the number of stress and consequence slots they have if they differ from baseline human (3 Physical Stress, 3 Mental Stress, 3 Consequence (2, 4, 6). The broad template for these augments is below.

'''Damage Resistance''': +1DR to defend against [attack type] due to [augmentation].;
The attack type usually refers to the way damage is done, such as kinetic (usually projectiles), piercing, crushing, heat, radiation, etc. The cost of +1DR vs Physical Stress is 10R.
'''Healing Factor''': +1HF {{:Healing Factor}};
'''Mental Stress Pool''': Instead of slots to absorb stress, the character has a pool of stress that can be drawn down. Adding 2 points to a stress pool costs 1R.;
Melded minds and Teams may use a Stress Pool instead of slots, but this augment is rarely used, since a 'character' is usually a single consciousness.
'''Physical Stress Pool''': Instead of slots to absorb stress, the character has a pool of stress that can be drawn down. Adding 2 points to a stress pool costs 1R. Often used for multi-body sophants ([[plurals]]).;
'''Consequence Pool''': Instead of slots to handle consequences the character has a pool of points that can be drawn down. Adding 2 points to a consequence pool costs 1R. Often used for multi-body sophants ([[plurals]]).;

Neural Lace

A neural lace is a mesh of tiny wires surrounding and permeating the brain. An ideal neural lace has a resolution of at least 1 sensor/stimulator to one neuron (1:1). The lace is controlled by a bonded AI, which translates the human's neural activity into standard APIs and protocols. These are available to authorized Assistant AIs that provide a consciously accessed interface to the capabilities of the lace. Laces are generally considered augments, but some components (the Assistant AI, for example) may be better described as Stuff. There are many kinds of lace, each with a different set of pros and cons, including costs and risks. For details on the many options for neural laces visit the main lace page.

Integrated Augmented Reality Interface

AR refers to a wide range of ubiquitous technologies that superimpose information on meatspace, blending the real world with a virtual world. Characters with implanted AR tech are considered Augments. If something happens in augmented reality (IAR) the consequences could be felt IRL, IVR, or both. AR interfaces may be worn externally, or implanted internally. The deeper the integration of the device and the human the more effective it is.

Augmented Reality can refer to tech as simple as a Heads Up Display (HUD) or teleprompter, or as immersive as a complete virtual reality envionrmnent. AR overlays can be generated reliably for sight, hearing, and many elements of touch using compact portable devices (AR glasses and gloves). Force feedback and other physically intimate experiences require specialized equipment built into AR/VR environments.

Almost everyone uses some form of AR all the time. The most common use is a contextually relevant and unobtrusive information overlay that assists a person through their day, providing reminders of events, names, and directions. AR is also the most common form of telepresence, where te AR glasses continuously scan the caller's face and body to provide a real-time 3D view to the other people on the call. Almost everyone has one or two AR interfaces that they wear or use every day. Glasses are the most common form factor, but contacts are also available for a higher price. Implants are too expensive for most people, but are available. Neural lacees are the ultimate AR and VR device. These devices do everything you do on a phone or computer or tablet now, but without any of those big bulky devices. To make a phone call you can make a gesture to have your contacts appear in front of you or just say "Call Julian" and nod to confirm the action. Don't speak the language? Real time translations are very good - good enough for most situations. These interactions are less obtrusive and distracting than pulling out a phone to look something up. Also, immersive gaming? Seeing the MRI superimposed on the patient? Controlling a robot or drone as if you're in the thing? Easy.

AR can be much more sophisticated, as found in the DreamPark facilities and some work environments (e.g. PAIL-VAIL). All AR environments have real physical existence (meatspace, In Real Life, or IRL), coupled with computer generated augmentations. IAR is distinct from In Virtual Reality (IVR) because the virtual is mixed with the real. AR environments can cause physical stress or mental stress. Interactions usually use a metaphorical programming interface for the virtual effects, but specialized task-dependent interfaces are also common.

No matter the monetary cost noted of a device, if your character can dedicate the appropriate refresh to it, they can own it - or at least have ready access to it. If your character is impoverished but has an advanced integrated AR installed you will need to justify that oddity with an aspect and some supporting backstory.

External AR Devices

These descriptions can be copied directly into the Stuff section of a character sheet.

AR Glasses

AR Glasses (0R) {0R/0L}: This is the cheapest option for audio and video augmented reality. These are ubiquitous and free. They cannot fully isolate a person into a full VR environment, but provide a serviceable audio/visual interface into AR and VR gestalts by tracking the wearer's body position and local environment.

