ZEP Game Stats
#18 of Fanfiction
Since I was writing a crossover with a tabletop RPG I just had to stat out the main characters, in both the original 1st edition rules (using the character packages in Transhuman), and the Transhumanity's Fate adaptation.
I honestly don't know if the EP 1E stats are balanced or not.
The Cornucopia Machines included a wide range of different genetic templates for a number of different species, with sufficient study many of the templates were successfully reverse-engineered for the majority of mammal species.
Species are statted similarly to variant morphs using the morph creation rules detailed in Transhuman, though as they're not premium models there is no mark-up for a variant. A species may be added onto any humanoid biomorph or pod morph as well as some synthmorphs.
As a general rule, most species have one Enhanced Sense, 0 to +40 in any of the allowed skills (Climbing, Flight, Free Fall, Freerunning, Infiltration, Intimidation, or Swimming), the Small or Large size traits if applicable (and associated Durability/Somatics adjustments), and a natural weapon. For some species additional biomods or Aptitude bonuses may be appropriate.
As most morphs are in the "High" or "Expensive" price category and "High" covers the range from 1,500-9,999 credits, credit costs under +/-5,000 won't affect price category.
Bunny Species:
Implants: Enhanced Hearing (0.5CP)
Skills: Freerunning +20 (10CP)
Durability: Maximum 30
Aptitude Max: SOM 25
Traits: Small Size (0), Natural Weapon (claws, 1d10+1 DV, AP-1, 1CP)
"Real" CP Cost:11.5-DUR change
Adjusted CP Cost: "Real" x 0.25, rounded to nearest 5
Final CP Cost: +5 if base DUR<42, -5 if base DUR>42
Credit Cost: Final CPx 1,000
Fox Species:
Implants: Enhanced Smell (0.5CP)
Skills: Freerunning +10, Infiltration +10 (10CP)
Durability: Maximum 30
Aptitude Max: SOM 25
Traits: Small Size (0), Natural Weapon (bite, 1d10+1 DV, AP-1, 1CP)
"Real" CP Cost:11.5-DUR change
Adjusted CP Cost: "Real" x 0.25, rounded to nearest 5
Final CP Cost: +5 if base DUR<42, -5 if base DUR>42
Credit Cost: Final CPx 1,000
Wolf Species:
Implants: Enhanced Smell (0.5CP)
Skills: None.
Durability: As base morph
Aptitude Max: As base morph
Traits: Natural Weapon (bite, 1d10+1 DV, AP-1, 1CP)
"Real" CP Cost: 1.5
Adjusted CP Cost: .375
Final CP Cost: Negligible.
Elephant Species:
Implants: Enhanced Hearing (.5CP), Prehensile Trunk (.5CP)
Skills: Intimidation +20 (10CP)
Durability: Worth +20 Real CP
Aptitudes: +10 SOM (85CP)
Traits: Exceptional Aptitude (SOM, 20CP), Natural Weapon (tusks, 3d10 DV, AP-5, 10CP)
"Real" CP Cost: 146
Adjusted CP Cost: 36.5
Final CP Cost: 40
Credit Cost: 40,000
Transhumanity's Fate: Given the higher degree of abstraction employed by the FATE Core system most of the time a species may be represented simply by writing one or both of a morph's aspects as related to the species. I.e. Quick Little Bunny or Sly Fox.
