=Felix Legato= 
**Firewall Codename:** Fixit
**AKA:** Mi-Suk Huang
||||||||||||||||~ Aptitudes ||
||>   ||= **COG** ||= **COO** ||= **INT** ||= **REF** ||= **SAV** ||= **SOM** ||= **WIL** ||
||> Base ||= 20 ||= 20 ||= 15 ||= 20 ||= 10 ||= 10 ||= 20 ||
||> Morph Bonus ||=   ||=   ||=   ||=   ||=   ||= 5 ||=   ||
||> Total ||= 20 ||= 20 ||= 15 ||= 20 ||= 10 ||= 15 ||= 20 ||

||||||||||||||||||~ Stats ||~   ||
||= **Moxie** ||= **Moxie Max** ||= **Trauma Threshold** ||= **Lucidity** ||= **Insanity Rating** ||= **Wound Threshold** ||= **Durability** ||= **Death Rating** ||= **Initiative** ||= **Speed** ||= **Damage Bonus** ||
||=   ||=   ||= 1/5 LUC ||= WIL X 2 ||= LUC X 2 ||= 1/5 DUR ||= From Morph ||= 1.5 ||= 1/5 (INT + REF) ||=   ||= 1/10 SOM ||
||= 3 ||= 3 ||= 8 ||= 40 ||= 80 ||= 8 ||= 40 ||= 60 ||= 7 ||= 1 ||= 2 ||

||= **Damage Taken:** ||= 0 ||= **DUR/DR:** ||= 40/60 ||
||= **Stress Taken:** ||= 0 ||= **LUC/IR:** ||= 40/80 ||
|| **Wounds:** ||   || **Traumas:** ||   ||

||||||||||~ Skills ||
||>   ||= **Aptitude** ||= **Base** ||= **Morph Bonus** ||= **Total** ||
||> Academics: Biology ||= COG ||= 50 ||=   ||= 50 ||
||> Academics: Biochemistry ||= COG ||= 35 ||=   ||= 35 ||
||> Academics: Zoology ||= COG ||= 35 ||=   ||= 35 ||
||> Animal Handling ||= SAV ||= 10 ||=   ||= 10 ||
||> Art: [Field] ||= INT ||= 15 ||=   ||= 15 ||
||> Beam Weapons ||= COO ||= 30 ||=   ||= 30 ||
||> Blades ||= SOM ||= 40 ||= 5 ||= 45 ||
||> Climbing ||= SOM ||= 10 ||= 5 (10) ||= 15 (25) ||
||> Clubs ||= SOM ||= 10 ||= 5 ||= 15 ||
||> Control ||= WIL* ||= 60 ||=   ||= 60 ||
||> Deception ||= SAV ||= 40 ||=   ||= 40 ||
||> Demolitions ||= COG* ||=   ||=   ||=   ||
||> Disguise ||= INT ||= 30 ||=   ||= 30 ||
||> Exotic Melee: [Field] ||= SOM ||= 10 ||= 5 ||= 15 ||
||> Exotic Ranged: [Field] ||= COO ||= 20 ||=   ||= 20 ||
||> Flight ||= SOM ||= 10 ||= 5 ||= 15 ||
||> Fray ||= REF ||= 70 ||=   ||= 70 ||
||> Free Fall ||= REF ||= 25 ||=   ||= 25 ||
||> Freerunning ||= SOM ||= 50 ||= 5 ||= 55 ||
||> Gunnery ||= INT ||= 15 ||=   ||= 15 ||
||> Hardware: Industrial ||= COG ||= 45 ||=   ||= 45 ||
||> Impersonation ||= SAV ||= 10 ||=   ||= 10 ||
||> Infiltration ||= COO ||= 55 ||=   ||= 55 ||
||> Infosec ||= COG* ||=   ||=   ||=   ||
||> Interest: Spaceship Design ||= COG ||= 30 ||=   ||= 30 ||
||> Interest: Conspiracies ||= COG ||= 60 ||=   ||= 60 ||
||> Interest: Mesh Games ||= COG ||= 50 ||=   ||= 50 ||
||> Interfacing ||= COG ||= 20 ||=   ||= 20 ||
||> Intimidation ||= SAV ||= 10 ||=   ||= 10 ||
||> Investigation ||= INT ||= 55 ||=   ||= 55 ||
||> Kinesics ||= SAV ||= 10 ||=   ||= 10 ||
||> Kinetic Weapons ||= COO ||= 20 ||=   ||= 20 ||
||> Language: Arabic ||= INT ||= 85 ||=   ||= 85 ||
||> Language: English ||= INT ||= 60 ||=   ||= 60 ||
||> Language: Mandarin ||= INT ||= 65 ||=   ||= 65 ||
||> Language: Korean ||= INT ||= 65 ||=   ||= 65 ||
||> Medicine: [Field] ||= COG ||= 20 ||=   ||= 20 ||
||> Navigation ||= INT ||= 15 ||=   ||= 15 ||
||> Networking: Autonomists ||= SAV ||= 25 ||=   ||= 25 ||
||> Networking: Criminals ||= SAV ||= 0 ||=   ||= 0 ||
||> Networking: Ecologists ||= SAV ||= 25 ||=   ||= 25 ||
||> Networking: Firewall ||= SAV ||= 5 ||=   ||= 5 ||
||> Networking: Hypercorps ||= SAV ||= 0 ||=   ||= 0 ||
||> Networking: Media ||= SAV ||= 0 ||=   ||= 0 ||
||> Networking: Scientists ||= SAV ||= 10 ||=   ||= 10 ||
||> Palming ||= COO ||= 40 ||=   ||= 40 ||
||> Perception ||= INT ||= 80 ||= (20) ||= 80 (100) ||
||> Persuasion ||= SAV ||= 10 ||=   ||= 10 ||
||> Pilot: [Field] ||= REF ||= 20 ||=   ||= 20 ||
||> Profession: Terraforming ||= COG ||= 55 ||=   ||= 55 ||
||> Programming ||= COG* ||=   ||=   ||=   ||
||> Protocol ||= SAV ||= 10 ||=   ||= 10 ||
||> Psi Assault ||= WIL* ||=   ||=   ||=   ||
||> Psychosurgery ||= INT ||= 15 ||=   ||= 15 ||
||> Research ||= COG ||= 35 ||=   ||= 35 ||
||> Scrounging ||= INT ||= 50 ||=   ||= 50 ||
||> Seeker Weapons ||= COO ||= 20 ||=   ||= 20 ||
||> Sense ||= INT* ||= 70 ||=   ||= 70 ||
||> Spray Weapons ||= COO ||= 20 ||=   ||= 20 ||
||> Swimming ||= SOM ||= 40 ||= 5 ||= 45 ||
||> Throwing Weapons ||= COO ||= 20 ||=   ||= 20 ||
||> Unarmed Combat ||= SOM ||= 10 ||= 5 ||= 15 ||
**Background:** Maker Nomad
**Faction:** Barsoomian
**Morph:** Martian Alpiner
**Motivations:** -Fame, +Martian Liberation, -Alien Contact
**Gender Identity:** Male
**Apparent Age:** 30
**Chronological Age:** 30

