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Uplifts

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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.
Uplifted Species Information
{{:Category:Uplifts}}[[Category:Uplifts]];
'''[[Gorilla]]''': Huge, intimidating animal with strong social dominance drives. -1 Careful, +1 Clever, +1 Flashy, +3 Forceful, +1 Quick, -1 Sneaky, then +3, +2, +2, +1, +1 as desired. Mental Stress: 1. Physical Stress: 1, 2, 3, 4, 5. Consequences: 2, 4, 6.;
'''[[Chimp]]''': -1 Careful, +1 Clever, +1 Flashy, +3 Forceful, +1 Quick, -1 Sneaky, then +3, +2, +2, +1, +1 as desired. Mental Stress: 1, 2. Physical Stress: 1, 2, 3, 4. Consequences: 2, 4, 6.;
'''[[Raven]]''': 0 Careful, +3 Clever, -2 Flashy, -1 Forceful, +1 Quick, +2 Sneaky, then +3, +2, +2, +1, +1 as desired. Mental Stress: 1, 2, 3, 4. Physical Stress: 1, 2. Consequences: 2, 4, 6.;
'''[[Parrot]]''': 0 Careful, +2 Clever, +3 Flashy, -1 Forceful, +1 Quick, -2 Sneaky, then +3, +2, +2, +1, +1 as desired. Mental Stress: 1, 2, 3, 4. Physical Stress: 1, 2, 3. Consequences: 2, 4.;

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.[1] 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:

Lap Dog (e.g., Chihuahua, Poo Tzu, Pomeranian)
'''Tiny Sentry''': +2 Quick, -2 Forceful. [Breed] are sentries who raise the alarm, and fast scrappers. I am terrifically alert.;
'''Hypersensitive''': +1 Careful, -1 Sneaky. [Breed] are anxious and high strung. When an aspect of our environment changes we become terribly anxious.;
'''Companion''': Mental Stress 1. Physical Stress 1. Consequences 2. +6 Refresh. Small, weak, paranoid, and neurotic.;
Herding Dog (e.g., German Shepard, Bouvier de Flanders)
'''Protector''': +2 Clever, -2 Flashy. [Breed] are even tempered, brave, and independent. We ensure our wards are safe and sound. Friendly and happy until a threat turns me fierce and deadly.;
'''Organizer''': +1 Sneaky, -1 Careful. [Breed] want everyone and everything will stay together and in the proper place. We are surprisingly sneaky and use that to our advantage.;
'''Companion''': Mental Stress 1, 2. Physical Stress 1, 2, 3. Consequences 2, 4. +2 Refresh. Large, resilient, and calm.;
Hunting Dog (e.g., ex, ex)
'''Hunter''': +1 Clever, -2 Flashy. [Breed] will hunt you down one way or another. We can be careless and don't like too much attention, though.;
'''Teamwork''': +2 Sneaky, -1 Careful. [Breed] excel at working with the pack to achieve a goal. We know how to be stealthy and take prey with where they are weakest.;
'''Companion''': Mental Stress 1, 2, 3. Physical Stress 1, 2. Consequences 2, 4, 6. +1 Refresh. Smart, resilient, and independent.;
Retriever (e.g., ex, ex)
'''Sight Hunter''': +2 Quick, -1 Clever. [Breed] vibrate with excitement and explode off the mark when chasing things or solving problems. We notice falling prey instantly and can find it despite obstructions.;
'''Patient''': -2 Sneaky, +1 Careful. I can lie still for hours, calmly waiting for the call to retrieve. We'd pretty obvious though, and have the ''Tail of Danger, Thwack Thwak Thwak!''.;
'''Companion''': Mental Stress 1, 2, 3. Physical Stress 1, 2, 3. Consequences 2, 4, 6. Gleeful, enthusiastic, relentless.;
Hound (e.g., ex, ex)
'''Tracker''': +2 Careful, -1 Quick. You thought you could hide from [Breed], but we're smart and thorough and your trail is just so ''obvious''.;
'''Unsubtle''': +1 Flashy, -2 Sneaky. [Breed] leave no doubt we are on the case what with how noisy we are. We take our time on the trail.;
'''Companion''': Mental Stress 1, 2, 3. Physical Stress 1, 2. Consequences 2, 4. +2 Refresh. Smaller, tenacious, focussed.;
Guard (e.g., ex, ex)
'''On Patrol''': +2 Flashy, -1 Sneaky. When [Breed] is on patrol you know it. We look big and scary – and we can back up the look.;
'''One Warning''': +1 Careful, -2 Quick. I don't pull the trigger unless I have to, and I'm no problem solver, but I'll keep us safe.;
'''Companion''': Mental Stress 1, 2. Physical Stress 1, 2, 3. Consequences 2, 4. +2 Refresh. Large, intimidating, fierce.;
Fighting (e.g., ex, ex)
'''Fighter''': +2 Forceful, +1 Quick. [Breed] are brawlers, strong and fast. We can take a hit, and do serious damage to an enemy.;
'''Frightful Tenacity''': -1 Sneaky, -2 Careful. [Breed] are intimidating and don’t know when to quit.;
'''Companion''': Mental Stress 1, 2. Physical Stress 1, 2, 3. Consequences 2, 4, 6. +1 Refresh. Large, powerful, relentless.;

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.
'''[[Uplift]]ed''': Born in the [[Narnia Base]] through extensive genetic engineering via the [[Narnia Project]] and [[Nick Soloman]].;
'''Of Two Minds''': My bodies must be within 5m of each other to remain properly networked. If my connection is broken I revert to panicking, terrified, confused animals with near human intelligence.;

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.
  • Spend 1 Refresh point to add 2 points of approach. Apply these separately to one or two approaches. No more than three Refresh can be spent this way. An aspect or stunt is needed to narratively justify each Refresh point. Starting
  • Gain 1 Refresh point by removing 1 point from an approach. No cheating by adding and subtracting from the same approach! No more than three Refresh can be gained this way. An aspect or stunt is needed to narratively justify each Refresh point.

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.[2] 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:
  • 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. 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.
Stuff
'''[[Neural Lace]]''': Nanowire Perfusion provides a good resolution brain-computer interface (BCI). Invoke with one fate point to temporarily induce +2 to one Approach and -1 to all others.;
Augments
'''Stiff Brain''': [[Neural Lace]] provides resistance to concussions, reducing any concussion consequence by 2 points.;
'''Vulnerable to strong magnets''': The [[Neural Lace]] is vulnerable to strong (1T+) magnetic fields, which can disrupt or damage it.;
'''Super Senses''': +2 to [approach]ly sense something hidden or obscured as a [species] and [dog breed] pair. Our hearing, sense of smell, and vision are greatly enhanced (10/20 vision from IR to UV and colours humans are colourblind to).;

Stress: 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. 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 are debilitating and slow to recover - unlike stress. Consequence slots come in 2-shift increments. You can use as many as you have to absorb damage. Consequence slots are noted for each body based on species. When one body takes a consequence the other body takes 2 Mental Stress.

  1. 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.
  2. 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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