Character Sheets:
Judy Hopps:
Base Ruleset:
Character Packages: Re-instantiated Military Casualty 5, Hypercorp 1, Investigator 3, Async Adept
Aptitudes: Cognition 15, Coordination 15(20 Morph), Intuition 25, Reflexes 20, Savvy 10, Somatics 10, Will 15
Moxie 3, Trauma Threshold 6, Lucidity 30, Insanity Rating 60, Wound Threshold 6, Durability 30, Damage Resistance 45, Initiative 90, Speed 1, Damage Bonus 1
Motivations: -Indentured Servitude, +Personal Development, +Techno-Progressivism
Skills:
Academics (Economics) COG15+ 30 = 45
Academics (Law): COG15+ 35 = 50
Beam Weapons COO15+ 54 = 65 (Morph: 70)
Climbing: SOM10+ 30 +40
Club SOM10+ 50 = 60
Control WIL15+ 20 =35
Fray: REF20+ 25 = 45 (Psi: 55)
Freerunning SOM10+ 39 = 49 (Morph: 69)
Gunnery INT25+ 30 = 55
Infosec COG15+ 40 = 55
Interest (Botany) COG15+ 54 = 65
Investigation INT25+ 54 = 70
Kinesics SAV10+ 30 = 40 (Psi: 50)
Kinetic Weapons COO15+ 20 = 35 (Morph: 40)
Language (Lapine, Native) INT25+ 70 = 78 (Psi: 98)
Language (Zooperanto) INT25+ 44 = 65 (Psi: 85)
Language (ZSL) INT25+ 30 = 55 (Psi: 75)
Networking (Law Enforcement) SAV10+ 20 = 30
Perception INT25+ 35 = 60
Persuasion SAV10+ 30 =40
Pilot (Groundcraft) REF20+ 15 = 35
Profession (Forensics) COG15+ 54 = 65
Profession (Police Procedures) COG15+ 40 = 55
Protocol SAV10+ 40 =50
Research COG15+ 40 =55
Sense INT25+ 20 =45
Unarmed Combat SOM10+ 40 =50
Rep:
@-rep: 15
C-rep: 60
G-rep: 35
Ego Traits:
Edited Memories
Mental Disorders: Body Dysmorphia, Cosmic Anxiety
Psi Level 2
Psi-Sleights:
Psi-Chi: Grok, Predictive Boost, Pattern Recognition, Superior Kinesics
Psi-Gamma: Deep Scanning, Implant Memory, Mindlink
20 CP=20,000 credits
Morph: Splicer (Rabbit)
CP: 15
Implants: Access Jacks (250), Basic Biomods, Basic Mesh Inserts, Cortical Stack, Enhanced Hearing, Medichines (250), Nanophages (1000)
Traits: Small size, Unique Look
Durability: 30
Wound Threshold: 6
Advantages: COO+5, Freerunning+20
Gear: Particle Bolter (5000), Standard Smartfabric Vacsuit (5000), Fake Ego ID (5000), Anonymous Account (1000), Facial/Image Recognition (250), TacNet (1000), Tracking software (1000), Shock Gloves (250), Vibroblade (250)
FATE:
High Concept: Hero Cop
Trouble: Strange New World
Freestyle Aspects: Wools-MacLion Infectee, Nick was more than a partner.
Skills:
+4 Great: Investigate
+3 Good: Athletics, Will
+2 Fair: CivRep, Fight, Kinesics, Notice
+1 Average: Credit, Infiltrate, Pilot, Provoke, Rapport, Shoot, Somatics
Ego Stunts: Freerunning, Non-Lethal Techniques, Psi-Chi (Pattern Recognition, Predictive Boost, Superior Kinesics), Thought Browse.
Morph: Splicer
Morph Aspects: Reconstructed Hopps, Quick Like a Bunny
Traits: Essential Biomorph Traits
Stunts: Medichines
Durability: Average, 3 stress boxes
Final Refresh: +1
Nick Wilde:
Base Rules:
Character Packages: Re-Instantiated Civilian 1, Scum 3, Con Artist 5, Networker
Aptitudes: Cognition 15, Coordination 15 (Morph 20), Intuition 15 (Morph 20), Reflexes 15, Savvy 25 (Morph 30), Somatics 10, Will 15
Moxie 3, Trauma Threshold 6, Lucidity 30, Insanity Rating 60, Wound Threshold 6, Durability 30, Damage Resistance 45, Initiative 60 (70), Speed 1, Damage Bonus 1
Motivations: -Bioconservatism, +Morphological Freedom, +Wealth
Moxie +2
Skills:
Academics (Psychology) COG15+ 40 = 55
Art (XP) INT15+ 50 = 63 (Morph 68)
Deception SAV25+ 54 = 70 (Morph 75)
Disguise INT15+ 40 = 55
Fray REF15+ 20 = 30
Freefall REF15+ 40 = 55
Freerunning SOM10+ 40 =50 (Morph 60)
Impersonation SAV25+ 40 = 63 (Morph 68)
Infiltration COO15 (Morph: 30)
Infosec COG15+ 30 = 45
Interest (Black Markets) COG15+ 40 = 55
Interest (Morph prices) COG15+ 30 = 45
Interfacing COG15+ 15 = 30
Kinesics SAV25+ 40 = 63 (Morph 68)
Kinetic Weapons COO15+ 35 = 50 (Morph 55)
Language (Zooperanto, Native) INT15+ 70 = 72 (Morph 77)
Language (Vulpine) INT15+ 55 = 65 (Morph 70)
Language (ZSL) INT15+ 30 = 45 (Morph 50)
Medicine (Biosculpting) COG15+ 30 = 45
Networking (Autonomists) SAV25+ 50 = 68 (Morph 73)
Networking (Criminals) SAV25+ 30 = 55 (Morph 60)
Networking (Firewall) SAV25+ 30 = 55 (Morph 60)
Networking (Hypercorps) SAV25+ 30 =55 (Morph 60)
Palming COO15+ 40 = 55 (Morph 60)
Perception INT15+ 20 = 35 (Morph 40)
Persuasion SAV25+ 50 = 68 (Morph 73)
Pilot (Groundcraft) REF15+ 10 = 25
Profession (Con Schemes) COG15+ 54 = 65
Profession (Police Procedures) COG15+ 30 = 45
Rep:
@-rep 75
C-rep 40
F-rep 15
G-rep 50