__**Traits**__
**Ego:** Mental Disorder (Cosmic Anxiety Disorder), Mental Disorder (OCD), Identifiable Quirk, Shut-in
* **Async Familiarity**
> This character has a keen sense for the subtle behavioral clues and micro-expressions that many asyncs unconsciously adopt after their infection. As a result, they may make a [[eclipse-phase/Kinesics|Kinesics]] Test to identify an async as such on their behavior alone. Gamemasters are encouraged to make this test difficult (–30) at best, given that there is usually no outward sign of Watts-MacLeod infection or the use of psi sleights. This trait is most common among asyncs, but it may be allowed for characters that have studied asyncs or spent significant time in their presence.
* **Danger Sense**
> The character has an intuitive sixth sense that warns them of imminent threats. They receive a +10 modifier on Surprise Tests.
* **Psi (Level 2)**
> The character has been infected with the Watts-MacLeod strain of the Exsurgent virus, which altered their brain structure and opened the potential for their mind to enhance their cognitive abilities and read and manipulate the biological minds of others (see [[eclipse-phase/Playing Asyncs#Sleights|Playing Asyncs]]). The character may purchase and learn psi sleights. At Level 1, the character may only use psi-chi sleights. At Level 2, the character may use both psi-chi and psi-gamma sleights. Though this trait is not very expensive, gamemasters should not allow it to be abused. There are a number of negative side effects to Watts-MacLeod infection, noted under [[eclipse-phase/Playing Asyncs#Psi%20Drawbacks|Psi Drawbacks]].
* **Situational Awareness**
> The character is very good at maintaining continuous partial awareness of the goings-on in their immediate environment. In game terms, they do not suffer the Distracted modifier on [[eclipse-phase/Perception|Perception]] Tests to notice things even when their attention is focused elsewhere, or when making Quick Perception Tests during combat.
* **Identifiable Quirk**
> Transhumans may be able to switch bodies and travel the entire solar system to start a new life, but some things can’t be left behind. The character has a unique behavioral quirk that makes identification easy, no matter the morph in which they are sleeved. Attempts to identify this character through [[eclipse-phase/Kinesics|Kinesics]] or similar skills gain a +10 bonus. This quirk could be a nervous twitch of the lips, distinct accent, noticeable laugh, or unusual gait. The character suffers a −30 modifier to all [[eclipse-phase/Impersonation|Impersonation]] Tests against targets aware of the character’s quirk.
* **Mental Disorder**
> Felix suffers from Cosmic Anxiety Disorder and Obsessive Compulsive Disorder
* **Shut-In**
> This character is a social hermit or went through a period of self-imposed isolation, limiting the amount of interactions they have via online social networks. Because the character is out of touch, their ability to network with others is impaired. Apply a −10 modifier to Networking Tests.
* **Morph: Fast Metabolism**
> The morph’s metabolism runs hot, requiring the character to eat two to three times as much food as a normal character with similar body mass. Food tends to be plentiful and cheap in most transhuman settlements, but this trait can pose a problem in remote areas or when visiting settlements with limited resources. The character must plan ahead and pack enough food on expeditions. If the character is eating off their rep, they must expend two trivial favors each day for the additional food they require. If the character is unable to obtain enough food, they lose SOM at the rate of one point per day until they resume their usual caloric intake. This trait is only available for biomorphs (including uplifts and pods).

