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Swarms

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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.
'''Flexible Neural Architecture''': I think by continuously recompiling my neural hardware. I can also shift into different physical shapes to accomplish different goals. Most common are a dense sphere for really deep thinking, a column or snake for long range sensing, a giant circle for interferometry, and a squat cylinder with tendrils for normal thinking and feeding.;
'''Linguist''': My language acquisition device is extraordinarily effective. (Available only after [[2034-03-11 1910EST DVT is born|Droo formed a mind meld with the Tetras on March 11, 2034]]. Before 1930EST on that date the concept of 'language' as humans know it was utterly alien, unimaginable, and incomprehensible.);
'''Sensor Suite''': radio to X-ray photon sensors, nanosecond timing, chemanalysis, 0.1Hz-10<sup>5</sup>Hz vibration sense, electromagnetic sense, crawly touch;
'''Optoglass WORM Memory''': Tiny granules (10µm) of glass embedded in the carapace of each node-bug are written to with lasers - and read with other lasers. When an individual node dies it's carapace is broken down and the memories are added to the memory hive.;
'''Transmitters''': Every bug transmits to the rest of the mind using point-to-point lasers, micro-radios, sounds, and pheromones.

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:
  • 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.

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:
'''Run The Simulation''': Accurately predict the behaviour of a complex system once per session by restructuring myself to run a highly accurate simulation of that system.;
'''Skilljack''': Once per session I can swap out an aspect and stunt pair for another aspect/stunt pair. The old stunt is 'banked' in memory. If ether the stunt or aspect are net new for the character this stunt costs a fate point, and a narrative justification is required.;

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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