Swarms are heterogeneous networked intelligences embodied by millions of insect-like critters form scores of different species. Swarms can reconfigure their neural architecture to develop entirely new ways of thinking, such as creating a neural analogue for a language acquisition device to learn human languages. Swarms are anchored to a giant memory hive, with a giant reservoir of memories and knowledge built into a glass and stone fractal mound that looks a lot like coral. At least 5 Tetras are always part of a Swarm. They move, manage and protect the hive and the swarm - in that order.
|High Concept:||a single phrase or sentence that neatly sums up who you are, what you do, what your “deal” is.|
|Trouble:||that thing that always makes your life more complicated, such as a personal weakness, or a recurring enemy, or an important obligation.|
|Appearance and Backstory:||includes relationships, family, work history, and other relevant characteristics.|
|Character Aspects:||Start with 1 aspect beyond the mandatory list below. The chosen aspect should describe some relationship to another character or entity. Character Aspects define who you are while allowing you to twist fate in ways that tie in with your character’s tendencies, skills, or problems.
|Approaches:||Swarms start with -1 Careful, +3 Clever, -2 Forceful, +2 Quick. The normal distribution of 3, 2, 2, 1, 1, 0 is added to these, unless the GR allows exceptions that make the character more interesting. Swarms start with 11 points of Approach.|
|Fate Points / Refresh:||Swarms start with 2 Fate points and 2 refresh. Fate Points are a temporary pool of points that are spent to twist your fate and bend your character's narrative. Players can use 1 Fate Point to:
Usually characters start each session with a Fate Point pool equal to their Refresh plus any bonus Fate Points earned from compels. A character can have more Fate Points than their Refresh score.
|Abilities:||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. A starting Swarm can choose 1 ability, and must take the following abilities:
|Equipment:||Swarms generally do not have possessions. The hive is part of the sophant.|
|Mental Stress:||1, 2, 3, 4, and 5 point slots. Swarms are able to reconfigure their minds to accommodate enormous mental strain.|
|Physical Stress:||1 and 2 point slots. While the swarm is malleable, physical disruption of the host of bodies is hard for it to deal with.|
|Consequences:||Human characters have 2 and 4 point slots. Swarms are fragile when under attack. The hive is tough, but can be destroyed with a sledgehammer. The host are individually squishable, and can be killed en masse with chemicals, water, fire, or even a strong enough wind.|
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