I-rep 20
Ego Traits:
Adaptability (10)
First Impression (10)
Edited Memories (-10)
Enemy (-10)
Mental Disorder (PTSD -10)
12 CP = 12,000 credits
Morph: Pleasure Pod (Fox)
CP: 25
Implants: Access Jacks (250), Basic Biomods, Basic Mesh Inserts, Clean Metabolism, Cortical Stack, Cyberbrain, Enhanced Pheromones, Enhanced Smell, Medichines (250), Mnemonic Augmentation, Puppet Sock, Sex Switch, Skinflex (1000)
Traits: Small size
Durability: 30
Wound Threshold: 6
Advantages: COO+5, INT+5, SAV+5, Freerunning+10, Infiltration+10
Gear: Light railgun pistol (1000), 100 AP rounds (250), Flex Cutter (250), Fake Ego ID (5000), Anonymous Accounts (1000), Sniffer (1000), Spoof (1000), TacNet (1000)
FATE:
High Concept: Once a Hustler, Always a Hustler
Trouble: Memory's not what it used to
Freestyle Aspects: Judy means... something, Never deal with Nine Lives
Skills:
+4 Great: Deceive
+3 Good: Cover, CivRep
+2 Fair: Credit, Infiltrate, Provoke, Rapport
+1 Average: Athletics, EyeRep, Infosec, Kinesics, Notice, Shoot, Will
Ego Stunts: Bodyhopper, Digital Ghost, First Impression, Ego Plasticity
Morph: Pleasure Pod
Morph Aspects: Fleshdoll, Sly Fox
Traits: Essential Pod Traits, Social (Sex Switch_
Stunts: Attraction
Durability: Average, 3 stress boxes
Final Refresh: +1
Most scientists studying the Exsurgence virus think they can discern a definite purpose for most strains, which typically amounts to "creating minions or sleeper agents" in enough different ways that the opposition is kept on their toes. The Bootstrap strain, however, has attracted more wild guesses as to its purpose than any since Watts-MacLeod.
This strain is unique in that it doesn't affect transhumans, uplifts, or AGIs, but rather non-sapient animals, either unmodified or "smart" variants. Already sapient beings can carry the virus, but it doesn't seem to affect them at all, though most cases have also been infected by another strain.
The first recorded occurrence of the Boostrap virus was carried by an Exsurgent zookeeper working in a wealthy hypercorp executive's private menagerie habitat. He infected several of the animals before Firewall intervened, most of the information on the virus comes from the records of the other zookeepers and observations made by the Sentinel team that investigated. The zoo habitat was nuked after the Sentinels submitted their report.
Some hypothesize that the Bootstrap strain is intended simply to sow chaos in wild areas or habitats dependent on smart animals. Others think it's supposed to produce a new set of infectees following the extinction of the primary sophont species. Some conspiracy theorists even believe that it was developed by one of the scientists at Fortean to accelerate uplift of new species.
Bootstrap
Vector: Biological pathogen, Nanoplague.
Infection: By exchange of bodily fluids.
Stage 1
Timeframe: Infection to 5 hours.
Stress: SV 1d10-2 per hour.
Infected animals display erratic and highly aggressive behavior during this phase. Screeching, gnawing at bindings, biting every living thing in sight, the lattermost behavior also tends to spread the virus.
Stage 2
Timeframe: End of Stage 1 to six months.
Stress: SV 1d10 per month.
During this stage of infection animals tend to become timid and reclusive. Their brains begin to form quantum entanglements and fields similar to those in asyncs, causing them to gain +1 COG every month. The changes in the subject's brain are extremely stressful, by the end of the stage the animal gains at least one mental disorder, regardless of the amount of stress and traumas sustained.
Stage 3
Timeframe: six to twelve months.
Stress: SV 1d10-2 per month.
The massively accelerated mockery of uplift complete, the victim's body restructures itself so that it can more effectively function as a sapient being. Bones in the forepaws and hips gradually warp into hands and a humanoid "bowl" pelvis for bipedalism, and the larynx becomes much more complex to the point where "bootstrapped" animals can learn to speak transhuman languages. They can also be infected by other strains of the Exsurgence virus at this point, suffering a -20 penalty to resist infection similar to asyncs. There have also been numerous reports of animals at this stage and later displaying psi-sleights, though it remains unverified whether the Bootstrap strain or subsequent infection by Watts-MacLeod was responsible.