AR Contacts, Inphones, and Haptic Rings

AR Contacts, Inphones, and Haptic Rings (0R) {0R/0L}: Unobtrusive and inexpensive, this hardware can be worn for extended periods. These are the most common personally purchased AR interface tech. Inphones are thin rings of fabric that sit inside the ear canal, producing high quality augmented sound. This setup cannot fully isolate a person into a full VR environment, but provide a serviceable audio/visual interface into AR and VR gestalts by tracking the wearer's body position and local environment.

AR Haptic Suit (Basic)

AR Haptic Suit (Basic) (2R) {8R/6L}: This skinsuit is bulky, obvious, and provides full-body touch and force feedback sensation to the wearer. It is worn by the user, allowing the wearer to interact with the real world and virtual world. Even cheap versions are expensive, but affordable to most middle-income people. Made of artificial muscles, sensors, and haptic sensation generators, basic models don't handle excretion or sex. Can be worn for up to 6h without side effects. It can isolate a person into a full VR environment with audio, visual, and haptic experiences.

  • Enhanced Script Kiddie {2R}: +1 to [choose 1 approach] using prefab scripts.
  • Enhanced Metamancer {4R}: +2 to [choose up to 2 approaches] when manipulating the gestalt.
  • Enhanced Hacker {2R}: +1 to [choose 1 approach] when hacking.
  • Cost {6L}: This is a very expensive machine that causes 6FS to pay for. If this stress is taken as a consequence use '''Significant Debt''': Unless a [[HF]] is active, paying off this debt must include in game narrative action.

AR Haptic Suit (Advanced)

AR Haptic Suit (Advanced) (2R) {10R/8L}: This skinsuit is sleek enough to be worn under normal clothes and may not be noticed until the head is enveloped. It provides full-body touch and force feedback sensation to the wearer. It is worn by the user, allowing the wearer to interact with the real world and virtual world. Advanced AR suits are expensive, requiring some wealth or serious savings, like a luxury car. Made of artificial muscles, sensors, and haptic sensation generators, advanced models can handle eating, excretion and sex. They can be worn for 24h without side effects. It can isolate a person into a full VR environment with audio, visual, and haptic experiences. +1 to actions in AR and VR. -1 Hacking and Metamancy.

  • Enhanced Script Kiddie {2R}: +1 to [choose 1 approach] using prefab scripts.
  • Enhanced Metamancer {6R}: +1 to [choose up to 3 approaches] when manipulating the gestalt.
  • Enhanced Hacker {2R}: +1 to [choose 1 approach] when hacking.
  • Cost {8L}: This is a very expensive machine that causes 8FS to pay for. If this stress is taken as a consequence use '''Significant Debt''': Unless a [[HF]] is active, paying off this debt must include in game narrative action.

VR Rig (Basic)

VR Rig (Basic) (0R) {8R/8L}: A large spherical unit that the person climbs inside, wearing an integrated haptic suit. Major joints are connected to the exterior of the sphere by wires. It is possible to get tangled, but the motors are not powerful enough to do serious injury. The sphere has 3 degrees of rotational freedom and 3 degrees translational freedom. These large devices are expensive, but provide an intimate connection to virtual spaces. Usually owned by millionaires, governments, corporations, or rented by individuals. It can can handle excretion and sex, and can be inhabited for up to 24h without side effects.

  • No AR or IRL interaction {4L}: The operator is vulnerable to attacks on their person, having no awareness of the real world around them while IVR. (Common, Damaging)
  • Enhanced Script Kiddie {2R}: +1 to all [choose 1 approach] actions when using prefab scripts.
  • Enhanced Metamancer {4R}: +1 to all [choose up to 2 approaches] actions when manipulating the gestalt.
  • Enhanced Hacker {2R}: +1 to all [choose 1 approach] actions when hacking.
  • Cost {4L}: This is an expensive machine that causes 4FS to pay for. If this stress is taken as a consequence use '''Significant Debt''': Unless a [[HF]] is active, paying off this debt must include in game narrative action.

VR Rig (Advanced)

VR Rig (Advanced) (2R) {10R/8L}: A small spherical unit that the person climbs inside, wearing an integrated powered exoskeletal haptic suit. These devices are very expensive, and are usually owned only by multimillionaires, governments, MNCs, or rented at absurd rates by individuals. They provide an incredibly intimate connection to virtual spaces. The sphere has 3 degrees of rotational freedom and 3 degrees translational freedom. Includes waste management, ongoing synthesis of basic foods, and even, in-suit water cleansing (it can simulate swimming and produce actual wetness). It can be inhabited indefinitely without side effects.