__**Sleights**__
**Chi**:
* **Ambience Sense**
> **Psi Type:** Passive
> **Action:** Automatic
> **Range:** Self
> **Duration:** Constant
> This sleight provides the async with an instinctive sense about an area and any potential threats nearby. The async receives a +10 modifier to all Investigation, Perception, Scrounging, and Surprise Tests.
* **Cognitive Boost**
> **Psi Type:** Active
> **Action:** Quick
> **Range:** Self
> **Duration:** Temp (Action Turns)
> **Strain Mod:** –1
> The async can temporarily elevate their cognitive performance. In game terms, Cognition is raised by 5 for the chosen duration. This boost to Cognition also raises the rating of skills linked to that aptitude.
* **Grok**
> **Psi Type:** Active
> **Action:** Complex
> **Range:** Self
> **Duration:** Instant
> **Strain Mod:** –1
> By using the Grok sleight, the async is able to intuitively understand how any unfamiliar object, vehicle, or device is used simply by looking at and handling it. If the character succeeds in a COG x 2 Test, they achieve a basic ability to use the object, vehicle, or device, no matter how alien or bizarre. This sleight does not provide any understanding of the principles or technologies involved—the psi user simply grasps how to make it work. If a test is called for, the psi user receives a +20 modifier to use the device (this bonus only applies to unfamiliar devices, and/or tests the character is defaulting on—it does not apply to devices the character is familiar with).
* **Instinct**
> **Psi Type:** Passive
> **Action:** Automatic
> **Range:** Self
> **Duration:** Constant
> Instinct bolsters the async’s subconscious ability to gauge a situation and make a snap judgment that is just as accurate as a careful, considered decision. For Task Actions that involve analysis or planning alone (typically Mental skill actions), the async may reduce the timeframe by 90% without suffering a modifier. For Task Actions that involve partial analysis/planning, they may reduce the timeframe by 30% without penalty.
* **Sensory Boost**
> **Psi Type:** Active
> **Action:** Quick
> **Range:** Self
> **Duration:** Temp (Action Turns)
> **Strain Mod:** –2
> An async uses this sleight to increase their natural or augmented sensory perception (sight, audio, smell, augmented) by enhanced cerebral processing, granting a +20 bonus modifier on sensory-based Perception Tests.
**Gamma**:
* **Cloud Memory**
> **Psi Type:** Active
> **Action:** Complex
> **Range:** Touch
> **Duration:** Temp (Minutes)
> **Strain Mod:** –1
> **Skill:** Control
> Cloud Memory allows the async to temporarily disrupt the target’s ability to form long-term memories. If the async wins the Opposed Test, the target’s memory-saving ability is negated for the duration. The target will retain short-term memories during this time, but will soon forget anything that occurred while this sleight was in effect.
* **Ego Sense**
> **Psi Type:** Active
> **Action:** Complex
> **Range:** Close
> **Duration:** Temp (Action Turns)
> **Strain Mod:** –1
> **Skill:** Sense
> Ego Sense can be used to detect the presence and location of other sentient and biological life forms (i.e., egos) within the async’s range. To detect these life forms, the async makes a single Sense Test, opposed by each life form within range. The async may suffer a modifier for detecting small animals and insects, similar to the modifier applied for targeting them in [[eclipse-phase/Combat#Combat%20Modifiers|ranged combat]]; likewise, a modifier for detecting larger life forms may also be applied. If successful, the async has detected that the life form is nearby. Every 10 full points of MoS will ascertain another piece of information regarding the detected life: direction from async, approximate size, type of creature, distance from async, etc. The async will know if the target moves, if they do so during the sleight’s duration.
* **Omni Awareness**
> **Psi Type:** Active
> **Action:** Quick
> **Range:** Close
> **Duration:** Temp (Minutes)
> **Strain Mod:** –1
> **Skill:** Sense
> An async with Omni Awareness is hypersensitive to other biological life that is observing them. During this sleight’s duration, the async makes a Sense Test that is opposed by any life that has focused their attention on them within the sleight’s range; if successful, the async knows they are being watched, but not by whom or what. It does, however, apply a +30 Perception bonus to spot the observer. This sleight does not register partial attention or fleeting attention, or simple perception of the async, it only notices targets who are actively observing (even if they are concealing their observation). This sleight is effective in spotting a tail, as well as finding potential mates in a bar.
* **Scramble**
> **Psi Type:** Passive
> **Action:** Automatic
> **Range:** Self
> **Duration:** Constant
> Scramble allows the async using the sleight to hide from another async using the Ego Sense or Omni Awareness sleights. Apply a +30 modifier to the defending async’s Opposed Test.
* **Thought Browse**
> Psi **Type:** Active
> **Action:** Complex
> **Range:** Touch
> **Duration:** Sustained
> **Strain Mod:** –1
> **Skill:** Sense
> Thought Browse is a less-intrusive form of mind reading which scans the target’s surface thoughts for certain “keywords” like a particular word, phrase, sound, or image chosen by the async. Rather than digging through the target’s ego as with the Deep Scan sleight, Thought Browse merely verifies whether a target has a particular person, place, event, or thing in mind, which can be used by a savvy investigator to draw conclusions without the need to invade the mind directly. Thought Browse may be sustained, allowing the async to continue scanning the target’s thoughts over time. The async must beat the target in an Opposed Test for each scanned item.
* ===Subliminal=== 
> **Psi Type:** Active
> **Action:** Complex
> **Range:** Touch
> **Duration:** Instant
> **Strain Mod:** +2
> **Skill:** Control
> The Subliminal sleight allows the async to influence the train of thought of another person by implementing a single post-hypnotic suggestion into the mind of the target. If the async wins the Opposed Test, the recipient will carry out this suggestion as if it was their own idea. Implanted suggestions must be short and simple; as a rule of thumb, the gamemaster may only accept suggestions encompassed by a short sentence (for example: “open the airlock,” or “hand over the weapon”). At the gamemaster’s discretion, the target may receive a bonus for resisting suggestions that are immediately life threatening (“jump off the bridge”) or that violate their motivations or personal strictures. Suggestions do not need to be carried out immediately, they may be implanted with a short trigger condition (“when the alarm goes off, ignore it”).

