Uplifts are genetically modified gorillas, chimpanzees, ravens, and parrots, all with neural laces and permanent mental bonds to uplifted dogs. An Uplift is incomplete and likely suicidal if either half of the creature is disconnected - the dog or the other mind. They were created under the direction of Nick Soloman at Narnia Base in the Amazon Basin. Pfizer funded the Narnia Project, but it was off the books. Uplifts were saved from corporate sabotage by CAF operatives on March 12, 2034.
|High Concept:||Find a single phrase or sentence that neatly sums up who you are, what you do, what your “deal” is. Usually starts with "Uplifted [gorilla/chimp/raven/parrot] and [dog breed] who..." Each body in the Uplift has a name from before their minds were joined, but the combined mind may choose a new name. (See Vincent and JJ for an example.)
Uplifts are a new sophant with limited rational intellects, but strong emotional drives. The high concept and trouble should reflect this with a single phrase or sentence that neatly sums up who you are, what you do, what your “deal” is. Remember, an Uplift is a plural, networked intelligence with one mind in two bodies. Loss of one body is equivalent to removing half of a human's brain. To call it a massive, debilitating stroke is a drastic understatement.
|Trouble:||Describe that thing that always makes your life more complicated, such as a personal weakness, or a recurring enemy, or an important obligation. Uplift troubles are often related to low intelligence, poor impulse control, or an animal perspective.|
|Appearance and Backstory:||These descriptions include relationships, family, work history, and other relevant characteristics. Remember that FATE characters start off highly skilled and experienced. Their backstory should reflect this. This should also cover the way the character got their abilities. All Uplifts have a relationship to Narnia Base, the Narnia Project, and Nick Soloman.|
|Sophant Type:||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.
Each of these species bonds with a dog of one breed or another. The breed of dog has a significant effect on the overall approach scores of the Uplifted character. Some pairs bond to even out their natural tendencies (like Vincent and JJ). Others bond to accentuate their strengths (like Uplift To Be Named Later). Any breed will modify the approaches with +2, +1, -1, -2. Work with your GR to determine the way any given breed interacts with the other half of the Uplift pair. Each category/breed also adds two aspects to the character. Copy these to the Sophant Type section of your character:
|Character Aspects:||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.. At least one of these should connect the character to another character. Uplifts start with several standard aspects. Before 2034-03-16 all Uplifts have a nanowire perfusion lace. It is possible that generation 3+ may have intrinsic laces, given the advent of Magic on 2034-03-15 and 16.
|Approaches:||Approaches are descriptions of how you accomplish tasks. Everyone has the same six approaches: Careful, Clever, Flashy, Forceful, Quick, and Sneaky. Unaugmented humans start with 9 points of approach: 3, 2, 2, 1, 1, 0. Other types of sophant may have different starting totals, with adjustments made using augments. The maximum approach score for a new character is +6. The minimum is -2.
Each Uplift race gets different bonuses and penalties, with a total of +6 and -2 on the non-canine body and +3 and -3 on the dog body. Details for each species and breed are noted in the Sophant Type section.
|Fate Points & Refresh:||Start with 2 points of 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. A new character can dedicate all but 1 point of Refresh to create abilities.
|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. Beyond the abilities noted below, choose one Stunt, Augment, Magic ability, Team, or Item for your character. You can another ability by dedicating a point of Refresh to that ability, if you have it. Uplifts are all capable of Wizardry and Sorcery, if they have encountered Magic.
|Stress:||Stress measures how much mental and physical damage you can take before suffering significant consequences. The number of stress slots is noted with each species and breed. When one body takes physical stress one point of mental stress is applied to the other body.|
|Consequences:||Consequences represent injuries or other lasting trauma that happen when you get hit by attacks. They go away much more slowly than Stress. Consequences usually offset Stress in 2-point increments, but it is possible to have a consequence pool. Consequence slots are noted for each body based on species. When one body takes a consequence the other body takes 2 Mental Stress.|
- This gives the build 1 Refresh point, cancelling the cost of the bonuses for the other body. This is an exception to the normal trade-in rules for approaches.
- This costs the build 1 Refresh point and is normally the maximum change allowed for a new character.
Pages in category "Uplifts"
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