  • No AR or IRL interaction {4L}: The operator is vulnerable to attacks on their person, having no awareness of the real world around them while IVR. (Common, Damaging)
  • Enhanced Script Kiddie {2R}: +1 to all [choose 1 approach] actions when using prefab scripts.
  • Enhanced Metamancer {6R}: +1 to all [choose up to 3 approaches] actions when manipulating the gestalt.
  • Enhanced Hacker {2R}: +1 to all [choose 1 approach] actions when hacking.
  • Cost {4L}: This is a relatively simple procedure that causes 4FS to pay for. If this stress is taken as a consequence use '''Significant Debt''': Unless a [[HF]] is active, paying off this debt must include in game narrative action.

Internal AR Devices

There are a few options. In general, bionic sensory organs can have AR functions added to them.

Implanted AR Interface (A/V)

Implanted AR Interface (A/V) (2R) {4R/2L}: This augment provides a realistic AR/VR sensorium with sight and sound. Nerves sending signals into the brain from the eyes and ears are wrapped in sensory induction coils. Note: Limitation costs must be paid even though it does not accrue to the character refresh calculations.

  • EM Shielding: Baseline interfaces are shielded against ambient EM interference. Damage Resistance vs EM assaults is purchased normally.
  • Cost {2L}: This is a relatively simple procedure that causes 2FS to pay for. If this stress is taken as a consequence use Significant Debt: Unless a HF is active, paying off this debt must include in game narrative action.
  • Metamancy Bonus {2R}: Dedicate +1 to 1 approach when using metamancy (e.g., +1Sneaky, or +1Flashy). Metamantic actions may have indirect physical effects (a separate roll), but can not directly cause physical stress or consequences associated with physical stress.
  • Hacker Bonus {2R}: Dedicate +1 to 1 approach when Hacking (e.g., +1Sneaky, or +1Flashy).

Implanted AR Interface (A/V/H)

Implanted AR Interface (A/V/H) (4R) {8R/4L}: This augment provides a realistic and immersive AR/VR sensorium including sight, sound, and bodily sensations. Nerves sending signals into the brain from the eyes, ears, and spine are wrapped in sensory induction coils. Note: limitation costs must be paid even though it does not accrue to the character refresh calculations.

  • EM Shielding: Baseline interfaces are shielded against ambient EM interference. Damage Resistance vs EM assaults is purchased normally.
  • Cost {4L}: This is a complex and expensive procedure that causes 4FS to pay for. If this stress is taken as a consequence use Significant Debt: Unless a HF is active, paying off this debt must include in game narrative action.
  • Metamancy Bonus {4R}: Dedicate +1 to up to 2 approaches when using metamancy (e.g., +2Quick +1Forceful +1Flashy, or +4Quick, or +2Forceful +2Flashy). Metamantic actions may have indirect physical effects (a separate roll), but can not directly cause physical stress or consequences associated with physical stress.
  • Hacker Bonus {4R}: +2 when [approachily] Hacking (attack, defend, overcome, or aspect).

Implanted AR Interface (Full Sensorium)

Implanted AR Interface (Full Sensorium) (4R) {10R/6L}: This augment provides a very realistic and immersive AR/VR sensorium. All nerves sending signals into the brain are wrapped in sensory induction coils. Note: limitation costs must be paid even though it does not accrue to the character refresh calculations.

  • EM Shielding: Baseline interfaces are shielded against ambient EM interference. Damage Resistance vs EM assaults is purchased normally.
  • Cost {6L}: This is a complex and very expensive procedure that causes 6FS to pay for. If this stress is taken as a consequence use Significant Debt: Unless a HF is active, paying off this debt must include in game narrative action.
  • Metamancy Bonus {6R}: Dedicate +1 to up to 3 approaches when using metamancy (e.g., +2Quick +1Forceful +1Flashy, or +4Quick, or +2Forceful +2Flashy). Metamantic actions may have indirect physical effects (a separate roll), but can not directly cause physical stress or consequences associated with physical stress.
  • Hacker Bonus {4R}: +2 when [approachily] Hacking (attack, defend, overcome, or aspect).

Implanted AR Interface (Chemically Enhanced Full Sensorium)

Implanted AR Interface (Chemically Enhanced Full Sensorium) (4R) {12R/8L}: This augment provides the most realistic and immersive AR/VR sensorium possible. All nerves sending signals into the brain are wrapped in sensory induction coils. In addition, hormone and neurotransmitter synthesizers are installed, along with refillable neuroactive drug dispensing modules. Note: limitation costs must be paid even though it does not accrue to the character refresh calculations.