__**Rep**__
||~   ||~ Felix Legato ||~ Fixit ||~ Huang ||
||> @-Rep ||= 39 ||=   ||=   ||
||> c-Rep ||=   ||=   ||= 20 ||
||> e-Rep ||= 25 ||=   ||=   ||
||> f-Rep ||=   ||=   ||=   ||
||> g-Rep ||=   ||=   ||= 40 ||
||> i-Rep ||=   ||= 32 ||=   ||
||> r-Rep ||= 20 ||=   ||= 15 ||
||> u-Rep ||=   ||=   ||=   ||
||> x-Rep ||=   ||=   ||=   ||

||||||||||||||||||||||||||||||||~ Favors ||
||>   |||||||||| Felix Legato ||   |||||||||| Fixit ||   |||||||||| Tertiary Identity ||
||> Network || 1 || 2 || 3 || 4 || 5 ||   || 1 || 2 || 3 || 4 || 5 ||   || 1 || 2 || 3 || 4 || 5 ||
||> @-Rep ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   ||
||> c-Rep ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   ||
||> e-Rep ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   ||
||> f-rep ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   ||
||> g-Rep ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   ||
||> i-Rep ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   ||
||> r-Rep ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   ||
||> u-Rep ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   ||
||> x-Rep ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   ||

