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Humans are native to Earth in the Sol system, and are the oldest and most common sophant types there. They tend to have more flexibility in who and what they are compared to other sophants.

Humans routinely augment their bodies and minds with machines and chemicals. Depending on the local culture, some degree of augmentation is considered normal. Very few people call 'cyborg' when they see a person with a pacemaker. Some might wonder with cybernetic legs. A neural lace, replacement of undamaged body parts, and genegineering are almost universally considered augmentation. People with this degree of change are called Augments and may be thought of as more and/or less human than baseline humans.

Human Sophant Type

Normal Humans, also called Homo Sapiens, represent the baseline for all sophant types.

High Concept: Find a single phrase or sentence that neatly sums up who you are, what you do, what your “deal” is.
Trouble: Describle 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: 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.
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. Copy this text to the "Sophant Type" section:
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.
Approach: Unaugmented humans start with 9 points of approach: 3, 2, 2, 1, 1, 0. The GR may allow exceptions that make the character more interesting, but the total should not exceed 9 and the highest score should not exceed 4. Average humans start with 5 points: 2, 2, 1, 1, 0, -1.
Fate Points & Refresh: Humans start with 3 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:
  • invoke an Aspect to gain +2 on a roll, or
  • resist having an Aspect compelled, causing trouble for their character.

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. Choose up to three Stunts, Augments, Magic abilities, Teams, and Stuff for your character. You can another ability by dedicating a point of Refresh to that ability.
Mental Stress: 3 slots (1, 2, 3) for a total of 6 points.
Physical Stress: 3 slots (1, 2, 3) for a total of 6 points.
Consequences: 3 slots (2, 4, 6) for a total of 12 points.

Pages in category "Human"

The following 2 pages are in this category, out of 2 total.