  • EM Shielding: Baseline interfaces are shielded against ambient EM interference. Damage Resistance vs EM assaults is purchased normally.
  • Cost {8L}: This is a complex and hugely expensive procedure that causes 8FS to pay for. If this stress is taken as a consequence use Significant Debt: Unless a HF is active, paying off this debt must include in game narrative action.
  • Metamancy Bonus {8R}: Dedicate +1 to up to 4 approaches when using metamancy (e.g., +2Quick +1Forceful +1Flashy, or +4Quick, or +2Forceful +2Flashy). Metamantic actions may have indirect physical effects (a separate roll), but can not directly cause physical stress or consequences associated with physical stress.
  • Hacker Bonus {4R}: +2 when [approachily] Hacking (attack, defend, overcome, or aspect).


Common Magic

Magic refers to one of several ways to draw on the enormous energy contained in dark matter and dark energy to cast spells or use powers. Magic users are called Wizards, Sorcerers, or Adepts. Follow the rules for magic to create spells or modify existing spells listed on the Category:Spells page.

Common Stuff

There are a few items or categories of items that are commonly chosen. Equipment and specialized items that grant special abilities and have narrative impacts, including significant wealth. Stuff has several advantages and disadvantages over other abilities. If your stuff is an object that can be lost or destroyed, the majority of the R/L costs for the object are embedded in the object itself. All stuff has a limitation that it can be lost, destroyed, or taken away. This limitation is usually common and inconvenient (3L), in this form:

Only when [A] (3L): The benefits and weaknesses of this [stuff] are lost when it is not [A]. (Common, Inconvenient).

where [A] is held/possessed/worn/eaten/injected/smoked/etc. For example, armour is usually:

Only when worn (3L): The benefits and weaknesses of this armour are lost when it is recharging or not worn. (Common, Inconvenient).

If that suit of armour had a base cost of (20R/16L) taking it as stuff is massively beneficial to the character, since the cost is only (4R/3L). The 3L does not apply to the internal cost of the stuff, but to the overall ability.

Money

Money can take many forms in game, from dollars to yen to bitcoins, but the core measure of financial capacity in the game are slots of Financial Stress. Characters are assumed to be middle class, with enough to handle day to day living and consumer extras. (See money for more details.)

Armour

Armour provides protection against stress for the wearer - usually physical stress. The PS slots add to the PS of the wearer. Armour often has damage resistance, and may be powered and enhanced to augment the wearer. (See Armour for more details.) Unless it is part of your Aspects (e.g., Police Officer) it may be difficult to gain access to armour. If powered, it may come with bonuses to some approaches (especially Forceful and Quick) as well as damage resistence and a stress pool.

All armour starts with a common and inconvenient limitation:

'''Only When Equipped''': All effects of this item are only applicable when equipped. Armour cannot be donned while in active combat. (Gain 3R for Common/Inconvenient limitation);

This means something like police riot gear could have 1 point of damage resistance against kinetic attacks and a 2 point Physical Stress pool for a cost of 0R.

If a character' has invested Refresh in armour, it can still be destroyed or stolen. They will be able to acquire similar armour in short order, however. Alternately, the points of Refresh bound to the armour can be regained as Refresh (not as available Fate Points). These can be spent on another Ability at the next milestone when such things are allowed.

Weapons

Advancements in warfare, ballistics, and materials have not yet supplanted the common archetypes of 20th century weapons. As with Armour, weapon damage shifts are exponential. Basic weapons - fists, feet, small knives, small arms) have a shift of 0. These can still kill a normal person quite easily, especially if the attacker's approach bonus is large. Unless it is part of your Aspects (e.g., soldier) it may be difficult to gain access to weapons more powerful than handguns. Self-guided weapons may provide bonuses to some approaches.

Some weapons come with limitations, such as:

'''Only When Equipped''': All effects of this item are only applicable when equipped. (Gain 2R for Uncommon/Inconvenient limitation);
'''Limited Ammunition''': The weapon runs out of bullets after [#] shots, and you can only carry [#] magazines. (Gain 2R for Uncommon/Inconvenient limitation);
'''Heavy Weapon''': The weapon must be mounted on some weapons platform to be used. (Gain 1R for Rare/Inconvenient limitation);

If a character's weapon is destroyed or stolen, any points of Refresh bound to it are regained as Refresh - not as available Fate Points. These can be spent on a replacement or another Ability at the next milestone.

Subcategories

This category has the following 7 subcategories, out of 7 total.

Pages in category "Sophant"

The following 5 pages are in this category, out of 5 total.