__**Equipment**__
**Armor:** Light Bioweave Armor +Smart Skin + Armor Clothing (
**Primary Weapon:** Laser Pulser: Beam Weapons 40 (includes Smartlink); 2d10, AP -0. SA; 100-shot battery.
> Stun Mode: Beam Weapons 45 (Includes Smartlink); 1d10, AP -0; SS. Target makes SOM x2 test (x3 for synthmorphs or biomorphs with pain tolerance of any kind). Failure means the target is temporarily stunned and disoriented and loses their next action. Critical failure means the target is knocked down and paralyzed for 1 Action Turn per 10 MoF.
**Secondary Weapon:** Diamond Axe: Blades 40; 2d10+5, AP -3.
**Cred:** 3,850+ 9400 (Huang)
**Implants:** Basic Biomods, Basic Mesh Inserts, Cortical Stack, Direction Sense, Grip Pads, Low Pressure Tolerance,
Oxygen Reserve, Respirocytes(Can hold breath for 4 hours, DUR +5), Temperature Tolerance (Improved Cold),
Enhanced Vision (+20 to vision-based Perception tests), Radiation Sense, Sense Filter,
Enhanced Smell (+20 to smell-based Perception tests), Medichines.
**Gear:** Chameleon Cloak, Fiber Eye, Microbug, Utilitool, Toolkit (Hardware:Industrial), 3 Frag Grenades
**Drugs and Toxins:**
**Software:** Standard Muse, Blueprints (Diamond Axe, Laser Pulser, Light Bioweave Armor, Armor Clothing, Smart Skin), TacNet

**Stowed Gear (Locus):** Hazer Morph (+5 COO, INT, SOM, WIL) w/
Basic Biomods, Basic Mesh Inserts, Cortical Stack, Enhanced Vision, Radiation Sense, Respirocytes, Temperature Tolerance (Improved Cold), Skin Pocket, Traction Pads, Enhanced Hearing,
Light Bioweave Armor +Smart Skin + Armor Clothing,
Laser Pulser: Beam Weapons 45 (includes Smartlink); 2d10, AP -0. SA; 100-shot battery,
Diamond Axe: Blades 45; 2d10+5, AP -3.
Chameleon Cloak, Light Vacsuit, Fiber Eye, Toolkit (Hardware:Industrial), Utilitool, Backup Insurance (1 Month), Basic Lifestyle (1 month, Locus)

**__Common Aptitude Tests__**
**Brute Strength:** (SOM x3) 45
**Catch Thrown Object:** (REF +COOx2) 60
**Composure/Resolve:** (WILx3) 60
**Escape Artist:** (COO + SOM) 35
**Idea (COG):** (COGx3) 60
**Idea (INT):** (INTx3) 45
**Memorize/Remember: (**COGx3) 60
**Integration:** (SOMx3) 45
**Continuity:** (WILx3) 60
**Alienation:** (INTx3) 45
**Close Combat Fray:** 70
**Ranged Fray:** 35
**Resist Social:** (WILx2 +SAV) 50

__**Notes**__
* Successful Stress Tests
> Exhuman contact x1
> Exsurgent entity contact x1Mass Murder x1
* Personal Async Database
> Ana Durutti; Locus
* Async Research: Synched EEG notes from Sarpedon.

=Muse= 
**Name:** BrainPal
||~ COG ||~ COO ||~ INT ||~ REF ||~ SAV ||~ SOM ||~ WIL ||
||= 10 ||= 10 ||= 20 ||= 10 ||= 10 ||= 10 ||= 10 ||

||||~ Active Skills ||
|| Hardware: Electronics || 20 ||
|| Infosec || 30 ||
|| Interfacing || 40 ||
|| Programming || 20 ||
|| Perception || 30 ||
|| Research || 30 ||
||||~ Knowledge Skills ||
|| Academics: Psychology || 60 ||
|| Academics: Genetics || 40 ||
|| Academics: Engineering || 40 ||
|| Academics: Mathematics || 40 ||
|| Profession: Accounting || 60 ||

=Rez Points= 
**Total: 31**
**Spent: 5**
**Remaining: 21**

=Rez Point Expenditures= 
*5 RP - Psi Gamma Sleight "Subliminal"

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